General Guide – King ‘n Knight

General Guide – King ‘n Knight 1 - steamclue.com
General Guide – King ‘n Knight 1 - steamclue.com

Overview of basic game play mechanics and strategies.
 
 

Introduction

This guide is being created to give a nice visual presentation of the game play elements in King n’ Knight. This will go over game play tips, classes, items for purchase, among other miscellaneous things. To establish a few guidelines, in this text you will see the in-game currency be referred to as “gold” (being the white/yellow bags you pick up during a level). Additionally, we will refer to “weapons” as the items that your character throws / attacks with (such as a sword, wand, or bow). “Spells” are the parchments you purchase from the blue wizard such as Cloud and Fireballs. Lastly, “items” will be anything else that can be purchased with gold such as a Dash Amulet or a Shield.
 
 
 

The Basics of Game Play

This game seems to be heavily inspired by the Ghosts ‘n Goblins series from the NES. Much like those games, King ‘n Knight is a very difficult side-scroller which relies on rhythm to attack and survive. Players have to study their enemies movements, attacks, and projectiles and tailor their own movements around them. It is beneficial to develop a pattern of “dodge -> shoot -> dodge” as you become comfortable with the game . This rhythm of yours will change depending on your class, equipment, and the enemy you are fighting, but the core framework is the same: Actively defend yourself while attacking when possible.
 
 
 

Credits, 1ups, and Secrets

This game has limited lives. When you run out of lives, you get a game over, and your save file is deleted. A 1up represents one life, you lose a single 1up every time you die. A credit is worth five 1ups, you will lose one credit every five deaths. Every new character is given four credits and five 1ups to begin the game, equaling twenty five lives total. The only way to get more 1ups and credits is to find them via secrets. Secrets are chests that appear once a certain condition is met; the most common condition is to walk over a specific area on the ground, typically one away from a ‘regular’ path.
 
 
 

The Tower

The Tower is the first town available to players, it is located on the far bottom left of the map and is the only level with a blue dot instead of a red one. The Tower is where players will buy and sell their equipment, all classes can see all gear, even if they are restricted from purchasing it. All Gold is used to buy weapons and items, gold is earned by collecting it throughout missions. Each mission has a set amount of gold that can be collected, if it is not all collected, players will have to replay the mission and pick up the specific bags that were missed on the first completion.
 
 
Gold can never be lost, all equipment can be exchanged and sold for the same price that it is purchased for. This allows for players to freely exchange their equipment and change their strategy based on each level.
 
 
 

Classes

There are currently 6 classes in King n’ Knight, each allowing the purchase of various items. For example, the Knight allows the purchase of many weapons such as the Sword, Axe, and Hammer, as well as items like the Shield. The Wizard on the other hand, cannot purchase any of those aforementioned weapons and items, but may purchase wands for weapons and many spells. Once you create your character and choose it’s class and cosmetics (color & headgear) you may not make any changes.
 
 
All equipment that is unique to one class only will be marked with an asterisk*.
 
 

Knight

 
Starts with a sword and 20 gold
 
Items available to purchase:
 
Archer’s Amulet – press item button to throw diagonal at shorter range
 
Shield – increases health by 1 (no shield can be used with bows / dual wield)
 
Heavy Shield – increases health by 2, slows movement speed
 
Sword – throws a small sword in a straight line, is average
 
Axe – throws a handaxe in a low arc, decent damage
 
Parry Dague – slower & shorter reach sword, can destroy projectiles
 
Flail – throws in a ‘wave’ pattern, decent range and damage
 
Hammer – throws a mace in a higher arc, good damage
 
Spear – throws like a sword, can pierce first enemy hit (allowing for 2 hits)
 
 
The main appeal of the Knight in the early game is that you can have the archer’s amulet with great weapons such as the hammer or spear. This allows the Knight to shoot enemies at difficult angles and makes it easier to progress through levels.
 
 

Paladin

 
Starts with an axe and 0 gold
 
Items available to purchase:
 
Rock Body – spell that slows movement and increases health by 1 briefly
 
Shield – increases health by 1
 
Heavy Shield – increases health by 2, slows movement speed
 
Sword – throws a small sword in a straight line, is average
 
Axe – throws a handaxe in a low arc, decent damage
 
Flail – throws in a ‘wave’ pattern, decent range and damage
 
Hammer – throws a mace in a higher arc, good damage
 
Spear – throws like a sword, can pierce first enemy hit (allowing for 2 hits)
 
 
The paladin having access to the Rock Body spell makes them have the potential for the most health in the early game when combined with a shield. Otherwise, they are very similar to the Knight.
 
 

Wizard

 
Starts with a wand and 20 gold
 
Items available to purchase:
 
Small Wand – shoots small fire bolt, decent range and damage (all wands reduce max health by 1)
 
Wand – shoots larger fire bolt, better range and damage
 
Rock Body – spell that slows movement and increases health by 1 briefly
 
Teleportation – spell that instantly moves your character a short distance
 
Levitation Boots – item to use midair to stay at that elevation for a brief time
 
Fireballs – create 3 small fireballs around self that hurt enemies on contact
 
Cloud* – summon small cloud in front of you to act as a platform shortly
 
 
The wizard can purchase anything from the wizard at the tower, but no other items at this time. Spells and magic items offer the wizard some increased utility and damage at the cost of decreased health from the wand.
 
 

Sorcerer

 
Starts with a sickle and 20 gold
 
Items available to purchase:
 
Small Wand – shoots small fire bolt, decent range and damage
 
Wand – shoots larger fire bolt, better range and damage
 
Teleportation – spell that instantly moves your character a short distance
 
Levitation Boots – item to use midair to stay at that elevation for a brief time
 
Fireballs – create 3 small fireballs around self that hurt enemies on contact
 
Shield – increases health by 1
 
Speed Boots – increases movement speed
 
Knife – a weaker version of the sword that can be thrown faster
 
Bow – shoots a low damage arrow at a long range
 
Sickle – a weak boomerang like weapon that does not slow your character while throwing
 
Dagger – a slightly higher damage knife
 
 
The Sorcerer has access to more items than any other class while at the tower. They are a versatile character who can bring equipment to suit many different situations. To offset their versatility, they generally cannot access more powerful or specialized equipment.
 
 

Rogue

 
Starts with a knife, dash amulet, and 0 gold
 
Items available to purchase:
 
Dash Amulet – executes a small dash forward, low cooldown
 
Speed Boots – increases movement speed
 
Knife – a weaker version of the sword that can be thrown faster
 
Bow – shoots a low damage arrow at a long range
 
Sickle – a weak boomerang like weapon that does not slow your character while throwing
 
Dagger – a slightly higher damage knife
 
Parry Dague – slower & shorter reach sword, can destroy projectiles
 
 
The rogue specializes in fast movement speed and a higher rate of fire. The rogue can be more difficult to play, as you have to shoot more to deal the same amount of damage as slower weapons. The rogue can be devastating at close range with good button mashing, however.
 
 

Archer

 
Starts with bow, Archer’s Amulet, and 0 gold
 
Items available to purchase:
 
Dash Amulet – executes a small dash forward, low cooldown
 
Archer’s Amulet – press item button to throw diagonal at shorter range
 
Speed Boots – increases movement speed
 
Sword – throws a small sword in a straight line, is average
 
Knife – a weaker version of the sword that can be thrown faster
 
Bow – shoots a low damage arrow at a long range
 
Sickle
 
Dagger – a slightly higher damage knife
 
Spear – throws like a sword, can pierce first enemy hit (allowing for 2 hits)
 
 
The archer is the only class with access to the bow along with the archer’s amulet, which allows them to hit targets from many different positions on screen. They also have access to items which increase their speed, making them quite defensive as well. The offset is that their weapons have low damage.
 
 
 

The Hamlet

This town becomes available after completing The Orc Cave level. The town of Hamlet has seven different merchants to visit instead of the three from the tower. In order to move on past Hamlet, you must clear The Haunted City and The Cursed Swamp. Hamlet will be the only other town area you encounter in the game. You may still buy and sell equipment here the same as The Tower.
 
 
Only the new things available from Hamlet for each class will be listed below, but all weapons, spells, and items from the tower are still available for purchase. All uniques are still marked with an asterisk*.
 
 
 

Classes Part 2

All Classes

 
Meat – heals 1 heart, once per life
 
Key – I don’t know right now 🙂
 
 

Knight

 
Great Sword – higher damage version of the sword
 
Great Axe – higher damage version of the axe
 
Parry Sword – higher damage version of the parry dague
 
Great Hammer – higher damage version of the hammer
 
Halberd – higher damage version of the spear
 
Torch – weapon thrown in a low arc, lights up caves, leaves a fire patch
 
Excalibur* – higher damage version of the great sword
 
Great Shield* – increases health by 2, no speed penalty
 
Anvil – prevents knockback upon taking damage
 
 
The Knight now has access to a unique sword and shield. This makes them an incredibly well-rounded character with a great weapon and high health. Otherwise, they still have access to all weapons from the blacksmith and the anvil.
 
 

Paladin

 
Great Sword – higher damage version of the sword
 
Great Axe – higher damage version of the axe
 
Great Hammer – higher damage version of the hammer
 
Halberd – higher damage version of the spear
 
Candle – item that passively lights up caves
 
Holy Water* – thrown in a low arc, leaves a fire patch, good damage
 
Resurrection – item that resurrects the first dead ally (co-op only)
 
Anvil – prevents knockback upon taking damage
 
Thunder – spell that calls thunder from above you and then shoots horizontally
 
Potion – drops a potion on the ground, first person to walk over gains 1 heart
 
 
The Paladin boasts a great roster of weapons alongside an amazing magic arsenal. Being able to revive, cast thunder/rock body, and have a unique holy water weapon gives great offensive, defensive, and supportive capabilities.
 
 

Wizard

 
Candle – item that passively lights up caves
 
Resurrection – item that resurrects the first dead ally (co-op only)
 
Wand Triple – shoots 3 magic bolts in a shorter range spread
 
Wand Souls* – equal to the Wand with homing bolts
 
Thunder – spell that calls thunder from above you and then shoots horizontally
 
Great Fireballs* – create 5 small fireballs around self that hurt enemies on contact
 
Potion – drops a potion on the ground, first person to walk over gains 1 heart
 
 
Another unique spell and weapon for the wizard offers incredible offensive potential. The wizard is able to devastate enemies and bosses alike, but is still capped out at 2 maximum health.
 
 

Sorcerer

 
Torch – weapon thrown in a low arc, lights up caves, leaves a fire patch
 
Bomb – throws a bomb forward that explodes after a few seconds for good damage
 
Icar’s Boots – allows for a double jump
 
Scythe – higher damage version of the sickle
 
Wand Triple – shoots 3 magic bolts in a shorter range spread
 
Thunder – spell that calls thunder from above you and then shoots horizontally
 
 
The only class with no unique items, but the Sorcerer still has great versatility in spell selection as well as some new weapons like the scythe and wand triple, along with the Icar’s Boots.
 
 

Rogue

 
Parry Sword – higher damage version of the parry dague
 
Torch – weapon thrown in a low arc, lights up caves, leaves a fire patch
 
Bomb – throws a bomb forward that explodes after a few seconds for good damage
 
Icar’s Boots – allows for a double jump
 
Great Speed Boots* – increases movement speed greatly
 
Scythe – higher damage version of the sickle
 
Dual Dagger* – higher damage version of the dagger
 
 
The greater speed boots and dual dagger are both unique for the rogue. The increased speed and damage allows the rogue to safely approach enemies, shoot them rapidly, and retreat, while dealing incredible damage.
 
 

Archer

 
Great Sword – higher damage version of the sword
 
Torch – weapon thrown in a low arc, lights up caves, leaves a fire patch
 
Bomb – throws a bomb forward that explodes after a few seconds for good damage
 
Candle – item that passively lights up caves
 
Elite Archer’s Amulet* – press item button to throw diagonal at full range
 
Crossbow* – higher damage bow
 
Iron Crossbow* – higher damage crossbow
 
 
The crossbow options offer increased damage while the elite archer’s amulet extends the range of diagonal attacks. This makes the archer a very safe character to play, as they can deal with almost any enemy at a comfortable distance.
 
 
 

Conclusion

Keep in mind that no type of weapon, item, or spell is truly better than another. Each purchase can serve a unique role, and in a game with a limited amount of currency sometimes a cheaper option is a better one. Even an inexpensive knife will sometimes be more useful than a pricey great hammer. Additionally, do keep in mind that this game was designed to be difficult. If this game could be completed in a mere few easy hours then it would not be enjoyable. If you are playing by yourself, remain vigilant and continue to experiment with different weapons, items, and classes to get over a difficult part in a mission. Enemies and bosses do have patterns to learn. Lastly, this game is a co-op adventure. If you are lucky enough to play this game with any friends/strangers, I highly recommend it. The game becomes much more enjoyable and hilarious.
 
 

 
 
Here we come to an end for the General Guide – King ‘n Knight guide. I hope this guide has helped you with your gameplay. If you have something to add to this guide or believe we forgot some information to add, please let us know via comment! We check each comment manually by approving them!
 


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