
Link download v0.2.20 (Android)
📌Addition of new stats (Accuracy and Armor Penetration)
Accuracy
- Accuracy obtained through INT. That means magical heroes will have more accuracy when using their skills.
- Accuracy now affects Normal Attack and Skills (including Physical and Magical).
- Normal Attack Accuracy: 80%
- Skill Accuracy: Each skill will have its own Accuracy, see the description of the skill.
- Hero’s Accuracy = Base Accuracy + Accuracy from stats + Accuracy from equipment + Accuracy from bonus set.
- To calculate the accuracy for each action: (Total Accuracy – Total Evade) = X. If X >= 100, definitely hit. If X < 100, then accuracy = X.
- If hit correctly, it counts as Critical Chance. Now Critical will not ignore Evade like before.
Armor Penetration
- Armor Penetration obtained through AGI and have a cap of 25%
- Armor Penetration only works with Physical Normal Attack.
- Physical Attack Damage dealt = Physical Attack Damage – (Enemy’s Armor x %Armor Penetration)
📌 “Extra turn” mechanism.
In this version, we introduce a new element in PvP – Reset Time (RT).

Reset Time will be shown by the yellow bar below the heroes HP Bar.

When the RT bar is full (RT=100), the hero will receive an Extra Turn immediately for the current turn (shown first under the Turn Order bar).
Light yellow part: Hero’s existing RT.
Dark yellow part: RT will be received after executing the selected Action.
RT will vary for each hero and is calculated based on Speed (SPD) after each action in the hero’s turn:
– Base RT at each hero’s first turn: RT = SPD/10
– If the hero uses normal attack: RT = SPD
– If the hero uses skills: RT = SPD*X% (Note: X varies with different skills).
+ RT will be accumulated after each turn to a specific number. If RT reaches 100, that hero will get an extra action at the end of that turn (This action does not count as a turn and will not trigger overtime effects).
‼️Note: Extra Turn will not affect the skill’s cooldown. Damage Over Time (DOT) skills will also have no effect in the Extra turn, similar to Healing skills.
Example: 3 heroes with the current turn order being A –> B –> C. If after X turns, B has enough RT, he will get an extra action by the end of that turn, enabling him to move and cast skills. B’s movement/action order will be put last in the following turn and return to normal in the turn after that. RT continues to stack up until the hero gets an extra turn and consumes 100 RT )
+ When RT is full and consumed automatically, the RT bar will be reset to 0.
Example of the “Turn Order” mechanism:
- Black number: Speed (Solid stat)
- Yellow number: Reset Time (Will be accumulated after each turn)


📌Re-calculation of old stats allocation

📌Replace the mana pool with the Cooldown (CD) mechanism for all skills (including skill books and heroes’ skill trees)
❓What is the CD mechanism?
Every skill will have its CD in turns. This means that players can only re-use skills after waiting for a specific number of turns (instead of waiting for the mana pool to refill).
Some skills can be cast right at the beginning of the game. Others (stronger ones) will not be able to get cast until after a specific number of turns.
❓Why do we change from the mana pool mechanism to the CD mechanism?
The mana pool is used for the whole team. It really limits the game and is hard to be balanced, especially with the aforementioned “Turn order” mechanism. CD is specific for each hero in the team, making the gameplay easier to be balanced and expanded in a later phase (with new PVP features).
Now in most of the matches, players are waiting for the mana pool to charge up enough for using skills. This causes the match to be quite long and boring. The CD mechanism will reduce the time between skill casts in the game, making it more suitable for a turn-based game.
❓Do we need to re-balance the number of skills (Skill trees and Skill books)?
Yes, of course. Now some heroes can use 1 skill at a time (in the same turn), so we need to do re-balancing with the number.
📌 Skill Balance

Paladin jumps next to an ally, increasing both self and ally’s MDEF an PDEF based on their original MDEFs and PDEFs
Cooldown:4
RT conversion (%SPD): 20
Cast Range: 4
Physical and Magical Defense decrease from 50%/55%/60%/65%/70% to 25%/30%/35%/40%/45%
Duration: 2 turns
Bodypart Bonus: Physical and Magical Defense

Warlord Shaman casts a flame shield onto self or an ally that repels part of the damage they take in Pure Damage, and does not reflect DoT.
Pure Damage Reflected: 20% / 22% / 24% / 27% / 30%
Physical Defense decrease from 20%/25%/30%/35%/40% to 0%
Cooldown:3
RT conversion (%SPD): 20
Cast Range: 4
Duration: 4 turns
Bodypart Bonus: Pure Damage Reflected

Wind Hunter shoots a mighty arrow that penetrates through part of the target’s physical defense
Teardown Arrow can trigger a critical hit.
Cooldown: 3 turns
Accuracy: 70%
RT conversion (%SPD): 35%
Cast Range: 4
Ignore Physical Defense decrease from 25%/30%/35%/40%/45% to 4%/8%/12%/16%/20%
Bodypart bonus: Ignore Physical Defense

Heals an ally or self in 3 turns, doubles the amount of HP recovered in the third. The amount of HP healed will be according to Enchantress’s INT. Healing does not stack and can be disrupted with Bleeding
Cooldown: 4 turns
RT conversion (%SPD): 15%
Cast Range: 3
HP healed per turn (%INT) decrease from 70%/75%/80%/85%/90% to 55%/60%/65%/70%/75%
Duration: 3 turns
Bodypart Bonus: HP healed per turn (%INT)

Increases Enchantress’ HP and movement range.
Fixed amount of HP decreased from 20/40/60/80/100 to 10/20/30/40/50
Movement Range: 1
Bodypart bonus: HP Increased

Sky Predator bites an enemy, inflicts Pure Damage then apply Bleeding, recovers a proportion of its Maximum HP. Bleeding does not stack and disrupts overtime healing effects.
Cooldown: 4 turns
Accuracy: 70%
RT conversion (%SPD): 30%
Cast Range: 1
Pure Damage: 110 / 120 / 130 / 140 / 150
Amount of HP recovered decrease from 22%/25%/28%/32%/35% to 15% / 17% / 20% / 23% / 25%
Bleeding Damage: 20 / 22 / 25 / 30 / 35
Duration decrease from 3 to 2 turns
Bodyparts Bonus: Pure Damage

Curses an enemy hero, greatly draining their remaining HP per turn for 2 turns.
Cooldown: 6 turns
Accuracy: 80%
RT conversion (%SPD): 35%
Cast Range: 4
HP drained per turn: 30% / 32% / 34% / 37% / 40%
Duration: 2 turns
Bodypart bonus: HP drained per turn

Hypnotizes an ally or enemy. The hypnotized will not be able to act for 2 turns.
Hypnotism is removed if the target loses HP. Allied heroes are instantly healed and get additional Physical and Magical Defense while unconscious.
Cooldown: 6 turns
Accuracy: 70%
RT conversion (%SPD): 30%
Cast Range: 3
Allied healing (%Max HP): 10 / 13 / 16 / 20 / 25
Allied defense increase: 15% / 17% / 19% / 22% / 25%
Duration: 2 turns
Bodypart bonus: Allied healing percentage

Deals Pure Damage based on the hero’s MAX HP to the target, regains a certain proportion of the MAX HP.
Initial Cooldown: 1 turn
Cooldown: 5 turns
Accuracy: 70%
RT conversion (%SPD): 50%
Cast Range: 1
Use count limit increase from 1 to 2
HP regained decrease from 35%/35%/35% to 20%/20%/20%
Pure damage proportional to caster’s %HP: 20%/25%/30%
Bodypart Bonus: Pure Damage

Resurrects a dead ally to a portion of their max HP, and last them for several turns.
The resurrected gets 1 skill in their skill tree removed of cooldown (longest remaining) and can still be slain.
Initial Cooldown: 3 turns
RT conversion (%SPD): 15%
Cast Range: 4
Use count limit: 1 time
Resurrected HP: 25%/40%/65%
Duration: 3 turns
Bodypart Bonus: Resurrected HP

Summons an uncontrollable Yeti to the battlefield. The Yeti has a Passive skill that applies Bleeding on each normal attack. Each team can only have a maximum of 1 Yeti simultaneously.
Initial Cooldown: 1 turn
RT conversion (%SPD): 15%
Cast range: 3
Use count limit: 1 time
Yeti stats:
HP Decrease from 250/450/700 to 300/400/500
Physical Damage decrease from 70/90/110 to 40/60/80
Magical Defense decrease from 100/150/200 to 30/40/50
Physical Defense increase from 10/10/10 to 30/40/50
Bleeding damage decrease from 30/50/70 to 20/30/40
Movement range:4
Bodypart bonus: % Yeti’s HP

Musters INT from allies and self to launch a lightning bolt towards an enemy. Deals Magical Damage based on total INT of all current living allies
Initial Cooldown: 1 turn
Cooldown: 3 turns
Accuracy: 70%
RT conversion (%SPD): 35%
Cast Range: 6
Use count limit: 3 times
Magical Damage (Total INT) decrease from 90%/100%/115% to 45%/55%/65%
Bodypart bonus: % Magical Damage (Total INT)

Generates a shield for an ally or self that blocks damage based on the caster’s INT. The shield protects its host against all types of damages. (Pure, Physical, and Magical).
Initial Cooldown: 3 turns
Cooldown: 3 turns
RT conversion (%SPD): 15%
Cast range: 3
Damage blocked (%INT) decreasse from 240%/260%/280% to 80%/100%/120%
Duration: 3 turns
Bodypart bonus: % Damage blocked (%INT)

Upon death, the hero enters an Ice Coffin for 2 turns with all buffs/debuffs removed. After 2 turns, the hero returns with HP equal to the remaining HP of the Ice Coffin
The hero can only be targeted with normal attacks which they cannot dodge, and gets their defense ignored during this state.
Use count limit: 1 time
Ice Coffin’s HP (%Hero’s Max HP) increase from 30%/40%/50% to 40%/50%/60%
Duration: 2 turns
Bodypart bonus: % Ice Coffin’s HP

OLD
Steals mana from enemy’s mana pool. If mana in the enemy’s pool is insufficient, the caster’s deals Magical Damage equal to current INT to all enemy heroes.
Manacost: 45
Cast Range: global
Mana Steal: 20
Magical Damage penlty: 190%/210%/230%
Use count limit: 2 times
Bodypart: Increase Magical Damage penalty
NEW
Inflicts Magical Damage upon all enemy units (heroes and summoned units) based on the caster’s INT.
Reduces cooldown for a skill in the caster’s skill tree by 1 turn for every 3 target hit with Soul Drain in a single use (prioritizes longer CDs)
Initial Cooldown: 3 turns
Cooldown: 3 turns
Accuracy: 45%
% Speed as RT: 30%
Cast Range: Global
Use count limit: 3 times
Magical Damage (%INT): 80%/90%/100%
Bodypart bonus: % Magical Damage (%INT)
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