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KnightFight - Progression



Progression in KnightFight runs on two tracks that are easy to mistake for one. Levels come from experience, paid out by missions in ten minute blocks and by attacking knights standing at or above your own level. Skill points arrive with those levels, and go into one of three lines: one-handed weapon skill, two-handed weapon skill, or armour skill. The pages gathered here cover both.

Neither track is the same thing as the five attributes, and the game keeps the two words apart: skills are the attributes, skill points are those three lines. The attributes are bought with gold, one point at a time, on a cost curve it prints in full. Skill points are sold nowhere in anything that wiki records, and levelling is the only supply it names.

The two tracks pay off in the same place. Attributes settle what happens inside a fight: damage dealt, damage absorbed, rounds survived, blows landed and parried. Levels and skill points settle what the merchant is willing to hand over, and the requirements printed on the heaviest gear run into the hundreds of points.

They differ in how forgiving they are. Skill points can be put back one at a time for a fee, which makes a change of weapon type expensive rather than impossible. The attributes cannot be reset at all. Level, equipped items and the way the points have been spread all feed combat potential, and no formula for that figure is published anywhere.

All Progression



Page What It Covers
Armour Skill What gates armour and shields
Levelling Experience, health and the gold a level pays
Skill Points The points that decide what the merchant will sell
Weapon Skill One-handed and two-handed, and why the choice is permanent in practice

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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