Armour Skill
| Armour Skill | |
|---|---|
| Kind | Skill point line, not a trained attribute |
| Gates | Body armour and shields |
| Armour requirements | 0 to 401 |
| Shield requirements | 1 to 362 |
| Defence at the top of each ladder | 84 to 124 on armour, 41 to 46 on a shield |
Armour skill is the total a knight has put into defensive gear with skill points. It is one of three skill lines, the other two being one-handed and two-handed weapon skill, and it is separate from the five attributes trained with gold. On its own it adds no damage and no defence. What it does is decide which armour and shields the merchant will sell and a knight can equip.
That makes it the easiest line to waste. A point spent here does nothing until the piece it unlocks has been bought and put on, and the three points each level-up grants have to be shared between the weapon and the armour.
Armour and shields
Armour skill is the only line that gates two classes of item. Body armour asks for anything from 0 to 401, shields from 1 to 362. The shield ladder runs out 39 points sooner, so a one-handed knight climbing past 362 is buying better plate only.
Every piece in both classes is sold by the merchant, and the top item in each is priced in gems rather than gold. The most expensive gold-priced armour costs 94,500 and sits one step below the top.
Stamina penalties
The climb costs more than skill points. Nearly every armour carries a stamina penalty, and stamina sets how many rounds a knight lasts in a fight, so heavier plate trades rounds for defence. Most shields take dexterity as well as stamina.
Dexterity is also the reason to invest in this line beyond the shopping list. Its bonus to damage defence only works with armour worn, so a knight wearing none gets nothing from it at all. Armour skill is therefore the precondition for an attribute as well as for a shelf of gear.
Two-handed builds
A two-handed weapon fills both hands, so no shield can be carried alongside it and half of what armour skill unlocks is out of reach. Most two-handed players neglect the line for that reason. The usual approach is to put nothing into armour early on and add 3 to 6 points around level 20, and at high levels, once the last weapon has been bought, the leftover points tend to end up in armour anyway. Berserkers go the other way and play the whole game without any armour.
Equipment Categories
KnightFight 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 |