Name: Verschlimmbessern
Race: Alloci Elf
Class: Mystic
Level: 5

HP: 80 / 80
MP: 50 / 50
LP: 10 / 10
Weight: 6
Drive: 0 / 14
Initiative: 1d6+6

R: Fire
W: Earth

Will (+10 max MP, recover 5 MP upon winning a battle)
Sharp (+10 Critical)

[Weapon] Shotgun (35 Credits) - 1d6+8 damage, M-Pin, ranged, Critical 5, 2 Ammo. 4 WGT
[Implement] Orb (25 Credits) - Spells have +10 Burst, and increase the potency die of spells by one size. 2 WGT
[Accessory] Tiger Bracelt (25 Credits) - The user rolls an additional damage die with their next non-Overdrive ability.

15 Credits


[P] Cursebreaker: Gain +5 Critical and +5 Burst. Anytime you score a Critical or a Burst, you may dispel or cleanse a single status from the target. If the ability already does that, then it gains +3 Potency, instead.

[P] Ritual Arm: Any Shotgun the Mystic equips rolls 1d8 for damage rather than 1d6, gains +5 Critical, and has +1 Ammo capacity.

[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.

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

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

[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.

[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] Leylines: 5MP. Deals 1d8+12 earth damage. Expend any number of arrows in any target to grant the Mystic or allies and 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.

[T] Divine Arrow: 3MP. 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.

[OD][S] Overdrive: Tan-Y-Vull, the Foolish Boar: 100CoS. Deals 1d8+10 earth damage to the entire group. M-Earth

[OD][S] Overdrive: True Iron: 100CoS. Choose a target and remove all statuses, good and bad, from them. If target is an ally, grant them a Barrier (10) and restore 1d6+6 HP. If target is an enemy, inflict Short K-Falter & E-Falter and deal 1d6+6 Supreme damage. M-Supreme.

[D] Phantom Arrow: Dazed. 80CoS. Embed a single arrow into a target. M-Pin

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

Wild Card

Lying 3
Sorcery 2
Mysticism 3

you're all critted up so go hog wild with 25 crit 1d8+8 3 ammo shotguns
and 40 burst spells
have every element EXCEPT fire, rip.
alternate build: drop one of lightning/freeze, pick up flame, drop will, pick up perceptive
perceptive is really good on mystic thanks to its type coverage
about the only reason I didn't go perceptive instead of sharp here is because mystic actually requires weapon attacks for its arrow gimmick (outside of quicks/dazed)
please look forward to it on warlock
seriously it was like 51% make this build 49% do the perceptive flame build
get the orb that changes short statii to long, pair with thunderclap, laugh all the way to the bank EDIT: I HAVE BEEN INFORMED THAT YOU CANNOT DO THIS

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