Bannerlord Twitch Viewer Guide

Bannerlord Twitch (BLT) is a Twitch Integration mod for Mount & Blade II: Bannerlord.
As a viewer you can use channel point rewards (if available), and chat commands to interact with the game while the streamer is playing.
The primary feature of BLT is allowing you to 'adopt' a hero in the game, i.e. a character in the game will be assigned to you, given your Twitch name, and be available for you to interact with further.
Some examples of things you can do with your hero include 'summoning' your hero into battles that the streamer is taking part in, joining viewer tournaments, upgrading equipment, selecting your heroes 'class'.
If you aren't sure where to start, begin by using the channel point redemption 'Adopt a Hero'.
Changes from Vanilla BLT are done so with consideration to other installed mods and give viewers more progression options for their chosen hero and classes.

Table of Contents

Commands

Channel Point Rewards

Classes

infantry

Infantry (Longsword)

archer

heavyarcher

crossbow

heavycrossbow

horsearcher

camelarcher

javelineer

berserker

looter

mountedlooterh

mountedlooterc

pikeman

pugilist

Huscarl

Tarantine

Sipahi

Maillotin

Mamluk

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Tournament Config

General

Equipment

Balancing

Round Type

Round Rewards

Rewards

Reward Type

Reward Tier

Betting

Commands

Command Description Settings
1HFP Adds 1 Focus Point to One Handed.

Skills: One Handed

Focus points: 1

Cost: 100000⦷

2HFP Adds 1 Focus Point to Two Handed.

Skills: Two Handed

Focus points: 1

Cost: 100000⦷

ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

adopt Get a hero in game. Almost all other actions require an adopted hero. Includes one free respec at time of class select.

Newly created wanderer

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

Skill Level
Melee 50 to 125
Ranged 50 to 125
Riding 25 to 75
Athletics 25 to 75

Starting Equipment Tier: 1

ATFP Adds 1 Focus Point to Athetlics.

Skills: Athletics

Focus points: 1

Cost: 100000⦷

Attribute Add 1 Attribute Point to your choice of: Vigor, Control, Endurance, Cunning, Social, or Intelligence

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

Amount: 1

Costs 200000⦷

auction Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction.
Usage is !auction (reserve price) (part of the item name), e.g. !auction 50000 Boots would start a new auction for your custom item with the word "Boots" in it, with a reserve of 50000. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
BFP Adds 1 Focus Point to Bows.

Skills: Bow

Focus points: 1

Cost: 100000⦷

bid Place a bid on the current auction, if one is active.
Usage is !bid (gold amount), e.g. !bid 100000. If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected.
bltbet Use this to bet on tournament matches, when available.
Usage is !bltbet (team) (gold), for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.
If only one team is bet upon, the bets will be refunded.
buymount
CBFP Adds 1 Focus Point to Crossbows.

Skills: Crossbow

Focus points: 1

Cost: 100000⦷

CHFP Adds 1 Focus Point to Charm.

Skills: Charm

Focus points: 1

Cost: 100000⦷

class Selects a new class for your hero, updating your existing equipment to match the class requirements.
Usage is !class (new class name), e.g. !class archer.

Tier costs: 1=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

customs Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands.

Shows: Custom item storage

discarditem Throw away one of your custom items.
Usage is !discarditem (part of the item name), e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
ENFP Adds 1 Focus Point to Engineering.

Skills: Engineering

Focus points: 1

Cost: 100000⦷

equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (viewer) (part of the item name), e.g. !giveitem C4alad0g Boots would give your custom item with the word "Boots" in it to the viewer called C4lad0g. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
gold Show your heroes current gold.

Shows: Gold

inv Shows your heroes inventory, including equipment tier, full battle and civilian equipment lists, and all custom items in storage.

Shows: Gold, Equipment tier, Battle equipment inventory, Custom item storage

joinbun Join Bun's side in battle.

Side: Streamers side

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

joinenemy Join the Enemy in battle against Bun.

Side: Enemy side

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

LFP Adds 1 Focus Point to Leadership.

Skills: Leadership

Focus points: 1

Cost: 100000⦷

MEFP Adds 1 Focus Point to Medicine.

Skills: Medicine

Focus points: 1

Cost: 100000⦷

nameitem You can use this to name your custom items.
Usage is !nameitem (name), for example !nameitem Foehammer.
If you call !nameitem on its own it will tell you what item will be named next.
PFP Adds 1 Focus Point to Polearm.

Skills: Polearm

Focus points: 1

Cost: 100000⦷

powers Shows your available powers

Shows: Powers

reequip Randomizes your equipment, at its current tier. It will not replace items that are higher than your current tier, or custom items. e.g. if you are equipment tier 3, but also have a tier 6 weapon won in a tournament, this command will not replace that weapon. Sometimes you will end up with some items not changing, particularly if there aren't many items of that type available at your current tier.

Re-rolls your equipment at your current tier

Tier costs: 1=10000⦷, 2=20000⦷, 3=40000⦷, 4=70000⦷, 5=110000⦷, 5=110000⦷, 6=160000⦷

Disallowed for player companions

retinue Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. You can pass a number to the command to specify how many troops you want to buy or upgrade. By default it will do as many as you can afford.

Max retinue: 5

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

RFP Adds 1 Focus Point to Riding.

Skills: Riding

Focus points: 1

Cost: 100000⦷

RGFP Adds 1 Focus Point to Roguery.

Skills: Roguery

Focus points: 1

Cost: 100000⦷

SCFP Adds 1 Focus Point to Scouting.

Skills: Scouting

Focus points: 1

Cost: 100000⦷

SMFP Adds 1 Focus Point to Smithing.

Skills: Crafting

Focus points: 1

Cost: 100000⦷

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

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

STFP Adds 1 Focus Point to Steward.

Skills: Steward

Focus points: 1

Cost: 100000⦷

TAFP Adds 1 Focus Point to Tactics

Skills: Tactics

Focus points: 1

Cost: 100000⦷

THFP Adds 1 Focus Point to Throwing.

Skills: Throwing

Focus points: 1

Cost: 100000⦷

tournament
TRFP Adds 1 Focus Point to Trade.

Skills: Trade

Focus points: 1

Cost: 100000⦷


Channel Point Rewards

Command Description Settings
100k gold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

10k Experience Adds 10,000 Experience to Hero. (Prioritizes Class skills, then current equipment, then other)

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

XP: 10000

10k gold Adds 10,000 gold to your adopted hero.

Amount: 10000⦷

50k Experience Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment.

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

XP: 50000

Adopt a Culture Hero Get a hero in game with a specific culture. Almost all other actions require an adopted hero.

Newly created wanderer

Viewer selects culture

Starting Age Range: 18 to 35

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50

Starting Equipment Tier: 1

Adopt a Faction Hero Get a hero in game with a specific faction. Almost all other actions require an adopted hero.

Newly created wanderer

Viewer selects faction

Starting Age Range: 18 to 35

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50

Starting Equipment Tier: 1

Adopt a Hero Get a hero in game. Almost all other actions require an adopted hero.

Newly created wanderer

Starting Age Range: 18 to 35

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50

Starting Equipment Tier: 1

Attack Bun Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue).

Side: Enemy side

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

Change Hero Gender Change your adopted Hero's gender. Indicate preferred gender.
Give Player Gold (10k) Transfer 10,000 gold to the streamers character, from your hero.
Give Player Gold (50k) Transfer 50,000 gold to the streamers character, from your hero.
Heal Hero Heals your hero over time. Only works in battle, when your hero is summoned.
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.
Join Bun Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue).

Side: Streamers side

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

Lead a Caravan WARNING: MUST ALREADY BE A COMPANION TO USE THIS. Lead a Caravan with your Hero! You front the cost of the caravan, Bun upgrades to better troops on his dime. Type YES to confirm you understand.
Lead a Party WARNING: MUST ALREADY BE A COMPANION TO USE THIS. Your Hero will lead a party if available to do so. One time use. Must be redeemed again if your party falls. - Type YES if you understand.
Make My Hero Into A Companion This redemption makes your Hero a permanent companion in Bun's army/faction. Note, this will remove the ability to gain Streak/Summoning rewards, as well as POTENTIALLY removing the ability to !JoinEnemy. You will be responsible for 50% of the recruitment cost. Type YES to show you understand.
Promote Hero to Clan Leader FIRST COME FIRST SERVE! This command will promote your Hero to the Leader of a Unique Clan in service of Bun's empire. This does require usage of the Make My Hero Into A Companion command prior.
Reselect Perks Reselect all Perks in One Skill Tree. Provide Skill & selected Perks with redemption. (https://www.bannerlordperks.com/perk)
Retire My Hero Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete.
Send Message In Game Sends a message in the game. If you have a hero then it will also show them next to the message.
Tournament Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament.
Use Class Power Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay.

Classes

infantry

Basic foot soldier, the core around which every army is built.

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

OneHandedSword

Sparring Flyssa

Shield

Sparring Targe
Passive Power

Able-Bodied

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Shrug Off II: 40% Shrug Off

Active Power

Fireblade

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 TO 6

[Ignore Armor I: Ignore 10% Armor] requires CLASS LEVEL 1 TO 2

[Ignore Armor II: Ignore 20% Armor] requires CLASS LEVEL 3 TO 4

[Ignore Armor III: Ignore 30% Armor] requires CLASS LEVEL 5 TO 6


Infantry (Longsword)

Basic foot soldier, forgoing a shield for a longsword.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Infantry (Longsword) Tier 1 Example Infantry (Longsword) Tier 2 Example Infantry (Longsword) Tier 3 Example Infantry (Longsword) Tier 4 Example Infantry (Longsword) Tier 5 Example Infantry (Longsword) Tier 6 Example
Formation Infantry
Equipment

TwoHandedSword

Sparring Twohander
Passive Power

Able-Bodied

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Active Power

Fireblade

[Ignore Armor IV: Ignore 40% Armor] requires CLASS LEVEL 1 TO 2

[Ignore Armor V: Ignore 50% Armor] requires CLASS LEVEL 3 TO 4

[Ignore Armor VI: Ignore 60% Armor] requires CLASS LEVEL 5 TO 6

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 TO 2

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 3 TO 4

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 5 TO 6


archer

Ranged troop, quick on their feet, can use explosive arrows.

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

Bow

200 Pound War Longbow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedAxe

Sparring Bamboo Handled Axe
Passive Power

Fleet Footed

Fleet Footed I: Max Speed Multiplier: 110%

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Fleet Footed II: Max Speed Multiplier: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Fleet Footed III: Max Speed Multiplier: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 25dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 3 TO 6


heavyarcher

Ranged troop, slower but hardier than it's light counterpart.

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

Bow

200 Pound War Longbow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

TwoHandedAxe

Execution Axe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 25dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 3 TO 6


crossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

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

Crossbow

Sparring Crossbow

Bolts

Needle Bodkin Bolts 60 grams

Bolts

Needle Bodkin Bolts 60 grams

OneHandedSword

Sparring Flyssa
Passive Power

Careful Aim

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Ignore Armor I: Ignore 10% Armor

Ignore Armor II: Ignore 20% Armor

Ignore Armor III: Ignore 30% Armor

Wind Winder: Reload Speed: 150%

Active Power

Heavy Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through / AoE: 25dmg in 2m from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 75dmg in 6m with from Ranged] requires CLASS LEVEL 3 TO 6


heavycrossbow

Ranged troop that specializes in crossbow, tougher but slower than the crossbow. Can use exposive bolts

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

Crossbow

Sparring Crossbow

Bolts

Needle Bodkin Bolts 60 grams

Bolts

Needle Bodkin Bolts 60 grams

TwoHandedSword

Sparring Twohander
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Ignore Armor IV: Ignore 40% Armor

Ignore Armor V: Ignore 50% Armor

Ignore Armor VI: Ignore 60% Armor

Wind Winder: Reload Speed: 150%

Active Power

Heavy Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through / AoE: 25dmg in 2m from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 75dmg in 6m with from Ranged] requires CLASS LEVEL 3 TO 6


horsearcher

Mounted ranged unit, with a good horse, that can use exposive arrows.

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

Bow

200 Pound War Longbow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedSword

Sparring Flyssa
Mount

Horse

Sumpter Horse
Passive Power

Mounted Archery

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 25dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 3 TO 6


camelarcher

Mounted ranged unit on a good camel, wielding a glaive. Can use exposive arrows.

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

Bow

200 Pound War Longbow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

TwoHandedGlaive

Bo staff
Mount

Camel

Pack Camel
Passive Power

Mounted Archery

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Heavy Arrows

[Explosive Projectiles I: AoE: 25dmg in 4m from Ranged] requires CLASS LEVEL 1 TO 2

[Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 3 TO 4

[Explosive Projectiles III: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 5 TO 6


javelineer

Foot soldier that can engage at range using javelins. Capable at disrupting enemy infantry with powerful throws.

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

TwoHandedSword

Sparring Twohander

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin
Passive Power

Fleet-Footed

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

Forceful Throw

[Forceful Throw I: Add: 15% Knock Down / 15% Cut Through from Ranged] requires CLASS LEVEL 1

[Forceful Throw II: Add: 25% Knock Down / 25% Cut Through from Ranged] requires CLASS LEVEL 2

[Forceful Throw III: Add: 35% Knock Down / 35% Cut Through / AoE: 20dmg in 6m with from Ranged] requires CLASS LEVEL 3

[Forceful Throw IV: Add: 50% Knock Down / 50% Cut Through / AoE: 40dmg in 6m with from Ranged] requires CLASS LEVEL 4

[Forceful Throw V: Add: 50% Knock Down / 50% Cut Through / AoE: 60dmg in 6m with from Ranged] requires CLASS LEVEL 5

[Forceful Throw VI: Add: 50% Knock Down / 50% Cut Through / AoE: 75dmg in 6m with from Ranged] requires CLASS LEVEL 6


berserker

Foot soldier with lower health, that can gain health by doing damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
berserker Tier 1 Example berserker Tier 2 Example berserker Tier 3 Example berserker Tier 4 Example berserker Tier 5 Example berserker Tier 6 Example
Formation Heavy Infantry
Equipment

TwoHandedAxe

Execution Axe
Passive Power

Glass Cannon

Fragile I: 50% HP

Heavy Hitting I: 125.0% dmg

Fragile II: 65% HP

Heavy Hitting II: 150.0% dmg

Fragile III: 90% HP

Heavy Hitting III: 200.0% dmg

Knock Down I: Add: 15% Knock Down

Vampiric II: Absorb 25% of damage dealt as HP

Active Power

Berserker Rage

[Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1

[Cut Through I: 25% Unblockable] requires CLASS LEVEL 1

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 2

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 TO 6

[Cut Through III: 100% Unblockable] requires CLASS LEVEL 3 TO 6


looter

The bane of all new campaigns. Throw rocks. Establish dominance.

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Grenades

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Grenades: Add: 10% Knock Down / AoE: 25dmg in 6m

Grenades: Add: 20% Knock Down / AoE: 50dmg in 8m

Grenades: Add: 30% Knock Down / AoE: 75dmg in 10m

Active Power

Precise Aim

[Precise Aim I: Throwing: +15] requires CLASS LEVEL 1

[Precise Aim II: Throwing: +30] requires CLASS LEVEL 2

[Precise Aim III: Throwing: +45] requires CLASS LEVEL 3

[Precise Aim IV: Throwing: +60] requires CLASS LEVEL 4

[Precise Aim V: Throwing: +75] requires CLASS LEVEL 5

[Precise Aim VI: Throwing: +100] requires CLASS LEVEL 6


mountedlooterh

The bane of all new campaigns. Throw rocks. Establish dominance. Where did you find a horse??

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Mount

Horse

Sumpter Horse
Passive Power

Grenades

Grenades: Add: 10% Knock Down / AoE: 25dmg in 6m

Grenades: Add: 20% Knock Down / AoE: 50dmg in 8m

Grenades: Add: 30% Knock Down / AoE: 75dmg in 10m

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Active Power

Precise Aim

[Precise Aim I: Throwing: +15] requires CLASS LEVEL 1

[Precise Aim II: Throwing: +30] requires CLASS LEVEL 2

[Precise Aim III: Throwing: +45] requires CLASS LEVEL 3

[Precise Aim IV: Throwing: +60] requires CLASS LEVEL 4

[Precise Aim V: Throwing: +75] requires CLASS LEVEL 5

[Precise Aim VI: Throwing: +100] requires CLASS LEVEL 6


mountedlooterc

The bane of all new campaigns. Throw rocks. Establish dominance. Where did you find a camel??

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Mount

Camel

Pack Camel
Passive Power

Grenades

Grenades: Add: 10% Knock Down / AoE: 25dmg in 6m

Grenades: Add: 20% Knock Down / AoE: 50dmg in 8m

Grenades: Add: 30% Knock Down / AoE: 75dmg in 10m

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Precise Aim

[Precise Aim I: Throwing: +15] requires CLASS LEVEL 1

[Precise Aim II: Throwing: +30] requires CLASS LEVEL 2

[Precise Aim III: Throwing: +45] requires CLASS LEVEL 3

[Precise Aim IV: Throwing: +60] requires CLASS LEVEL 4

[Precise Aim I: Throwing: +15] requires CLASS LEVEL 5

[Precise Aim VI: Throwing: +100] requires CLASS LEVEL 6


pikeman

A soldier armed with a spear. Adept at deflecting cavalry charges.

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

TwoHandedLance

Simple Pike

OneHandedSword

Sparring Flyssa

Shield

Sparring Targe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Polearm Master: Polearm: +16

Polearm Master: Polearm: +32

Polearm Master: Polearm: +48

Polearm Master: Polearm: +64

Polearm Master: Polearm: +80

Polearm Master: Polearm: +100

Active Power

Active Power

[Pikeman's Resolve I: Add: 16% Mount Rear, 16% Dismount] requires CLASS LEVEL 1

[Pikeman's Resolve II: Add: 32% Mount Rear, 32% Dismount] requires CLASS LEVEL 2

[Pikeman's Resolve III: Add: 48% Mount Rear, 48% Dismount] requires CLASS LEVEL 3

[Pikeman's Resolve IV: Add: 64% Mount Rear, 64% Dismount] requires CLASS LEVEL 4

[Pikeman's Resolve V: Add: 80% Mount Rear, 80% Dismount] requires CLASS LEVEL 5

[Pikeman's Resolve VI: Add: 100% Mount Rear, 100% Dismount] requires CLASS LEVEL 6


pugilist

A bare-knuckle brawler capable of melee crowd control.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
pugilist Tier 1 Example pugilist Tier 2 Example pugilist Tier 3 Example pugilist Tier 4 Example pugilist Tier 5 Example pugilist Tier 6 Example
Formation Heavy Infantry
Equipment
Passive Power

Honed Body

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy II: 150% HP

Athletic II: Athletics: +50

Healthy III: 200% HP

Athletic III: Athletics: +100

Rising Fury 1: 150.0% dmg

Rising Fury 2: 200.0% dmg

Rising Fury 3: 250.0% dmg

Rising Fury 4: 300.0% dmg

Rising Fury 5: 350.0% dmg

Rising Fury 6: 400.0% dmg

Ignore Armor V: Ignore 50% Armor

Active Power

Active Power

[Fists of Fury 1: +10 dmg / 100% Unblockable / AoE: 10dmg in 5m] requires CLASS LEVEL 1

[Fists of Fury 2: +15 dmg / Add: 2% Knock Back, 2% Knock Down / 100% Unblockable / AoE: 15dmg in 5m with ] requires CLASS LEVEL 2

[Fists of Fury 3: +20 dmg / Add: 4% Knock Back, 4% Knock Down / 100% Unblockable / AoE: 20dmg in 5m with ] requires CLASS LEVEL 3

[Fists of Fury 4: +25 dmg / Add: 6% Knock Back, 6% Knock Down / 100% Unblockable / AoE: 25dmg in 5m with ] requires CLASS LEVEL 4

[Fists of Fury 5: +30 dmg / Add: 10% Knock Back, 10% Knock Down / 100% Unblockable / AoE: 30dmg in 5m with ] requires CLASS LEVEL 5

[Fists of Fury 6: +35 dmg / Add: 12% Knock Back, 12% Knock Down / 100% Unblockable / AoE: 35dmg in 5m with ] requires CLASS LEVEL 6


Huscarl

A foot soldier with powerful staying power and defensive capabilities.

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

OneHandedAxe

Sparring Bamboo Handled Axe

Shield

Sparring Targe

OneHandedLance

Sparring Jagged Spear

ThrowingAxes

Sparring Throwing Axe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Active Power

Break Their Ranks

[Break Their Ranks I: Add: 10% Knock Back from Melee / Charge] requires CLASS LEVEL 1

[Break Their Ranks II: Add: 20% Knock Back from Melee / Charge] requires CLASS LEVEL 2

[Break Their Ranks III: Add: 30% Knock Back from Melee / Charge] requires CLASS LEVEL 3

[Break Their Ranks IV: Add: 40% Knock Back from Melee / Charge] requires CLASS LEVEL 4

[Break Their Ranks V: Add: 50% Knock Back from Melee / Charge] requires CLASS LEVEL 5

[Break Their Ranks VI: Add: 60% Knock Back / AoE: 0dmg in 4m with from Melee / Charge] requires CLASS LEVEL 6


Tarantine

Armored cavalry capable of outmanuevering foes and harassing from a distance.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Tarantine Tier 1 Example Tarantine Tier 2 Example Tarantine Tier 3 Example Tarantine Tier 4 Example Tarantine Tier 5 Example Tarantine Tier 6 Example
Formation Light Cavalry
Equipment

OneHandedMace

Blacksmith Hammer

Shield

Sparring Targe

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin
Mount

Horse

Sumpter Horse
Passive Power

Mounted Skirmisher

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Active Power

Active Power

[Precise Aim I: Throwing: +15] requires CLASS LEVEL 1

[Precise Aim II: Throwing: +30] requires CLASS LEVEL 2

[Precise Aim III: Throwing: +45] requires CLASS LEVEL 3

[Precise Aim IV: Throwing: +60] requires CLASS LEVEL 4

[Precise Aim V: Throwing: +75] requires CLASS LEVEL 5

[Precise Aim VI: Throwing: +100] requires CLASS LEVEL 6

[Unblockable (Ranged) : 100% Unblockable from Ranged] requires CLASS LEVEL 1 TO 6

[Ignore Armor III: Ignore 30% Armor] requires CLASS LEVEL 1 TO 6

[Skillful Swings I: Melee: +10] requires CLASS LEVEL 1

[Skillful Swings II: Melee: +20] requires CLASS LEVEL 2

[Skillful Swings III: Melee: +30] requires CLASS LEVEL 3

[Skillful Swings IV: Melee: +40] requires CLASS LEVEL 4

[Skillful Swings V: Melee: +50] requires CLASS LEVEL 5

[Skillful Swings VI: Melee: +60] requires CLASS LEVEL 6


Sipahi

Versatile Heavy cavalry with a variety of weapons.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Sipahi Tier 1 Example Sipahi Tier 2 Example Sipahi Tier 3 Example Sipahi Tier 4 Example Sipahi Tier 5 Example Sipahi Tier 6 Example
Formation Heavy Cavalry
Equipment

OneHandedLance

Sparring Jagged Spear

Shield

Sparring Targe

OneHandedSword

Sparring Flyssa

ThrowingJavelins

Sparring Javelin
Mount

Camel

Pack Camel
Passive Power

Heavy Cavalry

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)

Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)

Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)

Active Power

Lifetime of Combat

[Lifetime of Combat I: One Handed: +15 Polearm: +15 Throwing: +15 Riding: +15] requires CLASS LEVEL 1

[Lifetime of Combat II: One Handed: +30 Polearm: +30 Throwing: +30 Riding: +30] requires CLASS LEVEL 2

[Lifetime of Combat III: One Handed: +45 Polearm: +45 Throwing: +45 Riding: +45] requires CLASS LEVEL 3

[Lifetime of Combat IV: One Handed: +60 Polearm: +60 Throwing: +60 Riding: +60] requires CLASS LEVEL 4

[Lifetime of Combat V: One Handed: +75 Polearm: +75 Throwing: +75 Riding: +75] requires CLASS LEVEL 5

[Lifetime of Combat VI: One Handed: +100 Polearm: +100 Throwing: +100 Riding: +100] requires CLASS LEVEL 6


Maillotin

Resilient maul wielding soldier adept at crowd control and ignoring armor.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Maillotin Tier 1 Example Maillotin Tier 2 Example Maillotin Tier 3 Example Maillotin Tier 4 Example Maillotin Tier 5 Example Maillotin Tier 6 Example
Formation Heavy Infantry
Equipment

TwoHandedMace

Makeshift Sledgehammer
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Heavy Hitting II: 150.0% dmg

Active Power

Juggernaut

[Juggernaut I: Add: 15% Knock Down, 15% Shrug Off / 15% Cut Through from Melee] requires CLASS LEVEL 1

[Juggernaut II: Add: 30% Knock Down, 30% Shrug Off / 30% Cut Through from Melee] requires CLASS LEVEL 2

[Juggernaut III: Add: 45% Knock Down, 45% Shrug Off / 45% Cut Through from Melee] requires CLASS LEVEL 3

[Juggernaut IV: Add: 60% Knock Down, 60% Shrug Off / 60% Cut Through from Melee] requires CLASS LEVEL 4

[Juggernaut V: Add: 60% Knock Down, 75% Shrug Off / 75% Cut Through from Melee] requires CLASS LEVEL 5

[Juggernaut VI: Add: 60% Knock Down, 75% Shrug Off / Ignore 30% Armor / 75% Cut Through from Melee] requires CLASS LEVEL 6


Mamluk

Versatile cavalry, equipped with a bow, arrows, spear, and shield

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

OneHandedLance

Sparring Jagged Spear

Shield

Sparring Targe

Bow

200 Pound War Longbow

Arrows

Ballista Arrows
Mount

Horse

Sumpter Horse
Passive Power

Mounted Skirmisher

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Active Power

Devastating Charge

[Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1 TO 2

[Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 3 TO 4

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 5 TO 6

[Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 1 TO 2

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 3 TO 4

[Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 5 TO 6


Common Config

General

Sub Boost

1

Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently.

Battle

Start With Full Health

Enabled

Whether the hero will always start with full health
Start Health Multiplier

1.5

Amount to multiply normal starting health by, to give heroes better staying power vs others
Start Retinue Health Multiplier

1.5

Amount to multiply normal retinue starting health by, to give retinue better staying power vs others
Morale Loss Factor (not implemented)

0.5

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

60

Minimum time between summons for a specific hero
Summon Cooldown Use Multiplier

1.5

How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this.
Retinue Use Heroes Formation

Disabled

Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations)

Death

Allow Death

Enabled

Whether an adopted hero is allowed to die
Final Death Chance Percent

0.5

Final death chance percent (includes vanilla chance)
Apply Death Chance To All Heroes

Enabled

Whether to apply the Death Chance changes to all heroes, not just adopted ones
Retinue Death Chance Percent

2.5

Retinue death chance percent (this determines the chance that a killing blow will actually kill the retinue, removing them from the adopted hero's retinue list)

XP

Use Raw XP

Disabled

Use raw XP values instead of adjusting by focus and attributes, also ignoring skill cap. This avoids characters getting stuck when focus and attributes are not well distributed.
Raw XP Skill Cap

330

Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap.

Kill Rewards

Gold Per Kill

5000

Gold the hero gets for every kill
XP Per Kill

5000

XP the hero gets for every kill
XP Per Killed

2000

XP the hero gets for being killed
Heal Per Kill

20

HP the hero gets for every kill
Retinue Gold Per Kill

2500

Gold the hero gets for every kill their retinue gets
Retinue Heal Per Kill

50

HP the hero's retinue gets for every kill
Relative Level Scaling

0.5

How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health.
Level Scaling Cap

5

Caps the maximum multiplier for the level difference, defaults to 5 if not specified

Battle End Rewards

Win Gold

10000

Gold won if the heroes side wins
Win XP

10000

XP the hero gets if the heroes side wins
Lose Gold

0

Gold lost if the heroes side loses
Lose XP

5000

XP the hero gets if the heroes side loses
Difficulty Scaling On Players Side

Enabled

Apply difficulty scaling to players side
Difficulty Scaling On Enemy Side

Enabled

Apply difficulty scaling to enemy side
Difficulty Scaling

1

End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1)
Difficulty Scaling Min

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5

5000⦷

Killing Spree (10) 10

10000⦷

Killing Spree (15) 15

15000⦷

Killing Spree (20) 20

20000⦷

Killing Spree (25) 25

25000⦷

Killing Spree (30) 30

30000⦷

Killing Spree (35) 35

35000⦷

Killing Spree (40) 40

40000⦷

Killing Spree (45) 45

45000⦷

Killing Spree (50) 50

50000⦷

Killing Spree (55) 55

55000⦷

Killing Spree (60) 60

60000⦷

Obviously a Defensive Siege 100

100000⦷

Achievements

Name Requirements Reward
A Force To Be Reckoned With

Total Viewer Kills >= 20

80000⦷

100000XP

Item: Weapon: 100% Tier 6: 50%, Custom: 50% Viewer Slayer's {ITEMNAME} (1x)

Beat 'Em

Total Viewer Kills >= 10

40000⦷

50000XP

Halfway There

CLASS LEVEL 3

250000⦷

50000XP

Item: Armor: 100% Tier 5: 33%, Tier 6: 33%, Custom: 33% Experienced Combatant's {ITEMNAME} (1x)

If You Can't Join 'Em...

Total Viewer Kills >= 5

20000⦷

25000XP

Loyal

Consecutive Summons >= 50

250000⦷

50000XP

Item: Weapon: 100% Custom: 100% {ITEMNAME} of Fealty (1x)

Not Even Trying

TotalTournament Final Wins >= 15

Rebellious

Consecutive Attacks >= 5

20000⦷

Item: Armor: 100% Tier 2: 25%, Tier 3: 25%, Tier 4: 25%, Custom: 25% Rebel's {ITEMNAME} (1x)

Reliable

Consecutive Summons >= 5

20000⦷

Item: Armor: 100% Tier 2: 25%, Tier 3: 25%, Tier 4: 25%, Custom: 26% Unwavering {ITEMNAME} (1x)

Renegade

Consecutive Attacks >= 50

250000⦷

50000XP

Item: Weapon: 100% Tier 6: 50%, Custom: 50% Renegade's {ITEMNAME} (1x)

Stream Sniper

Total Streamer Kills >= 5

350000⦷

75000XP

Item: Weapon: 100% Tier 6: 50%, Custom: 50% Stream Sniper's {ITEMNAME} (1x)

Tippy Top of the Mountain

CLASS LEVEL 6

500000⦷

75000XP

Item: Armor: 100% Tier 6: 100%

Traitorous

Consecutive Attacks >= 20

50000⦷

Item: Armor: 100% Tier 4: 25%, Tier 5: 25%, Tier 6: 25%, Custom: 25% Traitor's {ITEMNAME} (1x)

Trusted

Consecutive Summons >= 20

50000⦷

Item: Armor: 100% Tier 4: 25%, Tier 5: 25%, Tier 6: 25%, Custom: 25% Confidant's {ITEMNAME} (1x)

Undefeatable Gladiator

TotalTournament Final Wins >= 30

Unlucky

Total Deaths >= 50

250000⦷

50000XP

Item: Weapon: 100% Tier 5: 33%, Tier 6: 33%, Custom: 33% Unlucky {ITEMNAME} (1x)

Tournament Config

General

Start Health Multiplier

2

Amount to multiply normal starting health by
Disable Kill Rewards In Tournament

Enabled

Heroes won't get any kill rewards in tournaments
Disable Tracking Kills Tournament

Enabled

Tournament kills / deaths won't be counted towards achievements or kill streaks

Equipment

No Horses

Enabled

Remove horses completely from the BLT tournaments (the horse AI is terrible)
No Spears

Disabled

Replaces all lances and spears with swords, because lance and spear combat is terrible
Normalize Armor

Enabled

Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below)
Normalize Armor Tier

4

Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled
Randomize Weapon Types

Enabled

Randomizes the weapons used in each round, weighted based on the classes of the participants

Balancing

Previous Winner Debuffs
Skill

All

Skill or skill group to modifer (all skills in a group will be modified)
Skill Reduction Percent Per Win

10

Reduction to the skill per win (in %). See https://www.desmos.com/calculator/ajydvitcer for visualization of how skill will be modified.
Floor Percent

65

The lower limit (in %) that the skill(s) can be reduced to.
Applies skill debuffers to previous tournament winners

Round Type

Round 1 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 4
2 Matches 2 Teams

Disabled

Allow 2 matches with 2 teams of 4
2 Matches 4 Teams

Disabled

Allow 2 matches with 4 teams of 2
4 Matches 2 Teams

Disabled

Allow 4 matches with 2 teams of 2
4 Matches 4 Teams

Disabled

Allow 4 matches with 4 teams of 1
8 Matches 2 Teams

Disabled

Allow 8 matches with 2 teams of 1
Round 1 Type
Round 2 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

Allow 1 match with 2 teams of 4
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 2
2 Matches 2 Teams

Disabled

Allow 2 matches with 2 teams of 2
2 Matches 4 Teams

Disabled

Allow 2 matches with 4 teams of 1
4 Matches 2 Teams

Disabled

Allow 4 matches with 2 teams of 1
Round 2 Type
Round 3 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

Allow 1 match with 2 teams of 2
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 1
2 Matches 2 Teams

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

5000

Gold won if the hero wins thier match in the round
Win XP

5000

XP given if the hero wins thier match in the round
Lose XP

20000

XP given if the hero loses thier match in a round
Round 1 Rewards
Round 2 Rewards
Win Gold

7500

Gold won if the hero wins thier match in the round
Win XP

7500

XP given if the hero wins thier match in the round
Lose XP

10000

XP given if the hero loses thier match in a round
Round 2 Rewards
Round 3 Rewards
Win Gold

10000

Gold won if the hero wins thier match in the round
Win XP

10000

XP given if the hero wins thier match in the round
Lose XP

5000

XP given if the hero loses thier match in a round
Round 3 Rewards
Round 4 Rewards
Win Gold

0

Gold won if the hero wins thier match in the round
Win XP

0

XP given if the hero wins thier match in the round
Lose XP

0

XP given if the hero loses thier match in a round
Round 4 Rewards

Rewards

Win Gold

50000

Gold won if the hero wins the tournaments
Win XP

50000

XP given if the hero wins the tournaments
Participate XP

10000

XP given if the hero participates in a tournament but doesn't win
Prize

Reward Type

Weapon Weight

1

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

1

Relative proportion of rewards that will be armor
Mount Weight

0.1

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

2

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

1.5

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Winners prize

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting