PRIMA GUIDE · 2004 · Class guide and profile
Orc Mystic guide
Level 7
Base attributes
- STR
- 27
- DEX
- 24
- CON
- 31
- INT
- 31
- WIT
- 15
- MEN
- 42
Playing this class
Pros
Lots of CON, which gives lots of hit points. Very good at soloing and group support — a versatile class. Strongest lifedrain, damage-over-time spells. Only Mystic class to get weapon powers that can "over hit".
Cons
Slow runspeed! If you plan to do a lot of PvP, be warned — archers will be hard to catch and hit.
Your damage-over-time spells force you to wait out the damage and often engage the target with weapons
No single-target or fast healing spells; you need to rely on either Lifedrain or Chant of Life to regain health.
Getting started
After the Map Quest (you did do that, didn't you?), you should be Level 2ish. Hunt more of the Keltirs and other low-level creatures until you are Level 4. Right around Level 5, you should have enough money saved up for a new weapon. This should probably be a bow, although some people prefer to go to a fist weapon instead. Buy the new weapon as soon as you can, because this will open the doors to harder foes.
Recommended sequence
Level 7
The first skill you definitely want to learn is Life Drain. This drain is a way to heal yourself while you go. Properly used, this spell greatly decreases downtime, because you can damage a monster at the same time as healing your damage.
You'll want to choose between robe and light armor early on, and train the appropriate skills for the armor type you choose. Light armor gives much better protection, but robes give faster casting speed and magic point regeneration.
Weapon Mastery should be your next pick, because this increases your damage dealt with both spells and weapons.
You'll want to train a damage-over-time spell next. Chill Flame is stronger, faster, more damaging, and lands more often than Venom, so it's your best pick here. You can train Venom later if you have the points to spare at some point.
Soul Shield is another good spell. It's an armor spell that increases your defense.
Level 14
Soulcry 2 is one of the best spells at this level. You're still meleeing most of the time, and increasing that melee damage is key.
Chant of Battle is another strong melee boost spell, and it assists the entire group.
Once you have a weapon capable of using spiritshots, get Chill Flame 2. At this point, with spiritshots, you can move from a more melee-centric role into a DoT-centric one. Your DoTs should be doing a sizable chunk of your damage. Weapon Mastery 2 is a nice boost to your damage, and should be taken when possible.
Taking Life Drain 2 depends on what course you're taking. If you're sticking with a melee route, this spell is key. But if you're moving to the DoT route with Chill Flame 2, then this spell is not as necessary.
Orc Mystic — attributes
Armor path is finalized here as well. If you're planning to stay with robes or light armor, continue training the appropriate skill. If you're planning to head to heavy armor, now's the time to start training this skill. Usually Orc Mages who want heavy armor move to this path in their late teens. It should be noted that most Orc Mages tend toward light or heavy armor, not robes.
Venom 2 and Fear 1 are not as generally useful, so it might be better to skip these and save your points for later.
Hunting tips
Levels 1-4. Hunt anything near your start point. These levels should be fast and easy.
Levels 5-6. Do you have a bow by now? If not, head to town and buy one. Once you do, you're set to fight Wolves (4) Goblin Grave Robbers (5), and Kasha Wolves (6). Even though they are higher level than the goblins, the Kasha Wolves are actually a bit easier, because they do not "bring friends" when you attack them. The Wrath of the Ancestors quest is a solid, repeatable cash-quest that gives you extra rewards for fighting Grave Robbers.
Levels 7-9. Rakeclaw Imps and Imp Hunters are your next targets. These mobs are again a quest target — once you get the Invaders of the Holy Land quest, all imps (and there are many) drop soulstones which you can turn in for coin. At Level 9 you can also take on the Skirmish with the Werewolves quest, which is yet another repeatable reward adena quest for fighting Maraku Werewolves. One tactic here — you get a reward for each werewolf head (one head per kill), but get a much greater reward for the totems which are a quest drop from these mobs (that only drops if you have the quest active). Some players advise junking the heads, and just farming the totems, since they are worth so much much.
Levels 10-13. At Level 11, you can get the Darkwind Spies quest, which gives you a nice cash reward for fighting darkwind bats; these are a bit tough at that level, but can be easily killed shortly afterwards. You'll also want to get the Merciless Punishment quest right away at Level 12 to get your weapon upgraded.
Levels 14-20. At level 15, you can take on the Totem of the Hestui quest, which gives an extra reward for killing Kasha Bears. This is a very good money quest, and these should be a prime target through your late teens. DoT spells with spiritshots are very efficient. Kasha Spiders, Werewolf Chieftains and Greystone Golems (objectives of another repeatable quest) round out the best targets at these levels. Check out the Cave of Trials for a nice change of pace. This is better in your late teens, or with a strong group. The mobs at the bottom of this dungeon are still white to a Level 24!
Near the Final Levels.There's little reason to leave Orcland until Level 20. The profession quest starts right here, but it requires you to travel back and forth to the mainland — complete the Gatekeeper's Offering quest a couple of times before you start your profession quest, as the quest reward is free teleport tokens.
How the guide rates this class
These are the 2004 guide’s subjective ratings, not live-server measurements. A printed dash means unavailable; blank source cells remain “Not stated”.
HP & MP by level
Level 1: 105 HP · 60 MP→Level 20: 456 HP · 291 MP
Orc Mystic · HP & MP by level
| Level | HP | MP |
|---|---|---|
| 1 | 105 | 60 |
| 2 | 122 | 71 |
| 3 | 139 | 83 |
| 4 | 156 | 94 |
| 5 | 173 | 105 |
| 6 | 191 | 117 |
| 7 | 209 | 129 |
| 8 | 227 | 140 |
| 9 | 245 | 152 |
| 10 | 263 | 164 |
| 11 | 282 | 176 |
| 12 | 300 | 189 |
| 13 | 319 | 201 |
| 14 | 338 | 214 |
| 15 | 357 | 226 |
| 16 | 377 | 239 |
| 17 | 396 | 252 |
| 18 | 416 | 265 |
| 19 | 436 | 278 |
| 20 | 456 | 291 |
Profession path
Next professions
Skills
Explore the class’s skill records by learning level, including their printed effects and costs.
View skills · 33Original reference tables
| Attribute | Printed value |
|---|---|
| STR | 27 |
| WIT | 15 |
| CON | 31 |
| INT | 31 |
| DEX | 24 |
| MEN | 42 |
Page 93 calls Orc Mystics the Mystics with the lowest DEX. The printed base-stat boxes give Orc Mystic DEX 24 (page 104), Human Mystic 21 (page 44), Dark Mystic 23 (page 86), and Elven Mystic 24 (page 66). The prose and values are preserved with this inconsistency noted.
Source counting discrepancies: page 3 describes fifty-nine classes and page 7 says there are 32 choices at Level 40. The comparison chart actually lists 31 third professions,18 second professions and 9 first professions, totaling 58. All printed statements and listed records are retained with this flag.
Source page-reference error: the contents on page 4 point to page 345 for Dark Fighter skills. The actual Dark Fighter skill table starts on page 348. Navigation uses the verified table location; the printed contents reference is preserved here.
Source page-reference error: the printed table of contents on page 5 points to page 247 for recipe ingredients; the actual recipe-ingredients section starts on page 274. The printed reference is preserved here; navigation should use the actual section.
Source arithmetic label error: page 12 calls the result of 270 XP divided by 3 hits "90 XP per kill". That calculation gives 90 XP per hit; the total per kill in the example is 270 XP. The printed wording is preserved with this note.
Conflicting source descriptions: page 24 says WIT influences Casting Speed, while page 26 prints its formula as 166.5 × [DEX bonus]. The guide does not reconcile these statements. Both printed statements are preserved; this website does not infer a corrected formula.
Conflicting source ranks: the Level 15 recommendations continued on page 33 print Weapon Mastery 2, while the Human Fighter skill table on page 286 lists Weapon Mastery 3 at Level 15 and Weapon Mastery 2 at Level 10. The printed advice and table values are preserved with this distinction.
Page 93 calls Orc Mystics the Mystics with the lowest DEX. The printed base-stat boxes give Orc Mystic DEX 24 (page 104), Human Mystic 21 (page 44), Dark Mystic 23 (page 86), and Elven Mystic 24 (page 66). The prose and values are preserved with this inconsistency noted.
Printed quest-reference difference: the Antharas’ Lair advice on page200 says “Audience with the Green Dragon”; the walkthrough heading on page156 says “Audience with the Land Dragon” and the index on page145 says “Audience w. the Land Dragon”. Each printed name is retained.
Printed spelling difference: the helping-monster list on page200 uses “Pytan/Pytan Knight”, while the aggressive-monster list uses “Ptyan”. These spellings are retained without silently treating them as an identical record.
The printed guide lists Mechanic Golem (4) at Level 57 and Mechanic Golem (5) at Level 51. These values are preserved exactly; the unusual rank/level ordering is a source inconsistency, not a correction made by this website.
The printed guide lists Viper Cubic (2) with M.Atk 544 and poison power 5, followed by Viper Cubic (1) with M.Atk 791 and poison power 6. The original labels and values are preserved; their reversed ordering is flagged rather than silently corrected.