A detailed, practical guide to actions, Focus, initiative, consumables, weapons and gear, with worked examples from the RPG rules.
Field manual · Reviewed 13 October 2026
Understand what you are choosing. Then choose with a plan.
You do not need to memorize every formula. Start with one rule: each round you choose a main action, and a consumable can accompany it. Your character, weapon and gear change what that choice can achieve.
1main action per round+an available consumable→read the result and adapt
01Before the fight
Before joining, check your active character and mastery, the stat slot you intend to use, one equipped weapon, two gear slots and your equipped consumable. Items in your inventory do not all apply at once. Owning a weapon or a set piece is not the same as equipping it.
Use the combat panel as your reference: current/max HP, STR, AGI, CON, initiative order, Focus, shields and enemy effects. In the web battle, inspect fighters and read the action or skill description. The Class panel explains your character mechanic; opening it does not spend your turn.
02Your round, step by step
Read the board
Who threatens you? Who is resting, guarding or charged with Focus? How much HP and shield do you have?
Prepare a consumable if needed
Confirm it and its target. This is additional to your main action.
Choose your main action and target
Attack, Parry, Rest, or the equipped weapon’s available active. Check the selected target and the panel’s confirmation.
Let the round resolve
Queued consumables and preparation effects are processed; attacks resolve in initiative order. Rest and end-of-round effects are settled according to the mode. Clicking sooner does not make your attack faster.
Read the outcome
Look for Dodge, Perfect Block, Guard Break, Rest Interrupted and shield absorption. Choose the next action from the new state, not from the previous HP bars.
03Attack, Parry & Rest
⚔
Attack Attack a target
Choose a living enemy and attack. The hit can be dodged, can critically strike, and can be blocked by Parry. Attacking a resting player punishes that choice with a ×1.5 damage multiplier in the standard resolver.
Use it to apply pressure, interrupt Rest, or finish a vulnerable enemy. If your target falls before you act, an ordinary attack can be wasted: do not assume it automatically switches enemies.
⛨
Parry Block and counter
You prepare your guard for this round. Compare the incoming attack with your Parry defense. If defense is enough, Perfect Block stops the normal hit and triggers a counterattack. If damage is higher, Guard Break lets the excess through, subject to further applicable mitigation.
You do not choose a second action to counter. If nobody attacks you, ordinary Parry does not heal or charge Focus. It can respond to multiple hits; special modes can weaken repeated blocks. Ultra Focus bypasses it.
☾
Rest Recover and charge
A successful Rest normally heals 20 + 3 × CON, up to your maximum HP, and grants Focus. You can Rest at full HP to charge Focus. You gain the benefit only if Rest succeeds.
In the shared resolver, Rest is settled after incoming attacks. An enemy attack resolved against you interrupts unshielded Rest, even if you dodge it. You receive no Rest healing and gain no new Focus. Attacks against a resting player also carry the ×1.5 punishment.
04Focus & Ultra Focus
No Focus→ successful Rest →Focus · ×2→ another successful Rest →Ultra Focus · ×2
Focus doubles the offensive damage of your next normal attack, but that attack can still be dodged or parried. It stays between rounds until spent or removed. If the enemy dodges your ordinary focused attack, you still lose that Focus.
Ultra Focus is gained by successfully Resting while you already have Focus. For a normal Attack, it keeps the ×2 multiplier and bypasses dodge, Parry and AGI flat mitigation. It is not ×4. Shields, damage caps and other encounter effects can still change actual HP loss. Weapon skills may handle the charge through their own effects.
Focus Potion gives normal Focus next turn, not a same-turn doubled hit. It cannot upgrade an existing Focus and is blocked if Focus is already active or queued. Mind Cleanser removes active and queued enemy Focus, including Ultra.
05Who acts first?
Initiative orders actions; it does not give extra turns. In the shared round system, each living fighter gets one main action per round, if still able to act when their moment comes. Higher AGI charges the initiative meter faster at AGI + 1.
The meter carries between rounds and the leader can spend it. Therefore the fastest fighter is not guaranteed to lead every round. Read the displayed order. Effects such as Sunder Pike’s drain reduce stored initiative for the next round; they do not rewrite the order already prepared for this one.
Parry is the defensive stance you selected for the round: it can protect you against an earlier attacker. You do not have to “take your turn first” to raise ordinary Parry. Counters, extra weapon hits and automatic effects are not additional player turns.
06Using consumables
Equip a consumable before joining. In battle, open Use Consumable, choose a target if requested, and confirm. Your choice is queued for the round; the inventory item is spent when the effect resolves. Then choose your main action too. A potion alone does not complete your turn.
Before resolution begins, the confirmation panel lets you cancel the queued consumable. Opening a menu or cancelling is not the same as using the item. The controls stop accepting changes once the round is resolving.
The following are base effects. Healing is capped by missing HP unless an effect explicitly increases maximum HP. Mastery, gear and mode modifiers may alter amounts. Shop availability and restrictions are shown in the game.
Consumable
Base effect
How to read it
Health Potion
Up to 50 HP.
Small immediate recovery.
Ultra Health Potion
Up to 100 HP.
More immediate recovery.
Mega Health Potion
Up to 150 HP.
A larger recovery before attacks resolve.
Critical Potion
+25 percentage points to the next attack’s critical chance.
13% becomes 38%, not a guaranteed critical.
Guard Potion
50% reduction on the next incoming attack.
One hit, not every hit in the round. It does not grant Parry.
Power Potion
+25% damage on your next attack.
An offensive boost; it is not Focus.
Focus Potion
Queues normal Focus for the next turn.
Cannot upgrade to Ultra; blocked with active or already queued Focus.
Resurrection Potion
Revives one fallen ally at 20% of their maximum HP.
Choose a valid fallen ally. It does not revive you after your own KO.
Team Heal Potion
Up to 50 HP each to the 3 lowest-HP living allies; 50 to yourself when solo.
The game selects by current HP. Does not revive fallen allies.
Mind Cleanser
Removes the enemy’s Focus, Ultra Focus and queued Focus.
Choose the enemy whose charge you need to remove.
Last Stand Elixir
After activation, lethal damage triggers a one-time return at 15% maximum HP.
Prepare it while alive. Carrying it in your bag is not activation.
Protective Shield Potion
A 200-damage shield for this turn.
Unused capacity expires. It can protect Rest if no damage reaches HP.
Regen Potion
70 HP this turn, then 50 and 50 in the next two turns.
170 total potential healing, not 170 immediately.
Buried Titan Elixir
+450 current HP and +450 maximum HP for this combat.
Temporary capacity, not permanent character growth.
Tidal Mending Elixir
Up to 150 HP each to the 3 lowest-HP living allies, then 30 next turn.
A group heal with a delayed second part.
Void Aegis Draught
600 shield capacity shared across 2 turns, then it expires.
Not 600 fresh shield each turn.
Warden’s Pact Elixir
Up to 105 HP to you and 105 to the lowest-HP living ally.
Useful when you and a teammate both need healing.
Scorched Will Draught
Automatically heals up to 600 HP when your HP falls below 30%, once per combat.
Must be equipped and available. Does not revive you if the hit leaves you at 0.
Example: at 80/200 HP, Mega Health Potion can restore only 120 HP. Regen Potion would heal 70 now, reaching 150/200, and leave its later ticks for later rounds. Choose based on the damage you expect before then.
07Your weapon’s active
A weapon occupies its own slot, separate from the two gears. Its stat bonuses apply while equipped. Its active skill replaces your main action and normally has one use per combat. Opening the weapon menu is not activation; select the skill and any required targets.
Some actives attack in initiative order; others set up a guard or support effect before attacks; hybrid skills do both. “Instant” describes when the effect resolves, not a free extra action. Read whether a skill targets one enemy, two enemies, everyone or an ally.
Weapon
At +0
Tactical meaning
Trainee’s Edge
Power Strike · 125%
A stronger single attack. Focus can amplify it and is spent by the strike.
Gemini Edge
Double Strike · 2 × 60%
Hit the same enemy twice or split between two. At +5 each hit is 75%. Two hits have separate resolution; do not treat them as a guaranteed 120% hit.
Aegis Bulwark
Guard Surge · Parry DEF ×1.5
Selects Parry and strengthens its defense. At +5: ×1.8. Still not a guaranteed block and does not stop Ultra Focus.
Concussive Maul
Break Stance · 80%
Removes target Focus in preparation, then attacks in initiative order. At +5 the strike reaches 100% and adds its damage debuff.
Sunder Pike
60% mitigation bypass · 30 INI drain
Counters flat mitigation; a successful hit drains stored initiative. At +5: 80% and 50 INI. Does not mean ignore every defense.
Gear adds stats and passive or conditional effects. A conditional effect needs its trigger: “after a successful Rest” does nothing after an interrupted Rest; “on a successful Parry” is not the same as a Guard Break. Enhancement can improve the special effect, not just the visible stats.
Example
What actually triggers it
Mist Cloak
A successful Rest grants +12 percentage points of dodge for the next incoming attack at +0. It does not guarantee a dodge.
First Aid Kit
A backup heal through the consumable control when no primary consumable is available: 35 HP at +0, 60 at +5, once per combat. You must be alive and missing HP. The gear itself is not consumed.
Shattered Fortress
Equip Shatter Brace + Craterglass Bracer. A successful Parry adds 25 to the bracer’s next-round shield: 45 base, 70 with the bracer at +5. Once per round; refreshes instead of stacking.
Field Hospital
Equip Quartermaster Seal + First Aid Kit. Activating First Aid also gives 40 shield for that round, once per combat.
A set activates only with all required pieces equipped, including the weapon when the recipe requires one. Pieces in your bag do not complete it. A loadout can qualify for more than one compatible set. Read the duration: a shield “next round” does not absorb the attack that just triggered it.
Your active character’s mastery adds another layer: passive bonuses, resources and special conditions can change a familiar action. Read Class and your branch before copying another player’s build. Some equipment also has costs: Null Crown and Null Crown Apex lock consumable use.
These examples isolate the rule being taught. Assume no mastery, gear, clan, territory, shield, critical or NPC modifiers unless stated. Real fights combine them.
A. Does my Parry hold?
You have CON 10, STR 10 and AGI 0. Your Parry defense is 60; counter value is 40.
Incoming hit 55 → Perfect Block. You lose 0 HP from that hit; the counter is 40 before applicable effects.
Incoming hit 90 → Guard Break. 90 − 60 = 30 damage gets through. No normal perfect-block counter.
A broken guard still reduced that hit. Parry can be useful even when it cannot completely stop the attack.
B. Why did my Rest fail?
You have 80/200 HP, CON 10 and AGI 0. Your Rest could heal 50. The enemy’s normal offensive hit is 60.
Enemy does not attack you → Rest succeeds: 130/200 HP and Focus.
Enemy attacks you while you Rest → 60 × 1.5 = 90. Without protection you fall; you do not get to heal first.
You queued Protective Shield Potion + Rest → its 200 shield absorbs the 90. No HP damage: protected Rest succeeds, reaching 130/200 and Focus. The remaining shield expires this turn.
C. Focus does not double lost HP
You have STR 10, AGI 0 and a damage roll of 10: your normal offensive damage is 50. The target has AGI 4, no guard or shield, and does not dodge. Its flat mitigation is 10.
Normal attack: 50 − 10 = 40 HP lost.
With Focus: 50 × 2 − 10 = 90 HP lost.
With Ultra Focus: 50 × 2 = 100; this normal Attack bypasses AGI mitigation.
The multiplier acts on offensive damage before defenses. It does not simply double the HP lost on your previous turn.
10The numbers, explained
These are base RPG rules, using your effective combat stats. Equipment, enhancements, mastery, clan bonuses, territories, NPC passives and mode effects can change the result. Numbers in the battle log can also reflect rounding.
Stat or effect
Base rule
HP
50 + 15 × CON
Rest
20 + 3 × CON
Parry DEF
5 × CON + STR
Parry counter
3 × CON + STR
Normal offensive damage
(4 × STR + random 5–15) × (1 + 0.0175 × AGI)
Focus
×2
Critical hit
×1.5
Power Potion
×1.25
AGI flat damage mitigation
2.5 × AGI
Initiative charging speed
AGI + 1
STR strengthens attacks and your guard/counter. CON gives more maximum HP, Rest healing and defense. AGI affects damage, initiative, critical chance, dodge and mitigation. Critical chance and dodge chance are different curves.
AGI
Base critical chance
Base dodge chance
0
0%
0%
5
5%
2%
10
10%
5%
13
11%
5%
16
12%
6%
20
13%
7%
40
20%
11%
Show the probability formulas
Through AGI 10: critical chance = AGI%; dodge = floor(AGI ÷ 2)%. Above 10: critical = [10 + floor((AGI − 10) ÷ 3)]%; dodge = [5 + floor((AGI − 10) ÷ 5)]%. Add applicable bonuses; probability is capped at 100%. Floor means discard the decimal part.
For a normal hit, dodge can avoid the hit before damage is calculated. If it connects, offensive multipliers are calculated; Parry compares against that damage or Rest adds its vulnerability multiplier. Applicable AGI mitigation, damage reduction, shields and special effects then affect how much HP is actually lost. An offensive damage number is not a promise of that much HP loss.
11When the rules change
Use the sections above as the shared RPG foundation. Always read the encounter’s rules and visible effects. They matter more than a generic recommendation.
Mode or mechanic
Difference to remember
Vanguard / War Campaign
Rest grants Focus but no base HP regeneration. Gear and consumable healing are separate effects.
Horde / Battle Royale
Repeated successful rests have diminishing base healing. Do not expect every Rest to heal the original amount.
War Campaign
Parry defense under repeated hits in one round: 100%, 100%, 75%, 50%, then 0% from hit five onwards.
Boss Raid
Boss phases, telegraphs, multiple actions and passives change targeting and damage. Read the raid panel. Do not apply a one-enemy duel plan blindly; Borrowed Reflection is disabled here.
NPC passives
Damage caps, thorns, survival effects and other passives can change the result even when an attack connects. Boss Rest punishment can also differ from a player’s.
Pokemax / Mechas
Separate combat systems. Do not use this RPG damage formula as their rulebook.
Public demo and practice
The public demo is a separate learning experience and does not grant account progress. Available equipment and consumables depend on the practice mode.
12Common questions
I drank a potion. Why is my turn not ready?
A consumable is additional. You still need to submit a main action. Check the action and target shown in the panel.
Can I use my weapon skill and Attack too?
The active replaces your main action. Some skills contain an attack or Parry inside their own effect; that is part of the skill, not a second selection.
Why did the same attack deal different damage?
The base roll varies from 5 to 15. Critical hits, Focus, the enemy’s action, mitigation, shields and passive effects also change the outcome. Compare the whole log, not only STR.
Why did I lose Focus without dealing damage?
An ordinary focused attack spends the charge even when dodged. A blocked hit or a shield can also prevent HP loss. Enemies can remove Focus with cleansing effects.
Does more AGI mean several turns?
No. It changes initiative charging and other stats. A counter or multi-hit skill is not an extra turn. Read the actual initiative order each round.
Should I always Rest at low HP?
Rest can fail and expose you to more damage. Compare a confirmed consumable heal plus Parry, an attack that can finish the threat, or protected Rest. The right choice depends on incoming attacks and available resources.
Which action always wins?
None. Parry can punish an attack, but a strong hit can break it. Rest can profit from an enemy guarding, but another enemy can interrupt it. Focus changes the damage comparison. Use the visible situation.
13Your next turn
Read HP, shields, Focus and enemy passives.
Check the initiative order and your intended target.
If you use a consumable, confirm it and still choose an action.
Choose Attack, Parry, Rest or your weapon active for a reason.
Rule review: 13 October 2026. Based on the bot’s combat resolver, shared combat rules, consumable catalog, weapon skills and equipment sets. Values describe the reviewed implementation; the current encounter panel shows active modifiers.
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