Human Knight

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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.

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Information

Advances from: Human Brigand, Human Camel Rider, Human Cavalry Archer, Human Cavalryman, Human Heavy Cavalry, Human Horseman, Human Jouster, Human Mounted Samurai
Advances to: Human Grand Knight, Human Riding General, Human Paladin, Human Elephant Cataphract, Human Lunatic Knight, Human Cavalier, Human Lumedin, Human Bowmaster, Human Cataphract, Human Black Knight, Human Master Bowman, Human Halberdier, Human Chaos Executioner, Human Chaos Cataphract, Human Doublepikeman, Human Platinum Warrior
Cost: 40
HP: 58
Moves: 8
XP: 120
Level: 2
Alignment: lawful
Id: SE Human Knight
Abilities:

Attacks (damage × count)

(image)sword
melee
8 × 4
blade
(image)lance
melee
14 × 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) Fake Shroud0%
(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 Wed Mar 20 03:25:03 2024.