Lord Knight

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Lord Knight
Job Base: Knight
Job Type: 2-1 Transcendent
Changes At: Juno
Number of Skills: 8
Total Skill Points: 42
Total Quest Skills: 0
Job Bonuses
STR AGI VIT INT DEX LUK
+15 +8 +8 +2 +9 +3


Overview

Lord Knights are the Transcendent variants of Knights. The Lord Knight's skills are a good balance of offense and defense. The Lord Knight is now a master of weapons with a special affinity for Two-handed Swords and Spears. A Lord Knight has formidable attack strength and can crush an opponent's defense with ease. Being a Lord Knight, they gain vastly improved offensive capabilities and some defensive capabilities. They easily retain their status as the class with the highest HP Modifier and strongest physical AoE damage dealer.

Lord Knights get the most new skills of the Transcendent Classes: two skills that enhance their damage output, and three skills that deal damage and various status effects. If this isn't enough, they also get (beside the +25% HP) a skill that gives them on-par tanking ability to that of Crusaders in the form of Parry. Their ability to go Berserk unleashes massive damage while in a state of Frenzy. A number of defensive skills complement the Lord Knight's combat mastery.

Jobchange Guide

To become a Lord Knight, you must find a book called 'the Book of Ymir' in 'Sage Castle', Juno. The book will lead you to Valhalla so you can change your job through the Lord Knight job NPC. Also you must reach at least job level 40 as a transcendent 1st class character.



1.Sage Castle is located at 11 o'clock direction (yuno 88,320) in Juno. 2.'Book of Ymir' is located inside a room behind an NPC called Metheus Sylphe (yuno_in02 88,164).
3.The Book of Ymir (yuno_in02 94,206) will teleport you to Valhalla. 4.Find and talk to a job NPC suited to your 2nd class.


Builds

SVD and WoE

  • STR: 85 or 95 base
  • AGI: 1-25
  • VIT: 100 (82+18, with +10 VIT food)
  • INT: 1
  • DEX: 60-70 base
  • LUK: 1

The standard leveling and WoE build for LKs, this build focuses on high HP and average DPS. Bowling Bash is moderately spammable.

This build will easily top 25k HP, making them extremely difficult to kill. They primarily use Demi-Human resistance gears and a Status Pike, such as a Quadruple Sleep Pike. If a guild has enough Lord Knights, multiple DPS Knights can apply severe pressure to a guild.

Headgear
5170.png Feather Beret

For damage reduction.

5137.png Alice Doll

The card here is up to you. A decent choice would be Giearth Card for Confusion immunity.

2202.png Sunglasses [1]

Carded with a Nightmare Card for Sleep immunity.

5574.png Well-Chewed Pencil

For DEX.

Armor
2115.png Valkryja's Shield

Carded with a Thara Frog Card.

2376.png Assaulter Plate

Use a VIT or DEX or STR enchantment, carded with an Evil Druid Card.

2538.png Captain's Manteau

Carded with a Raydric Card.

2435.png Battle Greaves

Carded with a Green Ferus Card.

Accessory
2720.png Medal of Honor (Swordsman)

For the damage, HP, and stun chance.

2626.png Rosary [1]

For accessory swaps.

Accessory Cards
4044.png Smokie Card

for Hiding, which allows the player to dodge many forms of incoming damage, namely Guillotine Fist. It also makes it harder to focus fire the player with skills like Acid Bomb and Jupitel Thunder.

4103.png Horong Card

for Sight.

Hybrid

  • STR: 100-120
  • AGI: 30-80
  • VIT: 50-90
  • INT: 1
  • DEX: 50-70
  • LUK: 1

A slightly more ASPD dependent build for LKs, generally not being stun immune (though it's an option) and suffering slightly in DEX or STR in exchange for ASPD, they are extremely efficient levelers.

ASPD Lord Knight

  • STR: 100-110
  • AGI: 80-100+
  • VIT: 40-60
  • INT: 1
  • DEX: 40-60
  • LUK: 1

This build mainly relies on their insane ASPD and Twohand Quicken for ctrl-click meleeing. They can attain superb flee and utilize the skill Parry for defensive purposes.

The Muramasa

  • 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. Although this build is not too common on iRO, it is such on kRO and certain other servers. An alternative to use Muramasa would be to use Holy Waters when one gets cursed instead of using this build.

Tactics

MVP

Pierce is still a solid strategy for killing MvPs, in combination with Spear Dynamo for +50 HIT and +25% damage. Frenzy is used on many weaker MvPs with a good Two-Handed Sword. An LK in Frenzy could easily hit upwards of 3k with 190 ASPD, making many low HP MvPs melt. Bowling Bash is still good for mob control.

PvP

Bowling Bash remains the standard skill for a Lord Knight, with Spear Dynamo and Aura Blade increasing its damage further. Provoke can be used on caster classes to cancel their casts. Clashing Spiral can be used in Magic Strings to hitlock opponents and deal decent damage.

WoE

Their role is largely the same as a Knight. Frenzy for Emperium Breaking is ill-advised as you lose all of your ability to heal yourself, however for uncontested emperiums Frenzy makes your break speed extremely fast.

Equipment

For more general information about Knight equipments, click here.

Clashing Spiral now adds an additional meaningful weapon type: Heavy Spears. Since the damage is based off of Weapon Weight, the heavier the better. Otherwise, equipment isn't much changed from Knights.

Class Data

Skills

Click here to see Knight skills.

Skill Description Levels Type
Aura Blade
Adds Weapon Mastery type ATK regardless of what weapon is being used. 5 Supportive
Clashing Spiral
Strikes an enemy 5 times with a Spear, dealing ranged damage that is affected by the Spear's weight. 5 Offensive
Frenzy
Heightens physical power at the cost of the ability to use skills. 1 Supportive
Parry
Must be wielding a Two-Handed sword. Adds a chance to block physical attacks entirely. 10 Supportive
Relax
Greatly increases HP regeneration, but forces the user to sit down. 1 Supportive
Spear Dynamo
Increases ATK and Accuracy with any weapon while decreasing DEF. 5 Supportive
Traumatic Blow
An attack that has a chance of inflicting the Bleeding status on a target. 5 Offensive
Vital Strike
A ranged attack that can cause various abnormal status effects. 10 Offensive
Fury (2)
Effects unknown. Unimplemented N/A N/A

Job Bonuses

The levels at which a Lord Knight receives a certain bonus.

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
STR 1 6 7 8 19 25 33 41 46 47 52 56 57 64 70
AGI 2 10 14 17 37 53 61 65              
VIT 5 12 22 29 40 43 58 68              
INT 13 67                          
DEX 4 11 16 28 31 36 44 49 62            
LUK 3 27 38                        

External Links

Knight & Lord Knight
2nd Class
Skills
Bowling Bash • Brandish Spear • Cavalier Mastery • Charge Attack • Counter Attack • One-Hand Quicken • Peco Peco Ride • Pierce • Spear Boomerang • Spear Mastery • Spear Stab • Twohand Quicken
Transcendent
Skills
Aura Blade • Clashing Spiral • Frenzy • Fury (2) • Parry • Relax • Spear Dynamo • Traumatic Blow • Vital Strike
Quests Knight Job Change Guide • Knight Skill Quest • Rebirth Walkthrough
Weapons One Handed Sword • Spear • Two Handed Sword
Classes of Ragnarok Online
Novice Class Novice • High Novice • Super Novice
First Class Acolyte • Archer • High First Class • Magician • Merchant • Swordman • Thief
Second Class Priest • Monk • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Knight • Crusader • Assassin • Rogue
Transcendent Second Class High Priest • Champion • Sniper • Minstrel • Gypsy • High Wizard • Scholar • Mastersmith • Biochemist • Lord Knight • Paladin • Assassin Cross • Stalker
Expanded Class Gunslinger • Ninja • TaeKwon Kid • TaeKwon Master • Soul Linker