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How Variance Works in The King Is Watching
The game can have a lot of differences each time you play. Much of this depends on which Advisors you pick for each game run. There are many Advisors to choose from, and as you progress, you’ll unlock more slots to equip multiple Advisors at once.
These Advisors give passive effects to your kingdom during gameplay. Effects can be broad or specific, allowing you to focus on certain mechanics or boost many different areas.
How to Unlock More Advisors
You start with one Council Slot and one Advisor. To unlock additional slots, go to the Upgrade section, specifically the blue upgrade tree.
This upgrade tree is crucial for your Council and Advisors. You can earn more Advisor slots with Denarii, which are gained by completing runs. Many new Advisors become available here, and we’ll discuss them below.
Note: Advisors are organized into different trees, so you can’t pick any at the start. You’ll need to progress through the tree to unlock all of them.
How to Change Advisors
To switch Advisors, go to the Council section of the Kingdom page. Alternatively, you can change them when setting up a run, under the King you select on the left side of the game book.
Every Advisor and What They Do
There are 28 different Advisors to unlock, in addition to the starting Advisor, Gustav.
Advisor | Cost | Effect |
---|---|---|
Branimir | 5 | Increases the health of your Castle by 100. It won’t save a hopeless run, but can buy you time to turn a bad run into a better one. |
Twins | 5 | The Twins give you a Basic Construction building at the start, helping you gather resources faster. |
Julian | 15 | Increases production by 50% for 10 seconds, at the cost of 20 Wood. |
Accountant | 30 | Gives you a bonus of 100 Denarii at the start of your run. |
Wise Tree | 40 | Removes Wood as a building resource. Instead, you get new resources from defeating enemies and spells that help gather Wood less often. |
Silkweaver | 7 | Improves one random tile at the start of a run. Sometimes helpful, sometimes not. |
Fancy Beard | 15 | Reduces troop production costs by 20% and increases production speed by 20%. |
Jester | 20 | Gives you two Wheel of Fortune buildings at the start, which grant random resources while active. |
Ember | 80 | Provides two Musketeers at the beginning. These are strong but hard to produce troops. |
Manager | 75 | Reduces your base Troop Limit by 2, allowing you to have more troops available from the start. |
Court Harpy | 5 | Lets you see all the bosses you’ll face, helping you plan ahead. |
Zeus | 15 | Each wave, one enemy gets 1000 damage. Useful or not, depending on the enemy it hits. |
Phoenix | 20 | Gives your troops a 7% chance to resurrect after death. |
Betty | 30 | Gives extra Denarii after each wave but removes your ability to gain Wheat from buildings. |
Automaton | 5 | Starts your run with 5 additional Tree and Small Wheat Fields. |
Ether | 7 | Increases spell production by 20%, helpful if you use magic extensively. |
Wise Guy | 15 | Gives you a spell at the start of your run, which can help early problems. |
Golem | 15 | Reduces building costs by 10%, helpful combined with resource boosts. |
Jacques | 15 | Provides a 20% discount when buying buildings and resources from the Trader. |
Flunkey | 20 | Gives 10 more Denarii after each wave of enemies. |
Mushroom King | 30 | Allows summoning three Mushroom Soldiers for 50 Crystals. Helpful early and mid-game troops. |
Panther | 40 | Boosts bonuses that units get on leveling up by 10%. |
Lyanna | 40 | Provides a small group of bonus troops at the start. Useful early on. |
Angry Eye | 55 | Increases spell damage by 50%, great if you focus on magic. |
Unicorn | 55 | Gives you three extra spell slots to store more spells for later. |
Felix | 75 | Starts your run with an Artifact, giving you a passive bonus. |
Sophy | 100 | Increases the variety of buildings you can access at the Research Table, raising their value. |