Bannerlord Twitch Viewer Guide

Bannerlord Twitch (BLT) is a Twitch Integration mod for Mount & Blade II: Bannerlord.
As a viewer you can use channel point rewards (Denarii), and chat commands to interact with the game while the streamer is playing.
The primary feature of BLT is allowing you to 'adopt' a hero in the game, i.e. a character in the game will be assigned to you, given your Twitch name, and be available for you to interact with further.
Some examples of things you can do with your hero include 'summoning' your hero into battles that the streamer is taking part in, joining viewer tournaments, upgrading equipment, selecting your heroes 'class'.
If you aren't sure where to start, begin by using the channel point redemption 'Adopt a Hero'.

Table of Contents

Commands

Channel Point Rewards

Classes

Desert Infantry

Marksman

Balistriere

Palace Guard

Faris Cavalry

Spearman

Desert bandit

Camel Skirmisher

Heavy Camelrider

Nomad

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

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 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=500⦷, 2=1000⦷, 3=2000⦷, 4=4000⦷, 5=8000⦷, 5=8000⦷, 6=16000⦷

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=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

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

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=1000⦷, 2=2000⦷, 3=4000⦷, 4=7000⦷, 5=11000⦷, 5=11000⦷, 6=16000⦷

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: 8

Tier costs: 1=2500⦷, 2=5000⦷, 3=8000⦷, 4=12000⦷, 5=20000⦷, 5=20000⦷, 6=30000⦷

Allowed: Same culture only, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

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
10k gold Adds 10,000 gold to your adopted hero.

Amount: 10000⦷

50k 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

5k gold Adds 5000 gold to your adopted hero.

Amount: 5000⦷

Adopt a Hero Get a hero in game. Almost all other actions require an adopted hero.

Newly created wanderer

Starting Age Range: 18 to 30

Starting Gold: 0

Inheritance: 40% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

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

Starting Equipment Tier: 1

Starting Class:

Nomad
Attack Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue).

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out

Daily allowance Your daily salary. Once per stream

Amount: 500⦷

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.
Melee training Add 50,000 XP to a melee skill for 10.000 Gold

Skills: Melee

XP: 50000

Costs: 10000⦷

Range Training Add 50,000 XP to a range skill for 10.000 gold

Skills: Ranged

XP: 50000

Costs: 10000⦷

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.
Send Message In Game Sends a message in the game. If you have a hero then it will also show them next to the message.
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

Desert Infantry

Basic foot soldier, the core around which every army is built.

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

OneHandedSword

Sparring Flyssa

OneHandedMace

Blacksmith Hammer

Shield

Heavy Round Shield
Passive Power

Healthy

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

Fireblade

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3


Marksman

A deadly archer. Range far! Range fast!

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Marksman Tier 1 Example Marksman Tier 2 Example Marksman Tier 3 Example Marksman Tier 4 Example Marksman Tier 5 Example Marksman Tier 6 Example
Formation Ranged
Equipment

Bow

Practice Bow

Arrows

Ballista Arrows

Arrows

Ballista Arrows

TwoHandedMace

Sledgehammer
Passive Power

Quick Aim

Fleet Footed I: Max Speed Multiplier: 110%

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Fleet Footed II: Max Speed Multiplier: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Explosive Arrows

[Explosive Projectiles I: AoE: 20dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 30dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 50dmg in 4m with from Ranged] requires CLASS LEVEL 3


Balistriere

Death by technology. Double as a decent melee fighter.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Balistriere Tier 1 Example Balistriere Tier 2 Example Balistriere Tier 3 Example Balistriere Tier 4 Example Balistriere Tier 5 Example Balistriere Tier 6 Example
Formation Ranged
Equipment

Crossbow

Light Crossbow

Bolts

Tournament Bolts

Shield

Heavy Round Shield

OneHandedMace

Blacksmith Hammer
Passive Power

Strong draw

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Heavy shots/Strike

[Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged / Melee] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged / Melee] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged / Melee] requires CLASS LEVEL 3


Palace Guard

Heavy infantry able to strike down any foe but vulnerable at range.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Palace Guard Tier 1 Example Palace Guard Tier 2 Example Palace Guard Tier 3 Example Palace Guard Tier 4 Example Palace Guard Tier 5 Example Palace Guard Tier 6 Example
Formation Infantry
Equipment

TwoHandedAxe

Execution Axe
Passive Power

Strong build

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Ignore Armor I: Ignore 15% Armor

Ignore Armor II: Ignore 30% Armor

Ignore Armor III: Ignore 60% Armor

Active Power

Slash&Pierce

[Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1

[Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2

[Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3


Faris 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
Faris Cavalry  Tier 1 Example Faris Cavalry  Tier 2 Example Faris Cavalry  Tier 3 Example Faris Cavalry  Tier 4 Example Faris Cavalry  Tier 5 Example Faris Cavalry  Tier 6 Example
Formation Cavalry
Equipment

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield

OneHandedLance

Sparring Jagged Spear
Mount

Horse

Desert Horse
Passive Power

A Good Horse

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)

Active Power

Trample

[Charge AoE I: AoE: 20dmg in 2m from Charge] requires CLASS LEVEL 1

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

[Charge AoE II: AoE: 40dmg in 2m from Charge] requires CLASS LEVEL 2

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

[Charge AoE III: AoE: 60dmg in 2m from Charge] requires CLASS LEVEL 3

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3


Spearman

Foot soldier with a spear and a short sword. Good at holding the line.

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

OneHandedLance

Sparring Jagged Spear

Shield

Heavy Round Shield

OneHandedMace

Blacksmith Hammer

ThrowingJavelins

Sparring Javelin
Passive Power

Sturdy

Shrug Off I: 15% Shrug Off

Ignore Armor I: Ignore 15% Armor

Shrug Off II: 40% Shrug Off

Ignore Armor II: Ignore 30% Armor

Shrug Off III: 80% Shrug Off

Ignore Armor III: Ignore 60% Armor

Active Power

Thrust

[Knock Down I: Add: ] requires CLASS LEVEL 1

[Athletic I: Athletics: +25] requires CLASS LEVEL 1

[Knock Down II: Add: ] requires CLASS LEVEL 2

[Athletic II: Athletics: +50] requires CLASS LEVEL 2

[Knock Down III: Add: ] requires CLASS LEVEL 3

[Athletic III: Athletics: +100] requires CLASS LEVEL 3


Desert bandit

Horse Mounted Skirmisher with decent charge

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

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin

TwoHandedLance

Sparring Jagged Spear

ThrowingJavelins

Sparring Javelin
Mount

Horse

Desert Horse
Passive Power

Mounted Archery

Explosive Projectiles I: AoE: 20dmg in 4m from Ranged

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Explosive Projectiles II: AoE: 30dmg in 4m with from Ranged

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Explosive Projectiles III: AoE: 50dmg in 4m with from Ranged

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Fleet Footed I: Max Speed Multiplier: 110%

Active Power

Horsebound

[Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1

[Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2

[Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3

[Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 1

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 2

[Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 3


Camel Skirmisher

Camel Auxiliary from the south

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

OneHandedSword

Sparring Flyssa

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin

Shield

Heavy Round Shield
Mount

Camel

Camel
Passive Power

Retribution

Retribution I: Reflect 10% damage

Retribution II: Reflect 25% damage

Retribution III: Reflect 50% damage

Explosive Projectiles I: AoE: 20dmg in 4m from Ranged

Active Power

Break Through

[Knock Down I: Add: ] requires CLASS LEVEL 1

[Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1

[Knock Down II: Add: ] requires CLASS LEVEL 2

[Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2

[Knock Down III: Add: ] requires CLASS LEVEL 3

[Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3


Heavy Camelrider

Camel rider with high defence.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Heavy Camelrider Tier 1 Example Heavy Camelrider Tier 2 Example Heavy Camelrider Tier 3 Example Heavy Camelrider Tier 4 Example Heavy Camelrider Tier 5 Example Heavy Camelrider Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Sparring Jagged Spear

Shield

Heavy Round Shield

OneHandedMace

Blacksmith Hammer

ThrowingJavelins

Sparring Javelin
Mount

Camel

Camel
Passive Power

Heavy Armor

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

Imposing: Scale 120%

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Imposing Mount: Scale 120% (on mount)

Active Power

Devastating Charge

[Charge AoE I: AoE: 20dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)] requires CLASS LEVEL 1

[Charge AoE II: AoE: 40dmg in 2m from Charge] requires CLASS LEVEL 2

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 2

[Charge AoE III: AoE: 60dmg in 2m from Charge] requires CLASS LEVEL 3

[Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 3


Nomad

Gotta start somewhere

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

OneHandedLance

Sparring Jagged Spear

Stone

Stone

Shield

Heavy Round Shield
Passive Power

Grenades

Explosive Projectiles I: AoE: 20dmg in 4m from Ranged

Explosive Projectiles II: AoE: 30dmg in 4m with from Ranged

Explosive Projectiles III: AoE: 50dmg in 4m with from Ranged

Active Power

Retribution

[Retribution I: Reflect 10% damage] requires CLASS LEVEL 1

[Retribution II: Reflect 25% damage] requires CLASS LEVEL 2

[Retribution III: Reflect 50% damage] 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

3

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

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

60

Minimum time between summons for a specific hero
Summon Cooldown Use Multiplier

1.5

How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this.
Retinue Use Heroes Formation

Disabled

Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations)

Death

Allow Death

Enabled

Whether an adopted hero is allowed to die
Final Death Chance Percent

1.5

Final death chance percent (includes vanilla chance)
Apply Death Chance To All Heroes

Disabled

Whether to apply the Death Chance changes to all heroes, not just adopted ones
Retinue Death Chance Percent

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

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

200

Gold the hero gets for every kill
XP Per Kill

500

XP the hero gets for every kill
XP Per Killed

200

XP the hero gets for being killed
Heal Per Kill

15

HP the hero gets for every kill
Retinue Gold Per Kill

100

Gold the hero gets for every kill their retinue gets
Retinue Heal Per Kill

30

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

400

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

500

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

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5

1000⦷

500XP

Slaughter 20

5000⦷

1000XP

Achievements

Name Requirements Reward
Are you gonna eat that?

Total Mount Kills >= 20

2000⦷

50000XP

Arena Champion

TotalTournament Final Wins >= 10

20000⦷

50000XP

God Of War

Total Kills >= 100

50000XP

Loyal

Consecutive Summons >= 50

5000⦷

50000XP

Item: Weapon: 100% Custom: 100% {ITEMNAME} of Fealty (1x)

Rebellious

Consecutive Attacks >= 5

1000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Reliable

Consecutive Summons >= 5

1000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Renegade

Consecutive Attacks >= 50

5000⦷

50000XP

Item: Weapon: 100% Custom: 100% Renegades {ITEMNAME} (1x)

Stream Sniper

Total Streamer Kills >= 5

100000XP

The journey begins

Total Kills >= 1

500⦷

1000XP

There can be only one!

Total Hero Kills >= 10

Item: Weapon: 100% Tier 5: 50%, Tier 6: 33%, Custom: 17% Reward {ITEMNAME} (1x)

Traitorous

Consecutive Attacks >= 20

2500⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Trusted

Consecutive Summons >= 20

2500⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Tournament Config

General

Start Health Multiplier

3

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

Disabled

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

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

15

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

Disabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

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

Enabled

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

Enabled

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

Enabled

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

Enabled

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

Enabled

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

300

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

2000

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

600

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

1000

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

1200

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

2000

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

1000

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

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

0.2

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