BLT Mod 1gool15
Info on the troops and commands for the stream
Table of Contents
Commands
Channel Point Rewards
Classes
Foot Knight
Foot Archer
Foot Crossbowmen
Heavy Archer
Heavy Crossbow
Berserker
Bomb Thrower
Mounted Archer
Mounted Knight
Portable Siege
Sword Saint
Skirmisher
Scout
Crossbow Sniper
Mounted Vanguard
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 | ||||||||||||||||||||||
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10ktostreamer | ||||||||||||||||||||||||
a | Attack streamer |
Side: Enemy side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
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adopt | Get a hero in game. Almost all other actions require an adopted hero. |
Newly created wanderer Starting Age Range: 18 Starting Gold: 50000 Inheritance: 80% of gold spent on equipment and retinue, up to 5 custom items Starting Skills:
Starting Equipment Tier: 2 Starting Class: Foot Archer |
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auction | Start an auction on a custom item you own, with a specified reserve price. Other viewers are able to bid upon your item, and the highest bidder will receive it at the end of the auction. Usage is !auction (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. |
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bid | Place a bid on the current auction, if one is active. Usage is !bid (gold amount) , e.g. !bid 100000 . If there is no auction, or the bid doesn't exceed the reserve price, it will be rejected. |
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bltbet | Use this to bet on tournament matches, when available. Usage is !bltbet (team) (gold) , for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.If only one team is bet upon, the bets will be refunded. |
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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=0⦷, 2=0⦷, 3=0⦷, 4=0⦷, 5=0⦷, 5=0⦷, 6=0⦷ Free if you do not already have a class Updates equipment to match new class |
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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. |
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equip | Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to. |
Tier costs: 1=25000⦷, 2=150000⦷, 3=100000⦷, 4=200000⦷, 5=400000⦷, 5=400000⦷, 6=1500000⦷ |
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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. |
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gold | Show your heroes current gold. |
Shows: Gold |
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healme | ||||||||||||||||||||||||
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 |
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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. |
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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=0⦷, 2=0⦷, 3=0⦷, 4=0⦷, 5=0⦷, 5=0⦷, 6=0⦷ Disallowed for player companions |
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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: 6 Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷ Allowed: Elite troops |
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retinue all | upgrade all bodyguards |
Max retinue: 6 Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷ Allowed: Elite troops |
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retinuelist | Shows your current retinue troops. |
Shows: Retinue unit list |
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RETIREHERO | Abandon Hero | |||||||||||||||||||||||
s | Help streamer |
Side: Streamers side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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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 |
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tournament | Join Tournament | |||||||||||||||||||||||
train | Spend 50k Gold for XP |
Skills: Automatic, based on class, equipment, and existing skills XP: 50000 to 100000 Costs: 50000⦷ |
Classes
Foot Knight
Tanky and Fast
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword |
Shield |
Shield |
ThrowingJavelins |
Passive Power |
Passive Power Athletic I: Athletics: +25 Healthy I: 125% HP Fleet Footed I: Max Speed Multiplier: 110% Athletic II: Athletics: +50 Healthy II: 150% HP Fleet Footed II: Max Speed Multiplier: 125% Healthy III: 200% HP Heavy Hitting I: 125.0% dmg Athletic III: Athletics: +100 Cut Through III: 100% Unblockable 100% Shrug Off: 100% Shrug Off Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Fireblade II: Swing Speed Multiplier: 130% Melee: +50 |
Active Power |
Foot Archer
Tanky and Ranged
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow |
Arrows |
OneHandedSword |
Shield |
Passive Power |
Passive Power Athletic I: Athletics: +25 Healthy I: 125% HP Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Athletic II: Athletics: +50 Healthy II: 150% HP Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Healthy III: 200% HP Heavy Hitting I: 125.0% dmg Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Cut Through I: 25% Unblockable 100% Shrug Off: 100% Shrug Off |
Active Power |
Foot Crossbowmen
Tanky and Ranged
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
OneHandedSword |
Shield |
Passive Power |
Passive Power Athletic I: Athletics: +25 Healthy I: 125% HP Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Athletic II: Athletics: +50 Healthy II: 150% HP Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Healthy III: 200% HP Heavy Hitting I: 125.0% dmg Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Cut Through II: 50% Unblockable 100% Shrug Off: 100% Shrug Off |
Active Power |
Heavy Archer
Ranged Attacker
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedSword |
Passive Power |
Passive Power Ignore Armor I: Ignore 15% Armor Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ignore Armor II: Ignore 30% Armor Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Cut Through II: 50% Unblockable Fireblade III: Swing Speed Multiplier: 150% Melee: +100 |
Active Power |
Heavy Crossbow
Ranged Attacker
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
TwoHandedSword |
Passive Power |
Passive Power Ignore Armor I: Ignore 15% Armor Heavy Hitting I: 125.0% dmg Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Ignore Armor II: Ignore 30% Armor Heavy Hitting II: 150.0% dmg Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Heavy Projectiles III: Add: / 90% Unblockable / 90% Cut Through / AoE: 40dmg in 1.5m with from Ranged Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged 100% Shrug Off: 100% Shrug Off |
Active Power |
Berserker
Line Breaker
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
TwoHandedAxe |
Passive Power |
Passive Power Crush Through I: 15% Unblockable / 15% Shatter Shield Heavy Hitting I: 125.0% dmg Fleet Footed I: Max Speed Multiplier: 110% Crush Through II: 30% Unblockable / 30% Shatter Shield Heavy Hitting II: 150.0% dmg Fleet Footed II: Max Speed Multiplier: 125% Crush Through III: 50% Unblockable / 50% Shatter Shield Retribution I: Reflect 10% damage Ignore Armor II: Ignore 30% Armor Healthy III: 200% HP Athletic II: Athletics: +50 Imposing: Scale 120% Vampiric I: Absorb 10% of damage dealt as HP |
Active Power |
Bomb Thrower
Throws Bombs
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
TwoHandedSword |
Stone |
Stone |
Stone |
Passive Power |
Passive Power Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Ignore Armor I: Ignore 15% Armor Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Ignore Armor II: Ignore 30% Armor Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged Ignore Armor III: Ignore 60% Armor Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged Retribution I: Reflect 10% damage Shrug Off I: 15% Shrug Off |
Active Power |
Mounted Archer
Archer on a Horse
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Horse Archer |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedGlaive |
Mount |
Horse |
Passive Power |
Passive Power Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Cut Through I: 25% Unblockable Ignore Armor I: Ignore 15% Armor Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Cut Through II: 50% Unblockable Ignore Armor II: Ignore 30% Armor Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Cut Through III: 100% Unblockable Ignore Armor III: Ignore 60% Armor Explosive Projectiles III: AoE: 100dmg in 4m with from Ranged Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Explosive Projectiles II: AoE: 75dmg in 4m with from Ranged |
Active Power |
Mounted Knight
Tanky Cavalry
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Cavalry |
Equipment |
OneHandedLance |
Shield |
Shield |
OneHandedSword |
Mount |
Horse |
Passive Power |
Passive Power Better Mount I: Mount Speed: 110% Top Speed Reach Duration: 90% Armor Torso: +20 (on mount) Retribution I: Reflect 10% damage Healthy I: 125% HP Better Mount II: Mount Speed: 125% Top Speed Reach Duration: 75% Armor Torso: +40 (on mount) Retribution II: Reflect 25% damage Healthy II: 150% HP Better Mount III: Mount Speed: 150% Top Speed Reach Duration: 50% Armor Torso: +80 (on mount) Retribution III: Reflect 50% damage Healthy III: 200% HP Charge AoE III: AoE: 100dmg in 2m from Charge |
Active Power |
Portable Siege
Ranged Attacker
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
TwoHandedGlaive |
Passive Power |
Passive Power Heavy Hitting I: 125.0% dmg Athletic I: Athletics: +25 Heavy Hitting II: 150.0% dmg Athletic II: Athletics: +50 Heavy Hitting III: 200.0% dmg Athletic III: Athletics: +100 Healthy III: 200% HP Heavy Weapon: Max Speed Multiplier: 30% Cut Through III: 100% Unblockable Siege Shots: AoE: 250dmg in 2.5m with from Ranged Ignore Armor III: Ignore 60% Armor Siege Engine: Scale 200% Siege Wait: Reload Speed: 15% Ranged: 200% 100% Shrug Off: 100% Shrug Off Healthy I: 125% HP |
Active Power |
Sword Saint
Line Breaker
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
TwoHandedSword |
Passive Power |
Passive Power Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Shatter Shield I: 15% Shatter Shield Fleet Footed I: Max Speed Multiplier: 110% Fireblade II: Swing Speed Multiplier: 130% Melee: +50 Shatter Shield II: 30% Shatter Shield Fleet Footed II: Max Speed Multiplier: 125% Fireblade III: Swing Speed Multiplier: 150% Melee: +100 Shatter Shield III: 60% Shatter Shield Ignore Armor I: Ignore 15% Armor Heavy Hitting III: 200.0% dmg Glass Cannon: 45% HP Cut Through II: 50% Unblockable |
Active Power |
Skirmisher
Tanky and Fast
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
TwoHandedSword |
ThrowingJavelins |
ThrowingJavelins |
ThrowingJavelins |
Passive Power |
Passive Power Athletic I: Athletics: +25 Healthy I: 125% HP Fleet Footed I: Max Speed Multiplier: 110% Athletic II: Athletics: +50 Healthy II: 150% HP Fleet Footed II: Max Speed Multiplier: 125% Healthy III: 200% HP Heavy Hitting I: 125.0% dmg Ignore Armor I: Ignore 15% Armor Cut Through III: 100% Unblockable Fireblade I: Swing Speed Multiplier: 115% Melee: +25 Explosive Projectiles I: AoE: 50dmg in 4m from Ranged |
Active Power |
Scout
Low HP but Extremely Fast
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Bow |
Arrows |
Arrows |
TwoHandedSword |
Passive Power |
Passive Power Cut Through I: 25% Unblockable Ranger I: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 125% Cut Through II: 50% Unblockable Ranger II: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 150% Heavy Hitting I: 125.0% dmg Ranger III: AI Shoot Frequency: 200% AI Wait Before Shoot Factor: 50% Ranged: 200% Cut Through III: 100% Unblockable Fragile I: 50% HP Ignore Armor III: Ignore 60% Armor Fleet Footed III: Max Speed Multiplier: 150% Explosive Projectiles I: AoE: 50dmg in 4m from Ranged Shrug Off I: 15% Shrug Off |
Active Power |
Crossbow Sniper
Low HP Ranged Sharpshooter
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
Crossbow |
Bolts |
Bolts |
OneHandedSword |
Passive Power |
Passive Power Ignore Armor I: Ignore 15% Armor Vampiric I: Absorb 10% of damage dealt as HP Ignore Armor II: Ignore 30% Armor Vampiric II: Absorb 25% of damage dealt as HP Heavy Hitting II: 150.0% dmg Vampiric III: Absorb 50% of damage dealt as HP Heavy Hitting III: 200.0% dmg Glass Cannon: 45% HP Cut Through III: 100% Unblockable Sniper Shot: Add: / Ignore 100% Armor / 100% Unblockable / 100% Cut Through / AoE: 5dmg in 1.5m with from Ranged Shrug Off I: 15% Shrug Off |
Active Power |
Mounted Vanguard
Tanky Cavalry
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
---|---|---|---|---|---|
Formation | Cavalry |
Equipment |
TwoHandedSword |
Mount |
Horse |
Passive Power |
Passive Power Shatter Shield I: 15% Shatter Shield Knock Down I: Add: Healthy I: 125% HP Shatter Shield II: 30% Shatter Shield Knock Down II: Add: Healthy II: 150% HP Shatter Shield III: 60% Shatter Shield Knock Down III: Add: Healthy III: 200% HP Retribution I: Reflect 10% damage Vanguard Mount: Armor Torso: -50000 (on mount) 100% Shrug Off: 100% Shrug Off Heavy Hitting I: 125.0% dmg Cut Through II: 50% Unblockable |
Active Power |
Common Config
General
Sub Boost |
1 |
Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently. |
Battle
Start With Full Health |
Enabled |
Whether the hero will always start with full health |
Start Health Multiplier |
2 |
Amount to multiply normal starting health by, to give heroes better staying power vs others |
Start Retinue Health Multiplier |
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 |
10 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
1.5 |
How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this. |
Retinue Use Heroes Formation |
Disabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
Death
Allow Death |
Enabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
0.1 |
Final death chance percent (includes vanilla chance) |
Apply Death Chance To All Heroes |
Disabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
Retinue Death Chance Percent |
1 |
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 |
660 |
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 |
7500 |
Gold the hero gets for every kill |
XP Per Kill |
1500 |
XP the hero gets for every kill |
XP Per Killed |
15000 |
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 |
8 |
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 |
20000 |
XP the hero gets if the heroes side wins |
Lose Gold |
1000 |
Gold lost if the heroes side loses |
Lose XP |
7500 |
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 |
12 |
Max difficulty scaling multiplier |
Kill Streaks
Name | Kills Required | Reward |
---|---|---|
Killing Spree | 5 |
5000⦷ |
Killing Chain | 10 |
15000⦷ |
Killing Machine | 15 |
50000⦷ |
Killing Machine | 20 |
50000⦷ |
HUH?! | 100 |
500000⦷ |
Achievements
Name | Requirements | Reward |
---|---|---|
Friend |
Consecutive Summons >= 1 |
5000⦷ 5000XP |
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 |
|
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% |
What kills you makes you stronger! |
Total Hero Deaths >= 25 |
50000⦷ 100000XP Item: Armor: 100% Tier 6: 100% |
Tournament Config
General
Start Health Multiplier |
2 |
Amount to multiply normal starting health by |
Disable Kill Rewards In Tournament |
Disabled |
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 |
3 |
Armor tier to set all contenstants to (1 to 6), if Normalize Armor is enabled |
Randomize Weapon Types |
Enabled |
Randomizes the weapons used in each round, weighted based on the classes of the participants |
Balancing
Previous Winner Debuffs |
|
Applies skill debuffers to previous tournament winners |
Round Type
Round 1 Type |
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Round 1 Type | |||||||||||||||||||||
Round 2 Type |
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Round 2 Type | |||||||||||||||||||||
Round 3 Type |
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Round 3 Type |
Round Rewards
Round 1 Rewards |
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Round 1 Rewards | |||||||||
Round 2 Rewards |
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Round 2 Rewards | |||||||||
Round 3 Rewards |
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Round 3 Rewards | |||||||||
Round 4 Rewards |
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Round 4 Rewards |
Rewards
Betting
Enable Betting |
Enabled |
Enable betting |
Betting On Final Only |
Enabled |
Only allow betting on the final betting |