Knight

From ROIdle Wiki
Knight 3.png
Knight.png
Unlocks from: Warrior
Unlocks: Sentinel

The Sturdy Defender

This class path leans heavily towards bulkiness, improving every aspect the Warrior had on this trait, and adding on top of it 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.

Unlock

Knight is a tier 2 class that is unlocked by leveling the Warrior class to level 25.

Pros and Cons

Comparisons are made considering classes from the same tier

Knight core skill Provoke gives a taunt to the tank branch of the game. To compensate the taunt the knight comes equipped with extra passive defences Improved Fortitude, Endurance and Second Wind. The damage of the class comes from Shield Bash, unfortunately it requires to equip a shield, which will add even more tankiness at the expenses of P.ATK or MPREGENERATION. Retaliation slighty buffs the scaling of attacks, but the damage output remains low. Like similar classes, it doesn't have bonus HIT on skills or an HIT passive or buff, which is a major negative. Considering that other classes can tank all the hunts and dungeons with proper gear and that Knight doesn't provide other utilities or damage, the final result is a weak class.

Stats

Knight damages scales from STR and accuracy from DEX.

Like every class Knight benefits also from WIS for M.DEF, MP REGEN and from VIT for P.DEF, HP.

Knight needs high HIT and S.ATK to apply its core skill with 95% consistency, both stats are increased by DEX.

Gear

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

Stun Maces give much needed extra utility and the most damage.

S.Atk Daggers give extra chances on Provoke if needed.

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

Medium Armor EVA combines perfectly with Provoke, since Knight gets extra HP from Improved Fortitude.

Light Armor MP REGEN can help with 100% uptime on Provoke.

Heavy Armor is not really needed.

Scripts

Default

{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"skillSecondWind","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"useItem","itemIds":[16020,18000,529]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeNotReachable","not":null,"number":null}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillBash","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 and every gear

  • Default script doesn't use Provoke. Targeting with this skill is not simple, try to prioritize only some enemies. The example below prioritizes Mages.
  • Add Shield Bash. Fallback to Bash if you are playing without shield.
  • Use Step Forward on not reachable foes at the end for script simplicity.
  • Change mp checks on attack to have at least 12 MP for casting Provoke.
  • Add foe conditions on damage skills based on hp, pdef, ... (This is not used in the script below)
  • Change consumables as needed.
{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"skillSecondWind","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"useItem","itemIds":[16020,18000,529]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeHighestMatk","not":null,"number":null},{"key":"foeStatusProvoked","not":true,"number":null}],"action":{"key":"skillProvoke","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillShielBash","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillBash","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeNotReachable","not":null,"number":null}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0}],"position":"frontline"}

Skills (Outdated)

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.

Skill level Damage MP Cost Other Effects/durations
Level 0 N/A N/A 0% chance for normal attack to apply the Provoked status
Level 10 N/A N/A 3% chance for normal attack to apply the Provoked status
Level 20 N/A N/A 6% chance for normal attack to apply the Provoked status
Level 30 N/A N/A 9% chance for normal attack to apply the Provoked status
Level 40 N/A N/A 12% chance for normal attack to apply the Provoked status
Level 50 N/A N/A 15% chance for normal attack to apply the Provoked status
Level 60 N/A N/A 18% chance for normal attack to apply the Provoked status
Level 70 N/A N/A 21% chance for normal attack to apply the Provoked status
Level 80 N/A N/A 24% chance for normal attack to apply the Provoked status
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
  • 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.
Skill level Damage MP Cost Other Effects/durations
Level 0 N/A 4 MP 50% chance to apply the Provoked status on all target(s) for 1 round.
Level 10 N/A 8 MP 55% chance to apply the Provoked status on all target(s) for 1 round.
Level 20 N/A 12 MP 60% chance to apply the Provoked status on all target(s) for 2 round.
Level 30 N/A 16 MP 65% chance to apply the Provoked status on all target(s) for 2 round.
Level 40 N/A 20 MP 70% chance to apply the Provoked status on all target(s) for 3 round.
Level 50 N/A 24 MP 75% chance to apply the Provoked status on all target(s) for 3 round.
Level 60 N/A 28 MP 80% chance to apply the Provoked status on all target(s) for 4 round.
Level 70 N/A 32 MP 85% chance to apply the Provoked status on all target(s) for 4 round.
Level 80 N/A 36 MP 90% chance to apply the Provoked status on all target(s) for 5 round.
Level 90 N/A 40 MP 95% chance to apply the Provoked status on all target(s) for 5 round.
Level 100 N/A 44 MP 100% chance to apply the Provoked status on all target(s) for 6 round.
  • 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.
Skill level Damage MP Cost Other Effects/durations
Level 0 100% P.ATK 2 MP Chance to apply the Stun status on the target
Level 10 105% P.ATK 5 MP Chance to apply the Stun status on the target
Level 20 110% P.ATK 8 MP Chance to apply the Stun status on the target
Level 30 115% P.ATK 11 MP Chance to apply the Stun status on the target
Level 40 120% P.ATK 15 MP Chance to apply the Stun status on the target
Level 50 125% P.ATK 18 MP Chance to apply the Stun status on the target
Level 60 130% P.ATK 21 MP Chance to apply the Stun status on the target
Level 70 135% P.ATK 25 MP Chance to apply the Stun status on the target
Level 80 140% P.ATK 28 MP 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
  • Endurance (passive): Increases the Knight's P.DEF by 10 at skill level 100. This skill gains skill EXP when the Knight takes hits.
Skill level Damage MP Cost Other Effects/durations
Level 0 N/A N/A +0 P.DEF
Level 10 N/A N/A +1 P.DEF
Level 20 N/A N/A +2 P.DEF
Level 30 N/A N/A +3 P.DEF
Level 40 N/A N/A +4 P.DEF
Level 50 N/A N/A +5 P.DEF
Level 60 N/A N/A +6 P.DEF
Level 70 N/A N/A +7 P.DEF
Level 80 N/A N/A +8 P.DEF
Level 90 N/A N/A +9 P.DEF
Level 100 N/A N/A +10 P.DEF

Improved Fortitude

passive

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).

Skill level Damage MP Cost Other Effects/durations
Level 0 N/A N/A +0 HP, +0% healing effectiveness
Level 10 N/A N/A +100 HP, +10% healing effectiveness
Level 20 N/A N/A +200 HP, +20% healing effectiveness
Level 30 N/A N/A +300 HP, +30% healing effectiveness
Level 40 N/A N/A +400 HP, +40% healing effectiveness
Level 50 N/A N/A +500 HP, +50% healing effectiveness
Level 60 N/A N/A +600 HP, +60% healing effectiveness
Level 70 N/A N/A +700 HP, +70% healing effectiveness
Level 80 N/A N/A +800 HP, +80% healing effectiveness
Level 90 N/A N/A +900 HP, +90% healing effectiveness
Level 100 N/A N/A +1,000 HP, +100% healing effectiveness