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
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.
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.
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.
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.
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
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 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:

Skill Level
Melee 10 to 35
Ranged 10 to 35
Athletics 10 to 35
Riding 10 to 35

Starting Equipment Tier: 0

Daily Gold (1x Use) Adds 125,000 gold to your adopted hero.

Amount: 125000⦷

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

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

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield

OneHandedLance

Sparring Jagged Spear

Shield

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

TwoHandedAxe

Execution Axe
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
Warmonger Tier 1 Example Warmonger Tier 2 Example Warmonger Tier 3 Example Warmonger Tier 4 Example Warmonger Tier 5 Example Warmonger Tier 6 Example
Formation Infantry
Equipment

TwoHandedGlaive

Bo staff

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin
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
Alchemist Tier 1 Example Alchemist Tier 2 Example Alchemist Tier 3 Example Alchemist Tier 4 Example Alchemist Tier 5 Example Alchemist Tier 6 Example
Formation Ranged
Equipment

Stone

Stone

Stone

Stone

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

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

TwoHandedSword

Sparring Twohander
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
Warworn Tier 1 Example Warworn Tier 2 Example Warworn Tier 3 Example Warworn Tier 4 Example Warworn Tier 5 Example Warworn Tier 6 Example
Formation Ranged
Equipment

Crossbow

Sparring Crossbow

Bolts

Tournament Bolts

Bolts

Tournament Bolts

TwoHandedMace

Makeshift Sledgehammer
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
Paladin Tier 1 Example Paladin Tier 2 Example Paladin Tier 3 Example Paladin Tier 4 Example Paladin Tier 5 Example Paladin Tier 6 Example
Formation Cavalry
Equipment

TwoHandedLance

Simple Pike

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield

Shield

Heavy Round Shield
Mount

Horse

Desert Horse

Camel

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

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

TwoHandedSword

Sparring Twohander
Mount

Horse

Desert Horse

Camel

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
Skill

All

Skill or skill group to modifer (all skills in a group will be modified)
Skill Reduction Percent Per Win

15

Reduction to the skill per win (in %). See https://www.desmos.com/calculator/ajydvitcer for visualization of how skill will be modified.
Floor Percent

50

The lower limit (in %) that the skill(s) can be reduced to.
Applies skill debuffers to previous tournament winners

Round Type

Round 1 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 4
2 Matches 2 Teams

Disabled

Allow 2 matches with 2 teams of 4
2 Matches 4 Teams

Disabled

Allow 2 matches with 4 teams of 2
4 Matches 2 Teams

Disabled

Allow 4 matches with 2 teams of 2
4 Matches 4 Teams

Disabled

Allow 4 matches with 4 teams of 1
8 Matches 2 Teams

Disabled

Allow 8 matches with 2 teams of 1
Round 1 Type
Round 2 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

Allow 1 match with 2 teams of 4
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 2
2 Matches 2 Teams

Disabled

Allow 2 matches with 2 teams of 2
2 Matches 4 Teams

Disabled

Allow 2 matches with 4 teams of 1
4 Matches 2 Teams

Disabled

Allow 4 matches with 2 teams of 1
Round 2 Type
Round 3 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

Allow 1 match with 2 teams of 2
1 Match 4 Teams

Disabled

Allow 1 match with 4 teams of 1
2 Matches 2 Teams

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

4500

Gold won if the hero wins thier match in the round
Win XP

1700

XP given if the hero wins thier match in the round
Lose XP

6700

XP given if the hero loses thier match in a round
Round 1 Rewards
Round 2 Rewards
Win Gold

6750

Gold won if the hero wins thier match in the round
Win XP

2500

XP given if the hero wins thier match in the round
Lose XP

3400

XP given if the hero loses thier match in a round
Round 2 Rewards
Round 3 Rewards
Win Gold

9000

Gold won if the hero wins thier match in the round
Win XP

3400

XP given if the hero wins thier match in the round
Lose XP

1700

XP given if the hero loses thier match in a round
Round 3 Rewards
Round 4 Rewards
Win Gold

0

Gold won if the hero wins thier match in the round
Win XP

0

XP given if the hero wins thier match in the round
Lose XP

0

XP given if the hero loses thier match in a round
Round 4 Rewards

Rewards

Win Gold

45000

Gold won if the hero wins the tournaments
Win XP

17000

XP given if the hero wins the tournaments
Participate XP

3400

XP given if the hero participates in a tournament but doesn't win
Prize

Reward Type

Weapon Weight

0.8

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

0.85

Relative proportion of rewards that will be armor
Mount Weight

0.12

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

1

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

0.8

Relative proportion of rewards that will be Tier 6
Custom Weight

0.5

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Winners prize

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting