👊Battle

Battle actions

Each day, each wildman may play up to 3 battles. Each battle opportunity is called “Battle action”, so the default for players is to get 3 battle actions per day (refreshed at 00:00 in local time).

Battle actions are not stackable and expire at the end of the day.

Battle actions preparations

Before a battle, you may equip your wildman with available owned weapons and items from your collection. You may also drink potions and/or hire pets.

Matching

When a player chooses to fight, they must spend a battle action. Then, a pool of 6 random wildmen will appear. Players may be online/offline but must have “Battle mode” ON, in order to appear in pools. Each wildman may be attacked up to 3 times per day (when attacked 3 times, your battle mode is locked at Off.

Then the player must choose 1 out of 6 wildmen to fight. The battle begins!

Note: when you see the pool of 6 available wildmen to fight, you can only see their main stats and level (no weapons or potions).

Battle mode is a switch (On/Off) that indicates whether a wildman is available for PvP battles, meaning to be attacked by other wildmen by appearing in their pools

Resolution

Battles are automatically resolved, and a winner is decided, by using a battle algorithm. The battle works in a turn-based system

Phases

Each battle round, must have 2 phases, performed in order:

  1. Movement: Wildmen use their movement speed to move on the grid. 1 Speed equals 1 movement to an adjacent hex. Both wildmen move simultaneously, unless ranged attack is possible, so the wildman does not move. Melee wildmen must spend all of their speed to move towards the enemy

Battlefield - Arena

  • Grid is 6 (height) x 12 (length) spots/hexes

  • Random starting position. Wildmen start on a random position, 1-6 height, always on lengths 1 and 12.

  • Random obstacles and slowdowns are spawned in each battle.

  1. Attacks

Each wildman can equip 1 melee and 1 ranged weapon max. If a ranged weapon is equipped, a wildman uses ranged attack by default, which means they do not move at all, until blocked

Note: Basic damage contributes to both types of attacks.

Initiative: The wildman with the highest attack speed, attacks first.

If speed is tied, both wildmen attack at the same time.

Evasion: a wildman may miss an attack completely, depending on the opponent's evasion.

Total incoming damage: Total incoming damage is the wildman's basic damage and their weapon damage, multiplied by either a melee or a ranged attack multiplier, depending on the attack type.

Melee wildmen cannot attack, if they are not standing on any adjacent spot to the target

For ranged damage, attack must be eligible (equipped ranged weapon, and enemy 2 hexes distance at least). If not, switch to melee attack, either by switching to a melee weapon, if you have one, or wildman fights with fists using their basic damage.

Armor type and reduction, defense: Armor type effects and armor reduction are applied on the total incoming damage. Defense is also applied to reduce incoming damage.

Total inflicted damage: The defender loses Hit Points equal to the total inflicted damage.

If any wildman's HP goes to 0, they instantly lose and the battle is over.

After an attack is over, if the attacking wildman has attack speed higher than 100%, they perform an extra attack. If 200% or more, the wildman must attack 2 more times.

Rewards: certain XP is won by both wildmen, and the winner has 1% chance of getting a weapon, item or consumable instantly (see battle rewards).

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