Knockdown results in a creature or person being knocked to the ground and temporarily vulnerable.

It can be caused by physical attacks, spells, or explosions. Once downed, a creature cannot attack for a short period, may be more susceptible to damage, and will often leave weak spots such as the head exposed.

Ability and resistance to being knocked down is measured by the stats Knockdown Power and Knockdown Resistance.

Overview

A character or creature's Knockdown Threshold is an innate value that, when reached, results in being knocked down. Attacking will inflict Knockdown Damage, once cumulative knockdown damage exceeds the threshold knockdown will occur.

Knockdown Damage is dependent on the attack or spell used. In the case of allied attacks it is multiplied by the Knockdown Power of the weapon used. Strength (or Magick) has no direct effect on Knockdown Damage, but bigger foes (and stronger skills) will generally be better able to knockdown.

Attacks must do damage to add or cause knockdown - attacks too weak to cause damage add zero knockdown.

Knockdown has different effects on different creatures, causing them to fall in different ways. The end result is the same - they are unable to attack for a shortwhile.

Knocked down foes do not necessarily take more damage (eg Cyclopes, Hobgoblins, Golems), but when they do, damage is often doubled (eg Chimeras, Dragon's hearts). Smaller creatures, once knocked down, can be grappled which does greatly increase damage.

Knockdown Power

Pawn with Gryphic Victory. The Knockdown Power values show in the Status menu are those of the longsword (291) for the primary weapon, and unarmed (100) for the secondary.

The Knockdown Power of a weapon indicates effectiveness of a Weapon at causing knockdown. It can be consider a (percentage) multiplier.

Knockdown power can be increased further by equipping certain Jewelry and particular Augments, and as a special effect of some Armor. For Unarmed Combat the base knockdown power is 100.

The knockdown damage inflicted with an attack uses a spell or skills core knockdown damage and multiplies it with the knockdown power of the weapon used.

Arisen and Allies

Knockdown Resistance (a percentage) reduces the incoming knockdown accumulation. It works identically to Elemental Resistances in that it represents the percentage of Knockdown damage from enemy attacks this is absorbed and resisted. Accumulated knockdown damage will also decay over a short period of time.

Knockdown Resistance comes primarily from Armor, with little from clothing, and none from weapons. It is not thought that Character Weight or Encumbrance has an effect.

Additionally the innate resistance of the Warrior class to knockdown is much higher than other classes

Foes

All foes have a Knockdown Threshold - when this is reached it results in the foe being knocked down. Knockdown damage can be inflicted with any attack. Continued, cumulative attacks will eventually inflict enough knockdown damage to reach the threshold.

Enemy body parts also have different knockdown vulnerabilities. Generally hitting weakpoints (eg Drake's heart or Eliminator's head) adds more knockdown than hitting other body parts.

The amount of knockdown damage an attack will deal to an enemy is also modified by the enemy's stance. Unaware foes have a huge modifier to knockdown damage, often easily knocked down on a first strike. Other stances, such as when an Eliminator charges, also provide a lesser but significant bonus modifier.

Knockdown damage inflicted on an enemy, unlike that of the party, decays very slowly to a point that it makes little, if any, practical effect on combat.

Enemy Knockdown Resistance for Large Enemies, is doubled at the start of every engagement. Inflicting Knockdown will reduce its knockdown resistance to its true value for the rest of the engagement.(verify)

Knockdown and Knockback

Different creatures are affected in different ways by knockdown.

Smaller creatures will also be affected by the type of attack used - there are three main states - "knockup", "knockback", and "collapse" - both result in the creature being knocked down. "Knockup" is often caused by explosions, it may also inflict Fall Damage. "Knockback" is caused by strong horizontal attacks (eg Deathly Arrow, Ingle, or Perfect Block). "Collapse" is when a creature falls directly to the ground - this is caused by the attack Spiderbite as well as Thundershock or Levin.

Large creatures are knocked down in different ways, independent of the incoming attack. A knocked down Dragons or Chimera may end on its side, whilst other enemies, like Golem or Cyclops fall in different positions depending on the body part the knock down damage was applied to.

Equipment and Skills

The knockdown power of an allied attack comes primarily from the Skill or Spell itself, which is multiplied by the weapon used. Knockdown resistance comes primarily from Armor. Both can be considerably increased by Augments and Jewelry

Weapon knockdown power can reach over 500 for the larger heavier weapons such as Warhammers and Shields when Dragonforged, which means five times as effective as the weakest weapons.

Equipment

Item Knockdown Power
Tormentor's Mask +50
Persecutor's Mask +50
Barbed Nails +100
Virtuoso Ring +11 to +20
Preceptor Ring +21 to +30
Master Ring +31 to +40
Item Knockdown Resistance
Ogre Bone 16%
Stonewall Earring 15%
(at heavy Encumbrance)

In general, the 'heavier' the armor the better the knockdown resistance - with Very Heavy Armor Sets, and Heavy Armor Sets having the best resistances, and the Hellfire Armor Set the best of all. A gold rarified Set of Duke's Clothing has 96% knockdown resistance.

  • For weapons knockdown power increases with enhancing.
  • For armor and clothing knockdown resistance increases with enhancing only for leg armor.
  • For weapons, armor and clothing, knockdown resistance or power is generally very similar to the same item's stagger resistance or power.
  • Clothing and cloak resistances are generally small or zero.


Augments

A number of Augments improve knockdown resistance or ability.

Augment Description Unlocked by Vocation
Impact Improves your ability to knock down opponents Warrior
Emphasis Augments the power of magick attacks designed to knock foes down Sorcerer
Audacity Makes you harder to knock off your feet while charging an attack Warrior
Gravitas Makes it difficult for foes to knock you off your feet whilst you intone spells Sorcerer
Stability Prevents the staggering or knockback effect of wind buffets such as from enemy wings, or from Explosive Barrels. Ranger

Skills

The knockdown damage of every skill and spell is different. Some specific types of attack, both magickal and physical are designed to knockback, or knockdown - because knockdown damage is cumulative, it is worth following up blows if the first strike seemed to have no effect.

An object or spell with an Explosives effect will have good knockdown (egBlast Arrow, Explosive Barrel, Bolide, the blast from Explosive Rivet). The Lightning based debilitation thundershock often results in knockdown on those it chains to. Dark Critical Hits can also have a high knockdown effect.

Jumping heavy attacks oft have good knockdown - be it Sorcerer's Magick Billow or a Melee user's attack. Perfect Blocks (with Reflect or Deflect core skills) also produce a shockwave that in addition to any other effects, has good knockdown.

  • In addition to skills that cause knockdown, one skill Crippling Arrow increases susceptiblity to knockdown. The increase is around +20%, and probably only affects dangerous foes like Death and Drakes.
Vocations Skill or Spell Notes
FighterN.jpgStriderN.jpgMageN.jpg
AssassinN.jpgMagicarcherN.jpgMagicknightN.jpg
DDicon warrior.jpgRangerN.jpgSorcererN.jpg
Savage Lash / Indomitable Lash Smaller foes directly struck are likely to be blown into the air by the force of the strike.
Arc of Might / Arc of Deliverance An area of effect shockwave with high stagger - creatures directly hit are likely to be knocked down as well.
Escape Slash / Exodus Slash Good knockback or stagger effect on the second follow up blow.
Spark Slash / Corona Slash Thought to be intended to knockdown foes - the effect is relatively weak on all but the smaller foes.
Savage Lunge / Indomitable Lunge The finisher of this lunge has good knockback, but not the lunge itself.
Upward Strike / Whirlwind Slash Foes to the front are knocked up, and with Whirlwind Slash foes to the rear are knocked down by the follow up.
Core Skills The third strike of the chain of Hack; or the first strike of an aerial Hack; the third strike of Devastate; and the multiple hits of a jumping heavy attack (un-named) can all knockdown.
DDicon fighter.jpgStriderN.jpgMageN.jpg
AssassinN.jpgMagicarcherN.jpgMagicknightN.jpg
WarriorN.jpgRangerN.jpgSorcererN.jpg
Hindsight Slash / Hindsight Sweep The return blow has good knockdown in a front arc if the evade is successfully performed.
Legion's Bite / Dragon's Maw High knockdown power.
Flesh Skewer / Soul Skewer / Fate Skewer The finishing move knocks back violently.
DDicon fighter.jpgStriderN.jpgMageN.jpg
DDicon assassin.jpgMagicarcherN.jpgDDicon magicknight.jpg
WarriorN.jpgRangerN.jpgSorcererN.jpg
Tusk Toss / Antler Toss Lifts smaller enemies into the air.
Downthrust / Downcrack A powerful damaging attack which often knocks down human sized enemies. No particularly powerful effect.
Blink Strike / Burst Strike Finishes with lighter foes knocked back.
Dire Onslaught Second hit in the chain is effective at knocking creatures to the ground; the fifth (final) hit can knockback.
FighterN.jpgStriderN.jpgMageN.jpg
DDicon assassin.jpgMagicarcherN.jpgMagicknightN.jpg
WarriorN.jpgRangerN.jpgSorcererN.jpg
Powder Charge / Powder Blast Explosive in effect.
Spiderbite / Snakebite Good knockdown power following the attack.
Clarity / Clairvoyance Very good knockdown if perfectly timed.
FighterN.jpgDDicon strider.jpgMageN.jpg
DDicon assassin.jpgDDicon magicarcher.jpgMagicknightN.jpg
WarriorN.jpgDDicon ranger.jpgSorcererN.jpg
Toss and Trigger / Advanced Trigger Effective against smaller foes.
FighterN.jpgDDicon strider.jpgMageN.jpg
AssassinN.jpgMagicarcherN.jpgMagicknightN.jpg
WarriorN.jpgRangerN.jpgSorcererN.jpg
Ensnare / Implicate Effective knockdown against multiple smaller and medium sized foes.
Soaring Stone Lifts up and then knocks down the foe. The lower tier skills Leaping Stone and Stepping Stone do not do this.
Sprint / Mad Dash The optional sliding tackle at the end of the run has good knockdown against human sized foes.
FighterN.jpgDDicon strider.jpgMageN.jpg
DDicon assassin.jpgMagicarcherN.jpgMagicknightN.jpg
WarriorN.jpgRangerN.jpgSorcererN.jpg
Full Bend / Mighty Bend Knocks back horizontally a single target.
FighterN.jpgStriderN.jpgMageN.jpg
AssassinN.jpgMagicarcherN.jpgMagicknightN.jpg
WarriorN.jpgDDicon ranger.jpgSorcererN.jpg
Dire Arrow / Deathly Arrow Needs to be correctly timed - foes are knocked back a long way.
Flying Din / Fearful Din The sonic blast can blow a direcly hit smaller foe high into the air with excellent knockdown, though the primary effect of these skills is flinching.
Gamble Draw / Great Gamble If not killed outright, foes struck are likely to be knocked back.
FighterN.jpgStriderN.jpgDDicon mage.jpg
AssassinN.jpgDDicon magicarcher.jpgDDicon magicknight.jpg
WarriorN.jpgRangerN.jpgDDicon sorcerer.jpg
Comestion and higher variants Smaller enemies may be blown into the air.
Frigor Any small or medium foe struck by Frigor's spire of ice will be lifted off their feet into the air. Larger foes can also be knocked down.
Levin and higer variants Directly struck foes will tend to be either knocked down, or if large, stunned.
Ingle based spells A direct hit may knockback.
FighterN.jpgStriderN.jpgMageN.jpg
AssassinN.jpgMagicarcherN.jpgMagicknightN.jpg
WarriorN.jpgRangerN.jpgDDicon sorcerer.jpg
Seism and higher versions A powerful holy spell with damage and knockdown in a wide radius.
Maelstrom and higher versions Lifts up and so knocks down any drawn into its vortex.
Necromancy and higher versions In addition to the knockdown from any dark critical, the ghostly skulls may attach to and lift up and rop lighter foes such as bandits.
FighterN.jpgStriderN.jpgMageN.jpg
AssassinN.jpgDDicon magicarcher.jpgMagicknightN.jpg
WarriorN.jpgRangerN.jpgSorcererN.jpg
Magickal Flare / Magickal Gleam High knockdown against undead
Explosive Bolt and higher versions The explosion of the arrows when struck has high knockdown.
Other spells Sixfold Bolt, Scension, and Sunflare based spells also may finish with the foe being knocked down.
FighterN.jpgStriderN.jpgMageN.jpg
AssassinN.jpgMagicarcherN.jpgDDicon magicknight.jpg
WarriorN.jpgRangerN.jpgSorcererN.jpg
Sky Dance / Sky Rapture Medium knockdown, smaller foes are lifted into the air by the initial strike
Stone Grove / Stone Forest A fire based spell with some physical damage - good knockdown - similar to Seism but a smaller area, faster to cast, and a different element.
Perilous Sigil / Ruinous Sigil Smaller foes are blown into the air by the magick blast.

Unstoppability

In Defense

A few skills and spells can be used to temporarily bestow the "unstoppable" bonus. There appears to be two types. The first increases Knockdown Resistance to 100%. The following skills, fall into this category:

The second variant of this bonus, again increases Knockdown Resistance to 100%. But also bestows invulnerability to wind buffets (akin to Stability) and ground shock waves. The following grant this bonus:

  • Fighter's Stone Will and Steel Will.
  • Warrior's innate bonus. Whenever a warrior is in the middle of an attack, he receives this bonus.

Note that Strider's Instant Reset can be used to quickly recover from a knockdown. In addition, Sword and Longsword wielder's Controlled Fall can also quickly recover from 'knockback' type knockdowns.

In Attack

Environmental effects are often undefendable against without special measures. This includes the uplift of Maelstrom and the knock-over of Drake wing blasts.

Additional some foe attacks will always knockdown the Arisen or an ally. Such attacks include the Tusk Toss performed by Skeleton Knights as well as their Takedown shoulder barge. Even 99% resistance will not stop these attacks knocking down in a single strike.

The foot pin of an Eliminator also cannot be defended against.

Sneak Attacks

Attacks on unaware foes greatly increase the chances of knockdown. For example with Death the effective multiplier appears to be around ten times. Similar effects are seen on other usually knockdown resistant foes like Undead.

Video

Dragon's_Dogma_-_Gorecyclops_Hunting_the_Great_White

Dragon's Dogma - Gorecyclops Hunting the Great White

@ 9min21sec "Let's talk about stagger/knockdown"

Notes

  • The terms Knockdown Power and Knockdown Resistance are found in stats. The terms Knockdown Threshold and Knockdown Damage are not shown in any menu (see also Stats), and are not used in game. (see also Hidden stat)
  • All forms of Fall Damage results in a knockdown, and some attacks that knockdown by lifting the foe into the air may also cause fall damage.
  • Almost all creatures can be knocked down, with the exception of Ghosts.
  • Stagger is a more common effect than knockdown, on small and medium foes.
  • Knock down usually follows Stagger on large foes if enough knockdown damage has been applied.
  • Enemy Knockdown Resistance is tripled in Hard Mode.
  • When knocked down a Cursed Dragon can be slain with a single Maker's Finger, otherwise the arrow only takes a few bars of health.

See also

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