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.
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.
Arm
Check the element chip, swap gear, pick boosts. Equip best gear does it in one press for 2 energy.
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 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.
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).
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).
| Hand | Your hit | Worth knowing |
|---|---|---|
| 1 + 1 | ×0.05 | Snake eyes. You can’t take a die on it. |
| 14 | ×1.00 | The break-even hand. Stand on 14 or more, take a die on 13 or less. |
| 16 | ×1.22 | |
| 18 | ×1.52 | |
| 20 | ×2.10 | The perfect hand. |
| 10 + 10 dealt | ×2.5 – ×5.0 | A natural twenty. It also heals you 5–50% of your max HP. |
| 21+ | BUST | The turn is gone. |
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.
| Class | HP | Attack | Defense | Feels like |
|---|---|---|---|---|
| Warrior | 150 | 10 | 8 | The wall. Hardest to kill. |
| Healer | 130 | 8 | 6 | Tough and patient. |
| Archer | 110 | 12 | 3 | Balanced. |
| Rogue | 100 | 14 | 4 | Hits hard, takes a few. |
| Mage | 80 | 18 | 1 | The glass cannon. |
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.
Guard · Wind Step · Arcane Barrier
Block a share of the hit, dodge for two turns, or soak it with a shield.
Healing Light · Battle Cry · Poison Blade
Heal up to half your HP, multiply your next two attacks, or pierce defense for three hits.
Charge or Power Strike
Stack up to three charges and release them, or strike big and take some recoil. Picking one locks the other.
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.
Boosts
Block Skill Steal
The monster can’t disable your skills this fight.
Loaded Dice
+1 on every dice total this fight.
Bonus Passive
Rolls one of the six passives at the top level for your bracket.
Unique Ability
Draws three of the Ladder’s own cards. Keep one for this fight.
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.
| Piece | Per 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 →
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.
One monster in a hundred is an elite: 30% more HP, 12% more attack — and 30% more of everything it pays.
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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