Knight
Knight
High defense, taunts and mitigation tools make Knight the most dependable frontline path.
Best for players who want to protect allies and learn boss positioning.
Swordsman Class
Swordsman is a durable melee starting class with high HP and defense, making it a strong first choice for learning dungeon pacing. Early skills focus on melee pressure, armor breaking and controlled area damage. Later job paths let you become a protective Knight, a blood-fueled Berserker or a Spellblade that mixes physical and magical scaling.
Role
Tank / Physical Frontliner
Primary Stats
STR / VIT
Attack Rhythm
700ms
Base Class Skills
Heavy Strike, Shield Bash, Taunt, War Cry
Playstyle
Recommended for players who enjoy tanking, steady melee rhythm, reliable progression or late-game hybrid Spellblade builds.
700ms base attack rhythm with stable frontline pressure, enemy control and party protection.
Current overview data lists this class around the tagline “鋼鐵之軀” and the signature skills Heavy Strike, Shield Bash, Taunt, War Cry.
Progression
At Lv30, the character begins choosing a main job direction. Lv70, Lv150 and Lv300 are later deepening milestones. Each path has its own core skills, talent rhythm and combat identity, with long-term progression extending toward Lv350.
Job Paths
Every starting class has three progression paths. They are designed to change how the class plays in dungeons, bosses, solo progression and long-term gear building.
Knight
High defense, taunts and mitigation tools make Knight the most dependable frontline path.
Best for players who want to protect allies and learn boss positioning.
Berserker
Bleed stacks, combo damage and lifesteal-inspired burst turn risk into aggressive windows.
Best for players who enjoy melee damage, crit timing and controlled danger.
Spellblade
Elemental weapon arts and mixed scaling let Swordsman become a hybrid fighter.
Best for players who want a physical-and-magic build with a different late-game texture.
Skill Atlas
Explore every player-available skill from the opening kit through four job tiers. Compare combat identity first, then dig into effects and base values.
Job Paths
Each path speaks a different combat language. Compare its role and signature before exploring the full kit.
Foundation · Lv1–25
The core abilities learned before choosing a job path, defining the class’s opening combat rhythm.
Basic sword arc.
Heavy swing with a knockback impact.
Dash to the target and strike.
Spinning blades around you.
Heavy blow that weakens the target's defense.
PATH 01 · Knight
20 path skillsHigh defense, taunts and mitigation tools make Knight the most dependable frontline path.
Unlocks from Lv30
Stun 1.5s + taunt 4s. Copies highest threat and transfers 50% of others' threat to you.
6s damage reduction/reflect + 4s taunt. Copies highest threat and raises skill threat to 25x for 3s.
Nearby allies +10% ATK / +5% DEF.
12s self -28% damage taken.
A shield judgment that converts DEF and Max HP into single-target damage.
Unlocks from Lv70
Self -80% / nearby allies -50% damage taken.
8s area force-taunt. Copies highest threat and siphons 5% nearby ally threat per second.
8s reflect 30% of hits taken.
Dash to target + area launch.
12s move speed -30% / damage taken -40%.
A holy shockwave that converts DEF and Max HP into area damage.
Unlocks from Lv150
Area launch + self shield.
6s force-taunt + 35% damage reduction. Copies highest threat and raises skill threat to 25x for 3s.
High single-target holy hit + 5% heal.
Area 8s shield.
Whole party can't die for 5s, then -40% HP.
Two crushing shield strikes with high DEF and Max HP conversion.
Unlocks from Lv300
10s HP can't drop below 1.
15s party -25% damage taken + heal 2%/s.
Three holy judgment waves with the Paladin's strongest DEF and Max HP conversion.
PATH 02 · Berserker
16 path skillsBleed stacks, combo damage and lifesteal-inspired burst turn risk into aggressive windows.
Unlocks from Lv30
Heavy single hit + bleed 8s.
8s +15% ATK.
Dash + knockback (brief stun) + 4s +12% damage.
Slash + 2s +30% damage.
Unlocks from Lv70
Area hit + self 10s +12% ATK.
5s +20% ATK + 12% damage.
5s +15% damage.
High single-target burst.
Area 3 hits + stacking bleed.
Unlocks from Lv150
3-hit combo, third hit always crits.
3-hit area combo.
High single hit + 25% lifesteal.
Big single hit + 6s +30% ATK.
10s +20% ATK + 15% damage.
Unlocks from Lv300
5s +50% ATK + 30% damage.
6-hit combo + 2s +55% damage.
PATH 03 · Spellblade
16 path skillsElemental weapon arts and mixed scaling let Swordsman become a hybrid fighter.
Unlocks from Lv30
30s weapon fire + MATK x30%.
1.4 ATK + 0.5 MATK hybrid hit.
8s shield (absorbs 30% of max HP).
Mid-range pure MATK + 0.8s stun.
Unlocks from Lv70
Mid-range hybrid single hit.
Area hybrid 4 hits.
Allies' attacks get element for 10s.
Mid-range hybrid strike; freezes for 1.5s.
Area, random of 4 elements.
Unlocks from Lv150
Area hybrid + burning field.
High single hit + element rider.
12s element hits +10% next.
Big ATK+MATK hit + 3% heal.
Area 8s trap + DOT.
Unlocks from Lv300
Large area hybrid + element field.
ATK +80% and MATK +80% for 10s.
Values shown are base values; skill levels, character stats and equipment affect combat results.
Build Notes
Swordsman is the clearest frontline class for learning threat, positioning and damage intake.
It is also a flexible long-term class because its job paths do not all solve combat in the same way.
To understand the class more completely, continue into gear progression and weapon refinement, or return to the classes overview to compare other starting classes.
FAQ
Yes. Higher durability and a clear melee role make it easier to learn dungeon pacing and enemy control.
No. Knight focuses on tanking, Berserker on melee burst and Spellblade on hybrid physical-and-magic damage.
More Classes
Mage
Mage specializes in ranged magic and area damage, branching into elemental burst, arcane chaining or a hybrid Battlemage route.
Priest
Priest heals, shields, cleanses and supports the party, while also branching into shadow damage or a self-sustaining melee path.
Rogue
Rogue is built around speed, poison, crits and multi-hit pressure, later branching into Assassin, Marksman or dual-blade Duelist.
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