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Some people desperately need to get a life. I am one of them. But instead I get games. What does a game nerd like me do on a rainy Saturday? Enhance armour of course! What else?
So that is what I did. I needed a Headless Horseman + for fighting against Wyvern real quick. So I tried to level it up as fast as I could. While I did that I kept a log in a spreadsheet. I basically wrote down what level I was whenever I enhanced the armour, to what level it took me and how many EP (enhancement points) I added. I made sure to comment on how far up in the level I got with the enhancement. I wrote down if I only just made it into the level or got halfway or almost made it to the next level. That allowed me to analyse the progress and estimate the EP needed to get to the next level. On Monday when I write this I reached level 47 updating Headless Horseman. So now I can generate a list of approximations of all level sizes up to that level. I also wrote down the price of an enhancement slot on any level. That of course was not a very difficult thing to do.
One of the weaknesses of K&D is that numeric information is scarce, although the game is governed by numbers. So if you want that information you have to find a way to get it.
The following table shows what I found. I am updating the Aegis of the Wyvern to level 35 now. With the results of that I am fine tuning this list, and see if I have to adjust it here or there.
While I am busy doing that an extra way of fine tuning the list emerges. The extra data allows me to make a list of upper margins and lower margins in EP of the level changes. The Low Margin and High Margin columns are a result of that. The low margin is the highest EP level I reached in the previous level, and the high margin is the lowest EP I needed to reach the level. The actual level jump will always be above the low margin and can be below or on the high margin. It is possible that I added exactly the right amount of EP to get the level jump a few times. If that happens the level jump is on the high margin. That is certainly the case where the difference between low margin and high margin is 1. The low margins and high margins are reliable numbers as far as I wrote everything down correctly. When I write this the level jumps are still almost all estimates. With future armour enhancement I hope to decrease the margins to zero. That will allow me to pinpoint the level jump with certainty. The blank spots in the margin columns mean I have no meaningful results to put there yet.
When I get to enhance armours I try to deliberately enhance up to a number of EP in between the margins. That allows me to narrow them down till I can say with certainty what the level change value is. That will cost me some extra gold because I will not be following an optimal enhancement path, but it will help in the future (I hope). So far this method has produced some absolutely accurate results. In the tables Level Jump and Level Size he values in italics are still speculative and preliminary. All the other values are final and absolutely accurate. Any other source that has different data is inaccurate. Except for level 2. There is no way I can enhance 9 EP so I can never be absolutely certain that value is right. But 9 fits the pattern. Up to level 42 this list is absolutely accurate, except for the values of level 28 and 41. Currently levels 43 and up are just guesses because I only updated 1 armour in a controlled way in that area. As soon as the game dictates it I will have more accurate information on those levels.
Update: The data in the table is now all accurate. I exactly pinned done the level jumps for all levels, except levels 48, 54, 67, 68 and 69. There is no room for different values in the scheme anymore. Different values for those levels might be possible, but are extremely unlikely because they would defy the logic of the rest of the list.
If you think you can help me with getting more precise info, feel free to react.
Here is what I found: