Knight skills
Grand Totals
- Knight active skills: 3 517 SP and 50 000 000 gold needed to max out.
- Knight passive skills: 6 217 SP and 65 000 000 gold needed to max out.
- Total: 9 734 SP and 115 000 000 gold needed to max out.
Knight active skills
Attack skill.
Range: 2 meters Cool time: 3 seconds |
|
Personal Dungeon AoE skill, does not work outside of the PD. Damages up to 8 monsters that are within range. Does not require a target.
Range: 3 meters Cool time: 3.5 seconds |
|
Damages target and temporarily decreases their physical defense. Templar Knights may learn Armor Break 2, which is an expansion of this skill.
Range: 2 meters Cool time: 7 seconds |
|
Attack skill.
Range: 2 meters Cool time: 6.5 seconds |
|
Increases target's physical defense.
Range: 20 meters Cool time: 2.7 seconds |
|
Self buff. Increases physical attack and physical hit rate but decreases user's defense for 300 seconds.
Range: 2 meters Cool time: 2.7 seconds |
|
Damages target and temporarily decreases their physical attack. Templar Knights may learn Weapon Break 2, which is an expansion of this skill.
Requirements:
Range: 2 meters Cool time: 7 seconds |
|
A spinning strike that has a chance to stun the target. May only be used when a shield is equipped. Templar Knights may learn Shield Strike 2, which is an expansion of this skill.
Range: 2 meters Cool time: 25 seconds |
|
Damages target and decreases their magic defense. This skill must be level 5 before you can choose a subclass. Templar Knights may learn Mana Break 2, which is an expansion of this skill.
Requirements:
Range: 2 meters Cool time: 10 seconds |
|
Damages up to 8 enemies with a strong and deadly attack. Can only be used in the Cube zone.
Range: 3 meters Cool time: 30 seconds |
|
Provokes monsters nearby the selected target and decreases their physical defense and attack speed. Does not work on boss monsters. Requires gold to cast.
Requirements:
Range: 40 meters Cool time: 30 minutes |
|
Knight PASSIVE skills
Permanently increases physical defense. Templar Knights may learn Candid Fence 2, which is an expansion of this skill.
|
|
Permanently increases HP and MP recovery while sitting. Health and mana regenerate once every 3 seconds, which is the 'rate'.
|
|
Permanently increases movement speed. Royal Knights may learn Uncanny Movement 2, which is an expansion of this skill.
|
|
Permanently increases chance of deadly hits. Royal Knights may learn Deep Wound Training 2, which is an expansion of this skill.
|
|
Permanently increases the amount of health points.
|
|
Permanently increases magical defense. Royal Knights may learn Divine Soul 2, which is an expansion of this skill.
|
|
Permanently increases maximum mana. Royal Knights may learn Upgrade Mana 2, which is an expansion of this skill.
Requirements:
|
|
Permanently increases magical evasion.
Requirements:
|
|