Battle in Wyrdstone is a turn-based duel between two mages. Each has their own health, energy in five elements, and their own scrolls. Whoever brings the opponent down to zero first wins.
Start of battle
• Each player gets 23 energy: 7 in their own element and 4 in each of the other four. Your own element is your school of magic; the Neutral school's kit comes with Elemental or Lich energy instead.
• The battle deck is drawn from the Spellbook: 30 scrolls, up to 120 with purchases at the Academy. You decide how many of each element (from 4 to 20) on the deck screen. A played scroll doesn't disappear or get replaced — it stays available for as long as you have the energy for it.
• Artifacts, skills, and tavern effects are added on top. Equipment is locked in the moment the battle begins.
Start of turn — strictly in order
1. +1 energy of each of the five elements.
2. Temporary effects update (poisons, stuns, buffs).
3. Creature traits trigger — left to right.
4. Skills trigger.
5. Artifacts trigger.
Turn
• On your turn you can use one rune from your belt and either summon one creature or cast one spell. Playing a scroll ends the turn. You can also pass your turn.
• You have 60 seconds per turn. Run out of time, and it's a defeat. Exception — Training Center battles: there the turn is simply skipped.
Attack
Creatures attack strictly left to right: each one hits the creature across from it, or the opponent directly if that space is empty. The one exception is the Keeper of the Heights, who strikes before everyone else.
Death of a creature
Triggers in order: the creature's own posthumous properties → other creatures' properties → skills → artifacts.
Energy
There are five elements: Fire, Water, Air, Earth, Death. The counters are separate — a surplus of Fire won't pay for a Water spell. Neutral scrolls are paid for with energy from several elements at once, and you need enough of each. Properties tied to energy trigger the moment it changes: a Werewolf turns into a wolf the instant its owner's Death energy passes five.
Wrath of the Gods
From turn 50 onward, both duelists lose health every turn: 1 on turn 50, 2 on turn 51, and so on. If Wrath of the Gods finishes off one of them, the other wins. If it finishes off both at once, it's a draw.
How it ends
• Victory — the opponent's health drops to zero.
• Defeat — your health hits zero, or your turn time runs out.
• Draw — both die at the same time, or both are still alive on turn 70.
Start of battle
• Each player gets 23 energy: 7 in their own element and 4 in each of the other four. Your own element is your school of magic; the Neutral school's kit comes with Elemental or Lich energy instead.
• The battle deck is drawn from the Spellbook: 30 scrolls, up to 120 with purchases at the Academy. You decide how many of each element (from 4 to 20) on the deck screen. A played scroll doesn't disappear or get replaced — it stays available for as long as you have the energy for it.
• Artifacts, skills, and tavern effects are added on top. Equipment is locked in the moment the battle begins.
Start of turn — strictly in order
1. +1 energy of each of the five elements.
2. Temporary effects update (poisons, stuns, buffs).
3. Creature traits trigger — left to right.
4. Skills trigger.
5. Artifacts trigger.
Turn
• On your turn you can use one rune from your belt and either summon one creature or cast one spell. Playing a scroll ends the turn. You can also pass your turn.
• You have 60 seconds per turn. Run out of time, and it's a defeat. Exception — Training Center battles: there the turn is simply skipped.
Attack
Creatures attack strictly left to right: each one hits the creature across from it, or the opponent directly if that space is empty. The one exception is the Keeper of the Heights, who strikes before everyone else.
Death of a creature
Triggers in order: the creature's own posthumous properties → other creatures' properties → skills → artifacts.
Energy
There are five elements: Fire, Water, Air, Earth, Death. The counters are separate — a surplus of Fire won't pay for a Water spell. Neutral scrolls are paid for with energy from several elements at once, and you need enough of each. Properties tied to energy trigger the moment it changes: a Werewolf turns into a wolf the instant its owner's Death energy passes five.
Wrath of the Gods
From turn 50 onward, both duelists lose health every turn: 1 on turn 50, 2 on turn 51, and so on. If Wrath of the Gods finishes off one of them, the other wins. If it finishes off both at once, it's a draw.
How it ends
• Victory — the opponent's health drops to zero.
• Defeat — your health hits zero, or your turn time runs out.
• Draw — both die at the same time, or both are still alive on turn 70.
A deck built to "outlast the opponent" has to win by turn 50. After that, the advantage belongs to whoever has more health left.
