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General Rules:[]

Seven teams, consisting of a master and a servant each, battle for the Holy Grail. The game ends when only one team remains at the end of any given turn, which is then declared the victor. Should there be no viable combination of master and servant present, the game ends with no winner. No master or servant can win the game on their own, although it is possible for a master to win together with several servants.

Movement: At the beginning of every turn, players can either remain at their current location or move elsewhere. However, they cannot choose any area on the map, but are restricted to moving a maximum distance of two locations. Any line connecting any two areas counts as moving the distance of a single location, and the shortest and most direct route is chosen by default. The route can be changed though, to avoid Crossing or Sighting (as explained in the Combat section). While it is impossible for a character to move to one area and then return to their original location in one turn, it is possible to set conditionals regarding the arrival of other players if only the distance of one area is to be surmounted. This means that if players only make use of half their movement potential, they can delay their movement until the first half of the movement phase has passed. However, this second half will be skipped in the case of a hostile player starting a battle upon arriving.

Communication: Players are allowed to freely communicate with each other through any means if they are in the same location. Otherwise, any form of communication is strictly forbidden, except for the main topic, in which everyone is allowed to talk.

Alliances: Any number of players have the option of forming an alliance. Naturally, promises can be broken, and there can only be one winning team, so it’s best to not be too trustful of your companions. There are no special rules regarding communication for alliances.

Valor: The host of this Grail War is fond of players showing their bravery in battle. He likes to reward those that prove themselves worthy with especially delicate information. Every turn a team spends in a fight (including skirmishes), they gain a valor point. If they have collected at least three valor points, they can visit the central area of the map, which is the IGM’s home, to exchange them for information regarding a player or team of their choice. They also have the option of letting the IGM choose what to tell them, in which case the payoff may be even greater, albeit more random. New information can be obtained for every 3 valor points exchanged with the IGM.

Fleeing influences the amount of Valor points a team obtains. If a round of combat ends in one team fleeing, the fleeing team only receives 0,5 valor points for this turn. Should they flee during a skirmish or before engaging in a true fight, they obtain no valor points at all. All masters and servants can obtain valor points, but even if two members of the same team should be taking part in different battles simultaneously, they cannot get more than 1 valor point per turn. By default, familiars will not be awarded valor points for their battles.

The IGM can see through perception, so it is recommandable to not try and abuse this system by trading weak blows with your allies. I reserve the judgement to not award valor points in such situations, or others that betray the purpose of this system.

Servants:[]

There are seven classes available to servants: Saber, Archer, Lancer, Caster, Rider, Berserker and Assassin. Each class is only represented once, so no two servants of the same class can exist simultaneously. These spots are filled with known characters from existing anime, manga or video games.

Death: Servants will die when their health or mana reach 0. Either their corporeal form is destroyed, or the magical energy sustaining them is depleted, both resulting in them leaving the physical plane, which is equal to dying for this game's purposes. Any familiars summoned or applied effects caused by the dying servant disappear at the end of the turn in which it dies.

Regeneration: At the beginning of every turn, all servants will regenerate health and mana equal to a value related to their maximum health and mana, visible on their individual stat sheets. However, this only applies after turns in which the servants have neither been involved in a fight nor have lost health due to a hostile magical effect. Additionally, servants will not be able to regenerate mana if they are separated from their master at the time of regeneration.

Forms: A servant generally exists in its corporeal form, but has the ability to change into an ethereal spirit form as well. Should a servant choose to do so, this happens at the beginning of a turn, and the servant will not be able to fight and protect its master or otherwise act while in this shape. However, it also becomes impervious to any kind of attack, and cannot be the target of any magical or physical abilities. Spirit form can only be entered when the master is present, and while in spirit form, the servant can only move in unison with its master. It can turn back at the beginning of any given turn after that, provided its master is present in the same area. While in this form, the servant’s regeneration is increased by 50%. If a servant shifts in or out of spirit form during combat, doing so consumes a support action.

Masterless: Should a servant lose its master, it will either have to recontract with someone else or slowly fade away. Starting at the beginning of the turn after its master is killed, the servant loses 40% of its maximum mana every night, as well as the ability to regenerate health and mana. This results in certain death after a maximum of 3 turns. The only exception to this rule are servants of the Archer class, who have 3 more turns which they can spend without a master before the loss of mana and regeneration sets in, thanks to their inherent Independent Action ability.

Scouting: Servants have the option of leaving their master’s current position to scout an area adjacent to their own. By doing this, they can try to gather information and return to their origin in the same turn. Naturally, this leaves the master defenseless in case another player moves to their location in the same turn. Should the servant encounter another player in the scouted locations, there is a chance of it being spotted, depending on the scouting servant’s LCK in relation to the LCK of the other one. In this case, players can decide to either show themselves or return to their master, although Assassin has the option of launching a minor ambush. If the scouting servant is spotted, it can choose to flee back to their master, in which case the other players present will know the direction it came from. The fleeing action will not necessarily occur immediately, as it is possible for hostile players to attack the scouting servants as if they were in a skirmish, but only if their AGI is higher. Should the servant choose not to flee and a fight breaks out, it is handled as a regular skirmish without any penalties for the scouting party. It is also possible to simply remain in the scouted location as if the servant had moved there normally, but this would mean leaving the master alone for the rest of the turn.

Civilians: If they are not currently involved in a fight or have fought in this turn, servants can interact with civilians present in their current location to restore an amount of 30 mana in addition to any regular regeneration. This action is not restricted by the character’s alignment – while evil players will consume the civilians, neutral or good ones will instead seek out lawless civilians and simply drain them of their energy. Either way, players doing so will risk drawing attention to them, unless a more significant event happens elsewhere. This action also takes a full turn, which means that the servant in question can use no other abilities in the same turn. While it is possible to interact with two civilians at the Great Market, both consuming one or two of them always takes a full turn.

Absorption: Dead servants will dissipate at the end of the turn in which they were killed, although until that point, it is possible for another servant to absorb their energy. The absorbing servant regenerates health and mana equal to 30% of the absorbed servant's maximum health and mana, respectively, as the remaining vital and magical energies are transferred from one corporeal form to another. Unless otherwise stated by the player, a servant who deals the killing blow to another one will automatically absorb it after the combat phase, even though some effects might prevent it from doing so. Should the servant forfeit his right to absorb the energy, other players can do so, in an order decided by their AGI.

Masters:[]

Death: Masters will only die if their health drops to 0. Depleting their mana does not automatically kill them, as opposed to servants. However, masters who have no mana can neither form a contract with a different servant, nor make use of their command spells before their mana rises back to at least 1. Any familiars summoned or applied effects caused by the dying master disappear at the end of the turn in which they die.

Protected: In combat, servants will generally protect their master and take hits for them. As a result, masters cannot be the target of most offensive skills, unless its description explicitly states so. This also holds true to AoE (Area of Effect) attacks that hit multiple or all players in one area, although there are exceptions here as well. However, masters can still be the target of support skills, which are generally not tangible and therefore cannot be stopped by the servant. Obviously, protecting its master is not possible for a servant that happens to be in a different location.

Servantless: Should a master lose their servant, they can take multiple actions. They have the option of peacefully retiring from the war, or they can continue to participate and possibly try to establish a new contract with a masterless servant, in which case they can still win the game. Retiring is only possible at the very end of a turn.

Absorption: As opposed to dying servants, a killed master’s body does not disappear. It still houses some dormant magical power even after death, which can be absorbed by other masters, restoring an amount of mana equal to 50% of the dead master’s total mana. Unless the corpse disappears, it is possible to do this at any time, but it cannot be taken out of the area in which it was killed. However, there is no default action set for absorbing a master’s power, so players will have to specifically demand to do this. Obviously, a master’s corpse can only be drained once. The master whose servant dealt the killing blow has the highest priority of absorbing their victim's energy, any other claims follow an order of AGI.

Contracts: A master shares a powerful bond with its servant, and starts the game contracted to one. However, it is possible to make additional contracts with masterless servants, in which case they are added to the master’s team. By doing this, a master gains no additional command spells, and their ability to supply servants with mana is decreased. It is possible to forcibly contract a masterless, but unwilling servant, although doing so costs the master one of their command spells.

As a result, if two servants serve a master, their damage output is reduced to 70% after the initial calculations, and their mana regeneration drops down to 75% of its original value. Three servants sharing a master only deal 50% of their original damage, and only benefit from 50% of their original mana regeneration. Should a master form a contract with a fourth servant, all of them have their damage output reduced to 40%, and their mana regeneration drops to 37,5%. Also, a master’s own mana regeneration drops by 25% of its total value for each servant beyond the first one they are contracted with. It is impossible for a master to be contracted to 5 servants or more.

A contracted servant can never willingly attack their own master, even if they are ordered to. This includes any indirect ways the servant may have to harm their master. However, as soon as a master's command spells run out, the contract is broken, and all of their servants are no longer obligated to follow their lead. It is also possible for an unbound servant to leave their original master and form a contract with another one.

Command Spells:[]

All masters start the game with a total of 3 command spells. They can be used near the beginning of a turn, preceeding the support and offensive phase of combat, and only one can be used per turn. Command spells cost no mana and are not counted as regular or magical abilities, but they cannot be used if the master currently has 0 mana. Should all command spells be depleted, the initial contract between the master and their servant is broken, although it can be reestablished. However, this does not grant the master any more command spells. The available command spells are as follows.

Stop holding back! The affected servant experiences a growth in all stats that lasts for 2 turns. All stats are raised by one rank for the duration of this spell.However, any extra attacks which are only possible through the AGI boost this spell grants have their damage halved after the initial calculations. Stats cannot reach EX rank this way. It is also not possible to cast this spell twice on the same target before the original one has run out. If a servant's stats were already A or higher before this command spell was used, they grow according to certain conditions. LCK, END, AGI and the defensive aspect of MAG simply gain a +, although STR and the offensive aspect of MAG just have their base value increased by 10, and their multiplier by 0,1.

Survive at all costs! The master imbues their servant with a surge of protective energy, increasing its END and the defensive aspect of its MAG to EX rank for a single turn. Additionally, special effects of offensive skills that would usually negate END or the defensive aspect of MAG are ignored. However, skills that are stated to deal “unreducable” damage can still not be protected against. However, as this command skill converts the servant's energy into a protective layer, much of the target's combat potential is lost. The affected servant's attacks deal only half the damage they usually would, calculated before the initial reductions.

Strike first! This command spell grants a servant a brief moment of precognition and incredible reaction and reflexes. As a result, the target’s AGI will be raised to EX, but only for their own primary action of this turn’s offensive skill phase. This means the servant will, under most circumstances, be the first to strike, be it with a normal attack, offensive skill or Noble Phantasm. However, this does not affect the servant’s priority during the support phase and does not increase his chance of evading enemy attacks. Additionally, the conditions of the skills used have priority over this command spell, meaning that if raising the AGI to EX were to contradict the effect of the chosen offensive skill, the boost is negated or has its effect lessened.

Shake it off! Any kind of negative status effect, enchantment or curse the servant is currently affected with is negated instantaneously. However, effects which have their source outside of the servant's body cannot be prevented this way.

Become a shield! Through this spell, the chosen servant becomes the protector of a second target for the turn it was used. All attacks against this target will be redirected to the servant instead, but in return, it cannot protect its own master for the duration of this command spell. Should an attack directly target both the servant and its protégé, the protecting servant will be hit twice instead, although attacks that hit an undefined amount of players will only hit the servant under the effect of this command spell.

Do as I say! This command is used to give an absolute order to a servant in case it tries to defy its master. In the turn that this spell is used, the master gains full control of their servant’s actions, including movement, support and offensive skills as well as Noble Phantasms. Any familiars the servant might have cannot be controlled through this command.

Come to me! A master can instantly call its servant to their location, teleporting them to their side without delay. This is only possible when the servant in question is physically able to do so, though. Additionally, should the servant be called to stop another player’s attack, it cannot retaliate during the ensuing skirmish. Naturally, since it would have to skirmish itself before the true fight starts, it also cannot retaliate against any additional skills used by the attackers.

Leave this place! As the opposite command of the one above, this spell sends a servant that is currently in the same location as its master elsewhere. Any destination on the map can be chosen, and the servant is instantly teleported there. However, the master remains at their current location. As opposed to the previous Command Spell, using this one does not bear any penalties for the teleported servant regarding combat.

Combat:[]

When at least one team currently in the same location as a different one initiates hostile actions, combat commences.

Skirmishes: In most cases, it is necessary for the fighting parties to exchange regular blows before moving on to using special skills. When two teams start to fight, their servant will simply attack each other using regular attacks, and no skills except for command spells can be used. In the case of a character having access to additional normal attacks due to their AGI stat, those are ignored for the purpose of skirmishing. During a skirmish, masters can take no action beside possibly using command spells. Any skills apart from command spells set to be used by servants, masters and any other beings capable of combat in this turn are overridden by the skirmish actions. However, should a third party join an existing fight between two other teams, the original combatants have access to all of their skills, although they can only be aimed at player who have already skirmished.

If a team decides to flee the battle before initiating the main combat phase, they will be hit by their opponent’s attack, but cannot retaliate themselves. Should a new party enter a fight between two other teams, the new combatant has to skirmish with them first, although they can still use their regular skills. Skirmish attacks against the third party are treated separately from the regular combat proceedings. The third party cannot be targeted by skills in the turn it walks in on the fight, but can be hit by AoE abilities. By default, all servants will use their STR rank to deal skirmish attacks, with the exception of Caster and Archer, who use MAG instead. In this case, attacks using MAG are always counted as ranged or projectile moves (depending on the character itself), while attacks using STR (with some exceptions) are counted as melee moves. However, players can choose to use other values for skirmish attacks, and they also have the right to change the default setting of long-range or melee moves, which is independent from the stat used for the attack.

Skirmishes follow special rules for encounters including more than two parties. Should three or more teams enter a certain area in the same turn and engage in a three-way-skirmish, each participant will only attack once. Their target will be determined randomly, unless conditions regarding preference or priority have been set beforehand. This is also true for encounter involving at least one faction consisting of multiple teams - should a player encounter two or more allies teams, they can only choose one of them as their skirmish target. Should a new party enter a fight between multiple other teams, they will attack each team once and get attacked by each team as well, disregarding the attack limitations of actual combat. Again, conditions can be set for all parties regarding the skirmish setting, and allies will not skirmish against one another by default. Skirmish attacks occur in the offensive skill phase in the order of AGI, ignoring any "Strike first!" command spell that might be applied to a servant.

Should a team have been in the same area or travelling with another team for at least 1 turn and decides to initiate hostile actions, skirmish will be skipped entirely. Initiating combat in this situation also makes it impossible for either team to leave their current location through regular movement. However, it is also possible to wait with the attack until after the movement phase has passed.

In the case of a lone master being caught up in a situation in which skirmish is skipped, while in the same turn joined by their servant again, special rules are enforced. The servant would take all the hits for their master despite not being part of the true combat. Additionally, they would get to attack their opponent with a skirmish attack, although the opponent cannot retaliate with their own skirmish. This is to prevent a situation in which a servant is hit by the full force of another player's attacks and their skirmish in the same turn, despite fighting only a single enemy.

Generally, only true servants participate in skirmish, even if familiars capable of combat might be present. However, should a master not be accompanied by their true servant, but only a familiar, it will instead take the servant's role in the skirmish. Also, masters will never participate in skirmish, and should two servantless masters encounter each other and initiate a fight, skirmish will be skipped in its entirety. Should a master join in a fight in which their servant has already participated for at least one turn, then this master is not subjected to skirmish attacks in this turn, but cannot take any actions during the offensive skill phase either.

Ambushes: The only class of servants that can bypass skirmish is Assassin, which may set up an ambush. This is possible when Assassin is not discovered when entering the same location as another team or vice versa. Assassin has two options in this case: They can set up a minor ambush, in which case they will assault their target with a regular attack like in a skirmish, although the target cannot retaliate. Regular combat commences in the following turn. The second choice is to set up a full ambush, in which case the skirmish is entirely skipped, as well as the support skill and command spell phase. In other words, combat begins during the offensive skill phase, and Assassin will always strike first if desired. However, their opponents can retaliate with their own special abilities if they wish.

Battle Order: Combat is divided into three phases. The first one encompasses the usage of command spells, which happen before anything else. During the second phase, players can use their support skills or a supportive Noble Phantasm. In the third and final phase, player may use offensive skills or an offensive Noble Phantasm. In case an offensive Noble Phantasm is used, the servant doing so can not use any additional attacks it may possibly possess in the same turn. During the specific phases, the order in which the skills are used depends on the AGI rating of the individual characters. For this purpose, the priority of the rank is decided by the letters, with any pluses used only if the letters are tied. Should the AGI rank of two or more players be equal, LCK is used as a tie-breaker. If LCK is tied as well, the order will be decided randomly.

Normal Attacks: Instead of using offensive skills during the appropriate phase, players can decide to attack normally. Those regular attacks cost no mana and generally follow the same default setting as described in the paragraph about Skirmishes. If a player has a “+” in AGI, they can use it to add another normal attack to any skill or attack they may have used as their primary action during the offensive phase, except for a Noble Phantasm. This means players can use a maximum amount of 4 normal attacks or 1 offensive skill and 3 normal attacks with an A+++ rank in AGI. Normal attacks use the base value of the chosen stat as their base damage, which is then reduced by the respective multiplier, using either the opponents END or MAG rating. Additionally, any normal attacks used by masters have their damage reduced by 50% after the initial calculations.

Support Skills: During the appropriate phase, masters and servants have the option of using a single support skill. As opposed to most offensive skills, it is possible to target masters specifically with support skills. Instead of a regular skill, a supportive Noble Phantasm can be used as well.

Offensive Skills: During the appropriate phase, masters and servants have the option of using a single offensive skill. Unless explicitly stated otherwise, they can only target servants, not masters, and can be substituted with a normal attack or a Noble Phantasm. Offensive skills are generally labeled as “Anti-Personnel” or “Anti-Army”, with "Anti-Personnel" indicating a limited amount of targets, while "Anti-Army" an target an unlimited amount of players. However, unless explicitly mentioned, only targets in the same area as the player using the skill are viable. The stats used to determine the damage multiplier for them are the same as the default stats for skirmish and normal attacks, although players cannot decide to change them at will. Instead, any exceptions are stated in the respective skill descriptions. The damage of offensive skills is calculated using a base value according to the rank of the skill used, which is then enhanced by the character’s own STR or MAG multiplier, and reduced by the target’s respective END or MAG multiplier.

Noble Phantasms: As mentioned previously, a servant can use its Noble Phantasm either during the supportive or offensive skill phase. If a supportive Noble Phantasm is used, it is possible to use any of the actions the player could normally do during his offensive phase afterwards. If an offensive one is used, the servant in question can use no additional regular attacks it might possess in the same turn.

Magical Attacks: Unless otherwise stated in the skill description, all abilities that are either amplified or reduced by MAG are counted as magical attacks. Normal attacks using the MAG stat are also of a magical nature.

Conditional Moves: When deciding on their actions for a turn, players have the possibility of using conditional moves. This means that they declare to use certain moves only under certain conditions. This is highly recommended to avoid possibly unexpected events messing up a player’s strategy.

Delayed Moves: A special form of conditional moves, in which the player bases their actions on those of the opponent’s. It is possible to delay one’s moves to the end of their respective phases despite having superior AGI. In case multiple combatants try to use this strategy, one of them will be forced to act first. In this situation, the player with a higher AGI rating will be able to press their opponent to act first. Should AGI be tied, LCK will be used as a tie-breaker. Should LCK be tied as well, it will be decided randomly who makes the first move.

Missing: Unless stated otherwise in their descriptions, offensive skills and normal attack have a chance of missing their target. Noble Phantasms do not miss under normal circumstances, but can if the servant using them is affected by unnatural miss chances, or if the target has an unantural chance of evasion applied. The ordinary dodge chance is a percentage calculated by dividing the defender’s AGI value through the attacker’s, multiplied by the defender’s LCK value divided by the attacker’s. Any unnatural miss chances the attacker may have are later simply added to the calculated percentage.

Fleeing: Should a team decide to flee from a fight, this action will be the very last event of the turn, preceeded by the offensive skill phase. Players who flee cannot use any normal attacks, offensive skills or offensive Noble Phantasms themselves, but are susceptible to those of their opponents. However, they are allowed to use support skills before fleeing. By default, players flee as a team to one location they choose beforehand, but it’s possible for them to split up and flee to separate locations, or leave their partner behind. In this case, the player not fleeing can obviously use their skills as per usual. The area to which the combatants flee must be adjacent to the one they are currently in. Until the next turn, they are still regarded to be in their original location, and they cannot move anywhere else except for the destination they chose as escape route. Additionally, the pursuers will reach their new locations simultaneously with the fleeing party. This means that if their opponents correctly guess the area they fled to, they can be intercepted, and the combat resumes in the new location. In this case, the skirmish is skipped, as if the fight hadn’t been interrupted in the first place. However, should the new location be occupied by a third party which joins the fight, it will be treated as if they walked in on the combatants, resulting in a situation as described in the skirmish rules.

Crossing: If two players or teams simultaneously move to each other’s location and use the same route to do so, they will cross. In this case, the team with the highest LCK (the average value of servant, master and possible allies) will notice the others first. They can then choose to ignore them and proceed to their original destination, or follow the other players to theirs. If the stalking players then decide to initiate combat, it is handled like a minor ambush by Assassin, resulting in a skirmish in which the attacked side cannot retaliate. Assassin can use this opportunity for a full ambush as well. Any abilities that prevent being spotted by other players only come into effect after the team with the highest average LCK has been calculated. This means that in case one player was supposed to spot another because of their superior LCK, but is unable to do so because the presence of the other player is concealed, there will simply be no encounter. Should this occur while at least one party consists of a scouting servant, the initial comparison of LCK values is done as per usual. However, should the scouting player be the one to spot the other party, they can return to their original location in time to protect their master, but cannot initiate an ambush. Should the other party be the one to spot the scouting player, they can follow and assault them while ignoring the usual calculations regarding the detection of a scouting player.

Sighting: A variation of crossing that usually occurs when one team moves the distance of two locations in one turn, while the other only moves one or doesn't move at all. It also occurs whenever the teams encounter each other not inbetween locations, but in a specific area, caused by both of them choosing it as the first stop while moving the distance of two locations in one turn, regardless of their final destination. Regarding calculations and further options, Sighting does not really differ from Crossing - the team with the highest LCK will notice the others first. They can then choose to ignore them and proceed to their original destination, follow the other players to theirs, or stop at the location they sighted the other team at. If the stalking or stopping players then decide to initiate combat, it is handled like a minor ambush by Assassin, resulting in a skirmish in which the attacked side cannot retaliate. Assassin can use this opportunity for a full ambush as well. Just like with Crossing, any abilities that prevent being spotted by other players only come into effect after the team with the highest average LCK has been calculated. This means that in case one player was supposed to spot another because of their superior LCK, but is unable to do so because the presence of the other player is concealed, there will simply be no encounter. For Sighting, this includes the case of two teams encountering each other and one of them being a scouting servant.

Parameters:[]

Each character’s stat sheet indicates their various parameters, which includes their strengths and weaknesses as well as their capabilities.

Health: The amount of damage a character can take before they die, which means that if it ever drops to 0, the character dies. The value in brackets is the amount of health the character regenerates every turn.

Mana: The amount of mana a character can use for their skills. Each skill’s mana cost is indicated in brackets next to its name. Naturally, it can only be used if enough mana to do so is available. For servants, mana also acts as the substance which makes up their corporeal form, so if it drops to 0, they die. The number in brackets next to the total amount of mana represents the amount regenerated every turn.

Alignment: This refers to the character’s personality, traits and views. The first part indicates a character’s willingness to uphold the law or a certain code of honor, and can be either Lawful, Neutral or Chaotic. The second part indicates the character’s morality, and can be either Good, Neutral or Evil. “True Neutral” refers to a character that is neutral in both categories.


STR – Strength: This refers to the character’s physical power and determines damage done by physical attacks, both as a base value for normal attack and as a multiplier for offensive skills and Noble Phantasms.

Rank Base damage Multiplier
E 10 1,0
E+ 15 1,07
E++ 20 1,14
E+++ 25 1,21
D 20 1,1
D+ 30 1,17
D++ 40 1,25
D+++ 50 1,33
C 30 1,2
C+ 45 1,28
C++ 60 1,37
C+++ 75 1,46
B 40 1,3
B+ 60 1,39
B++ 80 1,48
B+++ 100 1,58
A 50 1,4
A+ 75 1,49
A++ 100 1,59
A+++ 125 1,7
EX 200 2,0


END – Endurance: This indicates the character’s ability to endure physical damage. Any attacks or skills based on STR are reduced by an END based multiplier.

Rank Multiplier
E 1,0
E+ 0,94
E++ 0,88
E+++ 0,82
D 0,9
D+ 0,84
D++ 0,79
D+++ 0,74
C 0,8
C+ 0,75
C++ 0,70
C+++ 0,66
B 0,7
B+ 0,66
B++ 0,62
B+++ 0,58
A 0,6
A+ 0,56
A++ 0,53
A+++ 0,49
EX 0,3


MAG – Magical Energy and Defense: This stat is the counterpart of both STR and END. For attacks based on MAG or skills using the offensive MAG multiplier, the values are the same as the ones used for STR. The defensive aspect of MAG reduces magical damage in the same manner as END, also using the same multipliers.


AGI – Agility: This determines a character’s speed and dexterity. For the sake of dodging attacks, AGI is used to calculate the defending player's chance of evasion. The value representing the defender’s AGI rank is divided through the attacker’s, and the result is then multiplied by a factor that is dependant on the LCK of both combatants and calculated in the same manner.

Rank Value
E 1,0
E+ 1,33
E++ 1,66
E+++ 1,99
D 1,5
D+ 2,0
D++ 2,5
D+++ 3,0
C 2,5
C+ 3,33
C++ 4,16
C+++ 5,99
B 4,0
B+ 5,32
B++ 6,64
B+++ 7,96
A 6,0
A+ 7,98
A++ 9,96
A+++ 11,94
EX 15,0


LCK – Luck: This determines a character’s fortune. For the sake of dodging attacks, LCK is used to calculate the defending player's chance of evasion. The value representing the defender’s LCK rank is divided through the attacker’s, and the result is then multiplied by a factor that is dependant on the AGI of both combatants and calculated in the same manner. Regarding scouting actions, players have a chance of evading detection calculated by dividing the scouting player's LCK through the scouted players' average LCK, multiplied by 50.

Rank Value
E 1,0
E+ 1,3
E++ 1,6
E+++ 1,9
D 1,75
D+ 2,28
D++ 2,81
D+++ 3,34
C 3,0
C+ 3,9
C++ 4,8
C+++ 5,7
B 4,75
B+ 6,18
B++ 7,61
B+++ 9,04
A 7,25
A+ 9,43
A++ 11,61
A+++ 13,79
EX 15,0


NP – Noble Phantasm: This stat is supposed to give an impression of the quality of this player’s Noble Phantasm(s). It serves no purpose beyond that.

Logic Game:[]

In this Holy Grail War, participating in the Logic Game is MANDATORY.

The Logic Game is a battle of wits that takes place in the main topics. Participants use blue or red text to try and figure and their opponent’s identities, abilities and more. Blue text is used to state theories, while red text can only be used to say undeniable facts. However, intentioanlly misleading your opponents with amiguous red text is possible.

The player proposing a theory in blue has to have a basis for his claim, which they must state. Additionally, it has to be directed at a specific person or team, generally identified by their class or the players’ usernames. If the claim is viable, the player in question is obligated to answer it with either a confirmation, a denial or different claim. Usually, red text is used to shoot down blue theories, although it is possible to counter blue text with more blue text, possibly suggesting alternate possibilities and interpretations. The GM has the right to step in if he deems certain counters unacceptable or in violation of the rules.

Again, it is not allowed to lie in red. While mistakes may happen, intentionally lying can lead to an expulsion from the logic game, in which case the player is no longer allowed to use either kind of colored text, but the GM will instead answer claims made by other teams in red – generally giving a straightforward answer.

This also happens if a team fails to react to a blue text directed at them within 2 turns after it was proposed. Blue text should be answered as soon as possible.

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