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 (if available), 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
archer
Bladewarden
Blightblade
Bloodreaver
crossbow
looter
Frostpike
Harrier
heavyarcher
heavycrossbow
horsearcher
Platebreaker
Shield Ranger
Stormlance
Stormreaver
Thane
Common Config
General
Battle
Death
XP
Kill Rewards
Battle End Rewards
Kill Streaks
Achievements
Upgrade System
Upgrade Counts
Fief Upgrades
Standard Fief Upgrades
Clan Upgrades
Standard Clan Upgrades
Lord Only Clan Upgrades
Mercenary Only Clan Upgrades
Kingdom Upgrades
Commands
View Table
| Command | Description | Settings | ||||||||||
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| ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
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| adopt | Adopt a newly created Hero. Almost all other actions require an adopted hero. |
Newly created wanderer Starting Age Range: 18 to 25 Starting Gold: 150000 Starting Equipment Tier: 1 Starting Skills: View Table
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| adoptByCulture | Adopt a randomly selected Hero, filtered by Culture Can do "!adoptByCulture list" for a list of cultures |
Viewer selects hero by culture Newly created wanderer Starting Gold: 150000 Starting Equipment Tier: 1 Starting Skills: View Table
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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 |
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| 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 (custom item index) (reserve price), e.g. !auction 3 50000 would start a new auction for your custom item with the index of 3 (as shown by the 'customitems' command), with a reserve price of 50000. |
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| battle |
Description: Shows detailed information about your adopted hero's current battle status, including health, mount, weapons, kills, retinue, gold, XP, and active powers. |
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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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| buyattribute |
Provide the attribute name (or part of it) when calling this Amount: 1 Costs 250000⦷ |
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| buyfocus |
Tier costs: 1=30000⦷, 2=40000⦷, 3=50000⦷, 4=60000⦷, 5=75000⦷ Skills: Riding, Crossbow, Steward, One Handed, Two Handed, Polearm, Bow, Throwing, Athletics, Smithing, Tactics, Scouting, Roguery, Charm, Trade, Leadership, Medicine, Engineering, Mariner, Boatswain, Shipmaster |
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| buymount | Buy a randomly tiered mount for your Hero.Only for mounted classes.(1250000 gold) | |||||||||||
| clan | Use to manage clan actions Usage is !clan (join/create/lead/rename/stats/leave/buy title/banner) name Example: !clan join Banu Tammar or !clan stats |
Enabled Commands: Join, Create, Lead, Rename, Stats, Fiefs, Army, Leave, Buy Noble Title, Edit Banner, Ship, Home Join Config: Max Heroes=50, Price=150000⦷, Allow Join Players Clan?=True Create Config: Price=150000⦷, Renown=100, Lead Config: Price=350000⦷, Challenge Heroes?=True Rename Config: Price=100000⦷ Army Commands: !clan army create / status / patrol [fief] / siege [fief] / recall / release / disband Army Config: Price=50000⦷, Max Re-issue Attempts=5, Order Expiry Days=0, Hostile Seizure Without Formal War=True Buy Noble Title Config: Price=200000⦷ Create a banner:(bannerlord.party/banner/) For long banners: !clan banner start -> !clan banner {code} (repeat) -> !clan banner end Ship: Light/Medium/HeavyPrice=50000⦷ |
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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=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷ Free if you do not already have a class Updates equipment to match new class |
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| customitems | 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 |
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| diplomacy |
New Diplomacy System: Enabled Enabled Features: War, Peace, NAP, Alliance, Trade, CTW War: 250000⦷, Influence x1, 20 day cooldown, 30 day minimum duration Peace: 100000⦷, Influence x1 NAP: 100000⦷, 50 influence, Max: 5 Alliance: 150000⦷, 100 influence, Max: 3 Clan Alliance: 50000⦷ per proposal Trade Config: Price=50000⦷ CTW: 50000⦷, 50 influence, 15 days to accept Tribute: 100-10000⦷/day, 90 days Truce: 30 days |
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| discarditem | Throw away one of your custom items. Usage is !discarditem (custom item index), e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command. |
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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. Usage is !equip (blank for auto upgrade/tier number) Example: !equip 1 or !equip |
Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 6=1000000⦷ |
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| family |
Family Management: Manage and view your hero's family members, including spouse, children, and parents. Max Kids From Baby Command: 3 Usage: - spouse - spouse rename [name] - spouse looks [body] - spouse baby - spouse skills - children: List all children. - [childName>]* - [childName]* rename [name] - [childName]* looks [body] - [childName]* marry [viewer]* [viewer_child]* - [childName]* [grandchildName]* Notes: * means command expects 1 word in that field If 2 children are named same add a number at the end, eg Caladog1, Caladog2 |
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| fief | [fief name] gold [amount] add's gold to fief for building projects |
Description: Allows a clan leader to manage their fiefs. You can view fief info, set building projects, adjust gold boosts for construction, and view building explanations. Usage: • info • projects • gold • explanation |
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| formation |
Usage: number - front/back - detach/attach - (while detached): charge/hold/follow/gate/walls |
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| giftgold | ||||||||||||
| giveitem | Give one of your custom items to another viewer. Usage is !giveitem (custom item index) (viewer), e.g. !giveitem 3 C4alad0g would give your custom item with the index 3 to the viewer called C4lad0g. The custom item index is shown in the 'customitems' command. |
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| gold | Show your heroes current gold. |
Shows: Gold |
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| heal | Heals your hero over time. Only works in battle, when your hero is summoned. | |||||||||||
| heir |
HeirCommand settings for age, skills, gold, inheritance, equipment, and notifications. |
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| hero | Use to adjust hero physical features Usage is !hero gender (male/female) / !hero looks (appearance string) / !hero marry (culture/clan/name) Example: !hero gender male |
Enabled Commands: Change Hero Gender, Change Hero AppearanceMarriage Gender Change Config: Price=0⦷, Only on created heroes?=True Marriage Config: Price=50000⦷, Only create spouse?=True, Allow choose by clan or name?=False |
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| income | ||||||||||||
| info | ||||||||||||
| inv | Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead) |
Shows: Attributes, Equipment tier, Battle equipment inventory |
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| itemstats | ||||||||||||
| kingdom | Use to manage clan actions Usage is !kingdom (join/rebel/leave/stats) name Example: !kingdom join Aserai or !clan stats |
Enabled Commands: Join, Merc, Rebel, Leave, Create, Stats, Armies, Release, Expel, Tax, Sponsor Join Config: Max AI Kingdom Clans=30, Max Player Kingdom Clans=30, Max BLT Kingdom Clans=30, Max AI Kingdom Mercenary Clans=5, Max Player Kingdom Mercenary Clans=3, Max BLT Kingdom Mercenary Clans=10, Price=150000⦷, Allow Join Players Kingdom?=True, Player Kingdom Price=150000⦷ Mercenary: Price=50000⦷, Player Kingdom Price=50000⦷, Rebel Config: Price=500000⦷, Allow Rebelling from BLT Kingdom?=True, From BLT Kingdom Price=1000000⦷, Minimum Clan Tier=2 Create Config: Price=2000000⦷, Minimum Clan Tier=3, Minimum Fiefs Amount=1 Release: Price=50000⦷ Expel: Price=100000⦷ Tax: Min Rate=0%, Max Rate=50% Sponsor: Gold Per Influence=1000⦷, King Cut=25% |
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| leaderboard |
Usage: !leaderboard hero (kills|deaths|battles|summons|attacks|tournaments|family) or !leaderboard clan (power|renown|members|dead|fiefs|gold|party|merc|prosperity) |
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| nameitem | You can use this to name your custom items. Usage is !nameitem (custom item index) (name), for example !nameitem 3 Foehammer. The custom item index is shown in the 'customitems' command. |
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| party |
Commands: !party — current party/army status !party create — spawn a new party !party govern [fief] — become governor of a clan fief !party stats — detailed party stats !party disband [index|all] — disband own party/parties !party train !party release [all] — release BLT order on own party (or all free clan parties) and restore AI Clan party orders (append 'all' for every free clan party): !party siege !party defend !party patrol !party raid !party garrison Smart-guard logic: (1) defend if under siege by enemy, (2) protect raided village, (3) patrol Raid 'all' distributes parties to different villages; remainder patrol the fortification Army subcommands: !party army [subcommand] siege [settlement] — besiege a named enemy settlement (or auto-pick) defend [settlement] — defend a named friendly settlement (or auto-pick) patrol [settlement] — patrol around any named settlement (or auto-pick) garrison [settlement] — garrison whole army at a friendly fortification release — release the active army order and restore normal AI status — army strength, behavior, cohesion, food, active order info disband [index] — disband your army; king: disband any by index leave — leave someone else's army reassign [hero] — transfer army leadership to a hero in your army kick [n] — kick the n weakest parties from army (army leader or king w/ index) view — (king) list all kingdom armies with index numbers create [hero_name] — (king) commission an NPC-led army takeover [hero|index] — (clan leader) seize command of a clan member's army call nearby [army_index] — call free parties near the army to join call all [army_index] — call all free kingdom parties to join the army join Allied siege joining: parties allied via the diplomacy treaty system may jointly besiege a mutual enemy. Army config: Creation cost: 50000⦷ Max re-issue attempts: 5 Party order expiry: none Army order expiry: none King management: create cost 100000⦷ Clan-leader takeover: enabled Call: base 0 influence + 25/party | nearby radius 30 Join: base 0 influence + 10/party (free for mercenaries) Army kick: enabled Garrison: enabled Hostile seizure without formal war: enabled |
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| power | ||||||||||||
| powers | Shows your available powers |
Shows: Powers |
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| reequip | Randomizes your equipment, at its current tier. It will not replace items that are higher than your current tier, or custom items. e.g. if you are equipment tier 3, but also have a tier 6 weapon won in a tournament, this command will not replace that weapon. Sometimes you will end up with some items not changing, particularly if there aren't many items of that type available at your current tier. |
Re-rolls your equipment at your current tier Tier costs: 1=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 6=400000⦷ |
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| reinforce |
Enabled: Yes Militia cost per unit: 5000⦷ Militia cap per settlement: 100 Extra militia cap for Kingdom Capital: 150 Elite cost per unit: 10000⦷ Elite cap per settlement: 50 Extra elite militia cap for Kingdom Capital: 50 |
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| rejuvenate |
Age: 1 Price: 10000 |
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| retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list, Secondary retinue unit list |
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| retire |
Only Created Heroes?: False |
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| smitharmor | Smith a custom armor item(500000 gold) | |||||||||||
| smithweapon | Smith a custom weapon(1000000 gold) | |||||||||||
| 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 |
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| 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, 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. | |||||||||||
| transfer | !transfer force [fief name] [character name] |
Enabled: Yes Allow kings to force cross-kingdom transfers: No |
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| upgrade |
Enabled: Yes Allow List Command: Yes Kingdom Leaders Can Upgrade Fiefs: No Any Clan Member Can Upgrade Clan: No Reserve Troops When Full: Yes Independent Clans Count as Lords: Yes Independent Clans Count as Mercenaries: No |
Channel Point Rewards
View Table
| Command | Description | Settings | ||||
|---|---|---|---|---|---|---|
| Adopt a Hero by Culture | Adopt a randomly selected Hero, filtered by Culture. Enter "list" to get a list of cultures |
Viewer selects hero by culture Newly created wanderer Starting Age Range: 18 to 25 Starting Gold: 150000 Starting Equipment Tier: 1 Starting Skills: View Table
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| Adopt a Random Hero | Adopt a randomly selected Hero. Almost all other actions require an adopted hero. |
Newly created wanderer Starting Age Range: 18 to 25 Starting Gold: 150000 Starting Equipment Tier: 1 Starting Skills: View Table
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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 |
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| Daily Gold | Adds 100,000 gold to your adopted hero. |
Amount: 100000⦷ |
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| Daily XP | Add 50,000 XP to your adopted hero. The skill it is applied to will be randomly choosen, but influenced by your class and existing skills and equipment. |
Skills: Automatic, based on class, equipment, and existing skills XP: 50000 |
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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. | |||||
| 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
archer
Ranged troop, quick on their feet, can use explosive arrows.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
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| Formation | Ranged |
| Equipment |
Bow
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Arrows
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Arrows
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OneHandedAxe
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| Passive Power |
Fleet Footed 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% Fleet Footed III: Max Speed Multiplier: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% |
| Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3 |
Bladewarden
A disciplined frontline elite who absorbs punishment while cutting down enemies with sweeping strikes.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
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| Formation | Infantry |
| Equipment |
OneHandedSword
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Shield
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OneHandedLance
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| 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 II: 30% Unblockable / 30% Shatter Shield Heavy Hitting III: 200.0% dmg Fleet Footed II: Max Speed Multiplier: 125% Critical Strike II: +50 dmg / Ignore 45% Armor / 45% Unblockable / 45% Shatter Shield from Ranged / Melee Swift Strikes II: Swing Speed Multiplier: 130% |
| Active Power |
Fireblade [Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 [Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 [Cut Through III: 60% Cut Through from Melee] requires CLASS LEVEL 3 |
Blightblade
A fast-moving assassin using explosive blades to dismantle enemies.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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| Formation | Infantry |
| Equipment |
OneHandedSword
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ThrowingKnives
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ThrowingKnives
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| Passive Power |
Retribution Athletic I: Athletics: +25 Fleet Footed I: Max Speed Multiplier: 110% Athletic II: Athletics: +50 Fleet Footed II: Max Speed Multiplier: 125% Athletic III: Athletics: +100 Fleet Footed III: Max Speed Multiplier: 150% Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Fragile III: 90% HP Heavy Hitting III: 200.0% dmg |
| Active Power |
Critical Strike [Critical Strike I: +30 dmg / Ignore 25% Armor / 25% Unblockable / 25% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 1 [Critical Strike II: +50 dmg / Ignore 45% Armor / 45% Unblockable / 45% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 2 [Critical Strike III: +75 dmg / Ignore 65% Armor / 65% Unblockable / 65% Shatter Shield / 20% Cut Through from Ranged / Melee] requires CLASS LEVEL 3 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 1 TO 3 [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3 [Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1 TO 3 |
Bloodreaver
A adaptable berserker who shifts weapons mid-fight, drawing vitality from every wound he inflicts.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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| Formation | Infantry |
| Equipment |
TwoHandedAxe
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ThrowingAxes
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ThrowingAxes
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| Passive Power |
Glass Cannon Fragile III: 90% HP Heavy Hitting I: 125.0% dmg Vampiric I: Absorb 10% of damage dealt as HP Healthy I: 125% HP Heavy Hitting II: 150.0% dmg Vampiric II: Absorb 25% of damage dealt as HP Healthy II: 150% HP Heavy Hitting III: 200.0% dmg Imposing: Scale 110% Knock Down I: Add: 15% Knock Down Vampiric III: Absorb 50% of damage dealt as HP Fleet Footed II: Max Speed Multiplier: 125% |
| Active Power |
Berserker Rage [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 [Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 [Cut Through III: 100% Unblockable] requires CLASS LEVEL 3 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 3 [Cut Through II: 35% Cut Through from Melee] requires CLASS LEVEL 3 [Explosive Throwables I: 15% Shatter Shield / AoE: 75dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Throwables II: 30% Shatter Shield / AoE: 100dmg in 4m from Ranged] requires CLASS LEVEL 2 [Explosive Throwables III: 50% Shatter Shield / AoE: 130dmg in 4m from Ranged] requires CLASS LEVEL 3 [Critical Strike II: +50 dmg / Ignore 45% Armor / 45% Unblockable / 45% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 1 TO 3 |
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 |
|---|---|---|---|---|---|
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| Formation | Ranged |
| Equipment |
Crossbow
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Bolts
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Bolts
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OneHandedSword
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| Passive Power |
Self Healing Vampiric I: Absorb 10% of damage dealt as HP Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Vampiric II: Absorb 25% of damage dealt as HP Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Vampiric II: Absorb 25% of damage dealt as HP Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% |
| 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 / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2 [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3 |
looter
Details
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
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| Formation | Skirmisher |
| Equipment |
Stone
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Stone
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Stone
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Stone
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| Passive Power |
Grenades Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged Explosive Projectiles III: AoE: 100dmg 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 |
Frostpike
A defensive infantry elite built to halt and destroy mounted enemies.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
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| Formation | Infantry |
| Equipment |
OneHandedLance
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Shield
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OneHandedSword
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ThrowingJavelins
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| Passive Power |
Passive Power Shrug Off I: 15% Shrug Off Shrug Off II: 40% Shrug Off Shrug Off III: 80% Shrug Off Healthy I: 125% HP Healthy II: 150% HP Healthy III: 200% HP Heavy Hitting II: 150.0% dmg Critical Strike I: +30 dmg / Ignore 25% Armor / 25% Unblockable / 25% Shatter Shield from Ranged / Melee Fleet Footed III: Max Speed Multiplier: 150% Decapitate II: +25 dmg / 40% Cut Through |
| Active Power |
Active Power [Swift Strikes I: Swing Speed Multiplier: 115% ] requires CLASS LEVEL 1 [Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1 [Swift Strikes II: Swing Speed Multiplier: 130% ] requires CLASS LEVEL 2 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 [Swift Strikes III: Swing Speed Multiplier: 150% ] requires CLASS LEVEL 3 [Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3 [Critical Strike II: +50 dmg / Ignore 45% Armor / 45% Unblockable / 45% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 3 |
Harrier
A fast-moving skirmisher that bleeds enemies at range and overwhelms them in close combat.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
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| Formation | Skirmisher |
| Equipment |
OneHandedSword
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Shield
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ThrowingJavelins
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ThrowingJavelins
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| Passive Power |
Retribution Retribution I: Reflect 10% damage Retribution II: Reflect 25% damage Retribution III: Reflect 50% damage Cut Through I: 25% Unblockable Cut Through II: 50% Unblockable Cut Through III: 100% Unblockable Athletic I: Athletics: +25 Athletic II: Athletics: +50 Athletic III: Athletics: +100 Vampiric I: Absorb 10% of damage dealt as HP Healthy III: 200% HP Heavy Hitting II: 150.0% dmg Fleet Footed II: Max Speed Multiplier: 125% |
| Active Power |
Break Through [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 [Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1 [Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2 [Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 3 [Critical Strike I: +30 dmg / Ignore 25% Armor / 25% Unblockable / 25% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 3 [Explosive Throwables I: 15% Shatter Shield / AoE: 75dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Throwables II: 30% Shatter Shield / AoE: 100dmg in 4m from Ranged] requires CLASS LEVEL 2 [Explosive Throwables III: 50% Shatter Shield / AoE: 130dmg in 4m from Ranged] requires CLASS LEVEL 3 |
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 |
Healthy Healthy I: 125% HP Healthy II: 150% HP Healthy III: 200% HP |
| Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3 |
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 |
Healthy Healthy I: 125% HP Healthy II: 150% HP Healthy III: 200% HP |
| Active Power |
Explosive 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 / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2 [Heavy Projectiles III: Add: 50% Knock Down, 50% Mount Rear, 50% Dismount / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3 |
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: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) |
| Active Power |
Explosive Arrows [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 3 [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 3 |
Platebreaker
A heavily armored juggernaut who smashes through shields and plate with overwhelming force.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Infantry |
| Equipment |
TwoHandedMace
|
| Passive Power |
Retribution Healthy I: 125% HP Healthy II: 150% HP Healthy III: 200% HP Crush I: +30 dmg / Add: 5% Knock Down / 35% Unblockable / 35% Cut Through from Melee Crush II: +30 dmg / Add: 10% Knock Down / 60% Unblockable / 60% Cut Through from Melee Crush III: +30 dmg / Add: 20% Knock Down / 85% Unblockable / 85% Cut Through from Melee Imposing: Scale 110% Heavy Hitting II: 150.0% dmg Fleet Footed II: Max Speed Multiplier: 125% |
| Active Power |
Break Through [Mighty Slam I: Add: 20% Knock Down / AoE: 15dmg in 2m from Melee] requires CLASS LEVEL 1 [Mighty Slam II: Add: 30% Knock Down / AoE: 25dmg in 3m from Melee] requires CLASS LEVEL 2 [Mighty Slam III: Add: 40% Knock Down / AoE: 50dmg in 4m from Melee] requires CLASS LEVEL 3 [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 [Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 1 TO 3 |
Shield Ranger
The ultimate "Well-rounded" warrior
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Ranged |
| Equipment |
Bow
|
Arrows
|
Shield
|
OneHandedSword
|
| Passive Power |
Fleet Footed 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% Fleet Footed III: Max Speed Multiplier: 150% Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Shrug Off I: 15% Shrug Off Swift Strikes II: Swing Speed Multiplier: 130% |
| Active Power |
Forward Assault [Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Heavy Projectiles II: Add: 25% Knock Down, 25% Mount Rear, 25% Dismount / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2 TO 3 [Critical Strike II: +50 dmg / Ignore 45% Armor / 45% Unblockable / 45% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 2 TO 3 [Cut Through II: 50% Unblockable] requires CLASS LEVEL 1 TO 3 |
Stormlance
A devastating lancer whose impact strikes with such force it shatters nearby defenses.
| 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 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) Healthy III: 200% HP Heavy Hitting I: 125.0% dmg |
| Active Power |
Mighty Charge [Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1 [Charge AoE II: AoE: 50dmg in 2m from Charge] requires CLASS LEVEL 2 [Charge AoE III: AoE: 100dmg in 2m from Charge] requires CLASS LEVEL 3 [Mighty Thrust I: 5% Shatter Shield / 5% Cut Through / AoE: 25dmg in 4m from Melee] requires CLASS LEVEL 1 [Mighty Thrust II: 10% Shatter Shield / 10% Cut Through / AoE: 50dmg in 4m from Melee] requires CLASS LEVEL 2 [Mighty Thrust III: 20% Shatter Shield / 20% Cut Through / AoE: 75dmg in 4m from Melee] requires CLASS LEVEL 3 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 1 TO 3 |
Stormreaver
A relentless shock warrior who softens the enemy with steel-tipped javelins before crashing into their ranks with a massive two-handed blade.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Skirmisher |
| Equipment |
TwoHandedSword
|
ThrowingJavelins
|
ThrowingJavelins
|
ThrowingJavelins
|
| Passive Power |
Retribution Retribution I: Reflect 10% damage Retribution II: Reflect 25% damage Retribution III: Reflect 50% damage Cut Through I: 25% Unblockable Cut Through II: 50% Unblockable Cut Through III: 100% Unblockable Athletic I: Athletics: +25 Athletic II: Athletics: +50 Athletic III: Athletics: +100 Healthy III: 200% HP Heavy Hitting III: 200.0% dmg Fleet Footed II: Max Speed Multiplier: 125% Swift Strikes II: Swing Speed Multiplier: 130% Decapitate III: +25 dmg / 65% Cut Through |
| Active Power |
Break Through [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 [Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1 [Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2 [Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 3 [Critical Strike I: +30 dmg / Ignore 25% Armor / 25% Unblockable / 25% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 3 [Explosive Throwables I: 15% Shatter Shield / AoE: 75dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Throwables II: 30% Shatter Shield / AoE: 100dmg in 4m from Ranged] requires CLASS LEVEL 2 [Explosive Throwables III: 50% Shatter Shield / AoE: 130dmg in 4m from Ranged] requires CLASS LEVEL 3 |
Thane
A fast-moving skirmisher that bleeds enemies at range and overwhelms them in close combat.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
|---|---|---|---|---|---|
|
|
|
|
|
|
| Formation | Skirmisher |
| Equipment |
OneHandedAxe
|
Shield
|
ThrowingAxes
|
ThrowingAxes
|
| Passive Power |
Retribution Decapitate I: +25 dmg / 20% Cut Through Decapitate II: +25 dmg / 40% Cut Through Decapitate III: +25 dmg / 65% Cut Through Cut Through I: 25% Unblockable Cut Through II: 50% Unblockable Cut Through III: 100% Unblockable Athletic I: Athletics: +25 Athletic II: Athletics: +50 Athletic III: Athletics: +100 Sneak Attack II: +30 dmg / 50% Unblockable from Melee Healthy III: 200% HP Heavy Hitting II: 150.0% dmg Fleet Footed III: Max Speed Multiplier: 150% |
| Active Power |
Break Through [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 3 [Critical Strike I: +30 dmg / Ignore 25% Armor / 25% Unblockable / 25% Shatter Shield from Ranged / Melee] requires CLASS LEVEL 3 [Explosive Throwables I: 15% Shatter Shield / AoE: 75dmg in 4m from Ranged] requires CLASS LEVEL 1 [Explosive Throwables II: 30% Shatter Shield / AoE: 100dmg in 4m from Ranged] requires CLASS LEVEL 2 [Explosive Throwables III: 50% Shatter Shield / AoE: 130dmg in 4m from Ranged] requires CLASS LEVEL 3 [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 |
Common Config
General
View Table
| 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
View Table
| Start With Full Health |
Enabled |
Whether the hero will always start with full health |
| Start Health Multiplier |
2 |
Amount to multiply normal starting health by, to give heroes better staying power vs others |
| Start Retinue Health Multiplier |
2 |
Amount to multiply normal retinue starting health by, to give retinue better staying power vs others |
| Morale Loss Factor (not implemented) |
0.5 |
Reduces morale loss when summoned heroes die |
| Summon Cooldown In Seconds |
60 |
Minimum time between summons for a specific hero |
| Summon Cooldown Use Multiplier |
1.5 |
How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this. |
| Retinue Use Heroes Formation |
Disabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
| Nametags |
Enabled |
Nametags |
| Nametag width |
150 |
Nametag width |
| Nametag height |
30 |
Nametag height |
| Nametag fontsize |
20 |
Nametag fontsize |
| Nametag toggle key |
H |
Case sensitive |
Death
View Table
| Allow Death |
Disabled |
Whether an adopted hero is allowed to die |
| Minimum age |
30 |
Minimum age death before adopted hero can die |
| Final Death Chance Percent |
0.5 |
Final death chance percent (includes vanilla chance) |
| Apply Death Chance To All Heroes |
Enabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
| Retinue Death Chance Percent |
2.5 |
Retinue death chance percent (this determines the chance that a killing blow will actually kill the retinue, removing them from the adopted hero's retinue list) |
| Secondary Retinue Death Chance Percent |
2.5 |
Secondary 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
View Table
| 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
View Table
| Gold Per Kill |
5000 |
Gold the hero gets for every kill |
| XP Per Kill |
5000 |
XP the hero gets for every kill |
| XP Per Killed |
5000 |
XP the hero gets for being killed |
| Heal Per Kill |
0 |
HP the hero gets for every kill |
| Retinue Gold Per Kill |
2500 |
Gold the hero gets for every kill their retinue gets |
| Retinue Heal Per Kill |
50 |
HP the hero's retinue gets for every kill |
| Relative Level Scaling |
0.5 |
How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health. |
| Level Scaling Cap |
5 |
Caps the maximum multiplier for the level difference, defaults to 5 if not specified |
| Minimum Gold Per Kill |
0.5 |
Minimum percent gold earned per kill |
Battle End Rewards
View Table
| Win Gold |
40000 |
Gold won if the heroes side wins |
| Win XP |
7500 |
XP the hero gets if the heroes side wins |
| Lose Gold |
0 |
Gold lost if the heroes side loses(negative to win gold) |
| Lose XP |
10000 |
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
View Table
| Name | Kills Required | Reward |
|---|---|---|
| Killing Spree I | 5 |
5000⦷ 2500XP |
| Killing Spree II | 10 |
10000⦷ 5000XP |
| Killing Spree III | 15 |
15000⦷ 7500XP |
| Killing Spree IV | 20 |
20000⦷ 10000XP |
| Killing Spree V | 25 |
25000⦷ 12500XP |
| Killing Spree VI | 30 |
30000⦷ 15000XP |
| Killing Spree VII | 35 |
35000⦷ 17500XP |
| Killing Spree VIII | 40 |
40000⦷ 20000XP |
| Killing Spree IX | 45 |
45000⦷ 22500XP |
| Killing Spree X | 50 |
50000⦷ 25000XP |
Achievements
View Table
| Name | Requirements | Reward |
|---|---|---|
| Loyal |
Consecutive Summons >= 50 |
500000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x) |
| Rebellious |
Consecutive Attacks >= 5 |
50000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
| Reliable |
Consecutive Summons >= 5 |
50000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
| Renegade |
Consecutive Attacks >= 50 |
500000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1x) |
| Stream Sniper |
Total Streamer Kills >= 5 |
1000000⦷ |
| Traitorous |
Consecutive Attacks >= 20 |
150000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
| Trusted |
Consecutive Summons >= 20 |
150000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
| Veteran Experience |
Total Kills >= 25 |
10000⦷ 5000XP |
| Veteran Experience II |
Total Kills >= 50 |
20000⦷ 10000XP |
| Veteran Experience III |
Total Kills >= 75 |
30000⦷ 15000XP |
| Veteran Experience IV |
Total Kills >= 100 |
40000⦷ 20000XP |
| Veteran Experience IX |
Total Kills >= 1500 |
1000000⦷ 200000XP Item: Weapon: 44%, Armor: 44%, Mount: 11% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x) |
| Veteran Experience V |
Total Kills >= 250 |
150000⦷ 75000XP |
| Veteran Experience VI |
Total Kills >= 500 |
300000⦷ 100000XP Item: Weapon: 44%, Armor: 44%, Mount: 11% Tier 5: 67%, Tier 6: 22%, Custom: 11% {=W47g8bCB}Reward {ITEMNAME} (1x) |
| Veteran Experience VII |
Total Kills >= 750 |
500000⦷ 125000XP Item: Weapon: 44%, Armor: 44%, Mount: 11% Tier 5: 63%, Tier 6: 25%, Custom: 13% {=W47g8bCB}Reward {ITEMNAME} (1x) |
| Veteran Experience VIII |
Total Kills >= 1000 |
750000⦷ 150000XP Item: Weapon: 44%, Armor: 44%, Mount: 11% Tier 5: 57%, Tier 6: 29%, Custom: 14% {=W47g8bCB}Reward {ITEMNAME} (1x) |
| Veteran Experience X |
Total Kills >= 2500 |
2500000⦷ 300000XP Item: Weapon: 40%, Armor: 40%, Mount: 20% Tier 5: 38%, Tier 6: 50%, Custom: 13% {=W47g8bCB}Reward {ITEMNAME} (1x) |
Upgrade System
This section contains all available upgrades organized by type and restrictions.
Upgrade Counts
Fief Upgrades: 38
Clan Upgrades: 44
Kingdom Upgrades: 14
Fief Upgrades
Standard Fief Upgrades
View Table
| ID | Name | Cost | Tier | Required | Description |
|---|---|---|---|---|---|
| fief_loyalty_1 | Improved Administration I | 40000⦷ | - | - |
Better administration increases loyalty growth View DetailsEffects: |
| fief_loyalty_2 | Improved Administration II | 80000⦷ | - | fief_loyalty_1 |
Better administration increases loyalty growth |
| fief_loyalty_3 | Improved Administration III | 160000⦷ | - | fief_loyalty_2 |
Better administration increases loyalty growth |
| fief_prosperity_1 | Trade Hub I | 40000⦷ | - | - |
Attract more merchants to boost prosperity View DetailsEffects: |
| fief_prosperity_2 | Trade Hub II | 80000⦷ | - | fief_prosperity_1 |
Attract more merchants to boost prosperity |
| fief_prosperity_3 | Trade Hub III | 160000⦷ | - | fief_prosperity_2 |
Attract more merchants to boost prosperity |
| fief_prosperity_4 | Trade Hub IV | 160000⦷ | - | fief_prosperity_3 |
Attract more merchants to boost prosperity |
| fief_prosperity_5 | Trade Hub V | 200000⦷ | - | fief_prosperity_4 |
Attract more merchants to boost prosperity |
| fief_prosperity_6 | Trade Hub VI | 200000⦷ | - | fief_prosperity_5 |
Attract more merchants to boost prosperity |
| fief_prosperity_7 | Trade Hub VII | 200000⦷ | - | fief_prosperity_6 |
Attract more merchants to boost prosperity |
| fief_prosperity_8 | Trade Hub VIII | 200000⦷ | - | fief_prosperity_7 |
Attract more merchants to boost prosperity |
| fief_prosperity_9 | Trade Hub IX | 200000⦷ | - | fief_prosperity_8 |
Attract more merchants to boost prosperity |
| fief_prosperity_10 | Trade Hub X | 200000⦷ | - | fief_prosperity_9 |
Attract more merchants to boost prosperity |
| fief_security_1 | Guard Posts I | 40000⦷ | - | - |
Additional guard posts improve security View DetailsEffects: |
| fief_security_2 | Guard Posts II | 80000⦷ | - | fief_security_1 |
Additional guard posts improve security |
| fief_security_3 | Guard Posts III | 160000⦷ | - | fief_security_2 |
Additional guard posts improve security |
| fief_militia_1 | Militia Training I | 40000⦷ | - | - |
Train civilians as militia View DetailsEffects: |
| fief_militia_2 | Militia Training II | 80000⦷ | - | fief_militia_1 |
Train civilians as militia |
| fief_militia_3 | Militia Training III | 160000⦷ | - | fief_militia_2 |
Train civilians as militia |
| fief_food_1 | Granary Expansion I | 40000⦷ | - | - |
Larger granaries store more food View DetailsEffects: |
| fief_food_2 | Granary Expansion II | 80000⦷ | - | fief_food_1 |
Larger granaries store more food |
| fief_food_3 | Granary Expansion III | 160000⦷ | - | fief_food_2 |
Larger granaries store more food |
| fief_food_4 | Granary Expansion IV | 320000⦷ | - | fief_food_3 |
Larger granaries store more food |
| fief_tax_reform_1 | Tax Reform I | 50000⦷ | - | - |
Implements improved tax collection practices, increasing settlement income. View DetailsEffects: |
| fief_tax_reform_2 | Tax Reform II | 100000⦷ | - | fief_tax_reform_1 |
Implements improved tax collection practices, increasing settlement income. |
| fief_tax_reform_3 | Tax Reform III | 150000⦷ | - | fief_tax_reform_2 |
Implements improved tax collection practices, increasing settlement income. |
| fief_tax_reform_4 | Tax Reform IV | 200000⦷ | - | fief_tax_reform_3 |
Implements improved tax collection practices, increasing settlement income. |
| fief_tax_reform_5 | Tax Reform V | 250000⦷ | - | fief_tax_reform_4 |
Implements improved tax collection practices, increasing settlement income. |
| fief_bolster_1 | Bolstered Defenses I | 25000⦷ | - | - |
Increase garrison capacity View DetailsEffects: |
| fief_bolster_2 | Bolstered Defenses II | 50000⦷ | - | fief_bolster_1 |
Increase garrison capacity |
| fief_bolster_3 | Bolstered Defenses III | 75000⦷ | - | fief_bolster_2 |
Increase garrison capacity |
| fief_bolster_4 | Bolstered Defenses IV | 100000⦷ | - | fief_bolster_3 |
Increase garrison capacity |
| fief_bolster_5 | Bolstered Defenses V | 125000⦷ | - | fief_bolster_4 |
Increase garrison capacity |
| fief_rural_development_1 | Rural Development | 50000⦷ | - | - |
Increase hearths daily View DetailsEffects: |
| fief_rural_development_2 | Rural Development II | 100000⦷ | - | fief_rural_development_1 |
Increase hearths daily |
| fief_rural_development_3 | Rural Development III | 150000⦷ | - | fief_rural_development_2 |
Increase hearths daily |
| fief_rural_development_4 | Rural Development IV | 200000⦷ | - | fief_rural_development_3 |
Increase hearths daily |
| fief_rural_development_5 | Rural Development V | 250000⦷ | - | fief_rural_development_4 |
Increase hearths daily |
Clan Upgrades
Standard Clan Upgrades
View Table
| ID | Name | Cost | Tier | Required | Description |
|---|---|---|---|---|---|
| clan_renown_1 | Clan Prestige I | 50000⦷ | - | - |
Increase your clan's fame across the land View DetailsClan Effects: |
| clan_renown_2 | Clan Prestige II | 100000⦷ | - | - |
Increase your clan's fame across the land |
| clan_renown_3 | Clan Prestige III | 150000⦷ | - | - |
Increase your clan's fame across the land |
| clan_renown_4 | Clan Prestige IV | 200000⦷ | - | clan_renown_3 |
Increase your clan's fame across the land |
| clan_renown_5 | Clan Prestige V | 200000⦷ | - | clan_renown_4 |
Increase your clan's fame across the land |
| clan_party_1 | Recruitment Drive I | 50000⦷ | - | - |
Allow larger party sizes for all clan members View DetailsClan Effects: |
| clan_party_2 | Recruitment Drive II | 100000⦷ | - | - |
Allow larger party sizes for all clan members |
| clan_party_3 | Recruitment Drive III | 250000⦷ | - | - |
Allow larger party sizes for all clan members |
| clan_party_4 | Recruitment Drive IV | 500000⦷ | - | clan_party_3 |
Allow larger party sizes for all clan members |
| clan_party_5 | Recruitment Drive V | 500000⦷ | - | clan_party_4 |
Allow larger party sizes for all clan members |
| clan_party_6 | Recruitment Drive VI | 500000⦷ | - | clan_party_5 |
Allow larger party sizes for all clan members |
| clan_party_7 | Recruitment Drive VII | 500000⦷ | - | clan_party_6 |
Allow larger party sizes for all clan members |
| clan_party_8 | Recruitment Drive VIII | 500000⦷ | - | clan_party_7 |
Allow larger party sizes for all clan members |
| clan_party_9 | Recruitment Drive IX | 500000⦷ | - | clan_party_8 |
Allow larger party sizes for all clan members |
| clan_party_10 | Recruitment Drive X | 500000⦷ | - | clan_party_9 |
Allow larger party sizes for all clan members |
| clan_mounted_logistics_1 | Mounted Logistics I | 50000⦷ | - | - |
Improves your clan’s supply and cavalry infrastructure, increasing overall campaign movement speed. View DetailsClan Effects: |
| clan_mounted_logistics_2 | Mounted Logistics II | 60000⦷ | - | clan_mounted_logistics_1 |
Improves your clan’s supply and cavalry infrastructure, increasing overall campaign movement speed. |
| clan_mounted_logistics_3 | Mounted Logistics III | 70000⦷ | - | clan_mounted_logistics_2 |
Improves your clan’s supply and cavalry infrastructure, increasing overall campaign movement speed. |
| clan_mounted_logistics_4 | Mounted Logistics IV | 80000⦷ | - | clan_mounted_logistics_3 |
Improves your clan’s supply and cavalry infrastructure, increasing overall campaign movement speed. |
| clan_mounted_logistics_5 | Mounted Logistics V | 100000⦷ | - | clan_mounted_logistics_4 |
Improves your clan’s supply and cavalry infrastructure, increasing overall campaign movement speed. |
| clan_noble_houses_1 | Noble Houses I | 500000⦷ | - | - |
Establishes an additional noble house under your banner, increasing your clan’s party limit. View DetailsClan Effects: |
| clan_noble_houses_2 | Noble Houses II | 500000⦷ | - | clan_noble_houses_1 |
Establishes an additional noble house under your banner, increasing your clan’s party limit. |
Lord Only Clan Upgrades
View Table
| ID | Name | Cost | Tier | Required | Description |
|---|---|---|---|---|---|
| clan_Fame_and_fortune_1 | Clan Development | 1000000⦷ | - | - |
Improve loyalty and prosperity in all clan settlements View DetailsClan Effects: |
| clan_reserves_1 | Standing Reserves I | 50000⦷ | - | - |
Good, fighting men from the country side gather behind your banner View Details
|
| clan_reserves_2 | Standing Reserves II | 100000⦷ | - | clan_reserves_1 |
Good, fighting men from the country side gather behind your banner |
| clan_reserves_3 | Standing Reserves III | 150000⦷ | - | clan_reserves_2 |
Good, fighting men from the country side gather behind your banner |
| clan_reserves_4 | Standing Reserves IV | 200000⦷ | - | clan_reserves_3 |
Good, fighting men from the country side gather behind your banner |
| clan_reserves_5 | Standing Reserves V | 250000⦷ | - | clan_reserves_4 |
Good, fighting men from the country side gather behind your banner |
| clan_veteran_reserves_1 | Veteran Reserves I | 350000⦷ | - | clan_reserves_5 |
Battle hardened folk gather behind your banner View Details
|
| clan_veteran_reserves_2 | Veteran Reserves II | 500000⦷ | - | clan_veteran_reserves_1 |
Battle hardened folk gather behind your banner |
| clan_veteran_reserves_3 | Veteran Reserves III | 650000⦷ | - | clan_veteran_reserves_2 |
Battle hardened folk gather behind your banner |
| clan_royal_reserves_1 | Royal Reserves I | 500000⦷ | - | clan_veteran_reserves_3 |
Nobles from around the region rally behind you View Details
|
| clan_royal_reserves_2 | Royal Reserves II | 650000⦷ | - | clan_royal_reserves_1 |
Nobles from around the region rally behind you |
| clan_royal_reserves_3 | Royal Reserves III | 800000⦷ | - | clan_royal_reserves_2 |
Nobles from around the region rally behind you |
Mercenary Only Clan Upgrades
View Table
| ID | Name | Cost | Tier | Required | Description |
|---|---|---|---|---|---|
| clan_merc_contract_1 | Hardened Sellswords I | 100000⦷ | - | - |
Improve loyalty and prosperity in all clan settlements View DetailsClan Effects: |
| clan_merc_contract_2 | Hardened Sellswords II | 150000⦷ | - | - |
Improve loyalty and prosperity in all clan settlements |
| clan_merc_contract_3 | Hardened Sellswords III | 200000⦷ | - | - |
Improve loyalty and prosperity in all clan settlements |
| clan_merc_contract_4 | Hardened Sellswords IV | 250000⦷ | - | - |
Improve loyalty and prosperity in all clan settlements |
| clan_merc_contract_5 | Hardened Sellswords V | 500000⦷ | - | - |
Prestige brings prosperity |
| clan_merc_reinforce_1 | Paid Reinforcements I | 35000⦷ | - | - |
The offer of coin brings desperate folk looking to make a name for themselves. View Details
|
| clan_merc_reinforce_2 | Paid Reinforcements II | 70000⦷ | - | clan_merc_reinforce_1 |
The offer of coin brings desperate folk looking to make a name for themselves. |
| clan_merc_reinforce_3 | Paid Reinforcements III | 140000⦷ | - | clan_merc_reinforce_2 |
The offer of coin brings desperate folk looking to make a name for themselves. |
| clan_merc_reinforce_upgrade_1 | Dishonorable Deliquents I | 100000⦷ | - | clan_merc_reinforce_3 |
The offer of coin brings desperate folk looking to make a name for themselves. View Details
|
| clan_merc_reinforce_upgrade_2 | Dishonorable Deliquents II | 200000⦷ | - | clan_merc_reinforce_upgrade_1 |
The offer of coin brings desperate folk looking to make a name for themselves. |
Kingdom Upgrades
View Table
| ID | Name | Cost | Tier | Required | Description |
|---|---|---|---|---|---|
| kingdom_influence_1 | Royal Authority | 100000⦷ + 250 Influence | - | - |
Strengthen the ruler's influence View DetailsKingdom Effects: |
| kingdom_influence_2 | Royal Authority II | 250000⦷ + 500 Influence | - | kingdom_influence_1 |
Strengthen the ruler's influence |
| kingdom_influence_3 | Royal Authority III | 350000⦷ + 750 Influence | - | kingdom_influence_2 |
Strengthen the ruler's influence |
| kingdom_military_1 | Kingdom Military Reform | 150000⦷ + 250 Influence | - | - |
Increase party sizes and militia across the kingdom View Details
|
| kingdom_military_2 | Kingdom Military Reform II | 300000⦷ + 300 Influence | - | kingdom_military_1 |
Increase party sizes and militia across the kingdom |
| kingdom_military_3 | Kingdom Military Reform III | 450000⦷ + 350 Influence | - | kingdom_military_2 |
Increase party sizes and militia across the kingdom |
| kingdom_prosperity_1 | Kingdom Prosperity Initiative | 200000⦷ + 500 Influence | - | - |
Boost prosperity and loyalty in all kingdom settlements View Details
|
| kingdom_prosperity_2 | Kingdom Prosperity Initiative II | 300000⦷ + 750 Influence | - | kingdom_prosperity_1 |
Boost prosperity and loyalty in all kingdom settlements |
| kingdom_prosperity_3 | Kingdom Prosperity Initiative III | 400000⦷ + 1000 Influence | - | kingdom_prosperity_2 |
Boost prosperity and loyalty in all kingdom settlements |
| kingdom_offensive_1 | [Kingdom Doctrine] Offensive | 0⦷ | - | - |
Redirects the kingdom’s defensive forces into active field armies, greatly increasing party size at the cost of weakened settlement militias. View Details
|
| kingdom_defensive_1 | [Kingdom Doctrine] Defensive | 0⦷ | - | - |
Prioritizes settlement defense and internal security, strengthening militias at the cost of field army strength and mobility. View Details
|
| kingdom_economy_1 | [Kingdom Doctrine] Economy | 0⦷ | - | - |
Shifts the kingdom’s focus to revenue and prosperity, increasing income while reducing military readiness. View Details
|
| kingdom_neutral_1 | [Kingdom Doctrine] Neutral | 0⦷ | - | - |
Returns the kingdom to standard governance with no active strategic doctrine. View DetailsNo effects configured |
| kingdom_Golden_1 | [Kingdom Doctrine] Golden Age | 0⦷ | - | - |
Returns the kingdom to standard governance with no active strategic doctrine. View DetailsKingdom Effects: |