For The King: Complete Guide
A practical guide to For The King (the 2018 original): how the dice-slot system works, how to build a party, what to spend Lore on, how to manage Chaos and Focus, and how to actually finish a run.
Researched September 2026 — current as of the final For The King build, which includes all released free expansions (Dungeon Crawl, Frozen Expanse, Gold Rush, Into The Deep); the Lost Civilization Adventure Pack (February 10, 2021) is paid DLC. Development has moved to For The King II. Live games change; check the linked sources if something differs.
Quick Start
- Everything is a percentage roll. Attacks, skill checks, and events show slots; each slot has a chance of success based on the relevant stat. More successful slots = better outcome.
- Focus guarantees slots. Spend Focus to lock in a success. It's precious; save it for key attacks, boss fights, and dangerous checks.
- Chaos is the timer. As turns pass, Chaos builds and makes the game harder. Complete the main quest steps and lore objectives to push it back.
- Stay together or split with purpose. A split party covers more ground but can't help in fights unless they're within range.
- Rest in towns and use the pipe. Herbs heal and cure status effects; towns sell healing and let you rest.
- Party lives matter. A shared life pool lets fallen heroes be revived; when it's empty, deaths become permanent. Protect it.
- Lore persists between runs. Spend Lore in the Lore Store on classes, items, and events that make future runs easier.
- Start with Hildebrant's Cellar if you're new — it's the tutorial-style adventure.
- Don't fight everything. Check enemy strength and avoid battles that don't serve your quest.
The Dice-Slot System
- Attack slots: each weapon has a number of slots and a stat (Strength, Intelligence, Awareness, Talent, Speed, etc.). The percentage per slot comes from your relevant stat (stats range from 1 to 95, per Wikipedia).
- Partial success: some attacks deal partial damage if not all slots succeed.
- Perfect roll: all slots successful often triggers bonus effects (stuns, extra damage).
- Focus: spend Focus to lock in slots before rolling.
- Skill checks (events, traps, chests) use the same system.
Rule of thumb: prioritize weapons whose stat is your highest; a 3-slot weapon at 70 percent beats a 4-slot weapon at 45 percent most of the time.
Stats
| Stat |
Used for |
| Strength |
Heavy melee weapons |
| Vitality |
Health and resistances |
| Intelligence |
Magic, scrolls, and some skill checks |
| Awareness |
Bows and perception checks |
| Talent |
Instruments and some skill checks |
| Speed |
Turn order and movement |
| Luck |
Chance-based outcomes and loot |
Classes
Classes are medieval professions rather than combat roles (per Wikipedia: the Blacksmith is the tank, the Scholar the mage). The core starters are Blacksmith, Hunter, Scholar, and Minstrel; more are bought with Lore in the Lore Store, and the paid Lost Civilization Adventure Pack adds the Gladiator and the Astronomer (per its Steam page). Check the Lore Store in your build for the full unlock list and costs.
| Class |
Role |
Notes |
| Blacksmith |
Tank / melee |
High Strength and Vitality; hammers and armor |
| Hunter |
Ranged damage |
Awareness; bows |
| Scholar |
Magic damage / support |
Intelligence; scrolls and spells |
| Minstrel |
Support |
Talent; instruments that buff and heal |
| Herbalist (Lore Store) |
Healer |
Herb and healing focus |
| Woodcutter (Lore Store) |
Melee damage |
Axes; strong damage |
| Monk (Lore Store) |
Support / focus |
IronOak describes its kit as support skills "designed to keep the party Focused and healthy" |
| Gladiator (Lost Civilization) |
Melee |
DLC class; the pack also adds dual-wielding |
| Astronomer (Lost Civilization) |
Magic |
DLC class; the pack also adds magical wands |
Beginner party
- Blacksmith + Hunter + Scholar is the classic, balanced start: tank, ranged physical, and magic.
- Blacksmith + Hunter + Minstrel leans on support and sustain.
The Overworld
- Movement: each turn you roll movement slots based on Speed; Focus can guarantee more movement.
- Day/night: night is more dangerous. Plan to be in towns or camps when it falls.
- Towns: sell gear, healing, and services; some towns also offer quests.
- Encounters: hovering over an enemy shows its strength; choose fights.
- Camps and inns: rest to heal and recover Focus.
- Sanctums: special locations offering powerful lasting buffs; read the tooltip for any condition or trade-off before accepting.
Chaos
- Chaos builds over time and adds penalties to the party.
- Each new level of Chaos applies an effect that makes enemies stronger or the world harsher; read the Chaos tooltip to see what's active.
- Push back Chaos by completing main quest steps and certain lore objectives, and by clearing Chaos-related encounters.
- Don't wander aimlessly. Every turn counts.
Combat Tips
- Speed decides turn order. Fast characters act first; slow ones may take hits before acting.
- Buffs and debuffs matter: stuns, poison, bleeds, and protection buffs swing fights.
- Status effects can be cured with pipes/herbs or items.
- Retreat is possible but not always safe.
- Focus on one target at a time to reduce incoming damage.
How a Main Campaign Run Flows
- Opening turns: grab the starting quest, buy cheap upgrades in the first town, and fight only weak encounters to build gold and XP.
- First main quest steps: follow the quest markers; each completed step typically eases Chaos pressure and advances the story.
- Mid-game: clear a dungeon or two for gear, visit a Sanctum if one is nearby, and upgrade weapons that match your party's best stats.
- Prepare for bosses: arrive with full Focus, healing items, and cures for the statuses the boss inflicts.
- Late game: tougher regions and dungeons; resistances and armor matter more than raw damage.
- Finale: the last dungeon and boss; stock up on healing and revival options before entering.
- A main weapon that matches each hero's highest stat.
- Healing items and status cures.
- Armor with resistances for the region you're entering.
- Trinkets and utility items (Focus, movement).
Adventures and Modes
| Adventure |
What it is |
| For The King |
The main campaign |
| Hildebrant's Cellar |
Tutorial-style adventure |
| Frost Adventure (Frozen Expanse) |
Winter-themed adventure with cold survival |
| Dungeon Crawl |
A dungeon-focused adventure |
| Gold Rush |
An un-cooperative mode where players compete for gold |
| Into The Deep |
Seafaring expansion with ships and new areas |
| Lost Civilization |
Paid DLC (Feb 10, 2021): the Jungle Falls realm, arena-style challenges, dual-wielding and wands, two new classes, 50+ new enemies, and 90+ new items |
Lore and the Lore Store
- Lore is earned by completing objectives and runs, even failed ones.
- Spend it on new classes, starting items, events, and NPCs.
- Priorities: unlock more classes and useful starting items first; they have the biggest impact on success.
Common Mistakes to Avoid
- Burning Focus on minor fights. Save it for bosses and critical checks.
- Wandering at night without a plan.
- Ignoring Chaos. It grows and ruins runs.
- Using weapons that don't match your stats.
- Splitting the party too far apart. You can't help in fights if you're out of range.
- Skipping the pipe. Healing and curing statuses keep runs alive.
Advanced Tips
- Speed investment gives more movement and earlier turns in combat.
- Use "find" abilities where a class has one; free herbs and food save gold.
- Plan routes around towns, sanctums, and quest locations.
- Use dungeons for loot but be ready for multi-fight sequences.
- Upgrade gear at towns and prioritize armor and resistances for the late game.
- Coordinate in co-op: agree on who uses Focus and who takes risky checks.
FAQ
Is For The King co-op?
Yes, single player, local co-op, and online co-op (1 to 3 characters).
How long is a run?
The main campaign is roughly 9 hours for a full run according to IronOak's For The King II Book of Lore post.
What's the easiest adventure?
Hildebrant's Cellar is the tutorial-style one; start there.
Should I buy For The King or For The King II?
For The King is cheaper and a complete package; For The King II (November 2023) has a new campaign structure and ongoing updates (the Monk returned there in September 2025).
Is the Lost Civilization DLC worth it?
If you've finished the free adventures and want more, yes: it's the only paid expansion, adding a whole jungle realm (Jungle Falls), arena challenges, the Gladiator and Astronomer, dual-wielding and wands, and dozens of new enemies and items. Everything else (Dungeon Crawl, Frozen Expanse, Gold Rush, Into The Deep) is already in the base game.
What's the best class?
It depends on the party; Blacksmith, Hunter, and Scholar are the classic balanced trio.
Do I lose everything when a run fails?
You keep Lore and unlocks, which make later runs easier.
Sources