Bannerlord BLT

Here's the information to help you understand the different class types and possibley even more when creating your hero for my Bannerlord BLT.

Table of Contents

Commands

General

Reward Type

Reward Tier

General

Reward Type

Reward Tier

General

Reward Type

Reward Tier

General

Reward Type

Reward Tier

Channel Point Rewards

Classes

Warrior

Paladin

Assassin

Hunter

Sniper

cavalry

horsearcher

Barbarian

Dwarf

Frost Giant

Bombers

Necromancer

Hero Infantry

Hero Archer

Monk

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
a spawn against the streamer.

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission

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.

Newly created wanderer

Viewer selects culture

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

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

General

Item

Reward Type

Weapon Weight

0

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

0

Relative proportion of rewards that will be armor
Mount Weight

1

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
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=1⦷, 2=1⦷, 3=1⦷, 4=1⦷, 5=1⦷, 5=1⦷, 6=1⦷

Free if you do not already have a class

Updates equipment to match new class

d Spawns you on the same team of the streamer

Side: Streamers side

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

discarditem Throw away one of your custom items.
Usage is !discarditem (part of the item name), e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

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

Shows: Gold

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

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

join Joining the Tournament
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.
p
power Shows your available powers

Shows: Powers

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

Re-rolls your equipment at your current tier

Tier costs: 1=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 5=200000⦷, 6=400000⦷

Disallowed for player companions

retinue Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. You can pass a number to the command to specify how many troops you want to buy or upgrade. By default it will do as many as you can afford.

Max retinue: 5

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

retire
smitharmor

General

Item

Reward Type

Weapon Weight

0

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

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
smithrandom

General

Item

Reward Type

Weapon Weight

0.3

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

0.55

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

1.45

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

2.3

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

1.75

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

1.15

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

0.55

Relative proportion of rewards that will be Tier 6
Custom Weight

0.1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
smithweapon

General

Item

Reward Type

Weapon Weight

1

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

0

Relative proportion of rewards that will be armor
Mount Weight

0

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

0

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

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
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

upa Add Attribute Points

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

Amount: 1

upf Adds 1 Focus Point to a random skill according to your class

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

Focus points: 1

xp

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

XP: 50000


Channel Point Rewards

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

Allowed: Noble, Wanderer

Viewer selects culture

Starting Age Range: 18 to 35

Starting Gold: 0

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

Starting Skills:

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

Starting Equipment Tier: 1

Adopt a Faction Hero Get a hero in game with a specific faction. Almost all other actions require an adopted hero.

Allowed: Noble

Viewer selects faction

Starting Age Range: 18 to 35

Starting Gold: 0

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

Starting Skills:

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

Starting Equipment Tier: 1

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

Allowed: Noble, Wanderer

Starting Age Range: 18 to 35

Starting Gold: 0

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

Starting Skills:

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

Starting Equipment Tier: 1

Attack Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue).

Side: Enemy side

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

Daily Gold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

Daily XP 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

Give Player Gold Transfer 10,000 gold to the streamers character, from your hero.
Heal Hero Heals your hero over time. Only works in battle, when your hero is summoned.
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.
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

Warrior

These guys refuse death as an option.

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

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield
Passive Power

Bulky

Healthy I: 125% HP

Shrug Off I: 15% Shrug Off

Healthy II: 150% HP

Shrug Off II: 40% Shrug Off

Healthy III: 200% HP

Shrug Off III: 80% Shrug Off

Active Power

I WILL NOT DIE!

[Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 3

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 1 TO 3

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 TO 3


Paladin

Religious Heavy.

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

OneHandedMace

Blacksmith Hammer

Shield

Heavy Round Shield
Passive Power

Protected by the Gods

Retribution I: Reflect 10% damage

Cut Through I: 25% Unblockable

Retribution II: Reflect 25% damage

Cut Through II: 50% Unblockable

Vampiric I: Absorb 10% of damage dealt as HP

Cut Through III: 100% Unblockable

Retribution III: Reflect 50% damage

Active Power

Smite!

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

[Explosive Melee: AoE: 50dmg in 0.5m from Melee] requires CLASS LEVEL 1 TO 3

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 TO 3


Assassin

Fast, Squishy, and Deals Damage.

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

TwoHandedSword

Sparring Twohander

ThrowingKnives

Sparring Throwing Dagger
Passive Power

Squishy but Fast

Fragile III: 90% HP

Fleet Footed I: Max Speed Multiplier: 110%

Fragile II: 65% HP

Fleet Footed II: Max Speed Multiplier: 125%

Fragile I: 50% HP

Fleet Footed III: Max Speed Multiplier: 150%

Heavy Hitting III: 200.0% dmg

Active Power

Die!

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

[Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 1 TO 3

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 2 TO 3


Hunter

Squishy, Powerful Archer that uses the bow.

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

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedSword

Sparring Flyssa
Passive Power

Squishy, but fast DPS

Heavy Hitting I: 125.0% dmg

Fragile III: 90% HP

Heavy Hitting II: 150.0% dmg

Fragile II: 65% HP

Heavy Hitting III: 200.0% dmg

Fragile I: 50% HP

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

Active Power

Explosive Arrows

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

[Fleet Footed II: Max Speed Multiplier: 125% ] requires CLASS LEVEL 2 TO 3

[Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3


Sniper

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

Crossbow

Sparring Crossbow

Bolts

Tournament Bolts

Bolts

Tournament Bolts

TwoHandedAxe

Execution Axe
Passive Power

Self Healing

Fragile III: 90% HP

Heavy Hitting I: 125.0% dmg

Fragile II: 65% HP

Heavy Hitting II: 150.0% dmg

Vampiric I: Absorb 10% of damage dealt as HP

Heavy Hitting III: 200.0% dmg

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

Active Power

Heavy Bolts

[Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% ] requires CLASS LEVEL 1 TO 3

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


cavalry

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
cavalry Tier 1 Example cavalry Tier 2 Example cavalry Tier 3 Example cavalry Tier 4 Example cavalry Tier 5 Example cavalry Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Sparring Jagged Spear

Shield

Heavy Round Shield

OneHandedSword

Sparring Flyssa
Mount

Horse

Desert Horse
Passive Power

A Good Horse

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

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

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

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

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

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

Active Power

Trample

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

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

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


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

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedSword

Sparring Flyssa
Mount

Horse

Desert Horse
Passive Power

Mounted Archery

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

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

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

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

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

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


Barbarian

Details

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

TwoHandedSword

Sparring Twohander
Passive Power

Battle Ready

Healthy I: 125% HP

Heavy Hitting I: 125.0% dmg

Healthy II: 150% HP

Heavy Hitting II: 150.0% dmg

Healthy III: 200% HP

Heavy Hitting III: 200.0% dmg

Retribution III: Reflect 50% damage

Active Power

Rage

[Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 TO 3

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1 TO 3


Dwarf

Details

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

OneHandedGlaive

Sparring Glaive

Shield

Heavy Round Shield
Passive Power

Dwarfism

Dwarfism: Scale 75% Movement: 120%

Fragile III: 90% HP

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

Knock Down II: Add: 30% Knock Down

Fleet Footed III: Max Speed Multiplier: 150%

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

Athletic III: Athletics: +100

Knock Down III: Add: 50% Knock Down

Active Power

DWARF POWER!!!!

[Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 TO 3

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 TO 3

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


Frost Giant

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Frost Giant Tier 1 Example Frost Giant Tier 2 Example Frost Giant Tier 3 Example Frost Giant Tier 4 Example Frost Giant Tier 5 Example Frost Giant Tier 6 Example
Formation Heavy Infantry
Equipment

TwoHandedMace

Makeshift Sledgehammer
Passive Power

Passive Power

Frost Gaint: Scale 130% Two Handed: 120%

Healthy I: 125% HP

Explosive Melee: AoE: 50dmg in 0.5m from Melee

Healthy II: 150% HP

Heavy Hitting II: 150.0% dmg

Healthy III: 200% HP

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

Shrug Off III: 80% Shrug Off

Active Power

Active Power

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 1 TO 3

[Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 2 TO 3

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


Bombers

Enjoys Explosives

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Grenades

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

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

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

Active Power

Retribution

[Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 TO 3

[Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 2 TO 3

[Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3


Necromancer

Details

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

TwoHandedGlaive

Bo staff
Passive Power

Passive Power

Fragile II: 65% HP

Retribution I: Reflect 10% damage

Ignore Armor II: Ignore 30% Armor

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

Retribution II: Reflect 25% damage

Shatter Shield III: 60% Shatter Shield

Knock Down II: Add: 30% Knock Down

Active Power

Active Power

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 TO 3

[Vampiric II: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 1 TO 3

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


Hero Infantry

Details

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

OneHandedGlaive

Sparring Glaive

Shield

Heavy Round Shield

ThrowingJavelins

Sparring Javelin
Passive Power

Passive Power

Healthy II: 150% HP

Vampiric I: Absorb 10% of damage dealt as HP

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

Knock Down I: Add: 15% Knock Down

Shatter Shield I: 15% Shatter Shield

Ignore Armor I: Ignore 15% Armor

Retribution I: Reflect 10% damage

Active Power

Active Power

[Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 TO 3

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

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 TO 3


Hero Archer

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Hero Archer Tier 1 Example Hero Archer Tier 2 Example Hero Archer Tier 3 Example Hero Archer Tier 4 Example Hero Archer Tier 5 Example Hero Archer Tier 6 Example
Formation Ranged
Equipment

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

OneHandedGlaive

Sparring Glaive
Passive Power

Passive Power

Ignore Armor II: Ignore 30% Armor

Shrug Off I: 15% Shrug Off

Fleet Footed II: Max Speed Multiplier: 125%

Vampiric I: Absorb 10% of damage dealt as HP

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

Fragile III: 90% HP

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

Active Power

Active Power

[Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 TO 3

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 TO 3

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


Monk

Details

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

Passive Power

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Heavy Hitting I: 125.0% dmg

Heavy Hitting II: 150.0% dmg

Heavy Hitting III: 200.0% dmg

Explosive Melee: AoE: 50dmg in 0.5m from Melee

Active Power

Active Power

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

[Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 TO 3

[Fleet Footed I: Max Speed Multiplier: 110% ] requires CLASS LEVEL 1 TO 3


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

60

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

Enabled

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

0.5

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

2.5

Retinue death chance percent (this determines the chance that a killing blow will actually kill the retinue, removing them from the adopted hero's retinue list)

XP

Use Raw XP

Enabled

Use raw XP values instead of adjusting by focus and attributes, also ignoring skill cap. This avoids characters getting stuck when focus and attributes are not well distributed.
Raw XP Skill Cap

330

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

5000

Gold the hero gets for every kill
XP Per Kill

5000

XP the hero gets for every kill
XP Per Killed

2000

XP the hero gets for being killed
Heal Per Kill

20

HP the hero gets for every kill
Retinue Gold Per Kill

2500

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

50

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

0.5

How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health.
Level Scaling Cap

5

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

Battle End Rewards

Win Gold

10000

Gold won if the heroes side wins
Win XP

10000

XP the hero gets if the heroes side wins
Lose Gold

5000

Gold lost if the heroes side loses
Lose XP

5000

XP the hero gets if the heroes side loses
Difficulty Scaling On Players Side

Enabled

Apply difficulty scaling to players side
Difficulty Scaling On Enemy Side

Enabled

Apply difficulty scaling to enemy side
Difficulty Scaling

1

End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1)
Difficulty Scaling Min

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5

5000⦷

Achievements

Name Requirements Reward
Loyal

Consecutive Attacks >= 50

250000⦷

50000XP

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

Rebellious

Consecutive Summons >= 5

20000⦷

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

Reliable

Consecutive Attacks >= 5

20000⦷

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

Renegade

Consecutive Summons >= 50

250000⦷

50000XP

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

Stream Sniper

Total Streamer Kills >= 5

1000000⦷

500000XP

Traitorous

Consecutive Summons >= 20

50000⦷

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

Trusted

Consecutive Attacks >= 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

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
Skill

All

Skill or skill group to modifer (all skills in a group will be modified)
Skill Reduction Percent Per Win

10

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

65

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

Round Type

Round 1 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 4 Teams

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

Enabled

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

Enabled

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

Enabled

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

Enabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

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

Enabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Enabled

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

Enabled

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

Enabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

5000

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

5000

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

20000

XP given if the hero loses thier match in a round
Round 1 Rewards
Round 2 Rewards
Win Gold

7500

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

7500

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

10000

XP given if the hero loses thier match in a round
Round 2 Rewards
Round 3 Rewards
Win Gold

10000

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

10000

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

5000

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

20000

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

20000

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

10000

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

Rewards

Win Gold

50000

Gold won if the hero wins the tournaments
Win XP

50000

XP given if the hero wins the tournaments
Participate XP

10000

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

Reward Type

Weapon Weight

1

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

1

Relative proportion of rewards that will be armor
Mount Weight

0.1

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

2

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

1.5

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Winners prize

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting