Missions
| Missions | |
|---|---|
| Mission time a day | At least 60 minutes, 120 with premium |
| Block length | 10 minutes |
| Tracks | Two, picked by the alignment wanted |
| Acceleration | 10 gems |
| Published odds | None |
A mission sends the knight away for a fixed stretch of time and pays out when the timer runs down, in gold, experience and a shift of alignment. Nothing is staked on going. The exposure is at home: the gold in the purse can still be taken while the knight is away.
Every account gets at least 60 minutes of mission time a day and a premium account 120, spent in blocks of ten minutes: six runs a day, or twelve. That allowance is the ceiling on what missions can pay.
Two tracks, one axis
Before setting out you choose the side you want to be paid on: protector of the poor and weak, or robber baron on a raid. The track fixes which way alignment moves and the result decides how far.
The source describes no locations, only jobs. Good work runs to escorting a princess or guarding a caravan, evil work to a sweep through the jeweller's district or burning and looting across the countryside.
What a mission pays
Payouts fall into bands, the lowest of which pays nothing at all. Experience follows the gold: the better the haul, the more experience and the larger the alignment step.
The gold figures are approximate. A run that goes badly is simply a run of bad luck.
| Gold | Experience | Alignment Change |
|---|---|---|
| 0 | 0 | 0 |
| 1 - 100 | 1 | +/-1 |
| 101 - 199 | 2 | +/-1 |
| 200 - 299 | 3 | +/-2 |
| 300 - 999 | 5 | +/-3 |
Fitting missions round the hour
A fight of any kind buys sixty minutes of hour protection, and that is what keeps the purse safe while the knight is out. The two standard rotations interleave safety fights with mission blocks so the cover never lapses and the allowance is spent exactly; both are set out on the hour protection page.
A combat lock also runs during a mission, 15 minutes without premium and 5 with,
Speeding a mission up
A running mission can be cut short with a magical acceleration costing 10 gems, and no other way to shorten one is published. Gems are the paid currency, so that cost competes with premium time and with merchant stock priced in gems. Since the May 2021 update the mission screen carries a shortened description, which changes what is shown, not what is paid.
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 |