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Fighting Ability



Fighting Ability
Type Attribute
Trained with Gold, at the merchant
Starting value 5
Cost of the next point (current - 4) squared, in gold
Published rate None

Fighting ability is one of the five trained attributes, alongside strength, stamina, dexterity and parry. Training it raises the chance of hitting and the critical hit chance.

Every attribute starts at 5 and is bought with gold at the merchant, so the question a player actually faces is how much of that gold belongs here rather than somewhere else. It has to be argued from the price, because the effect has no published size.

The cheap half of the training table

Two cost curves exist, and fighting ability sits on the cheaper one with parry. Strength, stamina and dexterity are charged ((current - 4) squared) x 2 for the next point, while fighting ability and parry are charged (current - 4) squared. The two formulas differ by a factor of two at every value, so the sixth point of fighting ability costs 1 gold where the sixth point of strength costs 2, and the gap in gold grows as the square does. The published price table belongs to skill points.

That is the whole case for training it, and it is worth stating plainly: not that the effect is known to be large, but that the same purse buys twice as many points here as in the expensive three.

What equipment adds

Only jewellery raises fighting ability. Rings and amulets 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. No weapon, shield or piece of armour in the item tables touches it.

Nothing takes it away either. Heavy weapons and shields routinely cost several points of stamina or dexterity in exchange for what they give, so those two are partly spent again the moment the gear goes on. A point of fighting ability, once bought, stays bought.


Training Cost Per Point


Every attribute starts at 5, and the price of the next point follows from the value you already hold and nothing else. Fighting Ability 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.

Current Value Cost Of The Next Point Total Spent To Reach It
5 1 gold 0 gold
6 4 gold 1 gold
7 9 gold 5 gold
8 16 gold 14 gold
9 25 gold 30 gold
10 36 gold 55 gold
11 49 gold 91 gold
12 64 gold 140 gold
13 81 gold 204 gold
14 100 gold 285 gold
15 121 gold 385 gold
16 144 gold 506 gold
17 169 gold 650 gold
18 196 gold 819 gold
19 225 gold 1,015 gold
20 256 gold 1,240 gold
21 289 gold 1,496 gold
22 324 gold 1,785 gold
23 361 gold 2,109 gold
24 400 gold 2,470 gold
25 441 gold 2,870 gold
26 484 gold 3,311 gold
27 529 gold 3,795 gold
28 576 gold 4,324 gold
29 625 gold 4,900 gold
30 676 gold 5,525 gold
31 729 gold 6,201 gold
32 784 gold 6,930 gold
33 841 gold 7,714 gold
34 900 gold 8,555 gold
35 961 gold 9,455 gold
36 1,024 gold 10,416 gold
37 1,089 gold 11,440 gold
38 1,156 gold 12,529 gold
39 1,225 gold 13,685 gold
40 1,296 gold 14,910 gold
41 1,369 gold 16,206 gold
42 1,444 gold 17,575 gold
43 1,521 gold 19,019 gold
44 1,600 gold 20,540 gold
45 1,681 gold 22,140 gold
46 1,764 gold 23,821 gold
47 1,849 gold 25,585 gold
48 1,936 gold 27,434 gold
49 2,025 gold 29,370 gold
50 2,116 gold 31,395 gold
51 2,209 gold 33,511 gold
52 2,304 gold 35,720 gold
53 2,401 gold 38,024 gold
54 2,500 gold 40,425 gold
55 2,601 gold 42,925 gold
56 2,704 gold 45,526 gold
57 2,809 gold 48,230 gold
58 2,916 gold 51,039 gold
59 3,025 gold 53,955 gold
60 3,136 gold 56,980 gold
61 3,249 gold 60,116 gold
62 3,364 gold 63,365 gold
63 3,481 gold 66,729 gold
64 3,600 gold 70,210 gold
65 3,721 gold 73,810 gold
66 3,844 gold 77,531 gold
67 3,969 gold 81,375 gold
68 4,096 gold 85,344 gold
69 4,225 gold 89,440 gold
70 4,356 gold 93,665 gold
71 4,489 gold 98,021 gold
72 4,624 gold 102,510 gold
73 4,761 gold 107,134 gold
74 4,900 gold 111,895 gold
75 5,041 gold 116,795 gold
76 5,184 gold 121,836 gold
77 5,329 gold 127,020 gold
78 5,476 gold 132,349 gold
79 5,625 gold 137,825 gold
80 5,776 gold 143,450 gold

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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