Knight

Horsemen of skill and discipline are promoted to Knights. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation. This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types.

Information
Advances from: | Horseman |
---|---|
Advances to: | Paladin, Grand Knight |
Cost: | 40 |
HP: | 58 |
Moves: | 8 |
XP: | 120 |
Level: | 2 |
Alignment: | lawful |
Id: | Knight |
Abilities: | ‒ |
Attacks (damage × count)
![]() | sword melee | 8 × 4 blade | |
![]() | lance melee | 14 × 2 pierce | charge |
Resistances
![]() |
blade | 20% | ![]() |
pierce | -20% | |
---|---|---|---|---|---|---|
![]() |
impact | 30% | ![]() |
fire | 0% | |
![]() |
cold | 0% | ![]() |
arcane | 20% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
![]() |
Castle | 1 | 40% |
![]() |
Cave | 4 | 20% |
![]() |
Coastal Reef | 3 | 30% |
![]() |
Deep Water | ‒ | 0% |
![]() |
Fake Shroud | ‒ | 0% |
![]() |
Flat | 1 | 40% |
![]() |
Forest | 3 | 30% |
![]() |
Frozen | 2 | 30% |
![]() |
Fungus | 4 | 20% |
![]() |
Hills | 2 | 40% |
![]() |
Mountains | ‒ | 0% |
![]() |
Sand | 2 | 30% |
![]() |
Shallow Water | 4 | 20% |
![]() |
Swamp | 4 | 20% |
![]() |
Unwalkable | ‒ | 0% |
![]() |
Village | 1 | 40% |
Last updated on Mon Feb 18 23:55:42 2019.