Campaign |
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AOI DID EI HttT LOW Liberty NR SoF SotBE THoT TRoW TSG AToTB UtBS - TFGE |
Era |
AoH D - AOL AoG AE A BAE BEE BGE(b) BfTE BRE CA CEoM D+E D+F D+A D+E+E+E D+N D+S DotD EE0 EB EBE EH EM EoA EoA EoHS EoMR EoM EoS EotF EotF+D EotFfS EE EE+D EE+EoM+D ER F FA F FC GEE GE GEae GS GE GA He H+N HA I IC JDM JE JNA JZ LDE LME ME+D MCE0B ME ME+D ME+EoM+EoM+D MR NSE OMPTAoHE OMPTDE PYR(DE5ul) PYR(DE7l) PDE RE RoCE SF+D SR TT T+D Uw WK WC WE |
Language |
C af ar bg ca ca cs da de el en eo es et eu fi fr fur gl he hr hu id is it ja ko la lt lv mk mr nb nl pl pt pt racv 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 Long |
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 | Defense |
---|---|---|
Aldeias: | 1 | 40% |
Cancelar | 4 | 20% |
Continental | 2 | 30% |
Costeiro | 1 | 40% |
Costeiro | 3 | 30% |
Deep Water | 99 | 20% |
Flat | 1 | 40% |
Forest | 3 | 30% |
Frozen | 2 | 30% |
Hills | 2 | 40% |
Impassable | 99 | 20% |
Mountains | 99 | 20% |
Mushroom Grove | 4 | 20% |
Shallow Water | 4 | 20% |
Swamp | 4 | 20% |
Unwalkable | 99 | 20% |