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{{PC Only}}
{{PC Only}}[[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]]<gallery>
  +
Jesterconceptartjune.png
  +
</gallery>'''{{PAGENAME}}''' is a bonus campaign map that was released on August 8th, 2012, as part of the [[Jester Hero Class DLC]]. It was available as a free download until August 22nd.
   
  +
Completing this map on any difficulty will unlock the [[The Fool Costume|Fool]] costume for the [[Jester]].
==Rewards==
 
===Costumes===
+
== Gameplay ==
   
  +
The terrain features large tiled black-and-white checker board patterns. Eleven of these tiles have a light shimmer moving across them. If a hero steps on one these tiles during the combat phase, it activates a randomly-selected event in a manner similar to the Jester's [[Wheel o' Fortuna]] ability.
Completing this map on any difficulty will unlock [[The Fool Costume]] for the [[Jester]].
 
   
  +
The locations of these tiles are fixed (four on the top floors, three on the middle floors and four on the bottom floors).
==Gameplay==
 
   
  +
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.
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.
 
  +
== Tile Event Summary ==
   
  +
<nowiki>*</nowiki>The event "Defense Units Increased!" can only happen once. Afterwards, the chances for all other events are slightly higher.
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.
 
   
  +
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected"
===Buffs & Debuffs===
 
*All [[Spider]]s on the map killed.
 
*All [[Sharken]] on the map killed.
 
*All [[Goblin Copter]] on the map killed.
 
*All [[Djinn]] on the map killed.
 
*All [[Ogre]]s on the map killed.
 
*All [[Dark Elf Warrior]]s on the map killed.
 
*All players damaged ("Ouch!")
 
*All players healed.
 
*All players granted 1000 mana. ("You got Mana!")
 
*A percentage of enemies killed ("Some Enemies Have Been Killed")
 
*Jump height temporarily increased.
 
*All players sent into the air instantly, slightly higher than the jump height increase. ("Up, Up and Away!")
 
*Some of the [[Eternia Crystal]]'s [[Crystal Health|health]] restored. ("Core Health Partially Restored")
 
*Defenses upgraded to 3 stars.
 
*Maximum DU increased by 10 (Also increases MU by 10).
 
*Slow motion for everyone.
 
*Make a percentage of enemies golden.
 
 
==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>
 
{{clr}}
 
==Buff and Debuff Probabilities==
 
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;"
 
|+Probabilities
 
! scope="col"|Effect (Buff or Debuff)
 
! scope="col"|Probability
 
 
|-
 
|-
  +
! scope="col" | Message
|You Have Mana
 
  +
! scope="col" | Effect
|22,4%
 
  +
! scope="col" | Chance
  +
! scope="col" | Chance (after DU+)
 
|-
 
|-
  +
| You Have Mana!
|All Players Healed
 
  +
| Give all players 1,000 mana
|20,2%
 
  +
| 18.08%
  +
| 19.65%
 
|-
 
|-
  +
| All Players Healed!
|Some Enemies Have Been Killed
 
  +
| Heals all players
|10,9%
 
  +
| 19.98%
  +
| 21.72%
 
|-
 
|-
  +
| Defenses: Upgraded!
|Slow Motion
 
  +
| Upgrades all towers to level 5
|10,2%
 
  +
| 0.50%
  +
| 0.54%
 
|-
 
|-
  +
| Ouch!
|Jump Height Temporarily Increased
 
  +
| Damages all players by 20% of current health
|9,8%
 
  +
| 9.99%
  +
| 10.86%
 
|-
 
|-
  +
| Some Enemies Have Been Killed!
|Up, Up and Away!
 
  +
| Instantly kills 15% of enemies
|8,7%
 
  +
| 7.99%
  +
| 8.69%
 
|-
 
|-
  +
| Up, Up, And Away!
|Ouch!
 
  +
| Players are immediately launched upwards
|8,0%
 
  +
| 7.99%
  +
| 8.69%
 
|-
 
|-
  +
| Slow Motion Activated!
|Core Health Partially Restored
 
  +
| Temporarily lowers game speed to 25%
|3,9%
 
  +
| 7.99%
  +
| 8.69%
 
|-
 
|-
  +
| Jump Height Temporarily Increased!
|All Ogres Killed
 
  +
| Increases player jump height for 10 seconds
|2,4%
 
  +
| 9.49%
  +
| 10.31%
 
|-
 
|-
  +
| Defense Units Increased!
|All Dark Elf Warriors Killed
 
  +
| Raises Defense Unit cap to 125
|2,2%
 
  +
| 7.99%
  +
| -
 
|-
 
|-
  +
| Core Health Partially Restored!
|Defense Units Increased
 
  +
| Heals cores by 500 health
|0,9%
 
  +
| 5.00%
  +
| 5.43%
 
|-
 
|-
  +
| All (enemy) Killed!
|Defenses: Upgraded!
 
  +
| Kills a selected enemy type
|0,4%
 
  +
| 5.00%
  +
| 5.43%
 
|}
 
|}
  +
Sample size 460 tile activations on multiple games in The King's Game (Insane, Hardcore, Ranked, v7.44b).
 
  +
  +
== 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! ===
  +
  +
Instantly upgrades all defenses present to their highest level (5). Defenses built after this happens are not affected. This event can still happen when there are no more defenses to upgrade.
  +
  +
-
  +
  +
=== Ouch! ===
  +
  +
A damage event is triggered for all players that reduce their current health by 20%. [[Summoner]]s who are in Phase Shift at the time of this event's activation do not receive damage.
  +
  +
-
  +
  +
=== 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]] roll "Kill pct of Enemies".
  +
  +
-
  +
=== Up, Up, And Away! ===
  +
  +
All characters' vertical momentum is set to a very large number, effectively catapulting them upwards. This presents a hazard in players being launched off the map either by activating a tile at top speed or by being unfortunately positioned when another player triggers the event.
  +
  +
Two of the eleven tiles are placed under a sloped ceiling. These can be traps to players who step on them and this event happens.
  +
  +
-
  +
=== 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's random number generator results in this event after it has already transpired, it will repeat the process until a different 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 after stepping on tiles 9-10 times on average means that campaign 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 four [[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 or Summoner gives you a random class weapon.
  +
{{clr}}
   
 
==Media==
 
==Media==
Line 91: Line 191:
 
chessconceptart3.jpg|<p style="text-align: center;">Chess Defenses - Concept Art (July 2012)</p>
 
chessconceptart3.jpg|<p style="text-align: center;">Chess Defenses - Concept Art (July 2012)</p>
 
The King Game all floor.png|Map of The King's Game
 
The King Game all floor.png|Map of The King's Game
</gallery>
+
</gallery>[[Category:DLC]]
 
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]]
 
 
*''Magenta Diamond:'' Location of [[Eternia Crystal]]
 
 
*''Gray Tile:'' Glowing Tile Spawn Location
 
 
*''Red Arrow:'' Ramp to lower level (Arrow pointing out) or upper level (Arrow pointing in)
 
 
==Map Details==
 
{{Template:Map Information Rewards
 
|crystals = 2
 
|goblin = .
 
|dark elf archer = .
 
|orc = .
 
|kobold = .
 
|defense units = 115
 
|starting mana = 2100
 
|wyvern = .
 
|dark elf mage = .
 
|dark elf warrior = .
 
|ogre = .
 
|spider queen =
 
|spider =
 
|hazards = Falling Off Ledges
 
|challenge =
 
|survival reward = No survival reward
 
|squire easy = [[The Light Knight]]
 
|squire medium = [[The Light Knight]]
 
|squire hard = [[The Light Knight]]
 
|squire insane = [[The Light Knight]]
 
|squire nightmare = [[The Light Knight]]
 
|apprentice easy = [[Enchanted Bishop]]
 
|apprentice medium = [[Enchanted Bishop]]
 
|apprentice hard = [[Enchanted Bishop]]
 
|apprentice insane = [[Enchanted Bishop]]
 
|apprentice nightmare = [[Enchanted Bishop]]
 
|huntress easy = [[Pawn Shot]]
 
|huntress medium = [[Pawn Shot]]
 
|huntress hard = [[Pawn Shot]]
 
|huntress insane = [[Pawn Shot]]
 
|huntress nightmare = [[Pawn Shot]]
 
|monk easy = [[Gambler's Polearm]]
 
|monk medium = [[Gambler's Polearm]]
 
|monk hard = [[Gambler's Polearm]]
 
|monk insane = [[Gambler's Polearm]]
 
|monk nightmare = [[Gambler's Polearm]]
 
|image = The Kings Game.png
 
|squire console easy =
 
|apprentice console easy =
 
|huntress console easy =
 
|monk console easy =
 
|squire console medium =
 
|apprentice console medium =
 
|huntress console medium =
 
|monk console medium =
 
|squire console hard =
 
|apprentice console hard =
 
|huntress console hard =
 
|monk console hard =
 
|apprentice console insane =
 
|huntress console insane =
 
|waves = 14
 
|squire console insane =
 
|monk console insane = |mana per round = 2100}}
 
[[Category:Maps]]
 
[[Category:DLC]]
 
 
[[Category:Jester]]
 
[[Category:Jester]]
[[Category:PC Only Content]]
 
[[Category:PC]]
 

Revision as of 03:28, 25 March 2020

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 on August 8th, 2012, as part of the Jester Hero Class DLC. It was available as a free download until August 22nd.

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

Gameplay

The terrain features large tiled black-and-white checker board patterns. Eleven of these tiles have a light shimmer moving across them. If a hero steps on one these tiles during the combat phase, it activates a randomly-selected event in a manner similar to the Jester's Wheel o' Fortuna ability.

The locations of these tiles are fixed (four on the top floors, three on the middle floors and four on the bottom floors).

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

*The event "Defense Units Increased!" can only happen once. Afterwards, the chances for all other events are slightly higher.

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!

Instantly upgrades all defenses present to their highest level (5). Defenses built after this happens are not affected. This event can still happen when there are no more defenses to upgrade.

-

Ouch!

A damage event is triggered for all players that reduce their current health by 20%. Summoners who are in Phase Shift at the time of this event's activation do not receive damage.

-

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 roll "Kill pct of Enemies".

-

Up, Up, And Away!

All characters' vertical momentum is set to a very large number, effectively catapulting them upwards. This presents a hazard in players being launched off the map either by activating a tile at top speed or by being unfortunately positioned when another player triggers the event.

Two of the eleven tiles are placed under a sloped ceiling. These can be traps to players who step on them and this event happens.

-

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's random number generator results in this event after it has already transpired, it will repeat the process until a different 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 after stepping on tiles 9-10 times on average means that campaign 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 four 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 or Summoner gives you a random class weapon.

Media