|This page has been marked as being in need of links |
to other iRO Wiki pages.
|For a pre-Renewal version of this article, click here.|
Job Base(s): Knight
Job Type: 2-1 Transcendent
Changes At: Juno×
Number of Skills: 8
Total Skill Points: 42
Total Quest Skills: 0
|Job Bonuses |
Lord Knights are the Transcendent
variants of Knight
s. 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×
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 Crusader
s 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.
Job Change 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.
Perhaps the most staple of LK builds. They perform well in most situations, be it PvM, PvP, WoE or MVPing. The AGI allows them to have less than decent FLEE as well as ASPD×
, which coupled with the STR creates a steady damage output. The added DEX allows them to hit more than just the broad side of a barn, and the VIT just enhances their durability.
- STR: 100-110
- AGI: 80-100+
- VIT: 40-60
- INT: 1-19
- 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.
- STR: 120-130
- AGI: 1-40
- VIT: 70-90-100
- INT: 1+
- DEX: 60-80
- LUK: 1
They hit slow, but hard, and they rarely miss. The Meatshield builds spread their stats mainly between three compared to the other builds: STR, VIT and DEX. They may not have outstanding DPS (damage per second), but their burst offensive power and durability can make up for it.
- 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
. Because the Muramasa curse×
s 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.
Frenzy is used on many weaker MVPs for soloing. Although LKs can't beat Asura monks or Acid Bomb×
biochemists in a head-on-head competition, they have a good chance against most other classes with their damage boosting and dealing skills regardless. Their naturally high HP and mobcontrol makes them ideal soloers as well.
enables LKs to be subpar SD×
substitutes, given the player has a proper spear. Provoking Wizard
s and other strategies, i.e. status pikes are becoming increasingly pointless, while pierce dueling has diminished. Most Lord Knights aimlessly spam Bowling Bash×
as of late.
Although their roles didn't change much in most aspects, Frenzy made them the de facto emperium×
breakers. They may not be able to beat an Assassin Cross at 1on1 on the emp, but their damage output comes in close second, and their naturally high HP makes them a durable target when under stress.
For more general information about Knight equipments, click here
Lord Knight skills brought only one additional equipment type into use: heavy Spear class weapons. They were generally regarded as useless before. But thanks to Clashing Spiral, that relies on them for most of its damage, they are sought by many as of late. The most notable of them are :
- One-handed spear
- Two-handed spear
 is the heaviest two-handed spear a Lord Knight can use
, a mildly common Lv. 4 weapon obtainable from the God Items Quest
to see Knight skills.
||Adds Weapon Mastery type ATK regardless of what weapon is being used.
||Strikes an enemy 5 times with a Spear, dealing ranged damage that is affected by the Spear's weight.
||Heightens physical power at the cost of the ability to use skills.
||Must be wielding a Two-Handed sword. Adds a chance to block physical attacks entirely.
||Greatly increases HP regeneration, but forces the user to sit down.
||Increases ATK and Accuracy with any weapon while decreasing DEF.
||An attack that has a chance of inflicting the Bleeding status on a target.
||A ranged attack that can cause various abnormal status effects.
The levels at which a Lord Knight receives a certain bonus.
|This article or section is in need of attention from |
an expert on the subject.
Please help recruit one or improve this article yourself. See the talk
page for details.
Categories: Articles Needing Interwiki Links | Lord Knight | Classes | Knight | Pages needing expert attention