Strengths and Weaknesses<\/div><\/h2> \nKnight's high DEF makes him stand out by being able to take high-damage shots more safely. His high VIT and HP capacities maximize his chances of taking even less damage indirectly. In addition, the Knight's equipment affords him maximum survivability. For these reasons, the Knight is thought as the most resilient class. They should be at the front lines of the battlefield to take the heavy damage first in order to disable enemies. With the addition of Vital Combat, the extreme DEF and VIT help keep Knight Out of Combat in many more situations, regenerating quickly even in the heat of battle.\n\nThe Knight's primary weakness is his short attack range, though his ability to stun enemies makes range less of an issue than the other melee classes. The other issue is damage: while Swords deal good damage, the Knight has the worst damaging stats in the game (50 ATT\/50 DEX, worse than even the Priest). Finally, the Knight doesn't give much group utility if things are stun immune; you would rather have a Warrior or Paladin for their damage and group buff.\n\nA fresh Knight has identical average stats to a fresh Warrior; the amazing 40 DEF cap doesn't come until you drink 40 defense potions. Knights can function well below that, and the stun defintely makes things easier. But longer ranged classes like [Archer](\/wiki\/archer) and [Necromancer](\/wiki\/necromancer) might fare better at farming stat potions, at least unmaxed. So, like Warrior, a Knight should only be used to farm stat potions if the user is skilled and comfortable with the attack range.\n\nIt's worth noting that with the [Oryx's Escutcheon (Escutcheon)](\/wiki\/oryx-s-escutcheon) especially, endgame Knights can compete with other classes (even [Warrior](\/wiki\/warrior)!) in damage and practical performance, maintaining the defenses of a Knight in the process.\n \n \n \n
Group & Dungeon Role<\/div><\/h2> \nKnights are most useful to the group for their stun. A large portion of event bosses (and a fair chunk of dungeons, including Oryx 1 and 2) are vulnerable to this status. Stun makes it *that* much safer for the group to approach in and deal damage. Even if a boss is immune, their minions might not be - for example, Knights are helpful in the Marble Colossus fight as they can disable the Marble Pillars.\n\nKnights can tank many more shots than frailer classes, such as Wizards or Huntresses. Ironically, this makes maxed Knights decent at rushing through Godlands and its dungeons (despite their speed).\n\nIn endgame content, almost every enemy will be immune to stun. With endgame gear, Knights become a fairly powerful DPS class, due to the raw strength of the [Oryx's Escutcheon](\/wiki\/oryx-s-escutcheon). When combined with [The Twilight Gemstone](\/wiki\/the-twilight-gemstone), they can even outdamage the Warrior.\n\n \n \n
Summary<\/div><\/h2> \nThe Knight is a simple and straightforward character to use, who has plenty of defense to back himself up, and can deal truckloads of damage at a safe position after using his shield. For players who want a bulky character who leads the offensive, the Knight is a perfect choice for you."],[[],[]]);initializeCookieConsentBanner("e");