Luria Nova/Events/Melee Event: Difference between revisions
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! Name || Achievement || Requirement || Reward || Note | ! Name || Achievement || Requirement || Reward || Note | ||
|- | |- | ||
| First Ransom || You have achieved the distinction of being the first to capture one of your adversaries. || Be the first to apprehend a fellow competitor. | | First Ransom || You have achieved the distinction of being the first to capture one of your adversaries. || Be the first to apprehend a fellow competitor. || | ||
*Upon unlocking the Achievement, you immediately gain 10 points | *Upon unlocking the Achievement, you immediately gain 10 points | ||
|| The achievement is exclusively granted to the first individual who fulfills the criteria. | || The achievement is exclusively granted to the first individual who fulfills the criteria. |
Revision as of 21:05, 26 March 2024
Participants
Lance(Noble) - 38 Points 💀5⛓1
Knight | Level | Effectiveness | Impacts & Traits | Note |
---|---|---|---|---|
Swordfighting | 4 | 2 | Bonebreaker | 🩸→🦴 |
Jousting | 5 | 3 | Whistle Kick | You attack with your horse. Your horse's attacks may break bones. |
Leadership | 2 | 1 | ||
Tactical Mind | 3 | 2 | ||
Unit(3/10) | Offense | Defense | Morale | Status |
💀Hunter 1(O) | 0 | -1 | 44 | 🩸(by Linden)🩸(by Linden)💀(by Lexis) |
💀Hunter 2(O) | 0 | -1 | 54 | 🩸(by Galandric)💀(by Linden) |
💀Hunter 3(O)) | -2(+1) | -4 | 37 | 🤢(by Green Serpent)💔(by Undead Knight)💀(by Undead Knight) |
Hunter 4(O) | 2 | 1 | 61 | |
💀Hunter 5(O) | 0 | 0 | 67 | 🛠Damaged Weapon(-1 Offense)🥶(by Blue Serpent)💥Shattered(by Undead Knight) 💀(by Undead Knight) |
Hunter 6(O) | 4 | -1 | 35 | 🤢(by Green Serpent)🌱(by Wicked Treeman: Parasitic Seedling - Will become a treeman by Round 7) 🌲(Right Tree-arm [+2/+0/-5], Left Tree-leg [-1/+1/-5], Right Tree-arm[+3/-1/-5]) |
Hunter 7(O) | 0 | -1 | 50 | 🦴(by Large Treeman: Fractured Chest [-2/-2/-10]) |
Available Tactics | Level | Multiplier | Impact | Note |
⚔Ace(C)(Modified Break Formation) | 2 | x1.1 | 🔒(Level)Morale Boost & +2 Advantage |
|
Strike Together(S) | 1 | x1.0 |
| |
Name | Achievement | Requirement | Reward | Note |
First Ransom | You have achieved the distinction of being the first to capture one of your adversaries. | Be the first to apprehend a fellow competitor. |
|
The achievement is exclusively granted to the first individual who fulfills the criteria. |
Galandric(Captain) - 23 points 💀4 🐍2
Knight | Level | Effectiveness | Impacts & Traits | Note |
---|---|---|---|---|
Swordfighting | 3 | 2 | Powerful Impact | Powerful Impact strengthens your swordfighting impact by +2(Need Lv6 to gain the impact) |
Jousting | 3 | 2 | Lance Charge | Choose which turn to activate. If you don't, your knight will use it randomly unless you choose not to use it. Seriously wounds a well armoured troop. Instantly kills a poorly armed troop. |
Leadership | 5 | 3 | Charismatic Leader | Will try to remove Shaken and Panic by attempting to raise morale. |
Tactical Mind | 2 | 2 | ||
Unit | Offense | Defense | Morale | Status |
Orzian Skirmisher 1(O) | 1(+2) | -3 | 18 | 🔥(by Red Serpant) 😟Shaken |
💀Orzian Skirmisher 2(O) | -4 | -4 | 7 | 😱Panic 💔(by Undead Knight) 💀(by Undead Knight) |
Baelrican Blademaster(C) | 8 | 8 | 53 | 🧱Heavy Armour(Resists 🩸🦴 50%) 🩸(by Large Treeman) |
Available Tactics | Level | Multiplier | Impact | Note |
Flanking Maneuver(C) | 1 | x1.0 |
| |
Hold Position(F) | 1 | x1.0 |
| |
Linden(Noble) - 15 points 💀1
Knight | Level | Effectiveness | Trait & Impact | Note |
---|---|---|---|---|
Swordfighting | 7 | 5(+1 from Leadership) | Weaponbreaker & Lower Enemy Defense | While dismounted, Attacks Lowering an enemy troop's Offense |
Jousting | 7 | 5(+1 from Leadership) | Elegant Rider & Lower Enemy Offense | Lasts 1 turn. Dodges up to 3 attacks |
Leadership | 1 | 1 | ||
Tactical Mind | 2 | 1 | ||
Unit | Offense | Defense | Morale | Status |
Available Tactics | Level | Multiplier | Impact | Note |
Strike Together(S) | 1 | x1.0 |
| |
One Man Army(U) | 2 | x2.2 |
| |
Name | Achievement | Requirement | Reward | Note |
One Man Army | Play without any troop for 3 rounds(excluding bonus rounds) |
|
The achievement is exclusively granted to the first individual who fulfills the criteria. | |
Forerunner in Defeat | Be the trailblazer in the arena by becoming the inaugural participant to endure capture by your adversaries |
|
The achievement is exclusively granted to the first individual who fulfills the criteria. |
Samson(Noble) - 28 points 💀2 🐍1
Knight | Level | Effectiveness | Trait & Impact | Note |
---|---|---|---|---|
Swordfighting | 6 | 3 | Bonebreaker & +1 Injury to Unit | 🩸🩸→🦴🦴 |
Jousting | 3 | 2 | Fire Lance | NOT ALWAYS GUARANTEED. MAY FAIL. Seriously wounds a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it. |
Leadership | 3 | 2 | ||
Tactical Mind | 2 | 1 | ||
Unit | Offense | Defense | Morale | Status |
💀Retired Soldier 1(D) | -1 | -1 | 21 | 🩸(by Lexis)🩸(by Lexis) 💀(by Njal) |
💀Retired Soldier 2(D) | -1 | -1 | 35 | 🩸(by Linden)🩸(by Guest Knight) 💀(by Njal) |
💀Hunter 1(O) | -1 | -1 | 47 | 🩸(by Guest Knight)💀(by Lance) |
💀Hunter 2(O) | -4 | -5 | 40 | 💔(by Undead Knight)💔(by Undead Knight)💀(by Undead Knight) |
Hunter 3(O) | 1(+2) | -2 | 50 | 💔(by Undead Knight) |
Available Tactics | Level | Multiplier | Impact | Note |
⚔Dragon Tamer(S)(Modified Charge Attack) | 1 | x1.0 | 🔒1 Stun & +1 Advantage |
|
Strike Together(S) | 1 | x1.0 |
| |
Njal(Noble) - 26 Points 💀2 🐍1
Knight | Level | Effectiveness | Impacts & Traits | Note |
---|---|---|---|---|
Swordfighting | 5 | 3 | First Strike | +3 Swordfighting Effectiveness for the first attack |
Jousting | 3 | 2 | Fire Lance | NOT ALWAYS GUARANTEED. MAY FAIL. Seriously wounds a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it. |
Leadership | 4 | 2 | ||
Tactical Mind | 3 | 2 | ||
Units(3/10) | Offense | Defense | Morale | Status |
Orzian Skirmisher 1(O) | 3(+2) | 0 | 24 | 😟Shaken |
💀Thug 1(O) | 0 | -2 | 34 | 🩸(by Samson)💀(by Samson) |
💀 Thug 2(O) | -2 | -4 | 22 | 🩸(by Rojak) 💀(by Red Serpent: 🔥Burned. Credited to Galandric) |
