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

Darkhan

Axeman

Menavliation

Wildling

LineBreaker

Sharpshooter

Fian

Looter

Cataphract

Faris

Khan

Bucellari

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

ap Pick your desired attribute to apply your attribute point. Vigor (VIG), Control (CON), Endurance (END), Cunning (CUN), Social (SOC) or Intelligence (INT).

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

Amount: 1

Costs 210000⦷

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.
bm Purchase a better Mount for your mounted class with upto twice the custom modifier.
campaigninfo
clan

Enabled Commands: Join, Create, Lead, Rename, Stats, Fiefs, Leave, Edit Banner

Join Config: Max Heroes=50, Price=1000⦷, Allow Join Players Clan?=True

Create Config: Price=150000⦷Renown=50,

Lead Config: Price=200000⦷, Challenge Heroes?=True

Rename Config: Price=1000⦷

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=2000⦷, 3=4000⦷, 4=6000⦷, 5=8000⦷, 5=8000⦷, 6=10000⦷

Free if you do not already have a class

Updates equipment to match new class

customs Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands.

Shows: Custom item storage

discarditem Throw away one of your custom items.
Usage is !discarditem (custom item index), e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command (or equivalent).
equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

Tier costs: 1=0⦷, 2=150000⦷, 3=350000⦷, 4=600000⦷, 5=900000⦷, 6=1250000⦷

family

Shows: Gold, Age, Clan, Culture, Health, Family

gold Show your heroes current gold.

Shows: Gold

hero

Enabled Commands: Change Hero Gender, Change Hero AppearanceMarriage

Gender Change Config: Price=50000⦷, Only on created heroes?=True

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

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

Shows: Gold, Equipment tier, Battle equipment inventory

itemstats
kingdom

Enabled Commands: Join, Mercenary, Rebel, Leave, Stats

Join Config: Max Clans=, Price=25000⦷, Mercenary={mercenary}, Price=50000⦷, Allow Join Players Kingdom?=True

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

meleef Gain one of the 3 melee focus points randomly. One Handed, Two Handed or Polearms

Skills: Melee

Focus points: 1

Cost: 70000⦷

mf Gain one of the 2 movement focus points randomly. Riding or Athletics

Skills: Movement

Focus points: 1

Cost: 70000⦷

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 'customs' command (or equivalent).
pf Gain one of the 5 personal focus points randomly. Smithing, Charm, Tactics, Roguery or Leadership

Skills: Personal

Focus points: 1

Cost: 70000⦷

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=2000⦷, 3=4000⦷, 4=6000⦷, 5=8000⦷, 6=10000⦷

retinue Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. You can pass a number to the command to specify how many troops you want to buy or upgrade. By default it will do as many as you can afford. Max 2

Max retinue: 2

Tier costs: 1=0⦷, 2=50000⦷, 3=116500⦷, 4=200000⦷, 5=300000⦷, 5=300000⦷, 6=416500⦷

Allowed: Same culture only, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

rf Gain one of the 3 ranged focus points randomly. Bow, Crossbow or Throwing

Skills: Ranged

Focus points: 1

Cost: 70000⦷

sa Craft new armor piece with upto twice the custom modifier.
sf Gain one of the 5 support focus points randomly. Scouting, Trading, Steward, Medicine or Engineering

Skills: Support

Focus points: 1

Cost: 70000⦷

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

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

sw Craft new weapon with upto twice the custom modifier.

Channel Point Rewards

Command Description Settings
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, Hide-out

Create Culture Hero Get a hero in game with a specific culture. Almost all other actions require an adopted hero.

Viewer selects hero by culture

Newly created wanderer

Starting Age Range: 15 to 18

Starting Gold: 0

Inheritance: 80% of gold spent on equipment and retinue, up to 15 custom items

Starting Equipment Tier: 0

Starting Skills:

Skill Level
Melee 0 to 30
Ranged 0 to 30
Movement 0 to 20
Support 0 to 10
Personal 0 to 10
Daily Gold Adds 74,000 gold to your adopted hero.

Amount: 74000⦷

Daily XP (3x) Add 33 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: 33

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.
Smith armor
Smithed weapon
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

Darkhan

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

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

TwoHandedLance

Courser Lance

Shield

Norse Round Shield

OneHandedSword

Tapered Blade

Shield

Norse Round Shield
Passive Power

Healthy

Healthy I: 103% HP

Athlete I: Max Speed Multiplier: 103% Athletics: +3

Shield I: Scale 110% AI Block Chance: 103% Shield Ability: +3

Healthy II: 106% HP

Athlete II: Max Speed Multiplier: 106% Athletics: +6

Shield II: Scale 110% AI Block Chance: 106% Shield Ability: +6

Healthy III: 109% HP

Athlete III: Max Speed Multiplier: 109% Athletics: +9

Shield III: Scale 110% AI Block Chance: 109% Shield Ability: +9

Healthy IV: 112% HP

Athlete IV: Max Speed Multiplier: 112% Athletics: +12

Shield IV: Scale 110% AI Block Chance: 112% Shield Ability: +12

Healthy V: 120% HP

Athlete V: Max Speed Multiplier: 120% Athletics: +20

Shield V: Scale 110% AI Block Chance: 120% Shield Ability: +20

Hot Iron I: Swing Speed Multiplier: 103% Melee: +3

Hot Iron II: Swing Speed Multiplier: 106% Melee: +6

Hot Iron III: Swing Speed Multiplier: 109% Melee: +9

Hot Iron IV: Swing Speed Multiplier: 112% Melee: +12

Hot Iron V: Swing Speed Multiplier: 120% Melee: +20

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Defence

[Agile I: Armor Encumbrance: 95% Weapons Encumbrance: 95% AiTryChamberAttackOnDecide: 103% ] requires Battles >= 0+Battles <= 14

[Thorns I: Reflect 0.5% damage] requires Battles >= 0+Battles <= 14

[Agile II: Armor Encumbrance: 90% Weapons Encumbrance: 90% AiTryChamberAttackOnDecide: 106% ] requires Battles >= 15+Battles <= 34

[Thorns II: Reflect 1% damage] requires Battles >= 15+Battles <= 34

[Agile III: Armor Encumbrance: 85% Weapons Encumbrance: 85% AiTryChamberAttackOnDecide: 109% ] requires Battles >= 35+Battles <= 59

[Thorns III: Reflect 1.5% damage] requires Battles >= 35+Battles <= 59

[Agile IV: Armor Encumbrance: 80% Weapons Encumbrance: 80% AiTryChamberAttackOnDecide: 112% ] requires Battles >= 60+Battles <= 89

[Thorns IV: Reflect 2% damage] requires Battles >= 60+Battles <= 89

[Agile V: Armor Encumbrance: 75% Weapons Encumbrance: 75% AiTryChamberAttackOnDecide: 120% ] requires Battles >= 90

