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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.

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.

Mystik knight guard 1-001

Mystic Knight guard in the Manse (left), with Mystic Knight Arisen (right, foreground)

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 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 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.

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

Skills in bold are unique to the Mystic Knight.

Skills in italics can only be obtained via skill rings found in Dark Arisen.

Sword Skills / Mace SkillsEdit

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 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.


Staff SkillsEdit

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 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 SkillsEdit

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 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.


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

Non-Arisen Mystic KnightsEdit

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.

Skeleton Lords, Silver Knights and Living Armor are undead Mystic Knights.

Skill Type Description User
Blink Strike Phys

Rushes at the target and visits a powerful blow upon them.

Manse Guards
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 TacticsEdit

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 distance 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.

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.

Levelling, strength, magick and augmentsEdit

  • 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.

OtherEdit

  • 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.

TriviaEdit

The Equipment of the Mystic Knight in the Change Vocation Menu is:


In the Dark Arisen Mystick Knight trailer:
DA Mystik Knight trailer screencap

Mystic Knight inDragon's Dogma: Dark Arisen Mystic Knight Play Trailer

the Arisen wears:

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