Grave Knight

HAUNTED WOODCREATURENIGHT

The Grave Knight is an armoured knight risen from the earth of the Haunted Wood, carrying a huge sword. He is one of the toughest creatures outside a lair: slow on his feet but with a full set of moves, from a crushing overhead cleave to a ring of blades called up out of the ground around you.

The Grave Knight is an armoured knight risen from the earth of the Haunted Wood, carrying a huge sword. He is one of the toughest creatures outside a lair: slow on his feet but with a full set of moves, from a crushing overhead cleave to a ring of blades called up out of the ground around you.

CONTENTS
  1. Where it appears
  2. Health
  3. Waking
  4. Attacks
  5. Guard
  6. Flinching
  7. How to fight it
  8. Drops
  9. Spirits and experience

Where it appears

  • The Haunted Wood at night (not in the daytime gloom): each time a night creature comes there, there is a 5% chance it is a Grave Knight. Only one is ever about at a time.
  • Haunted Wood dungeons of Dire or Fatal difficulty: about 1 in 20 of the creatures there, one at a time.

Health

154 health in the open world with no Jewels held, and 70% more for each Jewel (up to 693 with all five). His blows grow by 40% for each Jewel.

Waking

He stands still with his sword planted in the ground until he notices you (from up to 170 px) or you strike him; then he pulls it free and wakes (1.4 seconds). If he loses you, he plants his sword again and waits.

Attacks

Damage is with no Jewels held, before your defence.

AttackWhat it doesDamageHow to avoid it
CleaveClose in front of him. He heaves the sword up (0.62 seconds) and brings it down on a spot about 26 px ahead, aimed at you.About 27, and a heavy knock-backStep out of the spot, or right-click or R: a parry staggers him for 1.1 seconds.
SweepClose in front of him. A quicker wide swing (0.45 seconds to wind up) across 42 px in front of him.About 20Space over it, step back, or parry (staggers him for 1.1 seconds).
ChargeFrom 80 to 175 px away. He lowers his shoulder (0.55 seconds), then runs straight at you at 150 px a second for about a second.About 22, and you are thrownSidestep, or parry. If he runs into a wall he is stopped dead and staggers.
Grave callWithin 150 px, every 9 to 13 seconds at most. He raises the sword and drives it into the ground. Glowing marks appear under you, in a ring round you and between you and him; 0.7 seconds later a blade bursts up from each.About 18 a bladeWalk off the marks before the blades rise. They cannot be jumped.

Guard

Every 5 to 8 seconds, when you are within 75 px, he may hold his sword up before him for 2.1 seconds. Blows to his front ring off it and do nothing, but:

  • a heavy weapon (Greatsword or War Hammer), or a plunge, breaks his guard and staggers him for about 1.4 seconds;
  • blows from behind still land.

Flinching

He flinches every second blow from a Greatsword or War Hammer, and every fourth from a Sword, Blade Staff or Mattock. The Daggers and the Bow never make him flinch. He does not flinch while charging, calling up blades, waking, or once a cleave has started to come down.

How to fight it

  • Learn the parry: every one of his sword blows can be parried, and each parry staggers him for 1.1 seconds, long enough for a combo.
  • Stay behind him where you can. Blows from behind deal 20% more and get past his guard.
  • When he drives his sword into the ground, look down and move off the glowing marks at once.
  • Fight with trees or walls behind you: a charge that hits a wall staggers him. His cleave and sweep do damage what you have built, though.
  • Bring a heavy weapon to break his guard and make him flinch more often.
In online play he goes for one Wanderer at a time; his blows and his blades land on whoever they reach, each in their own game.

Drops

Each one you defeat leaves:

Spirits and experience

When it falls it lets go of 9 Wind and 7 Earth spirits. You gain experience in:

Defense70
Attack60
Health30

See also