Below is information that I have discovered about the Runemage class that isn’t about how to cast spells, and spell accuracy or so.
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Not much of information but a tip for someone reading this: Travel with polymorph active and ready to use. Very handy spell to quickly cast on an enemy that caught you by surprise. The rest of the information is more technical.
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Polymorph doesn’t work on elite mobs. (Not as useful in end-game content, according to Decoy)
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There is a limit to the amount of lines a mage can draw. This is currently limited to 5 separate lines. (P.S. If you draw fireball 2 with 5 lines, you are going to need to change that, if you ever wish to draw fireball 3)
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There is a limit to how much you can draw with any individual line, i.e. the length of line drawn in. You can certainly continue drawing but prior line length will be erased.
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I believe there is a little lag between the erasing part and reaching the max length.
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Reequipping a wand erases lines drawn in the world. Putting the wand in backpack doesn’t, and in fact you can change classes with lines drawn in. So you can use the lines to mark up spawn points, where you have to aim for something etc. Drawing a spell, switching classes and then switching back to mage will erase the lines drawn in when you equip the wand.
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You can draw a spell and activate it even if you are far away. (Idk all conditions for when a drawn line is erased besides the info in number 2 and 4.)
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You can’t draw lines when a spell is activated on the wand. Drawing a successful spell then activating it makes an animation pop up at the tip of the wand, I shall call this status actived spell. When the animation is no longer from the tip of the wand one is either in fired state or drawing state. Arcane Ray, and in extension Ice Lance, have no fire state. These two spells continue to be in active state when they do damage. (I base this off where the animation is coming from). When Arcane Ray is doing damage one can’t draw in a spell. There is no lag between drawing state and Ice Lance, there are ice particles one can see falling down still hence active state even though it is hard to notice.
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You can draw a spell while another spell is fired.
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You can put your wand back to your backpack with an active spell to save it for later. It won’t erase the spell. You can also switch wands and the spell will still be active in fact and ready to be used with the newly equipped wand. You however cannot travel long distances and still save the spell however. They will still appear on your wand but will not do anything when fired. The same is true for instanced areas like going into dungeons.
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This isn’t the case for a fired active Arcane Ray and a fired active Ice Lance. So you can cancel your fired active Arcane Ray by putting it back and then reequipping your wand, same with Ice Lance. In theory then you cast Ice Lance faster than intended if you activate it near your shoulder, unequip wand, reequip, and then draw another Ice Lance. (Maybe I should categorize Ice Lance and Arcane Ray into different states…)
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You can change classes and have a spell active and save it for later. (With the exception of fired active Arcane Ray and Ice Lance).
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The direction at which you start a spell does seem to matter. But you can finish it off from another angle.
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You can draw spells with the 2D plane being any plane. (E.g. you can draw spells looking up, looking down, having the plane tilted sideways).
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You can draw with your controllers facing downwards, or sideways. (Meaning 13 might have to do something with the headset orientation).
Please feel free to name other information about the Runemage that isn’t about how to cast spells or more accurately cast spells. Unless it is something like number 2.