

Mystic
Poison
Shields
Stall“Ohh.. can you smell that? This rift is alive.”
575HealthA character dies when their Health reaches 0.
20Basic AttackThe amount of damage a character deals with its auto attacks. Increased by Attack.
0AttackIncreases the damage of auto attacks.
0MagicIncreases the effectiveness of abilities.
0Attack SpeedIncreases how often a character auto attacks.
15CritThe percent chance that an auto attack or active ability deals double damage. Each Crit above 100 increases Crit Damage by 1%.
30DefenseReduces incoming damage. 100 Defense = 1/2 damage received, 200 Defense = 1/3 damage received, 300 Defense = 1/4 damage received, etc.
4RangeThe distance in hexes that a character can auto attack from.
35Mana StartThe amount of Mana a character begins combat with.
135Total ManaCharacters cast their active ability whenever their Max Mana becomes full.
8Mana RegenThe amount of Mana a character gains every 2 seconds.
Create a flower field for 5 seconds.
Each second, inflict 1 (+1/8
) Poison on enemies and apply 10 (+100
) Shields to Heroes inside the flower field.
Each second after Stall (15), heal Heroes inside the flower field for 10 (+50
).

After Stall (15), Double Sanctuary of Bloom's healing and Shielding. It lasts 1 second longer.

After Stall (20), Sanctuary of Bloom inflicts 100% more Poison.
After Stall (40), increase the amount of Debuffs on all enemies by 33 (+33
)%. Backup.

Gain the Mage class and 40 Magic.
After Stall (20), Sanctuary of Bloom also inflicts 0 (+1/33
) Frost and 0 (+1/25
) Burn each second.

Mystics use Mana Regen to repeatedly cast their active ability, aiding allies and disrupting enemies.
Mystic Mechanics: Shields, Shards, Debuffs, Stall.

Poison: Characters take damage equal to their Poison every 2 seconds.

Shield: Damage is removed from a character's Shields before their Health. Shields last 10 seconds unless otherwise specified.

Stall (X): Activates after X seconds have elapsed in combat.
Nobody at Gaia is entirely sure where she came from. She turned up at their second meeting and never left, because her strange ideas about rifts kept turning out to be right. Her senses run stronger than anyone's: colors carry meaning, music has flavor, and a rift sings to her in a structure only she can hear. Gaia treats her as something between a daughter and a researcher.
She'll never fully leave Gaia, but she's drawn to a guild that takes on plenty of contracts. Just know she may wander off mid-contract.