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Tavern



Tavern
Tavern
Job length 1 to 12 hours
Cancelling First 10 minutes only, no wage paid
Gems from a job 2 to 3, now and then, never guaranteed
Extra gold 10% with premium, 30% with the tavern package
Alignment Red jobs towards evil, light jobs towards good

The tavern is where a knight with no gold left goes to earn some. Work comes as a single job of a chosen length, anywhere from one hour to twelve.

That makes it the income of last resort, and one that is always open, at the cost of real time. Once a job is running the knight is tied to it for its full length. The only way out is to cancel within the first ten minutes, and that pays nothing at all.

Taking a job

Jobs are posted on a notice board, and each one has a duration and a side. Choosing the hours and the side and pressing accept starts the shift. Red jobs pull alignment towards evil and light ones towards good, so every shift is a fresh choice of side.

A job of the wanted length is not always there. The board works like a shared quest pool, and once other players have taken the jobs for a given number of hours, those jobs are gone. Refreshing the page a few times may bring one back, or a different length will do just as well.

What the work pays

Every level gained raises the gold offered for jobs. A premium account earns 10% above the advertised wage, and a tavern package bought with gems raises it by 30%. Gems themselves turn up now and then as a bonus on top of the wage, two or three at a time. Finding them takes luck, and the wording of a job on the board gives no hint of which ones will pay out.

Working while away

The tavern is the natural place to leave a knight whenever the player is away from the computer. There is no wait first, either: the combat lock after a fight does not hold up a shift, so work can start the moment the fight ends.

Long shifts leave the purse exposed, though. Hour protection lasts 60 minutes, and a twelve-hour job outlasts it many times over, so any gold carried during the shift is open to attack. Gold donkeys covers the habits that keep an account from becoming a target. For a longer absence, sitting lets another player look after the account for up to four weeks.

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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