Gold Donkeys
| Gold Donkeys | |
|---|---|
| What it is | An account that regularly loses a large sum when attacked |
| Loss that counts | Generally more than 100 gold |
| Found through | The highscore, by checking gold lost |
| Recorded in | Gold lists, traded between guild members |
| Confused with | Farm accounts, which break the game rules |
A gold donkey is an account that regularly loses a large sum of gold when it is attacked, generally more than 100. Not every account that keeps losing gold is one, though, because a farm account can look exactly the same from the outside.
Loose gold is what a winning attacker takes, so donkeys are worth hunting. Some are found by luck. The deliberate way is to look through the highscore for players whose gold losses run a little high, then make a test attack.
Gold lists
A gold list, or goldi list for short, is a record of likely targets kept by a gold hunter or a whole guild, so that names can be shared between members. Each entry usually holds the name, the level, a link to the player and the loot. Some lists are databases or purpose-built pages; others are simple spreadsheets.
Creating a donkey on purpose is forbidden. An account set up to hand gold to other players breaks the game rules whether it feeds the whole server or a single friend, and the penalty is the deletion of all the game accounts involved.
Farm accounts
A genuine gold donkey wears equipment roughly in line with its level, has attributes that are sometimes weak for that level but never absurdly low, and on average loses at most a tenth of its tavern wage plus mission loot. A farm account often wears gear that does not suit its level, or none at all, has attributes well below the rough guide of twice the level, and loses far more than its earnings can explain.
Two examples show the difference. A level 33 account carrying a one-handed weapon and body armour both marked for level 30 might regularly lose around 200 to 300 gold, missions included. A level 4 account in a training sword and a linen vest, earning 2,000 gold from an eight hour job, that loses 700 gold or more almost every time is a farm account: a low level player can hardly come by that much gold without leaving it lying around on purpose.
A suspected farm account should be reported to an administrator rather than attacked, because a player who keeps hitting one risks deletion for farming.
Protecting gold
There is no bank, so the defence is to keep as little loose gold as possible. During a mission, a safety fight every 30 to 40 minutes keeps the hour protection from lapsing. Gold left over after training can go into small weapons, jewellery or soul stones, though the merchant only pays back half of what was spent and the bazaar beats that only with luck. Whatever remains can be donated to the guild, which cannot pay it back but can spend it on the castle or the next war.
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 |