031 Setting

Phase One of Custom Fantasy Classes. Alpha Classes are Barbarian, Rogue, Paladin, and Wizard. Beta Classes up next are Ranger, Druid, Fighter, Sorcerer, and Monk. Delta Classes down the line are Cleric, Warlock, Necromancer, and Bard.

Table of Contents

Commands

Channel Point Rewards

Classes

Rogue

Barbarian

Paladin

Wizard

Sniper

Fighter

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: Gold, Age, Clan, Culture, Health, Skills greater than , Achievements, Tracked stats, Powers

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

Allowed: Noble, Wanderer

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

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

Starting Equipment Tier: 1

ArtifactArmor
ArtifactMount
ArtifactWeapon
auction Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction.
Usage is !auction (reserve price) (part of the item name), e.g. !auction 50000 Boots would start a new auction for your custom item with the word "Boots" in it, with a reserve of 50000. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
bid Place a bid on the current auction, if one is active.
Usage is !bid (gold amount), e.g. !bid 100000. If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected.
bltbet Use this to bet on tournament matches, when available.
Usage is !bltbet (team) (gold), for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.
If only one team is bet upon, the bets will be refunded.
buymount
charactersheet

Shows: Gold, Age, Clan, Culture, Health, Attributes, Equipment tier, Battle equipment inventory, Civilian equipment inventory, Custom item storage, Retinue count and average tier, Retinue unit list, Achievements, Tracked stats, Powers

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⦷

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 (part of the item name), e.g. !discarditem Boots would discard your custom item with the word "Boots" in it. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
EpicArmor
EpicMount
EpicWeapon
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⦷

focus

Skills: All

Focus points: 1

Cost: 250000⦷

giveitem Give one of your custom items to another viewer.
Usage is !giveitem (viewer) (part of the item name), e.g. !giveitem C4alad0g Boots would give your custom item with the word "Boots" in it to the viewer called C4lad0g. If more than one item has "Boots" in it, the command will be rejected. The partial name must match exactly one item.
gold Show your heroes current gold.

Shows: Gold

inv Shows your heroes inventory, including equipment tier, full battle and civilian equipment lists, and all custom items in storage.

Shows: Gold, Equipment tier, Battle equipment inventory, Civilian equipment inventory, Custom item storage

LegendaryArmor
LegendaryMount
LegendaryWeapon
levelstat

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

Amount: 0

Costs 500000⦷

nameitem You can use this to name your custom items.
Usage is !nameitem (name), for example !nameitem Foehammer.
If you call !nameitem on its own it will tell you what item will be named next.
power
powers Shows your available powers

Shows: Powers

RareArmor
RareMount
RareWeapon
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: 50

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=800000⦷

Allowed: Same culture only, Bandits, Basic troops, Elite troops

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

smitharmor
smithweapon
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, Retinue unit list, Achievements, Powers

TrainSkills

Skills: None

XP: 0 to 50000

Costs: 50000⦷


Channel Point Rewards

Command Description Settings
Adopt a Culture Noble Get a hero in game with a specific culture. Almost all other actions require an adopted hero.

Allowed: Noble

Viewer selects culture

Starting Age Range: 18 to 35

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 3 custom items

Starting Skills:

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

Starting Equipment Tier: 1

Adopt a Hireling Become a Tavern Patron that can be hired, creates entirely new character!

Allowed: Wanderer, Companions

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Support 25 to 75
Personal 25 to 75

Starting Equipment Tier: 1

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

Allowed: Noble

Starting Age Range: 18 to 35

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

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

Starting Equipment Tier: 1

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

Bardic Inspiration
Create Allied Wanderer Get a hero in game with a specific faction. Almost all other actions require an adopted hero.

Allowed: Noble

Same faction only

Starting Age Range: 18 to 35

Starting Gold: 0

Inheritance: 25% of gold spent on equipment and retinue, up to 2 custom items

Starting Skills:

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

Starting Equipment Tier: 1

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

Amount: 100000⦷

Daily Magic Armor
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

GhostRiders Plus
Give Player Gold Transfer 10,000 gold to the streamers character, from your hero.
Gold For Hero Give your own adopted hero some gold. (50,000)

Amount: 50000⦷

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.
In-Game Announcement Send a message that will appear in-game
Retire My Hero Use this if you no longer wish to play with your current hero. They will be marked as (retired), and you will then be able to adopt a new one. Inheritence rules apply the same to retirement as they do to death. You MUST enter yes at the prompt (exactly as written, in lower case) for the retirement to complete.
Send Message In Game Sends a message in the game. If you have a hero then it will also show them next to the message.
Summon Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue).

Side: Streamers side

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

Tournament Join the tournament queue with your adopted hero. You can see the queue in the overlay. Each tournament can have up to 16 heroes in it, once it is full further heroes will remain in the queue for the next tournament.
Use Class Power Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay.

Classes

Rogue

Master of the sneak attack and underhanded tactics.

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

OneHandedSword

Sparring Flyssa

ThrowingKnives

Sparring Throwing Dagger

ThrowingKnives

Sparring Throwing Dagger

ThrowingKnives

Sparring Throwing Dagger
Passive Power

Sneakthief

Counterstab 1: Reflect 5% damage with

Counterstab 2: Reflect 10% damage with

Counterstab 3: Reflect 15% damage with

Counterstab 4: Reflect 20% damage with

Counterstab 5: Reflect 25% damage with

Counterstab 6: Reflect 30% damage with

Counterstab 7: Reflect 35% damage with

Counterstab 8: Reflect 40% damage with

Counterstab 9: Reflect 45% damage with

Counterstab 10: Reflect 50% damage with

Innocuous 1: Scale 95% Max Speed Multiplier: 160% Combat Max Speed Multiplier: 110% Swing Speed Multiplier: 110% Roguery: +25 Charm: +25 Athletics: +25 One Handed: 110% Throwing: 110% Trade: +25

Innocuous 2: Scale 90% Max Speed Multiplier: 170% Combat Max Speed Multiplier: 120% Swing Speed Multiplier: 120% Roguery: +50 Charm: +50 Athletics: +50 One Handed: 120% Throwing: 120% Trade: +50

Innocuous 3: Scale 85% Max Speed Multiplier: 180% Combat Max Speed Multiplier: 130% Swing Speed Multiplier: 130% Roguery: +75 Charm: +75 Athletics: +75 One Handed: 130% Throwing: 130% Trade: +75

Innocuous 4: Scale 80% Max Speed Multiplier: 190% Combat Max Speed Multiplier: 140% Swing Speed Multiplier: 140% Roguery: +100 Charm: +100 Athletics: +100 One Handed: 140% Throwing: 140% Trade: +100

Innocuous 5: Scale 75% Max Speed Multiplier: 200% Combat Max Speed Multiplier: 150% Swing Speed Multiplier: 150% Roguery: +125 Charm: +125 Athletics: +125 One Handed: 150% Throwing: 150% Trade: +125

Innocuous 6: Scale 70% Max Speed Multiplier: 210% Combat Max Speed Multiplier: 160% Swing Speed Multiplier: 160% Roguery: +150 Charm: +150 Athletics: +150 One Handed: 175% Throwing: 175% Trade: +150

Innocuous 7: Scale 65% Max Speed Multiplier: 220% Combat Max Speed Multiplier: 170% Swing Speed Multiplier: 170% Roguery: +175 Charm: +175 Athletics: +175 One Handed: 200% Throwing: 200% Trade: +175

Innocuous 8: Scale 60% Max Speed Multiplier: 230% Combat Max Speed Multiplier: 180% Swing Speed Multiplier: 180% Roguery: +200 Charm: +200 Athletics: +200 One Handed: 200% Throwing: 200% Trade: +200

Innocuous 9: Scale 55% Max Speed Multiplier: 240% Combat Max Speed Multiplier: 190% Swing Speed Multiplier: 190% Roguery: +225 Charm: +225 Athletics: +225 One Handed: 200% Throwing: 200% Trade: +225

Innocuous 10: Scale 50% Max Speed Multiplier: 250% Combat Max Speed Multiplier: 200% Swing Speed Multiplier: 200% Roguery: +250 Charm: +250 Athletics: +250 One Handed: 200% Throwing: 200% Trade: +250

Active Power

Sneak Attack

[Sneak Attack 1: +5 dmg / Ignore 10% Armor / 10% Unblockable from Ranged / Melee] requires CLASS LEVEL 1

[Sneak Attack 2: +10 dmg / Ignore 20% Armor / 20% Unblockable from Ranged / Melee] requires CLASS LEVEL 2 TO 3

[Sneak Attack 3: +15 dmg / Ignore 30% Armor / 30% Unblockable from Ranged / Melee] requires CLASS LEVEL 4 TO 5

[Sneak Attack 4: +20 dmg / Ignore 40% Armor / 40% Unblockable from Ranged / Melee] requires CLASS LEVEL 6 TO 7

[Sneak Attack 5: +25 dmg / Ignore 50% Armor / 50% Unblockable from Ranged / Melee] requires CLASS LEVEL 7 TO 8

[Sneak Attack 6: +30 dmg / Ignore 60% Armor / 60% Unblockable from Ranged / Melee] requires CLASS LEVEL 8 TO 9

[Sneak Attack 7: +35 dmg / Ignore 70% Armor / 70% Unblockable from Ranged / Melee] requires CLASS LEVEL 10 TO 11

[Sneak Attack 8: +40 dmg / Ignore 80% Armor / 80% Unblockable from Ranged / Melee] requires CLASS LEVEL 12 TO 13

[Sneak Attack 9: +45 dmg / Ignore 90% Armor / 90% Unblockable from Ranged / Melee] requires CLASS LEVEL 14 TO 15

[Sneak Attack 10: +50 dmg / Ignore 100% Armor / 100% Unblockable from Ranged / Melee] requires CLASS LEVEL 16 TO 17

[Sneak Attack 11: 110.0% dmg / +60 dmg / Ignore 100% Armor / 100% Unblockable from Ranged / Melee] requires CLASS LEVEL 18 TO 19

[Sneak Attack 12: 120.0% dmg / +75 dmg / Ignore 100% Armor / 100% Unblockable from Ranged / Melee] requires CLASS LEVEL 20


Barbarian

A hardy warrior, towering over their foes with a mighty axe, hewing them down with barbaric rage.

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

TwoHandedAxe

Execution Axe

ThrowingAxes

Sparring Throwing Axe

ThrowingAxes

Sparring Throwing Axe

ThrowingAxes

Sparring Throwing Axe
Passive Power

Hulking Warrior

Hulking Stature 1: Scale 110% Courage: 110% Scouting: +5

Sprinter 1: Max Speed Multiplier: 110% Combat Max Speed Multiplier: 110% Athletics: +10

Hulking Stature 2: Scale 115% Courage: 115% Scouting: +10

Sprinter 2: Max Speed Multiplier: 115% Combat Max Speed Multiplier: 115% Athletics: +15

Hulking Stature 3: Scale 120% Courage: 120% Scouting: +15

Sprinter 3: Max Speed Multiplier: 120% Combat Max Speed Multiplier: 120% Athletics: +20

Hulking Stature 4: Scale 125% Courage: 125% Scouting: +20

Sprinter 4: Max Speed Multiplier: 125% Combat Max Speed Multiplier: 125% Athletics: +25

Hulking Stature 5: Scale 130% Courage: 130% Scouting: +25

Sprinter 5: Max Speed Multiplier: 130% Combat Max Speed Multiplier: 130% Athletics: +30

Hulking Stature 6: Scale 135% Courage: 135% Scouting: +30

Sprinter 6: Max Speed Multiplier: 135% Combat Max Speed Multiplier: 135% Athletics: +35

Hulking Stature 7: Scale 140% Courage: 140% Scouting: +35

Sprinter 7: Max Speed Multiplier: 140% Combat Max Speed Multiplier: 140% Athletics: +50

Hulking Stature 8: Scale 145% Courage: 145% Scouting: +40

Sprinter 8: Max Speed Multiplier: 145% Combat Max Speed Multiplier: 145% Athletics: +65

Hulking Stature 9: Scale 150% Courage: 150% Scouting: +45

Sprinter 9: Max Speed Multiplier: 150% Combat Max Speed Multiplier: 150% Athletics: +80

Hulking Stature 10: Scale 160% Courage: 160% Scouting: +50

Sprinter 10: Max Speed Multiplier: 160% Combat Max Speed Multiplier: 155% Athletics: +100

Hulking Stature 11: Scale 170% Courage: 170% Scouting: +55

Sprinter 11: Max Speed Multiplier: 170% Combat Max Speed Multiplier: 160% Athletics: +120

Hulking Stature 12: Scale 180% Courage: 180% Scouting: +60

Sprinter 12: Max Speed Multiplier: 180% Combat Max Speed Multiplier: 165% Athletics: +140

Hulking Stature 13: Scale 190% Courage: 190% Scouting: +65

Sprinter 13: Max Speed Multiplier: 190% Combat Max Speed Multiplier: 170% Athletics: +160

Hulking Stature 14: Scale 200% Courage: 200% Scouting: +70

Sprinter 14: Max Speed Multiplier: 200% Combat Max Speed Multiplier: 175% Athletics: +180

Hulking Stature 15: Scale 220% Courage: 200% Scouting: +75

Sprinter 15: Max Speed Multiplier: 225% Combat Max Speed Multiplier: 180% Athletics: +210

Hulking Stature 16: Scale 240% Courage: 200% Scouting: +80

Sprinter 16: Max Speed Multiplier: 250% Combat Max Speed Multiplier: 185% Athletics: +240

Hulking Stature 17: Scale 260% Courage: 200% Scouting: +85

Sprinter 17: Max Speed Multiplier: 275% Combat Max Speed Multiplier: 190% Athletics: +240

Hulking Stature 18: Scale 280% Courage: 200% Scouting: +90

Sprinter 18: Max Speed Multiplier: 300% Combat Max Speed Multiplier: 195% Athletics: +240

Hulking Stature 19: Scale 300% Courage: 200% Scouting: +95

Sprinter 19: Max Speed Multiplier: 350% Combat Max Speed Multiplier: 200% Athletics: +300

Hulking Stature 20: Scale 400% Courage: 1000% Scouting: +100

Sprinter 20: Max Speed Multiplier: 400% Combat Max Speed Multiplier: 250% Athletics: +400

Active Power

Barbaric Rage

[Cleaving Strikes 1: 10% Cut Through / AoE: 40dmg in 2m from Melee] requires CLASS LEVEL 1 TO 2

[Cleaving Strikes 2: 20% Cut Through / AoE: 50dmg in 2.5m from Melee] requires CLASS LEVEL 3 TO 4

[Cleaving Strikes 3: 30% Cut Through / AoE: 60dmg in 3m from Melee] requires CLASS LEVEL 5 TO 6

[Cleaving Strikes 4: 40% Cut Through / AoE: 65dmg in 3.5m from Melee] requires CLASS LEVEL 7 TO 8

[Cleaving Strikes 5: 50% Cut Through / AoE: 70dmg in 4m from Melee] requires CLASS LEVEL 9 TO 10

[Cleaving Strikes 6: 105.0% dmg / 60% Cut Through / AoE: 70dmg in 4.5m from Melee] requires CLASS LEVEL 11 TO 12

[Cleaving Strikes 7: 110.0% dmg / 65% Cut Through / AoE: 70dmg in 5m with from Melee] requires CLASS LEVEL 13 TO 14

[Cleaving Strikes 8: 115.0% dmg / 70% Cut Through / AoE: 70dmg in 5m with from Melee] requires CLASS LEVEL 15 TO 16

[Cleaving Strikes 9: 120.0% dmg / 75% Cut Through / AoE: 70dmg in 7m with from Melee] requires CLASS LEVEL 17 TO 18

[Cleaving Strikes 10: 125.0% dmg / 80% Cut Through / AoE: 80dmg in 10m with from Melee] requires CLASS LEVEL 19 TO 20

[Martial Focus 1: Swing Speed Multiplier: 105% Melee: 105% Throwing: 105% (on mount)] requires CLASS LEVEL 1 TO 3

[Martial Focus 3: Swing Speed Multiplier: 115% Melee: 115% Throwing: 115% (on mount)] requires CLASS LEVEL 4 TO 6

[Martial Focus 5: Swing Speed Multiplier: 125% Melee: 125% Throwing: 125% (on mount)] requires CLASS LEVEL 7 TO 9

[Martial Focus 7: Swing Speed Multiplier: 135% Melee: 140% Throwing: 135% (on mount)] requires CLASS LEVEL 10 TO 12

[Martial Focus 9: Swing Speed Multiplier: 145% Melee: 160% Throwing: 145% (on mount)] requires CLASS LEVEL 13 TO 15

[Martial Focus 10: Swing Speed Multiplier: 150% Melee: 170% Throwing: 150% (on mount)] requires CLASS LEVEL 16 TO 18

[Martial Focus 11: Swing Speed Multiplier: 160% Melee: 190% Throwing: 155% (on mount)] requires CLASS LEVEL 19 TO 20


Paladin

Details

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

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield

OneHandedLance

Sparring Jagged Spear

ThrowingJavelins

Sparring Javelin
Mount

Horse

Desert Horse
Passive Power

Holy Warrior

Chivalrous Mount 1: Scale 110% Armor Head: 110% Armor Torso: 110% Armor Legs: 110% Armor Arms: 110% Mount Charge Damage: 110% Mount Maneuver: 110% Top Speed Reach Duration: 95% Melee: 110% Riding: 110% Leadership: +25 Charm: +10 Medicine: +10 Steward: +10 (on mount)

Chivalrous Mount 2: Scale 120% Armor Head: 120% Armor Torso: 120% Armor Legs: 120% Armor Arms: 120% Mount Charge Damage: 120% Mount Maneuver: 120% Top Speed Reach Duration: 90% Melee: 120% Riding: 120% Leadership: +50 Charm: +20 Medicine: +20 Steward: +20 (on mount)

Chivalrous Mount 3: Scale 130% Armor Head: 130% Armor Torso: 130% Armor Legs: 130% Armor Arms: 130% Mount Charge Damage: 130% Mount Maneuver: 130% Top Speed Reach Duration: 85% Melee: 130% Riding: 130% Leadership: +75 Charm: +30 Medicine: +30 Steward: +30 (on mount)

Chivalrous Mount 4: Scale 140% Armor Head: 140% Armor Torso: 140% Armor Legs: 140% Armor Arms: 140% Mount Charge Damage: 140% Mount Maneuver: 140% Top Speed Reach Duration: 85% Melee: 140% Riding: 140% Leadership: +100 Charm: +40 Medicine: +40 Steward: +40 (on mount)

Chivalrous Mount 5: Scale 150% Armor Head: 150% Armor Torso: 150% Armor Legs: 150% Armor Arms: 150% Mount Charge Damage: 150% Mount Maneuver: 150% Top Speed Reach Duration: 80% Melee: 150% Riding: 150% Leadership: +125 Charm: +50 Medicine: +50 Steward: +50 (on mount)

Chivalrous Mount 6: Scale 160% Armor Head: 160% Armor Torso: 160% Armor Legs: 160% Armor Arms: 160% Mount Charge Damage: 160% Mount Maneuver: 160% Top Speed Reach Duration: 75% Melee: 160% Riding: 160% Leadership: +150 Charm: +60 Medicine: +60 Steward: +60 (on mount)

Chivalrous Mount 7: Scale 170% Armor Head: 170% Armor Torso: 170% Armor Legs: 170% Armor Arms: 170% Mount Charge Damage: 170% Mount Maneuver: 170% Top Speed Reach Duration: 70% Melee: 160% Riding: 160% Leadership: +175 Charm: +70 Medicine: +70 Steward: +70 (on mount)

Chivalrous Mount 8: Scale 180% Armor Head: 180% Armor Torso: 180% Armor Legs: 180% Armor Arms: 180% Mount Charge Damage: 180% Mount Maneuver: 180% Top Speed Reach Duration: 65% Melee: 170% Riding: 170% Leadership: +200 Medicine: +80 Steward: +80 Charm: +80 (on mount)

Chivalrous Mount 9: Scale 190% Armor Head: 190% Armor Torso: 190% Armor Legs: 190% Armor Arms: 190% Mount Charge Damage: 190% Mount Maneuver: 190% Top Speed Reach Duration: 60% Melee: 180% Riding: 180% Leadership: +225 Charm: +90 Medicine: +90 Steward: +90 (on mount)

Chivalrous Mount 10: Scale 200% Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Mount Charge Damage: 200% Mount Maneuver: 200% Top Speed Reach Duration: 55% Melee: 180% Riding: 180% Leadership: +250 Charm: +100 Medicine: +100 Steward: +100 (on mount)

Chivalrous Mount 11: Scale 225% Armor Head: 225% Armor Torso: 225% Armor Legs: 225% Armor Arms: 225% Mount Charge Damage: 225% Mount Maneuver: 225% Top Speed Reach Duration: 50% Melee: 180% Riding: 180% Leadership: +300 Charm: +125 Medicine: +125 Steward: +125 (on mount)

