Mage/Priest secondary

The adventurer that chooses these two classes should be forewarned, this will be a very fun and fast levelling fest that will keep you going all the way to the cap, and if you are geared, be prepared to be in demand in all the end-game instances. 
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== The drawbacks ==
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There are a few minor annoyances though you should be aware of. First, you won't be able to wear anything other than cloth, no leather, no chain, so you should expect to be low on armour, which means that you can get hurt quite easily, especially from elites. Mages, have a special way of dealing with this, they have lightning, which roots the target, which will allow you to fireball, flame, and meteor shower the target until it is dead. If lightning is unavailable (it has a 20 second cooldown period) then the second thing that the Mage has is called Electrostatic Charge which will cause initial damage and stuns the target for 5 seconds, this is also an area effect spell that can stun all targets within range for 5 seconds. The drawback to this skill is that you have to be in range, sometimes very close to the target(s) for it to hit, so the target(s) have a shot to hit you before you get the spell off. This will give the Mage a chance to either get away from the target(s), or to do as much damage to the target(s) as possible before the spell wears off. This can be very useful, as in battle, you can pick up adds which will definitely change the dynamic of the fight. 
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== The strengths ==
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Fortunately, the Mage has many spells in his arsenal that will compensate for his delicate nature. The spells are very powerful, and can do extremely good damage (Damage per second or DPS) and can augmented by adding values intelligence and wisdom to your equipment, thereby, enhancing your skills and damage, and taking damage as well. For example, wisdom will add to your mana, and magical defence, whereas, intelligence will add to your magical attack, stamina will add to your hitpoints.
Another definite advantage of this class combination is the fact that they both use the exact same material type, both in terms of armor and offensive weapons. Therefore, your equipment pieces can be used on both your character alternatively. In the end game, you can even share a single complete equipment for your two character. It’s a real plus considering the claims that there are fewer drops for these classes during the game, particularly toward the end.
You should also note that this class will allow you to keep a safe distance from your enemies since both sub-class have spells that can, and should, be casted from a certain distance.
Finally, it's worthy to note that this class combination will provide you with many and powerful heals and buffs but will have lower DPS than other classes (like rogue for example) toward the end of the game. Therefor, this class should be seen as a team oriented class meaning it will be a crucial part of any group wanting to achieve great things in ROM.
== Mage / Priest Elite Skills ==
The Mage / Priest combination is the most utilitarian of the combinations, affording access to the desirable Essence of Magic buff, the ability to remove curses (Purify), an increase in the potential of Flame and Fireball (Eruption), a change in Rising Tide's mechanics (Rising Tide Mastery), and a self-healing effect to Holy Aura (Shrine of the Holy Aura).
*Note that the skills in green are called passive skills because they are in constant use which means you never have to cast them to benefit from their effects.
Icon	Skill Name 	Lvl	Consume 	Cast Time	Cooldown 	Range	Skill Effect 	Upgradeable
 	Essence of Magic 	15 	35 Mana 	Instant 	None 	200 	Raises magical damage by 10.0 (+6.0 per upgrade) points for 900.0 seconds. 	+6.0 damage per upgrade
 	Purify 	20 	150 Mana	Instant 	10.0 seconds	200 	Removes a curse from target. 	No
 	Outburst 	25 	N/A 	Passive 	N/A 	N/A 	Flame and Fireball now have a higher chance to deal additional damage. 	No
 	Rising Tide Mastery 	30 	N/A 	Passive 	N/A 	N/A 	Your Rising Tide is now an instant cast with a cooldown of 4.0 seconds.Also increases mana cost. Lowers range to 200 from 217 	No
 	Shrine of the Holy Aura	35 	N/A 	Passive 	N/A 	N/A 	Used with a Holy Aura, there is extra recovery of HP but all mana costs raise by 20 points.Holy Aura will heal you 300 HP every second. 	No
 	Grand Dispel 	40 	N/A 	Passive 	N/A 	N/A 	Allows your Purify to also dispel Harmful Effects. (Or you can dispel two curses at once) 	No
 	Disable 	45 	N/A 	Passive 	N/A 	N/A 	A successful Flame or Plasma Arrow hit has the chance to decrease the targets resistance to magic critical hits for 15.0 seconds (can be used only once every 20 seconds) 	No
 	Magic Drain 	50 	40 mana 	Instant 	60 seconds 	180 	Steal the target's attack power, and lower the target's magical and physical attacks by 2%. It will also increase your own magical attack by 2%. Effective for 15 seconds.	0.16% per upgrade