Table of Contents

Commands

Channel Point Rewards

Classes

infantry

archer

heavyarcher

crossbow

heavycrossbow

cavalry

camelry

horsearcher

camelarcher

skirmisher

berserker

looter

Beefy Boi

Big Stik

One Swing

Mad Cam Lad

Shooty FastBoi

What A Steel

The Biggest Boi

Civilian

MMA

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: Retinue count and average tier, Retinue unit list, Achievements, Tracked stats

athletics

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

XP: 300000

Costs: 500000⦷

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

Skills: Bow

XP: 300000

Costs: 500000⦷

breedmount
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=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

crossbow

Skills: Crossbow

XP: 300000

Costs: 500000⦷

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=275000⦷, 5=275000⦷, 6=400000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (viewer) (part of the item name), e.g. !giveitem C4alad0g Boots would give your custom item with the word "Boots" in it to the viewer called C4lad0g. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
gold Show your heroes current gold.

Shows: Gold

inv Shows your heroes inventory, including equipment tier, full battle and civilian equipment lists, and all custom items in storage.

Shows: Gold, Equipment tier, Battle equipment inventory, Custom item storage

nameitem You can use this to name your custom items.
Usage is !nameitem (name), for example !nameitem Foehammer.
If you call !nameitem on its own it will tell you what item will be named next.
onehanded

Skills: One Handed

XP: 300000

Costs: 500000⦷

Polearm

Skills: Polearm

XP: 300000

Costs: 500000⦷

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=100⦷, 2=100⦷, 3=100⦷, 4=100⦷, 5=100⦷, 5=100⦷, 6=100⦷

Disallowed for player companions

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: 30

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

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

riding

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

XP: 300000

Costs: 500000⦷

skilltrain

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

Focus points: 1 to 3

Cost: 500000⦷

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

Throwing

Skills: Throwing

XP: 300000

Costs: 500000⦷

twohanded

Skills: Two Handed

XP: 300000

Costs: 500000⦷


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.

Allowed: Noble, 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 Faction Hero Get a hero in game with a specific faction. Almost all other actions require an adopted hero.

Allowed: Noble

Viewer selects faction

Starting Age Range: 18 to 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 20

Starting Gold: 0

Inheritance: 100% of gold spent on equipment and retinue, up to 10 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
Fight Crucify 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

For The Kingdom! Pay 1 million gold to the kings coffers to spend on a new army or something else the kingdom need!
Gift The King Gift 100k of your well earned gold to the king!
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.
Join Crucify 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

Pay Taxes Transfer 10,000 gold to the streamers character, from your hero.
Power Up! 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.
Random Stat Point

Random attribute

Amount: 1

Costs 1000000⦷

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.
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.
Weekly 50k

Amount: 50000⦷

Weekly XP

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

XP: 30000


Classes

infantry

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

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

OneHandedSword

Spatha

Shield

Highland Round Shield
Passive Power

Healthy

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy II: 150% HP

Athletic II: Athletics: +50

Healthy III: 200% HP

Athletic III: Athletics: +100

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

Active Power

Fireblade

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3

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

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3


archer

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

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

Bow

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

OneHandedAxe

Tzikourion
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%

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


heavyarcher

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

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

Bow

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

TwoHandedAxe

Northlander Decorated Two Handed Axe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% 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

Spatha
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%

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


heavycrossbow

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

Crossbow

Fine Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

TwoHandedSword

Wide Fullered Broad Two Hander
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

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

Knight Lance

Shield

Highland Round Shield

OneHandedSword

Spatha
Mount

Horse

Work Horse
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)

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


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

Knight Lance

Shield

Highland Round Shield

OneHandedMace

Heavy Horsemans Mace
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)

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


horsearcher

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

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

Bow

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

OneHandedSword

Spatha
Mount

Horse

Work Horse
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)

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


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

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin 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%

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


skirmisher

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

TwoHandedSword

Wide Fullered Broad Two Hander

ThrowingJavelins

Harpoon

ThrowingJavelins

Harpoon
Passive Power

Retribution

Retribution I: Reflect 10% damage

Retribution II: Reflect 25% damage

Retribution III: Reflect 50% damage

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

Active Power

Break Through

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

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

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

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

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

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

Northlander Decorated Two Handed 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 II: Absorb 25% of damage dealt as HP

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


looter

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
looter Tier 1 Example looter Tier 2 Example looter Tier 3 Example looter Tier 4 Example looter Tier 5 Example looter 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

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

Active Power

Retribution

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

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

[Retribution III: Reflect 50% damage] requires CLASS LEVEL 3


Beefy Boi

For The Young Beef!!

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Beefy Boi Tier 1 Example Beefy Boi Tier 2 Example Beefy Boi Tier 3 Example Beefy Boi Tier 4 Example Beefy Boi Tier 5 Example Beefy Boi Tier 6 Example
Formation Ranged
Equipment

Bow

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

OneHandedSword

Spatha
Passive Power

Passive Power

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

Fleet Footed I: Max Speed Multiplier: 110%

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

Fleet Footed II: Max Speed Multiplier: 125%

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

Fleet Footed III: Max Speed Multiplier: 150%

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

Active Power

Blot out the Sun

[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


Big Stik

Big Stik to Fight Smol Bad

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Big Stik Tier 1 Example Big Stik Tier 2 Example Big Stik Tier 3 Example Big Stik Tier 4 Example Big Stik Tier 5 Example Big Stik Tier 6 Example
Formation Infantry
Equipment

OneHandedMace

Heavy Horsemans Mace

Shield

Highland Round Shield

TwoHandedGlaive

Rhomphaia

ThrowingJavelins

Harpoon
Passive Power

Passive Power

Healthy I: 125% HP

Heavy Hitting I: 125.0% dmg

Healthy II: 150% HP

Heavy Hitting II: 150.0% dmg

Healthy III: 200% HP

Heavy Hitting III: 200.0% dmg

Fireblade I: Swing Speed Multiplier: 115% Melee: +25

Active Power

BLOCK THIS!

[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


One Swing

(The Main Man)

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
One Swing Tier 1 Example One Swing Tier 2 Example One Swing Tier 3 Example One Swing Tier 4 Example One Swing Tier 5 Example One Swing Tier 6 Example
Formation Infantry
Equipment

TwoHandedSword

Wide Fullered Broad Two Hander

Shield

Highland Round Shield

OneHandedAxe

Tzikourion

ThrowingKnives

Tribesman Throwing Daggers
Mount

Horse

Work Horse
Passive Power

Passive Power

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Fireblade I: Swing Speed Multiplier: 115% Melee: +25

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

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

Ignore Armor III: Ignore 60% Armor

Active Power

WRYYYYYYYYYYYYY

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

[Vampiric II: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 2

[Vampiric III: Absorb 50% of damage dealt as HP] requires CLASS LEVEL 3


Mad Cam Lad

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Mad Cam Lad Tier 1 Example Mad Cam Lad Tier 2 Example Mad Cam Lad Tier 3 Example Mad Cam Lad Tier 4 Example Mad Cam Lad Tier 5 Example Mad Cam Lad Tier 6 Example
Formation Heavy Cavalry
Equipment

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe
Mount

Camel

Camel
Passive Power

Passive Power

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

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)

Knock Down III: Add: 50% Knock Down

Active Power

Active Power

[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


Shooty FastBoi

Details

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

Bow

Noble Bow

Arrows

Stacked Bodkin Arrows

Arrows

Stacked Bodkin Arrows

OneHandedSword

Spatha
Mount

Horse

Work Horse
Passive Power

Passive Power

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)

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%

Vampiric II: Absorb 25% of damage dealt as HP

Active Power

Active Power

[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


What A Steel

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
What A Steel Tier 1 Example What A Steel Tier 2 Example What A Steel Tier 3 Example What A Steel Tier 4 Example What A Steel Tier 5 Example What A Steel Tier 6 Example
Formation Heavy Cavalry
Equipment

OneHandedSword

Spatha

OneHandedLance

Knight Lance

Shield

Highland Round Shield

ThrowingJavelins

Harpoon
Mount

Camel

Camel
Passive Power

Passive Power

Healthy I: 125% HP

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

Healthy II: 150% HP

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

Healthy III: 200% HP

Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)

Active Power

Active Power

[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


The Biggest Boi

The Biggest Boi

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
The Biggest Boi Tier 1 Example The Biggest Boi Tier 2 Example The Biggest Boi Tier 3 Example The Biggest Boi Tier 4 Example The Biggest Boi Tier 5 Example The Biggest Boi Tier 6 Example
Formation Ranged
Equipment

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Passive Power

Imposing: Scale 120%

Imposing II: Scale 200%

Imposing III: Scale 300%

Healthy III: 200% HP

Giants Constitution I: 275% +50.0 HP

Giants Constitution II: 350% +75.0 HP

Heavy Projectiles IV: 150.0% dmg / Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 100% Unblockable / 100% Cut Through / AoE: 40dmg in 1.5m with from Ranged

Shrug Off III: 80% Shrug Off

Active Power

Active Power

[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


Civilian

DO NOT PICK THIS

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

ThrowingKnives

Tribesman Throwing Daggers

Shield

Highland Round Shield

Stone

Stone

OneHandedSword

Spatha
Passive Power

Passive Power

Healthy III: 200% HP

Vampiric I: Absorb 10% of damage dealt as HP

Heavy Hitting III: 200.0% dmg

Retribution I: Reflect 10% damage

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

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

Fleet Footed III: Max Speed Multiplier: 150%

Knock Down II: Add: 30% Knock Down

Cut Through II: 50% Unblockable

Shrug Off II: 40% Shrug Off

Athletic III: Athletics: +100

Ignore Armor II: Ignore 30% Armor

Active Power

Active Power


MMA

Punch

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
MMA Tier 1 Example MMA Tier 2 Example MMA Tier 3 Example MMA Tier 4 Example MMA Tier 5 Example MMA Tier 6 Example
Formation Infantry
Equipment
Passive Power

Passive Power

Healthy III: 200% HP

Giants Constitution I: 275% +50.0 HP

Giants Constitution II: 350% +75.0 HP

Punch Power I: 200.0% dmg / +10 dmg / Ignore 5% Armor / 5% Unblockable / 5% Shatter Shield / 5% Cut Through

Punch Power II: 300.0% dmg / +20 dmg / Ignore 10% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through / 10% Stagger

Punch Power III: 400.0% dmg / +30 dmg / Ignore 15% Armor / 15% Unblockable / 15% Shatter Shield / 15% Cut Through

Shrug Off II: 40% Shrug Off

Vampiric II: Absorb 25% of damage dealt as HP

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

Athletic I: Athletics: +25

Active Power

Active Power


Common Config

General

Sub Boost

1.5

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)

0.1

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

30

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

Enabled

Whether an adopted hero is allowed to die
Final Death Chance Percent

0.15

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

0.5000008

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

400

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

3000

Gold the hero gets for every kill
XP Per Kill

5000

XP the hero gets for every kill
XP Per Killed

7000

XP the hero gets for being killed
Heal Per Kill

20

HP the hero gets for every kill
Retinue Gold Per Kill

1500

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

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

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

5

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
I got a kill! 1

5000⦷

5000XP

Killing Spree 5

5000⦷

Overkill 8

7500⦷

7500XP

Killtacular 10

10000⦷

10000XP

Killtrocity 15

15000⦷

15000XP

Killamanjaro 20

20000⦷

20000XP

Killtastrophe 30

30000⦷

30000XP

Killpocalypse 40

40000⦷

40000XP

Killionaire 50

50000⦷

50000XP

Extermination 75

75000⦷

75000XP

GodLike 100

100000⦷

100000XP

Achievements

Name Requirements Reward
Alexander

Total Kills >= 100000

1000000⦷

500000XP

Blood Thirsty

Total Kills >= 100

20000⦷

Captain

Summons >= 100

500000⦷

100000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Reward {ITEMNAME} (2x)

Glass

Total Deaths >= 100

250000⦷

100000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Reward {ITEMNAME} (2.25x)

Loyal

Summons >= 50

250000⦷

50000XP

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

Rebellious

Attacks >= 5

20000⦷

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

Reliable

Summons >= 5

20000⦷

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

Renegade

Attacks >= 50

250000⦷

50000XP

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

Renown

TotalTournament Final Wins >= 1

25000⦷

10000XP

Stream Sniper

Total Streamer Kills >= 5

1000000⦷

500000XP

Item: Weapon: 100% Custom: 100% {=xI41h8NA}Stream Sniper {ITEMNAME} (1x)

Traitorous

Attacks >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Trusted

Summons >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Unstoppable

Total Kills >= 1000

250000⦷

50000XP

Weak

Total Deaths >= 500

400000⦷

200000XP

Well Known

TotalTournament Final Wins >= 5

100000⦷

50000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Reward {ITEMNAME} (2.25x)

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

3

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

5.5

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

65

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

Round Type

Round 1 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

Allow 4 matches with 4 teams of 1
8 Matches 2 Teams

Disabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

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

Disabled

Allow 2 matches with 4 teams of 1
4 Matches 2 Teams

Disabled

Allow 4 matches with 2 teams of 1
Round 2 Type
Round 3 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

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

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

10000

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

Rewards

Win Gold

100000

Gold won if the hero wins the tournaments
Win XP

50000

XP given if the hero wins the tournaments
Participate XP

10000

XP given if the hero participates in a tournament but doesn't win
Prize

Reward Type

Weapon Weight

1

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

0.3

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

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

0.05

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