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Abilities

Passives

Knight’s Oath

  • Unlock : Level 1

Being a knight comes with rights and responsibilities, the oath is a promise to fulfil certain basic principles and rules of conduct in exchange for officially becoming part of the knight’s order. The rules that should1 to be followed can be reduced to this: Always protect others before yourself except if that person puts other lives at risk; You must embody the principles of courage, justice, honor, honesty, morality, and selflessness2; Never harm someone without reason or provocation; Uphold the knight’s order’s reputation. Breaking this oath will result in request for your extermination to be put up by the knight order.

Order’s Blessing

  • Unlock : Level 1

Being part of the order gives you some advantages. You can request horses in most major inns, allowing a rider and one other person to move at two tiles per turn rather than one. Innkeepers (generally) also cannot refuse to give you a free room to stay in for the night. You will be naturally trusted, and respected. You will have some level of political immunity.

You lose all of these benefits the moment you are exiled from the knight’s order.

Physical Purist

  • Unlock : Level 1

Because of your strict training, you have become adept at using physical equipment, increasing the physical defense you receive from armor3 by 25% and the damage you deal with physical melee weapons by 25%.

Unfinished Business

  • Unlock : Level 1
  • Cooldown : 20 turns

Your death would mean you fought in vain and the people around you might also be wiped out, you simply cannot let this come to pass! When your health reaches 0, your adrenaline will peak, making it so that instead of dying, you will keep 1 health, purge yourself of any time-sensitive debuffs, and allow yourself to keep fighting through most injuries.

Knight’s Habits

  • Unlock : Level 10

You have gotten quite used to wearing heavy armor by now, so it will no longer hinder your movement abilities.

Endurance

  • Unlock : Level 25

Being in the front lines all the time teaches you a few things, most importantly, that pain is unavoidable, having accepted that, you have begun to get used to it. You will now be able to ignore most pain even though you technically still suffer as much as anyone else.

Shield Baron

  • Unlock : Level 50

Books and training can only bring you so far. Having experience battle so much, you have learned a thing or two, such as the importance of properly using your shield. You will now be able to more easily block or deflect attacks with shield. Shields you use will now offer 50% more defense.

Excitement

  • Unlock : Level 75

Getting hurt only gets you more pumped! Every time you lose health, gain one stack of “Excitement”. Excitement increases the statistical multipliers of your physical melee weapons by 1. Excitement lasts 5 turns, and you can have up to 10 stacks of excitement ongoing at the same time, however, each stack will retain a separate duration timer.

Undying

  • Unlock : Level 100
  • Cooldown : 140 turns

The universe itself won’t allow you to die! This ability will automatically be used when you would take death-inducing damage4 5, feeling a rush of adrenaline, you get back up. When this skill activates, all your armors will see their defense values be increased by 50%6 for 5 turns, while the defense values of your shields will increase by 100%7 for the same duration, and you will be unable to die from anything for one full turn, after which you will instantly regenerate half your health.

Actives

Maintenance

  • Unlock : Level 1

Having spent so much time as a squire doing maintenance work for your master, you’ve gotten quite good at repairing and maintaining equipment. This ability allows you to maintain damaged physical equipment8, making it go back to it’s default stat values as long as you have the right tools and materials for the job. Using this skill removes any enchantments or upgrades from the targeted piece of equipment9. This ability takes 3 turns to finish10, but can be stopped and restarted at any time.

Taunt

  • Unlock : Level 1

Get in front of your allies and make as much noise as possible, taunting your enemies with your “unbreakable defenses”. This ability, when successful, forces its targets to target you specifically with their attacks for the next 3 turns. This ability can either be targeted on a specific unit or used against every enemy who can see you. To be successful, you have to win an intimidation check against this ability’s target(s), or its target(s) has to be reckless in nature.

Shield Bash

  • Unlock : Level 5
  • Cooldown : 5

You were taught to use shields as a defensive tool, but now that you have a bit of combat experience, it seems like a waste of your hands to simply wait for yourself to be attacked to use your shield, and with your current strength, you’re pretty sure you could pack quite a punch with your shield. This ability deals (shield defense) damage and taunts its target for 5 turns. If you have twice as much strength as your target, this ability will also stun them for one turn.

Penance

  • Unlock : Level 10

Your life doesn’t have value if it cannot even be used to protect those around you! Make an oath to protect someone, offering your life to them, making it so that any damage they take will cause health to be deduced from your health bar instead of theirs11. This skill lasts forever. Reciting the oath takes 2 turns. This skill’s effect can be cancelled at any time by either the knight or its target and doing so doesn’t count as your action for the turn. Multiple instances of this oath can be ongoing at the same time.

Battle Cry

  • Unlock : Level 25

Shout with all your might, causing fear in the hearts of those who oppose you! This skill increases the intimidation of allies by 25% for 5 turns, while also reducing the intimidation of enemies by 25% for 5 turns.

Greater Maintenance

  • Unlock : Level 50

Having spent so much time around weapons and armors, your understanding of how they’re made has grown by quite a lot, allowing you to do a better job at maintaining them. This ability allows you to maintain damaged physical equipment12, making weapons or armors go back to their original defense or damage values, while also allowing you to chose13 whether or not to remove any effects or enchantments from the item while doing so. You will need proper tools and materials to maintain an item. Maintenance will now only take 2 turns to finish, and the process can still be stopped and restarted at any time you want as long as the targeted item wasn’t used since the start of the process.

Miracle

  • Unlock : Level 75
  • Cooldown : 40 turns

Wish for someone14’s safety, fully healing them, purging them of any debuffs that last less than 20 turns, raising their morale, and regenerating their mana completely.

Fortification

  • Unlock : Level 100
  • Cooldown : 40 turns

Brace yourself for impact, anchoring your feet to the ground and contracting all your muscles as much as you possibly can, making you completely unable to move but also greatly reducing the severity of all physical injuries you would receive, reducing any health loss you would suffer from by 50%, and making it so that piercing damage will not pierce your defenses for the next 5 turns.


  1. These rules “should be followed” rather than “have to be followed” because as long as the public keeps believing that you follow them and no evidence of you breaking them comes out, they can be broken at will without any consequences.

  2. What these principals entail is up to each individual knight, so, for instance, a knight who is a fanatic for the god of light could kill a follower of the god of darkness without breaking his oath, since in his eyes, this action wasn’t unjust or immoral, and the follower of darkness put other lives at risk by his mere existence.

  3. Excluding shields

  4. This effect will only activate if Unfinished Business is currently on cooldown or disabled somehow.

  5. The effect will activate when you should die from either health loss or physical injuries, even if it doesn’t heal physical injuries at all.

  6. This effect replaces the effect from Physical Purist.

  7. This effect replaces the bonus from Shield Baron.

  8. Physical equipment excludes things such as magic staves, musical instruments or gnomic items.

  9. This includes even unique effects that are embed into an item itself.

  10. These 3 turns can be as far apart from each other as you want, as long as the item isn’t used again in between them.

  11. Only the health loss is redirected to you, while physical injuries aren’t. The health loss is directly applied to your health bar and cannot be defended against with armor.

  12. Physical equipment excludes things such as magic staves, musical instruments or gnomic items.

  13. Some exceptions can be made, for instance, enchantments embed into an item itself during it’s creation process rather than after will still be removed.

  14. This someone can be yourself.