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Mystic Feat Tree

The folks over at Perpetual Entertainment's Gods & Heroes have given us a look at their Mystic Feat Tree.

By Guest Writer on January 22, 2007

Mystic Feat Tree

The following is a tenative list of feats available to the scout class in Gods & Heroes as provided and written by Perpetual Entertainment.

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Mystics are perhaps the most inscrutable of the Roman heroes in Gods & Heroes: Rome Rising, as it is they who delve the deepest into the arcane powers of sorcery. Mystics conjure enigmatic energies both elemental and ethereal in defense of the Republic. In order to ruthlessly smite their foes, they can cast spells that deal massive damage to individual targets as well as entire groups of foes. Some of their most devastating offensive spells, however, are the ones that summon vicious and powerful creatures to aid them in battle. But Mystics’ powers are wide and varied, as they also have at their disposal a number of charms for defending and strengthening themselves and their squad. One look at the Mystic Feat Tree reveals the overwhelming potential of these masters of the magical arts.

Dealing damage and weakening opponents is, of course, job number one for any Mystic worth his or her rune-embroidered robes. "Numinous Flame" is the basic spell for accomplishing that task: it conjures a blistering fireball that detonates in a fiery explosion upon impact with their unfortunate opponent’s person. When they want to inflict direct damage and leave their adversaries with wounds that will also sap their health over time, spells like "Pierced Effigy" and "Snakebite" serve most admirably. When their enemy is another sorcerer, they can use "Silence" to stop them from casting and "Drought" to leech away their energy. But when a foe is already dead, what more can a Mystic do? "Charm Undead" stuns any undead enemy while they figure out which spell will best incapacitate that walking lump of rotted flesh. And if a Mystic finds him or herself beset on all sides with foes, "Spirit Wall" slows those foes down long enough for the casting of "Miasma," which envelops several foes in a cloud of lethal poison. Or they might just use "Firestorm," which allows a Mystic and his or her spellcaster minions to join forces in calling fiery death down from the heavens.

Some times Mystics and their squads of loyal minions need a little extra help in overcoming a particularly nasty rival, which is when their summoning spells are most effective. When the knocks get a bit too hot, they can use "Lethian Bones" to summon a corpse from its grave and distract their opponent, who will direct all of their hatred at the re-animated sack of bones long enough for the Mystic to plan their next move. For that next move, they might decide to use "Summon Snakes," which summons a serpent to fight at their side. Or perhaps they could use "Summon Shade," which calls a vengeful soul back from Hades to wield the fury of the other side of the grave against their foes.

Mystics have considerable powers that aren’t intended solely for the punishment of their enemies, as well. "Foretelling," for instance, allows them to use their powers of prescience to see their opponent’s next move and increases their chances of dodging an attack. "Energy Chant" allows them to magically recover some of their energy, even in the midst of heated battle, and "Time Quickening" has a similar effect but works for the Mystic’s entire squad. "Insubstantiality" grants a Mystic increased resistance to physical damage, while "Spirit Shield" increases their ability to block or resist their opponent’s attacks. Mystics also have abilities that allow them to be victorious without even once crossing staffs with their opponent: "Shock" turns an enemy’s attacks around, inflicting damage on the attacker every time they strike the Mystic who has cast the spell; and "Life Stealing" automatically drains some of the enemy’s health and gives it to the caster.

Mystics may derive their powers from some mysterious nether region of otherworldly energy, but that doesn’t make them any less effective in the real world. Whether calling on fire from the heavens or casting a protective spell to shield themselves and their squads from harm, Mystics wield truly devastating powers that cause all enemies of Rome to tremble in fear.

Mystic Feat Tree up to 20

Level Icon Name Tree Description
1 icon Numinous Flame Class Core The Mystic can cast Numinous Flame to inflict direct damage from range to a single target. The amount of damage done is increased for each additional Feat point spent in Numinous Flame; maximum of three points. This Feat can be upgraded at level 10 instead of choosing a new Feat.
2 icon Foretelling Class Core Using their knowledge of the future, the Mystic is able to increase defensive power. Defensive power and duration are increased for each additional Feat point spent in Foretelling; maximum of three points. This Feat can be upgraded at level 10 instead of choosing a new Feat.
3 icon Insubstantiality Class Core Insubstantiality grants the target an increased resistance to physical damage. Resistance to physical damage is increased for each additional Feat point spent in Insubstantiality; maximum of three points.This Feat can be upgraded at level 10 instead of choosing a new Feat.
4 icon Pierced Effigy Class Core Pierced Effigy does direct damage from range to a single target. Damage is increased for each additional Feat point spent in Pierced Effigy; maximum of three points.This Feat can be upgraded at level 15 instead of choosing a new Feat.
5 icon Energy Chant Class Core For a few minutes the caster is able to recover a set amount of energy over time. Energy recovered over time is increased for each additional Feat point spent in Energy Chant; maximum of three points.This Feat can be upgraded at level 15 instead of choosing a new Feat.
5 icon Charm Undead Class Core Charm Undead targets and stuns a single undead opponent for a set amount of time. Any damage done to target breaks the stun. Chance for failure is decreased and stun length is increased for each additional Feat point spent in Charm Undead; maximum of three points.This Feat can be upgraded at level 15 instead of choosing a new Feat.
10 icon Snakebite Summoning Snakebite inflicts the target with direct damage as well as damage over time from poison. Both the direct damage and the damage over time are increased for each additional Feat point spent in Snakebite; maximum of three points.This Feat can be upgraded at level 20 instead of choosing a new Feat.
10 icon Time Quickening Class Core A group-centric spell that allows party members to regenerate Health and Energy at a higher rate over a set amount of time. Rate of regeneration is increased for each additional Feat point spent in Time Quickening; maximum of three points.This Feat can be upgraded at level 20 instead of choosing a new Feat.
10 icon Firestorm (Squad) Class Core Firestorm utilizes all caster minions to call down fire from the skies to hit numerous targets at one time. Damage is increased for each additional Feat point spent in Firestorm; maximum of three points.This Feat can be upgraded at level 20 instead of choosing a new Feat.
10 icon Spirit Shield Class Core Spirit Shield increases target player's blocking and damage resistance. Chance to block and total damage resistance are increased for each additional Feat point spent in Spirit Shield; maximum of three points.This Feat can be upgraded at level 20 instead of choosing a new Feat.
10 icon Summon Shade Necromancy During battle, the Mystic is able to summon a Shade to assist the party. Shade becomes more powerful for each additional Feat point spent in Summon Shade; maximum of three points.This Feat can be upgraded at level 20 instead of choosing a new Feat.
15 icon Drought Class Core Drought reduces opponents’ energy at a set rate over time. Energy reduction and duration are increased for each additional Feat point spent in Drought; maximum of three pointsThis Feat can be upgraded at level 25 instead of choosing a new Feat.
15 icon Miasma Class Core Miasma is an area effect spell that envelops enemies in a cloud of poison. Damage and duration of spell are increased for each additional Feat point spent in Miasma; maximum of three points.This Feat can be upgraded at level 25 instead of choosing a new Feat.
15 icon Silence Class Core This spell can be cast to prevent enemies from casting spells.This Feat can be upgraded at level 25 instead of choosing a new Feat.
20 icon Summon Snakes Summoning During battle, the Mystic can summon a snake to fight for him. The snake becomes more powerful for each additional Feat point spent in Snipe; maximum of three points.This Feat can be upgraded at level 30 instead of choosing a new Feat.
20 icon Shock Class Core A defensive buff that inflicts damage to any opponent who attacks target player. Damage and spell duration are increased for each additional Feat point spent in Shock; maximum of three points.This Feat can be upgraded at level 30 instead of choosing a new Feat.
20 icon Spirit Wall (Squad) Class Core Spirit wall is an area effect that reduces the movement of incoming enemies. Opponent speed is further decreased and duration is increased for each Feat point spent in Spirit Wall; maximum of three points.This Feat can be upgraded at level 30 instead of choosing a new Feat.
20 icon Lethian Bones Class Core During combat the Mystic summons a corpse to distract the opponent. Hate is significantly reduced. Amount of hate reduced is increased for each additional Feat point spent in Lethian Bones; maximum of three points.This Feat can be upgraded at level 30 instead of choosing a new Feat.
20 icon Life Stealing Necromancy A portion of the opponent's life total is taken and added to the Mystic's life. Amount of life stolen is increased for each additional Feat point spent in Life Stealing; maximum of three points.This Feat can be upgraded at level 30 instead of choosing a new Feat.

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