advanced help
table
of content
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 Account
(12,-Euro per year or about 2,-Euro per month)
Requirement: Monthly or
yearly account
Premium-settings
- Skin & hair there are 5 different types
of skin color as well as 3 hair lengths, 5 hair colors and, for male
knights, 4 different types of beards.
- Clothing Shirt, pants and shoes can be
picked in 5 different colors.
- Cloaks and surcoats (optionally with your coat
of arms) can be purchased in different colors in the armor trade.
Furthermore, there is regional clothing which can also be bought here.
- Prentices
are available with 5 regionally different graphics
- Accept challenges automatically, preset VP
stakes and fighting tactic
- Repair weapons automatically, if enough
silver is available. Avoids the destruction of weapons and armor.
- Holiday-settings for daily tasks offers the
possibility to choose the daily tasks for up to 21 days in advance.
other advantages of premium accounts
- You will be able to view older duels and battles
- Animated duels
- Real time fights (Street brawls)
- Inheritance of possessions (fiefdom, silver,
horses, weapons, homesite) in case of death including an entry to the
hall of ancestors
- Planned death of the knight and creation of a new
knight and successor, with an entry in the hall of ancestors for the
old knight
- Build your own Homesite, your knight's house
- Overview of all knights of the country for a
better overview over their equipment
- Filtering of the ranking list as a ranking list of
the knight of your nation
- Ranking list of nations for a comparison of the
nations
- Listing of all knights of the nation including
their weapons, armor, horse and long-range weapon
- Graphical list of fiefdoms on the shires of your
nation
- Filter the duel-list to show only fights concerning
your own nation
- Event report on activities and results during the
scoring
- Weapon stock in your fiefdom, so some weapons can
be stocked and not sold
- Different horse colors will be displayed
- Graphics can be displayed in the profile, roleplay
history
- Comparison of knights in "fight" menu. You can view
what kind of equipment other knights are wearing.
- Set automatic moves for your trade carts, if you
have a monthly or yearly prem
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
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.
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.
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
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.
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:
- 0-35 = no effect
- 36-65 = +1
- 66-95 = +2
- 96-100 = +3
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)
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.
The duel-list is separated into the following parts:
- The last battled duels with a link to the fight
report and, for premium users, a link to the duel animation.
- For premium account owners: battled duels of the
last 4 days for everyone and the last 10 days filtered for "show only
fights concerning my own nation".
- Duels in preparation have been accepted by the
challenged knight and will take place at the next scoring.
- Active challenges have not been accepted yet by the
challenged knights.
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:
- Duels with standard weapon (Knockout-Rounds)
- Melee (Last one Standing)
- Joust (Lance-fight on horseback, tilting)
Requirements for participation in a tourney
- You have to be standing on the field where the
tourney is held the day it starts. Furthermore, you have to enter
yourself in the tourney. (Menu - Fight- Tourney)
- You have to pay the entrance fee for each
discipline you want to fight in.
- You have to own a horse for jousting.
- You cannot enroll while you are in an army.
- As soon as you have entered yourself in the
tourney, your tourney participation is noted with a link on your knight
page. If you call up the tourney page via this link you can choose your
weapon for duel and melee. (The settings can be changed each round).
- You have to have over 30 VP
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 are separated into the
following parts in the menu fight - battle:
- The battles of the last day with a direct link to
the battle.
- For premium account owners: under the title:
Battles of the last week the battles of the last several weeks are
listed
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:
- (short) bows up to 4 shots
- longbows approximately 3 shots
- throwing axe, javelin approximately 2 shots
- cross-bow, approximately one shot
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:
- long-range fighters: bow, two-handed weapon,
leather armor
- two handed fighters: heavy two-handed weapon, heavy
armor, + possibly lance
- mounted knights: horse, one-handed weapon, shield,
heavy armor, + possibly lance
Battles at sea
Battles at sea follow the same principles as battles on land, with the
following differences:
- The field owner will be determined anew at each
scoring (the nation with the most knights on the sea field will be the
owner for that scoring).
- Army leaders can choose between 3 settings, in case
they encounter another army, whether they want to flee, either or want
to fight. For flight the chance of battle is 38 %, for either 67.5 %,
for fight 93 %, battle chance increased by 1 % each for every army on
the field. Battle participation is determined for each army separately.
So the quoted chances only relate to one army each.
- Horses are not used in sea battles
- There is no short-range combat in sea battles.
Therefore lances are not used.
- Everyone participates in longrange combat, even if
they do not own a longrange weapon. Armor points are irrelevant for
participation in
long-range combat, so even knights with over 12 armor points can use
bows.
- No fall-back field can be set (so the army of the
losers is disbanded).
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:
- 5 silver on free fields
- 3 silver on fields that are occupied by other
nations
- No silver on sea fields
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:
- A king or a chancellor has released the army
- The army no longer has the minimum number of 3
knights
- The army has been defeated and no fallback field
has been set
- The army has lost 2 consecutive battles (without an independent move between the defeats). In other words: Do not lose a second battle on your retreat field. In case of 2 consecutive defeats, the army will be disbanded on the fallback field set for that scoring.
In case of a sea battle the army is disbanded after one defeat.
- The maintenance costs for the army exceed the
amount of money in the nations chest
- If everyone has set their battle configurations to
zero the army will be disbanded.
If one's army is disbanded
- on the castle field of one's nation - all raw
materials and special raw materials the army carried will be on the
field afterwards
- on other fields of one's nation - ordinary raw
materials will be on the field afterwards, special raw materials
disappear into thin air
- on fields of other nations - all raw materials
disappear
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:
- kings and chancellors - if they are on the same
field as the army
- the army leaders the king or chancellors appointed
- if they are in the army
- counts - if they are in the army
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!)
- If the attacking army stands next to more than one
field of the enemy nation, it may attack any fields with a defending
army on it.
- The attacker can only attack fields of the defender
unoccupied by defending armies,
if that field does not border
a field occupied by a defending army.
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:
- farming: 100 silver
- animal husbandry: 200 silver
- militia 50 silver
- extended militia 100 silver
- forge: 400 silver
- horse breeding: 500 silver
- storehouse 50 silver. In addition 30 % of the
materials in the storehouse are looted.
- militia armament (castle) 500 silvercoins
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.
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.
- master smith 12 silver /day hitpoints +1
- practice with militia 4 silver /day condition +1
- technique teacher 6/day technique +2
- power training 5 silver /day strength +1
- watchmen 2 silver /day protection against
catastrophes +2
- own latrine 4 silver /day vitality +1
- own water supply 6 silver /day vitality +1
- emergency task force 1 silver /day protection
against catastrophes +1
- enlightenment through religion 6 silver /day
condition +1
Note: The mastersmith does not work for a tourney.
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.
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
- There is a horse bonus for horse owners in battle.
The values of the horse are calculated as a horse factor, which
multiplies the offensive and defensive value of the knight in battle.
The higher the horse factor is the better. All untrained horses have an
equally low horse factor. Trained horses have higher values and
correspondingly a much higher horse factor. Very roughly estimated
trained Horses increase the power in battle by up to about 20-30 % for
nags, around 60-80 % for light chargers and around 80-100% or more for
heavy
chargers, native horses and crossbreeds between native horses.
Hitpoints are increased to a lower degree by multipication with the
horse factor, the maximum is approximately 1.5. The stats of a
specific horse influence how much the fighting stats in battle are
increased within the range of that breed.
- Two handed fighters have a
bonus against mounted knights, which increases their attack chance.
- A horse enables you to enroll for the joust in a
tournament. Note: The horses stats are relevant for the joust.
- Riding a horse enables you to travel 2 fields per
day. If you are in an army, you move at the same speed as the army (1
field per day).
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 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.
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.
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.
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:
- Roads - Needed for farming, animal husbandry,
militia, extended militia ...
- Farming - increases income of the shire
- Animal husbandry - increases income of the shire
- Militia - increases the number of the defending
peasants to up to 30
- Elite militia - increases power and equipment of
the defending peasants
- Forge - decreases repair costs for weapons and
armor by 50 %. Nation-specific weapons are available on fields with
forges.
- Horse breeding - Allows the purchase of special
horse breeds.
- Harbor /port - allows travelling to sea
fields for knights and armies (only allied nations). Only possible on
coast fields.
- Castle walls* - increase the defense power of
castles. Increased long-range combat power - for defending knights,
too. Only possible on castle fields.
- Militia armament* - increases equipment
(weapons and armor) of defending peasants. Only possible on castle
fields.
- Militia training* - Palace-watch will become
palace-guards with increased battle stats. Only possible on castle
fields.
- Storehouse - stores raw
materials on the shire, allows transport of raw materials and supply of
armies of the nation with raw materials
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.
- farming
- animal husbandry
- militia
- extended militia
- forge
- horse breeding
- militia armament (castle)
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.
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.
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.
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
(top)
The list of the nations can be sorted according to various criteria.
Main data of the nations are summarized here:
- Crest
- Castle Field
- Number of knights and fields
- Foreign Minister
- Minister of War
- Religion
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.
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.
- Download the graphic
pack.
- Extract the files from the zip-file into a folder
- In your Knight's menu, click on "profile" and then "change
configuration" -> "User-Configuration" -> graphic-pack installed?
- tick the box
- 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
- 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:
- 1. You can't find the folder C:\Documents and
Applications\Username\AppData\Mozilla\Firefox\Profiles\12345678.default\
?
The AppData folder is a hidden folder, enter the Options -> View:
Show hidden files and folders and tick. Sometimes the folder Mozilla
won't have a subfolder Firefox, then the path will be as follows:
C:/Documents and
Applications\Username\AppData\Mozilla\Profiles\12345678.default\
- 2. You don't have a folder called Mozilla?
Maybe you have looked under the wrong username or you're not in the
folder AppData? Perhaps look at question 1 again for tips.
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?
- join a Nation (pay, fiefdom)
- Set your daily tasks set to increase silver, then
you will look after your property and gain 0-2 silver per day
- duels (you gain 2-8 silvercoins for a duel)
- The winner of a show-fight will receive the offered
prize
- Quests
- win a tourney
- looting in war
- sell surplus raw materials
- betting in duels and street-brawls (if you own prem)
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?
- Daily Tasks
- Duels
- Fields (shire income)
- Movement by single knights
- Battles
- Abandon fields
- Break down buildings on shires
- Catastrophes
- Movement of armies
- Change of diplomacy settings
- Tourneys
- Fiefs
- Quests
- Attempts at breakout
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.
Darmowy hosting zapewnia PRV.PL