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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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 | ||||||||||
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10k gold | Adds 10,000 gold to your adopted hero. |
Amount: 10000⦷ |
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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 |
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5k gold | Adds 5000 gold to your adopted hero. |
Amount: 5000⦷ |
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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:
Starting Equipment Tier: 1 Starting Class: Nomad |
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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 |
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Daily allowance | Your daily salary. Once per stream |
Amount: 500⦷ |
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Give Player Gold | Transfer 10,000 gold to the streamers character, from your hero. | |||||||||||
Heal Hero | Heals your hero over time. Only works in battle, when your hero is summoned. | |||||||||||
Heal Streamer | Heals the streamers character in battle, over time. Doesn't work on the campaign map. | |||||||||||
Melee training | Add 50,000 XP to a melee skill for 10.000 Gold |
Skills: Melee XP: 50000 Costs: 10000⦷ |
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Range Training | Add 50,000 XP to a range skill for 10.000 gold |
Skills: Ranged XP: 50000 Costs: 10000⦷ |
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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 |
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Tournament | Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament. | |||||||||||
Use Class Power | Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay. |
Classes
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 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedSword |
OneHandedMace |
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 |
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Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedMace |
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 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Shield |
OneHandedMace |
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 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedAxe |
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 |
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Formation | Cavalry |
Equipment |
OneHandedSword |
Shield |
OneHandedLance |
Mount |
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 |
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Formation | Infantry |
Equipment |
OneHandedLance |
Shield |
OneHandedMace |
ThrowingJavelins |
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 |
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Formation | Horse Archer |
Equipment |
ThrowingJavelins |
ThrowingJavelins |
TwoHandedLance |
ThrowingJavelins |
Mount |
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 |
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Formation | Horse Archer |
Equipment |
OneHandedSword |
ThrowingJavelins |
ThrowingJavelins |
Shield |
Mount |
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 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedMace |
ThrowingJavelins |
Mount |
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 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
OneHandedLance |
Stone |
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 |
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Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
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Round 1 Type | |||||||||||||||||||||
Round 2 Type |
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Round 2 Type | |||||||||||||||||||||
Round 3 Type |
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Round 3 Type |
Round Rewards
Round 1 Rewards |
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Round 1 Rewards | |||||||||
Round 2 Rewards |
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Round 2 Rewards | |||||||||
Round 3 Rewards |
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Round 3 Rewards | |||||||||
Round 4 Rewards |
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Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |