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
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:
Fire (Units)
Water (Units)
(Ice (Units)
Electric (Units)
Rock (Units)
Plant (Units)
Toxic (Units)
Light (Units)
Dark (Units)
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.


