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If you like using melee attacks, there are many classes that are suitable to offer you power. The knight class is useful for two reasons: it provides a way to summon a companion that lasts across battles and stays with you even if you switch armors, and it offers a ranged Wind attack that can deal 100-150 damage consistently (against 100% foes). The major downside to this class is that it uses MP. Unless you're attempting the quests below, where you get to completely refill your mana after every battle, this armor can quickly drain your MP.

The Knight class, like the fighter class, is also one of the easier armors to upgrade. Speak with the fighter trainer, click on training, then Knight Class to go to another area. After a brief cutscene with text describing the knight class, a trainer named Tathlin awaits you by a tournament field.

Purchase the knight armor, then begin questing.

Upon completing a quest (one level for the armor), you receive the following messages:

  • "The crowd loves you! You bested this tournament's champion and will now have a chance to move up the ranks as a Knight."
  • "Class Level Up! You have earned the next rank as a Knight and learned a new special ability from the great Sir Tathlin!"

Enemies[edit]

  • Axe Knight (level 24)
  • Green Knight (level 20)
  • Knight (level 30)
  • Lance Knight (level 36)
  • Tank Knight (level 70)

Level 1[edit]

  • Reward: Fierce Offensive! (1 attack of Light; 40 MP)

Level 2[edit]

  • Reward: King's Blessing! (1 attack of Earth, chance to receive mana; 29 HP, which may vary, and 0 MP)

Level 3[edit]

  • Reward: Resistance Bonus (-8 to all Element Modifiers)

Level 4[edit]

  • Reward: Mace Stun! (1 attack of Earth, lowers enemy Melee and Ranged defense by 2; 60 MP)

Level 5[edit]

  • Reward: Onslaught! (3x attack of ??, Light, and Earth; you lose 3% HP and 30 MP)

Level 6[edit]

  • Boss: ?? (Black Knight).
  • Reward: Summon Squire! (summons a Squire companion who attacks twice with Earth; 60 MP)

Level 7[edit]

  • Dice roll requirement: 60 (Strength based).
  • Boss: Lord ?? (Black Knight).
  • Reward: Arrow Assault! (orders archers to attack the enemy, hitting them ~20 times with Wind; 70 MP)

Level 8[edit]

  • Number of enemies to fight: 4, then boss.
  • Dice roll requirement: 65 (Strength based).
  • Boss: Lord Mantague.
  • Reward: Armor Ascent! (2 strong hits; deals about 4-6 times normal damage; 80 MP)
Level 70 Lord Mantague stats
Name Lord Mantague
AQ Tank Knight.jpg
Base monster Tank Knight
Element Ice
HP 820
MP 65
Damage 21-25 (1 hit)
Level 70 Melee 25
XP 937 Ranged 25
Gold 675 Magic 25
Attributes Element modifier
Strength 100 Fire 110%
Dexterity 20 Water 100%
Intellect 10 Wind 110%
Endurance 100 Ice 100%
Charisma 50 Earth 100%
Luck 70 Energy 110%
Light 100%
Darkness 100%
Description
A super-armored, well trained melee fighter. What they lose in mobility they make up for in damage resistance and damage-dealing.

Level 9[edit]

  • Number of enemies to fight: 4, then boss.
  • Dice roll requirement: 65 (Strength based).
  • Boss: Lord Zo
  • Reward: Defense Bonus
Level 70 Lord Zo stats
Name Lord Zo
AQ Black Knight.jpg
Base monster Black Knight
Element Darkness
HP 813
MP 178
Damage
  • 2 hit melee 8-15
  • 2 hit magic 12-31
Level 70 Melee 25
XP 937 Ranged 25
Gold 480 Magic 25
Attributes Element modifier
Strength 50 Fire 110%
Dexterity 80 Water 100%
Intellect 80 Wind 100%
Endurance 60 Ice 80%
Charisma 40 Earth 100%
Luck 40 Energy 110%
Light 130%
Darkness 50%
Description
An armored, well trained melee fighter. Black Knights are Knights who choose to follow the elemental realm of Darkness.

Level 10[edit]

  • Number of enemies to fight: 4, then boss.
  • Dice roll requirement: 70 (Strength based).
  • Boss: Sir Lee
  • Reward: Calvary Charge! (4x20-30 melee Wind; 80 MP) and Special mission.
Level 70 Sir Lee stats
Name Sir Lee
AQ Tank Knight.jpg
Base monster Tank Knight
Element Ice
HP 862
MP 67
Damage
  • 1x14 melee ice
  • 2x8-24 ranged ice
Level 70 Melee 25
XP 937 Ranged 25
Gold 675 Magic 25
Attributes Element modifier
Strength 100 Fire 110%
Dexterity 20 Water 100%
Intellect 10 Wind 110%
Endurance 100 Ice 100%
Charisma 50 Earth 100%
Luck 70 Energy 110%
Light 100%
Darkness 100%
Description
A super-armored, well trained melee fighter. What they lose in mobility they make up for in damage resistance and damage-dealing.

Special mission[edit]

After becoming a level 10 Knight, Sir Tathlin will say, "Great job! You are now a Level 10 Knight, having become champion at all the Kingdom's tournaments! It is time you undertake a special mission for the King of Rennd."

From Tathlin's main menu selections, choose "Special Mission!" He will say, "Thank you for accepting the King's bidding. You must now travel to the gate of Stormfallen, where one of the King's greatest enemies is creating an army of Demon Knights." After clicking next you will see a screen with the following message: "You trek for 2 days and nights to the southwest of the Kingdom of Rennd. At last you come upon the Pass of Living Shadow. You are not stupid, so you take an extra day and go the long way around the Pass. Soon you come to the intimidating Gates of Stormfallen. Time... to battle!!"

The following dialogue plays out before battle begins:

  • You: So quiet here... like some supernatural force has created a barrier to all sound. Maybe that is why this place is called "Stormfallen".
  • DemonKnight: Whoooo.... do we haaaave... heeerrreee??
  • You: It's on!!

You then fight three Demon Knights in a row; only after the first battle will your HP and MP are restored.

Level 70 Demon Knight stats
Name Demon Knight
AQ Demon Knight.jpg
Base monster Unique (similar to Black Knight)
Element Darkness
HP 782
MP 167
Damage
  • 1x9-16 melee Darkness
  • 1x17-37 melee Fire
Level 70 Melee 25
XP 937 Ranged 25
Gold 480 Magic 85
Attributes Element modifier
Strength 50 Fire 80%
Dexterity 80 Water 100%
Intellect 80 Wind 100%
Endurance 60 Ice 130%
Charisma 40 Earth 100%
Luck 40 Energy 110%
Light 130%
Darkness 50%
Description
An armored, well trained melee fighter. Demon Knights are Knights who choose to follow the elemental realm of Darkness.

After the three Demon Kights, you say, "Okay, I'm here for your leader!! Show yourself!" before fighting Tyranna.

Level 80 Tyranna stats
Name Tyranna
AQ Tyranna.png
Base monster Unique
Element Energy
HP 735
MP 52
Damage
  • 2x25-43 magic Fire and Energy
  • 1x19-33 ranged Earth
Level 80 Melee 25
XP 1,200 Ranged 35
Gold 400 Magic 100
Attributes Element modifier
Strength 150 Fire 60%
Dexterity 150 Water 100%
Intellect 0 Wind 80%
Endurance 75 Ice 100%
Charisma 0 Earth 80%
Luck 25 Energy 60%
Light 100%
Darkness 60%
Description
Tyranna is the ruler of Stormfallen, a massive fortress built into and within the remote, small Thyranees mountain chain in the southwest. She is said to be the daughter of a greater demon and a sphinx.

Upon completion, the following message appears, "Tyranna has been defeated! Her army of Demon Knights will not have a chance to ravage the lands of Rennd, thanks to you. You return to the Kingdom..."

You appear back at the tournament grounds. Tathlin says, "You have succeeded in your mission! Rennd welcomes you back as a hero!" You are then teleported to Yulgar's Inn in Battleon.