PART 1: BASICS AND OVERVIEW
What is a Knight of Creation?
Knight of Creations (KNOCs) are the chosen few of the goddess Istara who have trained and sworn to be knights in defense against those who would infringe upon the peace of the lands. We simultaneously train in the ways of arcane magic and melee combat skills so that we may better serve these ends. KNOCs use their powers of summoning in order to fabricate a powerful sword and shield to use in battle.
In order to become a KNOC, you must take up 160 summoning skill (20 levels of mage) and 200 base skill in one handed slash (20 levels of warrior).
What Race is best for KNOC?
Truly those from any race can become a KNOC, though each race gives different bonuses. As racial traits are to be addressed and changed at a later time, I shall not give much attention to the subject. Gnomes and Saris' may be amongst the most preferable due to their increased evasion and dexterity. However a fiend can make excellent use of their ability to reflect spells for a short duration, or an elf the ability to enhance our powerful melee attacks, or a dwarf who can bypass one extra attack that may not have been blocked.
Why become a KNOC?
To choose the path of the KNOC is to bypass the ways of the extreme two handed damage of a warrior or the massive nuking power of a mage in order to be able to throw your shield into an opponents face while swinging your one handed summoned sword. As a KNOC you will see many of your comrades do more damage than you. Indeed you may want to invest in a crafted two handed sword for grinding mobs. However when the big bosses come out, you are the one who will be standing there ready to take the hits (or more specifically, block them), while keeping your allies safe from danger.
Important Skills and Statistics
Combat statistics
The typical KNOC will rely primarily on their sword and shield with little help from what spells learned as a mage. Therefore our greatest strengths is our one handed weapon, which will be generally be the most powerful one handed weapon available at any level, and our ability to block incoming attacks. If an incoming attack is blocked is governed by 3 things:
1) you must be engaged with the monster
2) A "roll" of your shield skill verses it's attack skill determines if a block event can occur
3) Upon a successful roll of number 2, another "roll" against your blocking ability is made (standard +20 in addition to whatever bonuses you may have). If this is successful, the block occurs. Shield skill is increased mainly through increased dexterity, though strength plays a small factor as well.
Each level, the KNOC gains the following statistics:
Health: 20
Strength: 9
Dexterity: 7
Shield: 10
One Handed Slash: 10
Two Handed Slash: 9
Armor Use: 9
Evasion: 9
Spell casting skills
Each level, the KNOC gains the following statistics:
Power: 5
Focus: 5
Summoning: 7
Magic Evasion: 8
KNOCs only increase in their summoning abilities. The summoning tree itself is lacking in all versatility. In fact, the only two "spells" you will have at your disposal at higher tiers are the flame spear, and the ice hammer. Furthermore, because summoning skill increases by only 7, at higher tiers you will find that skill limits you to the previous tier of these two spells. In most cases, you will choose to ignore them all together. Although the spells can do great damage, the long casting time and short range prevents it from being an efficent opener when forced to use the previous tier.
Noteworthy Abilities
Level 1: Block*
Our bread and butter right here
Level 3: Parry*
Though not as a dominant defense as blocking, parrying an enemy attack is still very viable. As you add one handed slash techniques to your equipment, you will see this occur even more.
Level 18: Employ shield*
For those desperate situations, employ shield is a very nice tool to help save your behind for 20 seconds until perhaps a teamate can heal your, or you can finish off the opponent.
Multistrike I-IV* (levels 24, 50, 74, 100)
Critical Strike I-V* (levels 10, 26, 46, 66, 86)
Cleave I-II* (levels 40, 80)
Something of the "holy trinity" of melee attacks, these three are powerful tools to have at your disposal. As you level, their relative strength only increases.
Level 38: Block bonus*
This gives us a small boost to the +block bonus (which acts as a percentage). It is a tremendously valuable ability given also only to the spearman.
Blessing of Istara I-IV (levels 34, 54, 74, 94)
This is an amazing buff that adds to your total health, armor, shield and one handed slash ability. It is truly what being a KNOC is all about.
Level 56: Banish Armor
An amazing ability that allows you to remove all the armor from an opponent for a short duration. Save up all your special attacks, hit banish armor and watch the damage pile up! Keep in mind, as a level 20 mage you will have mastered perfect spell, and will want to use this to ensure that banish armor lands.
Summon Sword of Creation:
one of the best (and certainly the best looking) one handed swords in the game at each level. This is your primary form of damage and you won't want to go anywhere without it!
Summon Shield of Creation
Similar to the sword, each KNOC can summon their own shield. Each one grants +armor, +ethereal armor, and +15 block bonus.
Due to the highly situational need for ethereal armor, at higher tiers it is much more beneficial to invest in a crafted shield with +block ability. As the tiers keep progressing, the benefit of the better techniques and armor crystals that can be used further make the summoned shield useless.
* indicates that the ability is masterable, and can be used in other active schools.
For a full list of KNOC abilities, see http://horizons.gamersinfo.net/schoo...iew=item&id=91