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
Revision as of 17:21, 7 November 2023 by wgg>Emilyba (how pd and md work. Not happy with wording, if you can make it better please do!)

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 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. Both stats are represented as percentages, this means that a value of 20%  Physical Defense will reduce any Physical Damage 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
  • 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, File:Damage (combat).png Damage and Support.