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Spells & Cards

Combat in Ameroth is fought with cards. Each vocation unlocks its own signature kit from level 1 to 30 — search by name or effect, or filter by vocation and type, drawn here exactly as they look at the table.
Knight
Vocation
Type

37 cards

ui_377

Knight

37 cards

Stun and deal 5 damage

Block 4 incoming damage

+6 melee damage

+2 to all dice this turn

Pull aggro: +12 threat on you

Reduces incoming damage 40% for 2 turns

Counter-stance: parry the next hit, reflect 50%

Heal 25% of max-HP (once per battle)

10 dmg + halve healing on target (2 turns)

Wide arc — 7 melee dmg

+10 dmg, lower guard

+6 shield

Lunge in — 9 melee dmg

12 dmg, ignores 40% armor

+8 shield, hold the line

+9 shield, and the next blow is caught whole

Massive melee strike

11 melee dmg, ignores 40% armor

+8 shield, and the next blow is parried

12 dmg; a good chance to stun, and their next swing lands soft

+10 shield and you take 20% less damage for 2 turns

10 dmg, blunts their next swing, and steadies your next roll (+1/die)

Your damage +20% for 3 turns

Open a wound: 11 dmg, bleeds 4/turn, blunts their next swing

+14 shield

17 raging dmg

+16 shield

19 reaping dmg

+11 shield, refuse to fall

21 sweeping dmg

+18 shield

24 commanding dmg

+20 shield

26 champion dmg

+22 shield

28 mastered dmg

No retreat — 32 dmg

Spells & Cards · Ameroth