Campaign |
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EI SotBE THoT TRoW TSG AToTB UtBS DID HttT Liberty NR AOI SoF |
Era |
AoH D GW - AOL A-A BRE D+S EoMR EoS EE EE+D EMR ER GS I IC PYR(DE5ul) PYR(DE7l) PYR(DE9l) SR |
Language |
C af ar bg ca ca cs da de el en eo es et eu fi fr fur gl he hr hu id it ja ko la lt lv mk nb nl pl pt pt ro ru sk sl sr sr sv tl tr zh zh |
The Centaur Knights are stronger versions than than their weaker comrades, the Centaurs. They also have a more solid defense than the Centuars or their other comrades the Forest Raiders due to the plate they have doned upon obtaing knighthoodship, but as a drawback the armor makes them slower. Since the Knights utilize charges in their attacks they have armed themsleves with swords so they can attack when they or their general feel its unsafe to charge.
Special Notes: Due to this unit's relationship with its entity it is granted a magical body in which the magic is manifested as self-healing and thus this unit recovers 3 HP per turn. Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
Advances from: | Centaur |
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Advances to: | Cataphract |
Cost: | 39 |
HP: | 45 |
Movement: | 6 |
XP: | 80 |
Level: | 2 |
Alignment: | chaotic |
ID | Centaur_Knight |
Abilities: | divine health |
![]() | glaive blade | 12 - 2 melee | charge |
![]() | sword blade | 9 - 4 melee | |
![]() | trample impact | 8 - 2 melee | charge |
Resistances: | |
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blade | 30% |
pierce | 0% |
impact | 30% |
fire | -10% |
cold | 10% |
arcane | -10% |
Terrain | Movement Cost | Defence |
---|---|---|
Cave | 2 | 40% |
Cave Wall | 99 | 30% |
Chasm | 99 | 30% |
Deep Water | 99 | 10% |
Forest | 1 | 50% |
Grassland | 1 | 40% |
Hills | 2 | 40% |
Mountains | 3 | 40% |
Mushroom Grove | 1 | 40% |
Sand | 2 | 30% |
Shallow Water | 3 | 20% |
Snow | 2 | 30% |
Swamp | 3 | 20% |
Village | 1 | 40% |