=====First and foremost, welcome to Panacea; a Netzavare corps dedicated towards the development of player strategy and teamwork in Fantasy Earth Zero, a PVP based RTS/RPG/Action game. Topics covered in this guide is particularly concerning the strategy portion of Fantasy Earth Zero. Combat training questions should be sent to Ironwolf or the VCPs. Thanks for joining us and we hope you enjoy your stay.=====
Ventrilo is an important part of Panacea, voice chat has far more utility than typing, and allows us to
communicate more freely without pausing to type in a message. Ventrilo is available for download at
http://www.ventrilo.com. It is advised that you download this program, regardless if you have a
To set up your default speakers and microphone for Ventrilo, click on 'Setup', and under output
device, select your primary speaker. Under input device, select your primary microphone (if
any). Click the hotkey field and enter a key command to set that key as the push to talk button.
To join our vent server, create a new username, and server. A corp member should provide you
with ventrilo host information and port number. Click 'Connect' when the screen shows 'Server
available, press connect'.
Upon logging in, you will be greeted by the ventrilo message of the day. The message of the
day shows the corp rules and a list of inactive players bound to be kicked. If you are listed, then
be sure to show some more corp points before the deadline.
By joining Panacea, you are given access to platoon and company corp equipment. Corp equipment
may be acquired by purchasing the following books:
- • Tool shop help book (available at the tool shop, F3 in Banewatt merchant quarter)
- • Weapon shop help book (available at any weapon shop in Banewatt merchant quarter)
- • Armor shop help book (available at any armor shop in Banewatt merchant quarter)
- • Strategic Commentaries (available by talking to <Trainer> Culmin, F7 in Banewatt military
- quarter. Ask him about battle rules)
- • Skill book (available by talking to Culmin the trainer, F7 in Banewatt military quarter. Ask him
- about skills)
Once you have gathered the 5 mentioned books, talk to <Corps> Goran, E7 in Banewatt military
quarter. Ask him about corps equipment and platoon equipment to receive platoon equipment.
Company armor is obtainable by reaching 100 corp points and trading in the platoon equipment to
By speaking with <Manager> Jestus, F3 in Banewatt merchant quarter, you will be presented with your
nation's current mission map and official shop progress.
Completing the required amount of mission maps (12) grants your nation the next official shop, located
at E6 in Banewatt military quarter. The equipment sold in the official shop have higher ability values
than equipment normally sold in regular shops or drops from monsters. Official shop equipment are
purchased by gold and rings (explained later).
The tool shop, located at F3 in Banewatt merchant quarter, sells a combination of enchant stones
(explained later), enchance stones (explained later), potions, food, and miscellaneous. Stock up on
potions from the toolshop.
The inn, located at F4 in Banewatt merchant quarter, allows you to replenish your HP for a fee of 50
The bank, located at F4 in Banewatt merchant quarter, allows you to deposit any unecessary items so
you have more inventory space.
The shipping/recieving shop, located at F4 in Banewatt merchant quarter, offers shipping and receiving
services for free.
Press 0 (zero) on your keyboard to access the corps list. Sort by field to find out where our corp members are
currently at. Use this this feature to play with the corp, try not to separate from the pack.
The corp list also lists each members corp points. Initially starts at 0 when you join a corp, the corp
point score will increase with every war victory you achieve. Achieving 100 corp points will grant you
access to Company armor.
Leatrix Latency FixEdit
Check your ping on the lower left hand corner. If your ping is over 300, then it can be fixed by
downloading and installing the Leatrix Latency fix. The download is available here:
Press V to access your settings. Set the following 3 settings to Available.
- • Territory Border Display
- • Building Time Alert Color
- • Building Time Alert Wave
Press N to access your chat settings and apply the following.
- • Increase log disp size to a range between 15-20
- • Toggle on system messages
The functions of these settings will be explained later.
Type /sea in chat to display a quick search. The /sea displays a list of the current players on the map
you are in, allowing you to quickly party up with players or kick players from the field.
To search for a specific player, type /sea <Player name>. This function is caps sensitive, so be sure to
match the case of each letter of the player's name.
Tip: You can macro /sea to easily find a teamate you are trying to party or the noob/sabo you are trying to kick.
Press Z while targeting a player or middleclick that player to display a list of actions. Select party to
create a new party and invite that player. You can also party players by using the /sea function. Accept
party invitations by pressing P or by clicking on the party invitation. To leave a party, click on the
system button on the bottom right hand corner and select 'Disband Party”. Party leaders are able to
manage parties by using the discharge from party function in the system menu.
Tip: Working in pairs: Fantasy earth zero is a team based game, and objectives can be completed
faster if players worked in pairs. Kinda obvious, but I still see players running alone.
The Mini MapEdit
Located on the upper right hand corner of the screen is your mini map and coordinates. Refer to the
mini map key to understand what each icon represents. You can re-size the mini map by pressing the M
key. The large overview mini map is great for defending, while the large focused view is great for
sappers or players fighting on the frontline.
Mini map Key
When you join a war, you will display the morale bar diagram on the top of the screen.
The morale bar has three levels, beginning with 12,000,000 HP (4,000,000 HP per bar). When a team
reaches no morale, the game ends and the surviving team wins.
If the time remaining falls to 0, the defending team wins by default.
Morale is determined by a factor of variables.
- Killing one alert level 1 obelisk = 125,000 HP
- Killing one alert level 2 obelisk = 250,000 HP
- Killing one alert level 3 obelisk = 375,000 HP
- Killing infantry = Variable by player level, max 30,000 HP from a level 40 player
- Morale is not effected by scaffold destruction.
Arrow towers, Eclipses, Summoning structures, and Bulwarks deal marginal HP damage, but are
a waste of time considering building HP.
Territory is the primary factor of morale. The more territory your team has, the more damage over time
you deal to the enemy. Your team should always strive for territory advantage.
Battle cost (Item Cost)Edit
When you join a war, you will see Cost: 130/130 on the bottom right of your screen, next to your
pocket slots and crystal display. Each consumable item (Potions, bacon, etc) have a different item cost.
As you use a consumable item in a war, your item cost goes down. Once you have reached 0 item cost,
you may not use another consumable item for the remainder of the war. Conserve your item cost by
using potions as opposed to instant healing items if possible, potions have a better HP/cost ratio. Be
sure to heal up before entering a war!
Mouse over your equipment in your inventory window to display the details of the equipment.
Durability decreases with each war you participate in, and the equipment will break once the durability
of that item reaches 0. Equipment may be fixed by applying 'Whetstones' to them, available from the
Toolshop in Banewatt. To apply a whetstone to an equipment, rightclick a whetstone in your inventory
and select “Use”.
There are 3 types of currency used in Fantasy Earth Zero
- Gold: Obtainable by killing monsters in your nation's conquered or bordering maps.
- Rings: Rewarded when you participate in wars. Ring amount increase if you are a higher ranked player and/or you have excelled in PC damage, building damage, kills, contribution, or contribution.
- Arbs: Cash shop currency, used for higher level regenerate packs, various miscellaneous items, and elite shop equipment.
Enchants are temporary buffs granted to your weapons when you enter a field. Enchant stones are
obtainable through the tool shop, and are required to enchant. To enchant a weapon, middleclick or
press Z while targeting your team's keep/castle and select “enchant”. Select the stone and weapon you
wish to enchant in the window. Enchants only last for the time you are in the map. You may not stack
more than one class of stone per weapon. Enchant effects do not apply when you summon.
- Physical attack gain [Attack class stone]: Grants your weapon supplemental damage towards infantry.
- Build attack gain [Attack class stone]: Grants your weapon supplemental damage towards buildings.
- Summon attack gain [Attack class stone]: Grants your weapon supplemental damage towards summons.
- Physical guard gain [Defense class stone]: Adds additional defense.
- HP up [HP max class stone]: Increases your character's max HP.
- PW up [PW max class stone]: Increases your character's max PW. Useless stone, increases by a margin of 1-5
- Power regenerate [PW recovery class stone]: Increases the rate of which you regenerate PW.
Enhances are permanent upgrades applied to equipment to upgrade ability value and/or enchant slot
limits. Enhances require enhance stones, also obtainable through the toolshop. To enhance an
equipment, right click the equipment in your inventory window and select Enhance. Ability value can
not be enhanced further if the equipment has reached max ability value.
Shuffle through chat settings by pressing right ctrl.
- Green “Co.”: Corps chat.
- Red “All”: All map chat.
- Yellow “Army”: Army map chat.
- White “RNG”: All range chat.
- Orange “A.N.”: Army range chat.
- Cyan “Party”: Party chat.
- Indigo “Ind.”: Private chat. You can press Ctrl+T twice to reply to a whisper by another player.
Macros are instant messages relayed by a press of a button (F1-F5). Press Y to access your macros. You
can customize up to 5 sets of macros, shuffled by pressing the left ctrl button.
The primary macros you would want to use are:
• <pos>, indicates your character's coordinates.
• <cry>, indicates how many crystals you are carrying
• <tsm>, displays what summon your current target is
• /eq <item#>, # representing the item slot an equipment is currently in, this macro allows you to
quick switch equipment without opening your inventory screen
For other macro commands, refer to http://preview.tinyurl.com/34xpnzb
Macros are not necessary for repeating messages. This can be done by pressing left ctrl + up while in
chat mode. This feature allows you to cycle through previously relayed messages, allowing you to
repeat messages instantly.
Press R to start autorun. Autorun directs your character automatically to the direction the character is
facing, allowing you to type freely while moving to your destination without pausing.
The Art of War
We have within us all a great capacity for unlimited power, and there is no greater power than that of
knowledge. Strategy is an excursive of that knowledge, and without mastering that element you will
always be at a great disadvantage. But in Fantasy Earth Zero, you are not alone on the battlefield. The
field is not an artificially controlled death match arena in which you must acquire the better score. No,
it is a living, breathing, player driven experience which is glued together by one core element;
Cooperation is a team effort, and in effect – every team demands a leader. Not everyone is willing to
take up the mantle of commander, and in this game there needs to be more than just one. Even though
wars can hold a capacity for 100 players, up a maximum of 50 per team; there are only a select few of
that number which turn the tide of war. Often, the vast majority of your team mates are about as helpful
as the enemy – and it is this sort of ignorance this guide aims to squelch.
As a participant in a war, it is your duty to cooperate. You must fulfill a role, and there are many to fill.
In fact, there are so many; there is almost something for every one – even those who don't wish to
battle, or simply don't know how to. The author's intent is not to scold or banter, but to generalize and
summarize difficult, and often complex situations of virtual warfare. Details will not relate to every
situation, but it is up to you to utilize this knowledge to your benefit in any situation you feel it may
Fantasy Earth Zero is a new and wonderful realm; mainly because it is free to play and will likely have
limited impact on your pocketbook. But when you take part in this game, you must take into
consideration that other people are playing it too. As a participant in war, you are a vital element. With
a limited amount of people to your team, 50 at the very most. But most of the time it is remarkably
fewer than that number. So if you do not know what to do, or fulfill a role; the enemy instantly has the
advantage. For it is highly likely the enemy knows more than you do.
Understand that three things happen when you take part in war:
- You are taking up a vital player slot for you team. Other players are waiting in line to enter, but you are playing.
- When you join, another enemy can join as well. Adding another potentially dangerous player to the enemy ranks.
- Your every action, or inaction, will determine the outcome of the war.
Each war you join is different. The strategies used will vary, depending on the map, which team you are
on, and what crystal your keep is placed next too if you are on the attacking team. However, all wars
undergo three phases with two conditions. These conditions and phases are core elements to victory.
Three Phases of War
Build – Summon – Attack / Defend
Stable frontlines – Appropriate miner count
Simply put, your team will not achieve victory without these elements. You can not win a war without
any fighters, you can not win a war without miners, you can not win a war without territory, you can
not win a war without summons, and you can not win a war if you don't destroy enemy obs while
defending your own.
The first condition of war is the Frontline. The three phases will not work if your team doesn't have a
stable frontline. The frontlines of wars can be drawn by dividing the map in half, one half representing
your team's side, and the other half representing your enemy's side. Land formations, obelisk placement
and keep placements alter frontlines, so always take those variables into consideration. Within the
frontlines are separate fronts, whether it's on the eastern front of the western front, northern front or the
southern front. Watch these fronts carefully, and attend to the area that seems to need the most
To fight on the frontlines, you must first know how to fight. This section covers a few but essential tips
on situations that you will encounter on the frontlines.
Dodging appropriately: All movement ingame are linear and easy to predict. When you jump while
moving, you automatically move a set distance from your jumping point to your predetermined landing
zone. There is also a brief hesitation when you land your jump. The nature of jumps, the linear
predictable landing zone, the time spent in air, and the hesitation animation your character makes when
it lands makes jumping an inappropriate method of dodging attacks correctly.
The most appropriate method of dodging skills is through a sidestep. Although the landing zone is also
predetermined by the direction you're sidestepping to and there still is a brief hesitation animation, the
time spent in air is much shorter than a jump, making it more difficult for enemies to react fast enough.
Sidestep only as a means to escape a hit from the enemy. If you sidestep too early, you will be left
vulnerable when your character hesitates on the landing. This is especially dangerous if you are near an
enemy two handed warrior, sidestepping too early will allow the warrior to land a heavy smash on you.
Dragon tail is a leaping 3 hit area of effect skill used by two hand warriors. The nature of dragon tail,
the wide area of effect and the duration of the AOE makes it difficult to dodge the skill. Dragon tail is
completely avoidable. Simple sidestep away from the warrior as his/her weapon strikes the floor, and
you should escape unscathed. Other AOE skills, such as spark flare (exploding fireball skill by
sorcerers), judgment ray (3 hit AOE sorcerer lightning skill), follow the same nature of dragon tail, and
can be avoided the same way.
If you are faced off against a ranged opponent (bow scout or sorcerer), your best bet is to simply move
sporadically, using sidestep sparingly. A skilled ranged player can easily target your landing zone when
Kiting: Kiting refers to chasing close to dead opponents attempting to kill them before they escape.
This behavior is dangerous and should be avoided. When you actively chase a target, not only is he
leading you towards reinforcements, you are separating from the pack, and the tides will soon change
in favor of the opponent.
Keep in mind, that if you chase, you will have a harder time trying to strike the enemy. The kitter
however, will have an easier time hitting you, since you are running straight into your opponent's line
of fire. Homing melee skills such as vipers bite, slam attack, strike smash will never hit opponents
running away from you, unless that target is slowed. (exception if you use half step)
Target selection: Fantasy earth zero follows a rock-paper-scissor model when infantry fight one
Warriors deal more damage to scouts, scouts deal more damage to sorcerers, and sorcerers deal more
damage to warriors. Skills also play into account of this model, as each class has skills designed to take
down target classes.
Autoattack: Press and hold right shift, then press and hold enter to begin autoattack. This allows you
to attack with the least amount of delay between each attack. Your chat box will flash if you are doing
Power conservation: PW will only regenerate when you are not using a skill. Therefore, time when
your PW regenerates and pause your attacks for the PW regeneration. If you are a two handed warrior,
you can use the autoattack function to land two quick smashes, regenerate PW, and repeat. Press C to
regenerate PW faster. (Keep in mind that while you are crouched, you will receive more damage if you are hit.)
Switch stepping: Earlier in the guide (Chat; Interface), I explained about macros. The macro, /eq
<item#> allows you to quickly switch weapons. This function is especially useful for hybrid built
scouts and warriors.
The equip function, however, comes at a cost. As you change weapons, your character will display a
weapons change animation. During this animation, your character is left vulnerable, making changing
weapons on the frontline risky. The animation can be nulled if you use this in conjunction with
sidestep. Press the macro to switch weapons and at nearly the same time, press a sidestep key. Your
character should perform a weapon change in midair if this is done correctly.
Switch stepping can be sped up further if you sidestep into a wall.
Wall switching: An alternate method of switch stepping, jump towards a slanted wall and press your
equip macro as you slide down the wall to instantly switch to the weapon.
Cliff stepping: The hesitation animation of landing a sidestep can be nulled if you you sidestep into a
slant. This is done by jumping towards a wall, then sidestepping away. Possible to combine with wall
Half stepping: A form of glitch; quickly press one direction then the opposite, then the original
direction and then attack to perform a half step. This creates an illusion that your character 'slides' while
attacking. Half stepping forward will grant you increased attack range if performed correctly. To half
step forward, you would press W S W Left click in one quick motion.
Long / Short Half Step: Half step without the attack and sidestep towards the same location to
perform a long half step. Half step without the attack and sidestep away from the same location to
perform a short half step. This allows you to alter the distance of your sidesteps.
Knockdowns: Knock downs are done by skills such as freezing wave, slam attack, crumble storm etc.
You can also knock down opponents by striking midair opponents (excluding emboldened warriors).
When a character is knocked back, the character is also left invulnerable until the player is able to get
back up and move again. Blazeshot is the only exception to this rule.
Flinchlock: When infantry receives damage, they flinch (excluding emboldened warriors). Flinching
nulls any skills that player is trying to use and momentarily pauses the player. The act of flinchlock
flinches a player to the point that player can not move.
Keep in mind however, players may only receive damage once at a time. Consecutive hit skills such as
dragon's tail and judgment ray nulls any other attack any ally player is trying to inflict on the same
target. Therefore, try not to cancel out attacks done by heavy damage class infantry (2 handed warriors,
Rooted: Root refers to a status effect that binds your character in ice, preventing it from moving. This
status effect is done by ice sorcerers and sometimes chimeras. A few things to know about rooted
- The rooted target may only receive one attack before being freed
- Rooted targets are still capable of fighting back.
To the effect of these, you should never attack a rooted target unless that attack is damage worthy. If
you have an ally 1 handed warrior nearby, allow the warrior to stun the rooted target. If you get rooted
yourself, remember: you can still use skills.
Hidden scouts: Scouts have access to an ability known as 'Hide'. This skill allows the scout to become
visibly invisible at the exchange of decreased movement speed. As a player participating in wars, it is
essential to know how to detect enemy hidden scouts. Here are a few tips on detecting hidden scouts.
- A scout that turns on hide makes a cloud of black smoke.
- All players make a sound when they move, regardless if they are playing as a summon or infantry.
- You can hear sounds made by players that are more distant away if you are facing the direction in which the player is currently at.
- A player that has entered a water environment will make a 'splash' sound.
- A player in water will have a 'water ripple' effect around the player.
- Hidden scouts move at a slowed rate, so their footsteps are abnormally slower than how a normal infantry's footsteps would sound like.
- If you hear footsteps in all directions, that means there is a player near you.
Using this knowledge, your first step in detecting hidden scouts is to determine if there is a hidden
scout. If you seen no ally hidden scouts nearby and you hear delayed footsteps, that is the primary
indicator that there is an enemy hidden scout nearby.
Your next step is to determine from which direction is the hidden scout located. If you hear footsteps
from one general direction, then the scout is in the direction of which your camera is pointed to.
Hearing footsteps all around you means the scout is right next to you, so be prepared to sidestep the
scout's surprise attack.
Now that you know which direction is the scout located, your next step is to scan the area with your
crosshairs for an anomaly. The anomaly of a hidden scout is generally a yellow or red targeting circle
and target details (displaying a player name) on the lower right hand corner above your HP/PW bar.
Homing melee skills: Homing melee skills such as viper's bite, strike smash, and slam attack are skills that allow your character to move faster than normal running/walking. Simply target an enemy structure or player and use any of the skills to jump forward. Use these skills to get to your destination faster.
As mentioned earlier in the kiting section, these skills will never hit a player that is running away from
you, unless that player has a slowed status effect. (exception of half step)
If your target is sidestepping, you may use a homing melee skill, which guarantees a hit if used
correctly. Simply use the skill when your target reaches the vertex of their sidestep.
Pincer formation: When you are on the frontline, single out targets that have wandered too far away
from his group of infantry. Target that player and cut him off from retreating by having ally infantry
flank on both sides. Only works when the enemy line is unstable.
Jumps: On certain maps, there are steep walls that could be scaled; either from stick points (land
formation anomaly), or through a combo of stick points and sidestep. Consult a Panacea VCP to learn
more about these jumps.
Crystals, indicated by diamonds on the mini map are the primary resource used for buildings and
summons. For the three phases of war to unfold, your team needs crystal miners, the secondary
condition towards the art of war. To mine at a crystal, move close to the crystal and press C to crouch.
After a brief delay, your crystal count, indicated on the lower right hand corner of the screen will
increase. There are two kinds of crystals: Primary crystals and secondary crystals. The primary crystal
is the crystal closest to your castle/keep and the secondary crystals are crystals located elsewhere.
There are three rules everyone should follow when mining crystals.
- 1. Crystal mining slows after you accumulate 12 crystals. With this knowledge in hand, every
- player should trade their crystals before they reach 12 crystals. To trade crystals, press Z or
- middleclick a player and select trade. A common strategy used to prevent mining bottleneck is
- the miner-banker combo. The miner essentially gives all the crystals to the bank before
- accumulating 12 crystals, and the banker lends out the crystals whenever they are needed to
- keep a steady flow of buildings and summons. A player can hold a maximum of 50 crystals
- through sharing.
- 2. The crystal is a limited resource. Mining below maximum HP heals your character. Healing by
- the crystal comes at a cost. As you heal, you take with you additional crystals, draining the
- crystal faster. With this knowledge in mind, you should not heal near your primary crystal.
- Healing at secondary crystals is acceptable though.
- 3. Ironwolf dubbed the primary crystal 'The jugular vein”. Crystals are essential to build and
- summon, and being cut off from mining is equivalent to having the jugular vein cut; death will
- quickly follow. From this perspective, primary crystals are one of the most dangerous locations
- a player can be, they are the key locations for harassment. As a miner, you want to keep an eye
- out for incoming enemies, knights and hidden scouts (keep an ear out in this case). Players
- receive more damage when they are sitting down as opposed to standing up. If you see
- incoming, then move away from the crystal, kill the incoming and resume mining.
- A common form of defense is to build arrow towers and scaffolds near the crystal to help
- defend the miners from incoming. These strategies are COUNTERINTUITIVE. Let me
- explain some reasoning behind these strategy assumptions.
- The scaffolds are placed to block knight lances. What players don't seem to take into
- account is that knights can move around the scaffold, voiding the scaffold shield. If
- miners are being harassed by an enemy knight, have emboldened warriors mine while
- the rest do something else. In addition to this, recall earlier in the guide how we target
- hidden scouts. If a hidden scout moved near a building such as a scaffold, the scout
- would be more difficult to target as the larger object, the scaffold, will be targeted first.
- Arrow towers is the other form of defense. The assumption here is that arrow towers will
- fire on incoming hidden scouts. This statement is false. Not only would an arrow tower
- fail to reveal an enemy hidden scout, they are essentially a waste of 18 crystals and the 10 arrow tower limit, since they see very little action at the primary crystal.
- When a crystal is depleted, the crystal yields 0 crystals and can not be revived for the remainder of the war.
Once the two conditions are met, the first phase of war comes into play: Building. The building phase
is essentially expanding your territory as fast as possible. This phase is quite possibly the most
important phase of war, as it will determine how the rest of the war will be played out. To build, press Z
or middleclick and select build.
Obelisks, represented by a triangle on the minimap, are your primary tools for expanding territory. The
more territory your team has, the more damage over time is dealt towards the enemy. Always strive for
more territory than your enemy.
A few things to know about obelisks:
• Costs 15 crystals.
• 9,500 HP.
• They can not be built in enemy territory.
• An obelisk yielding at least 4% territory gain will deal more damage to the enemy unless it gets
destroyed within 10 minutes.
• Obelisks level up every 10 minutes, and yields more damage if they are destroyed. Earlier I
instructed you to turn on territory border display / building time alert color / alert wave. These
settings allow you to see higher level ally obelisks on the minimap. Purple pulsing obelisks are
level 2, pink pulsing obelisks are level 3.
• Higher level obelisks do not yield more damage over time by territory.
• Remember: The sides yield more territory than the center.
• Obelisks are the primary structure in Fantasy Earth Zero, how your team utilize these will make
or break the game.
The first few minutes of a war is vital. At the start of a match, your team should have an obelisk up in
no less than 30 seconds. This is done by trading crystals, if all 5 starting players traded 3 crystals to one
player, that player will end up with 15 crystals, enough crystals for one obelisk. Remember, you can not
build obelisks in enemy territory. If the enemy has built the frontline obelisks, they are given the
territory advantage, and you must destroy their obelisks to expand further. At the start of the war,
defending obelisks is easier than destroying obelisks. With this in mind it is essential that your team
builds the frontline obelisks as fast as possible, to cut off the enemy from building on what is supposed
to be your team's frontline. DO NOT EXPAND PAST THE FRONTLINE.
Always take land formations into consideration when building your obelisks. If you need to go around
a mountain and up a hill to properly defend an obelisk from being sapped by infantry, then that location
is not an ideal place to build an obelisk. If you know that the enemy will have a harder time accessing
the obelisk than your team, then that location is acceptable.
A1 to H8 on the minimap represents obtainable territory, even if it is outside physical walls. To utilize
the territory outside physical walls, your team must build Border obelisks.
Obelisk building not utilizing Border Obelisks: 27.8% Territory gain
Obelisk building utilizing Border Obelisks: 49.8% Territory gain
When your team has a territory advantage over the enemy, building more obelisks is unnecessary.
Expanding further, building obs in territories too close the the enemy presents a major threat to our
team. This threat is known as Overexpanding. Remember, obelisks that go down in 10 minutes or less
makes the obelisk counter intuitive. You want all of the obelisks built to reach at least level 2.
Notice the massive radius each obelisk yields. When you build obelisks, also take into consideration
the Shared Territory between connecting obelisks.
Obelisk placements with high shared territory: 27.7% territory gain
Obelisk placements with low shared territory: 31.7% territory gain
Attacking obelisks is called Sapping. When you sap obelisks, you aim to do either two thing:
• Reduce territory the enemy has to gauge the damage to your team
• Damage their team by destroying higher level obelisks
If you're sapping obelisks for the first reason, you must sap their boundary obelisks. Sapping inside
obelisks will result in little or no territory difference due to their internal obelisks and shared territory.
After 5 minutes, and obelisk will start to level (visible levels at 10 minutes). Obelisks that stay up
longer yield more damage if destroyed (stops yielding more damage at lv 3). Keep in mind however;
that those obelisks have stayed up for quite some time, and destroying them will not compensate for the
territory damage they have already done. Therefore, option 2 of sapping obelisks only apply when you
want to end the game faster and should never be used if your team is at a territory disadvantage.
Destroy their obelisks ASAP if you are in a disadvantage! (10 minute rule)
Like an obelisk, an eclipse is another tool for expanding your team's territory. Indicated by a hollow
triangle on the minimap, there are a few differences between an eclipse and an obelisk.
• Yields significantly less territory than an obelisk.
• May be placed in enemy territory.
• Deals insignificant damage if destroyed (despite eclipse level).
• 3,000 HP.
• Can only have a maximum of 5 eclipses on a field.
• Costs 11 crystals.
Frontline obelisks can be a bittersweet strategy. From one perspective, you've cut off the the enemy
from expanding further, but from another perspective, you've placed an obelisk in an area you know the
obelisk won't last; and obelisks that go down in 10 minutes are counterintuitive.
The purpose of an eclipse is to place it in the frontlines, replacing frontline obelisks when you know for
certain an obelisk placement is not a good idea. Your team can only use 5 eclipses at a time, they
should never be built in the back.
• No man's land: Eclipses may be used to secure territory, delaying the enemy from expanding
to one side. This strategy basically refers to overexpanding in a linear faction in one direction.
