The knight guild has had substantial upgrades to its party utility.
-- The 'mighty charge' skill has had its duration modified. Rather than ending
when the battle is over or the party moves, it now lasts a certain number of
rounds. This duration is incresed by the successful use of knight skills, so
assuming the party moves quickly from fight to fight, it can be maintained
indefinitely. The bonus also climbs slowly with the successful use of knight
attack skills, up to a maximum of double its original bonus. Finally, it now
provides a very small bonus to damage reduction from certain area-attack
effects, based on the knight's spell parry chance, and whether he uses a
shield.
-- Turnblade has always had diminishing returns, effectively adding to the
"miss" chance with each successful hit. The penalty for each successful hit is
now lowered by the knight's 'riposte' skill.
-- The 'take prisoner' skill now works on monsters with more hit points, and
is also now area effect, allowing you to take mulitple prisoners at the same
time.
-- The 'relentless' skill now has a bonus to its chance of success when the
knight is in a party. This bonus is reduced, or removed, if the skill has
saved your life recently. In addition, the 'defiance' skill now reduces the ep
drain of standing back up from negative hit points.
-- The "bash" chance of 'forceful blow' and 'precise cut' was upgrade. 'Bash'
is still the most effective, however.
I chose to go with multiple light upgrades rather than one or two huge ones.
There is, however, one large upgrade worth noting.
-- You can join the knight and cavalier guilds at squire level 10.
(Beastmasters still need 15)