Knight Technique
The Knight's Light Strikes inflict a Wither state on enemies. Follow up with Heavy Strikes to execute Withered targets and deal additional damage.
Class database
These knights wield a greatsword to deal massive damage, or pick up a polearm and shield to maintain balanced offense and defense while supporting their allies. Once the most loyal and powerful Rose Knights of the Church, they were exiled after a grave failure. Tested by suffering, they rose as Withered Knights, upholding justice in the wastelands with the power of holy light.
These are the class mechanics the game highlights before and during a hunt.
The Knight's Light Strikes inflict a Wither state on enemies. Follow up with Heavy Strikes to execute Withered targets and deal additional damage.
These are the weapon families assigned to this class and the complete set of current skills that require each family.
Rapidly swing your greatsword, performing three wide slashes in quick succession. Each attack counts as a Light Strike, and hitting enemies charges your weapon. When fully charged, it applies Judgment to the target. The final strike has a brief Super Armor effect.
Can perform a two-stage dash attack. Stage 1: Thrust forward with your sword. During the recovery, press Light Strike or Heavy Strike to perform a branch attack (second stage). Stage 2: Light Strike Branch - Dash in a leftward arc, sweeping enemies. Heavy Strike Branch - Dash in a rightward arc, sweeping enemies.
Assume a defensive stance to parry frontal attacks (negating damage), recovering Energy with each successful parry. This stance lasts up to 5s or until you parry 5 attacks, whichever comes first. Shortly after a successful parry, press Light Strike or Heavy Strike to perform different branch attacks: Light Strike is a sweeping strike against enemies in front, while Heavy Strike is a long-distance dash slash. Both branch attacks apply Wither on hit. Parry has a shorter base cooldown in trio mode.
Swing your weapon to unleash Judgment energy that attacks enemies, immediately applying Wither to the target.
Shoot thorns forward with your left hand, pulling the first enemy hit toward you. If the target is too large or in a special state (e.g., Super Armor, Blocking), you will instead dash along the thorns toward them.
These named weapon actions are triggered by basic attacks, dodges, resources, or other effects. They are not additional skill-slot choices.
After dodging, immediately use Light Strike to branch into a light strike: dash forward slightly while swinging your sword to attack.
After dodging forward, immediately use Heavy Strike to branch into a heavy strike: leap forward while spinning to swing your weapon. After dodging backward, immediately use Heavy Strike to branch into a heavy strike: perform a counterattack while stepping back. Both heavy strike branches can execute enemies affected by Wither.
After any Heavy Strike heavy strike, you can use Light Strike to branch into a light strike: rapidly swing your weapon to perform two slashes.
Rapidly thrust your spear forward, following up with a powerful thrust that knocks the enemy down. Successful hits charge your weapon with Judgment energy.
Hurl your spear forward, immediately applying Wither to the target. Upon impact, rapidly leap to the target and pull out the spear with a sweeping strike to deal damage.
Strikes the back of the shield with a fist to deal damage to targets within a wide frontal area, immediately applying Wither. Possesses a Block property while the shield is raised.
Raise your shield and charge forward, followed by a violent spear thrust. You can hold the skill to prolong the forward charge, during which turning capacity is significantly reduced. Possesses a Block property while the shield is raised. Successful hits charge your weapon with Judgment energy.
Infuse the shield with sacred energy to erect a massive energy barrier, during which you cannot move or turn. This barrier completely blocks frontal attacks and prevents enemies from passing through. The skill can be cast again to thrust the shield forward, dealing damage and knocking enemies back. The energy barrier shatters after blocking attacks with impact a certain number of times.
Dash forward a set distance (or directly to a ally's side if targeted). You then raise your shield to unleash an energy pulse that knocks back nearby enemies and grants a Shield to allies within range. Gain a brief Super Armor effect after dashing forward.
Branches are ordered by their in-game unlock level. Every node below belongs to the current tree; prerequisites and exclusive choices are shown by name.
Exclusive choice: Crime / Reprieve
Execute with a Greatsword no longer consumes Wither (but damage is slightly reduced) and extends the duration of Wither.
Requires: Crime
Wither applied by a Greatsword also inflicts a linked debuff. When Execute extends Wither's duration, additional linked debuffs are applied. Up to 3 linked debuffs can be applied, in order: slightly reduced Movement Speed; slightly increased Vulnerability; slight Health loss over time. When Wither is removed, all linked debuffs are removed as well.
Requires: Bad Karma
When enemies affected by Wither die, you recover a small amount of Health. The recovery amount increases based on the number of debuffs linked to the target's Wither state, and is further increased if the target is a player. This effect does not apply when equipped with a Polearm and Shield.
Wither no longer explodes immediately when executed by a Greatsword; instead, it triggers an area explosion after a brief delay with increased damage.
Requires: Reprieve
The area explosion from Wither executed by a Greatsword reapplies Wither to all affected enemies.
