Sea of Sword Wiki

Formula Wiki

Game Mechanics Engine

Rules, formulas, and practical notes that power tools and guide recommendations. These modules are reusable for future games under `/games/[game]`.

Tide Terrain

Water and coastal tiles are the central combat modifier for Sea of Sword maps.

Final Move Cost = Base Cost - Sea Rider Bonus - Active Tide Bonus
Sea Rider classes turn water into tempo.Tank formations should hold coastal choke points.Use Mist Step after tide shifts, not before.

Guard Priority

Guard checks resolve before counterattack, then damage reduction, then fixed damage.

Taken Damage = Raw Damage x Guard Mitigation x Terrain Reduction + Fixed Damage
Guard break must land before burst.Fixed damage bypasses most tank reduction.Pair guard tanks with cleanse support.

Faction Aura

Faction buffs are multiplicative with class bonuses and additive with temporary morale.

Effective ATK = Base ATK x Class Mod x Faction Aura + Morale Flat
Do not stack only one damage type.Royal Marshal helps mixed squads.Aura uptime matters more than peak value.

Exploration Score

Treasure, route time, survival, and optional objectives feed exploration reward tiers.

Score = Treasure + Turns Saved + Survival Bonus + Objective Chain
Caspian and Orin are top routing units.Do not overfight on treasure maps.Harbor Supply raises safety and score.