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* ClockOfPower: The Golden Hourglass is a top-tier trinket that boosts the owner's movement rate and their speed in the CombatantCooldownSystem. It's won from the Old One, a TimeMaster who makes the [=PCs=] randomly skip their turns while he's active.

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* ClockOfPower: The Golden Hourglass is a top-tier an artifact trinket that boosts the owner's movement rate and their speed in the CombatantCooldownSystem. It's won from the Old One, a TimeMaster Scourge who makes the [=PCs=] randomly skip their turns while he's active.active.
* ColorCodedItemTiers: Common items have a grey background in the inventory, uncommon items are blue, rare items are purple, and artifacts are red. Rarity is loosely correlated with overall power, but aside from the scaling numerical benefits of higher pipe tiers, there's no guarantee that a higher-tier item will be more useful than a lower-tier one.



* CutsceneDrop: When one player character enters a dungeon, the entire PlayerParty is drawn in from TheOverworld. This is commonly {{Exploited|Trope}} for the free movement to regroup the party, making it easier for them to [[LetsSplitUpGang split up]] to handle other tasks.

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* CutsceneDrop: When one player character enters a dungeon, the entire PlayerParty is drawn in from TheOverworld. This is commonly can be {{Exploited|Trope}} for the free movement to regroup the party, making it easier for them to [[LetsSplitUpGang split up]] to handle other tasks.
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* ClockOfPower: The Golden Hourglass is a top-tier trinket that boosts the owner's movement rate and their speed in the CombatantCooldownSystem. It's won from the Old One, a TimeMaster who makes the [=PCs=] randomly skip their turns while he's active.
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* RescueIntroduction: The Lost [[ClassAndLevelSystem character classes]] must first be found in a special {{Random Encounter|s}} and then [[DoubleUnlock bought in the Lore Store]] to play. The Monk is partially frozen into a yeti's ice cave in Frost Adventure; the Treasure Hunter was SwallowedWhole and is at the end of a Whale Belly dungeon in Into The Deep.

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If the coin is called a "gold piece" and it's "worth its weight in gold", the most direct interpretation is that the coin is gold.


* BeastMan: One of the enemies that spawn in the Guardian Forest. Per the lore, they use makeshift weapons or those looted from their slayed enemies.

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* BeastMan: One of the enemies "Beastmen" are low-level enemy type that spawn in the Guardian Forest.Forest, resembling humanoids with fur, snouts, and tusks. Per the lore, they use makeshift weapons or those looted from their slayed enemies.



* CheapGoldCoins: The only unit of currency in the game is the Fahrul gold piece, and even the cheapest item in the game is worth one gold piece. Narrowly subverted as the coins are described as "worth their weight in gold", implying a gold standard without specifying what metal the coins themselves are.

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* CheapGoldCoins: The only unit of currency in the game is the Fahrul gold piece, and even the cheapest item in the game is worth one gold piece. Narrowly subverted as the coins are described as "worth their weight in gold", implying a gold standard without specifying what metal the coins themselves are.



* CombatantCooldownSystem: Characters are slotted into the VisualInitiativeQueue in increasing value of ([Current Round]÷[Character Speed]), which can let characters with a much higher Speed stat take more turns in the combat than slower ones. This can be manipulated by speed-boosting effects and [[StatusInflictionAttack attacks that slow an enemy]].



* DungeonShop: Goblin merchants are among the special encounters that can be found at random within dungeons. They generally offer healing supplies, consumables, and rare items, albeit at a markup.



* RareCandy: Various candies that, on consumption, increase a single stat (physical attack damage, magical attack damage, physical armor, magical resistance, depending on the candy type) by one point.

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* RareCandy: RareCandy:
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Various candies that, on consumption, increase a single stat (physical attack damage, magical attack damage, physical armor, magical resistance, depending on the candy type) by one point.point.
** Smoking Scholar's Wort grants XP proportional to the user's [[ItemAmplifier pipe tier]]. It's the only standard way to trigger a LevelUpFillUp in the middle of combat.
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* RottenRockAndRoll: For whatever reason, [[SkeletonMusician skeleton bards]] (including [[KingMook the Royal Droll]]) produce electric guitar riffs from their lutes when performing their MagicMusic.

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* RottenRockAndRoll: For whatever reason, [[SkeletonMusician [[SkeletalMusician skeleton bards]] (including [[KingMook the Royal Droll]]) produce electric guitar riffs from their lutes when performing their MagicMusic.
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* RottenRockAndRoll: For whatever reason, [[SkeletonMusician skeleton bards]] (including [[KingMook the Royal Droll]]) produce electric guitar sounds from their lutes when performing their MagicMusic.

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* RottenRockAndRoll: For whatever reason, [[SkeletonMusician skeleton bards]] (including [[KingMook the Royal Droll]]) produce electric guitar sounds riffs from their lutes when performing their MagicMusic.
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* RottenRockAndRoll: For whatever reason, [[SkeletonMusician skeleton bards]] (including [[KingMook the Royal Droll]]) produce electric guitar sounds from their lutes when performing their MagicMusic.
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* MooksAteMyEquipment:
** The {{Status Effect|s}} "Acid" destroys a random piece of equipment unless the target gets an AntiDebuff or ends the combat before the start of their second turn. It can be inflicted as a [[StatusInflictionAttack special attack]] by a few monsters, including the Festering Blob.
** [[ChestMonster Mimics]] and a rare few other monsters have a special attack that threatens to destroy a random item the target is carrying. It's appropriately called "Chomp".
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* CombatExclusiveHealing: "Cure"-based character abilities [[AntiDebuff remove negative status effects]] but can only be used in combat, costing the user their turn. {{Downplayed|Trope}} with "Party Heal", which can also be used in the "Ready" phase between fights [[DungeonCrawling inside a dungeon]], but not in TheOverworld. Otherwise, characters need to spend precious consumable items.
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Followed by a sequel - ''VideoGame/ForTheKingII'' in 2023.

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* AntiFrustrationFeatures: Accomplishing something that awards a chaos reduction while the chaos level is at zero will knock the next increase off the timeline instead, so you never waste a major award.



* DoWellButNotPerfect: Averted. Accomplishing something that awards a chaos reduction while the chaos level is at zero will knock the next increase off the timeline instead, so you never waste a major award.


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* DualWielding: Dual weapons include daggers, hammers, and even [[InstrumentOfMurder maracas]]. They're treated as a single two-handed weapon; you can't equip two one-handed weapons. They vary in effect and in the stat they're keyed to, but all of them grant boosts to speed and CriticalHit chance.


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* SplashDamage: Splash attacks do full damage to the target and half damage to adjacent enemies, in contrast to AreaOfEffect damage that affects everyone equally. Since a battle has at most three enemies standing side by side, they can damage all three by targeting the central one. "Splash" is usually a trait of specific attacks, but the Woodcutter's passive ability has a chance to apply it to any two-handed melee weapon attack.
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* SkeletalMusician: The bone bard is one of the undead enemies you encounter. They attack with musical notes from their stringed instrument that’s also made out of bones.
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* BeastMan: One of the enemies that spawn in the Guardian Forest. Per the lore, they use makeshift weapons or those looted from their slayed enemies.
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* EasyCommunication: {{Exaggerated|Trope}}; [=NPCs=] can talk cross-country with each other and you as if you were all in a fantasy group call. In the main adventure, even the Big Bad crashes the chat from time to time.


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* MonstersEverywhere: The overworld map is littered with an ever-refreshing assortment of enemies that range from hostile wildlife to liches, witches, golems, and slime monsters, even right outside the capital city. Of course, the [=PCs=] seem to be the only characters who need to traverse the land rather than just spawn at their destination.
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* PainfulPointyPufferfish: Puff Puffs and Poison Puffs are giant [[FlyingSeafoodSpecial floating]] blowfish that appear as RandomEncounters in aquatic areas. They attack by running into you with their spines and pop like balloons when killed.
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* MagicMusic: The main combat ability of the Minstral and the Busker. Musical instruments are a class of weapons linked to the Talent ability, often combining attacks with various utility effects.

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* MagicMusic: The main combat ability of the Minstral Minstrel and the Busker. Musical instruments are a class of weapons linked to the Talent ability, often combining attacks with various utility effects.

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* LoadBearingBoss: Once the final boss has been defeated in the story game, his evil tower collapses.
* LuckBasedMission: Between the procedurally generated overworld, RandomlyDrops, [[RandomEvent Random Events]], RandomEncounters, and almost every action's outcome being based on a stat-derived dice roll, there's a lot that can happen without the player having a say in it. The central strategy of the whole game is ''luck control'' - the game is always transparent with the player's odds of any given outcome, and odds-improving Focus is a precious resource. Learning what risks to take and what to never rely upon is the key to getting far.

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* LoadBearingBoss: Once the final boss has been defeated in the story game, his evil tower collapses.
collapses, [[spoiler:[[TheHeroDies killing the player characters]].]]
* LootMakingAttack: The Astronomer's unique ability "Black Hole" has a small chance to trigger at random and instantly reduces the enemy to a chunk of Star Matter, a rare consumable item that grants the party a powerful shield.
* LuckBasedMission: Between the procedurally generated overworld, RandomlyDrops, {{Random Drop}}s, [[RandomEvent Random Events]], RandomEncounters, and almost every action's outcome being based on a stat-derived dice roll, there's a lot that can happen without the player having a say in it. The central strategy of the whole game is ''luck control'' - the game is always transparent with the player's odds of any given outcome, and odds-improving Focus is a precious resource. Learning what risks to take and what to never rely upon is the key to getting far.



* MagicMusic: The main combat ability of the Minstral and the Busker.

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* MagicMusic: The main combat ability of the Minstral and the Busker. Musical instruments are a class of weapons linked to the Talent ability, often combining attacks with various utility effects.
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* HealingHerb: Most of game's healing items are herbs. There's a herb that restores hit points, one that restores [[{{Mana}} focus points]], one that heals poison and elemental status effects, one that removes curses, and so on.

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* HealingHerb: Most of game's healing items are herbs. There's a herb that restores hit points, one that restores [[{{Mana}} focus points]], one that heals poison and elemental status effects, one that removes curses, and so on. Amusingly, they aren't chewed or applied in poultices, but smoked, with the fanciness of a character's pipe dictating how effective they are.
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* AntiArmor: Among the many StatusEffects that can be [[StatusInflictionAttack inflicted]] in combat are Armor Down, which reduces the target's physical DamageReduction by a set amount for a few turns, and Resistance Down, which reduces their resistance to magical damage. The effects can't damage HitPoints or [[DamageIncreasingDebuff reduce armour below zero]], only clear the way for other attacks.
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* CutsceneDrop: When one player character enters a dungeon, the entire PlayerParty is drawn in from TheOverworld. This is commonly {{Exploited|Trope}} for the free movement to regroup the party, making it easier for them to [[LetsSplitUpGang split up]] to handle other tasks.


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* InUniverseGameClock: The clock advances with each full round spent in TheOverworld. This affects things like shops restocking, scourges awakening, and monsters and events appearing. Some monsters, random events, and locations are only accessible at night or during daytime, with nighttime generally bringing greater overall danger.
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* DoubleUnlock: UnlockableContent is unlocked by spending Lore points in the Lore Store, but before you can spend points on an item you have to unlock the item's listing by fulfilling some condition that varies for each item. About half the items are related to milestones in the main story quest (some listings are unlocked when you attempt the quest for the first time, more the first time you beat the DiscOneFinalDungeon, and so on); others are related to milestones of other kinds, either numerical (tributing a statue or dedicating a sactum enough times will unlock a better kind of statue or sanctum) or qualitative (such as an item of sailor clothing that is unlocked after the first time you sink a boat); still others are related to specific encounters (such as the Monk character class, which is unlocked by finding and completing a specific random encounter in the Frostbite Adventure quest that involves rescuing a trapped monk).

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* DoubleUnlock: UnlockableContent is unlocked by spending Lore points in the Lore Store, but before you can spend points on an item you have to unlock the item's listing by fulfilling some condition that varies for each item. About half the items are related to milestones in the main story quest (some listings are unlocked when you attempt the quest for the first time, more the first time you beat the DiscOneFinalDungeon, and so on); others are related to milestones of other kinds, either numerical (tributing a statue or dedicating a sactum sanctum enough times will unlock a better kind of statue or sanctum) or qualitative (such as an item of sailor clothing that is unlocked after the first time you sink a boat); still others are related to specific encounters (such as the Monk character class, which is unlocked by finding and completing a specific random encounter in the Frostbite Adventure quest that involves rescuing a trapped monk).
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* OminousClouds: While a [[BossBattle Scourge]] is awake and affecting the game world, swirling purple clouds appear above their lair.
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Determined over PM that the game does demonstrate the roll-and-move mechanic, so re-adding.

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* RollAndMove: When a player character begins their turn in TheOverworld, their total hexes of movement are set by their successes on a number of skill rolls, usually against their Speed statistic (Talent when boating; Luck when flying). The number and difficulty of rolls are affected by factors like terrain, weather, and equipped items; and there are a few means of gaining extra movement points.
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On second thought, looks like the game isn't an example of the trope.


* RollAndMove: When a player character begins their turn in TheOverworld, their total hexes of movement are set by their successes on a number of skill rolls, usually against their Speed statistic (Talent when boating; Luck when flying). The number and difficulty of rolls are affected by factors like terrain, weather, and equipped items; and there are a few means of gaining extra movement points.
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* RollAndMove: When a player character begins their turn in TheOverworld, their total hexes of movement are set by their successes on a number of skill rolls, usually against their Speed statistic (Talent when boating; Luck when flying). The number and difficulty of rolls are affected by factors like terrain, weather, and equipped items; and there are a few means of gaining extra movement points.
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* OutOfTurnInteraction:
** Player characters can swap out their equipped items and pass inventory items to each other at any time, although they can only use consumables during their turn -- potentially a major boost, given the EquipmentBasedProgression.
** "Encourage" is a passive ability that has a chance to trigger during an ally's turn and grant the ally a successful skill roll. "Distraction" is its opposite, forcing a failure on an enemy's turn.
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* DeviousDaggers: Among [=NPCs=], knives are used by thieves and scamps -- {{Fragile Speedster}}s whose SignatureMove is to try to cut the PC's purse and flee combat. Their attacks aren't powerful but can be {{Armor Piercing|Attack}}.

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* AdamSmithHatesYourGuts: Played with. Prices don't increase with progress, the same service costs about the same anywhere in the world. However, that universal price rises over time as the creeping crisis makes those items and services more valuable.

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* AdamSmithHatesYourGuts: Played with. Prices don't increase with progress, the same service costs about the same anywhere in the world. However, that universal Outside special encounters, items and services have a standard price across the world, which rises over time as the creeping crisis makes those items and services them more valuable.valuable. The price of basic {{Healing Herb}}s can rise more than thirty-fold by the endgame.



* ArtificialInsolence: Status Effects include "Confused", which randomizes the target's actions on their turn, and "Scared", which forces them to [[ScrewThisImOuttaHere try to flee the combat]]. "Confused" can also be self-inflicted through [[IntoxicationMechanic some alcoholic drinks.]]



* EquipmentBasedProgression: {{Character Class|System}} determines starting stats and abilities, while [[CharacterLevel level]] only boosts damage rolls and HitPoints, so equippable items and RareCandy are the primary source of stat boosts, special attacks, and special abilities throughout the game. Though more powerful equipment generally becomes available at higher levels, characters can also get lucky and pick up endgame-quality loot early (or [[RandomNumberGod the opposite]]).



* ExperienceBooster: Some items and sanctums give the affected character a boost to the ExperiencePoints they earn.

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* ExperienceBooster: Some items and sanctums give the affected character a [[PercentBasedValues percent-based]] boost to the ExperiencePoints they earn.



* FlyingSeafoodSpecial: The Puff Puff is an oversized floating blowfish that pops like a balloon when defeated.



* LuckManipulationMechanic: Characters can spend points of Focus for automatic successes on stat rolls. However, each character has a small Focus pool and limited means of restoring it, including consumables, leveling up, and rare events.



* ThinkingUpPortals: Portal Scrolls create a magical gateway between the activating player character's current location and a map tile of their choice within range. Each scroll is [[LimitedUseMagicalDevice single-use]], but the resulting portal lasts for ten rounds with no limit on its use.



* WarpWhistle: Each geographical region contains one Alluring Pool, a mystical location that can teleport you to any other Alluring Pool that you have already visited.

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* WarpWhistle: Each geographical region contains one [[PortalPool Alluring Pool, Pool]], a mystical location that can teleport you to any other Alluring Pool that you have already visited.visited.
* WeaponOfXSlaying: Several weapons and equippable items grant a [[PercentBasedValues percent-based]] boost to damage against a specific type of creature, like "humanoids", "flying", or "Scourges".
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* IntoxicationMechanic: Some booze-themed consumables, like rum and Hildebrant's Reserve wine, grant [[BoozeBasedBuff power-ups]] but inflict the {{Status Effect|s}} "Confused", [[ArtificialInsolence randomizing the character's actions]] for a turn or two.
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* MegaMaelstrom: One of the possible RandomEncounters at sea is a large whirlpool that damages your boat on a failed skill test. Due to the OverworldNotToScale effect, it could be anywhere from boat- to town-sized.

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