Table of Contents

Commands

Channel Point Rewards

Classes

infantry

archer

heavyarcher

crossbow

heavycrossbow

cavalry

camelry

horsearcher

camelarcher

skirmisher

berserker

Viking

Assassin

Ranger

looter

Shield Breaker

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Tournament Config

General

Equipment

Balancing

Round Type

Round Rewards

Rewards

Reward Type

Reward Tier

Betting

Commands

Command Description Settings
ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

auction Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction.
Usage is !auction (reserve price) (part of the item name), e.g. !auction 50000 Boots would start a new auction for your custom item with the word "Boots" in it, with a reserve of 50000. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
bid Place a bid on the current auction, if one is active.
Usage is !bid (gold amount), e.g. !bid 100000. If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected.
bltbet Use this to bet on tournament matches, when available.
Usage is !bltbet (team) (gold), for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.
If only one team is bet upon, the bets will be refunded.
class Selects a new class for your hero, updating your existing equipment to match the class requirements.
Usage is !class (new class name), e.g. !class archer.

Tier costs: 1=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

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 (part of the item name), e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (viewer) (part of the item name), e.g. !giveitem C4alad0g Boots would give your custom item with the word "Boots" in it to the viewer called C4lad0g. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
gold Show your heroes current gold.

Shows: Gold

inv Shows your heroes inventory, including equipment tier, full battle and civilian equipment lists, and all custom items in storage.

Shows: Gold, Equipment tier, Battle equipment inventory, Custom item storage

nameitem You can use this to name your custom items.
Usage is !nameitem (name), for example !nameitem Foehammer.
If you call !nameitem on its own it will tell you what item will be named next.
powers Shows your available powers

Shows: Powers

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

Re-rolls your equipment at your current tier

Tier costs: 1=10000⦷, 2=20000⦷, 3=40000⦷, 4=70000⦷, 5=110000⦷, 5=110000⦷, 6=160000⦷

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=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

stats Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue.

Shows: Gold, Age, Clan, Culture, Health, Skills greater than , Attributes, Retinue count and average tier


Channel Point Rewards

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

Amount: 100000⦷

50k XP Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment.

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

XP: 50000

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

Newly created wanderer

Starting Age Range: 18 to 20

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

Attribute Point

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

Amount: 1

Costs 10000⦷

Daily Adds 5,000 gold to your adopted hero.

Amount: 5000⦷

Give Player Gold Transfer 100,000 gold to the streamers character, from your hero.
Heal Hero Heals your hero over time. Only works in battle, when your hero is summoned.
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.
Melee

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

Focus points: 1 to 500

Cost: 100000⦷

Mount

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

Focus points: 1 to 500

Cost: 100000⦷

Ranged

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

Focus points: 1 to 500

Cost: 100000⦷

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

Support

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

Focus points: 1 to 500

Cost: 100000⦷

Tournament Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament.
Use Class Power Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay.

Classes

infantry

Basic foot soldier, the core around which every army is built.

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

OneHandedSword

Tapered Blade

Shield

Small Flat Heater Shield
Passive Power

Healthy

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy II: 150% HP

Athletic II: Athletics: +50

Healthy III: 200% HP

Athletic III: Athletics: +100

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

Active Power

Fireblade

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

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

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

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

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

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

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


archer

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

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

Bow

Noble Long Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

OneHandedAxe

Tzikourion
Passive Power

Fleet Footed

Fleet Footed I: Max Speed Multiplier: 110%

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

Fleet Footed II: Max Speed Multiplier: 125%

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

Fleet Footed III: Max Speed Multiplier: 150%

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

Active Power

Explosive Arrows

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

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

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


heavyarcher

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

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

Bow

Noble Long Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Explosive Arrows

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

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

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


crossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

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

Crossbow

Simple Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

OneHandedSword

Tapered Blade
Passive Power

Self Healing

Vampiric I: Absorb 10% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Active Power

Heavy Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

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

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3


heavycrossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

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

Crossbow

Simple Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

TwoHandedSword

Sparring Twohander
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Explosive Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

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

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 3


cavalry

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

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

OneHandedLance

Short Simple Raider Spear

Shield

Small Flat Heater Shield

OneHandedSword

Tapered Blade
Mount

Horse

Sumpter Horse
Passive Power

A Good Horse

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

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

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

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

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

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

Active Power

Trample

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

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

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


camelry

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

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

OneHandedLance

Short Simple Raider Spear

Shield

Small Flat Heater Shield

OneHandedMace

Mâchicoulis
Mount

Camel

Camel
Passive Power

A Good Camel

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

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

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

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

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

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

Active Power

Trample

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

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

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


horsearcher

Mounted ranged unit, with a good horse, that can use exposive arrows.

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

Bow

Noble Long Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

OneHandedSword

Tapered Blade
Mount

Horse

Sumpter Horse
Passive Power

Mounted Archery

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

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

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

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

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

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

Active Power

Explosive Arrows

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

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

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

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3


camelarcher

Mounted ranged unit on a good camel, wielding a glaive. Can use exposive arrows.

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

Bow

Noble Long Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

TwoHandedGlaive

Scythe
Mount

Camel

Camel
Passive Power

Mounted Archery

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

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

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

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

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

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

Active Power

Heavy Arrows

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

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

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 3


skirmisher

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

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

TwoHandedSword

Sparring Twohander

ThrowingJavelins

Broad Blade Javelin

ThrowingJavelins

Broad Blade Javelin
Passive Power

Retribution

Retribution I: Reflect 10% damage

Retribution II: Reflect 25% damage

Retribution III: Reflect 50% damage

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

Active Power

Break Through

[Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1

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

[Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2

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

[Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3

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


berserker

Foot soldier with lower health, that can gain health by doing damage.

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

TwoHandedAxe

Northlander Decorated Two Handed Axe

TwoHandedSword

Sparring Twohander
Passive Power

Glass Cannon

Fragile I: 50% HP

Heavy Hitting I: 125.0% dmg

Fragile II: 65% HP

Heavy Hitting II: 150.0% dmg

Fragile III: 90% HP

Heavy Hitting III: 200.0% dmg

Imposing: Scale 120%

Knock Down I: Add: 15% Knock Down

Vampiric II: Absorb 25% of damage dealt as HP

Active Power

Berserker Rage

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

[Cut Through I: 25% Unblockable] requires CLASS LEVEL 1

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

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

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

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


Viking

Viking warrior

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

OneHandedAxe

Tzikourion

ThrowingAxes

Raider Throwing Axe

Shield

Small Flat Heater Shield
Passive Power

Healthy

Healthy I: 125% HP

Athletic I: Athletics: +25

Vampiric II: Absorb 25% of damage dealt as HP

Healthy III: 200% HP

Heavy Hitting II: 150.0% dmg

Athletic III: Athletics: +100

Crush Through III: 50% Unblockable / 50% Shatter Shield

Active Power

Hell's Axe

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

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

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

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

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

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

[Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 3


Assassin

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

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

OneHandedSword

Tapered Blade

Shield

Small Flat Heater Shield

ThrowingKnives

Broad Bladed Throwing Knives
Passive Power

Stealth

Fleet Footed I: Max Speed Multiplier: 110%

Vampiric I: Absorb 10% of damage dealt as HP

Fleet Footed II: Max Speed Multiplier: 125%

Vampiric II: Absorb 25% of damage dealt as HP

Athletic III: Athletics: +100

Active Power

Break Through

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

[Cut Through I: 25% Unblockable] requires CLASS LEVEL 1

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

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 3

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 3


Ranger

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

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

Bow

Noble Long Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows
Passive Power

Fleet Footed

Fleet Footed I: Max Speed Multiplier: 110%

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

Fleet Footed II: Max Speed Multiplier: 125%

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

Fleet Footed III: Max Speed Multiplier: 150%

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

Active Power

Explosive Arrows

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

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

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

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL AT LEAST 3


looter

Details

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Grenades

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

Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged

Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged

Active Power

Retribution

[Retribution I: Reflect 10% damage] requires CLASS LEVEL 1

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 2

[Retribution III: Reflect 50% damage] requires CLASS LEVEL 3


Shield Breaker

Bash skulls!

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Shield Breaker Tier 1 Example Shield Breaker Tier 2 Example Shield Breaker Tier 3 Example Shield Breaker Tier 4 Example Shield Breaker Tier 5 Example Shield Breaker Tier 6 Example
Formation Skirmisher
Equipment

TwoHandedMace

Makeshift Sledgehammer
Passive Power

Passive Power

Imposing: Scale 120%

Healthy II: 150% HP

Athletic III: Athletics: +100

Retribution III: Reflect 50% damage

Knock Down III: Add: 50% Knock Down

Active Power

Active Power

[Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL AT LEAST 1

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL AT LEAST 2

[Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL AT LEAST 3

[Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL AT LEAST 4

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL AT LEAST 5


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

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

15

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

0.5

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

1.5

Final death chance percent (includes vanilla chance)
Apply Death Chance To All Heroes

Enabled

Whether to apply the Death Chance changes to all heroes, not just adopted ones
Retinue Death Chance Percent

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

2500

Gold the hero gets for every kill
XP Per Kill

2500

XP the hero gets for every kill
XP Per Killed

1000

XP the hero gets for being killed
Heal Per Kill

20

HP the hero gets for every kill
Retinue Gold Per Kill

1000

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

5000

Gold won if the heroes side wins
Win XP

5000

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
Double Kill 2

2000⦷

Triple Kill 3

3000⦷

Killtacular 4

4000⦷

Killing Spree 5

5000⦷

Killtastic 10

10000⦷

Rampage 15

15000⦷

Running Riot 20

20000⦷

Overkill 25

25000⦷

Kilimanjaro 30

30000⦷

Killpocalypse 35

35000⦷

Killionaire 40

40000⦷

Killtastrophe 45

45000⦷

Untouchable 50

50000⦷

Achievements

Name Requirements Reward
Becoming Legend

Battles >= 75

75000⦷

Item: Weapon: 50%, Armor: 50% Tier 5: 60%, Tier 6: 40%

Evil Rule

Attacks >= 75

250000⦷

50000XP

Item: Weapon: 50%, Armor: 50% Tier 5: 33%, Tier 6: 40%, Custom: 27% {=UQtSgnog}Renegades {ITEMNAME} (1x)

Experienced

Battles >= 50

50000⦷

Item: Weapon: 50%, Armor: 50% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Heir to the Throne

Summons >= 100

250000⦷

50000XP

Item: Weapon: 50%, Armor: 50% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x)

I am Legend

Battles >= 100

100000⦷

Item: Weapon: 50%, Armor: 50% Tier 6: 50%, Custom: 50% {=W47g8bCB}Reward {ITEMNAME} (1x)

kills

Total Kills >= 25

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 1: 50%, Tier 2: 50%

kills

Total Kills >= 50

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 1: 50%, Tier 2: 50%

kills

Total Kills >= 75

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 1: 50%, Tier 2: 50%

kills

Total Kills >= 100

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 1: 50%, Tier 2: 50%

kills

Total Kills >= 125

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

kills

Total Kills >= 150

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

kills

Total Kills >= 175

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

kills

Total Kills >= 200

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

kills

Total Kills >= 225

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 3: 33%, Tier 4: 33%, Tier 5: 33%

kills

Total Kills >= 250

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 3: 33%, Tier 4: 33%, Tier 5: 33%

kills

Total Kills >= 275

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 3: 33%, Tier 4: 33%, Tier 5: 33%

kills

Total Kills >= 300

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 3: 33%, Tier 4: 33%, Tier 5: 33%

kills

Total Kills >= 325

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

kills

Total Kills >= 350

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

kills

Total Kills >= 375

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

kills

Total Kills >= 400

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 50%

kills

Total Kills >= 425

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 33%, Tier 6: 33%, Custom: 33% {=W47g8bCB}Reward {ITEMNAME} (1x)

kills

Total Kills >= 450

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 33%, Tier 6: 33%, Custom: 33% {=W47g8bCB}Reward {ITEMNAME} (1x)

kills

Total Kills >= 475

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 33%, Tier 6: 33%, Custom: 33% {=W47g8bCB}Reward {ITEMNAME} (1x)

Kills

Total Kills >= 500

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 33%, Tier 6: 33%, Custom: 33% {=W47g8bCB}Reward {ITEMNAME} (1x)

Kills

Total Kills >= 525

Item: Weapon: 40%, Armor: 40%, Mount: 20% Tier 6: 50%, Custom: 50% {=W47g8bCB}Reward {ITEMNAME} (1x)

Kills

Total Kills >= 550

Item: Weapon: 40%, Armor: 40%, Mount: 20% Tier 6: 50%, Custom: 50% {=W47g8bCB}Reward {ITEMNAME} (1x)

Kills

Total Kills >= 575

Item: Weapon: 40%, Armor: 40%, Mount: 20% Tier 6: 50%, Custom: 50% {=W47g8bCB}Reward {ITEMNAME} (1x)

Kills

Total Kills >= 600

Item: Weapon: 40%, Armor: 40%, Mount: 20% Tier 6: 50%, Custom: 50% {=W47g8bCB}Reward {ITEMNAME} (1x)

Kings Guard

Summons >= 75

250000⦷

50000XP

Item: Weapon: 50%, Armor: 50% Tier 5: 33%, Tier 6: 40%, Custom: 27% {=IvV04W31}{ITEMNAME} of Fealty (1x)

