Combat System

## Attribute Details

A unit has 3 attributes: Health, Armor and Magic Shield.

Armor is first offset by the received physical damage. Magic Shield is first offset by the received magic damage.

When the Armor/Magic Shield is used up, further received physical/magic damage will start to reduce HP, and when HP is used up, the unit dies.

## Action Interval

Action Interval is the basic attribute of a unit. It determines the casting time. Some equipment entries and skill effects can affect the Action Interval.

The Action Bar in a combat refers to the charge progress of the next cast. Cast the skill when it is fully charged.

Note: The War Cry skill and passive skills are not affected by the Action Bar or the Action Interval.

## Damage Type

1.Magical damage is usually marked in purple font. It offsets the Magic Shield first. Types: Flame, Ice, Earth, Lightning, Holy, Shadow and Toxin.

2.Physical damage is usually marked in blue font. It offsets the Armor fir.st. Types: Slash, Strike and Penetration.

Real damage is usually marked in red font. It directly affects HP.

Regeneration buff is usually marked in green font.

3.Some equipment entries and skill effects can affect specific damage types like physical damage, magical damage or specific attribute damage (Fire/Ice/Earth/Holy/Shadow/Toxin/Slash/Strike/Penetration).

## Aggro

1.Unless marked with “random attack”, otherwise the monsters will first attack the unit with the highest Aggro in the team.

2.Guards are the biggest threat. When none of them is in the team, monsters will attack a random unit from the team.

3.Aggro is an intrinsic attribute of every role. Some skills of the Revived can be lifted shortly so the Revived become the target with the highest Aggro.

4.When a single formation has multiple targets with highest Aggro, the attack will be made according to their positions. Attack order is from the front to the back and left to the right.

5.During combat the ally unit currently defined with the highest Aggro will be marked as in the picture below.

·Aggro Display:

## War Cry Energy

1.Ally units release energy points needed for War Cry. You can charge 1 full energy every 9 seconds during combat. You can charge up to 3 energy points initially.

2.Within the same Maze/Arcane Realm/Side Story, War Cry energy can be saved for the next combat.

3.War Cry energy limit can be increased by upgrading the Holy Artifact [Fire of Death].

## In-combat Controls

·Cast War Cry / Reposition:

1.Consumes 1 War Cry Energy and drags the Revived from the back row to the front, then you can cast the War Cry skill of the back row Revived.

2.When the front row Revived dies, the back row Revived will automatically fulfill the position in front. After that the Revived in the team can no longer cast War Cry.

3.After a downsizing, the line where the Revived is at can no longer cast War Cry. During reclaiming, analyze the target of the monster's skill and deploy troops accordingly.

4.For example, the control type can fight high DPS monsters; For those with the highest attack and Aggro, you can put a Guard in the front row with a single healer or use double Guards to receive damage while others just focus on the DPS part.

## Switch the Fire Focus

1.The monster with the least HP is marked by default as the focus of the attack after entering the combat. Choose a random one from all those with the least HP. For the monster that carries a fire focus mark, a red scope icon will be displayed on the left side of its state bar. A single attack skill of allies. Attacking targets with the fire focus mark is set by default. Under the Combat mode, tap on other monsters to switch the fire focus.

2.For the monster that carries a fire focus mark, a red scope icon will be displayed on the left side of its state bar.

3.A single attack skill of allies. Attacking targets with the fire focus mark is set by default.

4.Under the Combat mode, tap on other monsters to switch the fire focus.

5.The skill mechanism of some combined monsters is problematic. You need to focus your fire first on one part. Switching the fire focus to make targeted attacks can kill such monsters more easily.

## Strategy Mode

Press the button at the bottom of Combat to switch to the Strategy mode. Tap on it again to switch back to the Combat mode (casting War Cry under the Strategy mode will switch you back to the Combat mode immediately).

The time of combat is paused under the Strategy mode. You have more time to view monster skills, unit states and War Cry skills of the back row Revived.

You can view the resistance stats of attribute damage on the Monster Resistance Panel:

Weakness: Causes Vulnerability when the monster receives the corresponding damage. Literally, it will receive more damage than specified under the Panel.

Tolerance: Resistant enough to greatly reduce the corresponding received damage .

Immunity: Has very high resistance to reduce almost all of the corresponding received damage (this rarely happens).

DPS is quite limited at the Reclaim phase and monster resistance is very important. Deploy troops accordingly and do not add Revived whose DPS skill attributes overlap with monster immunity/tolerance.