Difference between revisions of "Mystic"
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Revision as of 03:44, 25 July 2024
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Information
Lash Out: The Mystic invokes the serpent god to lash out at enemies in front of her damaging and poisoning them. Scales with ability power. | ||
Call To Madness: The Mystic summons an image of the Serpent God to persist in an area causing enemies to go mad and attack one another for a duration. | ||
Dark Torment: The Mystic hurls a dagger that impales her target dealing damage over time and increasing all damage from the Mystic and her towers by 75% to impaled enemies. If the target dies, a defense appears and attacks enemies. |
Serpent's Coil: Summon a coiled serpent that attacks nearby enemies. Should they die, a healing orb spawns where they perish. If collected by a hero, this orb heals for 60% of their max health. | ||
Snaking Sands: The Mystic places a trap that when triggered slows enemies and pulls them into the ground. After a while, it deals damage to them and stuns them for a duration. | ||
Sand Viper: The Mystic summons a serpent that can fixate on a single target firing a beam that damages them over time. The beam grows more intense the longer it attacks a single target. | ||
Viper's Fangs: Summons a blockade that can bubble up to three targets lifting them into the sky. The Mystic can use her secondary attack to pop the bubbles and rain poison down on enemies. | ||
Obelisk: Deals damage over a wide range that has a chance to tranform it's targets into snakes for a short time. Can additionally buff heroes, increasing damage and resistance. |
The Mystic gains buffs while at a certain percentage of appeasement.
ALL appeasement buffs only apply while the Mystic is the active hero. Your defenses will lose their buffs if you swap.
25% or more Appeasement
50% or more Appeasement
100% Appeasement
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List of Mystic-specific Item Shards:
Name | Effect (Gilded value in brackets) | Item | ||
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GearSlot | Shard Pack | |||
Constrictor | Defeating an enemy adds a constrictor stack. At 10 stacks, unleashes a bed of constrictor snakes that stun nearby targets for 1-5 seconds. While stunned, enemies take 50-450% (530%) Ability Power as magical damage each second for 3 seconds. | |||
Debilitating Madness | Call To Madness increase the target's damage taken by 2-16% (20%). | |||
Enduring Effigy | Increases the lifespan of the Dark Torment serpent by 4-16 (20) seconds, and increase its damage by 4-40% (52%). | |||
Enduring Lash | Increases Lash Out poison duration by 0.5-4.5 (6.5) seconds. | |||
Hemolytic Poison | Lash Out cooldown increased to 200-159% (152%) of what it was but allows it to stack 0-2 times and increases its duration by 3-7 (8) seconds. | |||
Lashing Power | Increases Lash Out damage by 4-46% (60%). | |||
Madness’ Embrace | Increases Call To Madness duration by 1-3 (3.2) seconds. | |||
Nightmare Fuel | Enemies affected by Lash Out poison take 20-320% (380%) Hero Damage as magical damage when hit by Dark Torment. | |||
Serpent’s Appeasement | Increases Appeasement gained by 60-300% (380%). | |||
Serpent’s Kiss | Secondary Attacks inflict poison on enemies, dealing 10-210% (250%) of Hero Health as damage per second for 1-5 seconds. | |||
Snake Bomb | When a Dark Torment serpent expires, it explodes dealing 20-1,020% (1220%) Ability Power as magical damage to nearby enemies. | |||
Tempered Anger | Mystic loses appeasement 3-39% (52%) slower and take 0-100% less appeasement damage when at 0 appeasement. | |||
Thundering Call | Increases Call To Madness range by 4-40% (52%). | |||
Tormented Power | Increases Dark Torment damage by 3-39% (52%). | |||
Bubble Beam | Sand Vipers have an 11-25% (29%) chance on hit to bubble the target for 2-4 (5) seconds. | |||
Combined Power | Serpent's Coil deals 9-45% (53%) Defense Damage as magical damage each second when an enemy is also affected by Sand Viper. | |||
Empowering Blasphemy | Obelisk Hero Stat boost increased to 10-50% (66%) and polymorph duration increased by 1-6 seconds. | |||
Enduring Bubble | Increases Viper's Fangs bubble duration by 1-2 (2.4) seconds. | |||
Focused Vipers | Reduce the number of beams of Sand Viper by 2, but increase Defense Damage by 50-82% (90%). | |||
Obelisk Shield | Obelisk Shield absorption increased to 10-70% (86%). | |||
Ramping Beam | Sand Viper Damage Ramp up per stack is increased by 3-8% (10%). | |||
Sandstorm Warrior | The Snaking Sands sandstorm increases Hero Damage and Ability Power by 1-25% for 1-25 (33) seconds. | |||
Serpent God’s Protection | Towers and Blockades near the Obelisk take 1%-10% (14%) less damage. | |||
Snakes on a plane | Obelisk spawns a snake every 3 seconds that flies into an enemy dealing 100-325% (370%) Defense Damage as magical Earth damage. |
General Shards
List of General Shards that any Hero can equip.
List of non-hero-specific Item Shards:
List of Item Shards which can be used by multiple, but not all heroes: |
Hyper Shards
List of Hyper Shards that any Hero can equip.
List of All Hyper-Shards Items : With the introduction of mastery mode, several new hyper shards have been introduced to the game. Shards unlock as you earn stars in mastery mode. Each hyper shard can only be obtained once in Mastery mode. As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard. Completing all seven regions awards the last hyper shard. This allows you to obtain a second set of all the shards. Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).
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