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KnightFight - Attributes



This category holds seven pages: the five attributes a knight trains, and two figures that describe a character without being trained at all. Strength, stamina, dexterity, fighting ability and parry each start at 5, and every point above that is bought outright with gold at the merchant. The other two are alignment, the good and evil axis a knight sits on, and combat potential, the single number the game uses to sum a character up.

The price of the next point turns only on the value already held, and there are two curves. Strength, stamina and dexterity charge exactly double what fighting ability and parry charge at every value, so the sixth point of strength costs 2 gold while the sixth point of parry costs 1. Both curves are quadratic, and the published table stops at a value of 80. Nothing gives the money back: the five cannot be reset.

That does not make an attribute the same thing as a skill point. Skill points are earned rather than bought, and they settle which equipment a knight is allowed to carry, a split that belongs to progression. The five settle what happens once the fight has started.

How much the game says about that varies sharply from one attribute to the next, so the pages below are uneven by necessity rather than through neglect. Stamina is published in full, as a lookup table turning a value into a number of combat rounds. Strength and dexterity are each given a single worked example and no rate. Fighting ability and parry are given neither a table nor an example, only a sentence naming the chance they raise.

The last two entries earn their place because they change what a character may do rather than how hard it hits. Alignment is checked at the point of sale, so part of the merchant's stock is shut to a knight standing on the wrong side of it. Combat potential moves with the equipment worn, the level reached and the way the points have been distributed, though the arithmetic behind it is not visible in game.

All Attributes



Page What It Covers
Alignment Good, neutral and evil, and the items each one unlocks
Combat Potential The single figure that summarises a knight
Dexterity Damage defence, and why it pays nothing without armour
Fighting Ability Hit chance and critical hit chance
Parry Avoiding a hit outright rather than reducing it
Stamina How many rounds a fight lasts
Strength Damage per point, and the one worked example the source gives

Equipment Categories




KnightFight Categories



Section What It Covers
Equipment Weapons, armour, jewellery and soul stones: what is sold, what it costs, and what it does to a knight's numbers.
Attributes The five trained attributes, the alignment axis they sit alongside, and the combat potential figure that summarises them.
Progression Levels, experience, and the skill points that decide which equipment the merchant will sell.
Combat Attacking, being attacked, the hour of protection between the two, and the separate international battle server.
Economy The two currencies, the three places that take them, and the two ways of earning them.
Guilds Founding a guild, the castle that sets its size, and the seven-day wars it can declare.
World The estate a knight lives in and the altar inside it.
Achievements Medals, and the highscore tables they are won from.
Abbreviations The shorthand players use in chat and on the highscore
Game Principle The knight, the oath, and what the game asks of a player
Premium Account What paying changes, feature by feature

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