Player guide
How the game works
Chata Event 2026 mixes a real-world outdoor event with a mobile RPG. This guide is written for everyone, including players who do not normally play games. It explains the practical rules without revealing story surprises.
1. What Kind of Event Is This?
Chata Event is a live outdoor game. You will walk through real places, meet other players, find marked locations, scan QR codes, solve tasks, fight enemies in the mobile app, gather resources, and help your tribe.
2. Basic Terms
| Term | Meaning |
|---|---|
| Player | A real person playing the event. |
| Character | Your in-game identity in the app. It has class, stats, level, skills, items, and equipment. |
| Tribe | Your main team for the whole event. Tribe progress is shared. |
| Warband | A temporary group of nearby players who explore, fight, or capture territory together. |
| Wild Site | A real-world location with an in-game event: reward, fight, trader, story, gathering, or territory. |
| Safe Zone | A place where specific actions are allowed, such as storage, crafting, upgrades, or village interaction. |
| Encounter | A combat or challenge started from a Wild Site, territory, story event, or unsafe wilderness moment. |
| GM | Game Master. A real organizer who can help, fix stuck states, run story events, and grant offline rewards. |
3. Mobile App, GPS, BLE, and QR Codes
The app connects the real event with the game systems. Some actions work only when your phone is physically near the correct place or near another player.
- GPS: validates location for exploration, Wild Sites, territories, safe zones, and walking-based progress.
- Interaction range: many actions require you to be within about 15 meters of the correct place.
- Background movement: walking progress may continue while the phone is locked if permissions and device settings allow it.
- BLE: the app can also validate some nearby-player actions with Bluetooth proximity, mainly grouping, trading, and local cooperation checks.
- QR codes: traders and some physical event stations are opened by scanning QR codes.
The wilderness is not only a list of marked locations. At times the app may warn you that something nearby is wrong, but it will not always show the full shape of the danger before a battle begins.
4. Basic Resources
Coins and core resources are stored as balances. They do not use inventory slots. You can collect as much as the game allows.
| Resource | Used for |
|---|---|
| Coins | Traders, repairs, upgrades, territory costs, and player trades. |
| Iron | Weapons, armor, durability, Champion gear, and Hall of Champions work. |
| Silver | Shrines, sacred crafting, defensive upgrades, and rare repairs. |
| Hide | Boots, gloves, light gear, Pathfinder equipment, and flexible repairs. |
| Heartwood | Druidic crafting, exploration upgrades, Sacred Grove work, and nature-based recipes. |
5. Classes
You choose one class. Each class can play alone for normal activities, but difficult enemies and important territory fights are much easier in warbands.
Druid
Healing, cleansing, storm rites, and sacred wards. Druid keeps the warband alive and controls the shape of a fight.
Pathfinder
Marks, traps, poison, bleed, scouting, and precision kills. Pathfinder finds openings and ends dangerous targets quickly.
Champion
Taunts, guards, war cries, and frontline survival. Champion takes pressure away from the warband and makes hard fights stable.
6. Class Skillsets
Skills are special actions. Most skills have cooldowns, so after using them you must wait some turns before using them again. Skill ranks improve their effect.
Druid Skills
| Skill | Unlock | What it does |
|---|---|---|
| Root Mend | Level 1 | Heals an ally and has a chance to cleanse Poison. |
| Storm Call | Level 1 | Storm attack that can strike multiple enemies and may apply Shock. |
| Bramble Bind | Level 2 | Slows multiple enemies and makes their attacks less reliable. |
| Ancestor Ward | Level 3 | Protects the warband with Fortify and Sacred Boost for a short time. |
| Spirit Return | Level 5 | Revives a defeated ally with part of their HP restored. |
Pathfinder Skills
| Skill | Unlock | What it does |
|---|---|---|
| Mark Prey | Level 1 | Marks one enemy as prey, making it easier for the warband to hurt. |
| Yew Shot | Level 1 | Reliable ranged attack against one enemy. |
| Snare Line | Level 2 | Attempts to slow multiple enemies. |
| Venom Cut | Level 3 | Poison attack focused on marked prey, with a chance to add Bleed. |
| Fade Path | Level 5 | Defensive support skill that improves evasion and helps the Pathfinder slip through danger for a short time. |
Champion Skills
| Skill | Unlock | What it does |
|---|---|---|
| Oath Strike | Level 1 | Reliable melee attack against one enemy, with a chance to draw its attention. |
| Shield Vow | Level 1 | Gives the Champion Fortify, increasing defense for a short time. |
| Red Fury | Level 2 | Fire attack that can pressure multiple enemies and may apply Burn. |
| War Cry | Level 3 | Weakens multiple enemies and has a small chance to apply Fear. |
| Last Oath | Level 5 | Protects the warband with Sacred Guard and Fortify during dangerous turns. |
7. Stats
| Stat | Meaning |
|---|---|
| HP | Your health. If it reaches zero, you are knocked out or defeated depending on the fight. |
| Attack | Your main damage value. Higher Attack usually means stronger attacks and offensive skills. |
| Defense | Reduces incoming damage. |
| Speed | Fills your action gauge. Faster characters usually appear in the turn queue more often. |
| Crit Chance | Chance that an attack becomes a critical hit. |
| Crit Damage | How much extra damage a critical hit deals. |
8. Combat
Combat happens inside the app. You choose actions for your character, enemies choose actions for themselves, and the server resolves the result. This guide explains how battle works once it has started; it does not list every way the wilderness can decide that you are no longer alone.
- A battle opens. It can come from a Wild Site, territory guardian, story event, or unsafe wilderness moment.
- Read the battle screen. You can see allies, enemies, HP, status effects, available actions, selected target, and the upcoming turn queue.
- Choose targets. Basic attacks and many skills hit one enemy. Some skills, consumables, and artefacts can hit several enemies or help the whole warband.
- Watch the enemy group. Normal fights often have one enemy, but packs, guardians, and bosses may contain several enemies. The fight ends only when the required enemies are defeated.
- Speed fills turns. Faster actors usually act more often. Slow, Freeze, Shock, Fear, Evasion, and other effects can change the flow of the queue.
- Use your action. You can use a basic attack, class skill, consumable, artefact, or defensive action depending on what is available.
- Damage and effects are resolved. The game checks attack power, defense, elements, critical hits, status effects, durability, equipment bonuses, and village bonuses.
- The battle ends. If you win, rewards are granted from the defeated enemies and encounter rules. If you lose, the game applies the normal defeat result for that battle.
Some difficult encounters are not meant to be solved alone. If a fight feels too hard, return with a warband, better equipment, consumables, or stronger village bonuses.
9. Elements
Elements change damage and can influence status effects or durability loss. The app uses combat feedback to show whether your attack was good or poor against the enemy.
| Element | Common meaning | Typical status or style |
|---|---|---|
| Normal | Physical or non-magical force. | Reliable baseline damage. |
| Fire | Heat, fury, burning ritual power. | Burn damage over time. |
| Ice | Cold, stillness, slowing force. | Freeze or disruption. |
| Storm | Lightning, thunder, sudden interruption. | Shock and action disruption. |
| Poison | Venom, thorns, rot, sickness. | Poison damage over time. |
| Shadow | Darkness, fear, confusion, concealment. | Accuracy or targeting problems. |
| Sacred | Old rites, ancestors, protection, healing. | Protection, healing boost, resistance. |
Status effects
| Status | What it usually means |
|---|---|
| Burn / Poison | Damage over time. Useful when enemies are tough or when a fight has several targets. |
| Freeze / Slow | Turn-flow control. These effects make enemies less reliable or slower to act. |
| Shock | Storm disruption. It can interfere with an enemy's next actions. |
| Marked / Vulnerable | Priority target setup. Marked enemies are easier to punish with focused damage. |
| Fear / Shadowed | Pressure and confusion. These effects can reduce enemy reliability. |
| Fortify / Sacred Guard | Protection. These effects help a player or warband survive incoming damage. |
| Evasion | Avoidance. This makes incoming attacks less reliable for a short time. |
Effectiveness levels:
- Super effective: much better damage.
- Effective: better than normal damage.
- Neutral: normal damage.
- Weak or resisted: reduced damage and often worse durability efficiency.
| When attacking... | What to check |
|---|---|
| Enemy has one element | Your attack element is compared directly against that enemy element. |
| Enemy has two elements | Your attack element is compared against both enemy elements, then the result is averaged. |
| Your attack is weak | You deal less damage and may lose more weapon durability. |
| Your attack is effective | You deal better damage and may protect weapon durability. |
| You are unsure | Watch combat feedback and try a different element, skill, or item next time. |
The exact matchup table is part of live balance and can be adjusted before the event. The app will communicate the result during combat using effectiveness feedback.
10. Leveling, Skills, Oaths, Trials, and Deeds
You gain XP by playing: exploring, fighting, gathering, helping your tribe, completing challenges, and joining event activities. Higher level gives better stats and skill points.
- Level: your character's general strength and progress.
- Skill points: spent to improve class skills.
- Oaths, Trials, and Deeds: personal goals that reward active play, walking, combat, crafting, collecting, territory play, and tribe support.
11. Items, Equipment, Inventory, and Sets
Your inventory holds physical game items such as equipment, reagents, consumables, and artefacts. Coins and core resources are balances and do not use item slots.
- Inventory capacity: base backpack capacity is 16 item slots.
- Stack size: many stackable items stack up to 5.
- Equipment slots: weapon, armor, gloves, and boots.
- Rarity: better rarity usually means stronger item values and higher repair cost.
- Sets: one or two set pieces can be weaker than normal gear; full sets are powerful and class-focused.
- Class identity: items should make your class better at its role, not remove every weakness.
Consumables matter more now that some battles can contain several enemies. Expect healing draughts, cleansing items, snares, smoke, warding charms, and limited offensive tools. Combat item use is intentionally limited, so consumables should help you survive a bad moment, not replace good preparation.
12. Durability, Repair, Crafting, Salvage, and Upgrades
Durability
Equipment wears down through use. Weapons lose durability when attacking. Armor, gloves, and boots can lose durability when you are hit.
Cracked items
At 0 durability, an item becomes cracked. It stays in your inventory but loses most stats and special bonuses until repaired.
Repair
Normal repair is cheaper. Repairing cracked items is much more expensive and depends on rarity, element, and item type.
Crafting
Crafting uses recipes. Recipes may require coins, core resources, and items.
Salvage
Salvage breaks items down into resources or useful materials. Some recipes may be learned through salvage.
Upgrades
Upgrades improve selected item stats and sometimes max durability. Stronger upgraded items usually cost more to repair.
13. Traders
Traders are special event stations opened by QR code. They sell items and can sometimes buy unwanted items back.
- Trader stock refreshes every 8 hours.
- Traders may sell equipment, consumables, crafting materials, repair materials, reagents, and rare items.
- Prices are part of the game balance. You are not expected to buy everything.
- Some traders or offers may appear only during certain event windows.
14. Artefacts
Artefacts are rare relics with special effects. They are more unique than normal equipment and are often useful in specific situations.
- Artefacts bind to the player who obtains them.
- A player can have only one active copy of the same artefact.
- Artefacts can become cracked or spent after use and may need restoration.
- Artefacts cannot be moved into normal tribe storage.
- Read the artefact description carefully before using it.
Some artefacts affect combat directly: finishing weakened normal enemies, protecting a warband at the right moment, changing the value of an element, or revealing a stronger truth after use. If an artefact sounds harmless, that does not mean it is meaningless.
15. Wild Sites and Exploration
Wild Sites are places in the real world that can become game locations. You discover them by moving through the event area and checking the app.
The wilds can also feel alive between marked sites. Sometimes danger is visible. Sometimes it is only hinted by warnings, sounds, movement, or missing certainty. Treat the map as a ritual tool, not as a promise that every threat will announce itself politely.
- Shrines: sacred or ancestral sites, often linked to healing, wards, offerings, or story rewards.
- Ruins and cairns: old places that can hide combat, resources, or relics.
- Cursed groves: dangerous nature sites with stronger enemies or unusual rewards.
- Trader camps: places where QR traders can be opened.
- Battle sites: combat-focused locations.
- Fae crossings: strange places with unusual effects or choices.
16. Territories
Territories are important places on the real map that tribes can claim and hold. They are one of the main reasons to scout, plan, negotiate, defend, raid at night, and talk with other tribes.
What a territory gives you
A held territory gives your tribe an Oath Bonus. The exact bonus depends on the territory, but examples include better resource gain, better discovery, small combat help, crafting help, or coin income.
- Fresh Claim: recently captured, small bonus.
- Held Claim: held for longer, stronger bonus.
- Rooted Claim: held for a long time, strongest normal bonus.
How capture works
- Find the claim site. A territory has a real-world interaction point shown in the app when discovered or visible.
- Move into range. Your warband must be physically near the claim site. GPS range and sometimes QR validation are used.
- Check the lock. After a territory is captured, it is protected for 30 minutes and cannot be taken again during that time.
- Pay the cost if required. Neutral captures may be free or cheap. Recaptures cost tribe coins, and the cost can rise each time that territory changes hands.
- Outnumber defenders in radius. If the owner tribe has defenders nearby, attackers must have more active tribe members in the capture radius.
- Defeat the guardian if there is one. Some territories are protected. The warband must win the guardian fight before ownership can change.
- Server validates the result. The game checks location, lock, cost, nearby players, guardian result, and other active effects before ownership changes.
What players will know
- You can see discovered territory claim sites and whether you are close enough to interact.
- You can see whether a territory is locked after recent capture.
- You can see the capture requirements the app allows you to know, such as needing more attackers than defenders nearby.
- You can see if a guardian fight starts and whether your warband is strong enough to attempt it.
- Your tribe can see territories it controls and the bonuses they provide.
What players may not know
- You may not always know which tribe currently owns a territory before you scout, test, negotiate, or use information tools.
- You may not know exactly who captured one of your territories.
- If your tribe loses a territory, the notification is delayed and anonymous. It tells you that one of your claims has fallen, not necessarily which one or who took it.
- Some territories may have hidden value, unusual guardians, or story importance that becomes clear only through play.
Guardians
Guardians are defenders of important places. They are not meant to be free rewards. A solo player may sometimes win with strong gear or high level, but normal guardian captures are intended for warbands.
- Guardian strength scales with warband size and average level.
- More valuable territories can have stronger guardians.
- Guardian rewards are usually secondary; the real reward is the territory.
Nightly tribe strategy
Every evening, tribes should discuss territory strategy. This is part of the event, not a side activity.
- Which territories are worth defending?
- Which bonuses does the tribe need tomorrow?
- Who will scout unknown claims?
- Which warband is strong enough for guardian fights?
- How much tribe money can be spent on recaptures?
- Should the tribe focus on the Lost Village, equipment, or territory control?
Alliances, deals, and betrayal
Territories are designed to create diplomacy. Tribes can make agreements, break them, lie, trade, threaten, forgive, or take revenge. That is allowed as long as players stay respectful outside the game.
Alliance
Two tribes agree not to attack each other's claims for a time, or agree to target a stronger tribe.
Protection pact
One tribe promises to defend or ignore a territory in exchange for resources, items, information, or future help.
Tribute deal
A tribe pays coins, resources, or items so another tribe leaves a territory alone.
Betrayal
A tribe breaks an agreement to take a valuable claim. This is valid in-game politics, but should stay friendly out of character.
Good territory play
- Scout before spending tribe coins.
- Do not send one underprepared player to solve a guardian alone.
- Defend valuable Rooted Claims if the bonus matters.
- Use diplomacy when your tribe cannot fight everywhere.
- Keep notes. Anonymous capture notifications make memory and communication valuable.
- Ask a GM if a capture appears technically broken or a player is stuck in a claim flow.
17. The Lost Village
The Lost Village is your tribe's shared base progression. Tribe members contribute resources and relics to restore buildings. Each restored building gives shared bonuses.
| Building | What it helps with |
|---|---|
| Sacred Grove | Exploration, discovery radius, hidden Wild Site reveal chance, resource yield, and exploration XP. |
| Hall of Champions | Attack, critical chance, combat effects, and stronger performance in difficult fights. |
| Shrine of Ancestors | HP, defense, healing received, protection, and safer recovery. |
| Crafting Grounds | Gathering, loot chance, tribe XP, upgrade cost reduction, and storage. |
18. Fair Play, Safety, and GM Help
- Do not spoof GPS or abuse bugs.
- Walking-based progress should be done by walking unless the event rules explicitly say otherwise.
- Safety and real-world organizer instructions always override game objectives.
- If the app is stuck, a battle disappears, rewards fail, or your state looks wrong, contact a GM.
- GMs can grant rewards from offline activities, fix broken state, and help recover from technical problems.