Hello, this is the second article in the OwlyFarm blog's Skyweaver series.
This article will explain the basic Skyweaver's in-battle knowledges that is necessary for every Skyweaver's to strive on each one of his battles.
And if you really need to know; Yes, you can skip this guide and still learned all of this eventually. Let think of it like this;there's a hard way and easy way and this guide is the easy one.
And just so you know, this is not a cheatsheet or anything like that, but if I can, i would call this guide as my version of Skyweaver guide book written based on my experiences playing the game added plus the research I've done for so far. Though I wouldn't as far as to say it is already complete.
Nonetheless, I try to make certain that all of the basic and intermediate Skyweaver technical understanding needed to hit that play button (especially on ranked mode) should all had been included. Also,a tips for new players, please take your time reading, without pratical reading this alone can be quite excessive and overwhelming, you must at least have passed tutorial mode to understand everything I have written in this guide.
Let's get started.
As I previously explained in my first article , Skyweaver is a well-crafted TCG P2E game, with a strong emphasis on strategy building while being one of the best in-battle UI. While being complex and feature-rich. It was designed for you to have an advantage over your opponent if you deep understanding on how each aspect are connected with each other and fully utilize it by mastering prism, building the ultimate deck, or by just passively observing your opponent actions while setting up your surprise comeback when your opponent is already certain he will win on the next turn.
The image above represents a screen capture of the normal battle UI. For the time being, there is no other battlefield. The battlefield changes depending on which player takes the turn. Your turn will begin when the sun rises and end when it sets; keep this in mind because the sunrise and sunset will have other 'effects' for battle other than determining the player turn.
Below is the description of part that marked with number
Opponent name
Mana
Mana cap increase with every turn
Mana is variable as it can be modified by some cards effects, the best example is Mana Crystal card that was attached to your hero at the start of the game.
first turn will be given two of those mana crystal cards.
There's is no limit on how much mana a player can have, but usually a match lasted between 8 to 13 mana.
3.Graves
Whenever spell been used or unit health been reduced to zero the card is considered dead and will be send to grave.
Each card sent to grave can be check by clicking on the graves.
4.Decks
The deck consist of other cards that haven't been drawn yet.
Cards on hand can be mulligan
When all cards on the deck have been drawn, the system will automatically conjure a new card for you when nessecary with the cost 1 health of the hero.
5.Opponent hand
Some cards have the reveal effect; make sure you check the revealed cards on opponent hand when this happens.
6.opponent lineup
hero cannot be attacked as long as the 'hero' has a 'unit' with the 'guard' trait on the battlefield, unless there are cards effect that state otherwise being play.
when unit health reduced to zero it will be sent to grave but if the hero health reach zero, it marked the end of the game instead.
7.Hand Counts
maximum 9 cards can be at hand, any more the left most card will be reshuffle into deck for -1 hero health cost.
8.Setting and options
The left most button will open history bar that recording each action taken that battle on the left side of screen.
The middle is for sound settings
The right most is for all other advance settings.
9.Your line-up
Cards with the trait 'guard' will always be on your hero's right side, while cards with invisibility will be on the right most of the left side before any other cards.
10.Your hand
Hold the 'card' for a brief description, or click it for a detailed description of each one.
10.1.end turn button
Does exactly as the name imply.
11.card lore and author
This doesn't have any effect in battle, but necessary
12.card cost
can be altered by other cards effect.
13.unit health.
Can have some visual effects(aura) depending on the unittraits.
Color changes; red for if have been reduced below the l initial health or green if it was buffed.
14.card prism
15.Unit power
The visual effect and color also vary as the health.
16.Attachment
attachment on unit can be either enchant or a spell.
The attachment have it cost to cast.
attachment can be remove, dust or replace by opponent or the player itself.
17.Basic explanation about traits, effects and other related information for the particular card.
18.enchant
You can differentiate spell and enchant by the shape of the attachment,for enchant it will be hexagon.
There's various enchanteffect, it can be either good or bad for the the enchanted and sometimes, both.
The core components. prism determined the hero and cards that you will be using. choose and learn about each of them then decide what is your main prism, completing the collection a specific prism give your deck huge advantage in terms of strategy creations and customization.
Strength
Ada The Guardian
Agility
Samya The Challenger
Wisdom
Lotus The Sage
Heart
Bouran The Shadow
strength + Agility
Fox The Vagabond
strength + Wisdom
Titus -The Hermit
strength + Heart
Horik - The Exile
wisdom + agility
Iris The Loreseeker
agility + heart
Zoey The Maverick
wisdom + heart
Axel The Mercenary
Heart + wisdom
Sitti The Warlock
wisdom + intellect
Banjo The Cubeman
strength + intellect
Mira The Mechanist
agility + intellect
Mai The Tinkerer
2. Character
A `character` can be either `unit` or `hero`.
3. Attribute
Attributes is component of the cards or hero's which can has an effects in battle. several attributes were combined that make a single card.
4. Trait
An ability or skill for the specific `unit` or `spell`
4.1. Type of trait
Armor
The character takes -1 less damage
Lifesteal
Heal it's hero equal the damage done to enemy hero.
Wither
Reduce power of unit equal the damage done.
Guard
The hero with the Guard unit can't be attacked.
Stealth
Physical attack can't damage the card unless it hero been physically damaged first this turn.
Banner
your hero get +1 power this turn.
5. Effect
Draw
Draw 'card's from the deck
Death
When the unit die
Play
When the unit played into the battlefield
dust
Remove card from the game.
conjure
Create a new card for the game
sunset
End of your turn
sunrise
Start of your turn
attach
Attach enchant or spell to the character
summon
Summon unit to the battlefield
Mulligan
Return cards from hand to deck, then draw the same number of cards.
Inspire
After you play the specific card.
6. Element
Earth
Fire
Wind
Metal
Mind
Light
Dark
Water
7. Spell
Do damage, draw card, summon `unit` and whole lot other things.
8. Unit
`Unit` is character type card. It can be summon to the battlefields to fight for the `hero`, A `unit` can have more than one traits and effects.each `unit` belong to the specific tribes that unique for those `unit` element
9. Enchant
`enchant` is the enchantment that has been casted to the enchanted character.
9.1. Type of enchant
Roots
Immobilized the enchanted unit,
Chains
Disable the enchanted character traits .
Blind
The enchanted character can only attack the right most enemy.
Fury
Glory - buff unit power and health by one points, draw a card,
dust this attachment
Silence
Disable the enchanted non trait effects
Lead
this attachment can't be dust or removed.
Shield
when the enchanted character receive damage by physical
attack, block that attack dust this attachment.
Dazed
Sunrise - the enchanted character put to sleep.
Anima
whenever this attachment removed or dusted give the enchanted character +3 power and health.
Hex
sunset - deal 6 damage to the enchanted character, dust this attachment.
Fate
Give the enchanted character +1/1 draw a card of it typed
Vapor
Flames
Sunrise - do 2 damage to the enchanted character
Shroud
The enemy cant target the enchanted character with spell or play effects. Sunrise - Dust this enchantment.
Barrier
when the enchanted character were to receive non-combat damage dust this enchantment to prevent it.
Frostbite
The enchanted unit take 2 damage more from everything's.
End of Glossary.
ANNOUNCEMENT!
Pre-invitation to OwlyFarm Skyweaver Guild.
As all OwlyFarm server members were aware. OwlyFarm has already made plans to create a Skyweaver guild as soon as the feature becomes available. It is expected to appear in the near future.
When that happens, we will, of course, desire to be one of the best guilds in the game.
So, in order to prepare for the plan, we've decided to take the first step by forming and organising the Skyweaver guild on the Discord server.
In this regard, we proudly invite all Skyweaver players who are already present to join the guild and become early members.
When the game's main feature becomes available, early members will be given priority.
There also will be plenty of exciting things to look forward to.Don't miss this chance!
Contact **Donma ** on our discord if you want to be an early members of the skyweaver guild