Everything you can do in the Warhammer realm, from picking a race to forging a weapon nobody else owns. Different world, different rules: what you are is decided once, at adoption, and it holds for the rest of that hero's life.
A class that needs work, a command that should exist, something that feels wrong? Put it in here. It is anonymous: no login, no name unless you choose to give one, and nobody but Eddy ever sees it. Say what you actually think.
The suggestion box is not open yet. Say it in chat for now.
Six steps and you are a fighting hero with troops behind you. Everything after that is detail.
!adoptbyculture (culture) - for example !adoptbyculture Dwarfs.
This is the only door into the realm, and it is the single most permanent choice you make:
it fixes your race, your body and which family of classes you can ever take.
!info culturelist prints the nine names to choose from. See
Races and cultures.
!class on its own lists what your family can be. !class slayer
takes it. You can change class later, and your gear follows you across. Every class in the
realm is listed under The classes.
!equip buys your next tier and dresses you in it. Nine tiers, each one a
better loadout built by hand for your class - a Tier 1 Slayer and a Tier 9 Slayer are the
same warrior at very different points in his life. !torkit re-applies your
current tier's kit if anything ever looks wrong, and !prestige is how you buy
past Tier 6. See Tiers and prestige.
!retinue buys and upgrades the soldiers who fight beside you, and
!eliteretinue is the elite half. They spawn with you, their kills pay you, and
clearing a retinue refunds half of what you put in. !retinuelist shows what you
have. See Retinue and companions.
!summon puts you on the streamer's side, !attack on the enemy's,
and your retinue and companions come with you. !heal patches you up mid-fight,
and !power fires your class's active power once you have fought enough battles
to unlock it. See Battle and tournaments.
Gold from kills is meant to be spent. !buyfocus and
!buyattribute make you better at what you already do;
!smitharmor and !smithweapon forge gear of
your own culture; !buymount buys something to ride; and
!buycompanion buys a fighter who levels up alongside you.
!stats tells you where you stand at any point, !classinfo shows any class in one line, and
the full command index has the rest.
!hero race is refused. If you want to be
an orc, adopt as one.Nine cultures, eight races. Bretonnia and the Vampire Counts share Mousillon, which is why the list is one longer than the family count. Type the name exactly as it reads here.
| Type this at adoption | Family you get | Cultures you may switch between later |
|---|---|---|
| Empire of Men | The Empire | Empire of Men only. |
| Bretonnia | Bretonnia | Bretonnia or Mousillon. |
| Mousillon | Bretonnia | Bretonnia or Mousillon. |
| Dwarfs | Dwarfs | Dwarfs only. |
| Greenskins | Greenskins | Greenskins only. |
| Wood Elves | Wood Elves | Wood Elves only. |
| Eonir | Eonir | Eonir only. |
| Vampire Counts | Vampire Counts | Vampire Counts or Mousillon. |
| Chaos | Chaos | Chaos only. |
The Old Realms is built on top of Bannerlord's own cultures, so under the bonnet the
Greenskins are still called aserai and the Vampire Counts are still
khuzait. You never have to type those. Use the names in the table.
Mousillon is safe. All nineteen of its troops are human, Knights of the Black Grail and Doomed Questing Knights included. It is Bretonnia gone to rot, not an undead army, so a Bretonnian who moves there keeps their own classes.
Who holds what, and what to type when you want to join them. Kingdom names go
into !kingdom join, town names turn up in !fief and
!upgrade fief.
Drawn from the game itself and refreshed every few minutes while the stream is running, so it is never more than a couple of minutes behind. Towns are circles, castles are squares, and anything held by a viewer is green and named. Green arrows are viewer parties out on the map. Hover any of them for the details, drag to move, scroll to zoom, double click to reset.
Open the map on its own page
· the older static map is still there
· hero cards (type !look for yours).
Every class is a full career in its own right, Tier 1 to Tier 9, with its own weapons, its own armour ladder and its own skills. You can only take classes from your own family. Every class you can type, its full nine tier gear ladder item by item, and the powers it earns as it fights are all in the Old Realms Class Roster.
Handgunners, Crossbowmen, Peasant Bowmen, Waywatchers, Glade Guard, Glade Riders, Kithband and the Orc Arrer Boyz all lose most of their value packed into a shield wall. !guard loose spreads your retinue out so they can actually shoot, and so one cannon ball does not take the lot of them. Melee classes want !guard shield or the default !guard line.
Nine tiers to climb, and the last three cost more than gold.
!equip. Each one costs more than the
last.!prestige unlocks them one at a time,
and only once you are at Tier 6.!power, spell effect and all: Sigmar's Wrath, The Lady's Grace, Ancestor's Wrath,
Fey Swiftness, Da Big WAAAGH, Mist Form, and for Chaos, one per god. The Wood Elves are the
exception: no burst, but Heart of the Oak, 33 / 46 / 60 percent more health, always on,
because they fight in cloth. Both grow at Prestige 1, 2 and 3. The roster lists them under
Prestige 1, 2 and 3.Two different things in this realm are called tiers, and it catches people out. The nine
above are gear, bought with !equip. Powers are earned instead by
fighting, and nothing is bought. Every battle counts toward the next power tier.
!power fires it, !powers lists what you have.Every class's full power list, tier by tier, is in the Old Realms Class Roster.
The base game has one kind of damage and armour stops it. The Old Realms has six, and armour only stops the first. This is the single biggest thing people do not know about this realm, and it explains most of the fights that go strangely.
!powers lists what you actually resist.
Every resistance a class gets is on its entry in the roster.The Old Realms enforces things the base realm does not. All of it comes down to one idea: an orc should never end up in Empire plate, and no command should let you edit your way around what you are.
!hero race
is refused outright.!smitharmor greenskin as an Empire hero tells you no rather than quietly handing
you Empire kit and letting you believe otherwise.Several BLT commands, culture changes among them, expect your clan to exist. If a command
answers with an error the moment you touch culture, run !clan create (name) first
and try again.
Forged gear is yours, permanently, and it survives everything else you do.
Anything with a blade and a handle, anyone can make. These are built from a pattern rather than taken off a shelf, and a pattern belongs to no people. Your culture decides what the PARTS look like, so a Dwarf sword comes out of dwarf and northern steel and an Empire one does not, but every culture can make all of these:
sword, 2h sword, axe, 2h axe, mace, hammer, 2h hammer, spear, lance, polearm, glaive, dagger, javelin, throwingknife, throwingaxe
Bows, guns and ammunition are different. Nobody forges those from parts, so you can only be handed one your own people actually make. Ask for one they do not and you are refused rather than quietly handed the wrong one.
| Weapon | Type this | Empire | Bretonnia | Mousillon | Dwarfs | Greenskins | Wood Elves | Eonir | Vampire Counts | Chaos |
|---|---|---|---|---|---|---|---|---|---|---|
| Bow | bow | · | ● | ● | ● | ● | ● | ● | ● | · |
| Arrows | arrow | ● | ● | ● | ● | ● | ● | ● | ● | · |
| Crossbow | crossbow | ● | ● | ● | ● | · | · | · | · | · |
| Bolts | bolt | ● | ● | ● | ● | · | · | · | · | · |
| Gun | gun, musket, pistol | ● | · | · | ● | · | · | · | · | · |
| Gun ammunition | bullet, shot, cartridge | ● | · | · | ● | · | · | · | · | · |
Guns and their ammunition: Empire and Dwarfs. Bows: everyone except Empire and Chaos. Crossbows: Empire, Bretonnia, Mousillon and Dwarfs.
An empty row does not mean an empty forge. Chaos field no missile troops at all, so nothing on this table is theirs. Every one of the built weapons above still is, and their throwing weapons are built ones too: a Chaos Marauder forges his javelins the same way anyone forges a sword.
Mousillon forges as Bretonnia, and the Eonir forge as the Wood Elves. Neither owns a workshop of its own in the Old World, so they borrow from their closest kin.
!smithlist answers all of this for you in chat, and !smithlist (companion) answers it for one of your companions, whose culture may not be yours.
!smithweapon on its own forges your class’s main weapon.
600,000 gold. Always the first weapon of your class: a Slayer gets a two-handed axe, a
Hammerer a hammer, a swordsman a sword, an archer a bow, a gunner a gun. Want the sidearm or
ammo instead? Name it, as below.!smithweapon (type) names the weapon. Any class can ask for any type
your people make: !smithweapon bow,
!smithweapon one handed sword. You pay even if your own class cannot use it, so
for yourself leave the type off. Its real job is arming companions:
!smithweapon (type) (companion) forges at their culture and puts it straight
on them if it beats what they hold.!smitharmor forges a piece of armour, 300,000 gold. Name the type to
choose the piece: !smitharmor head, body, legs,
hands or cape. Leave it off and the forge picks the type at random.
!smitharmor (type) (companion) forges for a companion at their culture and puts it
straight on them if it is better. Any class can forge a shield with
!smithshield.!smithweapon bolts spouse,
!smitharmor head spouse, !smithshield spouse: forged at their culture,
put straight on them if it is better, otherwise into your custom items.!nameitem makes it yours in name as well, and the name
survives save and reload.!equip, !reequip
or !torkit.!removeitem takes anything off you and into your
custom list, !equipcustom puts it back, !giveitem hands it over,
!auction sells it to the highest bidder.!slots reprints that any time.Every battle your party wins on the campaign map is rolled for a find: on its own, in an army, in a siege, or fighting alongside the streamer. Every viewer party on the winning side rolls separately. The bigger and tougher the enemy, the better the odds. Beating twenty looters is about one chance in six; a sixty man warband about one in four; a lord with a hundred and twenty men about one in two; a full army is capped at three in five.
When a find happens it is one of two things:
!giveingredient hands them to another viewer and
!sellingredient auctions them to chat. In any ingredient command, the short names
work: gems, amber, scrolls, water,
dragon (Dragon Blood) and warpstone, e.g.
!giveingredient @viewer dragon 5.Chat tells you what you found. Nothing needs typing, it is automatic, and it only happens when the party wins. That includes battles fought alongside the streamer, in an army and in sieges; if you are summoned into the fight in person you still get your kill gold on top.
Arcane Scrolls, Blessed Water,
Dragon Blood, Amber Crystals,
Warpstone Dust, Gem Stones.
Which ones turn up leans towards what your own people's enchantments use, so a Dwarf sees more
Gem Stones and Amber, the Empire more Arcane Scrolls. Everyone can find all six.
!enchant on its own tells you what you are holding.
When a find is ingredients, this is the chance of each one, by your people (not the enemy's):
| Your people | Scrolls | Water | Dragon Blood | Amber | Gems | Warpstone |
|---|---|---|---|---|---|---|
| Empire | 31% | 21% | 23% | 10% | 8% | 7% |
| Bretonnia | 9% | 43% | 17% | 17% | 9% | 4% |
| Dwarfs | 9% | 9% | 16% | 16% | 47% | 3% |
| Wood Elves | 7% | 3% | 17% | 53% | 7% | 13% |
| Eonir | 19% | 19% | 25% | 19% | 12% | 6% |
| Vampire Counts | 35% | 5% | 20% | 10% | 10% | 20% |
| Greenskins | 7% | 7% | 21% | 14% | 36% | 14% |
| Chaos | 18% | 6% | 24% | 6% | 12% | 35% |
Each bundle is 3 to 10 of the one ingredient, more the bigger the fight. Short of something?
Trade for it with !giveingredient or buy it at !sellingredient auctions.
!customitems to see your forged and reclaimed gear, each with a number.!enchant list 3 shows what can go on item number 3, cheapest first, with what
each costs and what you can afford right now.!enchant 3 rune of fire puts it on. Partial names work, so
!enchant 3 fire finds the same one.One enchantment per item. The item keeps its forged stats and its name, gains the enchantment's name in front, and if you were wearing it you keep wearing it. Ingredients are only spent when it works.
Changed your mind? !enchant remove 3 strips the enchantment from item 3 for
50,000 gold, and gives back half the ingredients it cost (rounded down). The item goes back to exactly
what it was, same stats, same name, still equipped, and can take a new enchantment.
Every enchantment is open to every people. A Dwarf can take an Empire lore, an Orc can take a Dwarf rune. Three exceptions only: the two that raise undead on a kill belong to Necromancers, and one Eonir armour enchantment is not offered to anyone because it makes you immune to arrows.
You cannot cast spells, so enchantments that only give Winds of Magic or spell range are not offered at all. A few give something useful and something magical; those are marked, so you know half of it does nothing for you.
What your party finds leans towards your own people's recipes, but every recipe is open to everyone, so the way an Orc pays for an Empire lore is to get Arcane Scrolls off someone who keeps finding them. Two ways to do that:
!giveingredient @viewer gems 10. No gold, no
market, you agree it in chat and one of you types it.!sellingredient gems 20 50000: twenty Gem
Stones, bidding opens at fifty thousand. Anyone bids with
!bidingredient 75000, each bid has to beat the last, and the highest bid two
minutes later wins. The gold goes to you, all of it. You need to still be holding the
ingredients when it closes, so do not sell them twice or spend them mid-sale, and the winner
needs the gold when it closes or the lot falls to the next bid. One lot at a time across the
whole realm, so wait your turn.Companions: enchant the item in your own pool first, then hand it over with
!companion (name) giveitem.
Damage in this realm is capped at the top end. Small hits land as they always did; the harder a blow is, the more it is compressed. An enchantment makes a real difference and can never turn a fight into one click, however many bonuses stack up. That is deliberate. We want long fights.
How it works: any blow up to 60 lands in full. From 60 to 250, a quarter of the extra gets through; above 250, only a tenth. So ordinary heavy hits barely change, and only the monstrous ones are pulled right in. It only applies to blows dealt by viewers and their clan's heroes; troops, AI lords and the damage you take are untouched.
| Blow would have been | 60 | 100 | 200 | 250 | 400 | 600 | 800 |
|---|---|---|---|---|---|---|---|
| What it deals | 60 | 70 | 95 | 108 | 122 | 142 | 162 |
Costs are in ingredients, not gold. A cheap one is a night of finds, the big ones are a week.
| Cost | Enchantment | What it does |
|---|---|---|
| 4 Amber Crystals | Trickery of Loec | 50% extra damage when striking at the backs of enemies. Same bonus applies to unaware enemies hit from any angle |
| 4 Gem Stones | Rune of Fire | 20% extra fire damage |
| 5 Arcane Scrolls | Whisper of Ghur | 10% extra physical damage |
| 5 Arcane Scrolls | Whisper of Hysh | 10 extra magic damage |
| 5 Arcane Scrolls | Whisper of Aqshy | 12% extra fire damage |
| 5 Arcane Scrolls | Whisper of Shyish | 12% extra magic damage |
| 5 Blessed Water | Justice of Sigmar | 12% extra holy damage |
| 5 Arcane Scrolls | Bonds of Darkness (Necromancers only) | 5% bonus to magic damage, summon 3 Crypt Warriors for every enemy felled in melee |
| 5 Dragon Blood | The Crimson Flood | 25 extra magic damage, 10% to send out a damaging wave of magic with each strike. Each wave drains 2 HP of the wearer |
| 5 Amber Crystals | Moonstone of the Hidden Ways | 10% bonus to magic damage, 12% extra travel speed |
| 6 Dragon Blood | Timewarp of Hysh | 20 extra magic damage, 15% to receive a movement speed buff for a short time upon dealing damage |
| 6 Arcane Scrolls | Unholy Blessings | 15 extra magic damage |
| 8 Dragon Blood | Crows of Ghur | 10% extra physical damage, 10% to summon vicious crows in a very small area upon dealing damage |
| 8 Dragon Blood | Rage of Aqshy | 40% extra fire damage, -15% fire resistance |
| 8 Dragon Blood | Laws of Chamon | 50% extra armour penetration |
| 9 Dragon Blood | Blight of Shyish | 25 extra magic damage, damaged enemies suffer a 25% physical resistance penalty |
| 9 Dragon Blood | Shadow uv da Bad Moon (the magic half does nothing for you) | 15 extra magic damage, enemy wizards damaging you with spells lose 30 Winds of Magic |
| 10 Dragon Blood | Firebreath of Aqshy | 25 extra fire damage, 20% to summon a fiery explosion upon dealing damage |
| 10 Dragon Blood | Foresight of Azyr | 15% extra lightning damage and 15% physical resistance, 15% chance to grant nearby troops the same boons for 20 seconds upon dealing damage |
| 12 Arcane Scrolls | Fury of Aqshy | Damaging burning enemies inflicts 50 extra fire damage |
| 12 Dragon Blood | Dusk and Dawn | 40 extra magic and holy damage |
| 14 Dragon Blood | Flames of Asuryan | 60 extra fire damage, 15% extra fire resistance |
| 15 Warpstone Dust | Cinders of Aqshy | 15 extra fire damage, 15% to inflict fire DoT effect on nearby enemies upon dealing damage |
| 15 Arcane Scrolls | Call from Beyond (Necromancers only) | 10% bonus to magic damage, summon 3 Grave Guard for every enemy felled in melee |
| 15 Amber Crystals | Rune of Beastslaying | 500% damage against mounts and large enemies |
| 16 Dragon Blood | Drinker of Blood | 15 extra magic damage. Recover 1 HP for every instance of damage dealt in melee, triggers below 50% HP |
| 16 Arcane Scrolls | Chilling Hand | 15 extra frost damage, 10% chance to slow the movement of nearby enemies with each strike |
| 18 Amber Crystals | Savagery of Ghur | 10% extra physical damage, 10% to receive a fleeting 2% attack speed bonus upon dealing damge. Stacks up to 5 times |
| 18 Warpstone Dust | Emissaries of Mirai | 15% extra magic damage, 15% chance to inflict horrific visions in a radius upon dealing damage. Nearby enemies suffer a DoT effect effect |
| 20 Arcane Scrolls | Pall of Shyish | 15 extra magic damage, gain a stacking 10% magic resistance bonus upon killing enemies. Stacks up to 5 times and fades after a short while |
| 20 Blessed Water | Exorcism of Sigmar | 20% extra holy damage, 10% chance to deal 100 damage against Undead and Daemons |
| 20 Amber Crystals | Tranquillity of Cadai | 15% extra magic damage and magic resistance, 30% to grant nearby troops the same boons for a short time upon dealing damage |
| 25 Arcane Scrolls | Gale of Azyr | 15% extra armour penetration, 15% to summon a gust of wind knocking down surrounding enemies upon dealing damage |
| 26 Blessed Water | Pacifism of Shallya | Chance to recover 2 HP per second for a short time when defeating enemies (based on knockout probability) |
| 30 Arcane Scrolls | Withering of Shyish | 10% extra magic damage, 10% chance to reduce attack speed of nearby enemies by 15% when dealing damage |
| 45 Gem Stones | Stunties' Bane | 25 extra physical damage, 200% extra shield damage, 20% extra physical damage against Dwarfs |
| Cost | Enchantment | What it does |
|---|---|---|
| 5 Blessed Water | Chill of Ulric | 15% extra frost damage |
| 5 Warpstone Dust | Touch of Jet | 5% extra swing speed, each blow has a 10% chance to deal extra 20 magic damage |
| 5 Gem Stones | Rune of Speed | 15% extra swing speed |
| 5 Gem Stones | Rune of Might | 20% extra physical damage, 15% extra armour penetration |
| 6 Gem Stones | Rune of Striking | 5% extra swing speed, 10% extra physical damage |
| 8 Warpstone Dust | Schemes of Morai-heg | 10% extra swing speed, 500% damage when striking at the backs of enemies. Same bonus applies to unaware enemies hit from any angle |
| 8 Gem Stones | Brutality uv Gork | 15 extra physical damage, 5% penalty to swing speed |
| 10 Dragon Blood | Legacy of the Grail | 30% extra holy damage, weapon gains the Cleave trait |
| 10 Warpstone Dust | Vengeance of Khaine | 8% extra swing speed, 15 extra physical damage, 100% damage when striking at the heads of enemies |
| 10 Gem Stones | Cunning uv Mork | 8% extra swing speed, -10 physical damage |
| 12 Dragon Blood | Wrath of Ulric | 350% extra shield damage, 15% to receive a fleeting 2% attack speed bonus upon dealing damage. Stacks up to 5 times |
| 15 Dragon Blood | Master Rune of Alaric the Mad | Ignore 95% of the target's armour |
| 15 Dragon Blood | Master Rune of Skalf Blackhammer | 50% bonus to physical damage, 75 extra magic damage |
| 16 Amber Crystals | Trance of Loec | 10% extra swing speed, physical damage and physical resistance |
| 16 Dragon Blood | Wallopin' Great Krunch | 40 extra physical damage, weapon gains the Cleave trait |
| 16 Arcane Scrolls | Rune of Unbinding | 25% extra magic damage, 15% extra magic resistance |
| 18 Blessed Water | Rune of Cleaving | 25% extra physical damage, weapon gains the Cleave trait |
| 25 Amber Crystals | Master Rune of Swiftness | 50% extra swing speed, 15% extra physical damage |
| 30 Warpstone Dust | Crucible of Chamon | 20% extra magic damage, weapon gains the Cleave trait |
| 35 Blessed Water | Bite of the Wolf-God | 10% extra swing speed, 15% to receive a fleeting 6 frost damage bonus upon dealing damage. Stacks up to 5 times |
| 35 Blessed Water | Scourge of Evil | 5% extra swing speed, 50% chance to deal 50 holy damage against Undead and Daemons |
| 35 Gem Stones | Rune of Fury | 25% extra swing speed, 15 extra physical damage |
| 42 Gem Stones | Master Rune of Breaking | 500% extra shield damage, 50% extra physical damage |
| 50 Gem Stones | Backstabba's Frenzy | 10% extra swing speed, 10 extra physical damage, 400% extra damage when striking at the backs of enemies. Same bonus applies to unaware enemies hit from any angle |
| Cost | Enchantment | What it does |
|---|---|---|
| 5 Gem Stones | Rune of Clear Sights | 10% extra physical damage, 15% reduced reload speed |
| 6 Amber Crystals | Song of Doom | 10 extra physical damage, 15% extra missile speed |
| 8 Dragon Blood | Gaze uv da Spider-god | 10% extra missile speed, ranged shots reduce physical resistance of the target by 35% |
| 12 Amber Crystals | Echo of Ghur | 15% extra physical damage, 15% extra missile speed, 10% to reduce movement speed of nearby enemies upon dealing damage |
| 20 Arcane Scrolls | Forge of Chamon | 30% extra reload speed, 10 extra magic damage |
| 24 Gem Stones | Rune of Head-Wrecking | 15% extra missile speed, 200% extra headshot damage |
| 25 Warpstone Dust | Mockery of Asps | 25% extra magic damage, ranged shots reduce physical resistance of the target by 50% |
| 30 Amber Crystals | Predator of Anath Raema | 15 extra magic damage and missile speed, dismount damaged cavalry units |
| 30 Gem Stones | Rune of Reloading | 50% reduced reload speed |
| Cost | Enchantment | What it does |
|---|---|---|
| 4 Arcane Scrolls | Wind of Azyr | 10% extra projectile speed |
| 4 Amber Crystals | Hagbane Tips | 50% chance to decrease the movement speed of the target by 40% |
| 4 Dragon Blood | Trueflight Arrows | 40% extra armour penetration |
| 6 Amber Crystals | Arcane Bodkins | 10% extra armour penetration |
| 7 Warpstone Dust | Starfire Shafts | 25% extra armour penetration |
| 8 Amber Crystals | Moonfire Shot | 20 extra fire damage |
| 12 Dragon Blood | Transmutation of Chamon | 20% extra fire damage, projectiles penetrate targets |
| 12 Gem Stones | Swiftshiver Shards | 10% extra magic damage and 10% extra missile speed |
| Cost | Enchantment | What it does |
|---|---|---|
| 6 Amber Crystals | Blackbriar's Kiss | 10% extra physical damage, 10% extra armour penetration |
| 15 Dragon Blood | Ferocity of Kurnous | 30 extra magic damage, 50% extra missile speed |
| 26 Arcane Scrolls | Master Rune of Flight | 33% extra missile speed, regain throwing ammunition upon landing hits |
| Cost | Enchantment | What it does |
|---|---|---|
| 2 Arcane Scrolls | Cloak of Ghyran | 25% extra healing rate when travelling |
| 2 Gem Stones | Rune of Vigour | 5 extra HP |
| 3 Gem Stones | Rune of Stone | 4% extra physical resistance |
| 4 Arcane Scrolls | Whisper of Ghyran | 3 max HP bonus, -15% fire resistance |
| 4 Arcane Scrolls | Whisper of Chamon | 3% extra physical resistance |
| 4 Arcane Scrolls | Whisper of Azyr | 3% magic resistance, 3% extra party travel speed |
| 4 Blessed Water | Purity of Shallya | 50% extra healing rate when travelling |
| 4 Dragon Blood | Martyrdom of Shallya | 3 extra HP, taking damage has a 33% chance to heal nearby friendly units |
| 4 Blessed Water | Touch of the Eerie | 2% extra physical resistance, 25 bonus skillpoints to Riding |
| 4 Blessed Water | Tenacity of the Pilgrim | 2 extra HP |
| 4 Gem Stones | Rune of Protection | 5% extra magic resistance, 2 extra HP |
| 5 Dragon Blood | Azure Mirror of Azyr | 2% extra physical resistance, deal 15 lightning damage to enemies attacking you in melee |
| 5 Dragon Blood | Master Rune of Gromril | 5% Ward Save |
| 6 Warpstone Dust | Messengers of Shyish | 5% extra magic resistance, 10% chance to inflict horrific visions in a small radius upon taking damage. Nearby enemies suffer a DoT effect |
| 6 Blessed Water | Gift of the Winterfather | 5% extra magic resistance, 20 bonus skillpoints to Two Handed |
| 8 Dragon Blood | Dusk of the Woods | -8% physical resistance, 8 extra Winds of Magic |
| 9 Arcane Scrolls | Harmony of Azyr | 4% bonus to lightning damage |
| 9 Warpstone Dust | Pale Grip of Shyish | 7% bonus to magic damage, -3 HP |
| 9 Dragon Blood | Soulfire of Sigmar | 6% extra magic resistance, 3 extra HP, 10% chance to emit a damaging wave of holy energy whenever attacked by Undead and Daemons in melee |
| 9 Dragon Blood | Frenzy of Ulric | 5% extra physical resistance, receiving melee damage carries a 15% chance to drive nearby allies into a battle frenzy |
| 9 Blessed Water | Guidance of the Fey | 10% extra party travel speed, 5% magic resistance |
| 10 Amber Crystals | Wildform of Ghur | 3% extra physical resistance, 15% to receive a fleeting 3% physical resistance bonus upon receiving damage. Stacks up to 3 times |
| 10 Arcane Scrolls | Providence of Hysh (the magic half does nothing for you) | 5% magic resistance, 10 bonus skillpoints to Spellcraft |
| 10 Dragon Blood | Bloom of Ghyran | 6 max HP bonus, -10% fire resistance, 10% chance to recover 2 HP per second for a short time upon receiving damage |
| 10 Gem Stones | Feathers to Lead | 8% extra physical resistance, 5% penalty to movement speed |
| 10 Gem Stones | Lead to Feathers | 3% penalty to physical resistance, 5% bonus to movement speed |
| 10 Blessed Water | Divination of Azyr | 5% extra magic resistance, 7% extra party travel speed |
| 10 Gem Stones | Beacon of Sigmar (the magic half does nothing for you) | 10% extra magic resistance, 15% extra prayer radius |
| 10 Amber Crystals | Mists of the Sacred Lake (the magic half does nothing for you) | 3% extra physical resistance, 15% extra prayer and spell radius |
| 10 Warpstone Dust | Nightshroud | 5% extra magic resistance, 15% chance to reduce attack speed and damage of nearby enemies upon receiving damage |
| 10 Amber Crystals | Rune of Iron | 7% extra physical resistance |
| 10 Arcane Scrolls | Rune of Spell Eating | 10% extra magic resistance, 50% chance to gain 100% magic resistance for a short time upon taking damage |
| 12 Gem Stones | Hearth of Aqshy | 7% bonus to fire damage, -25% fire resistance |
| 12 Dragon Blood | Ward of the Lady | 10% extra magic resistance, once per battle fatal wounds will revive you with 50% HP |
| 12 Arcane Scrolls | Legacy of Arkhan (the magic half does nothing for you) | 12% bonus to magic damage, 15% extra spell radius |
| 12 Dragon Blood | Embrace of Isha | 4% extra Ward Save, 10% chance to recover 10 HP upon receiving damage |
| 12 Dragon Blood | Master Rune of Skaldour | 100% fire resistance |
| 13 Amber Crystals | Rune of Fortitude | 3% Ward Save, 4 extra HP |
| 14 Blessed Water | Sanctuary of Hysh | 3% extra physical resistance, 5% to snare nearby enemies with a net of Hysh upon receiving damage |
| 15 Amber Crystals | Wisdom and Virtue | 3 extra HP, 5% extra magic resistance |
| 15 Amber Crystals | Touch of Lileath (the magic half does nothing for you) | 5% extra magic resistance, 3 extra Winds of Magic |
| 15 Gem Stones | Tuffness uv Gork | 4% extra physical resistance, 5% penalty to movement speed |
| 15 Warpstone Dust | Call uv da Great Green (the magic half does nothing for you) | 3 max Winds of Magic, 4% extra magic resistance |
| 16 Amber Crystals | Leylines and the Weave (the magic half does nothing for you) | Gain 8 Forest Harmony daily, 3% extra physical resistance |
| 18 Arcane Scrolls | Secrets of W'soran (the magic half does nothing for you) | 5% bonus to magic damage, 4 extra Winds of Magic |
| 18 Amber Crystals | Oakheart's Blessing | 4% extra physical resistance, 4% bonus to magic damage |
| 20 Amber Crystals | The Tree Lords' Bargain | 5 max HP bonus, 15% chance to summon a Dryad upon taking damage |
| 22 Blessed Water | Light of Sigmar | 6% extra magic resistance, 3 extra HP, 10% chance to gain minor regeneration whenever attacked by Undead and Daemons in melee |
| 22 Blessed Water | Mercy of Shallya | 6 extra HP |
| 25 Warpstone Dust | Ethereal Whispers | 5% extra physical resistance, upon receiving ranged damage gain 50% ranged damage immunity for a short time |
| 25 Amber Crystals | Rune of Preservation | 6 max HP bonus, 10% chance to ignore lethal damage and recover 5 HP upon taking damage |
| 28 Arcane Scrolls | Wisdom of Hoeth (the magic half does nothing for you) | 7 extra Winds of Magic, 5% bonus to magic damage |
| 40 Amber Crystals | Radiance of the Woods (the magic half does nothing for you) | 3% Ward Save, 4 extra Winds of Magic |
| 40 Gem Stones | Master Rune of Steel | 10% extra physical resistance |
| Cost | Enchantment | What it does |
|---|---|---|
| 2 Dragon Blood | Bulwark of Blood Keep | 20% extra shield HP, 8% extra physical resistance |
| 3 Gem Stones | Rune of Parrying | 25% chance to knock down foes when blocking melee hits |
| 4 Gem Stones | Rune of Shielding | 5% physical resistance, 33% extra shield HP |
| 8 Dragon Blood | Legacy of Caledor | 50% fire resistance, 25% extra shield HP, 25% chance to conjure a fire explosion upon blocking damage |
| 8 Blessed Water | Rune of Force | 33% extra shield HP, 70% chance to knock down foes when blocking melee hits |
| 8 Blessed Water | Rune of Impact | 10% physical resistance, 30% chance to knock down foes when blocking melee hits |
| 8 Dragon Blood | Master Rune of Adamant | 10% Ward Save, 50% extra shield HP |
| 10 Gem Stones | Brilliance of Hysh | 15% to trigger a burst of light upon blocking damage. Reduces attack speed of nearby enemies for a short time |
| 10 Amber Crystals | Brambles of Ghyran | Deal 25 physical damage to enemies blocked in melee, -10% fire resistance |
| 10 Amber Crystals | Aegis of Chamon | 20% extra shield HP, 5% physical resistance, 50% chance to decrease physical resistance of nearby enemies upon blocking damage |
| 10 Gem Stones | Quake of Hukon | 25% extra shield HP, knock down foes when blocking melee hits |
| 12 Blessed Water | Deathsight of Shyish | Blocking hits of Undead units carries a 50% chance to apply an 'Exorcism', granting 33% extra magic melee dmg for 10 seconds against the target |
| 12 Warpstone Dust | Blocka uv Clobberin' | 15% extra shield HP, 30% chance to knock down foes when blocking melee hits |
| 14 Arcane Scrolls | Curtain of Aqshy | 20% extra fire resistance, 15% chance to inflict fire DoT on blocked enemies. This DoT effect can spread onto enemies and allies alike |
| 14 Amber Crystals | "Thorns, Nettles and Spines" | -15% shield HP, deal 40 physical damage to enemies blocked in melee |
| 15 Amber Crystals | Tendrils of Ghyran | 15% extra physical resistance, 25% to snare nearby enemies with powerful roots upon blocking damage |
| 15 Blessed Water | Retribution of Sigmar | Gain a fleeting 10% bonus to holy damage when blocking blows of Undead and Daemons. Stacks up to 5 times |
| 25 Blessed Water | Shield of Faith (the magic half does nothing for you) | 10% extra physical resistance, blocked hits reduce the cooldown of your Career Ability by 1 second |
| 28 Amber Crystals | Storms of Mathlann | 50% lightning resistance, 15% extra shield HP, 25% chance to summon a bolt of lightning upon blocking damage |
!summon and !attack pick your side. Your retinue and
companions spawn with you.!guard forms them up around you and matches the shape to what you are
carrying, on foot or mounted, melee or missile. Add a shape to choose how they stand: !guard line is the standard formation and the default, !guard shield puts your men between you and whatever is coming, and !guard loose spreads them out - the one you want for archers, handgunners and anything with a blast radius. !unguard turns it off.!comp brings every companion in at once, even mid-fight.!heal works only while you are summoned and in a battle.Kills in one battle without dying. Each streak pays once per battle, on the kill that reaches it, and companions earn the same streaks into their own record.
| Streak | Kills | Gold | XP |
|---|---|---|---|
| Killing Spree | 5 | 10,000 | 5,000 |
| Unstoppable | 10 | 25,000 | 10,000 |
| GODLIKE | 25 | 75,000 | 20,000 |
Career milestones, checked after every battle from the numbers !ach shows. Each is earned once.
| Achievement | Needs | Gold | XP | Item |
|---|---|---|---|---|
| Reliable | 5 to 19 summons | 20,000 | 0 | armour, tier 2 to 4, named "Reward ..." |
| Trusted | 20 to 49 summons | 50,000 | 0 | armour, tier 4 to 6, named "Reward ..." |
| Loyal | 50 summons in a row or more | 250,000 | 50,000 | weapon, 55% chance it is a named custom item, named "... of Fealty" |
| Rebellious | 5 to 19 attacks | 20,000 | 0 | armour, tier 2 to 4, named "Reward ..." |
| Traitorous | 20 to 49 attacks | 50,000 | 0 | armour, tier 4 to 6, named "Reward ..." |
| Renegade | 50 attacks in a row or more | 250,000 | 50,000 | weapon, 55% chance it is a named custom item, named "Renegades ..." |
| Stream Sniper | 5 kills on the streamer or more | 0 | 0 | - |
Every entrant fights at a fixed tier, in their own family's class of one shared weapon shape. No one wins because they bought more gear that morning. Sixteen heroes go in per tournament and the queue rolls over into the next one.
Each match is one discipline, rolled fresh and the same for everybody in it. There are eight: fists, one handed, sword and board, two handed, polearm, bow, crossbow and gun. Your class decides which weapon of that shape you carry, not whether you get one.
Health and armour are set by the discipline, not by what you own:
Fist rounds are short and brutal on purpose, because punches ignore armour entirely and a long one is just a shoving match: a couple of good hits decide it. Two handed swords and glaives got the opposite treatment, twice. They were ending a round in one or two swings, which read as a coin toss rather than a fight, so they carry both more health and a fifth more armour than everyone else.
Watching rather than fighting? !bltbet (team) (gold). The pot splits by bet
size, and if only one side is backed everyone gets their money back.
Troops that follow you into every fight and pay you for their kills.
!retinue buys and upgrades them, !eliteretinue is the elite half, and
!retinuelist shows what you have. Clearing a retinue refunds half of what you put
into it, current tier and every tier below.
Each line is six troops, and each step costs the same for every culture, so the climb is worth the same whoever you are. A step with more than one troop rolls between them, so you do not get five identical men. Each troop carries its own tier next to its name, and a few steps offer a mix.
| Elite | Step 125,000 | Step 250,000 | Step 3100,000 | Step 4200,000 | Step 5400,000 | Step 6800,000 |
|---|---|---|---|---|---|---|
| Empire | Empire Recruit T1 | Empire Young Noble Squire T3 | Empire Noble Cavalry T4 | Empire Reiksguard Knight T5 | Empire Reiksguard Preceptor Knight T6 | Empire Knight of the Inner Circle T7 / Empire Demigryph Knight T7 |
| Bretonnia | Bretonnian Peasant Levy T1 | Bretonnian Noble T2 | Bretonnian Knight Errant T4 | Bretonnian Knight of the Realm T6 | Bretonnian Questing Knight T8 | Bretonnian Grail Knight T9 |
| Mousillon | Mousillon Peasant Levy T1 | Mousillon Ill-fated Squire T2 | Mousillon Outcast Errant T4 | Mousillon Knight of Misfortune T6 | Mousillon Doomed Questing Knight T8 | Mousillon Knight of the Black Grail T9 |
| Dwarfs | Dawi T1 | Dawi Militia T2 | Dawi Warrior T4 | Dawi Old Guard T5 | Dawi Ironbreaker T8 / Dawi Hammerer T8 | Dawi Ironbeard T9 / Dawi Irondrake T9 / Dawi Trollhammer Irondrake T9 / Dawi Gate Keeper T9 |
| Greenskins | Orc Boy T1 | Orc Choppa T3 / Orc Boar Boy T3 | Orc Big 'Un T5 / Orc Boar Boy Big 'Un T5 | Orc Boss T6 | Black Orc T6 | Black Orc Brute T7 |
| Wood Elves | Asrai Militia T1 | Asrai Eternal Guard T2 | Asrai Wardancer T3 | Asrai Shadowdancer T4 | Asrai Bladesinger T5 | Asrai Waywatcher Sentinel T7 / Cythrali Wildwood Warden T7 / Great Stag Knight T7 |
| Eonir | Eonir Forestborn Militia T1 | Eonir Kithband Aspirant T2 | Eonir Cityborn Militia T3 | Eonir Tor Lithanel Guard T5 | Eonir Council Warden T6 | White Lion of Chrace T9 / Eonir Queen's Champion T9 / Eonir Queen's Defender T9 / Eonir Envoy Guard T9 |
| Vampire Counts | Sylvanian Armed Peasant T1 | Sylvanian Levy T2 | Von Carstein Noble T4 | Von Carstein Knight T5 | Drakenhof Templar T6 / Blood Dragon Templar T6 | Drakenhof Kastelan T8 / Blood Dragon Kastelan T8 |
| Chaos | Norscan Tribesman T1 | Norscan Raider T2 / Norscan Whaler T2 / Norscan Horseman T2 | Norscan Marauder T3 / Norscan Reaver T3 / Norscan Horsemaster T3 | Aspiring Warrior T5 | Chaos Gladiator T6 / Chaos Pugulist T6 | Chaos Warrior T7 / Chaos Warrior of Khorne T7 / Chaos Warrior of Nurgle T7 / Chaos Warrior of Slaanesh T7 / Chaos Warrior of Tzeentch T7 |
A full ladder of one troop costs 1,575,000. Five of them, a complete retinue, is 7,875,000.
| Retinue | Step 110,000 | Step 225,000 | Step 350,000 | Step 4100,000 | Step 5200,000 | Step 6400,000 |
|---|---|---|---|---|---|---|
| Empire | Empire Recruit T1 | Empire State Troop T2 / Empire Scout T2 | Empire Spearman T3 / Empire Swordsman T3 / Empire Skirmisher T3 / Empire Archer T3 | Empire Armoured Spearman T4 / Empire Veteran Swordsman T4 / Empire Crossbowman T4 / Empire Handgunner T4 / Empire Longbowman T4 | Empire Halberdier T5 / Empire Pikeman T5 / Empire Greatsword T5 / Empire Sergeant T5 / Empire Marksman Crossbowman T5 | Altdorf Company Sergeant T6 / Griffon Initiate T6 |
| Bretonnia | Bretonnian Peasant Levy T1 | Bretonnian Man-at-Arms militiaman T2 / Bretonnian Peasant Archer T2 | Bretonnian Man-at-Arms T3 / Bretonnian Longbowman T3 / Battle Pilgrim T3 | Bretonnian Man-at-Arms Billman T4 / Bretonnian Yeoman T4 / Bretonnian Mounted Yeoman T4 / Bretonnian Villein T4 | Bretonnian Yeoman Warden T5 / Bretonnian Foot Squire T5 / Bretonnian Mounted Yeoman Warden T5 / Bastonne Squire T5 | Beastslayer of Bastonne T6 / Kharmourt's Blades Serjeant T5 |
| Mousillon | Mousillon Peasant Levy T1 | Mousillon Man-at-Arms militiaman T2 / Mousillon Peasant Archer T2 | Mousillon Man-at-Arms T3 / Mousillon Longbowman T3 | Mousillon Man-at-Arms Billman T4 / Mousillon Yeoman T4 / Mousillon Villein T4 | Mousillon Mounted Yeoman T5 | Mousillon Knight of Misfortune T6 |
| Dwarfs | Dawi T1 | Dawi Militia T2 / Dawi Scout T3 | Dawi Miner T3 / Dawi Quarreller T4 / Dawi Thunderer T4 | Dawi Prospector T4 / Dawi Slayer T3 | Dawi Veteran Quarreller T5 / Dawi Sharpshooter T5 / Dawi Ranger T5 | Dawi Ol' Deadeye T6 / Dawi Troll Slayer T6 / Dawi Longbeard T6 |
| Greenskins | Goblin T1 | Goblin Stikka T2 / Goblin Wolf Rida T2 | Goblin Archer T3 / Nasty Skulker T3 / Orc Arrer Boy T3 | Goblin Boss T4 / Goblin Wolf Rida Boss T4 / Orc Arrer Boy Boss T4 | Orc Big 'Un T5 / Orc Boar Boy Big 'Un T5 | Orc Boss T6 / Black Orc T6 |
| Wood Elves | Asrai Militia T1 | Asrai Glade Guard T2 | Asrai Deepwood Scout T3 / Asrai Glade Rider T3 | Asrai Eternal Warden T4 / Asrai Glade Knight T4 | Asrai Waywatcher T5 / Cythrali Wildwood Ranger T5 | Asrai Master Scout T6 / Wild Rider T6 |
| Eonir | Eonir Forestborn Militia T1 | Eonir Kithband Aspirant T2 | Eonir Kithband Warrior T3 | Eonir Armored Kithband Warrior T4 / Eonir Mounted Kithband Warrior T4 / Eonir Waywatcher T4 | Eonir Veteran Kithband Warrior (Sword) T6 / Eonir Veteran Kithband Warrior (Spear) T6 | Eonir Ranger T6 / Eonir Council Sentinel T6 |
| Vampire Counts | Skeleton Swordsman T1 / Skeleton Spearman T1 | Sylvanian Levy T2 / Skeleton Warrior T2 / Skeleton Guard T2 | Sylvanian State Troop T3 / Sylvanian Scout T3 / Crypt Warrior T3 | Sylvanian Veteran State Troop T4 / Sylvanian Hunter T4 / Grave Guard Warrior T4 / Grave Guard Spearman T4 | Sylvanian Sergeant T5 / Sylvanian Marsh Ranger T5 | Grave Guardian T6 / Grave Guard Seneschal T6 / Cairn Wraith T6 |
| Chaos | Cultist Militia of Chaos T1 | Darksoul Militia of Chaos T2 | Acolyte of Chaos T3 | Order of the Star Acolyte T4 / Sorcerer of the Broken Wheel T4 / Ulcerator T4 | Norscan Marauder Champion T5 | Chaos Pit Fighter T6 |
A full ladder of one troop costs 785,000. Five of them, a complete retinue, is 3,925,000.
Clearing a retinue refunds half of what you put in, current step and every step below.
!buycompanion buys one outright, or bid on a
wanderer the streamer puts up with !bidwanderer. You can pick what you get:
!buycompanion orc for a random orc, !buycompanion blackorc for that
exact class, or !buycompanion orc blackorc spelled out. A class already names its
own race, so the race word is optional. Multi-word class names work:
!buycompanion eonir queens champion.!companion (name) and on your hero card (!look), e.g. Veteran T6.
| Band | Tier | Chance when bought | Skill average to reach it |
|---|---|---|---|
| Common | 1 | 23% | start |
| 2 | 23% | 90 | |
| Uncommon | 3 | 18% | 110 |
| 4 | 14% | 140 | |
| Veteran | 5 | 11% | 170 |
| 6 | 8% | 190 | |
| Elite | 7 | 3% | 210 |
| 8 | earned only | 250 | |
| 9 | earned only | 280 |
!equip, which only upgrades the gear.!companionauto (name) (gold) buys focus points in those same skills to
speed it up, and !companion (name) skills shows where they stand. Tiers 8 and 9
sit above anything a bought companion can roll, so those are earned. You cannot stall them
by accident: the weapon they level with is protected. !companion (name) giveitem
only replaces it with a weapon that trains the same skill and is at least as good: a
Hammerer takes a better two handed axe over his hammer (both Two Handed), never a bow, and
never a worse hammer. Anything else goes in a free slot, and the refusal names the free
ones. !companion (name) removeitem first if you truly mean to swap it out.!companionauto (name) (gold), which buys focus
points and then attributes, cheapest first, until the budget runs out.!smithweapon (type) (companion), at their culture not yours, or
!smitharmor (companion) and !smithshield (companion). The roll uses
their race and culture, and the item lands in your custom items as normal.!companion (name) ach keeps their
career record.!companion on its own is the short
version: how to buy one and how to look at it. !companion help is the full set,
including forging, training and titles. !companion list shows the ones you own.
None of them need this page open mid-fight.!companion (name) giveitem (number) slot(N)
hands over one of your custom items, and !companion (name) removeitem slot(N)
takes it back. !slots explains what the numbers mean. Weapons follow the
levelling rule above; armour and mounts are always fine, provided their body can wear
it.!companion (name) noble costs 1,000,000g and makes
them a noble of your clan rather than a wanderer, which is what lets them lead a party of
their own. It cannot be undone, and a companion with a title will not be married off into
somebody else's clan: they stay yours.!clan create (name), and the title comes with it. After
that, !clan banner and !clan stats.!kingdom join (name) using the kingdom names in the
map section. !kingdom rebel if you would rather be your own.!fief for what you hold and what it is building,
!upgrade for clan and fief upgrades, !reinforce for militia.!party create, !party govern,
!party train to spend gold on your troops.!vassal create splits one of your own clan members off into
a clan beneath you. Your clan has to be in a kingdom first.Upgrades are permanent purchases paid from your BLT gold. There are three levels: fief upgrades improve one settlement you own, clan upgrades apply to your whole clan, and kingdom upgrades apply to every clan in your kingdom and can only be bought by the ruler. You must be in a clan to buy anything.
| Command | What it does |
|---|---|
!upgrade list | Every upgrade available. !upgrade list fief / clan / kingdom narrows it. |
!upgrade fief <settlement> <id> | Buy one fief upgrade. |
!upgrade clan <id> | Buy one clan upgrade. |
!upgrade kingdom <id> | Buy one kingdom upgrade. Ruler only. |
!upgrade info fief|clan|kingdom <name> | What is already bought. |
!upgrade remove fief <settlement> <id> | Sell one back, if that upgrade allows it. |
!clanauto <gold> | Buy clan upgrades automatically in tier order, up to the gold you name. Prerequisites are bought for you. |
!fiefauto <gold> | Buy fief upgrades across all your fiefs evenly, up to the gold you name. |
Bought per settlement, so the same upgrade can be bought again for each fief you own.
| Buy with this id | Name | Cost | What it does |
|---|---|---|---|
loyalty1 | Improved Administration 1 | 100,000 | loyalty +0.5/day |
loyalty2 | Improved Administration 2 | 250,000 | loyalty +1/dayneeds loyalty1 |
loyalty3 | Improved Administration 3 | 500,000 | loyalty +1.5/dayneeds loyalty2 |
loyalty4 | Improved Administration 4 | 800,000 | loyalty +2/dayneeds loyalty3 |
loyalty5 | Improved Administration 5 | 1,000,000 | loyalty +2.5/dayneeds loyalty4 |
loyalty6 | Improved Administration 6 | 1,500,000 | loyalty +3/dayneeds loyalty5 |
bettertrade1 | Better Trade 1 | 100,000 | prosperity +1/day |
bettertrade2 | Better Trade 2 | 250,000 | prosperity +2/dayneeds bettertrade1 |
bettertrade3 | Better Trade 3 | 500,000 | prosperity +3/dayneeds bettertrade2 |
bettertrade4 | Better Trade 4 | 800,000 | prosperity +4/dayneeds bettertrade3 |
bettertrade5 | Better Trade 5 | 1,000,000 | prosperity +5/dayneeds bettertrade4 |
bettertrade6 | Better Trade 6 | 1,500,000 | prosperity +6/dayneeds bettertrade5 |
guardpost1 | Guard Posts 1 | 100,000 | security +0.5/day |
guardpost2 | Guard Posts 2 | 250,000 | security +1.5/dayneeds guardpost1 |
guardpost3 | Guard Posts 3 | 500,000 | security +2/dayneeds guardpost2 |
guardpost4 | Guard Posts 4 | 800,000 | security +2.5/dayneeds guardpost3 |
guardpost5 | Guard Posts 5 | 1,000,000 | security +3/dayneeds guardpost4 |
guardpost6 | Guard Posts 6 | 1,500,000 | security +3.5/dayneeds guardpost5 |
farm1 | Farmlands 1 | 100,000 | food +5/day |
farm2 | Farmlands 2 | 250,000 | food +10/dayneeds farm1 |
farm3 | Farmlands 3 | 500,000 | food +20/dayneeds farm2 |
farm4 | Farmlands 4 | 800,000 | food +30/dayneeds farm3 |
farm5 | Farmlands 5 | 1,000,000 | food +40/dayneeds farm4 |
farm6 | Farmlands 6 | 1,500,000 | food +50/dayneeds farm5 |
farm7 | Farmlands 7 | 2,000,000 | food +75/dayneeds farm6 |
farm8 | Farmlands 8 | 2,500,000 | food +100/dayneeds farm7 |
militia1 | Militia 1 | 50,000 | militia +2/day |
militia2 | Militia 2 | 125,000 | militia +3/dayneeds militia1 |
militia3 | Militia 3 | 250,000 | militia +4/dayneeds militia2 |
militia4 | Militia 4 | 500,000 | militia +8/dayneeds militia3 |
garrison1 | Garrison Training 1 | 250,000 | 2 garrison troops/day, from the Basic tree at tier 2 |
garrison2 | Garrison Training 2 | 500,000 | 3 garrison troops/day, from the Basic tree at tier 3needs garrison1 |
garrison3 | Garrison Training 3 | 1,000,000 | 4 garrison troops/day, from the Basic tree at tier 4needs garrison2 |
garrison4 | Garrison Training 4 | 1,500,000 | 4 garrison troops/day, from the Basic tree at tier 5needs garrison3 |
enhancedgarrison1 | Enhanced Garrison Training 1 | 1,000,000 | 3 garrison troops/day, from the Noble tree at tier 4 |
enhancedgarrison2 | Enhanced Garrison Training 2 | 1,500,000 | 4 garrison troops/day, from the Noble tree at tier 5needs enhancedgarrison1 |
enhancedgarrison3 | Enhanced Garrison Training 3 | 2,000,000 | 4 garrison troops/day, from the Noble tree at tier 6needs enhancedgarrison2 |
tax5 | Tax 5% | 400,000 | tax income +5% |
tax10 | Tax 10% | 800,000 | tax income +10%needs tax5 |
tax15 | Tax 15% | 1,500,000 | tax income +15%needs tax10 |
tax20 | Tax 20% | 2,500,000 | tax income +20%needs tax15 |
garrisonsize1 | Garrison Size 1 | 250,000 | garrison capacity +50 |
garrisonsize2 | Garrison Size 2 | 500,000 | garrison capacity +100needs garrisonsize1 |
garrisonsize3 | Garrison Size 3 | 1,000,000 | garrison capacity +150needs garrisonsize2 |
garrisonsize4 | Garrison Size 4 | 1,500,000 | garrison capacity +200needs garrisonsize3 |
garrisonsize5 | Garrison Size 5 | 2,000,000 | garrison capacity +250needs garrisonsize4 |
garrisonsize6 | Garrison Size 6 | 3,000,000 | garrison capacity +300needs garrisonsize5 |
megagarrison | Mega garrison size increase +300 | 6,000,000 | garrison capacity +300needs garrisonsize6 |
Bought once and applied to your whole clan.
| Buy with this id | Name | Cost | What it does |
|---|---|---|---|
clan_renown1 | Clan Prestige 1 | 30,000 | renown +1/day |
clan_renown2 | Clan Prestige 2 | 30,000 | renown +1/dayneeds clan_renown1 |
clan_party_1 | Recruitment Drive 1 | 100,000 | party size +10 |
clan_party_2 | Recruitment Drive 2 | 250,000 | party size +20needs clan_party_1 |
clan_party_3 | Recruitment Drive 3 | 500,000 | party size +30needs clan_party_2 |
clan_party_4 | Recruitment Drive 4 | 1,000,000 | party size +40needs clan_party_3 |
clan_settlements_1 | Clan Development | 50,000 | loyalty +0.3/day, prosperity +0.5/day |
clan_settlements_2 | Clan Development 2 | 250,000 | loyalty +1/day, prosperity +1/dayneeds clan_settlements_1 |
clan_retinue_1 | Household Guard I | 750,000 | retinue capacity +1 |
clan_retinue_2 | Household Guard II | 1,750,000 | retinue capacity +1needs clan_retinue_1 |
clan_retinue_3 | Household Guard III | 3,500,000 | retinue capacity +1needs clan_retinue_2 |
clan_influence_1 | Noble Administration I | 250,000 | influence +1/day |
clan_influence_2 | Noble Administration II | 750,000 | influence +2/day, renown +1/dayneeds clan_influence_1 |
clan_logistics_1 | March Logistics I | 300,000 | party speed +0.5 |
clan_logistics_2 | March Logistics II | 800,000 | party speed +1, +1 extra partyneeds clan_logistics_1 |
clan_vassals_1 | Vassal Charter | 1,200,000 | +1 vassal slotneeds clan_renown2 |
clan_troops_1 | Master-at-Arms I | 750,000 | 1 troops/day, from the Basic tree at tier 2 |
clan_troops_2 | Master-at-Arms II | 1,750,000 | 2 troops/day, from the Basic tree at tier 3needs clan_troops_1 |
clan_troops_3 | Master-at-Arms III | 3,500,000 | 3 troops/day, from the Basic tree at tier 4needs clan_troops_2 |
clan_trade_1 | Trade Envoys I | 500,000 | mercenary income +25000 gold/day |
clan_trade_2 | Trade Envoys II | 1,500,000 | mercenary income +50000 gold/dayneeds clan_trade_1 |
clan_war_council_1 | War Council I | 3,000,000 | army speed +0.1, +1 extra partyneeds clan_influence_2 |
clan_war_council_2 | War Council II | 7,000,000 | army speed +0.2, +2 extra partyneeds clan_war_council_1 |
clan_war_council_3 | War Council III | 9,000,000 | army speed +0.5, +3 extra partyneeds clan_war_council_2 |
eliteclan_troops_1 | Elite-at-Arms I | 1,000,000 | 2 troops/day, from the Noble tree at tier 3 |
eliteclan_troops_2 | Elite-at-Arms II | 2,000,000 | 2 troops/day, from the Noble tree at tier 4needs eliteclan_troops_1 |
eliteclan_troops_3 | Elite-at-Arms III | 3,500,000 | 2 troops/day, from the Noble tree at tier 5needs eliteclan_troops_2 |
hearth1 | Improved Hearth 1 | 250,000 | hearths +1/day |
hearth2 | Improved Hearth 2 | 500,000 | hearths +1/dayneeds hearth1 |
Ruler only. Applies to every clan in the kingdom, and costs influence as well as gold.
| Buy with this id | Name | Cost | What it does |
|---|---|---|---|
kingdom_influence_1 | Royal Authority | 1,000,000 + 500 influence | influence +2/day |
kingdom_influence_2 | Royal Authority II | 2,000,000 + 1,000 influence | influence +2/dayneeds kingdom_influence_1 |
kingdom_military_1 | Kingdom Military Reform | 2,000,000 + 1,000 influence | militia +1/day, party size +15 |
kingdom_prosperity_1 | Kingdom Prosperity Initiative | 3,000,000 + 1,500 influence | loyalty +0.2/day, prosperity +0.5/day |
kingdom_elite_military_1 | Kingdom Elite Military Reform | 2,000,000 + 1,000 influence | 2 troops/day, party size +15, from the Noble tree at tier 6 |
kingdomhearths1 | Kingdom Hearths | 500,000 + 500 influence | hearths +1/day |
valiant_commanders_1 | Valiant Commanders | 500,000 + 250 influence | party size +20 |
valiant_commanders_2 | Valiant Commanders II | 1,000,000 + 500 influence | party size +20needs valiant_commanders_1 |
war_preparations_1 | War Preparations I | 500,000 | militia -6/day, 3 troops/day, from the Noble tree at tier 6 |
A vassal is another viewer who swears to your clan. You pay for the privilege, and in return you take a cut of what they earn. Each clan may hold 1 vassal by default; the Vassal Charter clan upgrade adds one more.
| Thing | Value |
|---|---|
| Cost to take a vassal | 1,500,000 gold |
| Your share of their fief income | 25% |
| Your share of their mercenary income | 25% |
| Vassals per clan | 1 |
!vassal create splits one of your own clan members off into a clan beneath you, and your clan must already be in a kingdom. !vassal rename and !vassal banner tidy them up afterwards.
Your hero can marry. Children are not available in the Warhammer realm.
| Command | What it does |
|---|---|
!family spouse | Show your spouse. |
!family spouse rename <name> | Rename them. |
!family spouse looks <body> | Change their appearance. |
!family spouse skills | Their skills. |
!family spouse giveitem <item> | Hand your spouse a piece of gear. Race locked, the same as your own. |
!family spouse removeitem <slot> | Take it back off them. |
!heir | Continue as your heir when your hero dies. |
Every command switched on in the Old Realms realm, grouped by what you would be doing at the time. If a command you remember from the base realm is missing, it is off here on purpose.
| Command | What it does |
|---|---|
!adoptByCulture (culture) | The only way into the realm. Picks you a hero of that culture and freezes what you are, race and body and family, for good. !info culturelist prints the nine to type. |
!class (name) | Pick your class, or type it bare to list every class your family can take. Changing class re-equips you at the tier you already hold. |
!hero (gender/looks/culture/marry) | Adjust your hero. Culture is clamped to what your race owns, and !hero race is refused outright. See The Locks. |
!stats | Clan, gold, location, health, skills, attributes and retinue in one reply. |
!classinfo [class] | Any class in one line: the powers that grow every level, the !power active, the prestige power and burst, and what is always on. Bare for your own class. |
!whatsnew | The newest changes in one line, with the link to this guide. |
!skills | Your skills and attributes. |
!ach | Achievements and tracked career stats. |
!info (mode) | Reads the world back to you. !info culturelist is the one to know at adoption; there is also kingdomlist, warlist, kingdom, fief, clan and vassals. |
!logs (hero/clan/kingdom/fief) | The last ten things that happened. !logs hero for your own hero, or !logs clan, !logs kingdom or !logs fief followed by its name: who took what, who married, who died, who changed sides. |
!gold | How much gold you are holding. |
!giftgold @viewer (amount) | Hand gold to another viewer. |
!leaderboard | The realm leaderboards. |
| Command | What it does |
|---|---|
!map | Your own link to the live map. It opens zoomed in on your party, on where you are held prisoner, or on your holdings. !map (viewer) gives anyone else’s. The map also has a Find box, and remembers who you looked for. Click any town for its upgrades and garrison, the kingdoms button for any realm, follow to stay on a party, and switch the map to wars to see who is fighting whom. |
!look | Draws your hero in the game, full body in your own gear, and gives you a link to your hero card. Hover any item for its stats and enchantment; the gold numbers are the slot numbers !slots and !giveitem use. Your spouse and companions are drawn too, in a row under you. Type it again after changing gear. Everyone’s cards. |
!torkit | Apply the exact Old Realms kit for your class and tier. This is the one that gives you the hand-built ladder rather than a random roll. |
!equip | Buy the next equipment tier. Cost rises with the tier. Custom items are never replaced. |
!reequip | Reroll your gear at the tier you already hold. It will not downgrade you and it will not touch custom items. |
!prestige | Buy the next prestige step past Tier 6. There are three, so Tiers 7, 8 and 9. You have to be at Tier 6 first. |
!inv | Your equipped loadout and inventory, custom items excluded. |
!slots | Explains the fixed slot numbers 1 to 11 and shows what sits in each. Slot 5 is always the helmet, the numbers never shift. |
!removeitem (slot) | Take anything off your hero, custom or plain, into your custom items so you can re-equip it, sell it, auction it or give it away. |
!equipcustom (index) | Put one of your custom items back on. |
!discarditem (index) | Throw a custom item away for good. |
!buymount | 900,000 gold. Any class, even one that fights on foot: rolls a mount from the Old Realms beasts your own race keeps (an Orc can pull a War Boar or a Giant Wolf, a Wood Elf the Unicorn; a people with no beast of its own gets a plain horse). Never worse than the mount your class already reaches. A foot class on a horse quietly gets Better Mount and Charge at its class level while it rides. |
!buymount (name) | The same, bought for one of your companions, judged on their race and class rather than yours. You pay. |
!smithsaddle | A better saddle. A free low-tier one is fitted automatically whenever you gain a horse. |
!itemstats | Item and stat detail where BLT can show it. |
| Command | What it does |
|---|---|
!sellingredient | Put ingredients up for sale: !sellingredient gems 20 50000. Highest bid after two minutes wins and pays you. |
!bidingredient | Bid on the lot that is up right now: !bidingredient 75000. Must beat the standing bid. |
!giveingredient | Hand enchanting ingredients to another viewer: !giveingredient @viewer gems 10. Ingredients are universal, this is how you get what your own finds do not bring. |
!enchant | Bare: the ingredients you hold. !enchant list (index): what can go on that custom item and what it costs. !enchant (index) (name): puts it on. !enchant remove (index): takes it off for 50,000 gold, half the ingredients back. One per item, paid in ingredients your party finds on the map. |
!smithlist [companion] | What your culture can forge, and what your class trains with. Name a companion for theirs. Costs nothing. |
!smithweapon [type] [companion] | Forge a weapon, 600,000 gold. Name a type to get that type (this table shows which types your people make), or leave it off for one your class uses. Name a companion and it is forged at their culture and goes straight on them if it is better. |
!smitharmor [type] [companion] | Forge a piece of armour, 300,000 gold. Name a type (head, body, legs, hands, cape) to choose the piece, or leave it off for a random one. Name a companion to forge for them, at their race and culture; it goes straight on them if it is better than what they wear. |
!smithshield [companion] | Forge a shield. Any class can, not only the shield classes, and a companion can be named the same way. |
!nameitem (index) (name) | Name one of your custom items. The name survives save and reload. |
!customitems | Your custom item list, with the index numbers every other item command asks for. |
!giveitem (index) (viewer) | Give a custom item to another viewer. |
!sell (index) | Sell a custom item back. |
!auction (index) (reserve) | Put a custom item up for auction. Highest bidder takes it. |
!bid (gold) | Bid on the item auction that is running. |
| Command | What it does |
|---|---|
!summon | Join the streamer's side, retinue and all. |
!attack | Join the enemy side, retinue and all. |
!comp | Bring every one of your companions into the fight at once, even if you were already summoned. |
!heal | Heal over time. Only while summoned, only in battle. |
!rally | Rally the line, once per battle and only while summoned. Heals you and your retinue, then for 90 seconds your retinue and elite retinue hit harder, take less, drain life, and your archers shoot faster. |
!guard (shape) | Form your retinue and companions up around you, matched live to what you are carrying and whether you are mounted. Three shapes: !guard line is the standard formation and the default, !guard shield puts your men between you and the enemy, and !guard loose spreads them out, which suits ranged troops and anything that explodes. |
!unguard | Turn guard off again. |
!formation (name) | Set the formation you spawn into. |
!battle | What is happening in the current fight. |
!power / !powers | Fire your class power (and your family prestige burst if you have prestige), or list the powers you have. |
!tournament | Join the tournament queue. Sixteen heroes per tournament, the rest roll into the next. Everyone fights at a fixed tier with one weapon shape, so the match is about you and not your gear. |
!bltbet (team) (gold) | Bet on a tournament match. The pot splits by bet size, and a one-sided pot is refunded. |
| Command | What it does |
|---|---|
!retinue (amount/all/clear) | Buy retinue troops, or upgrade the ones you have. They fight beside you when you summon and their kills pay you. clear refunds half. |
!eliteretinue (amount/all/clear) | The elite half of the retinue, same rules. |
!retinuelist | What your retinue currently is. |
!buycompanion (race) (class) | Buy a companion outright. Bare for a random one, or name a race (!buycompanion dwarf), a class (!buycompanion slayer), or both. The band sets the tier, and Tiers 8 and 9 are never for sale. |
!wanderer | Streamer and mods only. Puts a wanderer up for auction. |
!bidwanderer (gold) | Bid on the wanderer currently up. |
!companion (name) (action) | Your companions. list first, then a name for their sheet, or rename, giveitem, removeitem, summon, ach. Their kills earn for your clan. |
!companion | The short command list: buying one and looking at it. |
!companion help | Every companion command, including forging, training and titles. |
!companion list | The companions you own. |
!companion (name) noble | 1,000,000g. Makes them a noble of your clan instead of a wanderer, so they can lead a party. Permanent, and they will never be married away into another clan. |
!companionauto (name) (gold) | Auto-develop a companion: focus points first, then attributes, cheapest first, up to the budget you set. |
!buyfocus (skill) | Buy a focus point. Gun classes train Gunpowder, not Crossbow. |
!buyattribute (attribute) | Buy an attribute point. |
| Command | What it does |
|---|---|
!clan (join/create/lead/rename/stats/leave/banner) | Everything to do with your clan. Make one early: several BLT commands, culture changes included, need a clan to exist first. Creating a clan gives you its title. |
!kingdom (join/rebel/leave/stats) | Join one of the realms above, rebel against it, or read its state. |
!vassal (create/rename/banner) | Vassal clans under your own. Your clan has to be in a kingdom. |
!fief (info/projects/gold/explanation) | Your settlements: what they are, what they are building, and feeding gold into it. |
!upgrade (list/clan/fief/auto) | Buy clan and fief upgrades by id. |
!reinforce | Buy militia or elite militia for a clan fief. Clan leader only. |
!capital | Capital settlement handling. |
!transfer | Move a fief between clans where that is allowed. |
!party (create/stats/govern/disband/release/train) | Your own party on the campaign map, including governing a fief and paying for troop training. |
!diplomacy | War, peace and alliance state. |
!income | Where your money is coming from. |
| Command | What it does |
|---|---|
!family (name) (inv/stats/skills/giveitem/removeitem) | Your spouse, their gear and their skills. |
!heir | Set up and use an heir. |
!retire | Retire this hero. |
!rejuvenate | Make your hero younger. 10,000 gold. |
Every command that costs gold, and what it costs. Read straight from the live settings, so this cannot drift from what you are actually charged. Clan, fief and kingdom upgrade prices have their own tables in section 10.
| Command | What you are buying | Cost |
|---|---|---|
!buyattribute | Cost | 250,000 |
!buycompanion | Base cost | 250,000 |
!buyfocus | 1st focus point | 40,000 |
| 2nd focus point | 55,000 | |
| 3rd focus point | 70,000 | |
| 4th focus point | 85,000 | |
| 5th focus point | 100,000 | |
!buymount | Cost | 900,000 |
!clan | Buy a ship | 50,000 |
| Create a clan | 50,000 | |
| Join | 50,000 | |
| Lead a kingdom | 1,000,000 | |
| Rename | 10,000 | |
| Title | 200,000 | |
!class | Tier 1 | 5,000 |
| Tier 2 | 10,000 | |
| Tier 3 | 20,000 | |
| Tier 4 | 40,000 | |
| Tier 5 | 80,000 | |
| Tier 6 | 160,000 | |
!companion | Attribute point | 250,000 |
| 1st focus point | 30,000 | |
| 2nd focus point | 40,000 | |
| 3rd focus point | 50,000 | |
| 4th focus point | 60,000 | |
| 5th focus point | 75,000 | |
!companionauto | Attribute point | 250,000 |
| 1st focus point | 30,000 | |
| 2nd focus point | 40,000 | |
| 3rd focus point | 50,000 | |
| 4th focus point | 60,000 | |
| 5th focus point | 75,000 | |
!diplomacy | Alliance | 150,000 |
| Clan alliance | 500,000 | |
| Call to war | 50,000 | |
| Non-aggression pact | 100,000 | |
| Peace | 100,000 | |
| Trade agreement | 50,000 | |
| Declare war | 250,000 | |
!eliteretinue | Tier 1 | 25,000 |
| Tier 2 | 50,000 | |
| Tier 3 | 100,000 | |
| Tier 4 | 200,000 | |
| Tier 5 | 400,000 | |
| Tier 6 | 800,000 | |
!equip | Tier 1 | 25,000 |
| Tier 2 | 50,000 | |
| Tier 3 | 100,000 | |
| Tier 4 | 200,000 | |
| Tier 5 | 400,000 | |
| Tier 6 | 1,000,000 | |
!hero | Change gender | 10,000 |
| Marry another viewer | 50,000 | |
!kingdom | Rebel against a viewer kingdom | 1,000,000 |
| Create a kingdom | 2,500,000 | |
| Expel a clan | 100,000 | |
| Join | 150,000 | |
| Mercenary contract | 50,000 | |
| Join the streamer's kingdom | 150,000 | |
| Mercenary for the streamer | 50,000 | |
| Change a policy | 50,000 | |
| Rebel | 500,000 | |
| Release a fief | 50,000 | |
!party | Join an army | 50,000 |
| Call a party (influence each) | 25 influence | |
| Create an army | 100,000 | |
| Join a party (influence each) | 10 influence | |
!prestige | Tier 7 | 1,500,000 |
| Tier 8 | 2,000,000 | |
| Tier 9 | 3,000,000 | |
!reequip | Tier 1 | 1,000 |
| Tier 2 | 1,000 | |
| Tier 3 | 1,000 | |
| Tier 4 | 1,000 | |
| Tier 5 | 1,000 | |
| Tier 6 | 1,000 | |
!reinforce | Elite unit | 30,000 |
| Militia unit | 15,000 | |
!rejuvenate | Cost | 10,000 |
!retinue | Tier 1 | 10,000 |
| Tier 2 | 25,000 | |
| Tier 3 | 50,000 | |
| Tier 4 | 100,000 | |
| Tier 5 | 200,000 | |
| Tier 6 | 400,000 | |
!smitharmor | Cost | 300,000 |
!smithsaddle | Cost | 150,000 |
!smithshield | Cost | 600,000 |
!smithweapon | Cost | 600,000 |
!tournament | Cost | 10,000 |
!vassal | Take a vassal | 1,500,000 |
Newest first. If something behaved differently last week, this is probably why.
!upgrade info fief (town) gives the same list in chat.!party
order, the companions riding with it, the leader’s class, gold and kills (with a link to
their hero card), and their clan: tier, members, fiefs and every clan upgrade bought.!look card now shows your
!ach numbers: kills, hero and viewer kills, deaths, K/D, battles, kills per battle
and tournaments won. Companion cards show their own record: kills, battles, best kill streak
and gold earned.!look. The game draws your hero full body in your own gear
and chat gets a link to your hero card. Hover any piece of gear for its stats, modifier and
enchantment, with the slot numbers !slots uses. Your spouse and companions get cards
too, in a row under yours, each with its companion tier and a bar showing how close it is to
the next promotion, with the exact skills that count. Everyone who has one.!enchant puts one of TOR's own enchantments on a
forged item. Every enchantment is open to every people. Changed your mind?
!enchant remove (index) takes it off again for 50,000 gold and gives back half
the ingredients.
The whole thing is explained here, with the full table of what each one
does and what it costs.!giveingredient @viewer gems 10
hands them over, and !sellingredient gems 20 50000 puts a lot up for chat to bid
on with !bidingredient.!map for a link that
opens straight on you.
Have a look.!power, and
the Irondrake and Trollhammer get a heavier reload on top, because their guns are built to
reload five times slower than anything else. Gun skill XP now goes into Gunpowder as well,
instead of into a Crossbow skill they never use.!retire now lets every companion you
own go, and says so in chat. They leave your clan as free heroes, and they do not follow you:
a new hero from !adoptbyculture starts with none. Before this they stayed behind
in the clan owned by nobody, uncounted and unsummonable. Any left behind from before are
released on load.!logs is in the guide: the last ten things that happened to your
hero, a clan, a kingdom or a fief.giveitem only
replaces it with a weapon that trains the same skill and is at least as good; anything else
takes a free slot. Forging and !companionauto follow the same rule.greatsword, warhammer, halberd,
pike, scythe, choppa, flail, rapier
and the rest now work in !smithweapon (type) without a 1h or 2h prefix.!buymount. A foot class on a horse gets Better Mount and
Charge at its class level while it rides, without them showing on the roster.!smithweapon bolts spouse and the armour and
shield forms. Forging for a companion or spouse now draws THEIR people's pieces too.!smithweapon 2h hammer no longer
forges for a companion called Hammerborn.!buymount upgrades a plain kit horse once to the bought version, and
refuses only after that.!power ladder is now 10 / 15 / 20 / 25 /
30 / 35 percent armour ignored (was 15 to 60). Thirty classes carry it; the ten gun classes
that stack it with Heavy Projectiles drop from 80 to 55 percent. Companions buffed by your
!power get rung IV (25 percent, and Shrug Off IV), the middle of the ladder,
where they were before the six-rung rebuild moved them down.!power, the same rungs the Glade Guard already had. Still inside the
balance ceilings.!power, and the Outrider gets Ignore
Armor. Explosive rounds stay with the classes whose weapon actually explodes: Grenadier,
Irondrake, Trollhammer, Dronazgrund.!classinfo slayer prints any class's powers in
one line (bare for your own), and !whatsnew prints the newest changes in one
line. No need to open this page mid-fight.!smitharmor (type) is the word for it in the guide now (head, body,
legs, hands, cape), so "slot" keeps meaning the !slots numbers.!power fires a family prestige burst for 10-15 seconds with the effect showing. Sigmar's Wrath (+20/30/40
percent damage), The Lady's Grace (heal over time), Ancestor's Wrath (dwarf damage), Call of
Kurnous (wood elf speed), Fey Swiftness (Eonir swing speed), Da Big WAAAGH (+30/40/50 percent
damage), Mist Form (vampire swing speed), and for Chaos: Blood Rage, Plague Wind, Ecstasy
and Fire Cloak by god. Audited to the same ceilings, with a separate check for the burst.!smitharmor head, body, legs, hands
or cape. Name the slot and the forge rolls only the item, not the slot. Plain
!smitharmor still rolls both. Works for companions too:
!smitharmor body (companion). Same culture and race rules as always.!smithweapon (type)
(companion) and !smitharmor (type) (companion) now put the piece straight
on them when it beats what they hold (higher tier, or same tier and better), and their old
piece lands in your !customitems. If it is not better it stays in your pool as
before.!smithweapon item
now prices off the forge cost.!guard loose for archers. The back row stands offset from the front
row so it can shoot through the gaps, rows are further apart, gunners count as ranged, and
a ranged hero on foot no longer gets melee troops standing in the firing lane.!ach Battles figure, not battles in your current class.
Change class and you keep your level. (Sunday's "everyone lost their powers" was a config
mistake on our side, fixed the same night.)!companion
list also marks nobles.!smitharmor at tier 9 draws from
the named sets too.!retire were still
walking around and cluttering the encyclopedia search. Removed.thunderer ends on the Drakehead Handgun, dronazgrund on the
legendary Dronazgrund volley gun, grudgeraker carries the Grudge-raker shotgun
on buckshot from Tier 3, irondrake is flame only (Drakefire Pistol from Tier 3,
Drakegun from Tier 7), and trollhammer is a handgunner to Tier 6 and a rocketeer
on torpedoes from Tier 7. Rangers pick up Cinderblast Bombs at Tier 7. If you are already a
Thunderer or Irondrake you keep your class and tier; type !torkit for the new
gear. The forge only sells each class the guns and rounds its own ladder uses.warriorpriest (hammer and shield to the two-handed Warrior Priest hammers),
flagellant (flails and the Scythe of Morr, no armour, heals as it kills),
halberdier (spear and shield to the Demigryph Knight Halberd, knocks riders
down), outrider (mounted Eight Barreled Repeater, then the Blunderbuss),
jaeger (Hochland Long Rifle sniper), whitewolf (Warrior of Ulric to
Knight of the White Wolf, hammer cavalry with a real charge). Dwarfs: miner
(pickaxe, blasting charges, Cinderblast Bombs) and longbeard (axe and shield
veteran). Wood Elves: deepwoodscout (bow, then a greatsword). Bretonnia and
Mousillon: battlepilgrim (mace, shield and relic). Every one has nine distinct
looks and its own power ladder; see the roster.!torkit to collect.trollhammer class).!retinue and
!eliteretinue now follow TOR's own troop lines instead of a tier bracket, so the
men you buy are a real progression rather than whatever sat at that tier. Each line is six
troops for all nine cultures, most steps offer more than one troop so you do not get five
identical men, and Regiments of Renown turn up at the top of several lines. Orcs are capped
at tier 7 on purpose. Dwarfs and Eonir go to tier 9, because neither gets magic.
Every ladder and every price is listed here.!family (name) giveitem never checked race, so a dwarf wife could be handed an
Empire helmet and would wear it. She cannot now. Spouses were also converted to your race
and culture where they had drifted, and their gear replaced with their own race's kit.!companion culture is
switched off. What you bought is what you have, race and culture both, the same way adoption
works for you.ach, summon, buyfocus and buyattribute.!summon used to bring your hero
and retinue onto the deployment screen and leave your companions behind until after you
pressed Deploy, so they walked in once the fight had already started. They now spawn with
everyone else, and you can position them before a shot is fired.!power buffs your companions even if your class has no power. The
companion buff used to ride on your own power firing, so a viewer whose class has no active
power, or who had not fought the five battles to unlock one, could never buff their
companions at all. Your summoned companions now gain Ignore Armor II and Shrug Off II either
way. It does not work in tournaments, and the timer starts the moment you type it, so there
is no value in using it before the fighting starts.!smithweapon no longer hands you a weapon your people do not make.
Bows, crossbows, guns and ammunition are taken off a shelf rather than forged, so you can
only be given one your own culture actually has. A Wood Elf asking for a gun used to be
handed an Empire one without a word; now they are refused and told why. Swords, axes and
the rest are built from a pattern and stay open to everyone, in your own culture's parts. The forge section lists what
each culture makes, so you can check before you spend. Mousillon forges as Bretonnia and
the Eonir forge as the Wood Elves, because neither owns a workshop of its own in the Old
World. Forging for a companion uses their culture, not yours.irondrake. The Thunderer had quietly become three
units in one, switching to buckshot at Tier 5 and finishing on Drakefire Pistols and
Drakeguns. A Thunderer is a marksman, so he now carries a handgun and Dwarf Bullets at every
tier, ending on Dronazgrund. The scatter and flame weapons move to the Irondrake, who starts
on the Grudge-raker and climbs through the Drakefire Pistol and Drakegun to the Trollhammer
Launcher.!summon, and their kills and gold count properly.gladerider. The Glade Riders are the Asrai
mounted archers, and the family had nobody who shot from the saddle. Bow, Riding and One
Handed, on the Glade Guard's bow ladder and the Wild Rider's horses, ending on the Great
Stag.!buymount now rolls from your own race's mounts. It used to roll from
every mount in the game, which is how an Orc could end up on an Empire Demigryph. You now get
one of your own culture's beasts, never worse than the one your class already reaches, and
the saddle always matches the animal. Rare pulls are announced in chat.!buymount (name), matching
!smithweapon (type) (name). Their race and class decide what they can have.!companion (name) class
still tells you what they are, but it no longer changes it. If you want a different class,
hire one with !buycompanion (race) (class).!smithweapon a proper one.!retinue and !eliteretinue recruit your own culture. They used to fall back to whatever the game offered, so a Dwarf could end up leading Black Orcs and Chaos Knights. Militia no longer leak into either list.!equip, or a rank with !prestige, used to replace whatever the kit
covers, so an armour piece you had just paid to smith could come straight back off. Anything
you forged or bought - armour, weapons, shields, saddles, mounts - now stays on through both.!smitharmor could hand a dwarf a
plain Sturgian helmet no dwarf can wear, because the Dwarfs share a culture id with Sturgia
under the hood. You now get Warhammer gear of your own race, and it is equipped for you when
it beats what you are wearing.!clanauto, !fiefauto,
!rally, and the item repair tools. They had never been registered in this realm,
so they did nothing at all.!recruit is now !retinue,
!eliterecruit is !eliteretinue, and !recruitlist is
!retinuelist. This guide taught the old names for a while. Sorry.Most of what you know still works. These are the differences that catch people out.
!adopt is off. !adoptByCulture is the only way in, so
that everyone starts with a race the class system understands.!torkit is new, and it is the command that gives you the proper Old
Realms loadout.