Knight

Level 2

 

Advances to: Paladin  Grand Knight 

Advance from Horseman

HP: 58  Cost: 40  Moves: Alignment: lawful  XP: 120

Abilities:

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 practise tactics which, although requiring much more patience, are far safer than a charge. Their lances are still at the ready, however, and growing experience with these weapons is only to their benefit.

unit help^Attacks

Name Type Strikes Range Special
sword blade 8-4 melee  
lance pierce 14-2 melee charge 

Resistances

blade 20%
cold 0%
fire 0%
ranged 20%
impact 30%
pierce -20%

Terrain Modifiers

Terrain Movement Defence
Castle 1 40%
Village 1 40%
Deep Water 99 20%
Shallow Water 4 20%
Grassland 1 40%
Forest 3 30%
Hills 2 40%
Mountains 99 20%
Swamp 4 20%
Sand 2 30%
Cave 4 20%
Snow 2 30%
Mushroom Grove 4 20%
Chasm 99 20%

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