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''The Sturdy Defender''
{{ClassInfobox
|name=Knight
|image=https://roidle.com/regular/assets/images/classes/3.png
|portrait=https://irowiki.org/w/images/e/eb/Crusader.png
|maxLevel=40
|baseHp=5
|varHp=0.6
|baseMp=2
|unlocksFrom=[[Warrior]]
|unlocksTo=[[Sentinel]]
|strBonus=4
|agiBonus=2
|vitBonus=6
|intBonus=0
|dexBonus=3
|wisBonus=3
}}


'''Max Level''': 40
==The Sturdy Defender==
''This class path leans heavily towards bulkiness, improving every aspect the Warrior had on this trait, and adding the ability to draw attention from enemies and make them target the Knight instead of their allies.''


The Knight is a tier 2 class that is unlocked by leveling the Warrior class to level 25. They usually wear heavy armor and are able to withstand a great deal of damage. Their main role is to draw the attention of enemies and protect their allies. One of their key abilities is the ability to stun a single target by bashing them with their shield. This can be a powerful tool in combat, as it allows the knight to disrupt the enemy's actions and create an opening for their allies to attack. They have in general the best defensive options to allow them to survive the longest of all Tier 2 classes. Overall, the knight is a formidable warrior who is able to take on the toughest enemies and emerge victorious.
Their main role is to draw the attention of enemies and protect their allies. One of their key abilities is the ability to stun a single target by bashing them with their shield. This can be a powerful tool in combat, as it allows the knight to disrupt the enemy's actions and create an opening for their allies to attack.
<br>
 
In general, they are able to survive the longest of all Tier 2 classes. A formidable frontliner who is able to take on the toughest enemies and emerge alive and victorious.
 
==Unlock==
The Knight is a tier 2 class that is unlocked by leveling the [[Warrior]] class to level 25. As all T2 classes, it retains all of the previous class' skills. They usually wear heavy armor and are able to withstand a great deal of damage.
 
==Pros and Cons==
''Comparisons are made considering classes from the same tier''
 
The Knight's core skill [[Knight#Provoke | Provoke]] provides a very welcome taunt to the game's tankiest classline.
To withstand all the aggro that taunting will attract, the Knight comes equipped with extra passive defenses [[Knight#Improved Fortitude | Improved Fortitude]] and [[Knight#Endurance | Endurance]], and makes good use of the Warrior's [[Warrior#Second Wind | Second Wind]].
 
The damage on this class comes from two sources:
*[[Knight#Shield Bash | Shield Bash]], which requires a shield equipped, locking the Knight into one-handed weapons.
*[[Knight#Retaliation | Retaliation]], which moderately increases the scaling of basic attacks after receiving damage, though the damage output remains low.
 
Like other Warrior classes, it doesn't have bonus HIT on skills or a HIT passive or buff, which starts to be problematic against evasive foes.
 
==Stats==
The Knight's damage scales primarily from [[Stats & Attributes#Strength | STR]]. Their accuracy is determined by [[Stats & Attributes#Dexterity | DEX]].
 
Like every class, Knight also benefits from [[Stats & Attributes#Wisdom | WIS]] for M.DEF, a bit of P.DEF and MP REGEN, but particularly from [[Stats & Attributes#Vitality | VIT]] for P.DEF, S.DEF, a bit of M.DEF and a lot of HP, as VIT improves a percentage of his already high HP scaling.
 
They need high HIT and S.ATK to apply their core skill with good consistency, and both stats are increased by [[Stats & Attributes#Dexterity | DEX]].
 
[[Stats & Attributes#Agility | AGI]] ends up being the least useful stat for Knight, as they don't have any sinergy with Evasion, Crit or Speed.
 
=== Class Bonuses===
The Levels in which one receives a certain bonus
{|class="wikitable"
!Stat\Amount||+1||+2||+3||+4||+5||+6||+7||+8||+9||+10
|-
!STR
|4||16||30||39||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
!AGI
|26||36||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
!VIT
|1||10||19||28||34||40||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
!INT
|&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
!DEX
|13||22||32||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
!WIS
|7||24||38||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|-
!LUK
|&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;||&nbsp;
|}
 
===Recommended Builds===
*For an all-rounder Knight:
Distribute points between STR, DEX, and VIT. This provides balanced offense and defense. Add a bit of WIS for MP REGEN and some M.Def.
*For a tanky Knight:
For every point in STR, 1 point in DEX and 2 points in VIT. Add a bit of WIS for MP REGEN and a bit of M.Def.
*For a damage/stun Knight:
For every 2 points in STR, 2 points in DEX and 1 point in VIT. Add a bit of WIS for MP REGEN and a bit of M.Def.
 
 
''Note: ''
''A good reminder when creating your builds is taking a look at which Stat values provide an Attribute bonus. For example, every 10 STR provides an extra amount of P.Atk, so stopping at 20, 30, 40, etc. will provide a better cost effectiveness. ''
 
==Gear==
 
Shields are a must for [[Knight#Shield Bash| Shield Bash]], from tier 4 onwards, tower shields are preferable for P.DEF scaling.
 
Maces' and Daggers' S.Atk provide better chances for [[Knight#Provoke| Provoke's]] taunt and [[Knight#Shield Bash| Shield Bash's]] stun to land.
 
Counterattack Swords are also usable for the counter and extra HIT.
 
Heavy Armor is the preferred option for P.DEF and high HP from Heavy Armor mastery, which combos nicely with [[Warrior#Second Wind| Second Wind's]] Max HP healing.
 
One or two Light Armor pieces can provide M.Def against magical threats and their MP REGEN can help with 100% uptime on [[Knight#Provoke| Provoke]].
 
Medium Armor EVA can be used as it provides a little bit of defenses, HP and MP, and Evasion, but the Knight is not a particularly Evasive class.
 
Accessories that can balance the weaknesses are welcome, like M.Def, MP Regen or even P.Atk ones.
 
==Scripts==
===Default===
The default script prioritizes survival and threat generation:
1. Uses Second Wind when HP is low
2. Steps forward if the target is not in range
3. Attacks if Retaliation has 5 or more stacks
4. Uses Provoke on the highest MATK enemy (6 round cooldown)
5. Uses Shield Bash when MP is above 10
6. Defaults to a basic attack
 
<pre>{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"skillSecondWind","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":40}],"action":{"key":"useItem","itemIds":[18001,16023,16021]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":30}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":2},{"key":"foeStatusProvoked","not":true,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillProvoke","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":1},{"conditions":[{"key":"foeNotReachable","not":null,"number":null},{"key":"foeMultiplePresent","not":false,"number":1}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfStatusRetaliationMore","not":false,"number":8}],"action":{"key":"attack","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillShieldBash","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"frontline"}</pre>
 
===Ideas and suggestions===
''These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle''
 
*The default script now includes [[Knight#Provoke| Provoke]] targeting characters in the frontline and midline. You may want to adjust the target selection based on your party composition.
*[[Knight#Shield Bash | Shield Bash]] is included in the default script. Ensure you have a shield equipped for this skill to work.
*The script prioritizes survival with Second Wind when HP is low (below 25%).
*Consider adding higher tier items for healing if you find yourself taking too much damage and you can craft them.
*For tank builds, you might want to add more defensive item usage or positioning commands.
*The script includes a check for Retaliation stacks to optimize damage output.
*Adjust MP thresholds based on your MP regeneration rate to maintain skill usage.


==Skills==
==Skills==
'''Challenge''' ''(passive)'': This passive skill allows the Knight's normal attack 30% chance to apply the '''Provoked''' effect on the target at skill level 100. The duration is dependent on the skill level of Taunt. The provoked target will direct all their attacks towards the Knight until the status wears off. This skill gains skill EXP whenever the Knight casts '''Taunt'''.
===Shield Bash===
{| class="wikitable" style="width: 80%;"
''active | attack | single target | stun''
*Max level: 80
*Range: 1
*Available on: [[Knight]], [[Sentinel]]
*Enhanced by: [[Warrior#Bash|Bash]]
*Enhances: [[Sentinel#Shield Smash | Shield Smash]]
 
A strong shield attack that requires a shield equipped to be used. Has a chance to Stun the target for 1 round. Stun chance depends on S.Atk. Enhanced by Bash, adding 0~30% P.Atk and extra shield damage on top. Damage ranges from 130% to 180% P.Atk, increased by both skills levels, plus 5x Equipped Shield's P.Def and 10~20 bonus S.Atk.
 
'''Element:''' Neutral | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! Damage !! MP Cost !! Other Effects/durations
|-
|-
| style="width: 10%"| Level 0
| style="width: 10%;" | 0
| style="width: 15%"| N/A
| style="width: 25%"| +0% P.ATK + 5x Shield P.Def
| style="width: 10%"| N/A
| style="width: 10%"| 5 MP
| style="width: 65%"| 0% chance for normal attack to apply the '''Provoked''' status
| style="width: 55%"| Chance to apply the '''Stun''' status on the target for 1 round, +10 S.Atk
|-
|-
|| Level 10
|| 10
|| N/A
|| +3.75% P.ATK + 5x Shield P.Def
|| N/A
|| 6 MP
|| 3% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +11.25 S.Atk
|-
|-
|| Level 20
|| 20
|| N/A
|| +7.5% P.ATK + 5x Shield P.Def
|| N/A
|| 7 MP
|| 6% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +12.5 S.Atk
|-
|-
|| Level 30
|| 30
|| N/A
|| +11.25% P.ATK + 5x Shield P.Def
|| N/A
|| 8 MP
|| 9% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +13.75 S.Atk
|-
|-
|| Level 40
|| 40
|| N/A
|| +15% P.ATK + 5x Shield P.Def
|| N/A
|| 10 MP
|| 12% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +15 S.Atk
|-
|-
|| Level 50
|| 50
|| N/A
|| +18.75% P.ATK + 5x Shield P.Def
|| N/A
|| 11 MP
|| 15% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +16.25 S.Atk
|-
|-
|| Level 60
|| 60
|| N/A
|| +22.5% P.ATK + 5x Shield P.Def
|| N/A
|| 12 MP
|| 18% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +17.5 S.Atk
|-
|-
|| Level 70
|| 70
|| N/A
|| +26.25% P.ATK + 5x Shield P.Def
|| N/A
|| 13 MP
|| 21% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +18.75 S.Atk
|-
|-
|| Level 80
|| 80
|| N/A
|| +30% P.ATK + 5x Shield P.Def
|| N/A
|| 15 MP
|| 24% chance for normal attack to apply the '''Provoked''' status
|| Chance to apply the '''Stun''' status on the target for 1 round, +20 S.Atk
|-
|| Level 90
|| N/A
|| N/A
|| 27% chance for normal attack to apply the '''Provoked''' status
|-
|| Level 100
|| N/A
|| N/A
|| 30% chance for normal attack to apply the '''Provoked''' status
|}
|}
<br>
===Improved Fortitude===
''passive''
*Max level: 80
*Available on: [[Knight]], [[Sentinel]]
*Enhanced by: [[Warrior#Fortitude|Fortitude]]
Further increases Max HP by +10 per level. Increases healing effects from items by 0.375% per level. Maximum 800HP and 30% Healing increase at level 80. Has no effect on items that restore flat percent of HP. Skill levels up by consuming healing items and recovering HP.


* '''Taunt''': An AOE skill that has 100% chance to provoke all enemies to target the Knight for the next 6 rounds at skill level 100.
{| class="wikitable skill-table" style="width: 80%;"
{| class="wikitable" style="width: 80%;"
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
|-
| style="width: 10%"| Level 0
| style="width: 15%"| N/A
| style="width: 10%"| 4 MP
| style="width: 65%"| 50% chance to apply the '''Provoked''' status on all target(s) for 1 round.
|-
|-
|| Level 10
! Skill level !! Effects
|| N/A
|| 8 MP
|| 55% chance to apply the '''Provoked''' status on all target(s) for 1 round.
|-
|-
|| Level 20
| style="width: 15%;" | 0
|| N/A
| style="width: 85%"| +0 HP, +0% healing effectiveness
|| 12 MP
|| 60% chance to apply the '''Provoked''' status on all target(s) for 2 round.
|-
|-
|| Level 30
|| 10
|| N/A
|| +100 HP, +3.75% healing effectiveness
|| 16 MP
|| 65% chance to apply the '''Provoked''' status on all target(s) for 2 round.
|-
|-
|| Level 40
|| 20
|| N/A
|| +200 HP, +7.5% healing effectiveness
|| 20 MP
|| 70% chance to apply the '''Provoked''' status on all target(s) for 3 round.
|-
|-
|| Level 50
|| 30
|| N/A
|| +300 HP, +11.25% healing effectiveness
|| 24 MP
|| 75% chance to apply the '''Provoked''' status on all target(s) for 3 round.
|-
|-
|| Level 60
|| 40
|| N/A
|| +400 HP, +15% healing effectiveness
|| 28 MP
|| 80% chance to apply the '''Provoked''' status on all target(s) for 4 round.
|-
|-
|| Level 70
|| 50
|| N/A
|| +500 HP, +18.75% healing effectiveness
|| 32 MP
|| 85% chance to apply the '''Provoked''' status on all target(s) for 4 round.
|-
|-
|| Level 80
|| 60
|| N/A
|| +600 HP, +22.5% healing effectiveness
|| 36 MP
|| 90% chance to apply the '''Provoked''' status on all target(s) for 5 round.
|-
|-
|| Level 90
|| 70
|| N/A
|| +700 HP, +26.25% healing effectiveness
|| 40 MP
|| 95% chance to apply the '''Provoked''' status on all target(s) for 5 round.
|-
|-
|| Level 100
|| 80
|| N/A
|| +800 HP, +30% healing effectiveness
|| 44 MP
|| 100% chance to apply the '''Provoked''' status on all target(s) for 6 round.
|}
|}
<br>


* '''Shield Bash''': A single target skill dealing 150% P.ATK with a chance to stun the target at skill level 100. Can only be used while a equipping a shield. Chance to apply the '''Stun''' status relies on S.ATK stat.
===Provoke===
{| class="wikitable" style="width: 80%;"
''active | debuff | multi-target | taunt''
*Max level: 80
*Range: 2
*Available on: [[Knight]], [[Sentinel]]
*Enhances: [[Sentinel#Challenge|Challenge]], [[Sentinel#Taunt|Taunt]]
 
Provokes multiple enemies to focus on the Knight. Forces the target enemies to attack the user, with chance depending on S.Atk. 30~70 bonus S.Atk, 1~3 enemies increasing on levels 20 and 60, chance to taunt for 4~9 rounds, increased with level.
 
'''AoE:''' Multi-target (1-3 enemies)
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! MP Cost !! Other Effects/durations
|-
|-
| style="width: 10%"| Level 0
| style="width: 10%;" | 0
| style="width: 15%"| 100% P.ATK
| style="width: 10%"| 4 MP
| style="width: 10%"| 2 MP
| style="width: 80%"| Chance to apply the '''Provoked''' status on target(s) for 4 rounds, +30 S.Atk, affects 1 enemy
| style="width: 65%"| Chance to apply the '''Stun''' status on the target
|-
|-
|| Level 10
|| 10
|| 105% P.ATK
|| 5 MP
|| 5 MP
|| Chance to apply the '''Stun''' status on the target
|| Chance to apply the '''Provoked''' status on target(s) for 4 rounds, +35 S.Atk, affects 1 enemy
|-
|-
|| Level 20
|| 20
|| 110% P.ATK
|| 6 MP
|| 8 MP
|| Chance to apply the '''Provoked''' status on target(s) for 5 rounds, +40 S.Atk, affects 2 enemies
|| Chance to apply the '''Stun''' status on the target
|-
|-
|| Level 30
|| 30
|| 115% P.ATK
|| 7 MP
|| 11 MP
|| Chance to apply the '''Provoked''' status on target(s) for 5 rounds, +45 S.Atk, affects 2 enemies
|| Chance to apply the '''Stun''' status on the target
|-
|-
|| Level 40
|| 40
|| 120% P.ATK
|| 8 MP
|| 15 MP
|| Chance to apply the '''Provoked''' status on target(s) for 6 rounds, +50 S.Atk, affects 2 enemies
|| Chance to apply the '''Stun''' status on the target
|-
|-
|| Level 50
|| 50
|| 125% P.ATK
|| 9 MP
|| 18 MP
|| Chance to apply the '''Provoked''' status on target(s) for 7 rounds, +55 S.Atk, affects 2 enemies
|| Chance to apply the '''Stun''' status on the target
|-
|-
|| Level 60
|| 60
|| 130% P.ATK
|| 10 MP
|| 21 MP
|| Chance to apply the '''Provoked''' status on target(s) for 7 rounds, +60 S.Atk, affects 3 enemies
|| Chance to apply the '''Stun''' status on the target
|-
|-
|| Level 70
|| 70
|| 135% P.ATK
|| 11 MP
|| 25 MP
|| Chance to apply the '''Provoked''' status on target(s) for 8 rounds, +65 S.Atk, affects 3 enemies
|| Chance to apply the '''Stun''' status on the target
|-
|-
|| Level 80
|| 80
|| 140% P.ATK
|| 12 MP
|| 28 MP
|| Chance to apply the '''Provoked''' status on target(s) for 9 rounds, +70 S.Atk, affects 3 enemies
|| Chance to apply the '''Stun''' status on the target
|-
|| Level 90
|| 145% P.ATK
|| 31 MP
|| Chance to apply the '''Stun''' status on the target
|-
|| Level 100
|| 150% P.ATK
|| 35 MP
|| Chance to apply the '''Stun''' status on the target
|}
|}
<br>
===Endurance===
''passive''
*Max level: 80
*Available on: [[Knight]], [[Sentinel]]
*Enhances: [[Sentinel#Ironclad Endurance|Ironclad Endurance]]


* '''Endurance''' ''(passive)'': Increases the Knight's P.DEF by 10 at skill level 100. This skill gains skill EXP when the Knight takes hits.  
Increases P.DEF by +0.1 per level, for a total max of 8 P.Def at level 80. Levels up by receiving damage.
{| class="wikitable" style="width: 80%;"
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! Effects
|-
|-
| style="width: 10%"| Level 0
| style="width: 15%;" | 0
| style="width: 15%"| N/A
| style="width: 85%"| +0 P.DEF
| style="width: 10%"| N/A
| style="width: 65%"| +0 P.DEF
|-
|-
|| Level 10
|| 10
|| N/A
|| N/A
|| +1 P.DEF
|| +1 P.DEF
|-
|-
|| Level 20
|| 20
|| N/A
|| N/A
|| +2 P.DEF
|| +2 P.DEF
|-
|-
|| Level 30
|| 30
|| N/A
|| N/A
|| +3 P.DEF
|| +3 P.DEF
|-
|-
|| Level 40
|| 40
|| N/A
|| N/A
|| +4 P.DEF
|| +4 P.DEF
|-
|-
|| Level 50
|| 50
|| N/A
|| N/A
|| +5 P.DEF
|| +5 P.DEF
|-
|-
|| Level 60
|| 60
|| N/A
|| N/A
|| +6 P.DEF
|| +6 P.DEF
|-
|-
|| Level 70
|| 70
|| N/A
|| N/A
|| +7 P.DEF
|| +7 P.DEF
|-
|-
|| Level 80
|| 80
|| N/A
|| N/A
|| +8 P.DEF
|| +8 P.DEF
|-
|| Level 90
|| N/A
|| N/A
|| +9 P.DEF
|-
|| Level 100
|| N/A
|| N/A
|| +10 P.DEF
|}
|}
<br>


===Improved Fortitude===
===Retaliation===
''passive''
''passive''
*Max level: 80
*Available on: [[Knight]], [[Sentinel]]
*Enhances: [[Sentinel#Retribution|Retribution]]


Gives +1,000 HP and increasing the effectiveness of healing consumables by 100% at skill level 100 to Warrior/Knight. This skill gains skill EXP proportional to the amount of HP healed by Warrior/Knight through the use of consumables (excludes overhealing).  
Every hit taken by the Knight empowers them, giving them 1 stack of the Retaliation buff. When attacking with an auto attack, consumes all stacks to deal an extra 1~5% P.Atk per stack, increased with skill level. Maximum of 5~10 stacks.
{| class="wikitable" style="width: 80%;"
 
At max level, each stack adds 5% P.Atk and the maximum number of stacks is 10.
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! Damage !! Other Effects/durations
|-
|-
| style="width: 10%"| Level 0
| style="width: 15%;" | 0
| style="width: 15%"| N/A
| style="width: 25%"| +1% P.ATK per stack
| style="width: 10%"| N/A
| style="width: 60%"| Maximum 5 stacks
| style="width: 65%"| +0 HP, +0% healing effectiveness
|-
|-
|| Level 10
|| 10
|| N/A
|| +1.5% P.ATK per stack
|| N/A
|| Maximum 5 stacks
|| +100 HP, +10% healing effectiveness
|-
|-
|| Level 20
|| 20
|| N/A
|| +2% P.ATK per stack
|| N/A
|| Maximum 6 stacks
|| +200 HP, +20% healing effectiveness
|-
|-
|| Level 30
|| 30
|| N/A
|| +2.5% P.ATK per stack
|| N/A
|| Maximum 6 stacks
|| +300 HP, +30% healing effectiveness
|-
|-
|| Level 40
|| 40
|| N/A
|| +3% P.ATK per stack
|| N/A
|| Maximum 7 stacks
|| +400 HP, +40% healing effectiveness
|-
|-
|| Level 50
|| 50
|| N/A
|| +3.5% P.ATK per stack
|| N/A
|| Maximum 8 stacks
|| +500 HP, +50% healing effectiveness
|-
|-
|| Level 60
|| 60
|| N/A
|| +4% P.ATK per stack
|| N/A
|| Maximum 8 stacks
|| +600 HP, +60% healing effectiveness
|-
|-
|| Level 70
|| 70
|| N/A
|| +4.5% P.ATK per stack
|| N/A
|| Maximum 9 stacks
|| +700 HP, +70% healing effectiveness
|-
|-
|| Level 80
|| 80
|| N/A
|| +5% P.ATK per stack
|| N/A
|| Maximum 10 stacks
|| +800 HP, +80% healing effectiveness
|}
<br>
 
==Titles==
Knight titles are earned by leveling up the Knight class:
 
{| class="wikitable" style="width: 80%;"
|-
|-
|| Level 90
! Class level !! Title
|| N/A
|| N/A
|| +900 HP, +90% healing effectiveness
|-
|-
|| Level 100
| Level 0 || N/A
|| N/A
|-
|| N/A
| Level 20 || Knight Protector
|| +1,000 HP, +100% healing effectiveness
|-
| Level 40 || Lord Knight
|}
|}
{{Main|Titles}}


[[Category:Knight]]
[[Category:Knight]]

Latest revision as of 14:43, 20 November 2025

Knight 3.png
Crusader.png
Max Level: 40
Base HP/Level:
Variable HP/Level:
Base MP/Level:
5
0.6
2
Unlocks from: Warrior
Unlocks: Sentinel

Class Bonuses

STR AGI VIT INT DEX WIS
+4 +2 +6 +0 +3 +3

The Sturdy Defender

This class path leans heavily towards bulkiness, improving every aspect the Warrior had on this trait, and adding the ability to draw attention from enemies and make them target the Knight instead of their allies.

Their main role is to draw the attention of enemies and protect their allies. One of their key abilities is the ability to stun a single target by bashing them with their shield. This can be a powerful tool in combat, as it allows the knight to disrupt the enemy's actions and create an opening for their allies to attack.

In general, they are able to survive the longest of all Tier 2 classes. A formidable frontliner who is able to take on the toughest enemies and emerge alive and victorious.

Unlock

The Knight is a tier 2 class that is unlocked by leveling the Warrior class to level 25. As all T2 classes, it retains all of the previous class' skills. They usually wear heavy armor and are able to withstand a great deal of damage.

Pros and Cons

Comparisons are made considering classes from the same tier

The Knight's core skill Provoke provides a very welcome taunt to the game's tankiest classline. To withstand all the aggro that taunting will attract, the Knight comes equipped with extra passive defenses Improved Fortitude and Endurance, and makes good use of the Warrior's Second Wind.

The damage on this class comes from two sources:

  • Shield Bash, which requires a shield equipped, locking the Knight into one-handed weapons.
  • Retaliation, which moderately increases the scaling of basic attacks after receiving damage, though the damage output remains low.

Like other Warrior classes, it doesn't have bonus HIT on skills or a HIT passive or buff, which starts to be problematic against evasive foes.

Stats

The Knight's damage scales primarily from STR. Their accuracy is determined by DEX.

Like every class, Knight also benefits from WIS for M.DEF, a bit of P.DEF and MP REGEN, but particularly from VIT for P.DEF, S.DEF, a bit of M.DEF and a lot of HP, as VIT improves a percentage of his already high HP scaling.

They need high HIT and S.ATK to apply their core skill with good consistency, and both stats are increased by DEX.

AGI ends up being the least useful stat for Knight, as they don't have any sinergy with Evasion, Crit or Speed.

Class Bonuses

The Levels in which one receives a certain bonus

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
STR 4 16 30 39            
AGI 26 36                
VIT 1 10 19 28 34 40        
INT                    
DEX 13 22 32              
WIS 7 24 38              
LUK                    
  • For an all-rounder Knight:
Distribute points between STR, DEX, and VIT. This provides balanced offense and defense. Add a bit of WIS for MP REGEN and some M.Def.
  • For a tanky Knight:
For every point in STR, 1 point in DEX and 2 points in VIT. Add a bit of WIS for MP REGEN and a bit of M.Def. 
  • For a damage/stun Knight:
For every 2 points in STR, 2 points in DEX and 1 point in VIT. Add a bit of WIS for MP REGEN and a bit of M.Def.


Note: A good reminder when creating your builds is taking a look at which Stat values provide an Attribute bonus. For example, every 10 STR provides an extra amount of P.Atk, so stopping at 20, 30, 40, etc. will provide a better cost effectiveness.

Gear

Shields are a must for Shield Bash, from tier 4 onwards, tower shields are preferable for P.DEF scaling.

Maces' and Daggers' S.Atk provide better chances for Provoke's taunt and Shield Bash's stun to land.

Counterattack Swords are also usable for the counter and extra HIT.

Heavy Armor is the preferred option for P.DEF and high HP from Heavy Armor mastery, which combos nicely with Second Wind's Max HP healing.

One or two Light Armor pieces can provide M.Def against magical threats and their MP REGEN can help with 100% uptime on Provoke.

Medium Armor EVA can be used as it provides a little bit of defenses, HP and MP, and Evasion, but the Knight is not a particularly Evasive class.

Accessories that can balance the weaknesses are welcome, like M.Def, MP Regen or even P.Atk ones.

Scripts

Default

The default script prioritizes survival and threat generation: 1. Uses Second Wind when HP is low 2. Steps forward if the target is not in range 3. Attacks if Retaliation has 5 or more stacks 4. Uses Provoke on the highest MATK enemy (6 round cooldown) 5. Uses Shield Bash when MP is above 10 6. Defaults to a basic attack

{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"skillSecondWind","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":40}],"action":{"key":"useItem","itemIds":[18001,16023,16021]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":30}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeCellCloserThan","not":false,"number":2},{"key":"foeStatusProvoked","not":true,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillProvoke","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":1},{"conditions":[{"key":"foeNotReachable","not":null,"number":null},{"key":"foeMultiplePresent","not":false,"number":1}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfStatusRetaliationMore","not":false,"number":8}],"action":{"key":"attack","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillShieldBash","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"frontline"}

Ideas and suggestions

These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle

  • The default script now includes Provoke targeting characters in the frontline and midline. You may want to adjust the target selection based on your party composition.
  • Shield Bash is included in the default script. Ensure you have a shield equipped for this skill to work.
  • The script prioritizes survival with Second Wind when HP is low (below 25%).
  • Consider adding higher tier items for healing if you find yourself taking too much damage and you can craft them.
  • For tank builds, you might want to add more defensive item usage or positioning commands.
  • The script includes a check for Retaliation stacks to optimize damage output.
  • Adjust MP thresholds based on your MP regeneration rate to maintain skill usage.

Skills

Shield Bash

active | attack | single target | stun

A strong shield attack that requires a shield equipped to be used. Has a chance to Stun the target for 1 round. Stun chance depends on S.Atk. Enhanced by Bash, adding 0~30% P.Atk and extra shield damage on top. Damage ranges from 130% to 180% P.Atk, increased by both skills levels, plus 5x Equipped Shield's P.Def and 10~20 bonus S.Atk.

Element: Neutral | AoE: No

Skill level Damage MP Cost Other Effects/durations
0 +0% P.ATK + 5x Shield P.Def 5 MP Chance to apply the Stun status on the target for 1 round, +10 S.Atk
10 +3.75% P.ATK + 5x Shield P.Def 6 MP Chance to apply the Stun status on the target for 1 round, +11.25 S.Atk
20 +7.5% P.ATK + 5x Shield P.Def 7 MP Chance to apply the Stun status on the target for 1 round, +12.5 S.Atk
30 +11.25% P.ATK + 5x Shield P.Def 8 MP Chance to apply the Stun status on the target for 1 round, +13.75 S.Atk
40 +15% P.ATK + 5x Shield P.Def 10 MP Chance to apply the Stun status on the target for 1 round, +15 S.Atk
50 +18.75% P.ATK + 5x Shield P.Def 11 MP Chance to apply the Stun status on the target for 1 round, +16.25 S.Atk
60 +22.5% P.ATK + 5x Shield P.Def 12 MP Chance to apply the Stun status on the target for 1 round, +17.5 S.Atk
70 +26.25% P.ATK + 5x Shield P.Def 13 MP Chance to apply the Stun status on the target for 1 round, +18.75 S.Atk
80 +30% P.ATK + 5x Shield P.Def 15 MP Chance to apply the Stun status on the target for 1 round, +20 S.Atk


Improved Fortitude

passive

Further increases Max HP by +10 per level. Increases healing effects from items by 0.375% per level. Maximum 800HP and 30% Healing increase at level 80. Has no effect on items that restore flat percent of HP. Skill levels up by consuming healing items and recovering HP.

Skill level Effects
0 +0 HP, +0% healing effectiveness
10 +100 HP, +3.75% healing effectiveness
20 +200 HP, +7.5% healing effectiveness
30 +300 HP, +11.25% healing effectiveness
40 +400 HP, +15% healing effectiveness
50 +500 HP, +18.75% healing effectiveness
60 +600 HP, +22.5% healing effectiveness
70 +700 HP, +26.25% healing effectiveness
80 +800 HP, +30% healing effectiveness


Provoke

active | debuff | multi-target | taunt

Provokes multiple enemies to focus on the Knight. Forces the target enemies to attack the user, with chance depending on S.Atk. 30~70 bonus S.Atk, 1~3 enemies increasing on levels 20 and 60, chance to taunt for 4~9 rounds, increased with level.

AoE: Multi-target (1-3 enemies)

Skill level MP Cost Other Effects/durations
0 4 MP Chance to apply the Provoked status on target(s) for 4 rounds, +30 S.Atk, affects 1 enemy
10 5 MP Chance to apply the Provoked status on target(s) for 4 rounds, +35 S.Atk, affects 1 enemy
20 6 MP Chance to apply the Provoked status on target(s) for 5 rounds, +40 S.Atk, affects 2 enemies
30 7 MP Chance to apply the Provoked status on target(s) for 5 rounds, +45 S.Atk, affects 2 enemies
40 8 MP Chance to apply the Provoked status on target(s) for 6 rounds, +50 S.Atk, affects 2 enemies
50 9 MP Chance to apply the Provoked status on target(s) for 7 rounds, +55 S.Atk, affects 2 enemies
60 10 MP Chance to apply the Provoked status on target(s) for 7 rounds, +60 S.Atk, affects 3 enemies
70 11 MP Chance to apply the Provoked status on target(s) for 8 rounds, +65 S.Atk, affects 3 enemies
80 12 MP Chance to apply the Provoked status on target(s) for 9 rounds, +70 S.Atk, affects 3 enemies


Endurance

passive

Increases P.DEF by +0.1 per level, for a total max of 8 P.Def at level 80. Levels up by receiving damage.

Skill level Effects
0 +0 P.DEF
10 +1 P.DEF
20 +2 P.DEF
30 +3 P.DEF
40 +4 P.DEF
50 +5 P.DEF
60 +6 P.DEF
70 +7 P.DEF
80 +8 P.DEF


Retaliation

passive

Every hit taken by the Knight empowers them, giving them 1 stack of the Retaliation buff. When attacking with an auto attack, consumes all stacks to deal an extra 1~5% P.Atk per stack, increased with skill level. Maximum of 5~10 stacks.

At max level, each stack adds 5% P.Atk and the maximum number of stacks is 10.

Skill level Damage Other Effects/durations
0 +1% P.ATK per stack Maximum 5 stacks
10 +1.5% P.ATK per stack Maximum 5 stacks
20 +2% P.ATK per stack Maximum 6 stacks
30 +2.5% P.ATK per stack Maximum 6 stacks
40 +3% P.ATK per stack Maximum 7 stacks
50 +3.5% P.ATK per stack Maximum 8 stacks
60 +4% P.ATK per stack Maximum 8 stacks
70 +4.5% P.ATK per stack Maximum 9 stacks
80 +5% P.ATK per stack Maximum 10 stacks


Titles

Knight titles are earned by leveling up the Knight class:

Class level Title
Level 0 N/A
Level 20 Knight Protector
Level 40 Lord Knight

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