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'.

Table of Contents

Commands

Channel Point Rewards

Classes

infantry

archer

heavyarcher

crossbow

heavycrossbow

cavalry

camelry

horsearcher

camelarcher

skirmisher

berserker

Hulk

Fighter

camelgang

bomber

Rogue

HogRiders

GiantRider

NadeGang

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
ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

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.
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.
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

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.
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=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

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

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.
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=1000⦷, 2=2000⦷, 3=4000⦷, 4=7000⦷, 5=11000⦷, 5=11000⦷, 6=16000⦷

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: 1

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=300000⦷, 5=300000⦷, 6=400000⦷

Allowed: Same culture only, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

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


Channel Point Rewards

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

Amount: 100000⦷

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

Amount: 10000⦷

50k XP 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

Add Attribute Points

Random attribute

Amount: 2 to 5

Costs 25000⦷

Add Focus Point

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

Focus points: 2 to 5

Cost: 50000⦷

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

Starting Class:

infantry
Attack 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, Friendly mission

Daily Allowance

Amount: 100000⦷

Give Player Gold Transfer 100,000 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.
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.
Summon 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

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 Ranged
Equipment

OneHandedSword

Long Fine Steel Scimitar

Shield

Decorated Eastern Shield
Passive Power

Healthy

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy II: 150% HP

Athletic II: Athletics: +50

Healthy III: 200% HP

Athletic III: Athletics: +100

Crush Through I: 15% Unblockable / 15% Shatter Shield

Active Power

Fireblade

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

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

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

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

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

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3


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

60 Pound Composite Bow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

OneHandedAxe

Sickle
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: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


heavyarcher

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

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

60 Pound Composite Bow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

TwoHandedAxe

Simple Sparth Axe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


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

250 Pound Spanning Belt Crossbow

Bolts

Needle Bodkin Bolts 90 grams

Bolts

Needle Bodkin Bolts 90 grams

OneHandedSword

Long Fine Steel Scimitar
Passive Power

Self Healing

Vampiric I: Absorb 10% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Active Power

Heavy Bolts

[Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3


heavycrossbow

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
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

250 Pound Spanning Belt Crossbow

Bolts

Needle Bodkin Bolts 90 grams

Bolts

Needle Bodkin Bolts 90 grams

TwoHandedSword

Ridged Long Kaskara
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Explosive Bolts

[Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 3


cavalry

Mounted troop with a strong horse, capable of doing extra charge damage.

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

OneHandedLance

Pitchfork

Shield

Decorated Eastern Shield

OneHandedSword

Long Fine Steel Scimitar
Mount

Horse

Battanian Pony
Passive Power

A Good Horse

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

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

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

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

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

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

Active Power

Trample

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

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

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3


camelry

Mounted troop with a strong horse, capable of doing extra charge damage.

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

OneHandedLance

Pitchfork

Shield

Decorated Eastern Shield

OneHandedMace

Calradic Mace
Mount

Camel

Camel
Passive Power

A Good Camel

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

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

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

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

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

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

Active Power

Trample

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

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

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3


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

60 Pound Composite Bow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

OneHandedSword

Long Fine Steel Scimitar
Mount

Horse

Battanian Pony
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)

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

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

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

Explosive Arrows

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


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

60 Pound Composite Bow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

TwoHandedGlaive

Scythe
Mount

Camel

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

[Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3


skirmisher

Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.

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

TwoHandedSword

Ridged Long Kaskara

ThrowingJavelins

Ash Throwing Lance

ThrowingJavelins

Ash Throwing Lance
Passive Power

Retribution

Retribution I: Reflect 10% damage

Retribution II: Reflect 25% damage

Retribution III: Reflect 50% damage

Explosive Projectiles I: AoE: 50dmg in 4m from Ranged

Active Power

Break Through

[Knock Down I: Add: ] requires CLASS LEVEL 1

[Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1

[Knock Down II: Add: ] requires CLASS LEVEL 2

[Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2

[Knock Down III: Add: ] requires CLASS LEVEL 3

[Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3


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 Skirmisher
Equipment

TwoHandedAxe

Simple Sparth 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

Imposing: Scale 150%

Knock Down I: Add:

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

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


Hulk

Details

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

TwoHandedGlaive

Scythe

TwoHandedSword

Ridged Long Kaskara
Passive Power

Undying

Healthy II: 150% HP

Healthy III: 200% HP

Knock Down III: Add:

Shrug Off III: 80% Shrug Off

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Hulk

[Imposing: Scale 150% ] requires CLASS LEVEL 1

[Heroes Never Die: Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Courage: 300% All: 200% +100] requires

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

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

[Imposing: Scale 150% ] requires CLASS LEVEL 2

[Imposing: Scale 150% ] requires CLASS LEVEL 3


Fighter

Details

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

OneHandedSword

Long Fine Steel Scimitar

Shield

Decorated Eastern Shield
Passive Power

Passive Power

Athletic III: Athletics: +100

Heavy Hitting III: 200.0% dmg

Fireblade III: Swing Speed Multiplier: 150% Melee: +100

Active Power

Active Power

[Knock Down III: Add: ] requires

[Crush Through III: 50% Unblockable / 50% Shatter Shield] requires

[Vampiric III: Absorb 50% of damage dealt as HP] requires

[Heroes Never Die: Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Courage: 300% All: 200% +100] requires

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

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

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

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3


camelgang

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

TwoHandedGlaive

Scythe

Bow

60 Pound Composite Bow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams
Mount

Camel

Camel
Passive Power

Mounted Archery

Crushing Camel: Mount Speed: 200% Top Speed Reach Duration: 25% Mount Charge Damage: 1000% Handling Multiplier: 200% (on mount)

Active Power

Heavy Arrows

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

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 2

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 3

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3

[Heroes Never Die: Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Courage: 300% All: 200% +100] requires


bomber

Details

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

Stone

Stone

OneHandedSword

Long Fine Steel Scimitar

Stone

Stone

Stone

Stone
Passive Power

Passive Power

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

Heroes Never Die: Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Courage: 300% All: 200% +100

Active Power

Active Power

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3

[Explosive Melee I: AoE: 50dmg in 1m from Melee] requires CLASS LEVEL 1

[Explosive Melee II: AoE: 75dmg in 3.5m from Melee] requires CLASS LEVEL 2

[Explosive Melee III: AoE: 100dmg in 5m from Melee] requires CLASS LEVEL 3

[Fleet Footed I: Max Speed Multiplier: 110% ] requires CLASS LEVEL 1

[Fleet Footed II: Max Speed Multiplier: 125% ] requires CLASS LEVEL 2

[Fleet Footed III: Max Speed Multiplier: 150% ] requires CLASS LEVEL 3


Rogue

Details

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

Dagger

Seax

Dagger

Seax
Passive Power

Passive Power

Athletic III: Athletics: +100

Fleet Footed V: Max Speed Multiplier: 200%

Fireblade III: Swing Speed Multiplier: 150% Melee: +100

Active Power

Active Power

[Knock Down III: Add: ] requires

[Crush Through I: 15% Unblockable / 15% Shatter Shield] requires

[Vampiric III: Absorb 50% of damage dealt as HP] requires

[Heroes Never Die: Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Courage: 300% All: 200% +100] requires

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

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

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

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3


HogRiders

Details

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

Shield

Decorated Eastern Shield

OneHandedSword

Long Fine Steel Scimitar
Mount

Camel

Camel
Passive Power

Passive Power

Charge AoE I: AoE: 25dmg in 2m from Charge

Charge AoE II: AoE: 50dmg in 2m from Charge

Charge AoE III: AoE: 100dmg in 2m from Charge

PocketSized: Scale 50%

Mini Mount: Scale 50% (on mount)

Heavy Hitting III: 200.0% dmg

Active Power

Active Power

[Crushing Camel: Mount Speed: 200% Top Speed Reach Duration: 25% Mount Charge Damage: 1000% Handling Multiplier: 200% (on mount)] requires

[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


GiantRider

Details

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

Shield

Decorated Eastern Shield

OneHandedLance

Pitchfork
Mount

Camel

Camel
Passive Power

Passive Power

Imposing Mount: Scale 120% (on mount)

Crushing: Mount Speed: 200% Mount Charge Damage: 300% Handling Multiplier: 200% (on mount)

Active Power

Active Power

[Knock Down I: Add: ] requires CLASS LEVEL 1

[Knock Down II: Add: ] requires CLASS LEVEL 2

[Knock Down III: Add: ] requires CLASS LEVEL 3


NadeGang

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

Crossbow

250 Pound Spanning Belt Crossbow

Bolts

Needle Bodkin Bolts 90 grams

Bolts

Needle Bodkin Bolts 90 grams

OneHandedSword

Long Fine Steel Scimitar
Passive Power

Self Healing

Vampiric I: Absorb 10% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Athletic III: Athletics: +100

QuickLoad: Reload Speed: 300% AI Shoot Frequency: 300% AI Wait Before Shoot Factor: 20%

Active Power

Heavy Bolts

[Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3

[Heroes Never Die: Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Courage: 300% All: 200% +100] requires


Common Config

General

Sub Boost

1.5

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

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

1

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

20

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

1.2

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

1.5

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

75

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

Enabled

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

2500

XP the hero gets for being killed
Heal Per Kill

5

HP the hero gets for every kill
Retinue Gold Per Kill

2000

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

5

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

100

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⦷

Achievements

Name Requirements Reward
Loyal

Consecutive Summons >= 50

250000⦷

50000XP

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

Rebellious

Consecutive Attacks >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Reliable

Consecutive Summons >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Renegade

Consecutive Attacks >= 50

250000⦷

50000XP

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

Stream Sniper

Total Streamer Kills >= 5

Traitorous

Consecutive Attacks >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Trusted

Consecutive Summons >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Tournament Config

General

Start Health Multiplier

1

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

Disabled

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

Enabled

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

3

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

3.2

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

Disabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

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

Enabled

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

5000

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

7500

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

10000

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

0.3

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

1

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

0.35

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

0.25

Relative proportion of rewards that will be Tier 6
Custom Weight

0.15

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

Disabled

Only allow betting on the final betting