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Alignment



Alignment
Starting value 0
Neutral band -50 to +50
Change per attack Plus or minus 1
Change per mission block 0 to plus or minus 3, estimated
Classes that carry a figure Six of the seven

Alignment is the good and evil axis every character sits on. A new knight starts at 0 and counts as neutral anywhere from -50 to +50; below -50 the character is evil, above +50 the character is good.

The axis is not decoration. It settles which part of the merchant's stock will sell to a knight, and it decides which of three sets of titles the PvP ranking hands out.

What moves it

Three activities move it and one conspicuously does not.

Missions are the quickest. A ten minute block runs on a track chosen beforehand, so the direction is fixed before the timer starts, and the size of the step follows the payout: nothing at all from the empty band, a single point through the two lowest paying bands, two points above them and three at the top. The steps are approximate.

Work at the tavern pushes the same way, towards evil for the red listings and towards good for the light ones, though the source names only the direction and never the size of the shift.

An attack on a player of the same or the opposite standing is worth one point, up or down. The sentence describing which way it goes is a fragment naming only the +50 side, so the exact rule is unconfirmed. Nothing that happens on the battlefield touches alignment at all.

The figure printed on items

Some equipment carries an alignment figure of its own, running from -70,000 to +70,000. Both extremes are soul stones, one of shadow damage and one of holy. Six of the seven equipment classes print the figure somewhere; armour prints it nowhere.

Most of them arrive as mirrored pairs. The Shadowy Blade at -600 and the Righteous Sword at +600 are the same one-handed weapon on opposite sides of the axis, identical in every other statistic and priced the same.

What the number means is where the source stops. It reads as a standing an item requires before it can be bought, though it may instead be a shift the item applies once worn. No worked example settles the question, and no threshold is spelled out for any single item.

Equipment Categories




Knight Fight 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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