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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
Rewards Gold, experience, alignment

A mission sends the knight away for a set stretch of time and pays out when the timer runs down, in gold, experience and a shift in alignment. The danger lies at home: the gold in the purse can still be stolen while the knight is away.

Every account gets at least 60 minutes of mission time a day, and a premium account gets 120. The time is spent in ten-minute blocks, which makes six runs a day, or twelve with premium, and that allowance caps what missions can earn.

Two tracks, one axis

Before setting out, a knight picks the side to work for: protector of the poor and weak, or robber baron on a raid. The track decides which way alignment moves, and the result decides how far.

Missions are tasks rather than places. Good knights escort a princess or guard a caravan, while evil ones raid the jeweller's district or loot and pillage the countryside.

What a mission pays

Payouts fall into bands, and the lowest band pays nothing at all. Experience rises with the gold: the bigger the haul, the more experience and the larger the alignment step.

The gold figures are approximate.

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 slot safety fights between mission blocks so the cover never lapses and the daily allowance is used exactly. Both are set out on the hour protection page.

A combat lock also applies during a mission: 15 minutes without premium and 5 minutes with it.

Speeding a mission up

A running mission can be finished early with a magical acceleration that costs 10 gems. Gems are the paid currency, so every acceleration competes with premium time and with merchant stock priced in gems.

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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