Arcanist |
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Armour Preference | Light Armour Sigil |
Weapon Preference | Staff Weapon Sigil |
Arcanist is a Class in King Arthur: Knight's Tale. Arcanist excel at dealing damage from range with a Staff Weapon, but perform poorly in melee combat and when engaged by one or more enemies. They wear Light Armour and have less Vitality than some other Classes, making them a bit of a glass cannon. They can also cast spells that debuff and control enemies, making it easier for your party to deal with enemies.
All Arcanist Heroes
Listed below are the following Heroes that specialize in this class:
Arcanist Class Build Guide
How To Build An Arcanist - In this King: Arthur: Knight’s Tale Arcanist Class Guide, we are going to show you how to build your Arcanist from the ground up in terms of the active and passive skills you should acquire, the Heroes you need to create a reliable party, and the gear you have to equip. If you are looking for an Arcanist who not only excels in dealing insane damage while controlling the battlefield with heavy status effects, then this King Arthur: Knight’s Tale Arcanist Class Guide is for you!
Unlike Defenders, Arcanists perform poorly in the melee range, often receiving injuries and Vitality damage as a result. However, despite being a glass cannon, they are excellent ranged mages because of the Skills they cast. This can range from potent fire spells that focus on single targets to destroy normal to weak enemies in one turn, to Hexes, which can slow them down. These are simply some examples of what Arcanists like Sir Ector and Merlin is capable of doing.
As an Arcanist, on top of Weapon Damage to amplify the overall damage dealt by spells, it’s essential to increase Hex Intensity for Sir Ector in order to improve the effectiveness of Bleeding and Slow while temporarily lowering the target’s Vitality. Both are very helpful in controlling enemies to making encounters more manageable. But for those who don’t have Hexes, then raising Spellcraft to 2 or 3 should be enough. Spellcraft provides valuable information when you approach Shrines such that you immediately find out the positive or negative effects it can grant to your party.
It also helps Arcanists notice hidden loot, which potentially leads to acquiring Epic or Relic Runes while exploring. In terms of party composition, you must have at least 1 Defender present who will soak in the damage that you and your allies should supposedly have taken, especially due to how vulnerable and squishy the Arcanist is. You can then implore the help of a fellow Arcanist, Champion, or Vanguard. Since they are all reputable damage dealers, you will be able to wipe out crowds of enemies in no time.
List of Arcanist Skills
Skills for the Arcanist Class in King Arthur: Knight's Tale consist of attacking enemy units from afar, conjuring spells that consist of AoE effects, as well as applying various status effects to an enemy unit. Although Arcanist are also weak against close quarter combat, it is best to maintain distance against enemy units and to support your allies to synergize your actions.

Force Bolt
Ranged Spell that deals 100% Weapon Damage and Knocks Back the Target. Knockback: Push the Target 1 Tile(s) away from the attacking unit.

Blood Hex
Target starts Bleeding and deals -30% less Damage for 2 Turn(s). Bleeding: Suffers 25% Damage at the start of their Turn and after every Action.

Slowing Hex
Target is Slowed for 2 Turn(s). Slow: Movement costs 100% more AP.

Wall of Flame
Create a 4 Tiles long Wall of Flame. The wall lasts for 2 Turns and Units within its Area suffer 50% Weapon Damage when it is cast, and 20% Weapon Damage at the start of their Turns and for every Tile they Move in it.

Fire Bolt
Ranged Spell that deals 100% Weapon Damage and Knocks Back the Target. Knockback: Push the Target 1 Tile(s) away from the attacking unit.

Illusion
Places an illusory Unit on an empty Tile. The Unit is stationary, can’t use Skills, and has 1 Vitality, but Enemies consider it a Target. When placed, the Unit triggers Enemy Overwatch Attacks, but does not trigger Traps.

Teleport
Teleports to the target position.

Raven Swarm
Target suffers 10% Weapon Damage 5 times, becomes Slowed, and also suffers the initial Weapon Damage at the start of their Turn for 3 Turns. If the Target is killed before the Duration is over, these effects transfer to another Enemy within 4 Tiles Range.

Mind Fog
The next Attack of the Target is aimed at the closest Unit, wether it’s an Ally or an Enemy. Units with at least 50% Mental Debuff Resist are Chilled for 1 turn instead.

Fire Drake
Deals 120% Weapon Damage in 5 Tiles long straight Line.

Desecrated Ground
Deals 20% Weapon Damage to every Unit in Area of 3x3 Tiles and desecrates the ground for 2 Turns. Units on the desecrated ground suffer 20% Weapon damage at the start of their turns and for each Tiles of movement they make.

Ice Shield
3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit.

Force Cleave
Deals 100% Weapon Damage and Knocks Back every units in a 3 tiles wide area. Knockback: Push the Target 1 Tile(s) away from the attacking unit.

Glacial Strike
Range Spell That Deals 150% Weapon Damage and cause Chill for 1 turn.

Ice Wall
Creates a 3 Tiles long Ice Wall for 3 Turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality.

Ice Spikes
Deals 75% Weapon Damage in a 2 Tiles long 90 degree Cone (3 Tiles in the front row, 5 tiles in the back row).

Falling Star
Deals 130% Weapon Damage in 3x3 Area, causing Knockback. Knockback: Push the Target 1 Tile(s) away from the attacking unit.

Fog
Create Fog on the entire Battelfield for 1 turn. For the Duraton, every Tile is Shrouded and Ranged Attacks deal 50% less Weapon Damage.

Cast Stigma
Causes 20% Vulnerability to target for 1 turn.

Magical Armour
At the start of every Encounter gain X Armour that will only protect the hero from the first Attack. The amount of Armour increases by 1 every Level.

Long Reach
Range of non-melee Active Skills in increased by 1 Tile(s). +1 Spellcraft.

Potent Hex
+20% Hex Intensity. +1 Spellcraft

Spell Resistance
-25% Damage from incoming Spells.

Spellpower
Range of Skills is increased by 1 Tile(s), and their Weapon Damage is increased by 10%. +1 Spellcraft.

Mindstorm
If at least 3 Skills are on Cooldown, casting a Skill reduces all currently running Cooldowns by 1 Turn.

Strong Willed
+20% Mental Debuff Resist. +2 Range

Mental Guard
+20 Mentall Debuff Resist. In battle, every Adjacent Character’s Mental Debuff Resist becomes equal to the one with Mental Guard.

Pyromania
+50% to Burning Damage.

Dodge
+15% Dodge.

Melee Expertise
While Outnumbered, the Hero gains 1 Unbreakable Armour for each Adjacent Enemy. The amount of Unbreakable Armour gained increases by 1 Every 10 Levels.
Mysticism
Killing a Unit reduces all Cooldowns by 1 Turn(s). Once per turn. +1 Spellcraft.
Arcanist Notes & Tips
- Try to pick off enemies that might damage your melee units first, to prevent them from taking damage.
- Use Arcanist to take out enemy ranged units to prevent them from firing upon you and your melee units unchecked.
- Don't forget to use Overwatch with Arcanist when you have no easy target. It can often kill enemies that move into its range.
merlin is arcanist
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