Requires: Collective Punishment
Wither applied by a Greatsword now automatically executes itself when its duration ends, and the Wither status can no longer be refreshed. However, the explosion from the automatic execution does not apply Wither to affected enemies.
Exclusive choice: Momentum Shift / Counter-Impact
Casting a Polearm and Shield skill (when the skill's key effect is triggered) increases the charge level of Charged Dash by 1 for a short duration.
Requires: Rising Morale
Allows up to 2 dodges while raising the shield during Charged Dash (consumes Dodge Energy). Each dodge executed during this time increases the charge level of Charged Dash by 1.
Requires: Momentum Shift
Dodging forward while raising the shield during Charged Dash grants Super Armor, increases the dash distance, and deals damage, while also executing enemies affected by Wither.
Requires: Rising Morale
Casting a Polearm and Shield skill enhances the shield bash of the next Charged Dash. Upon hitting the first enemy, it triggers an energy explosion that damages nearby enemies.
Requires: Counter-Impact
Enhances the explosion triggered by Counter-Impact's shield bash, knocking back other units near the primary target and applying a Slow effect to all enemies within the area for a set duration.
Radiant Retribution's displacement distance is increased.
The final strike of Radiant Retribution can execute enemies affected by Wither.
Attacks from Breaker Shield Bash apply a Slow effect.
Requires: Off-Balance
Compresses the attack width of Breaker Shield Bash while greatly increasing its range, additionally applying an effect that reduces the enemy's dodge distance.
A successful parry greatly reduces this skill's remaining cooldown once.
Branched counterattacks after a successful parry grant Super Armor.
Hitting an enemy with Rainbow Piercer grants Super Armor for a set duration. This effect triggers only once per cast.
Requires: Crushing Force
Rainbow Piercer can continuously push a small-sized unit (player or mob) forward. The pushed unit cannot use Breakaway, though the Energy cost of the skill increases while pushing. Units in a special state (such as Super Armor or Frozen) cannot be pushed.
Exclusive choice: Greatsword Specialization / Endless Flow / Polearm and Shield Specialization
When wielding a Greatsword, you can equip one additional skill, but the Polearm and Shield has one skill slot disabled.
Increases Skill Cooldown Speed.
When wielding a Polearm and Shield, you can equip one additional skill, but the Greatsword has one skill slot disabled.
The sweeping strike of Javelin Thrust is replaced with a heavy kick that knocks the enemy back a significant distance (allowing for camera adjustments during the animation to control the knockback direction). This effect only applies to small-sized units and players, and cannot affect units in a special state, such as Super Armor or Frozen.
Requires: Javelin: Heavy Kick
Enemies knocked back by the heavy kick are stunned briefly if they collide with a wall. If they collide with another enemy, both units are stunned.
The sweeping attack from Breakthrough Charge's second-stage branch grants brief Super Armor.
The sweeping attack from Breakthrough Charge's second-stage branch can immediately execute enemies affected by Wither.
You can hold Spear Barrage to continuously consume Energy and increase the number of rapid thrusts.
Requires: Endless Flow
Every two rounds of rapid thrusts from Spear Barrage increases the charge level of Charged Dash.
Withering Mark can immediately execute enemies affected by Wither. (If the target is not inflicted with Wither, Wither will be applied first.)
Withering Mark can pass through enemies to hit more targets, and its knockback effect is enhanced.
During Sacred Bulwark, you can move and slowly turn.
Sacred Bulwark drastically increases the durability of the energy barrier, allowing it to withstand attacks with higher impact.
After casting any Greatsword skill, press Light Strike to branch into Pursuit.
Increases Magic Resistance.
Greatly increases the duration for which the weapon remains fully charged with Judgment energy.
After Breakaway, the weapon is instantly fully charged with Judgment energy.
A successful execution briefly increases Physical Damage.
Enemies pulled by Thorn Guide have reduced Movement Speed for a period of time.
Thorn Guide can interact with the environment (e.g., ground, walls) to pull yourself toward them for rapid movement.
The radius for Intervene to apply a Shield is increased.
Requires: Guardian
Intervene also grants an additional boost to the ally's Movement Speed.
Requires: Swift Vanguard
Targeting an ally in a downed state with Intervene applies a Redemption Mark. While marked, the target cannot be executed and will automatically be revived after a set duration. The mark breaks upon sustaining a certain amount of impact.
These branches are available to every class and are kept separate from the class-specific constellation.
Woodling merchants will offer you a discount during matches.
Greatly increases damage dealt to Returner Woodlings.
Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.
Increases Gyldenblod gained.
Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.
Allows you to sense the corpses of other Gyldhunters.
Increases resistance to the Gyldenmist, slowing the rate of Gyldening.
These are the repeated baseline attributes and resources before equipment and talents. They are not a level-growth table and do not include final combat modifiers.
The game marks these affixes as recommendations for this class. Their order is preserved; final value still depends on the equipment, affix level, and build around them.