Emblems
How Emblems work
Emblems are inscriptions which mages can equip to enhance the effectiveness of their army as well as their kingdom.
A mage will initially be able to equip 3 Emblems when they first start, and as they progress with the game and level up, they will be able to equip more Emblems (up to a maximum of 10)
Emblems are divided into different grades
Grade A - Starter Emblem
At the time when a mage is first reincarnated, a random Starter Emblem will be generated for the mage. The Starter Emblem will have the following abilities:
Pocket Watch: On use, instantly charges 30% of turns equal to maximum storage for the mage (Can only be used once per week)
Blessing of Terra: All units controlled by the mage will either get +3% increased attack power or +3% increased health points
Rainbow Stack: all units controlled by the mage get +5% increased attack power if the mage uses units from each colour
Grade B - Magical Emblem
A Magical Emblem will have the following abilities:
Racial Affinity: Units of a particular type controlled by the mage will get +3% increased attack power
Racial Empowerment: When multiple units of a particular type are controlled by the mage, they each get +5% increased attack power (A mage can only equip 3 of the same Racial Empowerment Emblem)
Trio Collection: When you equip 3 or more of the same Emblem that provides benefits to a specific unit type, then all units of that specific unit type will get +5% increased health points (A mage can only equip 3 of the same Trio Collection Emblem)
Grade C - Rare Emblem
A Rare Emblem will have One of the two following abilities:
Spell Empowerment: Empowers a particular spell by increasing its effectiveness, reducing its mana cost or reducing the turn cost
Item Empowerment: Empowers a particular consumable item by increasing its effectiveness
Grade D - Epic Emblem
An Epic Emblem will have One of the three following abilities:
Spell Penetration: Empowers a particular spell by increasing the chance of piercing enemy barriers and resistance by 3%
Item Penetration: Empowers a particular consumable by increasing the chance of piercing enemy barriers by 3%
Armour Penetration: Empowers a particular unit by allowing its Primary Attacks to ignore 3% of enemy's resistance
Grade E - Legendary Emblem
A Legendary Emblem will have One of the four following abilities:
Building Efficiency: Increases the effectiveness or efficiency of a particular building type
Counter Attacks: Adds a powerful counter attack to a particular unit type
Swift Movements: Add 1 initiative to a particular unit type
Regeneration: Adds the regeneration ability to a particular unit type
Grade S - Ancient Emblem
An Ancient Emblem will have One of the five following abilities:
Pinpoint Accuracy: Increase the accuracy of a particular unit type by 3%
Destiny: Units of a particular type gain a 10% bonus damage when hitting units of another particular type
Fortitude: Units of a particular type gain a 10% reduction when being hit by units of another particular type
Slow Time: Turns are generated 3% faster for the mage
Heroism: Heroes of a particular type provide 50% more efficiency bonus to the stack which they lead
Grade SS - Seasonal Emblem*
A Seasonable Emblem will have One seasonal specific ability and at least* One of the six following abilities:
Elemental Blades: Units of a particular type gain an additional elemental damage for their Primary Attack
Elemental Breath: Units of a particular type gain an additional elemental damage for their Secondary Attack
Elemental Shield: Units of a particular type gain an additional 3% elemental resistance of a particular resistance
Elemental Precision: Units of a particular type gain a 3% bonus elemental hatred against another unit type
Elemental Mastery: Units of a particular type provide a passive bonus to the mage's kingdom
Elemental Empowerment: Units of a particular type provide a passive bonus to the mage's guild
Seasonable Emblems are awarded to all players who participate in each season.
The top 10 players of each season receive a Seasonal Emblem that rolls on all 6 of the above abilities.
The next top 1% of players of each season receive a Seasonal Emblem that rolls on 4 of the above abilities.
The next top 10% of players of each season receive a Seasonal Emblem that rolls on 2 of the above abilities.
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