Runes of Magic Wiki
Advertisement

(Shaman)

Mage / Druid encourages the use of primarily instant-cast skills to deal damage while on the move. This makes this combination extremely bursty, and by not being able to be interrupted, gives them quite the advantage compared to other casting classes. It also boasts supplemental skills that compliment a sudden surge in damage, such as Eruption and Elven Mystic, as well as some supplementary support through Mother Earth's Protection.

Intelligence, and to a lesser extent Wisdom and Stamina, are what makes this combo shine. Flame, Fireball, and Earth Pulse provide great damage for this build, and as already stated Mother Earth's Protection provides helpful damage reduction and, eventually, some healing.

Main Ways of Build[ | ]

While the instant-cast spells are the highlight of this combination, they do have their own cooldowns. Fireball and Magma Blade both have 6-second cooldowns, Phoenix has a 10-second cooldown, and Earth Pulse has a 15-second one. This means that Flame needs to be properly trained to supplement the instant-cast skills, since to do otherwise would mean there are huge windows where you won't be able to do effective damage. The instant abilities should be saved for a proper burn window or when needing to run away; Lightning doesn't need to leveled up to still get a 3-second root, so for example Mother Earth's Protection->Phoenix->Lightning->Earth Pulse->Fireball->Magma Blade can deal a surprising amount of damage while running away. If skills that boost your magical damage, the instant burst can drop many targets; for example, Energy Well->Energy Influx->Elemental Weakness->Elemental Catalysis->Intensification. For both "rotations" any part can be removed (except for the Lightning) to still provide consistent damage and boosting, but both are presented as "perfect" options.

It could behoove a player to learn Recover, not because it will see use in group PvE, but because it will help cut down on healing potions when playing by one's self. Purgatory Fire and Thunderstorm can both be trained since they are instant cast, but Purgatory Fire requires enemies to be within melee range, which is very dangerous, and Thunderstorm deals Wind damage, which is something Mage / Druid doesn't use particularly often, and would best serve only for its slow down effect.

Skills[ | ]

(to see Class Main Skills of Mage, see Mage Skills)

Secondary Class Basic Skills[ | ]

Classicon druid Druid General[ | ]

Icon Skill Name Level Cost Cast Time Cooldown Range Skill Effect Upgrade
Skill dru1-1 Recover 1 55 MP 2 seconds 250 Restores 40.0 HP to your target and 20.0 HP every 2 seconds for 14.0 seconds. +8 and +3.6 per level
Skill dru4-1 Antidote (+) 4 150 MP Instant 10 seconds 200 Cleanses your target from poison.
Skill dru8-1 Savage Blessing 8 35 MP Instant 180 Increases target's Physical Attack Accuracy and Magical Accuracy by 1.0% + 20.0 for 1800.0 seconds. +0.1% per level
Skill dru12-1 Earth Pulse 12 40 MP Instant 15 seconds 180 The power of Mother Earth strikes the targets in a straight line before you causing 30.0 Earth damage. +7.5 per level
Skill dru16-1 Knowledge of Nature 16 Increases Wisdom by (current Wisdom + 1.0) x 1.0% +10.0. +1, +0.1% and +1 per level
Skill dru20-1 Mother Earth's Protection 20 100 MP Instant 1 minute, 30 seconds 150 Uses the power of Mother Earth to build a protective shield around your target reducing its suffered magical and physical damage by 20.0% for 5.0 seconds.

Elite Skills[ | ]

Classicon mage druid Mage / Druid[ | ]

Icon Skill Name Level Cost Cast Time Cooldown Range Skill Effect Upgrade
Skill mag new15-6 Perception 15 100 MP Instant Temporarily increases Maximum MP by (current Maximum MP + 30.0) x 1.0% + 30.0. Also increases Magical Attack Power by (current Magical Attack Power + 20.0) x 1.0% + 20.0 for 900.0 seconds. +0.05%, +6, +0.05% and +4 per level
Skill mag new20-7 Magic Target 20 100 MP Instant Temporarily increases your magic accuracy by 10.0 for 900.0 seconds. +0.3 per level
Skill mag new25-1 Control Flame 25 When your Eruption effect is triggered, Magical Attack Power additionally increases by 8.0%.

(After the effect has ended it cannot be triggered again for 20.0 seconds.)

+0.4 per level
Skill mag new30-4 Green Guardian 30 After Mother Earth's Protection effect ends, additionally restores 2.0% + 30.0 HP every 2 seconds for 10.0 seconds.
Skill mag new35-4md Magma Blade 35 30 MP Instant 6 seconds 250 Forms the power of earth and fire into a blade dealing 30.0 + 0.15 x INT Fire Damage and 10.0 + 0.15 x INT Earth Damage. +9 per level
Skill mag new40-4md Boiling Rock 40 The critical hit rate for your Magma Blade's Fire damage is increased and its Earth damage has a chance of restoring MP.
Skill mag new45-2d Earth Attack 45 Causes the damage range of Earth Pulse to become fan-shaped and reduces cooldown by 5 seconds. When it hits, it will increase earth damage inflicted on the target.
Skill mag new50-2d Elven Mystic 50 300 MP, 10% MP Instant 3 minutes Using ancient Elven magic lets you concentrate magical energy inside your body for 40.0 seconds. While in effect casting offensive spells will give you the chance to get Energetically Charged. When this effect stacks 5 times, further casting of offensive spells will give you the chance of receiving Mystic Energy. Mystic Energy can be released to inflict 700.0 + 0.20x INT Wind Damage on your target. +35 per level
Skill mag dru60 Infiltration Spirit 60 After a target is hit by your Earth Pulse, it causes an additional reduction of target's Magical Defense. (Depends your level of Earth Pulse) (Starts at 5% magical defense reduction. +.35% per level. 30.5% at level 85)
Skill mag dru70 Pulse Link 70 You will receive Mother Earth's Protection as well when you use Mother Earth's Protection on a target.

Combos[ | ]

(to see Basic Combos of class, see at Mage)

Notes[ | ]

Advertisement