[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/knights_of_the_chalice.png]]
''Knights of the Chalice'' is a retro-styled tactical WesternRPG from indie developer Pierre Begue, released for Windows in 2009 on his website [[http://www.heroicfantasygames.com/KOTC_Introduction.htm Heroic Fantasy Games]]. Combat is turn-based, and uses ''TabletopGame/DungeonsAndDragons'' 3.5e D20 Open Games License. The developer has cited ''VideoGame/TempleOfElementalEvil'' and ''TabletopGame/DarkSun: Shattered Lands'' as being major influences, while the plot is mainly based on classic ''TabletopGame/DungeonsAndDragons'' modules ''Scourge of the Slave Lords'' and ''Against the Giants''.

You begin the game by creating a 4 character party, by choosing one of three races (human, half-elf, and half-dwarf, chosen by the author as animating them would require fewer resources) and classes (fighter, wizard, and cleric), which can then be further customized through attributes and feats later on. You are initially tasked by the eponymous Knights of the Chalice to find one of the missing members, but the plot is mainly there as an [[ExcusePlot excuse to kill things]] as you go from dungeon to dungeon. The game is combat-focused, and there is little in the way of non-combat related skills and dialogue choices only affect gameplay in certain cases. The game's focus lies on varied combat encounters with a generally intelligent AI, often requiring a more tactical approach to combat, with a big emphasis on using correct positioning and the environment.

Although it has mostly fallen under the radar, it has been generally well received by those who have played it.

''Knights of the Chalice 2'' started development almost as soon as the original game came out, although the developer took a break to release ''VideoGame/BattleOfTheSands'' RealTimeStrategy game in the meantime. However, his determination to create an EvenBetterSequel led him to expand the number of playable classes from 3 to 22, with corresponding increases in the number of skills and skill-related dialogue options, as well as an increased number of monsters, equipment, location tiles, etc.

This growth in complexity had protracted the development to almost a decade in length, and also led to a controversial ArtShift to a strict top-down perspective, where every character is represented by nothing but round tokens. As of 2019, the first module of the game, ''Augury of Chaos'', is finished, and Pierre Begue is about to start a Kickstarter for the rest. The trailer is [[https://www.youtube.com/watch?v=P7D5mhcLQH0 here]].

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!!This game contains examples of:
* AllDeathsFinal: Averted, as there's a True Resurrection spell. There's also a Raise Dead spell, but it's not [[CameBackWrong something you would normally want to use]].
* BreathWeapon: Dragons obviously possess these, which differ based on their color. While "normal" red dragons blast out fire, for instance, black dragons contend themselves with Weakening, which drains 1d6 Strength points.
** Iron Golems have a Cone of Electricity as their Breath Weapon, and it works even if they are silenced. Luckily, they might accidentally hit their allies with it as well.
* CounterAttack: Happens if a defending character spent their the remainder of their preceding turn to get "ready versus" an attack. Spellcasters can even get ready to counter-spell.
* CriticalHit: Present if you get a lucky roll.
* DialogueTree: Present, and having certain skills will regularly unlock extra options in them.
* ElementalWeapon: Present in the hands of friends and foes alike. During the late-game "ambassador" ambush, for instance, Mul warriors will have minor Shock damage enchantments on their weapons.
* ExcusePlot: The game starts with a kidnapping and and attack on your order's keep, and an bigger evil plot is uncovered as the game progresses, but that's mostly an excuse to go explore dungeons and fight monsters.
* FantasyCharacterClasses: 3 standard D&D classes are used.
** The fighter is the basic fantasy warrior whose main purpose is to take hits and attack with either melee or ranged weapons. Usually wears heavy armor.
** The cleric is the main healer, who also provides buffs and a few offensive spells, being particularly effective against undead foes. Usually wears heavy armor.
** The wizard is the main offensive spellcaster, with a range of available spells that can cause other effects. Wears no armor.
* FlamingSword: Giant Balor monsters carry these.
* FlashOfPain: Dying combatants flash red for a couple of seconds before disappearing.
* FriendlyFireproof: Averted, for both attacks on your side, and those on the enemy's.
* GiantMook: Plenty of them, like Trolls, Golems, Balors, etc.
* GiantSpider: Present, and they can be very powerful. If you mind-control one in the same encounter where it's next to black dragons, their attacks will often inflict no damage on it, after accounting for its shell and damage reduction.
* GoodOldFisticuffs: It's possible fight in this manner. The main advantage of unarmed combat is that it enables grappling.
* GrappleMove: Can be done by the unarmed characters, friend and foe alike, and prevents the target from attacking or escaping unless they manage to break free. Large creatures like Balors can also do it if they have just one hand free. However, their targets will get saving throws, like with nearly every other attack.
* ItemCrafting: Wizards can craft wands and scrolls.
* JediMindTrick: Your party members can do this with the Dominate Monster spell.
* MakeSomeNoise: There's a Sound Burst "spell-like ability", though while it has a good area of effect, it only inflicts scratch damage compared to what proper fireballs and the like can do.
* MoraleMechanic: Exists, and can be both lowered through debuff spells, and raised by Clerics' Bless. (Which can also be used by their equivalents, like Troll Shamans).
* NamesToRunAwayFromReallyFast: A giant red dragon worshipped by a cult is named Tyranixxus.
* LifeDrain: Vampires' attacks drain levels from their enemies, while giving them HP.
* LuckilyMyShieldWillProtectMe: A bad attack roll on a shield-bearing character can lead to a message "attack hits shield, does no damage".
* LuckStat: Present amongst friends and foes alike. Spellcasters on both sides of the aisle can give "Lucky" condition to their allies through Prayer.
* OneHitKill: Finger of Death amounts to this, unless the target is protected by Death Ward. There's a Silenced variation, too!
* OurDwarvesAreAllTheSame:
** Although the "mul" has the typical dwarven strength bonus and dexterity penalty, they aren't your typical dwarves, being crossbreeds with humans, They were borrowed from the TabletopGame/DarkSun setting.
** While not available as [[PlayerCharacter player characters]], regular dwarves are encountered in the game, most prominently in an underground cave, where you can help overthrow their king who has gone mad.
* PlotTunnel: There are several dungeons in the game where you end up having your exit blocked when reaching a certain point, and the only way to proceed is by beating a specific encounter.
* PsychicPowers: A range of these, which are distinct from spells in that they are called "spell-like abilities" and are not affected by Silence. For instance, Thri-Kreen humanoids can attack at range with Mind Blast, while still carrying good melee weapons.
* RegeneratingHealth: Trolls possess this.
* {{Sizeshifter}}: Enlarge Person spell allows your knights to go toe-to-toe with trolls, golems and other giants.
* SpinAttack: The Whirlwind attack.
* SummonMagic: There's a "Summon Fire Elemental" spell, usable by both your spellcasters and the hostile ones.
* StatusBuff: Being based on D&D, several buff spells exist that produce effects such as increasing your attributes, increasing defenses against certain types of attacks, increasing your speed, etc. Unlike many other {{Western RPG}}s, you aren't able to "pre-buff," and can only use healing spells outside of battle.
* TalkingAnimal: Giant Spiders can talk, and will even give quests to the party.
* TakenForGranite: There's a Flesh to Stone spell. It can even be cast defensively: i.e. automatically in response to attacks.
** There's also a defensive variation with Stone Skin spell.
* VoluntaryShapeshifter: There's an optional battle near the very end of the game, where your characters agree to escort [[spoiler: Knight Commander Karef to a meeting with the ambassador of a southern Kingdom of Numidia]], waiting outside the fortress. As soon as you exit the gates, [[spoiler: the ambassador]] shapeshifts to his true form - a GiantSpider - and lifts the spell of invisibility from a whole horde of its allies, including similarly powerful creatures like a Medusa, an Iron Golem and a Troll Shaman.
* WeaponOfXSlaying: There are several kinds of slaying arrows that instantly kill an enemy of the appropriate type that fails its save, and is not guarded by Death Ward. Watch out for your enemies deploying humanoid slaying arrows!
* YouAllLookFamiliar: There's only one sprite for each of the monster types.
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