Requires Level 2 Erebor Assembly and King Brand
Strong vs. Swordsmen and Archers
Dale maintained a small, elite cavalry division for the purpose of sorties and harassing the Enemy.
Limited to 3
Base statistics · Build time: 25s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.
OFFENSE
Weapons & attack range
Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.
Base equipment
PRIMARY
DaleKnightSword · DaleCavalry
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.11.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.500 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.1,000 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
CAVALRY
70
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
FireFX
FX_GondorSwordHit
—
DelayBetweenShots
ELVEN_RIVENDELLLANCER_DELAYBETWEENSHOTS
1,000
PreAttackDelay
ELVEN_RIVENDELLLANCER_PREATTACKDELAY
500
FiringDuration
ELVEN_RIVENDELLLANCER_FIRINGDURATION
1,000
PreAttackType
PER_SHOT
—
Source definitiondata/ini/weapon.ini:63729
DaleKnightSword
DEFENSE
Armor profiles
These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.
Base equipment
RohirrimHeavyArmor · DaleCavalry
Damage type
Received
DEFAULT
40%
SLASH
40%
PIERCE
25%
SPECIALIST
110%
CRUSH
15%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
60%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2431
RohirrimHeavyArmor
player upgrade
RohirrimHeavyArmor · DaleCavalry
Damage type
Received
DEFAULT
40%
SLASH
40%
PIERCE
25%
SPECIALIST
110%
CRUSH
15%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
60%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2431
RohirrimHeavyArmor
player upgrade 2
RohirrimHeavyArmor · DaleCavalry
Damage type
Received
DEFAULT
40%
SLASH
40%
PIERCE
25%
SPECIALIST
110%
CRUSH
15%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
60%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2431
RohirrimHeavyArmor
player upgrade 2 player upgrade
RohirrimHeavyArmor · DaleCavalry
Damage type
Received
DEFAULT
40%
SLASH
40%
PIERCE
25%
SPECIALIST
110%
CRUSH
15%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
60%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2431
RohirrimHeavyArmor
TOOLS OF THE BATTLEFIELD
Abilities & passive effects
Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.
upgrade / mode
Purchase Barding Chainmail (T)
Upgrades this battalion with Barding Chainmail
Significantly reduces the amount of damage taken
Requires Level 3
Enemy units within the radius deal -33% damage and are slowed by 20% for 30 seconds
Left click on icon then left click on target battalion
Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.