
Main Story
In the dawn of creation, the cosmos gave birth to twelve Primordial Gods, each representing an elemental force of existence: Light, Darkness, Fire, Ice, Nature, War, Wisdom, and others. Initially bound by harmony and cosmic balance, the gods lived in unity. But pride, ambition and fear shattered their peace.
A divine schism erupted “the Supreme War” where each god sought dominance, claiming they alone were worthy of ruling the fate of the universe. To settle their disputes, they turned to mortal champions: powerful warriors and tacticians known as the Chosen Heirs.
You are one of them.
Summoned to represent a god in celestial arenas, you’ll command mythical forces in battles that will determine the fate of divine order. As the divine realms descend into conflict, your choices, victories, and allegiances will shape the outcome of the war.
Gameplay
War of Divines I is a turn-based PvP strategy RPG, where players step into the role of the Heir of a God, leading a divine squad to compete for supremacy across heavenly battlegrounds.
Core Features:
- Summon Divine Heroes: Each god has their own lineup of champions, each with unique skills, from damage dealers to buffers, crowd-controllers, or counterattackers. Players unlock heroes through quests, events, or summoning via Divine Essence.
- Temple System (Base Building): Every player manages a personal Temple, upgradable across 5 tiers. Enhancements unlock extra team slots, improve critical hit rates, and reduce cooldown durations.
- Tactical PvP Battles: Battles are turn-based with 5 to 7 heroes. Players position units strategically on a grid map, activating skills in priority order. Combat revolves around synergy and precise timing.
- Elemental Counters: Light beats Darkness, Darkness beats Nature, Nature beats Fire, Fire beats Ice, Ice beats Light. Understanding elemental interactions is key to gaining the upper hand.
- PvE Dungeons & World Events: Beyond PvP, players can explore divine dungeons for rare loot, challenge bosses, and participate in global events or Guild Wars for legendary rewards.
- Power Progression: Gear comes in 5 grades (Common, Green, Blue, Purple, Gold). Heroes can equip runes, transfer skills, and eventually Ascend to Divine Form, unlocking celestial powers.
Rank Tiers and Point System
In War of Divines I, players climb competitive ranks by participating in PvP battles. Ranks reflect a player’s strategic ability and mastery of divine combat. Here’s a breakdown of the system:
How points are calculated:
- Win: +20 points (on average) if the opponent is at the same rank. This may vary between +10 and +35 depending on opponent’s tier difference.
- Loss: –15 points (reduced to –5 if losing to someone in a much higher rank).
- Draw: +5 points each if the match exceeds 20 turns.
Players can earn a maximum of 300 ranked points per week.
After 10 consecutive losses, points are temporarily frozen until one win is achieved.Rank Tiers
- Recruit (0–399 points): Entry-level tier. Players learn the mechanics of divine combat here. End-of-season reward includes a Bronze Emblem.
- Knight (400–699 points): Players begin to master divine units and system mechanics. Rewards include a Silver Avatar Frame.
- Guardian (700–999 points): A tier where strategy becomes essential. Players receive Purple-grade summon tickets.
- Paladin (1000–1299 points): Advanced players compete using synergy-based lineups. Exclusive seasonal skins are given as rewards.
- Warlord (1300–1599 points): High-level players who understand meta counters. They earn Divine Essence x10 at season’s end.
- Hero (1600–1899 points): An elite rank. Rewards include Light-type exclusive weapons with aura effects.
- Godslayer (1900+ points): The top tier. Players reaching this rank receive permanent titles and are featured in the Hall of Immortals.
Season Reset Rules:
At the end of each 4-week season:
- Players are demoted by 1 or 2 ranks depending on activity.
- Top 100 players receive global recognition and unique titles.
- Inactivity for an entire season results in full reset to Recruit rank.
Rules & Regulations
A. Competitive Fairness
- Level Cap Limits Per Season: Only heroes within the specified level range are eligible for ranked PvP each season. Exceeding the cap results in disqualification from ranking matches.
- No Auto-Play in Ranked Matches: Manual control is mandatory in all ranked combat. Auto-battle is disabled to ensure fairness and skill-based results.
B. Anti-Cheating Enforcement
- No Third-Party Software: Any use of cheats, hacks, bots, or unauthorized tools will trigger the detection system. Offenders are immediately suspended or banned.
- Player Reporting System: Users may report suspicious players within 24 hours. Verified violations result in point penalties or temporary account restrictions.
C. Conflict Resolution
- Bug Reports & Disconnects: Players must submit evidence (screenshots or videos) of errors within 12 hours. The system reviews cases and compensates accordingly.
- Tournament Disputes: All disputes in official tournaments are reviewed by the Divine Tribunal. Their decisions are final.
D. Encouraging Fair Play
- Winning Streak Honor: Players with 15 consecutive wins receive the “Crown of Victory” badge and permanent entry in the Divine Hall of Records.
- No Account Cloning or Win-Trading: Using alt accounts to boost rank is strictly forbidden. Offenders will have all seasonal points erased and be flagged.
List of Cycles
Cycle 1 – The Awakening of Divines
Cycle 1-1: The First Summons
The divine gates open, and players are summoned as chosen heirs to their gods. The battle for dominance begins.
Cycle 1-2: The Light and Shadow Divide
Conflict intensifies between Light and Darkness factions; alliances start to form.
Cycle 1-3: Flames of Rebellion
Fire god’s followers ignite chaos, challenging the established order.
Cycle 1-4: The Frozen Veil
Ice forces emerge, slowing down enemies and shifting the battlefield’s tactics.
Cycle 1-5: Nature’s Wrath
Nature’s warriors unleash the fury of the wild, disrupting the enemy’s formation.
Cycle 1-6: The War Council
Gods convene secretly, plotting new strategies for the ongoing war.
Cycle 1-7: Divine Relics Discovered
Ancient artifacts surface, offering great power to whoever controls them.
Cycle 1-8: The Betrayal of the Paladins
A faction of paladins betrays their oath, sparking internal conflict.
Cycle 1-9: The Siege of Celestial Fortress
Massive battles erupt over the control of the sacred fortress.
Cycle 1-10: Shadows in the Mist
Dark forces spread stealth tactics and deception.
Cycle 1-11: The Sacred Tournament
Gods host a tournament to decide supremacy, testing players’ mettle.
Cycle 1-12: The Rising Phoenix
A legendary hero rises from ashes, inspiring hope and fierce combat.
Cycle 1-13: The Storm of War
Heavy storms disrupt communication and strategy among gods.
Cycle 1-14: The Frozen Heart
An epic duel over a relic that controls the cold.
Cycle 1-15: The Verdant Rebellion
Nature’s forces rebel against those exploiting divine powers.
Cycle 1-16: Flames of Unity
Some gods seek truce, proposing temporary alliances to face greater threats.
Cycle 1-17: The Nightfall Ambush
Darkness orchestrates surprise attacks, testing vigilance.
Cycle 1-18: The Shattered Covenant
Fragile alliances collapse, renewing chaos.
Cycle 1-19: The Awakening of the Titans
Ancient titans awaken, threatening to end the divine war.
Cycle 1-20: The Final Gambit
Players face an ultimate choice that will redefine the balance of power.
Cycle 2 – The Reign of Titans
Cycle 2-1: The Titan’s Return
The awakened titans start reclaiming lost territories.
Cycle 2-2: The Broken Gods
Some gods are weakened, forcing their heirs to fight harder.
Cycle 2-3: Shadows Over the Realm
Darkness spreads its influence beyond expected limits.
Cycle 2-4: The Flame’s Fury
Fire god’s wrath intensifies, consuming all in its path.
Cycle 2-5: The Icebound Siege
The frozen legions lay siege to the central temple.
Cycle 2-6: The Forest’s Heartbeat
Nature’s core energy pulses, restoring balance slowly.
Cycle 2-7: The Divine Exodus
Several gods retreat from the battlefield, creating power vacuums.
Cycle 2-8: The Titan’s Wrath
Titans unleash catastrophic power, forcing uneasy alliances.
Cycle 2-9: The Eternal Night
A darkness event plunges the realm into shadow for days.
Cycle 2-10: The Phoenix’s Flame
Legends of rebirth inspire new heroes to rise.
Cycle 2-11: The War of Shadows
Stealth and deception become the main tactics.
Cycle 2-12: The Frozen Alliance
Cold factions unite to counter the fiery threat.
Cycle 2-13: The Earthquake of Fate
Massive tremors reshape the battlefield and the strategy.
Cycle 2-14: The Last Stand of the Guardians
Elite protectors defend the last strongholds.
Cycle 2-15: The Titan’s Fall
A decisive battle leads to the downfall of a powerful titan.
Cycle 2-16: Dawn of the New Age
With titans defeated, gods and players face a new era of possibilities.
Rating
4.4 / 5













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