BLT · Bannerlord Twitch

Bannerlord Twitch Viewer Guide

Bannerlord Twitch (BLT) is a Twitch Integration mod for Mount & Blade II: Bannerlord.<br>As a viewer you can use channel point rewards (if available), and chat commands to interact with the game while the streamer is playing.<br>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.<br>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'.<br>If you aren't sure where to start, begin by using the channel point redemption 'Adopt a Hero'.

Developer documentationHow every command works →

Getting started

Commands below come from the active profile and can be copied with one click.

1

Create your hero

adopts or creates a viewer hero. Check the Commands section for optional culture and faction variants.

2

Choose a class

shows available classes; repeat the command with a class name to select it. Compare equipment and level powers in the Classes section.

3

Join battles

summons your hero when a suitable battle is active. Kills and participation provide progression configured by the streamer.

4

Develop your hero

improve equipment, focus points and attributes when those commands are enabled.

5

Build a retinue

opens the retinue actions for recruiting and improving companions.

6

Join the world

cover clans and kingdoms. These are later-stage systems, so develop the hero first.

Commands

Command Aliases Description Settings
!ach Show the heroes achievements and tracked stats.
Details

Shows: Achievements, Tracked stats

!adopt Adopt a newly created Hero. Almost all other actions require an adopted hero.
Details

Newly created wanderer

Starting Age Range: 18 to 22

Starting Gold: 10000

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Class:

infantry

Starting Skills:

Skill Level
Athletics 50 to 75
Riding 50 to 75
Leadership 50 to 75
Charm 50 to 75
Roguery 50 to 75
Tactics 50 to 75
Crafting 50 to 75
Engineering 50 to 75
Medicine 50 to 75
Steward 50 to 75
Trade 50 to 75
Scouting 50 to 75
Crossbow 50 to 75
Throwing 50 to 75
Bow 50 to 75
Polearm 50 to 75
Two Handed 50 to 75
One Handed 50 to 75
!adoptByCulture Adopt a randomly selected Hero, filtered by Culture
Can do "!adoptByCulture list" for a list of cultures
Details

Viewer selects hero by culture

Newly created wanderer

Starting Age Range: 18 to 22

Starting Gold: 10000

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Class:

infantry

Starting Skills:

Skill Level
One Handed 50 to 75
Two Handed 50 to 75
Polearm 50 to 75
Bow 50 to 75
Throwing 50 to 75
Crossbow 50 to 75
Riding 50 to 75
Athletics 50 to 75
Scouting 50 to 75
Steward 50 to 75
Medicine 50 to 75
Engineering 50 to 75
Crafting 50 to 75
Tactics 50 to 75
Roguery 50 to 75
Charm 50 to 75
Leadership 50 to 75
!arena Short version of tournament. Adds your adopted hero to the tournament queue.
Details
!att Shortcut for attack. Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side, along with your retinue.
Details

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle

!attack Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue).
Details

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle

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

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

Amount: 1

Costs 20000⦷

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

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.
!buymount Buy a randomly tiered mount for your Hero.
Details
!capital Allows eligible rulers to set or transfer their kingdom capital, making the chosen settlement the main seat of power for the kingdom.
Details

Enabled: True

Enabled: True

Allow Independent Clans: True

Require Ruling Clan: True

Set Cost: 500000⦷

Transfer Cost: 1000000⦷

Transfer Days: 30

Cooldown Days: 30

!clan Use to manage clan actions
Usage is !clan (join/create/lead/rename/stats) name
Example: !clan join Banu Tammar or !clan stats
Details

Enabled Commands: Join, Create, Lead, Rename, Stats, Fiefs, Leave, Edit Banner, Ship, Home

Join Config: Max Heroes=50, Price=5000⦷, Allow Join Players Clan?=

Create Config: Price=0⦷, Renown=50

Lead Config: Price=50000⦷, Challenge Heroes?=

Rename Config: Price=10000⦷

Create a banner: (bannerlord.party/banner/) For long banners: !clan banner start -> !clan banner (repeat) -> !clan banner end

Ship: Light/Medium/Heavy, Price=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.
Details

Tier costs: 1=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=120000⦷

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.
Details

Shows: Custom item storage

!diplomacy Manage diplomacy actions such as war, peace, non-aggression pacts, alliances, trade, and claims to war.
Details

New Diplomacy System: Enabled

Enabled Features: War, Peace, NAP, Alliance, Trade, CTW

War: 250000⦷, Influence x1, 21 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.
!eliteretinue Purchase or upgrade elite secondary retinue troops from your hero’s culture.
Details

Max secondary retinue: 20

Tier costs: 1=2500⦷, 2=5000⦷, 3=10000⦷, 4=17500⦷, 5=27500⦷, 6=40000⦷

Allowed: Same culture only, Elite troops

!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
Details

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 6=1000000⦷

!family View and manage your hero’s family, including spouses, children, marriages, names, appearances, and skills.
Details

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; [childName]; [childName] rename [name]; [childName] looks [body]; [childName] marry [viewer] [viewer_child]; [childName] [grandchildName]

Notes: Names in square brackets are arguments. If children have the same name, add their list number, for example Caladog1 or Caladog2.

!fief Manage clan fiefs, view fief information, set projects, invest gold into construction, and check building effects.
Details

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

!focus Buy focus points for one of your hero’s skills, with the cost increasing by tier.
Details

Tier costs: 1=10000⦷, 2=20000⦷, 3=30000⦷, 4=40000⦷, 5=50000⦷

Skills: One Handed, Two Handed, Polearm, Bow, Crossbow, Throwing, Riding, Athletics, Smithing, Tactics, Scouting, Roguery, Charm, Trade, Leadership, Steward, Medicine, Engineering, Mariner, Boatswain, Shipmaster

!formation Control your hero’s battle formation, position, and detached orders such as charge, hold, follow, gates, or walls.
Details

Usage: number

- front/back

- charge/hold/follow/return/gate/walls

- retinue follow/attack/return

- fire hold/default, mount on/off, focus all/infantry/ranged/cavalry/horsearcher

- Individual orders detach the hero automatically; return restores normal formation control

- Individual orders remain active until replaced or reset with return

- Retinue commands affect both retinues; retinue return resets only retinue control

!givegold Allows for viewers Heroes to send gold to other viewer Heroes Ex: !givegold @SveinnKingOfTheIsles 50000
!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.
Details

Shows: Gold

!heal Heals your hero over time. Only works in battle, when your hero is summoned.
Details
!heir View or manage heir settings for your hero, including age, skills, gold, inheritance, equipment, and notifications.
Details

HeirCommand settings for age, skills, gold, inheritance, equipment, and notifications.

