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KnightFight - Combat



Combat is what the rest of KnightFight is arranged around. A target is chosen, the fight resolves in one go, and a battle report is left behind. The winner takes gold off the loser, so these pages cover the one part of the game that can undo an evening of earning.

What a knight brings to the exchange is settled elsewhere, in the five trained attributes and the equipment worn. This category begins at the point where the attack is launched.

Two separate clocks decide how often a character is hit, and confusing them is the usual beginner's mistake. One is a limit per opponent: the same attacker may reach you once every twelve hours. The other is the sixty minutes of cover that any fight leaves behind, whatever its result, which is why players attack harmless targets on purpose. Hour protection carries the safety fight and the daily mission routine built around it.

Who is worth attacking is a question of levels rather than of purses. Fighting upward pays experience and attacking well below your own level is taxed, so the harmless opponent that buys an hour of cover contributes nothing to a knight's advancement.

Some fighting happens off the home world entirely. The battlefield is an international server, open from level 10, where the character is frozen for the length of a session. Its rules on being attacked are its own and do not match the ones at home.

Home fighting is also scored over time. The PvP ranking is rebuilt weekly from the previous four weeks of results, weighted towards the freshest of them.

Very little of the arithmetic underneath any of this is public. No damage formula is published anywhere, and combat potential, the figure a battlefield victory is measured against, has none either. A guild war changes none of the rules above, only how a fight is settled afterwards. Sitting is filed here as well, being the one arrangement that puts a different pair of hands on the same knight.

All Combat



Page What It Covers
Battle Reports What the game shows after an attack
Battlefield The international server where the character is frozen
Fighting Finding an opponent and what the attack limits are
Hour Protection The safety fight, and the routine built around it
Missions Ten-minute blocks, and the two moral tracks
PvP Ranking Twelve tiers, computed from four weeks of fighting
Sitting Playing someone else's account without breaking the rules

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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