GentlemanDjinn's BLT Config

Table of Contents

Commands

Channel Point Rewards

Classes

archer

heavyarcher

crossbow

heavycrossbow

horsearcher

camelarcher

looter

grenadier

cataphract

Elven Bowman

Gnome Mounted Archer

Gnome Crossbowman

fairy archer

Pugilist

Artificer

Revenant

Rambonator

Canon Golem

Vampire Gunslinger

Dwarf Gunslinger

Gunslinger

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Tournament Config

General

Equipment

Balancing

Round Type

Round Rewards

Rewards

Reward Type

Reward Tier

Betting

Commands

Command Description Settings
ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

adopt Subscribers get a free leveled up hero in game. Almost all other actions require an adopted hero.

Subscriber Only

Newly created wanderer

Viewer selects culture

Starting Gold: 100000

Inheritance: 50% of gold spent on equipment and retinue, up to 3 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: 3

att Boost an Attribute of your choice

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

Amount: 1

Costs 250000⦷

auction Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction.
Usage is !auction (custom item index) (reserve price), e.g. !auction 3 50000 would start a new auction for your custom item with the index of 3 (as shown by the 'customs' command or equivalent), with a reserve price of 50000.
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.
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
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=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

customs Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands.

Shows: Custom item storage

discarditem Throw away one of your custom items.
Usage is !discarditem (custom item index), e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command (or equivalent).
equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=1000000⦷

Focus

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

Focus points: 1

Cost: 50000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (custom item index) (viewer), e.g. !giveitem 3 C4alad0g would give your custom item with the index 3 to the viewer called C4lad0g. The custom item index is shown in the 'customs' command (or equivalent).
gold Show your heroes current gold.

Shows: Gold

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

Shows: Gold, Equipment tier, Battle equipment inventory

MFocus add 1 focus to a melee skill

Skills: Melee

Focus points: 1

Cost: 100000⦷

MoveFocus add 1 focus to a movement skill

Skills: Movement

Focus points: 1

Cost: 100000⦷

nameitem You can use this to name your custom items.
Usage is !nameitem (custom item index) (name), for example !nameitem 3 Foehammer. The custom item index is shown in the 'customs' command (or equivalent).
pow Use power
powers Shows your available powers

Shows: Powers

ranatt Boost One Random Attribute

Random attribute

Amount: 1

Costs 200000⦷

rdi Random character, player, enemy gains armor, speed, and damage buffs
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⦷

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

RFocus add 1 focus to a ranged skill

Skills: Ranged

Focus points: 1

Cost: 100000⦷

s

Side: Streamers side

Cost: 1⦷

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

SFocus add 1 focus to a support skill

Skills: Support

Focus points: 1

smitharmor
smithweapon
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

T Join Next Tournament

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: Wanderer

Viewer selects culture

Starting Age Range: 18 to 35

Starting Gold: 5000

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: 10000

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.

Newly created wanderer

Starting Age Range: 18

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

Burn Player
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

Falcon Punch! Fire fist go boom!
God mode Get god mode for 1 minute
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.
Join Kingdom

Price: 10000

Make me a Lord Pay the streamer to make you a lord in their faction
Pay Taxes Transfer 10,000 gold to the streamers character, from your hero.
Paycheck Get paid 10,000 up to 5 times a stream

Amount: 10000⦷

Rebel

OnlyAgainstPlayer: False

Price: 100000

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.
SlowMo Player Slow the player down in everything
Sub Adopt a Hero Subscribers get a more upgraded hero in game. Almost all other actions require an adopted hero.

Subscriber Only

Newly created wanderer

Same faction only

Starting Age Range: 18 to 35

Starting Gold: 10000

Inheritance: 50% of gold spent on equipment and retinue, up to 3 custom items

Starting Skills:

Skill Level
All 25 to 100

Starting Equipment Tier: 2


Classes

archer

Ranged troop, quick on their feet, can use explosive arrows.

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

Bow

Steppe Bow

Arrows

Arrows

Arrows

Arrows

OneHandedAxe

Round Bitted Fine Steel Hatchet
Passive Power

Fleet Footed

Fleet Footed I: Max Speed Multiplier: 110%

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

Fleet Footed II: Max Speed Multiplier: 125%

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

Fleet Footed III: Max Speed Multiplier: 150%

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

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


heavyarcher

Ranged troop, quick on their feet, can use explosive arrows.

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

Bow

Steppe Bow

Arrows

Arrows

Arrows

Arrows

TwoHandedAxe

Square Bit Two Handed Axe
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

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


crossbow

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

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges

OneHandedSword

Pointy Warsword
Passive Power

Self Healing

Vampiric I: Absorb 10% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Vampiric II: Absorb 25% of damage dealt as HP

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

Active Power

Heavy Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[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


heavycrossbow

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

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges

TwoHandedSword

Iron Broadsword
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Explosive Bolts

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[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


horsearcher

Mounted ranged unit, with a good horse, that can use exposive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
horsearcher Tier 1 Example horsearcher Tier 2 Example horsearcher Tier 3 Example horsearcher Tier 4 Example horsearcher Tier 5 Example horsearcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

Steppe Bow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Pointy Warsword
Mount

Horse

Midlands Palfrey
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


camelarcher

Mounted ranged unit on a good camel, wielding a glaive. Can use exposive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
camelarcher Tier 1 Example camelarcher Tier 2 Example camelarcher Tier 3 Example camelarcher Tier 4 Example camelarcher Tier 5 Example camelarcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

Steppe Bow

Arrows

Arrows

Arrows

Arrows

TwoHandedGlaive

Scythe
Mount

Camel

Camel
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)

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

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

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

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

Active Power

Heavy Arrows

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[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


looter

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
looter Tier 1 Example looter Tier 2 Example looter Tier 3 Example looter Tier 4 Example looter Tier 5 Example looter Tier 6 Example
Formation 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

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

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

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


grenadier

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
grenadier Tier 1 Example grenadier Tier 2 Example grenadier Tier 3 Example grenadier Tier 4 Example grenadier Tier 5 Example grenadier 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

Heavy Hitting I: 125.0% dmg

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

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

Heavy Hitting II: 150.0% dmg

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

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

Heavy Hitting III: 200.0% dmg

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

Active Power

Retribution

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

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

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2

[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

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

[Fleet Footed III: Max Speed Multiplier: 150% ] requires CLASS LEVEL 3


cataphract

Classic hard to kill calvery tank

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
cataphract Tier 1 Example cataphract Tier 2 Example cataphract Tier 3 Example cataphract Tier 4 Example cataphract Tier 5 Example cataphract Tier 6 Example
Formation Heavy Cavalry
Equipment

TwoHandedMace

Sledgehammer

Shield

Iron Reinforced Highland Large Shield

OneHandedLance

Long Thamaskene Tipped Spear

Shield

Iron Reinforced Highland Large Shield
Mount

Horse

Midlands Palfrey

Camel

Camel
Passive Power

Immovable

Healthy I: 125% HP

Shrug Off I: 15% Shrug Off

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

Healthy II: 150% HP

Shrug Off II: 40% Shrug Off

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

Healthy III: 200% HP

Shrug Off III: 80% Shrug Off

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

Imposing: Scale 120%

Imposing Mount: Scale 120% (on mount)

Active Power

Unstoppable

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

[Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 1

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 2

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

[Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 3

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

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


Elven Bowman

Swift and deadly archer

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Elven Bowman Tier 1 Example Elven Bowman Tier 2 Example Elven Bowman Tier 3 Example Elven Bowman Tier 4 Example Elven Bowman Tier 5 Example Elven Bowman Tier 6 Example
Formation Ranged
Equipment

Bow

Steppe Bow

Arrows

Arrows

Arrows

Arrows

Dagger

Xiphos
Passive Power

Master Archer

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

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

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

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

Active Power

Piercing Arrow

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[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

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

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

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


Gnome Mounted Archer

Mounted ranged unit, with a good horse, that can use exposive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Gnome Mounted Archer Tier 1 Example Gnome Mounted Archer Tier 2 Example Gnome Mounted Archer Tier 3 Example Gnome Mounted Archer Tier 4 Example Gnome Mounted Archer Tier 5 Example Gnome Mounted Archer Tier 6 Example
Formation Horse Archer
Equipment

Bow

Steppe Bow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Pointy Warsword
Mount

Horse

Midlands Palfrey

Camel

Camel
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)

Really Short: Scale 65%

Active Power

Explosive Arrows

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

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

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

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[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


Gnome Crossbowman

Mounted ranged unit, with a good horse, that can use exposive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Gnome Crossbowman Tier 1 Example Gnome Crossbowman Tier 2 Example Gnome Crossbowman Tier 3 Example Gnome Crossbowman Tier 4 Example Gnome Crossbowman Tier 5 Example Gnome Crossbowman Tier 6 Example
Formation Ranged
Equipment

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges

Dagger

Xiphos
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)

Really Short horse: Scale 65% Mount Maneuver: 140% Mount Speed: 140% (on mount)

Really Short: Scale 65%

Active Power

Explosive Arrows

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

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

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

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[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


fairy archer

Ranged troop, quick on their feet, can use explosive arrows.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
fairy archer Tier 1 Example fairy archer Tier 2 Example fairy archer Tier 3 Example fairy archer Tier 4 Example fairy archer Tier 5 Example fairy archer Tier 6 Example
Formation Ranged
Equipment

Bow

Steppe Bow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Pointy Warsword
Passive Power

Fleet Footed

Fleet Footed I: Max Speed Multiplier: 110%

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

Fleet Footed II: Max Speed Multiplier: 125%

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

Fleet Footed III: Max Speed Multiplier: 150%

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

Really Really Short: Scale 50% Max Speed Multiplier: 130%

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

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

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

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


Pugilist

Fist Fighter Only

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

Bull Moose

Healthy III: 200% HP

Heavy Hitting III: 200.0% dmg

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

Vampiric III: Absorb 50% of damage dealt as HP

Athletic I: Athletics: +25

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Shrug Off I: 15% Shrug Off

Shrug Off II: 40% Shrug Off

Shrug Off III: 80% Shrug Off

Rage: AI Attack Chance: 1000% +2 AIDecideOnAttackChance: 1000% +2 AI Block Chance: -25 AiDecideOnAttackingContinue: 1000% AISetNoDefendTimerAfterHittingAbility: 1000%

Super Punch: 500.0% dmg / +50 dmg / Add: 10% Knock Back, 5% Knock Down, 5% Dismount / Ignore 50% Armor / 25% Stagger

Active Power

Bully!

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

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

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

[Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1

[Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2

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

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

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

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

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

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

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

[Falcon Punch!: 500.0% dmg / Add: 75% Knock Back, 50% Knock Down, 25% Mount Rear, 15% Dismount / 25% Stagger from Ranged / Melee] requires CLASS LEVEL 3


Artificer

Typical Low Health OP Artificer

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

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges

Stone

Stone
Passive Power

Magic Shot

Magic Missile I: 75.0% dmg / Add: 25% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 10% Unblockable / 100% Cut Through from Ranged

Magic Missile II: Add: 50% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 30% Unblockable / 100% Cut Through / AoE: 75dmg in 15m with from Ranged

Magic Missile III: 150.0% dmg / Add: 90% Knock Down, 90% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 50% Unblockable / 100% Cut Through / 25% Stagger from Ranged

Very Fragile: 40% HP

Active Power

Magic Canon

[Fireball I: Add: 50% Knock Down, 50% Dismount / Remove: 25% Shrug Off / Ignore 10% Armor / 10% Unblockable / 35% Shatter Shield / 10% Stagger / AoE: 50dmg in 5m with from Ranged] requires

[Fireball II: 150.0% dmg / Add: 75% Knock Down, 75% Dismount / Remove: 50% Shrug Off / Ignore 30% Armor / 30% Unblockable / 50% Shatter Shield / 30% Stagger / AoE: 75dmg in 5m with from Ranged] requires

[Fireball III: 200.0% dmg / Add: 90% Knock Down, 90% Dismount / Remove: 75% Shrug Off / Ignore 50% Armor / 75% Unblockable / 90% Shatter Shield / 50% Stagger / AoE: 100dmg in 5m with from Ranged] requires


Revenant

Low health, vampiric, fast and hard hitting

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

TwoHandedAxe

Square Bit Two Handed Axe

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges
Passive Power

Ghost

Vampiric IV: Absorb 75% of damage dealt as HP

Shrug Off III: 80% Shrug Off

Very Fragile: 40% HP

Active Power

Wrath of the Revenant

[Ghostly Kill: 200.0% dmg / Add: 75% Knock Back, 50% Knock Down, 25% Mount Rear, 15% Dismount / Ignore 100% Armor / 75% Unblockable / 50% Cut Through from Ranged / Melee] requires Total Kills >= 20 [class: (Class, (current))

[Ghostly Speed: Max Speed Multiplier: 200% Movement: 200% ] requires Total Kills >= 10 [class: (Class, (current))

[Rage: AI Attack Chance: 1000% +2 AIDecideOnAttackChance: 1000% +2 AI Block Chance: -25 AiDecideOnAttackingContinue: 1000% AISetNoDefendTimerAfterHittingAbility: 1000% ] requires

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1

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

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


Rambonator

80s action movie MC here to never stop firing that weapon.

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

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges
Passive Power

Aim small miss small

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

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

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

Active Power

I'm Gonna Tear You Apart

[Rage: AI Attack Chance: 1000% +2 AIDecideOnAttackChance: 1000% +2 AI Block Chance: -25 AiDecideOnAttackingContinue: 1000% AISetNoDefendTimerAfterHittingAbility: 1000% ] requires

[Wrath: 200.0% dmg / Add: 75% Knock Back, 50% Knock Down, 25% Mount Rear, 15% Dismount / Ignore 100% Armor / 75% Unblockable / 50% Cut Through from Ranged / Melee] requires CLASS LEVEL 3

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

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

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

[Gunslinger: Reload Speed: 150% Reload Movement Penalty: 50% ] requires


Canon Golem

Giant, tanky, very slow reload, devestating damage

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Canon Golem Tier 1 Example Canon Golem Tier 2 Example Canon Golem Tier 3 Example Canon Golem Tier 4 Example Canon Golem Tier 5 Example Canon Golem Tier 6 Example
Formation Ranged
Equipment

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges
Passive Power

Living Canon

Giant: Scale 150%

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Shrug Off I: 15% Shrug Off

Shrug Off II: 40% Shrug Off

Shrug Off III: 80% Shrug Off

Imposing: Scale 120%

Rage: AI Attack Chance: 1000% +2 AIDecideOnAttackChance: 1000% +2 AI Block Chance: -25 AiDecideOnAttackingContinue: 1000% AISetNoDefendTimerAfterHittingAbility: 1000%

Hard Reload: Reload Speed: 25% Reload Movement Penalty: 200%

Canon blast: 200.0% dmg / Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / Remove: 50% Shrug Off / Ignore 25% Armor / 99% Unblockable / 75% Cut Through / AoE: 100dmg in 10m with from Ranged

Active Power

Steel Body

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

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

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


Vampire Gunslinger

Gun and speed

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Vampire Gunslinger Tier 1 Example Vampire Gunslinger Tier 2 Example Vampire Gunslinger Tier 3 Example Vampire Gunslinger Tier 4 Example Vampire Gunslinger Tier 5 Example Vampire Gunslinger Tier 6 Example
Formation Ranged
Equipment

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges
Passive Power

Speed

Athletic III: Athletics: +100

Fleet Footed III: Max Speed Multiplier: 150%

Gunslinger: Reload Speed: 150% Reload Movement Penalty: 50%

Vampiric I: Absorb 10% of damage dealt as HP

Active Power

Power

[Magic Missile I: 75.0% dmg / Add: 25% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 10% Unblockable / 100% Cut Through from Ranged] requires CLASS LEVEL 1

[Magic Missile II: Add: 50% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 30% Unblockable / 100% Cut Through / AoE: 75dmg in 15m with from Ranged] requires CLASS LEVEL 2

[Magic Missile III: 150.0% dmg / Add: 90% Knock Down, 90% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 50% Unblockable / 100% Cut Through / 25% Stagger from Ranged] requires CLASS LEVEL 3

[Vampiric III: Absorb 50% of damage dealt as HP] requires CLASS LEVEL 1

[Vampiric IV: Absorb 75% of damage dealt as HP] requires CLASS LEVEL 2

[Vampiric V: Absorb 100% of damage dealt as HP] requires CLASS LEVEL 3


Dwarf Gunslinger

Dawf Gunslinger

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Dwarf Gunslinger Tier 1 Example Dwarf Gunslinger Tier 2 Example Dwarf Gunslinger Tier 3 Example Dwarf Gunslinger Tier 4 Example Dwarf Gunslinger Tier 5 Example Dwarf Gunslinger Tier 6 Example
Formation Ranged
Equipment

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

TwoHandedAxe

Square Bit Two Handed Axe
Passive Power

Dwarf

Short: Scale 80%

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Magic Missile I: 75.0% dmg / Add: 25% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 10% Unblockable / 100% Cut Through from Ranged

Active Power

Go for the knee caps

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Fireball I: Add: 50% Knock Down, 50% Dismount / Remove: 25% Shrug Off / Ignore 10% Armor / 10% Unblockable / 35% Shatter Shield / 10% Stagger / AoE: 50dmg in 5m with from Ranged] requires CLASS LEVEL 3

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

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

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


Gunslinger

Gunslinger

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

Crossbow

Old Flintlock Pistol

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges

Bolts

Pistol Cartridges
Passive Power

Speed

Athletic III: Athletics: +100

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Gunslinger: Reload Speed: 150% Reload Movement Penalty: 50%

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

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

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

Active Power

Power

[Magic Missile I: 75.0% dmg / Add: 25% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 10% Unblockable / 100% Cut Through from Ranged] requires CLASS LEVEL 1

[Magic Missile II: Add: 50% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 30% Unblockable / 100% Cut Through / AoE: 75dmg in 15m with from Ranged] requires CLASS LEVEL 2

[Magic Missile III: 150.0% dmg / Add: 90% Knock Down, 90% Dismount / Remove: 25% Shrug Off / Ignore 100% Armor / 50% Unblockable / 100% Cut Through / 25% Stagger from Ranged] requires CLASS LEVEL 3


Common Config

General

Sub Boost

3

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

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

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 Summons >= 50

250000⦷

50000XP

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

Rebellious

Consecutive Attacks >= 5

20000⦷

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

Reliable

Consecutive Summons >= 5

20000⦷

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

Renegade

Consecutive Attacks >= 50

250000⦷

50000XP

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

Stream Sniper

Total Streamer Kills >= 5

Traitorous

Consecutive Attacks >= 20

50000⦷

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

Trusted

Consecutive Summons >= 20

50000⦷

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

Tournament Config

General

Start Health Multiplier

2

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

Disabled

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

Enabled

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

Equipment

No Horses

Enabled

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

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

5000

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

5000

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

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

0

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

0

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

0

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

Rewards

Win Gold

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

Disabled

Only allow betting on the final betting