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Combat: Difference between revisions

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'''WIP'''
{{wip}}


Every afternoon [[monsters]] attack the kingdom and need to be defeated by your [[units]]. If a monster reaches your units it's a breach and the unit looses health points which can down them. If all your units are downed or specifically if your [[Hero]] unit is downed you lose and monsters invade your kingdom. Downed units can be revived when they get food in the {{ItemLink|Tavern}} after combat is completed. They can also be revived by being moved into the {{ItemLink|Graveyard}}. If a unit is revived by eating in the {{ItemLink|Tavern}} it misses out on any [[XP]] it would have gained from the food it consumes. A unit revived in the {{ItemLink|Graveyard}} is revived before the tavern and thus will get [[XP]] from the food eaten.
Monsters will attack your kingdom every {{ItemLink|Midday}}. They must all be defeated to progress to the next day. Once it becomes {{ItemLink|Moonrise}}, the monsters will become {{effect|angry}}. Your [[Hero]] will be pinned at the end of the {{ItemLink|Moonrise}} phase once the time stops moving.
 
Your [[units]] hit by [[monsters]] will lose hit points ({{stat|hp|Health}} or {{stat|ma|Mana}}) until they reach zero, at which point they become {{effect|Dead}}. Dead units can be revived using the {{ItemLink|Hospital}}, {{ItemLink|Graveyard}} or eating food in the {{ItemLink|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==
==Damage and Defense==


The abilities which units use to defeat monsters deal damage in two different categories: {{ItemLink|Physical Damage}} and {{ItemLink|Magic Damage}}. Each of which's damage is reduced by it [[stat]] counterparts {{stat|pd|Physical Defense}} and {{stat|md|Magical Defense}}.
There are 2 types of damage outside of effects: {{ItemLink|Physical Damage}} and {{ItemLink|Magical Damage}}. Both have [[Stat]] counterparts called {{stat|pd|Armor}} and {{stat|md|Resistance}}, which reduce damage taken by a percentage. A value of 25 {{stat|pd|Armor}} will reduce any {{ItemLink|Physical Damage}} taken by 20%.


==Elements==
==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:
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:
* {{ItemLink|Fire}}
* [[File:Fire.png|16px]] [[:Category:Fire elements|Fire (Units)]]
* {{ItemLink|Water (Element)|Water}}
* [[File:Water (element).png|16px]] [[:Category:Water elements|Water (Units)]]
* {{ItemLink|Ice}}
* [[File:Ice.png|16px]] [[:Category:Ice elements|(Ice (Units)]]
* {{ItemLink|Electric}}
* [[File:Electric.png|16px]] [[:Category:Electric elements|Electric (Units)]]
* {{ItemLink|Earth}}
* [[File:Rock (element).png|16px]] [[:Category:Rock elements|Rock (Units)]]
* {{ItemLink|Plant}}
* [[File:Plant.png|16px]] [[:Category:Plant elements|Plant (Units)]]
* {{ItemLink|Poison}}
* [[File:Toxic.png|16px]] [[:Category:Toxic elements|Toxic (Units)]]
* {{ItemLink|Holy}}
* [[File:Light.png|16px]] [[:Category:Light elements|Light (Units)]]
* {{ItemLink|Dark}}
* [[File:Dark.png|16px]] [[:Category:Dark elements|Dark (Units)]]


==Effects==
==Effects==
Some abilities have additional effects they can cause:
Some abilities have additional [[effects]] they can cause:
* Wet
 
* Freeze
====Control====
* Shocked
* {{Effect|Confusion|inline=1}}
* Burning
* {{Effect|Dead|inline=1}}
* Bleed
* {{Effect|Fear|inline=1}}
* Stun
* {{Effect|Pinned|inline=1}}
* Taunt
* {{Effect|Sleep|inline=1}}
* Poison
* {{Effect|Stun|inline=1}}
* Weakness
* {{Effect|Taunt|inline=1}}
* Radiance
* Fatigue
* Confusion
* Fear
* Sleep


====Debuffs====
* {{Effect|Bleeding|inline=1}}
* {{Effect|Burn|inline=1}}
* {{Effect|Fatigue|inline=1}}
* {{Effect|Freeze|inline=1}}
* {{Effect|Hungry|inline=1}}
* {{Effect|Poisoned|inline=1}}
* {{Effect|Radiance|inline=1}}
* {{Effect|Shock|inline=1}}
* {{Effect|Wet|inline=1}}
* {{Effect|Weakness|inline=1}}


====Buffs====
* {{Effect|Angry|inline=1}}
* {{Effect|Barrier|inline=1}}
* {{Effect|Boost|inline=1}}
* {{Effect|Overheal|inline=1}}
* {{Effect|Rejuvenate|inline=1}}


==Classifiaction==
==Classification==


Each Unit has a couple of classifications which help determine its role in combat and its strengths. There are 3 categories: Movement, Attack Style and Role.
Each unit has four classifications:  Role, Class, Movement and Attack type. Which help determine how best to employ it in combat.


== Movements ==
=== Role ===
There are three types of Movement: {{ItemLink|Infantry}}, {{ItemLink|Airborne}} and {{ItemLink|Cavalry}}.
There are three Roles: {{ItemLink|Tank}}, {{ItemLink|Damage dealer}} and {{ItemLink|Support}}.


== Attack Styles ==
=== Class ===
There are four Styles of Attack: {{ItemLink|Melee}}, {{ItemLink|Ranged}}, {{ItemLink|Magic}} and {{ItemLink|Summoner}}.
There are four Classes: {{ItemLink|Melee}}, {{ItemLink|Ranged}}, {{ItemLink|Magic}} and {{ItemLink|Summoner}}.


== Roles ==
=== Movement ===
There are three Roles: {{ItemLink|Tank}}, {{ItemLink|Damage (combat)|Damage}} and {{ItemLink|Support}}.
There are four types of Movement: {{MovementDisplay|Infantry}}, {{MovementDisplay|Airborne}}, {{MovementDisplay|Cavalry}} and {{MovementDisplay|Siege}}.


=== Attack type ===
There are two types of Attack: {{ItemLink|Physical}} and {{ItemLink|Magical}}.


{{nav game mechanics}}
{{nav game mechanics}}

Latest revision as of 15:24, 27 June 2026

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.