Midgard Tactics

An auto battler on a giant chessboard. Hire adventurers from a shop, place them on your half of the board and watch them fight. Survive seven stages and beat Valkyrie Randgris to win the run.

Talk to the Arena Tactician in Prontera to start. Every run is single player and gets its own board. Your character does not fight, gain EXP or lose anything, and you keep nothing from the board except the weekly prize. His window also has a team planner, the leaderboards and a full guide to every unit, trait, item and card.

How a run works

  • 7 stages, 46 rounds. Stage 1 is a carousel and three monster rounds. Stages 2 to 7 have seven rounds each: rival squads, a carousel at round 4 and a boss at round 7.
  • Planning lasts 20 seconds in stage 1 and 30 seconds after that. Press Ready to skip the wait.
  • Combat lasts 30 seconds. After that comes overtime, where everything attacks faster and hits harder. A fight still going a minute later is lost.
  • You start with 100 health. A lost fight costs a stage amount plus the stars of every enemy still standing. At 0 the run is over.
  • Your level is how many units can fight. The bench holds 9 more.
  • Three copies make a 2 star unit with 80% more health and 50% more attack. Three 2 star copies make a 3 star unit.

Damage on a loss

Stage 1 2 3 4 5 6 7
Damage 0 2 5 8 10 12 17

Plus 1 per star of every surviving enemy. A surviving boss counts as 3.

Rival squads are named after the Bio Lab adventurers and grow every stage, up to ten units carrying 17 items in stage 7. Monster rounds get tougher as the run goes on too.

Gold and the shop

  • Income: nothing at 1-1, then 2, 2, 3 and 4 gold, and 5 a round from 2-2 on.
  • Interest: from stage 2, 1 gold for every 10 you hold, up to 5.
  • Streaks: 3 or 4 wins or losses in a row pay +1, 5 pay +2, 6 or more pay +3. A win pays +1 on top.
  • Reroll the five shop units for 2 gold, or lock the shop to keep them for next round.
  • Buy XP for 4 gold. You also get 2 XP free every round. Max level is 10.
  • Loot orbs drop from monsters with gold, items or units. Walk over them, or they are picked up for you at the next round.

Shop odds

Level 1 gold 2 gold 3 gold 4 gold 5 gold
1 to 2 100% - - - -
3 75% 25% - - -
4 55% 30% 15% - -
5 45% 33% 20% 2% -
6 30% 40% 25% 5% -
7 19% 35% 35% 10% 1%
8 18% 25% 36% 18% 3%
9 10% 20% 25% 35% 10%
10 5% 10% 20% 40% 25%

Controls

  • D rerolls the shop, F buys XP.
  • E sells the unit under the pointer. Dragging a unit onto the shop sells it too.
  • Drag units between the bench and the board, and drag items onto a unit to equip them.

Units and traits

31 units, from the Novice and first jobs up to the transcendent classes. Each has one ability named after a real skill (Bash, Storm Gust, Sonic Blow, Asura Strike) and two traits: its job line and its fighting role.

Cost Units
1 gold Novice, Swordman, Mage, Archer, Acolyte, Merchant, Thief
2 gold Knight, Wizard, Hunter, Priest, Blacksmith, Assassin
3 gold Crusader, Sage, Bard, Monk, Alchemist, Rogue
4 gold Lord Knight, High Wizard, Sniper, High Priest, Whitesmith, Assassin Cross
5 gold Paladin, Professor, Gypsy, Champion, Creator, Stalker

Traits

Traits count different units on the board, so two copies of the same unit count once.

Trait Units Bonus
Swordsman 2 / 4 / 5 +20 / 50 / 100% max HP for Swordsman units
Mage 2 / 4 / 5 +20 / 55 / 110 Ability Power for Mage units
Archer 2 / 4 / 5 +15 / 45 / 90% attack speed for Archer units
Acolyte 2 / 4 / 5 Every ally gets +8 / 22 / 40 Attack Damage and Ability Power
Merchant 2 / 4 / 5 +1 / 3 / 6 gold after every combat
Thief 2 / 4 / 5 15 / 35 / 45% dodge and 10 / 25 / 45% crit for Thief units
Novice 1 1 gold when one of your Novices falls
Vanguard 2 / 4 / 6 +15 / 45 / 100 Armor and Magic Resist for Vanguards
Duelist 2 / 4 / 6 Duelists gain +4 / 8 / 14% attack speed with every attack, up to 8 times
Sorcerer 2 / 4 / 6 Every ally gets +8 / 25 / 55 Ability Power
Marksman 2 / 4 / 5 +12 / 40 / 75 Attack Damage for Marksmen
Mystic 2 / 4 / 5 Every ally gets +15 / 40 / 70 Magic Resist

Items

Eight items drop from monster orbs and come with every carousel unit: Sword, Bow, Rod, Chain Mail, Muffler, Buckler, Rosary and Glove. A unit carries up to three.

Special rounds

Round What happens
Carousel 1-1, then round 4 of each stage except stage 5. Walk into a unit to claim it and the item it holds. Unit costs rise each stage.
Old Card Album 2-1, 3-2 and 4-2. Pick one of three cards, with one reroll. Its bonus lasts the whole run. 20 cards in Common, MVP and Legendary tiers, and later albums roll rarer cards.
Treasure Hunt 4-5. Break Myst Cases and Mimics for gold, items and 3 or 4 gold units.
Hollegrehenn's Forge 5-4, in place of the carousel. Refine your items: three refines are free, then each costs gold. +1 to +4 always work, past that a failure breaks the item.
Emperium Siege 6-3. Break a castle's Emperium past its Guardians. The faster it falls, the more gold it pays, from 10 down to 3.
Bosses Every round 7: Golden Thief Bug and Moonlight Flower early, up to Dark Lord and Lord of Death in stage 6.
Randgris 7-7. Valkyrie Randgris and two Valkyries. Beat her to win the run.

Rival squads carry cards too, one for every album opened so far.

Regions

Each run rolls one of eight regions, which sets the stage 1 monsters and one boss you are sure to meet: Prontera Fields, Payon Forest, Sograt Desert, Alberta Coast, Mjolnir Mountains, Lutie, Orc Village and Glast Heim.

Rewards and leaderboards

Weekly prize. Your account's first won run each week ends in the event reward room instead of Prontera, where the Champion's Vault lets you pick one prize. Later wins that week end in Prontera as usual. The week resets on Monday at midnight, server time.

Leaderboards. Best runs (a win ranks above any loss, then how far you got, health left and time), most wins and fastest wins. The Tactician's window shows your own record and recent runs.