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: Difference between revisions
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=== Roles === | === Roles === | ||
There are three Roles: {{ItemLink|Tank}}, {{ItemLink|Damage | There are three Roles: {{ItemLink|Tank}}, {{ItemLink|Damage dealer}} and {{ItemLink|Support}}. | ||
Revision as of 16:52, 9 November 2023
This page is a work in progress, may miss some content and will change.
Every afternoon, monsters will attack your kingdom and all of them must be defeated to progress to the next day. Once it becomes night, the monster will become enraged.
Hit units will lose health points until they reach zero, at which point they become Downed. Downed units can be revived using the
Tavern or the
Graveyard. Units revived using the
Tavern do not receive XP from food consumed during night.
Currently, the only way to lose combat is for your Guardian Unit to become downed. Even if all other units remain standing, the Guardian Unit being downed will automatically end the game.
Damage and Defense
There are 2 types of damage outside of effects:
Physical Damage and
Magic Damage. Both have stat counterparts called
Physical Defense and
Magical Defense, which reduce damage taken by a percentage. A value of 20%
Physical Defense 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)- File:Earth.png Earth (Units)
Plant (Units)
Poison (Units)- File:Holy.png Holy (Units)
Dark (Units)
Effects
Some abilities have additional effects they can cause:
Control
- Confusion Confusion makes monster run in a random direction
- Fear Fear causes monsters to run away
- Sleep Sleep immobilizes target until it gets attacked
- Stun Stun immobilizes target for 1s
- Taunt Taunt attracts targets for 5s
Debuffs
- Fatigue Fatigue decreases physical defense by 20%
- Freeze Freeze: +20% cooldown and -20% movement speed
- 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
Damage
- Bleeding Bleeding applies 20% health as direct damage once over a threshold
- Burn Burn X applies X damage every second
- Poison
Defense
- Barrier Barrier makes invincible but vanishes 0.5s after being hit
- Overheal Overheal X heals X health not limited by maximum
- Rejuvenate Rejuvenate X heals X health per second
Classifiaction
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.
Movements
There are three types of Movement:
Infantry,
Airborne and
Cavalry.
Attack Styles
There are four Styles of Attack:
Melee,
Ranged,
Magic and
Summoner.
Roles
There are three Roles:
Tank,
Damage dealer and
Support.


