DEEFquad's Kingdom
Welcome to BLT with realDEEF!
Table of Contents
Commands
Channel Point Rewards
Classes
Infantry
Archer
Heavyarcher
Crossbow
Heavycrossbow
Cavalry
Camelry
Horsearcher
Camelarcher
Skirmisher
Berserker
Looter
MountedKnight
Medic
SiegeMaster
Forgemaster
Barbarian
Mastermind
Scout
Scoundrel
CamelLancer
Common Config
General
Battle
Death
XP
Kill Rewards
Battle End Rewards
Kill Streaks
Achievements
Tournament Config
General
Equipment
Balancing
Round Type
Round Rewards
Rewards
Reward Type
Reward Tier
Betting
Commands
Command | Description | Settings |
---|---|---|
ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
Attribute |
Provide the attribute name (or part of it) when calling this Amount: 1 Costs 100000⦷ |
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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 'customs' command or equivalent), with a reserve price of 50000. |
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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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buymount | Purchase a better mount! Cost: 1,000,000⦷ | |
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 |
customs | Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands. |
Shows: Custom item storage |
discarditem | Throw away one of your custom items. Usage is !discarditem (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 (or equivalent). |
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equip | Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to. |
Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=1000000⦷ |
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 'customs' command (or equivalent). |
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gold | Show your heroes current gold. |
Shows: Gold |
inv | Shows your heroes inventory, including equipment tier, full battle and civilian equipment lists, and all custom items in storage. |
Shows: Gold, Equipment tier, Battle equipment inventory |
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 'customs' command (or equivalent). |
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powers | Shows your available powers |
Shows: Powers |
reequip | Randomizes your equipment, at its current tier. It will not replace items that are higher than your current tier, or custom items. e.g. if you are equipment tier 3, but also have a tier 6 weapon won in a tournament, this command will not replace that weapon. Sometimes you will end up with some items not changing, particularly if there aren't many items of that type available at your current tier. |
Re-rolls your equipment at your current tier Tier costs: 1=10000⦷, 2=25000⦷, 3=50000⦷, 4=100000⦷, 5=200000⦷, 5=200000⦷, 6=400000⦷ |
retinue | Purchases new retinue troops, or upgrades existing ones to the next tier if you have reached the limit. Retinue will appear with you in battle when you summon, earning you money when they make kills. You can pass a number to the command to specify how many troops you want to buy or upgrade. By default it will do as many as you can afford. |
Max retinue: 5 Tier costs: 1=50000⦷, 2=100000⦷, 3=200000⦷, 4=350000⦷, 5=750000⦷, 5=750000⦷, 6=1000000⦷ Allowed: Same culture only, Basic troops, Elite troops |
retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list |
smitharmor | Upgrade a random weapon! Cost 1,000,000⦷ | |
smithweapon | Upgrade a random piece of armor! Cost: 1,000,000⦷ | |
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 |
Focus | Upgrade your Focus randomly for a lower cost! |
Skills: Automatic, based on class, equipment, and existing skills Focus points: 1 Cost: 125000⦷ |
F1handed | Upgrade your Focus with 1 handed weapons! |
Skills: One Handed Focus points: 1 Cost: 150000⦷ |
F2handed | Upgrade your Focus with 2 handed weapons! |
Skills: Two Handed Focus points: 1 Cost: 150000⦷ |
Fathletics | Upgrade your Focus with athletics! |
Skills: Athletics Focus points: 1 Cost: 150000⦷ |
Fbow | Upgrade your Focus with bows! |
Skills: Bow Focus points: 1 Cost: 150000⦷ |
Fcharm | Upgrade your Focus with charm! |
Skills: Charm Focus points: 1 Cost: 150000⦷ |
Fcrafting | Upgrade your Focus with crafting! |
Skills: Crafting Focus points: 1 Cost: 150000⦷ |
Fengineering | Upgrade your Focus with engineering! |
Skills: Engineering Focus points: 1 Cost: 150000⦷ |
Fleadership | Upgrade your Focus with leadership! |
Skills: Leadership Focus points: 1 Cost: 150000⦷ |
Fmedicine | Upgrade your Focus with medicine! |
Skills: Medicine Focus points: 1 Cost: 150000⦷ |
FMelee | Upgrade your Focus with melee weapons! |
Skills: Melee Focus points: 1 Cost: 150000⦷ |
Fmovement | Upgrade your Focus with movement! |
Skills: Movement Focus points: 1 Cost: 150000⦷ |
Fpersonal | Upgrade your Focus with personal! |
Skills: Personal Focus points: 1 Cost: 150000⦷ |
Fpolearm | Upgrade your Focus with polearm weapons! |
Skills: Polearm Focus points: 1 Cost: 150000⦷ |
Franged | Upgrade your Focus with ranged weapons! |
Skills: Ranged Focus points: 1 Cost: 150000⦷ |
Friding | Upgrade your Focus with riding! |
Skills: Riding Focus points: 1 Cost: 150000⦷ |
Froguery | Upgrade your Focus with roguery! |
Skills: Roguery Focus points: 1 Cost: 150000⦷ |
Fscouting | Upgrade your Focus with scouting! |
Skills: Scouting Focus points: 1 Cost: 150000⦷ |
Fsteward | Upgrade your Focus with steward! |
Skills: Steward Focus points: 1 Cost: 150000⦷ |
Fsupport | Upgrade your Focus with support! |
Skills: Support Focus points: 1 Cost: 150000⦷ |
Ftactics | Upgrade your Focus with tactics! |
Skills: Tactics Focus points: 1 Cost: 150000⦷ |
Fthrowing | Upgrade your Focus with thrown weapons! |
Skills: Throwing Focus points: 1 Cost: 150000⦷ |
Ftrade | Upgrade your Focus with trading! |
Skills: Trade Focus points: 1 Cost: 150000⦷ |
Fxbow | Upgrade your Focus with crossbows! |
Skills: Crossbow Focus points: 1 Cost: 150000⦷ |
Skill | Upgrade your Skill randomly at a lower cost! |
Skills: Automatic, based on class, equipment, and existing skills XP: 1 to 100 Costs: 35000⦷ |
S1handed | Upgrade your Skill with 1 handed weapons! |
Skills: One Handed XP: 1 to 100 Costs: 50000⦷ |
S2handed | Upgrade your Skill with 2 handed weapons! |
Skills: Two Handed XP: 1 to 100 Costs: 50000⦷ |
Sathletics | Upgrade your Skill with athletics! |
Skills: Athletics XP: 1 to 100 Costs: 50000⦷ |
Sbow | Upgrade your Skill with bows! |
Skills: Bow XP: 1 to 100 Costs: 50000⦷ |
Scharm | Upgrade your Skill with charm! |
Skills: Charm XP: 1 to 100 Costs: 50000⦷ |
Scrafting | Upgrade your Skill with crafting! |
Skills: Crafting XP: 1 to 100 Costs: 50000⦷ |
Sengineering | Upgrade your Skill with engineering! |
Skills: Engineering XP: 1 to 100 Costs: 50000⦷ |
Sleadership | Upgrade your Skill with leadership! |
Skills: Leadership XP: 1 to 100 Costs: 50000⦷ |
Smedicine | Upgrade your Skill with medicine! |
Skills: Medicine XP: 1 to 100 Costs: 50000⦷ |
Smelee | Upgrade your Skill with melee weapons! |
Skills: Melee XP: 1 to 100 Costs: 50000⦷ |
Smovement | Upgrade your Skill with movement! |
Skills: Movement XP: 1 to 100 Costs: 50000⦷ |
Spersonal | Upgrade your Skill with personal! |
Skills: Personal XP: 1 to 100 Costs: 50000⦷ |
Spolearm | Upgrade your Skill with polearm weapons! |
Skills: Polearm XP: 1 to 100 Costs: 50000⦷ |
Sranged | Upgrade your Skill with ranged weapons! |
Skills: Ranged XP: 1 to 100 Costs: 50000⦷ |
Sriding | Upgrade your Skill with riding! |
Skills: Riding XP: 1 to 100 Costs: 50000⦷ |
Sroguery | Upgrade your Skill with roguery! |
Skills: Roguery XP: 1 to 100 Costs: 50000⦷ |
Sscouting | Upgrade your Skill with scouting! |
Skills: Scouting XP: 1 to 100 Costs: 50000⦷ |
Ssteward | Upgrade your Skill with steward! |
Skills: Steward XP: 1 to 100 Costs: 50000⦷ |
Ssupport | Upgrade your Skill with support! |
Skills: Support XP: 1 to 100 Costs: 50000⦷ |
Stactics | Upgrade your Skill with tactics! |
Skills: Tactics XP: 1 to 100 Costs: 50000⦷ |
Sthrowing | Upgrade your Skill with thrown weapons! |
Skills: Throwing XP: 1 to 100 Costs: 50000⦷ |
Strade | Upgrade your Skill with trade! |
Skills: Trade XP: 1 to 100 Costs: 50000⦷ |
Sxbow | Upgrade your Skill with crossbows! |
Skills: Crossbow XP: 1 to 100 Costs: 50000⦷ |
Channel Point Rewards
Command | Description | Settings | ||||||||||
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Adopt a Culture Hero | Get a hero in game with a specific culture. Almost all other actions require an adopted hero. |
Newly created wanderer Viewer selects culture Starting Age Range: 18 to 21 Starting Gold: 0 Inheritance: 75% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Adopt a Hero | Get a hero in game. Almost all other actions require an adopted hero. |
Allowed: Wanderer Starting Age Range: 18 to 21 Starting Gold: 0 Inheritance: 75% of gold spent on equipment and retinue, up to 2 custom items Starting Skills:
Starting Equipment Tier: 1 |
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Attack | Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue). |
Side: Enemy side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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Daily 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 Streamer Gold - 100k | Transfer 100,000 gold to the streamers character, from your hero. Enter gift message below: | |||||||||||
Give Streamer Gold -10k | Transfer 10,000 gold to the streamers character, from your hero. | |||||||||||
Heal Streamer | Heals the streamers character in battle, over time. Doesn't work on the campaign map. | |||||||||||
Heal Your Hero | Heals your hero over time. Only works in battle, when your hero is summoned. | |||||||||||
Redeem Gold - 10k |
Amount: 10000⦷ |
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Redeem Gold - 125k |
Amount: 125000⦷ |
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Retire My Hero | Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete. | |||||||||||
Send Message In Game | Sends a message in the game. If you have a hero then it will also show them next to the message. | |||||||||||
Summon | Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue). |
Side: Streamers side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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Tournament | Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament. | |||||||||||
Use Class Power | Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay. |
Classes
Infantry
Basic foot soldier, the core around which every army is built.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
OneHandedSword |
Shield |
Passive Power |
Healthy Healthy I: 125% HP Athletic I: Athletics: +25 Healthy II: 150% HP Athletic II: Athletics: +50 Healthy III: 200% HP Athletic III: Athletics: +100 Crush Through I: 15% Unblockable / 15% Shatter Shield |
Active Power |
Fireblade [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 [Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 [Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3 |
Archer
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 |
OneHandedAxe |
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 |
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 |
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 |
---|---|---|---|---|---|
Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
OneHandedSword |
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 |
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 |
Cavalry
Mounted troop with a strong horse, capable of doing extra charge damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
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) |
Active Power |
Trample [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 |
Camelry
Mounted troop with a strong horse, capable of doing extra charge damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
OneHandedMace |
Mount |
Camel |
Passive Power |
A Good Camel Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount) |
Active Power |
Trample [Charge AoE I: AoE: 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 |
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 III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3 |
Camelarcher
Mounted ranged unit on a good camel, wielding a glaive. Can use exposive arrows.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedGlaive |
Mount |
Camel |
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) Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% |
Active Power |
Heavy Arrows [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 |
Skirmisher
Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
TwoHandedSword |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Retribution Retribution I: Reflect 10% damage Retribution II: Reflect 25% damage Retribution III: Reflect 50% damage Explosive Projectiles I: AoE: 50dmg in 4m from Ranged |
Active Power |
Break Through [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Shatter Shield I: 15% Shatter Shield] requires CLASS LEVEL 1 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Shatter Shield II: 30% Shatter Shield] requires CLASS LEVEL 2 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 [Shatter Shield III: 60% Shatter Shield] requires CLASS LEVEL 3 |
Berserker
Foot soldier with lower health, that can gain health by doing damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
TwoHandedAxe |
Passive Power |
Glass Cannon Fragile I: 50% HP Heavy Hitting I: 125.0% dmg Fragile II: 65% HP Heavy Hitting II: 150.0% dmg Fragile III: 90% HP Heavy Hitting III: 200.0% dmg Imposing: Scale 120% Knock Down I: Add: 15% Knock Down Vampiric II: Absorb 25% of damage dealt as HP |
Active Power |
Berserker Rage [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Cut Through I: 25% Unblockable] requires CLASS LEVEL 1 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Cut Through II: 50% Unblockable] requires CLASS LEVEL 2 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 [Cut Through III: 100% Unblockable] requires CLASS LEVEL 3 |
Looter
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
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 |
MountedKnight
Heavy cavalry designed for close quarters combat.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Cavalry |
Equipment |
TwoHandedMace |
Mount |
Horse |
Passive Power |
Battle Hardened Mounted Close Quarters: AiChargeHorsebackTargetDistFactor: 0% (on mount) Big Boned II: Top Speed Reach Duration: 175% Mount Charge Damage: 150% Mount Speed: 50% (on mount) Imposing Mount: Scale 120% (on mount) Healthy I: 125% HP Shrug Off I: 15% Shrug Off Healthy II: 150% HP Shrug Off II: 40% Shrug Off Healthy III: 200% HP Retribution III: Reflect 50% damage |
Active Power |
Plow [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 1 TO 3 [Armored Steed I: Armor Head: +25 Armor Torso: +25 Armor Arms: +25 Armor Legs: +25 (on mount)] requires CLASS LEVEL 2 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 [Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 TO 3 [Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3 [Armored Steed II: Armor Head: +50 Armor Torso: +50 Armor Arms: +50 Armor Legs: +50 (on mount)] requires CLASS LEVEL 3 |
Medic
A unit that relies on their speed and ability to stay alive to aid their allies.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
OneHandedSword |
Shield |
ThrowingKnives |
ThrowingKnives |
Passive Power |
First Response Healthy I: 125% HP Medic I: Combat Max Speed Multiplier: 125% Medicine: +25 Support I: Support: +25 Healthy II: 150% HP Medic II: Combat Max Speed Multiplier: 150% Medicine: +50 Support II: Support: +50 Athletic II: Athletics: +50 Healthy III: 200% HP Medic III: Combat Max Speed Multiplier: 200% Medicine: +100 Support III: Support: +100 |
Active Power |
First Aid [Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1 [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 TO 3 [Vampiric II: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 2 TO 3 [Fleet Footed III: Max Speed Multiplier: 150% ] requires CLASS LEVEL 3 |
SiegeMaster
An expert of all things that go boom. From siege weapons to holy hand grenades. One... Two... FIVE!
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Light Cavalry |
Equipment |
Stone |
Stone |
OneHandedMace |
Shield |
Mount |
Horse |
Passive Power |
Mechanized Steed Big Boned I: Top Speed Reach Duration: 150% Mount Charge Damage: 125% Mount Speed: 65% (on mount) Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Engineer I: Engineering: +25 Throwing: +25 Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged Engineer II: Engineering: +50 Throwing: +50 Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged Engineer III: Engineering: +100 Throwing: +100 |
Active Power |
Bombardment [Uncle Rico: AiRangedHorsebackMissileRange: 200% AiRangerVerticalErrorMultiplier: 75% AiRangerHorizontalErrorMultiplier: 75% ] requires CLASS LEVEL 1 TO 3 [Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL 1 [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Heavy Hitting II: 150.0% dmg] requires CLASS LEVEL 2 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Heavy Hitting III: 200.0% dmg] requires CLASS LEVEL 3 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 |
Forgemaster
An armor specialist who is slow to move and durable in battle.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedMace |
ThrowingKnives |
ThrowingAxes |
ThrowingAxes |
Passive Power |
Self Made Skipped Leg Day: Max Speed Multiplier: 75% Two Handed: +50 Throwing: +50 Blacksmith I: Armor Torso: 175% Crafting: +25 Blacksmith II: Armor Torso: 175% Armor Legs: 175% Crafting: +50 Blacksmith III: Armor Torso: 175% Armor Head: 175% Armor Legs: 175% Armor Arms: 175% Crafting: +100 |
Active Power |
Hammer Time [Retribution I: Reflect 10% damage] requires CLASS LEVEL 1 [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1 [Retribution II: Reflect 25% damage] requires CLASS LEVEL 2 [Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 TO 3 [Retribution III: Reflect 50% damage] requires CLASS LEVEL 3 [Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3 |
Barbarian
A warrior on the battlefield that sacrifices his armor for strength and damage.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Infantry |
Equipment |
TwoHandedSword |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
DEEF Cake Loin Cloth: Armor Torso: 50% Armor Arms: 50% Armor Head: 75% Imposing II: Scale 130% Healthy I: 125% HP Heavy Hitting I: 125.0% dmg Healthy II: 150% HP Heavy Hitting II: 150.0% dmg Healthy III: 200% HP Heavy Hitting III: 200.0% dmg |
Active Power |
Bloodlust [Vampiric III: Absorb 50% of damage dealt as HP] requires CLASS LEVEL 1 TO 3 [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 2 TO 3 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 3 [Heavy Hitting IV: 300.0% dmg] requires CLASS LEVEL 3 |
Mastermind
Big on brains, light on brawn. They may not be brave, but damn they can manage a city.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Light Cavalry |
Equipment |
OneHandedSword |
Shield |
Bow |
Arrows |
Mount |
Horse |
Passive Power |
Born Leader Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Tactics I: Riding: +50 Tactics: +50 Leadership: +50 Administration I: Steward: +50 Charm: +50 Tactics II: Riding: +100 Tactics: +100 Leadership: +100 Administration II: Steward: +100 Charm: +100 Tactics III: Riding: +200 Tactics: +200 Leadership: +200 Administration III: Steward: +200 Charm: +200 |
Active Power |
Last Man Standing [Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1 [Retribution I: Reflect 10% damage] requires CLASS LEVEL 1 [Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)] requires CLASS LEVEL 2 TO 3 [Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2 [Retribution II: Reflect 25% damage] requires CLASS LEVEL 2 [Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3 [Retribution III: Reflect 50% damage] requires CLASS LEVEL 3 |
Scout
A speedy cavalry unit adept in gathering intel and escaping without a scratch.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Light Cavalry |
Equipment |
Bow |
Arrows |
Arrows |
Dagger |
Mount |
Horse |
Passive Power |
Reconnaissance Fragile III: 90% HP Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Scout I: Scouting: +25 Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Scout II: Scouting: +50 Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Scout III: Scouting: +100 |
Active Power |
Arrow Volley [Eagle Eye: Horse Archery Ability: 300% Bow: +150 Riding: +150 (on mount)] requires CLASS LEVEL 1 TO 3 [Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% ] requires CLASS LEVEL 1 [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% ] requires CLASS LEVEL 2 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% ] requires CLASS LEVEL 3 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 |
Scoundrel
A thief that runs the gambit of explosives and throwing knives while deflecting damage back at their attacker.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Skirmisher |
Equipment |
ThrowingKnives |
ThrowingKnives |
ThrowingKnives |
TwoHandedGlaive |
Passive Power |
Trickster Fleet Footed II: Max Speed Multiplier: 125% Shrug Off I: 15% Shrug Off Athletic I: Athletics: +25 Shrug Off II: 40% Shrug Off Athletic II: Athletics: +50 Shrug Off III: 80% Shrug Off Athletic III: Athletics: +100 Retribution IV: Reflect 75% damage |
Active Power |
Kinetic Manipulation [Kinetic Energy I: AI Shoot Frequency: 125% Max Speed Multiplier: 125% ] requires CLASS LEVEL 1 [Kinetic Touch I: 125.0% dmg / 25% Stagger] requires CLASS LEVEL 1 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2 [Kinetic Energy II: AI Shoot Frequency: 150% Max Speed Multiplier: 150% ] requires CLASS LEVEL 2 [Kinetic Touch II: 150.0% dmg / 25% Shatter Shield / 25% Stagger] requires CLASS LEVEL 2 [Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 3 [Kinetic Energy III: AI Shoot Frequency: 175% Max Speed Multiplier: 175% ] requires CLASS LEVEL 3 [Kinetic Touch III: 200.0% dmg / 35% Shatter Shield / 35% Stagger] requires CLASS LEVEL 3 |
CamelLancer
Cavalry unit specializing in charging and breaking lines.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Heavy Cavalry |
Equipment |
TwoHandedLance |
OneHandedLance |
Shield |
OneHandedSword |
Mount |
Camel |
Passive Power |
Shock Tactics Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Shatter Shield I: 15% Shatter Shield Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) Shatter Shield II: 30% Shatter Shield Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount) Shatter Shield III: 60% Shatter Shield |
Active Power |
Line Breaker [Knock Down I: Add: 15% Knock Down] requires CLASS LEVEL 1 [Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 [Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 2 TO 3 [Knock Down II: Add: 30% Knock Down] requires CLASS LEVEL 2 [Crush Through II: 30% Unblockable / 30% Shatter Shield] requires CLASS LEVEL 2 [Knock Down III: Add: 50% Knock Down] requires CLASS LEVEL 3 [Crush Through III: 50% Unblockable / 50% Shatter Shield] requires CLASS LEVEL 3 |
Common Config
General
Sub Boost |
1 |
Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently. |
Battle
Start With Full Health |
Enabled |
Whether the hero will always start with full health |
Start Health Multiplier |
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) |
Death
Allow Death |
Enabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
0.5 |
Final death chance percent (includes vanilla chance) |
Apply Death Chance To All Heroes |
Enabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
Retinue Death Chance Percent |
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) |
XP
Use Raw XP |
Enabled |
Use raw XP values instead of adjusting by focus and attributes, also ignoring skill cap. This avoids characters getting stuck when focus and attributes are not well distributed. |
Raw XP Skill Cap |
400 |
Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap. |
Kill Rewards
Gold Per Kill |
5000 |
Gold the hero gets for every kill |
XP Per Kill |
5000 |
XP the hero gets for every kill |
XP Per Killed |
2000 |
XP the hero gets for being killed |
Heal Per Kill |
20 |
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 |
Battle End Rewards
Win Gold |
10000 |
Gold won if the heroes side wins |
Win XP |
10000 |
XP the hero gets if the heroes side wins |
Lose Gold |
5000 |
Gold lost if the heroes side loses |
Lose XP |
5000 |
XP the hero gets if the heroes side loses |
Difficulty Scaling On Players Side |
Enabled |
Apply difficulty scaling to players side |
Difficulty Scaling On Enemy Side |
Enabled |
Apply difficulty scaling to enemy side |
Difficulty Scaling |
1 |
End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1) |
Difficulty Scaling Min |
0.2 |
Min difficulty scaling multiplier |
Difficulty Scaling Max |
3 |
Max difficulty scaling multiplier |
Kill Streaks
Name | Kills Required | Reward |
---|---|---|
Killing Spree | 5 |
5000⦷ 50XP |
Running Riot | 10 |
10000⦷ 100XP |
Massacre | 25 |
25000⦷ 250XP |
Rampage | 50 |
50000⦷ 500XP |
Unstoppable | 100 |
100000⦷ 1000XP |
Godlike | 200 |
250000⦷ 25000XP |
Achievements
Name | Requirements | Reward |
---|---|---|
Bronze Tier Champion |
TotalTournament Final Wins >= 5 |
250000⦷ 10000XP |
Cannon Fodder |
Total Hero Deaths >= 100 |
50000XP |
Devoted |
Consecutive Summons >= 100 |
500000⦷ 100000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x) |
Gold Tier Champion |
TotalTournament Final Wins >= 25 |
1000000⦷ 40000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x) |
It's All In The Reflexes |
Total Viewer Kills >= 20 Total Deaths <= 10 |
100000⦷ 25000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x) |
Loyal |
Consecutive Summons >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x) |
Never Dies! |
Total Deaths <= 0 Summons >= 25 |
1000000⦷ 50000XP Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x) |
Rebellious |
Consecutive Attacks >= 5 |
20000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Reliable |
Consecutive Summons >= 5 |
20000⦷ Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33% |
Renegade |
Consecutive Attacks >= 50 |
250000⦷ 50000XP Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1x) |
Reported |
Total Streamer Kills >= 100 |
Item: Weapon: 48%, Armor: 48%, Mount: 5% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Reward {ITEMNAME} (1x) |
Siditous |
Consecutive Attacks >= 100 |
500000⦷ 100000XP Item: Weapon: 100% Custom: 100% {=UQtSgnog}Renegades {ITEMNAME} (1x) |
Silver Tier Champion |
TotalTournament Final Wins >= 10 |
500000⦷ 20000XP |
Stream Sniper |
Total Streamer Kills >= 25 |
2500000⦷ 1000000XP |
The only good horse is a dead horse! |
Total Mount Kills >= 50 |
100000⦷ 25000XP |
Traitorous |
Consecutive Attacks >= 20 |
50000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Trusted |
Consecutive Summons >= 20 |
50000⦷ Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33% |
Tournament Config
General
Start Health Multiplier |
2 |
Amount to multiply normal starting health by |
Disable Kill Rewards In Tournament |
Enabled |
Heroes won't get any kill rewards in tournaments |
Disable Tracking Kills Tournament |
Enabled |
Tournament kills / deaths won't be counted towards achievements or kill streaks |
Equipment
No Horses |
Enabled |
Remove horses completely from the BLT tournaments (the horse AI is terrible) |
No Spears |
Disabled |
Replaces all lances and spears with swords, because lance and spear combat is terrible |
Normalize Armor |
Enabled |
Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below) |
Normalize Armor Tier |
4 |
Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled |
Randomize Weapon Types |
Enabled |
Randomizes the weapons used in each round, weighted based on the classes of the participants |
Balancing
Previous Winner Debuffs |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
|
Round 1 Type | |||||||||||||||||||||
Round 2 Type |
|
Round 2 Type | |||||||||||||||||||||
Round 3 Type |
|
Round 3 Type |
Round Rewards
Round 1 Rewards |
|
Round 1 Rewards | |||||||||
Round 2 Rewards |
|
Round 2 Rewards | |||||||||
Round 3 Rewards |
|
Round 3 Rewards | |||||||||
Round 4 Rewards |
|
Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Disabled |
Only allow betting on the final betting |