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Parry



Parry
Effect Chance to avoid a hit entirely
Starting value 5
Training cost (current - 4) squared gold
Weighed against The attacker's fighting ability
Carried by Shields, rings and amulets

Parry is the chance to turn an attack aside completely, so that it does no damage at all. It is one of the five attributes a knight trains with gold, and every hit roll in a fight weighs it against the attacker's fighting ability.

What sets parry apart is that it is not damage reduction. Dexterity, worn armour and a shield's defence value are subtracted from a blow that has already landed. Parry decides whether the blow lands in the first place, so a parried attack deals nothing rather than less.

Where parry comes from

Besides training, three equipment classes add parry. Almost every shield carries a bonus, from 2 up to 21, and the three shields with the lowest requirements offer no damage defence at all, two of them giving parry alone. Rings and amulets carry it as well, and the biggest parry bonus on any item, 31 points, sits on a ring.

The three classes are unlocked in different ways. Shields sit behind armour skill at the merchant, while jewellery only asks for a level. A two-handed build cannot hold a shield and puts little into armour skill, usually nothing until around level 20, so beyond training its parry has to come from rings and amulets.

What it costs

Parry sits on the cheaper of the two training curves, which it shares with fighting ability, so a point costs half of what a point of dexterity costs at the same value. The full cost table is on the skill points page.

How other players read it

Parry also helps in picking targets. On the battlefield, fighting ability or parry under 20 marks an easy opponent at the lowest combat potential, and a little further up, opponents with weak parry between 20 and about 70 are worth seeking out. A fighting ability only just over 100 can sometimes carry an attack through against a parry of 80. These are rough guides for low levels rather than fixed rules.


Training Cost Per Point


Every attribute starts at 5, and the price of the next point follows from the value you already hold and nothing else. Parry sits on the cheaper curve: (current - 4) x (current - 4), exactly half of what strength, stamina and dexterity are charged. The second column is the running total, the gold a knight has spent in all to reach that value from the starting 5.

Both columns are computed from the two published formulas rather than copied from the source's printed table, which disagrees with itself on three rows. The full comparison is on skill points.

Current Value Cost Of The Next Point Total Spent To Reach It
5 1 gold 0 gold
6 4 gold 1 gold
7 9 gold 5 gold
8 16 gold 14 gold
9 25 gold 30 gold
10 36 gold 55 gold
11 49 gold 91 gold
12 64 gold 140 gold
13 81 gold 204 gold
14 100 gold 285 gold
15 121 gold 385 gold
16 144 gold 506 gold
17 169 gold 650 gold
18 196 gold 819 gold
19 225 gold 1,015 gold
20 256 gold 1,240 gold
21 289 gold 1,496 gold
22 324 gold 1,785 gold
23 361 gold 2,109 gold
24 400 gold 2,470 gold
25 441 gold 2,870 gold
26 484 gold 3,311 gold
27 529 gold 3,795 gold
28 576 gold 4,324 gold
29 625 gold 4,900 gold
30 676 gold 5,525 gold
31 729 gold 6,201 gold
32 784 gold 6,930 gold
33 841 gold 7,714 gold
34 900 gold 8,555 gold
35 961 gold 9,455 gold
36 1,024 gold 10,416 gold
37 1,089 gold 11,440 gold
38 1,156 gold 12,529 gold
39 1,225 gold 13,685 gold
40 1,296 gold 14,910 gold
41 1,369 gold 16,206 gold
42 1,444 gold 17,575 gold
43 1,521 gold 19,019 gold
44 1,600 gold 20,540 gold
45 1,681 gold 22,140 gold
46 1,764 gold 23,821 gold
47 1,849 gold 25,585 gold
48 1,936 gold 27,434 gold
49 2,025 gold 29,370 gold
50 2,116 gold 31,395 gold
51 2,209 gold 33,511 gold
52 2,304 gold 35,720 gold
53 2,401 gold 38,024 gold
54 2,500 gold 40,425 gold
55 2,601 gold 42,925 gold
56 2,704 gold 45,526 gold
57 2,809 gold 48,230 gold
58 2,916 gold 51,039 gold
59 3,025 gold 53,955 gold
60 3,136 gold 56,980 gold
61 3,249 gold 60,116 gold
62 3,364 gold 63,365 gold
63 3,481 gold 66,729 gold
64 3,600 gold 70,210 gold
65 3,721 gold 73,810 gold
66 3,844 gold 77,531 gold
67 3,969 gold 81,375 gold
68 4,096 gold 85,344 gold
69 4,225 gold 89,440 gold
70 4,356 gold 93,665 gold
71 4,489 gold 98,021 gold
72 4,624 gold 102,510 gold
73 4,761 gold 107,134 gold
74 4,900 gold 111,895 gold
75 5,041 gold 116,795 gold
76 5,184 gold 121,836 gold
77 5,329 gold 127,020 gold
78 5,476 gold 132,349 gold
79 5,625 gold 137,825 gold
80 5,776 gold 143,450 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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