[Level / Name of Ability or WS / (Recast / Charges) / Description]
(1)
Skullbreaker – Delivers an Attack with a Potency of 250
(4)
Stone Shatter – Deals Earth Damage with a potency of 100
- Combo Bonus Skullbreaker
- Combo Potency: 320
- Combo Potency Elemental Bonus: 360
- Combo Finisher Umbral Charge
(6)
Magic Shell – [45s] Reduces Damage Taken by 10%. 5 % of Damage Taken is returned to HP and MP.
(15)
Thunder Strike – Delivers a Ranged Attack with a Potency of 100.
- Combo Bonus: Enhanced Thunder Strike
- Combo Bonus Potency 200
- Combo Bonus Liquid Steel
- Potency Bonus 250
(18)
Flametongue – [30s] Deals Fire damage with a potency of 100.
- 400 Potency When attacking from Flank
- Flametongue Requires 2 Astral Enchantments to Execute
- Combo Additional Effect: Increases Attack by 5%
- Additional Effect: If performed after Ragnarok, Attack Bonus increased by 10%
- Duration: 10s
(26)
Liquid Steel – Deals water damage with a potency of 100
- Combo bonus Skullbreaker
- Combo Potency 320
- Combo Potency Elemental Bonus: 360
- Combo Finisher Astral Charge
(30)
Elemental Seal – (90s) Increases Magic Potency Bonus for Elemental Weaknesses by an additional 15%.
(30)
Climhazzard – (30s) Self and Party Member(s) within range attacks are infused with the next Element on the Mystic Knight’s rotation.
- Fire, Water, Ice, Wind, Thunder, Earth Enchantment Effect
- Enchantment Potency is 4% of total damage inflicted per strike
- Duration 14s
(32)
Firestarter – Deals Fire damage with a potency of 100
Combo bonus Skullbreaker
Combo Potency 320
Combo Potency Elemental Bonus: 360
(35)
Realmrazer – (30s) (2 Charges) Delivers an attack with a potency of 350.
Executes a jump to target up to 15 yalms away.
(40)
Judgement – Deals Lightning Damage with a potency of 150 to enemies within range.
- Combo Bonus Flood Gates
- Elemental Combo Potency Bonus 400
(42)
Burst Strike – Deals Lightning damage with a potency of 100.
- Combo Bonus: Skullbreaker
- Combo Potency 320
- Combo Potency Elemental Bonus: 360
(44)
Icebrand – Deals Ice damage with a potency of 100.
- Combo Bonus: Skullbreaker
- Combo Potency 320
- Combo Potency Elemental Bonus: 360
(45)
Galeshear – Deals Wind damage with a potency of 100.
- Combo Bonus: Skullbreaker
- Combo Potency 320
- Combo Potency Elemental Bonus: 360
(50)
Dagan – Delivers an attack with a potency of 500. In order to perform Dagan, a total of Three Charges must be held by the Mystic knight. Charges are consumed upon use.
- Combo Bonus Perform after Elemental Weapon Skill
- Combo Potency Bonus 550
- Additional Effect: Dagan becomes
- Unlocks: Excalibur or Ragnarok depending on Umbral or Astral Alignment
(50)
Excalibur – Deals Holy damage with a potency of 620.
- Additional Effect: Holy Light
- Holy Light: Grants a Healing Over Time effect to Party Member(s) within range with a potency of 50
- Duration: 21s
(50)
Ragnarok – Deals Dark damage with a potency of 620.
- Additional Effect: Dark Light
- Dark Light: Creates a Drain Sphere around self
- Target(s) within aura are tagged with “Drain Touch”
- 2% of Damage Inflicted is converted to HP and MP
- Duration: 21s
(54)
Astral Illuminance (80s) Increases Cure Effects received for self and target party member(s) by 20%.
- Duration: 20s
- Astral Illuminance requires 2 Astral Charges to be Accessible
(56)
Flood Gates – Deals Water Damage with a potency of 320 in a cone shape before you.
- 360 When Performed from the rear.
- Flood Gates Require 2 Umbral Enchantments to Execute
- Elemental Potency Bonus 400
(58)
Glacial Tundra – Deals Ice damage with a potency of 100 to all nearby enemies. All nearby targets inflicted with hypothermia that increases the potency of all fire effects.
- Combo Bonus Judgement
- Glacial Tundra Combo Potency 350
- Hypothermia: 3% increase on all fire damage
- Duration: 9s
- Triggers Enhanced Judgement
- Enhanced Judgement Potency 250
- Enhanced Judgement Elemental Potency 300
(60)
Ultima Divide – Deals unaspected damage with a potency of 550 to all nearby enemies.
- Ultima Divide grants 1 Umbral and Astral Enchantment
- Enhanced Judgement triggers Ultima Divide
(64)
Chain Rush – (40s) Chain Rush requires 3 Astral and 3 Umbral Elements to Execute. It begins a Six-Fold Rotation of Elemental Weapon Skills that triggers either Excalibur or Ragnarok at the end of the rotation.
- Chain Rush grants a Potency Increase for Elemental Weakness by 2% each Weapon Skill
- Chain Rush grants 1 Astral and 1 Umbral Element at the end of the Rotation
- Potency Bonus for each Weapon Skill increases by 2%
[
Charge Rush explained in further detail below]
(66)
Umbral Sense – (180s) Increases all party wide buffs by 5% and increases duration by 20%.
- Umbral Sense Requires 2 Umbral Element to be Accessible
(68)
Attunement -- (60s) Next Elemental Rotation grants an additional corresponding Umbral or Astral Element.
*
Thank you Kabooa for recommendation!
(70)
Cardinal Chant– (90s) Grants three elemental charges for Umbral and Astral Gauge.
(72)
Exudation – (30s) Delivers an attack with a potency of 540 to target and all target(s) in a line in front of the Mystic Knight.
- Combo Bonus Skullbreaker
- Skullbreaker Bonus Potency 600
- Additional Effect: Target(s) Elemental Weakness Increased by 25%
- Duration: 10s
(76)
Randergirth – Deals Unaspected damage with a potency of 800.
- Randergirth becomes available after the execution of the following:
- Excalibur or Ragnarok
- Additional Effect may one of the following:
- Armor Break – Reduces Enemy Defense by 5%
- Mind Break – Reduces Enemy Magical Defense by 5%
- Duration: 10s
(80)
Darkside – (120s) When Executing finisher Astral and Umbral Enchantments are not consumed at the expense of sacrificing 50% of total HP. All healing is nullified temporarily.