The Let's Play Archive

Final Fantasy V Advance

by Dr Pepper

Part 14: Job Analysis: Mystic Knight




A Hybrid class, this one leaning towards the physical side. The Mystic Knight enchants swords and knives with various spells.

Stat Changes

Strength: +14
Agility: +14
Stamina: +14
Magic: +1

Well balanced all around, the low magic isn't a problem due to its spells low MP cost.

Innate Skills

Spellblade: Any spell listed under Spellblade can be used. When a spell is chosen, the Mystic Knight's physical attack gains the properties of the spell. If it's an elemental spell then the physical attack becomes of that element. If it's a status spell then the status effect will hit when the attack connects.

Magic Shell: When a critical HP, the Mystic Knight will automatically gain the Shell status.

Learned Skills

Magic Shell: Gives any job the Magic Shell ability.
AP Required: 10

Spellblade 1: Let's any job enchant Fire, Blizzard, and Thunder.
AP Required: 20

Spellblade 2: Let's any job enchant Poison, Silence, and Sleep
AP Required: 30

Spellblade 3: Let's any job enchant Fira, Blizzara, Thundara
AP Required: 50

Spellblade 4: Let's any job enchant Drain, Break, and Bio.
AP Required: 70

Spellblade 5: Let's any job enchant Firaga, Blizzaga, and Thundaga.
AP Required: 100

Spellblade 6: Let's any job enchant Osmose, Holy, and Flare
AP Required: 400

Total AP to Master: 680

Spellblade

Spellblade spells are taken from Black and White Magic, when you buy the spell, you also get the Spellblade version.

Fire: Makes the Mystic Knight's attack Fire Elemental. If it hits an enemy weak to Fire, Attack is doubled and the enemy's defense is reduced to 0.
MP Cost: 2

Blizzard:Makes the Mystic Knight's attack Ice Elemental. If it hits an enemy weak to Ice Attack is doubled and the enemy's defense is reduced to 0.
MP Cost: 2

Thunder:Makes the Mystic Knight's attack Thunder Elemental. If it hits an enemy weak to Thunder, Attack is doubled and the enemy's defense is reduced to 0.
MP Cost: 2

Poison: Makes the Mystic Knight's attack inflict the Poison status effect.
MP Cost: 1

Silence: Makes the Mystic Knight's attack inflict the Silence status effect.
MP Cost: 1

Sleep: Makes the Mystic Knight's attack inflict the Sleep status effect.
MP Cost: 1

Fira: Makes the Mystic Knight's attack Fire Elemental. If it hits an enemy weak to Fire, Attack is tripled and the enemy's defense is reduced to 0.
MP Cost: 5

Blizzara: Makes the Mystic Knight's attack Ice Elemental. If it hits an enemy weak to Ice Attack is tripled and the enemy's defense is reduced to 0.
MP Cost: 5

Thundara: Makes the Mystic Knight's attack Thunder Elemental. If it hits an enemy weak to Thunder, Attack is tripled and the enemy's defense is reduced to 0.
MP Cost: 5

Drain: Every attack the Mystic Knight makes will restore its HP based off damage done.
MP Cost: 6

Break: Makes the Mystic Knight's attack inflict the Petrify status effect.
MP Cost: 6

Bio: Makes the Mystic Knight's attack Poison Elemental. If the enemy is weak to Poison and not Heavy, it will instantly be defeated. If the enemy is Heavy, Attack is quadrupled and the enemy's defense is reduced to 0. Also, each attack will inflict the Sap Status.
MP Cost: 6

Firaga: Makes the Mystic Knight's attack Fire Elemental. If the enemy is weak to Fire and not Heavy, it will instantly be defeated. If the enemy is Heavy, Attack is quadrupled and the enemy's defense is reduced to 0.
MP Cost: 15

Blizzaga: Makes the Mystic Knight's attack Ice Elemental. If the enemy is weak to Ice and not Heavy, it will instantly be defeated. If the enemy is Heavy, Attack is quadrupled and the enemy's defense is reduced to 0.
MP Cost: 15

Thundaga: Makes the Mystic Knight's attack Thunder Elemental. If the enemy is weak to Thunder and not Heavy, it will instantly be defeated. If the enemy is Heavy, Attack is quadrupled and the enemy's defense is reduced to 0.
MP Cost: 15

Osmose: Every attack the Mystic Knight makes will restore its MP based off damage done.
MP Cost: 1

Holy: Makes the Mystic Knight's attack Holy Elemental. If the enemy is weak to Holy and not Heavy, it will instantly be defeated. If the enemy is Heavy, Attack is quadrupled and the enemy's defense is reduced to 0.
MP Cost: 10

Flare: Increases the Mystic Knight's attack power and reduces the enemy's defense to 1/4 it's normal value.
MP Cost: 30

Normal Play Analysis
Mystic Knight is probably the most powerful physical job. Hitting an elemental weakness does massive damage. The status effects are really a bonus. No reason not to use one.

Low Level Play Analysis
MP Costs are low, which is good. Reducing defense is good. But probably the most valuable part of Mystic Knight in a Low Level game is probably its Status attacks. The ability to reliably hit a boss with a status it's weak to is a godsend.