“ | The holder of secrets and keeper of the way, whose strength is the quester's ultimate test. | „ |
The Green Knight is a Bretonnia Legendary Hero unit introduced in Total War: Warhammer with Bretonnia (DLC).
Recruitment[ | ]
- Unlocked when achieving Honourable rank in Chivalry and recruited with the Legendary Knight button.
Description[ | ]
The Green Knight is the holder of secrets and keeper of the way, whose strength is the quester's ultimate test. He is a well-known figure of Bretonnian folklore, stories and poems about him being amongst the most popular in the Kingdom. A common character in puppet shows and plays performed for peasants and Kings alike, the Knight is bedecked in strange, ivy-covered armour and intones his famous line "None shall pass!". The traditional nemesis of the valiant Questing Knights of these tales, the Green Knight challenges them to duels so that they might prove their worth to the Lady, and thus sip from the blessed Grail. However, most folk do not realise that these stories are bound in fact; the Green Knight is the sacred protector of Bretonnia, and his spirit-essence is intertwined with the land and the Lady of the Lake herself. He has appeared to many Questing Knights throughout history, who subsequently spoke of the sky clouding over with the darkness of twilight and a green mist seeping from the earth, slowly taking the shape of a figure riding a snorting steed. Then the Green Knight appears, brandishing a glowing blade, his eyes ablaze with fey light!
Attributes[ | ]
- Melee Specialist
- ▲ Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- ▲ Melee Expert: Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
- ▲ 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.
Unit Abilities[ | ]
Active Abilities[ | ]
Passive Abilities[ | ]
Mounts[ | ]
The Green Knight is always mounted on the Barded Warhorse and cannot be dismounted.
Strategy[ | ]
General[ | ]
- While he is present, The Green Knight cannot be Assassinated or Wounded through hero actions, or killed in battle.
Campaign[ | ]
- Once recruited, the Green Knight appears next to your very first army (your Legendary Lord). If your Legendary Lord is outside of your territory, he appears outside of your capital.
- He is only available for 25 turns once those turns pass he will disappear and must be summoned again.
Battle[ | ]
- His strength and ethereal status make him quite powerful with 60% Physical resistance, unbreakable, a decent damage boost with Dolorous Blade and the ability to heal when in forest with Sacred Guardian, the Green Knight is a fearsome combatant and an incredibly tanky one. That being said, magic damage will reduce his survivability significantly, so be wary.
- His horse also allows him to catch the targets he wants to catch and engage with enemy lords and heroes.
- As of Warhammer III, every Ethereal unit has a base Physical resistance of 55%, this is then bolstered by 20% from Blessing of the Lady (which is impossible for The Green Knight to deactivate because it requires leadership to be broken, but the knight is unbreakable).
Gallery[ | ]
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