Overview

The Rune Mage is primarily a user of magick. Those who wield magick in any form are capable of some of the greatest feats in Dragon's Gate Reborn. However, with such power also comes some equally monumental drawbacks, no matter which magickal art is chosen. The biggest restriction a mage will encounter is the amount of armor he may wear. Many of the magickal arts require freedom of movement. Binding armor will often reduce the effectiveness of a spell. Additionally, the metal used in forging the heavier suits of armor can cause a mage's spell to fizzle ineffectively, or even injure him. This also applies to metal weapons in use. The race of the mage can be as much a determiner of which arts are available to him as his characteristics' scores. Much of a mage's life is bound up in ritual and arcane lore. Trial and error is the best way to learn to play a mage adventurer. This may make the mage the toughest character to learn to use effectively, as many unforeseen issues tend to crop up during play. However, once a good strategy of play is developed, the mage can be the most powerful adventurer available.

Beginner Location

The tower approach north of the Training Grounds Yardmaster currently has a rune vendor. Use SHOP LIST RUNES there. Trainer and later guild locations remain part of exploration; use TRAIN LIST only when an appropriate trainer is present.

Special Abilities

Rune Invocation Runemages are primary magick specialists who invoke prepared runespells directly through the modern spell system. Rune Paths Each element path emphasizes a different combat identity: Non-Elemental utility/control, Air mobility, Earth defense, Fire offense, and Water control/utility. Spell Progression Additional corridors and effects become available as the live beta expands and your character progresses.

Early Spell Paths

New to rune casting? Follow the live-tested Magick & Runes guide for current commands.

These early paths are available in the beta. Spell behavior and balance continue to be refined through live testing.

Non-Elemental

  • Acid Touch
  • Magick Light Globe
  • Magick Vigor Aura
  • Magick Dart
  • Enchant Sword

Status: Live beta path; ongoing testing.

Air Mage

  • Air Touch
  • Air Vibration Aura
  • Air Vigor Aura
  • Lightning Dart
  • Air Shield

Status: Live beta path; ongoing testing.

Earth Mage

  • Earth Touch
  • Earth Shield
  • Earth Vigor Aura
  • Stone Dart
  • Stone Hand

Status: Live beta path; ongoing testing.

Fire Mage

  • Fire Touch
  • Fiery Web
  • Fire Vigor Aura
  • Fire Dart
  • Fire Globe

Status: Live beta path; ongoing testing.

Water Mage

  • Ice Touch
  • Ice Image
  • Water Vigor Aura
  • Ice Dart
  • Water Shield

Status: Live beta path; ongoing testing.

Characteristic Focus

- Intelligence: Primary scaling stat for runespell damage and spell performance. - Wisdom: Strong support stat for consistent spellcasting and control. - Constitution: Useful for survivability and fatigue stability during longer fights. - Dexterity/Agility: Helpful for positioning and reducing incoming physical pressure. - Alignment: Varies by race, roleplay path, and spell style focus.

Important Skills

  • Shield
  • Brawling
  • First Aid
  • Magick

Key Stats

  • Intelligence
  • Wisdom
  • Constitution

Especially Suited Races

Best race fit varies by elemental path. In general, races with strong Intelligence and Wisdom curves adapt fastest to runemage progression.

Elder RP Note

Runemage roleplay is strongest when path identity is explicit. Pick an elemental philosophy early and keep your casting language, tactics, and alliances consistent with that elemental theme.