!hero Use to adjust hero physical features
Usage is !hero (gender) (male/female)
Example: !hero gender male
Details

Enabled Commands: Change Hero Gender, Change Hero Appearance, Marriage

Gender Change Config: Price=0⦷, Only on created heroes?=Enabled

Marriage Config: Price=10000⦷, Only create spouse?=Enabled, Allow choose by clan or name?=Enabled

!income Check your hero’s income details and where your gold is coming from.
!info example !info culturelist | kingdomlist |
!inv Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead)
Details

Shows: Gold, Equipment tier, Battle equipment inventory, Family

!itemstats To store items | !itemstats store 1-6 to store the gear you are wearing.
!kingdom Use to manage clan actions
Usage is !kingdom (join/rebel/stats) name
Example: !kingdom join Aserai or !clan stats
Details

Enabled Commands: join, merc, rebel, leave, create, stats, armies, release, expel, tax, sponsor, policy

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=5, Max BLT Kingdom Mercenary Clans=10, Price=0⦷, Allow Join Players Kingdom?=, Player Kingdom Price=5000⦷

Mercenary: Price=0⦷, Player Kingdom Price=0⦷

Rebel Config: Price=0⦷, Allow Rebelling from BLT Kingdom?=, From BLT Kingdom Price=50000⦷, Minimum Clan Tier=1

Create Config: Price=500000⦷, Minimum Clan Tier=3, Minimum Fiefs Amount=2

Release: Price=50000⦷

Expel: Price=100000⦷

Tax: Min Rate=0%, Max Rate=50%

Sponsor: Gold Per Influence=1000⦷, King Cut=25%

!leaderboard View hero or clan leaderboards for kills, deaths, battles, summons, renown, gold, fiefs, party strength, and more.
Details

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

!logs Shows recent logs for a hero, clan, kingdom, or fief, letting you check what has happened to them in the campaign.
Details

Usage: !logs hero/clan (clan)/kingdom (kingdom)/fief (fief)

!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 Manage your clan parties and armies, including creating parties, assigning governors, training troops, issuing orders, joining armies, and checking status.
Details

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

!pow Shortcut for power. Activates your class power on your hero, if you have one. The power will only last for a limited period of time.
!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.
!powers Shows your available powers
Details

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.
Details

Re-rolls your equipment at your current tier

Tier costs: 1=0⦷, 2=0⦷, 3=0⦷, 4=0⦷, 5=0⦷, 6=0⦷

!reinforce Spend gold to reinforce a settlement with militia or elite troops, up to the configured settlement cap.
Details

Enabled: Yes

Militia cost per unit: 500⦷

Militia cap per settlement: 100

Extra militia cap for Kingdom Capital: 150

Elite cost per unit: 1500⦷

Elite cap per settlement: 50

Extra elite militia cap for Kingdom Capital: 50

Kingdom leaders allowed to reinforce kingdom settlements.

!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.
Usage is !retinue (blank or all for auto upgrade/upgrade amount)
Example: !retinue 1 or !retinue all
Details

Max retinue: 20

Tier costs: 1=250⦷, 2=2500⦷, 3=5000⦷, 4=10000⦷, 5=25000⦷, 6=50000⦷

Allowed: Same culture only, Basic troops

!retinuelist Shows your current retinue troops.
Details

Shows: Retinue unit list, Secondary retinue unit list

!retire Retire your current hero, allowing their story to end and making way for a new chapter.
Details

Only Created Heroes?: True

!smitharmor Smith a custom armor item
Details
!smithweapon Smith a custom weapon
Details
!stats Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue.
Details

Shows: Gold, Age, Clan, Culture, Health, Skills greater than , Attributes, Retinue count and average tier, Secondary retinue count and average tier, Family

!sum Shortcut for summon. Use this when the streamer enters a battle, to spawn your adopted hero on the streamer’s side, along with your retinue.
Details

Side: Streamers side

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

!summon Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue).
Details

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.
Details
!transfer Transfer control or ownership where allowed, including cross-kingdom transfers if enabled.
Details

Enabled: Yes

Allow kings to force cross-kingdom transfers: Yes

!upgrade Upgrade eligible fiefs, clan upgrades, or kingdom-related improvements depending on your role and permissions.
Details

Enabled: Yes

Allow List Command: Yes

Kingdom Leaders Can Upgrade Fiefs: Yes

Any Clan Member Can Upgrade Clan: Yes

Reserve Troops When Full: Yes

Independent Clans Count as Lords: Yes

Independent Clans Count as Mercenaries: No

!youth Reduce your hero’s age by the configured amount for a gold cost.
Details

Age: 2

Price: 50000


Channel Point Rewards

Command Description Settings
Add Attribute Points Provide the attribute name (or part of it) when calling this
Details

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

Amount: 1

Costs 20000⦷

Adopt a Hero by Culture Adopt a randomly selected Hero, filtered by Culture. Enter "list" to get a list of cultures
Details

Viewer selects hero by culture

Newly created wanderer

Starting Age Range: 18 to 22

Starting Gold: 10000

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Class:

infantry

Starting Skills:

Skill Level
Athletics 50 to 75
Riding 50 to 75
Leadership 50 to 75
Charm 50 to 75
Roguery 50 to 75
Tactics 50 to 75
Crafting 50 to 75
Engineering 50 to 75
Medicine 50 to 75
Steward 50 to 75
Trade 50 to 75
Scouting 50 to 75
Crossbow 50 to 75
Throwing 50 to 75
Polearm 50 to 75
Bow 50 to 75
Two Handed 50 to 75
One Handed 50 to 75
Adopt a Random Hero Adopt a randomly selected Hero. Almost all other actions require an adopted hero.
Details

Newly created wanderer

Starting Age Range: 18 to 22

Starting Gold: 10000

Inheritance: 50% of gold spent on equipment and retinue, up to 2 custom items

Starting Equipment Tier: 1

Starting Class:

infantry

Starting Skills:

Skill Level
Athletics 50 to 75
Riding 50 to 75
Leadership 50 to 75
Charm 50 to 75
Roguery 50 to 75
Tactics 50 to 75
Crafting 50 to 75
Engineering 50 to 75
Medicine 50 to 75
Steward 50 to 75
Trade 50 to 75
Scouting 50 to 75
Crossbow 50 to 75
Throwing 50 to 75
Bow 50 to 75
Polearm 50 to 75
Two Handed 50 to 75
One Handed 50 to 75
Attack Use this when the streamer enters a battle, to spawn your adopted hero on the enemy side (along with your retinue).
Details

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle

Daily Gold Adds 25,000 gold to your adopted hero.
Details

Amount: 25000⦷

Daily XP Add 25,000 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.
Details

Skills: Automatic, based on class, equipment, and existing skills

XP: 25000

Gamble For XP Will give xp to a random skill in exchange for 100k Gold
Details

Skills: Automatic, based on class, equipment, and existing skills

XP: 1 to 100000

Costs: 100000⦷

Give Player Gold Transfer 10,000 gold to the streamers character, from your hero.
Details
Heal Hero Heals your hero over time. Only works in battle, when your hero is summoned.
Details
Heal Streamer Heals the streamers character in battle, over time. Doesn't work on the campaign map.
Details
Retinue Adds troops to join your cause. but be warned, it spends your gold to do so! The stronger the troops, the more gold it costs.
Details

Max retinue: 20

Tier costs: 1=250⦷, 2=2500⦷, 3=5000⦷, 4=10000⦷, 5=25000⦷, 6=50000⦷

Allowed: Same culture only, Basic troops

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.
Details
Summon Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue).
Details

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.
Details
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

Class Level Requirements

Class level Requirements
1 Battles >= 5 [class: (Class, (current))
2 Battles >= 20 [class: (Class, (current))
3 Battles >= 50 [class: (Class, (current))
infantry

Basic foot soldier, the core around which every army is built.

Formation Infantry
Equipment

OneHandedSword

Shield

ThrowingJavelins

Game Role Damage Dealer
Passive Power

Healthy

Power Class level Requirements
Healthy I: 110% HP 1
Athletic I: Athletics: +25 1
Healthy II: 120% HP 2
Athletic II: Athletics: +50 2
Healthy III: 130% HP 3
Athletic III: Athletics: +100 3
Crush Through I: 25% Unblockable / 25% Shatter Shield 3
Active Power

Fireblade

Power Class level Requirements
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Ignore Armor I: Ignore 15% Armor 1
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 2
Ignore Armor II: Ignore 30% Armor 2
Fireblade III: Swing Speed Multiplier: 150% Melee: +100 3
Ignore Armor III: Ignore 60% Armor 3
Shrug Off II: 30% Shrug Off 3
archer

Ranged troop, quick on their feet, can use explosive arrows.

Formation Ranged
Equipment

Bow

Arrows

Arrows

OneHandedSword

Game Role Damage Dealer
Passive Power

Fleet Footed

Power Class level Requirements
Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% 1
Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% 2
Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% 3
Active Power

Explosive Arrows

Power Class level Requirements
Critical Shot I: Ignore 25% Armor / 25% Shatter Shield from Ranged Base
Critical Shot II: Ignore 40% Armor / 40% Shatter Shield from Ranged Base
Critical Shot III: Ignore 60% Armor / 60% Shatter Shield from Ranged Base
Explosive Projectiles I: AoE: 35dmg in 3m from Ranged 1
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Explosive Projectiles II: AoE: 40dmg in 3m with from Ranged 2
Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged 3
heavy archer

Ranged troop, quick on their feet, can use explosive arrows.

Formation Ranged
Equipment

Bow

Arrows

Arrows

TwoHandedAxe

Game Role Damage Dealer
Passive Power

Healthy

Power Class level Requirements
Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% 1
Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% 2
Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% 3
Active Power

Explosive Arrows

Power Class level Requirements
Explosive Projectiles I: AoE: 35dmg in 3m from Ranged 1
Critical Hit I: Ignore 25% Armor / 25% Shatter Shield from Melee 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Explosive Projectiles II: AoE: 40dmg in 3m with from Ranged 2
Critical Shot II: Ignore 40% Armor / 40% Shatter Shield from Ranged 2
Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged 3
Critical Shot III: Ignore 60% Armor / 60% Shatter Shield from Ranged 3
crossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

Formation Ranged
Equipment

Crossbow

Bolts

Bolts

OneHandedSword

Game Role Damage Dealer
Passive Power

Self Healing

Power Class level Requirements
Vampiric I: Absorb 10% of damage dealt as HP 1
Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% 1
Nocking Speed I: Reload Speed: 110% 1
Ranged Damage: +20 dmg from Ranged 1
Vampiric II: Absorb 20% of damage dealt as HP 2
Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% 2
Nocking Speed II: Reload Speed: 120% 2
Vampiric II: Absorb 20% of damage dealt as HP 3
Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% 3
Nocking Speed III: Reload Speed: 130% 3
Active Power

Heavy Bolts

Power Class level Requirements
Heavy Projectiles I: Add: 10% Knock Down, 10% Mount Rear, 10% Dismount / 25% Unblockable / 25% Cut Through from Ranged 1
Critical Shot I: Ignore 25% Armor / 25% Shatter Shield from Ranged 1
Fleet Footed II: Max Speed Multiplier: 120% 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 2
Critical Shot II: Ignore 40% Armor / 40% Shatter Shield from Ranged 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 3
Critical Shot III: Ignore 60% Armor / 60% Shatter Shield from Ranged 3
heavy crossbow

Ranged troop that specializes in crossbow, tougher but slower than the archer. Can use exposive bolts

Formation Ranged
Equipment

Crossbow

Bolts

Bolts

TwoHandedSword

Game Role Damage Dealer
Passive Power

Healthy

Power Class level Requirements
Healthy I: 110% HP 1
Nocking Speed I: Reload Speed: 110% 1
Ranged Damage: +20 dmg from Ranged 1
Healthy II: 120% HP 2
Nocking Speed II: Reload Speed: 120% 2
Healthy III: 130% HP 3
Nocking Speed III: Reload Speed: 130% 3
Active Power

Explosive Bolts

Power Class level Requirements
Explosive Projectiles I: AoE: 35dmg in 3m from Ranged 1
Critical Shot I: Ignore 25% Armor / 25% Shatter Shield from Ranged 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Explosive Projectiles II: AoE: 40dmg in 3m with from Ranged 2
Critical Shot II: Ignore 40% Armor / 40% Shatter Shield from Ranged 2
Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged 3
Critical Shot III: Ignore 60% Armor / 60% Shatter Shield from Ranged 3
cavalry

Mounted troop with a strong horse, capable of doing extra charge damage.

Formation Cavalry
Equipment

OneHandedLance

Shield

OneHandedSword

Mount

Horse

Game Role Damage Dealer
Passive Power

A Good Horse

Power Class level Requirements
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) 1
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Charge II: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) 2
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Charge III: Mount Charge Damage: 250% Mount Maneuver: 200% (on mount) 3
Active Power

Trample

Power Class level Requirements
Charge AoE I: AoE: 30dmg in 3m from Charge 1
Charge AoE II: AoE: 50dmg in 3m from Charge 2
Charge AoE III: AoE: 80dmg in 3m from Charge 3
camelry

Mounted troop with a strong horse, capable of doing extra charge damage.

Formation Cavalry
Equipment

OneHandedLance

Shield

OneHandedMace

Mount

Camel

Game Role Damage Dealer
Passive Power

A Good Camel

Power Class level Requirements
Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) 1
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Charge II: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) 2
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Charge III: Mount Charge Damage: 250% Mount Maneuver: 200% (on mount) 3
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Active Power

Trample

Power Class level Requirements
Charge AoE I: AoE: 30dmg in 3m from Charge 1
Charge AoE II: AoE: 50dmg in 3m from Charge 2
Charge AoE III: AoE: 80dmg in 3m from Charge 3
horse archer

Mounted ranged unit, with a good horse, that can use exposive arrows.

Formation Horse Archer
Equipment

Bow

Arrows

Arrows

OneHandedSword

Mount

Horse

Game Role Damage Dealer
Passive Power

Mounted Archery

Power Class level Requirements
Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% 1
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% 2
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% 3
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Active Power

Explosive Arrows

Power Class level Requirements
Explosive Projectiles I: AoE: 35dmg in 3m from Ranged 1
Critical Shot I: Ignore 25% Armor / 25% Shatter Shield from Ranged 1
Explosive Projectiles II: AoE: 40dmg in 3m with from Ranged 2
Critical Shot II: Ignore 40% Armor / 40% Shatter Shield from Ranged 2
Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged 3
Critical Shot III: Ignore 60% Armor / 60% Shatter Shield from Ranged 3
camel archer

Mounted ranged unit on a good camel, wielding a glaive. Can use exposive arrows.

Formation Horse Archer
Equipment

Bow

Arrows

Arrows

TwoHandedGlaive

Mount

Camel

Game Role Damage Dealer
Passive Power

Mounted Archery

Power Class level Requirements
Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% 1
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% 2
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% 3
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Active Power

Heavy Arrows

Power Class level Requirements
Explosive Projectiles I: AoE: 35dmg in 3m from Ranged 1
Full Plated I: 15% Shrug Off 1
Critical Shot I: Ignore 25% Armor / 25% Shatter Shield from Ranged 1
Explosive Projectiles II: AoE: 40dmg in 3m with from Ranged 2
Full Plated II: 25% Shrug Off 2
Critical Shot II: Ignore 40% Armor / 40% Shatter Shield from Ranged 2
Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged 3
Full Plated III: 35% Shrug Off 3
Critical Shot III: Ignore 60% Armor / 60% Shatter Shield from Ranged 3
skirmisher

Foot soldier that can engage at range using javelins. Able to reflect a portion of incoming damage.

Formation Skirmisher
Equipment

TwoHandedSword

ThrowingJavelins

ThrowingJavelins

Game Role Damage Dealer
Passive Power

Retribution

Power Class level Requirements
Healthy I: 110% HP 1
Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% 1
Healthy II: 120% HP 2
Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% 2
Healthy III: 130% HP 3
Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% 3
Active Power

Break Through

Power Class level Requirements
Explosive Projectiles I: AoE: 35dmg in 3m from Ranged 1
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Critical Shot I: Ignore 25% Armor / 25% Shatter Shield from Ranged 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Explosive Projectiles II: AoE: 40dmg in 3m with from Ranged 2
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 2
Critical Shot II: Ignore 40% Armor / 40% Shatter Shield from Ranged 2
Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged 3
Fireblade III: Swing Speed Multiplier: 150% Melee: +100 3
Critical Shot III: Ignore 60% Armor / 60% Shatter Shield from Ranged 3
berserker

A Berserker is a fearless warrior who fought in a trance-like rage, ignoring pain and fear.

Formation Infantry
Equipment

TwoHandedAxe

Game Role Damage Dealer
Passive Power

Glass Cannon

Power Class level Requirements
Knock Down III: Add: 50% Knock Down 1
Crush Through I: 25% Unblockable / 25% Shatter Shield 1
Imposing: Scale 120% 1
Crush Through II: 50% Unblockable / 50% Shatter Shield 2
Crush Through III: 80% Unblockable / 80% Shatter Shield 3
Active Power

Berserker Rage

Power Class level Requirements
Vampiric I: Absorb 10% of damage dealt as HP 1
Ignore Armor I: Ignore 15% Armor 1
Vampiric II: Absorb 20% of damage dealt as HP 2
Ignore Armor II: Ignore 30% Armor 2
Vampiric III: Absorb 30% of damage dealt as HP 3
Ignore Armor III: Ignore 60% Armor 3
viking

A Viking warrior is a fierce fighter, skilled in battle, raiding, and seafaring conquest.

Formation Infantry
Equipment

OneHandedAxe

Shield

ThrowingAxes

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Heavy Duty I: Armor Head: +10 Armor Torso: +10 Armor Legs: +10 Armor Arms: +10 1
Fleet Footed I: Max Speed Multiplier: 110% 1
Heavy Duty II: Armor Head: +20 Armor Torso: +20 Armor Legs: +20 Armor Arms: +20 2
Fleet Footed II: Max Speed Multiplier: 120% 2
Heavy Duty III: Armor Head: +30 Armor Torso: +30 Armor Legs: +30 Armor Arms: +30 3
Fleet Footed III: Max Speed Multiplier: 130% 3
Crush Through II: 50% Unblockable / 50% Shatter Shield 3
Healthy II: 120% HP 3
Active Power

Active Power

Power Class level Requirements
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Knock Down I: Add: 15% Knock Down 1
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 2
Knock Down II: Add: 30% Knock Down 2
Fireblade III: Swing Speed Multiplier: 150% Melee: +100 3
Knock Down III: Add: 50% Knock Down 3
Shrug Off II: 30% Shrug Off 3
highlander

A Highlander is a fierce warrior, known for bravery, clan loyalty, and skill with sword.

Formation Infantry
Equipment

TwoHandedSword

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Cut Through I: 15% Unblockable 1
Full Plated I: 15% Shrug Off 1
Cut Through II: 30% Unblockable 2
Full Plated II: 25% Shrug Off 2
Cut Through III: 50% Unblockable 3
Full Plated III: 35% Shrug Off 3
Active Power

Active Power

Power Class level Requirements
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Cleave I: 10% Cut Through from Melee 1
Critical Hit I: Ignore 25% Armor / 25% Shatter Shield from Melee 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 2
Cleave II: 20% Cut Through from Melee 2
Critical Hit II: Ignore 50% Armor / 50% Shatter Shield from Melee 2
Fireblade III: Swing Speed Multiplier: 150% Melee: +100 3
Cleave III: 30% Cut Through from Melee 3
Critical Hit III: Ignore 70% Armor / 70% Shatter Shield from Melee 3
assassin

An Assassin is a stealthy killer trained to eliminate targets quickly and silently.

Formation Infantry
Equipment

OneHandedSword

ThrowingKnives

ThrowingKnives

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Shrug Off I: 15% Shrug Off 1
Fleet Footed I: Max Speed Multiplier: 110% 1
Shrug Off II: 30% Shrug Off 2
Fleet Footed II: Max Speed Multiplier: 120% 2
Shrug Off III: 60% Shrug Off 3
Fleet Footed III: Max Speed Multiplier: 130% 3
Active Power

Active Power

Power Class level Requirements
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Critical Hit I: Ignore 25% Armor / 25% Shatter Shield from Melee 1
Explosive Projectiles I: AoE: 35dmg in 3m from Ranged 1
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 2
Critical Hit II: Ignore 50% Armor / 50% Shatter Shield from Melee 2
Explosive Projectiles II: AoE: 40dmg in 3m with from Ranged 2
Fireblade III: Swing Speed Multiplier: 150% Melee: +100 3
Critical Hit III: Ignore 70% Armor / 70% Shatter Shield from Melee 3
Explosive Projectiles III: AoE: 50dmg in 3m with from Ranged 3
spearman

A Spearman is a soldier armed with a spear, skilled in thrusting and keeping enemies at a distance.

Formation Infantry
Equipment

OneHandedSword

Shield

OneHandedLance

ThrowingJavelins

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Full Plated I: 15% Shrug Off 1
Heavy Duty I: Armor Head: +10 Armor Torso: +10 Armor Legs: +10 Armor Arms: +10 1
Full Plated II: 25% Shrug Off 2
Heavy Duty II: Armor Head: +20 Armor Torso: +20 Armor Legs: +20 Armor Arms: +20 2
Full Plated II: 25% Shrug Off 3
Heavy Duty III: Armor Head: +30 Armor Torso: +30 Armor Legs: +30 Armor Arms: +30 3
Active Power

Active Power

Power Class level Requirements
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Critical Hit I: Ignore 25% Armor / 25% Shatter Shield from Melee 1
Knockback I: +10 dmg / Add: 25% Knock Back from Melee 1
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 2
Critical Hit II: Ignore 50% Armor / 50% Shatter Shield from Melee 2
Knockback II: +20 dmg / Add: 50% Knock Back from Melee 2
Fireblade III: Swing Speed Multiplier: 150% Melee: +100 3
Critical Hit III: Ignore 70% Armor / 70% Shatter Shield from Melee 3
Knockback III: +30 dmg / Add: 75% Knock Back from Melee 3
cataphract

A Cataphract is a heavily armored cavalryman, known for powerful shock charges.

Formation Heavy Cavalry
Equipment

OneHandedSword

Shield

TwoHandedLance

Mount

Horse

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) 1
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Charge II: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) 2
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Charge III: Mount Charge Damage: 250% Mount Maneuver: 200% (on mount) 3
Active Power

Active Power

Power Class level Requirements
Charge AoE I: AoE: 30dmg in 3m from Charge 1
Heavy Duty I: Armor Head: +10 Armor Torso: +10 Armor Legs: +10 Armor Arms: +10 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Heavy Hitting II: 150.0% dmg 1
Charge AoE II: AoE: 50dmg in 3m from Charge 2
Heavy Duty II: Armor Head: +20 Armor Torso: +20 Armor Legs: +20 Armor Arms: +20 2
Charge AoE III: AoE: 80dmg in 3m from Charge 3
Heavy Duty III: Armor Head: +30 Armor Torso: +30 Armor Legs: +30 Armor Arms: +30 3
gallowglass

A Gallowglass is a Heavily armed elite mercenary, feared for brutal strength and loyalty in battle.

Formation Infantry
Equipment

TwoHandedMace

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Full Plated I: 15% Shrug Off 1
Swing Batter I: AoE: 5dmg in 3m from Melee 1
Imposing: Scale 120% 1
Full Plated II: 25% Shrug Off 2
Swing Batter II: AoE: 10dmg in 2m from Melee 2
Full Plated III: 35% Shrug Off 3
Swing Batter III: AoE: 15dmg in 2m from Melee 3
Active Power

Active Power

Power Class level Requirements
Crush Through I: 25% Unblockable / 25% Shatter Shield 1
Knockback I: +10 dmg / Add: 25% Knock Back from Melee 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Crush Through II: 50% Unblockable / 50% Shatter Shield 2
Knockback II: +20 dmg / Add: 50% Knock Back from Melee 2
Crush Through III: 80% Unblockable / 80% Shatter Shield 3
Knockback III: +30 dmg / Add: 75% Knock Back from Melee 3
mounted berserker

A Mounted Berserker is a furious warrior on horseback, charging into battle with wild rage and brutal strength.

Formation Heavy Cavalry
Equipment

TwoHandedGlaive

Shield

OneHandedAxe

Mount

Horse

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) 1
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Charge II: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) 2
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Charge III: Mount Charge Damage: 250% Mount Maneuver: 200% (on mount) 3
Active Power

Active Power

Power Class level Requirements
Charge AoE I: AoE: 30dmg in 3m from Charge 1
Heavy Hitting I: 125.0% dmg 1
Charge AoE II: AoE: 50dmg in 3m from Charge 2
Heavy Hitting II: 150.0% dmg 2
Charge AoE III: AoE: 80dmg in 3m from Charge 3
Heavy Hitting III: 200.0% dmg 3
hobelar

A Hobelar are a fast, lightly armored medieval cavalryman used for scouting, skirmishing, and raids.

Formation Light Cavalry
Equipment

OneHandedSword

OneHandedLance

ThrowingKnives

Mount

Horse

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Healthy I: 110% HP 1
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Healthy II: 120% HP 2
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Healthy III: 130% HP 3
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Active Power

Active Power

Power Class level Requirements
Charge AoE I: AoE: 30dmg in 3m from Charge 1
Charge AoE II: AoE: 50dmg in 3m from Charge 2
Charge AoE III: AoE: 80dmg in 3m from Charge 3
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 3
cateran

A Cateran is a raider and bandit known for swift, guerrilla-style attacks.

Formation Infantry
Equipment

OneHandedLance

Shield

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Athletic I: Athletics: +25 1
Fleet Footed I: Max Speed Multiplier: 110% 1
Athletic II: Athletics: +50 2
Fleet Footed II: Max Speed Multiplier: 120% 2
Athletic III: Athletics: +100 3
Fleet Footed III: Max Speed Multiplier: 130% 3
Active Power

Active Power

Power Class level Requirements
Straight Through I: 25% Unblockable / 25% Cut Through from Melee 1
Critical Hit I: Ignore 25% Armor / 25% Shatter Shield from Melee 1
Knockback I: +10 dmg / Add: 25% Knock Back from Melee 1
Straight Through II: 50% Unblockable / 50% Cut Through from Melee 2
Critical Hit II: Ignore 50% Armor / 50% Shatter Shield from Melee 2
Knockback II: +20 dmg / Add: 50% Knock Back from Melee 2
Straight Through III: 80% Unblockable / 80% Cut Through from Melee 3
Critical Hit III: Ignore 70% Armor / 70% Shatter Shield from Melee 3
Knockback III: +30 dmg / Add: 75% Knock Back from Melee 3
kern

A Kern is a light, agile foot soldier skilled in skirmishing and guerrilla tactics.

Formation Infantry
Equipment

OneHandedSword

Shield

ThrowingJavelins

ThrowingJavelins

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Healthy I: 110% HP 1
Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 110% 1
Healthy II: 120% HP 2
Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 120% 2
Healthy III: 130% HP 3
Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 130% 3
Active Power

Active Power

Power Class level Requirements
Fireblade I: Swing Speed Multiplier: 115% Melee: +25 1
Explosive Javelin I: 30% Shatter Shield / AoE: 30dmg in 3m 1
Critical Hit I: Ignore 25% Armor / 25% Shatter Shield from Melee 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Fireblade II: Swing Speed Multiplier: 130% Melee: +50 2
Explosive Javelin II: 50% Shatter Shield / AoE: 50dmg in 3m 2
Critical Hit II: Ignore 50% Armor / 50% Shatter Shield from Melee 2
Fireblade III: Swing Speed Multiplier: 150% Melee: +100 3
Explosive Javelin III: 80% Shatter Shield / AoE: 75dmg in 3m 3
Critical Hit III: Ignore 70% Armor / 70% Shatter Shield from Melee 3
dreknar

A Dreknar is a fierce two-handed glaive wielder, mastering long-reaching, deadly sweeps that cut through foes with brutal precision.

Formation Infantry
Equipment

TwoHandedGlaive

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Retribution I: Reflect 10% damage 1
Full Plated I: 15% Shrug Off 1
Retribution II: Reflect 25% damage 2
Full Plated II: 25% Shrug Off 2
Retribution III: Reflect 50% damage 3
Full Plated III: 35% Shrug Off 3
Active Power

Active Power

Power Class level Requirements
Heavy Hitting I: 125.0% dmg 1
Straight Through I: 25% Unblockable / 25% Cut Through from Melee 1
Fleet Footed II: Max Speed Multiplier: 120% 1
Heavy Hitting II: 150.0% dmg 2
Straight Through II: 50% Unblockable / 50% Cut Through from Melee 2
Heavy Hitting III: 200.0% dmg 3
Straight Through III: 80% Unblockable / 80% Cut Through from Melee 3
dreknar rider

A Dreknar Rider is a fierce two-handed glaive wielder, mastering long-reaching, deadly sweeps that cut through foes with brutal precision.

Formation Heavy Cavalry
Equipment

TwoHandedGlaive

Mount

Horse

Game Role Damage Dealer
Passive Power

Passive Power

Power Class level Requirements
Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +10 (on mount) 1
Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount) 1
Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +20 (on mount) 2
Charge II: Mount Charge Damage: 200% Mount Maneuver: 150% (on mount) 2
Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +30 (on mount) 3
Charge III: Mount Charge Damage: 250% Mount Maneuver: 200% (on mount) 3
Active Power

Active Power

Power Class level Requirements
Charge AoE I: AoE: 30dmg in 3m from Charge 1
Heavy Duty I: Armor Head: +10 Armor Torso: +10 Armor Legs: +10 Armor Arms: +10 1
Charge AoE II: AoE: 50dmg in 3m from Charge 2
Heavy Duty II: Armor Head: +20 Armor Torso: +20 Armor Legs: +20 Armor Arms: +20 2
Charge AoE III: AoE: 80dmg in 3m from Charge 3
Heavy Duty III: Armor Head: +30 Armor Torso: +30 Armor Legs: +30 Armor Arms: +30 3

Common Config

General

Sub Boost

0

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

1.5

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

1

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

1.25

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 hero's retinue should spawn in the same formation as the hero (otherwise they will go into default formations)
Nametags

Enabled

Enable or disable nametags
Auto Summon Streamer Only

Enabled

Automatically summons only the streamer's adopted hero in field and siege battles.
Nametag Width

200

Width of the nametag
Nametag Height

50

Height of the nametag
Summon Streamer On Enemy Side

Disabled

If enabled, the streamer's hero is auto-summoned on the enemy side. If disabled, the hero is summoned on the player side.
Nametag Font Size

24

Font size of the nametag text
Nametag Toggle Key

H

Key used to toggle nametags (case sensitive)
Auto Formation For BLT Heroes

Disabled

Automatically assign adopted BLT heroes to predefined formations during battle. Field battles: infantry (4), ranged (5), cavalry (6), horse archers (7). Sieges: infantry (6), ranged (7). Manual formation commands override this for that hero until the mission ends.
Enable Enemy BLT Attack

Disabled

Continuously moves all enemy adopted BLT heroes into the last formation and forces that formation to attack during field battles. Siege battles are ignored. Non-BLT units already assigned to that formation may also be sent into attack.

Death

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

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

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

1

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

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

1000

Gold the hero gets for every kill
XP Per Kill

5000

XP the hero gets for every kill
XP Per Death

1000

XP the hero gets for being killed
Heal Per Kill

0

HP the hero gets for every kill
Retinue Gold Per Kill

300

Gold the hero gets for every kill their retinue gets
Retinue Heal Per Kill

0

HP the hero's retinue gets for every kill
Relative Level Scaling

0

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

Win Gold

5000

Gold won if the hero's side wins
Win XP

10000

XP the hero gets if the hero's side wins
Lose Gold

-5000

Gold lost if the hero's side loses (negative relative to win gold)
Lose XP

0

XP the hero gets if the hero's side loses
Difficulty Scaling On Player's Side

Enabled

Apply difficulty scaling to the player's side
Difficulty Scaling On Enemy Side

Enabled

Apply difficulty scaling to the enemy side
Difficulty Scaling

0

End reward difficulty scaling: determines how much higher difficulty battles increase the above rewards (0 to 1)
Difficulty Scaling Min

0

Minimum difficulty scaling multiplier
Difficulty Scaling Max

0

Maximum difficulty scaling multiplier

Achievements

Name Requirements Reward
Arena Reaver

TotalTournament Final Wins >= 5

50000⦷

Banisher of Kin

Total Viewer Kills >= 50

500000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Banisher of Kin {ITEMNAME} (1x)

Bannerlord of the Isles

Battles >= 500

100000⦷

10000XP

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Bannerlord of the Isles {ITEMNAME} (1x)

Battle-Hardened Conqueror

Total Viewer Kills >= 25

100000⦷

Blood Feud

Total Viewer Kills >= 1

25000⦷

Call to Arms

Battles >= 25

5000⦷

1000XP

Champion of the Arena

TotalTournament Final Wins >= 15

500000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Champion of the Arena {ITEMNAME} (1x)

Clans Collide

Total Viewer Kills >= 10

50000⦷

Earned Your Blade

Total Kills >= 1

5000⦷

Glory of the First Ring

TotalTournament Final Wins >= 1

25000⦷

Harbinger of the Highlands

Total Kills >= 5000

1000000⦷

Item: Weapon: 48%, Armor: 48%, Mount: 5% Custom: 100% {=W47g8bCB}Harbinger of the Highlands {ITEMNAME} (1x)

Helm of Glory

TotalTournament Final Wins >= 10

100000⦷

High King’s Wrath

Total Kills >= 1000

100000⦷

Islebreaker

Total Streamer Kills >= 1

50000⦷

Item: Weapon: 100% Custom: 100% {=xI41h8NA}Islebreaker {ITEMNAME} (1x)

King's Fall

Total Streamer Kills >= 10

50000⦷

Item: Weapon: 100% Custom: 100% {=xI41h8NA}King's Fall {ITEMNAME} (1x)

Loyal

Summons >= 50

250000⦷

50000XP

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

Oathbreaker’s Blow

Total Streamer Kills >= 5

50000⦷

Item: Weapon: 100% Custom: 100% {=xI41h8NA}Oathbreaker’s Blow {ITEMNAME} (1x)

Raider of a Hundred Shores

Total Kills >= 100

10000⦷

Reaver of the North

Total Kills >= 500

50000⦷

Rebellious

Attacks >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Reliable

Summons >= 5

20000⦷

Item: Armor: 100% Tier 2: 33%, Tier 3: 33%, Tier 4: 33%

Renegade

Attacks >= 50

250000⦷

50000XP

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

Shields on the Shore

Battles >= 250

50000⦷

5000XP

Sovereign Slayer

Total Kills >= 2500

500000⦷

Sveinnslayer

Total Streamer Kills >= 15

100000⦷

Item: Weapon: 100% Custom: 100% {=xI41h8NA}Sveinnslayer {ITEMNAME} (1x)

Traitorous

Attacks >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Trusted

Summons >= 20

50000⦷

Item: Armor: 100% Tier 4: 33%, Tier 5: 33%, Tier 6: 33%

Winds of War

Battles >= 100

10000⦷

2500XP

Upgrade System

This section contains all available upgrades organized by type and restrictions.

Upgrade Counts

Fief Upgrades: 5

Clan Upgrades: 3

Kingdom Upgrades: 3

Fief Upgrades

Standard Fief Upgrades

ID Name Cost Tier Required Description
fief_loyalty_1 Improved Administration 15000⦷ - -

Better administration increases loyalty growth

View Details

Effects:
Loyalty: +0.5/day

fief_prosperity_1 Trade Hub 20000⦷ - -

Attract more merchants to boost prosperity

View Details

Effects:
Prosperity: +1/day
Hearth: +0.25

fief_security_1 Guard Posts 12000⦷ - -

Additional guard posts improve security

View Details

Effects:
Security: +0.5/day

fief_militia_1 Militia Training 10000⦷ - -

Train civilians as militia

View Details

Effects:
Militia: +2/day

fief_food_1 Granary Expansion 8000⦷ - -

Larger granaries store more food

View Details

Effects:
Food: +5/day

Clan Upgrades

Standard Clan Upgrades

ID Name Cost Tier Required Description
clan_renown_1 Clan Prestige 30000⦷ - -

Increase your clan's fame across the land

View Details

Clan Effects:
Renown: +1/day

clan_party_1 Recruitment Drive 40000⦷ - -

Allow larger party sizes for all clan members

View Details

Clan Effects:
Party Size: +20

clan_settlements_1 Clan Development 50000⦷ - -

Improve loyalty and prosperity in all clan settlements

View Details


Settlement Effects:
Loyalty: +0.3/day
Prosperity: +0.5/day

Kingdom Upgrades

ID Name Cost Tier Required Description
kingdom_influence_1 Royal Authority 100000⦷ + 500 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_military_1 Kingdom Military Reform 150000⦷ + 1000 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_prosperity_1 Kingdom Prosperity Initiative 200000⦷ + 1500 Influence - -

Boost prosperity and loyalty in all kingdom settlements

View Details


Settlement Effects (All Kingdom Settlements):
Loyalty: +0.2/day
Prosperity: +0.5/day

Game Roles

Damage Dealer

A combat role without additional mechanics

Rogue

While hidden, the Rogue cannot be selected as a target and stalks isolated enemies, preferring fighters on foot. Dealing or receiving damage reveals the Rogue; when surrounded, the Rogue tries to create distance, and returns to stealth after avoiding damage for the configured recovery time.

Power Config

Isolation Radius

8

Minimum distance in metres from a target to its nearest active ally
Maximum Target Distance

45

Maximum straight-line distance in metres for priority targets
Target Reevaluation Interval

1

Seconds between searches for an isolated target
Target Switch Advantage

3

Extra nearest-ally distance required before switching priority targets
Stealth Recovery Delay

3

Seconds without receiving damage before stealth can return
Disengagement Enemy Count

3

Nearby enemy count that makes a visible Rogue create distance
Disengagement Radius

5

Radius in metres used to detect enemies surrounding a visible Rogue
Disengagement Distance

10

Distance in metres the Rogue tries to move away from an encirclement
Healer

Periodically heals wounded allies in an aura and earns gold only for health actually restored. If separated from the group, the Healer temporarily moves toward the nearest ally and releases the override after rejoining them.

Healing Aura

Aura Radius

10

Radius in metres in which active allies can be healed
Healing Strength

8

Maximum health restored to one ally by each healing pulse
Health Per Pulse

75

Maximum total health restored across all allies by one pulse
Healing Period

2

Seconds between healing pulses

Leash

Leash Distance

20

Distance from the nearest ally at which the Healer temporarily moves back toward the group
Leash Release Distance

10

Distance from an ally at which normal AI orders resume
Leash Check Interval

0.5

Seconds between checks of the Healer's distance from allies

Rewards

Gold Per Health Restored

1

Gold earned per point of health actually restored; overhealing earns nothing
Tank

Periodically encourages nearby enemies to prefer the Tank without disabling their normal target selection. The Tank makes short moves toward nearby allies when safely able to lead aggroed enemies to the group, and receives a share of normal gold and experience when an ally defeats an enemy still focused on the Tank.

Aggro

Aggro Radius

20

Radius in metres in which enemies can be influenced to prefer the Tank
Aggro Priority Strength

1.25

How much farther than an enemy's current target the Tank may be while still attracting that enemy
Maximum Aggro Targets

8

Maximum number of enemies simultaneously tracked and influenced by the role
Aggro Evaluation Interval

1

Seconds between searches for enemies that the Tank can attract
Target Replacement Threshold

3

How many metres closer a new enemy must be before replacing a tracked enemy

Rewards

Participation Reward Share

35

Percentage of normal gold and experience received when an ally defeats an enemy aggroed to the Tank