Combat Potential
| Combat Potential | |
|---|---|
| Where it is shown | Estate, under Equip character |
| What it depends on | Equipped items, level, skill distribution |
| Shown as | A decimal figure, such as 1.5 or 2.5 |
| Abbreviation | CP in English, KP in German |
| Where it decides an outcome | Battlefield battle points and gold won |
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: the lower level knight can deal more than enough damage and still lose by dropping below 10 health first. Keeping the fight short helps, since fewer rounds means less damage taken in total.
Keeping it 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, and lost stamina means fewer combat rounds and fewer chances to land a good hit.
The dexterity trap
Dexterity is the trap, because trained attributes can never be reset. 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.
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 |