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| Pause at: | Resume at: | Switch priority to "Health" at: | Switch priority back at: |
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Set the health level at which you want to pause for recovery.
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Set the level of health at which you want to continue with the story
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When your health drops under this level, the bot switches priority to "Health" automatically. Set it to -1 if you would like to turn it off.
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When your health reaches this level, the story continues with with the decisions you want to prioritize.
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It is necessary to have the "42" option in the whitelist if you want it to be selected. And if you want the option "20" ("Brave") or "21" ("Accept") to be selected instead of the "42" option, when you don't have enough health, you will have to add one of these two options to the whitelist , immediately after "42".
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Maximum AP consumed at church:
The maximum AP you would give for the church when your health becomes critical. If you set it to 10 AP, then it will go to church two times (5+10 AP).
if you have more than:
Consume AP for health regeneration only if you have more AP than the set amount.
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| Select a location where you would like to hunt. The chance of success is read from the game every time the bot passes through the hunting page. Location | Target | ||
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Count:
Insert how many times would you like to hunt here
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If you select this option, the bot will stop after it detects that there are no more slots available. If there are no more slots available and you want to restart the bot with this option selected, it will not work.
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Hunts without stopping and pauses whenever every extraction slot is busy, so action points go only into hunts you can actually extract from. Only one of the three stop options can be ticked at a time – picking this one clears and disables the other two.
While the ruins run together with hunting none of the three decides anything: the bot chooses round by round (see Smart Mode). |
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Select this option if you want S rank essence to be extracted.
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Select this option if you want A rank essence to be extracted.
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Select this option if you want B rank essence to be extracted.
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Select this option if you want C rank essence to be extracted.
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Select this option if you want D rank essence to be extracted.
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Select this option if you want E rank essence to be extracted.
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Recruit these units (+10 each, in turn)
The bot cycles through the selected units and recruits +10 of each in turn. If the next unit in the cycle costs more than the available essence, it waits until there is enough for exactly that unit.
Keep in reserve:
The bot never spends below this amount of blood essence. Only what exceeds it is used to recruit units.
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Tier 1 – 100 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 1 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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Tier 2 – 150 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 2 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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Tier 3 – 200 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 3 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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Tier 4 – 350 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 4 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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Tier 5 – 500 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 5 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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Tier 6 – 750 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 6 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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Tier 7 – 900 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 7 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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Read the unit counts again from the Nourishing Pits. Works while the bot is stopped – when it is running it keeps them up to date on its own.
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Tier 8 – 1500 essence for +10.
No data yet.
Avail:–
Rest:–
Queue:–
How many Tier 8 units you want to end up with. The bot counts what you own, what is still in the recruitment queue and what is recovering after a fight, and spends the essence first on the units that are still under their target. Leave it on 0 to just take turns as usual.
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| Layers |
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Rest:–
Rec:–
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Read the unit counts again from the Nourishing Pits. Works while the bot is stopped – when it is running it keeps them up to date on its own. ↻ Army Strength | ||
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Combine Ruins with:
Attacking layers costs no action points, so in plain Ruins they pile up unused. Pick a mode here and the surplus is spent on it, then the bot goes back to the layers.
What each choice does Hunt (Smart Mode) – hunts while an extraction slot is free. The bot reads the slot timers straight from the hunt page, so it knows to the second when the next one opens, and it may spend down to your last action point to use one. With every slot busy it hunts only down to Keep for slots and then goes back to the layers. Grotto (unlimited) and Story – spend the surplus between the two values on the right and stop at Keep, going back to the layers, which cost nothing. No extraction slots are involved in these two, so the reserve is simply a floor. Hunt (Smart Mode) → Story and → Grotto – hunting comes first whenever a slot is free; what is left above Keep for slots goes into Story or Grotto instead of sitting unused. Why hunting comes first. A freed slot is a window in time: miss it and it is gone, while story and grotto are there whenever you have the points. That is what the reserve is for. If the chosen mode cannot run – low health, no slots, nothing to fight – the bot goes back to attacking layers instead of standing idle. And if it is stuck waiting for health while a layer or a slot becomes available, it leaves straight away rather than waiting for nothing. |
Switch above:
The bot leaves the layers and starts spending action points once it has more than this. Attacking layers costs nothing, so the ruins are exactly what it should be doing while the bar refills.
Cannot be set above your maximum action points, and it is checked again every time the bar is read – so it follows you up as you level. |
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Keep for slots:
Action points kept in reserve for extraction slots. Grotto and Story stop here and go back to the ruins, so the bar is not empty when a slot opens.
Hunting is the one thing allowed below this line, and only while a slot is actually free – a freed slot is a window in time, miss it and it is gone. With every slot busy, hunting stops at this value like everything else. Two numbers instead of one on purpose: with a single limit the bot spends down to it, regains a single action point a few minutes later and immediately leaves again for one action – over and over. The gap between the two gives it a real break instead. Has to stay below the value above; if you set it higher it is pulled back down automatically. The value above cannot go past your maximum action points, and is checked again every time the bar is read. |
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Race:
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Every time the bot goes through the profile page it throws away the Ω items that have a discard button and whose level is at or below the value set here. Items you protected with the padlock in the Items tab, the ones you are wearing and anything above that level are never touched.
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One setting, two jobs — both about not looking like a clock.
After a fight the bot waits this long before moving on to the next layer, instead of loading the next page the instant the report arrives. And a layer is not attacked the second its cooldown hits zero — it waits a little longer first. That matters on its own: without it, the same layer would be hit at exactly the same interval, hour after hour, and a constant interval is the easiest thing in the world to spot. It is a range, not one number, on purpose: a fixed +25s is just as regular as +0s, only shifted. A fresh value is drawn for every fight, and a different one for every layer and every cooldown. Only attacks are delayed – walking past a layer that is still cooling down keeps the normal speed, so a full sweep does not turn into a crawl. Set both to 0 to switch it off. Wait after an attack: to seconds |
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After a fight, the report can offer to bring some of the fallen back for Hellstones. It is not the same list as the units you lost — the game decides how many it will revive, and asks a price for those.
The bot pays only while you are above the reserve below, so it can never spend your last stones. It also refuses anything dearer than the limit, since the price grows with how much there is to revive. If anything about it fails — button missing, price unreadable, request refused — the bot simply carries on to the next layer. Nothing here can stop an attack.
and pay at most
per fight
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Difficulty:
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Target | Health | |
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Count:
Insert how many times would you like to repeat the demon hunt
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Minimum:
Under this health level it won't start another fight in the grotto
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The maximum AP you would give for the church when your health becomes critical. If you set it to 10 AP, then it will go to church two times (5+10 AP)
if you have more than:
Consume AP for health regeneration only if you have more AP than the set amount.
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Minimum health before attack:
Under this health level it won't start another random fight
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Activate pause (in minutes) between next search for opponents.
This functionality makes the bot undetectable if a long pause is set between attacks, if it is used in combination with the "Schedule" module in the global panel and with Slow Speed.
min ±
A random number used to create variable time pauses. For example: for a delay of 20 min, if you set the margin to 3 min, the breaks between attacks will vary between 17-23 min (20±3). In this way, the time between attacks will be random every time
(range randomizer)
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| Attack: |
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Minimum health before attack:
Under this health level it won't start another fight
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| Whitelist: |
Insert the player's name you wouldn't like to attack. Separate the names with a comma (Player1, Player2, ...)
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| Blacklist: |
Insert the player's name you would like to attack. Separate the names with a comma (Player1, Player2, ...)
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Activate pause (in minutes) between next search for opponents.
This functionality makes the bot undetectable if a long pause is set between attacks, if it is used in combination with the "Schedule" module in the global panel and with Slow Speed.
min ±
A random number used to create variable time pauses. For example: for a delay of 20 min, if you set the margin to 3 min, the breaks between attacks will vary between 17-23 min (20±3). In this way, the time between attacks will be random every time
(range randomizer)
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The game only lets you attack players whose battle value is between 80% and 125% of yours. Leave the field on 0 to use your current value.
Your battle value:
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Show or hide tooltip for items.
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Show or hide buttons from tooltips for changing items. The buttons only work while you are on the profile page – anywhere else the game refuses them, so the option is disabled there.
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Hides the Ω items from the inventory grid above. What you are wearing stays visible in "Current items".
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Shows a padlock on every Ω item. Click it to protect that item: the bot's "Drop Ω items" function will skip it and the game's discard button is hidden on the profile page, so it cannot be thrown away by mistake.
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This function only works if you selected in the "Global" panel to spend the gold to increase the skill and the skills you want to increase.
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Opens gold gifts when there is something to do with the gold, and then spends it the way you chose in Global → Gold – on skills, on clan donations or on orbs.
It needs that choice to be made: with gold spending switched off the gifts would just pile the gold into your inventory, which is exactly what you do not want to be carrying around. |
Select how much gold you need.
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Reads the settings from the box below and applies them. Paste there a backup you saved earlier (or one exported from another account), then press this button. Only known settings are applied and the page reloads when it is done.
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Writes all your settings into the box below. Select the text, copy it and keep it somewhere safe – you can paste it back here any time, or into another account, and press Import. Logs are not included.
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Adds a bar and the progress figures to the game's Highscore page. Untick it and the ranking goes back to how the game draws it – nothing is deleted, your snapshots stay where they are and come back the moment you tick it again.
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On the game's Highscore page you can freeze the ranking at a moment of your choosing. From then on, every player who has moved shows how much they gained right under the value itself – level, booty, battle value – plus a note if they changed their name, race or clan.
The first snapshot is taken for you when the bot starts, so you have a starting point from day one. Everything after that is read from the ranking pages you open yourself; nothing is fetched in the background. Set your own moments, switch between them and read the full explanation from the ? on that page. |
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Nothing to report – the bot has not run into any problem.
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What is in the report. Every moment the bot did not work as it should, written down as it happened: what it was doing, which page it was on, what the game answered and what your settings were at that time. No password and no payment data – the file is plain text, you can open it and read it yourself.
If the bot misbehaves, download this file and email it to us and we will go through it and tell you what went wrong. The list is emptied after the download, so each report only covers what happened since the last one. |
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Chance:
How sure you want the orb to come out. Only these two cost gold – the free option costs nothing and the premium one is paid in rubies, so neither belongs here.
Fragments:
How many fragments go into each orb (20 to 100). The game prices every orb from this number, so more fragments means a stronger orb and a higher gold cost. The bot asks the server for the exact price before each purchase.
When full:
What to do once the orb inventory is full, no type is ticked, or you run out of fragments. Your choice above is not overwritten – the bot simply falls back to this until orbs become possible again.
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Which orbs to create. The bot always picks the type you own the fewest of, so it fills the gaps first – with every type ticked that comes out as one of each in turn, then round again until the inventory is full.
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Donate everything once you reach:
A trigger, not a limit. Every time your gold reaches this number, all of it goes to the clan – the bot does not keep the difference and does not donate in parts.
Set it low and you donate often, in small amounts; set it high and you donate rarely, in large ones. Either way, what leaves is everything you have at that moment.
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| Attributes: | |||||
| Current value: | |||||
| Upgrade costs: |
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This function only works when none of the modes are active. In case you forgot to start one of the modes or you simply don't want to start the bot, this function periodically checks at an interval set by you if you have gold and if it can do one of the selected actions (donation, spending to increase attributes, use or purchase of potions). For example, this function is useful when you don't have a chest or royal chest, you are attacked and you win gold. If no mode is active, even if you selected to donate all the gold, the bot being inactive, it will not do this action. But if you have Background Refresh active, then the bot will wake up and make the necessary checks at the interval set by you. This function is also useful if you leave items for sale on the market and leave the bot inactive. If they are sold, the bot will check at intervals set by you and if it sees that you have gold, it will check it according to your instructions. If most of the time you leave your bot in Story, Grotto, PvP, or other modes, you should not be interested in this functionality.
Attention, if you leave Background Refresh active, you will constantly appear as an active player even when you have not left one of the PvM/PvP modes active. |
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Send the character to the graveyard when the action points drop under the value on the right. Untick it to ignore the action points completely and go by health only.
Work Time:
Set how long would you like to work in the graveyard if your AP level is low
when you have
You will go working in the graveyard when you have less AP than this
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Send the character to the graveyard when health drops under the value on the right. Untick it to ignore health completely and go by action points only.
Work Time:
Set how long would you like to work in the graveyard if your health level is low
when you have
You will go working in the graveyard when you have less health than this
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When a break with a known end is coming, go work in the graveyard instead of idling – free gold and experience, and nothing gets delayed. It covers the Ruins troop recovery, the Ruins one hour cycle, waiting for a hunting extraction slot, and the pause between your Schedule intervals. The bot picks the longest work time that still finishes at least 5 minutes before the break ends, chosen from the durations this server actually offers (read once from the graveyard page – fast servers have shorter ones).
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Keep the gold. If you set this function, the gold set by you will be ignored, it will not be used for skills or donations to the clan.
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How much gold do you want to keep?
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Stops the bot when the gold limit is reached.You can set it to stop before exceeding the limit covered by the Treasure Chest and Royal Chest, come back later and use the gold for orbs. It is not recommended to use this option if you do not have Treasure Chest or Royal Chest. The gold limit must be set manually and it is not recommended to set a limit higher than that covered by Treasure Chest and Royal Chest.
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Gold limit
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To always have gold for potions, activate this function. The gold for active potions will always be kept (10,000 gold for Soup of Life Potion, 1,000 gold for Energy Potion, 2,000 gold for Blood Potion and 500 gold for Medium Healing Potion). For example: if you only have Energy Potion and Soup Of Life active, but also the Auto-buy function, 1,000 (Energy Potion value) + 10,000 (Soup of Life potion value) = 11,000 gold will be kept.
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Plays at the pace of a beginner: around 1.8 seconds between actions on average, half of them landing between 1.4 and 2.2 seconds. The pauses are not drawn from a fixed band – most are short, a few are much longer, and they come in faster and slower stretches, the way a real person clicks.
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Plays at the pace of an experienced player: around 1.5 seconds between actions on average, half of them landing between 1.1 and 1.8 seconds. Same shape as Slow, just quicker – mostly short pauses with an occasional long one, in faster and slower stretches.
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When you select this speed, there is no delay between actions, they will be done as quickly as possible.
Warning! This speed presents a higher risk of banning on some servers. |
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Customize the speed. Select the time interval between the bot's actions
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Use automatically Soup of LifeHealing: +50000 Requirement: level 75 |
Use automatically Medium Healing PotionHealing: +15000 Requirement: level 3 |
Healing potions used under:
Below this share of your health the bot may drink a healing potion.
It will not waste any of it, though: a potion is only used when the health you are missing is at least as much as it restores. Soup of Life gives 50,000, so with a 100,000 pool it waits until you are at 50,000 or lower – drinking it at 60% would throw away 10,000. Medium Healing Potion gives 15,000, so there the limit you set here is usually what decides. In short: both this limit and the no-waste rule have to agree before a potion is opened. % |
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Use automatically Energy PotionEnergy: +10 Requirement: level 1
Use automatically Energy Potion on story, grotto or manhunt mode.
when AP drops under – a fixed number: drink under 60 AP. when AP is short of full by over – counted down from your maximum: with 30, the bot drinks whenever you are more than 30 AP short of full. Useful during events, where the maximum can be 50% or 100% higher than usual and a fixed number stops making sense.
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Use automatically Blood potionBasic talent: +3 Bonus Talent: +7 Requirement: level 25 |
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This functionality only works for: Energy Potion, Medium Healing Potion, Soup of Life and Blood Potion, before these potions are used. It only works when you have enough space in your inventory.
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| Which gift the bot reaches for first when both are ticked and both are usable. The other one stays as backup for the next time. Use first: |
Yellow GiftRestores 50% of your life |
Green GiftRestores your life completely |
When a gift is opened Only when your life is at or below the percentage you set – a gift opened at 80% throws away almost everything it gives. Where they sit in the order After Soup of Life and Medium Healing Potion, which you have anyway. Before the church: the bot will wait a short while for a gift rather than pay action points for praying. The 100% Healing Potion stays last – it is the only one that costs real money. ? |
| Sell | Use | Keep | |
Strength Potion+10 Strength Strength Potion |
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Defence Potion+10 Defence Defence Potion |
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Dexterity Potion+10 Dexterity Dexterity Potion |
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Endurance Potion+10 Endurance Endurance Potion |
| Sell | Use | Keep | |
Charisma Potion+10 Charisma Charisma Potion |
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Small Healing PotionRestores 5.000 life Small Healing Potion |
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Medium Healing PotionRestores 15.000 life Medium Healing Potion |
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Blood PotionBasic talent: +3, Bonus talent: +7 Blood Potion |
Use automatically Energy ElixirEnergy: +80 Requirement: level 1
Use automatically Energy Elixir on story, grotto or manhunt mode if your AP is under your limit setup.
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Use automatically 100% Healing PotionHealing: +100% Requirement: level 1
Use automatically 100% Healing Potions on story, grotto or man hunt mode if your health is under your limit setup.
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Automatically buy Energy Elixir and 100% Healing Potion when you run out.
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Auto enroll to clan war
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The small panel on the left of the bar showing whether the church healing and your potions are ready to use. A coloured icon means you can use it right now, a greyed one means you still have to wait – hover it to see how long.
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This function modifies the area for creating orbs and. Eliminates unnecessary text and minimizes the area, remembers the number of fragments used and intelligently detects the category of items from which you have the fewest orbs and selects that category by default for a new orb. This function is activated by default.
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Turn on/off the tooltips
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