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Terror-knight
"The howls of tormented spirits can be heard with every step of the terror knight's boots. Skilled in weakening enemy attacks and defense, they function as a wall to enemy advance."

OverviewEdit

This class has access to Dark Magic debuffs, and can inflict Fear on multiple units, which weakens both an opponent's attack and defense (although finishers are unaffected). It is the slowest class by weight, which means they fall behind in combat a little, but as they favour 2-Handed weapons this can balance the weight difference of a weapon + shield. Their access to Drain-type spells gives them the ability to steal enemies' HP, MP or TP. 'The Headsman ' and Ogre Blade are their best weapon options, despite the poor performance of 2-handed Swords on most classes. The Dark Headsman offers +2 to the Lament of the Dead skill rank, significantly raising success chances and Ogre set has a useful magic boost.

Can be Used by: Humans, Orc, Skeleton

How to Unlock: Terror Knight Classmarks are available at any shop from Chapter 2 onwards.

Notable Characters:

Equipment

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
4 Agile 2/3 38 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 301
MP 77
STR +124
VIT +118
DEX +113
AGI +114
AVD +124
INT +120
MND +114
RES +120
ATK 8
DEF 6

SkillsEdit

Skill Lvl SP Cost TP Cost Notes/Use
Dark Magic 1 50 MP {Drain HP/MP/TP, Instill, Paralytic Wave, Sleep, Gravity Flux}
Fearful Impact 3 120 40 Next attack has 100% accuracy and inflicts 'Fear'
Shadowbreak 13 330 40 Destroys all shadows in area around unit
Squash 15 370 30 Destroys obstacles in one hit.
Lament of the Dead 20 480 30 Inflicts Fear to all opponents in area around unit.

AbilitiesEdit

Skill Lvl Cost Notes/Use
Trajectory 1 50 Highlights path of ranged attacks.
Steadfast 17 370 Cannot be knocked back.
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Overpower 20 400 Ignores a target's Parry and Deflect
Rampart Aura I-IV 5/16/27/38 50/330/530/710 4/8/13/18 square aura that stops any units from advancing past equipped unit.
Counterattack I-III 5/14/23 120/330/500 Counters physical attacks at 25/50/75% Normal damage
Knockback I-III 4/13/23 90/310/480/630 25/50/75% chance to knock attacked target back one space
Strengthen I-IV 6/17/28/39 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I-IV 4/15/26/37 120/370/560/740 Increases DEF stat by 10/20/30/40%
Spellcraft I-II 7/20 120/370 Increases MAG stat by 10/20%
Resistance I-II 10/22 200/440 Increases RES stat by 10/20%
Truestrike I-IV 4/16/28/40 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Trueflight I-III 8/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I-II 9/19 90/350 Increases magic accuracy by 10/20%
Dodge I-IV 6/18/30/42 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-III 8/22/34 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-II 9/21 150/400 Increases magic avoidance by 10/20%
Constitution I-IV 7/18/29/40 200/420/610/790 Increases HP stat by 10/20/30/40%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I 23 460 Increases Move by 1
Jump I 23 500 Increases Jump by 1
Wade I-II 11/21 220/420 Allows movement through water at cost of 2/1 Move while in water.
Reflect Magic I-II 18/35 350/650 Reflects 10/20% of damage taken by magic attacks back
Max TP I-IV 10/20/30/40 290/480/650/800 Increases max TP by 25/50/75/100

TransferableEdit

Skill Notes/Use
Spellstrike I-III Increases magic accuracy by 30%
Absorb MP I-II Absorb 20/40% of MP spent by enemies on equipped unit
Treasure Hunt I-II Improves quality of found hidden items
Tactician I-II Increases TP accumulation by 20/40%

[1]

ReferencesEdit

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