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.
- Secondary Weapon: Magick Shield
- Primary Offensive stat: Magick, but some of its skills use a blend of Magick and Strength.
- Armor : generally Medium Armor Sets or like components - the mixed requirement of magic and melee use favor armors with both high magic and physical defense - as such iron is not favoured, and composite materials are oft used. Tough animal skins and hides are also a good choice. Mystic Knights have access to a very wide range of armor include almost all bow user and sword user designs, plus some sets specific to themselves and warriors. The huge shield makes up for the general lack of iron in the worn armor.
Mystic Knight skill using characters are rare but not unknown: Julien carries Knight equipment but does not use the magic skills; some guards in the The Blighted Manse carry the required equipment and use special skills including Sopor and Holycounter.
Strengths and Role
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.
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 him. 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.
Total Skills: 162,800 DP
Skills in bold are unique to the Mystic Knight.
Sword Skills / Mace Skills
|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 Ring/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 Ring/Band||-||An advanced form of Stone Forest that generates an even greater number of stone pillars.|
|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 Ring/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 Ring/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
|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 Ring/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 Ring/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 Ring/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.|
|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.|
|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||8 (9)||7,000||Pawns you aid restores 50% (75%) of their HP|
For information on how augments impact stats and how stacking of multiple augments works see the Stats page.
|HP||Stamina||Attack||Defense||Magick Attack||Magick Defense|
Non-Arisen Mystic Knights
Pawns may not learn the Mystic Knight vocation, though some other humans have done so. Some Gransys soldiers in The Blighted Manse are equipped as Mystic Knights, with a Knight's Honor shield and will use staff and sword offensively against the Arisen. 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 just a knight.
Rushes at the target and visits a powerful blow upon them.
|Sopor||Mag||Invokes a magickal sigil around the user that lulls foes who enter it into slumber.||Manse Guards|
|Perfect Block||Phys||Blocks incoming damage and Reflects it back, inflicting knockback and stun. This will break a Fighter or Mystic Knight's defense.||Manse Guards|
|Focused Bolt||Mag||Shoots three balls at the target, inflicting magickal damage.||Manse Guards|
|'Unholy Wall'||Mag||A version of Holy Wall||Skeleton Lords|
Tips and Tactics
Two Mystick 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.
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.
Levelling, strength, magick and augments
- 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.
- 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.
- Particularily useful augments are Sorcerer's Articulacy, Fighter's Prescience. Also useful are Mage's Equanimity, and Exhilaration, Warrior's Ferocity and Assassin's Bloodlust and Autonomy.
- 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.
- Magick Shields and Maces cannot be traded.
The Equipment of the Mystic Knight in the Change Vocation Menu is:
- Weapons: Steel Beak / Knight's Honor
- Torso: Grand Surcoat and Gambeson
- Arms: Leather Gloves
- Legs: Fine Over-Knee Boots with Worker's Pants or Laborer's Breeches
- Cloak: Alchemickal Cloak
In the Dark Arisen Mystick Knight trailer:
- Dragon's Dogma: Dark Arisen -- Mystic Knight Trailer (youtube.com, Japanese) (English)
the Arisen wears: