Knight: Difference between revisions

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|[[File:Brandish Spear.png|frameless]] '''Brandish Spear'''
|[[File:Brandish Spear.png|frameless]] '''Brandish Spear'''
|
|Damage varies depending on target position and number of enemies hit.
|'''Information:''' '''Reworked the skill to be more consistent; STR-scaling added, % ATK-scaling increased, Splash removed.'''
'''Now uses weapon range.'''


'''The affected area varies with level as follows:'''
Uses short fixed attack range regardless of weapon.


'''Level 1-3:''' Area A
Splash damage behavior can become inconsistent on stacked targets.


'''Level 4-6:''' Area A+B
No STR scaling.


'''Level 7-9:''' Area A+B+C
'''Affected area by skill level:'''


'''Level 10:''' Area A+B+C+D.
* '''Lv 1-3:''' Small frontal area
* '''Lv 4-6:''' Medium frontal area
* '''Lv 7-9:''' Large frontal area
* '''Lv 10:''' Maximum frontal area
|''Reworked for more consistent damage.''


'''As shown by the following diagram:'''
* Added STR scaling
* Increased %ATK scaling
* Splash damage removed
* Now uses weapon range


XDDDX
'''Affected area by skill level:'''


CCCCC
* '''Lv 1-3:''' Area A
* '''Lv 4-6:''' Area A+B
* '''Lv 7-9:''' Area A+B+C
* '''Lv 10:''' Area A+B+C+D


BBBBB
'''Area layout:'''


AAAAA
XDDDX
CCCCC
BBBBB
AAAAA
AAKAA


AAKAA
''K = Knight position''


where K is the knight's position.
{| class="wikitable"
 
!Level
'''[Lv 1]:''' A: (120 + Str)%  
!Area A
 
!Area B
'''[Lv 2]:''' A: (140 + Str)%  
!Area C
 
!Area D
'''[Lv 3]:''' A: (160 + Str)%  
|-
 
|1
'''[Lv 4]:''' A: (360 + Str)%, B: (180 + Str)%
|(120 + STR)%
 
|-
'''[Lv 5]:''' A: (400 + Str)%, B: (200 + Str)%
|2
 
|(140 + STR)%
'''[Lv 6]:''' A: (440 + Str)%, B: (220 + Str)%
|-
 
|3
'''[Lv 7]:''' A: (600 + Str)%, B: (480 + Str)%, C: (240 + Str)%
|(160 + STR)%
 
|-
'''[Lv 8]:''' A: (650 + Str)%, B: (520 + Str)%, C: (260 + Str)%
|4
 
|(360 + STR)%
'''[Lv 9]:''' A: (700 + Str)%, B: (560 + Str)%, C: (280 + Str)%
|(180 + STR)%
 
|-
'''[Lv 10]:''' A: (825 + Str)%, B: (750 + Str)%, C: (600 + Str)%, D: (300 + Str)%
|5
|(400 + STR)%
|(200 + STR)%
|-
|6
|(440 + STR)%
|(220 + STR)%
|-
|7
|(600 + STR)%
|(480 + STR)%
|(240 + STR)%
|-
|8
|(650 + STR)%
|(520 + STR)%
|(260 + STR)%
|-
|9
|(700 + STR)%
|(560 + STR)%
|(280 + STR)%
|-
|10
|(825 + STR)%
|(750 + STR)%
|(600 + STR)%
|(300 + STR)%
|}
|-
|-
|[[File:Pierce.png|frameless]] '''Pierce'''
|[[File:Pierce.png|frameless]] '''Pierce'''
|
|Uses fixed melee range regardless of weapon type.
|'''Now uses weapon range.'''
|''Now uses the equipped weapon's attack range.''
|-
|-
|[[File:Spear_Stab.png|frameless]] '''Spear Stab'''
|[[File:Spear_Stab.png|frameless]] '''Spear Stab'''
|
|Uses fixed melee range regardless of weapon type.
|'''Now uses weapon range.'''
|''Now uses the equipped weapon's attack range.''
|-
|-
|[[File:BB.png|frameless]] '''Bowling Bash'''
|[[File:BB.png|frameless]] '''Bowling Bash'''
|
|Damage and knockback behavior depends on positioning and gutterline mechanics.
|'''Information:''' '''Reworked the skill to be more consistent; 2x damage, no more gutterlines, if the enemy knocked back hits another enemy, the knock back stops, and the damage becomes a 3x3 AoE.'''
 
When mounted on a Peco Peco, the AoE also knocks enemies back 1 cell
Can fail to deal proper damage near gutterlines.
 
Knockback interaction is inconsistent against stacked enemies.
|''Reworked for more consistent behavior.''
 
* No more gutterlines
* Always deals double-hit damage
* If a knocked back enemy collides with another target, knockback stops and damage becomes a '''3×3 AoE'''
* Mounted Peco Peco version additionally knocks nearby enemies back by 1 cell


'''[Lv 1]:''' 2x 140% damage, 1 cell knock back
'''[Lv 1]:''' 2× '''140%''' damage, 1 cell knockback


'''[Lv 2]:''' 2x 180% damage, 1 cell knock back
'''[Lv 2]:''' 2× '''180%''' damage, 1 cell knockback


'''[Lv 3]:''' 2x 220% damage, 2 cells knock back
'''[Lv 3]:''' 2× '''220%''' damage, 2 cells knockback


'''[Lv 4]:''' 2x 260% damage, 2 cells knock back
'''[Lv 4]:''' 2× '''260%''' damage, 2 cells knockback


'''[Lv 5]:''' 2x 300% damage, 3 cells knock back
'''[Lv 5]:''' 2× '''300%''' damage, 3 cells knockback


'''[Lv 6]:''' 2x 340% damage, 3 cells knock back
'''[Lv 6]:''' 2× '''340%''' damage, 3 cells knockback


'''[Lv 7]:''' 2x 380% damage, 4 cells knock back
'''[Lv 7]:''' 2× '''380%''' damage, 4 cells knockback


'''[Lv 8]:''' 2x 420% damage, 4 cells knock back
'''[Lv 8]:''' 2× '''420%''' damage, 4 cells knockback


'''[Lv 9]:''' 2x 460% damage, 5 cells knock back
'''[Lv 9]:''' 2× '''460%''' damage, 5 cells knockback


'''[Lv 10]:''' 2x 500% damage, 5 cells knock back
'''[Lv 10]:''' 2× '''500%''' damage, 5 cells knockback
|}
|}



Latest revision as of 03:50, 12 May 2026

Classes / Swordman / Knight

General Information

Many skills on Ragnarok+ have been reworked, and several new ones have been added. To view the current skill set and all changes, please refer to the Ragnarok+ Skill Simulator.

Some skills may not be listed on this page, so make sure to consult the Simulator when finalizing your builds.

If you encounter missing skills or incomplete descriptions, feel free to report them on our Ragnarok+ Discord Server.

Overview

Second job for Swordman

Skills

Skill Changes

Skill Old Version Ragnarok+
Brandish Spear Damage varies depending on target position and number of enemies hit.

Uses short fixed attack range regardless of weapon.

Splash damage behavior can become inconsistent on stacked targets.

No STR scaling.

Affected area by skill level:

  • Lv 1-3: Small frontal area
  • Lv 4-6: Medium frontal area
  • Lv 7-9: Large frontal area
  • Lv 10: Maximum frontal area
Reworked for more consistent damage.
  • Added STR scaling
  • Increased %ATK scaling
  • Splash damage removed
  • Now uses weapon range

Affected area by skill level:

  • Lv 1-3: Area A
  • Lv 4-6: Area A+B
  • Lv 7-9: Area A+B+C
  • Lv 10: Area A+B+C+D

Area layout:

XDDDX
CCCCC
BBBBB
AAAAA
AAKAA

K = Knight position

Level Area A Area B Area C Area D
1 (120 + STR)%
2 (140 + STR)%
3 (160 + STR)%
4 (360 + STR)% (180 + STR)%
5 (400 + STR)% (200 + STR)%
6 (440 + STR)% (220 + STR)%
7 (600 + STR)% (480 + STR)% (240 + STR)%
8 (650 + STR)% (520 + STR)% (260 + STR)%
9 (700 + STR)% (560 + STR)% (280 + STR)%
10 (825 + STR)% (750 + STR)% (600 + STR)% (300 + STR)%
Pierce Uses fixed melee range regardless of weapon type. Now uses the equipped weapon's attack range.
Spear Stab Uses fixed melee range regardless of weapon type. Now uses the equipped weapon's attack range.
Bowling Bash Damage and knockback behavior depends on positioning and gutterline mechanics.

Can fail to deal proper damage near gutterlines.

Knockback interaction is inconsistent against stacked enemies.

Reworked for more consistent behavior.
  • No more gutterlines
  • Always deals double-hit damage
  • If a knocked back enemy collides with another target, knockback stops and damage becomes a 3×3 AoE
  • Mounted Peco Peco version additionally knocks nearby enemies back by 1 cell

[Lv 1]:140% damage, 1 cell knockback

[Lv 2]:180% damage, 1 cell knockback

[Lv 3]:220% damage, 2 cells knockback

[Lv 4]:260% damage, 2 cells knockback

[Lv 5]:300% damage, 3 cells knockback

[Lv 6]:340% damage, 3 cells knockback

[Lv 7]:380% damage, 4 cells knockback

[Lv 8]:420% damage, 4 cells knockback

[Lv 9]:460% damage, 5 cells knockback

[Lv 10]:500% damage, 5 cells knockback

New Skills

Skill Description
Murder Blow Information: Put a murderous intent into every blow. Increases CRIT with two-handed sword for five minutes.

[Lv 1]: Critical +3

[Lv 2]: Critical +6

[Lv 3]: Critical +9

[Lv 4]: Critical +12

[Lv 5]: Critical +15

Peco Peco Training Information: Increases Flee and reduces VIT penalty when outnumbered while mounted on a Pecopeco.

[Lv 1]: Flee + 2

[Lv 2]: Flee + 4

[Lv 3]: Flee + 6

[Lv 4]: Flee + 8

[Lv 5]: Flee + 10, 1 extra attacker

[Lv 6]: Flee + 12, 1 extra attacker

[Lv 7]: Flee + 14, 1 extra attacker

[Lv 8]: Flee + 16, 1 extra attacker

[Lv 9]: Flee + 18, 1 extra attacker

[Lv 10]: Flee + 20, 2 extra attacker

Spear Harpoon Information: Toggle your Spear Boomerang to become a harpoon, pulling enemies to you. The amount of cells is determined by your level in Spear Boomerang.

Since the distance is based on the level of Spear Boomerang, you can also pull mobs behind into your party, if you stand close enough.