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Classicon mage knight Mage / Knight -- The Holy Caster

Main Way of Playing[ | ]

The Mage / Knight has a "magical DPS role" designed around heavy Light damage. Its elite skills fit the aesthetic of delivering pure holy judgement on enemies, both with the Light damage and with control effects. This combination pulls from Strength, Stamina, Intelligence, and Wisdom; more specifically, its Light damage stems from both Physical and Magical sources, and both of its classes draw from a mana pool, generally wanting a hybrid of stats. However, it can choose to focus exclusively on Light Magical damage, instead.

Key abilities for Mage / Knight are Energy Influx, Elemental Weakness, Holy Strike, and Punishment.

Equipment Available[ | ]

Weapon Types
(1H)
Dagger
1H
Sword
1H
Axe
1H
Hammer
2H
Sword
2H
Axe
2H
Hammer
(1H)
Wand
(2H)
Staff
(R)
Bow
(R)
Crossbow
(R)
Thrown
yes no no no no no no yes yes no no no
Armor Types
Cloth Leather Chain Plate Shield Talisman
yes no no no no yes

Classicon mage Mage General[ | ]

Icon Skill Name Level Cost Cast Time Cooldown Range Skill Effect Upgrade
Skill mag1-1 Fireball 4 30 MP Instant 6 seconds 225 Casts a fireball, causing 70.0 + 0.30 x INT Fire Damage. +28.0 per level
Skill mag3-1 Lightning 8 20 MP Instant 20 seconds 150 A lightning strike inflicts 35.8 + 0.10 x INT Wind Damage, rooting the target for 3.0 seconds.

(For players this effect lasts for 3.0 seconds.)

+6.95 and +0.12 (+0.09) per level
Skill mag9-2 Wisdom 12 Increases Intelligence by (current Intelligence + 11.0) x 1.0% + 11.0. +0.99 and +0.9% per level
Skill mag12-2 Intensification 16 10 MP Instant 2 minutes For 20.0 seconds, Magical Damage is increased by 100.0. +45.0 per level
Skill aug39-2 Silence 20 50 MP Instant 24 seconds 150 Silences the target for 4.0 seconds.

(For players this effect lasts for 2.0 seconds.)

The maximum level of this skill is 50.

+0.12 (+0.06) per level
Skill mag42-2 Fire Ward 24 120 MP Instant Increase the party's Fire resistance by 10.0 points for 10 minutes. +2.0 per level

Classicon mage Mage Class-Specific[ | ]

Icon Skill Name Level Cost Cast Time Cooldown Range Skill Effect Upgrade
Skill mag18-1 Elemental Catalysis 1 - Instant 5 minutes Self For 20.0 seconds magical damage is enhanced by 20.0% and every 2 seconds 2.0% Mana is regained. -
Skill mag6-2 Flame 1 20 MP 3 seconds - 225 Launches a searing fireball, which deals 70.0 points of Fire damage. +21.0 per level
Skill mag15-1 Electrostatic Charge 2 75 MP Instant 2 minutes Self Absorbs as much damage as 2.0% of your maximum HP for 60.0 seconds.

The maximum level of this skill is 50.

0,56% per level.
Skill mag new50-6 Plasma Arrow 2 15 MP 2 seconds - 200 Causes 45.0 + 0.10 x INT Wind Damage and puts you in Charged state which in turn temporarily increases your critical magical hit rate by 22.0. +13.5 and +2.75 per level
Skill mag6-2 Eruption 8 - Fireball and Flame (chance: 10%) - - Fireball and Flame have a chance of exploding and causing Fire damage (damage doubles).

Double Damage Chance: 10.0%.

-
Skill mag new50-5 Electric Bolt 10 30 MP 1 second - 200 Inflicts 30.0 + 0.10 x INT Wind Damage, and afterwards 8.0 every 2 seconds for a total of 12.0 seconds. +7.5 and +3.2 per level
Skill mag24-1 Discharge 10 40 MP Instant 15 seconds Self Circle (R: 50) Inflicts 55.0 + 0.10 x INT Wind Damage to targets within range and a Stun for 5.0 seconds.

(For players this effect lasts for 3.0 seconds.)

+13.75 per level
Skill mag54-1 Meteor Shower 14 35 MP Instant(holding time: ?) - 150 Conjures a meteor shower which causes 5 hits with 40.0 + 0.10 x INT Non-Elemental Damage. +6.8 per level
Skill mag new50-7 Electric Explosion 16 10 MP 2 seconds - 200 Causes 60.0 + 0.20 x INT Wind Damage to the target.


When used in Charged state, it will deal 60.0 + 0.30 x INT Wind Damage to the target.

+18.0 per level
Skill mag21-2 Phoenix 18 40 MP Instant 10 seconds Self (Cone: 120) Summon a phoenix that causes 55.0 + 0.10 x INT Fire Damage to targets in its path. Effective up to a range of 120. +16.5 per level
Skill mag new50-8 Electric Compression 20 - Instant - Self When used in Charged state, the power of thunder and lightning is stored deep within you and allows for the use of Static Field. -
Skill mag new50-9 Static Field 20 20 MP 1 second - 150 Static Field Charge is needed. You use the power of thunder and lightning of your Electric Compression to attack your target, making it unable to move or attack for 10.0 seconds. (Effect will be removed if attacked; only one target at a time can be kept under control.)

The maximum level of this skill is 50.

+0.4 per level
Skill mag3-2 Wind Knowledge 22 - - - - Increases resistance to Wind by 2.0 points, and increases magical Wind Damage by 5.0%.

The maximum level of this skill is 50.

+0.464 and +1.16% per level
Skill mag1-2 Fire Knowledge 22 - - - - Increases resistance to Fire by 2.0 points and increases magical Fire Damage by 5.0%.

The maximum level of this skill is 50.

+0.464 and +1.16% per level
Skill mag72-1 Purgatory Fire 26 35 MP Instant - Self (Circunference: 50) Summons purgatory fire, causing 45.0 + 0.10 x INT Fire Damage to targets within a range of 50. +13.5 per level
Skill mag6-1 Energy Influx 28 45 MP Instant 2 minutes Self The chance to inflict critical damage with magical attacks is increases by 25.0 for 30.0 seconds. +3.824 and +1.5 per level
Skill mag48-2 Energy Well 30 - Instant 2 minutes Self Mana cost for all skills are reduced by 10.0% for 50.0 seconds.

The maximum level of this skill is 50.

+0.6% per level
Skill mag30-2 Elemental Weakness 32 50 MP Instant - 250 Reduces all of target's resistance by 30.0 points for 30.0 seconds. +6.0 per level
Skill mag27-2 Thunderstorm 34 50 MP Instant (Holding: 3s?) - 180 (Radius: 60) Requires Lightning +15 Lightning +15.

Summon a thunderstorm that inflicts 40.0 + 0.10 x INT Wind Damage to targets 3 times within range with a chance of causing an additional Slowdown in movement and attacks for 5.0 seconds.

+12.0 per level

Classicon knight Knight General[ | ]

Icon Skill Name Level Cost Cast Time Cooldown Range Skill Effect Upgrade
Skill kni5-1 Holy Strike 1 15 MP Instant 50 Deals 65% to 483,6% main hand weapon Physical Light Damage per second, and adds one layer of Holy Seal effect. Each skill level adds to aggro. Holy Seal: Causes 2 Physical Damage every 2 seconds for 10 seconds. It can be stacked up to 4 times. (This skill stat will increase and decrease based on equipment and target strength) +4.55% per level
Skill kni1-2 Punishment 1 20 MP Instant 8 seconds 50 Activates the Light Seals on the target.


If the target has the Holy Seal effect, according to the amount of the effect stacks, the Holy Seal will deal extra 30 to 120 + current Stamina x 0.16 to 0.64 Physical Light Damage. Every Holy Seal stack adds 30 + current Stamina x 0.16 Light damage. It can be stacked up to 4 times. (This skill stat will increase and decrease based on equipment and target strength)
(Requires at least one Light Seal on the target.)

+9 light damage per level per seal
Skill kni12-1 Disarmament 4 20 MP Instant 50 Inflicts 65.0% main hand weapon DPS to the target and reduces its armor value by 3% to 12% for 8.0 seconds. Can be stacked 4 times.


Reduces targets physical defence

+4.76% dps per level
Skill kni6-1 Shield of Atonement 8 6 MP Instant 30 seconds 90 Attacks target with a shield, causing 20.0 physical damage. Also prevents the opponent from using physical and common attacks for 3.0 seconds. (Shield must be equipped.)


Removed

+5 and +0.055 per level
Skill kni3-1 Enhanced Armor 12 20 MP Instant Increases Physical Defense by 5.0% for 300.0 seconds.


The maximum level of this skill is 50.

+1.15% per level
Skill kni9-2 Defense Technique 16 Increases parry rate by 25.0. +3.4 per level
Skill kni3-2 Resilience 20 Increases Stamina by (current Stamina + 12) x 1.0% + 12. +1.0 and +0.1% per level
Skill kni48-1 Shield of Discipline 36 99 MP Instant 60 seconds Changed from “class-specific skill” to “general skill”, and the skill description now reads

Enhances the shield with the power of Light to absorb 5% Magical Damage in the next 30 seconds. Also deals 100 points Light damage to the attacking spell caster. (Must have a shield equipped)

The maximum level of this skill is 50.

+1.2% per level

Classicon mage knight Mage / Knight[ | ]

Icon Skill Name Level Cost Cast Time Cooldown Range Skill Effect Upgrade
Skill mag new15-5 Holy Light Strike 15 15..210 MP 2 seconds 150 Inflicts 40.0..1480.0 + 0.40 x INT Light damage on the target. +16.0 per level
Skill mag new45-5 Stars of Light 20 30..420 MP Instant 2 seconds 200 The opponent is showered with exploding hexagrams of Light. For 5 seconds each second one flare explodes, dealing 25.0..925.0 + 0.10 x INT Light damage. +10.0 per level
Skill mag new60-4 Enhanced Holy Light Strike 25 Holy Light Strike now has a 30% chance to Stun the target.

Stun duration 4 seconds.

Cannot be upgraded
Skill mag new20-5 Messenger of Light 30 30..180 MP Instant When activated, all damage caused by your Light based spells is increased by 5.0..60.0%. This lasts 900.0 seconds.

The maximum level of this skill is 50.

+1.1% per level
Skill mag new35-4 Light Charge 35 30..420 MP Instant 8 seconds 150 The power of Light enters your enemy's body with a violent shock, inflicting 40.0..1120.0 + 0.30 x INT Light damage and Slowing him down by 10.0..40.0% for 5.0 seconds.

(This skill slows the target down by a maximum of 40.0%.)
(Players get slowed down by 10.0..40.0%.)

+12.0 and +0.6% per level
Skill mag new40-5 Concentrated Attention 40 Causes your Messenger of Light to increase your Magical Accuracy.

+2% Magical Accuracy.

Cannot be upgraded
Skill mag new45-10 Light of Day 45 When you successfull strike your opponent with Holy Light Strike or Light Charge, it instantly increases your Light damage for 15.0 seconds.

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

+8% Light damage
When this buff ends it interupts the caster's current gathering/casting/item-use - this is probably a bug.

Cannot be upgraded
Skill mag new50-15 Energy Recovery 50 Causes your Energy Influx to boost your Critical Magical Damage by an additional 2.0..16.4%. While this is in effect, each critical strike your Holy Light Strike lands will also recover (current Maximum MP x 1.0..9.1%) + 15.0..420.0 MP.
Skill mag kni60 Brilliance Award 60 Reduces your Stars of Light chant time by half. Also increases target's Light damage by 3%. Can be stacked 5 times.

Each time Stars of Light inflicts damage to the target, it adds a stackable debuff that increases the Light damage taken by 3% per stack, 5 stacks max, it lasts for 12 seconds.
Stars of Light:
Paints a light hexagram on the target and detonates. Cast out 1 light bolt and causes (same damage) Light damage on the target. Lasts for 5 seconds.

Cannot be upgraded
Skill mag kni70 Saint's Resilience 70 Instant 5 minutes Removes Helpless, Dizzy, Root, Slow and Fear states. (Target must be in a Root, Slow or Dizzy state for removal effect to work.) This skill can be used under any state that hinders casting. Also reduces your received damage by 60% and lasts for 7 seconds. After the Saint's Resilience effect wears off, it causes an extra increase in your Movement Speed. Lasts for 7 seconds.

+20% Movement Speed

Cannot be upgraded

Tips and Tactics[ | ]

  • A large mana pool is vital while using this combination, seeing as how both classes use the same resource for their abilities. Gaining Wisdom as a stat in early levels is very beneficial, though in later levels stacking Intellect may meet one's needs.
  • While Enhanced Holy Strike encourages the use of Holy Strike, you can opt to focus solely on Magical damage over Physical and use Holy Strike only for a stun instead of as a source of damage.
  • A hybridized build will probably want to use a staff, while a magical-focused one will probably want to use a wand and talisman.
  • Rather than invest in Flame and Fireball, this combination could instead make the most of Wind spells such as Plasma Arrow to make the most of Energy Recovery with critical damage, or Lightning with Light Charge for kiting.
  • Switching to a Knight / Mage gives the player access to arguably the strongest magical tank in the game with tremendous AoE Light damage to hold aggro.

Notes[ | ]

Mage / Knight drawing heavily on a mana pool can make the early levels difficult, if not downright arduous. Higher levels will give the combination a chance to truly shine, dealing tremendous Light damage that can't be found in any other class.

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