KnightFight - Economy
KnightFight keeps two purses, and they do not empty into one another. Gold is the coin the game itself pays out, for mission time, for work taken at the inn, for fighting and for each level gained. Gems, printed as Edelsteine on the German original and also called MoonCoins, are the currency bought with money.
The exchange between them runs one way. Gems turn into gold at a flat two apiece, and no conversion in the other direction is recorded anywhere in the source, so on that evidence a full purse cannot reach anything the game prices in gems. Playing well earns gold and gold alone, with two thin exceptions: a job at the inn occasionally turns up gems on top of the wage, and levelling pays a gem bonus at every twenty fifth level.
Most of what gold is actually spent on is written up outside this category. It trains all five attributes on a curve that steepens with each point already held, pays to unwind a skill point spent badly, buys health back at the altar, sharpens a weapon at the blacksmith, and raises a guild castle out of donations that are never repaid. Which goods ask for which currency is set out on the equipment lists rather than here.
Gold is also loot. Losing a fight hands some of it to the winner. That missing rule is what ties the six pages below together. They are the two currencies, the two places that sell, the work that pays when nothing else will, and the reputation nobody wants.
All Economy
| Page | What It Covers |
|---|---|
| Bazaar | Random stock, a bribe, and a shell game |
| Gems | The paid currency, and the four things it buys |
| Gold | Where gold comes from and where it goes |
| Gold Donkeys | Finding players worth attacking |
| Merchant | The shop, and the four conditions on every purchase |
| Tavern | Working for gold when there is none left |
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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