Loyal

Summons >= 50

250000⦷

50000XP

Item: Weapon: 50%, Armor: 50% Tier 6: 50%, Custom: 50% {=IvV04W31}{ITEMNAME} of Fealty (1x)

Mad King

Attacks >= 100

250000⦷

50000XP

Item: Weapon: 50%, Armor: 50% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1x)

Master of All

Battles >= 50 [class: (Class, infantry)

Battles >= 50 [class: (Class, archer)

Battles >= 50 [class: (Class, heavyarcher)

Battles >= 50 [class: (Class, crossbow)

Battles >= 50 [class: (Class, heavycrossbow)

Battles >= 50 [class: (Class, cavalry)

Battles >= 50 [class: (Class, camelry)

Battles >= 50 [class: (Class, horsearcher)

Battles >= 50 [class: (Class, camelarcher)

Battles >= 50 [class: (Class, skirmisher)

Battles >= 50 [class: (Class, berserker)

Battles >= 50 [class: (Class, Viking)

Battles >= 50 [class: (Class, Assassin)

Battles >= 50 [class: (Class, Ranger)

1000000⦷

500000XP

Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Reward {ITEMNAME} (2x)

Master of None

Battles >= 1 [class: (Class, infantry)

Battles >= 1 [class: (Class, archer)

Battles >= 1 [class: (Class, heavyarcher)

Battles >= 1 [class: (Class, crossbow)

Battles >= 1 [class: (Class, heavycrossbow)

Battles >= 1 [class: (Class, cavalry)

Battles >= 1 [class: (Class, camelry)

Battles >= 1 [class: (Class, horsearcher)

Battles >= 1 [class: (Class, camelarcher)

Battles >= 1 [class: (Class, skirmisher)

Battles >= 1 [class: (Class, berserker)

Battles >= 1 [class: (Class, Viking)

Battles >= 1 [class: (Class, Assassin)

Battles >= 1 [class: (Class, Ranger)

100000⦷

10000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 1: 44%, Tier 2: 33%, Tier 3: 22%

Master of Some

Battles >= 20 [class: (Class, infantry)

Battles >= 20 [class: (Class, archer)

Battles >= 20 [class: (Class, heavyarcher)

Battles >= 20 [class: (Class, crossbow)

Battles >= 20 [class: (Class, heavycrossbow)

Battles >= 20 [class: (Class, cavalry)

Battles >= 20 [class: (Class, camelry)

Battles >= 20 [class: (Class, horsearcher)

Battles >= 20 [class: (Class, camelarcher)

Battles >= 20 [class: (Class, skirmisher)

Battles >= 20 [class: (Class, berserker)

Battles >= 20 [class: (Class, Viking)

Battles >= 20 [class: (Class, Assassin)

Battles >= 20 [class: (Class, Ranger)

500000⦷

20000XP

Item: Weapon: 50%, Armor: 50% Tier 5: 33%, Tier 6: 33%, Custom: 33% {=W47g8bCB}Reward {ITEMNAME} (1x)

Noob

Battles >= 25

25000⦷

Item: Weapon: 50%, Armor: 50% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Rebellious

Attacks >= 5

20000⦷

Item: Weapon: 50%, Armor: 50% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Reliable

Summons >= 5

20000⦷

Item: Weapon: 50%, Armor: 50% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Renegade

Attacks >= 50

250000⦷

50000XP

Item: Weapon: 50%, Armor: 50% Tier 5: 50%, Tier 6: 50%

Stream Sniper

Total Streamer Kills >= 5

100000⦷

Item: Weapon: 100% Custom: 100% {=xI41h8NA}Stream Sniper {ITEMNAME} (1x)

Traitorous

Attacks >= 20

50000⦷

Item: Weapon: 50%, Armor: 50% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Trusted

Summons >= 20

50000⦷

Item: Weapon: 50%, Armor: 50% 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

4

Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled
Randomize Weapon Types

Enabled

Randomizes the weapons used in each round, weighted based on the classes of the participants

Balancing

Previous Winner Debuffs
Skill

All

Skill or skill group to modifer (all skills in a group will be modified)
Skill Reduction Percent Per Win

10

Reduction to the skill per win (in %). See https://www.desmos.com/calculator/ajydvitcer for visualization of how skill will be modified.
Floor Percent

65

The lower limit (in %) that the skill(s) can be reduced to.
Applies skill debuffers to previous tournament winners

Round Type

Round 1 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

Allow 2 matches with 2 teams of 2
2 Matches 4 Teams

Disabled

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

Disabled

Allow 4 matches with 2 teams of 1
Round 2 Type
Round 3 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

5000

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

5000

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

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

2

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

1

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