Navi's AoE Knight/Templar Guide
A complete A-Z guide for AoE Knights from level 30 to 190.
- Category
- Classes
- Author
- Navi
- Published
- 2026-03-28
- Updated
- 2026-10-06
Introduction
AoE Knight has been as staple build for as long as Flyff has existed. Some love it, some hate it. This guide will take you step by step through the leveling process.
The first question that a lot of people have is: Is AoE Knight good? The answer to this is very subjective. I will list the pro's and cons below:
Pro's
- Easy to get going. Is very strong after the second job up to 105, even on a very small budget. It's also quite good after the third job quest.
- Due to its tankiness it can kill bosses quite reliably with some alternative gear to boosts its 1v1 dps.
- Not very reliant on gear upgrades. Does not need elemental upgrades, weapon upgrades do very little and high armor upgrades are not a necessity.
- Also makes for a great dungeon tank with a few adjustments, and tanks are often in demand.
Cons
All in all this build is perfectly playable and these things do not need to discourage you from playing it. Just be adviced that it is viable but not the fastest job at leveling.
Let's dive in!
Note that not all level ranges have a skills, stats, weapons, armor and accessory section. If a level range does not have one of these, that means that nothing has changed from the previous level range(s).
- Gathering speed is not very high. It struggles to compete with Rangers and Mages if they are collecting in the same spot as you are.
- Gearing curve is steep. While it doesn't need much to get going, the level 120 set and level 150 weapons are huge upgrades that might be hard to obtain.
- AoE Knight is strong up to level 105, and AoE Templar is also quite strong at 166+ but there is a gap in between in which this build does not perform well, although you can get past it, some also choose to go 1v1 for this level range.
Level 1-30
These are the first levels of the game. AoE is not possible during these levels. You will need to either 1v1 or level by having your Assist use Moon Beam.
Go full STR if you plan to go 1v1 until level 60. Go 1:1 STR/STA if you plan to AoE after level 30.
Level 30-50
If you are going 1v1 or will level with Moon Beam until level 60, you can ignore this section.
At level 30 you can start AoEing with the Special Hit skill. This will be a bit inconvenient at first but it will get much better after level 50. Try to go slow and experiment with how much you can take at once. Use food and have your Assist use Heal, even at skill level 3 it heals for quite a bit.
Skills
Max Special Hit and Protection. Depending on which weapon type you use, work towards Smite Axe and Axe Mastery or Blazing Sword and Sword Mastery afterwards.
Stats
1:1 STR and STA.
Weapon
There is no dedicated tank gear at this level so you should just use whatever weapon you can find with the highest attack value. Or, if you can find it, any weapon with a Special Hit awakening. If you happen to find them, a Zirkan Sword or a Crest Axe offer a +30 defense bonus, which is quite good at this level.
Armor
The same as with your weapon, just equip whatever gear you can find.
If you can find or buy them, use a Fury Shield or an Avalon Shield. But if you happen to find any random shield with a good block or elemental resistance awakening, those will be better.
Accessories
For your rings, either a Stam Ring or Vigor Ring. Use any Gore Necklace. If you want to put in the effort, you can get two Plug Earring which will boost your defense significantly. You can obtain a Plug Earring from the Prepare to Dive! quest, and a Plug Earring from the Save the Garden! (Part 3) quest. You can safely upgrade the first one to +3 using Power Dice 8. On FWC, you can upgrade both to +4 safely without the need to use Scroll of AProtect. You can either use a Cloak of Strong or a Cloak of Endurance. But it's not a requirement to have either of those.
Level 50-60
If you are going 1v1 or will level with Moon Beam until level 60, you can ignore this section.
Armor
Around level 50 the Shamutra/Shaentra gear set will become available. This set makes you incredibly tanky against Fire, Water, Electric and Earth monsters. It provides 34% elemental resistance to all four of these elements. Meaning that you will take less 34% less damage from mobs of those types. This synergizes incredibly well with elemental armor upgrades. If you upgrade your suit to water +6, your fire resistance will become 46%. Almost halving the damage you take from fire monsters. This in combination with the very high defense of this set will make you near-indestructable.
The Shamutra Helmet and the Shamutra Suit are extremely common drops from Clockworks and usually very cheap as a result. The Shamutra Gauntlets and Shamutra Boots are rare drops and will be more expensive.
The Shamutra set is one that will remain useful for a very long time. So don't be afraid to upgrade it a little if you have the means.
If you can't afford the boots and gauntlets, just equip whatever gear you can find with high defense. Such as Vigor Gauntlets, Neptune Gauntlets, Beast Gauntlets, Hail Gauntlets, Rescorn Gauntlets, Leo Gauntlets, Hodr Gauntlets, Koon Gauntlets, Silyn Gauntlets or Keimay Gauntlets. Alternatively, you can also equip Panggril Gauntlets and Panggril Boots. These provide a little less defense, but will give you a real easy time managing your FP.
If you can find or buy them, use a Avalon Shield or an Ancient Shield. But if you happen to find any random shield with a good block or elemental resistance awakening, those will be better. Don't invest too much in your shield however, you will not be using it after level 60.
Level 60-75
Once you hit level 60, head over to [Knight Master] Karandur. This handsome fellow will give you the Knight Job quest. After we become a Knight we'll have lots of new options.
Skills
Keep using Special Hit until level 65. It can be used with two-handed weapons, which enables you to trigger Swordcross for more damage.
After level 65, Power Stomp becomes available. It can only be used with two-handed weapons, but it also stuns monsters, which reduces the amount of damage you take drastically.
Rage is a skill that increases the damage you take a little bit, but also increases the damage that you deal. This sounds a bit risky, but if you are tanky enough it is no big deal. There aren't too many ways to improve our Power Stomp damage, so we have to take what we can get.
Guard is also a skill that is good to have. It drastically reduces the damage you take for 20 seconds, but also lowers your damage. You don't need to be using this structurally, but it's good to have for when you pulled too many monsters or are otherwise afraid you might die. But if it allows you to tank more mobs, using this consistently might not be so bad. Especially don't be afraid to use this when you are still getting used to the playstyle. The attack debuff won't drastically impact your exp/h, but dying will.
You also might want to pick up Call of Fury. This skill taunts your target and everything around it. This is helpful for gathering mobs and saving your FS when they draw aggro.
Pain Reflection is also worth picking up at level 70. This reflects a portion of the damage you take back to the attacker.
Max all of the skills above. Then you can start working on the 1v1 skills that you might want to use occasionally. These include 9 points into Empower Weapon, and the maxing of Heart of Fury and all of the Sword and Axe skills in the Mercenary tree.
Stats
You will need to decide on how much points you want to put into STA. There is no true right or wrong here. More STR equals more damage, and more STA equals more HP and defense. You can go with as much or as little as you want in both.
For the average player I recommend putting 80 points into STA, and putting all your other points into STR. But if you want to make it 70, or 90 you can as well. Put 1:1 STR and STA, until you hit your preferred amount of STA.
Full STR AoE Knight is possible with good gear and healing. But I would not recommend it to the average player.
I also would not recommend going full STA. The base damage of Power Stomp is quite good at level 65, so it doesn't seem so bad at that moment. But if you don't put any points into STR, your damage will not increase a lot as you level up. And while monsters may only have 25k HP right now, by the time they have 200k HP you will feel the lack of STR.
Weapon
Your best available option is the Guardian Big Axe. It provides a nice HP boost and some STR. But it is far from essential. If you can't afford one, it is really not a problem to use a regular Bastard Sword or Two Handed Axe. Keep in mind that since these are level 60 weapons, and Power Stomp is a level 65 skill. None of these can roll a Power Stomp awakening.
For this reason, a Great Axe or a Two Handed Sword with a good Power Stomp awakening might be better than a Guardian Big Axe. But since these are common weapons, they can have a maximum awakening value of only 15%.
In theory, at level 70 your best available options are the Great Sword of Iblis and the Great Axe of Iblis. These provide skill damage and STR and can have a maximum Power Stomp awakening of 19%. But these are very rare, I would not recommend wasting time and money on these and wait for level 75, at which the Historic Big Axe becomes available.
Accessories
For rings, get two Strente +1. Alternatively, Shubrin Ring rings are also good options; we benefit from STR, STA and DEX. Use a Gore Necklace, or a Pep +1. As your earrings, you will want the Penzeru +1, 300 flat defense is a lot at this level. It will make you very tanky. You can either use a Cloak of Strong or a Cloak of Endurance. But it's not a requirement to have either of those.
Level 75-105
By now you should have settled into most of your gear. There are some upgrades available at 75, but there are no gear upgrades at level 90.
Weapon
The Historic Big Axe is your best option. It provides you with a good amount of HP and also some block. If you have the means, a Power Stomp awakening on this would be useful, as it improves your damage significantly. Being a unique weapon, it's maximum awakening value is 25%.
Armor
At this point you will have two options. A defensive and an offensive one.
The defensive option: Shamutra Helmet Shamutra Suit Shamutra Gauntlets Shamutra Boots You will basically keep using the set that you have been using up to this point. It remains great.
The offensive option: Warpon Helmet Shamutra Suit Warpon Gauntlets Warpon Boots The [Set:5104] provides you with 10% skill damage. But it already offers this at 3/4 parts. The 4/4 set bonus only adds +15% HP. Which is actually worse than 10% damage reduction. This is because %HP inceases do not multiply each other. So you won't actually get 15% more HP. 10% elemental resistance on the other hand will decrease your damage taken by more than 10%. If your suit is fire +6 for example, you will already have -12% damage taken, the extra 10% increases this to -22%, which is an ~11.4% relative reduction. But, taking less damage is preferable to having more HP either way. It makes healing more effective then when you take more damage but have more HP. Another huge benefit of this setup is that you might have already upgraded and pierced your Shamutra Suit. And you don't need to upgrade another suit from scratch.
Level 105-120
Weapon
At this level, three new tank weapons become available. The Legendary Golden Big Axe, the Mythical Silver Big Sword and the Mythical Silver Big Axe.
The Legendary Golden Big Axe provides 25% HP and 10% block. The Mythical Silver weapons provide 25% HP, 10% block and 20 STA. Making them just better versions of the Legendary Golden Big Axe, but they are much rarer because they can only drop from the Meteonyker.
It should be noted though that these are not drastic upgrades over the Historic Big Axe, which provided 18% HP and 7% block. So if you had one of those with a very good Power Stomp awakening it may be worth it to just keep using that.
Armor
At this level, there is a new tanks set, the [Set:5036] set. However, I still don't think it is worth changing your armor at this point. This set provides slightly more defense, 15% HP, 10% block and 10% critical resistance. But I still don't think that it is worth sacrificing the monumental damage reduction from the Shamutra Suit set. And if it is, it would be a very minor upgrade that probably would not warrant changing your entire gear for, unless you could buy a well-upgraded [Set:5036] set for really cheap.
I would keep using the Shamutra set. I am feeling less confident about the Warpon + Shamutra combo beyond this point, it's defenses might be lacking, especially since you will either be leveling in the Darkon desert, or at Small Medumet with a severe level disadvantage.
Accessories
If you have access to them, Speedo +2 or higher earrings are a better choice than Penzeru +1, but if you only have access to Speedo +1, I would stick to the Penzeru +1. You will not get much block at +1, and taking less damage from all attacks seems preferable to blocking a few more attacks every now and then.
Level 120-140
Weapon
At level 120, two new tank weapons are availale: the Bloody Obsidian Slayer and the Bloody Obsidian Executioner
Both provide 30% HP and 20 STA. The Bloody Obsidian Slayer provides 12% block, the Bloody Obsidian Executioner provides 8% general damage reduction. I recommend going with the Bloody Obsidian Slayer. The difference in damage between a block and an unblocked hit is huge. And due to the weird way block works in this game, 12% block actually increases your chance to block by 15%.
These can't be made with Diamond crafting, they are either bought with Red Chips from [Chip Merchant] Waforu or rare drops from the Red Meteonyker and uber rare drops from Berserk Meteonyker, Giant Cyclops X and Gruntizer.
A Power Stomp awakening remains really useful. The maximum roll is again 25%.
Armor
This is where things get rough. The next armor set is the [Set:9744], which is very good. It comes with significant defensive and offensive bonuses.
The problem is that this set is very hard to obtain. The set parts are rare drops from the Red Meteonyker and uber rare drops from Berserk Meteonyker, Giant Cyclops X and Gruntizer. These used to be farmed by endgame players in the Azria expansion, but they are no longer what players choose to farm. The result is that very little of these set parts enter the game.
If you are unable to obtain this set, you will be resigned to your old reliable, the Shamutra Suit.
Accessories
At this level, ultimate accessories become available. They are pretty big upgrades, but you are not really expected to have them yet. These were not added to the game until the level cap was raised from 140 to 160. If you can't afford it, that's understandable, just keep going with STR rings and either block or defense earrrings.
The ultimate accessories tend to be expensive, but if you can afford them you have multiple options.
Pure offense: Champion's Ring Champion's Demol Earring Champion's Gore Necklace The [Set:17716] provides damage in all slots. Boosts your damage greatly, at the cost of some defenses. This is also the set of choice for 1v1 Knight, so it has two purposes.
Balanced: Champion's Ring Champion's Plug Earring Champion's Gore Necklace That is right. Champion's Plug earrings. Power Stomp gets a lot more damage from STR than from additional damage. Meaning that having STR rings with a hefty flat defense increase fromt he plugs is a very solid option. NOTE: this specific setup will have very little use later on. You will have the dismantle the plugs at a later level and turn them into Champion's Demol Earring. In the process you will lose 9 Jewelry Dust and 36 Cursed Jewelry Fragment per earring. But, this is not a super high price to pay.
Full defense: Defender's Ring Defender's Plug Earring Defender's Gore Necklace The [Set:16809] provides you with no damage. But provides you with at least 90 STA, 880 flat defense, 1180 HP, 10% block and 10% critical resitance. You will want to have this if you are planning to be a dungeon tank anyway. So you might not want to invest in a champion set.
Level 140-166
Weapon
At this point it is very important to acquire a weapon with Waterbomb. This can either be the two-handed weapons: Leviathan or Abyss, or the one-handed weapons: Coral Cutlass or Nautilus. I recommend using a Scroll of Reduction A if you are determined to keep AoEing, because these weapons are the most imporant upgrade we can possibly get.
Having the maximum waterbomb chance of 9% is the most important. The other stats provide critical bonuses, which are not important to us.
It does not really matter whether you have a one-handed or a two-handed Coral weapon. The two-handed weapons are a better at first, due to Swordcross and the fact that they have higher lifesteal values on the awakenings. But the one-handed weapons might be slightly better once you have access to a Hell's Gate, due to the action speed and extra defenses from a shield.
Waterbomb can consume Swordcross, but it cannot apply it. Meaning that Swordcross now provides far less than a 24% damage increase.
The Leviathan is usually the cheapest option. The Abyss provides you with the best 1v1 damage, which is not our main focus but it's a nice bonus.
On weapons with Waterbomb, Volt Card (B) and Volt Card (A) are better than Fire Card (B) and Fire Card (A). This is because waterbomb does not scale very hard with stat points and benefits more from the percentage increase to skill damage.
Since most of our damage now comes from waterbomb, having a Power Stomp or Special Hit awakening is less relevant. It still increases your damage, but it's not super significant on your overall damage output anymore.
Stats
From this level onwards, Waterbomb makes up most of our damage. It scales with STR, STA, DEX and INT equally, meaning that we aren't as reliant on STR anymore. You can stay with your 80 STA, xxx STR build, but leveling with a full STA or a STA/DEX page is not bad from here on out. See the Level 166+ section before consuming a Re-Stat!
Skills
Waterbomb also applies to reflect damage, so keep up Pain Reflection if you weren't already. If you want to min-max, you could switch back to Special Hit because it can't stun monsters. When monsters are stunned they can't trigger Waterbomb through Pain Reflection. Special Hit is also slightly faster meaning that it can trigger more waterbomb detonations, but this is largely off-set by it requiring you to keep selecting targets. Power Stomp is more convenient to use, despite being slower.
Armor
At level 150, the [Set:18323] becomes available. It's much better than the [Set:9744] and it's not very rare. This is a big upgrade.
Accessories
At level 149, you can start using a Cloak of Coral, it provides both speed and HP.
Because we now trigger many waterbomb a lot, which does not scale well with STR, we now benefit more from Demols than from STR rings. We can now use every set, but there are slight differences. We want demols on all of these.
[Set:12670] I would not recommend getting this specifically for an AoE Knight, but if you happen to have one, it is surprisingly our highest AoE dps option once we have Waterbomb, because it is magical damage, so it benefits a lot from magical power. And since it scales with INT just as hard as any other stat, this is technically better than a champ set because the critical bonuses on that one does not benefit us at all.
[Set:17716] Remains a sensible choice. It's more than good enough and you may use this for 1v1 as well.
[Set:16809] This will be your set of chocie for dungeon runs, but for leveling it lacks damage. For AoE leveling, Defender's Demol Earrings are much better than Defender's Plug Earring. But Defender's Plug Earrings are better for dungeon tanking. To change between them, you can dismantle the earrings and purchase the other. But you will lose 9 Jewelry Dust and 36 Cursed Jewelry Fragment per earring.
[Set:16509] Works as well, provides you with a good amount of block and parry on top of 5% attack. But this would be my last choice, especially since it can only be useful for AoE leveling, while the other sets have multiple purposes.
Level 166-190
Once you have achieved level 166, you can start your third job quest by speaking to [Sage] Radion. Once you have finished all 8 steps, you will officially become a templar!
Skills
We now have access to Maelstrom Strike. This is a huge improvement over Power Stomp. With every use of this skill you will hit everything twice, it does a lot more dps and has two chances to trigger Waterbomb. It has an 8% chance to stun instead of Power Stomps 15% but this is also mitigated by it doing two hits. You can also use this skill with one-handed weapons. Third job skills also have access to mastery variants. You should put 5 levels into the base skill and then 5 more into Maelstrom Strike (Increased Range). This increases our AoE radius to 9. This is a super large radius, bigger even than large-area spells from Elementors such as Meteo Shower and Sandstorm. This speeds up the rate at which we pull mobs A LOT. This skill makes Power Stomp completely obsolete, if you ever consume a Re-Skill, you only need to put 6 points back into it. Maelstrom Strike does have a synergy with Power Stomp, meaning that extra levels into Power Stomp increase the damage of Maelstrom Strike. But for some reason, this synergy only provides 0.1 attack per Power Stomp level, so it does absolutely nothing.
Mentioned in this Guide
- Moon Beam Assist · Lv. 15
- Special Hit Mercenary · Lv. 30
- Heal Assist · Lv. 15
- Protection Mercenary · Lv. 20
- Smite Axe Mercenary · Lv. 25
- Axe Mastery Mercenary · Lv. 40
- Blazing Sword Mercenary · Lv. 25
- Sword Mastery Mercenary · Lv. 40
- Zirkan Sword Uncommon Sword · Lv. 24
- Crest Axe Uncommon Axe · Lv. 24
- Fury Shield Rare Shield · Lv. 23
- Avalon Shield Rare Shield · Lv. 45
- Stam Ring Uncommon Ring
- Vigor Ring Uncommon Ring
- Gore Necklace Uncommon Necklace
- Plug Earring Uncommon Earring
- Prepare to Dive! Lv. 20 Chain Quest
- Save the Garden! (Part 3) Lv. 43 Chain Quest
- Power Dice 8 Uncommon Piercing Dice
- Scroll of AProtect Protect Scroll
- Cloak of Strong Cloak
- Cloak of Endurance Cloak
- Shamutra Helmet Rare Helmet · Lv. 50
- Shamutra Suit Rare Suit · Lv. 53
- Clockworks Lv. 80 Super Monster · Unknown
- Shamutra Gauntlets Rare Gauntlet · Lv. 52
- Shamutra Boots Rare Boots · Lv. 51
- Vigor Gauntlets Gauntlet · Lv. 50
- Neptune Gauntlets Uncommon Gauntlet · Lv. 55
- Beast Gauntlets Gauntlet · Lv. 59
- Hail Gauntlets Uncommon Gauntlet · Lv. 60
- Rescorn Gauntlets Rare Gauntlet · Lv. 60
- Leo Gauntlets Uncommon Gauntlet · Lv. 60
- Hodr Gauntlets Gauntlet · Lv. 60
- Koon Gauntlets Gauntlet · Lv. 60
- Silyn Gauntlets Uncommon Gauntlet · Lv. 61
- Keimay Gauntlets Gauntlet · Lv. 67
- Panggril Gauntlets Rare Gauntlet · Lv. 45
- Panggril Boots Rare Boots · Lv. 45
- Ancient Shield Rare Shield · Lv. 57
- [Knight Master] Karandur Madrigal
- Swordcross · Lv. 1
- Power Stomp Knight · Lv. 65
- Rage Knight · Lv. 65
- Guard Knight · Lv. 62
- Call of Fury Knight · Lv. 65
- Pain Reflection Knight · Lv. 70
- Empower Weapon Mercenary · Lv. 20
- Heart of Fury Knight · Lv. 60
- Guardian Big Axe Unique Axe · Lv. 60
- Bastard Sword Sword · Lv. 60
- Two Handed Axe Axe · Lv. 60
- Great Axe Axe · Lv. 65
- Two Handed Sword Sword · Lv. 65
- Great Sword of Iblis Rare Sword · Lv. 70
- Great Axe of Iblis Rare Axe · Lv. 70
- Historic Big Axe Unique Axe · Lv. 75
- Strente +1 Rare Ring · Lv. 58
- Shubrin Ring Rare Ring · Lv. 60
- Pep +1 Rare Necklace · Lv. 60