Willowmere
Chapter 6

Knight

Protector.

A knight in plate armour, sword in hand.
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

Knight: Signature moves
AbilityLevelWhat it does
Provoke3A taunt: a lot of enmity at once, so the creature turns on you. It fades: keep hitting to hold it.
Sentinel6Take 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.
Cleave9Hit every creature at once.
Radiant Edge13A blade of light. Undead hate it.
Shield Bash16A shove with the shield. Often stuns, which stops a big move winding up.
Hold the Line30Plant 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

Knight: Weapon skills
Weapon skillLevelElement
Power Strike1Ember
Winter Edge15Frost
Valor Strike25Gale
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.