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Hail all,

Continuing with my theme of Final Fantasy characters, I have created the Mystic Knight. For those unfamiliar with Final Fantasy V, the Mystic Knights were equipped like proper fighters, but could use a round to cast a mage spell upon their sword, then when they would attack the spell effect would kick in. Obviously this is not too unlike the Assassin's spell-charging, so after several different angles I have managed to piece together a conversion I am happy with.

As with the Blue Mage, Attack Rating is proving difficult in mid-Nightmare, but the spells are definitely making up for it; it would only take a lucky item drop to completely cancel this issue out too. Let me know what you think :)

Mystic Knight

Class: Assassin
Tag: MYST

Background:
The Mystic Knights are a secretive order of warriors from the depths of Kehjistan. In their isolation, they are able to maintain a deep-state of meditation, which in turn allows them to alter the physical reality about them. They are renown across the world for one skill above all others: their ability to imbue their weapons with magical powers.

Recent disturbances in the world have not left this order unaffected: as evil began to sweep across the outside world, their powers dimmed, and are now all but done. With their powers reduced, the Mystic Knights were quickly overwhelmed by those who would seek to destroy them, leaving only a few to discover the source of their downfall, and restore the balance.

Equipment:
Weapons: All one-handed swords and daggers are allowed.
Shields: All shields, except Spiked, Tower and Bone, may be used.
Helms: Heavy head-gear disturbs the knights from their meditation. Though any helm may be worn, anything heavier than a Cap, Skull Cap or Circlet would prevent them from using their magic.
Gloves: Heavy gauntlets restrict movement, so only up to Chain Gloves are acceptable
Belts and Boots: All are available.
Armour: Heavy armours distract the Knights when they meditate. Though all are available, spells may not be used while wearing Scale Mail, Plate Armour and Full Plate Armour.
Jewelry: Only a single Ring or Amulet may be worn, though others may be carried and swapped.

Normal: A Mystic Knight may wear normal (non-magical) equipment of their choice, without restriction, until they rescue the Fire Shrine; following this, regular restrictions apply.
Magic/Rare: Anything that adds Fire, Cold or Lightning damage is banned, however Poison Damage on a weapon ("Bio") is a preferred attribute. Weapons that are 'strange' or 'weird' are viewed with distrust, as are savage weapons (Enhanced Damage greater than 66%), while vile weapons are looked upon in disgust. Weapons for Fools or that screaming or howl are ignored, and they know their place as Knights (Lords or greater banned). They also care not for worldly goods (no increased gold or magic item drops). Also, items so enchanted as to create their own magical effects are mistrusted, and should be avoided at all times.

Runewords: Ancient's Pledge, Lionheart, Lore, Radiance, Rhyme, Stealth, Steel. Also, Venom is highly valued by Mystic Knights.

Sets: Only equipment used by the legendary Mystic Knights of past may be worn: Cleglaw, Death (a nick-name...his real name was Simon Thomas Peterson-Johnson III), Hsaru, Iratha and Isenhart. The signs of a Disciple may also be worn, but no Disciple would ever travel half-dressed; these Mystic Knights are blessed above others, and may wear any weapon without restriction.

Unique: The same rules for magical items apply for Uniques, with the addition of the following rules. The Mystic Knights are a white order: though they recognize the need for stealth at times, they flatly refuse to wear items that bring darkness upon them. Also, Bartuc's claws are the weapon of a thief: no Mystic Knight would bring themselves down to that level! Anything linked to demons, or any other way to evil, is also avoided at all costs. However, Plaguebearer and Ginther's Rift are bother highly prized.

Crafted: Crafting ones own weapons is a practice the Mystic Knights consider extremely honourable.

Special Notes:

* Gambling is considered distasteful amongst Knights of the Order, and none would disgrace themselves through this act
* Having taken a vow of poverty, they shall keep only enough wealth to support themselves: no more than 1/2 the maximum gold capacity of the stash may be used
* Spell Casting. The Mystic Knights have a unique way of casting their spells: they lower their weapons and spend a short space of time in meditation, charging their weapon with magical power - some spells require greater meditation than others - before finally unleashing their magical attack, with their sword as a catalyst. Only a single spell can be used at once: preparing a second spell causes the first to be lost. (for the purposes of DII, you generate charges with no weapon - though shield is allowed - then switch to a sword to use as your finisher; charges of different skills cannot be stacked).

Quests:
When the Mystic Knights investigate the disturbances in Khanduras, they realize that great evil is taking over the four elemental shrines, with the intent of draining all power from the crystals they hold.

1) Rescue the Fire Shrine
Once a mighty tower, the Fire Shrine houses the first of the crystals. Though the prime evils are draining most of its power, but being so close to the source of all fire, The Countess has gained some power over it herself.

In each difficulty, the Black Tower must be fully-cleared. Doing so in Normal difficulty allows the Mystic Knight to learn "Fire", as well as equip Fire Resistance; in Nightmare and Hell, they learn "Fire2" and "Fire3" respectively.

2) Rescue the Wind Shrine
Originally built as a temple dedicated to the Goddess of the Wind, Claw Vipers have since infested this shrine. Just as the Countess was able to harness the power of Fire by being in the Fire Shrine, Fangskin has harnessed the ability to create electrical charges in the wind.

In each difficulty, the Claw Viper Temple must be fully-cleared. Doing so in Normal difficulty allows the Mystic Knight to learn "Bolt", as well as equip Lightning Resistance; in Nightmare and Hell, they learn "Bolt2" and "Bolt3" respectively.

3) Rescue the Water Shrine
This subterranean shrine has become overgrown; not only through disuse, but through the theft of the crystal once housed within. The crystal MUST be found, the shrine cleansed, and the crystal returned to its place of protection before it is too late. The crystal shall be well hidden, but its possessor shall be easily identified by their ability to control low-temperature water.

In each difficulty, a Cold Enchanted Boss must be found in one of the Temples in the Kurast areas of Act III: whatever they drop is the form they have disguised the crystal as. You must then return to the Swampy Pit (in the Flayer Jungle), clear all three levels, and return the crystal. Once the shrine is restored in Normal difficulty, the Mystic Knight gains the ability to learn "Ice", as well as equip Cold Resistance; in Nightmare and Hell they learn "Ice2" and "Ice3" respectively.

4) Rescue the Earth Shrine
The Earth Shrine, known as Worldstone Keep to many others, is known by the Mystic Knights to possess more power than any of the others. The customs of the shine demand that none enter without the permission of the Ancients. Baal himself has invaded this shrine, and must not be allowed to drain the earth crystal of its powers.

A Mystic Knight shall always face the Ancients, guardians of the shrine, before entering it (this goes for subsequent visits): this challenge must be met alone. All creatures MUST be defeated (no parking Lister!), but rescuing the shrine in Normal difficulty grants the Mystic Knight great powers: "Comet", "Demi" and "Flare may all be learned, while Poison Resistance and Poison Length Reduction items may be equipped.

With the masters of the Mystic Knights all fallen in the recent attacks, the apprentices are left to train themselves. As their skills increase, they slowly rise through the ancient structure of ranks in their Order.

1) Initiate
The Initiates of the Order were left with little more than their basic training, and the most basic of equipment, when their superiors were slain. Entering the wilderness, they must learn the spells "Haste" and "Bio," as well as find some appropriate equipment. The assistance of sages in deciphering the runes of the ancient scrolls of the Order is recommended.

During this stage, there are few restrictions on the Mystic Knight, but they must try to find equipment they can use later on, learn Burst of Speed, and gain some means of delivering poison damage (whether on the weapon or from a charm). They may only visit Akara while an Initiate, until such time as Cain is rescued (when he too can be visited). They may not attempt the Countess quest!

2) Apprentice
With the basics learned, the apprentices of the Order are ready to advance into the true powers of the Mystic Knights. The Fire Shrine must be rescued, and Andariel slain with the powers found within.
The Countess quest may now be completed, then Andariel may be fought, however only Fist of Fire (and the sword finisher) may be used against her!

3) Novice
As the young knight begins to control the arcane arts, they must find an equilibrium between their physical and magical side: without this, they may either lose their powers, or be so consumed by them that they destroy themselves. Until the spell "Drain" is learned and first used, they must struggle to find balance.

Until Cobra Strike is learned, at least two points per level must be placed into Strength, but Energy cannot be less than half of Strength; Mana should also exceed Life at this time (though mana adders can be used to aid in this). They also need to improve their "Bio" attack by having at least 12 total poison damage.

4) Squire
With their powers being restored, the Mystic Knights may return to Kehjistan with pride, however they hear that their friends in the Zakarum are now in trouble: they must enter Travincal and free the Zakarum from bondage. Also, as they learn to wield ever more powerful magics, they need to also protect themselves from such powers; equipment to assist in this must be gathered.

Mystic Knights will never attack any Zakarum Zealots or Priests, however the corrupted Council have earned the wrath of the Mystic Knights and shall be slain as soon as possible; the Compelling Orb must be destroyed before the Mystic Knight will be at ease. To protect yourself from magic, all resistances should be raised to at least 30% or greater before entering Travincal. They now need to reach the spell "Bio2" by delivering at least 20 total poison damage

5) Knight
Taking up a mundane sword, the Knight prepares to cleanse their lands of all evil. Without so much as a thought of their magic, all members of the Zakarum Council, the Lord of Hatred and the Lord of Terror must all be felled; so filled with fury, the Knight becomes able to shrug off even the most savage of wounds.

