Mystic

MYSTIC

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Mystic character.
- 3 Passive Abilities, with a choice of how one functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Ability out of a list of 4.

Passive

[P] Mystic's Endurance - The Mystic gains +10 Maximum MP. Additionally, when not engaged in battle, the Mystic may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Ritual Arm: Mystic are as adapt with firearms as they are with implements, and use custom enchantments to get the most from them. When creating a Mystic, select one of the following as your Ritual Arm effect:
- Any Pistol the Mystic equips rolls 1d8 for damage rather than 1d6, gains +10 additional Accuracy (for +20 total), and has +1 Ammo capacity (for 5 total).
- Any Shotgun the Mystic equips rolls 1d8 for damage rather than 1d6, gains +10 additional Critical (for +20 total), and has +1 Ammo capacity (for 4 total).
- Any Rifle the Mystic equips rolls 1d8 for damage rather than 1d6, gains +2 additional damage vs back row targets (for +4 total), and has +1 Ammo capacity (for 3 total).

More often than not, when a Mystic enchants their Ritual Arm, the firearm is transformed into a large magic bow, and the ammo clip into a small quiver, mimicking the ancient traditions that the class practices. Even if it doesn't, the weapon becomes bound to the Mystic until the enchantment is removed by the Mystic themself, preventing anyone else from using it.

[P] Sacred Arrows: Anytime the Mystic hits an enemy with a firearm, they embed a single ethereal Arrow into the target. Arrows embedded into targets can be detonated when casting certain Mystic spells in order to gain specific effects. These are covered in more detail on the spells in question.

Active Abilities

[T] Twin Arrow: 4MP. 80CoS. Deals weapon damage -2 to two different enemies. M-Pin
C Launch: Deals +4 damage.
C Rush: Hits three targets instead.

[T] Blessed Arrow: 4MP. 80CoS. Deals weapon damage to an enemy, then True Heals +2HP and grants Long Stalwart to an ally. M-Recovery
Field: Restores 8 HP to a single target.
C Launch: +3 damage, and Embed an additional arrow in the struck target.
C Earth: +8HP recovered to the ally.

[S] Lightning: 4MP. 100CoS. Deals 1d8+12 air damage to an enemy. Additionally, you can expend arrows in different targets to make them hit by this attack, as well. M-Air.
C Pin: Inflicts Short Shock II to struck targets.
C Launch: True Strike another enemy for 6 air damage.

[S] Freeze: 4MP. 100CoS. Deals 1d8+12 water damage to an enemy. The Mystic may expend any number of arrows embedded in the target of this attack, inflicting an additional +6 damage per arrow. M-Water
C Rush: Inflicts Long Chill to the target.
C Recovery: True Strike another enemy for 6 water damage.

[S] Metal: 4MP. 100CoS. Deals 1d8+12 earth damage. Expend any number of arrows on any target to regain +1Ammo per and inflict Short Toxin to the embedded targets. M-Earth
C Water: True Strike another enemy for 6 earth damage.
C Launch: Inflicts Long Toxin on the struck target.

[S] Flame: 4MP. 100CoS. Deals 1d8+12 fire damage. Expend any number of arrows on any target to recover +2MP per and inflict Short Burning to the embedded targets. M-Fire
C Recovery: Dispel positive statuses from targets you ignite arrows on.
C Earth: True Strike another enemy for 6 fire damage.

Overdrive Abilities

[OD][S] Overdrive: Tan-Y-Vull, the Foolish Boar: 100CoS. Deals 1d6+10 earth damage to the entire group. M-Earth

[OD][S] Overdrive: Re-Yll-Dan of the Forked Horn: 100CoS. Deals 1d10+14 air damage to two targets. M-Air.

Dazed Abilities

[D] Phantom Arrow: Dazed. Embed a single arrow into a target. M-Pin

[D] Y-Visitor: Dazed. True Heals +4HP to an ally. Generates M-Fire, M-Earth, M-Water or M-Air as desired.

[D][S] Spark: Dazed. 2MP. 100CoS. Deals 1d6+4 fire damage. M-Fire.

[D][S] Serenity: Dazed. 2MP. 100CoS. Cleanse an ally of a negative status. M-Recovery

Level 1 (Quick)

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Reflex Shot: True Strike an enemy for 4 physical damage and embed an arrow in them.

[Q] Thunderclap: Expend an arrow in any number of targets, then True Strike each enemy for 6 air damage and inflict Short Shock II.

[Q] Sacred Ward: Expend any number of arrows in any targets. For each one, grant the Mystic or an ally a Barrier (6)s.

Level 2 (Active)

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[S] Leylines: 4MP. 100CoS. Deals 1d8+12 earth damage. Expend any number of arrows in any target. For each one, grant the Mystic or an ally Long K-Guard. M-Earth.
C Earth: Inflicts Long K-Falter
C Launch: True Strike another enemy for 6 fire damage.

[S] Four Winds: 4MP. 100CoS. Deals 1d8+12 air damage. Expend any number of arrows in any target. For each one, grant the Mystic or an ally Long E-Guard. M-Air.
C Air: Inflicts Long E-Falter
C Fire: One granted G-Guard is E-Guard II.

Level 3 (Active)

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[T] Divine Arrow 3MP. 80CoS. Deals weapon damage, and embeds two arrows in the struck target rather than one. M-Pin
C Pin: +5 damage.
C Air: Recover +3 MP, and Embed a third arrow in the target.

[S] Holy Water: 4MP. 100CoS. Deals 1d8+12 water damage. Expend any number of arrows in any target. For each one, grant the Mystic or an ally a Bubble (5)s. M-Water.
C Water: Increase MP cost by +1, and the Mystic recovers HP equal to the amount of damage they deal with the spell.
C Earth: Cleanse all negative statuses from the Mystic.
C Recovery: True Strike another enemy for 6 air damage.

Level 4 (Passive, Skill)

At level 4, you earn a new skill point, and you gain a choice of a single Passive out of the following two:

[P] Last Rites: Anytime an enemy is defeated, the Mystic recovers +1MP.

[P] Heaven's Rage: Anytime an ally has 25HP or less, the Mystic deals +2 damage per ally. If an Ally is Dazed, deal +5 damage per ally instead.

Level 5 (Upgrade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Sealing Talisman: Name a single ability any enemy knows. Until the remainder of the battle, any enemy which uses that ability takes 4 damage and has an arrow embedded in them immediately.

[Q] Nature's Wrath: True Strike a single enemy for 6 earth, fire, air or water damage. Generate momentum of the same type.

Level 7 (Passive)

At level 7, you gain the following passive:

[P] Evil-Sealing Arrows: Anytime you strike a target with no arrows embedded into it with your Ritual Arm, increase the damage by +2.

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[S] Tsunami: 4MP. 100CoS. Deals 1d8+12 water damage to an enemy. Additionally, you can expend arrows in different targets to inflict +6 damage with this spell, as well. M-Water.
C Pin: Inflicts Long Curse to the target.
C Launch: Increase the bonus damage provided from arrows by +2.

[S] Ignite: 4MP. 100CoS. Deals 1d8+12 fire damage to an enemy. The Mystic may expend any number of arrows embedded in the target of this attack to hit an additional number of enemies with this attack, as well. M-Fire.
C Recovery: Inflicts Short Exhaust to struck targets.
C Air: +4 damage.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD][S] Overdrive: Fals-yl-ke, the Serpent in Shrouds: 100CoS. Deals 1d10+20 water damage to a single target. M-Water

[OD] Overdrive: Mak-y-man, who Shoots True: 100CoS. True Strike all enemies for 4 physical damage and embedded an arrow in each target. M-Pin
(Increase the True Strike to 6, if you have the Showstopper Attribute.)

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Providence: At the start of each battle, embed a single arrow into an enemy.

[P] Favored: The Mystic begins battles with a Bubble (5). Anytime the Mystic has a Bubble, they deal +2 damage.

Level 11 (Active)

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[S] Earth Waves: 6MP. Deals 1d8+15 earth damage to a single target. The Mystic may expend arrows in the target to True Heal their allies for +5HP per arrow. M-Earth
C Launch: Inflicts Short K-Shatter II
C Air: Grant all allies in the front row a Barrier (6).

[S] Tornado: 6MP. Deals 1d8+15 air damage to a single target. For each arrow embedded in the target, choose another enemy and True Strike them for 5 physical damage, embedding an arrow in them. Enemies cannot be struck more than once by this effect per casting. M-Air
C Earth: Generate M-Launch+10, rather than M-Air.
C Rush: Slow struck targets by 1.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following Passive:

[P] The Calm and the Storm: When the Mystic expends arrows, and no enemies on the field have any arrows embedded in them, gain +1 Drive.

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