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- * Combat Casting
- - Enhancement; Weapon, Mystic
- - Add Range 0 to your Mystic Weapon's Optimal for attacks.
- - Add Range 0 to the Scope and Focus for this weapon's Mystic spells.
- This does not do anything. As of writing, there exist ZERO Spell abilities with subtype Mystic that possess a Scope or Focus. It is impressive as to the audacity of an Enhancement to demand a slot for something that can barely be considered a desirable thing. Additionally, if you do read this uncharitably, this means that the Scope addition applies to Mystic spells even when there is no Scope.
- * Conduit
- - Enhancement; Weapon, Mystic
- - When a foe applies a Condition to you that is listed in the effect of one of your EX Spells, you can negate that Condition and generate a Field Effect at your current position that lasts until the start of your next turn. This Field Effect will Apply [Negated Condition] (1t) to all foes within that Field Effect. You can only have one Field Effect generated in this way at a time.
- Here is a list of what each Specialization's EX Spells can Apply:
- * Fire: Burn, Spark, RES Crack (Fire), PROT Crack (Fire), DEF Crack, Soulfire
- * Ice: Freeze, Frostbite
- * Air: Stun
- * Spirit: Bind
- * Reinforcement: Stun, Bind, Berserk, Unyielding, Grace, Keen Eye, Sharp Mind, Stone Body, Fleet Foot, Mana Buffer
- * Psychic: Burn (through Mental Thermite)
- * Lightning: Stun, Bind
- * Sound: Poison, Grace
- * Darkness: Blind 5, Blind 10, Poison, Doom
- * Illusion: Fleet Foot, Keen Eye, Blind 10
- * Light: Vital Surge, ATK Seal, Spell Seal, Bind,
- * Wood: Blind 5, Expose
- - Summons do not exist on the effect text of abilities. Therefore, Wood does not have Bleed or Poison listed on its EX abilities.
- * Empathic: Rage, Berserk, Sorrow, Melancholy, Terror, Dread, Elation, Exuberance
- * Water: n/a
- * Time: n/a
- * Gravity: Grasp Zone
- * Stone: Stun, Siege
- * Beast: Bind, Stun, Poison, Bleed
- Here is a list of what Conditions monsters in the Bestiary can Apply:
- * Fodder
- - Nexus Crawler: n/a
- - Noise Frog: n/a
- - Quicksilver Adder: Poison
- - Voidspawn: n/a
- * Major
- - Chain Smoke: Poison
- - Midas Gorgon: Freeze
- - Phoenixian Flytrap: Burn
- * Midboss
- - Chronos Sistre: n/a
- - Zoukku Raid Bird: n/a*
- Variant abilities do not affect this.
- This is an enhancement largely for the use of Reinforcement or Light. For everyone else: Take an enhancement on your Outfit, instead.
- * Empower
- - Enhancement; Weapon, Mystic
- - X = CST/2.
- - When a Spell you use provokes a Contest, increase your side of that Contest by X.
- No particular things of note to say about this ability. Roughly comparable to one stack of Melee's Excode, but it's not locked to Optimal (somewhat relevant sometimes) and it doesn't buff your allies' sides of Contests from enemy Contests (a marginal but not-insignificant upside). Falls flat when used out of costume for Civilian forms.
- * Full Convert
- - Enhancement; Weapon, Mystic
- - When using an ATK (▲) ability with this weapon, you can change all of the untyped Magic damage of that ability to the primary damage attribute of one of your Specializations.
- A ribbon ability. Very rarely comes up to be something relevant.
- * Hexguard
- - Enhancement; Weapon, Mystic
- - When you use a GRD (■) ability that does not have a MAG cost, recover 1 MAG.
- * Smug Energy
- - Enhancement; Weapon, Mystic
- - When you gain Morale from ending your turn, recover 1 MAG.
- - You can take this Enhancement multiple times. It stacks additively.
- One of the few worthwhile enhancements. Inspires some very interesting thoughts.
- * Hidden Power
- - Enhancement; Weapon, Mystic
- - X = BST.
- - The damage dealt by your Mystic Attacks cannot be reduced below X (before damage calculation).
- - You can take this enhancement multiple times. Its effects stack additively.
- Mystic has some very confusing enhancements, and this is one of them. This is one of the few effects that aid with damage, but it scales on BST, which is generally quite low for most characters.
- * Oversummon
- - Enhancement; Weapon, Mystic
- - When you Summon a unit, you can apply a Variant ability of your choice to that summon, but if you do, they are automatically dismissed at the end of your next turn.
- - You can take this enhancement multiple times. Each time you do, you may apply an additional Variant ability of your choice to the Summon.
- The time stipulation makes using this effect very difficult, though I could possibly see using it to insulate a Soul Gem further by applying "Hardhead", "Kinetic Scales", or "Omega". There is also a plausible existence where you assert that the effect of "Shift Plating" remains on each time you summon the Soul Gem throughout a given encounter, even if you give them a new instance of the ability each time it is summoned.
- * Ritual Art
- - Enhancement; Weapon, Mystic
- - During your turn, you can use 2 SP to gain a Ritual Mote (lasts until the end of the encounter or until used).
- - When you use a Spell ability, you can expend X Ritual Motes to grant that spell "Channel X".
- Kind of insulting to have Smug Energy and then have this ability, which usually will also restore Magic, but for twice the rate for questionable versatility.
- * Spellkey
- - Enhancement; Weapon, Mystic
- - X = LUK/4.
- - During your turn, when a Trap effect would be activated, you may negate that Trap's effect, and reset it to its previous status. It cannot be activated for the rest of the current turn. You can use this effect up to X times per encounter.
- One of those very odd defensive abilities that has a very narrow and limited use case.
- * Encode Spell
- - Enhancement; Weapon, Mystic
- - X = Spell's Total stat Cost * 12.
- - When you use an attack with this weapon that the Target would take 1 or more damage from, you can decrease the damage the Target takes from that attack by X and declare a Spell you know with a non-variable stat cost of 2 or less. During the next round, the first time the Target uses an ATK (▲) ability, you must immediately use the spell as a Reactive ability, waiving the stat cost and action requirement. Other costs and requirements must still be fulfilled.
- * Mana Surge
- - Enhancement; Weapon, Mystic
- - When a unit would take 10 or more damage from an ATK (▲) ability with this weapon, you can reduce that damage by 10X to recover X MAG.
- * Synergist
- - Enhancement; Weapon, Mystic
- - X = Damage unit would take / 10, rounded down to nearest 10.
- - When using an ATK (▲) ability with this weapon, you can reduce the damage the target would take from that ability to 0, and if you do, increase the duration of a Condition of your choice on that Target by X turns, up to 3t.
- - You can take this enhancement multiple times. Each time you do, the limit on the duration increases goes up by 2 turns.
- Mystic has no damage options, and there are very, very few options that increase your ATK, such that they can get over defensive builds.
- So why does it have all these options that want you to deal a not-insignificant amount of damage?
- For Encode Spell, you get a costs-paid Spell with total non-variable stat costs 2 or less, which is quite nice, and lets you do some interesting sequencing by applying it on friends.
- For Mana Surge, you get to adjust the amount of damage taken and also restore MAG. This is about 2-4 damage more efficient than Encode Spell at parity, and possibly can outscale it if you are getting a sufficiently large amount of damage to recover your Magic with, but this does not give you Encode Spell's greatest worth: Additional action economy and unusual timing. It's quite terrible, in this respect, because Mystic weapons scale on Magic, so it now becomes a question of where you're getting your damage from, and who's letting you hit them. Spending an Active on a burst recovery option like this is risky, and often too time-consuming to make it meaningful.
- And then there's Synergist, which lets you exchange ALL your damage for up to 3 turns extension on your conditions. This is not a good or worthwhile value proposition. It has taken a long fall.
- * Transcode
- - Enhancement; Weapon, Mystic
- - X = Amount you lost the contest by. When you lose a Contest, grant yourself Spell Charge (Increase your side of the Contest by X.) You can only have one Spell Charge from this Enhancement at a time.
- - You can take this enhancement multiple times. Each time you do, you can have one additional Spell Charge from this effect simultaneously.
- * Twincasting
- - Enhancement; Weapon, Mystic
- - Has no effect if the equipped unit is not a Fused Entity.
- - When you use an Active or Speed Spell ability, you can use an additional Spell ability with a different name and the same timing (Active, SP 1, SP 2).
- - You can take this enhancement multiple times. Its effects stack.
- One of the absolute greats, taken down into being Fused Entity-only. It's still very good, obviously. Your primary trouble, however, is figuring out how to consistently get an at-best 92% chance to take off. Fusion, once established, is absolutely devastating, and Twincasting is among the reasons for it.
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