Cleansing Vampirism 1: Absorb 3% of damage dealt as HP

Cleansing Vampirism 2: Absorb 6% of damage dealt as HP

Cleansing Vampirism 3: Absorb 9% of damage dealt as HP

Cleansing Vampirism 4: Absorb 12% of damage dealt as HP

Active Power

Thunderous Charge

[Thunderous Charge 1: AoE: 20dmg in 2m with from Charge] requires CLASS LEVEL 1 TO 2

[Thunderous Charge 2: AoE: 23dmg in 2.5m with from Charge] requires CLASS LEVEL 3 TO 4

[Thunderous Charge 3: AoE: 26dmg in 3m with from Charge] requires CLASS LEVEL 5 TO 6

[Thunderous Charge 4: AoE: 30dmg in 3.5m with from Charge] requires CLASS LEVEL 7 TO 8

[Thunderous Charge 5: AoE: 35dmg in 3.5m with from Charge] requires CLASS LEVEL 9 TO 10

[Thunderous Charge 6: AoE: 40dmg in 4m with from Charge] requires CLASS LEVEL 11 TO 12

[Thunderous Charge 7: AoE: 45dmg in 5m with from Charge] requires CLASS LEVEL 13 TO 14

[Thunderous Charge 8: AoE: 50dmg in 6m with from Charge] requires CLASS LEVEL 15 TO 16

[Thunderous Charge 9: AoE: 55dmg in 8m with from Charge] requires CLASS LEVEL 17 TO 18

[Thunderous Charge 10: AoE: 60dmg in 10m with from Charge] requires CLASS LEVEL 19 TO 20


Wizard

A powerful evoker, slinging magic missiles and fireballs to decimate the enemy ranks.

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

ThrowingKnives

Sparring Throwing Dagger

ThrowingJavelins

Sparring Javelin

ThrowingJavelins

Sparring Javelin

ThrowingAxes

Sparring Throwing Axe
Passive Power

Evoker

Evoker 1: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 95% AiShooterError: 20% Throwing: 145% +20

Magic Missile 1: +10 dmg / Add: 100% Shrug Off / Ignore 5% Armor from Ranged

Evoker 2: AI Shoot Frequency: 160% AI Wait Before Shoot Factor: 90% AiShooterError: 20% Throwing: 160% +30

Magic Missile 2: +15 dmg / Add: 100% Shrug Off / Ignore 10% Armor from Ranged

Evoker 3: AI Shoot Frequency: 170% AI Wait Before Shoot Factor: 85% AiShooterError: 20% Throwing: 170% +40

Magic Missile 3: +20 dmg / Add: 100% Shrug Off / Ignore 15% Armor from Ranged

Evoker 4: AI Shoot Frequency: 180% AI Wait Before Shoot Factor: 80% AiShooterError: 20% Throwing: 170% +50

Magic Missile 4: +25 dmg / Add: 100% Shrug Off / Ignore 20% Armor from Ranged

Evoker 5: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 75% AiShooterError: 20% Throwing: 170% +60

Magic Missile 5: +30 dmg / Add: 100% Shrug Off / Ignore 25% Armor from Ranged

Evoker 6: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 70% AiShooterError: 15% Throwing: 180% +70

Magic Missile 6: +35 dmg / Add: 100% Shrug Off / Ignore 30% Armor from Ranged

Evoker 7: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 65% AiShooterError: 15% Throwing: 200% +80

Magic Missile 7: +40 dmg / Add: 100% Shrug Off / Ignore 35% Armor from Ranged

Evoker 8: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 60% AiShooterError: 15% Throwing: 210% +90

Magic Missile 8: +45 dmg / Add: 100% Shrug Off / Ignore 40% Armor from Ranged

Evoker 9: AI Shoot Frequency: 300% AI Wait Before Shoot Factor: 55% AiShooterError: 15% Throwing: 240% +100

Magic Missile 8: +45 dmg / Add: 100% Shrug Off / Ignore 40% Armor from Ranged

Evoker 10: AI Shoot Frequency: 350% AI Wait Before Shoot Factor: 50% AiShooterError: 13% Throwing: 270% +120

Magic Missile 9: +50 dmg / Add: 100% Shrug Off / Ignore 45% Armor / 5% Unblockable from Ranged

Magic Missile 10: +55 dmg / Add: 100% Shrug Off / Ignore 50% Armor / 10% Unblockable from Ranged

Evoker 11: AI Shoot Frequency: 400% AI Wait Before Shoot Factor: 50% AiShooterError: 10% Throwing: 350% +140

Magic Missile 11: +60 dmg / Add: 100% Shrug Off / Ignore 50% Armor / 15% Unblockable / 5% Shatter Shield from Ranged

Active Power

Fireball

[Fireball 1: +10 dmg / 1% Unblockable / AoE: 60dmg in 4m with from Ranged] requires CLASS LEVEL 2 TO 3

[Fireball 2: +15 dmg / 1% Unblockable / AoE: 65dmg in 6m with from Ranged] requires CLASS LEVEL 4 TO 5

[Fireball 3: +20 dmg / 1% Unblockable / AoE: 70dmg in 8m with from Ranged] requires CLASS LEVEL 6 TO 7

[Fireball 4: +25 dmg / 1% Unblockable / AoE: 75dmg in 10m with from Ranged] requires CLASS LEVEL 8 TO 9

[Fireball 5: +30 dmg / 1% Unblockable / AoE: 80dmg in 10m with from Ranged] requires CLASS LEVEL 10 TO 11

[Fireball 6: +35 dmg / 1% Unblockable / AoE: 85dmg in 12m with from Ranged] requires CLASS LEVEL 12 TO 13

[Fireball 7: +40 dmg / 1% Unblockable / AoE: 90dmg in 14m with from Ranged] requires CLASS LEVEL 14 TO 15

[Fireball 8: +45 dmg / 1% Unblockable / AoE: 95dmg in 16m with from Ranged] requires CLASS LEVEL 16 TO 17

[Fireball 9: +50 dmg / 1% Unblockable / AoE: 100dmg in 20m with from Ranged] requires CLASS LEVEL 18 TO 19

[Fireball 10: +55 dmg / 1% Unblockable / AoE: 110dmg in 25m with from Ranged] requires CLASS LEVEL 20


Sniper

Crossbow wielding long range sniper. Specializes in massive damage.

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

Crossbow

Sparring Crossbow

Bolts

Tournament Bolts

Bolts

Tournament Bolts

Dagger

Sparring Seax
Passive Power

Passive Power

Sniper 1: AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 95% AiShooterError: 20% BipedalRangedReadySpeedMultiplier: 95% BipedalRangedReloadSpeedMultiplier: 95% Crossbow: 145% +20

Sniper 2: AI Shoot Frequency: 160% AI Wait Before Shoot Factor: 90% AiShooterError: 20% BipedalRangedReadySpeedMultiplier: 90% BipedalRangedReloadSpeedMultiplier: 90% Crossbow: 160% +30

Sniper 3: AI Shoot Frequency: 170% AI Wait Before Shoot Factor: 85% AiShooterError: 20% BipedalRangedReadySpeedMultiplier: 85% BipedalRangedReloadSpeedMultiplier: 85% Crossbow: 170% +40

Sniper 4: AI Shoot Frequency: 180% AI Wait Before Shoot Factor: 80% AiShooterError: 20% BipedalRangedReadySpeedMultiplier: 80% BipedalRangedReloadSpeedMultiplier: 80% Crossbow: 170% +50

Sniper 5: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 75% AiShooterError: 20% BipedalRangedReadySpeedMultiplier: 75% BipedalRangedReloadSpeedMultiplier: 75% Crossbow: 170% +60

Sniper 6: AI Shoot Frequency: 225% AI Wait Before Shoot Factor: 70% AiShooterError: 15% BipedalRangedReadySpeedMultiplier: 70% BipedalRangedReloadSpeedMultiplier: 70% Crossbow: 180% +70

Sniper 7: AI Shoot Frequency: 250% AI Wait Before Shoot Factor: 65% AiShooterError: 15% BipedalRangedReadySpeedMultiplier: 65% BipedalRangedReloadSpeedMultiplier: 65% Crossbow: 200% +80

Sniper 8: AI Shoot Frequency: 275% AI Wait Before Shoot Factor: 60% AiShooterError: 15% BipedalRangedReadySpeedMultiplier: 60% BipedalRangedReloadSpeedMultiplier: 60% Crossbow: 210% +90

Sniper 9: AI Shoot Frequency: 300% AI Wait Before Shoot Factor: 55% AiShooterError: 15% BipedalRangedReadySpeedMultiplier: 55% BipedalRangedReloadSpeedMultiplier: 55% Crossbow: 240% +100

Sniper 10: AI Shoot Frequency: 350% AI Wait Before Shoot Factor: 50% AiShooterError: 13% BipedalRangedReadySpeedMultiplier: 50% BipedalRangedReloadSpeedMultiplier: 50% Crossbow: 270% +120

Sniper 11: AI Shoot Frequency: 400% AI Wait Before Shoot Factor: 50% AiShooterError: 10% BipedalRangedReadySpeedMultiplier: 35% BipedalRangedReloadSpeedMultiplier: 35% Crossbow: 350% +140

Active Power

Active Power

[Called Shot 1: +75 dmg / Add: 5% Knock Back, 5% Knock Down, 5% Shrug Off, 5% Mount Rear, 5% Dismount / Ignore 10% Armor / 5% Unblockable / 5% Shatter Shield / 5% Cut Through / 5% Stagger] requires CLASS LEVEL 1 TO 2

[Called Shot 2: +80 dmg / Add: 6% Knock Back, 6% Knock Down, 6% Shrug Off, 6% Mount Rear, 6% Dismount / Ignore 15% Armor / 6% Unblockable / 6% Shatter Shield / 6% Cut Through / 6% Stagger] requires CLASS LEVEL 3 TO 4

[Called Shot 3: +85 dmg / Add: 7% Knock Back, 7% Knock Down, 7% Shrug Off, 7% Mount Rear, 7% Dismount / Ignore 20% Armor / 7% Unblockable / 7% Shatter Shield / 7% Cut Through / 7% Stagger] requires CLASS LEVEL 5 TO 6

[Called Shot 4: +90 dmg / Add: 8% Knock Back, 8% Knock Down, 8% Shrug Off, 8% Mount Rear, 8% Dismount / Ignore 25% Armor / 8% Unblockable / 8% Shatter Shield / 8% Cut Through / 8% Stagger] requires CLASS LEVEL 7 TO 8

[Called Shot 5: +90 dmg / Add: 9% Knock Back, 9% Knock Down, 9% Shrug Off, 9% Mount Rear, 9% Dismount / Ignore 30% Armor / 9% Unblockable / 9% Shatter Shield / 9% Cut Through / 9% Stagger] requires CLASS LEVEL 9 TO 10

[Called Shot 6: +95 dmg / Add: 10% Knock Back, 10% Knock Down, 10% Shrug Off, 10% Mount Rear, 10% Dismount / Ignore 35% Armor / 10% Unblockable / 10% Shatter Shield / 10% Cut Through / 10% Stagger] requires CLASS LEVEL 11 TO 12

[Called Shot 7: +100 dmg / Add: 11% Knock Back, 11% Knock Down, 11% Shrug Off, 11% Mount Rear, 11% Dismount / Ignore 40% Armor / 11% Unblockable / 11% Shatter Shield / 11% Cut Through / 11% Stagger] requires CLASS LEVEL 13 TO 14

[Called Shot 8: +110 dmg / Add: 14% Knock Back, 14% Knock Down, 14% Shrug Off, 14% Mount Rear, 14% Dismount / Ignore 50% Armor / 14% Unblockable / 14% Shatter Shield / 14% Cut Through / 14% Stagger] requires CLASS LEVEL 15 TO 16

[Called Shot 9: +125 dmg / Add: 17% Knock Back, 17% Knock Down, 17% Shrug Off, 17% Mount Rear, 17% Dismount / Ignore 60% Armor / 17% Unblockable / 17% Shatter Shield / 17% Cut Through / 17% Stagger] requires CLASS LEVEL 17 TO 18

[Called Shot 10: +150 dmg / Add: 20% Knock Back, 20% Knock Down, 20% Shrug Off, 20% Mount Rear, 20% Dismount / Ignore 80% Armor / 20% Unblockable / 20% Shatter Shield / 20% Cut Through / 20% Stagger] requires CLASS LEVEL 19 TO 20


Fighter

A heavily armored veteran warrior, wielding sword and shield to hold back the hordes.

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

OneHandedSword

Sparring Flyssa

Shield

Heavy Round Shield

TwoHandedGlaive

Bo staff

TwoHandedSword

Sparring Twohander
Passive Power

Passive Power

Armor Training 1: Armor Head: 125% Armor Torso: 125% Armor Legs: 125% Armor Arms: 125% Armor Encumbrance: 90% Weapons Encumbrance: 95% Athletics: 125%

Armor Training 2: Armor Head: 150% Armor Torso: 150% Armor Legs: 150% Armor Arms: 150% Armor Encumbrance: 90% Weapons Encumbrance: 90% Athletics: 150%

Armor Training 3: Armor Head: 175% Armor Torso: 175% Armor Legs: 175% Armor Arms: 175% Armor Encumbrance: 85% Weapons Encumbrance: 85% Athletics: 175%

Armor Training 4: Armor Head: 200% Armor Torso: 200% Armor Legs: 200% Armor Arms: 200% Armor Encumbrance: 75% Weapons Encumbrance: 75% Athletics: 200%

Shield Master 1: Shield Ability: 125% Shield Missile Collision Body Size Adder: 115% AiUseShieldAgainstEnemyMissileProbability: 150% AiRaiseShieldDelayTimeBase: 90% ShieldBashStunDurationMultiplier: 150%

Shield Master 2: Shield Ability: 150% Shield Missile Collision Body Size Adder: 130% AiUseShieldAgainstEnemyMissileProbability: 200% AiRaiseShieldDelayTimeBase: 80% ShieldBashStunDurationMultiplier: 200%

Shield Master 3: Shield Ability: 175% Shield Missile Collision Body Size Adder: 145% AiUseShieldAgainstEnemyMissileProbability: 250% AiRaiseShieldDelayTimeBase: 70% ShieldBashStunDurationMultiplier: 250%

Shield Master 4: Shield Ability: 200% Shield Missile Collision Body Size Adder: 160% AiUseShieldAgainstEnemyMissileProbability: 300% AiRaiseShieldDelayTimeBase: 50% ShieldBashStunDurationMultiplier: 300%

Veteran Soldier 1: Combat Max Speed Multiplier: 110% Melee: 125% +50 Tactics: 125% +50 Leadership: 125% +50

Veteran Soldier 2: Combat Max Speed Multiplier: 125% Melee: 150% +100 Tactics: 150% +100 Leadership: 150% +100

Veteran Soldier 3: Combat Max Speed Multiplier: 150% Melee: 200% +150 Tactics: 200% +150 Leadership: 200% +150

Active Power

Active Power

[Thorns 1: Reflect 5% damage with ] requires CLASS LEVEL 1 TO 2

[Thorns 2: Reflect 10% damage with ] requires CLASS LEVEL 3 TO 4

[Thorns 3: Reflect 15% damage with ] requires CLASS LEVEL 5 TO 6

[Thorns 4: Reflect 20% damage with ] requires CLASS LEVEL 7 TO 8

[Thorns 5: Reflect 25% damage with ] requires CLASS LEVEL 9 TO 10

[Thorns 6: Reflect 30% damage with ] requires CLASS LEVEL 11 TO 12

[Thorns 7: Reflect 35% damage with ] requires CLASS LEVEL 13 TO 14

[Thorns 8: Reflect 40% damage with ] requires CLASS LEVEL 15 TO 16

[Thorns 9: Reflect 45% damage with ] requires CLASS LEVEL 17 TO 18

[Thorns 10: Reflect 50% damage with ] requires CLASS LEVEL 19 TO 20


Common Config

General

Sub Boost

1.1

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

1.7

Amount to multiply normal starting health by, to give heroes better staying power vs others
Start Retinue Health Multiplier

1.5

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

30

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

1.2

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

330

Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap.

Kill Rewards

Gold Per Kill

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

10

HP the hero gets for every kill
Retinue Gold Per Kill

2000

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

0.4

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

20000

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⦷

Murderhobo Rage 10

10000⦷

M-M-Multikill! 20

40000⦷

Achievements

Name Requirements Reward
Fist of the Oathkeeper

Consecutive Summons >= 200

250000⦷

50000XP

Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of the Oathkeeper (6x)

Holy Mount

Summons >= 15 [class: (Class, Paladin)

Item: Mount: 100% Tier 5: 50%, Tier 6: 33%, Custom: 17% {=W47g8bCB}Holy {ITEMNAME} (1x)

Loyal

Consecutive Summons >= 50

250000⦷

50000XP

Item: Weapon: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of Fealty (1x)

Murderbot

Total Kills >= 200

100000⦷

10000XP

Item: Weapon: 1000% Tier 5: 67%, Tier 6: 33%

Oathkeeper

Consecutive Summons >= 100

250000⦷

50000XP

Item: Armor: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of the Oathkeeper (5x)

Oathkeeper Legend

Consecutive Summons >= 150

250000⦷

50000XP

Item: Armor: 100% Custom: 100% {=IvV04W31}{ITEMNAME} of the Oathkeeper (6x)

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 3: 50%, Tier 4: 50%

Renegade

Consecutive Attacks >= 50

250000⦷

50000XP

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

Stream Sniper

Total Streamer Kills >= 5

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

Disabled

Remove horses completely from the BLT tournaments (the horse AI is terrible)
No Spears

Disabled

Replaces all lances and spears with swords, because lance and spear combat is terrible
Normalize Armor

Enabled

Replaces all armor with fixed tier armor, based on Culture if possible (tier specified by Normalized Armor Tier below)
Normalize Armor Tier

4

Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled
Randomize Weapon Types

Enabled

Randomizes the weapons used in each round, weighted based on the classes of the participants

Balancing

Previous Winner Debuffs
Skill

All

Skill or skill group to modifer (all skills in a group will be modified)
Skill Reduction Percent Per Win

10

Reduction to the skill per win (in %). See https://www.desmos.com/calculator/ajydvitcer for visualization of how skill will be modified.
Floor Percent

65

The lower limit (in %) that the skill(s) can be reduced to.
Applies skill debuffers to previous tournament winners

Round Type

Round 1 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 4 Teams

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

Allow 8 matches with 2 teams of 1
Round 1 Type
Round 2 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

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

Disabled

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

Disabled

Allow 4 matches with 2 teams of 1
Round 2 Type
Round 3 Type
Vanilla

Enabled

Allow the vanilla round setup
1 Match 2 Teams

Disabled

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

Disabled

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

Disabled

Allow 2 matches with 2 teams of 1
Round 3 Type

Round Rewards

Round 1 Rewards
Win Gold

5000

Gold won if the hero wins thier match in the round
Win XP

5000

XP given if the hero wins thier match in the round
Lose XP

20000

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

8000

Gold won if the hero wins thier match in the round
Win XP

8000

XP given if the hero wins thier match in the round
Lose XP

10000

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

10000

Gold won if the hero wins thier match in the round
Win XP

10000

XP given if the hero wins thier match in the round
Lose XP

5000

XP given if the hero loses thier match in a round
Round 3 Rewards
Round 4 Rewards
Win Gold

0

Gold won if the hero wins thier match in the round
Win XP

0

XP given if the hero wins thier match in the round
Lose XP

0

XP given if the hero loses thier match in a round
Round 4 Rewards

Rewards

Win Gold

100000

Gold won if the hero wins the tournaments
Win XP

100000

XP given if the hero wins the tournaments
Participate XP

20000

XP given if the hero participates in a tournament but doesn't win
Prize

Reward Type

Weapon Weight

1

Relative proportion of rewards that will be weapons. This includes all one handed, two handed, ranged and ammo.
Armor Weight

1

Relative proportion of rewards that will be armor
Mount Weight

0.5

Relative proportion of rewards that will be mounts

Reward Tier

Tier 1 Weight

0

Relative proportion of rewards that will be Tier 1
Tier 2 Weight

0

Relative proportion of rewards that will be Tier 2
Tier 3 Weight

0

Relative proportion of rewards that will be Tier 3
Tier 4 Weight

0

Relative proportion of rewards that will be Tier 4
Tier 5 Weight

0

Relative proportion of rewards that will be Tier 5
Tier 6 Weight

0

Relative proportion of rewards that will be Tier 6
Custom Weight

0.5

Relative proportion of rewards that will be Custom (Tier 6 with modifiers as per the Custom Reward settings below)
Winners prize

Betting

Enable Betting

Enabled

Enable betting
Betting On Final Only

Enabled

Only allow betting on the final betting