The Knight | |
---|---|
Name | Tarhos Kovács |
Gender | Man |
Origin | Hungarian |
Realm | The Decimated Borgo |
Power | Guardia Compagnia |
Power Attack Type | Special Attack
(Guard Attacks) |
Weapon | Imposing Claymore |
Movement Speed | 115 % | 4.6 m/s |
Terror Radius | 32 metres |
Height | Average |
DLC | CHAPTER 26: Forged in Fog |
Voice Actor | Misha Standjofski (Knight)
David A.B. (Carnifex) Simon Girard (Assassin) Jeff Mott (Jailer) (The Monster Factory) |
Cost | 4,500 Iridescent Shards
250 Auric Cells |
Breathing | |
Menu Music | |
Terror Radius Music | |
CharID | K30 |
Tarhos Kovács or "The Knight" is one of 36 Killers currently featured in Dead by Daylight.
He was introduced as the Killer of CHAPTER 26: Forged in Fog, a Chapter DLC released on 22 November 2022 and retired on 14 May 2024.
He is still available in the In-Game Store and as part of the Endless Hunt Pack Chapter Pack DLC.
Overview
The Knight is a strategic Killer, able to send his faithful Guards to hunt for Survivors and damage objects on the battlefield.
His personal Perks, Nowhere to Hide, Hex: Face the Darkness, and Hubris, allow him to reveal Survivors near Generators, curse Survivors to scream out in fear, and cause a Survivor who stuns you to become Exposed.
Difficulty Rating: Moderate
(These Killers require the Player to be comfortable with the basics of the role, though they share common mechanics with easier ones)
Lore
- Additional Lore can be found in Tome 14 - Betrayal: Nothing but Darkness
Tarhos Kovács didn’t remember much about his childhood, but what he did remember he would chase his entire life. He remembered the cries and screams in the village. He remembered his mother forcing him to swallow a thick, black fluid like medicine. He remembered collapsing to the hard floor only to awaken in a mass grave, buried under a crush of bodies, with the sound of the village burning in his ears. He remembered pushing, pulling, and climbing to the top of the bloody mass only to be seized by the death, destruction, and silence—the indifferent and impenetrable silence. A high-pitched whine suddenly sounded in his ears and his skin began to prickle as he realised he was in the presence of something he couldn’t possibly understand. And though he couldn’t articulate what he was experiencing, he knew it wasn’t pain, grief, or fear. It was something else. Something closer to—
Awe.
As Tarhos tried to make sense of the moment, he didn’t notice the men who approached him from behind. He didn’t even react when they carried him off to a horse-drawn buggy and locked him up in a small, wooden cage with other slaves. He just stared at the scene, mesmerized. And even as they rode away telling him he was headed for Italy, Tarhos stared through the wooden cracks with eyes wide open and a heart wanting to understand what could not be understood.
From that day on, Tarhos belonged to the Guardia Compagnia where he trained under Kadir Hakam. There he learned to wield weapons, forge armor, and recite a code of chivalry to obediently serve those who would employ his services. As the years passed, Tarhos made few friends amongst the hostile and competitive mercenaries. But his skill, strength, and smarts attracted a small following who believed his courage brought them luck in battle and that one day he would help them earn their collective freedom. Three of his followers pledged their undying allegiance to Tarhos and came to be known as his faithful three. His pack.
Alejandro Santiago apprenticed with the Guardia Compagnia’s Armourer.
Durkos Malecek showed an aptitude for stealth and silent kills.
Sander Rault matched Tarhos in size and strength. His weapon of choice: a massive battle axe.
As the Guardia Compagnia carried out campaigns in faraway lands, Tarhos dispatched countless enemies. Years passed. Blood flowed. And yet, all that killing still didn’t bring Tarhos closer to what he had experienced in his village. Nevertheless, for his bravery in battle, Tarhos was granted knighthood and freedom. The Hungarian slave was now liberated, his brutality rewarded, though his heart still longed for something else — something he could not name or describe. Tired of taking orders from those he considered his inferiors, Tarhos left the Guardia Compagnia to strike out on his own. Their leader, however, refused to release his followers.
Determined to raise enough gold to liberate his followers, Tarhos found employment with a wealthy Italian Lord. Vittorio Toscano was the Duke of Portoscuro. He was also a scholar, a world traveller, and a collector of ancient knowledge that had been hidden by an unknown cabal of mystics. Tarhos joined Vittorio’s latest expedition to find a fragment of a pillar from an ancient school lost to time. A stone Vittorio called the Lapis Paradisus for he believed it held secrets to open a gateway into a perfect world beyond good and evil.
The expedition searched Roman ruins in France and crossed the Pyrenees Mountains into Spain where the path led to the catacombs beneath the Portuguese city of Sintra.
The citizens there considered the catacombs sacred. Tarhos would have to kill the villagers guarding the entrance to retrieve the stone. Not wanting to shed blood, Vittorio commanded Tarhos to find another way. But Tarhos — who had seen the most horrific acts committed under the guise of chivalry — refused to be dissuaded by pretences of honour. He waited for Vittorio to ride back to camp. Then, with a mighty roar, he pushed forward, cutting a path of blood and gore into the darkness until he had the stone in his grasp.
Upon returning to the town of Portoscuro, Tarhos imprisoned Vittorio in his own dungeon, demanding to know the meaning behind the symbols etched in the stone. When Vittorio refused to talk, Tarhos brutally tortured his friends and relatives and made horrific displays of their bodies in the streets. But nothing he did shook Vittorio’s resolve to keep the secrets of the stone from Tarhos. Enraged, Tarhos seized control of Vittorio’s riches and raised a small army. Within months, Tarhos fearlessly marched upon the Guardia Compagnia, decimating their barracks, freeing his followers, cutting down his enemies like twigs and collecting their ‘righteous’ heads for his growing displays of ‘valor.’
In time several lords in neighbouring provinces believed Tarhos was the very embodiment of evil. They banded together to create a ‘moral’ and ‘virtuous’ army to purge evil from Portoscuro. Tarhos ignored their threats. He viewed the lords as a cowardly lot who cloaked their greed and ambition in laws, codes, and platitudes. Laws and codes and platitudes designed to hide from the very darkness Tarhos embraced and accepted without judgment.
But, with his enemies on the march, Tarhos headed toward the dungeons to give Vittorio the death he deserved. He refused to afford him even the slightest hope of rescue. With dark intentions, he entered the small prison, wound his way into the bowels of the earth, and pushed through a torch-lit corridor. He hesitated for a moment, realising he would never learn Vittorio’s knowledge and secrets. But neither would anyone else. That was good enough for him. And so, he unlocked and kicked open the dungeon door. Two quick strides brought him to an empty, rat-infested chamber.
Tarhos stood silent for a moment, then a roar of indignation burst out of his lungs as the sounds of battle suddenly reverberated through the town. Instantly, he stumbled through the corridor, rushed up the twisting stairs, vaulted out of the moonlit doorway and charged through pools of gleaming blood and viscera, smashing and shattering his way through the enemy. The ‘moral’ and ‘virtuous’ lords rained flaming boulders and tree-trunks among the town, bursting through homes, crushing villagers like worms, pounding the ground and igniting stacks of hay and piles of lumber into massive tongues of fire.
Amidst the carnage and chaos, the pack found Tarhos, and back-to-back, they became a whirlwind of death. Some believed their courage gave them luck. Others believed something otherworldly protected them. Whatever it was, they alone felled dozens of warriors as easily as stomping and crushing beetles. And as they butchered the enemy, Tarhos didn’t notice the strange fog rising from the fallen corpses and clattering armour until he couldn’t see two inches in front of him in any direction.
Tarhos stumbled forward, groping in the thick fog like the dark fluid his mother forced down his throat all those years ago. His coordination and sense of direction was confused as he called out for his pack. How long he stumbled in the almost perfect darkness he did not know. But suddenly the fog dissipated to reveal a phantasmal wasteland of rotting bodies and burning villages and great crumbling towers leaning drunkenly on the horizon. He stared in awe. A familiar high-pitched whine sounded in his ears and his skin began to prickle. He stood transfixed, realising by some incredible chance, his heart had found exactly what it had been searching for all his life. He didn’t need Vittorio. He didn’t need the stone. He had found his paradise. He had found —
The beauty and the horror.
He had found —
The Sublime.
Load-out
Unique Perks
The Knight comes with 3 Perks that are unique to him:
Hex: Face the Darkness | You make an example of one of your victims, forcing their allies to become awed by your power.
Once you injure a Survivor by any means, if there is still a Dull Totem remaining on the Map, Hex: Face the Darkness activates and lights it, cursing that Survivor:
Hex: Face the Darkness deactivates when the Cursed Survivor either enters the Dying State or becomes Healthy, extinguishing its Totem. Hex: Face the Darkness is disabled for the remainder of the Trial if Survivors manage to cleanse its Hex Totem. "I shall make an example of one. These mewling worms will never know peace." — Tarhos Kovács | |
---|---|---|
Hubris | You show no mercy, especially to those foolish enough to resist.
Hubris has a cool-down of 20 seconds. "You have made a grave mistake, standing in opposition to me this day." — Tarhos Kovács | |
Nowhere to Hide | The machinations of the weak and craven draw your ire. Your anger forces Survivors to reveal themselves. Performing the Damage Generator Action on a Generator triggers Nowhere to Hide: "Out with you, cowards! Show yourselves!" — Tarhos Kovács |
Prestige
Prestiging The Knight will automatically add Tier I of his Unique Perks to the inventories of all other Killers and unlock the ability for their higher-tiered versions to spawn in their Bloodweb.
Prestige The Knight twice more to automatically add Tier II and Tier III respectively into the other Killers' inventories.
Weapon: Imposing Claymore
The Imposing Claymore is the Primary Weapon of The Knight.
A massive weapon capable of cleaving a foe in half, in the right hands.
Power: Guardia Compagnia
"The Knight alone is a terrifying monster on the battlefield, but with his loyal Guards, he is nearly unstoppable.
Together, the Guardia Compagnia fights for their own freedom, killing anyone who gets in their way."
SPECIAL ABILITY: GUARDIA COMPAGNIA
The Knight can summon his three loyal companions one at a time to patrol nearby areas, hunt Survivors, or perform tasks on his behalf.
SPECIAL ABILITY: GUARD SUMMON
Press and hold the Power button to enter the Guard Summon Mode for a maximum of 10 seconds.
Press it again to exit the mode prematurely.
Exiting the mode will summon one of 3 Guards, in fixed order, who will do his bidding, each with his own special abilities:
- The Carnifex performs a Guard Order more quickly and has a longer Hunt duration.
- The Assassin walks faster during a Hunt and inflicts hit Survivors with Deep Wound Status Effect.
- The Jailer walks faster during a Patrol with a larger Detection range, and has a longer Patrol duration.
While in this mode, The Knight is unable to see Survivors, as well as their Scratch Marks and Pools of Blood, but can still see their interactions with the environment.
SPECIAL ABILITY: GUARD PATROL
While in the Guard Summon Mode, The Knight can move forwards at 13.8 m/s while steering with his camera, represented to Survivors as a Ghostly Orb that quickly fades to become invisible after exceeding 10 metres in length.
Moving in this form leaves a trail up to a maximum of 32 metres in length, known as the Patrol Path.
Once The Knight exits the mode, a Guard is summoned and starts backtracking the Patrol Path.
Once he reaches the origin of the Patrol Path, he continues patrolling along the pathed route until either the Power Gauge is depleted or he detects a Survivor in his Detection range, which will initiate a Hunt.
The Knight can cancel an active Patrol by hitting the Guard with a Basic Attack.
Drawing a Patrol Path that exceeds 10 metres in length grants the following effects to The Knight:
- Grants a +5 % Haste Status Effect for 2 to 10 seconds, depending on the final length of the Patrol Path.
- Reduces the duration of the Hunt Start-up phase by -10 to -25 %, depending on the final length of the Patrol Path.
SPECIAL ABILITY: GUARD ORDER
While in the Guard Summon Mode, The Knight can command his Guard to perform the Break or Damage Action on Breakable Walls, dropped Pallets, or partially repaired Generators, when he is within 6 metres of their location.
Damaging a Generator regresses it by -5 %.
SPECIAL ATTACK: GUARD HUNT
If a Survivor is inside the Detection range of a Guard and either in his line-of-sight or triggers a Loud Noise Notification, the Guard will detect their presence and phase through the environment, including through floors and across elevation, to reach their exact detected location over 2.5 seconds, after which he starts a Hunt , chasing after the Hunted Survivor:
- Places a Standard at the exact detected location of the Survivor, which materialises over several seconds.
- Damages any Survivor coming into its attack range, regardless of whether they are the Hunted Survivor or not.
Hunted Survivors can escape a Hunt unharmed by doing either of the following:
- Grabbing the materialised Standard by walking into it.
- Unhooking another Survivor.
- Outlasting the duration of the Hunt indicated on their HUD portrait.
If either the Guard or The Knight damages the Hunted Survivor, the Hunt ends immediately and the former disappears.
If the Guard downs the Hunted Survivor, they trigger Killer Instinct for 3 seconds.
Power Trivia
Movement Speeds:
- Walking: 4.6 m/s
- Drawing Patrol Path: 13.8 m/s
- Patrol speed: 3.4 m/s (default)
- Break or Damage Action duration: 2 seconds (shortest)
- Patrol duration: 12 seconds (default)
- Hunt speed: 4.1 m/s (default)
- Attacks cause Deep Wound: no (default)
- Flag Materialisation time: 10 seconds (longest)
- Hunt duration: 24 seconds (longest)
- Spawn Vision range: 2 metres (default)
- Patrol Vision range: 8 metres (default)
- Patrol speed: 3.4 m/s (default)
- Break or Damage Action duration: 6 seconds (default)
- Patrol duration: 12 seconds (default)
- Hunt speed: 4.4 m/s (fastest)
- Attacks cause Deep Wound: yes (damages)
- Flag Materialisation time: 5 seconds (default)
- Hunt duration: 12 seconds (default)
- Spawn Vision range: 2 metres (default)
- Patrol Vision range: 8 metres (default)
- Patrol speed: 4.1 m/s (fastest)
- Break or Damage Action duration: 6 seconds (default)
- Patrol duration: 24 seconds (longest)
- Hunt speed: 4.1 m/s (default)
- Attacks cause Deep Wound: no (default)
- Flag Materialisation time: 5 seconds (default)
- Hunt duration: 12 seconds (default)
- Spawn Vision range: 2 metres (default)
- Patrol Vision range: 14 metres (farthest)
Guards:
- Guard Order, maximum distance: 6 metres
- Spawn time: 1.5 seconds
- Vision angle: 180 °
- Vision Radius Expansion duration: 1 second
- This refers to how long it takes for a Guard's Vision radius to reach its full range, since it grows from the centre of the Guard's model outwards after they first spawn.
- Hunt Start-up duration: 2.5 seconds
- This refers to the time it takes a Guard to travel to the location the Survivor was detected at before the actual Hunt starts.
- This time is progressively reduced if the Patrol Path exceeds a length of 10 metres and ranges from a reduction of -10 % to a maximum of -25 % if the length reaches 32 metres.
- Pulling Survivors out of Lockers: 3 seconds
- Killer Instinct duration: 3 seconds
- Pallet and Vault Slow-down speed: 220 (?)
- Pallet and Vault Slow-down duration: 1 second
- Minimum Aura visibility distance: 12 metres
- Below this threshold, The Knight is unable to see an Aura of his Guards.
- Progression Penalty when Damaging Generators: -5 %
Cool-downs:
- Power Ready delay: 3 seconds
- This refers to the time between a Guard disappearing and the Power becoming ready again.
Patrol Path:
- Drawing Mode Charge time: 0.01 seconds
- Drawing Mode FOV increase: +25 °
- Drawing Mode Drawing time: up to 10 seconds
- After this time elapses, The Knight is automatically forced out of the Guard Summon mode.
In normal use cases, this has no effect on his ability to draw Paths, but prevents him from remaining in this mode for too long as a tactic to hide his Terror Radius.
- After this time elapses, The Knight is automatically forced out of the Guard Summon mode.
- Drawing Mode Drawing Time Warning threshold: at 70 %
- Reaching the threshold while drawing the Patrol Path will sound an alarm that not much Drawing time is left.
- Using the default values, this means the warning will sound after 7 seconds.
- Path length: up to 32 metres
- Path Length Warning threshold: at 70 %
- Reaching the threshold while drawing the Patrol Path will sound an alarm that not much Path is left.
- Using the default values, this means the warning will sound after drawing a Path of 22.4 metres.
- Distance between Path nodes: 2 to 5 metres
Patrol Path Camera:
- NOTE: while drawing a Patrol Path, the position of the camera (the Green Orb) is considered to be the location of The Knight, not where his body is physically located.
This does not, however, influence Unlockables with distance-related activation conditions as of Patch 6.4.2 anymore.
- Maximum Yaw input: 290 °
- Yaw is the turning motion of the camera.
- Initial Offset distance: 1.6 metres
- This refers to how far the camera is offset from The Knight's location when entering the Summon Guard mode.
- Maximum Camera Walk speed: 13.8 m/s
- Camera Acceleration multiplier: x1
- The camera uses the same acceleration curve when moving as the Killer.
- Camera Strafe multiplier: x0.25
- The camera uses the same acceleration curve when strafing as the Killer.
- The Green Orb is visible to Survivors, but continuously shrinks in size while moving forward, until it completely disappears once the Patrol Path is longer than 10 metres.
Standard:
- Haste strength on pick-up: 50 %
- Haste duration on pick-up: 3 seconds
- Endurance duration on pick-up: 3 seconds
Add-ons for Guardia Compagnia
Icon | Name | Description |
---|---|---|
Gritty Lump | A rock-hard, dense loaf filled their stomachs on most days, giving them the energy to commit truly heinous acts.
| |
Map of the Realm | These unique leather maps were not easy to come by, but when they could not be purchased, they could be taken by force.
| |
Pillaged Mead | Drinks taken from their victims tasted sweet, but such frivolities were often short-lived.
| |
Tattered Tabard | Cloaked in heavy fabrics, neither human nor nature could stop them once they had their target.
| |
Battle Axe Head | Sander Rault was a tower of a man, terrifying in form and demeanour.
| |
Call to Arms | Posted across many towns, lords desperate to protect their riches posted for able-bodied mercenaries. None survived.
| |
Cold Steel Manacles | Alejandro Santiago apprenticed as an armourer and showed no remorse.
| |
Dried Horsemeat | Long campaigns often required restocking, and the steeds of fallen enemies were as good as any farm-fresh ration.
| |
Treated Blade | Durkos Malecek stuck to the shadows, and was an efficient slaughterer.
| |
Broken Hilt | A fresh weapon is clean, even surgical; an attack with a broken one is malicious and desperate.
| |
Chain Mail Fragment | Downtime was spent repairing their armour, to avoid being on the receiving end of a fatal blow.
| |
Grim Iron Mask | No method of torture was too base for Guardia Compagnia. Pain and humiliation went hand-in-hand.
| |
Ironworker's Tongs | Vital for repairs between battles and a horrifying, gauging, tearing improvisational weapon.
| |
Town Watch's Torch | Upon breaching a village, the first thing they would extinguish was the torches, and with them, hope.
| |
Blacksmith's Hammer | In their hands, everything was a weapon.
| |
Flint and Steel | Attacks at night were not uncommon. Fear was often their greatest ally.
| |
Healing Poultice | Their reputation was so large, so horrible, that the mere knowledge that they were coming was enough to bring people to their knees.
| |
Lightweight Greaves | Sometimes he wore lighter armour, letting him move faster; he knew nothing could stop him anyway.
| |
Iridescent Company Banner | Where this banner was raised, those who called themselves 'civilised' ran and hid, because for all their codes and laws, they had nothing resembling actual strength.
"They huddle in their villages like parasites! They have lost the drive for power." — Tarhos Kovács | |
Knight's Contract | The original document contracting Tarhos to Vittorio's employ. The laws of man could not stand up, though, to natural law.
"I fear he has left me here to die." — Vittorio Toscano |
Achievements
- Main article: Achievements
There are 2 Achievements related to The Knight:
Icon | Name | Description |
---|---|---|
Adept Knight | Playing as The Knight, achieve a Merciless Victory using only his 3 Unique Perks: Nowhere to Hide, Hex: Face the Darkness, and Hubris | |
Cruelty Loves Company | Playing as The Knight, damage a total of 50 Survivors while they are being pursued by a Guard. |
Cosmetic Options
Players can choose from a variety of Cosmetic options to customise The Knight:
Default
Prestige
Perk Charms
Prestige Level 7 Reward | Prestige Level 8 Reward | Prestige Level 9 Reward |
---|---|---|
A keepsake gained upon mastery of a particular skill. |
Special
Icon | Name | Body | Rarity | Description | Event |
---|---|---|---|---|---|
The Bloodwyrm | Very Rare | He had no reason to believe in dragons. But he knew they struck fear in the hearts of gormless serfs. | Buying a Pack of Auric Cells in Blood Moon 2024 |
Event
Icon | Name | Body | Rarity | Description | Event | Exclusive to Event Participation |
---|---|---|---|---|---|---|
Frosty Eyes | Event | Heart chilling eyes of the cold blooded.
"Have an amazing Winter season 2022!" - The Dead by Daylight Team |
Bone Chill 2022 Tome: Level 2 |
Yes | ||
Knight's Mask | Event | A mask he found himself wearing at the masquerade ball. | Twisted Masquerade 2023 | Yes | ||
Burning Sight | Event | His gaze had the power to incite chaos and fear. | Haunted by Daylight 2023 | Yes | ||
Open Heart | Event | The sight of his exposed heart unnerved his enemies. | Haunted by Daylight 2023 | Yes | ||
Knight Pommel | Event | He carved into the pommel with one of his opponent's sharpened blade. | Haunted by Daylight 2023 | Yes |
Rift
Thumbnail
Contains
Name
Collection Name
Tome
Release Date
Price
Description
Armor he was forced to wear by his lord.
⇓ Expand ⇓
Thumbnail
Contains
Name
Collection Name
Tome
Release Date
Price
Description
Armor he was forced to wear by his lord, corrupted by the Rift.
⇓ Expand ⇓
|
In-Game Store
Thumbnail
Contains
Name
Collection Name
Release Date
Price
Description
An armor he forged himself, knowing the fear he wanted to inspire.
⇓ Expand ⇓
Thumbnail
Contains
Name
Collection Name
Release Date
Price
Description
The boy was unique among the slaves bound for Italy. While others were gripped by fear, he was entranced by visions of blood and fire.
⇓ Expand ⇓
Piece
Name
Collection
Machine Blade
The blade was designed to cut through armor.
|
Alternate Character Models
The Knight has 1 alternate Character model available in the in-game Store:
- The Draugr
DLC
The Knight is part of 2 DLCs:
- Chapter DLC:
- CHAPTER 26: Forged in Fog (retired)
- Pack DLCs:
- Endless Hunt Pack (Chapter Pack)
Change Log
Patch 6.4.2
- Buff: Guards damaging Generators now also apply the immediate default Regression penalty of -2.5 %, instead of only activating the Generator's Regression state as they did before.
Patch 6.5.0
- Buff: doubled the Regression penalty when using a Guard to damage a Generator to -5 %.
- Buff: the orb that indicates the location of The Knight while drawing a Patrol Path will shrink over time and disappear completely after 10 metres.
- Buff: When drawing a Patrol Path longer than 10 metres, The Knight will gain the Haste Status Effect with the duration dependent on the length of the Patrol Path.
- Buff: Guards will move to the position where they spotted a Survivor and start a Hunt faster if a Patrol Path is longer than 10 metres.
- Nerf: added a time limit of 10 seconds to drawing a Patrol Path.
- This change was motivated by some Knight players using his Power to hide his Terror Radius for extended periods of time, especially when near a hooked Survivor.
Trivia
- The Knight was originally a Hungarian slave, but was eventually granted freedom and a knighthood for his bravery in battle as a soldier.
- The Carnifex was originally called "The Executioner", according to the Power icon's file name.
This was likely changed to use the Latin terminology to avoid confusion with the actual Killer The Executioner. - The Knight, unlike other average height Killers, does not hoist himself through Window vaults, but rather steps through them in the same manner as tall Killers do.
Voice Actors
- The Knight shares his voice actor, Misha Standjofski, with one of the many pained, wailing voices that can be heard during Nightfall when facing The Dredge and William Birkin.
- The Carnifex shares his voice actor, David A.B., with the Male Zombie when facing The Nemesis.
Patrol Path
- When The Knight is drawing the Patrol Path, Survivors can see the current position of The Knight's free-floating camera represented as a green orb moving about the Trial Grounds, but only if the drawn Path is shorten than 10 metres, after which it becomes invisible to Survivors.
- The green orb will emit the same stinger sound effect Killers have when starting to move after having stood still for a while, if The Knight has been standing still long enough to be considered stationary before he enters the Guard Summon mode.
- The green orb represents The Knight's actual location in the game world, rather than his visible, physical one.
This behaviour is analogous to The Spirit while Phase Walking, with the phase-walking Spirit representing the green orb, and her Husk representing the kneeling Knight.- For The Knight, this behaviour used to have implications on Perks such as Make Your Choice or Hex: Devour Hope, which have distance-related activation conditions and would activate based on the location of the green orb, rather than The Knight's "Husk".
- For balancing purposes, this behaviour was deemed a "bug" and was remedied with Patch 6.4.2.
Guards
- Each Guard is represented by a unique Power icon, meaning that the Power icon tells The Knight which particular Guard will be summoned next.
- That symbol is also shown as a green hologram floating above The Knight's left arm (which controls his Power).
- As the hologram is also visible to Survivors, attentive Survivor can see it and know which Guard he will summon next as well.
Weapon
- The Knight's Weapon is a Claymore, a Scottish variant of the late medieval two-handed sword and one of the most recognisable types of swords in popular culture.
- The Knight accurately uses both hands to wield this Weapon.
- While carrying a Survivor on his shoulder, The Knight is physically unable to wield the sword with both hands.
- To adjust for this, the Developers created a unique animation for attacking while carrying, having The Knight carry the sword at the hilt and hitting Survivors with its pommel (the tip of the hilt) by thrusting it forwards.
Standard
- A Standard is a special form of a flag, whose use dates back to ancient times to mark locations for troops on a battlefield.
The Faithful Three
- The Knight had three loyal followers that formed his pack known as "The Faithful Three":
- Alejandro Santiago (The Jailer), who apprenticed with the Guardia Compagnia's Armourer.
- Durkos Malecek (The Assassin), who showed an aptitude for stealth and silent kills.
- Sander Rault (The Carnifex), who matched Tarhos in size and strength, and wielded a massive Battle Axe.
Name
- "Tarhos" is a Hungarian given name.
- "Kovács" (anglicised as "Kovach") is the Hungarian word for "Forger" or "Smith" and is the Hungarian equivalent to the common English last name "Smith", which denotes the profession.
- "Carnifex" is the Latin word for "Butcher", but was also used in Ancient Rome to refer to an executioner.
- The connection to the Roman terminology is also evidenced by the fact that The Carnifex is referred to as The Executioner in the game files.
Gallery
In-game assets
Old assets
Concept arts