All Out War
The prelude to a great war for the Antaria continent
Overview

All Out War is a warfare mode where you join one of 5 Knight Orders and fight for control of the continent. Take on the challenge to seize more territories and become the ruler of Antaria.
How to Enter

All Out War is entered through your Knight Order.
How to Register
You can join once you have set up 20 characters and configured one defense deck of 5 characters, during the pre-season and pre-matching window.
- •Your 20 characters' stats are saved as of the last save point before matching begins. If a character's performance changes, re-save to update them.
- •Saving stores all information except skill data, so during battle you can only change skills — not equipment, class, etc.
- •All Out War runs with 5 Knight Orders. If matching leaves too few eligible Orders, some may be excluded.

Matching Rules
Orders that took part in 20-player Order War are split into leagues based on the previous season's Order War ranking, then matched in groups of 5 Orders by rank. Orders from 10-player Order War are placed in the Play League.
| League | Qualification (prev. season Order War rank) |
|---|---|
| Challenger | 1–5 |
| Master 1 / 2 / 3 | 6–10 / 11–15 / 16–20 |
| Platinum 1 / 2 / 3 | 21–25 / 26–30 / 31–35 |
| Diamond 1 / 2 / 3 | 36–40 / 41–45 / 46–50 |
| Play | From rank 51 on, grouped into sets of 5 Orders |
Ceasefire System (new)

All Out War is split into 1 hour on Friday and 1 hour on Saturday. When Friday's battle ends a ceasefire begins automatically; Saturday's battle resumes with Friday's records carried over intact. This tests whether splitting the session improves participation and reduces fatigue versus 2 continuous hours.
※ Image is a mock-up and may differ from the final version.
Defense-Deck Character Retreat (new)
When a character in a defense deck drops to 0 HP, it automatically retreats and cannot rejoin defensive combat until the territory's battle record is reset or the deck is disbanded. When a territory returns to a 'no battle record' state, characters recover — but victory penalties persist. Retreated characters are excluded from combat-power calculations, so they don't affect displayed battle power.
Battlefield Info Notifications (new)


Battlefield status is delivered in real time; key events are pushed as notifications to every Order member. Triggers include:
- •A territory becomes neutral (no-man's-land)
- •A territory capture completes
- •The first battle begins
- •The 5th successful defense (no alert for the 6th/7th)
- •A defense deck with 5+ successful defenses is broken through
- •Supplies are granted or refreshed
※ Images are mock-ups and may differ from the final version.
Battle Start

When battle begins, an 'In Combat' tag activates on the All Out War UI and battle runs for 2 hours. Participants enter as All Out War players; non-participants may enter as spectators, with limits on visible info and controls.
Attack Rules

To win you must seize more of the enemy's territories, and to do that you must attack and capture the main castle inside an enemy territory. You can attack other Orders' territories or neutral land adjacent to territory your Order holds — attackable territories show a bright-colored arrow, non-attackable ones a dark dotted line. Thick green/blue/red solid lines indicate connected territories.
An Order that has lost all its territories may freely attack any territory on the world map — but the moment it captures one territory it can no longer attack freely, and battle records in progress elsewhere are reset.

※ Entry immediately counts as 'in combat' — if you enter and abandon without fighting, 5 random characters are marked unusable. You must place 5 characters to attack.
Battle Progression & Victory Penalty

Battles run on auto-combat, with speed adjustable up to 4×. On victory a character receives a Victory Penalty (up to 7 tiers) reducing its attack and HP; penalized characters can still be reused, but a character that loses is retreated and unusable for the rest of the session.
| Tier | Effect |
|---|---|
| 1 | Final damage −5%, Max HP −5% |
| 2 | Final damage −10%, Max HP −10% |
| 3 | Final damage −15%, Max HP −15% |
| 4 | Final damage −20%, Max HP −20% |
| 5 | Final damage −30%, Max HP −25% |
| 6 | Final damage −40%, Max HP −30% |
| 7 | Final damage −50%, Max HP −40% |
Character States


- •No penalty: usable at normal stats.
- •Victory penalty active: winning battles stacks progressively larger penalties; usable until it dies.
- •Placed in a defense deck: cannot attack; disband the deck to free it.
- •Unusable: a character that lost a battle, until All Out War ends.

Defense Decks

On a held territory with no attack record, pick 5 characters to set a defense deck. If you place no defense deck in a main castle, the territory becomes neutral with a 5-minute protection timer; outside that window, neutral land is claimed by the first Order to set a deck there.

Decks can be disbanded on a held territory with no attack record: members can disband decks they placed, and the Order Leader/Vice-Leader can disband any of their Order's decks. Disbanded characters are then free to attack or be placed elsewhere.

Territory Capture
A territory is claimed by the Order that captures its main castle — but to attack the main castle, at least one of the defense towers must be under your control.



Building Occupation

If an attacking Order takes 2 or more (51%+) of the defense decks on a tower or main castle, it occupies that building, and the remaining decks can then only be attacked by the occupying Order. When the deck count is even and different Orders each occupy one: on a tower, both can attack the main castle; on a main castle, the territory becomes neutral.
Markers


To aid Order communication, the Leader and Vice-Leader can place markers, which show on the building and the world-map territory. The same defense building cannot hold duplicate markers.
Supply System

Supplies grant more buffs the more territories you connect — a key lever for winning the territory war. They arrive on a 15-minute cycle; the buff count is locked at delivery based on your maximum connection count, and buffs are granted randomly.
| Connected territories | Buffs granted |
|---|---|
| 0–1 | 1 |
| 2–3 | 2 |
| 4–7 | 3 |
| 8–10 | 4 |
| 11–15 | 5 |

Buffs range across ATK/Spell Power, Attack Power, Spell Power, and Max HP, each scaling up through 10 ranks (e.g. Max HP +10% up to +100%).
All Out War Ends

All Out War runs 1 hour Friday + 1 hour Saturday (2 hours total); when all combat time is complete, it ends. Convenience features and improvements will keep being refined throughout the Final-Test period.
