Knight
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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.
Knight Skills
These skills are unique to the Knight class.
Active
Air Cutter | Sweep your weapon in a swift arc, staggering enemies around you. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight, Weaver |
| Monsters | Cactus King, Goblin King, Merman |
| Requirements | |
| Required skills | Impale (Lv.1) |
| Required weapons | Spear, Sword, Mace |
| Type | |
| Damage type | Melee |
| Element | Neutral |
| Target | Enemy |
| Cast type | None |
| Mechanics | |
| Area | Size: Medium Distance: Base 4 Effective: 4 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 3 Effect Cast Time: 0.6 |
| Resource cost | MP: Base 7, 3 / Lv |
| Combo | Type: Finisher, Bonus: 50% |
| Damage and scaling | |
| Main damage | Damage – Base 1%, 0.4% / Lv, ATK-based |
| Scaling | Vitality – 2%, ATK-based Strength – 1%, ATK-based Dexterity – 1%, ATK-based Agility – 1%, ATK-based |
| Modifiers | |
| Flags | Combat: Ignore Block Special: Self Centered |
| Status effects | |
| Applies | Target – Stagger (Duration Base 4, Chance Base 1) |
Counter Stance | Take a defensive stance and retaliate with a counter slash when struck. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight |
| Requirements | |
| Required skills | Reflect Shield (Lv.1) |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 3 |
| Resource cost | MP: Base 10 |
| Status effects | |
| Applies | Target – Counter (Duration Base 2, Chance Base 1) |
Cure | Channels purifying energy to dispel harmful afflictions, restoring clarity where corruption once lingered. |
|---|---|
| General | |
| Max level | 1 |
| Classes | Acolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Ally |
| Cast type | Target |
| Mechanics | |
| Range | 10 |
| Autocast multiplier | 1 |
| Timing | Effect Cast Time: 0.9 |
| Resource cost | MP: Base 10 |
| Status effects | |
| Removes | Poison, Blind, Silence – Base 1 |
Endure | Prevents flinching from damage. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight, Weaver |
| Requirements | |
| Required skills | Taunt (Lv.1) |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Resource cost | MP: Base 10 |
| Status effects | |
| Applies | Target – Endure (Duration 60 / Lv, Chance Base 1) |
Fortify | Massively increases defensive capabilities. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight, Weaver |
| Summons | Cactus Boss |
| Requirements | |
| Required skills | Shield Mastery (Lv.1) |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Resource cost | MP: Base 20 |
| Status effects | |
| Applies | Target – Fortify (Duration 60 / Lv, Chance Base 1) |
Haste | A surge of energy rushes through the limbs, quickening reflexes and footwork. |
|---|---|
| General | |
| Max level | 1 |
| Classes | Acolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Resource cost | MP: Base 20 |
| Status effects | |
| Applies | Target – Haste (Duration 60 / Lv, Chance Base 1) |
| Removes | Slow – Base 1 |
Heal | Channels holy energy to restore health to a target ally. |
|---|---|
| General | |
| Max level | 1 |
| Classes | Acolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver |
| Summons | Angel Mage |
| Monsters | Angel, Archangel, Bogbloom, Butterfly Hue, Fangroot, Sporeling, Sun Blossom |
| Type | |
| Damage type | Healing |
| Element | Holy |
| Target | Ally |
| Cast type | Target |
| Mechanics | |
| Range | 10 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 3 Effect Cast Time: 0.6 |
| Resource cost | MP: Base 10, 5 / Lv |
| Damage and scaling | |
| Healing | Yes |
| Main damage | Healing – 0.5% / Lv |
| Scaling | Intelligence – 1% Vitality – 1% |
Impale | Deliver a precise, piercing blow. Deals bonus damage when used at the end of a combo. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight |
| Summons | Cactus Boss |
| Monsters | Merman |
| Requirements | |
| Required skills | Piercing Flurry (Lv.1) |
| Required weapons | Spear, Sword, Mace |
| Type | |
| Damage type | Melee |
| Element | Neutral |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Area | Size: Small Distance: Base 1 Effective: 1 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 3 Effect Cast Time: 0.2 |
| Resource cost | MP: Base 7, 3 / Lv |
| Combo | Type: Finisher, Bonus: 50% |
| Special mechanics | Hits – Base 2 |
| Damage and scaling | |
| Main damage | Damage – Base 1%, 0.4% / Lv, ATK-based |
| Scaling | Vitality – 2%, ATK-based Strength – 1%, ATK-based Dexterity – 1%, ATK-based Agility – 1%, ATK-based |
| Modifiers | |
| Flags | Special: Self Centered |
Piercing Flurry | Lunge forward with rapid jabs, striking multiple enemies in a line. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight |
| Monsters | Merman |
| Requirements | |
| Required skills | Spear Mastery (Lv.1) |
| Required weapons | Spear, Sword, Mace |
| Type | |
| Damage type | Melee |
| Element | Neutral |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Area | Size: Small Distance: Base 2 Effective: 2 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 3 Effect Cast Time: 0.2 |
| Resource cost | MP: Base 7, 3 / Lv |
| Combo | Type: Ready, Duration: 4 |
| Special mechanics | Hits – Base 3 |
| Damage and scaling | |
| Main damage | Damage – Base 1%, 0.4% / Lv, ATK-based |
| Scaling | Vitality – 2%, ATK-based Strength – 1%, ATK-based Dexterity – 1%, ATK-based Agility – 1%, ATK-based |
| Modifiers | |
| Flags | Special: Self Centered |
Reflect Shield | Enchants the target's shield with retaliatory force, reflecting a portion of damage back at attackers when they strike. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight |
| Requirements | |
| Required skills | Fortify (Lv.1) |
| Required weapons | Shield |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Resource cost | MP: Base 20 |
| Status effects | |
| Applies | Target – Reflect Shield (Duration 60 / Lv, Chance Base 1) |
Spear Quicken | Increases offensive power when wielding a sword or spear. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight |
| Monsters | Merman |
| Requirements | |
| Required skills | Impale (Lv.1) |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Resource cost | MP: Base 20 |
| Status effects | |
| Applies | Target – Spear Quicken (Duration 60 / Lv, Chance Base 1) |
Taunt | Forces affected targets to focus all basic attacks on you. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight, Weaver |
| Summons | Cactus Boss |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Enemy |
| Cast type | None |
| Mechanics | |
| Area | Size: Large Distance: Base 10 Effective: 10 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 1 Effect Cast Time: 0.8 |
| Resource cost | MP: Base 10 |
| Special mechanics | Skill Area – Base 10 |
| Status effects | |
| Applies | Target – Taunt (Duration Base 5, 2 / Lv, Chance Base 1) |
| Notes | |
| Notes | While Taunt's status is active on enemy targets, they are forced to attack the user of the skill. |
Weapon Throw | Hurl your weapon forward in a spinning path, damaging enemies as it returns. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Knight |
| Requirements | |
| Required skills | Impale (Lv.1) |
| Required weapons | Spear, Sword, Mace |
| Type | |
| Damage type | Ranged |
| Element | Neutral |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 10 |
| Area | Size: Small Distance: Base 2 Effective: 2 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 3 Effect Cast Time: 0.3 |
| Resource cost | MP: Base 7, 3 / Lv |
| Combo | Type: Finisher, Bonus: 50% |
| Special mechanics | Knockback – Base 4 |
| Damage and scaling | |
| Main damage | Damage – Base 1%, 0.3% / Lv, ATK-based |
| Scaling | Vitality – 1%, ATK-based Strength – 1%, ATK-based Dexterity – 1%, ATK-based Agility – 1%, ATK-based |
| Status effects | |
| Applies | Target – Slow (Duration Base 4, Chance Base 1) |
Passive
{Passive}
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 | ??? | ??? |
Additional Guides
Here is a full list of all build guides currently for the Knight Class: