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
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

2.)fight
2.1.) duel
2.2.) duel list
2.3.) turney
2.4.) battles
2.5.) street brawl

3.)property
3.1.) fiefdom
3.2.) armory
3.3.) stable

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

5.)map
5.1.) overview map
5.2.) shire

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

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

major topics

first steps

graphic pack

benefits to premium account

generals
  • How can I change my password?
  • What do the numbers and stars behind the name of the knight mean at the site "nations" and "my nation"?
  • How much time of my day do I have to invest to see my knight prosper?
  • How bad is it if I am not able to login for a few days?
  • What do the colors of the names of the knights mean?
  • How can I delete my account?
knight
  • What happens if I don't set my daily task?
  • How many experience do I gain in a duel?
  • How do I get silver faster?
  • How old will my knight be and how do I know of the date of the death?
fiefdom
  • If the count of the shire changes - what of my fiedom?
  • What of my fiefdom if the shire is conquered by an enemy?
moves
  • set moves
  • moving with destination point
army / battle
  • form armies
  • form an army of free knights
  • joining an army
  • leaving an army
  • disband an army
  • field for fallback
  • choosing a leading army
  • move army
  • landing and departing at coasts
  • moves of confronting armies
  • block armies
  • Do knights fight in a battle which are not in an army?
  • looting after a battle
  • protector of a count or a king
  • costs for an army
  • When does an army disband?
  • What does the mood to the army?
nations
  • choose a nation
  • accept a knight into a nation
  • leaving of a nation
  • ban a knight from the nation
  • king
    • duties of the king
    • becoming king
    • deselection of the king
    • resign the charge of king
    chancellor
    • duties of the chancellor
    • becoming chancellor
    • discharge a chancellor
    • resign the charge of chancellor
    count
    • duties of the count
    • becoming count
    • discharge a count / resign the charge of count
    conflict automatism
    • Why script-made conflicts?
    • effects
    • dissolving
    scoring
    • When does the scoring take place?
    • order of the scoring

    first steps                                  (top)

    Welcome to the world of knights-honor.com
    The following text will teach you how to move through the game, the possibilities for your knight and other things you should keep in mind.

    1.) Knights Honor is a game based on turns (1 turn = 1 day). The scoring takes place at 21.00 each day.
    There can be given one order in each of the arrays training, duels, moving the knight and armies.
    These orders can be changed at any time before the scoring takes place.

    2.) New knight should join a nation - this ist he only way to earn enough silver to become a good knight. This silver is earned by receiving you payment and the income which comes from your fiefdom. The first money you earn should not be spent on armor. A cudgel or knive will do as a weapon and you should also put some money into your fiefdom. Armor is not that important at the beginning.

    3.) After creating your knight, he will be put on a random field owned by your nation. You can move your knight by 1 field each day. This can be done in "knight" - "move" menu. Later, when you got a horse, you will be able to move 2 fields a day. Landmarks are only for orientation and do not move your knight.


    Important hints for a good start:

    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 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 joined a nation, you will need a fiefdom. Have a look at the map and locate the posessions of your nation (crest). Since there are wars in outer shires, you might want to pick a safer shire in the inner-country. You will find your fiefom in the property menu. Now pick a fiefdom on the shire that you picked. The count now has to accept your request, what he usually does. Your fiefdom is your main income of silver, so building iz up is very important. You will need 15 silver for your first building, so you better don't buy anything else.

    Weapons and amor can be purchased in the trade menu if there is enough silver available. You will also need silver for repairing your weapons and armor after a fight.

    Each day, you have to set your daily task in the knight menu. By picking silver, you will get an additional 1-2 silver a day. This can help you increase your income at the beginning. As soon as there is silver being earned by the fiefdom, you shouls mainly train strength and technique.

    You can start duellingnstantly by clicking the fight menu. An opponent has to be chosen. This 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 exp.
    ATTENTION: Watch your VP. If they fall below 40, you will be nearly dead and will have to pause a few days.


    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. Video-Tutorials
    By clicking help - video-tutorials you will find some videos explaining you the basics of the game

    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 regisered yet, click the register button. Enter all required data and click send registration.

    A registration mail will instantly be send to your email adress.

    Open the mail and click the activation link. Your access to knights-honor.com is now being granted. You can now log on knights-honor.com.

    5. First Steps in a world of knights
    After logging in for the first time, you have to create your knight. To do that, click the knight menu. A button saying create a new knight will appear. Click it.

    On the next page, you will choose your knights birthplace. A map with crests and the nations advert 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 night. You will also have to choose a gender. ATTENTION: 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 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 (right, red column).

    Basic values are important for your fighting skills.

    You can also see your experience. Whoever wins a duel or is part of a winning army in a battle will receive 2 ep. Losers still gain 1 ep.
    You will gain more ep in duels that cause you to lose a lot of vitality points (VP).
    ATTENTION: What counts is the loss of VP, not the stake.

    up to a loss of 40 VP = 1 Experience
    up to a loss of 70 VP = 2 Experience
    up to a loss of 100 VP = 3 Experience
    up to a loss of 130 VP = 4 Experience
    up to a loss of 160 VP = 5 Experience
    up to a loss of 190 VP = 6 Experience


    Victories and defeats indicate how successful your knight is.

    In order to duel, you will need weapons and armor. Once you own them, you can attach them here.
    You will not posess any equipment at first, though you will already have 20 silver in your pocket. You should put these into your fiefdom.

    You can challenge others knights for a duel by clicking fight and then duel. The duel is fought by setting your duel settings. You can only challenge knights for a duel who are either on your field, or on a neighboring one. 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 watch our your knight is not beaten to nearly-dead status.

    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 a knive or a cudgel or 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
    Once you click the map menu, the game map will appear. Your knights position will automatically be centered. On this map you can see all the fields, their owners crests, castles, knights of your nation and much more.

    By hovering over a crest, you can gather information on that field (field number, field name, field owner).

    The crests also work as 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 now have to possibility of moving your knight. You can move 1 field per day. Later, when you got 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 politic overview on the world of knights honor. You can see which nation owns which fields. By hovering over the fields, you will be able to receive general information.

    7. Other
    You now learned the most important functions of Knight's Honor and you are able to play.

    Since Knight's Honor is also a roleplay game (RPG) you will need an overview of 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 knights life, duels and battles.
    Each nation has an own board which is only accessible by knights of your nation. Internal concerns can be discussed here.

    You can exchange messages by using your message-box. You will also be informed if you got new messages.

    If you are looking for a chat with other players, you can visit the tavern. But watch out: The tavern is a non-rpg-area!

    knight                                  (top)

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

    Core values

    Vitality indicates the health of your knight. Vitality can be a value from 0-200.
    Strenght indicates your knights strenght. Cannot drop below 100.
    Technique indicates you knowledge about tactics and fighting styles. Cannnot drop below 100.
    Experience indicates how much your knight has already leaned in his fights. Experience increases by fighting and influences battles and duels.
    Victories indicates the amount of won duels.
    Defeats indicates the amount of lost duels.
    Condition includes vitality, strenght, tecnique and the results of recent duels. If you win a duel, your condition will increase, if you lose, it will decrease. Condition can be any value between 0 and 200. Silver indicates the amount of silver in your wallet.
    Age indicates your knights age in knights-honor time (1 day equals 15 days in kh).
    Family indicates wheter your knight is marries and has children or not. It also indicates the number of children and the husbands or wifes name.

    Daily Task
    Each day, you will be able to set your daily task here. If you do not change any settings, collect silver will be done.
    You can choose between the following settings:
    You should increase vitality as soon as you drop below 100 VP so you can still duel. The closer to get to the maximum of 200, the less you will gain by increasing it.
    Increasing your strength will have a positive effect on your offense value and a negative effect on your defense value. Aggressive fighters should focus on building up strength. The closer to get to the maximum of 200, the less you will gain by increasing it.
    Increasing your tecnique will have a positive effect on your defense skill, but a negative effect on your offense skill. Defensive fighters should focus on increasing technique. The closer to get to the maximum of 300, the less you will gain by increasing it.
    Silver should be collected whenever you are really short or everything else is well trained. You will make an extra of 1-2 silver (randomly chosen)

    Status "close to death"
    If the status close to death appears, your knight will be almost dead. This is the case if you drop below 30 VP. Being close to death brings the following consequences:

    - VP regeneration is set to 3
    - You will not be able to duel anymore
    - You will not be able to enrol for a tournament
    - You will not be able to move
    - You will not be able to increase any skill values

    Status "arrested"
    Once you get busted, your knight was imprisoned by the count. This brings the following consequences:

    - You will not be able to duel
    - You will not be able to enrol for a tournament
    - You will not be able to move
    - You will not be able to increase any skill values
    - You cannot see field or knight information

    You can give it a shot and try to escape. To do so, you have to toggle a checkbox which will appear after 7 days of being imprisoned. The chance of escaping is 5% per day of imprisoning and will rise to a maximum of 85% after 17 days. If you try to escape and fail, the day count will be set back to 0. If you succeed, you will be protected of further imprisonment for the next 3 days.

    If you got a knight imprisoned, it will cost the nation on whose field he is imprisoned 20 silver per day.

    Status "restrained"
    The nation on whose ground you move are able to have you restrained. This brings the following consequences:

    - You will not be able to get information about the field or knights on and around the field.
    - You will not be able to duel

    Battle configuration
    Battle configurations determine your knights behaviour while he is in battle. All of the 3 fighting styles have their advantages and disadvantages. If you own a long-range weapon, you can choose to fire it at the beginning of the battle here. Weapon skill and condition of your long-range weapon are indicated.
    The chanced vitality indicates how much VP you want to put at stake in case of a battle. You will only lose the amount of VP that you actually lose on the battlefield. To support your nation, you usually set this value to 30. Everything else would be treason!!

    Weapons and armor
    Settings which are made here will result in a change of your knights picture. Skill indicates how good you fight with a specific weapon. This skill may vary between 30% and 100%.
    Forehand (right hand) is much more important than the offhand. If there is a two-handed weapon euipped to the forehand, the offhand will be empty.
    Offhand (left hand) should not be equipped with heavy weapons. If you want to equip a weapon here, you should pick a weapon with a high value in speed and accuracy since they are used for defense. Best idea is probably to equip a shield. Regarding armor, the only setting that can be made is whether armor should be worn or not.


    premium                                  (top)

    Premium Account (12,-€ per year or 2,-€ per month)
    Requirement: Monthly or yearly account

    Premium-settings

    • Skin & hair there are 5 different types of skin color as well as 3 hair lengths, 5 hair colors and, for male knights, 4 different types of beards.
    • Clothing Shirt, pants and shoes can be picked in 5 different colors.
    • Coat of arms and cloak can be purchased in different colors. Furthermore, there is nation-specific clothing which can also be attached.
    • Automatic accepting of challenges with a preset VP stake and fighting
    • Automatic weapon repair if enough silver is available. Avoids the distruction of weapons and armor.
    • Holiday mode offers the possibility of a default daily task setting up to 21 days.

    • other advantages of premium accounts
    • You will be able to view older duels and battles
    • Animated duels
    • Real time fights (Street brawls)
    • Heredity of all possessions in case of death including an entry to the hall of ancestors
    • Planned death and creation of a new knight including an entry to the hall of ancestors
    • Construction of an own Home, your knights house
    • Overview over all knights of the country for a better overview over their equipment
    • Filtering of the ranking list as a ranking list of nations
    • 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
    • Fiefdom view on your own shire
    • Filtering of the duels so you can see only the duels fought by your nation
    • Reports on activities and results during the scoring
    • Weapon stock in your fiefdom, so some weapons can be stocked and not sold
    • Different horse colors which are not displayed else, will be viewable
    • Shield crests can be replaced by own graphics.
    • Comparison of knights in "fight" menu. You can compare your equipment to the equipment of other knights.



    family                                  (top)

    Spouse
    In the menu Knight - Family, you can decide who you want to marry. If two knights wish to marry each other at the time the scoring takes place, they will be married. You can see that you are married by clicking My Nation - History and look for the date.

    Children
    You can also decide whether you want to have children by clicking the Knight - Family menu. You can get up to 4 children. You will also be able to get children when you are not married, even though the probability is higher if you are.
    - married knights, who both want to have children and are standing on the same shire, will be mother-to-be or father-to-be within about 5 days
    - married knights, who both want to have children and are NOT standing on the same shire, will get NO children
    - married knights, whose mate don't want to have children, will be mother-to-be within about 15 days or father-to-be within about 30 days
    - single knights, who want to have children, will be mother-to-be within about 8 days or father-to-be within about 23 days
    If the child is male or female is randomly decided.
    Mothers-to-be can't fight 4 days before and 2 days after they give birth. But they will get a high condition value the gain of skill at the duels is higher in the first 8 days after the birth.
    Children are important you're your knight dies and shall bequeath his possessions. You can see your children under Knight - Family, Knight - Profile or Nations - History as an event with date.

    Adopting children
    If you got a premium account which is still valid for at least 60 days, you will be able to adopt a child if you cannot get any the regular way or if they do not meet your expectations. When adopting a child, you can choose its gender and age.
    ATTENTION: Adopting a child will cost you 2 months of premium.

    Bequeathing
    You can only bequeath your possessions if you own a yearly account and if the heir also owns one.
    So there are two yearly accounts needed, which have to be bought till the day of bequeathing.
    There has to be NO new account for the child.


    Children can inherit silver, weapons and horses. Just pick one of your children as an heir. The heir can also get the fiefdom for free.
    ATTENTION: remember the fief number.
    The child will be the heir of the parent that dies first. Each parent can make one child his heir so there are two new knights afterwards. The other children become irrelevant.
    The old knights death occurs immeadiately. He will be enrolled in the hall of ancestors. All premium advantages will be transferred to the child so there will be no loss of premium services.

    Dying
    With only one yearly account you are able to actively let your knight dying and create a whole new knight.
    The old knights death occurs immeadiately. He will be enrolled in the hall of ancestors.
    The new one is of the same nation. He will inherit only the horses and can also get the fiefdom for free.
    All premium advantages will be transferred to the new knight so there will be no loss of premium services.


    quests                                  (top)

    Initiate new quest
    There are five kinds of quests which require different minimum requirements:
    - Message delivery requires a knight to be picked for the delivery (gain: 1 quest point)
    - Duel with a specific knight requires picking a knight against who the other knight has to duel. (gain: 6 quest points).
    - Tournament requires picking a tournament in which the knight shall participate (gain: 2 quest points).
    - Field exploration requires picking a certain field which has to be explored. (gain: 3 quest points)
    - Duel on a specific field requires picking a field on which the duel has to be fought. (gain: 4 quest points)

    Quests can be enumerated user-defined and be annotated with custom text.
    The quest will be solvable for anybody who meets the minimum requirements.
    A regular knight can set up 2 quests, counts can set up 4, chancellors and kings can set up 6.

    Take on quest
    A knight can take on all quests that show in the Knight - Quest menu.

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

    ranking-list                                  (top)

    Content of the ranking-list
    The ranking-list can be found by clicking Knight - Ranking-list in the menu. The list contains alls knghts and their rank which is calculated by some game values. The following values are used to calculate total points:
    A - Appraisal-points
    D - Duel-points
    T - Tourney-points
    B - Battle-points
    Each of these points is counted this way:
    The knight who has the most points gains 200 points for the column. The other knights get any number of points between 0 and 200 according to their ranking. The highest number of points that can be reached is 800. This is the case if you got maximum points in all of the four categories.
    Q - Quest-points are shown in the ranking, but are not counted as ranking points.

    Appraisal-points
    You can get appraisal-points from other knights. They are contributed by picking your favored knight in the selection. You can give each knight only 1 point and you cannot vote for yourself. The point will be counted after the scoring. The knight you chose will lose this points if you choose another knight or you choose not to pick any knight at all. So you got three choices which you can change at any time.

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

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

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

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

    hall of ancestors                                  (top)

    Content of the hall of ancestors
    All your knights that died earlier are to be seen in the hall of ancestors.
    The indicated values are according to the ranking list.

    profile                                  (top)

    Profile
    This is where you introduce yourself to other players. You can change settings by using the change settings button. You can change your account data (email, password), you can insert your own picture as an avatar, give more detailed information about yourself, install the graphics pack or change signature and personal crest.

    Graphics pack
    In your profile settings you can choose to play with graphics pack. This is interesting, particularly for those without broadband internet. By installing the graphics pack, the game will load all graphics from your hdd instead of the server. This will lead to a faster page reproduction. The full map can only be seen by using the graphics pack. Without graphics pack, you will only be able to see a monochrome picture. Further instructions for installing the graphics pack can be found here.

    event reports                                  (top)

    Users that own a premium account can see the most important events of the last day here. The revenue is listed more detailed here and the battles are explained with strokes and blocking attempts of the knight.


    fight/weapons                                  (top)

    Duels Tournaments Street-Brawl
    Duel-List Battles / Armies  

    duel                                  (top)


    Duel

    Challenging knights is possible if you can choose different opponents in the fight - duel menu. You can challenge up to three knights (the chance of a challenge being accepted is higher the more knights you challenge), choose your fighting style (aggressive, offensive, defensive), staked silver up to 5 silvercoins and confirm the challenge.
    An other window will appear, asking you to choose your staked VP for each opponent. After you have finished all these settings, the other knights will have to accept 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.
    Regarding the stake of VP, the silver will be contributed as follows:
    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 greater stake of VP are more
    Furthermore, the regulation for the contribution of EXP is:
    for duels of 100 VP or more, 1 extra exp will be gained.
    for duels of 160 VP or more, 2 extra exp will be gained.

    Choosing the opponent:
    You will find the names of all available knights by clicking fight - duel.
    LV - date of the knights "last visit" - the closer that date is to today, the more active is that knight. You better only challenge knights that were online the last 2 days.
    E - "Experience" - 100 more or less do not make a big difference.
    VP - The opponents VP.

    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 accepting the settings. The duel will be fought after the next scoring.

    Regeneration is what the knight needs after a duel. He cannot be challenged or challenge other knights

    Comparison of knights is an visual comparison of the own knight with other knights regarding weapons and armor. (this option is for premium account holders only)

    You can watch your duel as a regular fight report or as an animation. The animation can only be seen by knights that own a premium account.
    You will see 2 knights. The challenger (blue) and the challenged knight (brown) that will start the duel as soon as the start button is clicked.

    Show fight
    Arranging a show fight:
    Show fights are special duels. A count can arrange a show fight on his shire and offers a reward (min. 5 silver).
    Show fights can be arranged in the property - shire menu. The shire has to be able to pay the prize money for the winner of course.
    You can see show fights on the map (yellow/green tent = show fight offered, yellow/red tent = show fight fought).

    Advantages:
    The Winner gets silver and the count gets a 3-day-improvement for his shire.
    Day 1: +15 silver if farming is built, +15 silver if animal husbandry is built, big improvement of the peasants and militias.
    Day 2: +10 silver if farming is built, +10 silver if animal husbandry is built, medium improvement of the peasants and militias.
    Day 3: +5 silver if farming is built, +5 silver if animal husbandry is built, small improvement of the peasants and militias.

    Show fight consequences get smaller and smaller the longer the show fight is not fought on the shire.
    1-3 days: No decreasing
    3-6 days: decrease by 1/3
    6-9 days: decrease by 2/3

    After 9 days, show fights do not bring any advantages any more. After a show fight is fought, the count cannot arrange a new show fight for another 5 days.


    duel-list                                  (top)

    The duel-list is separated into the following parts:
    • The last fought duels with a link to the fight report and, for premium users, a link to the duel animation.
    • For yearly account owners: Duels of the last 4 days.
    • Arranged duels that will take place after the next
    • Active challenges

    tournaments                                  (top)

    A tournament can be fought in the following categories:
    • Standard weapon duels (Knockout-Rounds)
    • Melee (Last one Standing)
    • Joust (Lance-fight on horsebacks)

    Requirements for participation in a tournament:
    • You have to be standing on the field where the tournament is held the day it starts. Furthermore, you have to be enrolled. (Fight- Tournaments)
    • You have to pay the entrance fee for each category you want to fight in.
    • You have to own a horse for jousting.
    • You cannot enroll while you are in an army.
    • After the scoring on the day of the tournament start, you can choose your weapons for duel and melee. (the settings can be changed each round).
      (Kampfeinstellungen koennen jede Turnier-Runde gewechselt werden)

    If no weapon is chosen, the default weapon will be sword and shield.
    While participating in a tournament, you cannot move to another field or join an army. If you belong to the hosts nation, you automatically help defending the field if it is attacked.

    battles                                  (top)

    Battles are separated into the following parts:
    • The last fought battles with a direct link to the battle
    • For owners of a yearly account: Battles of the last

    Raw materials for Armies
    The power of an army can be increased by the initiation of raw materials. Fish, cattle and crop increase the stats by 1% each, honey and salmon 2% each and hemp, wine and frankincense by 2,5% each. Each knight in the army consumes 1 unit of the chosen material for the battle.
    Guards do not consume any materials.

    To transfer raw materials to an army, the count of the field the army is located on has to transfer the materials to the army.
    Armies can only carry a limited amount of raw materials. Non-transportable materials just drop off the army when a knight leaves it.

    Battles
    Each battle consists of three phases.

    1. Long-range combat: Knights/Guards and defenders use their long-range weapons. Each archer has up to 3 shots. Any enemy can be hit. Shields can block 50% of the arrows. Everybody who uses a long-range weapons does not get any shield bonus. Long-range weapons will not be used if you are on a horseback or wearing an armor with more than 8 armor points.
    2. Infight: Knights without long-range weapons attack each other. If one side only has long-distance fighters, this phase is skipped
    3. Battle: All knights that are still alive fight each other until one side is out of knights.

    Free Armies
    There have to be at least five free knights on a field. All of those 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 are responsible for diplomacy settings. There are no guards. Movements and fallback fields are the same as for any other army.

    Knights in free armies receive a salary after 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 other nations armies will not be contributed. It just disappears.

    After leaving a nation, you will not be able to join a free army for 4 days.

    Embattle an army
    Armies can only be embattled by counts, kings or chancellors. Counts can do this on their shire, kings and chancellors on the nations castle.
    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. Enable the checkbox behind each knight you want to have in your 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 only be disbanded by a king or a chancellor. This can be done in the My Nation menu. An army will automatically be disbanded if it is defeated twice in a row or if no fallback field can be set because the army is surrounded by fields that are occupied by an enemy.

    The following things can lead to a disbanding of the army:
    - A king or a chancellor has disbanded the army
    - The army does not consist of three or more knights anymore
    - The army has been defeated and no fallback field has been set
    - The army has lost 2 consecutive battles
    - The maintenance costs for the army exceed the amount of money in the nations chest

    Fallback fields
    Fallback fields can be set for the case of a defeat. If this is not done, the army will be disbanded after it is defeated.
    Fallback fields can only be set by those who can move the army (counts, kings, chancellors). Orders from a certain rank 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.

    Moving armies
    Click the field the army is located on by using the map.
    Armies can be moved by the following knights:
    - kings and chancellors - if they are on the same field
    - the by the king elicted armyleaders
    - counts - if they are in the army

    hierachy: king - chancellor - armyleader - count
    Orders given by a knight of a higher rank cannot be cancelled.

    Docking and undocking 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 docking on coasts, because you are not able to set a fallback field.

    Armies can also travel in allied boats. This can be set 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 non-allied armies move onto the same field at the same time, it will be randomly decided who can move onto that field.


    Blocking armies
    Attackers can be barred from moving to a certain field.
    From the viewpoint of the attacker the situation is the following:
    (important are only the borderlines to the connecting fields around the attackers field!)

    - If the attacker is located next to more than one field of the enemy nation, he may attack all fields with an army of the defender on it.
    - The attacker may only attack fields of the defender without an army of the defender, whose borderlines are not alongside a borderline of a field of the defender with an army of the defender on it.

    This is not quite simple to understand, but its necessary to prevent the need for the defender for total splitting his armies to protect all fields.

                    

    Looting
    After a battle, the winning army will loot the conquered shire. The loot is calculated as follows:
    - farming: 50 silver
    - animal husbandry: 100 silver
    - forge: 100 silver
    - horse breeding: 500 silver
    - castle equip: 500 silver

    Furthermore, the fiefdoms on that shire will be looted. Every fiefdom will increase the loot by 1 silver for each building on that fief. The whole loot is shared between all knights of the conquering army.

    Guards
    Kings and counts have their own guards. The king has two guards, counts have one guard. The strength of the guards is about 70% of the strength of the king/count. Guards use the same weapons and armor as their king or count. The staked VP of guards is half of the staked VP of the king/count.

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

    street-brawl                                  (top)

    Order of activities in a street-brawl
    One knight opens a brawl. Another knight joins and accepts the challenge. Both knights have to be online at this time, so you better arrange that.
    ATTENTION: Only the knight who created the brawl can start the duel.
    After clicking the start duel button, the brawl is started.
    ATTENTION: From this point of time, the duel is started.
    You can change your fighting style and tactics at any time during the brawl.

    Every knight can watch a brawl.
    Only knights with a monthly or yearly account can fight in a brawl.

    property                                  (top)

    Fiefdom Armory Stable

    fiefdom                                  (top)

    The fief
    The fiefdom is a piece of land which the knight receives for administration. It is not his own possession though. There are 10 fiefdoms on each shire. The fiefdoms are distributed by the count of that shire. The knight earns silver which is taxed. Fiefdoms cannot 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, king, chancellor or count can have a fiefdom. To get a fiefdom, you have to make a request (property - fiefdom). There are undeveloped fiefdoms and developed fiefdoms, that have been abandoned earlier in the game. 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.

    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. At the beginning a fiefdom has 5 peasants (1 house).

    There are many possibilities to expand your fiefdom. This is one example:


    Expansion levels of a fiefdom
    There are several levels of expansion. Each level has its own possibilities of designing your fiefdom. Some are needed to reach the next level. The first 4 levels can be combined in any order. From level 5, the fiefdom has to choose a specialization

    Depending on the level of expansion, 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, protection and duration of expansion.

    Specialization Revenue Positive effect
    to Disasters
    Building time Gain of raw materials Special raw materials
    Handcraft 4 silver 27 3 3
    Trade 5 silver 26
    Agriculture 4 silver 2 33 4 6
    Military 5 silver 3 27
    Crime 3 silver 10 39

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

    Some fields offer 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.

    The specializations should be well 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 level 5, your fiefdom can receive its town charter. This will offer further possibilities of expanding your fief.

    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 if any building what would be needed for the building that brings income has been torn down. There has to be a certain amount of inhabitants though. 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 earn any money. To get full income, there have to be enough inhabitants on your fiefdom and on the shire.

    Taxes
    You will only get full taxes for a shire (max. 5 silvercoins), if there are at most 2 fiefdoms on it. As soon as a third fiefdom is granted, a part of the tax will disappear.
    There is an additional income from the fief for the shire (2 silver) which will not be deducted from the fief income.

    Inhabitants of the fiefdom
    Every shire has inhabitants. They are shared between the fiefdoms on that shire. Each building requires 10 inhabitants on a fiefdom. 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.

    The amount of inhabitants on a shire can be increased by building buildings that increase the population (e.g. watch).

    Disasters on fiefdoms
    If a disaster (storm, fire, pestilence, looting armies) hit the shire, this will also effect the fiefdoms on the shire and buildings can be destroyed.
    The affected fiefdoms will be chosen randomly. One building per level will be destroyed. The buildings will also be chosen randomly.
    Level 1 buildings will not be destroyed. Some buildings weaken the effect of desasters. The healer can help against pestilence, the wall against bandits.

    Loss of fiefdom
    If the shire is lost due to war and re-conquered the knights can get their fiefdoms back for free.
    ATTENTION: Remember your fiefdom number. Its is displayed in the first line of property - fiefdom.

    armory                                  (top)

    Weapons and shields
    Sell - The weapon is sold for the indicated price. This price amounts 50% of the original buying price. The price will be lowered if repairs are necessary.
    Repair - The weapon is damaged and can be repaired for the indicated costs. Forges reduce the repair costs by 50%.

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

    Attach weapons:
    You can decide which of the weapons you own you want to wear by attaching it in the knight menu. The right hand is your forehand. You should put your primary weapon here since this hand has the biggest effect on fights. Heavy weapons are not useful for the offhand. You should put a weapon with a high speed and accuracy or a shield here. If you do not attach any weapon, you will fight with your hands only. Once you attached your weapon, your knight graphic will also carry the weapon.

    Armor
    Sell - The armor is sold for the indicated price. This price amounts 33% of the original buying price. The price will be lowered if repairs are necessary.
    Repair - The armor is damaged and can be repaired for the indicated costs. Forges reduce the repair costs by 50%.

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

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

    stable                                  (top)

    You can see your horses (max. 2) in the property - stable menu. If a horse does not have a name yet, you can name it here. Horses can be sold for the indicated price. It is then available in horse trade again.

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

    Advantages
    - Horses increase the power in battles by up to 100% (depends on the horse). Nags do not give the same bonus as chargers.
    - A horse enables you to enroll for the joust in a tournament. ATTENTION: The horses stats are relevant for the joust.
    - Riding a horse enables you to travel 2 fields per day. If you are in an army, you move at the same speed as the army (1 field per day).

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

    trade                                  (top)

    Weapons Armor Horses
    Materials    

    Trade is not possible on sea-fields.

    weapon-trade                                  (top)

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

    Hit points - If you hit an enemy, he will take 30-100% damage of the points indicated here.
    Range - indicates the range that is covered by the weapon (offensive value - the higher the better).
    Impact - Value that indicates how hard the target is hit (offensive value - the higher, the better)
    Speed - Value that indicates how often the weapon can be moved (offensive value - the higher the better)
    Accuracy - Value that indicates how accurate the weapon is (defensive value - the higher the better)
    Durability - Value that tells the chance of taking damage when 2 weapons are slashed onto each other. ATTENTION: If a weapon is destroyed, it cannot be used anymore. Repairing it is still possible though.
    Hands - tells whether the weapon can be used with 1 hand or 2 hands.
    Type - There are 4 kinds of weapons (blade weapons, slash weapons, chain weapons, stake weapons) and 3 sub-criterias (short, regular, long). Once you picked a kind of weapon, you will automatically train all weapons of that kind. Durability pays out.
    Skill - indicated the knight's skill with the weapon. The kind of weapon has an effect on this value.
    Shields - Shields are a special kind of weapon. The are for defense only and can only be carried in the offhand.

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

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

    Armor points - indicate how many hit points can be absorbed by the piece of armor (the higher, the better)
    Weight - indicates the weight of the piece of armor. Weight is relevant for the use of horses. If a horse is overburdened, this will have a negative effect on its stats.
    Hindrance - the heavier a piece of armor is, the less flexible your knight is. The higher this value, the lower your offensive and defensive value.
    Durability - Value that indicates how many hit points are absorbed by the piece of armor. The higher this value, the less damage does your armor take.

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

    horses                                  (top)

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

    Race - There are 7 horse races: Nag (Backyard crossing), lightweight charger, heavyweight charger, fjord-horse, steppe pony, andalusian horse, arab. In southern countries, there is also a dromedary offered.
    If there is no horse breeding on the field, the only race availably is the nag. Once the horse breeding has been built, the lightweight charger is available.
    Other race's availability depends on the regional horses of the field's owner.
    Age - indicates the age of the horse
    Color - grey, isabelle, dun, brown, black (not every color available for every race). Colors are only displayed for premium account owners.
    Size - Size of the horse (depends on race)
    Maximum experience - Experience of the horse (depends on race)
    Maximum power - power of the horse (depends on race)
    Maximum speed - Speed of the horse (depends on race)
    Maximum age - Maximum age the horse can reach.
    Gender - Mare (rather weak but easy to handle), stallion (stronger, but hard to handle) or gelding (balanced).

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

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

    trade of raw material                                  (top)

    Raw materials
    Sell:
    If you have raw materials, you can sell them on the market. Raw materials are sold in packages of 10 units.
    The price is indicated, but changes, depending on the amount of material that is available on the shire.
    ATTENTION: The inhabitants of a fiefdom consume food (25 people need 1 unit of fish, cattle or crop). If there is no food availably, they will leave the fiefdom.

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

    Trade-cart
    To sell raw materials for a better price or to buy them from another shire, there are trade-carts. Every knight owns 3 trade-carts that can be sent to another field. Trade carts can carry 100 units of raw materials. You can see the duration of the journey can be seen in the list.
    ATTENTION: Duration of journey = Cost in silver
    On fields that have no count, you will only be paid the minimum price (1 silver).

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

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

    maps                                  (top)

    Map Overview-map Shire

    map                                  (top)

    You can move on the map by scrolling or clicking the mini-map (bottom right). After loading the map, the own location will be centered. Clicking on a field will show a window with more information. By clicking the settings button, 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) rallying point bandits
    battle (defender won) staging area of your nation pirates
    location - knight of your nation port pestilence
    location - your knight your knight's shire drought
    tournament 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 Detroys 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 for this day once in 2 days
    good trade Increases the income from farming by 3 and the income from animal husbandry by 5 for this day once in 2 days

    overview-map                                  (top)

    This map is a total overview over 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)

    Map of the shire
    Map shows the part of the map with field numbers and neighboring shires. The expansions of this shire are shown on the left. You will find a further explanation later.
    Present knights indicates which knights are currently standing on this shire.

    List of neighboring fields
    Fields - By clicking on a crest, you will be redirected to the field you clicked on. By hovering over the crest, you can see the field number, name and the name of the nation it belongs to.
    Move - If you are not in an army, you will see a move-button on the field you are standing. You can move one field per day. If you own a horse, you can move 2 fields a day. If you have set a landmark, the duration of the journey to that landmark will be indicated.
    Move army - Army leaders can set army movements here. Once the order is given, the knight who gave the order will be indicated. You can only change the order of a knight whose rank is lower than your own.

    Join an existing army
    If you are located on the same field as an army of your nation and if you are not in any other army, you can join that army.

    Appoint fallback field for army
    For any army, a fallback field can be set. This should be done in any case because if the army is defeated and no fallback field set, the army will be disbanded.

    Appoint leading army
    For any army, a leading army can be set of which movement orders and fallback fields will automatically be adopted. This makes the coordination of army movements a lot easier. Attention: The settings of the leading army might be incorrect. If the "adopt diplomacy settings" option is enabled, the orders to the army regarding attacks will be adopted from the leading army. This is important, so armies of allies fight on the same side.

    Meeting point for the nation
    Kings or chancellors are able to set a meeting point for their nation. The according symbol will appear on the map. This is only for orientation, the knights will still have to make the movement themselves.

    Set landmarks
    Landmarks are very helpful when it comes to finding the shortest way for a long journey. To set a landmark, go to your target field on the map and click "set as landmark". Now, the shortest connection to your knight will be calculated. Now click your current position. The field you have to move next will be indicated.
    Landmarks are only for orientation. You will still have to move your knight yourself!

    Expansion of the shire
    Expanding the field - every possible expansion will be indicated here. If a necessary expansion has been build, possible new expansions will appear.
    The following expansions are available:
    - Roads - Needed for farming, animal husbandry, ...
    • - Farming - increases income of the shire
    • - Animal husbandry - increases income of the shire
    • - Militia - increases the number of the defending peasants to up to
    • - Elite militia - increases power and equipment of the defending peasants
    • - Forge - decreases repair costs for weapons and armor. Nation-specific weapons are available on fields with forges.
    • - Horse breeding - Allows the purchase of special horse races.
    • - Harbor - allows travelling to sea fields for knights and armies (only allies nations). Only possible on coast fields.
    • - Castle walls - increases the defense power of castles. Increased ranged combat power for defending knights. Only possible on castle fields.
    • - Militia armament - increases equipment of defending peasants. Only possible on castle fields.
    • - Militia training - Palace-watch will become palace-guards with increased battle stats. Only possible on castle fields.

    Level
    - indicated if the expansion is built, still being built or not even started.
    Price - Price of the expansion.
    Start building - The count will see this button, if there is enough silver available on the shire.
    Breakdown - Buildings can be torn down.

    Announce show fight
    A count can announce a show fight on his shire which increases the income and defense of the shire. This costs silver of course. A show fight is a duel with at least 100 VP stake between 2 knights of different nations.

    Announce tournament
    A count can also announce a tournament. The income from the starting fees will be put in the nations chest. The knights have to pay that fee for every discipline he wants to fight in. There has to be enough silver on the shire so the price money for every discipline can be paid.

    Dungeon
    Detained or watched knights will be indicated here. The count or king can release those knights.
    New knights to the game cannot be imprisoned for 4 days.

    Fiefdoms
    A list of the fiefdoms on this shire and a list of important buildings which are built on the fiefdoms. A constant distribution is the key to having many inhabitants on a shire.

    Provoke a conflict
    Counts, kings and chancellors can provoke a conflict and pretend a reason to attack a neighboring field. The system will generate a witch or bandits. The consequences will be the same as those which are caused by regular disasters.

    my nation                                  (top)

    my nation 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 may change. The first words to appear as a link on the "Knight"-side under the image of your knight.

    overview
    Listing of the nation's knights with field position, ranking points (RP), offline days (OD), online status, day of joining to the nation and army.
    For chancellor and king there are extra buttons for discharge from military service and banishment from the nation.
    Per day there can be at most be 10 percent of the knights of a nation who are banished.

    acceptance for the king
    Here the king sees, how satisfied his people are. With under 40 percent the king is voted out of office.
    The weight of the vote of one knight depends on the days of the knight in the nation.


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

    armies
    A listing of the existing armies, and for king and chancellors the possibility to dissolve them.

    embattle armies
    A list of the knights not within an army on your own shire.
    In order to form an army, set hooks behind the knights, give a name to the army and click on "embattle new army".

    aportionment of shires - appointment to landowners
    King and chancellors give empty shires over to knights of the nation. This these knights are appointed to counts of this shire.
    For each of the first 5 shires there has to be at least one knight in th nation.
    From the 6. shire on there have to be at least 3 knights for each shire (6 shires = 18 knights in the nation), incl. counts, chancellors and king.
    If a count is dismissed from his shire, there is a block of 4 days to appoint a new count to this shire.

    leaving an uncultivated shire
    An uncultivated field will cost 10 silver each round. So you can give up these fields. The task is carried out at the scoring.

    dismiss chancellor
    Here the king can dismiss his chancellors.

    appoint to chancellor
    Here the king can appoint knights to chancellor.

    counts and shires
    List of shires, their revenues and how much silver is in their chests.
    Furthermore you can find here the general expenditure of the nation and an overview of the total revenue per round.
    This list is only for king, counts and chancellors to see.
    If a field is vacant, because a count was dismissed, it generates no silver, until a new count is appointed (at least 4 days).

    Inflation shows what proportion of revenue disappears into nothingness. Inflation is caused by too high an overall property of the nation. Therefore chest of the nation, pay-chest, chests of the shires and the armies chests are summed up.
    The more knight a nation has, the more silver it can hoard - because inflation is dependending on the number of knights (up to max. 80% inflation)

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

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

    army of the free knights
    There have to be at least 5 free knights on a field. All have to set a hook to "I want to form an army and fight".
    An army of free knights will be commanded by the two knights with the greatest experience.
    The two military leaders can use diplomacy settings. These will be reseted again after the next scoring.

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

    leaving the nation
    Here the knight can leave the nation.
    4 days the knight will not be able to join another nation and he will lose his fiefdom!

    tribute and transport of silver
    Chancellors or kings can put silver on armies that are on the castle field (Tribute or relief payments to other nations).
    The armies have to transport the silver to the other nation and give it over.

    conference room
    King and chancellors may invite or remove knights to/from a secret consulting room (consulting room at the board).

    appointment to minister
    The king can appoint the posts of War Minister and Foreign Minister to the chancellors here. These titles can also be seen by the other nations.

    history of my nation                                  (top)

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

    diplomacy                                  (top)

    King and the chancellor present the position of their nation to its knights
    This detailed list from "brother nation" to "nemesis" is only seen by the knights of your nation, so the knights know how to act at the role play.
    These settings effect the changes of the attack-setting at the end of the next scoring.
    The settings of "nemesis" to "neutral" mean that your nation will "fight" if this nation enters your shires or vice versa.
    The settings of "good-minded" to "brother nation" cause "no fighting" from your side.

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

    knights of my nation                                  (top)

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

    ranking of my nation                                  (top)

    This area is visible only for owners of premium accounts.
    A ranking list of the knights of the nation to monitor the success of development within the nation.

    the nations                                  (top)

    the nations history Council of Knights

    the nations                                  (top)

    The list of the nations can be arranged 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 (red = knight, green = count, brown = chancellor, blue = king).
    The number in parentheses after the name is the number of offline days. A * means that the knight was already online today.

    history                                  (top)

    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)

    This area is visible only for owners of premium accounts.
    This ranking list of the nation can be sorted by various criterias.




    major topics                                  (top)

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

    What does the star behind a Knight's In the Nations list or the listing of Knights in "My Nations" mean?
    The star means the Knight has been online today. The numbers show the absence in days.

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

    What happens if I don't log in for a while?
    After 30 days of inactivity, your Knight will be deleted.
    Of course you can only really participate if you log in regularly (daily is best), because otherwise your Knight will not be trained.
    If you go on holiday, a monthly or annual premium account might be useful. With this you will be able to set your actions in advance and your knight will not be deleted.

    What do the colours in the Nations mean?
    Blue = King, Green = Count, Brown = Chancellor, Red = Knight

    How can I delete my account or have it deleted?
    Your account will be deleted automatically after 30 days of inactivity.
    An immediate, manual deletion is not possible.

    What is a moderator?
    Moderators watch over the forums and ensure that rules are being followed.
    There are technical and role-playing Moderators and together with the admin they make up the staff of knights-honor.com

    Knights
    What happens if I forget to set my daily tasks?
    The Standard task of your knight is the administration of the fiefdom. This means that the knight is not training but will have a rest and invests in his property. You will receive 1-2 silvers per day.

    How much experience will I gain from duelling?
    This depends on the vitality points you lost, not on the VP you staked in the duel.

    up to a loss of 40VP = 0 Experience Points
    up to a loss of 70VP = 1 Experience Points
    up to a loss of 100VP = 2 Experience Points
    up to a loss of 130VP = 3 Experience Points
    up to a loss of 160VP = 4 Experience Points
    up to a loss of 190VP = 5 Experience Points

    The winner will win a further Experience Point.
    Furthermore, the regulation for the contribution of EXP is:
    for duels of 100 VP or more, 1 extra exp will be gained.
    for duels of 160 VP or more, 2 extra exp will be gained.

    How will I get lots of silver fast?
    - join a Nation (pay, fiefdom)
    - Daily tasks set to silver, then you will look after your property and gain 1-2 silver per day
    - duels
    - The winner of a show-fight will receive the offered prize
    - Quests

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

    Fiefdom
    What happens to fiefdoms when the count changes?
    As long as the fief remains within the nation, nothing will happen. Nothing is lost and it continues as usual.

    What happens to a fiefdom if the shire is conquered?
    You will lose the fiefdom, but all the buildings on the fiefdom will not be lost.
    If the shire is reconquered, the fiefdom can be given back to the knight. The original holder of the fief will receive it back at no cost, all others have to pay 80% of the cost.
    In between, fiefdoms can always have belonged to another knight.

    Movements
    How do I set my movements?
    Search for your location on the map.
    If you are not in an army, you can see the movement buttons below that will move you 1 field per round (2 if you have a horse).
    If you are in an army, you can not move on your own. Only the leader of the army (count, chancellor or King of your nation) can move the knights within the army.

    How do I set my movements with the orientation point?
    For longer journeys it is helpful to set a way point to see the shortest route.
    Search your destination field on the map and click to mark it as your orientation point. This will only calculate the shortest route, it will not mean the automatic movement of your knight. Then you go to your current location and you can now which fields will bring you to your destination fastest.
    You pick your way and from there you will receive the information of the shortest route on a daily basis, just as you would travel normally.

    Armies
    How can I join an army?
    If you are on a field with an army of your nation, you can join it, providing you are not in an other army already.
    Go to the map and to your location, then choose the army you want to join.

    How can I leave an army?
    Only the leader of an army can remove a knight from an army. This can be done in the menu "My Nation". A knight himself can not leave but only be dismissed by the army's leader.

    What is a free knight?
    Free knights have no fiefdom and do not receive pay. If they own more than 200 silvers, they are in danger of being robbed.

    What does the mood to the army?
    If an army loses a fight, the mood of the knights sinks. So the fight values for the next fight are sinking too. The mood regenerates within a few days. If the army loses another fight, the mood sinks additionally.


    Nations

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

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

    How do I accept a knight into my nation?
    In the menu "My Nation", chancellor and king can see applicants to the nation and accept them.

    How can I leave a nation?
    In "My Nation" you can find a button to leave your nation. Once you have left, you can not join another for 4 days.

    How can knights be removed from a nation?
    Chancellors and Kings can remove members of their nation under My Nation. For this the following rule applies:
    - The chancellor can dismiss everyone except the King.
    - The King can dismiss everyone.

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

    How can I become king?
    If a nation has no knights, move to the castle. There, under My Nations click on "I want to become King".
    If a nation has knights but no King, only the members of a nation can take the power.

    How can the king be dismissed?
    In "My Nation" you can find the deselection of the king. If more than 60% have decided to deselect the King he will be disempowered during the following scoring and any knight of a nation can take the power - the first one wins.

    How can the king give up the power?
    In "My Nation" the king can resign. Any knight of the nation can take the power - the first one wins. The old king is blocked from taking the throne for a few days.

    Chancellor
    What are the duties of a chancellor?
    The chancellors are the representatives of the king and have the same powers as the king, except to expand fieldsa and they cannot dismiss other chancellors.
    Every nation can appoint 3 chancellors without any cost, any further will cost silver:
    4 chancellors = 10 silvers/day
    5 chancellors = 28 silvers/day
    6 chancellors = 58 silvers/day

    How is a chancellor chosen?
    The chancellor is appointed by the king, he will have to go to "My Nation" and appoint one of the knights to chancellor.

    How can the chancellor be dismissed?
    The king can dismiss a chancellor at any time. He can do so in "My Nation".
    If a chancellor has been dismissed and there are more than 3 chancellors, the king can not appoint another for 4 days.

    How can a chancellor resign?
    The chancellor can resign at any time in "My Nation".

    Count
    What are the duties of a Count?
    - Expanding their shire (the money for this is given out by the king or a chancellor)
    - Build an army on their shire, but only if he is at the location too.
    - Can command an army he is a member of.

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

    How can counts resign or be dismissed?
    Chancellors and kings can dismiss a count in "My Nation" and the count can resign there too.
    A new count can only be appointed after 5 days. All expansions on the shire and the fiefdoms remain, as long as it remains with the nation. An ownerless field will cost 10 silver each day and the expansions will not bring any revenue.

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

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

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

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

    What is the sequence of the scoring?
    - Daily Tasks
    - Duels
    - Fields
    - Battles
    - Catastrophes
    - Tourneys
    - Fiefs
    - Quests
    - Attempts at breakout





    graphic pack on local harddisc                                  (top)


    Installing the Graphic-pack

    1. Download the graphic pack. (last update: 02.2009)
    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 foldername without spaces or change the spaces in the entry field to %20.
      - Example for the path in windows: file://C:/games/knights-honor/
      - Ecample for the path in Mac: file:///Users/I/knights-honor/
      ---- THIS FOLDER HAS TO CONTAIN THE EXTRACTED images-FOLDER
    6. Click updated to save your changes.

    Internet Explorer

    Add the address of the knights-honor website to your secure pages.
    Extras -> Internet Options -> Security -> Trusted Sites -> Sites -> add http://knights-honor.com and 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 tipps.

    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 harddrive.

    Netscape

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

    Opera 8 or older

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

    Opera 9 or newer, Safari

    Not possible. However you can use the following alternative:

    Webspace

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



    Board
    Help
    Imprint
    ToU
    Partner
    registered: 12336
    active:         1202
    online:         36
    Tavern