No use of any skills until Diablo himself falls: you have a rage to quell. Also, only mundane (white) swords may be used at this time; other items are only acceptable if they increase resistance and/or life. During this time, points may not be distributed to skills at all, and the only attribute that can be boosted is vitality.

6) Mage Knight
By combining their physical might and magical powers, they seek to bring retribution upon the foulest of creatures: Nihlathak! Not only has he allowed his own temple to be defiled with evil, but he gave the Lord of Destruction access the the Earth Shrine. They must then march forth to the Shrine, and cleanse it once and for all.

Nihlathak must be defeated. Not only that, but every chance a Mystic Knight gets (even in the higher orders) to face him again, they shall take great pleasure in. The Earth Shrine must then be completed alone (in subsequent difficulties, this need not be the case). "Bio2" should be learned to a powerful level too, whereby it delivers at least 30 total poison damage - this level must be maintained by all Mystic Knights beyond the rank of Mage Knight.

7) Arcane Lord
The title for defeating Baal on Normal; Lord's weapons are now acceptable.

8) Rune Master
The title for defeating Baal on Nightmare; up to Master's weapons are allowed, runed items/runewords are preferred items.

9) Zen Master
The title for defeating Baal on Hell; Grand Master's weapons are allowed, Fast Hit recovery becomes a preferred attribute.

Skills:
Burst of Speed: "Haste," this is a popular skill amongst the Mystic Knights, and is one learned early on. However, the more powerful Mystic Knights are more likely to protect themselves than risk becoming reckless.

Notes - once "Shell" is learned, no further points may be placed into "Haste," which should be maintained at 1/2 the level of "Shell" or less.

Fade: "Shell," is one of the most important spells of the Mystic Knights. Amongst those ranked Knight and above, this spell is automatically cast whenever they become low on life; Arcane Lords, or higher in the Order, can cast it at any time.

Notes - this spell is restricted: Knights and Mage Knights must cast it when low on life (I'll let you judge this), then they may not cast Haste again before this ends. However, not until the rank of Arcane Lord can they use it at will.

Venom: "Bio3," though "Bio" and "Bio2" do not require a great deal of meditation, and are frequently used with spells like "Haste" and "Shell" active, the more powerful "Bio3" requires a great deal more, and must be used exclusively; even spells such as "Fire" cannot be charged at the same time.

Notes - Due to the extreme concentration required, Venom cannot be active when any other spells are used. If you wish to use something else, cast Burst of Speed or Fade (only after Venom has worn off) - you may then return to Venom once these spells end.

Fists of Fire: "Fire," "Fire2," and "Fire3," are all important attacks amongst the Mystic Knights: they believe that through the manipulation of fire, all other powers can be formed.

Notes - One charge -> Fire; Two charges -> Fire2; Three charges -> Fire3. This is the primary skill of all Mystic Knights, and is typically their most powerful.

Cobra Strike: "Drain," and "Asper," are both powerful skills that are often used by skilled Knights. Believed to be formed by the manipulation of electrical energy, these spells are never as well mastered as the Mystic Knight's best lightning spell.

Notes - One charge -> Drain; Two charges -> Asper. This skill can never be raised to more than 1/4 the level of Claws of Thunder.

Claws of Thunder: "Bolt," "Bolt2," and "Bolt3," are the primary electrical spells of the Mystic Knight, and are believed to be derived through the manipulation of fire.

Notes - One charge -> Bolt; Two charges -> Bolt2; Three charges -> Bolt3. This skill may not be raised higher than Fists of Fire, though it can be equal.

Blades of Ice: "Ice," "Ice2," and "Ice3," are the primary cold-based attacks of the Mystic Knights, and are also believed to be derived by the manipulation of Lightning.

Notes - One charge -> Ice; Two charges -> Ice2; Three charges -> Ice3. This skill may not be raised higher than Claws of Thunder, though it can be equal.

Phoenix Strike: "Comet," "Demi," and "Flare," are amongst the most powerful spells available to the Mystic Knights, but due the deep levels of concentration required to generate them, they are reserved for moments of desperation. Also, as they are formed by the manipulation of existing, they are never more powerful than the Mystic Knight's primary spells.

Notes - One charge -> Comet; Two charges -> Demi; Three charges -> Flare. These spells can only be case when the Mystic Knight's life drops below 1/4 its maximum level. Also, this skill may not be raised any higher than the Blades of Ice, though it may be of an equal level.


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