Knight
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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.
Active
editAir Cutter
Sweep your weapon in a swift arc, staggering enemies around you. Level 5 / 5 Damage Melee Element Neutral Target Enemy Combo Finisher (50%) Modifier Attack Damage 100% Scaling 1% Vitality 1% Strength 1% Dexterity 1% Agility Range — Area Medium (4) Cost 19 MP Cast Time — Cooldown 3s Duration — Ignore Block | |
| Applies | Target – Stagger (Duration: 4s, Chance: 100%) |
|---|---|
Counter Stance
Take a defensive stance and retaliate with a counter slash when struck. Level 5 / 5 Target Self Range — Area — Cost 10 MP Cast Time — Cooldown 3s Duration 2s No Special Mechanics | |
| Applies | Target – Counter (Chance: 100%) |
|---|---|
Cure
Channels purifying energy to dispel harmful afflictions, restoring clarity where corruption once lingered. Level 1 / 1 Target Ally Cast Target Range 10 Area — Cost 10 MP Cast Time — Cooldown — Duration — No Special Mechanics | |
| Removes | Status – 100% |
|---|---|
Endure
Prevents flinching from damage. Level 5 / 5 Target Self Range — Area — Cost 10 MP Cast Time — Cooldown — Duration 300s No Special Mechanics | |
| Applies | Target – Endure (Chance: 100%) |
|---|---|
Fortify
Massively increases defensive capabilities. Level 5 / 5 Target Self Range — Area — Cost 20 MP Cast Time — Cooldown — Duration 300s No Special Mechanics | |
| Applies | Target – Fortify (Chance: 100%) |
|---|---|
Haste
A surge of energy rushes through the limbs, quickening reflexes and footwork. Level 1 / 1 Target Self Range — Area — Cost 20 MP Cast Time — Cooldown — Duration 60s No Special Mechanics | |
| Applies | Target – Haste (Chance: 100%) |
|---|---|
| Removes | Status – 100% |
Heal
Channels holy energy to restore health to a target ally. Level 1 / 1 Damage Healing Element Holy Target Ally Cast Target Healing 75% Scaling 2% Intelligence 2% Vitality Range 10 Area — Cost 10 MP Cast Time — Cooldown 3s Duration — No Special Mechanics |
Impale
Deliver a precise, piercing blow. Deals bonus damage when used at the end of a combo. Level 5 / 5 Damage Melee Element Neutral Hits 2 Target Enemy Cast Target Combo Finisher (50%) Modifier Attack Damage 100% Scaling 1% Vitality 1% Strength 1% Dexterity 1% Agility Range — Area Small (1) Cost 19 MP Cast Time — Cooldown 3s Duration — No Special Mechanics |
Piercing Flurry
Lunge forward with rapid jabs, striking multiple enemies in a line. Level 5 / 5 Damage Melee Element Neutral Hits 3 Target Enemy Cast Target Combo Ready (4s) Modifier Attack Damage 100% Scaling 1% Vitality 1% Strength 1% Dexterity 1% Agility Range — Area Small (2) Cost 19 MP Cast Time — Cooldown 3s Duration — No Special Mechanics |
Reflect Shield
Enchants the target's shield with retaliatory force, reflecting a portion of damage back at attackers when they strike. Level 5 / 5 Target Self Range — Area — Cost 20 MP Cast Time — Cooldown — Duration 300s No Special Mechanics | |
| Applies | Target – Reflect Shield (Chance: 100%) |
|---|---|
Spear Quicken
Increases offensive power when wielding a sword or spear. Level 5 / 5 Target Self Range — Area — Cost 20 MP Cast Time — Cooldown — Duration 300s No Special Mechanics | |
| Applies | Target – Spear Quicken (Chance: 100%) |
|---|---|
Taunt
Forces affected targets to focus all basic attacks on you. Level 5 / 5 Target Enemy Range — Area Large (10) Cost 10 MP Cast Time — Cooldown 1s Duration 13s Skill Area Taunt: 10 | |
| Applies | Target – Taunt (Chance: 100%) |
|---|---|
Weapon Throw
Hurl your weapon forward in a spinning path, damaging enemies as it returns. Level 5 / 5 Damage Ranged Element Neutral Target Enemy Cast Target Combo Finisher (50%) Modifier Attack Damage 100% Scaling 1% Vitality 1% Strength 1% Dexterity 1% Agility Range 10 Area Small (2) Cost 19 MP Cast Time — Cooldown 3s Duration — Knockback 4 | |
| Applies | Target – Slow (Duration: 4s, Chance: 100%) |
|---|---|
Passive
editFree Cast
Allows the caster to move and attack while casting, at the cost of reduced movement and attack speed. Level 1 / 1 Free Cast While Moving 15% Free Cast While Attacking 50% |
Increased Flee
Improves evasion against physical attacks. Level 5 / 5 Flee 40 |
Increased Health
Increases maximum health. Level 5 / 5 Health Points 500 |
Increased Mana
Expands total mana capacity. Level 5 / 5 Mana Points 200 |
Increased Recovery
Accelerates mana regeneration. Level 5 / 5 Mana Regeneration 10 Max Mana Regeneration 100% |
Increased Regeneration
Improves natural health recovery over time. Level 5 / 5 Health Regeneration 25 Max Health Regeneration 100% |
Shield Mastery
Improves block rate and defences when equipping a shield. Level 5 / 5 Shield Block 5% Defense Multiplier 5% Magic Defense Multiplier 5% |
Spear Mastery
Enhances attack power of spears and swords. Increases maximum health. Level 10 / 10 Weapon Attack 20 Weapon Attack 20 Weapon Attack 20 Health Points 350 |
Twohand Parry
Allows two-handed weapons to block attacks. Level 5 / 5 Block Chance 30% |
Attributes
edit| Primary Attributes | |
|---|---|
| STR | 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. |
| VIT | 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. |
| AGI | 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 | |
| DEX | 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. |
| INT | 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. |
| LUK | 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
editUpon 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.
Additional Guides
editHere is a full list of all build guides currently for the Knight Class: