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'.
Bannerlord 1.2.9
harmony v2.3.3.207, butterlib v2.9.10, uiextenderex v2.12, mod configuration menu v5.10.2, BLT v4.5.0, Open source armory, RTS camera v4.1.31, Realistic Weather v1.4.9, Enable Achievements, Diplomacy v1.2.13, stop starving yourselves v1.1.0.3, Agriculture Estate v1.2.9.1, Improved Garrisons v4.1.2.18, Hideout Plus v1.2.4
Table of Contents
Commands
Channel Point Rewards
Classes
Axman
Swordman
Maceman
Pikeman
Archer
Crossbow
Cavalry
Horsearcher
Skirmisher
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 |
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adopt | Get a hero in game. Almost all other actions require an adopted hero. |
Newly created wanderer Create the selected clan if it does not exist Starting Age Range: 18 to 20 Starting Gold: 500000000 Inheritance: 100% of gold spent on equipment and retinue, up to 8 custom items Starting Skills:
Starting Equipment Tier: 4 Starting Class: infantry |
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Attribute | Add |
Random attribute Amount: 1 to 2 Costs 500000⦷ |
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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 |
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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 |
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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=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=1000000⦷ |
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Fire | ||||||||||||||||||||||||||||||||||||||||
Fountan of Youth |
Age: 20 Price: 100000 |
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givegold | Give 100k to the streamer | |||||||||||||||||||||||||||||||||||||||
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 |
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Heal | Heal your character | |||||||||||||||||||||||||||||||||||||||
Healme | ||||||||||||||||||||||||||||||||||||||||
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 |
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power | ||||||||||||||||||||||||||||||||||||||||
powers | Shows your available powers |
Shows: Powers |
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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⦷ |
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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: 10 Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷ Allowed: Same culture only, Elite troops |
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retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list |
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retire | ||||||||||||||||||||||||||||||||||||||||
SkillXP | Pay for a tutor to train your Hero |
Skills: Automatic, based on class, equipment, and existing skills XP: 1 to 5 Costs: 10000⦷ |
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smitharmor | ||||||||||||||||||||||||||||||||||||||||
smithweapon | ||||||||||||||||||||||||||||||||||||||||
stats | Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue. |
Shows: Gold, Age, Clan, Culture, Health, Skills greater than , Attributes, Equipment tier, Retinue count and average tier |
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summon |
Side: Streamers side Heals: 1.0HP per second while summoned Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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Turnament | 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. |
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 Create the selected clan if it does not exist Starting Age Range: 18 to 22 Starting Gold: 50000000 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Adopt a Faction Hero | Get a hero in game with a specific faction. Almost all other actions require an adopted hero. |
Allowed: Companions Create the selected clan if it does not exist Viewer selects faction Starting Age Range: 18 to 35 Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Adopt a Hero | Get a hero in game. Almost all other actions require an adopted hero. |
Allowed: Wanderer, Companions Create the selected clan if it does not exist 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:
Starting Equipment Tier: 1 |
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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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Burn Player | Teach a man how to make fire, and they are warm for a day. Set them on fire and they are warm to the day they die. | |||||||||||||||||||||||||||||||||||||||
Daily Gold | Adds 100,000 gold to your adopted hero. |
Amount: 100000⦷ |
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Daily 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 |
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Give Player Gold | Transfer 10,000 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 |
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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. |
Classes
Axman
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedAxe |
Shield |
TwoHandedAxe |
ThrowingAxes |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Heavy Hitting I: 125.0% dmg] requires Battles >= 1 [class: (Class, Axman) [Heavy Hitting II: 150.0% dmg] requires Battles >= 5 [class: (Class, Axman) [Heavy Hitting III: 200.0% dmg] requires Battles >= 10 [class: (Class, Axman) |
Swordman
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword |
Shield |
TwoHandedSword |
ThrowingKnives |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Fleet Footed I: Max Speed Multiplier: 110% ] requires CLASS LEVEL 1 TO 5 [Fleet Footed II: Max Speed Multiplier: 125% ] requires CLASS LEVEL 6 TO 10 [Fleet Footed III: Max Speed Multiplier: 150% ] requires CLASS LEVEL 11 |
Maceman
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedMace |
Shield |
TwoHandedMace |
Stone |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 TO 5 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 6 TO 10 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 11 |
Pikeman
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedGlaive |
Shield |
TwoHandedGlaive |
ThrowingJavelins |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Shatter Shield I: 15% Shatter Shield] requires Battles >= 1 [class: (Class, Pikeman) [Shatter Shield II: 30% Shatter Shield] requires Battles >= 5 [class: (Class, Pikeman) [Shatter Shield III: 60% Shatter Shield] requires Battles >= 15 [class: (Class, Pikeman) |
Archer
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedAxe |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Cut Through I: 25% Unblockable] requires Battles >= 1 [class: (Class, Archer) [Cut Through II: 50% Unblockable] requires Battles >= 5 [class: (Class, Archer) [Cut Through II: 50% Unblockable] requires Battles >= 15 [class: (Class, Archer) |
Crossbow
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
TwoHandedGlaive |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires Battles >= 1 [class: (Class, Crossbow) [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged] requires Battles >= 5 [class: (Class, Crossbow) [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged] requires Battles >= 15 [class: (Class, Crossbow) |
Cavalry
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedSword |
TwoHandedGlaive |
Mount |
Horse |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Charge AoE I: AoE: 25dmg in 2m from Charge] requires Battles >= 1 [class: (Class, Cavalry) [Charge AoE II: AoE: 50dmg in 2m from Charge] requires Battles >= 5 [class: (Class, Cavalry) [Charge AoE III: AoE: 100dmg in 2m from Charge] requires Battles >= 15 [class: (Class, Cavalry) |
Horsearcher
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedGlaive |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Explosive Projectiles I: AoE: 20dmg in 4m from Ranged] requires Battles >= 1 [class: (Class, Horsearcher) [Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged] requires Battles >= 5 [class: (Class, Horsearcher) [Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged] requires Battles >= 15 [class: (Class, Horsearcher) |
Skirmisher
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
OneHandedSword |
ThrowingJavelins |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Shatter Shield II: 30% Shatter Shield Shatter Shield III: 60% Shatter Shield Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Knock Down I: Add: 15% Knock Down Knock Down II: Add: 30% Knock Down Knock Down III: Add: 50% Knock Down Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 30% Armor Ignore Armor III: Ignore 60% Armor Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Explosive Projectiles I: AoE: 20dmg in 4m from Ranged Explosive Projectiles II: AoE: 40dmg in 4m with from Ranged Explosive Projectiles III: AoE: 60dmg in 4m with from Ranged Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 5dmg in 1m with from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 10dmg in 1.5m with from Ranged Vampiric I: Absorb 2% of damage dealt as HP Vampiric II: Absorb 4% of damage dealt as HP Vampiric III: Absorb 6% of damage dealt as HP |
Active Power |
Active Power [Imposing: Scale 120% ] requires CLASS LEVEL 1 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 1 [Vampiric I: Absorb 2% of damage dealt as HP] requires Battles >= 1 [class: (Class, Skirmisher) [Vampiric II: Absorb 4% of damage dealt as HP] requires Battles >= 5 [class: (Class, Skirmisher) [Vampiric III: Absorb 6% of damage dealt as HP] requires Battles >= 15 [class: (Class, Skirmisher) |
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 |
2 |
Amount to multiply normal starting health by, to give heroes better staying power vs others |
Start Retinue Health Multiplier |
2 |
Amount to multiply normal retinue starting health by, to give retinue better staying power vs others |
Morale Loss Factor (not implemented) |
0.5 |
Reduces morale loss when summoned heroes die |
Summon Cooldown In Seconds |
60 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
1.5 |
How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this. |
Retinue Use Heroes Formation |
Disabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
Death
Allow Death |
Enabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
0.5 |
Final death chance percent (includes vanilla chance) |
Apply Death Chance To All Heroes |
Enabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
Retinue Death Chance Percent |
2.5 |
Retinue death chance percent (this determines the chance that a killing blow will actually kill the retinue, removing them from the adopted hero's retinue list) |
XP
Use Raw XP |
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 |
2000 |
XP the hero gets for being killed |
Heal Per Kill |
20 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
2500 |
Gold the hero gets for every kill their retinue gets |
Retinue Heal Per Kill |
50 |
HP the hero's retinue gets for every kill |
Relative Level Scaling |
0.5 |
How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health. |
Level Scaling Cap |
5 |
Caps the maximum multiplier for the level difference, defaults to 5 if not specified |
Battle End Rewards
Win Gold |
10000 |
Gold won if the heroes side wins |
Win XP |
10000 |
XP the hero gets if the heroes side wins |
Lose Gold |
5000 |
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 |
---|---|---|
Killer |
Total Kills >= 50 |
50000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Reward {ITEMNAME} (1.5x) |
Loyal |
Consecutive Summons >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{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% {=UQtSgnog}Renegades {ITEMNAME} (1x) |
Stream Sniper |
Total Streamer Kills >= 5 |
|
Tournament Pro |
TotalTournament Round Wins >= 10 |
1000000⦷ 500000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Reward {ITEMNAME} (1.5x) |
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 |
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 |
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 |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
|
Round 1 Type | |||||||||||||||||||||
Round 2 Type |
|
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 |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |