Knight |
A powerful melee combatant and front-line fighter, uses skills to weaken opponents and hold the line.
Knights have more strength but less intelligence than Squires, and possess more abilities that will be of aid specifically for fighting on the front lines.
Prerequisite: Squire level 3
Strength Agility Intelligence Base Attributes: 25 15 10 Level Bonus: +4 +1 +1 Range: Melee (100) Attack: Normal Armor: Heavy
Knight Active Skill Set: | Combat Skill |
Find
Weakness Reduces the target's armor and prevents the unit from hiding for 10 seconds. |
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Find Weakness Information
Find Weakness is an excellent skill to use in groups, because it will allow both you and your allies to deal additional damage to the target, but since it needs to be cast separately on each target, you may not find it very useful when fighting many weak opponents.Since Find Weakness works by weakening enemies instead of strengthening you, unlike the Squire's Strength ability, Find Weakness will remain just as effective (proportionally) as you upgrade your weapon.
Smash Reduces the attack damage of nearby opponents for 25 seconds. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 25 sec. | 15 sec. | 170 | None | 300 | Enemy, Non-hero | -15% attack damage | 200 | 200 |
2 | 25 sec. | 15 sec. | 170 | None | 300 | Enemy, Non-hero | -23% attack damage | 350 | 550 |
3 | 25 sec. | 15 sec. | 170 | None | 300 | Enemy, Non-hero | -30% attack damage | 500 | 1050 |
Smash Information
Smash can greatly aid you and your allies in surviving a battle by reducing the amount of damage that enemies inflict on you. However, enemies attacking you from a distance won't be affected, so pay close attention to the positions of your enemies.Since Smash works by weakening enemies instead of strengthening you, unlike the Squire's Shield ability, Smash will remain just as effective (proportionally) as you upgrade your armor.
Press
the Foe Reduces the movement speed of nearby opponents for 25 seconds. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 25 sec. | 10 sec. | 65 | None | 300 | Enemy, Non-hero | -40% movement speed | 80 | 80 |
2 | 25 sec. | 10 sec. | 65 | None | 300 | Enemy, Non-hero | -64% movement speed | 115 | 195 |
3 | 25 sec. | 10 sec. | 65 | None | 300 | Enemy, Non-hero | -78% movement speed | 150 | 345 |
Press the Foe Information
As melee attackers, knights are often forced to chase after ranged opponents as they flee. Press the Foe will make it more difficult for opponents to flee, and can also be used to slow down enemies that are chasing after you or an ally.
Whirlwind Damages nearby enemies and interrupts channeled spells. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 0.1 sec | 7.5 sec. | 100 | None | 150 | Enemy, Non-hero | 100 damage, interrupts (stun) | 140 | 140 |
2 | 0.1 sec | 7.5 sec. | 100 | None | 150 | Enemy, Non-hero | 160 damage, interrupts (stun) | 175 | 315 |
3 | 0.1 sec | 7.5 sec. | 100 | None | 150 | Enemy, Non-hero | 220 damage, interrupts (stun) | 210 | 525 |
4 | 0.1 sec | 7.5 sec. | 100 | None | 150 | Enemy, Non-hero | 280 damage, interrupts (stun) | 245 | 770 |
5 | 0.1 sec | 7.5 sec. | 100 | None | 150 | Enemy, Non-hero | 340 damage, interrupts (stun) | 280 | 1050 |
Whirlwind Information
Whirlwind can save your party from many devastating channeled spells, and is especially useful when many monsters are channeling close together (as often happens), but you need to get close to the casters first, which can sometimes be problematic.. The additional AoE damage can also be extremely useful in clearing groups of weaker monsters.
Draw
Fire Forces nearby enemies to attack you. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost |
1 | N/A | 15 sec. | None | None | 550 | Enemy, Non-hero | Forces enemies to attack you | 100 |
Draw Fire Information
Since Knights tend to be able to survive more damage than most heroes, it's often better to have monsters attacking you than your allies. Draw Fire can give relief to your allies who are taking damage, and can also help draw monsters closer to you so that you can use one of your point-blank AoE skills, like Smash or Whirlwind. Draw Fire works particularly well on heroes using Riposte.
Riposte Mastery Returns damage to melee monsters that attack you. |
Level | Effect | Skill Point Cost | Cumulative Cost |
1 | Returns 20% damage | 170 | 170 |
2 | Returns 35% damage | 280 | 450 |
3 | Returns 50% damage | 390 | 840 |
4 | Returns 65% damage | 500 | 1340 |
5 | Returns 80% damage | 610 | 1950 |
Riposte Information
Riposte won't directly reduce the amount of damage you take, but it can help end battles faster when you're taking melee damage by harming your attackers. Since Knights often take the brunt of monsters' attacks, this Mastery can allow you to kill monsters considerably faster at high levels.
Command Aura Increases the damage of friendly melee units. |
Level | Area of Effect | Affected Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 500 | Friend, Self | +10% melee attack damage | 200 | 200 |
2 | 500 | Friend, Self | +20% melee attack damage | 350 | 550 |
3 | 500 | Friend, Self | +30% melee attack damage | 500 | 1050 |
4 | 500 | Friend, Self | +40% melee attack damage | 650 | 1700 |
5 | 500 | Friend, Self | +50% melee attack damage | 800 | 2500 |
Command Information
A generally useful aura for the Knight and similar heroes, Command simply adds to your damage output. However, it is rather expensive to learn, so it may not be worth getting very many levels unless there are a lot of melee heroes in your party.Command auras from multiple heroes will not stack, so it's only necessary for one hero in your party to purchase Command.