Knight
Stats | Description |
---|---|
  Health/level: 15   Mana/level: 5   Capacity/level: 30   Health regen: 6 / 3 sec   Mana regen: 4 / 6 sec |
Knights are strong, resilient, and know how to wield any melee weapon with fearsome efficiency. When in group, they are the ones in the front line, protecting their companions. They can focus on physical damage by wearing powerful two-handed weapons, or wear a weaker one-handed weapon alongside a shield, which grants them protection. Apart from their physical strength, they can use some magic to perform powerful abilties in fights. |
Custom spells
Name | Words | Level | Mana cost | Description |
---|---|---|---|---|
Taunt | exeta min res | 50 | 55 | Challenges the targeted monster, forcing it to attack you. Works at 6 range and has a cooldown of 10 seconds. |
Iron Wall | utamo res | 60 | 120 | Makes the knight enter a defensive stance, rooting them in place while increasing their shielding skill by 100% and his maximum health by 10% and reducing their melee skills by 50%. While in this mode, the knight will automatically taunt any creature surrounding them. Casting the spell again will make them exit the defensive stance. It has a cooldown of 5 seconds. |
Battle Stance | utamo tempo | 75 | 170 | Makes the knight enter an offensive stance, increasing their melee skills by 35% while reducing their shielding skill by 70%. While in this stance, the knight will take 25% increased damage from all sources. Casting the spell again will make the knight exit the offensive stance. It has a cooldown of 5 seconds. |
Shield Bash / Seizure | exevo min | 130 | 320 | If the knight is holding a shield, they will hit their target with it, applying a 7-second debuff that reduces outgoing damage. If the knight is holding a two-handed weapon, they will wound their target, dealing damage to it and decreasing its healing for 5 seconds. Both debuffs scale with the defense/attack of the shield/weapon. If used against creatures, both debuffs are less effective, but shield bash will stun the target and increase their damage against it by 15% for the duration of the stun; and seizure will deal extra damage to it. They have a cooldown of 45 seconds. |
Back