The Knight


Lord Ironfist

Red "Ironfist" CrestGreen Knight CrestBlue Knight CrestYellow Knight Crest
Each castle has a different crest depending upon the colour of the player. In this case
the red crest is that of Lord Ironfist as his campaign is waged as the red colour.






See the town in action. A calm stroll to Ye Olde Faire ground.

Knight Town Creatures

Here is a rundown of the Knight/Farm town and its base creature statistics. Learn them well.

Knight
Creatures
Name Hit Points Speed Attack Defense Damage Shots Cost Special Pop Home

Peasant 1 Slow 1 1 1 N/A 20
N/A
12

Thatched Hut

Archer 10 Slow 5 3 2-3 12
150
N/A 8

Archery Range

Pikeman 15
Medium 5 9 3-4 N/A 200
N/A 5

Blacksmith

Swordsman 25 Medium 7 9 4-6 N/A 250
N/A 4

Armory


Cavalry

30 Fast 10 9 5-10 N/A 300
N/A 3

Jousting Range

Paladin 50 Fast
11
12
10-20
N/A 600
Attacks 2x
2

Cathedral
General Creature Commentary


There is an unspoken "Knight Rule" in Heroes of Might and Magic. This rule dictates (if you look at the statistics) that the most expensive Knight units are also by far the most cost effective. You will want to purchase the Paladins before the Cavalries (at 600G they can defeat a stack of 2 cavalries and still be able to go on killing), but purchase Cavalries before Swordsman as they are only 50G more and are nearly twice as effective. Swordsman should be purchased before Pikemen as they are again, 50G more than Pikemen but far more flexible and strong. Archers should always be bought before Peasants (but are the exception to the rule, as Archers may be more useful than Pikemen). Peasants may only be 20g, but they're only remnants from the old game King's Bounty.

However, while the Knight town is the weakest in the game, in multiplayer it tends to be the best for first strikes against opponents. You can get masses of its troops easier than any other town and it is entirely possible to get Paladins in the middle of the second week to wreak havoc on your enemies early on. Knight creatures do not require many special resources to use (if you get your lumbermill on day one and find a nearby crystal mine in a few days, you should be fine). Never use Knights for the long run, if you start out as them, take over a stronger town and use them for your endgame while only buying the strongest units for your remaining Knights. However, the Knight town is the most self sufficient, being able to purchase every creature and have some to spare at week's end. Nearly every unit in the town is best in class when it comes to skills (except the peasant). Skill levels are the one thing Knights tend to excellerate in.

That being said, Lord Ironfist the Knight is the victor in the campaign story. The Campaign also features many conquerable neutral knight towns to provide income and supplement the knight's weak hordes.

Now for the individual unit commentary:


Individual Creature Commentary


Peasants are the weakest creatures in the game and worst at price/performance bar none. Once you have your other 5 creature levels, ditch these last minute resorts as they are only useful for wasting space and making your hero move slowly. That being said, if there is a map where lots of them are being given away freely, you may wish to have your garrison hero pick some up weekly, perhaps. They are also the most plentiful per week. They've evolved from the fat squat people of King's Bounty, but oddly enough they have the exact same stats but cost twice the gold. Thatched Huts often are found on the map also, which allows you to supplement your numbers, something very important if you're using Paesants because they are so weak your only hope to get any use of them is to attempt to have enough to be slightly useful. 

Thatched HutThatched Hut (GBC)

King's Bounty Paesant

Archers are the only shooting unit in the Knight army, that meaning that even though they are slow, they are the backbone of any siege warfare that needs to be done.They are cheap at 150G each and plentiful as well with 8 pop. Because of these useful (but ever so slow) units, the Knight tends to slow to a crawl even in the middle and late game when they have all their units. Like them or Loathe them, they are all you as a Knight have for range. Archers are also acquired on the map from cottages, supplementing the knight's army somewhat. They are very similar to the archers from the predecessor game, King's Bounty.

Cottage

King's Bounty Archer

Pikemen are the third level unit for the Knight. They are 200G per creature and they can take a hit with their 9 defense, but their paltry 15 HP makes them a little less useful. They are however more powerful than a few level 2 creatures that cost the same amount. Nonetheless, despite being tied for cheapest level 3 their equal costing Wolf brothers are more cost worthy, being fast, able to attack twice and having 5 more HP. Pikemen are the begining of the "Knight Rule" mentioned previously. They are still powerful in numbers, which is all they can do. They compliment the Paladin well but be sure to buy all higher level creatures first. Pikemen are a strong defender and just like King's Bounty, are also the start of a fairly powerful Knight strike force.

King's Bounty Pikeman


Swordsmen are an excellent example of the "Knight Rule". They are a mere 50G more than the Pikeman and yet superior in every area except the already superb defense. That being said, they are however the worst level 4 creature. Minotaurs are overall much stronger, Ogres outclass them in brute force and Druids can kill a fair deal from afar. However, they are the most plentiful level 4 and most cost effective. Far better in comparison to the Pikeman. They are the middle power of the Knight army and again, should be strong in the early game with their weight in numbers. Swordsmen seem to have evolved from 2 different creatures in King's Bounty, Militia (weak) and Knights (Strong).

King's Bounty Militia


Cavalry is the second most powerful unit the Knight army has at their disposal.They are also a mere 50G more than a Swordsman, of whom they can defeat two. They are the only Large type unit available for the knight. If directly in front of another large unit with a clear path, they can strike from across the battlefield on the first turn. Stock up on these as soon as you get them. Despite being the weakest level 5 creature, they are more powerful than most level 4 creatures. Use them in numbers while you can. Cavalry also was a unit featured in King's Bounty, one of the strongest you could purchase from your starting castle. 

King's Bounty Cavalry


The Paladin is the cream of the crop as far as Knight units go. These master warriors are the strongest humans in the world of Enroth. Like the Barbarian Wolves, these masters of combat move fast and attack twice.However, HP-wise and in many ways, he is the weakest of level 6 creatures. He may outdamage the Cyclops, but that depends on two conditions. If the Cyclops hits 2 in a row, it deals more, if the Paladin dies before it can deal its second blow, the Paladin will deal less on that occasion as well. At 600G They cost as much as 2 Cavalries, but they are over twice as strong. To top that off the Paladin enjoys being roughly equal price to most Level 5 creatures. You can get them early on fairly easily too, use them to your advantage while they still are one. Paladins may also have been represented by the Knights of King's Bounty.

King's Bounty Knight

Knights appear to be the only faction with 100% of thier units coming from the predecessor game.


Knight Heroes
Knights are "Might" type heroes. They have an emphasis on attack and, slightly moreso, defense.
Knights possess a special ability to lead, as such they provide +1 morale to their troops. This enables them to sometimes move twice per combat round.
Described here are the Knights, in near-alphabetical order. You can click on a character to see how they fare/progress as the Heroes series does as well.


Ambrose

Ambrose is a very Generic Knight.
Little is known about him as he only appears in this game and Heroes of Might and Magic 2 with a different armour and background art. He is based off earlier Might and Magic Character art.
Arturius

Arturius is a very Generic Knight.
Little is known about him as he only appears in this game. He is based off earlier Might and Magic Character art. He may simply have retired before the Succession War.
Dmitri

Dmitri is a very Generic Knight.
Little is known about him as he only appears in this game and Heroes of Might and Magic 2 with a minor variation of his portrait. He is based off earlier Might and Magic Character art.

Ector

Ector is based off Portrait art featured in Might and Magic since part 3. He sticks around for Part 2 but mysteriously is not in the later games. His portrait is nearly identical in Heroes of Might and Magic 2.

Lord Haart

Lord Haart is an active participant in Heroes of Might and Magic  but steps out for the Succession Wars. He eventually participates in the Restoration Wars, where he meets his end. Details on the Hero page.

Lord Kilburn

Lord Kilburn is a Knight you are tasked with finding in Might and Magic 1. He subequently appears in this game and Heroes of Might and Magic 2. Kilburn and Gallant's portraits are flipped for the Gameboy version.

Maximus

Maximus is based off Portrait art featured in Might and Magic since part 3. He sticks around for Part 2 but mysteriously is not in the later games. His portrait is fairly modified in Heroes of Might and Magic 2. See the Heroes page for details.

Sir Gallant

Sir Gallant first appeared as a player character in the original Might and Magic. He has since appeared in Strategic Quest and Heroes of Might and Magic 2t. He may be based off his earlier Might and Magic Character art. (His name is one letter off a Might and Magic 1 Player Character name)

Tyro

Tyro is a very Barbaric looking, but Generic Knight. He was a hero of Xeen alongside Arturius beforethis game. In Heroes of Might and Magic 2 he has slightly bushier hair. He is based off an earlier Might and Magic Character.


Lord Ironfist
Lord Morglin Ironfist isn't a hero per say, but he can be considered the "Player" when you use him in the campaign. He is also the Canonical winner and his line continues to his sons Roland and Archibald along with Roland's own son, Nikolai.
He's not in the Gameboy Version.

Farm/Knight Castle Construction Heirarchy

Knight Castle Building Statistics

The knight has a few small challenges sent their way early in the game, but these are very minor and require few resources to overcome.

Castle

Castle
Every Town requires a castle to build anything else. This town is no exception. Before it it built there is merely a tent in its stead.

Special: Castles allow your town to build additional buildings, hire heroes and also provide 1000G/day.
Note: You NEED this.

Castles cost 5000 
, 20 Ore  and 20 Wood

Well
Well
The Well only requires a Castle and Thatched Hut to build.

Special: Increases the creature population for each dwelling by 2 per week.
Note: You would be a fool NOT to buy it.

Wells cost a mere 500  Gold .

Tavern
Tavern
The Tavern requires only a Castle and Thatched Hut to be built.
Note: Not too useful except in defense, the Knight is meant for striking early. Needed for Swordmen though so you have little choice in the matter.

Special: Increases the Morale of creatures defending the town by +2 (+20% chance of moving again).

Taverns are only 500 Gold  and 5 Wood .


Thieves' Guild
The Thieves' Guild requires a Thatched Hut and Castle to be built.
Note: Not required for any other building. Special note! Not in the Gameboy version (Image Fake)!
Special:
Useful for displaying information about the factions (increases as more are added).
Thieves Guilds are pretty useful for the small cost of 750
Gold and 5 Wood .

Shipyard
Shipyard
The Shipyard requires a Thatched Hut and Castle to be built.
Note: The Shipyard allows you to construct Ships, allowing you to travel across the sea to other lands.

Special: Allows creation of Ships for 1000 Gold  and 10 Wood. (500  and 10 on Gameboy).

Shipyards are expensive suckers at 5000 Gold and 20 Wood .

Thatched Hut
Thatched Hut
The Thatched hut is not only a dwelling, but it allows everything else to be buildable.
Note: You prettymuch HAVE to take this.

Special: Provides 12 Peasants per week at 20 Gold each.
Thatched Huts are cheap. Only 200 Gold
.


Archery Range
The Archery Range requires a Thatched Hut.
Note: Produces the only Archery unit of the Knight, but is skippable in the build tree.
Special: Provides 8 Archers per week at 150 Gold   each.
Archery Ranges cost little at a mere 1000
Gold .



Blacksmith
The Blacksmith requires a Well.
Note: Required for the Jousting Range and Cathedral.
Special: Produces 5 Pikemen per week at 200 Gold  each.
Blacksmiths cost 1000
Gold  and 5 Wood .



Armoury
The Armoury requires a Tavern.
Note: Required for Jousting Range and Cathedral.
Special: Produces 4 Swordsmen per week at 250 Gold each.
Armouries cost 2000
Gold , 10 Wood and 10 Ore .


Jousting Arena
Note: Makes the Knight's fastest unit. Not required for any other building.
Special: Produces 3 Cavalry per week for 300
Gold each.
The Jousting Arena costs 3000
Gold  and 20 Wood  .


Cathedral
Note: Creates the Highest level creature for the Knight castle. Second fastest too.
Special: Produces 2 Paladins per week at 600
Gold each.
The Cathedral costs 5000
Gold , 20 Wood and 20 .


 
.