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Turned Knight

turned-knight
Kind
Miniboss
Area
Mines
Health
1691
Cruciball HP
1961
Melee damage
11
Ranged damage
0

Overview

The Turned Knight is an enemy in Peglin characterized as a malformed, re-learning creature that manipulates gravity to attack. It appears on custom pegboards where its gravity-based behavior forces players to consider vertical orb trajectories and altered peg interactions. The Turned Knight is visually distinct from the regular knight and uses a unique attack animation and board layout.

This enemy's in-game description states that it is a pitiful mutant relearning basic bodily functions, and that its ability to manipulate gravity compensates for its physical shortcomings and makes it a continuing threat. The concept of upward-oriented battles—firing orbs toward the top of the screen—relates to the same design space: that idea was originally conceived for a boss (Thesaurosus) and results in encounters where orbs are drawn upward, which is consistent with the Turned Knight's gravity-themed attacks.

Practical notes and behavior:

  • The Turned Knight affects the pegboard in ways that reward aiming for vertical or upward shots; expect peg and board interactions that differ from standard downward-shot fights.
  • Movement and stat tuning have changed across versions: movement was increased to 2 spaces in v0.7.23, and health and damage were reduced in v0.7.20. The death animation was fixed to stop looping in v0.7.27. A bomb was added to its pegboard in v0.7.42, altering board hazards.
  • The enemy uses a distinct attack animation and occupies a custom board graphic; these assets underscore its unique role compared to other knight-type enemies.
  • Historically, early builds treated this enemy as a palette swap of the knight, but it has since received its own sprite and animations.

When building runs against the Turned Knight, prioritize orb angles that exploit upward pulls and nearby peg layouts, and account for the added bomb hazard introduced in later versions. Defensive adjustments against gravity manipulation (such as controlling rebound paths and timing of multi-hit effects) improve consistency in these encounters.

Other entities of this type

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