BLT Bannerlord Info
Find all the infomation on Caffy's BLT Bannerlord Campaign - VIKINGS Edition!
Table of Contents
Commands
Channel Point Rewards
Classes
One Baby Boi
One Bonky Boi
One Punchy Boi
One Shieldy Boi
One Shooty Boi
One Stabby Boi
One Stoney Boi
One Tanky Boi
One Vampy Boi
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 |
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. |
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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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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=0⦷, 3=0⦷, 4=0⦷, 5=0⦷, 5=0⦷, 6=0⦷ Free if you do not already have a class Updates equipment to match new class |
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. |
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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=10000⦷, 2=20000⦷, 3=40000⦷, 4=120000⦷, 5=360000⦷, 5=360000⦷, 6=1000000⦷ |
GiveCaffy100K | Gives Caffy 100k of your adopted hero's gold. | |
GiveCaffy1M | Gives Caffy 1M of your adopted hero's gold. | |
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. |
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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, 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. |
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powers | Shows your available powers |
Shows: Powers |
S | Joins the fight on Caffy's side. Costs 400 gold but zero channel points and can use custom shout !J [shout] |
Side: Streamers side Cost: 2000⦷ Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
stats | Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue. |
Shows: Gold, Age, Clan, Culture, Health, Skills greater than , Attributes, Retinue count and average tier |
Channel Point Rewards
Command | Description | Settings | ||||||||||||||||||||||||||
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1M gold | Adds 1,000,000 gold to your adopted hero. |
Amount: 1000000⦷ |
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250k XP | Add 250,000 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: 250000 Costs: 100000⦷ |
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50k gold | Adds 50,000 gold to your adopted hero. |
Amount: 50000⦷ |
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Adopt a Hero | Get a hero in game. Almost all other actions require an adopted hero. |
Newly created wanderer Starting Age Range: 18 Starting Gold: 0 Inheritance: 100% of gold spent on equipment and retinue, up to 9 custom items Starting Skills:
Starting Equipment Tier: 1 Starting Class: One Stabby Boi |
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Adopt a Superhero |
Newly created wanderer Starting Age Range: 19 to 21 Starting Gold: 100000 Inheritance: 100% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 3 Starting Class: One Stabby Boi |
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Attribute Point | Adds an attribute point to named category. Costs 199 CP & 500,000 gold. |
Provide the attribute name (or part of it) when calling this Amount: 1 Costs 500000⦷ |
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Companion | Transfer 10,000 gold to the streamers character, from your hero. | |||||||||||||||||||||||||||
Focus Point | Adds a random skill focus. Costs 198 CP & 500,000 gold. |
Skills: Automatic, based on class, equipment, and existing skills Focus points: 1 Cost: 500000⦷ |
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Free Money |
Amount: 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. | |||||||||||||||||||||||||||
Melee XP | Adds 150,000 skill XP to a random melee skill. Costs 150 CP & 150,000 gold. |
Skills: Melee XP: 250000 Costs: 150000⦷ |
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Ranged XP | Adds 150,000 skill XP to a random ranged skill. Costs 150 CP & 150,000 gold. |
Skills: Ranged XP: 250000 Costs: 150000⦷ |
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Rebel | 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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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. | |||||||||||||||||||||||||||
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 Heals: 2.0HP per second while summoned 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. | |||||||||||||||||||||||||||
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
One Baby Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedMace |
Shield |
Mount |
Camel |
Passive Power |
Baby Boi Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Speedy V: Swing Speed Multiplier: 300% Handling Multiplier: +150 Max Speed Multiplier: 200% Athletics: +200 Small III: Scale 65% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Bonky Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
TwoHandedMace |
Crossbow |
Bolts |
Mount |
Horse |
Passive Power |
Bonky Boi Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Damage V: 350.0% dmg / Ignore 60% Armor / 60% Cut Through / 60% Stagger / AoE: 50dmg in 8m Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Ranger V: AI Shoot Frequency: 300% AI Wait Before Shoot Factor: 20% BipedalRangedReloadSpeedMultiplier: +50Ranged: +200 Melee: +200 Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Explosive Projectiles I: 40% Unblockable / 40% Cut Through / 40% Stagger / AoE: 10dmg in 4m from Ranged Explosive Projectiles II: 50% Unblockable / 50% Cut Through / 50% Stagger / AoE: 20dmg in 5m with from Ranged Explosive Projectiles III: 60% Unblockable / 60% Cut Through / 60% Stagger / AoE: 30dmg in 6m with from Ranged Explosive Projectiles IV: 70% Unblockable / 70% Cut Through / 70% Stagger / AoE: 40dmg in 7m with from Ranged Explosive Projectiles V: 80% Unblockable / 80% Cut Through / 80% Stagger / AoE: 50dmg in 8m with from Ranged Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Punchy Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
Shield |
Mount |
Horse |
Passive Power |
Punchy Boi Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Speedy V: Swing Speed Multiplier: 300% Handling Multiplier: +150 Max Speed Multiplier: 200% Athletics: +200 Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Damage V: 350.0% dmg / Ignore 60% Armor / 60% Cut Through / 60% Stagger / AoE: 50dmg in 8m Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Ranger V: AI Shoot Frequency: 300% AI Wait Before Shoot Factor: 20% BipedalRangedReloadSpeedMultiplier: +50Ranged: +200 Melee: +200 Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Shieldy Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedMace |
Shield |
Shield |
Shield |
Mount |
Horse |
Passive Power |
Shieldy Boi Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Speedy V: Swing Speed Multiplier: 300% Handling Multiplier: +150 Max Speed Multiplier: 200% Athletics: +200 Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Shooty Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
Bow |
Arrows |
Arrows |
Mount |
Horse |
Passive Power |
Shooty Boi Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Big V: Scale 200% AI Kick: +100 KickStunDurationMultiplier: 200% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Tough V: 225% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Hearty V: 50% damage Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Explosive Projectiles I: 40% Unblockable / 40% Cut Through / 40% Stagger / AoE: 10dmg in 4m from Ranged Explosive Projectiles II: 50% Unblockable / 50% Cut Through / 50% Stagger / AoE: 20dmg in 5m with from Ranged Explosive Projectiles III: 60% Unblockable / 60% Cut Through / 60% Stagger / AoE: 30dmg in 6m with from Ranged Explosive Projectiles IV: 70% Unblockable / 70% Cut Through / 70% Stagger / AoE: 40dmg in 7m with from Ranged Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Stabby Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
TwoHandedSword |
ThrowingJavelins |
ThrowingKnives |
Mount |
Horse |
Passive Power |
Stabby Boi Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Damage V: 350.0% dmg / Ignore 60% Armor / 60% Cut Through / 60% Stagger / AoE: 50dmg in 8m Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Ranger V: AI Shoot Frequency: 300% AI Wait Before Shoot Factor: 20% BipedalRangedReloadSpeedMultiplier: +50Ranged: +200 Melee: +200 Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Explosive Projectiles I: 40% Unblockable / 40% Cut Through / 40% Stagger / AoE: 10dmg in 4m from Ranged Explosive Projectiles II: 50% Unblockable / 50% Cut Through / 50% Stagger / AoE: 20dmg in 5m with from Ranged Explosive Projectiles III: 60% Unblockable / 60% Cut Through / 60% Stagger / AoE: 30dmg in 6m with from Ranged Explosive Projectiles IV: 70% Unblockable / 70% Cut Through / 70% Stagger / AoE: 40dmg in 7m with from Ranged Explosive Projectiles V: 80% Unblockable / 80% Cut Through / 80% Stagger / AoE: 50dmg in 8m with from Ranged Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Stoney Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
Stone |
Stone |
Stone |
Stone |
Mount |
Horse |
Passive Power |
Tanky Boi Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Damage V: 350.0% dmg / Ignore 60% Armor / 60% Cut Through / 60% Stagger / AoE: 50dmg in 8m Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Ranger V: AI Shoot Frequency: 300% AI Wait Before Shoot Factor: 20% BipedalRangedReloadSpeedMultiplier: +50Ranged: +200 Melee: +200 Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Hearty I: 90% damage Hearty III: 70% damage Hearty III: 70% damage Hearty IV: 60% damage Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Explosive Projectiles I: 40% Unblockable / 40% Cut Through / 40% Stagger / AoE: 10dmg in 4m from Ranged Explosive Projectiles II: 50% Unblockable / 50% Cut Through / 50% Stagger / AoE: 20dmg in 5m with from Ranged Explosive Projectiles III: 60% Unblockable / 60% Cut Through / 60% Stagger / AoE: 30dmg in 6m with from Ranged Explosive Projectiles IV: 70% Unblockable / 70% Cut Through / 70% Stagger / AoE: 40dmg in 7m with from Ranged Explosive Projectiles V: 80% Unblockable / 80% Cut Through / 80% Stagger / AoE: 50dmg in 8m with from Ranged Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Tanky Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedGlaive |
Stone |
Stone |
Mount |
Horse |
Passive Power |
Tanky Boi Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Big V: Scale 200% AI Kick: +100 KickStunDurationMultiplier: 200% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Tough V: 225% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Hearty V: 50% damage Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Explosive Projectiles I: 40% Unblockable / 40% Cut Through / 40% Stagger / AoE: 10dmg in 4m from Ranged Explosive Projectiles II: 50% Unblockable / 50% Cut Through / 50% Stagger / AoE: 20dmg in 5m with from Ranged Explosive Projectiles III: 60% Unblockable / 60% Cut Through / 60% Stagger / AoE: 30dmg in 6m with from Ranged Explosive Projectiles IV: 70% Unblockable / 70% Cut Through / 70% Stagger / AoE: 40dmg in 7m with from Ranged Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Can't hurt me [Defense I: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 1 [Defense II: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Defense III: Absorb 15% of damage dealt as HP] requires CLASS LEVEL 5 TO 7 [Defense IV: Absorb 20% of damage dealt as HP] requires CLASS LEVEL 8 TO 10 [Defense V: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 11 |
One Vampy Boi
Foot soldier specializing in doing damage with 2H Swords and throw axes and javelins.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
Mount |
Horse |
Passive Power |
Vampy Boi Speedy I: Swing Speed Multiplier: 200% Handling Multiplier: +50 Max Speed Multiplier: 120% Athletics: +25 Speedy II: Swing Speed Multiplier: 225% Handling Multiplier: +75 Max Speed Multiplier: 140% Athletics: +50 Speedy III: Swing Speed Multiplier: 250% Handling Multiplier: +100 Mount Speed: 160% Athletics: +100 Speedy IV: Swing Speed Multiplier: 275% Handling Multiplier: +125 Max Speed Multiplier: 180% Athletics: +150 Speedy V: Swing Speed Multiplier: 300% Handling Multiplier: +150 Max Speed Multiplier: 200% Athletics: +200 Damage I: 150.0% dmg / Ignore 20% Armor / 20% Cut Through / 20% Stagger / AoE: 10dmg in 4m Damage II: 200.0% dmg / Ignore 30% Armor / 30% Cut Through / 30% Stagger / AoE: 20dmg in 5m Damage III: 250.0% dmg / Ignore 40% Armor / 40% Cut Through / 40% Stagger / AoE: 30dmg in 6m Damage IV: 300.0% dmg / Ignore 50% Armor / 50% Cut Through / 50% Stagger / AoE: 40dmg in 7m from Melee Big I: Scale 150% AI Kick: +20 KickStunDurationMultiplier: 120% Big II: Scale 160% AI Kick: +40 KickStunDurationMultiplier: 140% Big III: Scale 170% AI Kick: +60 KickStunDurationMultiplier: 160% Big IV: Scale 190% AI Kick: +80 KickStunDurationMultiplier: 180% Tough I: 125% HP Tough II: 150% HP Tough III: 175% HP Tough IV: 200% HP Hearty I: 90% damage Hearty II: 80% damage Hearty III: 70% damage Hearty IV: 60% damage Defense I: Absorb 5% of damage dealt as HP Defense II: Absorb 10% of damage dealt as HP Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 60% BipedalRangedReloadSpeedMultiplier: +10Ranged: +25 Melee: +25 Ranger II: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 50% BipedalRangedReloadSpeedMultiplier: +20Ranged: +50 Melee: +50 Ranger III: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 40% BipedalRangedReloadSpeedMultiplier: +30Ranged: +100 Melee: +100 Ranger IV: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 30% BipedalRangedReloadSpeedMultiplier: +40Ranged: +150 Melee: +150 Charger: Scale 50% Mount Speed: 250% Top Speed Reach Duration: 20% Armor Torso: -200 Handling Multiplier: -200 (on mount) |
Active Power |
Retribution [Retribution I: Reflect 40% damage] requires CLASS LEVEL 1 [Retribution II: Reflect 50% damage] requires CLASS LEVEL 2 TO 4 [Retribution III: Reflect 60% damage] requires CLASS LEVEL 5 TO 7 [Retribution IV: Reflect 70% damage] requires CLASS LEVEL 8 TO 10 [Retribution V: Reflect 80% damage] requires CLASS LEVEL 11 |
Common Config
General
Sub Boost |
1 |
Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently. |
Battle
Start With Full Health |
Enabled |
Whether the hero will always start with full health |
Start Health Multiplier |
2 |
Amount to multiply normal starting health by, to give heroes better staying power vs others |
Start Retinue Health Multiplier |
1 |
Amount to multiply normal retinue starting health by, to give retinue better staying power vs others |
Morale Loss Factor (not implemented) |
1 |
Reduces morale loss when summoned heroes die |
Summon Cooldown In Seconds |
10 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
1.5 |
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 |
Disabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
0.05 |
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 |
50 |
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 |
600 |
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 |
2500 |
Gold the hero gets for every kill |
XP Per Kill |
15000 |
XP the hero gets for every kill |
XP Per Killed |
10000 |
XP the hero gets for being killed |
Heal Per Kill |
5 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
1000 |
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 |
1 |
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 |
25 |
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 |
25000 |
XP the hero gets if the heroes side wins |
Lose Gold |
5000 |
Gold lost if the heroes side loses |
Lose XP |
10000 |
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 |
0.25 |
Min difficulty scaling multiplier |
Difficulty Scaling Max |
25 |
Max difficulty scaling multiplier |
Kill Streaks
Name | Kills Required | Reward |
---|---|---|
Getting Kills | 5 |
500⦷ 500XP |
Killing Spree | 25 |
5000⦷ 5000XP |
Rampage | 50 |
10000⦷ 10000XP |
Unstoppable | 100 |
20000⦷ 20000XP |
Dominating | 150 |
30000⦷ 30000XP |
Godlike | 200 |
40000⦷ 40000XP |
Legendary | 250 |
50000⦷ 50000XP |
Achievements
Name | Requirements | Reward |
---|---|---|
** General |
Summons >= 300 |
2000000⦷ 4000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} **General's {ITEMNAME} (9x) |
*** General |
Summons >= 350 |
2500000⦷ 5000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} *** General's {ITEMNAME} (9x) |
Angel Face |
Total Viewer Kills >= 1 |
1000⦷ 1000XP Item: Weapon: 100% Tier 6: 100% |
ArchEnemy |
Attacks >= 200 |
1000000⦷ 2000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=UQtSgnog}ArchEnemy {ITEMNAME} (6x) |
AWOL |
Attacks >= 1 |
500⦷ 5000XP Item: Armor: 100% Tier 6: 100% |
Black Angel |
Total Viewer Kills >= 5 |
5000⦷ 5000XP Item: Weapon: 50%, Armor: 50% Tier 6: 50%, Custom: 50% {=xI41h8NA} Black Angel {ITEMNAME} (0.5x) |
Bloodthirsty |
Total Kills >= 10 |
10000⦷ 10000XP Item: Weapon: 50%, Armor: 50% Tier 6: 100% |
Bloody |
Total Kills >= 1 |
1000⦷ 1000XP Item: Armor: 100% Tier 6: 100% |
Bronze |
TotalTournament Final Wins >= 2 |
10000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Bronze {ITEMNAME} (2x) |
Brutal |
Total Kills >= 1000 |
100000⦷ 100000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Brutal {ITEMNAME} (4x) |
Cannibal |
Total Viewer Kills >= 10 |
10000⦷ 10000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=xI41h8NA} Cannibal {ITEMNAME} (1x) |
Captain |
Summons >= 100 |
250000⦷ 500000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=IvV04W31}Captain's {ITEMNAME} (5x) |
Colonel |
Summons >= 200 |
1000000⦷ 2000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Colonel's {ITEMNAME} (7x) |
Corporal |
Summons >= 5 |
5000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Corporal's {ITEMNAME} (2x) |
DED |
Total Deaths >= 1 |
1000⦷ 10000XP |
DED10 |
Total Deaths >= 10 |
10000⦷ 100000XP |
DED100 |
Total Deaths >= 100 |
100000⦷ 1000000XP |
DED1000 |
Total Deaths >= 1000 |
1000000⦷ 10000000XP |
DED50 |
Total Deaths >= 50 |
50000⦷ 500000XP |
DED500 |
Total Deaths >= 500 |
500000⦷ 5000000XP |
Diamond |
TotalTournament Final Wins >= 6 |
40000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Diamond {ITEMNAME} (6x) |
Doctor Death |
Total Viewer Kills >= 50 |
50000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=xI41h8NA} Doctor Death {ITEMNAME} (2x) |
Enemy |
Attacks >= 150 |
500000⦷ 1000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=UQtSgnog}Enemy {ITEMNAME} (4x) |
Force of Evil |
Total Viewer Kills >= 100 |
100000⦷ 100000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=xI41h8NA}Force of Evil {ITEMNAME} (3x) |
Gas Man |
Total Viewer Kills >= 500 |
200000⦷ 200000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=xI41h8NA}Gas Man {ITEMNAME} (4x) |
General |
Summons >= 250 |
1500000⦷ 3000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}General's {ITEMNAME} (8x) |
Gold |
TotalTournament Final Wins >= 4 |
25000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Gold {ITEMNAME} (4x) |
Grandmaster |
TotalTournament Final Wins >= 8 |
75000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Grandmaster {ITEMNAME} (8x) |
Headbanger |
Total Viewer Kills >= 1000 |
300000⦷ 300000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=xI41h8NA}Headbanger {ITEMNAME} (5x) |
Huzzahg |
TotalTournament Round Wins >= 1 |
1000⦷ 50000XP Item: Armor: 100% Tier 6: 100% |
I Tried Mama |
TotalTournament Round Losses >= 1 |
69⦷ 50000XP Item: Armor: 100% Tier 6: 100% |
Iron |
TotalTournament Final Wins >= 1 |
5000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Iron {ITEMNAME} (1x) |
Lieutenant |
Summons >= 50 |
100000⦷ 250000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=IvV04W31}Lieutenant's {ITEMNAME} (4x) |
Major |
Summons >= 150 |
500000⦷ 1000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Major's {ITEMNAME} (6x) |
Master |
TotalTournament Final Wins >= 7 |
50000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Master {ITEMNAME} (7x) |
Merciless |
Total Kills >= 50 |
50000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Merciless {ITEMNAME} (1x) |
Nemesis |
Attacks >= 100 |
250000⦷ 500000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=UQtSgnog}Nemesis {ITEMNAME} (3x) |
Nuclear |
Total Kills >= 2500 |
2500000⦷ 2500000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Nuclear {ITEMNAME} (6x) |
Platinum |
TotalTournament Final Wins >= 5 |
30000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Platinum {ITEMNAME} (5x) |
Private |
Summons >= 1 |
500⦷ 5000XP Item: Weapon: 100% Custom: 100% {=W47g8bCB}Private's {ITEMNAME} (1x) |
Rebellious |
Attacks >= 5 |
5000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Tier 6: 100% |
Relentless |
Total Kills >= 500 |
500000⦷ 500000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Relentless {ITEMNAME} (3x) |
Renegade |
Attacks >= 50 |
100000⦷ 250000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=UQtSgnog}Renegade {ITEMNAME} (2x) |
Ruthless |
Total Kills >= 100 |
100000⦷ 100000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Ruthless {ITEMNAME} (2x) |
Sergeant |
Summons >= 20 |
50000⦷ 100000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Sergeant's {ITEMNAME} (3x) |
Silver |
TotalTournament Final Wins >= 3 |
20000⦷ 50000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB} Silver {ITEMNAME} (3x) |
Stream Bully |
Total Streamer Kills >= 10 |
100000⦷ 100000XP |
Stream Killer |
Total Streamer Kills >= 1 |
10000⦷ 10000XP |
Stream Sniper |
Total Streamer Kills >= 5 |
50000⦷ 50000XP |
Stream Wrecker |
Total Streamer Kills >= 10 |
500000⦷ 500000XP Item: Weapon: 100% Custom: 100% {=xI41h8NA}Wrecker's {ITEMNAME} (7x) |
Traitorous |
Attacks >= 20 |
50000⦷ 100000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Traitorous {ITEMNAME} (1x) |
Unstoppable |
Total Kills >= 5000 |
5000000⦷ 5000000XP Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Unstoppable {ITEMNAME} (8x) |
Tournament Config
General
Start Health Multiplier |
2 |
Amount to multiply normal starting health by |
Disable Kill Rewards In Tournament |
Enabled |
Heroes won't get any kill rewards in tournaments |
Disable Tracking Kills Tournament |
Enabled |
Tournament kills / deaths won't be counted towards achievements or kill streaks |
Equipment
No Horses |
Enabled |
Remove horses completely from the BLT tournaments (the horse AI is terrible) |
No Spears |
Enabled |
Replaces all lances and spears with swords, because lance and spear combat is terrible |
Normalize Armor |
Enabled |
Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below) |
Normalize Armor Tier |
4 |
Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled |
Randomize Weapon Types |
Enabled |
Randomizes the weapons used in each round, weighted based on the classes of the participants |
Balancing
Previous Winner Debuffs |
|
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 |
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Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |