BLT Viewer Guide

Welcome to Bannerlord Twitch (BLT)

This is a Twitch Integration mod for Mount & Blade II: Bannerlord

The Mod allows viewers to interact with the Streamer while they are playing. This can be done with channel points and chat commands.
The primary idea is allowing you to 'adopt' a 'hero' in the game world and advancing it along with the streamer. You can upgrade your Hero equipment as you advance and will always equip the best item you have in each slot.
Each streamer is different! Read through the table of contents below to familiarize yourself with the configuration. Also check to see if the streamer has any ruleset they go by.
Once you have read the table of contents you can find how the streamer lets you get a Hero (channel points or commands). Once you have a Hero this is where you would use the !neo to find information on the classes available. Pick your !class *name of class* then !equip to get started. Now you can Summon(streamers forces) or Attack(enemy forces) when a battle begins. Sign up for Tournaments, Unlock powers and upgrade your equipment further. Your hero will remain for the campaign as long as you don't die or go missing.
If you need more information after reading this page. Ask for help

Class Path

Peasant

Recruit

Protection - Fighter - Bow - Crossbow - Juggler

Guardian - MasterYi - Robinhood - Demonhunter - Skirmisher - Cavalry - Horsearcher

Captain - Executioner - Hawkeye - Ballista - Bomber - Humvee - Howitzer - Mortar

Start as the Peasant class then you MUST take the Recruit Class.
After Recruit pick your Path: Shield(Protection) - Twohanded(Fighter) - Bow(Bow) - Crossbow(Crossbow) - Throwing(Juggler) -> Powers gained will be carried over
The 2nd stage of your Path: Shield(Guardian) - Twohanded(MasterYi) - Bow(Robinhood) - Crossbow(Demonhunter) -Throwing(Skirmisher) can be choosen. If you wish to be Mounted Melee(Cavalry) - Mounted Ranged(HorseArcher) are available as an option. -> Powers gained will be carried over BUT NOT BACK!
Now you can Select the Final stage of the Path: Shield(Captain) - Twohanded(Executioner) - Bow(Hawkeye) - Crossbow(Ballista) - Throwing(Bomber) - Mounted Melee(Humvee) - Mounted Range(Howitzer)(Mortar) *Howitzer Bow* *Mortar Crossbow*
Power access:
Peasant 20Battles/Kills
Recruit 30Battles/Kills
1st Stage: 30Battles/150Kills
2nd Stage: 30Battles/150Kills
Final Stage: 50Battles/300Kills -> just for achievement

Table of Contents

Commands

Channel Point Rewards

Classes

Peasant

Recruit

Protection

Fighter

Bow

Crossbow

Juggler

Guardian

MasterYi

Robinhood

DemonHunter

Skirmisher

Cavalry

HorseArcher

Captain

Executioner

Hawkeye

Ballista

Bomber

Humvee

Howitzer

Mortar

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Commands

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

Shows: Achievements, Tracked stats

ap Pick your desired attribute to apply your attribute point. Vigor (VIG), Control (CON), Endurance (END), Cunning (CUN), Social (SOC) or Intelligence (INT).

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

Amount: 1

Costs 225000⦷

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.
bm Buy a randomly tiered mount for your Hero. Costs 690000
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=450000⦷, 2=450000⦷, 3=450000⦷, 4=450000⦷, 5=450000⦷, 5=450000⦷, 6=450000⦷

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 (custom item index), e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command.
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.
Usage is !equip (blank for auto upgrade/tier number)
Example: !equip 1 or !equip

Tier costs: 1=550000⦷, 2=650000⦷, 3=750000⦷, 4=900000⦷, 5=1000000⦷, 6=1250000⦷

gold Show your heroes current gold.

Shows: Gold

inv Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead)

Shows: Gold, Equipment tier, Battle equipment inventory

meleef Gain one of the 3 melee focus points randomly. One Handed, Two Handed or Polearms

Skills: Melee

Focus points: 1

Cost: 69000⦷

movef Gain one of the 2 movement focus points randomly. Riding or Athletics

Skills: Movement

Focus points: 1

Cost: 69000⦷

nameitem You can use this to name your custom items.
Usage is !nameitem (custom item index) (name), for example !nameitem 3 Foehammer. The custom item index is shown in the 'customitems' command.
pf Gain one of the 5 personal focus points randomly. Smithing, Charm, Tactics, Roguery or Leadership

Skills: Personal

Focus points: 1

Cost: 69000⦷

powers Shows your available powers

Shows: Powers

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=0⦷, 2=0⦷, 3=0⦷, 4=0⦷, 5=0⦷, 6=0⦷

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.
Usage is !retinue (blank or all for auto upgrade/upgrade amount)
Example: !retinue 1 or !retinue all

Max retinue: 4

Tier costs: 1=250000⦷, 2=500000⦷, 3=1000000⦷, 4=2000000⦷, 5=4000000⦷, 5=4000000⦷, 6=8000000⦷

Allowed: Bandits, Basic troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

rf Gain one of the 3 ranged focus points randomly. Bow, Crossbow or Throwing

Skills: Ranged

Focus points: 1

Cost: 69000⦷

sa Smith a custom armor item. Costs 690000
sf Gain one of the 5 support focus points randomly. Scouting, Trading, Steward, Medicine or Engineering

Skills: Support

Focus points: 1

Cost: 69000⦷

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

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

sw Smith a custom weapon. Costs 1000000

Channel Point Rewards

Command Description Settings
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

Cost: 2500⦷

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

Clumsy Streamer can't hold Weapons for 15sec In BATTLE only!
Create a Culture Hero Adopt a Wanderer Hero, filtered by Culture. Almost all other actions require an adopted hero. Type List in confirmation box to see availability.

Viewer selects hero by culture

Newly created wanderer

Starting Age Range: 15 to 18

Starting Gold: 0

Inheritance: 80% of gold spent on equipment and retinue, up to 12 custom items

Starting Equipment Tier: 1

Starting Class:

Peasant

Starting Skills:

Skill Level
Melee 1 to 15
Ranged 1 to 15
Athletics 1 to 10
Daily Gold Adds 69,000 gold to your adopted hero.

Amount: 69000⦷

Daily XP (x3) Add 1-24000 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. This costs 6900 gold.

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

XP: 1 to 24000

Costs: 6900⦷

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.
Smith Armor (x2)
Smith Weapon
Strike Friendlies down tools for 10sec In BATTLE only!
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. Costs 15000 to enter.

Cost: 15000⦷

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

Peasant

Defending the Rice Fields

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

TwoHandedAxe

Northlander Broad Axe

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Healthy

Healthy I: 101% HP

Healthy II: 102% HP

Active Power

Ploughing

[Fleet Footed I: Max Speed Multiplier: 101% ] requires Total Kills >= 5+Total Kills <= 14

[Heavy Hitting I: 101.0% dmg from Ranged / Melee] requires Total Kills >= 5+Total Kills <= 14

[Fleet Footed II: Max Speed Multiplier: 102% ] requires Total Kills >= 15

[Heavy Hitting II: 102.0% dmg from Ranged / Melee] requires Total Kills >= 15

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124


Recruit

From Rice Fields to Battle Fields

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

TwoHandedMace

Makeshift Sledgehammer
Passive Power

Healthy

Healthy III: 103% HP

Healthy IV: 104% HP

Healthy V: 105% HP

Active Power

Training

[Fleet Footed II: Max Speed Multiplier: 102% ] requires Total Kills <= 24

[Heavy Hitting II: 102.0% dmg from Ranged / Melee] requires Total Kills <= 24

[Fleet Footed III: Max Speed Multiplier: 103% ] requires Total Kills >= 25+Total Kills <= 34

[Heavy Hitting III: 103.0% dmg from Ranged / Melee] requires Total Kills >= 25+Total Kills <= 34

[Fleet Footed IV: Max Speed Multiplier: 104% ] requires Total Kills >= 35+Total Kills <= 44

[Heavy Hitting IV: 104.0% dmg from Ranged / Melee] requires Total Kills >= 35+Total Kills <= 44

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 45

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 45

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174


Protection

Walk the path of Shield

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

OneHandedMace

Highland Mace

Shield

[EOE Shields] Almond Kite Shield, Heraldic
Passive Power

Shields

Healthy V: 105% HP

Barrier I: Shield Ability: +5 AiUseShieldAgainstEnemyMissileProbability: 105% AI Block Chance: 105% One Handed: +5

Barrier II: Shield Ability: +10 AiUseShieldAgainstEnemyMissileProbability: 110% AI Block Chance: 110% One Handed: +10

Barrier III: Shield Ability: +15 AiUseShieldAgainstEnemyMissileProbability: 115% AI Block Chance: 115% One Handed: +15

Barrier IV: Shield Ability: +20 AiUseShieldAgainstEnemyMissileProbability: 120% AI Block Chance: 120% One Handed: +20

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced IV: Armor Head: 108% Armor Torso: 108% Armor Legs: 108% Armor Arms: 108%

Throwing V: Throwing: +25

Active Power

Shieldwall

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Mitigation I: 98% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, Protection)+Total Kills <= 29 [class: (Class, Protection)

[Mitigation II: 96% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, Protection)+Total Kills <= 59 [class: (Class, Protection)

[Mitigation III: 94% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, Protection)+Total Kills <= 89 [class: (Class, Protection)

[Mitigation IV: 92% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, Protection)+Total Kills <= 119 [class: (Class, Protection)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Fighter

Walk the path of Twohanded

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

TwoHandedLance

Rus Ash Cavalry Spear - Type 3 [11th - 12th c.]

TwoHandedGlaive

Scythe
Passive Power

Pole

Healthy V: 105% HP

Encumbrance I: Armor Encumbrance: 98% Weapons Encumbrance: 98%

Polearm I: Polearm: +5

Encumbrance II: Armor Encumbrance: 96% Weapons Encumbrance: 96%

Polearm II: Polearm: +10

Encumbrance III: Armor Encumbrance: 94% Weapons Encumbrance: 94%

Polearm III: Polearm: +15

Encumbrance IV: Armor Encumbrance: 92% Weapons Encumbrance: 92%

Polearm IV: Polearm: +20

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Active Power

Thrusting

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Pole Control I: Handling Multiplier: 102% Thrust Or Ranged Ready Speed Multiplier: 102% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, Fighter)+Total Kills <= 29 [class: (Class, Fighter)

[Pole Control II: Handling Multiplier: 104% Thrust Or Ranged Ready Speed Multiplier: 104% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, Fighter)+Total Kills <= 59 [class: (Class, Fighter)

[Pole Control III: Handling Multiplier: 106% Thrust Or Ranged Ready Speed Multiplier: 106% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, Fighter)+Total Kills <= 89 [class: (Class, Fighter)

[Pole Control IV: Handling Multiplier: 108% Thrust Or Ranged Ready Speed Multiplier: 108% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, Fighter)+Total Kills <= 119 [class: (Class, Fighter)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, Fighter)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Bow

Walk the path of Bow

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

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

Dagger

Xiphos
Passive Power

Bow

Healthy V: 105% HP

Bow I: BipedalRangedReadySpeedMultiplier: 102% AiShooterError: 98% Bow: +5

Bow II: BipedalRangedReadySpeedMultiplier: 104% AiShooterError: 96% Bow: +10

Bow III: BipedalRangedReadySpeedMultiplier: 106% AiShooterError: 94% Bow: +15

Bow IV: BipedalRangedReadySpeedMultiplier: 108% AiShooterError: 92% Bow: +20

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Active Power

Arrows

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Hunter I: AI Shoot Frequency: 105% AI Wait Before Shoot Factor: 98% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, Bow)+Total Kills <= 29 [class: (Class, Bow)

[Hunter II: AI Shoot Frequency: 110% AI Wait Before Shoot Factor: 96% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, Bow)+Total Kills <= 59 [class: (Class, Bow)

[Hunter III: AI Shoot Frequency: 115% AI Wait Before Shoot Factor: 94% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, Bow)+Total Kills <= 89 [class: (Class, Bow)

[Hunter IV: AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 92% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, Bow)+Total Kills <= 119 [class: (Class, Bow)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, Bow)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Crossbow

Walk the path of Crossbow

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

Simple Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

Dagger

Xiphos
Passive Power

xbow

Healthy V: 105% HP

Crossbow I: Reload Movement Penalty: 98% BipedalRangedReloadSpeedMultiplier: 102% Crossbow: +5

Crossbow II: Reload Movement Penalty: 96% BipedalRangedReloadSpeedMultiplier: 104% Crossbow: +10

Crossbow III: Reload Movement Penalty: 94% BipedalRangedReloadSpeedMultiplier: 106% Crossbow: +15

Crossbow IV: Reload Movement Penalty: 92% BipedalRangedReloadSpeedMultiplier: 108% Crossbow: +20

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Active Power

Reload

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[RapidFIRE I: Reload Speed: 105% Weapon Inaccuracy: 98% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, Crossbow)+Total Kills <= 29 [class: (Class, Crossbow)

[RapidFIRE II: Reload Speed: 110% Weapon Inaccuracy: 96% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, Crossbow)+Total Kills <= 59 [class: (Class, Crossbow)

[RapidFIRE III: Reload Speed: 115% Weapon Inaccuracy: 94% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, Crossbow)+Total Kills <= 89 [class: (Class, Crossbow)

[RapidFIRE IV: Reload Speed: 120% Weapon Inaccuracy: 92% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, Crossbow)+Total Kills <= 119 [class: (Class, Crossbow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, Crossbow)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Juggler

Walk the path of Throwing

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

OneHandedAxe

Round Bitted Fine Steel Hatchet

ThrowingAxes

Francesca

ThrowingAxes

Francesca

ThrowingAxes

Francesca
Passive Power

Reinforce

Healthy V: 105% HP

Reinforced I: Armor Head: 102% Armor Torso: 102% Armor Legs: 102% Armor Arms: 102%

Throwing I: Throwing: +5

Reinforced II: Armor Head: 104% Armor Torso: 104% Armor Legs: 104% Armor Arms: 104%

Throwing II: Throwing: +10

Reinforced III: Armor Head: 106% Armor Torso: 106% Armor Legs: 106% Armor Arms: 106%

Throwing III: Throwing: +15

Reinforced IV: Armor Head: 108% Armor Torso: 108% Armor Legs: 108% Armor Arms: 108%

Throwing IV: Throwing: +20

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Active Power

Release

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Throwing Axes: +34 dmg from Ranged] requires Battles >= 1 [class: (Class, Juggler)

[Ranger I: AIHoldingReadyMaxDuration: 98% Ranged: +5] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, Juggler)+Total Kills <= 29 [class: (Class, Juggler)

[Ranger II: AIHoldingReadyMaxDuration: 96% Ranged: +10] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, Juggler)+Total Kills <= 59 [class: (Class, Juggler)

[Ranger III: AIHoldingReadyMaxDuration: 94% Ranged: +15] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, Juggler)+Total Kills <= 89 [class: (Class, Juggler)

[Ranger IV: AIHoldingReadyMaxDuration: 92% Ranged: +20] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, Juggler)+Total Kills <= 119 [class: (Class, Juggler)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, Juggler)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Guardian

Walk the path of Shield

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

OneHandedSword

Iron Arming Sword

Shield

[EOE Shields] Almond Kite Shield, Heraldic

OneHandedLance

Rus Pine Kapjo - Type 3 [12th - 13th c.]
Passive Power

Athlete

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced IV: Armor Head: 108% Armor Torso: 108% Armor Legs: 108% Armor Arms: 108%

Throwing V: Throwing: +25

Athletic I: Courage: 102% AiTryChamberAttackOnDecide: 102% Athletics: +5

Athletic II: Courage: 104% AiTryChamberAttackOnDecide: 104% Athletics: +10

Athletic III: Courage: 106% AiTryChamberAttackOnDecide: 106% Athletics: +15

Athletic IV: Courage: 108% AiTryChamberAttackOnDecide: 108% Athletics: +20

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Active Power

Blunt

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee I: Add: 2% Knock Back, 2% Knock Down, 2% Shrug Off, 2% Mount Rear / 2% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 10 [class: (Class, Guardian)+Total Kills <= 29 [class: (Class, Guardian)

[Blunt Melee II: Add: 4% Knock Back, 4% Knock Down, 4% Shrug Off, 4% Mount Rear / 4% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 30 [class: (Class, Guardian)+Total Kills <= 59 [class: (Class, Guardian)

[Blunt Melee III: Add: 6% Knock Back, 6% Knock Down, 6% Shrug Off, 6% Mount Rear / 6% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 60 [class: (Class, Guardian)+Total Kills <= 89 [class: (Class, Guardian)

[Blunt Melee IV: Add: 8% Knock Back, 8% Knock Down, 8% Shrug Off, 8% Mount Rear / 8% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 90 [class: (Class, Guardian)+Total Kills <= 119 [class: (Class, Guardian)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 120 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


MasterYi

Walk the path of Twohanded

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

TwoHandedSword

Sparring Twohander
Passive Power

Speed

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Fireblade I: Swing Speed Multiplier: 102% Combat Max Speed Multiplier: 102% Top Speed Reach Duration: 98% Two Handed: +5

Fireblade II: Swing Speed Multiplier: 104% Combat Max Speed Multiplier: 104% Top Speed Reach Duration: 96% Two Handed: +10

Fireblade III: Swing Speed Multiplier: 106% Combat Max Speed Multiplier: 106% Top Speed Reach Duration: 94% Two Handed: +15

Fireblade IV: Swing Speed Multiplier: 108% Combat Max Speed Multiplier: 108% Top Speed Reach Duration: 92% Two Handed: +20

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Active Power

Slash

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Sharp Melee I: Add: 2% Dismount / Ignore 2% Armor / 2% Unblockable / 2% Shatter Shield / 2% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 10 [class: (Class, MasterYi)+Total Kills <= 29 [class: (Class, MasterYi)

[Sharp Melee II: Add: 4% Dismount / Ignore 4% Armor / 4% Unblockable / 4% Shatter Shield / 4% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 30 [class: (Class, MasterYi)+Total Kills <= 59 [class: (Class, MasterYi)

[Sharp Melee III: Add: 6% Dismount / Ignore 6% Armor / 6% Unblockable / 6% Shatter Shield / 6% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 60 [class: (Class, MasterYi)+Total Kills <= 89 [class: (Class, MasterYi)

[Sharp Melee IV: Add: 8% Dismount / Ignore 8% Armor / 8% Unblockable / 8% Shatter Shield / 8% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 90 [class: (Class, MasterYi)+Total Kills <= 119 [class: (Class, MasterYi)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 120 [class: (Class, MasterYi)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Robinhood

Walk the path of Bow

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

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Iron Arming Sword
Passive Power

Bow

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Active Power

Arrows

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Sharp Projectiles I: Add: 2% Dismount / Ignore 2% Armor / 2% Unblockable / 2% Shatter Shield / 2% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 10 [class: (Class, Robinhood)+Total Kills <= 29 [class: (Class, Robinhood)

[Sharp Projectiles II: Add: 4% Dismount / Ignore 4% Armor / 4% Unblockable / 4% Shatter Shield / 4% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 30 [class: (Class, Robinhood)+Total Kills <= 59 [class: (Class, Robinhood)

[Sharp Projectiles III: Add: 6% Dismount / Ignore 6% Armor / 6% Unblockable / 6% Shatter Shield / 6% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 60 [class: (Class, Robinhood)+Total Kills <= 89 [class: (Class, Robinhood)

[Sharp Projectiles IV: Add: 8% Dismount / Ignore 8% Armor / 8% Unblockable / 8% Shatter Shield / 8% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 90 [class: (Class, Robinhood)+Total Kills <= 119 [class: (Class, Robinhood)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 120 [class: (Class, Robinhood)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


DemonHunter

Walk the path of Crossbow

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

Crossbow

Simple Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

OneHandedSword

Iron Arming Sword
Passive Power

xbow

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Active Power

Reload

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Heavy Projectiles I: Add: 2% Knock Back, 2% Knock Down, 2% Mount Rear / 2% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 10 [class: (Class, DemonHunter)+Total Kills <= 29 [class: (Class, DemonHunter)

[Heavy Projectiles II: Add: 4% Knock Back, 4% Knock Down, 4% Mount Rear / 4% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 30 [class: (Class, DemonHunter)+Total Kills <= 59 [class: (Class, DemonHunter)

[Heavy Projectiles III: Add: 6% Knock Back, 6% Knock Down, 6% Mount Rear / 6% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 60 [class: (Class, DemonHunter)+Total Kills <= 89 [class: (Class, DemonHunter)

[Heavy Projectiles IV: Add: 8% Knock Back, 8% Knock Down, 8% Mount Rear / 8% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 90 [class: (Class, DemonHunter)+Total Kills <= 119 [class: (Class, DemonHunter)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 120 [class: (Class, DemonHunter)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Skirmisher

Walk the path of Throwing

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

OneHandedSword

Iron Arming Sword

ThrowingJavelins

Baltic Pine Sulica - Leaf Type 3 [11th - 13th c.]

ThrowingJavelins

Baltic Pine Sulica - Leaf Type 3 [11th - 13th c.]

ThrowingJavelins

Baltic Pine Sulica - Leaf Type 3 [11th - 13th c.]
Passive Power

Reinforce

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Active Power

Release

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Explosive Projectiles I: AoE: 12dmg in 1m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 10 [class: (Class, Skirmisher)+Total Kills <= 29 [class: (Class, Skirmisher)

[Explosive Projectiles II: AoE: 14dmg in 2m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 30 [class: (Class, Skirmisher)+Total Kills <= 59 [class: (Class, Skirmisher)

[Explosive Projectiles III: AoE: 16dmg in 3m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 60 [class: (Class, Skirmisher)+Total Kills <= 89 [class: (Class, Skirmisher)

[Explosive Projectiles IV: AoE: 18dmg in 4m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 90 [class: (Class, Skirmisher)+Total Kills <= 119 [class: (Class, Skirmisher)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 120 [class: (Class, Skirmisher)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Cavalry

Walk the path of Mounted Melee

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

Rus Pine Kapjo - Type 3 [12th - 13th c.]

Shield

[EOE Shields] Almond Kite Shield, Heraldic

OneHandedSword

Iron Arming Sword
Mount

Horse

Camargue Trotter
Passive Power

Stabled

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced IV: Armor Head: 108% Armor Torso: 108% Armor Legs: 108% Armor Arms: 108%

Throwing V: Throwing: +25

Cav Riding I: Riding Ability: 102% Riding: +5

Cav Riding II: Riding Ability: 104% Riding: +10

Cav Riding III: Riding Ability: 106% Riding: +15

Cav Riding IV: Riding Ability: 108% Riding: +20

Cav Riding V: Riding Ability: 110% Riding: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Active Power

Racing

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Charge I: Top Speed Reach Duration: 98% Mount Charge Damage: 102% Mount Maneuver: 102% Mount Speed: 102% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, Cavalry)+Total Kills <= 29 [class: (Class, Cavalry)

[Charge AoE I: 101.0% dmg / 2% Stagger / AoE: 12dmg in 1m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, Cavalry)+Total Kills <= 29 [class: (Class, Cavalry)

[Charge II: Top Speed Reach Duration: 96% Mount Charge Damage: 104% Mount Maneuver: 104% Mount Speed: 104% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, Cavalry)+Total Kills <= 59 [class: (Class, Cavalry)

[Charge AoE II: 102.0% dmg / 4% Stagger / AoE: 14dmg in 2m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, Cavalry)+Total Kills <= 59 [class: (Class, Cavalry)

[Charge III: Top Speed Reach Duration: 94% Mount Charge Damage: 106% Mount Maneuver: 106% Mount Speed: 106% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, Cavalry)+Total Kills <= 89 [class: (Class, Cavalry)

[Charge AoE III: 103.0% dmg / 6% Stagger / AoE: 16dmg in 3m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, Cavalry)+Total Kills <= 89 [class: (Class, Cavalry)

[Charge IV: Top Speed Reach Duration: 92% Mount Charge Damage: 108% Mount Maneuver: 108% Mount Speed: 108% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, Cavalry)+Total Kills <= 119 [class: (Class, Cavalry)

[Charge AoE IV: 104.0% dmg / 8% Stagger / AoE: 18dmg in 4m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, Cavalry)+Total Kills <= 119 [class: (Class, Cavalry)

[Charge V: Top Speed Reach Duration: 90% Mount Charge Damage: 110% Mount Maneuver: 110% Mount Speed: 110% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, Cavalry)

[Charge AoE V: 105.0% dmg / 10% Stagger / AoE: 20dmg in 5m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, Cavalry)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


HorseArcher

Walk the path of Mounted Range

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

Iron Arming Sword
Mount

Horse

Camargue Trotter
Passive Power

Stabled

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

HA Riding I: Horse Archery Ability: 102% Riding: +5

HA Riding II: Horse Archery Ability: 104% Riding: +10

HA Riding III: Horse Archery Ability: 106% Riding: +15

HA Riding IV: Horse Archery Ability: 108% Riding: +20

HA Riding V: Horse Archery Ability: 110% Riding: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Active Power

Show

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Better Mount I: Top Speed Reach Duration: 98% Mount Maneuver: 102% AiRangedHorsebackMissileRange: 102% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 10 [class: (Class, HorseArcher)+Total Kills <= 29 [class: (Class, HorseArcher)

[Better Mount II: Top Speed Reach Duration: 96% Mount Maneuver: 104% AiRangedHorsebackMissileRange: 104% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, HorseArcher)+Total Kills <= 59 [class: (Class, HorseArcher)

[Better Mount III: Top Speed Reach Duration: 94% Mount Maneuver: 106% AiRangedHorsebackMissileRange: 106% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 60 [class: (Class, HorseArcher)+Total Kills <= 89 [class: (Class, HorseArcher)

[Better Mount IV: Top Speed Reach Duration: 92% Mount Maneuver: 108% AiRangedHorsebackMissileRange: 108% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 90 [class: (Class, HorseArcher)+Total Kills <= 119 [class: (Class, HorseArcher)

[Better Mount V: Top Speed Reach Duration: 90% Mount Maneuver: 110% AiRangedHorsebackMissileRange: 110% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 120 [class: (Class, HorseArcher)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Captain

Walk the path of Shield

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

OneHandedSword

Iron Arming Sword

Shield

[EOE Shields] Almond Kite Shield, Heraldic

OneHandedLance

Rus Pine Kapjo - Type 3 [12th - 13th c.]

ThrowingJavelins

Baltic Pine Sulica - Leaf Type 3 [11th - 13th c.]
Passive Power

Athlete

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced IV: Armor Head: 108% Armor Torso: 108% Armor Legs: 108% Armor Arms: 108%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

HealthPlus I: 106% HP

BarrierPlus I: Shield Ability: +30 AiUseShieldAgainstEnemyMissileProbability: 130% AI Block Chance: 130% One Handed: +30

AthleticPlus I: Courage: 115% AiTryChamberAttackOnDecide: 115% Athletics: +30

HealthPlus II: 107% HP

BarrierPlus II: Shield Ability: +35 AiUseShieldAgainstEnemyMissileProbability: 135% AI Block Chance: 135% One Handed: +35

AthleticPlus II: Courage: 120% AiTryChamberAttackOnDecide: 120% Athletics: +35

HealthPlus III: 108% HP

BarrierPlus III: Shield Ability: +40 AiUseShieldAgainstEnemyMissileProbability: 140% AI Block Chance: 140% One Handed: +40

AthleticPlus III: Courage: 130% AiTryChamberAttackOnDecide: 130% Athletics: +40

HealthPlus IV: 109% HP

BarrierPlus IV: Shield Ability: +45 AiUseShieldAgainstEnemyMissileProbability: 145% AI Block Chance: 145% One Handed: +45

AthleticPlus IV: Courage: 140% AiTryChamberAttackOnDecide: 140% Athletics: +45

HealthPlus V: 110% HP

BarrierPlus V: Shield Ability: +50 AiUseShieldAgainstEnemyMissileProbability: 150% AI Block Chance: 150% One Handed: +50

AthleticPlus V: Courage: 150% AiTryChamberAttackOnDecide: 150% Athletics: +50

Active Power

Blunt

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Captain)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Captain)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills <= 9 [class: (Class, Captain)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills <= 9 [class: (Class, Captain)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills <= 9 [class: (Class, Captain)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 10 [class: (Class, Captain)+Total Kills <= 49 [class: (Class, Captain)

[HeavyPlus I: 106.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 10 [class: (Class, Captain)+Total Kills <= 49 [class: (Class, Captain)

[MitigationPlus I: 80% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 10 [class: (Class, Captain)+Total Kills <= 49 [class: (Class, Captain)

[ControlPlus I: Handling Multiplier: 115% Thrust Or Ranged Ready Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 10 [class: (Class, Captain)+Total Kills <= 49 [class: (Class, Captain)

[Blunt MeleePlus I: Add: 15% Knock Back, 15% Knock Down, 15% Shrug Off, 15% Mount Rear / 15% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 10 [class: (Class, Captain)+Total Kills <= 49 [class: (Class, Captain)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 50 [class: (Class, Captain)+Total Kills <= 99 [class: (Class, Captain)

[HeavyPlus II: 107.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 50 [class: (Class, Captain)+Total Kills <= 99 [class: (Class, Captain)

[MitigationPlus II: 70% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 50 [class: (Class, Captain)+Total Kills <= 99 [class: (Class, Captain)

[ControlPlus II: Handling Multiplier: 120% Thrust Or Ranged Ready Speed Multiplier: 120% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 50 [class: (Class, Captain)+Total Kills <= 99 [class: (Class, Captain)

[Blunt MeleePlus II: Add: 20% Knock Back, 20% Knock Down, 20% Shrug Off, 20% Mount Rear / 20% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 50 [class: (Class, Captain)+Total Kills <= 99 [class: (Class, Captain)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 100 [class: (Class, Captain)+Total Kills <= 149 [class: (Class, Captain)

[HeavyPlus III: 108.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 100 [class: (Class, Captain)+Total Kills <= 149 [class: (Class, Captain)

[MitigationPlus III: 60% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 100 [class: (Class, Captain)+Total Kills <= 149 [class: (Class, Captain)

[ControlPlus III: Handling Multiplier: 130% Thrust Or Ranged Ready Speed Multiplier: 130% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 100 [class: (Class, Captain)+Total Kills <= 149 [class: (Class, Captain)

[Blunt MeleePlus III: Add: 30% Knock Back, 30% Knock Down, 30% Shrug Off, 30% Mount Rear / 30% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 100 [class: (Class, Captain)+Total Kills <= 149 [class: (Class, Captain)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 150 [class: (Class, Captain)+Total Kills <= 199 [class: (Class, Captain)

[HeavyPlus IV: 109.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 150 [class: (Class, Captain)+Total Kills <= 199 [class: (Class, Captain)

[MitigationPlus IV: 45% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 150 [class: (Class, Captain)+Total Kills <= 199 [class: (Class, Captain)

[ControlPlus IV: Handling Multiplier: 140% Thrust Or Ranged Ready Speed Multiplier: 140% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, Captain)+Total Kills <= 199 [class: (Class, Captain)

[Blunt MeleePlus IV: Add: 40% Knock Back, 40% Knock Down, 40% Shrug Off, 40% Mount Rear / 40% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 150 [class: (Class, Captain)+Total Kills <= 199 [class: (Class, Captain)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 200 [class: (Class, Captain)

[HeavyPlus V: 110.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 200 [class: (Class, Captain)

[MitigationPlus V: 30% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 200 [class: (Class, Captain)

[ControlPlus V: Handling Multiplier: 150% Thrust Or Ranged Ready Speed Multiplier: 150% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 200 [class: (Class, Captain)

[Blunt MeleePlus V: Add: 50% Knock Back, 50% Knock Down, 50% Shrug Off, 50% Mount Rear / 50% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)+Total Kills >= 200 [class: (Class, Captain)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Executioner

Walk the path of Twohanded

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

TwoHandedAxe

Northlander Broad Axe

ThrowingAxes

Francesca
Passive Power

Speed

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Fragile I: 97% HP

EncumbrancePlus I: Armor Encumbrance: 80% Weapons Encumbrance: 80%

PolearmPlus I: Polearm: +30

FirebladePlus I: Swing Speed Multiplier: 115% Combat Max Speed Multiplier: 115% Top Speed Reach Duration: 85% Two Handed: +30

Fragile II: 94% HP

EncumbrancePlus II: Armor Encumbrance: 70% Weapons Encumbrance: 70%

PolearmPlus II: Polearm: +35

FirebladePlus II: Swing Speed Multiplier: 120% Combat Max Speed Multiplier: 120% Top Speed Reach Duration: 80% Two Handed: +35

Fragile III: 91% HP

EncumbrancePlus III: Armor Encumbrance: 60% Weapons Encumbrance: 60%

PolearmPlus III: Polearm: +40

FirebladePlus III: Swing Speed Multiplier: 130% Combat Max Speed Multiplier: 130% Top Speed Reach Duration: 70% Two Handed: +40

Fragile IV: 88% HP

EncumbrancePlus IV: Armor Encumbrance: 45% Weapons Encumbrance: 45%

PolearmPlus IV: Polearm: +45

FirebladePlus IV: Swing Speed Multiplier: 140% Combat Max Speed Multiplier: 140% Top Speed Reach Duration: 60% Two Handed: +45

Fragile V: 85% HP

EncumbrancePlus V: Armor Encumbrance: 30% Weapons Encumbrance: 30%

PolearmPlus V: Polearm: +50

FirebladePlus V: Swing Speed Multiplier: 150% Combat Max Speed Multiplier: 150% Top Speed Reach Duration: 50% Two Handed: +50

Active Power

Slash

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Executioner)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Executioner)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills <= 9 [class: (Class, Executioner)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills <= 9 [class: (Class, Executioner)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 10 [class: (Class, Executioner)+Total Kills <= 49 [class: (Class, Executioner)

[HeavyPlus I: 106.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 10 [class: (Class, Executioner)+Total Kills <= 49 [class: (Class, Executioner)

[ControlPlus I: Handling Multiplier: 115% Thrust Or Ranged Ready Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 10 [class: (Class, Executioner)+Total Kills <= 49 [class: (Class, Executioner)

[Sharp MeleePlus I: Add: 15% Dismount / Ignore 15% Armor / 15% Unblockable / 15% Shatter Shield / 15% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 10 [class: (Class, Executioner)+Total Kills <= 49 [class: (Class, Executioner)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 50 [class: (Class, Executioner)+Total Kills <= 99 [class: (Class, Executioner)

[HeavyPlus II: 107.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 50 [class: (Class, Executioner)+Total Kills <= 99 [class: (Class, Executioner)

[ControlPlus II: Handling Multiplier: 120% Thrust Or Ranged Ready Speed Multiplier: 120% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 50 [class: (Class, Executioner)+Total Kills <= 99 [class: (Class, Executioner)

[Sharp MeleePlus II: Add: 20% Dismount / Ignore 20% Armor / 20% Unblockable / 20% Shatter Shield / 20% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 50 [class: (Class, Executioner)+Total Kills <= 99 [class: (Class, Executioner)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 100 [class: (Class, Executioner)+Total Kills <= 149 [class: (Class, Executioner)

[HeavyPlus III: 108.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 100 [class: (Class, Executioner)+Total Kills <= 149 [class: (Class, Executioner)

[ControlPlus III: Handling Multiplier: 130% Thrust Or Ranged Ready Speed Multiplier: 130% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 100 [class: (Class, Executioner)+Total Kills <= 149 [class: (Class, Executioner)

[Sharp MeleePlus III: Add: 30% Dismount / Ignore 30% Armor / 30% Unblockable / 30% Shatter Shield / 30% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 100 [class: (Class, Executioner)+Total Kills <= 149 [class: (Class, Executioner)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 150 [class: (Class, Executioner)+Total Kills <= 199 [class: (Class, Executioner)

[HeavyPlus IV: 109.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 150 [class: (Class, Executioner)+Total Kills <= 199 [class: (Class, Executioner)

[ControlPlus IV: Handling Multiplier: 140% Thrust Or Ranged Ready Speed Multiplier: 140% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 150 [class: (Class, Executioner)+Total Kills <= 199 [class: (Class, Executioner)

[Sharp MeleePlus IV: Add: 40% Dismount / Ignore 40% Armor / 40% Unblockable / 40% Shatter Shield / 40% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 150 [class: (Class, Executioner)+Total Kills <= 199 [class: (Class, Executioner)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 200 [class: (Class, Executioner)

[HeavyPlus V: 110.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 200 [class: (Class, Executioner)

[ControlPlus V: Handling Multiplier: 150% Thrust Or Ranged Ready Speed Multiplier: 150% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 200 [class: (Class, Executioner)

[Sharp MeleePlus V: Add: 50% Dismount / Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)+Total Kills >= 200 [class: (Class, Executioner)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Hawkeye

Walk the path of Bow

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

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

TwoHandedSword

Sparring Twohander
Passive Power

Bow

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

HealthPlus I: 106% HP

BowPlus I: BipedalRangedReadySpeedMultiplier: 115% AiShooterError: 85% Bow: +30

HealthPlus II: 107% HP

BowPlus II: BipedalRangedReadySpeedMultiplier: 120% AiShooterError: 80% Bow: +35

HealthPlus III: 108% HP

BowPlus III: BipedalRangedReadySpeedMultiplier: 130% AiShooterError: 70% Bow: +40

HealthPlus IV: 109% HP

BowPlus IV: BipedalRangedReadySpeedMultiplier: 140% AiShooterError: 60% Bow: +45

HealthPlus V: 110% HP

BowPlus V: BipedalRangedReadySpeedMultiplier: 150% AiShooterError: 50% Bow: +50

Active Power

Arrows

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Hawkeye)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Hawkeye)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills <= 9 [class: (Class, Hawkeye)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills <= 9 [class: (Class, Hawkeye)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 10 [class: (Class, Hawkeye)+Total Kills <= 49 [class: (Class, Hawkeye)

[HeavyPlus I: 106.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 10 [class: (Class, Hawkeye)+Total Kills <= 49 [class: (Class, Hawkeye)

[HunterPlus I: AI Shoot Frequency: 135% AI Wait Before Shoot Factor: 80% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 10 [class: (Class, Hawkeye)+Total Kills <= 49 [class: (Class, Hawkeye)

[Sharp ProjectilesPlus I: Add: 15% Dismount / Ignore 15% Armor / 15% Unblockable / 15% Shatter Shield / 15% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 10 [class: (Class, Hawkeye)+Total Kills <= 49 [class: (Class, Hawkeye)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 50 [class: (Class, Hawkeye)+Total Kills <= 99 [class: (Class, Hawkeye)

[HeavyPlus II: 107.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 50 [class: (Class, Hawkeye)+Total Kills <= 99 [class: (Class, Hawkeye)

[HunterPlus II: AI Shoot Frequency: 145% AI Wait Before Shoot Factor: 70% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 50 [class: (Class, Hawkeye)+Total Kills <= 99 [class: (Class, Hawkeye)

[Sharp ProjectilesPlus II: Add: 20% Dismount / Ignore 20% Armor / 20% Unblockable / 20% Shatter Shield / 20% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 50 [class: (Class, Hawkeye)+Total Kills <= 99 [class: (Class, Hawkeye)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 100 [class: (Class, Hawkeye)+Total Kills <= 149 [class: (Class, Hawkeye)

[HeavyPlus III: 108.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 100 [class: (Class, Hawkeye)+Total Kills <= 149 [class: (Class, Hawkeye)

[HunterPlus III: AI Shoot Frequency: 155% AI Wait Before Shoot Factor: 60% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 100 [class: (Class, Hawkeye)+Total Kills <= 149 [class: (Class, Hawkeye)

[Sharp ProjectilesPlus III: Add: 30% Dismount / Ignore 30% Armor / 30% Unblockable / 30% Shatter Shield / 30% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 100 [class: (Class, Hawkeye)+Total Kills <= 149 [class: (Class, Hawkeye)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 150 [class: (Class, Hawkeye)+Total Kills <= 199 [class: (Class, Hawkeye)

[HeavyPlus IV: 109.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 150 [class: (Class, Hawkeye)+Total Kills <= 199 [class: (Class, Hawkeye)

[HunterPlus IV: AI Shoot Frequency: 170% AI Wait Before Shoot Factor: 45% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 150 [class: (Class, Hawkeye)+Total Kills <= 199 [class: (Class, Hawkeye)

[Sharp ProjectilesPlus IV: Add: 40% Dismount / Ignore 40% Armor / 40% Unblockable / 40% Shatter Shield / 40% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 150 [class: (Class, Hawkeye)+Total Kills <= 199 [class: (Class, Hawkeye)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 200 [class: (Class, Hawkeye)

[HeavyPlus V: 110.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 200 [class: (Class, Hawkeye)

[HunterPlus V: AI Shoot Frequency: 190% AI Wait Before Shoot Factor: 30% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 200 [class: (Class, Hawkeye)

[Sharp ProjectilesPlus V: Add: 50% Dismount / Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills >= 200 [class: (Class, Hawkeye)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Ballista

Walk the path of Crossbow

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

Crossbow

Simple Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

TwoHandedSword

Sparring Twohander
Passive Power

xbow

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

HealthPlus I: 106% HP

CrossbowPlus I: Reload Movement Penalty: 85% BipedalRangedReloadSpeedMultiplier: 115% Crossbow: +30

HealthPlus II: 107% HP

CrossbowPlus II: Reload Movement Penalty: 80% BipedalRangedReloadSpeedMultiplier: 120% Crossbow: +35

HealthPlus III: 108% HP

CrossbowPlus III: Reload Movement Penalty: 70% BipedalRangedReloadSpeedMultiplier: 130% Crossbow: +40

HealthPlus IV: 109% HP

CrossbowPlus IV: Reload Movement Penalty: 60% BipedalRangedReloadSpeedMultiplier: 140% Crossbow: +45

HealthPlus V: 110% HP

CrossbowPlus V: Reload Movement Penalty: 50% BipedalRangedReloadSpeedMultiplier: 150% Crossbow: +50

Active Power

Reload

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Ballista)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Ballista)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills <= 9 [class: (Class, Ballista)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills <= 9 [class: (Class, Ballista)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 10 [class: (Class, Ballista)+Total Kills <= 49 [class: (Class, Ballista)

[HeavyPlus I: 106.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 10 [class: (Class, Ballista)+Total Kills <= 49 [class: (Class, Ballista)

[RapidFIREPlus I: Reload Speed: 135% Weapon Inaccuracy: 80% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 10 [class: (Class, Ballista)+Total Kills <= 49 [class: (Class, Ballista)

[Heavy ProjectilesPlus I: Add: 15% Knock Back, 15% Knock Down, 15% Mount Rear / 15% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 10 [class: (Class, Ballista)+Total Kills <= 49 [class: (Class, Ballista)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 50 [class: (Class, Ballista)+Total Kills <= 99 [class: (Class, Ballista)

[HeavyPlus II: 107.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 50 [class: (Class, Ballista)+Total Kills <= 99 [class: (Class, Ballista)

[RapidFIREPlus II: Reload Speed: 145% Weapon Inaccuracy: 70% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 50 [class: (Class, Ballista)+Total Kills <= 99 [class: (Class, Ballista)

[Heavy ProjectilesPlus II: Add: 20% Knock Back, 20% Knock Down, 20% Mount Rear / 20% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 50 [class: (Class, Ballista)+Total Kills <= 99 [class: (Class, Ballista)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 100 [class: (Class, Ballista)+Total Kills <= 149 [class: (Class, Ballista)

[HeavyPlus III: 108.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 100 [class: (Class, Ballista)+Total Kills <= 149 [class: (Class, Ballista)

[RapidFIREPlus III: Reload Speed: 155% Weapon Inaccuracy: 60% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 100 [class: (Class, Ballista)+Total Kills <= 149 [class: (Class, Ballista)

[Heavy ProjectilesPlus III: Add: 30% Knock Back, 30% Knock Down, 30% Mount Rear / 30% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 100 [class: (Class, Ballista)+Total Kills <= 149 [class: (Class, Ballista)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 150 [class: (Class, Ballista)+Total Kills <= 199 [class: (Class, Ballista)

[HeavyPlus IV: 109.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 150 [class: (Class, Ballista)+Total Kills <= 199 [class: (Class, Ballista)

[RapidFIREPlus IV: Reload Speed: 170% Weapon Inaccuracy: 45% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 150 [class: (Class, Ballista)+Total Kills <= 199 [class: (Class, Ballista)

[Heavy ProjectilesPlus IV: Add: 40% Knock Back, 40% Knock Down, 40% Mount Rear / 40% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 150 [class: (Class, Ballista)+Total Kills <= 199 [class: (Class, Ballista)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 200 [class: (Class, Ballista)

[HeavyPlus V: 110.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 200 [class: (Class, Ballista)

[RapidFIREPlus V: Reload Speed: 190% Weapon Inaccuracy: 30% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 200 [class: (Class, Ballista)

[Heavy ProjectilesPlus V: Add: 50% Knock Back, 50% Knock Down, 50% Mount Rear / 50% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills >= 200 [class: (Class, Ballista)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Bomber

Walk the path of Throwing

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Reinforce

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

HealthPlus I: 106% HP

ReinforcedPlus I: Armor Head: 115% Armor Torso: 115% Armor Legs: 115% Armor Arms: 115%

ThrowingPlus I: Throwing: +30

Fists I: 160.0% dmg from Melee

HealthPlus II: 107% HP

ReinforcedPlus II: Armor Head: 120% Armor Torso: 120% Armor Legs: 120% Armor Arms: 120%

ThrowingPlus II: Throwing: +35

Fists II: 170.0% dmg from Melee

HealthPlus III: 108% HP

ReinforcedPlus III: Armor Head: 130% Armor Torso: 130% Armor Legs: 130% Armor Arms: 130%

ThrowingPlus III: Throwing: +40

Fists III: 180.0% dmg from Melee

HealthPlus IV: 109% HP

ReinforcedPlus IV: Armor Head: 140% Armor Torso: 140% Armor Legs: 140% Armor Arms: 140%

ThrowingPlus IV: Throwing: +45

Fists IV: 190.0% dmg from Melee

HealthPlus V: 110% HP

ReinforcedPlus V: Armor Head: 150% Armor Torso: 150% Armor Legs: 150% Armor Arms: 150%

ThrowingPlus V: Throwing: +50

Fists V: 200.0% dmg from Melee

Active Power

Release

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Bomber)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Bomber)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills <= 9 [class: (Class, Bomber)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills <= 9 [class: (Class, Bomber)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 10 [class: (Class, Bomber)+Total Kills <= 49 [class: (Class, Bomber)

[RangerPlus I: AIHoldingReadyMaxDuration: 80% Ranged: +30] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 10 [class: (Class, Bomber)+Total Kills <= 49 [class: (Class, Bomber)

[Explosive ProjectilesPlus I: 106.0% dmg / +69 dmg / AoE: 25dmg in 6m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 10 [class: (Class, Bomber)+Total Kills <= 49 [class: (Class, Bomber)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 50 [class: (Class, Bomber)+Total Kills <= 99 [class: (Class, Bomber)

[RangerPlus II: AIHoldingReadyMaxDuration: 70% Ranged: +35] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 50 [class: (Class, Bomber)+Total Kills <= 99 [class: (Class, Bomber)

[Explosive ProjectilesPlus II: 107.0% dmg / +69 dmg / AoE: 30dmg in 7m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 50 [class: (Class, Bomber)+Total Kills <= 99 [class: (Class, Bomber)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 100 [class: (Class, Bomber)+Total Kills <= 149 [class: (Class, Bomber)

[RangerPlus III: AIHoldingReadyMaxDuration: 60% Ranged: +40] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 100 [class: (Class, Bomber)+Total Kills <= 149 [class: (Class, Bomber)

[Explosive ProjectilesPlus III: 108.0% dmg / +69 dmg / AoE: 35dmg in 8m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 100 [class: (Class, Bomber)+Total Kills <= 149 [class: (Class, Bomber)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 150 [class: (Class, Bomber)+Total Kills <= 199 [class: (Class, Bomber)

[RangerPlus IV: AIHoldingReadyMaxDuration: 45% Ranged: +45] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 150 [class: (Class, Bomber)+Total Kills <= 199 [class: (Class, Bomber)

[Explosive ProjectilesPlus IV: 109.0% dmg / +69 dmg / AoE: 40dmg in 9m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 150 [class: (Class, Bomber)+Total Kills <= 199 [class: (Class, Bomber)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 200 [class: (Class, Bomber)

[RangerPlus V: AIHoldingReadyMaxDuration: 30% Ranged: +50] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 200 [class: (Class, Bomber)

[Explosive ProjectilesPlus V: 110.0% dmg / +69 dmg / AoE: 50dmg in 10m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)+Total Kills >= 200 [class: (Class, Bomber)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Humvee

Walk the path of Mounted Melee

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

TwoHandedGlaive

Scythe

ThrowingJavelins

Baltic Pine Sulica - Leaf Type 3 [11th - 13th c.]

OneHandedLance

Rus Pine Kapjo - Type 3 [12th - 13th c.]

Shield

[EOE Shields] Almond Kite Shield, Heraldic
Mount

Horse

Camargue Trotter
Passive Power

Stabled

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced IV: Armor Head: 108% Armor Torso: 108% Armor Legs: 108% Armor Arms: 108%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

Cav Riding V: Riding Ability: 110% Riding: +25

HealthPlus I: 106% HP

PolearmPlus I: Polearm: +30

Cav RidingPlus I: Riding Ability: 115% Riding: +30

HealthPlus II: 107% HP

PolearmPlus II: Polearm: +35

Cav RidingPlus II: Riding Ability: 120% Riding: +35

HealthPlus III: 108% HP

PolearmPlus III: Polearm: +40

Cav RidingPlus III: Riding Ability: 130% Riding: +40

HeavyPlus IV: 109.0% dmg from Ranged / Melee

PolearmPlus IV: Polearm: +45

Cav RidingPlus IV: Riding Ability: 140% Riding: +45

HealthPlus V: 110% HP

PolearmPlus V: Polearm: +50

Cav RidingPlus V: Riding Ability: 150% Riding: +50

Active Power

Racing

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Humvee)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Humvee)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills <= 9 [class: (Class, Humvee)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Charge V: Top Speed Reach Duration: 90% Mount Charge Damage: 110% Mount Maneuver: 110% Mount Speed: 110% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills <= 9 [class: (Class, Humvee)

[Charge AoE V: 105.0% dmg / 10% Stagger / AoE: 20dmg in 5m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills <= 9 [class: (Class, Humvee)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 10 [class: (Class, Humvee)+Total Kills <= 49 [class: (Class, Humvee)

[HeavyPlus I: 106.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 10 [class: (Class, Humvee)+Total Kills <= 49 [class: (Class, Humvee)

[ControlPlus I: Handling Multiplier: 115% Thrust Or Ranged Ready Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 10 [class: (Class, Humvee)+Total Kills <= 49 [class: (Class, Humvee)

[ChargePlus I: Top Speed Reach Duration: 85% Mount Charge Damage: 135% Mount Maneuver: 115% Mount Speed: 115% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 10 [class: (Class, Humvee)+Total Kills <= 49 [class: (Class, Humvee)

[Charge AoEPlus I: 106.0% dmg / 15% Stagger / AoE: 25dmg in 6m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 10 [class: (Class, Humvee)+Total Kills <= 49 [class: (Class, Humvee)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 50 [class: (Class, Humvee)+Total Kills <= 99 [class: (Class, Humvee)

[HeavyPlus II: 107.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 50 [class: (Class, Humvee)+Total Kills <= 99 [class: (Class, Humvee)

[ControlPlus II: Handling Multiplier: 120% Thrust Or Ranged Ready Speed Multiplier: 120% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 50 [class: (Class, Humvee)+Total Kills <= 99 [class: (Class, Humvee)

[ChargePlus II: Top Speed Reach Duration: 80% Mount Charge Damage: 145% Mount Maneuver: 120% Mount Speed: 120% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 50 [class: (Class, Humvee)+Total Kills <= 99 [class: (Class, Humvee)

[Charge AoEPlus II: 107.0% dmg / 20% Stagger / AoE: 30dmg in 7m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 50 [class: (Class, Humvee)+Total Kills <= 99 [class: (Class, Humvee)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 100 [class: (Class, Humvee)+Total Kills <= 149 [class: (Class, Humvee)

[HeavyPlus III: 108.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 100 [class: (Class, Humvee)+Total Kills <= 149 [class: (Class, Humvee)

[ControlPlus III: Handling Multiplier: 130% Thrust Or Ranged Ready Speed Multiplier: 130% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 100 [class: (Class, Humvee)+Total Kills <= 149 [class: (Class, Humvee)

[ChargePlus III: Top Speed Reach Duration: 70% Mount Charge Damage: 155% Mount Maneuver: 130% Mount Speed: 130% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 100 [class: (Class, Humvee)+Total Kills <= 149 [class: (Class, Humvee)

[Charge AoEPlus III: 108.0% dmg / 30% Stagger / AoE: 35dmg in 8m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 100 [class: (Class, Humvee)+Total Kills <= 149 [class: (Class, Humvee)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 150 [class: (Class, Humvee)+Total Kills <= 199 [class: (Class, Humvee)

[HeavyPlus IV: 109.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 150 [class: (Class, Humvee)+Total Kills <= 199 [class: (Class, Humvee)

[ControlPlus IV: Handling Multiplier: 140% Thrust Or Ranged Ready Speed Multiplier: 140% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 150 [class: (Class, Humvee)+Total Kills <= 199 [class: (Class, Humvee)

[ChargePlus IV: Top Speed Reach Duration: 60% Mount Charge Damage: 170% Mount Maneuver: 140% Mount Speed: 140% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 150 [class: (Class, Humvee)+Total Kills <= 199 [class: (Class, Humvee)

[Charge AoEPlus IV: 109.0% dmg / 40% Stagger / AoE: 40dmg in 9m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 150 [class: (Class, Humvee)+Total Kills <= 199 [class: (Class, Humvee)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 200 [class: (Class, Humvee)

[HeavyPlus V: 110.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 200 [class: (Class, Humvee)

[ControlPlus V: Handling Multiplier: 150% Thrust Or Ranged Ready Speed Multiplier: 150% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 200 [class: (Class, Humvee)

[ChargePlus V: Top Speed Reach Duration: 50% Mount Charge Damage: 190% Mount Maneuver: 150% Mount Speed: 150% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 200 [class: (Class, Humvee)

[Charge AoEPlus V: 110.0% dmg / 50% Stagger / AoE: 50dmg in 10m from Charge] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Cavalry)+Total Kills >= 200 [class: (Class, Humvee)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Howitzer

Walk the path of Mounted Range

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

Bow

Hunting Bow

Arrows

Arrows

Arrows

Arrows

TwoHandedSword

Sparring Twohander
Mount

Horse

Camargue Trotter
Passive Power

Stabled

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

HA Riding V: Horse Archery Ability: 110% Riding: +25

HealthPlus I: 106% HP

BowPlus I: BipedalRangedReadySpeedMultiplier: 115% AiShooterError: 85% Bow: +30

HA RidingPlus I: Horse Archery Ability: 115% Riding: +30

HealthPlus II: 107% HP

BowPlus II: BipedalRangedReadySpeedMultiplier: 120% AiShooterError: 80% Bow: +35

HA RidingPlus II: Horse Archery Ability: 120% Riding: +35

HealthPlus III: 108% HP

BowPlus III: BipedalRangedReadySpeedMultiplier: 130% AiShooterError: 70% Bow: +40

HA RidingPlus III: Horse Archery Ability: 130% Riding: +40

HealthPlus IV: 109% HP

BowPlus IV: BipedalRangedReadySpeedMultiplier: 140% AiShooterError: 60% Bow: +45

HA RidingPlus IV: Horse Archery Ability: 140% Riding: +45

HealthPlus V: 110% HP

BowPlus V: BipedalRangedReadySpeedMultiplier: 150% AiShooterError: 50% Bow: +50

HA RidingPlus V: Horse Archery Ability: 150% Riding: +50

Active Power

Show

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Howitzer)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Howitzer)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills <= 9 [class: (Class, Howitzer)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)+Total Kills <= 9 [class: (Class, Howitzer)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Better Mount V: Top Speed Reach Duration: 90% Mount Maneuver: 110% AiRangedHorsebackMissileRange: 110% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills <= 9 [class: (Class, Howitzer)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Howitzer)+Total Kills <= 49 [class: (Class, Howitzer)

[HeavyPlus I: 106.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Howitzer)+Total Kills <= 49 [class: (Class, Howitzer)

[HunterPlus I: AI Shoot Frequency: 135% AI Wait Before Shoot Factor: 80% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Howitzer)+Total Kills <= 49 [class: (Class, Howitzer)

[Sharp ProjectilesPlus I: Add: 15% Dismount / Ignore 15% Armor / 15% Unblockable / 15% Shatter Shield / 15% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Howitzer)+Total Kills <= 49 [class: (Class, Howitzer)

[Better MountPlus I: Top Speed Reach Duration: 85% Mount Maneuver: 115% AiRangedHorsebackMissileRange: 135% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Howitzer)+Total Kills <= 49 [class: (Class, Howitzer)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Howitzer)+Total Kills <= 99 [class: (Class, Howitzer)

[HeavyPlus II: 107.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Howitzer)+Total Kills <= 99 [class: (Class, Howitzer)

[HunterPlus II: AI Shoot Frequency: 145% AI Wait Before Shoot Factor: 70% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Howitzer)+Total Kills <= 99 [class: (Class, Howitzer)

[Sharp ProjectilesPlus II: Add: 20% Dismount / Ignore 20% Armor / 20% Unblockable / 20% Shatter Shield / 20% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, HorseArcher)+Total Kills <= 99 [class: (Class, HorseArcher)

[Better MountPlus II: Top Speed Reach Duration: 80% Mount Maneuver: 120% AiRangedHorsebackMissileRange: 145% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Howitzer)+Total Kills <= 99 [class: (Class, Howitzer)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Howitzer)+Total Kills <= 149 [class: (Class, Howitzer)

[HeavyPlus III: 108.0% dmg from Ranged / Melee] requires Total Kills >= 150 [class: (Class, Recruit)+Total Kills >= 30 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Howitzer)+Total Kills <= 149 [class: (Class, Howitzer)

[HunterPlus III: AI Shoot Frequency: 155% AI Wait Before Shoot Factor: 60% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Howitzer)+Total Kills <= 149 [class: (Class, Howitzer)

[Sharp ProjectilesPlus III: Add: 30% Dismount / Ignore 30% Armor / 30% Unblockable / 30% Shatter Shield / 30% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Howitzer)+Total Kills <= 149 [class: (Class, Howitzer)

[Better MountPlus III: Top Speed Reach Duration: 70% Mount Maneuver: 130% AiRangedHorsebackMissileRange: 155% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Howitzer)+Total Kills <= 149 [class: (Class, Howitzer)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Howitzer)+Total Kills <= 199 [class: (Class, Howitzer)

[HeavyPlus IV: 109.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Howitzer)+Total Kills <= 199 [class: (Class, Howitzer)

[HunterPlus IV: AI Shoot Frequency: 170% AI Wait Before Shoot Factor: 45% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Howitzer)+Total Kills <= 199 [class: (Class, Howitzer)

[Sharp ProjectilesPlus IV: Add: 40% Dismount / Ignore 40% Armor / 40% Unblockable / 40% Shatter Shield / 40% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Howitzer)+Total Kills <= 199 [class: (Class, Howitzer)

[Better MountPlus IV: Top Speed Reach Duration: 60% Mount Maneuver: 140% AiRangedHorsebackMissileRange: 170% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Howitzer)+Total Kills <= 199 [class: (Class, Howitzer)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Howitzer)

[HeavyPlus V: 110.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Howitzer)

[HunterPlus V: AI Shoot Frequency: 190% AI Wait Before Shoot Factor: 30% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Howitzer)

[Sharp ProjectilesPlus V: Add: 50% Dismount / Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Howitzer)

[Better MountPlus V: Top Speed Reach Duration: 50% Mount Maneuver: 150% AiRangedHorsebackMissileRange: 190% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Howitzer)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


Mortar

Walk the path of Mounted Range

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

Crossbow

Simple Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

TwoHandedSword

Sparring Twohander
Mount

Horse

Camargue Trotter
Passive Power

Stabled

Healthy V: 105% HP

Barrier V: Shield Ability: +25 AiUseShieldAgainstEnemyMissileProbability: 125% AI Block Chance: 125% One Handed: +25

Encumbrance V: Armor Encumbrance: 90% Weapons Encumbrance: 90%

Polearm V: Polearm: +25

Bow V: BipedalRangedReadySpeedMultiplier: 110% AiShooterError: 90% Bow: +25

Crossbow V: Reload Movement Penalty: 90% BipedalRangedReloadSpeedMultiplier: 110% Crossbow: +25

Reinforced V: Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110%

Throwing V: Throwing: +25

Athletic V: Courage: 110% AiTryChamberAttackOnDecide: 110% Athletics: +25

Fireblade V: Swing Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Top Speed Reach Duration: 90% Two Handed: +25

HA Riding V: Horse Archery Ability: 110% Riding: +25

HealthPlus I: 106% HP

CrossbowPlus I: Reload Movement Penalty: 85% BipedalRangedReloadSpeedMultiplier: 115% Crossbow: +30

HA RidingPlus I: Horse Archery Ability: 115% Riding: +30

HealthPlus II: 107% HP

CrossbowPlus II: Reload Movement Penalty: 80% BipedalRangedReloadSpeedMultiplier: 120% Crossbow: +35

HA RidingPlus II: Horse Archery Ability: 120% Riding: +35

HealthPlus III: 108% HP

CrossbowPlus III: Reload Movement Penalty: 70% BipedalRangedReloadSpeedMultiplier: 130% Crossbow: +40

HA RidingPlus III: Horse Archery Ability: 130% Riding: +40

HealthPlus IV: 109% HP

CrossbowPlus IV: Reload Movement Penalty: 60% BipedalRangedReloadSpeedMultiplier: 140% Crossbow: +45

HA RidingPlus IV: Horse Archery Ability: 140% Riding: +45

HealthPlus V: 110% HP

CrossbowPlus V: Reload Movement Penalty: 50% BipedalRangedReloadSpeedMultiplier: 150% Crossbow: +50

HA RidingPlus V: Horse Archery Ability: 150% Riding: +50

Active Power

Show

[Fleet Footed V: Max Speed Multiplier: 105% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Mortar)

[Heavy Hitting V: 105.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills <= 9 [class: (Class, Mortar)

[Mitigation V: 90% damage] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)

[Pole Control V: Handling Multiplier: 110% Thrust Or Ranged Ready Speed Multiplier: 110% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)

[Hunter V: AI Shoot Frequency: 125% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)

[RapidFIRE V: Reload Speed: 125% Weapon Inaccuracy: 90% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills <= 9 [class: (Class, Mortar)

[Ranger V: AIHoldingReadyMaxDuration: 90% Ranged: +25] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)

[Blunt Melee V: Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear / 10% Stagger from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Protection)+Total Kills >= 150 [class: (Class, Guardian)

[Sharp Melee V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Fighter)+Total Kills >= 150 [class: (Class, MasterYi)

[Sharp Projectiles V: Add: 10% Dismount / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Bow)+Total Kills >= 150 [class: (Class, Robinhood)

[Heavy Projectiles V: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear / 10% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Crossbow)+Total Kills >= 150 [class: (Class, DemonHunter)+Total Kills <= 9 [class: (Class, Mortar)

[Explosive Projectiles V: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, Juggler)+Total Kills >= 150 [class: (Class, Skirmisher)

[Better Mount V: Top Speed Reach Duration: 90% Mount Maneuver: 110% AiRangedHorsebackMissileRange: 110% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills <= 9 [class: (Class, Mortar)

[FleetPlus I: Max Speed Multiplier: 107% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Mortar)+Total Kills <= 49 [class: (Class, Mortar)

[HeavyPlus I: 106.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Mortar)+Total Kills <= 49 [class: (Class, Mortar)

[RapidFIREPlus I: Reload Speed: 135% Weapon Inaccuracy: 80% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Mortar)+Total Kills <= 49 [class: (Class, Mortar)

[Heavy ProjectilesPlus I: Add: 15% Knock Back, 15% Knock Down, 15% Mount Rear / 15% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Mortar)+Total Kills <= 49 [class: (Class, Mortar)

[Better MountPlus I: Top Speed Reach Duration: 85% Mount Maneuver: 115% AiRangedHorsebackMissileRange: 135% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 10 [class: (Class, Mortar)+Total Kills <= 49 [class: (Class, Mortar)

[FleetPlus II: Max Speed Multiplier: 109% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Mortar)+Total Kills <= 99 [class: (Class, Mortar)

[HeavyPlus II: 107.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Mortar)+Total Kills <= 99 [class: (Class, Mortar)

[RapidFIREPlus II: Reload Speed: 145% Weapon Inaccuracy: 70% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Mortar)+Total Kills <= 99 [class: (Class, Mortar)

[Heavy ProjectilesPlus II: Add: 20% Knock Back, 20% Knock Down, 20% Mount Rear / 20% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Mortar)+Total Kills <= 99 [class: (Class, Mortar)

[Better MountPlus II: Top Speed Reach Duration: 80% Mount Maneuver: 120% AiRangedHorsebackMissileRange: 145% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 50 [class: (Class, Mortar)+Total Kills <= 99 [class: (Class, Mortar)

[FleetPlus III: Max Speed Multiplier: 111% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Mortar)+Total Kills <= 149 [class: (Class, Mortar)

[HeavyPlus III: 108.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Mortar)+Total Kills <= 149 [class: (Class, Mortar)

[RapidFIREPlus III: Reload Speed: 155% Weapon Inaccuracy: 60% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Mortar)+Total Kills <= 149 [class: (Class, Mortar)

[Heavy ProjectilesPlus III: Add: 30% Knock Back, 30% Knock Down, 30% Mount Rear / 30% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Mortar)+Total Kills <= 149 [class: (Class, Mortar)

[Better MountPlus III: Top Speed Reach Duration: 70% Mount Maneuver: 130% AiRangedHorsebackMissileRange: 155% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 100 [class: (Class, Mortar)+Total Kills <= 149 [class: (Class, Mortar)

[FleetPlus IV: Max Speed Multiplier: 113% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Mortar)+Total Kills <= 199 [class: (Class, Mortar)

[HeavyPlus IV: 109.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Mortar)+Total Kills <= 199 [class: (Class, Mortar)

[RapidFIREPlus IV: Reload Speed: 170% Weapon Inaccuracy: 45% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Mortar)+Total Kills <= 199 [class: (Class, Mortar)

[Heavy ProjectilesPlus IV: Add: 40% Knock Back, 40% Knock Down, 40% Mount Rear / 40% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Mortar)+Total Kills <= 199 [class: (Class, Mortar)

[Better MountPlus IV: Top Speed Reach Duration: 60% Mount Maneuver: 140% AiRangedHorsebackMissileRange: 170% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 150 [class: (Class, Mortar)+Total Kills <= 199 [class: (Class, Mortar)

[FleetPlus V: Max Speed Multiplier: 115% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Mortar)

[HeavyPlus V: 110.0% dmg from Ranged / Melee] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Mortar)

[RapidFIREPlus V: Reload Speed: 190% Weapon Inaccuracy: 30% ] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Mortar)

[Heavy ProjectilesPlus V: Add: 50% Knock Back, 50% Knock Down, 50% Mount Rear / 50% Stagger from Ranged] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Mortar)

[Better MountPlus V: Top Speed Reach Duration: 50% Mount Maneuver: 150% AiRangedHorsebackMissileRange: 190% (on mount)] requires Total Kills >= 30 [class: (Class, Recruit)+Total Kills >= 150 [class: (Class, HorseArcher)+Total Kills >= 200 [class: (Class, Mortar)

[Vampiric I: Absorb 1% of damage dealt as HP] requires Total Deaths >= 25+Total Deaths <= 74

[Vampiric II: Absorb 2% of damage dealt as HP] requires Total Deaths >= 75+Total Deaths <= 124

[Vampiric III: Absorb 3% of damage dealt as HP] requires Total Deaths >= 125+Total Deaths <= 174

[Vampiric IV: Absorb 4% of damage dealt as HP] requires Total Deaths >= 175+Total Deaths <= 224

[Vampiric V: Absorb 5% of damage dealt as HP] requires Total Deaths >= 225


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

0.8

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

0.5

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

10

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

50

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

500

Gold the hero gets for every kill
XP Per Kill

1

XP the hero gets for every kill
XP Per Killed

1

XP the hero gets for being killed
Heal Per Kill

0

HP the hero gets for every kill
Retinue Gold Per Kill

2

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

0

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

0.3

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

6

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

Battle End Rewards

Win Gold

5000

Gold won if the heroes side wins
Win XP

3

XP the hero gets if the heroes side wins
Lose Gold

2500

Gold lost if the heroes side loses
Lose XP

1

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

0.5

Min difficulty scaling multiplier
Difficulty Scaling Max

2

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Getting Started 10

5000⦷

Warmed Up 50

25000⦷

On Fire 100

50000⦷

Achievements

Name Requirements Reward
Ballista!

Battles >= 50 [class: (Class, Ballista)

Total Kills >= 300 [class: (Class, Ballista)

300000⦷

Battle Ready!

Battles >= 55

750000⦷

Bomber!

Battles >= 50 [class: (Class, Bomber)

Total Kills >= 300 [class: (Class, Bomber)

300000⦷

Bow!

Battles >= 30 [class: (Class, Bow)

Total Kills >= 150 [class: (Class, Bow)

150000⦷

Captain!

Battles >= 50 [class: (Class, Captain)

Total Kills >= 300 [class: (Class, Captain)

300000⦷

Cavalry!

Battles >= 30 [class: (Class, Cavalry)

Total Kills >= 150 [class: (Class, Cavalry)

100000⦷

Combat Apparel!

Battles >= 25

650000⦷

Crossbow!

Battles >= 30 [class: (Class, Crossbow)

Total Kills >= 150 [class: (Class, Crossbow)

150000⦷

DemonHunter!

Battles >= 30 [class: (Class, DemonHunter)

Total Kills >= 150 [class: (Class, DemonHunter)

100000⦷

Executioner!

Battles >= 50 [class: (Class, Executioner)

Total Kills >= 300 [class: (Class, Executioner)

300000⦷

Fighter!

Battles >= 30 [class: (Class, Fighter)

Total Kills >= 150 [class: (Class, Fighter)

150000⦷

Guardian!

Battles >= 30 [class: (Class, Guardian)

Total Kills >= 150 [class: (Class, Guardian)

100000⦷

Hawkeye!

Battles >= 50 [class: (Class, Hawkeye)

Total Kills >= 300 [class: (Class, Hawkeye)

300000⦷

HorseArcher!

Battles >= 30 [class: (Class, HorseArcher)

Total Kills >= 150 [class: (Class, HorseArcher)

100000⦷

Howitzer!

Battles >= 50 [class: (Class, Howitzer)

Total Kills >= 300 [class: (Class, Howitzer)

300000⦷

Humvee!

Battles >= 50 [class: (Class, Humvee)

Total Kills >= 300 [class: (Class, Humvee)

300000⦷

Into Training!

Battles >= 20 [class: (Class, Peasant)

Total Kills >= 20 [class: (Class, Peasant)

450000⦷

Juggler!

Battles >= 30 [class: (Class, Juggler)

Total Kills >= 150 [class: (Class, Juggler)

150000⦷

Life After Death!

Total Deaths >= 225

1000000⦷

Loyal

Summons >= 70

70000⦷

Item: Armor: 100% Tier 6: 45%, Custom: 55% {=IvV04W31}{ITEMNAME} of Fealty (1x)

MasterYi!

Battles >= 30 [class: (Class, MasterYi)

Total Kills >= 150 [class: (Class, MasterYi)

100000⦷

Mortar!

Battles >= 50 [class: (Class, Mortar)

Total Kills >= 300 [class: (Class, Mortar)

300000⦷

Protection!

Battles >= 30 [class: (Class, Protection)

Total Kills >= 150 [class: (Class, Protection)

150000⦷

Rebellious

Attacks >= 20

20000⦷

Reliable

Summons >= 10

10000⦷

Renegade

Attacks >= 80

80000⦷

Item: Armor: 100% Tier 6: 45%, Custom: 55% {=UQtSgnog}Renegades {ITEMNAME} (1x)

Robinhood!

Battles >= 30 [class: (Class, Robinhood)

Total Kills >= 150 [class: (Class, Robinhood)

100000⦷

Skirmisher!

Battles >= 30 [class: (Class, Skirmisher)

Total Kills >= 150 [class: (Class, Skirmisher)

100000⦷

Stream Sniper

Total Streamer Kills >= 5

Traitorous

Attacks >= 50

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Trusted

Summons >= 40

40000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Unlock Path!

Battles >= 30 [class: (Class, Recruit)

Total Kills >= 30 [class: (Class, Recruit)

450000⦷