Queen’s Domain Field Guide
A crimson detonation fills the screen during a fight with the Necromancer
Armoured

Armoured Knight

Plate that a sword cannot solve. The demo uses it to force a weapon swap mid-fight.

What the sources establish is negative and still useful: the sword does not work on this class of enemy. What they do not establish is the exact answer, so this entry stops at the observation rather than guessing at a weakness.

The observation itself is a design statement. An enemy that refuses the hero weapon is telling you that the sword is a story object as much as a tool, and that the three-slot loadout is not decoration. You are expected to be carrying something else when you meet it, and the demo gives you the slots early enough that being unprepared is a choice rather than bad luck.

The practical advice that survives the missing data is therefore about loadout rather than tactics: keep one weapon of each damage type in the three melee slots, and keep the throwing belt stocked for the moments when closing distance is the mistake. That much follows directly from what is documented, and it does not require knowing the knight’s exact resistance.

When the game ships and the resistance table becomes public, this entry gets a weakness line. Until then the empty field is the accurate answer.