Hail all,
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 :)
Mystic
Knight
Class: Assassin
Tag: MYST
Background:
The Mystic Knights are a secretive order of warriors from the depths of
Kehjistan. In their isolation, they are able to maintain a deep-state
of meditation, which in turn allows them to alter the physical reality
about them. They are renown across the world for one skill above all others:
their ability to imbue their weapons with magical powers.
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.
Equipment:
Weapons: All one-handed swords and daggers are allowed.
Shields: All shields, except Spiked, Tower and Bone, may be used.
Helms: Heavy head-gear disturbs the knights from their meditation. Though
any helm may be worn, anything heavier than a Cap, Skull Cap or Circlet
would prevent them from using their magic.
Gloves: Heavy gauntlets restrict movement, so only up to Chain Gloves
are acceptable
Belts and Boots: All are available.
Armour: Heavy armours distract the Knights when they meditate. Though
all are available, spells may not be used while wearing Scale Mail, Plate
Armour and Full Plate Armour.
Jewelry: Only a single Ring or Amulet may be worn, though others may be
carried and swapped.
Normal: A Mystic
Knight may wear normal (non-magical) equipment of their choice, without
restriction, until they rescue the Fire Shrine; following this, regular
restrictions apply.
Magic/Rare: Anything that adds Fire, Cold or Lightning damage is banned,
however Poison Damage on a weapon ("Bio") is a preferred attribute.
Weapons that are 'strange' or 'weird' are viewed with distrust, as are
savage weapons (Enhanced Damage greater than 66%), while vile weapons
are looked upon in disgust. Weapons for Fools or that screaming or howl
are ignored, and they know their place as Knights (Lords or greater banned).
They also care not for worldly goods (no increased gold or magic item
drops). Also, items so enchanted as to create their own magical effects
are mistrusted, and should be avoided at all times.
Runewords:
Ancient's Pledge, Lionheart, Lore, Radiance, Rhyme, Stealth, Steel. Also,
Venom is highly valued by Mystic Knights.
Sets: Only
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.
Unique: The
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.
Special Notes:
* Gambling is considered
distasteful amongst Knights of the Order, and none would disgrace themselves
through this act
* Having taken a vow of poverty, they shall keep only enough wealth to
support themselves: no more than 1/2 the maximum gold capacity of the
stash may be used
* Spell Casting. The Mystic Knights have a unique way of casting their
spells: they lower their weapons and spend a short space of time in meditation,
charging their weapon with magical power - some spells require greater
meditation than others - before finally unleashing their magical attack,
with their sword as a catalyst. Only a single spell can be used at once:
preparing a second spell causes the first to be lost. (for the purposes
of DII, you generate charges with no weapon - though shield is allowed
- then switch to a sword to use as your finisher; charges of different
skills cannot be stacked).
Quests:
When the Mystic Knights investigate the disturbances in Khanduras, they
realize that great evil is taking over the four elemental shrines, with
the intent of draining all power from the crystals they hold.
1) Rescue the Fire
Shrine
Once a mighty tower, the Fire Shrine houses the first of the crystals.
Though the prime evils are draining most of its power, but being so close
to the source of all fire, The Countess has gained some power over it
herself.
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
Shrine
Originally built as a temple dedicated to the Goddess of the Wind, Claw
Vipers have since infested this shrine. Just as the Countess was able
to harness the power of Fire by being in the Fire Shrine, Fangskin has
harnessed the ability to create electrical charges in 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
Shrine
This subterranean shrine has become overgrown; not only through disuse,
but through the theft of the crystal once housed within. The crystal MUST
be found, the shrine cleansed, and the crystal returned to its place of
protection before it is too late. The crystal shall be well hidden, but
its possessor shall be easily identified by their ability to control low-temperature
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
Shrine
The Earth Shrine, known as Worldstone Keep to many others, is known by
the Mystic Knights to possess more power than any of the others. The customs
of the shine demand that none enter without the permission of the Ancients.
Baal himself has invaded this shrine, and must not be allowed to drain
the earth crystal of its powers.
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.
1) Initiate
The Initiates of the Order were left with little more than their basic
training, and the most basic of equipment, when their superiors were slain.
Entering the wilderness, they must learn the spells "Haste"
and "Bio," as well as find some appropriate equipment. The assistance
of sages in deciphering the runes of the ancient scrolls of the Order
is recommended.
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!
2) Apprentice
With the basics learned, the apprentices of the Order are ready to advance
into the true powers of the Mystic Knights. The Fire Shrine must be rescued,
and Andariel slain with the powers found within.
The Countess quest may now be completed, then Andariel may be fought,
however only Fist of Fire (and the sword finisher) may be used against
her!
3) Novice
As the young knight begins to control the arcane arts, they must find
an equilibrium between their physical and magical side: without this,
they may either lose their powers, or be so consumed by them that they
destroy themselves. Until the spell "Drain" is learned and first
used, they must struggle to find balance.
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.
4) Squire
With their powers being restored, the Mystic Knights may return to Kehjistan
with pride, however they hear that their friends in the Zakarum are now
in trouble: they must enter Travincal and free the Zakarum from bondage.
Also, as they learn to wield ever more powerful magics, they need to also
protect themselves from such powers; equipment to assist in this must
be gathered.
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
5) Knight
Taking up a mundane sword, the Knight prepares to cleanse their lands
of all evil. Without so much as a thought of their magic, all members
of the Zakarum Council, the Lord of Hatred and the Lord of Terror must
all be felled; so filled with fury, the Knight becomes able to shrug off
even the most savage of wounds.
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
By combining their physical might and magical powers, they seek to bring
retribution upon the foulest of creatures: Nihlathak! Not only has he
allowed his own temple to be defiled with evil, but he gave the Lord of
Destruction access the the Earth Shrine. They must then march forth to
the Shrine, and cleanse it once and for all.
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
The title for defeating Baal on Normal; Lord's weapons are now acceptable.
8) Rune Master
The title for defeating Baal on Nightmare; up to Master's weapons are
allowed, runed items/runewords are preferred items.
9) Zen Master
The title for defeating Baal on Hell; Grand Master's weapons are allowed,
Fast Hit recovery becomes a preferred attribute.
Skills:
Burst of Speed: "Haste," this is a popular skill amongst the
Mystic Knights, and is one learned early on. However, the more powerful
Mystic Knights are more likely to protect themselves than risk becoming
reckless.
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.
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