Game rules
| Game mechanic | Details |
|---|---|
| Ally rescue and XP | Can Save Ally Duration: 8 · Act 1 XP multiplier: 1 · Act 2 XP multiplier: 1.2. |
| Army management | Ally Healing Percentage Cost: 0.2 · Ally Dismiss Percentage Cost: 0.5 · Max Active Allies: 4. |
| Battalion limits and objectives | Area Objective Max Battalions: 8 · Base Captainless Battalions: 80 · Area Objective Defend Structure Enemy Progress Multiplier At Max Support: 0.5. |
| Breakable structures | Archer Tower Base HP: 500 · Archer Tower Min Range: 0.1 · Archer Tower Max Range: 50. |
| Camp growth | Advisors Appear Chance: 0.5 · Firepit Medium Threshold: 30 · Firepit Large Threshold: 60. |
| Morale | Gain On Ally Save: 50 · Manual Cooldown: 0.75 · High Morale Threshold: 300. |
| Multiplayer scaling | 5 combat mechanics have explicit player-count scaling factors and limits. |
| Objective generation | Global Scenario Odds: 0.8 · Chance To Start Timed Objective: 0.25 · Rare Reward Odds: 0.25. |
| Player formations | Circle formation radius: 10 · Formation update frequency: 0.1. |
| Revives and hero progression | Revive Coin Cost: 50 · Revive Cost Increase: 100 · Revive Invincibility Duration: 3. |
| Run randomization | Base Rare Run Shop Chance: 0.5 · Common Box Price: 75 · Uncommon Box Price: 200. |
| Run shop | Max Run Shop Items: 6 · Max Rare Run Shop Items: 6 · Health Recovered Low: 0.3. |
| Upgrade mechanics | Chain Base Damage: 15 · Chain Tier 3 Breakable Damage Percent: 0.5 · Chain Tier 3 Breakable Duration: 10. |
| Village progression | Charger companion Spawn Chance: 0.2 · Gambler companion Spawn Chance: 0.2 · Ravager companion Spawn Chance: 0.2. |
| Vortex mechanics | Magnet Radius Offset: 3 · Center Target Offset: 0.6 · Magnet Max Angle: 65. |
No matching entries
Clear a filter or try a shorter game term.
