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, ...

all about fiefdoms

how to move the knight

choosing, joining, leaving, ...

gaining the throne, powers, dethroning, resigning

appointment, powers, dismissal

appointment, powers, dismissal

army / battle
armies of nations, free armies, battles, protectors, costs, looting, mood, ...

conflict automatism
causes, effects, resolving the problem

when, order of scoring

role play, characters, rules, moderators, ...

first steps                                  (top)

Welcome to the world of
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.

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.

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 is now being granted. You can now log on

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.

knight                                  (top)

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

Core values

Vitality indicates the health of your knight. Vitality can be a value from 0-200.
Strength indicates your knight's strength. 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.
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                                  (top)

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

Requirement: Monthly or yearly account


  • 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.

family                                  (top)

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.

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.

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


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.

quests                                  (top)

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

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

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

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

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

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

Each victory in a tournament will gain you one point. A victory in the final will gain you two 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).

You gain quest-points by solving quests.

hall of ancestors                                  (top)

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

profile                                  (top)

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.

prentice                                 (top)

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

Depending on the training level of the prentice you get:
  • 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)

Duels Tournaments Street-Brawl
Duel-List Battles / Armies  

duel                                  (top)


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.

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

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

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

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

duel-list                                  (top)

The duel-list is separated into the following parts:
  • 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.

tourneys                                  (top)

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

The following disciplines disciplines can be fought in a tourney: 
  • 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                                  (top)

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%


Cannabis +1% +15

Honey +2% +5

Wine +1.5% +10



+1  when both ore and coal are used


Salmon +3%



+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.

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.



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.


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.

property                                  (top)

Fiefdom Armory Stable

fiefdom                                  (top)

The fief

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

Farming 5 silver 2 36 4 cannabis, honey, wine, salmon, hide, incense
Military 6 silver 2

Crime 5 silver 4

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.


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.

armory                                  (top)

Weapons and shields

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

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

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

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


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.

stable                                  (top)

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

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

  • 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                                  (top)

Weapons Armor Horses

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.


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.

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

horses                                  (top)

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

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

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

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

If a horse has been bought, another horse of the same race is generated.

trade of raw material                                  (top)

Raw materials
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.

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.

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.  

maps                                  (top)

Map Overview-map Shire

map                                  (top)

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

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

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

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

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

overview-map                                  (top)

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

shire                                  (top)

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

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

- 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.

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.

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.

my nation                                  (top)

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

my nation                                  (top)

to the nation

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


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.


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.


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


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.


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.

diplomacy                                  (top)

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

order to armies

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

knights of my nation                                  (top)

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

ranking                                  (top)

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

the nations                                  (top)

the nations history Council of Knights

the nations                                  (top)

The list of the nations can be sorted according to various criteria.
Main data of the nations are summarized here:
  •   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.

history                                  (top)

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.


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

  1. Download the graphic pack. (last update: 11.2011)
  2. Extract the files from the zip-file into a folder
  3. In your Knight's menu, click on "profile" and then "change configuration" -> "User-Configuration" -> graphic-pack installed?
  4. tick the box
  5. Enter the path to the graphic pack into the field underneath:
           - The path is the full name of the folder containing the graphic pack which you extracted earlier.
           - Enter file:// at the beginning (for linux & max users: file:/// as the third slash denotes the root directory
           - Change all \ to / .
           - Place an / at the end of the path.
           - Use a folder name without spaces or change the spaces in the entry field to %20.
    - Example for the path in windows: file://C:/games/knights-honor/
    - Example for the path in Mac: file:///Users/I/knights-honor/
  6. Click updated to save your changes.

Internet Explorer

Add the address of the knights-honor website to your secure pages.
Extras -> Internet Options -> Security -> Trusted Sites -> Sites -> add 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.


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:


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)


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


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.


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.


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.


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.

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.

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".


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.


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.

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.

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

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.

(+) memo:

Premium-Players only.
registered: 29712
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Council-Eric Sovnson: Sadly unable to get an heir of age-if the game reopens the story is someone called the Red Jarl grabbed the throne from the kids
Council-Alrik III: Next turney october 20th
Council-Alrik III: From my point of view even these two weeks are too long^^
Council-Alrik III: Congrats Smelgar
Tech-Mod-Smelgar III: Ha - Oktoberfest in Sputh Auastralia (with rthe largest German inmigrant population) lasts thw whole month!
Reinhold vom Greifenstein: it is already over since 6th^^
The Middle-Ages..
A time full of history and

Knights, lords and kings
tried to change the world
for their purposes.

Fights, tournaments,
battles, 53 nations on a
huge map of the Middle-Ages.
Weapons and armor, horses,
your fiefdom - adventure,
glory, power and intrigues.

Knight's Honor offers you
unlimited possibilities in
a world of battle.