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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

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

Shows: Achievements, Tracked stats

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.
class Selects a new class for your hero, updating your existing equipment to match the class requirements.
Usage is !class (new class name), e.g. !class archer.

Tier costs: 1=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

discarditem Throw away one of your custom items.
Usage is !discarditem (part of the item name), e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
equip Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to.

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

gold Show your heroes current gold.

Shows: Gold

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

Shows: Gold, Equipment tier, Battle equipment inventory, Custom item storage

nameitem You can use this to name your custom items.
Usage is !nameitem (name), for example !nameitem Foehammer.
If you call !nameitem on its own it will tell you what item will be named next.
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⦷, 5=200000⦷, 6=400000⦷

retinue Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. You can pass a number to the command to specify how many troops you want to buy or upgrade. By default it will do as many as you can afford.

Max retinue: 5

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

smitharmor

General

Item

Reward Type

Weapon Weight

0

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

1

Relative proportion of rewards that will be armor
Mount Weight

0

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

0

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
smithrandom

General

Item

Reward Type

Weapon Weight

0.3

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

1

Relative proportion of rewards that will be armor
Mount Weight

0.1

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0.5

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

1

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

1.2

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

1.2

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

1

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

0.5

Relative proportion of rewards that will be Tier 6
Custom Weight

0

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
smithweapon

General

Item

Reward Type

Weapon Weight

1

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

0

Relative proportion of rewards that will be armor
Mount Weight

0

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

0

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

0

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Item specification, as this is for smithing the CustomWeight should be kept at 1, and probably Tier6 only
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


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:

Skill Level
Melee 25 to 100
Ranged 25 to 100
Athletics 25 to 100
Riding 25 to 100

Starting Equipment Tier: 1

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.
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

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

TwoHandedAxe

Execution Axe

Shield

Heavy Round Shield

OneHandedAxe

Sparring Bamboo Handled Axe
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
Huskarl Tier 1 Example Huskarl Tier 2 Example Huskarl Tier 3 Example Huskarl Tier 4 Example Huskarl Tier 5 Example Huskarl Tier 6 Example
Formation Heavy Cavalry
Equipment

TwoHandedLance

Simple Pike

Shield

Heavy Round Shield

OneHandedMace

Blacksmith Hammer
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
Varyag Tier 1 Example Varyag Tier 2 Example Varyag Tier 3 Example Varyag Tier 4 Example Varyag Tier 5 Example Varyag Tier 6 Example
Formation Heavy Infantry
Equipment

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield

TwoHandedSword

Sparring Twohander
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
Oathsworn Tier 1 Example Oathsworn Tier 2 Example Oathsworn Tier 3 Example Oathsworn Tier 4 Example Oathsworn Tier 5 Example Oathsworn Tier 6 Example
Formation Horse Archer
Equipment

Bow

Practice Bow

Arrows

Ballista Arrows

OneHandedMace

Blacksmith Hammer

Shield

Heavy Round Shield
Mount

Horse

Desert 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
Bearserk Tier 1 Example Bearserk Tier 2 Example Bearserk Tier 3 Example Bearserk Tier 4 Example Bearserk Tier 5 Example Bearserk Tier 6 Example
Formation Infantry
Equipment

TwoHandedAxe

Execution Axe

ThrowingAxes

Sparring Throwing Axe

ThrowingAxes

Sparring Throwing Axe
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
Headhunter Tier 1 Example Headhunter Tier 2 Example Headhunter Tier 3 Example Headhunter Tier 4 Example Headhunter Tier 5 Example Headhunter Tier 6 Example
Formation Ranged
Equipment

Bow

Practice Bow

Arrows

Ballista Arrows

OneHandedMace

Blacksmith Hammer

Dagger

Sparring Seax
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
Marauder Tier 1 Example Marauder Tier 2 Example Marauder Tier 3 Example Marauder Tier 4 Example Marauder Tier 5 Example Marauder Tier 6 Example
Formation Skirmisher
Equipment

ThrowingJavelins

Sparring Javelin

Shield

Heavy Round Shield

OneHandedMace

Blacksmith Hammer

Dagger

Sparring Seax
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
Skill

All

Skill or skill group to modifer (all skills in a group will be modified)
Skill Reduction Percent Per Win

10

Reduction to the skill per win (in %). See https://www.desmos.com/calculator/ajydvitcer for visualization of how skill will be modified.
Floor Percent

65

The lower limit (in %) that the skill(s) can be reduced to.
Applies skill debuffers to previous tournament winners

Round Type

Round 1 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

5000

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

5000

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

20000

XP given if the hero loses thier match in a round
Round 1 Rewards
Round 2 Rewards
Win Gold

7500

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

7500

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

10000

XP given if the hero loses thier match in a round
Round 2 Rewards
Round 3 Rewards
Win Gold

10000

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

10000

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

5000

XP given if the hero loses thier match in a round
Round 3 Rewards
Round 4 Rewards
Win Gold

0

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

0

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

0

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

Rewards

Win Gold

50000

Gold won if the hero wins the tournaments
Win XP

50000

XP given if the hero wins the tournaments
Participate XP

10000

XP given if the hero participates in a tournament but doesn't win
Prize

Reward Type

Weapon Weight

1.5

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

1

Relative proportion of rewards that will be armor
Mount Weight

0.1

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

2

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

1.5

Relative proportion of rewards that will be Tier 6
Custom Weight

1

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Winners prize

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting