![]() Barbarian |
![]() Knight |
![]() Necromancer |
![]() Sorceress |
![]() Warlock | ![]() Wizard |
- For other uses of the term, see Knight.
"Knight creatures have high defense skills, and at the upper levels are fairly fast. Like the Barbarian, however, the Knight creatures are best in the early and midgame. In the end game, the best success will be fighting against the Sorceress or Neromancer. Small and medium maps allow the Knight to press his early game advantage."
—Heroes II Manual
The Knight is both a faction and a class of Hero in Heroes of Might and Magic II. Knights are considered to be the "normal" faction; their troops are composed entirely of humans, and aside from their lack of flying units, Knights have a good variety of units with different specialties.
Creatures[]
| Tier | Unit | Icon | Description | Att | Def | Dmg | Shots | HP | Speed | Growth | Hire cost | Upg. cost |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Peasant | The weakest creature, their only redeeming quality is numbers- they are cheap and plentiful. | 1 | 1 | 1 | — | 1 | very slow | 12 | 20 |
— | |
| 2 | Archer | The only range strike unit for the Knight, the slow speed of the Archers can be a setback. | 5 | 3 | 2-3 | 12 | 10 | very slow | 8 | 150 |
100 | |
| 2+ | Ranger | Fires 2 shots per turn. The Ranger is almost twice as good as an Archer on offense. | 5 | 3 | 2-3 | 24 | 10 | average | 8 | 250 |
— | |
| 3 | Pikeman | Though weak on offense, the Pikemen's Defense allows them to last in battle. | 5 | 9 | 3-4 | — | 15 | average | 5 | 200 |
100 | |
| 3+ | Veteran Pikeman | The upgrade of the Pikeman gives increased speed and hit points. | 5 | 9 | 3-4 | — | 20 | fast | 5 | 250 |
— | |
| 4 | Swordsman | Swordsmen are tougher than Pikemen, and do considerably more damage | 7 | 9 | 4-6 | — | 25 | average | 4 | 250 |
100 | |
| 4+ | Master Swordsman | The Swordsman upgrade gives increased speed and hit points. | 7 | 9 | 4-6 | — | 30 | fast | 4 | 300 |
— | |
| 5 | Cavalry | Cavalry deal considerable damage, and their high speed allows them to manuever easily. | 10 | 9 | 5-10 | — | 30 | very fast | 3 | 300 |
150 | |
| 5+ | Champion | One of the fastest units, the Cavalry upgrade can move around almost at will on the battlefield. | 10 | 9 | 5-10 | — | 40 | ultra fast | 3 | 375 |
— | |
| 6 | Paladin | 2 attacks. Paladins are best suited on offense, where they can best use their ability to strike twice. | 11 | 12 | 10-20 | — | 50 | fast | 2 | 600 |
800 | |
| 6+ | Crusader | 2 attacks. Immune to curse. x2 damage vs. undead. | 11 | 12 | 10-20 | — | 65 | very fast | 2 | 1000 |
— |
Buildings[]
Basic[]
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| Tent | Castle | Statue | Well | Tavern |
| The Tent provides workers to build a castle, provided the materials and the gold are available. | The Castle improves town defense and increases income to 1000 gold per day. | The Statue increases your town's income by 250 per day. | The Well increases the growth rate of all dwellings by 2 creatures per week. | The Tavern increases morale for troops defending the castle. |
Requires: N/A |
Requires: 205000 |
Requires: 51250 | Requires: 500Castle | Requires: 5500 Castle |
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| Marketplace | Thieves' guild | Shipyard | Farm | Fortifications |
| The Marketplace can be used to convert one type of resource into another. The more marketplaces you control, the better the exchange rate. | The Thieves' Guild provides information on enemy players. Thieves' Guilds can also provide scouting information on enemy towns. Additional Guilds provide more information. | The Shipyard allows ships to be built. | The Farm increases production of peasants by 8 per week. | The Fortifications increase the toughness of the walls, increasing the number of turns it takes to knock them down. |
Requires: 5500 Castle | Requires: 5750 Castle | Requires: 202000 Castle | Requires: 1000Castle | Requires: 51500 Castle |
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Castle upgrades[]
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| Left turret | Right turret | Moat | Captain's quarters | |
| The Left Turret provides extra firepower during combat. | The Right Turret provides extra firepower during combat. | The Moat slows attacking units. Any unit entering the moat must end its turn there and becomes more vulnerable to attack. | The Captain's Quarters provide a captain to assist in the castle's defense when no hero is present. | |
Requires: 51500 Castle |
Requires: 51500 Castle |
Requires: 750Castle | Requires: 500Castle | |
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Mage guild[]
Creature production buildings[]
Build order[]
The Knight's creature dwellings are among the cheapest in Heroes II. Nevertheless the initial castle development is considerably slowed by the requirement of the well and the tavern for its tier 3 and tier 4 dwellings. Add to that the convoluted archery range upgrade requirements - it needs all tier 2-4 dwellings constructed first.
In practical terms it means that starting as the Knight faction you're stuck with speed 2 archers until day 5 in the game: assuming you have the archery range constructed, you'll need to spend first 4 days on the well/blacksmith and the tavern/armory before being able to upgrade your only shooters. What makes it worse the tavern is useless unless you're besieged, while the well, although always useful, can be safely postponed by other factions until the end of the week.
Unupgraded[]
Upgraded[]
Heroes[]

The Knight is the namesake class of the Knight faction. Knights are Might heroes, and consequently begin without a spellbook, so they must purchase one from a Mage Guild if they wish to cast spells. The Knight receives the Basic Ballistics skill and the Basic Leadership skill by default.
Knight Heroes[]
Standard[]
Campaign Only (The Succession Wars)[]
Campaign Only (Price of Loyalty)[]
Trivia[]
- The Knight is the most likely or is tied for most likely to learn the largest number of skills, with a full five skills (Ballistics, Diplomacy, Estates, Leadership, and Logistics) he is most likely to learn. The Knight cannot learn Necromancy.



























































