Please note that some information on this wiki is still based on the demo version.
If you notice any errors, feel free to correct them.

Combat

From Super Fantasy Kingdom Official Wiki
(Redirected from Magical Damage)

This page is a work in progress, may miss some content and will change.

Monsters will attack your kingdom every Midday. They must all be defeated to progress to the next day. Once it becomes Moonrise, the monsters will become angry. Your Hero will be pinned at the end of the Moonrise phase once the time stops moving.

Your units hit by monsters will lose hit points ( Health or  Mana) until they reach zero, at which point they become Dead. Dead units can be revived using the File:Hospital.png Hospital, Graveyard or eating food in the Tavern.

Currently, the only way to lose combat is for your hero to die. Even if all other units remain standing, the hero being dead will automatically end the cycle.

Damage and Defense

There are 2 types of damage outside of effects: Physical Damage and Magical Damage. Both have Stat counterparts called  Armor and  Resistance, which reduce damage taken by a percentage. A value of 25  Armor will reduce any Physical Damage taken by 20%.

Elements

Some abilities also have an associated element with them. Some races have weaknesses to these elements as well as some units will power up other units with specific elements. The current elements are:

Effects

Some abilities have additional effects they can cause:

Control

  • Confusion Confusion makes monster run in a random direction
  • Dead Dead units cannot fight or be interacted with
  • Fear Fear causes monsters to run away
  • Pinned Pinned: A pinned unit cannot be interacted with
  • Sleep Sleep immobilizes target until it gets attacked
  • Stun Stun immobilizes target for 1s
  • Taunt Taunt attracts targets for 5s

Debuffs

  • Bleeding Bleeding applies 20% health as direct damage once over a threshold
  • Burn Burn X applies X damage every second
  • Fatigue Fatigue decreases physical defense by 20%
  • Freeze Freeze: +20% cooldown and -20% movement speed
  • Hungry Hungry: cooldown is increased by 25%
  • Poisoned Poisoned X applies X damage every second; stacks
  • Radiance Radiance decreases magical defense by 20%
  • Shock Shock increases chance to receive critical hits by 25%
  • Wet Wet increases status effect duration by +20%
  • Weakness Weakness decreases damage by 40% for 7.5 seconds

Buffs

  • Angry Angry monsters glow red and have increased movement speed
  • Barrier Barrier makes invincible but vanishes 0.5s after being hit
  • Boost Boosted units have 50% more power and attack 25% faster. The units with the least XP get boosted first
  • Overheal Overheal X heals X health not limited by maximum
  • Rejuvenate Rejuvenate X heals X health per second

Classification

Each unit has four classifications: Role, Class, Movement and Attack type. Which help determine how best to employ it in combat.

Role

There are three Roles: Tank, Damage dealer and Support.

Class

There are four Classes: Melee, Ranged, Magic and Summoner.

Movement

There are four types of Movement: Infantry, Airborne, Cavalry and Siege Engine.

Attack type

There are two types of Attack: Physical and Magical.