Bannerlord Twitch Viewer Guide

Bannerlord Twitch (BLT) is a Twitch Integration mod for Mount & Blade II: Bannerlord.
As a viewer you can use channel point rewards (if available), and chat commands to interact with the game while the streamer is playing.
The primary feature of BLT is allowing you to 'adopt' a hero in the game, i.e. a character in the game will be assigned to you, given your Twitch name, and be available for you to interact with further.
Some examples of things you can do with your hero include 'summoning' your hero into battles that the streamer is taking part in, joining viewer tournaments, upgrading equipment, selecting your heroes 'class'.
If you aren't sure where to start, begin by using the channel point redemption 'Adopt a Hero'.

Table of Contents

Commands

Channel Point Rewards

Classes

Infantry

Archer

Templar

Knight

Global Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Global 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

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

Allowed: Noble, Wanderer

Starting Gold: 10000000

Inheritance: 25.0% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

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

Starting Equipment Tier: 1

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.
discard 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=100000⦷, 3=250000⦷, 4=400000⦷, 5=700000⦷, 5=700000⦷, 6=1000000⦷

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=50000⦷, 2=100000⦷, 3=150000⦷, 4=200000⦷, 5=250000⦷, 5=250000⦷, 6=300000⦷

Disallowed for player companions

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

stats Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue.

Shows: Gold, Age, Clan, Culture, Health, Skills greater than 100, Attributes, Retinue count and average tier


Channel Point Rewards

Command Description Settings
Adopt a Hero Get a hero in game. Almost all other actions require an adopted hero.

Newly created wanderer

Starting Age Range: 18 to 25

Starting Gold: 10000

Inheritance: 25.0% 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

Starting Class:

Infantry
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

Burn Player
Buy Retinue Purchases and upgrades your personal party of heroes to accompany you

Max retinue: 3

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

Allowed: Same culture only, Basic troops, Elite troops

Give Player Gold Transfer 10,000 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.
Re Roll Equipment Re-roll all of your armor and weapons, except reward items

Re-rolls your equipment at your current tier

Tier costs: 1=0⦷, 2=50000⦷, 3=125000⦷, 4=200000⦷, 5=250000⦷, 5=250000⦷, 6=300000⦷

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.
Set Hero Class Set or change your hero's class from any of the broken variants we currently havent tested at all.

Tier costs: 1=0⦷, 2=0⦷, 3=0⦷, 4=0⦷, 5=0⦷, 5=0⦷, 6=0⦷

Free if you do not already have a class

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

Infantry

Details

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

One Handed Sword

Simple Bastard Sword

Shield

Banner
Passive Power

Passive Power

Infantry S2: 105% HP: req Summons >= 5 [class: (current)]

Infantry S1: Athletics: +10: req Summons >= 10 [class: (current)]

Infantry S1: Athletics: +10: req Summons >= 20 [class: (current)]

Infantry S1: Athletics: +10: req Summons >= 30 [class: (current)]

Infantry S2: 105% HP: req Summons >= 40 [class: (current)]

Infantry S1: Athletics: +10: req Summons >= 50 [class: (current)]

Infantry S1: Athletics: +10: req Summons >= 60 [class: (current)]

Infantry S1: Athletics: +10: req Summons >= 70 [class: (current)]

Infantry S1: Athletics: +10: req Summons >= 80 [class: (current)]

Infantry S3: 10% Unblockable : req Summons >= 90 [class: (current)]

Infantry S3: 10% Unblockable : req Summons >= 100 [class: (current)]

Infantry A2: 105.0% dmg : req Attacks >= 5 [class: (current)]

Infantry A1: One Handed: +10: req Attacks >= 10 [class: (current)]

Infantry A1: One Handed: +10: req Attacks >= 20 [class: (current)]

Infantry A1: One Handed: +10: req Attacks >= 30 [class: (current)]

Infantry A2: 105.0% dmg : req Attacks >= 40 [class: (current)]

Infantry A1: One Handed: +10: req Attacks >= 50 [class: (current)]

Infantry A1: One Handed: +10: req Attacks >= 60 [class: (current)]

Infantry A1: One Handed: +10: req Attacks >= 70 [class: (current)]

Infantry A1: One Handed: +10: req Attacks >= 80 [class: (current)]

Infantry A3: 10% Cut Through : req Attacks >= 90 [class: (current)]

Infantry A3: 10% Cut Through : req Attacks >= 100 [class: (current)]

Infantry T0.5: AI Block Chance: 150% Armor Encumbrance: 80% AiUseShieldAgainstEnemyMissileProbability: 150% AiRaiseShieldDelayTimeBase: 80% Armor Torso: +5: req Battles >= 5 [class: (current)]

Infantry T0.5: 10% Shrug Off: req Battles >= 5 [class: (current)]

Infantry T1: 105% HP: req Battles >= 10 [class: (current)]

Infantry T2: Athletics: +10: req Battles >= 20 [class: (current)]

Infantry T3: Swing Speed Multiplier: 105% : req Battles >= 30 [class: (current)]

Infantry T4: Shield Ability: 105% Armor Torso: +5 Armor Head: +5: req Battles >= 40 [class: (current)]

Infantry T5: Athletics: +20: req Battles >= 50 [class: (current)]

Infantry T6: Shield Ability: 105% Armor Legs: +5 Weapons Encumbrance: 80% : req Battles >= 60 [class: (current)]

Infantry T7: Swing Speed Multiplier: 105% : req Battles >= 70 [class: (current)]

Infantry T8: 10% Shrug Off: req Battles >= 80 [class: (current)]

Infantry T9: 10% Unblockable / 10% Shatter Shield : req Battles >= 90 [class: (current)]

Infantry T10: 10% Unblockable / 10% Shatter Shield : req Battles >= 100 [class: (current)]

Active Power

Active Power

[Infantry Z1E: 25% Unblockable / 25% Cut Through from Melee ] req CLASS LEVEL AT LEAST 1

[Infantry Z1: 50% Shrug Off] req CLASS LEVEL AT LEAST 1

[Infantry Z2: 5% Stagger from Melee ] req CLASS LEVEL AT LEAST 2

[Infantry Z2: 5% Stagger from Melee ] req CLASS LEVEL AT LEAST 3

[Infantry Z3: 25% Unblockable / 25% Cut Through from Melee ] req CLASS LEVEL AT LEAST 4

[Infantry Z2: 5% Stagger from Melee ] req CLASS LEVEL AT LEAST 5

[Infantry Z2: 5% Stagger from Melee ] req CLASS LEVEL AT LEAST 6

[Infantry Z2: 5% Stagger from Melee ] req CLASS LEVEL AT LEAST 7

[Infantry Z2: 5% Stagger from Melee ] req CLASS LEVEL AT LEAST 8

[Fleet Footed I: Max Speed Multiplier: 110% ] req CLASS LEVEL AT LEAST 9

[Infantry Z3: 25% Unblockable / 25% Cut Through from Melee ] req CLASS LEVEL AT LEAST 10

[Infantry Z4: Swing Speed Multiplier: 150% ] req CLASS LEVEL AT LEAST 11


Archer

Details

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

Mountain Hunting Bow

Arrows

Arrows

Arrows

Arrows

One Handed Sword

Simple Bastard Sword
Passive Power

Passive Power

Archer S1: 3% Cut Through from Ranged : req Summons >= 5 [class: (current)]

Archer S2: Athletics: +10: req Summons >= 10 [class: (current)]

Archer S2: Athletics: +10: req Summons >= 20 [class: (current)]

Archer S2: Athletics: +10: req Summons >= 30 [class: (current)]

Archer S1: 3% Cut Through from Ranged : req Summons >= 40 [class: (current)]

Archer S2: Athletics: +10: req Summons >= 50 [class: (current)]

Archer S2: Athletics: +10: req Summons >= 60 [class: (current)]

Archer S2: Athletics: +10: req Summons >= 70 [class: (current)]

Archer S2: Athletics: +10: req Summons >= 80 [class: (current)]

Archer S1: 3% Cut Through from Ranged : req Summons >= 90 [class: (current)]

Archer S3: AoE: 10dmg in 1m from Ranged : req Summons >= 100 [class: (current)]

Archer A1: 103.0% dmg from Ranged : req Attacks >= 5 [class: (current)]

Archer A2: Bow: +10: req Attacks >= 10 [class: (current)]

Archer A2: Bow: +10: req Attacks >= 20 [class: (current)]

Archer A2: Bow: +10: req Attacks >= 30 [class: (current)]

Archer A1: 103.0% dmg from Ranged : req Attacks >= 40 [class: (current)]

Archer A2: Bow: +10: req Attacks >= 50 [class: (current)]

Archer A2: Bow: +10: req Attacks >= 60 [class: (current)]

Archer A2: Bow: +10: req Attacks >= 70 [class: (current)]

Archer A2: Bow: +10: req Attacks >= 80 [class: (current)]

Archer A1: 103.0% dmg from Ranged : req Attacks >= 90 [class: (current)]

Archer A3: Add: 10% Can Dismount from Ranged : req Attacks >= 100 [class: (current)]

Archer T1: Bow: +10 Movement: 110% : req Battles >= 5 [class: (current)]

Archer T1: AI Wait Before Shoot Factor: 75% AI Shoot Frequency: 125% Thrust Or Ranged Ready Speed Multiplier: 125% WeaponBestAccuracyWaitTime: 75% Reload Speed: 75% BipedalRangedReadySpeedMultiplier: 125% BipedalRangedReloadSpeedMultiplier: 125% : req Battles >= 10 [class: (current)]

Archer T2: 105.0% dmg : req Battles >= 20 [class: (current)]

Archer T3: AI Wait Before Shoot Factor: 75% AI Shoot Frequency: 125% Thrust Or Ranged Ready Speed Multiplier: 125% WeaponBestAccuracyWaitTime: 75% Reload Speed: 75% BipedalRangedReadySpeedMultiplier: 125% BipedalRangedReloadSpeedMultiplier: 125% : req Battles >= 30 [class: (current)]

Archer T4: 125.0% dmg / 10% Unblockable from Ranged : req Battles >= 40 [class: (current)]

Archer T5: AI Wait Before Shoot Factor: 75% AI Shoot Frequency: 125% Thrust Or Ranged Ready Speed Multiplier: 125% WeaponBestAccuracyWaitTime: 75% Reload Speed: 75% BipedalRangedReadySpeedMultiplier: 125% BipedalRangedReloadSpeedMultiplier: 125% : req Battles >= 50 [class: (current)]

Archer T6: 105.0% dmg : req Battles >= 60 [class: (current)]

Archer T7: 110% HP: req Battles >= 70 [class: (current)]

Archer T8: 105.0% dmg : req Battles >= 80 [class: (current)]

Archer T9: 125.0% dmg / 10% Unblockable from Ranged : req Battles >= 90 [class: (current)]

Archer T10: AI Wait Before Shoot Factor: 50% AI Shoot Frequency: 200% Thrust Or Ranged Ready Speed Multiplier: 200% WeaponBestAccuracyWaitTime: 50% Reload Speed: 50% BipedalRangedReadySpeedMultiplier: 200% BipedalRangedReloadSpeedMultiplier: 200% : req Battles >= 100 [class: (current)]

Active Power

Active Power

[Archer Z1E: AoE: 50dmg in 4m from Ranged ] req CLASS LEVEL AT LEAST 1

[Archer Z2: AoE: 10dmg in 4m from Ranged ] req CLASS LEVEL AT LEAST 1

[Archer Z3: AI Wait Before Shoot Factor: 50% AI Shoot Frequency: 150% Thrust Or Ranged Ready Speed Multiplier: 150% WeaponBestAccuracyWaitTime: 50% Reload Speed: 50% BipedalRangedReadySpeedMultiplier: 150% BipedalRangedReloadSpeedMultiplier: 150% ] req CLASS LEVEL AT LEAST 2

[Archer Z2: AoE: 10dmg in 4m from Ranged ] req CLASS LEVEL AT LEAST 3

[Archer Z3: AI Wait Before Shoot Factor: 50% AI Shoot Frequency: 150% Thrust Or Ranged Ready Speed Multiplier: 150% WeaponBestAccuracyWaitTime: 50% Reload Speed: 50% BipedalRangedReadySpeedMultiplier: 150% BipedalRangedReloadSpeedMultiplier: 150% ] req CLASS LEVEL AT LEAST 4

[Archer Z2: AoE: 10dmg in 4m from Ranged ] req CLASS LEVEL AT LEAST 5

[Archer Z3: AI Wait Before Shoot Factor: 50% AI Shoot Frequency: 150% Thrust Or Ranged Ready Speed Multiplier: 150% WeaponBestAccuracyWaitTime: 50% Reload Speed: 50% BipedalRangedReadySpeedMultiplier: 150% BipedalRangedReloadSpeedMultiplier: 150% ] req CLASS LEVEL AT LEAST 6

[Archer Z2: AoE: 10dmg in 4m from Ranged ] req CLASS LEVEL AT LEAST 7

[Archer Z3: AI Wait Before Shoot Factor: 50% AI Shoot Frequency: 150% Thrust Or Ranged Ready Speed Multiplier: 150% WeaponBestAccuracyWaitTime: 50% Reload Speed: 50% BipedalRangedReadySpeedMultiplier: 150% BipedalRangedReloadSpeedMultiplier: 150% ] req CLASS LEVEL AT LEAST 8

[Archer Z2: AoE: 10dmg in 4m from Ranged ] req CLASS LEVEL AT LEAST 9

[Archer Z4: AoE: 50dmg in 5m from Ranged ] req CLASS LEVEL AT LEAST 10

[Archer Z5: Add: 50% Knock Down / AoE: 0dmg in 5m from Ranged ] req CLASS LEVEL AT LEAST 11


Templar

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Templar Tier 1 Example Templar Tier 2 Example Templar Tier 3 Example Templar Tier 4 Example Templar Tier 5 Example Templar Tier 6 Example
Formation HeavyInfantry
Equipment

Two Handed Sword

Thamaskene Steel Two Hander
Passive Power

Passive Power

Templar S1: Absorb 2% of damage dealt as HP: req Summons >= 5 [class: (current)]

Templar S2: Athletics: +10: req Summons >= 10 [class: (current)]

Templar S2: Athletics: +10: req Summons >= 20 [class: (current)]

Templar S2: Athletics: +10: req Summons >= 30 [class: (current)]

Templar S1: Absorb 2% of damage dealt as HP: req Summons >= 40 [class: (current)]

Templar S2: Athletics: +10: req Summons >= 50 [class: (current)]

Templar S2: Athletics: +10: req Summons >= 60 [class: (current)]

Templar S2: Athletics: +10: req Summons >= 70 [class: (current)]

Templar S2: Athletics: +10: req Summons >= 80 [class: (current)]

Templar S1: Absorb 2% of damage dealt as HP: req Summons >= 90 [class: (current)]

Templar A3: 15% Unblockable / 15% Cut Through from Melee : req Summons >= 100 [class: (current)]

Templar A1: 105.0% dmg from Melee : req Attacks >= 5 [class: (current)]

Templar A2: Two Handed: +10: req Attacks >= 10 [class: (current)]

Templar A2: Two Handed: +10: req Attacks >= 20 [class: (current)]

Templar A2: Two Handed: +10: req Attacks >= 30 [class: (current)]

Templar A1: 105.0% dmg from Melee : req Attacks >= 40 [class: (current)]

Templar A2: Two Handed: +10: req Attacks >= 50 [class: (current)]

Templar A2: Two Handed: +10: req Attacks >= 60 [class: (current)]

Templar A2: Two Handed: +10: req Attacks >= 70 [class: (current)]

Templar A2: Two Handed: +10: req Attacks >= 80 [class: (current)]

Templar A1: 105.0% dmg from Melee : req Attacks >= 90 [class: (current)]

Templar A3: 15% Unblockable / 15% Cut Through from Melee : req Attacks >= 100 [class: (current)]

Templar T0: Scale 110% Courage: 150% : req Battles >= 1 [class: (current)]

Templar T0.5: Weapons Encumbrance: 50% AI Attack Chance: 150% Swing Speed Multiplier: 125% : req Battles >= 5 [class: (current)]

Templar T1: 110.0% dmg from Melee : req Battles >= 10 [class: (current)]

Templar T2: 110% HP: req Battles >= 20 [class: (current)]

Templar T3: Max Speed Multiplier: 105% : req Battles >= 30 [class: (current)]

Templar T4: Weapons Encumbrance: 50% AI Attack Chance: 150% Swing Speed Multiplier: 125% : req Battles >= 40 [class: (current)]

Templar T5: 110.0% dmg from Melee : req Battles >= 50 [class: (current)]

Templar T6: Armor Torso: +5 Armor Arms: +5 Armor Legs: +5: req Battles >= 60 [class: (current)]

Templar T7: Max Speed Multiplier: 105% Top Speed Reach Duration: 50% : req Battles >= 70 [class: (current)]

Templar T8: 110.0% dmg from Melee : req Battles >= 80 [class: (current)]

Templar T9: Weapons Encumbrance: 50% AI Attack Chance: 150% Swing Speed Multiplier: 125% : req Battles >= 90 [class: (current)]

Templar T10: 10% Unblockable from Melee : req Battles >= 100 [class: (current)]

Active Power

Active Power

[Templar Z1E: 25% Unblockable / 25% Cut Through from Melee ] req CLASS LEVEL AT LEAST 1

[Templar Z2: Swing Speed Multiplier: 105% ] req CLASS LEVEL AT LEAST 2

[Templar Z2: Swing Speed Multiplier: 105% ] req CLASS LEVEL AT LEAST 3

[Templar Z2: Swing Speed Multiplier: 105% ] req CLASS LEVEL AT LEAST 4

[Templar Z1E: 25% Unblockable / 25% Cut Through from Melee ] req CLASS LEVEL AT LEAST 5

[Templar Z2: Swing Speed Multiplier: 105% ] req CLASS LEVEL AT LEAST 6

[Templar Z2: Swing Speed Multiplier: 105% ] req CLASS LEVEL AT LEAST 7

[Templar Z2: Swing Speed Multiplier: 105% ] req CLASS LEVEL AT LEAST 8

[Templar Z2: Swing Speed Multiplier: 105% ] req CLASS LEVEL AT LEAST 9

[Templar Z1E: 25% Unblockable / 25% Cut Through from Melee ] req CLASS LEVEL AT LEAST 10

[Templar Z3: 50% Unblockable / 50% Stagger from Melee ] req CLASS LEVEL AT LEAST 11


Knight

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Knight Tier 1 Example Knight Tier 2 Example Knight Tier 3 Example Knight Tier 4 Example Knight Tier 5 Example Knight Tier 6 Example
Formation HeavyCavalry
Equipment

One Handed Lance

Lionfang

Shield

Banner

One Handed Sword

Simple Bastard Sword
Mount

Horse

Aserai Horse
Passive Power

Passive Power

Knight S1: Mount Maneuver: 105% : req Summons >= 5 [class: (current)]

Knight S2: Riding: +10: req Summons >= 10 [class: (current)]

Knight S2: Riding: +10: req Summons >= 20 [class: (current)]

Knight S2: Riding: +10: req Summons >= 30 [class: (current)]

Knight S1: Mount Maneuver: 105% : req Summons >= 40 [class: (current)]

Knight S2: Riding: +10: req Summons >= 50 [class: (current)]

Knight S2: Riding: +10: req Summons >= 60 [class: (current)]

Knight S2: Riding: +10: req Summons >= 70 [class: (current)]

Knight S2: Riding: +10: req Summons >= 80 [class: (current)]

Knight S1: Mount Maneuver: 105% : req Summons >= 90 [class: (current)]

Knight S3: 20% Unblockable from Melee / Charge : req Summons >= 100 [class: (current)]

Knight A1: 105.0% dmg from Melee / Charge : req Attacks >= 5 [class: (current)]

Knight A2: Polearm: +10: req Attacks >= 10 [class: (current)]

Knight A2: Polearm: +10: req Attacks >= 20 [class: (current)]

Knight A2: Polearm: +10: req Attacks >= 30 [class: (current)]

Knight A1: 105.0% dmg from Melee / Charge : req Attacks >= 40 [class: (current)]

Knight A2: Polearm: +10: req Attacks >= 50 [class: (current)]

Knight A2: Polearm: +10: req Attacks >= 60 [class: (current)]

Knight A2: Polearm: +10: req Attacks >= 70 [class: (current)]

Knight A2: Polearm: +10: req Attacks >= 80 [class: (current)]

Knight A1: 105.0% dmg from Melee / Charge : req Attacks >= 90 [class: (current)]

Knight A3: 10% Shatter Shield from Melee / Charge : req Attacks >= 100 [class: (current)]

Knight T0: Scale 120% (on mount): req Battles >= 1 [class: (current)]

Knight T0.5: Mount Maneuver: 120% Mount Charge Damage: 120% : req Battles >= 5 [class: (current)]

Knight T1: 105.0% dmg from Melee / Charge : req Battles >= 10 [class: (current)]

Knight T2: Thrust Or Ranged Ready Speed Multiplier: 125% : req Battles >= 20 [class: (current)]

Knight T3: Mount Speed: 105% (on mount): req Battles >= 30 [class: (current)]

Knight T4: Mount Maneuver: 120% Mount Charge Damage: 120% : req Battles >= 40 [class: (current)]

Knight T5: 105.0% dmg from Melee / Charge : req Battles >= 50 [class: (current)]

Knight T6: Thrust Or Ranged Ready Speed Multiplier: 125% : req Battles >= 60 [class: (current)]

Knight T7: Mount Speed: 105% (on mount): req Battles >= 70 [class: (current)]

Knight T8: Remove: 50% Can Dismount from Melee / Charge : req Battles >= 80 [class: (current)]

Knight T9: Mount Maneuver: 120% Mount Charge Damage: 120% : req Battles >= 90 [class: (current)]

Knight T10: 20% Shatter Shield / 20% Cut Through from Melee / Charge : req Battles >= 100 [class: (current)]

Active Power

Active Power

[Knight Z.05E: AoE: 25dmg in 2m from Charge ] req CLASS LEVEL AT LEAST 1

[Knight Z0.5: 35% Shrug Off] req CLASS LEVEL AT LEAST 1

[Knight Z.05: Scale 110% (on mount)] req CLASS LEVEL AT LEAST 1

[Knight Z1: 110.0% dmg from Melee / Charge ] req CLASS LEVEL AT LEAST 2

[Knight Z2: Mount Speed: 105% Mount Maneuver: 105% (on mount)] req CLASS LEVEL AT LEAST 3

[Knight Z1: 110.0% dmg from Melee / Charge ] req CLASS LEVEL AT LEAST 4

[Knight Z4: AoE: 25dmg in 2m from Charge ] req CLASS LEVEL AT LEAST 5

[Knight Z1: 110.0% dmg from Melee / Charge ] req CLASS LEVEL AT LEAST 6

[Knight Z2: Mount Speed: 105% Mount Maneuver: 105% (on mount)] req CLASS LEVEL AT LEAST 7

[Knight Z1: 110.0% dmg from Melee / Charge ] req CLASS LEVEL AT LEAST 8

[Knight Z2: Mount Speed: 105% Mount Maneuver: 105% (on mount)] req CLASS LEVEL AT LEAST 9

[Knight Z4: AoE: 25dmg in 2m from Charge ] req CLASS LEVEL AT LEAST 10

[Knight Z5: Add: 50% Knock Down / 50% Shatter Shield / AoE: 0dmg in 2m from Charge ] req CLASS LEVEL AT LEAST 11


Global Common Config

General

Sub Boost

1

Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently.

Battle

Start With Full Health

Enabled

Whether the hero will always start with full health
Start Health Multiplier

2

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

1

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

10

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

1.2

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

0.5

Final death chance percent (includes vanilla chance)
Apply Death Chance To All Heroes

Enabled

Whether to apply the Death Chance changes to all heroes, not just adopted ones

XP

Use Raw XP

Enabled

Use raw XP values instead of adjusting by focus and attributes, also ignoring skill cap. This avoids characters getting stuck when focus and attributes are not well distributed.
Raw XP Skill Cap

330

Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap.

Kill Rewards

Gold Per Kill

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

0

HP the hero gets for every kill
Retinue Gold Per Kill

2500

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

0

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

10000

Gold won if the heroes side wins
Win XP

10000

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

5000⦷

Achievements

Name Requirements Reward
Loyal

Consecutive Summons >= 50

250000⦷

50000 XP

Item: Weapon: 100% Custom: 100% {ITEMNAME} of Fealty (1x)

Rebellious

Consecutive Attacks >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Reliable

Consecutive Summons >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Renegade

Consecutive Attacks >= 50

250000⦷

50000 XP

Item: Weapon: 100% Custom: 100% Renegades {ITEMNAME} (1x)

Stream Sniper

Total Streamer Kills >= 5

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%

Global 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

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

4

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

30

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

10

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

Round Type

Round1 Type
Enable Vanilla

Disabled

Allow the vanilla round setup
Enable1 Match4 Teams

Enabled

Allow 1 match with 4 teams of 4
Enable2 Match2 Teams

Disabled

Allow 2 matches with 2 teams of 4
Enable2 Match4 Teams

Disabled

Allow 2 matches with 4 teams of 2
Enable4 Match2 Teams

Disabled

Allow 4 matches with 2 teams of 2
Enable4 Match4 Teams

Disabled

Allow 4 matches with 4 teams of 1
Enable8 Match2 Teams

Disabled

Allow 8 matches with 2 teams of 1
Round 1 Type
Round2 Type
Enable Vanilla

Enabled

Allow the vanilla round setup
Enable1 Match2 Teams

Enabled

Allow 1 match with 2 teams of 4
Enable1 Match4 Teams

Disabled

Allow 1 match with 4 teams of 2
Enable2 Match2 Teams

Disabled

Allow 2 matches with 2 teams of 2
Enable2 Match4 Teams

Disabled

Allow 2 matches with 4 teams of 1
Enable4 Match2 Teams

Disabled

Allow 4 matches with 2 teams of 1
Round 2 Type
Round3 Type
Enable Vanilla

Enabled

Allow the vanilla round setup
Enable1 Match2 Teams

Disabled

Allow 1 match with 2 teams of 2
Enable1 Match4 Teams

Enabled

Allow 1 match with 4 teams of 1
Enable2 Match2 Teams

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round1 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
Round2 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
Round3 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
Round4 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

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

0.6

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

0.1

Relative proportion of rewards that will be mounts

Reward Tier

Tier1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier5 Weight

0

Relative proportion of rewards that will be Tier 5
Tier6 Weight

1

Relative proportion of rewards that will be Tier 6
Custom Weight

0.5

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

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting