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

Crusader

Aegis

Ranger

RangerMounted

Crossbow

Rider

Reaper

Raider

skirmisher

berserker

Forge Master

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Priest's Crusade Event

The Immortal Encounter Event

The Cursed Artifact Event

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 Age Range: 18 to 35

Starting Gold: 0

Starting Equipment Tier: 0

Starting Class:

Recruit

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Riding 25 to 50
Athletics 25 to 50
adoptByCulture 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 Age Range: 18 to 35

Starting Gold: 0

Starting Equipment Tier: 0

Starting Class:

Recruit

Starting Skills:

Skill Level
All 25 to 50
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

Attribute

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

Amount: 1

Costs 500000⦷

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, Lead, Rename, Rename Fief, Stats, Fiefs, Leave, Edit Banner

Join Config: Max Heroes=100, Price=100000⦷, Allow Join Players Clan?=True

Create Config: Price=1000000⦷Renown=50,

Lead Config: Price=1000000⦷, Challenge Heroes?=False

Rename Config: Price=100000⦷

Rename Fief Config: Price=500000⦷

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=0⦷, 2=5000⦷, 3=10000⦷, 4=20000⦷, 5=40000⦷, 5=40000⦷, 6=80000⦷

Free when changing from the default infantry 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.
Duel

Gold Cost: 5000⦷

Winner Gold: 5000⦷

Winner XP: 1 XP

Timeout: 30 seconds

Cooldown: 120 seconds

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=0⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 6=1000000⦷

FocusMelee

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

Focus points: 1

Cost: 250000⦷

FocusMovement

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

Focus points: 1

Cost: 250000⦷

FocusRanged

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

Focus points: 1

Cost: 250000⦷

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, Change Hero AppearanceMarriage

Gender Change Config: Price=25000⦷, Only on created heroes?=True

Marriage Config: Price=50000⦷, Only create spouse?=Allow choose by clan or name?=

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, Mercenary, Rebel, Leave, Stats

Join Config: Max Clans=, Price=15000⦷, Mercenary={mercenary}, Price=50000⦷, Allow Join Players Kingdom?=True

Rebel Config: Price=2500000⦷, 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.
power
powers Shows your available powers

Shows: Powers

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

Re-rolls your equipment at your current tier

Tier costs: 1=0⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 6=500000⦷

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: 5

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

Allowed: Basic troops, Elite troops, Hire by hero class, Fallbacks: Cross-culture, Relaxed class, Infantry emergency

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

SkillAthletics

Skills: Athletics

XP: 50000

Costs: 500000⦷

SkillBow

Skills: Bow

XP: 50000

Costs: 500000⦷

SkillCrossbow

Skills: Crossbow

XP: 50000

Costs: 500000⦷

SkillLeadership

Skills: Leadership

XP: 50000

Costs: 500000⦷

SkillMedicine

Skills: Medicine

XP: 50000

Costs: 500000⦷

SkillOneHanded

Skills: One Handed

XP: 50000

Costs: 500000⦷

SkillPoleArm

Skills: Polearm

XP: 50000

Costs: 500000⦷

SkillRiding

Skills: Riding

XP: 50000

Costs: 500000⦷

SkillScouting

Skills: Scouting

XP: 50000

Costs: 500000⦷

SkillSteward

Skills: Steward

XP: 50000

Costs: 500000⦷

SkillTactics

Skills: Tactics

XP: 50000

Costs: 500000⦷

SkillThrowing

Skills: Throwing

XP: 50000

Costs: 500000⦷

SkillTwoHanded

Skills: Two Handed

XP: 50000

Costs: 500000⦷

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

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, Hide-out

tournament Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament.

Channel Point Rewards

Command Description Settings
Adopt a Hero by Culture Adopt a randomly selected Hero, filtered by Culture. Enter "list" to get a list of cultures

Viewer selects hero by culture

Newly created wanderer

Starting Age Range: 18 to 35

Starting Gold: 0

Starting Equipment Tier: 0

Starting Class:

Recruit

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50
Attack Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue).

Side: Enemy side

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

Give Player Gold Transfer 10,000 gold to the streamers character, from your hero.
Heal Hero Heals your hero over time. Only works in battle, when your hero is summoned.
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.
Retire My Hero Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete.

Only Created Heroes?: True

Send Message In Game Sends a message in the game. If you have a hero then it will also show them next to the message.
Summon Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue).

Side: Streamers side

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

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

Classes

Crusader

A Fire blade is one hand, Indignation in the other.

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

TwoHandedSword

Wide Fullered Broad Two Hander

Shield

Shoulder Strapped Small Cavalry Heater Shield

OneHandedSword

Iron Spatha
Passive Power

Healthy

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

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy II: 150% HP

Athletic II: Athletics: +50

Healthy III: 200% HP

Athletic III: Athletics: +100

Shrug Off II: 40% Shrug Off

Active Power

Fireblade

[Fireblade I: Swing Speed Multiplier: 120% 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


Aegis

Blocks and Breaks lines (and reflects damage, this is also DR)

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

OneHandedLance

Short Simple Raider Spear

Shield

Shoulder Strapped Small Cavalry Heater Shield

Shield

Shoulder Strapped Small Cavalry Heater Shield

ThrowingAxes

Throwing Club
Passive Power

Aegis

Retribution III: Reflect 50% damage

Shatter Shield I: 15% Shatter Shield

Shatter Shield II: 30% Shatter Shield

Shatter Shield III: 60% Shatter Shield

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Knock Down II: Add: 30% Knock Down

Active Power

Explosive Javelins

[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


Ranger

Archer, quick on their feet, can use explosive arrows from very far range.

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

166 Pound Composite War Bow

Arrows

Barbed Head Arrows 50 grams

Arrows

Barbed Head Arrows 50 grams

TwoHandedGlaive

Long Glaive
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: 25dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 3


RangerMounted

Archer, Mounted Archer, mid range but difficult to pin down.

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

Bow

166 Pound Composite War Bow

Arrows

Barbed Head Arrows 50 grams

Arrows

Barbed Head Arrows 50 grams

OneHandedLance

Short Simple Raider Spear
Mount

Horse

Sumpter Horse
Passive Power

Horse Footed

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

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

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

Explosive Arrows

[Explosive Projectiles I: AoE: 25dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 3


Crossbow

Crossbow, Sturdy, can use explosive 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

450 Pound Doubler Belt Crossbow

Bolts

Very Heavy Needle Bodkin Bolts 150 grams

Shield

Shoulder Strapped Small Cavalry Heater Shield

OneHandedMace

Light Shishpar Mace
Passive Power

Healthy Feet

RBM Crossbow Fix: Crossbow: +200

Ignore Armor I: Ignore 15% Armor

Healthy I: 125% HP

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

Healthy II: 150% HP

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

Healthy III: 200% HP

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

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 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


Rider

Mounted troop with a strong horse, capable of doing extra charge damage and knocking folk down.

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

OneHandedLance

Short Simple Raider Spear

Shield

Shoulder Strapped Small Cavalry Heater Shield

TwoHandedAxe

Northlander Decorated Two Handed Axe
Mount

Horse

Sumpter Horse
Passive Power

A Good Horse

Knock Down II: Add: 30% Knock Down

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)

Retribution I: Reflect 10% damage

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: 75dmg in 2m from Charge] requires CLASS LEVEL 3


Reaper

Life-stealing light infantry with an AOE focus.

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

TwoHandedGlaive

Long Glaive

Shield

Shoulder Strapped Small Cavalry Heater Shield

ThrowingJavelins

Oaken Throwing Lance
Passive Power

Reaping

Vampiric II: Absorb 25% of damage dealt as HP

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Explosive Projectiles I: AoE: 25dmg in 4m from Ranged

Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged

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

Retribution II: Reflect 25% damage

Active Power

Heavy Cleave

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

[Heavy Swings II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through from Melee] requires CLASS LEVEL 2

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


Raider

Reaper, but with a more ranged-mount focus!

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

OneHandedLance

Short Simple Raider Spear

Shield

Shoulder Strapped Small Cavalry Heater Shield

ThrowingJavelins

Oaken Throwing Lance

ThrowingJavelins

Oaken Throwing Lance
Mount

Horse

Sumpter Horse
Passive Power

Mounted Reaping

Vampiric I: Absorb 10% of damage dealt as HP

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

Explosive Projectiles I: AoE: 25dmg in 4m from Ranged

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

Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged

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

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

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

Retribution II: Reflect 25% damage

Active Power

Cleave

[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

[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


skirmisher

Hasted infantry 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

Wide Fullered Broad Two Hander

Shield

Shoulder Strapped Small Cavalry Heater Shield

ThrowingJavelins

Oaken Throwing Lance

ThrowingJavelins

Oaken Throwing Lance
Passive Power

Swift Vengeance

Haste II: Combat Max Speed Multiplier: 125% Max Speed Multiplier: 125% Swing Speed Multiplier: 125%

Explosive Projectiles I: AoE: 25dmg in 4m from Ranged

Explosive Projectiles II: AoE: 50dmg in 4m with from Ranged

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

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Retribution II: Reflect 25% damage

Active Power

Break Through

[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

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

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

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


berserker

High damage, low health, can't be stopped, will drink your blood.

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

Shield

Shoulder Strapped Small Cavalry Heater Shield

ThrowingAxes

Throwing Club
Passive Power

Glass Cannon

Athletic III: Athletics: +100

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

Vampiric II: Absorb 25% of damage dealt as HP

Active Power

Berserker Rage

[Imposing: Scale 120% ] requires

[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


Forge Master

Juggernaut, high armor that doesn't slow him down, and neither do you.

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

TwoHandedMace

Wooden Morningstar

Shield

Shoulder Strapped Small Cavalry Heater Shield

OneHandedMace

Light Shishpar Mace
Passive Power

Armored

Knock Down II: Add: 30% Knock Down

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Armored I: Armor Head: 110% +5 Armor Torso: 110% +5 Armor Legs: 110% +5 Armor Arms: 110% +5 Armor Encumbrance: 80%

Armored II: Armor Head: 120% +10 Armor Torso: 120% +10 Armor Legs: 120% +10 Armor Arms: 120% +10 Armor Encumbrance: 80%

Armored III: Armor Head: 130% +15 Armor Torso: 130% +15 Armor Legs: 130% +15 Armor Arms: 130% +15 Armor Encumbrance: 80%

Shrug Off II: 40% Shrug Off

Active Power

Heavy Swings

[Smokeblade I: Melee: +25] requires

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

[Heavy Swings II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through from Melee] requires CLASS LEVEL 2

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


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 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.
Summon Cooldown In Seconds

60

Minimum time between summons for a specific hero
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

5

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

2500

Gold the hero gets for every kill
XP Per Kill

1

XP the hero gets for every kill
XP Per Killed

1

XP the hero gets for being killed
Heal Per Kill

20

HP the hero gets for every kill
Retinue Gold Per Kill

2497

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
Minimum Gold Per Kill

0.5

Minimum percent gold earned per kill

Battle End Rewards

Win Gold

5000

Gold won if the heroes side wins
Win XP

1

XP the hero gets if the heroes side wins
Lose Gold

2500

Gold lost if the heroes side loses(negative to win gold)
Lose XP

1

XP the hero gets if the heroes side loses
Difficulty Scaling On Players Side

Enabled

Apply difficulty scaling to players side
Difficulty Scaling On Enemy Side

Enabled

Apply difficulty scaling to enemy side
Difficulty Scaling

1

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

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5

5000⦷

Achievements

Name Requirements Reward
Bloodthirsty

Total Kills >= 10

5000⦷

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

Carnage Incarnate

Total Kills >= 100

20000⦷

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

Class Level 1

CLASS LEVEL 1

10000⦷

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

Class level 2

CLASS LEVEL 2

25000⦷

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

Class level 3

CLASS LEVEL 3

50000⦷

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

Executioner

Total Kills >= 50

10000⦷

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

Horse Licking God

Total Mount Kills >= 100

20000⦷

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

Horse Licking Good

Total Mount Kills >= 10

5000⦷

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

Loyal

Consecutive Summons >= 50

20000⦷

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

Rebellious

Consecutive Attacks >= 5

5000⦷

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

Recruit

Battles >= 1

5000⦷

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

Reliable

Consecutive Summons >= 5

5000⦷

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

Renegade

Consecutive Attacks >= 50

20000⦷

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

Suicidal

Total Deaths >= 10

5000⦷

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

Trained

Battles >= 10

10000⦷

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

Traitorous

Consecutive Attacks >= 20

10000⦷

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

Trusted

Consecutive Summons >= 20

10000⦷

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

Veteran

Battles >= 35

20000⦷

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

Random Events Enabled: Yes

Global Chance Multiplier: 1.00x

Priest's Crusade Event

Trigger Chance: 0.50% per day

Cooldown: 60 days

Army Size: 80% of player clan strength

Minimum Kingdom Tier: 2

The Immortal Encounter Event

Trigger Chance: 0.20% per day

Cooldown: 90 days

Army Size: 120% of player clan strength

Victory Gold Reward: 100000 gold per participant

Minimum Player Level: 10

The Cursed Artifact Event

Trigger Chance: 0.50% per day

Gold Drain: 1000 per day

XP Drain: 500 per day

Damage Dealt: 50%

Damage Taken: 150%

Battles to Break: 10 battles

Weapon Vanish Chance: 10%