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 | ||||||||||
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ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
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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: InfantryStarting Skills:
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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: InfantryStarting Skills:
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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 |
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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. |
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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. |
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bltbet | Use this to bet on tournament matches, when available. Usage is !bltbet (team) (gold) , for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.If only one team is bet upon, the bets will be refunded. |
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buymount | 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⦷ |
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class | Selects a new class for your hero, updating your existing equipment to match the class requirements. Usage is !class (new class name) , e.g. !class archer . |
Tier costs: 1=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷ Free if you do not already have a class Updates equipment to match new class |
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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 |
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discarditem | Throw away one of your custom items. Usage is !discarditem (custom item index) , e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command. |
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equip | Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to. 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⦷ |
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focusath |
Skills: Athletics Focus points: 1 Cost: 50000⦷ |
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focusbow |
Skills: Bow Focus points: 1 Cost: 50000⦷ |
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focuscharm |
Skills: Charm Focus points: 1 Cost: 50000⦷ |
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focuscraft |
Skills: Crafting Focus points: 1 Cost: 50000⦷ |
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focuscrossbow |
Skills: Crossbow Focus points: 1 Cost: 50000⦷ |
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focusengine |
Skills: Engineering Focus points: 1 Cost: 50000⦷ |
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focuslead |
Skills: Leadership Focus points: 1 Cost: 50000⦷ |
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focusmedic |
Skills: Medicine Focus points: 1 Cost: 50000⦷ |
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focusonehand |
Skills: One Handed Focus points: 1 Cost: 50000⦷ |
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focuspolearm |
Skills: Polearm Focus points: 1 Cost: 50000⦷ |
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focusride |
Skills: Riding Focus points: 1 Cost: 50000⦷ |
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focusrogue |
Skills: Roguery Focus points: 1 Cost: 50000⦷ |
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focusscout |
Skills: Scouting Focus points: 1 Cost: 50000⦷ |
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focussteward |
Skills: Steward Focus points: 1 Cost: 50000⦷ |
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focustactics |
Skills: Tactics Focus points: 1 Cost: 50000⦷ |
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focusthrow |
Skills: Throwing Focus points: 1 Cost: 50000⦷ |
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focustrade |
Skills: Trade Focus points: 1 Cost: 50000⦷ |
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focustwohand |
Skills: Two Handed Focus points: 1 Cost: 50000⦷ |
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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. |
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gold | Show your heroes current gold. |
Shows: Gold |
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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 |
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inv | Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead) |
Shows: Gold, Equipment tier, Battle equipment inventory |
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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 |
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nameitem | You can use this to name your custom items. Usage is !nameitem (custom item index) (name) , for example !nameitem 3 Foehammer . The custom item index is shown in the 'customitems' command. |
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pow | ||||||||||||
powers | Shows your available powers |
Shows: Powers |
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reequip | Randomizes your equipment, at its current tier. It will not replace items that are higher than your current tier, or custom items. e.g. if you are equipment tier 3, but also have a tier 6 weapon won in a tournament, this command will not replace that weapon. Sometimes you will end up with some items not changing, particularly if there aren't many items of that type available at your current tier. |
Re-rolls your equipment at your current tier Tier costs: 1=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 6=400000⦷ |
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retinue | Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. 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 |
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retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list |
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retire |
Only Created Heroes?: True |
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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 |
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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 |
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youth |
Age: 5 Price: 10000 |
Channel Point Rewards
Command | Description | Settings | ||||||||||
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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:
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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:
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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 |
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Daily Gold | Adds 10,000 gold to your adopted hero. |
Amount: 10000⦷ |
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Daily XP | Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment. |
Skills: Automatic, based on class, equipment, and existing skills XP: 50000 |
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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 |
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Summon | Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue). |
Side: Streamers side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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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⦷ |
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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 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Shield ![]() |
OneHandedLance ![]() |
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 |
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Formation | Ranged |
Equipment |
Bow ![]() |
Arrows ![]() |
Arrows ![]() |
OneHandedAxe ![]() |
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 |
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Formation | Ranged |
Equipment |
Bow ![]() |
Arrows ![]() |
Arrows ![]() |
TwoHandedAxe ![]() |
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 |
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Formation | Ranged |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Shield ![]() |
OneHandedSword ![]() |
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 |
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Formation | Ranged |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
TwoHandedSword ![]() |
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 |
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Formation | Cavalry |
Equipment |
OneHandedLance ![]() |
Shield ![]() |
OneHandedSword ![]() |
Mount |
Horse ![]() |
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 |
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Formation | Cavalry |
Equipment |
OneHandedLance ![]() |
Shield ![]() |
OneHandedMace ![]() |
Mount |
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 |
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Formation | Horse Archer |
Equipment |
Bow ![]() |
Arrows ![]() |
Arrows ![]() |
OneHandedSword ![]() |
Mount |
Horse ![]() |
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 |
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Formation | Horse Archer |
Equipment |
Bow ![]() |
Arrows ![]() |
Arrows ![]() |
TwoHandedGlaive ![]() |
Mount |
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 |
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Formation | Infantry |
Equipment |
TwoHandedSword ![]() |
ThrowingJavelins ![]() |
ThrowingJavelins ![]() |
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 |
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Formation | Infantry |
Equipment |
TwoHandedAxe ![]() |
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 |
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Formation | Heavy Cavalry |
Equipment |
TwoHandedGlaive ![]() |
Mount |
Horse ![]() |
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 |
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Formation | Infantry |
Equipment |
Dagger ![]() |
ThrowingKnives ![]() |
ThrowingKnives ![]() |
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 |
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Formation | Infantry |
Equipment |
TwoHandedMace ![]() |
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 |
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Formation | Infantry |
Equipment |
TwoHandedSword ![]() |
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 |
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Formation | Infantry |
Equipment |
OneHandedAxe ![]() |
Shield ![]() |
OneHandedLance ![]() |
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 |
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Formation | Infantry |
Equipment |
TwoHandedGlaive ![]() |
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 |
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Formation | Infantry |
Equipment |
OneHandedMace ![]() |
Shield ![]() |
Stone ![]() |
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) |