Biodata
| Feature | Details |
|---|---|
| Name | War Knight |
| Original Name | 征战骑士 |
| Type | Neutral character (AI) |
| Classification | Extraordinary combatant and the lowest tier of nobility 7 376 |
| Affiliation | Noble households, knightly domains, and specialized military orders |
| Occupation / Role | Mounted shock cavalry, battlefield officer, and elite retainer |
| First Appearance | Chapter 3 |
Rank System
| Tier | Classification | Notes |
|---|---|---|
| 1–3 | Low Tier | The foundational ranks of a War Knight; Romain, Aaron, and Green were initially described as first-rank extraordinary beings. 7 409 |
| 4–5 | Mid Tier | A major increase in resource cost; raising a Tier 3 Knight to Tier 4 is compared to training ten ordinary people into Tier 1 Knights. 355 376 |
| 6–8 | High Tier | Tier 6 is the threshold for a High Tier Knight. Such knights can guide their internal energy through extraordinary equipment and may actively release blade light. 409 |
| 9 | Pinnacle | Ninth-rank extraordinary beings stand at the summit of the system. No second ninth-rank figure had appeared on the land for more than a century after the Conqueror Emperor. 7 |
Rank assessment is informal and experience-based rather than standardized. Knights judge opponents through visible indicators such as movement speed, strength, swordsmanship, and posture; combat conditions can still overturn apparent tier advantages. 70
Background
War Knights are extraordinary beings whose military value is closely tied to noble power. They are typically granted knightly domains and occupy the lowest level of nobility, while a duke's household may maintain hundreds or thousands of them; a baron may possess only three to five. 376
Becoming a War Knight requires exceptional aptitude, early selection, rigorous training, and access to resources. Aaron and Green were selected from dozens or hundreds of peers in childhood, then trained in martial arts and practical skills at the Grand Duke's castle. 69
A knight's usual physical prime lasts from roughly age twenty-five to forty. Stronger knights can extend this period, while aging veterans may remain dangerous into their seventies or eighties despite declining stamina and condition. 79 376
Combat Capabilities
Mounted Shock Charge
A War Knight's principal battlefield role is to break formations through armored cavalry charges.
- A fully equipped knight and mount can combine roughly a 400-kilogram warhorse with a 300-kilogram rider, charging at about fifteen meters per second with a lance. 170
- Specially cultivated warhorses possess physical capabilities far above ordinary horses. 170
- A charge is most effective on open ground; a lone knight cannot safely charge an organized enemy formation. 137
- Squires are important support personnel, particularly for shielding knights from arrows during an advance. 191
Extraordinary Physical Ability
Even low-ranked War Knights far exceed ordinary people. Romain, Green, and Aaron—then first-rank extraordinary beings—were considered capable of killing all of Sigg Town's residents if they chose to do so. 7
- Natural strength varies sharply between individuals and ranks.
- A higher rank does not guarantee victory under all conditions; training, terrain, armor, weapons, numbers, and battlefield discipline remain decisive. 7 70
- Dismounted low-tier knights are vulnerable to coordinated infantry. One assessment holds that seven or eight soldiers can overwhelm a trapped knight by pinning them down and attacking gaps in their armor. 148
Martial Training and Experience
War Knights are expected to master weapons, mounted combat, and battlefield survival.
- Aaron and Green received formal noble training in martial arts and practical skills before serving Romain. 69
- Veterans such as Dick possess extensive experience from campaigns and martial tournaments, allowing them to defeat less experienced knights and cavalry in direct combat. 141
- Combat experience can outweigh similar apparent attributes; Aaron's statistics were close to Jet's, yet Aaron was considered no match for him. 70
Equipment and Mounts
- Plate armor — Essential protection for fighting other extraordinary combatants; without heavy armor and an appropriate weapon, Green believed he could only reliably overpower ordinary people. 40
- Magic Steel weapons and armor — More durable than ordinary steel and capable of surviving high-intensity clashes, but roughly ten times as expensive as steel. 142
- Mithril enhancements — Mithril coatings and components improve armor and equipment quality while reducing weight or improving magical properties. 7 40
- Extraordinary materials — Adamantine, Mithril, Mountain Copper, Magic Stones, and other refined minerals can greatly improve a knight's combat power. 7
- Warhorses — Properly bred and trained mounts are central to a knight's battlefield role; ordinary packhorses cannot replace them effectively. 140
Weaknesses and Counters
War Knights are feared, but they are not invincible.
- Disciplined heavy infantry can absorb or redirect a cavalry charge through layered shield formations. At Vitt Village, four War Knights and more than ten riders were incapacitated after crashing into Romain's angled double shield wall. 137
- Longbows and armor-piercing arrows can stop knights before melee. Romain used Magic Steel arrows to pierce plate armor and kill four War Knights in less than ten seconds. 140 141
- Restricted terrain limits cavalry mobility. Swamps, hillsides, rivers, dense formations, and prepared defenses can prevent a charge from reaching full force. 198
- Attrition and exhaustion remain threats even to high-tier knights; concentrated numbers, missiles, and repeated attacks can wear down an otherwise superior combatant. 7 256
Specialized Knight Types
| Order / Type | Distinguishing Traits |
|---|---|
| Shattering Archers | Specialized knight-archers associated with the Armor-Splitting bloodline. A 150-meter sniping range is considered basic, while shots beyond 300 meters are possible. 218 |
| Surging Wave Knights | Lord Angry Tide's elite force, loyal to his bloodline above even the Conqueror Family. They are regarded as a bane to conventional armies and, in one assessment, stronger than ordinary War Knights. 348 |
| White Knights | Knights equipped with “white steel” armor forged from Orichalcum and Mithril. Their armor and warhorses date back to the Conqueror's era; surviving members are exceptionally old veterans. 349 368 |
| Black Iron Knights | An elite force clad in black metal armor made from extraordinary materials. Despite their name, they function as infantry and possess exceptional magic resistance and endurance. 350 404 |
| Silver Moon Knights | Romain's developing knight force. Their planned Moonlight Armor upgrade is intended to improve resistance against magic, and Green commands them within the Special Forces Corps. 404 |
Story Role / Major Arcs
- Romain's initial retinue — Aaron and Green arrive with Romain as two armored War Knights assigned from the Armor-Splitting family. 3
- Kao's appointment — Romain offers the former slave Kao a path to become a War Knight and assigns Aaron and Green as his instructors. 69
- Kant Territory campaign — Local War Knights attempt to intercept Romain's convoy, only to be checked by longbows, heavy shields, and disciplined infantry formations. 136 137
- Battle against Kant's cavalry — Dick, Romain, Aaron, and Green intercept a substantial portion of the enemy cavalry, while Kao kills a War Knight in close combat. 141 142
- War of the Kings — Specialized knightly orders, including the Surging Wave Knights, White Knights, Black Iron Knights, Shield Guard, and Shattering Archers, become decisive forces in the wider conflict. 352 353
Notable Quotes
“As a War Knight, one must always be prepared!”
— Aaron 7
“The honor of a War Knight only existed on the battlefield!”
— Noble belief regarding knightly status 84