Bannerlord Twitch Viewer Guide

Bannerlord Twitch (BLT) is a Twitch Integration mod for Mount & Blade II: Bannerlord.

As a viewer you can use channel point rewards (if available), and chat commands to interact with the game while the streamer is playing.

The primary feature of BLT is allowing you to 'adopt' a hero in the game. Your hero can either be a random hero already inside the game world, or a newly created one. Your hero equipment can be upgraded, or replaced with custom items or tournament reward items; however you will always equip the best item you have available in each actual slot.

Some examples of things you can do with your hero include 'summoning' your hero into battles that the streamer is taking part in, joining viewer tournaments, selecting your heroes 'class', unlocking special class powers, or creating new viewer clans. Everything saves with the game, so you can join for entire campaigns, while your heroes level whenever the campaign is being played.

If you aren't sure where to start, start with !help and !adopt

Table of Contents

Commands

Channel Point Rewards

Classes

crusader

ranger

heavyarcher

arbalist

cavalry

camelry

horsearcher

camelarcher

myrmidon

berserker

jotunn

barbarian

brawler

assassin

fairy

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Upgrade System

Upgrade Counts

Fief Upgrades

Standard Fief Upgrades

Clan Upgrades

Standard Clan Upgrades

Kingdom Upgrades

Commands

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

Shows: Achievements, Tracked stats

adopt Adopt a newly created Hero. Almost all other actions require an adopted hero.

Newly created wanderer

Starting Age Range: 18 to 25

Starting Gold: 50000

Inheritance: 25% of gold spent on equipment and retinue, no custom items

Starting Equipment Tier: 1

Starting Class:

barbarian

Starting Skills:

View Table
Skill Level
Melee 50 to 125
Ranged 50 to 125
Riding 25 to 75
Athletics 25 to 75
adoptByCulture Adopt a randomly selected Hero, filtered by Culture
Can do "!adoptByCulture list" for a list of cultures

Newly created wanderer

Starting Gold: 50000

Inheritance: 25% of gold spent on equipment and retinue, up to 5 custom items

Starting Equipment Tier: 0

Starting Class:

barbarian

Starting Skills:

View Table
Skill Level
All 25 to 75
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

attribute

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 'customitems' command), with a reserve price of 50000.
battle

Description: Shows detailed information about your adopted hero's current battle status, including health, mount, weapons, kills, retinue, gold, XP, and active powers.

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.
buyfocus

Tier costs: 1=30000⦷, 2=40000⦷, 3=50000⦷, 4=60000⦷, 5=75000⦷

Skills: Steward, One Handed, Leadership, Tactics, Athletics, Throwing, Polearm, Mariner, Riding, Roguery, Medicine, Scouting, Charm, Crossbow, Smithing, Bow, Boatswain, Shipmaster, Trade, Two Handed, Engineering

buymount Buy a randomly tiered mount for your Hero.Only for mounted classes.(1250000 gold)
capital

Enabled: True

Enabled: True

Allow Independent Clans: True

Require Ruling Clan: True

Set Cost: 500000⦷

Transfer Cost: 1000000⦷

Transfer Days: 30

Cooldown Days: 30

clan Use to manage clan actions
Usage is !clan (join/create/lead/rename/stats/leave/buy title/banner) name
Example: !clan join Banu Tammar or !clan stats

Enabled Commands: Join, Create, Lead, Rename, Stats, Fiefs, Leave, Edit Banner, Home

Join Config: Max Heroes=50, Price=100000⦷, Allow Join Players Clan?=True

Create Config: Price=500000⦷, Renown=100,

Lead Config: Price=1000000⦷, Challenge Heroes?=False

Rename Config: Price=10000⦷

Create a banner:(bannerlord.party/banner/) For long banners: !clan banner start -> !clan banner {code} (repeat) -> !clan banner end

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=15000⦷, 3=50000⦷, 4=100000⦷, 5=250000⦷, 5=250000⦷, 6=500000⦷

Free if you do not already have a class

Updates equipment to match new class

customitems 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

dehydrate
diplomacy

New Diplomacy System: Enabled

Enabled Features: War, Peace, NAP, Alliance, Trade, CTW

War: 250000⦷, Influence x1, 20 day cooldown, 30 day minimum duration

Peace: 100000⦷, Influence x1

NAP: 100000⦷, 50 influence, Max: 5

Alliance: 150000⦷, 100 influence, Max: 3

Clan Alliance: 50000⦷ per proposal

Trade Config: Price=50000⦷

CTW: 50000⦷, 50 influence, 15 days to accept

Tribute: 100-10000⦷/day, 90 days

Truce: 30 days

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.
eliteretinue

Max secondary retinue: 5

Tier costs: 1=50000⦷, 2=100000⦷, 3=200000⦷, 4=350000⦷, 5=550000⦷, 6=800000⦷

Allowed: Same culture only, Elite troops

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.
Usage is !equip (blank for auto upgrade/tier number)
Example: !equip 1 or !equip

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

equipcustom

Enabled: Yes

Usage: !equipcustom [item name or number]

Use without arguments to list your custom items

family

Family Management: Manage and view your hero's family members, including spouse, children, and parents.

Max Kids From Baby Command: 3

Usage:

- spouse

- spouse rename [name]

- spouse looks [body]

- spouse baby

- spouse skills

- children: List all children.

- [childName>]*

- [childName]* rename [name]

- [childName]* looks [body]

- [childName]* marry [viewer]* [viewer_child]*

- [childName]* [grandchildName]*

Notes:

* means command expects 1 word in that field

If 2 children are named same add a number at the end, eg Caladog1, Caladog2

fief

Description: Allows a clan leader to manage their fiefs. You can view fief info, set building projects, adjust gold boosts for construction, and view building explanations.

Usage:

• info - Shows detailed information about the specified fief.\n

• projects ... - Sets the building projects queue and daily project for the fief.\n

• gold - Changes the building boost (gold) for the fief.\n\n

• explanation - Shows the description and effect of the specified building.\n\n

formation

Usage: number

- front/back

- detach/attach

- (while detached): charge/hold/follow/gate/walls

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 'customitems' command.
gold Show your heroes current gold.

Shows: Gold

heal Heals your hero over time. Only works in battle, when your hero is summoned.
healstreamer
heir

HeirCommand settings for age, skills, gold, inheritance, equipment, and notifications.

hero Use to adjust hero physical features
Usage is !hero gender (male/female) / !hero looks (appearance string) / !hero marry (culture/clan/name)
Example: !hero gender male

Enabled Commands: Change Hero Gender, Change Hero AppearanceMarriage

Gender Change Config: Price=10000⦷, Only on created heroes?=True

Marriage Config: Price=50000⦷, Only create spouse?=True, Allow choose by clan or name?=False

Hero Features

Enabled Commands: Change Hero Gender, Change Hero AppearanceMarriage

Gender Change Config: Price=0⦷, Only on created heroes?=True

Marriage Config: Price=500000⦷, Only create spouse?=False, Allow choose by clan or name?=False

income
info
inv Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead)

Shows: Gold, Equipment tier, Battle equipment inventory

itemstats
kingdom Use to manage clan actions
Usage is !kingdom (join/rebel/leave/stats) name
Example: !kingdom join Aserai or !clan stats

Enabled Commands: Join, Merc, Rebel, Leave, Create, Stats, Armies, Release, Expel, Tax, Sponsor

Join Config: Max AI Kingdom Clans=30, Max Player Kingdom Clans=50, Max BLT Kingdom Clans=30, Max AI Kingdom Mercenary Clans=5, Max Player Kingdom Mercenary Clans=10, Max BLT Kingdom Mercenary Clans=10, Price=150000⦷, Allow Join Players Kingdom?=True, Player Kingdom Price=150000⦷

Mercenary: Price=50000⦷, Player Kingdom Price=50000⦷,

Rebel Config: Price=500000⦷, Allow Rebelling from BLT Kingdom?=True, From BLT Kingdom Price=1000000⦷, Minimum Clan Tier=2

Create Config: Price=20000000⦷, Minimum Clan Tier=3, Minimum Fiefs Amount=2

Release: Price=50000⦷

Expel: Price=100000⦷

Tax: Min Rate=5%, Max Rate=100%

Sponsor: Gold Per Influence=1000⦷, King Cut=25%

leaderboard

Usage: !leaderboard hero (kills|deaths|battles|summons|attacks|tournaments|family) or !leaderboard clan (power|renown|members|dead|fiefs|gold|party|merc|prosperity)

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 'customitems' command.
New Command
party

Commands:

!party — current party/army status

!party create — spawn a new party

!party govern [fief] — become governor of a clan fief

!party stats — detailed party stats

!party disband [index|all] — disband own party/parties

!party train / status / cancel — invest gold in troop training

!party release [all] — release BLT order on own party (or all free clan parties) and restore AI

Clan party orders (append 'all' for every free clan party):

!party siege [all] — siege an enemy fortification

!party defend [all] — smart-guard a friendly fortification

!party patrol [all] — smart-guard patrol a settlement

!party raid [all] — raid a village (fort = expand to bound villages)

!party garrison [all] — enter and stay in a friendly fortification

Smart-guard logic: (1) defend if under siege by enemy, (2) protect raided village, (3) patrol

Raid 'all' distributes parties to different villages; remainder patrol the fortification

Army subcommands: !party army [subcommand]

siege [settlement] — besiege a named enemy settlement (or auto-pick)

defend [settlement] — defend a named friendly settlement (or auto-pick)

patrol [settlement] — patrol around any named settlement (or auto-pick)

garrison [settlement] — garrison whole army at a friendly fortification

release — release the active army order and restore normal AI

status — army strength, behavior, cohesion, food, active order info

disband [index] — disband your army; king: disband any by index

leave — leave someone else's army

reassign [hero] — transfer army leadership to a hero in your army

kick [n] — kick the n weakest parties from army (army leader or king w/ index)

view — (king) list all kingdom armies with index numbers

create [hero_name] — (king) commission an NPC-led army

takeover [hero|index] — (clan leader) seize command of a clan member's army

call nearby [army_index] — call free parties near the army to join

call all [army_index] — call all free kingdom parties to join the army

join — join a kingdom army by index, bringing all free clan parties

Allied siege joining: parties allied via the diplomacy treaty system may jointly besiege a mutual enemy.

Army config:

Creation cost: 50000⦷

Max re-issue attempts: 5

Party order expiry: none

Army order expiry: none

King management: create cost 100000⦷

Clan-leader takeover: enabled

Call: base 0 influence + 25/party | nearby radius 30

Join: base 0 influence + 10/party (free for mercenaries)

Army kick: enabled

Garrison: enabled

power
powers Shows your available powers

Shows: Powers

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

Re-rolls your equipment at your current tier

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

reinforce

Enabled: Yes

Militia cost per unit: 15000⦷

Militia cap per settlement: 100

Extra militia cap for Kingdom Capital: 150

Elite cost per unit: 30000⦷

Elite cap per settlement: 50

Extra elite militia cap for Kingdom Capital: 50

renew

Age: 1

Price: 500000

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.
Usage is !retinue (blank or all for auto upgrade/upgrade amount)
Example: !retinue 1 or !retinue all

Max retinue: 15

Tier costs: 1=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=250000⦷, 6=500000⦷

Allowed: Same culture only, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list, Secondary retinue unit list

retire

Only Created Heroes?: False

skills

Shows: Skills greater than , Attributes

smitharmor Smith a custom armor item(500000 gold)
smithweapon Smith a custom weapon(1000000 gold)
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, Secondary retinue count and average tier

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

Side: Streamers side

Heals: 2.0HP per second while summoned

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

tournament Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament.

Cost: 2500⦷

transfer

Enabled: Yes

Allow kings to force cross-kingdom transfers: Yes

upgrade

Enabled: Yes

Allow List Command: Yes

Kingdom Leaders Can Upgrade Fiefs: No

Any Clan Member Can Upgrade Clan: No

Reserve Troops When Full: Yes

Independent Clans Count as Lords: Yes

Independent Clans Count as Mercenaries: No

vassal

Channel Point Rewards

View Table
Command Description Settings
Burn Player Burn Player for 60 seconds, Cause Rage Frenzy!
Daily Gold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

Daily XP Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment.

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

XP: 50000

Give Player Gold Transfer 10,000 gold to the streamers character, from your hero.
HailSatan You Have Summoned Helheims Curse Upon Your Hero (multiplier of pain)
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.

Classes

crusader

Basic foot soldier, the core around which every army is built.

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

OneHandedSword

The Ambassador

Shield

Steel Cross Shield
Passive Power

Healthy

Ignore Armor I: Ignore 15% Armor

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy I: 125% HP

Athletic II: Athletics: +50

Healthy II: 150% HP

Athletic III: Athletics: +100

Healthy II: 150% HP

Active Power

Fireblade

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 TO 2

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1 TO 2

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

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 TO 3

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 TO 4

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3 TO 4

[Last Stand: Last Stand: below 20% HP -> +100% DMG, -50% DMG taken for 10s] requires CLASS LEVEL 4


ranger

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

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

Bow

Sturgian Shortbow

Arrows

Burning Arrows

Arrows

Burning Arrows

OneHandedSword

The Ambassador
Passive Power

Fleet Footed

Fleet Footed I: Max Speed Multiplier: 110%

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

[Athletic I: Athletics: +25] requires CLASS LEVEL 1

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

[Athletic II: Athletics: +50] requires CLASS LEVEL 2

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

[Athletic III: Athletics: +100] requires CLASS LEVEL 3 TO 4

[Athletic III: Athletics: +100] requires CLASS LEVEL 4


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

Sturgian Shortbow

Arrows

Burning Arrows

Arrows

Burning Arrows

TwoHandedAxe

Simple Sparth Axe
Passive Power

Healthy

Heavy Hitting I: 125.0% dmg

Healthy I: 125% HP

Heavy Hitting I: 125.0% dmg

Healthy II: 150% HP

Heavy Hitting I: 125.0% dmg

Healthy III: 200% HP

Heavy Hitting I: 125.0% dmg

Healthy III: 200% HP

Shatter Shield III: 60% Shatter Shield

Heavy Hitting II: 150.0% dmg

Active Power

Explosive Arrows

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

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

[Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1 TO 3

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

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

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

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


arbalist

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

Crossbow

Fine Light Crossbow

Bolts

Light Bolts

Bolts

Light Bolts

OneHandedSword

The Ambassador
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%

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

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

[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 TO 3

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3 TO 4

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


cavalry

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

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

OneHandedLance

Hirdmann Spear

Shield

Steel Cross Shield

OneHandedSword

The Ambassador
Mount

Horse

Valanby Courser
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 TO 4


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

OneHandedLance

Hirdmann Spear

Shield

Steel Cross Shield

OneHandedMace

Knight's Fall
Mount

Camel

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 TO 4


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

Sturgian Shortbow

Arrows

Burning Arrows

Arrows

Burning Arrows

OneHandedSword

The Ambassador
Mount

Horse

Valanby Courser
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 TO 4


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

Sturgian Shortbow

Arrows

Burning Arrows

Arrows

Burning 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 TO 4


myrmidon

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

TwoHandedSword

Wide Fullered Broad Two Hander

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin

ThrowingJavelins

Hooked Javelin
Passive Power

Retribution

Athletic I: Athletics: +25

Retribution I: Reflect 10% damage

Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged

Retribution II: Reflect 25% damage

Retribution II: Reflect 25% damage

Athletic II: Athletics: +50

Retribution III: Reflect 50% damage

Athletic III: Athletics: +100

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

Active Power

Break Through

[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 I: 15% Shatter Shield] requires CLASS LEVEL 2

[Athletic II: Athletics: +50] 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 II: 30% Shatter Shield] requires CLASS LEVEL 3

[Athletic III: Athletics: +100] requires CLASS LEVEL 3

[Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 4

[Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 4

[Athletic III: Athletics: +100] requires CLASS LEVEL 4


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

TwoHandedAxe

Simple Sparth Axe

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe

ThrowingAxes

Raider Throwing Axe
Passive Power

Glass Cannon

Fragile I: 50% HP

Heavy Hitting I: 125.0% dmg

Charge AoE I: AoE: 25dmg in 2m from Charge

Vampiric I: Absorb 10% of damage dealt as HP

Fragile II: 65% HP

Heavy Hitting II: 150.0% dmg

Charge AoE II: AoE: 50dmg in 2m from Charge

Fragile III: 90% HP

Heavy Hitting III: 200.0% dmg

Charge AoE III: AoE: 100dmg in 2m from Charge

Berserker Rage: Blood Rage: +2% dmg per kill stack (max 30)

Active Power

Berserker Rage

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

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

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

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

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

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

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

[Cut Through III: 100% Unblockable] requires CLASS LEVEL 4

[Fleet Footed III: Max Speed Multiplier: 150% ] requires CLASS LEVEL 4


jotunn

Giants who throw boulders

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

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

Grenades

Giant: Scale 170% Armor Torso: +100Throwing: 200% +100

Fear of the Giant: Fear Aura: 25% chance to flee every 3s within 8m

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

Healthy I: 125% HP

Cut Through I: 25% Unblockable

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

Healthy II: 150% HP

Healthy III: 200% HP

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

Active Power

Retribution

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

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

[Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1 TO 4

[Fleet Footed I: Max Speed Multiplier: 110% ] requires CLASS LEVEL 1 TO 4

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

[Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 TO 3

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

[Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 TO 4

[Retribution III: Reflect 50% damage] requires CLASS LEVEL 4


barbarian

Basic foot soldier, the core around which every army is built.

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

TwoHandedSword

Wide Fullered Broad Two Hander
Passive Power

Healthy

Healthy I: 125% HP

Fleet Footed I: Max Speed Multiplier: 110%

Athletic I: Athletics: +25

Healthy II: 150% HP

Athletic II: Athletics: +50

Shatter Shield I: 15% Shatter Shield

Healthy III: 200% HP

Athletic III: Athletics: +100

Shatter Shield II: 30% Shatter Shield

Shatter Shield III: 60% Shatter Shield

Athletic III: Athletics: +100

Fleet Footed II: Max Speed Multiplier: 125%

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 TO 4

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3 TO 4

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 4

[Barbarian Battlecry: Rallying Cry: heals all allies 20HP in 100m when below 20% HP (once)] requires CLASS LEVEL 4


brawler

Drunken brawler that beats the crap out of people who waste their time out of the tavern.

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

Cannon

Knock Down I: Add: 15% Knock Down

Heavy Hitting I: 125.0% dmg

Vampiric I: Absorb 10% of damage dealt as HP

Vampiric I: Absorb 10% of damage dealt as HP

Knock Down II: Add: 30% Knock Down

Heavy Hitting II: 150.0% dmg

Vampiric II: Absorb 25% of damage dealt as HP

Knock Down III: Add: 50% Knock Down

Vampiric III: Absorb 50% of damage dealt as HP

Heavy Hitting III: 200.0% dmg

Active Power

Berserker Rage

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

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

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

[Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 TO 4

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 TO 3

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

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 TO 3

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 4

[Cut Through III: 100% Unblockable] requires CLASS LEVEL 4

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 4


assassin

Drunken brawler that beats the crap out of people who waste their time out of the tavern.

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

ThrowingKnives

Leafblade Throwing Knife

ThrowingKnives

Leafblade Throwing Knife

ThrowingKnives

Leafblade Throwing Knife

Dagger

Seax
Passive Power

Cannon

Athletic I: Athletics: +25

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

Fleet Footed I: Max Speed Multiplier: 110%

Vampiric I: Absorb 10% of damage dealt as HP

Athletic II: Athletics: +50

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

Fleet Footed II: Max Speed Multiplier: 125%

Athletic III: Athletics: +100

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

Fleet Footed III: Max Speed Multiplier: 150%

Active Power

Berserker Rage

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

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

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

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 TO 3

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 TO 3

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

[Heavy 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 TO 3

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 TO 3

[Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% ] requires CLASS LEVEL 4

[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 4

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 4

[Ninja: Stealth: invisible for 0s every 0s] requires CLASS LEVEL 4


fairy

Details

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

SlingStones

Stone Sling Bullets

SlingStones

Stone Sling Bullets

SlingStones

Stone Sling Bullets

Sling

Braided Sling
Passive Power

Passive Power

Fairy Fire: Scale 25% AI Shoot Frequency: +100Throwing: 400% +100

Athletic III: Athletics: +100

Heal Aura: Heal Aura: +2 HP/2s to all allies within 20m

Fleet Footed I: Max Speed Multiplier: 110%

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed III: Max Speed Multiplier: 150%

Knock Down I: Add: 15% Knock Down

Athletic III: Athletics: +100

Knock Down I: Add: 15% Knock Down

Active Power

Active Power

[Fairy Flight: Auto-Teleport: every 0s to Random within 60m] requires CLASS LEVEL 0 TO 4

[Fairy Flight: Auto-Teleport: every 0s to Random within 60m] requires CLASS LEVEL 1 TO 4

[Fairy Flight: Auto-Teleport: every 0s to Random within 60m] requires CLASS LEVEL 2 TO 4

[Fairy Flight: Auto-Teleport: every 0s to Random within 60m] requires CLASS LEVEL 3 TO 4

[Cut Through I: 25% Unblockable] requires CLASS LEVEL 4


Common Config

General

View Table
Sub Boost

1

Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently.

Battle

View Table
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)
Nametags

Enabled

Nametags
Nametag width

150

Nametag width
Nametag height

30

Nametag height
Nametag fontsize

20

Nametag fontsize
Nametag toggle key

H

Case sensitive

Death

View Table
Allow Death

Enabled

Whether an adopted hero is allowed to die
Minimum age

18

Minimum age death before adopted hero can die
Final Death Chance Percent

5

Final death chance percent (includes vanilla chance)
Apply Death Chance To All Heroes

Enabled

Whether to apply the Death Chance changes to all heroes, not just adopted ones
Retinue Death Chance Percent

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)
Secondary Retinue Death Chance Percent

1

Secondary 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

View Table
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

View Table
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

25

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
Minimum Gold Per Kill

0.5

Minimum percent gold earned per kill

Battle End Rewards

View Table
Win Gold

15000

Gold won if the heroes side wins
Win XP

15000

XP the hero gets if the heroes side wins
Lose Gold

20000

Gold lost if the heroes side loses(negative to win gold)
Lose XP

20000

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

Disabled

Apply difficulty scaling to players side
Difficulty Scaling On Enemy Side

Disabled

Apply difficulty scaling to enemy side
Difficulty Scaling

1

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

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

View Table
Name Kills Required Reward
Killing Spree 5

5000⦷

Achievements

View Table
Name Requirements Reward
Loyal

Consecutive Summons >= 50

250000⦷

50000XP

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

Rebellious

Attacks >= 5

Attacks < 20

20000⦷

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

Reliable

Summons >= 5

Summons < 20

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

Item: Weapon: 100% Custom: 100% {=xI41h8NA}Stream Sniper {ITEMNAME} (1x)

Traitorous

Attacks >= 20

Attacks < 50

50000⦷

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

Trusted

Summons >= 20

Summons < 50

50000⦷

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

Upgrade System

This section contains all available upgrades organized by type and restrictions.

Upgrade Counts

Fief Upgrades: 5

Clan Upgrades: 4

Kingdom Upgrades: 3

Fief Upgrades

Standard Fief Upgrades

View Table
ID Name Cost Tier Required Description
fief_loyalty_1 Improved Administration 15000⦷ - -

Better administration increases loyalty growth

View Details

Effects:
Loyalty: +0.5/day

fief_prosperity_1 Trade Hub 20000⦷ - -

Attract more merchants to boost prosperity

View Details

Effects:
Prosperity: +1/day

fief_security_1 Guard Posts 12000⦷ - -

Additional guard posts improve security

View Details

Effects:
Security: +0.5/day

fief_militia_1 Militia Training 10000⦷ - -

Train civilians as militia

View Details

Effects:
Militia: +2/day

fief_food_1 Granary Expansion 8000⦷ - -

Larger granaries store more food

View Details

Effects:
Food: +5/day

Clan Upgrades

Standard Clan Upgrades

View Table
ID Name Cost Tier Required Description
clan_renown1 Clan Prestige 1 30000⦷ 1 -

Increase your clan's fame across the land

View Details

Clan Effects:
Renown: +1/day

clan_party_1 Recruitment Drive 40000⦷ - -

Allow larger party sizes for all clan members

View Details

Clan Effects:
Party Size: +20

clan_settlements_1 Clan Development 50000⦷ - -

Improve loyalty and prosperity in all clan settlements

View Details


Settlement Effects:
Loyalty: +0.3/day
Prosperity: +0.5/day

clan_renown2 Clan Prestige 2 30000⦷ 2 clan_renown1

Increase your clan's fame across the land

Kingdom Upgrades

View Table
ID Name Cost Tier Required Description
kingdom_influence_1 Royal Authority 100000⦷ + 500 Influence - -

Strengthen the ruler's influence

View Details

Kingdom Effects:
Influence: +2/day (ruler only)

Clan Effects (All Kingdom Clans):
Influence: +2/day (all clans)

kingdom_military_1 Kingdom Military Reform 150000⦷ + 1000 Influence - -

Increase party sizes and militia across the kingdom

View Details


Clan Effects (All Kingdom Clans):
Party Size: +15

Settlement Effects (All Kingdom Settlements):
Militia: +1/day

kingdom_prosperity_1 Kingdom Prosperity Initiative 200000⦷ + 1500 Influence - -

Boost prosperity and loyalty in all kingdom settlements

View Details


Settlement Effects (All Kingdom Settlements):
Loyalty: +0.2/day
Prosperity: +0.5/day