Cavalier and Champion: Difference between revisions
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{{ | {{CastleCreaturesNew}}{{CreatureNew | ||
| name = | | name = Cavalier | ||
| faction = Castle | | faction = Castle | ||
| attack = | | attack = 15 | ||
| defense = | | defense = 15 | ||
| shots = | | shots = | ||
| damage = | | damage = 15–25 | ||
| health = 100 | | health = 100 | ||
| speed = | | speed = 7 | ||
| move = Ground | | move = Ground | ||
| size = 2 | | size = 2 | ||
| growth = 2 | | growth = 2 | ||
| aivalue = | | aivalue = 1946 | ||
| fightvalue = | | fightvalue = 1668 | ||
| goldcost = | | goldcost = 1000 | ||
| resource = | | resource = | ||
| rescost = | | rescost = | ||
Line 19: | Line 19: | ||
}} | }} | ||
{{CreatureNew | {{CreatureNew | ||
| name = | | name = Champion | ||
| faction = Castle | | faction = Castle | ||
| attack = | | attack = {{gt|16}} | ||
| defense = | | defense = {{gt|16}} | ||
| shots = | | shots = | ||
| damage = | | damage = {{gt|20}}–25 | ||
| health = 100 | | health = 100 | ||
| speed = | | speed = {{gt|9}} | ||
| move = Ground | | move = Ground | ||
| size = 2 | | size = 2 | ||
| growth = 2 | | growth = 2 | ||
| aivalue = | | aivalue = 2100 | ||
| fightvalue = | | fightvalue = 1800 | ||
| goldcost = | | goldcost = 1200 | ||
| resource = | | resource = | ||
| rescost = | | rescost = | ||
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''"The horse-mounted cavalier and champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle."{{-}}<sup>[[Restoration of Erathia Manual Page 86|RoE manual]]''</sup> | ''"The horse-mounted cavalier and champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle."{{-}}<sup>[[Restoration of Erathia Manual Page 86|RoE manual]]''</sup> | ||
{{clear|left}} | |||
== Dwellings & Portraits == | |||
{{DwellingPortrait | {{DwellingPortrait | ||
| dwelling = Training Grounds | | dwelling = Training Grounds | ||
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| creature2 = Champion | | creature2 = Champion | ||
}} | }} | ||
{{clear|left}} | |||
Cavaliers are upgraded to Champions for free when the hero visits [[Stables]] found on the [[Adventure Map]]. | |||
== Heroes with a [[Specialty#Creature_specialties|specialty]] == | |||
* {{H|Tyris|Knight}} | |||
== Special Ability: Jousting == | == Special Ability: Jousting == | ||
Moving before the attack will increase their damage by 5% for each hex. This ability | Moving before the attack will increase their damage by 5% for each hex between their starting and ending position. This ability is only capped by the size of the battlefield, which allows their starting and ending positions to be a maximum of 18 tiles apart (for a 90% damage increase). Obviously they don't benefit from this ability when counterattacking, and their optimal attack conditions require them to move the longest distance possible. | ||
[[Pikeman and Halberdier|Pikemen and Halberdiers]] are immune to this jousting bonus, which means they only suffer the base damage from Cavaliers and Champions. When fighting them, it makes no difference whether your Champions move 9 hexes before attacking or none at all. | [[Pikeman and Halberdier|Pikemen and Halberdiers]] are immune to this jousting bonus, which means they only suffer the base damage from Cavaliers and Champions. When fighting them, it makes no difference whether your Champions move 9 hexes before attacking or none at all. | ||
== Official Renders == | == Official Renders == | ||
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While their jousting ability allows them to theoretically defeat troops stronger than themselves thanks to greatly improved first strike, in prolonged melee combat they are no match for 7th level creatures or the stronger 6th level units like [[Naga Queen]]s, who will likely wipe them out, and [[Dread Knight]]s who simply outclass them. Even [[Minotaur King]]s, [[Ogre]]s and [[Crusader]]s are a threat due to their toughness combined with high damage. Do not let them fight such an enemy unsupported. | While their jousting ability allows them to theoretically defeat troops stronger than themselves thanks to greatly improved first strike, in prolonged melee combat they are no match for 7th level creatures or the stronger 6th level units like [[Naga Queen]]s, who will likely wipe them out, and [[Dread Knight]]s who simply outclass them. Even [[Minotaur King]]s, [[Ogre]]s and [[Crusader]]s are a threat due to their toughness combined with high damage. Do not let them fight such an enemy unsupported. | ||
Obviously the best [[secondary skill]]s for Cavaliers and Champions are [[Offense]] and [[Armorer]]. [[Tactics]] is very good, as it allows you to set them in the exact place they need to execute a jousting charge, or at least denies use of troop placement to enemy. [[Leadership]] might be redundant, as same army type grants +1, Angels provide another +1, and [[artifact]]s or objects granting [[morale]] bonus are plentiful. [[Armorer]] is a good choice for any fight in which your Champions will be unable to wipe the enemy out before taking some hits. | Obviously the best [[secondary skill]]s for Cavaliers and Champions are [[Offense]] and [[Armorer]]. [[Tactics]] is very good, as it allows you to set them in the exact place they need to execute a jousting charge, or at least denies use of troop placement to enemy. [[Leadership]] might be redundant, as same army type grants +1, Angels provide another +1, and [[artifact]]s or objects granting [[morale]] bonus are plentiful. [[Armorer]] is a good choice for any fight in which your Champions will be unable to wipe the enemy out before taking some hits. |
Latest revision as of 00:18, 4 February 2025



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Cavaliers and Champions are the level 6 creatures of Castle. They are recruited from the Training Grounds.
"The horse-mounted cavalier and champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle." RoE manual
Dwellings & Portraits[edit | hide | hide all]
Cavaliers are upgraded to Champions for free when the hero visits Stables found on the Adventure Map.
Heroes with a specialty[edit | hide]
Special Ability: Jousting[edit | hide]
Moving before the attack will increase their damage by 5% for each hex between their starting and ending position. This ability is only capped by the size of the battlefield, which allows their starting and ending positions to be a maximum of 18 tiles apart (for a 90% damage increase). Obviously they don't benefit from this ability when counterattacking, and their optimal attack conditions require them to move the longest distance possible.
Pikemen and Halberdiers are immune to this jousting bonus, which means they only suffer the base damage from Cavaliers and Champions. When fighting them, it makes no difference whether your Champions move 9 hexes before attacking or none at all.