Rules of the Game



Rules Version 4.0
Last Update: 20th April 2014


I. Quick Start

First, create a character by following the explanation given on the creation page. You can play immediately but for future connections, write down your password first or check your email to retrieve it later on (you can change it later, see 2.1).



II. Basics

2.1 Interface
Once connected, the warrior's profile page and the status bar are both loaded. The interface should be similar to the following picture:
1. Options Bar
    ➡ Premium Membership
    ➡ Friends Management
    ➡ Modification (blocker mode, change password, etc.)

2. Character Sheet
    ➡ Name and Status (see 2.2)
    ➡ Attributes (see 2.3)
    ➡ Blocker Mode Flag (see 5.1)

3. Equipments etc.
    ➡ Armor (see 6.1)
    ➡ Artefacts (see 6.2)

4. Challenge and Awards (see 7.2)
5. Oracles of Your Clan (see 5.3)
6. Domination Mode (see chapter IX)

7. Status Bar
    ➡ AP, LP and PP Gauges (see 2.3 and 2.4)
    ➡ Time Left Before Next AP (see 2.4)
    ➡ Quote of the Day

Profile Messages
Special Techniques Battle Screen
World Map
Sign Out

2.2 Status
The status indicates the current state of a warrior but also the action he's currently undertaking. Here are the different status you can encounter along with their restrictions:

  • Ready: There is no restriction when you are ready and every action is possible. This is the only moment where other players can engage you!
  • Protected: You can reach this status by going to a temple and begging a god for his protection. You don't earn any action point as long as you remain protected but nobody can engage you.
  • Combat: If victorious, you will keep your current position and your status will change to ready or weakness, depending on your life points. If defeated, you will be moved to your temple, unconscious.
  • Weakness: As long as you have less than half of your life points, something usual after a victory, you are automatically healed. You are also protected from attacks but not from submissions.
  • Unconscious: A warrior turns unconscious when he has no life points left, typically after a combat. He is immediately moved back to his temple where he can heal through meditation.

2.3 XP, Levels and Other Attributes

  • XP: Experience symbolizes the knowledge accumulated by a warrior. Quests, tournaments, victories and even defeats, they all reward you with an amount of XP proportional to their difficulty.
  • Level: : Level symbolizes the power of a warrior and defines his life points (100 per level). Based on XP, level is increased by 1 for each 10000 XP accumulated: For instance, 32000 XP implies a level 3.
  • AP: Action Points. See 2.4.
  • LP: Life Points. A warrior gets 100 LP per level. For instance, a level 5 has 500 LP.
  • PP: Protection Points from armors are used to stop the damage done by ennemies.
  • CO: COsmos determines the power of your attacks (both physical and cosmic).
  • TE: TEchnique is your ability to hit your opponent.
  • RE: REsistance reduces the damage of your opponent's attacks.
  • CAR: This abbreviation is used for the 3 previous attributes: CAR = CO + TE + RE.
  • SP: Skill Points are used to develop CO, TE and RE. They are limited to 20 SP per level (including SP allocated in CAR and those not allocated).
  • TP: Training points are used to obtain Skill Points (SP). They are obtained after trainings or combats. If you reach the SP limit of your level, you cannot train anymore and you can only get TP through combats.
  • Gold: Gold is good for many things, for example to buy artefacts, but is not required to progress through the game and enjoy it.

2.4 Action Points
Action points (or AP) are the basis of the whole game mechanism! Almost every action requires a certain amount of AP to be played. You automatically get 2 AP (1 AP in combat) every 7 minutes, whether you are connected or not. If you don't do anything for 6 hours for example, you get 100 AP (or 50 AP in combat). Last but not least, you cannot cumulate more than 200 AP: this is why it's smarter to play at least once a day when you are fighting!



III. World

3.1 Gods and Clans
The game takes place in Ancient Greece, in the times of Gods, powerful Kings and legendary Heroes. ATHENA, HADES, POSEIDON and ZEUS fight each other to control the greek civilization, the most advanced of its time. They charged ORACLES to lead their CLAN to victory and world domination. There are also REBELS, an independant group gathering non-believers, criminals and wildlings.
Athena Clan Hades Clan Poseidon Clan Zeus Clan Rebels
You will encounter many different characters throughout your adventures:

  • Knights follow Athena and protect the Parthenon.
  • Specters follow Hades and protect the Nekyomanteion.
  • Marinas follow Poseidon and protect Cape Sounion.
  • Angels follow Zeus and protect Olympia.
  • Rebels follow nobody and hide on the island of Ios.
  • Oracles represent the Gods on Earth and are the masters of their clan.
  • Rolemasters or GameMasters organize events (quests and tournaments) and are responsible of the Roleplay.
  • Administrators... do administration stuffs.

3.2 Places
There are two different kind of places: Sacred Places (also called Clan Maps) belong to the four main gods and are used as capital and main places by their warriors. On the opposite, Neutral Places (also called Neutral Maps) belong to nobody and can be conquered and dominated by anyone.

Please note that, even if they are not a real clan, there is one sacred place dedicated to the Rebels. There are also several special places like arena for tournaments and even a jail for cheaters!

3.3 Buildings
There are various buildings in every place and each of them offers a different set of actions. For instance, a temple is the place to heal but an armory is where you repair an armor. Here is an almost complete list of the possibilities offered by buildings.
Temple
 ➡ Meditation
 ➡ Protection
 ➡ Offerings
 ➡ Learning ST
Training
 ➡ Trainings
 ➡ Develop. CAR
 ➡ Teaching
 ➡ Learning ST
Armory
 ➡ Armor Repair
 ➡ Artefacts
 ➡ Learning ST
Celestial Gate
 ➡ Travel
 ➡ First Aid
Secret Passage
 ➡ Travel
Altar
 ➡ Allegiance
 ➡ Modif. CAR
 ➡ Modif. ST
 ➡ Armor Evol.

3.4 Travel
To travel from one place to another, find a celestial gate or a secret passage first. Move close to the building and click on it: select the Map of the Ancient World option and choose a destination. If you match the conditions (enough AP?), the travel will start immediately and take a few second only.

After such a trip, you will find yourself inside the celestial gate of your destination (the gate is animated). To get out, simply select and click on a free position close to the building. Note that after a defeat, you will be moved inside the temple of your god: it's exactly the same process to get out once you have recover ready status again.

On any map, click on the four arrows to move around, it does not cost any AP at all. You are blocked by stones, walls, buildings and other characters. In this last case, you can still move on if the character is from your clan or simply too weak to fight: this is called a submission (see 5.1 for more details).



IV. Combats

4.1 Engage and Fight
To start a new combat, move beside an enemy and click on him. If all conditions are matched (distance, difference of power, enough AP, etc.), you can choose the Engage and Fight option. A last confirmation screen appears: click again and the battle starts! Combats are in real-time but asynchronous, which means that you can attack as long as you have enough AP. You don't have to wait for the other warrior to play as it would be in a turn-based game.

Build your own strategy, defend yourself and attack your opponent until he dies from his wounds! Victory will be yours when his life points (LP) are reduced to zero.

  • Attack: The power of an attack is proportionnal to the number of AP used. If your attack is not powerful enough, the armor and/or the RE of your opponent will block most of it, if not all!
  • Hit: A successful attack depends of the TE of both opponents. If your own TE is superior to yours enemy's one, your chances to hit him will be better than the base rate of the attack.
  • Defense: After each and every attack, the armor and the RE reduce, in this order, most or all of the inflicted damage. Defense is done automatically but you can develop your RE to increase your defense capability. Beware, RE reduces damage randomly and does not always block to its maximum.

4.2 Basic Techniques
During a combat, you always have access to 6 different techniques, called basic techniques (BT). A limited choice at first glance, but they offer in fact a lot of tactical combinations.

  • Physical Attack: Despite a quite good hit rate (75%), this attack is mainly blocked by the armor of your opponent and thus, don't deal that much damage. Its power increases slightly together with your CO.
  • Cosmic Attack: This attack has a lower hit rate (50%) than the physical one but passes through armors and deals more damage. Its power is based on the difference of CO between you and your opponent: the higher your CO is, the bigger the damage are!
  • Cosmos Explosion: This technique is used to raise the CO in order to increase the power of both physical and cosmical attacks. Unfortunately, Cosmos Explosion also deals some damage to its user from which only a part are blocked by RE.
  • Concentration: This powerful technique allows to concentrate a given percent of one CAR (CO, TE or RE) and to transfer it to another CAR. You can for instance raise you CO with Cosmos Explosion and then transfer this CO toward your TE.
  • Transfer: This ritual is some kind of life transfer: it gives the possibilities to sacrifice some LP to obtain a few AP in exchange. The conversion rate beeing low, you should keep this technique for last-chance actions only!
  • Surrender: Using this technique causes the defeat of the player who is immediately sent back to his temple. However, when defending the sacred place of his own God, the player can choose to stay at his current position.

4.3 Special Techniques
Unlike basic ones, the special techniques (ST) must be learned from masters that you can find in temples, armories and training places. They all have customized effects (AP and PP damage, bonus and malus, CAR inverter, combat modificators, etc.) and you can combine them to create your own powerful Combos. Here are a few examples:

  • Meteors: Meteors removes 10 LP and 10 PP. If a repeated use can defeat the weakest of your enemies (low levels), this strategy becomes useless with the stronger ones. Meteors is nothing more than a fatality move with higher levels.
  • Medusa: Medusa adds 25 to CO and TE, but also reduces the RE by the same amount. Using this technique, a warrior increases both power and hit rate of his attacks, especially the cosmic one, but gets highly vulnerable. In other words, it's a risky technique!
  • Golden Apple: The Golden Apple increases the CO by 20% and reduces the CO of the opponent by 20%. This technique is well adapted to raise the power of Cosmical Attacks up as it immediately widens the gap between CO.

4.4 Combat Modificators
Those three modificators are bonus and malus applied to physical and cosmical attacks and modifying their effects. They are either changed by artefacts at the beginning of a battle or altered during a combat with the help of special techniques.

  • Damage Modificator: This modificator increases or reduces the damage inflicted by physical and cosmical attacks. Malus cannot be lower than -90% while bonus have no limit!
  • Hit Rate Modificator: Hit rate can also be modified. For instance, with a bonus of 10%, the initial 75% rate of a physical attack would raised to 85%. Final hit rates are always between 20 and 95%.
  • Resistance Modificator: This modificator alters the efficiency of RE. The bonus/malus is applied to what the RE really blocks on a given attack and not to what it may have blocked.

4.5 Victory and Defeat
If a warrior's life points are reduced to zero or if he surrenders, the battle is over and his opponents is declared the winner: Victorious players earn 2500 XP while defeated ones get 1250 XP only. XP is modulated according to the difference of power between the two opponents and the length of battle. In the case of a surrender, modulated XP is also divided by 2 for both players.

A combat brings also to both opponents plenty of Training Points (TP are used to develop CAR) according to the length of battle. The victorious player earns twice more TP than the defeated one.

Gains for levels 1 and 2 are multiplied resp. by 4 and 2 in order to support beginners!



V. Other Interactions

5.1 Submission and Blocker Mode
Submission can be used to put a player aside and, in fact, to switch places with him. You can only submit a weaker player (that you cannot attack because of the difference of power) with his blocker mode deactivated. Note that a player in weakness status can be submitted by anybody, whatever his blocker mode is set!

Blocker Mode is how you show that you accept all combats, even against more powerful warriors. If you deactivate this mode, you are protected against them but they can then submit you.

A single submission requires from 100 to 200 AP depending to the difference of power with the submitted warrior who loses some glory in the process.

5.2 Healing
A player with a weakness status can either go to a temple or a celestial gate to heal but he can also be healed by any other warrior from his clan. The healer must be ready, close to the wounded warrior and use all AP (and at least 100 AP) to activate his Healing capability. This will restore half of his companion's LP (and ready status).

5.3 Oracles
There is plenty of subjects where you can interact with Oracles. As Clan Leaders, Oracles speak the words of your God, select generals and diplomats and distribute the Sacred Armors. As Gamemasters, they organize quests, missions and tournaments and control the Roleplay. Finally, as Moderators, they ensure that the rules are respected and that the mood between players and clans remains positive.

So, if you have a question or encounter a problem, don't hesitate and contact your Oracles!



VI. Armors and Artefacts

6.1 Armors
Based upon a famous manga, the game pushes the concept of Sacred Armors to its climax. Hundreds of such armors are already available in the armories: You can discover all of them, along with their power, in the encyclopedia.

There are four kinds of Sacred Armors: the so-called Armors of Athena's Knights, the Surplices of Hades's Specters, the Scales of Poseidon's Marinas and finally the Glories of Zeus's Angels. They are divided in 6 different levels of power, SP1 to SP6, while the remaining basic armors are identified under the SP0 category:
SP5 and SP6: 600 to 800 PP + High Bonus
Gold and Amber Armors, Celestial Surplices,
Orichalcum Scales, Hurricane Glories
SP3 and SP4: 300 to 400 PP + Medium Bonus
Silver Armors, Superior Terrestrial Surplices,
Pearl Scales, Storm Glories
SP1 and SP2: 150 to 200 PP + Small Bonus
Bronze Armors, Coral Scales, Wind Glories,
Inferior Terrestrial Surplices (or Crawling Surplices)
SP0: Various PP + No Bonus
Leather Armors (like the basic ones),
Metal Armors

Every player starts the game with a basic leather armor which belongs to SP0 ones and is the worst possible armor. All armors are defined indeed by the 5 following attributes:

  • PP: Protection Points block the damage inflicted by your ennemies. When these PP are reduced to zero, your armor is destroyed and you lose all its bonus. Destroyed armors (SP1+ only) are considered dead then and must be resurrected in altars.
  • CO: COsmos bonus added to your CO once at the beginning of every combat.
  • TE: TEchnique bonus added to your TE once at the beginning of every combat.
  • RE: REsistance bonus added to your RE once at the beginning of every combat.
  • Evolution: The power of all SP1+ armors can be improved through 6 evolutions unlockable in altars.

Earning the right to wear a sacred armor is a long and difficult task, especially for upper categories, but there are different ways to reach this goal:

  • Either by participating to quests, missions and tournaments organized by Oracles and Rolemasters.
  • Or by spending a lot of your character's life for the sake of your clan (only SP1 and SP2 that way).
  • Or by unlocking a given number of challenges.
  • Or finally by reaching a certain Elo level.
Armors with Challenges
SP6 = 3 gold challenges or the GodWarriors one
SP5 = 2 gold challenges
SP4 = 5 silver challenges
SP3 = 4 silver challenges
SP2 = 7 bronze challenges
SP1 = 6 bronze challenges
Guardian = 3 bronze challenges
Armors with Elo
SP6 = 1500 Elo (the GodWarriors challenge)
SP5 = 1425 Elo
SP4 = 1350 Elo
SP3 = 1275 Elo
SP2 = 1200 Elo
SP1 = 1125 Elo

6.2 Artefacts
Artefacts are special objects that you can either buy and sell in armories or obtain after quests and missions. Once weared, artefacts increase CAR and combat modificators (see 4.4) at the beginning of every combat. You can have a maximum of 5 artefacts.



VII. Honour, Awards and Soldier's Pay

7.1 Honour and Virtues
Honour is a very important concept: Is there any glory to attack a dying warrior or a weaker one? Is there honorable defeats or only shameful ones? In GodWarriors, you can choose the path of good or evil, but your honour will always reflects your own choices!

Honour is defined by 3 virtues called Courage, Glory and Loyalty:

  • COU: COUrage is required on the battlefield to attack and defeat the most powerful ennemies.
  • GLO: GLOry is a proof of your past feats. Every victory increases your reputation.
  • LOY: LOYalty shows your devotion to your God. Never betray him!

After every significant action (battles, quests, missions, etc.), you get or lose a few points in one virtue or another. For instance, if you attack a powerful ennemy, you will definitely earn some COU but if you beat him, you will earn some GLO as well. As honour and virtues are constantly compared to the best ones, they are also evaluated in percent to give you a good idea of your current ranking. Every player starts the game with 50% in honour and slightly less in the 3 virtues.

Please be careful: If someday your loyalty to your god drops under 25 points, you will be considered renegade and immediately banished from your clan. You will then be known as an unfamous Rebel!

7.2 Awards and Challenges
Awards are another proofs of your past feats (like Glory but more specific). If you win a tournament or close a quest succesfully, the GameMaster will probably reward you with a special Award beside the usual rewards (XP and Gold). Think of a medal. There are 3 kinds of Awards: gold, silver and bronze, according to the difficulty of the task.

Challenges are very special Awards that you can unlock automatically (most of them) by achieving a specific goal or reaching a given condition: for example, 10 victories in a row validate the Undefeated Warrior title. Moreover, each challenge will earn you Gold: +5 for bronze challenges, +10 for silver ones and finally +15 for gold ones.

7.3 Soldier's Pay
The best and fastest way to earn XP is to fight regularly. However, when it comes to Honour and Gold, the defense of your temple and other missions are much more interesting. If you follow the orders of your Oracles or Generals, you will probably get a weekly or monthly pay (each clan has its own rewards but keep in mind that the biggest ones, unique artefacts and sacred armors for example, are given in tournaments or quests only).



VIII. Quests and Roleplay

8.1 Quests
Quests are long and epic adventures full of combats, puzzles and riddles and interesting plots. Some are specific to your god (simply check the forum of your clan) while others, with extended stories and common powerful ennemies, are opened to everyone. To participate, register directly with the quests manager integrated to the game and follow the instructions of the Gamemaster.

8.2 Missions
Missions are very short quests with a single and simple objective, for instance to defeat a specific warrior. Missions are assigned by Oracles and/or Generals and are rewarded with Gold.

8.3 Tournaments
Ranging from simple clan contests to the Olympic Games, tournaments are the best opportunities to obtain a Sacred Armor and eternal glory! They are organized on a regular basis, so don't forget to check the events menu (quests, missions and tournaments) from your profile or to read the various forums of the game.

8.4 Roleplay or RP
To enjoy the roleplaying side of the game, you need to update your profile with a solid background describing the origins of your character, his ambitions, his goals and so on. Posting this background on the forums grants you access to the RP sections where you can effectively play the role of your character: What you write there is what your character says or thinks!



IX. Realm vs Realm: The Domination Mode

9.1 What is Domination Mode?
Domination is our own version of the classic Realm versus Realm (RvR) game mode. In this mode, the 4 clans battle to conquer cities and territories, in order to expand the domination of their God over the greek world.

9.2 Conquests
To conquer a place and claim it for his god, a warrior must use the Divine Conquest action to take control over the buildings located within. A building brings a certain amount of DOM points every day to the controlling clan. Those points, once added up, symbolize the current domination level of a clan. Note that a building can be reconquered at any time by any other clan!

9.3 Ages
An Age is a period of time during which all the clans compete and fight each others to cumulate a certain amount of DOM points (usually 1000 or 2500). The clan reaching that number first is declared winner and is generously rewarded. Its most efficient conquerors (the best 3) receive a golden award and are rewarded by their Oracles later on together with the other participants (generally with honor and gold).

DOM points and conquered buidings are reset afterwards and a new Age can begin!