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SPELLCASTING

 Even if you're a Mystic with good healing power, it never hurts to pick up a Heal Potion or two for emergencies.

 Some spells (ones that don't target yourself) can be cancelled by hitting the ESC key.

 There's a casting delay before each spell. Start casting your second spell immediately after the first, or you may be toast!

 Don't move after you begin casting a spell, or it will be broken. Similarly, if you're attacked while casting, it can be interrupted.

 If your spell gets interrupted, immediately switch to your staff, rod or whatever weapon you have to beat the stuffing out of your prey. Or again, you're dead!

 Don't brave the dungeons unless you're partying with high-level Fighters. Kiting is difficult in close quarters, and you really need a group to survive.

  You may decide to wear armor or other Fighter gear, but note that you only get an MP boost from robes, not other armor.

 Damage-over-time (DoT) spells don't hit as often as you want against mobs that con white to you. Green mobs are better. And to get your best DoT effects, use spiritshots with your spells.

 As you approach Level 20, examine your career paths. You can summon pets using crystals (good for solo or small group excursions), acquire area-of-effect spells (useful for slow mobs), or root spells and bow skills (best for healers).

 Although their magical abilities don't quite match that of other races, Ore Mystics are a nice compromise between a Fighter and Mystic. They can take a few extra hits, so a common tactic is to hit hard with spells until an enemy closes in, then fight with a sword.

If you go this route, keep your power levels up (Ice and Wind). Try Wind, then Ice, then your melee weapon.

 
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