World of Defense White Paper

The World of Defense economy

You forge weapons and armor without random drops and sell them in three markets. If you hold a Genesis Hero, you can take crafted items on-chain as NFTs. Five races control different materials and troops, and Rare or higher items need rare materials from several regions, so your kingdom trades with other players. You gather those materials in your kingdom's campaign: 100 waves in the first stage, with enemies unique to each kingdom and a boss every five waves.

2 October 2026World of Defense Team
Ten Genesis Heroes shown one after another, from Common to Mythic
Preview with watermark: 10 of the 5,000 Genesis Heroes.
100waves per kingdom in the first stage
6item rarities, Common to Relic
5kingdoms, each with its own enemy route
3markets, in-game to on-chain
50%of creator fees paid to top players
01

Principles

We test each economy feature against five rules. A feature that breaks one of them stays out of the game.

  1. The game is fun without spending. You can finish the campaign and compete in PvP without paying. We sell cosmetics and a premium season pass to players who want them.
  2. Items come from effort. You get items from crafting, fixed enemy yields, contracts, achievements, and season rankings. The game has no random drops, loot boxes, or paid chances for items.
  3. Player demand sets item prices. Players buy items for a new season, a harder difficulty, a favorite hero, or prestige.
  4. The server guards scarcity. The server creates and records quotas, serial numbers, and one-of-a-kind Relics, so nobody can forge them.
  5. Currencies and materials have sinks. Fees, upgrades, and salvage pull Crowns and materials out of the economy and keep prices from collapsing.

We issue no game token. Chance never decides an item's result. The only draw is the Genesis Hero reveal at mint, and we can rebalance its stat bonus.

02

Five races

Each race produces a few materials at low cost and buys the rest from other races, so you will trade with players of other races often.

You pick one race for your kingdom. The Human kingdom is in the demo today, and we will release the other four races in stages.

Production rules

  • A race produces its two signature basic materials 50% cheaper in its homeland.
  • You can still produce other races' basic materials, at 30% efficiency.
  • Only the owning race can make its exclusive component, and Epic or higher items need one.

Materials and dependencies

RaceHomelandSignature materialsExclusive componentMust buy from other races
DwarvesIronpeak HoldsIron ore, stoneDeepforge Steel (Epic+ heavy armor and metal weapons)wood (Elves), leather (Beastfolk), Hearthbread (Humans), Soul Ember (Demons)
HumansGoldenvaleWheat, linenHearthbread (preserved rations that armies of every race eat during a season)stone (Dwarves), Deepforge Steel, Moonwood, War Mounts, Soul Ember
ElvesElderwoodAncient wood, herbsMoonwood (Epic+ bows and staves)iron ore (Dwarves), sulfur (Demons), Hearthbread (Humans)
DemonsAshen AbyssSulfur, obsidianSoul Ember (needed for enchantments)Hearthbread (Humans), herbs (Elves), iron ore (Dwarves)
BeastfolkWildmane SavannaLeather, bone and fangWildhide (Epic+ light armor) and War Mounts (wolves, tigers)iron ore (Dwarves), linen and Hearthbread (Humans), herbs (Elves)

Items and troops

Smiths of each race stamp a Racial Hallmark on the items they forge, a small bonus other races cannot make. If you want that bonus, you buy from that race.

RaceRacial HallmarkSignature troopsWeakness
DwarvesDeepforged: heavy armor and hammers or axes +10% DEF, upgrade cap +1 levelShieldwardens, Cannoneers, Engineersslow, few ranged units
HumansRoyal Standard: makes every item type, upgrades cost 15% lessCavalry, Crossbowmen, Knights; train 20% fasterno extreme strength
ElvesElderwood Carving: bows and staves +10% range, potions last 50% longerForest Archers (longest range), Druid healerslow HP, fragile on the front line
DemonsHellbrand: +1 enchantment slot on Epic and higherEmber Warlocks (highest area damage), Summonersexpensive and fragile troops
BeastfolkWildstitch: leather armor +8% move speed, fang and bone weapons +5% critWolf Riders, Beast Brawlers; fastest, high HPlow armor, weak against magic

We balance the races through playtesting and seasons. Each kingdom fights its own enemy route, and each season we add enemies with different weaknesses through modifiers; Elven archers, for example, shoot down flying enemies. The strongest race changes from season to season, and material prices shift with it.

Genesis Heroes come from the Wayfarer Order and can lead a kingdom of any race.

Race heroes: no new NFT mint

Genesis stays the only NFT hero collection, with a supply of 5,000. We will not sell Dwarven, Elven, Demon, or Beastfolk heroes as a new NFT mint. You earn race heroes in the game by collecting Hero Shards.

  • Sources: World Bosses, Adventurers' Tavern contracts, events, season rewards, and achievements grant shards of specific heroes. No gacha.
  • Forming a hero: 10 shards form one race hero. More shards raise that hero's stars, 10 shards per star, up to 5 stars.
  • Race limit: a race hero leads a kingdom of its own race. A Genesis Hero can lead a kingdom of any race.
  • Off-chain trade: players of any race can earn shards of other races' heroes and sell them in the Grand Bazaar for Crowns to the players who need them.
  • On-chain: Genesis Hero holders raise shards into NFTs through Ascension at the Genesis Gate, for themselves or for other players as a Gatekeeper Service. One Ascension raises up to 10 shards, and players trade on-chain shards for ETH in the Hall of Legends.
  • Using on-chain shards: you return shard NFTs to the Royal Vault through Descent before you form a hero. The shards you spend burn.
  • Race heroes stay off-chain: only the shards go on-chain, so the NFT heroes remain the 5,000 Genesis Heroes.

We build Hero Shards on the fragment system already in the demo.

03

Weapon and armor rarity

Weapons and armor come in six tiers. The higher the tier, the longer the road to craft it and the smaller its supply.

From Rare up, you need rare materials from elite enemies. Higher tiers also need boss materials, long research, and season quota that is still open.

TierMade fromSupply limitCatalyst slotsTraded at
Commonbasic recipe at a workshopunlimited0not tradable (bound to the account)
Uncommonworkshop Lv2 + 1 catalystlimited by materials1Grand Bazaar
Rare2 kinds of rare materials from two regions + 2 catalystslimited by rare-material capacity and research time2Grand Bazaar
Epicresearched recipe, 3 kinds of rare materials, boss materials, a racial component, 3 catalystslimited by boss materials3Grand Bazaar; can ascend to an NFT
Legendarynamed weapon with lore: a long research chain, rare materials, and a boss trophy on high difficultyquota per item per season (5 to 500), serial-numbered1 free + fixed effectGrand Bazaar, Hall of Legends
Reliccannot be forged; awarded for world-firsts, season championships, or eventsone in the worldunique effectGrand Bazaar, Hall of Legends

The Legendary ladder starts small: one Relic, five Hero's Blades, then 25 and 50. Later seasons can open 100 to 500 of an item. When a quota runs out, we close the recipe, and nobody can make that season's edition again.

Example: forging the King's Fang

A Legendary axe with a season quota of 50.

  1. Research Fang Forging at the Weaponsmith Lv3.
  2. Beat the Goblin King on Hard without a breached fence to earn the King's Fang Trophy.
  3. Bring 3 Deepforge Steel from a Dwarven smith, 4 Alpha Fang from Wildmane Savanna, and 2 Boss Essence.
  4. Forge it before the season quota runs out. The server stamps your axe with a serial number, for example #0037/50.
04

Reasons to craft

Player-made items hold value because their quality depends on the maker's skill, and they carry the maker's name.

  • Results from your skillYour materials are never lost, and an item's quality depends on how you forge it. Upgrades cannot fail.
  • You choose the bonusCatalysts set an item's bonus: wolf fang adds 15% damage against riders, a magic shard cuts skill cooldowns by 6%. Two players with the same recipe can make different items.
  • Your name on itLegendary and Relic items read "Forged by <player>", and the NFT keeps that name. Smiths whose work sells build a name among players.
  • Serial numbers and quotasPlayers race to forge before a season quota runs out, and collectors hunt low numbers such as #0001.
  • History and titlesItems record the enemies they defeat. After 500 wolf riders, for example, an item earns the title Wolfslayer and a visual effect.
  • Racial HallmarksBonuses differ by race, so you will often buy the best item for your build from another race.
  • Equipment setsWear 3 to 5 pieces of a set for a set bonus. Smiths of different races forge the pieces, for example a Dwarven helm and armor with Beastfolk boots.
  • Crafting masteryEach workshop has a mastery level. High levels unlock recipes, save materials, and widen the forging timing windows, so specialist crafters can take orders.
  • Seen in battleYour hero holds the weapon you equip. High tiers glow, and opponents see them in PvP replays.

Forge quality: results from skill

Each time you forge a weapon or armor, you play three short steps. Your materials are never lost, and your timing sets the item's quality.

  1. Heat: hold the fire in the right heat zone for that metal.
  2. Hammer: strike on the beat of the hammer.
  3. Quench: quench the blade when its color is right.
QualityStat bonus
Standard0%
Fine+4%
Prime+8%
Masterwork+12%, a special name, and a glow effect
  • Bold Forge: before you quench, you can push the heat into the red zone. Hit the timing window and quality rises one grade. Miss it and quality drops one grade (Standard at the lowest), and the item stays whole.
  • Secret seasonal recipes: each season we hide a few catalyst combinations that give an extra bonus. The first player to find one earns a title, as with First Forge.
  • Anti-macro: the beat pattern changes with every forge, and the server checks the input log, as it does for wave verification.

The item and its NFT metadata record its quality, so buyers see it before they pay. Smiths with high mastery make Masterworks more often, and players who rarely craft buy from them in the Grand Bazaar or through Forge Commissions.

05

Three markets

You trade in three markets. The Grand Bazaar is open to every player and uses Crowns. The Aether Exchange and the Hall of Legends connect to the blockchain and use ETH.

MarketGoodsPaymentGoods are held inWho can tradeFee
Grand Bazaarall materials, racial components, off-chain items from Uncommon to Relic, Hero Shards, potionsCrownsRoyal Vault (server inventory)every player, with or without NFTs1% listing + 5% sale, burned
Aether Exchangebasic materials only (10 kinds), sold in lotsETHRoyal Vault; payment through an on-chain escrow contractplayers with a verified wallet, with or without NFTs5%
Hall of LegendsGenesis Heroes, Epic or higher items, and Hero Shards that became NFTsETHthe player's walletanyone with a wallet5% creator fee on resales

Grand Bazaar

Players post sell and buy orders, and prices meet between them. Each item shows its price history. For basic materials, NPC traders buy at a floor price and sell at a ceiling price within daily quotas, which keeps prices inside a fair band. NPCs do not trade rare materials. Caravans bring goods from other regions in 10 to 60 minutes.

Aether Exchange

On the Aether Exchange you sell basic materials for ETH. The materials stay in the Royal Vault, and we do not turn them into tokens.

  1. The seller locks a lot of materials in the Royal Vault.
  2. The buyer pays ETH into an on-chain escrow contract.
  3. The server moves the materials to the buyer's Royal Vault.
  4. The escrow releases the ETH to the seller.

The materials stay on the server, so transactions cost little and stock stays in one place. A 100-unit minimum lot, daily selling quotas, and trade cooldowns make life hard for farming bots. High-value goods go on-chain through the Genesis Gate.

Hall of Legends

Players trade Genesis Heroes, item NFTs, and on-chain Hero Shards for ETH in the Hall of Legends and on other NFT marketplaces. If you buy an item NFT, you can use it in the game by connecting a wallet, or send it back to the Royal Vault through Descent and sell it in the Grand Bazaar.

06

The Genesis Gate

A wallet that holds at least one Genesis Hero can raise off-chain weapons, armor, and Hero Shards into NFTs. We call this Ascension.

After that, anyone can own and use the item, or return it to the Royal Vault through Descent.

Only Genesis Hero holders can take items on-chain Descent to the Royal Vault: open to every player mint Crafting weapons and armor every tier Royal Vault off-chain items Uncommon and up account-owned Genesis Gate Ascension, only for Genesis holders Epic+, Hero Shards Player wallet on-chain item NFT used in the game by its owner Common items account-bound cannot be sold Grand Bazaar paid in Crowns every player Gatekeeper for other players paid in Crowns Hall of Legends paid in ETH anyone
Genesis holders raise Epic and higher items from the Royal Vault into a wallet. Every player can use Descent.

Ascension rules

  • Eligible: Epic, Legendary, and Relic weapons and armor, and Hero Shards. One Ascension raises up to 10 shards.
  • Cost: Crowns and one Genesis Sigil. You craft the Sigil from Deepforge Steel (Dwarves), Moonwood (Elves), and Soul Ember (Demons), so the cost pulls materials out of the economy and brings buyers to three races.
  • 24-hour hold: an item waits 24 hours after a trade before Ascension or Descent.
  • NFT metadata: name, tier, quality, serial number, maker, Racial Hallmark, catalysts, and battle history. The server keeps the history current.
  • Gatekeeper Service: Genesis holders can ascend other players' items for Crowns, and the NFT goes straight to the customer's wallet.
Genesis Hero rarityAscensions per season
Common2
Uncommon3
Rare4
Epic6
Legendary8
Mythic12

If you hold several Genesis Heroes, we add up their quotas. A wallet can hold any number of heroes.

07

Currencies, sources, and sinks

The game uses two in-game currencies and no token. You earn Crowns, the in-game trade currency, only by playing. On-chain trades use ETH.

CurrencyEarned fromSpent onCan you buy or cash it out?
Goldwaves in a campaignbuildings, towers, and troops in that campaignno, and you cannot trade it
Crownscontracts, achievements, season rankings, Grand Bazaar salesGrand Bazaar, upgrades, reforging, Ascensionno
ETHyour own walletAether Exchange, Hall of Legends, mintyou manage it outside the game

Sources (all deterministic)

  • Fixed yields from enemies: a goblin gives 0.36 wood, elites give rare materials, the Goblin King 3 Boss Essence
  • Kingdom production from buildings and townsfolk
  • Adventurers' Tavern contracts, achievements, and season rankings
  • World-firsts and events, the only source of Relics

Sinks

  • Grand Bazaar fees, which we burn
  • Upgrades +1 to +10 with rising costs
  • Reforging and enchanting, which use up materials
  • Salvage, which returns part of an item's value
  • Genesis Sigils and Crowns for Ascension
  • Hearthbread that armies eat every wave
  • Tower ammunition, wall repairs, and PvP gear upkeep
  • Basic materials that NPCs buy, which we destroy
  • World Wonders, the server-wide building projects
08

Rare materials and player trade

From Rare up, weapons and armor need rare materials from elite enemies, and every region has its own. You cannot gather every kind yourself, so you sell your surplus and buy what you lack from other players.

Ordinary goblins drop plenty of basic materials, about 20 times what a kingdom produces in the first five waves of the Human campaign. If basic materials were enough for every tier, item prices would collapse. So we moved the value of high-tier items into rare materials, and we limit their supply.

Rare materials by region

Each rare material comes from specific monsters in a specific region. A Rare recipe uses 2 kinds from two regions, and an Epic recipe uses 3 kinds.

RegionElite enemy (example)Rare material
Goldenvale (Humans)crystal-bearing goblins; explosive beetles used by goblinsMagic Shard; Explosive Gland
Ironpeak Holds (Dwarves)crystal trollsDeepvein Crystal
Elderwood (Elves)blighted treantsHeartwood Sap
Ashen Abyss (Demons)ash wraithsWraith Ash
Wildmane Savanna (Beastfolk)alpha wolvesAlpha Fang

Monsters on your kingdom's route drop your region's signature materials. You buy other regions' materials in the Grand Bazaar. World Bosses drop boss materials, and contracts and events give limited amounts of materials from other regions.

Example: the Alpha Fang Bow (Rare) takes 2 Heartwood Sap and 3 Alpha Fang. Elven players have the sap and Beastfolk players have the fangs, so one of them buys from the other.

Rare materials differ from racial components. Racial components come from kingdom production, and rare materials come from battle. Epic items need both, so you trade across races and regions.

Supply Wagons: what you can sell

Every material that enemies drop goes into your Supply Wagons, which have a daily capacity per account. You can sell what fits in that capacity, and anything above it is bound to your account.

  • Within capacity: materials become tradable, and you can sell them in the Grand Bazaar.
  • Above capacity: materials still reach your storehouse, bound to your account, for your own crafting.
  • Capacity: about 2,000 basic materials per day, the yield of the first five waves of the Human campaign. Rare materials get a smaller capacity. We adjust both numbers for each kingdom's route.
  • Always tradable: materials from your first clear of each wave in a season, World Bosses, contracts, events, and kingdom production.

Every active player gets new goods to sell each day. A bot that farms for hours earns no more tradable materials than a regular player. We counter multiple accounts with bot detection and a one-person, one-account rule.

You can sell only what fits in the daily capacity within capacity above capacity Enemy drops goblins: basic elites: rare bosses: Boss Essence Supply Wagons daily capacity per account Tradable you can sell it to other players Grand Bazaar all materials paid in Crowns Bound cannot be sold used for your own crafting Limited sources first clears, bosses contracts, events, kingdom production Aether Exchange basic materials only paid in ETH
Materials from limited sources become tradable at once. You can also sell tradable basic materials on the Aether Exchange.

World Bosses: rewards by damage

World Boss rewards follow the damage you deal, so players who fight the same boss go home with different rewards. The rarest materials go to the biggest hitters, and other players buy from them.

  • Body-part materials: a boss has several parts, such as scales, claws, and horns. Damage to the scales yields Boss Scale for armor, damage to the claws yields Boss Claw for weapons, and damage to the horns yields Boss Horn for enchanting. The amount follows your damage to that part.
  • Rank rewards: we rank total damage within your Siege Bracket, so new players can still reach the top tier of their bracket.
  • Attack limit: 3 attacks per player per day, so you compete on build and skill. The server counts damage from verified replays.
Damage rank in your bracketExtra reward
Top 1%Boss Heart (a Legendary material), a World Boss trophy, 5 Hero Shards
2–10%2 Boss Essence, 3 Hero Shards
11–50%1 Boss Essence, 1 Hero Shard
The rest, with minimum damagebody-part materials only

Only the top 1% earn a Boss Heart, so Legendary smiths buy it from them. Different builds hit different body parts, so every player ends up with a surplus that someone else wants.

Materials that keep getting used

Some materials run out each time you play, so demand continues after everyone owns gear.

  • Ammunition: arrow towers and cannons use ammunition made from wood and iron ore.
  • Rations: troops eat Hearthbread every wave.
  • Repairs: you fix walls and towers damaged by a breached wave or a Siege Raid with stone and wood. Gear worn down in ranked PvP also needs rare materials.
  • Upgrades +1 to +10: each level costs more, and from +6 you need rare materials.

NPC traders and prices

NPC traders keep basic material prices fair, and players remain the main sellers.

  • NPCs buy basic materials at a floor price within a daily quota per account, then destroy them. Surplus materials cannot turn into unlimited Crowns.
  • NPCs sell basic materials at a ceiling price in limited amounts, so other players usually sell for less.
  • NPCs do not buy or sell rare materials. Players set those prices in the Grand Bazaar.

You trade rare materials in the Grand Bazaar for Crowns, and the Aether Exchange stays limited to basic materials. Rare materials reach the chain only inside Epic or higher items, through the Genesis Gate.

Season tuning

We track how much of each material enters the game and how much gets used. At the start of each season we adjust drops, Supply Wagons capacity, and recipes, and we announce the changes before the season begins.

09

Kingdom campaigns: 100 waves

In the first stage, your kingdom faces 100 waves in 20 sequences. Each sequence has five waves, and a boss attacks on the fifth. Two sequences make one chapter. After wave 100, we add new chapters through updates.

Each kingdom fights its own enemy lineup. Human players fight goblins on waves 1–5, with the Goblin King on wave 5, then plains wyverns on waves 6–10. The demo you can play today holds that first sequence. Elf players open the campaign against harpies and thornbirds that attack from the air. Dwarves defend their mines from spiders and armored beetles, Demons fight rebel imps and ember creatures, and Beastfolk face savanna predators.

In each sequence you meet a new enemy, try its counter, set priorities against mixed groups, face an elite, and then fight the boss. Enemies from earlier sequences can return as support. Before you start a wave, the preview shows the main threat, the materials you can earn, and any special reward conditions.

1Meet the enemy
2Try its counter
3Set priorities
4Face the elite
5Fight the boss

The materials you earn depend on the monsters you defeat. Common materials, such as ordinary wyvern scales, appear in several regions. Signature materials come only from specific monsters on their own kingdom's route: blighted treants drop Heartwood Sap, and crystal trolls drop Deepvein Crystal. Rare recipes use materials from two regions and Epic recipes from three, so you sell what your kingdom earns and buy what your route lacks.

You unlock basic counters through your own kingdom's progress, before the enemies that need them arrive. Elf players have archers that hit flyers from wave 1, and Human players unlock anti-air before wave 6. You can clear the opening sequences with local gear, then buy cross-region gear for later challenges.

We split one reward budget between the two bosses of a chapter, and tradable battle materials still pass through Supply Wagons. We balance enemy strength and rewards on each route through playtesting.

Five kingdom routes

Open a kingdom to see its 20 sequences.

Humans: Goldenvale · 100 waves
WavesEnemies and challengeBoss
1–5Goblin fighters, archers, shield bearers; protect your own shootersGoblin King
6–10Young plains wyverns, diving wyverns, goblin ground raiders; threats at two heightsSkyfang, plains wyvern broodmother
11–15Wolves, wolf riders, goblin drummers; stop fast chargesRuk Wildfang, rider warlord
16–20Explosive beetles, goblin handlers, shield bearers; pick targets before they reach the wallBlastback, fortress beetle
21–25Ogres, rock throwers, goblin supply carriers; building wreckersIronjaw, ogre chieftain
26–30Skeletons, bone archers, spirit-lantern bearers; stop revivalsGrave Marshal
31–35Storm harpies, young wyverns, ground raiders; guard the sky and the gateStormwing Matriarch
36–40Spiders, goblin hunters, poison shamans; free entangled unitsWidow of the Ford
41–45Goblin shamans, totem keepers, ogres; focus fire on supportGrand Shaman
46–50Catapults, shield troops, explosive beetles; strike the siege unitsWalking Fortress
51–55Stone golems, small rockbreakers, goblin archers; armor and fragmentsQuarry Colossus
56–60Wraiths, skeleton knights, shadow wyverns; ground and air in turnHollow Duke
61–65Fire wyverns, diving wyverns, goblin tamers; spacing between buildingsCinderwing
66–70Regenerating trolls, armored ogres, goblin healers; cut off supportSiege Matron
71–75Siege spiders, catapults, skeletons; webs shield the artilleryBrood Catapult
76–80Dark knights, standard bearers, harpies; break the formationBlack Banner General
81–85Elite explosive beetles, golems, goblin engineers; control chain explosionsIronmaw Engine
86–90Storm wyverns, wyvern riders, wind shamans; protect your archersTempest Regent
91–95Elite goblins, ogres, wyverns; switch focus between groupsWar Council, three commanders in one encounter
96–100Dark knights with rotating artillery and air units; a test of every mechanic so farDark Warlord of Goldenvale
Elves: Elderwood · 100 waves
WavesEnemies and challengeBoss
1–5Young harpies, thornbirds, harpy archers; flying targets step by stepThornwing Matriarch
6–10Venom moths, forest bats, root crawlers; poison and ground threatsMoonmoth Queen
11–15Blighted treants, creeping roots, thorn sprites; slow armored attackersRotroot Elder
16–20Silk spiders, hunting harpies, moths; webs disrupt your shootersCanopy Weaver
21–25Canopy wyverns, scout harpies, small treants; target switchingJadecrest Wyvern
26–30Fungal wolves, walking spores, thorn shamans; healing and poisonMycelium Stag
31–35Cursed dryads, shield treants, bats; ignore the decoysBriar Duchess
36–40Forest wraiths, spirit birds, skeleton guards; stop revivalsLantern Keeper
41–45Storm harpies, lightning moths, binding roots; mobility and disruptionGale Talon
46–50Siege treants, moss ogres, thorn sprites; protect your firing rangeHollowwood Colossus
51–55Barkhide beetles, spiders, dryad healers; armored targetsEmerald Carapace
56–60Venom wyverns, elite harpies, exploding fungi; placement and poisonVenom Canopy
61–65Skeleton hunters, wraiths, thornbirds; focus the supportAshen Ranger
66–70Crystal treants, root golems, cursed dryads; shifting shieldsCrystalroot
71–75Light-snuffing moths, canopy spiders, harpies; dim vision, attack markers stay visibleNightveil Queen
76–80Moss ogres, spear harpies, treants; ground and air pressureGrovebreaker
81–85Storm wyverns, totem-bearing dryads, spirit birds; cut off supportVerdant Tempest
86–90Ancient wraiths, skeleton guards, living roots; limited revivalsKing Beneath the Roots
91–95Elite harpies, treants, and moths in alternating groupsThorn Court, three guardians in one encounter
96–100Elder canopy wyverns and a cursed forest host; air and root threats togetherEclipse Wyrm of Elderwood
Dwarves: Ironpeak Holds · 100 waves
WavesEnemies and challengeBoss
1–5Mine spiders, rock crawlers, web spinners; webs and small groupsIronweb Broodmother
6–10Iron beetles, rock burrowers, mine bats; armor and the first air threatIronback Burrower
11–15Crystal trolls, goblin miners, shield bearers; regeneration and supportDeepvein Troll
16–20Echo bats, crystal moths, crawlers; protect your shootersEcho Matriarch
21–25Ore golems, drill beetles, goblin engineers; armor and short-range artilleryOreheart Golem
26–30Skeleton miners, lantern wraiths, trolls; revivalsLantern Foreman
31–35Dynamite goblins, drill-carrying ogres, spiders; stop the bombersBlastdrill Overseer
36–40Lava salamanders, ember beetles, fire bats; heat lanesMagma Maw
41–45Stone trolls, crystal golems, goblin healers; focus on supportCragmother
46–50Siege carts, goblin shield troops, bats; hit the artillery and guard the skyRunaway Ironclad
51–55Crystal spiders, echo moths, crawlers; movement controlPrism Weaver
56–60Mine wraiths, shield skeletons, small golems; shifting resistancesHollow Miner King
61–65Cave wyverns, elite bats, goblin spearmen; diving attacksStonewing
66–70Rune golems, iron beetles, trolls; armor breakingRunebound Sentinel
71–75Siege ogres, dynamite goblins, spiders; webs shield the bombersMountain Ram
76–80Salamanders, lava golems, forge spirits; hazard zonesForge Tyrant
81–85Splitting golems, elite trolls, crystal bats; the spawn budget caps the fragmentsShattered Colossus
86–90Underground knights, rune mages, crawlers; break the shieldsUnderking's Herald
91–95Elite beetles, trolls, and golems in alternating groupsDeep Council, three guardians in one encounter
96–100Ancient golems, cave wyverns, enemy engineers; a siege of the minesWorldbreaker of Ironpeak
Demons: Ashen Abyss · 100 waves
WavesEnemies and challengeBoss
1–5Rebel imps, ember crawlers, fire-throwing imps; fast and slow targetsEmber Imp Regent
6–10Ember hounds, ash bats, shield imps; charges and airAshfang Hound
11–15Ash wraiths, scorched skeletons, summoner imps; the source of Wraith AshCinder Revenant
16–20Ember salamanders, heat beetles, crawlers; heat zonesEmbercoil Matriarch
21–25Gargoyles, obsidian bats, spear imps; armored flyersObsidian Wing
26–30Cult sorcerers, skeletons, ember hounds; break shields and summonsCult Herald
31–35Obsidian golems, ash trolls, imps; break the armorBlackglass Colossus
36–40Ember spiders, ash moths, wraiths; webs with shifting attack phasesFurnace Weaver
41–45Rebel hell knights, healer imps, gargoyles; separate the supportFallen Marshal
46–50Siege rams, exploding imps, ember hounds; stop the siege unitsInfernal Siegeheart
51–55Ash wyverns, elite gargoyles, cultists; air and totemsAshwing Matriarch
56–60Elder wraiths, shield skeletons, spiders; banish the spiritsMourning Ember
61–65Salamanders, lava golems, healer imps; rotate targetsMagma Sovereign
66–70Portal-opening cultists, gargoyles, ember hounds; portals with fixed patternsRift Keeper
71–75Obsidian knights, wraiths, banner-bearing imps; shields and supportBlack Oath General
76–80Sulfur beetles, siege rams, wyverns; pressure from several sidesFurnace Behemoth
81–85Splitting gargoyles, elite spiders, cultists; limit the summonsObsidian Broodlord
86–90Storm wraiths, ember wyverns, rune golems; phase changesCinder Tempest
91–95Elite imps, wraiths, and knights in alternating groupsCinder Triad, three commanders in one encounter
96–100Rift guards, wyverns, wraiths; portals and target priorityRift Sovereign of Ashen Abyss
Beastfolk: Wildmane Savanna · 100 waves
WavesEnemies and challengeBoss
1–5Wild wolves, scout wolves, pack leaders; handle flank attacksRedmane Alpha
6–10Hyenas, vultures, savanna raiders; air and groundBonejaw Matriarch
11–15Horned beetles, sand crawlers, hyenas; armor and chargesDunehorn
16–20Savanna harpies, dusk bats, wolves; protect your shootersSuncrest Matriarch
21–25Thorn boars, hunter ogres, raider spearmen; stop the chargeBristleback King
26–30Storm lions, swift wolves, raider shamans; charges with totemsThunderclaw
31–35Sand snakes, burrow spiders, vultures; poison and websSandcoil Queen
36–40Skeleton hunters, bone hyenas, wraiths; revivalsPale Huntmaster
41–45Field wyverns, spear harpies, raiders; diving attacksDustwing
46–50Armored rhinos, ogres, war drummers; gate breakersIronhorn Patriarch
51–55Thorn treants, horned beetles, shamans; barricades and armorThornback Elder
56–60Storm lions, harpies, elite wolves; fast pressure from two sidesStormmane
61–65Sand spiders, snakes, hunter ogres; movement controlDune Weaver
66–70Savanna wraiths, skeleton spearmen, spirit birds; stop the supportSpirit of the Dry River
71–75Raider wagons, horned beetles, hyenas; a moving siegeWarwagon Chief
76–80Sand golems, rhinos, harpies; heavy armor and airSandstone Titan
81–85Storm wyverns, elite lions, wind shamans; target focusHorizon Talon
86–90Shadow wolves, wraiths, cursed hunters; find the main attackerMoonless Hunter
91–95Elite wolves, rhinos, and lions in alternating groupsWild Hunt, three leaders in one encounter
96–100Storm beasts, harpies, elite raiders; positioning and interceptionThunder Sovereign of Wildmane

Recipes that need two kingdoms

Rare recipe (example)Signature materialsSupplying kingdoms
Alpha Fang Bow2 Heartwood Sap + 3 Alpha FangElves + Beastfolk
Skyhunter Ballista2 Deepvein Crystal + 2 Heartwood SapDwarves + Elves
Ember Guard2 Wraith Ash + 2 Deepvein CrystalDemons + Dwarves
Linebreaker Spear2 Magic Shard + 3 Alpha FangHumans + Beastfolk
Webburn Catalyst2 Explosive Gland + 2 Wraith AshHumans + Demons

We add basic materials and forging costs when we test each recipe, so these examples set no prices. Each kingdom supplies two recipes in this table.

Early access and rewards

  • Anti-air: Elf players have anti-air archers from the start, and Human players unlock anti-air before wave 6. Dwarves, Demons, and Beastfolk unlock it before their first flying sequence.
  • Rewards: regular waves give Gold and basic materials, with fixed yields per enemy type. Elites give the monster or signature materials listed in the wave preview. Bosses give signature materials or trophies, and the two bosses of a chapter share one Boss Essence budget.
  • Hard difficulty: enemy health and damage rise by 50%. Elites drop twice the rare materials, and bosses drop trophies for Legendary recipes, such as the King's Fang Trophy.
  • Material sources: common materials appear in several regions, and signature materials come only from the monsters and regional variants we name. Contracts and events give limited amounts of materials from other regions.
  • Staged release: while other kingdoms have not launched, you clear the opening sequences and craft Rare recipes with local materials. We require cross-region materials once all five kingdoms are live.
  • Enemy count: a wave holds up to 720 enemies. We have tested 720 goblins running at 60 FPS on a laptop with Intel UHD 620 graphics.

Milestones and seasons

Wave clearedPlanned access
10Siege Raids and World Bosses, once those features launch
20Rare recipes
30Epic research
40Hard difficulty
50Legendary research
100First-stage title
101+New sequences and chapters through updates

Each chapter you clear raises your Siege Bracket one level, up to Bracket X after wave 100. Replaying earlier waves does not lower your bracket. Matchmaking uses Siege Rating and army strength, so stopping at a wave does not get you easier opponents.

We do not reset campaign progress when a season starts. First-clear rewards for each wave reopen every season, and the server records each claim per account, season, and wave.

10

Supporting systems

These eleven systems give you more reasons to play, trade, and hunt rare items. We start with seasons, Forge Commissions, and World Wonders because they run without a blockchain.

SystemMechanicsEffect on the economy
SeasonsEach season (8 weeks) brings an enemy faction and new rules, such as the Season of the Wolf.The strongest race changes, and material demand and prices shift with it.
World BossesA whole server fights one boss over several days, and players earn fixed rewards by the damage they deal.Players get trophies and high-tier materials, and a reason to play together.
World WondersA server builds a giant structure with materials from all five races. When it stands, every player on the server gets a bonus.The largest material sink; every race finds buyers.
Forge CommissionsYou post an order, such as an Epic bow with a chosen catalyst, and a specialist crafter makes it for Crowns.Crafters get work, and players who skip crafting still get items.
Gatekeeper ServiceGenesis holders spend their quota to ascend other players' items, for Crowns.Genesis holders earn income, and players without NFTs still reach the chain.
CaravansYou can escort shipments between regions. If you beat the goblin raiders (fixed difficulty), you keep bonus cargo.Trading becomes part of play.
Relic GalleryYou display Legendary and Relic items in your palace, and other players can visit.Prestige adds demand for rare items.
Season Editions and First ForgeWe do not reopen a season-marked Legendary recipe after its season ends. The first player to forge a new Legendary earns a title and #0001.Scarcity that lasts, and a race at the start of each season.
Open League and Iron LeagueThe Open League counts every hero and bonus, Genesis included. The Iron League is for teams without Genesis Heroes and caps item power per bracket. Both rank players by PvP.Players without NFTs compete in the Iron League on skill.
Wayfarer ContractsA Genesis owner lends a hero to another player for one season and shares the Crowns it earns. Rented heroes play in the Open League.The hero stays in use while its owner plays less.
Smith of the SeasonA leaderboard for smiths, based on their items used by other players in the PvP top 100.Smiths get an ambition of their own, and leaderboard chasers get a reason to buy from them.
11

Revenue model

Our revenue comes from Genesis Heroes, the season pass, cosmetics, and market fees. You still have to forge, win, or buy the strongest items from other players.

We sell

  • Genesis Heroes: a fixed supply of 5,000, plus a 5% creator fee on each resale. Half of that fee goes back to players through the Champion's Hoard.
  • Season pass: a free track with materials, Hero Shards, and potions, and a premium track with cosmetics, city decorations, skill effects, and season collectibles
  • Cosmetics with no combat power: city themes per race, banners, troop skins, tower effects
  • Transaction fees on the Aether Exchange and the Hall of Legends

We do not sell

  • Crowns
  • Random chances of any kind, including loot boxes and gacha
  • Legendary or Relic items from a shop
  • A game token

We plan to keep the Genesis Hero stat bonus small, +5% to +30% over non-NFT heroes. We can tune the numbers to keep the game balanced, but we never switch the bonus off in any league.

12

PvP Siege Raids

We build the season leaderboard from PvP results. In a Siege Raid you attack another player's kingdom with waves of troops, like the goblin waves in PvE, while the kingdom's owner defends.

  • Asynchronous: the defender does not need to be online. Their defense fights with the layout they set up.
  • Attacker: you pick heroes (up to 5 active) and troops, then set the order of the waves, their lanes, and the timing of skills.
  • Defender: the defender's towers, walls, troops, and guard heroes use the same AI as in PvE.
  • Result: 0 to 3 stars (1 star for breaching the gate, 2 for half-destroying the Castle, 3 for razing it). Stars move both players' Siege Rating, and a strong defense earns rating too.
  • Siege Brackets: PvP opens once you finish waves 1–10 of the campaign. You only meet opponents in your bracket: Bracket I for players who finished waves 1–10, Bracket II for waves 11–20, and so on in steps of 10 waves. You move up a bracket when you finish the next 10 waves, and you do not move down. The campaign's first stage has 10 brackets, up to Bracket X for players who finish wave 100.
  • Matchmaking: inside a bracket, the system finds opponents with a similar Siege Rating and army strength, so strong players cannot hunt weak ones.
  • Protection: after an attack, your kingdom raises a Truce Banner for 24 hours so you can rebuild first. If you attack another player, your Truce Banner ends. We also cap attacks per day and protect new players during their first week.
  • Spoils: the attacker takes a small share of the basic materials in the defender's unprotected storage (1% for 1 star, 3% for 2 stars, 5% for 3 stars, capped per raid). Your storehouse protects part of your stock, and so does a market listing. An attacker cannot take items, Hero Shards, or NFTs, and also earns Crowns from the season treasury.
  • Anti-farming: you can sell raided materials on the Aether Exchange only after 24 hours. We review pairs of accounts that keep raiding each other.
  • Replays and Revenge: both players can watch a raid again, and the defender gets one Revenge raid against the attacker.
  • Verification: the game sends each raid as an input log, and the server replays it with the same deterministic engine. We count the result only when the replay matches.

PvP shows the differences between races and items at once: Dwarven defenses are thick, Beastfolk raids are fast, and players shop for the best attacking and defending items.

Two leagues and leaderboard chasers

PvP has two leagues, and we never switch off the Genesis bonus in either of them. Leaderboard chasers who like to buy the best weapons get reasons to keep buying from other players.

  • Open League: every hero, item, and bonus counts in full, including your own Genesis Heroes and those rented through Wayfarer Contracts. Leaderboard chasers with the best weapons compete here.
  • Iron League: teams without Genesis Heroes. We count item power only up to the bracket's cap (Rare +5 in Bracket I, rising in later brackets). Genesis holders can join with race heroes.
  • Gear wear: each ranked Siege Raid lowers the durability of the weapons and armor you use. You repair them with basic and rare materials, or pay another smith. Items never break; an item at 0 durability cannot be used until you repair it.
  • Order board: you post specific orders through Forge Commissions, such as an Epic Masterwork bow with a chosen catalyst, and smiths compete to fill them.
  • Smith of the Season: a leaderboard for smiths, based on their items used by other players in the top 100 and counted from verified Siege Raids. Top smiths earn titles, cosmetics, and Crowns from the season treasury.
  • Champion history: an item used by a top-100 player records that rank, for example "used by the #1 player, Season 1". After the season, its owner can sell it to collectors.

Leaderboard chasers keep buying and repairing gear, and their Crowns flow to smiths and gatherers. We still sell no power.

13

Champion's Hoard

Half of all creator fees go back to players through the Champion's Hoard. Of the 5% creator fee on each resale of Genesis Heroes and item NFTs, 2.5% funds development and 2.5% fills the Hoard.

At the end of each season we pay the Hoard in ETH to the top 100 players of each league in each Siege Bracket.

  • The Hoard sits in a public wallet, so you can check its balance and payouts on-chain.
  • We split the Hoard in two halves: 50% for the Open League and 50% for the Iron League, the league for teams without Genesis Heroes. Players without NFTs can win.
  • Rankings use each player's PvP Siege Rating at the end of the season, which the server verifies by replaying every raid. Each Siege Bracket keeps its own leaderboard, and each bracket's share of the Hoard follows its number of active players.
  • One person, one account. We send prizes to verified wallets and ask for an identity check on large prizes.
  • The Hoard pays only players who win on the leaderboard. Holding an NFT without playing earns no share.
  • The top three of each league also earn a season title and a trophy for the Relic Gallery.
RankShare of the league's Hoard
115%
210%
37%
4–103% each (21% total)
11–500.8% each (32% total)
51–1000.3% each (15% total)

Worked example with illustrative numbers. If resales in a season total 100,000 USD, the Champion's Hoard holds 2,500 USD in ETH. With one Siege Bracket, the Iron League champion receives 15% of 1,250 USD, which is 187.50 USD. The Hoard's size depends on resale volume and on marketplaces paying creator fees.

14

Security, fairness, and compliance

The server creates, stores, and verifies every tradable item. The browser cannot create one.

ModeData livesItem status
Local campaign (today's demo)in the browser, works offlineall bound, cannot be sold
Online Kingdom (seasons)on the server, verifiedcan become tradable items
  • Wave verification: the game sends each online wave and each Siege Raid as an input log. The server replays it with the same deterministic engine and records the result when it matches.
  • An append-only transaction ledger with an audit log you can export.
  • Rate limits and cooldowns: an item waits 24 hours after a trade before Ascension or Descent, which blocks laundering and price manipulation.
  • Bot detection, daily selling quotas on the Aether Exchange, and identity checks for large trades or prizes.
  • Wallet safety: we will not ask for your seed phrase or private key.

Players without NFTs compete in the Iron League and can win a share of the Champion's Hoard.

World of Defense serves players worldwide. Our on-chain services (the Aether Exchange, the Hall of Legends, and the Champion's Hoard) follow the laws that apply to the operator and to each player's region, and we may restrict them by region where the law requires.

15

Roadmap

This roadmap matches the one on our homepage. We build crafting first, then in-game trade, then the blockchain. We have not announced dates.

  1. 01
    Completed

    Core Battle Foundation

    Hero combat, towers, five goblin waves and the Goblin King, five interface languages.

  2. 02
    Playable in the demo

    Massive Siege and Army

    Waves of 72 to 720 goblins; Infantry, Archer, and Spearman squads; fence, palisade, and stone wall upgrades.

  3. 03
    In development

    Loot, Crafting, and Items

    Six rarity tiers, catalysts, serial numbers, item history, and seasonal Legendary quotas.

  4. 04
    In progress

    Genesis Collection

    5,000 unique heroes across 72 classes and six rarities. Genesis GTD holders have guaranteed free mint spots, and we will announce mint details later.

  5. 05
    Planned

    Online Kingdom, PvP, and Grand Bazaar

    A 100-wave online campaign for each kingdom with a boss every five waves, accounts and the Royal Vault, Crowns, the Grand Bazaar, PvP Siege Raids, and season leaderboards.

  6. 06
    Planned

    Five Races

    Dwarves, Humans, Elves, Demons, and Beastfolk with signature materials, Racial Hallmarks, their own troops, and race heroes from Hero Shards, with no new NFT mint.

  7. 07
    Planned

    Robinhood Chain and Genesis Gate

    Wallet connection, Ascension of items and Hero Shards into NFTs, the Hall of Legends, and the Champion's Hoard.

  8. 08
    Future expansion

    Aether Exchange and World Expansion

    Basic materials traded for ETH, World Bosses, World Wonders, new enemy factions, and new chapters after wave 100.

16

Glossary

Place and system names stay the same in every language. Each language's interface translates item tiers, quality grades, races, and currencies.

NameWhat it is
Grand Bazaarthe in-game market, paid in Crowns
Aether Exchangethe hybrid market for basic materials, paid in ETH
Hall of Legendsthe NFT marketplace for Genesis Heroes, item NFTs, and on-chain Hero Shards
Royal Vaultthe server inventory that holds off-chain items and materials
Genesis Gatethe gate from off-chain to on-chain
Ascension, Descentan item rising into an NFT, and returning to the Royal Vault
Genesis Sigilthe crafted component Ascension consumes
Gatekeeper ServiceAscension performed by a Genesis holder for another player
Champion's Hoardthe season prize pool in ETH, funded by half of all creator fees
Open League, Iron LeaguePvP leaderboards: every hero including Genesis, and teams without Genesis Heroes
Siege Raids, Siege RatingPvP with one attacker and one defender, and the rating that sets the leaderboard
Siege Bracketa PvP group by campaign progress: waves 1–10, 11–20, and so on
Truce Banner24 hours of protection after a kingdom is attacked
Hero Shardspieces of a race hero; 10 form one hero, tradable, and can ascend on-chain through the Genesis Gate
Wayfarer Orderthe order Genesis Heroes come from, free to serve any kingdom
Wayfarer Contractslending a Genesis Hero to another player for a season
Racial Hallmarka race's signature bonus on items it crafts
Forge Commissionscrafting orders between players
Supply Wagonsthe daily capacity of tradable materials per account
Deepvein Crystal, Heartwood Sap, Wraith Ash, Alpha Fangrare materials from elite enemies in each region
Boss Heart, Boss Scale, Boss Claw, Boss HornWorld Boss materials by body part and damage
Bold Forgethe risky choice at the quench step: quality rises or drops one grade
Smith of the Seasonthe smith leaderboard, based on items used by the top 100 players
Crownsthe in-game trade currency, earned only by playing
Relicthe highest item tier; one of each exists in the world
17

Important notice

This document is a design plan. We are not offering an investment. Features, numbers, percentages, and phases may change after playtesting and legal review. Genesis Heroes, item NFTs, and prizes carry no guarantee of value or return, and players set market prices. The Aether Exchange, the Hall of Legends, the Genesis Gate, and the Champion's Hoard are not live yet.