# Faraland PvP Tutorial #1

![](/files/tU0htpuGW0qgfA6nRrJe)

**1. Game Interface**

&#x20;                    *PVP Test version interface, the UI may change in the future.*

![](https://lh5.googleusercontent.com/4dBl5SmSmc-umPtE4_VcqwHtitgKlLfbIqcIxco8wd8sUwNFubKVau8fsLr_BU1oSVpb3A8AzH_QlMAj7EuK70AiElCdI1SsXAyp-k4TXN-dOavS52yVzN4BJIAUKYeMB7YbNKk-)

* &#x20;**Hero Icon + Turn**

![](https://lh4.googleusercontent.com/gIJswYBNq3g4WoudMf1kTkFK6j7W-MicvL0r6PBjiuArwHOwK7bh_y9oBFpLFICPB0mFNPQILmlBixGbaKuPvIrIesQO59oZKTOEbUIhuULm4rzNfI-ouB5qJlC4HXwYdTmdu4WX)

The “Move order” table shows which Hero will take action first, and displays the Hero’s remaining health. Players can rely on this “Move order” table to plan out the most efficient strategy for their team.

* **Mana Pool**

![](https://lh6.googleusercontent.com/ptoPYqExsOQD1ONE7ztY0AMrJYs0EaOW2BgBX1E_RrY_Sp2PvM-ISTfj_ebSUCn8JfznTdG9RpGeVZ5tBV853XLq04RAXDbz6psvQS70zdco2dpQe0QZruhwo9jQhrMXLffVNoqH)

&#x20;        PVP *Test version interface, the UI may change in the future.*

Mana pool can hold up to 10 Mana units (this may change in the future). Activating hero’s skill will require Mana (each skill will have a different Mana requirement).&#x20;

When mana reaches 0 or you do not have enough Mana to activate a skill, your Hero can only use normal attacks.

The opponent’s Mana pool (red pool) can be observed, players can use this to calculate the appropriate strategy.

* **Skill Display**

![](https://lh3.googleusercontent.com/oGXuslNNMYaVZpXe6q_nfBF51Ar-XBkf_iPgVAT997FVin1ytDxVgk14GTQsUwpJkOsngV-ErdpZoIzBj3vSJKMOfGomPT3RXD9iSu9jjdho1umK0NuDM2CRSHLsrYE1SmHAJtXK)

Each hero will have 4 active skill boxes, players can choose any 4 skills to bring into the match (including Race skill and Skill book). Each skill can be used a limited number of times in battle and will consume a different amount of mana. Find out the skill set that best suits your team.

* **Skill details**

![](https://lh5.googleusercontent.com/0IT8zPurS60b6s14wmZaATk7jNb9bLUmSaowCaUhhEfxY-FRjfOgtOC0aMyFsHWlc6pp2PZPUpaAthTZFBwsC_aNe9bNPzum9tCZ9itTARv87bQ_iFnv_QUd1yYsv_rPS47B4zNZ)

Skill details can be displayed if players hold down the skill icon. Click on the icon again to use the skill.

* **Spawn** **Tiles**&#x20;

![](https://lh4.googleusercontent.com/LH43wpssvp0whV3SDJh2mWYE17OiwBLKbw5thL29mgS4PusnVGd-XBq-IT6Jci9lru3QEO-7deh2-EpkKBPlIfsmA-f21S9ZUpWO2ss2bawpIOL8-4D0N-M8z7kBUKH7rq3q1-_t)

The location of the hero’s appearance in the match, each hexagon is equivalent to 1 tile.

* **End Turn Icon**

![](https://lh3.googleusercontent.com/S07IrQ-IYDhojQvRZ1riWTYeDPWfimHyEFCviexmubc6SfQ_5xcqP_No_1YBednQT8XLvhW-yRg2Mg1hloGyD50UXtuBvQsyrCGSWLpAEgTYJOjdQnkXwelovBmUxoELmgD4avOU)

Use this icon  to end your turn.

**2. Turn Order**

![](https://lh5.googleusercontent.com/ECFmjW-0tr-nSnoMjp_mM8ljKHEKQ9Bhj5n9W0WgGIjaWyoHTeXaat4dZIyw6s1eKKWKeM-JGVf53_masOlLebfZyoxaTlT8YYLWG80A4iJelG7O9Bg5lqvvfd1OloNEjpOIaT2s)

Attack turn is decided after the following aspects:

&#x20;**SPEED>AGI>LUCK>MOVE TYPE**

Heroes with a high SPEED will go first, when speed is equal, the system will consider AGI and LUCK stats.

If they are still equal, Move Type will be considered, the order will be to prioritize the **Winged champion > Melee > Ranged Attack**

In case the Move Type is still the same, the order of action will be random.

In a turn, the player has control over the Hero to do the following actions:

&#x20;**(Move <-> Action <-> Wait) -> End**

Players can perform a **Move** before an **Action** and vice versa, but if an **Active** skill is used first (a skill that consumes mana), the hero will not be able to **Move** after that.

However, there are some special cases, for example:

• After the **Action** that kills the enemy, the Skill allows the hero to **move** forward.

The **buff/debuff** effects will be calculated at the beginning of each turn.&#x20;

**For example:**

• If the Hero has 10 HP left and is poisoned with a debuff effect (-15HP/turn), then when it’s his turn, the Hero will take damage and die before taking action.

If a Hero/summon unit has just been summoned, the Hero ends its turn and switches to the newly SUMMONED UNIT.&#x20;

**3.** **Tile**

*Tile is the concept of distance in the game Faraland*

![](https://lh4.googleusercontent.com/kL34BidisEFoAaGRBelk8Tk0qW4wuvFgiyM_X3jk5Yz5khmA5oiLDgYBr1fJL8yc5_ce-u4vaf-ukKEwUBikid95sxNX5aBSgps0_TrJvsCTQoEG95oYOv3e-BuNJyRTYyftXE5k)

* **White Tile**

![](https://lh5.googleusercontent.com/hko7GQK-R3nroDoFxDI0Qdtnj4Fpy247F5B7IMWx9ng_T0ehvqMfgBQRqwNwTj68MbqcGrAhjGjqOg98KEIhCn4QPxR-0xHWq_645g5HgvDf9seZNMN722akem5ukP6pI6UtSD0E)

Each hexagon in the game is equivalent to 1 tile, which is the basic unit for calculating distance in Faraland. The tile unit shows the distance a hero can travel, or calculate the range of the skill or normal attack.

* **Red Tile**&#x20;

![](https://lh4.googleusercontent.com/9H5vH8GlZmFTHvoNAIWCULWEBmOR-lpgVoWjA28a_YpY4sskGt6iMyJYZUL-gxaw4KpFfsm5XCVwUjKgQVpU6yk_vc43YvPBQEOEqUmmy2mmTJm5GnvEeW1VFiM3WcxihddPaLr4)

When the target is in range (Attack range), hero can attack (Normal attack or Active skill), the system will display a red Tile (as shown in the picture).&#x20;


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