S3 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.
- 2 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 1 Dazed Ability out of a list of 2.

Passive

[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, and has +2 Ammo capacity.
- Any Shotgun the Mystic equips rolls 1d8 for damage rather than 1d6, gains +5 Critical, and has +1 Ammo capacity.
- Any Rifle the Mystic equips rolls 1d8 for damage rather than 1d6, gains +5 Accuracy, and has +1 Ammo capacity.

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.
C Pin: Both attacks may hit the same target.

[T] Blessed Arrow: 3MP. 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: +2 damage, lower the 1d100 roll by 20. 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 to struck targets.
C Launch: True Strike any enemy for 5 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 two different enemies for 4 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 any enemy for 5 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 two different enemies for 4 fire damage.

Overdrive Abilities

[OD][S] Overdrive: Tan-Y-Vull, the Foolish Boar: 100CoS. Deals 1d8+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. 80CoS. Embed a single arrow into a target. M-Pin

[D] Y-Visitor: Dazed. 100CoS. True Heals +4HP to an ally. Generates M-Fire, M-Earth, M-Water or M-Air. (Must have an ability slotted that generates the same type of momentum)

Level 1

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 to grants the Mystic or allies an equal number of Barrier (6)s.

Level 2

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

[S] Leylines: 5MP. 100CoS. Deals 1d8+12 earth damage. Expend any number of arrows in any target to grant the Mystic or allies an equal number of Long K-Guards. M-Earth.
C Earth: Inflicts Long K-Falter
C Launch: True Strike any enemy for 5 earth damage.
C Water: True Strike three different enemies for 3 earth damage.

[S] Four Winds: 5MP. 100CoS. Deals 1d8+12 air damage. Expend any number of arrows in any target to grant the Mystic or allies an equal number of Long E-Guards. M-Air.
C Air: Inflicts Long E-Falter
C Rush: True Strike any enemy for 5 air damage.
C Fire: True Strike three different enemies for 3 air damage.

Level 3

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: Embed an arrow in every enemy, rather than two into a single one.

[S] Holy Water: 5MP. 100CoS. Deals 1d8+12 water damage. Expend any number of arrows in any target to grant the Mystic or allies an equal number of Bubble (5)s. M-Water.
C Water: True Heal each Bubbled target for +5HP.
C Pin: True Strike any enemy for 5 water damage.
C Recovery: True Strike three different enemies for 3 water damage.

Level 4

At level 4, 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 +4 damage per ally instead.

Level 5

At level 5, you gain a choice of a single new Dazed Ability out of the following two:

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

[D][S] Serenity: Dazed. 2MP. 70CoS. Cleanse an ally of a negative status. M-Recovery

Level 6

At level 6, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. 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 Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

Level 7

At level 8, 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 3 damage.

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

Level 8

At level 8, 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: True Strike any enemy for 5 water damage.

[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 Rush: Inflicts Short Exhaust to struck targets.
C Recovery: True Strike three different enemies for 3 fire damage.

Level 9

At level 9, 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), and deals +2 damage until struck.

Level 10

At level 10, 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][T] Overdrive: Mak-y-man, who Shoots True: 80CoS. Deals weapon damage to the entire group. M-Pin

Level 11

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

[S] Spire: 6MP. Deals 1d8+12 earth damage to a single target, and grants an ally in the front row a Barrier (5). The Mystic may expend arrows in the target to True Strike the entire group for 3 earth damage per arrow. M-Earth
C Launch: Inflicts Short K-Shatter, or Short K-Shatter II if an arrow was expended.
C Air: Grant all allies in the front row a Barrier (5), or a Barrier (7) if an arrow was expended.

[S] Gust: 6MP. Deals 1d8+12 air damage to a single target, and doubles the number of arrows embedded in it. The Mystic may expend arrows in other enemies to True Heal +3HP to the Mystic and its allies. M-Wind
C Earth: The Mystic gains Long K-Power, and Long E-Power if an arrow was expended.
C Rush: Quicken 1 the Mystic's allies. Quicken 2 instead if an arrow was expended.

Level 12

At level 12, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. 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 Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13

At level 13, you gain the following Passive:

[P] Hallowed Ground: At the end of each battle, restore +3HP to the Mystic or an ally per the number of arrows expended in the battle, and distributed as the Mystic sees fit.

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