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The Thirteenth Holy Grail War of OT

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The Holy Grail War is a fight between fourteen players: seven in the roles of Servants; seven, in those of Masters. The last remaining team is crowned the winner and has the right to claim the Holy Grail for themselves. The teams move across a pre-determined map and work to eliminate other teams in order to achieve victory.

Ending the War: The only viable winner of this War is a single team. At the end of a Turn, if only one Master has all remaining Servants contracted with them, that team is declared the winner. If no such team can be made, this War will end in a draw.

Communication: Players may obviously speak in the Public Updates about anything. However, communication with any other team is strictly prohibited unless that team is inside the same area as them. If a Servant and the Master they're contracted with were to be separated, they will still be allowed to communicate with each other outside the game.

Alliances: Players have the option of forming alliances. Alliances may come in any form: temporary, lasting, etc. All alliances are non-binding and hold no value besides trust between the players.

Turn Order:

During a Turn, the order in which actions occur are as follows:

  1. Regeneration
  2. Upkeep Costs
  3. Movement
  4. Command Spell usage
  5. Support skills (including Support Noble Phantasms), buying and using items, civilian interaction, and usage of IGM services
  6. Offensive skills (including Offensive Noble Phantasms)
  7. Fleeing


Each character has a movement stat which determines the maximum number of spaces they are able to move in a turn. Moving one space on the map costs one Movement Point. Movement Points will be recovered at the end of every Turn. Masters will use the same movement stat as their Servants (including AGI and LCK) and will not have to pay any Movement Points as long as they are traveling with their Servants. LCK will determine the order in which teams move. If LCK is ever tied, AGI will act as the tiebreaker. During the Movement Phase, players can decrease their own LCK in order to delay their movement. Teams may choose the route they wish to take to reach their destination.

While moving, it is possible for a team to pass through a location that is occupied by other players. Alternatively, it is possible for teams to notice other players passing through their location. In either case, the team with the higher combined AGI and LCK value has the option to stop the other team and initiate combat. If the combined AGI and LCK value is tied, this option will be available to both teams. Players who choose to not initiate combat will simply be informed that someone has been sighted. Be aware that non-Servant characters will not be able to stop movement or initiate combat this way since they are not able to skirmish. Players in the same location after the movement phase will automatically notice each other. Movement cannot occur while in combat.


A Servant is a powerful familiar that may belong to one of seven classes, each with their own strengths and weaknesses:

  • Saber
  • Lancer
  • Archer
  • Rider
  • Berserker
  • Assassin
  • Caster

There is only one of each class; no duplicates exist. They come from anime, manga, visual novels, or Japanese video games.

Death: Servants will die if their Health and/or their Mana decreases to 0.

Regeneration: At the beginning of each Turn, each Servant will regain a portion of their Health and Mana. Servants will not regenerate if they were in battle or took damage from an offensive skill during the previous Turn. Servants who are separated from their Masters will have their Health and Mana regeneration cut in half.

Masterless: Should a Servant lose his or her Master, they will not regenerate Health or Mana, and their Mana will decrease by 35% of its maximum Mana at the end of each Turn until they establish a new contract with a different Master.

Form: A servant generally exists in the corporeal realm, but they also have the ability to turn into Spirit Form. While in Spirit Form, Servants are impervious to attacks, but they also cannot protect their Masters or use any skills. While in Spirit Form, Servants' Health and Mana regen is boosted by 50%. Ordering a Servant to change forms will cost the Master a Support action and will occur during the Support Phase. Servants in Spirit Form cannot be detected by other players and are unaffected by field effects. Servants in Spirit Form cannot leave their Masters' locations. If a Master dies while their Servant is in Spirit Form, that Servant will automatically enter physical form. Servants are not able to willingly enter Spirit Form while they are in battle.

Protection: Servants will protect their Masters from all attacks by default. A Master cannot be targeted by most skills as long as their Servant is with them and present in physical form. Masters cannot protect their servant from attacks under most circumstances.

Absorption: A Servant may absorb a fallen Servant’s previous form in order to recover 25% of their maximum Health and Mana. A dead Servant will automatically be absorbed by the Servant who dealt the killing blow as long as both of them are in the same area, but this can be bypassed; in this case, the Servant with the highest Luck will absorb that dead Servant. In case of a tie, regeneration from absorption will be split. Servant absorption occurs at the end of a Turn and is only possible on the Turn in which that Servant died.


Mugging: Masters can order their Servants to rob a civilian of their money. After mugging a civilian, a Master will receive ¥15,000. Mugging a civilian consumes a Servant's Support action for the Turn. These actions will draw very little attention. A Servant is unable to mug civilians if they are in battle or are separated from their Master.

Consumption: Masters can order their Servants to consume civilians. A Servant who absorbs a civilian will recover 50 Mana. A Servant who consumes a civilian cannot take any other action during that Turn besides moving. Be aware that these actions will not go unnoticed. Consumed civilians will automatically also be mugged. Civilian consumption is not possible if a Servant is in combat.


Masters are human magi who have formed a contract with a Servant through the use of Command Spells granted by the Holy Grail. Generally much weaker than their Servant, a Master's main role is to provide magical energy to their Servant.

Death: Death occurs when a Master’s Health decreases to 0. Unlike Servants, Masters do not die when their Mana decreases to 0. The corpse of a Master will remain in an area for one Turn.

Regeneration: Identical to Servant regeneration, masters will recover a portion of their Health and Mana at the beginning of each Turn unless they were in battle or took damage from an offensive skill during the previous Turn. Masters with count as being in battle if their servant or familiar is in battle in the same area as them.

Servantless: If a Master loses their Servant, they are allowed to make a new contract with a Masterless Servant. A Master may seek refuge at the IGM's office at the end of a Turn in order to retire peacefully.

Absorption: Identical to Servant absorption, consuming a fallen Master will restore 25% of a Servant's maximum Mana.

Money: Masters can obtain money from having their Servants mug civilians or taking them from dead Masters. The War takes place in Japan, so yen (¥) is the currency of choice. Money can be used to purchase either information from the IGM or items from specific locations on the map. Money can be willingly transferred between Masters. When taking money from dead Masters, the team that dealt the finishing blow will recieve all of that dead Master's money unless the Master of that team is not present in the area; in this case, the Master with the highest Luck will take the money. In case of a tie, money will be split.

Items: This war will have items that Masters can buy and use on their servants. Items can be willingly transferred between Masters while both of them are not in batte, but each Master cannot carry more than two items at a time.


Each Master and Servant pair will start out with three Command Spells. These Command Spells are the proof of contract between a Master and their Servant. When all three Command Spells are used, the contract between the master and their Servant is broken. The Master and Servant may choose to immediately re-establish their contract if it is broken in this way. A Master cannot have more than 2 Servants contracted with them at a time. If a Master has two Servants contracted with them, the Mana regen of both servants will be cut in half. Additionally, their damage output will decrease by 25%. A contracted Servant cannot attack their own Master. A contract can be formed or broken as a free action. A contract between a Master and their Servant can only be broken if that Master has no Command Spells. A servant manually breaking a contract with a master cannot reform a contract with that same master during the same turn.

Command SpellsEdit

Command Spells may be used by masters to provide their Servants with additional powers or abilities. Using a Command Spell will occur during the appropriate phase, but they can be delayed to a later part of the phase. Each Master can use only one Command Spell during a Turn, and that Master must be in the same area as their Servant. The available Command Spells are:

Stop Holding Back: Increases all of a Servant's stats by one rank. Stats at or above A will instead receive two positive subranks, with the exception of Agility receiving only one. Lasts two Turns. Cannot be stacked.

Survive at all costs: A servant's defensive abilities are raised to their limits, increasing their Endurance and Magical Defense to EX. Damage that Servant inflicts decreases by 50%. All other damage-reducing effects that Servant may have will be negated. Lasts one Turn. Cannot be stacked.

Escape from here: Allows a Servant and the user to escape from combat immediately, allowing them to move up to two spaces on the map. Using this Command Spell prohibits regular movement during the next Turn.

Come to me: Immediately summons a Servant to the user's location. This Command Spell can be used while the Servant is separated from the user.

Do as I say: An absolute command to force rebelling Servants into obeying them. The user will gain full control over their Servant's actions. Lasts five Turns.

Protect X: Allows a Servant to protect a specified character besides their Master. That Servant will be hit twice if both they and the specified character are targeted by the same skill. Lasts one Turn.

Enter Spirit Form: Orders a servant to go into Spirit Form immediately.

Enter Physical Form: Orders a servant to go into Physical Form immediately.


Initiating Combat: Before a full battle can start, combatants much skirmish with each other. A skirmish is identical to regular combat with the exceptions that only Servants can participate and each Servant can use only one normal attack. During a skirmish, Masters can only use a Command Spell or order their Servant to enter Physical Form. If two characters who have been in the same area for at least one Turn decide to engage in battle against each other, the skirmish will be skipped entirely. Declaring hostile intentions will restrict movement for both the attacker and the target. Non-Servants will not be able to retaliate against a skirmish. Combat can also be broken at any time if both teams fighting agree.

Entering a Battle: When a character enters an ongoing battle, they must first skirmish with one of the combatants already in battle. The character entering the battle will direct one normal attack towards someone who is already engaged in battle and in turn recieve one normal attack. A player entering a battle this way can still be the target of attacks made by the players already in battle. Since Masters and familiars cannot skirmish, they must be in the same area as their target for at least one Turn before they can enter an ongoing battle. This restriction does not apply if a servant on the master's or familiar's team was already engaged in the battle past the skirmish phase. The skirmish will be skipped entirely if the character that wants to enter has been in the same area as the ongoing battle for at least one Turn.

Support skills: Players can use one Support skill per turn. Support skills occur during the appropriate phase, but they can be delayed to a later part of the phase.

Bounded Fields: A special type of Support skill that targets an area rather than other players. Bounded Fields will provide a specific effect to that area and/or players in that area. Each area can hold an infinite number of Bounded Fields.

Free actions: Skills that do not consume any Support actions for the Turn and are usable during any part of that Turn.

Offensive Skills: Each player can use one Offensive skill per Turn. All offensive skills will have their rank, base damage, type, and maximum targets indicated. Physical attacks are amplified by STR and reduced by END. Magical attacks are amplified by MAA and reduced by MAD. Offensive skills occur during the appropriate phase but can be delayed to a later part of the phase.

Normal Attacks: Normal attacks are offensive skills used by Servants that cost no Mana, have a base damage of 25, and can only target one character. Normal attacks may be either physical or magical, with physical normal attacks being non-ranged, and magical ones being ranged. Each positive subrank in AGI allows the use of an additional normal attack per Turn. Normal attacks will use the higher offensive stat by default unless specified. Normal attacks will be used as a default offensive skill if a specified offensive skill is unusable.

Noble Phantasms: When using an offensive Noble Phantasm, a servant cannot use any additional offensive skills or normal attacks during the Turn. Servants are still able to use normal attacks in retaliation to skirmishes. Servants using support Noble Phantasms are free to use any offensive skill that turn, including offensive Noble Phantasms.

Aerial Combat: Several characters have the ability to fly, which grants different effects depending on the rank of Flight. Non-Ranged damage any flying player receives while in battle decreases by 15%.

Conditionals and Delaying: It is possible for players to set their moves so that certain skills will only be used when they meet a set condition. For example, they can set a condition to only attack someone if that character attempts to attack them first. Command Spells, Support skills, and Offensive skills can be delayed to a later part of the appropriate phase. If two players delay actions to a point that would cause a stalemate, one will be forced to act first. The player with the lower LCK value will be forced to carry out their action first in this situation. If LCK is tied, AGI will be used as the tiebreaker. If AGI is also tied, one of the players will be randomly forced to act first.

Fleeing: Masters and Servants may choose to flee to an adjacent area during battle. A fleeing player may not make any other actions during that turn besides the use of a Command Spell. Fleeing cannot occur during skirmishes if it is the first turn of battle. If a player flees into an area that is already occupied by someone, the skirmish between those two parties will be skipped next Turn if they decide to initiate battle.


Strength and Magical Attack: The multipliers for Strength and Magical Attack are as follows:

Rank Value
E 100%
D 115%
C 130%
B 160%
A 190%
EX 250%

Each positive subrank will add 10% to the multiplier. Strength will be abbreviated as STR while Magical Attack will be abbreviated as MAA.

Endurance and Magical Defense: The multipliers for Endurance and Magical Defense are as follows:

Rank Value
E 100%
D 90%
C 80%
B 65%
A 50%
EX 20%

Each positive subrank will subtract 5% from the multiplier. Endurance will be abbreviated as END while Magical Defense will be abbreviated as MAD.

The damage formula:

STR/MAA multiplier (of the attacker) * Base damage of skill used * END/MAD multiplier (of the target)

Agility: The values for Agility are as follows:

Rank Value
E 1
D 2
C 3
B 4
A 5
EX 6

Each positive subrank in Agility adds .25 to the Agility value and allows the use of an additional normal attack during combat. Agility will be abbreviated as AGI.

The order of moves during each phase will be decided by the Agility value. Whoever has the higher Agility value will go first during a phase unless their action is delayed. Luck will be used as the tiebreaker if Agility is tied. If both Luck and Agility are tied, actions will occur simultaneously.

Luck: The values for Luck are as follows:

Rank Value
E 1
D 2
C 3
B 4
A 5
EX 6

Each positive subrank adds .25 to the Luck value. Luck will be abbreviated as LCK.

The order of movement during the Movement Phase is decided by the Luck value. The team with the higher Luck value will move first unless their movement is delayed.

Noble Phantasm: The Noble Phantasm stat serves no purpose besides representing the power of a Servant's Noble Phantasm. Noble Phantasm is commonly abbreviated as NP.

IGM servicesEdit

The IGM is the moderator of the Holy Grail War. By going to the IGM's office on the map, it is possible for a player to gain information about the other players in this war. There are two ways to obtain information from the IGM:

The first way is by trading information. When trading information, the player must specify whether they want to give information regarding their identity, general skills, Noble Phantasms, or some other detail along those lines, along with who and/or what they want information on in return. The information a player requests cannot be more valuable than the information they give. Information players give will be revealed in the next night's Public Update. Information players gain is private, but they may share it if they wish to. Obviously, information that has already appeared in Public Updates cannot be traded. There are some limits to information trading which will be based on IGM discretion.

The other way is by buying it. By paying ¥30,000, a player will get information about a team of their choosing.

Information can only be traded or bought once per Turn; both cannot be done during the same Turn.

Logic GameEdit

Players are obligated to participate in the Logic Game. Each day, a new topic will be made narrating the most important events of the night. Using information gained from either the Public Update or their own personal Updates, players can present either blue or red text.

Blue text is used to propose theories based on previous observations. However, blue text theories must have a stated basis and be directed at either a specific class or player. A blue theory with an adequate basis must be countered before the next Public Update; otherwise, the GM will answer it in that team's place.

Red Text is used to state absolute truths. While players are free to be misleading with red text, they are not allowed to lie with it.

Both blue and red text may be used to counter blue text theories. In this case, blue text is used to propose alternate theories that are equally probable, but they themselves must also have a basis. Red text is generally the most straightforward way to counter blue text. Players can state facts in order to either simply provide an answer to a blue theory or destroy its basis.

Gold text is used by GMs to post announcements, clear misunderstandings, and state any absolute truth.

Players are advised to be familiar with Umineko no Naku Koro Ni in order to fully understand the Logic Game. They may also ask the GM for clarification if they have any questions regarding it. The Logic Game will be managed mainly by the players and will have little GM intervention.

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