As I said before, Legend of the Knight is a blend of RPG and turn-based system. The essential part is basically the same as the Legends series. On a little field, in hexes, various units of troops stroll in a bit by bit mode. Every crew has the standard qualities, like assault, safeguard, speed and drive. Likewise, every unit has specific elements, for instance, End is a resuscitated plant, so it has expanded protection from harms, and complete insusceptibility to mind control, yet fire harm to it will twofold, phantoms can reestablish their wellbeing for each hit, and they are additionally ethereal, which permits them to go through any impediments.
Another significant boundary is profound quality. Profound quality is a sort of multiplier of different qualities, the higher it is, the better the assault and safeguard pointers, and, likewise, the other way around, with low confidence, your crew will bargain less harm and pass on a lot quicker. Spirit is impacted by different units, things, and a few one of a kind abilities. Most animals coexist well with one another, yet nobody needs to battle with the undead, or much more so with devils.
A few outputs from the first booklet for the game
Resolve turns into a sort of obstacle that doesn’t permit you to enlist everybody into the military. This one more layer of methodology. Around here toward the start of the game, there is an extremely impressive unit – raiders, however it lessens the spirit of any remaining individuals by as much as two focuses, so you have a decision: don’t enlist pirates by any stretch of the imagination or reject individuals in the military. Numerous animals additionally have dynamic abilities. There truly isn’t anything heavenly here: a twofold blow, speed increase, a harmed bolt, there are obviously special cases, yet most animals have incredibly crude capacities.
The war zone is haphazardly created, yet relies upon the climate on the “world guide”.
The job part comprises in the advancement of our legend himself: siphoning his abilities, choosing antiquities, creating enchantment and the coffin of fury. We should go all together. Toward the start of the game, you are proposed to pick the class of our legend – Hero, Mage or Paladin. As a general rule, their disparities are insignificant. Similar abilities, wizardry are accessible to everybody, there are no limitations on employing troops all things considered. It’s simply that the Hero is more disposed towards the improvement of force abilities and builds the quantity of troops quicker, the Mage, separately, creates otherworldly abilities quicker, however his military will be more humble, and Paladin is an in thing between.
The premise of character improvement is a tree of abilities, separated into three branches – strength, soul and insight. Each of the three branches are accessible to any class. In any case, each class floats towards its own part of abilities, it is simpler for a Fighter to siphon strength abilities, for Paladin – for soul, and for Mage – for mind. That is, the game doesn’t set direct inflexible limitations, yet attempts to keep each class inside the system of its good example. To redesign abilities, you really want runes – strength, soul and insight, individually, you get these runes for stepping up, following through with jobs, and basically getting them areas. Abilities give different rewards, increment your wizardry, accelerate siphoning and give another valuable impacts, for example, restoring animals after fight or the capacity to draw away a portion of the foe ones.