Vanguard Skills in King Arthur: Knight's Tale, are the different active and passive abilities for the Marksman class. Active Skills are these actions or abilities that are used in combat, each skill is either used as an offensive tactic to damage and inflict negative status ailments against hostile characters or it can also be used to support yourself and your allies such as recovering their HP or providing buffs and different effects. While Passive Skills grant permanent buffs and effects to the hero's stats and overall performance. Skills require AP (Action Points) for it to be executed and each skill requires Skill Points for it to be unlocked. This page covers a list of all the Vanguard Skills shown in King Arthur: Knight's Tale.
Vanguard Build Guide
How To Build A Vanguard - In this King Arthur: Knight’s Tale Vanguard Class Guide, we are going to show you how to build your Vanguard from the ground up in terms of the active and passive skills you should acquire, the Heroes you need to create a reliable party, and the gear you have to equip.
If you are looking for a Vanguard who excels in stealthily dealing damage while deploying traps here and there, then this King Arthur: Knight’s Tale Vanguard Class Guide is for you!
Can I Respec my Skill Points?
There are two ways that can be done in order to respec a hero's skill points. First, is by spending gold at the Training Ground in Camelot. Just choose the hero you want to respec his/her skill points. And second, there is a consumable tome item called the Tome of Regret that resets the hero's skill points once it is consumed.
Skills Guide for King Arthur: Knight's Tale
Skills in King Arthur: Knight's Tale are divided into two types, Active Skills and Passive Skills. Active Skills are used during Encounters that normally require a certain number of AP (Action Points) in order to execute it, while Passive Skills further boost the effects of an Active Skill, unlock permanent effects to the Hero's stats, and more. Active Skills are identified in square shapes, while Passive Skills are presented as large circles. Most Active Skills and some Passive Skills can even increase its effectiveness by unlocking its Masteries.
Each Hero starts off with a set of Tier 1 Skills and upon spending a certain amount of SP (Skill Points) will unlock more skills that can be learned under Tier 2 and Tier 3. All Skills in King Arthur: Knights Tale require 2 SP in order to learn them, regardless if it is an Active or Passive Skill, however, if a Hero has certain Traits like the Talented trait, they are able to learn new active skills by just spending 1 SP. Each Hero gains 2 SP (Skill Points) for every increase of the Hero's Character Level.
King Arthur: Knight's Tale Vanguard Skills
Deals 75% Weapon Damage to an Adjacent Enemy two times.
Jump to the target Tile.
Places a Hidden Bear Trap on an empty Tile. The Trap triggers when an Enemy Unit enters its Tile, dealing 100% Weapon Damage and causing Slow for 1 Turn(s). Slow: Movement costs 100% more AP.
The Hero becomes hidden. Hidden Units don't break Line of Sight for other Units, and can't be seen by Enemies. The Hero also gains +50% Suprise Damage for their next Attack.
Ranged Attack that deals 100% Weapon Damage.
Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within3x3 Tiles Range and leaving a cloud that lasts for 2 Turns.
Jumps to the Target and deals 150% Weapon Damage, then jumps back to the starting position.
Deals 80% Weapon damage 2 times and causes Poison for 1 Turn. Poison: Suffers 10% Damage at the start of their Turn, and deals -20% Damage.
Deals 25% Weapon Damage to every Unit within 2 Tiles Range. The Hero regains HP equal to 50% of the total Damage dealt.
An Area of 3x3 becomes Shrouded for 1 Turn. Units cannot be targeted by Ranged Attacks, and cannot target others with Ranged Attacks.
Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately.
Adjacent Allies gain +1 AP until the end of their Turn.
Consume all reaming AP and gains 2 MP per AP consumed.
Places a Hidden Lightning Trap on an empty Tile. The Trap triggers when a Unit enters its Tile or an Adjacent Tile, dealing 150% Weapon Damage to them.
The Hero detects Enemy Traps from a number of Tiles Range equal to the Hero's Perception. The Hero gains 1 Movement AP each Turn. +1 Perception.
Enemies prioritize attacking any other Unit if the Hero is farther than 6 Tiles away.
The Hero responds to every Frontal Attack received with a Strike.
Master of Traps
+1 Tiles Range for Trap Skills.
+10% Vitality from Accessories and Trinkets. +10% HP from Armour Sigils.
Backstabs deal +30% Weapon Damage.
+20% Weapon Damage against Units with less than 25% Vitality.
The Hero becomes immune to Opportunity Attacks.
Hide AP Cost is reduced by 1. Starting the turn hidden grants +1 AP.
Decreases the AP cost of Skills causing Poison by 1.
Regain 2 HP for each hit. The amount of HP regained increases by 1 every 4 Levels.