Complete Guide

Work in Progress and Event List

Card Packs: Plants, Stone People, Volcanic People, Tiny Folk, Female Warriors, Dragon People

A large number of monster cards.

Another game map (Royal Island) available from level 40.

Events:

Easter Event: - until April 20, 2025

Witch Event: April 21, 2025 - until May 20, 2025

Basic Game Description

This is a TCG (trading card game), a collectible card game. The goal is to collect as many cards as possible, especially the rarest ones. However, this game has many other objectives, such as ranking in various leaderboards, acquiring your own castle, or conquering an entire island and collecting in-game currency from its inhabitants through taxes.

Cards are divided into two main types: monster cards and hero cards. Players can craft hero cards in the forge. Most game battles are fought using them. Monster cards are obtained by defeating them in specific missions (to acquire them, you must use only hero cards you own, and no bonus game fields must be active).

Hero cards also have classes, which can be Warrior, Mage, or Shooter. Cards come in different colors based on their quality. The following distinctions are made:

Quality Monsters Heroes
Common YES YES
Uncommon YES YES
Special YES YES
Rare YES YES
Epic YES NO
Legendary YES NO
Godly YES NO

You can build a deck from hero cards, which you can then use in battle. In most battles, you can rebuild your deck at any time and deploy different cards. Some missions have a maximum quality restriction, so higher-quality cards will not appear in those missions as they cannot be used in battle.

To participate in battles, you need game energy. You gain 1 point every 2 minutes. A standard battle costs 5 points, while more expensive battles cost 25 points. To fight against AI opponents or human players, you will need a different type of energy. Each of these battles costs 30 energy points, with a regeneration rate of 1 point every 2 minutes.

Combat System

Battle Progression

The battle continues until one side is completely defeated or the maximum number of rounds is reached: 200

Combat is divided into rounds. Each round consists of the following actions:

Summoning

If a character successfully used a special summoning ability in the previous round, it will be activated at the beginning of this round. From that point on, the summoned monster will fight until its death, which can only occur at the end of a round.

Determining Battle Distance

A battle can only start in one of two initial positions, simulating the starting distance between enemies.

IconPositionDescription
Long Range This position simulates open areas: fields, meadows, mountains, swamps.
Close Range This position simulates environments such as cities, forests, caves, or dungeons.
If the battle starts at close range, it cannot switch to long range. If the battle starts at long range, the first round will always take place in this position if at least one player has a ranged attack. If not, the battle will immediately switch to close range. The battle also shifts to long range when new fighters are deployed and at least one of them has a ranged attack. Subsequent rounds will take place at close range unless at least one player has a ranged attack.

If one of the players used a special fear ability in the previous round, the battle shifts to long range (if it started there), and both players lose one fatigue point (but not a tag).

If a player has no ranged attack but is fighting at long range, they suffer the following penalties:

  • They cannot use the special ability of their attack.
  • They receive a damage modifier of -100%, meaning their current attack deals no damage.

Determining Primary or Secondary Attack

The primary attack is usually the stronger one, so a fighter will aim to use it. However, specific conditions must be met for it to be used:

ConditionDescription
Long Range PositionThis condition is met only when fighting at long range.
Health > 75%This condition is met only when the player has at least 75% of their health.
Health > 50%This condition is met only when the player has at least 50% of their health.
Health > 25%This condition is met only when the player has at least 25% of their health.
If the previous attack does no damage and the damage modifier is -100%, the fighter switches to a secondary attack to avoid an ineffective strike.

Attack Strength Calculation

After determining which attack will be used, we find out the default position for a special attack. Then, we calculate the base strength.

Base Vitality + Attack Flow Strength = Attack Strength

This base attack flow strength is then multiplied if the conditions in the following points are met.

Bonus Against Tag

Each card has a so-called racial tag, which can be countered with a special anti-tag. If you have it, you gain a bonus +25%, i.e., Attack Strength * 1.25

Below is a list of tags:

Heroes
IconAnti-IconDescriptionIconAnti-IconDescriptionIconAnti-IconDescriptionIconAnti-IconDescription
Dragon PeopleBlack Rock PeopleHobbitsHumans
DwarvesElvesStone PeopleFemale Warriors
Monsters
IconAnti-IconDescription
AnimalsDemonsDragonsGiants

Bonus Tag

At level 30, you gain access to the skill tree. These are bonus tags that apply at the beginning of the battle. Depending on the level, they apply with varying strength to different numbers of your characters. Currently, these are: , , and

Synergy Bonus

Synergy can only be activated for heroes. Each hero belongs to one of three basic classes: Warrior, Mage, and Shooter. Each synergy requires a specific combination of heroes with these classes. This combination must be exact but does not depend on order.

Then, you just need to have the correct attack type on your card in the currently used attack. A given synergy bonus is applied to the overall attack strength: +X%, i.e., Attack Strength * (X / 100)

Below is a list of all attack types:

IconDescription
Slashing – usually damage caused by swords or claws
Bludgeoning – usually damage caused by hammers or clubs
Piercing – usually damage caused by daggers or bows
Force – damage caused by pressure or massive strength
Fire – damage caused by fire or fire magic
Ice – damage caused by frost or ice magic
Electric – damage caused by electricity or lightning
Light – damage caused by nature or white magic
Dark – damage caused by dark or black magic
Poison – damage caused by toxins
Virus – damage caused by viral infections

Bonus for God's Hand

A special bonus available from level 20 for the first-position card, which varies depending on the card's rarity. The bonus is shown in the following table:

Card RarityBonus and DescriptionBonus in the Arena of Chance
Common+ 100% + Level / 2+ 20% + Level / 2
Uncommon+ 60% + Level / 2+ 20% + Level / 2
Common+ 30% + Level / 2+ 20% + Level / 2
Common+ 10% + Level / 2+ 20% + Level / 2

Battle Position Bonus

Each battle position, except for the first one reserved for God's Hand, may have a bonus for a specific attack type. The same rules apply as if you had synergy, but it applies only to the card in that specific position.

The bonus is +50%

Power Index Calculation

To determine the power index, divide the higher power by the lower power (A / B) and assign an index according to the following table:

RatioDamage A / BPower Bonus for A / B
<= 1.225% / 25%0 / 0
<= 1.540% / 20%1 / -1
<= 1.955% / 15%2 / -2
<= 2.470% / 10%3 / -3
<= 385% / 5%4 / -4
> 3100% / 0%5 / -5

Special Attack

A special attack has a usage condition that must be met in order to be activated:

RequirementDescription
NoneVery rarely, a special attack may have no condition
Minimum Power IndexThe power index from the previous formula. You usually need a certain advantage over the enemy to use it
Maximum Power IndexThe power index from the previous formula. The enemy must be stronger than you to use it
Accuracy DifferenceYour accuracy minus the enemy's agility. The requirement specifies the minimum value that must be met
No DefenseThe special attack defines an attack type against which the enemy must have no defense to meet the requirement
No FatigueYou must not have an active fatigue tag

A special attack can have two types: Tag and Damage

Tag

Each tag has a certain usability restriction, as follows: No limit, once, once per battle, every second turn, every third turn

List of All Tags

Below is a list of all tags:

IconNameActivationExpirationDescription
Accuracy In battle, during the current round Accuracy 5 -> Accuracy 4 -> Accuracy 3 -> Accuracy 2 -> Accuracy 1 -> nothing Accuracy increases the chance to hit the enemy or deal critical damage.
TypeEffect
Accuracy 1Accuracy for all weapons +2
Accuracy 2Accuracy for all weapons +4
Accuracy 3Accuracy for all weapons +6
Accuracy 4Accuracy for all weapons +8
Accuracy 5Accuracy for all weapons +10
Healing At the end of the round Healing 40 -> Healing 20 -> Healing 10 -> Healing 5 -> nothing Healing occurs at the end of the round, meaning after you have taken damage for that round.
TypeEffect
Healing 40Heals 40% of base vitality, up to its maximum
Healing 20Heals 20% of base vitality, up to its maximum
Healing 10Heals 10% of base vitality, up to its maximum
Healing 5Heals 5% of base vitality, up to its maximum
Fatigue At the end of the round Fatigue 4 -> Fatigue 3 -> Fatigue 2 -> Fatigue 1 -> nothing Fatigue points are gained or lost based on various events.
ActionFatigue Point Change
End of round+1
Agility 20 or higher, Strength Index = 5, Enemy defeated, or Invincibility-1
FearThe one causing fear gains -1, if both are scared, both get -1
Fatigue points lead to acquiring a fatigue tag based on the following table:
Min. PointsTagEffect
>= 4Fatigue 1Agility -2, all attack accuracy -1
>= 7Fatigue 2Agility -4, all attack accuracy -2
>= 9Fatigue 3Agility -7, all attack accuracy -3
>= 10Fatigue 4Agility -10, all attack accuracy -4
Fear Activated when used (earliest at the beginning of the next round) Fear -> nothing Fear can only be used if the starting position is ranged and the current position is melee. The enemy in fear retreats to a ranged position, and the one causing fear loses one fatigue point. Otherwise, they "lock up" and fight despite the fear, as there's nowhere to run.
Fury At the end of the round Fury -> nothing Doubles the damage you deal in the current round.
Invincibility In battle, during the current round Invincibility X -> nothing Invincibility makes you immune to any damage in the current round.
Life Steal At the end of the round Life Steal 100 -> Life Steal 50 -> Life Steal 25 -> nothing Life Steal restores health at the end of the round based on the percentage of damage dealt to the enemy.
TypeEffect
Life Steal 100Restores 100% of the damage dealt as health
Life Steal 50Restores 50% of the damage dealt as health
Life Steal 25Restores 25% of the damage dealt as health
Flu Virus At the end of the round Flu Virus 1 -> Flu Virus 2 -> Flu Virus 4 -> Flu Virus 8 -> Flu Virus 12 -> Flu Virus 16 -> nothing Viruses work the opposite way of poisons. They start weak and grow stronger over time. Causes immediate damage in percentage of base vitality, reduced by virus resistance.
TypeEffect
Flu Virus 1Deals 1% damage of base vitality
Flu Virus 2Deals 2% damage of base vitality
Flu Virus 4Deals 4% damage of base vitality
Flu Virus 8Deals 8% damage of base vitality
Flu Virus 12Deals 12% damage of base vitality
Flu Virus 16Deals 16% damage of base vitality

Damage

A type of attack with a value that will be added to the current attack strength.

Bonuses for Special Attack

If the special attack type is damage and this attack is active, the following bonuses apply:

  • Bonus against tag
  • Synergy
  • God's Hand
  • Position bonus in battle

Obtaining Strength Index

The attack strength used before determining the special attack is increased by the special attack bonus, if it is of the damage type. Just like before, the strength index is calculated along with the final damage the player will receive. Before calculating the actual damage, we determine the damage modifier based on your accuracy and the enemy's agility, i.e., whether the enemy was hit at all. We start with a **100% modifier**, meaning damage will be dealt at full potential. The comparison has the following effects:

Difference between your accuracy and enemy's agilityEffect on modifier
>= 10Critical attack
>= 0No effect
>= -2-25
>= -4-50
>= -6-75
< -6-100
Additionally, if the distance is ranged and you do not have a ranged attack, the modifier is **-100**. If the character has **20 or more fatigue points**, a critical attack also occurs.

Obtaining Damage

First, the base damage is calculated as **Base Vitality * Damage Modifier / 100**.

Damage is determined for all attack types according to the following weight distribution:

Attack TypeWeight
Current Attack - 1st Type100
Current Attack - 2nd Type50
Current Attack - 3rd Type25
Current Special Attack - 1st Type100
Based on the current weight, the proportion of total damage is calculated. This is then reduced by the damage modifier according to the enemy's defense against the specific type, as shown in the table below:
Defense Against TypeEffect on Modifier
100%-100
50%-50
25%-25
The total damage calculated this way is then modified by **Fury** if applicable. Then, damage from **viruses and poison** is added. Finally, **Invincibility** is applied if active.

End of Round

At the end of the round, most tags are applied, and fatigue along with fatigue points is added.

Card Strength

The game often uses a point-based evaluation of card strength. It is determined by the card's rarity and its subcategory, which is written on the back of each card in the top right corner. The specific strength is described in the following table.

Rarity Subcategory Strength (points)
Common B 100
A 200
Uncommon B 300
A 450
Special B 600
A 800
S 1000
Rare B 1200
A 1600
S 2000
Epic B 2400
A 3200
S 4000
Legendary A 4800
S 7200
Divine A 9600
S 14400