💀Thug 3(O) | -1 | -3 | 19 | 😟Shaken(<30 Morale) 🩸(by Rojak) 🩸(by Rojak) 💀(by Lexis) |
💀Peasant 1(D) | -2 | -2 | 35 | 💔(by Undead Knight)💀(by Undead Knight) |
💀Orzian Skirmisher 2(O) | 0 | 0 | 0 | 🤢(by Green Serpent) 🥶(by Blue Serpent)💥Shattered(by Large Treeman)💀(by Large Treeman) |
Thug 3(O) | -2 | 0 | 20 | 🤢(by Green Serpent) 🌱(by Wicked Treeman: Parasitic Seedling - Will become a treeman by Round 7) 🌲(Left Tree-arm [+1/+1/-5], Left Tree-leg [-2/+1/-5]) 😟Shaken |
Available Tactics | Level | Multiplier | Impact | Note |
Charge Attack(S) | 2 | x1.1 |
| |
Flanking Maneuver(C) | 1 | x1.0 |
| |
Lexis(Captain) - 43 Points 💀2 🐎3🐍2
Knight | Level | Effectiveness | Impacts & Traits | Note |
---|---|---|---|---|
Swordfighting | 3 | 2 | First Strike | +3 Swordfighting Effectiveness for the first attack |
Jousting | 3 | 2 | Fire Lance | NOT ALWAYS GUARANTEED. MAY FAIL. Seriously wounds a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it. |
Leadership | 7 | 4 | Influential Leader | Number of Troops affected by your leadership = Lv/3 → Lv/2 |
Tactical Mind | 2 | 1 | ||
Units(3/10) | Offense | Defense | Morale | Status |
Peasant 1(D) | -2 | 2(+4) | 17 | 😟Shaken 🦴(by Large Treeman: Fractured Chest [-2/-2/-10]) |
Peasant 2(D) | 0 | 4(+4) | 32 | 🩸(by Galandric) |
💀Peasant 3(D) | -3 | -3 | 32 | 🩸(by Galandric)🩸(by Galandric) 💔(by Undead Knight)💀(by Undead Knight) |
Peasant 4(D) | -2 | 3(+4) | 20 | 🦴(by Large Treeman: Fractured Left Arm [-2/-1]) 😟Shaken |
💀Peasant 5(D) | -6 | -6 | 27 | 💔(by Undead Knight)😟Shaken💔(by Undead Knight)💀(by Undead Knight) |
💀Peasant 6(D) | 0 | 0 | -3 | 😱Panic 💀(by Undead Knight's Horde: Heart Attack) |
💀Peasant 7(D) | 0 | 0 | 45 | 🩸(by Galandric)💀(by Galandric: Lance Charge) |
💀Peasant 8(D) | -1 | -1 | 42 | 🩸(by Njal)🩸(by Lance) 💀(by Lance) |
💀Peasant 9(D) | -2 | -1 | 27 | 🩸(by Guest Knight) 🩸(by Linden) 💀(by Galandric) |
Available Tactics | Level | Multiplier | Impact | Note |
Countercharge(F) | 2 | x1.1 |
| |
Rojak(Captain) - 22 Points 💀5
Knight | Level | Effectiveness | Impacts & Traits | Note |
---|---|---|---|---|
Swordfighting | 4 | 2 | Bonebreaker | 🩸→🦴 |
Jousting | 2 | 1 | ||
Leadership | 3 | 2 | ||
Tactical Mind | 4 | 2 | ||
Unit | Offense | Defense | Morale | Status |
Thug 1(O) | 0(+2) | 0 | 14 | 😱Panic |
💀Thug 2(O) | -4 | -6 | 28 | 🩸(by Lance) 🦴(by Lance: Fractured Chest [-1/-2/-10]) 💔(by Undead Knight) 😟Shaken💀(by Undead Knight) |
Thug 3(O) | 0 | -2 | 20 | 🩸(by Njal) 😟Shaken |
Thug 4(O) | 2 | 0 | 41 | 🌱(by Wicked Treeman: Parasitic Seedling - Will become a treeman by Round 7) |
💀Thug 5(O) | -1 | -3 | 31 | 💔(by Undead Knight) 😟Shaken💀(by Undead Knight) |
💀Thug 6(O) | -2 | -5 | 21 | 🦴(by Large Treeman: Broken Left Shoulder [-1/-3]) 🦴(by Large Treeman: Broken Left Leg [-2/-2/-10]) 😟Shaken 💀(by Large Treeman) |
Available Tactics | Level | Multiplier | Impact | Note |
Flanking Maneuver(C) | 4 | x1.3 | +3 advantage Shield Wall(F) & Higher chance of injury vs Mounted | |
Knight
Based on each level you invest in, your impact improves.
Level | Points | Effectiveness | Unlocks | Note |
---|---|---|---|---|
1 | 1 | 1 | ||
2 | 2 | 1 | ||
3 | 3 | 2 | Unlocks a Trait(Swordfighting)(Jousting) | |
4 | 4 | 2 | Unlocks Modified Tactics(Tactical Mind) | Can only modify a tactic you own. You need to spend points equivalent to your tactic's level. |
5 | 5 | 3 | Unlocks a Trait(Leadership) | |
6 | 6 | 3 | Unlocks an Impact(Swordfighting)(Jousting) | |
7 | 10 | 4 | ||
8 | 12 | 5 | Unlocks Custom Tactics(Tactical Mind) | |
9 | 15 | 6 | Unlocks a Trait(Swordfighting)(Jousting) | |
10 | 20 | 7 | +1 Trait Slot & Unlocks a Trait(Leadership) | Upon reaching the final level, you no longer have to choose which trait to activate. You will be able to use both of your traits you gained from reaching Lv3 and Lv9 for Swordfighting and Jousting. Same for Leadership. |
- Traits: You can 3 options to choose from when you unlock one.
Swordfighting
Affects your attacks while dismounted.
Traits
Name | Level | Description |
---|---|---|
First Strike | 3 | Your first Swordfighting attack will be more effective(+3 Swordfighting Effectiveness for the first attack) |
Inspiring Presence | 3 | Your commanding aura and charismatic demeanor uplift the spirits of your allies.(+1 Morale Boost per turn) |
Weaponbreaker | 3 | Your keen understanding of combat allows you to target your opponent's weapon, weakening their offensive capabilities.(Your simple attacks will also lower your enemy troop's offense by 1) |
Powerful Impact | 3 | Your strikes deliver a significant impact, enhancing the effectiveness of your impact skill. (+2 Impact Advantage) |
Sharp Edge | 3 | Your blade is finely honed and razor-sharp, giving you an edge in swordfighting.(+1 Swordfighting Effectiveness) |
Bonebreaker | 3 | Your combat technique is focused on causing debilitating injuries by targeting bones. Instead of inflicting slash wounds, your attacks aim to break bones, incapacitating your foes and disrupting their ability to fight effectively. |
Jousting
Affects your attacks while mounted.
Traits
Name | Level | Description |
---|---|---|
Elegant Rider | 3 | Rather than launching an offensive against your opponent, you adopt a strategic approach centered around evading enemy attacks. This option can be exercised once per round, allowing you to elegantly dodge up to three attacks during the chosen turn while on horseback.(Dodge 3 attacks during the turn of its activation - Must specify on which turn to activate it.) |
Lance Charge | 3 | Initiate a powerful charge against an enemy troop. Upon a successful hit, your attack packs more power than the usual impact. It's important to note that this technique is can sometimes instantly kill a troop.(Choose which turn to activate. If you don't, your knight will use it randomly unless you choose not to use it. Seriously wounds a well armoured troop. Instantly kills a poorly armed troop.) |
Fire Lance | 3 | Questionable legality aside, this maneuver involves swapping your lance for a unique alternative. Upon striking the initial target, the lance detonates, significantly increasing the likelihood of dismounting an enemy knight or inflicting substantial harm to an opposing unit. The impactful explosion is sure to demoralize your target. However, it comes with a drawback—once the fire lance is employed, you'll be left without a weapon, necessitating dismounting to join your comrades with your sword.(NOT ALWAYS GUARANTEED. MAY FAIL. Seriously wounds a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it. ) |
Whistle Kick | 3 | As you charge into the fray, a well-timed whistle triggers your horse's trained kick, catching your opponents off guard. The simultaneous attack of your lance and your horse adds a layer of complexity to your assaults.(You attack with your horse. Your horse's attacks may break bones.) |
Reckless Charge | 3 | Fueled by an unyielding determination, you charge headlong into battle without regard for your own safety. This reckless attack allows you to strike both enemy knights and troops indiscriminately, but also exposes you to counterattacks from both fronts. |
Heavy Armour | 3 | Donning a heavier, sturdier suit of armor provides enhanced protection, reducing the damage you sustain. However, the added weight exhausts your horse more quickly, impacting its endurance in battle.(Takes 1 less damage. Loses 1 attack turn) |
Leadership
Affects your unit stats. The number of troops affected by your leadership is Level/3 rounded up. High tier troops will be affected first. Affected units will remain affected even if higher tier troops get added later.
Name | Level | Description |
---|---|---|
Eye for Talent | 3 | Sharpen your eye for talent with this skill, granting you the ability to discern good troops amidst the ranks. Upon selecting this talent, you'll seize the opportunity to elevate one of your existing troops to a distinguished status, granting them a name and enhancing their capabilities. |
Inspiring Tactician | 3 | Rally your troops with the strategic prowess of an inspiring tactician. For every morale point your enemy troops lose, your troops will gain half that amount. However, this effect is limited to once per opponent, encouraging you to vary your targets strategically to maximize the impact of your inspirational leadership. |
Influential Leader | 3 | Your commanding presence exerts a greater influence over your troops.(Number of Troops affected by your leadership = Lv/3 → Lv/2) |
Hire a Quartermaster | 3 | By enlisting the expertise of a skilled quartermaster, you remove the limitations imposed on the influence of your leadership. Typically, troops are only influenced in either their offensive or defensive capabilities. However, with this trait, your troops benefit from enhancements to both aspects of their prowess.(The leadership bonus will apply to both offensive and defensive regardless of their leadership influence type) |
Charismatic Leader | 3 | Embodies the ability to uplift and inspire troops in times of distress. With this trait, you possess the innate charisma and leadership qualities necessary to bolster the morale of shaken or panicking troops, guiding them through turbulent moments with your calming presence and words of encouragement. |
Unconventional Tactician | 3 | you gain access to a repertoire of special tactics that possess potent capabilities, yet come with inherent risks. These tactics are highly effective in specific circumstances, allowing you to seize opportunities and gain advantages that traditional methods might overlook. |
Tactical Mind
Affects the number of tactical options and their impacts. You need to which tactic to focus on(Offensive or Defensive).
Units
Backgrounds
- Cost is per man.
- Bonus only triggers ONCE PER ROUND unless PASSIVE
Leadership Influence Type
- (O) = Leadership bonus applies to the offensive stat of the unit
- (D) = Leadership bonus applies to the defensive stat of the unit
- (C) = Leadership bonus applies to the chosen stat of the unit
Tier I
Backgrounds | Offense | Defense | Morale | Cost | Bonus |
---|---|---|---|---|---|
Peasant(D) | 1 | 1 | 50 | 1 | Gain +1 Morale when using (F)ormation tactics |
Thug(O) | 2 | 0 | 40 | 2 | Gain +1 Morale when using (C)hotic tactics |
Hunter(O) | 2 | 1 | 60 | 3 | Gains +1 Morale when using (S)imple tactics |
Tier II
Backgrounds | Offense | Defense | Morale | Cost | Bonus |
---|---|---|---|---|---|
Retired Soldier(D) | 2 | 2 | 55 | 4 | PASSIVE: Panic Immune(Can't get worse than Shaken) |
Orzian Skirmisher(O) | 3 | 1 | 60 | 5 | Gains +1 Morale / Once per round |
Sallowtown Spearmen(D) | 3 | 3 | 50 | 7 | PASSIVE: Counter-Charge in any (F)ormation against Mounted |
Tier III
Backgrounds | Offense | Defense | Morale | Cost | Bonus |
---|---|---|---|---|---|
Aylwinic Auxiliary(O) | 4 | 4 | 45 | 9 | Gains +3 Morale / Once per Round |
Margarethan Axemaster(O) | 6 | 4 | 55 | 12 | PASSIVE:🩸1/20 Chance to injure a random enemy unit |
Baelrican Blademaster(C) | 9 | 9 | 65 | 15 | PASSIVE: 🧱Heavy Armour (Resists 🩸🦴 50%). Reduces 💔 to 🩸. |
- Higher Tier Units will do more damage against knights starting Round 5
Named Units
Named units represent elite iterations of standard units, boasting enhanced stats and additional bonuses.
Unique Units
Unique units are special, exclusive forces accessible upon reaching Level 10 by selecting a trait to unlock them. They possess distinct stats and unique bonuses tailored to their role on the battlefield.
Troop Status
Name | Offense | Defense | Morale | Note |
---|---|---|---|---|
🩸Injury | -1(xNumber of 🩸) | -1(xNumber of 🩸) | -3(x Number of 🩸) | A minor injury. Will be fine. |
🦴Fracture | 0 ~ -3 | 0 ~ -3 | -10 | Depending on where, the Stat Reduction may vary. |
💫Stunned | Temporarily reduces offense to 0. | |||
💔Severely Injury | -3 | -3 | -10 | Badly wounded. May not make it. |
Name | Offense | Defense | Morale | Note |
🤢Chemical Injury | -2 | -2 | -10 | Severely cripples your troop. |
🥶Frozen | Can't Act. The following attack will cause 💥Shattered thus instantly killing the troop. | |||
🔥Severe Burn | -3 | -3 | -15 | Can cause your troop to die. |
- Morale: 😱Panic(<15) / 😟Shaken(<30) / Normal(50) / 😀Confident(>70) / 😎Intrepid(>90)
- 😱: Sets both Offensive/Defensive to 0, + 1/10 chance to be demoted. If the unit is already at the lowest tier, then change to Craven.
- 😟: Reduces both Offensive/Defensive by 50%
- 😀: Increases both Offensive/Defensive by 25%
- 😎: Increases both Offensive/Defensive by 50% + 1/20 chance to be promoted(to Named. If already Named, then to Unique)
- Rounds up or down to the nearest decimal number(will round up for gaining, round down for losing)
Healing
Name | Description | Cost(Points) | Note |
---|---|---|---|
🌿Herbalist | A local herbalist provides a cost-effective option for treating your wounded soldiers. While her methods may be slow, she offers a budget-friendly alternative. It's essential to note that her reliability might not be absolute, but in the absence of better options, she serves as a viable choice. | 1 | Can treat 🩸x1 |
⚕Healer | Seek the aid of a healer from the local house of healing to significantly improve the conditions of your men. However, he is not infallible, and his interventions may, at times, unintentionally hasten the inevitable. Balancing the benefits against the risks is a crucial consideration. | 2 | Can treat 🩸x2 or 🦴x1 |
🔮Spellcaster | A wandering spellcaster possesses the extraordinary ability to pull a man back from the brink of death. Yet, such powerful magic comes at a considerable cost. The question becomes, can you bear the weight of the sacrifices required to wield this extraordinary, life-restoring magic? | 3 | Can treat 1 troop fully |
Tactics
Tactics are triggered randomly in each round, influenced by your tactical mind points, providing a higher likelihood of performing specific tactics based on your choices. Having more points invested increases your chance of triggering and succeeding in performing the tactics.
You can only have up to 5 tactics. If you want a new tactic, you will have to remove one of the existing tactics. You won't get any point back for removing your existing tactic.
Simple Tactics
Tactic | Type | Description | Bonuses & Penalties |
---|---|---|---|
Strike Together(S) | Offensive | Enhances your chances of inflicting injury or demoralizing enemies with a single attack. | -3 advantage vs Shield Wall(F) |
Hold Position(F) | Defensive | Attempts to stand firm against advancing enemies, reinforcing your defensive stance. | Prevents Morale Damage vs Dismounted |
Break Formation(C) | Offensive | Strives to disrupt the enemy formation. If successful, their formation breaks down, but failure risks breaking your own formation. | +3 advantage vs Hold Position(F) & Suffers 2~5 morale penalty vs Mounted |
Charge Attack(S) | Offensive | Executes a straightforward charge attack. Success results in a melee engagement with the enemy. However, failure leads to the complete breakdown of your formation. | -3 advantage vs Countercharge(F) |
Flanking Maneuver(C) | Offensive | Attempt to outflank your opponents, attacking from the sides or rear for increased chances of success. However, if the maneuver fails, you risk exposing your own flanks. | +3 advantage Shield Wall(F) & Higher chance of injury vs Mounted |
Shield Wall(F) | Defensive | Form a defensive shield wall, providing increased protection against enemy attacks. Effective against frontal assaults, but vulnerable to flanking or attacks from behind. | Reduces chance of injury vs Mounted |
Countercharge(F) | Defensive | Anticipate enemy charges and respond with a countercharge, disrupting their momentum. Requires precise timing and can be highly effective when executed correctly. | Chance to dismount Mounted(The chance doubles against any offensive jousting activation trait) |
- Offensive and Defensive tactics use your unit's associated stats.
Advanced Tactics(Need Tactical Mind Lv6 or higher)
Tactic | Type | Description | Bonuses & Penalties |
---|---|---|---|
Tactical Advantage
(S)imple tactics are more effective against (C)hotic tactics. (C)haotic tactics against (F)ormation tactics. (F)ormation tactics against (S)imple tactics.
- S > C > F > S
Each tactic has specific usage conditions. (S)imple tactics are available at any time, except when your unit is in a state of panic. For (F)ormation tactics, your unit must maintain a stable morale state within the range of 31 to 89. (C)haotic tactics require your unit to be above 50.
If you use (F)ormation and (C)haotic tactics while not meeting the above usage conditions, your unit will suffer 5~10 morale damage.
Advantage Calculation:
- Tactic Type Check(S, C, F) = Winner gains 5 + (Round Number) Advantage
- Pick the most suitable troops in the unit.
- Level Difference Check
- Offensive or Defensive Tactic. For Offensive, add Unit's Offensive number. For Defensive to the opposite.
- For (C) and (F), add unit numbers associated.
- Advantage Added(Both from stats & Tactical Advantage)
- = Final Total(Damage to one of the troops or spread around depending on the circumstance)
Impact
Offensive and Defensive impact trigger chances are separate.
Level | Impact Multiplier | Unlock Impact Type | Usable by Knight? |
---|---|---|---|
1 | x1.0 | Morale Damage | ✅ |
2 | x1.1 | Morale Boost | ✅ |
3 | x1.2 | Lower Enemy Defense | ✅ |
4 | x1.3 | Lower Enemy Offense | ✅ |
5 | x1.5 | Cause Injury to Unit | ✅+1 to Injury |
6 | x1.7 | Cause Injury to Knight | ✅ |
7 | x1.9 | Retaliate | ❌ |
8 | x2.1 | Critical Hit(1/20 Chance) | ❌ |
9 | x2.3 | Instant Kill(1/20 Chance) | ✅1/12 Chance |
10 | x2.5 | Magic Steed(Your troops become mounted for one turn) | ❌ |
- When crafting a custom tactic, you must allocate a number of points equal to the desired impact level you wish to add.
Points
After each round, depending on your performance, you will receive game points. You can use them to either improve your knight's stats or your unit stats. Or you can improve your tactics.
Rounds
Melee Event Announcement
With everyone now prepared, we are excited to officially commence the event. Each round will feature a distinct format, ranging from free-for-alls to unexpected team-ups with participants you may not prefer. Throughout the event, the number of turns per round will vary, demanding strategic decisions on whom to attack and which tactics to employ. The rest will be left to chance.
Our inaugural round kicks off as a free-for-all, spanning three intense turns. The last participant standing will secure an additional 5 points. Following this round, all participants will receive a baseline of 5 points. Furthermore, the individual chosen as the crowd's favorite will earn an extra 3 points. Remember to captivate and entertain your audience. You have one day to craft your strategy for the upcoming round. Best of luck to all participants! May the melee unfold in your favor!
Round 1 - Free-For-All, 3 Turns
Basic Reward: 5 points Last Man Standing Reward: 5 points Crowd's Favourite: 3 points
Turn 1
Turn 2
Turn 3
Round 2 - Pair Teams, 4 Turns
Basic Reward: 5 points Last Man Standing Reward: 5 points Crowd's Favourite: 3 points
Teams Galandric & Njal Samson & Rojak Linden & Lexis Lance & Guest Knight
Turn 1
Turn 2
Turn 3
Turn 4
Round 3 - Swordfighting Tournament, 7 matches
Basic Reward: 10 points Tournament Winner: 10 points - Linden Tournament Runner-up: 5 points - Galandric Crowd's Favourite: 3 points - Samson, Rojak, Lexis (1 point each)
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Round IV - Free-For-All
Basic Reward: 15 points Crowd's Favourite: 3 points - Linden (For dismounting Samson)
Turn I
Turn 2
Turn 3
Round 5 - Monster Raid
Basic Reward: 10 points Bonus points per Monster: 10 points Crowd's Favourite: 5 points
Turn 1
Turn 2