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

Soldier

Warrior

Longbowman

Pikeman

Harrasser

Knight

Cavalry Archer

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

AP

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

Amount: 1

Costs 200000⦷

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
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 (custom item index), e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command (or equivalent).
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=0⦷, 2=50000⦷, 3=100000⦷, 4=250000⦷, 5=750000⦷, 5=750000⦷, 6=1500000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (custom item index) (viewer), e.g. !giveitem 3 C4alad0g would give your custom item with the index 3 to the viewer called C4lad0g. The custom item index is shown in the 'customs' command (or equivalent).
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

MeleeF

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

Focus points: 1 to 0

Cost: 150000⦷

MF

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

Focus points: 1

Cost: 150000⦷

nameitem You can use this to name your custom items.
Usage is !nameitem (custom item index) (name), for example !nameitem 3 Foehammer. The custom item index is shown in the 'customs' command (or equivalent).
powers Shows your available powers

Shows: Powers

Random

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

Focus points: 2

Cost: 150000⦷

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=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 5=200000⦷, 6=400000⦷

retinue THIS IS A TARP!!! DON'T DO IT!!!!

Max retinue: 10

Tier costs: 1=1000000⦷, 2=2000000⦷, 3=4000000⦷, 4=8000000⦷, 5=16000000⦷, 5=16000000⦷, 6=32000000⦷

Allowed: Same culture only, Basic troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

RF

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

Focus points: 1

Cost: 150000⦷

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

summon

Side: Streamers side

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


Channel Point Rewards

Command Description Settings
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

Starting Gold: 0

Inheritance: 80% of gold spent on equipment and retinue, up to 5 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: 0

Armor
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, Hide-out

Daily Gold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

Daily XP Add 500,000 XP to trade skill of your adopted hero, three times per stream

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

XP: 500000

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.
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.
Snake A
Snake W
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.
Weapon
Subscriber Adopt

Subscriber Only

Newly created wanderer

Viewer selects culture

Starting Age Range: 18

Starting Gold: 150000

Inheritance: 90% of gold spent on equipment and retinue, up to 10 custom items

Starting Skills:

Skill Level
Melee 75 to 125
Ranged 75 to 125
Movement 75 to 125

Starting Equipment Tier: 0


Classes

Soldier

Versatile infantry capable of filling many roles

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

OneHandedSword

Iron Arming Sword

Shield

Small Flat Heater Shield

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Soldier's Skill

Soldier Novice: One Handed: +10 Throwing: +10

Soldier Adept: One Handed: +25 Throwing: +25

Soldier Expert: One Handed: +50 Throwing: +50

Veteran: +10.0 HP

Grizzled: +20.0 HP

Hardened: +30.0 HP

Elite: +40.0 HP

Legendary: +50.0 HP

A Valiant Effort: Armor Head: 1% Armor Torso: 1% Armor Legs: 1% Armor Arms: 1% Armor Encumbrance: 1000% Weapons Encumbrance: 1000% All: 1%

Active Power

Soldier's Determination

[Soldier's Determination I: 90% damage] requires Total Kills >= 10 [class: (Class, Soldier)+Total Kills < 50 [class: (Class, Soldier)

[Soldier's Determination II: 80% damage] requires Total Kills >= 50 [class: (Class, Soldier)+Total Kills < 100 [class: (Class, Soldier)

[Soldier's Determination III: 70% damage] requires Total Kills >= 100 [class: (Class, Soldier)+Total Kills < 150 [class: (Class, Soldier)

[Soldier's Determination IV: 60% damage] requires Total Kills >= 150 [class: (Class, Soldier)+Total Kills < 200 [class: (Class, Soldier)

[Soldier's Determination V: 50% damage] requires Total Kills >= 200 [class: (Class, Soldier)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Warrior)

[Pikeman's Resolve V: 50% Shrug Off, 50% Knock Back, 50% Knock Down] requires Total Kills >= 500 [class: (Class, Pikeman)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 500 [class: (Class, Longbowman)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 500 [class: (Class, Harrasser)

[Knight's Resolve V: Mount Charge Damage: 200% Top Speed Reach Duration: 50% ] requires Total Kills >= 500 [class: (Class, Knight)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Cavalry Archer)

[Resilient I: Absorb 2% of damage dealt as HP] requires Battles >= 100+Battles < 200

[Resilient II: Absorb 4% of damage dealt as HP] requires Battles >= 200+Battles < 300

[Resilient III: Absorb 6% of damage dealt as HP] requires Battles >= 300+Battles < 400

[Resilient IV: Absorb 8% of damage dealt as HP] requires Battles >= 400+Battles < 500

[Resilient V: Absorb 10% of damage dealt as HP] requires Battles >= 500


Warrior

Greataxe wielding warrior focused on inflicting great violence

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

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Warrior's Skill

Warrior Novice: Two Handed: +10 Athletics: +10

Warrior Adept: Two Handed: +25 Athletics: +25

Warrior Expert: Two Handed: +50 Athletics: +50

Veteran: +10.0 HP

Grizzled: +20.0 HP

Hardened: +30.0 HP

Elite: +40.0 HP

Legendary: +50.0 HP

A Valiant Effort: Armor Head: 1% Armor Torso: 1% Armor Legs: 1% Armor Arms: 1% Armor Encumbrance: 1000% Weapons Encumbrance: 1000% All: 1%

Active Power

Warrior's Ferocity

[Warrior's Ferocity I: 110.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 10 [class: (Class, Warrior)+Total Kills < 50 [class: (Class, Warrior)

[Warrior's Ferocity II: 120.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 50 [class: (Class, Warrior)+Total Kills < 100 [class: (Class, Warrior)

[Warrior's Ferocity III: 130.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 100 [class: (Class, Warrior)+Total Kills < 150 [class: (Class, Warrior)

[Warrior's Ferocity IV: 140.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 150 [class: (Class, Warrior)+Total Kills < 200 [class: (Class, Warrior)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 200 [class: (Class, Warrior)

[Soldier's Determination V: 50% damage] requires Total Kills >= 500 [class: (Class, Soldier)

[Pikeman's Resolve V: 50% Shrug Off, 50% Knock Back, 50% Knock Down] requires Total Kills >= 500 [class: (Class, Pikeman)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 500 [class: (Class, Longbowman)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 500 [class: (Class, Harrasser)

[Knight's Resolve V: Mount Charge Damage: 200% Top Speed Reach Duration: 50% ] requires Total Kills >= 500 [class: (Class, Knight)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Cavalry Archer)

[Resilient I: Absorb 2% of damage dealt as HP] requires Battles >= 100+Battles < 200

[Resilient II: Absorb 4% of damage dealt as HP] requires Battles >= 200+Battles < 300

[Resilient III: Absorb 6% of damage dealt as HP] requires Battles >= 300+Battles < 400

[Resilient IV: Absorb 8% of damage dealt as HP] requires Battles >= 400+Battles < 500

[Resilient V: Absorb 10% of damage dealt as HP] requires Battles >= 500


Longbowman

Basic ranged soldiers that provide support for the army

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

OneHandedSword

Iron Arming Sword

Bow

Noble Bow

Arrows

Arrows

Arrows

Arrows
Passive Power

Longbowman's Skill

Longbowman Novice: Bow: +10

Longbowman Adept: Bow: +25

Longbowman Expert: Bow: +50

Veteran: +10.0 HP

Grizzled: +20.0 HP

Hardened: +30.0 HP

Elite: +40.0 HP

Legendary: +50.0 HP

A Valiant Effort: Armor Head: 1% Armor Torso: 1% Armor Legs: 1% Armor Arms: 1% Armor Encumbrance: 1000% Weapons Encumbrance: 1000% All: 1%

Active Power

Longbowman's Precision

[Longbowman's Precision I: Reload Speed: 90% AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 10 [class: (Class, Longbowman)+Total Kills < 50 [class: (Class, Longbowman)

[Longbowman's Precision II: Reload Speed: 80% AI Shoot Frequency: 140% AI Wait Before Shoot Factor: 80% ] requires Total Kills >= 50 [class: (Class, Longbowman)+Total Kills < 100 [class: (Class, Longbowman)

[Longbowman's Precision III: Reload Speed: 70% AI Shoot Frequency: 160% AI Wait Before Shoot Factor: 70% ] requires Total Kills >= 100 [class: (Class, Longbowman)+Total Kills < 150 [class: (Class, Longbowman)

[Longbowman's Precision IV: Reload Speed: 60% AI Shoot Frequency: 180% AI Wait Before Shoot Factor: 60% ] requires Total Kills >= 150 [class: (Class, Longbowman)+Total Kills < 200 [class: (Class, Longbowman)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 200 [class: (Class, Longbowman)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Warrior)

[Soldier's Determination V: 50% damage] requires Total Kills >= 500 [class: (Class, Soldier)

[Pikeman's Resolve V: 50% Shrug Off, 50% Knock Back, 50% Knock Down] requires Total Kills >= 500 [class: (Class, Pikeman)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 500 [class: (Class, Harrasser)

[Knight's Resolve V: Mount Charge Damage: 200% Top Speed Reach Duration: 50% ] requires Total Kills >= 500 [class: (Class, Knight)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Cavalry Archer)

[Resilient I: Absorb 2% of damage dealt as HP] requires Battles >= 100+Battles < 200

[Resilient II: Absorb 4% of damage dealt as HP] requires Battles >= 200+Battles < 300

[Resilient III: Absorb 6% of damage dealt as HP] requires Battles >= 300+Battles < 400

[Resilient IV: Absorb 8% of damage dealt as HP] requires Battles >= 400+Battles < 500

[Resilient V: Absorb 10% of damage dealt as HP] requires Battles >= 500


Pikeman

Polearm wielding infantry that specialize in stopping cavalry

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

TwoHandedGlaive

Rhomphaia
Passive Power

Pikeman's Skill

Pikeman Novice: Polearm: +10

Pikeman Adept: Polearm: +25

Pikeman Expert: Polearm: +50

Veteran: +10.0 HP

Grizzled: +20.0 HP

Hardened: +30.0 HP

Elite: +40.0 HP

Legendary: +50.0 HP

A Valiant Effort: Armor Head: 1% Armor Torso: 1% Armor Legs: 1% Armor Arms: 1% Armor Encumbrance: 1000% Weapons Encumbrance: 1000% All: 1%

Active Power

Pikeman's Resolve

[Pikeman's Resolve I: 10% Shrug Off, 10% Knock Back, 10% Knock Down] requires Total Kills >= 10 [class: (Class, Pikeman)+Total Kills < 50 [class: (Class, Pikeman)

[Pikeman's Resolve II: 20% Shrug Off, 20% Knock Back, 20% Knock Down] requires Total Kills >= 50 [class: (Class, Pikeman)+Total Kills < 100 [class: (Class, Pikeman)

[Pikeman's Resolve III: 30% Shrug Off, 30% Knock Back, 30% Knock Down] requires Total Kills >= 100 [class: (Class, Pikeman)+Total Kills < 150 [class: (Class, Pikeman)

[Pikeman's Resolve IV: 40% Shrug Off, 40% Knock Back, 40% Knock Down] requires Total Kills >= 150 [class: (Class, Pikeman)+Total Kills < 200 [class: (Class, Pikeman)

[Pikeman's Resolve V: 50% Shrug Off, 50% Knock Back, 50% Knock Down] requires Total Kills >= 200 [class: (Class, Pikeman)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Warrior)

[Soldier's Determination V: 50% damage] requires Total Kills >= 500 [class: (Class, Soldier)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 500 [class: (Class, Longbowman)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 500 [class: (Class, Harrasser)

[Knight's Resolve V: Mount Charge Damage: 200% Top Speed Reach Duration: 50% ] requires Total Kills >= 500 [class: (Class, Knight)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Cavalry Archer)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Warrior)

[Soldier's Determination V: 50% damage] requires Total Kills >= 500 [class: (Class, Soldier)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 500 [class: (Class, Longbowman)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 500 [class: (Class, Harrasser)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Cavalry Archer)

[Resilient I: Absorb 2% of damage dealt as HP] requires Battles >= 100+Battles < 200

[Resilient II: Absorb 4% of damage dealt as HP] requires Battles >= 200+Battles < 300

[Resilient III: Absorb 6% of damage dealt as HP] requires Battles >= 300+Battles < 400

[Resilient IV: Absorb 8% of damage dealt as HP] requires Battles >= 400+Battles < 500

[Resilient V: Absorb 10% of damage dealt as HP] requires Battles >= 500


Harrasser

Cavalry that specializes in hit and run tactics

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

OneHandedAxe

Tzikourion

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Mount

Horse

Sumpter Horse
Passive Power

Harrasser's Skill

Harrasser Novice: One Handed: +10 Throwing: +10

Harrasser Adept: One Handed: +25 Throwing: +25

Harrasser Expert: One Handed: +50 Throwing: +50

Veteran: +10.0 HP

Grizzled: +20.0 HP

Hardened: +30.0 HP

Elite: +40.0 HP

Legendary: +50.0 HP

A Valiant Effort: Armor Head: 1% Armor Torso: 1% Armor Legs: 1% Armor Arms: 1% Armor Encumbrance: 1000% Weapons Encumbrance: 1000% All: 1%

Active Power

Harasser's Grace

[Harrasser's Grace I: Mount Maneuver: 110% Riding Ability: +10] requires Total Kills >= 10 [class: (Class, Harrasser)+Total Kills < 50 [class: (Class, Harrasser)

[Harrasser's Grace II: Mount Maneuver: 120% Riding Ability: +20] requires Total Kills >= 50 [class: (Class, Harrasser)+Total Kills < 100 [class: (Class, Harrasser)

[Harrasser's Grace III: Mount Maneuver: 130% Riding Ability: +30] requires Total Kills >= 100 [class: (Class, Harrasser)+Total Kills < 150 [class: (Class, Harrasser)

[Harrasser's Grace IV: Mount Maneuver: 140% Riding Ability: +40] requires Total Kills >= 150 [class: (Class, Harrasser)+Total Kills < 200 [class: (Class, Harrasser)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 200 [class: (Class, Harrasser)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Warrior)

[Soldier's Determination V: 50% damage] requires Total Kills >= 500 [class: (Class, Soldier)

[Pikeman's Resolve V: 50% Shrug Off, 50% Knock Back, 50% Knock Down] requires Total Kills >= 500 [class: (Class, Pikeman)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 500 [class: (Class, Longbowman)

[Knight's Resolve V: Mount Charge Damage: 200% Top Speed Reach Duration: 50% ] requires Total Kills >= 500 [class: (Class, Knight)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Cavalry Archer)

[Resilient I: Absorb 2% of damage dealt as HP] requires Battles >= 100+Battles < 200

[Resilient II: Absorb 4% of damage dealt as HP] requires Battles >= 200+Battles < 300

[Resilient III: Absorb 6% of damage dealt as HP] requires Battles >= 300+Battles < 400

[Resilient IV: Absorb 8% of damage dealt as HP] requires Battles >= 400+Battles < 500

[Resilient V: Absorb 10% of damage dealt as HP] requires Battles >= 500


Knight

Knights who specialize in traditional heavy cavalry roles

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

OneHandedSword

Iron Arming Sword

Shield

Small Flat Heater Shield

TwoHandedLance

Courser Lance
Passive Power

Knight's Skill

Knight Novice: One Handed: +10 Polearm: +10

Knight Adept: One Handed: +25 Polearm: +25

Knight Expert: One Handed: +50 Polearm: +50

Veteran: +10.0 HP

Grizzled: +20.0 HP

Hardened: +30.0 HP

Elite: +40.0 HP

Legendary: +50.0 HP

A Valiant Effort: Armor Head: 1% Armor Torso: 1% Armor Legs: 1% Armor Arms: 1% Armor Encumbrance: 1000% Weapons Encumbrance: 1000% All: 1%

Active Power

Knight's Resolve

[Knight's Resolve I: Mount Charge Damage: 120% Top Speed Reach Duration: 90% ] requires Total Kills >= 10 [class: (Class, Knight)+Total Kills < 50 [class: (Class, Knight)

[Knight's Resolve II: Mount Charge Damage: 140% Top Speed Reach Duration: 80% ] requires Total Kills >= 50 [class: (Class, Knight)+Total Kills < 100 [class: (Class, Knight)

[Knight's Resolve III: Mount Charge Damage: 160% Top Speed Reach Duration: 70% ] requires Total Kills >= 100 [class: (Class, Knight)+Total Kills < 150 [class: (Class, Knight)

[Knight's Resolve IV: Mount Charge Damage: 180% Top Speed Reach Duration: 60% ] requires Total Kills >= 150 [class: (Class, Knight)+Total Kills < 200 [class: (Class, Knight)

[Knight's Resolve V: Mount Charge Damage: 200% Top Speed Reach Duration: 50% ] requires Total Kills >= 200 [class: (Class, Knight)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Warrior)

[Soldier's Determination V: 50% damage] requires Total Kills >= 500 [class: (Class, Soldier)

[Pikeman's Resolve V: 50% Shrug Off, 50% Knock Back, 50% Knock Down] requires Total Kills >= 500 [class: (Class, Pikeman)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 500 [class: (Class, Longbowman)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 500 [class: (Class, Harrasser)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Cavalry Archer)

[Resilient I: Absorb 2% of damage dealt as HP] requires Battles >= 100+Battles < 200

[Resilient II: Absorb 4% of damage dealt as HP] requires Battles >= 200+Battles < 300

[Resilient III: Absorb 6% of damage dealt as HP] requires Battles >= 300+Battles < 400

[Resilient IV: Absorb 8% of damage dealt as HP] requires Battles >= 400+Battles < 500

[Resilient V: Absorb 10% of damage dealt as HP] requires Battles >= 500


Cavalry Archer

Guy on a horse with a bow, fuck off

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

OneHandedSword

Iron Arming Sword

Bow

Noble Bow

Arrows

Arrows

Arrows

Arrows
Passive Power

Cav Archer's Skill

Cav Archer Novice: Horse Archery Ability: +10Bow: +10

Cav Archer Adept: Horse Archery Ability: +25Bow: +25

Cav Archer Expert: Horse Archery Ability: +50Bow: +50

Veteran: +10.0 HP

Grizzled: +20.0 HP

Hardened: +30.0 HP

Elite: +40.0 HP

Legendary: +50.0 HP

A Valiant Effort: Armor Head: 1% Armor Torso: 1% Armor Legs: 1% Armor Arms: 1% Armor Encumbrance: 1000% Weapons Encumbrance: 1000% All: 1%

Active Power

Cav Archer's Accuracy

[Cav Archer Precision I: Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through / 10% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 10 [class: (Class, Cavalry Archer)+Total Kills < 50 [class: (Class, Cavalry Archer)

[Cav Archer Precision II: Ignore 20% Armor / 20% Unblockable / 20% Shatter Shield / 20% Cut Through / 20% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 50 [class: (Class, Cavalry Archer)+Total Kills < 100 [class: (Class, Cavalry Archer)

[Cav Archer Precision III: Ignore 30% Armor / 30% Unblockable / 30% Shatter Shield / 30% Cut Through / 30% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 100 [class: (Class, Cavalry Archer)+Total Kills < 150 [class: (Class, Cavalry Archer)

[Cav Archer Precision IV: Ignore 40% Armor / 40% Unblockable / 40% Shatter Shield / 40% Cut Through / 40% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 150 [class: (Class, Cavalry Archer)+Total Kills < 200 [class: (Class, Cavalry Archer)

[Cav Archer Precision V: Ignore 50% Armor / 50% Unblockable / 50% Shatter Shield / 50% Cut Through / 50% Stagger against Non-heroes / Heroes / Adopted] requires Total Kills >= 200 [class: (Class, Cavalry Archer)

[Warrior's Ferocity V: 150.0% dmg from Melee against Non-heroes / Heroes / Adopted] requires Total Kills >= 500 [class: (Class, Warrior)

[Soldier's Determination V: 50% damage] requires Total Kills >= 500 [class: (Class, Soldier)

[Pikeman's Resolve V: 50% Shrug Off, 50% Knock Back, 50% Knock Down] requires Total Kills >= 500 [class: (Class, Pikeman)

[Longbowman's Precision V: Reload Speed: 50% AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 500 [class: (Class, Longbowman)

[Harrasser's Grace V: Mount Maneuver: 150% Riding Ability: +50] requires Total Kills >= 500 [class: (Class, Harrasser)

[Knight's Resolve V: Mount Charge Damage: 200% Top Speed Reach Duration: 50% ] requires Total Kills >= 500 [class: (Class, Knight)

[Resilient I: Absorb 2% of damage dealt as HP] requires Battles >= 100+Battles < 200

[Resilient II: Absorb 4% of damage dealt as HP] requires Battles >= 200+Battles < 300

[Resilient III: Absorb 6% of damage dealt as HP] requires Battles >= 300+Battles < 400

[Resilient IV: Absorb 8% of damage dealt as HP] requires Battles >= 400+Battles < 500

[Resilient V: Absorb 10% of damage dealt as HP] requires Battles >= 500


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

2

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

0.25

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

0

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

0

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

15

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

100

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

1000

Gold the hero gets for every kill
XP Per Kill

10

XP the hero gets for every kill
XP Per Killed

500

XP the hero gets for being killed
Heal Per Kill

0

HP the hero gets for every kill
Retinue Gold Per Kill

1

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

0

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

10

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

24

XP the hero gets if the heroes side wins
Lose Gold

10000

Gold lost if the heroes side loses
Lose XP

12

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

20000⦷

Killing Spree 20

50000⦷

Killing Spree 50

100000⦷

Killing Spree 100

250000⦷

Achievements

Name Requirements Reward
Loyal

Consecutive Summons >= 50

250000⦷

Master Cavalry Archer

Total Kills >= 500 [class: (Class, Cavalry Archer)

250000⦷

Master Harrasser

Total Kills >= 500 [class: (Class, Harrasser)

250000⦷

Master Knight

Total Kills >= 500 [class: (Class, Knight)

250000⦷

Master Longbowman

Total Kills >= 500 [class: (Class, Longbowman)

250000⦷

Master Pikeman

Total Kills >= 500 [class: (Class, Pikeman)

250000⦷

Master Soldier

Total Kills >= 500 [class: (Class, Soldier)

250000⦷

Master Warrior

Total Kills >= 500 [class: (Class, Warrior)

250000⦷

Rebellious

Consecutive Attacks >= 5

20000⦷

Reliable

Consecutive Summons >= 5

50000⦷

Renegade

Consecutive Attacks >= 50

250000⦷

Traitorous

Consecutive Attacks >= 20

50000⦷

Trusted

Consecutive Summons >= 20

150000⦷

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

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

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

Disabled

Allow the vanilla round setup
1 Match 4 Teams

Enabled

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

Disabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Enabled

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

Disabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Enabled

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

10000

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 1 Rewards
Round 2 Rewards
Win Gold

20000

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 2 Rewards
Round 3 Rewards
Win Gold

50000

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 3 Rewards
Round 4 Rewards
Win Gold

250000

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

500000

Gold won if the hero wins the tournaments
Win XP

0

XP given if the hero wins the tournaments
Participate XP

0

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

Reward Type

Weapon Weight

0

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

0

Relative proportion of rewards that will be armor
Mount Weight

0

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

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

0

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

Betting

Enable Betting

Disabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting