recursal/Fanatic-Fandom huggingface dataset:
Official Trackday Manager Wiki

Welcome to the Official Trackday Manager Wiki!
The comprehensive Trackday Manager wiki reference; written and maintained by the players. We are currently maintaining 339 pages (78 articles) with 28,972,010 participating in this Wiki so far!

About Trackday Manager
**Trackday Manager** is a game being created and developed by Arctic Hazard. It was Greenlit on Steam on January 28, 2015. The game is PC exclusive with a live date of March 31st for $24.99/€19.99.

Trackday Manager is a 3D simulation/manager multiplayer game where you are in charge of managing a racing team. You are not the driver but the team chief. You control your driver during races by issuing commands through several options while monitoring the race carefully in beautiful 3D surroundings. Your goal is to guide your driver and team to victory.

When, where and how you perform the different commands is the key to being successful. One command given at the wrong time may lead to your driver losing ground, the car breaking down or other severe incidents. On the other hand, a command given at the correct time will bring you closer to a podium finish. Other means of being successful involve pit stop strategies, component upgrades, buying new cars, Team & driver experience progress and sponsorship deals.

TM uses real life sponsors which you have to please by winning races or satisfying other criteria set out in the sponsor agreement. Your success is always updated on the online leaderboard, both in-game and on the TM website, which tells you how well you are doing compared to your friends and the rest of the world.

Read More...

Content

Cars

Race Tracks

Sponsors

Featured images

mw.loader.load('ext.slideboxlightshow');*

Videos

Media

* Screenshots
* Videos

Wiki Community

To write a new article, just enter the article title in the box below.

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Not sure where to start?**

* Find out more about the wiki on the **Help** page.

**Adding content**

* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
Forge

**HP:** | 400

The **Forge** provides you with the ability to research upgrades for human and mechanical units. Upgrades improve the stats of your units (including workers!) like damage, armor and speed.

## Upgrades

**Humans**

**Mech**

## Strength

Forges are not powerful by themselves, but the ability to give you powerful defensive & offensive upgrades are a vital tool for winning longer games or establishing a timing attack!

They are also at the bottom of the tech tree, allowing for quick research at minimal investment as the forge is only 150g!

## Weakness

Forges rely on other units and buildings to be effective and can open you up to attack if your opponent realises you are low on either economy or units due to the investment.

Forges can also give away your strategy if they are scouted, so be sure to keep them hidden!

## Strategy

**Doubling your research rate**

If you got the gold for it, then building two forges is really recommended. All forges of the same player can upgrade the same thing at once, and they don't even have to be done to research the next level. To explain the last sentence, when you appoint Forge A to research Armor 1, you can already appoint Forge B (if you have it) to research Armor 2. This really speeds up research and you can get an edge in combat because of the faster rate of upgrades your units are getting.

Don't forget that it upgrades your workers as well, which means a fully upgraded (+5/+5) worker is about the same as an un-upgraded soldier! Imagine an army of mineral walking upgraded workers!

## See Also

Soldier, Rifleman, Mage.

Animal Testing Lab

## Development

1.94: Human upgrades: increased duration from 100 (+10) to 100 (+20)
Castle

**HP:** | 1400

The **Castle** is your main building. It can train workers and is used to return gathered gold.

## Strength

**Hitpoints**

Castles have a huge pool of hitpoints, which is great for forming part of a defensive wall, they can also become forts to make a location especially hard to assault.

**Fort(ification)**

The fort upgrade is ranged, making it even more effective against attackers.

**Worker production**

Castles are also the only buildings that can create workers, thus making it important for the income of gold.

**Appointed production**

Similiar to the Barracks, Players can appoint the place for the workers to go to without the player having to micromanage them and appoint them themselves to the desired place by right clicking the desired place while having the castle selected. This can be useful to make your workers to, for example, automatically go mining the appointed gold mine because it is possible to appoint a gold mine for workers to go to.

## Weakness

**Vulnerable**

Not upgraded castles have no defence so they are vulnerable to attacks and cannot protect worker lines. They also cost 300g which is a significant investment, especially early game.

## Development

1.30: cost from 450g to 400g

1.32: cost from 400g to 350g

Supply given from 20 to 15
1.66: cost from 350g to 300g

1.72: Gained supply from 15 to 10

1.80: Castle can become a fort!
The Wolves

☆ Tʜᴇ Wᴏʟᴠᴇs ɪs ʙᴀsɪᴄᴀʟʟʏ ᴀ ᴄʟᴀɴ ғᴏʀ ᴛʜᴇ ᴘᴇᴏᴘʟᴇ ᴏғ ᴛʜᴇ LWG ᴄᴏᴍᴍᴜɴɪᴛʏ ᴡʜᴏ ᴋɴᴏᴡ ᴛʜᴇɪʀ ᴡᴀʏ ᴀʀᴏᴜɴᴅ ᴛʜᴇ ʙᴀsɪᴄs ᴏғ ᴘʟᴀʏɪɴɢ LWG. Tᴇsᴛs ᴡɪʟʟ ᴛᴀᴋᴇ ᴘʟᴀᴄᴇ ɪɴ Kɪɴɢᴅᴏᴍ Hᴇʀᴏᴇs, Cʟᴏᴜᴅ Kɪɴɢᴅᴏᴍ, ᴀɴᴅ Wɪᴢᴀʀᴅ Aʀᴇɴᴀ. Cʟᴀɴ ᴛᴏᴜʀɴᴀᴍᴇɴᴛs ᴡɪʟʟ ᴄᴏᴍᴍᴇɴᴄᴇ ᴇᴠᴇʀʏ Fʀɪᴅᴀʏ ᴀᴛ 5:00 PM PST ᴡʜᴇɴ ᴡᴇ ʜᴀᴠᴇ 15 ᴍᴇᴍʙᴇʀs: Gᴏᴀʟ ʀᴇᴀᴄʜᴇᴅ! ✓ Oᴜʀ ʀᴀɴᴋs ᴀʀᴇ ᴛʜᴇ ғᴏʟʟᴏᴡɪɴɢ: Cʟᴀɴ Lᴇᴀᴅᴇʀs, Hɪɢʜ Cᴏᴜɴᴄɪʟ, Sʜᴀᴅᴏᴡ Wᴏʟᴠᴇs, Wᴇʀᴇᴡᴏʟᴠᴇs, ᴀɴᴅ Wᴏʟғɪɴɢs. Yᴏᴜ ᴡɪʟʟ ɢᴇᴛ ʀᴀɴᴋᴇᴅ ᴜᴘ ᴡɪᴛʜ ʟᴏʏᴀʟᴛʏ. Cᴏᴍᴇ ᴛᴏ ᴏᴜʀ ᴡᴇʙsɪᴛᴇ ᴀᴛ: http://wolveslwg.enjin.com ☆

Join The Wolves today! We have 37 members total, as the largest clan in LWG.
Ballista

*"The bane of flying creatures, the ballista destroys all in the air with a fiery blast. "*

Ballistas are slow but strong anti air units.

## Description

Ballistas are powerful units that attack only air units. With the Black Powder Upgrade, bought in the Advanced Workshop, they can destroy large groups of air units with splash damage, such as massed dragons or gyrocrafts.

## Upgrades

**Ballista Black Powder**

Grants Ballistas an area-of-effect attack that damages other air units, both friend and enemy, within 1.00 radius of the target.

**Mech Attack Upgrade**

Increases the attack damage of your Mechanical units.

(Grants Ballistas +4 damage per upgrade, up to +20)

**Mech Upgrade**

Increases the armor of your Mechanical units.

(Grants Ballistas +1.5 armor per upgrade, up to +7.5)

## Usage

Ballistas are niche units used exclusively to kill air units such as Dragons and Airships. In this role they are very effective due to their high range - higher than anything except Catapults - high burst damage, and passable damage per second. Ballistas become even more dangerous once they have the Black Powder upgrade to deal area of effect damage.

In the early game, Ballistas can be used to deny drop harass from enemy Airhips. While slower than Archers, they are able to defend a much larger area due to their enhanced range, and deal more damage for their cost and supply. They also have surprisingly high armor - the second highest in the game - which makes them resistant to low-tier units. In the lategame, however, they become more vulnerable to drops of powerful units like Werewolves or upgraded Soldiers which cannot be attacked and can kill the Ballista before it escapes.

However, Ballistas are still useful in the lategame for countering Dragon and Gyrocraft harass. Because Dragons and Gyrocraft tend to clump up when used to attack Workers, a single Ballista with Black Powder can deal enormous damage to an incoming force at significantly longer range than the Dragons or Gyrocrafts have. The Ballista also draws the Dragons' fire, and its high armor again helps to protect it. However, Dragons' speed, health regeneration, and flight lets them abuse cliffs and terrain to avoid death with good micro.

In addition, it is fairly rare to research Mech upgrades unless the enemy has committed heavily to air, so lategame Dragons become more powerful as they benefit from Beast upgrades while the Ballistas remain at base stats.

## Development

https://generalmathematics.tk/service/hvtrs8/-lktvlgwcreaoe,fcnfoo.aoo/uiii-Cctggmr{:Wnkt
Werewolf

*"We are the monsters you hear in the night. We have rent armies asunder, smashed their tattered bodies into crumbling cities, bathed in the blood of our enemies. Our fangs are poison, a festering, consuming madness. We are ruin. Now, torn between shadow and moonlight, we hunt again..."*

Werewolves are very strong melee units.

## Description

In terms of raw strength in combat, Werewolves are the most powerful units in the game. Gifted with more health, more armor, and more damage per second than any other unit, as well as a powerful AOE damage ability, Werewolves can be a nearly unbeatable force.

## Abilities

In the latest update of Little War Game the Werewolf does not have an ability

## Upgrades

**Beast Attack Upgrade**

Increases the attack damage of your beast units.

(Grants Werewolves +2 damage per upgrade, up to +10)

**Beast Defense Upgrade**

Increases the armor of your beast units.

(Grants Werewolves +1 armor per upgrade, up to +5)

**Beast Speed Upgrade**

Increases the movement speed of your beast units.

(Grants Werewolves +0.20 speed per upgrade, up to +1.00)

## Usage

Werewolves are extremely tough to kill. While they are slow enough to be kited by most units, Werewolves have 3 native armor, which dramatically reduces the damage they take from Archers, as well as high health regeneration that reduces the effectiveness of any hit-and-run tactics.

**Werewolf Drops**

Werewolves become even more effective when paired with Airships. The Airships grant the Werewolves much more mobility, and can also lift up injured Werewolves to protect them. Many of the most effective counters to Werewolves, such as Mage Fireballs and Catapults, are impotent against air units. In addition, Werewolves continue regenerating health even while lifted, enabling them to heal themselves while being carried to a new location.

One Airship may carry two Werewolves at a time, a potent force against Workers or light fortifications.

**Werewolf-Priest**

Werewolves also pair very well with Priests using Invisibility. A single casting of Invisibility has the same effect on a Werewolf as it would on any other unit, so a handful of Priests can cloak an entire army of Werewolves, whereas it would take several times as many to cloak smaller units.

In addition, while Healing Wards cannot heal as many Werewolves as they can other units due to the Werewolves' size, and while the health they do restore is a smaller percentage of Werewolves' overall health, Werewolves' high armor effectively "stretches" the effectiveness of each point of health restored, so it can sometimes be worthwhile.

**Sim City**

One of the best defenses against Werewolves is effective building placement. Werewolves' large size means they have difficulty maneuvering in tight spaces that other units can navigate, giving the defender an advantage in a well-designed base. In addition, most buildings can withstand a fair amount of punishment, even from Werewolves, and can be repaired rapidly by Workers.
Animal Testing Lab

**HP:** | 550

The **Animal Testing Lab** provides you with the ability to research upgrades for beasts (Wolves, Werewolves, Snakes and Dragons). These Upgrades improve the stats of your beast units such as damage or armor. Forge and the Animal Testing Lab are the only buildings that can research upgrades.

## Development

1.95: Beast upgrades now have the same duration and cost as human upgrades. (Beast upgrade time and duration has been increased to 100 (+20))

1.94: Beast upgrades: increased duration from 80 (+15) to 90 (+20)

1.92: Beast Attack and Armor upgrades: increased cost from 125 (+ 40 per level) to 140 (+ 50 per level); its the same now as human upgrades

1.9: Animal Testing Lab was added along with Wolves.
Littlewargame

Littlewargame is an amazing browser based Real-Time-Strategy game with an active multiplayer scene as well as a map editor. It runs completely in your browser without any download, signups or plugin required. Just click 'play' and the game will start right away!

Choose your strategy, build your army & upgrade your weapons as you rapidly hurtle towards battles to decide your fate! With accessible mechanics and the full depth that real time strategy can provide, can **you** be the one to win it all?

And once you're confident you're the best, prove it! In ranked matches for pride, and rank!

## Links

* Official Page
* Subreddit
* Discord
Workshop

**HP:** | 800

The **Workshop** allows you to build Catapults. Catapults are slow units that can break Watchtowers.

## Strength

* Workshops are powerful because they unlock the ability to create catapults without needing prerequisites like a barracks.

* They also feature a large amount of hitpoints and are large, making them very powerful for creating defensive walls.

* They also feature is a powerful build as of 1.8; Veni's 3cata build.

## Weakness

* Workshops are quite expensive at 250g, making them a significant investment to use.

* Their large size can also work against them, making them difficult to fit into bases & avoid walling units inside.

## Development

1.30: added workshop

1.32: cost from 300g to 250g
Heal

* Heal

The heal spell can heal one unit up to 50 health points using 25/100 mana (2/3rd of a solider's health, 5/8th of a rifleman's health, 5/8th of a mage's health, 5/22th of a dragon's health). It takes 150 gold to learn in the Mages Guild. Healing your fighting units is a great way on saving gold because in the long run, buying the healing spell and using it on your troops is cheaper than remaking your troops (and also saving waiting time!). Ideal spell to have late-game, but quite expensive to get and prepare the mana for.

```
* WARNING: YOU CAN ALSO HEAL ENEMY UNITS!

```

## Development

1.95: Heal mana cost decreased back to 25.

1.9: Heal mana cost increased to 30.

1.85: Heal mana cost increased from 20 to 25.

1.73: Research time increased from 80 to 100.

1.7: Heal added
Accessories

Accessories are a type of a equipment that can be equipped to your sentinel, in one of 3 accessory slots, for added enchantments or unique moves.

## List of Accessories

### Divine

* Acanthus Frontlet
* Armband of Apophis
* Belt of Undying
* Cobra Bangle
* Feather Charm
* Scarab Cuff

### Legendary

* Astral Earrings
* Black Box
* Blade Dancer's Bangle
* Bracelet of Silence
* Brooch of Vigor
* Dancer's Charm
* Earrings of Alacrity
* Fireproof Bracelet
* Frontlet of the Fearless
* Gatekeeper's Cuff
* Gladiator's Cuff
* Gold Bracelet
* Knightly Ring
* Medicine Ring
* Necklace of Protection
* Plug-In Chips
* Ram Belt
* Ring of Defiance
* Shaman's Necklace
* Stinger's Charm
* Strider Earrings
* Summer Bracelet

### Rare

* Assassin's Ring
* Guardian's Cuff
* Knightly Belt
* Messenger's Charm
* Monk's Frontlet
* Shaman's Armlet
Patch Notes

* v 2.86 Apr 14, 2015
* v 2.85 Apr 01, 2015
* v 2.84 Mar 15, 2015
* v 2.83 Mar 12, 2015
* v 2.82 Mar 02, 2015
* v 2.81 Feb 20, 2015
* v 2.80 Feb 17, 2015
* v 2.72 Feb 01, 2015
* v 2.71 Jan 25, 2015
* v 2.60 Jan 12, 2015
* v 2.54 Jan 06, 2015
* v 2.51 Jan 03, 2015
* v 2.50 Dec 28, 2014
* v 2.40 Dec 11, 2014
* v 2.31 Nov 17, 2014
* v 2.30 Nov 16, 2014
* v 2.20 Nov 08, 2014
* v 2.11 Nov 01, 2014
* v 2.10 Oct 31, 2014
* v 2.01 Oct 21, 2014
* v 2.00 Oct 10, 2014
* v 1.95.1 Sep 11, 2014
* v 1.95 Sept 11, 2014
* v 1.94 Sept 05, 2014
* v 1.93.1 Aug 23, 2014
* v 1.93 Aug 17, 2014
* v 1.92.1 Aug 12, 2014
* v 1.92 Aug 11, 2014
* v 1.91 Aug 01, 2014
* v 1.90 Jul 30, 2014
* v 1.86 Jul 22, 2014
* v 1.85.1 Jul 15, 2014
* v 1.85 Jul 14, 2014
* v 1.84 Jul 03, 2014
* v 1.83 Jun 28, 2014
* v 1.82 Jun 24, 2014
* v 1.81 Jun 01, 2014
* v 1.80 May 30, 2014
* v 1.75 May 09, 2014
* v 1.74 May 05, 2014
* v 1.73 Apr 30, 2014
* v 1.72 Apr 25, 2014
* v 1.71 Apr 21, 2014
* v 1.70 Apr 15, 2014
* v 1.66 Apr 11, 2014
* v 1.652 Apr 10, 2014
* v 1.651 Apr 09, 2014
* v 1.65 Apr 08, 2014
* v 1.641 Apr 06, 2014
* v 1.64 Apr 05, 2014
* v 1.63 Apr 01, 2014
* v 1.61 Mar 24, 2014
* v 1.60 Mar 20, 2014
* v 1.50 Mar 11, 2014
* v 1.42 Mar 06, 2014
* v 1.40 Mar 04, 2014
* v 1.32.3 Feb 22, 2014
* v 1.32 Feb 19, 2014
* v 1.31 Feb 15, 2014
* v 1.30 Feb 13, 2014
* v 1.20 Jan 28, 2014
* v 1.10 Jan 23, 2014
* v 0.10 Jan 23, 2014
Babylons Fall Wiki

Welcome to the Babylon's Fall WikiWelcome to the Babylon's Fall Wiki
The Babylon's Fall reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 410 pages (69 articles).

Babylon's Fall
Experience acclaimed developer PlatinumGames' signature combat in BABYLON’S FALL with up to 3 other players or take on the Tower of Babel alone, in this new cooperative action RPG.

[Read more...]

Gameplay

* Characters
* Weapons
* Resources
* Enemies
* Lore

Guides

Featured Page

## NieR: Automata Collaboration Event

Videos

The Babylons Fall Launch Trailer,
released by Square Enix on Mar 3, 2022

*See more videos*

Twitter

Tweets by @BabylonsFall\_ENwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community
We are currently maintaining 410 pages (69 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Babylon's Fall Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Dragon

*"With a roar like thunder and an arrival as brutal as lightning, none is more feared than the dragon"*

Dragons are big, flying units.

## Description

Dragons are very difficult to get to early in a game, but they can be brutally powerful for punishing players who don't defend well or have chosen a build that doesn't have much anti air power.

## Upgrades

**Beast Attack Upgrade**

Increases the attack damage of your beast units.

(Grants Dragons +1 damage per upgrade, up to +5)

**Beast Defense Upgrade**

Increases the armor of your beast units.

(Grants Dragons +1 armor per upgrade, up to +5)

## Usage

The combination of speed, range, flight, and regeneration makes Dragons the ultimate harassment unit. They are able to catch lone units on the map and hound them continually until they reach support. In addition, Dragons deal AOE damage in a very small range - too small to be useful against ordinary units, but devastating against Workers, which stack on top of one another when mining.

In addition, the ability to fly gives Dragons natural defense against many ground units. Dragons are able to abuse cliffs and terrain obstacles to attack with impunity, especially with range upgrades, and to escape critical damage.

However, Dragons are immensely expensive, costing more than any other unit in the game, and surprisingly weak in direct combat. They can be engaged cost-effectively by groups of Archers, and are extremely vulnerable to Ballista. Instead, Dragons must rely on their speed to avoid combat and attack only the weakest enemies.

## Development

Version 1.8: Dragon added to the game!

Version 1.81: Dragons now have a natural HP regeneration
Dragons Lair

**HP:** | 1000

*"Whatever you do, don't disturb the eggs!"*

The **Dragons Lair** can train Dragons, An airborne late game offensive unit.

## Strengths

**Flight**

The dragon flies in the air, giving it a unique advantage of agility over all other units in the game. Dragons can be used for vision, to scout, to harass, and to fight, although they are not good in direct engagements (discussed in Weaknesses). Specifically, dragons are often used to kill workers while they are mining to stop the other player's economy, to kill retreating units and obviously, against ground units that can't kill air units.

## Weakness

**Costs**

Even though the building it self doesn't cost a lot, it has a prerequisite of a Fortress. This is an expensive upgrade to the Castle, not only because of the costs, but because of the halted production of Workers while the Castle is upgrading. Unless the player has enough Workers while the castle is upgrading, it is an expensive price to pay as it lowers gold income and/or building production. The total price of making a Dragons Lair and upgrading the castle to a fortress is 500 gold.

**Ballista**

The Ballista is a unit essentially designed to hard counter dragons, as it does a very high amount of splash damage (30!) to flying units. If all your dragons are in the same location, ballistas do a significant amount of damage, making dragons essentially useless. Therefore, it is necessary to eliminate ballista using melee units and not bunch up dragons where they can be hit by splash damage.

## Development

Version 1.8: Dragons Lair and dragons added to the game.
UnitList

# List of Units in LWG

Here is a list of all the Units in Little War Game. Each has it's strengths and weaknesses.

 DMG
 ARM
 VIS
 RAN

## Human Units

##### **Worker**

* The only unit in the game that can mine gold from goldmines.
* Can be made in Castle, and Fortress
* Start with 7 workers

##### **Soldier**

* A melee unit with medium damage and armor
* Can be made in Barracks.
* Deadly in large groups.

##### **Archer**

* A ranged unit
* Can be made in Barracks
* Counters: Dragons
* When massed, no unit survives

##### **Priest**

* A weak unit with strong spells
* Has Summon Healing Ward, Invisibility ability
* Good for healing units
* Invisibility can be used from soldier solo stealth missions, and lasts a long time before wearing off

##### **Mage**

* A weak unit with strong spells
* Can be made at the Barracks, and require Mage's Guild built
* Has Fireball, and Slow Field ability
* Strong vs massed units and buildings such as watchtowers

##### **Raider**

* A Speedy Assassin-like unit
* Can be made at Barracks
* Can use Shroud ability after researching at the armory

## Beast Units

##### **Wolf**

* A fast ground unit with low hit points and health regeneration
* Can be made in the Wolves Den
* Counters: Strong vs Archers, Workers; weak against Soldiers, Werewolves.

##### **Snake**

* A weak ranged unit
* Can be made at the Wolves Den after building a Snake Charmer.

##### **Werewolf**

* A slow, armored ground unit with semi-high hit points and regeneration
* Can use a "Smash" ability to create space (can no longer use the ability in post-LE11 maps)
* Can be made in the Werewolves Den
* Counters: Catapults, Dragons

##### **Dragon**

* A fragile flying unit.
* Can do minor area-of-effect damage
* Can be made in the Dragon's Lair
* Counters: Strong against Workers, Soldiers, weak against Ballista.

##### **Bird**

* A weak flying unit with no attack
* Can be made at the Castles and Fortress
* Used for scouting
* Counters : strong vs none, weak against large groups of archers, watchtowers, and dragons.

## Mechanical Units

##### **Catapult**

* A long range siege unit with high damage
* Can be built at the Workshop
* Counters: Very strong against Watchtowers, Werewolves, weak against Dragons

##### **Ballista**

* A slow, ranged anti-air ground unit
* Can also attack ground units, but weaker.
* Can upgrade its area of effect
* Can be built at the Advanced Workshop
* Counters: Very strong vs Dragons, weak vs Wolves.

##### **Airship**

* A fast, flying transport unit
* Can upgrade to increase detection
* Can be built at the Advanced Workshop
* Counters: strong against none, weak against Dragons, Ballistae

##### **Gatling Gun**

* A fast, short-ranged unit for kiting.
* Can make Caltrop, that slow down enemy units.

##### **Gyrocraft**

* Fragile flying unit
* can only target One unit at a time
Mages Guild

**HP:** | 600

The **Mages Guild** allows you to train Mages from the Barracks. Mages are strong but vulnerable units, that are capable of dishing out large attacks.

## Strength

* Mage's guild allows you to access mages, one of the most powerful units in the game due to their ability to cast battle-changing AoE spells.

* Mage's guild also allows you to obtain the upgrades for mages, fireball and heal, which are what truly make the mage effective.

* Mage's guild can also be used to throw you opponent off track as mages are built from barracks, so you don't have to commit to it as you loose no production time switching from producing mages to another unit.

## Weakness

The Mage's guild is quite expensive however and the mages it unlocks are not really worth using without also buying the upgrades.

## Development

0.10: Mages guild added

1.10: Mages guild: increased build time from 60 to 75 sec

increased cost from 400 to 450 gold
1.30: Mages guild; reduced cost from 450 to 350

1.32: Mages guild; reduced cost from 350 to 300

1.70: Mages are now trained in the Barracks instead of the mage's guild

Mages spells now have to be researched in the Mages Guild before they can be used
Mages Guild: reduced cost from 300 to 200; reduced build time from 75 to 60 sec
House

**HP:** | 400

The **House** is the basic unit that allows you to built a larger population supply. A House increases your max population by 10. You also need at least one House to construct a Barracks.

## Strength

**Walling**

As a 3x3 structure for 125 Gold with a measly 35 second build time, the House is easily the best defensive walling structure in the game. Its only rival, the Forge, costs another 50 Gold and another 20 seconds in build time for equivalent HP but is a 4x4 structure. While a Forge may cover more space, its size means more surface area can be attacked on any one side than a House. Additionally, losing a Forge is quite a bit more costly since they can research upgrades. All other options are too comparatively inefficient and are unit-producing structures whose loss is far more damaging than the loss of a House.

**Scouting**

While Workers and other traditional units are more commonly used for scouting, a House is a surprisingly effective scouting tool. Compared to a Soldier, a House has four times the HP and builds in almost the same amount of time for only 20 more Gold. While the disadvantage of this method of scouting is that your House is obviously immobile, placement of your House at choke points leading from your opponent's base, near the middle of the map, or around future enemy expansions will make you far more aware of your opponents movements, either giving you map control outright or keeping you even with your opponent.

## Weaknesses

**Supply Block**

Whenever a House is destroyed, it lowers your maximum Supply by 10. With this in mind, make sure to place your Houses in such a way that they can be defended from rushes or sniping by enemy Catapults, especially if you are using them to wall. Given the above, it's not unreasonable to build a few more Houses than necessary once you reach a 3-base economy and have established your tech route.

**Inactivity**

While excellent for scouting, avoiding Supply Blocks, and walling, Houses are not capable of producing any units or researching any Upgrades. Additionally, they provide the same Supply as a Castle and none of its economic benefits.

## Development

Prior to Version 1.7, a House cost 150 Gold.

Version 1.7 - A House costs 125 Gold.

Version 1.72 - A House costs 100 Gold.
Rifleman

*"One thing I'll never forget is the running. We ran every day and everybody wanted to know why, why are we running all the time? Do we look like Soldiers? Then I saw Charles gutted on a sword and half of the trainees charred beyond recognition... you grow to love running."*

They lack the tanking capability of Soldiers, the AoE capabilities of Mages, the distance and damage of Catapults, the speed of Dragons, and are only as effective as micro permits, but that's all the advantage that a Archer needs. Their decent speed and the benefit of range allow Archer to avoid damage easily and make engaging into them a nightmare. Any player underestimating the strength of these musket-wielders can quickly expect to be punished for overlooking their grouped strength.

## Strengths

**Range**

With slightly less range than a Watchtower, Archers are excellent at providing damage behind solid unit walls, in chokes, or in other narrow areas. Their range also enables them some kiting ability and lets them pick off weakened units or Workers in engagements, while also enabling multiple Archers to fire into a single area despite being split from one another. Finally, range enables Archers to attack Dragons (one of only two ground units capable of doing so).

**Micro Capability**

A combination of 5 Range and roughly equivalent movement speed to Soldiers means that each Archer can be split separately to avoid incoming damage from enemy Soldiers, Dragons, Mage Flamestrikes, and Catapults to compensate for their comparatively low Hit Points and damage. Players with strong micro can multiply the effectiveness of their Archers through unit positioning, concaves, split formations, and hit-and-run tactics.

## Weaknesses

**Surrounds**

Despite the success that can be bought with Archers through micro, Archers need to also have good positioning. Archers will melt to Wolf, Soldier, or even Worker surrounds as they will not be able to kite away from the melee unit and will be taking excess melee damage.

**Micro Needed**

Archers possess below-average Hit Points and DPS and have no extra utility such as spells, flight, or AoE damage to compensate them in a fight. This means that they struggle a bit in direct engagements and require constant babysitting to get any added efficiency. This means that Archers are a heavy burden to the APM of a player that is using them and require considerable concentration and that a moment of inattention can destroy an entire army of Archers.

## Development

1.95: Riflemen are now Archers; slightly increased attacking delay. (Their DPS is still the same, but it is easier to micro against Archers now)

1.74: Hit Points increased from 60 to 80.

1.80: Unit vision increased by 1.
TournamentGuidelines

This page is to be referenced in the description of all tournament pages, so that the rules can be up to date and consistent.

## Competitor Agreement

### General rules of play

These are not strict rules but should generally be followed, with the exception of rules such that not following them results in tournament participation termination

* Treat opponents with respect, no harm in glhf and ggs
* You must be present for all of your matches in a reasonable time frame
* Any reasons for being late or other issues should be reported to the TO(s) (Typically Xao)
* Observers & Casters can be refused if you are worried about lag, but avoid this where possible
* If you are clearly beaten, please GG out and leave the game. Stalling is frowned upon.
* Please save all replays of matches you partake in for admin purposes and for replay packs, you may find you suffer in the case of a dispute if you do not.

### Causes of tournament participation termination

You can be dropped out of a tournament for any of the following reasons as a minimum;

* Not being present for 30mins after the start of a tournament without prior explanation
* Not being present 15mins after your match is due to start if it's after the initial set of matches
* Admin/Moderator/TO confirmed cheating/hacking/game abuse
* Significant abuse of other players

These are subject to Admin/Moderator/TO decisions

## Issue/Dispute Resolution

Any issues with the tournament or another player should be brought up with the TO(s) (Typically Xao) and they will make a ruling decision. The following precedents apply;

* Verbal abuse or other kinds of player abuse is not tolerated
* Accusations of hacking are taken seriously and replays will be requested for review. Punishments will not be handed out without evidence (i.e. replay or observer).
* Accusations of Desync-imitations are taken seriously and a decision will be made on the replays provided from both players. If only one set of replays is provided, a decision will be made from that replay. If a desync is the conclusion, either a rematch, Bo1, Bo3 or Bo5 can be requested by the TO to resolve the score.
* Matches are typically decided by the game-displayed victories, but in the case of stalling the victory can be overruled if the game was clearly won.

Infractions can result in any of the following, under TO/Moderator/Admin discretion: loss of rights to prizes, kicked from that tournament, kicked from all tournaments, IP ban

## Money and prizes

* LWG TO's are ultimately responsible for the distribution of prizes but if they cannot provide the described prizes, that is down to the specific TO or funder.
* Money will not be handed out until the tournament is ended.
* Money is, by default, handed out via PayPal.
* You are entirely within your right to chose to refuse the money and instead donate it to the game or the tournament prize pool, if for whatever reason you wish to do so.
* Prize pool splitting between 1st/2nd is not allowed.
* You are entirely responsible for making sure your provide the correct details for payment, repeat payments will not be sent out.
Littlewargame Wiki/Section 2

**Handy Wiki Resources**

* Admin noticeboard
* Recent changes
* Missing pages
* Official Help Wiki
* General disclaimer
* Create an account

**Recent News**

is a 4.8.1 update in this moment

**Littlewargame Units**

Airship

Archer

Ballista

Bird

Catapult

Dragon

Mage

Priest

Soldier

Werewolf

Wolf

Worker

**The Wiki Community**

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Not sure where to start?**

* Find out more about the wiki on the **Official Help Wiki**.

**Adding some content!**

* Check out a few pages and see what they look like or what the source code for a pages is to get ideas, or visit the New to moderating page to get some suggestions.
Flamestrike

Flamestrike is one of the strongest attacks in the game, although it typically occurs lategame due to the economic investment (Mage's Guild and the associated upgrade). It is an AoE spell for the cost of 50 mana, doing 25 damage to the units in the line of fire. It takes 100 gold to learn in the Mages Guild, 200 gold if you are learning, or have already learned Heal. Be careful, though. Because it is possible to get harmed by your own Flamestrikes and you may accidentally end up offering up your mage for a Flamestrike blast. To avoid being decimated by Flamestrike, split your units up so that they're not all in the same place.
Firefang

The Firefang is a Hammer in Babylon's Fall. Its blueprint can be acquired by completing the Skirmish: Cave of Knives II in the Volcanic Cloister.

Firefang uses the Spectral Attack: Giant Stomp. It has the Fire element and the locked Enchantment: Critical Hit: Pyrostun Buildup I.

The Firefang requires the following materials to be crafted:

* 40 Plant Fiber
* 40 Leather
* 15 Lapis Igni
* 3 Gold Ingots
* 20,000 Conches
Shaman's Armlet

Shaman's Armlet is a Rare accessory.

## Available Enchantments for Slot 1

HP Management: Instant SP Regen I

Perfect Dodge: SP Siphon Boost I

HP Management: Instant SP Regen I

Consecutive Hit: SP Siphon Boost I

## Required Materials for Refining

* 20 Plant Fiber
* 5 Lapis Nix
* 1 Silver Ingot
* 10 Fusion Magnet

## Innate Enchantment

### Enemy Kills: Instant SP Regen II

* Condition: Kill an enemy
* Effect: Instantly restore a portion of SP (Lv2)

## Enchantment Slot 1

### HP Management: Instant SP Regen I

* Condition: HP 50% or lower
* Effect: Taking damage regenerates SP (Lv1)

### Perfect Dodge: SP Siphon Boost I

* Condition: Perfect Dodge
* Effect: Boost Spirit Siphon (Lv1) for 10 seconds

### HP Management: Instant SP Regen I

* Condition: HP 50% or higher
* Effect: Taking damage regenerates SP (Lv1)

* Condition: Passive (active while item is equipped)
* Effect: Increase damage taken (Lv1)

### Consecutive Hit: SP Siphon Boost I

* Condition: Land 50 consecutive hits
* Effect: Boost Spirit Siphon (Lv1) for 10 seconds
Assassin's Ring

Assassin's Ring is a Rare accessory.

## Innate Enchantment

### Name

Enemies Nearby: Resistance Up (Petrify) I

## Available Enchantments for Slot 1

HP Management: Resistance Up (Immobilize) I

HP Management: Resistance Up (Daze) I

HP Management: Resistance Up (Immobilize) II

HP Management: Resistance Up (Daze) II

## Required Materials for Refining

* 2500 Conches
* 20 Bronze Sheet
* 5 Lapis Igni
* 1 Silver Ingot
* 10 Fusion Magnet

## Innate Enchantment

### Enemies Nearby: Resistance Up (Petrify) I

* Condition: 2 or more enemies within close proximity
* Effect: Boost Petrify resistance (Lv1)

## Enchantment Slot 1

### HP Management: Resistance Up (Immobilize) I

* Condition: HP 75% or higher
* Effect: Boost Immobilize resistance (Lv1)

### HP Management: Resistance Up (Daze) I

* Condition: HP 75% or higher
* Effect: Boost Daze resistance (Lv1)

### HP Management: Resistance Up (Immobilize) II

* Condition: HP 90% or higher
* Effect: Boost Immobilize resistance (Lv2)

### HP Management: Resistance Up (Immobilize) II

* Condition: HP 90% or higher
* Effect: Boost Immobilize resistance (Lv2)
Dormire

The Dormire is a Hammer in Babylon's Fall. Its blueprint can be acquired by completing the Skirmish: Homera Boulevard II in the Civic Cloister.

Dormire uses the Spectral Attack: Giant Stomp. It has no element and the locked Enchantment: Enemy Kills: Damage Boost I.

The Dormire requires the following materials to be crafted:

* 40 Yew
* 40 Screws
* 15 Bronze Ingots
* 3 Gold Ingots
* 20,000 Conches
Tournament Information

# World Ranks

## Top 8

**Monthly Signup** - September

Monthly consists of two qualifiers, the top 2 from both move to the final tournament. You cannot compete in both if you qualify in the first one and the higher point value from the two tournaments is what you earn, not the combination.

Qualifier 1 -

Qualifier 2 -

Finals -

**Weekly Signup** - Week8: http://littlewargame.challonge.com/Week9
Weekly signups start on the day, opening that morning & closing at 3PM.

Weekly tournaments often have prizes to be won & can be played all on the day, great for new or more casual players.

BRACKET - http://littlewargame.challonge.com/Week9

BRACKET -

Upcoming

Complete

Cloud Kingdom

Steppes of War

Lava Bridge

Overgrowth

King Sejong

Radial

Belshire Vestige

Rocky Mountain

The Route

Two v Two

The Ring

Crossfire Junction

Secret Garden

Dark Woods

Metalopolis

Lost Temple

## **Format**

The format has changed slightly, to accommodate players.

Instead of a linear process of going through matches, we will instead be running group stages of four to six players, running two games then a winners & looser's match.

Group Bracket can be seen here, matches inside boxes are a group, the blue and yellow boxes are one group per colour.

This is a result of feedback from players, backroom discussions and to ensure that even if a player doesn't show, his opponent will get to play.

## **Vetos**

1st map: Both players ban until 1 map

2nd map: Loser picks any map

3rd map: Loser picks any map

4th map: Loser picks any map

5th map: Loser picks any map

(Optional: Winner gets 1 ban before Loser picks map)

## **Eliminations**

Failure time has been extended to within 30mins of your match start time (Unless I am notified beforehand) will result in an automatic set loss, though not an automatic elimination.

If neither player show, a random pick will be made via blind heads/tails calls by people in chat.

## **Streaming**

Games will be streamed at twitch.tv/xaoka9 and vods will be available on the channel.

Videos will also be uploaded to youtube for easier viewing after the fact.

The full collection of videos will once again be linked in the forum post for convenience.

## **Final Note**

If you don't think you can commit to the tournament, consider playing in the weekly tournaments instead.

If you don't live in the UK please talk to me to get the time of your match sorted.

If you can't make your match, that's fine, PM me & we can sort it; But we need to be told ahead of time.

## **Confirmations**

Please talk to me between the 1st and the 5th to confirm your place, this isn't compulsory, but you will be open for substitution if you don't. Having inactive players is a pain for everyone, we don't want to limit you signing up however.

Open for substitution means that if you don't turn up for your first match a player waiting to get in can take your place in the tournament.

Confirming your place will mean this cannot happen at any stage.

Signups will lock on the 5th of July and the tournament will start on the 6th
Plug-In Chips

3/3 Plug-In Chips

## Enchantments

Improved Dodge Window II

HP Boost I

Enemies Nearby: Fortify II

SP Management: Vampiric Blows II

Plug-In Chips are a Legendary Accessory in Babylon's Fall. It can be obtained via the Gears Exchange for 6,000 Gears. Only one may be purchased, if it lost another may not be reacquired.

Unlike most accessories, the Plug-In Chips has 4 Innate Enchantments. Only the first Innate Enchantment improves with Enhancing.

At +3, the Plug-In Chips has the following Enchantments:

Improved Dodge Window II

* Condition: Passive (active while item is equipped)
* Effect: Increase your dodge window (Lv2)
* -
* Condition: Take damage.
* Effect: Instantly lose a portion of SP (Lv1)

HP Boost I

* Condition: Passive (active while item is equipped)
* Effect: Increase your maximum HP (Lv1)

Enemies Nearby: Fortify II

* Condition: 2 or more enemies nearby.
* Effect: Decrease damage taken (Lv2)

SP Management: Vampiric Blows II

* Condition: SP 80% or higher.
* Effect: Attacks restore HP (Lv2)
Centurio Spatha

Centurio Spatha's Blueprint

## Innate Enchantment

N/A

The Centurio Spatha is a Rare Sword in Babylon's Fall. Its blueprint can be acquired by purchasing it from Pygmalion's Shop for 10,000 Conches.

Centurio Spatha uses the Spectral Attack: Phantom Slash. It has no element. Like all Rare Swords, it does not have an Innate Enchantment.

The Centurio Spatha requires the following materials to be crafted:

* 15 Bronze Sheets
* 15 Screws
* 8 Lapis Ingenii
* 3 Iron Ingots
* 8,000 Conches
Messenger's Charm

Messenger's Charm is a Rare accessory.

## Available Enchantments for Slot 1

Dash: Vampiric Blows I

Perfect Dodge: Fortify II

Dash: Crit Chance Boost I

Dodge Crit Chance Boost I

## Required Materials for Refining

* 20 Cartilage
* 5 Lapis Igni
* 1 Silver Ingot
* 10 Fusion Magnet

## Innate Enchantment

### Dash: Fortify I

* Condition: Active while dashing
* Effect: Decrease damage taken (Lv1)

## Enchantment Slot 1

### Dash: Vampiric Blows I

* Condition: Active while dashing
* Effect: Atacks restore HP (Lv1)

* Condition: Passive (active while item is equipped)
* Effect: Reduce your maximum HP (Lv1)

### Perfect Dodge: Fortify II

* Condition: Perfect Dodge 5 times
* Effect: Decrease damage taken from the next incoming blow (Lv2)

### Dash: Crit Chance Boost I

* Condition: Dash for 10 seconds
* Effect: Boost the critical hit chance of your next Spectral Attack (Lv1)

### Dodge: Crit Chance Boost I

* Condition: Dodge 5 times
* Effect: Boost critical hit chance (Lv1) for 10 seconds
Babylons Fall Wiki/Section 3

Videos

The Babylons Fall Launch Trailer,
released by Square Enix on Mar 3, 2022

*See more videos*

Twitter

Tweets by @BabylonsFall\_ENwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
How to play guide for Babylon's Fall

*This article is a stub. You can help Babylon's Fall Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Babylon's Fall***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Planet Cracker

Planet Cracker's Blueprint

## Innate Enchantment

Snipe

The Planet Cracker is a Hammer in Babylon's Fall. Its blueprint can be acquired by completing the Skirmish: Lumoscope II in Elysium.

Planet Cracker uses the Spectral Attack: Giant Stomp. It has the Electro element and the innate Enchantment: Snipe

The Planet Cracker requires the following materials to be crafted:

* 30 Springs
* 30 Bronze Sheets
* 12 Lapis Ingenii
* 3 Gold Ingots
* 15,000 Conches

Snipe is Planet Cracker's innate Enchantment.

Snipe

* Condition: Passive (active while item is equipped)
* Effect: Spectral Attacks become Snipes with this weapon.
* -
* Condition: HP 66% or higher.
* Effect: Boost Spectral Attack damage (Lv1) with this weapon.

Snipe IV
Frost Blade

Frost Blade's Blueprint

## Innate Enchantment

N/A

The Frost Blade is a Rare Sword in Babylon's Fall. Its blueprint can be acquired by purchasing it from Pygmalion's Shop for 10,000 Conches.

Frost Blade uses the Spectral Attack: Phantom Slash. It has the Cryo element. Like all Rare Swords, it does not have an Innate Enchantment.

The Frost Blade requires the following materials to be crafted:

* 15 Horns
* 15 Screws
* 8 Lapis Nix
* 3 Iron Ingots
* 8,000 Conches
Lore

The trailer for Babylon's Fall revealed a detailed timeline of lore for the universe.

## Lore Timeline

### CE 5000

Discovery of the Oversoul
During the Albenlands era of expansion, its people discover an unknown energy known as the Oversoul.

### CE 5017

The Age of Dawn
After years of experimentation, the Helos Empire succeeds in developing weapons that harness the Oversoul.

### CE 5033-5083

The Oversoul Prophecies
A small group of seers hailing from all kingdoms use crystallized Oversoul fragments to predict the future and write down these prophecies in the Ephesian Book.

### CE 5085-5089

The Apocalypse
The seers have visions of an all-consuming darkness.

### CE 5093-99

Waland’s Journey
By order of the Helos Empire, Waland travels to the darklands in the far south, foretold by the Ephesian Book as the location of mankind’s revival.

### CE 5106-5109

The Soul Riots
With resentment rising against the ruling class over its use of the Oversoul, riots break out among the masses.

### CE 5110-5113

World War
As the rulers of each kingdom turn against their respective populaces, the riots escalate into full-blown war.

### CE 5150-5200

Divine Punishment
Disgusted by humanity’s unwillingness to learn from its past Mistakes, the elder gods unleash their wrath upon mankind.

### CE 5205

Birth of a Goddess
With the purpose of rescuing humanity from the brink of extinction a new goddess, Gaia is born

### CE 5208

Birth of a New World
Gaia creates a new world in order to give humanity one last chance.

### CE 5220

Age of Harmony
Humans begin to inhabit the new world, and a period of peace follows.

### CE 5317-5338

Scholars of Gaia
Concerned about people losing their faith in Gaia, the high priest Darius forms a consort known as the Scholars of Gaia.

### CE 5347

End of a Dream
The public execution of a nonbeliever by the Scholars of Gaia creates tension among the masses.

### CE 4356

War of Beliefs
Unable to overcome their ideological differences, the Scholars of Gaia and the Helios Order start engaging in frequent skirmishes.

### CE 5385

Spread of the Soul Plague
The unexplained outbreak of the soul plague prompts the different factions to capitalize on the people’s fear and expand their efforts to convert the masses.

### CE 5427-5430

New World Academy
Fearing for the future of mankind after rediscovering the Esphesian Book, the seer Maria forms the New World Academy amid the rapidly worsening war.

### CE 5427-5450

Punishment
On the Day of Judgement, Gaia turns against mankind.

### CE 5464-5475

Awakening
Deep within the Shrine of Souls, the Nomads are born.

### CE 5491-5500

Rebirth
Led by the Nomads, Humanity strikes back against Gaia.