Grand Knight

Level 3

 

Advances to:

Advance from: Knight

HP: 78  Cost: 58  Moves: Alignment: lawful  XP: 150

Abilities:

Grand Knights have reached the acme of skill with sword and lance. Wearing full plate, and riding steeds bred more for power than for speed, these warriors form the core of any serious cavalry force. A grand knight at the head of a charge is a terrifying sight for infantry, and is often enough to break right through a defensive line. Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.

attacks

Name Type Strikes Range Special
sword blade 12-4 melee  
lance pierce 17-2 melee charge 

Resistances

blade 20%
cold 0%
fire 0%
arcane 20%
impact 30%
pierce -20%

Terrain Modifiers

Terrain Movement Defense
Castle 1 40%
Village 1 40%
Deep Water 99 20%
Shallow Water 4 20%
Grassland 1 40%
Forest 3 30%
Hills 2 40%
Mountains 99 20%
Swamp 4 20%
Sand 2 30%
Cave 4 20%
Snow 2 30%
Mushroom Grove 4 20%
Chasm 99 20%

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