WARBORN,
BATTLE READY

Battle units are classified in three groups: Air, Land, Artillery.

Air Support
Air units provide Land units support in battle, dependent on the type of air unit, it can increase your defense or attack modifications during a skirmish. Air units provide Attack, Defense, Accuracy, and Speed modifiers needed to succeed in battle.

You can bring a maximum of 20 air support units to battle. Air support units can incur damage, especially if your opponent is also bringing Air support and Artillery units.

Artillery Support
Similar to Air units, Artillery supports Land units during battle, artillery is effective in providing defense from above. A cheaper alternative when building a defense shield against attacking air forces. Artillery units provide Attack, Defense, and Accuracy modifiers in battle.

You can bring a maximum of 20 artillery units to battle. Artillery units incur damage from land, air, and other artillery units during battle.

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The main units during battle are Land units.

The following are the statistics each Land unit NFT holds:

Hit Points
Hit points for each unit vary based on how much damage a unit can take. The higher the HP, the more damage it can take.

Wave
Before the battle begins, the player with the lower wave number gets to move first. Lower waves also have higher mobility and can travel across the battlefield map faster.

Accuracy
Accuracy increases the chance of a Critical Hit against enemy troops as well as giving the unit a larger attack reach across the battlefield.

Attack
Attack points increase the likelihood of a positive outcome when the unit is on the attack.

Defense
Defense points decrease the likelihood of damage incurred during an attack, and improve the chances of a counter-attack.

Experience Points
Experience points open up units to more Battle Tactics. The higher the XP of a unit, the more eligible it becomes for more intense and creative battle tactics.

Rough Rendering

HOW BATTLES WORK

Note: the above is a rough rendering of the battle arena for the sake of this guide.

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These Glyphstones represent the various available Battle Tactics a player can use during battle. These tiles will be clickable during Your Turn of the battle. They allow you to initiate special attacks or defenses.

At each 100 XP benchmark your unit qualifies you for a new Glyphstone. You can also earn more Glyphstones by being victorious in battle. If you are a Block 100 or below land holder you will increase your chances by 25% of getting a much more rare Glyphstone.

There are many battle tactics, Tezotopia will continue to create new ones for the entirety of the life of the game, different and creative tactics will be added allowing Land Units to learn new skills based on their XP.

Here are the current Glyphstones available as of September 17, 2021.

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Lightning Strike

Inceases Attack Modifier by +3 for 2 attack phases
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Plasma Shield

Decrease damage inflicted by attacker by 10% for 2 attack phases
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Regenerative Orbit

Increases all units HP by +2
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Blitz

Used when on Defense; steals first attack advantage making it Your Turn to attack
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Evasion Awareness

Increases the chance by 30% of a failed air strike for 2 Turns
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Deathblow

Increase likelihood of Critical Hit by 30% for 3 attack phases
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Chain Attack

Units get 3 attack phases each for 2 turns; making them incredibly deadly.
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Catoshi Stone

+3 HP For All Units On Battlefield
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Deflektor

While on defense, all attacks will be deflected and inflict corresponding damage on the attacking unit for 1 round.

Players can bring 9 different land units to battle in a turn-based skirmish. Player with the better “Wave” rating will get to strike first and make the first move.

Once the first player has moved their troops into positon, the next player will move/strike and so on. A maximum of 20 air units and 20 artillery units will also be allowed during battle.


To the victor go the spoils...
At the end of the battle, whether due to surrender or decommissioned units, the victor will receive a loot box that can be claimed in the Tezotopia Marketplace. Once claimed, items from the lootbox will be added to your wallet.

The Winner will also receive +20 XP per unit in battle. The loser will receive +5 XP per unit in battle (even if decommissioned). Both sides of the battle will have to repair their units to restore their HP to 100% after the battle.

Lootboxes are randomized but can include $UNO, $GIF, units, battle tactics, and artifacts used to decorate your Tezotops, you can learn more about Artifacts and the Tezotop Builder here.

NON-BATTLE
UNITS

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A game of diplomacy and intrigue will exist outside the walls of the battle arena, a game involving Diplomats and Spies.

These units will function on the Map Explorer, where players will receive notifications of events happening in their domain or to their possessions. Both Landlord or Warlords will be able to use spies and diplomats.

The use of Spies and Diplomats will not go live until Q1 2022.

Spies will be redeemed through lootboxes earned from battles. Spies will also be sold on the primary market from time to time. At this time there are no plans to have a building manufacture this unit type. These units will set off different triggers based on who is being targeted.

Spies can get caught and found out, unveiling the identity of user who sent the spies and giving them a Casus Belli status–this gives any other user the right to send spies their way without any play penalties, or to directly challenge this player to battle.

Spies have 3 different stats: Tech, Stealth, and Plays.

Tech (ratings from 1-10) indicates how advanced your spy unit is, the higher the tech rating the better your chances of your spy succeeding in its task and defending your domain from spy attacks.

Stealth (rating from 1-4) is another modifier that improves your chances of success when initiating a task. Higher stealth rating, allows your spy to be more successful at assassinations and sabotage type tasks.

Your spies are only useful for a certain amount of Plays (amount from 1-4) before they are useless shells of their former self–decorations on your mantle. A spy can hold a maximum of 4 plays, not all spy units are created equally, even if they're named the same thing.

Plays are important as each task costs your spy a certain amount of plays to go about the set task–and there's no guarantee they'll be successful either.

The release rate of 4-play Spy bots will be very low, an average of 6 a year will be released.

TASKS

Spies can be used to do the following tasks (this list may continue to grow or shrink):

• Assassinate Diplomats: Diplomats are representatives of the warlord or landlord that possess them; they are not immune to the luring tactics of spies. Potential results of such task includes the death of a diplomat, the impairment of a diplomat, or the complete evasion of the attempt.

Cost: 4 Plays

• Sabotage Production: Destroy an enemies unclaimed resources by sending in your spy to burn up the stores of unclaimed resources sitting there, ready to be burned. Potential results of such task includes the entire unclaimed stockpile being burned, 50% of the stockpile being burned, or the unclaimed stockpile being completely salvaged with no effect.

Cost: 4 Plays

• Destroy Buildings: Infiltrate the enemy's Tezotop and set fire to their buildings by detonating a stealth bomb that wipes out a number of buildings in the process. Potential results of such a task includes 3 buildings being destroyed, 1 building being destroyed, or a misfire and your bomb being sniffed out and no buildings being destroyed.

Cost: 4 Plays

• Claim 10% of production: Are you a landless warlord and need some Unobtanium to make your dreams come true? Well, this task can get you closer to that fulfillment. You can send a spy into an opponents land to steal their unclaimed resources; the potential results of this task include your spy successfully stealing 10% of the unclaimed supply, or totally failing.

Cost: 3 Plays

• Rename an opponents Tezotop: The satellites orbiting Tezotopia will soon allow users to display names for their Tezotops aside from just a Block ID; this has given the spies an ample opportunity to hack the Satellite Mainframe and adjust some titles and rename Tezotops of other users. The potential results of this task include either success or failure of renaming the Tezotop. All renaming is subject to a DAO vote to avoid offensive rhetoric.

Cost: 3 plays

• Disengage a Unit: Infiltrate a user's barracks and disable one of their units. The choice of this will be randomized, and a unit will be disengaged and need to be repaired to function again in battle. The potential results is your spy gets caught and destroyed or you're successful in disarming a unit.

Cost: 3 Plays

• Spy out a Tezotop: Planning the destruction of buildings? Send out spies in advance to a Tezotop to see what available buildings can be destroyed. Your spy will either be caught or you'll return with the necessary intel to start your plans toward bombardment.

Cost: 2 Plays

• Shield your Tezotops: Scramble the satellites, and make your Tezotops undefinable to other spies. Spies will not be able to carry out any actions against you for 168 hours.

Cost: 2 Plays

• Send a Message: No diplomats? No problem. Send a secure message via a Spy bot that will pop-up in the notifications tab of the user receiving it.

Cost: 1 Play

• Mint a diplomat: Send out your spy into the world of Tezotopia, the urban centers, to find an available diplomat in the shadows of a tavern, or the halls of the grand ballrooms–diplomats aren't without a little bribery though, and do want something in return...

Cost: 1 play + 0.05 - 0.25 $UNO (more UNO invested, the higher class of diplomat you are likely to mint).

• Defensive Measures: Simple holding a few spies in your inventory, increases your chances of avoiding and defending against such attempts. Your spies will be vigilant and watchful as they cruise through your dominion sniping any malicious attempts. This does not gurantee you'll be successful in stopping enemy spies; you'll have to scramble satellites to do this.

Cost: 0 Plays

DIPLOMATS

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Diplomats are the avatars and representatives of your dominion, whether Warlord or Landlord, you have access to a pool of diplomats within the world of Tezotopia to form alliances, carry out messages, and be the ambassadors of your realm through various diplomatic actions.

999 Original Diplomats will exist prior to the use case functions of Diplomats and Spies launch. But aside from these, Spies can be used to search out potential diplomatic canditates, minting them and bringing them into your possession. Diplomats come with various different attributes and statistics that make them more or less influential.

Diplomats have 4 different attributes that help their cause:
• Charisma (rating 1-10)
• Influence (1 - 1000)
• Class: Royal, Statesman, Magnate, Harvester, Commoner
• Health: Healthy, Impaired, Sick, Crippled, Dead

More details on diplomats still forthcoming...