Level 2
Advances to: Paladin  Grand Knight 
Advance from: Horseman
HP: 58 Cost: 40 Moves: 8 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 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}+{SPECIAL_NOTES_CHARGE}
| Name | Type | Strikes | Range | Special | |
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sword | blade | 8-4 | melee | |
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lance | pierce | 14-2 | melee | charge |
| blade | 20% |
| cold | 0% |
| fire | 0% |
| arcane | 20% |
| impact | 30% |
| pierce | -20% |
| Terrain | Movement | Defense |
| 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% |