Chapter 20: Wisdom
Mercedes was initially hopeful that [Pathways to Power II: Understanding Complex Secondary Stats] would be a quicker read since it only covered two Secondary Stats. A quick look over the table of contents showed only two lessons covering Intelligence and Wisdom, as expected, but the size of the primer was nearly equal to that of the first [Pathways to Power I].
‘Well, no matter. I’m sure all of it will be useful, and I have to read it either way to get my first Mystical Knowledge point. Might as well get started.’
[Lesson One: Intelligence, Spell Power, and the Arcane]
Intelligence (INT) plays a crucial role in shaping the abilities, potency, and effectiveness of a Mystic’s spellcasting. It is also one of the easiest Stats a Mystic can level as it displays passive growth during spellcasting regardless of whether the spell contributes to combat experience, meditation experience, or practical experience.
Intelligence notably influences a Mystic’s magical power in the following ways:
- [INT] Spell Power:
- Intelligence directly affects the Mystic’s Spell Power, which determines the raw potency and damage output a magical spell can deliver. A higher INT stat increases the overall strength of the most basic Tier I stat and may also limit the overall impact of the highest Tier Spell. Thus INT (or Spell Power) holds a vital role and influence on a Mystic’s offensive and defensive spells.
- [INT] Spell Critical Power (SCP):
- While WIS (Wisdom) influences a Mystic’s ability to deliver critical hits when casting spells, a higher INT stat enhances the damage or additional effects that result from successfully landing a critical hit. The combined boost of increased power and any additional crippling effects can create an edge between two opponents who are otherwise equals.
- [INT] Spell Amplification Power (SAP):
- INT can amplify the effects of certain spells that provide buffs, debuffs, or assist with healing, energy recovery, or enhancements. All may benefit from higher INT stats. SAP can increase the magnitude and duration of a spell (or its effects), making the Mystic much more effective in supporting allies or hindering enemies on the battlefield.
- [INT] Spell Overload Power [SOP]:
- INT and STA can influence a Mystic’s ability to channel spells over a longer duration while tolerating the resulting mental strain due to Spell Overload. Spell Overload Power (SOP) refers to the ability to push spells beyond their normal limits to increase their power and range at the cost of additional Magic Energy, Mental and Physical Strain, and the risk of grievous harm if the channeling is disrupted.
‘Geeze, I get it. The INT stat is a beast. The good news is I don’t have to read a hundred books just to level this one, though I’m not exactly sold on the idea of using magic as a weapon yet.’ The Sparrow flipped to the next page and waited as [Quest Insight] transcribed the information before transferring it to her.
- Arcane Mastery (AM):
- Arcane Mastery refers to a Mystic’s ability to wield magical implements, relics, and rare artifacts. This proficiency enhances the Mystic’s natural capability to channel and control magical energies effectively. A higher INT and AM stat allows for more potent spellcasting, increased accuracy, and better control over even the most temperamental magical artifacts.
- Arcane Mastery also refers to a Mystic’s ability to efficiently utilize the enchantments on their garments, robes, and other magical attire. This proficiency enhances a Mystic’s intuitive response when activating defensive and offensive enchants, providing increased resistance and resilience when facing overwhelming odds that require their immediate attention.
- Additionally, Higher Arcane Mastery enables the addition of these intuitive enchantments to crafted gear should a Mystic be lucky enough to encounter a Legendary Master Artisan capable of inscribing them.
Mercedes exhaled softly as she rubbed the growing ache between her brows. ‘Intuitive Gear? Am I reading this right? No wonder they laughed at the idea of Mundane weapons doing any damage to a Mystic.’ She quickly glanced down to the final section of the lesson.
- Aura of Awe (AoA):
- This Aura unlocked at Master Rank represents a Mystic’s ability to exude a captivating and intimidating presence in battle through the sheer force of their magical powers. Aura of Awe is a unique skill that does not require Magic Energy to cast or maintain. Many schoolers have likened it to a veil being removed, allowing enemies to fully realize the devastating magical force a Master or even higher-ranked Mystic possesses.
‘That—sounds awesome.’ The Sparrow’s pink eyes left the primer briefly as she glanced toward the balcony above where the Professor and Disciple Raimund had gone. ‘I kind of hope I get to see it in action—or, then again, perhaps not.’
[Here ends Lesson One. Would you like to continue?]
‘At the last lesson already? I’m starting to think this [Quest Insight] tool is giving me the abridged version. Not that I’m complaining.’
[Lesson Two: Wisdom, Spellcasting Efficiency, and Magical Insight]
Wisdom plays a significant role in shaping the abilities and effectiveness of spellcasting in a multitude of ways, such as the following:
- Spell Accuracy (SA):
- WIS affects a Mystic’s Spell Accuracy. A higher WIS stat increases the likelihood of hitting the desired target with a spell regardless of distance or physical barriers. This improves the Mystic’s magical precision when casting and ensures that their spell lands on the intended target more consistently, reducing the chances of spells missing or being evaded.
- Casting Speed (CS):
- WIS influences the casting speed of Mystics. A higher WIS stat allows the Mystic to cast spells more rapidly, reducing the casting time required to activate their magical abilities. Higher casting speed enhances a Mystic’s responsiveness in combat, allowing them to cast spells rapidly and gain an advantage over opponents with slower casting.
- Spell Critical Chance (SCC):
- WIS influences a Mystic’s ability to deliver critical hits when spellcasting. A higher WIS increases the likelihood of landing critical strikes when casting spells, resulting in enhanced damage or additional effects. This allows the Mystic to unleash devastating attacks or trigger special conditions more frequently.
‘Nice. So, Mystics get a Precision stat, but it only applies to their magical abilities. That said, having accuracy, speed, and a higher chance of landing a critical hit doesn’t sound bad. Maybe I’ll change my mind after I learn to use some combat spells.’
- Spell Absorption Chance (SAC):
- WIS influences a Mystic’s ability to absorb incoming attacks nullified by their Magical Defense, converting a portion of the attack’s resources into their power core.
- Magical Energy Efficiency (MEE):
- A higher WIS stat enables the Mystic to utilize their M.ENG more effectively, reducing the amount of M.ENG consumed per spell. This increases their overall spellcasting efficiency, allowing the Mystic to cast more spells or sustain their magical abilities for an extended period before depleting their power core.
‘Both of those sound incredibly useful for the scenario Professor Nicodemus described earlier. I wonder why none of the other Initiates brought these up? Maybe they take longer to unlock?’
- Spell Disruption Chance (SDC) and Magical Insight:
- WIS directly influences the Mystic’s ability to accurately time an attack in order to disrupt a channeled spell being performed by their opponent.
- A higher WIS stat coupled with a high Magical Knowledge (MK) proficiency increases the Mystic’s Magical Insight, which allows the Mystic to identify subtle cues or patterns in the opponent’s magical incantations or movements, allowing them to anticipate or disrupt the spellcasting in progress.
- WIS, MK, and Magical Insight also influence the Mystic’s ability to counterspell or nullify (dispel) their opponent’s attack, often referred to as Counter Spell Efficiency.
‘I know I said INT was a beast, but WIS is no joke. Hopefully, I’ll get enough active training points to keep leveling them both.’
[Here ends Lesson Two. You have completed [Pathways to Power II: Understanding Complex Secondary Stats].]
Additional Recommended Reading: [Pathways to Power I: Understanding Basic Primary Stats], [The Art of Defense: A Mystic’s Manual to Magical Attire and Enchanted Protection], [Traversing the Arcane: A Mystic’s Guide to Navigating the Mystic Realms], and [The Dungeon Delver’s Handbook: A Novice’s Guide to Tutorial Dungeons.]
‘No Thanks.’ Mercedes’s gaze shifted to where the quest prompt appeared in the corner of her vision with an update on the [Dreaded Homework Assignment]. ‘That’s one out of four primers done. I might be able to finish the first [Pathways to Power I] now since there’s only one lesson left—’ She dismissed the enchanted green screen just as the Professor and his ginger Disciple descended from the balcony above. ‘Looks like that will have to wait until later.’
***
“For your final lesson of the day, we will discuss the Mystic Realm’s Primordial Karmic Devotion System,” Nicodemus announced after a quick refresher overview on Mystical Knowledge and the Secondary Stats. “The Karmic System is a fundamental aspect of the Mystic Realms because it determines a Mystic’s alignment between the Celestial Covenant Alliance and Abyssal Dominion Alliance. Can anyone who has read the material tell me which realms belong to these two alliances?”
Hestia raised her hand and answered once acknowledged. “The Blood, Demonic, and Dying Realms belong to the Abyssal Dominion, while the Divine, Spiritual, and Celestial Realms belong to the Celestial Covenant.”
“Good, and what about the rest of the realms?”
Lorcon’s hand shot up next. “The Arcane, Elemental, and Fae Realms all remain neutral.”
“Correct. And how do they remain neutral?”
“They just do,” Hestia responded with a half-hearted shrug. “They don’t get involved in territorial disputes between the Celestial Covenant and Abyssal Dominion. They follow the agreement of the Accord of Arcane Restraint.”
“Correct,” Nicodemus said before focusing on the blond Initiate. “Initiate Dimitri. Can you explain how the Karmic system determines which alliance you belong to, whether Celestial, Abyssal, or Neutral?”
“A Mystic’s Karmic Balance determines that,” the boy replied. “Regardless of what allegiance a Mystic might claim, any action they take capable of influencing the world around them will result in either Devotion Points towards the Celestial Covenant or Karma Points towards the Abyssal Dominion.”
“That’s close but not quite correct. Can anyone give me an example of an action capable of earning either a Devotion Point or a Karmic Point?”
“Murder,” Lorcon declared grimly.
Mercedes twitched as an odd sensation tickled against the back of her neck. She turned her head with a frown just in time to catch Raimund looking away.
“Be more specific, please,” the Professor prompted.
“Oh. Well, if you kill someone from an opposing alliance, say a Soul Reaver kills a Demonic Summoner, then the Soul Reaver would earn Devotion Points. And if it goes the other way and the Demonic Summoner wins, they would get Karma Points.”
“Much better,” Nicodemus said with a nod as he folded his arms. “But what if your Soul Reaver kills a Mystic from a Neutral alliance?”
“Then it depends on what side the dead Mystic was fighting on.”
“Explain.”
Lorcon folded his arms and shrugged. “Well, the only way for a Mystic to remain neutral while still earning Devotion or Karma Points is to assist in defending a territorial dispute or a neutral territory. This avoids the loss of negative favor from whatever Primordial their side is fighting against.”
“Good. But what if this neutral Mystic were from the Arcane Realm, and they just so happened to get killed outside of a territorial dispute.”
“If no territorial dispute or battle is involved—then their death would be treated as murder, and Arcantheon would have the final say in whether the killer receives Devotion or Karmic Points or if they should receive negative favor with the Arcane Realm.”
“Thank you, Initiate Lorcon,” Nicodemus murmured as he nodded at the brunette boy. “Then, can someone else tell me what happens if the victim is a Mundane?”
Dimitri raised his hand. “That depends on the laws of the realm they are killed in. But, as far as the Arcane Realm, the killing of a Mundane is largely considered unjustified due to the disparity of strength between them and even an Initiate level Mystic.”
“What if a Mystic kills the Mundane in a Mundane world?”
“There are no laws or penalties for the death of Mundanes involved in a territorial dispute,” Hestia answered with an indifferent shrug. “Because of how fragile, malleable, and ephemeral their lives are, the Primordials do not get involved or apply any penalty to favor, though a margin of Devotion or Karmic Points may be assigned if the Mundane’s death influenced a territorial dispute in any way.”
“Also correct. I think you all have the gist of it, but just to be sure, please open your [Pathways to Power I] to Lesson Seven and review the charts listed there as an example. While you shouldn’t expect to become involved in territorial disputes for some time, these lists can serve as an example of how to earn favor with your chosen Primordial through similar quests and missions.”
‘Well, that might help explain why my Karmic Balance is in the negatives,’ Mercedes observed as she opened her copy of [Pathways to Power I] and flipped to the last lesson. After activating [Quest Insight], she waited as the four charts at the end of the lesson were slowly transcribed, and the information transferred to her waiting mind.
| Celestial Covenant Alliance Devotion Point Awards | |
| 10 DP | Helping Officials and Mystics aligned with the Celestial Covenant with quests, missions, or tasks. |
| 20 DP | Successfully completing quests and/or missions that contribute to the Celestial Covenant’s objectives. |
| 30 DP | Participating in battles to defend territories controlled by the Celestial Alliance. |
| 50 DP | Participating in battles to conquer territories controlled by the Abyssal Dominion. |
| 30 DP | Providing support to other Realms or Allies aligned with the Celestial Covenant Alliance. |
| 50 DP | Successfully engaging in activities or rituals that strengthen the Mystical Forces of the Celestial Covenant. |
| 75 DP | Successfully dispelling any Abyssal Influence over a territory, city, Mundane world, or realm. |
| 100 DP | Destroying or repurposing resources, magic crystals, or other powerful items crucial to the Abyssal Dominion. |
| 100 DP | Donating personal resources such as magic crystals, valuable possessions such as gear and weapons, and artifacts to the Celestial Covenant’s war efforts. |
| Devotion Points earned during Territorial Disputes [MvM] | |
| 5 DP/PK | Defensive MvM kills: Defeating any Abyssal Dominion Agents attacking, invading, or otherwise harming the Celestial Covenant Alliance and its territories will result in additional Devotion Points earned based on the Rank and influence of any slain enemies. |
| 5 DP/PK | Protecting Celestial Covenant Allies: Successfully defeating any Abyssal Dominion Agents targeting, threatening, or attacking a member of the Celestial Covent will result in additional Devotion Points earned based on the Rank and Influences of any slain enemies. |
| 100 DP/PK | Killing Abyssal Dominion Agents: Eliminating any Abyssal Dominion Agents performing any action, quest, or mission that would greatly benefit the Abyssal Dominion will result in additional Devotion Points based on the level of threat thwarted. |
| Abyssal Dominion Alliance Karma Point Awards | |
| 10 DP | Helping Officials and Mystics aligned with the Abyssal Dominion with quests, missions, or tasks. |
| 20 DP | Successfully completing quests and/or missions that contribute to the Abyssal Dominion’s objectives. |
| 30 DP | Participating in battles to defend territories controlled by the Abyssal Dominion. |
| 50 DP | Participating in battles to conquer territories controlled by the Celestial Covenant. |
| 30 DP | Providing support to other Realms or Allies aligned with the Abyssal Dominion Alliance. |
| 50 DP | Successfully engaging in activities or rituals that strengthen the Mystical Forces of the Abyssal Dominion. |
| 75 DP | Successfully dispelling any Celestial influence over a territory, city, Mundane world, or realm. |
| 100 DP | Sabotaging or stealing resources, magic crystals, or other powerful items crucial to the Celestial Covenant. |
| 100 DP | Sacrificing personal resources such as magic crystals, valuable possessions such as gear and weapons, and artifacts to the Abyssal Dominion’s war efforts. |
| Karmic Points earned during Territorial Disputes [MvM] | |
| 5 DP/PK | Defensive MvM kills: Defeating any Celestial Covenant Agents attacking, invading, or otherwise harming the Abyssal Dominion Alliance and its territories will result in additional Karma Points earned based on the Rank and influence of any slain enemies. |
| 5 DP/PK | Protecting Celestial Covenant Allies: Successfully defeating any Celestial Covenant Agents targeting, threatening, or attacking a member of the Abyssal Dominion will result in additional Karma Points earned based on the Rank and Influences of any slain enemies. |
| 100 DP/PK | Killing Abyssal Dominion Agents: Executing any Celestial Covenant Agents performing any action, quest, or mission that would greatly benefit the Celestial Covenant Alliance will result in additional Karma Points based on the level of threat thwarted. |
‘Okay, so while I wasn’t involved in whatever struggle was going on between the Celestial and Abyssal Alliances; because I assisted the Lich King by killing the High Priestess and her Acolytes, it looks like I was awarded a high amount of Karma points for the resulting victory.’
Mercedes opened the Astra System to recheck her Karmic Balance and frowned at the low number of Devotion Points. ‘Ha. I guess they gave me a small amount of credit for killing zombies while I was a Sparrow.’
She closed both information panels and leaned back against her chair as she pondered why the Professor had focused on this lesson in particular to end their day.
“Initiate Mercedes, can you tell me how the Karmic Balance affects a Mystic?” Nicodemus asked as if reading her mind.
The albino grimaced as she straightened in her seat and attempted to make sense of the information she’d gone over. “I suppose—it would go a long way towards identifying hostile and friendly agents depending on what Alliance you side with.”
“Correct.”
“Then—” the Sparrow continued, narrowing in on her primary point of concern, “—what happens when two Mystics from opposing sides of this dispute meet within a neutral territory?”
“Excellent question. Initiate Dimitri, might you have an answer for us?”
“Once again, it depends on the laws of the realm, but generally, most neutrally aligned realms look the other way when such conflicts occur as long as the resulting damage is minimal. Otherwise, they issue temporary or even permanent bans depending on the offending individual.”
“So being in a neutral territory offers no real protection,” Mercedes mused out loud.
“That might be true if you were an Apprentice or wandered somewhere beyond the safe zone of the Arcanum Haven,” Nicodemus said with a neutral shrug. “But as founders of the Accord for Arcane Restraint, we tend to inflict harsher punishments than most on those who trample upon the peace and safety of this realm.”
“That’s—reassuring.”
***
[Author Note: Small update. First, this will be the last of these ‘Primer Lessons’ for a little while. Just wanted to give you all a heads-up on that since there will be a small break in uploads while I do a bit of editing on the first few chapters to prep for launch. Also, a small change in this chapter for the Alliance names. Holy Alliance > Celestial Covenant. Demonic Alliance > Abyssal Dominion. Just make them a bit less generic. Will be back with more chapters soon!]