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
ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

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

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:

Skill Level
One Handed 50 to 125
Bow 50 to 125
Riding 50 to 200
Athletics 50 to 125
Leadership 50 to 125
Scouting 50 to 125
Medicine 50 to 125
Engineering 150 to 225
Tactics 150 to 225
Crafting 50 to 125
Trade 150 to 225
Steward 150 to 225
Charm 50 to 125
Personal 50 to 125
Two Handed 50 to 125
Polearm 50 to 125
Throwing 50 to 125
Crossbow 50 to 125

Starting Equipment Tier: 4

Starting Class:

infantry
Attribute Add

Random attribute

Amount: 1 to 2

Costs 500000⦷

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=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=1000000⦷

Fire
Fountan of Youth

Age: 20

Price: 100000

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).
gold Show your heroes current gold.

Shows: Gold

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

power
powers Shows your available powers

Shows: Powers

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

Re-rolls your equipment at your current tier

Tier costs: 1=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 5=200000⦷, 6=400000⦷

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

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

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⦷

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

summon

Side: Streamers side

Heals: 1.0HP per second while summoned

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

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
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:

Skill Level
One Handed 25 to 50
Two Handed 25 to 50
Polearm 25 to 50
Bow 25 to 50
Throwing 25 to 50
Crossbow 25 to 50
Athletics 25 to 50
Riding 25 to 50
Trade 25 to 50
Scouting 25 to 50
Movement 25 to 50
Support 25 to 50
Engineering 25 to 50
Medicine 25 to 50
Steward 25 to 50
Charm 25 to 50
Leadership 25 to 50
Roguery 25 to 50

Starting Equipment Tier: 1

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

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:

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

Starting Equipment Tier: 1

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

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:

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

Starting Equipment Tier: 1

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

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⦷

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

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

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

OneHandedAxe

Long Tzikourion

Shield

Makeshift Kite Shield

TwoHandedAxe

Two Handed Axe

ThrowingAxes

Francesca
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
Swordman Tier 1 Example Swordman Tier 2 Example Swordman Tier 3 Example Swordman Tier 4 Example Swordman Tier 5 Example Swordman Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

War Razor

Shield

Makeshift Kite Shield

TwoHandedSword

Iron Broadsword

ThrowingKnives

Tribesman Throwing Daggers
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
Maceman Tier 1 Example Maceman Tier 2 Example Maceman Tier 3 Example Maceman Tier 4 Example Maceman Tier 5 Example Maceman Tier 6 Example
Formation Infantry
Equipment

OneHandedMace

Heavy Horsemans Mace

Shield

Makeshift Kite Shield

TwoHandedMace

Northern Two Handed Mace

Stone

Throwing Pots
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
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

OneHandedGlaive

Long Glaive

Shield

Makeshift Kite Shield

TwoHandedGlaive

Crude Billhook

ThrowingJavelins

Horseman Javelin
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
Archer Tier 1 Example Archer Tier 2 Example Archer Tier 3 Example Archer Tier 4 Example Archer Tier 5 Example Archer Tier 6 Example
Formation Ranged
Equipment

Bow

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

TwoHandedAxe

Two Handed Axe
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
Crossbow Tier 1 Example Crossbow Tier 2 Example Crossbow Tier 3 Example Crossbow Tier 4 Example Crossbow Tier 5 Example Crossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

Fine Light Crossbow

Bolts

Stone Sling Bullets

Bolts

Stone Sling Bullets

TwoHandedGlaive

Crude Billhook
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
Cavalry Tier 1 Example Cavalry Tier 2 Example Cavalry Tier 3 Example Cavalry Tier 4 Example Cavalry Tier 5 Example Cavalry Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Tall Tipped Spear

Shield

Makeshift Kite Shield

OneHandedSword

War Razor

TwoHandedGlaive

Crude Billhook
Mount

Horse

Royal Destrier
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
Horsearcher Tier 1 Example Horsearcher Tier 2 Example Horsearcher Tier 3 Example Horsearcher Tier 4 Example Horsearcher Tier 5 Example Horsearcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

TwoHandedGlaive

Crude Billhook
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
Skirmisher Tier 1 Example Skirmisher Tier 2 Example Skirmisher Tier 3 Example Skirmisher Tier 4 Example Skirmisher Tier 5 Example Skirmisher Tier 6 Example
Formation Skirmisher
Equipment

OneHandedSword

War Razor

ThrowingJavelins

Horseman Javelin

ThrowingJavelins

Horseman Javelin

ThrowingJavelins

Horseman Javelin
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
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

5000

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

5000

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

20000

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

7500

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

7500

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

10000

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

10000

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

10000

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

5000

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

0

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

0

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

0

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

Rewards

Win Gold

50000

Gold won if the hero wins the tournaments
Win XP

50000

XP given if the hero wins the tournaments
Participate XP

10000

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

Reward Type

Weapon Weight

1

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

1

Relative proportion of rewards that will be armor
Mount Weight

0.1

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

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

0

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

0

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

0

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

1

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

1.5

Relative proportion of rewards that will be Tier 6
Custom Weight

2

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

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting