Site hosted by Build your free website today!
Go to Hunter


Go to Mercenary
Back to Class List


Shining armor, chivalry, power... these are just a few words that describe knights. Not all go down a path of good though, and in the distance you can see a man in full body armor, black as the night sky, staring down at you. One thing all knights have in common, regardless of their path or reason, is the passion to defend whatever it is they wish to protect. Not even death scares a knight.

Why be a knight?

If your character will be the one to throw themselves into the front line and protect others, building themselves up to be the best warrior possible... then a knight is perfect for you! They tend to be very weak when it comes to magic, but other aspects of battle they excel at and are rarely comparable to other classes. Their defense and damage are kept high and they learn as many battle skills as they are able so that no matter the enemy, they can take them down!

How do they fair in battle?

They are one of the best classes if you desire to be strong in battle. They may not take an enemy down as quickly and viscously as an assassin, or have the range of a mercenary, but who wants a quick battle when fighting can be so much fun? If you want to have numerous, glorious battles that others will talk about, then become a knight and prove the classes reputation right!

How do they fair in quests?

A knight might not have too many non-battle skills and can become useless when it comes to solving things or providing support. However when a battle comes along, a knight will usually jump to the front line and protect the rest of the party by taking the high amounts of damage that other classes cannot, giving everyone a chance to utilize their own abilities without worry of a quick death.

What race and alignment are most typical for this class?

Depending on the alignment and cause of the knight in question, they can actually be nearly any race. Each race has a reason to protect something, but more often you'll see Myrmidon, Demons, and Humans taking up the cause as they usually have more to protect or prove. Myrmidons are highly protective of their own against the outside world, and their exoskeletons provide excellent armor against enemies. Demons tend to become dark knights, causing death and destruction to each area they come across because they enjoy the chaos and misery it causes. Humans even before the age when all races came out of hiding were taking up their lances and defending their kingdoms; it is almost something they are born to be and when they choose to protect something, they will put their life on the line to do so.

A knight comes in such a wide variety of alignments that you really cannot say that one over another dominates. It all comes down to what the knight's code of honor is they are following, and then they stick to it.


Minimum of: 7 VIG & 7 AGL & 90 LP

Maximum of: 40 MP

Armor Limit: None. Knights can use any armor.

Weapon Limit: None. Knights can use any weapon, but are very limited in their magic use.

Race Limit: None
Weapons to Unlock: Any Choice of a Melee Weapon

(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)


Type/Cost: Automatic

Roll: None

Requirements: Armor or Shield

Description: While other people have to roll to move to guard someone during battle or a quest, a Knight doesn't have to. Just declare you are using the 'Guard' ability to take the hit for someone else. You can 'Block' the hit if using a shield, or you can 'Absorb' the hit if you are wearing armor, or you can just take the full hit.

Unlock-able Skills

(Use CP to unlock these additional skills)

Shield Specialization

Type/Cost: Automatic; 2 CP

Roll: None

Requirements: A Shield

Description: Double the block ability of your shield twice per battle. If defending someone else, negate 1 full non-magic attack.

Weapon Specialization

Type/Cost: Automatic; 5 CP

Roll: None

Requirements: Must already know the weapon (unlocked.)

Description: Double the ability to hit with that type weapon.

Dual Wield

Type/Cost: Automatic; 5 CP

Roll: None

Requirements: Second weapon; only used at half damage.

Description: Get a second attack in the same turn by wielding two weapons at the same time, sacrificing the use of a shield and ability to block.

Structure Investments

(Meet the requirement and unlock the ability to purchase the structure.)

Coming Soon


Coming Soon


Coming Soon


Coming Soon