Frayed Knights II: The Khan of Wrath Development Blog

Jay "Rampant Coyote" Barnson has penned a short development blog for Frayed Knights II: The Khan of Wrath in which he explains the mechanics behind "shots" and "bombs", the ranged consumable attacks available in the game. Here's an excerpt:

In Frayed Knights 2, you have (shots) (as in (shot-put)) and (bombs.) Shots are single-target throwable items, and bombs affect a group. They can be used by anyone, although those with higher throwing skills will have an advantage. They serve a number of purposes:
  1. They provide access to baseline attacks of different types to attack enemy weaknesses. So if you encounter a fire-based enemy that is vulnerable to cold, even if you have no cold-based spells, you are likely (unless you've used them all up) to have at least a couple of cold-based bombs or shots in your inventory that you can use.
  2. They provide easy access to ranged attacks without the need to switch weapons. Positioning matters in Frayed Knights and casters like to hang out in the back of groups where they are harder to hit with melee weapons.
  3. People other than sorcerers (which will usually, but not always, be Chloe) can have occasional access to some of the group-damage (minion clearing) attacks.
  4. When endurance runs dry, parties can fall back on throwing money at the bad guys. Yes, it's a weird way to look at it, but when limited but (free) resources run dry in a fight, you can throw more expensive but effective weapons at them.


Bombs and shots have a range of attack types and levels. There are a couple that might not make the final cut for balance reasons, like sleep bombs. That may be a little bit too powerful no matter how much I raise the cost and lower the effectiveness. Then again, so are the sleep-based spells, so we may have a bit more work to do.