The King's Descent Wiki
Ten floors down. 112 kinds of monster. A king who never came back.
Everything in King's Descent, the turn-based party dungeon crawler: every monster, every magic item, every spell and every floor, with every number read straight out of the game.

Why it runs deep
Simple to play. Hard to master.
Nothing you find is labeled.
A potion is a potion until somebody drinks it. A wizard can sense what kind of work an untried find was made for, and a Living Statue will name it for gold, but it never says its price: offer too little and it keeps your gold, offer far too little and the item is destroyed.
See how it worksThe dungeon wakes up.
While a prize is still below, a junction in the halls draws wandering monsters 3% of the time. The moment you hold everything you came for, it is 60%, and the climb out is the fight.
See how it worksHunger is a monster too.
The party eats a meal every 2 hours of travel. Fed, wounds heal and mana refills as you walk. Out of rations, both stop, and every missed meal wounds every member it could not feed.
See how it worksEvery band has a price.
Every kind of monster down there will take a bribe at least 10% of the time, and a failed offer hands them a free round. A paid band leaves with nothing taken and pays no experience either.
See how it worksExplore




Bestiary
All 112 kinds, from the grub at the top of the stairs to what waits at the bottom. Every number the game keeps on them.
112 monsters



Magic
Touchstones, lanterns, potions, scrolls, wands and words. Nothing is labeled until you try it, name it or buy it.
52 items

The King's Spellbook
A gremlin tore out every page and scattered them. Each one you carry back puts its spell back in the book.
17 spells



Arms & Armor
Blades, bows, dart guns and thrown weapons, the coats and shields that turn a blow, and the shot they all spend.
57 pieces



The Party
Fighter, wizard and rogue, the king for one who goes alone, and the hero a fighter can become.
5 classes

Ten Floors
What every floor deals: its monsters, its vaults and their locks, its stores and its gold.
10 floors


Rooms & Hazards
Trapped chests, the Bath of Fates, the Living Statue and two kinds of vault lock.
traps, baths, statues

Time & Supply
Every step costs time, a meal every 2 hours, and the dungeon wakes when you take what you came for.
hunger, healing, levels

People
Sixpence, who keeps the store and turns up when you need him, and Zahel, who keeps the training yard.
who you will meet
How to Play
The game's own manual, chapter by chapter, with the controls and the tips the game gives.
15 chapters
From the bestiary, chosen at random
Metazoid
Floors 4 to 8
A jointed thing of plate and cable that repairs itself while you watch. It is also, oddly, willing to be bought off.

New here?
Your first descent.
A gremlin stole the royal spellbook and left it lying in this dungeon. Someone dear to the kingdom went down after it, and you follow.
You lead a party down into a dungeon many floors deep. Two things must be found and brought back, the one who went down before you and the stolen spellbook. Find both, then climb back to the surface alive.




























































































































































































































