Post edited 10:44 pm – January 9, 2012 by ChronicApathy1
Having experienced all the bugs associated with the tourist, I was not sure it was worth the price for the other monster classes. However, I love the concept for 100 rogues and would like to support the developers (and I was really annoyed after my death to a teleswao into a room full of bandits) so I shelled out my 99 cents for the mystic. Turns out, this class is as buggy, if not more so, than the tourist. (see previous post.) Without further ado, the mystic.
1: Red and blue potions restore 10 hunger to the mystic. note: untested for yellow. Potions of mutation do not restore hunger. This may or may not be intentional, but either way it is completely broken. Assuming it is intentional, it is probably a way of compensating for the mystic having the lowest starting hunger in the game, with just 2 ginger heads (40 hunger). If it is unintentional, should be an easy fix.
Uses: red and blue potions, when used when their resource is at full, instead increase that resource. Boss rooms before satan have an unlimited spawn of enemies that have a chance to drop potions. (red and blue for genie, pretty sure just red for pope). Having potions restore hunger completely removes the time element from boss fights, allowing the player to sit back and farm potions as long as they wish, increasing health and mana indefinitely. The fact that the mystic does magic damage, pretty much exactly enough to kill beetles as they spawn, and had magic resistance for the boss damage, only adds to the exploitability of this.
2: Like the ambassador, mystic can deal damage multiple times to a boss in the same turn, allowing for multiple exp/score gains. Eash square of a boss can be set on fire with the prison or fireball, allowing for up to 9 sources of damage at once per turn for pope and satan.
Uses: this one should be simple. When boss hp is low, set all squares on fire. Enjoy many times exp/score. This is helped immensely by health bars, which are an awesome improvement to the game. My current record is 4 satan kills, but it should be possible to get up to 9. I have been told that this will be fixed in the next patch, so I will not discuss further.
3: spellbook cannot be alchematized. This does not make the mystic overpowered, but it is still broken and needs fixing On a side note, mystic is a great farmer of spellbooks for a fairy playthrough, as any scroll (even unstick) can be transmuted into a spellbook, greatly increasing the probability of finding one or more. If you have the combo scrolls, you are guaranteed as many as 3 spellbooks by the time you reach the locker on the pope level.
4: entire stacks of items (potions) are treated as one item in alchematize. Not sure why anyone would want to get rid of a perfectly good potion, the transmute list is not very good and it is irreversible. Nonetheless, in the interest of science it should probably be fixed
tl;dr: the bolded numbers sum it up quite nicely
Congratulations on making it all the way through my wall of text! I leave you with a challenge: for now at least, I will not be spending any more money on classes of unknown glitchiness. The challenge is this: give me all the available classes, and I will gladly pay double for those that I cannot find a glitch or way to break the game with. Either, way, you win: if I do find glitches, the game is improved with them being fixed. If not, you are up a few dollars. Honestly, I will probably end up buying the classes eventually, but I'd like to make it interesting :P