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Proudly I present my Magic Knight guide for all wielders of Rapiers
Register:
1 ) Before starting
2 ) The beginning
3 ) Skills
4 ) Status points
5 ) Builds
6 ) Final words
7 ) The ending
1 ) Before starting
This is a general MK-Guide that deals in basics, skills, builds, important notes and much more.
The Magic Knight can be based on both, int or str, which you choose is your own decission. Choosing str would be nice for PvE (Player vs Environment) and not suitable for PvP (Player vs Player). Increasing int your PHATK and PHMATK will raise, so this seams to be better for PvP and can be used for PvE too.
PHATK = Physical meele attacking power, PHMATK = Physical magic attacking power.
The Magic Knight is able to use both, Cariad and Rapier, but the primary weapon is the Rapier. Cariad only makes sense in conjunction with an AoE-Build in a party, but even there I would not use a Cariad. Be sure to know that not all skills are useable by cariad.
ATTENTION: Phantom Grief, Phantom Pain, Vampiric Touch and Blessing of Mana are Rapier-only. Meaning, that you need an equipped Rapier for the mentioned skills.
2 ) The beginning
The Magic Knight is a Damage-Dealer class (DD) focused on 1 single target, because of his fast attacking speed of 1,20 seconds, his strong Debuff-skills, Phantom Pain (PP) and Phantom Grief (PG) + it’s base damage and the opportunity to choose strong magic in the nobles elemental-tree, Temptation deals a lot of damage too. Temptation shows it’s true effectivenes in a party that has a minimum of 1 tank (fe. GSM). The Magic Knights pretend to be supporter and tank too, because he can provide the party with extra MP and he is able to tank larger numbers of monster groups with his high dodge abilities and the skill Vampiric Touch. The Magic Knight has less HP and MP, but he can "heal" his lost HP and MP with his skills. This class is a pure 1 on 1 class and has no AoEs (AoE – Area of Effect), but the int-based MK is able to AoE with the noble skills Heavy Lightning and Ice Bomb.
It is important to know, that in Florensia every status point works different for each class:
The Magic Knight gains out of 1 str 2-3 PHATK and 0 PHMATK. Later on he even get’s 3-4 points PHATK.
The Magic Knight gains out of 1 int 1-1 PHATK and 2-3 PHMATK. Later on he even get’s 1-2 points PHATK and 3-4 points PHMATK.
3 ) Skills (What skills can I use?)
Noble-Skills (Dark-tree):
Name: Sword of Spirit (SoS)
Upgrade: lvl 0 – 15
Status: Active skill
Useable at lvl: 1
Duration: 5 minutes
Cool-Down: —
Purpose: Increases PHATK (physical attacking power) by 9 at each lvl. (max 135 PHATK)
Increases DMG of close ranged weapons by 9
Increases DMG of close ranged weapons by 18
Increases DMG of close ranged weapons by 27
Increases DMG of close ranged weapons by 36
Increases DMG of close ranged weapons by 45
Increases DMG of close ranged weapons by 54
Increases DMG of close ranged weapons by 63
Increases DMG of close ranged weapons by 72
Increases DMG of close ranged weapons by 81
Increases DMG of close ranged weapons by 90
Increases DMG of close ranged weapons by 99
Increases DMG of close ranged weapons by 108
Increases DMG of close ranged weapons by 117
Increases DMG of close ranged weapons by 126
Increases DMG of close ranged weapons by 135
Real functionality:
Raises minimal and maximal PHATK by 9 pro level – so 135 at max. Consider that this skills attacking power is reduced by every PHATK-reductions. Like high PHDEF and skills. (fe Avery Dungeon – Female Vampire).
Name: Phantom Grief (PG)
Upgrade: lvl 0 – 14 (Should be 15, but it was weakened)
Status: active skill
Useable at lvl: 6
Duration: 20 seconds
Cool down: 1 second
Purpose: Decreasing Attack speed, inflicting base damage and a DoT- effekt (Duration over Time).
Decreases HP by 12 for all 3 seconds, 20 seconds long & decreases attack speed by 10% casting-time: 1,5 sec
Decreases HP by 28 for all 3 seconds, 20 seconds long & decreases attack speed by 15% casting-time: 1,3 sec
Decreases HP by 41 for all 3 seconds, 20 seconds long & decreases attack speed by 20% casting-time: 1,1 sec
Decreases HP by 63 for all 3 seconds, 20 seconds long & decreases attack speed by 25% casting-time: 0,9 sec
Decreases HP by 80 for all 3 seconds, 20 seconds long & decreases attack speed by 29% casting-time: 0,7 sec
Decreases HP by 97 for all 3 seconds, 20 seconds long & decreases attack speed by 33% casting-time: 0,5 sec
Decreases HP by 114 for all 3 seconds, 20 seconds long & decreases attack speed by 36% casting-time: 0,3sec
Decreases HP by 131 for all 3 seconds, 20 seconds long & decreases attack speed by 38% casting-time: 0,1 sec
Decreases HP by 148 for all 3 seconds, 20 seconds long & decreases attack speed by 40%. Instant casting
Decreases HP by 165 for all 3 seconds, 20 seconds long & decreases attack speed by 42%. Instant casting
Decreases HP by 182 for all 3 seconds, 20 seconds long & decreases attack speed by 44%. Instant casting
Decreases HP by 199 for all 3 seconds, 20 seconds long & decreases attack speed by 46%. Instant casting
Decreases HP by 216 for all 3 seconds, 20 seconds long & decreases attack speed by 48%. Instant casting
Decreases HP by 233 for all 3 seconds, 20 seconds long & decreases attack speed by 50%. Instant casting
Decreases HP by 250 for all 3 seconds, 20 seconds long & decreases attack speed by 50%. instant casting
Real functionality:
Reduces attacking speed of meele weapons, ranged weapons and cariads, moreover this skills seals a base damage and a DOT. Skills are not affected by attack speed reductions of PG. So the effect of PG only counts for the autohit of every weapon.
Name: Phantom Pain (PP)
Upgrade: lvl 0 – 11 (Should be 15, but it was weakened)
Status: Active skill
Useable at lvl: 12
Duration: 25 seconds
Cool down: 10 seconds
Purpose: Decreasing accuracy and inflicting a DoT- effekt (Duration over Time).
Decreases accuracy by 8% for 25 seconds, all 3 Sekunden 31 DMG. casting-time: 1,5 sec
Decreases accuracy by 10% for 25 seconds, all 3 seconds 46 DMG. casting-time: 1,3 sec
Decreases accuracy by 12% for 25 seconds, all 3 seconds 61 DMG. casting-time: 1,1 sec
Decreases accuracy by 14% for 25 seconds, all 3 seconds 76 DMG. casting-time: 0,9 sec
Decreases accuracy by 16% for 25 seconds, all 3 seconds 91 DMG. casting-time: 0,7 sec
Decreases accuracy by 18% for 25 seconds, all 3 seconds 106 DMG. casting-time: 0,5 sec
Decreases accuracy by 20% for 25 seconds, all 3 seconds 121 DMG. casting-time: 0,3 sec
Decreases accuracy by 22% for 25 seconds, all 3 seconds 136 DMG. casting-time: 0,1 sec
Decreases accuracy by 24% for 25 seconds, all 3 seconds 151 DMG. Instant casting
Decreases accuracy by 26% for 25 seconds, all 3 seconds 166 DMG. Instant casting
Decreases accuracy by 28% for 25 seconds, all 3 seconds 181 DMG. Instant casting
Decreases accuracy by 30% for 25 seconds, all 3 seconds 196 DMG. Instant casting
Decreases accuracy by 32% for 25 seconds, all 3 seconds 211 DMG. Instant casting
Decreases accuracy by 34% for 25 seconds, all 3 seconds 226 DMG. Instant casting
Decreases accuracy by 36% for 25 seconds, all 3 seconds 241 DMG. Instant casting
Real functionalty:
Reduces accuracy of physical attacks, magical attacks are not affected by the effect of PP – no base damage, but a DoT exists. Phantom Pain does not lower accuracy of physical based skills. So only the autohit of physical weapons are reduced in accuracy. Sadly the reduced stats are wrong too.
fe.: Phantom Pain reduces -26% accuracy.
Our stats:
Meele = 656
After PP = 499
Calculated with Calculator = 485,4
Ranged = 710
After PP = 553
Calculated with Calculator = 525,4
Magic = 935
Name: Shade of Fear (SoF)
Upgrade: lvl 0 – 3
Status: Active skill
Useable at lvl: 10
Duration: 12 seconds (Max lvl)
Cool-down: 30 seconds
Purpose: Confuses the enemy so that he cannot attack.
