[Update] Lord Knight (3.5e Prestige Class) | lord knight – Vietnamnhanvan

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A member of the holy brotherhood of the Lord Knights

Lord Knight

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We are servant to our lord, our ladies and our god and let nothing and no one convince you otherwise…

—Lord Gilbert, Human Lord Knight, Chivalry, Courtesy & Combat: The Gentleman Soldier’s pledge

The Knight is a member of a highly selective warrior class comprised of members of the wealthy noble rank. In the vast majority of societies only males are selected for the honor of the opportunity to fight for their lord, lady and god but the burden of the righteous upholding of the values of chivalry has been known to fall upon women in a few, very rare cases. Trained from the age of seven they are taken under the wing of fully fledged knight and given the title ‘page’ – who’s very existence is based around completing usually monotonous and servant-like chores such as cleaning the armor of their knight, brushing his steed and many other basic tasks. In addition to the general peonage, a page is required to take to studies of religion and are given rigorous lessons in the art of courtesy. Once they have completed seven years of toil, they are instead given the rank of ‘squire’, which is in truth a knight in training for his right of passage into knighthood at the age of twenty-one.

A squire is now required to master the art of mounted combat as all knights are in need of a loyal mount – how else could one joust if not on upon a steed? When mounting and dismounting, a squire is usually to wear a set of weights around his ankles in order to build sufficient muscle to allow him to do so swiftly even without a saddle. It is now also that a squire is required to fight with weaponry both on foot and on horseback, the knight’s advantage is his proficiency with multiple weapons although his coffers will dictate what range of his arsonry – minor nobles having much a much smaller variety than that of the much wealthier noble families.

Once at the age of twenty-one, a squire may pass a simple test in order to gain the title of ‘sir’ – the term of nobility for any knight – in which he must mount an unsaddled horse from standing without aid. A knight may attempt this task as many times as he desires but if he is unable, the ritual is postphoned until he wishes to pass this trial once again. The next stage of a knight’s inauguration is his pledge to lord, lady and god – more commonly known as the act of chivalry, which in itself is divided into three parts although in all aspects a lord knight is dutied to follow all aspects or otherwise forsake his sacred oath.

Adept horsemen and warriors, lord knights can both inspire their allies and bestill fear in their enemies, fighting the good fight against evil and chaos – crusaders for their gods, protectors of the weak, benefactors to the poor, loyal sevants to their lord, damners of evildoers and justice against lawbreakers.

Becoming a Lord Knight

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The Lord Knight is the epitome of law and order as well as fairness and good. One should only take the path of the lord knight if he is truly devoted to the cause of both lawbringing as much as he is to bringing about the end of all those that spread evil as due to his oath. If he should take any action which would consciously and directly oppose the values he upholds, he is stripped of his many abilities which before aided him in the persuit of justice and benevolence. As such, being a lord knight is a true committment not to be taken lightly by anyone contemplating the role of a knight. Paladins are the most well-adjusted towards this lifestyle and their former restrictions are almost mirrored by that of the lord knight. Forsaking magic discourages strong spellcasting classes from taking lord knight levels after a certain amount of levels as the trade off may be less than satisfactory given the purely-melee nature of the lord knight.

A Lord Knight relies upon his Charisma to power many of his aura-related abililities including all of his supernatural abilities and AC included. Strength and Constitution are also to be benefitted from due to the high Hit Die and good Fortitude bonus as well as a full Base Attack Bonus for accuracy as well as damage in melee as the range of many of the lord knight’s abilities is limited to only 30 feet until much later in his class progression.

Table: The Epic Lord Knight

Level
Special

11th

12th

13th
Bonus Feat

14th

15th

16th
Bonus Feat

17th

18th

19th
Bonus Feat

20th

Class Features

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All of the following are class features of the lord knight.

Weapon and Armor Proficiency: Lord Knights gain no proficiency with any weapon or armor.

Air of Virtue (Su): At 1st level, the lord knight exudes a divine aura which affects all living beings within 30 feet of himself – even permeating through cover. A Lord Knight’s Aura of Courage now extends 30 feet. All auras obtained from the lord knight class are switchable as a free action once per round and he may only have one aura active as any given time. The one exception is that a lord knight will always have his Aura of Good active independent of any other aura he exhumes – the strength of his aura is equal to the lord knight’s class level with the addition of any paladin levels he had gained. In addition the lord knight gains and as constant supernatural effects of his Aura of Good. He is also immune to stunning via overpowering auras of chaos or evil.

Knightly Valor (Ex): Starting at 1st level, a lord knight gains with his title the rights and responsibilities that align themselves with chivalry, compassion and benevolence. Starting from 1st level a lord knight is prohibited from casting all spells – arcane or divine – and loses his ability to access and prepare spells along with all spell slots until he either defies his alignment, his god or his oath. He may still maintain any spell-like abilities he has obtained from class levels and racial abilities along with use of magical items. For his sacrifice, the lord knight may turn undead as a cleric of his level and add any paladin or cleric levels he might have without the regular 3 level penalty. A Lord Knight may freely multi-class as a paladin without affecting his ability to gain further lord knight or paladin levels.

Special Mount (Su): A Lord Knight’s class levels stack with any paladin levels he has gained in order to determine the special qualities of his special mount as per The Paladin’s Mount. In addition, the lord knight’s mount is particularly well-trained and bred for war. All of the mount’s previous Hit Dice are replaced with d10’s and the mount’s Base Attack Bonus raised to be equal to his Hit Dice (or as per fighter). The Lord Knight no longer has restrictions upon the time which he may have his mount summoned for (no longer is the time restriction two hours per paladin level). In addition the mount gains fast healing equal to half the lord knight’s class levels to a maximum of fast healing 5 at 10th level. This mount gains all immunities and resistances that apply to the lord knight so long as it remains within 30 feet of him. Whilst in use of the mount the lord knight is counted as having the Mounted Combat, Trample and Spirited Charge feat even if he does not meet the prerequisite. This does not apply to any mount other than the lord knight’s Special Mount. This ability is converted from a spell-like ability to a supernatural ability. The Lord Knight’s mount cannot be dispelled or otherwise banished. An prevents only the summoning and dismissing of this mount.

Wrathful Spite (Su): At 1st level, a lord knight may use his Smite Evil abilities per encounter instead of per day. A Lord Knight who take the Extra Smite feat will only gain one extra use of Smite Evil per encounter. In addition whenever a Lord Knight chooses to use a Smite Evil attempt with a full attack the smite bonus to both attack and damage rolls will apply to all attacks whilst only using a single attempt. The Lord Knight’s class levels and any paladin levels he has gained stack to determine damage and uses per encounter granted by this ability. The Lord Knight also gains an additional use per encounter. In addition the lord knight may choose the Smite Chaos in place of his Smite Evil attempt, granting him the same bonuses to attack and damage rolls against chaotic aligned creatures as if they were evil creatures.

Aura of Holy Light (Su): The Lord Knight glows with a soft, pure golden light which envelopes and destroys all shadows within its vicinity. At 2nd level the lord knight exudes bright, divine light which acts as bright light for 30 feet and shadowy for 60 ft. All undead and creatures who are sensitive to light within 30 feet whilst this aura is active will take damage equal to the lord knight’s Charisma bonus each round which they remain inside the radius. The maximum damage dealt by this ability is equal to the lord knight’s class levels until 10th level where the damage will then equal the lord knight’s full Charisma bonus. This effect can dispel magical darkness such as the spell as soon as the boundaries of both auras meet, the lord knight’s effective caster level for this is his class levels + any paladin levels he has gained.

Daily Prayers (Su): A Lord Knight usually devotes one part of his life or another to a particular dogma of the many saints of his deity, those who have given their lives to the cause of furthering the influence of god almighty. By spending 10 minutes in prayer to their patron saint every morning the lord knight may gain additional benefits and augmentations to his abilities dependent upon which saint his prayers are devoted to. These abilities last for 24 hours each and can be renewed at any time the Lord Knight is undisturbed in his prayers for 10 complete minutes. The player must declare himself in prayer before the beginning of this 10 minute period as any distractions will require the Lord Knight to begin his daily prayers anew.

Known for her devotion to aiding the sickly and feeding the less fortunate, the Patron Saint of Health and Wellbeing doubles the healing pool granted by the lord knight’s Lay on Hands ability. In addition whenever 10 or more points are spent upon a single target the ability acts as if it were both and .

Known for his gallantry and leadership in the face of combat and adversity, the Patron Saint of Battle and Valor grants the Lord Knight one additional use of his Smite Evil ability per encounter. The additional damage from this ability is doubled. All evil aligned creatures also under the influence of the Lord Knight’s Aura of Unforgiving Sins results in this damage being tripled.

Known for his great companionship with his mount and deftness upon the saddle, the Patron of Horses and Cavalry grants the lord knight’s Special Mount Supernatural flight with a flight speed of double its base land speed with good maneuverability. The mount also grants the Lord Knight the Flyby Attack feat even if he does not meet the prerequisite. This does not apply to any mount other than the lord knight’s Special Mount.

Sanctified Armor (Su): A Lord Knight gains his deity’s favor for his complete devotion to the cause. Starting from 2nd a lord knight gains a Sacred bonus to AC equal to his Charisma modifier. This bonus to AC applies to both the lord knight’s touch and flatfooted AC and even when he is unconscious or helpless. The maximum bonus granted by this ability is equal to the lord knight’s class levels until 10th level where this bonus equals that of the lord knight’s full Charisma bonus regardless of class levels.

Aura of Pure Halcyon (Su): A gentle wind with no source appears to brush away all fear and doubt from the mind, cleansing and allowing one to focus upon the task at hand. At 3rd level the lord knight may emanate an aura of peace and calm, removing all charm effects from all allies within 30 feet and granting them immunity to such effects whilst they remain within the vicinity of the lord knight. In addition all allies within 30 feet gain a sacred bonus to all concentration checks equal to the lord knight’s Charisma modifier.

(Sp): A Lord Knight’s faith in his deity and belief system is so pure that any action he takes is instantaneously disclosed to the lord knight by a higher power as headed towards one or multiple alignments. This is a constant effect that allows a lord knight to make conscious decisions about any action as to whether it would further or hinder the cause of his deity or lord. Any conscious decision to make an ultimately evil or chaotic action is deemed a reprehensible violation of the lord knight’s oath.

Aura of Blessed Convalesce (Su): At 4th level, the lord knight can emit an aura of soothing warmth that heals wounds and knits bones at an unprecedented rate. All allies within 30 feet – the lord knight included – gain fast healing 2 so long as they remain inside the lord knight’s aura at the end of their turn. This ability increases to fast healing 4 at 6th level and finally to fast healing 6 at 9th level. In addition all allies within 30 feet gain complete immunity to nonlethal damage from both mundane and magical sources so long as both the Lord Knight is conscious and this aura is active.

Champion’s Strength (Ex): At 4th level, the dedication to warfare the lord knight experiences is enough to conquer his physical limitations. A Lord Knight may now wield any two-handed polearm (with which he is proficient) as a one-handed weapon without penalty whilst still gaining 1-1/2 his Strength bonus to damage. In addition the lord knight may also wield a one-handed weapon as if it were a light weapon without penalty for the purposes of determining the effect two-weapon fighting whilst still gaining his full Strength bonus to damage. A Lord Knight may only attribute each of these abilities respectively to a single hand. This includes when the lord knight is both mounted and on foot. This ability does not affect the lord knight’s size category nor his ability to wield weapons larger than regular.

Aura of Ardent Gallantry (Su): A burning strength erupts throughout the body of those affected, their eyes enflamed with bravado and passion. At 5th level the Lord Knight emits an aura that effects all allies within 30 feet of the Lord Knight gain Damage Reduction/- equal to half of the lord knight’s class level whilst also benefitting from half the lord knight’s Charisma bonus to all saves. If the ally already has damage reduction, use the better of the two values.

Heroic Courage (Su): At 5th level a lord knight may now extend his own safeguard against the effects of fear to all allies whom are within his Aura of Courage. All allies whom are within range of the lord knight’s Aura of Courage gain immunity to fear as well as having all current fear effects removed as soon as they enter the aura boundary. This bonus replaced the regular benefit as well as granting immunity to other auras which would instill fear.

Aura of Sacred Aegis (Su): All allies including the lord knight faintly glow for a few moments before returning to regularity. At 6th level a lord knight may grant a sacred bonus to AC equal to his Charisma modifier to all allies within 30 feet – the lord knight is excluded from this effect. The maximum bonus granted by this ability is half the lord knight’s class levels until 10th level where this bonus equals that of the Lord Knight’s full Charisma bonus regardless of class levels.

Greater Turning (Su): At 7th level when a lord knight expends two turning attempts at once he may attempt a greater turning in place of a regular turn undead attempt. All undead that would usually be turned by this attempt are instead destroyed. This action remains as per a regular turning attempt.

Air of Sins Unforgiving (Su): All sinners recoil in fear as the lord knight approaches, knowing of their misdeeds they cower and flee, more desperate with every footstep the hero takes towards them. All creatures which are of an evil alignment within 30 feet and whose total Hit Dice do not exceed that of the lord knight’s own may be selectively targeted and made frightened as an immediate action after being given a Will partial Saving Throw of DC (10 + ½(lord knight’s class levels + paladin levels) + Charisma modifier) or become shaken. This ability is selective and may only affect creatures that have line of sight with the lord knight. In addition all evil creatures that enter within the aura boundaries take double the additional damage granted by the lord knight’s Smite Evil ability.

Vengeance (Ex): At 7th level a lord knight can now make a full attack at the end of a charge although the action is still considered a full-round action.

Aura of Just Trial (Su): All those who defy the law, those who steal, kill and rally against order tremble before the might of the lord knight, who will deliver swift justice upon wrongdoers. At 8th level the lord knight emits and aura of pure lawful righteousness, restricting the movements of all chaotic beings around him as he sees fit. So long as the creature is within 30 feet of the lord knight, its total Hit Dice do not exceed that of the lord knight’s own Hit Dice the creature may be voluntarily restricted, doubling the cost of movement as soon as it enters the 30 foot radius boundary of this aura. This action allows the lord knight to waste the target’s charge attempt if his total distance covered does not allow the creature to reach the lord knight whilst still counted as a legal move even though he has not been allowed to attack (the relevant -2 penalty to AC until the creature’s next turn remains in play). The Will Save of DC (10 + ½(lord knight’s class levels + paladin]] levels) + Charisma modifier) negates this effect and the same creature cannot be affected by this ability for 24 hours. This ability will stay in effect until the creature has exited the aura’s radius, the creature is not allowed any additonal saving throw. A Lord Knight may only restrict one additional chaotic creature per round. The total amount of chaotic being’s Hit Dice restricted at any one time cannot exceed the lord knight’s own Hit Dice.

Subjugate the Unruly (Su): The Lord Knight tears down the defenses the unrighteous don to protect their wretched bodies from the pure and righteous. Any weapon wielded by the lord knight counts as as a temporary enhancement. All projectile weapons imbue this ability upon their ammunition. This enhancement does not count for or against the cost of a weapon as the projectile weapon or melee weapon will lose this ability one round after it leaves the lord knight’s hands. In addition whenever a lord knight uses a Smite Evil attempt, he bypasses all damage reduction the evil creature has.

Aura of Secure Assurance (Su): A shimmering barrier forms around those close to the lord knight, warding them from harm by magical means and preventing further damage by the same source. All allies within 30 feet of the lord knight gain resistance to all energy types equal to his class level, also gaining spell resistance equal to (10 + ½(lord knight’s class levels + paladin levels) + Charisma modifier). This ability applies so long as the allies remain within the 30 foot boundary whilst being affected by either an energy type or spell subjected to spell resistance.

Sanctuary from Corruption (Ex): At 9th level the lord knight becomes immune to all spells and spell-like effects that use the evil-descriptor. All creatures summoned as evil creatures via or act as if the lord knight were under the constant effect of .

Aura Perfection (Su): All of the lord knight’s aura granted by the Air of Virtue class ability will have the aura radius doubled to 60 feet. In addition the lord knight will gain the ability to combine the effects of two auras as if he were only exuding the effect as a single aura – however the radius of this dual aura is limited to 30 feet instead of the improved range of 60 feet.

Divine Intervention (Su): The Lord Knight may with his deity once per day for a single question as an immediate action and whilst doing so becomes invulnerable to all mundane damage, spell effects, supernatural and even extraordinary abilities for one complete turn, for instance if the lord knight is falling the spell will be cast instantaneously upon him, allowing him to land safely. An example of use is if the lord knight is being grappled or pinned, the grapple is broken and he may not be successfully attacked (acting as if all attacks were simply evaded) or another grappled attempt made successfully against him for one complete round. Your deity will not allow any harm to come upon their favored servant whilst he is in direct communication with his god. Once the attempt has been used, the lord knight is restored to full health and any debilitating conditions removed including all temporary negative level and ability damage and drains. These conditions do not apply to any other sources of the spell available to the lord knight.

Templar Knight (Ex): The Lord Knight has achieved a level of purity and prowess that have been noteworthy to his deity. He is inducted into the ranks of the closest mortal servant of god, gaining the rank of . He gains the Fire-Souled template without penalty. In addition the lord knight gains the good subtype as well as immunity to all compulsion and mind-affecting effects.

The epic Lord Knight gains a bonus feat (selected from the list of epic Lord Knight feats) every three levels higher than 20th.

Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike.

Ex-Lord Knights

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A Lord Knight takes a sacred oath upon his knighting, to serve his lord, his lady and his god:

  • To defend the helpless – he is forced to come to the aid of those unable to defend themselves
  • To uphold the values of his god
  • To honor and love his lady
  • To obey his lord
  • To sustain the virtues of law and order – he should always be respectful of local laws unless they come into conflict with that of his deity’s
  • To champion the cause of mercy and good – the lord knight should give generous charity to the poor and seek to punish and exterminate evildoers
  • To forsake the temptation of magic – he may not cast any spells, infusions, invocations that are prepared or spontaneously cast from any spell slots, spell list or spells known

Should the Lord Knight defy his pledge or if his alignment change to any other than Lawful Good then he is shunned by his deity and loses all class abilities including all supernatural and even extraordinary abilities. The Lord Knight will only be able to continue his progression in lord knight levels once either he has been punished or made an act of contrition to atone for his blatant actions against his required conduct and once his alignment has been restored to Lawful Good.

Campaign Information

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Playing a Lord Knight

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Combat: A Lord Knight will always benefit the party on the front line as his abilities do not extend past thirty feet until the last level of his non-epic progression. His ability to sniff out evil and chaotic aligned creatures is served best when taking point. The Lord Knight’s Smite Evil makes him much more prone to be in melee due to his Strength requisite in order to deliver more accurate and damaging attacks. Lord Knights can offer both buffing and debuffing auras at higher levels so their greater versitility allows more freedom in tactics – whether to use only auras which affect the lord knight directly, those that affect both himself his allies or auras that purely hinder evil or chaotic creatures. The Aura Perfection ability acquired at 10th level allows for certain ‘combinations’ to be had. A Lord Knight may choose his aura selection based on his personality or battle style, several options are to be had given their both Lawful and Good nature:

Advancement: Usually stemming from the role as a paladin, the lord knight may find it difficult to find any other form of class that does not hinder his progression in lord knight. After his final class level in lord knight he may choose to follow the path of the fighter, warbladeToB or crusaderToB and will be extremely disadvantaged if he dips into spellcasting classes as he cannot take advantage of spell slots without losing all of his class abilities gained from his levels in lord knight as part of his sacred oath. Even though at his final class level, the lord knight may opt to extend a single active aura to 60 feet, this may not be enough range to take advantage of classes which rely on projectile weapons. His Sanctified Armor class ability may allow him to forgo his heavy armor proficiency if he also wishes to take advantage of the monk’s AC Bonus and Fast Movement but this may result in his ability scores being spread too thinly.

Resources: Lord Knights are often grouped into ‘chapters’ during wartime, whether this is crusades or fuedal warfare. During fuedal warfare, each chapter is usually organized underneath a single lord who is instated to this seat of power given his experience and bloodline – more wealthy nobles take the role as chapter leaders than the minor nobles, given their social ranking and the power of their families. Inter-chapter wars have known to occur over differences in interpretation of minor parts of their deities dogma and associated values which they bestow upon the people of their land. During the crusades – holy wars which contest the powers upon the material plane of one deity against another – the chapters unite into a single body under the leadership of a king or high-standing religious figure – many countries will often break petty fueds in order to join the holy crusades and reap the glory and rewards of the crusades which follow the bloody confrontations. Each of these said countries will worship a single deity or group of deities which are of the same alignment as well as similar in dogma and military commanders will often use the influence of their deities reach to stir the ranks into a religious fervor.

A Lord Knight’s brotherhood headquarters will provide sufficient resources to bed and feed the knight so long as he is in need of housing as well as providing the means to re-arm him should he have his equipment broken or lost on the field on battle. These headquarters are fortified locations such as castles, forts and as parts of military establishments which can withstand heavy punishment during wartime as the chapter leaders, chaplains, and lords reside within these dwellings.

Lord Knights in the World

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To live life according to the decree of you, our God is the single greatest blessing thou hast given.

—Lord Reddin, Human Lord Knight, Hymn book, recovered from the tomb of Lord Reddin

Lord Knights are most commonly present amongst the ruling class of feudal nations or nations with a single ruling power, otherwise serving in the military as high-ranking officers and even as bodyguards for officials and nobles. The title lord knight may be given as a badge of honor for gallantry on the battlefield or for services done to the nation during times of hardship or for contributions to the arts.

NPC Reactions: Evil NPCs and characters will always find themselves loathing those that follow the path of the lord knight, for their very existence is hindered and usually thwarted as a result of the lord knight’s sacred oath. Some outsiders and supernatural beings of evil disposition may feel uncomfortable within the vecinity of the knight’s aura and before learning of the knight’s purpose may refrain from maintaining close contact for extended periods. However other nobles – regardless of alignment – will recognize and give due respect to the knight dependant upon his wealth and closeness to the ruling power of his respective nation.

Lord Knight Lore

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Characters with ranks in Knowledge (nobility and royalty) can research lord knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (nobility and royalty)

DC
Result

11
Knights live their life according to the code of chivalry.

16
Lord Knights are restricted in their actions by a very strict moral code dictated by a sacred oath taken at their knighting.

21
A Knight’s auras are an extension from his deity and may be repressed by an .

26
Lord Knights may become temporarily immune to any and all forms of damage.

Lord Knights in the Game

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The Lord Knight fits nicely into campaigns involving a monarchy or supreme ruling figure as bodyguards or high-class warriors. Knights may also act as temple guards, warlords, marshals and even local judges though more usually they are given much larger responsibilities than a single small town, presiding over territories for their lords whilst keeping the peace and repelling invaders.

Adaptation: Lord Knights in traditional fantasy campaigns will be found much higher in the heirarchy, being assigned to more prestigious roles and participating in events reserved for high-class society such as jousting, sword fighting as well as lavish banquets. The interpretation of the term ‘lord knight’ may be given as a military honor should a campaign choose to forsake the traditional role of the medival knight – when one can only be born into the opportunity rather than having to show certain prowess in order to achieve it. If a more modern setting should be in play, then perhaps anyone who has contributed a significant cultural, artistic, scientific or completed a great feat in general may have the title bestowed upon them. Lord Knights may also be adapted to any alignment should a DM wish to loosen the requirementsto fit that of a paladin of slaughter or a paladin of freedom it may be done so that more freedom of character may be allowed as whilst knights were thought to be courteous, gallant and chivalrous in legend, in truth a handful may have lacked the properties of mercy, virtue and kindness so often associated with courtly love.

Sample Encounter: <-DM placement for NPC of this class->

<-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

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[Update] Lord Knight: A Comprehensive Guide for PvM/WoE/PvP | lord knight – Vietnamnhanvan

Disclaimer: This guide is part of the content generated from Legacy RO’s Character Class Guides Event. The original author is KinK and permission to publish this guide has been given to ratemyserver.net from Itakou, the owner of Legacy RO. If you are the original author of this guide and would not wish to have your work published here, please contact us and we will respect your decision.


Introduction

This guide will focus mainly on the WoE and PvP aspects of playing a Lord Knight. A PvM section will be included, yes, but will not be a major part of this guide. This guide is dedicated to and based on Legacy RO, a 10/10/10 server, which may mean that some of its content will not apply to other servers. Lord Knight is a great character to play on, regardless of experience or skill level, as the unique high attack speed a Lord Knight can offer, or the mere power it can show in almost every situation may captivate any player. I recommend trying this class at least once in a person’s RO-career.


Table of Contents

  • I. Pros and Cons of playing a Lord Knight
  • II. Types of Lord Knights
  • III. Best places to Level
  • IV. PvP and War of Emperium (FE,SE)
  • V. Final Notes

I. Pros and Cons

Pros

Omnipotency – a Lord Knight is effective in almost all areas of the game. They can MVP, PvP, WoE, PvM. They can dish out an effective amount of damage in all these areas, they can tank, they can level solo, level in a party – they have the ability to do everything.

Attack Speed – Lord Knights can achieve the highest aspd available in game probably the most easily compared to any other class.

Variety – There are numerous builds related to a lord knight – Spear, One Handed Sword, Two Handed Sword, Bowling Bash, Spiral, MvP-Pierce, Berserk Build, and numerous more. Lord Knight is probably one of the most flexible classes in the game.

Cons

– LKs are good at everything, but not best at anything. They are able to do everything really well, but not the best in game. Lord Knight is basically “second” in everything – snipers out class Lord Knights for PvM, assassin crosses outclass Lord Knights for killing abilities, paladin outclasses Lord Knight for tanking.

Gear dependant – I would say LK is one of the most gear dependant character to play with in many situations. However, I would say this is a minor con, as this may apply to other classes as well.


II. Types of Lord Knights

In this section, I will only present the mainstream types of Lord Knights that are deemed to be the most efficient in their subject area. Finding your own build and skill tree to fit your taste is the best thing to do, but if you are not sure, taking these builds into consideration will be a great help to you.

First of all, the major types of Lord Knight depends on which weapon you wish to use – one handed sword, two handed sword, a spear (one handed) or a combination. I will not talk about two handed spears, as this is not an efficient or popular build for anyone. Keep in mind that in legacy RO, you have the freedom to change and try new builds to find the best fit for you (with a cost of zeny of course), so do not be afraid to try new things.

Two Handed Sword

This is probably the most popular LK build out there among new people (for a reason I do not know). The main focus of this build is 1) Parry and 2) Two Handed Quicken. These two skills alone give you a great advantage over other builds, as Parry blocks 55% of physical attacks, reducing the incoming damage by a great deal, and two handed quicken gives you a great ASPD boost. The main attack skill to use in this case would be Bowling Bash, Berserk, and Bash, depending on the situation. However, I do not recommend this build for PvP and especially WoE, for reasons which I will explain later in this section.

Builds (these stat points are approximate and include any item bonuses)

ASPD build (used for PvM, focuses on normal hitting)

  • 110 str
  • 80-90 agi
  • 50 dex
  • Rest into vit

High Str-BB build (Used for PvP/WoE, focuses on BB damage and berserk)

  • 120 str (130 with bless)
  • 70 dex (80 with bless)
  • 80-90 vit
  • Rest into agi

PvM: This is probably this best type for PvM, and an okay build for MvP. Parry is a great skill to use in many PvM situation instead of shield because of its 55% chance to block ALL physical damage, regardless of property/race. Weapons to use would certainly be a number of +10 Katana[4]s with size/race/property damage boost cards combined well to suit the place you wish to level/kill. (i.e. +10 Quadruple Bloody Katana in Sphinx 5).

PvP/WoE: first thing I will tell you is that I do not personally recommend this type of LK for pvp or woe. The lack of a shield is too great of an effect on damage reduction and trust me, things will hurt a lot in pvp/woe situations, especially woe. However, if you wish dearly to use two handed sword for pvp/woe situation, it is possible.


One Handed Spear

The best thing about using a spear as your main weapon would be versatility. A lord knight has many different spear skills to put to use in all situations – Spiral, Bowling Bash, Pierce, Spear Stab, Spear Boomerang, etc. One weapon that would put every lord knight skill (other than parry/two handed quicken) to use would be a spear. The biggest advantage would be versatility, but the biggest problem would be the low DPS/aspd. It is hard to get a good attack speed using a spear unless one uses a major part of their stat points into agi, which is not recommended at all for pvp/woe. There is no “spear quicken” skill for a lord knight to use, and even if you can deal as much damage in Bowling Bash using a spear as using a sword, achieving the same attack speed is almost impossible. For WoE, almost all spear-only skills (maybe other than spear boom/brandish) are totally useless both strategically and damage wise because of the ranged attack damage reduction and thus the low dps. Personally, I recommend using a spear as a secondary weapon for its versatility, but not as a damage dealer.

Builds

Pierce build
(used for PvM/MvP mainly)

  • 120 str
  • 60-70 agi
  • 60 dex
  • Rest into vit

Extreme Spiral build (used for PvP/MvP)

  • 30 str (for weight purposes)
  • 80-100 vit (depends on your taste)
  • 80-100 dex (depends on your taste)
  • 30 int (for sp, not necessary but useful)

High Str-BB/Spear Boom build (used for PvP/WoE)

  • 120 str (130 with bless)
  • 70 dex (80 with bless)
  • 80-90 vit
  • Rest into agi

PvM: One Handed Spear is a great type for PvM. Having a shield for reduction as well as a high damage using spear skills is great for any pvm situation, and the low sp cost for most spear skill is also an advantage (compared to BB’s high sp consumption). Setting up one-pierce kills for leveling/hunting is great, and with an AK pike, you deal 9k pierces to large mvps at quite a fast speed (however, not recommended on legacy because of the competition against creators/snipers, and also pierce-mvp is not possible against high-end MVPs.)

PvP: If used well, a spear can become a deadly weapon in pvp. Spiral can hurt low vit characters (i.e. high wizards/snipers) and can hit lock them in one spot for almost a second. Spear Boomerang is extremely useful against all ranged characters and to break cast/cloak with hit delay, and status spears will help you a great deal when combined with boomerang. Spear stab can be used against champs/whitesmiths to repel them away and combine it with spear boomerang. However, you cannot expect high dps with a spear, and you certainly cannot kill a person with high vit and pots, much less so that other LK builds which have higher aspd/dps.

WoE: Do NOT use spear in WoE, if you want to do ANY threatening damage. The only good thing about spiral would be the hit lock and the little range it gives to your attack. You could try BB’ing with a carded pike with high str, or brocca for that matter, but you won’t be able to kill many people with 170 and below aspd. Spears can be annoying in woe, but not threatening. Use spear as a secondary weapon.

One Handed Sword

I’ll tell you straight from the start, that this is the best pvp/woe build (at least imho). You have the advantage of a shield reduction against attacks, while able to one hand quicken and gain high aspd, with the help of a link. You can dish out the highest dps among these three types of builds if you can get ahold of a horn of buffalo. You can tank, deal damage and wreak havoc. However, I have to add that this build may not work in PvM situations unless you’re willing to get a number of differently carded shields and a dedicated linker.

BB and bash are your friends as well in this build. However, keep in mind that you must keep a spear for a secondary weapon, primarily to use spear boomerang and stab in specific situations, as you cannot depend solely on a one handed sword (no range attack other than charge attack which is pretty much worthless in many situations).

Builds

High Str-BB-stun immune build (PvP/WoE/PvM)

  • 120 Str (130 with bless, 140 with food)
  • 70~ dex (80 with bless, more with food)
  • 97 vit with food, unless you choose to 97 vit without food, and lowering dex/agi
  • Rest into agi.

*side-note: Bowling Bash takes into account both attack speed and dex. It has a cast time reduced by dex, just does not show the bar and is uninterpretable.

High Str-BB-aspd build

  • 120 Str (130 with bless, 140 with food)
  • 70~ dex (80 with bless, more with food)
  • 80~ vit (more with food, obviously)
  • Rest into agi.

Emp Breaking Build (not recommended to be honest, debuffs will make you go crazy and useless)

  • 120 str (+ bless and food)
  • 50 agi (+ agi up and food)
  • 60~ dex (+ blessing and food)
  • Rest into vit.

PvM: As I’ve mentioned before, if you can get a dedicated/slave soul linker for you and proper shields, it’ll work. However, I personally prefer two handed swords for PvM purposes.

PvP/WoE: Get a link, one hand quicken, and rape with your skills. Use BB and bash, spear for alternative skills/status/damage. You can get a very high aspd with one hand quicken + a bit of agi + horn of buffalo (optional), and BB at an extreme speed dishing out constant and fast damage. However, you will not be able to kill a tank/high vit character geared properly + potting, you will have to resort to other options which I will explain more in the pvp/woe section of this guide.

MVP: Don’t try to MVP with this build. That’s my suggestion.


III. Best Places to Level a Lord Knight

I will go over the best places to level a lord knight/knight. For the swordsman, I suggest simply bashing and hitting everything you can kill without dying – start at payon dungeon, move to orc dungeon/outside of orc dungeon, high orcs if you have the gears, leaf cats for jobs. If you have the money, you can ygg-leaf anubises and tele’ing very fast. For high swordsman, I highly recommending ygging anubises – trust me, it’s the fastest and easiest way (even though it may cost some zeny buying leaves.)

High Orcs (go outside Orc Dungeon, then go one map left to gef_fild14)

Ah, the high orcs. Probably the most traditional yet efficient and favored place to level. It’s very simple to level there. If you are spear, get an optimized pike for high orcs (the best would be double orc lady hydra vadon carded pike with tsunami endow), either mob + brandish, or pierce and tele. If you get the “high orc” pike mentioned above with water-property endow, and get around 110 str for knights and 100 for LKs with concentration, you can pierce or brandish one shot them at 100%. From what I’ve tested, mobbing gives you around 20% more exp than piercing. However, piercing is easier to do (especially if you’re the type of person who multi-tasks while leveling). As for two handed sword, it is very simple and same as always. Get a special katana for these high orcs (same cards as the pike), parry, and mob + BB. Plain and simple. However, I recommend going spear for high orcs as it is much more efficient and easy (uses much less SP). If you use the earth deleter card, then go spear for sure, as you basically gain 3 sp per each kill when you pierce, and you gain a bunch more when you mob and one shot them.

As for the zeny gain/item drops, it does not have any merit drops. If you kill orc archers, you can hope for orcish bows, but killing orcish archers will slow you down, and I do not recommend it. Save up the rough oridecons and the steels, use the yellow herbs when needed.

Recommended Equipment:

  • Feather Beret or Any str hats
  • Evil Wing Ears
  • (Lower Headgear does not matter)
  • Any armor with an earth deleter card in it (for infinite sp)
  • Double Smash Bloody Flammable Pike[4]
  • Any garment with raydric in it
  • Any shoes with matyr or green ferus in it
  • Str accessories, which ever one you can afford/wear

Anubis (sphinx level 4 or 5, I mainly used 5)

Anubis is sort of a unique place for me, as that’s where I leveled my LK on Legacy V1, and I still go there sometimes to level (however, rarely so because of better places). I will introduce it just for the heck of it. Your main targets are anubises (duh) and pasanas. Best weapon for this place would be a quadruple bloody katana, or a double bloody two handed sword if you do not want to spend too much money on this place. I highly recommend going two handed sword for this place, with aspersio (fire endow will screw you over against pasanas, but if you want to solely go for anubises, go ahead).

The method is simple; you buff, you zerk, you kill, you stay away from monsters when your hp is below 3k~, you use sp pots (or if you have earth deleter card, no need for sp pots), re-buff, zerk, repeat. No healing items needed. Simple as that.

As for drops from this map, the pasanas drop undershirt + stilettos which will give you good cash with OC when you npc it. The pasana card sells for 3m~ nowadays, so if you get lucky, you can scratch more money from this place. Other than that, nothing big.

Recommended Equipment:

  • Feather Beret or Str Headgears
  • Evil Wing Ears (str)
  • Earth Deleter Card Armor or ED Armor
  • Katana or Two Handed Sword with hydra cards
  • Any garment with raydric in it
  • Any shoes with matyr or green ferus in it
  • Str accessories, which ever one you can afford/wear

Thor Dungeon (mainly level 3, but level 1 is also possible)

You have two options for this dungeon. You can either zerk-solo on level 1, or go with a party to level 3. I’ll tell you right now, that this place has one of the best experience rates in the game. But I’ll also have to tell you that this place has some scary mobs. Just stay cautious at all times, and learn from your mates what to avoid and what to fight. (i.e. do not approach a sword guardian. Period.)

This place also has one of the best drops. Orleans Glove, Sword Guardian Card, Salamander Card, Meteor Plates[1]. Yum Yum.

Recommended Equipment:

  • Str Headgear
  • Evil Wing Ears (str)
  • Fire Property Armor (this is a must)
  • Valk shield with alice card (if using spear)
  • Vadon Carded Weapon (with water endow)
  • Any garment with raydric in it
  • Any shoes with matyr or green ferus in it
  • Str accessories, which ever one you can afford/wear

Lighthalzen Bio-Lab (level 3)

Best experience. (assuming your party knows what their doing) However, if you don’t know what you’re doing, do not go here. You will lose more experience than what you’ve gained. This dungeon is full of powerful mobs with a numerous threatening skills, and you must stay alert at all times and move very carefully. To be honest, this place has too many aspects to cover in this PvP/WoE guide. If you’re new to the game, do not worry about this place. After you get to play a bit, ask your friends/guildies about this place. (Quest guide to Bio-Lab can be found >> here.)

Abyss Lake Dungeon (All Levels)

Good Experience, good drops, but requires many consumables. The same rule applies here as the bio labs – If you’re new to the game, do not worry about this place. It requires expensive and very specific gears (dragon slayer for sure) to do some decent damage, and you have to burn some pots in order to stay alive. The easiest method would be berserk-leveling, but one screw up will kill you. Not recommended for noobs, but an option if you know what you’re doing.


IV. PvP/War of Emperium

One of my favorite aspects of Ragnarok Online. In this section, I will give specifics on how to deal with certain classes, and strategies to use against them. PvP’ing with a lord knight requires more than a couple of weapons, to maximize your power. The main weapons used are: Sword Guardian Carded saber or blade, Hydra-Skel worker saber or blade, edge, brocca, status spear. Use these weapons accordingly to what skills you use (i.e. sword guardian weapon for BB, hydra skel for bash) As for armors, you should be using all the reduction cards possible in the best given equip that you can get. However, default a marc carded armor. (or ED) Do not default anything else. Other cards are available to swap to, but you do NOT want to get frozen in pvp. The build that should be used for PvP is hybrid. You should be using all your skills in pvp in most cases.

BATTLE MODE IS A MUST


Above are the hotkeys I use, during woe. Some items are missing ( in storage, ) This hotkey setup is for woe, and for pvp I use spear boom/spear stab in hotkeys as well.

PVP Gears/Stats


The above stats has maximized damage out put (balanced dex/aspd for highest DPS), has stun immunity, has 250~ hit (should never miss in WoE because of flee).
The items are top tier gears, but does NOT include any mvp cards.

Tidal + Wool combo is another option for garment/shoes and is probably more affordable. If you cannot get thorn + horn of buffalo, stick with another vesper core and use a valk shield. Also, even if you hvae horn of buffalo, might want to swap to cranial valk shield when walking into precast in WoE FE.

These following skills should always be on in combat – Concentration (Spear Dynamo) and Aura Blade. These will maximize your damage output by a huge deal, so don’t forget to refresh them every now and then. The optimal setting would include the knight link, but not necessary (however, it makes a big difference). If you’re a hardcore pvp-er, using converters/foods/pots is an option. However, to be honest, save those for War of Emperium.

Tactics

Vs. Sniper

If you are fighting a good sniper in pvp, you will hate it. If you pot, he should not be able to kill you in any way (maybe except for bragi FA, but often times you should be able to out pot them). However, they can become hell of an annoyance to you. And if you do not pot, they have the fire power the kill you.
The biggest threat they have against you is traps. They have a variety of traps that will screw you over (sandman, ankle snare, shockwave) and you have to pay extra attention to the background to figure out where he places his traps. Do NOT simply run towards a sniper to bowling bash or whatever. He WILL trap if he’s good. One false move can get you asleep + stuck + sp drained.

The best tactic I can suggest would be to use a status spear and spear boomerang. If you’re confident you can one shot him (if he’s a double strafer in pvp) with a bowling bash, charge attack and go for it. However, if not, use a quadruple plankton card pike (sleep status) to spear boom him. It’s a 20% chance. After you sleep him, get to him in any way possible without stepping on his traps, and bash or BB the hell out of them. I would recommend bash with a one handed spear (hydra-skel worker) for the stun effect.

In WoE, they won’t be much of a killer threat to you, but the ankle snares in precasts and what not will be annoying. Let the snipers/stalkers do their job of removing traps, and support them until your path is clear. Trap sniper should be one of your targets in WoE to eliminate to facilitate the movement of your guild members.

Vs. Whitesmith

To be honest, this depends on both the gears of the whitesmith you’re fighting, and how many pots he has. If he has decent enough gears, his cart termination WILL hurt (stun shouldn’t be a problem for you especially if you have high vit), and you have to try to out damage him with BB while potting. However, they can break you weapon/armor by simply dealing damage to you. I recommend not facing a whitesmith unless you have Full Chemical Protection, or you’re sure that you can kill the whitesmith before he deals any significant damage to you. Without pots, it’s a “who has higer dps vs hp” thing. Lord Knights certainly have more hp than whitesmiths, and doing the same DPS as them will make you the winner.

One possible strategy against a white smith is using spear stab and spear boomerang. You stab them to prevent cart termination (spear stab gives range) and you spear boomerang them while backing up. If they switch to strong shield, take advantage of the 20% additional damage and BB them like hell.
In WoE, if you have full chemical protection, you should be able to face them without much problem. However, target the after high wizards, as they can wreak havoc to your wizard-line with stun.

Vs. Professor

If possible, avoid these. They will dispel you, drain your sp, fiber lock you, and basically become a huge pain in the ass. You should be able to out pot them, but if it is a 1 vs 1 situation, it’ll be hard to kill a properly geared professor who uses their skills right (fog of war, safetywall). Your best chance is to use edge and hope for a coma. In a WoE situation, profs are one of the highest priority targets for every killer class. After you kill the high wizards in the enemy guild and remove any urgent threats to your precast group, edge-BB the profs or move onto another class (sniper/sinx)

Vs. Paladin

An LK vs Paladin battle is a matter of pots. If both classes pot, they cannot kill each other without extreme buffs such as gospel. Do not target these in WoE unless you’ve killed the high wizards, snipers and assassin crosses.

Vs. Clown/Gypsy

A lord knight should not have problems against a clown/gypsy in pvp. The only problem they can cause you is if they are linked. Other wise, you should be able to out damage them and kill them. Another high priority targets in woe, but it may be difficult (not as difficult as killing profs/tanks) to kill them. If after a few BBs they do not die, swap to edge. However, note to stay away from slow grace, as it is the worst debuff (for a lord knight). It will lower your moving speed and attack speed by a significant amount.

Vs. High Wizard

If the high wizard has a very fast cast, use status spears, as used against snipers. However, stun may be more effective in this case. After stunning, dish out damage. They have a very low hp bar, and they will drop dead after BBs, regardless of potting or not. One tip would be to use elemental armors against high wizards, and keep on an ED armor the whole time. The only problem you will have against them is if they JT at a very fast cast speed, or freeze/stone curse you. Swap to your dokebi armor if you see them cast JT on you. Swap back to ED. If they fbolt, swap to ifrit armor. However, if you screw up swapping armors, they will deal an abnormal damage on you, so if you do not know what you’re doing, don’t try it. Also, no armor swapping in WoE even if you’re facing a high wizard. Stay on ED or marc at all times.

Vs. Champion

Use your hide clip to the max, against both TSS and Asura. Use spear stab at first to prevent asura, if they try to TSS, go up to them and BB. Status spear boom should work as well after spear stabbing them out of pneuma. Simply, don’t let them near you, unless you cut their hp down to one shotting them. If they use strong shield, try status spear-booming them, and get ready to use your hide-dodge. In a WoE situation, you should be able to tank their asura at full hp with raydric, feather beret, and thara frog card.

Vs. High Priest

They are like profs, except a bit less annoying. You could try using a force executioner and BB them at maximum speed and hope you out damage the heals. Often times it does. In WoE, do not use a sword guardian weapon or a hydra-skelworker weapon, as they will tank your bowling bashes. Edge is the way to go against high priests.

Vs. Stalker

For PVP, everyone knows how annoying a good stalker can be. They will status you, strip you, then rape you. They will FSK, taking off your precious berserk pot and link. However, you have to remember that you’re a better damage dealer and a better tank overall. The best thing to do against a sneaky little stalker is keep sight up, and follow the footsteps of chasewalk carefully. Use a status spear to boomerang with (preferably sleep or curse). Use magnum to kick them out of chase walk. Becareful of strip, and once you status them, BB the hell out of them.
As for woe, they’re not too big of a problem (if you’re in a guild thats any decent, you should have FCP on your 99% of the time you’re woe’ing). However, remember that most guilds have stalker as their recaller. Trying to remember the names of the guild leader stalker, as they should be one of your primary targets in woe. Kill them, stop their recalls, do whatever you can to bother the recaller.

WoE Specific Tips

  • Do not just BB the first guy you meet in a battle. Run into their “formation”, target their precast/wizard line first (status or damage, does not matter), and cause chaos to them. Kill of as many high wizards as possible, then change your target to snipers and assassin crosses. If you see your fellow assassin cross attacking a prof, help him out with edge.
  • Learn to use all your weapons accordingly, keep in mind your focus is to wreak havoc and tank. Yes lord knights can get kills as well, but tanking and screwing the enemies up is more important.
  • In a big mob of enemies, if you can tank them, use edge. If not, do not just stand in the middle of the crowd, but move around to minimize damage intake, while still targeting your priorities. If the mob is smaller, use your sword guardian blade.
  • Magnum/BB with status weapon (especially for FE).
  • When walking into precast, use a valk shield, even if you have a horn of buffalo. The elemental reduction will help.

V. Final Notes

I hope this guide helps those who wish to learn how to play a lord knight in all situations. I realize that some of the information included in here are obvious, and some are not. I consider myself a noob Lord Knight, as some of the information I’ve put in here I cannot even carry out. Simply, best thing to do is learn to utilize your weapons and your skills. This guide is dedicated to Legacy RO, Cya Later and any one who has helped me so far learn how to play Lord Knight myself (you know who you are).



Project L’s most controversial mechanic (so far)


lordknight ProjectL leagueoflegends
A lot of people messaged me asking about how I felt about the potential of there being no motion inputs for special moves in Project L. \”Things being eeasier\” tends to be controversial in fighting games when a new one is announced, so let’s chat about it a bit.
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Project L's most controversial mechanic (so far)

Lord Knight Bowling Bash Ragnarok Online | Ruz Gaming


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