Dragonknight
Novice
Upgrade: End a battle with 1 HP.
Innate Ability: If there are more undefeated enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level. than undefeated party membersPartyThe party can include both adventurer and companion units., ignore 1 defense on your target.
| Tenacity Cost | Name | Ability |
|---|---|---|
| 1 | Dragon Leap | Each adventurer may move 1 hex. You may spend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. to increase the number of hexes each adventurer may move by 1 for each additional tenacity spent. |
| 2 | Dragonknight Standard | In any order, each adventurer in |
| 2 | Molten Weapons | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: Before rolling dice for your engage, if you are using a |
| 2 | Cauterize | Gain 1 overfatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). and recover up to 2 drainedDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. dice. |
| 3 | Dragon Blood | EnduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number.: After you defeat an enemy, you may remove 2 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). or 1 overfatigue from your cooldown track. |
Master
Innate Ability: If there are more undefeated enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level. than undefeated party membersPartyThe party can include both adventurer and companion units., you ignore 1 defense on all enemies.
| Tenacity Cost | Name | Ability | Upgrade effect |
|---|---|---|---|
| 1 | Dragon Leap | Each party member may move 1 hex. You may spend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. to increase the number of hexes each party member may move by 1 for each additional tenacity spent. | Affects all party members |
| 2 | Dragonknight Standard | In any order, each adventurer in | — |
| 2 | Molten Weapons | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After rolling dice for your engage, if you are using a | May be triggered after rolling dice |
| 2 | Cauterize | Gain 1 overfatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). and recover up to 2 drainedDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. dice. | — |
| 3 | Dragon Blood | EnduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number.: After any adventurer defeats an enemy, they may remove 2 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). or 1 overfatigue from their cooldown track. | Affects all adventurers |
Can an adventurer change battle form to perform the Dragonknight Standard ability?
No, only adventurers already in Light WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield.,
Heavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed., or
Ranged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal. can perform this ability. The ability to change battle forms during a class ability is specific to the adventurer who's performing the class ability.
Does an enemy's defense reset between each adventurer's attack when using the Dragonknight Standard ability?
Each adventurer's damage is a separate instance of damage. Defense will apply for each adventurer, even if they target the same enemy.
Source