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Combat

Details about the DeFi Kingdoms Hero Combat System
This page details information about the upcoming DeFi Kingdoms Hero combat system that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.
Last Update: 12/25/2022

Combat Keywords

Keywords have set meanings and impacts on Combat. They define various portions of actions that can be taken and the effects of Abilities. The Keyword itself is used as a shorthand to reference its definition.
Keyword
Definition
Action
A Basic Attack, using an Ability, using a Trait, using an Item, or Repositioning.
AOE
Deal damage to enemies in Position 1, Position 2, and Position 3.
Backfire
If target received Magical damage, mitigate X% of that damage.
The source of the damage receives damage equal to the mitigated value.
Banish
Target is removed from the battlefield.
Target cannot attack or cast an ability.
Neither ally nor enemy abilities or basic attacks can target this target.
Interrupts.
Battle
A complete PVP/PVE instance.
Berserk
This Hero cannot be controlled for 1 Round and casts a random ability targeting a random enemy or ally target.
Cannot target self.
Bleed
Physical damage that persists over additional Rounds.
Blind
Hero's accuracy is reduced by 50%.
This status effect persists until removed.
Block
Negates incoming damage from a Hit.
If an attack has achieved a Hit via Accuracy check, the Block instance reduces that damage to 0%.
Burn
Magical damage that persists over additional Rounds after initial damage instance.
Channel
A Hero casts a spell so powerful that it requires a full turn (or more) to charge prior to casting the spell.
Cleanse
Remove all negative status effects from target.
Cleave
Deal damage to enemies in Position 1 and Position 2.
Combo
If a prerequisite action is achieved, a special buff or action can take place upon casting an ability with COMBO.
Confused
Target's Abilities have a 50% chance to target a random alternate target, including self_target.
Interrupts.
Daze
Target's next turn is moved to the last in the Round.
Interrupts.
Degree of Difficulty
An ability so complex that its difficulty results in decreased accuracy.
Disarm
Target is unable to Basic Attack or cast an Ability this Round.
Interrupts.
Ethereal
Target cannot be moved, can only cast Magical Abilities and receive only Magic damage.
Execute
When a target has less than X% of remaining HP, kill target.
Exhausted
Hero cannot take an action next turn (for 1 Round).
Interrupts.
Evasion
EVA creates a chance for target to avoid an incoming attack, whether it be Magic or Physical.
A 50% EVA would reduce the incoming accuracy of an attack by 50%.
Fear
If a target is Feared, target is Pushed 1.
Target cannot perform any action which deals Physical damage for 2 Rounds.
Interrupts.
First Strike
Target acts first next Round.
If more than one target has First Strike, the target with the highest AGI acts first.
Interrupt
An ability that stops a target from Channeling an Ability and resets the Ability and Mana cost.
Item
A non-weapon physical object usable in battle. Stored in inventory like Potions and Tinctures.
Lifesteal
Each Basic Attack or Ability Damage returns X% of damage dealt as HP.
Mana Burn
Damage dealt to target reduces target's Mana.
Pierce
If target has damage resistance, deal damage as if that resistance is X% less, where X = the ability's Pierce.
Poison
Physical damage that accelerates over time.
Deal damage equal to 2% of Hero's max HP at the beginning of each Round.
Each Round it persists stacks an additional 2% of max HP damage.
Capped at 20% of max HP per turn.
Pull
An ability that moves target 1 Position forward.
Interrupts.
Push
An ability that moves target 1 Position backward.
Interrupts.
Reposition
A Hero can spend its turn moving to a different Position that is one (1) Position away: P1 to P2, P2 to P3, P3 to P2, etc.
Riposte
If target received Physical damage, mitigate X% of that damage.
The source of the damage receives damage equal to the mitigated value.
Round
Starting with 1 Hero, fully rotating through all Hero turns until the starting Hero is up again.
Sanjo Hair
Target Monster with Sanjo Hair cannot be Pushed, Pulled, Dazed, or Stunned.
Silence
If a Hero is Silenced, it cannot deal Magical damage, Heal, or cast a Magical ability for 2 Rounds.
Interrupts.
Sleep
Target enemy is unable to take actions until targeted by an ability from either an enemy or ally.
Interrupts.
Slow
Reduces the target's AGI.
A 50% Slow would result in a Hero with 10 AGI to function with an effective AGI of 5 in combat.
Stacks
A value that is additive.
Example, an ability that adds 1% damage over 3 instances, adds 3% damage.
Status Effect
Any lasting ability that buffs or debuffs a target.
Stun
Target's next turn is skipped (one Round skipped).
Interrupts.
Turn
1 Hero Action. 1 round is over after all participants have taken 1 turn.
Unstoppable
Cannot be affected by negative Status Effects.
Untargetable
Neither ally nor enemy abilities or basic attacks can target this Hero.

Genetic Traits

Heroes all have Genetic Traits, some of which are Active and some Passive, all of which are broken down into Basic, Advanced, Elite, and Exalted tiers.

Active Traits

A Hero’s Active Traits can be activated once per Battle and use an Action. They have no Mana cost.
Trait
Name
Function
Basic1
Poisoned Blade
Deal damage to target enemy equal to (1.0*Basic).
This attack has an 80% chance to Poison target enemy.
Basic2
Blinding Winds
Deal damage to target enemy equal to (1.0*Basic).
This attack has an 80% chance to Blind target enemy.
Basic3
Heal
Heal target Hero for 20% of max HP.
Basic4
Cleanse
Cleanse target Hero.
Basic5
Iron Skin
Reduce Physical damage taken by 20% for 4 Rounds.
Basic6
Speed
Gain First Strike in each of the next 2 Rounds.
Basic7
Critical Aim
Activate to gain an additional 70% chance to Crit for 2 Rounds.
Deal damage to target enemy equal to (1.0*Basic).
Basic8
Deathmark
Target enemy receives 20% increased damage from allies for 2 Rounds.
Deal damage to target enemy equal to (1.0*Basic).
Advanced1
Exhaust
Deal damage to target enemy equal to (1.0*Basic).
Exhaust target enemy.
Advanced2
Daze
Deal damage to target enemy equal to (1.0*Basic).
Daze target enemy.
Advanced3
Explosion
Deal damage to target enemy equal to (1.0*Basic).
This attack explodes for 100% of damage dealt in an AOE, dealing damage to all enemies.
Advanced4
Hardened Shield
Reduce Physical damage taken by 30% for 4 Rounds.
Elite1
Stun
Deal damage to target enemy equal to (1.0*Basic).
Stun target enemy for 1 Round.
Elite2
Second Wind
Hero heals itself for 50% of missing HP.
All party members are healed for 75% of that value.
Exalted1
Resurrection
Return target ally to life.
Target ally returns Exhausted and with 50% max HP.

Passive Traits

A Hero’s Passive Traits are applied while the Hero is present on the battlefield. These Traits can stack, but some have limits.
Basic1
Duelist
When fighting 1v1, gain 20% bonus damage.
Basic2
Clutch
Increase damage dealt by 30% when below 30% health.
Basic3
Foresight
Permanently gain 8% Evasion.
Basic4
Headstrong
40% chance to not be affected by Daze.
Basic5
Clear Vision
40% chance to not be affected by Blind.
Basic6
Fearless
40% chance to not be affected by Fear.
Basic7
Chatterbox
40% chance to not be affected by Silence.
Basic8
Stalwart
40% chance to not be affected by Poison.
Advanced1
Leadership
Allies deal 5% bonus damage.
This bonus cannot exceed 15% team-wide.
Advanced2
Efficient
Reduce Mana consumption by 10%.
Advanced3
Intimidation
Enemies deal 5% less damage.
This reduction cannot exceed 15% team-wide.
Advanced4
Toxic
Each instance this Hero does damage has a 2% chance to apply Poison.
Elite1
Giant Slayer
If target enemy possesses greater HP currently than this Hero, deal 30% bonus damage to Heroes and 10% bonus damage to Monsters.
Elite2
Last Stand
When this Hero's health drops below 20%, become Invulnerable for 1 Round.
Can only occur once per Battle per gene.
Exalted1
Second Life
Upon death, return this Hero to life Exhausted and with 50% max HP.
Can only occur once per Battle per gene.