Welcome to the DFO World Wiki. With many major updates since the release of DFO, many items are missing. Visit Item Database Project to learn more.
Please remember to click "show preview" before saving the page.
Thanks for the updated logo snafuPop!
Dark Knight
Dark Knight | |
---|---|
Base Job | Dark Knight |
Job NPC | To Be Updated |
Specialized Weapon | Short Sword, Katana, Bludgeon, Zanbato, Lightsabre |
Specialized Armor | Cloth, Light Armor, Heavy Armor, Plate Armor |
Class Information | Well versed in Physical and Magic damage. Utilizes both Percent and Fixed damage values. Possess a few Dark Element skills. |
Alternate Names | Korean: 다크나이트
Chinese: 黑暗武士 Japanese: ダークナイト |
Awakening None | |
Alternate Names | None |
“ | All my limits have disappeared after I was released from Kazan… My power knows no end. | ” |
The Dark Knight is a variant of the Slayer and its subclasses. He has access to many of Slayers most powerful skills and is able to freely chain them together with his Time Break ability. The damage of skills are increased dramatically when chained together. He however lack any specific buff or unique perks compared to other slayers such as Weapon Wielder's Zenith, Frenzy, Wave Manifestation Brand, or Ice Saya. Dark Knight plays a much more offensive role compared to other Slayers. Whereas other Slayers possess more defensive tools such as Guard, Flip Side Counter, Afterimage of Keiga, Diehard, or Mind's Eye.
Contents
Story
The boy…
was infected by Kazan's syndrome and banished from his town after being disowned by his parents. He wanders around and is captured by the Imperial Guards.
The princess stimulates the boy’s mind and accelerates the infection driving the boy into insanity.
The boy is selected as a test subject for the Transfer Test and is sent to Vilmark. Other test subjects, the guards, and even Iris fears the repulsive boy in the final stages of his infection.
The Transfer Test fails and the boy accidentally slips into the Time Gate and goes through many trials. He is freed from the Kazan infection.
The boy wanders around the Time Gate and meets an adventurer in a similar situation as him.
The boy, now a Dark Knight, sees the end of time. He sacrifices most of the power he has gained in the Time Gate to return to Arad in an attempt to prevent the horrible future he witnessed.
Combo System
This is a system unique only to the Dark Knight. Compared to other classes, DK has virtually 0 buff skills and has nothing but active attack skills. It is important to for the player to understand DK's combo system to fully bring out his potential, not only in damage, but also in utility. The following may look and sound daunting, but when actually played, it is all quite simple.
The first row of hotkeys can have up to 6 skills lined up for each key. From top to bottom, they are referred to as Stage 1 to stage 6 skills. These lined up skills makes up a “combo” chain. When you use one skill after the other from the same combo key the next skill is stronger. Skills in combo hotkeys are given cancels and can be cancelled out of. Expanded hotkeys (the top row) are normal hotkeys unaffected by combo system or time break cancelling.
Details
- The damage amplification values from 1st to 6th stages are: 100% -> 140% -> 180% -> 220% -> 260% -> 300%.
- All skills in a combo share one CD. Combo CDs are averaged from the skills that make up the combo. It is a common strategy to have 1 strong skill with 4-5 other low CD skills to compress the overall CD of a combo to spam one powerful move.
- When you use a combo skill, the next stage skill of the chain is available for use almost immediately, bar some skills. You have until 2 seconds after the previous skill ends to use the next skill. If not used in that time frame, the whole combo will go into CD. When you are flinched/KD during a combo in any way, the combo will enter CD. If you use any skill that is not a part of the combo whether it is a stage 1 combo starter, expanded hotkey skill, or even Evade/Ancient Memory, the combo will enter CD. When you burn through all the skills in a combo, it will enter CD.
- ^It is possible to refresh the 2 second combo timer with the following actions:
- Stopping your dash
- Landing after a jump
- When a normal attack is completed
- When a Dash attack is completed
- Picking up items
- (Stopping and restarting your dash is the most convenient and reliable method)
- All stage 2 and higher skills get a brief period of SA when they are used. With enough speed, skills can be used so fast in succession that this brief period can equate to full SA on skills.
- When cancelling, you can change the direction you are facing by holding your movement key in the opposite direction. This allows for some unique movements that no other class can mimic.
- If you only have one skill in a combo hotkey. It will function like an normal hotkey. Meaning you cannot cancel into or out of it.
- DK does have its own variant of Slayer's Upward Slash, but it is not bound to the default Z key due to combo system. Z is a blank key on DK.
- You cannot use command inputs for DK skills.
Skills
Playable Classes | |||||||||
---|---|---|---|---|---|---|---|---|---|
Weapons | ||||||||
---|---|---|---|---|---|---|---|---|
Armor, Accessories, Special Equipment, and Equipment Fusion | ||||
---|---|---|---|---|
--
|