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Sitting



Sitting
What it is Playing an account for its owner for a while
The stand-in The sitter
Limit per sitter Four weeks, then the sitter must change
Registered with An administrator, by support ticket
Risk if unreported Suspicion of multi-accounting

Sitting is the temporary handover of an account. When the owner cannot play for a while, for whatever reason, another player keeps the knight going until they return. The stand-in is usually called the sitter.

It is an arrangement between two players. The operators only come into it when they are told that a sitting is taking place.

Why it has to be registered

The trouble with sitting is that it can look like cheating. If the sitter already has an account of their own on the same server as the account being sat, one person is logging into two accounts on one server, and from the outside that looks exactly like multi-accounting. In that case the sitting must be reported to an admin. Registering every sitting is wise anyway, so that the suspicion never arises.

Reports go through the ticket system on the MoonID portal. A ready-made form can be copied into the ticket and filled in.

The four week limit

One sitter may look after an account for four weeks at most. After that, a different sitter has to take over, otherwise the rules are broken.

Sitting during a guild war

Sitting is most common during a guild war, when members cover for one another in every direction. A war is decided by the fights between the two guilds, so an account nobody logs into leaves a gap in its own side's tally for as long as the war runs.

That is also why war weeks are when registering matters most. The rules do not change during a war, but with so many sittings running at once, honest arrangements look most like a server full of second accounts.

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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