[Thorns V: Reflect 3% damage] requires Battles >= 90

[Collateral I: AoE: 3dmg in 2m from Melee] requires Total Kills >= 125+Total Kills <= 249

[Collateral II: AoE: 6dmg in 2m from Melee] requires Total Kills >= 250+Total Kills <= 399

[Collateral III: AoE: 9dmg in 2m from Melee] requires Total Kills >= 400+Total Kills <= 574

[Collateral IV: AoE: 12dmg in 2m from Melee] requires Total Kills >= 575+Total Kills <= 774

[Collateral V: AoE: 20dmg in 2m from Melee] requires Total Kills >= 775


Axeman

Melee unit with Axe fetish

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

OneHandedAxe

Woodland Axe

Shield

Norse Round Shield

ThrowingAxes

Tribesman Throwing Axe

ThrowingAxes

Tribesman Throwing Axe
Passive Power

Shatter

Quick Hands I: AI Shoot Frequency: 103% AI Wait Before Shoot Factor: 90% Swing Speed Multiplier: 103% Melee: +3 Throwing: +3 Ranged: 103%

Athlete I: Max Speed Multiplier: 103% Athletics: +3

Shatter Shield I: 3% Shatter Shield

Quick Hands II: AI Shoot Frequency: 106% AI Wait Before Shoot Factor: 80% Swing Speed Multiplier: 106% Melee: +6 Throwing: +6 Ranged: 106%

Athlete II: Max Speed Multiplier: 106% Athletics: +6

Shatter Shield II: 6% Shatter Shield

Quick Hands III: AI Shoot Frequency: 109% AI Wait Before Shoot Factor: 70% Swing Speed Multiplier: 109% Melee: +9 Throwing: +9 Ranged: 109%

Athlete III: Max Speed Multiplier: 109% Athletics: +9

Shatter Shield III: 9% Shatter Shield

Quick Hands IV: AI Shoot Frequency: 112% AI Wait Before Shoot Factor: 60% Swing Speed Multiplier: 112% Melee: +12 Throwing: +12 Ranged: 112%

Athlete IV: Max Speed Multiplier: 112% Athletics: +12

Shatter Shield IV: 12% Shatter Shield

Quick Hands V: AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 50% Swing Speed Multiplier: 120% Melee: +20 Throwing: +20 Ranged: 120%

Athlete V: Max Speed Multiplier: 120% Athletics: +20

Shatter Shield V: 20% Shatter Shield

Collateral I: AoE: 3dmg in 2m from Melee

Collateral II: AoE: 6dmg in 2m from Melee

Collateral III: AoE: 9dmg in 2m from Melee

Collateral IV: AoE: 12dmg in 2m from Melee

Collateral V: AoE: 20dmg in 2m from Melee

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Axe Toss

[Mitigation I: 92% damage, 8% Shrug Off] requires Battles >= 0+Battles <= 14

[Mitigation II: 89% damage, 11% Shrug Off] requires Battles >= 15+Battles <= 34

[Mitigation III: 86% damage, 14% Shrug Off] requires Battles >= 35+Battles <= 59

[Mitigation IV: 83% damage, 17% Shrug Off] requires Battles >= 60+Battles <= 89

[Mitigation V: 70% damage, 30% Shrug Off] requires Battles >= 90

[Heavy Axe I: 103.0% dmg / +27 dmg / AoE: 10dmg in 5m from Ranged] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Heavy Axe II: 106.0% dmg / +27 dmg / AoE: 15dmg in 5m from Ranged] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Heavy Axe III: 109.0% dmg / +27 dmg / AoE: 20dmg in 5m from Ranged] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Heavy Axe IV: 112.0% dmg / +27 dmg / AoE: 25dmg in 5m from Ranged] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Heavy Axe V: 120.0% dmg / +27 dmg / AoE: 40dmg in 5m from Ranged] requires Total Kills >= 775 [class: (Class, (current))


Menavliation

Melee unit who knows how to operate long shafts

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

TwoHandedLance

Courser Lance

TwoHandedGlaive

Red Viper Spear
Passive Power

Pole

Athletic I: Armor Encumbrance: 95% Weapons Encumbrance: 95% AiTryChamberAttackOnDecide: 103% Max Speed Multiplier: 108% Athletics: +3 Polearm: +3

Crush Through I: 3% Cut Through / 3% Stagger

Athletic II: Armor Encumbrance: 90% Weapons Encumbrance: 90% AiTryChamberAttackOnDecide: 106% Max Speed Multiplier: 111% Athletics: +6 Polearm: +6

Crush Through II: 6% Cut Through / 6% Stagger

Athletic III: Armor Encumbrance: 85% Weapons Encumbrance: 85% AiTryChamberAttackOnDecide: 109% Max Speed Multiplier: 114% Athletics: +9 Polearm: +9

Crush Through III: 9% Cut Through / 9% Stagger

Athletic IV: Armor Encumbrance: 80% Weapons Encumbrance: 80% AiTryChamberAttackOnDecide: 112% Max Speed Multiplier: 117% Athletics: +12 Polearm: +12

Crush Through IV: 12% Cut Through / 12% Stagger

Athletic V: Armor Encumbrance: 75% Weapons Encumbrance: 75% AiTryChamberAttackOnDecide: 120% Max Speed Multiplier: 130% Athletics: +20 Polearm: +20

Crush Through V: 20% Cut Through / 20% Stagger

Glaive I: Swing Speed Multiplier: 103% Handling Multiplier: 103% Thrust Or Ranged Ready Speed Multiplier: 108% Melee: +3

Glaive II: Swing Speed Multiplier: 106% Handling Multiplier: 106% Thrust Or Ranged Ready Speed Multiplier: 111% Melee: +6

Glaive III: Swing Speed Multiplier: 109% Handling Multiplier: 109% Thrust Or Ranged Ready Speed Multiplier: 114% Melee: +9

Glaive IV: Swing Speed Multiplier: 112% Handling Multiplier: 112% Thrust Or Ranged Ready Speed Multiplier: 117% Melee: +12

Glaive V: Swing Speed Multiplier: 120% Handling Multiplier: 120% Thrust Or Ranged Ready Speed Multiplier: 130% Melee: +20

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Splinter

[Retribution I: Reflect 0.5% damage] requires Battles >= 0+Battles <= 14

[Shrug Off I: 3% Shrug Off] requires Battles >= 0+Battles <= 14

[Retribution II: Reflect 1% damage] requires Battles >= 15+Battles <= 34

[Shrug Off II: 6% Shrug Off] requires Battles >= 15+Battles <= 34

[Retribution III: Reflect 1.5% damage] requires Battles >= 35+Battles <= 59

[Shrug Off III: 9% Shrug Off] requires Battles >= 35+Battles <= 59

[Retribution IV: Reflect 2% damage] requires Battles >= 60+Battles <= 89

[Shrug Off IV: 12% Shrug Off] requires Battles >= 60+Battles <= 89

[Retribution V: Reflect 3% damage] requires Battles >= 90

[Shrug Off V: 20% Shrug Off] requires Battles >= 90

[Menavliation I: 103.0% dmg / Add: 3% Knock Back, 3% Knock Down, 3% Mount Rear, 3% Dismount / AoE: 3dmg in 2m with from Melee] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Menavliation II: 106.0% dmg / Add: 6% Knock Back, 6% Knock Down, 6% Mount Rear, 6% Dismount / AoE: 6dmg in 2m with from Melee] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Menavliation III: 109.0% dmg / Add: 9% Knock Back, 9% Knock Down, 9% Mount Rear, 9% Dismount / AoE: 9dmg in 2m with from Melee] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Menavliation IV: 112.0% dmg / Add: 12% Knock Back, 12% Knock Down, 12% Mount Rear, 12% Dismount / AoE: 12dmg in 2m with from Melee] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Menavliation V: 120.0% dmg / Add: 20% Knock Back, 20% Knock Down, 20% Mount Rear, 20% Dismount / AoE: 20dmg in 2m with from Melee] requires Total Kills >= 775 [class: (Class, (current))


Wildling

Foot soldier that can engage at range using javelins

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

OneHandedSword

Tapered Blade

Shield

Norse Round Shield

ThrowingJavelins

Horseman Javelin

ThrowingJavelins

Horseman Javelin
Passive Power

Strong Arm

Strongman I: Scale 90% AI Shoot Frequency: 103% AI Wait Before Shoot Factor: 90% Melee: +3 Throwing: +3 Ranged: 103%

Athlete I: Max Speed Multiplier: 103% Athletics: +3

Ignore Armor I: Ignore 3% Armor

Strongman II: Scale 85% AI Shoot Frequency: 106% AI Wait Before Shoot Factor: 80% Melee: +6 Throwing: +6 Ranged: 106%

Athlete II: Max Speed Multiplier: 106% Athletics: +6

Ignore Armor II: Ignore 6% Armor

Strongman III: Scale 80% AI Shoot Frequency: 109% AI Wait Before Shoot Factor: 70% Melee: +9 Throwing: +9 Ranged: 109%

Athlete III: Max Speed Multiplier: 109% Athletics: +9

Ignore Armor III: Ignore 9% Armor

Strongman IV: Scale 75% AI Shoot Frequency: 112% AI Wait Before Shoot Factor: 60% Melee: +12 Throwing: +12 Ranged: 112%

Athlete IV: Max Speed Multiplier: 112% Athletics: +12

Ignore Armor IV: Ignore 12% Armor

Strongman V: Scale 70% AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 50% Melee: +20 Throwing: +20 Ranged: 120%

Athlete V: Max Speed Multiplier: 120% Athletics: +20

Ignore Armor V: Ignore 20% Armor

Collateral I: AoE: 3dmg in 2m from Melee

Collateral II: AoE: 6dmg in 2m from Melee

Collateral III: AoE: 9dmg in 2m from Melee

Collateral IV: AoE: 12dmg in 2m from Melee

Collateral V: AoE: 20dmg in 2m from Melee

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Impale

[Agile I: Armor Encumbrance: 95% Weapons Encumbrance: 95% AiTryChamberAttackOnDecide: 103% ] requires Battles >= 0+Battles <= 14

[Shrug Off I: 3% Shrug Off] requires Battles >= 0+Battles <= 14

[Agile II: Armor Encumbrance: 90% Weapons Encumbrance: 90% AiTryChamberAttackOnDecide: 106% ] requires Battles >= 15+Battles <= 34

[Shrug Off II: 6% Shrug Off] requires Battles >= 15+Battles <= 34

[Agile III: Armor Encumbrance: 85% Weapons Encumbrance: 85% AiTryChamberAttackOnDecide: 109% ] requires Battles >= 35+Battles <= 59

[Shrug Off III: 9% Shrug Off] requires Battles >= 35+Battles <= 59

[Agile IV: Armor Encumbrance: 80% Weapons Encumbrance: 80% AiTryChamberAttackOnDecide: 112% ] requires Battles >= 60+Battles <= 89

[Shrug Off IV: 12% Shrug Off] requires Battles >= 60+Battles <= 89

[Agile V: Armor Encumbrance: 75% Weapons Encumbrance: 75% AiTryChamberAttackOnDecide: 120% ] requires Battles >= 90

[Shrug Off V: 20% Shrug Off] requires Battles >= 90

[Javelin I: AoE: 10dmg in 5m from Ranged] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Javelin II: AoE: 15dmg in 5m from Ranged] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Javelin III: AoE: 20dmg in 5m from Ranged] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Javelin IV: AoE: 25dmg in 5m from Ranged] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Javelin V: AoE: 40dmg in 5m from Ranged] requires Total Kills >= 775 [class: (Class, (current))


LineBreaker

Melee unit who sacrfices life to deal more damage.

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

TwoHandedAxe

Northlander Decorated Two Handed Axe

ThrowingAxes

Tribesman Throwing Axe
Passive Power

Glass Cannon

Fragile I: 98% HP

Athlete I: Max Speed Multiplier: 103% Athletics: +3

Fragile II: 96% HP

Athlete II: Max Speed Multiplier: 106% Athletics: +6

Fragile III: 94% HP

Athlete III: Max Speed Multiplier: 109% Athletics: +9

Fragile IV: 92% HP

Athlete IV: Max Speed Multiplier: 112% Athletics: +12

Fragile V: 90% HP

Athlete V: Max Speed Multiplier: 120% Athletics: +20

Light Axe I: +27 dmg / AoE: 3dmg in 5m from Ranged

Light Axe II: +27 dmg / AoE: 6dmg in 5m from Ranged

Light Axe III: +27 dmg / AoE: 9dmg in 5m from Ranged

Light Axe IV: +27 dmg / AoE: 12dmg in 5m from Ranged

Light Axe V: +27 dmg / AoE: 20dmg in 5m from Ranged

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Berserker Rage

[Imposing I: Scale 110% ] requires Battles >= 0+Battles <= 14

[Heavy Hitting I: 103.0% dmg] requires Battles >= 0+Battles <= 14

[Rage I: 103% damage] requires Battles >= 0+Battles <= 14

[Unblockable I: 3% Unblockable] requires Battles >= 0+Battles <= 14

[Shrug Off I: 3% Shrug Off] requires Battles >= 0+Battles <= 14

[Imposing II: Scale 120% ] requires Battles >= 15+Battles <= 34

[Heavy Hitting II: 106.0% dmg] requires Battles >= 15+Battles <= 34

[Rage II: 106% damage] requires Battles >= 15+Battles <= 34

[Unblockable II: 6% Unblockable] requires Battles >= 15+Battles <= 34

[Shrug Off II: 6% Shrug Off] requires Battles >= 15+Battles <= 34

[Imposing III: Scale 130% ] requires Battles >= 35+Battles <= 59

[Heavy Hitting III: 109.0% dmg] requires Battles >= 35+Battles <= 59

[Rage III: 109% damage] requires Battles >= 35+Battles <= 59

[Unblockable III: 9% Unblockable] requires Battles >= 35+Battles <= 59

[Shrug Off III: 9% Shrug Off] requires Battles >= 35+Battles <= 59

[Imposing IV: Scale 140% ] requires Battles >= 60+Battles <= 89

[Heavy Hitting IV: 112.0% dmg] requires Battles >= 60+Battles <= 89

[Rage IV: 112% damage] requires Battles >= 60+Battles <= 89

[Unblockable IV: 12% Unblockable] requires Battles >= 60+Battles <= 89

[Shrug Off IV: 12% Shrug Off] requires Battles >= 60+Battles <= 89

[Imposing V: Scale 160% ] requires Battles >= 90

[Heavy Hitting V: 120.0% dmg] requires Battles >= 90

[Rage V: 120% damage] requires Battles >= 90

[Unblockable V: 20% Unblockable] requires Battles >= 90

[Shrug Off V: 20% Shrug Off] requires Battles >= 90

[Collateral I: AoE: 3dmg in 2m from Melee] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Collateral II: AoE: 6dmg in 2m from Melee] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Collateral III: AoE: 9dmg in 2m from Melee] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Collateral IV: AoE: 12dmg in 2m from Melee] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Collateral V: AoE: 20dmg in 2m from Melee] requires Total Kills >= 775 [class: (Class, (current))


Sharpshooter

Master of the Crossbow. Bone shattering Bolts

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

Crossbow

Fine Light Crossbow

Bolts

Heavy Bolts

OneHandedSword

Tapered Blade

Shield

Norse Round Shield
Passive Power

Woodsman

Healthy I: 103% HP

RapidFIRE I: AI Shoot Frequency: 103% AI Wait Before Shoot Factor: 90% Reload Speed: 108% Weapon Inaccuracy: 90% Ranged: 103% +3 Crossbow: +3

Healthy II: 106% HP

RapidFIRE II: AI Shoot Frequency: 106% AI Wait Before Shoot Factor: 80% Reload Speed: 111% Weapon Inaccuracy: 80% Ranged: 106% +6 Crossbow: +6

Healthy III: 109% HP

RapidFIRE III: AI Shoot Frequency: 109% AI Wait Before Shoot Factor: 70% Reload Speed: 114% Weapon Inaccuracy: 70% Ranged: 109% +9 Crossbow: +9

Healthy IV: 112% HP

RapidFIRE IV: AI Shoot Frequency: 112% AI Wait Before Shoot Factor: 60% Reload Speed: 117% Weapon Inaccuracy: 60% Ranged: 112% +12 Crossbow: +12

Healthy V: 120% HP

RapidFIRE V: AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 40% Reload Speed: 130% Weapon Inaccuracy: 50% Ranged: 120% +20 Crossbow: +20

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Bone Shatter

[Crush Through I: 3% Cut Through / 3% Stagger] requires Battles >= 0+Battles <= 14

[Crush Through II: 6% Cut Through / 6% Stagger] requires Battles >= 15+Battles <= 34

[Crush Through III: 9% Cut Through / 9% Stagger] requires Battles >= 35+Battles <= 59

[Crush Through IV: 12% Cut Through / 12% Stagger] requires Battles >= 60+Battles <= 89

[Crush Through V: 20% Cut Through / 20% Stagger] requires Battles >= 90

[Heavy Projectiles I: Add: 3% Knock Back, 3% Knock Down, 3% Mount Rear, 3% Dismount / 3% Shatter Shield / AoE: 10dmg in 5m with from Ranged] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Heavy Projectiles II: Add: 6% Knock Back, 6% Knock Down, 6% Mount Rear, 6% Dismount / 6% Shatter Shield / AoE: 15dmg in 5m with from Ranged] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Heavy Projectiles III: Add: 9% Knock Back, 9% Knock Down, 9% Mount Rear, 9% Dismount / 9% Shatter Shield / AoE: 20dmg in 5m with from Ranged] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Heavy Projectiles IV: Add: 12% Knock Back, 12% Knock Down, 12% Mount Rear, 12% Dismount / 12% Shatter Shield / AoE: 25dmg in 5m with from Ranged] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Heavy Projectiles V: Add: 20% Knock Back, 20% Knock Down, 20% Mount Rear, 20% Dismount / 20% Shatter Shield / AoE: 40dmg in 5m with from Ranged] requires Total Kills >= 775 [class: (Class, (current))


Fian

Ranged unit using Bow. Long range piercing damage

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

Bow

Weirwood Bow

Arrows

Giant Arrows

Arrows

Giant Arrows

TwoHandedSword

Legendary Crafted Two Handed Sword
Passive Power

Archery

Fleet Footed I: Max Speed Multiplier: 103%

Ranger I: AI Shoot Frequency: 103% AI Wait Before Shoot Factor: 90% Weapon Inaccuracy: 90% Ranged: 103% +3 Bow: +3

Fleet Footed II: Max Speed Multiplier: 106%

Ranger II: AI Shoot Frequency: 106% AI Wait Before Shoot Factor: 80% Weapon Inaccuracy: 80% Ranged: 106% +6 Bow: +6

Fleet Footed III: Max Speed Multiplier: 109%

Ranger III: AI Shoot Frequency: 109% AI Wait Before Shoot Factor: 70% Weapon Inaccuracy: 70% Ranged: 109% +9 Bow: +9

Fleet Footed IV: Max Speed Multiplier: 112%

Ranger IV: AI Shoot Frequency: 112% AI Wait Before Shoot Factor: 60% Weapon Inaccuracy: 60% Ranged: 112% +12 Bow: +12

Fleet Footed V: Max Speed Multiplier: 120%

Ranger V: AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 50% Ranged: 120% +20 Bow: +20

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Piercing

[Ignore Armor I: Ignore 3% Armor] requires Battles >= 0+Battles <= 14

[Ignore Armor II: Ignore 6% Armor] requires Battles >= 15+Battles <= 34

[Ignore Armor III: Ignore 9% Armor] requires Battles >= 35+Battles <= 59

[Ignore Armor IV: Ignore 12% Armor] requires Battles >= 60+Battles <= 89

[Ignore Armor V: Ignore 20% Armor] requires Battles >= 90

[Explosive Projectiles I: 3% Unblockable / AoE: 10dmg in 5m with from Ranged] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Explosive Projectiles II: 6% Unblockable / AoE: 15dmg in 5m with from Ranged] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Explosive Projectiles III: 9% Unblockable / AoE: 20dmg in 5m with from Ranged] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Explosive Projectiles IV: 12% Unblockable / AoE: 25dmg in 5m with from Ranged] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Explosive Projectiles V: 20% Unblockable / AoE: 40dmg in 5m with from Ranged] requires Total Kills >= 775 [class: (Class, (current))


Looter

Ranged unit with the power to manipulate rock into powerful tools

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Stones

Stone+ I: 108.0% dmg / +69 dmg from Ranged

Stoner I: AI Shoot Frequency: 108% AI Wait Before Shoot Factor: 75% Weapon Inaccuracy: 90% AIHoldingReadyMaxDuration: 75% Ranged: 108% +8 Throwing: +8

Stone+ II: 111.0% dmg / +69 dmg from Ranged

Stoner II: AI Shoot Frequency: 111% AI Wait Before Shoot Factor: 60% Weapon Inaccuracy: 80% AIHoldingReadyMaxDuration: 60% Ranged: 111% +11 Throwing: +11

Stone+ III: 114.0% dmg / +69 dmg from Ranged

Stoner III: AI Shoot Frequency: 114% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 70% AIHoldingReadyMaxDuration: 50% Ranged: 114% +14 Throwing: +14

Stone+ IV: 117.0% dmg / +69 dmg from Ranged

Stoner IV: AI Shoot Frequency: 117% AI Wait Before Shoot Factor: 40% Weapon Inaccuracy: 60% AIHoldingReadyMaxDuration: 40% Ranged: 117% +17 Throwing: +17

Stone+ V: 130.0% dmg / +69 dmg from Ranged

Stoner V: AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 25% Weapon Inaccuracy: 50% AIHoldingReadyMaxDuration: 25% Ranged: 130% +30 Throwing: +30

Meteor: 180.0% dmg / +169 dmg / Add: 100% Mount Rear, 100% Dismount / 100% Stagger from Ranged

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Bolders

[Knock Down I: Add: 3% Knock Back, 3% Knock Down] requires Battles >= 0+Battles <= 14

[Shrug Off I: 3% Shrug Off] requires Battles >= 0+Battles <= 14

[Knock Down II: Add: 6% Knock Back, 6% Knock Down] requires Battles >= 15+Battles <= 34

[Shrug Off II: 6% Shrug Off] requires Battles >= 15+Battles <= 34

[Knock Down III: Add: 9% Knock Back, 9% Knock Down] requires Battles >= 35+Battles <= 59

[Shrug Off III: 9% Shrug Off] requires Battles >= 35+Battles <= 59

[Knock Down IV: Add: 12% Knock Back, 12% Knock Down] requires Battles >= 60+Battles <= 89

[Shrug Off IV: 12% Shrug Off] requires Battles >= 60+Battles <= 89

[Knock Down V: Add: 20% Knock Back, 20% Knock Down] requires Battles >= 90

[Shrug Off V: 20% Shrug Off] requires Battles >= 90

[Bolder I: Add: 3% Mount Rear, 3% Dismount / 3% Stagger / AoE: 20dmg in 5m with from Ranged] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Bolder II: Add: 6% Mount Rear, 6% Dismount / 6% Stagger / AoE: 25dmg in 5m with from Ranged] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Bolder III: Add: 9% Mount Rear, 9% Dismount / 9% Stagger / AoE: 30dmg in 5m with from Ranged] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Bolder IV: Add: 12% Mount Rear, 12% Dismount / 12% Stagger / AoE: 35dmg in 5m with from Ranged] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Bolder V: Add: 20% Mount Rear, 20% Dismount / 20% Stagger / AoE: 50dmg in 5m with from Ranged] requires Total Kills >= 775 [class: (Class, (current))


Cataphract

Medieval monster. If you see it, it's already too late

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 Cavalry
Equipment

TwoHandedLance

Courser Lance

Shield

Norse Round Shield

OneHandedSword

Tapered Blade

Shield

Norse Round Shield
Mount

Horse

Unicorn

Camel

War Camel
Passive Power

Monster Truck

Cav Training I: Riding Ability: 103% Handling Multiplier: 103% Thrust Or Ranged Ready Speed Multiplier: 103% Polearm: +3 Riding: +3

Super Mount I: Scale 90% Mount Speed: 103% Top Speed Reach Duration: 90% Mount Maneuver: 103% Mount Charge Damage: 103% (on mount)

Shield I: Scale 110% AI Block Chance: 103% Shield Ability: +3

Reinforce I: Armor Head: 103% Armor Torso: 103% Armor Legs: 103% Armor Arms: 103%

Cav Training II: Riding Ability: 106% Handling Multiplier: 106% Thrust Or Ranged Ready Speed Multiplier: 106% Polearm: +6 Riding: +6

Super Mount II: Scale 85% Mount Speed: 106% Top Speed Reach Duration: 80% Mount Maneuver: 106% Mount Charge Damage: 106% (on mount)

Shield II: Scale 110% AI Block Chance: 106% Shield Ability: +6

Reinforce II: Armor Head: 106% Armor Torso: 106% Armor Legs: 106% Armor Arms: 106%

Cav Training III: Riding Ability: 109% Handling Multiplier: 109% Thrust Or Ranged Ready Speed Multiplier: 109% Polearm: +9 Riding: +9

Super Mount III: Scale 80% Mount Speed: 109% Top Speed Reach Duration: 70% Mount Maneuver: 109% Mount Charge Damage: 109% (on mount)

Shield III: Scale 110% AI Block Chance: 109% Shield Ability: +9

Reinforce III: Armor Head: 109% Armor Torso: 109% Armor Legs: 109% Armor Arms: 109%

Cav Training IV: Riding Ability: 112% Handling Multiplier: 112% Thrust Or Ranged Ready Speed Multiplier: 112% Polearm: +12 Riding: +12

Super Mount IV: Scale 75% Mount Speed: 112% Top Speed Reach Duration: 60% Mount Maneuver: 112% Mount Charge Damage: 112% (on mount)

Shield IV: Scale 110% AI Block Chance: 112% Shield Ability: +12

Reinforce IV: Armor Head: 112% Armor Torso: 112% Armor Legs: 112% Armor Arms: 112%

Cav Training V: Riding Ability: 120% Handling Multiplier: 120% Thrust Or Ranged Ready Speed Multiplier: 120% Polearm: +20 Riding: +20

Super Mount V: Scale 70% Mount Speed: 120% Top Speed Reach Duration: 50% Mount Maneuver: 120% Mount Charge Damage: 120% (on mount)

Shield V: Scale 110% AI Block Chance: 120% Shield Ability: +20

Reinforce V: Armor Head: 120% Armor Torso: 120% Armor Legs: 120% Armor Arms: 120%

Fireblade I: Swing Speed Multiplier: 103% Melee: +3

Fireblade II: Swing Speed Multiplier: 106% Melee: +6

Fireblade III: Swing Speed Multiplier: 109% Melee: +9

Fireblade IV: Swing Speed Multiplier: 112% Melee: +12

Fireblade V: Swing Speed Multiplier: 120% Melee: +20

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Tank

[Knock Down I: Add: 3% Knock Back, 3% Knock Down] requires Battles >= 0+Battles <= 14

[Mitigation I: 92% damage, 8% Shrug Off] requires Battles >= 0+Battles <= 14

[Knock Down II: Add: 6% Knock Back, 6% Knock Down] requires Battles >= 15+Battles <= 34

[Mitigation II: 89% damage, 11% Shrug Off] requires Battles >= 15+Battles <= 34

[Knock Down III: Add: 9% Knock Back, 9% Knock Down] requires Battles >= 35+Battles <= 59

[Mitigation III: 86% damage, 14% Shrug Off] requires Battles >= 35+Battles <= 59

[Knock Down IV: Add: 12% Knock Back, 12% Knock Down] requires Battles >= 60+Battles <= 89

[Mitigation IV: 83% damage, 17% Shrug Off] requires Battles >= 60+Battles <= 89

[Knock Down V: Add: 20% Knock Back, 20% Knock Down] requires Battles >= 90

[Mitigation V: 70% damage, 30% Shrug Off] requires Battles >= 90

[Charge AoE I: 3% Stagger / AoE: 10dmg in 5m with from Charge] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Charge AoE II: 6% Stagger / AoE: 15dmg in 5m with from Charge] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Charge AoE III: 9% Stagger / AoE: 20dmg in 5m with from Charge] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Charge AoE IV: 12% Stagger / AoE: 25dmg in 5m with from Charge] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Charge AoE V: 20% Stagger / AoE: 40dmg in 5m with from Charge] requires Total Kills >= 775 [class: (Class, (current))


Faris

Defensive mounted unit with javelins

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

TwoHandedLance

Courser Lance

Shield

Norse Round Shield

ThrowingJavelins

Horseman Javelin

OneHandedSword

Tapered Blade
Mount

Horse

Unicorn

Camel

War Camel
Passive Power

Loaded

Cav Training I: Riding Ability: 103% Handling Multiplier: 103% Thrust Or Ranged Ready Speed Multiplier: 103% Polearm: +3 Riding: +3

Super Mount I: Scale 90% Mount Speed: 103% Top Speed Reach Duration: 90% Mount Maneuver: 103% Mount Charge Damage: 103% (on mount)

Javelin I: AoE: 10dmg in 5m from Ranged

Reinforce I: Armor Head: 103% Armor Torso: 103% Armor Legs: 103% Armor Arms: 103%

Cav Training II: Riding Ability: 106% Handling Multiplier: 106% Thrust Or Ranged Ready Speed Multiplier: 106% Polearm: +6 Riding: +6

Super Mount II: Scale 85% Mount Speed: 106% Top Speed Reach Duration: 80% Mount Maneuver: 106% Mount Charge Damage: 106% (on mount)

Javelin II: AoE: 15dmg in 5m from Ranged

Reinforce II: Armor Head: 106% Armor Torso: 106% Armor Legs: 106% Armor Arms: 106%

Cav Training III: Riding Ability: 109% Handling Multiplier: 109% Thrust Or Ranged Ready Speed Multiplier: 109% Polearm: +9 Riding: +9

Super Mount III: Scale 80% Mount Speed: 109% Top Speed Reach Duration: 70% Mount Maneuver: 109% Mount Charge Damage: 109% (on mount)

Javelin III: AoE: 20dmg in 5m from Ranged

Reinforce III: Armor Head: 109% Armor Torso: 109% Armor Legs: 109% Armor Arms: 109%

Cav Training IV: Riding Ability: 112% Handling Multiplier: 112% Thrust Or Ranged Ready Speed Multiplier: 112% Polearm: +12 Riding: +12

Super Mount IV: Scale 75% Mount Speed: 112% Top Speed Reach Duration: 60% Mount Maneuver: 112% Mount Charge Damage: 112% (on mount)

Javelin IV: AoE: 25dmg in 5m from Ranged

Reinforce IV: Armor Head: 112% Armor Torso: 112% Armor Legs: 112% Armor Arms: 112%

Cav Training V: Riding Ability: 120% Handling Multiplier: 120% Thrust Or Ranged Ready Speed Multiplier: 120% Polearm: +20 Riding: +20

Super Mount V: Scale 70% Mount Speed: 120% Top Speed Reach Duration: 50% Mount Maneuver: 120% Mount Charge Damage: 120% (on mount)

Javelin V: AoE: 40dmg in 5m from Ranged

Reinforce V: Armor Head: 120% Armor Torso: 120% Armor Legs: 120% Armor Arms: 120%

Fireblade I: Swing Speed Multiplier: 103% Melee: +3

Fireblade II: Swing Speed Multiplier: 106% Melee: +6

Fireblade III: Swing Speed Multiplier: 109% Melee: +9

Fireblade IV: Swing Speed Multiplier: 112% Melee: +12

Fireblade V: Swing Speed Multiplier: 120% Melee: +20

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

DriveBy

[Knock Down I: Add: 3% Knock Back, 3% Knock Down] requires Battles >= 0+Battles <= 14

[Sturdy I: 97% damage] requires Battles >= 0+Battles <= 14

[Shrug Off I: 3% Shrug Off] requires Battles >= 0+Battles <= 14

[Knock Down II: Add: 6% Knock Back, 6% Knock Down] requires Battles >= 15+Battles <= 34

[Sturdy II: 94% damage] requires Battles >= 15+Battles <= 34

[Shrug Off II: 6% Shrug Off] requires Battles >= 15+Battles <= 34

[Knock Down III: Add: 9% Knock Back, 9% Knock Down] requires Battles >= 35+Battles <= 59

[Sturdy III: 91% damage] requires Battles >= 34+Battles <= 59

[Shrug Off III: 9% Shrug Off] requires Battles >= 35+Battles <= 59

[Knock Down IV: Add: 12% Knock Back, 12% Knock Down] requires Battles >= 60+Battles <= 89

[Sturdy IV: 88% damage] requires Battles >= 60+Battles <= 89

[Shrug Off IV: 12% Shrug Off] requires Battles >= 60+Battles <= 89

[Knock Down V: Add: 20% Knock Back, 20% Knock Down] requires Battles >= 90

[Sturdy V: 80% damage] requires Battles >= 90

[Shrug Off V: 20% Shrug Off] requires Battles >= 90

[Charge AoE I: 3% Stagger / AoE: 10dmg in 5m with from Charge] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Charge AoE II: 6% Stagger / AoE: 15dmg in 5m with from Charge] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Charge AoE III: 9% Stagger / AoE: 20dmg in 5m with from Charge] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Charge AoE IV: 12% Stagger / AoE: 25dmg in 5m with from Charge] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Charge AoE V: 20% Stagger / AoE: 40dmg in 5m with from Charge] requires Total Kills >= 775 [class: (Class, (current))


Khan

Mounted Artillery, Missiles from afar

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

Bow

Weirwood Bow

Arrows

Giant Arrows

Arrows

Giant Arrows

TwoHandedGlaive

Red Viper Spear
Mount

Horse

Unicorn

Camel

War Camel
Passive Power

Silo

HA Training I: Riding Ability: 103% Handling Multiplier: 103% Horse Archery Ability: 103% BipedalRangedReadySpeedMultiplier: 103% Bow: +3 Riding: +3

Better Mount I: Scale 110% Top Speed Reach Duration: 90% Mount Maneuver: 103% Armor Torso: 103% (on mount)

Ranger I: AI Shoot Frequency: 103% AI Wait Before Shoot Factor: 90% Weapon Inaccuracy: 90% Ranged: 103% +3 Bow: +3

HA Training II: Riding Ability: 106% Handling Multiplier: 106% Horse Archery Ability: 106% BipedalRangedReadySpeedMultiplier: 106% Bow: +6 Riding: +6

Better Mount II: Scale 120% Top Speed Reach Duration: 80% Mount Maneuver: 106% Armor Torso: 106% (on mount)

Ranger II: AI Shoot Frequency: 106% AI Wait Before Shoot Factor: 80% Weapon Inaccuracy: 80% Ranged: 106% +6 Bow: +6

HA Training III: Riding Ability: 109% Handling Multiplier: 109% Horse Archery Ability: 109% BipedalRangedReadySpeedMultiplier: 109% Bow: +9 Riding: +9

Better Mount III: Scale 130% Top Speed Reach Duration: 70% Mount Maneuver: 109% Armor Torso: 109% (on mount)

Ranger III: AI Shoot Frequency: 109% AI Wait Before Shoot Factor: 70% Weapon Inaccuracy: 70% Ranged: 109% +9 Bow: +9

HA Training IV: Riding Ability: 112% Handling Multiplier: 112% Horse Archery Ability: 112% BipedalRangedReadySpeedMultiplier: 112% Bow: +12 Riding: +12

Better Mount IV: Scale 140% Top Speed Reach Duration: 60% Mount Maneuver: 112% Armor Torso: 112% (on mount)

Ranger IV: AI Shoot Frequency: 112% AI Wait Before Shoot Factor: 60% Weapon Inaccuracy: 60% Ranged: 112% +12 Bow: +12

HA Training V: Riding Ability: 120% Handling Multiplier: 120% Horse Archery Ability: 120% BipedalRangedReadySpeedMultiplier: 120% Bow: +20 Riding: +20

Better Mount V: Scale 150% Top Speed Reach Duration: 50% Mount Maneuver: 120% Armor Torso: 120% (on mount)

Ranger V: AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 50% Ranged: 120% +20 Bow: +20

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Launcher

[Ignore Armor I: Ignore 3% Armor] requires Battles >= 0+Battles <= 14

[Ignore Armor II: Ignore 6% Armor] requires Battles >= 15+Battles <= 34

[Ignore Armor III: Ignore 9% Armor] requires Battles >= 35+Battles <= 59

[Ignore Armor IV: Ignore 12% Armor] requires Battles >= 60+Battles <= 89

[Ignore Armor V: Ignore 20% Armor] requires Battles >= 90

[Missiles I: 3% Unblockable / AoE: 10dmg in 5m with from Ranged] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Missiles II: 6% Unblockable / AoE: 15dmg in 5m with from Ranged] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Missiles III: 9% Unblockable / AoE: 20dmg in 5m with from Ranged] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Missiles IV: 12% Unblockable / AoE: 25dmg in 5m with from Ranged] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Missiles V: 20% Unblockable / AoE: 40dmg in 5m with from Ranged] requires Total Kills >= 775 [class: (Class, (current))


Bucellari

Mounted Archer or is it. Jack of all trades, Master of none

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

Bow

Weirwood Bow

Arrows

Giant Arrows

OneHandedSword

Tapered Blade

Shield

Norse Round Shield
Mount

Horse

Unicorn

Camel

War Camel
Passive Power

Swiss

HA Training I: Riding Ability: 103% Handling Multiplier: 103% Horse Archery Ability: 103% BipedalRangedReadySpeedMultiplier: 103% Bow: +3 Riding: +3

Better Mount I: Scale 110% Top Speed Reach Duration: 90% Mount Maneuver: 103% Armor Torso: 103% (on mount)

Ranger I: AI Shoot Frequency: 103% AI Wait Before Shoot Factor: 90% Weapon Inaccuracy: 90% Ranged: 103% +3 Bow: +3

Nimble I: Scale 90% Max Speed Multiplier: 103% Swing Speed Multiplier: 103%

HA Training II: Riding Ability: 106% Handling Multiplier: 106% Horse Archery Ability: 106% BipedalRangedReadySpeedMultiplier: 106% Bow: +6 Riding: +6

Better Mount II: Scale 120% Top Speed Reach Duration: 80% Mount Maneuver: 106% Armor Torso: 106% (on mount)

Ranger II: AI Shoot Frequency: 106% AI Wait Before Shoot Factor: 80% Weapon Inaccuracy: 80% Ranged: 106% +6 Bow: +6

Nimble II: Scale 85% Max Speed Multiplier: 106% Swing Speed Multiplier: 106%

HA Training III: Riding Ability: 109% Handling Multiplier: 109% Horse Archery Ability: 109% BipedalRangedReadySpeedMultiplier: 109% Bow: +9 Riding: +9

Better Mount III: Scale 130% Top Speed Reach Duration: 70% Mount Maneuver: 109% Armor Torso: 109% (on mount)

Ranger III: AI Shoot Frequency: 109% AI Wait Before Shoot Factor: 70% Weapon Inaccuracy: 70% Ranged: 109% +9 Bow: +9

Nimble III: Scale 80% Max Speed Multiplier: 109% Swing Speed Multiplier: 109%

HA Training IV: Riding Ability: 112% Handling Multiplier: 112% Horse Archery Ability: 112% BipedalRangedReadySpeedMultiplier: 112% Bow: +12 Riding: +12

Better Mount IV: Scale 140% Top Speed Reach Duration: 60% Mount Maneuver: 112% Armor Torso: 112% (on mount)

Ranger IV: AI Shoot Frequency: 112% AI Wait Before Shoot Factor: 60% Weapon Inaccuracy: 60% Ranged: 112% +12 Bow: +12

Nimble IV: Scale 75% Max Speed Multiplier: 112% Swing Speed Multiplier: 112%

HA Training V: Riding Ability: 120% Handling Multiplier: 120% Horse Archery Ability: 120% BipedalRangedReadySpeedMultiplier: 120% Bow: +20 Riding: +20

Better Mount V: Scale 150% Top Speed Reach Duration: 50% Mount Maneuver: 120% Armor Torso: 120% (on mount)

Ranger V: AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 50% Ranged: 120% +20 Bow: +20

Nimble V: Scale 70% Max Speed Multiplier: 120% Swing Speed Multiplier: 120%

Vampiric I: Absorb 1% of damage dealt as HP

Vampiric II: Absorb 1% of damage dealt as HP

Vampiric III: Absorb 2% of damage dealt as HP

Vampiric IV: Absorb 2% of damage dealt as HP

Vampiric V: Absorb 3% of damage dealt as HP

Active Power

Pocket Rocket

[Ignore Armor I: Ignore 3% Armor] requires Battles >= 0+Battles <= 14

[Agile I: Armor Encumbrance: 95% Weapons Encumbrance: 95% AiTryChamberAttackOnDecide: 103% ] requires Battles >= 0+Battles <= 14

[Ignore Armor II: Ignore 6% Armor] requires Battles >= 15+Battles <= 34

[Agile II: Armor Encumbrance: 90% Weapons Encumbrance: 90% AiTryChamberAttackOnDecide: 106% ] requires Battles >= 15+Battles <= 34

[Ignore Armor III: Ignore 9% Armor] requires Battles >= 35+Battles <= 59

[Agile III: Armor Encumbrance: 85% Weapons Encumbrance: 85% AiTryChamberAttackOnDecide: 109% ] requires Battles >= 35+Battles <= 59

[Ignore Armor IV: Ignore 12% Armor] requires Battles >= 60+Battles <= 89

[Agile IV: Armor Encumbrance: 80% Weapons Encumbrance: 80% AiTryChamberAttackOnDecide: 112% ] requires Battles >= 60+Battles <= 89

[Ignore Armor V: Ignore 20% Armor] requires Battles >= 90

[Agile V: Armor Encumbrance: 75% Weapons Encumbrance: 75% AiTryChamberAttackOnDecide: 120% ] requires Battles >= 90

[Missiles I: 3% Unblockable / AoE: 10dmg in 5m with from Ranged] requires Total Kills >= 125 [class: (Class, (current))+Total Kills <= 249 [class: (Class, (current))

[Missiles II: 6% Unblockable / AoE: 15dmg in 5m with from Ranged] requires Total Kills >= 250 [class: (Class, (current))+Total Kills <= 399 [class: (Class, (current))

[Missiles III: 9% Unblockable / AoE: 20dmg in 5m with from Ranged] requires Total Kills >= 400 [class: (Class, (current))+Total Kills <= 574 [class: (Class, (current))

[Missiles IV: 12% Unblockable / AoE: 25dmg in 5m with from Ranged] requires Total Kills >= 575 [class: (Class, (current))+Total Kills <= 774 [class: (Class, (current))

[Missiles V: 20% Unblockable / AoE: 40dmg in 5m with from Ranged] requires Total Kills >= 775 [class: (Class, (current))


Common Config

General

Sub Boost

1.5

Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently.

Battle

Start With Full Health

Enabled

Whether the hero will always start with full health
Start Health Multiplier

1.5

Amount to multiply normal starting health by, to give heroes better staying power vs others
Start Retinue Health Multiplier

1

Amount to multiply normal retinue starting health by, to give retinue better staying power vs others
Morale Loss Factor (not implemented)

0

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

0

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

1.2

How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this.
Retinue Use Heroes Formation

Disabled

Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations)

Death

Allow Death

Enabled

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

30

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

Enabled

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

50

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

2000

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

7

HP the hero gets for every kill
Retinue Gold Per Kill

1000

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

0

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

0.3

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

6

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

3

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
Getting Started 10

10000⦷

Warmed Up 50

50000⦷

On Fire 100

100000⦷

Achievements

Name Requirements Reward
Axeman!

Total Kills >= 2000 [class: (Class, Axeman)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Axeman {ITEMNAME} (5x)

Bucellari!

Total Kills >= 2000 [class: (Class, Bucellari)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Bucellari! {ITEMNAME} (5x)

Cataphract!

Total Kills >= 2000 [class: (Class, Cataphract)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Cataphract! {ITEMNAME} (5x)

Darkhan!

Total Kills >= 2000 [class: (Class, Darkhan)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Darkhan! {ITEMNAME} (5x)

Faris!

Total Kills >= 2000 [class: (Class, Faris)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Faris! {ITEMNAME} (5x)

Fian!

Total Kills >= 2000 [class: (Class, Fian)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Fian! {ITEMNAME} (5x)

Ironman

TotalTournament Final Wins >= 5

Khan!

Total Kills >= 2000 [class: (Class, Khan)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Khan! {ITEMNAME} (5x)

LineBreaker!

Total Kills >= 2000 [class: (Class, LineBreaker)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}LineBreaker! {ITEMNAME} (5x)

Looter!

Total Kills >= 2000 [class: (Class, Looter)

Loyal

Summons >= 70

175000⦷

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

Menavliation!

Total Kills >= 2000 [class: (Class, Menavliation)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Menavliation! {ITEMNAME} (5x)

Powers1

Battles >= 0

2000⦷

Powers2

Battles >= 15

30000⦷

Powers3

Battles >= 35

70000⦷

Powers4

Battles >= 60

120000⦷

Powers5

Battles >= 90

180000⦷

Rebellious

Attacks >= 20

50000⦷

Reliable

Summons >= 10

25000⦷

Renegade

Attacks >= 80

200000⦷

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

Sharpshooter!

Total Kills >= 2000 [class: (Class, Sharpshooter)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Sharpshooter! {ITEMNAME} (5x)

Stream Sniper

Total Streamer Kills >= 5

Traitorous

Attacks >= 50

125000⦷

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

Trusted

Summons >= 40

100000⦷

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

Wildling!

Total Kills >= 2000 [class: (Class, Wildling)

Item: Weapon: 100% Custom: 100% {=W47g8bCB}Wildling! {ITEMNAME} (5x)