Knight

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
Knights are mounted units that have high Attack and Defense, making them incredibly powerful against enemy units that use physical weapons. A Knight's weakness lies in their Magic Defense, which is low and makes them vulnerable against enemy magic-users. Magic-using classes typically have lower Defense, which allows the Knight to dispatch them quickly thanks to their high Attack, but the Knight themselves can take quite a lot of punishment from magic-users as well. Knights have decent Agility that could let them evade some attacks directed at them, but for the most part they will be tanking attacks.

Skills
Trample: The Knight can deal damage to enemies while moving if he is on his horse; does not effect magical constructs, spirits, or non-corporeal creatures. Passive

Glorious Charge: The Knight rears back on their horse and lets out a battle cry; allies behind the Knight gain boosted Defense. TP Cost: 40, Allies Defense+6

Chivalry: The Knight is able to get into non-hostile knights barracks and quarters without question.* Passive

Knight Counter: The Knight blocks an enemy attack with their shield and then executes a counterattack with their sword or lance.* TP Cost: 80

Three Black Arrows: Once per day, after being dealt a lethal blow, the Paladin can act for one more turn before perishing.* Passive

Aura of Safety: The Knight exudes an aura that makes people feel safe and protected, letting their mental guards down. Passive

Jaigen: The Knight's stats increase significantly.* TP Cost: 120, Attack+4, Defense+4, Agility+7, Magic Defense+9

Overview
Knights are great allies to have in any campaign, but if facing lots of magic-using enemies it may be best to have other classes in the party.

Trample is an offensive skill that deals high damage due to the Knight's high Attack stat.

Glorious Charge increases the Defense of allies behind the Knight, which is most useful when the Knight is leading the charge and when ranged units are in the party as they are likely to keep a distance from the enemy anyhow, but a boost in Defense will keep them safer if the enemy does manage to close in on them.

Chivalry is a passive skill that allows the Knight to enter barracks and quarters that other units would otherwise not be permitted to enter.

Knight Counter allows the Knight to deal a great deal of damage to an attacking enemy during enemy phase whilst also taking no damage from the enemy attack, making it an excellent skill for both offensive and defensive purposes.

The Jaigen skill makes the Knight incredibly powerful, increasing all of their stats significantly and making them that much more amazing in battle.

Inventory

 * Horse (with Saddle and Bridle)


 * Lance (AR: 10)


 * Shield


 * Canteen of Water


 * Sack of Carrots (36 Carrots in total)


 * 5 Rations of Bread and Turkey


 * 550 gold

Trivia

 * The Trample and Glorious Charge skills are inspired by abilities from Lord of the Rings: The Battle for Middle Earth; the Trample ability was a passive one possessed by all mounted units in the game that allowed them to damage enemy units simply by charging into them. Glorious Charge, on the other hand, was an ability exclusively wielded by King Théoden and granted increased defense to mounted units in a fan pattern behind him.


 * The Jaigen skill is inspired by the Fire Emblem series; in the first Fire Emblem game there was a mounted unit by the name of Jaigen who was unbelievably powerful, and ever since then most Fire Emblem games have had their own version of Jaigen, a powerful unit that is used to tank and clear out enemies easily, Seth in Fire Emblem Sacred Stones, for example. The Jaigen skill raises the Knight's stats to be on par with that of Jaigen, and that is where it gets its name from.