Mystic

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The Mystic is a special spellcasting class with their own set of spells that only Mystics can cast. They have decent fighting skills and can imbue their weapon with extra damage. Their real strength comes from calling upon the elements to cast a wide variety of spells to help them fight.


Special Skill Wrestling
Primary Skills Anatomy
Camping
Healing
Magic Resistance
Tactics
Secondary Skills Archery
Fencing/Macefighting/Swordsmanship
Magery
Meditation
Tracking
Max Base AR* 14
Spells Available
1st Circle Feeblemind
Heal
Nightsight
Reactive Armor
Weaken
2nd Circle Agility
Cunning
Cure
3rd Circle Bless
Fireball
Telekinesis
Teleport
4th Circle Arch Cure
Arch Protection
Greater Heal
Recall
5th Circle Incognito
Magic Reflection
Paralyze
6th Circle Invisibility
Reveal
7th Circle Gate
8th Circle


  • The maximum base ar is determined from a base piece of armor with no additional bonuses.
  • Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.


Spells

Mysticism spells may be cast directly from the scroll or from a mysticism spellbook. The mysticism spellbook and two scrolls can be found on the mysticism vendor. The rest must be found on various enemies around Ter Mur.


  • You can drag the spell icons from the spellbook onto your desktop.


Spell Damage Type Word of Power Mana Cost Minimum Skill Description
Healing Stone Kal In Mani 4 0 Creates a healing stone that stores healing energy based on your mysticism skill. When used, the stone will heal and cure poison and can be used until the energy is depleted. The stone can be used at full power every 15 seconds but if it is used before then, the amount of healing energy is reduced based on the time last used.
Nether Bolt In Corp Ylem 4 0 Conjures a bolt of nether energy to attack a target.
Enchant In Ort Ylem 6 8 Temporarily enchants the weapon in your hand with additional damage and a hit spell of the caster's choice.
Purge Magic An Ort Sanct 6 8 Removes one beneficial buff from the target.
Eagle Strike Physical Kal Por Xen 9 20 Conjures a magical eagle to strike the target with its talons.
Sleep Energy In Zu 8 20 Puts the target to sleep for a short amount of time.
Animated Weapon In Jux Por Ylem 11 33 An animated weapon is summoned and under the caster's control. The length of time is based on the caster's mysticism skill.
Stone Form In Rel Ylem 11 33 Turns the caster to stone, making them hardier against attacks and slowly healing them over time.
Mass Sleep Vas Zu 14 45 Same as sleep but an area is effected.
Spell Trigger In Vas Ort Ex 14 45 Stores one Mysticism spell in a spell stone. The stone can be activated to cast the spell if it is used within the next 5 minutes. The spell must be present in the caster's spellbook.
Bombard Physical Corp Por Ylem 20 58 Conjures a magical boulder to be hurled at the target. There is a chance the target will be stunned for up to 2 seconds or knocked off their mount.
Cleansing Winds In Vas Mani Hur 20 58 A refreshing wind placed on the target that cures, heals and attempts to reduce any harmful effects. Those around the target get reduced healing.
Hail Storm Cold Kal Des Ylem 50 70 Large hail storms down in the surrounding area.
Spell Plague Poison Vas Rel Jux Ort 40 70 Places a curse on the target that poisons them over time.
Nether Cyclone Energy Grav Hur 50 83 Summons a cyclone on top of a target which consumes the mana and damages all the targets around the cyclone. The duration is based on the caster's mysticism skill.
Rising Colossus Physical Kal Vas Xen Corp Ylem 50 83 Summons a colossal stone that selects a target to attack. This summon cannot be controlled.


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