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A Knight’s Guide to Paladin I'll try to keep this concise and not get too deep into game mechanics. If you want to know how things are calculated go to #⚙️game-mechanics An overall useful resource is <nowiki>https://spiritvale.info/</nowiki> you can look up gear, artifacts, card, what level are each maps. Did you know you can open the map screen in game and also look at monsters and their drops? This guide is mostly to help you level through Knight and start your Journey as a Paladin, so I may not include every possible drop or skill builds, this is not a guide for min maxing.Spiritvale is still under development so this guide might become outdated but remember you can freely reset your stats and skill points, do not be afraid to experiment. Stats Vit- Your main stat, helps you live. Scales all your skills. Str- secondary stat increases attack power, scales most skills. Agi- This one is tricky, with spear quicken all your skills scale with Agi, and scales better than Str in some cases. What you want on your equipment? Primary Vit, Hp %, hp regen, defense, Health on Hit, Reflect Damage. Skills : Remember you can mouse over each skill to see what it does and how it scales. Basic rotation. Taunt > Air Cutter > Flurry > Impale Alternate. Taunt > Air Cutter > Counter Stance Taunt- Its what makes us Knights, lets us pull whole rooms of mobs,increases melee damage mobs take. Fortify- Keeps us alive Air Cutter- Also increases damage mobs take, stacks with Taunt. Reflect Shield- Anytime a mob hits you, they take damage. Think of it more like thorn damage from other games, also increases damage of Counter Stance. Counter Stance- Blocks an attack then follows up with a big critical hit that stuns. Flurry- Flurry is your "combo ready" skill, Combo ready is a 4 second buff that makes your other moves hit harder. Increased Health- Remember this increases health before any modifiers, really adds up with all your +hp% items. Hp Regen- Passive hp regen, with your high HP this works pretty well. Early Game Equipment Stoneguard (Forest Labyrinth) Solar Spear (Forest Labyrinth) Sunflower Clip (Meadows and Treant Trail) Verdant Antlers (Crafted in Forest Labyrinth) Steelheart Artifact set (Treant Trail) Blood Clip accessory (Festering Woods) Titanplate Artifact set (Windy Desert- cactus area) Relic Trident (Mystic Lake) Heart Loop Earring (Mystic Lake) Brimblade (Forgotten Depths) Sun Lion Crest (Windy Desert - Cactus Area) Crown of Spikes (Windy Desert- Cactus Area) Mid-late Game Equipment Alternative armor sets you may use. Ashwalker Armor (Forgotten Depths) Direwolf Armor (Goblin Cave/Village) Skystrider Armor (Sanctum of Light) Useful Early Cards Treant Forest Evergreen - Shield Slot - Increases HP Regen Treant Minion Autumn - Shoes - Increases MP and MP Regen Treant Minion Evergreen - Legwear - Increases HP and HP Regen Treant Tree Evergreen - Chest - Increases HP Bat- Accessory - Recover MP on kill Cacti - Shield -Increases Reflect Damage Mosquito Stinger - Accessory - Haste 5 Skill Builds For the most part as long as you keep up on gear you can get to knight just with your basic rotation of Flurry > Impale > Air Cutter but there are two predominant builds. Tank Build- Kind of standard build, use basic rotation of taunt > Air Cutter > Flurry > Impale. Or using Counter Stance to stun mobs before going into skill rotation. Grab items to increase Def, HP Regen, have all passive and 5 minutes buffs. Flurry Spam- Uses Relic Trident to spam Flurry, fast reliable, triggers Health on Hit. Can be a bit mana heavy so keep Flurry between lv1-3, Bat Card can help with MP issues.You want a reliable amount of str to hit harder but spear quicken and AGI also scales well here. Use Steelheart Artifacts and gear to increase attack or melee damage, Heal on hit to stay alive, bat card to keep mana up. .Max Spear Mastery, Spear Quicken, Taunt and Air Cutter also increases damage. Taunt Everything, air cutter, spam Flurry. VIT, STR, and AGI are necessary. Reflect Damage- A bit more passive and a lot of the better reflect items are found much later, but it transitions well into the Paladin Shield Throw build. You want to max out Shield Mastery, Fortify, Counter Stance, Reflect Shield, Taunt, Endure, and Air cutter. Use Titanplate Artifacts. Main weapon is Brimblade, you want equipment with high Defense like Skystrider armor set, and items that increase Reflect Damage like Cacti Card and Crown of Thorns. Less need for health on hit, you can rely on HP Regen equipment and cards. VIT and AGI are your main stats, Reflect damage and counter stance do not scale from str or attack. Rotation is run around Taunt > Air Cutter > Counter Stance. —----------------------------- Time to be a Paladin. Hopefully this helped you get to job level 50. You should be base level 55ish as well. If you are going Paladin do not level job to 70. Job advance is meant to happen at 50 and is currently at 70 because not all classes have advance yet. This also lets you stay as knight as have more skill points to work with. Again if you’re going Paladin do so at job level 50, otherwise any extra point over 50 is counted against your skill points as Paladin, but you can always reset skill points. Paladin NPC - Sanctum of Light, the entrance is by the Waypoint of Windy Desert. Down the hall and hes in the room opposite side of the waypoint. Careful the mobs are lv75+ All you have to do is talk with the NPC at job 50 and congratulations! You’re now a Paladin. Paladin Skills - Shield Bash & Shield Throw > Physical damage skills. Grand Cross, Judgement Blade, Divine Punishment > AoE Holy Magic Skills, Triggers on hit effects like auto casts, Heal on Hits Mana on Hit. Holy Shield- Increases Block and Resists, Spells can’t be interrupted. Must have Consecration- Makes things weak to Holy, Heals you a little, hurts mobs a little. Auras- Conviction for Damage, Defiance for Tanking, Vitality if other paladins have the other 2 up. General Paladin Items- Try to get +3 VIT on all gear, +3 AGI or STR will do if not min/maxing. Iron Ankh & Bronze Crescent- Massive HP/mp and hp/mp regen (Abyss Castle) Skystrider Armor set- High Def good for Reflect build (Sanctum of light) Sanctified Armor Set- More hp, makes your armor holy. (Abyss Castle) Night Armor Set - Lots of HP, resistances, immune to knockback, high DEF/mdef. No slots. Snowbun Earmuffs- Vit and HP- Craft in Crystal Cave Ventilator Mask - Poison/Silence Immunity- Craft in Underground Cavern Paladin Crest- Craft in Sanctum 2nd Floor Warborn Aegis - Increases Block (Abyss Castle) Sanctum Guard- Makes consecrate better (Sanctum of Light) Cards- Multiple cards give +1 all stats and hp/mp% Paladin Builds- So lets talk builds as this has an impact on items. Caster Build- Rotation: Consecration > Grand Cross > Judgement Blade > Divine Punishment. Then just cycle GC, JB, DP and reapply Consecration when off cooldown. VIT is your main stat scaling, then STR then Int. Try to focus on atk % items as atk should be higher. A caveat to this is balancing Int and Agi, as Spear Quicken Agi scaling helps consecrate heals. Items: Master Hammer - Increases Atk %, Matk, Matk %, and gives Int Bloom of Midnight - Increase Atk %, Matk % and Holy Damage ... (87 linhas) Recolher Recolher (187 linhas) Visualize o arquivo inteiro message.txt message.txt (12 KB) 12 KB message.txt (12 KB) Baixar message.txt (12 KB)Alterar idioma :joy: Clique para reagir :flag_br: Clique para reagir :rage: Clique para reagir Adicionar reação Editar Encaminhar Mais Conversar em @MEE6“''A balanced melee fighter trained in spear and shield combat. Durable and dependable, ideal for players who enjoy frontline roles and absorbing damage.''”</div> | |||
Knights represent discipline and resilience, trained to wield spears and shields in balance. Their role as durable frontline fighters makes them well-suited for players who enjoy leading battles, defending allies, and absorbing damage. | |||
The Knight’s use of shield techniques and spear mastery allows for both offense and defense, making them versatile in prolonged encounters. While not as offensively explosive as Warriors, their ability to withstand punishment ensures consistency and survivability. | |||
As a Base Class, the Knight establishes a sturdy foundation for tanking roles and defensive playstyles. Their steady presence in combat makes them indispensable for groups seeking a reliable protector. | |||
== General Skills == | == General Skills == | ||
Revision as of 01:38, 28 November 2025
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| Class Overview | |
|---|---|
| Role | Melee Tank |
| Weapons | Spear Shield |
| Attributes | |
| 9 | |
| 1 | |
| 12 | |
| 1 | |
| 9 | |
| 1 | |
Knights represent discipline and resilience, trained to wield spears and shields in balance. Their role as durable frontline fighters makes them well-suited for players who enjoy leading battles, defending allies, and absorbing damage.
The Knight’s use of shield techniques and spear mastery allows for both offense and defense, making them versatile in prolonged encounters. While not as offensively explosive as Warriors, their ability to withstand punishment ensures consistency and survivability.
As a Base Class, the Knight establishes a sturdy foundation for tanking roles and defensive playstyles. Their steady presence in combat makes them indispensable for groups seeking a reliable protector.
General Skills
These skills are available to all classes.
Active
- Max Level: 1
- Cost: 10 mana
- Cures: Poison
- Cures: Blind
- Cures: Silence
- Max Level: 1
- Cost: 20 mana
- Buff Applied: Haste
- Agi: +2 per level
- Atk Spd: +2% per level
- Move Spd: +25%
- Duration: 60 seconds per level
- Cures: Slow
- Max Level: 1
- Element:
Holy - Healing: 50% per level
- +1% per
INT - +1% per
VIT - Cooldown: 3 seconds
- Cost: 10 + 5 mana per level
Passive
- Max Level: 1
- Move speed: 15% + 10% per level
- Attack speed: 50% + 10% per level
- Max Level: 5
- Flee: +8 per level
- Max Level: 5
- HP: +100 per level
- Max Level: 5
- MP: +40 per level
- Max Level: 5
- MP Regen: +2 per level
- Max MP recovered per second: +0.2% per level
Knight Skills
These skills are unique to the Knight class.
Active
- Max Level: 5
- Requires: Spear, Sword, Scythe
- Damage: 100% + 40% ATK per level
- +2% ATK per
VIT - +1% ATK per
STR - +1% ATK per
DEX - Area: Medium
- Cooldown: 3 seconds
- Cost: 7 + 3 mana per level
- Combo Effect: Finisher
- Effect: +50% damage (only while Combo Ready is active)
- Debuff Applied: Stagger
- Effect: Block Disabled; Damage From Melee: +5% + 2% per level
- Duration: 3 seconds
- Max Level: 5
- Cooldown: 3 seconds
- Cost: 10 mana
- Buff Applied: Counter
- Block: +100%; Crit: +100
- Negative Effect on Player: Cannot Attack or Move; Flee Disabled
- Duration: 2 seconds
- Special Attack: Counter Slash
- Combo Effect: Finisher
- Effect: +50% damage (only while Combo Ready is active)
- Damage Reflected: 50% + 10% per level
- +1% ATK per
VIT - Area: Medium
- Debuff Applied: Stun
- Effect: Cannot Attack or Move; Flee Disabled; Block Disabled
- Duration: 1.5 seconds
- Max Level: 5
- Cost: 10 mana
- Buff Applied: Endure
- Effect: Immune to Flinching from damage
- DEF: +5 per level; MDEF: +5 per level
- Duration: 60 seconds per level
- Max Level: 5
- Cost: 20 mana
- Buff Applied: Fortify
- HP: +4% per level; Healing Received: +4% per level
- +2
VIT per level - Duration: 60 seconds per level
- Max Level: 5
- Requires: Spear, Sword, Scythe
- Damage: 100% + 40% ATK per level
- +2% ATK per
VIT - +1% ATK per
STR - +1% ATK per
DEX - Hits: 2
- Area: Small
- Cooldown: 3 seconds
- Cost: 7 + 3 mana per level
- Combo Effect: Finisher
- Effect: +50% damage (only while Combo Ready is active)
- Max Level: 5
- Requires: Spear, Sword, Scythe
- Damage: 100% + 40% ATK per level
- +2% ATK per
VIT - +1% ATK per
STR - +1% ATK per
DEX - Hits: 3
- Area: Small
- Cooldown: 3 seconds
- Cost: 7 + 3 mana per level
- Buff Applied: Combo Ready
- Effect: Enables next Combo Finisher
- Duration: 4 seconds
- Max Level: 5
- Requires: Shield
- Cost: 20 mana
- Buff Applied: Reflect Shield
- Reflect Damage: +10% per level
- Duration: 60 seconds per level
- Max Level: 5
- Requires: Spear, Sword, Scythe
- Cost: 20 mana
- Buff Applied: Spear Quicken
- Atk Spd: +5% per level
- Hit: +8 per level
- Skills gain AGI scaling: +2%
- Duration: 60 seconds per level
- Max Level: 5
- Area: Large
- Cooldown: 1 second
- Cost: 10 mana
- Debuff Applied: Taunt
- Damage From Melee: +5% + 2% per level
- Duration: 5 + 2 seconds per level
- Max Level: 5
- Requires: Spear, Sword, Scythe
- Damage: 100% + 30% ATK per level
- +1% ATK per
VIT - +1% ATK per
STR - +1% ATK per
DEX - Effect: Knockback
- Area: Medium
- Cooldown: 3 seconds
- Cost: 7 + 3 mana per level
- Combo Effect: Finisher
- Effect: +50% damage (only while Combo Ready is active)
- Debuff Applied: Slow
- Effect: Movement Speed −50%; Cast Speed −25%; Attack Speed −25%
- Duration: 3 seconds
Passive
- Max Level: 5
- HP Regen: +5 per level
- Max HP recovered per second: +0.2% per level
- Max Level: 5
- Block: +2% per level
- DEF: +2% per level
- MDEF: +2% per level
- Max Level: 10
- Spear ATK: +2 per level
- Sword ATK: +2 per level
- Scythe ATK: +2 per level
- HP: +35 per level
- Max Level: 5
- Requires: Sword, Axe, Spear, Scythe
- Requires: Two Handed
- Block: +6% per level
Attributes
| Primary Attributes | |
|---|---|
| The main source of a Knight’s physical power. Directly increases ATK and scales with nearly all offensive skills, making it the cornerstone of Knight damage. | |
| The backbone of Knight survivability. Raises HP and physical defense while also scaling some defensive and support abilities, ensuring Knights remain durable in frontline roles. | |
| A supportive stat that enhances mobility and tempo. Boosts ASPD, with synergy from skills like Spear Quicken, though less impactful than STR or VIT for overall Knight performance. | |
| Secondary Attributes | |
| Provides accuracy and block rate, giving a baseline benefit to all physical classes. Knights gain consistency from HIT, but generally only need enough to prevent frequent misses, leaving it secondary to other stats. | |
| Expands MP and slightly improves regeneration, offering situational support for skill uptime. Useful mainly when spamming abilities or in magic-heavy encounters, but otherwise low priority compared to Knight’s physical scaling. | |
| Increases critical chance and critical damage, which all classes benefit from in theory. For Knights, it is mainly viable in niche crit-oriented builds, and not recommended for general play or tank-focused roles. | |
Job Advancement
Upon reaching Job Level 50, players may advance to a specialized class. To change jobs, find your class representative in the world, speak with them, and follow their instructions to complete the change. You can advance as soon as you reach JL50 on the base class.
| Advanced Classes | ||
|---|---|---|
| Paladin | Draconmancer | ??? |
Additional Guides
Here is a full list of all build guides currently for the Knight Class: