Table of Contents

Commands

Channel Point Rewards

Classes

2hand

Giant

longbow

crossbow

thickcrossbowmen

cavalry

camelry

horse archer

shieldmen

Glaivers

Boom Chucker

lancers

berserker

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

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.
bigg

Skills: Automatic, based on class, equipment, and existing skills

XP: 250000 to 1000000

Costs: 1500000⦷

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
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=25000⦷, 2=50000⦷, 3=10000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

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

Shows: Custom item storage

discarditem Throw away one of your custom items.
Usage is !discarditem (part of the item name), e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=300000⦷, 5=300000⦷, 6=450000⦷

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

lilg

Skills: Automatic, based on class, equipment, and existing skills

XP: 50000 to 300000

Costs: 300000⦷

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=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=300000⦷, 5=300000⦷, 6=400000⦷

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: 20

Tier costs: 1=35000⦷, 2=70000⦷, 3=140000⦷, 4=280000⦷, 5=450000⦷, 5=450000⦷, 6=600000⦷

Allowed: Same culture only, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

smitharmor
smithweapon
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, Equipment tier, Retinue count and average tier


Channel Point Rewards

Command Description Settings
100k 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

10k gold Adds 10,000 gold to your adopted hero.

Amount: 10000⦷

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

Allowed: Wanderer

Viewer selects culture

Starting Age Range: 18 to 35

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 Hero Get a hero in game. Almost all other actions require an adopted hero.

Newly created wanderer

Starting Age Range: 18 to 21

Starting Gold: 0

Inheritance: 80% of gold spent on equipment and retinue, up to 6 custom items

Starting Skills:

Skill Level
Melee 100 to 175
Ranged 150 to 175
Athletics 150 to 175
Riding 150 to 175

Starting Equipment Tier: 2

Starting Class:

Boom Chucker
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 allowance Adds 500,000 gold to your adopted hero.

Amount: 500000⦷

Give Player Gold Transfer 100,000 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.
Send Message In Game Sends a message in the game. If you have a hero then it will also show them next to the message.
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

2hand

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

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

TwoHandedSword

Wide Fullered Broad Two Hander

TwoHandedLance

Simple Pike

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Fireblade

[Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2

[Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3

[Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 3

[mountain sword: Two Handed: +250] requires CLASS LEVEL 2 TO 3


Giant

Ranged troop, quick on their feet, can use explosive arrows.

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

TwoHandedMace

Sledgehammer

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe
Passive Power

Fleet Footed

mountain: Scale 150%

Healthy II: 150% HP

Healthy III: 200% HP

slow giant: Max Speed Multiplier: 80%

slow giant 2: Max Speed Multiplier: 70%

Active Power

Explosive Arrows

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 1 TO 2

[Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3

[mountain sword: Two Handed: +250] requires CLASS LEVEL 1 TO 3


longbow

Ranged troop, quick on their feet, can use explosive arrows.

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

Bow

Ranger Bow

Arrows

Range Arrows

Arrows

Range Arrows

TwoHandedSword

Wide Fullered Broad Two Hander
Passive Power

Healthy

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

north archer: Reload Speed: 250% Bow: +100

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

[better archer: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 300dmg in 5m with from Ranged] requires CLASS LEVEL 3


crossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive 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

Bound Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

OneHandedAxe

Commoner Axe
Passive Power

Self Healing

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Healthy II: 150% 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

[better archer: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 300dmg in 5m with from Ranged] requires CLASS LEVEL 3


thickcrossbowmen

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

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

Crossbow

Bound Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

OneHandedSword

Winds Fury
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

crossbow: Reload Speed: 250% Crossbow: +100

Active Power

Explosive 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 3


cavalry

Mounted troop with a strong horse, capable of doing extra charge damage.

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

Iron Pitchfork

Shield

Reinforced Iron Rimmed Kite Shield

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Mount

Horse

Destrier
Passive Power

A Good Horse

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)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Active Power

Trample

[Retribution I: Reflect 10% damage] requires CLASS LEVEL 1

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 2

[Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3

[dothraki sword: One Handed: +200] requires CLASS LEVEL 1 TO 3

[bonk: AoE: 300dmg in 5m from Charge] requires CLASS LEVEL 2 TO 3


camelry

Mounted troop with a strong horse, capable of doing extra charge damage.

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

Shield

Reinforced Iron Rimmed Kite Shield

OneHandedGlaive

Voulge

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Mount

Camel

Camel
Passive Power

A Good Camel

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)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Active Power

Trample

[Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 2

[bonk: AoE: 300dmg in 5m from Charge] requires CLASS LEVEL 3


horse archer

Mounted ranged unit, with a good horse, that can use exposive arrows.

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

Bow

Ranger Bow

Arrows

Range Arrows

Arrows

Range Arrows

OneHandedSword

Winds Fury
Mount

Horse

Destrier
Passive Power

Mounted Archery

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)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

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

[better archer: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 300dmg in 5m with from Ranged] requires CLASS LEVEL 3

[dothraki archer: Horse Archery Ability: +200One Handed: +200] requires CLASS LEVEL 1 TO 3

[north archer: Reload Speed: 250% Bow: +100] requires CLASS LEVEL 1 TO 3


shieldmen

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

OneHandedSword

Winds Fury

Shield

Reinforced Iron Rimmed Kite Shield

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Mounted Archery

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Fireblade II: Swing Speed Multiplier: 130% Melee: +50

Fireblade III: Swing Speed Multiplier: 150% Melee: +100

Active Power

Heavy Arrows

[shield: Shield Ability: +75Athletics: +100 One Handed: +75] requires CLASS LEVEL 1

[shield II: Shield Ability: +100Athletics: +200 One Handed: +150] requires CLASS LEVEL 2

[shield III: Shield Ability: +125Athletics: +300 One Handed: +225] requires CLASS LEVEL 3

[javi bang: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 200dmg in 4m with from Ranged] requires CLASS LEVEL 1 TO 3


Glaivers

Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Glaivers Tier 1 Example Glaivers Tier 2 Example Glaivers Tier 3 Example Glaivers Tier 4 Example Glaivers Tier 5 Example Glaivers Tier 6 Example
Formation Skirmisher
Equipment

OneHandedGlaive

Voulge

Shield

Reinforced Iron Rimmed Kite Shield

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Retribution

Dorne Athletic I: Athletics: +100

Dorne Athletic II: Athletics: +200

Dorne Athletic III: Shield Ability: +100Athletics: +300

Active Power

Break Through

[Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1

[shield: Shield Ability: +75Athletics: +100 One Handed: +75] requires CLASS LEVEL 1

[Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2

[shield II: Shield Ability: +100Athletics: +200 One Handed: +150] requires CLASS LEVEL 2

[Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3

[shield III: Shield Ability: +125Athletics: +300 One Handed: +225] requires CLASS LEVEL 3


Boom Chucker

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Boom Chucker Tier 1 Example Boom Chucker Tier 2 Example Boom Chucker Tier 3 Example Boom Chucker Tier 4 Example Boom Chucker Tier 5 Example Boom Chucker Tier 6 Example
Formation Skirmisher
Equipment

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Grenades

Explosive Projectiles I: AoE: 50dmg in 4m from Ranged

Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged

better archer: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 300dmg in 5m with from Ranged

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

Retribution

[Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1

[Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2

[Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3

[freefoke Athletic I: Athletics: +75] requires CLASS LEVEL 1

[freefoke Athletic II: Athletics: +150] requires CLASS LEVEL 2

[freefoke Athletic III: Athletics: +225] requires CLASS LEVEL 3


lancers

Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
lancers Tier 1 Example lancers Tier 2 Example lancers Tier 3 Example lancers Tier 4 Example lancers Tier 5 Example lancers Tier 6 Example
Formation Skirmisher
Equipment

OneHandedLance

Iron Pitchfork

Shield

Reinforced Iron Rimmed Kite Shield

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Retribution

Dorne Athletic I: Athletics: +100

Dorne Athletic II: Athletics: +200

Dorne Athletic III: Shield Ability: +100Athletics: +300

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

Break Through

[Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1

[Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2

[Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 2 TO 3

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 TO 3


berserker

Foot soldier with lower health, that can gain health by doing damage.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
berserker Tier 1 Example berserker Tier 2 Example berserker Tier 3 Example berserker Tier 4 Example berserker Tier 5 Example berserker Tier 6 Example
Formation Skirmisher
Equipment

TwoHandedAxe

Simple Sparth Axe
Passive Power

Glass Cannon

Heavy Hitting I: 125.0% dmg

Heavy Hitting II: 150.0% dmg

Heavy Hitting III: 200.0% dmg

Active Power

Berserker Rage

[Cut Through I: 25% Unblockable] requires CLASS LEVEL 1

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 2

[Cut Through III: 100% Unblockable] requires CLASS LEVEL 3

[Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1 TO 3


Common Config

General

Sub Boost

3

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

2

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

2

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

0.5

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

60

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

1.5

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

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

2.5

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

550

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

20000

Gold the hero gets for every kill
XP Per Kill

20000

XP the hero gets for every kill
XP Per Killed

10000

XP the hero gets for being killed
Heal Per Kill

20

HP the hero gets for every kill
Retinue Gold Per Kill

10000

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

50

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

1000000

Gold won if the heroes side wins
Win XP

1000000

XP the hero gets if the heroes side wins
Lose Gold

5000

Gold lost if the heroes side loses
Lose XP

5000

XP the hero gets if the heroes side loses
Difficulty Scaling On Players Side

Enabled

Apply difficulty scaling to players side
Difficulty Scaling On Enemy Side

Enabled

Apply difficulty scaling to enemy side
Difficulty Scaling

1

End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1)
Difficulty Scaling Min

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5

1500000⦷

1500000XP

Achievements

Name Requirements Reward
Loyal

Consecutive Summons >= 50

300000⦷

200000XP

Item: Weapon: 50%, Armor: 50% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (2x)

Rebellious

Consecutive Attacks >= 5

20000⦷

10000XP

Item: Armor: 100% Tier 6: 100%

Reliable

Consecutive Summons >= 5

25000⦷

15000XP

Item: Armor: 100% Tier 6: 50%, Custom: 50% {=W47g8bCB}Reward {ITEMNAME} (1x)

Renegade

Consecutive Attacks >= 50

100000⦷

50000XP

Item: Weapon: 50%, Armor: 50% Tier 6: 50%, Custom: 50% {=UQtSgnog}Renegades {ITEMNAME} (1x)

Stream Sniper

Total Streamer Kills >= 5

150000⦷

75000XP

Traitorous

Consecutive Attacks >= 20

50000⦷

25000XP

Item: Armor: 100% Tier 6: 67%, Custom: 33% {=W47g8bCB}Reward {ITEMNAME} (1x)

Trusted

Consecutive Summons >= 20

75000⦷

50000XP

Item: Armor: 100% Tier 6: 50%, Custom: 50% {=W47g8bCB}Reward {ITEMNAME} (1x)

Tournament Config

General

Start Health Multiplier

2

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

Disabled

Replaces all lances and spears with swords, because lance and spear combat is terrible
Normalize Armor

Enabled

Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below)
Normalize Armor Tier

4

Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled
Randomize Weapon Types

Disabled

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

20

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

70

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

Disabled

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

Enabled

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

Disabled

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

Enabled

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

Enabled

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

Disabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Enabled

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

5000

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

5000

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

20000

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

10000

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

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

0

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

Rewards

Win Gold

2500000

Gold won if the hero wins the tournaments
Win XP

2500000

XP given if the hero wins the tournaments
Participate XP

1000000

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

0

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

1

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

Disabled

Only allow betting on the final betting