Knight
Knight Progression
- HP: 10 (50)
- MP: 2 (10)
- Atk: 5
- Def: 5
- Agl: 2
- Mag: 2
- Lv1.) Axe Proficiency, Mace Proficiency, Sword Proficiency, Armor Proficiency, Shield Proficiency, Mount
- Lv2.) Charge
- Lv3.) N/A
- Lv4.) Knight Ability
- Lv5.) N/A
- Lv6.) Mounted Combat
- Lv7.) Knight Ability
- Lv8.) N/A
- Lv9.) Trample
- Lv10.) Knight Ability
- Lv11.) N/A
- Lv12.) Bow Proficiency
- Lv13.) Knight Ability
- Lv14.) Mounted Archery
- Lv15.) N/A
- Lv16.) Knight Ability
- Lv17.) Improved Charge
- Lv18.) N/A
- Lv19.) Knight Ability
- Lv20.) Perfect Rider
Knight Skills
- Mount: At Lv1, a Knight gains a Light Horse for a Mount. This Mount can be used to travel at a faster overland speed, and can be used in combat (see Mounted Combat Rules in Combat).
- Charge: At Lv2, a Knight can charge opponents in battle. For 1 round the Knight deals +20 damage. However, the next round his Agl and Atk all suffer a -10 penalty and he cannot Charge again until the next round.
- Mounted Combat: A Knight of Lv6 or higher can make melee attacks while mounted without suffering any penalties.
- Trample: Whenever a Lv9+ Knight makes a Charge action, he deals 10 more damage (up to +30) and moves past the enemy, flanking them and gaining all usual penalties.
- Mounted Archery: A Lv14+ Knight can attack with ranged weapons while mounted without suffering any penalties.
- Improved Charge: At Lv17, a Knight can make Charge attacks without suffering penalties the next round (he still cannot Charge again until the next round).
- Perfect Rider: Upon mastering the Knight class, a Knight becomes one with his Mount. Any positive effects that would affect him affect his mount, and vice-versa.
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