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Warlords
Warlords Domination - Cinematic Trailer Minecraft Animation05:03

Warlords Domination - Cinematic Trailer Minecraft Animation

"Warlords takes Minecraft minigames to the next level, featuring our very own custom 3D textured weapons, custom sounds, and many other exciting features within our custom resourcepack. This minigame offers three different gamemodes, Capture the Flag, Team Deathmatch and Domination.

After your epic battles have ended you can test your luck in the lobby to repair your weapons in an attempt to gain one of custom 3D textured legendary weapons!"

Warlords is a competitive minigame on the Hypixel server inspired by World of Warcraft: Warlords of Draenor.

Modes Edit

Capture The Flag Edit

In Capture the Flag you are required to steal the opposing team's flag and bring it back to your base, capturing it. You cannot capture the opponents flag if they have stolen yours. Keep your flag safe at all costs! Overtime, players who have the flag (flag carriers) will get a damage boost of 10% This will increase overtime as well (20%, 30%). If you successfully capture the opposing team's flag, you will gain +250 points for your team. You can gain points by killing players (+5) as well. Gain 1000 points for your team to win the game!

  • 1 kill = 5 points
  • Flag capture = 250 points
  • 1st team with 1000 points wins

TIP: When rushing for the flag, make sure to collect the Speed boost because if you don't you will die instantly. When you have the flag, you will become a major target for the enemy team. Also remember to work AS A TEAM. Allocate people to defend and attack. 5 defending and 7 attacking is a combo, but always remember to work as a team and stay together. Communication is vital.

  • CTF Mini - 12v12
  • CTF Mega - 16v16

Domination Edit

In Domination, you are required capture/dominate the 5 control points that are located around the battlefield.

  • Point capture = 1*2^(<points captured> - 1) points per second
  • 1st team with 2000 points wins
  • 30v30

The current control points are as follows:

  • Stables
  • Mines
  • Blacksmith
  • Lumbermill
  • Farm

Keep control point is 'neutral' at the start of the game. You team needs to 'assault' each control point. After standing on a control point for a few seconds, the game will broadcast control point has been assaulted by your team. After 40 seconds it will be captured. Each control point you capture adds to your score multiplier per second. You don't gain any points for killing players. Gain a score of 2000 points and your team wins! 

TIP: Make sure to memorize the map and look for the control point beacons. Always remember to work as a team and communicate. Have someone defending you control points at all times so you can protect it for sometime and alert your team to assist you.

Team Deathmatch Edit

In Team Death Match, your aim is to gain as many points as you can for your team by killed players of the opposite team. Reach 1000 points and you win the game!

  • 1 kill = 15 points
  • 1st team with 1000 points wins
  • 14v14

Classes & Upgrades Edit

Costs Edit

Each skill/combat upgrade costs coins. Remember that these upgrades DON'T carry over to each class, each upgrade increases your class level by 1.

Warlords lobby

Warlords lobby

Skill upgrades: Edit

  1. 1560 coins
  2. 2350 coins
  3. 3750 coins, requires lv5
  4. 6400 coins, requires lv15
  5. 11500 coins, requires lv25
  6. 21900 coins, requires lv35
  7. 43750 coins, requires lv45
  8. 97900 coins, requires lv55
  9. 202500 coins, requires lv80
Warlords class selection

Class selection

Class combat upgrades: Edit

  1. 780 coins
  2. 1175 coins
  3. 1875 coins, requires lv5
  4. 3200 coins, requires lv15
  5. 5750 coins, requires lv25
  6. 10950 coins, requires lv35
  7. 21875 coins, requires lv45
  8. 45950 coins, requires lv55
  9. 101250 coins, requires lv80
Warlords shop

Shop

Earning coins Edit

Method Amount
Kill 4 coins
Assist 4 coins
Flag capture 20 coins
Reaching 250 point mark in any gamemode 20 coins
Lose 20 coins
Win 200 coins

Mage Edit

The mage has access to powerful Arcane, Fire, Ice and Water magic.

Skills that are shared for all mage specializations:

Name Description and upgrades Energy cost / Cooldown
Time Warp

(3rd)

Activate to place a time rune on the ground. After 5 seconds, you will warp back to that location and restore 20% of your health.

Upgrade: Cooldown is reduced and it restores additional health.

  1. -1.56% cooldown, +0.62% hp restored
  2. -3.12% cooldown, +1.25% hp restored
  3. -4.69% cooldown, +1.88% hp restored
  4. -6.25% cooldown, +2.5% hp restored
  5. -7.81% cooldown, +3.12% hp restored
  6. -9.38% cooldown, +3.75% hp restored
  7. -10.94% cooldown, +4.38% hp restored
  8. -12.5% cooldown, +5% hp resotred
  9. -25% cooldown, +10% hp restored
15 / 50s
Arcane Shield

(4th)

Surround yourself with arcane energy, creating a shield that will absorb up to <30% of your maximum health> incoming damage. Lasts 6 seconds.

Upgrade: Protects additional health.

  1. +1.25% hp protected
  2. +2.5% hp protected
  3. +3.75% hp protected
  4. +5% hp protected
  5. +6.25% hp protected
  6. +7.5% hp protected
  7. +8.75% hp protected
  8. +10% hp protected
  9. +20% hp protected
20 / 40s

Pyromancer Edit

  • Health: 4000
  • Energy: 100 / +10 per sec / +7 per hit
  • Cost: free

Simply put, the Pyromancer is a Glass Cannon. With one of the lowest starting health of all the classes (tied for last with the Aquamancer and Shaman's Thunderlord specialization), the Pyromancer cannot stand toe to toe with the better-armored and better equipped Paladin and Warrior specializations. Instead, the class tends to lend itself better to fighting from behind the lines of the more tanky specializations, raining hellfire down on your foes with Fireballs and Flame Bursts. If you are forced into melee however, you can temporarily transform yourself into a weak swordsman by creating a shield of magic to absorb damage and wreathing your blade (or mace or axe or spear) in molten metal. And when that inevitably fails, you can always run away with a time warp, which will give a significant heal.

Pyromancer skills:

Name Description and upgrades Energy cost / cooldown
Fireball

(1st)

Shoot a fireball that will explode for x - x damage. A direct hit will cause the enemy to take an additional 15% extra damage. Has an optimal range of 50 blocks.

Upgrade: Increases damage.

  1. +1.25% damage
  2. +2.5% damage
  3. +3.75% damage
  4. +5% damage
  5. +6.25% damage
  6. +7.5% damage
  7. +8.75% damage
  8. +10% damage
  9. +20% damage
35 / -
Flame Burst

(2nd)

Launch a flame burst that will explode for X - X damage. The critical chance increases by 1% for each travelled block. Up to 100%.

Upgrade: Increases crit multiplier and reduces cooldown.

  1. +2.19% crit multiplier, -1.56% cooldown
  2. +4.38% crit multiplier, -3.12% cooldown
  3. +6.56% crit multiplier, -4.69% cooldown
  4. +8.75% crit multiplier, -6.25% cooldown
  5. +10.94% crit multiplier, -7.81% cooldown
  6. +13.12% crit multiplier, -9.38% cooldown
  7. +15.31% crit multiplier, -10.94% cooldown
  8. +17.5% crit multiplier, -12.25% cooldown
  9. +35% crit multiplier, -25% cooldown
30 / 15s
Inferno

(ult)

Combust into a molten inferno, increasing your Crit Chance by 25% and your Crit Multiplier by 50% for (10?)s.

