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* CombatantCooldownSystem: Characters are slotted into the VisualInitiativeQueue in increasing value of ([Current Round]÷[Character Speed]), which can let characters with a much higher Speed stat take more turns in the combat than slower ones. This can be manipulated by speed-boosting effects and [[StatusInflictionAttack attacks that slow an enemy]].

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* CombatantCooldownSystem: Characters are slotted into the VisualInitiativeQueue in increasing value of ([Current Round]÷[Character Round]÷[Character Speed]), which can let characters with a much higher Speed stat take more turns in the combat than slower ones. This can be manipulated by speed-boosting effects and [[StatusInflictionAttack attacks that slow an enemy]].


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* HumongousHeadedHammer: PlayedForLaughs with The Walloper, a torso-sized two-handed hammer that does massive damage but has [[AwesomeButImpractical terrible speed and accuracy]]. You find the previous owner's head squashed flat underneath it, their body still gripping the haft.
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* ColorCodedItemTiers: Common items have a grey background in the inventory, uncommon items are blue, rare items are purple, and artifacts are red. Rarity is loosely correlated with overall power, but aside from the scaling numerical benefits of higher pipe tiers, there's no guarantee that a higher-tier item will be more useful than a lower-tier one.

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* ColorCodedItemTiers: Common items have a grey background in the inventory, uncommon items are blue, rare items are purple, and artifacts are red. Rarity is loosely correlated with overall power, but aside from the scaling numerical benefits of higher pipe tiers, pipes, there's no guarantee that a higher-tier item will be more useful than a lower-tier one.

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