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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.

 

Advancement

Prerequisite:  Squire level 3

 

Knight Stats

  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.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 10 sec. 10 sec. 20 200 Unit Enemy, Non-hero -5 armor 100 100
2 10 sec. 10 sec. 20 200 Unit Enemy, Non-hero -7 armor 165 265
3 10 sec. 10 sec. 20 200 Unit Enemy, Non-hero -9 armor 230 495
4 10 sec. 10 sec. 20 200 Unit Enemy, Non-hero -11 armor 295 790
5 10 sec. 10 sec. 20 200 Unit Enemy, Non-hero -13 armor 360 1150
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.

 

Knight Support Skills

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.