Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem








Overview: With his Class command "Equip", Knight can freely swap weapon mid-fight (it's free action). Each weapon has their own characteristics and skill set (from 2 to 4 skills), so switching is required.
Non-Euclidean Armor: If you max out Knight's Strength growth, at level 60 the Brawler innate provides 408 Attack, negating the initial -400. Since his weapons come with their own Attack stat, the passive can be translated to "Just go unarmed."
Status Manipulation: Beside standard status applying effects, certain skills will instead extend/shorten existing statuses.
Weapon Skills: Has two types, normal and ultimate skills. Ultimates are quite expensive on top of long cooldown, but each of them had the potential to be a major playmaker when used.
Bonus action: Granted from certain gear and buffs, they can stack up to +4 action (so Knight can performs a total of 5 actions in a row). They also come with penalty however. Granted, the penalties don't stack.
Wound: Most common mod-exclusive debuff of Knight, easily inflicted, easily extended. If expired naturally, become Laceration (-20% Str & Mnd); otherwise if expired by skill effects, grant immunity to Wound for a few turns.
Break: Knight's Break skills are different than vanilla's Break series; his Breaks first reduce Wound by 4 or 8, then, if Wound remained, inflict addictional debuffs: