BLT Documentation

Class levels are achieved by joining battles.

  1. Level 1: 0 battles
  2. Level 2: 15 battles
  3. Level 3: 30 battles
  4. Level 4: 45 battles
  5. Level 5: 60 battles

Active powers are gained by getting kills. Once a power is gained you keep it forever, even if you switch classes! This means you could have every active power in the game!

  1. Level 1: 20-124 kills
  2. Level 2: 125-375 kills
  3. Level 3: 375-874 kills
  4. Level 4: 875-1599 kills
  5. Level 5: >1600 kills

Table of Contents

Commands

Channel Point Rewards

Classes

Paladin

Rogue

Ranger

Berserker

Shadow Knight

Arbalist

Warrior

Monk

Cleric

infantry

archer

heavyarcher

crossbow

heavycrossbow

cavalry

camelry

horsearcher

camelarcher

skirmisher

berserker

looter

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Tournament Config

General

Equipment

Balancing

Round Type

Round Rewards

Rewards

Reward Type

Reward Tier

Betting

Commands

Command Description Settings
ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

ap Add an attribute point - Cost:100k

Provide the attribute name (or part of it) when calling this

Amount: 1

Costs 100000⦷

attack

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission

auction Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction.
Usage is !auction (reserve price) (part of the item name), e.g. !auction 50000 Boots would start a new auction for your custom item with the word "Boots" in it, with a reserve of 50000. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
bid Place a bid on the current auction, if one is active.
Usage is !bid (gold amount), e.g. !bid 100000. If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected.
bltbet Use this to bet on tournament matches, when available.
Usage is !bltbet (team) (gold), for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.
If only one team is bet upon, the bets will be refunded.
buymount
class Selects a new class for your hero, updating your existing equipment to match the class requirements.
Usage is !class (new class name), e.g. !class archer.

Tier costs: 1=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

customs Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands.

Shows: Custom item storage

discarditem Throw away one of your custom items.
Usage is !discarditem (part of the item name), e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=1000000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (viewer) (part of the item name), e.g. !giveitem C4alad0g Boots would give your custom item with the word "Boots" in it to the viewer called C4lad0g. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
gold Show your heroes current gold.

Shows: Gold

inv Shows your heroes inventory, including equipment tier, full battle and civilian equipment lists, and all custom items in storage.

Shows: Gold, Equipment tier, Battle equipment inventory, Custom item storage

meleefocus Add a random melee focus point-Cost:50k

Skills: Melee

Focus points: 1

Cost: 50000⦷

movementfocus Add a random movement focus point-Cost:50k

Skills: Movement

Focus points: 1

Cost: 50000⦷

nameitem You can use this to name your custom items.
Usage is !nameitem (name), for example !nameitem Foehammer.
If you call !nameitem on its own it will tell you what item will be named next.
personalfocus Add a random personal focus point-Cost:50k

Skills: Personal

Focus points: 1

Cost: 50000⦷

power
powers Shows your available powers

Shows: Powers

rangedfocus Add a random ranged focus point-Cost:50k

Skills: Ranged

Focus points: 1

Cost: 50000⦷

reequip Randomizes your equipment, at its current tier. It will not replace items that are higher than your current tier, or custom items. e.g. if you are equipment tier 3, but also have a tier 6 weapon won in a tournament, this command will not replace that weapon. Sometimes you will end up with some items not changing, particularly if there aren't many items of that type available at your current tier.

Re-rolls your equipment at your current tier

Tier costs: 1=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 5=200000⦷, 6=400000⦷

retinue Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. You can pass a number to the command to specify how many troops you want to buy or upgrade. By default it will do as many as you can afford.

Max retinue: 20

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

smitharmor
smithweapon
stats Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue.

Shows: Gold, Age, Clan, Culture, Health, Skills greater than , Attributes, Retinue count and average tier

summon

Side: Streamers side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out

supportfocus Add a random support focus point-Cost:50k

Skills: Support

Focus points: 1

Cost: 50000⦷


Channel Point Rewards

Command Description Settings
Adopt a Hero Get a hero in game. Almost all other actions require an adopted hero.

Allowed: Noble, Wanderer

Starting Age Range: 18 to 35

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50

Starting Equipment Tier: 1

Attack Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue).

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out

Daily Gold Adds 150,000 gold to your adopted hero.

Amount: 150000⦷

Daily XP Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment.

Skills: Automatic, based on class, equipment, and existing skills

XP: 50000

Give Player Gold Transfer 25,000 gold to the streamers character, from your hero.
Heal Hero Heals your hero over time. Only works in battle, when your hero is summoned.
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.
Retire My Hero Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete.
Send Message In Game Sends a message in the game. If you have a hero then it will also show them next to the message.
Summon Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue).

Side: Streamers side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out

Tournament Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament.
Use Class Power Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay.

Classes

Paladin

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Paladin Tier 1 Example Paladin Tier 2 Example Paladin Tier 3 Example Paladin Tier 4 Example Paladin Tier 5 Example Paladin Tier 6 Example
Formation Heavy Infantry
Equipment

TwoHandedSword

Wide Fullered Broad Two Hander
Passive Power

Passive Power

Mitigation I: 95% damage

Mitigation II: 90% damage

Mitigation III: 85% damage

Mitigation IV: 80% damage

Mitigation V: 75% damage

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Rogue

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Rogue Tier 1 Example Rogue Tier 2 Example Rogue Tier 3 Example Rogue Tier 4 Example Rogue Tier 5 Example Rogue Tier 6 Example
Formation Skirmisher
Equipment

OneHandedSword

Long Saber

Shield

Cavalry Kite Shield

ThrowingKnives

Broad Bladed Throwing Knives

ThrowingKnives

Broad Bladed Throwing Knives
Passive Power

Passive Power

Fleet Footed I: Max Speed Multiplier: 125%

Fleet Footed II: Max Speed Multiplier: 150%

Fleet Footed III: Max Speed Multiplier: 175%

Fleet Footed IV: Max Speed Multiplier: 200%

Fleet Footed V: Max Speed Multiplier: 225%

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Ranger

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Ranger Tier 1 Example Ranger Tier 2 Example Ranger Tier 3 Example Ranger Tier 4 Example Ranger Tier 5 Example Ranger Tier 6 Example
Formation Ranged
Equipment

Bow

Hunting Bow

OneHandedSword

Long Saber

Arrows

Arrows

Arrows

Arrows
Passive Power

Passive Power

Ranger I: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 175% AI Wait Before Shoot Factor: 50% Ranged: 200%

Ranger IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 40% Ranged: 225%

Ranger V: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 25% Ranged: 250%

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Berserker

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Berserker Tier 1 Example Berserker Tier 2 Example Berserker Tier 3 Example Berserker Tier 4 Example Berserker Tier 5 Example Berserker Tier 6 Example
Formation Infantry
Equipment

TwoHandedAxe

Northlander Decorated Two Handed Axe

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe
Passive Power

Passive Power

Healthy I: 115% HP

Healthy II: 130% HP

Healthy III: 145% HP

Healthy IV: 160% HP

Healthy V: 175% HP

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Shadow Knight

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Shadow Knight Tier 1 Example Shadow Knight Tier 2 Example Shadow Knight Tier 3 Example Shadow Knight Tier 4 Example Shadow Knight Tier 5 Example Shadow Knight Tier 6 Example
Formation Heavy Cavalry
Equipment

TwoHandedSword

Wide Fullered Broad Two Hander

Shield

Cavalry Kite Shield
Mount

Horse

Sumpter Horse
Passive Power

Passive Power

Dread Steed I: Armor Torso: +5 Armor Head: +5 Top Speed Reach Duration: 90% Mount Charge Damage: 200% (on mount)

Dread Steed II: Armor Torso: +10 Armor Head: +10 Top Speed Reach Duration: 80% Mount Charge Damage: 300% (on mount)

Dread Steed III: Armor Torso: +15 Armor Head: +15 Top Speed Reach Duration: 70% Mount Charge Damage: 400% (on mount)

Dread Steed IV: Armor Torso: +20 Armor Head: +20 Top Speed Reach Duration: 60% Mount Charge Damage: 500% (on mount)

Dread Steed V: Armor Torso: +25 Armor Head: +25 Top Speed Reach Duration: 50% Mount Charge Damage: 600% (on mount)

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Arbalist

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Arbalist Tier 1 Example Arbalist Tier 2 Example Arbalist Tier 3 Example Arbalist Tier 4 Example Arbalist Tier 5 Example Arbalist Tier 6 Example
Formation Ranged
Equipment

Crossbow

Fine Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Passive Power

Sleight of Hand I: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 50% Reload Speed: 150%

Sleight of Hand II: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% Reload Speed: 175%

Sleight of Hand III: AI Shoot Frequency: 175% AI Wait Before Shoot Factor: 40% Reload Speed: 200%

Sleight of Hand IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 30% Reload Speed: 225%

Sleight of Hand V: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 25% Reload Speed: 250%

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Warrior

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Warrior Tier 1 Example Warrior Tier 2 Example Warrior Tier 3 Example Warrior Tier 4 Example Warrior Tier 5 Example Warrior Tier 6 Example
Formation Infantry
Equipment

OneHandedAxe

Simple Raider Battle Axe

Shield

Cavalry Kite Shield
Passive Power

Passive Power

Weapon Mastery I: Weapons Encumbrance: 90% Melee: +25

Weapon Mastery II: Weapons Encumbrance: 80% Melee: +50

Weapon Mastery III: Weapons Encumbrance: 70% Melee: +75

Weapon Mastery IV: Weapons Encumbrance: 60% Melee: +100

Weapon Mastery V: Weapons Encumbrance: 50% Melee: +125

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Monk

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Monk Tier 1 Example Monk Tier 2 Example Monk Tier 3 Example Monk Tier 4 Example Monk Tier 5 Example Monk Tier 6 Example
Formation Infantry
Equipment

TwoHandedGlaive

Two Handed Polearm
Passive Power

Passive Power

Veiled Body I: Scale 90% Movement: +25

Veiled Body II: Scale 80% Movement: +50

Veiled Body III: Scale 70% Movement: +75

Veiled Body IV: Scale 60% Movement: +100

Veiled Body V: Scale 50% Movement: +125

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Cleric

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Cleric Tier 1 Example Cleric Tier 2 Example Cleric Tier 3 Example Cleric Tier 4 Example Cleric Tier 5 Example Cleric Tier 6 Example
Formation Heavy Infantry
Equipment

OneHandedMace

Heavy Horsemans Mace

Shield

Cavalry Kite Shield
Passive Power

Passive Power

Ward of Righteousness I: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 120%

Ward of Righteousness II: Shield Ability: +50 AiUseShieldAgainstEnemyMissileProbability: 140%

Ward of Righteousness III: Shield Ability: +75 AiUseShieldAgainstEnemyMissileProbability: 160%

Ward of Righteousness IV: Shield Ability: +100 AiUseShieldAgainstEnemyMissileProbability: 180%

Ward of Righteousness V: Shield Ability: +125 AiUseShieldAgainstEnemyMissileProbability: 200%

Active Power

Active Power

[Yaulp I: 110.0% dmg / 15% Cut Through] requires Total Kills >= 20 [class: (Class, Paladin)+Total Kills < 125 [class: (Class, Paladin)

[Yaulp II: 120.0% dmg / 30% Cut Through] requires Total Kills >= 125 [class: (Class, Paladin)+Total Kills < 375 [class: (Class, Paladin)

[Yaulp III: 130.0% dmg / 45% Cut Through] requires Total Kills >= 375 [class: (Class, Paladin)+Total Kills < 875 [class: (Class, Paladin)

[Yaulp IV: 140.0% dmg / 60% Cut Through] requires Total Kills >= 875 [class: (Class, Paladin)+Total Kills < 1600 [class: (Class, Paladin)

[Yaulp V: 150.0% dmg / 75% Cut Through] requires Total Kills >= 1600 [class: (Class, Paladin)

[Expose Weakness I: 110.0% dmg / Ignore 20% Armor / 20% Unblockable] requires Total Kills >= 20 [class: (Class, Rogue)+Total Kills < 125 [class: (Class, Rogue)

[Expose Weakness II: 120.0% dmg / Ignore 40% Armor / 40% Unblockable] requires Total Kills >= 125 [class: (Class, Rogue)+Total Kills < 375 [class: (Class, Rogue)

[Expose Weakness III: 130.0% dmg / Ignore 60% Armor / 60% Unblockable] requires Total Kills >= 375 [class: (Class, Rogue)+Total Kills < 875 [class: (Class, Rogue)

[Expose Weakness IV: 140.0% dmg / Ignore 80% Armor / 80% Unblockable] requires Total Kills >= 875 [class: (Class, Rogue)+Total Kills < 1600 [class: (Class, Rogue)

[Expose Weakness V: 150.0% dmg / Ignore 100% Armor / 100% Unblockable] requires Total Kills >= 1600 [class: (Class, Rogue)

[Haste I: Combat Max Speed Multiplier: 125% Movement: +25] requires Total Kills >= 20 [class: (Class, Ranger)+Total Kills < 125 [class: (Class, Ranger)

[Haste II: Combat Max Speed Multiplier: 150% Movement: +50] requires Total Kills >= 125 [class: (Class, Ranger)+Total Kills < 375 [class: (Class, Ranger)

[Haste III: Combat Max Speed Multiplier: 175% Movement: +75] requires Total Kills >= 375 [class: (Class, Ranger)+Total Kills < 875 [class: (Class, Ranger)

[Haste IV: Combat Max Speed Multiplier: 200% Movement: +100] requires Total Kills >= 875 [class: (Class, Ranger)+Total Kills < 1600 [class: (Class, Ranger)

[Haste V: Combat Max Speed Multiplier: 225% Movement: +125] requires Total Kills >= 1600 [class: (Class, Ranger)

[Controlled Rage I: Swing Speed Multiplier: 160% AI Block Chance: 20% ] requires Total Kills >= 20 [class: (Class, Berserker)+Total Kills < 125 [class: (Class, Berserker)

[Controlled Rage II: Swing Speed Multiplier: 170% AI Block Chance: 40% ] requires Total Kills >= 125 [class: (Class, Berserker)+Total Kills < 375 [class: (Class, Berserker)

[Controlled Rage III: Swing Speed Multiplier: 180% AI Block Chance: 60% ] requires Total Kills >= 375 [class: (Class, Berserker)+Total Kills < 875 [class: (Class, Berserker)

