NaPoM Neo 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

Iron Reapers

Vassal Longbowmen

Imperial Archers

crossbow

Pavise Crossbowmen

Dagger Axe Lancers

Ironcap Bowriders

Black Dragon Pikemen

Sons Of Fenrir

Serfs

Gangja

Turtle

Imperial Pikemen

camelry

camelarcher

Winged Hussars

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Tournament Config

General

Equipment

Balancing

Round Type

Round Rewards

Rewards

Reward Type

Reward Tier

Betting

Commands

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

Shows: Achievements, Tracked stats

ap Add a attribute point to your Hero Vigor, Endurance, Control, Cunning, Social, Intelligence. Add a Attribute Point VIG, END, CON, CUN, SOC, INT

Provide the attribute name (or part of it) when calling this

Amount: 1

Costs 200000⦷

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 (custom item index) (reserve price), e.g. !auction 3 50000 would start a new auction for your custom item with the index of 3 (as shown by the 'customs' command or equivalent), with a reserve price of 50000.
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
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=5000⦷, 2=25000⦷, 3=100000⦷, 4=250000⦷, 5=500000⦷, 5=500000⦷, 6=1000000⦷

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 (custom item index), e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command (or equivalent).
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=50000⦷, 2=150000⦷, 3=300000⦷, 4=600000⦷, 5=1200000⦷, 5=1200000⦷, 6=3000000⦷

fp Random Draw

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

Focus points: 1

Cost: 150000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (custom item index) (viewer), e.g. !giveitem 3 C4alad0g would give your custom item with the index 3 to the viewer called C4lad0g. The custom item index is shown in the 'customs' command (or equivalent).
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

nameitem You can use this to name your custom items.
Usage is !nameitem (custom item index) (name), for example !nameitem 3 Foehammer. The custom item index is shown in the 'customs' command (or equivalent).
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=30000⦷, 2=75000⦷, 3=150000⦷, 4=300000⦷, 5=600000⦷, 5=600000⦷, 6=1200000⦷

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=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

Allowed: Same culture only, Basic troops, 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, Retinue count and average tier


Channel Point Rewards

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

Newly created wanderer

Viewer selects culture

Starting Age Range: 18 to 21

Starting Gold: 0

Inheritance: 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.

Allowed: Wanderer

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 XP Add 500-1000 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: 500 to 1000

dailygold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

Give Streamer Gold 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.
Mega Heist Adds 500,000 gold to your adopted hero.

Amount: 250000⦷

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.
Speed Up NaPoM
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

Iron Reapers

Iron Reapers are a special melee infantry unit. (Siege Infanty)

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Iron Reapers Tier 1 Example Iron Reapers Tier 2 Example Iron Reapers Tier 3 Example Iron Reapers Tier 4 Example Iron Reapers Tier 5 Example Iron Reapers Tier 6 Example
Formation Heavy Infantry
Equipment

TwoHandedSword

Wide Fullered Broad Two Hander

ThrowingAxes

Raider Throwing Axe
Passive Power

Healthy

Heavy Hitting I: 125.0% dmg

Heavy Hitting II: 150.0% dmg

Heavy Hitting III: 200.0% dmg

Crush Through I: 15% Unblockable / 15% Shatter Shield

Crush Through II: 30% Unblockable / 30% Shatter Shield

Crush Through III: 50% Unblockable / 50% Shatter Shield

Knock Down I: Add: 15% Knock Down

Knock Down II: Add: 30% Knock Down

Knock Down III: Add: 50% Knock Down

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Fireblade

[Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1

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

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2

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

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3


Vassal Longbowmen

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Vassal Longbowmen Tier 1 Example Vassal Longbowmen Tier 2 Example Vassal Longbowmen Tier 3 Example Vassal Longbowmen Tier 4 Example Vassal Longbowmen Tier 5 Example Vassal Longbowmen Tier 6 Example
Formation Ranged
Equipment

Bow

Longbow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Long Saber
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%

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Ignore Armor I: Ignore 15% Armor

Ignore Armor II: Ignore 30% Armor

Ignore Armor III: Ignore 60% Armor

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 3

[Athletic I: Athletics: +25] requires CLASS LEVEL 1

[Athletic II: Athletics: +50] requires CLASS LEVEL 2

[Athletic III: Athletics: +100] requires CLASS LEVEL 3


Imperial Archers

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Imperial Archers Tier 1 Example Imperial Archers Tier 2 Example Imperial Archers Tier 3 Example Imperial Archers Tier 4 Example Imperial Archers Tier 5 Example Imperial Archers Tier 6 Example
Formation Ranged
Equipment

Bow

Longbow

Arrows

Arrows

Arrows

Arrows

TwoHandedSword

Wide Fullered Broad Two Hander
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged

Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged

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

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

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 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

Fine Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

OneHandedSword

Long Saber
Passive Power

Self Healing

Vampiric I: Absorb 10% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% 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 3


Pavise Crossbowmen

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
Pavise Crossbowmen Tier 1 Example Pavise Crossbowmen Tier 2 Example Pavise Crossbowmen Tier 3 Example Pavise Crossbowmen Tier 4 Example Pavise Crossbowmen Tier 5 Example Pavise Crossbowmen Tier 6 Example
Formation Ranged
Equipment

Crossbow

Fine Light Crossbow

Bolts

Light Bolts

OneHandedSword

Long Saber

Shield

Decorated Eastern Shield
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Ignore Armor I: Ignore 15% Armor

Ignore Armor II: Ignore 30% Armor

Ignore Armor III: Ignore 60% Armor

Crush Through I: 15% Unblockable / 15% Shatter Shield

Crush Through II: 30% Unblockable / 30% Shatter Shield

Crush Through III: 50% Unblockable / 50% Shatter Shield

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


Dagger Axe Lancers

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Dagger Axe Lancers Tier 1 Example Dagger Axe Lancers Tier 2 Example Dagger Axe Lancers Tier 3 Example Dagger Axe Lancers Tier 4 Example Dagger Axe Lancers Tier 5 Example Dagger Axe Lancers Tier 6 Example
Formation Cavalry
Equipment

TwoHandedLance

Cataphract Lance

ThrowingKnives

Broad Bladed Throwing Knives

ThrowingAxes

Raider Throwing Axe
Mount

Horse

Wadar Hotblood
Passive Power

A Good Horse

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (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: 200% (on mount)

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric I: Absorb 10% of damage dealt as HP

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

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

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3


Ironcap Bowriders

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

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

Bow

Longbow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Long Saber
Mount

Horse

Wadar Hotblood
Passive Power

Mounted Archery

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)

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

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 3


Black Dragon Pikemen

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
Black Dragon Pikemen Tier 1 Example Black Dragon Pikemen Tier 2 Example Black Dragon Pikemen Tier 3 Example Black Dragon Pikemen Tier 4 Example Black Dragon Pikemen Tier 5 Example Black Dragon Pikemen Tier 6 Example
Formation Skirmisher
Equipment

TwoHandedLance

Cataphract Lance

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin

OneHandedSword

Long Saber
Passive Power

Retribution

Heavy Hitting I: 125.0% dmg

Heavy Hitting II: 150.0% dmg

Heavy Hitting III: 200.0% dmg

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

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Cut Through I: 25% Unblockable

Cut Through II: 50% Unblockable

Cut Through III: 100% Unblockable

Active Power

Break Through

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

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

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

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

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

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


Sons Of Fenrir

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Sons Of Fenrir Tier 1 Example Sons Of Fenrir Tier 2 Example Sons Of Fenrir Tier 3 Example Sons Of Fenrir Tier 4 Example Sons Of Fenrir Tier 5 Example Sons Of Fenrir Tier 6 Example
Formation Skirmisher
Equipment

TwoHandedAxe

Northlander Decorated Two Handed Axe

OneHandedAxe

One Handed Bearded Axe

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe
Passive Power

Glass Cannon

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

Imposing: Scale 120%

Knock Down I: Add: 15% Knock Down

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

Berserker Rage

[Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1

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

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2

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

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3

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


Serfs

Details

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

Dagger

Seax

Stone

Stone

ThrowingKnives

Broad Bladed Throwing Knives

ThrowingKnives

Broad Bladed Throwing Knives
Passive Power

Grenades

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

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

Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Retribution

[Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% ] requires CLASS LEVEL 1

[Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 2

[Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% ] requires CLASS LEVEL 3


Gangja

Details

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

TwoHandedSword

Wide Fullered Broad Two Hander

Dagger

Seax

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Passive Power

Crush Through I: 15% Unblockable / 15% Shatter Shield

Cut Through II: 50% Unblockable

Cut Through III: 100% Unblockable

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Ignore Armor I: Ignore 15% Armor

Ignore Armor II: Ignore 30% Armor

Ignore Armor III: Ignore 60% Armor

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Active Power

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires Total Kills >= 50

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires Total Kills >= 1000

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires Total Kills >= 2000


Turtle

Details

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

Knight's Fall

Shield

Decorated Eastern Shield

TwoHandedLance

Cataphract Lance

ThrowingAxes

Raider Throwing Axe
Passive Power

Passive Power

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Shatter Shield I: 15% Shatter Shield

Shatter Shield II: 30% Shatter Shield

Shatter Shield III: 60% Shatter Shield

Knock Down I: Add: 15% Knock Down

Knock Down II: Add: 30% Knock Down

Knock Down III: Add: 50% Knock Down

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Active Power

[Heavy Hitting I: 125.0% dmg] requires Total Kills >= 50

[Heavy Hitting II: 150.0% dmg] requires Total Kills >= 250

[Heavy Hitting III: 200.0% dmg] requires Total Kills >= 500


Imperial Pikemen

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Imperial Pikemen Tier 1 Example Imperial Pikemen Tier 2 Example Imperial Pikemen Tier 3 Example Imperial Pikemen Tier 4 Example Imperial Pikemen Tier 5 Example Imperial Pikemen Tier 6 Example
Formation Infantry
Equipment

OneHandedLance

Heavy Knight Lance

TwoHandedLance

Cataphract Lance

Dagger

Seax

ThrowingJavelins

Hooked Javelin
Passive Power

Passive Power

Knock Down I: Add: 15% Knock Down

Knock Down II: Add: 30% Knock Down

Knock Down III: Add: 50% Knock Down

Heavy Hitting I: 125.0% dmg

Heavy Hitting II: 150.0% dmg

Heavy Hitting III: 200.0% dmg

Cut Through I: 25% Unblockable

Cut Through II: 50% Unblockable

Cut Through III: 100% Unblockable

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Active Power

[Ignore Armor I: Ignore 15% Armor] requires Total Kills >= 50

[Ignore Armor II: Ignore 30% Armor] requires Total Kills >= 250

[Ignore Armor III: Ignore 60% Armor] requires Total Kills >= 500


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

OneHandedLance

Heavy Knight Lance

Shield

Decorated Eastern Shield

OneHandedMace

Knight's Fall
Mount

Camel

Camel
Passive Power

A Good Camel

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (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: 200% (on mount)

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

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

[Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 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

Longbow

Arrows

Arrows

Arrows

Arrows

TwoHandedGlaive

Rhomphaia
Mount

Camel

Camel
Passive Power

Mounted Archery

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%

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Heavy Arrows

[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


Winged Hussars

Winged Hussars a Heavy Cavalry Unit With Multile weapon options, Maneuver Warfare. Raiding, Shock Attack

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Winged Hussars Tier 1 Example Winged Hussars Tier 2 Example Winged Hussars Tier 3 Example Winged Hussars Tier 4 Example Winged Hussars Tier 5 Example Winged Hussars Tier 6 Example
Formation Heavy Cavalry
Equipment

TwoHandedLance

Cataphract Lance

OneHandedSword

Long Saber

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe
Mount

Horse

Wadar Hotblood
Passive Power

Passive Power

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

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)

Imposing Mount: Scale 120% (on mount)

Heavy Hitting I: 125.0% dmg

Heavy Hitting II: 150.0% dmg

Heavy Hitting III: 200.0% dmg

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric II: Absorb 25% of damage dealt as HP

Vampiric III: Absorb 50% of damage dealt as HP

Active Power

Active Power

[Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 1

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 2

[Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 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

3

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

3

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

0

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

Enabled

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

Enabled

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

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

500

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

1000

Gold the hero gets for every kill
XP Per Kill

200

XP the hero gets for every kill
XP Per Killed

50

XP the hero gets for being killed
Heal Per Kill

0

HP the hero gets for every kill
Retinue Gold Per Kill

250

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

1000

XP the hero gets if the heroes side wins
Lose Gold

0

Gold lost if the heroes side loses
Lose XP

0

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 50

150000⦷

500XP

Blood Bath 100

300000⦷

2500XP

Living Legend 200

1000000⦷

5000XP

Achievements

Name Requirements Reward
Faithful

Summons >= 100

500000⦷

20000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x)

Flamma

TotalTournament Final Wins >= 30

3000000⦷

10000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x)

Loyal

Consecutive Summons >= 50

250000⦷

2500XP

Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x)

Rebellious

Consecutive Attacks >= 5

5000⦷

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

20000⦷

500XP

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

Soul Thief

Total Kills >= 1000

1000000⦷

10000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x)

Stream Sniper

Total Streamer Kills >= 5

The Living Legend

TotalTournament Final Wins >= 50

5000000⦷

25000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x)

Traitorous

Consecutive Attacks >= 20

10000⦷

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

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

1

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

3.2

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

Enabled

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

Enabled

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

Enabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

2000

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

250

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 1 Rewards
Round 2 Rewards
Win Gold

2500

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

500

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 2 Rewards
Round 3 Rewards
Win Gold

5000

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

1000

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 3 Rewards
Round 4 Rewards
Win Gold

10000

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

2500

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

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

5000

XP given if the hero wins the tournaments
Participate XP

1000

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

0.1

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

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

4.1

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