Gameplay Manual

Current prototype rules for kingdoms, structures, adventures, combat, and items.

Quick Summary

Knight of War is built around kingdom growth, scarce gold, adventure combat, equipment, scouting, and timed resource exploration. Most building costs and bonuses now use level tables instead of simple per-level formulas.

Castle Unlocks

Castle LevelNew Structure Unlock
1Farm
2Lumber Mill
3Quarry
4Barracks
5Iron Mine
6Archery Range
7Stable
8Armory
9Spy Guild
10Gold Mine

Castle, Walls, and Towers are intended to progress together. Castle upgrades require Walls and Towers to match the current Castle level first.

Resources

Resources are credited when your kingdom is loaded or an action collects them. Production is calculated fractionally from elapsed seconds, then rounded down to whole resources.

ResourceMain SourceNotes
FoodFarm tableTroops consume 1 food/hr each.
WoodLumber Mill tableCore building resource.
StoneQuarry tableCore defensive/building resource.
IronIron Mine tableMilitary and advanced building resource.
GoldGold Mine table, monsters, ruinsScarce trade/resource currency. No passive gold before Gold Mine.
DiamondsRare monster/ruin rewardsSpecial premium-style reward, intentionally scarce.

Production Buildings

Production buildings use custom level tables. Early examples:

BuildingLevel 1Level 5Level 10Level 20Level 30
Farm100 food/hr2457456,94564,690
Lumber Mill80 wood/hr1955955,55551,750
Quarry75 stone/hr1905905,50551,275
Iron Mine60 iron/hr1504704,40541,020
Gold Mine25 gold/hr651951,82016,955

Races

RaceBonus
Humans+4% gold production after a Gold Mine is built.
Orcs+3% attack power.
Elves+3% spy power.
Dwarves+3% defense power.

Races no longer have weaknesses.

Attack Power

  • Infantry: 10 attack each
  • Archers: 8 attack each
  • Cavalry: 12 attack each
  • Barracks, Archery Range, and Stable add attack through upgrade tables.
  • Orcs receive +3% total attack.
  • Battle luck can adjust final results.

Defense Power

  • Castle, Walls, Towers, and Armory add defense through upgrade tables.
  • Infantry defend for 5 each.
  • Archers defend for 7 each.
  • Cavalry defend for 6 each.
  • Dwarves receive +3% total defense.
  • Battle luck can adjust final results.

Resource Exploration

Resource Exploration sends your ruler on a timed expedition for one selected resource. Only one exploration can be active at a time.

ResourceTimeReward
Food5 minutesCastle level × 300
Wood10 minutesCastle level × 250
Stone15 minutesCastle level × 175
Iron20 minutesCastle level × 100
Gold30 minutesCastle level × 75

Monster Hunts

Monster Hunts start a random turn-based battle. Encounters are chosen from monster levels between 1 and hero level + 4.

Ancient Ruins

Ruins are now run-based adventures. Delving creates a ruin run and sends the ruler through rooms with rewards, danger, and decisions.

Items & Backpack

Items are moving toward one unified inventory system. The backpack is for items carried into battle, especially potions and combat-use trinkets.

Limits