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  • Knight (H1)
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  • Being a Might class, the Knights start without a spellbook. They begin with 1 Attack, 2 Defense, 1 Spellpower and 1 Knowledge. Their initial army cannot be smaller than 31 peasants or larger than 50 Peasants and 5 archers. The Knight's special ability increases the morale of all the creatures in his army by +1. This bonus is useful in all phases of the game as it makes it more likely for his creatures to act twice.
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abstract
  • Being a Might class, the Knights start without a spellbook. They begin with 1 Attack, 2 Defense, 1 Spellpower and 1 Knowledge. Their initial army cannot be smaller than 31 peasants or larger than 50 Peasants and 5 archers. The Knight's special ability increases the morale of all the creatures in his army by +1. This bonus is useful in all phases of the game as it makes it more likely for his creatures to act twice.
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