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Mystic Knight
   Mystic Knights are an ancient order of knights that have mastered a secret art of spellblade enchanting, inscribing their weapons with magical runes that have a chance to cast spells when attacking an enemy with melee attacks. In addition to enchanting their weapons, Mystic Knights can cast magical auras around allies, causing their attacks to do elemental damage for a time.

   Mystic Knights deal a combination of physical and magical damage and can make use of different stats to fully realize their potential in different ways. The spellblade runes have a chance to trigger on each melee attack, and activatable abilities can spend runes to do extra damage based on physical or magical attack power. Using a spellblade ability while your weapon is already enchanted with a spellblade effect will replace the previous enchantment if it is different.

Command spellblade Requirements


Weapons Armor


Mystic Knight Abilities (spellblade)
Ability Base AP Job Level Description
Command Abilities
Fire Sword 200 Enchants your primary weapon with fire runes and strikes an enemy with fire magic.
Ice Sword 200 Enchants your primary weapon with ice runes and strikes an enemy with ice magic.
Bolt Sword 200 Enchants your primary weapon with lightning runes and strikes an enemy with lightning magic.
Cure Sword 350 Enchants your primary weapon with cure runes and restores a moderate amount of HP.
Magic Shell 100 Protect one party member with Shell, reducing magic damage.
Enfire 200 6 Surrounds one party member with an aura of fire magic, granting firestrike.
Enfrost 200 6 Surrounds one party member with an aura of ice magic, granting icestrike.
Enthunder 200 6 Surrounds one party member with an aura of lightning magic, granting lightningstrike.
Repeat 400 6 Activates two of your primary weapon's spellblade runes.
Poison Sword 400 9 Enchants your primary weapon with poison runes and strikes an enemy with your primary weapon.
Silence Sword 400 9 Enchants your primary weapon with silence runes and strikes an enemy with your primary weapon.
Sleep Sword 400 9 Enchants your primary weapon with sleep runes and strikes an enemy with your primary weapon.
Dispel Sword 600 12 Enchants your primary weapon with dispelling runes and strikes an enemy with your primary weapon.
Enwater 200 12 Surrounds one party member with an aura of water magic, granting waterstrike.
Enaero 200 12 Surrounds one party member with an aura of wind magic, granting windstrike.
Enstone 200 12 Surrounds one party member with an aura of earth magic, granting earthstrike.
Enholy 200 15 Surrounds one party member with an aura of holy magic, granting holystrike.
Endark 200 15 Surrounds one party member with an aura of dark magic, granting darkstrike.
Drain Sword 700 15 Enchants your primary weapon with drain runes and strikes an enemy with drain magic.
Aspel Sword 700 15 Enchants your primary weapon with mp drain runes and strikes an enemy with mp drain magic.
Demi Sword 850 18 Enchants your primary weapon with gravity runes and strikes an enemy with your primary weapon.
Flare Sword 850 18 Enchants your primary weapon with nuclear runes and strikes an enemy with non-elemental magic.
Effusion 2000 20 Supercharges the remaining runes on your primary weapon to blast an enemy.
Counter Abilities
SOS Shell 100 Grants the effects of Shell when below 50% HP.
Passive Abilities
Rune Enchantment 850 Increases the potency of your spellblade attacks.
Increase Runes 1000 Increases the maximum number of spellblade runes applied with spellblade enchantments.


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