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Knight

Knight
Knight.png
Job Base: Swordsman
Job Type: 2-1
Changes At: Prontera Chivalry
Number of Skills: 10
Total Skill Points: 76
Total Quest Skills: 1
Job Bonuses
STR AGI VIT INT DEX LUK
+8 +2 +10 +0 +6 +4

Overview

Whether they're roaming the land as a free knight or a part of King Tristan Gaebolg III's standing army, knights are characterized by a mastery of arms and a strict adherence to their code of honor. Expanding on the skillset of the Swordsman, knights gain a slew of powerful skills focusing primarily around spears and two-handed swords as well as a particular focus on AoE skills like the powerful Bowling Bash. An excellent solo farming class and widely considered to be the best mobber for parties, knights have little difficulty leveling quickly and making money.

Jobchange Guide

See Knight Job Change Guide for detailed information.

Changing into a Knight from a Swordsman requires the player to complete a number of tasks:

  • Item Collection
  • A Written Test
  • Battle Test
  • Word Association Quiz
  • A test of self control
  • Personality Quiz

After completing these tests, the player will be transformed into a Knight. All this takes place inside the Prontera Chivalry (Prontera 49, 342).

Builds

While varying widely in terms of stats, knight builds will have largely the same skills and differ more-so in terms of which Swordsman skills are taken. Note also that the example stat builds listed below have almost no equipment listed alongside them in the calculator, whereas in practice one should plan their final build around the equipment they have access to as well as desired leveling locations.

Note: While knights are largely a skill-spamming class, the general consensus is that INT is not needed. Knight skills tend to be very cheap in terms of SP cost and there are numerous weapons and armor cards which can sustain the skill use of a knight indefinitely. See Knight#Leveling.2FFarming for more information on these items

Some stats are presented as "total"s (including buffs, gear, pets, and Job bonuses) because they give certain bonuses at specific increments.

  • STR - Significant melee ATK bonuses at increments of 10.
  • DEX - +1 ATK bonus at increments of 5.
  • LUK - Perfect Dodge +1 at increments of 10, +1 CRIT at increments of 3 and +1 ATK at increments of 5.

SVD

  • STR: 100+ total
  • AGI: 9
  • VIT: 80-100
  • INT: 1
  • DEX: 45-70 total
  • LUK: 1

Strength, vitality and dexterity (SVD) knights are a build focused around mobbing as efficiently as possible. High STR is prioritized to be able to one-hit kill groups of enemies with Bowling Bash or individual enemies with Pierce, high VIT maximizes the efficiency of recovery items and minimize damage received and high DEX is taken to shorten the cast time of Bowling Bash. Some knights may prioritize DEX over VIT depending on access to funds and equipment, but all SVD knights are focused around these three attributes.

A common misconception concerning SVD knights is that they require expensive equipment in order to function or are not "new player" friendly. While they don't enjoy the ease and safety of a bow wielding class like Hunters, SVD knights are able to farm in many locations and level quickly using very affordable equipment (see the Knight#Equipment section below).

AGI Pierce/Two-Handed Sword

  • STR: 100+ total
  • AGI: 80-99
  • VIT: 10-30+
  • INT: 1
  • DEX: 40-60
  • LUK: 1

AGI pierce/two-handed sword knights either aim to Pierce as fast as possible, or leisurely farm and level by auto-attacking with the Two-Hand Quicken skill. Regardless of style, what characterizes the AGI knight is a fast attack speed and high Flee. This knight can utilize the low frequency with which they get hit and SP-restoring cards like the Earth Deleter Card to benefit from the Kaahi skill, largely eliminating the need for restorative items. While high STR is still generally the priority, lower amounts can be taken in favor of higher AGI if the knight lacks Flee boosting equipment (see the Knight#Equipment section below).

Hybrid

  • STR: 100+ total
  • AGI: 50-80
  • VIT: 50-80
  • INT: 1
  • DEX: 40-50
  • LUK: 1

Hybrid knights aim to get the best of both realms. While not as efficient at mobbing as SVD, hybrid knights may have an easier time with the gathering part of grouping enemies by virtue of their high Flee, and are still able to survive the inevitable onslaught when they finally do connect to use Bowling Bash because of their VIT. Hybrids also still have the option of casual auto-attack killing or Pierceing, though not as quickly as AGI types.

PT-WoE

  • STR: 80+ total
  • AGI: 20-40
  • VIT: 99 base or 100 total
  • INT: 1
  • DEX: 40-55 total
  • LUK: 1

PT-WoE knights are largely considered one of the most powerful classes in pre-trans WoE (even post-nerf). A common strategy employed by guilds is massing groups of knights and then sending them at the enemy stack all at once to brutalize the foe with Bowling Bash. These knights are also capable of putting out respectable pressure at a distance with Spear Boomerang while under the effect of A Poem of Bragi. A noteworthy advantage WoE-focused knights have over other classes is the ease of leveling they enjoy, something rarely afforded WoE characters.

Muramasa

  • Total LUK = BaseLv + 1
  • Remaining stats are left to the reader's discretion.

This is a special build that relies on the usage of the weapon called Muramasa. Because the Muramasa curses the wielder randomly, if the player has one more point of total LUK than their baselevel, the curse effect can be negated.

The Morrigane's gear set helps immensely with this build, as it lowers the base LUK required to meet the curse immunity requirement, as well as giving a large amount of crit and lucky/perfect dodge. Wealthy aspiring muramasa knights can also achieve curse immunity through a non-upgraded Chun Yi carded garment or the very expensive Evil Snake Lord Card. Lastly, knights who wish to use the muramasa can instead opt to use an AGI build and cure the inevitable curse effect with items like royal jelly and holy water.

Tactics

Bowling Bash

Though easier to use on OriginRO because of the lack of "gutterlines", new knights may find that they struggle to properly utilize the class's signature skill. The following guidelines may be helpful for those who struggle with Bowling Bash...

  • Avoid using Bowling Bash near walls as this will dramatically reduce the damage dealt by the skill.
  • It's easiest to group a mob of enemies close enough to be hit by Bowling Bash by moving and luring them diagonally before using the skill (rather than vertically or horizontally).
  • If more than one Bowling Bash is needed to kill a group of enemies, don't simply stand in place and spam the skill. Instead, after the first time you use it, move away from the mob of enemies so that they're better positioned to all be hit. No more than 2-3 cells of diagonal movement is necessary to achieve this.
  • Be sure to read the skill page for Bowling Bash to better understand the actual mechanics of the skill.

Auto Berserk Leveling/Farming

The Auto Berserk skill is criminally underused by knights for farming or leveling. When active, it effectively grants the knight 32% bonus ATK and allows them to one-hit kill targets they otherwise would not be able to (like one-hit piercing Minouros or Tamruan). There are some caveats to utilizing it properly, however. The knight should be over their 50% weight capacity so they don't naturally regenerate health beyond the 25% threshold required for Auto Berserk to be active. Because the knight will always be overweight while Auto Berserk farming this means that either SP recovery cards, weapons (see Knight#Leveling.2FFarming for more information) or consumables will be needed to sustain skill. The knight will also likely rely on the skill for Pierce, Bash or auto-attacks and not Bowling Bash or Brandish Spear as it's usually too dangerous to mob enemies when under 25% health.

Mobbing in Parties

Mobbing can be a party role that demands an individual's full attention. It's understandable if you occasionally miss a message in the chat warning you of something happening in the party. Having said this...

  • Do not drag a group of monsters into the party if you see that the Bard/Minstrel is afk or dead and A Poem of Bragi has fallen off, instead lure the mob away from the party and wait or fly wing away.
  • Do know the abilities of the monsters you're mobbing before you take on that role. For example, do not provoke a Cecil Damon in bio3 if it's facing the party and you're not in melee range of it. This is a great way to get everyone killed.
  • Do not go out of your way to make the largest group of mobs you possibly can. It's better to have smaller, more frequent mobs rather than larger ones much less often. Not only is this slower exp/min in general, but it inhibits the other mobbers from being able to do their job further compounding the issue.
  • Do cooperate with your fellow mobbers while in the party. Pay attention to your mini map and try to mob where the other party members are not. If you do run into another mobber and you only have a few monsters following you, it's better to let them take your mob and fly wing away to look elsewhere.

Tapping in Parties

While tapping is an important part of maximizing the experience gain for your party (see Party -> Sharing_Experience in oRO if unfamiliar with "tapping"), there's a right way and a wrong way to do it for a mostly melee-locked class like the knight. If for example you're in a Stalactic Golem party in Comodo cave and you see another mobber bring their group of monsters to the party as you're approaching it or being rebuffed, do not run into the group of monsters and Bowling Bash. Instead, consider provoking one of the monsters and knocking it into the other enemies with Bowling Bash instead. With this strategy you're far less liable to get slaughtered while still tapping the mob.

Dealing With Hitlock

Perhaps more important for knights than any other class is proper movement micromanagement while mobbing. Whether in a party or solo, odds are you'll often find yourself dealing with the infamous "hitlock", where an enemy's attack causes you to halt your movement. While the Endure skill may help, if it's on cooldown you're still vulnerable to hitlock. Similar to cancelling the animation delay of certain skills, clicking to move immediately after being hit by an attack (be it ranged or melee) is the best way to prevent hitlock. If you do get trapped by hitlock and the mob of enemies you had in tow catch up to you, don't be afraid to fly wing away. It's almost always more efficient to avoid unnecessary deaths or excess damage than to try and claw your way out of a dozen+ enemy mosh pit.

Equipment

Note on Cards: Percent damage increase cards (Race/Element/Size) are additive with the same type of card (e.g. 2 Element damage cards is 20%+20%=40%) but multiplicative with different types of cards (e.g. 1 Element card and 1 Race card is 20%x20%=44%. So having variation of card types is better than using only the same type.

Mobbing/Tanking

Equipment will generally prioritize maximizing DEF and potentially Perfect Dodge depending on whether the bulk of what you're mobbing employs frequent use of skills or not.

[Mobbing/Tanking Equipment - Click to expand/collapse]

Headgear - Upper

  • 5162.png Bone Helm [1] (+7 DEF, Increase damage received from shadow property by 15%, expensive)
  • 2229.png Helm [1] (+6 DEF)
  • 2289.png Poo Poo Hat [0] (Reduces damage taken by demi-human by 10%)
  • 2254.png Angel Wing [0] (+2 DEF, +3 MDEF, +1 LUK, +1 AGI, Reduces damage from Demon monster by 3%)
  • 5128.png Goibne's Helm [0] (+5 DEF, +3 VIT, +3 MDEF, Part of goibne's armor set, Requires level 54)

Headgear - Middle

Headgear - Lower

Cards - Headgear

Weapon

  • 1223.png Fortune Sword [0] (90 ATK, +20 Perfect Dodge, +5 LUK)
  • 1233.png Exorcisor [0] (90 ATK, Ignores DEF of demon race monsters, Reduces damage taken from demons by 5%, Increase damage taken by demi-human by 10%)

Cards - Weapon

  • N/A

Shield

Cards - Shield

Armor

Cards - Armor

Garment

Cards - Garment

  • 4280.png Raydric Card (Reduces damage taken by neutral element by 20%)
  • 4334.png Noxious Card (Reduces damage taken by neutral element by 10%, Reduces damage taken by ranged attacks by 10%)

Shoes

Cards - Shoes

Accessories

Cards - Accessory

Leveling/Farming

Equipment will focus primarily on being able to reach the minimum number of Bowling Bashes or Pierces to kill the target (ideally 1) in the case of SVD, PT-WoE and Hybrid knights, and maximize DPS in the case of AGI knights focusing on auto-attacking. Once this is achieved equipment should be selected to either reach 95% flee and/or maximize DEF depending on build.

[Leveling/Farming Equipment - Click to expand/collapse]

Headgear - Upper

Headgear - Middle

Headgear - Lower

Cards - Headgear

Weapon

  • 1408.png Pike [4] (60 ATK)
  • 1117.png Katana [4] (60 ATK, Used by AGI knights)
  • 1415.png Brocca [0] (100 ATK, Increases damage inflicted on neutral property monsters by 25%, Ignores DEF)
  • 1230.png Ice Pick [0] (80 ATK, Deals more damage depending on the target's Defense, EXTREMELY expensive)
  • 1233.png Exorcisor [0] (90 ATK, Ignores DEF of demon race monsters, Reduces damage taken from demons by 5%, Increase damage taken by demi-human by 10%)
  • 1369.png Guillotine [0] (215 ATK, Regain 20 SP each time a demi-human monster is killed by a physical melee attack, Regain 2 SP each time a demi-human monster is hit by a physical melee attack, Causes Coma on demi-human by low chance, Heavy, The best starting weapon for a new or underfunded knight)
  • 1234.png Moonlight Dagger [0] (50 ATK, Restores 3 SP each time a monster is hit by a physical melee attack, Max SP +10%, A decent starting weapon for a new or underfunded knight)

Cards - Weapon

Shield

Cards - Shield

Armor

Cards - Armor

  • 4337.png Porcellio Card (+25 ATK, -5 DEF)
  • 4401.png Alicel Card (+10 flee, -5 DEF)
  • 4279.png Earth Deleter Card (Reduces natural SP recovery by 100%, Gain 10 SP each time an enemy is killed by physical melee damage, -100 SP when the armor this is compounded on is unequipped)

Garment

Cards - Garment

  • 4280.png Raydric Card (Reduces damage taken by neutral element by 20%)
  • 4351.png Kavach Icarus Card (+10 flee, Additional +10 flee and +1 perfect dodge if garment is +4 or lower)
  • 4102.png Whisper Card (+20 flee, Increase damage taken by ghost element by 20%)
  • 4402.png Aliot Card (+2 STR, Max HP +5%)
  • 4303.png Giant Whisper Card (+10 flee, +20 ATK if base STR >= 80, Max HP + 3% if base VIT >= 80, +3 CRIT if base LUK >= 80, VERY VERY expensive)

Shoes

  • 2412.png Greaves [1] (+5 DEF)
  • 2406.png Boots [1] (+4 DEF)
  • 2417.png Fricco's Shoes [0] (+3 DEF, +2 AGI, Increase value of Red, Orange, Yellow and White Potion by 20%, Part of Odin's blessing set, Requires level 65)
  • 2408.png Shackles [0] (+3 DEF, Part of the bloodied shackle ball set, VERY VERY heavy)

Cards - Shoes

Accessories

Cards - Accessory

PT-WoE

Confer with your PT WoE guild as to what specific gear is required of you both within and without the following list.

[PT-WoE Equipment - Click to expand/collapse]

Headgear - Upper

Headgear - Middle

Headgear - Lower

Cards - Headgear

Weapon

Cards - Weapon

  • 4035.png Hydra Card (Increase damage on Demi-Human monster by 20%)
  • 4085.png Orc Skeleton Card (Increase damage on holy-property monster by 20%)
  • 4092.png Skeleton Worker (Increase damage inflicted on medium size monster by 15%, +5 ATK)
  • 4082.png Desert Wolf (Increase damage inflicted on small size monster by 15%, +5 ATK)

Shield

Cards - Shield

Armor

Cards - Armor

  • 4105.png Marc Card (Reduces damage taken by water element by 5%, Gain immunity to Frozen)

Garment

Cards - Garment

  • 4280.png Raydric Card (Reduces damage taken by neutral element by 20%)
  • 4334.png Noxious Card (Reduces damage taken by neutral element by 10%, Reduces damage taken by ranged attacks by 10%)

Shoes

Cards - Shoes

Accessories

Cards - Accessory

Class Data

Skills

See Swordsman Skills for first class skills.

Skill Description Levels Type
Bowling Bash.png [Bowling Bash](Bowling_Bash.md)
Knock targets backward, causing up to 500% damage in a 3x3 cell area that hits twice. 10 Offensive
Brandish Spear.png [Brandish Spear](Brandish_Spear.md)
Attacks an area of ememies around the caster. Damage for each enemy increases the closer they are to the caster. 10 Offensive
Cavalier Mastery.png [Cavalier Mastery](Cavalier_Mastery.md)
At maximum level removes the 50% [ASPD](ASPD.md) penalty when riding a [Pecopeco](Pecopeco_Ride.md). 5 Passive
Counter Attack.png [Counter Attack](Counter_Attack.md)
Block an enemy's attack and automatically perform one critical attack on them, ending the Counter Attack stance. 5 Active
Peco Peco Ride.png [Pecopeco Ride](Pecopeco_Ride.md)
Enables Knights or [Crusaders](Crusader.md) to ride a Pecopeco. 1 Passive
Pierce.png [Pierce](Pierce.md)
Strikes a single target for an amount of hits based on target's size. Requires a Spear class weapon. 10 Offensive
Spear Boomerang.png [Spear Boomerang](Spear_Boomerang.md)
Must be wielding a Spear weapon. Throws the equipped spear at a single target (the spear does not require retrieval). 5 Offensive
Spear Mastery.png [Spear Mastery](Spear_Mastery.md)
Adds +4 ATK per skill level to Spear weapons. If the player is riding a Pecopeco, an additional +1 ATK per skill level is added. 10 Passive
Spear Stab.png [Spear Stab](Spear_Stab.md)
Strikes a target enemy and all enemies in a line between the player and the target. Requires a Spear. All struck enemies are knocked back 6 cells. 10 Offensive
Twohand Quicken.png [Two-Hand Quicken](Two-Hand_Quicken.md)
Temporarily increase Attack Speed when a Two-Handed Sword weapon is equipped for the skill's duration. 10 Supportive

Quest Skills

Skill Description Levels Type Job Level
Requirement
Quest
Charge Attack.png [Charge Attack](Charge_Attack.md)
Ranged attack: Rush a target, dealing more damage depending on how far away you are from it. 1 Offensive 40 [Charge Attack Quest](Knight_Skill_Quest.md#charge-attack-quest)

Knight Spirit enables use of

Skill Description Levels Type
One-Hand Quicken.png [One-Hand Quicken](One-Hand_Quicken.md)
Temporarily increase ASPD by 30% when wielding One-Handed Swords. 1 Supportive

Job Bonuses

The Levels in which one receives a certain bonus

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
STR 4 10 15 21 27 33 46 47    
AGI 13 38                
VIT 1 3 8 12 17 18 23 29 36 43
INT                    
DEX 5 20 31 40 48 49        
LUK 5 20 28 37            

ASPD

Lower delay means faster attack, for more information see ASPD

Weapon Weapon Delay
Unarmed 400
Dagger 500
1H Sword 500
2H Sword 550
1H Spear 600
2H Spear 600
1H Axe 700
2H Axe 700
Mace 650