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Knights are the executors of your will in Britannia. They lead armies, fight battles, negotiate in your name, fulfill important quests, wield artifacts, manage fiefdoms, court ladies... it is essential to know how to guide them to victory and glory. They have personal attributes, skills and traits, which determine their specialization and can be increased/added at level-up to enhance their roles.

Do note that "Knights" is also a unit class in-game, which are heavy cavalry.

Class[]

All knights fall into one of three classes: Warlord, Champion or Sage. The Knight's class dictates which skills he may possess, and strongly suggests how he should be used in the game. A Knight's class cannot be changed.

Warlord:[]

This class focuses on improving your soldiers fighting ability with buff spells or army-wide passive improvements. Since they are the class with the most army-wide skills and thus will generally be leading your armies, Adventuring is their most important ability score. Their skills tend to fall into either a) tactical buffs, e.g. Masterful Tactics; b) Army-wide buffs: to campaign map movement, morale, loot, etc; c) realm buffs, e.g. tax & loyalty boosts to owned provinces. Warlords tend to either be focused on supporting melee units with skills like Masterful Tactics, or ranged units with Cloud of Arrows.

Note: Warlord is by far the rarest class of Knight, with only four in the base game (and three of those four tied to a specific Morality), and one more added in the Knights & Vassals DLC.

Class Power: Reduces movement penalty from harder terrain types on the campaign map if the Warlord is army leader.

Champion:[]

This class focuses on melee combat, possessing powerful offensive passive abilities and melee spells. Since they will typically be leading heavy units in the thick of the fighting, Fight is their most important ability score. There are two main types of champions you come across: 'cleaver' (eg. Sir Balan) who specialises in butchering entire regiments in matter of seconds with Cleave triangle maxed and 'guardian' (eg. King Mark) who can make a squad of elite troops (eg. 'golden shields') temporary invulnerable with Guardian Angel and Protection from Magic.

Note: In general, you find more Champions if you are Christian rather than Old Faith.

Class Power: +15% XP from battle.

Sage:[]

This class focuses on spells and can inflict immense damage in a short time and at a large distance. Since their value derives from their spells, with few passive abilities, Magic is their most important ability score. ; artifacts that grant a combat mana regeneration are a great boons for sages. Main types for them are 'heavy bolter' for obliterating enemy (and own if caught in blast) elite troops with maxed lightning bolt and 'weather sage' who uses combination of any weather spell and 'dragon eye' to give his archer hordes a leisure time for free target practice at enemies slowed by 'hold' and 'poison cloud'. Some sages possess an innate 'sidhe footpath' and 'whirling pool' spells, teleport and mass teleport respectively (can also be granted by some artefacts) which allow powerful tactics such as capturing locations behind frontlines or dropping heavy infantry on top of unsuspecting archers.

Note: In general, you find more Sages if you are Old Faith rather than Christian.

Class Power: -10% cooldown on all spells.

Abilities[]

All knights possess five ability scores. How many ability points a Knight has varies, but it tends to be about 10 more than he has levels. Upon leveling up, a knight will gain 1 ability point which can be assigned to any Ability. It is also possible to improve your knights' Abilities through completing certain quests or constructing certain buildings in the Stronghold.

  • Leadership: decreases army maintenance by 2% per point.
  • Reign: improves tax income from fiefs assigned to this knight by 3% per point.
  • Adventuring: improves army movement points by 5% per point if Knight is army leader; increases Quest XP by 5% per point. Also improves chances of success in quests which include Adventuring tests.
  • Fight: Increases HP & damage for the knight and his unit by 5% per point. Also improves chances of success in quests which include Fight tests..
  • Magic: increases mana pool by 5%, or 7.5 mana, per point. Also improves chances of success in magic-related quests.

The first two attributes are to be situationally improved with artefacts and generally ignored at level-up as no small amount of extra income shall compensate for poor strategizing and sacrifice of battlefield power.

But bear in mind that you do need gold and food to finance your armies; fewer resources mean smaller armies. At times, you almost certainly need more than two active armies.

Traits[]

Main article: Traits

All knights (and ladies) possess one or more traits, viewable on their primary tab through their army or the Round Table screen. Traits can be either positive (Plus) or negative (Minus), weakly or strongly so. They are typically very important for governing fiefdoms, sometimes having an effect on armies as well. Traits cannot be added or removed. However, a male Knight can take a lady as his wife, and the wife's traits will be "added" to him.

Skills[]

Main article: Skills

Skills are where individual knights become distinct. They are divided into two categories:

  • Class skills - specific skills for each class.
  • General skills - skills that are available to knights regardless of class, including skills that can be unlocked via Morality or Upgrades.

There are also two or three different types of skills:

  • Active skills - also known as spells, only taking effect when you've cast them. All active skills have a cost in Mana points (MPs) and a cooldown period.
    • The unusual semi-active skill Soul Mirror is toggled on/off rather than cast. It has no cooldown and its MP cost varies. See its entry on the Skills page for details.
  • Passive skills - affect either the hero, his unit or his entire army on the battlefield, or affect the knight's army or provinces on the campaign map.
    • Leader skills - a sub-set of passive skills, these only function if the Knight is the army leader.

All skills have four levels; leveling up that skill will improve its effects in a set way. All knights join the Knights of the Round Table with certain skills already unlocked. In general, a Knight has skill points (SPs)approximately equal to his level. Certain knights have more(sometimes dramatically more), this is noted on their character pages. Upon leveling up, a knight gains one skill point which may immediately be assigned to one of his current skills or used to acquire level one in a new skill which he is qualified for. Certain Quests or Stronghold upgrades add additional SPs.

Note that certain Knights, particularly those who are unlocked later in the game, will begin with class skills which belong to a different class. These exceptions are noted on their character pages. This is the only case in which a Knight can possess class skills from classes other than his own.

Morality[]

Main article: Alignment

Just like their liege, knights have a Morality score. When doing Quests, any Morality changes will affect the knight who did the quest (along with the liege, of course).

Example: King Arthur has Morality of 2 Rightful, 1 Christian. Sir Gareth has Morality of 0 Rightful, 0 Christian. Sir Gareth goes on an Adventure. Due to player choices, he completes the adventure with Morality +2 Rightful, +1 Christian. King Arthur's Morality is now 4 Rightful, 2 Christian. Sir Gareth's Morality is now 2 Rightful, 1 Christian.

Morality affects the loyalty of the Knight; a knight who is Morality-wise the polar opposite of the liege (e.g. Old Faith/Tyrant vs Christian/Rightful) is going to be disloyal. As an army leader, a Knight's Morality also affects the morale of Aligned units in the army.

It is possible to shift your knights' Morality by constructing certain buildings in the Stronghold.

Loyalty[]

Closely related to Morality, Loyalty represents how devoted a particular Knight is to King Arthur. It ranges from 0 to 20. Keeping your Knights' Morality close to yours is the best way to keep Loyalty high. Loyalty can also be increased by granting Ladies or Fiefdoms (see below). Certain Traits alter Loyalty, as do certain Artifacts (see below). If Loyalty drops too low, a Knight may depart from Arthur's service, leaving the game.

Armies[]

Every Knight is always attached to a Unit, forming an army. If the army has multiple units in it, you may change which unit the Knight is attached to on the campaign map. A Knight always gives bonuses to the particular unit he is attached to, based on his Abilities and Skills, and some Knights synergise better with particular unit classes than others, so make this decision carefully.

You may have up to four Knights in a single army. If you have more than one Knight in an army, one of the Knights must be assigned as the army leader. He will give bonuses to the entire army based on his Abilities and Skills, so choosing the leader is a very important decision, Who the army leader is can be changed on the campaign map.

Armies without Knights are permitted, but they are unable to move or take any action save defending themselves against attack.

Quests[]

Main article: Quests

All Quests must be undertaken by Knights, who move their armies to the Quest locations to begin them. Many Quests are Adventures, where you temporarily take on the role of the Knight undertaking the Quest and play through it as a text-based RPG.

Artifacts[]

Main article: Artifacts

All Knights may possess and equip Artifacts. Each Knight has four equip slots:

  • Weapon
  • Armour
  • Charm
  • Charm.

Additionally each Knight may carry any number of Artifacts in his inventory, but those have no effect. Artifacts may be switched in and out of active slots on the campaign map. Knights in the same Army, or armies which encounter each other, may trade Artifacts.

Fiefdoms[]

Main article: Provinces

Any Knight may be assigned up to three of your Provinces as personal Fiefdoms. He will alter the provinces based on his Traits, sometimes improving them, sometimes weakening them. Choose who to assign fiefs to carefully! It is better for a province to have no lord than one who will ruin it!

Ladies[]

Main article: Ladies

Over the course of the campaign, King Arthur's court will acquire Ladies. Each Knight may be married to a single Lady (exception: the rare female knights cannot marry ladies). Her Traits will be added to his to determine their total effect. Careful marriages can create Knights who reap you enormous profits from their fiefs or gain enormous amounts of XP. Careless marriage can ruin a Knight! (just like real life...)

Since female knights cannot marry, they have a significant disadvantage in the long run. If you have a female knight, it almost always better to switch her out when a male knight appears.

Knight Limit and Leaving Service[]

On the Round Table page, there are thirteen seats, with one permanently occupied by King Arthur. You may only control 12 Knights at any time! Under certain circumstances, you may acquire more than 12. If that happens, the 13th Knight will be listed in the top left corner of the Round Table page as "awaiting knight". He and his army will be located on the map, but you will not be able to interact with them in any way until space is made at the Round Table for him. Unfortunately, it is impossible to create a 'back bench' by moving active Knights into the "awaiting knight" area; in order to activate the "awaiting knight" you must dismiss a current Knight.

A Knight who is defeated in battle may be captured, or he may be slain. If a Knight is slain, you will receive a message "Sir so-and-so has left your service." Slain Knights are removed from the game, along with their ladies and artifacts. A Knight whose Loyalty drops too low may also leave service voluntarily, taking their Artifacts and Lady, if any, with him. It is also possible from the Round Table page to intentionally dismiss a Knight if, for instance, you have acquired one you prefer.

Wounds and Curses[]

Wounding[]

Knights who fall in battle may be either killed (in which case they leave your service), or wounded. A wounded Knight may not go on Adventures or join his men in battle, but he may still move around the campaign map. A Wounded Knight will have a counter on his unit card indicating how much longer the wounded state will perisist. The Regeneration general skill reduces wound recovery times.

Curses[]

Sometimes a Knight will be Cursed while on an Adventure. This status drops all his ability scores to 0 for the duration of the curse. He may act normally, but he will have none of his normal ability-based bonuses. This can mean a major dent in your income if a high-Leadership, high-Reign Knight is cursed, and Knights who rely on their Fight or Magic scores in battle will want to avoid battle for the duration. As with Wounding, a counter indicating the duration of the curse will appear on his unit card.

List of Knights[]

Below you will find a list of knights willing to join the Knights of the Round Table, if the circumstances are right.

Knight Class Traits Unlock
Sir Kay Warlord Minus Arrogant Briton, Plus Ferocious, Plus Stern Automatic
King Mark Champion Plus Precise, Minus Benevolent Help King Mark
Sir Gareth Sage Plus Proud Britons, Minus Corrupted, Plus Braveheart Lady of the Lake
Sir Balan Champion Plus Glorious Leader, Plus Just The Bane of Sir Balan
Sir Balin Champion Minus Malevolent, Minus Mercenary, Plus Relentless Two Brothers
Sir Ywain Sage Plus Old Faith Devotee, Plus Precise, Cleansing Faith
Sir Alymere Champion Minus Reckless, Plus Shrewd, Minus Corrupted, Plus Braveheart Conquer London / Conquer Viroconium & Knights & Vassals
Sir Lucan Warlord Plus Thrifty, Plus Ferocious, Plus Proud Leader Conquer London / Conquer Viroconium & Knights & Vassals
Morlord Warlord Plus Chirurgeon, Template:Dismounted Knight, Minus Malevolent, Plus Stern Robber Knight
Sir Dagonet Sage Plus Cunning, Plus Otherworldly, Minus Gatherer Sir Dagonet
Lady Fiona Sage Plus Relentless, Plus Witchery, Minus Zealot Old Faith Shadows Over Norfolk
Prince Brandelis Warlord Plus Faithful Christian, Minus Spender, Minus Vain Heirs of Viroconium
Sir Tegyr Champion Plus Impeccable, Plus Relentless, Minus Benevolent,Template:Crusader Wrath of Caradoc
Leodegrance Sage Plus Precise, Plus Healer The Dragon's Heart
Sir Bedivere Warlord Plus Glorious Leader, Minus Leader of the Sidhe, Plus Relentless, Minus Lust for Power The Noble Sir Percivale
Sir Bors Champion Minus Gatherer, Plus Healer, Plus Just, Plus Sidhe The Changeling
Sir Caradoc Champion Plus Glorious Leader, Minus Lust for Power, Plus Bloody, Plus Warg Blooded ?
Sir Lancelot Champion Plus Braveheart, Plus Exemplary, Plus Just, Plus Lord of the War Knights and Prophecies
Sir Percivale Sage Plus Healer, Plus Dutiful, Plus Cunning, Plus Braveheart The Noble Sir Percivale
Sir Pelleas Sage Plus Ferocious, Minus Careless. Plus Stern. Template:Christian missionary Shadows Over Norfolk
Cedric Champion Plus Healer,Minus Sadist,Template:Crusader,Minus Leader of the Sidhe. The Mad Knight
Sir Mordred Champion Minus Bloodthirsty, Plus Bloody, Minus Devilish, Minus Vain Knights and Prophecies
Merlin Sage Minus Gatherer, Plus Sidhe, Plus Wise, Minus Zealot Old Faith ?
Sir Gal Champion Minus Greedy, Plus Martial, Plus Stern, Plus Thrifty Champion
Sir Damas Sage Plus Old Faith Devotee,Plus Just,Plus Sidhe,Template:Dismounted Knight The Faerie Knight
Green Knight Sage Plus Elemental Power, Plus Just, Minus Leader of the Sidhe, Plus Otherworldly The Tale of Sir Gawain
Sir Gawain Champion Plus Lord of the War, Plus Rapacious, Minus Sadist The Tale of Sir Gawain
Yismyll Sage Minus Flirtatious, Minus Gatherer, Plus Sidhe, Plus Witchery Stormbringer
Sir Tristan Champion Plus Glorious Leader, Plus Precise, Plus Relentless, Plus Proud Leader Tristan and Iseult
Achall Sage Minus Devilish, Plus Sidhe, Minus Leader of the Sidhe, Plus Witchery Rampage of the Unseelie
Sir Galahad Champion Plus Devout, Plus Lord of the War, Template:Crusader, Plus Proud Leader The Adventure of Sir Galahad


DLC[]

In The Saxons and The Druids DLCs, the Diplomacy screen has a section where you can send gifts to Knights in the service of other kings (or to hedge Knights who have no liege), eventually convincing them to join you.

Also, the army leader now requires at least 10 Leadership to have two heroes in the same army, 15 for three, and 20 for four.

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