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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:

Enhancement Table (in progress)  -  Ultra Rare  Ultra Rare Armour - Legendary Legendary Armour

Level

.

Enhancement Slot

(Gold)

Level Size

(estimate) (EP)

Level Jump

Cumulative (EP)

Margin

Low

Margin

High

1 150 0 0 0 0
2 200 9 9 8 10
3 250 12 21 20 21
4 300 15 36 35 36
5 350 18 54 53 54
6 400 21 75 74 75
7 450 24 99 98 99
8 500 27 126 125 126
9 600 30 156 155 156
10 700 33 189 188 189
11 800 36 225 224 225
12 900 39 264 263 264
13 1000 42 306 305 306
14 1100 45 351 350 351
15 1200 47 398 397 398
16 1300 48 446 445 446
17 1400 50 496 495 496
18 1500 51 547 546 547
19 1600 53 600 599 600
20 1700 55 655 654 655
21 1800 56 711 710 711
22 1900 58 769 768 769
23 2000 59 828 827 828
24 2250 61 889 888 889
25 2500 63 952 951 952
26 2750 64 1016 1015 1016
27 3000 66 1082 1081 1082
28 3250 67 1149 1148 1149
29 3500 69 1218 1217 1218
30 3750 70 1288 1287 1288
31 4000 71 1359 1358 1359
32 4250 73 1432 1431 1432
33 4500 74 1506 1505 1506
34 5000 75 1581 1580 1581
35 5500 76 1657 1656 1657
36 6000 77 1734 1733 1734
37 6500 79 1813 1812 1813
38 7000 80 1893 1892 1893
39 7500 81 1974 1973 1974
40 8000 82 2056 2055 2056
41 8500 83 2139 2138 2139
42 9000 85 2224 2223 2224
43 9500 86 2310 2309 2310
44 10000 87 2397 2396 2397
45 10500 88 2485 2484 2485
46 11000 89 2574 2573 2574
47 11500 91 2665 2664 2665
48 12000 92 2757 2754 2757
49 12500 93 2850 2849 2850
50 13000 94 2944 2943 2944
51 13500 95 3039 3038 3039
52 14000 97 3136 3135 3136
53 14500 98 3234 3233 3234
54 15000 99 3333 3331 3333
55 15500 100 3433 3432 3433
56 16000 101 3534 3533 3534
57 16500 103 3637 3636 3637
58 17000 104 3741 3740 3741
59 17500 105 3846 3845 3846
60 18000 106 3952 3951 3952
61 18500 107 4059 4058 4059
62 19000 109 4168 4167 4168
63 19500 110 4278 4277 4278
64 20000 111 4389 4388 4389
65 21000 112 4501 4500 4501
66 22000 113 4614 4613 4614
67 23000 115 4729 4728
68 24000 116 4845 4844 4850
69 25000 117 4962 4950 4962
70 * 118 5080 5079 5080
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