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:

Skill Level
Melee 50 to 125
Ranged 50 to 125
Riding 25 to 75
Athletics 25 to 75

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:

Skill Level
Melee 20 to 45
Ranged 20 to 45
Athletics 20 to 45
Riding 20 to 45

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:

Skill Level
Melee 20 to 45
Ranged 20 to 45
Athletics 20 to 45
Riding 20 to 45

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

OneHandedSword

Short Sword

Shield

Reinforced Kite 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
archer Tier 1 Example archer Tier 2 Example archer Tier 3 Example archer Tier 4 Example archer Tier 5 Example archer Tier 6 Example
Formation Ranged
Equipment

Bow

200 Pound War Longbow

Arrows

Needle Bodkin Arrows 50 grams

Arrows

Needle Bodkin Arrows 50 grams

OneHandedAxe

Veteran Warrior Axe
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
heavyarcher Tier 1 Example heavyarcher Tier 2 Example heavyarcher Tier 3 Example heavyarcher Tier 4 Example heavyarcher Tier 5 Example heavyarcher Tier 6 Example
Formation Ranged
Equipment

Bow

200 Pound War Longbow

Arrows

Needle Bodkin Arrows 50 grams

Arrows

Needle Bodkin Arrows 50 grams

TwoHandedAxe

Hoe
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
crossbow Tier 1 Example crossbow Tier 2 Example crossbow Tier 3 Example crossbow Tier 4 Example crossbow Tier 5 Example crossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

370 Pound Doubler Belt Crossbow

Bolts

Greased Barbed Head Bolts 50 grams

Bolts

Greased Barbed Head Bolts 50 grams

OneHandedSword

Short Sword
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
heavycrossbow Tier 1 Example heavycrossbow Tier 2 Example heavycrossbow Tier 3 Example heavycrossbow Tier 4 Example heavycrossbow Tier 5 Example heavycrossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

370 Pound Doubler Belt Crossbow

Bolts

Greased Barbed Head Bolts 50 grams

Bolts

Greased Barbed Head Bolts 50 grams

TwoHandedSword

Northlander Wide Fullered Greatsword
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
cavalry Tier 1 Example cavalry Tier 2 Example cavalry Tier 3 Example cavalry Tier 4 Example cavalry Tier 5 Example cavalry Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Southern Short Fine Steel Jagged Spear

Shield

Reinforced Kite Shield

OneHandedSword

Short Sword
Mount

Horse

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

OneHandedLance

Southern Short Fine Steel Jagged Spear

Shield

Reinforced Kite Shield

OneHandedMace

Pernach
Mount

Camel

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
horsearcher Tier 1 Example horsearcher Tier 2 Example horsearcher Tier 3 Example horsearcher Tier 4 Example horsearcher Tier 5 Example horsearcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

200 Pound War Longbow

Arrows

Needle Bodkin Arrows 50 grams

Arrows

Needle Bodkin Arrows 50 grams

OneHandedSword

Short Sword
Mount

Horse

Saddle 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
camelarcher Tier 1 Example camelarcher Tier 2 Example camelarcher Tier 3 Example camelarcher Tier 4 Example camelarcher Tier 5 Example camelarcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

200 Pound War Longbow

Arrows

Needle Bodkin Arrows 50 grams

Arrows

Needle Bodkin Arrows 50 grams

TwoHandedGlaive

Scythe
Mount

Camel

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

TwoHandedSword

Northlander Wide Fullered Greatsword

ThrowingJavelins

Triangular Throwing Spear

ThrowingJavelins

Triangular Throwing Spear
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
berserker Tier 1 Example berserker Tier 2 Example berserker Tier 3 Example berserker Tier 4 Example berserker Tier 5 Example berserker Tier 6 Example
Formation Infantry
Equipment

TwoHandedAxe

Hoe

TwoHandedSword

Northlander Wide Fullered Greatsword
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
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

2500

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

250

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

50

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

3500

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

350

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

75

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

5000

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

500

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

100

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

6500

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

650

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

125

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

Rewards

Win Gold

40000

Gold won if the hero wins the tournaments
Win XP

5000

XP given if the hero wins the tournaments
Participate XP

1000

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

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

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

0.25

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

0.3

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

0.45

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

0.65

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

0.2

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

0.1

Relative proportion of rewards that will be Tier 6
Custom Weight

0.1

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

Disabled

Only allow betting on the final betting