Knightfall: A Daring Journey

Knightfall: A Daring Journey

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A Guide to Knightfall
By Angel
A deep look into weapons, Damage numbers & much more.
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Overview
This guide will help you understand weapons, items & damages.

Upon spawning on the map you will have:
  • 100 Health Points

  • a Revolver

  • 30 Ammo

  • 2 Bombs

  • 3 Bandages

  • a Map

  • a Trumpet

  • a Flag

As you all know in each town items & weapons can appear, you can pick them up by pressing
the Interact key, once you reached the max amount you can carry, a message will appear saying "CANT CARRY" if you interact quickly again, a new message will be shown "MORE OF THAT".

Disclaimer: Every numbers are factual or closest to the 0.01 to make it easier to understand.
Revolver


The Revolver is the weapon given to you as default.

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
40
5
0.5 sec
2.5 sec
42

The Revolver is the jack of all trades, more than decent damage, the recoil doesn't affect your aim (its more of an animation between shots) and the accuracy loss per shot is negligent at best.

Its only real downside is that it holds 5 bullets.
Shotgun


The Shotgun is a powerful short-range weapon.

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
13
2
0.3 sec
2.5 sec
~7.15 to ~107.30

The Shotgun is a two shelled with 6 pellets weapon, those pellets do less damage the further you are from the target, from ~10 feet and further you do a minimum of ~7.15hp per pellet, the highest damage possible is ~17.88hp per pellet with 6 pellets does ~107.30hp, keep in mind that you have to hug the enemy in order to do the maximum damage per pellet and hitting all pellets.
Rifle


The Rifle is king of long-range.

Reserve Ammo
Mag Size
Reload Time
Damage
13
1
1.5 sec
74.4

The Rifle is a slow, one bullet weapon. It can be used as a combo weapon than a standalone, if you use the Rifle & your Partner the Gunslinger you'll be able to kill any enemy by hitting them once each of you.
Glock


The Glock is a fully-automatic pistol.

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
80
18
0.07 sec
2.5 sec
16.8

The Glock has the highest rate of fire and shares the lower damage dealt with the AK-47, it takes about 1.26 sec to fully deplete your mag dealing 302.4hp of damage for a 240 damage per sec.
Bow


The Bow is the most damage dealing weapon.

Reserve Ammo
Mag Size
Rate of Fire
Damage
20
1
0.3 - 1.0 sec
~5 to 95

The Bow has the highest damage count of all weapons but can not one shot enemies, because of that fact you should have a back-up plan like your Partner or foot.
Gunslinger Revolver


The Gunslinger is a rapid-fire 6 shooter

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
40
6
0.1 sec
2.5 sec
31.2

The Gunslinger is like a weird clone of the Revolver, it has 1 bullet added to the mag and is as fast as you click but has a lowered damage count.

Best used as a weapon to finish off enemies or to spam to get at least 4 hit to kill.

Garant


The Garant is the Ace of all trades.

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
40
6
0.42 sec
1 sec
42

The Garant is the older brother of the Revolver, better in every way:
  • +1 bullet in the mag.

  • Higher fire rate.

  • Faster reaload.

  • Same damage.

  • More accurate

If you love the Revolver but can't have it enchanted, NO FEAR here's the Garand
AK-47


The AK-47 is a fully-automatic rifle.

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
80
20
0.1 sec
2.5 sec
16.8

The AK-47 is the older brother to the Glock hold 2 more bullets in the mag and has higher accuracy but lowered rate of fire 20 bullets in about 2 sec for 336 damage doing 168 damage per second.
Ignite


This Spellbook is a shotgun-like spell.

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
20
5
0.66 sec
2.5 sec
~4.38 to ~65.75

Ignite shoots 6 fire-ball that puts enemies on fire which can kill (unlike Toxic).

Sorry but heres the hard part:
  • Each fire-ball proc ignite for ~59.4% total damage (of the fire-ball)

  • Same as the shotgun it has a falloff damage that stop lowering at ~10 feet to the target

  • The least damage that one fire-ball can do is ~4.38hp + ingnite ~2.60hp times 4 for a total of ~14.80hp of damage per pellet

  • If more then one fire-ball hits the enemy each fire-ball has its own ignite proc

  • The most damage that one fire-ball can do is ~10.95hp + ingnite ~6.51hp times 4 for a total of ~37hp of damage per pellet
Ice Bolt


This Spellbook is a revolver-like spell.

Reserve Ammo
Mag Size
Rate of Fire
Reload Time
Damage
40
5
0.26 sec
1.5 sec
30

Ice Bold shoot a icicle projectile that slow down enemies that are hit, can be fired as fast as the Revolver but has lower damage.
Bomb


The Bomb is your explosive.
Max Amount
Fuse
Rate of Fire
Damage
5
2 sec
1.6 sec
0 to 115

Your Bombs are your utility, used to either finish off players around a corner or inside a tiny space, Bombs can also propel players off the ground, this can either be good or bad depending on the situation, if you don't mind loosing health you can Bomb-jump to higher ground.

Thanks to multiple enchantments your Bombs can change the way you use them.
Foot


The "be caught on the wrong Foot".

Rate of Fire
Damage
1 sec
27

The Foot is your surprise attack, usually unexpected but quite useful to deal more damage or just to kill lowered health enemies. Can be used as a killing blow after hitting whit the Rifle or Bow
Hands


The "Blood on your hands".

Rate of Fire
Damage
0.45 sec
27

Your Hands become available only once you are killed & revived, does the same amount than your foot but "fires" quicker
Ammo


Ammo are counted as follows:
Shotgun & Rifle
Bow & Ignite
Revolver, Gunslinger, Garant & Ice Bolt
Glock & AK-47
Max Ammo count for Revolver
15
23
45
90
Multiplier
0.33333...
0.51111...
1
2
Ammo Pack
1.66666...
2.55555...
5
10

thanks to the multiplier and max ammo count you can overcumber your ammo reserve:
Shotgun & Rifle
Bow & Ignite
Revolver, Gunslinger, Garant & Ice Bolt
Glock & AK-47
Max Ammo count for AK-47
17 (16.66666...)
25
50
100

Giving you one extra mag for the Revolver, Gunslinger, Garant & Ice Bolt.
Bandage


The Bandage up.

Max Amount
Use Time
Healing
10
1.3 sec
25

Your only reliable source of healing, you can heal yourself before getting hurt by the Ignite or Toxic damages, this might help you survive.
Nights
  • Every Night you get damaged if you are not in safe-zones like towns, spawns, castle.

  • when outside of them you will receive messages "I" "AM" "COLD" after each message are shown you will get hurt for 5hp, the most messages per night you can get is 41 each dealing 5hp for a total of 205hp.

  • To survive an entire night you'll need at least 5 bandages and use them after being hit 5 times.

  • The damage taken is the same for being far away from your horse or Partner (tho the messages are different)

PS: There is no advantage to skip town, this is just for information purposes.
Miscellaneous
Barricades


Health
25

Barricades are obstacles that block your way, by shooting the red barrel it will make it explode and free the way forward, only the Glock and AK-47 can't one shot it since they only do 16.8 damage

Lobby
Once a lobby has been created a timer ticks down from 2min when it reaches 0 the game will start regardless of player count.

Horse Pickup
When riding the Horse you'll pick up anything that is on the way unless you can't carry more of it, the players closest of the item will pick up first.

(Caution: You can not dismount the Horse while picking-up something.)

(Note: You can not pick-up weapons while mounted.)

(Bug: The pick-up works with enchanted bombs, if you already have a enchanted bomb and there is another one on the ground, you will pick them up endlessly until you get away or manage to dismount.)
Conclusion
Hope you enjoy this guide & hopefully it helped you understand more about this game

If you need more information about enchantments here's a guide:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2793016845

Hey, since you still here why don't you like the guide and maybe favorite it. It helps a lot.

Thank you all!

12 Comments
Angel  [author] 15 May, 2022 @ 3:41am 
Glad you enjoy it, you can always have a link or mention it, as long as you credit it i'm good.
Neffy 15 May, 2022 @ 1:42am 
Hey Angel, I really appreciate this guide. I'm actually working on a lot of content for this game on YouTube. Was wondering what would best to credit your guide in reference?
Angel  [author] 3 May, 2022 @ 9:17am 
for the "ace of all trades" is a node with the revolver that i called "jack of all trade" its a joke to say that it is better then the revolver


i define skipping town as not stoping ant any town: if you skip the first town and way the first night at second town you still get hurt by the night damage even if you are inside the 2nd town tho it can be buggy sometimes. Same goes with skipping second town before 2nd night if you arive at the caslte before second night as passed you will recieve night damage.

What you are sugesting it more going really early then full out skipping town.
Jarl 3 May, 2022 @ 12:10am 
The Garant is the Ace of all trades
Don't people normally say "Jack of all trades"?
Jarl 3 May, 2022 @ 12:06am 
There is no advantage to skip town
If we are defining "skipping town" as riding to the next town instead of waiting for night and then dawn then I think there is a situation where it makes sense.
If you are at the 2nd town, opened the chests, fully stocked, I think it makes sense to skip town if you can start early enough. Assuming no other duo is also skipping town(which is usually the case), you'll get to the castle first, and be able to replenish the bandages you lost. Moreover, you can save a lot of bandages if you make use of the healing bomb instead of bandages to survive the night.
Angel  [author] 30 Apr, 2022 @ 9:26am 
Glad it helped.
Phoenixspark 30 Apr, 2022 @ 2:41am 
Wonderful job :) thanks for the info.:pickax:
Angel  [author] 24 Apr, 2022 @ 8:59pm 
Thank you! glad you enjoy it.
ThePureVessel 24 Apr, 2022 @ 7:38pm 
Epic guide my dude.
Angel  [author] 24 Apr, 2022 @ 9:02am 
I found a way to get health numbers of the targets in the target range.