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Background
Thanks to their militaristic education, knights can wield massive armor and use heavy weaponry.
They master every fighting skill, though their real strength lies in their deep faith. This allows them to call out the hidden powers of the light within the souls of every human.
With this faith, boisterous combat power and their iron willpower, knights build up immense walls to protect everything that is holy to them.
Traditional adventurers, which hold their profession higher than their own person, are drawn toward the life of a knight due to his strict Code of Honor. -
Attribute
- Strength: 26
- Dexterity: 21
- Constitution: 28
- Intelligence: 21
- Wisdom: 23
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Specifics
Knights are the heaviest armored class in the game; actually the only one that can wear plate armor. Through their power of light they have access to abilities that can send their opponents to the ground.
They are one of the few classes that dare to throw themselves against the mightiest of monsters.
With their special light-based attacks and shield abilities, knights fight their enemies effectively and draw their hatred over themselves. -
Title
- Squire
- »
- Knight
- »
- Templar
- »
- Crusader

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Equipment
Equipment
- Arms
- 1H Sword
- Dagger
- Wand
- 1H Axe
- Mace
- 2H Sword
- 2H Staff
- 2H Axe
- 2H Hammer
- Bow
- Crossbow
- Projectiles
- Armor
- Robes
- Cloth
- Leather
- Chain
- Plate
- Shield

Knight
level 1 - 10
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Punishment
Inflicts 17 light damage upon the enemy and activates already fitted seals. Every seal deals additional 11 damage points.
Level: 1- Mana: 28
- Spell duration: 0
- Cooldown: 0
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Holy Shield
Every companion in the surrounding area will receive a shield, which can withstand all physical damage for 15 seconds.
Level: 1- Mana: 0
- Spell duration: 0
- Cooldown: 3600
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Glowing Seal
Inflicts 16 damage points and places a glowing seal on the target for 10 seconds (A maximum of 4 seals can be placed on a single target).
Level: 1- Mana: 4
- Spell duration: 0
- Cooldown: 2
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Shield of Atonement
The shield attack causes 14 damage points and the target can not deal out physical or normal damage for 3 seconds (The character must be equipped with a shield).
Level: 4- Mana: 6
- Spell duration: 0
- Cooldown: 120
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Amplify
Armor stats are increased by 6% for 30 seconds.
Level: 6- Mana: 20
- Spell duration: 0
- Cooldown: 120
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Disarmament
Causes 21 damage points upon the target and can activate already fitted seals. For every seal the enemy's armor stats will be reduced by 20%.
Level: 8- Mana: 31
- Spell duration: 0
- Cooldown: 0
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Shield of Valor
The light's power will be concentrated in the shield and for 15 seconds it will block 5% of the physical damage (The character must have a shield equipped).
Level: 10- Mana: 30
- Spell duration: 0
- Cooldown: 60
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Chain of Light
A chain of light constrains a target for 6 seconds.
Level: 10- Mana: 24
- Spell duration: 0
- Cooldown: 60
= Primary Skill
= Secondary Skill
Value = Starting value, increases















