GentlemanDjinn's BLT Config
Table of Contents
Commands
Channel Point Rewards
Classes
infantry
archer
heavyarcher
crossbow
heavycrossbow
cavalry
camelry
horsearcher
camelarcher
skirmisher
berserker
looter
grenadier
Knight
cataphract
Blade Master
Paladin
Dwarf Warrior
Elven Bowman
Deathknight
Giant
Vampire
Gnome Crossbowman
fairy archer
Golem
Pugilist
Wraith
Wizard
Barbarian
Rambonator
Lumberjack
Common Config
General
Battle
Death
XP
Kill Rewards
Battle End Rewards
Kill Streaks
Achievements
Tournament Config
General
Equipment
Balancing
Round Type
Round Rewards
Rewards
Reward Type
Reward Tier
Betting
Commands
Command | Description | Settings | ||||||||||
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ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
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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:
Starting Equipment Tier: 3 |
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att | Boost an Attribute of your choice |
Provide the attribute name (or part of it) when calling this Amount: 1 Costs 250000⦷ |
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auction | Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction. Usage is !auction (custom item index) (reserve price) , e.g. !auction 3 50000 would start a new auction for your custom item with the index of 3 (as shown by the 'customs' command or equivalent), with a reserve price of 50000. |
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bid | Place a bid on the current auction, if one is active. Usage is !bid (gold amount) , e.g. !bid 100000 . If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected. |
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bltbet | Use this to bet on tournament matches, when available. Usage is !bltbet (team) (gold) , for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.If only one team is bet upon, the bets will be refunded. |
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buymount | ||||||||||||
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 |
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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 |
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discarditem | Throw away one of your custom items. Usage is !discarditem (custom item index) , e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command (or equivalent). |
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equip | Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to. |
Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=1000000⦷ |
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Focus |
Skills: Automatic, based on class, equipment, and existing skills Focus points: 1 Cost: 50000⦷ |
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giveitem | Give one of your custom items to another viewer. Usage is !giveitem (custom item index) (viewer) , e.g. !giveitem 3 C4alad0g would give your custom item with the index 3 to the viewer called C4lad0g. The custom item index is shown in the 'customs' command (or equivalent). |
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gold | Show your heroes current gold. |
Shows: Gold |
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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 |
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MFocus | add 1 focus to a melee skill |
Skills: Melee Focus points: 1 Cost: 100000⦷ |
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MoveFocus | add 1 focus to a movement skill |
Skills: Movement Focus points: 1 Cost: 100000⦷ |
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nameitem | You can use this to name your custom items. Usage is !nameitem (custom item index) (name) , for example !nameitem 3 Foehammer . The custom item index is shown in the 'customs' command (or equivalent). |
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pow | Use power | |||||||||||
powers | Shows your available powers |
Shows: Powers |
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ranatt | Boost One Random Attribute |
Random attribute Amount: 1 Costs 200000⦷ |
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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=1000⦷, 2=2500⦷, 3=5000⦷, 4=10000⦷, 5=20000⦷, 5=20000⦷, 6=40000⦷ |
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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 |
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retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list |
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RFocus | add 1 focus to a ranged skill |
Skills: Ranged Focus points: 1 Cost: 100000⦷ |
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s |
Side: Streamers side Cost: 1⦷ Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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SFocus | add 1 focus to a support skill |
Skills: Support Focus points: 1 Cost: 100000⦷ |
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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 |
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T | Join Next Tournament |
Channel Point Rewards
Command | Description | Settings | ||||||||||
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Adopt a Culture Hero | Get a hero in game with a specific culture. Almost all other actions require an adopted hero. |
Newly created wanderer Viewer selects culture Starting Age Range: 18 to 35 Starting Gold: 5000 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Adopt a Hero | Get a hero in game. Almost all other actions require an adopted hero. |
Newly created wanderer Starting Age Range: 18 Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Attack | Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue). |
Side: Enemy side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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Burn Enemy | ||||||||||||
Burn Player | ||||||||||||
Daily Gold | Adds 100,000 gold to your adopted hero. |
Amount: 100000⦷ |
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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 |
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Falcon Punch! (BLT) | Become Fire Fist Ace | |||||||||||
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 |
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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⦷ |
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Retire My Hero | Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete. | |||||||||||
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 |
Classes
infantry
Basic foot soldier, the core around which every army is built.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
OneHandedSword |
Shield |
Passive Power |
Healthy Healthy I: 125% HP Athletic I: Athletics: +25 Healthy II: 150% HP Athletic II: Athletics: +50 Healthy III: 200% HP Athletic III: Athletics: +100 Crush Through I: 15% Unblockable / 15% Shatter Shield |
Active Power |
Fireblade [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 [Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3 |
archer
Ranged troop, quick on their feet, can use explosive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedAxe |
Passive Power |
Fleet Footed Fleet Footed 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 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedAxe |
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 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
OneHandedSword |
Passive Power |
Self Healing Vampiric I: Absorb 10% of damage dealt as HP Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% 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 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
TwoHandedSword |
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 |
cavalry
Mounted troop with a strong horse, capable of doing extra charge damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedSword |
Mount |
Horse |
Passive Power |
A Good Horse Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 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 |
camelry
Mounted troop with a strong horse, capable of doing extra charge damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedMace |
Mount |
Camel |
Passive Power |
A Good Camel 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 |
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Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedSword |
Mount |
Horse |
Passive Power |
Mounted Archery Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) 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 |
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Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedGlaive |
Mount |
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 |
skirmisher
Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Skirmisher |
Equipment |
TwoHandedSword |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Retribution Retribution I: Reflect 10% damage Retribution II: Reflect 25% damage Retribution III: Reflect 50% damage Explosive Projectiles I: AoE: 50dmg in 4m from Ranged |
Active Power |
Break Through [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 [Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3 |
berserker
Foot soldier with lower health, that can gain health by doing damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
TwoHandedAxe |
Passive Power |
Glass Cannon Fragile I: 50% HP Heavy Hitting I: 125.0% dmg Fragile II: 65% HP Heavy Hitting II: 150.0% dmg Fragile III: 90% HP Heavy Hitting III: 200.0% dmg Imposing: Scale 120% Knock Down I: Add: 15% Knock Down Vampiric II: Absorb 25% of damage dealt as HP |
Active Power |
Berserker Rage [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 [Cut Through III: 100% Unblockable] requires CLASS LEVEL 3 |
looter
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
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 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
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 |
Knight
Classic hard to kill infantry tank
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedMace |
Shield |
Passive Power |
Immovable 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 Imposing: Scale 120% |
Active Power |
Hard To Kill [Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1 [Vampiric II: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 2 [Vampiric III: Absorb 50% of damage dealt as HP] requires CLASS LEVEL 3 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 |
cataphract
Classic hard to kill calvery tank
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Cavalry |
Equipment |
TwoHandedMace |
Shield |
OneHandedLance |
Mount |
Horse |
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 |
Blade Master
Sword and throwing knives and speed
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
OneHandedSword |
ThrowingKnives |
ThrowingKnives |
ThrowingKnives |
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% Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 |
Active Power |
Power [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 [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 |
Paladin
Tanky High Damage
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedMace |
Shield |
Passive Power |
Passive Power Healthy I: 125% HP Healthy II: 150% HP Healthy III: 200% HP Imposing: Scale 120% |
Active Power |
Active Power [Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 [Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 [Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3 [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 [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 [Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3 [Holy Weapon: Melee: +25] requires |
Dwarf Warrior
Dawf Warrior
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedAxe |
ThrowingAxes |
ThrowingAxes |
Passive Power |
Dwarf Short: Scale 80% Healthy I: 125% HP Healthy II: 150% HP Healthy III: 200% HP |
Active Power |
Go for the knee caps [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 [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 |
Elven Bowman
Swift and deadly archer
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
Dagger |
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 |
Deathknight
Vampire heavy hitter
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedMace |
Passive Power |
Passive Power Vampiric I: Absorb 10% of damage dealt as HP Vampiric II: Absorb 25% of damage dealt as HP Vampiric III: Absorb 50% of damage dealt as HP Imposing: Scale 120% |
Active Power |
Active Power [Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 [Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 [Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3 [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 [Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3 |
Giant
A Giant
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedMace |
Passive Power |
Passive Power Giant: Scale 150% 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 Imposing: Scale 120% Shrug Off I: 15% Shrug Off Shrug Off II: 40% Shrug Off Shrug Off III: 80% Shrug Off |
Active Power |
Active Power [AOE Knockdown I: 0.0% dmg / Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through / 25% Stagger / AoE: 50dmg in 1.5m with from Melee] requires CLASS LEVEL 1 [AOE Knockdown II: 0.0% dmg / Add: 25% Knock Back, 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / 50% Stagger / AoE: 50dmg in 1.5m with from Melee] requires CLASS LEVEL 2 [AOE Knockdown III: 0.0% dmg / Add: 50% Knock Back, 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / 90% Stagger / AoE: 50dmg in 1.5m with from Melee] requires CLASS LEVEL 3 [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 [Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3 |
Vampire
Sword and speed
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedSword |
Passive Power |
Speed Athletic III: Athletics: +100 Fleet Footed III: Max Speed Multiplier: 150% Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Vampiric I: Absorb 10% of damage dealt as HP |
Active Power |
Power [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 [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 |
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 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
Dagger |
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 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedSword |
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 |
Golem
A tanky Giant
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedGlaive |
Passive Power |
Passive Power 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% Retribution I: Reflect 10% damage Retribution II: Reflect 25% damage Retribution III: Reflect 50% damage Rage: AI Attack Chance: 1000% +2 AIDecideOnAttackChance: 1000% +2 AI Block Chance: -25 AiDecideOnAttackingContinue: 1000% AISetNoDefendTimerAfterHittingAbility: 1000% |
Active Power |
Active Power [AOE Knockdown I: 0.0% dmg / Add: 10% Knock Back, 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through / 25% Stagger / AoE: 50dmg in 1.5m with from Melee] requires CLASS LEVEL 1 [AOE Knockdown II: 0.0% dmg / Add: 25% Knock Back, 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / 50% Stagger / AoE: 50dmg in 1.5m with from Melee] requires CLASS LEVEL 2 [AOE Knockdown III: 0.0% dmg / Add: 50% Knock Back, 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / 90% Stagger / AoE: 50dmg in 1.5m with from Melee] requires CLASS LEVEL 3 [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 |
Pugilist
Fist Fighter Only
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
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 |
Wraith
Low health, vampiric, fast and hard hitting
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
TwoHandedSword |
ThrowingJavelins |
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 Wraith [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 |
Wizard
Typical Low Health OP Mage
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
TwoHandedGlaive |
Stone |
Passive Power |
Magic Missle 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 |
Fireball [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 |
Barbarian
You wouldn't like him when he's mad.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
TwoHandedSword |
Passive Power |
Big Imposing: Scale 120% |
Active Power |
And Angry [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 [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 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
Bolts |
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% Plot Armor Hit Chance: Handling Multiplier: 500% Weapon Inaccuracy: 10% |
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 [Full Auto: Reload Speed: 700% Reload Movement Penalty: 50% ] requires |
Lumberjack
Slow Heavy hitter
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
Passive Power |
Slow but Strong Healthy III: 200% HP Heavy Hitting III: 200.0% dmg Shrug Off I: 15% Shrug Off Shrug Off II: 40% Shrug Off Shrug Off III: 80% Shrug Off Super Punch: 500.0% dmg / +50 dmg / Add: 10% Knock Back, 5% Knock Down, 5% Dismount / Ignore 50% Armor / 25% Stagger Imposing: Scale 120% Lead Footed: Max Speed Multiplier: 50% |
Active Power |
Tree Chopper [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 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 [Crush Through III: 50% Unblockable / 50% Shatter Shield] 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 [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 |
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 |
|
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 |
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Round 3 Rewards | |||||||||
Round 4 Rewards |
|
Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Disabled |
Only allow betting on the final betting |