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.
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.
A breach occurs if a monster manages to hit one of your units. 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 Hero Unit to become downed. Even if all other units remain standing, the Hero Unit being downed will automatically end the game.
Damage and Defense
The abilities which units use to defeat monsters deal damage in two different categories:
Physical Damage and
Magic Damage. Each of which's damage is reduced by it stat counterparts
Physical Defense and
Magical Defense.
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:
- Barrier Barrier makes invincible but vanishes 0.5s after being hit
- Bleeding Bleeding applies 20% health as direct damage once over a threshold
- Burn Burn X applies X damage every second
- Confusion Confusion makes monster run in a random direction
- Fatigue Fatigue decreases physical defense by 20%
- Fear Fear causes monsters to run away
- Freeze Freeze: +20% cooldown and -20% movement speed
- Overheal Overheal X heals X health not limited by maximum
- Poison
- Radiance Radiance decreases magical defense by 20%
- Rejuvenate Rejuvenate X heals X health per second
- Shock Shock increases chance to receive critical hits by 25%
- Sleep Sleep immobilizes target until it gets attacked
- Stun Stun immobilizes target for 1s
- Taunt Taunt attracts targets for 5s
- Weakness Weakness decreases damage by 40% for 7.5 seconds
- Wet Wet increases status effect duration by +20%
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, File:Damage (combat).png Damage and
Support.


