Might and Magic Wiki
Barbarian
Barbarian
Knight
Knight
Necromancer
Necromancer
Sorceress
Sorceress
Warlock
Warlock
Wizard
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
Heroes II Peasant Icon
The weakest creature, their only redeeming quality is numbers- they are cheap and plentiful. 1 1 1 1 very slow 12 20
2 Archer
Heroes II Archer Icon
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
Heroes II Ranger Icon
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
Heroes II Pikeman Icon
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
Heroes II Veteran Pikeman Icon
The upgrade of the Pikeman gives increased speed and hit points. 5 9 3-4 20 fast 5 250
4 Swordsman
Heroes II Swordsman Icon
Swordsmen are tougher than Pikemen, and do considerably more damage 7 9 4-6 25 average 4 250 100
4+ Master Swordsman
Heroes II Master Swordsman Icon
The Swordsman upgrade gives increased speed and hit points. 7 9 4-6 30 fast 4 300
5 Cavalry
Heroes II Cavalry Icon
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
Heroes II Champion Icon
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
Heroes II Paladin Icon
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
Heroes II Crusader Icon
2 attacks. Immune to curse. x2 damage vs. undead. 11 12 10-20 65 very fast 2 1000

Buildings[]

Basic[]

 
Tent Castle StatueWellTavern
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:

20 20
5000

Requires:

5
1250

Requires:

500
Castle

Requires:

5
500
Castle

MarketplaceThieves' guildShipyardFarmFortifications
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:

5
500
Castle

Requires:

5
750
Castle

Requires:

20
2000
Castle

Requires:

1000
Castle

Requires:

5 15
1500
Castle
 


Castle upgrades[]

 
Left turret Right turret MoatCaptain'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:

5
1500
Castle

Requires:

5
1500
Castle

Requires:

750
Castle

Requires:

500
Castle
 


Mage guild[]

 
Mage guild (level 1) Mage guild (level 2) Mage guild (level 3)Mage guild (level 4)Mage guild (level 5)
The Mage Guild is where heroes learn and replenish spells. The Mage Guild is where heroes learn and replenish spells. The Mage Guild is where heroes learn and replenish spells.The Mage Guild is where heroes learn and replenish spells.The Mage Guild is where heroes learn and replenish spells.

Requires:

5 5
2000
Castle

Requires:

5 5
4 4
4 4
1000
Mage guild level 1

Requires:

5 5
6 6
6 6
1000
Mage guild level 2

Requires:

5 5
8 8
8 8
1000
Mage guild level 3

Requires:

5 5
10 10
10 10
1000
Mage guild level 4
 


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[]

 
Thatched hut Archery range BlacksmithArmoryJousting arena
The Thatched Hut produces peasants. The Archery Range produces archers. The Blacksmith produces pikemen.The Armory produces swordsmen.The Jousting Arena produces cavalries.

Requires:

200
Castle

Requires:

1000
Thatched hut

Requires:

5
1000
Well
Thatched hut

Requires:

10
10
2000
Tavern
Thatched hut

Requires:

20
3000
Archery range
Blacksmith
Armory

Cathedral
The Cathedral produces paladins.

Requires:

20
20
5000
Archery range
Blacksmith
Armory
 


Upgraded[]

 
Upg. archery range Upg. blacksmith Upg. armoryJousting arenaUpg. cathedral
The Upg. Archery Range produces rangers. The Upg. Blacksmith produces veteran pikemen The Upg. Armory produces master swordsmen.The Upg. Jousting Arena produces champions.The Upg. Cathedral produces crusaders.

Requires:

5
1500
Archery range
Blacksmith
Armory

Requires:

5
1500
Archery range
Blacksmith
Armory

Requires:

5
5
2000
Archery range
Blacksmith
Armory

Requires:

10
3000
Jousting arena

Requires:

10
10
5000
Cathedral
 


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[]