Mystic Knight - Elric of Grans
Continuing with my theme of Final Fantasy characters, I have created the Mystic Knight. For those unfamiliar with Final Fantasy V, the Mystic Knights were equipped like proper fighters, but could use a round to cast a mage spell upon their sword, then when they would attack the spell effect would kick in. Obviously this is not too unlike the Assassin's spell-charging, so after several different angles I have managed to piece together a conversion I am happy with.
As with the Blue Mage, Attack Rating is proving difficult in mid-Nightmare, but the spells are definitely making up for it; it would only take a lucky item drop to completely cancel this issue out too. Let me know what you think :)
Recent disturbances in the world have not left this order unaffected: as evil began to sweep across the outside world, their powers dimmed, and are now all but done. With their powers reduced, the Mystic Knights were quickly overwhelmed by those who would seek to destroy them, leaving only a few to discover the source of their downfall, and restore the balance.
Normal: A Mystic
Knight may wear normal (non-magical) equipment of their choice, without
restriction, until they rescue the Fire Shrine; following this, regular
Ancient's Pledge, Lionheart, Lore, Radiance, Rhyme, Stealth, Steel. Also,
Venom is highly valued by Mystic Knights.
equipment used by the legendary Mystic Knights of past may be worn: Cleglaw,
Death (a nick-name...his real name was Simon Thomas Peterson-Johnson III),
Hsaru, Iratha and Isenhart. The signs of a Disciple may also be worn,
but no Disciple would ever travel half-dressed; these Mystic Knights are
blessed above others, and may wear any weapon without restriction.
same rules for magical items apply for Uniques, with the addition of the
following rules. The Mystic Knights are a white order: though they recognize
the need for stealth at times, they flatly refuse to wear items that bring
darkness upon them. Also, Bartuc's claws are the weapon of a thief: no
Mystic Knight would bring themselves down to that level! Anything linked
to demons, or any other way to evil, is also avoided at all costs. However,
Plaguebearer and Ginther's Rift are bother highly prized.
Crafted: Crafting ones own weapons is a practice the Mystic Knights consider extremely honourable.
* Gambling is considered
distasteful amongst Knights of the Order, and none would disgrace themselves
through this act
1) Rescue the Fire
In each difficulty, the Black Tower must be fully-cleared. Doing so in Normal difficulty allows the Mystic Knight to learn "Fire", as well as equip Fire Resistance; in Nightmare and Hell, they learn "Fire2" and "Fire3" respectively.
2) Rescue the Wind
In each difficulty, the Claw Viper Temple must be fully-cleared. Doing so in Normal difficulty allows the Mystic Knight to learn "Bolt", as well as equip Lightning Resistance; in Nightmare and Hell, they learn "Bolt2" and "Bolt3" respectively.
3) Rescue the Water
In each difficulty, a Cold Enchanted Boss must be found in one of the Temples in the Kurast areas of Act III: whatever they drop is the form they have disguised the crystal as. You must then return to the Swampy Pit (in the Flayer Jungle), clear all three levels, and return the crystal. Once the shrine is restored in Normal difficulty, the Mystic Knight gains the ability to learn "Ice", as well as equip Cold Resistance; in Nightmare and Hell they learn "Ice2" and "Ice3" respectively.
4) Rescue the Earth
A Mystic Knight shall always face the Ancients, guardians of the shrine, before entering it (this goes for subsequent visits): this challenge must be met alone. All creatures MUST be defeated (no parking Lister!), but rescuing the shrine in Normal difficulty grants the Mystic Knight great powers: "Comet", "Demi" and "Flare may all be learned, while Poison Resistance and Poison Length Reduction items may be equipped.
With the masters of the Mystic Knights all fallen in the recent attacks, the apprentices are left to train themselves. As their skills increase, they slowly rise through the ancient structure of ranks in their Order.
During this stage, there are few restrictions on the Mystic Knight, but they must try to find equipment they can use later on, learn Burst of Speed, and gain some means of delivering poison damage (whether on the weapon or from a charm). They may only visit Akara while an Initiate, until such time as Cain is rescued (when he too can be visited). They may not attempt the Countess quest!
Until Cobra Strike is learned, at least two points per level must be placed into Strength, but Energy cannot be less than half of Strength; Mana should also exceed Life at this time (though mana adders can be used to aid in this). They also need to improve their "Bio" attack by having at least 12 total poison damage.
Mystic Knights will never attack any Zakarum Zealots or Priests, however the corrupted Council have earned the wrath of the Mystic Knights and shall be slain as soon as possible; the Compelling Orb must be destroyed before the Mystic Knight will be at ease. To protect yourself from magic, all resistances should be raised to at least 30% or greater before entering Travincal. They now need to reach the spell "Bio2" by delivering at least 20 total poison damage
No use of any skills until Diablo himself falls: you have a rage to quell. Also, only mundane (white) swords may be used at this time; other items are only acceptable if they increase resistance and/or life. During this time, points may not be distributed to skills at all, and the only attribute that can be boosted is vitality.
6) Mage Knight
Nihlathak must be defeated. Not only that, but every chance a Mystic Knight gets (even in the higher orders) to face him again, they shall take great pleasure in. The Earth Shrine must then be completed alone (in subsequent difficulties, this need not be the case). "Bio2" should be learned to a powerful level too, whereby it delivers at least 30 total poison damage - this level must be maintained by all Mystic Knights beyond the rank of Mage Knight.
7) Arcane Lord
8) Rune Master
9) Zen Master
Notes - once "Shell" is learned, no further points may be placed into "Haste," which should be maintained at 1/2 the level of "Shell" or less.
Fade: "Shell," is one of the most important spells of the Mystic Knights. Amongst those ranked Knight and above, this spell is automatically cast whenever they become low on life; Arcane Lords, or higher in the Order, can cast it at any time.
Notes - this spell is restricted: Knights and Mage Knights must cast it when low on life (I'll let you judge this), then they may not cast Haste again before this ends. However, not until the rank of Arcane Lord can they use it at will.
Venom: "Bio3," though "Bio" and "Bio2" do not require a great deal of meditation, and are frequently used with spells like "Haste" and "Shell" active, the more powerful "Bio3" requires a great deal more, and must be used exclusively; even spells such as "Fire" cannot be charged at the same time.
Notes - Due to the extreme concentration required, Venom cannot be active when any other spells are used. If you wish to use something else, cast Burst of Speed or Fade (only after Venom has worn off) - you may then return to Venom once these spells end.
Fists of Fire: "Fire," "Fire2," and "Fire3," are all important attacks amongst the Mystic Knights: they believe that through the manipulation of fire, all other powers can be formed.
Notes - One charge -> Fire; Two charges -> Fire2; Three charges -> Fire3. This is the primary skill of all Mystic Knights, and is typically their most powerful.
Cobra Strike: "Drain," and "Asper," are both powerful skills that are often used by skilled Knights. Believed to be formed by the manipulation of electrical energy, these spells are never as well mastered as the Mystic Knight's best lightning spell.
Notes - One charge -> Drain; Two charges -> Asper. This skill can never be raised to more than 1/4 the level of Claws of Thunder.
Claws of Thunder: "Bolt," "Bolt2," and "Bolt3," are the primary electrical spells of the Mystic Knight, and are believed to be derived through the manipulation of fire.
Notes - One charge -> Bolt; Two charges -> Bolt2; Three charges -> Bolt3. This skill may not be raised higher than Fists of Fire, though it can be equal.
Blades of Ice: "Ice," "Ice2," and "Ice3," are the primary cold-based attacks of the Mystic Knights, and are also believed to be derived by the manipulation of Lightning.
Notes - One charge -> Ice; Two charges -> Ice2; Three charges -> Ice3. This skill may not be raised higher than Claws of Thunder, though it can be equal.
Phoenix Strike: "Comet," "Demi," and "Flare," are amongst the most powerful spells available to the Mystic Knights, but due the deep levels of concentration required to generate them, they are reserved for moments of desperation. Also, as they are formed by the manipulation of existing, they are never more powerful than the Mystic Knight's primary spells.
Notes - One charge -> Comet; Two charges -> Demi; Three charges -> Flare. These spells can only be case when the Mystic Knight's life drops below 1/4 its maximum level. Also, this skill may not be raised any higher than the Blades of Ice, though it may be of an equal level.