Drawn to Battle
Draw

Permanent Field Guide

Eight marks across the margins.

Nothing here interrupts the first drawing or its reveal. Return whenever you want a clear next step—the locked doors explain their keys.

Fighter art and equipment are different

Draw the fighter first. Forge the gear separately.

The fighter canvas creates one permanent fighter image. Anything drawn there—including a sword, shield, wand, or helmet—stays part of that fighter's artwork and does not enter My Drawings as a separate item.

Visual clues can influence what the judges award, but they never guarantee a particular ability. Drawing a sword on the fighter may suggest Swordsman; it does not promise Swordsman.

For deterministic equipment, use the Forge. A forged sword automatically grants Swordsman, a spear grants Spearman, and a mace grants Macebearer. Weapons and artifacts can also carry up to two chosen engravings, then be equipped as separate stickers.

Clearing raids lets you study their signature techniques. When drawing a new fighter or completing a fighter Evolution Draw, you may explicitly choose one studied technique for its dedicated slot outside the ordinary ability cap. The choice is guaranteed once the server confirms your account earned it—the judges do not need to recognize a matching visual cue. Equipment never receives AI-chosen abilities: unlocked raid powers appear only as engravings you deliberately select while forging, or when evolving an eligible original with an empty engraving slot.

How battles work

Rounds

Both fighters act each round, with the faster fighter usually striking first. A battle lasts at most 20 rounds.

Stats

Attack drives ordinary hits, Defense softens damage, Speed helps initiative and evasion, Magic enables periodic casts, and Chaos invites volatile events.

Fight stances

Before a ranked battle, choose Neutral; Aggressive (+30% Attack, half dodge); Guarded (+30% Defense and −2 incoming damage, but −30% Attack); or Chaotic (2× Chaos-event chance and +20 percentage points of crit chance). Battle Again remembers your choice.

Abilities

Red ability chips belong to the fighter. Compatible abilities can combine into the purple synergies shown on the profile and replay.

Equipment

Blue ability chips come from approved equipment. Each item point adds 0.5% of the matching base stat; each DEF point also adds 0.25% battle HP.

Evolution

The first 60-second drawing is not the final form. Every 5 levels through level 100 earns another additive 60-second drawing session. If several are banked, every minute carries forward with no combined cap.

Level cap

Level 100 is the absolute maximum for fighters and equipment. XP keeps accumulating after the cap, but it can never create another level, evolution milestone, or stat point.

Safe modes

Exhibitions cannot change records or progression. Gauntlet, raids, live duels, and House challenge books grant only their listed rewards and cannot knock out a fighter.

Knockouts

Ordinary ranked battles you start and confirmed Legends Circuit bouts can knock out a fighter. Base recovery is eight hours. Town Medics may remove up to one hour from a new timer, and optional rewarded ads may remove up to two additional hours when available. The exact current loss risk appears before confirmation.

Living Ink

A fighter's life after level 50

The ordinary arena remains available forever. These modes add history, fair high-level competition, authored trials, and eventually a place to live without replacing the core battle record.

Every fighter profile

Biography and Chronicle

Verified milestones become a stable, deterministic life story with varied wording. The dated Chronicle records important moments rather than every ordinary battle. Creator Lore is clearly labeled, owner-controlled, reportable, and never treated as a game rule.

Open My Drawings →

Level 50 required

Legends Circuit

Eligible fighters enter one confirmed bout at a time. Both builds become mechanical level 50 with 150 HP and exactly 40 Attack, Defense, Speed, Magic, and Chaos. Equipment art and techniques remain, but neither stored bonus HP nor equipment stats can exceed that exact Circuit line. Circuit Renown and records remain separate from XP and ordinary W/L/D.

Approved, available user drawings at level 15 or higher form the opponent pool; scalable House legends only fill a genuinely empty bracket. A confirmed KO loss can cause the displayed eight-hour knockout, but a decision or draw cannot. A drawing that has not entered the Circuit can appear as a protected guest without losing Renown or being knocked out.

Enter the Circuit →

Level 50 required

House challenge books

The House Remembers is a seven-stage normalized book ending at INKZILLA. Losing never removes unlocked stages. A separate mastery run can be restarted when pursuing its permanent seals.

Challenge fights grant only their listed progress, replays, Chronicle moments, seals, and cosmetic rewards—never ordinary XP, item XP, records, Renown, injuries, knockouts, or drops.

Open the Gauntlet Library →

Staged beta

Drawing Town

Arrange up to ten residents, assign any number of them an account-wide Medic, Trainer, Blacksmith, or Scavenger job, and draw reusable interactive props. Residents wander, eat, talk, and sleep through the Town's day/night cycle. The selected workforce may be confirmed once per UTC day.

Knocked-out drawings visibly recover while residents visit them. Publish saves an immutable Town snapshot for the Drawing Towns gallery under Explore. Viewers can watch routines, tap residents for reactions, like the Town, and leave human-moderated comments. Later private edits do not alter the public snapshot until its owner deliberately updates it. Visitor avatars and live multiplayer rooms are not part of Town.

Read the beta notes →

Step 1

First battle

Choose a fight stance and standard or high risk, then send one fighter into a seeded ranked battle and watch the replay.

Prerequisite: Requires one available fighter. Each prior battle that UTC day adds 1% knockout risk, subject to the displayed cap.

Go there →

Step 2

Try the Gauntlet

Climb the ten-stage house ladder. Attempts cannot knock out a fighter.

Prerequisite: Requires one available fighter.

Go there →

Step 3

Forge equipment

Draw a transparent weapon or artifact and choose up to two engravings.

Prerequisite: Uses one daily drawing page.

Go there →

Step 4

Equip an item

Place approved equipment as a sticker on a fighter.

Prerequisite: Weapon slot opens at level 1; artifact slots open at levels 10 and 20. An item's minimum fighter level is half its level rounded up, minus 5 (minimum level 1).

Go there →

Step 5

Spend stat points

Choose where a fighter’s earned level-up points go.

Prerequisite: Reach level 2 to bank the first three points.

Go there →

Step 6

Complete a duel

Fight live by invite or find a stranger in Quick Match.

Prerequisite: Each player submits a fresh fighter for the room.

Go there →

Step 7

Enter a raid

Bring a three-fighter raid team against the weekly boss, solo or with a party of accounts.

Prerequisite: Tier 1 requires a three-fighter roster; higher tiers have level gates.

Go there →

Step 8

Evolve a fighter

Add new ink without erasing the champion’s former form.

Prerequisite: Unlocks every 5 levels; each banked milestone adds a full 60 seconds with no combined cap.

Go there →