Dungeon Defenders Wiki
Tag: Visual edit
(Major rewrite of gameplay and tile event explanations, improving detail, removing redundancy and fixing inaccuracies and discrepancies.)
Tag: rte-wysiwyg
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[[File:Thekingsgamecard.png|right|288px]]'''{{PAGENAME}}''' is a bonus campaign map that was released August 8th, 2012, as part of the [[Jester Hero Class DLC]]. It had been available as a free download until August 22nd, 2012.
 
[[File:Thekingsgamecard.png|right|288px]]'''{{PAGENAME}}''' is a bonus campaign map that was released August 8th, 2012, as part of the [[Jester Hero Class DLC]]. It had been available as a free download until August 22nd, 2012.
   
 
Completing this map on any difficulty will unlock the [[The Fool Costume|Fool]] costume for the [[Jester]].
==Rewards==
 
===Costumes===
 
   
Completing this map on any difficulty will unlock [[The Fool Costume]] for the [[Jester]].
 
   
==Gameplay==
+
== Gameplay ==
   
During the build and the attack phase, a select number of tiles on the map will be shiny and have a light pattern moving across them. Making contact with these tiles activates different buffs and debuffs for the map, some of which are listed below, and are similar to the Jester's [http://dungeondefenders.wikia.com/wiki/Wheel_o'_Fortuna Wheel of Fortuna] ability.
+
The terrain features large tiled checker board patterns. 11 of the tiles feature a light pattern moving across them; making contact with these tiles during the combat phase activates a randomly-selected event in a manner similar to the Jester's [[Wheel o' Fortuna]] ability.
   
There are 11 glowing tiles on the entire map (four on the top floors, three on the middle floors and four on the bottom floors) and, after being activated, are disabled for 15 seconds. During the build phase, shiny tiles can be stood on, but will not do anything until the round starts.
+
The location of these tiles is fixed (four are on the top floors, three on the middle floors and four on the bottom floors). After being activated tiles are disabled for 15 seconds.
   
  +
When an event is activated, all players in the game receive a light blue message describing its effects, and usually a sound effect related to those effects. The character activating is also given a decorative visual effect whose color relates to the type of event.
===Buffs & Debuffs===
 
Stepping on a glowing tile activates a random effect. Some effects have a higher frequency of occurrence than other effects. The hero cannot influence which effect is being activated. The following table shows an approximation of the likelihood of each effect. For Nightmare games, the probabilities are similar, but additional Nightmare-specific effects occur (e.g. All Sharkens killed).
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 500px;"
 
|-
 
! scope="col" |
 
! scope="col" |
 
Name
 
! scope="col" |Effect
 
! scope="col" |Probability
 
|-
 
|
 
|
 
Kill a type of enemy
 
   
All %Enemy Name% Has been killed!
 
|
 
Kills a type of enemy on the map
 
   
  +
== Tile Event Summary ==
[[Spider]]s[[Goblin Copter|,Goblin Copter, ]][[Djinn|Djinns, ]][[Ogre|Ogres, ]][[Dark Elf Warrior]]s
 
  +
|5%
 
  +
A brief summary of all of the tile events. Further details are shown in the next section.
  +
  +
One of the events is a one-time occurrence, so the chances of all events are shown before and after this event happens.
  +
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected"
 
|-
 
|-
 
! scope="col" | Message
|
 
 
! scope="col" | Effect
|
 
 
! scope="col" | Chance
Ouch!
 
  +
! scope="col" | Chance (after DU+)
|Damages all players by 19.9-21.6% of their maximum health.
 
|10%
 
 
|-
 
|-
 
| You Have Mana!
|
 
 
| Give all players 1,000 mana
|All Players Healed
 
  +
| 18.08%
|Heals all players.
 
|20%
+
| 19.65%
 
|-
 
|-
 
| All Players Healed!
|
 
  +
| Heals all players
|You Have Mana
 
  +
| 19.98%
|All players grants 1000 Mana.
 
|18%
+
| 21.72%
 
|-
 
|-
 
| Defenses: Upgraded!
|
 
 
| Upgrades all towers to level 5
|A percentage of enemies killed ("Some Enemies Have Been Killed")
 
  +
| 0.50%
|Kills a small percentage of the total enemies on the map.
 
|8%
+
| 0.54%
 
|-
 
|-
 
| Ouch!
|
 
 
| Damages all players by 20% of current health
|Jump Height Temporarily Increased
 
  +
| 9.99%
|Decreases the gravity for a short while.
 
|9.5%
+
| 10.86%
 
|-
 
|-
 
| Some Enemies Have Been Killed!
|
 
  +
| Instantly kills 15% of enemies
|Up, Up and Away!
 
  +
| 7.99%
|All players get sent into the air, notably higher than the jump height increase.
 
|8%
+
| 8.69%
 
|-
 
|-
 
| Up, Up, And Away!
|
 
  +
| Players are immediately launched upwards
|Core Health Partially Restored
 
  +
| 7.99%
|Restores 500 health to your core.
 
|5%
+
| 8.69%
 
|-
 
|-
 
| Slow Motion Activated!
|
 
  +
| Temporarily lowers game speed to 25%
|Defenses: Upgraded!
 
  +
| 7.99%
|Upgrades all defenses to 3 stars.
 
|0.5%
+
| 8.69%
 
|-
 
|-
 
| Jump Height Temporarily Increased!
|
 
  +
| Increases player jump height for 10 seconds
|Defense Units Increased
 
  +
| 9.49%
|Increases the total Defense Units and Minion Units by 10.
 
 
| 10.31%
|8%, max once per game
 
 
|-
 
|-
 
| Defense Units Increased!
|
 
  +
| Raises Defense Unit cap to 125
|Slow Motion
 
  +
| 7.99%
|Slows the whole game for a shot period of time.
 
|8%
+
| -
 
|-
 
| Core Health Partially Restored!
  +
| Heals cores by 500 health
 
| 5.00%
  +
| 5.43%
 
|-
  +
| All (enemy) Killed!
 
| Kills a selected enemy type
  +
| 5.00%
  +
| 5.43%
 
|}
 
|}
Sample size 460 tile activations on multiple games in The King's Game (Insane, Hardcore, Ranked, v7.44b). <strike>Note that since DU Increased can only occur once per game, the actual probability that it will happen at all is much higher than 0.9%.</strike>
 
   
''DU Increased is now confirmed to be 8% chance to trigger.''
 
   
  +
== Tile Event Details ==
==Notes==
 
  +
*During development, community input was taken into consideration.<sup>[http://forums.trendyent.com/showthread.php?71214-Community-input-needed!-Help-pick-random-map-effects-for-the-Jester-level!]</sup>
 
  +
The events "You Have Mana!", "Jump Height Temporarily Increased!" and "Core Health Partially Restored!" are self-explanatory and have no details worthy of note.
* A bug in Nightmare makes it so there is no message when all Ogres are killed, though the stars spewed by the tile have the same orange tinge as with other species kill effects.
 
  +
* Summoners can step on tiles without taking damage by activating the Phase Shift ability.
 
  +
  +
=== All Players Healed! ===
  +
  +
For practical purposes all active characters are healed fully. Its literal effect is to heal by 1,000,000 health, so it is possible for an extremely high-health character with heavy injuries to not be fully healed by this event.
  +
  +
  +
=== Defenses: Upgraded! ===
  +
  +
5 levels are added to all defenses. As defenses are created at level 0 and the highest level is 5, this upgrades all defenses to the highest level. Should a new tier of defenses be added to the game, this event would not upgrade level 0 defenses to that new tier.
  +
  +
Upgrades are not applied retroactively; new defenses built after the event would still be level 0. Equally this event can happen even if it has happened before and/or if all defenses on the map are already fully upgraded.
  +
  +
 
=== Ouch! ===
  +
  +
A damage event is triggered for all players that reduce their current health by 20%.
  +
  +
As they cannot be hit by damage events, [[Summoner]]s who are in Phase Shift at the time of its activation do not receive damage. It is worth noting that this event is unique in that regard; others including "All Players Healed!" do affect Summoners in Phase Shift.
  +
  +
  +
=== Some Enemies Have Been Killed! ===
  +
  +
15% of the enemies present on the map are killed, with no distinction for enemy type. This is comparable to the Jester [[Wheel o' Fortuna]] skill "Kill pct of Enemies".
  +
  +
  +
=== Up, Up, And Away! ===
  +
  +
All characters' vertical momentum is set to a very large number, effectively catapulting them upwards.
  +
  +
Other momentum is unaffected, so characters continue travelling horizontally in the same direction. This presents a hazard in players being launched off the map either by activating a tile at speed or by being unfortunately positioned when another player triggers the event.
  +
  +
Two of the tiles are also placed below sloped ceilings; if the tile activates this event, they will away from the map area making it likely they will fall off the map as well.
  +
  +
  +
=== Slow Motion Activated! ===
  +
  +
All player, tower and enemy movement and attacks are slowed over time until reaching a speed of 25% normal. A short time later, they increase over time until reaching normal speed. Overall this effect lasts about 14 seconds (confirmation needed).
  +
  +
This event is comparable to the Jester [[Wheel o' Fortuna]] skill "Slow Motion".
  +
  +
  +
=== Defense Units Increased! ===
  +
  +
The Defense Unit limit is set to 125, which is an increase of 10 as the map starts with 115. As it is tied to the same value, Minion Units are set to 125 as well.
  +
  +
This event is unique in that it cannot happen twice: If the game randomises this event after it has already transpired, it will restart the randomisation process from scratch until another event is selected. This means that once this event has happened, all other events become proportionally more likely.
  +
  +
The usefulness of additional Defense and Minion Units combined with the reasonable chance of getting this event (activating 9 tiles provides it more often than not) means that builds for this map traditionally use 125 units rather than 115.
  +
  +
  +
=== All (enemy) Killed! ===
  +
  +
One enemy type is selected from a list and all enemies of that type are instantly killed. Usually the event description displayed on-screen declares which enemy this is while a sound effect of that enemy dying is played.
  +
  +
Of the enemy types available, all are equally likely to be selected. If there are no enemies alive of that type, nothing happens. However the event still provides the announcement and sound effect of that enemy dying though none exist.
  +
  +
The enemy types available differs by difficulty; the [[Quest for the Lost Eternia Shards]] enemies are all able to be selected in Nightmare, none of which appear in other difficulties.
  +
  +
{| align="center" border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected"
 
|-
 
! scope="col" | Enemy type
  +
! scope="col" | Easy to Insane
  +
! scope="col" | Nightmare
 
|-
  +
| Dark Elf Warriors
  +
| Yes
  +
| Yes
 
|-
  +
| Ogres
  +
| Yes
  +
| Yes
 
|-
  +
| Spiders
  +
| No
  +
| Yes
 
|-
  +
| Djinn
  +
| No
  +
| Yes
 
|-
  +
| Sharken
  +
| No
  +
| Yes
 
|-
  +
| Goblin Copters
  +
| No
  +
| Yes
 
|}
  +
  +
  +
A bug with the script for this event means that if Dark Elf Warriors or Ogres are selected in Nightmare, the event description message is not displayed. However the sound effect of that enemy type dying and the visual effect around the character that activated the tile are still shown.
  +
  +
 
== Notes ==
  +
 
* During development, community input was taken into consideration. [http://forums.trendyent.com/showthread.php?71214-Community-input-needed!-Help-pick-random-map-effects-for-the-Jester-level! Dead link]
 
* Winning King's Game's last wave as a Jester gives you a random class weapon.
 
* Winning King's Game's last wave as a Jester gives you a random class weapon.
 
{{clr}}
 
{{clr}}

Revision as of 02:14, 9 July 2015

DarkElfWarriorIconHard
PC Only Content
Information on this page is PC specific.
DarkElfWarriorIconHard
Thekingsgamecard

The King's Game is a bonus campaign map that was released August 8th, 2012, as part of the Jester Hero Class DLC. It had been available as a free download until August 22nd, 2012.

Completing this map on any difficulty will unlock the Fool costume for the Jester.


Gameplay

The terrain features large tiled checker board patterns. 11 of the tiles feature a light pattern moving across them; making contact with these tiles during the combat phase activates a randomly-selected event in a manner similar to the Jester's Wheel o' Fortuna ability.

The location of these tiles is fixed (four are on the top floors, three on the middle floors and four on the bottom floors). After being activated tiles are disabled for 15 seconds.

When an event is activated, all players in the game receive a light blue message describing its effects, and usually a sound effect related to those effects. The character activating is also given a decorative visual effect whose color relates to the type of event.


Tile Event Summary

A brief summary of all of the tile events. Further details are shown in the next section.

One of the events is a one-time occurrence, so the chances of all events are shown before and after this event happens.

Message Effect Chance Chance (after DU+)
You Have Mana! Give all players 1,000 mana 18.08% 19.65%
All Players Healed! Heals all players 19.98% 21.72%
Defenses: Upgraded! Upgrades all towers to level 5 0.50% 0.54%
Ouch! Damages all players by 20% of current health 9.99% 10.86%
Some Enemies Have Been Killed! Instantly kills 15% of enemies 7.99% 8.69%
Up, Up, And Away! Players are immediately launched upwards 7.99% 8.69%
Slow Motion Activated! Temporarily lowers game speed to 25% 7.99% 8.69%
Jump Height Temporarily Increased! Increases player jump height for 10 seconds 9.49% 10.31%
Defense Units Increased! Raises Defense Unit cap to 125 7.99% -
Core Health Partially Restored! Heals cores by 500 health 5.00% 5.43%
All (enemy) Killed! Kills a selected enemy type 5.00% 5.43%


Tile Event Details

The events "You Have Mana!", "Jump Height Temporarily Increased!" and "Core Health Partially Restored!" are self-explanatory and have no details worthy of note.


All Players Healed!

For practical purposes all active characters are healed fully. Its literal effect is to heal by 1,000,000 health, so it is possible for an extremely high-health character with heavy injuries to not be fully healed by this event.


Defenses: Upgraded!

5 levels are added to all defenses. As defenses are created at level 0 and the highest level is 5, this upgrades all defenses to the highest level. Should a new tier of defenses be added to the game, this event would not upgrade level 0 defenses to that new tier.

Upgrades are not applied retroactively; new defenses built after the event would still be level 0. Equally this event can happen even if it has happened before and/or if all defenses on the map are already fully upgraded.


Ouch!

A damage event is triggered for all players that reduce their current health by 20%.

As they cannot be hit by damage events, Summoners who are in Phase Shift at the time of its activation do not receive damage. It is worth noting that this event is unique in that regard; others including "All Players Healed!" do affect Summoners in Phase Shift.


Some Enemies Have Been Killed!

15% of the enemies present on the map are killed, with no distinction for enemy type. This is comparable to the Jester Wheel o' Fortuna skill "Kill pct of Enemies".


Up, Up, And Away!

All characters' vertical momentum is set to a very large number, effectively catapulting them upwards.

Other momentum is unaffected, so characters continue travelling horizontally in the same direction. This presents a hazard in players being launched off the map either by activating a tile at speed or by being unfortunately positioned when another player triggers the event.

Two of the tiles are also placed below sloped ceilings; if the tile activates this event, they will away from the map area making it likely they will fall off the map as well.


Slow Motion Activated!

All player, tower and enemy movement and attacks are slowed over time until reaching a speed of 25% normal. A short time later, they increase over time until reaching normal speed. Overall this effect lasts about 14 seconds (confirmation needed).

This event is comparable to the Jester Wheel o' Fortuna skill "Slow Motion".


Defense Units Increased!

The Defense Unit limit is set to 125, which is an increase of 10 as the map starts with 115. As it is tied to the same value, Minion Units are set to 125 as well.

This event is unique in that it cannot happen twice: If the game randomises this event after it has already transpired, it will restart the randomisation process from scratch until another event is selected. This means that once this event has happened, all other events become proportionally more likely.

The usefulness of additional Defense and Minion Units combined with the reasonable chance of getting this event (activating 9 tiles provides it more often than not) means that builds for this map traditionally use 125 units rather than 115.


All (enemy) Killed!

One enemy type is selected from a list and all enemies of that type are instantly killed. Usually the event description displayed on-screen declares which enemy this is while a sound effect of that enemy dying is played.

Of the enemy types available, all are equally likely to be selected. If there are no enemies alive of that type, nothing happens. However the event still provides the announcement and sound effect of that enemy dying though none exist.

The enemy types available differs by difficulty; the Quest for the Lost Eternia Shards enemies are all able to be selected in Nightmare, none of which appear in other difficulties.

Enemy type Easy to Insane Nightmare
Dark Elf Warriors Yes Yes
Ogres Yes Yes
Spiders No Yes
Djinn No Yes
Sharken No Yes
Goblin Copters No Yes


A bug with the script for this event means that if Dark Elf Warriors or Ogres are selected in Nightmare, the event description message is not displayed. However the sound effect of that enemy type dying and the visual effect around the character that activated the tile are still shown.


Notes

  • During development, community input was taken into consideration. Dead link
  • Winning King's Game's last wave as a Jester gives you a random class weapon.

Media

Legend of the map of The King's Game as viewed in the Media:

  • Red Circle: Monster Spawner
  • Yellow Cross: Chess Piece
  • Indigo Square: Location of Mana chest
  • Green Diamond: Location of Forge
  • Gray Tile: Glowing Tile Spawn Location
  • Red Arrow: Ramp to lower level (Arrow pointing out) or upper level (Arrow pointing in)

The Tile in game look like this. (The white strip is moving).

Titles to wiki

Map Details

The Kings Game
Map Information
Number of Crystals Number of Waves Defense Units Starting Mana
Crystal ClassicCrystal Classic 14 115 2100
Hazards Mana Per Round
Falling Off Ledges 2100
Challenges
N/A
Spawn List
GoblinIconHard DarkElfArcherIconHard OrcIconHard KoboldIconHard OgreIconHard WyvernIconHard FishWyvernIconNightmare
DarkElfMageIconHard DarkElfWarriorIconHard Spider hard DjinnIconNightmare SharkenIcon Goblincoptericon Harbinger Icon
Bosses
DemonLordIcon GoblinMechIcon AncientDragonIcon Spider Queen Geniekingicon KrakenIcon Goblinbattlecruisericon Oldoneicon MegaCupidIcon MegaSnowmanIcon Mega TurkeyIcon
Rewards
PC
Easy Medium Hard Insane Nightmare
Squire & Countess
The Light Knight
Apprentice & Adept
Enchanted Bishop
Huntress & Ranger
Pawn Shot
Monk & Initiate
Gambler's Polearm
Squire & Countess
The Light Knight
Apprentice & Adept
Enchanted Bishop
Huntress & Ranger
Pawn Shot
Monk & Initiate
Gambler's Polearm
Squire & Countess
The Light Knight
Apprentice & Adept
Enchanted Bishop
Huntress & Ranger
Pawn Shot
Monk & Initiate
Gambler's Polearm
Squire & Countess
The Light Knight
Apprentice & Adept
Enchanted Bishop
Huntress & Ranger
Pawn Shot
Monk & Initiate
Gambler's Polearm
Squire & Countess
The Light Knight
Apprentice & Adept
Enchanted Bishop
Huntress & Ranger
Pawn Shot
Monk & Initiate
Gambler's Polearm
Survival Rewards
N/A