HQ Bannerlord

Work in progress 6

Table of Contents

Commands

Channel Point Rewards

Classes

turtle

giant

dwarf

cook

crossboomer

camelknight

samurai

pringler

hogrider

elvenarcher

Common Config

General

Battle

Death

XP

Kill Rewards

Battle End Rewards

Kill Streaks

Achievements

Tournament Config

General

Equipment

Balancing

Round Type

Round Rewards

Rewards

Reward Type

Reward Tier

Betting

Commands

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

Shows: Achievements, Tracked stats

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.
class Selects a new class for your hero, updating your existing equipment to match the class requirements.
Usage is !class (new class name), e.g. !class archer.

Tier costs: 1=5000⦷, 2=10000⦷, 3=20000⦷, 4=40000⦷, 5=80000⦷, 5=80000⦷, 6=160000⦷

Free if you do not already have a class

Updates equipment to match new class

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.
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=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

Disallowed for player companions

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, Custom item storage

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.
powers Shows your available powers

Shows: Powers

reequip Randomizes your equipment, at its current tier. It will not replace items that are higher than your current tier, or custom items. e.g. if you are equipment tier 3, but also have a tier 6 weapon won in a tournament, this command will not replace that weapon. Sometimes you will end up with some items not changing, particularly if there aren't many items of that type available at your current tier.

Re-rolls your equipment at your current tier

Tier costs: 1=10000⦷, 2=20000⦷, 3=40000⦷, 4=70000⦷, 5=110000⦷, 5=110000⦷, 6=160000⦷

Disallowed for player companions

retinuelist Shows your current retinue troops.

Shows: Retinue unit list

skillupl

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

XP: 245000 to 250000

Costs: 500000⦷

skillupm

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

XP: 120000 to 125000

Costs: 250000⦷

skillups

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

XP: 20000 to 25000

Costs: 50000⦷

squire 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: 1

Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷

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

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


Channel Point Rewards

Command Description Settings
100k gold Adds 100,000 gold to your adopted hero.

Amount: 100000⦷

10k gold Adds 10,000 gold to your adopted hero.

Amount: 10000⦷

50k 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

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

Allowed: Noble, Wanderer

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

Burn Streamer
Give Player Gold Transfer 10,000 gold to the streamers character, from your hero.
GreasedUpNakedGuy I become the naked hero of legend! With no weapon or armor!
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.
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

turtle

Turtle inspired Shield Thingy

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

Shield

Makeshift Horseman Kite Shield

Shield

Makeshift Horseman Kite Shield

Shield

Makeshift Horseman Kite Shield

Shield

Makeshift Horseman Kite Shield
Passive Power

Hard Shell

Healthy II: 150% HP

Retribution I: Reflect 10% damage

Retribution II: Reflect 25% damage

Retribution III: Reflect 50% damage

Healthy III: 200% HP

Turtle Power: AI Block Chance: 1000%

Healthy I: 125% HP

Active Power

Turtle Power

[Knock Down I: Add: ] requires CLASS LEVEL 1

[Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 1

[Knock Down II: Add: ] requires CLASS LEVEL 2

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 2

[Knock Down III: Add: ] requires CLASS LEVEL 3

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL 3


giant

Big

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

TwoHandedMace

Sledgehammer

Stone

Stone

Stone

Stone
Passive Power

Passive Power

Giant_1: Scale 130%

Giant_2: Scale 160%

Giant_3: Scale 200%

Healthy III: 200% HP

Cut Through I: 25% Unblockable

Ignore Armor II: Ignore 30% Armor

Active Power

Feral Rage

[Shrug Off I: 15% Shrug Off] requires CLASS LEVEL AT LEAST 1

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL AT LEAST 2

[Shrug Off III: 80% Shrug Off] requires CLASS LEVEL AT LEAST 3

[Knock Down I: Add: ] requires CLASS LEVEL 1

[Knock Down II: Add: ] requires CLASS LEVEL 2

[Knock Down III: Add: ] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires


dwarf

And my Axe!... Axes!!

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

TwoHandedAxe

Square Bit Two Handed Axe
Passive Power

Healthy

Small_1: Scale 70%

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy II: 150% HP

Athletic II: Athletics: +50

Healthy III: 200% HP

Athletic III: Athletics: +100

Crush Through I: 15% Unblockable / 15% Shatter Shield

Active Power

Fireblade

[Fireblade I: Swing Speed Multiplier: 115% Melee: +25] requires CLASS LEVEL 1

[Ignore Armor I: Ignore 15% Armor] requires CLASS LEVEL 1

[Fireblade II: Swing Speed Multiplier: 130% Melee: +50] requires CLASS LEVEL 2

[Ignore Armor II: Ignore 30% Armor] requires CLASS LEVEL 2

[Fireblade III: Swing Speed Multiplier: 150% Melee: +100] requires CLASS LEVEL 3

[Ignore Armor III: Ignore 60% Armor] requires CLASS LEVEL 3

[Shrug Off II: 40% Shrug Off] requires CLASS LEVEL 3


cook

Cook your enemies

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

Dagger

Xiphos

ThrowingKnives

Broad Bladed Throwing Knives

ThrowingKnives

Broad Bladed Throwing Knives

ThrowingKnives

Broad Bladed Throwing Knives
Passive Power

Passive Power

Fleet Footed I: Max Speed Multiplier: 110%

Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged

Fireblade I: Swing Speed Multiplier: 115% Melee: +25

Fleet Footed II: Max Speed Multiplier: 125%

Cut Through II: 50% Unblockable

Fireblade II: Swing Speed Multiplier: 130% Melee: +50

Fleet Footed III: Max Speed Multiplier: 150%

Cut Through III: 100% Unblockable

Fireblade III: Swing Speed Multiplier: 150% Melee: +100

Active Power

Eat The Enemy

[Knock Down I: Add: ] requires CLASS LEVEL AT LEAST 1

[Vampiric I: Absorb 10% of damage dealt as HP] requires CLASS LEVEL 1

[Vampiric II: Absorb 25% of damage dealt as HP] requires CLASS LEVEL 2

[Vampiric III: Absorb 50% of damage dealt as HP] requires CLASS LEVEL 3


crossboomer

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

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

Crossbow

Simple Light Crossbow

Bolts

Light Quarrels

Bolts

Light Quarrels

TwoHandedSword

Battanian Mountain Blade
Passive Power

Healthy

Healthy I: 125% HP

Healthy II: 150% HP

Healthy III: 200% HP

Active Power

Explosive Bolts

[Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged] requires CLASS LEVEL 1

[Heavy Projectiles II: Add: / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged] requires CLASS LEVEL 2

[Heavy Projectiles III: Add: / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged] requires CLASS LEVEL 3

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


camelknight

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
camelknight Tier 1 Example camelknight Tier 2 Example camelknight Tier 3 Example camelknight Tier 4 Example camelknight Tier 5 Example camelknight Tier 6 Example
Formation Cavalry
Equipment

Bow

Simple Short Bow

Arrows

Arrows

Arrows

Arrows

TwoHandedGlaive

Scythe
Mount

Camel

Pack Camel
Passive Power

Mounted Archery

LessWaitBeforeShoot: AI Wait Before Shoot Factor: 10% AI Shoot Frequency: 150%

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount)

Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount)

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount)

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Exploding Arrows

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


samurai

Details

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

TwoHandedSword

Battanian Mountain Blade
Passive Power

Agile Grace

Healthy I: 125% HP

Athletic I: Athletics: +25

Healthy II: 150% HP

Cut Through I: 25% Unblockable

Athletic II: Athletics: +50

Athletic III: Athletics: +100

Ignore Armor I: Ignore 15% Armor

Active Power

Agile Assault

[Fleet Footed I: Max Speed Multiplier: 110% ] requires CLASS LEVEL AT LEAST 1

[Crush Through I: 15% Unblockable / 15% Shatter Shield] requires CLASS LEVEL 1 TO 3

[Fleet Footed III: Max Speed Multiplier: 150% ] requires CLASS LEVEL 2 TO 3

[Heavy Hitting I: 125.0% dmg] requires CLASS LEVEL AT LEAST 3

[Shrug Off I: 15% Shrug Off] requires CLASS LEVEL 2 TO 3


pringler

Details

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

Shield

Makeshift Horseman Kite Shield

Stone

Stone

Stone

Stone

Stone

Stone
Passive Power

pringles

Fleet Footed II: Max Speed Multiplier: 125%

Fleet Footed I: Max Speed Multiplier: 110%

Heavy Projectiles I: Add: / 25% Unblockable / 25% Cut Through from Ranged

Heavy Projectiles II: Add: / 50% Unblockable / 50% Cut Through / AoE: 25dmg in 1m with from Ranged

Heavy Projectiles III: Add: / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged

Active Power

BBQ Pringles

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


hogrider

Details

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
hogrider Tier 1 Example hogrider Tier 2 Example hogrider Tier 3 Example hogrider Tier 4 Example hogrider Tier 5 Example hogrider Tier 6 Example
Formation Cavalry
Equipment

TwoHandedMace

Sledgehammer
Mount

Horse

Canterion Charger
Passive Power

Passive Power

Gnome: Scale 50%

HogRider: Scale 50% (on mount)

Charge I: Mount Charge Damage: 150% Mount Maneuver: 125% (on mount)

Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)

Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)

Active Power

Active Power

[Charge AoE I: AoE: 25dmg in 2m from Charge] requires CLASS LEVEL 1

[Charge II: Mount Charge Damage: 250% Mount Maneuver: 150% (on mount)] requires CLASS LEVEL 2

[Charge III: Mount Charge Damage: 500% Mount Maneuver: 200% (on mount)] requires CLASS LEVEL 3


elvenarcher

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

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

Bow

Simple Short Bow

Arrows

Arrows

Arrows

Arrows

OneHandedSword

Broad Ild
Passive Power

Fleet Footed Elf

Elf: +20 dmg / Add: / Ignore 100% Armor

Fleet Footed I: Max Speed Multiplier: 110%

Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125%

Fleet Footed II: Max Speed Multiplier: 125%

Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150%

Fleet Footed III: Max Speed Multiplier: 150%

Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200%

Active Power

Elven Arrows

[Elven Agility: AI Shoot Frequency: 500% +1] requires

[Explosive Projectiles I: AoE: 50dmg in 4m from Ranged] requires CLASS LEVEL 1

[Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged] requires CLASS LEVEL 2

[Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged] requires CLASS LEVEL 3


Common Config

General

Sub Boost

2

Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently.

Battle

Start With Full Health

Enabled

Whether the hero will always start with full health
Start Health Multiplier

2

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

2

Amount to multiply normal retinue starting health by, to give retinue better staying power vs others
Morale Loss Factor (not implemented)

0

Reduces morale loss when summoned heroes die
Summon Cooldown In Seconds

0

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

1

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

1

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

9

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

5

HP the hero gets for every kill
Retinue Gold Per Kill

2500

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

50

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

0.5

How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health.
Level Scaling Cap

5

Caps the maximum multiplier for the level difference, defaults to 5 if not specified

Battle End Rewards

Win Gold

10000

Gold won if the heroes side wins
Win XP

10000

XP the hero gets if the heroes side wins
Lose Gold

5000

Gold lost if the heroes side loses
Lose XP

5000

XP the hero gets if the heroes side loses
Difficulty Scaling On Players Side

Enabled

Apply difficulty scaling to players side
Difficulty Scaling On Enemy Side

Enabled

Apply difficulty scaling to enemy side
Difficulty Scaling

1

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

0.2

Min difficulty scaling multiplier
Difficulty Scaling Max

3

Max difficulty scaling multiplier

Kill Streaks

Name Kills Required Reward
Killing Spree 5 5

5000⦷

200XP

Killing Spree 10 10

10000⦷

400XP

Killing Spree 20 20

20000⦷

500XP

Killing Spree 50 50

50000⦷

1000XP

Killing Spree 100 100

100000⦷

2000XP

Achievements

Name Requirements Reward
Loyal

Consecutive Summons >= 50

250000⦷

50000XP

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

Rebellious

Consecutive Attacks >= 5

20000⦷

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

Reliable

Consecutive Summons >= 5

20000⦷

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

Renegade

Consecutive Attacks >= 50

250000⦷

50000XP

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

Stream Sniper

Total Streamer Kills >= 5

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

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

1

Amount to multiply normal starting health by
Disable Kill Rewards In Tournament

Enabled

Heroes won't get any kill rewards in tournaments
Disable Tracking Kills Tournament

Enabled

Tournament kills / deaths won't be counted towards achievements or kill streaks

Equipment

No Horses

Enabled

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

Enabled

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

7500

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

7500

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

50000

Gold won if the hero wins the tournaments
Win XP

50000

XP given if the hero wins the tournaments
Participate XP

10000

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

0.1

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

2

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

1.5

Relative proportion of rewards that will be Tier 6
Custom Weight

1

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