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 |