Confusion lasts 5 seconds. Casting-time: 1 sec
Confusion lasts 8 seconds. Casting-time: 1 sec
Confusion lasts 12 seconds. Casting-time: 1 sec
Name: Lure of Incubus (LoI)
Upgrade: lvl 0 – 5
Status: Active skill
Useable at lvl: 18
Duration: 30 seconds (max lvl)
Cool-down: 1 minute
Purpose: Makes targeted enemies fall asleep. The spell breaks after the duration or any hit except PP
Sleep lasts for 12 seconds
Sleep lasts for 15 seconds
Sleep lasts for 20 seconds
Sleep lasts for 25 seconds
Sleep lasts for 30 seconds
Name: Vampiric Touch (VT)
Upgrade: lvl 0 – 6
Status: Active skill
Useable at lvl: 28
Duration: —
Cool-down: 4 seconds
Purpose: Deals DMG and gives a prozentual based rate of DMG as HP to the MK back. (DMG calculation + heal = PHMATK + Skill lvl)
Attacks the target and absorb 100% of inflicted DMG as HP
Attacks the target and absorb 110% of inflicted DMG as HP
Attacks the target and absorb 120% of inflicted DMG as HP
Attacks the target and absorb 130% of inflicted DMG as HP
Attacks the target and absorb 140% of inflicted DMG as HP
Attacks the target and absorb 150% of inflicted DMG as HP
Noble Skills (Elemental-tree):
Name: Fireball
Upgrade: lvl 0 – 14
Status: Active skill
Useable at lvl: 1
Duration: —
Cool-down: 1 second
Purpose: Attacks the target, with each upgraded level DMG is increased
Attacks a target with your own PHMATK and extra DMG off 42
Attacks a target with your own PHMATK and extra DMG off 83
Attacks a target with your own PHMATK and extra DMG off 134
Attacks a target with your own PHMATK and extra DMG off 206
Attacks a target with your own PHMATK and extra DMG off 298
Attacks a target with your own PHMATK and extra DMG off 390
Attacks a target with your own PHMATK and extra DMG off 482
Attacks a target with your own PHMATK and extra DMG off 574
Attacks a target with your own PHMATK and extra DMG off 666
Attacks a target with your own PHMATK and extra DMG off 758
Attacks a target with your own PHMATK and extra DMG off 850
Attacks a target with your own PHMATK and extra DMG off 942
Attacks a target with your own PHMATK and extra DMG off 1034
Attacks a target with your own PHMATK and extra DMG off 1126
Name: Iceball
Upgrade: lvl 0 – 15
Status: Active skill
Useable at lvl: 6
Duration: 8 seconds
Cool-down: 6 seconds
Purpose: Slows the moving speed of targets by 60% for 8 seconds, with each upgradet level DMG is increased. (If you have this skill and as nothing changes except the DMG, I would recommand heaving this skill only on lvl 1, the effect is interessting, nothing else)
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 44
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 68
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 92
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 116
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 154
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 214
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 274
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 334
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 394
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 454
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 514
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 574
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 634
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 694
Slows the moving speed by 60 %, attacks a target with your own MATK and extra DMG off 754
Name: Ice shield
Upgrade: lvl 0 – 11
Status: Active skill
Useable at lvl: 10
Duration: 200 seconds (max lvl)
Cool-down: 120 seconds
Purpose: As long as the shield is activ, the caster will not receive DMG (1 hit = -20 seconds duration)
The shield lasts for 60 seconds
The shield lasts for 80 seconds
The shield lasts for 100 seconds
The shield lasts for 120 seconds
The shield lasts for 140 seconds
The shield lasts for 150 seconds
The shield lasts for 160 seconds
The shield lasts for 170 seconds
The shield lasts for 180 seconds
The shield lasts for 190 seconds
The shield lasts for 200 seconds
Name: Ice Bomb
Upgrade: lvl 0 – 11
Status: Active skill
Useable at lvl: 30
Duration: 5 seconds
Cool-down: 12 seconds
Purpose: Attacks targets in an area (AoE = Area of Effect) and makes them imoveable (only lvl 1, the DMG is far to low to be used as DMG dealing skill, your PHMATK increases the DMG too, but to DMG increasement is not really great)
Attacks all targets in an area of effect by 172 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 206 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 240 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 274 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 308 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 342 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 376 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 410 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 444 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 478 DMG and makes them imoveable for 5 seconds
Attacks all targets in an area of effect by 512 DMG and makes them imoveable for 5 seconds
Name: Electric Shock
Upgrade: lvl 0 – 12
Status: Active skill
Useable at lvl: 23
Duration: Stun
Cool-down: 8 seconds
Purpose: Stuns the target, with each upgraded level DMG is increased.
Stuns the target, inflicts 41 extra DMG to your PHMATK, casting-time: 1,5 sec
Stuns the target, inflicts 83 extra DMG to your PHMATK, casting-time: 1,2 sec
Stuns the target, inflicts 137 extra DMG to your PHMATK, casting-time: 0,9 sec
Stuns the target, inflicts 205 extra DMG to your PHMATK, casting-time: 0,6 sec
Stuns the target, inflicts 290 extra DMG to your PHMATK, casting-time: 0,3 sec
Stuns the target, inflicts 387 extra DMG to your PHMATK, casting-time: 0,1 sec
Stuns the target, inflicts 515 extra DMG to your PHMATK, casting-time: Instant casting
Stuns the target, inflicts 644 extra DMG to your PHMATK, casting-time: Instant casting
Stuns the target, inflicts 775 extra DMG to your PHMATK, casting-time: Instant casting
Stuns the target, inflicts 908 extra DMG to your PHMATK, casting-time: Instant casting
Stuns the target, inflicts 1044 extra DMG to your PHMATK, casting-time: Instant casting
Stuns the target, inflicts 1194 extra DMG to your PHMATK, casting-time: Instant casting
Name: Heavy Lightning
Upgrade: lvl 0 – 10
Status: Active skill
Useable at lvl: 32
Duration: —
Cool-down: 20 seconds
Purpose: Attacks targets in an area (AoE = Area of Effect,- the best AoE a Magic Knight can use, your PHMATK increases the DMG too, but to DMG increasement is not really great)
Attacks all targets in an area of effect by 791 DMG
Attacks all targets in an area of effect by 975 DMG
Attacks all targets in an area of effect by 1204 DMG
Attacks all targets in an area of effect by 1481 DMG
Attacks all targets in an area of effect by 1840 DMG
Attacks all targets in an area of effect by 2205 DMG
Attacks all targets in an area of effect by 2619 DMG
Attacks all targets in an area of effect by 3036 DMG
Attacks all targets in an area of effect by 3459 DMG
Attacks all targets in an area of effect by 3885 DMG
Name: Fire Pole
Upgrade: lvl 0 – 10
Status: Active skill
Useable at lvl: 18
Duration: 15 seconds
Cool-down: 10 seconds
Purpose: Deals great DMG and inflicts a DoT- effect on the target (Bad hit rate)
Noble Skills (other skills):
Deals 457 DMG and inflicts a DoT of 152 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Deals 570 DMG and inflicts a DoT of 190 DMG for 5 seconds, 15 seconds long, casting time: 2 sec
Deals 709 DMG and inflicts a DoT of 236 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Deals 876 DMG and inflicts a DoT of 292 DMG for 5 seconds, 15 seconds long, casting time: 2 sec
Deals 1092 DMG and inflicts a DoT of 364 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Deals 1339 DMG and inflicts a DoT of 446 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Deals 1590 DMG and inflicts a DoT of 530 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Deals 1843 DMG and inflicts a DoT of 614 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Deals 2100 DMG and inflicts a DoT of 700 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Deals 2359 DMG and inflicts a DoT of 786 DMG for 5 seconds, 15 seconds long, casting-time: 2 sec
Name: Mind Up
Upgrade: lvl 0 – 10
Status: Passive skill
Useable at lvl: 1
Duration: —
Cool-down: —
Purpose: Increases your own max MP.
Increases max MP by 104
Increases max MP by 208
Increases max MP by 312
Increases max MP by 416
Increases max MP by 520
Increases max MP by 624
Increases max MP by 728
Increases max MP by 832
Increases max MP by 936
Increases max MP by 1040
Name: Insight of Magic
Upgrade: lvl 0 – 8
Status: Passive skill
Useable at lvl: 10
Duration: —
Cool down: —
Purpose: Increases magical hit rate (Skills are not affected! Don’t skill it, cuz it is crap)
Increases magical hit rate by 16
Increases magical hit rate by 24
Increases magical hit rate by 32
Increases magical hit rate by 43
Increases magical hit rate by 54
Increases magical hit rate by 65
Increases magical hit rate by 77
Increases magical hit rate by 91
Name: Magic Boost (MB)
Upgrade: lvl 0 – 10
Status: Active skill
Useable at lvl: 15
Duration: 20 minutes
Cool-down: 20 seconds
Purpse: Increases max MP of target (can be casted on others)
Increasing max MP by 143 for 20 minutes
Increasing max MP by 286 for 20 minutes
Increasing max MP by 429 for 20 minutes
Increasing max MP by 572 for 20 minutes
Increasing max MP by 715 for 20 minutes
Increasing max MP by 858 for 20 minutes
Increasing max MP by 1001 for 20 minutes
Increasing max MP by 1144 for 20 minutes
Increasing max MP by 1287 for 20 minutes
Increasing max MP by 1430 for 20 minutes
Name: Magic Power
Upgrade: lvl 0 – 11
Status: Passive skill
Useable at lvl: 20
Duration: —
Cool-down: —
Purpose: Increases your max PHMATK (not min and max PHMATK, look at it’s max level and think of SoS – you could cry…)
Increases your max PHMATK by 49
Increases your max PHMATK by 66
Increases your max PHMATK by 90
Increases your max PHMATK by 118
Increases your max PHMATK by 157
Increases your max PHMATK by 199
Increases your max PHMATK by 249
Increases your max PHMATK by 303
Increases your max PHMATK by 361
Increases your max PHMATK by 423
Increases your max PHMATK by 488
Name: Recharge
Upgrade: lvl 0 – 4
Status: Active skill
Useable at lvl: 25
Duration: —
Cool-down: 20 seconds
Purpose: Uses own MP and regenerates used MP on a target. (Don’t skill! It’s absolutely crap)
Uses your own MP and regenerates 182 MP at your target
Uses your own MP and regenerates 287 MP at your target
Uses your own MP and regenerates 397 MP at your target
Uses your own MP and regenerates 514 MP at your target
Name: Mental Concentration
Upgrade: lvl 0 – 9
Status: Passive skill
Useable at lvl: 30
Duration: —
Cool-down: —
Purpose: Increases your critical hit rate with magic attacks and magic based skills.
Increases magical critical rate by 59
Increases magical critical rate by 71
Increases magical critical rate by 96
Increases magical critical rate by 126
Increases magical critical rate by 166
Increases magical critical rate by 212
Increases magical critical rate by 270
Increases magical critical rate by 335
Increases magical critical rate by 406
Name: Warp
Upgrade: lvl 0 – 3
Status: Active skill
Useable at lvl: 16
Dauer: —
Cool-down: 1 second
Purpose: Teleports you somewhere randomly. You cannot choose the cell.
Teleports on a random cell within 10 metres length.
Teleports on a random cell within 15 metres length.
Teleports on a random cell within 20 metres length.
Name: Teleportation
Upgrade: lvl 0 – 3
Status: Active skill
Useable at lvl: 25
Duration: —
Cool-down: 1 second
Purpose: Teleports you somewhere. You can choose the cell.
Teleports on a choosen cell within 10 meters lenght.
Teleports on a choosen cell within 15 meters lenght.
Teleports on a choosen cell within 20 meters lenght.
Name: Balance Up
Upgrade: lvl 0 – 4
Status: Active skill
Useable at lvl: 40
Duration: 10 minutes
Cool-down: —
Purpose: Protects against the stun effect after a critical attack.
Protects against stun by 20 % chance
Protects against stun by 40 % chance
Protects against stun by 60 % chance
Protects ageinst stun by 80 % chance
Real functionality:
Protects against the stun-effect of every made autohit. This includes meele weapons, ranged weapons and the cariad. Skills with stun effect are absolutely ignored by balance up.
Magic Knight- skills:
Name: Blessing of Mana (BoM)
Upgrade: lvl 0 – 7
Status: Active skill
Useable at lvl: 40
Duration: —
Cool-down: 1 second
Purpose: Consumes 10% of actual HP and changes it prozentualy into MP (Bugged? It changes the doubled amount into MP, at lvl 1 instead of 80% 160%!)
10% absorbed HP are changed to 80% MP
10% absorbed HP are changed to 100% MP
10% absorbed HP are changed to 120% MP
10% absorbed HP are changed to 140% MP
10% absorbed HP are changed to 160% MP
10% absorbed HP are changed to 180% MP
10% absorbed HP are changed to 200% MP
Real functionality:
Absorbs 10% of your actual (not maximal HP!) and changes it prozentualy into MP. The amount of changed MP is doubled.
fe.: 6000 HP / 10 = 600 HP, BoM on lvl 7 = 200% out of 10% HP, but consider the doubled amount of 400% = 2400 MP.
Logically the effectivenes of this skill decreases by lowered HP. You cannot die of this!
Name: Temptation
Upgrade: lvl 0 – 3
Status: Active skill
Useable at lvl: 40
Duration: lvl 1 = 10 minutes, lvl 2 = 20 minutes, lvl 3 = 30 minutes
Cool-down: 10 minutes
Purpose: A monster can by tempted so that it fights on your side. The monster has to be your own level or lower. Boss-monsters are not affected by this skill, except 2 bugged bosses (Warloss and Gangster Boss – I wonder if they fix that bug this year)
A targeted monster fights for you for 10 minutes – 1 monster possible
A targeted monster fights for you for 20 minutes – 2 monsters possible
A targeted monster fights for you for 30 minutes – 3 monsters possible
Real functionality:
A monster on the level of the MK or lower will ally with you. This does not work on boss monster and does not work in he tower. This monsters are able to cast skills but they cannot target players in PvP. But in every warzone they can attack players.
Name: Royal Slave
Upgrade: lvl 0 – 6
Status: Passive skill
Useable at lvl: 45
Duration: —
Cool-down: —
Purpose: Increases PHDEF of your monsters. (The worst skill a MK has – don’t skill! The disappointment is to big – get a saint with his Def-Buff!)
Increases PHDEF of tempted monsters by 193
Increases PHDEF of tempted monsters by 246
Increases PHDEF of tempted monsters by 318
Increases PHDEF of tempted monsters by 396
Increases PHDEF of tempted monsters by 480
Increases PHDEF of tempted monsters by 568
4 ) Status points (How about my status, what do I need?)
The Magic Knight is the most complicated class in Florensia, because he is used to fight in front the battlefield (meele) and behind the front (ranged), so he uses both PHATK and PHMATK in fights. And even lot’s of bugs makes his life hard.
Suitable for int- build: Int, dex, con, will
Suitable for str- build: Str, dex, con
Int (intelligence) increases our PHMATK, damage with magic and skills based on int. With int the MK increases the DMG of all elemental skills and his own skills PG and VT. Magic power and mental concentration will do very well. I have to mention that the PHMATK of theRApier is higher than the PHATK.
Str (Strenght) increases the PHATK. As 2 int are 1 str, I would not recommand this attribut, but if you insint going str instead of int, you will have to increase this.
Dex (Dextirity) increases our hit and flee rate. Dex is our main defence attribut and very important, because the MK has to fight in the front of battles, with his dex and PP he can tank mobs and he can AoE with this attribut too.
Con (Constitution) is the last important attribut for a MK. It increases HP, whit which you can live longer in taughter battles and it increases the MP recovery rate of Blessing of Mana (BoM). The more HP, the more regenerated MP.
Will increases the chance of dealing a critical hit with magic, short range (meele) physical attacks and long range physical attacks. This can be increased in conjunction with mental concentration. You can increase this, but you don’t have to.
Wis(Wisdom) increases our max MP. Wis would only be interessting for an AoE-Build. BoM is strong enough that you don’t need any wis. If you still need more MP think about mind up and magic boost. In lower levels you still will be forced to sit down, regenerate and even use potions. But this will change after level 40 where you get BoM.
ATTENTION: It is important to have high con at the beginning of the game, so go for 2-3 days see levling as soon as possible and get about 15-20 con. I really recommand that, 20 points in con will make your life of being a Rapier-Noble way easier.
5 ) Builds (What builds can a MK have?
Here the ordinary MK-build, everyone knows it:
A ) Magic Knight based on str (Compare with point D)
Stats: Str, dex, con
1 land lvl = 2 str, 1 dex (1str, 2 dex at the beginning for better dodgeing is possible too)
1 sea lvl = 1 con
(It is possible to add a little bit int to increase the DMG of VT and PG)
Where to fight:
PvP: Good (Except con mercs)
PvE: Good
Bosses: Average
Partyplay: Average
Suitable skills:
Sword of Spirit – very important
Phantom Grief – very important
Phantom Pain – very important
Shade of Fear – very important
Lure of Incubus – optional
Vampiric Touch – very important
Lightning shock – optional
Fire pole – optional
Teleport – optional
Balance up – optional
Mind up – optional
Magic Boost – optional
Magic Power – optional
Blessing of mana – important
Temptation – optional
Royal Slave- optional
Explaination: A long time ago it was thought that the Magic Knight has to go on str, because of Sword of Spirit. The Magic Knight has a good meele DMG, the magic DMG instead is poor. I recommand magic power, because you should not lack on int. Or in other words: Your VT should heal more, believe me. I listed lightning shock as well as fire pole. Fire pole can deal a good DMG (if it hits)
Make sure to have all skills that are marked with “very important”, you should think about “important” skills and your remaining points can be devided to “optional” skills. You probably cannot skill everything, so make priorities.
How to level:
You need to cast PP and PG on every single monster, your rapier does the rest. Your meele DMG will be quite good, you will not have any problems getting to Chester with this. After reaching lvl 27 you obtain VT, than it get’s a lot easier. And after lvl 40 Blessing of Mana is obtainable. Just make sure to skill out PG (lvl 14) and PP (lvl 11), SoS is your first buff skill. You can choose if you skill it or not. I would increase it if I think about choosing a str-build.
Lot’s of people have made up their minds about this version, lot’t of critics critizided him, but he succeded:
B ) Magic Knight based on int
Stats: Int, dex, con
1 land lvl = 2 int, 1 dex (1 int, 2 dex at the beginning for better dodgeing is possible too)
1 sea lvl = 1 con
(It is possible to add a little bit will to increase your magical critical rate)
Where to fight:
PvP: Very good
PvE: Good
Bosses: Good
Partyplay: Average
Suitable skills:
Phantom Grief – very important
Phantom Pain – optional
Shade of Fear – very important
Lure of Incubus – optional
Vampiric Touch – important
Ice shield – optional
Lightning shock – optional
Fire pole – optional
Teleport – optional
Balance up – important
Mind up – optional
Magic Boost – optional
Magic Power – very important
Mental concentration – very important
Blessing of mana – very important
Temptation – optional
Royal Slave- optional
Explaination: Some months ago everybody I asked said that int is absolutely senseless for a Magic Knight, but the tables are turned. The int-version has greater fighting abilities. He can kill enemies at long distance, can teleport around so that enemies (meele) even can’t hit you. Fire pole is nice, but consumes lot’s of MP. PG will be the most important skill you can have. It get’s your main attacking skill. It is important to pimp up this skill with magic power and even mental concentration. After you have done this you will be as dangerous as a high lvl CM. In PvE your VT outreaches everything you have ever seen. I can heal up to 3200 HP if my spell crits good (lvl 79 MK, 163 int, green lvl 73 Rapier +6, Magic Power lvl 10, Mental concentration lvl 9), if not 2000 HP are good as well. Blessing of Mana is very important, if you leave Magic Boost and Mind Up behind, increasing Blessing of Mana to lvl 7 will get a “must have”. I too use a version of this build.
Make sure to have all skills that are marked with “very important”, you should think about “important” skills and your remaining points can be devided to “optional” skills. You probably cannot skill everything, so make priorities
How to level:
The beginning is harder than choosing str, but for your recieved pain you will be greatly paid after lvl 40, when your PG get’s instant, you have BoM, VT outreaches everything seen and after reaching the last levels of Exeter you will be kinda a hero on the battlefield. In the first levels increase int, level as you would do with the str build. PP and PG the enemies and kill them with the rapier. I recommand a level partner after lvl 20 , like a saint with his MP-buff. Your PG casting time is decreasing and decreasing. Now you should show start liking this build. You will need a lot of patience till lvl 40, because your meele DMG will be a little lower than with str, SoS is not increased, only by 1 level. You shouldn’t have any problems leveling such a character. On Bergruen lot’s of MKs which used this guide gave me positiv feed back that they succeded till lvl 40.
Something for AoE- loving people, even the Magic Knight can AoE. It is a little bit complicated, but possible and in an AoE team very good. Mercs will ask you if you AoE with them and maybe you gladly accept:
C ) Magic Knight skilled on AoE-skills
Stats: Int or str, dex, con, wis (This is a little bit complicated)
1 land lvl = 3 dex or 2 dex and 1 int or 2 dex and 1 str
1 sea lvl = 1 con
(It is possible to add wis for more MP, increasing mind up and magic boost will be a good choice, think of increasing mind up, because you can still be buffed from a friend of yours or someone else with magic boost – so you can get more out of it; wis can be increased as well, you propably need lot’s of MP for this build, but I would recommand increasing wis after lvl 45, go for Mind up or Magic Boost or both)
Where to fight:
PvP: Average
PvE: Average
Bosses: Average
Partyplay: Very good
Suitable skills:
Phantom Grief – very important (get it at least on lvl 9 to get it instant casted)
Phantom Pain – optional
Shade of Fear – very important
Lure of Incubus – optional
Vampiric Touch – very important
Ice shield – very important (ATTENTION: Be careful, there is a Bug with VT in conjunktion with Ice shield and a greather number of monsters. When more monsters attack you, ice shield is activ and you use VT, there is a fearly high chance that the effect of VT (healing HP) will not appear – this really is stupid for this build)
Lightning shock – optional
Heavy ligthning – very important
Ice bomb – very important (only have it on lvl 1)
Teleport – optional
Balance up – very important
Mind up – important
Magic Boost – important
Magic Power – important
Mental concentration – important
Blessing of mana – important
Temptation – optional
Royal Slave- optional
Explaination: Lot’s of players love to AoE monsters, it is even possible for a Magic Knight. My best friend tried this build, and it worked. The problem is at the beginning till lvl 32 and even higher. You lack on DMG. You can avoid very good, but the DMG is missing. That is the biggest con of this build. Around lvl 45 this build shows first effectivenes. This is the hardest build you can choose in this game. Having a level partner will make your life much easier, till you get to Exeter.
Make sure to have all skills that are marked with “very important”, you should think about “important” skills and your remaining points can be devided to “optional” skills. You probably cannot skill everything, so make priorities.
How to level:
This is the hardest build you can choose in Florensia, because the DMG is missing completely. After you get your AoEs it will be better. But you have to reach lvl 32 first. You can choose if you increase a little bit str or more int. Str makes your meele DMG better till lvl 32, int would keep your meele DMG lower. You have to increase lot’s of dex, I would recommand choosing a mix between str and int. First on cardiff you increase a little bit str, later go for int. You have to increase dex by 2 at 1 level, because you will not always AoE with another character. PP and PG will be important skills till you get up. If you don’t mind, you could even ignore PP, which would give you extra points for magic boost or mind up, but would make your life even harder at the beginning. I only recommand this, when you know how hard it is to level a Magic Knight, own experiences will make it easier to pass till lvl 32. After you reached lvl 32, you have to use Ice shield, PG, Heavy lightning and ice bomb regularly. With PG, if you have it on lvl 9 for instant casting, you can get mobs to follow you by hitting them with this skill. Get about 4-5 mobs on your level, make Heavy lightning (The good dex should proof useful to not interrupt your cast) and cast ice bomb. You can choose different attack combinations. For example: Get mobs with PG, stun with Ice Bomb and hit with Heavy Lightning, get away or try to tank (be careful of the VT-Bug with ice shield – so I would get aside so that they are following you), finish them of with another Heavy lightning or Ice Bomb and a following Heavy Lightning. Be sure to have good dex, theese skills and Mind up or even both, Mind up and Magic Boost.
A balanced version from the Magic Knight Sparrowsong, she combines str and int:
D ) The balance between str and int (Compare with point A)
Stats: Str, int, dex, con
1 land lvl =
– till lvl 20 = 2 str, 1 dex (1 str, 2 dex at the beginning for better dodgeing is possible too)
– after that = Increase int till around 50 int
– after that = 2 str, 1 dex
1 sea lvl = 1 con
Where to fight:
PvP: Good
PvE: Very good
Bosses: Very good
Partyplay: Average
Suitable skills:
Sword of Spirit – important
Phantom Grief – very important
Phantom Pain – important
Shade of Fear – very important
Lure of Incubus – optional
Vampiric Touch – important
Lightning shock – important
Fire pole – important
Teleport – optional
Balance up – optional
Mind up – optional
Magic Boost – optional
Magic Power – very important
Mental concentration – optional
Magic Power – optional
Blessing of mana – important
Temptation – important
Royal Slave- optional
Explaination: I got this build from the Magic Knight Sparrowsong. Tha MK is not fixed on one stat, like str or int, he is fixed on both of them. I tested this as far as I was able too and it was phantastic. You level directly with Temptation, you use all your de-buff skills, you use lightning shock or firepole and Shade of Fear. With this leveling makes really fun – great, thanks for that build!
Make sure to have all skills that are marked with “very important”, you should think about “important” skills and your remaining points can be devided to “optional” skills. You probably cannot skill everything, so make priorities.
How to level:
2 stats are needed. First increase Str till lvl around lvl 20, after that increase int till you have around 50 int. Finally continue with str. Magic power is needed here too. Fro the english Forum it was confirmed, that even with a str-build you can go for PvP, and it seams to work. Str and int are mixed now. You use Temptation a lot, when you get 2 or even 3 monsters you are immortal. Your recieved DMG (if you even get any DMG) will stay low, because the most DMG will recieve your own monsters. PP, PG, SoF, LS and FP are your most important skills for that build. You protect your monsters and deal a lot of DMG to other monsters at the same time.
6 ) Final words (What’s still to say?)
The Magic Knight is a wonderful class that guarantees a lot of fun, especially on higher levels (40+)
Thank you very much for reading this guide. I hope with this more MKs will get through the world of Florensia.
Good luck on your way being a MK wishes you, Latyss
Credits go to Latyss.
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