In Otaku Legends, elements can play a crucial role in PVP/events.
Avilable elements:
Basic elements: Fire, Earth, Water, Thunder, Ice, Light, Dark, Nature, Metal
Advanced elements: Pure, Warrior, Legendary, Omni
A character can have 1 or multiple elments based on their rarity:
B tier: 1 element
A tier: 1-2 elements
S Tier : 2 elements
SS Tier: 2-3 elements
SSS Tier: 3-4 elements
Exclusive characters might have more/less elements!
In a battle, this is how the elements behave:
First element (the first element on the left): That is your defensive element. If we assume that your first element is fire, and the attacker uses water. You will be vulnerable, hence receiving more damage.
Second (onwards) elements: your offense elements, you will use those to attack.
In a 1v1: Both parties will pick their offensive element, privately (if the element picking fails or times out, the bot will choose a random element)
In a 3v3: The bot will pick the best counter
Element matchup matrix:
Elements that are strong against other elements will deal x2 elemental damage
Elements that are weak against other elements will deal x0.5 elemental damage
Elements that are neutral against each other will deal x1 elemental damage
Elements deal x0 elemental damage if they are the same.
1- Yen: The bread and butter of the game. You can get Yen from all missions, redeem codes and daily logins
2- Zeni: Premium currency which allows you to obtain rare items, summons or help you with fusion/forging. You get this from achivements, high difficuly missions, level milestones and from the premium store.
3- Seals / Special Seals: used to summon characters in /summon
4- Forging billet: A special currency that will allow you to forge weapons in training
5- Fruits : (please check /training guide under village navigation section)
6- Fusion billet: A special currency that will allow you to fuse characters
AXP is the account's XP which you will gain on mission completion to level up your account
Maximum level: 100
CXP is the character's XP which you will gain also on missions or with appropriate training
Maximum Level: 200
AXP and CXP formula : RequiredXP(L)= 10L²+25L+100 with L = Your current Level. This quadratic formula is designed for you to level up easy in the early game, then gets harder and harder later in the game.
Level up Milestones:
Currencies:
Yen: 3000 every 1 level up, additional 5000 every 5 level ups, additional 5000 every 10 level ups, 5000 every 20 level ups, 10000 every 40 level ups. this means, if you jump from level 1 to level 10 you get = (3K+3K+3K+3K+[3K+5K]+3K+3K+3K+3K+[3.K+5K+5K]) = 45K Yen
Zeni: 10 zeni every 5 levels , 10 zeni every 10 levels, 10 zeni every 20 levels. If you jump from lv1 to 10 you get 20 zeni
Seals: 20 every level, 50 every 5 levels, 50 every 10 levels, 200 every 20 levels, 400 every 40 levels
Special Seals: 10/20/20/20/30 every 1/5/10/20/40 levels
Currency is subject to premium memebrship multiplier
Characters / Weapons:
Level 3: [A] Obito Uchiha (Genin)
Level 10: [A] Tobi
Level 20: [A] Obito Uchiha (Hashirama Cells)
Level 30: [S] Obito Uchiha (Rin's Death)
Level 50: [S] Obito Uchiha (4th Great Ninja War)
Level 75: "Gunbai" (x1.3 | x1.6 if worn by an uchiha faction)
Level 80: [SS] Uchiha Obito (Jyuubi Jinchuriki - Imprefect form)
Level 90: "Obtio's Gudôgama" (x1.3 | x2 if worn by [SS] Uchiha Obito (Jyuubi Jinchuriki - Imprefect form))
Please check the "How it works" button in /summon for a simple explanation
For normal Banners:
A Tier:
Base A chance: 5.1%
Hard pity: 10
Chance to get the featured A character: 50%
Missed featured A → next A is guaranteed featured
S / SS Tier:
Base chance: 0.6%
Soft pity starts at 74
Soft pity step: +6% per pull after 74
Hard pity: 90 (guaranteed)
Chance to get the featured S or SS character: 50%
Missed featured High → next High is guaranteed featured
Featured High split:
Default: 70% S / 30% SS
If last featured High was S, next featured High uses 50/50 instead of 70/30
B tier characters every 10 pulls
For Special Banners
A and S tier: guaranteed A or S tier every 10 pulls
If you are guaranteed a featured character, you have a 60% chance to land on the S tier character, and 40% on the A tier character
SS and SSS Tier
Base High chance: 0.6%
Soft pity starts at 74
