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 |
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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⦷ |
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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. |
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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). |
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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). |
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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⦷ |
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MF |
Skills: Automatic, based on class, equipment, and existing skills Focus points: 1 Cost: 150000⦷ |
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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). |
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powers | Shows your available powers |
Shows: Powers |
Random |
Skills: Automatic, based on class, equipment, and existing skills Focus points: 2 Cost: 150000⦷ |
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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⦷ |
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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 | ||||||||||
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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:
Starting Equipment Tier: 0 |
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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 |
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Daily Gold | Adds 100,000 gold to your adopted hero. |
Amount: 100000⦷ |
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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 |
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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 |
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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:
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 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Shield ![]() |
ThrowingJavelins ![]() |
ThrowingJavelins ![]() |
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 |
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Formation | Infantry |
Equipment |
TwoHandedAxe ![]() |
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 |
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Formation | Ranged |
Equipment |
OneHandedSword ![]() |
Bow ![]() |
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 |
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Formation | Infantry |
Equipment |
TwoHandedGlaive ![]() |
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 |
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Formation | Light Cavalry |
Equipment |
OneHandedAxe ![]() |
ThrowingJavelins ![]() |
ThrowingJavelins ![]() |
Mount |
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 |
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Formation | Heavy Cavalry |
Equipment |
OneHandedSword ![]() |
Shield ![]() |
TwoHandedLance ![]() |
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 |
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Formation | Horse Archer |
Equipment |
OneHandedSword ![]() |
Bow ![]() |
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 |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
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Round 1 Type | |||||||||||||||||||||
Round 2 Type |
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Round 2 Type | |||||||||||||||||||||
Round 3 Type |
|
Round 3 Type |
Round Rewards
Round 1 Rewards |
|
Round 1 Rewards | |||||||||
Round 2 Rewards |
|
Round 2 Rewards | |||||||||
Round 3 Rewards |
|
Round 3 Rewards | |||||||||
Round 4 Rewards |
|
Round 4 Rewards |
Rewards
Betting
Enable Betting |
Disabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |