Attributes
| Attributes | |
|---|---|
| Trained attributes | Strength, stamina, dexterity, fighting ability, parry |
| Starting value | 5 each |
| Expensive curve | ((current - 4) squared) x 2 gold |
| Cheaper curve | (current - 4) squared, in gold |
| Alignment bands | Evil below -50, good above +50 |
Attributes are the figures that decide how a knight fights. Five of them are trained: strength, stamina, dexterity, fighting ability and parry. Each one starts at 5, and every point above that is bought with gold. The price of the next point depends only on the value already held. Strength, stamina and dexterity sit on the expensive curve, while fighting ability and parry cost exactly half as much at every value. Trained attributes can never be reset, so gold spent here stays spent.
Each of the five does one job. Strength adds damage, and stamina sets how many rounds a fight lasts. Dexterity raises damage defence, but only while armour is worn. Fighting ability raises the chance to hit, and parry turns a blow aside completely. Attributes are a different thing from skill points, which are earned by levelling and decide what the merchant will sell. Two further figures sit beside the five without being trained. Combat potential sums a knight up in one number, and alignment places the character between good and evil.
Strength
Strength is one of the five attributes a knight trains with gold, and it is the one that decides how hard the blows land. Every point above the starting value adds to the base damage of whatever weapon is in hand.
The bonus works out as 1 per cent of the weapon's minimum and maximum damage added together, for every point of strength above 5. A knight with 20 strength and a weapon rated 6.0 to 12.0 gets 15 per cent of 18, a bonus of 2.7, and strikes for 8.7 to 14.7.
How the bonus scales
Each point of strength adds the same amount, so the bonus climbs in a straight line. Because it is a share of the weapon's own damage, though, the same strength is worth far more on a heavy weapon than on a light one. At 20 strength a starter blade doing 3 to 5 gains 1.2, while a two-hander doing 181 to 211 gains close to 59.
The bonus lands on both ends of the range at once. The floor rises as much as the ceiling, so a poor swing improves exactly as much as a good one. Sharpening at the blacksmith works differently: it raises the maximum by one per sharpen, and the extra point also counts towards the total that the strength bonus is worked out from.
What a point costs
All five attributes start at 5. Strength belongs to the expensive group along with stamina and dexterity: the next point costs the current value minus 4, squared and then doubled, which is twice what fighting ability or parry cost at the same value. The sixth point costs 2 gold, and the price climbs steeply from there. At a current value of 20 the next point costs 512 gold, at 50 it costs 4,232 and at 80 it costs 11,552. Trained attributes cannot be reset, so strength bought once stays for good. The full cost tables close this page.
Strength from equipment
Among the equipment classes, only rings and amulets add strength. Weapons, armour and shields shift dexterity, stamina and parry instead. Two-handers, armour and shields mostly take dexterity and stamina away, while most one-handers add dexterity and shields add parry. Jewellery from the merchant is therefore the only way to buy strength outright, and the strongest pieces give +31 on a ring and +23 on an amulet. The ring is the Stable Ring of Honour, at level 352, and the amulet is Absolute Power, at level 211. Both are priced in gems.
Strength only pays out on a blow that actually lands, and whether it lands is decided by fighting ability rather than by strength. The heaviest two-handed weapons, where base damage runs into three figures, get the most out of every point.
Soul stone damage is added to the same damage range as the strength bonus.
Stamina
Stamina decides how many rounds a fight lasts before it ends. It converts to combat rounds on a fixed ladder, from 3 rounds at the bottom to 65 at the top.
Like strength and dexterity, it starts at 5 and sits on the more expensive of the two training curves, so a point of stamina costs exactly what a point of strength costs. Stamina bought once stays for good.
Stamina to combat rounds
The conversion moves in steps rather than along a smooth curve, so a trained point either changes nothing or adds a whole extra round. Everything from 0 to 8 stamina gives the same 3 rounds. From 9 to 29 each step is 3 points wide. Above that, steps of three and 4 points alternate, with four becoming the norm, and the first 5-point step starts at 130.
| Stamina | Combat Rounds |
|---|---|
| 0 to 8 | 3 |
| 9 to 11 | 4 |
| 12 to 14 | 5 |
| 15 to 17 | 6 |
| 18 to 20 | 7 |
| 21 to 23 | 8 |
| 24 to 26 | 9 |
| 27 to 29 | 10 |
| 30 to 33 | 11 |
| 34 to 36 | 12 |
| 37 to 39 | 13 |
| 40 to 43 | 14 |
| 44 to 46 | 15 |
| 47 to 49 | 16 |
| 50 to 53 | 17 |
| 54 to 57 | 18 |
| 58 to 60 | 19 |
| 61 to 64 | 20 |
| 65 to 67 | 21 |
| 68 to 71 | 22 |
| 72 to 75 | 23 |
| 76 to 79 | 24 |
| 80 to 82 | 25 |
| 83 to 86 | 26 |
| 87 to 90 | 27 |
| 91 to 94 | 28 |
| 95 to 98 | 29 |
| 99 to 102 | 30 |
| 103 to 105 | 31 |
| 106 to 109 | 32 |
| 110 to 113 | 33 |
| 114 to 117 | 34 |
| 118 to 121 | 35 |
| 122 to 125 | 36 |
| 126 to 129 | 37 |
| 130 to 134 | 38 |
| 135 to 138 | 39 |
| 139 to 142 | 40 |
| 143 to 146 | 41 |
| 147 to 150 | 42 |
| 151 to 154 | 43 |
| 155 to 159 | 44 |
| 160 to 163 | 45 |
| 164 to 167 | 46 |
| 168 to 171 | 47 |
| 172 to 176 | 48 |
| 177 to 180 | 49 |
| 181 to 184 | 50 |
| 185 to 189 | 51 |
| 190 to 193 | 52 |
| 194 to 197 | 53 |
| 198 to 202 | 54 |
| 203 to 206 | 55 |
| 207 to 210 | 56 |
| 211 to 215 | 57 |
| 216 to 219 | 58 |
| 220 to 224 | 59 |
| 225 to 228 | 60 |
| 229 to 233 | 61 |
| 234 to 237 | 62 |
| 238 to 242 | 63 |
| 243 to 246 | 64 |
| 247 to 250 | 65 |
Stamina Penalties on Heavy Equipment
Almost every item held in either hand or worn on the body takes stamina away. No two-handed weapon adds any, and the worst of them, a handful near the top of the two-handed range, take 34. Armour goes as low as -15 and shields as low as -14. Rings and amulets are where stamina comes back, up to 30 on the best ring, along with a few one-handed weapons that add between 1 and 4.
The Barbaric Beheader, the Corkscrew of Bacchus and the Rod of Punishment are among the two-handers that take 34. Among one-handers, the Brandmark takes the most, 21. The Dark Iron Plate is the armour at -15, and the Ceremonial Shield of the Guard of Honour is the shield at -14. On the other side, the Stable Ring of Honour adds 30 and the amulet Absolute Power adds 23.
On the item table, a penalty of 34 next to a damage range of 160 to 184 looks like a rounding error. Set against the ladder, it is anything but. A knight with 100 stamina fights 30 rounds; take 34 away and the remaining 66 stamina gives only 21. That is 9 rounds lost before the first blow, and fewer rounds mean fewer chances to land a good hit.
The trade cuts both ways. Fewer rounds also mean less damage taken in total, and players on the battlefield deliberately keep stamina low against opponents whose level is well above their own.
The reason is health. Undead opponents at a given combat potential are sometimes far higher in level than the player. The player then deals more than enough damage but has much less health, and loses by dropping below 10 health. A short fight limits the damage taken, and with a little luck that is enough to win. There are 2 ways to get there: keep the knight's own stamina from climbing too high, or attack undead with little stamina.
Low stamina on an opponent is a weakness in its own right, and the battlefield targets listed under combat potential are picked partly by it.
Dexterity
Dexterity is one of the five attributes a knight trains with gold, and it is the one that raises damage defence: the more of it a knight has, the better that knight handles shield and armour. Damage defence is subtracted straight from the damage an opponent deals, so every point makes each blow that lands a little cheaper.
It is also the only one of the five with a condition attached. Without armour worn, it gives no bonus at all.
Damage defence
The bonus comes from a formula that is not shown in the game, but one worked example gives a feel for it: a dexterity of 12 adds 0.24 to damage defence. A knight whose armour and shield give a base defence of 1.00 to 3.00 fights on 1.24 to 3.24 instead, and that whole figure comes off every hit that connects. Levelling raises the bonus as well.
The defence comes into play on the damage roll. When a blow lands, a second roll weighs the damage against the defender's absorption. Only the difference comes off the defender's health, and nothing at all if the absorption comes out ahead.
No armour, no bonus
A two-handed weapon fills both hands, so no shield can be carried, armour skill largely stops paying, and most two-handed players leave dexterity alone along with it.
There is one exception. A two-handed knight planning to switch to one hand should put points into dexterity and armour before the reset begins, so the character can still fight while the change goes through. Switching in that direction costs more than the reverse, because one-handed knights train dexterity as well.
Equipment modifiers
Every weapon, shield, ring and amulet carries a dexterity figure, and body armour carries none. Rings and amulets from the merchant and most one-handed weapons add to it, up to +30 on a ring, +23 on an amulet and +16 on a weapon. The Stable Ring of Honour, the amulet Absolute Power and the one-handed Wolf Blade of the Rolling Thunder carry those top figures. No shield or two-handed weapon adds any, and the worst of them take away 17 and 28 points respectively. The Ceremonial Shield of the Guard of Honour takes the 17, and the Ornamental Blade of the Barcids and the Cleaving Weapon of the Blue take the 28. The shield supplying the base defence is therefore paying part of the bill for the attribute that scales it.
Fighting Ability
Fighting ability is one of the five trained attributes, alongside strength, stamina, dexterity and parry. The better trained it is, the more often attacks succeed: it raises both the chance to hit and the crit chance. In every round of a fight, the roll that decides whether a blow lands or is parried is weighted by fighting ability and parry.
Fighting ability is trained with gold on the status page, and like every attribute it starts at 5, so the real question is how much of that gold belongs here rather than elsewhere. The price makes a strong case.
Fighting Ability Training Cost
There are two cost curves, and fighting ability sits on the cheaper one with parry. Strength, stamina and dexterity cost ((current - 4) squared) x 2 for the next point, while fighting ability and parry cost (current - 4) squared. The two differ by a factor of two at every value: the sixth point of fighting ability costs 1 gold where the sixth point of strength costs 2, and the gap in gold grows with the square.
Put simply, the same purse buys twice as many points of fighting ability as of any of the expensive three.
The square makes the price climb fast. At a current value of 20 the next point costs 256 gold. At 50 it costs 2,116 gold, and at 80 it costs 5,776 gold.
Fighting Ability from Equipment
Only jewellery raises fighting ability. Rings and amulets from the merchant carry it, from 1 point up to 31 on a ring and 23 on an amulet, and both are gated by level rather than by skill points. Weapons, shields and armour leave it alone.
The Stable Ring of Honour carries the most, 31 points, and asks for level 352. The Eye of the Fire Guardian follows with 28 at level 285. Among amulets, Absolute Power leads with 23 points at level 211. All three are priced in gems, and each also adds strength, stamina, dexterity and parry.
Nothing takes it away, either. Heavy weapons and shields routinely cost several points of stamina or dexterity, so those two are partly lost again the moment the gear goes on. A point of fighting ability, once bought, stays bought, because only skill points can be handed back for gold.
Fighting Ability on the Battlefield
On the battlefield, a low fighting ability marks an easy target, and the thresholds players work with are listed under combat potential.
Trained attributes count towards the combat potential as well. That figure decides which opponents pay battle points and how much gold each fight brings.
Parry
Parry is the chance to turn an attack aside completely, so that it does no damage at all. It is one of the five attributes a knight trains with gold, and every hit roll in a fight weighs it against the attacker's fighting ability.
What sets parry apart is that it is not damage reduction. Dexterity, worn armour and a shield's defence value are subtracted from a blow that has already landed. Parry decides whether the blow lands in the first place, so a parried attack deals nothing rather than less.
Where parry comes from
Besides training, three equipment classes add parry. Almost every shield carries a bonus, from 2 up to 21, and the three shields with the lowest requirements offer no damage defence at all, two of them giving parry alone. Rings and amulets carry it as well, and the biggest parry bonus on any item, 31 points, sits on a ring.
That ring is the Stable Ring of Honour, at level 352. The Eye of the Fire Guardian comes next with 29 at level 285. Among shields, the Steel Wall of Immobility and the Shining Ruby Shield share the top bonus of 21, at armour skill 362 and 311. The best amulet for parry is Absolute Power, with 23 points at level 211. The smallest shields start low: the Small Round Shield gives 2 parry and the Targe gives 3.
The three classes are unlocked in different ways. Shields sit behind armour skill at the merchant, while jewellery only asks for a level. A two-handed build cannot hold a shield and puts little into armour skill, usually nothing until around level 20, so beyond training its parry has to come from rings and amulets.
Parry Training Cost
Parry sits on the cheaper of the two training curves, which it shares with fighting ability, so a point of parry costs exactly what a point of fighting ability costs and half of what a point of dexterity costs at the same value. Parry bought once stays for good. A shield's parry works differently. It only counts while the shield is held, and it is gone the moment a two-handed weapon goes on.
How Other Players Read Parry
Parry also helps in picking targets. A weak parry on an opponent is one of the first things battlefield players look for, and the thresholds they use are listed under combat potential.
Combat Potential
Combat potential, or CP, is the game's single figure for how strong a knight is. It is shown at the estate under Equip character, and it moves with the equipment worn, the character's level and the way skill points have been distributed.
English-speaking players shorten it to CP and German players to KP, and both turn up among the abbreviations in everyday use.
Typical values
Combat potential is a small decimal number, and a few tenths make a real difference. On the battlefield, knights at 1 to 1.5, 2 to 2.5 and 4 to 4.5 each hunt different kinds of opponent, and a knight at 4 to 4.5 can still find beatable targets at 5 or 6.
It is not a stand-in for level either. Opponents with the same combat potential are sometimes far higher in level, which gives them much more health. Plenty of strength does not settle a fight like that, and the stamina section above explains why keeping the fight short helps.
Battle Points
On the battlefield, the gap between the two figures sets the reward. A win over an opponent with the same combat potential pays 1 battle point. An opponent 0.5 to 1 higher pays 2, and one more than 1.5 higher pays 3. The bigger awards also need a higher level. A gap above 2.5 pays 4 points from level 100, above 3.5 pays 5 from level 200, and above 4.5 pays 6 from level 300.
Gold won there follows the same figure. It depends on the opponent's combat potential, not on how much gold the opponent carries. A clearly weaker opponent may pay 0 to 16 gold, and a stronger one 45 to 60.
At the lowest figures, some opponents are easy to spot. A knight at 1 to 1.5 can look for undead at 1.5 with fighting ability or parry under 20. A knight at 2 to 2.5 can look for undead at 2.5 with stamina under 40 and fighting ability under 50. A little further up, opponents with a weak parry between 20 and about 70 are worth seeking out. A fighting ability only just over 100 can sometimes break through a parry of 80. These are examples for small levels, not fixed rules.
Keeping Combat Potential Low
A battlefield win only scores if the opponent's combat potential is at least equal to the knight's own, so experienced players work at keeping their figure down. One method is long term: skill points go into the weapon skill the character does not use, so the current weapon never has to be bought and the number stays lower. Those points are redistributed later at the usual reset price in gold, and the lower potential can be worth that cost.
The other method is immediate. When the figure sits just at a border such as 1.3 or 1.8, putting on worse gear before entering can press it back down. That has a price too: swap too much and the character loses its balance. Too much trading can cost too much stamina, and fewer combat rounds mean fewer chances to land a good hit.
The Dexterity Trap
Dexterity is the trap, because trained attributes can never be reset, while skill points can. A knight who switches from a one-handed build to a two-handed one keeps all of it, and it goes on raising combat potential after the armour that justified it has come off. That makes fights against opponents of higher combat potential harder on the battlefield.
Alignment
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, good.
Every player takes the oath of knighthood. The knight's own actions then decide which side it ends up on.
It matters well beyond flavour. Part of the merchant's stock is only sold to a knight of the right standing, and the PvP ranking hands out a different set of titles to good, neutral and evil players.
Lore
The game sets its story in the Middle Ages. Knights served the king loyally and rode into battle for glory, honour and justice. Their honour made them the Knights of Light. For many knights, honour alone was not enough. They forgot their oath and filled their treasure chambers with the takings of robber barons. These knights became the Dark Hordes.
That split runs through the whole game. A good knight fights for fame, honour and justice. An evil knight lives by raiding and by taking on immoral missions. The two mission tracks, protector of the poor and weak and robber baron on a raid, follow the same line.
Shifting alignment
Three activities move it.
Missions run on one of two tracks, protector of the poor and weak or robber baron on a raid, and the track is picked before the 10 minute block starts, so the direction is settled in advance. The size of the step follows the payout. A block that brings in no gold leaves alignment alone, the two lowest paying bands move it by 1 point, the next band by two and the richest by three. These steps are approximate.
Tavern jobs push it the same way: red listings towards evil, light ones towards good.
An attack on a player of the same or the opposite alignment is worth 1 point, up or down depending on where the defender stands. Nothing that happens on the battlefield touches alignment at all.
Item alignment
Equipment that demands a standing prints an alignment figure, and a knight's alignment has to reach it before the merchant will sell the piece. Alignment is one of 4 conditions for a purchase, next to the level, the price and the right armour or weapon skill. The figures run from -70,000 to +70,000, and both extremes are soul stones, one dealing shadow damage and the other holy. Weapons, shields, rings, amulets and soul stones all carry the figure on some items; armour never does.
Most of these items come in 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 sold at the same price.
Soul stones show the split most clearly. Every shadow damage stone needs an evil standing, and every holy damage stone needs a good one. The weakest stones of each, at +1 damage and level 8, ask for 100 points either way. The strongest, at +19, ask for 70,000. Fire, ice, lightning and dragon stones are open to every alignment.
Equipment borrowed for the battlefield follows other rules. A rental can include almost anything, so an evil knight may be lent a premium weapon socketed with holy damage soul stones.
Training Cost Table: Strength, Stamina and Dexterity
Every attribute starts at 5, and the price of the next point follows from the value already held and nothing else. Strength, like stamina and dexterity, sits on the expensive curve: ((current - 4) x (current - 4)) x 2, twice what fighting ability and parry are charged. The second column is the running total, the gold a knight has spent in all to reach that value from the starting 5.
Both columns are computed from the two published formulas rather than copied from the source's printed table, which disagrees with itself on three rows. The full comparison is on skill points.
Training Cost Table: Fighting Ability and Parry
Every attribute starts at 5, and the price of the next point follows from the value already held and nothing else. Fighting ability, like parry, sits on the cheaper curve: (current - 4) x (current - 4), exactly half of what strength, stamina and dexterity are charged. The second column is the running total, the gold a knight has spent in all to reach that value from the starting 5.
Both columns are computed from the two published formulas rather than copied from the source's printed table, which disagrees with itself on three rows. The full comparison is on skill points.
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. |
| Calculator | Weapon damage, armour absorption, training costs and the experience each level asks for, on the game's own formulas. |