The Mystic Knight is one of three Hybrid vocations in Dragon's Dogma. Hybrid vocations are exclusive to the Arisen, and cannot be learned by Pawns. It costs 1,500 Discipline Points to initially learn this vocation. Rarely, other human and undead Mystic Knights can be encountered.
Overview[]
- "A versatile warrior who can also assist with enchantments and support skills."
Mystic Knights use both melee and magic in battle. They are a frontline class able to fight in the toughest of situations. Their primary weapon can be either a Sword, Mace, or Staff; their other key piece of equipment is a Magick Shield. This is generally a giant magickally-imbued shield that they use for both defense and as a focus to cast spells.
For armor, Mystic Knights have access to a very wide range of armor including much available to dagger and sword users plus some sets specific to themselves and Warriors. Surcoats can be considered the knight's specialized armor.
All the Mystic Knight's offensive spells require Magick to be effective in battle whilst those skills inherited from the Fighter class rely entirely on the knight's Strength. Additionally a Knight will usually require high Defense unless they can be certain of blocking all attacks; thus a Mystic Knight generally has a requirement for a balanced character, and so, as an Arisen gains experience, the Mystic Knight increases in these areas in a balanced manner.
Non-Arisen Mystic Knights[]
Pawns can not learn the Mystic Knight vocation, though other humans have done so. Some Gransys soldiers in The Blighted Manse are Mystic Knights, equipped with a Knight's Honor shield and will use staff, shield, and sword skills against the Arisen, including Sopor, and Holycounter. Skeleton Lords, Silver Knights and Living Armor are undead Mystic Knights.
Lord Julien wields a Mystic Knight weapon and shield but does not use any of the Mystic Knight's magickal skills. Ser Raffe carries a Fine Magick Buckler but is also just a knight.
Skills and Augments[]
- Skills in bold are unique to the Mystic Knight.
- Skills in italics can only be obtained via Skill Rings and Bands found in Dark Arisen.
Core Skills[]
Weapon | Skill | Rank | DP | Description |
---|---|---|---|---|
Magick Shield | Repel | Already learned | - | Use your Magick Shield to block an enemy's attack. |
Magick Shield | Reflect | 3 | 1,600 | An advanced form of Repel that deflects attacks at the assailant. |
Staff | Feather Jump | Already learned | - | A light jump. More effective when grabbing to platforms or rocks. |
Staff | Magick Billow | Already learned | - | Swing your staff downward to stagger the enemy. Follow-up attacks can send the enemy to the ground. |
Staff | Magick Bolt | Already learned | - | Launches a magick bolt from your staff. Can add elemental effect via enchantments. |
Staff | Levitate | 2 | 600 | An advanced form Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights. |
Staff | Focused Bolt | 6 | 3,000 | An advanced form of Magick Bolt. Focuses the users active enchantment into a powerful burst that can be fired from the ground or air. |
Staff | Magick Agent | 6 | 3,000 | An advanced form of Magick Billow. Conjures spheres of magickal energy around the user to attack encroaching enemies. Also employable from mid-air. |
Sword/Mace | Empale | Already learned | - | Release a stabbing strike straight forward. |
Sword/Mace | Onslaught | Already learned | - | Continuous attacks with one-handed weapon. |
Sword/Mace | Vault | Already learned | - | Executes a jump to a higher location. |
Sword/Mace | Dire Onslaught | 1 | 800 | An advanced form of Onslaught that strengthens a chain of one-handed slashes. |
Sword/Mace | Takedown | 1 | 600 | An advanced form of Empale that appends a tackle to a forceful jab. |
Sword/Mace | Controlled Fall | 3 | 1,200 | Tucks the body into a tight roll when falling, mitigating harm. |
Sword and Mace Skills[]
Skill | Element | Rank | DP | Description |
---|---|---|---|---|
Blink Strike | None | Already learned | - | Rushes at the target and visits a powerful blow. |
Broad Cut | None | 1 | 200 | Cuts a broad swath with the blade while falling back to avoid attacks. |
Sky Dance | None | 1 | 400 | Kicks at the air into a forward charge, delivering a powerful slash. |
Tusk Toss | None | 2 | 400 | Traces a grand skyward arc with the blade, sending lightweight foes into the air. |
Burst Strike | None | 3 | 600 | An advanced form of Blink Strike honed to travel greater distances. |
Perilous Sigil | Mixed | 4 | 900 | Draws a magick sigil that activates contact with the enemy afore activating to devastating effect. |
Broad Slash | None | 4 | 1,000 | An advanced form of Broad Cut. The path can be altered while executing the attack. |
Funnel Sigil | Dark | 4 | 1,400 | Draws a magick sigil that pulls in nearby lightweight enemies, collecting them together. |
Magick Cannon | Mixed | 4 | 1,400 | Conjures a magickal cannon after a period of incantation. Strike the cannon to fire spellshot at foes. |
Sky Rapture | None | 4 | 1,600 | An advanced form of Sky Dance that propels the user over a greater distance. |
Compass Slash | None | 5 | 1,400 | Spins with blade extended, drawing a deadly circle especially effective when surrounded. Employable while under attack. |
Downthrust | None | 5 | 1,400 | Plants the blade into the earth at one's feet. Though its range is limited, the force behind the thrust is great. |
Antler Toss | None | 6 | 1,600 | An advanced form of Tusk Toss able to lift even heavier foes aloft. Can strike foes multiple times midair. |
Great Cannon | Mixed | 6 | 2,800 | An advanced form of Magick Cannon that increases the number of spellshots fired. |
Ruinous Sigil | Mixed | 6 | 2,000 | An advanced form of Perilous Sigil that affects a larger area for a longer period of time. |
Vortex Sigil | Dark | 6 | 2,800 | An advanced form of Funnel Sigil that affects a larger area and remains active for a longer period of time. |
Downcrack | None | 7 | 2,000 | An advanced form of Downthrust that strikes twice. It is more powerful and broader in reach. |
Full Moon Slash | None | 7 | 2,000 | An advanced form of Compass Slash gifted with a broader reach and the ability to hit multiple times. |
Stone Grove | Fire, Physical | 8 | 900 | Plunges the blade into the earth and channels magick into it, causing pillars of stone to erupt around the user. |
Stone Forest | Fire, Physical | 9 | 2,000 | An advanced form of Stone Grove that brings a greater number of stone pillars. |
Blitz Strike | None | Requires Swordsman's Ring/Band | - | An advanced form of Burst Strike that moves more quickly and travels even greater distances. |
Downcrush | None | Requires Swordsman's Band | - | An advanced form of Downcrack that hits for greater damage and can land additional strikes on withdrawal. |
Maelstrom Sigil | Dark | Requires Mystic Knight's Ring/Band | - | An advanced form of Vortex Sigil with an expanded range and stronger pull. |
Stone Jungle | Fire, Physical | Requires Mystic Knight's Band | - | An advanced form of Stone Forest that generates an even greater number of stone pillars. |
Staff Skills[]
Skill | Element | Rank | DP | Description |
---|---|---|---|---|
Ingle | Fire | Already learned | - | Looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes. |
Frazil | Ice | 1 | 200 | Creates a concentrated field of cold in front of the user that freezes solid whatever enemies it visits. |
Levin | Thunder | 1 | 200 | Smites the enemy from abovde with tongues of lightning. Especially effective at driving foes out of hiding. |
High Frazil | Ice | 3 | 700 | An advanced form of Frazil that creates an expanded field of cold around the user that deals ice damage to those it touches. |
High Ingle | Fire | 3 | 700 | An advanced form of Ingle that looses a number of fiery projectiles that explode on contact. |
High Levin | Thunder | 3 | 700 | An advanced form of Levin that smites foes with multiple lighting bolts from above. |
Brontide | Thunder | 5 | 1,400 | Wraps the users body in a whip-like bolt of lightning capable of damaging foes. (Attack with heavy and light attacks, press Jump to cancel) |
Comestion | Fire | 5 | 1,400 | Generates a towering wall of flame; though only modest in power, it ignites adversaries with ease. |
Frigor | Ice | 5 | 1,400 | Generates a giant chunk of ice that can serve as a stepping stone. |
Sopor | Dark | 6 | 3,500 | Invokes a magickal sigil around the user that lulls foes who enter it into slumber. |
High Brontide | Thunder | 7 | 1,800 | An advanced form of Brontide that calls forth a longer-lasting whip of lightnig that drops more bolts when dismissed. |
High Comestion | Fire | 7 | 1,800 | An advanced form of Comestion that invokes an even longer wall of flame easily able to ignite foes. |
High Frigor | Ice | 7 | 1,800 | An advanced form of Frigor that generates three spires of ice. The last one can serve as a stepping stone. |
High Sopor | Dark | 7 | 7,500 | An advanced form of Sopor that extends the effective range of the sigil and persists for a longer period of time. |
Grand Sopor | Dark | Requires Mystic Knight's Ring/Band | - | An advanced form of High Sopor that expands the size of magickal sigil yet erodes less of the user's Stamina. |
Grand Ingle | Fire | Requires Staff-Bearer's Ring/Band | - | An advanced form of High Ingle that looses a greater number of fiery projectiles that explode on contact. |
Grand Levin | Thunder | Requires Staff-Bearer's Ring/Band | - | An advanced form of High Levin that smites foe with an even greater number of lightning bolts. |
Grand Frigor | Ice | Requires Staff-Bearer's Band OR Mage's Ring/Band | - | An advanced form of High Frigor that generates an even greater quantity of icy spires. |
Grand Brontide | Thunder | Requires Staff-Bearer's Band OR Mage's Ring/Band | - | An advanced form of High Brontide that erodes less Stamina and periodically drops lightning bolts around the user. |
Magick Shield Skills[]
Skill | Element | Rank | DP | Description |
---|---|---|---|---|
Firecounter | Fire | Already learned | - | Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures Ingle to the enemy. |
Darkcounter | Dark | 1 | 300 | Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures a dark fog at the enemy that has a chance to Torpor. |
Holycounter | Holy | 1 | 300 | Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures holy beams that seek enemies. |
Icecounter | Ice | 1 | 300 | Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures a Frazil range attack. |
Thundercounter | Thunder | 1 | 300 | Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures Levin. |
Demonspite | Dark | 2 | 900 | Converts damage sustained while guarding into bolts of Dark magic. A perfect block conjures more bolts. |
Holy Wall | Holy | 2 | 900 | Erects a broad magickal wall ahead of the currently-wielded magic shield. |
Abyssal Riposte | Dark | 4 | 1,200 | An advanced form of Darkcounter that persists for a longer period of time and conjures more Darkness and has a chance to inflict Torpor. |
Blessed Riposte | Holy | 4 | 1,200 | An advanced form of Holycounter that persists for a longer period of time and conjures more beams of Holy light. |
Flame Riposte | Fire | 4 | 1,200 | An advanced form of Firecounter that persists for a longer period of time and conjures High Ingle. |
Frost Riposte | Ice | 4 | 1,200 | An advanced form of Icecounter that persists for a longer period of time and conjures High Frazil range attack. |
Thunder Riposte | Thunder | 4 | 1,200 | An advanced form of Thundercounter that persists for a longer period of time and conjures High Levin. |
Dark Enchanter | Dark | 5 | 1,600 | Enchants the weapon of both the user and any nearby pawns with Darkness. |
Demonswrath | Dark | 5 | 2,000 | An advanced form of Demonspite that extends the duration of the effect. |
Fire Enchanter | Fire | 5 | 1,600 | Enchants the weapon of both the user and any nearby pawns with Fire. |
Holy Enchanter | Holy | 5 | 1,600 | Enchants the weapon of both the user and any nearby pawns with Holy light. |
Holy Fortress | Holy | 5 | 2,000 | An advanced form of Holy Wall that persists for a longer period of time. |
Ice Enchanter | Ice | 5 | 1,600 | Enchants the weapon of both the user and any nearby pawns with Ice. |
Thunder Enchanter | Thunder | 5 | 1,600 | Enchants the weapon of both the user and any nearby pawns with Thunder. |
Dark Anguish | Dark | 7 | 3,800 | Uses Dark magic to increase the attack range of the current weapon. |
Holy Aid | Holy | 7 | 3,800 | Converts what might have been damage into Health from any blocked blows. A perfect block recovers more Health. |
Abyssal Trance | Dark | 8 | 4,000 | An advanced form of Dark Enchanter that extends and amplifies the enchantment as well as the recipient's magick. Affects entire party. |
Blessed Trance | Holy | 8 | 4,000 | An advanced form of Holy Enchanter that extends and amplifies the enchantment as well as the recipient's magick. Affects entire party. |
Flame Trance | Fire | 8 | 4,000 | An advanced form of Fire Enchanter that extends and amplifies the enchantment as well as the recipient's magick. Affects entire party. |
Frost Trance | Ice | 8 | 4,000 | An advanced form of Ice Enchanter that extends and amplifies the enchantment as well as the recipient's magick. Affects entire party. |
Lightning Trance | Thunder | 8 | 4,000 | An advanced form of Thunder Enchanter that extends and amplifies the enchantment as well as the recipient's magick. Affects entire party. |
Abyssal Anguish | Dark | 9 | 6,000 | An advanced form of Dark Anguish that adds a magickal shockwave and remains active for a longer period of time. |
Holy Glare | Holy | 9 | 5,000 | Conjures brilliant beams of light that seek out and smite enemies within range. Decreases the party's Stamina usage. Drains Stamina upon resolution of the effect. |
Holy Furor | Holy | 9 | 7,500 | An advanced form of Holy Glare that conjures mightier beams and remains active for a longer period of time. |
Holy Grace | Holy | 9 | 6,000 | An advanced form of Holy Aid that extends the duration of the effect. |
Holy Retribution | Holy | Requires Mystic Knight's Band | - | An advanced form of Holy Furor that persists for even longer but consumes less of the user's Stamina when it ends. |
Inferno Feint | Fire | Requires Magick Shieldsman's Ring/Band | - | An advanced form of Flame Riposte that further extends the duration and conjures even more fireballs. |
Blizzard Feint | Ice | Requires Magick Shieldsman's Ring/Band | - | An advanced form of Frost Riposte that further extends the duration and conjures even more shards of ice. |
Boltstorm Feint | Thunder | Requires Magick Shieldsman's Ring/Band | - | An advanced form of Thunder Riposte that is stronger, lasts longer, and further boosts the recipient's Magick. |
Hallowed Feint | Holy | Requires Magick Shieldsman's Band | - | An advanced form of Blessed Riposte that further extends the duration and conjures even more blasts of holy light. |
Desecration Feint | Dark | Requires Magick Shieldsman's Band | - | An advanced form of Abyssal Riposte that further extends the duration and conjures even more darkness. |
Inferno Invocation | Fire | Requires Shield Enchanter's Ring/Band | - | An advanced form of Flame Trance that is stronger, lasts longer, and further boosts the recipient's Magick. |
Blizzard Invocation | Ice | Requires Shield Enchanter's Ring/Band | - | An advanced form of Frost Trance that is stronger, lasts longer, and further boosts the recipient's Magick. |
Boltstorm Invocation | Thunder | Requires Shield Enchanter's Ring/Band | - | An advanced form of Lightning Trance that is stronger, lasts longer, and further boosts the recipient's Magick. |
Hallowed Invocation | Holy | Requires Shield Enchanter's Ring/Band | - | An advanced form of Blessed Trance that is stronger, lasts longer, and further boosts the recipient's Magick. |
Desecration Invocation | Dark | Requires Shield Enchanter's Ring/Band | - | An advanced form of Abyssal Trance that is stronger, lasts longer, and further boosts the recipient's Magick. |
Augments[]
Augment | Notes | Rank | Discipline Points |
---|---|---|---|
Fortitude Reduces damage sustained from physical attacks |
Physical damage is reduced by 30 health. (More so in Hard Mode) | 1 | 1,200 |
Adamance Halves the Stamina consumed when you block attacks with your shield |
Halves the stamina drain from blocking attacks with a shield. | 3 | 1,800 |
Periphery Helps keep your footing when you block attacks with your shield |
Increases 'Blocking ability' of all shields. | 3 | 1,800 |
Reinforcement Pawns you aid temporarily take less damage from physical and Magick attacks |
(verify) | 6 | 4,000 |
Retribution Grants Pawns you aid a temporary gain in their Strength and Magick |
Pawns you aid from Unconsciousness gain 20% greater Strength and Magick for 1 minute. | 6 | 4,000 |
Sanctuary Improves your Defense and Magick Defense when you stand at death's door. |
Description is erroneous - reduces physical damage to one health per strike at Critical Health. (no protection from magickal attacks) | 8 | 7,000 |
Restoration Increases the amount of Health restored when rescuing Pawns |
Pawns aided from Unconsciousness are revived with 25% more health. (Stacks with the Wanderlust Ring). | 9 | 7,000 |
Stat Growths[]
HP | Stamina | Attack | Defense | Magick Attack | Magick Defense | |
---|---|---|---|---|---|---|
Lvl 10+ | 30 | 20 | 2 | 3 | 3 | 3 |
Lvl 100+ | 15 | 5 | 1 | 1 | 1 | 1 |
Tactics[]
Two Mystic Knight skills stand out, alone and in combination when facing the fiercest foes: Ruinous Sigil and Great Cannon. Ruinous Sigil creates a defensive area which fires upon any foe entering its field, whilst Great Cannon summons a floating sigil that conjures orbs when struck that seek out and damage near and distant foes. Both of these spells will take on the element of the weapon used to cast these sigils.
Furthermore, when used in combination by casting these two spells within the field of effect of one another the utility of these already powerful spells is further magnified, as a Ruinous Sigil will fire the Great Cannon sigil when activated, creating an automatic and deadly response to any enemy that dares approach. For in-depth discussion of the tactics of combined use, see Great Cannon.
A third important and useful skill is Abyssal Anguish which allows the Mystic Knight to stack two elements. Abyssal Anguish adds dark enchantment to a weapon, but does not overwrite the previous element. An Abyssal Anguish enchanted weapon also has a shockwave on certain strikes with good stagger, plus extra range added to the weapon. Since this skill effectively combines the damage from the primary and secondary weapons, with an elemental weapon/enchantment, a Mystic Knight can perform a duo-element, duo-stat attack, making it one of the highest damage per second skills in the game. For in-depth discussion of tactics and usage, see Abyssal Anguish.
After learning the skill Reflect, good Perfect Block timing after charging the Magick Shield with the Riposte and counter shield skills can greatly improve both one's survivability and damage output. A properly timed block will not only negate damage and stamina use but will also unleash a blast of magick, depending on the shield's current enchantment. (See Mystic Knight Shield Counters.)
Most melee attacks and many magickal attacks can be blocked. The exceptions are a Dragon's firebreath and the spell Exequy. A Perfect Block will also fire a Great Cannon if its sigil is within the frontal arc of the shield.
Finally, the Holy Grace spell on the shield is unique in that it can heal an Arisen past the green healing area when coupled with the Reflect core skill, and a Perfect Block.
Augments, Stats, and Levelling[]
- With the exception of Sky Rapture, all the Mystic Knight exclusive skills are primarily Magick based and rely on a strongly magickal character to do good damage.
- To make a strongly offensive Knight it is desirable to gain experience levels in Sorcerer (or Mage) for the high Magick power growth.
- An Arisen with high physical Strength and low magick can benefit from the Knight's magick ability: enchantments, magic traps, and some defensive shield spells are much less, or not dependent on Magick power.
- The Mystic Knight's damage output is significantly more powerful when using augments from other vocations, such as Mage's Attunement, Sorcerer's Acuity, Warrior's Clout and Fighter's Vehemence.
- Other useful augments included Sorcerer's Articulacy, and Fighter's Prescience.
Other[]
- Faster blocks with the shield can be made by flicking the analog stick in the direction of the blow and quickly follow up with the Secondary items button. Performed quickly, this will change the direction of the Arisen almost instantaneously. A fast block/perfect block can also be performed during a leap.
- Due to their nature as half-fighter and half-mage, Mystic Knight is the only vocation that can wear both heavy armor and light magick vestments.
- Carrying the Wyrmking's Ring in the inventory will reduce the casting time of staff and magick shield skills.
Notes[]
The Equipment of the Mystic Knight in the Change Vocation Menu is:
- Steel Beak / Knight's Honor [Weapons]
- Grand Surcoat and Gambeson [Torso Armor]
- Leather Gloves [Arm Armor]
- Fine Over-Knee Boots with Worker's Pants or Laborer's Breeches [Legs]
- Alchemickal Cloak [Cloak]
In the Dark Arisen Mystic Knight trailer the Arisen wears:
- Angel's Sanctum and Cursed Bite [Weapons]
- Patterned Gambeson [Torso Armor]
- Dragonwing Gloves [Arms]
- Downcuffs & Cuisses [Legs]
- Heresy Cloak [Cloak]
- Minstrel's Band [Head]
Magick Shields and Maces cannot be traded.
External links[]
- Mystic Knight www.dragonsdogma.com
- Dragon's Dogma: Dark Arisen -- Mystic Knight Trailer (youtube.com, Japanese)