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Racial TagEdit

The Human race tag is the worst classification a unit in the game could be given, as units with this race tag suffer only a penalty for possessing it:

  • -1 combat during the night.

----------Tier 1----------Edit

Peasant - Human BuilderEdit

Peasant

Combat: 1
Hits: 10
Speed: 8
Damage: 5 Piercing
Armor: 5
Resistance: 5
Resistant vs: None
Vulnerable vs: None
View:
Attack Type: Ground units only

Prerequisites: None
Cost: 20 Gold
Build Time: 25
Build Skill: 10
Setup Points: 1
Army Points: 1

Size: Meium
Alignment: Good
Race: Human

Ability: Can build all types of buildings, Can fill mines

Upgrades: +5 XP, +5 XP per kill, +10 damage, +10 armor, +10 resistance, +2 morale

The basic builder of both the Knights and Empire. Peasants are somewhat average builders and are very weak, so they can only be used as fodder in a combat situation.

Swordsman - Basic Knight InfantryEdit

Swordsman

Combat: 6
Hits: 40
Speed: 8
Damage: 10 Slashing
Armor: 10
Resistance: 5
Resistant vs: None
Vulnerable vs: None
View:
Attack Type: Ground units only

Prerequisites: None
Cost: 30 Metal
Build Time: 20
Setup Points: 1
Army Points: 1

Size: Medium
Alignment: Good
Race: Human

Ability: None

Upgrades: +5 XP, +5 XP per kill, +10 damage, +10 armor, +10 resistance, +2 morale

Swordsmen are average basic infantry units. They have very rounded out stats, however, their production costs are low and their build time is very low by comparison to most other basic infantry units.

----------Tier 2----------Edit

Squire - Basic Knight Missile Unit Edit

Squire

Combat: 2
Hits: 30
Speed: 12
Damage: 10 Piercing
Range: 6
Armor: 5
Resistance: 10
Resistant vs: None
Vulnerable vs: None
View:
Attack Type: Both Ground and Air units

Prerequisites: Fletcher
Cost: 45 Gold
Build Time: 25
Setup Points: 2
Army Points: 1

Size: Medium
Alignment: Good
Race: Human

Ability: None

Upgrades: +5 XP, +5 XP per kill, +5 damage (fire), +2 range, +10 armor, +10 resistance, +2 morale

The Knight missile unit compares poorly with every other race's missile units. However, it doesn't cost much to produce for a missile unit, and it takes very little time to produce. This is very fortunate, because the Knights will likely find they require anti-air weaponry alongside the Dancing Swords.

Knight - Basic Knight CavalryEdit

Knight Unit

Combat: 6
Hits: 120
Speed: 16
Damage: 20 Slashing
Armor: 10
Resistance: 5
Resistant vs: All Physical
Vulnerable vs: All Elemental
View:
Attack Type: Ground units only

Prerequisites: None
Cost: 70 Gold, 70 Metal
Build Time: 65
Setup Points: 3
Army Points: 2

Size: Large
Alignment: Good
Race: Human

Ability: None

Upgrades: +5 XP, +5 XP per kill, +10 damage, +20 armor, +2 combat, +2 speed, Double damage, Triple damage vs Undead, +10 resistance, +2 morale

Knights are the Knight race's basic cavalry unit. They have a very powerful resistance to all physical attacks, but are weak to all elemental damage types. The Knight is also the fastest and easiest to produce Knight cavalry unit. However, given time and resources, the other Knights are a significantly superior production choice.

Knight Champion - Advanced Knight CavalryEdit

Knight Champion

Combat: 11
Hits: 150
Speed: 14
Damage: 30 Slashing
Armor: 15
Resistance: 10
Resistant vs: All Physical
Vulnerable vs: Fire
View:
Attack Type: Ground units only

Prerequisites: Smithy
Cost: 125 Gold, 125 Metal
Build Time: 90
Setup Points: 4
Army Points: 2

Size: Large
Alignment: Good
Race: Human

Ability: None

Upgrades: +5 XP, +5 XP per kill, +10 damage, +20 armor, +2 combat, +2 speed, Double damage, Triple damage vs Undead, +10 resistance, +2 morale

The Knight Champion bears a resistance to all physical attacks, similarly with the others. Its vulnerability however is very different - it is only vulnerable to fire. It is slower, tougher and more deadly than normal Knights but it's also harder to produce.

Eagle - Basic Flying Melee UnitEdit

Eagle

Combat: 7
Hits: 60
Speed: 12
Damage: 10 Slashing
Armor: 0
Resistance: 5
Resistant vs: None
Vulnerable vs: Fire
View:
Attack Type: Air units only

Prerequisites: None
Cost: 45 Gold
Build Time: 30
Build Skill: 9
Setup Points: 2
Army Points: 1

Size: Small
Alignment: Neutral
Race: Monster

Ability: Flying, Can build all types of buildings

Upgrades: +5 XP, +5 XP per kill, +10 armor, +10 resistance, +2 morale

The Eagle is accessible at the level 1 flier building. It may cost quite a lot to produce for a basic flier, but it can build buildings and is the toughest basic flying unit in the game by a considerable margin. Still, it is usually not as powerful as Firebats.

----------Tier 3----------Edit

Knight Lord - Elite Knight CavalryEdit

Knight Lord

Combat: 16
Hits: 220
Speed: 15
Damage: 40 Slashing
Armor: 15
Resistance: 10
Resistant vs: All Physical
Vulnerable vs: Electrical
View:
Attack Type: Ground units only

Prerequisites: Shrine of the Sword and Smithy
Cost: 300 Gold, 300 Metal
Build Time: 180
Setup Points: 6
Army Points: 2

Size: Large
Alignment: Good
Race: Human

Ability: Gives +2 Morale for your side

Upgrades: +5 XP, +5 XP per kill, +10 damage, +20 armor, +2 combat, +2 speed, Double damage, Triple damage vs Undead, +10 resistance, +2 morale

The toughest of Knight cavalry, the Knight Lord is a very powerful cavalry unit capable of single-handedly turning the tide of battle in the player's favor. Similarly with the other Knight cavalry units, Lords have a resistance to all physical, but its vulnerability however is to electrical instead. Additionally, Knight Lords have the powerful ability to add morale to the player's side, which in turn can actually allow the Knights to produce more units amongst the other effects it has. However, Knight Lords cost a massive amount of resources which can provide a significant production problem alongside their 3 minute build time.

Dancing Sword - Floating Knight Melee UnitEdit

Dancing Sword

Combat: 6
Hits: 60
Speed: 12
Damage: 15 Slashing
Armor: 10
Resistance: 15
Resistant vs: Piercing
Vulnerable vs: Electrical
View:
Attack Type: Both Ground and Air units

Prerequisites: None
Cost: 10 Metal, 50 Crystal
Build Time: 10
Setup Points: 2
Army Points: 1

Size: Small
Alignment: Neutral
Race: Mechanical

Ability: Can cross water

Upgrades: +5 XP, +5 XP per kill, +10 damage, +10 armor, +10 resistance, +2 morale

Dancing Swords are floating melee units which are capable of attacking flying units as well as ground. Their cost is usually easy to maintain due to the lack of Crystal use in the Knight economy. Dancing Swords are usually far superior to Swordsmen due to having generally improved stats and resistances all around, the ability to float over water and the ability to attack air units - the only downside is its weakness to electrical attacks.

Battering Ram - Siege WeaponEdit

Battering Ram

Combat: 1
Hits: 250
Speed: 1
Damage: 40 Crushing
Armor: 25
Resistance: 5
Resistant vs: Piercing
Vulnerable vs: Fire
View:
Attack Type: Ground units only

Prerequisites: Order of the Ram
Cost: 100 Gold 100 Metal
Build Time: 50
Setup Points: 3
Army Points: 4

Size: Large
Alignment: Neutral
Race: Mechanical

Ability: 10x damage vs buildings

Upgrades: +5 XP, +5 XP per kill, +10 armor, +10 resistance, +2 morale

A slow and very tough siege weapon which is unusable in unit vs unit combat situations due to its incredibly low combat stat. The Battering Ram can only really be used to destroy buildings. Anything else will likely see it defeated. Unfortunately, a Combat mismatch with buildings prevents it from destroying them quickly either.

Catapult - Siege WeaponEdit

Catapult

Combat: 2
Hits: 50
Speed: 1
Damage: 60 Crushing
Range: 14
Armor: 10
Resistance: 0
Resistant vs: Piercing
Vulnerable vs: Fire
View:
Attack Type: Ground units only

Prerequisites: Order of the Ram
Cost: 120 Gold 60 Stone
Build Time: 45
Setup Points: 4
Army Points: 4

Size: Large
Alignment: Neutral
Race: Mechanical

Ability: The Catapult's projectiles do splash damage, Can pickup and throw Cows to do more damage

Upgrades: +5 XP, +5 XP per kill, +10 armor, +10 resistance, +2 morale

A slow and somewhat fragile siege weapon capable of dominating nearly all ground forces with its incredibly powerful Giant-like ranged attack. Catapults are relatively inexpensive and quick to produce compared to the power they have.

----------Tier 4----------Edit

Archon - Elite Flying Knight Melee UnitEdit

Archon

Combat: 16
Hits: 180
Speed: 15
Damage: 40 Fire
Armor: 10
Resistance: 20
Resistant vs: Fire
Vulnerable vs: Electrical
View:
Attack Type: Both Ground and Air units

Max Mana: 40
Start Mana: 10

Prerequisites: None
Cost: 400 Gold, 200 Crystal
Build Time:
Setup Points:
Army Points: 2

Size: Medium
Alignment: Good
Race: None / Extra Planar

Ability: Flying, Can cast Cure (30 mana), Double damage vs. evil enemies, Causes Awe (10)

Upgrades: +5 XP, +5 XP per kill, +10 armor, +10 resistance, +2 morale

Alongside Dragons, Knights get access to another elite flying unit - the Archon. Archons cost a lot of resources, but they are very powerful and versatile units. Its Cure Spell can be used to heal units and cure Poison and Disease as well as heal units for a small amount. Alongside their spellcasting ability, they have an immensely powerful attack which is easily capable of felling both armies and buildings with ease, particularly if the enemies are evil aligned.

Note: Archons should actually only cost 200 gold and 200 crystal for the Knight race, but due to an oversight in the game's files (building.cfg) the Archon's discounted price is listed for a metal cost, instead of the gold cost that it actually has.

Pegasus - Advanced Flying Melee UnitEdit

Pegasus

Combat: 9
Hits: 110
Speed: 16
Damage: 30 Crushing
Armor: 10
Resistance: 10
Resistant vs: None
Vulnerable vs: None
View:
Attack Type: Both Air and Ground units

Prerequisites: None
Cost: 100 Gold, 100 Crystal
Build Time: 60
Setup Points: 4
Army Points: 2

Size: Large
Alignment: Neutral
Race: Monster

Ability: Flying

Upgrades: +5 XP, +5 XP per kill, +10 armor, +10 resistance, +2 morale

Pegasi are fast, deal quite a lot of damage but are more fragile than other advanced fliers. They can destroy buildings with ease thanks to their high crushing damage and if they ever get in trouble with powerful missile units, towers or other fliers, they can usually escape successfully due to their high speed stat.

----------Tier 5----------Edit

Inquisitor - Knight GeneralEdit

Inquisitor

Combat: 15
Hits: 175
Speed: 9
Damage: 40 Electrical
Armor: 10
Resistance: 20
Resistant vs: None
Vulnerable vs: None
View:
Attack Type: Ground units only

Max Mana: 50
Start Mana: 20

Prerequisites: Keep level 5
Cost: 80 Gold, 150 Crystal
Build Time:
Setup Points:
Army Points: 1

Size: Medium
Alignment: Good
Race: Human

Ability: Can convert buildings, Can cast Purify (50 mana) and Summon Blades (45 mana), Double damage vs evil enemies

Upgrades: +5 XP, +5 XP per kill, +10 damage, +10 armor, 25% reduction on conversion time, +10 resistance, +2 morale

Although the Inquisitor seems frailer than most melee generals with a lower than average combat and speed stat, the Inquisitor should not be underestimated. These generals have the ability to destroy evil enemies with its Purify spell as well as summon a group of Dancing Swords to assist the player. Another feature is its powerful and near-unique electrical melee attack which deals double damage to all evil enemies.

Fire Dragon - Elite FlierEdit

Fire Dragon

Combat: 20
Hits: 400
Speed: 15
Damage: 50 Fire (2 Range)
Armor: 15
Resistance: 20
Resistant vs: Fire
Vulnerable vs: None
View:
Attack Type: Both Air and Ground units.

Prerequisites: None
Cost: 1000 Gold, 1000 Crystal
Build Time: 400
Setup Points: 26
Army Points: 4

Size: Huge
Alignment: Neutral
Race: Dragon

Ability: Flying, Splash damage burns enemies, Terror (10)

Upgrades: +5 XP, +5 XP per kill, +10 armor, +10 resistance, +2 morale

The Fire Dragon is the most common and well known species of its kind. Fire Dragons cost a lot to produce and can only be accessed at a level 3 flier building, but they make up for it with splash damaging firebreath which alights any enemy within its attack.

Celestial Dragon - Elite FlierEdit

Celestial Dragon

Combat: 20
Hits: 375
Speed: 14
Damage: 40 Magic (2 Range)
Armor: 15
Resistance: 20
Resistant vs: Fire
Vulnerable vs: None
View:
Attack Type: Both Air and Ground units.

Prerequisites: None
Cost: 1200 Gold, 1200 Crystal
Build Time: 400
Setup Points: 28
Army Points: 4

Size: Huge
Alignment: Good
Race: Dragon

Ability: Flying, Splash damage crystalises enemies on their death, Terror (10), double damage vs evil enemies

Upgrades: +5 XP, +5 XP per kill, +10 armor, +10 resistance, +2 morale

Celestial Dragons are undeniably amongst the most powerful of dragons in the game alongside Dragonliches and Frost Dragons. It may be slightly weaker than some other dragons, but its abilities more than make up for all of its shortcomings. Firstly, it bears Magic damage - the most dangerous damage type in the game since it does not factor in armour or resistance. Secondly, it deals double damage to all evil enemies and thirdly, its attack converts its victims into 85 Crystal each for the player to use.

Sirian - Knight's TitanEdit

Sirian

Combat: 35
Hits: 850
Speed: 15
Damage: 140 Fire
Armor: 30
Resistance: 20
Resistant vs: All Physical
Vulnerable vs: Electrical
View: 8
Attack Type: Both Ground and Air units

Prerequisites: Keep level 5
Cost: 1200 Gold, 1200 Metal, 1200 Crystal, 1200 Stone
Build Time: 600
Setup Points: 20
Army Points: 4

Size: Huge
Alignment: Good
Race: Human / Titan

Ability: Causes Terror (10), Ignores armor, Splash damage, Explodes into Rings of Fire upon death

Upgrades: +10 damage, +10 armor, +10 resistance, +2 morale

Sirian is a mighty melee Titan capable of demolishing infantry and buildings alike with his high powered fire-typed splash attacks. Even casting Resist Fire against him has no effect, as Sirian, like all Titans, ignore armor (which applies to the resistant stat, too). With 30 armor and a special resistance to all physical attacks, Sirian can also be tougher to take down than some other Titans, allowing him to wade through common infantry with ease.

Although one of the best Titans in the game, like many before him, he has drawback that stop him from being perfect. Firstly and most notably, he possess a weakness, which is made worse by being tied to his lower resistance stat. Although electrical attacks aren't at all common, there are four other units in the Knight's army who are also weak to electrical attacks. This means players with electrical attacks can explot this to, not only keep the Knight's army in check, but also their Titan as well. Secondly, fire lacks a decent side effect for when a critical hit is scored. Where the likes of Lord Melkor can send an enemy running out of fear of being slain by the next attack, Sirian's critical hits are barely registered outside of the extra damage.

Still, Sirian is a serious threat to any race that lacks spamable electric-dealing spellcasters and can easily walk right through an enemies base, leaving nothing but burned ashes in his wake. He also has a really cool voice!

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