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The Knight

The frontliner: heavy armour and a shield, holds the line in melee, the most health.

Steel at the front. When the dark crawls out of the reeds, a knight is where it stops.

Every calling starts at level 1 with 150 health and 50 mana. What differs is what you gain each level. A Knight gains +15 health and +5 mana every level, and can carry 25 oz more.

Health per level+15
Mana per level+5
Carry per level+25 oz
Mana back2 every 3 s

Strengths

The most health of any calling and the only one with a shield. Cleave hits up to three things in front at once, so a pack is a knight's best day.

Weaknesses

The least mana and the slowest to get it back, so spells are a seasoning, not the meal. Has to walk up to everything it fights.

How it plays

Walk in, plant your feet and let them come to you. Keep a few health potions and you outlast almost anything your size.

Growing up

LevelHealthMana
115050
825585
20435145
50885295

Spells

SpellWhat it does
Sword Blow
ve ensis
1--Your blade, meant. The swing every knight learns first.
Kindle
ka lume
1152 sA mote of the god's light wakes in your palm and follows you. It lights the dark, and it tells the dark where you are.
Cleave
ve fendo
2154 sA wide slash that sparks off the air: the tile in front and both beside it.
Hits for about 6 + 0.6 × level + 0.6 × melee skill
Taught free
Mend
ka sana
3201 sWarm hands. A small wound closes, the way a fire closes round a new log.
Heals about 18 + 0.8 × level + 2.5 × magic level
Shield Bash
ve scutum
8206 sMeet it with the shield first. A ring of dust, and the thing stands dazed for a breath (stunned 1.5 s: it neither walks nor strikes).
Hits for about 14 + 0.8 × level + 0.6 × melee skill
Taught for 1 silver 50 copper

Read Classes and levelling for how levels, spells and the path choice fit together.