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Levelling



Levelling
Experience to next level (current level x 10) - 5
Gold on levelling (new level - 1) x 10
Starting health 100
Health per level 70, from level 3 onwards
Gem bonus 10 x level, every 25 levels

The experience needed for the next level is (current level x 10) - 5, and the gold paid on arrival is (new level - 1) x 10. Going from level 5 to 6 therefore takes 45 experience, and reaching level 50 pays out 490 gold.

Health is simpler still. A new knight starts with 100, level 2 adds 40, and every level after that adds a flat 70 that never changes: the highest-level player on Int1 was still gaining exactly 70 at level 700.

Where experience comes from

Experience has two sources. Missions pay 1 to 5 experience per ten-minute block. Attacks only pay against a target at or above the attacker's own level: an opponent of exactly the same level is worth 1 point whether the fight is won, lost or drawn, and a higher-level opponent is worth 2 for a win and 1 for a loss or a draw.

The penalty for punching down

Attacking a target too far below costs experience instead. Below level 50 the loss starts at 1 point for a target six levels down and grows with the gap, following the attacker's level minus the defender's level minus 5. From level 50 a second formula applies:

attacker level - defender level - min(ceil((attacker level - 50) / 10) + 5, 10)

At level 50 it gives the same result as the first. After that the subtracted term grows by one for every ten levels, from 5 up to a ceiling of 10, so the penalty-free range widens as a knight climbs. A level 55 knight can go six levels down without losing anything, and from level 91 onwards the safe range reaches its maximum of ten levels.

What a level is worth

Every level also grants three skill points, and those are what open up better equipment at the merchant. On top of health, gold and skill points, each level raises the minimum loot a mission returns (blank rounds excepted), raises the gold the tavern pays for its jobs, and increases the damage defence bonus from dexterity. Every 25th level also pays out gems. Level is one of the four things the merchant checks before selling, alongside the price, the knight's alignment and the relevant weapon or armour skill. Two features stay locked until a set level: founding guilds opens at level 5 and the battlefield at level 10.

Level by level

The table runs to level 55. Its experience column is a running total, showing the experience needed to reach each level rather than the cost of a single step.

Level Experience Needed Health Gained Total Health Gold Awarded
1 0 0 100 0 gold
2 5 40 140 10 gold
3 20 70 210 20 gold
4 45 70 280 30 gold
5 80 70 350 40 gold
6 125 70 420 50 gold
7 180 70 490 60 gold
8 245 70 560 70 gold
9 320 70 630 80 gold
10 405 70 700 90 gold
11 500 70 770 100 gold
12 605 70 840 110 gold
13 720 70 910 120 gold
14 845 70 980 130 gold
15 980 70 1,050 140 gold
16 1,125 70 1,120 150 gold
17 1,280 70 1,190 160 gold
18 1,445 70 1,260 170 gold
19 1,620 70 1,330 180 gold
20 1,805 70 1,400 190 gold
21 2,000 70 1,470 200 gold
22 2,205 70 1,540 210 gold
23 2,420 70 1,610 220 gold
24 2,645 70 1,680 230 gold
25 2,880 70 1,750 240 gold
26 3,125 70 1,820 250 gold
27 3,380 70 1,890 260 gold
28 3,645 70 1,960 270 gold
29 3,920 70 2,030 280 gold
30 4,205 70 2,100 290 gold
31 4,500 70 2,170 300 gold
32 4,805 70 2,240 310 gold
33 5,120 70 2,310 320 gold
34 5,445 70 2,380 330 gold
35 5,780 70 2,450 340 gold
36 6,125 70 2,520 350 gold
37 6,480 70 2,590 360 gold
38 6,845 70 2,660 370 gold
39 7,220 70 2,730 380 gold
40 7,605 70 2,800 390 gold
41 8,000 70 2,870 400 gold
42 8,405 70 2,940 410 gold
43 8,820 70 3,010 420 gold
44 9,245 70 3,080 430 gold
45 9,680 70 3,150 440 gold
46 10,125 70 3,220 450 gold
47 10,580 70 3,290 460 gold
48 11,045 70 3,360 470 gold
49 11,520 70 3,430 480 gold
50 12,005 70 3,500 490 gold
51 12,500 70 3,570 500 gold
52 13,005 70 3,640 510 gold
53 13,520 70 3,710 520 gold
54 14,045 70 3,780 530 gold
55 14,580 70 3,850 540 gold

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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