advanced help
table of content
the menu
1.) knight
1.1.) knight
1.1.1.) core
value
1.1.2.) daily
task
1.1.3.) battle
configuration and chanced vitality
1.1.4.) weapons
and armor
1.2.) profile
1.3.) premium
account
1.4.) family
1.5.) quest
1.6.) ranking
list
1.7.) hall
of ancestors
1.8.) report
1.9.) prentice
2.) fight
2.1.) duel
2.2.) duel
list
2.3.) tourney
2.4.) battles
and armies
2.5.) street
brawl
3.) property
3.1.) fiefdom
3.2.) armory
3.3.) stable
3.4.) shire
4.) trade
4.1.) weapons
4.2.) armor
4.3.) horses
4.4.) materials
5.) map
5.1.) overview
map
6.) my
nation
6.1.) history
6.2.) diplomacy
6.3.) knights
of the nation
6.4.) ranking
7.) nations
7.1.) nations
7.2.) history
7.3.) council
of knights
7.4.) ranking
of nations
8.) Help
tree
|
important topics and questions
first
steps
graphic
pack
benefits
of premium account
general
topics
password, time, general explanations
knight
daily tasks, experience points, duels, silver, death, ...
fiefdom
all about fiefdoms
moving
how to move the knight
nations
choosing, joining, leaving, ...
king
gaining the throne, powers, dethroning, resigning
chancellor
appointment, powers, dismissal
count
appointment, powers, dismissal
army
/ battle
armies of nations, free armies, battles, protectors, costs, looting,
mood, ...
conflict
automatism
causes, effects, resolving the problem
scoring
when, order of scoring
RP-Guide
role play, characters, rules, moderators, ...
|
first
steps
(top)
|
Welcome
to the world of knights-honor.com
The following text will teach you how to move through the game, the
possibilities for your knight and other things you should keep in mind.
1.) Knights Honor is a
game based on turns (1 turn = 1 day). The scoring takes place at 21.00
GMT Greenwich Mean Time each day.
During
each turn you may give one order for each of: training, duels, moving
(if your knight is not in an army or is in an army and is an army
leader) and armies (if your Knight is an army leader).
These orders can be
changed at any time before the scoring takes place.
2.) New
knights should join a nation - this is the only way to earn enough
silver to become a prosperous knight. You receive pay from your nation
and an income from your fiefdom. It is unwise to spend the first money
you earn on armor. A cudgel or knife will do as a weapon and you should
also put some money into your fiefdom. Armor and equipment are not that
important at the beginning.
3.) After
creating your knight, he will be put on a field owned by your nation.
You can move your knight via menu "knight" - "move". You can move your
knight by 1 field per day. Later, when you get a horse, you will be
able to move 2 fields a day. Destination points are only for
orientation and do not move your knight.
Important starting tips:
First of all, you have to create your knight. This can
be done in the "knight" menu.
If you do not want to choose your nation when creating your
knight, this can be done in the nations menu at any time. Just
click the crest of your preferred nation and a button will appear. By
clicking it, you will apply for that nation. The king and the
chancellors will now decide whether they want you to join their nation.
This might take some time.
Once you have joined a nation, you will need a fiefdom. Have a
look at the map and locate the shires of your nation (crest.
Since there are wars in outer shires, you might want to pick a safer
shire in the inner-country. In the property menu you will find
the fiefdoms. Choose a
fiefdom on the shire that you picked. The count may accept or reject
your request; if he rejects it you should ask your nation's King or one
of the Chancellors in which shire you should apply for a fiefdom. You
could also ask before applying the first time, of course. Your fiefdom
is your main income of silver, so developing it is very
important. You will need 5-15 silver for your first building, so you
ought not to buy anything else.
Weapons and armor can be purchased in the trade menu if you
have enough silver. You will also need silver for repairing your
weapons and armor after a fight.
You need to set a daily task for your knight every day in the knight
menu.. Increasing silver, the default setting, will gain you 1-2
silvercoins. However in order to train your knight you must duel and in
order to duel you need vitality points. So much is to be said for
starting with training and building up your vitality immediately.
You can start duelling instantly by clicking the fight
menu, provided other knights are within duelling reach. You must
challenge an opponent (in fact, you can challenge up to three different
opponents.). An opponent now has to accept your challenge. By fighting
stronger knights, you will gain more experience - even if you lose.
You should fight for 40 VP minimum or your knight will not gain any
experience.
ATTENTION: Watch your VP. If they fall below 30 VP,
you will be ill. If you fall below 11 VP you will be very seriously ill
and recover VP at a very slow rate. |
1. Menu
You can see the menu on the left side. This menu will guide
you through all parts of the game like knight, map, board
and so on.
2. Videos
There is a video (called game tour) on the start page,
which will give you a visual impression of how a knight's life on
knights-honor progresses.
3. Help-Tree
By clicking help - help tree you will be able to see
all the games basics on one page.
4. Registration
If you have not registered yet, click the register
button. Enter all required data and click send registration.
A registration mail will instantly be send to your email address.
Open the mail and click the activation link. Your access to
knights-honor.com is now being granted. You can now log on
knights-honor.com.
5. First Steps in a
world of knights
After logging in for the first time, you have to create your knight. To
do that, click the knight menu. A button saying create a
new knight will appear. Click it.
On the next page, you will choose your knight's birthplace. A map with
crests and the nations' propaganda messages will show. Choose your
nation at the bottom of the page.
After choosing a nation, your knight will be created. You will now
receive an ingame message helping you with your first steps.
You can now have a look at your knight by clicking menu knight. You will also have to choose
a gender. Please note: You can only choose a gender once.
On the knight overview page you will find the 3 basic values Vitality,
strength and technique. At the beginning, their value will be 100 (left
column). You can increase one of the values each day or increase silver
by choosing your daily task. After picking a daily task and confirming,
you will instantly see how the values will change after the scoring at
21.00 GMT (right column, red numbers).
Core values are important for your fighting statistics.
You can also see your experience. You can win experience points in
duels and battles.
You will gain more experience from duels that cause you high losses
vitality points (VP).
Please note: What counts is the loss of VP, not the stake.
up to a loss of 15 VP = -1 Experience Point (minus one EXP)
up to a loss of 40 VP = 0 Experience Point
up to a loss of 70 VP = 1 Experience Point
up to a loss of 100 VP = 2 Experience Point
up to a loss of 130 VP = 3 Experience Point (including EXP bonus for
100 VP duel up to a loss of 130 VP plus 4 EXP)
up to a loss of 160 VP = 4 Experience Point (including EXP bonus for
100 VP up to a loss of 160 VP duel plus 5 EXP)
up to a loss of 190 VP = 5 Experience Point (including EXP bonuses up
to a loss of 190 VP duel plus 7 EXP)
The winner of a Duel with 40-VP-stake or higher gets 2 additional EXP.
The winner of a Duel with 30-VP-stake or less gets 1 additional EXP.
Regarding experience points:
from a 100 VP stake upwards you gain 1 additional experience point.
From a 160 VP stake upwards you gain 2 additional experience points.
The loser of a duel always loses at least a fraction more than the VP
staked with the last blow. So the loser of a 40 VP duels gains 1 EXP.
The loser of a 100 VP duel gains 4 EXP.
Once you own weapons and armor, you can attach the armaments on the
knight page.
In the beginning you have no equipment, but already 20 silvercoins seed
money. You should put these into your fiefdom.
You can challenge others knights to a duel by clicking on menu fight, duel. This happens via duel
settings. You can only challenge knights to a duel who are either on
your field, or on an adjoining field. Fields will be explained later.
There are 3 fighting-tactics: Aggressive, offensive and defensive. Each
style has its advantages and disadvantages, depending on the type of
weapon you use.
As soon as you challenge an opponent, a window asking you for your
chanced VP will appear. Choose at least 40 VP and take care not to lose
so many VP that you become mortally ill.
You can get an overview of all buyable weapon and armor on your field
by clicking the trade menu.
For the beginning, you should buy at most a knife or a cudgel. Or
better put your silver into your fiefdom. You cannot trade on sea
fields.
Next to the weapons and armor, you will see their stats.
6. The maps
If you click the map menu, the game map will appear. Your
knight's position will automatically be centered. On this map you can
see all the fields, their owner's crests, castles, knights of your
nation and much more.
If you hover with the mouse pointer over a crest on the map, a box with
information on that field (field number, field name, field owner)
appears.
The crests are clickable buttons that open a menu. In this menu you can
find general information on the field like buildings on the field,
knights on the field or armies of your nation.
You will also see a button saying details. By clicking this
button, you will be redirected to another page which opens in a new
browser window. You can now move
your knight. You can move 1 field per day. Later, when you get a horse,
you will be able to move 2 fields a day.
The last important map can be found by clicking map and then overview..
This is a political overview on the world of knights honor. You can see
which nation owns which fields. If you hover with the mouse pointer
over the fields, general information on the fields is displayed.
7. Other
You have now learned the most important functions to play Knight's
Honor.
Since Knight's Honor is also a role play game (RPG) you will need an
overview on how to communicate in this game.
The board is the center of all RPG. You can get information on
the game, meet other knights and talk about your knight's life, duels
and battles.
Each nation has a board of it's own which is only accessible to knights
of your nation. Internal concerns of your nation can be discussed here.
You can exchange messages by using your message-box. If you
have new messages the message blinks.
If you are looking for a chat with other players, you can visit the tavern.
The tavern is officially a non-rpg-area, though occasionally players
drop into RP there.
|
Core values
Vitality indicates the health of your knight. Vitality can be a
value from 0-200.
Strength indicates your knight's strength. Cannot drop below
100.
Technique indicates you knowledge about tactics and fighting
styles. Cannot drop below 100.
Experience indicates how much your knight has already leaned in
his fights. Experience increases by fighting and influences fights.
Victories indicates the number of won duels.
Defeats indicates the number of lost duels.
Condition s a value calculated from vitality, strength,
technique 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 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 1-2 silver (randomly
chosen). However increasing silver has a negative effect on the
condition.
Status "close to death"
The status
close to death appears, if your knight has fewer
than 30 vitality points. Being close to death has the following
consequences:
- VP regeneration is set to 3 (for under 11 VP)
- You will not be able to duel anymore
- You will not be able to enter a tourney
- Training (vitality, strength, technique) possible over 11 VP
- Moving 1 field possible over 11 VP
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 increase any skill values
- You can view no information on neigboring fields or knights on the map
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 neigboring 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
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.
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.
Premium Account (12,-�
per year or about 2,-� 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.
- 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) 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.
12 monthly premium accounts equal one yearly prem.
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.
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 the child will be shown in the
profile of both parents.
- 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
25 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) 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
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) 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.
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 appoint one of your
children your heir or create a new knight - but the new knight will
inherit none of the possessions of the old knight. Independently of
prem ownership the deceased knight will be enrolled in the hall of
ancestors. Independently of prem ownership the old knight will be shown
in the new knights blood-lines.
The heir will be in the same nation as the old knight.
After the old knight has died, you have to login to your account with
the name of the new knight / heir.
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.
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.
Graphics pack
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 user can choose under Prem settings from 5 regionally differently
dressed prentices.
fight/weapons
(top)
Duel
Challenging knights is possible, if opponents are listed in the fight
- duel
menu. 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 page 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:....2.........3..........4............5..............6...............7
Silver for
Loser:......1.........2..........3............4..............5...............6
Therefore, duels with a higher stake of VP are more attractive.
Furthermore, the regulation for the contribution of experience points
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.
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 2 days.
E - "Experience" - 100 more or less does not make a big
difference.
VP - The opponent's vitality points.
Knights within duelling reach are knights on the same or neighboring
shires on land. At sea only knights standing on the same sea-field can
be challenged - but knights standing on coast fields can challenge
knights standing on adjoining sea-fields.
Show fight - If the shire offers a show fight, you can win some
extra silver by defeating an opponent of a different nation in a duel
with
a stake of at least 100 VP.
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).
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
- The show fight must be fought within 9 days of being called
- 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.
- 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).
If no weapon is chosen, the default weapon will be sword and shield.
While participating 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.
Knights who have entered a tourney that has not yet started, can duel
with knights, who are not in the tourney. After the tourney has
started, as long as one participates in the tourney duels, one can
fight no other duels. The victor of one discipline in the tourney
remains in the tourney for one day after the last fight in that
discipline and then receives the prize money.
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 |
|
|
Each knight in the army consumes 1 unit of each of the chosen
materials per day.
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.
Armies can only carry a limited amount of raw materials.
Fish 50
Crop 50
Stock 50
Wood 5
Stone 3
Cannabis 3
Honey 3
Wine 5
Ore 3
Coal 5
Salmon 3
Silver 2
Hide 4
Incence 2
Non-transportable materials just drop off the army. If a knight is
dismissed from the army no longer transportable materials disappear
into thin air.
Battles
Each battle consists of three phases.
1. Long-range combat:
Knights/Guards and defenders use their long-range weapons. Each
archer has up to 3 shots.
Any enemy can be hit. Shields can block 50% of the arrows. Everybody
who uses a long-range weapons does not get a shield bonus.
At most 30 vitality points will be deduced for hits caused by
long-range weapons.
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.
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
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 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.
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 mean 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 close-range combat in sea battles
- 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 five free knights on a
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.
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.
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 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
- who are in the army, kings, chancellors, army leaders). 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.
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.
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
- 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.
Setting circular leading armies can cause errors with the fallback
fields. Army A can be set as leading army for army B and army A can be
set as leading army for army C and army A can be set as leading army
for army D, etc. Do not set army A as leading army for army B and army
B as leading army for army C, etc.
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.
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.
There is always a risk in landing on coasts, because you cannot set a
fallback field 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.
If an army stays longer than 5 days and misses the ship it came on,
a new independent move onto a sea field will then only be possible from
the port of a friendly nation.
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 s 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.
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
- castle equipment: 500 silver
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.
Protectors
Kings and counts can have their own protectors, who accompany the king
and counts into battle,
if
militia has been built on a shire. If the shire has militia, the king
has two protectors, counts have one protector. Militia only produces a
weak protector with few VP in battle. Militia plus e-militia produces a
strong protector with around 80% of the strength of the king/count.
Protectors use the same weapons and armor as their king or count.
Costs for
armies
Armies cause costs.
The further 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 under 2.
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. 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.
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 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. Each knight can only get one fiefdom.
Getting a fiefdom
Fiefdoms are distributed 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. 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 expand it in the property
- fiefdom
menu. This costs silver, but increases your income. At the beginning,
expanding 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 |
Special raw materials* |
| Handcraft |
5 silver |
|
27 |
3 |
ore, coal, silver
|
| Trade |
6 silver |
|
31
|
|
|
| Farming |
5 silver |
2 |
36 |
4 |
cannabis, honey, wine, salmon, hide, incense |
| 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.
*Some fields produce special raw materials. There are 9 different
special raw materials (cannabis, honey, wine, ore,
salmon, coal, silver, hide, incense)
If
your fiefdom is located on one of those shires, you will see the
special material as expected income on your fiefdom overview. If you
have built the correct level 5 development your fief will produce one piece of that special raw
material per day. Only fiefs on those fields produce special raw
materials.
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 priviledges. 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.
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.
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.
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 fiefdom, this level 5 building does not gain additonal
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
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.
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.
A newly acquired 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.
If a knight accidentally acquires a wrong fiefdom, the fiefdom can be
abandoned a few days after aquiring 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 and can be repaired for the indicated
costs. Forges reduce the repair costs by 50%.
Repair - If the armor is damaged and 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.
If armor reaches a state of repair of zero it is totally destroyed,
cannot be repaired anymore and disappears.
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.
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.
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% for heavy chargers
and
native horses for offensive and defensive values; hitpoints are
increased at most by a factor of 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.
- 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 for knights is possible, if they 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 for other knights for the stallion.
A mare that was covered by a stallion is in foal for 24 days. The 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 value of the
horse the foal grows into. The foal can be sold, once it is full-grown.
Foals can be gelded.
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.
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 points indicated here.
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 aquired 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. 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 - 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
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.
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 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 in
the list beneath the trade cart.
Note: 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.
Special raw materials
On some fields fiefdoms can produce special raw materials. The shire
also produces special raw materials on it's own, even if no fiefdoms
are built on the shire.
The fiefs produce the materials by building the appropriate level 5
fiefdom specializations.
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
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.
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
destination point, the duration of the journey to that destination 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. Alternatively,
if the field is owned by your nation, you can be passively added to the
army by the count of the field.
Appoint
fallback field for army
For any army, a fallback field can be set. This should always be done,
if an army is about to fight, 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, whose movement orders and
fallback fields will be automatically adopted. This makes the
coordination of army movements a lot easier. Note: 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.
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.
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 xy 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.
Destination points are only for orientation. You will still have to
move your
knight yourself!
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.
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 is the key to having many
inhabitants on a shire.
Provoke a conflict
Counts, kings and chancellors can provoke a conflict and generate a
reason to attack a neighboring field. The system will generate a witch
or bandits. The consequences will be the same as those which are caused
by regular disasters. The field affected will be the field of one's own
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 permanently looses
his fiefdom.
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, set hooks 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 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 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.
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 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 with a
count other than the field of the castle. The connection to the
homeland is therefore not existing and there is no loss of moral if an
army moves away from the castle-field. Loss of moral 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. Army costs
are halved
resignation
Counts, chancellors or kings can resign their 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 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.
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 army leaders can use diplomacy settings. These will be reset to
the default setting friendly after the next scoring.
silver
x of 100 - indicates what percentage of public revenue 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)!
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. 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.
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 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.
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 is disbanded, if it has no fields anymore (apart from the
castle) and the castle is then conquered by an enemy army.
General historical events (joining and leaving, battles, catastrophes
...) are chronological listed here by order of Knights-Honor-Date.
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.
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 adjustments for
arms. 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
- Download the graphic
pack. (last update: 11.2011)
- 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 untick 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)
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 30 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 1-2 silvercoins per day
by increasing silver, but the knight does not train.
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 15 VP = -1 Experience Point (minus one EXP)
up to a loss of 40 VP = 0 Experience Point
up to a loss of 70 VP = 1 Experience Point
up to a loss of 100 VP = 2 Experience Point
up to a loss of 130 VP = 3 Experience Point (including EXP bonus for
100 VP duel up to a loss of 130 VP plus 4 EXP)
up to a loss of 160 VP = 4 Experience Point (including EXP bonus for
100 VP duel up to a loss of 160 VP plus 5 EXP)
up to a loss of 190 VP = 5 Experience Point (including bonuses up to a
loss of 190 VP plus 7 EXP)
The loser of a duel always loses at least a fraction more than the VP
staked with the last blow. So the loser of a 40 VP duels gains 1 EXP.
The loser of a 100 VP duel gains 4 EXP.
The winner of a Duel with 40-VP-stake or higher gets 2 additional EXP.
The winner of a Duel with 30-VP-stake or less gets 1 additional EXP.
Regarding experience points:
from a 100 VP stake upwards you gain 1 additional experience point.
From a 160 VP stake upwards you gain 2 additional experience points.
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 1-2 silver per day
- duels
- The winner of a show-fight will receive the offered
prize
- Quests
- win a tourney
How old can a knight get and how do I recognise 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 and via PM 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 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. Through the conquest 10 % of the buildings
on the fiefdom will be destroyed. If a fiefdom remains without an owner
for a while, it gradually starts to degrade.
If the shire is reconquered by your nation, the fiefdom can be
requested back by the knight. The original holder of the fief will
receive it back at no cost, all others have to pay 80% of the value of
the fiefdom.
In between, fiefdoms can always have belonged to another knight.
Movements
How do I move?
Go to menu, knight, move. 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 army.
How do I move using a destination point?
For longer journeys it is helpful to set a destination point to see the
shortest route.
Search for your destination field on the map and click on it and then
click on the destination point button to mark it as your destination
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 see which field will lead you to your
destination fastest.
You choose via which field to go to and from there you will receive the
information of the shortest route on a daily basis, just as you would
travel normally. You however will still have to set a daily move for
your knight to continue moving.
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 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. A nation can also activate automatic acceptance
of knights.
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. When you leave a nation
your fiefdom is lost, unless you sell it first.
How can knights be banned from a nation?
Chancellors and Kings can banish members of their nation in the profile
of knights of their nation. For this the following rule applies:
- The chancellor can dismiss everyone except the King.
- The King can dismiss everyone.
Actively banishing a knight causes permanent loss of the fiefdom of the
knight.
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.
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 give up the throne?
In "My Nation" the king can resign. Any knight of the nation can take
the power - the first one who clicks on the button becomes king. 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 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
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?
- 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 at the location too.
- Can command an army he is a member of.
- Can imprison knights of other nations standing on the shire
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 upgrades on the
shire and the fiefdoms remain, as long as it remains with the nation.
A field without a count will cost silver each day and the upgrades will
not bring any revenue.
Armies
How are armies of a nation formed?
Armies can only be formed by counts, chancellors or kings. By counts on
their shires, by chancellors and kings on the castle field of the
nation. There have to be at least 3 knights in an army, or it is
disbanded. To form an army one has to go to menu, my nation, my nation.
There you will find listed under the heading "embattle armies" all
knights available for you to embattle in an army. Check the knights who
are to be embattled in the army, give a name to the army and confirm by
clicking on the button "embattle new army". Counts have to stand on
their shire in order to be able to form an army on their shire. If an
army is formed at least one knight has to have staked vitality points
in the battle configurations, if all knights have staked zero VP in the
battle configurations the army is disbanded at the next scoring.
How are free armies formed?
At least 5 free knights have to stand on a field. All have to check "I
want to join an army and fight" in my nation - my nation. An army of
free knights is lead by the two knights who have most experience
points. The two army leaders can change the diplomacy settings of the
free knights for the neighbouring fields. The diplomacy settings of the
free knights revert to the default setting friendly after the next
scoring.
What do free armies do?
If a free army loots a shire, the loot is evenly divided amongst all
the knights of the army. If free armies are on a free shire they get 5
silver pay per day, on shires of other nations 3 silver pay per day.
There is no pay for free armies on sea fields.
What are free knights?
Free knights have no fiefdom and do not receive pay. If they own more
than 200 silvercoins, they are in danger of being robbed. They are safe
from being robbed for 4 days after leaving their old nation. It is not
possible to join a new nation for 4 days after leaving the old one.
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, the map and to your location, then choose the
army you want to join.
How can I leave an army?
Only chancellors and kings can dismiss a knight from an army. This can
be done in the menu "My Nation". A knight himself can not leave the
army on his own must be dismissed by the chancellors or king
How can an army be disbanded?
An army can only actively be disbanded by the chancellors or king. This
is possible in menu - my nation - my nation. An army is automatically
disbanded, if it has fewer than 3 knights, if it loses two consecutive
battles without an independent move in between, if no fallback-field
has been set or can be set, if a sea battle is lost, if all knights
have staked zero VP in the battle configurations or if the army costs
cannot be paid by the nation.
What are fallback-fields for armies?
An army must set a fallback-field in case of defeat in battle. If this
is not done an orderly retreat is not possible and the army is
disbanded. The knights then standing on their own on an enemy shire are
in danger of being imprisoned.
What are leading armies?
An army can join another friendly army and receive orders from that
army. Orders for moves and fallback-fields can be received from the
leading army - which naturally bears risks, if the leading army makes a
mistake. The same knights authorized to set fallback-fields can set
leading armies on the same page.
How are armies moved?
Armies are moved on the same page as knights. An existing army can be
moved by all counts in the army, the chancellors and the king and also
by appointed army leaders. The hierarchy in which orders for the army
are obeyed are counts and army leaders are of equal rank, chancellors
higher, kings highest. Lower ranks cannot change the orders of higher
ranks. An army of free knights is moved by the two most experienced
knights.
How can you disembark and embark with an army on a coast?
Armies can disembark on coasts from sea, e. g. in order to attack
shires on that coast. The ship they came in remains on the coastal
field for 5 days, waiting for the army. It is possible to disembark,
fight, move, fight again and return in time to the ship. After 5 days
the ship is gone.
What happens when two enemy armies try to exchange places?
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.
How can armies be blocked?
An army standing on a field of it's nation can, under certain
circumstances, block an enemy army from attacking an adjoining field of
the defenders, details see above.
Do knights, who aren't part of an
army, participate in battle?
Yes, if they are members of the nation owning the shire. They fight
with 80 % of their usual combat power in the battle.
What is looting?
After a battle the victors loot a shire and fiefdoms.
What are protectors?
Counts and kings can have protectors, if the shire they are count of
has militia or e-militia.
What are army costs?
Armies cause costs. The farther distant an army is from the castle, the
higher the costs. Further details see above.
When is an army disbanded?
Missing fall-back fields amongst other things can cause an army to
disband. Details see above.
Conflict
Automatism
What is automatic conflict?
The conflict automatism consist 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. 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 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
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 �ooc�, �rpg off� or �rl� 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.