
Knights are masters of melee combat, they use their brutal physical strength for battle and fight using melee weapons like swords, axes or clubs. They possess greater physical strength than other vocations, more defense and they are able to carry more items at any given level.
As a result of their focus on physical skills, knights are severely lacking in terms of magical habilities.
Benefits
- Knights advance the fastest in melee skills.
- Knights advance quickly in shielding, at the same rate as paladins and much faster than sorcerers and druids.
- Largest carrying capacity.
- Largest amount of hitpoints and fastest regeneration.
- Can use Challenge to rescue their teammates.
- Knights are melee fighters and as such, they don't need to run around shooting enemies with runes or ranged weapons, their gameplay tends to be a bit more relaxed.
- The only supplies knights need on a hunt are potions, they have no need for runes or ammunition and because of that, and their huge carrying capacity, they are good at money-making.
- At a higher level knights are good at dealing damage to multiple enemies at once; they are not as good at it as sorcerers and druids, but better than paladins.
- Knights have access to more types of strong, defense-oriented equipment than other classes.
- They're welcome in hunting teams because of their high defense and resistance against physical damage. Their primary role is to be the tank and the loot collector, they block the monsters' damage while others attack from a distance like Paladins and Sorcerers and the Druids using heal friend spells to help him to block monsters in a better way and for his huge carrying capacity to collect monsters' loot 'cause a higher levels knights rarelly runs out of capacity unlike other classes with less carrying capacity making knights an indispensable class for team hunts like Druids.
Drawbacks
- Knights tend to deal less single target damage than the other classes.
- Lowest amount of mana and slowest regeneration.
- Knights advance extremely slowly in magic level, which means offensive runes deal very low damage and certain runes like Energy Bombs or Sudden death cannot be used until a very high level.
- Because of their low magic level, knights have weak healing spells. They have access to stronger health potions than other classes, but it is more expensive than healing with spells.
Advancement and regeneration
Stat increase per level
After advancing to the next level, every player receives an increase in capacity, maximum hitpoints and maximum mana.
Knights gain:
Regeneration
As time passes, every player will regenerate lost hitpoints and mana, as long as they have eaten recently (see the page on Regeneration for more information).
Knights regenerate:
Elite knights regenerate:
Promotion
When a knight reaches level 20, they can purchase a promotion and become an elite knight with certain benefits.
Tips and Tricks
All vocations should use their strengths to their own benefit. For example, it would be useless for a knight to try and make money selling runes. Instead, use the unique aspects of the vocation to your advantage.
Making Money
- Block for other players, especially Druids and Sorcerers. You can either split the loot, or just charge a specific amount of money based upon your skills and the time you spend blocking for the other player.
- Pick up loot from the ground. Many times a Mage will continue hunting when they have no more capacity to carry loot. They will then either throw it on the ground, or leave it in the creature. If you find a cave with a lot of corpses or items on the ground, start picking up every sellable item you can carry (this is mostly advisable on optional-PVP worlds since you cannot get hunted).
Gaining Experience
- Hunt alone. Unless you're sharing experience, knights generally gain the most experience by hunting alone, since mages and paladins usually do more damage and as such, receive most of the experience from monsters' killed on a team hunt
- Hunt with plenty of Health Potions. This is generally in-expensive and will save your life. It is recommended that you carry 20 potions per 10 of your characters levels (for example, a lvl 33 knight should carry 60+ Health Potions).
- Hunt creatures that do not run away in low health. This will help to advance your Shielding skill while gaining some Experience and Melee skills.
- When hunting stronger creatures, hunt creatures that DO run away in low health. This will give you more time to kill them when they are not attacking you. Trap them in a corner so that they do not lure you into a dangerous situation.
- Use shared experience. Block in a team with shared experience, you will get less experience per kill than you would soloing, but the waste will be much less and you can kill much stronger creatures without having to use many Health Potions.
Advancing Your Skills
Melee
- Use Balanced Fighting. Using Balanced Fighting during normal hunting will allow you to advance your Melee and Shielding skills at "normal" rates. If you are not "powergaming" to gain experience quickly, then using Balanced Fighting will cause your melee and shielding skills to advance appropriately for your level and you will have "good" (not "fabulous") skills for the entire life of your character.
- Use a weak weapon. As your Melee skill advances, you will kill weaker creatures very quickly. Using a weak weapon will allow you to attack a creature for a longer amount of time, therefore advancing your melee skill faster. The weakest Sword Weapon is a Knife, the weakest Club Weapon is a Crowbar and the weakest Axe Weapon is a Sickle.
- Attack creatures that heal themselves or spawn other creatures. Training on a self-healing creature will allow you to train longer before killing the creature. If it heals itself fast enough, then you could train indefinitely. Another option is to train on a creature that spawns other creatures. Slimes are very common for this. Attacking and killing the spawned creatures will allow you to continue to train without killing the creature you are training on.
Shielding
- Use a one-handed weapon and a shield. Although a two-handed weapon will generally cause more damage than a one-handed weapon, you will not gain shielding skills that way.
- Use Balanced Fighting or Defensive Fighting. If you use Offensive Fighting, then you will kill the creatures faster, but you will take more hits and your shielding skill will not advance as quickly.
Magic Level
- Avoid reaching a full mana bar. Your Magic Level advances when you spend mana to cast spells. Every second with a full mana bar, you are losing potential magic level advancement.
- Spend as little time as possible in Protection Zones. You cannot use mana that you do not regenerate, so spend as little time as possible in situations where you do not regenerate mana.
- If you have a daily reward streak of 3, 4 or 5 days, you will regenerate mana inside Resting Areas as depots, temples and houses. So you don't need to avoid being inside these places even though they are also protection zones.
- If you are a Premium Account player and you have a daily reward streak of 6 or more days, you are advised to stay inside resting areas since you will regenerate twice the mana you would regenerate outside these places.
- Always eat. Make sure you have access to Food at all times. If you run out of food, then you will not be able to regenerate mana.
- Carry Mana Potions. Not only is this a good idea if you get in a jam, but using Mana Potions will help you advance your Magic Level faster.
Additional Information
Related Pages
Pages of Particular Interest to Knights
Creatures
- Creatures: full list of creatures organized by type
- Knight's Hunt/Free Account: suggested hunts for Free Account Knights of all levels and skills
- Knight's Hunt/Premium Account: suggested hunts for Premium Account Knights of all levels and skills
Hunting
Vocation
Equipment
NPCs
Instant Spells
| Name | Words | Prem | Level | Vocations | Mana | Group | Effect | |
|---|---|---|---|---|---|---|---|---|
| Bruise Bane | exura infir ico | ✗ | 1 | Knights | 10 | Healing | Restores a tiny amount of health. | |
| Lesser Front Sweep | exori infir min | ✗ | 1 | Knights | 6 | Attack | ||
| Find Person | exiva "name" | ✗ | 8 | Druids, Paladins, Sorcerers, Knights and Monks | 20 | Support | Tells you which direction a certain player is, relative to you, and a rough idea of the distance. | |
| Light | utevo lux | ✗ | 8 | Druids, Sorcerers, Paladins, Knights and Monks | 20 | Support | Provides illumination in a 3 tile radius around the caster (area effect). Duration is 6 minutes, 10 seconds. | |
| Wound Cleansing | exura ico | ✗ | 8 | Knights | 40 | Healing | Restores a small amount of health. | |
| Magic Rope | exani tera | ✗ | 9 | Druids, Sorcerers, Knights, Paladins and Monks | 20 | Support | Teleports you up through a hole when you are standing in a Rope Spot. | |
| Cure Poison | exana pox | ✗ | 10 | Sorcerers, Druids, Knights, Paladins, and Monks | 30 | Healing | Cures the status of being poisoned. | |
| Levitate | exani hur up exani hur down |
✗ | 12 | Druids, Sorcerers, Paladins, Knights and Monks | 50 | Support | Permits vertical movement via levitation, up or down one level. | |
| Great Light | utevo gran lux | ✗ | 13 | Druids and Sorcerers, Paladins, Knights and Monks | 60 | Support | Provides illumination in a 4 tile radius around the caster (area effect). Duration is 11 minutes, 35 seconds. | |
| Haste | utani hur | ✗ | 14 | Druids, Sorcerers, Paladins, Knights and Monks | 60 | Support | Increases your base Speed by 30% for 30 seconds. Cures paralysis. | |
| Brutal Strike | exori ico | ✗ | 16 | Knights | 30 | Attack | ||
| Shield Bash | exori ico scu | ✓ | 18 | Knights | 30 | Attack | Hits your target, dealing damage based on the defence value of your shield and reducing their next auto attack damage by 50%. Can only be used while wielding a shield. | |
| Challenge | exeta res | ✓ | 20 | Elite Knight | 40 | Support | Makes all creatures nearby change their target to the caster for at least 6 seconds. | |
| Charge | utani tempo hur | ✓ | 25 | Knights | 100 | Support | Increases your speed by 90% for 5 seconds. | |
| Find Fiend | exiva moe res | ✗ | 25 | Druids, Paladins, Sorcerers, Knights and Monks | 20 | Support | Tells you which direction the nearest fiendish creature is, relative to you, and a rough idea of the distance. | |
| Whirlwind Throw | exori hur | ✓ | 28 | Knights | 40 | Attack | ||
| Shield Slam | exori scu | ✓ | 30 | Knights | 90 | Attack | Hits all adjacent enemies, dealing damage based on the defence value of your shield and reducing their next auto attack damage by 50%. Can only be used while wielding a shield.
6 seconds cooldown, 90 mana and learned at level 30. | |
| Train Party | utito mas sio | ✓ | 32 | Knights | Varies | Support | Raises the Fist Fighting, sword, axe, club and distance fighting skills of party members in a range of 36 square meters around the caster by 3 for 2 minutes. | |
| Groundshaker | exori mas | ✓ | 33 | Knights | 160 | Attack | ||
| Berserk | exori | ✓ | 35 | Knights | 115 | Attack | ||
| Inflict Wound | utori kor | ✓ | 40 | Knights, Monks | 30 | Attack | It inflicts an open wound on the enemy target inflicting Bleeding condition making them lose health over time. | |
| Cure Bleeding | exana kor | ✓ | 45 | Knights, Druids | 30 | Healing | Stops the Special Condition called Bleeding. | |
| Recovery | utura | ✓ | 50 | Knights and Paladins | 75 | Healing | A healing effect in intervals over time. that heals 20 health points every 3 seconds for 60 seconds (total of 400 health points). | |
| Protector | utamo tempo | ✓ | 55 | Knights | 200 | Support | Increases the knight's shielding to 220% for about 12 seconds. During this time, it will also reduce all damage the knight receives by 15%. Concentrating on his protection, the knight's attacks and spells have a -35% penalty during this period of time. | |
| Blood Rage | utito tempo | ✓ | 60 | Knights | 290 | Support | Increases your melee attack skills (fist fighting, axe fighting, club fighting and sword fighting) by 35% for 10 seconds. Concentrating on the fight, a knight will neglect his defense being unable to block any attacks in this condition and suffers additional 15% of damage. | |
| Front Sweep | exori min | ✓ | 70 | Knights | 200 | Attack | ||
| Intense Wound Cleansing | exura gran ico | ✓ | 80 | Knight | 200 | Healing | Heals a large amount of hit points. | |
| Fierce Berserk | exori gran | ✓ | 90 | Knights | 340 | Attack | ||
| Intense Recovery | utura gran | ✓ | 100 | Knights and Paladins | 165 | Healing | A healing effect in intervals over time that heals 40 health points every 3 seconds for 60 seconds (total of 800 health points). | |
| Annihilation | exori gran ico | ✓ | 110 | Knights | 300 | Attack | ||
| Chivalrous Challenge | exeta amp res | ✓ | 150 | Knight | 80 | Support | ||
| Summon Knight Familiar | utevo gran res eq | ✓ | 200 | Knights | 1000 | Support | Summons a Knight Familiar which lasts 15 minutes. | |
| Fair Wound Cleansing | exura med ico | ✓ | 300 | Knights | 90 | Healing | Restores a medium amount of health. | |
| Executioner's Throw | exori amp kor | ✓ | 300 | Knights | 225 | Attack | Throws your weapon on your target, bouncing it on nearby enemies. | |
| Gift of Life | ✓ | 300 | Knights, Paladins, Druids, Sorcerers and Monks | 0 | Healing | Under certain circumstances, heals the player before taking otherwise fatal damage, giving them a second chance. | ||
| Avatar of Steel | uteta res eq | ✓ | 300 | Knights | 800 | Support |