Grand Knight

(image)

Grand Knights have reached the acme of skill with sword and lance. Wearing full plate, and riding steeds bred more for power than for speed, these warriors form the core of any serious cavalry force. A grand knight at the head of a charge is a terrifying sight for infantry, and is often enough to break right through a defensive line.

Special Notes: Using a charging attack increases both damage dealt and received by 50% during the offense; this does not affect retaliation during the defensive. The presence of this unit encourages adjacent units to move further, at the begin of it's turn. This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types.

(portrait)

Information

Advances from: Knight
Advances to: Baron
Cost: 58
HP: 78
Moves: 7
Vision: 3
XP: 162
Level: 3
Alignment: lawful
Id: Exi Grand Knight
Abilities: inspiring

Attacks (damage × count)

(image)longsword
melee
12 × 4
blade
(image)lance
melee
17 × 2
pierce
charge

Resistances

(icon) blade20% (icon) pierce-20%
(icon) impact30% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave420%
(icon) Coastal Reef330%
(icon) Deep Water0%
(icon) Flat140%
(icon) Forest330%
(icon) Frozen230%
(icon) Fungus420%
(icon) Hills240%
(icon) Mountains0%
(icon) Sand230%
(icon) Shallow Water420%
(icon) Swamp420%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Fri Apr 20 13:09:26 2018.