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Table of Contents
Commands
General
Reward Type
Reward Tier
General
Reward Type
Reward Tier
General
Reward Type
Reward Tier
Channel Point Rewards
Classes
Thane
Huskarl
Varyag
Oathsworn
Bearserk
Headhunter
Marauder
Common Config
General
Battle
Death
XP
Kill Rewards
Battle End Rewards
Kill Streaks
Achievements
Tournament Config
General
Equipment
Balancing
Round Type
Round Rewards
Rewards
Reward Type
Reward Tier
Betting
Commands
Channel Point Rewards
Command | Description | Settings | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Adopt a Culture Hero | Get a hero in game with a specific culture. Almost all other actions require an adopted hero. |
Allowed: Noble, Wanderer Starting Age Range: 18 to 35 Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Daily XP | Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment. |
Skills: Automatic, based on class, equipment, and existing skills XP: 50000 |
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Give Player Gold | Transfer 10,000 gold to the streamers character, from your hero. | |||||||||||
Heal Hero | Heals your hero over time. Only works in battle, when your hero is summoned. | |||||||||||
Heal Streamer | Heals the streamers character in battle, over time. Doesn't work on the campaign map. | |||||||||||
Retire My Hero | Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete. | |||||||||||
Summon | Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue). |
Side: Streamers side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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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. | |||||||||||
Use Class Power | Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay. |
Classes
Thane
Devastating northern footsoldiers, the base of the famous shieldwall
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
Shield |
OneHandedAxe |
Passive Power |
Northern Conditioning Healthy I: 125% HP Athletic I: Athletics: +25 Healthy II: 150% HP Athletic II: Athletics: +50 Healthy III: 200% HP Athletic III: Athletics: +100 Crush Through I: 15% Unblockable / 15% Shatter Shield |
Active Power |
Martial Excellence [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 [Retribution II: Reflect 25% damage] requires CLASS LEVEL 3 |
Huskarl
The northern knights, trained in mounted combat with crushing power
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Cavalry |
Equipment |
TwoHandedLance |
Shield |
OneHandedMace |
Passive Power |
Hardy Mounts Healthy I: 125% HP Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Healthy II: 150% HP Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Healthy III: 200% HP Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Knock Down II: Add: 30% Knock Down |
Active Power |
Devastating Charge [Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 1 [Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1 [Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 2 [Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 2 [Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 3 [Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 3 |
Varyag
The mercenary bodyguards, famed throughout the known world as far down as Istanbul
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Infantry |
Equipment |
OneHandedSword |
Shield |
TwoHandedSword |
Passive Power |
Vengeful Defense Healthy I: 125% HP Retribution I: Reflect 10% damage Healthy II: 150% HP Retribution II: Reflect 25% damage Healthy III: 200% HP Retribution III: Reflect 50% damage Fleet Footed II: Max Speed Multiplier: 125% |
Active Power |
Thirst for Battle [Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1 [Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 [Vampiric II: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 2 [Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 [Vampiric III: Absorb 50% of damage dealt as HP] requires CLASS LEVEL 3 [Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3 |
Oathsworn
Northern Skirmishers on horseback. Experts at causing havoc
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
OneHandedMace |
Shield |
Mount |
Horse |
Passive Power |
Hardy Mounts Healthy I: 125% HP Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Healthy II: 150% HP Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Healthy III: 200% HP Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) 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 |
Ranged Chaos [Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% ] requires CLASS LEVEL 1 [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 2 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% ] requires CLASS LEVEL 3 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 3 |
Bearserk
The northern madman, frothing at the mouth and with devastating power
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
ThrowingAxes |
ThrowingAxes |
Passive Power |
Northern Ferocity Shrug Off I: 15% Shrug Off Healthy I: 125% HP Shrug Off II: 40% Shrug Off Healthy II: 150% HP Shrug Off III: 80% Shrug Off Vampiric III: Absorb 50% of damage dealt as HP Retribution II: Reflect 25% damage Fleet Footed II: Max Speed Multiplier: 125% |
Active Power |
Brute Force [Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 [Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 [Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3 [Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 3 [Imposing: Scale 150% ] requires CLASS LEVEL AT LEAST 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 3 [Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 3 |
Headhunter
Northern Archer whom collect the heads of their enemies for their shrines to the old gods.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
OneHandedMace |
Dagger |
Passive Power |
Swift Feet Shrug Off I: 15% Shrug Off Fleet Footed I: Max Speed Multiplier: 110% Shrug Off II: 40% Shrug Off Fleet Footed II: Max Speed Multiplier: 125% Shrug Off III: 80% Shrug Off Fleet Footed III: Max Speed Multiplier: 150% Athletic II: Athletics: +50 |
Active Power |
Ranged Chaos [Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% ] requires CLASS LEVEL 1 [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 2 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% ] requires CLASS LEVEL 3 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 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 3 |
Marauder
Northern Skirmisher who is equally adept at ranged and melee
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
ThrowingJavelins |
Shield |
OneHandedMace |
Dagger |
Passive Power |
Swift Feet Healthy I: 125% HP Fleet Footed I: Max Speed Multiplier: 110% Healthy II: 150% HP Fleet Footed II: Max Speed Multiplier: 125% Healthy III: 200% HP Fleet Footed III: Max Speed Multiplier: 150% Shrug Off II: 40% Shrug Off |
Active Power |
Ranged Chaos [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1 [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] 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 [Fleet Footed II: Max Speed Multiplier: 125% ] 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 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 3 |
Common Config
General
Sub Boost |
1 |
Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently. |
Battle
Start With Full Health |
Enabled |
Whether the hero will always start with full health |
Start Health Multiplier |
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 |
Enabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
Death
Allow Death |
Enabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
0.5 |
Final death chance percent (includes vanilla chance) |
Apply Death Chance To All Heroes |
Enabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
Retinue Death Chance Percent |
2.5 |
Retinue death chance percent (this determines the chance that a killing blow will actually kill the retinue, removing them from the adopted hero's retinue list) |
XP
Use Raw XP |
Enabled |
Use raw XP values instead of adjusting by focus and attributes, also ignoring skill cap. This avoids characters getting stuck when focus and attributes are not well distributed. |
Raw XP Skill Cap |
330 |
Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap. |
Kill Rewards
Gold Per Kill |
20000 |
Gold the hero gets for every kill |
XP Per Kill |
20000 |
XP the hero gets for every kill |
XP Per Killed |
8000 |
XP the hero gets for being killed |
Heal Per Kill |
20 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
10000 |
Gold the hero gets for every kill their retinue gets |
Retinue Heal Per Kill |
50 |
HP the hero's retinue gets for every kill |
Relative Level Scaling |
0.5 |
How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health. |
Level Scaling Cap |
5 |
Caps the maximum multiplier for the level difference, defaults to 5 if not specified |
Battle End Rewards
Win Gold |
15000 |
Gold won if the heroes side wins |
Win XP |
40000 |
XP the hero gets if the heroes side wins |
Lose Gold |
7500 |
Gold lost if the heroes side loses |
Lose XP |
20000 |
XP the hero gets if the heroes side loses |
Difficulty Scaling On Players Side |
Enabled |
Apply difficulty scaling to players side |
Difficulty Scaling On Enemy Side |
Enabled |
Apply difficulty scaling to enemy side |
Difficulty Scaling |
1 |
End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1) |
Difficulty Scaling Min |
0.5 |
Min difficulty scaling multiplier |
Difficulty Scaling Max |
1.5 |
Max difficulty scaling multiplier |
Kill Streaks
Name | Kills Required | Reward |
---|---|---|
Killing Spree | 5 |
5000⦷ |
Massacre | 10 |
10000⦷ |
Rampage | 15 |
15000⦷ |
Dominating | 20 |
20000⦷ |
Unstoppable | 25 |
25000⦷ |
Godlike | 30 |
30000⦷ |
Achievements
Name | Requirements | Reward |
---|---|---|
Loyal |
Consecutive Summons >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x) |
Rebellious |
Consecutive Attacks >= 5 |
20000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Reliable |
Consecutive Summons >= 5 |
20000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Renegade |
Consecutive Attacks >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1x) |
Traitorous |
Consecutive Attacks >= 20 |
50000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Trusted |
Consecutive Summons >= 20 |
50000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Tournament Config
General
Start Health Multiplier |
2 |
Amount to multiply normal starting health by |
Disable Kill Rewards In Tournament |
Enabled |
Heroes won't get any kill rewards in tournaments |
Disable Tracking Kills Tournament |
Enabled |
Tournament kills / deaths won't be counted towards achievements or kill streaks |
Equipment
No Horses |
Enabled |
Remove horses completely from the BLT tournaments (the horse AI is terrible) |
No Spears |
Enabled |
Replaces all lances and spears with swords, because lance and spear combat is terrible |
Normalize Armor |
Disabled |
Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below) |
Normalize Armor Tier |
4 |
Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled |
Randomize Weapon Types |
Enabled |
Randomizes the weapons used in each round, weighted based on the classes of the participants |
Balancing
Previous Winner Debuffs |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
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Round 1 Type | |||||||||||||||||||||
Round 2 Type |
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Round 2 Type | |||||||||||||||||||||
Round 3 Type |
|
Round 3 Type |
Round Rewards
Round 1 Rewards |
|
Round 1 Rewards | |||||||||
Round 2 Rewards |
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Round 2 Rewards | |||||||||
Round 3 Rewards |
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Round 3 Rewards | |||||||||
Round 4 Rewards |
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Round 4 Rewards |
Rewards
Win Gold |
50000 |
Gold won if the hero wins the tournaments | ||||||||||||||||||||||||||||||
Win XP |
50000 |
XP given if the hero wins the tournaments | ||||||||||||||||||||||||||||||
Participate XP |
10000 |
XP given if the hero participates in a tournament but doesn't win | ||||||||||||||||||||||||||||||
Prize |
Reward Type
Reward Tier
|
Winners prize |
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |