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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