Mount and Blade Bannerlord
My Generated Documents
Table of Contents
Commands
General
Reward Type
Reward Tier
General
Reward Type
Reward Tier
General
Reward Type
Reward Tier
Channel Point Rewards
Classes
assassin
thief
brute
captain
highwayman
brigand
rogue
mountedbandit
infantry
archer
heavyarcher
crossbow
heavycrossbow
cavalry
camelry
horsearcher
camelarcher
pony
ponyarcher
midget
spartan
huscarl
turtle
vampire
lawbringer
viking
rocketman
looterboss
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
Channel Point Rewards
Command | Description | Settings | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Adopt a Faction Hero | Get a hero in game with a specific faction. Almost all other actions require an adopted hero. |
Allowed: Noble Viewer selects faction Starting Age Range: 18 to 19 Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Adopt a Wanderer | Get a hero in game. Almost all other actions require an adopted hero. |
Allowed: Wanderer Viewer selects culture Starting Age Range: 18 Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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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, Friendly mission, Hide-out |
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Daily Gold | Adds 100,000 gold to your adopted hero. |
Amount: 100000⦷ |
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Daily XP | Add 100,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment. |
Skills: Automatic, based on class, equipment, and existing skills XP: 100000 |
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Give Streamer 50K | Transfer 50,000 gold to the streamers character, from your hero. | |||||||||||
Heal Hero | Heals your hero over time. Only works in battle, when your hero is summoned. | |||||||||||
Heal Streamer | Heals the streamers character in battle, over time. Doesn't work on the campaign map. | |||||||||||
Retire My Hero | Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete. | |||||||||||
Summon | Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue). |
Side: Streamers side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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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
assassin
Bandit Class - Assassin - Uses a one handed sword to deal heavy cut through damage. They are also equiped with two sets of heavy throwing javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedSword |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Sharpened Edge Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged Fleet Footed I: Max Speed Multiplier: 110% Healthy I: 125% HP Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Cut Through I: 25% Unblockable Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Cut Through II: 50% Unblockable Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Cut Through III: 75% Unblockable Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
thief
Bandit Class - Thief - The bowmen of the bandit gang. They have precise aim and are backed up with a dagger for CQC.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
Dagger |
Passive Power |
Mastery of Aim Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged Fleet Footed I: Max Speed Multiplier: 110% Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Find Weakspot I: Ignore 10% Armor / 20% Unblockable from Ranged Ranged Mastery II: Ranged: +50 Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Find Weakspot II: Ignore 20% Armor / 40% Unblockable from Ranged Ranged Mastery III: Ranged: +75 Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Find Weakspot III: Ignore 40% Armor / 75% Unblockable from Ranged Ranged Mastery IV: Ranged: +100 Fleet Footed II: Max Speed Multiplier: 125% Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
brute
Bandit Class - Brute - The bandit tank. Brutes are equipped with a two handed mace and have high health.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedMace |
Passive Power |
Tough Skin Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Healthy I: 125% HP Imposing I: Scale 120% Fleet Footed I: Max Speed Multiplier: 110% Ignore Armor II: Ignore 25% Armor Healthy II: 150% HP Ignore Armor III: Ignore 45% Armor Healthy III: 200% HP Ignore Armor IV: Ignore 60% Armor Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
captain
Bandit Class - Captain - Equipped with a special crossbow that shoots explosive bolts. Uses a dagger for CQC.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
Dagger |
Passive Power |
Crossbow Specialist Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged Fleet Footed I: Max Speed Multiplier: 110% Find Weakspot I: Ignore 10% Armor / 20% Unblockable from Ranged Ranged Mastery II: Ranged: +50 Find Weakspot II: Ignore 20% Armor / 40% Unblockable from Ranged Ranged Mastery III: Ranged: +75 Find Weakspot III: Ignore 40% Armor / 75% Unblockable from Ranged Ranged Mastery IV: Ranged: +100 Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
highwayman
Bandit Class - Highwayman - Highwaymen are disbanded soldiers who turned to robbery and violence. These warriors are experienced with two handed swords and regain strength from striking their enemies.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedSword |
Passive Power |
Blood Warrior Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Fleet Footed I: Max Speed Multiplier: 110% Crush Through I: 15% Unblockable / 15% Shatter Shield Vampiric II: Absorb 10% of damage dealt as HP Crush Through II: 30% Unblockable / 30% Shatter Shield Vampiric III: Absorb 15% of damage dealt as HP Crush Through III: 50% Unblockable / 50% Shatter Shield Vampiric IV: Absorb 25% of damage dealt as HP Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
brigand
Bandit Class - Brigand - Brigands are tough infantry units that are equipped with a axe and shield. They can shrug of enemies with ease and can crush through enemies.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedAxe |
Shield |
Passive Power |
Steadfast Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Fleet Footed I: Max Speed Multiplier: 110% Healthy I: 125% HP Shrug Off I: 15% Shrug Off Crush Them II: Ignore 35% Armor / 30% Cut Through from Melee Shrug Off II: 40% Shrug Off Shrug Off III: 80% Shrug Off Crush Them III: Ignore 45% Armor / 40% Cut Through from Melee Healthy II: 150% HP Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
rogue
Bandit Class - Rogue - Rogues are quick and use a dagger to deal heavy damage. They are also equiped with three sets of heavy throwing knives.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
Dagger |
ThrowingKnives |
ThrowingKnives |
ThrowingKnives |
Passive Power |
Deadly Blade Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged Fleet Footed II: Max Speed Multiplier: 125% Heavy Hitting II: 150.0% dmg Heavy Hitting III: 200.0% dmg Fleet Footed III: Max Speed Multiplier: 150% Heavy Hitting IV: 250.0% dmg Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
mountedbandit
Bandit Class - Mounted Bandit- Riding a horse and equipped with a two handed glaive, these bandits can cut through enemies at fast speeds.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
TwoHandedGlaive |
Mount |
Horse |
Passive Power |
A Good Horse Banditry: Melee: +50 Ranged: +50 Movement: +50 Roguery: +50 Fleet Footed I: Max Speed Multiplier: 110% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge I: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Crush Through II: 30% Unblockable / 30% Shatter Shield Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge II: Mount Charge Damage: 300% Mount Maneuver: 200% (on mount) Heavy Hitting II: 150.0% dmg Imposing I: Scale 120% |
Active Power |
Dodge Attacks [Dodge Damage I: 85% damage] requires CLASS LEVEL 1 [Dodge Damage II: 60% damage] requires CLASS LEVEL 2 [Dodge Damage III: 45% damage] requires CLASS LEVEL 3 [Dodge Damage IV: 25% damage] requires CLASS LEVEL AT LEAST 4 |
infantry
The basic one handed infantry. Able to hold the line and also break through enemy armor when enraged.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedSword |
Shield |
Passive Power |
Steadfast Fleet Footed I: Max Speed Multiplier: 110% Athletic I: Athletics: +25 Shrug Off I: 15% Shrug Off Athletic II: Athletics: +50 Healthy I: 125% HP Athletic III: Athletics: +100 Shrug Off II: 40% Shrug Off Healthy II: 150% HP |
Active Power |
Enraged [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Ignore Armor I: Ignore 10% Armor] requires CLASS LEVEL 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 [Ignore Armor II: Ignore 25% Armor] requires CLASS LEVEL 2 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL AT LEAST 3 [Ignore Armor III: Ignore 45% Armor] requires CLASS LEVEL 3 [Ignore Armor IV: Ignore 60% Armor] requires CLASS LEVEL AT LEAST 4 |
archer
The basic ranged troop that specializes in bows, quick on their feet, quicker firing, can use explosive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedAxe |
Passive Power |
Fleet Footed Fleet Footed I: Max Speed Multiplier: 110% Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Fleet Footed II: Max Speed Multiplier: 125% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Fleet Footed III: Max Speed Multiplier: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Ranged Mastery III: Ranged: +75 |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL AT LEAST 3 [Ignore Armor III: Ignore 45% Armor] requires CLASS LEVEL AT LEAST 4 |
heavyarcher
Ranged troop that specializes in bows with more health and explosive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedAxe |
Passive Power |
Healthy Fleet Footed I: Max Speed Multiplier: 110% Healthy I: 125% HP Healthy II: 150% HP Healthy III: 200% HP Ranged Mastery III: Ranged: +75 |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL AT LEAST 3 [Ignore Armor III: Ignore 45% Armor] requires CLASS LEVEL AT LEAST 4 |
crossbow
Crossbow counterpart to the archer, not as quick but can ignore armor at lower class levels. Can use heavy bolts
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
OneHandedSword |
Passive Power |
True Sight Fleet Footed I: Max Speed Multiplier: 110% Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ignore Armor I: Ignore 10% Armor Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ignore Armor II: Ignore 25% Armor Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Ignore Armor III: Ignore 45% Armor Vampiric II: Absorb 10% of damage dealt as HP |
Active Power |
Heavy Bolts [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1 [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2 [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL AT LEAST 3 [Ignore Armor III: Ignore 45% Armor] requires CLASS LEVEL AT LEAST 4 |
heavycrossbow
Crossbow counterpart to the heavyarcher, can ignore armor at lower class levels. Can use exposive bolts
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
TwoHandedSword |
Passive Power |
Heathly Fleet Footed I: Max Speed Multiplier: 110% Healthy I: 125% HP Ignore Armor I: Ignore 10% Armor Healthy II: 150% HP Ignore Armor II: Ignore 25% Armor Healthy III: 200% HP Ignore Armor III: Ignore 45% Armor Vampiric II: Absorb 10% of damage dealt as HP |
Active Power |
Heavy Bolts [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1 [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2 [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL AT LEAST 3 [Ignore Armor III: Ignore 45% Armor] requires CLASS LEVEL AT LEAST 4 |
cavalry
Mounted troop with a strong horse, capable of doing extra charge damage. Can also dismount troops.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedSword |
Mount |
Horse |
Passive Power |
A Good Horse Fleet Footed I: Max Speed Multiplier: 110% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge I: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Charge II: Mount Charge Damage: 300% Mount Maneuver: 200% (on mount) Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 250% (on mount) Heavy Hitting II: 150.0% dmg |
Active Power |
Joust Me [Charge AoE I: AoE: 35dmg in 3m with from Charge] requires CLASS LEVEL 1 [Joust Me I: Add: 25% Dismount / 25% Shatter Shield from Charge] requires CLASS LEVEL 1 [Charge AoE II: AoE: 75dmg in 3m with from Charge] requires CLASS LEVEL 2 [Joust Me II: Add: 50% Dismount / 50% Shatter Shield from Charge] requires CLASS LEVEL 2 [Charge AoE III: AoE: 100dmg in 4m with from Charge] requires CLASS LEVEL AT LEAST 3 [Joust Me III: Add: 75% Dismount / 75% Shatter Shield from Charge] requires CLASS LEVEL AT LEAST 3 [Melee Mastery III: Melee: +75] requires CLASS LEVEL AT LEAST 3 |
camelry
Mounted troop with a strong camel, capable of doing extra charge damage. Can also cut through enemies
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
TwoHandedGlaive |
Mount |
Camel |
Passive Power |
A Good Camel Fleet Footed I: Max Speed Multiplier: 110% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge I: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Charge II: Mount Charge Damage: 300% Mount Maneuver: 200% (on mount) Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 250% (on mount) Heavy Hitting II: 150.0% dmg |
Active Power |
Cut Them Down [Charge AoE I: AoE: 35dmg in 3m with from Charge] requires CLASS LEVEL 1 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 TO 2 [Charge AoE II: AoE: 75dmg in 3m with from Charge] requires CLASS LEVEL 2 [Charge AoE III: AoE: 100dmg in 4m with from Charge] requires CLASS LEVEL AT LEAST 3 [Cut Through II: 50% Unblockable] requires CLASS LEVEL 3 [Cut Through III: 75% Unblockable] requires CLASS LEVEL AT LEAST 4 |
horsearcher
Mounted ranged unit, with a good horse, that can use exposive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedSword |
Mount |
Horse |
Passive Power |
Mounted Archery Fleet Footed I: Max Speed Multiplier: 110% Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Ranged Mastery III: Ranged: +75 |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL AT LEAST 3 |
camelarcher
Mounted ranged unit on a good camel, wielding a glaive. Can use exposive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedGlaive |
Mount |
Camel |
Passive Power |
Mounted Archery Fleet Footed I: Max Speed Multiplier: 110% Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Ranged Mastery III: Ranged: +75 |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL AT LEAST 3 |
pony
Mounted troop with a pony... yes a pony.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
OneHandedSword |
Shield |
Mount |
Horse |
Passive Power |
My Little Pony My Little Pony: Scale 50% Mount Speed: +15 (on mount) Fleet Footed I: Max Speed Multiplier: 110% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge I: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Charge II: Mount Charge Damage: 300% Mount Maneuver: 200% (on mount) Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 250% (on mount) Heavy Hitting II: 150.0% dmg |
Active Power |
Joust Me [Charge AoE I: AoE: 35dmg in 3m with from Charge] requires CLASS LEVEL 1 [Joust Me I: Add: 25% Dismount / 25% Shatter Shield from Charge] requires CLASS LEVEL 1 [Charge AoE II: AoE: 75dmg in 3m with from Charge] requires CLASS LEVEL 2 [Joust Me II: Add: 50% Dismount / 50% Shatter Shield from Charge] requires CLASS LEVEL 2 [Charge AoE III: AoE: 100dmg in 4m with from Charge] requires CLASS LEVEL AT LEAST 3 [Joust Me III: Add: 75% Dismount / 75% Shatter Shield from Charge] requires CLASS LEVEL AT LEAST 3 [Melee Mastery III: Melee: +75] requires CLASS LEVEL AT LEAST 3 |
ponyarcher
Both you and your horse are small, but at least you're good with a bow.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
Mount |
Horse |
Passive Power |
My Little Pony My Little Pony: Scale 50% Mount Speed: +15 (on mount) Dwarf: Scale 50% Fleet Footed I: Max Speed Multiplier: 110% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge I: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Charge II: Mount Charge Damage: 300% Mount Maneuver: 200% (on mount) Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 250% (on mount) Ranged Mastery IV: Ranged: +100 |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% ] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL AT LEAST 3 [Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% ] requires CLASS LEVEL AT LEAST 3 |
midget
Speedy midget!
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedGlaive |
Passive Power |
Dwarfism Dwarf: Scale 50% Fleet Footed III: Max Speed Multiplier: 150% Healthy I: 125% HP Shrug Off II: 40% Shrug Off Healthy II: 150% HP Heavy Hitting I: 125.0% dmg Healthy III: 200% HP Heavy Hitting II: 150.0% dmg Heavy Hitting III: 200.0% dmg |
Active Power |
The leg chopper [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 1 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 2 [Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 [Ignore Armor IV: Ignore 60% Armor] requires CLASS LEVEL AT LEAST 3 [Cut Through III: 75% Unblockable] requires CLASS LEVEL AT LEAST 3 |
spartan
One handed infantry unit that specializes in spear and shield and equipped with Javelins. Have less health than Infantry but can hold off enemy attacks better.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedLance |
Shield |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Steadfast (Spartan) Fleet Footed I: Max Speed Multiplier: 110% Shrug Off I: 15% Shrug Off Athletic I: Athletics: +25 Shrug Off II: 40% Shrug Off Athletic II: Athletics: +50 Shrug Off III: 80% Shrug Off Athletic III: Athletics: +100 Healthy I: 125% HP |
Active Power |
Spartan Fury [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2 [Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL AT LEAST 3 [Cut Through III: 75% Unblockable] requires CLASS LEVEL AT LEAST 3 |
huscarl
One handed infantry unit that specializes in axe and shield and equipped with throwing axes. Have more health than Infantry but are less athlectic.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedAxe |
Shield |
ThrowingAxes |
Passive Power |
Steadfast (Huscarl) Fleet Footed I: Max Speed Multiplier: 110% Healthy I: 125% HP Athletic I: Athletics: +25 Healthy II: 150% HP Athletic II: Athletics: +50 Shrug Off II: 40% Shrug Off Healthy III: 200% HP |
Active Power |
Mighty Axe [Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 [Melee Mastery II: Melee: +50] requires CLASS LEVEL 1 [Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 [Melee Mastery III: Melee: +75] requires CLASS LEVEL 2 [Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL AT LEAST 3 [Melee Mastery IV: Melee: +100] requires CLASS LEVEL AT LEAST 3 [Crush Them II: Ignore 35% Armor / 30% Cut Through from Melee] requires CLASS LEVEL AT LEAST 4 |
turtle
One handed infantry unit that specializes in mace and shield. Equipped with a mace and two shields, they can reflect incoming damage and knock down their enemies.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedMace |
Shield |
Shield |
Passive Power |
Tank Fleet Footed I: Max Speed Multiplier: 110% Healthy I: 125% HP Retribution I: Reflect 30% damage Healthy II: 150% HP Retribution II: Reflect 60% damage Healthy III: 200% HP Retribution III: Reflect 75% damage |
Active Power |
Less Tanking More Hitting [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 2 TO 3 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL AT LEAST 3 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL AT LEAST 3 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL AT LEAST 4 |
vampire
Two handed infantry unit that specializes in swords and can absorb the damage they deal. Their power sends them into a blood rage, increasing their speed.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedSword |
Passive Power |
Vampiric Absorption Fleet Footed I: Max Speed Multiplier: 110% Vampiric I: Absorb 5% of damage dealt as HP Vampiric II: Absorb 10% of damage dealt as HP Vampiric III: Absorb 15% of damage dealt as HP Vampiric IV: Absorb 25% of damage dealt as HP Fleet Footed II: Max Speed Multiplier: 125% |
Active Power |
Blood Rage [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL AT LEAST 3 |
lawbringer
Two handed infantry unit that specializes in maces that can crowd control and break through armor with ease.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedMace |
Passive Power |
Crowd Controller Fleet Footed I: Max Speed Multiplier: 110% Healthy I: 125% HP Dodge Damage I: 85% damage Healthy II: 150% HP Healthy III: 200% HP Dodge Damage II: 60% damage |
Active Power |
Crush Them [Crush Them I: Ignore 25% Armor / 25% Cut Through from Melee] requires CLASS LEVEL 1 [Crush Them II: Ignore 35% Armor / 30% Cut Through from Melee] requires CLASS LEVEL 2 [Crush Them III: Ignore 45% Armor / 40% Cut Through from Melee] requires CLASS LEVEL 3 [Crush Them IV: Ignore 60% Armor / 50% Cut Through from Melee] requires CLASS LEVEL AT LEAST 4 |
viking
Two handed infantry unit that specializes in axes. It's a glass cannon that can deal lots of damage at the cost of low health. At high class rank their hits are unblockable
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
Passive Power |
Berserker Fleet Footed I: Max Speed Multiplier: 110% Fragile I: 50% HP Heavy Hitting I: 125.0% dmg Fragile II: 65% HP Heavy Hitting II: 150.0% dmg Fragile III: 90% HP Heavy Hitting III: 200.0% dmg Heavy Hitting IV: 250.0% dmg Vampiric II: Absorb 10% of damage dealt as HP |
Active Power |
For Valhalla [Cut Through II: 50% Unblockable] requires CLASS LEVEL 1 [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Cut Through III: 75% Unblockable] requires CLASS LEVEL 2 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Cut Through IV: 100% Unblockable] requires CLASS LEVEL AT LEAST 3 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL AT LEAST 3 |
rocketman
A skirmisher equipped with explosive heavy javelins and a two handed axe. They are quick footed and can deal great damage
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
ThrowingJavelins |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Fleet Footed Fleet Footed I: Max Speed Multiplier: 110% Fleet Footed II: Max Speed Multiplier: 125% Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Fleet Footed III: Max Speed Multiplier: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% |
Active Power |
RPG Javelins [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1 TO 2 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL AT LEAST 3 [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL AT LEAST 3 |
looterboss
The king of looters. This giant skirmisher is equipped with explosive rocks that can ignore armor.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
ThrowingKnives |
ThrowingKnives |
ThrowingKnives |
TwoHandedGlaive |
Passive Power |
Grenades Fleet Footed I: Max Speed Multiplier: 110% Imposing II: Scale 150% Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Fleet Footed II: Max Speed Multiplier: 125% |
Active Power |
David is Goliath [Ignore Armor II: Ignore 25% Armor] requires CLASS LEVEL 1 [Ignore Armor III: Ignore 45% Armor] requires CLASS LEVEL 2 [Ignore Armor IV: Ignore 60% Armor] requires CLASS LEVEL AT LEAST 3 |
Common Config
General
Sub Boost |
1.25 |
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 |
0 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
1.15 |
How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this. |
Retinue Use Heroes Formation |
Disabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
Death
Allow Death |
Disabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
0.1 |
Final death chance percent (includes vanilla chance) |
Apply Death Chance To All Heroes |
Disabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
Retinue Death Chance Percent |
2 |
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 |
350 |
Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap. |
Kill Rewards
Gold Per Kill |
5000 |
Gold the hero gets for every kill |
XP Per Kill |
5000 |
XP the hero gets for every kill |
XP Per Killed |
2000 |
XP the hero gets for being killed |
Heal Per Kill |
5 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
1500 |
Gold the hero gets for every kill their retinue gets |
Retinue Heal Per Kill |
25 |
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 |
20000 |
Gold won if the heroes side wins |
Win XP |
20000 |
XP the hero gets if the heroes side wins |
Lose Gold |
0 |
Gold lost if the heroes side loses |
Lose XP |
10000 |
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 |
1 |
Max difficulty scaling multiplier |
Kill Streaks
Name | Kills Required | Reward |
---|---|---|
Killing Spree | 5 |
5000⦷ |
Rampage | 10 |
10000⦷ |
Immortal | 20 |
20000⦷ |
Godlike | 50 |
50000⦷ |
Achievements
Name | Requirements | Reward |
---|---|---|
Experienced |
Total Kills >= 1000 |
100000⦷ 100000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 35%, Custom: 15% {=W47g8bCB}Reward {ITEMNAME} (1x) |
Legend |
Total Kills >= 10000 |
700000⦷ 700000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 100% |
Loyal |
Consecutive Summons >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x) |
Noob |
Total Deaths >= 100 |
50000⦷ 50000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 67%, Tier 6: 33% |
Not Godlike |
Total Deaths >= 1000 |
100000⦷ 100000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 6: 100% |
Rebellious |
Consecutive Attacks >= 5 |
20000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Reknowned |
Total Kills >= 5000 |
350000⦷ 350000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 35%, Tier 6: 65% |
Reliable |
Consecutive Summons >= 5 |
20000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Renegade |
Consecutive Attacks >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1x) |
Stream Sniper |
Total Streamer Kills >= 5 |
350000⦷ 50000XP Item: Weapon: 100% Tier 6: 100% |
Traitorous |
Consecutive Attacks >= 20 |
50000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Trusted |
Consecutive Summons >= 20 |
50000⦷ 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 |
Enabled |
Tournament kills / deaths won't be counted towards achievements or kill streaks |
Equipment
No Horses |
Enabled |
Remove horses completely from the BLT tournaments (the horse AI is terrible) |
No Spears |
Enabled |
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 |
5 |
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 |
|
Round 1 Type | |||||||||||||||||||||
Round 2 Type |
|
Round 2 Type | |||||||||||||||||||||
Round 3 Type |
|
Round 3 Type |
Round Rewards
Round 1 Rewards |
|
Round 1 Rewards | |||||||||
Round 2 Rewards |
|
Round 2 Rewards | |||||||||
Round 3 Rewards |
|
Round 3 Rewards | |||||||||
Round 4 Rewards |
|
Round 4 Rewards |
Rewards
Win Gold |
50000 |
Gold won if the hero wins the tournaments | ||||||||||||||||||||||||||||||
Win XP |
50000 |
XP given if the hero wins the tournaments | ||||||||||||||||||||||||||||||
Participate XP |
10000 |
XP given if the hero participates in a tournament but doesn't win | ||||||||||||||||||||||||||||||
Prize |
Reward Type
Reward Tier
|
Winners prize |
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |