"Knights are strong warriors who wear heavy armor and shields.It demands great Strength and Endurance. If wading into combat and shrugging off your foes' attacks is your desire, follow the path of the Knight." - Knight Trainer
How to Unlock[]
The Knight class is unlocked by default. In Downtown Eston, go to the Academy; it is the very first building on your left and has a sign with a book on it. The Knight trainer is wearing a white armor set and carrying a sword.
Knight Skills[]
Skill | Description | Cooldown | Requirement |
---|---|---|---|
Power Attack |
Deliver a powerful melee strike with your primary weapon. Deals 3x normal damage. Requires a melee weapon. | 6 sec |
N/A |
Cleave |
Deals 2.5x normal weapon damage to all enemies in front of you. Requires a melee weapon. | 10 sec |
6 STR 50 Gold |
Shield Training |
Allows the use of shields. | Passive |
6 STR 6 END 75 Gold |
Defend |
Ready your shield, absorbing all physical damage for 4 seconds. Requires a shield equipped. | 15 sec |
8 STR 7 END 100 Gold |
Armsman |
Increases damage with all bladed weapons by 10%. | Passive |
9 STR 9 END 125 Gold |
Intimidate |
A terrifying shout which paralyzes your target in fear, and forces other nearby enemies to panic for 5 seconds. | 24 sec |
11 STR 11 END 150 Gold |
Shield Wall |
Reduces all damage you take by 50% for 10 seconds. Requires a shield. | 30 sec |
12 STR 14 END 175 Gold |
Grit |
Increases weapon damage by 50% of your endurance, and reduces the duration of negative status effects by 50%. | Passive |
14 STR 17 END 200 Gold |
Shield Rush |
Charges your target, knocking them down and dealing damage. Requires a shield, and a minimum distance from the target. | 8 Sec |
16 STR 21 END 225 Gold |
Sundering Strikes |
Your attacks erode your enemies armor, causing 2% additional damage taken, stacking up to 5x. | Passive |
18 STR 25 END 250 Gold |
Victory Banner |
Plants a battle standard on the field for 15 seconds. While within its area of effect, your crit chance is increased by 50%, and your damage by 20%. | 45 sec |
21 STR 29 END 275 Gold |
Chivalry |
Increases your armor by 25% | Passive |
24 STR 34 END 300 Gold |
Revenge |
For 6 seconds, all enemies who dare strike you instantly take damage. The damage is increased by your own strength, as well as the force of the incoming blow. | 30 sec |
28 STR 38 END 325 Gold |
Strategy[]
As a class, the Knight is interested in one thing: damage mitigation. Unfortunately, its kit tries to mitigate damage in multiple different ways that create poor synergy overall. On the one hand, it seeks to tank damage with high armor, Defend and Shield Wall, and seeks to reward that damage taken with backsplash in the form of Revenge. On the other hand, it prevents enemies from attacking all-together with Intimidate and Shield Rush, both of which prevent Revenge from activating entirely. This lack of synergy means that prospective Knights need to treat their class as having two separate kits, switching between tanking damage and avoiding it all together. Finding a way to balance the two halves of this kit is critical to keeping the player healthy and attacking.
One other thing that should be noticeable when playing a Knight, especially at higher levels, is how slow the gameplay is: Knights deal little damage and take even less. While Power Attack and Cleave deal some damage, they create neither potent single-target or group damage. In order to maximize this middling damage, the player should try to line up their damage skills with the Victory Banner, which provides a significant damage boost. This must be combined with proper positioning for Cleave and timely Shield Rushes. Ultimately, the Knight is a class that excels in some fights, but struggles in others. Despite its tanking abilities, it tends to do poorly when fighting large groups, especially against the Green Cyclops and Skeleton Shamans that populate the hardest end-game fights. Yet, the damage mitigation and slow pace does make it a uniquely strong class for fighting bosses.
Knight skills, unfortunately, have very little crossover with other classes. Shields are generally mediocre compared to the damage boost offered by other weapon load outs like staves or dual wielding weapons. The one notable exception is Victory Banner.
Tips & Bugs[]
- As Shield Rush requires a minimum distance from the enemy to be activated, it can be easy to forget about when engaging in close quarters combat. Keep track of its cooldown and back up a few steps to ensure enemies remain incapacitated.
- The physical damage absorption of Defend specifically does not apply to any magic or elemental damage. This means that it is ideal to use when fighting melee and archer enemies but not when fighting mages. Shield Wall does not have this restriction.
- Revenge also activates on AOE damage. This means that residual damage, like from an enemy archer's. Incendiary Arrow, will be repeatedly activated every time it damages the player. This can be abused by standing in the AOE area to build quick retaliation damage.