Knight (Swordsman → Duelist)
The solid, reliable frontline fighter - standard physical attackers who form the backbone of your defensive line.
Rating: 6/10
Table of contents
- Overview
- Class Progression
- Available Characters
- Statistics
- Why Knight is 6/10
- Strategic Analysis
- Tactical Applications
- Weaknesses & Counters
- Equipment Recommendations
- Common Mistakes
- Advanced Tactics
- Combat Strategy
- Boss Battle Strategy
- Trial of Toroah Performance
- Comparison: Knight vs Other Classes
- FAQ Authors’ Consensus
- Final Verdict
- Next Steps
Overview
“Standard physical fighter. Possesses strong attack, sturdy defense, and good range. Basically your all-around strong class. All in all, pretty standard and unremarkable.” - Jeff Chan
The Knight class is rated 6/10 by FAQ authors - a solid but unremarkable frontline fighter. Knights aren’t bad, they’re just… standard. They do exactly what you’d expect: hit things with swords and absorb damage. Nothing more, nothing less.
Class Progression
Level 1-9 Level 10-19 Level 20+
═══════════════════════════════════════════════════
Soldier ──────────> Swordsman ─────> Duelist
Advancement Levels
| Level | Class | Key Improvements |
|---|---|---|
| 1-9 | Soldier | Basic melee fighter, standard stats |
| 10-19 | Swordsman | Improved ATK/DEF, better equipment |
| 20+ | Duelist | Peak physical stats, highest armor |
Alternative Path: At Level 10, can become Guardsman instead (Armor path, rated 1/10). NEVER choose Armor! See Armor Class Guide for why.
Available Characters
| Character | Starting Level | When Joins | Recommended Path |
|---|---|---|---|
| Clint Picard | 5 | Starting character | Knight (Duelist) |
| Grog Drinkwater | 11 | Chapter 2, Section 7 | Knight (Duelist) |
| Dolan | 12 | Chapter 2, Section 6 | Knight (Duelist) |
Keep ALL THREE as Knights (Duelist path). Never choose Armor path (utterly useless).
Statistics
Stat Distribution
| Stat | Rating | Notes |
|---|---|---|
| ATK | High | Strong physical damage |
| DEF | High | Sturdy defense, can tank |
| AGL | Average | Moderate evasion |
| MAG DEF | Average | Normal magic resistance |
| MOVE | Average | Standard movement (3-4 tiles) |
Strengths: Strong against Archers (bonus damage reduction)
Weaknesses: Vulnerable to Airmen (they counter you)
Role: Frontline tank and melee DPS
Why Knight is 6/10
The “Standard” Problem
What Knights Do Well:
- High ATK → Deal good physical damage
- High DEF → Absorb physical attacks
- Reliable → Always useful in some capacity
- Straightforward → No complexity
The Issue:
- No special abilities - Just sword attacks
- No magic - Physical only
- No healing - Can’t sustain self
- No range - Must be adjacent to attack
- No AOE - Single-target only
- No unique utility - Nothing special
“Basically your all-around strong class. All in all, pretty standard and unremarkable.” - Jeff Chan
Outclassed by Other Classes
Knight (6/10) vs Hero (8/10):
- Hero = Knight + magic spells + healing
- Knight = Just physical attacks
- Hero does everything Knight does AND MORE
Knight (6/10) vs Archer (8/10):
- Archer = Ranged, no counterattack risk
- Knight = Melee, takes counterattacks
- Archers deal damage more safely
Knight (6/10) vs Mage (10/10):
- Mage = Phase Shift eliminates 5 enemies
- Knight = Hits one enemy per turn
- Mages end battles before Knights reach combat
The Verdict:
- Knights aren’t bad
- They’re just outperformed by almost every other class
- Serviceable but unremarkable
Why Not Lower Rating?
Redeeming Qualities:
- Frontline necessity - Someone must tank front
- Reliable damage - Always deals decent damage
- No MP dependency - Never runs out of resources
- Simple to use - No complexity
- Better than Armor (1/10) - At least mobile
Rating Breakdown:
- 1-2/10 = Terrible (Armor class)
- 3-4/10 = Bad
- 5/10 = Below average but usable
- 6/10 = Average, serviceable
- 7/10+ = Good to excellent
Strategic Analysis
The Necessary Role
Why You Need Knights Despite 6/10 Rating:
Someone Must Tank Front Line:
- Battles have enemy melee units
- They will advance toward your party
- Someone must intercept them
- If not Knights, then who?
Options:
- Ash (Hero) - Can tank, but Game Over if he dies
- Knights - Designed for tanking, safe to lose
- Airmen - Fragile, shouldn’t tank
- Mages/Priests - Terrible defense, die quickly
Verdict: Knights are best option for frontline tanking
The “Anvil” Strategy
Tactical Principle:
- Knights = Anvil (hold front, absorb attacks)
- Archers/Mages = Hammer (deal damage from safety)
- Enemies caught between anvil and hammer
How It Works:
- Knights advance to front
- Enemies engage Knights (drawn to front)
- Archers/Mages shoot from back
- Enemies take damage without counterattacking archers
- Knights finish wounded enemies in melee
Result:
- Knights take hits (high DEF, survive)
- Archers/Mages deal safe damage
- Knights enable archer/mage strategies
Knights aren’t flashy, but they enable the powerful classes (Mages, Archers) to operate safely.
The Damage Absorption Role
Knights as Damage Sponges:
- Enemy physical attack on Knight: 15-25 damage
- Same attack on Mage: 50-80 damage
- Same attack on Priest: 50-80 damage
- Same attack on Archer: 30-50 damage
Knight Durability:
- Knights: 120-180 HP, 30-50 DEF
- Can take 6-8 hits before dying
- Mages can take 2-3 hits before dying
- Knights buy time for Mages to cast spells
Tactical Applications
Standard Frontline Formation
Recommended Setup:
[Clint] [Ash] [Grog]
[Huxley] [Eleni] [Sara]
[Diego] [Kira] [Zohar]
Knights form front barrier
Priests/Mages in center (protected)
Archers in back (safe range)
Why This Works:
- Knights intercept melee enemies
- Enemies focus on Knights (high DEF)
- Back-line deals damage safely
- Priests heal Knights as needed
- Classic defensive formation
Engagement Tactics
Round 1-2:
- Knights advance toward enemy
- Position to block enemy advance
- Create wall enemy must go through
Round 3-5:
- Enemies engage Knights (melee)
- Knights counterattack (deal damage)
- Knights take damage (absorb for team)
- Archers/Mages eliminate enemies from behind
Round 6+:
- Knights finish wounded enemies
- Priests heal Knights to full
- Advance to next enemy group
- Repeat
Fighting Archers
Knights vs Enemy Archers:
- Knights take reduced damage from archers (type advantage)
- Enemy archer shoots knight: 10-15 damage (minimal)
- Knight reaches archer: 50-60 damage (kills)
- Knights hard-counter enemy archers
Practical Use:
- Send Knights to engage enemy archers
- Absorb arrow fire (barely hurts)
- Close distance and eliminate archers
- Protect your Mages/Airmen from archer fire
Weaknesses & Counters
Limited Range
The Reach Problem:
- Knights must be adjacent to attack (range 1)
- Enemies 2+ tiles away = can’t hit
- Must spend turns moving into range
- Slow to engage
Practical Impact:
- Archers shoot from 4-6 tiles (3-5 turns before Knights reach)
- Mages cast from 4-6 tiles (3-5 turns before Knights reach)
- Knights arrive late to battles
- Often enemies already dead (Mages killed them)
“Spells like Phase Shift and Salamander end battle so quickly, other characters may never get chance to get into fray.” - Jeff Chan (about Mages, but applies to Knights too)
No Special Abilities
What Knights Cannot Do:
- ✗ Cast spells (no magic)
- ✗ Heal themselves (no recovery)
- ✗ Attack at range (melee only)
- ✗ Hit multiple enemies (no AOE)
- ✗ Buff allies (no support)
- ✗ Debuff enemies (no utility)
Result:
- One-dimensional gameplay
- Just “move and attack”
- No tactical depth
- Boring but functional
Vulnerability to Airmen
Enemy Airmen vs Knights:
- Enemy airman attacks knight: 40-60 damage (type advantage)
- Knight attacks airman: 30-40 damage (normal)
- Airman has range, knight doesn’t
- Airmen counter Knights hard
Problem:
- Enemy airmen fly over Knights
- Attack your back line (Mages/Priests)
- Knights can’t reach them (flying)
- Must rely on Archers to shoot them down
Outpaced by Enemy Mages
Enemy Mages:
- Cast Phase Shift on your Knights
- 60-80 damage to all Knights in area
- Knights have average MAG DEF (not good)
- Knights get wrecked by magic
Solution:
- Use your Archers to kill enemy Mages first
- Knights can’t deal with magic effectively
- Need archer/mage support
Equipment Recommendations
Weapon Progression
| Chapter | Weapon | ATK | Cost/Source |
|---|---|---|---|
| Ch. 1 | Short Sword | Start | Starting |
| Ch. 1 | Long Sword | +4 | 120G |
| Ch. 2 | Iron Sword | +10 | 500G |
| Ch. 3-5 | Great Sword | +18 | 2,000G |
| Ch. 5-6 | Mastersword | +26 | 7,400G |
| Ch. 6.1 | Caliburn | +28 | Gift (defeat Kane) - Give to Ash |
Caliburn should go to Ash (Hero), not Knights. Give Masterswords to Clint/Grog/Dolan.
Armor Progression
| Chapter | Armor | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Padded Leather | +7 | 110G |
| Ch. 2 | Chain Mail | +17 | 450G |
| Ch. 3-5 | Scale Mail | +26 | 1,800G |
| Ch. 5-6 | Kevlar | +39 | 6,660G |
Helm Progression
| Chapter | Helm | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Leather Helm | Start | Starting |
| Ch. 1 | Light Helm | +3 | 80G |
| Ch. 2 | Iron Helm | +7 | 350G |
| Ch. 3-5 | Steel Mask | +12 | 1,400G |
| Ch. 5-6 | Dragon Helm | +18 | 5,180G |
Armor Priority: Knights should get best armor first (they’re taking hits). Mages/Priests can wait.
Common Mistakes
Mistake #1: Choosing Armor Path at Level 10
WRONG!
Temptation:
- “Armor class has even higher DEF!”
- “More tanky = better tank?”
- “Guardsman → Dragoon sounds cool”
Why It’s Terrible:
- Armor class is rated 1/10 (worst in game)
- Utterly pathetic movement (2 tiles per turn)
- Never reaches combat (battles end before arrival)
- High DEF doesn’t matter if you never fight
- Completely useless
NEVER choose Armor path! Always go Swordsman → Duelist! See Armor Class Guide for full explanation of why Armor is 1/10.
Mistake #2: Advancing Knights Alone
RISKY!
Common Pattern:
- Knights charge forward alone
- “I’ll tank all the enemies!”
- Leave rest of party behind (3-4 tiles back)
- Knights surrounded by 6-8 enemies
Why It Fails:
- 6-8 enemies × 20 damage each = 120-160 damage per round
- Knights have 120-180 HP
- Dead in 1-2 rounds
- Priests too far away to heal
- Archers/Mages can’t support (out of range)
Solution:
- Advance as formation
- Knights 2-3 tiles ahead
- Priests 2-3 tiles behind Knights (healing range)
- Archers/Mages 4-5 tiles behind (attack range)
- Coordinated advance
Mistake #3: Using Knights as Primary Damage
INEFFICIENT!
Common Approach:
- “Knights deal good damage, use them to kill”
- Focus on Knight attacks
- Neglect Mages/Archers
Why It’s Suboptimal:
- Knight damage: 40-60 per turn (one enemy)
- Mage Phase Shift: 60 damage × 5 enemies = 300 total
- Archer focus fire: 25 × 4 archers = 100 damage (one enemy dead)
- Knights are least efficient damage dealers
Solution:
- Knights tank and finish wounded enemies
- Mages/Archers do primary damage
- Knights support, don’t lead offense
Mistake #4: Neglecting Equipment Upgrades
WASTEFUL!
Common Error:
- Upgrading Mage/Archer equipment first
- “They do more damage, prioritize them”
- Knights using outdated armor
Why It’s Bad:
- Knights take most hits
- Outdated armor = take more damage
- More damage = more healing needed
- More healing = more MP used
- Inefficient resource management
Solution:
- Upgrade Knight armor FIRST
- Reduces incoming damage (prevention)
- Less healing needed (efficiency)
- Then upgrade weapons for damage dealers
Advanced Tactics
The “Bait” Strategy
Using Knights as Bait:
- Knight advances to front alone (deliberately)
- Enemies focus on Knight (drawn to nearest target)
- Knight survives (high DEF)
- Archers/Mages eliminate enemies safely
- Priest heals Knight to full
- Repeat
Why It Works:
- Enemy AI targets nearest/most threatening
- Knight is both (front + high HP)
- Enemies waste turns attacking Knight
- Your damage dealers kill them safely
Chokepoint Defense
Map Control:
- Identify narrow passages (1-2 tiles wide)
- Position Knights in chokepoint
- Enemies must go through Knights (can’t go around)
- Archers/Mages shoot at enemies stuck behind front
Result:
- Enemies bottlenecked (can’t swarm)
- Only 1-2 enemies attack Knights per turn
- Knights easily survive
- Force favorable engagements
Protecting Priority Targets
Bodyguard Role:
- Identify priority (Eleni/Zohar mage, Huxley priest)
- Position Knight adjacent to priority
- Enemy approaching priority
- Knight intercepts (blocks path)
Result:
- Enemy must go through Knight first
- Priority target protected
- Buys time for priority to act
Combat Strategy
Standard Battle Flow
Rounds 1-3:
- Knights advance (move toward enemy)
- Position to intercept enemy advance
- Form defensive wall
Rounds 4-7:
- Enemies engage Knights (melee combat)
- Knights counterattack (chip damage)
- Archers/Mages eliminate enemies from behind
- Knights finish wounded survivors
Rounds 8+:
- Clean up remaining enemies
- Knights advance to next group
- Repeat process
Typical Knight Turn
Option A: Engage New Enemy
- Move adjacent to healthy enemy
- Attack (40-60 damage)
- Enemy counterattacks (take 15-25 damage)
- Net: Damage dealt, minor damage taken
Option B: Finish Wounded Enemy
- Move adjacent to wounded enemy (<40 HP)
- Attack (40-60 damage, enemy dies)
- No counterattack (enemy dead)
- Net: Kill without taking damage (efficient)
Option C: Defensive Positioning
- Move to block enemy path
- Don’t attack (no target in range)
- Wait for enemy to engage you
- Counterattack when they attack
Boss Battle Strategy
Standard Boss Approach
Knight Role vs Bosses:
- Frontline engagement - Keep boss occupied
- Absorb boss attacks - High DEF tanks damage
- Steady chip damage - 40-60 per turn adds up
- Let Mages/Archers do heavy damage (more efficient)
Typical Knight Turns:
- Turns 1-10: Attack boss each turn (40-60 damage)
- Total damage: 400-600 over boss fight
- Not spectacular, but consistent and reliable
Support Role:
- Keep boss focused on Knights (not Mages)
- Survive boss attacks (high HP/DEF)
- Finish boss when wounded (<100 HP)
Multi-Boss Battles
Some bosses have support:
- Boss + 4-6 elite enemies
- Knights handle supporting enemies
- Mages focus boss
Why This Works:
- Knights good at dealing with standard enemies
- Mages better at boss (high damage spells)
- Division of labor = efficient
Trial of Toroah Performance
Standard Performance Across Trials
Knights in Trials:
- Reliable frontline throughout
- Consistent but not spectacular
- Tank damage, chip away at enemies
- Let Mages do heavy lifting
Trial-Specific:
- Nova Trial: Standard melee enemies, Knights perform well
- Chaos Trial: Golems have high DEF, Knights struggle (use magic)
- Logos Trial: Long endurance battle, Knights sustained tanking valuable
- Heaven Trial: 28 elite enemies, Knights help but Mages shine
Knights are serviceable in Trials but not stars. Essential support role.
Comparison: Knight vs Other Classes
Knight (6/10) vs Hero (8/10):
- Both melee fighters
- Hero has spells (major advantage)
- Hero clearly superior
Knight (6/10) vs Archer (8/10):
- Knight = Melee, high DEF
- Archer = Ranged, safe damage
- Archer more valuable tactically
Knight (6/10) vs Airman (7/10):
- Knight = Ground tank
- Airman = Flying striker
- Airman more flexible
Knight (6/10) vs Priest (9/10):
- Completely different roles
- Priests essential (healing)
- Knights serviceable (tanking)
- Both needed, Priest more critical
Knight (6/10) vs Armor (1/10):
- Knight = Mobile, useful
- Armor = Immobile, useless
- Knight vastly superior (always choose Knight over Armor!)
FAQ Authors’ Consensus
Jeff Chan (Atom Edge)
Rating: 6/10 Quote: “Standard physical fighter. Possesses strong attack, sturdy defense, and good range.” Assessment: “All in all, pretty standard and unremarkable.” Recommendation: “Probably best to keep all three characters in this class rather than Armor class”
Syonyx
Rating: Moderate tier Focus: Frontline physical fighters Strengths: Strong against archers Weaknesses: Vulnerable to airmen Recommendation: Solid but not exceptional
Final Verdict
SERVICEABLE FRONTLINE
Why Knight is 6/10:
- Solid stats, reliable performance
- But: Outclassed by almost every other class
- But: No special abilities or utility
- But: One-dimensional gameplay
- Verdict: Average, serviceable, unremarkable
Why You Still Need Them:
- Someone must tank front line
- Knights are best option for tanking
- Enable Mages/Archers to operate safely
- Necessary evil
Recommended Usage:
- Keep all 3 characters as Knights (don’t make Armor!)
- Use as frontline tanks
- Don’t expect them to carry battles
- Support Mages/Archers (they’re the stars)
“Standard and unremarkable… but probably best to keep all three characters in this class rather than Armor class, due entirely to utter uselessness of Armor class.” - Jeff Chan
Next Steps
- Continue reading about Monk Class (hybrid fighters, 5/10)
- Review Armor Class Guide to understand why NEVER choose it (1/10)
- Check Clint’s Character Page for primary Knight
- Plan Party Composition with 3 Knights as frontline
“Not flashy, but someone has to hold the line.”
Knight - The Serviceable Frontline