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The Dojo

The Dojo is the training hall of Cromon Quest, the creature-collection RPG on Cronos, where a Cromon learns the techniques it fires in 3v3 formation battles. There are 6 techniques, from a Guard that blocks a hit for the ally behind it to a Pierce that hits through a column, and every Cromon is born knowing Sweep. To learn another, a Keeper opens a capsule bought with Shards (from 1,500), opens it on the Cromon chosen beforehand, and waits 8 hours; training it to rank 3 takes two more sessions of 12 and 24 hours. How many techniques a Cromon can hold is set by its rarity, 2 for a Common up to 5 for a Legendary, and a Cromon in training is unavailable everywhere else until it is done. Free to start: three starter Cromons already know their first move.

The Dojo training hall of Cromon Quest at dusk, with red lanterns and a torii gate: Sproutpuff, a Common Grass Cromon, in the training ring, its technique memory counter, its mastered count and its four capsules.
One Cromon at a time in the ring: its memory, what it has mastered, and the capsules waiting to be opened.

How does training work?

  1. Buy a capsule in the shop, with Shards. Three tiers, one pool: Basic draws 1 technique, Premium shows 2 and Ultra 3, and you keep the one you want.
  2. Open it on a Cromon whose memory has room. The draw enters memory at rank 0, known but not yet playable; learning it to rank 1 takes 8 hours and costs nothing.
  3. Train the rank when you want more out of it: 12 hours and 3,000 Shards to rank 2, 24 hours and 8,000 Shards to rank 3. Each rank raises the technique's numbers, never its nature.
  4. Place it on the grid. A technique has legal rows: Guard needs an ally behind it, Sweep only works from the middle row. The Arena formation editor shows which cells a Cromon's moves allow.

While a Cromon learns or trains, it is busy: it cannot be sent on an expedition, fielded in a raid or put to work in the mines. That is the real cost of the Dojo, and the reason a deep roster trains in rotation.

What are the 6 techniques?

Technique What it does Kind
Guard Guards the ally directly behind it (same column). Blocks one hit. defense
Pierce Hits the target, then the foe directly behind it (same column). offense
Sweep innate Hits the target and the foes to its left and right (same row). offense, aoe
Ambush Slips past the front guard to strike the back rows. offense
Mend Heals the most wounded ally (itself included), scaled by Resolve. support, heal
Gale Shove Strikes a foe, then shoves it one row deeper if the cell behind is clear. offense, displacement

The draw is weighted toward the two backbone moves, Guard and Pierce, with Ambush and Gale Shove rarer and Mend the rarest, and rarity of appearance is exactly that: none of them is stronger than another, they answer different formations. A front-row Armachild with Guard protects the striker behind it; a Voltrick in the middle row with Sweep hits three foes at once.

Why does rarity matter here more than anywhere?

Because memory is the one combat perk rarity buys. Two Cromons of the same species and the same stat rolls hit equally hard, but a Common holds 2 techniques and a Legendary holds 5: three more roles the formation can lean on, three more answers to what the opponent brings. Between them, Uncommon and Rare hold 3, Epic 4. A full memory is permanent: there is no forgetting, and mastering a technique frees nothing, so every draw counts against the cap. And because a fusion keeps the surviving Cromon's learned techniques, the hours spent in the Dojo carry into the stronger form.

Dojo questions

What is a technique?

An extra move a Cromon fires in a 3v3 formation battle, on top of its normal attack. There are 6: Guard, Pierce, Sweep, Ambush, Mend, Gale Shove. Every Cromon knows Sweep at rank 1 from birth; the others are taught at the Dojo.

How many techniques can one Cromon hold?

It depends on rarity: 2 for a Common, 3 for an Uncommon, 3 for a Rare, 4 for an Epic and 5 for a Legendary. That memory is the one perk rarity buys in combat, and a full memory is permanent: there is no forgetting, and mastering a technique does not free its slot.

What does a capsule cost?

Shards, the in-game currency, never CRO. A Basic capsule (1,500 Shards) draws one technique, a Premium (3,000) lets you pick from 2, an Ultra (6,000) from 3. The pool is the same; the higher tiers buy choice, not power.

How long does training take?

Learning a technique takes 8 hours and costs nothing beyond the capsule. Rank 2 takes 12 hours and 3,000 Shards, rank 3 takes 24 hours and 8,000. A Cromon in training is busy in every other mode until it is done.

Do I need the Dojo to play?

No. Free to start: connect a wallet and receive three starter Cromons, and they fight with their innate technique from day one. The Dojo is where a team stops being three stat blocks and starts being a formation with roles.

Your starters already know one move

Free to start: connect your wallet, receive three starter Cromons, and teach them a second technique when you are ready.

Read the FAQ

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