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Player Mode [ Hotseat ]

Active Units [ Psyhelm limit ]

Unit Drops

Ability Upgrades [ number of rounds or uses ]

Plasma Points [ used for unit materialization or shielding ]

Turn Time [ seconds ]

Time Pools [ minutes ]

Combat Location [ no influence to the actual gameplay ]

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Start
Fullscreen

Players
First blood
Kills
Combos
Humiliation
Annihilation
Denies
Drops picked
Time Bonus
No Fleeing
Survivor Units
Immortal
Ability Upgrades
Total

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Health : The raw amount of damage points a creature can take before it dies.
Regrowth : Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula below, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.

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hotkey Shift + A
Audio Player

Listen to some really fine epic tracks.

hotkey S
Skip Turn

End the turn of the current creature and proceed with the next in queue.

hotkey D
Delay Unit

Delayed creatures will act at the end of the round, if alive and still able to.

hotkey F
Flee Match

Give up but only after first 12 rounds.

passive ability

hotkey W

hotkey E

hotkey R

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