Rules of Engagement
The first team to destroy the core located on the opponent's base will be declared the winner. In the event neither team destroys a core, victory will be decided based on each team's remaining core HP, number of towers, and tower HP, in that order.
Cores and Towers
Cores
Each team has a core located at its base, and the chief objective is to destroy the enemy's core. The core is protected by a magitek field emanating from two towers, so before you can strike at the core, you must first destroy at least one of the towers. With one tower destroyed, your team can begin to damage the core; however, damage will be significantly mitigated by the remainder of the magitek field until the second tower is eliminated.
Towers
Each team has two towers that serve to protect their core. Each tower is also enveloped in a defensive field that mitigates damage taken by team members and restores their HP, which players can take advantage of as protection when hard-pressed by the opposing team. If you succeed in destroying the enemy team's towers, the magitek field around the enemy team's base will dissipate, and all parties on your team will earn ceruleum and Soaring stacks.
Display of Core and Tower HP
A unique UI is used to display the HP of cores and towers. Because each team's core cannot be damaged until one or more of their towers are destroyed, only the HP of towers will be displayed at the start of a match. Once the core is exposed by the destruction of at least one tower, however, its HP will also be displayed.
Deploying Machina
Ceruleum (CE)
Ceruleum (CE) is required to operate machina. Players can build up ceruleum stores for their party by collecting tanks in the field or defeating enemy players and mammets up to a maximum of 100 units.
Action Type |
Recipient |
Amount
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Claiming a ceruleum tank |
Party |
10
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Destroying a mammet |
Party |
Up to 20
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Destroying a gobtank |
Party |
Up to 20
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Claiming a main ceruleum tank |
Team |
50
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Claiming a gobcrate |
Team |
50
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Cruise Chaser
A next-generation machina ideal for combat against enemy players and machina.
HP:50,000
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Required Ceruleum (CE):50
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Maximum Simultaneous Deployment:6
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Requirements to Deploy:None
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Actions
Spin Crusher
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Spin Crusher
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Delivers an attack with a potency of 40,000 to all opposing warmachina in a cone before you. 4,000 when attacking a player, mammet, or object.
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Laser X Sword
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Laser X Sword
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Delivers an attack with a potency of 50,000 to all opposing players and warmachina in a cone before you. 5,000 when attacking a mammet or object.
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Optical Sight
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Optical Sight
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Deals damage with a potency of 30,000 to all opposing players and warmachina near point of impact. 3,000 when attacking a mammet or object.
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Ceruleum Refill
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Ceruleum Refill
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Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.
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Oppressor
A hulking machina engineered for siege warfare, it excels at wreaking havoc upon structures.
HP:100,000
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Required Ceruleum (CE):50
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Maximum Simultaneous Deployment:2
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Requirements to Deploy:None
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Actions
Steam Release
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Steam Release
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Deals damage to all opposing players and warmachina nearby with a potency of 10,000. 1,000 when attacking a mammet or object.Additional Effect: 15-yalm knockback.
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3000-tonze Missile
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3000-tonze Missile
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Deals damage with a potency of 1,000,000 to all objects near point of impact. 20,000 to opposing players, warmachina, or mammets.Potency decreases the greater the target's distance from point of impact, to a maximum of 30 yalms.
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Ceruleum Refill
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Ceruleum Refill
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Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.
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Brute Justice
Boasting unrivaled power, Brute Justice dominates opposing players and machina on the battlefield, while also laying waste to structures with its lethal armaments.
HP:75,000
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Required Ceruleum (CE):50
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Maximum Simultaneous Deployment:2
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Requirements to Deploy:Available after losing a tower.
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Actions
Flarethrower
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Flarethrower
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Deals damage with a potency of 40,000 to all opposing players and warmachina in a cone before you. 4,000 when attacking a mammet or object.Additional Effect: Inflicts Burns on opposing players and warmachina.Potency: 10,000Duration: 12.
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Double Rocket Punch
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Double Rocket Punch
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Deals damage with a potency of 600,000 to all objects near point of impact. 30,000 when attacking opposing players, warmachina, or mammets.Additional Effect: StunDuration: 3s.
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Mega Beam
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Mega Beam
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Delivers damage with a potency of 60,000 to all opposing players and warmachina in a straight line before you. 6,000 when attacking a mammet or object.Additional Effect: 30-yalm knockback.
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Ceruleum Refill
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Ceruleum Refill
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Uses 25 units of ceruleum fuel (CE) to restore 5000 EP to currently mounted warmachina.
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Steam Cannon
Two steam cannons have been erected near each team's core. While they cannot be moved, they are powerful weapons which may prove useful in deterring enemy forces.
Actions
Cannonfire
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Cannonfire
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Deals damage with a potency of 20,000 to all opposing players and warmachina near point of impact. 2,000 when attacking a mammet or object.
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Mammets
Mammets are clockwork soldiers programmed to seek out and destroy towers and cores. They emerge from their own core at regular intervals before striking out on a set route, and will remain in battle for a set duration. Upon detecting an enemy mammet, they will engage and attack until either side is destroyed. Mammets that arrive at an enemy tower or core will perform a powerful self-sacrificing attack. That is the extent of their programming; mammets will not harm adventurers.
- Players' healing is less effective when used on mammets.
- Parties can gain up to twenty units of ceruleum upon defeating an enemy mammet. These units will be distributed to all parties that engage with the mammet based on the amount of damage inflicted. Ceruleum cannot be gained from damage inflicted by other mammets.
Wind-up Viking
These mammets boast high HP and specialize in fighting at close quarters.
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Wind-up Magus
These mammets specialize in long range combat with magic-based attacks.
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Ceruleum Engines, Loading Stations, and Supplies
Ceruleum Engines
Ceruleum engines move across the map on rails at high speed, stopping at the loading stations in the center of the map. By taking control of the loading stations, teams can claim the supplies delivered by the ceruleum engines.
Occupying a Loading Station
When a ceruleum engine arrives at a station, standing in the area next to the engine will cause a gauge to fill. Once it is full, your team will occupy that station. The gauge fills more quickly when you have a higher number of team members near the engine than the opponent. The greater the difference in players, the quicker the gauge fills. However, only the first four players from each team are counted. Those standing near the engine will also gain the Sheer Will status, which greatly increases damage dealt. Making use of this status will help to reduce the number of enemies and occupy the station more quickly.
Controlling a Loading Station
Once a loading station has been occupied, a new gauge will appear indicating your control over the station. When filled, the station will be under your team's control, allowing you to claim its supplies. This gauge will only fill when your team has a number of members equal to or higher than the opponent in that area.
When the supplies have been claimed, the ceruleum engine will leave the station and the gauges will be reset.
When a Ceruleum Engine is at a Loading Station
Loading station Not controlled
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Loading station Controlled by the Falcons
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Loading station Controlled by the Ravens
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Status of Ceruleum Engines
The UI displays information on when a ceruleum engine will arrive, the supplies it carries, and which team occupies the loading station.
1. Supply type
2. Members per team (up to four)
3. Occupied
4. Occupation gauge
5. Control gauge
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Supply Types
There are four types of supplies. For the first half of the match, the ceruleum engine will deliver main ceruleum tanks, gobbiejuice, and gobtank keys at random. In the second half of the match, they will only deliver gobcrates.
Main Ceruleum Tank: Each party on the team gains 50 ceruleum.
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Gobbiejuice: Fills the adrenaline gauge of every team member.
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Gobtanks: Two gobtanks will appear at the core and will travel down the north and south routes to the enemy base.
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Gobcrates: Grant all of the effects of main ceruleum tanks, gobbiejuice, and gobtanks.
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Goblin Mercenaries
After a certain amount of time has passed, goblin mercenaries will randomly appear from the north and south mercenary bases. Initially, they will not side with either team, and will attack any player that approaches. However, it is possible to have them ally with your team.
Allied Mercenaries
If the damage your team deals to a goblin mercenary surpasses that of the opposing team by a certain amount, it will join your side. If the mercenary's HP reaches zero before this condition has been fulfilled, it will form an alliance with whichever team dealt the most damage to it.
A gauge above the goblin mercenary shows the difference in damage dealt by each team. Falcons are shown in blue and Ravens are shown in red.
Mercenary Deployment
Once you have formed an alliance with a mercenary, it will appear at your team's core and will attempt to destroy the enemy's towers and core, much like a mammet would. Forming an alliance with a mercenary that appeared from the north mercenary base will cause it to travel along the northern route, with the same being true of the south mercenary base and southern route.
Mercenaries are also governed by the Contractual Obligation status, and they will leave the field of battle once the status counts down to zero. After a certain amount of time passes, they will reappear from their respective base and will no longer be allied with either team.
Soaring
When you defeat an enemy team member, your party receives the Soaring enhancing effect. When destroying an enemy tower, your party and all parties on your team will receive the Soaring enhancing effect. This effect can stack up to twenty times, increasing all party members' damage dealt and HP restored via healing magic, while also reducing damage taken. At twenty stacks, Soaring will be replaced with the Flying High effect, which confers even greater benefits, including an increase to the rate at which the adrenaline gauge fills. However, the effects of Soaring and Flying High are stopped when riding machina.