BLT Classes and configuration

Realm Of Thrones

Table of Contents

Commands

Channel Point Rewards

Classes

Vale Infantry

Dreadfoot Guard

berserker

Doth Barbarian

archer

heavyarcher

Night Watch Xbowman

Westerland Banner Knight

horsearcher

looter

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

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

Allowed: Wanderer

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

Skill Level
Melee 50 to 125
Ranged 50 to 125
Riding 25 to 75
Athletics 25 to 75

Starting Equipment Tier: 1

ap Pick your desired attribute to apply your attribute point. Vigor (VIG), Control (CON), Endurance (END), Cunning (CUN), Social (SOC) or Intelligence (INT).

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

Amount: 1

Costs 275000⦷

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
buymountx3 3500000 gold cost
class Selects a new class for your hero, updating your existing equipment to match the class requirements.
Usage is !class (new class name), e.g. !class archer.

Tier costs: 1=0⦷, 2=35000⦷, 3=50000⦷, 4=75000⦷, 5=95000⦷, 5=95000⦷, 6=115000⦷

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=45000⦷, 2=90000⦷, 3=250000⦷, 4=500000⦷, 5=625000⦷, 5=625000⦷, 6=750000⦷

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

meleef Gain one of the 3 melee focus points randomly. One Handed, Two Handed or Polearms

Skills: Melee

Focus points: 1

Cost: 125000⦷

movef Gain one of the 2 movement focus points randomly. Riding or Athletics

Skills: Movement

Focus points: 1

Cost: 125000⦷

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).
p Use Class Power
personalf Gain one of the 4 melee focus points randomly. Tactics, Roguery, Charm, Leadership

Skills: Personal

Focus points: 1

Cost: 125000⦷

powers Shows your available powers

Shows: Powers

rangef Gain one of the 3 ranged focus points randomly. Bow, Crossbow or Throwing

Skills: Ranged

Focus points: 1

Cost: 125000⦷

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

Re-rolls your equipment at your current tier

Tier costs: 1=0⦷, 2=35000⦷, 3=50000⦷, 4=75000⦷, 5=95000⦷, 5=95000⦷, 6=115000⦷

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: 15

Tier costs: 1=15000⦷, 2=45000⦷, 3=125000⦷, 4=275000⦷, 5=385000⦷, 5=385000⦷, 6=425000⦷

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

sa Smith Amor
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

supportf Gain one of the 4 support focus points randomly. Scout, Trade, Steward, Medicine, Engineering

Skills: Support

Focus points: 1

Cost: 125000⦷

sw SmithWeapon

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: 25000

Inheritance: 100% of gold spent on equipment and retinue, up to 10 custom items

Starting Skills:

Skill Level
Melee 25 to 75
Ranged 25 to 75
Athletics 25 to 75
Riding 25 to 75

Starting Equipment Tier: 0

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

Burn Player
Daily Gold Adds 135,000 gold to your adopted hero.

Amount: 135000⦷

Daily XPx3 Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment.

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

XP: 50000

Heal Hero Heals your hero over time. Only works in battle, when your hero is summoned.
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.
Retire My Hero Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete.
Send Message In Game Sends a message in the game. If you have a hero then it will also show them next to the message.
Summon Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue).

Side: Streamers side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out

Tournament Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament.
Use Class Power Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay.

Classes

Vale Infantry

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

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

OneHandedSword

Scalpel

Shield

Greyjoy Shield
Passive Power

Healthy

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

Heavy Hitting II: 150.0% dmg

TurtlePowerHealth: 275% +40.0 HP

Active Power

Fireblade

[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 TO 4

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3 TO 4

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3 TO 4

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 4

[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 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Dreadfoot Guard

The Bolton BonkMan

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Dreadfoot Guard Tier 1 Example Dreadfoot Guard Tier 2 Example Dreadfoot Guard Tier 3 Example Dreadfoot Guard Tier 4 Example Dreadfoot Guard Tier 5 Example Dreadfoot Guard Tier 6 Example
Formation Infantry
Equipment

TwoHandedMace

Two Handed Mace

Shield

Greyjoy Shield
Passive Power

Healthy

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

Heavy Hitting II: 150.0% dmg

Active Power

Fireblade

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

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

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 TO 4

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3 TO 4

[Retribution I: Reflect 10% damage] requires CLASS LEVEL 4

[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 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 4

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


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

Execution 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

Heavy Hitting III: 200.0% dmg

Imposing: Scale 120%

Knock Down I: Add: 15% Knock Down

Active Power

Berserker Rage

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

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

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

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 TO 4

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 TO 4

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 4

[Explosive Melee: Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear, 10% Dismount / AoE: 50dmg in 2m against Non-heroes / Heroes / Adopted] requires CLASS LEVEL 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Doth Barbarian

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
Doth Barbarian Tier 1 Example Doth Barbarian Tier 2 Example Doth Barbarian Tier 3 Example Doth Barbarian Tier 4 Example Doth Barbarian Tier 5 Example Doth Barbarian Tier 6 Example
Formation Skirmisher
Equipment

OneHandedSword

Scalpel

ThrowingJavelins

Simple Javelin

ThrowingJavelins

Simple Javelin
Passive Power

Retribution

Fleet Footed II: Max Speed Multiplier: 125%

Retribution I: Reflect 10% damage

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

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

Retribution II: Reflect 25% damage

TurtlePowerHealth: 275% +40.0 HP

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 TO 4

[Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3 TO 4

[TurtleShell: 90% Shrug Off, 20% Mount Rear] requires CLASS LEVEL 4

[Explosive Projectiles IV: AoE: 125dmg in 6.5m with from Ranged] requires CLASS LEVEL 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 5


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

Steppe Recurve Bow

Arrows

Stacked Steppe Arrows

Arrows

Stacked Steppe Arrows

OneHandedAxe

Pickaxe
Passive Power

Fleet Footed

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%

Shrug Off I: 15% Shrug Off

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 TO 4

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins >= 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins >= 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins >= 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


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

Steppe Recurve Bow

Arrows

Stacked Steppe Arrows

Arrows

Stacked Steppe Arrows

TwoHandedAxe

Execution Axe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Fleet Footed I: Max Speed Multiplier: 110%

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 TO 4

[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 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


Night Watch Xbowman

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
Night Watch Xbowman Tier 1 Example Night Watch Xbowman Tier 2 Example Night Watch Xbowman Tier 3 Example Night Watch Xbowman Tier 4 Example Night Watch Xbowman Tier 5 Example Night Watch Xbowman Tier 6 Example
Formation Ranged
Equipment

Crossbow

Fine Light Crossbow

Bolts

Heavy Bolts

Bolts

Heavy Bolts

OneHandedSword

Scalpel
Passive Power

Self Healing

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

Sharpshooter I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 125%

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

Sharpshooter II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 150%

Healthy I: 125% HP

Sharpshooter III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 200%

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

Healthy II: 150% HP

Retribution I: Reflect 10% damage

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

[Gunner Mastery I: Handling Multiplier: 105% Crossbow: 115% ] 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

[Gunner Mastery II: Handling Multiplier: 115% Crossbow: 135% ] requires CLASS LEVEL 2

[Gunner Mastery III: Handling Multiplier: 125% Crossbow: 175% ] requires CLASS LEVEL 3

[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 TO 4

[Gunner Mastery IV: Handling Multiplier: 145% Crossbow: 200% ] requires CLASS LEVEL 4

[Officer Training: Swing Speed Multiplier: 75% ] requires CLASS LEVEL 0 TO 1

[Officer Training II: Swing Speed Multiplier: 75% One Handed: 125% ] requires CLASS LEVEL 2

[Officer Training III: Swing Speed Multiplier: 75% One Handed: 125% Leadership: +50] requires CLASS LEVEL 3

[Officer Training IV: Swing Speed Multiplier: 80% One Handed: 125% +15 Leadership: 115% +75] requires CLASS LEVEL 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2


Westerland Banner Knight

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Westerland Banner Knight Tier 1 Example Westerland Banner Knight Tier 2 Example Westerland Banner Knight Tier 3 Example Westerland Banner Knight Tier 4 Example Westerland Banner Knight Tier 5 Example Westerland Banner Knight Tier 6 Example
Formation Cavalry
Equipment

TwoHandedMace

Two Handed Mace

Shield

Greyjoy Shield

OneHandedSword

Scalpel
Mount

Horse

King's Destrier
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: 125% (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: 125% (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 TO 4

[Charge IV: Mount Charge Damage: 750% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 4

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


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

Steppe Recurve Bow

Arrows

Stacked Steppe Arrows

Arrows

Stacked Steppe Arrows

OneHandedSword

Scalpel
Mount

Horse

King's Destrier
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)

Hawkeye II: Horse Archery Ability: 150% Bow: 145%

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 TO 4

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 3 TO 4

[Charge IV: Mount Charge Damage: 750% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 4

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


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 Ranged
Equipment

Dagger

Xiphos

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

Explosive Projectiles IV: AoE: 125dmg in 6.5m with from Ranged

Active Power

Retribution

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

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

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 2 TO 4

[Retribution III: Reflect 50% damage] requires CLASS LEVEL 3 TO 4

[Fleet Footed II: Max Speed Multiplier: 125% ] requires CLASS LEVEL 4

[Vampiric I: Absorb 2% of damage dealt as HP] requires TotalTournament Final Wins >= 1+TotalTournament Final Wins < 2

[Vampiric II: Absorb 4% of damage dealt as HP] requires TotalTournament Final Wins >= 2+TotalTournament Final Wins < 3

[Vampiric III: Absorb 6% of damage dealt as HP] requires TotalTournament Final Wins >= 3+TotalTournament Final Wins < 4

[Vampiric IV: Absorb 8% of damage dealt as HP] requires TotalTournament Final Wins >= 4+TotalTournament Final Wins < 5

[Vampiric V: Absorb 10% of damage dealt as HP] requires TotalTournament Final Wins >= 5


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

2

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

0.5

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

0

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

0.5

How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this.
Retinue Use Heroes Formation

Disabled

Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations)

Death

Allow Death

Enabled

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

2.75

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

1.999999

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

660

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

1500

Gold the hero gets for every kill
XP Per Kill

500

XP the hero gets for every kill
XP Per Killed

1250

XP the hero gets for being killed
Heal Per Kill

5

HP the hero gets for every kill
Retinue Gold Per Kill

500

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

25

HP the hero's retinue gets for every kill
Relative Level Scaling

0.35

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

2.5

Caps the maximum multiplier for the level difference, defaults to 5 if not specified

Battle End Rewards

Win Gold

12500

Gold won if the heroes side wins
Win XP

5000

XP the hero gets if the heroes side wins
Lose Gold

5000

Gold lost if the heroes side loses
Lose XP

1250

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

0

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⦷

5XP

Killing Spree 10

5500⦷

10XP

Mad Lad 25

6000⦷

25XP

Unstopabble 50

10000⦷

50XP

God Like 100

25000⦷

100XP

Achievements

Name Requirements Reward
Loyal

Consecutive Summons >= 50

250000⦷

50000XP

Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1.5x)

Outlaw

Consecutive Attacks >= 100

500000⦷

100000XP

Item: Armor: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (2.5x)

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⦷

50000XP

Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1.5x)

Right Hand Man

Consecutive Summons >= 100

500000⦷

100000XP

Item: Weapon: 50%, Armor: 50% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (2.5x)

Stream Sniper

Total Streamer Kills >= 5

5000⦷

10000XP

Item: Weapon: 50%, Armor: 50% Custom: 100% {=xI41h8NA}Stream Sniper {ITEMNAME} (1.5x)

Stream Sniper

Total Streamer Kills >= 10

25000⦷

45000XP

Item: Weapon: 50%, Armor: 50% Custom: 100% {=xI41h8NA}Stream Sniper {ITEMNAME} (2x)

Team Killer I

Total Viewer Kills >= 5

25000⦷

25000XP

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

Team Killer II

Total Viewer Kills >= 10

50000⦷

50000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Cruel {ITEMNAME} (1.2x)

Team Killer III

Total Viewer Kills >= 50

150000⦷

150000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Vicious {ITEMNAME} (1.5x)

Team Killer IV

Total Viewer Kills >= 100

1000000⦷

1000000XP

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

Traitorous

Consecutive Attacks >= 20

50000⦷

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

Trusted

Consecutive Summons >= 20

50000⦷

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

Tournament Config

General

Start Health Multiplier

2

Amount to multiply normal starting health by
Disable Kill Rewards In Tournament

Disabled

Heroes won't get any kill rewards in tournaments
Disable Tracking Kills Tournament

Enabled

Tournament kills / deaths won't be counted towards achievements or kill streaks

Equipment

No Horses

Enabled

Remove horses completely from the BLT tournaments (the horse AI is terrible)
No Spears

Disabled

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

Enabled

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

4

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

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

35

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

75

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

Round Type

Round 1 Type
Vanilla

Disabled

Allow the vanilla round setup
1 Match 4 Teams

Enabled

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

Enabled

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

Disabled

Allow the vanilla round setup
1 Match 2 Teams

Enabled

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

Enabled

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

Enabled

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

Enabled

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

Disabled

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

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

2500

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

5000

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

7500

XP given if the hero loses thier match in a round
Round 3 Rewards
Round 4 Rewards
Win Gold

0

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

0

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

0

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

Rewards

Win Gold

25000

Gold won if the hero wins the tournaments
Win XP

25000

XP given if the hero wins the tournaments
Participate XP

10000

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

Reward Type

Weapon Weight

1

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

1

Relative proportion of rewards that will be armor
Mount Weight

0.1

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

0.5

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