⚔️🏹✨ Your class decides everything Each class has exactly one way to fight and its own gear. Warrior = melee weapons + shields. Ranger = bows + shields. Mage = focus items (staff/orb/tome) + spells. You can only buy and use your own class's gear — the shop hides the rest.
♥ Health Your life pool. Run out and you lose a life. Each point = +3 HP; armor pieces add more.
⚔ Damage Warriors: melee hit power. Rangers: feeds your bow damage. Each point = +1. Weapons add a lot more. (Mages don't use this stat — their power is Intelligence.)
🛡 Armor Cuts incoming damage — especially arrows — and gives a chance to block. The more armor, the more it matters. Each point = +2 armor.
⚡ Agility Raises crit and dodge, adds a little ranged damage, and grows your Action Points — more AP means more actions per turn. Each point = +2 agility.
✨ Intelligence Mage only. Powers Arcane Bolt and every spell. Each point = +2 int. A Focus item adds int on top and multiplies all spell damage.
🔹 Action Points (AP) Each turn you get a pool of AP: 5 + agility ÷ 10, capped at 14 (the cap includes AP from gear). Melee 4, Range 4, Arcane Bolt 3, potions 3, spell scrolls 5. Specials cost +2. Per turn you can take at most 2 melee, 3 shots, 3 bolts and 1 special.
⭐ Special attacks Unlock at level 6 and can be used every other turn. They cost +2 AP but hit for 1.8× damage with a big crit boost — a leaping strike, a charged shot or an overcharged bolt. They're easier to dodge, and even a dodged special still grazes for 30%.
✨ Arcane Bolt Mage only, from level 1. Your free, unlimited basic attack (3 AP). It scales with Intelligence and your Focus, and pierces 30% of armor. Its colour follows your Focus — frost, flame or shadow.
📜 Spell scrolls Mage only. One-use nukes, one cast per turn (5 AP). Firebolt pierces armor, Frost Shard drains enemy AP, Meteor hits huge, Death Ray steals HP, Healing Word heals, Time Warp returns AP. Buy them from the Spells shop — they run out, so save them for hard fights.
🔥 First strike The very first hit of a battle only deals 65% — whoever goes first gets a weaker opener.
🎯 Crit / Dodge / Block Crit = extra damage. Dodge = avoid a hit entirely. Block = shrug off most of the damage. Shields boost block; trinkets boost the rest. Spells can be dodged or resisted too, but only about half as often as a physical hit.
💍 Trinkets You have two trinket slots — mix crit, dodge, lifesteal, regen or AP. To swap when both are full, sell one first.
💰 Rewards Reward follows risk: an Easy foe pays clearly less than Even, and Hard/Deadly pay a bonus per level above you. Fighting down is always worse gold and XP.
❤️ Lives & rebuild A loss costs one life; at zero it's game over and the save resets. Buy extra lives with gold, or Rebuild to get every spent stat point back and redistribute.
💀 Enemy abilities From higher levels enemies gain traits: Blocker/Dodger counter-attack, Double fires twice, Berserk hits harder when low, Vampire heals off you.
🛡🧪 Enemy gear Tougher foes may carry a shield (harder to hurt) or potions (they heal mid-fight). Watch the badges on the fight cards!
👤 Online opponents Log in and the Online tab offers other players' champions. Their stats, gear and class are real — but the AI fights for them, and you never play at the same time. Nothing can be done to your champion while you're away: defending costs the other player no lives, gold, items or XP. Only the win/loss record changes, and each opponent counts once.