Knight Fight - Equipment
Equipment falls into seven classes and 798 recorded items, and none of it is bought on money alone. What a knight may carry is settled by progression before the purse is ever opened: weapons, shields and body armour are released by skill points spent on weapon skill or armour skill, while amulets, rings and soul stones ask for character level and nothing else. The price, and on some items a standing on alignment, are checked after that.
Read the requirement column below as two scales rather than one. Every row in the item tables fills in exactly one of them, so a weapon prints a skill figure and a ring prints a level, and setting the two numbers side by side means nothing. Both scales begin near the floor: the cheapest body armour and the lightest two-handed weapon ask for a requirement of 0, so a new knight is never left empty-handed.
Almost all of it is stocked by the merchant. A run of weapons in both hands and every lightning soul stone turn up only at the bazaar. Soul stones are also the one class that is never worn: they are set into a weapon at the blacksmith instead.
One warning about the source. 255 of the 319 weapon rows are printed there in one of six colours, grey, green, blue, purple, orange and red, and it is tempting to read them as rarity tiers. They are not reproduced that way here. They line up with neither price nor currency nor availability nor the skill requirement, whose ranges overlap heavily between one colour and the next.
The tables carry the source's own gaps as well. Two one-handed weapons are listed with their stats intact and no name at all, and the opening rows of the armour table have their names and images crossed over in the original. Both are reproduced as found rather than guessed at.
All Equipment
| Class | Items | Requirement | Notes |
|---|---|---|---|
| One-Handed Weapons | 153 | Weapon skill 3 to 475 | Leaves a hand free for a shield |
| Two-Handed Weapons | 166 | Weapon skill 0 to 601 | Tops out at 181 to 211 damage, no shield |
| Shields | 97 | Armour skill 1 to 362 | The only worn armour that adds parry |
| Armour | 98 | Armour skill 0 to 401 | Without it dexterity pays nothing |
| Amulets | 81 | Level 6 to 211 | The only slot carrying elemental resistance |
| Rings | 89 | Level 11 to 352 | Two worn at once, and they may be the same ring twice |
| Soul Stones | 114 | Level 5 to 345 | Set into a weapon, up to three |
Equipment Categories
Knight Fight Categories
| Section | What It Covers |
|---|---|
| Equipment | Weapons, armour, jewellery and soul stones: what is sold, what it costs, and what it does to a knight's numbers. |
| Attributes | The five trained attributes, the alignment axis they sit alongside, and the combat potential figure that summarises them. |
| Progression | Levels, experience, and the skill points that decide which equipment the merchant will sell. |
| Combat | Attacking, being attacked, the hour of protection between the two, and the separate international battle server. |
| Economy | The two currencies, the three places that take them, and the two ways of earning them. |
| Guilds | Founding a guild, the castle that sets its size, and the seven-day wars it can declare. |
| World | The estate a knight lives in and the altar inside it. |
| Achievements | Medals, and the highscore tables they are won from. |
| Abbreviations | The shorthand players use in chat and on the highscore |
| Game Principle | The knight, the oath, and what the game asks of a player |
| Premium Account | What paying changes, feature by feature |
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