Runes of Magic
Ranked #4,009 in Games, #179,357 overall
Runes of Magic Review
Runes of Magic Review
"Runes of Magic" is a free fantasy MMORPG (Massively Multiplayer Online Role-Playing Game). There are no monthly fees and you don't have to pay to download the game, so there's nothing stopping you from getting in and checking out the world.
Dive into Taborea, a magical world full of wonders and ancient mysteries. Adventure, make new friends, meet and battle mythical and dangerous creatures, and solve the puzzle of the long perished kingdoms.
I will have to admit that I enjoyed this game immensely, there are some unique features in the game that I absolutely love.
There is a macro system in the game where you can hold a series of spells or skills in them and all you have to do is load them in and push a button to use them. This is great for priests or buffing skills where you can one click buff you or your group. This is also great for 1v1 battles on monsters or even pvp.

You can set up the macros in game settings menu > Macros. The spell or skill combinations are endless and you are free to customizes them however you want. You are only limited to a 255 character limit.
Another great feature is that you can have your own house! You have the opportunity to spend some time in your house and earn crafting experience and talent point and training experience. However you need to purchase some items in the item shop or the Phirius Token shop to decorate your house. Different items can be purchases serve different purposes so choose wisely.

If you are spending alot on furniture for your house you might need to start expanding your house with your house energy which can be purchased with diamonds. The more furniture you have the more exp, talent points you can get.
Inventory space can become a problem if you don't purchase some cash shop items to expand the slots in your bag. When you are picking up lots of runes and daily quest trinkets plus gears your slots start to fill up quickly and gets annoying having to go to the house bank or npc to sell them every 15 minutes.

The inventory bag comes with the item mall bag, item trash, arcane transmuter and item organize.
This game also has a auto move feature where you can follow someone in or out of your party and also to move to certain locations on the map.

This feature is a little bit buggy as you sometimes get stuck especially when you are following another person. You also pull aggro as you are going so you need to pay a bit of attention when you are letting the feature move you.
One of my more favorite additions of the game is the mini map. It shows you crafting resources and also quest pickups. You can also see what monsters you need to kill or pick up on the mini map as little dots. There have been many times in other games where I get a little frusterated when i am looking for the right monsters to kill to complete quests.

I would reccomend giving this game a try. It has alot of quests and is the main way to level in this game as grinding is not a viable option to level. The game has dungeons and instances and big bosses to raid. There is plenty to do with Rune crafting, equipment crafting and much more.
Dual Class! Yes i remember regular PC games where you could dual class your builds and use a combination of the skills. Well Runes of Magic has it! There are numerous combination types that you can play for example mage/priest or warrior/rogue. With unlimited possibilities of combinations and purpose specific builds this game will be just as fun as the first time playing through to end game.
How it works? Once you reach level 10 you have the oppurtunity to take on a new dual class. The best thing to do is to do some planning on what combination you want to use before deciding on the perfect class build for you. Fortunately it doesn't take long to get to level 10 so you can reroll if you are unhappy with your build. Leveling each class can be a little bit of a pain. Each class has a separate set of quests that you can complete. Best way to level them is evenly... finish one map quests, then switch to your other class and finish the quests on the same map before moving on.
You skill capabilities are a little limited depending on your primary or secondary class. If you are switched to your primary class you can us the full range of skills for that class however you wont be able to use the full set of your secondary class as you will be limited to the basic of secondary skills. The great thing is that you can switch your primaries and secondaries to meet your play style, quests, raids ect.
I hope you enjoyed this review and I recommend playing this game if you are looking for a new game to play.
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Runes of Magic Wind Mage/Priest
Anyone who has played the fire mage/priest build knows how pretty basic and straightforward that builds can be. Yes it's great, it's awesome, but if you're looking for something more, something that if played the right way can be even more powerful and more rewarding. Well then you are in luck, I have tested and played this build extensivelyand had a lot of success and failures. True, the wind mage does not deal is much pure damage as the fire mage that they are much more useful in a number of aspects of the game.
PVE: there is good news and there's bad news about this build when it comes to PVE in the runes of magic.it is very difficult to level and do quests when you are fighting solo. You just don't do enough to pure damage in DPS to kill monsters effectively. Later in the game it is not so bad once you have unlocked of rising tide. However there is a choice you can make.and it's up to you, can pick either flame or plasma arrow is your main damage dealing spell, plasma arrow will more criticals, faster cast time, more charged states, but less damage. Flame is a constant high damage dealing spell and will help you earlier on but not so much when you start upping your wind knowledge. If you have enough money for a skill reset stone you can start with flame instead of plasma arrow. I personally like to keep it simple and would recommend starting out with plasma arrow just to say the money.
When doing quests and one of verse one leveling your damage dealing spells are pretty basic. I ended up just using a macro of starting off with electric bolt and then just spamming plasma arrow until the monster is dead. You can also use lightning followed by meteor shower and plasma arrow to kill enemies also, but on average each monster takes about 5 seconds more to kill than a fire mage build. Good news AOE! This is where the wind mage shines, you are able to own in these parties. With great crowd control and massive area of effect spells you are able to level and quickly speed through dungeons and instances.
Maxing out discharge kind of damage when coupled with wind knowledge and also gives a 5 second stun to your enemies, which your party members will love when battling bosses. You also have one of my favorite skills at your disposal that is thunderstorm which in addition to a kind of damage it also inflicts slowdown in movement and attack your enemies for 5 seconds. The way I do it is start off with the thunderstorm AOE and since it's channeled when enemies get close enough to cancel your channel you follow that up with discharge, causing the 5 second stun then you can follow that up with another thunderstorm, you'll usually be able to dispatch your enemies on the second thunderstorm with no trouble at all. If not, you can use electrostatic charge and holy aura and wait for discharge cooldown. Rinse and repeat until they have all died.
PVP: you may not think that the wind mage stands a chance in PVP but you may be surprised. Here is a list of the PVP skills that the wind mage has at his disposal. Fireball, lightning, silence, elemental catalysis, electrostatic charge, plasma arrow, discharge, electric bolt, meteor shower, electric explosion, electric compression, static field, energy influx, elemental weakness, energy well, and thunderstorm. You won't have the pure high damage output but you have a wide variety of high damage stuns that will wear down your enemy until their death. Groupe PVP is more than a rush with this build, you can rain down thunderstorms and discharges and watch countless enemies drop dead to the ground.
Initiating PVP:
When initiating a PVP Battle against another opponent of their favor to dispatch him rather quickly, this is for the fact that most players have a slower response time and their mind goes blank when they realize they are under attack. With that said we will get into a macro for the wind mage for the opening series of spells that can be cast to destroy enemies. First off, I start out with electric bolt followed by instant casts of fireball and rising tide then 1 to 2 plasma arrows until your opponent starts to attack back. Next in line in the macro will be lightning which will root your opponent and allow you to get off at least two more plasma arrows. Once your opponent is unrooted you can use discharge and give your enemy another 5 second stun, assuming you have an electric compression stored you can cast 2 more plasma arrows followed by static field. Since your static field will be leveled quite a bit more than with the fire build you have anywhere between 15 to 30 seconds to store another electric compression, using urgent heal, and regenerate spells. Once you are ready you can start to beginning macro over again if your opponent has not already been destroyed. You can use silence, thunderstorm, elemental weakness, energy well, energy influx, and electric explosion (most damage in the game) at your discretion. It is a good idea to use energy well, energy influx, elemental weaknesses before you start your opening PVP macros. A good finishing combo is to use lightning and then channel galaxy clean up any remaining points your opponent might have. This technique works very well, you may play with a little bit to find the best series of spells and techniques that work the best for you.
As you can see, the wind mage has a ton more options during PVP that you might not have guessed. There is a certain chance that the wind mage times will more damage than the fire mage based on their probability of issuing critical magical strikes upon your opponents. I have destroyed a melee-based character in just the opening series of spells in my macro due to critical hits.
Forced PVP:
The easiest way to deal with someone who is forced PVP upon you is to quickly hit them with a static field,. A good habit to get into is to try to remember to always have an electric compression stored. In the event that you not have the ability to use static field you have a couple of options. The only real option you have against ranged attacks is to silence them and use plasma arrows on him to gain the ability to static field. The best way is to static field him with with electric compression stored. If you want to try to eke out as much damage as you can before having use static field you can hit them with a discharge if they are melee-based followed by thunderstorm. Then just done them with static field, use your heal or regenerate and start your PVP macro that was discussed earlier. Rogues and scouts will become your worst enemy when they forced PVP upon you because of their DOT attack strength. Your only real chances to have fast response time and quick thinking to slow down their DPS and then allow you to start inflicting your own barrage of attacks.
Here is a list of the recommended skills or the wind mage/priest filled:
Mage Skills
Fireball: this is a priority max skill, it is and required for DPS spamming.
Lightning: 30 talent points is about where you want this to be, the longer the root effect the better. This is a great spell before you use galaxy.
Wisdom: as with all mages this is a very important skill, however you won't be able to be able to spend enough talent points that you may want on it due to other priorities. If you find yourself running short on man too often you can dump a few points on this at your leisure.
Silence: this is a great skill to use against other magic users and ranged attackers such as scouts. This can save your life if you are waiting for a cooldown of one of your stun skills. The base skill is fine in most cases but it's a good idea when you reach that max level to farm talent points from monsters to up the scale.
Elemental Catalysis: this is a fixed skill that for 20 seconds magic damage is increased and then for every 2 seconds 2% mana is regained.
Electrostatic Charge: this still is a shield that absorbs damage, however you can expect it to only last for 2 to 5 hits from an opponent or monster depending on level gears. The best way to distribute points in this category is to put in a few here and there or if you're finding that you are in need of some extra shield during gameplay.
Plasma Arrow: this is your main damage during spell as a priority max of your talent points. It is not as strong as flame but has a lower caste time and a charged state which helps you store electric compression for the use of static field. While in a charged state you have an increased chance of inflicting critical damage on opponents or enemies. When coupled with energy influx you greatly increase your potential damage which happens more often than not.
Discharge: this skill is your bread and butter in your AOE arsenal, try to keep as many points as you can to put into this skill. It is not essential to put all your points and but make sure you have enough to do some good damage when you use it. In addition to the AOE damage that you'll be causing with this skill, there is also a 5 second stun effect which can either save your life or give you time for a full channel of thunderstorm.
Electric Bolt: this is an average DOT as the classes go but it's better than not having any at all. Over a 12 second span you'll be doing extra damage over time in 2 second intervals. This is great for PVE and PVP, make sure that you do not cast static field while this skill is in effect as the damage over time skill will break the stun.
Runes of Magic Leveling Guide
Runes of Magic Leveling Guide
Quests: in runes of magic quests will be your best friend, as it is the most efficient way to level both of your classes. With a vast variety of in runes of magic and you'll have plenty of opportunity to level quickly if you put in the necessary time.
Daily Quests: these are very special quests that you can accept and complete 10 times in a 24-hour period. These are by far the most rewarding quests in the game before leveling.
Most of the quests are collecting items from dead monsters and bringing them back to the required NPC for completion. The best way that I've found to complete these quests quickly is to calculate how many items you need to collect and grind on the mobs until you have gathered enough to complete the quest 10 times. Then you can just go back and forth excepting and completing quests until your 10 quest limit. However if you have real money to spend in this game you can buy a daily quests reset stone and you can complete daily quests for an additional 10 times. Another very important bonus you get for completing these quests are phirius tokens, they can be used to purchase items in the cash shop of your choosing.
Tip: when doing a 10 daily quests, keep in mind your level and experience needed. In most cases I would recommend taking the time to start completion of these quests on the highest level monsters that you can kill fast and effectively. This will give you more experience than you might not have gotten otherwise and you will level much quicker. Also keep in mind where the NPC location is for the completion of the quest. In a couple instances I found the completion and NPC deep in the heart of much higher level monsters that aggro you. You can also avoid quests that you have to run a mile to complete the quest. I would much rather accept and complete quests that are near the daily quests board and towns even though I might get slightly less experience. These are some good tips to consider but overall choice is up to you.
Soloing: in Runes of Magic: soloing does not work as a viable option to level. You will be able to destroy monsters 1 to 2 levels higher or lower of you but you will not see a significant increase in your experience bar. So if you think that you can skip to quests and level grind this just won't work.
Party Leveling: does a really decent way of leveling your character when you are in a party. With a good tank or off tank, priest primary or secondary with good healing upgrades is great. And a couple damage dealers were high DPS characters are a must when party leveling each others' characters. The only really effective way of parting leveling is to attack and eliminate mobs that are 6 to 10 levels higher than you. This requires good gear and the ability to cut down these high levels fairly quickly and move to the next. I have been in several of these parties and I've decided that unless you truly are tired of questing for that day that doing the daily quests and normal quests are much more efficient when leveling your character.
Leveling a Secondary Class: luckily this game, runes of magic allows you the opportunity to do two sets of quests, one for your primary and one for your secondary based on level. You have a couple options here, you can complete your primary quests for a map and then switch to your secondary class and then complete the quest for the same that. This is what the majority of most players do and it works fine. However I have a lot of success by sticking to my primary class and leveling it to a high-level. Then I took on a series of high-level quests based on my primary level and completing them but not turning them in. You can now switch over to your secondary class and turn in the quest, if you have a significantly lower level of secondary class this is a great way to level up your dual class quickly. You can the same thing with your daily quests. The only downside to this little trick is with the daily, in order to accept a high-level daily quest to power level your secondary is you will have to switch back to your primary class just to accept another quest.
All in all this game is not too difficult to level assuming you not mind questing all day long. Runes of Magic has a variety of different skills and dual class options as possible to try different types before tiring of this game.
Alchemy Crafting
Runes of Magic Alchemy Guide
Alchemy is a very great craft to level as you have numerous recipes to choose from that enhance your attacks, defense, and healing along with mana potions. This is a very powerful weapon against your enemies later in the game!
So lets get started! I will cover a basic level 1 craft so you can get the idea of how it all works, its the same concept as high level alchemy crafting so don't worry. I will assume that you have picked up the crafting quests and can start making level 1 items.
At level 1 you will have some starter recipes that you can work off of but you have the oppurtunity to purchase recipes from an alchemy master. You can only buy and use recipes that match your alchemy skill level. The more you craft the lower level recipes the more levels you will gain and start unlocking more potent recipe combinations.
Find the npc near one of the crafting tools booths and click "I want to buy some recipes".

You can hit the K key which will bring up the skill menu and will have the your full set of crafting skills and other items on that list.

Double click that icon and you will be able to see what kind of recipes you can craft. You will have to collect the correct ingredients from the battle field or find them in the auction house to complete the requirements of the recipe.

This basic healing potion requires you to aquire 1 copper sand bundle and 2 mountain grass poplar bundles, and an empty bottle to complete. Now go find some mountain poplar grass, remember to use the mini map to look for the resource dots it has.

You will need to gather 4 mountain poplar grass to create 2 bundles. Once you have done that you can look for a brass copper vein and collect 2 copper to create one of the bundles. Once you have enough mountain grass find the Alchemy tools station found in most of the towns or camps.

Once you have gathered the materials needed you will need to go near the alchemy station and craft the mountain grass poplar into the bundles you need. For the copper sand you will need to craft those bundles at a blacksmith station. When you are near one of these stations press "K" to open the skills panel... depending on what you need crafted you can double click that button. For this guide we are near the Blacksmith station and need to turn the brass copper into copper sand bundles. So you will double click smelting here.

Since you are near the blacksmithing tools station you will be able to caft the brass ore into the needed brass sand. You are only missing 1 ingredient now and that is the small empty bottle. You can purchase this for a small fee from an Alchemy Supply Merchant which are usually near the alchemy stations. Now that you have all the ingredients you can finish your desired recipe! Next go to a Alchemy station one last time and go into your skill interface and click Alchemy. Click on your Desired Recipe and you will see that you have all the ingredients required. Now click craft and you will recieve your items in your pack. Note: sometimes you will fail the craft but you don't lose your items you gathered so just try again until it works.

The more you craft the more experience you will gain and levels. You will be very pleased with the results with the recipes at higher levels. I hope you enjoyed this guide and it was easy to follow. Now go out and craft!
Fire Mage/Priest Build
Fire mages specialize in maximum damage output. This build will focus on one verse one leveling and PVP techniques.
This build does not include area of effect spells except for one and that is Purgatory fire. The is the most common used build in runes of Magic.
PVE: this fire build makes it easy to destroy monsters with ease. In most cases you'll be able to defeat enemies 2 to 3 levels above you.
Your main damage dealing spells the flame and fireball enough damage to destroy enemies quickly. I personally use electric bolt to initiate battle with monsters.
Ruins of Magic allows you to create macros which is extremely nice for dispatching monsters with one click of a button. On Priest side of this build regenerate will eliminate the need to pot spam.
The priest also has a very important spell called rising tide, the spell is not as useful until you get it an instant cast by completing the level 30 elite quest.
Another extremely useful skill mage possesses is elemental catalysis that enables you to spam any skill with no cast time for 5 seconds. It's your flame skill has no cool down you are able to rain down vast amounts of damage on your enemies. The only downside is this skill requires a 10 minute cool down.
With elemental catalysis you'll be able to dispatch the majority of the mini bosses in runes of Magic with ease.
PVP: with any mage distance is the key to PVP. The mage deals the most amount of damage in any game but the flipside is they are extremely squishy. Luckily this build has a few techniques to help you keep your distance from enemies.
The following skills will be the most important skills to use during PVP from the mage and priest tree: fireball, lightning, silence, flame, electrostatic charge, plasma arrow, discharge, electric bolt, electric compression, static field, Purgatory fire, rising tide, urgent heal, and regenerate.
PVP: initiating PVP
The obvious sure kill when initiating a PVP Battle is to use elemental catalysis and spam flame, your opponent will die very quickly and leave you feeling PVP is not hard.
If you're elemental catalysis is on cooldown have the ability to use static field on your opponent at any time, this will paralyze your enemy anywhere from 10 to 30 seconds without them being able to move, attack, pot, and inflict damage on you.
Now back to initiating your PVP Battle. Note: these techniques are for open PVP not duels. I like to put my first several spells in a macro consisting of electric bolt, rising tide, fireball, lightning, flame. You should be able to get all these spells off in your macro before the enemy has a chance to recover, before they know they are under attack you look at them with lightning stunning them long enough to get your flame spell off before being touched.
After the initial barrage melee-based characters will start to storm after you, you have a few options at this point, I personally think in another flame spell immediately after the previous one. You will now be under attack and sustaining damage, make sure your electrostatic charges up which will take about two hits from enemy. Now that the melee opponent is on top of you use your skill discharge to stun your enemy for 5 seconds, you can now follow this with a quick Purgatory fire and flame.
You'll most likely sustain another hit before or shortly after you cast your flame spell. Now you're in trouble right? Or macro has cooled down fully but you won't last long to get those spells off. That is where electrostatic field comes in, this build only has the minimum talent point distribution on this specific skill, netting only seconds of an enemy's stun. Once your enemy is stunned look for a nearby monster and use your plasma arrow on them for the use of electric compression, hopefully you will not be any area where monsters are very powerful so that you can dispatch them within 5 seconds to gain another use of your static field.
You will now have the opportunity to use regenerate or urgent heal before you start your initial PVP macro again. This last barrage of magical damage should destroy most melee characters by this point if not sooner. If you have not destroyed you can rinse and repeat this technique over and over again. Good technique and practice with quick thinking makes these techniques the best they can be and PVP verse melee-based characters.
PVP: forced PVP
When being attacked randomly good rule to get used to keep your static field handy in case you need to use it to stop somebody from inflicting fatal damage. If you do not have your static field stored your next best option is to use silence and lightning followed by a plasma arrow for use of your electric compression so that you can use your static field. Whatever situation you're in it is important to use your static field to stop your opponent and attack on your terms. From here you can use the techniques mentioned above to destroy your opponent.
Here is a list of the best skills to truly be able to paint aisle use with this build:
Mage Tree
Fireball: make sure to priority Max this skill is an instant cast and is a very important skill in DPS spamming
Lightning: this skill is mainly used to root your opponent at a distance so that they cannot move. The damage on the skill is not very much so doesn't have much use other than rooting. You only need to put around 10 talent points in this skill or enough to get around a 5 second root.
Wisdom: this passive skill will increase your wisdom enabling you have more manna points to use skills with. This is a very important skill to have but not enough talent points to get the most out of it until later in the game. You can put spare points spare points into it your leisure.
Silence: this is a must-have skill for PVP and the base skill is sufficient most of the time and you really don't need to put talent points in it until maybe later in the game.
Flame: this skill is a priority Max asked if it's your most used damage dealing spell with no cooldown. Only downside is that you have a 3 second cast.
Electrostatic charge: this is a great skill to use when you need to eat up to four hits from a monster or an opponent, it can last less depending on monster level and opponents equipment. Because of this you can put spare points as needed into it.
Plasma Arrow: you don't need to put any extra the only need for it is to create a charge state for use of electric compression.
Discharge: the only use of this skill with this build is to use the 5 second stun that it gives to the opponent or monster when initiating the skill. We only need to use the skill when being mobbed by monsters on opponent gets too close to you. The base skill is sufficient and no need to put any additional points in it.
Electric Bolt: this is another priority Max skill this is above average DOT and the only one that mage has. The effectiveness of this is much greater during PVE than in PVP. The DOT lasts 12 seconds so make sure it has finished its DOT damage before using static field as the DOT effect will break the stun before you might be ready.
Fire Knowledge: this skill increases your passive fire damage on firebased skills. This is very important in maximizing your damage during PVP and PVE. Talent points will be tight early on but make sure to put as many points as you can in this to boost your fire damage.
Purgatory Fire: upgrading the skills very important but you will not likely have enough talent points to put in it early on. This is the only AOE skill this build has but is an instant cast and no cooldown. It also has very good damage and will destroy slightly lower monsters with ease. The best combination of skills to use with this one is discharge for the stun and electrostatic charge to eat a few hits.
Energy Well: this skill will reduce the manna cost of your skills for a period of time. I only put my spare points in this skill because the downside is that it has a two-minute cooldown and I was putting points into wisdom.
Elemental Weakness: this skill is awesome and one of the most underrated, monsters and opponents will most likely have heavily modded gear that will have resistances to your magical attacks. The casting this spell on an enemy will nullify that gear and then some. You'll be doing much closer to the base damage description on your skills when you cast this on your enemies first.
Eruption: fireball and plan have a chance to explode and cause additional fire damage, this is a fixed spell by great.
Elemental Catalysis: for the amount of 20 seconds magic damage is enhanced by 20% in every 2 seconds 2% mana is regained, this is a fixed spell.
Priest Tree
Rising Tide: this is a priority Max skill, once you unlock the elite skills and get this to a instant cast your DPS will go up greatly when you combine fireball and electric bolt together.
Urgent Heal: this skill is somewhat decent but usually causes problems as it doesn't heal enough and wastes time when you can be casting other more important spells. I would put a limited number of talent points in the skill and only really use it between PVP and PVE fights.
Regenerate: this is one of the most important skills of the Priest tree at a very high level you'll regenerate a ton of health points over a 12 second span. This is a great spell to use during battle, before battle, and after battle. Put as much talent points on this as you can.
Magic Barrier: this skill is a must-have for dungeon raids and leveling against high level monsters in parties. Magical defense buff is needed when taking on powerful bosses and PVP with magic damage dealers.
Holy Aura: this skill is for those oh crap moments, all damage received will be reduced to zero for 5 seconds, enough said and skill is fixed level.
Conclusion:
You'll have a lot of fun playing with the fire mage build, you will be able to do a ton of damage heal and regenerate your health, one verse one and PVE with ease and dominate one verse on
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