Upgrade: Increases crit multiplier and it's duration.

  1. +0.94% crit multiplier, +3.12% duration
  2. +1.88% crit multiplier, +6.25% duration
  3. +2.81% crit multiplier, +9.38% duration
  4. +3.75% crit multiplier, +12.5% duration
  5. +4.69% crit multiplier, +15.62% duration
  6. +5.62% crit multiplier, +18.75% duration
  7. +6.59% crit multiplier, +21.88% duration
  8. +7.5% crit multiplier, +25% duration
  9. +15% crit multiplier, +50% duration
- / 60s

Cryomancer Edit

  • Health: 4500
  • Energy: 100 / +10 per sec / +7 per hit
  • Damage taken: -20%
  • Cost: 5000 coins

Where the Pyromancer and Aquamancer can't take any damage, the Cryomancer must. While their base health is still a pathetic 4500, Cryomancer's enjoy a 20% reduction in all damage taken, allowing them to use their powerful spells even while under heavy attack. In addition, the Cryomancer's spells slow the opponents by almost half, making them a great ally to have when the battle turns sour. Their Arcane Shield and Ice Barrier spells also allow for them to gain an additional 60% damage reduction for a short time, while their Time Warp spell allows them a bait and switch style retreat. All in all, a perfect front line battle mage.

Cryomancer skills:

Name Description and upgrades Energy cost / cooldown
Frostbolt

(1st)

Shoot a frostbolt that will shatter for X - X damage and slow by 15% for 2s. A direct hit will cause the enemy to take an additional 30% extra damage. Has an optimal range of 30 blocks.

Upgrade: Increases damage and slow effectiveness.

  1. +0.62% damage, +0.62% slow
  2. +1.25% damage, +1.25% slow
  3. +1.88% damage, +1.88% slow
  4. +2.5% damage, +2.5% slow
  5. +3.12% damage, +3.12% slow
  6. +3.75% damage, +3.75% slow
  7. +4.38% damage, +4.38% slow
  8. +5% damage, +5% slow
  9. +10% damage, +10% slow
35 / -
Freezing Breath

(2nd)

Breathe cold air in a cone in front of you, dealing X - X damage to all enemies hit and slowing them by 30% for 4s.

Upgrade: Increases slow effectiveness and reduces cooldown.

  1. +0.94% slow, -3.12% cooldown
  2. +1.88% slow, -6.25% cooldown
  3. +2.81% slow, -9.38% cooldown
  4. +3.75% slow, -12.5% cooldown
  5. +4.69% slow, -15.62% cooldown
  6. +5.62% slow, -18.75% cooldown
  7. +6.56% slow, -21.88% cooldown
  8. +7.5% slow, -25% cooldown
  9. +10% slow, -50% cooldown
30 / 15s
Ice Barrier

(ult)

Surround yourselft with a layer of col air, reducing damage taken by 30%. While active, taking melee damage reduces the attacker's movement speed by 40% for 2s. Lasts 6s.

Upgrade: Reduces more damage.

  1. +2% damage reduction
  2. +4% damage reduction
  3. +6% damage reduction
  4. +8% damage reduction
  5. +10% damage reduction
  6. +12% damage reduction
  7. +14% damage reduction
  8. +16% damage reduction
  9. +20% damage reduction
- / 60s

Aquamancer Edit

  • Health: 4000
  • Energy: 140 / +10 per sec / +5 per hit
  • Cost: 15000 coins

A healing-oriented Mage specialization that uses Water spells to heal allies and deal minor damage to enemies. The Aquamancer has a low 4000 health, and a -20% damage. Its energy is decent getting 10 per second and 5 per hit with a max of 140 . The Aquamancer class is not good for 1 on 1 fighting and/or in melee combat alone.

Aquamancer skills:

Name Description and upgrades Energy cost / cooldown
Water Bolt

(1st)

Shoot a bolt of water that will burst for X - X damage and restore X - X health to allies. Has an optimal range of 40 blocks. A direct hit will cause 30% increased healing or damage to the target hit.

Upgrade: Increases healing.

  1. +1.25% health restored
  2. +2.5% health restored
  3. +3.75% health restored
  4. +5% health restored
  5. +6.25% health restored
  6. +7.5% health restored
  7. +8.75% health restored
  8. +10% health restored
  9. +20% health restored
45 / -
Water Breath

(2nd)

Breathe water in a cone in front of you, knocking back enemies and restoring X - X health to yourself and all allies hit.

Upgrade: Increases healing and crit chance.

  1. +0.62% health restored, +0.31% crit chance
  2. +1.25% health restored, +0.62% crit chance
  3. +1.88% health restored, +0.94% crit chance
  4. +2.5% health restored, +1.25% crit chance
  5. +3.12% health restored, +1.56% crit chance
  6. +3.75% health restored, +1.88% crit chance
  7. +4.38% health restored, +2.19% crit chance
  8. +5% health restored, +2.5% crit chance
  9. +10% health restored, +5% crit chance
30 / 15s
Healing Rain

(ult)

Conjure rain at the targeted location that will restore X - X health every second to allies. Lasts 10s.

Upgrade: Reduces cooldown.

  1. -1.56% cooldown
  2. -3.12% cooldown
  3. -4.69% cooldown
  4. -6.25% cooldown
  5. -7.81% cooldown
  6. -9.38% cooldown
  7. -10.94% cooldown
  8. -12.5% cooldown
  9. -25% cooldown
- / 120s

Warrior Edit

The Warrior uses brute force to overpower his opponents in melee combat or to defend his allies.

Skills that are shared for all warrior specializations:(Ground Slam decreases energy cost per upgrade rather than damage for the Defender spec.

Name Description and upgrades Energy cost / cooldown
Wounding Strike

(1st)

Strike the targeted enemy player, causing X - X damage and wounding them for 3 seconds. A wounded player receives 25% less healing for the duration of the effect.

Upgrade: Increases damage and crit chance.

  1. +0.94% damage, +0.31% crit chance
  2. +1.88% damage, +0.62% crit chance
  3. +2.81% damage, +0.94% crit chance
  4. +3.75% damage, +1.25% crit chance
  5. +4.69% damage, +1.56% crit chance
  6. +5.62% damage, +1.88% crit chance
  7. +6.56% damage, +2.19% crit chance
  8. +7.5% damage, +2.5% crit chance
  9. +15% damage, +5% crit chance
50 / -
Seismic Wave

(2nd)

Send a wave of incredible force forward that deals X - X damage to all enemies hit and knocks them back slightly.

Upgrade: Increases crit multiplier and crit chance.

  1. +3.12% crit multiplier, +0.31% crit chance
  2. +6.25% crit multiplier, +0.62% crit chance
  3. +9.38% crit multiplier, +0.94% crit chance
  4. +12.5% crit multiplier, +1.25% crit chance
  5. +15.62% crit multiplier, +1.56% crit chance
  6. +18.75% crit multiplier, +1.88% crit chance
  7. +21.88% crit multiplier, +2.19% crit chance
  8. +25% crit multiplier, +2.5% crit chance
  9. +50% crit multiplier, +5% crit chance
30 / 15s
Ground Slam

(3rd)

Slam the ground, creating a schockwave around you that deals X - X damage and knocks enemies back slightly.

Upgrade: Increases damage and reduces cooldown.

  1. +1.56% damage, -1.56% cooldown
  2. +3.12% damage, -3.12% cooldown
  3. +4.69% damage, -4.69% cooldown
  4. +6.25% damage, -6.25% cooldown
  5. +7.81% damage, -7.81% cooldown
  6. +9.38% damage, -9.38% cooldown
  7. +10.94% damage, -10.94% cooldown
  8. +12.5% damage, -12.5% cooldown
  9. +25% damage, -25% cooldown
30 / 16s

Berserker Edit

  • Health: 5000
  • Energy: 100 / +10 per sec / +10 per hit
  • Damage: +10%
  • Cost: free

A damage-oriented warrior dealing high damage and efficient energy per hit. It has a base 5000 health. Every second and hit the Berserker regenerates 10 energy, with a starting max energy of 100. Deals 10% extra damage and has powerful spells that can be used on multiple enemies at once.

Berserker skills:

Name Description and upgrades Energy cost / cooldown
Blood Lust

(4th)

You lust for blood, healing yourself for 40% of all the damage you deal. Lasts 12s.

Upgrade: Increases healing and duration.

  1. +1.56% dmg into health, +1.56% duration
  2. +3.12% dmg into health, +3.12% duration
  3. +4.69% dmg into health, +4.69% duration
  4. +6.25% dmg into health, +6.25% duration
  5. +7.81% dmg into health, +7.81% duration
  6. +9.38% dmg into health, +9.38% duration
  7. +10.94% dmg into health, +10.94% duration
  8. +12.5% dmg into health, +12.5% duration
  9. +25% dmg into health, +25% duration
10 / 40s
Berserk

(ult)

You go into a berserker rage for a while. Increases your damage by 25%, crit chance by 15%, and movement speed by 30%. While active, you also take 10% more damage. Lasts 12s.

Upgrade: Increases duration.

  1. +3.12% duration
  2. +6.25% duration
  3. +9.38% duration
  4. +12.5% duration
  5. +15.62% duration
  6. +18.75% duration
  7. +21.88% duration
  8. +25% duration
  9. +50% duration
15 / 60s

Defender Edit

  • Health: 5500
  • Energy: 100 / +10 per sec / +10 per hit
  • Damage taken: -20%
  • Cost: 15000 coins

A defense-oriented Warrior specialization that can protect teammates by mitigating damage and intercepting hits. Has more health as the Berserker; 5500. It gets 10 energy per every second and every hit with a max of 100. The Defender takes 20% less damage from hits, fall damage and enemy spells.

Defender skills:

Name Description and upgrades Energy cost / Cooldown
Intervene

(4th)

Protect the targeted ally, reducing the damage they take by 100% and redirecting 25% of the damage they would have taken back to you. Lasts 3s.

Upgrade: Reduces cooldown and increases duration.

  1. -1.56% cooldown, +6.25% duration
  2. -3.12% cooldown, +12.5% duration
  3. -4.69% cooldown, +18.75% duration
  4. -6.25% cooldown, +25% duration
  5. -7.81% cooldown, +31.25% duration
  6. -9.38% cooldown, +37.5% duration
  7. -10.94% cooldown, +43.75% duration
  8. -12.5% cooldown, +50% duration
  9. -25% cooldown, +100% duration
10 / 20s
Last Stand

(ult)

Enter a defensive stance, reducing all damage you take by 50% for 12s and also reduces all damage nearby allies take by 25% for 8s.

Upgrade: Increases reduced damage taken by allies and reduces cooldown.

  1. +1.5% damage reduced, -2.06% cooldown
  2. +3% damage reduced, -4.12% cooldown
  3. +4.5% damage reduced, -6.19% cooldown
  4. +6% damage reduced, -8.25% cooldown
  5. +7.5% damage reduced, -10.31% cooldown
  6. +9% damage reduced, -12.38% cooldown
  7. +10.5% damage reduced, -14.44% cooldown
  8. +12% damage reduced, -16.5% cooldown
  9. +15% damage reduced, -33% cooldown
20 / 90s

Paladin Edit

The Paladin's strongest ally is the light. He uses it to empower his weapon in order to vanquish foes and protect teammates.

Skills that are shared for all Paladin specializations:

Name Description and upgrades Energy cost / cooldown
Consecrate

(2nd)

Consecrate hit the ground below your feet, declaring it sacred. Enemies standing on it will take X - X damage per second and take 15% increased damage from Paladin strikes. Lasts 5s.

Upgrade: Increases damage.

  1. +1.25% damage
  2. +2.5% damage
  3. +3.75% damage
  4. +5% damage
  5. +6.25% damage
  6. +7.5% damage
  7. +8.75% damage
  8. +10% damage
  9. +20% damage
25 / 10s
Light Infusion

(3rd)

You become infused with light, restoring 40 energy and increasing your movement speed by 20% for 4s.

Upgrade: Restores more energy and increases duration.

  1. +3.12% energy restored, +6.25% duration
  2. +6.25% energy restored, +12.5% duration
  3. +9.38% energy restored, +18.75% duration
  4. +12.5% energy restored, +25% duration
  5. +15.62% energy restored, +31.25% duration
  6. +18.75% energy restored, +37.5% duration
  7. +21.88% energy restored, +43.75% duration
  8. +25% energy restored, +50% duration
  9. +50% energy restored, +100% duration
- / 20s
Holy Radiance

(4th)

Radiate with holy energy, healing yourself and all nearby allies for X - X health.

Upgrade: Reduces energy cost.

  1. -4.69% energy cost
  2. -9.38% energy cost
  3. -14.06% energy cost
  4. -18.75% energy cost
  5. -23.44% energy cost
  6. -28.12% energy cost
  7. -32.81% energy cost
  8. -37.5% energy cost
  9. -75% energy cost
40 / 25s

Avenger Edit

  • Health: 5000
  • Energy: 100 / +10 per sec / +10 per hit
  • Damage: +10%
  • Cost: free

The Avenger is a damage-oriented melee class which deals good damage and has serious health, making it optimal as a meat-shield. The Avenger paladin is good combination of the healing powers of the mage class and the tankiness as well as damage dealing potential of the warrior class. They have a base health of 5000 and enjoy a +10% damage bonus.

Avenger skills:

Name Description and upgrades Energy cots / cooldown
Avenger's Strike

(1st)

Strike the targeted enemy player, causing X - X damage and removing 5 energy.

Upgrade: Increases crit chance and crit multiplier

  1. +0.31% crit chance, +1.56% crit multiplier
  2. +0.62% crit chance, +3.12% crit multiplier
  3. +0.94% crit chance, +4.69% crit multiplier
  4. +1.25% crit chance, +6.25% crit multiplier
  5. +1.56% crit chance, +7.81% crit multiplier
  6. +1.88% crit chance, +9.38% crit multiplier
  7. +2.19% crit chance, +10.94% crit multiplier
  8. +2.5% crit chance, +12.5% crit multiplier
  9. +5% crit chance, +25% crit multiplier
45 / -
Avenger's Wrath

(ult)

Burst with incredible holy power, causing your Avenger's Strikes to hit up to 2 additional enemies that are within 2 blocks of your target. Lasts 12s.

Upgrade: Increases restored energy (dafuq?) and reduces cooldown.

  1. +6.25% energy restored, -1.56% cooldown
  2. +12.5% energy restored, -3.12% cooldown
  3. +18.75% energy restored, -4.69% cooldown
  4. +25% energy restored, -6.25% cooldown
  5. +31.25% energy restored, -7.81% cooldown
  6. +37.5% energy restored, -9.38% cooldown
  7. +43.75% energy restored, -10.94% cooldown
  8. +50% energy restored, -12.5% cooldown
  9. +100% energy restored, -25% cooldown
- / 90s

Crusader Edit

  • Health: 5300
  • Energy: 100 / +10 per sec / +10 per hit
  • Damage taken: -20%
  • Cost: 5000 coins

The Crusader is the defensive-oriented Paladin specialization, it still deals respectable damage but has the highest possible base health, at 7800, making him the supreme tank, he also functions as a lesser energy/health restorer. He will be nerfed in future updates as this is definitely the most overpowered class in the game.

Crusader skills:

Name Description and upgrades Energy cost / cooldown
Crusader's Strike

(1st)

Strike the targeted enemy player, causing X - X damage and restoring 10 energy to 2 nearby allies.

Upgrade: Increases restored energy and crit chance.

  1. +3.12% energy restored, +0.31% crit chance
  2. +6.25% energy restored, +0.62% crit chance
  3. +9.38% energy restored, +0.94% crit chance
  4. +12.5% energy restored, +1.25% crit chance
  5. +15.62% energy restored, +1.56% crit chance
  6. +18.75% energy restored, +1.88% crit chance
  7. +21.88% energy restored, +2.19% crit chance
  8. +25% energy restored, +2.5% crit chance
  9. +50% energy restored, +5% crit chance
45 / -
Inspiring Presence

(ult)

Your presence on the battlefield inspires your allies, increasing their energy regeneration by 5 per seconds and their movement speed by 20% for 6s.

Upgrade: Increases duration and speed effectiveness.

  1. +6.25% duration, +3.12% speed
  2. +12.5% duration, +6.25% speed
  3. +18.75% duration, +9.38% speed
  4. +25% duration, +12.5% speed
  5. +31.25% duration, +15.62% speed
  6. +37.5% duration, +18.75% speed
  7. +43.75% duration, +21.88% speed
  8. +50% duration, +25% speed
  9. +100% duration, +50% speed
- / 90s

Protector Edit

  • Health: 4500
  • Energy: 140 / +10 per sec / +10 per hit
  • Damage: -20%
  • Cost: 15000 coins

The Protector is a healing-oriented Paladin specialization that transforms damage into healing for his allies and has access to greater healing abilities. The Protector's Strike heals the user and nearby allies, which can easily turn the tide of any battle. The Hammer Of Light also does decent damage, but it heals greatly every second, thus meaning you are nearly invincible when you are within range of the hammer of light.

Protector skills:

Name Description and upgrades Energy cost / cooldown
Protector's Strike

(1st)

Strike the targeted enemy player, causing X - X damage and healing 2 nearby allies for 75% of the damage done. Also heals yourself by 50% of the damage done.

Upgrade: Increases healing.

  1. +1.56% dmg into health
  2. +3.12% dmg into health
  3. +4.69% dmg into health
  4. +6.25% dmg into health
  5. +7.81% dmg into health
  6. +9.38% dmg into health
  7. +10.94% dmg into health
  8. +12.5% dmg into health
  9. +25% dmg into health
? / ?
Hammer of Light

(ult)

Throw down a Hammer of Light on the ground, dealing X - X damage every second to nearby enemies and healing nearby allies for X - X every second. Lasts 6s.

Upgrade: Increases damage and healing.

  1. +0.62% damage, +1.56% health restored
  2. +1.25% damage, +3.12% health restored
  3. +1.88% damage, +4.69% health restored
  4. +2.5% damage, +6.25% health restored
  5. +3.12% damage, +7.81% health restored
  6. +3.75% damage, +9.38% health restored
  7. +4.38% damage, +10.94% health restored
  8. +5% damage, +12.5% health restored
  9. +10% damage, +25% health restored
? / ?

Shaman Edit

The Shaman has an unbreakable bond with nature! This grants him access to devastating abilities that are empowered by the elements of the earth!

Shaman class doesn't have any spells which are shared between it's specializations.

Thunderlord Edit

  • Health: 4000
  • Energy: 100 / +8 per sec / +10 per hit
  • Damage: +10%
  • Cost: free

The Thunderlord is a very offensive Shaman specialization, which can deal a lot of damage from a distance or in a close quarter fight. While having no defensive abilities whatsoever, the amount of damage dealt along with a powerful healing skill can make a Thunderlord a very deadly enemy in 1v1 fights, CTF defense, and group combat.

Thunderlord skills:

Name Description and upgrades Energy cost / cooldown
Lightning Bolt

(1st)

Hurl a fast, piercing bolt of lightning that deals X - X damage to all enemies it passes through. Each target hit reduces the cooldown of Chain Lightning by 2s. Has maximum range of 60 blocks.

Upgrade: Increases damage and crit multiplier.

  1. +0.62% damage, +1.56% crit multiplier
  2. +1.25% damage, +3.12% crit multiplier
  3. +1.88% damage, +4.69% crit multiplier
  4. +2.5% damage, +6.25% crit multiplier
  5. +3.12% damage, +7.81% crit multiplier
  6. +3.75% damage, +9.38% crit multiplier
  7. +4.38% damage, +10.94% crit multiplier
  8. +5% damage, +12.5% crit multiplier
  9. +10% damage, +25% crit multiplier
30 / -
Chain Lightning

(2nd)

Discharge a bolt of lightning at the targeted enemy player that deals X - X damage and jumps to 2 additional targets within 10 blocks. Each additional target hit beyond the first one takes 5% less damage than previous and grants you a buff that reduces the damage you take by 10% per target hit for 3s.

Upgrade: Increases damage and duration of buff, reduces energy cost.

  1. +0.62% damage, +3.12% buff duration, -0.62 energy cost
  2. +1.25% damage, +6.25% buff duration, -1.25 energy cost
  3. +1.88% damage, +9.38% buff duration, -1.88 energy cost
  4. +2.5% damage, +12.5% buff duration, -2.5 energy cost
  5. +3.12% damage, +15.62% buff duration, -3.12 energy cost
  6. +3.75% damage, +18.75% buff duration, -3.75 energy cost
  7. +4.38% damage, +21.88% buff duration, -4.38 energy cost
  8. +5% damage, +25% buff duration, -5 energy cost
  9. +10% damage, +50% buff duration, -10 energy cost
30 / 12s
Windfiry Weapon

(3rd)

Imbue your weapon with the power of the Wind, causing each of your melee attack to have a 25% chance to hit 2 additional times for 200% weapon damage. Lasts 8s.

Upgrade: Increases weapon damage and chance.

  1. +3.12% damage, +0.62% chance
  2. +6.25% damage, +1.25% chance
  3. +9.38% damage, +1.88% chance
  4. +12.5% damage, +2.5% chance
  5. +15.62% damage, +3.12% chance
  6. +18.75% damage, +3.75% chance
  7. +21.88% damage, +4.38% chance
  8. +25% damage, +5% chance
  9. +50% damage, +10% chance
15 / 20s
Lightning Rod

(4th)

Call down an energizing bolt of lightning upon yourselft, restoring 20% health and 40 energy and knock all nearby enemies back.

Upgrade: Increases healing and energy restored.

  1. +0.62% health restored, +6.25% energy restored
  2. +0.62% health restored, +12.5% energy restored
  3. +0.62% health restored, +18.75% energy restored
  4. +0.62% health restored, +25% energy restored
  5. +0.62% health restored, +31.25% energy restored
  6. +0.62% health restored, +37.5% energy restored
  7. +0.62% health restored, +43.75% energy restored
  8. +0.62% health restored, +50% energy restored
  9. +0.62% health restored, +100% energy restored
- / 40s
Capacitor Totem

(ult)

Place a highly conductive totem on the ground. Casting Chain Lightning on the totem or casting Lightning Rod while near it will cause it to pulse, dealing X - X damage to nearby enemy players. Lasts 8s.

Upgrade: Increases crit multiplier and reduces cooldown.

  1. +2.19% crit multiplier, -1.56% cooldown
  2. +4.38% crit multiplier, -3.12% cooldown
  3. +6.56% crit multiplier, -4.69% cooldown
  4. +8.75% crit multiplier, -6.25% cooldown
  5. +10.94% crit multiplier, -7.81% cooldown
  6. +13.12% crit multiplier, -9.38% cooldown
  7. +15.31% crit multiplier, -10.94% cooldown
  8. +17.5% crit multiplier, -12.5% cooldown
  9. +35% crit multiplier, -25% cooldown
10 / 120s

Earthwarden Edit

  • Health: 4300
  • Energy: 120 / +10 per sec / +10 per hit
  • Damage taken: -10%
  • Cost: free

The Earthwarden is a hybrid Shaman specialization, able to deal waves of damage while healing allies and itself at the same time. Able to not only chase down and kill opponents, but also hold ground from enemy attacks makes Earthwarden a very useful support class to have on your team.

Earthwarden skills:

Name Description and upgrades Energy cost / cooldown
Earthen Spike

(1st)

Send forth an underground earth spike that locks onto a targeted enemy player. When the spike reaches its target it emerges from the ground, dealing X - X damage to any nearby enemies and launches them up into the air.

Upgrade: Increases damage.

  1. +0.62% damage
  2. +1.25% damage
  3. +1.88% damage
  4. +2.5% damage
  5. +3.12% damage
  6. +3.75% damage
  7. +4.38% damage
  8. +5% damage
  9. +10% damage
60 / -
Boulder

(2nd)

Launch a giant boulder that shatters and deals X - X damage to all enemies near the impact point and knock them back slightly.

Upgrade: Increases damage and reduces cooldown.

  1. +0.62% damage, -1.56% cooldown
  2. +1.25% damage, -3.12% cooldown
  3. +1.88% damage, -4.69% cooldown
  4. +2.5% damage, -6.25% cooldown
  5. +3.12% damage, -7.81% cooldown
  6. +3.75% damage, -9.38% cooldown
  7. +4.38% damage, -10.94% cooldown
  8. +5% damage, -12.5% cooldown
  9. +10% damage, -25% cooldown
40 / 12s
Earthliving Weapon

(3rd)

Imbue your weapon with the power of the Earth, causing each of your melee attacks to have a 35% chance to heal you and 2 nearby allies for 200% weapon damage. Lasts 8s.

Upgrade: Increases healing and chance.

  1. +3.12% dmg into health, +0.62% chance
  2. +6.25% dmg into health, +1.25% chance
  3. +9.38% dmg into health, +1.88% chance
  4. +12.5% dmg into health, +2.5% chance
  5. +15.62% dmg into health, +3.12% chance
  6. +18.75% dmg into health, +3.75% chance
  7. +21.88% dmg into health, +4.38% chance
  8. +25% dmg into health, +5% chance
  9. +50% dmg into health, +10% chance
15 / 20s
Chain Heal

(4th)

Discharge a beam of energizing lightning at the targeted friendly player, healing totem, yourself, and up to 3 additional players for X - X health. Each friendly player healed excluding yourself reduces the cooldown of Boulder by 2s.

Upgrade: Increases healing and reduces cooldown.

  1. +0.62% health restored, -1.56% cooldown
  2. +1.25% health restored, -3.12% cooldown
  3. +1.88% health restored, -4.69% cooldown
  4. +2.5% health restored, -6.25% cooldown
  5. +3.12% health restored, -7.81% cooldown
  6. +3.75% health restored, -9.38% cooldown
  7. +4.38% health restored, -10.94% cooldown
  8. +5% health restored, -12.5% cooldown
  9. +10% health restored, -25% cooldown
20 / 14s
Healing Totem

(Ult)

Playce a totem on the ground that pulses constantly pulses, healing nearby allies for X - X every second. Before disappearing, teh totem will let out a final pulse that heals for X - X. Lasts 5s.

Upgrade: Increases healing and reduces cooldown.

  1. +0.62% health restored, -1.56% cooldown
  2. +1.25% health restored, -3.12% cooldown
  3. +1.88% health restored, -4.69% cooldown
  4. +2.5% health restored, -6.25% cooldown
  5. +3.12% health restored, -7.81% cooldown
  6. +3.75% health restored, -9.38% cooldown
  7. +4.38% health restored, -10.94% cooldown
  8. +5% health restored, -12.5% cooldown
  9. +10% health restored, -25% cooldown
30 / 120s

Combat Upgrades Edit

Name Effect
Health Upgrade Increases your base health by 1% per level. 10% at max. level.
Energy Upgrade Increases your maximum energy by 2 per level. 20 at max. level.
Cooldown Upgrade Reduces your skill cooldowns by 1% per level. 10% at max. level.
Crit Chance Upgrade Increases your crit chance with skills by 0.5% per level. 5% at max. level.
Crit Multiplier Upgrade Increases your crit multiplier with skills by 2.5% per level. 25% at max. level.

Resource Pack Edit

You will need to have the Hypixel Warlords Resource Pack in order to play. It will automatically download when you join the Warlords lobby, depending on your server settings. Make sure they are set to 'Enabled'. If you are having problems, type /resourcehelp in-game. To get the resource pack again, type /resource. It is also recommended that you have Optifine installed to reduce lag, increase your FPS (frames per second) and boost the resource compatibility. 

Cosmetic items Edit

Armor Sets & Helms Edit

Type Prefix Requires
Helmet Simple None
Greater VIP+, lv35
Masterwork MVP, lv70
Legendary lv90
Chestplate Simple None
Greater VIP+
Masterwork MVP

Mounts Edit

Rank Name Cost
None Noble Steed free
Undying Mare 5000 coins
Corpse Mare 5000 coins
VIP War Horse 50000 coins
Battle Beast 50000 coins
Raging Stallion 50000 coins

Settings mIn shop you can set up 2 different things: particle quality and hotkey mode. tParticle Qualityr

Allows you to control, or disable, particles and the amount of them

  • High Quality - Shows all particles for the best experience.
  • Medium Quality - Reduces the amount of particles seen.
  • Low Quality - Heavily reduces the amount of particles you will see.

Hotkey Mode Edit

New Edit

New hotkey mode allows you to instantly activate your skills the moment you press the hotkey without having to right-click and then switch back to your primary weapon/skill. It's recommended to rebind Mount button (hotbar slot 8) to something else such as Z for the best experience.

Classic Edit

Classic hotkey mode won't change anything.

Weaponsmith Edit

Repairing Weapons Edit

Repairing Weapons allows you to repair any broken weapons you get for winning games/quests, when clicked. Cost is 10 coins for each Broken Weapon. Repaired weapons are totally random. Better rarity means more different and better stats.

Chances Edit

  • Common: 70%, 1 stat + skill bonus
  • Rare: 28.9%, 2 stats + skill bonus
  • Epic: 2%, 3 stats + skill bonus
  • Legendary: 0.2%, 4 stats + skill bonus

Crafting, Forging, Rerolling and Salvaging Edit

Salvage the weapons you don't want anymore in order to get crafting materials. Use the Magic Dust and Void Shards you gathered to craft weapons for your currently selected class specialization or to upgrade your equipped weapon.

MD = Magic Dust, VS = Void Shard Common Rare Epic Legendary
Salvaging 1-2 MD 3-5 MD or1 VS (5%) 3-5 VS 30-40 VS
Crafting - 25 MD 250 MD

(lv25 required)

100 VS

(lv60 required)

Forging - - 100 MD then 200 MD 100 VS then 150 VS then 250 VS then 300 VS
Stats Reroll 1 MD 5 MD 50 MD 10 VS

Forging Edit

Epic and legendary weapons can be forged to make their stats better. Epic weapons can be upgraded once, legenday weapons twice. Crafted weapons have twice more slots than repaired ones.

TIP: It is highly recommended that you craft new weapons and upgrade them for better stats. An easy way to get lots of Magic Dust and Void Shards is to complete the Weekly Quest: Dedication, which will give you 200 Magic Dust and 15 Void Shards (read above).

Weapons Inventory Edit

Weapons Inventory allows you to equip your repaired weapons. Try selecting weapons that have benefits for your selected class and specialization. Stats are boosted with every forge:

  • Damage: +7.5% per upgrade
  • Skill bonus: +7.5% per upgrade
  • Health: +25% per upgrade
  • Max. energy: +10% per upgrade
  • Cooldown reduction: +7.5% per upgrade
  • Speed: +7.5% per upgrade

Weapon Skins Edit

Change the cosmetic appearance of your weapon to better suit your tastes.

Rarity Skins
Common Training Sword, Walking Stick, Hammer, Hatchet, Scimitar, Steel Sword, Bludgeon, Pike, Claws, Orc Axe
Rare World Tree Branch, Golden Gladius, Gem Axe, Halberd, Venomstrike, Stone Mallet, Mandibles, Cudgel, Doubleaxe, Demonblade
Epic Runic Axe, Tenderizer, Runeblade, Nethersteel Katana, Gemcrusher, Zweireaper, Nomegusta, Flamereaver, Diamondspark, Katar, Hammer of Light, Elven Greatsword, Magmasword, Divine Reach, Lunar Relic
Legendary Felflame Blade, Void Edge, Gemini, Amaranth, Armblade, Abbadon, Frostbite, Enderfist, Drakefang, Broccomace, Void Twig, Ruby Thorn

NOTE: Felflame Blade, Armblade, Void Edge, Gemini and Amaranth are obtainable via Weaponsmith with credits only. (other skins can be on weapon by default)

Costs Edit

To reskin a weapon, it's going to cost you 25 Mystery Dust regardless of rarity.

NOTE: You can only reskin your weapon to the rarity the weapon reskin is, or lower.

  • Common: 25 Mystery Dust
  • Rare: 25 Mystery Dust
  • Epic: 25 Mystery Dust
  • Legendary: 25 Mystery Dust

Quest Master Edit

Type Title Description Rewards
Daily Capture the Flag Complete 1 match with at least 10 kills or assists in Capture the Flag. 3500 xp, 3000 coins, 3 broken weapons
Warlords Win 1 match of Warlords. 3500 xp, 5500 coins, 3 broken weapons
Team Deathmatch Complete 1 match with at least 10 kills or assists in Team Deathmatch. 3500 xp, 3000 coins, 3 broken weapons
Domination Complete 1 match with at least 15 kills or assists in Domination. 3500 xp, 3000 coins, 3 broken weapons
Weekly Dedication Complete 30 matches with at least 10 kills or assists in any game mode. 20000 xp, 7500 coins, 200 magic dust, 15 void shards, 15 broken weapons
Challenges Support Heal at least 200,000 HP on your teammates during a game. 2400 Hypixel Experience
Brute Reach the top damage leaderboard at the end of the game.
Capture Capture a flag
Carry End the game with at least 3 times more kills than deaths in TDM.

Tips & Tricks Edit

Power-Ups Edit

Power-Ups spawn throughout the battlefield, mostly in buildings. Currently there are 3 types of Power-Ups:

  • Speed Power-Up: Increases the player's speed by 40% for 10 seconds.
  • Damage Power-Up: Increases the player's damage by 30% for 30 seconds
  • Healing Power-Up: Heals the player at a rate of 10% per second, lasting for 10 seconds. Will be cancelled if you take damage.

Mounts Edit

The main trick with using mounts is to use them only when necessary. Keep in mind that the 15s cooldown only starts when you dismount the horse. Also it is better to not mount when close to a group of enemies, since you automatically dismount if taking any damage. Note: You also dismount from using ANY skills, weather it be your sword skill (Right-Click), or a class skill (Seismic Wave). 

TIP: Always jump, hold your sprint key, and use the mount... this will allow you to mount and automatically start sprinting on the horse, not breaking your sprint.

Combos Edit

A great way to deal high damage and power through groups is to use certain skills in combination. (I will mainly give tips on Warrior since it is my primary class.) Example: (Warrior) If you see a group of enemies first use your Berserk, giving you a damage bonus however taking 10% more damage, then use Bloodlust, healing 50% of the damage you deal for 12s. Then use your Seismic Wave and your Ground Slam when you are low on health and tadah you will be healed! Also dealing extra damage too. The best combo is [DMG Power up + Bloodlust + Berserk] = 55% Extra damage + 50% Heal, it's amazing!

Strafe Edit

The Art of strafing is useful in almost any PVP game out there. It's the same in Warlords. For those of you who do not know, strafing is moving in circular motions around the enemy making it harder for them to hit you. It doesn't work AS well in Warlords since you can use your Weapon Ability on players within 1 block behind you... So keep this in mind, just strafe at a distance...

Focus on 1 class Edit

This is more common sense. Anyone who wants to be really good, or get a high level, focuses one class. Example: I have Level 5 PAL, Level 2 Mage, and Level 52 Warrior. Focusing a class will not only allow you to gain higher levels faster, but it will let you get comfortable with that type of play.

Defend Edit

Lots of people don't realize how much defending can get you. Some of my best games where I went 30 kills 15 Assists and 0 deaths were from defending. Sure it isn't as action packed, but you will often gain lots of coins and little deaths...since there aren't many defending. (Unless the other team either leaves or doesn't know how to play, defending is very helpful.)

Knowledge Edit

I would make sure you are aware of every ability a class has (or the general knowledge of it) this will allow you to prepare to fight against one. Like when you see a Mage set down their teleport skill, just go over to the cloud and start swinging, they'll teleport back within 6 seconds. 

Abilities Edit

This is pretty simple. Basically know what your skill does when you use it also consider how much energy you have. Example: Warrior's Seismic Wave does no damage if you cast it while looking at the ground. However, if you cast it while looking at an enemy (generally 5-6 blocks away) it will harm them. Or if you are trying to use hammer of light on the ground, look down instead of throwing it in the wrong place. Note: Also Ground Slam you do not need to aim! It will damage anyone in the radius, I would use it for running away since it knocks people back!

Quests Edit

Common sense...you can get 12.5k daily and 13 Broken weapons (+XP and Credits) per day just for winning a game, and getting 15 of either kills or assists...Some people may not see the point, but when you get to higher levels that 12.5k per day is really nice. And if you do the weekly quest it gives you 7.5k and is extremely helpful if you do it in the same time as the dailys.

Farm Edit

The best way to farm wins is playing CTF Mini. The games are usually short so you can rack up those wins. A good way to farm coins is Domination. This is due to the mass amount of people and how the games normally last longer. You get the same amount of coins for a kill as you do an assist! Even though dominate is long, you can get a heck lot of coins if you play it right, like healing a lot with the aquamancer or doing consencrate and hammer of light for protector and much more.

Useful commands Edit

  • /resourcehelp - This gives you information about receiving the resource pack and troubleshooting.
  • /resource - This attempts to re-send you the resource pack.
  • /bg - Attempts to send you the resource pack.
  • /newcontrol - Toggles the ability to select/use the # slot of your skill, rather than right-clicking to use it.
  • /disabledamagemessages - This stops the attack and healing chat messages in-game.
  • /disablehints - Disables in-game hints.

Trivia Edit

  • Warlords is first minigame with 3D models on Hypixel.

Bugs Edit

  • Avenger's Wrath upgrades increase restored energy, but the skill is not restoring any energy (or at least it says that it's not restoring any energy)

Updates Edit

Release date: Feb 21, 2015

Date Content
January 12, 2017 Four addition maps were added!

Two Domination, one Capture the flag, and one Team Deathmatch.

  • Capture the Flag - Atherrough Valley
  • Team Deathmatch - Siege
  • Domination - Neolithic
  • Domination - Thornhill
Jul 24, 2015 Team Deathmatch mode release!

, New Quests + Achievements* Achievements

    • Eagle Eyed (Kill a player in TDM within 30 seconds of respawning)
    • Chain Kill (Kill two players within 5 seconds of each other)
    • Nifty (Survive a game of Team Deathmatch with at least one kill, without dying yourself)
    • Vexillologist (Win games of Capture the Flag)
    • Dominator (Win games of Domination)
    • Deathmatched (Win games of Team Deathmatch)
  • Quest
    • Kill or Assist 10 players in Warlords TDM


Balance Changes

  • Shaman
    • Thunderlord
      • Chain Lightning's base energy cost has been increased from 20 to 30.
      • Chain Lightning's upgrades now also reduces its energy cost by a maximum of 10.
      • Chain Lightning's additional targets has been reduced from 3 to 2.
    • Earthwarden
      • Earthen Spike's base Crit Multipler has been reduced from 175% to 150%.
      • Boulder's base Crit Multipler has been reduced from 175% to 150%.
      • Boulder's impact radius has been reduced from 5 to 4.
  • Mage
    • Pyromancer
      • EPS has been reduced from 13 to 10.
      • EPH has been increased from 5 to 7.
  • Paladin
    • Protector
      • EPH has been increased from 5 to 10


Team Balancing

Arcade Coin Conversion

May 7, 2015 Shaman release!
May 4, 2015 New Class: The Shaman

(not playable), New Features* Hotkey Mode

  • Play Streaks
  • Salvage All button
  • Lobby Improvements
  • Rewritten Projectile System


Gameplay Changes

  • The chance of finding a Legendary from repairing a broken weapon has been increased.
  • Healing power up no longer removed if you damage someone (still removed if you take damage!)
  • No longer can punch horses when a specatator!
  • Cursor Tooltips at the end of the game for Top Damage / Healing
  • Power up respawns now are random on Domination
  • Fixed a bug where sometimes players spawned at the enemy spawn.
  • Time Warp now dismounts players as intended


Class Changes

  • Paladin
    • all specializations
      • Consecrate's base damage has been increased by approximately 50%.
      • Consecrate's duration has been reduced by 1 second, causing it to deal all of its damage faster.
      • Consecrate's cooldown has been reduced by 2 seconds.
    • Avenger & Crusader
      • The class upgrades for Consecrate now increase its damage by up to 20% rather than lowering its cooldown.
    • Crusader
      • The specialization's passive damage reduction has been reduced to 10%.​
  • Mage
    • all specializations
      • The class upgrade for Time Warp has been reduced from 15% to 10% extra healing when fully upgraded.
    • Cryomancer & Aquamancer
      • Freezing Breath and Water Breath should now hit players more reliably when using them against players at close range.
    • Pyromancer
      • Energy gained per second (EPS) has been increased from 10 to 13.
    • Cryomancer
      • Ice Barrier's duration has been reduced from 8 seconds to 6 seconds.
      • Freezing Breath's slow has been reduced from 40% to 30%.
      • Energy gained per hit (EPH) has been reduced from 10 to 7.​
  • Warrior
    • Berserker
      • Blood Lust’s base effect has been reduced from 50% to 40% damage-to-health conversion.
      • The class upgrade for Blood Lust has been reduced from 50% increased duration to 25%increased duration.
    • Defender
      • Last Stand's duration on teammates has been increased from 6 to 8 seconds.
      • Last Stand's base effectiveness on teammates has been increased from 15% damage reduction to 25% damage reduction.
      • The specialization's base health has been increased from 5000 to 5500.
Apr 1, 2015
Warlords Horse update
Mar 6, 2015 Crafting & Forging
  • Introduced


Class Balance

  • Mage
    • all specializations
      • Mage primary skills (Fireball, Frostbolt, and Water Bolt) now have an optimal range. When the spell travels beyond that optimal range, it starts losing 2% effectiveness for each additional block travelled, down to a minimum of 20% effectiveness. These optimal ranges are:
        • Fireball: 50
        • Frostbolt: 30
        • Water Bolt: 40
      • Time Warp now has an additional mechanic. Upon teleportation, the Mage will be healed for 20% of their total health. Time Warp upgrades now also increase this value.
      • Time Warp’s cooldown has been increased from 40 to 50 seconds.
  • Paladin
    • Protector
      • Hammer of Light’s damage and healing have been increased by approximately 25%.
      • Hammer of Light’s duration has been reduced from 8 to 6 seconds.
      • Hammer of Light’s cooldown has been reduced from 120 to 90 seconds.


Bug Fixes & Performance

  • Fixed a bug where the Healing powerup wasn't always cancelled upon taking damage and would last for the full duration regardless.
  • Optimized the mount system a little to increase the overall server performance.


Legendary Weapon Skins

  • Felflame Blade
  • Armblade
  • Void Edge
  • Gemini
  • Amaranth
Feb 27, 2015 Class Balance & Bug Fixes
  • Warrior
    • all specializations
      • Seismic Wave's energy cost was reduced from 40 to 30.
  • Warrior
    • Defender
      • Intervene: Protect the targeted ally, reducing the damage they take by 100% and redirecting 75% of the damage they would have taken back to you. Lasts 3 seconds.
      • Intervene's cooldown was also increased to 20 seconds (was 16 seconds) to compensate for the improved mechanics.
        • Last Stand: Enter a defensive stance, reducing all damage you take by 50% for 12 seconds and also reduces all damage nearby allies take by 15% for 6 seconds. You are healed for the amount of damage prevented on allies.
        • Also fixed an issue which caused Last Stand to prevent less damage than intended on allies
        • Last Stand: Enter a defensive stance, reducing all damage you take by 50% for 12 seconds and also reduces all damage nearby allies take by 15% for 6 seconds. You are healed for the amount of damage prevented on allies.
        • Also fixed an issue which caused Last Stand to prevent less damage than intended on allies.
  • Paladin
    • Avenger
      • Avenger's Wrath cooldown has been reduced from 120 to 90 seconds.
      • The Ultimate Skill Upgrade for the Avenger specialization now reduces the cooldown of Avenger's Wrath by a maximum of 25%, down from 50%.
      • Fixed an issue with Avenger's Strike while Avenger's Wrath was active where it tried to hit enemies around the player rather than around the targeted enemy player. It will now hit up to 2 additional enemy players that are within 5 blocks of the targeted enemy player.


Maps Update & Fixes

  • Domination
    • The RED base slope decline is now exactly like the one from the BLU base, making mount acceleration at the start of the game equal for both teams.
    • Fixed a map exploit in the RED spawn that caused players to be able to leave the pre-game area before the game started.
  • CTF
    • The BLU graveyard has been moved backwards slightly to match the RED team's graveyard.
    • Decreased the size of the BLU team powerup huts to match the ones from the RED team.
    • Some of the powerup huts have been slightly moved to further balance the time it takes for both teams to get to them.
    • The giant tree stump in the center of the map has also been moved slightly.
    • Slightly modified the BLU side ramp to prevent players from running over one of the walls.
    • Removed some of the vines from the wall above the BLU base tunnel to prevent players from climbing it.
    • Fixed a map exploit related to climbing one of the trees near one of the BLU powerup huts.


Misc

  • Salvaging Weapons now reward players with Magic Dust and Void Shards instead of coins. These new materials will be used for weapon crafting, weapon stats rerolling, and possibly other features in the near future.
Feb 25, 2015 General
  • Blocks can not longer be destroyed after the game has ended.


Mage

  • Freezing Breath now recalculates damage for each enemy hit rather than hitting them all for the same amount.


Shop

  • Corrected a wording issue on one of the Paladin upgrades that was displaying '%3%'.
  • Warriors tracks life leeched as intended now. Old data will be migrated.


Performance

  • Playerloop split into multiple parts:
    • Allowing the server to run updates for a fraction of all players in each tick.
    • Spreads load equally - even on high playercounts.
  • Frequency of inventory updates scaled down to be more efficient.
  • Inventory doesn't always update when not needed.
  • Energy now updates at a much faster rate. (visual)
  • Skill names now show "Right-Click" regardless of energy or cooldown status. (visual)
  • The weapon stats and the first skill description now alternate faster between one another when clicking on them via the player inventory. (visual)
  • Weapon tooltips no longer update if the inventory is closed.
Feb 25, 2015 Class Balance & Bug Fixes
  • Warrior
    • all specializations
      • Seismic Wave's base damage was reduced by approximately 12.54%.
      • Seismic Wave's base Crit Multiplier was reduced from 175% to 150%.
      • Seismic Wave's energy cost was increased from 20 to 40.
      • Ground Slam's energy cost was increased from 15 to 30.
    • Berserker
      • Berserk's movement speed bonus was reduced from 40% to 30%.
  • Mage
    • all specializations
      • Fixed an issue where Arcane Shield was only taking the Mage's base health into account. It will now scale with Health bonuses from weapons and combat upgrades.
    • Cryomancer
      • Fixed an issue where Ice Barrier wasn't always reducing the damage taken from skills.
    • Aquamancer
      • Fixed an issue with Water Breath that caused it to sometimes heal multiple players for less than intended.


Misc

  • Reduced the rank requirement on Tier 3 class helms from MVP+ to MVP.
  • Added the first phase of the Anti-AFK system. You now require 3 kills/assists combined or capture at least one flag in CTF to get your rewards at the end of the game. This includes both coins and Broken Weapons. This system will be improved in the near future.
  • We have added new sounds for the lobby that play when a player finds an Epic or a Legendary weapon. The Epic weapon sound plays only for the player while the Legendary one plays for the entire lobby.
  • You can no longer salvage Legendary weapons.
Feb 23, 2015 Performance
  • To address the server performance issues, we've ordered new dedicated server and they should be arriving soon. These will greatly help with the lag some of you have experience in-game. We do not currently have an ETA.
  • In the meantime, we've split the CTF games into 2 categories: Mini CTF and Mega CTF. This is to ensure that you guys can get the best playing experience possible while we work on getting the new servers setup. The player limit per game is set to 24 for Mini CTF and 32 for Mega CTF.
  • Optimized the particle performance of each class by approximately 50%. Results will vary based on your hardware and Particle Quality setting, located in the Warlords lobby shop.
  • We also optimized the performance of both maps for some users.


Party System

  • Due to an issue with teams earlier today, we had to restrict party size to 2 players maximum. We have now resolved the issue and as a result, you can once again play with your friends in a party of up to 5 players!


Class Balance & Bug Fixes

  • Mage
    • Cryomancer
      • Fixed an issue that caused slowing abilities to slow for a smaller amount than intended.
      • Fixed an issue where damage reduction was calculated after Arcane Shield's absorption effect rather than before, causing the spec's baseline reduction to damage taken, Ice Barrier, and a Defender's Last Stand to not be taken into account while Arcane Shield was active.
      • Increased the baseline damage reduction from 10 to 20%.
      • Increased the baseline slow of Freezing Breath to 40%.
      • Increased the baseline slow of Ice Barrier to 40% when hit by a melee attack.
      • Increased energy per hit from 5 to 10.
  • Paladin
    • all specializations
      • Increased the radius of Holy Radiance from 4 to 6 blocks.


Misc

  • Fixed an issue that caused control point beacons to no longer change color in the Domination game mode.
  • Fixed an issue that caused players to have an extremely high amount of hearts on their UI after reconnecting.

Sources Edit

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