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1

Friday, July 25th 2014, 1:14am

RoM store prices.

Hey guys, new to rom.
Will anyone be kind enough and post a screenshot of store prices for mounts and other most useful items?
Also, do they have special week or weekend sales?

This post has been edited 1 times, last edit by "TotalOne" (Jul 25th 2014, 2:37am)


2

Friday, July 25th 2014, 2:42am

Well, if you are in game, you can check them yourself. Hard to tell - what is useful to one person is not to others. Some things are common, like 19-dia puri, but otherwise, usefulness in eye of the beholder especially for new player.

Mount prices are 200-400 dias. 2 seaters are more expensive, flying mounts (to cross water) also add to cost. Most mounts are 65% speedup, some are 70% (flame/star popular choices for those), and one (rune disk) is 75%. There is a 6-seater mount, rarely on sale, that is like 600 dias.

Until you know what class you want and sure the toon is permanent, I would advise against mount buying. Instead buy horse tickets in AH. They are cheap and generally useful. Only once you are set that this is a toon you want to keep playing, you should look for mounts then.

And, yes, there are daily, weekly and weekend sales. Mounts are rarely included, but if you are patient, there are deals to be had. My Flame mount was 163 dias (regular 399), my alt is on a Unicorn for 99 dias (regular 199), etc.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


3

Friday, July 25th 2014, 2:49am

Thank you for your reply.
I will be going M/P I think. Im currently downloading game, thats why cant go in and check it out.
Can you please explain more, why you dont suggest mount early game and what is AH?

This post has been edited 1 times, last edit by "TotalOne" (Jul 25th 2014, 2:55am)


Needundead

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4

Friday, July 25th 2014, 3:19am

AH stands for "Auction House". Basically it is where you buy and sell stuff. Mounts are not recommended at the beginning because as Vfwiffo said they cost around 200-300 diamonds and they are "bound". Bound items cannot be traded between characters with the exception of gear, which requires an additional item that costs diamonds as well. However, you cannot unbind your mount. Once you buy the mount, you cannot give it or trade it to another character so you will have eventually lost those diamonds. This is why he suggested for you to start your character, play around with it for a while, and if it is the one you want, then you go ahead and buy the mount. Diamonds are the item shop currency, hence the reason they are so valuable.

PS. I have been playing for quite a few years and I still don't have a permanent mount lol. I mostly use horse tickets which are very cheap or mounts that you will learn to get when you start doing mini games. Good luck.

Yrcanos

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5

Friday, July 25th 2014, 9:27am

Remember that the beginner goodie bag has free mounts in it at level 2, 10, 20 and 30.
Then, the second goodie bage from questing in Ystra Highlands has mounts at 40 and 50.
The level 2 bag is a 2-hour mount (I think) and the level 10 one is a 1-day mount.
I can't remember how long the 20 and 30 mounts last but they might be 7-days.
The 40 and 50 ones are definitely 7-day mounts.
Basically, only open the goodie bag when your previous mount expires so you don't waste them.
By the time you've gone through all those mounts, you should easily know if that's the character you want to keep playing.
You'll find M/P a very easy combo to play, as most mobs will be dead before they can reach you.

6

Friday, July 25th 2014, 10:12pm

Thank you for the info.
Perhaps you can advise me how I should stat my character? ( maybe some skills are more important then others or what stats to put in gear )

Cike

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7

Friday, July 25th 2014, 11:46pm

for skills, flame, fireball and lightning, as well as rising tide later on are your bread and butter skills for questing. however, don't forget you have CC skills as well. discharge when the opponent wanders into CC range, and silence/lightning against casters. u have a skill that uses electric compression(rusty on skill names) that u can perma-root with, handy for multi-pulls. the priest side gives you an immune, mdef buff, and heals, so keep those up as well.


for questing, a more equal balance of dps and survivability is probably desired compared to the glass cannon instance dps style. maybe 50/50 with offensive and defensive stats would work. offensive include intel and magical attack, while defensive include stam, defense, and HP. once u start running instances, a more offensive-heavy build is desired (6/0 for extremedps, not recommended for beginners, down to 4/2 for moderate survivability while still maintaining some dps).

i'd check out fan's mage guide(stickied in mage forums iirc) for more in depth analysis of the class.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

8

Friday, July 25th 2014, 11:53pm

Well for Mage, your most important stat is Intelligence. For Priest, you'll be looking at Wisdom for healing and Intelligence for damage.

I wasn't sure if you had this or knew about it, but here's a good place to look at classes. Here are links to the Mage and Priest skills, and the Mage/Priest elite skill sets:

http://runesofmagic.gamepedia.com/Mage_Skills
http://runesofmagic.gamepedia.com/Mage_E…Mage_.2F_Priest
http://runesofmagic.gamepedia.com/Priest_Skills

Mages have the option of fire or wind damage types, but the M/P works mostly off the Fire set. So I'd say that for Mage, the most important skills early on are going to be Flame (your basic spammable nuke), Fireball (instant cast, high damage), and Fire Knowledge (Passive increase to fire damage). Also Wisdom will add a passive bonus to your intelligence.

For Priest, the general skills are good to focus on. Rising Tide will be your early damage dealing ability, and Urgent Heal is a good heal. Both of these will be usable while you're a Mage also.

I'm sure there are more in-depth guides on here by more seasoned players than me, but I hope this gets you started. Good luck and happy hunting!

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Saturday, July 26th 2014, 1:18am

I'm not massively into running endgame content or anything but I'll share my own opinions with yo on M/P skills.
  • Mage General Skills
    • Fireball = Next to Flame, this is one of your main damage skills.
    • Lightning = The most useful function of this is the Root. Since the maximum Root duration occurs at +50, I left this skill at +50;
    • Wisdom = Increases the Mage Intelligence and worth trying to keep this at maximum;
    • Intensification = Not much use to you at early levels. Useful for instance runs in your buff-phase to burn bosses but I don't have mine past +50.
    • Silence = Quite useful for interrupting lethal mob casts. Again, not something needed past +50 but don't rush to put it there.
    • Fire Ward = I find this to be useless and have left it unlevelled.

  • Class-Specific Skills
    • Elemental Catalysis = Gives a god power-boost when going up against tougher, elite mobs or bosses.
    • Flame = This is your main damage dealer. Try to keep it as highly levelled as possible. It's not necessary to fully max it out but try keeping it as close to max as possible.
    • Electrostatic Discharge = I find this skill to be quite useless and don't use it.
    • Plasma Arrow = I find this skill to be quite useless and don't use it.
    • Eruption = It's a passive that increases your damage. :)
    • Electric Bolt = I find this skill to be quite useless and don't use it.
    • Discharge = Useful for the stun only. The stun duration is short and doesn't get any longer so leavfe it unlevelled?
    • Meteor Shower = A handy little alternative when other skills are all cooling down.
    • Electric Explosion = I find this skill to be useless and don't use it.
    • Phoenix = I find this skill to be useless and don't use it.
    • Electric Compression = I find this skill to be useless and don't use it.
    • Static Field = I find this skill to be useless and don't use it.
    • Wind Knowledge = Since a M/P is a Fire mage, I left this skill unlevelled.
    • Fire Knowledge = Save some TP whilst levelling so that you can pop a decent chunk into this as soon as you get it. Then leave it for 5-10 levels and then bring it up 2 levels or so each time you level up. This will let you get it to 50 without it seeming to take too much of your TP.
    • Purgatory Fire = Useful at close-range when mob(s) are in melee range. Not necessary to max it out - mine is at +55 and I'm level 80+.
    • Energy Influx = One of your self-buffs.
    • Energy Well = Another self-buff.
    • Elemental Weakness = Not much use really, but useful in boss fights when in instances.
    • Thunderstorm = Useful for crowd control and for showing off.
      Make sure you are able to hand the large number of mobs you'll aggro if you use it.

  • Priest General Skills
    • Rising Tide = Priest equivalent of "Flame". Very useful when you have the level 30 elite skill & more useful still when you get the level 60 elite.
    • Urgent Heal & Regenerate = 2 nice wee heals. I prefer Regenerate over Urgent Heal and have it levelled further. Just find whichever one you prefer but realise that as a Mage, you won't heal as well as when you are a Priest.
    • Holy Aura = 5 seconds of immunity. Very useful.
    • Magic Barrier = Kinda useless
    • Blessed Spring Water = Kinda useless too.

  • Elite Skills
    • Essence of Magic = Increases your Magical Attack Power. Try keeping it high.
    • Purify = Can clean some debuffs off of yourself or others.
    • Outburst = Boosts your Fire spells a wee bit.
    • Rising Tide Mastery = First of two small improvements to RT.
    • Shine of the Holy Aura = Makes your immunity cause a heal as well.
    • Grand Dispel = Makes the Purify a bit more useful.
    • Disable = A little buff to Flame.
    • Magic Drain = Useful mostly in instances against bosses.
    • Boiling Impact = The second improvement to RT.
    • Intelligence Sieze = Another one that's mostly useful in instances.



Note that all of the above is purely my own opinions and observations from PvE only. I'm quite rubbish at PvP and usually die before managing to target my foes.

Above all, make your own choices about your skills. You'll never have enough TP to put into everything so I'd recommend you only put TP into the skills you use. The skills you use may very well be different from the skills I use as well. What I have written here is purely my own opinion and preference and you will need to make your own choices.

Note to Admins/GMs:
This topic has become a general beginner FAQ to M/P and the Item Shop. It might be worth renaming the thread.
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10

Saturday, July 26th 2014, 8:13pm

One minor correction to Inferiority's post:

Wind Knowledge = Since a M/P is a Fire mage, I left this skill unlevelled.
Thunderstorm = Useful for crowd control and for showing off.

T-storm uses Wind Knowledge to increase its power. Since both Fire and Wind Knowledge are skill level capped at +50, it doesn't cost all that much TP, relatively speaking, to level them both to the cap.

Of course, your Staff or Wand/Talisman combo will provide a large portion of the power/damage for your attack skills, along with your other gear, stats, Wisdom (skill), and cooldowns (skills, foods, instruments).

Just sayin'. I *have* played a Mage primary, and the secondary on my main is Mage.

11

Saturday, July 26th 2014, 8:51pm

Also, regarding the sentence "Silence = Quite useful for interrupting lethal mob casts. Again, not something needed past +50 but don't rush to put it there.": the skill is actually maxed out at 50 anyway. I pretty much agree with you on most useful and non-useful skills, though in my opnion Intensification is nearly useless; whenever I use it it seems to increase the final damage output instead of adding up to your existing magical damage, affecting very little the damage you can do. I know some people also use Plasma Arrow/Eletric Compression/Static Field to root mobs, but I never found it practical.

And I do have a question as well, you mentioned Outburst boosts fire spells "a wee bit", I thought Outburst was the skill that makes it possible to actually double your damage when using Fireball or Flame (when you hit them once and get two messages of damage dealt). Is this extra damage caused by the passive Outburst or by something else?

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12

Saturday, July 26th 2014, 9:37pm

I know some people also use Plasma Arrow/Eletric Compression/Static Field to root mobs, but I never found it practical.

it's honestly only practical for pulls of 2-3 or more, and u need to keep at least 1 occupied for more then a couple seconds. honestly, other than that, not much use. still doesn't hurt to keep the compression buff up just in case.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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13

Saturday, July 26th 2014, 9:52pm


And I do have a question as well, you mentioned Outburst boosts fire spells "a wee bit", I thought Outburst was the skill that makes it possible to actually double your damage when using Fireball or Flame (when you hit them once and get two messages of damage dealt). Is this extra damage caused by the passive Outburst or by something else?
I think that is Eruption, which is available to all mages. Outburst increases the chance of Eruption if I remember correctly.
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