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Battles

Imperix battlefield

War is fought in continuous, real-time battles over territory. When two nations clash over a region, a battle opens and both sides pour damage into it until it resolves.

A battle is a single 12-hour fight over one region. There are no rounds: every hit adds to your side’s running total, and when the clock hits zero the side with the most total damage wins the region. Because it’s live, timing and coordination beat scattered hits. Showing up together at the right hour wins battles.

You fight in actions. One action is a 10-hit volley and costs 10 Combat Energy, so a full energy bar is ten volleys. Each hit in the volley rolls its own damage, miss and crit.

A single hit starts from a base of 10 damage (jittered about ±5%) and is then multiplied:

  1. Progression multiplier (×1 up to ×2). Your Level, military Rank and equipment DMG combine into a multiplier that can at most double the base. The three contribute in fixed weights:

    Source Weight
    Military rank 35%
    Equipment DMG 35%
    Level 30%

    This cap is deliberate: two players with wildly different levels differ by at most 2× from progression alone. The real spread comes from what’s next.

  2. Ammunition. Loaded ammo multiplies the whole hit, and this sits outside the progression cap:

    Ammo Damage Armour pierce
    Bare hands ×1.0 0
    9mm ×1.2 0
    5.45mm ×1.5 5
    .50 Cal ×2.0 15
  3. Crits and food. A hit crits for ×1.5 damage. Your base crit chance is 5%, rising toward a 30% cap with equipment. Food buffs stack on top: Fish adds +5% damage, Meat +10% damage and +5% crit.

Two more situational modifiers apply to the whole hit: a Natural Enemy bonus of ×1.10 when you fight a declared rival, and a ×0.75 penalty while you’re serving a court sentence.

Not every hit lands. A newcomer misses about 10% of hits. Accuracy (the ACC stat on helmets, vests and pants) drives that down toward a 2% floor, so a fully-kitted fighter almost never whiffs. See Equipment.

  • Fighting builds ranking damage, which climbs you through the 30 military ranks and raises your damage. See Ranks and medals.
  • You earn a single lifetime combat medal that repeats: each new medal needs more cumulative damage than the last, and every one pays a flat 10 gold.
  • Mercenary unit fighters earn medal progress at 70% the normal rate, the trade-off for chasing gold bounties instead of serving a homeland. See Units and doctrine.

After a battle resolves, the next one over the same front doesn’t open immediately:

Time since the last battle Who can open the next
First 12 hours Nobody (locked)
Next 24 hours Only the winner (priority)
After that Either side, first to act

That rhythm gives the winner a window to consolidate before the front reopens.