Bannerlord
Bannerlord BLT config with iPlatinumSouledi
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
General
Reward Type
Reward Tier
Classes
infantry
i Like Knifes
Heavycrossbow
Marksman
HeavyArcher
Skirmisher
Berzerker
Mallet Man
Boxxer
Cavalry
Camalry
Horse archer
Spitting Camel
Giant Cavalry
Looter Stole a Horse
Dwarf
Giant
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
Channel Point Rewards
Command | Description | Settings | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10k gold | Adds 10,000 gold to your adopted hero. |
Amount: 10000⦷ |
||||||||||||||||||||||||||||||||||||||||||||||||
Adopt a Culture Hero | Get a hero in game with a specific culture. Almost all other actions require an adopted hero. |
Allowed: Wanderer Viewer selects culture Starting Age Range: 18 Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
||||||||||||||||||||||||||||||||||||||||||||||||
Adopt a Hero | Get a hero in game. Almost all other actions require an adopted hero. |
Allowed: Wanderer Starting Age Range: 18 Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
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 |
||||||||||||||||||||||||||||||||||||||||||||||||
Daily Attribute point |
Provide the attribute name (or part of it) when calling this Amount: 1 |
|||||||||||||||||||||||||||||||||||||||||||||||||
Daily Gold | Adds 100,000 gold to your adopted hero. |
Amount: 100000⦷ |
||||||||||||||||||||||||||||||||||||||||||||||||
Daily Smithed Item |
General
|
|||||||||||||||||||||||||||||||||||||||||||||||||
Daily Xp | Add 100,000 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: 100000 |
||||||||||||||||||||||||||||||||||||||||||||||||
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
infantry
Flama's sword and shield.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedSword |
Shield |
Passive Power |
Passive Power Healthy I: 115% HP Fleet Footed I: Max Speed Multiplier: 110% Healthy II: 140% HP Fleet Footed II: Max Speed Multiplier: 120% Healthy III: 180% HP Heavy Hitting III: 150.0% dmg Healthy V : 260% HP |
Active Power |
Firesworn [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 TO 2 [Retribution I: Reflect 10% damage] requires CLASS LEVEL 2 TO 7 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 3 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 4 [Crush Through I: 10% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 5 TO 7 [Fireblade IV: Swing Speed Multiplier: 170% Melee: +100] requires CLASS LEVEL 6 [Fireblade V: Swing Speed Multiplier: 200% Melee: +100] requires CLASS LEVEL 7 |
i Like Knifes
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
Dagger |
Shield |
ThrowingKnives |
ThrowingKnives |
Passive Power |
Passive Power Vampiric I: Absorb 1% of damage dealt as HP Fleet Footed I: Max Speed Multiplier: 110% Vampiric II: Absorb 3% of damage dealt as HP Ignore Armor I: Ignore 10% Armor Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Ignore Armor III: Ignore 40% Armor Ranger IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 180% Vampiric III: Absorb 5% of damage dealt as HP Fleet Footed V: Max Speed Multiplier: 165% Ignore Armor III: Ignore 70% Armor Fireblade V: Swing Speed Multiplier: 200% Melee: +100 |
Active Power |
Death by 1000 cuts [Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 1 TO 2 [Shrug Off I: 10% Shrug Off] requires CLASS LEVEL 2 TO 3 [Explosive Projectiles II: AoE: 60dmg in 4m with from Ranged] requires CLASS LEVEL 3 TO 4 [Shrug Off III: 40% Shrug Off] requires CLASS LEVEL 4 TO 7 [Explosive Projectiles IV: AoE: 80dmg in 4m with from Ranged] requires CLASS LEVEL 5 TO 6 [Heavy Hitting IV: 200.0% dmg] requires CLASS LEVEL 6 TO 7 [Explosive Projectiles V: AoE: 100dmg in 5m with from Ranged] requires CLASS LEVEL 7 |
Heavycrossbow
like heavyarcher, but a xbow AND a 2h axe
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
TwoHandedSword |
Passive Power |
Passive Power Healthy I: 115% HP Vampiric I: Absorb 1% of damage dealt as HP Healthy II: 140% HP Healthy III: 180% HP Healthy IV: 220% HP Vampiric II: Absorb 3% of damage dealt as HP Healthy V : 260% HP |
Active Power |
Heavy Bolts [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 15% Unblockable / 15% Cut Through from Ranged] requires CLASS LEVEL 1 TO 2 [Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 115% ] requires CLASS LEVEL 2 TO 5 [Heavy Projectiles II: Add: 20% Knock Down, 20% Mount Rear, 20% Dismount / 30% Unblockable / 30% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 3 [Heavy Projectiles III: Add: 40% Knock Down, 40% Mount Rear, 40% Dismount / 40% Unblockable / 40% Cut Through / AoE: 25dmg in 1.5m with from Ranged] requires CLASS LEVEL 4 [Heavy Projectiles IV: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 60% Unblockable / 60% Cut Through / AoE: 25dmg in 1.5m with from Ranged] requires CLASS LEVEL 5 [Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 6 TO 7 [Heavy Projectiles V: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 70% Unblockable / 70% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 7 |
Marksman
the Epitome of ranged combat
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedAxe |
Passive Power |
Passive Power Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 115% Fleet Footed III: Max Speed Multiplier: 135% Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Ranger IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 180% Fleet Footed V: Max Speed Multiplier: 165% Ranger V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% |
Active Power |
Precision Strike [Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 1 TO 2 [Heavy Hitting III: 150.0% dmg] requires CLASS LEVEL 2 TO 5 [Explosive Projectiles II: AoE: 60dmg in 4m with from Ranged] requires CLASS LEVEL 3 [Explosive Projectiles III: AoE: 70dmg in 4m with from Ranged] requires CLASS LEVEL 4 [Explosive Projectiles IV: AoE: 80dmg in 4m with from Ranged] requires CLASS LEVEL 5 [Heavy Hitting V: 250.0% dmg] requires CLASS LEVEL 6 TO 7 [Explosive Projectiles V: AoE: 100dmg in 5m with from Ranged] requires CLASS LEVEL 7 |
HeavyArcher
like archer, but more space between the ears
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedSword |
Passive Power |
Passive Power Healthy I: 115% HP Vampiric I: Absorb 1% of damage dealt as HP Healthy II: 140% HP Healthy III: 180% HP Healthy IV: 220% HP Vampiric II: Absorb 3% of damage dealt as HP Healthy V : 260% HP |
Active Power |
Heavy Bolts [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 15% Unblockable / 15% Cut Through from Ranged] requires CLASS LEVEL 1 TO 2 [Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 115% ] requires CLASS LEVEL 2 TO 5 [Heavy Projectiles II: Add: 20% Knock Down, 20% Mount Rear, 20% Dismount / 30% Unblockable / 30% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 3 [Heavy Projectiles III: Add: 40% Knock Down, 40% Mount Rear, 40% Dismount / 40% Unblockable / 40% Cut Through / AoE: 25dmg in 1.5m with from Ranged] requires CLASS LEVEL 4 [Heavy Projectiles IV: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 60% Unblockable / 60% Cut Through / AoE: 25dmg in 1.5m with from Ranged] requires CLASS LEVEL 5 [Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 6 TO 7 [Heavy Projectiles V: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 70% Unblockable / 70% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 7 |
Skirmisher
generally good at everything
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedSword |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Passive Power Retribution I: Reflect 10% damage Healthy II: 140% HP Retribution II: Reflect 20% damage Retribution III: Reflect 30% damage Retribution IV: Reflect 40% damage Healthy IV: 220% HP Retribution V: Reflect 50% damage |
Active Power |
Skirmishers Squalor [Knock Down I: Add: 10% Knock Down] requires CLASS LEVEL 1 TO 2 [Shatter Shield II: 25% Shatter Shield] requires CLASS LEVEL 2 TO 4 [Knock Down II: Add: 20% Knock Down] requires CLASS LEVEL 3 [Knock Down III: Add: 30% Knock Down] requires CLASS LEVEL 4 [Knock Down IV: Add: 40% Knock Down] requires CLASS LEVEL 5 TO 6 [Shatter Shield IV: 50% Shatter Shield] requires CLASS LEVEL 6 TO 7 [Knock Down V: Add: 50% Knock Down] requires CLASS LEVEL 7 |
Berzerker
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedAxe |
Passive Power |
Passive Power Fragile I: 50% HP Heavy Hitting III: 150.0% dmg Fragile II: 60% HP Fragile III: 70% HP Fragile IV: 80% HP Heavy Hitting IV: 200.0% dmg Fragile V: 90% HP |
Active Power |
Berzerker Rage [Shrug Off I: 10% Shrug Off] requires CLASS LEVEL 1 TO 2 [Cut Through I: 20% Unblockable] requires CLASS LEVEL 2 TO 4 [Shrug Off II: 25% Shrug Off] requires CLASS LEVEL 3 [Shrug Off III: 40% Shrug Off] requires CLASS LEVEL 4 [Shrug Off IV: 60% Shrug Off] requires CLASS LEVEL 5 TO 6 [Cut Through IV: 65% Unblockable] requires CLASS LEVEL 6 TO 7 [Shrug Off V: 80% Shrug Off] requires CLASS LEVEL 7 |
Mallet Man
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedMace |
Passive Power |
Passive Power Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fleet Footed II: Max Speed Multiplier: 120% Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Fireblade IV: Swing Speed Multiplier: 170% Melee: +100 Fleet Footed IV: Max Speed Multiplier: 150% Fireblade V: Swing Speed Multiplier: 200% Melee: +100 |
Active Power |
MALLET MAN [Cut Through I: 20% Unblockable] requires CLASS LEVEL 1 TO 2 [Shrug Off II: 25% Shrug Off] requires CLASS LEVEL 2 TO 4 [Cut Through II: 35% Unblockable] requires CLASS LEVEL 3 [Cut Through III: 50% Unblockable] requires CLASS LEVEL 4 [Cut Through IV: 65% Unblockable] requires CLASS LEVEL 5 TO 6 [Shrug Off IV: 60% Shrug Off] requires CLASS LEVEL 6 TO 7 [Cut Through V: 75% Unblockable] requires CLASS LEVEL 7 |
Boxxer
Mike Tysons ancestors
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
Passive Power |
Passive Power Healthy I: 115% HP Fleet Footed IV: Max Speed Multiplier: 150% Healthy II: 140% HP Healthy III: 180% HP Healthy IV: 220% HP Fleet Footed V: Max Speed Multiplier: 165% Healthy V : 260% HP no block: AI Block Chance: 0% always attack: AIDecideOnAttackChance: 1000% |
Active Power |
Mike tyson [Explosive Melee I: AoE: 60dmg in 1m from Melee] requires CLASS LEVEL 1 TO 2 [Shrug Off IV: 60% Shrug Off] requires CLASS LEVEL 2 TO 4 [Explosive Melee II: AoE: 71dmg in 1m with from Melee] requires CLASS LEVEL 3 [Explosive Melee III: AoE: 70dmg in 2m with from Melee] requires CLASS LEVEL 4 [Explosive Melee IV: AoE: 80dmg in 2m with from Melee] requires CLASS LEVEL 5 TO 6 [Shrug Off V: 80% Shrug Off] requires CLASS LEVEL 6 TO 7 [Explosive Melee V: AoE: 80dmg in 3m with from Melee] requires CLASS LEVEL 7 |
Cavalry
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Cavalry |
Equipment |
OneHandedLance |
Shield |
ThrowingJavelins |
Mount |
Horse |
Passive Power |
Passive Power Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge II: Mount Charge Damage: 180% Mount Maneuver: 130% (on mount) Better Mount II: Mount Speed: 120% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Better Mount III: Mount Speed: 130% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Better Mount IV: Mount Speed: 140% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge IV: Mount Charge Damage: 350% Mount Maneuver: 180% (on mount) Better Mount V: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Imposing Mount: Scale 120% (on mount) Imposing Mount: Scale 130% (on mount) Imposing Mount: Scale 140% (on mount) |
Active Power |
Joyrider [Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1 TO 2 [Imposing Mount: Scale 120% (on mount)] requires CLASS LEVEL 2 TO 7 [Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 3 [Charge AoE III: AoE: 75dmg in 2m from Charge] requires CLASS LEVEL 4 [Charge AoE IV: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 5 TO 6 [Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 6 TO 7 [Charge AoE V: AoE: 100dmg in 4m from Charge] requires CLASS LEVEL 7 |
Camalry
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Cavalry |
Equipment |
TwoHandedGlaive |
ThrowingJavelins |
ThrowingJavelins |
Mount |
Camel |
Passive Power |
Passive Power Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge II: Mount Charge Damage: 180% Mount Maneuver: 130% (on mount) Better Mount II: Mount Speed: 120% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Better Mount III: Mount Speed: 130% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Better Mount IV: Mount Speed: 140% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge IV: Mount Charge Damage: 350% Mount Maneuver: 180% (on mount) Better Mount V: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Imposing Mount: Scale 120% (on mount) Imposing Mount: Scale 130% (on mount) Imposing Mount: Scale 140% (on mount) |
Active Power |
Camel Rampage [Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1 TO 2 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 TO 4 [Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 3 [Charge AoE III: AoE: 75dmg in 2m from Charge] requires CLASS LEVEL 4 [Charge AoE IV: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 5 TO 6 [Fireblade V: Swing Speed Multiplier: 200% Melee: +100] requires CLASS LEVEL 6 TO 7 [Charge AoE V: AoE: 100dmg in 4m from Charge] requires CLASS LEVEL 7 |
Horse archer
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Bolts |
Bolts |
TwoHandedGlaive |
Passive Power |
Passive Power 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: 130% Better Mount II: Mount Speed: 120% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Better Mount III: Mount Speed: 130% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Better Mount IV: Mount Speed: 140% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Ranger IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 180% Better Mount V: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 1 TO 2 [Ignore Armor I: Ignore 10% Armor] requires CLASS LEVEL 2 TO 4 [Explosive Projectiles II: AoE: 60dmg in 4m with from Ranged] requires CLASS LEVEL 3 [Explosive Projectiles III: AoE: 70dmg in 4m with from Ranged] requires CLASS LEVEL 4 [Explosive Projectiles IV: AoE: 80dmg in 4m with from Ranged] requires CLASS LEVEL 5 TO 6 [Ignore Armor II: Ignore 25% Armor] requires CLASS LEVEL 6 TO 7 [Explosive Projectiles V: AoE: 100dmg in 5m with from Ranged] requires CLASS LEVEL 7 |
Spitting Camel
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedGlaive |
Passive Power |
Passive Power 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: 130% Better Mount II: Mount Speed: 120% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Better Mount III: Mount Speed: 130% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Better Mount IV: Mount Speed: 140% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Ranger IV: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 180% Better Mount V: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) |
Active Power |
Explosive Attitude [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 15% Unblockable / 15% Cut Through from Ranged] requires CLASS LEVEL 1 TO 2 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 TO 4 [Heavy Projectiles II: Add: 20% Knock Down, 20% Mount Rear, 20% Dismount / 30% Unblockable / 30% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 3 [Heavy Projectiles III: Add: 40% Knock Down, 40% Mount Rear, 40% Dismount / 40% Unblockable / 40% Cut Through / AoE: 25dmg in 1.5m with from Ranged] requires CLASS LEVEL 4 [Heavy Projectiles IV: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 60% Unblockable / 60% Cut Through / AoE: 25dmg in 1.5m with from Ranged] requires CLASS LEVEL 5 TO 6 [Fireblade IV: Swing Speed Multiplier: 170% Melee: +100] requires CLASS LEVEL 6 TO 7 [Heavy Projectiles V: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 70% Unblockable / 70% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 7 |
Giant Cavalry
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Cavalry |
Equipment |
TwoHandedGlaive |
Mount |
Horse |
Passive Power |
Passive Power Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Better Mount II: Mount Speed: 120% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Better Mount III: Mount Speed: 130% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Better Mount IV: Mount Speed: 140% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Fireblade IV: Swing Speed Multiplier: 170% Melee: +100 Better Mount V: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) tiny mount: Scale 50% (on mount) Imposing iii: Scale 200% |
Active Power |
HI HO SILVER AWAY [Explosive Melee I: AoE: 60dmg in 1m from Melee] requires CLASS LEVEL 1 TO 2 [Heavy Hitting II: 125.0% dmg] requires CLASS LEVEL 2 TO 4 [Explosive Melee II: AoE: 71dmg in 1m with from Melee] requires CLASS LEVEL 3 [Explosive Melee III: AoE: 70dmg in 2m with from Melee] requires CLASS LEVEL 4 [Explosive Melee IV: AoE: 80dmg in 2m with from Melee] requires CLASS LEVEL 5 TO 6 [Heavy Hitting IV: 200.0% dmg] requires CLASS LEVEL 6 TO 7 [Explosive Melee V: AoE: 80dmg in 3m with from Melee] requires CLASS LEVEL 7 |
Looter Stole a Horse
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Light Cavalry |
Equipment |
Stone |
Stone |
Stone |
Shield |
Mount |
Horse |
Passive Power |
Passive Power Better Mount IV: Mount Speed: 140% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Ranger V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Charge V: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) Ranger V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Imposing iii: Scale 200% Ignore Armor III: Ignore 70% Armor Healthy V : 260% HP |
Active Power |
Wowaweewaa [Explosive Projectiles I: AoE: 50dmg in 3m from Ranged] requires CLASS LEVEL 1 TO 2 [Retribution II: Reflect 20% damage] requires CLASS LEVEL 2 TO 4 [Explosive Projectiles II: AoE: 60dmg in 4m with from Ranged] requires CLASS LEVEL 3 [Explosive Projectiles III: AoE: 70dmg in 4m with from Ranged] requires CLASS LEVEL 4 [Explosive Projectiles IV: AoE: 80dmg in 4m with from Ranged] requires CLASS LEVEL 5 TO 6 [Retribution IV: Reflect 40% damage] requires CLASS LEVEL 6 TO 7 [Explosive Projectiles V: AoE: 100dmg in 5m with from Ranged] requires CLASS LEVEL 7 |
Dwarf
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedMace |
Passive Power |
Passive Power Shatter Shield I: 10% Shatter Shield Shrug Off II: 25% Shrug Off Shatter Shield II: 25% Shatter Shield Shatter Shield III: 40% Shatter Shield Shatter Shield IV: 50% Shatter Shield Shrug Off IV: 60% Shrug Off Shatter Shield V: 65% Shatter Shield / 5% Cut Through tiny: Scale 85% |
Active Power |
Bloodmark Armor [Retribution I: Reflect 10% damage] requires CLASS LEVEL 1 TO 2 [Vampiric II: Absorb 3% of damage dealt as HP] requires CLASS LEVEL 2 TO 4 [Retribution II: Reflect 20% damage] requires CLASS LEVEL 3 [Retribution III: Reflect 30% damage] requires CLASS LEVEL 4 [Retribution IV: Reflect 40% damage] requires CLASS LEVEL 5 TO 6 [Vampiric III: Absorb 5% of damage dealt as HP] requires CLASS LEVEL 6 TO 7 [Retribution V: Reflect 50% damage] requires CLASS LEVEL 7 |
Giant
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedGlaive |
Passive Power |
Passive Power Healthy I: 115% HP Heavy Hitting III: 150.0% dmg Healthy II: 140% HP Healthy III: 180% HP Healthy IV: 220% HP Heavy Hitting IV: 200.0% dmg Healthy V : 260% HP Imposing i: Scale 140% Imposing ii: Scale 170% Imposing iii: Scale 200% |
Active Power |
Giant Tantrum [Cut Through I: 20% Unblockable] requires CLASS LEVEL 1 TO 2 [Shrug Off II: 25% Shrug Off] requires CLASS LEVEL 2 TO 4 [Cut Through II: 35% Unblockable] requires CLASS LEVEL 3 [Cut Through III: 50% Unblockable] requires CLASS LEVEL 4 [Cut Through IV: 65% Unblockable] requires CLASS LEVEL 5 TO 6 [Shrug Off IV: 60% Shrug Off] requires CLASS LEVEL 6 TO 7 [Cut Through V: 75% Unblockable] requires CLASS LEVEL 7 |
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 |
1 |
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) |
0.5 |
Reduces morale loss when summoned heroes die |
Summon Cooldown In Seconds |
1 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
2 |
How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this. |
Retinue Use Heroes Formation |
Disabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
Death
Allow Death |
Disabled |
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 |
Disabled |
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 |
350 |
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 |
10000 |
Gold the hero gets for every kill |
XP Per Kill |
25000 |
XP the hero gets for every kill |
XP Per Killed |
10000 |
XP the hero gets for being killed |
Heal Per Kill |
20 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
10000 |
Gold the hero gets for every kill their retinue gets |
Retinue Heal Per Kill |
10 |
HP the hero's retinue gets for every kill |
Relative Level Scaling |
0 |
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 |
3 |
Caps the maximum multiplier for the level difference, defaults to 5 if not specified |
Battle End Rewards
Win Gold |
50000 |
Gold won if the heroes side wins |
Win XP |
10000 |
XP the hero gets if the heroes side wins |
Lose Gold |
10000 |
Gold lost if the heroes side loses |
Lose XP |
10000 |
XP the hero gets if the heroes side loses |
Difficulty Scaling On Players Side |
Disabled |
Apply difficulty scaling to players side |
Difficulty Scaling On Enemy Side |
Disabled |
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 |
---|---|---|
Blood for the Blood God |
Total Kills >= 5000 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Blood Gods {ITEMNAME} (4x) |
Bloodsport |
Total Kills >= 500 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Bloodsport {ITEMNAME} (1x) |
Bloodsport 2 |
Total Kills >= 2500 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Bloodsport 2{ITEMNAME} (3x) |
Class level 6 |
CLASS LEVEL AT LEAST 6 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Tier 6 {ITEMNAME} (1x) |
Dedicated |
Battles >= 250 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Dedicated{ITEMNAME} (4x) |
Immortal Knowledge |
Total Deaths >= 100 |
1000000XP |
Loyal |
Summons >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (2x) |
Rebellious |
Attacks >= 5 |
20000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Reliable |
Summons >= 5 |
20000⦷ Item: Armor: 100% Tier 5: 100% |
Renegade |
Attacks >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (2x) |
Sigma |
Attacks >= 100 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Sigma {ITEMNAME} (3x) |
Simp |
Summons >= 100 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Reward {ITEMNAME} (3x) |
Stream Sniper |
Total Streamer Kills >= 5 |
Item: Weapon: 100% Custom: 100% {=xI41h8NA}Stream Sniper {ITEMNAME} (3x) |
Traitorous |
Attacks >= 20 |
50000⦷ Item: Armor: 100% Custom: 100% {=W47g8bCB}Traitorous {ITEMNAME} (2x) |
Trusted |
Summons >= 20 |
50000⦷ Item: Weapon: 100% Custom: 400% {=W47g8bCB}Reliable {ITEMNAME} (2x) |
Viewer Killer |
Total Viewer Kills >= 20 |
Item: Weapon: 50%, Armor: 50% Tier 6: 100% |
viewer slayer |
Total Viewer Kills >= 50 |
Item: Weapon: 50%, Armor: 50% Custom: 100% {=W47g8bCB}Viewer Slayer {ITEMNAME} (3x) |
Tournament Config
General
Start Health Multiplier |
1 |
Amount to multiply normal starting health by |
Disable Kill Rewards In Tournament |
Disabled |
Heroes won't get any kill rewards in tournaments |
Disable Tracking Kills Tournament |
Enabled |
Tournament kills / deaths won't be counted towards achievements or kill streaks |
Equipment
No Horses |
Enabled |
Remove horses completely from the BLT tournaments (the horse AI is terrible) |
No Spears |
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 |
6 |
Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled |
Randomize Weapon Types |
Disabled |
Randomizes the weapons used in each round, weighted based on the classes of the participants |
Balancing
Previous Winner Debuffs |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
|
Round 1 Type | |||||||||||||||||||||
Round 2 Type |
|
Round 2 Type | |||||||||||||||||||||
Round 3 Type |
|
Round 3 Type |
Round Rewards
Round 1 Rewards |
|
Round 1 Rewards | |||||||||
Round 2 Rewards |
|
Round 2 Rewards | |||||||||
Round 3 Rewards |
|
Round 3 Rewards | |||||||||
Round 4 Rewards |
|
Round 4 Rewards |
Rewards
Win Gold |
100000 |
Gold won if the hero wins the tournaments | ||||||||||||||||||||||||||||||
Win XP |
50000 |
XP given if the hero wins the tournaments | ||||||||||||||||||||||||||||||
Participate XP |
10000 |
XP given if the hero participates in a tournament but doesn't win | ||||||||||||||||||||||||||||||
Prize |
Reward Type
Reward Tier
|
Winners prize |
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |