Below you will discover the various spells of the Mystic. This guide will be continuously updated to provide as much precision as possible. Some content may not be translated properly. This will come to be done once the EU version is released. This is one of the precious guide of the mystical class to help you not be lost in the game Elyon.

The mystic is a class specializing in the magic of light and nature. They specialize in damage and care by placing buffs and other spells on their allies.

All of the spells below are only the basic ones, others are to be unlocked with the sephirot tree and runes. For both possibilities, read the appropriate guide.

The Spells of the Mystic

Mystics use a resource called natural energy. The class approaches the shaman or a spiritist who calls the spirits of nature to acquire extraordinary abilities.

One of the mechanisms of the mystical class is the ability to summon/ward off various spirits. Channeling the power of nature, the mystic can have different incantations that accompany it during battles. He can hurt his enemies or heal his friends according to the fate chosen.

As long as an summoning skill is in the bar, the Mystic also gains an additional corresponding skill available by default on the tab:

Natural resonance [magie (nature)]

natural resonance

Range: 18 metre
s Effect zone: 18-metre radi
us Recharge time: 50 second
sResources:
-Description: releases a wave of natural energy, reinforces the summ
oned al
liesDPS: – Kind of sp
ell: Buff AOEMechanical: bu
ff summonsUse: target in the zone -> sends
spellSet
ails: > the natural resonance gives the summoned allies the ability to use additional skills
> these skills are unique for each invocation


Mystical Bird: The mystical bird establishes a ray, giving a buff to the character granting immunity to control of 4 seconds and also heals the character of 35 HP every 0.5 seconds for 4 seconds Whip'
s Throw: The attack speed of the Double Stem for 6 seconds Stone gol
em: The stone golem hits the ground with its two fists, dealing 405 physical damage and controlling its targets in flight within a radius of 12 meters : the m
ind explodes, infiltrating 100 magical nature damage and in-flight control of its targets within a radius of 3 meters

Ray of light [magie (lumière)]

ray of light

Range: 18 mete
rs Effect zone: t
argeted Recharge time: 0
secondsRessources: 10 nature energy recovere
d per shotDescription: concentration of light energy in the scepter to do dam
age wit
hDPS: 50Gen Spell Attack: Remote Ta
rgetMechani
c Attack: -Use: Aiming > keep the aim > channel the skill by holding
itDétai
ls: > Inflict 25 of light magic damage every 0.5 seconds of pipe

Effects with artifacts

Light movement

Grade: Little
Common Artefact E
nergy: 1
5Tails: > Slows The Speed of Movement During Spell
Line> Sprint can be used during pipeline

Solid light

Grade: Little Co
mmon Artefact Energy
: 20Defta
ils: > All enemies within the radius between the spell launcher and target suffer the same amount of damage as the original spell and a stupor check for each shot>
The spell can affect up to 5 targets. Damage does not disperse by hitting multiple targets

Destructive light

Grade: Ra
re Artefact Energy
: 25Tail
s: > Lot damage is increased by 50%. The spell does damage to up to 5 enemies within 3 meters of the target>
The launcher undergoes a 50% speed slowdown while channeling the spell

Restorative light

Grade: Heroic
Artefact Energy: 35
Dedtails
: > Skills replaced by a healing beam, allows you to heal your allies but not yourself.
> Can heal up to 5 allies within a 10-metre radius around the target. Allies receive 15 lives every 0.5 seconds>
Activating the artifact reduces magic damage by 15% (whether or not it is installed in the shortcut bar)

Venomous swarm [Magique (Nature)]

Range: 18 meter
s Effect zone: 3 meters of ra
ys Recharge time: 4 second
sResources: consumes 60 energy from natur
eDescription: After a short delay the launcher sends a venomous swarm on the cho
sen are
aDPS: 56Nethformer: Non-punching project
ile > AOEMechanics: Slowing Dens (Enemie
s)Use: Targeting > SpellSetails
: > You c
reate a swarm and launch it into the specified trajectory. The swarm explodes on contact, creating an area of persistent poison for 8 seconds. Each second t
he area deals 50 magic damage by nature and slows down by 60% for 1 second to a maximum of 5 targe
ts in the radius> Damage does not disperse when it hit
s multiple targets> the shot damage scaling serot talents do not apply to this skill.

Effects with artifacts

Large swarm

Grade: Little Com
mon Artefact energy: 15
Dtails: >
The maximum radius is increased by 2 meters. The maximum number of targets is increased by 2
> The duration of the zone is increased by 2 seconds

Enemy of the swarm

Grade: Rare
Artefact Energy: 25Ded
tails: >Th
e type of spell is changed to a single tar
get> The launcher sends a swarm to a target. The swarm slows down the target for 8 seconds, and deals the same damage and debugging as the primary spell indications

Flying Swarm

Grade: Rare
Artefact Energy: 30D
edtails: >
The poison zone is created only when the swarm reaches its maximum distance or touches the ground. In the event of a collision with an enemy, it does n
ot form.> Instead, the swarm flies slowly towards the spell launcher for 8 seconds, dealing damage to surrounding
enemies> Swarm damage increases by 25% every second

Explosive swarm

Grade: Heroic
Artefact Energy: 35
Dedtails:
> When the duration of the poisoned area ends, an explosion occurs, dealing 20
0 magical damage by nature and adding reverse control>
The damage of the explosion does not disperse when it hits multiple targets

Tangled Vines (Magic[Nature])

Range: 18 meter
s Effect zone: 4 x 8 m
eters Recharge time: 15 se
condsResourc
es: -Description: the launcher makes calls to nature, fact calls for tangled vines to strangle en
emiesDPS: 257
(-25)Kind of Spell: Zone
AttackMechanical: Control Affliction
(enemies)Use: Directional target > spellsF
ed: > The
launcher summons vines in front of him, dealing damage to up to 7 targets in the spell
area> When the launch of the spell , deals 180 magical damage fr
om nature> By hitting the targets, deals root weakening, which also deals 25 magical damage from nature every second for 6 seconds

Effects with artifacts

Large vine

Grade: Commo
n Artefact Energy: 5
Détails:
> the launcher invokes vines around it and in 6 directions
> Damage, number of targets and alternation are the same as in description of the spell

Double vine

Grade: Commo
n Artefact Energy: 10
Dedtails:
>The spell gains an extra load but sees its reload increasedThe re

charge time increases from 15 seconds to 32 seconds.

Strangulation zone

Grade: Little Commo
n Artefact Energy: 15Tai
ls: > the
launcher creates an area of vines that has a radius of 6 meters in front of him. The zone persists for 8 seco
nds> Targets within the effect radius are infected with rooting alteration for 8 seconds

Strangler container

Grade: Rare
Artefact Energy: 25Dét
ails: > Th
e type of spell changes to become a projectile> Th
e launcher sends a projectile that explodes on contact with the target and creates a vine zone of 4 meters radius. Damage and alterations are the same as the original
spell> Periodic damage of tampering is increased b
y 100%> There is no recharge time applied if no target is hit
> Sephirot talents have no impact on the spell

Starlight (Magic[Lumière])

Range: 18 mete
rs Effect zone:
Target Recharge time: 10
secondsResources: 60 energy consumption of
natureDescription: The launcher calls to starlight to do damage to enemiesDPS:
180 Spe
ll Description: Target Damag
eMechanica
l: -Use: Aimed in the air > maintain targeting > cast Ofs:
> The l
auncher can target up to 5 targets and 5 projectiles , each dealing 36 magic damage

Effects with artifacts

Energy of the stars

Grade: Commo
n Artefact Energy: 10
Tails: >
Each touch of the spell restores 10 energy points of nature

Star group

Grade: Little
Common Artefact Ene
rgy: 15T
ails: > Spell damage does not scatter when hit on multiple targets

Star Arsenal

Grade: Little Com
mon Artefact Energy: 2
0Dedtails:
> the launcher launches 2 additional proje
ctiles> Each specified target receive 2 additional shots

Infinite Star Light

Grade: Rar
e Artefact Energy: 25
Détails:
> With each critical hit, an additional projectile is thrown at the critically hit target> The
effect of the artifact can occur a maximum of 5 times per critical hit from the same shot

Sunlight (Magic[Lumière])

Range: 18 meter
s Effect zone: 4 meters rad
ius Recharge time: 10 secon
dsResources: 60 energy consumption of natureDe
scription: the launcher calls for a pillar of sunlight in an air of effect designat
edDPS: 1
27Gen Spell Attack: Zone Attack
(aoe)Mechanical: Stunning Alterat
ionUse: Targeted in the air > designation of effect air > spells: > i
n the des
ignated area of effect and within a radius of 4 meters , the launcher deals 127 magical light damage and adds stunning alteration to up to 5 targets

Effects with artifacts

Pillars of the sun

Grade: Little Com
mon Artefact Energy: 1
5Détails:
> The launcher summons 4 sun pillars around him> da
mage and alterations are the same as the original spell> Dur
ing the cast of the spell, the launcher acquires the dodge effect

Sun shower

Grade: Little
Common Artefact Ene
rgy: 15T
ails: > After the initial move, each target is hit by 4 additional shots every 0.5
seconds> Each additional stroke deals 50 magic light damage

Sun mercilessly

Rank: Rare A
rtefact Energy: 25Tails:
> The spe
ll is no longer reload time> The spell no
longer affects the assomeous targets> Damage i
s adjusted to a maximum of 5x depending on the remaining life of the targets

Killer Sun

Grade: Heroic A
rtefact Energy: 35Dedta
ils: > The
spell radius increases by 2 meters and the number of targets is increased by 2> The dura
tion of the knocked-out debuff is increased by 1 second

Nature Shield (Magic[Nature])

Range: 18 meter
s Effect zone: 15 meters radi
us Recharge time: 15 seconds
Resources: consumption of 20 energy from nature
Description: the launcher makes calls to nature, Granting the throw and its allies its
protec
tionDPS: -Kind of spe
ll: Buff AOEMechanics: Buff shield effect (
launcher, allies)Use: targets within range > cast the
spellSet
ails: > Within a radius of 15 meters a maximum of 5 targets , including the launcher, enjoy a nature shield for 1
5 seconds> Nature Shield: the characters benefit from a 300-point shield

Effects with artifacts

Explosive Shield

Grade: Little Co
mmon Artefact Energy:
15Dedtai
ls: > The duration of the upgrade increases
to 5 seconds> At the end of the upgrade an explosion occurs, dealing 250 damage from nature, and applies a 2-second "assomé" alteration to targets within a 5-metre radius

Blessing of nature

Grade: Rare
Artefact Energy: 25D
étails: >
Applying the enhancement add to the launcher and its allies an additional improvement that increases damage by 15% for the same duration

Balance of nature

Grade: Heroic
Artefact Energy: 3
5Dedtail
s: > Lot activation also gives an improvement to allies giving them immunity to control mechanics for 5 seconds>
The spell reload time increases by 100%. The launcher does not benefit from the improved immunity

Shroud of nature

Grade: Heroic
Artefact Energy: 40D
étails: >
If the upgrade ends prematurely or suppressed, there is a 40% chance of acquiring it again

Spirit of conspiracy: Whip (Magic[Nature])

Range: 21 meter
s Effect zone: 4 meters radi
us Recharge time: 25 second
sResources: consumption of 60 energy of natureD
escription: the launcher calls for a large rod, that attacks enemies in the vicinityDPS: 100
(out), 78 (invocation)Kind of
spell: SummonsMechanic
ally: Offensive Summon (launcher), reverse effect control (enemies): Cl
ick on the spell > choose the area > cast the spellSetails :
> The l
auncher summons a whip, which deals damage within a 4-metre radius in the designated area. The vine stays in place for 10 seconds> The
Summoning deals 100 magical damage and controls enemies with reversal> The
summoning continuously deals 120 physical damage and 15% chance to inflict amazement with each bl
ow > Summoning deals less damage in p
vp> Spiritual Resonance: The liana's attack speed is doubled for 6 seconds

Effects with artifacts

Spirit of conspiracy: thorny flowers

Grade: Little Co
mmon Artefact Energy:
20Deftail
s: > In place of a whip, the launcher summons 3 spiny flo
wers> Each flower fires piercing projectiles within a 15-metre radiu
s> Each projectile deals 40 magical damage, and has a 15% chance of inflicting amazement on the target

Triple whips

Grade: Rare
Artefact Energy: 25T
ails: > T
he spell earns 2 charges

Whip teleportation

Grade: Rare
Artefact Energy: 30D
étails: >
The vine is summoned to the launcher location
> Adds a second spell with the "whip teleportation" combo, available for the first 10 seconds after launching the first spell> Wh
ip Teleportation: the launcher summons the vine to its location and teleports to the place of the first whip

Spirit of conspiracy: giant whip

Grade: Heroic
Artefact Energy: 40Dé
tails: >
The Launcher summons a large whip. Its power and attack are 3x larger than the original whip

Vortex of Light (Magic[Lumière])

Range: 18 meters
Effect zone: 1.5 meters radius
Recharge time: 10 secondsRes
sources: 40 energy consumption of natureDescripti
on: the launcher launches a vortex of light to attack enemiesDPS : 63Th
row spe
ll: Punching projectileMechanics:
reversing effect controlUseisation: a
imed with the crosshairs > cast the spellDétails:
> The la
uncher launches a light vortexd in front of him. The vortex flies through targets, dealing up to 14 shot
s> Each shot deals 50 magical light damage and stuns targets

Effects with artifacts

Power of the vortex

Grade: Little Com
mon Artefact Energy:
15Dedtails
: > The spell at now 3 throw levels> The
longer the spell is cast, the more powerful the vortex> lev
el 0: The vortex is the same as the original spell>
1st level: The size of the vortex doubles and it deals 100% more damage> 2
nd level: The size of the triple vortex and its damage are increased by 200%

Magnetic Vortex

Grade: Little Commo
n Artefact Energy: 20Ded
tails: > Th
e type of spell changes and becomes a targeted spell. The vortex is the specified target and deals the same damage and affliction as the original spe
ll> The spell recharge time increases by 100%

Vortex swirling

Grade: Ra
re Artefact Energy:
25Détai
ls: > When the launcher is damaged, there is a 20% chance of 8 vortexes appearing from it in different directions (10 seconds of relo
ading9> The same ability can also be used as a spell in the spell bar

Light barrier

Grade: Heroic
Artefact Energy: 35De
ftails: >
The launcher now invokes a light barrier that moves for 6 seconds until reaching the maximum distance> The b
arrier affects enemies with amazement> the spe
ll at a recharge time of 15 seconds> The p
ower change related to the Séphirot tree is not taken into account for this spell

Quantum Entanglement (Magic[Lumière])

Range: 21 meter
s Effect zone: 6x 2 me
ters Recharge time: 12 sec
ondsResources: consumption of 40 energy from n
atureDescription: the launcher summons two lightballs that resonate, Dealing damage to enemies in the areaDPS: 336DD:
Spell A
ttack: Zone Attack (AOE)Mechanic
al: Amazement Effect ControlUse: C
licks on the spell > area of effect designation > cast the SpellSetail
s : > Th
e launcher deals 336 magical light damage and inflicts amazement at up to 7 targets in the designated area

Effects with artifacts

Quantum speed

Grade: Comm
on Artefact Energy
: 10Dedt
ails: > Significantly Increases Cast Speed

Continuous entanglement

Grade: Little Co
mmon Artefact Energy:
20Dedtails
: > The type of spell is changed to become a projectile thrown with the aiming
cross> adds a second combo spell. When the second skill is activated, the light balls stop on the spot and establish a beam between them. The radius in the area deals 80 magical light damage and adds an affliction of amazement every 6 seconds lasting 6 sec
onds> Sephirot talents do not apply to this skill

Triple entanglement

Grade: Ra
re Artefact Energy
: 30Tail
s: > The launcher summons 3 balls of light that resonate with each other in a trian
gle shape> Targets in the corners receive double damage>
The formed triangle lasts 5 seconds and deals damage and periodic amazement on targets.

Quantum sequence

Grade: Heroi
c Artefact Energy:
40Déta
ils: > Once the spell is cast, the launcher summons 5 pairs of lightballs that resonate with each other one after the other

Pearls of Light (Magic[Lumière])

Range: 18 meter
s Effect zone: 1 meter ra
dius Recharge time: 0 sec
ondsResources: 40 energy consumption of natur
eDescription: the launcher sends a sphere of light that penetrate
s the e
nemiesDPS: 280Thrlygens: Penic P
enetrating
Projectiles: -Use: Aimed with cross > cas
tSetails:
> The launcher sends a projectile that deals damage to up to 7 target
s> Each projectile deals 168 light damage

Effects with artifacts

Pearl zone

Grade: Little Com
mon Artefact Energy: 2
0Dedtails:
> The kind of spell is changed to become a non-punching projectile>
In the event of a collision with a target, The pearl disappears and leaves an
area on the ground> The generated area lasts 4 seconds and at a radius of 3 meters dealing 70 light magic damage every second on a maxim
um of 5 targets> Sephirot talents do not apply to this skill

Pearls of amazement

Grade: R
are Artefact Ene
rgy: 30
Tails: > Pearl-hit targets are inflicted stunning

Powerful light

Grade: Ra
re Artefact Energy:
30Dedta
ils: > Projectiles fly on a curved trajectory. When the projectile hits the targets or the ground it explodes dealing 300 magical light dama
ge> The damage does not disperse when it hits multiple targets

Multiple pearls

Grade: Heroic
Artefact Energy: 40Dét
ails: > T
he Spell sends 3 sequences of light beads> The
damage of the spell is reduced by 15%

Mysterious Mushrooms (Magic[Nature])

Range: 18 meters
Effect zone: 2 meters
Recharge time: 8 secondsRe
sources: consumption of 40 energy from natureDescri
ption: the launcher throws a mushroom on the ground. Passing over a mushroom, the allies and the launcher receive heal.
DPS: 0 (-18)K
ind of spell: Non-penetrating projectiles / installat
ionMechanically: improvement of heal over time (launcher – a
llies)Use: aimed with the cross > cast the spel
lSetails:
> The launcher sends a mushroom with a curved trajectory. In a collision, the fungus is installed on the gr
ound> The fungus at a duration of 15 s
econds> Acquiring the mushroom that is on the ground, gives an improvement of care "Recove
ry Mushroom" > Recovery Mushroom: for 8 seconds every 2 seconds players in the zone recover 35 hp. This on up to 5 targets with the hit character.> If
the spell is in the spell bar the launcher gains a persistent effect reducing outgoing damage by 15%

Effects with artifacts

Pearl zone

Grade: Commo
n Artefact Energy: 1
0Dtails:
> When passing on a fungus that is on the ground an area is created for 4 second
s> Every second during the 4 seconds, the spores heal the allies of 3
0 HP> In return, the care has no effect on the launcher

Pearls of amazement

Grade: Little A
rtifact Energy: 15D
étails:
> Mushrooms turn into poison> Whe
n colliding deal 80 damage of nature and add a malus "Mushroom Poisoning" that deals 10 magical damage as well as "stagger" every second for 6 seconds (3 batteries maximum) > Sephiro
t talents increase the damage that increases the damage.

Powerful light

Grade: Rar
e Artefact Energy:
25Dedtail
s: > When activating the spell, the launcher creates 6 different fungi including: Recovery Mushroom, Mushroom of Fire, Ice Mushroom and Golden M
ushroom.> Recovery and Gold Mushrooms explode during contact with the launcher or
allies> Fire and Ice Mushrooms explode during contact with the en
emy> Mushroom of Fire: the explosion inflicts 350 fire damage and a "minor burn" alteration on the targets within a
5-metre radius> Minor burn: Every 2 seconds deals 10
magic damage> Ice Mushroom: The explosion deals 100 cold magic damage and alteration Glaciation for 3 seconds on targets within a 5-metre radius > Glaci
ation: Prevents action for 3 seconds> Golden
Mushroom: gives an upgrade to the launcher or allies that increases the speed of movement and attack by 50 and outgoing damage by 50
%> Recovery mushroom: Same mechanical as the original but has only one load

Multiple pearls

Grade: Heroic
Artefact Energy: 35D
edtails:
> The spell now has various levels. Each level increases the size and effect of the launched mushroom (4 leve
ls maximum) > Level 1: size and efficiency are increa
sed by 50%> Level 2: Size and efficiency are increased
by 100%> Level 3: Size and efficiency are increased b
y 150%> Level 4: Size and efficiency increased by 200%

Tide Tide (Magic[Nature])

Range: 18 metr
es Effect zone: 12 x 2
meters Recharge time: 27 s
econdsResources: 40 energy consumption of na
tureDescription: the launcher summons a wave of natural energy that moves slowly, doing damage to enemies in his pathDPS:
341Dfs
: Penetrating ProjectilesMechani
cal: Aerial Control (Enemies)U
se: Aimed with the Cross > CastTails: > T
he Launc
her sends a wave in front of him aimed at the reticulate. The wave is slowly moving strai
ght> The wave deals 274 of nature damage and adds Air Traffic Control on up to 9 targets in its path

Effects with artifacts

Water wave

Grade: Little Co
mmon Artefact Energy:
15Setail
s: > The launcher sends a circular wave with a radius of 18 meters around i
t> Damage and mechanics are the same as the basic spell

drop of water

Grade: Little Comm
on Artefact Energy: 20Su
ptails: > T
he type of spell changes and becomes non-percent with a curved trajectory> Whe
n a wave is generated when a wave is generated
> The damage of the spell is reduced by 30%

Spiritual wave

Grade: Rar
e Artefact Energy: 2
5Tails:
> When colliding with a summoned ally, their damage or care is doubled

Water Shield

Grade: Heroi
c Artefact Energy:
30Dedtai
ls: > adds an ally interaction mechanism>
When contacting an ally, the ally receives an upgrade that gives him immunity in the next attack lasting 10 seconds. The improvement disappears once the attack is received

Conjuring the Mind: Trean (Magic[Nature])

Range: 21 meters
Effect zone: 3 meters radius
Recharge time: 30 secondsRes
ources: consumption of 60 energy of natureDescript
ion: the launcher invokes a trean that fights at its sideDP
S: 57 (out), 38 (38 (exit Incan
tation)Kind of Spell: Inc
antationMechanical: Defensive Summoning (
Character)Use: Cast the spell > aimed at the area > cast
the spell
Setails: > The launcher summons a trean that stays for 30 seconds and follows it , he a
ttacks his enemies> At the time of summoning, The launcher deals 80 damage in the designated area and adds the ro
ot effect on the enemies> The trean periodically deals 30 physical damage and gains aggro points on
attacked targets> Once every 20 seconds the mind uses a special "Provocation" spell giving even more aggro points to targets within a certain r
adius> Spiritual Resonance : The mind explodes, dealing 100 magical damage of nature and air control on targets within a radius of 3 meters.

Effects with artifacts

Tree bark

Grade: Commo
n Artefact Energy: 1
0Details
: > When using "Spiritual Resonance" while the spirit is invoked, the launcher acquires the "Tree Bark" enhancement >
Tree Bark: for 15 seconds, the launcher benefits from the shield effect of 400% of the treanant's health points.

Spirit of defense

Grade: Little Com
mon Artefact Energy:
15Dedtails
: > By being within 10 meters of the summoned mind, the pitcher acquires a bonus that reduces damage received by 15%

Wooden Army

Grade: Rare
Artefact Energy: 25T
ails: > T
he Launcher summons 3 spirits at once

Tall grasses

Grade: Heroic
Artefact Energy: 4
0Dedtails
: > In the summoning area, tall grasses are create
d > The area lasts 5 seconds and gives group members a dodge enhancement

Conjuring the Spirit: Mystical Bird (Magic[Nature])

Range: 0 meters
Effect zone: 4 meters radius
Recharge time: 30 secondsRe
sources: consumption of 60 energy of natureDescri
ption: the launcher invokes a bird spirit that heals itDPS:
243 (out), 112 (Incantation)Ki
nd of Spell: IncantationM
echanical: Defensive Summoning (Characte
r)Use: Cast The SpellTails
: > The l
auncher summons a mystical bird for a period of 15 seconds following the launche
r> At the time of its invocation , The launcher treats itself as well as the allies within a radius of 4 meters
for an amount of 110 hp> The bird periodically sends care on the spell launcher, each time th
e amount is 90 HP> Spirit of Resonance: The bird establishes a radius, giving the character a buff, granting it immunity to the control mechanisms for 4 seconds , and also 35 HP every 0.5 seconds for 4 seconds. However, if the distance between the character and the bird exceeds 18 m, the e
ffect ends.> With this skill on your skill bar, you get a persistent effect, which reduces your exit damage by 15%.

Effects with artifacts

Tree bark

Grade: Com
mon Artefact Ene
rgy: 10
Détails: > The bird also sends care beads to allies in the area

Spirit of defense

Grade: Little Co
mmon Artefact Energy:
20Détails
: > the beads pulled by the bird also remove the alterations of the
launcher> each bead can clean up to 2 alterations

Wooden Army

Grade: Rare
Artefact Energy: 30Dedt
ails: > Th
e type of spell is modified to become a projectile that is thrown in front of the launcher>
The launcher sends a bird that flies in a straight line. Adds a second skill to the combo. When the second spell is activated, an explosion
occurs> the explosion deals damage to enemies, while giving care and improvement to al
lies> For allies, the explosion yields 524 hp and a 20% damage and attack speed improvement for 5 sec
onds> For enemies, the explosion deals 262 damage of nature and backl
ash> Sephirot talents do not apply to the healing spell

Tall grasses

Grade: Heroic
Artefact Energy: 3
5Dedtail
s: > The launcher calls for a firebird instead of the ordi
nary> At the time of summoning, an explosion occurs dealing 200 fire magic damage to up to 5 targets within a 5 meter rad
ius> the bird no longer uses a care bead mechani
sm> Instead, the bird atstead aerates a target in the area with projectiles dealing 150 fire magic damage wi
th each shot> In Using the Spiritual Resonance skill, the bird sets three beams on 3 targets within a radius of 18 meters dealing 80 fire magic damage and adds a 50% slow-down alteration every 0.5 seconds for 4 seconds. If the distance between the bird and the enemy is greater than 18 meters the mechanism ends for that
enemy.> Summoning deals less damage in PVP

Sunshine (Magic[Lumière])

Range: 0 mete
rs Effect Zone: Char
acter Recharge time: 90 s
econdsResou
rces: -Description: You channel the power of the sun, refreshing your powers for future
battle
s. DPS: -Kind of Spell
: Improved Mechanics: Reduces the recharge time of magic spells using ligh
t (Person)Use: Cast The
Details
: > Once activated, all reloading of light-based spells are reduced by 100%

Effects with artifacts

Rage of the sun

Grade: Commo
n Artefact Energy: 1
0Tails: >
Changes Spell. During activation, a sequence of 10 sun pillars randomly fall within a 15-metre radius around the characte
r> Damage and mechanics of each pillar are the same spell the Sunbeam

Balance of the sun

Grade: Little
Common Artefact Ene
rgy: 20De
dtails: > the lot's reload time is reduced to 50%, but this reduces more than 50% the recharge times of magic "light" spells

The brilliance of mysticism

Grade: Ra
re Artefact Energ
y: 30Dét
ails: > The spell now affects "nature" sp
ells > In other words, all Mystic spells are now affected

Eternal Ray of Sunshine

Grade: Heroic
Artefact Energy: 4
0Détails
: > Los from their activation, all "light" spells, except Sunbeam, can be used without reload time> If the
spell is being reloaded at the time of spell launch, it will not be handed over reduced

Point of the day or Dawn (Magi[Lumière]c)

Range: 1
0 meters Effect
zone: 10 meter
s radius Recharge time
: 40 secondsRessources: consumes 120 energy
from
natureDescrip
tion: the spell thrower invokes a burning sun
, Burning Enemies in the Ar
eaDPS
: 163D> > >. The 5 strokes are also affected with dizziness
alteration for 4 seconds> During the cast of the spel
l, the launcher gains immunity to attacks

Effects with artifacts

Dawn is approaching

Grade: Commo
n Artefact Energy: 10
Details:
> The launcher can use the run during the cast of the spell

The Last Dawn

Grade: Little Comm
on Artefact Energy: 20De
dtails: >
The Less the launcher has health points, the more damage the spell does (up to twice as much)

Pearls of the dawn

Grade: Rar
e Artefact Energy: 3
0Détails:
> During the cast of the spell, every 2 seconds a projectile is thrown in the intending
direction> Any mechanics and damage of these projectiles are inherited from the Light Pearls skill and any of the artifacts

Shroud of the sun

Grade: Heroic
Artefact Energy: 40Dé
tails: >
During the launch of the skill, the allies within range
gain an effect, reducing their damage received by 20% and granting them immunity for all control mechanics

Mystical Leaf (Magic[Nature])

Range: 8 meter
s Effect zone: Chara
cter Recharge time: 15 seco
ndsResource
s: -Description: You invoke a large sheet to climb on it. During the ride, you can summon giant shoots to attack nearby enemies. DPS: – /
117Ding Le
gend: Improvements / Mechanical Mechanic
Attack: Removes obstruction mechanics, Adds dodge effects, haste, increased speed, decreased damage receivedUse
: Cast the spell > target designation in the area > cast the spellTails:
> The l
auncher incantes a sheet, removing all the character's obstruction mechani
cs> The launcher uses the sheet to move quickly ten meters forward. During this move, the launcher acquires the dodge and haste
effect> at the same time, a move improvement increases your movement speed by 70 which decreases the damage received by 50% for 5 sec
onds> During the cast of the spell, the launcher can also use a second combo spell. The spell deals 86 magical damage and reverses on targets around the launcher

Effects with artifacts

Mystical speed

Grade: Commo
n Artefact Energy: 1
0Détails:
> When activating the spell, also gives an improvement within a 15-metre radius to allies that increases the movement speed by 70

Growth boom

Grade: Little Co
mmon Artefact Energy:
15Tails:
> When the spell is second activated, 8 giant shoots are invoked within a radius of 15 metres. Damage and mechanics are inherited from the basic spell for the second combo ability

Growing fury

Grade: Little C
ommon Artefact Ener
gy: 20Dé
tails: > The damage of the second skill shoots ranges from 50% every 0.5 seconds of the duration of the first skill improvement (up to 500%)

Tactical growth

Grade: Rare
Artefact Energy: 30D
étails: >
The second spell is changed to a designated area atta
ck> Damage is inherited from the base spell for the second spell in com
bos> The spell recharge time is increased by 50%

Moonlight (Magic[Lumière])

Range: 18 meters
Effect zone: 1 meter radiu
s Recharge time: 0 secondR
esources: consumption of 80 points of natureDe
scription: The launcher channels the power of the moon, releasing its energy around
itDPS:
210Dout legend: Punching Project
ileMechanics: Dodge effect (player), knock out (ene
mies)Use: directional aim > cast the spellSeta
ils: > Th
e launcher releases 5 orbs in 5 directions. Each orb can deal damage to up to 5 targets> During
the cast of the spell, the launcher acquires the escquiv
e effect> the orbs deal 146 light magic damage and stun the tar
gets> the spell can be cast once a stack of 5 "moon energy" improves
> the launcher can acquire the stacks once the spell is released. With each use of a spell of light doing damage, the character acquires 1 stack of the "moon energy" enhancement (5 batteries maximum)

Effects with artifacts

Moon explosion

Grade: Common
Artefact Energy: 10De
dtails: >
The launcher can now use the spell without acquiring the "moon energy" batteries > Th
e spell has 10 seconds of charging

Growing moon

Grade: Little A
rtefact Energy: 15Det
ails: > O
nce the maximum destination is reached, the orbs turn into a growing moon, which persists for 5 seconds> ev
ery second the growing moons inflects the damage and mechanics that the orb of the original sp
ell> The Sephirotic projectile upgrade does not apply to this spell

Moonlight Tactics

Grade: Little Co
mmon Artefact energy:
20Dedtail
s: > The spell type becomes an AOE attack with a zone designation for the launch of the orbs.

Moonlight Synergy

Grade: Rar
e Artefact Energy: 2
5Détails
: > The spell no longer inflicts the knocking
control effect> the spell is automatically used each time the character uses any other spell with 5 "moon energy" enhancement stacks.

Wind purifier (Magic[nature])

Range: 12 meters
Effect zone: 12 meter radiu
s Recharge time: 8 seconds
Resources:
Description: The launcher channels the power of the wind to cleanse its allies of allies of allies of all negative effects as well as to remov
e the
benefits of enemiesDPS: -Kind of spell: AO
E improvement / AOE Mechanics Attack: Remove Negatrife (Allied) effects, removes upg
rades on enemiesUsusm: Identifying targets in the area > cast
the Spell
: > Spell activation cleans up all negative effects on up to 7 allies within the effect radius. The spell also removes the effects of Assome control and allies reversal>
The spell activation removes all bonuses from the various enemies in the area of effect

Effects with artifacts

Purifying bourrasque

Grade: Commo
n Artefact Energy: 5
Dedtails:
> The spell inflicts backlash control on up to 7 enemies in the radius

Teleportation wind

Grade: Com
mon Artefact Ener
gy: 10D
edtails: > You teleport 12m forward and then activate the skill>
The skill recharge time is reduced by 30%.

Care wind

Grade: Little C
ommon Artefact Energy
: 15Dedt
ails: > The Spell now heals allies in the radius with 200 health points> act
ivating the artifact reduces the launcher's magical damage by 15%.

Wind pulsating

Grade: Little Co
mmon Artefact Energy:
20Détail
s: > The spell can be placed in a designated
area> When the spell is activated, the pulsating wind is activated reproducing the same mechanics as the original spell for 5 second
s> The spell recharge time is increased by 150%

Spirit of conspiracy: Stone Golem (Magic[nature])

Range: 21 meters
Effect zone: 3 meter radius
Recharge time: 60 secondRes
ources: consumption of 60 energy points of natureDesc
ription: The launcher makes calls for the power of nature, creating a shooting star in the designated area. The shooting star damages enemies and turns into a golemDPS:
74 (out), 146 (invocation)K
ind of spell: Invocati
onMecanic: Offensive Summoning (Character), Stunning (enemi
es)Use: Throw the fate > selection of the zone > cast th
e spellSe
tails: > The pitcher summons a golem that remains for a period of 25 secon
ds and combat aid> At the time of summoning, The launcher deals stunning and 100 magical damage on up to 7 enemies within a ra
dius of 3 meters> The Golem's attacks hit up to 7 enemies, each hit deals 180 physical damage and adds stunning control in a 3-metre radius frontal
cone> Spiritual Resonance: The golem hits the ground with both fists, dealing 405 physical damage and adding reverse control to targets within a 12-metre radius of the golem

Effects with artifacts

Spirit of conspiracy: Golem of life

Grade: Little Co
mmon Artefact Energy:
15Tails: >
The Golem stays 10 seconds longer. During the existence of the golem, the character acquires an improvement that increases by 15% of his health

Spirit of conspiracy: Golem of Fire

Grade: Rar
e Artefact Energy: 30
Détails:
> The launcher summons a golem o
f fire> Every 2 seconds the golem deals 100 magic fire damage within a 5-metre
radius> When using Spiritual Resonance, the golem also inflicts a Molten Armor alteration on targeted enemies> Fondu
e Armor: increases the damage received by 15%

Spirit of conspiracy: Ice Golem

Grade: Heroic
Artefact Energy: 35De
dupters:
> The launcher summons an ice gole
m> On each first attack the golem launches Ice spinach on targeted enemies> Ea
ch thorn attack deals 200 magic cold damage and applies The Freezing alteration> The Spi
ritual Resonance spell no longer inflicts the reversal alteration. Instead, inflict 5 seconds of Glaciation alteration on targeted enemies

Heavy Fists

Grade: Heroi
c Artefact Energy
: 40Dét
ails: > Each golem attack inflicts 2-second stunning alteration on targets

Mystical Wings (Magic[nature])

Range: 18 meter
s Effect Zone: Charac
ter Recharge time: 20 secon
dsResources: consumption of 60 energy points of nat
ureDescription: The launcher gains mystical wings to fly to an ally while avoiding enemy attacks
DPS: –
Spell type: Target capacityMe
chanics: Affects all control mechanisms as well as mechanisms of obstruction to movement, Affects Dodge (character)
Use: Aim at the target (allied) > cast the Lot :
> The la
uncher flies to a targeted ally and gains the dodge ef
fect> the spell can be used to remove any obstruction or control mechanics

Effects with artifacts

Reckless theft

Grade: Little Co
mmon Artefact Energy:
15Tails:
> The spell no longer has reload ti
me> The spell can no longer be used during control mechanics

Wings of the Nightmare

Rank: Rare
Artefact Energy: 25D
étails: >
The spell is now used to target enemies> The laun
cher flies towards the enemy. Once arrived, deal 220 magical damage and add the alteration knock out a maximum of 7 enemies within a 2 meter radius around the target

Synergy wings

Grade: Rar
e Artefact Energy: 30
Détails:
> When activating the spell, the launcher automatically uses the Combined Spirit: Mystical Bird
> The spell recharge time is increased by 100%

Flower meadow

Grade: Heroic
Artefact Energy:
40Dedtail
s: > The spell can now be used to fly to a designated area. It no longer requires a target all
y> Once the destination is reached, the launcher creates a flower meadow of 4 meters radius on the ground that remains for a duration of
4 seconds> Allies in the area are treated with an amount of 60 health per second

Solar Storm (Magic[lumière])

Range: 18 meter
s Effect zone: 4 meters radi
us Recharge time: 0 second
Resources: consumption of 20 energy points of natur
eDescription: The launcher invokes a sun in front of him attacking his
enemiesD
PS: ED: ED Spell leader: Zon
e AttackMec
hanical: -Use: Zone designation > maintain spell to channelTail
s: > The
launcher summons a sun in front of him at a distance of 12 meters. Channeling the spell deals 73 magical light damage within a 4-metre radius every 0.5 sec
onds > Each spell hit can deal damage on up to 7 targets in the radius and deals the Shoot control

Effects with artifacts

Solar Storm Tactics

Grade: Commo
n Artefact Energy: 10
Dtails: >
The spell can now be invoked anywhere within the action radius designated by the crosshair

Dense solar storm

Grade: Little Com
mon Artefact Energy: 2
0Dedtails
: > The spell no longer deals the pull co
ntrol> Damage is increased by 30%

Sun explosion

Rank: Rare
Artefact Energy: 30Dé
tails: >
When the spell is released after 3 seconds, an explosion occurs in the area> Th
e explosion deals 200 magical light damage and adds the Assommer alteration to the targeted enemies

supernova

Grade: Heroic
Artefact Energy: 40Dé
tails: >
Every 0.35 seconds of cast the radius of the spell area grows by 25% and the damage of the spell increases by 15%

Chains of light (Magic[lumière])

Range: 18 meters
Effect zone: Targ
et Recharge time: 24 second
sRessources: consumption of 100 energy points of natur
eDescription: The launcher creates chains of light that attract enemies to him
: 100Fro
m lot: Remote target attackMechanical
ly: tether control, tether control, Reversal Control (Enemie
s) Use: Cast the spell > aim at the target > cast The De
tails: >
The target launcher up to 5 enemies to launch the chains on them. Chains deal 25 magical light damage and a tether control every 0.25 seconds, bringing targets to the launcher. The spell makes a maximum of 12 moves

Effects with artifacts

Extended chains

Grade: Common
Artefact Energy: 10Dedt
ails: > Th
e duration of the spell is increased by 2 seconds, which corresponds to 8 additional touchdowns

Instant grip

Grade: Little C
ommon Artefact Energ
y: 15Set
ails: > The lot recharge time is reduced by 50%, nature's energy consumption is reduced by 5
0%> The spell grabs enemies instantly from the launch
er> The spell deals 250 magical light damage instantly

Powerful chains

Grade: Little Comm
on Artefact Energy: 20D
edtails: >
The last touchdown of the spell deals 300 magical light damage and knocks down targeted enemies

magnet

Grade: Rar
e Artefact Energy: 3
0Détails:
> The launcher summons a magnet in place of ch
ains> The magnet moves randomly for 7 seconds, it deals every second a tether control within a radius of 10 meters> Afte
r 7 seconds the magnet explodes, dealing 300 magical light damage, and adding the reverse control on the targeted enemies

Flowery crack (Magic[Nature])

Range: 0 meter
s Effect zone: 8 meters rad
ius Recharge time: 40 secon
dsResources: consumption of 60 energy points of na
tureDescription: The launcher summons an area that attracts enemies and cause
s them d
amageDPS: 150Thringgenre: Zone attack
/ summoning Mechanics: Control S
hoot (Enemies)Use: Identifying Targets in the Area > CastTai
ls: > The
launcher creates an area that lasts 10 s
econds> up to 7 enemies in the area are affected by 150 magical damage and attracted every second

Effects with artifacts

Flower explosion

Grade: Commo
n Artefact Energy: 1
0Détails
: > during cast of spell, second ability can use Flower Explosion> The Ar
ea Disappears and Flower Explosion deals 300 magical damage from nature as well as reversal in the same area

Tactical crack

Grade: Little C
ommon Artefact Energ
y: 15Tail
s: > The crack can now be invoked in an area specified by the crosshairs

Green hell

Grade: Rar
e Artefact Energy: 25
Tails: >
The range of action as well as damage is increased by 50%. The duration of the crack is increased by 4 seconds, the maximum target is increased b
y 2> The spell recharge time is increased by 50%

Flowery windfall

Grade: Heroic
Artefact Energy:
35Dedtai
ls: > The character in the area has a beneficial effect> Eve
ry second the character restores 50 energy points of nature. The time to reload nature-type spells are reduced by 1 second for every time you spent in the area

If you have found a spelling error, please, notify us by selecting that text and pressing Ctrl+Enter.
Article précédentRaces on Elyon | guide
Article suivant| EVENT LiveStream FAQ's pre-CBT1