advanced help


table of content

the menu


1.) knight
1.1.) knight
1.1.1.) core value
1.1.2.) daily task
1.1.3.) battle configuration and chanced vitality
1.1.4.) weapons and armor
1.1.5.) move
1.2.) profile
1.3.) premium account
1.4.) family
1.5.) quest
1.6.) ranking list
1.7.) hall of ancestors
1.8.) report
1.9.) prentice
1.10.) clothes

2.) fight
2.1.) duel
2.2.) duel list
2.3.) tourney
2.4.) battles and armies
2.5.) street brawl

3.) property
3.1.) fiefdom
3.2.) armory
3.3.) stable/horse breeding
3.4.) shire
3.4.1.) core shire
3.5.) storehouse

4.) trade
4.1.) weapons
4.2.) armor
4.3.) horses
4.4.) materials

5.) map
5.1.) overview map

6.) my nation
6.1.) history
6.2.) diplomacy
6.3.) knights of the nation
6.4.) ranking

7.) nations
7.1.) nations
7.2.) history
7.3.) council of knights
7.4.) ranking of nations

8.) Help tree

important topics (questions)

graphic pack

benefits of premium account

FAQ - Frequently asked questions
what, why, how

scoring
when, order of scoring

RP-Guide
role play, characters, rules, moderators, ...

knight                                  (top)

Core values Weapons and Armor Quest
Daily Task Premium-Account Ranking
Battle Config chanced VP Profile Hall of Ancestors
Family Event-reports Prentice

Core values


Vitality indicates the health of your knight. Vitality can be a value from 0-200.
Strength indicates your knight's strength. Strength is influences your offensive value. The range is approximately 100 - 200 points.
Technique indicates you knowledge about tactics and fighting styles. Technique is a defensive value. The range is approximately 100 - 300 points
Experience indicates how much your knight has already leaned in his fights. Experience increases by fighting and influences fights.
You can gain up to 500 EXP, after that your EXP level is static and neither rises nor falls. With 500 EXP you get 20 % bonus on your fighting stats (correspondingly 4 % for 100 EXP, 8 % for 200 EXP, etc.). This makes gaining EXP a major goal in training.
Victories indicates the number of won duels and tourneys.
Defeats indicates the number of lost duels.
Condition is increased by training vitality, strength and technique; as you near maximum only through strength and technique training. The daily task "increase silver" lowers the condition, only a bit, if your condition value is low, up to 20 points, if you possess top condition. Also fights influence the condition: If you win a duel, your condition will increase, if you lose, it will decrease. Condition can be any value between 0 and 200.
Silver
indicates the amount of silver in your wallet.
Age indicates your knights age in knights-honor time (1 day equals 15 days in kh).
Family indicates whether your knight is married and has children or not. It also shows the number of children and the husband's or wife's name.


Daily Task

Each day, you need to set your daily task here. If you do not change any settings, increase silver is the default setting.
You can choose between the following settings:
You should build up vitality if you drop below 100 VP to have a VP buffer for fights. The closer you get to the maximum of 200, the fewer VP you will gain.
Building up strength has a positive effect on your offense value and a negative effect on your defense value. Aggressive fighters should focus on building up strength. The closer to get to the maximum of 200, the fewer points you will gain by increasing it.
Enhancing your technique will have a positive effect on your defense value, but a negative effect on your offense value. Defensive fighters should focus on enhancing technique. The closer to get to the maximum of 300, the less you will gain by increasing it.
Silver can be increased whenever you lack silver or everything else is well trained. You will make an extra of 0-2 silver (randomly chosen). However increasing silver has a negative effect on the condition. You can gain the same amount of silver by duelling and additionally gain experience and skill.

Training stats drop daily, if you do not train, for older knights slightly faster than for young knights. As compensation old knights can afford to activate fiefdom functions to help their training stats.

Status "ill"
The status ill is only graphically visible for premium players as a heart in the quicklink menu. A knight with under 30 VP falls ill. This has the following consequences:
- you cannot duel
- you cannot enter a tourney
- you cannot ride 2 fields with your horse

Status "close to death"
The status close to death appears, if your knight has fewer than 11 vitality points. Being close to death has the following consequences:

- VP regeneration is set to 3 VP per day
- You cannot duel
- You cannot enter a tourney
- Training (vitality, strength, technique) not possible
- Moving your knight is not possible
- Joining an army is not possible


Status "arrested"

An imprisoned, knight was thrown into the dungeon by the count. This has the following consequences:

- You cannot duel, neither challenges nor duel acceptance is possible
- You cannot enter a tourney
- You cannot move
- You cannot set daily tasks for knight or prentice
- On the maps you can see neither armies, nor knights, nor detailed information on fields such as field-developments
- counts cannot view information regarding field-developments or fiefdoms in menu shire or use corresponding functions
- reduction of fiefdom income by 30 %
- all knightly stats (including skill with weapon and armor) drop by several points daily in addition to the normal daily drop, if a knight is not trained. You can drop to values under 100 and to 45 % for skill.
You can try to escape. To do so, you have to toggle a checkbox which will appear after 7 days of being imprisoned. The chance of successfully escaping is 7% per day of imprisonment and will rise to a maximum of 85% after 12 days. If you try to escape and fail, the day count will be set back to 0. If you succeed, you are safe from any new imprisonment for the next 3 days.

Imprisoned knights cost the nation on whose field they are imprisoned 15 silver per day.


Status "restrained"

The nation on whose shires you move can have you restrained and placed under watch. This has the following consequences:

- You can view no information on neighboring fields or knights on the map, till you leave the lands of that nation
- You cannot issue challenges to a duel. Duel acceptance is possible
- counts cannot develop their shire or give fiefdoms to knights


Battle configuration

Battle configurations determine your knight's actions in battle. All of the 3 fighting styles have their advantages and disadvantages. If you own a long-range weapon, you can choose to fire it at the beginning of the battle here. Weapon skill and condition of your long-range weapon are indicated here.
If you own a battle lance you can activate it here. Note: Use of a battle lance excludes use of  longrange combat, but you can ride your horse into battle.
The chanced vitality (between 0 and 30 VP) shows how much VP you want to stake if there is a battle. You will only lose the number of vitality points that you truly lose on the battlefield. To support your nation, you usually set this value to 30. Everything else would be treason!!


Weapons and armor

Settings which are made here will result in a change of your knight's picture. Skill indicates how good you fight with a specific weapon. The skill can range from 30% to 100%.
Forehand (right hand) holds the main weapon and has much more influence on a fight than the offhand. If you use a two-handed weapon with the forehand, you can hold nothing else in the offhand.
Offhand (left hand) should not be equipped with heavy weapons. You should pick a weapon with high speed and accuracy since they are used for defense. Using a shield in the offhand makes sense . Regarding armor, the only setting that can be made is whether your armor should be worn or not.

Name change
2 weeks after registering you have a one-time option to change the name of your knight.

premium                                  (top)

Premium Account (12,-Euro per year or about 2,-Euro per month)

Requirement: Monthly or yearly account

Premium-settings

12 monthly premium accounts equal one yearly prem.

Premium months can be gifted to other players.
The function is at the bottom of the premium page.  The recipient of the gift gets a message and the premium. The premium is taken from the premium of the giver, the giver's premium months are reduced by this amount.  You can give away all of your premium excepting the last two remaining months.

move                                (top)

move
You move your knight in menu, knight, move.
Click on the page "March Order for knights and armies" under the map on the button "move knight to field (fieldnumber)".

Alternatively you can click on menu, map, the field your knight stands on, in the pop up window on the button "details" to reach the page "March Order for knights and armies".

You can move one field per day. If you own a saddled horse and are on a land field you can move a second field. After choosing your first move, a drop down menu opens where you can select your second field to move to and confirm by clicking on move knight.
If you are in an army, you cannot move. Only counts, army leaders, chancellors and monarchs of your nation can move the army.
If you are ill or participating in a tourney you cannot move.

Moving at sea
At sea you cannot ride and can move only one field per day. You can go from a land field to a sea field using a port. Additionally on every coastal field without port there is a 10 % chance that a fisherboat will pass that will take you out to sea. Effectively this means - either you have the button to move to sea or not, check every day. Eventually you can leave even an island without port this way.
You can move to any adjoining land field from a sea field.

Moving through enemy territory
Before stepping on foreign soil it is best to request travelling permission of the field owner. Otherwise you risk being placed under guard or being imprisoned, if the count is active and sees you. This particularly goes for enemy territory.

Destination points
Destination points are helpful when it comes to finding the shortest way for a long journey. To set an destination point, go to your target field on the map and click "appoint field (fieldnumber) for destination point". Now, the shortest route to your knight will be calculated. Now click your current position. Travel times in days to your destination will be shown for all possible routes now.
The destination point only calculates the distance to your destination, it does not move the knight. You still have to set the daily movement command.

Joining an army

If you stand on the same field as an army of your nation, you can join this army, provided you are not already part of another army.
Go to menu, knight, move and choose the army you want to join. Click on the button "join army (number of army) - (name of army)"

Leaving an army
Chancellors and kings can dismiss knights from the army on the "my nation" page. A knight cannot leave the army on his own, but only be dismissed by the leaders.

Move armies
Armies of the nation can be moved in menu, knight moved by counts, army leader, chancellors and kings, fallback fields can be set and other settings for the army chosen. This is explained in details below in the chapter armies.

Rallying point for the nation
Kings or chancellors are able to set a rallying point for their nation. The according x symbol will appear on the map. This is only for orientation, the knights will still have to make the movement themselves. There is no button to expressly delete a rallying point, if the nation does not want one anymore. But a rallying point set on a sea field will not be displayed, so the symbol can be removed that way.

family                                  (top)

Spouse
In the menu Knight - Family, you can decide, if and who you want to marry. If two knights wish to marry each other at the time the scoring takes place and have entered each other as marriage partners, they will be married. You can see that you are married on your knight page and there will be a dated entry of the marriage in My Nation - History.

Children
You can also decide whether you want to have children in the Knight - Family menu. You can have 4 children. If a knight with children marries a childless knight the couple can have more children, till the second knight has 4 children, too. Adopted children are counted the same way as children of your body, regarding how many children of can beget. But you can adopt additional children any time, even if you already have 8 children.

You do not have to be married to get children, even though the probability is higher if you are.
- Married couples, who both want to have children and are standing on the same shire, will be expecting within about 5 days. With the function "with spouse only" activated both spouses jointly become expecting parents. The child will be shown in the profile of both parents. The spouse is added in the family book as a parent and can be listed in the bloodlines of the heir after prem inheritance.
- married knights, who both want to have children and are NOT standing on the same shire, will get NO children
- married knights, whose spouses don't want to have children, can only get bastards. With the function "with spouse only" deactivated, they will be expectant mothers-to-be within about 15 days or expectant fathers-to-be within about 30 days
- single knights, who want to have children, will be expecting mothers-to-be within about 8 days or expecting fathers-to-be within about 23 days
If the child is male or female is randomly decided.
Expecting mothers-to-be can't fight 4 days before and 2 days after they give birth. But they will get a high condition value and unusually rapid gain of skill from duels in the first 8 days after the birth.
Children become important when your knight dies and wants to bequeath his possessions. If a legitimate child inherits after the death of a knight, the names of the mother and father are shown in the bloodlines. With single parents only the name of the one parent is shown in the bloodlines of an heir. You can see your children, if any, under Knight - Family, Knight - Profile or Nations - History as an event with date.

Adopting children
If you have a premium account which is still valid for at least 60 days, you will be able to adopt a child if you cannot get any the regular way or if your own children do not meet your expectations. When adopting a child, you can choose its gender and age.
So you can in principle create an appropriate heir directly before the death of your knight. The heir must be at least 15 years old to inherit. The heir will be 14 years old when adopted and reach 15 years of age on the following scoring.
Note: Adopting a child will cost you 2 months of premium.

Dying:
Bequeathing possessions upon the death of your knight requires premium accounts.

Bequeathing

INSTANT DEATH:
Bequeathing or Death and of choosing of a successor
To have your old knight instantly dead and to play with a new one you need at least 1 yearly premium and your old knight has to be at least 26 years old.
If both is true you can play with a new knight - but without the properties of the old knight.
If you want to bequeath the properties of your old knight (horses, weapons, silver, fief, homesite) to one of the children, then you need a child who is at least 15 years old (or you adopt one) and you need at least 2 yearly premiums.
It is not important for the yearly premiums to be new ones but it has to be active at the moment. The premium passes to the new knight.

NATURAL DEATH: Bequeathing or Death and of choosing of a successor
If you want to bequeath the properties of your old knight (horses, weapons, silver, fief, homesite) to one of the children, then you need a child which is at least 15 years old (or you adopt one) and you need at least 1 yearly premium.
It is not important for the yearly premium to be a new one but it has to be active at the moment. The premium passes to the new knight.
Children can inherit silver, weapons and horses - but not armor. Just pick one of your children as an heir. The heir can also get the fiefdom for free.
ATTENTION: remember the fief number.
After the death of the knight you must request your fiefdom back from the count of the shire.
The child will be the heir of the parent that dies first. Each parent can make one child his heir so there are two new knights afterwards. The other children become irrelevant.

If you do not have a premium account, you can still enter the name of the knight, who will succeed you in the family settings. The successor does not have to be a child of the old knight. This new knight will inherit a fiefdom level 2. Remember the fief number. After death of the old knight the fiefdom has to be requested back from the count of the field.

For knights, whose players have not chosen a heir at the death of the knight, the system will choose the oldest available child as heir. If no child is available for the system to chose, the system will generate a successor. A successor, who is not a child, will not be a premium heir and will not inherit silver, weapons, etc. In addition the old name is saved, so that the player has the opportunity to discover the new name. (You can still log-on with the old name for a limited time).

After the old knight has died, you have to login to your account with the name of the new knight / heir.

Independently of prem ownership the deceased knight will be enrolled in the hall of ancestors.
The heir will be in the same nation as the old knight.

Attention: You are notified of the approaching death of the old knight approximately 6 weeks before the knight dies on the knight page.
The knight can die at age 45-60.

quests                                  (top)

Initiate new quest
There are five kinds of quests which require different minimum requirements:
- Errand requires specifying a knight to whom the message will be delivered (gain: 1 quest point)
- Duel with a specific knight requires choosing a knight with whom the questing knight has to duel. (gain: 6 quest points).
- Tournament requires picking a tourney in which the knight must participate (gain: 2 quest points).
- Scouting requires picking a field which has to be explored. (gain: 3 quest points)
- Duel on a specific field requires picking a field on which the duel has to be fought. (gain: 4 quest points)

Quests can be specified as desired and by the knight setting the quest, individual messages can be added to the quest.
The quest can be solved by anybody who meets the minimum requirements.
A regular knight can initiate up 2 quests at the same time, counts can initiate up 4, chancellors and kings can initiate up 6.

Participate in a quest
A knight can participate in any quests that show in the Knight - Quest menu.

Only one knight can win it though. If more than one knight solves the quest at the same time, the winner will be randomly chosen.
A quest has to be three days old before it can be successfully solved. The requirements have to be met after those 3 days or later.

Questions about quests
How many quests can one knight receive (noting that the details of the quests must differ)?
3 quests can be set to one knight by different sponsors.

Can you only set one quest for one knight?
Yes.

ranking-list                                  (top)

Content of the ranking-list
The ranking-list can be found by clicking Knight - Ranking-list in the menu. The list contains all knights and their rank which is calculated by some game values. The rank in the ranking list is independent of the game ranks (like count, chancellor, king). The following values are used to calculate total ranking points:
A - Appraisal-points
D - Duel-points
T - Tourney-points
B - Battle-points
Each of these points is calculated as follows:
The knight who has the most points gains 200 points for the column. The other knights get points between 0 and 200 depending on the number of points they have in that column. The highest number of points that can be reached is 800. This is the case if you get the maximum number of possible points in all four categories.
Q - Quest-points are shown in the ranking, but are not factored into the ranking points.
O - opponents beaten in battle, (or damage points amounting to one "life" of 30 VP) are listed, but are not factored into the ranking points

Appraisal-points
You can get appraisal-points from other knights. Every knight can pick 3 knights at the top of the ranking page and give them appraisal points by clicking on the button "set appraisal points". You can give each knight only 1 point and you cannot vote for yourself. The point will be counted after the next scoring. This setting is permanent, the chosen knights will continue to automatically receive your votes every scoring, until you choose a different knight or no knight to give appraisal points to. The the formerly voted knight will loose your vote and the newly voted knight will gain your appraisal points after the next scoring. So you got three choices which you can change at any time.

Duel-points
Duel-points are awarded for won duels with a stake of at least 100 VP.

Tourney-points
Each victory in a tournament will gain you one point. A victory in the final will gain you two points.

Battle-points
If you are part of the army (not only the nation) and have at the end of the battle the most knights left standing on the field of battle, you gain a battle point.

Further conditions for gaining battle points are that the relation of knights on your side of the battle / enemies is not more than 2:1.

- You only gain skill from a battle if you are are hit by more than 10 hitpoints or strike at least 4 blows in the battle (including arrows).
- You gain 1 EP from a battle if you are are hit by more than 10 hitpoints or strike at least 4 blows in the battle (including arrows).
- You gain 1 additional EP from a battle if you are are hit by more than 20 hitpoints or strike at least 10 blows in the battle (including arrows).

Quest-points
You gain quest-points by solving quests.

hall of ancestors                                  (top)

Purpose of the hall of ancestors
All the knights that have died are listed in the hall of ancestors.
The values for this list were taken from the ranking list.

profile                                  (top)

Profile
This is where you introduce yourself to other players. You can change settings by using the change settings button. You can change your account data (email, password), you can insert a picture of your own as an avatar, give more detailed information about yourself, install the graphics pack or change your board signature and personal crest. You can also change the color used for your name in the tavern chat here.

Graphics pack
Please check when the graphic pack was last updated, before you install it. An old version might not work perfectly with a new browser.
In your profile settings you can choose to install a graphics pack. This is an useful option, for those without broadband internet, for whom the loading of pictures otherwise takes a long time. By installing the graphics pack, the game will load all graphics from your hdd instead of the server. This will lead to a faster loading of the page. The full map can only be seen by using the graphics pack. Without graphics pack, you will only be able to see a monochrome picture. Further instructions for installing the graphics pack can be found here.

event report                                  (top)

Users with a premium account can see the most important events of the last day here. For example details of the income of your knight are recorded and the battle reports of battles your knight took place in are filtered to show only the actions of your knight in the battle.


prentice                                 (top)

The prentice (optionally male or female) acts as helper / squire / amor bearer for the knight. The prentice increases the values of the knight's everyday training in the categories Healer (increases vitality), Smith (reduces repair costs for weapons), Teacher (increases technique), Trainer (increases strength). Same as with the daily task for the knight, a daily task also needs to be chosen for the prentice.

Depending on the training level of the prentice you get:
As with the knight the values also sink again. The prentice will never become perfect in all qualities.

Prem users can choose under Prem settings from 5 regionally differently dressed prentices.

fitting room                                 (top)

In menu, knight, fitting room you can try on the equipment and clothes available in trade. Purely decorative extras, such as hair, clothes and horse colors are premium settings that are only available to premium owners on other pages.

fight/weapons                                  (top)

Duels Tournaments Street-Brawl
Duel-List Battles / Armies  

duel                                  (top)


Duel

The purpose of duels is to make a knight into a well trained fighter. You can win skill, experience and silver in duels. A duel is possible every second day, interchanging duels and restdays after a duel.

To duel a knight needs a weapon. It is sufficient, if you own a weapon in your armory, you do not have to wear the weapon. Fisticuffs are possible.

Are regular duels truly so important?

Yes! Most emphatically, yes! There are many different ways to optimize your knight, such as strength and technique training. But the greatest differences in the effectiveness of a knight will always be in the knight's skill levels. And a knight's skill largely depends on his duelling habits. How successful your knight and your nation will be in combat largely depends on training. If you only have 80 % skill with your weapon, you only fight with 80 % of the stats of your knight. Even if you have excellent values for technique and strength - a knight with 100 % skill will have the advantage. Therefore it is the premier duty of a knight to duel regularly, to gain high skill and to maintain high skill. Try never to miss a duel.

Challenging knights is possible, if opponents are listed in the fight - duel menu.

The list of opponents available for a duel challenge is automatically filtered by the following criteria:

knights, who do not have a restday after a duel
knights standing on the same field
knights standing on the neighboring field, if the challenger stands on a land field.

If you stand on a sea field you can only challenge knights standing on the same field - but you can be challenged by knights standing on adjoining coastal fields.

You can challenge up to three knights (the chance of your challenge being accepted is higher, if you challenge 3 knights) and choose your fighting style (aggressive, offensive, defensive). Optionally you can stake up to 5 silvercoins on the outcome of the duel. Next confirm the challenge.
A new window opens, where you are asked to choose how many VP you want to stake against each opponent. One of the challenged knights will now have to accept your challenge. You only duel with one knight - the one who first accepts your challenge. You can withdraw your challenge at any time before it is accepted. While your challenges are active, you cannot be challenged by other knights.

You will gain silver for duelling, the amount is dependent on how many VP you staked:
Stake of VP............40.......70......100........130..........160............190
Silver for winner:....3.........4..........5............6..............7...............8
Silver for Loser:......2.........3..........4............5..............6...............7
Therefore, duels with a higher stake of VP are more attractive.


You gain experience points (EXP) for duelling:

Depending on how many VP you staked, how many VP you lost in the duel plus 1 EXP for the duel-winner.

You gain EXP in a duel for the VP you stake:

for a VP stake of 10-30 VP minus 1 EXP
for a VP stake of 40-90 VP 0 EXP
for a VP stake of 100-150 VP 1 EXP
for a VP stake of 160-200 VP 2 EXP

For VP lost looser of the duel

0-29 VP lost 0 EXP
30-59 VP lost 1 EXP
60-89 VP lost 2 EXP
90-119 VP lost 3 EXP
120-149 VP lost 4 EXP
150-179 VP lost 5 EXP
180-200 VP lost 6 EXP

For VP lost winner of the duel

0-14 VP lost 0 EXP
15-44 VP lost 1 EXP
45-74 VP lost 2 EXP
75-104 VP lost 3 EXP
105-134 VP lost 4 EXP
135-164 VP lost 5 EXP
165-194 VP lost 6 EXP

Plus 1 EXP for the duel winner.

Simply put - you receive maximum experience for high VP stakes duels, where you lose a lot of vitality.

Your skill also rises more quickly, if you lose a lot of vitality in the duel. You gain skill more slowly as you near the maximum possible 100 %.

Once you have 500 EXP you neither gain nor lose EXP anymore.

Beginners can gain skill particularly rapidly, if they duel with two same weapons, e.g. two knives. But that is only sensible till the stage, when a onehanded fighter has enough silver for the first shield and a twohanded fighter has enough silver for the first twohanded weapon.

Training strategies: New knights, who duel for too low VP stakes can acquire a negative experience balance. Therefore it is strongly recommended for young knights to duel for a minimum stake of 40 VP. Duelling for 10 VP won't become a good strategy, until a knight has reached 500 EXP. Since at that stage the EXP level is static, they can maintain their skill with 10 VP duels and optimize other stats.

Experience points are a longterm investment. In best case it will take a year, till you have reached the maximum. But this also means that if you have optimized your training you will have gained a great advantage over knights, who have not reached this experience level. The 500 EXP knight can afford losing very few VP in a duel and can concentrate fully on training strength and technique. This can be a great advantage at an advanced playing level.

Choosing the opponent:
You will find the names of all knights available to be challenged by you by clicking on fight - duel.
LV - date of the knights "last visit" - the closer that date is to today, the more active is that knight. Chances of your challenge being accepted are higher, if you only challenge active knights, who were online within the last day.
E - "Experience" - 100 more or less does not make a big difference.
VP - The opponent's vitality points.

If a knight with "AUTOMATIC" appears in the duelling list, this means the knight has activated automatic acceptance of duels for the VP stakes listed after "AUTOMATIC". Your duel challenge will be automatically accepted at the scoring, even if the challenged knight is offline. A prerequisite for automatic duel acceptance is however that you do not challenge your opponent for a higher stake than his available vitality minus 30, so that your opponent will not accidentally fall ill.

"My duelling partner is much stronger than I am / I do not win a single duel."

That is perfectly normal in the beginning, nothing wrong with it. Gaining experience and skill quickly is the most important goal in the beginning - and only possible by losing vitality points. While the winner does gain an extra experience point, the highest number of experience points that can be gained by losing many vitality points. So it does not matter if you only win one duel in ten or less. Later, when you have experience and top skill you can start optimizing your other combat values. You can only achieve 100 % skill from duels, by losing a lot of vitality in 100 VP duels. If you always lose few VP, you can gain at best 90 % skill from duels and much slower.

Challenged offers you the opportunity of accepting or rejecting a challenge. Accept the challenge by choosing your fighting style and confirming the settings. The duel will be fought at the next scoring.

After the duel the knight has a rest-day. The resting knight cannot be challenged or challenge other knights.

Comparison of knights is a visual comparison of your own knight with other knights regarding weapons and armor. (This option is only available for premium account owners.)

You can view duels as a regular fight report or as an animation. The animation can only be watched by players who have a premium account.
In the animation of the duel you will see 2 knights. As soon as you click the start button you can watch the animation of the fight report. The challenger is the blue knight and the challenged knight is brown in the animation.


Show fight

Show fights are special duels. If a shire offers a show fight, a knight has a chance to earn extra silver by winning the show fight.

Arranging a show fight:

A count can call a show fight on his shire and offer a reward of at least 5 silvercoins.Show fights can be arranged in the property - shire menu. The prize money needs to be available in the chest of the shire (see menu - my nation, whether the shire has money, minimum required silver in the shire chest 10 silvercoins).

You can see show fights on the map (black tent = show fight offered, white tent = show fight challenge was accepted.

Requirements for a show fight:

- Duel with a stake of at least 100 VP
- At least one duelling knight must be from another nation
- The challenger must stand on the shire where the show-fight was called
- The challenge to the duel must be issued after the show-fight was called by the count
- The duel challenge must be accepted
- As soon as a 100 VP show-fight challenge is accepted, the tent on the map turns white. Any challenges for 100 VP duels accepted at a later date on this shire are not show-fights, but only normal duels.

Benefits:
The Winner gets prize-silver. The shire gets the following improvements:

Day 1: +15 silver if farming is built, +15 silver if animal husbandry is built, big improvements of the fighting stats of peasants and militia.
Day 2: +10 silver if farming is built, +10 silver if animal husbandry is built, medium improvement of the fighting stats of the peasants and militia.
Day 3: +5 silver if farming is built, +5 silver if animal husbandry is built, small improvement of the fighting stats of the peasants and militias.
If a battle is fought while show fight benefits are active, the show fight is listed in the battle report as show fight factor 1 or 2 or 3.

Show fight benefits are reduced, if the show fight is not fought within 3 days of being called as follows
fought 1-3 days after being called: Full benefits
fought 3-6 days after being called: decrease of benefits by 1/3
fought 6-9 days after being called: decrease of benefits by 2/3

After 9 days, show fights do not bring any advantages any more. After a show fight is called, it remains active till fought. The count cannot arrange a new show fight for 9 days after calling the first one, nor while a show-fight is still active on the shire.


duel-list                                  (top)

The duel-list is separated into the following parts:

tourneys                                  (top)

Holding a tourney:
A count can arrange a tourney. All tourney admittance fees are collected in the chest of the shire and from there go to the nation. Knights have to pay the admittance fee for every discipline they participate in. There must be enough silver in the chest of the shire to cover the prize-monies for the winners.

The following disciplines disciplines can be fought in a tourney:  Requirements for participation in a tourney
If no weapon is chosen, the default weapon will be sword and shield.
While entered in a tourney, you cannot move to another field or join an army. If you belong to the host nation, you automatically help defend the shire, if it is attacked.

The minimum number of participants for a tourney-duel and tourney melee is 8 entered knights, for a tjost 6 entered knights. If fewer knights have entered themselves the tourney does not take place.
If the count, who called the tourney, made an error in the specifications, the tourney can be cancelled by the count till 2 days before start of the tourney, provided no knights have entered the tourney yet.

Skill gains from a tourney
In a melee only 30 VP are used, but the knight gains extra high skill as for a 60 VP stake. Tourney duel: only 30 VP are staked in truth, but a virtual stake of 60 VP is displayed and the knight gains skill as for a 60 VP duel.
Tourney-duel pairings and tjost pairings are newly paired by random system choice each round.

battles                                  (top)

Battles are separated into the following parts in the menu fight - battle:

Raw materials for Armies:

Before battles army leaders can define the use of raw materials in the army baggage for the army to increase the combat power of the army.

Raw material Combat Power Mood Hit Points Armor Points
Fish +1%


Crop +1%


Stock
+1%


Cannabis +1% +15

Honey +2% +5

Wine +1.5% +10

Ore

+0.5

+1  when both ore and coal are used

Coal

+0.5
Salmon +3%


Silver
+20

Hides


+1
Incense
+2.5% +5

The effect of SRM is dependent on the size of a nation. In large nations SRM have less effect than in small nations. 
Up to 10 knights - 100 % effect.
Between 11 and 60 knights - the effect of SRM is between 100 % and 50 %, inversely proportional to the number of Knights in excess of 10.
From 61 knights upwards the effect of SRM is 50 % of the full effectiveness.

The mood of an army is not limited to 100 %. Starting with good mood for the army and using all mood improving SRM you can achieve a mood higher than 100 % during battle and this has a positive effect on the battle outcome.
2.5 points mood have approximately the same effect as 1 point combat power in battle.

If an army carries fish, crop, stock each knight in the army consumes 1 unit of each of these foods per day, independently of whether these materials are activated or deactivated.

In battle each knight in the army consumes an additional unit of the raw materials and special raw materials chosen for the battle. 

So in a battle each knight consumes 2 fish, crop, stock, if these are active.

Protectors do not consume any materials.
 
To transfer raw materials to an army, the count of the shire the army is standing on has to transfer the materials to the army, via menu, property, shire or the army has to be supplied by a storehouse cart of the nation standing on the same field, managed by the count owning the storehouse.
Armies can only carry a limited amount of raw materials.

Fish 50
Crop 50
Stock 50
Wood 5
Stone 3
Special raw materials: test the current limit per knight.

Non-transportable materials just drop off the army at the scoring and vanish. If a knight is dismissed from the army no longer transportable materials also disappear into thin air.

Battles
Each battle consists of three phases.

1. Long-range combat:

Knights/Guards and defenders use their long-range weapons.
The number of shots a long-range weapon can fire in battle is differentiated as follows:

The actual number of hits is dependent on skill with the longrange weapon.

Any enemy can be hit. A shield-bonus can block 50% of the arrows. Everybody who uses a long-range weapons does not get a shield bonus.
A knight can lose far more than the staked 30 VP in battle through hits by arrows or lances.

Long-range weapons will not be used if you are on horseback.

Also you can only use regular bows if you are wearing no more than 12 armor points.
The long-range weapons throwing axe, javelin can be used with up to 16 armor points
cross-bow can be used with up to 20 armor points.

If you are under this armor limit, own a horse AND have a longrange weapon activated on land longrange combat has priority before riding your horse into battle and the horse is not used.


2. Short-range combat:

Knights without long-range weapons (or mounted knights or knights with too many armor points for the long-range combat) attack each other. If one side has long-distance fighters only, this phase is skipped.

The lance is a special feature of short-range combat. The lance can be used by anyone who can afford the purchase price. The lance is only used for the first blow in short-range combat. So if one has activated a long-distance weapon and participates in longrange combat the lance is not used. The lance is completely destroyed when used, even if one does not hit anyone, but instead only gets hit.
If at least one of the opponents in battle has a horse the number of hitpoints is doubled.
Protectors don't get a lance. The lance must be activated in knight battle configuration. If the lance is used this is noted in the battle report.
The lance has it's own weapon slot - it is a new type of weapon.
The skill of battle lance and tourney lance is shared.

As for other weapons, lance skill drops, if the lance is not used. While for other weapons skill can drop to 45 % (exception dungeon), for the lance once 60 % skill is reached skill cannot drop under 60 %.


3. Battle:

All surviving knights fight each other until one side is out of knights.

The calculation of combat values for battles is similar to that of duels. For armor the average armor points of all armor are calculated (all armor points added, divided by 4 and rounded).
Horses give a bonus to the combat value, depending on the stats of the horse.

Two handed fighter get a bonus against mounted knights - but cannot themselves use horses. The two-hander bonus against mounted knights is 100 % increase on the off and def values. There is no bonus on the hitpoints.
Long-range-fighters cannot use their horse in battle. (If you want to be a long-term long-range fighter a two-handed weapon might therefore be a good combination, since you will then get the bonus against mounted knights.)

So 3 types of equipment are particularly advantageous for battles:


Battles at sea
Battles at sea follow the same principles as battles on land, with the following differences:


Free Armies

Free knights have no fiefdom and do not get pay from any nation (unless they are in a free army). If they own more than 200 silvercoins, they are in danger of getting robbed.

To form a free army there have to be at least 5 free knights on one field. All of these knights have to enable the I want to embattle an army option in My Nation. The 2 knights with the most experience lead the army and can change the diplomacy settings. The diplomacy settings can only be changed for the nations next to the field the free army stands on. They revert back to the free knight default setting friendly after the next scoring. 

Free knights do not have protectors.

The mood of a free army rises by 2 % per day. In battle it sinks or rises same as for other nations.

Knights in free armies receive pay at each scoring:

Looted silver is equally shared between all knights of the free army.
Looted silver from the treasury chests of other nation's armies is not part of the spoils. It just disappears.

After leaving a nation, you cannot to join a free army for 4 days.
If a free army is disbanded, the knights, who were part of that army cannot form a new army for 4 days, nor join any other army for 4 days.
Free armies cannot be formed at sea or on enemy shires. 

Forming free armies
Free armies can be formed on free fields.
Free armies cannot be formed on seafields or castles.
Free armies cannot be formed on enemy shires.
Free armies can be formed on friendly shires, if the diplomacy towards the free is set to ally or brother.


Embattle an army

Armies can only be embattled (formed) by counts, kings or chancellors. Counts can do this on their shire - if they are standing on their shire, kings and chancellors on the nations castle - it does not matter where they are standing.
Each army has to consist of at least 3 knights. Otherwise it will immediately be disbanded. To embattle an army, click My Nation You will find a list of all available knights under Embattle new Army. Enable the checkbox behind each knight you want to have in your army, optionally choose a name for the army and click Embattle new Army.
Counts have to be standing on their own shire to embattle an army there.


Disband armies

An army can be disbanded by a king or a chancellor. This can be done in the My Nation menu via the button "release" army. An army will automatically be disbanded, if it is defeated twice in a row (without an independent move between the defeats) or if no fallback field can be set because the army is surrounded by fields that are occupied by an enemy.

The following things cause an army to disband: 

If one's army is disbanded

Fallback fields

Fallback fields can be set in case of a defeat. If this is not done, the army will be disbanded if it is defeated.
Fallback fields can only be set by those who can move the army (counts and army leaders- who are in the army, kings, chancellors, if they stand on the same field as the army). Fallback fields are set in menu - knight move. Orders given by a high-ranking title to the army can only be changed by a knight who has at least the same or a higher rank.

Fields owned by nations, who have the your nation on "fight" diplomatically, cannot be chosen as fallback fields. Fields owned by nations, who have set your nation to "no fight" diplomatically, can be chosen as fallback fields, even if your own nation has set the field owner on "fight" diplomatically.

Leading army

An army can accompany an allied army and adopt orders from that army. Movements and fallback fields are adopted - which can be risky, if the leader of the other army makes a mistake. These settings can be adopted by the same knights who can make other army movements. The settings of the leading army will not be adopted, if the diplomacy settings to the nation of the leading army are changed to less than friendly diplomacy. 

Leading army strings or circles (army A is lead by army B, army B is lead by army C, army C is lead by army A) might cause errors. Therefore it is safer to set army A leads army B and army A leads army C.

Adopt diplomacy to field owner

An army lead by an allied army can adopt the diplomacy of the allies towards the field owning nation. Diplomacy settings - including diplomacy settings by "adopt diplomacy to field owner" are always set for the whole nation, not merely one army. Note: This effects, who you want to fight. However, if the nation who's field you stand on has you on "fight" there will be a battle, no matter what your own diplomacy is or is changed to.

Moving armies

Armies can be moved by the following knights:

command hierarchy: king - chancellor - army leader - count
Orders given by a knight of a higher rank cannot be canceled.
Army leaders and counts are of equal rank in this command hierarchy and can countermand each others orders.

Knights authorized to move armies can do so via menu - knight - move. All fields the army can move to are listed there as clickable buttons "move army number xy (army name) to field number xy". You can also call up the movement page via menu, map, click on the shire where the army stands, click on the button "details" in the window that opens. The two different routes both lead to the page "March Order for knights and armies", where moves can be set.

Exceptions are made for free armies, which are moved by the two most experienced knights in that army.

Armies defending a field can move in the same scoring they won the battle. Attackers, who win a battle, have no option to move that scoring and remain on the shire they conquered that scoring by default.


Landing and embarking armies on coasts

Armies can land on coasts from sea fields. The ship will wait at the coast for five days. This is enough time to land, fight, move to another field, fight again and get back to the ship in time.

If the army is late and misses their boat the army can only independently return to sea via a friendly port.
There is always a risk in landing on enemy coasts, because you cannot set a fallback field to sea, nor elsewhere, if you land at an enemy coast and there are only enemy fields. If there are free fields or friendly fields you can set a fallback field there.

From day 2 after landing on an enemy field the sea can be set as a fallback field,
if the field is now in your possession and
if the army that originally landed remains intact (other armies can set this army as a leading army to move to sea) and
if 5 days have not yet passed since landing.

If you land on a friendly coast, you can set a fallback field to sea, even if you fight a battle immediately after landing.
Also if you fight on a field with a friendly port, you can set a fallback field to sea any time.

Armies can also travel in allied boats. This can be done by using the Leading army option. The leading and the following army have to be standing on the same field. Harbors of allied nations can be used.


Moving on the same field as an enemy army

If two or more non-allied armies move from neighbouring fields at the same scoring and each try to move onto the field previously occupied by the other army, then chance decides who can move. Only one army can move. So on this border an army movement only takes place in one direction. This way two enemy armies are prevented from passing by each other, without engaging in battle.


Blocking armies

Attackers can be barred from moving to a certain field by the owners of that field.
From the viewpoint of the attacker the situation is the following:
(important are only the borders to the fields connected to the attacker's field!)
This is necessary to enable the defender to protect his territory, without numerously splitting his armies to protect all fields.

                
Only armies of the fieldowners can block a field. Allied armies, who do not own this field, cannot block.
If a blocking army is newly formed on a field, after an enemy army has already set a move to this field, the block does not work.

Looting


After a battle, the winning army will loot the conquered shire. The loot is calculated as follows:
If a shire is conquered the raw materials lying on the shire are looted by the army. If the army loots more raw materials than it can carry, the surplus raw materials in the army vanish at the next scoring.
In addition the treasury chest of the shire is looted. The loot is divided between the treasury chest of one's nation and the knights of the winning army. If a free army loots, all spoils are divided amongst the knights.
Furthermore, the fiefdoms on that shire will be looted. Every building on a fiefdom will increase the loot by 1 silver for each building on that fief. The whole loot is shared between all knights of the conquering army.
For core shire a special set of rules applies regarding looting, see chapter core shires.


Protectors

Kings and counts can have their own protectors who accompany the king and counts into battle. The king has two protectors counts have one protector.

The standard battle stats of protectors (VP, off, def) are 40 % of those of the count. With 12 VP.
If militia is built on the shire 60 % of the count, with 15 VP.
If e-militia is built 80 % of the count, with 18 VP.


Costs for armies

Armies cause costs.
The farther an army moves away from the nation's castle, the higher are the costs for that army. The formula which is used to calculate these costs has a quadratic element. (The costs rise faster and faster the further you get away from your castle.)
Note: In this calculation, the shortest way possible is calculated, the same as for the move of a single knight. If the path leads over sea fields, only allied ports are considered. The path has to be accessible in both directions. This leads to immensely high costs on islands if there is no usable port. The costs can also explode if the army moves from a land field to a sea field with no allied harbor close to them. Knights that were released from the army are calculated as members of the army for another 10 days.


Skill / experience / battle points

You only gain skill in a battle, if you are hit by more than 10 points OR if you have struck at least 4 blows (including arrows).
You gain 1 EXP, if you are hit by more than 10 points OR if you have struck at least 4 blows (including arrows).
You gain a second EXP, if you are hit by more than 20 points OR if you have struck at least 10 blows (including arrows).
You only gain battle points, if the numerical relation of knights of your army / enemy army is over 2:1.


Joining an army

If you stand on the same field as an army of your nation, you can join this army. Provided you are not already part of another army.
Go to the map and choose the army you want to join. Alternatively you can join an army in menu, knight, move.

Leaving an army
Chancellors and kings can dismiss knights from the army on the "my nation" page. A knight cannot leave the army on his own, but only be dismissed by the leaders.

Battle participation of knights, who are not in an army
Knights, who are not in an army, participate in battle, if they belong to the field-owning nation.
Knights outside armies only have 80 % of their usual strength in battle.


Mood of the army

If an army loses a battle the mood of the army drops. In the next battle the combat values are therefore worse. The mood of the army rises daily, till the former good mood is regained. If however the army loses another battle, the mood drops further.
The mood of an army also drops a bit, if it wins a battle with more than 1.3:1 odds in it's favor (NPC battle participants are counted). The loss of mood for winning with too high numbers increases, the highter the odds in favor of the victor are up to: If the odds are 3:1 or higher for the victor there is no loss of mood in order to prevent tiny armies from deliberately ruining the mood of their opponents. 
In the worst case - mood 0 % - the knights only have 60 % of their normal fighting strength.
Each knight has an individual mood value, but only the average mood of the whole army is visible for the army leaders on the my nation page. The increase of the mood is dependent on the distance to one's castle field. If you are far away from your nation's castle the mood drops daily, instead of rising daily. If you stand on your castle field you gain 2 moodpoints daily.

street-brawl                                  (top)

Order of activities in a street-brawl

One knight opens a brawl. Another knight joins and accepts the challenge. It is more fun if both knights are online at this time and can watch the street-brawl.
Note: Only the knight who created the brawl can start the duel.
After clicking the start duel button, the brawl is started. From this point of time, the duel takes place live.
You can change your fighting style and tactics, particularly which body part you aim for, at any time during the brawl.

Every knight can watch a street-brawl.
Only knights who own a premium account can fight in a street-brawl.
Half an hour before the scoring takes place till half an hour after scoring street brawls are blocked, so they will not be interrupted by the scoring.

property                                  (top)

Fiefdom Armory Stable

fiefdom                                  (top)

The fief

The fiefdom is a piece of land which the knight receives from his liege-lord. It does not become the knight's permanent property though, but is only held in stewardship. There are 10 fiefdoms on each shire. The fiefdoms are distributed by the count of that shire. The knight earns silver from the fiefdom which is taxed. Fiefdoms can be sold from day 40 of ownership. Each knight can only get one fiefdom.


Getting a fiefdom

Fiefdoms are granted by the count of the shire the fiefdom is located on. The king is the count of the castle field. Every knight, count, chancellor and king can have a fiefdom. To get a fiefdom, you have to request a fiefdom from the owner of the shire (property - fiefdom). Fiefdoms marked as "instantly upgradable" by the system will be automatically immediately granted to you by the system by order of the count of the field. For all other fiefdoms you have to wait till the count comes online and grants you your fiefdom.
Fiefdoms on core shires have special protections in case of conquest, but also a few disadvantages.
There are undeveloped fiefdoms and developed fiefdoms, that have been abandoned by their former owners. Developed fiefdoms have to be bought. The price is displayed in the overview.

You should think about the location of your fiefdom carefully since fiefdoms close to borders are more likely to be conquered.
Best ask your nation for advice on where to get your fiefdom, since they will best be able to tell you which fiefdom is ideally located for you and for your nation. If your nation has no advice for you make your own choice.


Cultivating a fiefdom

Once you got a fiefdom, you can develop it in the property - fiefdom menu. This costs silver, but increases your income. At the beginning, upgrading your fief takes a while and you will have to be patient. But your patience will pay back in silver.

There is a variety of different building paths for fiefdoms to choose from. This is one example:


Development levels of a fiefdom

There are several levels of development. Each level has its own possibilities of individually building your fiefdom. Some are needed to reach the next level. For the first 4 levels all buildings can be built. From level 5, the fiefdom has to choose a specialization

Depending on the level of development, titles will be awarded.
Level 1 = Landlord
Level 2 = Junker
Level 3 = Squire
Level 4 = Baron


5 Specializations

Once you have completed level 4, you have to choose a specialization. You can only choose ONE, so think carefully. Each specialization has its advantages and disadvantages regarding silver, production of materials, protection from catastrophes and building time, etc..

Specialization Revenue Positive effect
to Disasters
Building time Gain of raw materials
Handcraft 5 silver
27 3
Trade 6 silver
31

Farming 5 silver 2 36 4
Military 6 silver 2
27
Crime 5 silver 4
39

Every fiefdom produces a certain amount of fish, crop, stock, stone and wood. The amount of materials depends on the buildings on the fief.

The fiefdom specializations should be evenly distributed on every shire to get as many inhabitants as possible on that shire. An overview of all specializations on that shire are displayed on the shire page (property - shire).

Once you have completed the specialized buildings, your fiefdom can receive town privileges. This will offer further possibilities of expanding your fief.

After fiefdom level 6 is completed you have the option to build 8 further buildings in level 7. These developments are totally optional, offer mainly optical improvements and do not generate silver. Every development increases the number of inhabitants by + 20. 10 for your fiefdom and 10 free inhabitants for the shire. This can benefit other fiefdom owners, if your shire suffers from inhabitant underpopulation.
The new inhabitants consume food. To help feed the new inhabitants 3 of the level 7 buildings produce food.


Income from the fiefdom

While the scoring is taking place, the income from your fief is calculated. All earnings and costs are considered and taxes are deducted. It does not matter the income calculation, if a building that was needed to develop a specific income generating building was later torn down or destroyed. What is important, is that there are enough inhabitants on the fiefdom (at least 10 per building). Otherwise you will not get full silver from your fiefdom.
The distribution of inhabitants (10 per building) is calculated from the first building. If there are not enough inhabitants for a building, this building does not generate any silver. To get full income, there have to be enough inhabitants on your fiefdom and on the shire.


Taxes

You will only get full taxes for a shire (max. 5 silvercoins), if there are at most 2 fiefdoms on it. As soon as a third fiefdom is granted, a part of the tax will disappear. For fiefdom 1-2 on the shire the nation received 100 % taxes, for fiefdom 3-4 80 % taxes, for fiefdom 5-6 60 % taxes, etc.

The nation gets land tax of 2 silvercoins for every fiefdom, which is generated by the engine and does not have to be paid by the fiefdom owner. This is also affected by tax wastage, if there are more than 2 fiefdoms.


Inhabitants of the fiefdom

Every shire has inhabitants. They are shared between the fiefdoms on that shire. Every new building draws 10 inhabitants to a fiefdom, as long as there are inhabitants left on the shire, who do not live in other fiefdoms already. There can not be a increase or decrease of more than 10 inhabitants per scoring. The people on the fiefdom will consume food which has to be provided by the fiefdom. 25 people consume 1 unit of food each scoring. If there is not enough food available, inhabitants will leave the fiefdom. Buildings, for which there are no inhabitants, generate no income for the fiefdom owner, until new inhabitants come to the fiefdom and / or the shire.

The number of inhabitants on a shire can be increased by building those buildings that increase the population, e. g. watch, healer. The level 5 fiefdom specializations should be evenly distributed on the shire, a maximum of two same specializations increases the population of the shire the most. If more than 2 same level 5 specializations are built on the same shire, this level 5 building does not gain additional inhabitants for the shire.


Disasters on fiefdoms

If a disaster (storm, fire, pestilence, looting armies) hits the shire, this will also affect the fiefdoms on the shire and buildings can be destroyed.
The affected fiefdoms will be chosen at random. One building per level will be destroyed (it is also possible that no buildings of the fiefdom will be destroyed). Level 1 buildings will not be destroyed. Some buildings offer protection against disasters. The healer can help against pestilence, the wall against bandits.


Loss of fiefdom

For non-core-shires: If the shire is lost due to war, the fiefdoms on the shire will be lost, too - but if the shire is later reconquered the knights can get their fiefdoms, as who's former owners they are recognized, back for free.
Note: You must remember your fiefdom number. It is displayed in the first line of property - fiefdom. If a fiefdom is conquered and lost you receive an automatic message which contains your fiefdom number and the field on which the fiefdom was located.
Special rules for core-shires are explained in that chapter.

Protection of fiefdoms after loss by conquest

If a shire is lost in war, up to 3 days after the conquest fiefdom owners can move their fiefdoms off that shire. They can even move fiefdoms that would otherwise fall under the barrier 40 days ownership before movement.

Request moving of the fief

It is possible to request moving of the fiefdom to another shire of your nation. The count will receive a message and has to grant the request. The count will have to choose which of the empty fiefdoms on his shire (no matter whether they have buildings on them or not) will be flattened to make room for the new fiefdom.

Moving your fiefdom can destroy some buildings of the fiefdom, there is a 10 % chance for each building that it will be destroyed in the move. The moving fiefdom must have at least 90 % of the number of buildings as the target fiefdom, where it will be moved.
50 % of the raw materials on the fiefdom are lost in the move, only 50 % of the inhabitants move with the fief, the rest trickle back 10 per scoring.
Fiefdom carts do not move, if the fiefdom is moved, the fiefdom owner gets a new set of trade carts. Trade carts of the old fiefdom and their contents are lost to the fiefdom owner.

A newly acquired fiefdom or newly moved fiefdom cannot be moved for 40 days, to prevent conquerors from emptying the fiefdoms of a conquered shire, before the former owners have a chance to get the shire back.


Sell fiefdom

It is possible to sell your fiefdom for 50 % of the purchase price of the buildings on the fiefdom. This enables you to change nations with enough silver in your possession to buy or build a new fiefdom in your new nation. After a new fiefdom has been bought it cannot be sold for 40 days.
Newly bought, newly built, newly moved fiefdoms have a 40 day sales block.

If a knight accidentally acquires a wrong fiefdom, the fiefdom can be abandoned a few days after acquiring it.


Special functions you can activate in your fiefdom

Listed is the name, the daily costs, if you activate the function and the benefits. You can activate these functions after completing the development of all buildings listed before this function.

Note: The mastersmith does not work for a tourney.

armory                                  (top)

Weapons and shields

Sell - The weapon is sold for the indicated price. This price amounts 50% of the original purchase price. The sales - price will be reduced if repairs are necessary
Repair - If the weapon is damaged, it can be repaired for the indicated costs. Forges built on shires reduce the repair costs by 50%. For weapons the repair costs are dependent on the material (durability), length of the weapon (short beginners weapons are cheap to repair) and purchase price.

Add weapon to arsenal - You can carry a maximum of 4 close-range weapons with you (shields count as weapons). Owners of a premium account can add weapons to their arsenal on their fiefdom. If the knight is standing on the shire his fiefdom is on, a button to use this function will appear.

Attach weapons -You can decide which of the weapons you own you want to use by attaching it in the knight menu. The right hand is your forehand. You should carry your primary weapon here since this hand has the biggest effect on fights. Weapons skill in a fight is calculated 2/3 times fore-hand skill plus 1/3 times off-hand skill.

Heavy weapons are not useful for the offhand. You should put a weapon with a high speed and accuracy or a shield here. If you do not attach any weapon, you will fight with your fists only. Once you attached your weapon, your knight's graphic will also carry the weapon.


Armor

Sell - The armor is sold for the indicated price. This price amounts 33% of the original buying price. The sales - price will be reduced if repairs are necessary.
Repair - If the armor is damaged it can be repaired for the indicated costs. Forges reduce the repair costs by 50%.
For armor the repair costs are dependent on the purchase price of the armor - the more expensive the armor, the higher the repair costs.
Repair-costs = purchase price of the piece of armor*(100-condition of armor)/400
If armor reaches a state of repair of zero it is totally destroyed, cannot be repaired anymore and disappears.
The repair costs of armor is halved on forge fields.

Add to arsenal - You can carry a maximum of 1 piece of armor per body-part with you (shields count as weapons). Owners of a premium account can add armor to their arsenal on their fiefdom. If the knight is standing on the shire his fiefdom is on, a button to use this function will appear in menu, property, armory.

Attach armor - Attaching an armor is done the same way as attaching a weapon. It can be done in the knight menu.

stable                                  (top)


You can see your horses in the property - stable menu. A limited number of horses has room in the stable. If a horse does not have a name yet, you can name it here. Your horses can be sold for the indicated price. They are then available in horse trade again.

Saddle horse - If you want to ride your horse, it has to be saddled. To do that, click the saddle button in the stable.

Advantages

Training - You can train your horse by riding it in battles and joust competitions. Normal duels do not have an effect on the horse stats. A saddled horse is automatically trained a bit each day.


Horse Breeding

Horse Breeding  Horse breeding is possible for knights who have a fiefdom, where horse breeding has been built. Knights who own mares can breed the mares to any stallion of the same species they own themselves, or that is owned by another knight standing on the same field who has granted an allowance to breed to other knights for the stallion. 
A mare that was bred by a stallion is in foal for 24 days. If the owner does not want to raise the foal, it can be slaughtered after being foaled. Otherwise a foal is raised over 48 days, till it is full grown and can be used as other horses. Raising the foal causes daily costs, which are approximately equal to the sales price of the horse the foal grows into.
Once a foal is grown there are 2 options. Sell the horse or break in the horse. If you sell the horse you get silver approximately equal to the costs of raising the foal. Breaking in the horse is the precondition for being able to saddle the horse. Breaking in the horse costs silver. Approximately equal to the price difference to buying the horse in horse trade. The sales price is 40 % of purchase price for a horse.
Stallion foals can be gelded and are then geldings. Geldings have approximately a 25 % higher life expectancy and can gain about 25 % more experience than stallions and mares, but cannot be bred. Geldings only cost 80 % as much as equally strong stallions or mares.
Pure bred horses are the same race as their parents. Cross breeds are mixtures of different races. The values of the foal are dependent on the values of the parent animals. Different animal species like reindeer and dromedary can be bred only within their species.


storehouse                                  (top)

If a storehouse has been built on a shire, the count of the shire can store raw materials here, up to the storage limit. The materials can be put into storage or taken out of storage as needed.

Attached to the storehouse there are 3 shire trade carts. The shire trade carts can be loaded from the granary they belong to. The shire trade carts are moved manually 1 field per day by the count of the store house. 
The materials in the cart can be given to armies of the nation standing on the same shire as the trade cart. Armies can give raw materials from the army to a shire trade cart of the nation standing on the same field. (Anyone authorized to move an army has this option in the knight, move menu). If a shire trade cart and an army of the nation stand on the same field the trade cart can set the army as a leading army. The cart then follows the army, wherever it goes.
Shire trade carts can unload materials onto fields of the nation.
If a shire is conquered store houses are destroyed (50 silvercoins plundering silver), the carts disappear. 30 % of the materials from the destroyed storehouse go to the winning army, 30 % drop onto the shire, the rest disappears.
If a core shire is conquered - nothing happens to the storehouses and carts.
Only the count of the storehouse can view the contents of the storehouse directly.
Counts owning storehouses on special raw material fields have a pre-option every day to store a part of the special raw materials newly produced that day by that shire, before fiefdom trade carts come to buy up what remains on the field.

trade                                  (top)

Weapons Armor Horses
Materials    

Trade is not possible on sea-fields.

weapon-trade                                  (top)

Weapons and shields

Weapons can only be bought if there are no more than 4 weapons and shields in your armory.

Hit points - If you hit an enemy, he will take 30-100% damage of the hit points indicated here for two-handed weapons. One-handed weapons hit with 50-100 % of the max hit points. Skill is factored into the hitpoints. With 100 % skill your max hit points are 100 %. Untrained your max hit points are 66 %.
Reach - indicates the range that is covered by the weapon (offensive value - the higher the better).
Impact - Value that indicates how hard the target is hit (offensive value - the higher, the better)
Speed - Value that indicates how often the weapon can be moved (offensive value - the higher the better)
Accuracy - Value that indicates how accurate the weapon is (defensive value - the higher the better)
Durability - Comparative value between weapons and shields that tells the chance of taking damage when 2 weapons impact (blocking) The higher the better. Note: If a weapon reaches a state of repair of 0 %, it cannot be used anymore. Repairing it is still possible though. Armor that reaches a state of repair of 0 % is irreparably destroyed and disappears. A somewhat damaged weapon or piece of armor is still as effective in a fight as one with a state of repair of 100 %, so if one keeps a very careful eye on not getting one's armor destroyed, it is possible to save repairs for forge fields, where repairs are cheap.
Hands - tells whether the weapon is used with 1 hand or 2 hands.
Type - There are 4 types of weapons (blade weapons, slash weapons, chain weapons, stake weapons) and 3 sub-types (short, regular, long). Once you have picked a type of weapon, you will automatically train all weapons of that type. Constancy pays out.
Skill - indicates the knight's skill with the weapon. By training one type of weapon some skill is acquired for similar weapons, too.
Shields - Shields are a special kind of weapon. The are for defense only and can only be carried in the offhand.

Long-range weapons

A knight can only have one long range weapon in his armory. This weapon is important for battles.
Used ammo will be re-bought by repairing the weapon.

Lance

A knight can only have one lance in his armory. This weapon is important for battles.
A lance that was activated for battle, is always destroyed in the battle. Sometimes a lance hits, sometimes it misses in battle, it is destroyed either way. A lance can be rebought on any land field.

Native Weapons
Native weapons are weapons specific to a nation or group of nations. They can be bought on shires of that nation that have built a forge.

Armor
You can only buy a piece of armor if there is no piece of armor for that body part in your armory.

Armor points - indicate how many hit points can be absorbed by the piece of armor (the higher, the better)
Weight - indicates the weight of the piece of armor.
Hindrance - the heavier a piece of armor is, the less flexible your knight is. The higher this value, the lower your offensive and defensive value.
Durability - Comparative value for armor that indicate how many hit points are absorbed by the piece of armor. The higher this value, the less damage does your armor take.

ATTENTION: If the state of an armor drops to 0, it is destroyed and has to be re-bought

The maximal hindrance through armor value that can be achieved is 1.2 for unarmored knights. Knights in full plate armor can only achieve hindrance through armor values of 1.03 approximately (see tjost). The higher the value the better. Hindrance through armor impacts avoid value and offensive value, knights without armor can achieve higher values here.

horses                                  (top)

Each horse has individual, unique skills. You cannot tell these skills before buying the horse. These stats will be revealed during training.

Breeds - There are 7 horse breeds: Nag (Backyard crossing), lightweight charger, heavyweight charger, fjord-horse, steppe pony, Andalusian horse, Arab. In southern countries, there is also a dromedary offered, in northern regions reindeers.
Additionally there are cross-breeds between different horse races.

If there is no horse breeding on the shire, the only race availably is the nag. Once horse breeding has been built on the shire, the lightweight charger is available and also cross breeds.
Other race's availability depends on the regional horses of the field's owner.
Age - indicates the age of the horse
Color - grey, isabelle, dun, brown, black (not every color available for every race). Colors are only displayed for premium account owners.
Size - Size of the horse (depends on race)
Maximum experience - Experience of the horse (depends on race)
Maximum power - power of the horse (depends on race)
Maximum speed - Speed of the horse (depends on race)
Maximum age - Maximum age the horse can reach.
Gender - Mare (rather weak but easy to handle), stallion (stronger, but hard to handle) or gelding (balanced).

Price - is calculated from age, size, max. power, speed and experience. The price is a hint on how good the horse is. The real quality cannot be found out before training though.

If a horse has been bought, another horse of the same race is generated.
The benefits of owning a horse are explained in the chapter "stable".

trade of raw material                                  (top)

Raw materials
Sell:
If you have raw materials, you can sell them on the market. Raw materials are sold in packages of 10 units.
The price is indicated, but changes, depending on the amount of material that is available on the shire.

Ordinary raw materials
0-49 pieces on the shire you are selling to = 5 Silvers
50-99 pieces on the shire you are selling to = 4 Silvers
100-149 pieces on the shire you are selling to = 3 Silvers
150-199 pieces on the shire you are selling to = 2 Silvers
over 200 pieces on the shire you are selling to = 1 Silver

Note: The inhabitants of a fiefdom consume food (25 people need 1 unit of fish, cattle or crop). If there is no food availably, they will leave the fiefdom.

Buy:
If you need raw materials and they are available on the shire, you can buy them on the market. The price is calculated from the amount of raw material offered.

Trade-cart
You trade materials in menu - trade - materials. To sell raw materials for a better price than is offered on your home shire or to buy them from another shire, there are trade-carts.
Every knight owns trade-carts that can be sent to another field. Trade carts can carry 100 units of normal raw materials, fewer special raw materials.
One set of trade carts is manually drawn one field every day.
The other set of trade carts is for premium users only and automatically drives to the set destination. These trade carts cost silver. You can see the duration of the journey in the list beneath the trade cart. Duration of journey = Cost in silver
If you are using one set of trade carts, the other set of trade carts is not available, until all trade carts have returned to your fief.
On fields that have no count, you will only be paid the minimum price for your sold materials (1 silver).

Example: If you want be sell fish, you look for a shire near your home shire with a low stock of fish.

Owners of a premium account can see the income from trade in their event report.

Special raw materials
Special raw material fields produce special raw materials, if there is a count on the shire. There are 9 different special raw materials (cannabis, honey, wine, ore, salmon, coal, silver, hide, incense)

If special raw materials are sold with a trade cart to an enemy castle, the selling knight receives triple the ordinary sales price. Note: If a lot of this material is already stored at that castle, you might receive triple the minimum sales price.
Special raw materials cannot be bought with trade carts on castle fields.  

maps                                  (top)

Map Overview-map Shire

map                                  (top)

You can navigate on the map by scrolling or clicking the mini-map (bottom right). By clicking on the magnifying glass in the top right corner, you can enlarge the map window. After loading the map, your knight's location will be centered.

Clicking on a field on the map will open a window with additional information. You can view the tab information for every shire. Buildings for shires of your nation, shires you stand on or shires neighboring your location. Knights on the shire, armies on the shire, and trade tabs for shires of your nation and shires you stand on.
By clicking the details button in this window, you will be redirected to the detailed map of the field which is opened in a new browser window.
Hovering over a crest or army will show a short explanation.
Crest - field number - field name - nation
Armies - name of the army - nation

The standard map installed has a low-resolution. For a visually more pleasing version you can install the graphic pack.

Symbols on the map:
battle (attacker won) destination point bandits
battle (defender won) rallying point
pirates
location - knight of your nation port pestilence
location - your knight your knight's shire drought
tourney castle (occupied castles vary, depending on region) fire
show fight good harvest storm
show fight finished good trade special raw material
army crest of the nation  

disasters and consequences:
type effect spreading frequency
storm Destroys animal husbandry or animal husbandry AND farming. Can move to a neighboring field the next day once in 2 days
fire Destroys Horse Breeding or Horse Breeding AND Forge
once in 2 days
pestilence Destroys animal husbandry + farming OR militia + advanced militia OR horse breeding Can spread to a neighboring field (max. of 3 days) once in 2 days
drought Destroys animal husbandry or farming
once in 2 days
bandits Destroys farming OR animal husbandry OR horse breeding
once in 2 days
pirates (on sea fields only) Possibility of looting the armies chest. Only 1 army out of 3 on the field can be robbed
once in 3 days on 1 sea field
sea storm (on sea fields only) Can cause a capsizing of the ship - army will be disbanded. Can only happen to 1 army out of 3 per field
once in 2 days on 1 sea field

positive events and consequences
type effect frequency
good harvest Increases income from farming by 5 silver for this day once in 2 days
good trade Increases the income from farming by 3 silver and the income from animal husbandry by 5 silver for this day once in 2 days

overview-map                                  (top)

This map is a total overview of the world of knights honor, showing all shires. By hovering over a crest, you can see who the shire belongs to.
By clicking a crest, you will be redirected to a detailed map of the shire.

shire                                  (top)

Menu Property shire:
Map of the shire
Map shows the part of the map with the shire you're looking at , the neighboring shires and the field numbers. The graphics on the left and right side of the map depict the developments built on this shire. You will find additional explanations further down on this page.
Present knights lists the knights currently standing on this shire - can be viewed only by knights standing on the shire.
Present armies lists the armies currently standing on this shire - can be viewed only by knights standing on the shire.

List of neighboring fields
Fields - By clicking on a crest, you will be redirected to the field you clicked on. By hovering over the crest, you can see the field number, field name and the name of the nation it belongs to.

Development / upgrade of the shire
Upgrading the field - all at this time possible upgrades are listed in the menu - property - shire: shire upgrade. If a necessary upgrade has been built, possible new upgrades will appear.

The following upgrades are available:
The castle buildings require e-militia on the castle to achieve their full defensive capabilities.

Level
- shows if the upgrade is built, under construction, or not built.
Price - Cost of the upgrade.
Start building - The count will see this button, if there is enough silver available on the shire.
Breakdown - developed Buildings can be torn down. The silver invested in a broken down building disappears.

Announce show fight
A count can announce a show fight on his shire which increases the income from farming and animal husbandry and defense of the shire. This costs silver of course. A show fight is a duel with at least 100 VP stake, in which at least one knight from another nation must participate.

Announce tournament
A count can also announce a tournament. The income from the starting fees will be put in the nation's chest. The knights have to pay that fee for every discipline they want to fight in. There has to be enough silver on the shire so the prize money for every discipline can be paid.

Dungeon
Imprisoned or watched knights will be listed here. The count of the shire, chancellor or king can release those knights.
New knights in the game cannot be imprisoned for the first 4 days.

Fiefdoms
A list of the fiefdoms on this shire and a list of important buildings which are built on the fiefdoms. A even distribution of these important buildings and development paths of fiefdoms (max 2 per specialization) is the key to having many inhabitants on a shire.
Counts have the option to activate automatic granting of fiefdoms. With this function active new knights requesting a fiefdom are granted the fiefdom automatically by the game engine, the new knights do not have to wait for the count to come online.

Core shires
1. A castle is the central core shire. It is always a core shire.
2. Sole difference between castles and other core shires: The castle can have additional castle buildings and improved defense options.
3. Other shires that adjoin a castle directly and have been owned by the nation for 24 days, can be made core shires (if the nation has enough knights). The king can assign priorities (prio "-" no core shire, prio 1, most important core shire after the castle).
4. If a nation wants to change a core shire back into a normal shire, the earliest possible date to do this is 24 days after first appointing the core shire. To change a core shire to a normal shire select "-" in the drop down menu and confirm.
5. If a core shire is turned back into a normal shire by the king, for 24 days no other shire can be made a core shire. Summarized: Core shires should be named once and then stay core shires forever. They are not meant to be used as dynamic strategic elements.
6. For every 10 knights one Core shire can be named (since the castle is a core shire, a nation needs 11 knight, to appoint a second one). If a nation loses the number of knights necessary for keeping a core shire, at the next scoring the core shire with lowed priority (highest number) reverts to a normal shire.
7. On the map core shires are marked (blue frame core shire, red frame conquered core shire).  

In battles 
1. Core shires cannot be captured in battle. They can be conquered, but stay in the possession of the old owners. So nations will not be disbanded, if the castle is conquered.
2. Only farming, militia, extended militia, horse breeding and smithy are destroyed, when a core shire is conquered Ð and for castles militia training. Granaries remain intact.
3. The victors do not receive no plunder from fiefdoms Ð the fiefdoms remain intact. The nation's chest also remains intact.
4. Raw materials and special raw materials on core shires do not vanish during conquest.
5. Fiefdoms are not lost. Fiefdom devolpments have a 10 % risk each of being destroyed in conquest, same as fiefdoms on non-core shires.
6. Income from fiefdoms is much reduced for a certain time (for 12 days only the first 9 buildings of the fiefdom produce income on a conquered core shire, unless it is reconquered).
7. Protection from a second attack for core shires for 24 days after conquest Ð unless the owners move an army onto the conquered core shire, then there is a battle with the enemy armies (no matter of which nation). If an army of the owners stand on the conquered core shire and no enemy is present, then count for the status conquered of this shire is reduced by 6 days. This way if the owners can stand on their conquered core shire for 2 days unchallenged, they remove the block on the income for the fiefdoms on the shire.
8. Storming the castle is the same as attacking other core shires Ð with the sole difference of better defense of the castle through possibly built castle developments.
9. If all core shires of a nation have been conquered, there is an entry in the history that the nation was conquered.
10. Conquered core shires continue to belong the nation. But regarding blocking and battles they nonaligned Ð that is they cannot block.
11. Winner armies remain standing on a core shire, after conquering it (no problem due to protection from a second attack for the core shire)
12. If an army of the defenders moves to a conquered core shire and there are enemy armies, there is a battle.
13. Conquered core shires can be set by all armies as a fallback field, since they are nonaligned diplomatically.
14. Reforming an army on a conquered core shire is not possible.
15. Incarcerations on conquered core shires are not possible.   

If a core shire / castle is conquered the following buildings are destroyed and will be looted. One receives less plundering silver - or none - for looting a core shire compared to a normal shire.

Provoke a conflict
Counts, kings and chancellors can provoke a conflict and generate a reason to attack a neighboring field. The system will generate a witch or bandits. The consequences will be the same as those which are caused by regular disasters. The robbers live on a field of the neighboring nation - the field affected by income reduction of shire and fiefdoms will be the field of one's own nation.

Conflict Automatism

Conflict automatism consist of witches and robbers that allegedly live on a field of the neighbouring nation and trouble the peasants on the other side of the border to decrease the revenue of the field. They will remain until the cause has been eliminated, which means a field can theoretically be cursed forever. The field affected is the field of one's own nation.
Only the nation affected by this conflict will know if there really is a conflict and can use this as reason to attack (even if there aren't actually any witches or robbers on that field).

What does the automatic conflict cause?
The conflicts will cause drastic reduction in income. The fiefdoms of the knights will only bring 30% revenue, the shires will not bring any income whatsoever.

How can the witches and robbers be eliminated?
The knights can recognize the conflict from the lower revenue of their fiefs. King, chancellor and counts will be able to see the affected field on the "My Nation" page and can also see the field that the witch or robbers are situated on.
The conflict can only be removed by attacking the field which contains the witch/robbers and they have to be killed. The field does not have to be conquered and robbers/witches will be found in the battle report in between the peasants and militia of the field. It does not matter who attacks the field, it does not have to be the affected nation.

my nation                                  (top)

my nation history of my nation diplomacy
knights of the nation ranking of the nation  

my nation                                  (top)

to the nation

Message box, the king or the chancellor can change this text. The first words of this text appear as a link on the "Knight"-page under the image of your knight.


overview

List of the nation's knights with their field position, ranking points (RP), offline days (OD), online status (visible for prem owners), day of joining to the nation, army a knight is in.

For chancellors and kings there are extra buttons for releasing a knight from the army.Chancellors and kings can banish knights from their nation on the profile page of their knight. The banished knight loses his fiefdom. Both knights banished by chancellors / monarchs or knights banished by the system for inactivity can get their fiefdom back, if they are accepted back into their nation and have not owned a different fiefdom in between.

Per day no more than 10 percent of the knights of a nation can be banished.


acceptance for the king /dethroning of a king

Here the king sees, how satisfied his people are. With under 40 percent the king is voted out of office.
The knights have the option to dethrone of their king, if a majority of knights of the nation want this.The weight of the vote of one knight depends on how many days the knight has been in the nation.


joining of knights

Kings and chancellors can see who wants to join the nation and can accept or reject these knights.


armies

Kings and chancellors can see a list of the existing armies of their nation and have the option to choose army leaders and to release the army.


embattle armies

Kings and chancellors can see a list of the knights not within an army on their castle field, counts can see knights on their shire, who are not in an army, while they stand on their shire.
In order to form an army, check the box behind the available knights, give a name to the army and click on "embattle new army".


apportionment of shires - appointment to landowners

Kings and chancellors can give administration of shires over to knights of the nation. These knights are appointed to counts of this shire.
Any knight of a nation can be appointed a count - excepting chancellors.
If a count is dismissed from his shire, there is a block of 4 days to appoint a new count to this shire.
If a count was banished from the nation a new count can be appointed immediately. If a count was dismissed by the former fieldowners and the field is then conquered, there is one day block before the conquerors can appoint a count.

leaving an uncultivated shire

An uncultivated shire will cost silver each scoring.
A newly conquered shire costs nothing for the first 4 days, afterwards the costs are dependent on the number of knights in the nation. (costs = approximately number of players in the game / 1000 x number of knights of the nation).
Shires without a count, but with upgrades built cost more. Chancellors and kings can abandon these uncultivated fields. The task is carried out at the next scoring.

If a count is appointed to a field the undeveloped field generates 3 silvercoins income.

King
What are the responsibilities of a king?
The king:
- Determines who is in a nation
- Appoints the counts
- Commands armies
- Builds armies on the castle
- Expands the castle
- Appoints and dismisses chancellors
- Distributes silver to the shires
- Determines pay and taxation

How can I become king?
If a nation has no knights, move to the castle. Once you have arrived there click in menu Nations on the nation you want to join and the button "I want to become King".
If a nation has knights but no King, only the members of a nation can take the power. The button is on the my nation page.

Chancellor
What are the duties of a chancellor?
The chancellors are the representatives of the king and have the same powers as the king, except upgrading the castle field, calling show-fights or tourneys on the castle field and they cannot dismiss other chancellors.
Every nation can appoint 3 chancellors without any cost, any further will cost silver:
4 chancellors = 10 silvers/day
5 chancellors = 28 silvers/day
6 chancellors = 58 silvers/day

If a chancellor has been dismissed and there are more than 3 chancellors, the king can not appoint another for 4 days.

dismiss chancellor

Here the king can dismiss his chancellors.


appoint to chancellor

Here the king can appoint knights to chancellor.


Count

What are the duties of a Count?
- Upgrading their shire (the money for this is given out by the king or a chancellor)
- Build an army on their shire, but only if he is on his shire, too.
- Can command an army he is a member of.
- Can imprison knights of other nations standing on the shire
- Can give raw materials to armies, can manage a storehouse, if built
- Call tourneys or show-fights, when required
- Grant fiefdoms

How can I become a count?
Counts are appointed by the king, he will have to go to My Nation and give a shire (land belonging to the nation) to a knight. Counts can only be appointed if there is a free shire to give out, which means a nation can only have as many counts as shires. The castle-field can not have a count as it is the shire of the king.

counts and shires

List of shires, their revenues and how much silver is in their chests.
Furthermore you can find here the general expenditures of the nation and an overview of the total revenue per round.
This list is only visible to kings, counts and chancellors.
If a field is vacant, because a count was dismissed, it generates no silver, until a new count is appointed (which is possible at the earliest after 4 days) - instead it costs silver if no new count is appointed.

Inflation shows what portion of the revenue disappears into nothingness. Inflation is caused, if a nation has too much money. The silver in the chest of the nation, pay-chest, chests of the shires and the armies chests are summed up, to calculate the total assets of the nation.
The more knights a nation has, the more silver it can hoard - because inflation is dependent on the number of knights (up to max. 80% inflation). If a nation has over 800 silvercoins plus 40 silvercoins per knight of the nation, inflation starts.


Nomads

A nation can be played as nomads if there is no other field other than the castle. There is therefore no connection to the homeland and no loss of mood if an army moves away from the castle-field. Loss of mood for lost battles, etc. remains active. Only the 10 fiefs of the castle are available. No counts can be appointed to conquered fields.
Each battle enforces the status of nomads another 10 days; the Nomad status can only be deactivated if there has been no battle for 10 days. Until then the deactivation checkbox is not visible. 
Nomad status can only be deactivated, if any conquered fields apart from the castle were first abandoned.
Nomad status can be inherited from the predecessors, if a new nation takes an empty castle.
Army costs are halved for nomads.


resignation

Counts, chancellors or kings can resign their charge here. A king who leaves his post can not ascend a new throne for 5 days.


deselection of the king

If you are dissatisfied with your king you can try to deselect him. The king sees only the overall dissatisfaction of the knights, not the names of them.
Is the dissatisfaction is over 60 percent, the king will be dethroned at the scoring and another knight of the nation can claim the throne.


deselection of the regent

You have the possibility to force your regent into an election between you an him.
The other knights have 7 days the chance to vote for you or for the old regent.
After the election there is a block of 30 days to further deselections.
Kings and chancellors do not see this option on the "my nation" page.


silver

x of 100 - indicates what percentage of national income will be paid to the knights
nations chest - money of the nation
pay chest - silver which was not paid at the last scoring (will be disbursed at the next scoring)
x silvercoins per knight - silver which is expected to be paid to each knight at the next scoring
King and chancellors can set the payment for the knights and the tax rate for the fiefs here.


leaving the nation

Here the knight can leave the nation.
The knight will not be able to join another nation for 4 days and will lose his fiefdom (unless it was sold before)! Warning - free knights can be robbed 4 days after leaving their nation.


tribute and transport of silver

Chancellors or kings can give silver to armies standing on the castle field (Tribute or relief payments to other nations).
The armies have to transport the silver to the other nation. The option to hand over the silver is in the knight - move menu, the option is available to kings and army leaders. If an army transporting silver is disbanded before the silver was handed over, it disappears. If an army transporting silver loses a battle, 50 % of the silver is in the chest of the winning army afterwards - the rest disappears.


conference room

King and chancellors may invite or remove knights to/from a secret consulting room (consulting room at the board). You can leave a conference room of a foreign nation in menu, nations, click on the nation in who's conference room you are, click on "leave conference room" at the bottom of the page.


appointment to minister

The king can appoint knights to the posts of War Minister and Foreign Minister. These titles can also be seen by the other nations. Only chancellors or kings can be appointed to minister - but after the appointment was made it stays, even if the knight is dismissed from the chancellor position. So in this round-about way knights who are not chancellors (for longer than 5 minutes) can be appointed ministers.

Restrained or Imprisoned Knights

List of the knights who have been restrained or imprisoned by that nation by the counts of the field, chancellors or the king. This function is only visible to chancellors and kings and only if there are at that time restrained or imprisoned knights.

history of my nation                                  (top)

The most important events of your nation are chronologically listed with the Knights-Honor-date.

diplomacy                                  (top)

Monarchs and chancellors present the diplomatic positions of their nation towards other nations to their knights
This detailed list from "brother nation" to "nemesis" is only seen by the knights of your nation, so the knights know what relationship there is to the other nations.
These settings affect the changes of the attack-setting at the next scoring.
The settings of "nemesis" to "neutral" mean that your nation will "fight" if this nation enters your shires or vice versa.
The settings of "friendly" to "brother nation" means "no fighting" from your side.


order to armies

You see the fight-order for this nation to your armies and the order of your nation to their armies.
Is an army standing on a field of another nation the diplomacy settings determines if it comes to the fight. It is enough if attacker or defender has the order to fight.
A background-color behind the order to your armies means that there will be a change of that order at the next scoring.

knights of my nation                                  (top)

This area is visible only for owners of premium accounts.
All knights of the nation are shown with their weapons, armor and horse and prentice.

ranking                                  (top)

This area is visible only for owners of premium accounts.
The ranking list of the knights of the known world is filtered to show only the knights of one's own nation. This is helpful to monitor the successful development of knights within the nation.

the nations                                  (top)

the nations history Council of Knights

the nations                                  (top)

The list of the nations can be sorted according to various criteria.
Main data of the nations are summarized here:
The colors describe the rank of the knight (brown = knight, green = count, gold = chancellor, blue = king).
The number in parentheses after the name is the number of offline days. A * means that the knight was already online today.

There are 53 nations. The free knights are not counted.

Disbanding of a nation
A nation is disbanded, if here are fewer than 3 knights for over 14 days. This is listed as days short-handed on the nations page. A nation only receives a national income, if it has the required minimum number of knights.

history                                  (top)

General historical events (joining and leaving, battles, catastrophes ...) are chronological listed here by order of Knights-Honor-Date.

Council of Knights                                  (top)

Council of the Knights represents the players against the admins. It has responsibilities to notice injustices in the game which are leading to disadvantages for knights or knight groups.
The Council of the Knights is elected every month. Each Knight has a voice that he can reassign every month. At the first day of the month the votes will be counted.
The Council of the Knights is responsible e.g. for renaming nations, fields, titles. It is also a contact group (along with the admins), when it comes to bad behavior by players (which can be banned through the vote of the Council).

The Council of the Knights is not responsible for the abolition or modification of game mechanics or introduction of new rules and expansions.


ranking of the nation                                  (top)

The Ranking List of the Nations is visible for owners of premium accounts only.
The list contains data useful to compare nations, number of knights, fields, battle wins, average fighting stats of the knights of the nations.
The ranking list of the nations can be sorted by these criteria.


Connections

Internally data is collected which suggests multi-using. If a player is noted for multi using at the top left corner a note appears, that the player is under watch in the connection list.

Since several players (e. g. family, colleagues...) might play from the same PC, these players must legitimize themselves. They do so by buying a premium account.

Per PC you can have
without premium account max 2 accounts
with premium account max 5 players


graphic pack on local harddisc                                  (top)


Installing the Graphic-pack

Please check when the graphic pack was last updated, before you install it. An old version might not work perfectly with a new browser.

  1. Download the graphic pack.
  2. Extract the files from the zip-file into a folder
  3. In your Knight's menu, click on "profile" and then "change configuration" -> "User-Configuration" -> graphic-pack installed?
  4. tick the box
  5. Enter the path to the graphic pack into the field underneath:
           - The path is the full name of the folder containing the graphic pack which you extracted earlier.
           - Enter file:// at the beginning (for linux & max users: file:/// as the third slash denotes the root directory
           - Change all \ to / .
           - Place an / at the end of the path.
           - Use a folder name without spaces or change the spaces in the entry field to %20.
    - Example for the path in windows: file://C:/games/knights-honor/
    - Example for the path in Mac: file:///Users/I/knights-honor/
    ---- THIS FOLDER HAS TO CONTAIN THE EXTRACTED images-FOLDER
  6. Click updated to save your changes.


