THE ART OF WAR
Tactical turn-based combat with 5 body zones.
Battle Flow
5-ZONE COMBAT
Each turn, you must choose 1 zone to ATTACK and 1 zone to BLOCK.
Each block covers 2 adjacent zones. Blocking position 5 wraps around to cover Legs + Head.
| Block Pos. | Zones Protected |
|---|---|
| Block 1 | Head + Chest |
| Block 2 | Chest + Belly |
| Block 3 | Belly + Waist |
| Block 4 | Waist + Legs |
| Block 5 | Legs + Head ↻ |
Physical Damage Calculation
baseDmg = weapon.min + random(max-min)
bonus = +3 base
strBonus = STR / 10 (min) to STR / 5 (max)
1. Dodge: AGI x 0.5%
2. Block: zone blocked = 0 dmg
3. Hit: accuracy vs defense
4. Crit: Intuition × 0.5% (×1.5 dmg)
5. Armor: reduction = armor / (armor + 250)
Hard Caps: Crit 75% | Dodge 65% | Block 50% | Parry 50%
Magical Damage
spellDmg = base spell damage
inteBonus = INTE x 2.0
wisBonus = WIS x 1.5
Magic Resist: reduces incoming magical damage
totalMagicDmg = spellDmg + inteBonus + wisBonus - magicResist
Level Difference
levelDiff = attacker.level - target.level
modifier = levelDiff x 2%
+2% dmg per level above
-2% dmg per level below
Cap: ±50% max
Minimum damage is always 1
Critical Hits
Resource Mechanics
Status Effects
Buffs
Debuffs
Lifesteal
A percentage of damage dealt is returned as healing to the attacker.
Damage Reflect
Returns a percentage of incoming damage back to the attacker.
Ability Types
PvE vs PvP
| Aspect | PvE | PvP |
|---|---|---|
| Opponent | AI Monsters | Other Players |
| AI | Random / Smart (bosses) | Human |
| Rewards | XP + Gold + Loot | AP (30W / 5L) + Rating |
| Gold | 5 + (lvl x 3) ±20% | None |
| Elite Bonus | 3x gold | Underdog 3x rewards |
| Matchmaking | By zone level | By MMR + GS |