Difficulty

For the King has 3 Difficulties. When starting the game, there is a warning to players that they are unlikely to win their first time playing, as the game is a "Rogue Like." The idea being that you will want to play the whole game story multiple times, in order to learn the best strategies, as well as unlocking new parts of the game.

House Rules You can adjust the House Rules for all the difficulties listed below, however it is not recommended for first time players. If you change any of the options to be easier in any category than the default settings, then Lore Payout will be capped at 50% and some achievements will be locked, no matter the difficulty or adventure. Additionally you can make any of the 3 difficulties harder at no Lore Payout penalties and achievements will not be locked. House Rules allow changes to Chaos Frequency, Life Pool, Economy Inflation, Flood Frequency (Into the Deep adventure) and Gold Target (Gold Rush adventure).

Apprentice
"For new players looking to get their feet wet. Still a challenge but less punishing overall. 60% Lore payout."


 * Characters on Apprentice difficulty start with +5 for all stats, and +1 Max Focus compared to Journeyman and Master Difficulties.
 * Economy Inflation defaults at 80% on all adventures.
 * Enemy Health start at 90% on all adventures, and creatures spawn less compared to Journeyman and Master, allowing them to be isolated easier through ambushes.
 * Chaos and Scourges happens very infrequently, with chaos at default every 8 rounds, 10 on the "Dungeon Crawl" adventure.
 * Flood Frequency in the "Into the Deep" adventure defaults at every 18 rounds.
 * Starting Life Pool Max at 6, and can be refilled or increased.

Journeyman
"For those familiar with Fahrul and knows the keys (sic) to survival. Quite challenging but not impossible. 100% Lore payout."


 * "Hildebrant's Cellar" and "Gold Rush" adventures are exclusive to Journeyman.
 * Economy inflation defaults at 90% on all adventures besides "Hildebrant's Cellar" and "Gold Rush". "Hildebrant's Cellar" is 100% and "Gold Rush" is 30%.
 * Enemy Health start at 100% on all adventures, and creatures spawn in more compared to Apprentice.
 * Chaos and Scourges happens very frequently, with chaos at default every 6 rounds, 9 on the "Dungeon Crawl" adventure.
 * Flood Frequency in the "Into the Deep" adventure defaults at every 16 rounds.
 * Starting Life Pool Max at 3, and can be refilled or increased.

Master
"Legends are forged in this mode. Only those looking for an extreme challenge. 150% Lore payout."


 * Economy inflation defaults at 100% on all adventures.
 * Enemy Health start at 110% on all adventures, and creatures spawn in more compared to Journeyman.
 * Chaos and Scourges happens very frequently, with chaos at default every 4 rounds, 8 on the "Dungeon Crawl" adventure. Players have to be very conservative with movement and progress.
 * Flood Frequency in the "Into the Deep" adventure defaults at every 14 rounds.
 * Starting Life Pool Max at 0, but can be increased.

(Requesting: More specific information for how frequent scourges happen. More specific information about Total Life Pool Max. More specific information about master and Journeyman in general).