Weapon Skill
| Weapon Skill | |
|---|---|
| Two separate totals | One-handed and two-handed, never shared |
| One-handed requirements | 3 to 475 |
| Two-handed requirements | 0 to 601 |
| Top damage | 119 to 143 one-handed, 181 to 211 two-handed |
| Dearer switch | Two-handed to one-handed, since dexterity has to be bought too |
Weapon skill is the total a knight has put into a weapon type with skill points, and the merchant checks it before selling a weapon. It is not one of the five trained attributes. Its job is to decide which weapons are for sale, and the gain only shows once the unlocked weapon is bought.
There are two of these totals, and the game keeps them apart. Points put into the one-handed line count for nothing on the two-handed side, which is why most players decide early on which kind of weapon they want to carry.
Two ladders that never meet
One-handed weapons ask for anything from 3 to 475 points. Two-handed weapons start at 0 and go up to 601, so the one-handed ladder runs out 126 points sooner. Once the last weapon on a ladder has been bought, the only sensible place left for spare points is armour.
The requirement does not tell the whole story of damage either. Where a gold-priced weapon and a gem-priced weapon share the same requirement, the gem weapon almost always hits harder.
What each line asks of the rest of the build
The choice reaches well beyond the weapon itself. Most one-handed weapons add dexterity, while nearly every two-handed weapon takes it away and none adds any. Stamina follows the same pattern: the worst penalty on a one-hander is 21 points, against 34 on a two-hander, and stamina decides how many rounds a fight lasts. Picking a line means picking which attributes the gear will cost.
Changing direction
Points come back one at a time, and starting the switch at a low level is a mistake, because it can drag on for days or even weeks. All that time the character is easy prey even for much smaller opponents, since the gear it was built around may no longer be usable.
The two directions do not cost the same. Going from two-handed to one-handed is dearer, because a one-handed fighter also has to buy dexterity with gold on top of every reset fee. A two-handed player planning the switch should put points into armour and dexterity first, accepting a much higher combat potential for a while in return for staying able to fight. A one-handed player should put a few level-ups' worth of points into the two-handed line ahead of time. Players who visit the battlefield regularly can wait for a 400-fight session, ideally one with doubled gold winnings, to build up the gold for the resets.
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 |