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
ach Show the heroes achievements and tracked stats.

Shows: Achievements, Tracked stats

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

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.
battle

Description: Shows detailed information about your adopted hero's current battle status, including health, mount, weapons, kills, retinue, gold, XP, and active powers.

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.
buyattribute

Provide the attribute name (or part of it) when calling this

Amount: 1

Costs 250000⦷

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

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⦷

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

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

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

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.
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⦷

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

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 - Shows detailed information about the specified fief.\n

• projects ... - Sets the building projects queue and daily project for the fief.\n

• gold - Changes the building boost (gold) for the fief.\n\n

• explanation - Shows the description and effect of the specified building.\n\n

formation

Usage: number

- front/back

- detach/attach

- (while detached): charge/hold/follow/gate/walls

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.
gold Show your heroes current gold.

Shows: Gold

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.

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

income
info
inv Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead)

Shows: Attributes, Equipment tier, Battle equipment inventory

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%

leaderboard

Usage: !leaderboard hero (kills|deaths|battles|summons|attacks|tournaments|family) or !leaderboard clan (power|renown|members|dead|fiefs|gold|party|merc|prosperity)

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.
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 / status / cancel — invest gold in troop training

!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 [all] — siege an enemy fortification

!party defend [all] — smart-guard a friendly fortification

!party patrol [all] — smart-guard patrol a settlement

!party raid [all] — raid a village (fort = expand to bound villages)

!party garrison [all] — enter and stay in a friendly fortification

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 — join a kingdom army by index, bringing all free clan parties

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

power
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=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 6=400000⦷

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

rejuvenate

Age: 1

Price: 10000

retinuelist Shows your current retinue troops.

Shows: Retinue unit list, Secondary retinue unit list

retire

Only Created Heroes?: False

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

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

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

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
Skill Level
All 25 to 75
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
Skill Level
All 25 to 75
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

Daily Gold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

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

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

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

Bow

Mountain Hunting Bow

Arrows

Range Arrows

Arrows

Range Arrows

OneHandedAxe

Fine Steel Small Bardiche
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
Bladewarden Tier 1 Example Bladewarden Tier 2 Example Bladewarden Tier 3 Example Bladewarden Tier 4 Example Bladewarden Tier 5 Example Bladewarden Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Scalpel

Shield

Worn Kite Shield

OneHandedLance

Imperial Fine Steel Spear
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
Blightblade Tier 1 Example Blightblade Tier 2 Example Blightblade Tier 3 Example Blightblade Tier 4 Example Blightblade Tier 5 Example Blightblade Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Scalpel

ThrowingKnives

Broad Bladed Throwing Knives

ThrowingKnives

Broad Bladed Throwing Knives
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
Bloodreaver Tier 1 Example Bloodreaver Tier 2 Example Bloodreaver Tier 3 Example Bloodreaver Tier 4 Example Bloodreaver Tier 5 Example Bloodreaver Tier 6 Example
Formation Infantry
Equipment

TwoHandedAxe

Northlander Decorated Two Handed Axe

ThrowingAxes

Balanced Engraved Throwing Axe

ThrowingAxes

Balanced Engraved Throwing Axe
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
crossbow Tier 1 Example crossbow Tier 2 Example crossbow Tier 3 Example crossbow Tier 4 Example crossbow Tier 5 Example crossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

Light Crossbow

Bolts

Heavy Quarrels

Bolts

Heavy Quarrels

OneHandedSword

Scalpel
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
looter Tier 1 Example looter Tier 2 Example looter Tier 3 Example looter Tier 4 Example looter Tier 5 Example looter Tier 6 Example
Formation Skirmisher
Equipment

Stone

Stone

Stone

Stone

Stone

Stone

Stone

Stone
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
Frostpike Tier 1 Example Frostpike Tier 2 Example Frostpike Tier 3 Example Frostpike Tier 4 Example Frostpike Tier 5 Example Frostpike Tier 6 Example
Formation Infantry
Equipment

OneHandedLance

Imperial Fine Steel Spear

Shield

Worn Kite Shield

OneHandedSword

Scalpel

ThrowingJavelins

Simple Javelin
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
Harrier Tier 1 Example Harrier Tier 2 Example Harrier Tier 3 Example Harrier Tier 4 Example Harrier Tier 5 Example Harrier Tier 6 Example
Formation Skirmisher
Equipment

OneHandedSword

Scalpel

Shield

Worn Kite Shield

ThrowingJavelins

Simple Javelin

ThrowingJavelins

Simple Javelin
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
heavyarcher Tier 1 Example heavyarcher Tier 2 Example heavyarcher Tier 3 Example heavyarcher Tier 4 Example heavyarcher Tier 5 Example heavyarcher Tier 6 Example
Formation Ranged
Equipment

Bow

Mountain Hunting Bow

Arrows

Range Arrows

Arrows

Range Arrows

TwoHandedAxe

Northlander Decorated Two Handed Axe
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
heavycrossbow Tier 1 Example heavycrossbow Tier 2 Example heavycrossbow Tier 3 Example heavycrossbow Tier 4 Example heavycrossbow Tier 5 Example heavycrossbow Tier 6 Example
Formation Ranged
Equipment

Crossbow

Light Crossbow

Bolts

Heavy Quarrels

Bolts

Heavy Quarrels

TwoHandedSword

Wide Fullered Broad Two Hander
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
horsearcher Tier 1 Example horsearcher Tier 2 Example horsearcher Tier 3 Example horsearcher Tier 4 Example horsearcher Tier 5 Example horsearcher Tier 6 Example
Formation Horse Archer
Equipment

Bow

Mountain Hunting Bow

Arrows

Range Arrows

Arrows

Range Arrows

OneHandedSword

Scalpel
Mount

Horse

Midlands Palfrey
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
Platebreaker Tier 1 Example Platebreaker Tier 2 Example Platebreaker Tier 3 Example Platebreaker Tier 4 Example Platebreaker Tier 5 Example Platebreaker Tier 6 Example
Formation Infantry
Equipment

TwoHandedMace

Two Handed Mace
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
Shield Ranger Tier 1 Example Shield Ranger Tier 2 Example Shield Ranger Tier 3 Example Shield Ranger Tier 4 Example Shield Ranger Tier 5 Example Shield Ranger Tier 6 Example
Formation Ranged
Equipment

Bow

Mountain Hunting Bow

Arrows

Range Arrows

Shield

Worn Kite Shield

OneHandedSword

Scalpel
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
Stormlance Tier 1 Example Stormlance Tier 2 Example Stormlance Tier 3 Example Stormlance Tier 4 Example Stormlance Tier 5 Example Stormlance Tier 6 Example
Formation Cavalry
Equipment

OneHandedLance

Imperial Fine Steel Spear

Shield

Worn Kite Shield

OneHandedSword

Scalpel
Mount

Horse

Midlands Palfrey
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
Stormreaver Tier 1 Example Stormreaver Tier 2 Example Stormreaver Tier 3 Example Stormreaver Tier 4 Example Stormreaver Tier 5 Example Stormreaver Tier 6 Example
Formation Skirmisher
Equipment

TwoHandedSword

Wide Fullered Broad Two Hander

ThrowingJavelins

Simple Javelin

ThrowingJavelins

Simple Javelin

ThrowingJavelins

Simple Javelin
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
Thane Tier 1 Example Thane Tier 2 Example Thane Tier 3 Example Thane Tier 4 Example Thane Tier 5 Example Thane Tier 6 Example
Formation Skirmisher
Equipment

OneHandedAxe

Fine Steel Small Bardiche

Shield

Worn Kite Shield

ThrowingAxes

Balanced Engraved Throwing Axe

ThrowingAxes

Balanced Engraved Throwing Axe
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 Details

Effects:
Loyalty: +0.5/day

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 Details

Effects:
Prosperity: +1/day
Tax Income: +500⦷/day

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 Details

Effects:
Security: +0.5/day

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 Details

Effects:
Militia: +1/day

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 Details

Effects:
Food: +5/day

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 Details

Effects:
Tax Income: +1500⦷/day

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 Details

Effects:
Garrison Capacity: +25

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 Details

Effects:
Hearth: +1

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 Details

Clan Effects:
Renown: +1/day

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 Details

Clan Effects:
Party Size: +10

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 Details

Clan Effects:
Party Speed: +0.1

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 Details

Clan Effects:
Party Limit: +1

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 Details

Clan Effects:
Renown: +1/day
Party Size: +10
Party Speed: +0.2

Settlement Effects:
Loyalty: +1/day
Prosperity: +1/day
Tax Income: +2500⦷/day
Hearth: +1

Troop Spawning:
Daily Spawn: 2 troops/day
Troop Tree: Basic
Base Tier: 1

clan_reserves_1 Standing Reserves I 50000⦷ - -

Good, fighting men from the country side gather behind your banner

View Details


Troop Spawning:
Daily Spawn: 1 troops/day
Troop Tree: Basic
Base Tier: 2

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


Troop Spawning:
Daily Spawn: 1 troops/day
Troop Tree: Basic
Base Tier: 4

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


Troop Spawning:
Daily Spawn: 1 troops/day
Troop Tree: Noble
Base Tier: 4

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 Details

Clan Effects:
Merc Income (Flat): +1000/day

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


Troop Spawning:
Daily Spawn: 2 troops/day
Troop Tree: Basic
Base Tier: 1

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


Troop Spawning:
Daily Spawn: 2 troops/day
Troop Tree: Basic
Base Tier: 3

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 Details

Kingdom Effects:
Influence: +2/day (ruler only)

Clan Effects (All Kingdom Clans):
Influence: +2/day (all clans)

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


Clan Effects (All Kingdom Clans):
Party Size: +15

Settlement Effects (All Kingdom Settlements):
Militia: +1/day

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


Settlement Effects (All Kingdom Settlements):
Loyalty: +0.2/day
Prosperity: +0.5/day
Tax Income: +3%

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


Clan Effects (All Kingdom Clans):
Party Size: +100

Settlement Effects (All Kingdom Settlements):
Security: -2/day
Militia: -10/day

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


Clan Effects (All Kingdom Clans):
Party Size: -25

Settlement Effects (All Kingdom Settlements):
Security: +2/day
Militia: +8/day

kingdom_economy_1 [Kingdom Doctrine] Economy 0⦷ - -

Shifts the kingdom’s focus to revenue and prosperity, increasing income while reducing military readiness.

View Details


Clan Effects (All Kingdom Clans):
Party Size: -50
Party Speed: -1

Settlement Effects (All Kingdom Settlements):
Prosperity: +5/day
Militia: -3/day
Food: +10/day
Tax Income: +10%
Hearth: +0.5

kingdom_neutral_1 [Kingdom Doctrine] Neutral 0⦷ - -

Returns the kingdom to standard governance with no active strategic doctrine.

View Details

No effects configured

kingdom_Golden_1 [Kingdom Doctrine] Golden Age 0⦷ - -

Returns the kingdom to standard governance with no active strategic doctrine.

View Details

Kingdom Effects:
Influence: +5/day (ruler only)

Clan Effects (All Kingdom Clans):
Renown: +5/day
Party Size: +20
Party Speed: +0.1
Influence: +5/day (all clans)

Settlement Effects (All Kingdom Settlements):
Loyalty: +2/day
Prosperity: +5/day
Security: +2/day
Militia: +2/day
Food: +15/day
Tax Income: -20%
Hearth: +0.5