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helptable of content
first steps (top)
knight (top)
Core values Vitality indicates the health of your knight. Vitality can be a value from 0-200. Strenght indicates your knights strenght. Cannot drop below 100. Technique indicates you knowledge about tactics and fighting styles. Cannnot drop below 100. Experience indicates how much your knight has already leaned in his fights. Experience increases by fighting and influences battles and duels. Victories indicates the amount of won duels. Defeats indicates the amount of lost duels. Condition includes vitality, strenght, tecnique and the results of recent duels. 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 wheter your knight is marries and has children or not. It also indicates the number of children and the husbands or wifes name. Daily Task Each day, you will be able to set your daily task here. If you do not change any settings, collect silver will be done. You can choose between the following settings: You should increase vitality as soon as you drop below 100 VP so you can still duel. The closer to get to the maximum of 200, the less you will gain by increasing it. Increasing your strength will have 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 less you will gain by increasing it. Increasing your tecnique will have a positive effect on your defense skill, but a negative effect on your offense skill. Defensive fighters should focus on increasing technique. The closer to get to the maximum of 300, the less you will gain by increasing it. Silver should be collected whenever you are really short or everything else is well trained. You will make an extra of 1-2 silver (randomly chosen) Status "close to death" If the status close to death appears, your knight will be almost dead. This is the case if you drop below 30 VP. Being close to death brings the following consequences: - VP regeneration is set to 3 - You will not be able to duel anymore - You will not be able to enrol for a tournament - You will not be able to move - You will not be able to increase any skill values Status "arrested" Once you get busted, your knight was imprisoned by the count. This brings the following consequences: - You will not be able to duel - You will not be able to enrol for a tournament - You will not be able to move - You will not be able to increase any skill values - You cannot see field or knight information You can give it a shot and try to escape. To do so, you have to toggle a checkbox which will appear after 7 days of being imprisoned. The chance of escaping is 5% per day of imprisoning and will rise to a maximum of 85% after 17 days. If you try to escape and fail, the day count will be set back to 0. If you succeed, you will be protected of further imprisonment for the next 3 days. If you got a knight imprisoned, it will cost the nation on whose field he is imprisoned 20 silver per day. Status "restrained" The nation on whose ground you move are able to have you restrained. This brings the following consequences: - You will not be able to get information about the field or knights on and around the field. - You will not be able to duel Battle configuration Battle configurations determine your knights behaviour while he is 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. The chanced vitality indicates how much VP you want to put at stake in case of a battle. You will only lose the amount of VP that you actually 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 knights picture. Skill indicates how good you fight with a specific weapon. This skill may vary between 30% and 100%. Forehand (right hand) is much more important than the offhand. If there is a two-handed weapon euipped to the forehand, the offhand will be empty. Offhand (left hand) should not be equipped with heavy weapons. If you want to equip a weapon here, you should pick a weapon with a high value in speed and accuracy since they are used for defense. Best idea is probably to equip a shield. Regarding armor, the only setting that can be made is whether armor should be worn or not. premium (top)Requirement: Monthly or yearly account Premium-settings
other advantages of premium accounts family (top)In the menu Knight - Family, you can decide who you want to marry. If two knights wish to marry each other at the time the scoring takes place, they will be married. You can see that you are married by clicking My Nation - History and look for the date. Children You can also decide whether you want to have children by clicking the Knight - Family menu. You can get up to 4 children. You will also be able to get children when you are not married, even though the probability is higher if you are. - married knights, who both want to have children and are standing on the same shire, will be mother-to-be or father-to-be within about 5 days - married knights, who both want to have children and are NOT standing on the same shire, will get NO children - married knights, whose mate don't want to have children, will be mother-to-be within about 15 days or father-to-be within about 30 days - single knights, who want to have children, will be mother-to-be within about 8 days or father-to-be within about 23 days If the child is male or female is randomly decided. Mothers-to-be can't fight 4 days before and 2 days after they give birth. But they will get a high condition value the gain of skill at the duels is higher in the first 8 days after the birth. Children are important you're your knight dies and shall bequeath his possessions. You can see your children under Knight - Family, Knight - Profile or Nations - History as an event with date. Adopting children If you got 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 they do not meet your expectations. When adopting a child, you can choose its gender and age. ATTENTION: Adopting a child will cost you 2 months of premium. Bequeathing You can only bequeath your possessions if you own a yearly account and if the heir also owns one. So there are two yearly accounts needed, which have to be bought till the day of bequeathing. There has to be NO new account for the child. Children can inherit silver, weapons and horses. Just pick one of your children as an heir. The heir can also get the fiefdom for free. ATTENTION: remember the fief number. 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. The old knights death occurs immeadiately. He will be enrolled in the hall of ancestors. All premium advantages will be transferred to the child so there will be no loss of premium services. Dying With only one yearly account you are able to actively let your knight dying and create a whole new knight. The old knights death occurs immeadiately. He will be enrolled in the hall of ancestors. The new one is of the same nation. He will inherit only the horses and can also get the fiefdom for free. All premium advantages will be transferred to the new knight so there will be no loss of premium services. quests (top)There are five kinds of quests which require different minimum requirements: - Message delivery requires a knight to be picked for the delivery (gain: 1 quest point) - Duel with a specific knight requires picking a knight against who the other knight has to duel. (gain: 6 quest points). - Tournament requires picking a tournament in which the knight shall participate (gain: 2 quest points). - Field exploration requires picking a certain 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 enumerated user-defined and be annotated with custom text. The quest will be solvable for anybody who meets the minimum requirements. A regular knight can set up 2 quests, counts can set up 4, chancellors and kings can set up 6. Take on quest A knight can take on all 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 finished. The requirements have to be met after those 3 days or later. ranking-list (top)The ranking-list can be found by clicking Knight - Ranking-list in the menu. The list contains alls knghts and their rank which is calculated by some game values. The following values are used to calculate total points: A - Appraisal-points D - Duel-points T - Tourney-points B - Battle-points Each of these points is counted this way: The knight who has the most points gains 200 points for the column. The other knights get any number of points between 0 and 200 according to their ranking. The highest number of points that can be reached is 800. This is the case if you got maximum points in all of the four categories. Q - Quest-points are shown in the ranking, but are not counted as ranking points. Appraisal-points You can get appraisal-points from other knights. They are contributed by picking your favored knight in the selection. You can give each knight only 1 point and you cannot vote for yourself. The point will be counted after the scoring. The knight you chose will lose this points if you choose another knight or you choose not to pick any knight at all. 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 100VP. 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 the most knights left after a battle, you gain a battle point. Quest-points You gain quest-points by solving quests. hall of ancestors (top)All your knights that died earlier are to be seen in the hall of ancestors. The indicated values are according to the ranking list. profile (top)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 your own picture as an avatar, give more detailed information about yourself, install the graphics pack or change signature and personal crest. Graphics pack In your profile settings you can choose to play with graphics pack. This is interesting, particularly for those without broadband internet. By installing the graphics pack, the game will load all graphics from your hdd instead of the server. This will lead to a faster page reproduction. 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 reports (top)fight/weapons (top)
duel (top) duel-list (top)
tournaments (top)
If no weapon is chosen, the default weapon will be sword and shield. While participating in a tournament, you cannot move to another field or join an army. If you belong to the hosts nation, you automatically help defending the field if it is attacked. battles (top)
Raw materials for Armies Blocking armies Attackers can be barred from moving to a certain field. From the viewpoint of the attacker the situation is the following: (important are only the borderlines to the connecting fields around the attackers field!) - If the attacker is located next to more than one field of the enemy nation, he may attack all fields with an army of the defender on it. - The attacker may only attack fields of the defender without an army of the defender, whose borderlines are not alongside a borderline of a field of the defender with an army of the defender on it. This is not quite simple to understand, but its necessary to prevent the need for the defender for total splitting his armies to protect all fields.
![]() Looting After a battle, the winning army will loot the conquered shire. The loot is calculated as follows: - farming: 50 silver - animal husbandry: 100 silver - forge: 100 silver - horse breeding: 500 silver - castle equip: 500 silver Furthermore, the fiefdoms on that shire will be looted. Every 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. Guards Kings and counts have their own guards. The king has two guards, counts have one guard. The strength of the guards is about 70% of the strength of the king/count. Guards use the same weapons and armor as their king or count. The staked VP of guards is half of the staked VP of the king/count. Maintenance costs for armies The further an army moves away from the nations 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) ATTENTION: In this calculation, the shortest way possible is considered. If the path leads over sea fields, only allied ports are considered. The path has to be accessible in both ways. 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. street-brawl (top)One knight opens a brawl. Another knight joins and accepts the challenge. Both knights have to be online at this time, so you better arrange that. ATTENTION: Only the knight who created the brawl can start the duel. After clicking the start duel button, the brawl is started. ATTENTION: From this point of time, the duel is started. You can change your fighting style and tactics at any time during the brawl. Every knight can watch a brawl. Only knights with a monthly or yearly account can fight in a brawl. property (top)
fiefdom (top)
armory (top)Sell - The weapon is sold for the indicated price. This price amounts 50% of the original buying price. The price will be lowered if repairs are necessary. Repair - The weapon is damaged and can be repaired for the indicated costs. Forges reduce the repair costs by 50%. Add 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 will appear. Attach weapons: You can decide which of the weapons you own you want to wear by attaching it in the knight menu. The right hand is your forehand. You should put your primary weapon here since this hand has the biggest effect on fights. 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 hands only. Once you attached your weapon, your knight 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 price will be lowered if repairs are necessary. Repair - The armor is damaged and can be repaired for the indicated costs. Forges reduce the repair costs by 50%. 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 will appear. Attach armor: Attaching an armor is the same as attaching a weapon. It can be done in the knight menu. stable (top)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 - Horses increase the power in battles by up to 100% (depends on the horse). Nags do not give the same bonus as chargers. - A horse enables you to enroll for the joust in a tournament. ATTENTION: 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). Train - You can train your horsy by riding it in battles and joust competitions. Regular duels do not have an effect on the horses stats. A saddled horse is automatically trained a bit each day. trade (top)
Trade is not possible on sea-fields. weapon-trade (top)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 points indicated here. Range - 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 - Value that tells the chance of taking damage when 2 weapons are slashed onto each other. ATTENTION: If a weapon is destroyed, it cannot be used anymore. Repairing it is still possible though. Hands - tells whether the weapon can be used with 1 hand or 2 hands. Type - There are 4 kinds of weapons (blade weapons, slash weapons, chain weapons, stake weapons) and 3 sub-criterias (short, regular, long). Once you picked a kind of weapon, you will automatically train all weapons of that kind. Durability pays out. Skill - indicated the knight's skill with the weapon. The kind of weapon has an effect on this value. 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. Armor You can only buy a piece of armor if there is no piece of armor for the same part of the body 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. Weight is relevant for the use of horses. If a horse is overburdened, this will have a negative effect on its stats. 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 - Value that indicates 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. horses (top)Race - There are 7 horse races: Nag (Backyard crossing), lightweight charger, heavyweight charger, fjord-horse, steppe pony, andalusian horse, arab. In southern countries, there is also a dromedary offered. If there is no horse breeding on the field, the only race availably is the nag. Once the horse breeding has been built, the lightweight charger is available. 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 actual strength cannot be found out before training though. If a horse has been bought, another horse of the same race is generated. trade of raw material (top)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. ATTENTION: 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 To sell raw materials for a better price or to buy them from another shire, there are trade-carts. Every knight owns 3 trade-carts that can be sent to another field. Trade carts can carry 100 units of raw materials. You can see the duration of the journey can be seen in the list. ATTENTION: Duration of journey = Cost in silver On fields that have no count, you will only be paid the minimum price (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. maps (top)
map (top)Hovering over a crest or army will show a short explanation. Crest - field number - field name - nation Armies - name of the army - nation Symbols on the map: disasters and consequences:
positive events and consequences
overview-map (top)By clicking a crest, you will be redirected to a detailed map of the shire. shire (top)Map shows the part of the map with field numbers and neighboring shires. The expansions of this shire are shown on the left. You will find a further explanation later. Present knights indicates which knights are currently standing on this 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, name and the name of the nation it belongs to. Move - If you are not in an army, you will see a move-button on the field you are standing. You can move one field per day. If you own a horse, you can move 2 fields a day. If you have set a landmark, the duration of the journey to that landmark will be indicated. Move army - Army leaders can set army movements here. Once the order is given, the knight who gave the order will be indicated. You can only change the order of a knight whose rank is lower than your own. Join an existing army If you are located on the same field as an army of your nation and if you are not in any other army, you can join that army. Appoint fallback field for army For any army, a fallback field can be set. This should be done in any case because if the army is defeated and no fallback field set, the army will be disbanded. Appoint leading army For any army, a leading army can be set of which movement orders and fallback fields will automatically be adopted. This makes the coordination of army movements a lot easier. Attention: The settings of the leading army might be incorrect. If the "adopt diplomacy settings" option is enabled, the orders to the army regarding attacks will be adopted from the leading army. This is important, so armies of allies fight on the same side. Meeting point for the nation Kings or chancellors are able to set a meeting point for their nation. The according symbol will appear on the map. This is only for orientation, the knights will still have to make the movement themselves. Set landmarks Landmarks are very helpful when it comes to finding the shortest way for a long journey. To set a landmark, go to your target field on the map and click "set as landmark". Now, the shortest connection to your knight will be calculated. Now click your current position. The field you have to move next will be indicated. Landmarks are only for orientation. You will still have to move your knight yourself! Expansion of the shire Expanding the field - every possible expansion will be indicated here. If a necessary expansion has been build, possible new expansions will appear. The following expansions are available: - Roads - Needed for farming, animal husbandry, ...
Level - indicated if the expansion is built, still being built or not even started. Price - Price of the expansion. Start building - The count will see this button, if there is enough silver available on the shire. Breakdown - Buildings can be torn down. Announce show fight A count can announce a show fight on his shire which increases the income and defense of the shire. This costs silver of course. A show fight is a duel with at least 100 VP stake between 2 knights of different nations. Announce tournament A count can also announce a tournament. The income from the starting fees will be put in the nations chest. The knights have to pay that fee for every discipline he wants to fight in. There has to be enough silver on the shire so the price money for every discipline can be paid. Dungeon Detained or watched knights will be indicated here. The count or king can release those knights. New knights to the game cannot be imprisoned for 4 days. Fiefdoms A list of the fiefdoms on this shire and a list of important buildings which are built on the fiefdoms. A constant distribution is the key to having many inhabitants on a shire. Provoke a conflict Counts, kings and chancellors can provoke a conflict and pretend 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. my nation (top)
my nation (top)Message box, the king or the chancellor may change. The first words to appear as a link on the "Knight"-side under the image of your knight. overview Listing of the nation's knights with field position, ranking points (RP), offline days (OD), online status, day of joining to the nation and army. For chancellor and king there are extra buttons for discharge from military service and banishment from the nation. Per day there can be at most be 10 percent of the knights of a nation who are banished. acceptance for the king Here the king sees, how satisfied his people are. With under 40 percent the king is voted out of office. The weight of the vote of one knight depends on the days of the knight in the nation. joining of knights King and chancellors can see who wants to join the nation and can accept or reject these knights. armies A listing of the existing armies, and for king and chancellors the possibility to dissolve them. embattle armies A list of the knights not within an army on your own shire. In order to form an army, set hooks behind the knights, give a name to the army and click on "embattle new army". aportionment of shires - appointment to landowners King and chancellors give empty shires over to knights of the nation. This these knights are appointed to counts of this shire. For each of the first 5 shires there has to be at least one knight in th nation. From the 6. shire on there have to be at least 3 knights for each shire (6 shires = 18 knights in the nation), incl. counts, chancellors and king. If a count is dismissed from his shire, there is a block of 4 days to appoint a new count to this shire. leaving an uncultivated shire An uncultivated field will cost 10 silver each round. So you can give up these fields. The task is carried out at the scoring. dismiss chancellor Here the king can dismiss his chancellors. appoint to chancellor Here the king can appoint knights to chancellor. counts and shires List of shires, their revenues and how much silver is in their chests. Furthermore you can find here the general expenditure of the nation and an overview of the total revenue per round. This list is only for king, counts and chancellors to see. If a field is vacant, because a count was dismissed, it generates no silver, until a new count is appointed (at least 4 days). Inflation shows what proportion of revenue disappears into nothingness. Inflation is caused by too high an overall property of the nation. Therefore chest of the nation, pay-chest, chests of the shires and the armies chests are summed up. The more knight a nation has, the more silver it can hoard - because inflation is dependending on the number of knights (up to max. 80% inflation) resignation Counts, chancellors or kings can resign her charge here. A king who leaves his post can not ascend a 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 over 60 percent, the king wil be disempowered at the scoring and a knight of the nation can claim the throne. army of the free knights There have to be at least 5 free knights on a field. All have to set a hook to "I want to form an army and fight". An army of free knights will be commanded by the two knights with the greatest experience. The two military leaders can use diplomacy settings. These will be reseted again after the next scoring. silver x of 100 - indicates what percentage of public revenue will be paid to the knights nations chest - property of the nation pay chest - silver which was not paid at the last scoring (wil be disbursed at the next scoring) x sivercoins per knight - silver which is expected to be payed 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. 4 days the knight will not be able to join another nation and he will lose his fiefdom! tribute and transport of silver Chancellors or kings can put silver on armies that are on the castle field (Tribute or relief payments to other nations). The armies have to transport the silver to the other nation and give it over. conference room King and chancellors may invite or remove knights to/from a secret consulting room (consulting room at the board). appointment to minister The king can appoint the posts of War Minister and Foreign Minister to the chancellors here. These titles can also be seen by the other nations. history of my nation (top)diplomacy (top)This detailed list from "brother nation" to "nemesis" is only seen by the knights of your nation, so the knights know how to act at the role play. These settings effect the changes of the attack-setting at the end of 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 "good-minded" to "brother nation" cause "no fighting" from your side. fight-setting to the other nations You see the fight-order for this nation to your armies and the order of this nation to their armies. Is an army standing on a field of another nation the attitude 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)All knights of the nation are shown with their weapons, armour and horse. ranking of my nation (top)A ranking list of the knights of the nation to monitor the success of development within the nation. the nations (top)
the nations (top)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 (red = knight, green = count, brown = 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. history (top)Council of the 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. ranking of the nation (top)This ranking list of the nation can be sorted by various criterias. major topics (top)How can I change my password? Go to Knight -> Profild -> Change Configuration. What does the star behind a Knight's 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 the absence in 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 with this is your own choice. What happens if I don't log in for a while? After 30 days of inactivity, your Knight will be deleted. 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 = Chancellor, Red = Knight How can I delete my account or have it deleted? Your account will be deleted automatically after 30 days of inactivity. 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 technical and role-playing Moderators and together with the admin they make up the staff of knights-honor.com Knights What happens if I forget to set my daily tasks? The Standard task of your knight is the administration of the fiefdom. This means that the knight is not training but will have a rest and invests in his property. You will receive 1-2 silvers per day. How much experience will I gain from duelling? This depends on the vitality points you lost, not on the VP you staked in the duel. up to a loss of 40VP = 0 Experience Points up to a loss of 70VP = 1 Experience Points up to a loss of 100VP = 2 Experience Points up to a loss of 130VP = 3 Experience Points up to a loss of 160VP = 4 Experience Points up to a loss of 190VP = 5 Experience Points The winner will win a further Experience Point. Furthermore, the regulation for the contribution of EXP is: for duels of 100 VP or more, 1 extra exp will be gained. for duels of 160 VP or more, 2 extra exp will be gained. How will I get lots of silver fast? - join a Nation (pay, fiefdom) - Daily tasks set to silver, then you will look after your property and gain 1-2 silver per day - duels - The winner of a show-fight will receive the offered prize - Quests How old can a knight be and how do I recognise impending death? Your knight age to about 45-60 KH-years. Your actual age will be displayed on your knight's profile page. The player will be warned on his knight's profile page weeks before death that his knight feels weak and he feels his own death coming soon. That way there is enough time to find an heir and arrange all necessary steps. Fiefdom What happens to fiefdoms when the count changes? As long as the fief remains within the nation, nothing will happen. Nothing is lost and it continues as usual. What happens to a fiefdom if the shire is conquered? You will lose the fiefdom, but all the buildings on the fiefdom will not be lost. If the shire is reconquered, the fiefdom can be given back to the knight. The original holder of the fief will receive it back at no cost, all others have to pay 80% of the cost. In between, fiefdoms can always have belonged to another knight. Movements How do I set my movements? Search for your location on the map. If you are not in an army, you can see the movement buttons below that will move you 1 field per round (2 if you have a horse). If you are in an army, you can not move on your own. Only the leader of the army (count, chancellor or King of your nation) can move the knights within the army. How do I set my movements with the orientation point? For longer journeys it is helpful to set a way point to see the shortest route. Search your destination field on the map and click to mark it as your orientation point. This will only calculate the shortest route, it will not mean the automatic movement of your knight. Then you go to your current location and you can now which fields will bring you to your destination fastest. You pick your way and from there you will receive the information of the shortest route on a daily basis, just as you would travel normally. Armies 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 an other army already. Go to the map and to your location, then choose the army you want to join. How can I leave an army? Only the leader of an army can remove a knight from an army. This can be done in the menu "My Nation". A knight himself can not leave but only be dismissed by the army's leader. What is a free knight? Free knights have no fiefdom and do not receive pay. If they own more than 200 silvers, they are in danger of being robbed. What does the mood to the army? If an army loses a fight, the mood of the knights sinks. So the fight values for the next fight are sinking too. The mood regenerates within a few days. If the army loses another fight, the mood sinks additionally. 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. How do I accept a knight into my nation? In the menu "My Nation", chancellor and king can see applicants to the nation and accept them. How can I leave a nation? In "My Nation" you can find a button to leave your nation. Once you have left, you can not join another for 4 days. How can knights be removed from a nation? Chancellors and Kings can remove members of their nation under My Nation. For this the following rule applies: - The chancellor can dismiss everyone except the King. - The King can dismiss everyone. 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. There, under My Nations click on "I want to become King". If a nation has knights but no King, only the members of a nation can take the power. How can the king be dismissed? In "My Nation" you can find the deselection of the king. If more than 60% have decided to deselect the King he will be disempowered during the following scoring and any knight of a nation can take the power - the first one wins. How can the king give up the power? In "My Nation" the king can resign. Any knight of the nation can take the power - the first one wins. The old king is blocked from taking the throne for a few days. 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 to expand fieldsa 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 How is a chancellor chosen? The chancellor is appointed by the king, he will have to go to "My Nation" and appoint one of the knights to chancellor. How can the chancellor be dismissed? The king can dismiss a chancellor at any time. He can do so in "My Nation". If a chancellor has been dismissed and there are more than 3 chancellors, the king can not appoint another for 4 days. How can a chancellor resign? The chancellor can resign at any time in "My Nation". Count What are the duties of a Count? - Expanding 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 at the location too. - Can command an army he is a member of. 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. How can counts resign or be dismissed? Chancellors and kings can dismiss a count in "My Nation" and the count can resign there too. A new count can only be appointed after 5 days. All expansions on the shire and the fiefdoms remain, as long as it remains with the nation. An ownerless field will cost 10 silver each day and the expansions will not bring any revenue. Conflict Automation What is automatic conflict? The conflict automation is made up of witches and robbers that allegedly live on a field of the neighbouring nation and trouble the peasants 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. 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 recognise 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. 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 - Battles - Catastrophes - Tourneys - Fiefs - Quests - Attempts at breakout graphic pack on local harddisc (top)Installing the Graphic-pack
Internet ExplorerAdd the address of the knights-honor website to your secure pages. Firefox 1.5.x or newerSearch for the Firefox Profile folder on your harddrive, eg. (12345678 is used for eight random numbers and letters): Download the File user.js and add it to the directory profiles directory you searched for. Restart Firefox. The Data should now be loaded from your harddrive. Possible Errors:
Firefox 1.0.x or olderIn 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 harddrive. NetscapeEnter 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 olderAttention: 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, SafariNot possible. However you can use the following alternative: WebspaceIf 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:// |
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Schlimme Puppen 
Knights Honor 
Ritterheere 
Antique Empire 
Antique Empire 
Der Reeder 
Evolution Master 
Sternenheere
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