Dexterity
| Dexterity | |
|---|---|
| Effect | Adds to damage defence |
| Requires | Armour worn, or the bonus is zero |
| Worked example | 12 dexterity adds 0.24 |
| Starting value | 5 |
| Training cost | ((current - 4) squared) x 2 gold |
Dexterity is one of the five attributes a knight trains with gold, and it is the one that raises damage defence: the more of it a knight has, the better that knight handles shield and armour. Damage defence is subtracted straight from the damage an opponent deals, so every point makes each blow that lands a little cheaper.
It is also the only one of the five with a condition attached. Without armour worn, it gives no bonus at all.
Damage defence
The bonus comes from a formula that is not shown in the game, but one worked example gives a feel for it: a dexterity of 12 adds 0.24 to damage defence. A knight whose armour and shield give a base defence of 1.00 to 3.00 fights on 1.24 to 3.24 instead, and that whole figure comes off every hit that connects. Levelling raises the bonus as well.
No armour, no bonus
A two-handed weapon fills both hands, so no shield can be carried, armour skill largely stops paying, and most two-handed players leave dexterity alone along with it.
There is one exception. A two-handed knight planning to switch to one hand should put points into dexterity and armour before the reset begins, so the character can still fight while the change goes through. Switching in that direction costs more than the reverse, because one-handed knights train dexterity as well.
Equipment modifiers
Every weapon, shield, ring and amulet carries a dexterity figure, and body armour carries none. Rings and amulets from the merchant and most one-handed weapons add to it, up to +30 on a ring, +23 on an amulet and +16 on a weapon. No shield or two-handed weapon adds any, and the worst of them take away 17 and 28 points respectively. The shield supplying the base defence is therefore paying part of the bill for the attribute that scales it.
Training cost
Dexterity sits on the expensive training curve with strength and stamina, costing twice what fighting ability or parry cost at the same value. Skill points can be reset, but the five attributes cannot, so dexterity trained for a one-handed knight keeps counting towards combat potential after a switch to a two-hander, long after it has stopped reducing anything.
Training Cost Per Point
Every attribute starts at 5, and the price of the next point follows from the value you already hold and nothing else. Dexterity sits on the expensive curve: ((current - 4) x (current - 4)) x 2, twice what fighting ability and parry are charged. The second column is the running total, the gold a knight has spent in all to reach that value from the starting 5.
Both columns are computed from the two published formulas rather than copied from the source's printed table, which disagrees with itself on three rows. The full comparison is on skill points.
| Current Value | Cost Of The Next Point | Total Spent To Reach It |
|---|---|---|
| 5 | 2 gold | 0 gold |
| 6 | 8 gold | 2 gold |
| 7 | 18 gold | 10 gold |
| 8 | 32 gold | 28 gold |
| 9 | 50 gold | 60 gold |
| 10 | 72 gold | 110 gold |
| 11 | 98 gold | 182 gold |
| 12 | 128 gold | 280 gold |
| 13 | 162 gold | 408 gold |
| 14 | 200 gold | 570 gold |
| 15 | 242 gold | 770 gold |
| 16 | 288 gold | 1,012 gold |
| 17 | 338 gold | 1,300 gold |
| 18 | 392 gold | 1,638 gold |
| 19 | 450 gold | 2,030 gold |
| 20 | 512 gold | 2,480 gold |
| 21 | 578 gold | 2,992 gold |
| 22 | 648 gold | 3,570 gold |
| 23 | 722 gold | 4,218 gold |
| 24 | 800 gold | 4,940 gold |
| 25 | 882 gold | 5,740 gold |
| 26 | 968 gold | 6,622 gold |
| 27 | 1,058 gold | 7,590 gold |
| 28 | 1,152 gold | 8,648 gold |
| 29 | 1,250 gold | 9,800 gold |
| 30 | 1,352 gold | 11,050 gold |
| 31 | 1,458 gold | 12,402 gold |
| 32 | 1,568 gold | 13,860 gold |
| 33 | 1,682 gold | 15,428 gold |
| 34 | 1,800 gold | 17,110 gold |
| 35 | 1,922 gold | 18,910 gold |
| 36 | 2,048 gold | 20,832 gold |
| 37 | 2,178 gold | 22,880 gold |
| 38 | 2,312 gold | 25,058 gold |
| 39 | 2,450 gold | 27,370 gold |
| 40 | 2,592 gold | 29,820 gold |
| 41 | 2,738 gold | 32,412 gold |
| 42 | 2,888 gold | 35,150 gold |
| 43 | 3,042 gold | 38,038 gold |
| 44 | 3,200 gold | 41,080 gold |
| 45 | 3,362 gold | 44,280 gold |
| 46 | 3,528 gold | 47,642 gold |
| 47 | 3,698 gold | 51,170 gold |
| 48 | 3,872 gold | 54,868 gold |
| 49 | 4,050 gold | 58,740 gold |
| 50 | 4,232 gold | 62,790 gold |
| 51 | 4,418 gold | 67,022 gold |
| 52 | 4,608 gold | 71,440 gold |
| 53 | 4,802 gold | 76,048 gold |
| 54 | 5,000 gold | 80,850 gold |
| 55 | 5,202 gold | 85,850 gold |
| 56 | 5,408 gold | 91,052 gold |
| 57 | 5,618 gold | 96,460 gold |
| 58 | 5,832 gold | 102,078 gold |
| 59 | 6,050 gold | 107,910 gold |
| 60 | 6,272 gold | 113,960 gold |
| 61 | 6,498 gold | 120,232 gold |
| 62 | 6,728 gold | 126,730 gold |
| 63 | 6,962 gold | 133,458 gold |
| 64 | 7,200 gold | 140,420 gold |
| 65 | 7,442 gold | 147,620 gold |
| 66 | 7,688 gold | 155,062 gold |
| 67 | 7,938 gold | 162,750 gold |
| 68 | 8,192 gold | 170,688 gold |
| 69 | 8,450 gold | 178,880 gold |
| 70 | 8,712 gold | 187,330 gold |
| 71 | 8,978 gold | 196,042 gold |
| 72 | 9,248 gold | 205,020 gold |
| 73 | 9,522 gold | 214,268 gold |
| 74 | 9,800 gold | 223,790 gold |
| 75 | 10,082 gold | 233,590 gold |
| 76 | 10,368 gold | 243,672 gold |
| 77 | 10,658 gold | 254,040 gold |
| 78 | 10,952 gold | 264,698 gold |
| 79 | 11,250 gold | 275,650 gold |
| 80 | 11,552 gold | 286,900 gold |
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 |