War of Fantasia

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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The World

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.

FantasianKieerahKarseeshAnimaliaAa'gar

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 14 by 11 grid — 154 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 — all but a fighter under Vetiti Foedus, which does not rise once it falls.

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, and the wave comes when the clock runs out. 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 10 Mana Essence and one Miner at level 0. Miners cost 30 gold each, up to 20, and each digs 0.05 Essence a second at level 0, rising with every upgrade to 0.6 at level 10 — paid from the start of wave 1 through every build phase and wave, and paused for a duel. 20 Miners at level 10 dig 12 a second. Every Miner is a fighter you did not buy.

Essence sends mercenaries into your opponent's next wave — sent before a wave or during one, it is always the next wave that gets it — and raises your income permanently. Nothing sent is ever 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 (0.7 health a level at the end of every wave, rounded up, never past full). The first level of a stat costs 35 Essence and each level after is 5 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 — whenever they were 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 40 Essence more than the last — free, 40, 80, 120, 160, 200 — climbing for the whole match rather than the wave, and stopping at 1600. 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 level up three times from the work their role does: DPS and Splash fighters by dealing damage, Tanks by taking it, Versatile fighters by both. The levels come at 100, 250 and 500 experience, and each adds 10% health, damage and armor, free and at once; gold stripes over a fighter show its level. A fighter can be upgraded only at Level 3, and the new tier starts again at Level 0. Heroes level up too, by what they do in a fight: a splash Hero by dealing damage, the others by dealing it and taking it.

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.

LightMediumHeavyWardedDivineAstralRuneUnarmored
Slash125%75%100%100%75%125%100%100%
Pierce100%125%75%100%75%100%100%125%
Impact100%100%125%75%100%125%75%100%
Arcane75%100%100%125%100%100%125%75%
Occult100%100%100%125%125%75%75%100%
Holy125%125%75%100%100%100%100%75%
Normal100%75%100%100%100%75%125%125%
Astral75%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.

UnitTierGoldHealthDamageAttackArmor typeRange
MilitiaMilitia → Levy Sergeant140g21021 (23.3/s)ImpactLight0.9
ArcherArcher → Sharpshooter270g28017 (22.2/s)PierceLight4.6
SpearmanSpearman → Halberdier / Pike Wall3105g82027 (30.0/s)PierceHeavy1.5
Shield GuardShield Guard → Castellan / Vanguard4145g118048 (43.6/s)ImpactHeavy0.9
BombardierBombardier5185g56555 (38.4/s)ImpactMedium6.2
Marshal of the RealmMarshal of the Realm · Rally6290g204081 (73.6/s)ImpactWarded1.4
Levy SergeantLevy Sergeant (Upgrade only — cannot be bought)270g42527 (32.4/s)SlashMedium1.0
SharpshooterSharpshooter (Upgrade only — cannot be bought)3105g31531 (34.4/s)PierceMedium5.0
HalberdierHalberdier (Upgrade only — cannot be bought) → Castellan / Vanguard4145g115064 (64.0/s)SlashHeavy1.6
Pike WallPike Wall (Upgrade only — cannot be bought) → Castellan / Vanguard4145g139533 (23.0/s)ImpactWarded1.8
CastellanCastellan (Upgrade only — cannot be bought)5185g183549 (34.2/s)ImpactHeavy1.1
VanguardVanguard (Upgrade only — cannot be bought)5185g1045148 (193.0/s)SlashMedium1.3

Kieerah

Effectively immortal, and expert at whatever they turn their hand to. Centuries of practice, arranged into a royal hierarchy.

UnitTierGoldHealthDamageAttackArmor typeRange
Blade DancerBlade Dancer → Duelist150g22513 (27.9/s)SlashMedium0.9
Glade WardenGlade Warden → Aegis Warden2100g70535 (35.0/s)PierceWarded1.6
Longbow AdeptLongbow Adept → Stormbow / Shadowbow3145g41564 (58.2/s)PierceLight5.8
SpellweaverSpellweaver → Oracle / Tempest4195g65563 (49.7/s)ArcaneLight5.0
Eternal SentinelEternal Sentinel5255g2300112 (84.0/s)ImpactHeavy1.2
Immortal ArchonImmortal Archon · Arcane Volley6390g129099 (118.8/s)ArcaneWarded5.6
DuelistDuelist (Upgrade only — cannot be bought) → Aegis Warden2100g63529 (66.9/s)SlashLight1.0
Aegis WardenAegis Warden (Upgrade only — cannot be bought)3145g106543 (39.1/s)ImpactHeavy1.5
ShadowbowShadowbow (Upgrade only — cannot be bought) → Oracle / Tempest4195g64067 (74.4/s)ArcaneLight5.4
StormbowStormbow (Upgrade only — cannot be bought) → Oracle / Tempest4195g45559 (46.6/s)ImpactMedium5.6
OracleOracle (Upgrade only — cannot be bought)5255g111055 (50.0/s)ArcaneWarded5.0
TempestTempest (Upgrade only — cannot be bought)5255g780116 (69.6/s)ImpactLight6.0

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.

UnitTierGoldHealthDamageAttackArmor typeRange
Nexus StalkerNexus Stalker → Flenser145g20519 (33.5/s)PierceLight1.0
Blood ReaverBlood Reaver → Carver290g55033 (43.0/s)SlashMedium1.1
HexbinderHexbinder → Blightcaller / Bonebinder3130g46038 (34.5/s)ArcaneHeavy4.5
BloodcallerBloodcaller → Plaguelord / Soulbinder4180g60555 (55.0/s)ArcaneMedium4.8
Dread KnightDread Knight5230g2085122 (104.6/s)ImpactWarded1.3
The ExileThe Exile · Hex6355g1160123 (85.8/s)ArcaneLight5.5
FlenserFlenser (Upgrade only — cannot be bought) → Carver290g37536 (67.5/s)SlashMedium1.0
CarverCarver (Upgrade only — cannot be bought)3130g74576 (120.0/s)SlashLight1.2
BlightcallerBlightcaller (Upgrade only — cannot be bought) → Plaguelord / Soulbinder4180g61062 (62.0/s)PierceHeavy4.8
BonebinderBonebinder (Upgrade only — cannot be bought) → Plaguelord / Soulbinder4180g81568 (53.7/s)SlashWarded4.2
PlaguelordPlaguelord (Upgrade only — cannot be bought)5230g89051 (56.7/s)PierceMedium4.8
SoulbinderSoulbinder (Upgrade only — cannot be bought)5230g103086 (67.9/s)ArcaneWarded4.4

Animalia

Anthropomorphic beasts banded into a single clan, led by the apex of each ecosystem. Strength decides rank.

UnitTierGoldHealthDamageAttackArmor typeRange
PackrunnerPackrunner → Pack Leader145g25515 (28.1/s)SlashLight0.9
GharialGharial → Crusher280g56523 (20.9/s)PierceHeavy1.1
TalonguardTalonguard → Shrike / Roc3120g37029 (41.4/s)PierceMedium4.5
SilverbackSilverback → Matriarch4160g127071 (64.5/s)ImpactMedium1.0
PridewardenPridewarden5210g1635100 (111.1/s)SlashHeavy1.2
The ClanfatherThe Clanfather · Rampage6325g2155119 (170.0/s)SlashWarded1.3
Pack LeaderPack Leader (Upgrade only — cannot be bought) → Crusher280g44026 (43.3/s)SlashMedium1.0
CrusherCrusher (Upgrade only — cannot be bought)3120g86043 (43.0/s)ImpactMedium1.2
RocRoc (Upgrade only — cannot be bought) → Ripper4160g38049 (38.7/s)ImpactMedium5.2
ShrikeShrike (Upgrade only — cannot be bought) → Ripper4160g60038 (67.1/s)SlashLight4.2
MatriarchMatriarch (Upgrade only — cannot be bought)5210g204085 (102.0/s)SlashWarded1.3
RipperRipper (Upgrade only — cannot be bought)5210g82056 (93.3/s)PierceLight4.8

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.

UnitTierGoldHealthDamageAttackArmor typeRange
GaleformGaleform → Squallform155g28012 (27.7/s)SlashWarded1.1
TideformTideform → Undertow2105g33528 (31.1/s)PierceWarded5.2
EmberformEmberform → Pyreform / Frostform3155g49042 (31.5/s)ArcaneMedium4.5
StoneformStoneform → Monolith4210g187558 (34.8/s)ImpactHeavy1.0
Elder Aa'garElder Aa'gar5275g2420108 (85.3/s)ImpactMedium1.4
UnboundUnbound · Overload6425g322571 (71.0/s)ArcaneWarded1.6
SquallformSquallform (Upgrade only — cannot be bought)2105g56028 (56.0/s)ImpactWarded1.2
UndertowUndertow (Upgrade only — cannot be bought) → Pyreform / Frostform3155g49035 (31.8/s)ArcaneMedium4.6
FrostformFrostform (Upgrade only — cannot be bought) → Maelstrom4210g93569 (62.7/s)PierceWarded4.6
PyreformPyreform (Upgrade only — cannot be bought) → Maelstrom4210g50578 (50.9/s)ImpactMedium4.8
MaelstromMaelstrom (Upgrade only — cannot be bought)5275g99089 (76.3/s)ArcaneLight5.0
MonolithMonolith (Upgrade only — cannot be bought)5275g272584 (50.4/s)ImpactHeavy1.2

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.

The Waves

The 30 scripted waves, in order. Each is one monster type, 14 to 22 of them; every family returns twice, up-armored. Waves 10, 20 and 30 are bosses: one great Warlord, with reinforcements seven seconds behind it. 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.

WaveUnit#AttackArmor typeWeak to
1GruntGrunt20ImpactLightSlash
2HarrierHarrier22SlashLightSlash
3StingerStinger18PierceLightSlash
4RavagerRavager18SlashMediumPierce
5OverseerOverseer16PierceMediumPierce
6HexlingHexling18ArcaneLightSlash
7GorehoundGorehound16SlashHeavyImpact
8BulwarkBulwark14ImpactHeavyImpact
9WraithWraith16ArcaneWardedArcane
10 BOSSWarlordWarlord
Then at 7s: 6× Grunt
1ImpactWardedArcane
11Corrupted GruntCorrupted Grunt20ImpactMediumPierce
12Corrupted HarrierCorrupted Harrier22SlashLightSlash
13Corrupted StingerCorrupted Stinger18PierceMediumPierce
14Corrupted RavagerCorrupted Ravager18SlashMediumPierce
15Corrupted OverseerCorrupted Overseer16PierceHeavyImpact
16Corrupted HexlingCorrupted Hexling18ArcaneLightSlash
17Corrupted GorehoundCorrupted Gorehound16SlashHeavyImpact
18Corrupted BulwarkCorrupted Bulwark14ImpactWardedArcane
19Corrupted WraithCorrupted Wraith16ArcaneWardedArcane
20 BOSSCorrupted WarlordCorrupted Warlord
Then at 7s: 4× Corrupted Grunt, 2× Wraith
1ImpactWardedArcane
21Chaos GruntChaos Grunt20ImpactHeavyImpact
22Chaos HarrierChaos Harrier22SlashMediumPierce
23Chaos StingerChaos Stinger18PierceHeavyImpact
24Chaos RavagerChaos Ravager18SlashHeavyImpact
25Chaos OverseerChaos Overseer16PierceHeavyImpact
26Chaos HexlingChaos Hexling18ArcaneMediumPierce
27Chaos GorehoundChaos Gorehound16SlashHeavyImpact
28Chaos BulwarkChaos Bulwark14ImpactWardedArcane
29Chaos WraithChaos Wraith16ArcaneWardedArcane
30 BOSSChaos WarlordChaos Warlord
Then at 7s: 3× Chaos Grunt, 2× Corrupted Wraith, 1× Corrupted Bulwark
1ImpactWardedArcane

Early waves come down the middle rows and fan out as the board fills. A wave's strength is shared over its monsters, so fourteen Bulwarks are big and twenty-two Harriers small; from wave 4, the more bodies a wave is spread over, the harder each one hits, because a wave spread thin lands its blows across your whole army instead of on one fighter. A boss's escort shares the boss wave's strength rather than adding to it. Until a wave reaches your army, your fighters hold their cells -- shooters fire from where they stand -- and the first blow struck up close brings the whole army forward at once.

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, on an army that is already busy; sent during a wave, it waits for the next one. 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 335 Essence, paid once, for the rest of the match. They are the strongest of every family, and the ones that carry an aura.

UnitMana EssenceIncomeHealthAttackArmor typeAura
SpawnlingSpawnling10+0.6150ImpactLight-
ImpImp15+0.9105SlashLight-
BloatlingBloatling20+1.2195ImpactLightBurst
Deep LurkerDeep Lurker25+1.5120PierceLightRally
WhispererWhisperer30+1.8180ArcaneLight-
GhoulGhoul35+2.1190SlashMediumFrenzy Aura
Rift ShadeRift Shade40+2.4150ArcaneWarded-
WatcherWatcher45+2.7365PierceMedium-
HellhoundHellhound50+3.0250SlashHeavyIron Ward
Imp PrinceImp Prince55+3.3260SlashLight-
Brood HorrorBrood Horror60+3.6335ImpactMediumRally
Abyss LurkerAbyss Lurker65+3.9270PierceMedium-
Flesh ColossusFlesh Colossus70+4.2540ImpactHeavy-
Warp CallerWarp Caller75+4.5445ArcaneLight-
Ghoul ReaverGhoul Reaver80+4.8480SlashMedium-
Rift RevenantRift Revenant85+5.1375ArcaneWardedFrenzy Aura
Hell AlphaHell Alpha90+5.4620SlashHeavy-
Eye TyrantEye Tyrant95+5.7825PierceHeavyIron Ward
Dread ColossusDread Colossus100+6.01500ImpactWarded-
Elder SpawnElder Spawn Advanced125+6.3840ImpactHeavy-
Imp ArchonImp Archon Advanced135+6.6640SlashMediumRally
Star LurkerStar Lurker Advanced145+6.9680PierceHeavy-
Ghoul EmperorGhoul Emperor Advanced155+7.21210SlashHeavy-
Rift SovereignRift Sovereign Advanced165+7.51050ArcaneWarded-
Warp HeraldWarp Herald Advanced175+7.81110ArcaneMediumFrenzy Aura
The Crawling DarkThe Crawling Dark Advanced185+8.11585SlashWarded-
CerberusCerberus Advanced195+8.41730SlashHeavy-
Eye of the GateEye of the Gate Advanced210+8.72310PierceHeavy-
Titan of MeatTitan of Meat Advanced290+9.04200ImpactWardedIron Ward
Star-SpawnStar-Spawn Advanced320+9.33150ArcaneHeavy-

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 — all but a fighter under Vetiti Foedus that fell, which is gone for good — and a whole build phase follows before the next wave.

The King

KingKingKing

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 16 blessings. You keep one for the rest of the match. Most change one number and nothing else; four are laid on one fighter you choose, and last as long as it does.