World Info
Every unit, wave, blessing and number in War of Fantasia, read straight out of the game: the roster, the damage table, the economy and the King.
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Fantasia is not one land any more. What the old maps drew as a continent is a scatter of stone shelves standing over a black sea, each one a piece of something that was whole when the maps were drawn. Nobody now living remembers the breaking. Every faction remembers a different account of it, and every account puts somebody else at fault.





Five peoples inherited the pieces. The Fantasians held the old kingdoms and the old grudges. The Kieerah outlived both, and made an art of patience. The Karseesh were Kieerah once, until their mistress reached for something she had been forbidden and her household followed her into exile and out the other side, changed. The Animalia answer to whatever is strongest in the room, which is a simpler law than most and harder to argue with. The Aa'gar are not really bodies at all; the fire and the stone are costumes worn to make conversation possible.
For a long stretch of years there was something close to peace. Not friendship — the five have never much liked one another — but trade routes, tolerated borders, and a habit of settling things short of war. That is the part everyone agrees on, and the part nobody can explain the end of.
It came apart quickly and in a pattern. A Fantasian grain convoy was taken on a road the Animalia had no reason to be watching. A Kieerah envoy delivered an insult that the Kieerah insist was never written, in her own hand, sealed with her own seal. Aa'gar elders woke from a century of quiet already furious, and would not say at whom. Karseesh raiding parties appeared at three borders in a single week, and the Karseesh themselves seem as surprised by it as anyone. Each faction can name the moment it was wronged. No two of those moments fit together.
Then the gates opened. They stand on every shelf, paired, humming, and nothing in any of the five histories describes anything like them. What comes through is not a raid or a migration. It is a schedule. The same creatures arrive in the same order at the same hour on every shelf, from the weakest thing that can hold a spear to the last horror at the end — and they arrive for both commanders at once, identically, as if two armies were being marked against the same rubric. A wave is not weather. Weather does not repeat itself in the same order, and it does not begin again at the top of the list when it runs out of things to send.
So somebody is sending them, in order, to both of you. That is the part with no answer in it. The convenient enemies do not fit: the Karseesh mistress has not been seen in four hundred years and her exile was witnessed; the Aa'gar were asleep for the years the wedge was driven in; the gates predate every faction's oldest stone. What is left is the shape of an intent. Someone learned what each people would believe about the others, and told them exactly that. Someone knew what the five would do to each other if the door were held open. And someone, still, is counting.
So the commanders build. Two of them, one to a shelf, drawing fighters from whichever peoples will still take a contract, buying an economy while a wave walks toward the thing they are sworn to keep standing. They are told they are fighting each other. Some of them have started to wonder.
The Loop
Two commanders each defend a lane. Between waves you buy fighters and place them; then the wave walks the lane and everything fights on its own. Whatever reaches the end hurts your King.
Your lane is a 12 by 7 grid — 84 cells. Monsters enter at one end and walk toward your King at the other. Fighters fight what comes near them and return to their cell between waves at full health.
Your King starts with 300 health. The first King to fall loses — and that is the only way a match ends. There is no last wave to survive to.
The first 30 waves are the same every match, in the same order. Learning them is the game. Past 30 the schedule starts over at its worst tier and grows from there, with more Warlords every tenth wave, until one of the two Kings falls.
The first build phase lasts 75 seconds and every one after it 30; the wave comes early once both players are ready. A wave ends when its last monster is dead — or after 90 seconds, when whatever is still walking leaks. While a wave runs, placing and promoting fighters is locked; Miners, King levels and sends are not.
Gold and Mana Essence
You start with 150 gold, and nothing is paid for the passage of time: a wave pays the income you built — every send and every King level adds to it permanently — plus a clean bonus for a wave you hold without a single leak: 10 gold plus 5% of what that wave is worth, so holding wave 12 clean pays far more than holding wave 2. Leak once and it is gone. Killing monsters pays gold as well — a lot of it early on, and a steadily smaller share from wave 6 to wave 22, after which fighting alone will not keep pace with the waves. That is deliberate: the difference has to come from an economy you chose to build.
You start with 8 Mana Essence and two Miners. Miners cost 30 gold each, up to 50, and each yields 1.5 Essence a wave, plus 1.25 for every upgrade level up to 24. Every Miner is a fighter you did not buy.
Essence sends mercenaries into your opponent's next wave — or, during a wave, into this one, landing a second later — and raises your income permanently. A send in the last second of a wave is refused rather than lost. If they kill it, they collect 50% of what you paid as a bounty — so sending into a lane that can hold pays for their next build.
Essence can also fortify your King, three ways, 10 levels each: Health (+40 now and to the maximum), Armor (every leak takes 2.5% less, 25% at the top), and Regen (+1.4 health at the end of every wave, never past full). The first level of a stat costs 20 Essence and each level after is 3 dearer; every level of anything adds 4 income a wave — less per Essence than a send, which is the price of playing safe.
A Miner takes 2 seconds to build, and every click queues one more, paid for on the spot. The × beside the button cancels the one in production and refunds it; the next in the queue starts from the beginning.
What the wave is bringing is public: it is the same script for both players and you can read it before you build. What your opponent has sent is not. Their mercenaries appear in the wave card the moment the wave starts, and not one second before — and one sent during the wave, the moment it is sent.
Hold 3 waves in a row and you are on a streak. If your opponent's send lands in the next wave and you leak, that is a shutdown: they are paid 25 gold and everyone hears about it. A match decided before wave 10 is a domination.
Every point of King health you lose pays your opponent 1 gold. Your bad wave is their good one.
Selling a fighter refunds 65% of its cost. Select it and use the Sell button in the Selected panel, or its key.
Your Hand, Rerolls and Upgrades
Each match deals you a hand of 5 fighters — one drawn at random from each tier, out of the shared pool of 25 — plus one tier 6 Hero in its own slot. You can only buy what is in your hand, so every hand is a ladder: something to open with, something to grow into, and a top end worth saving for.
You may reroll the whole hand as often as you like. The first is free and every one after it costs 25 Essence more than the last — free, 25, 50, 75, 100, 125 — climbing for the whole match rather than the wave, and stopping at 1000. Rerolling also changes your Hero, and leans away from fighters you already have: anything on your board or in the hand you are replacing is a third as likely to come back.
Every race's tier 3 fighter can be upgraded in place into one of two tier 4 specialists, for the difference in price plus 12%. Those 30 specialists are never dealt — building the tier 3 first is the only way to field one.
Fighters are not fixed to their cells. They leave them to meet a fight, come to each other's aid anywhere in the lane, and march up to the King's end once the wave is beaten — then walk back to where you put them for the next build phase. You can move one yourself for 5 gold, and anything you bought this round sells back for every coin you paid.
Bodies take up room. Two fighters never share a space, and a crowd around one enemy is a ring: as many attackers as fit stand around it, and the rest wait a step back and step in as one falls. Bows shoot over the ring; only swords need a place in it.
How Damage Works
Four attack types meet four armor types. Each attack is strong against one armor and weak against another.
| Light | Medium | Heavy | Warded | Divine | Astral | Rune | Unarmored | |
|---|---|---|---|---|---|---|---|---|
| Slash | 125% | 75% | 100% | 100% | 75% | 125% | 100% | 100% |
| Pierce | 100% | 125% | 75% | 100% | 75% | 100% | 100% | 125% |
| Impact | 100% | 100% | 125% | 75% | 100% | 125% | 75% | 100% |
| Arcane | 75% | 100% | 100% | 125% | 100% | 100% | 125% | 75% |
| Occult | 100% | 100% | 100% | 125% | 125% | 75% | 75% | 100% |
| Holy | 125% | 125% | 75% | 100% | 100% | 100% | 100% | 75% |
| Normal | 100% | 75% | 100% | 100% | 100% | 75% | 125% | 125% |
| Astral | 75% | 100% | 125% | 75% | 125% | 100% | 100% | 100% |
Every wave's armor is shown before it arrives, and its weakness with it. Building the counter is what holds a wave on less gold than it usually takes.
The Five Races
Fantasian
Humans of the old kingdoms: nobles, sworn warriors and levied peasants. Nothing exotic, everything dependable.
| Unit | Tier | Gold | Health | Damage | Attack | Armor | Range |
|---|---|---|---|---|---|---|---|
Militia → Levy Sergeant | 1 | 40g | 225 | 21 (23.3/s) | Impact | Light | 0.9 |
Archer → Sharpshooter | 2 | 70g | 300 | 17 (22.2/s) | Pierce | Light | 4.6 |
Spearman → Halberdier / Pike Wall | 3 | 105g | 1095 | 27 (30.0/s) | Pierce | Heavy | 1.5 |
Shield Guard → Castellan / Vanguard | 4 | 145g | 1575 | 48 (43.6/s) | Impact | Heavy | 0.9 |
Bombardier | 5 | 185g | 680 | 55 (38.4/s) | Impact | Medium | 6.2 |
Marshal of the Realm · Rally | 6 | 290g | 2445 | 81 (73.6/s) | Impact | Warded | 1.4 |
Levy Sergeant (Upgrade only — cannot be bought) | 2 | 70g | 510 | 27 (32.4/s) | Slash | Medium | 1.0 |
Sharpshooter (Upgrade only — cannot be bought) | 3 | 105g | 380 | 31 (34.4/s) | Pierce | Medium | 5.0 |
Halberdier (Upgrade only — cannot be bought) → Castellan / Vanguard | 4 | 145g | 1535 | 64 (64.0/s) | Slash | Heavy | 1.6 |
Pike Wall (Upgrade only — cannot be bought) → Castellan / Vanguard | 4 | 145g | 1675 | 33 (23.0/s) | Impact | Warded | 1.8 |
Castellan (Upgrade only — cannot be bought) | 5 | 185g | 2445 | 49 (34.2/s) | Impact | Heavy | 1.1 |
Vanguard (Upgrade only — cannot be bought) | 5 | 185g | 1255 | 148 (193.0/s) | Slash | Medium | 1.3 |
Kieerah
Effectively immortal, and expert at whatever they turn their hand to. Centuries of practice, arranged into a royal hierarchy.
| Unit | Tier | Gold | Health | Damage | Attack | Armor | Range |
|---|---|---|---|---|---|---|---|
Blade Dancer → Duelist | 1 | 50g | 270 | 13 (27.9/s) | Slash | Medium | 0.9 |
Glade Warden → Aegis Warden | 2 | 100g | 845 | 35 (35.0/s) | Pierce | Warded | 1.6 |
Longbow Adept → Stormbow / Shadowbow | 3 | 145g | 445 | 64 (58.2/s) | Pierce | Light | 5.8 |
Spellweaver → Oracle / Tempest | 4 | 195g | 700 | 63 (49.7/s) | Arcane | Light | 5.0 |
Eternal Sentinel | 5 | 255g | 3070 | 112 (84.0/s) | Impact | Heavy | 1.2 |
Immortal Archon · Arcane Volley | 6 | 390g | 1545 | 99 (118.8/s) | Arcane | Warded | 5.6 |
Duelist (Upgrade only — cannot be bought) → Aegis Warden | 2 | 100g | 675 | 29 (66.9/s) | Slash | Light | 1.0 |
Aegis Warden (Upgrade only — cannot be bought) | 3 | 145g | 1420 | 43 (39.1/s) | Impact | Heavy | 1.5 |
Shadowbow (Upgrade only — cannot be bought) → Oracle / Tempest | 4 | 195g | 685 | 67 (74.4/s) | Arcane | Light | 5.4 |
Stormbow (Upgrade only — cannot be bought) → Oracle / Tempest | 4 | 195g | 545 | 59 (46.6/s) | Impact | Medium | 5.6 |
Oracle (Upgrade only — cannot be bought) | 5 | 255g | 1330 | 55 (50.0/s) | Arcane | Warded | 5.0 |
Tempest (Upgrade only — cannot be bought) | 5 | 255g | 830 | 116 (69.6/s) | Impact | Light | 6.0 |
Karseesh
Dark descendants of the Kieerah, exiled with their mistress for forbidden arts and remade by them. What changed their bodies also made them stronger.
| Unit | Tier | Gold | Health | Damage | Attack | Armor | Range |
|---|---|---|---|---|---|---|---|
Nexus Stalker → Flenser | 1 | 45g | 220 | 19 (33.5/s) | Pierce | Light | 1.0 |
Blood Reaver → Carver | 2 | 90g | 660 | 33 (43.0/s) | Slash | Medium | 1.1 |
Hexbinder → Blightcaller / Bonebinder | 3 | 130g | 615 | 38 (34.5/s) | Arcane | Heavy | 4.5 |
Bloodcaller → Plaguelord / Soulbinder | 4 | 180g | 725 | 55 (55.0/s) | Arcane | Medium | 4.8 |
Dread Knight | 5 | 230g | 2500 | 122 (104.6/s) | Impact | Warded | 1.3 |
The Exile · Hex | 6 | 355g | 1235 | 123 (85.8/s) | Arcane | Light | 5.5 |
Flenser (Upgrade only — cannot be bought) → Carver | 2 | 90g | 450 | 36 (67.5/s) | Slash | Medium | 1.0 |
Carver (Upgrade only — cannot be bought) | 3 | 130g | 795 | 76 (120.0/s) | Slash | Light | 1.2 |
Blightcaller (Upgrade only — cannot be bought) → Plaguelord / Soulbinder | 4 | 180g | 810 | 62 (62.0/s) | Pierce | Heavy | 4.8 |
Bonebinder (Upgrade only — cannot be bought) → Plaguelord / Soulbinder | 4 | 180g | 980 | 68 (53.7/s) | Slash | Warded | 4.2 |
Plaguelord (Upgrade only — cannot be bought) | 5 | 230g | 1065 | 51 (56.7/s) | Pierce | Medium | 4.8 |
Soulbinder (Upgrade only — cannot be bought) | 5 | 230g | 1235 | 86 (67.9/s) | Arcane | Warded | 4.4 |
Animalia
Anthropomorphic beasts banded into a single clan, led by the apex of each ecosystem. Strength decides rank.
| Unit | Tier | Gold | Health | Damage | Attack | Armor | Range |
|---|---|---|---|---|---|---|---|
Packrunner → Pack Leader | 1 | 45g | 270 | 15 (28.1/s) | Slash | Light | 0.9 |
Gharial → Crusher | 2 | 80g | 755 | 23 (20.9/s) | Pierce | Heavy | 1.1 |
Talonguard → Shrike / Roc | 3 | 120g | 445 | 29 (41.4/s) | Pierce | Medium | 4.5 |
Silverback → Matriarch | 4 | 160g | 1525 | 71 (64.5/s) | Impact | Medium | 1.0 |
Pridewarden | 5 | 210g | 2180 | 128 (142.2/s) | Slash | Heavy | 1.2 |
The Clanfather · Rampage | 6 | 325g | 2585 | 119 (170.0/s) | Slash | Warded | 1.3 |
Pack Leader (Upgrade only — cannot be bought) → Crusher | 2 | 80g | 530 | 26 (43.3/s) | Slash | Medium | 1.0 |
Crusher (Upgrade only — cannot be bought) | 3 | 120g | 1030 | 43 (43.0/s) | Impact | Medium | 1.2 |
Roc (Upgrade only — cannot be bought) → Ripper | 4 | 160g | 455 | 49 (38.7/s) | Impact | Medium | 5.2 |
Shrike (Upgrade only — cannot be bought) → Ripper | 4 | 160g | 640 | 38 (67.1/s) | Slash | Light | 4.2 |
Matriarch (Upgrade only — cannot be bought) | 5 | 210g | 2445 | 85 (102.0/s) | Slash | Warded | 1.3 |
Ripper (Upgrade only — cannot be bought) | 5 | 210g | 875 | 56 (93.3/s) | Pierce | Light | 4.8 |
Aa'gar
Beings of pure Mana Essence wearing bodies of fire, water, stone and air. The body is a convenience for dealing with mortals, and a limit on what they truly are.
| Unit | Tier | Gold | Health | Damage | Attack | Armor | Range |
|---|---|---|---|---|---|---|---|
Galeform → Squallform | 1 | 55g | 335 | 12 (27.7/s) | Slash | Warded | 1.1 |
Tideform → Undertow | 2 | 105g | 400 | 28 (31.1/s) | Pierce | Warded | 5.2 |
Emberform → Pyreform / Frostform | 3 | 155g | 590 | 42 (31.5/s) | Arcane | Medium | 4.5 |
Stoneform → Monolith | 4 | 210g | 2500 | 58 (34.8/s) | Impact | Heavy | 1.0 |
Elder Aa'gar | 5 | 275g | 2905 | 108 (85.3/s) | Impact | Medium | 1.4 |
Unbound · Overload | 6 | 425g | 3870 | 71 (71.0/s) | Arcane | Warded | 1.6 |
Squallform (Upgrade only — cannot be bought) | 2 | 105g | 670 | 28 (56.0/s) | Impact | Warded | 1.2 |
Undertow (Upgrade only — cannot be bought) → Pyreform / Frostform | 3 | 155g | 585 | 35 (31.8/s) | Arcane | Medium | 4.6 |
Frostform (Upgrade only — cannot be bought) → Maelstrom | 4 | 210g | 1120 | 69 (62.7/s) | Pierce | Warded | 4.6 |
Pyreform (Upgrade only — cannot be bought) → Maelstrom | 4 | 210g | 605 | 78 (50.9/s) | Impact | Medium | 4.8 |
Maelstrom (Upgrade only — cannot be bought) | 5 | 275g | 1055 | 89 (76.3/s) | Arcane | Light | 5.0 |
Monolith (Upgrade only — cannot be bought) | 5 | 275g | 3635 | 84 (50.4/s) | Impact | Heavy | 1.2 |
Heroes and Their Skills
Tier 6 fighters are Heroes — one per race, the only units with a skill. There is no limit on how many you field.
Marshal of the Realm (Fantasian)
Rally: Every 8s, allies within 4 deal 30% more damage for 5s. Only the strongest Rally in reach applies; they do not stack.
Immortal Archon (Kieerah)
Arcane Volley: Every 7s, deals 120 damage to every enemy within 3.5 at once. Held back rather than wasted when nothing is close enough.
The Exile (Karseesh)
Hex: Every 6s, marks its target to take 40% more damage from everything, not just from the Exile, for 4s.
The Clanfather (Animalia)
Rampage: Every kill sends the Clanfather further into a frenzy: 22% more damage for 4s, and each kill refreshes it rather than stacking.
Unbound (Aa'gar)
Overload: Every 9s, floods its borrowed shell with Essence: 60% more damage for 3s.
The Waves
The 30 scripted waves, in order. Each is one monster type; every family returns twice, up-armored. Waves 10, 20 and 30 are bosses. Nothing stops at 30: after it the Chaos tier repeats, harder each time round, so a long match runs past the end of this table.
| Wave | Unit | # | Attack | Armor | Weak to |
|---|---|---|---|---|---|
| 1 | Grunt | 6 | Impact | Light | Slash |
| 2 | Harrier | 8 | Slash | Light | Slash |
| 3 | Stinger | 5 | Pierce | Light | Slash |
| 4 | Ravager | 5 | Slash | Medium | Pierce |
| 5 | Overseer | 4 | Pierce | Medium | Pierce |
| 6 | Hexling | 5 | Arcane | Light | Slash |
| 7 | Gorehound | 4 | Slash | Heavy | Impact |
| 8 | Bulwark | 3 | Impact | Heavy | Impact |
| 9 | Wraith | 4 | Arcane | Warded | Arcane |
| 10 BOSS | Warlord | 1 | Impact | Warded | Arcane |
| 11 | Corrupted Grunt | 10 | Impact | Medium | Pierce |
| 12 | Corrupted Harrier | 13 | Slash | Light | Slash |
| 13 | Corrupted Stinger | 8 | Pierce | Medium | Pierce |
| 14 | Corrupted Ravager | 4 | Slash | Medium | Pierce |
| 15 | Corrupted Overseer | 6 | Pierce | Heavy | Impact |
| 16 | Corrupted Hexling | 8 | Arcane | Light | Slash |
| 17 | Corrupted Gorehound | 6 | Slash | Heavy | Impact |
| 18 | Corrupted Bulwark | 3 | Impact | Warded | Arcane |
| 19 | Corrupted Wraith | 6 | Arcane | Warded | Arcane |
| 20 BOSS | Corrupted Warlord | 2 | Impact | Warded | Arcane |
| 21 | Chaos Grunt | 16 | Impact | Heavy | Impact |
| 22 | Chaos Harrier | 20 | Slash | Medium | Pierce |
| 23 | Chaos Stinger | 12 | Pierce | Heavy | Impact |
| 24 | Chaos Ravager | 12 | Slash | Heavy | Impact |
| 25 | Chaos Overseer | 9 | Pierce | Heavy | Impact |
| 26 | Chaos Hexling | 12 | Arcane | Medium | Pierce |
| 27 | Chaos Gorehound | 9 | Slash | Heavy | Impact |
| 28 | Chaos Bulwark | 3 | Impact | Warded | Arcane |
| 29 | Chaos Wraith | 9 | Arcane | Warded | Arcane |
| 30 BOSS | Chaos Warlord | 3 | Impact | Warded | Arcane |
Early waves come down the middle rows and fan out as the board fills. Waves with few monsters carry the same total health in fewer, bigger bodies.
Mercenaries
What you can send, cheapest first. Cheaper mercenaries return more income per Essence; stronger ones return less. A send lands one second after the wave’s first monster — or, sent during the wave, one second after you send it — on an army that is already busy. A mercenary does not scale with the wave: it is the same creature on wave 1 and wave 30.
Three of them carry an aura, and cost the same to send as they always did in exchange for a point of income. They are the ones worth killing first.
The 11 marked Advanced need the Advanced Barracks first: 400 gold and 200 Essence, paid once, for the rest of the match. They are the strongest of every family, and the ones that carry an aura.
| Unit | Mana Essence | Income | Health | Attack | Armor | Aura |
|---|---|---|---|---|---|---|
Spawnling | 6 | +6 | 160 | Impact | Light | - |
Imp | 9 | +9 | 110 | Slash | Light | - |
Bloatling | 12 | +12 | 210 | Impact | Light | Burst |
Deep Lurker | 15 | +15 | 130 | Pierce | Light | Rally |
Whisperer | 18 | +18 | 190 | Arcane | Light | - |
Ghoul | 21 | +21 | 230 | Slash | Medium | Frenzy Aura |
Rift Shade | 24 | +24 | 180 | Arcane | Warded | - |
Watcher | 27 | +27 | 440 | Pierce | Medium | - |
Hellhound | 30 | +30 | 330 | Slash | Heavy | Iron Ward |
Imp Prince | 33 | +33 | 275 | Slash | Light | - |
Brood Horror | 36 | +36 | 400 | Impact | Medium | Rally |
Abyss Lurker | 39 | +39 | 325 | Pierce | Medium | - |
Flesh Colossus | 42 | +42 | 720 | Impact | Heavy | - |
Warp Caller | 45 | +45 | 475 | Arcane | Light | - |
Ghoul Reaver | 48 | +48 | 575 | Slash | Medium | - |
Rift Revenant | 51 | +51 | 450 | Arcane | Warded | Frenzy Aura |
Hell Alpha | 54 | +54 | 825 | Slash | Heavy | - |
Eye Tyrant | 57 | +57 | 1100 | Pierce | Heavy | Iron Ward |
Dread Colossus | 60 | +60 | 1800 | Impact | Warded | - |
Elder Spawn Advanced | 74 | +63 | 1120 | Impact | Heavy | - |
Imp Archon Advanced | 78 | +66 | 770 | Slash | Medium | Rally |
Star Lurker Advanced | 82 | +69 | 910 | Pierce | Heavy | - |
Ghoul Emperor Advanced | 94 | +72 | 1610 | Slash | Heavy | - |
Rift Sovereign Advanced | 98 | +75 | 1260 | Arcane | Warded | - |
Warp Herald Advanced | 102 | +78 | 1330 | Arcane | Medium | Frenzy Aura |
The Crawling Dark Advanced | 106 | +81 | 1900 | Slash | Warded | - |
Cerberus Advanced | 110 | +84 | 2310 | Slash | Heavy | - |
Eye of the Gate Advanced | 114 | +87 | 3080 | Pierce | Heavy | - |
Titan of Meat Advanced | 173 | +90 | 5040 | Impact | Warded | Iron Ward |
Star-Spawn Advanced | 190 | +93 | 4200 | Arcane | Heavy | - |
The Duels
After waves 5, 15, 25 the two armies meet in an arena in the middle instead of building, at double speed, with both courts watching. Nothing can be bought until it is decided.
The side with fighters still standing wins. It is paid 50, 150, 300 gold for the first, second and third duel, and every winner still on its feet takes one health off the losing King as it arrives. The loser is paid nothing. Both armies then return to their cells at full health, and a whole build phase follows before the next wave.
The King



The King has 300 health and three faces: whole, cracked, and on one knee. He does not fight; he endures.
Within a single wave the King grows tenacious: every 1% of health lost this wave reduces the next leak's damage by 1.3%. One monster through costs full price; a catastrophic wave is a slope, not a cliff.
Blessings of the Crown
After wave 10 the heavens offer each player 3 of 12 blessings. You keep one for the rest of the match. Each changes one number and nothing else.
- Bounty Hunter — Gold from kills is tripled, for wave 11 only.
- Deep Veins — Every Miner yields 6 more Essence, for waves 11-12.
- Iron Crown — The King gains 100 health, now and permanently.
- Warlord's Call — Your next send arrives with 20% more health. Kept until you send.
- Rally Banner — Your fighters deal 8% more damage.
- Stone Skin — Your fighters take 6% less damage.
- Second Wind — The clean-wave bonus is doubled, for waves 11-12.
- Quartermaster — Selling a fighter refunds 90% instead of 65%.
- Fortune — +12 gold income every wave, permanently.
- Greed Is Good — 100 gold, immediately.
- Sunstrider's Wish — 80 Essence, immediately.
- The Coronation — One level of every King upgrade, free. No income with it.


















































































































