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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

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