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All noble sons of the realm are committed to the path of Knighthood from the moment they are born. Though birth into nobility guarantees his place, a young noble is not honoured until he has proven his worth. Some earn status through faithful service to their Lords, others through powerful connections and family ties, but the most glorious and only true way for a young Knight to fulfil his calling is to test himself against the foe on the field of battle. Eager to prove his skill, and thus attain status and renown, a Knight Errant is bold and enthusiastic to the point of recklessness - a trait that common folk idolise and admire. On the battlefield he is impetuous, eager to earn fame and honour in the thick of the fight. He charges boldly into the fray, heedless of danger and desiring glory, even if it means his own death. Older, more experienced Knights rarely discourage this, as it is both a way of pruning the ranks and a suitable outlet for the enthusiasm of youth. None would deny a young Knight his destiny - those whose skill and bravery are proven will go on to become Knights of the Realm.
- ↑ Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- ↑ Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
- ↑ Ethereal: Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
- ↑ Causes Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Ethereal Knights Errant who are summoned by the Ghosts of the Past ability bound to Cylostra Direfin. Aside from the fact that they can be summoned and thus placed perfectly in position for a rear charge on vulnerable enemies, they also cause fear and terror which can help even further in buckling a enemy formation. In campaign, Cylostra can get abilities that increase her number of uses on the summon as well as upgrade them to Damned Questing Knights or Damned Knights of the Realm.