Sovereign Tower Knight Stats Explained
Six stats, score thresholds, and how quest maths actually resolve
Every quest on the Round Table in Sovereign Tower asks something specific of your knights. Wild Wits built the management loop so that mornings, audiences, and tower exploration feed into assignment decisions where stats — not reflexes — determine success. Published by Curve Games and launching August 6, 2026 on PC (Steam), the solo RPG’s demo already teaches that misreading a single stat line can waste a day and upset a faction.
Launch-week community data confirms six statistics on a 0–15 scale — Strength, Agility, Charisma, Magic, Wits, and Luck — plus a transparent-enough score band for Critical Success through Critical Failure. This page explains each stat, the contribution formula, XP leveling to cap 15, and habits that keep Act 1 stable.
Score thresholds (quick reference)
| Score | Outcome |
|---|---|
| ≥ +10 | Critical success (rewards ×2) |
| > +5 | Great success (rewards ×1.5) |
| > 0 | Success |
| ≤ 0 | Failure |
| ≤ −5 | Major failure |
| ≤ −10 | Critical failure |
For each required stat, a knight contributes roughly (stat − requirement) × 0.66, shared across the party and scaled by how hard the check was. Exactly matching a requirement still yields a tiny positive (~+0.22) rather than zero. Final effective stats — including gear — clamp to 0–15. Favourite meals add +0.5 score (Cooking); attributes add more — Attributes.
The six core stats
Strength
Strength covers physical force: monster suppression, manual labor, intimidation through presence, and quests that expect a knight to break obstacles or win arm-wrestling contests of will. Gideon and Goberto often carry high Strength in early demo accounts, making them natural picks for beast-adjacent errands or Merchants’ escort contracts that mention bandits.
High Strength does not guarantee combat success if a quest also checks Agility or Magic. Always read the full requirement block on the Round Table before confirming.
Agility
Agility represents speed, stealth, finesse, and precision tasks: scouting, chase scenes, delicate theft, or avoiding traps while exploring tower annexes. Knights with strong Agility suit timed exploration rewards and quests flagged as “swift” or “silent.”
Pair Agility knowledge with the Knight Quest Matcher when two knights look equal on paper — Agility breakpoints often hide on secondary lines of quest text.
Charisma
Charisma drives diplomacy, morale, seduction, and public speaking. Noble audiences and People-facing petitions frequently demand Charisma checks. Ursula and Angelica commonly excel here in demo rosters, which makes them valuable during morning audiences that preview faction mood.
Charisma-heavy quests sometimes carry social consequences: success may please Nobles while irritating Scholars who wanted a factual debater instead of a charming speaker.
Magic
Magic covers arcane skill, ritual completion, curse handling, and interactions with Mystics. Quests tied to the tower’s magical infrastructure — annex alchemy, crypt anomalies, magical traces on the trail of recruits like Rufus — lean on Magic.
Do not assume only “wizard” archetypes carry Magic; secret knights such as Silgur can shift your magical coverage after the Beast Hunt route.
Wit
Wit is logic, tactics, puzzle-solving, and quick reading of deception. Scholar quests, treasury audits, and Intendant secret threads often check Wit. Gwendan frequently serves as an early Wit anchor in community tier discussions.
Wit failures tend to produce subtle narrative forks: you may succeed partially, gaining gold but losing a secret clue the Intendant wanted.
Luck
Luck is a real sixth sheet stat (0–15), not forum mythology. It represents fortune on borderline cards and feeds traits like Zolta’s Gambler. Plan around it when requirements list LCK or when two knights are otherwise equal — but do not ignore Strength/Magic gaps hoping Luck will paper them over.
Level, XP, and training
Knights start at listed levels and cap at level 15. Each level-up spends one point into any non-maxed stat. XP arrives from quest outcomes (failure 0×, success 1×, great 1.5×, critical 2×) and from sending a knight to the Training Ground for a cycle instead of a quest — see Tower Servants for Sagadin.
How quest cards display requirements
On the Round Table, each quest card typically lists:
- Primary stat thresholds — e.g., Strength 4+, Wit 3+.
- Secondary tags — faction affiliation, beast hunt, diplomatic, covert.
- Risk indicators — higher risk quests pay more but damage standing on failure.
- Duration — some assignments lock a knight for multiple days.
Requirements are not always sorted by importance. Read every line, then compare against the Knight Roster. If two knights qualify, consider faction fallout from the Factions Guide before you optimize purely for numbers.
Stat growth and annex support
Knights in the demo show relatively stable baselines; major jumps often come from story promotions, equipment from the forge annex, or consumables brewed in alchemy. Planning annex upgrades early indirectly raises your effective stats on hard checks.
Romance and loyalty arcs — covered in the Romance Guide — can also gate certain quests or mood modifiers that behave like soft stat bonuses during specific story weeks.
Practical assignment workflow
- Scan the quest card during the Round Table phase after exploration.
- List eligible knights who meet every hard requirement.
- Check faction context from the morning audience.
- Run the Quest Matcher if margins are tight.
- Keep a flexible knight unassigned when you expect Demon rewind opportunities — see Time Rewind.
Secret recruits change your stat portfolio dramatically. Dulahan, Chester, Sparky, Rufus, Silgur, and Brunhilda each fill gaps; see Secret Knights for unlock routes.
Common mistakes
- Sending highest single stat only — multi-stat quests punish one-dimensional picks.
- Ignoring Charisma on “combat” quests — some beast quests include crowd control or witness interviews afterward.
- Bench Gwendan for every physical quest — Wit checks appear on mixed cards more often than new players expect.
- Forgetting locked knights — failed quests or story deaths remove options until rewind or recruitment events restore them.
Related pages
- Knight Tier List — who performs best once stats are understood.
- Recruit Knights — expand your stat pool before hard Act 1 quests.
- Beat the Dragon Knight — a spike check that tests multiple stats at once.
- Demo Walkthrough — story order that unlocks stat-relevant annexes on time.
Frequently Asked Questions
Quick answers to the most common questions.
What are the main knight stats in Sovereign Tower?
Strength, Agility, Charisma, Magic, Wits, and Luck — each on a 0–15 scale. See the scoring table above and [Attributes](/knights/attributes/) for trait modifiers.
Which stat matters most in the demo?
None dominates every quest. Early Act 1 spreads checks across all five stats, so a balanced roster beats a single super-knight. Use the [Roster](/knights/roster/) and [Tier List](/knights/tier-list/) to cover weak points.
Can annexes raise knight stats?
Annexes mainly provide gear and consumables that boost effective performance on quests rather than permanent stat points. Read [Annexes and Crafting](/systems/annexes/) for forge and alchemy timing.
How do I compare knights against a quest quickly?
Open the [Knight Quest Matcher](/tools/quest-matcher/) tool after reading the quest card on the Round Table. It helps when two knights meet requirements but differ on secondary tags.
Do secret knights have better stats than starters?
Often they fill niches rather than strictly outperforming every starter. Silgur and Brunhilda, for example, reward specific routes. See [Secret Knights](/knights/secret-knights/) for details.