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Mystic Knight

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The Mystic Knight is one of three Hybrid vocations in Dragon's Dogma. Hybrid vocations are exclusive to your main character, the Arisen. It costs 1,500 Discipline Points (DP) to unlock this vocation.

DescriptionEdit

Masters of sword and sorcery, the Mystic Knight deals devastating damage to foes on the battlefield with their enchanted weapons, while also defending against the most ferocious attacks with their magickal shields.

Primary Weapon: Sword, Mace or Staff (NOTE: Maces cannot be traded.)

Secondary Weapon: Magick Shield (NOTE: Magick Shields cannot be traded.)

Primary Offensive stat: Magick, but some of its skills use a blend of Magick and Strength.

Strengths and RoleEdit

Battle Magick: Mystic Knights are able to cast powerful magicks while wearing heavy armor and wielding maces or swords.  The Mystic Knight's key core skill, Reflect , allows the player to pick up all damage on the field (friendly and non-friendly) and incorporate it into its own attacks.  Mystic Knights can also set sigil traps on the battle field for enemies to move into, which permits the Mystic Knight to move away to perform other spells or moves while the trap explodes on the enemy. 

Stalwart Defense: Mystic Knights carry large, magickal shields with them in combat, allowing them to counter almost all attacks. The shields can also be imbued with magickal energy, providing a deadly surprise for any enemy that dares assault the Arisen.

Deadly Enchantments: The Mystic Knight is the only magickal character capable of enchanting the entire party’s weapons at once, making them invaluable support characters.  The elemental Trances and Invocations are more powerful buffs than Affinities or Pacts; but they do not last as long in duration as an offset to their strength.

Versatility: Having both ranged and melee capabilities as well as a shield allows the Mystic Knight to adapt to many situations. This Arisen can act as both the Tank and frontline Fighter or can hang back and cast Cannon spells for ranged magick attacks. They are also able to wield slashing swords or blunt damaging maces, giving them even more options to aim for enemies weaknesses. Their armor selection is the most varied as well, ranging from physical-focused plate armors to magick-focused robes.

WeaknessesEdit

Silence: If Silenced, Mystic Knights will not be able to use their most powerful skills, although it is less disadvantageous than Mage or Sorcerer since the Mystic Knight can still use melee weapons and skills.

Slower Movement and Counter Range: Similar to the Fighter, the Mystic Knight's defenses are very strong in front of the Mystic Knight. This vocation can have trouble against multiple opponents due to slow movement and lack of manual turning when the Magick Shield is deployed. This leaves the Mystic Knight's backside vulnerable to attack if enemies flank. Using Perfect Block with an elemental shield buff to both defend and deal damage can be difficult to perform due to its requirement for proper timing, but once the Mystic Knight player masters these counters, they become very effective offensive moves.

Knockdown Prone: Mystic Knights can be staggered or knocked down more easily than a Fighter or Warrior, however their selection of heavier armors allows them better stability when casting than a Mage or Sorcerer. Careful selection of top-tier armor can eliminate knockdown and stagger vulnerability, which can be game-changing to a small Mystic Knight and invaluable for a larger one.

Slow Casting Speeds: Their class-specific spells take a long time to incant. These spells also do not allow movement during the incant unlike Staff and Archistaff spells; this, combined with being relatively vulnerable to stagger and knockdown can make it difficult to complete certain sigils during a fight. Carrying the Wyrmking's Ring in the inventory will reduce the casting time of these skills; the Sorcerer's augment Articulacy also assists with casting speed.  Learn your enemies and predict their moves by watching them telegraph their tactics to fight proactively, not reactively.

SkillsEdit

Augments: 26,800 DP
Core: 10,200 DP
Sword/Mace Skills: 29,600 DP
Staff Skills: 23,100 DP
Magick Shield Skills: 73,100 DP


Total Skills: 162,800 DP


Sword Skills / Mace SkillsEdit

Skill Rank DP Description
Blink Strike Already Learned -

Rushes at the target and visits a powerful blow.

Broad Cut 1 200 Cuts a broad swath with the blade while falling back to avoid attacks.
Sky Dance 1 400 Kicks at the air into a forward charge, delivering a powerful slash.
Tusk Toss 2 400 Traces a grand skyward arc with the blade, sending lightweight foes into the air.
Burst Strike 3 600 An advanced form of Blink Strike honed to travel greater distances.
Perilous Sigil 4 900 Draws a magick sigil that activates contact with the enemy afore activating to devastating effect.
Broad Slash 4 1,000 An advanced form of Broad Cut. The path can be altered while executing the attack.
Funnel Sigil 4 1,400 Draws a magick sigil that pulls in nearby lightweight enemies, collecting them together.
Magick Cannon 4 1,400 Conjures a magickal cannon after a period of incantation. Strike the cannon to fire spellshot at foes.
Sky Rapture 4 1,600 An advanced form of Sky Dance that propels the user over a greater distance.
Compass Slash 5 1,400 Spins with blade extended, drawing a deadly circle especially effective when surrounded. Employable while under attack.
Downthrust 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 6 1,600 An advanced form of Tusk Toss able to lift even heavier foes aloft. Can strike foes multiple times midair.
Great Cannon 6 2,800 An advanced form of Magick Cannon that increases the number of spellshots fired.
Ruinous Sigil 6 2,000 An advanced form of Perilous Sigil that affects a larger area for a longer period of time.
Vortex Sigil 6 2,800 An advanced form of Funnel Sigil that affects a larger area and remains active for a longer period of time.
Downcrack 7 2,000 An advanced form of Downthrust that strikes twice. It is more powerful and broader in reach.
Full Moon Slash 7 2,000 An advanced form of Compass Slash gifted with a broader reach and the ability to hit multiple times.
Stone Grove 8 900 Plunges the blade into the earth and channels magick into it, causing pillars of stone to erupt around the user.
Stone Forest 9 2,000

An Advanced form of Stone Grove that brings a greater number of stone pillars.


Staff SkillsEdit

Skill Rank DP Description
Ingle Already Learned - Looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes.
Frazil 1 200 Creates a concentrated field of cold in front of the user that freezes solid whatever enemy it visits.
Levin 1 200 Smites the enemy from above with tongues of lightning. Especially effective at driving foes out of hiding.
High Frazil 3 700 An advanced form of Frazil that expands the field of cold.
High Ingle 3 700 An advanced form of Ingle that increases the number of projectiles.
High Levin 3 700 An advanced form of Levin that generates more lightning.
Brontide 5 1,400 Wraps the user's body in a whip-like bolt of lightning capable of damaging foes.
Comestion 5 1,400 Generates a towering wall of flame, though only modest in power, it ignites adversaries with ease.
Frigor 5 1,400 Generates a giant chunk of ice that can serve as a stepping stone.
Sopor 6 3,500 Invokes a magickal sigil around the user that lulls foes who enter it into slumber.
High Brontide 7 1,800 An advanced form of Brontide that endures for a longer period of time and drops lightning where it lands.
High Comestion 7 1,800 An advanced form of Comestion that expands the wall of flame.
High Frigor 7 1,800 An advanced form of Frigor that generates additional chunks of Ice.
High Sopor 9 7,500 An advanced form of Sopor that extends the effective range of the sigil and persists for a longer period of time.


Magick Shield SkillsEdit

Skill Rank DP Description
Firecounter Already Learned - Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures Ingle to the enemy.
Darkcounter 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 1 300 Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures holy beams that seek enemies.
Icecounter 1 300 Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures a Frazil range attack.
Thundercounter 1 300 Unleashes a knockdown wave when the user blocks an attack. A perfect block conjures Levin.
Demonspite 2 900 Converts damage sustained while guarding into bolts of Dark magic. A perfect block conjures more bolts.
Holy Wall 2 900 Erects a broad magickal wall ahead of the currently-wielded magic shield.
Abyssal Riposte 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 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 4 1,200 An advanced form of Firecounter that persists for a longer period of time and conjures High Ingle.
Frost Riposte 4 1,200 An advanced form of Icecounter that persists for a longer period of time and conjures High Frazil range attack.
Thunder Riposte 4 1,200 An advanced form of Thundercounter that persists for a longer period of time and conjures High Levin.
Dark Enchanter 5 1,600 Enchants the weapon of both the user and any nearby pawns with Darkness.
Demonswrath 5 2,000 An advanced form of Demonspite that extends the duration of the effect.
Fire Enchanter 5 1,600 Enchants the weapon of both the user and any nearby pawns with Fire.
Holy Enchanter 5 1,600 Enchants the weapon of both the user and any nearby pawns with Holy light.
Holy Fortress 5 2,000 An advanced form of Holy Wall that persists for a longer period of time.
Ice Enchanter 5 1,600 Enchants the weapon of both the user and any nearby pawns with Ice.
Thunder Enchanter 5 1,600 Enchants the weapon of both the user and any nearby pawns with Thunder.
Dark Anguish 7 3,800 Uses Dark magic to increase the attack range of the current weapon.
Holy Aid 7 3,800 Converts what might have been damage into Health from any blocked blows. A perfect block recovers more Health.
Abyssal Trance 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 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 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 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 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 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 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 9 7,500 An advanced form of Holy Glare that conjures mightier beams and remains active for a longer period of time.
Holy Grace 9 6,000 An advanced form of Holy Aid that extends the duration of the effect.


Core SkillsEdit

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. Also reflects 'friendly fire' if within the area of effect of a pawn's spell.
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. Press [Light Attack] repeatedly for additional effect.
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. Press [Light Attack] until the top of the staff 'pops' to charge.
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.


AugmentsEdit

Skill Rank DP Description
Fortitude 1 1,200 Increases Defense by 30
Adamance 3 1,800 Halves the Stamina consumed when you block attacks with your shield
Periphery 3 1,800 Helps keep your footing when you block attacks with your shield, Increases Stagger Resistance by 50.
Reinforcement 6 4,000 Pawns you aid receive a 20% increase to their Defense and Magick Defense for 1 minute.
Retribution 6 4,000 Pawns you aid receive a 20% increase to their Strength and Magick for 1 minute.
Sanctuary 8 7,000 While your health is critical, Defense and Magick Defense is increased by 50%
Restoration

[1]

8 (9) 7,000 Pawns you aid restores 50% (75%) of their HP
  1. Parenthesis enclosed values are changes from Dragon's Dogma: Dark Arisen.


For information on how augments impact stats and how stacking of multiple augments works see the Stats page.

StatsEdit

Stat GrowthEdit

HP Stamina Attack Defense Magick Attack Magick Defense
Lvl 10+ 30 20 2 3 3 3
Lvl 100+ 15 5 1 1 1 1

Tips and TacticsEdit

  • The Mystic Knight is the only vocation capable of setting traps. Cast a Ruinous Sigil , then a Great Cannon on top of the first sigil, then move back to lure the enemy into the area of effect.  While the enemy is following your lure into the trap and engaging it, the Mystic Knight has a tactical opening to set up another attack or cast further spells. 
  • Each time the Cannon spells are cast, the sigil creates a floating orb of magick that can be struck to release projectiles, and they can be cast multiple times without cancelling. A Mystic Knight can have up to three orbs on the field at once, all of which can release up to three projectiles each per hit. Given enough preparation time, this can quickly fell large monsters single-handedly.
  • Some Sorcerer spells will fire a Great Cannon, under certain circumstances:
  1. Bolide or High Bolide can strike Great Cannon sigils.
  2. Fulmination or High Fulmination's bubble surrounding the Sorcerer will fire any Great Cannon sigil within it. 
  3. If a Great Cannon sigil is set within the area of effect field of Maelstrom or High Maelstrom, the spell will fire the sigil. The edge of the area of effect is indicated by loss of the player's vision.
  4. Setting a Great Cannon sigil within Miasma or High Miasma will fire it.
  5. If Gicel or High Gicel is cast through a Great Cannon sigil, it will fire.
  6. If a Great Cannon sigil is struck by Brontide or High Brontide, it will fire. This is rare, as the whip must pass through the sigil.
  7. Magick Agent will set off a Ruinous Sigil when its balls strike the sigil, which in turn will fire a Great Cannon sigil. This is the only Mage skill that will interact with Mystic Knight sigils.
  • If there are no enemies nearby and the Mystic Knight has placed multiple Cannon orbs, shots from one Cannon will seek another and act as a network. This can be used to attack enemies from farther away, and possibly to shoot around corners. The shots that pass through a second Cannon orb will acquire that orb's element, if different.
  • Abyssal Anguish allows the Mystic Knight to stack two elements as Abyssal Anguish can be cast in conjunction with a standard elemental buff; Abyssal Anguish's side effects are Dark, high knockdown/stagger and extra range added to the weapon.  This allows for the creation of compound long-range elemental weapon enchantments. In addition, all attacks made with the primary weapon will deal extra hits to any enemy/enemies in range. Paired with skills such as Blitz Strike, and Full Moon Slash, Abyssal Anguish can dish out devastating damage through extensive hit combos and easily stagger or knock down large enemies such as Drakes, Wyrms, Chimeras, Elder Ogres, and the like.
    • Another tactic is to use the Anguish spells on a staff since the shockwave that follows each projectile shot produces a devastating barrage if used consecutively. This tactic is very effective against Dragons as the shockwaves tend to hit the most vulnerable spots of a target (in this case the heart).  
    • The Sorcerer tactic of releasing a Focused Bolt at the height of a jump, when buffed with an element AND Abyssal Anguish, is extremely effective when used by the Mystic Knight.  
  • Even though it has an extremely long cast time, Holy Furor can be very effective. However, note that Holy Furor is a double-edged sword as not only does it take a long time to charge, it will drain all stamina from the party after it completes.
  • Using Full Moon Slash on a Great Cannon (or multiple Great Cannons) provides extra damage from the orbs and invincibility frames that will protect the Mystic Knight from spells and draconian breath attacks. It will not prevent interruption from a heavy physical blow, such as the Ur Dragon's or Daimon's fists.
  • Players who are making more of a bruiser/tank Mystic Knight, can start with Fighter as the basic vocation; that way players will get used to being in the middle of combat and get that early extra health per level.
  • Players who are making more of a caster Mystic Knight can start with Mage as the basic vocation; that way players will get used to the timing of spells and learn to recognize their individual incant sigils when enemies are casting.  
  • Players also have the option of starting the game as a Strider for the first ten levels for superior stamina gains, as a Mage start shorts HP and Stamina, while a Fighter start shorts Magick and Magick Defense. Strider's stats are more evenly balanced.
  • After learning the skill Reflect, excellent timing can greatly improve both one's survivability and damage output. A properly timed block will not only negate damaged that would have been received but will also unleash a blast of magick, depending on the shield's current enchantment. Most melee attacks can be successfully countered as well as arrows, bolts from a staff, and thrown oil, torches and rocks. Strong Magical based attacks such a Wyrm's firebreath cannot be countered, although almost all enemy caster spells can be blocked, like Ingle, Bolide and Levin. A Perfect Block will fire a Great Cannon sigil if one is on the field when a perfect block is performed; additional elemental damage will be incorporated if the Mystic Knight charges the magick shield with an elemental Riposte prior to executing a perfect block.
  • The elemental Ripostes are both an elemental 'charge' to the shield and a specific counter.  Performing chained elemental Ripostes and/or elemental-charged Perfect Blocks repel and incorporate damage into the Mystic Knight's counters. The camera will swoop in to display the Mystic Knight raising the primary weapon up behind the raised shield, and a loud, deep FOOM sound effect will play upon performing these counters correctly. 
  • In the final fight against The Dragon, the Holy Aid/Holy Grace spell on the shield, coupled with the Reflect core skill, is a great way to negate damage and minimize the usage of restorative items.
  • 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.
  • Taking on some of the Warrior and Fighter's Augments can help deprive enemies of a close-range advantage. All augments carry over from vocation to vocation.
  • Try taking on lighter armor types to loosen up hampered mobility, wearing light boots and gloves with a light underarmor. Consider using Leg-Strength from the Strider for moblity and/or Sinew from the Fighter vocation if players don't want to carry the weight of extra protection, or take the Warrior Augment Bastion if players are willing to shed some carry weight while still maintaining decent defenses.
    • 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 for some truly unique looks. 
  • The augments SinewArticulacy and the key item The Wyrmking's Ring help mitigate a Mystic Knight's two major shortcomings. Managing a Mystic Knight's weight to "Very Light" and cutting cast times by 30% make for an incredibly dangerous Mystic Knight since the Sorcerer augment Articulacy will stack with the Wyrmking's Ring for a total reduction in casting time of 30%.
  • The advanced weapon enchanting skills ["Trance" rather than "Enchanter"] need to charge fully by allowing the skill bar to turn orange rather than green before releasing L1. If the skill is not fully charged it will trigger the base version of the skill. Correspondingly, the third tier weapon enchantment skills, the Invocations, must fully charge through the third bar or lesser versions will be cast depending on which bar is complete when the skill buttons are released.

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