Knight
Knight
Tank / Frontline
Knight is the safest early anchor: high base HP, high armor, shield access, and defensive passives that buy time for backline damage.
Base Attributes
Basic attack: Physical · Melee
Task Bar Hero Wiki
Switch heroes, inspect the in-game style art panel, raise the hero level, then spend points by Lv 0/10/20/30/40/50/60/70 rows. The selected skill panel shows the current value, next point, max value, tags, and build advice.
Heroes database
Switch heroes, inspect the in-game style art panel, raise the hero level, then spend points by Lv 0/10/20/30/40/50/60/70 rows. The selected skill panel shows the current value, next point, max value, tags, and build advice.
Knight
Tank / Frontline
Knight is the safest early anchor: high base HP, high armor, shield access, and defensive passives that buy time for backline damage.
Basic attack: Physical · Melee
Skill Points 0 / 30
Open from level 1. This row decides whether Knight survives early waves.
Unlock after 10 spent points. Use this row when armor or regen is the wall.
Unlock after 20 spent points. This is where Knight starts adding sustain utility.
Unlock after 30 spent points. Start converting Knight from pure tank into physical carry support.
Unlock after 40 spent points. Pick cooldown or regeneration depending on whether actives or sustain are the bottleneck.
LockedUnlock after 50 spent points. Farming sustain and block scaling become the priority.
LockedUnlock after 60 spent points. These nodes are locked until the hero level and point budget support them.
LockedUnlock after 70 spent points. Endgame filler for damage reduction or more base attack.
LockedActive skills show their scaling by level. Passive nodes show the bonus earned from the points you spend.
Materials and drops
Confirmed early box drops are separated from useful material-effect rows that still need current in-game source checks.
Common / Crafting
Source
Normal Monster Box 1
Normal 1-1, 1-2, 1-3
Use
Early crafting and Cube recipes.
Effect: Part of the first common crafting pool with Stone, Leather, and Copper Nugget.
Observed as one of four common crafting items in the Normal Monster Box 1 pool.
Common / Crafting
Source
Normal Monster Box 1
Normal 1-1, 1-2, 1-3
Use
Early crafting and upgrade recipes.
Effect: Useful when the Cube starts asking for basic material inputs.
Shares the same early common material pool as Wood and Leather.
Common / Crafting
Source
Normal Monster Box 1
Normal 1-1, 1-2, 1-3
Use
Early armor and glove crafting paths.
Effect: Keep a small reserve before using Alchemy on early drops.
Shown inside the Normal Monster Box 1 common material group.
Common / Crafting
Source
Normal Monster Box 1
Normal 1-1, 1-2, 1-3
Use
Early metal recipe input.
Effect: Useful for weapon-side progression before higher ingots appear.
Confirmed in the same early box pool as Wood, Stone, and Leather.
Common / Decoration
Source
Decoration material pool
Check the current chest or Cube source before farming.
Use
Weapon attack speed, armor absorption, accessory movement speed.
Effect: Weapon: Attack Speed +5~6%; Armor: Damage Absorption +10; Accessory: Movement Speed +10~15%.
Effect data is visible; exact farming source should be confirmed in-game before spending time.
Rare / Decoration
Source
Decoration material pool
Higher rarity material route; verify current box source.
Use
Important for Ranger speed and farming builds.
Effect: Weapon: Attack Speed +7~9%; Accessory: Movement Speed +20~25%.
Use this as a target stat material, not as a guaranteed stage drop claim.
Common / Engraving
Source
Engraving material pool
Early monster-material route; verify the monster/stage in-game.
Use
Early engraving rolls.
Effect: Weapon can roll Fire or Lightning Damage Percent; accessory can roll Attack Speed or Max HP.
Listed as a common engraving material with visible stat outcomes.
Common / Engraving
Source
Engraving material pool
Early skeleton routes; verify the stage before farming.
Use
Critical damage and defensive early rolls.
Effect: Weapon can roll Critical Damage or Fire Damage Percent; armor can roll flat or percent Armor.
Useful for early damage experiments, but not marked here as a guaranteed stage drop.
Common / Inscription
Source
Inscription material pool
Use only after checking whether the item is worth modifying.
Use
Broad low-tier inscription rolls across all equipment slots.
Effect: Can roll attack, armor, HP, speed, elemental damage, resistance, and HP-per-kill values.
Broad roll table means it is flexible but less targeted than decoration materials.
Difficulty material / Soulstone
Source
Normal difficulty Soulstone pool
Treat as a difficulty-tier material, not a single-stage material.
Use
Progression and system requirements tied to Normal difficulty.
Effect: Save these until you know which upgrade path needs them.
The material category is visible; exact drop context should be checked against current game state.
Normal Monster Box 1 is the safest confirmed starting point here because its visible pool includes Wood, Stone, Leather, and Copper Nugget. Higher materials are planning targets until the exact current source is checked in-game.