PPPP  U   U ZZZZZ ZZZZZ L     EEEEE    QQQ  U   U EEEEE  SSSS TTTTT
P   P U   U    Z     Z  L     E       Q   Q U   U E     S       T   :
PPPP  U   U   Z     Z   L     EEEEE   Q Q Q U   U EEEEE  SSS    T
P     U   U  Z     Z    L     E       Q  QQ U   U E         S   T   :
P      UUU  ZZZZZ ZZZZZ LLLLL EEEEE    QQQQ  UUU  EEEEE SSSS    T

CCCC H   H  AAA  L     L     EEEEE N   N  GGGG EEEEE    OOO  FFFFF
C     H   H A   A L     L     E     NN  N G     E       O   O F
C     HHHHH AAAAA L     L     EEEEE N N N G GGG EEEEE   O   O FFFF
C     H   H A   A L     L     E     N  NN G   G E       O   O F
CCCC H   H A   A LLLLL LLLLL EEEEE N   N  GGG  EEEEE    OOO  F

TTTTT H   H EEEEE   W   W  AAA  RRRR  L      OOO  RRRR  DDDD   SSSS
 T   H   H E       W   W A   A R   R L     O   O R   R D   D S
 T   HHHHH EEEEE   W W W AAAAA RRRRR L     O   O RRRRR D   D  SSS
 T   H   H E       W W W A   A RRR   L     O   O RRR   D   D     S
 T   H   H EEEEE    W W  A   A R  RR LLLLL  OOO  R  RR DDDD  SSSS




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v1.00

By: DoubleStriker73
email: [email protected]
     (Subject line must have "Knight Puzzle" somewhere in your subject line
     or I'm not reading it.)
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Table of Contents

(If you want to skip directly to any point in the FAQ, use Ctrl+F, type in
the bracketed section of where you want to go, and hit "Find")

1) Introduction [INTR]
2) Legal Information [LEIO]
3) Knight Spells and Recommended Monster Spells [VYSP]
 A: Knight Spells [SKWL]
 B: Recommended Monster Spells [LCMS]
 C: Known Knight Loops [YCHM]
4) Tactical Strategies as a Knight [TSAK]
 A: Your Equipment [KEOS]
 B: Building Exp. [N&HE]
 C: Fighting as a Knight [FASK]
5) Credits [CRDU]
6) Version Updates [VRUD]

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1) Intorduction [INTR]

  Welcome, young Squire-in-training!  This Knight FAQ will guide you through
  all the twists and turns that you'll encounter in your adventures.
  Remember, it's a far more chaotic field outside of the walls of Bartonia!
  If you're not a Knight, many of these strategies detailed within will NOT
  work with your Wizard/Druid/Warrior, so use a Knight for best results!

  If I forgot something/made a blatant typo/have more info to share, go send
  it to my E-Mail above.  Don't forget to put "Knight Puzzle" in the subject
  line or I'm sending it to the spam pile!

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2) Legal Information [LEIO]

  Copyright 2007

  As of this current version, only two sites are allowed to host this FAQ:

  1) GameFAQs
  2) Infinite Interactive

  If anyone finds this FAQ anywhere other than these two sites, please notify
  me ASAP.

  This FAQ is of the author's property and should not be reproduced under any
  circumstances without the author's advance permission.  Any usage of this
  FAQ on any other site or as any part of public display (magazine,
  newspapaer, etc.) is strictly prohibited and will result in a violation of
  copyright.  We don't want a lot of loony lawsuits on the legal system.  It's
  already burdened as is.

  All trademarks and copyrights belong to their respective owners.

  All rights reserved.

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3) Knight Spells and Recommended Monster Spells [VYSL]

  For a complete list of spells, please refer to the following link:

  http://www.onewhowaits.com/puzzlequest/spells.html

  Since all spells (as well as items and runes) are detailed above, I'll
  merely list all the spells that the Knight can learn, and any notable spells
  that can be learned from monsters that a Knight can use to great effect.

  The spells will be arranged according to this format:

  Name: The name of the spell.
  Level learned at/Monster learned from: The level or monster that you'll need
  to attain to get access to this spell (either immediately or through
  research)
  Description: What the spell will do.
  Cost: The amount and type(s) of mana spell consumes to cast
  Recommended by (only for monster spells): Who gave this spell the thumbs up
  Notes: Any info and opinions by any users (either me or any other players)
  on the usefulness of this spell.
  Rating: Done in an "out of 10" format.  Also user opinionated.

A: Knight Spells [SKWL]

  Name: Thrust
  Level learned: 1 (You start with this.  Other classes must learn from a
  Knight monster)
  Description: Destroys a single targeted gem, gaining its effects.
  Cost: 6 Fire, 6 Water (9 Fire, 9 Water for Knight-researched version)
  Notes:
  DS73: Thrust is an okay early-use spell.  It can help by destroying that
  pesky gem preventing a column of four gems or a row of five from matching.
  Charge! destroys a whole row, which would still allow the vertical match,
  but would screw over a horizontal match.  This spell destroys only one,
  however, so destructive capabilites are limited.  You can make lots of
  dumb dialogue with this spell, though.  :D
  Rating:
  DS73: 6/10

  Name: Divine Right
  Level learned: 2 (Other classes learn from Knight)
  Description: Destroys all purple stars in play, gaining their effects.
  Cost: 6 Air, 6 Water (9 Air, 9 Water for Knight-researched version)
  Notes:
  DS73: Damn useful spell.  This facilitates experience-gathering and opens up
  a stagnant board.  However, this spell only has a major effect with at least
  10 purple stars in play.  Even then, you may still get screwed by the random
  drops.  Still a great spell (until you hit Lv. 50, of course).
  Rating:
  DS73: 8/10

  Name: Challenge
  Level learned: 3
  Description: Damage to both players increased by 50%.  Your turn doesn't end
  if you have at least 15 Yellow Mana when the spell is cast.
  Cost: 6 Fire, 6 Air
  Notes:
  DS73: I ditched this one.  This spell is risky, especially in the early
  levels when a few screw-ups could cost you the battle.  It's okay if you
  don't expect any skull matches from your opponent, but I still don't like
  it.  You may get killed on a bad drop.  However, if you manage to get some
  skull drops while this spell is in effect, have at it and inflict some
  carnage.  :D
  Rating:
  DS73: 3/10

  Name: Stun
  Level learned: 4
  Description: Makes your enemy lose a turn, and inflicts 5 damage, plus 1 for
  every 8 Red Mana in your reserves when this spell is cast.
  Cost: 6 Earth, 5 Fire
  Notes:
  DS73: You better spam this spell a lot.  This is the Knight's lifeblood,
  and it saved many a Knight from defeat.  You'll do amazingly well by keeping
  this in your list at all times.  The only veritable complaint I could wage
  would be the resistances, but since few enemies have a resistance against
  Earth or Fire mana spells high enough to speak of (at least 20%), I think
  it's hardly an argument.  That said, this spell will help clear the path for
  you when you're stuck and would be forced to make some bad choices.  Plus,
  out of all the spells that make your enemy lose a turn, this is the cheapest
  one, cost-wise.
  Rating:
  DS73: 10/10

  Name: Trample
  Level learned: 5 (Others must learn from a Centaur)
  Description: Inflicts damage equal to half your Green Mana in reserve to the
  enemy.  This will inflict at least 1 point of damage.
  Cost: 7 Earth, 7 Fire (10 Earth, 10 Fire for Centaur-researched version)
  Notes:
  DS73: You won't use this much without a LOT of Earth Mana stored up.  You
  won't achieve high reserves without putting points to Earth Mastery, and you
  don't want to waste Lv. Up points on its high cost-to-stat ratio.  This
  spell also drains mana from your Stun spell reserves, which you'll need in
  a pinch.  Oh, and when you cast the spell, the mana that's needed to cast
  it won't get counted in inflicting the damage.
  Rating:
  DS73: 4/10

  Name: Favor
  Level learned: 7
  Description: Gives a 50% chance of adding 1 Life Point for each exp. point
  gained.  This effect lasts for 8 turns, plus 1 for every 6 Air Mana in
  reserve when the spell is cast.
  Cost: 6 Air, 8 Water
  Notes:
  DS73: When used in tandem with Knight Lord/Promotion/Both and followed by
  Divine Right, you can recover from a severe blow and fight back with
  confidence!  To assist in your efforts, Stun first and keep it running until
  the combo is complete.  Just be warned that you may recover less Life than
  you really need.  If you keep killing the enemy when you still have half of
  your life left, you won't really need this spell.  You'll REALLY not need
  the spell if your Morale is at least 150.  :p
  Rating:
  DS73: 8/10

  Name: Courage
  Level learned: 8
  Description: Removes all status effects on you.  Your turn doesn't end if
  you have at least 10 Water Mana when the spell is cast.
  Cost: 2 Fire, 2 Air, 2 Water
  Notes:
  DS73: This will keep Poison, Disease, and all those other status effects
  from screwing you over in the end.  This will also let you keep going with
  enough Water Mana in stock.  However, three types of mana are used, so your
  spell may get resisted more often!  Plus, this spell will also wipe any
  positive effects that you have.  I learned this the hard way when I cast it
  with Paladin Aura on.
  Rating:
  DS73: 9/10

  Name: Promotion
  Level learned: 10
  Description: Turns all the gems of the selected type into purple gems.  Any
  gem can be picked, including skulls or gold.
  Cost: 8 for all 4 types
  Notes:
  DS73: Nice if you want to keep mana (or gold from Dugog) away from your
  opponent and giving him useless (to him) experience.  You can also set up 4
  or 5-of-a-kinds with this spell.  Be warned, however, that all 4 types are
  used, so watch out for those with resistances in all four types.  Once you
  hit Lv. 50, that's it for experience-gathering, though.
  Rating:
  DS73: 9/10

  Name: Charge!
  Level learned: 12 (Others must learn from a Minotaur)
  Description: Destroys a whole row of gems and inflicts 5 damage.  Full
  effect for the destroyed gems is gained
  Cost: 6 for all 4 types (9 for all 4 if Minotaur-researched)
  Notes:
  DS73: The far more destructive version of Thrust, literally, positively,
  and negatively.  It takes out 8 gems in a horizontal row, so any matches
  that must be done horizontally will get annihilated.  On the positive side,
  you can really screw opponents over by denying any skulls or 4/5-of-a-kinds.
  Rating:
  DS73: 7/10

  Name: Vigil
  Level learned: 15
  Description: Whenever you match 4 or 5, you gain 3 to all mana reserves
  this spell persists.  Lasts for 8 turns, plus 1 for every 5 Water Mana in
  reserve when this spell is cast.
  Cost: 6 Air, 8 Water
  Notes:
  DS73: Really, you can just forge a Rune of Music with a Modifier Rune
  that adds at least 2 to Base Rune and any Power Rune to achieve the same
  effect without recast and with an additional bonus.  However, if you want
  the spell and item, be my guest.  That said, combine this with Promotion and
  Knight Lord to help in making stars, or Paladin's Aura for massive mana
  storing.  Plus, the cost's pretty cheap and only vulnerable on 2 types, so
  it's pretty nice.
  Rating:
  DS73: 8/10

  Name: Knight Lord
  Level learned: 20
  Description: Doubles the number of purple stars in play, ending your turn
  (unless you get lucky and get a 4/5-of-a-kind)
  Cost: 6 Earth, 6 Air, 6 Water
  Notes:
  DS73: Oooh, another useful spell.  REALLY useful if you manage to get at
  least 16 purple stars in play at once.  Like Divine Right, this doesn't
  have much of a game-altering effect if there's only a few stars in the grid.
  You can work wonders with this spell, and it's capable of screwing over some
  combos that require anything other than just purple stars.  Also, nice spell
  for getting more experience.  If you forged a Dragonhorn of (whatever), you
  could keep this spell going and going forever and ever and ever...  Until
  there's hardly anymore Purple Stars, at least.  Even after you hit Lv. 50
  and made all your Exp. gathering spells spells useless, you'll still find a
  use with this spell when getting mana.
  Rating:
  DS73: 9/10

  Name: Sword of Sirian
  Level learned: 30
  Description: Drains all your Air Mana, inflicting damage equal to the Air
  Mana drained.
  Cost: 10 for all 4 types
  Notes:
  DS73: Oh jeez...   You'll need a good amount of Air Mana to get this to be
  worth anything, which means you need a good rating on Air Mastery.  Even
  then, you use up ALL your Air Mana, not to mention 10 of your other mana
  types.  I'd much rather take a Mana Drain than use this spell.  The good
  thing, however, is that you can avoid being hit hard by Archery, which
  would inflict no damage without any Yellow Mana.  Not too useful by itself,
  however.
  Rating:
  DS73: 2/10

  Name: Chivalry
  Level learned: 40
  Description: Fills all the mana reserves of both players, and cleanses off
  oll the status effects of both players.
  Cost: 16 for all 4 types
  Notes:
  DS73: Absolute suicide against Runekeepers, and basically anyone who has
  items that benefit from full reserves.  Of course, it also helps you, and
  the enemy doesn't cast spells much anyways (although I see them cast more
  often in my eyes).  If you're forging, a Rune of Jewels will add 8 damage,
  although Eric's Bow does that better by 3 at Lv. 50.  A Black Staff can
  hit for 16 more to your base, so there's some items that can take advantage
  of this spell.  However, against the above enemies, STAY AWAY from this
  spell!
  Rating:
  DS73: 2/10

  Name: Paladin's Aura
  Level learned: 50
  Descriptions: At the beginning of each turn that this spell is in effect, 2
  mana of all types are added to your reserves.  Lasts for 8 turns, plus 1 for
  every 5 Air Mana in reserve when this is cast.
  Cost: 12 Air, 9 Water
  Notes:
  DS73: For a final level spell, it's very useful.  Constant mana regen for
  a few turns, plus this spell pays for itself in 6 turns and it also fuels
  your Stun assault.  Alongside Vigil, you can really get back to owning the
  crap out of your opponent!  The mana regen is slow, though, so don't rely
  on it.  Plus, while this spell is active, try not to cast Courage, or else
  you lose the bonus.  This spell will nullify the effects of 2 Disease
  conditions on you.
  Rating:
  DS73: 9/10

  If you ask me for my opinion on a spell list at level 50, using Knight
  spells only, I'd use this:
  Divine Right
  Stun
  Favor
  Vigil
  Knight Lord
  Paladin's Aura

  My mount is a Giant Rat.  Cunning bonus, plus I could find a use for Rabid
  Bite every now and then.  :)

B: Recommended Monster Spells [LCMS]

  Name: Burn
  Learned from: Imp
  Description: Turns all green gems in play to red gems, ending your turn
  (Unless you get a 4 or 5 of a kind)
  Cost: 4 Earth, 6 Fire
  Recommended by: DS73
  Notes:
  DS73: Ah, a nice killer against those who rely on Earth Mana to get their
  spells going!  This needs at least 10 green gems to have any significant
  effect.  Of course, you can get some free matches with this spell!  Be
  warned, however, that without a Stun, the enemy could use this against you.
  It's ESPECIALLY not recommended against stuff that use Fire Mana, like
  Fire Elementals, Flame Giants, Flame Dragons, and a Warrior with
  Deathbringer that you came across (un)luckily.  Also, you'll consume the
  green gems, which you'll need for Stun.
  Rating:
  DS73: 8/10

  Name: Conflagration
  Learned from: Fire Giant
  Description: Turns all gems of the selected type into red gems.  All gems
  are selectable, including skulls or gold.
  Cost: 12 for all 4 types
  Recommended by: DS73
  Notes:
  DS73: Getting bored of Promotion, or already at Lv. 50?  Switch it out
  and use this spell!  Combined with Burn, you can fill the field with red
  gems, meaning you could get a Heroic Effort or build mana quickly!  It's
  best to link this with Burn for massive fire power, then Rain of Fire to
  clean the field of red gems.
  Rating:
  DS73: 9/10

  Name: Death Gaze
  Learned from: Liche
  Description: Halves your enemy's LP, making a random skull for every 5
  points inflicted.
  Cost: 45 Earth, 30 Fire
  Recommended by: DS73
  Notes:
  DS73: That enemy has at least 300 Life Points?  Cast this, and they will not
  only be reeling from the blow, but you could add MORE injury by random
  skull matches!  You're best served to cast this when you first start to
  inflict damage, since this only affects your opponent's current Life Points
  and not his maximum.  You wouldn't want to win in two turns, would you?  :p
  Just be careful about casting; this uses up a LOT of mana.  Also, it's a
  complete pain in the ass to actually research this in the first place.  You
  WILL fail to research this one a LOT.
  This is probably the brother of Deathbringer.  Hey, death spell brothers!
  Equip a Rune of Music item and you can fill your reserves with this.  :D
  Rating:
  DS73: 10/10

  Name: Freeze
  Learned from: Frost Giant
  Description: Turns all red gems into blue gems and adds 1 to Water Mana for
  every gem transformed.
  Cost: 4 Earth, 6 Water
  Recommended by: DS73
  Notes:
  DS73: Ah, another link in the chain of Burn and Conflagration!  You can
  abruptly turn the field into a sea of blue, and you can get MORE combos set
  up!  Plus, the cost's cheap and it only can concieveably get interrupted by
  resistances, which only apply if the resistances against Earth and Water
  Mana are significant.  As a single spell, use when the enemy wants some
  Fire Mana desperately.  Also, you'll leave Wizards and Warriors in the cold
  without Fire Mana gems to work with.
  Rating:
  DS73: 8/10 (if used to link with Burn and Conflagration), 8/10 (single
  spell usage)

  Name: Frost Bite
  Learned from: Frost Giant
  Description: Destroys all blue gems and inflicts 1 damage per destroyed gem
  Cost: 9 Air, 13 Water
  Recommended by: DS73
  Notes:
  DS73: Here's a combo-ender.  After Burning and Conflagrating, then Freezing
  the field and getting a nice chunk of Water Mana, you can channel some Air
  Mana with the filled Water and REALLY hurt the enemy for at least 20+
  damage!  It's a long combo, but it really hurts the enemy, especially if you
  can pull it off.  As a single spell, wait until you get at least 12 blue
  gems in play.  It's nothing too special, but it can act as a substitute for
  Divine Right when you hit Lv. 50.
  Rating:
  DS73: 8/10 (as a combo ender), 7/10 (as a single spell)

  Name: Headbutt
  Learned from: Orc Lord
  Descrption: Destroys all red gems in play, and your enemy loses 1 turn, plus
  and additional 1 per 8 gems destroyed.
  Cost: 9 Earth, 18 Fire
  Recommended by: DS73
  Notes:
  DS73: What if you DON'T want to Freeze and Frost Bite, or the enemy has a
  good Water resistance?  Switch to this.  You'll take out all the Red gems
  and you can get some free turns in!  As a single spell, it's not really
  worth it unless you can get your opponent to lose 3 turns.  It doesn't cost
  as much as  Rain of Fire, even though it's still steep, but you'll get some
  free turns if you could pull it off.
  Rating:
  DS73: 9/10 (as an alternate combo-ender), 7/10 (as a single spell)

  Name: Rain of Fire
  Learned from: Fire Giant
  Description: Destroys all red gems, inflicting 1 damage per destroyed gem
  Cost: 12 Earth, 18 Fire
  Recommended by: DS73
  Notes:
  DS73: Another combo-ender for the Burnflagration assault.  Instead of Frost
  Bite, you can implement this and cause your enemy pain the same way.  As a
  single spell, wait for at least 12 red gems.  Also, the cost is a bit steep,
  so you should monitor your reserves.
  Rating:
  DS73: 8/10 (different combo-ender), 7/10 (single spell)

  Notice, I didn't put the spells from mounts.  I'd figure you could choose
  your own to augument your style of play.

C: Known Knight Loops [YCHM]

  Knight Loop #1:

  Your spell list:

  Vigil (optional if you have a good Rune of Jewels rune item equipped)
  Promotion
  Knight Lord
  Stun (keeps loop going)
  Favor (for LP recovery)
  Divine Right (for clean-up)

  Basically, you're running Vigil first, unless you got a Dragonhorn of
  (whatever) equipped.  You put Promotion to bring out some Purple Stars if
  there hardly is any.  Once you got some Purple Stars, run Knight Lord
  indefinitely.  You'll use Stun to act as a nice buffer, and for LP recovery,
  Favor away.  Divine Right is there if you get bored of the loop.

  Credit to: fluxcapacitor66 (for posting it)

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4)Tactical Strategies as a Knight [TSAK]

  Alright, young squire.  You know your spell lists, and you know how this
  game works already (hopefully).  Now let's get into the tactical discussion.

A: Your Equipment [KEOS]

  There's not much to say here, sadly.  Knights don't have all that much
  useful equipment, many of which could be forged.  Among the good non-forged
  items are:

  Name: Eric's Bow
  Type: Weapon
  Why this?:  At Lv. 50, you're doing +11 damage every time you match skulls.

  Name: Minogoth's Armor
  Type: Body
  Why this?: It's like a Full Plate Armor, and it also gives you an extra 15%
  Earth Resistance.  Plus, hardly any useful Body armor is avilable for use.

  Among the forged stuff:

  Dragonhorn of (whatever)
  Forge with: Rune of Music+Rune of Dragons+Any Power Rune of your choice
  Type: Misc
  Why this?: Vigil becomes obsolete, so you can use another spell, like Death
  Gaze.  :D

  Eye of (Whatever)
  Forge with: Rune of Orbs+Rune of Dragons+Any Power Rune
  Type: Misc
  Why this?: In case your enemy likes casting spells, why not go and leech off
  some mana for your own?  Also, you can switch between this and the above
  Dragonhorn, if you need to.

  Aegis of Poison
  Forge with: Rune of Shields+Rune of Gods+Rune of Poison
  Type: Misc
  Why this?: Not wanting to rely on gathering mana, but you want some damage
  on your enemy?  Try this.  40% chance of inflicting poison, and every time
  your enemy inflicts 6 or more damage, they get 5 back.

  Relic of (whatever)
  Forge with: Rune of Jewels+Rune of Gods+Any Power Rune
  Type: Head
  Why this?: Since there's hardly any good head armor, and you'll be most
  likely gathering mana anyway, you can add 24 damage to the 11 Eric's Bow
  at Lv. 50 its already dealing ON TOP OF the damage you're already getting
  through skull matches!

  There are many ways to get your Knight to have some sort of an equipment
  arrangement that would exemplify his abilities, whether through natural
  leveling or stat buying.

  A typical arrangement of a Knight sometimes revolves around output of damage
  without mana.  In that case, I recommend this:

  Heavy hitter:

  Relic of (whatever)
  Minogoth's Armor
  Eric's Bow
  Aegis of Poison

  Assuming you cast NOTHING (including Stun) in the face of sufficent
  resistances and stock up mana, you'll most likely be delievering at least 35
  damage at Lv. 50 and with full mana reserves for all four types.  That
  doesn't include the Battle bonus and Poison effect, so have at it.  :D

  On the other hand, what if you're casting a lot of spells and need mana
  a lot?  Well, look at the above arrangement and replace the Aegis with a
  Dragonhorn of (whatever).  You'll switch strategies on the fly!

  What if you're facing that Warrior with Deathbringer?  I bring this along:

  No Earth Mana type spells:

  Deep Talisman (Jewels+Chaos+Caverns)
  Minogoth's Armor or a forged body item (Lava or Flight+Chaos+Caverns)
  Deep Reaver (Axes+Chaos+Caverns)
  Deep Relic (Jewels+Gods+Caverns)

  16%+15%+24%+24%=79%  If Body is forged, then it's 88%.

  With the former, you're very likely to resist the spell.  With the latter
  and with at least 220 Morale, you'll avoid it every time.  This arrangement
  focuses on Earth resistance.  With this set, you can avoid many annoying
  spells and would probably be ideal for PvP combat, since you can just cut
  the enemy down to size whilst inflicting heavy damage of your own.  It won't
  guard you much if it's a Wizard, however.

  What if you just want to train mounts?  I come with this:

  Mirror of PAIN:

  Mirror Helm
  Mirror Armor
  Eric's Bow
  Aegis of (whatever)

  You'll throw back damage every time and train your mount to Lv. 50.  The
  only thing I can't help you with is fast reflexes.  You'll need those to get
  your mounts to Lv. 50.

  A Knight is capable of being flexible with equipment, but experiment for
  yourself.  The items I mentions are just among the best, but there are more
  ways to get your Knight up to snuff.

  Submissions from other players:

  Bishop:

  Equipment
  Circlet of Skulls
  Woodland Cloak
  Erik's Bow
  Lucky Stones

  Spells
  Divine Right
  Stun
  Courage
  Paladin's Aura
  Wake the Dead
  Death Gaze

  Mount: Giant Rat

  Bishop's arrangement revolves around littering the field with skulls and
  Stunning to assist in getting good matches.  Lucky Stunes is there and a
  Lv. 50 Giant Rat will help ensure that you get the first blow.  Bishop
  managed to successfully research Death Gaze (a feat I'm still working on)
  and put that spell as part of this arrangement.  It's truly useful, and if
  the enemy is unfortunate enough to get hit by one, especially early on, the
  battle is pretty much over.

B: Building Exp. [N&HE]

  Since you're a Knight, you have it the easiest.  You can EFFECTIVELY build
  loads of experience the fastest.  Thanks to Divine Right and Promotion, and,
  alongside a Dragonhorn and lots of Purple Stars, you can Knight Lord your
  way to Lv. 50!

  Due to the random seed glitch on the DS, there's some ways for some quick
  experience!  It's best that you play the DS version to take advantage of the
  following trick, as it lacks a random number seeder!

  After powering on the DS and getting into the game, go to Choose Opponent
  and pick any enemy you can beat that has a higher Cunning than you.  The
  first field after powering on the DS is always the same.  Your opponent will
  grab the skull match to the left.  You should go and grab the vertical Red
  Mana match, NOT the horizontal one.  You'll grab some mana and two skull
  matches, one involving a +5 skull, netting you a Heroic Effort in the
  process.

  There are many more tricks involving the DS, so PSP users, you're not going
  to find a definite trick.  Cherish every Heroic Effort you attain.

C: Fighting as a Knight [FASK]

  Without a lot of mana options, your Knight will need to focus on skull
  matches to deal the heavy blows.  Stun the enemy without mercy, though you
  should watch out for when the field has a lot of Purple Stars.  You can
  Knight Lord your way to to bug your enemy consistently.

  Defensively, you have many advantages.  With a lot of Morale, you have a
  low but decent chance of resisting a spell.  This is especially useful if
  a Liche wants to cast Death Gaze on you.

  Knights, like Warriors, focus mostly on damage, but you can take blows of
  your own and can laugh it off.  With a heavy investment in Morale, you can
  basically equip a Mirror Helm, Mirror Armor, and an Aegis, and watch your
  enemy kill itself.  Infict damage whenever you can, and let your enemy kill
  itself slowly.

  On the other hand, if you want to kill your enemy quickly, go for my heavy
  hitter arrangement.  This will speed the slaying of any enemy quickly,
  especially the bosses, like Dugog, Minogoth, or even Bane.

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5) Credits [CRDT]

  I'd like to thank Infinte Interactive, for developing this game, D3
  Publisher, for getting this game out on public, Nintendo, for letting this
  come to the DS, and Sony, for allowing this to get ported to the PSP.

  I'd like to thank GameFAQs and CJayC for letting this FAQ to be hosted on
  the site.

  Zaraf and eishin also gets a big thumbs up for their efforts to make the
  Hi-Res map, the spell, item, and rune lists, and for their capture puzzle
  solutions, along with a spell resistance calculator.  You two gave this game
  your all!

  fluxcapacitor66, thanks for posting that Knight loop!

  jeff_blinks for pointimg me toward getting this FAQ to actually HELP you
  instead of putting unnecessary stuff in it.

  Bishop gets a mention for alternate item and spell combos

  I thank my brother for introducing me to this game.  How's your Druid
  faring?

  I'd also like to thank my boredom.  Having nothing to do in the summer makes
  me do things like this.

  Finally, I thank you, the young-squire-now-asskicking-Paladin-of-DOOMZORZ,
  for reading this FAQ and absorbing it's knowledge into your mind.

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6) Version Updates [VRUD]

  V. 1.00: Knight FAQ portion complete

  V. 1.50: Killed off most of the unneccessary details, added more opinion on
  spells

  V. 1.51: Added other spell and item combos, and included Bishop's suggestion