Knight Commander
The most experienced knights serve their lords with unflinching loyalty. They are deadly in battle, fighting skilfully with both sword and lance, and men will rally to the sight of a Knight Commander at the forefront of a charge.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation. Rally gives a bonus to surrounding units if this unit has made an attack this turn, or, on defending, on its previous turn.
Information
Advances from: | Knight Errant |
Advances to: | |
Cost: | 58 |
HP: | 64 |
Movement: | 8 |
XP: | 120 |
Level: | 3 |
Alignment: | lawful |
ID | Ceresian Knight Commander |
Abilities: | rally |
Attacks (damage - count)
sword melee | 11 - 4 blade | ||
lance melee | 14 - 2 pierce | charge |
Resistances
blade | 30% | pierce | -20% | |||
---|---|---|---|---|---|---|
impact | 30% | fire | 0% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 40% | |
Cave | 3 | 20% | |
Coastal Reef | - | 0% | |
Deep Water | 100 | 20% | |
Flat | 1 | 40% | |
Forest | 2 | 30% | |
Frozen | 2 | 30% | |
Hills | 2 | 40% | |
Mountains | 3 | 50% | |
Mushroom Grove | 4 | 20% | |
Sand | 1 | 30% | |
Shallow Water | 3 | 20% | |
Swamp | 4 | 20% | |
Unwalkable | 100 | 20% | |
Village | 1 | 40% |