
Compare the four C1 knight destinations through control, shields, healing, summons and their verified second-class quest routes.
A tank makes dangerous pulls repeatable by starting the fight on a chosen target, keeping the target away from the back line and surviving while the party spends its damage and MP. The C1 knight branches share skills such as
Hate,
Hate Aura,
Shield Mastery and heavy-armor training, but their additional skills lead to different recovery and control choices. Decide what your usual group lacks before choosing a destination: an emergency heal, a damaging companion, defensive utility or a debuff that helps finish the target. None of these replaces positioning or a healer's support.
The class pages show each branch's recorded learn levels. Paladin adds
Holy Blessing and later
Sacrifice to a shield-focused kit. Dark Avenger brings
Summon Dark Panther and
Reflect Damage. Temple Knight has Storm and Life cubics, later
Guard Stance and
Entangle. Shillien Knight combines cubics with
Hex,
Freezing Strike and other draining or weakening skills. This is a comparison of available tools, not a claim that every one is equally effective against every mob. Check the level at which a skill appears before building a level-40 party around it.
| Second class | Recorded C1 additions | Planning question |
|---|---|---|
| Paladin | Would an extra emergency heal help the group? | |
| Dark Avenger | Can a companion and reactive damage support the pull? | |
| Temple Knight | Will defensive utility justify its MP use? | |
| Shillien Knight | Will debuffs and draining improve this target loop? |
A Human Knight heading toward Paladin keeps the familiar shield-and-control core and gains a modest heal through
Holy Blessing;
Sacrifice appears later and trades the caster's HP for healing. A Dark Avenger can bring a
Dark Panther into the fight and has
Reflect Damage, while its draining skills change how it spends offensive time. These differences matter most when a party has a clear plan for the extra tool. A companion can add cost and management as well as damage; a heal does not turn the tank into a dedicated Bishop. Compare what the group can sustain through several pulls.
Temple Knight's
Life Cubic and
Guard Stance point toward sustained defensive utility. The C1 update describes
Guard Stance as strengthening defense and shield performance while consuming MP, so it belongs in an MP budget rather than a permanent free bonus. Shillien Knight has
Poltergeist and
Vampiric cubics,
Hex and
Freezing Strike; those skills can influence how a target is weakened or held while the party attacks. Read each skill's target and effect in the C1 catalogue. A useful debuff against one enemy may be less valuable than safe positioning against another.
Choose one target, let the tank reach it, then have damage dealers assist rather than opening on different monsters.
Hate and
Hate Aura are recorded across the knight paths, but a skill name does not establish a fixed amount of threat on every server. Watch where the monster actually moves and whether nearby spawns join the fight. A bow or spell caster who starts too early can turn a manageable pull into a chase through the healer. If control fails repeatedly, step back to a safer target or shorten the route before asking the tank to absorb more enemies.
Chronicle 1's combat update makes attack direction and DEX relevant to shield defense. Face the incoming target, compare a shield with the weapon configuration you would actually use, and avoid treating listed shield defense as guaranteed protection from every direction. The C1 Build Forge can hold class, level and other gear steady while you change a shield or armor piece. The Mob Comparator then shows whether the intended enemy's HP, attack and defenses make the fight sensible. Record how often the group needs recovery, not only the tank's largest defense number.
Each level-40 knight destination uses a Trial, Testimony and Test. Two paths can share the same Trial yet finish with different proof items and NPCs. The linked 3-in-1 guides combine the three C1 quest records into one travel plan; open the class page as well to see the skills you are working toward. Begin the chains at their recorded levels rather than waiting until 40 to discover that several journeys remain. Keep proof items until the final class-change step confirms they have been accepted.
| 3-in-1 transfer guide | Trial | Testimony | Test |
|---|---|---|---|
| Paladin | Trial of Duty | Testimony of Trust | Test of the Healer |
| Dark Avenger | Trial of Duty | Testimony of Trust | Test of Witchcraft |
| Temple Knight | Trial of Duty | Testimony of Life | Test of the Healer |
| Shillien Knight | Trial of Duty | Testimony of Fate | Test of Witchcraft |