Soft pity step: +6% per pull after 74
Hard pity: 90 (guaranteed)
At a guaranteed pity, you have a 50% chance to get the featured SS/SSS character
60% chance it will be the SS character
40% chance it will be the SSS character
Character Duplication compensation:
Dupe B tier: 1 chakra fruit (small)
Dupe A tier: 1 chara fruit (medium) , 1 chakra fruit (small), 10 seals
Dupe S tier: 1 of each chakra and gum gum fruit, 50 seals, 10 special seals
Dupe SS tier: 5 chakra fruit large, 5 gum-gum fruit large, 360 seals, 160 special seals, 1 forging billet and 50% chance to get 1 fusion billet
Dupe SSS Tier: 10 chakra fruit large, 10 gum gum fruit large, 800 seals, 360 special seals, 2 forging billets and 2 fusion billets
Types of fruits:
Chakra fruit: rewards the character with a flat XP amount
Gum-gum fruit: rewards the character with a % XP amount
Abbreviations:
Chakra fruit small (cs) | Chakra fruit medium (cm) | Chakra fruit large (cl)
Gum-gum fruit small (gs) | gum-gum fruit medium (gm) | gum-gum fruit large (gl)
CXP Amount provided by each fruit:
Charka fruit: CS/CM/CL provides a flat amount of 100/500/1000 CXP
Gum-gum fruit: GS/GM/GL provides an amount equal to 10%/20%/30% of your max CXP*
*Max CXP = Amount of CXP needed, to level up once, assuming your CXP bar starts from 0
Example of fruit usages:
Your character level is 5, assuming your xp bar progress is 1000/5000 ( 4000 more CXP needed for you to level up)
This what consuming 1 fruit from each type will grant you:
cs : 1000 -> 1100
cm: 1000 -> 1500
cl: 1000 -> 2000
gs: 1000 -> 1500 (500 gain is 10% of 5000)
gm: 1000 -> 2000 (1000 gain is 20% of 5000)
gl: 1000 -> 2500 (1500 gain is 30% of 5000)
If you will almost level up (assuming you have 1990/2000 progress in cxp bar) and consume a CM (+500), 10 CXP will be used to level you up and 490 CXP will transition to the next level
In otaku legends, there are 2 types of weapons:
Flat damage weapons: will increase your character power level by a flat amount
Multiplier damage weapons: will multiply your power level by a certain amount
Example:
Power level = 1000
sword1 = +100
sword2= x1.2
if sword 1 equipped, power level will go to 1100. If sword 2 equipped, power level will go to 1200 (1000 * 1.2)
Faction and character multipliers
There are weapons who are strictly allowed to be equiped by 1 certain character or 1 certain faction or 1 certain rarity
(rare but can happen) If a weapon has a character, a rarity restriction and a faction restriction, character restriction takes absolute priority
There are weapons who grants an additional flat or multiplier bonuses (apart from their base damage) if they are equipped by a special character or a special faction
Example:
Character1 Power level = 1000
Character2 Power level = 1000
Sword1 = x1.2 damage, x2 damage if worn by character1
Character1 power level = 2000 (1000 x 2)
Character2 power level = 1200 (1000 x 1.2)
Please notice that all of this is subject to change for balancing puproses. Please note that the rewards can be multiplied with our premium memberships. Please read the first section of this page to learn about the multipliers
Mission Rewards
Trivia
50/150/300 Yen if answered correctly an easy/medium/difficult question
50/70/90 CXP if answered correctly an easy/medium/difficult question
100 AXP if answered correctly
Chakra fruits: 20% chance of a small chakra fruit drop , 10% for medium, 5% for large. Additional +3%/+5% chance if the trivias are medium/difficult
Gum‑Gum Fruits (hard only): Small 12%, Medium 8%, Large 3%
120 seconds cooldown (applied even when answered incorrectly)
Memory game
1000 Yen
100 AXP and 70 CXP
2 charka fruit medium (10% chance) and 2 gum-gum fruit small (5% chance)
300 seconds cooldown (applied even when answered incorrectly)
Battle olympia
The floor boss power level scales with the floor level
Yen reward: Yen = round up(500 * 1.02^(N - 1) + 10*N)
100 AXP and 70 CXP
Seal rewards:
Floors that are between floor 1-10/11-20/21-50/51-75/75-100/101-200 give 1/3/5/8/11/20 seals in each floor
First completion bonus reward: if you reach an all time high floor, you will get bonus Zeni
3 zeni per floor (from floor 1 -> 10) then +2 zeni per floor every 10 floors (example: 5 zeni per floor from floor 11 to 20, 7 zeni per floor from floor 21 to 30 etc.)
Character rewards:
Floor 20 → [A] - Retsu Kaioh (Great Raitai Tournament)
Floor 50 → [B] - Biscuit Oliva (Great Raitai Tournament)
Floor 75 → [S] - Kaku Kaioh (Great Raitai Tournament)
Floor 100 → [S] - Baki Hanma (Great Raitai Tournament)
Floor 150 →[SS] - Baki Hanma (Vs Muhamad Ali Jr.)
Maximum rewards are in floor 200. You may still climb beyond that but the rewards are capped to floor 200 rewards.
Invasion
Every day, a strong boss with a big power level will be added to the game. Players will have to join forces and invade this boss. If they manage to surpass its total power level, they will win and divide equally the spoils.
Each time, there will a Yen pool, AXP and CXP pool that players will be dividing after a successful invasion (equally)
50% chance to get +5 Gum‑Gum Fruit Medium for each participant
The top player with the strongest power level will get an additional "carry" rewards, that consists of some Zeni
Invasion registration opens every day at 4:00 PM and closes at 10:30 PM. Invasion starts at 11:00 PM. Timezone is UTC+1
Like real life, we cannot tell how rich a person is with only judging his bank account. We have to judge his cash as well as his property. Same rule will be applied here.
Formula:
net_worth = yen + 1000*zeni + 300*seals + 700*special_seals + 100*forging_billet + 100*fusion_billet + 10000*(#SSS chars) + 500*(#multiplier weapons >=2) + 10*(#multiplier weapons <2) + 500*(#flat weapons >=5000) + 10*(#flat weapons <5000)
(# : number of )
PVP is a turn-based system
Your first character will go versus your opponent's first character, so on and so forth.
When a character's HP goes to 0, the next character will take its place
The player may swap to another character. However, that will consume a turn. Some characters might not have their turns consumed so you can immediately swap and use
You will be chosen to perform different types of attacks
Elemental attacks: you will have buttons (1 for each element) choose the most convenient element for you
Physical attack: an element-less attack, provides stable damage yet a bit weaker
Special skils: Skills that are special to some characters (stunning, healing etc)
The damage you inflict is simply your ATK stat * the element multiplier
element multiplier:
If you attack a weaker element, you will critical strike
Normal if the elements are neutral
Half the damage if you attack a stronger element
Power level formula:
power =(base_power_lv1 * (1 + 0.015*(level - 1)) + sum(flat_buffs)) * product(multiplier_buffs)
base_power_lv1 : the character base power level at level 1
flat_buffs : the flat damage that weapons add
multiplier buffs : the multiplier damage that weapons add
Example:
I bought a character1 with 1000 power level, leveled it up to 10.
i equiped 2 weapons on it, one adds 300 damage and one multiply the power level by 2
power = ((1000 * (1+0.015*9)) + 300)*2 = 2870
Power level is an integer. As the formula can sometimes give decimals, the formula will round it down (example 2950.4 -> 2950)