Knight of Mystery

Talent: Kingdom Defender

For every 1 block moved, damage increases by (1, 2, 3, 4)%, up to (5, 10, 15, 20)% and MDEF increases by (5, 10, 15, 20)%, up to (25, 50, 75, 100)%. After moving a total of (35, 30, 25, 20) blocks, all skill cooldowns are reset at the end of the turn.

Bond Requirement:

  • Glory: Level 5 Intimacy.
  • Light: Level 10 Intimacy + Clear Time Rift 3-6 (Normal) with this character.
  • Honor: Level 15 Intimacy + Upgrade to Arcane Knight Commander.
  • Toughness: Level 23 Intimacy + Clear Gate 4 with Lanford's help.
  • Strength: Level 25 Intimacy + Clear Gate 5 with Landius's help.
  • Related Bonds

  • Captain MackDEF: Clear Gate 4 with Knight of Mystery's help.
  • IluciaDEF: Clear Gate 4 with Knight of Mystery's help.
  • OliverDEF: Help with Knight of Mystery's Gate 4.
  • Sage of the TreesDEF: Clear Gate 4 with Knight of Mystery's help.
  • Level 70 Max Stats:

  • Arcane Knight Commander
  • HP: 3,762 | ATK: 295 | INT: 559 | DEF: 321 | MDEF:287 | SKL: 127
  • Unicorn Master
  • HP: 3,762 | ATK: 295 | INT: 502 | DEF: 321 | MDEF:307 | SKL: 127

    Soldier Bonus:

  • Arcane Knight Commander / Unicorn Master
  • HP: 20% | ATK: 35% | DEF: 20% | MDEF: 25%
    Level 4
    Arcane Knight Commander: All damage taken is reduced by 10% when initiating battle. Unicorn Master: AoE damage taken is reduced by 10%.
    Level 7
    Arcane Knight Commander: If the unit's HP falls below 70%, damage is increased by 10%. Unicorn Master: AoE Damage is increased by 10%.

    Exclusive Equipment: Guardian Oath

    INT +10%. When this unit is Mixed Forces, its movement type is considered Terrain Master. Before actively dealing damage, deal 1 instance of fixed damage equal to 0.5x Hero's MDEF.

    Awakening: Wrathbringer

    Cost: ••• / CD: 5 / Range: 5 / Span: Lines

    Attacks enemies in 3 lines for 0.36x AoE damage. Effective against cavalry. Disables helm equipment abilities (excluding Max HP effects), lasts 2 turns. If the target is an NPC, then instead inflicts MDEF-25%, lasts 2 turns. If the enemies hit are in "Forest", "Grasslands", "Mountain", or "Water", then convert 1 random buff into a debuff.

    Casting Pattern: The Lonesome Path

    [Passive] INT +5%. After taking action, if the stored number of moved blocks is at least 20, then gain "ATK/INT +20%" and "Movement +3". Lasts 1 turn.

    Classes & Soldiers

    Arcane Knight Commander

    Soldiers: Heavensguard, Steel Wing Warrior

    Unicorn Master

    Soldiers: Sorceress, Bolt Ranger

    Training Ground

    Soldiers: Unicorn, Steel Wing Warrior, Earth Elf Knight

    Arcane Knight

    Siphon

    Cost: •• / CD: 2 / Range: 1 / Span: Single

    [Magic Damage] Attacks an enemy, dealing 1.5x damage. After battle, heals this unit for 30% of the damage dealt.

    Backtrack

    Cost: / CD: - / Range: - / Span: -

    [Passive] When attacking, damage increases by 10%. After battle, gain another chance to move. The number of blocks you can move will be equal to the number of blocks moved before battle. This move again effect has a 2-round cooldown.

    Arcane Knight Captain

    Forget

    Cost: •• / CD: 3 / Range: 3 / Span: 3

    [Magic Damage] Attacks multiple enemies within range, dealing 0.3x AoE damage. Deactivates all enemy passive skills. Lasts 2 turns.

    Arcane Knight Commander

    Shield

    Cost: / CD: 1 / Range: 3 / Span: Single

    [Assist] Target gains "DEF +20%" and "Immunity to DEF/MDEF Down, Cannot Be Healed". Lasts 2 turns.

    Broken Spear

    Cost: •• / CD: 5 / Range: 2 / Span: Single

    [Magic Damage] Attacks a single enemy, dealing 1.1x damage. Melee soldiers will also attack. For every block you move before attacking, damage dealt increases by 10% (up to 50%). Inflicts a debuff on the enemy that cannot be dispelled. Lasts 1 turn. *Debuff list: Unbuffable, Silence, Heal Block, Stun, Movement-5

    Unicorn Knight

    Lightning Strike

    Cost: / CD: 1 / Range: 2 / Span: Single

    [Magic Damage] Attacks a single enemy, dealing 1.5x damage. Effective against Cavalry.

    Unicorn Master

    Holy Shield

    Cost: / CD: - / Range: - / Span: -

    [Passive] Upon attacking and entering battle, MDEF +10%.

    Thunderzone

    Cost: •• / CD: 5 / Range: Self / Span: 3 Ring

    [Magic Damage] Deals 0.33x AoE damage to all enemies within a 3-ring span. Effective against Cavalry. Inflicts DEF-20%. Lasts 2 turns.