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

Command Description Settings
ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

addFocus1H Adds 1 Focus Point to One Handed

Skills: One Handed

Focus points: 1

Cost: 100000⦷

addFocus2H Adds 1 Focus Point to Two Handed

Skills: Two Handed

Focus points: 1

Cost: 100000⦷

addFocusAth Adds 1 Focus Point to Athletics

Skills: Athletics

Focus points: 1

Cost: 100000⦷

addFocusBow Adds 1 Focus Point to Bow

Skills: Bow

Focus points: 1

Cost: 100000⦷

addFocusCross Adds 1 Focus Point to Crossbow

Skills: Crossbow

Focus points: 1

Cost: 100000⦷

addFocusEng Adds 1 Focus Point to Engineering

Skills: Engineering

Focus points: 1

Cost: 100000⦷

addFocusLead Adds 1 Focus Point to Leadership

Skills: Leadership

Focus points: 1

Cost: 100000⦷

addFocusPole Adds 1 Focus Point to Polearm

Skills: Polearm

Focus points: 1

Cost: 100000⦷

addFocusRide Adds 1 Focus Point to Riding

Skills: Riding

Focus points: 1

Cost: 100000⦷

addFocusRogue Adds 1 Focus Point to Roguery

Skills: Roguery

Focus points: 1

Cost: 100000⦷

addFocusStew Adds 1 Focus Point to Steward

Skills: Steward

Focus points: 1

Cost: 100000⦷

addFocusThrow Adds 1 Focus Point to Throwing

Skills: Throwing

Focus points: 1

Cost: 100000⦷

attribute Upgrade one attribute. Provide the attribute name or part of it.

Random attribute

Amount: 1

Costs 150000⦷

auction Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction.
Usage is !auction (reserve price) (part of the item name), e.g. !auction 50000 Boots would start a new auction for your custom item with the word "Boots" in it, with a reserve of 50000. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
bid Place a bid on the current auction, if one is active.
Usage is !bid (gold amount), e.g. !bid 100000. If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected.
bltbet Use this to bet on tournament matches, when available.
Usage is !bltbet (team) (gold), for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.
If only one team is bet upon, the bets will be refunded.
buymount Viewer can buy a custom horse for hero

General

Item

Reward Type

Weapon Weight

0

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

0

Relative proportion of rewards that will be armor
Mount Weight

1

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

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
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=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

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=10000⦷, 2=100000⦷, 3=300000⦷, 4=600000⦷, 5=900000⦷, 5=900000⦷, 6=1200000⦷

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, Custom item storage

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.
powers Shows your available powers

Shows: Powers

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

Re-rolls your equipment at your current tier

Tier costs: 1=0⦷, 2=10000⦷, 3=20000⦷, 4=30000⦷, 5=40000⦷, 5=40000⦷, 6=50000⦷

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: 5

Tier costs: 1=25000⦷, 2=50000⦷, 3=75000⦷, 4=150000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

Allowed: Same culture only, Bandits, Basic troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

skilluplarge Add 250,000 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: 250000 to 400000

Costs: 400000⦷

skillupsmall Add 50,000 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: 50000

Costs: 100000⦷

smitharmor Viewer can smith custom armour for hero

General

Item

Reward Type

Weapon Weight

0

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

1

Relative proportion of rewards that will be armor
Mount Weight

0

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

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
smithweapon Viewer can smith custom weapon for hero

General

Item

Reward Type

Weapon Weight

1

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

0

Relative proportion of rewards that will be armor
Mount Weight

0

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

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
stats Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue.

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


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:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50

Starting Equipment Tier: 1

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:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50

Starting Equipment Tier: 1

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

Daily Gold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

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

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

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

OneHandedSword

Sparring Flyssa

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

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

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

Dagger

Sparring Seax
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
brute Tier 1 Example brute Tier 2 Example brute Tier 3 Example brute Tier 4 Example brute Tier 5 Example brute Tier 6 Example
Formation Infantry
Equipment

TwoHandedMace

Makeshift Sledgehammer
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
captain Tier 1 Example captain Tier 2 Example captain Tier 3 Example captain Tier 4 Example captain Tier 5 Example captain Tier 6 Example
Formation Ranged
Equipment

Crossbow

Sparring Crossbow

Bolts

Tournament Bolts

Bolts

Tournament Bolts

Dagger

Sparring Seax
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
highwayman Tier 1 Example highwayman Tier 2 Example highwayman Tier 3 Example highwayman Tier 4 Example highwayman Tier 5 Example highwayman Tier 6 Example
Formation Infantry
Equipment

TwoHandedSword

Sparring Twohander
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
brigand  Tier 1 Example brigand  Tier 2 Example brigand  Tier 3 Example brigand  Tier 4 Example brigand  Tier 5 Example brigand  Tier 6 Example
Formation Infantry
Equipment

OneHandedAxe

Sparring Bamboo Handled Axe

Shield

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

Dagger

Sparring Seax

ThrowingKnives

Sparring Throwing Dagger

ThrowingKnives

Sparring Throwing Dagger

ThrowingKnives

Sparring Throwing Dagger
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
mountedbandit Tier 1 Example mountedbandit Tier 2 Example mountedbandit Tier 3 Example mountedbandit Tier 4 Example mountedbandit Tier 5 Example mountedbandit Tier 6 Example
Formation Cavalry
Equipment

TwoHandedGlaive

Bo staff
Mount

Horse

Desert 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
infantry Tier 1 Example infantry Tier 2 Example infantry Tier 3 Example infantry Tier 4 Example infantry Tier 5 Example infantry Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Sparring Flyssa

Shield

Heavy Round 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
archer Tier 1 Example archer Tier 2 Example archer Tier 3 Example archer Tier 4 Example archer Tier 5 Example archer Tier 6 Example
Formation Ranged
Equipment

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedAxe

Sparring Bamboo Handled Axe
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
heavyarcher Tier 1 Example heavyarcher Tier 2 Example heavyarcher Tier 3 Example heavyarcher Tier 4 Example heavyarcher Tier 5 Example heavyarcher Tier 6 Example
Formation Ranged
Equipment

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

TwoHandedAxe

Execution Axe
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
crossbow Tier 1 Example crossbow Tier 2 Example crossbow Tier 3 Example crossbow Tier 4 Example crossbow Tier 5 Example crossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

Sparring Crossbow

Bolts

Tournament Bolts

Bolts

Tournament Bolts

OneHandedSword

Sparring Flyssa
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
heavycrossbow Tier 1 Example heavycrossbow Tier 2 Example heavycrossbow Tier 3 Example heavycrossbow Tier 4 Example heavycrossbow Tier 5 Example heavycrossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

Sparring Crossbow

Bolts

Tournament Bolts

Bolts

Tournament Bolts

TwoHandedSword

Sparring Twohander
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
cavalry Tier 1 Example cavalry Tier 2 Example cavalry Tier 3 Example cavalry Tier 4 Example cavalry Tier 5 Example cavalry Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Sparring Jagged Spear

Shield

Heavy Round Shield

OneHandedSword

Sparring Flyssa
Mount

Horse

Desert 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
camelry Tier 1 Example camelry Tier 2 Example camelry Tier 3 Example camelry Tier 4 Example camelry Tier 5 Example camelry Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Sparring Jagged Spear

Shield

Heavy Round Shield

TwoHandedGlaive

Bo staff
Mount

Camel

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

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedSword

Sparring Flyssa
Mount

Horse

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

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedGlaive

Sparring Glaive
Mount

Camel

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

OneHandedLance

Sparring Jagged Spear

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield
Mount

Horse

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

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows
Mount

Horse

Desert 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
midget Tier 1 Example midget Tier 2 Example midget Tier 3 Example midget Tier 4 Example midget Tier 5 Example midget Tier 6 Example
Formation Infantry
Equipment

TwoHandedGlaive

Bo staff
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
spartan Tier 1 Example spartan Tier 2 Example spartan Tier 3 Example spartan Tier 4 Example spartan Tier 5 Example spartan Tier 6 Example
Formation Infantry
Equipment

OneHandedLance

Sparring Jagged Spear

Shield

Heavy Round Shield

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin
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
huscarl Tier 1 Example huscarl Tier 2 Example huscarl Tier 3 Example huscarl Tier 4 Example huscarl Tier 5 Example huscarl Tier 6 Example
Formation Infantry
Equipment

OneHandedAxe

Sparring Bamboo Handled Axe

Shield

Heavy Round Shield

ThrowingAxes

Sparring Throwing Axe
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
turtle Tier 1 Example turtle Tier 2 Example turtle Tier 3 Example turtle Tier 4 Example turtle Tier 5 Example turtle Tier 6 Example
Formation Infantry
Equipment

OneHandedMace

Blacksmith Hammer

Shield

Heavy Round Shield

Shield

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

TwoHandedSword

Sparring Twohander
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
lawbringer Tier 1 Example lawbringer Tier 2 Example lawbringer Tier 3 Example lawbringer Tier 4 Example lawbringer Tier 5 Example lawbringer Tier 6 Example
Formation Infantry
Equipment

TwoHandedMace

Makeshift Sledgehammer
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
viking Tier 1 Example viking Tier 2 Example viking Tier 3 Example viking Tier 4 Example viking Tier 5 Example viking Tier 6 Example
Formation Infantry
Equipment

TwoHandedAxe

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

TwoHandedAxe

Execution Axe

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin
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
looterboss Tier 1 Example looterboss Tier 2 Example looterboss Tier 3 Example looterboss Tier 4 Example looterboss Tier 5 Example looterboss Tier 6 Example
Formation Infantry
Equipment

ThrowingKnives

Sparring Throwing Dagger

ThrowingKnives

Sparring Throwing Dagger

ThrowingKnives

Sparring Throwing Dagger

TwoHandedGlaive

Bo staff
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
Skill

All

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

10

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

65

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

7500

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

7500

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

15000

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

10000

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

10000

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

7500

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

15000

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

15000

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

5000

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

25000

XP given if the hero loses thier match in a round
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

Weapon Weight

1

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

1

Relative proportion of rewards that will be armor
Mount Weight

0

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

2

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

1.5

Relative proportion of rewards that will be Tier 6
Custom Weight

1

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