DuskarWiki

Game systems

Planetoids

Planetoids in Duskar: the first at account level 40, weekly income, five attributes, the garrison, takeovers and sieges, rebellion, the academy and techniques.

Key numbers

First planetoids
Level 40
One yours, others on your map
Income
Every 7 days
Attributes
5 × 10 levels
Paid in star yen
Safe from rebellion
3 warriors
In the garrison

Planetoids are the small worlds in the sectors of the star map. Each one pays its owner a weekly income, keeps a garrison of warriors, raises pupils in its academy and hides expedition grounds of its own, the only places where the Inborn appear. They can also be lost: other players take undefended planetoids and besiege defended ones.

Your first planetoids

When your account reaches level 40, new planetoids are made for you: one of them is yours, and the others are on your star map. Every player who reaches level 40 adds new planetoids, so the map grows with the number of players.

After that you find planetoids yourself:

  • Open space. An expedition in an empty sector can discover a planetoid of that sector. See space and travel.
  • Planetoid intel. An expedition event sells you the location of an undiscovered planetoid for 100,000 yen.
  • A teleport. Teleporting to a clan mate’s planetoid puts it on your map.
  • A saga. One mission of the Sky over Zalnyr saga rewards you with a new planetoid of class 2 to 4.

You can see every planetoid you have discovered: its description, race, garrison size, owner, clan seat, protection and grounds. Only the owner sees its journal and manages it.

What makes a planetoid

Every planetoid gets its class, race and grounds when it is made, and they never change.

  • Class (1 to 5 stars) is the planetoid’s worth and potential: its income, its garrison and the price of everything you build on it. Higher classes earn more and hold larger garrisons.
  • Race. One race dominates every planetoid. Its grounds hold warriors of that race and the races close to it, the strongest pupils its academy raises are usually of that race, and it teaches that race’s techniques.
  • Grounds. Two to four expedition grounds, each with its own name, scene and events.
  • Look. The planetoid is a living globe: cities, roads, lights, satellites and stations appear on it as you develop it, and scorch marks show its damage. A Visual Pack changes its surface and colours.

Income

Collect the income once every 7 days; a planetoid made for you can be collected at once. The income depends on the class and grows with the population bonus. There is no upkeep: star yen pay only for development.

Attributes

Every planetoid has five attributes of 10 levels each, bought with star yen and built at once:

  • Price. On a class 1 planetoid level n costs 5 × n star yen; on higher classes every level costs more. Level 10 also costs 10,000,000 yen. The Planetoid Gold achievement lowers the star yen of level 10.
  • Damage. A damaged planetoid cannot be developed until it is repaired.
Level Infrastructure Transport Population Defense systems Morale
1 Pupils of group I Grounds -1 AP Income +10% Attackers -2% HP Defenders +2%
2 Garrison +10% Healing -20% Journal: first event Siege delay 30 min Defenders +4%
3 Pupils of group II Return 3 h Income +20% Siege alarm Detection ×2
4 Garrison +20% Grounds -2 AP Journal: second event Discoverers listed Defenders +6%, detection ×3
5 Pupils of group III, techniques Healing -40% Journal: third event Attackers -5% HP -
6 Garrison +30% Return 2 h Income +30% Players in the sector Defenders +8%
7 Pupils of group IV Grounds -3 AP Journal: ground details Siege delay 1 h Detection ×4
8 Garrison +40% Return 1 h Journal: best pupils Attackers -10% HP Defenders +10%
9 Pupils of group V Healing -60% Income +40% Collection drops a discoverer Detection ×5
10 Gravity room Grounds -4 AP Journal: everything, with chances Siege delay 2 h Defenders +15%, HP too
  • Infrastructure brings material gains: a bigger garrison, stronger pupils, technique training from level 5 and a gravity room at level 10.
  • Transport makes the grounds cheaper in AP (never below 1), lowers the price of the planetoid’s hospital and shortens the trip of a warrior recalled from afar. It does not lower the recall price.
  • Population raises the income and fills the journal, which reveals the events of the grounds, then their details, the best pupils and finally every chance.
  • Defense systems weaken attackers, delay sieges and tell you who is coming. From level 4 you see who else has discovered the planetoid, from level 6 who stands in its sector, and from level 9 every collection wipes the planetoid from the map of one other player who discovered it.
  • Morale makes the defenders stronger in a siege, by up to 15% at level 10, and makes intruders easier to catch.

Damage and repair

A planetoid takes damage from 0 to 10 levels when it changes hands or holds a siege. Each level of damage lowers every attribute by one level until it is repaired; only the income ignores damage. A repair clears all the damage at once for yen:

Damage 1 2 3 4 5 6 7 8 9 10
Yen, class 1 100,000 200,000 500,000 1M 5M 6M 7M 8M 9M 10M

Repairs on higher classes cost more. The Handyman achievement takes 5% off the repair price for every level.

The garrison

The garrison is the army that guards your planetoid. Its size depends on the class and grows with the infrastructure bonus, plus one place for every level of the Discoverer achievement.

  • Sending. A warrior goes from your reserve to the garrison while you stand in the planetoid’s sector, landed or in space. A Space Capsule sends one from anywhere.
  • Recalling. In the same sector, warriors come back to your reserve at once, one by one or all together. From afar you pay 110% of the planetoid’s weekly income or use a Rescue Pod, and the warrior flies home: 4 hours, 3, 2 or 1 hour with transport 3, 6 or 8. It joins your reserve by itself when it lands.
  • Healing. The planetoid’s hospital heals the whole garrison at your usual healing price, less with transport.
  • On duty. A garrison warrior cannot join your team, the market or a league line-up. A smaller garrison limit never throws anyone out.

Keep at least three warriors in every garrison. Three warriors stop any rebellion, and the academy needs them too.

Landing and the grounds

To explore a planetoid you fly to its sector, stop in open space there and land. You cannot land on another clan’s seat or on a planetoid you are locked out of. Leaving, flying away or teleporting ends the landing.

  • Cost. A ground costs 8-16 AP, less with transport.
  • Events. Each ground has its own events, usually poorer than on the main planets, plus three found only on planetoids: an aura chest, a Teleporter, and intruder detection. Ground events do not depend on the class.
  • Warriors. The grounds hold warriors of the planetoid’s race and the races close to it, from the three weakest combat groups; class 4 and 5 planetoids add warriors of the two strongest groups.
  • No extras. There is no weather gate, no transformation stone and no location achievement on planetoid grounds.
  • The Inborn. Only planetoid grounds host the Inborn. See the Inborn.

On a planetoid that is not yours, not a clan mate’s and not your clan’s seat, every expedition risks detection: 0.02% per trip on class 1 up to 0.2% on class 5, multiplied by the planetoid’s morale, at most 1%. A caught intruder is thrown back into open space, cannot land on, take over or besiege that planetoid for 24 hours, and the owner gets a report.

Taking over a planetoid

A planetoid without defenders, with an empty garrison and its owner away from its sector, can be taken without a fight. Ownerless planetoids, left after a rebellion, are taken the same way. You need:

  • the planetoid on your star map, and not yours already;
  • to stand in its sector in open space, not landed anywhere, with no activity running;
  • no protection on it, no clan seat, no owner from your own clan, and no 24-hour lockout for you.

The planetoid is yours at once. It takes 1-2 levels of damage, gets protection for 1 day plus 2 days for every level of your Conqueror achievement, its next income comes in 7 days and its academy series starts over. The former owner gets a report. If you stay in its sector, you defend it yourself.

Protection

A protected planetoid cannot be taken over or besieged:

  • after a takeover or a conquest, for 1 day plus 2 days for every level of the new owner’s Conqueror achievement;
  • after a siege it held or repelled, for 1 hour plus 2 hours for every level of the owner’s Fortress achievement.

For 60 minutes after a protection ends, the planetoid stays open to everyone, even if it changes hands in that hour and gets a new protection. That stops friends from passing a valuable planetoid around to keep it protected forever.

Sieges

A planetoid with defenders, a garrison or its owner standing in its sector, can only be won in a siege. You declare it under the same conditions as a takeover, while no other siege runs there, and it costs no AP. Your fit team members at that moment are your attackers.

  1. The delay. The strike window opens after the defense systems’ delay: at once below defense 2, after 30 minutes from defense 2, 1 hour from defense 7 and 2 hours at defense 10. From defense 3 the owner gets an alarm with the strike time and sees your team.
  2. The window. You have 60 minutes to strike. A siege not struck in time is repelled by itself.
  3. The strike. The defenders are the living garrison and, if the owner stands in the sector, the owner’s fit team. With nobody left to defend, the planetoid is taken as in a takeover. Otherwise both sides fight one brawl of any size, at most 30 rounds.

In the siege brawl the attackers fight with their auras, the Versatile achievement, armor and synergy, but lose part of their HP to the defense systems first. The defenders fight with their auras and the morale bonus, and without roles. Both sides keep the HP they end with, and nobody gets XP.

Outcome When What follows
Conquered Every defender is knocked out The planetoid is yours with 3-6 levels of damage and conquest protection; its income comes in 7 days; the former garrison flies home in 12 hours, less with the planetoid’s transport, or comes back at once if its owner stands in the sector
Held The attackers did not knock out every defender, including a points win after 30 rounds 0-2 levels of damage, defense protection for the owner, and the attacker is locked out for 24 hours
Repelled Nobody struck in the window Defense protection and the lockout, without damage

Rebellion

A planetoid with fewer than three warriors in its garrison can rebel. A rebelling planetoid loses its owner, its warriors fly home in 4 hours, and the former owner gets a report. Clan seats never rebel.

The academy

In the academy your planetoid raises pupils: new warriors that you train day after day.

  • Sessions. One session a game day, owner only, on a planetoid with infrastructure 1 or more and at least 3 warriors in the garrison when the session starts and when it ends. A session lasts 1 hour and costs 20% of your max AP, at least 100, paid at the start. It counts for the game day it started in; a session not finished before the day changes is lost.
  • The series. Sessions on days in a row build a series. A missed day starts it again from 1, and so does switching to technique training.
  • Offers. From day 5 of the series, every finished session brings a pupil offer, which replaces the previous one.

Pupils are young forms or species that start at level 1, sorted into five combat groups by the power of their final form. Infrastructure sets the strongest group the academy can offer: group I from level 1, up to group V at level 9. The candidates get better the longer the series lasts, and the Mentor achievement brings the best of them 2 days sooner for every level. Groups IV and V come only on class 4 and 5 planetoids, so the best pupils need a planetoid of that class.

To accept a pupil you need an aura chest: you pick one aura from the chest, the chest is used up, and the pupil joins your reserve at its species’ minimum level, if you have room. The series then starts over.

Aura chest Auras to choose from Found
I Invisible, Pink, Green Planetoid grounds
II Telekinesis, White, Red, Golden Planetoid grounds
III Heaven, Ice, Bond Planetoid grounds
IV Mystic, Energy, Fire, Lightning Grounds of class 4 and 5, daily jobs, the free daily chest
V Darkness, Origin, Rose, Malice, Blood, Wave Grounds of class 5, daily jobs, the free daily chest

Technique training

From infrastructure 5 the same session can train techniques instead of pupils. It costs 35% of your max AP, at least 100, and follows the same rules of garrison, time and series. A technique of the planetoid’s race is offered on days 5, 10 and 15 of the series, then on day 25 and every second day after it; status techniques come only from day 15. The Technique Master achievement brings day 25 two days closer for every level. Accepting gives you the technique’s disc and starts the series over.

Every siege strike on the planetoid stops technique training.

Gravity rooms

At infrastructure 10 a planetoid gets a gravity room. One warrior of its garrison trains there like in your personal gravity room, and leaves the garrison until the training ends; it then goes back to the garrison, or to your reserve if the planetoid is no longer yours or has no room. You need your personal gravity room, and the gravity technology from the gold yen shop decides how many planetoid rooms you can use at once: one per step, up to 5.

Achievements

Achievement Counts Effect
Discoverer Planetoids you discover +1 to +4 garrison places
Conqueror Planetoids you conquer in sieges Protection after a conquest: 3, 5, 7 or 9 days
Fortress Sieges you hold Protection after a held siege: 3, 5, 7 or 9 hours
Planetoid Gold Star yen spent on attributes Cheaper level 10
Handyman Yen spent on repairs Repairs up to 25% cheaper
Mentor Pupils you raise The best pupils come up to 10 days sooner
Technique Master Techniques you train Techniques every second day up to 10 days sooner

Art from the game

  • A city of lit towers in a canyon at night
    A city ground at night. From infrastructure 5, the city grounds of a planetoid show cities like this one.
  • A glacier with ice peaks and crevasses
    A glacier ground. The scenes of a planetoid's grounds follow its biome and carry its colours.
  • Aura Chest I
    Aura Chest I gives an academy pupil an Invisible, Pink or Green Aura.
  • Aura Chest V
    Aura Chest V holds the rarest pupil auras. It comes from class 5 planetoids, daily jobs and the free daily chest.
  • Space Capsule
    A Space Capsule sends a reserve warrior into the garrison of your planetoid from anywhere in the universe.
  • 455
    Warriors

    Every warrior species in Duskar, grouped by race, with the lowest level each one exists at and the species you cannot meet on expeditions.

  • 10
    Races

    The ten races of Duskar and the damage table between them: which races resist each other's attacks and which take double damage.

  • 124
    Items

    Every item in Duskar by kind: potions, capsules, upgrades, boosts, tickets, evolution items, scanner modules and equipment, with what each one does, its price and where to find it.

  • 98
    Achievements

    Every achievement in Duskar by category, with what each level needs and the bonus or reward it gives.