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From King of Lust

The game’s authors leave it to the players to untangle all the vicissitudes of the plot themselves. What the players have been told in the first comic strip and at the first locations is a certain part of the story. Which does not at all mean that this part is as true and straightforward as it may appear to the main hero.


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Anyhow, in the first frames, we see a Witch who is literally raping a girl. The poor wretch is telling her mistress about the Chosen One who had suddenly come onto the scene.


The Witch is shocked by that news. She is screaming that the Curse she had put on men cannot be lifted. All of the Kingdom’s men are now impotent and all the girls, deprived of the joys of sex, depend on the Witch. That’s how she wanted it to be all along!

In the meantime, the main hero wakes up in a haystack in some village. His stepsister shakes him awake. We learn that our main protagonist has no problem getting it up. He’s got a large dick and a hard-on to kill for. For that reason, the hero is literally drowning in female attention and suffers greatly on account of compelled sexual excess.

A strange girl wouldn’t let him out of the village. She is looking for that one and only man who can still have a proper hard-on.

Later, we will learn that she is one off the six girls that rule the Kingdom of Alos. The Provisional Council had been constituted after the King died and the Queen fled. The goal the Provisional Council pursues is to have the Curse put on men lifted. If they fail, women will no longer be able to give birth and men will drink themselves to death little by little.

The girls tell the main hero the sad story of their tyrannical King and his wife. The Queen got pregnant, but her tormentor King was not the party responsible. Aflame with jealous rage, the King turns to the Witch. He doesn’t know the identity of his wife’s lover, so he decides to punish all of his subjects wholesale.

With the Witch’s help, he has the impotence Curse put on all the Kingdom’s men. The only exception is the King himself. Which, in the end, becomes his undoing. Soon enough, the King dies of syphilis, and his wife the Queen escapes from confinement and disappears.

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Hardly anyone knows anything about the Curse. We are only told that while getting ready to perpetrate that indignity, the Witch had collected the juices (vaginal discharge) of six women belonging to six different elements.

This is all the hero knows as he sets about roaming the world of Alos. He will have to learn how to have the Curse lifted. And discover why he had been spared. He’ll find the Queen, and the Witch too. And in the end, he will save the Kingdom’s men.

But how true is this story the authors are telling us in the beginning? Is it the whole truth? We don’t know since the world of Alos is huge, and the hero is yet to learn a lot about it.


Inventory

Inventory in the game are categorized as Currencies, character Improvement items, Adventure items, and Combat items.
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Different types of Inventory are displayed at different stages of the game. For example, no combat items will be shown on the list while the hero travels the world. Currencies will only show when they are needed to pay for something.

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Various potions and combat items are the most useful Inventory. They will treat, upgrade or accelerate one or all of the combatants. They will come in particularly handy during forays into the Dungeons where the characters’ health is not restored between battles. |

Just about any kind of Inventory can be picked up while traveling the world. The game is designed in such a way that as long as the hero farms new items daily, he will enjoy smooth sailing all along, with nary a problem.

Item farming also includes fighting the Bandits. It is during such battles that you can get the most of different items, especially those for upgrading your characters.

The Dungeons are deemed to be the most lucrative places for item farming. While there, you will not only vanquish Bandits but also get to open treasure Chests. Battles and Chests will yield you the most items for upgrading characters and souls of new and old heroes.

Inventory are also offered for sale by various Traders. The wares they sell will change every six hours. Quite often, the Traders will be offering large discounts. Don’t miss your chance to avail yourself of those! |}

Dungeons

Dungeons are the places where players can find the most of currencies for character upgrades and the souls of new and old heroes. The goodies will all come from Chests or as rewards for victories.

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All treasure in the Dungeons is guarded by Bandits. You cannot simply go around them. Once you come into a Bandit’s field of view, he will attack you immediately.

Fighting in the Dungeons is subject to different rules. Your characters’ health will not be restored between battles. This means that once they lose their health in one battle, they will be weaker the next time around.

When you lose a battle with a Bandit in a Dungeon, you will be carried outside, to the surface. This qualifies as expulsion from the Dungeon. You can only get into a Dungeon for free once every six hours. Otherwise, you can buy a Dungeon key from the Traders.

The Dungeon venturing strategy implies that the player needs to stock up on Potions for restoring characters’ health, upgrading them, and accelerating passage. Don’t be afraid to go all the way into a Dungeon. Even if you are defeated and kicked out back to the surface, you are not going to lose anything. Keep trying!

Once you open a Chest, it will remain empty forever. In other words, it will be empty if you venture into the same Dungeon more than once. But keep it in mind that there are plenty of Chests in the Dungeons.

Elements

All the characters in the game belong to one of the six elements: Storm, Water, Earth, Fire, Darkness or Light.

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The concept of elements is very important Elements form relationships.

The picture shows two triangles. The arrows indicate that the element deals 30% more damage in the next clockwise direction.

For example: the WATER element deals 30% more damage than the FIRE element.

This is very important in many battles. You may have a weaker team, but you can win by picking the right elements.

Each element has two adjacent elements that complement it. This means that when paired with these elements, that element will be able to use special attacks.

For example, the element of WATER has two adjacent elements Darkness and Storm. Characters of the WATER element often possess freeze, while DARKNESS and STORM often possess very strong strikes against a frozen enemy.

STORM can possess sleep. And WATER often has strong hits on sleeping.

So you can assemble a team based not only on the relationship of the elemental powers, but also on how much one element's abilities synergize with the other.

Rarity of the Character, his Weapons, and Ammunition

Rarity determines the power of the PW card, the maximum number of its levels, and the range of the card’s active and passive skills.

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There are four rarities in the game: NR (not rare), R (rare), SR (super rare), and SSR (super super rare).

As a rule, NRs and Rs could be found while traveling the world. Souls of such characters and bits and pieces of their Weapons and Ammunition often drop when fighting Bandits. Alternatively, you can sometimes find them with the Traders.

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You will most likely find rarer cards in the Saving Souls section where you could liberate one or more souls lifting the spells the Witch had cast on them.

That said, the way the game is designed, you could also discover SR and SSR cards by simply traveling the world. In battle.

NR cards are the weakest because they have the smallest number of levels and only three active skills (strikes).

SSR cards are the strongest. They do not only have a larger number of levels, but also possess stronger active skills (strikes) and a broad range of passive skills.

The Attack, Health, and Speed of Characters and their Weapons and Ammunition

A character’s Attack (AT) determines the strength of their strikes on the adversary in battle. AT also affects treatment success and the magnitude of other active skills.

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A character’s Health (HP) indicates how many ATs they can sustain in battle.

Alongside their HP, AT, and SP, all the cards show (in brackets) their maximum allowed potential numbers once completely upgraded.

The AT and HP of Weapons and Ammunition are always added to the AT and HP of the character that wears them. By improving Weapon and Ammunition cards, you are essentially upgrading the hero that wears them.

A character’s Speed (SP) only determines whether he or she is included in the first wave in battle—i.e., how many TUs this character will have originally. Speed does not affect the order, in which the characters drop from the deck. Characters drop onto the battlefield in the order, in which they are stacked up in the deck.

Active Skills of Characters and their Weapons and Ammunition

All strikes and spells used by the characters in battle qualify as Active Skills. All rarities, except NR, have four of them. NRs only have three.

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All Active Skills have a value in Team Spirit (TS). Some add to TS, and some subtract from it. Players need to monitor the general TS level during any battle, or they won’t be in position to strike the right blows at the right time.

Certain Potions from the Inventory may raise the team’s TS during battle.

Additionally, all Active Skills have a value in TU. This affects the character’s ranking in the queue after making a move. Some characters will have an acceleration spell that will help change the value of the hero’s active skills and make them cheaper in TU.


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Active Skills may have one, two, three or all four of the targets. For example, you could strike all of the adversary’s characters at the same time or cure all three of your allies.

Some Active Skills will not allow for choosing more than one target; however, after a strike on the main target, they will deal damage to additional targets, choosing them themselves.

Passive Skills of Characters and their Weapons and Ammunition

Unlike active skills, Passive Skills are not visible on the battlefield, and the player has no way of affecting them. They work automatically. However, if you think they hardly matter for the battle outcome, you are wrong!

The way battles are structured, Passive Skills of characters and their Weapons and Ammunition matter big time. Such Passive Skills may administer health treatment, strike crucial blows, do harm to adversaries in the event of the character’s death, etc.

It is important to remember that Passive Skills of any weapons only manifest themselves when those are the characters’ Favorite weapons. Passive skills of any other Weapons do not work.

Another important thing to keep in mind is that the hero’s own Passive skills only kick in at certain Awakening levels. In other words, upgrading your characters is crucial for the Passive skills to engage.


Weapons and Ammunition

Weapon and Ammunition cards are very important since their HP and AT get added to HP and AT of the characters that wear them.

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Additionally, from the R rarity on, Weapons and Ammunition have their own Passive skills that are also added to those of the characters. This is very important in battle.

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There are two types of weapons in the game: Magic Weapons (blue icons) and Combat Weapons (brown icons). Each of such Weapons may fall into one of the four categories within its respective type: Spell, Totem, Alchemy, Orb or Axe, Sword, Bow, Club.

A character may only carry one type of weapons, Magic or Combat. You can have your character carry any of the weapons in a given category. For example, if your character wields Magic weapons, you can have him or her carry a Spell, Totem, Alchemy or Orb.


That said, it is important to remember that different characters have different Favorite Weapons, as indicated on the icon. A weapon’s Passive skills will only kick in when you put said weapon on a character for whom it is his or her favorite.

No such limitations apply to Ammunition. Any character may wear any kind of Ammunition.

Upgrading Characters and their Weapons and Ammunition

All the Characters, Weapons, and Ammunition may be upgraded along the following six lines: Awakening, Leveling, Boost, Potential, Level Break, Mastery.

All upgrades will bring the characters’ HP and AT up, as well as engage their Passive skills and undress a girl.

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Some of the line upgrades produce a sharp increase in HP and AT. Specifically, those are Awakening and Level Break upgrades. Additionally, Awakening opens new Passive skills, while the last level of Awakening undresses a girl.

  • Awakening

Requires hero souls or shards of Weapons or Ammunition. Both souls and shards may be obtained during the battles you fight as you Adventure. Souls of rarer heroes and shards of rarer Weapons and Ammunition may be obtained in the Saving Souls section.

In addition to souls, reaching the last level of Awakening requires that the character obtain the Hero Form Potion. That Potion will help undress a girl.

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Awakening opens the characters’ Passive skills and those of their weapons and ammunition, provided such Characters, Weapons and Ammunition items have them.

  • Leveling

Requires coins and a second currency, such as Hero Experience Coins, Weapon Experience Coins or Ammunition Experience Coins, respectively. Both coins and currencies may be found during Adventure or in the Dungeons. Alternatively, you can obtain them in the Saving Souls section.

All characters and Weapon and Ammunition cards have limitations as to the number of levels available. You can overcome these upper limits and continue upgrading such cards only by way of changing their respective Level Break.

  • Level Break

Helps to overcome the upper limit and continue upgrading Characters, Weapons and Ammunition. In addition, similarly to Awakening, Level Break sharply increases HP and AT.

Level Break upgrades require coins and Hero Limit Potion, Weapon Limit Potion or Ammunition Limit Position, as the case might be. Both coins and currencies may be found during Adventure or in the Dungeons. Alternatively, you can obtain them in the Saving Souls section.

  • Boost

Boost gradually increases HP and AT. However, there are very many Boost levels, and overall, they can provide a major improvement.

Boost requires coins and Hero Boost Stones, Weapon Boost Stones or Ammunition Boost Stones, respectively. Both coins and currencies may be found during Adventure or in the Dungeons. Alternatively, you can obtain them in the Saving Souls section.

  • Potential

Potential is different from all the other upgrade lines. Rather than raise AT and HP by a set number of units, every step up offers an extra 1% of the existing value. There are a total of 100 steps available. Therefore, you can potentially achieve a 100% increase in HP and AT.

Potential only requires one currency, such as Potential Fruit, Potential Ore or Potential Lump.

  • Mastery

Mastery helps to improve character interactions with Elements. It increases Attack on other Elements and mitigates the damage inflicted by other Elements. That way Mastery may turn a character into a universal warrior to effectively fight a certain Element, or perhaps even all of them.

Mastery is only available to characters. Weapon and Ammunition cards do not have that option.

Mastery requires icons and Mastery Scrolls for every upgrade. It is important to remember that Mastery points could be reclaimed and used for improving relations with a different Element—but only for the same character. To reclaim such Mastery point, a special currency is required—Mastery Reset Core.

Deck Management and Card Information and Upgrading Screen

Players use the deck management screen to select and position the characters they use to fight battles.

Please remember that the order of hero appearance on the battlefield depends on how they stack up in the deck. Those on the left will go into battle first.

Players could use the same screen to put Weapons and Ammunition on the characters, or take them off.

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Clicking on a card in the left half of the screen will take you to that card’s information page where you can see the details of the card’s parameters and read about its Active and Passive skills.

In the upper part of the screen, there is the Power Up button, which opens the card upgrade page.

Saving Souls

We know it from the game plot that the mean Witch had not only cast the Curse on all of the Kingdom’s men. She is also abusing girls who are sorely missing sex on account of the men’s impotence.

Treating girls as sex slaves, she steals their Souls to keep them captive by her side. In the Saving Souls section, the player can buy out girls’ souls and also obtain plenty of currency and items for upgrading his or her characters.

Additionally, Shards and complete new Weapon and Ammunition cards will also be available there.

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Traders

There are going to be quite a few Traders in the game. The wares they peddle are often offered at very large discounts. Therefore, buying from them makes a lot of sense.

Moreover, you can always find some of the most important items with them, such as Potions for fighting in the Dungeons, Dungeon keys, and, naturally, Amulets for moving between locations.

The wares Traders offer will change every six hours.


Teleports

Players can use Teleports to move between locations they have already visited. You cannot Teleport to a location you have not yet reached.

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All locations in the game belong to one of the three zones.

You need an Amulet to move within the confines of any zone. There are three types of such Amulets in the game: Zone A Teleport Amulet, Zone B Teleport Amulet, and Zone C Teleport Amulet.

Every move costs one Amulet. You can buy Amulets from the Store or from Traders. If you have no Amulets, you can always walk to the location you need, but it will take time.