Internet Explorer

Add the address of the knights-honor website to your secure pages.
Extras -> Internet Options -> Security -> Trusted Sites -> Sites -> add http://knights-honor.com and uncheck the box -> Add -> OK
The graphic pack should now be loaded from your harddrive.


Firefox 1.5.x or newer

Search for the Firefox Profile folder on your harddrive, eg. (12345678 is used for eight random numbers and letters):
       - Windows: "C:\Documents and Settings\Username\AppData\Mozilla\Firefox\Profiles\12345678.default\"
       - Linux "/home/username/.mozilla/firefox/Profiles/12345678.default/"
       - Mac: "/Username/Library/Application Support/Firefox/Profiles/12345678.default/"

Download the File user.js and add it to the directory profiles directory you searched for.

Restart Firefox. The Data should now be loaded from your harddrive.

Possible Errors:


Firefox 1.0.x or older

In the address bar, enter about:config and look for security.checkloaduri (you can search for it in the filterbar) This should be on true. Doubleclick the line. It will set itself to false. Now you will be able to load the data from your hard drive.


Netscape

Enter the address about:config and search for security.checkloaduri (press s to find it faster). Doubleclick on the line and enter "false" in the popup window. Now the data will be loaded from your harddrive.


Opera 8 or older

Attention: If you enable this, the help will be disabled! Save the extracted files in eg. C:\Pics Then open opera6.ini (in the folder Opera\profiles) with the Notepad and add the following in the Paragraph [User Prefs] Help Directory=C:\Pics\ Now opera:/help/ will use C:\Pics\ and you have to enter as the path for your graphics Pack: opera:/help/Nameofthegraphicpack


Opera 9 or newer, Safari

Not possible. However you can use the following alternative:


Webspace

If the above options are not working or you use Opera9, upload the graphic pack on your own webspace and enter the path that starts with http://



major topics                                  (top)

FAQ - frequently asked questions

General


How can I change my password?
Go to Knight -> Profile -> Change Configuration.

What does the star behind a knight's name in the nations list or the listing of knights in "My Nations" mean?
The star means the Knight has been online today. The numbers show offline days.

How much time do I need to spend on Knights-Honor to develop and advance my Knight?
5 minutes should be enough to make all the necessary actions. However this game is also designed for the interaction between players and how much time you spend on this is your own choice.

What happens if I don't log in for a while?
After 14 days for a non-prem and 21 days for a prem owner the inactive knight is automatically banned from the nation.
After 30 days of inactivity, your Knight will be deleted. The account is deleted after 60 days of inactivity. If a monthly or yearly premium account is running, neither knight nor account are deleted, while the prem remains active.
Of course you can only really participate if you log in regularly (daily is best), because otherwise your Knight will not be trained.
If you go on holiday, a monthly or annual premium account might be useful. With this you will be able to set your actions in advance and your knight will not be deleted.

What do the colours in the Nations mean?
Blue = King, Green = Count, Brown-Gold = Chancellor, Red = Knight
Colors for the tavern chat can be changed according to your choice in your profile settings.

How can I delete my account or have it deleted?
Your account will be deleted automatically after 60 days of inactivity, if you have no premium.
An immediate, manual deletion is not possible.

What is a moderator?
Moderators watch over the forums and ensure that rules are being followed.
There are technics and role-play (RP) Moderators and together with the admins they make up the staff of knights-honor.com


Knights

What happens if I forget to set my daily tasks?
The default daily task of the knight is administering his properties - or increasing silver in other words. You gain 0-2 silvercoins per day by increasing silver, but the knight does not train.

How will I get lots of silver fast?

How old can a knight get and how do I recognize impending death?
Your knight will reach an age of about 45-60 KH-years. The actual age will be displayed on your knight's profile page and on the knight page.
The player will be warned on the knight page approximately 6 weeks before death that his knight feels weak and he feels his own death approaching. That way there is enough time to find an heir and arrange all necessary steps.


Fiefdom

What happens to a fiefdom if the shire is conquered?
On normal shires the fiefdom is lost, until the shire is reconquered by your nation. But for 3 days after conquest of the shire you have time to move your fiefdom to a safe location.
On a core shire you keep your fiefdom, but have reduced income for a while. Read up the details in the chapter fiefdoms.


Movements

How do I move?
Go to menu, knight, move.
Beneath the map click on the button "move knight to field (fieldnumber)". Details are explained in the chapter move.

How can I join an army?
If you are on a field with an army of your nation, you can join it, providing you are not in another army already.
Go to menu, knight, move. Choose the army you want to join, click on the button "join army".

Nations

How many Nations are there?
Currently, there are 53 nations. Free knights do not count as a nation.

How can I choose a nation?
Free knights can choose a nation. Go to "Nations" and click on the crest of the nation you want to join and from there you can request to join.
Only after a chancellor or King of a nation accepts your request will you be a member of a nation - unless the nation has activated automatic acceptance of knights.

How can I change a nation?
Gather sufficient information on the nation you want to join to be sure your second choice is the right choice for you.
Sell raw materials on your fiefdom.
Sell your fiefdom.
Leave your nation on the page "my nation."
Wait for 4 days - exactly 4 days. From day 5 onwards free knights are in danger of getting robbed.
Join the new nation in menu, nations, click on the nation you want to join, click on the button "I want to join". The leadership of the nation has to accept your request.

I do not understand the game, what can I do?
Read the help. Ask. In the players ask players board, in the tavern, in the board of your nation.
You do not have to understand all advanced functions of the game immediately. You will learn those by using them as time goes by. Some functions only the leaders of nations have to understand. And even experienced players regularly discover new facets of the game they had not previously encountered.

I am bored. What can I do?
Seek activities.
Ask in the board - there are players looking for roleplay writing partners.
Ask in the board - there are various projects needing help from volunteers.
If you desire a more responsible role: read the board - there are occasionally advertisements from monarchs looking for chancellors.
If your nation is not very active, not very communicative or simply does not quite suit you - or you want to see, if there is more to knights-honor than you have currently seen - you can try changing your nation. There are players, who have discovered new zest for the game after changing their nation (doing careful research on the new nation before of course).

Scoring
When does the scoring take place?
Every day at 21 o'clock GMT.

What is the sequence of the scoring?
Consequences:
Daily tasks first - you have the gains from the daily task available for all activities of the scoring (e.g. you have the just gained vitality available for your duel).
Single knights move before battles. So can arrive lastminute to participate in a battle defending their land, after an invading army has moved onto the shire of this nation.
Diplomacy settings changed after an enemy army has moved onto a field don't take place till after the battle.
Fields are abandoned after battles - the attempt to abandon a field an enemy army already stands on is useless.

RP Guide

What is RP?
RP is role-play. You image yourself to be a fictional character and bring it to life in order to explore and help build a fictional world in this role. It gets really interesting when several people interact with each other.

What is a character?
A character is one of the many fictional personalities, who are part of the world of knights-honor. Every player has a character, no matter whether they write RP or not. What is done with this fictional character is solely the business and responsibility of the player.

What characterizes the RP in knights-honor?
The most important characteristics of RP on knights-honor is that everyone man define the circumstances and happenstances for their character on their own. There are few rules and for the average user it is easy to keep to these rules. But this also means that the quality of RP is different for everyone. This does not mean that one is worse than the other. On the contrary, this makes it versatile. RP is always welcomed, no matter whether it is not perfect or whether someone has problems with their writing style. Generally speaking anything is better than no RP.

What is the purpose of my RP?
This question is similar to asking after the purpose of life. RP has no predefined purpose. Everyone has to find their own purpose in RP.
Some people simply enjoy putting themselves into a new role. Others even try to include a moral lesson in their RP, to make other players aware of real life problems. Every RP writer should be aware of their own purpose in writing RP.

How do I create a RP character?
There are three stages of character creation, the order in which they are written does not matter. Usually, if you consider one point the others are also at least partially included. It might be a good idea to get a notepad and write down the following things one by one:

Surroundings, history, circumstances:
Every character needs a history. In knights-honor every knight starts at age 15. If you have played a while before you start writing RP, check how old your knight is. This can be an important factor in writing a story for the knight. Even saying that one does not know where one comes from or who one's family is, is a history. This point is important and should not be neglected.

External facts
The easiest thing. The usual: looks, dress, charisma, etc. These facts might be included in your profile, so other players can look them up and can include them in their RP. This makes it easier for other players to decide what kind of influence your character will have on theirs.

Internal facts
The inner values are even in real life of central importance. They are even more important in this game, since external facts tend to be dealt with rather superfluously, since the means of describing them are limited. So think from the start about what preferences your character will have. How will the character react to others? Which traits of others will influence your own character? Is your character more active or passive? What kind of language does he use (educated, countrified, etc.)? Best write down anything you can think of, so you can react immediately to any RP situation without contradictions, without having to think about it for hours every time.

NPCs
There are so called non-player-characters (NPCs) in the game. These are any characters a player has invented in addition to his primary character. NPCs are not bound to the place on the KH map where the main character of a player is, but otherwise are bound to the same rules.


Writing the first RP postings

Background story
First you should write the history of your character, to introduce the char. Choose the RP board "the knights" and open a new thread. Choose an appropriate title for the thread and write a story with the history of your character from some earlier date to the present. You can also write about the immediate happenstances only here. It is important that others can gain a good impression of your character. Who is the char? Where is he? You can continue to expand on this introductory thread later and add to it the further events in the life of your character. As an example you can view http://knights-honor.com/index.php?option=com_fireboard&Itemid=181&func=view&id=99369&catid=5

Integration in your nation and in the surroundings
Once you have written the background, you need to start interacting with other players. It is easiest to start with your own nation. Look in the RP board "the nations" for a thread of your own nation.

Think up a manner for your characters initial appearance, which makes it easy for others to start interacting with your character. The rest usually happens by itself.

Interaction with other players
The game becomes interesting by RP interaction with other players. This is where the real fun starts. Use any opportunity for interactive RP. This way you get to know other players. But remember that a good role-player usually does not play his char the way he himself is in real life. If someone insults or beats you in RP this is in one way to be taken personally.


Role-play rules

The following principles should be followed in boards marked with (!!!Roleplay!!!):

The principle of location: You can only write about the place you are located at this moment. There has to be a reference to the game. (A knight who is in Scandinavia at this moment cannot write as if he was in the Middle East)

The principle of autonomy: Only the player himself is allowed to write about his knight or persons (NPC - Non player characters) in the environment of that knight. The inventor of an NPC holds all rights of this special NPC. Nobody else has the right to decide what this knight or one of his NPCs shall do or think (An exception is made if things really occurred, e.g. in a battle).
Included is the right of your own words. No other knight or NPC can hear the words of a knight or a NPC if their owner didn't intended this.

The principle of reality: Remember this is an medieval game. The language should be appropriate. There is no need for perfect medieval language, but good English essay style should be the standard. Curses an insults are possible in RPs, but please watch our how often you use such phrases. Also, they should conform to the Middle Ages. Sexual insults are not allowed. They tend to lead the RP towards pure insulting, which is not the aim of our RP board. Please mind the rank of the person you are dealing with. A knight insulting a king will not have the smallest chance. Posh titles like "My Lord" or "Your Highness" are nice to see, but not necessary. Mentioning the title of a higher ranked person is recommendable since it shows your respect. Please consider logical correctness as well as the basic laws of nature. A knight cannot be at to places at the same time and he is only a human and sure cannot spit fire or anything like that. His weapons are also just regular weapons without any special powers.

The principle of roleplay: Passages from real life marked by comments like "rpg off" are not allowed. All posts have to be roleplays. Once your post has been made, it should stay the way it is, and not be changed. A saved post is to be treated like spoken words or a sent letter: it cannot be taken back!

Politeness towards other players
It is sometimes considered impolite to join an RP thread and to take it into a direction the other players writing this thread had never planned. If you have any doubts regarding whether you could and should join a thread, simply ask the other writers.