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Estate



Estate
Estate
Role Home base of the character
What expanding it changes Speed of health regeneration
Screens it holds Equip character, medal collection, altar
Combat potential Shown under Equip character
Paid healing The altar, 1 gold for 10 health

The estate is where a knight lives and recovers between fights, and one mechanic belongs to the building itself: the further it has been expanded, the faster health regenerates. Beyond that it works as a hub. The screen for wearing equipment is here, so is the shelf that shows medals to other players, and the altar stands inside it for a knight who would rather pay for health than wait for it.

A knight's estate
A knight's estate

Expansion

Expanding the estate speeds up health regeneration, so a knight spends less time waiting to be fit for the next fight. The game also sells expansion as a way to show off a knight's power and influence.

Equip character

Weapons, armour, shields, rings and amulets are put on and taken off on this screen. Gear bought from the merchant is equipped here, whether it is a better blade or a ring that adds strength. Soul stones are the exception: they go into the weapon at the blacksmith instead.

The combat potential figure is shown on the same screen. It depends on the gear worn, the level and the skill distribution, so the effect of a change of kit can be read off straight away rather than guessed at.

The medal shelf

Medals are won on the battlefield and go into a collection kept at the estate. The display shelf is the public part of it: the owner chooses which medals stand there for other players to see. What each award is and how it is earned is covered under achievements.

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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