- Type: Human
- Crystal Affinity: Citrine, Sapphire
- Abilities: None
- Unique Actions: Mighty Throw, Spining Axe, Massive Sword
- Potions: Magic Armor
- Movement Points: 6
- Action Points: 3
- Strength: 2R (Melee Attack, Range 1)
- Armor: 2B1R (Defense)
- Willpower: 2B
- Dexterity: 2B
- Hearts: 5
- Potion Quantity: 1
The Questing Knight begins the game as an impressive Hero thanks to his base attributes. While our other Heroes all had strong offense attributes, they all had average defense attributes. The Questing Knight is no slouch in either category with 2 red dice for STR and 2 blue and 1 red for ARM.
This dual nature is reflected in his Crystal Affinity, with both citrine and sapphire affinities.
On the surface the Questing Knight appears to be solely a melee warrior, but this is revealed to be inaccurate as his Mighty Throw ability grants him access to a Missile 4 offensive action. Since it is a Missile Attack he must use his DEX when making the offense roll. Fortunately, Mighty Throw lends him +1 blue dice to his DEX making it an attack to be feared.
The immediate question some might have is, "If Mighty Throw only costs 1 action point why isn't the Missile icon just next to his DEX as a base attack type?"
The reason is: while the Questing Knight can heave his lance with some accuracy, he's not actually a very dexterous guy. Especially when it comes to DEX based basic actions such as picking locks. Splitting the action out allows him to have a hefty throw of the lance, while still reflecting his rather clumsy nature when it comes to other actions.
Speaking of hefty throws, the Questing Knight can grab his axe for the impressive Spinning Axe offensive action. Not only does the axe grant him +1 red dice to his STR when making the offense roll, it is an area effect Lance 6. This means it hits every model in a straight line, six squares long.
When he needs to do some real damage the Questing Knight breaks out his Massive Sword. This backbreaking offensive action costs all three of his action points but it grants him an all-powerful green dice to the offense roll. The Massive Damage ability means if he wins the roll the action will inflict 2 wounds instead of one. Pow!
Magic Armor rounds out his sturdy defense. As an emergency potion Heroes may drink the potion during the Consul Turn, and then enjoy its benefits until the beginning of their next activation. It's a great potion to make the Questing Knight even more impregnable or to help out a weaker party member.
Sporting three offensive actions, including Missile, area of effects, and a Massive Damage inflicting green dice the Questing Knight is the goto guy for monster destruction. While not as quick as the Huntress who is his primary "rival" in the offensive category his thick armor makes him more durable for the long haul.
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