• Arrow tower retardation: Arrowtowers may not be built in enemy territory. Eclipses may be
built to stunt or delay enemy arrowtower buildings.
• Bulwark advancements: Bulwarks can only be built in controlled territory, but may also be
built in enemy territory. The nature of eclipses makes bulwark placements possible by creating a
'path' using eclipses.
Arrow towers, indicated by a rectangle on the minimap, are auto turrets on the battlefield. They deal
around 50 damage to nearby enemies periodically, so they're harmless if it's a single arrow tower. A
group of arrow towers, however, can open up a world of hurt for the enemies.
• Can have a maximum of 10 arrow towers on the field at any time.
• 8,000 HP.
• Can not be built in enemy territory.
• Automatically fires on all nearby enemy players periodically.
• Costs 18 crystals to produce.
• Will not fire on enemy buildings.
• Will not fire on invisible targets.
• Will not flinch players on foot.
• Will knock back enemy infantry if player is shot mid-air (excluding emboldened warriors).
• Little / Insignificant morale drop if destroyed.
These structures should be placed in areas with the most enemy activity. Placing arrow towers near the
frontline obelisks is the ideal place arrow towers should be built. The longer the enemy is within the
range of the arrow tower, the more damage the arrow tower does to that target. The more enemies are in
the proximity, the more overall damage will the arrow tower pump out.
Arrow towers also act as a Reinforcement point. Once the frontline obelisks and arrow towers have
been built, your team may move into enemy territory and start sapping enemy obelisks. Doing so will
almost guarantee incoming enemy reinforcements. In the case your team gets outnumbered, fall back to
your reinforcement point and fight them under your arrow towers while waiting for reinforcements to
Scaffolds, indicated by a dot on the minimap, are an indispensable tool used on the battlefield. They
cost 0 crystals to produce and can be built in enemy territories. Scaffolds can not be placed in water,
sharp inclinations, or on bridges. You may only build one scaffold per war, regardless if the scaffold
gets destroyed or not. A scaffold has 1,000 HP.
There are three uses for a scaffold.
• The primary use of a scaffold is a stepping stool. Build a scaffold to reach higher grounds.
• The flexible nature of a scaffold also makes it a shield against ranged opponents on the
battlefield. Piercing attacks such as true shot can not shoot past a scaffold.
• A scaffold also acts as a miniature radar for your team. Place it in dark territory, and any ally or
enemy activity near the scaffold will be shown on the minimap. This is especially useful for
sappers in enemy territory, as the scaffold acts as a watch out point of any incoming enemies.
Bulwarks, indicated by a hollow square on the minimap, are large defensive walls used to slow down
incoming enemies or stop them completely, depending on the fashion on how the bulwark was placed.
• Costs 30 crystals to produce.
• 20,000 HP
• Somewhat significant morale drop if destroyed (obelisk kills still yield more).
• Can have a maximum of 3 bulwarks on the field at any given time.
• Can be built in enemy territory as long as the territory is shared (nearby ally obelisk/eclipse).
There are three kinds of bulwarks.
Choke point bulwark: These bulwarks are placed on narrow pathways, limiting traffic flow for both
sides. It is still possible to jump over the bulwark through scaffolds. Always take land formation into
consideration when placing choke point bulwarks; if the enemy has the high ground advantage, the
bulwark will work against you in favor of the enemy.
Bridge bulwark: As opposed to a choke point bulwark which limits traffic flow on both sides, a bridge
bulwark creates a one way path on the bridge, depending on which side of the bridge the bulwark is
placed on. If the bulwark is placed on your teams side of the bridge, the bulwark will work in favor of
your team since you can build scaffolds on dry land, and the enemy can't build scaffolds on the bridge.
Placing a bulwark on the enemy side of the bridge will cause the bulwark to work against you.
Twin bulwark: Twin bulwarks are fail bulwarks. You can not link two bulwarks together to create one
large superwall, instead, there will be a small gap between them. The small gap allows infantry to flow
through. Some may argue that twin bulwarks are designed to stop enemy chimeras from passing
through, but the 60 crystals used to produce the bulwark would have been better invested towards two
competent knights. Never build a bulwark unless you know one bulwark will do the job.
Once the lines of war has been drawn, the summoning phase will begin. What summons your team will
need all depends on how your team has built and expanded. There are two classes of summons:
Offensive and Defensive.
Defensive summons are primary summons needed when your team has territory control and morale
advantage, but are also required when your team is lacking in territory or if your team is in a stalemate
Offensive summons are summons needed only when your team is in a territory stalemate condition or
when your team lacks in territory. May be summoned when your team has territory advantage if you
want to end the war faster.
As you can see, the building phase is incredibly vital to how the game will play out. Failure to build
efficiently or fast enough will lead you down territory stalemate or disadvantage; which in turn forces
your team to summon both offensive and defensive summons.
Before we begin the guide on specific summons, every player should follow two universal rules.
• Never summon when you're below max HP. Summons can not heal, so you summon with
exactly the same percent of HP your infantry had.
• Dismiss your summon right before you are about to die as a summon. Dying as a summon hurts
your team much more than if you died as infantry. To dismiss yourself, middleclick or press Z,
and select 'dismiss summon'.
When summoning phase begins, your team will need knights; regardless if your team has territory
advantage, stalemate, or disadvantage.
• Summoned through your castle or keep.
• Costs 30 crystals to produce.
• Can have infinitely many on the field.
• 4200 HP
• Defensive Summon.
• 235% more agile than infantry
• Capable of dealing high damage to enemy summons.
• Incapable of damaging buildings and infantry properly.
There are a few roles of a knight.
Hunter: As a knight, your primary goal is to hunt down enemy summons. Never waste time attacking
buildings. As a hunter, you should follow this order of targets in regards to priority.
2. Giants or Wraiths (if the giant is under attack by infantry, target wraith instead)
4. Dragons (Much harder to hit compared to the other summons, so chasing a dragon
would be a waste of you and your teams time.)
Escort: Escort ally summons (Chimeras, giants and wraiths) only when there are no other enemy
summons on the battlefield.
Builder Knight: A somewhat situational role of a knight, dependent on map and land formations; a
builder knight carries crystals and uses its agility to build obelisks faster than infantry. A builder knight
is summoned during the building phase. Can change roles when your team finishes the building phase.
Scout / Suppressor: Scout out enemy territory for any enemy summons or obelisks and report them in
army chat. A suppressor knight is a spec-op scout knight, sent towards the enemy castle or keep with
the intention of 'suppressing' the enemy from summoning a chimera undetected. Very important role to
fulfill when the enemy reaches the 2nd morale bar, but only works when your team has more than 1
knight out. Suppressor knights should never get distracted; the role of a suppressor knight should never
Harasser: A knight sent to the enemy crystal with the intention of attacking the enemy miners,
disrupting and delaying the enemy's summon and build rate. Low priority role to fulfill when you can
fulfill the other roles above.
Infantry support: Use the knight's high HP to shield ally infantry from ranged attacks and even flinch
lock escaping enemy infantry, allowing your ally infantry to catch up and kill the target. Low priority
role to fulfill when you can fulfill the other roles above.
How to play a knight correctly
A knight has two attacks: Divine Piercing and Divine Thrust.
Divine Piercing: A quick melee attack.
• 8 PW
• 170 – 250 Damage to summons
• 5 – 15 Damage to infantry / buildings
• Short Range
• Melee attack
• Single Hit
• Short vulnerability time
Divine Thrust: A delayed long range piercing attack.
• 24 PW
• 350 – 550 Damage to summons
• 15 – 25 Damage to infantry / buildings
• Medium range
• Projectile attack
• Piercing attack
• Long vulnerability time
Knowing when to use these skills is essential to knighting properly. In most situations, divine piercing
will be your most basic form of attack. The damage may be low, but it allows you to stay defensive,
extending your lifespan. Divine thrust is a risky move. The damage may be nice, but the vulnerability
time is not; never use divine thrust unless you know for certain your attack will connect and you'll be
able to escape safely. Jumping is not a form of dodging. Never jump unless you know you'll be safe
from harm; remember, all movement ingame is linear. All jumps are linear, and summons are not
excluded from this rule.
1. In this example, you are escorting an ally wraith, defending the wraith from an enemy knight.
Suddenly, a player called out an enemy dragon destroying obelisks on one side and an enemy
giant destroying obelisks in another. In this situation, you would head towards the enemy giant.
(remember the role and target priorities). However, the knight you were facing off against
followed you and is now escorting their team's giant against you. In this situation, you would
still target the enemy giant, using divine piercing. Keep an eye on the enemy knight though, if
the knight decides to use divine thrust on you, dodge it (not by jumping), and counter attack the
knight with another divine thrust. In that situation, the enemy knight decided to use a long
vulnerability move first, creating a temporarily safe environment for you to use divine thrust.
Continue this process until the giant is dead and the knight is hurt (or dead).
2. In this situation, you are faced off, 1 vs 1, against another enemy knight. Although these
situations do happen, they shouldn't. This is still a team based game, and you're basically
playing on fair playing grounds. Take the fight towards an area you know YOU will have the
advantage (Reinforcement points, groups of ally infantry, another ally knight). NEVER LEAD
ENEMY KNIGHTS TOWARDS ALLY PRIORITY SUMMONS. Stay close to the enemy
knight, wait for it to make a move (jump or attack), and counter attack when you see an
opening. Never counter attack a divine piercing with a divine thrust, use divine piercing only.
3. In this situation, you are along side a group of ally knights, faced off against other enemy
knights. Your primary skill here would be divine piercing, since the situation here is unsafe to
use divine thrust (multiple knights may strike you when you are left vulnerable).
4. In this situation, you are fulfilling the role of a suppressor knight. The enemy starts to summon
a giant and a knight; where the knight starts to go after you. Continue suppressing the keep but
report the enemy giant in army chat. Only move away from the castle/keep when the enemy
does summon a chimera. Report the enemy chimera on army chat and proceed to kill it.
Giants are a situational summon, needed when your infantry can't successfully sap obelisks by
themselves (giants are long range artillery summons). A fairly simple summon to play due to the simple
single objective they must accomplish: the destruction of enemy obelisks and buildings. To summon a
giant, your team must build a War Workshop first. War workshops are not part of the building phase
(in most situations, some exclusions).
• 8000 HP
• Costs 20 crystals to produce.
• Destroying the war workshop will dismiss all giants the workshop has created.
• Can be rebuilt if destroyed.
A war workshop is a Summoning Structure, indicated by an upside down triangle on the minimap.
Destroying summoning structures will result in all the summons the structure has created to dismiss;
therefore, summoning structures should be placed in concealed and defensive positions. In any given
war, that area would be near your primary crystal; however, you must take into consideration the giant's
slow movement speed. Every waking moment of a giant is a moment of danger; the moment the giant
is spotted is the moment the enemy will send reinforcements, and possibly (most likely) enemy knights.
As a giant, you want to get to your destination quickly yet stealthy.
Unlike a gate of hades, the war workshop can be rebuilt and has twice as much HP as a gate of hades.
This allows the war workshop to be placed in areas away from your castle / keep. All summoning
structures should be near a crystal.
• Summoned through the war workshop.
• Costs 30 crystals to produce.
• Can have infinitely many on the field.
• 7000 HP
• Offensive summon.
• Large target, 45% less agile than infantry.
• Capable of dealing high damage towards enemy buildings.
• Incapable of dealing damage to enemy infantry or summons.
How to play a giant
A giant has 2 skills:
Strong Cannon: Fires a fireball in an arc.
• 33 PW
• 550 – 660 Damage to buildings
• 10 – 30 Damage to infantry / summons
• Medium – Long range (can not fire at point blank range)
• Projectile attack (arc)
• AOE Skill
• Long vulnerability
Big Step: Stomp the ground, creating an AOE around you, knocking back enemy players.
• 25 PW
• 10 – 20 Damage to infantry / buildings / summons.
• Short range
• Knockback effect
• Melee attack
• AOE Skill
• Long Vulnerability
Giant game play is fairly simple. Move around the map, killing enemy obelisks using strong cannon.
Never waste time destroying eclipses, scaffolds, or the enemy keep/castle (12,000,000 HP). Use big
step only when you are surrounded by enemy infantry (which shouldn't happen in the first place...)
Where to go as a giant is different. As a giant, you would never want to go towards areas with the most
enemies (frontlines). Instead, head towards unsuspecting low activity areas (sidelines). A giant should
always have at least one infantry escorting it (working in pairs). Always stay behind your escorts.
Effective infantry attacks vs giants include arm break, leg break, shield bash, any damage over time
attacks (poison / burn).
• Hopping: The giant is the only summon that moves faster by hopping forward; on the offhand,
hopping will make the giant more visible, so take that into consideration.
• PW Conservation: The rule of PW conservation applies to summons as well. Time your PW
regens and pause attacking to regenerate the PW. Spamming skills will lead to to 0 PW.
• Duo Giants: A single giant can only do so much before runs out of PW. If your team summons
two giants at a time, the giant group will deal more damage per second and survive longer.
(Enemy infantry have 2 targets instead of 1, so the damage is now shared). If the giant duo is
under attack by an enemy knight, the giants should separate to avoid both getting hit by one
• Wood bridges: There are times when your team needs to destroy a wood bridge as a defensive
countermeasure. Normally, infantry would target the flag and use ranged attacks to damage the
bridge, but a giant is different. As a giant, target the base of the flag stand and use strong
◦ A wood bridge has 40,000 HP and will not affect the morale of both teams if it is
Wraiths are large sword wielding winged summons designed to reinforce frontlines (or push them). To
summon a wraith, your team will need to build a gate of hades.
• 4000 HP
• Costs 20 crystals to produce.
• Destroying the gate of hades will dismiss the wraith.
• Can NOT be rebuilt of destroyed.
As opposed to a war workshop, the gate of hades can not be rebuilt of it is destroyed and it only has
4000 HP, equivalent to 4 infantry. With this in mind, the gate should only be built in one location; near
your primary crystal. The gate should never, under any circumstance, be built during the building
phase. Build the gate only when the wraith is needed. (The wraith is needed when you are in the
summoning phase and your lines are being pushed back. Watch your minimap for large clusters of
• Summoned through the gate of hades.
• Costs 50 crystals to produce.
• Can only have a single wraith at a time.
• 4800 HP
• Defensive – Offensive combo summon.
• Large target, infantry like agility
• Capable of dealing high damage towards enemy infantry.
• Capable of moderate damage towards enemy buildings and summons; but that's not the role of a
The primary role of a wraith is anti-infantry, but your team may only summon one wraith at a time. If
you are going wraith, you better be competent; and know exactly where to go, what to do.
How to play a wraith
A wraith has 3 skills:
Guillotine Sword: Highly damaging sword sweep.
• 18 PW
• 100 – 240 Damage to infantry / buildings / summons
• Medium Range
• Melee attack
• AOE skill
• Causes 'Flinch' effect on all infantry targets, including emboldened warriors.
• Moderate Vulnerability
Ice Bind: Long ranged projectile attack that slows.
• 14 PW
• 90 – 160 Damage to infantry / buildings / summons
• Long range
• Single hit, but may hit multiple targets if they are grouped close together
• Projectile attack
• Causes 'Slow' Status effect to infantry / summons. (10 seconds)
• Moderate Vulnerability
Dark Mist: Toggle move that blinds all enemies within your proximity. Could be used in conjunction
with other skills.
• 10 initiation PW, 9 PW / 3 seconds
• No damage
• Long range
• Buff skill / Toggle
• AOE skill
• Causes 'Blind' Status effect.
• Short initial vulnerability (casting time)
A wraith basically acts as a 'super infantry' of a sort, dealing with every class of infantry on the field.
As a wraith, you would want to head towards the areas that need the most reinforcements (overrun by
enemy infantry; watch the mini map). The three skills of the wraith allows it to be played either
offensively or defensively, but the wraith is best utilized if it is played defensively.
The guillotine sword is your primary attack, used to deal with large crowds of infantry. It is capable of
striking multiple targets per swipe, and it flinches all classes regardless of embolden, canceling infantry
attacks. Guillotine sword is an offensive move. Only use this attack against enemy knights when you
know you will be able to kill it in a few swings. Remember the rule of PW conservation, time your PW
Ice bind has both offensive and defensive properties. The offensive properties allow the wraith to strike
opponents too far for a guillotine sword attack and the defensive properties applies slow to the target.
Only use ice bind when you are out of range; slow your targets, then move on in to use your sword.
Don't bother using this skill against knights; a slow knight is still agile.
Dark mist is purely a defensive skill, blinding all enemies within range when it is on. Click once to
activate dark mist; you'll see a spinning animation around the skill on the skill bar. Click again to
deactivate. During this time, your PW will drain periodically. You may use other skills in conjunction
with dark mist, but be warned: your PW will drain very fast, and your mist will go down. If an enemy
knight (with full HP) spots you and starts to attack you, you may use this skill to prolong your life. It is
essential, however, that you hide behind a building (such as a scaffold) and you call for knight
How to deal with an enemy wraith as infantry
1. Report the enemy wraith in army chat with <pos> coordinates.
2. Scatter; don't cluster together and wait for the wraith to use a guillotine sword.
3. Have a scout disarm or power break the wraith; a wraith that is incapable of attack is a sitting
4. Stun or freeze the wraith, debuff it, apply damage over time status effects, have warriors smash
it. DO NOT USE CONSECUTIVE HIT SKILLS ON THE STUNNED WRAITH (judgment
ray, dragon's tail)
5. Return to step 2 when the wraith's arm break effect expires.
6. NEVER KNOCK DOWN THE ENEMY WRAITH, the wraith is given a moment of
invincibility when it is knocked down.
Dragons are the only summon capable of flight. Although they only have one attack, that one attack is
effective against all types of targets. Dragons are not summoned by crystals, instead, they are
summoned by chance. To summon a dragon, you must die in a war where your team is losing by over
one entire bar (4,000,000 morale HP). Dragons require a dragon soul.
You may obtain dragon souls by hunting skeleton type monsters. These type of monsters only appear
during the night (in game).
• Summoned by chance; through dying in a war where the enemy has over a bar of morale more
• Requires Dragon's Soul.
• Can have a maximum of 3 dragons on the field.
• 7200 max hp
• Defensive – Offensive combo summon.
• 235% more agile than infantry, capable of flight.
• Capable of dealing high damage towards enemy infantry, buildings, and summons.
• Applies a burning status effect to enemy summons and infantry.
A dragon has 3 roles:
Destroyer: Use the dragon's damaging fireball to destroy enemy buildings. The gate of hades will be
your primary target as a destroyer. Destroy the enemy war workshop if they have a lot of giants up.
Destroy obelisks next, preferably lv 3 obelisks to do more damage, but also destroy obelisks to shrink
the enemy's territory. (Gauges the enemy territory damage)
Infantry Support: Support your infantry on the frontlines and try to push the enemy back. A
somewhat useless role to play.
Chimera Escort: The most important role any dragon could play, escort your ally chimera. Your team
is losing by over a bar in morale and possibly territory, destroying obelisks will not be enough if you
are a dragon. Your team must use a chimera for any chance of winning.
How to play a Dragon
A dragon only has 1 skill:
Fireball: Fires a fireball in a straight trajectory.
• 30 PW
• 150 – 250 Damage to infantry
• 350 – 450 Damage to summons
• 520 – 680 Damage to buildings
• Long Range
• Projectile attack
• AOE skill
• Applies 'Burn' status effect to infantry / summons (3 x 60 damage)
• Long vulnerability
Gameplay as a dragon is fairly simple. Move forward, look up and press the space bar or look down,
move backwards and press space to enter flight mode. While you are flying, your PW will not
regenerate. You will only regenerate PW when you are on the ground.
The dragon's capability of flight makes it a very hard target to hit, so players should not waste time
trying to hunt it. The fireball can be dodged by sidestepping it before it explodes.
Chimeras are 3 headed beasts that walk on 4 legs. The heads resemble a feline, a goat and a snake.
Whenever you see an enemy chimera, make sure you call it out in army chat because they are quite
possibly the most important summon in the game, more so than dragons even!
Chimeras are capable of dropping morale bars by ONE ENTIRE BAR if they reach the opposing
team's castle or keep.
• Summoned through the castle or keep, must be on the 2nd bar of morale.
• Can only have a maximum of 2 chimeras summoned; one per bar.
• Requires Chimera's Blood
• 4200 max HP
• Gradually dying summon; summoned with the 'poison' status effect. (Dies by itself in 10
• Defensive – Offensive combo summon.
• Large target, infantry like agility.
• Capable of dealing high damage towards enemy infantry and summons
• Capable of dealing moderate damage to enemy buildings.
• Capable of dealing 4,000,000 damage (1 entire morale bar) to the enemy castle or keep.
To summon a chimera, you will need Chimera's Blood.
To get chimera's blood, you will need to obtain 3 ingredients: Beast blood, capella water, and an
alchemy book. Your initial chimera's blood will require all 3 ingredients; any other chimera blood you
brew will only require beast blood and capella water.
Beast Blood: A drop from hound type monsters, drop rate increases with level. Claudia headwater
(E:3) is a good location to farm hounds.
Capella Water: Obtainable through the tool shop for 2,000 gold.
Alchemy Book: A drop from hoblins (high level goblins) or goblin captains. You will only need this
Once all the ingredients are obtained, head to F6 in Banewatt military quarter. Talk to Ang by the grave
yard and she will give you one chimera blood. You can only have one chimera's blood at any given
There are two roles of a chimera:
Final Buster: The true purpose of the chimera is to silently reach the enemy castle or keep and use
final buster- either to change the tide of war or to secure a game.
Fighter Chimera: A novelty chimera, used when your team is already winning by a far margin. A
fighter chimera basically storms the frontline and beats up the enemy infantry.
How to play a Chimera
A chimera has 5 attacks:
Claw Impact: Strike the area ahead of you twice.
• 30 PW
• 100 – 180 x 2 Damage to infantry / summons.
• 50 – 90 Damage to buildings
• Knock-back effect
• Short range
• Melee attack
• AOE Skill
• Short – Moderate vulnerability
Lightning Breath: Fire a trail of lightning in a straight trajectory. (think railgun)
• 40 PW
• 100 – 160 Damage to infantry / summons.
• 50 – 90 Damage to buildings
• Long range
• Projectile attack
• AOE Skill / Piercing attack
• Short vulnerability
Flame Breath: Burn enemies directly in front of you.
• 40 PW
• 300 – 400 Damage to infantry / summons.
• 200 – 340 Damage to buildings
• Applies 'Burn' status effect(3 x 48 Damage)
• Short range
• “Fan shaped” attack
• AOE Skill
• Short Vulnerability
Blizzard Breath: Fire an ice bolt that explodes on impact, freezing anyone in range.
• 40 PW
• 50 – 140 Damage to infantry / summons.
• 20 – 60 Damage to buildings
• Applies 'Root' status effect (16 seconds)
• Long range
• Projectile attack
• AOE Skill
• Short Vulnerability
Final Burst: Suicide move: self destruction move that deals high damage. Must be near the enemy
castle or keep to use this.
• 0 PW
• 4,000,000 Damage to the enemy castle or keep
• 600 – 800 Damage to infantry / summons / buildings
• Short range
• Explosive attack
• AOE Skill
• No vulnerability; invincible animation
Final Buster Chimera gameplay is similar to that of a giant; move through the areas under control (no
enemy obelisks in the path you are taking, little enemy infantry) and avoid enemy contact. The sooner
you are spotted is the sooner you will die. Hop only as a way to dodge attacks, otherwise just walk;
hopping actually slows down your movement speed as a chimera. If you have escorts, allow them to
move on ahead of you. If you get swarmed by enemies, don't forget to use your skills. Use claw impact
against infantry swarming you and blizzard breath on any incoming knight. Be sure not to break the
root of frozen knights, or they will be freed. Try to refrain from using flame breath and lightning
breath; they are highly damaging moves, and killing enemies just mean you will meet them again later
when you are at their castle or keep.
Fighter Chimeras play differently. You may use flame breath and lightning breath when you feel like it
What to do as infantry (enemy chimera)
1. When you spot an enemy chimera, report it on army chat with its coordinates, and repeat the
message (spam it).
2. Intercept the chimera! Head back to your castle or keep and prepare to fight it.
3. Knock the chimera back if it is too close to your castle / keep. NEVER KNOCK THE
CHIMERA TOWARDS YOUR CASTLE/KEEP.
What to do as infantry (ally chimera)
1. Silently escort the chimera, do not report its location. You want to sneak the chimera quietly.
--3.3.27 Field Observation
The summoning phase is a very flexible phase, and may begin earlier than you may expect. When your
team is still in the building phase, make sure you are watching the minimap for any enemy summons
(represented by a star). Seeing an enemy summon on the minimap means they either have a builder
knight up or they began the summoning phase faster than your team. In this situation, your team must
have a knight up as soon as possible.
Opportunity Cost: The cost of an alternative that must be forgone in order to pursue a certain action.
Put another way, the benefits you could have received by taking an alternative action.
In other words, the opportunity cost of having too many summons is less infantry. Observe how many
summons your team has and how many summons the enemy team has. If the enemy has knight
superiority, then summoning anything at all would be a lost cause. Knights and giants can't do much
damage to infantry, and your team would have an easier time pushing forward and destroying enemy
obelisks as infantry.
Predict what the enemy will do next. If you see that your team has conquered all fronts and sidelines in
a war, then the enemy team is up to something (mining for something). Get more knights up to
counteract their plan ahead of time.
--3.3.30 Attack and Defense
Attack and defense is the final phase of war. Your team has built and summoned, so you should already
have all the resources necessary to attack and defend properly.
If your team has built and summoned properly, your team should fall primarily into this phase. The
defense phase only happens when your team has a clear territory and morale advantage. In this final
phase of war, there are only two things left to do.
1. Defend your obelisks
2. Suppress their chimera
A much harder phase to go under, this phase happens when your team is in a stalemate or at a
disadvantage in regards to morale and/or territory. As opposed to Defense, there are 5 goals your team
1. Destroy enemy obelisks
2. Expand your territory
3. Defend your obelisks
4. Suppress their chimera
5. Use a chimera against them
The most threatening thing besides the enemy itself is your own team, however, you can not kill your
own team mates. Sabotage or sabo in short refers to either two things: an incompetent player playing
the game incorrectly in a way that it hurts the team, or an infiltrator that is deliberately playing
incorrectly as a form of griefing.
What is considered sabotage:
• Healing at the main crystal
• Improper building
◦ Eclipses in the back
◦ Building arrow towers in a location that is not the front lines
◦ Over expansion of obelisks
◦ Building double obelisks that yield no territory gain
◦ Improper bulwark placement
◦ Destroying wood bridges that tactically were in our teams favor
• Deliberate deaths
• Improper summoning
◦ Uncooperative wraith
◦ Incompetent chimera
◦ Incompetent giant
◦ Dying deliberately as a summon
Thankfully, saboteurs are easy to spot and easy to deal with. The first step in dealing with a sabotage is
finding out who sabotaged your team. Earlier in the guide, I instructed you (the reader) to turn on
system messages. This setting shows a log of what is being built in the chat logs. Whenever you see a
misconstruction, all you have to do is find out who did it by scrolling through the chat log.
Once the player is identified, your next step is to kick the player from the field. Earlier in the guide, I
also explained the search function. Use the search function to find and select the player, then select
'vote to kick'.
5 votes is necessary to nominate a vote. Once the player is nominated, a red icon will show on the
bottom right. Click that icon and select yes to vote to kick the player. 10 'yes' votes will kick the player.
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