Altar
| Altar | |
|---|---|
| Location | Inside the estate |
| Rate | 1 gold for 10 health |
| Larger offering | 2 gold for 20 health |
| Suggested reserve | Up to 10 gold, spent below 25 health |
| Free alternative | Resting at the estate |
The altar stands inside the estate and sells health back for gold. One gold restores 10 health points and two restore 20. In the game it is framed as a prayer: a knight donates a few coins, asks a god for healing, and the prayer is answered.
The health bar it tops up keeps growing. Health starts at 100, gains 40 at level 2 and then a flat 70 at every level after that, so a level 50 knight has 3,500. Against a bar that size, ten points per gold is a quick top-up rather than a full recovery. New players are advised to keep up to 10 gold in hand and spend it at the altar if their health falls below 25.
Healing or resting
Resting is the free alternative, and the estate sets its pace: the further the estate is expanded, the faster health comes back. Time is rarely the scarce resource anyway. Any fight, won or lost, buys 60 minutes of hour protection, and the usual routine fills that hour with missions or tavern work.
The altar earns its place when waiting is not an option: a fight is needed now, or a beating has left too little health for the next one to be worth starting. That is what the small reserve is for, and it is why the advice ties it to a health threshold rather than a schedule.
Battlefield
The battlefield has no use for the altar. A character there starts every battle at full health, whatever has happened at home, so altar gold is only ever spent on the home server.
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 |