Combat

When you send your Hero into battle, he will continue to fight until he gets wounded or conquer a tile. A hero will take damage to their shield first, and then their health.

The hero and enemy will attack each other at the same time. If the hero loses all HP during a battle he gets wounded and will stop the battle unless the hero have a revive ability.

When a hero gets wounded, he can be healed for 5 million wheat by clicking 'Heal a Hero'.

Auto-Attack Points (AAP) can be used to automate healing the hero.

## Monsters

The following information refers to currently known creatures.

As per the starting points, monsters have fixed patterns that change every 1000 progress. Every 6000 monsters the fixed patterns repeat, but the monster level increases by one (which increases their HP by 110, and Attack by 11 for each level).

Below are the patterns:

Monster kills needed for capturing a new tile, based on already captured tiles.

Normal

(
m
o
n
s
t
e
r
# s
200
200
∗
t
i
l
e
100
∗
t
i
l

e
2

)

{\displaystyle (monsters =200 + 200 \* tile + 100 \* tile^2) }

With Russian 1 Empire

(
m
o
n
s
t
e
r
# s
200
200
∗
t
i
l
e
80
∗
t
i
l

e
2

)

{\displaystyle (monsters =200 + 200 \* tile + 80 \* tile^2) }

## Fatigue

Fatigue is a mechanic that reduces the effect of evasion over time. Once 10 attacks have been dodged, your hero gets one point of fatigue. Any following dodges give an extra point of fatigue. Per point of fatigue, your evasion chance decreases by 1%.

## Combat Time

The time which one hit takes is approx. **1.92sec** which means if your hero is strong enough and one-hits all enemies he can clear 1000 enemies in about **32 minutes**.

There are several upgrades that will speed up battle:

 Paladin (Zeal)
 Forged Hand/Battle Axe
 Religion Wise Frog (Quest for glory)

\*no real cap but gets really expensive (51% => level 17 => 52 billion holiness)

#### Paladins

also have the ability for an exorcism which will clear 1% of the monsters very quickly (but not instant and not if the paladin dies). This costs an increasing amount of holiness.

#### The best option

for quickly capturing a new tile might be Berserker + Forged Battle Axe + Quest for glory which will result in a max boost of 314% which results in ~10 minutes for 1k enemies. But this combination needs some setup time and is not really suitable for long afk runs.

Oni Rogues are afk killstreak juggernauts that take very little startup investment. The berserker's great once you get enough cultists to afford bloodrage 3 and spirit 2 strictly off killstreak holiness, but with a rogue you need like two forest camps, one quarry, one school, two temples and an academy. to reach x/1/1 fire-and-forget pre-maritime, and shipyards put a not-much-later rogue build that will carry you through to your next sailing in reach. You don't need no stinking forges.

#### Possible Builds

##### Unbreakable Defense

At level 4, you unlock Main Hand: Hammer (+2 armor per hit) and Off Hand: Steel Shield (-1 enemy dmg if not broken)

At level 5, you unlock Helmet: (+2 hero dmg per kill)

Pre 1000 kills, you'll only see Rat (dmg 2), Spider (dmg 3), and Crab (dmg 5).

Rat gives you (- 2 + 3) = +1 armor per hit, Spider deals (-3 + 3) = 0 hp, Crab deal (-5 + 3) = -2 hp.

You'll encounter 2xRat and 1xCrab per cycle, meaning that you'll even out to taking 0 damage [as long as you can take out the Crab in one hit].

* Note: It's important that you don't start with Crab, as you have to first build up your weapon's attack damage
	+ If you're facing up against a Crab when you first get to level 5, then I'd advice you to use any other weapon combo to go through a cycle until you're no longer facing the Crab.
* If you're the Berserker Class, this will work up until you encounter Snake, given that you have enough damage to always double kill
* If you have the Oni Religion, by getting +1 HP and Revive based on attack damage, you'll be able to extend the run for a very long time