Knightfall Idle · public · first seen
Onboarding Card Flow: New accounts are now greeted at login by step-by-step interactive cards placed directly on the actual game screens. These cards walk you through starting out, system unlocks, combat, trinkets, caravans, fiefs, major tabs, and the passive tree (explaining Mastery and Axiom nodes).
Mandatory Rules Integration: A dedicated rules card appears immediately before the tutorial wrap-up so every new account reads the server rules once.
Tutorial Rewards: Early tutorial milestones award small initial items: the first trinket walkthrough awards a Travel trinket and an Engraving Kit, while spending your first Passive Point gifts an Errant's Coin.
Management & Reset: Entire tutorial series can be skipped after a confirmation prompt. Options > Account now features a Reset Tutorial dropdown menu to re-enable single modules or all tutorials at any time.
Deprecations: The old tutorial book item and the /tutorial chat command have been permanently removed.
Accessibility: Accessible via a short, dedicated Rules page located inside the Escape menu.
Account Limits: Strict 1 account per person policy. Using alternate accounts to feed a main account, store items, or evade bans is strictly prohibited.
Community Standards: Zero tolerance for bigotry, hate speech, harassment, or threats anywhere in-game (including global chat, usernames, fief names, and Auction House listings). No spamming, advertising, or sharing private personal information.
Abuse & Exploits: Exploiting bugs or using game systems outside their intended design is classified as system abuse. Reporting suspected issues to the developer is always safe. Breaking rules may result in account strikes, chat mutes, or permanent bans.
Player Reporting: Players can be reported via the /report chat command or directly through the Report button on their player card.
Guided Daily Progression: A brand-new mode featuring guided runs built around activity cards. Each day consists of a short sequence of tasks, where every tick grants loot and XP comparable to manual play, culminating in bonus rewards upon completing the full day.
Death Handling: Dying during a combat card skips that specific card instead of failing or halting the entire day's run.
Daybook Upgrades & Respecs: Earn Day Points to purchase permanent Daybook upgrades that modify how future days are generated. Daybook skill nodes can be respecified using Errant's Coins.
Dedicated Standalone Tracking: Features its own dedicated leaderboards and achievement tracks.
Coffer Integration: Farming now spends coffer Azurite to grow crops and earn Farming XP, running offline as long as your coffer maintains sufficient funds.
Shared Timers: Shares its production cycle directly with the Caravan.
Crop Dynamics: Each crop features distinct Azurite costs and output yields. Higher Farming levels increase overall harvest output.
Stat Synergy: Crop yield, seed costs, and rare drop rates scale with Farming axioms, masteries, trinket implicits, and trinket rolls.
Timed Tick Output: Caravans operate on a fixed timer. Each tick consumes a set quantity of items and converts them into Azurite and Trade XP.
Offline Operation: Fully functions offline as long as trade cargo remains in supply.
Upgrades: Stats such as cargo capacity and throughput items per tick can be upgraded. Caravan contract mechanics remain unchanged.
Turn-Based Battle: Fight selectable enemy levels in turn-based combat. Every turn awards loot, health persists between consecutive turns, and successful kills grant bonus XP and loot.
Level Progression: Defeating an enemy unlocks the subsequent level while keeping lower levels open for manual farming. Deaths preserve accrued loot and restart the active level.
Archetypes & Mechanics:
Melee: Focuses heavily on thorns and health regeneration mechanics.
Ranged: Strikes first and relies on critical strikes (one-shotting enemies prevents taking damage entirely).
Combat Stats: Accuracy, Crit Chance, Crit Damage, Thorns, Bleed, and Health Regeneration fed via passive nodes, trinket rolls, and punches.
Boss Encounters: Higher levels spawn Bosses featuring increased Health, Damage, Loot, bonus XP, a guaranteed cache, and extreme tactical twists.
Combat Axioms: New combat axioms modify hit chance, critical strikes, and thorns behavior.
Infrastructure: Includes dedicated Wiki pages, leaderboards, and achievements.