Battle

Welcome to the in-depth guide on WildWorld's Battle! In WildWorld, players command fierce wildmen and engage in thrilling player-versus-player (PvP) combat. This guide will provide you with a comprehensive understanding of the various aspects of Battle Mode, including matching, battle preparation, the arena, movement, attacks, and strategic approaches to help you emerge victorious. Whether you're a new player or a seasoned veteran, this guide will equip you with the knowledge and insights needed to master the art of wildman combat and dominate the arena.

## Matching

Each wildman has 3 battle points per day. Each point allows the wildman to fight a battle, being the attacker. When a battle is triggered, meaning you press “fight”, your wildman gets matched with a similar level wildman, within a range of levels.

In addition each wildman has also limit of 3 defensive battles per day if, meaning being attacked.

When matched, players can see the following information about their opponent:

1. Class
2. Level
3. Main attributes

They cannot see the following:

1. Items, consumables, companions
2. Ability tree

## Battle Preparation

After being matched, players have some time to prepare for battle. The possible things to be done at this stage are:

1. Equip items/consumables/companions, use consumables.
2. Choose active abilities from your tree for the upcoming battle.

Players can use presets when preparing for battle. When attacked, if not online, you can have your wildman prepared for battle as a preset as well.

After the time is out, or if both wildmen are ready, the battle begins!

## Battlefield - Arena

The PvP battles take place in the Arena. The arena consists of a 7x12 grid of hexagons, 7 being the height and 12 being the width. wildmen move, attack, and use abilities on the arena. Items are all visible in battle, companions as well, but are not placed on the grid.

### Objective

The goal of each battle is to defeat the opponent wildman, by knocking them out so they won’t be able to fight anymore. When a wildman’s life (HP) goes down to 0, the wildman does not die, but is unable to keep fighting and loses the battle.

### Starting Position

wildmen start on a position with random height (1-7), but always on width 1 and 12 (first and last column). The height difference ranges from 0 to 6, and the width difference is always 10.

When moving, you must spend 5 movement speed on a hex to pass through it and move to any adjacent hex (see movement).

### Terrain

Each hexagon is normal terrain, unless it has a special terrain feature. There are multiple types of terrain features, as seen below:

1. Obstacles (rocks): Obstacles occupy a whole hexagon. wildmen cannot move to, stand on, or pass through the hex with the obstacle. Rocks provide protection from ranged attacks and may interrupt the line of sight when attacking from a distance. wildmen standing behind a rock can only be attacked from positions with a straight “line of sight” (the hex of the target must be connected in a straight line, even parts of it). At the start of each battle, 2 rocks will be randomly placed on 2 random hexes of the grid. Each rock occupies exactly 1 hex.
2. Slowdowns (swamp, mud):
	* Swamp: requires double movement speed spent to pass through or land on its tile. Each movement on it costs x2.
	* Mud: you can only move up to 1 adjacent hex each time you move away from this tile. At the start of each battle, 4 slowdowns will be randomly placed on 4 random hexes of the grid, 3 swamps and 1 mud.

##### Traps

Traps can be set secretly from abilities, and remain hidden until any wildman lands on their tile. Their effect takes place immediately, right after a wildman makes the first step on a trap tile.

##### Hex and Area Auras

Auras are coming from wildman and companion abilities, consumables and items. They can be effects on tiles, such as holy light or a dark cloud. These are hex/area auras, not passive ones. They affect hexes with positive or negative effects for wildmen who are standing on or near them within a range.

## Movement

Each battle turn, has 2 phases, performed in order:

1. Movement
2. Attack (if possible)

wildmen use their movement speed to move on the grid. wildmen can move during their turn, after deciding their movement path and landing spot, before attacking. wildmen may spend any amount of their movement speed, in order to move, from all to none (in case they skip their movement).

As a wildman stat, 1 movement speed equals 1 movement on a hex, not from a hex to another! Each hex requires 5 movement to be spent, in order to pass through it and move to any adjacent hex. If movement is not enough to fulfill 5 movements on a hex, it is kept for next turn.

wildmen can attack from a hex with incomplete movement, as normal.

wildmen may also use abilities during the movement phase, which can alter their normal movement.

Movement speed may be affected by various effects (ability/consumable/item/companion), either positively or negatively.

## Attacks

### Attack Types

After movement, wildmen may attack their opponent, depending on their position.

#### Melee Attacks

Melee attacks can only be performed when the attacking wildman is positioned in an adjacent tile to the target.

#### Ranged Attacks

Ranged attacks require a distance of at least 2 range and a clear line of sight to the target. Only the Ranger class can perform ranged attacks, and the damage is reduced to 50% if performed from an adjacent tile.

#### Dual Wield Attacks

wildmen can equip two one-handed weapons, which results in dual wielding attacks, which means that they attack 2 times in 1 turn. Dual wielding is most effective when paired with the right abilities and main attributes. Note that equipping two one-handed weapons has some disadvantages, like decreased values for block and shields.

**wildmen may also use abilities during the attack phase, which can alter their normal attack.**

### Negative Effects

Attacks may also apply a Negative Effects on successful hits, gained from an ability, item, consumable (or companion). Negative Effects **are stackable with each attack of the same turn**, and their damage **negates armor and block reductions**, so all damage inflicted from NE is reduced directly from the HP of the target. Some Negative Effects may also have a reduction on the armor, attack speed or movement speed upon the opponent. (see: negative effects)

***Note**: NE are not the same thing as debuffs, as the last only reduce specific stats, while NE have their own independent way of working.*

### Side-Back and Back Attacks

Attacks from the side-back and back positions of an enemy wildman grant additional damage, accuracy, and break block bonuses. For the Ranger class, ranged attacks can trigger these bonuses if the arrow's path passes through the side-back or back positions.

## Disclaimer

The information presented here regarding WildWorld is based on in-development concepts and is subject to significant changes over time. The game mechanics, values, and features described in these documents are not final and may undergo major revisions before the game's final release. Please do not make decisions or take risks based on these concepts, as they may not accurately represent the final version of WildWorld.