Gameplay

These concepts make up the core gameplay of For The King.

Chaos
A Chaos Meter with 3 emblem slots is displayed throughout the adventure, representing the level of Chaos in Fahrul. Chaos increases after a set number of turns, displayed at the top of the screen.

Each increase of Chaos represents the spawning of Chaos Hexes in the world, which impart a random effect upon crossing.

Enemies will scale with each Chaos level, increasing their health by 10% per slot.

If the Chaos Meter reaches maximum capacity (i.e. 3 Chaos emblems are filled in), Cursed land will begin to flood the Land Hexes and the player will encounter Chaos Beasts.

Completing main story line quests, side quests in towns, or destroying Chaos Generators are methods of reducing Chaos.

When Chaos is reduced and you have no current Chaos level, it will be removed from the timeline instead, even if there is no chaos visible on the current timeline selection.
 * See Chaos

Hexes
The backbone of the land of Fahrul. Hexes are used for movement as well as Locations within the game.

They can be split into 5 main categories:
 * Player Made Hexes
 * Land Hexes
 * Location Hexes
 * Encounter Hexes
 * Miscellaneous Hexes
 * See Hexes

Focus
Focus is one of the fundamental mechanics of For The King. Each Character begins with 4 base focus points.

Focus can be spent on stat based tasks in For the King. This includes Encounters, weapon accuracy in combat, and disabling Chaos Generators.

In combat, using Focus Points will provide a guaranteed success on your first Token roll (overriding the shocked status effect), and increase the base percentage chance of successes on your other rolls. The increase on base percentage has diminishing returns, the first focus point will increase base chance by 10%, however the next focus point will only add another 5% to this, and so on.

Focus can also be used out of combat in order to increase your movement on a turn by 1 per focus.

Max Focus Points can be increased through the Stone Circle encounter, or through equipping specific pieces of gear.

Movement
Movement is accomplished by testing the character's Speed. The number of slots rolled is determined by the current realm, time of day, weather, and any buffs or abilities. The number of successful rolls is the number of Hexes that character can move. The player may spend Focus to gain additional movement points, by right-clicking anywhere on the world map.

Stats

 * See Stats

Combat

 * See Combat

Weather
Weather is a mechanic that can affect the outcome of your rolls, the terrain, and chance of getting ambushed.

Clear Weather yields the chance to receive the Nice Day! effect when completing your movement.

Rainy Weather reduces the amount of movement Tokens you roll at the start of your turn, clears poison off of Hexes, decreases your percentages of success on Awareness based rolls, and increases the chance of a successful ambush (on Creatures and the player)

Sandstorms decrease your percentages of success on Awareness based rolls, and increase the chance of a successful ambush (on Creatures and the player)
 * See Weather

Quests
Quests are short objectives that can be accepted from the Job Board in Towns. Only one quest can be taken per town. Quests last for 20 rounds after their activation, and will vanish after this time limit. There are four types of quest to choose from:
 * See Quests

Sanctums
Sanctums are a source of healing and permanent buffs to a character.

Each sanctum has a unique effect, and can be upgraded in the Lore Store after devoting to it 8 times.

Upon taking fatal damage, a character will be healed for a portion of their health, and be kept alive. In return, the sanctum they are devoted to is destroyed, along with the buff that the character had received.
 * See Sanctums