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 | ||||||||||
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| ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
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| 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: barbarianStarting Skills: View Table
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| 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: barbarianStarting Skills: View Table
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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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| attribute |
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 'customitems' command), with a reserve price of 50000. |
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| battle |
Description: Shows detailed information about your adopted hero's current battle status, including health, mount, weapons, kills, retinue, gold, XP, and active powers. |
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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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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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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. |
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| 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 |
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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. 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⦷ |
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| equipcustom |
Enabled: Yes Usage: !equipcustom [item name or number] Use without arguments to list your custom items |
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| 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 |
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| 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 • projects • gold • explanation |
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| formation |
Usage: number - front/back - detach/attach - (while detached): charge/hold/follow/gate/walls |
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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 'customitems' command. |
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| gold | Show your heroes current gold. |
Shows: Gold |
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| 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. |
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| 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 |
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| 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 |
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| income | ||||||||||||
| info | ||||||||||||
| inv | Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead) |
Shows: Gold, Equipment tier, Battle equipment inventory |
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| 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% |
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| leaderboard |
Usage: !leaderboard hero (kills|deaths|battles|summons|attacks|tournaments|family) or !leaderboard clan (power|renown|members|dead|fiefs|gold|party|merc|prosperity) |
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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 'customitems' command. |
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| 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 !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 !party defend !party patrol !party raid !party garrison 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 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 |
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| power | ||||||||||||
| powers | Shows your available powers |
Shows: Powers |
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| 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⦷ |
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| 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 |
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| renew |
Age: 1 Price: 500000 |
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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. 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 |
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| retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list, Secondary retinue unit list |
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| retire |
Only Created Heroes?: False |
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| skills |
Shows: Skills greater than , Attributes |
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| 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 |
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| 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 |
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| 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⦷ |
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| transfer |
Enabled: Yes Allow kings to force cross-kingdom transfers: Yes |
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| 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 |
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| 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 |
|---|---|---|---|---|---|
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| Formation | Heavy Infantry |
| Equipment |
OneHandedSword
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Shield
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| 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 |
|---|---|---|---|---|---|
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| Formation | Ranged |
| Equipment |
Bow
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Arrows
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Arrows
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OneHandedSword
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| 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 |
|---|---|---|---|---|---|
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| Formation | Ranged |
| Equipment |
Bow
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Arrows
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Arrows
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TwoHandedAxe
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| 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 |
|---|---|---|---|---|---|
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| Formation | Ranged |
| Equipment |
Crossbow
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Bolts
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Bolts
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OneHandedSword
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| 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 |
|---|---|---|---|---|---|
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| Formation | Cavalry |
| Equipment |
OneHandedLance
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Shield
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OneHandedSword
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| Mount |
Horse
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| 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 |
|---|---|---|---|---|---|
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| Formation | Cavalry |
| Equipment |
OneHandedLance
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Shield
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OneHandedMace
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| Mount |
Camel
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| 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 |
|---|---|---|---|---|---|
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| Formation | Horse Archer |
| Equipment |
Bow
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Arrows
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Arrows
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OneHandedSword
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| Mount |
Horse
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| 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 |
|---|---|---|---|---|---|
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| Formation | Horse Archer |
| Equipment |
Bow
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Arrows
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Arrows
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TwoHandedGlaive
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| Mount |
Camel
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| 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 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Skirmisher |
| Equipment |
TwoHandedSword
|
ThrowingJavelins
|
ThrowingJavelins
|
ThrowingJavelins
|
| 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 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Skirmisher |
| Equipment |
TwoHandedAxe
|
ThrowingAxes
|
ThrowingAxes
|
ThrowingAxes
|
| 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 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Skirmisher |
| Equipment |
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 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Heavy Infantry |
| Equipment |
TwoHandedSword
|
| 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 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| 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 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Skirmisher |
| Equipment |
ThrowingKnives
|
ThrowingKnives
|
ThrowingKnives
|
Dagger
|
| 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 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Infantry |
| Equipment |
SlingStones
|
SlingStones
|
SlingStones
|
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 DetailsEffects: |
| fief_prosperity_1 | Trade Hub | 20000⦷ | - | - |
Attract more merchants to boost prosperity View DetailsEffects: |
| fief_security_1 | Guard Posts | 12000⦷ | - | - |
Additional guard posts improve security View DetailsEffects: |
| fief_militia_1 | Militia Training | 10000⦷ | - | - |
Train civilians as militia View DetailsEffects: |
| fief_food_1 | Granary Expansion | 8000⦷ | - | - |
Larger granaries store more food View DetailsEffects: |
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 DetailsClan Effects: |
| clan_party_1 | Recruitment Drive | 40000⦷ | - | - |
Allow larger party sizes for all clan members View DetailsClan Effects: |
| clan_settlements_1 | Clan Development | 50000⦷ | - | - |
Improve loyalty and prosperity in all clan settlements View Details
|
| 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 DetailsKingdom Effects: |
| kingdom_military_1 | Kingdom Military Reform | 150000⦷ + 1000 Influence | - | - |
Increase party sizes and militia across the kingdom View Details
|
| kingdom_prosperity_1 | Kingdom Prosperity Initiative | 200000⦷ + 1500 Influence | - | - |
Boost prosperity and loyalty in all kingdom settlements View Details
|