Mysticism
Return to: Skills and ProfessionsHumans and Gargoyles worked together from a common source of magic, and the Gargoyles went on to refine their arcane arts to deal with the cataclysms destroying their world. Gargoyles have mastered the art of magic called Mysticism.
Similar to Magery, Mysticism consists of 16 spells and eight ranks that signify their power and the magic ability required to cast them. These eight concentric ranks correspond to vortices within the ether, all spinning one within another as they expand through the universe. The more powerful a spell you wish to cast, the deeper into the inner circles of ether you must penetrate.
The deeper you go, the more mana (magical energy) each spell requires you to expend. Spells of the Eighth Rank require great measures of both skill and mana, while spells of the First Rank are much easier and require less energy.
Those skilled in Mysticism are known as Mystics.
Mysticism uses all the Magery reagents in addition to 3 new reagents: Bone, Daemon’s Bone, Fertile Dirt, and Dragon’s Blood.
Note:
Either Focus or imbuing affects Mystic’s spellpower, Evaluating Intelligence has no affect.
Your Opponent’s Resisting Spells affects: Purge Magic, Sleep, Mass Sleep, Bombard, Spell Plague, and Nether Cyclone.
All damage spells are affected by Inscription: Nether Bolt, Eagle Strike, Bombard, Spell Plague, Hail Storm, and Nether Cyclone.
Key: BP=Black Pearl – BM=Blood Moss – Ga=Garlic – Gi=Ginseng – MR=Mandrake Root – Ns=Nightshade – SS=Spider’s Silk – SA=Sulphurous Ash – B=Bone – FD=Fertile Dirt – DBl=Dragon’s Blood – DBo=Demon Bone | ||
First Circle – Mana cost 4; Delay 0.50 seconds; Min Skill 0. | ||
Spells | Words of Power | Reagents |
Nether Bolt | In Corp Ylem | BP, SA |
Fires a bolt of nether energy at the Target, dealing Chaos (Chaos) damage.120 Mysticism, 120 Focus/imbuing: Damage: 30-37 (Comparable to Magic Arrow) | ||
Healing Stone | Kal In Mani | B, Ga, Gi, SS |
Creates a large red gem in your backpack with a stored amount of healing points. The amount of healing points depends on your Mysticism & Focus or Imbuing skill (300 points at 120 Mysticism/Focus or Imbuing). When used the Healing Stone will attempt to cure you or heal you for, initially, 39 health (at 120 Mysticism/Focus or Imbuing), if used again before recharging (takes 20 seconds) it heals for a lesser amount (for example if used immediately it heals for 3-4). Cure attempts and amount healed are subtracted from the points on the stone. The stone lasts until the points are used up, or it is dropped on the floor (stays through log out/in & server maintenance).The Healing Stone requires a hand free to use. Attempts to Cure, may vary depending on the strength of the Poison, however a failed attempt on Deadly Poison used 20 of the stones healing points, and a successful attempt used 60. The amount healed is a direct subtraction from the stones points (if you heal for 39 it takes 39, if you heal for 10 it takes 10 etc). | ||
Second Circle – Mana cost 6; Delay 0.75 seconds; Min Skill 8. | ||
Spells | Words of Power | Reagents |
Purge Magic | An Ort Sanct | FD, Ga, M, SA |
Attempts to remove a beneficial ward (such as Bless/Protection/Str or Dex potions/Necro forms… but no longer Ninjitsu forms) from the target. The spell is a type of Curse, meaning success is determined by a comparison between the caster’s Mysticism and Focus or Imbuing against the target’s Resisting Spells skill.The skill level required to cast the ward also now plays a part in the success of the Purging calculation.
If there are no wards to Purge it places a curse on the target that increases their mana cost until the target damages something. When removed the target takes damage proportionate to how long the effect has been in place. The effect ends after 8 seconds and the damage type is Chaos (targets a random resist). |
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Enchant | In Ort Ylem | SS, MR, SA |
Adds up to 60 Hit Spell (Fireball, Harm, Magic Arrow, Lightning, Dispel) to a weapon. If Focus or Imbuing are over 80 it also adds Spell Channeling -1 Faster Casting to looted or crafted weapons, or just Spell Channel to artifacts weapons. It can not make a weapon -2 Faster Casting. At 120 Mysticism and 120 Focus or Imbuing the effect lasts 2 minutes or until the weapon is unequipped/reequipped. | ||
Third Circle – Mana cost 9; Delay 1.00 seconds; Min Skill 20. | ||
Spells | Words of Power | Reagents |
Sleep | In Zu | Ns, SS, BP |
Places a type of Curse on the target that, initially makes them lose target, however they can now attack again immediately with a swing speed penalty. They are forced to walk for the duration of Sleep and their Faster Casting and Faster Casting Recovery are reduced though they can still cast spells, the effect is broken on damage, and the duration of the effect is affected by the target’s Resisting Spells skill. Hit and Defense chance are also reduced. | ||
Eagle Strike | Kal Por Xen | BM, B, MR,SS |
Conjures a magical eagle that assaults the Target with its talons, dealing Energy (Energy) damage.120 Mysticism, 120 Focus/imbuing: Damage: 30-37 (Comparable to Fireball) | ||
Fourth Circle – Mana cost 11; Delay 1.25 seconds; Min Skill 33. | ||
Spells | Words of Power | Reagents |
Animated Weapon | In Jux Por Ylem | B, BP,MR, Ns |
Conjures and animates a weapon that selects a Target to attack based off its combat strength and proximity. The Animated Weapon disappears after a set amount of time. The Animated Weapon’s stats and duration are determined by the Caster’s Focus/imbuing and Mysticism skills. Damage is determined by the Caster’s Anatomy and Tactics skills. Requires 4 pet control slots. | ||
Stone Form | In Rel Ylem | BM, FD, Ga |
Infuses the Caster with the essence of solid stone, giving a bonus to physical attacks and damage resistance, but reducing the Caster’s movement, spell casting, and attack speed. The Stone Form may neutralize poison, strangle, bleed, sleep, paralysis, and stat reduction effects. The Stone Form’s effectiveness is determined by the Caster’s Focus/imbuing and Mysticism skills.Effect: -10% SSI; +1 to 10 for every resist based on Imbuing; +2 to 5 maximum resist based on Imbuing. | ||
Fifth Circle – Mana cost 14; Delay 1.50 seconds; Min Skill 45. | ||
Spells | Words of Power | Reagents |
Spell Trigger | In Vas Ort Ex | Dbl, Ga, MR, SS |
Allows the Caster to store a Mysticism spell in a Spell Stone. When the Caster uses the Spell Stone, the stored spell is instantly cast. The Caster must possess the spell in his spellbook. The highest Mysticism spell circle that can be stored in a Spell Stone is determined by the Caster’s Focus/imbuing and Mysticism skills. Unlike Healing Stone, does not require a free hand to use. Cooldown: 5 minutes.Starting at Circle Two, every 20 points in Focus/imbuing and Mysticism increases the maximum possible circle level stored in the Trigger by 1. Maximum Circle: Six at 120/120 | ||
Mass Sleep | Vas Zu | Gi, Ns, SS |
Puts one or more Targets within a radius around the Target’s Location into a temporary Sleep state. In this state, Slept Targets will be unable to attack or cast spells, and will move at a much slower speed. They will awaken if harmed or after a set amount of time. The Sleep duration is determined by a comparison between the Caster’s Focus/imbuing and Mysticism skills and the Target’s Resisting Spells skill. | ||
Sixth Circle – Mana cost 20; Delay 1.75 seconds; Min Skill 58. | ||
Spells | Words of Power | Reagents |
Cleansing Winds | In Vas Mani Hur | DBl, Ga, Gi, MR |
Soothing winds attempt to neutralize poisons, lift curses, and heal a valid Target plus nearby party members (note: This area affect does not apply to pets; warning, if the this area effect heals a party member who is red, the caster will be flagged as criminal). The Caster’s Focus/imbuing and Mysticism skills determine the effectiveness of the Cleansing Winds, the effectiveness of the spell is scaled based on the number of targets when healing targets that are not the caster. If a target is cured the healing they received will be reduced proportionately to the level of poison that was cured. If the cure fails, the target will not be healed.120 Mysticism, 120 Focus/imbuing: Healing: 31-36 | ||
Bombard | Corp Por Ylem | BM, DBl, Ga, SA |
Hurls a magical boulder at the Target, dealing Physical damage. This spell also has a small chance to knockback and stun a player Target. The stun chance is determined by a comparison between the Caster’s Focus/imbuing and Mysticism skills and the Target’s Resisting Spells skill.120 Mysticism, 120 Focus/imbuing: Damage: 63-69 (Comparable to Energy Bolt) | ||
Seventh Circle – Mana cost 40; Delay 2.00 seconds; Min Skill 70. | ||
Spells | Words of Power | Reagents |
Spell Plague | Vas Rel Jux Ort | DBo, DBl, Ns, SA |
The target takes Chaos damage (targets a random resist) and is inflilcted with a Curse (affected by the target’s Resisting Spells skill). when the target takes additional damage under the effect of the Curse they may take additonal Chaos damage up to 3 additional times. The inital chance to trigger the curse’s explosion is 90% and reduced by 30% for each additional explosion. The curse ends after 3 explosions or 8 seconds which ever comes first. Spell Plague will stack with other Spell Plagues each inital damage triggering the previous one’s curse effect. There is a 1 second gap between each curse effect explosion.120 Mysticism, 120 Focus/imbuing: Damage: 78-86 | ||
Hail Storm | Kal Des Ylem | Dbl, BP, BM, MR |
Summons a storm of hailstones that strikes all Targets within a (3 tile) radius around the Target’s Location, dealing Cold (Cold) damage.120 Mysticism, 120 Focus/imbuing: Damage: 80-86 | ||
Eighth Circle – Mana cost 50; Delay 2.25 seconds; Min Skill 83. | ||
Spells | Words of Power | Reagents |
Nether Cyclone | Grav Hur | MR, Ns, SA, BM |
Summons a gale of lethal winds that strikes all Targets within a (3 tile) radius around the Target’s Location, dealing Chaos (Chaos) damage. In addition to inflicting damage, each Target of the Nether Cyclone temporarily loses a percentage of mana and stamina. The effectiveness of the Nether Cyclone is determined by a comparison between the Caster’s Focus/imbuing and Mysticism skills and the Resisting Spells skill of the Target.120 Mysticism, 120 Focus/imbuing: Damage: 80-86 | ||
Rising Colossus | Kal Vas Xen Corp Ylem | DBo, DBl, FD, Ns |
Summons a colossal stone titan that selects a Target to attack based off its intelligence and proximity. The Rising Colossus disappears after a set amount of time. The Rising Colossus’ stats, skills, and duration are determined by the Caster’s Focus/imbuing and Mysticism skills. Requires 5 pet control slots.120 Mysticism, 120 Focus/imbuing
470 HP 210 Stam 230 Mana 780Str/210Dex/230Int Barding: 111.3 Resists: 65-70/50-55/50-55/100/65-70 Base Damage: 19-24, 100% physical Skills:120.0/120.0/120.0/120.0 |
Compiled and Edited by Stupid Miner. June 2009, additional edit by Petra Fyde, November 2009.
Last Edit: April 2010, with thanks to Lord GOD(GOD).
Last modified: April 19, 2013
In the comment is says inscription affects damage spells. In the description of each spell it does not indicate in what way inscription works. Does it increase the spells strength, length, or overall affect?. I am wanting to create a template with Throwing and mystic and inscription would knock out Meditation or resist points. Any ideas?
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