The "Gathering of Gent(ette)s" Campaign
Join an epic Twitch-integrated Mount & Blade II: Bannerlord adventure stream like no other! The "Gathering of the Gent(ette)s" Campaign, with the power of the Twitch integration (BLT) mod brings viewers directly into the action, letting you influence battles, customize heroes, and shape the world as you see fit. Imagine rallying behind the streamer in a desperate siege, each of your commands potentially turning the tide. Even the life of a humble peasant can be yours, as you toil away and witness the grand tales unfold around you. But be prepared: the fate of the realm hangs in the balance, and your choices could change everything. Will you rise to glory or fall into the shadows? Join the stream and find out where your path leads.
Table of Contents
Commands
Channel Point Rewards
Classes
infantry
archer
heavyarcher
crossbow
heavycrossbow
cavalry
camelry
horsearcher
camelarcher
skirmisher
berserker
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 |
||||||||||
adopt | Get a hero in game. Almost all other actions require an adopted hero. |
Allowed: Starting Gold: 0 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
||||||||||
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 (reserve price) (part of the item name) , e.g. !auction 50000 Boots would start a new auction for your custom item with the word "Boots" in it, with a reserve of 50000. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item. |
|||||||||||
bid | Place a bid on the current auction, if one is active. Usage is !bid (gold amount) , e.g. !bid 100000 . If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected. |
|||||||||||
bltbet | Use this to bet on tournament matches, when available. Usage is !bltbet (team) (gold) , for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.If only one team is bet upon, the bets will be refunded. |
|||||||||||
class | The Barracks has announced free class switching for adventuring heroes - equipment not included. |
Tier costs: 1=0⦷, 2=0⦷, 3=0⦷, 4=0⦷, 5=0⦷, 5=0⦷, 6=0⦷ |
||||||||||
customs | Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands. |
Shows: Custom item storage |
||||||||||
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. |
|||||||||||
barracks | Head to the barracks for your gear. (Only use once after selecting class! Use 'reequip' to reroll instead.) |
Re-rolls your equipment at your current tier Tier costs: 1=5100⦷, 2=6300⦷, 3=7500⦷, 4=8700⦷, 5=9900⦷, 5=9900⦷, 6=11000⦷ |
||||||||||
giveitem | Give one of your custom items to another viewer. Usage is !giveitem (viewer) (part of the item name) , e.g. !giveitem C4alad0g Boots would give your custom item with the word "Boots" in it to the viewer called C4lad0g. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item. |
|||||||||||
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 |
||||||||||
purchasehorse | Purchase a horse from a unique handler. (2.25x multiplier to all stats) | |||||||||||
reequip | Re-roll your adopted hero's current gear at their weapons' current tier. (Use if you like current gear's tier) |
Re-rolls your equipment at your current tier Tier costs: 1=1100⦷, 2=1800⦷, 3=2400⦷, 4=3100⦷, 5=3800⦷, 5=3800⦷, 6=4400⦷ |
||||||||||
retinue | Purchases the defined amount of units for your retinue. (must define amount) |
Max retinue: 69 Tier costs: 1=4100⦷, 2=5400⦷, 3=6600⦷, 4=8900⦷, 5=12125⦷, 5=12125⦷, 6=16052⦷ Allowed: Same culture only, Basic troops |
||||||||||
retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list |
||||||||||
sendgold | Send gold to others. | |||||||||||
smitharmor | Smith a weapon with a 3.25x multiplier to all it's stats. | |||||||||||
smithweapon | Smith a weapon with a 3.25x multiplier to all it's stats. | |||||||||||
stat | 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, Retinue unit list |
||||||||||
upgear | Upgrade your adopted hero's equip tier. (1.5x cost of current equip tier) |
Tier costs: 1=9350⦷, 2=15050⦷, 3=22700⦷, 4=33200⦷, 5=62750⦷, 5=62750⦷, 6=137000⦷ |
Channel Point Rewards
Command | Description | Settings | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Possess a Wanderer | Get a hero in game. Almost all other actions require an adopted hero. |
Allowed: Wanderer Viewer selects leader by Name Starting Age Range: 18 to 22 Starting Gold: 25000 Inheritance: 0% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 0 |
||||||||||
Heal Hero | Heals your hero over time. Only works in battle, when your hero is summoned. During this time your hero deals less damage while they actively manage their wounds. (The balance is in the heal amount and duration) | |||||||||||
Heal Retinue | Heal the streamer's party. | |||||||||||
Heal Streamer | Heals the streamers character in battle, over time. Doesn't work on the campaign map. During this time, streamer deals less damage while they actively tend to their wounds. | |||||||||||
Create/Join a clan. | Create/Join a clan in Calradia - If it cannot find the clan, it will create one. |
Allowed: Create the selected clan if it does not exist Viewer selects leader by Clan Starting Gold: 25000 Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 0 |
||||||||||
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. | |||||||||||
Streamly allowance | Claim your streamly allowance of 50000 gold. (once per stream) |
Amount: 50001⦷ |
||||||||||
Summon | Use this when a streamer enters a: Field Battle / Village Battle / Siege / Friendly Mission / Hide Out. Your adopted hero & their retinue joins the streamers side to assist them in battle. |
Side: Streamers side Allowed in: Field battle, Village battle, Siege battle, Hide-out |
||||||||||
Tournament | Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament. |
Cost: 500⦷ |
||||||||||
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
infantry
Charging infantry that leads the backline into battle.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedSword |
Shield |
Passive Power |
Warrior's Insticts Athletic I: Athletics: +10 Athletic II: Athletics: +23 Athletic III: Athletics: +35 Charge AoE I: AoE: 10dmg in 1m from Charge Athletic IIII: Athletics: +44 Charge AoE II: AoE: 44dmg in 1.5m from Charge Athletic V: Athletics: +62 Charge AoE III: AoE: 86dmg in 2m from Charge |
Active Power |
Warrior's Heart [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 [Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 3 [Fireblade IIII: Swing Speed Multiplier: 173% Melee: +125] requires CLASS LEVEL 4 [Ignore Armor II: Ignore 26% Armor] requires CLASS LEVEL 4 [Fireblade V: Swing Speed Multiplier: 200% Melee: +162] requires CLASS LEVEL 5 [Ignore Armor III: Ignore 44% Armor] requires CLASS LEVEL 5 |
archer
Ranged troop, quick on their feet, can use explosive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedAxe |
Passive Power |
Fleet Footed Fleet Footed I: Max Speed Multiplier: 110% Fleet Footed II: Max Speed Multiplier: 123% Fleet Footed III: Max Speed Multiplier: 135% Fleet Footed IIII: Max Speed Multiplier: 144% Vampiric I: Absorb 10% of damage dealt as HP Fleet Footed V: Max Speed Multiplier: 162% Vampiric II: Absorb 23% of damage dealt as HP |
Active Power |
Archers, Focus [Ranger I: AI Shoot Frequency: 123% AI Wait Before Shoot Factor: 10% Ranged: 110% ] requires CLASS LEVEL 1 [Ranger II: AI Shoot Frequency: 135% AI Wait Before Shoot Factor: 23% Ranged: 123% ] requires CLASS LEVEL 2 [Ranger III: AI Shoot Frequency: 144% AI Wait Before Shoot Factor: 35% Ranged: 135% ] requires CLASS LEVEL 3 [Ranger IIII: AI Shoot Frequency: 162% AI Wait Before Shoot Factor: 44% Ranged: 162% ] requires CLASS LEVEL 4 [Ranger V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 62% Ranged: 200% ] requires CLASS LEVEL 5 |
heavyarcher
Ranged troop, quick on their feet, can use explosive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedAxe |
Passive Power |
Chunky Healthy I: 125% HP Healthy I: 125% HP Healthy II: 144% HP Healthy III: 162% HP Healthy IIII: 200% HP |
Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 23dmg in 2m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 44dmg in 3m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 62dmg in 4m with from Ranged] requires CLASS LEVEL 3 [Explosive Projectiles IIII: AoE: 86dmg in 5m with from Ranged] requires CLASS LEVEL 4 |
crossbow
Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
OneHandedSword |
Passive Power |
Commander's Instincts Ignore Armor I: Ignore 15% Armor Ignore Armor II: Ignore 26% Armor Heavy Hitting I: 110.0% dmg Ignore Armor III: Ignore 44% Armor Heavy Hitting II: 123.0% dmg |
Active Power |
Heavy Bolts [Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1 [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 44% Unblockable / 44% Cut Through from Ranged] requires CLASS LEVEL 2 [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 62% Unblockable / 62% Cut Through from Ranged] requires CLASS LEVEL 3 [Heavy Projectiles IIII: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 73% Unblockable / 73% Cut Through from Ranged] requires CLASS LEVEL 4 [Heavy Projectiles V: Add: 51% Knock Down, 60% Mount Rear, 61% Dismount / 90% Unblockable / 90% Cut Through / 20% Stagger from Ranged] requires CLASS LEVEL 5 |
heavycrossbow
Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
TwoHandedSword |
Passive Power |
Chunky Healthy I: 125% HP Healthy II: 144% HP Healthy III: 162% HP Healthy IIII: 200% HP Healthy IIII: 200% HP |
Active Power |
Explosive Bolts [Explosive Projectiles I: AoE: 23dmg in 2m from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles II: AoE: 44dmg in 3m with from Ranged] requires CLASS LEVEL 3 [Explosive Projectiles III: AoE: 62dmg in 4m with from Ranged] requires CLASS LEVEL 4 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 4 [Explosive Projectiles IIII: AoE: 86dmg in 5m with from Ranged] requires CLASS LEVEL 5 [Cut Through II: 35% Unblockable] requires CLASS LEVEL 5 |
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 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedSword |
Mount |
Horse |
Passive Power |
A Good Horse Charge I: Mount Charge Damage: 123% Mount Maneuver: 110% (on mount) Charge II: Mount Charge Damage: 235% Mount Maneuver: 123% (on mount) Charge III: Mount Charge Damage: 344% Mount Maneuver: 135% (on mount) Charge IIII: Mount Charge Damage: 462% Mount Maneuver: 144% (on mount) Charge V: Mount Charge Damage: 600% Mount Maneuver: 162% (on mount) |
Active Power |
Trample [Charge AoE I: AoE: 10dmg in 1m from Charge] requires CLASS LEVEL 1 [Charge AoE II: AoE: 44dmg in 1.5m from Charge] requires CLASS LEVEL 2 [Charge AoE III: AoE: 86dmg in 2m from Charge] requires CLASS LEVEL 3 [Charge AoE IIII: AoE: 123dmg in 2.5m from Charge] requires CLASS LEVEL 4 [Charge AoE V: AoE: 189dmg in 3m from Charge] requires CLASS LEVEL 5 |
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 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedMace |
Mount |
Camel |
Passive Power |
A Good Camel Charge I: Mount Charge Damage: 123% Mount Maneuver: 110% (on mount) Charge II: Mount Charge Damage: 235% Mount Maneuver: 123% (on mount) Charge III: Mount Charge Damage: 344% Mount Maneuver: 135% (on mount) Charge IIII: Mount Charge Damage: 462% Mount Maneuver: 144% (on mount) Charge V: Mount Charge Damage: 600% Mount Maneuver: 162% (on mount) |
Active Power |
Trample [Charge AoE I: AoE: 10dmg in 1m from Charge] requires CLASS LEVEL 1 [Charge AoE II: AoE: 44dmg in 1.5m from Charge] requires CLASS LEVEL 2 [Charge AoE III: AoE: 86dmg in 2m from Charge] requires CLASS LEVEL 3 [Charge AoE IIII: AoE: 123dmg in 2.5m from Charge] requires CLASS LEVEL 4 [Charge AoE V: AoE: 189dmg in 3m from Charge] requires CLASS LEVEL 5 |
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 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
OneHandedSword |
Mount |
Horse |
Passive Power |
Mounted Archery Ranger I: AI Shoot Frequency: 123% AI Wait Before Shoot Factor: 10% Ranged: 110% Ranger II: AI Shoot Frequency: 135% AI Wait Before Shoot Factor: 23% Ranged: 123% Ranger III: AI Shoot Frequency: 144% AI Wait Before Shoot Factor: 35% Ranged: 135% Ranger IIII: AI Shoot Frequency: 162% AI Wait Before Shoot Factor: 44% Ranged: 162% Ranger V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 62% Ranged: 200% |
Active Power |
Horse Keeper's Rush [Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 Reload Speed: 110% Horse Archery Ability: 110% (on mount)] requires CLASS LEVEL 1 [Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 Reload Speed: 125% Horse Archery Ability: 125% (on mount)] requires CLASS LEVEL 2 [Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 Reload Speed: 150% Horse Archery Ability: 150% (on mount)] requires CLASS LEVEL 3 [Better Mount IIII: Mount Speed: 173% Top Speed Reach Duration: 62% Armor Torso: +100 Reload Speed: 173% Horse Archery Ability: 173% (on mount)] requires CLASS LEVEL 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 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedGlaive |
Mount |
Camel |
Passive Power |
Mounted Archery Ranger I: AI Shoot Frequency: 123% AI Wait Before Shoot Factor: 10% Ranged: 110% Ranger II: AI Shoot Frequency: 135% AI Wait Before Shoot Factor: 23% Ranged: 123% Ranger III: AI Shoot Frequency: 144% AI Wait Before Shoot Factor: 35% Ranged: 135% Ranger IIII: AI Shoot Frequency: 162% AI Wait Before Shoot Factor: 44% Ranged: 162% Ranger V: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 62% Ranged: 200% |
Active Power |
Camel's Spit [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 / 44% Unblockable / 44% Cut Through from Ranged] requires CLASS LEVEL 2 [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 62% Unblockable / 62% Cut Through from Ranged] requires CLASS LEVEL 3 [Heavy Projectiles IIII: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 73% Unblockable / 73% Cut Through from Ranged] requires CLASS LEVEL 4 [Heavy Projectiles V: Add: 51% Knock Down, 60% Mount Rear, 61% Dismount / 90% Unblockable / 90% Cut Through / 20% Stagger from Ranged] requires CLASS LEVEL 5 |
skirmisher
Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
TwoHandedSword |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Ballista Throw Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 44% Unblockable / 44% Cut Through from Ranged Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 62% Unblockable / 62% Cut Through from Ranged Heavy Projectiles IIII: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 73% Unblockable / 73% Cut Through from Ranged Heavy Projectiles V: Add: 51% Knock Down, 60% Mount Rear, 61% Dismount / 90% Unblockable / 90% Cut Through / 20% Stagger from Ranged |
Active Power |
Tight Grip [Heavy Hitting I: 110.0% dmg] requires CLASS LEVEL 2 [Heavy Hitting II: 123.0% dmg] requires CLASS LEVEL 3 [Heavy Hitting III: 135.0% dmg] requires CLASS LEVEL 4 [Heavy Hitting IIII: 144.0% dmg] requires CLASS LEVEL 5 |
berserker
Tanky frontliner that follows the charging infantry.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
TwoHandedSword |
Passive Power |
Barbaric Ignorance Retribution I: Reflect 10% damage Imposing I: Scale 110% Retribution II: Reflect 21% damage Imposing II: Scale 123% Retribution III: Reflect 38% damage Imposing III: Scale 128% Retribution IIII: Reflect 55% damage Heavy Hitting V: 176.0% dmg / Add: 30% Knock Back, 3% Knock Down, 51% Mount Rear / Ignore 1% Armor / 32% Stagger |
Active Power |
Berserker Rage [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 [Shrug Off II: 35% Shrug Off] requires CLASS LEVEL 2 [Cut Through II: 35% Unblockable] requires CLASS LEVEL 2 [Shrug Off III: 44% Shrug Off] requires CLASS LEVEL 3 [Cut Through III: 50% Unblockable] requires CLASS LEVEL 3 [Shrug Off IIII: 62% Shrug Off] requires CLASS LEVEL 4 [Cut Through IIII: 73% Unblockable] requires CLASS LEVEL 4 [Shrug Off V: 82% Shrug Off] requires CLASS LEVEL 5 [Cut Through V: 100% Unblockable] requires CLASS LEVEL 5 |
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 |
35 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
2.5 |
How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this. |
Retinue Use Heroes Formation |
Disabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
Death
Allow Death |
Enabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
0.5 |
Final death chance percent (includes vanilla chance) |
Apply Death Chance To All Heroes |
Enabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
Retinue Death Chance Percent |
7.3 |
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 |
Disabled |
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 |
1050 |
Gold the hero gets for every kill |
XP Per Kill |
50 |
XP the hero gets for every kill |
XP Per Killed |
0 |
XP the hero gets for being killed |
Heal Per Kill |
0 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
250 |
Gold the hero gets for every kill their retinue gets |
Retinue Heal Per Kill |
0 |
HP the hero's retinue gets for every kill |
Relative Level Scaling |
0.35 |
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 |
2.9 |
Caps the maximum multiplier for the level difference, defaults to 5 if not specified |
Battle End Rewards
Win Gold |
6500 |
Gold won if the heroes side wins |
Win XP |
1000 |
XP the hero gets if the heroes side wins |
Lose Gold |
0 |
Gold lost if the heroes side loses |
Lose XP |
0 |
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 |
0.95 |
End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1) |
Difficulty Scaling Min |
0.8 |
Min difficulty scaling multiplier |
Difficulty Scaling Max |
5.5 |
Max difficulty scaling multiplier |
Kill Streaks
Name | Kills Required | Reward |
---|---|---|
Wanderer | 5 |
500⦷ 60XP |
Soldier | 10 |
850⦷ 130XP |
Companion | 20 |
1300⦷ 250XP |
Lieutenant | 40 |
2000⦷ 500XP |
Lord | 80 |
4000⦷ 1000XP |
Achievements
Name | Requirements | Reward |
---|---|---|
Loyal |
Consecutive Summons >= 150 |
250000⦷ 5000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x) |
Rebellious |
Consecutive Attacks >= 15 |
10000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Reliable |
Consecutive Summons >= 15 |
10000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Renegade |
Consecutive Attacks >= 150 |
250000⦷ 5000XP Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1x) |
Traitorous |
Consecutive Attacks >= 75 |
50000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Trusted |
Consecutive Summons >= 75 |
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 |
Enabled |
Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below) |
Normalize Armor Tier |
4 |
Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled |
Randomize Weapon Types |
Disabled |
Randomizes the weapons used in each round, weighted based on the classes of the participants |
Balancing
Previous Winner Debuffs |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
|
Round 1 Type | |||||||||||||||||||||
Round 2 Type |
|
Round 2 Type | |||||||||||||||||||||
Round 3 Type |
|
Round 3 Type |
Round Rewards
Round 1 Rewards |
|
Round 1 Rewards | |||||||||
Round 2 Rewards |
|
Round 2 Rewards | |||||||||
Round 3 Rewards |
|
Round 3 Rewards | |||||||||
Round 4 Rewards |
|
Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Disabled |
Only allow betting on the final betting |