Prepare for the ultimate Spellcasting showdown in Chaos Reborn: Adventures. Take on the role of a powerful Wizard Lord and traverse the Fractured Worlds in a quest for power, domination, and untold riches. As you travel the Realms you’ll discover and equip your Wizard with powerful Staffs, Talismans, and robes that will dynamically alter your Spell list and power up your Wizard for strategic turn-based combat.
What is Chaos Reborn: Adventures?
The world endures in a post-apocalyptic state that has been fractured into a myriad of floating realms that remain between planes of existence. Magic has distorted the natural order and the corruption and greed of humankind has plunged the magic kingdoms into conflict, unleashing the forces of Chaos. Wizards are now the core unit of the world's feudal system.
Chaos Reborn: Adventures is a game of chess-like tactics and poker-style bluff. It is about summoning a collection of Creatures into battle and using your Wizard to attack, defend, buff and debuff with a variety of Spells. It is a turn-based game that can be played in a single player campaign or with up to 6 players in a Multiplayer match. Your goal by the end of the game is to defeat opposing Wizards. While Chaos Reborn: Adventures is a game of probabilities, there are many aspects that are far from random. With every battle divergent from the last and set in a unique realm, there is always something new to discover.
- What is Bodygear?
- What are Staffs?
- Game Modes
- What is Wizard Training?
- What are the Challenges in Wizard Training?
- What happens with a tie?
- Victory Points
- What actions can I perform on my turn?
- What happens if I trade an item?
- What is gold?
- What are Forge Crystals?
- In what ways can I customize my equipment?
- What are Epic Upgrades?
- What is the Cosmic Balance meter?
- What are the different card alignments and what makes them each unique?
- What affects the Cosmic Balance?
- Chaos Reborn: Adventures can be played in either Law Mode or Chaos Mode.
- What is the difference between Law Mode and Chaos Mode?
- What is the difference between classic and equipped?
- Knowing Your Enemy
- How do I cast a Spell?
- What types of Spells are there?
- What does Disbelieve do?
- I want to customize my deck of Spells and pick every Spell that I bring into battle. Can I do that?
- I cast a Spell, why did it fail?
- Why can’t I cast a Spell?
- What is a Mega Spell?
- How do I cast a Mega Spell?
- Magic Bolt
- What is Mana?
- How do I gain Mana?
- I’ve been Burning cards and not gaining Mana for it! What happened?
- What are Illusions and what makes them different from real Creatures?
- What are Talismans?
- How do I collect Talismans?
- How do I activate Talismans?
- What Talisman types are there?
- I’m within range, why can’t I target an enemy with a ranged attack?
- Terrain Height
- How can I tell which tiles block Line of Sight?
- What obstructs Line of Sight?
- How does height affect Line of Sight?
- How are mounted Wizards affected by height?
- How does terrain affect movement?
- My Creature/Wizard is next to an enemy and can’t move, what’s going on?
- Does being on higher or lower ground affect Creature and Wizard attacks?
- Can I view my opponent’s movement or attack range?
- Why can’t I attack my opponent’s Undead Creature?
- How can I tell if a Creature can be used as a Mount for my Wizard?
- How do I mount and dismount my Wizard from Creatures?
- While Mounted, how do I attack with my Wizard without dismounting?
- What is the Single-player Campaign and how do I win?
- Wait, I have a time limit, what is the Banish Progress bar?
- Why are enemy Wizards getting more mercenaries?
- How do I capture Citadels and Mana Fluxes?
- What is Flux Mana?
- What are Strategic Spells, how do I cast them?
- How do I recruit Settlements?
- How do I earn Kudos?
- What do Settlements do?
- How do I use Settlement Fighters?
- My movement suddenly stopped and a Marauder warning appeared, what’s going on?
- What causes Marauders to spawn?
- Can I hire mercenaries to help me win battles?
- I got an event that allows me to hire a mercenary but I don’t have space, what can I do?
- I’ve encountered a Wizard that has a Taboo, what are Taboos?
- Is my Wizard from the single-player campaign going to be the same as my Wizard in Multiplayer?
- How many players can participate in a match at once?
- How is matchmaking done?
- What Multiplayer game-modes are available?
- How can I chat with other players?
- What’s the difference between Public and Private games?
- What are open and closed slots?
- What are A.I. Wizards?
- How do I add friends?
- How do I remove friends?
- What can I do with friends?
- How do I increase my level?
- What is the difference between Live and Asynchronous games?
- Why are past asynchronous games still showing up?
- A number has appeared on the mode selection buttons, what does it mean?
- How do I return to the main menu from the online Multiplayer menu?
- I play through the Hatch App, why can’t I access Multiplayer?
- How do I save my current equipment into a loadout?
- How do I move my camera during a Battle?
- How do I get closer to the action?
- Am I able to change the current view to see it from a different angle?
- Is the game cross-platform?
- Why is my game slow?
- The game keeps freezing on my device. What should I do?
- I don't see my question listed above. What should I do?
- Where can I submit my feedback?
- Where can I find the Terms of Service and Fan Content Policy
Wizards are controlled by you and other players. Your goal is to defeat the enemy Wizard Lord. Each turn your Wizard is able to do several things such as cast a Spell, summon Creatures, move, attack, activate a Talisman and more. If a Wizard is mounted, then the mount has to be killed before the Wizard can be attacked. Boosting a magic shield is an effective way of adding protection. Every creature in Chaos Reborn: Adventures can be killed in one shot, including any Wizard. If your Wizard dies, everything with it dies. Do your best to protect your Wizard because even though it can be the most deadly attack in your unit, if it dies, you’ve lost the game.
A Wizard’s Bodygear is an intricate piece of magical equipment that connects to the Wizard’s Staff through the brain. It holds all of the Wizard’s Spells, boosts, and magical abilities, as well as three Talisman slots. It determines Attack, Defense, Agility, Magic Power, and Spell deck size.
Staffs are your main source of power and determine what cards you will have in your deck. It also determines your Hand Size, Casting Boost, Mega Spell and the cost of your Mega Spell. Every Staff contains three slots for Talismans. Staff types increase the chance of you obtaining Spells of a matching type, and double the Mana to boost the casting chance of a matching Spell. To guarantee receiving any particular card, you will need to have a binding Talisman as well.
When you launch the game Chaos Reborn: Adventures, you’ll be presented with three options: Wizard Training, Single-player Campaign, and Online Multiplayer. We recommend that you start with Wizard Training if you’re new to the game.
Chaos Reborn: Adventures features a comprehensive series of tutorials designed to help you learn the skills, tricks, and strategies that you’ll need to overcome enemy Wizard Lords in both Single-player and Multiplayer battles. As you complete each tutorial you’ll unlock advanced Challenges that will test your skill and knowledge.
Each of the seven tutorial stages unlocks two additional Challenge levels. Challenges each provide instruction in advanced mechanics and often require you to complete them in a specific way. Overcoming Challenges requires outside the box thinking and strong knowledge of all previously learned mechanics. Clearing each of these Challenges is an excellent way to familiarize yourself with advanced mechanics and Spells, or show off.
Your deck will be randomly selected at the start of each battle. Your Staff can work to influence some of those choices as can committing Talismans. With the right amount of Mana, your Staff can also create a 'Mega Spell', which is a more powerful version of a regular Spell. These spells still cost mana to use. They will also cost more mana each time you want to create another Mega Spell.
When in battle you can attain different bonuses. For example, If you are at a higher elevation than the other unit then you will get an increased chance to kill the unit. If you want to see the chance of killing a unit tap below the enemy unit when you are in range of it.
There is no health bar in Chaos Reborn: Adventures. There is only life and death, and your win is secured when you are the last Wizard standing. If you run out of turns, then the game is either a draw or it is settled by Victory Points. If they are selected before the start of a match. Outside of specific scenarios and Challenges, you win a battle when the enemy Wizard Lord has been defeated.
During Wizard Training, singleplayer, and by default in Multiplayer, matches that end in a tie result in a draw. A tie can result if neither Wizard Lord has been defeated, and the turn counter has reached its maximum. You can find the turn counter in the top right-hand corner of the screen.
However, when using custom rulesets, you can set the game to use Victory Points. Victory Points are earned by successfully casting Spells and defeating enemy Creatures. Victory Points earned for destroying a Creature is equal to the amount of Mana you earn for destroying the target Creature.
Victory Points can be turned on before the game begins. Awarded Victory Points are equal to the Mana earned for successful casts and for killing Creatures. If the game runs out of turns on the turn counter and neither Wizard has triumphed, then the winner is decided by Victory Points. Click the “i” in the information panel in the top right to see how many Victory Points a unit is. Victory Points are displayed below each Wizard's picture in the top left corner.
On each of your turns, you may, in any order perform, each of the following actions:
Attack - fight and defeat an enemy, cast a Spell, attack with your Wizard or any summoned Creatures you control
Defense - withstand an attack
Movement - move your Wizard or any summoned Creatures you control
Agility - retreat from battle and move away from enemy Creatures
Magic Power - special abilities to withstand the effects of Spells, activate a Talisman
Each card in your deck is a different Spell. The percentage shown on each card is the likelihood of that Spell to take effect. The color of the Spell tells you which part of the Cosmic Balance it leans towards. You are able to fake a Spell by tapping the Cast Illusion button. An illusion will deal the same amount of damage as a real Spell. If your Wizard is equipped with more than one Talisman, you may activate as many as you have the Mana for. Some Talismans may be activated once, but many may be activated multiple times. Once you’ve completed each action you wish to perform you must end your turn using the “End Turn” button located at the top right of the screen.
Trading an item will give you gold based on the value of the item you trade in.
Gold can be earned in both Single-player and Multiplayer. You receive gold from winning battles, gambling, helping other Creatures found throughout realm mode, opening gold chests during battles, and trading in equipment. You can use gold to purchase equipment packs to get new Staffs, Bodygear, and Talismans from the Shop. In singleplayer it can be used to discover the locations of new rumors and hire mercenaries.
You earn Forge Crystals by participating in Online Multiplayer battles. Winning will grant you a bonus. Gold can also be converted into Forge Crystals in the Online Multiplayer Menu. Forge Crystals are used to craft custom Staffs and Bodygear.
You can spend Forge Crystals to craft custom gear by accessing the Forge from the Multiplayer menu. The Forge starts locked but can be unlocked using five Forge Crystals.
While crafting a Staff or Bodygear, you will be allotted 9 points to spend. For Staffs, you will be able to select your Staff type, which determines the Spell cards that will appear in your Spell Deck. You can spend your points to improve Hand Size, Spell Boost Maximum, and Mega Spell cost. You will also be able to select your Mega Spell based on the type of Staff you’re crafting. You’re also able to freely customize the Staff’s appearance and choose between different Talisman slots. For Bodygear you can spend the points to modify Attack, Defense, Magic Power, Spell deck size and modify its appearance and Talisman slots.
Currently, you can spend 1,000 gold to add an Epic Upgrade to any Bodygear, or Law, Chaos, and Neutral Staffs. Epic Upgrades may be added for other Staff types in the future. These changes are purely cosmetic and allow you to pick between several different Epic appearances and effects that you’d like to add to your Wizard.
There are three card types: Chaos, Neutral, Law. The bar at the top of your screen while playing the game represents the balance between Law and Chaos. When Law is higher your Law Spells are easier to cast, when Chaos is higher your Chaos Spells are easier to cast. Neutral cards will stay the same percentage unless you add Mana to them. To increase the Law and Chaos bar you must summon Spells. Having the alignment shifted towards either side will make Spells of that type easier to cast. This bar will not hurt the opposing side. If Chaos was up it would not hurt Law's percentage of summoning it would simply be the default summon chance. Some Spells such as Chaos Shift and Law Shift provide a significant boost to their respective alignments.
Law: Spell cards of this type have a Law value, they push the Cosmic Balance towards Law. Spell Cards in this category are Creatures like Unicorns and Sapphire Dragons. Other features of a Law deck are powerful barriers and defensive towers. Law Spell decks also contain Magic Weapon Spells that turn your Wizard into a force of destruction.
Chaos: Spells of the Chaos school of magic push the Cosmic Balance towards Chaos. Spell decks of Chaos feature unpredictable or damaging Growth Spells, horrifying Creatures like the Hydra, and powerful Undead.
Neutral: Spell cards of the Neutral type are beasts, insects, or primitive humanoids. They often have special skills or abilities that enable them to swarm, maneuver, disable opponents, or increase their combat ability under certain conditions. Neutral Creatures do not affect the Cosmic Balance when played and are not affected by it.
The display at the top of the screen shows the Cosmic Balance between Law and Chaos. Casting Spells of either alignment will push the Cosmic Balance in one direction or the other equal to the Law or Chaos value that is shown on the Spell Card of the Spell being cast. There are also alignment “shift” cards, which are easy to cast, and have a dramatic impact on the Cosmic Balance. Neutral Spells are not affected by Cosmic Balance and do not shift it.
What is the difference between Law Mode and Chaos Mode?
Law Mode: Random chance is almost entirely removed from this mode of play. Spells require a fixed amount of Mana to cast, Creatures each have 100 hit points, and damage dealt by Spells and Creatures is calculated by comparing both the attacking and defending Creature’s stats. The Mana Cost of a Spell is influenced by the current Cosmic Balance, with the cost of a Creature being decreased by the value of the dominant alignment.
Chaos Mode: Spells each have no cost and a fixed chance to be cast, but this chance can be improved based on the current Cosmic Balance. Creatures do not have health, instead, each offensive Spell and attacking Creature has a percentage chance to kill an enemy outright. Creatures defending in a battle are either unscathed or dead. The chance to kill a Creature is displayed under every valid target while you have a Creature or Spell selected. The chance to kill a Creature is determined by comparing the attacking Creature’s attack value, and the defending Creature’s defense value. The chance for a Spell effect to be successful is determined by comparing the Wizard Lord’s Magic Power vs. the Magic Resistance of the target Creature.
Classic: You and your opponent each play with a standard Staff and Bodygear. You don't have access to any Talismans and your Spell Deck and Mega Spell are randomized.
Equipped: Your currently equipped Staff, Bodygear, and Talismans are used to build your Spell Deck. This allows you to plan your strategy in advance and freely build new combinations for each battle.
Clicking on an enemy Wizard and then clicking the information button in the corner will show you what Staff and Mega Spell an enemy unit has. The Staff type increases the likelihood of Spells of that type appearing in your opponent’s deck so this can be considerably important information when deciding what Spells to cast and Creatures to summon against your enemy. Knowing the strengths and weaknesses of your opponents can play an important role in planning your attack strategies.
Spells can be cast from your hand of Spell Cards by dragging it out to the tile or Creature you wish to target with the Spell. Valid tiles will be marked purple. For Spells that target multiple tiles, you must drag the Spell out as usual, then tap on the additional tiles you would like to target.
All Spells fall into one of four categories; the effects and statistics of any Spell can be viewed by selecting the Spell card, then tapping on the “info” button.
Magic: These Spells target Creatures or tiles and can produce all sorts of dramatic effects. Many Spells can be used to buff your Wizard, damage your opponent, and even take control of their Creatures.
Creature: This type of Spell summons a Creature. Creatures can be moved and used to attack; just like with your Wizard. They are your primary method for destroying opposing Creatures and defeating the enemy Wizard.
Growth: These Spells drastically alter the battlefield itself and can be used to create barriers or obstacles for your opponent to overcome. Growth Spells can allow you to block off sections of the map, or trap your opponent’s Creatures and Wizard.
Structure: This type of Spell can be used to create a Structure, which may provide buffs to your Creatures, give you access to a special attack, or automatically attack specific targets each turn. Though primarily defensive, many strategies can allow for aggressive control of the map using Structures.
Every Wizard has access to the Spell Disbelieve. It costs no Mana to cast, has no range or targeting restrictions, and is never consumed upon use. It is permanently available for casting. Disbelieve can be used to target any of your opponent’s Creatures. If the Creature is real the Spell has no effect and you gain Mana based on the base casting chance or cost of the Creature, but you cannot cast another Spell this turn. If the Creature is an illusion it is instantly destroyed and you may cast another Spell, even Disbelieve.
No, the types of Spells that compose your Spell Deck are determined randomly from a pool of Spells determined by your choice of Staff and Bodygear. Slotting Spell Binding Talismans can guarantee that certain Spells will appear in your hand at the start of battle, but you cannot fully customize your Spell deck.
In Chaos Mode, it is possible to fail to cast a Spell. The percentage chance for a Spell to be cast successfully is shown at the top left of the Spell card. If you fail to cast a Spell, you will gain a few Mana Points based on the base casting chance of the Spell. The more difficult the Spell is to cast, the more Mana will be gained from failing the Spell.
In Law Mode, you are only able to cast Spells that you can pay the Mana cost for. The Mana cost is shown at the top left of the Spell card.
Your Wizard’s Mega Spell is an extremely powerful version of a regular Spell Card and is determined by your equipped Staff. The effects of Mega Spells frequently allow for the summoning of multiple powerful Creatures at once, target multiple Creatures with powerful Single Target Spell effects, or dramatically increase the range of a standard Spell. No matter which Mega Spell you have, the effects are supremely powerful and can sway the outcome of a battle if used wisely.
Unlike normal Spell Cards, your Mega Spell is not shuffled into your deck. It is visible in the bottom right-hand corner of the screen next to the Spell Deck. Before a Mega Spell can be cast, it needs to be added to your hand. To do so, it needs to be activated. You can activate a Mega Spell by tapping on it and spending the listed Mana cost by tapping the activate button. Once activated the Mega Spell will be added to your hand and can be cast normally. There is no limit to the number of times a Mega Spell can be cast, but the cost to activate it will increase each time it is activated.
The Magic Bolt is a magic Spell that a Wizard can cast on an enemy Creature, growth or Wizard. It cannot be used against Structures. With a high magic power value and a range of 3, it always stands a good chance of killing most Creatures and Wizards, and is especially effective at dealing with the Undead.
Because of its power and range, an enemy Wizard can easily fall to a Magic Bolt. It is therefore wise for Wizards to consider "Bolt Range" (the range where an opponent Wizard could potentially bolt you in the next turn) when making moves.
Mana is a valuable resource that can be used to summon Creatures in Law Mode, improve Spellcasting chance in Chaos Mode, activate Talisman effects, and activate your Staff’s Mega Spell. You can find your Mana in the bottom right corner of the screen, displayed inside the purple diamond. You can gain Mana through either successful kills, burning cards, collecting Mana sprites, failed casts, or activating Mana binding Talismans. Mana is used in many areas of the game including boosting the chance of Spells, activating a Staff's Mega Spell or activating Talismans. Clicking on your Staff displays which Creatures can be double boosted by Mana. It will also show you how much Mana is required to activate the Mega Spell and what that Mega Spell is available.
In Law Mode, you will gain 15 Mana at the start of each of your turns. In Chaos Mode, you do not receive Mana each turn, but there are other ways to earn Mana. The following methods apply to both game modes:
Destroying Creatures, Obstacles, and Structures Slaying Creatures or destroying Obstacles and Structures will earn you Mana based on the casting cost of the Spell.
You will also gain Mana for the following:
Mana Surge - If a Wizard slays an enemy Creature, Structure, obstacle, or Wizard within 1 tile range by any means, there is a Mana Surge. The Mana gained for destroying the target will be increased by 50%.
Burning Spells - Dragging a Spell Card onto your Staff icon located in the bottom right-hand corner of the screen will “Burn it”. This will destroy the Spell card in exchange for Mana. There is no limit to the number of Spell Cards you can Burn each turn.
Card Burning - You can burn Spells in exchange for Mana by dragging them on to your Staff (bottom right corner). +10 Mana for the first, +9 for the second, +8 for the third and so on. When you burn a Spell it is replaced by another Spell from your deck. This can be useful near the start of the game if you have a strong Spell that you want to boost. But be careful - burning cards too aggressively can leave you short of options later in the game. In certain situations some Spells may appear of little value. For example a Hydra, with a base cast chance of 20%, when the game alignment is towards Law may seem like a long shot as a real cast. Casting as an illusion may be too obvious, so burning it for Mana to boost the chance of getting another Creature out may be a good choice.
Mana binding Talismans - Some Talismans can be activated to gain Mana. The amount of Mana earned for activating a Mana Binding Talisman is determined by the Talisman itself. Each equipped Mana Binding Talisman can be activated once per battle.
Mana Sprites - Wizards may enter a tile containing a Mana Sprite to instantly gain 25 Mana Points. Your Wizard must not be mounted on a Creature to enter a Tile containing a Mana Sprite. Creatures are unable to enter or move through Tiles containing a Mana Sprite. Mana sprites can only be collected by an unmounted Wizard so the distance and attack strength of any potential threats needs to be considered carefully before moving in for them. They provide +25 Mana on collection.
Disbelieve - Successfully Disbelieving an illusion Creature will dispel the illusion Creature and allow the user to Cast a Spell, or even cast another Disbelieve. There is no limit to the number of Creatures you can successfully Disbelieve each turn. Failing to Disbelieve an illusion Creature will grant the casting Wizard Mana based on the casting cost of the non-diSpelled illusion Creature, but they will not be allowed to play another card.
Failed Casts - Failing a cast is another way to gain Mana. If you have already burned several Spells the reward for failing a tough cast such as a Hydra may be more than if you burned them, earning you more Mana, although doing so requires using a casting turn.
The first card you Burn in a battle will give you 9 Mana. This decreases by 1 each time you Burn a card until you receive no Mana for Burning Spells. There is no limit to the number of Spells you can Burn each turn. Each time a Spell Card is Burned a replacement is added to your hand as long as you have Spells Cards left in your Spell Deck.
Creatures are magical or natural beasts many with their own abilities and magical attributes. Like Wizards, Creatures have the same basic attributes of: attack, defence, movement, agility and Magic Power. There are several types of Creatures in the game that Wizards can use to their advantage against others. Some of them fall under multiple abilities giving you more power in your summoning:
Flying - These Creatures can provide a mount for your Wizard or be utilized as as assassin to target enemies close to the battle map’s edge. Use flying Creatures to extend the range of the terrain, avoiding obstacles and other units.
Ranged Attack - Extend your reach to enemies by 4 tiles with some of these Creatures. Reach your attacks over other enemies and obstacles.
Speed - Creatures with Speed attributes will have higher movement statistics allowing the creature to traverse the realms at great speed and surprise the enemy Wizards. Excellent in planning strategic routes.
Undead - Designed for offensive manoeuvres, Undead Creatures cannot be attacked by living entities unless they are Paralysed or an attacker possesses the Undead Slayer Attribute. Some Undead Creatures can convert slain living Creatures into their servant, allowing a Wizard to turn their opponent’s own dead forces against them.
Mounts - When Wizards utilize Creatures with Mount attributes, it allows them to increase the number of tiles you can move per turn, increase the their terrain height, protect you from attacks, and even attack itself.
All Creatures can be cast as Illusions. These behave in exactly the same way as a “real” Creature. They can move, fight, engage, and die just like real Creatures. The only differences are that killed Illusions do not leave behind a grave, enemy Wizards can cast Disbelieve on them, Illusions always have a 100% chance of being cast successfully in Chaos Mode, and Illusion Creatures cost no Mana in Law Mode.
Talismans are items you can equip to your Staff and Bodygear that can change the course of battle if used correctly. There are 7 types of Talismans and each one has its own unique effect. Talismans can either be used passively, or cost Mana to activate. Some Talismans are passive or can only be activated once per battle. Talismans can be used to buff your Wizard, Creatures, give yourself Spells, or alter the battlefield.
You can collect a Talisman for winning your first online Multiplayer duel of the day. You can also purchase Talismans in the equipment shop using gold. Any Talismans you purchase during a single player campaign will be added to your collection permanently if you complete the realm.
You can activate Talismans by tapping on them. Once selected, the Talisman will show a description of the effects of the Talisman, its Mana cost, and the total number of activations remaining for the Talisman. Tapping activate will spend the Mana listed and activate its effects.
Your Staff and Bodygear each have three slots each for Talismans. The slot types on Staffs can be Spell Binding, Minor Buff, Major Buff or Mana Binding. Bodygear can have Talisman slots of any kind, including the very powerful Valor, Sorcery and Transmutation Talismans.
Spell Binding - This type of Talisman is linked to a particular Spell Card. Equipping a Spell Binding Talisman guarantees that the Spell Card will appear in your starting hand of Spell Cards. Thus equipping a Vampire binding Talisman will guarantee that a Vampire is included in your deck. Spell Binding Talismans are passive, and never need to be activated during a battle.
Minor Buff - These Talismans provide a minor boost to the stats of some or all of your summoned Creatures. They don’t affect Wizards, Growths, or Structures. Minor Buff Talismans do not require activation and are active from the start of a battle.
Major Buff - Unlike Minor Buff Talismans; Major Buff Talismans require Mana to activate. The buffs provided by Major Buff Talismans are also significantly more powerful than Minor Buffs, and frequently target a wider variety of summoned Creatures.
Mana Binding - This type of Talisman can be activated to provide your Wizard with Mana. The amount of Mana earned for activating a Mana Binding Talisman is determined by the Talisman itself. Tapping on the Talisman will display the conditions that allow it to gather Mana and how much Mana the Talisman will currently grant you if activated. Mana Binding Talismans cost no Mana to activate and each equipped Mana Binding Talisman can be activated once per battle.
Valor - Once activated, Valor Talismans provide your Wizard with enhanced physical skills and attributes. These Talismans can provide your Wizard with the ability to dodge attacks, attack multiple opponents each turn, and even retaliate against attacking enemies. Valor Talismans generally require a lot of Mana to activate, and become permanent once activated.
Sorcery - Activating Sorcery Talismans affects Spells, the casting of Spells, and the organization of your Spell Cards. The effects of Sorcery Talismans range from adding Spell cards to your hand, shuffling your hand back into your deck, or enhancing the effects of existing Spell Cards. Sorcery Talismans can only be activated once and provide their benefit immediately.
Transmutation - These Talismans have the power to transform the nature of the battlefield or your Wizard. Transmutation effects can Transform Shadow Trees into Goblins, or Obstacles into Gooey Blobs. Transmutation Talismans can be activated multiple times per battle, and have a percentage chance to trigger their effect each turn, up to a maximum number of times per activation. You can view the number of activations a Talisman has remaining by tapping on it.
Creatures with ranged attacks or Magic Bolts cast by Wizards require a clear Line of Sight to make an attack. Tap on a target and see all possible positions for your selected unit to attack it displayed.
Most units can only move to adjacent hexes that have a height difference of one space or less to the current hex occupied, except for flying units which can move to any unblocked hex within range. There are also some Creatures such as Lions that can traverse two levels of height when moving. All units will receive an attack advantage if they are are at a higher terrain level than the unit they are attacking and a defence advantage when a unit at a lower height is attacking them. Melee units can only attack when there is a height different of 1 or less.
A Creature’s Line of Sight is drawn from the center of its Tile to the Center of every other Creature’s Tile. If there are no obstacles along this path, the Creature is considered to be within Line of Sight. If this line would be drawn cleanly between two Tiles, both Tiles are checked for Obstructions.
Creatures that are adjacent are always considered to have Line of Sight. Creatures, Terrain, Structures, and Obstacles can all obstruct Line of Sight. Whether or not Line of Sight is blocked depends on the height of the attacking and target Creature, as well as the height of all entities and terrain between the attacker and it’s target.
If an attacking or target Creature is immediately behind an obstruction of the same or greater height than itself, it is considered to have obstructed Line of Sight. The only exception to this rule is if one of the Creatures and terrain heights combined is more than twice as tall as the other. You can view a Creatures height in its Info panel.
Wizards riding mounts are treated as the same height as their mount for the purposes of calculating the Wizards total height.
Creatures and Wizards may not move onto or through a tile occupied by another Creature, Wizard, or Obstacle. Creatures and Wizards may only move up or down one level of terrain at a time unless they are flying, or have the leap special ability.
Your Creature or Wizard is “engaged”. Any Creature that starts its turn next to an enemy Creature is automatically engaged. Creatures will also become engaged after moving next to an enemy creature. Your Creature or Wizard’s movement cannot cause your unit to move directly past any enemy Creature, even if you would normally have the movement to do so. Creatures that are engaged will be completely unable to move unless all engaged enemy Creatures are killed or disabled in some way.
All Creatures, Wizards, Structures, and Obstacles receive a defense and attack advantage when they have the high ground. Melee units are unable to attack if there is a terrain height difference of more than one.
Yes, tapping on an opponent’s Creature or Wizard allows you to see the range they can move (indicated by green Tiles) and the range they can attack (indicated by red Tiles).
Undead Creatures like the Zombie, Vampire, Hellhound, Skeleton, or any revived Creature cannot be attacked by non-Undead unless they have the Undead Slayer trait. Wizards can attack Undead with their Staff or, if equipped, with Magic Weaponry. Your Wizard can also use direct damage Magic attacks to kill Undead Creatures.
During a battle, your Wizard can use certain Creatures as Mounts to increase their survivability, mobility, or both. You can tell if a creature can be used as a Mount for your Wizard by checking its information for the Mount trait.
When moving your Wizard, you’ll be able to view tiles containing Mounts as valid for movement. To Mount a Creature, you only need to move onto any tile containing a Mount. To dismount, you first need to select your Wizard by selecting the Creature the Wizard is mounted upon, then tapping the rider icon. This selects your Wizard and will allow you to move the Wizard to a different valid tile, even one containing another Mount. Mounting or dismounting from a Creature expends the Creature and Wizards movement.
After selecting your Wizard, attempting to use any movement to reach your Wizard’s target will prompt your Wizard to dismount before engaging the target. In order to remain mounted, you will need to position your Wizard using the Mount’s movement before attempting to attack. It can be useful to check your Wizards attack range before moving the Mount to guarantee that your Wizard is able to attack.
The Single-player Campaign features five Realms for you to explore and conquer. Each of these Realms contains lore, unique quests, encounters with residents of the realm, and Wizards for you to find and defeat. Finding the Palace and banishing the Wizard King who rules the Realm within the time limit will see you returning to Limbo with gold and new equipment to improve your own Wizard.
The moment your Wizard steps foot through the portal and into a Realm, the resident Wizard King becomes aware of your presence and will begin conjuring a powerful Banishing Spell to expel you from the Realm, resulting in an instant loss. Fortunately, this takes time and an incredible amount of Flux Mana. This is represented by the Banishing Spell Progress bar on the left-hand side of the screen. Here you can view details about what sources of Flux Mana the Wizard King has, how much Flux Mana they receive each day, and their current and required Flux Mana to Banish you. The number of days you have remaining is calculated automatically for you and displayed in the top right-hand corner of the screen. Capturing Mana Fluxes reduces the amount of Flux Mana the Wizard King receives each day, buying you more time to explore the realm and prepare for your final confrontation.
Each day you spend in a realm the Wizard King accrues more reinforcements points. Reinforcement points allow the Wizard King to summon and bind Creatures to themselves and their allied Wizard Lords. This allows them to begin battles with summoned Creatures. Reinforcement points are generated each turn by the Wizard King’s Palace and controlled Citadels. Capturing Citadels is a surefire way to reduce the number of reinforcements the Wizard King can deploy while you explore the Realm.
To capture a Citadel or Mana Flux controlled by an enemy you only need to move your Wizard or settlement Fighters onto the space housing the structure and defeat the Wizard Lord that protects it. Doing so will grant you the benefits provided by the structure, and deny the Wizard King the benefits of holding them.
Throughout each Realm, you will find Mana Fluxes. These are structures on the Campaign Map that once captured, generate Flux Mana for your Wizard each day. Flux Mana can be used to cast Strategic Spells on the Campaign Map.
Once you’ve collected enough Flux Mana, you can cast a Strategic Spell. The Strategic Spell menu is accessed by tapping on the Mana pool at the bottom-right of the Campaign screen. There are four Strategic Spells you can cast to assist your conquest of the Realm.
Breach Palace - This powerful Spell must be cast once during each Campaign. It allows you to breach the powerful barriers surrounding the Wizard king’s palace and engage them directly in battle. This Spell may be cast from anywhere on the campaign map, but you must have discovered the Palace before it can be used.
Lift Fog - This Spell reveals an area of the Realm covered in Fog. The Range of this Spell is 8 tiles, if cast from a Citadel, the Spell range becomes infinite.
Advanced Training - Once you’ve captured a Settlement, you can cast the advanced training Spell on it. This causes the Settlement to produce 50% more fighters. This Spell may only be cast on a Settlement you’re currently visiting. If cast from a Citadel, you may target any settlement you’ve recruited.
Totem Upgrade - When settlements are forced to fight, they bring a Totem is created to take the place of the Wizard. The Totem can cast Spells, but has a highly limited Spell Deck and cannot move or attack itself. When cast on a Settlement the Totem will receive an additional Spell. Each type of Settlement has its own specific Spell upgrades and each Totem can be upgraded multiple times.
In order to recruit a Settlement, you need to enter it and select the recruit option. You can only recruit a Settlement if you have enough Kudos points of the right type. Chaos aligned Settlements require Chaos Kudos, and Law aligned Settlements require Law Kudos. Neutral Settlements like Giants and Spiders can be recruited using either.
You can earn Kudos for defeating enemy Wizards. The Kudos you earn will be equivalent to the reputation earned for winning the battle. The type of Kudos you earn will be based on the Staff wielded by the opposing Wizard. Destroying a settlement will grant you Kudos equal to its recruitment cost, but the type of Kudos is determined by the alignment of the village. Destroying a Chaos aligned Settlement will earn you law Kudos, and vice versa.
Once recruited, settlements will begin producing fighters for you. Each type of settlement can house a different numbers of fighters and produce different units. When at least one fighter has been recruited, you can select the settlement, then tap on a space within range of the settlement to direct your fighters there. Up to three groups of fighters can be directed to the same location.
Once a group of fighters has reached their target you can select them to initiate battle. In addition to aiding your Wizard in battle fighters can engage targets independently of your Wizard Lord. Groups of fighters engaging the same enemy will group together and the resulting Spell Totem will contain the combined Spells of each individual Totem. Marauders entering a space containing Fighters will automatically initiate a battle. Marauders attacking a settlement containing fighters will also initiate a battle. If there are no Fighters in the settlement, or the settlement fighters are defeated the settlement will be permanently destroyed. If a settlement is destroyed, any surviving fighters from that settlement will automatically be destroyed.
You have detected a Marauder. The game automatically stops to notify you whenever a Marauder has been spawned into, or wandered onto a visible portion of the Realm. Tapping on this warning will cause your camera to center on the Marauder.
The Wizard King of each Realm has many servants, Marauders will spawn regularly, but always appear adjacent to the Citadel or Palace closest to their objective. Once a Marauder spawns they will take some of the reinforcements from the adjacent Wizard King or Lord.
Every town you visit will have a selection of mercenaries available for hire. Mercenaries each cost a different amount of gold to hire and each take up one mercenary slot. You can increase the number of mercenaries you can have at one time by increasing your reputation. Your reputation increases as you defeat Wizard Lords and Marauders in battle.
Mercenaries you no longer want can be dismissed at any time by tapping on their icon to bring up the dismissal option. You can even dismiss a mercenary in the event screen to make space for the new hire. Mercenary icons are always displayed along the bottom of the screen.
One of the actions a Wizard King will take as you explore their realm will be to impose magical Taboos. A Taboo can be applied to any enemy Wizard that you encounter. The Taboo is applied automatically and will prevent a Spell Card of the prohibited type from being added to either Wizard’s deck during Spell Deck creation. For example, a Taboo that restricts the use of Mounts will guarantee that no Creatures with the Mount trait appear in the battle. Generally speaking, the Taboo is advantageous to the Wizard you’re facing due to Spells they have bound, or the Staff they use.
No, your single-player and Multiplayer Wizard are unique. Equipment gathered in single-player cannot be equipped to your Multiplayer Wizard and vice versa. Each Wizard also has their own pool of gold, so you don’t need to pick and choose which Wizard you’d like to purchase gear for. Similarly, your Single-player and Multiplayer Wizards have separate loadout slots, and you’re able to craft powerful custom equipment for your Multiplayer Wizard.
Up to six players can participate in a match simultaneously. This number changes depending on the Multiplayer mode you’re playing, and whether or not you’re playing a custom game.
The matchmaking system will put you up against Wizards of similar level and rank.
While playing Multiplayer, you have several options to choose from. These options are:
Duel - In a Duel you face a single enemy, this Wizard will either be either a human player or an AI Wizard. You will receive rewards upon completing a Duel match. You receive bonus rewards for winning. Duel battles are always fought using the Equipped format.
League - Face random players and raise your rank to gain medals and climb to the top of the leaderboard. Leaderboards reset once a month. In League mode battles can take place between up to four players, can be fought in either Law or Chaos mode, and in either the Equipped or Classic format.
Custom - The Custom game mode lets you freely modify the rules for your lobby. You can choose to have up to six human players or AI battle it out in teams or solo, or any combination of the two. You can also set the turn timer, play in live or asynchronous modes, set the lobby to Public or Invite only, change the turn limit, game format, and tie-breaker. You have maximum control over the game’s variables.
Spectate - This lets you spectate live games by tapping on the desired match.
The chat button in the Multiplayer menu lets you view the online player list, check their profile, add users as friends, or report others for misconduct.
Public games allow everyone to have access to it and can join in the game if there is space available. Private games will not be seen by everyone and people can only join the game if they are invited.
When creating or joining a Multiplayer lobby, you may notice a certain number of open or closed slots. These slots are how the lobby host controls the number of players who can join a match. Open slots can be freely joined by human players, either by invite or matchmaking. A closed slot means that no player can join in that player slot, reducing the number of players who can play in that lobby by one. This is useful if you want to set up a custom game with less than the maximum number of players.
When joining a Multiplayer lobby you may come across some slots that have been filled with A.I. Wizards. These Wizards are not human controlled, they are run by the game itself. Filling slots with A.I. Wizards is a good way to get large hectic battles going without needing to wait for human players to fill the missing slots. The intelligence of the A.I. Wizards is selected by the host as well as their Staff and Bodygear type.
Friends can be added by tapping on their names in the chat menu or player list and tapping on the add friend option. You can also add friends from the friend’s menu by tapping on the “Add Friend” button, entering their name in the player search field, then tapping “send request”. All of these options will send a friend request to the other player. Friend requests can be accepted or declined from the friend’s menu.
You can remove friends by opening the friend’s menu and tapping on the “unfriend” button to the right of the player’s name.
From the friend’s menu, you can tap on a player’s name to open their profile and view information about their current rank and any medals they have unlocked. You can also see when your friends are online and can invite them to custom matches.
You can increase your level by winning Multiplayer battles in Duel or League Mode.
Live games occur in real time and require the player’s full attention. Closing the game, exiting the match, or losing connection to the game’s server result in you forfeiting the match. Asynchronous games allow players to take their turn whenever they please over the course of several days. This allows players to put the game down and take their turns when they have the time, or can guarantee a window when they will have steady internet access. Running out of time to complete your turn will result in your turn passing, and your opponent being allowed to take their next turn.
Previously completed asynchronous games will remain stored until the end of the month. This helps you track who you’ve played against and gives you the freedom to freely spectate them. All of your previously played matches get wiped at the end of the Month.
A number will appear on the League and Custom game mode tab. This number indicates how many asynchronous games you’re currently playing. By tapping on the number you’re able to freely select and swap between each of your active games. The color of the number will change if it’s currently your turn to move. Yellow indicates that it is your turn in at least one of your asynchronous games, black indicates that it is currently your opponent's turn in all of your active asynchronous games.
You can return to the main menu at any time by tapping on the settings menu in the top-left corner of the screen and choosing to log out. You can log back into Multiplayer at any time.
If you are playing Chaos Reborn: Adventures through the Hatch app, then you will not be able to access the online Multiplayer features. These features are only available on the iOS and Google Play versions Chaos Reborn: Adventures.
In the equip menu, tapping on Default Configuration at the top of the screen will show you your current loadout. Tapping on New Configuration will create a new loadout of what you are currently wearing. You can also customize the name of your loadout by tapping on the pencil next to your loadout name.
By tapping and dragging on the screen, you will be able to move the camera to anywhere on the map to see what else is going on in the battle.
By using the pinch-to-zoom gesture, you will be able to zoom the camera in and out of the action.
By using the two-finger rotate gesture, you will be able to rotate the camera and see the battle from all angles.
You will be able to interact with players whether they have an iOS or Android device. However, you will not be able to interact with players on the Steam version.
Sometimes apps running in the background can start to slow down your device; make sure to close any other apps that may be running in the background. If you continue to experience difficulties getting the game to run properly, please try restarting your device. If that doesn’t resolve the issue, please contact our customer support team. They can be reached either through the game or through the contact form at the bottom of this F.A.Q.
You should attempt to force quit from Chaos Reborn: Adventures. If you continue to experience issues, please contact our customer support team through the game, or use the Ask Support button located at the bottom of this F.A.Q to open a ticket.
If you don't see your specific question or concern listed above; please contact our customer support team directly through the game, or use the Ask Support button located at the bottom of this F.A.Q to open a ticket.
Feedback can be submitted through the support menu available in Chaos Reborn, or using the contact form located here. Make sure to specify that your email concerns feedback!