Knight
General description
The knight is a simple class for simple men, they are unbreakable walls who run at their enemies, weapons in hand, without a shred of fear, using their endless health pools to protect their allies in battle.
Unique mechanic(s)
Almost every single knight ability has the same objective of making you survive longer. A knight’s natural affinity with heavy armor and skills make him almost unkillable as long as the enemy doesn’t have a major source of piercing damage.
Recommended builds
Knights should usually focus on increasing their strength to be able to wear and use heavy armor and weapons, and their intimidation to be able to force enemies to attack them and to not fear their role as the meat shield. Heavy armor is a must.
Note
You can start off as a “Dark Knight”. Dark Knights are knights that have broken their oath, they are feared and hunted down, but they start at level 10, they have 70 bonus stats to distribute, and they have twice the normal amount of item points.
Social status
| Can read | Yes |
| Can write | Yes |
| Social status | Respected (and sometimes feared) |
| Knowledge of the world | Variable |
| Political understanding | Generally high |
| Geographical knowledge | Variable |
| Known for | Being selfless, and trustworthy nobles or brutal, and heartless monsters in the skin of an angel. |
Starting items
Budget : 100 pts (200 pts for dark knights)
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0 ptsOrder’s Crest (A crest that proves your affiliation with the Knight’s Order) -
25 ptsClaymore1d4/2 * (8 * STR + LVL * 20)(Takes two turns to swing) (Takes two hands to use) -
25 ptsMace1d4/2 * (6 * STR + LVL * 25)(Armor health is doubled against it) -
25 ptsSword1d4/2 * (5 * STR + LVL * 20) -
25 ptsShortsword1d4/2 * (4 * STR + LVL * 25) -
25 ptsSpear- when two-handed
1d4/2 * (4 * STR + LVL * 20)(50% pierce) (Accuracy is reduced when in extreme close quarters) - when one-handed
1d4/2 * (4 * AGI + LVL * 20)
- when two-handed
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25 ptsBow1d4/2 * (4 * AGI + LVL * 20)(75% accuracy) (Takes two hands to use) -
5 ptsIron arrows (x10) (Increase a bow’s statistical multiplier by1when used) -
25 ptsIron great shield (120 defense) -
25 ptsDense iron great shield (140 defense) -
30 ptsDense iron bulwark (160 defense) -
40 ptsMysterious metal aegis (200 defense) (cannot be deformed, melted or analysed; burns away at metal-melting temperatures) -
20 ptsDense iron plate helm (80 defense) -
20 ptsDense iron plate chest piece (120 defense) -
20 ptsDense iron plate leggings (80 defense) -
10 ptsIron chainmail hood (40 defense) -
10 ptsIron chainmail body armor (60 defense) -
10 ptsIron chainmail leggings (40 defense) -
5 ptsLeather hood (20 defense) -
5 ptsLeather body armor (30 defense) -
5 ptsLeather pants (20 defense) -
5 ptsHead padding1 -
5 ptsBody padding2 -
5 ptsLegs padding3 -
5 ptsLeather hood (50 defense) -
5 ptsLeather body armor (50 defense) -
5 ptsLeather pants (50 defense) -
5 ptsBandages (stops bleeding, heals for 200 HP) -
1 ptsCoins (x5)
Multi-classing
Criterions
- Having your main reputation be either found in the lawful or good sectors.
- Having experience as a front-line fighter.
- Having strength be amongst your 3 highest stats.
- Having intimidation be amongst your 5 highest stats.
Process
- Spending at least 60 semi-consecutive4 turns with or near a knight, while under his tutelage.
- To gain access to the social skills related to being a knight (and also 250 reputation), reciting a knight’s oath in a public place while having the public’s attention and in the presence of a knight, next to a temple. The oath asks you to promise to always protect others before yourself, except if that person puts other lives at risk, to embody the principles of courage, justice, honor, honesty, morality, and selflessness5, to never harm someone without reason or provocation, and to uphold the knight’s order’s reputation.
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Useful to protect your head from hitting rigid metal helmets too hard, causing you to faint or become dizzy. ↩
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Extra thick shirt to cushion the energy transfer from your armor to your body when hit. ↩
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Extra thick pants to cushion the energy transfer from your armor to your body when hit. ↩
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As long as you generally don’t separate from your master, or don’t purposefully do so, this criteria will be met. This means that while things like your master dying, one of you two being knocked unconscious, or separating for half a day for some reason wouldn’t reset the 60 turns timer (though it would stop going down during this time), things like parting ways with your master, leaving them, or them leaving would reset the timer. ↩
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Though the definition of those principles can be stretched quite a bit and depends on each character’s perception of them. ↩