Knight
Protector.

- Role
- Protector
- Weapon
- Sword
- Where to learn it
- Any job mentor in a homeland town square, from level 10. In Brightwell: Captain Rook.
- Traits
- Defender: Takes 20% less damage. Enmity Bonus: Draws more enmity at levels 10 and 20.
The tank. Holds the creatures' attention (enmity) with Provoke and Flash, shrugs off their hits, and keeps them off the healer.
Signature moves
| Ability | Level | What it does |
|---|---|---|
| Provoke | 3 | A taunt: a lot of enmity at once, so the creature turns on you. It fades: keep hitting to hold it. |
| Sentinel | 6 | Take half damage for 3 turns. Hold it to Brace, and let go as a big blow lands for a Perfect Guard. Brace: main job only. |
| Cleave | 9 | Hit every creature at once. |
| Radiant Edge | 13 | A blade of light. Undead hate it. |
| Shield Bash | 16 | A shove with the shield. Often stuns, which stops a big move winding up. |
| Hold the Line | 30 | Plant the shield for everyone: the whole party takes 35% less for 3 turns, on top of Protect, and every creature turns to you. Hold it to Brace, and let go as a big blow lands for a Perfect Guard. Bulwark only. Brace: main job only. |
Weapon skills
| Weapon skill | Level | Element |
|---|---|---|
| Power Strike | 1 | Ember |
| Winter Edge | 15 | Frost |
| Valor Strike | 25 | Gale |
Combo tip
Open with Power Strike (Ember): a friend's Gale weapon skill straight after closes Kindling. Keep Provoke ready for the moment the Wizard gets excited.