Campaign |
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EI SotBE THoT TRoW TSG AToTB UtBS DID HttT Liberty NR AOI SoF |
Era |
AoH D GW - AOL A-A BRE D+S EoMR EoS EE EE+D EMR ER GS I IC PYR(DE5ul) PYR(DE7l) PYR(DE9l) SR |
Language |
C af ar bg ca ca cs da de el en eo es et eu fi fr fur gl he hr hu id it ja ko la lt lv mk nb nl pl pt pt ro ru sk sl sr sr sv tl tr zh zh |
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.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
Advances from: | Knight |
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Advances to: | |
Cost: | 58 |
HP: | 78 |
Movement: | 7 |
XP: | 150 |
Level: | 3 |
Alignment: | lawful |
ID | Grand Knight |
Abilities: |
sword blade | 12 - 4 melee | ||
lance pierce | 17 - 2 melee | charge |
Resistances: | |
---|---|
blade | 20% |
pierce | -20% |
impact | 30% |
fire | 0% |
cold | 0% |
arcane | 20% |
Terrain | Movement Cost | Defence |
---|---|---|
Cave | 4 | 20% |
Cave Wall | 99 | 20% |
Chasm | 99 | 20% |
Deep Water | 99 | 20% |
Forest | 3 | 30% |
Grassland | 1 | 40% |
Hills | 2 | 40% |
Mountains | 99 | 20% |
Mushroom Grove | 4 | 20% |
Sand | 2 | 30% |
Shallow Water | 4 | 20% |
Snow | 2 | 30% |
Swamp | 4 | 20% |
Village | 1 | 40% |