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Read the element.
Break the monster.

One fight costs one energy. You scout the monster, arm against its element, then play the dice. Here is exactly how it works — real numbers, straight from the game.

Drag to turn your lord · tap the monster to hit it

The basics

How a fight goes

Open Fight → Singleplayer. The game scouts a monster for you: you see its element, its difficulty and what it pays before you commit. Arm yourself, then step in.

1

Scout

The monster and its difficulty (easy, medium, hard or super hard) are rolled for you, leaning toward the bounties you still owe. Don’t like it? Reroll for 1 energy.

2

Arm

Check the element chip, swap gear, pick boosts. Equip best gear does it in one press for 2 energy.

3

Fight

Turn by turn. Every hitting move is a hand of Twenty. The fight costs 1 energy.

4

Win — or don’t

A win pays XP, Bronze and chests. Losing costs only the energy you spent — no broken gear, no repair bill.

Long fights heat up: after turn 10 both sides hit 8% harder every turn, heals fade from turn 15, and from turn 35 nobody heals at all. Finish it.

The rule that wins fights

The four elements

Fire beats Earth. Earth beats Water. Water beats Air. Air beats Fire. Every piece of gear carries an element. A piece whose element counters the monster fights five levels above its own — and a piece the monster counters fights five levels below. A LVL 25 sword against the right monster hits like a LVL 30.

Try a match-upwatch it play out on the stage above

FirebeatsEarthbeatsWaterbeatsAirbeatsFire
VS

Each stage of the world has one element, so the whole stage wants the same counter set. The same cycle rules guild bosses too (Air is called Lightning there).

The dice

Twenty

Attack, Power Strike and Soul Shot are all played as a hand of Twenty: you are dealt two ten-sided dice and want to land as close to 20 as you can. Go over and you bust — the turn is wasted. The monster never takes an extra die; you can, once you learn the Extra Chance skill (a third die, then a fourth).

Play a handthe real payout table

Your hand—
Your hit lands at—

HandYour hitWorth knowing
1 + 1×0.05Snake eyes. You can’t take a die on it.
14×1.00The break-even hand. Stand on 14 or more, take a die on 13 or less.
16×1.22
18×1.52
20×2.10The perfect hand.
10 + 10 dealt×2.5 – ×5.0A natural twenty. It also heals you 5–50% of your max HP.
21+BUSTThe turn is gone.
Choose once

The five classes

Your class sets your starting HP, attack and defense — that is the whole difference. Every class grows at the same rate and learns from the same skill tree, so pick the body you like and the way you want to open a fight.

ClassHPAttackDefenseFeels like
Warrior150108The wall. Hardest to kill.
Healer13086Tough and patient.
Archer110123Balanced.
Rogue100144Hits hard, takes a few.
Mage80181The glass cannon.
Your build

Skills & passives

Attack is always free. On top of it you carry up to five skills from a pool of ten, and passives that unlock at levels 10, 25, 50, 100 and 200. Skill points come with every level.

Defend

Guard · Wind Step · Arcane Barrier

Block a share of the hit, dodge for two turns, or soak it with a shield.

Sustain

Healing Light · Battle Cry · Poison Blade

Heal up to half your HP, multiply your next two attacks, or pierce defense for three hits.

Finish

Charge or Power Strike

Stack up to three charges and release them, or strike big and take some recoil. Picking one locks the other.

Gamble

Soul Shot or Gambit

Pay HP for a defense-piercing shot, or bet the dice for up to ×5. Picking one locks the other.

Six passives work by themselves: Second Wind (heal), Vampiric Edge (lifesteal), Ignite (burn), Thorns (reflect), Adrenaline (stacking attack) and Critical Hit — the only source of crits in the game, from 5% up to 25%.

Watch out: at the end of a turn the monster has a 50% chance to steal one of your skills for the next turn. There’s a boost for that.

One fight only

Boosts

2 energy

Block Skill Steal

The monster can’t disable your skills this fight.

2 energy

Loaded Dice

+1 on every dice total this fight.

3 energy

Bonus Passive

Rolls one of the six passives at the top level for your bracket.

2 energy · new

Unique Ability

Draws three of the Ladder’s own cards. Keep one for this fight.

What you wear

Gear in a fight

Six pieces — weapon, ring, helmet, armor, boots, amulet — plus your Evolution, which fights as a seventh piece that can never be traded or lost. Only three things matter in combat: the slot, the level and the element. Rarity changes nothing in a fight.

PiecePer level
Weapon+3% attack
Ring+1% attack
Armor+2% defense · +1% HP
Helmet · Boots+1% defense · +1% HP each
Amulet+1% HP

Defense has a ceiling: it can never cut more than 60% of a hit. Want higher levels? That’s the forge →

Why you fight

What a win pays

XP scales with difficulty and the stage you’re on. Bronze is paid in minutes of your own kingdom’s income, so a stronger kingdom makes every kill worth more. Chests are banked and opened later on the Chests page.

Easy0.7chests per kill, on average
Medium1.15chests
Hard1.75chests
Super hard3.2chests

One monster in a hundred is an elite: 30% more HP, 12% more attack — and 30% more of everything it pays.

When one fight isn’t enough

The Ladder

A run of fights back to back: five authored rungs, then endless. Each rung costs 1 energy, you heal a little between rungs, and after every cleared rung you pick one of three cards that bend the rules for the rest of the run.

Walk away: keep 100%

Stop after any rung and bank everything you’ve won.

Die: keep 50%

Push one rung too far and half the haul is gone. That is the whole game.

Six tiers, Bronze to Eternal, each with harder ladders and bigger multipliers. The Ladder opens once you’ve cleared the Training Grounds.

Theory is nice. A natural twenty is nicer.

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