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Official Outfit

Arcane

Mystic

The Arcane Outfit is designed for mages and sorcerers who wield magical powers. It enhances the magical abilities of the wearer while providing protection against enemy attacks.

Phys. Def.

Mag. Def.

+1

Dur.

5

Resistances

Lightning Earth Wind

Weaknesses

None listed.

Official Codex

Starting arsenal

The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.

Main hand

Arcane Scepter

INT · 1d4+1 · 15 m · Non-Elemental
Test
INT
Damage
1d4+1
Damage type
Non-Elemental
Range
15 m
Usage
Main hand
Price
60 NX
Requirements INT 2

Off hand

Grimoire

Magical attack +1
Magical attack
+1
Price
20 NX

Official Codex

Abilities

Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.

Arcane Shield

Combat Double Support MP 1 → 2

The character can create an Arcane Shield at a cost of 1 MP, reducing all damage taken by 1d12 for 3 turns. Only the character casting the ability can benefit from the Arcane Shield.

Evolutions

LVL 3

Reduces damage taken by 1d20.

LVL 5

Reduces damage taken by 2d20 and increases cost to 2 MP.

LVL 7

Reduces damage taken by 3d20.

Temporal Distortion

Combat Double Support MP 3 → 5

The character can create a temporal distortion around an ally or themselves for a cost of 3 MP and for 1 full round. When an opponent attacks, they must make 2 attack tests and keep the lower result. If the adversary's action fails, the temporal distortion immediately dissipates.

Cooldown 2 turns

Evolutions

LVL 2

The temporal distortion dissipates after 1 full round or 2 failed adversary attacks.

LVL 4

The temporal distortion lasts for 2 full rounds, and the cost increases to 4 MP.

LVL 6

The temporal distortion lasts for 2 full rounds or dissipates immediately after 4 failed adversary attacks, and the cost increases to 5 MP.

Arcane Explosion

Combat Double Magic · INT MP 1 → 4

The character can create an Arcane Explosion, dealing 1d4 magical damage to all enemies within a 5-meter radius for a cost of 1 MP. The character makes a single magic attack test compared to the MAG Def of each enemy in the area.

Cooldown 1 turn

Evolutions

LVL 2

Damage increases to 2d4, cost increases to 2 MP.

LVL 4

Damage increases to 2d6, cost increases to 3 MP.

LVL 6

Damage increases to 2d8, cost increases to 4 MP.

Magic Projectile

Combat Attack Magic · INT MP 1 → 2 Range 50 m

The character can launch a Magic Projectile, dealing 1d6+1 magical damage for 1 PM.

Evolutions

LVL 2

Damage increases to 2d6+1.

LVL 4

Damage increases to 2d6+3, cost increases to 2 MP.

LVL 6

Damage increases to 2d8+5.

Arcane Regeneration

Combat Double Support

The character regains 1d4 mana points (MP).

Limitation 2× per day

Evolutions

LVL 3

Regeneration increases to 2d4 MP.

LVL 5

Regeneration increases to 2d6 MP.

LVL 7

Regeneration increases to 2d8 MP.

Energy Siphon

Combat Attack Magic · INT MP 1 → 3

The character can drain the magical energy from an enemy for a cost of 1 MP, dealing 1d4 magical damage and absorbing 1d4-1 MP from the targeted enemy.

Cooldown 1 turn

Evolutions

LVL 2

Damage increases to 1d6+1, and MP theft to 1d4+1.

LVL 4

Damage increases to 2d6+1, cost increases to 2 MP, and MP theft to 2d4+1.

LVL 6

Damage increases to 2d8+1, cost increases to 3 MP, and MP theft to 2d6+1.

Teleportation

Mixed Movement Support MP 1 → 3

The character can teleport instantly without suffering an attack of opportunity to a visible location within a 10 meter radius for 1 MP.

Evolutions

LVL 3

Increases the range to 15 meters.

LVL 5

Can teleport an ally in contact with him, the cost increases to 2 MP.

LVL 7

Increases range to 20 meters and can teleport two allies in contact with him, cost increases to 3 MP.

Protection Screen

Combat Double Support MP 1 → 3

The character can create a Protection Screen around an ally for a cost of 1 MP, increasing their Def MAG. For 2 rounds, the ally gains a +1 bonus to their Def MAG.

Cooldown 2 turns

Evolutions

LVL 3

The Def MAG bonus increases to +2.

LVL 5

The Def MAG bonus increases to +3, cost increases to 2 MP.

LVL 7

The Def MAG bonus increases to +4, cost increases to 3 MP.