Knowledge Base

Everything that decides a fight — how packlings are rolled, trained, geared and matched. A few numbers stay behind the curtain; you find those by playing.

The Loop

Five steps, on repeat. You manage the stable; the stream fights the fights.

  1. 01RipOpen packs for packlings + modules.
  2. 02TrainPush-your-luck dice raise stats.
  3. 03EquipSlot modules into the build.
  4. 04FightYour squad battles live on stream.
  5. 05BetWager scrip on any bout, yours or not.

How a Card Is Rolled

Every packling that drops is generated fresh. Five dials are set the instant you rip it — and they're permanent.

Species
The creature itself — its art, animation and signature particle effect. Any species can roll any rarity.
Rarity
Sets the base stat budget (its floor) and skews aptitude toward better grades. Higher rarity = a permanently higher ceiling.
Stats
The base budget is spread across Attack, Defense, Initiative and Health with a little random shape, so two same-rarity cards still differ.
Aptitude
A hidden learning speed per stat (D–S). It changes how fast a stat trains up, never how high it can go.
Colorway & Aura
The card's glow. The color family grants a small always-on passive in battle (see Auras below).

Rarities

Rarity sets the floor. Every card, whatever its rarity, can then earn the same +100 training points — so better base cards always end up stronger.

RarityPull rateBase totalMaxes nearDecompile
common~55%100200+100
uncommon~25%125225+160
rare~12%150250+250
epic~6%175275+350
legendary~2%200300+450

Per-stat display cap is 100. Decompiling a card you don't want returns scrip (and its modules), so dupe hunting always has a floor.

Stats & Overall

Four stats decide a fight. Overall is simply their sum — the one honest, printed-on-the-card number that drives matchmaking.

Attack
How hard the blows land. Feeds the attack dice each exchange.
Defense
How much you shrug off. Turns incoming hits into blocks.
Initiative
Who swings first — and how often you get the extra beat.
Health
The buffer. How many clean exchanges you can survive.

Overall = Attack + Defense + Initiative + Health. Modules, aptitude and win/loss record deliberately do not count toward it.

Aptitude

A per-stat learning grade rolled at birth. It only changes training SPEED — an S-grade stat maxes far faster than a D-grade one, but both cap at the same value.

DSlowest to level
CBelow average
BSolid
AFast
SFastest to max

Higher rarities roll better grades more often — so two identical legendaries can still end up different once you spend their points.

Auras

A card's color family is its aura — an always-on battle passive. Match your loadout to it and the effect amplifies.

Ember
+1 Attack
Molten
Crushes +1 dmg
Solar
+1 Health
Verdant
+1 Defense
Frost
Reroll attack 1s
Tidal
+1 Initiative
Void
6s win ties
Bloom
Heal after clean exchange

A grey / desaturated card has no aura. Exactly how auras interact with certain modules is something you'll discover in the arena.

Weight Classes & Matchmaking

Divisions cut straight from Overall. You only face fighters inside a fair band (±15% of the lower Overall) unless you opt into punch-ups.

ClassOverall range
Featherweight0–129
Lightweight130–169
Middleweight170–209
Cruiserweight210–249
Heavyweight250+

A fully-maxed common lands right at the foot of fresh-legendary territory — the underdog upset a betting stream lives for.

Training

Each stat trains through its own push-your-luck dice game. Keep rolling to grow the pot; BANK to keep it. Bust and you lose only the pot — never the points already committed to the card.

The LadderAttack
Climb rung by rung. Each safe roll grows the pot — one bad roll and the ladder snaps.
High–LowDefense
Call the next die higher or lower than the last. Guess right to bank more; guess wrong and the pot is gone.
Beat the ClockInitiative
Bank quick, repeatable steps before the timer turns on you.
UptimeHealth
Keep the streak alive. The longer it runs, the fatter the pot — but the drop hurts more.

Banked XP converts to stat points on a rising cost curve — each point costs more than the last, and your aptitude decides how far the same pot goes. After a session a card rests on a cooldown before it can train again.

Modules

Four build slots per card. Modules bend the dice — extra pips, rerolls, tie-breakers, wildcards. They boost fights but never count toward Overall.

  • • Slots are typed toward Attack, Defense, Initiative and a wildcard role. Matching a module to your aura amplifies it.
  • • The loadout freezes the moment a match opens for betting — the card on the stream is exactly what fights.
  • • Lose a fight and modules can be stripped or won by the victor; turn on auto-refit so an offline card re-arms from your stash.
  • • Every module in circulation is catalogued in your Codex.

Scrip & the Economy

Scrip is the one currency — earned, never bought. Spend it on packs, win it by betting, keep it flowing with drops.

Packs
Packling packs give a creature; module packs give a handful of modules. New accounts get a few free rips.
Betting
Wager on any live bout. Odds move with the pool; the house takes a small rake.
Daily stipend
A floor of scrip on the house once a day so a dry roster is never stuck.
Watch drops
Claim scrip while you watch the stream, rate-limited with a daily cap.
That's the manual. The rest you learn watching.
Watch live