Cavalier and Champion: Difference between revisions
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== Special Ability: Jousting == | == Special Ability: Jousting == | ||
Moving before the attack will increase their damage by 5% for each hex. This ability has no cap, meaning the higher their Speed and traveled distance before attacking is, the higher their attack damage becomes. Obviously they don't benefit from this ability when counterattacking, and their optimal attack conditions require them to move the longest distance possible. | Moving before the attack will increase their damage by 5% for each hex between their starting and ending position. This ability has no cap, meaning the higher their Speed and traveled distance before attacking is, the higher their attack damage becomes. 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. |
Revision as of 08:03, 11 January 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
Cavaliers are upgraded to Champions for free when the hero visits Stables found on the Adventure Map.
Special Ability: Jousting
Moving before the attack will increase their damage by 5% for each hex between their starting and ending position. This ability has no cap, meaning the higher their Speed and traveled distance before attacking is, the higher their attack damage becomes. 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.