Snake
read it :P
Table of Contents
Commands
Channel Point Rewards
Classes
Guardian
Hellion
Warmonger
Alchemist
Longbow
Warworn
Paladin
Outrider
Common Config
General
Battle
Death
XP
Kill Rewards
Battle End Rewards
Kill Streaks
Achievements
Tournament Config
General
Equipment
Balancing
Round Type
Round Rewards
Rewards
Reward Type
Reward Tier
Betting
Commands
Command | Description | Settings |
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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 250000⦷ |
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 | Purchase a better Mount for your mounted class with upto twice the custom modifier. | |
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=10000⦷, 3=20000⦷, 4=35000⦷, 5=55000⦷, 5=55000⦷, 6=80000⦷ Free if you do not already have a class Updates equipment to match new class |
customs | Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands. |
Shows: Custom item storage |
discarditem | Throw away one of your custom items. Usage is !discarditem (part of the item name) , e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item. |
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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. |
Tier costs: 1=0⦷, 2=250000⦷, 3=500000⦷, 4=750000⦷, 5=1250000⦷, 5=1250000⦷, 6=1750000⦷ |
giveitem | Give one of your custom items to another viewer. Usage is !giveitem (viewer) (part of the item name) , e.g. !giveitem C4alad0g Boots would give your custom item with the word "Boots" in it to the viewer called C4lad0g. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item. |
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gold | Show your heroes current gold. |
Shows: Gold |
inv | Shows your heroes inventory, including equipment tier, full battle and civilian equipment lists, and all custom items in storage. |
Shows: Gold, Equipment tier, Battle equipment inventory |
meleef | Gain one of the 3 melee focus points randomly. One Handed, Two Handed or Polearms |
Skills: Melee Focus points: 1 Cost: 75000⦷ |
movef | Gain one of the 2 movement focus points randomly. Riding or Athletics |
Skills: Movement Focus points: 1 Cost: 75000⦷ |
nameitem | You can use this to name your custom items. Usage is !nameitem (name) , for example !nameitem Foehammer .If you call !nameitem on its own it will tell you what item will be named next. |
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pf | Gain one of the 5 personal focus points randomly. Smithing, Charm, Tactics, Roguery or Leadership |
Skills: Personal Focus points: 1 Cost: 75000⦷ |
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=10000⦷, 3=20000⦷, 4=35000⦷, 5=55000⦷, 5=55000⦷, 6=80000⦷ |
retinue | Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. You can pass a number to the command to specify how many troops you want to buy or upgrade. By default it will do as many as you can afford. Max retinue 2. |
Max retinue: 2 Tier costs: 1=0⦷, 2=12500⦷, 3=25000⦷, 4=37500⦷, 5=62500⦷, 5=62500⦷, 6=87500⦷ 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: 75000⦷ |
sa | Craft new armor piece with upto twice the custom modifier. | |
stats | Shows your heroes general information, including clan, location, HP, skills, attributes and retinue. |
Shows: Age, Clan, Culture, Health, Skills greater than , Attributes, Retinue count and average tier |
suppf | Gain one of the 5 support focus points randomly. Scouting, Trading, Steward, Medicine or Engineering |
Skills: Support Focus points: 1 Cost: 75000⦷ |
sw | Craft new weapon with upto twice the custom modifier. |
Channel Point Rewards
Command | Description | Settings | ||||||||||
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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 |
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Create Culture Hero | Create a wanderer in game with a specific culture. Almost all other actions require an adopted hero. |
Newly created wanderer Viewer selects culture Starting Age Range: 18 to 21 Starting Gold: 0 Inheritance: 90% of gold spent on equipment and retinue, up to 8 custom items Starting Skills:
Starting Equipment Tier: 0 |
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Daily Gold (1x Use) | Adds 125,000 gold to your adopted hero. |
Amount: 125000⦷ |
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Daily XP (3x Use) | Add 17,500 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: 17500 |
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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. | |||||||||||
Streamer Bank | Transfer 30,000 gold to the streamers character, from your hero. | |||||||||||
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
Guardian
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 ![]() |
Shield ![]() |
Passive Power |
Bulwark Healthy I: 110% HP Imposing I: Scale 110% Athlete I: Max Speed Multiplier: 110% Athletics: +10 Mitigation I: 90% damage Shrug Off I: 20% Shrug Off Healthy II: 120% HP Imposing II: Scale 120% Athlete II: Max Speed Multiplier: 120% Athletics: +20 Mitigation II: 80% damage Shrug Off II: 40% Shrug Off Healthy III: 140% HP Imposing III: Scale 130% Athlete III: Max Speed Multiplier: 140% Athletics: +40 Mitigation III: 70% damage Shrug Off III: 60% Shrug Off Healthy IV: 160% HP Imposing IV: Scale 140% Athlete IV: Max Speed Multiplier: 160% Athletics: +60 Mitigation IV: 60% damage Shrug Off IV: 80% Shrug Off Healthy V: 200% HP Imposing V: Scale 150% Athlete V: Max Speed Multiplier: 180% Athletics: +80 Mitigation V: 50% damage Shrug Off V: 100% Shrug Off |
Active Power |
Unleash [Fireblade I: Swing Speed Multiplier: 110% Melee: +10] requires Total Kills >= 0+Total Kills <= 124 [Smasher I: AoE: 20dmg in 2m from Melee] requires Total Kills >= 0+Total Kills <= 124 [Retribution I: Reflect 10% damage] requires Total Kills >= 0+Total Kills <= 124 [Fireblade II: Swing Speed Multiplier: 120% Melee: +20] requires Total Kills >= 125+Total Kills <= 374 [Smasher II: AoE: 25dmg in 2m from Melee] requires Total Kills >= 125+Total Kills <= 374 [Retribution II: Reflect 20% damage] requires Total Kills >= 125+Total Kills <= 374 [Fireblade III: Swing Speed Multiplier: 140% Melee: +40] requires Total Kills >= 375+Total Kills <= 874 [Smasher III: AoE: 30dmg in 2m from Melee] requires Total Kills >= 375+Total Kills <= 874 [Retribution III: Reflect 30% damage] requires Total Kills >= 375+Total Kills <= 874 [Fireblade IV: Swing Speed Multiplier: 160% Melee: +60] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Smasher IV: AoE: 35dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Retribution IV: Reflect 40% damage] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Fireblade V: Swing Speed Multiplier: 180% Melee: +80] requires Total Kills >= 1600 [class: (Class, (current)) [Smasher V: AoE: 40dmg in 2m from Melee] requires Total Kills >= 1600 [class: (Class, (current)) [Retribution V: Reflect 50% damage] requires Total Kills >= 1600 [class: (Class, (current)) |
Hellion
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 |
Glass Cannon Fragile I: 98% HP Athlete I: Max Speed Multiplier: 110% Athletics: +10 Heavy Hitting I: 120.0% dmg Shrug Off I: 20% Shrug Off Fragile II: 96% HP Athlete II: Max Speed Multiplier: 120% Athletics: +20 Heavy Hitting II: 140.0% dmg Shrug Off II: 40% Shrug Off Fragile III: 94% HP Athlete III: Max Speed Multiplier: 140% Athletics: +40 Heavy Hitting III: 160.0% dmg Shrug Off III: 60% Shrug Off Fragile IV: 92% HP Athlete IV: Max Speed Multiplier: 160% Athletics: +60 Heavy Hitting IV: 180.0% dmg Shrug Off IV: 80% Shrug Off Fragile V: 90% HP Athlete V: Max Speed Multiplier: 180% Athletics: +80 Heavy Hitting V: 200.0% dmg Shrug Off V: 100% Shrug Off |
Active Power |
Berserker Rage [Imposing I: Scale 110% ] requires Total Kills >= 0+Total Kills <= 124 [Vampiric I: Absorb 1% of damage dealt as HP] requires Total Kills >= 0+Total Kills <= 124 [Frenzy I: 10% Unblockable / 10% Shatter Shield / AoE: 40dmg in 2m from Melee] requires Total Kills >= 0+Total Kills <= 124 [Imposing II: Scale 120% ] requires Total Kills >= 125+Total Kills <= 374 [Vampiric II: Absorb 3% of damage dealt as HP] requires Total Kills >= 125+Total Kills <= 374 [Frenzy II: 20% Unblockable / 20% Shatter Shield / AoE: 50dmg in 2m from Melee] requires Total Kills >= 125+Total Kills <= 374 [Imposing III: Scale 130% ] requires Total Kills >= 375+Total Kills <= 874 [Vampiric III: Absorb 5% of damage dealt as HP] requires Total Kills >= 375+Total Kills <= 874 [Frenzy III: 40% Unblockable / 40% Shatter Shield / AoE: 60dmg in 2m from Melee] requires Total Kills >= 375+Total Kills <= 874 [Imposing IV: Scale 140% ] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Vampiric IV: Absorb 7% of damage dealt as HP] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Frenzy IV: 60% Unblockable / 60% Shatter Shield / AoE: 70dmg in 2m from Melee] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Imposing V: Scale 150% ] requires Total Kills >= 1600 [class: (Class, (current)) [Vampiric V: Absorb 10% of damage dealt as HP] requires Total Kills >= 1600 [class: (Class, (current)) [Frenzy V: 80% Unblockable / 80% Shatter Shield / AoE: 80dmg in 2m from Melee] requires Total Kills >= 1600 [class: (Class, (current)) |
Warmonger
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 |
TwoHandedGlaive ![]() |
ThrowingJavelins ![]() |
ThrowingJavelins ![]() |
ThrowingJavelins ![]() |
Passive Power |
Retribution Athlete I: Max Speed Multiplier: 110% Athletics: +10 Reflect I: Reflect 10% damage Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% Shrug Off I: 20% Shrug Off Athlete II: Max Speed Multiplier: 120% Athletics: +20 Reflect II: Reflect 20% damage Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% Shrug Off II: 40% Shrug Off Athlete III: Max Speed Multiplier: 140% Athletics: +40 Reflect III: Reflect 30% damage Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 140% Shrug Off III: 60% Shrug Off Athlete IV: Max Speed Multiplier: 160% Athletics: +60 Reflect IV: Reflect 40% damage Ranger IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 160% Shrug Off IV: 80% Shrug Off Athlete V: Max Speed Multiplier: 180% Athletics: +80 Reflect V: Reflect 50% damage Ranger V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 180% Shrug Off V: 100% Shrug Off |
Active Power |
Impale [Fireblade I: Swing Speed Multiplier: 110% Melee: +10] requires Total Kills >= 0+Total Kills <= 124 [Spear I: 120.0% dmg / Add: 10% Mount Rear, 10% Dismount / Ignore 10% Armor / 10% Stagger / AoE: 40dmg in 2m with from Melee] requires Total Kills >= 0+Total Kills <= 124 [Javelin I: Add: 10% Mount Rear, 10% Dismount / Ignore 10% Armor / 10% Stagger / AoE: 70dmg in 5m with from Ranged] requires Total Kills >= 0+Total Kills <= 124 [Fireblade II: Swing Speed Multiplier: 120% Melee: +20] requires Total Kills >= 125+Total Kills <= 374 [Spear II: 140.0% dmg / Add: 20% Mount Rear, 20% Dismount / Ignore 20% Armor / 20% Stagger / AoE: 50dmg in 2m with from Melee] requires Total Kills >= 125+Total Kills <= 374 [Javelin II: Add: 20% Mount Rear, 20% Dismount / Ignore 20% Armor / 20% Stagger / AoE: 80dmg in 5m with from Ranged] requires Total Kills >= 125+Total Kills <= 374 [Fireblade III: Swing Speed Multiplier: 140% Melee: +40] requires Total Kills >= 375+Total Kills <= 874 [Spear III: 160.0% dmg / Add: 40% Mount Rear, 40% Dismount / Ignore 40% Armor / 40% Stagger / AoE: 60dmg in 2m with from Melee] requires Total Kills >= 375+Total Kills <= 874 [Javelin III: Add: 40% Mount Rear, 40% Dismount / Ignore 40% Armor / 40% Stagger / AoE: 90dmg in 5m with from Ranged] requires Total Kills >= 375+Total Kills <= 874 [Fireblade IV: Swing Speed Multiplier: 160% Melee: +60] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Spear IV: 180.0% dmg / Add: 60% Mount Rear, 60% Dismount / Ignore 60% Armor / 60% Stagger / AoE: 70dmg in 2m with from Melee] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Javelin IV: Add: 60% Mount Rear, 60% Dismount / Ignore 60% Armor / 60% Stagger / AoE: 100dmg in 5m with from Ranged] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Fireblade V: Swing Speed Multiplier: 180% Melee: +80] requires Total Kills >= 1600 [class: (Class, (current)) [Spear V: 200.0% dmg / Add: 80% Mount Rear, 80% Dismount / Ignore 80% Armor / 80% Stagger / AoE: 80dmg in 2m with from Melee] requires Total Kills >= 1600 [class: (Class, (current)) [Javelin V: Add: 80% Mount Rear, 80% Dismount / Ignore 80% Armor / 80% Stagger / AoE: 120dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, (current)) |
Alchemist
Grenade throwing melee monster.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Stone ![]() |
Stone ![]() |
Stone ![]() |
Stone ![]() |
Passive Power |
Retribution Healthy I: 110% HP Sneaky I: Scale 90% Athlete I: Max Speed Multiplier: 110% Athletics: +10 Reflect I: Reflect 10% damage Stoner I: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 20% Ranged: 120% Shrug Off I: 20% Shrug Off Healthy II: 120% HP Sneaky II: Scale 80% Athlete II: Max Speed Multiplier: 120% Athletics: +20 Reflect II: Reflect 20% damage Stoner II: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 20% Ranged: 140% Shrug Off II: 40% Shrug Off Healthy III: 140% HP Sneaky III: Scale 70% Athlete III: Max Speed Multiplier: 140% Athletics: +40 Reflect III: Reflect 30% damage Stoner III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 20% Ranged: 160% Shrug Off III: 60% Shrug Off Healthy IV: 160% HP Sneaky IV: Scale 60% Athlete IV: Max Speed Multiplier: 160% Athletics: +60 Reflect IV: Reflect 40% damage Stoner IV: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 20% Ranged: 180% Shrug Off IV: 80% Shrug Off Healthy V: 200% HP Sneaky V: Scale 50% Athlete V: Max Speed Multiplier: 180% Athletics: +80 Reflect V: Reflect 50% damage Stoner V: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 20% Ranged: 200% Shrug Off V: 100% Shrug Off |
Active Power |
Grenades [Bolder I: 120.0% dmg / +69 dmg / Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear, 10% Dismount / 10% Unblockable / 10% Stagger / AoE: 70dmg in 5m with from Ranged] requires Total Kills >= 0+Total Kills <= 124 [Bolder II: 140.0% dmg / +69 dmg / Add: 20% Knock Back, 20% Knock Down, 20% Mount Rear, 20% Dismount / 20% Unblockable / 20% Stagger / AoE: 80dmg in 5m with from Ranged] requires Total Kills >= 125+Total Kills <= 374 [Bolder III: 160.0% dmg / +69 dmg / Add: 30% Knock Back, 30% Knock Down, 30% Mount Rear, 30% Dismount / 30% Unblockable / 30% Stagger / AoE: 90dmg in 5m with from Ranged] requires Total Kills >= 375+Total Kills <= 874 [Bolder IV: 180.0% dmg / +69 dmg / Add: 40% Knock Back, 40% Knock Down, 40% Mount Rear, 40% Dismount / 40% Unblockable / 40% Stagger / AoE: 100dmg in 5m with from Ranged] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Bolder V: 200.0% dmg / +69 dmg / Add: 50% Knock Back, 50% Knock Down, 50% Mount Rear, 50% Dismount / 50% Unblockable / 50% Stagger / AoE: 120dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, (current)) |
Longbow
Ranged troop, quick on their feet, can use piercing arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow ![]() |
Arrows ![]() |
Arrows ![]() |
TwoHandedSword ![]() |
Passive Power |
Archery Healthy I: 110% HP Fleet Footed I: Max Speed Multiplier: 110% Archery I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 90% Ranged: 110% +10 Shrug Off I: 20% Shrug Off Healthy II: 120% HP Fleet Footed II: Max Speed Multiplier: 120% Archery II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 80% Ranged: 120% +20 Shrug Off II: 40% Shrug Off Healthy III: 140% HP Fleet Footed III: Max Speed Multiplier: 140% Archery III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 70% Ranged: 140% +40 Shrug Off III: 60% Shrug Off Healthy IV: 160% HP Fleet Footed IV: Max Speed Multiplier: 160% Archery IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 60% Ranged: 160% +60 Shrug Off IV: 80% Shrug Off Healthy V: 200% HP Fleet Footed V: Max Speed Multiplier: 180% Archery V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Weapon Inaccuracy: 50% Ranged: 180% +80 Shrug Off V: 100% Shrug Off |
Active Power |
Precision Strike [Piercing Arrows I: Ignore 10% Armor / 10% Cut Through / AoE: 70dmg in 5m from Ranged] requires Total Kills >= 0+Total Kills <= 124 [Swords I: Ignore 10% Armor from Melee] requires Total Kills >= 0+Total Kills <= 124 [Piercing Arrows II: Ignore 20% Armor / 20% Cut Through / AoE: 80dmg in 5m from Ranged] requires Total Kills >= 125+Total Kills <= 374 [Swords II: Ignore 20% Armor from Melee] requires Total Kills >= 125+Total Kills <= 374 [Piercing Arrows III: Ignore 40% Armor / 40% Cut Through / AoE: 90dmg in 5m from Ranged] requires Total Kills >= 375+Total Kills <= 874 [Swords III: Ignore 40% Armor from Melee] requires Total Kills >= 375+Total Kills <= 874 [Piercing Arrows IV: Ignore 60% Armor / 60% Cut Through / AoE: 100dmg in 5m from Ranged] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Swords IV: Ignore 60% Armor from Melee] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Piercing Arrows V: Ignore 80% Armor / 80% Cut Through / AoE: 110dmg in 5m from Ranged] requires Total Kills >= 1600 [class: (Class, (current)) [Swords V: Ignore 80% Armor from Melee] requires Total Kills >= 1600 [class: (Class, (current)) |
Warworn
Ranged troop that specializes in crossbow. Can use heavy bolts
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
TwoHandedMace ![]() |
Passive Power |
xbow Healthy I: 110% HP Fleet Footed I: Max Speed Multiplier: 110% RapidFIRE I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 40% Weapon Inaccuracy: 90% Reload Speed: 250% Ranged: 110% +10 Shrug Off I: 20% Shrug Off Healthy II: 120% HP Fleet Footed II: Max Speed Multiplier: 120% RapidFIRE II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 40% Weapon Inaccuracy: 80% Reload Speed: 250% Ranged: 120% +20 Shrug Off II: 40% Shrug Off Healthy III: 140% HP Fleet Footed III: Max Speed Multiplier: 140% RapidFIRE III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 40% Weapon Inaccuracy: 70% Reload Speed: 250% Ranged: 140% +40 Shrug Off III: 60% Shrug Off Healthy IV: 160% HP Fleet Footed IV: Max Speed Multiplier: 160% RapidFIRE IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 40% Weapon Inaccuracy: 60% Reload Speed: 250% Ranged: 160% +60 Shrug Off IV: 80% Shrug Off Healthy V: 200% HP Fleet Footed V: Max Speed Multiplier: 180% RapidFIRE V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 40% Weapon Inaccuracy: 50% Reload Speed: 250% Ranged: 180% +80 Shrug Off V: 100% Shrug Off |
Active Power |
Headshot [Heavy Bolts I: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear, 10% Dismount / 10% Unblockable / 10% Stagger / AoE: 70dmg in 5m with from Ranged] requires Total Kills >= 0+Total Kills <= 124 [Maces I: Add: 10% Knock Back, 10% Knock Down from Melee] requires Total Kills >= 0+Total Kills <= 124 [Heavy Bolts II: Add: 20% Knock Back, 20% Knock Down, 20% Mount Rear, 20% Dismount / 20% Unblockable / 20% Stagger / AoE: 80dmg in 5m with from Ranged] requires Total Kills >= 125+Total Kills <= 374 [Maces II: Add: 20% Knock Back, 20% Knock Down from Melee] requires Total Kills >= 125+Total Kills <= 374 [Heavy Bolts III: Add: 40% Knock Back, 40% Knock Down, 40% Mount Rear, 40% Dismount / 40% Unblockable / 40% Stagger / AoE: 90dmg in 5m with from Ranged] requires Total Kills >= 375+Total Kills <= 874 [Maces III: Add: 40% Knock Back, 40% Knock Down from Melee] requires Total Kills >= 375+Total Kills <= 874 [Heavy Bolts IV: Add: 60% Knock Back, 60% Knock Down, 60% Mount Rear, 60% Dismount / 60% Unblockable / 60% Stagger / AoE: 100dmg in 5m with from Ranged] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Maces IV: Add: 60% Knock Back, 60% Knock Down from Melee] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Heavy Bolts V: Add: 80% Knock Back, 80% Knock Down, 80% Mount Rear, 80% Dismount / 80% Unblockable / 80% Stagger / AoE: 110dmg in 5m with from Ranged] requires Total Kills >= 1600 [class: (Class, (current)) [Maces V: Add: 80% Knock Back, 80% Knock Down from Melee] requires Total Kills >= 1600 [class: (Class, (current)) |
Paladin
Mounted troop with a strong mount, 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 |
TwoHandedLance ![]() |
OneHandedSword ![]() |
Shield ![]() |
Shield ![]() |
Mount |
Horse ![]() |
Camel ![]() |
Passive Power |
Custom Model Cavalry I: Max Speed Multiplier: 110% Riding: +10 Polearm: +10 Super Mount I: Scale 110% Mount Speed: 125% Top Speed Reach Duration: 90% Mount Maneuver: 125% Mount Charge Damage: 150% Armor Torso: +10 (on mount) Mitigation I: 90% damage Shrug Off I: 20% Shrug Off Cavalry II: Max Speed Multiplier: 120% Riding: +20 Polearm: +20 Super Mount II: Scale 120% Mount Speed: 150% Top Speed Reach Duration: 80% Mount Maneuver: 150% Mount Charge Damage: 200% Armor Torso: +20 (on mount) Mitigation II: 80% damage Shrug Off II: 40% Shrug Off Cavalry III: Max Speed Multiplier: 140% Riding: +40 Polearm: +40 Super Mount III: Scale 130% Mount Speed: 175% Top Speed Reach Duration: 70% Mount Maneuver: 175% Mount Charge Damage: 400% Armor Torso: +40 (on mount) Mitigation III: 70% damage Shrug Off III: 60% Shrug Off Cavalry IV: Max Speed Multiplier: 160% Riding: +60 Polearm: +60 Super Mount IV: Scale 140% Mount Speed: 200% Top Speed Reach Duration: 60% Mount Maneuver: 200% Mount Charge Damage: 600% Armor Torso: +60 (on mount) Mitigation IV: 60% damage Shrug Off IV: 80% Shrug Off Cavalry V: Max Speed Multiplier: 180% Riding: +80 Polearm: +80 Super Mount V: Scale 150% Mount Speed: 225% Top Speed Reach Duration: 50% Mount Maneuver: 225% Mount Charge Damage: 800% Armor Torso: +80 (on mount) Mitigation V: 50% damage Shrug Off V: 100% Shrug Off |
Active Power |
Squish [Charge AoE I: Add: 10% Knock Back, 10% Knock Down / AoE: 50dmg in 3m with from Charge] requires Total Kills >= 0+Total Kills <= 124 [Lancer I: 120.0% dmg / Add: 10% Mount Rear, 10% Dismount / Ignore 10% Armor / 10% Stagger from Melee / Charge] requires Total Kills >= 0+Total Kills <= 124 [Fireblade I: Swing Speed Multiplier: 110% Melee: +10] requires Total Kills >= 0+Total Kills <= 124 [Charge AoE II: Add: 20% Knock Back, 20% Knock Down / AoE: 60dmg in 3m with from Charge] requires Total Kills >= 125+Total Kills <= 374 [Lancer II: 120.0% dmg / Add: 20% Mount Rear, 20% Dismount / Ignore 20% Armor / 20% Stagger from Melee / Charge] requires Total Kills >= 125+Total Kills <= 374 [Fireblade II: Swing Speed Multiplier: 120% Melee: +20] requires Total Kills >= 125+Total Kills <= 374 [Charge AoE III: Add: 40% Knock Back, 40% Knock Down / AoE: 70dmg in 3m with from Charge] requires Total Kills >= 375+Total Kills <= 874 [Lancer III: 120.0% dmg / Add: 40% Mount Rear, 40% Dismount / Ignore 40% Armor / 40% Stagger from Melee / Charge] requires Total Kills >= 375+Total Kills <= 874 [Fireblade III: Swing Speed Multiplier: 140% Melee: +40] requires Total Kills >= 375+Total Kills <= 874 [Charge AoE IV: Add: 60% Knock Back, 60% Knock Down / AoE: 80dmg in 3m with from Charge] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Lancer IV: 120.0% dmg / Add: 60% Mount Rear, 60% Dismount / Ignore 60% Armor / 60% Stagger from Melee / Charge] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Fireblade IV: Swing Speed Multiplier: 160% Melee: +60] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Charge AoE V: Add: 80% Knock Back, 80% Knock Down / AoE: 90dmg in 3m with from Charge] requires Total Kills >= 1600 [class: (Class, (current)) [Lancer V: 120.0% dmg / Add: 80% Mount Rear, 80% Dismount / Ignore 80% Armor / 80% Stagger from Melee / Charge] requires Total Kills >= 1600 [class: (Class, (current)) [Fireblade V: Swing Speed Multiplier: 180% Melee: +80] requires Total Kills >= 1600 [class: (Class, (current)) |
Outrider
Mounted ranged unit, with a good mount, 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 ![]() |
TwoHandedSword ![]() |
Mount |
Horse ![]() |
Camel ![]() |
Passive Power |
Mounted Archery Mounted Archer I: Max Speed Multiplier: 110% Horse Archery Ability: 120% Riding: +10 Better Mount I: Top Speed Reach Duration: 90% Mount Maneuver: 125% Mount Charge Damage: 150% Armor Torso: +10 (on mount) Shrug Off I: 20% Shrug Off Mounted Archer II: Max Speed Multiplier: 120% Horse Archery Ability: 140% Riding: +20 Better Mount II: Top Speed Reach Duration: 80% Mount Maneuver: 150% Mount Charge Damage: 500% Armor Torso: +20 (on mount) Shrug Off II: 40% Shrug Off Mounted Archer III: Max Speed Multiplier: 140% Horse Archery Ability: 160% Riding: +40 Better Mount III: Top Speed Reach Duration: 70% Mount Maneuver: 175% Mount Charge Damage: 400% Armor Torso: +40 (on mount) Shrug Off III: 60% Shrug Off Mounted Archer IV: Max Speed Multiplier: 160% Horse Archery Ability: 180% Riding: +60 Better Mount IV: Top Speed Reach Duration: 60% Mount Maneuver: 200% Mount Charge Damage: 600% Armor Torso: +60 (on mount) Shrug Off IV: 80% Shrug Off Mounted Archer V: Max Speed Multiplier: 180% Horse Archery Ability: 200% Riding: +80 Better Mount V: Top Speed Reach Duration: 50% Mount Maneuver: 225% Mount Charge Damage: 800% Armor Torso: +80 (on mount) Shrug Off V: 100% Shrug Off |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 70dmg in 5m from Ranged] requires Total Kills >= 0+Total Kills <= 124 [Swords I: Ignore 10% Armor from Melee] requires Total Kills >= 0+Total Kills <= 124 [Explosive Projectiles II: AoE: 80dmg in 5m from Ranged] requires Total Kills >= 125+Total Kills <= 374 [Swords II: Ignore 20% Armor from Melee] requires Total Kills >= 125+Total Kills <= 374 [Explosive Projectiles III: AoE: 90dmg in 5m from Ranged] requires Total Kills >= 375+Total Kills <= 874 [Swords III: Ignore 40% Armor from Melee] requires Total Kills >= 375+Total Kills <= 874 [Explosive Projectiles IV: AoE: 100dmg in 5m from Ranged] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Swords IV: Ignore 60% Armor from Melee] requires Total Kills >= 875 [class: (Class, (current))+Total Kills <= 1599 [class: (Class, (current)) [Explosive Projectiles V: AoE: 110dmg in 5m from Ranged] requires Total Kills >= 1600 [class: (Class, (current)) [Swords V: Ignore 80% Armor from Melee] requires Total Kills >= 1600 [class: (Class, (current)) |
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 |
1 |
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 |
5 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
1.4 |
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 |
75 |
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 |
15 |
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 |
4000 |
Gold the hero gets for every kill |
XP Per Kill |
1700 |
XP the hero gets for every kill |
XP Per Killed |
700 |
XP the hero gets for being killed |
Heal Per Kill |
10 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
2250 |
Gold the hero gets for every kill their retinue gets |
Retinue Heal Per Kill |
5 |
HP the hero's retinue gets for every kill |
Relative Level Scaling |
0.5 |
How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health. |
Level Scaling Cap |
5 |
Caps the maximum multiplier for the level difference, defaults to 5 if not specified |
Battle End Rewards
Win Gold |
9000 |
Gold won if the heroes side wins |
Win XP |
3400 |
XP the hero gets if the heroes side wins |
Lose Gold |
4500 |
Gold lost if the heroes side loses |
Lose XP |
1700 |
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 | 10 |
10000⦷ |
Major Killing Spree | 50 |
25000⦷ |
Ultra Killing Spree | 100 |
50000⦷ |
Achievements
Name | Requirements | Reward |
---|---|---|
Hero |
Summons >= 140 |
210000⦷ Item: Armor: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Heroic Fealty (3x) |
Loyal |
Summons >= 90 |
135000⦷ Item: Armor: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (2x) |
Notorious |
Attacks >= 150 |
225000⦷ Item: Armor: 100% Custom: 100% {=UQtSgnog}Notorious {ITEMNAME} (3x) |
Rebellious |
Attacks >= 30 |
45000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Reliable |
Summons >= 20 |
30000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Renegade |
Attacks >= 100 |
150000⦷ Item: Armor: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (2x) |
Stream Sniper |
Total Streamer Kills >= 5 |
|
Streamer Nemesis |
Total Streamer Kills >= 25 |
1000000⦷ |
Traitorous |
Attacks >= 60 |
90000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Trusted |
Summons >= 50 |
75000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Tournament Config
General
Start Health Multiplier |
1 |
Amount to multiply normal starting health by |
Disable Kill Rewards In Tournament |
Enabled |
Heroes won't get any kill rewards in tournaments |
Disable Tracking Kills Tournament |
Disabled |
Tournament kills / deaths won't be counted towards achievements or kill streaks |
Equipment
No Horses |
Disabled |
Remove horses completely from the BLT tournaments (the horse AI is terrible) |
No Spears |
Disabled |
Replaces all lances and spears with swords, because lance and spear combat is terrible |
Normalize Armor |
Enabled |
Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below) |
Normalize Armor Tier |
6 |
Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled |
Randomize Weapon Types |
Enabled |
Randomizes the weapons used in each round, weighted based on the classes of the participants |
Balancing
Previous Winner Debuffs |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
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Round 1 Type | |||||||||||||||||||||
Round 2 Type |
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Round 2 Type | |||||||||||||||||||||
Round 3 Type |
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Round 3 Type |
Round Rewards
Round 1 Rewards |
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Round 1 Rewards | |||||||||
Round 2 Rewards |
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Round 2 Rewards | |||||||||
Round 3 Rewards |
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Round 3 Rewards | |||||||||
Round 4 Rewards |
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Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |