Hour Protection
| Hour Protection | |
|---|---|
| Length | Exactly 60 minutes |
| Triggered by | Any fight, won or lost |
| Attacks per hour | One |
| Refresh every | 30 to 40 minutes |
| Also called | SK, save, savefight |
Every fight leaves a knight safe from attack for exactly sixty minutes. Anyone who tries to strike inside that window is turned away with a message saying the target has already fought within the last hour. The result does not matter: a defeat opens the same hour as a victory.
That makes a fight a defensive tool. Players attack a harmless opponent purely to start the timer, and this is the safety fight, known in chat as SK, save or savefight. What it protects is the gold in the purse. A won attack takes 5 to 10 per cent of the loser's gold, and there is no bank to keep it in.
Where the hour stops
The protection only covers attacks on the home server. On the battlefield a knight can be attacked every five minutes, so the hour counts for nothing there. A guild war changes nothing either: fights between the warring guilds follow the normal rules, the twelve-hour wait on the same opponent included, and only the settlement after each fight is different.
A new account has no other shelter. KnightFight has no beginner protection, and a strong opponent can beat a fresh character until it is unable to act, so the first safety fight belongs among the very first things a new player does.
The two mission rotations
A knight out on a mission leaves the gold at home undefended, so the standard routines keep the hour running right up to the last block.
Without premium: safety fight, three ten-minute blocks, safety fight, three more blocks, safety fight.
With premium: safety fight, four ten-minute blocks, safety fight, four more blocks, safety fight, four more blocks, safety fight.
Three blocks are half of a normal day's mission time and four are a third of a premium day's, so both rotations use the full allowance with nothing left over. They also renew the cover every thirty or forty minutes, which is the usual advice for keeping the hour from running out. Neither pattern wastes a fight: one safety fight in the middle is the least an ordinary account needs, and a premium account cannot get by with fewer than two.
Picking a safety opponent
Any fight works, so the sensible target is one that cannot hit back. A quick way to find one is to sort the highscore by level in reverse and pick out level one characters from the opposing side whose attributes are all still at five. It pays to note down two of them, because a target may be inside an hour of their own and refuse the attack, and searching for an opponent by name costs one gold piece each time.
The hour buys time rather than lasting safety. An account that regularly loses more than 100 gold in a fight is marked as a gold donkey and gets hunted on purpose, so the protection works best when spare gold has already been spent on items.
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 |