The Knight
Power — Guardia Compagnia

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 Secondary Power button to cycle through the 3 Guards.
Press and hold the Power button to enter the Guard Summon Mode.
Press the Secondary Power button to exit it at any time.
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.
Moving in this form leaves a trail known as the Patrol Path.
The Knight automatically exits the Guard Summon Mode after exceeding the maximum length of the Patrol Path of 32 metres or after 10 seconds have elapsed.
The Knight is unable to see Survivors in this mode, as well as their Scratch Marks![]()
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and Pools of Blood![]()
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, but can still see their interactions with the environment.
The Knight can summon a new Guard at any time while another one is already active, causing that one to de-spawn and go on cool-down.
SPECIAL COMPANIONS: GUARDS
Each of the 3 Guards comes with his own special abilities and has their own separate cool-down:
- The Carnifex
performs a Guard Order more quickly and has a shorter cool-down. - The Assassin
walks faster during a Hunt and inflicts hit Survivors with Deep Wound

Status Effect. - The Jailer
walks faster during a Patrol, has a larger Detection range, and longer Hunt and Patrol durations.
SPECIAL ABILITY: GUARD PATROL
While in the Guard Summon Mode drawing a Patrol Path of at least 10 metres grants the ability to order a Guard Patrol, summoning a Guard at the far end of the Patrol Path, causing him to repeatedly walk it up and down until either the Power Gauge is depleted or he detects a nearby Survivor, which will initiate a Hunt.
Additionally, the following effects apply, depending on the final length of the Patrol Path:
- Grants The Knight a +5 % Haste


Status Effect for 2 to 10 seconds. - Reduces the duration of the Hunt Start-up phase of a Guard by -10 to -25 %.
- Increases the duration of the Hunt of a Guard by a factor of x1 to x1.5:
- 1 to 15 metres: x1
- 16 to 25 metres: x1.25
- 26+ metres: x1.5
- Increases the Materialisation phase of the Standard placed by a Guard by a factor of x1 to x2:
- 1 to 15 metres: x1
- 16 to 25 metres: x1.5
- 26+ metres: x2
The Knight can cancel an active Patrol by hitting the Guard with a Basic Attack:
- Reduces the Cool-down duration of that Guard for that time to 10 seconds.
SPECIAL ABILITY: GUARD ORDER
While in the Guard Summon Mode, press the Attack button while within 6 metres of a Breakable Wall
A Guard Order regresses a Generator 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 The Knight comes within 8 metres of his Guard, the Depletion rate of the Hunt is increased by a factor of x3.
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.
Unique perks — 3
Teachable on any killer once unlocked

If there is still a Dull Totem in the environment, Hex: Face the Darkness lights a Hex Totem after injuring a Survivor by any means, cursing them with its Hex Effects.
While cursed, the following effects trigger once every 35/30/25 seconds on all other Survivors outside of the Terror Radius:
- Causes them to scream.
- Their Auras are revealed to you for 2 seconds.
Hex: Face the Darkness is deactivated once the Cursed Survivor either returns to Healthy or enters the Dying State by any means, extinguishing the Hex Totem.
The Hex Effects persist until the Hex Totem is either blessed or cleansed by a Survivor, disabling it for the remainder of the Trial.
"I shall make an example of one. These mewling worms will never know peace." — Tarhos Kovács

Whenever a Survivor stuns you by any means, Hubris triggers its effect:
- Causes them to suffer from the Exposed Status Effect for 20/25/30 seconds.
Hubris has a cool-down of 20 seconds.
"You have made a grave mistake, standing in opposition to me this day." — Tarhos Kovács

Your anger forces Survivors to reveal themselves."
Performing the Damage Generator action on a Generator triggers Nowhere to Hide:
- The Auras of all Survivors within 24 metres of the Generator's location are revealed to you for 3/4/5 seconds.
"Out with you, cowards! Show yourselves!" — Tarhos Kovács
Release & tier
- Introduced
- Forged in Fog2022 · $7.99
- Tier
- A
The Knight — common questions
Perks, power and where to build with this killer.