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. Your hero can either be a random hero already inside the game world, or a newly created one. Your hero equipment can be upgraded, or replaced with custom items or tournament reward items; however you will always equip the best item you have available in each actual slot.

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, selecting your heroes 'class', unlocking special class powers, or creating new viewer clans. Everything saves with the game, so you can join for entire campaigns, while your heroes level whenever the campaign is being played.

If you aren't sure where to start, start with !help and !adopt

Table of Contents

Commands

Channel Point Rewards

Classes

Infantry

Archer

Heavyarcher

Crossbow

Heavycrossbow

Cavalry

Camelry

Horsearcher

Camelarcher

Skirmisher

Berserker

cataphract

Smack head

Skull crusher

Knight of the realm

Heavy infantry

Poor infantry

Town Drunk

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Commands

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

Shows: Achievements, Tracked stats

adopt Adopt a newly created Hero. Almost all other actions require an adopted hero.

Newly created wanderer

Starting Gold: 0

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Class:

Infantry

Starting Skills:

Skill Level
Melee 50 to 125
Ranged 50 to 125
Riding 25 to 75
Athletics 25 to 75
adoptCulture Adopt a randomly selected Hero, filtered by Culture
Can do "!adoptByCulture list" for a list of cultures

Viewer selects hero by culture

Newly created wanderer

Starting Gold: 0

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Class:

Infantry

Starting Skills:

Skill Level
All 25 to 75
Arena 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.
att 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

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 (custom item index) (reserve price), e.g. !auction 3 50000 would start a new auction for your custom item with the index of 3 (as shown by the 'customitems' command), with a reserve price of 50000.
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.
buymount Buy a randomly tiered mount for your Hero.
clan Use to manage clan actions
Usage is !clan (join/create/lead/rename/stats) name
Example: !clan join Banu Tammar or !clan stats

Enabled Commands: Join, Create, Rename, Stats

Join Config: Max Heroes=50, Price=5000⦷, Allow Join Players Clan?=False

Create Config: Price=0⦷

Rename Config: Price=10000⦷

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

customitems 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.
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.
Usage is !equip (blank for auto upgrade/tier number)
Example: !equip 1 or !equip

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 6=1000000⦷

focusath

Skills: Athletics

Focus points: 1

Cost: 50000⦷

focusbow

Skills: Bow

Focus points: 1

Cost: 50000⦷

focuscharm

Skills: Charm

Focus points: 1

Cost: 50000⦷

focuscraft

Skills: Crafting

Focus points: 1

Cost: 50000⦷

focuscrossbow

Skills: Crossbow

Focus points: 1

Cost: 50000⦷

focusengine

Skills: Engineering

Focus points: 1

Cost: 50000⦷

focuslead

Skills: Leadership

Focus points: 1

Cost: 50000⦷

focusmedic

Skills: Medicine

Focus points: 1

Cost: 50000⦷

focusonehand

Skills: One Handed

Focus points: 1

Cost: 50000⦷

focuspolearm

Skills: Polearm

Focus points: 1

Cost: 50000⦷

focusride

Skills: Riding

Focus points: 1

Cost: 50000⦷

focusrogue

Skills: Roguery

Focus points: 1

Cost: 50000⦷

focusscout

Skills: Scouting

Focus points: 1

Cost: 50000⦷

focussteward

Skills: Steward

Focus points: 1

Cost: 50000⦷

focustactics

Skills: Tactics

Focus points: 1

Cost: 50000⦷

focusthrow

Skills: Throwing

Focus points: 1

Cost: 50000⦷

focustrade

Skills: Trade

Focus points: 1

Cost: 50000⦷

focustwohand

Skills: Two Handed

Focus points: 1

Cost: 50000⦷

givegold gives gold to another blt player !givegold @tiny_tanith 1000
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 'customitems' command.
gold Show your heroes current gold.

Shows: Gold

heal Heals your hero over time. Only works in battle, when your hero is summoned.
hero Use to adjust hero physical features
Usage is !hero (gender) (male/female)
Example: !hero gender male

Enabled Commands: Change Hero Gender

Gender Change Config: Price=1000⦷, Only on created heroes?=True

inv Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead)

Shows: Gold, Equipment tier, Battle equipment inventory

kingdom Use to manage clan actions
Usage is !kingdom (join/rebel/stats) name
Example: !kingdom join Aserai or !clan stats

Enabled Commands: Join, Create, Stats

Join Config: Max Clans=, Price=0⦷, Allow Join Players Kingdom?=True

Rebel Config: Price=0⦷, Minimum Clan Tier=2

nameitem You can use this to name your custom items.
Usage is !nameitem (custom item index) (name), for example !nameitem 3 Foehammer. The custom item index is shown in the 'customitems' command.
pow
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⦷, 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.
Usage is !retinue (blank or all for auto upgrade/upgrade amount)
Example: !retinue 1 or !retinue all

Max retinue: 15

Tier costs: 1=250⦷, 2=2500⦷, 3=5000⦷, 4=10000⦷, 5=25000⦷, 5=25000⦷, 6=50000⦷

Allowed: Same culture only, Basic troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

retire

Only Created Heroes?: True

smitharmor Smith a custom armor item
smithweapon Smith a custom weapon
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

sum 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

youth

Age: 5

Price: 10000


Channel Point Rewards

Command Description Settings
Adopt a Hero by Culture Adopt a randomly selected Hero, filtered by Culture. Almost all other actions require an adopted hero.

Viewer selects hero by culture

Newly created wanderer

Starting Age Range: 18 to 22

Starting Gold: 0

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50
Adopt a Random Hero Adopt a randomly selected Hero. Almost all other actions require an adopted hero.

Newly created wanderer

Starting Age Range: 18 to 22

Starting Gold: 0

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Skills:

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

Daily Gold Adds 10,000 gold to your adopted hero.

Amount: 10000⦷

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

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.
LOWER YOU WEAPON drops the streamers weapons
Retinue gives you troops

Max retinue: 15

Tier costs: 1=250⦷, 2=2500⦷, 3=5000⦷, 4=10000⦷, 5=15000⦷, 5=15000⦷, 6=20000⦷

Allowed: Same culture only, Basic troops

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

TAKE IT OFF LITTLE MAN removes the streamers armour
THOR GRANT TINY POWER !!!! gives the streamer powers for 60 seconds
upgrade your attributes Vigor,Control,Endurance,Cunning,Social,Intelligence

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

Amount: 1

Costs 50000⦷

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

Emir's Engraved Kaskara

Shield

Carthaginian Simple Bronze Aspis

OneHandedLance

Highland Short Fine Steel Spear
Passive Power

Passive Power

Healthy I: 110% HP

Athletic I: Athletics: +25

Healthy II: 125% HP

Athletic II: Athletics: +50

Healthy III: 150% HP

Athletic III: Athletics: +100

Active Power

Fireblade

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

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

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

[Fleet Footed I: Max Speed Multiplier: 110% ] requires CLASS LEVEL 1

[Fleet Footed II: Max Speed Multiplier: 125% ] requires CLASS LEVEL 2

[Fleet Footed III: Max Speed Multiplier: 150% ] 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

200 Pound War Longbow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

OneHandedAxe

Hatchet
Passive Power

Passive Power

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120%

Ranger III: AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 50% Ranged: 130%

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Fireblade II: Swing Speed Multiplier: 130% Melee: +50

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 25dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged] requires CLASS LEVEL 3

[Bodkin Arrows I: Ignore 25% Armor] requires CLASS LEVEL 1

[Bodkin Arrows II: Ignore 50% Armor] requires CLASS LEVEL 2

[bodkin Arrows III: Ignore 80% Armor] requires CLASS LEVEL 3

[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 from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through 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

200 Pound War Longbow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Passive Power

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120%

Ranger III: AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 50% Ranged: 130%

Healthy I: 110% HP

Healthy II: 125% HP

Healthy III: 150% HP

Active Power

Explosive Arrows

[Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 25dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Bodkin Arrows I: Ignore 25% Armor] requires CLASS LEVEL 1

[Bodkin Arrows II: Ignore 50% Armor] requires CLASS LEVEL 2

[bodkin Arrows III: Ignore 80% Armor] requires CLASS LEVEL 3

[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 from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through 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

410 Pound Doubler Belt Crossbow

Bolts

Needle Bodkin Bolts 90 grams

Shield

Carthaginian Simple Bronze Aspis

OneHandedSword

Emir's Engraved Kaskara
Passive Power

Passive Power

Vampiric I: Absorb 10% of damage dealt as HP

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110%

Vampiric II: Absorb 25% of damage dealt as HP

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120%

Vampiric II: Absorb 25% of damage dealt as HP

Ranger III: AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 50% Ranged: 130%

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 from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 25dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 50dmg in 3m 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

410 Pound Doubler Belt Crossbow

Bolts

Needle Bodkin Bolts 90 grams

Bolts

Needle Bodkin Bolts 90 grams

TwoHandedSword

Two Handed Sword
Passive Power

Passive Power

Healthy I: 110% HP

Healthy II: 125% HP

Healthy III: 150% HP

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120%

Ranger III: AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 50% Ranged: 130%

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 from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 25dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 50dmg in 3m with 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

Highland Short Fine Steel Spear

Shield

Carthaginian Simple Bronze Aspis

OneHandedSword

Emir's Engraved Kaskara
Mount

Horse

Battanian Hobby
Passive Power

Passive Power

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (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: +20 (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: +30 (on mount)

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

Healthy I: 110% HP

Healthy II: 125% HP

Healthy III: 150% HP

Shrug Off I: 15% Shrug Off

Active Power

Trample

[Charge AoE I: AoE: 40dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge AoE II: AoE: 70dmg in 2m from Charge] requires CLASS LEVEL 2

[Charge AoE III: AoE: 120dmg in 2m from Charge] requires CLASS LEVEL 3

[Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1

[Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2

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

Highland Short Fine Steel Spear

Shield

Carthaginian Simple Bronze Aspis

OneHandedMace

Steppe Light Mace
Mount

Camel

Camel
Passive Power

Passive Power

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (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: +20 (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: +30 (on mount)

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

Active Power

Trample

[Charge AoE I: AoE: 40dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge AoE II: AoE: 70dmg in 2m from Charge] requires CLASS LEVEL 2

[Charge AoE III: AoE: 120dmg 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

200 Pound War Longbow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

OneHandedSword

Emir's Engraved Kaskara
Mount

Horse

Battanian Hobby
Passive Power

Passive Power

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110%

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount)

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120%

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount)

Ranger III: AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 50% Ranged: 130%

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount)

Active Power

Explosive 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 from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 25dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged] requires CLASS LEVEL 3

[Bodkin Arrows I: Ignore 25% Armor] requires CLASS LEVEL 1

[Bodkin Arrows II: Ignore 50% Armor] requires CLASS LEVEL 2

[bodkin Arrows III: Ignore 80% Armor] 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

200 Pound War Longbow

Arrows

Barbed Head Arrows 60 grams

Arrows

Barbed Head Arrows 60 grams

TwoHandedGlaive

Light Glaive
Mount

Camel

Camel
Passive Power

Passive Power

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120%

Ranger III: AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 50% Ranged: 130%

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount)

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 from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 25dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 3m with from Ranged] requires CLASS LEVEL 2


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 Infantry
Equipment

TwoHandedSword

Two Handed Sword

ThrowingJavelins

Triangular Throwing Spear

ThrowingJavelins

Triangular Throwing Spear
Passive Power

Passive Power

Healthy I: 110% HP

Healthy II: 125% HP

Healthy III: 150% HP

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

Break Through

[Explosive Projectiles I: AoE: 25dmg in 3m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged] requires CLASS LEVEL 3

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

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

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] 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 Infantry
Equipment

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Passive Power

Imposing: Scale 120%

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Healthy I: 110% HP

Healthy II: 125% HP

Healthy III: 150% HP

Active Power

Berserker Rage

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

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

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

[Blood Rage I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1

[Blood Rage II: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 2

[Blood Rage III: Absorb 30% of damage dealt as HP] requires CLASS LEVEL 3


cataphract

Mounted glaive weilding

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

TwoHandedGlaive

Light Glaive
Mount

Horse

Battanian Hobby
Passive Power

Passive Power

Healthy I: 110% HP

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount)

Healthy II: 125% HP

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount)

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)

Healthy III: 150% HP

Ignore Armor I: Ignore 15% Armor

Active Power

Active Power

[Charge AoE I: AoE: 40dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge AoE II: AoE: 70dmg in 2m from Charge] requires CLASS LEVEL 2

[Charge AoE III: AoE: 120dmg in 2m from Charge] requires CLASS LEVEL 3

[Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1

[Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2

[Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3


Smack head

local magic user

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Smack head Tier 1 Example Smack head Tier 2 Example Smack head Tier 3 Example Smack head Tier 4 Example Smack head Tier 5 Example Smack head Tier 6 Example
Formation Infantry
Equipment

Dagger

Falx Knife

ThrowingKnives

Leafblade Throwing Knife

ThrowingKnives

Leafblade Throwing Knife
Passive Power

Passive Power

Shrug Off I: 15% Shrug Off

Shrug Off II: 40% Shrug Off

Shrug Off III: 80% Shrug Off

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

meth absorbed

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

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

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

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through from Ranged] requires CLASS LEVEL 3


Skull crusher

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Skull crusher Tier 1 Example Skull crusher Tier 2 Example Skull crusher Tier 3 Example Skull crusher Tier 4 Example Skull crusher Tier 5 Example Skull crusher Tier 6 Example
Formation Infantry
Equipment

TwoHandedMace

Darshi Noble Two Handed Mace
Passive Power

Passive Power

Imposing: Scale 120%

Knock Down III: Add: 50% Knock Down

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

Crush Through II: 30% Unblockable / 30% Shatter Shield

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

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Active Power

ITS BONKING TIME

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

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

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

[Blood Rage I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1

[Blood Rage II: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 2

[Blood Rage III: Absorb 30% of damage dealt as HP] requires CLASS LEVEL 3


Knight of the realm

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Knight of the realm Tier 1 Example Knight of the realm Tier 2 Example Knight of the realm Tier 3 Example Knight of the realm Tier 4 Example Knight of the realm Tier 5 Example Knight of the realm Tier 6 Example
Formation Infantry
Equipment

TwoHandedSword

Two Handed Sword
Passive Power

Passive Power

Healthy I: 110% HP

Healthy II: 125% HP

Healthy III: 150% HP

Cut Through I: 25% Unblockable

Cut Through II: 50% Unblockable

Cut Through III: 100% Unblockable

Imposing: Scale 120%

Active Power

Cut Through

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

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

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

[Fully Plated I: 10% Shrug Off] requires CLASS LEVEL 1

[Full Plated II: 20% Shrug Off] requires CLASS LEVEL 2

[Full Plated: 30% Shrug Off] requires CLASS LEVEL 3


Heavy infantry

Details

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

OneHandedAxe

Hatchet

Shield

Carthaginian Simple Bronze Aspis

OneHandedLance

Highland Short Fine Steel Spear
Passive Power

Passive Power

Fully Plated I: 10% Shrug Off

Full Plated II: 20% Shrug Off

Full Plated: 30% Shrug Off

Heavy Duty I: Armor Head: +10 Armor Torso: +10 Armor Legs: +10 Armor Arms: +10

Heavy Duty II: Armor Head: +20 Armor Torso: +20 Armor Legs: +20 Armor Arms: +20

Heavy Duty III: Armor Head: +30 Armor Torso: +30 Armor Legs: +30 Armor Arms: +30

Active Power

Active Power

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

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

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

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

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

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


Poor infantry

Details

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

TwoHandedGlaive

Light Glaive
Passive Power

Passive Power

Healthy I: 110% HP

Healthy II: 125% HP

Healthy III: 150% HP

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

Active Power

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

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

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

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

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

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


Town Drunk

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Town Drunk Tier 1 Example Town Drunk Tier 2 Example Town Drunk Tier 3 Example Town Drunk Tier 4 Example Town Drunk Tier 5 Example Town Drunk Tier 6 Example
Formation Infantry
Equipment

OneHandedMace

Steppe Light Mace

Shield

Carthaginian Simple Bronze Aspis

Stone

Throwing Pots
Passive Power

Passive Power

Fully Plated I: 10% Shrug Off

Full Plated II: 20% Shrug Off

Full Plated: 30% Shrug Off

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

Crush Through II: 30% Unblockable / 30% Shatter Shield

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

Active Power

Active Power

[Drunken Swing I: Add: 15% Knock Down / AoE: 10dmg in 1m from Melee] requires CLASS LEVEL 1

[Drunken Swing II: Add: 30% Knock Down / AoE: 25dmg in 1m from Melee] requires CLASS LEVEL 2

[Drunken Swing III: Add: 50% Knock Down / AoE: 40dmg in 1m from Melee] requires CLASS LEVEL 3

[Go Long I: +10 dmg / AoE: 0dmg in 3m with from Ranged] requires CLASS LEVEL 1

[Go Long II: +20 dmg / AoE: 0dmg in 3m with from Ranged] requires CLASS LEVEL 2

[Go Long III: +30 dmg / AoE: 0dmg in 3m with from Ranged] requires CLASS LEVEL 3


Common Config

General

Sub Boost

0

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

30

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

Disabled

Whether an adopted hero is allowed to die
Final Death Chance Percent

0

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

Disabled

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

2500

XP the hero gets for every kill
XP Per Killed

1000

XP the hero gets for being killed
Heal Per Kill

0

HP the hero gets for every kill
Retinue Gold Per Kill

250

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

0

HP the hero's retinue gets for every kill
Relative Level Scaling

0

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

0

Gold won if the heroes side wins
Win XP

0

XP the hero gets if the heroes side wins
Lose Gold

0

Gold lost if the heroes side loses
Lose XP

0

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

0

End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1)
Difficulty Scaling Min

0

Min difficulty scaling multiplier
Difficulty Scaling Max

0

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5

5000⦷

Achievements

Name Requirements Reward
ARE YOU NOT ENTERTAINED !!!

TotalTournament Final Wins >= 50

500000⦷

First Blood

Total Kills >= 1

5000⦷

I AM WAR !!!!

Total Kills >= 5000

1000000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x)

I Challenge You

Total Viewer Kills >= 1

25000⦷

I Challenge You !!

TotalTournament Final Wins >= 10

100000⦷

I Have Claimed Many

Total Viewer Kills >= 10

50000⦷

I Have Met The Challenge

TotalTournament Final Wins >= 1

25000⦷

I Will Become Legend

TotalTournament Final Wins >= 25

250000⦷

leave None Alive

Total Kills >= 2500

500000⦷

Let The Blood Flow

Total Kills >= 1000

100000⦷

Loyal

Summons >= 50

250000⦷

50000XP

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

Rebellious

Attacks >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Reliable

Summons >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Renegade

Attacks >= 50

250000⦷

50000XP

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

Stream Sniper

Total Streamer Kills >= 1

50000⦷

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

Traitorous

Attacks >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Trusted

Summons >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

War Machine

Total Viewer Kills >= 25

100000⦷

warrior

Total Kills >= 500

50000⦷

You Will Remember My Name

Total Viewer Kills >= 50

500000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x)