Runemage Class

From Orbus VR Super Friends Wiki of Secrets
Jump to: navigation, search

SPOILERS: Warning Orbus VR was designed with the expectation that a large part of gameplay would be collaboration, exploration, and discovery. We think this counts as collaboration, but if you want to find things completely on your own you will want to avoid clicking anything that looks moderately interesting or helpful. So basically you shouldn't really click on anything on the internet at all if you want the raw experience. You should instead shut yourself in your room until you are level 20 on the class of your choice. We also recommend not speaking to anyone, since they might spoil things for you too if you are that worried about it.

The Runemage Class[edit]

The Runemage Class is one of the unique and awesome things in Orbus VR. As a Runemage you will need to become adept at drawing >> spells << in the air in front of you.

Becoming a Runemage[edit]

Unlike the Ranger Class, Warrior Class, and Musketeer Class the Runemage Class requires that you complete a series of quests and seek out knowledge on how to cast spells largely on your own. Luckily we, and the many awesome players in Orbus VR are here to help!

To become a Runemage you will need to walk down the left path from Highsteppe and find a creepy little lady in the cave next to the waterfall past the groups of crabs on the beach.
Entry to Tinnys.jpg Tinny.jpg

An Intoxicating Brew[edit]

An Intoxicating Brew Part 1

Part 1[edit]

To complete the first step of the quest you will need to collect 4 x Queens Ear and 3 x Reedflute.

An Intoxicating Brew Part 2
Black Yuckaw Tree

Part 2[edit]

After that, you will need to craft a Tinny's Brew Potion in your house and bring it back to her.

Witch's Apprentice

Witch's Apprentice[edit]

She will then tell you to go get some wood to make your evil contraband wand. Go out and cross the bridge on your left and keep walking until you see black stubby sad little trees and harvest one with your pickaxe. You should be able to avoid enemies if needed, but worst case collect the tree even if you die.

Upon returning, Tinny will craft you your first wand! Congratulations.

Acquiring Spells[edit]

To learn your first spells, hold your book up to the rune stones around the room!
Rune Stone.jpg

General guidance on Spells Casting[edit]

One of the toughest things when learning to cast spells is drawing flat in the air. If you can master keeping your spells in the same flat plane you will be an awesome caster. One great technique while learning is the put your book at a straight up and down orientation and trace making sure to stay just above the page so you draw as flat as possible.

Some people hold their arms out as far as they can, others lock their elbows and wrists, and yet others give up and pick up a sword again. Spell casting is extremely challenging at first, so don't be discouraged, and know that you can always seek our a member of the Super Friends if you are in need of guidance in game. One of the most amazing things about Orbus VR is the fact that a Runemage of any level can learn any spell, and that others can teach you skills in and out of game.



Lend a Hand: Your spells now follow the direction of your off-hand rather than your wand tip.

Selfish Streak: You gain an 8% damage boost to your spells for 3 seconds after casting 3 successful spells in a row.

Runic Diversity: Casting 3 spells in a row from different Runic types increases the damage of the third spell by 20%.

Elemental Affinity: Your Fire, Frost, and Shadow spells grant additional buffs and debuffs to yourself and your targets.


Static Charge: Your successful spell casts cause a static charge to build up on your off-hand, which you can use the Trigger button to unleash in a short blast.

Shared Streak: Yourself and other nearby allies gain a 4% damage boost for 3 seconds after casting 3 successful spells in a row.

Runic Speed: Your higher-level spells gain a 20% speed boost.

True Affliction: Your Fire and Frost spells gain an additional damage over time effect. Your Arcane Missile spell now spreads your DoT effects to all targets it hits.

When Elemental Affinity is active, the following effects can be triggered:

  • Fire spells empower your next spell's damage by 10%.
  • Frost spells embolden your next spell's effect by 10%. (e.g. Slow, Affliction, etc.)
  • Shadow spells decrease the Magical Defense of your target by 10% for 5 seconds.

With True Affliction, your Fireball and Frost spells gain an additional DoT effect (with varying durations and damage levels). Your Arcane Missile spell, when it explodes, will spread out DoT effects among all the targets that it hits. For example, if there is a group of 3 enemies, one of which has an Affliction DoT on it, hitting all 3 with the Arcane Missile will cause the Affliction to spread to the other 2 targets, with the same remaining duration as the first target. Note that this only works for your Fireball, Frostbolt, and Affliction DoTs, not other DoTs such as Poison.

More on the True Affliction ability[edit]

As described above, True Affliction adds DoT to Frostbolt and Fireball spells. Frostbolt spells' DoT is roughly 50% of your wand's attack, with a DoT hit every second for 9 seconds. Fireball spells' DoT is also around 50% of your wand's attack and the DoT hits every second for 5 seconds (however Fireball spells are initially stronger than the same level of Frostbolt spells). For comparison, Affliction 2 has no strong initial attack, but each hit from the DoT is around 100% of a wand's attack and hits every second for 13 seconds. Overall, Affliction 2 does 30% or so more damage than Fireball 3 or Frostbolt 3, although it takes more time to get there.

Each DoT hit can crit as well, so with more DoT hits, Affliction 2 has more chances to crit. However, Fireball 3 and Frostbolt 3 are much stronger overall if the crit is on the initial attack.