Mystic Sword
Kept on death
Used in the Mystic Well
Mystic Sword
From the Hypixel Pit Wiki

Mystic Swords are mystic items obtained extremely rarely from killing players while the killer has the Mysticism renown upgrade.

While unenchanted, Mystic Swords act as golden swords enchanted with Sharpness II. However, they can be upgraded in the Mystic Well. Upgrading to tier I costs 1,000g, upgrading to tier II costs 4,000g, and upgrading to tier III costs 8,000g, requires Mysticism IV, and requires a sacrifice of a randomly chosen color of Mystic Pants.

Enchanting Mystic Swords gives them a random number of lives that increases on every tier and removes their Kept on Death status. Lives decrease by 1 on death, or by 2 if their user logs out while in combat without attacking someone immediately before leaving. Depleting all lives on a mystic item "breaks" it, destroying it forever.

When enchanted, Mystic Swords gain random enchantments with varying effects. Upon upgrading to tier I, they gain 1–2 "tokens" – total tiers – of a low-grade enchantment. When upgrading to tier II, they gain 1–2 more tokens of any enchantment (at most one of which can be RARE!), and at tier III, they gain 1–4 more tokens (at most three of which can be RARE!) – up to 8 total.

Mystic Swords may not have more than 3 unique enchants or more than 8 tokens of enchantment, even through usage of the Totally Legit Gem.

The list of enchantments that can be obtained at tier I is as follows:

NameDescription
Beat the SpammersI: Deal 10% more damage to players holding bows.
II: Deal 25% more damage to players holding bows.
III: Deal 40% more damage to players holding bows.
Bounty ReaperI: Deal 7% more damage to bountied players.
II: Deal 15% more damage to bountied players.
III: Deal 25% more damage to bountied players.
Combo: DamageI: Every fourth hit deals 20% more damage.
II: Every third hit deals 30% more damage.
III: Every third hit deals 45% more damage.
Diamond StompI: Deal 6% more damage to players wearing diamond armor.
II: Deal 12% more damage to players wearing diamond armor.
III: Deal 25% more damage to players wearing diamond armor.
Fancy RaiderI: Deal 5% more damage to players wearing leather armor.
II: Deal 9% more damage to players wearing leather armor.
III: Deal 16% more damage to players wearing leather armor.
GrasshopperI: Deal 5% more damage when you are standing on grass.
II: Deal 9% more damage when you are standing on grass.
III: Deal 15% more damage when you are standing on grass.
Gold and BoostedI: Deal 5% more damage while you have absorption hearts.
II: Deal 9% more damage while you have absorption hearts.
III: Deal 15% more damage while you have absorption hearts.
King BusterI: Deal 7% more damage to players with more than 50% health.
II: Deal 13% more damage to players with more than 50% health.
III: Deal 20% more damage to players with more than 50% health.
Pain FocusI: Deal 1% more damage per ♥︎ you're missing.
II: Deal 2% more damage per ♥︎ you're missing.
III: Deal 5% more damage per ♥︎ you're missing.
PunisherI: Deal 6% more damage to players with less than 50% health.
II: Deal 12% more damage to players with less than 50% health.
III: Deal 18% more damage to players with less than 50% health.
SharkI: Deal 2% more damage per player within 12 blocks below 6♥︎.
II: Deal 4% more damage per player within 12 blocks below 6♥︎.
III: Deal 7% more damage per player within 12 blocks below 6♥︎.
SharpI: Deal 4% more damage.
II: Deal 7% more damage.
III: Deal 12% more damage.
Combo: XPI: Every fifth hit, gain +20 XP.
II: Every fifth hit, gain +28 XP.
III: Every fifth hit, gain +36 XP.
SweatyI: Increase the streak XP bonus by 20%.
II: Increase the streak XP bonus by 40%. +50 max XP on kill.
III: Increase the streak XP bonus by 60%. +100 max XP on kill.
XP BoostI: Earn +10% XP on kills and assists.
II: Earn +20% XP on kills and assists.
III: Earn +30% XP on kills and assists.
XP BumpI: Earn +2 XP on kill and a reduced amount on assist.
II: Earn +4 XP on kill and a reduced amount on assist.
III: Earn +6 XP on kill and a reduced amount on assist.
Critically RichI: Earn +2 gold every critical hit.
II: Earn +4 gold every critical hit.
III: Earn +6 gold every critical hit.
Gold BoostI: Earn +15% gold from kills and assists.
II: Earn +30% gold from kills and assists.
III: Earn +45% gold from kills and assists.
Gold BumpI: Earn +4 gold on kill and a reduced amount on assist.
II: Earn +8 gold on kill and a reduced amount on assist.
III: Earn +12 gold on kill and a reduced amount on assist.
MoctezumaI: Earn +6 gold on kills.
II: Earn +12 gold on kills.
III: Earn +18 gold on kills.
PitpocketI: Steal 15g from the target on hit. 25 second cooldown.
II: Steal 20g from the target on hit. 20 second cooldown.
III: Steal 25g from the target on hit. 13 second cooldown.
SierraI: Earn +30 gold on kill per diamond piece the victim was wearing.
II: Earn +60 gold on kill per diamond piece the victim was wearing.
III: Earn +90 gold on kill per diamond piece the victim was wearing.
Strike GoldI: Earn +1 gold on hit. 1 second cooldown.
II: Earn +2 gold on hit. 1 second cooldown.
III: Earn +3 gold on hit. 1 second cooldown.
Pants RadarI: 30% higher chance to find mystic items on kill.
II: 60% higher chance to find mystic items on kill.
III: 90% higher chance to find mystic items on kill.

The list of enchantments that additionally can be obtained at tier II or higher is as follows. Enchants marked as RARE! have a much lower occurence rate than other enchants.

NameDescription
BerserkerI: 12% chance to deal +50% damage while standing on the ground.
II: 20% chance to deal +50% damage while standing on the ground.
III: 30% chance to deal +50% damage while standing on the ground.
BruiserI: While holding and blocking this sword, opponents' attacks deal −0.5♥︎ damage.
II: While holding and blocking this sword, opponents' attacks deal −1♥︎ damage.
III: While holding and blocking this sword, opponents' attacks deal −2♥︎ damage.
Bullet TimeI: While blocking this sword, arrows can't make contact with you and arrows that would make contact disappear.
II: While blocking this sword, arrows can't make contact with you and arrows that would make contact disappear. Heal 1♥︎ when avoiding arrows using this sword.
III: While blocking this sword, arrows can't make contact with you and arrows that would make contact disappear. Heal 1.5♥︎ when avoiding arrows using this sword.
Combo: HealI: Every fourth hit heals 0.4♥︎ and grants 0.4♥︎ absorption.
II: Every fourth hit heals 0.8♥︎ and grants 0.8♥︎ absorption.
III: Every fourth hit heals 1.2♥︎ and grants 1.2♥︎ absorption.
Combo: SwiftI: Every fourth hit grants Speed I (0:03).
II: Every third hit grants Speed II (0:04).
III: Every third hit grants Speed II (0:05).
Counter-JanitorI: Gain Resistance I (0:02) on kill.
II: Gain Resistance I (0:03) on kill.
III: Gain Resistance I (0:05) on kill.
CrushI: Apply Weakness V (0:00.3) to the target on hit. 1.5 second cooldown.
II: Apply Weakness VI (0:00.5) to the target on hit. 1.5 second cooldown.
III: Apply Weakness VII (0:00.7) to the target on hit. 1.5 second cooldown.
DuelistI: Blocking two hits from the same player makes your next strike against them heal yourself for +0.5♥︎ and deal +20% damage.
II: Blocking two hits from the same player makes your next strike against them heal yourself for +1♥︎ and deal +40% damage.
III: Blocking two hits from the same player makes your next strike against them heal yourself for +1.5♥︎ and deal +75% damage.
GutsI: Heal 0.25♥︎ on kill.
II: Heal 0.5♥︎ on kill.
III: Heal 1♥︎ on kill.
LifestealI: Heal 4% of damage dealt (before armor is applied) on hit. Maximum of 1.5♥︎ healed per hit.
Initial attack must deal 18.75♥, or +400% damage, to reach the maximum.
II: Heal 8% of damage dealt (before armor is applied) on hit. Maximum of 1.5♥︎ healed per hit.
Initial attack must deal 9.375♥, or +150% damage, to reach the maximum.
III: Heal 13% of damage dealt (before armor is applied) on hit. Maximum of 1.5♥︎ healed per hit.
Initial attack must deal 5.769♥, or +54% damage, to reach the maximum.
RevengeanceI: Deal 8% more damage to the last player that killed you. You must be holding this sword on death or have attacked the player for this enchantment to activate. The player will be marked with anger particles.
II: Deal 15% more damage to the last player that killed you. You must be holding this sword on death or have attacked the player for this enchantment to activate. The player will be marked with anger particles.
III: Deal 25% more damage to the last player that killed you. You must be holding this sword on death or have attacked the player for this enchantment to activate. The player will be marked with anger particles.
Speedy KillI: Gain Speed I (0:04) on kill.
II: Gain Speed I (0:07) on kill.
III: Gain Speed I (0:12) on kill.
RARE! BillionaireI: This sword deals +33.3% damage but lose 100g on hit. No effect if the user has less than 100g.
II: This sword deals +66.7% damage but lose 200g on hit. No effect if the user has less than 200g.
III: This sword deals +100% damage but lose 350g on hit. No effect if the user has less than 350g.
RARE! Combo: Perun's WrathI: Every fifth hit strikes lightning dealing 1.5♥︎ of true damage.
II: Every fourth hit strikes lightning dealing 2♥︎ of true damage.
III: Every fourth hit strikes lightning dealing 1♥︎ of true damage + 1♥︎ per diamond piece the target is wearing.
RARE! Combo: StunI: Every fifth hit applies Slowness VIII, Mining Fatigue XI and Jump Boost I to the target for 0.5s. 8s cooldown per player.
II: Every fifth hit applies Slowness VIII, Mining Fatigue XI and Jump Boost I to the target for 0.8s. 8s cooldown per player.
III: Every fifth hit applies Slowness VIII, Mining Fatigue XI and Jump Boost I to the target for 1.2s. 8s cooldown per player.
RARE! ExecutionerI: When hitting a player to under 1♥︎, deal 1♥︎ of true damage to them.
II: When hitting a player to under 1.5♥︎, deal 1.5♥︎ of true damage to them.
III: When hitting a player to under 2♥︎, deal 2♥︎ of true damage to them.
RARE! GambleI: When hitting a player, there is a 50/50 chance to hit either yourself or the target for 1♥︎ of true damage. If you take the true damage, you cannot avoid it even with true damage immunity.
II: When hitting a player, there is a 50/50 chance to hit either yourself or the target for 2♥︎ of true damage. If you take the true damage, you cannot avoid it even with true damage immunity.
III: When hitting a player, there is a 50/50 chance to hit either yourself or the target for 3♥︎ of true damage. If you take the true damage, you cannot avoid it even with true damage immunity.
RARE! HealerI: Hitting a player heals the user for 0.5♥︎ and the target for 2♥︎. 1 second cooldown.
II: Hitting a player heals the user for 0.75♥︎ and the target for 4♥︎. 1 second cooldown.
III: Hitting a player heals the user for 1♥︎ and the target for 5♥︎. 1 second cooldown.
RARE! HemorrhageI: Attacking a player hemorrhages them for 4 seconds, preventing them from gaining more Absorption and applying Slowness I. 6s cooldown.
II: Attacking a player hemorrhages them for 4 seconds, preventing them from gaining more Absorption and applying Slowness I. 4s cooldown.
III: Attacking a player hemorrhages them for 5 seconds, preventing them from gaining more Absorption and applying Slowness I. 2s cooldown.
RARE! KnockbackI: Attacks knock players back about 3 blocks farther than usual.
II: Attacks knock players back about 6 blocks farther than usual.
III: Attacks knock players back about 9 blocks farther than usual.
RARE! Speedy HitI: Gain Speed I (0:05) on hit. 3 second cooldown.
II: Gain Speed I (0:07) on hit. 2 second cooldown.
III: Gain Speed I (0:09) on hit. 1 second cooldown.
RARE! The PunchI: Launch targets 60 blocks into the air on hit. 30 second cooldown.
II: Launch targets 60 blocks into the air on hit. 25 second cooldown.
III: Launch targets 60 blocks into the air on hit. 20 second cooldown.

One Mystic Sword enchant, Hidden Jewel, cannot be obtained from normal enchanting. A Tier I sword enchanted with Hidden Jewel can only be obtained from Uberstreaks.

NameDescription
Hidden JewelIf 117 players are killed with this sword without dying, this sword turns into a Tier I Sword with 3 or 5 lives and a random Tier III enchant. Returning to spawn without dying does not reset the kills.

Enchanted Mystic Swords also have certain prefixes if their properties match certain criteria.