Knight
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Horsemen of skill and discipline are promoted to Knights. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
Information
Advances from: | |
Advances to: | Paladin |
Cost: | 40 |
HP: | 58 |
Movement: | 8 |
XP: | 120 |
Level: | 2 |
Alignment: | lawful |
ID | Lemyr_Knight |
Abilities: |
Attacks (damage - count)
![]() | sword melee | 8 - 4 blade | |
![]() | lance melee | 14 - 2 pierce | charge |
Resistances
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blade | 20% | ![]() |
pierce | -20% | |
---|---|---|---|---|---|---|
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impact | 30% | ![]() |
fire | 0% | |
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cold | 0% | ![]() |
arcane | 20% |
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Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
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Castle | 1 | 40% |
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Cave | 4 | 20% |
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Coastal Reef | 3 | 30% |
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Deep Water | - | 0% |
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Flat | 1 | 40% |
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Forest | 3 | 30% |
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Frozen | 2 | 30% |
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Hills | 2 | 40% |
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Mountains | - | 0% |
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Mushroom Grove | 4 | 20% |
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Sand | 2 | 30% |
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Shallow Water | 4 | 20% |
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Swamp | 4 | 20% |
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Unwalkable | - | 0% |
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Village | 1 | 40% |