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Overview: With his Class command "Equip", Knight can freely swap weapon mid-fight (it's free action). Each weapon has their own characteristics and skill set (from 2 to 4 skills), so switching is required.
Non-Euclidean Armor: If you max out Knight's Strength growth, at level 60 the Brawler innate provides 408 Attack, negating the initial -400. Since his weapons come with their own Attack stat, the passive can be translated to "Just go unarmed."
Status Manipulation: Beside standard status applying effects, certain skills will instead extend/shorten existing statuses.
Weapon Skills: Has two types, normal and ultimate skills. Ultimates are quite expensive on top of long cooldown, but each of them had the potential to be a major playmaker when used.
Bonus action: Granted from certain gear and buffs, they can stack up to +4 action (so Knight can performs a total of 5 actions in a row). They also come with penalty however. Granted, the penalties don't stack.
Wound: Most common mod-exclusive debuff of Knight, easily inflicted, easily extended. If expired naturally, become Laceration (-20% Str & Mnd); otherwise if expired by skill effects, grant immunity to Wound for a few turns.
Break: Knight's Break skills are different than vanilla's Break series; his Breaks first reduce Wound by 4 or 8, then, if Wound remained, inflict addictional debuffs: