THE ART OF WAR

Tactical turn-based combat with 5 body zones.

Battle Flow

Step 1
Initiative Roll
d20 + initiative + attack speed determines turn order
Step 2
Choose Action
Pick attack zone + block zone, or use an ability
Step 3
Actions Resolve
Damage calculated, effects applied to targets
Step 4
Next Turn
Next participant in initiative order acts
Step 5
Repeat
Until one side eliminated or surrender
Step 6
Rewards
XP, gold, and loot drops distributed

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 1Head + Chest
Block 2Chest + Belly
Block 3Belly + Waist
Block 4Waist + Legs
Block 5Legs + Head ↻
HEAD
CHEST
BELLY
WAIST
LEGS
ATTACK
BLOCKED

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

Crit chance scales from Intuition (×0.5% per point). Crits deal 1.5x damage at base, rising with Intuition and gear.
5% + INT/20 + AGI/20 → 1.5x

Resource Mechanics

Rage
Barbarian
Builds on taking dmg, spent on powerful attacks.
Combo Pts
Rogue
Earned per hit, spent on finishers for bonus damage.
Mana
Mage/Cleric
Spent on spells. Pool = INTE × 8 + WIS × 5.

Status Effects

Buffs

Damage Boost
Increases outgoing damage by a percentage for several turns.
Defense Boost
Reduces incoming damage by a percentage for several turns.
Regeneration
Restores HP each turn over the effect duration.
Haste
Increases initiative and attack speed for faster turns.

Debuffs

BleedDoT
Deals physical damage each turn. Stacks with multiple applications.
PoisonDoT
Deals magic damage each turn. Ignores armor.
StunCC
Target skips their next turn entirely.
SlowCC
Reduces initiative, delaying the target's turn order.
WeaknessDebuff
Reduces the target's outgoing damage.
All effects have turn-based durations. Some can be cleansed or dispelled.

Lifesteal

A percentage of damage dealt is returned as healing to the attacker.

Physical100%
Magical80%
Cap50% of damage dealt

Damage Reflect

Returns a percentage of incoming damage back to the attacker.

Physical ReflectCap 50%
Magic ReflectCap 50%
Source% of incoming damage

Ability Types

Active
Click to use. Costs resources and has a cooldown.
Passive
Always on. Provides permanent bonuses with no cost.
Toggle
Switch on/off. Drains resources while active.
Resources: Mana, Rage, Combo Points. All abilities have cooldowns measured in turns.

PvE vs PvP

AspectPvEPvP
OpponentAI MonstersOther Players
AIRandom / Smart (bosses)Human
RewardsXP + Gold + LootAP (30W / 5L) + Rating
Gold5 + (lvl x 3) ±20%None
Elite Bonus3x goldUnderdog 3x rewards
MatchmakingBy zone levelBy MMR + GS

Tips for Winning

1
Keep your gear updated — even a small upgrade can turn the tide.
2
Mix up your attack zones in PvP — predictable patterns get blocked.
3
Watch your resources — pace yourself instead of burning everything early.
4
Save big cooldowns for key moments — don't waste them on weak mobs.
5
Stack AGI for initiative advantage — acting first is a huge edge.
6
Block position 5 (Legs+Head) is often overlooked — use it to surprise opponents.
Browse the Ability Codex
Every spell and skill with mana cost, cooldown and effects.

Frequently Asked Questions