[Controlled Rage IV: Swing Speed Multiplier: 190% AI Block Chance: 80% ] requires Total Kills >= 875 [class: (Class, Berserker)+Total Kills < 1600 [class: (Class, Berserker)

[Controlled Rage V: Swing Speed Multiplier: 200% AI Block Chance: (no change)] requires Total Kills >= 1600 [class: (Class, Berserker)

[Cleave I: AoE: 25dmg in 2m from Melee] requires Total Kills >= 20 [class: (Class, Shadow Knight)+Total Kills < 125 [class: (Class, Shadow Knight)

[Cleave II: AoE: 30dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, Shadow Knight)+Total Kills < 375 [class: (Class, Shadow Knight)

[Cleave III: AoE: 35dmg in 2m from Melee] requires Total Kills >= 375 [class: (Class, Shadow Knight)+Total Kills < 875 [class: (Class, Shadow Knight)

[Cleave IV: AoE: 40dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, Shadow Knight)+Total Kills < 1600 [class: (Class, Shadow Knight)

[Cleave V: AoE: 50dmg in 3m from Melee] requires Total Kills >= 1600 [class: (Class, Shadow Knight)

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires Total Kills >= 20 [class: (Class, Arbalist)+Total Kills < 125 [class: (Class, Arbalist)

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires Total Kills >= 125 [class: (Class, Arbalist)+Total Kills < 375 [class: (Class, Arbalist)

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires Total Kills >= 375 [class: (Class, Arbalist)+Total Kills < 875 [class: (Class, Arbalist)

[Explosive Projectiles IV: AoE: 125dmg in 4m with from Ranged] requires Total Kills >= 875 [class: (Class, Arbalist)+Total Kills < 1600 [class: (Class, Arbalist)

[Explosive Projectiles V: AoE: 150dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, Arbalist)

[Furious Discipline I: AiTryChamberAttackOnDecide: 200% Handling Multiplier: +25] requires Total Kills >= 20 [class: (Class, Warrior)+Total Kills < 125 [class: (Class, Warrior)

[Furious Discipline II: AiTryChamberAttackOnDecide: 400% Handling Multiplier: +50] requires Total Kills >= 125 [class: (Class, Warrior)+Total Kills < 375 [class: (Class, Warrior)

[Furious Discipline III: AiTryChamberAttackOnDecide: 600% Handling Multiplier: +75] requires Total Kills >= 375 [class: (Class, Warrior)+Total Kills < 875 [class: (Class, Warrior)

[Furious Discipline IV: AiTryChamberAttackOnDecide: 800% Handling Multiplier: +100] requires Total Kills >= 875 [class: (Class, Warrior)+Total Kills < 1600 [class: (Class, Warrior)

[Furious Discipline V: AiTryChamberAttackOnDecide: 1000% Handling Multiplier: +125] requires Total Kills >= 1600 [class: (Class, Warrior)

[Riposte I: Reflect 5% damage with ] requires Total Kills >= 20 [class: (Class, Monk)+Total Kills < 125 [class: (Class, Monk)

[Riposte II: Reflect 10% damage with ] requires Total Kills >= 125 [class: (Class, Monk)+Total Kills < 375 [class: (Class, Monk)

[Riposte III: Reflect 15% damage with ] requires Total Kills >= 375 [class: (Class, Monk)+Total Kills < 875 [class: (Class, Monk)

[Riposte IV: Reflect 20% damage with ] requires Total Kills >= 875 [class: (Class, Monk)+Total Kills < 1600 [class: (Class, Monk)

[Riposte V: Reflect 25% damage with ] requires Total Kills >= 1600 [class: (Class, Monk)

[Sound of Divinity I: 110.0% dmg / 5% Unblockable / 15% Stagger from Melee] requires Total Kills >= 20 [class: (Class, Cleric)+Total Kills < 125 [class: (Class, Cleric)

[Sound of Divinity II: 120.0% dmg / 10% Unblockable / 30% Stagger from Melee] requires Total Kills >= 125 [class: (Class, Cleric)+Total Kills < 375 [class: (Class, Cleric)

[Sound of Divinity III: 130.0% dmg / 15% Unblockable / 45% Stagger from Melee] requires Total Kills >= 375 [class: (Class, Cleric)+Total Kills < 875 [class: (Class, Cleric)

[Sound of Divinity IV: 140.0% dmg / 20% Unblockable / 60% Stagger from Melee] requires Total Kills >= 875 [class: (Class, Cleric)+Total Kills < 1600 [class: (Class, Cleric)

[Sound of Divinity V: 150.0% dmg / 25% Unblockable / 75% Stagger from Melee] requires Total Kills >= 1600 [class: (Class, Cleric)

[Vampiric I: Absorb 3% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 9% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 12% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 15% of damage dealt as HP] requires TotalTournament Final Wins >= 5


infantry

Basic foot soldier, the core around which every army is built.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
infantry Tier 1 Example infantry Tier 2 Example infantry Tier 3 Example infantry Tier 4 Example infantry Tier 5 Example infantry Tier 6 Example
Formation Ranged
Equipment

OneHandedSword

Long Saber

Shield

Cavalry Kite Shield
Passive Power

Healthy

Healthy I: 115% HP

Athletic I: Athletics: +25

Healthy II: 130% HP

Athletic II: Athletics: +50

Healthy III: 145% HP

Athletic III: Athletics: +100

Crush Through I: 15% Unblockable / 15% Shatter Shield

Active Power

Fireblade

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3


archer

Ranged troop, quick on their feet, can use explosive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
archer Tier 1 Example archer Tier 2 Example archer Tier 3 Example archer Tier 4 Example archer Tier 5 Example archer Tier 6 Example
Formation Ranged
Equipment

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

OneHandedAxe

Simple Raider Battle Axe
Passive Power

Fleet Footed

Fleet Footed I: Max Speed Multiplier: 125%

Ranger I: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 50% Ranged: 125%

Fleet Footed II: Max Speed Multiplier: 150%

Ranger II: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% Ranged: 150%

Fleet Footed III: Max Speed Multiplier: 175%

Ranger III: AI Shoot Frequency: 175% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


heavyarcher

Ranged troop, quick on their feet, can use explosive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
heavyarcher Tier 1 Example heavyarcher Tier 2 Example heavyarcher Tier 3 Example heavyarcher Tier 4 Example heavyarcher Tier 5 Example heavyarcher Tier 6 Example
Formation Ranged
Equipment

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Healthy

Healthy I: 115% HP

Healthy II: 130% HP

Healthy III: 145% HP

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


crossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
crossbow Tier 1 Example crossbow Tier 2 Example crossbow Tier 3 Example crossbow Tier 4 Example crossbow Tier 5 Example crossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

Fine Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

OneHandedSword

Long Saber
Passive Power

Self Healing

Vampiric I: Absorb 3% of damage dealt as HP

Ranger I: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 50% Ranged: 125%

Vampiric II: Absorb 6% of damage dealt as HP

Ranger II: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% Ranged: 150%

Vampiric II: Absorb 6% of damage dealt as HP

Ranger III: AI Shoot Frequency: 175% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Heavy Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3


heavycrossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
heavycrossbow Tier 1 Example heavycrossbow Tier 2 Example heavycrossbow Tier 3 Example heavycrossbow Tier 4 Example heavycrossbow Tier 5 Example heavycrossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

Fine Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

TwoHandedSword

Wide Fullered Broad Two Hander
Passive Power

Healthy

Healthy I: 115% HP

Healthy II: 130% HP

Healthy III: 145% HP

Active Power

Explosive Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3


cavalry

Mounted troop with a strong horse, capable of doing extra charge damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
cavalry Tier 1 Example cavalry Tier 2 Example cavalry Tier 3 Example cavalry Tier 4 Example cavalry Tier 5 Example cavalry Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Fine Steel Spear

Shield

Cavalry Kite Shield

OneHandedSword

Long Saber
Mount

Horse

Sumpter Horse
Passive Power

A Good Horse

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)

Active Power

Trample

[Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 2

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3


camelry

Mounted troop with a strong horse, capable of doing extra charge damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
camelry Tier 1 Example camelry Tier 2 Example camelry Tier 3 Example camelry Tier 4 Example camelry Tier 5 Example camelry Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Fine Steel Spear

Shield

Cavalry Kite Shield

OneHandedMace

Heavy Horsemans Mace
Mount

Camel

War Camel
Passive Power

A Good Camel

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)

Active Power

Trample

[Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 2

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3


horsearcher

Mounted ranged unit, with a good horse, that can use exposive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
horsearcher Tier 1 Example horsearcher Tier 2 Example horsearcher Tier 3 Example horsearcher Tier 4 Example horsearcher Tier 5 Example horsearcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Long Saber
Mount

Horse

Sumpter Horse
Passive Power

Mounted Archery

Ranger I: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 50% Ranged: 125%

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Ranger II: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% Ranged: 150%

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Ranger III: AI Shoot Frequency: 175% AI Wait Before Shoot Factor: 50% Ranged: 200%

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


camelarcher

Mounted ranged unit on a good camel, wielding a glaive. Can use exposive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
camelarcher Tier 1 Example camelarcher Tier 2 Example camelarcher Tier 3 Example camelarcher Tier 4 Example camelarcher Tier 5 Example camelarcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

TwoHandedGlaive

Two Handed Polearm
Mount

Camel

War Camel
Passive Power

Mounted Archery

Ranger I: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 50% Ranged: 125%

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Ranger II: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% Ranged: 150%

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Ranger III: AI Shoot Frequency: 175% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Heavy Arrows

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3


skirmisher

Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
skirmisher Tier 1 Example skirmisher Tier 2 Example skirmisher Tier 3 Example skirmisher Tier 4 Example skirmisher Tier 5 Example skirmisher Tier 6 Example
Formation Skirmisher
Equipment

TwoHandedSword

Wide Fullered Broad Two Hander

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Retribution

Retribution I: Reflect 10% damage

Retribution II: Reflect 25% damage

Retribution III: Reflect 50% damage

Explosive Projectiles I: AoE: 50dmg in 3m from Ranged

Active Power

Break Through

[Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1

[Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1

[Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2

[Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2

[Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3

[Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3


berserker

Foot soldier with lower health, that can gain health by doing damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
berserker Tier 1 Example berserker Tier 2 Example berserker Tier 3 Example berserker Tier 4 Example berserker Tier 5 Example berserker Tier 6 Example
Formation Skirmisher
Equipment

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Glass Cannon

Fragile I: 50% HP

Heavy Hitting I: 110.0% dmg

Fragile II: 65% HP

Heavy Hitting II: 125.0% dmg

Fragile III: 90% HP

Heavy Hitting III: 140.0% dmg

Imposing: Scale 120%

Knock Down I: Add: 15% Knock Down

Vampiric II: Absorb 6% of damage dealt as HP

Active Power

Berserker Rage

[Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1

[Cut Through I: 25% Unblockable] requires CLASS LEVEL 1

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 2

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3

[Cut Through III: 100% Unblockable] requires CLASS LEVEL 3


looter

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
looter Tier 1 Example looter Tier 2 Example looter Tier 3 Example looter Tier 4 Example looter Tier 5 Example looter Tier 6 Example
Formation Skirmisher
Equipment

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Grenades

Explosive Projectiles I: AoE: 50dmg in 3m from Ranged

Explosive Projectiles II: AoE: 75dmg in 3m with from Ranged

Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged

Active Power

Retribution

[Retribution I: Reflect 10% damage] requires CLASS LEVEL 1

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 2

[Retribution III: Reflect 50% damage] requires CLASS LEVEL 3


Common Config

General

Sub Boost

1

Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently.

Battle

Start With Full Health

Enabled

Whether the hero will always start with full health
Start Health Multiplier

2

Amount to multiply normal starting health by, to give heroes better staying power vs others
Start Retinue Health Multiplier

2

Amount to multiply normal retinue starting health by, to give retinue better staying power vs others
Morale Loss Factor (not implemented)

0.5

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

0

Minimum time between summons for a specific hero
Summon Cooldown Use Multiplier

1.5

How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this.
Retinue Use Heroes Formation

Disabled

Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations)

Death

Allow Death

Enabled

Whether an adopted hero is allowed to die
Final Death Chance Percent

0.5

Final death chance percent (includes vanilla chance)
Apply Death Chance To All Heroes

Enabled

Whether to apply the Death Chance changes to all heroes, not just adopted ones
Retinue Death Chance Percent

2.5

Retinue death chance percent (this determines the chance that a killing blow will actually kill the retinue, removing them from the adopted hero's retinue list)

XP

Use Raw XP

Enabled

Use raw XP values instead of adjusting by focus and attributes, also ignoring skill cap. This avoids characters getting stuck when focus and attributes are not well distributed.
Raw XP Skill Cap

330

Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap.

Kill Rewards

Gold Per Kill

5000

Gold the hero gets for every kill
XP Per Kill

5000

XP the hero gets for every kill
XP Per Killed

2000

XP the hero gets for being killed
Heal Per Kill

20

HP the hero gets for every kill
Retinue Gold Per Kill

2500

Gold the hero gets for every kill their retinue gets
Retinue Heal Per Kill

50

HP the hero's retinue gets for every kill
Relative Level Scaling

0.5

How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health.
Level Scaling Cap

5

Caps the maximum multiplier for the level difference, defaults to 5 if not specified

Battle End Rewards

Win Gold

10000

Gold won if the heroes side wins
Win XP

10000

XP the hero gets if the heroes side wins
Lose Gold

5000

Gold lost if the heroes side loses
Lose XP

5000

XP the hero gets if the heroes side loses
Difficulty Scaling On Players Side

Enabled

Apply difficulty scaling to players side
Difficulty Scaling On Enemy Side

Enabled

Apply difficulty scaling to enemy side
Difficulty Scaling

1

End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1)
Difficulty Scaling Min

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5

5000⦷

dominating 10

10000⦷

rampage 25

50000⦷

10000XP

unstoppable 50

150000⦷

50000XP

cheater 100

1000000⦷

500000XP

Achievements

Name Requirements Reward
1st Class Arbalist

Summons >= 25 [class: (Class, Arbalist)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}1st Class {ITEMNAME} (1.2x)

2nd Class Arbalist

Summons >= 15 [class: (Class, Arbalist)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}2nd Class {ITEMNAME} (1.2x)

3rd Class Arbalist

Summons >= 5 [class: (Class, Arbalist)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}3rd Class {ITEMNAME} (1x)

Arbalist

Summons >= 35 [class: (Class, Arbalist)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Arbalists {ITEMNAME} (1.3x)

Archon

Summons >= 35 [class: (Class, Cleric)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Archons {ITEMNAME} (1.3x)

Ashenhand

Summons >= 75 [class: (Class, Monk)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Ashenhands {ITEMNAME} (1.7x)

Assassin

Summons >= 25 [class: (Class, Rogue)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Assassins {ITEMNAME} (1.2x)

Blackguard

Summons >= 15 [class: (Class, Rogue)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Blackguards {ITEMNAME} (1.2x)

Bloodreaver

Summons >= 75 [class: (Class, Shadow Knight)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Bloodreavers {ITEMNAME} (1.7x)

Brawler

Summons >= 5 [class: (Class, Berserker)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCBBrawlers {ITEMNAME} (1x)

Cavalier

Summons >= 5 [class: (Class, Paladin)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Cavaliers {ITEMNAME} (1x)

Champion

Summons >= 5 [class: (Class, Warrior)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Champions {ITEMNAME} (1x)

Crusader

Summons >= 25 [class: (Class, Paladin)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Crusaders {ITEMNAME} (1.2x)

Deceiver

Summons >= 35 [class: (Class, Rogue)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Deceivers {ITEMNAME} (1.3x)

Disciple

Summons >= 5 [class: (Class, Monk)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Disciples {ITEMNAME} (1x)

Dread Lord

Summons >= 35 [class: (Class, Shadow Knight)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Dread Lords {ITEMNAME} (1.3x)

Exemplar

Summons >= 75 [class: (Class, Cleric)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Exemplars {ITEMNAME} (1.7x)

Forest Stalker

Summons >= 35 [class: (Class, Ranger)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Forest Stalkers {ITEMNAME} (1.3x)

Fury

Summons >= 35 [class: (Class, Berserker)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Furys {ITEMNAME} (1.3x)

Grandmaster

Summons >= 25 [class: (Class, Monk)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Grandmasters {ITEMNAME} (1.2x)

Grandmaster Arbalist

Summons >= 75 [class: (Class, Arbalist)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Grandmaster Arbalists {ITEMNAME} (1.7x)

Grave Lord

Summons >= 25 [class: (Class, Shadow Knight)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Grave Lords {ITEMNAME} (1.2x)

High Priest

Summons >= 25 [class: (Class, Cleric)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}High Priests {ITEMNAME} (1.2x)

Holy Defender

Summons >= 75 [class: (Class, Paladin)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Holy Defenders {ITEMNAME} (1.7x)

Huntmaster

Summons >= 75 [class: (Class, Ranger)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Huntmasters {ITEMNAME} (1.7x)

Imperator

Summons >= 75 [class: (Class, Warrior)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Imperators {ITEMNAME} (1.7x)

Juggernaut

Summons >= 75 [class: (Class, Berserker)

250000⦷

Item: Weapon: 91%, Armor: 9% Custom: 100% {=W47g8bCB}Juggernauts {ITEMNAME} (1.7x)

Knight

Summons >= 15 [class: (Class, Paladin)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Knights {ITEMNAME} (1.2x)

Lord Protector

Summons >= 35 [class: (Class, Paladin)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Lord Protectors {ITEMNAME} (1.3x)

Master

Summons >= 15 [class: (Class, Monk)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Masters {ITEMNAME} (1.2x)

Master Arbalist

Summons >= 50 [class: (Class, Arbalist)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Master Arbalists {ITEMNAME} (1.4x)

Myrmidon

Summons >= 15 [class: (Class, Warrior)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Myrmidons {ITEMNAME} (1.2x)

Nemesis

Summons >= 50 [class: (Class, Rogue)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Nemesis {ITEMNAME} (1.4x)

Outrider

Summons >= 15 [class: (Class, Ranger)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Outriders {ITEMNAME} (1.2x)

Overlord

Summons >= 35 [class: (Class, Warrior)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Overlords {ITEMNAME} (1.3x)

Pathfinder

Summons >= 5 [class: (Class, Ranger)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Pathfinders {ITEMNAME} (1x)

Plainswalker

Summons >= 50 [class: (Class, Ranger)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Plainswalkers {ITEMNAME} (1.4x)

Prelate

Summons >= 50 [class: (Class, Cleric)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Prelates {ITEMNAME} (1.4x)

Rager

Summons >= 25 [class: (Class, Berserker)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Ragers {ITEMNAME} (1.2x)

Rake

Summons >= 5 [class: (Class, Rogue)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Rakes {ITEMNAME} (1x)

Ravager

Summons >= 50 [class: (Class, Berserker)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Ravagers {ITEMNAME} (1.4x)

Reaver

Summons >= 5 [class: (Class, Shadow Knight)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reavers {ITEMNAME} (1x)

Revenant

Summons >= 15 [class: (Class, Shadow Knight)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Revenants {ITEMNAME} (1.2x)

Saint

Summons >= 50 [class: (Class, Paladin)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Saints {ITEMNAME} (1.4x)

Scourge Knight

Summons >= 50 [class: (Class, Shadow Knight)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Scourge Knights {ITEMNAME} (1.4x)

Shadowblade

Summons >= 75 [class: (Class, Rogue)

250000⦷

Item: Weapon: 83%, Armor: 8%, Mount: 8% Custom: 100% {=W47g8bCB}Shadowblades {ITEMNAME} (1.7x)

Stone Fist

Summons >= 50 [class: (Class, Monk)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Stone Fists {ITEMNAME} (1.4x)

Templar

Summons >= 15 [class: (Class, Cleric)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Templars {ITEMNAME} (1.2x)

Transcendent

Summons >= 35 [class: (Class, Monk)

75000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Transcendents {ITEMNAME} (1.3x)

Vanquisher

Summons >= 50 [class: (Class, Warrior)

100000⦷

Item: Weapon: 40%, Armor: 40%, Mount: 20% Custom: 100% {=W47g8bCB}Vanquishers {ITEMNAME} (1.4x)

Vehement

Summons >= 15 [class: (Class, Berserker)

25000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 67%, Custom: 33% {=W47g8bCB}Vehements {ITEMNAME} (1.2x)

Vicar

Summons >= 5 [class: (Class, Cleric)

5000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Vicars {ITEMNAME} (1x)

Warder

Summons >= 25 [class: (Class, Ranger)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Warders {ITEMNAME} (1.2x)

Warlord

Summons >= 25 [class: (Class, Warrior)

50000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Warlords {ITEMNAME} (1.2x)

Tournament Config

General

Start Health Multiplier

2

Amount to multiply normal starting health by
Disable Kill Rewards In Tournament

Enabled

Heroes won't get any kill rewards in tournaments
Disable Tracking Kills Tournament

Disabled

Tournament kills / deaths won't be counted towards achievements or kill streaks

Equipment

No Horses

Enabled

Remove horses completely from the BLT tournaments (the horse AI is terrible)
No Spears

Enabled

Replaces all lances and spears with swords, because lance and spear combat is terrible
Normalize Armor

Enabled

Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below)
Normalize Armor Tier

4

Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled
Randomize Weapon Types

Enabled

Randomizes the weapons used in each round, weighted based on the classes of the participants

Balancing

Previous Winner Debuffs
Skill

All

Skill or skill group to modifer (all skills in a group will be modified)
Skill Reduction Percent Per Win

10

Reduction to the skill per win (in %). See https://www.desmos.com/calculator/ajydvitcer for visualization of how skill will be modified.
Floor Percent

65

The lower limit (in %) that the skill(s) can be reduced to.
Applies skill debuffers to previous tournament winners

Round Type

Round 1 Type
Vanilla

Disabled

Allow the vanilla round setup
1 Match 4 Teams

Enabled

Allow 1 match with 4 teams of 4
2 Matches 2 Teams

Enabled

Allow 2 matches with 2 teams of 4
2 Matches 4 Teams

Enabled

Allow 2 matches with 4 teams of 2
4 Matches 2 Teams

Enabled

Allow 4 matches with 2 teams of 2
4 Matches 4 Teams

Enabled

Allow 4 matches with 4 teams of 1
8 Matches 2 Teams

Enabled

Allow 8 matches with 2 teams of 1
Round 1 Type
Round 2 Type
Vanilla

Disabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

Allow 1 match with 2 teams of 4
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 2
2 Matches 2 Teams

Enabled

Allow 2 matches with 2 teams of 2
2 Matches 4 Teams

Enabled

Allow 2 matches with 4 teams of 1
4 Matches 2 Teams

Enabled

Allow 4 matches with 2 teams of 1
Round 2 Type
Round 3 Type
Vanilla

Disabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

Allow 1 match with 2 teams of 2
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 1
2 Matches 2 Teams

Enabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

5000

Gold won if the hero wins thier match in the round
Win XP

5000

XP given if the hero wins thier match in the round
Lose XP

20000

XP given if the hero loses thier match in a round
Round 1 Rewards
Round 2 Rewards
Win Gold

7500

Gold won if the hero wins thier match in the round
Win XP

7500

XP given if the hero wins thier match in the round
Lose XP

10000

XP given if the hero loses thier match in a round
Round 2 Rewards
Round 3 Rewards
Win Gold

10000

Gold won if the hero wins thier match in the round
Win XP

10000

XP given if the hero wins thier match in the round
Lose XP

5000

XP given if the hero loses thier match in a round
Round 3 Rewards
Round 4 Rewards
Win Gold

0

Gold won if the hero wins thier match in the round
Win XP

0

XP given if the hero wins thier match in the round
Lose XP

0

XP given if the hero loses thier match in a round
Round 4 Rewards

Rewards

Win Gold

50000

Gold won if the hero wins the tournaments
Win XP

50000

XP given if the hero wins the tournaments
Participate XP

10000

XP given if the hero participates in a tournament but doesn't win
Prize

Reward Type

Weapon Weight

1

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

1

Relative proportion of rewards that will be armor
Mount Weight

0.1

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

0

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Winners prize

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting