BLT Classes and configuration
Napoleonic Wars !!!!NOTE ONLY CULTURES WITH NEW EQUIPMENT ARE EMPIRE, Kaisertum Oesterreich, United Kingdom
Table of Contents
Commands
Channel Point Rewards
Classes
archer
heavyarcher
cavalry
berserker
Privateer
Captain
Mounted Privateer
Mounted Captain
Condottieris
Reislaeufer
Reislaeufer Captain
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 |
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ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
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 325000⦷ |
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. |
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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. |
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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. |
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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). |
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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). |
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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: 75000⦷ |
movef | Gain one of the 2 movement focus points randomly. Riding or Athletics |
Skills: Movement Focus points: 1 Cost: 75000⦷ |
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). |
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p | Use Class Power | |
personalf | Gain one of the 4 melee focus points randomly. Tactics, Roguery, Charm, Leadership |
Skills: Personal Focus points: 1 Cost: 75000⦷ |
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: 75000⦷ |
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 | |
sax3 | Smith Armor x3 | |
sax5 | Smith Armor x5 | |
snakeisanass | Gives Player 500k Gold From Thin Air | |
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: 75000⦷ |
sw | SmithWeapon | |
swx3 | SmithWeapon x3 strength | |
swx5 | SmithWeapon x5 strength |
Channel Point Rewards
Command | Description | Settings | ||||||||||
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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:
Starting Equipment Tier: 0 |
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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 |
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Burn Player | ||||||||||||
Daily Gold | Adds 135,000 gold to your adopted hero. |
Amount: 135000⦷ |
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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 |
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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 |
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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. | |||||||||||
Ultimate Armorx25 | Smith The Ultimate Armorx25 | |||||||||||
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
archer
Ranged troop, quick on their feet, can use explosive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow ![]() |
Arrows ![]() |
Arrows ![]() |
OneHandedAxe ![]() |
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 [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 4 |
heavyarcher
Ranged troop, quick on their feet, can use explosive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow ![]() |
Arrows ![]() |
Arrows ![]() |
TwoHandedAxe ![]() |
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 |
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 |
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Formation | Cavalry |
Equipment |
TwoHandedGlaive ![]() |
Shield ![]() |
OneHandedSword ![]() |
Mount |
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: 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 |
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 |
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Formation | Skirmisher |
Equipment |
TwoHandedAxe ![]() |
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 |
Privateer
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 |
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Formation | Ranged |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
OneHandedSword ![]() |
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% Sharpshooter I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 125% Vampiric II: Absorb 25% of damage dealt as HP 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% Sharpshooter III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 200% 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 [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 |
Captain
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 |
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Formation | Ranged |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
OneHandedSword ![]() |
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 |
Mounted Privateer
Mounted ranged unit, with a good horse, that can use exposive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Horse Archer |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
OneHandedSword ![]() |
Mount |
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) 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% Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Sharpshooter II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 150% 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% Sharpshooter IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 250% |
Active Power |
Explosive Arrows [Mounted Training I: Crossbow: +15] requires CLASS LEVEL 0 TO 1 [Mounted Training II: Crossbow: +25 Riding: +10] requires CLASS LEVEL 2 [Charge II: Mount Charge Damage: 250% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 3 TO 4 [Mounted Training III: Handling Multiplier: 105% Crossbow: +35 Riding: +15] requires CLASS LEVEL 3 [Charge IV: Mount Charge Damage: 750% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 4 [Mounted Training IV: Handling Multiplier: 125% Crossbow: +35 Riding: +15] requires CLASS LEVEL 4 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 4 |
Mounted Captain
Mounted ranged unit, with a good horse, that can use exposive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Horse Archer |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
OneHandedSword ![]() |
Mount |
Horse ![]() |
Passive Power |
Mounted Archery 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% 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% Sharpshooter IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 250% Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Healthy II: 150% HP |
Active Power |
Explosive Arrows [Mounted Training I: Crossbow: +15] requires CLASS LEVEL 0 TO 1 [Officer Training: Swing Speed Multiplier: 75% ] requires CLASS LEVEL 0 TO 1 [Mounted Training II: Crossbow: +25 Riding: +10] requires CLASS LEVEL 2 [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 [Mounted Training III: Handling Multiplier: 105% Crossbow: +35 Riding: +15] requires CLASS LEVEL 3 [Mounted Training IV: Handling Multiplier: 125% Crossbow: +35 Riding: +15] requires CLASS LEVEL 4 [Officer Training IV: Swing Speed Multiplier: 80% One Handed: 125% +15 Leadership: 115% +75] requires CLASS LEVEL 4 |
Condottieris
Skirmisher Type Unit that Specializes in Guns and Explosives
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Skirmisher |
Equipment |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
TwoHandedSword ![]() |
Passive Power |
Healthy Healthy I: 125% HP Sharpshooter I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 125% Healthy II: 150% HP Sharpshooter II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 150% Sharpshooter III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 200% Fleet Footed I: Max Speed Multiplier: 110% Healthy III: 200% HP Fleet Footed I: Max Speed Multiplier: 110% Retribution I: Reflect 10% damage Sharpshooter IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Reload Speed: 250% |
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 [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 |
Reislaeufer
Basic foot soldier, the core around which every army is built.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
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 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 |
Reislaeufer Captain
Basic foot soldier, the core around which every army is built.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Shield ![]() |
TwoHandedGlaive ![]() |
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 Athletic IV: Athletics: +150 |
Active Power |
Fireblade [Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1 [Officer Training: Swing Speed Multiplier: 75% ] requires CLASS LEVEL 0 TO 1 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 TO 4 [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 [Shrug Off II: 40% Shrug Off] 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 [Officer Training IV: Swing Speed Multiplier: 80% One Handed: 125% +15 Leadership: 115% +75] requires CLASS LEVEL 4 |
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 |
5500 |
Gold the hero gets for every kill |
XP Per Kill |
1750 |
XP the hero gets for every kill |
XP Per Killed |
2500 |
XP the hero gets for being killed |
Heal Per Kill |
10 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
2000 |
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 |
25000 |
Gold won if the heroes side wins |
Win XP |
10000 |
XP the hero gets if the heroes side wins |
Lose Gold |
0 |
Gold lost if the heroes side loses |
Lose XP |
7500 |
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 |
Killing Spree | 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 |
Disabled |
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 |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
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Round 1 Type | |||||||||||||||||||||
Round 2 Type |
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Round 2 Type | |||||||||||||||||||||
Round 3 Type |
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Round 3 Type |
Round Rewards
Round 1 Rewards |
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Round 1 Rewards | |||||||||
Round 2 Rewards |
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Round 2 Rewards | |||||||||
Round 3 Rewards |
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Round 3 Rewards | |||||||||
Round 4 Rewards |
|
Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |