Summon the Men: the peoples of the Old Realms around a helm
The Old Realms · viewer guide

Old Realms Field Guide

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.

Races you can be
8 families
Cultures to adopt into
9
Classes
71
Tiers per class
9 6 + 3 prestige
Commands
79

Suggestions

Got an idea for the realm? Leave it here, anonymously

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.

Start here

Six steps and you are a fighting hero with troops behind you. Everything after that is detail.

  1. Adopt your hero

    !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.

  2. Pick your class

    !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.

  3. Promote your hero

    !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.

  4. Purchase troops

    !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.

  5. Join the fight

    !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.

  6. Build your future

    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.

Two things people always ask first

  • No, you cannot change race. !hero race is refused. If you want to be an orc, adopt as one.
  • There is no magic for viewers. No class casts, no kit issues a staff, and any spellcasting a hero arrives with is stripped at adoption. The Necromancer carries a staff as a weapon, not as a wand.

Races and cultures

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 adoptionFamily you getCultures you may switch between later
Empire of MenThe EmpireEmpire of Men only.
BretonniaBretonniaBretonnia or Mousillon.
MousillonBretonniaBretonnia or Mousillon.
DwarfsDwarfsDwarfs only.
GreenskinsGreenskinsGreenskins only.
Wood ElvesWood ElvesWood Elves only.
EonirEonirEonir only.
Vampire CountsVampire CountsVampire Counts or Mousillon.
ChaosChaosChaos only.

Why the culture list looks odd in game

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.

The map

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.

The live map: who holds what, and where everyone is

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).

The Empire

48 towns, 36 castles, 217 villages
Ruler title
Elector Count, and the Emperor in Reikland
Kingdoms
Reikland, Middenland, Talabecland, Averland, Stirland, Wissenland, Ostermark, Ostland, Hochland, Nordland, plus the Wasteland and the Moot
Towns worth knowing
Altdorf, Middenheim, Nuln, Talabheim, Averheim, Wurtbad, Marienburg, Carroburg, Ubersreik, Bogenhafen

Bretonnia

27 towns, 38 castles, 140 villages
Ruler title
Duke
Kingdoms
Couronne, Lyonesse, L’Anguille, Artois, Gisoreux, Parravon, Montfort, Bastonne, Bordeleaux, Carcassonne, Aquitaine, Brionne, Quenelles
Towns worth knowing
Couronne, Parravon, Montfort, Chantillon, Castle Bastonne, Castle Carcassonne, Castle Quenelles

Mousillon

1 town, 2 castles, 7 villages
Ruler title
Duke
Kingdoms
Dukedom of Mousillon
Towns worth knowing
Castle Mousillon

Dwarfs

12 towns, 19 castles, 52 villages
Ruler title
King, and the Slayer King in Karak Kadrin
Kingdoms
Karak Kadrin, Karak Angazhar, Karak Azgaraz, Karak Eksfilaz, Karak Gantuk, Karak Hirn, Karak Izor, Karak Kaferkammaz, Karak Norn, Karak Zhufbar, Karak Ziflin
Towns worth knowing
Karak Kadrin, Karak Zhufbar, Karak Norn, Karak Izor, Karak Angazhar, Karak Raziak

Greenskins

21 towns, 20 castles, 80 villages
Ruler title
Warboss
Kingdoms
Bad Axes, Black Sunz, Crooked Eye, Deff Grindaz, Iron Tribe, Massif Choppas, Necksnappers, Skullsmasherz, Bloody Spearz, Red Eye, Spider-Kult, Reavaz
Towns worth knowing
Black Orc Fort, Grom Peak, Red Eye Mountain, Iron Tower, Da Iron Idolz, Humies End, Massif Orcal

Wood Elves

6 towns, 6 castles, 24 villages
Ruler title
Highborn
Kingdoms
Realms of Athel Loren
Towns worth knowing
Yn Edryl Koiran, Coeth-Mara, Crag Halls of Findol, Halls of Anaereth, Glade of Eternal Midnight

Eonir

2 towns, 2 castles, 8 villages
Ruler title
Highborn
Kingdoms
Wards of Laurelorn
Towns worth knowing
Tor Lithanel, Se-Athil

Vampire Counts

2 towns, 8 castles, 19 villages
Ruler title
Vampire Count, and Grand Master for the two orders
Kingdoms
Sylvania, Order of the Blood Dragon, Scribes of the Grimoire Necronium
Towns worth knowing
Castle Drakenhof, Waldenhof, Blood Keep, Castle Templehof

Chaos

1 holding
Ruler title
Chaos Champion
Kingdoms
Repugnauts of Brass Keep
Towns worth knowing
Brass Keep

The classes

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.

If your class shoots, stand your men differently

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.

Lore beats playability, on purpose

  • Slayers never wear body armour. Eight tiers bare chested. That is the oath, not an oversight.
  • Wardancers wear no armour at all. Same reason.
  • Bretonnian peasants never get knightly plate. A Tier 9 peasant looks poorer than a Tier 9 knight because he is one.
  • Necromancers never get plate, and Chaos Marauders stay unmarked by any god until the prestige tiers claim them.
  • Named weapons are not issued to anyone. Ghal Maraz, the Runefangs, the Axe of Grimnir and the rest stay where they belong. Named armour can turn up as a Tier 9 capstone.
  • The Vampire Counts have no archer, because in the lore they have no missile troops. That one is correct, not missing.

Tiers and prestige

Nine tiers to climb, and the last three cost more than gold.

How the ladder works

  • Tiers 1 to 6 are bought with !equip. Each one costs more than the last.
  • Tiers 7, 8 and 9 are prestige. !prestige unlocks them one at a time, and only once you are at Tier 6.
  • Identity from Tier 1. You carry your class's shield, cape or helm from the bottom of the ladder. The signature armour is earned in the middle, not handed over at the start.
  • Nothing dips. No tier is meant to look poorer than the one below it. If one does, say so in chat, that is a bug worth hearing about.
  • Changing class keeps your tier. You re-equip into the new class at the same level, so experimenting is cheap.
  • Prestige buys gear, and powers of its own. Your normal powers still come from battles fought, so a hundred-battle Tier 3 out-fights someone who bought Tier 9 last night. But each prestige tier now adds two things battles cannot: a prestige power unique to your class (a Slayer swings faster when struck, a Handgunner's shot slows the target, a Foot Knight tires whoever beats on his shield), and a family burst that fires with !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.

Powers are a separate ladder

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 tier 1
5 battles
Power tier 2
15 battles
Power tier 3
30 battles
Power tier 4
50 battles
Power tier 5
75 battles
Power tier 6
100 battles
  • Most powers are passive. They apply the moment you spawn, with nothing to type.
  • One is active. !power fires it, !powers lists what you have.
  • Some are always on. Your race's own trait applies from the moment you adopt, at tier zero, and never switches off.
  • Changing class changes your powers, but not the battles you have fought.

Every class's full power list, tier by tier, is in the Old Realms Class Roster.

Damage comes in six kinds, not one

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.

Physical
Blades, arrows, bullets. Armour works.
Fire
Drakeguns, flame, burning ground.
Magical
Spells and enchanted weapons.
Holy
Sigmar and the war altars. Undead feel it most.
Frost
Cold, mostly from the north.
Lightning
Rarest of the six.
  • Resistance is per kind. A power that reads "Fire resistance 30%" does nothing at all against a crossbow bolt. Stacking two of the same kind is what makes something genuinely hard to kill, and it is why an Irondrake walking into dragon fire survives what a Thunderer does not.
  • Your race decides what you start with. Undead take extra from Holy. Dwarfs shrug off magic that would drop a man. None of that is bought, it is what you are.
  • Armour value is not protection from everything. A viewer in the heaviest plate in the realm still burns. If something is killing you through good armour, it is almost certainly not doing physical damage, and more armour will not fix it.
  • Check before you blame the gear. !powers lists what you actually resist. Every resistance a class gets is on its entry in the roster.

The locks

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.

What is locked

  • Race is frozen at adoption. Not your culture, your body. !hero race is refused outright.
  • Culture is clamped, not free. You can move only between the cultures your race owns, listed in the table above. Anything else is refused, and the refusal names what you can have.
  • Gear is race-checked. Kit that would not fit your body is never issued, and gear belonging to another race is refused even when it would technically render.
  • Forging respects your race. A forge roll on an orc pulls from orc gear. Forge for a companion and it uses their race, not yours.
  • Naming a foreign culture is refused, not ignored. Typing !smitharmor greenskin as an Empire hero tells you no rather than quietly handing you Empire kit and letting you believe otherwise.
  • No viewer casts magic. Whatever a hero arrives with is stripped, including the Winds of Magic pool that would fuel it.

Make a clan early

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.

Smithing and items

Forged gear is yours, permanently, and it survives everything else you do.

What your culture can forge, weapon by weapon

What your culture can forge

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.

WeaponType thisEmpireBretonniaMousillonDwarfsGreenskinsWood
Elves
EonirVampire
Counts
Chaos
Bowbow·●●●●●●●·
Arrowsarrow●●●●●●●●·
Crossbowcrossbow●●●●·····
Boltsbolt●●●●·····
Gungun, musket, pistol●··●·····
Gun ammunitionbullet, 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.

The rules of the forge

  • !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.
  • Everything you forge is built from your own people's parts. A Dwarf gets Dwarf components, an Orc gets Orc ones. Where your race has no parts for that kind of weapon, the whole thing is built from one other people rather than a mixture, so you will never carry a Dwarf axe head on an Orc shaft.
  • Forge for your spouse too. !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.
  • A refused forge costs nothing. If the race gate turns your roll down, your gold stays where it is.
  • Name it. !nameitem makes it yours in name as well, and the name survives save and reload.
  • Custom items are never overwritten by !equip, !reequip or !torkit.
  • Move it about. !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 never shift. 1 to 4 weapons, 5 head, 6 body, 7 legs, 8 gloves, 9 cape, 10 horse, 11 saddle. !slots reprints that any time.

Finds and enchanting

Your party finds things when it wins

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:

  • Loot worth gold (two thirds of finds). Sold on the spot, straight into your BLT gold. Most are 35,000 to 80,000, and one find in five is something rare worth 90,000 to 150,000.
  • Ingredients (one third of finds). Between 3 and 10 of one of the six materials below, more the bigger the fight. These are what enchanting is paid in, so most enchantments take a couple of finds, or a trade: !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.

The six ingredients

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 peopleScrollsWaterDragon BloodAmberGemsWarpstone
Empire31%21%23%10%8%7%
Bretonnia9%43%17%17%9%4%
Dwarfs9%9%16%16%47%3%
Wood Elves7%3%17%53%7%13%
Eonir19%19%25%19%12%6%
Vampire Counts35%5%20%10%10%20%
Greenskins7%7%21%14%36%14%
Chaos18%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.

Enchanting, step by step

  1. !customitems to see your forged and reclaimed gear, each with a number.
  2. !enchant list 3 shows what can go on item number 3, cheapest first, with what each costs and what you can afford right now.
  3. !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.

Trading and the market

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:

  • Hand them over with !giveingredient @viewer gems 10. No gold, no market, you agree it in chat and one of you types it.
  • Sell to the whole chat with !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.

It will not turn you into a one-shot machine

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.

basic troop ~100 healthelite ~160monster / knight ~280 02004006008000100200300400how hard the blow would have hit what it actually deals no cap
Blow would have been60100200250400600800
What it deals607095108122142162

Every enchantment, by what it goes on

Costs are in ingredients, not gold. A cheap one is a night of finds, the big ones are a week.

Any weapon (36)
CostEnchantmentWhat it does
4 Amber CrystalsTrickery of Loec50% extra damage when striking at the backs of enemies. Same bonus applies to unaware enemies hit from any angle
4 Gem StonesRune of Fire20% extra fire damage
5 Arcane ScrollsWhisper of Ghur10% extra physical damage
5 Arcane ScrollsWhisper of Hysh10 extra magic damage
5 Arcane ScrollsWhisper of Aqshy12% extra fire damage
5 Arcane ScrollsWhisper of Shyish12% extra magic damage
5 Blessed WaterJustice of Sigmar12% extra holy damage
5 Arcane ScrollsBonds of Darkness (Necromancers only)5% bonus to magic damage, summon 3 Crypt Warriors for every enemy felled in melee
5 Dragon BloodThe Crimson Flood25 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 CrystalsMoonstone of the Hidden Ways10% bonus to magic damage, 12% extra travel speed
6 Dragon BloodTimewarp of Hysh20 extra magic damage, 15% to receive a movement speed buff for a short time upon dealing damage
6 Arcane ScrollsUnholy Blessings15 extra magic damage
8 Dragon BloodCrows of Ghur10% extra physical damage, 10% to summon vicious crows in a very small area upon dealing damage
8 Dragon BloodRage of Aqshy40% extra fire damage, -15% fire resistance
8 Dragon BloodLaws of Chamon50% extra armour penetration
9 Dragon BloodBlight of Shyish25 extra magic damage, damaged enemies suffer a 25% physical resistance penalty
9 Dragon BloodShadow 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 BloodFirebreath of Aqshy25 extra fire damage, 20% to summon a fiery explosion upon dealing damage
10 Dragon BloodForesight of Azyr15% extra lightning damage and 15% physical resistance, 15% chance to grant nearby troops the same boons for 20 seconds upon dealing damage
12 Arcane ScrollsFury of AqshyDamaging burning enemies inflicts 50 extra fire damage
12 Dragon BloodDusk and Dawn40 extra magic and holy damage
14 Dragon BloodFlames of Asuryan60 extra fire damage, 15% extra fire resistance
15 Warpstone DustCinders of Aqshy15 extra fire damage, 15% to inflict fire DoT effect on nearby enemies upon dealing damage
15 Arcane ScrollsCall from Beyond (Necromancers only)10% bonus to magic damage, summon 3 Grave Guard for every enemy felled in melee
15 Amber CrystalsRune of Beastslaying500% damage against mounts and large enemies
16 Dragon BloodDrinker of Blood15 extra magic damage. Recover 1 HP for every instance of damage dealt in melee, triggers below 50% HP
16 Arcane ScrollsChilling Hand15 extra frost damage, 10% chance to slow the movement of nearby enemies with each strike
18 Amber CrystalsSavagery of Ghur10% extra physical damage, 10% to receive a fleeting 2% attack speed bonus upon dealing damge. Stacks up to 5 times
18 Warpstone DustEmissaries of Mirai15% extra magic damage, 15% chance to inflict horrific visions in a radius upon dealing damage. Nearby enemies suffer a DoT effect effect
20 Arcane ScrollsPall of Shyish15 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 WaterExorcism of Sigmar20% extra holy damage, 10% chance to deal 100 damage against Undead and Daemons
20 Amber CrystalsTranquillity of Cadai15% extra magic damage and magic resistance, 30% to grant nearby troops the same boons for a short time upon dealing damage
25 Arcane ScrollsGale of Azyr15% extra armour penetration, 15% to summon a gust of wind knocking down surrounding enemies upon dealing damage
26 Blessed WaterPacifism of ShallyaChance to recover 2 HP per second for a short time when defeating enemies (based on knockout probability)
30 Arcane ScrollsWithering of Shyish10% extra magic damage, 10% chance to reduce attack speed of nearby enemies by 15% when dealing damage
45 Gem StonesStunties' Bane25 extra physical damage, 200% extra shield damage, 20% extra physical damage against Dwarfs
Melee weapon (24)
CostEnchantmentWhat it does
5 Blessed WaterChill of Ulric15% extra frost damage
5 Warpstone DustTouch of Jet5% extra swing speed, each blow has a 10% chance to deal extra 20 magic damage
5 Gem StonesRune of Speed15% extra swing speed
5 Gem StonesRune of Might20% extra physical damage, 15% extra armour penetration
6 Gem StonesRune of Striking5% extra swing speed, 10% extra physical damage
8 Warpstone DustSchemes of Morai-heg10% extra swing speed, 500% damage when striking at the backs of enemies. Same bonus applies to unaware enemies hit from any angle
8 Gem StonesBrutality uv Gork15 extra physical damage, 5% penalty to swing speed
10 Dragon BloodLegacy of the Grail30% extra holy damage, weapon gains the Cleave trait
10 Warpstone DustVengeance of Khaine8% extra swing speed, 15 extra physical damage, 100% damage when striking at the heads of enemies
10 Gem StonesCunning uv Mork8% extra swing speed, -10 physical damage
12 Dragon BloodWrath of Ulric350% extra shield damage, 15% to receive a fleeting 2% attack speed bonus upon dealing damage. Stacks up to 5 times
15 Dragon BloodMaster Rune of Alaric the MadIgnore 95% of the target's armour
15 Dragon BloodMaster Rune of Skalf Blackhammer50% bonus to physical damage, 75 extra magic damage
16 Amber CrystalsTrance of Loec10% extra swing speed, physical damage and physical resistance
16 Dragon BloodWallopin' Great Krunch40 extra physical damage, weapon gains the Cleave trait
16 Arcane ScrollsRune of Unbinding25% extra magic damage, 15% extra magic resistance
18 Blessed WaterRune of Cleaving25% extra physical damage, weapon gains the Cleave trait
25 Amber CrystalsMaster Rune of Swiftness50% extra swing speed, 15% extra physical damage
30 Warpstone DustCrucible of Chamon20% extra magic damage, weapon gains the Cleave trait
35 Blessed WaterBite of the Wolf-God10% extra swing speed, 15% to receive a fleeting 6 frost damage bonus upon dealing damage. Stacks up to 5 times
35 Blessed WaterScourge of Evil5% extra swing speed, 50% chance to deal 50 holy damage against Undead and Daemons
35 Gem StonesRune of Fury25% extra swing speed, 15 extra physical damage
42 Gem StonesMaster Rune of Breaking500% extra shield damage, 50% extra physical damage
50 Gem StonesBackstabba's Frenzy10% 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
Bow, crossbow or gun (9)
CostEnchantmentWhat it does
5 Gem StonesRune of Clear Sights10% extra physical damage, 15% reduced reload speed
6 Amber CrystalsSong of Doom10 extra physical damage, 15% extra missile speed
8 Dragon BloodGaze uv da Spider-god10% extra missile speed, ranged shots reduce physical resistance of the target by 35%
12 Amber CrystalsEcho of Ghur15% extra physical damage, 15% extra missile speed, 10% to reduce movement speed of nearby enemies upon dealing damage
20 Arcane ScrollsForge of Chamon30% extra reload speed, 10 extra magic damage
24 Gem StonesRune of Head-Wrecking15% extra missile speed, 200% extra headshot damage
25 Warpstone DustMockery of Asps25% extra magic damage, ranged shots reduce physical resistance of the target by 50%
30 Amber CrystalsPredator of Anath Raema15 extra magic damage and missile speed, dismount damaged cavalry units
30 Gem StonesRune of Reloading50% reduced reload speed
Arrows, bolts or shot (8)
CostEnchantmentWhat it does
4 Arcane ScrollsWind of Azyr10% extra projectile speed
4 Amber CrystalsHagbane Tips50% chance to decrease the movement speed of the target by 40%
4 Dragon BloodTrueflight Arrows40% extra armour penetration
6 Amber CrystalsArcane Bodkins10% extra armour penetration
7 Warpstone DustStarfire Shafts25% extra armour penetration
8 Amber CrystalsMoonfire Shot20 extra fire damage
12 Dragon BloodTransmutation of Chamon20% extra fire damage, projectiles penetrate targets
12 Gem StonesSwiftshiver Shards10% extra magic damage and 10% extra missile speed
Thrown weapon (3)
CostEnchantmentWhat it does
6 Amber CrystalsBlackbriar's Kiss10% extra physical damage, 10% extra armour penetration
15 Dragon BloodFerocity of Kurnous30 extra magic damage, 50% extra missile speed
26 Arcane ScrollsMaster Rune of Flight33% extra missile speed, regain throwing ammunition upon landing hits
Armour (54)
CostEnchantmentWhat it does
2 Arcane ScrollsCloak of Ghyran25% extra healing rate when travelling
2 Gem StonesRune of Vigour5 extra HP
3 Gem StonesRune of Stone4% extra physical resistance
4 Arcane ScrollsWhisper of Ghyran3 max HP bonus, -15% fire resistance
4 Arcane ScrollsWhisper of Chamon3% extra physical resistance
4 Arcane ScrollsWhisper of Azyr3% magic resistance, 3% extra party travel speed
4 Blessed WaterPurity of Shallya50% extra healing rate when travelling
4 Dragon BloodMartyrdom of Shallya3 extra HP, taking damage has a 33% chance to heal nearby friendly units
4 Blessed WaterTouch of the Eerie2% extra physical resistance, 25 bonus skillpoints to Riding
4 Blessed WaterTenacity of the Pilgrim2 extra HP
4 Gem StonesRune of Protection5% extra magic resistance, 2 extra HP
5 Dragon BloodAzure Mirror of Azyr2% extra physical resistance, deal 15 lightning damage to enemies attacking you in melee
5 Dragon BloodMaster Rune of Gromril5% Ward Save
6 Warpstone DustMessengers of Shyish5% extra magic resistance, 10% chance to inflict horrific visions in a small radius upon taking damage. Nearby enemies suffer a DoT effect
6 Blessed WaterGift of the Winterfather5% extra magic resistance, 20 bonus skillpoints to Two Handed
8 Dragon BloodDusk of the Woods-8% physical resistance, 8 extra Winds of Magic
9 Arcane ScrollsHarmony of Azyr4% bonus to lightning damage
9 Warpstone DustPale Grip of Shyish7% bonus to magic damage, -3 HP
9 Dragon BloodSoulfire of Sigmar6% 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 BloodFrenzy of Ulric5% extra physical resistance, receiving melee damage carries a 15% chance to drive nearby allies into a battle frenzy
9 Blessed WaterGuidance of the Fey10% extra party travel speed, 5% magic resistance
10 Amber CrystalsWildform of Ghur3% extra physical resistance, 15% to receive a fleeting 3% physical resistance bonus upon receiving damage. Stacks up to 3 times
10 Arcane ScrollsProvidence of Hysh (the magic half does nothing for you)5% magic resistance, 10 bonus skillpoints to Spellcraft
10 Dragon BloodBloom of Ghyran6 max HP bonus, -10% fire resistance, 10% chance to recover 2 HP per second for a short time upon receiving damage
10 Gem StonesFeathers to Lead8% extra physical resistance, 5% penalty to movement speed
10 Gem StonesLead to Feathers3% penalty to physical resistance, 5% bonus to movement speed
10 Blessed WaterDivination of Azyr5% extra magic resistance, 7% extra party travel speed
10 Gem StonesBeacon of Sigmar (the magic half does nothing for you)10% extra magic resistance, 15% extra prayer radius
10 Amber CrystalsMists of the Sacred Lake (the magic half does nothing for you)3% extra physical resistance, 15% extra prayer and spell radius
10 Warpstone DustNightshroud5% extra magic resistance, 15% chance to reduce attack speed and damage of nearby enemies upon receiving damage
10 Amber CrystalsRune of Iron7% extra physical resistance
10 Arcane ScrollsRune of Spell Eating10% extra magic resistance, 50% chance to gain 100% magic resistance for a short time upon taking damage
12 Gem StonesHearth of Aqshy7% bonus to fire damage, -25% fire resistance
12 Dragon BloodWard of the Lady10% extra magic resistance, once per battle fatal wounds will revive you with 50% HP
12 Arcane ScrollsLegacy of Arkhan (the magic half does nothing for you)12% bonus to magic damage, 15% extra spell radius
12 Dragon BloodEmbrace of Isha4% extra Ward Save, 10% chance to recover 10 HP upon receiving damage
12 Dragon BloodMaster Rune of Skaldour100% fire resistance
13 Amber CrystalsRune of Fortitude3% Ward Save, 4 extra HP
14 Blessed WaterSanctuary of Hysh3% extra physical resistance, 5% to snare nearby enemies with a net of Hysh upon receiving damage
15 Amber CrystalsWisdom and Virtue3 extra HP, 5% extra magic resistance
15 Amber CrystalsTouch of Lileath (the magic half does nothing for you)5% extra magic resistance, 3 extra Winds of Magic
15 Gem StonesTuffness uv Gork4% extra physical resistance, 5% penalty to movement speed
15 Warpstone DustCall uv da Great Green (the magic half does nothing for you)3 max Winds of Magic, 4% extra magic resistance
16 Amber CrystalsLeylines and the Weave (the magic half does nothing for you)Gain 8 Forest Harmony daily, 3% extra physical resistance
18 Arcane ScrollsSecrets of W'soran (the magic half does nothing for you)5% bonus to magic damage, 4 extra Winds of Magic
18 Amber CrystalsOakheart's Blessing4% extra physical resistance, 4% bonus to magic damage
20 Amber CrystalsThe Tree Lords' Bargain5 max HP bonus, 15% chance to summon a Dryad upon taking damage
22 Blessed WaterLight of Sigmar6% extra magic resistance, 3 extra HP, 10% chance to gain minor regeneration whenever attacked by Undead and Daemons in melee
22 Blessed WaterMercy of Shallya6 extra HP
25 Warpstone DustEthereal Whispers5% extra physical resistance, upon receiving ranged damage gain 50% ranged damage immunity for a short time
25 Amber CrystalsRune of Preservation6 max HP bonus, 10% chance to ignore lethal damage and recover 5 HP upon taking damage
28 Arcane ScrollsWisdom of Hoeth (the magic half does nothing for you)7 extra Winds of Magic, 5% bonus to magic damage
40 Amber CrystalsRadiance of the Woods (the magic half does nothing for you)3% Ward Save, 4 extra Winds of Magic
40 Gem StonesMaster Rune of Steel10% extra physical resistance
Shield (19)
CostEnchantmentWhat it does
2 Dragon BloodBulwark of Blood Keep20% extra shield HP, 8% extra physical resistance
3 Gem StonesRune of Parrying25% chance to knock down foes when blocking melee hits
4 Gem StonesRune of Shielding5% physical resistance, 33% extra shield HP
8 Dragon BloodLegacy of Caledor50% fire resistance, 25% extra shield HP, 25% chance to conjure a fire explosion upon blocking damage
8 Blessed WaterRune of Force33% extra shield HP, 70% chance to knock down foes when blocking melee hits
8 Blessed WaterRune of Impact10% physical resistance, 30% chance to knock down foes when blocking melee hits
8 Dragon BloodMaster Rune of Adamant10% Ward Save, 50% extra shield HP
10 Gem StonesBrilliance of Hysh15% to trigger a burst of light upon blocking damage. Reduces attack speed of nearby enemies for a short time
10 Amber CrystalsBrambles of GhyranDeal 25 physical damage to enemies blocked in melee, -10% fire resistance
10 Amber CrystalsAegis of Chamon20% extra shield HP, 5% physical resistance, 50% chance to decrease physical resistance of nearby enemies upon blocking damage
10 Gem StonesQuake of Hukon25% extra shield HP, knock down foes when blocking melee hits
12 Blessed WaterDeathsight of ShyishBlocking 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 DustBlocka uv Clobberin'15% extra shield HP, 30% chance to knock down foes when blocking melee hits
14 Arcane ScrollsCurtain of Aqshy20% 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 CrystalsTendrils of Ghyran15% extra physical resistance, 25% to snare nearby enemies with powerful roots upon blocking damage
15 Blessed WaterRetribution of SigmarGain a fleeting 10% bonus to holy damage when blocking blows of Undead and Daemons. Stacks up to 5 times
25 Blessed WaterShield 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 CrystalsStorms of Mathlann50% lightning resistance, 15% extra shield HP, 25% chance to summon a bolt of lightning upon blocking damage

Battle and tournaments

In the field

  • !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.

Kill streaks

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.

StreakKillsGoldXP
Killing Spree510,0005,000
Unstoppable1025,00010,000
GODLIKE2575,00020,000

Achievements

Career milestones, checked after every battle from the numbers !ach shows. Each is earned once.

AchievementNeedsGoldXPItem
Reliable5 to 19 summons20,0000armour, tier 2 to 4, named "Reward ..."
Trusted20 to 49 summons50,0000armour, tier 4 to 6, named "Reward ..."
Loyal50 summons in a row or more250,00050,000weapon, 55% chance it is a named custom item, named "... of Fealty"
Rebellious5 to 19 attacks20,0000armour, tier 2 to 4, named "Reward ..."
Traitorous20 to 49 attacks50,0000armour, tier 4 to 6, named "Reward ..."
Renegade50 attacks in a row or more250,00050,000weapon, 55% chance it is a named custom item, named "Renegades ..."
Stream Sniper5 kills on the streamer or more00-

Tournaments are levelled on purpose

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:

Fists
10 health, no armour
Two handed and polearm
200 health, 54 armour
Everything else
100 health, 45 armour

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.

Retinue and companions

Retinue

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.

Show every troop ladder and what each step costs

What you are actually buying

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 retinue !eliteretinue

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 !retinue

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.

Companions

  • Two ways to get one. !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.
  • They have their own class and race, from their own family, with their own kit and their own skill ladder. Gun classes train Gunpowder, not Crossbow.
  • Every companion has a tier from 1 to 9, in four bands. Buying one rolls a tier from 1 to 7; tiers 8 and 9 are never for sale, only earned by a companion that has fought its way up. A higher tier means better class kit and a bigger class skill set. The tier shows on !companion (name) and on your hero card (!look), e.g. Veteran T6.
    BandTierChance when boughtSkill average to reach it
    Common123%start
    223%90
    Uncommon318%110
    414%140
    Veteran511%170
    68%190
    Elite73%210
    8earned only250
    9earned only280
    Tiers only ever go up. A companion bought at tier 2 can climb all the way to 9: the next point explains which skills count and how to speed it up. A tier is not the same as !equip, which only upgrades the gear.
  • How they level up. A companion levels on the skills its class fights with: its main weapon skill, plus Athletics on foot or Riding when mounted, plus a sidearm skill for the classes that carry one (that one only counts from tier 3). A greatsword is Two Handed and Athletics all the way; a glade guard is Bow and Athletics, with One Handed joining from tier 3; a pistolier is Gunpowder and Riding, then One Handed. The average of those has to pass 90, 110, 140, 170, 190, 210, 250 and 280 for tiers 2 through 9, checked once a day. Every class kit hands them a weapon that trains exactly those skills, and Athletics and Riding train by walking and riding, so a companion who fights in their kit levels on their own. !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.
  • Develop them with !companionauto (name) (gold), which buys focus points and then attributes, cheapest first, until the budget runs out.
  • Forge for them with !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.
  • Their kills earn for your clan, and !companion (name) ach keeps their career record.
  • Lost track of the commands? !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.
  • Give them your own gear. !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.
  • Buy them a title. !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, kingdom and land

The climb

  • Clan first. !clan create (name), and the title comes with it. After that, !clan banner and !clan stats.
  • Then a kingdom. !kingdom join (name) using the kingdom names in the map section. !kingdom rebel if you would rather be your own.
  • Your land and your men are your people. A town or castle your clan gains takes your culture, villages included, so it raises your own recruits. And any troop your party recruits from another people is regenerated into yours at the same tier on the spot.
  • Then land. !fief for what you hold and what it is building, !upgrade for clan and fief upgrades, !reinforce for militia.
  • Then a party of your own. !party create, !party govern, !party train to spend gold on your troops.
  • Vassals. !vassal create splits one of your own clan members off into a clan beneath you. Your clan has to be in a kingdom first.

How upgrades work

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.

CommandWhat it does
!upgrade listEvery 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.

Fief upgrades 48

Bought per settlement, so the same upgrade can be bought again for each fief you own.

Show all 48 fief upgrades and what each costs
Buy with this idNameCostWhat it does
loyalty1Improved Administration 1100,000loyalty +0.5/day
loyalty2Improved Administration 2250,000loyalty +1/dayneeds loyalty1
loyalty3Improved Administration 3500,000loyalty +1.5/dayneeds loyalty2
loyalty4Improved Administration 4800,000loyalty +2/dayneeds loyalty3
loyalty5Improved Administration 51,000,000loyalty +2.5/dayneeds loyalty4
loyalty6Improved Administration 61,500,000loyalty +3/dayneeds loyalty5
bettertrade1Better Trade 1100,000prosperity +1/day
bettertrade2Better Trade 2250,000prosperity +2/dayneeds bettertrade1
bettertrade3Better Trade 3500,000prosperity +3/dayneeds bettertrade2
bettertrade4Better Trade 4800,000prosperity +4/dayneeds bettertrade3
bettertrade5Better Trade 51,000,000prosperity +5/dayneeds bettertrade4
bettertrade6Better Trade 61,500,000prosperity +6/dayneeds bettertrade5
guardpost1Guard Posts 1100,000security +0.5/day
guardpost2Guard Posts 2250,000security +1.5/dayneeds guardpost1
guardpost3Guard Posts 3500,000security +2/dayneeds guardpost2
guardpost4Guard Posts 4800,000security +2.5/dayneeds guardpost3
guardpost5Guard Posts 51,000,000security +3/dayneeds guardpost4
guardpost6Guard Posts 61,500,000security +3.5/dayneeds guardpost5
farm1Farmlands 1100,000food +5/day
farm2Farmlands 2250,000food +10/dayneeds farm1
farm3Farmlands 3500,000food +20/dayneeds farm2
farm4Farmlands 4800,000food +30/dayneeds farm3
farm5Farmlands 51,000,000food +40/dayneeds farm4
farm6Farmlands 61,500,000food +50/dayneeds farm5
farm7Farmlands 72,000,000food +75/dayneeds farm6
farm8Farmlands 82,500,000food +100/dayneeds farm7
militia1Militia 150,000militia +2/day
militia2Militia 2125,000militia +3/dayneeds militia1
militia3Militia 3250,000militia +4/dayneeds militia2
militia4Militia 4500,000militia +8/dayneeds militia3
garrison1Garrison Training 1250,0002 garrison troops/day, from the Basic tree at tier 2
garrison2Garrison Training 2500,0003 garrison troops/day, from the Basic tree at tier 3needs garrison1
garrison3Garrison Training 31,000,0004 garrison troops/day, from the Basic tree at tier 4needs garrison2
garrison4Garrison Training 41,500,0004 garrison troops/day, from the Basic tree at tier 5needs garrison3
enhancedgarrison1Enhanced Garrison Training 11,000,0003 garrison troops/day, from the Noble tree at tier 4
enhancedgarrison2Enhanced Garrison Training 21,500,0004 garrison troops/day, from the Noble tree at tier 5needs enhancedgarrison1
enhancedgarrison3Enhanced Garrison Training 32,000,0004 garrison troops/day, from the Noble tree at tier 6needs enhancedgarrison2
tax5Tax 5%400,000tax income +5%
tax10Tax 10%800,000tax income +10%needs tax5
tax15Tax 15%1,500,000tax income +15%needs tax10
tax20Tax 20%2,500,000tax income +20%needs tax15
garrisonsize1Garrison Size 1250,000garrison capacity +50
garrisonsize2Garrison Size 2500,000garrison capacity +100needs garrisonsize1
garrisonsize3Garrison Size 31,000,000garrison capacity +150needs garrisonsize2
garrisonsize4Garrison Size 41,500,000garrison capacity +200needs garrisonsize3
garrisonsize5Garrison Size 52,000,000garrison capacity +250needs garrisonsize4
garrisonsize6Garrison Size 63,000,000garrison capacity +300needs garrisonsize5
megagarrisonMega garrison size increase +3006,000,000garrison capacity +300needs garrisonsize6

Clan upgrades 29

Bought once and applied to your whole clan.

Show all 29 clan upgrades and what each costs
Buy with this idNameCostWhat it does
clan_renown1Clan Prestige 130,000renown +1/day
clan_renown2Clan Prestige 230,000renown +1/dayneeds clan_renown1
clan_party_1Recruitment Drive 1100,000party size +10
clan_party_2Recruitment Drive 2250,000party size +20needs clan_party_1
clan_party_3Recruitment Drive 3500,000party size +30needs clan_party_2
clan_party_4Recruitment Drive 41,000,000party size +40needs clan_party_3
clan_settlements_1Clan Development50,000loyalty +0.3/day, prosperity +0.5/day
clan_settlements_2Clan Development 2250,000loyalty +1/day, prosperity +1/dayneeds clan_settlements_1
clan_retinue_1Household Guard I750,000retinue capacity +1
clan_retinue_2Household Guard II1,750,000retinue capacity +1needs clan_retinue_1
clan_retinue_3Household Guard III3,500,000retinue capacity +1needs clan_retinue_2
clan_influence_1Noble Administration I250,000influence +1/day
clan_influence_2Noble Administration II750,000influence +2/day, renown +1/dayneeds clan_influence_1
clan_logistics_1March Logistics I300,000party speed +0.5
clan_logistics_2March Logistics II800,000party speed +1, +1 extra partyneeds clan_logistics_1
clan_vassals_1Vassal Charter1,200,000+1 vassal slotneeds clan_renown2
clan_troops_1Master-at-Arms I750,0001 troops/day, from the Basic tree at tier 2
clan_troops_2Master-at-Arms II1,750,0002 troops/day, from the Basic tree at tier 3needs clan_troops_1
clan_troops_3Master-at-Arms III3,500,0003 troops/day, from the Basic tree at tier 4needs clan_troops_2
clan_trade_1Trade Envoys I500,000mercenary income +25000 gold/day
clan_trade_2Trade Envoys II1,500,000mercenary income +50000 gold/dayneeds clan_trade_1
clan_war_council_1War Council I3,000,000army speed +0.1, +1 extra partyneeds clan_influence_2
clan_war_council_2War Council II7,000,000army speed +0.2, +2 extra partyneeds clan_war_council_1
clan_war_council_3War Council III9,000,000army speed +0.5, +3 extra partyneeds clan_war_council_2
eliteclan_troops_1Elite-at-Arms I1,000,0002 troops/day, from the Noble tree at tier 3
eliteclan_troops_2Elite-at-Arms II2,000,0002 troops/day, from the Noble tree at tier 4needs eliteclan_troops_1
eliteclan_troops_3Elite-at-Arms III3,500,0002 troops/day, from the Noble tree at tier 5needs eliteclan_troops_2
hearth1Improved Hearth 1250,000hearths +1/day
hearth2Improved Hearth 2500,000hearths +1/dayneeds hearth1

Kingdom upgrades 9

Ruler only. Applies to every clan in the kingdom, and costs influence as well as gold.

Show all 9 kingdom upgrades and what each costs
Buy with this idNameCostWhat it does
kingdom_influence_1Royal Authority1,000,000 + 500 influenceinfluence +2/day
kingdom_influence_2Royal Authority II2,000,000 + 1,000 influenceinfluence +2/dayneeds kingdom_influence_1
kingdom_military_1Kingdom Military Reform2,000,000 + 1,000 influencemilitia +1/day, party size +15
kingdom_prosperity_1Kingdom Prosperity Initiative3,000,000 + 1,500 influenceloyalty +0.2/day, prosperity +0.5/day
kingdom_elite_military_1Kingdom Elite Military Reform2,000,000 + 1,000 influence2 troops/day, party size +15, from the Noble tree at tier 6
kingdomhearths1Kingdom Hearths500,000 + 500 influencehearths +1/day
valiant_commanders_1Valiant Commanders500,000 + 250 influenceparty size +20
valiant_commanders_2Valiant Commanders II1,000,000 + 500 influenceparty size +20needs valiant_commanders_1
war_preparations_1War Preparations I500,000militia -6/day, 3 troops/day, from the Noble tree at tier 6

Vassals

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.

ThingValue
Cost to take a vassal1,500,000 gold
Your share of their fief income25%
Your share of their mercenary income25%
Vassals per clan1

!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.

Family and marriage

Your hero can marry. Children are not available in the Warhammer realm.

CommandWhat it does
!family spouseShow your spouse.
!family spouse rename <name>Rename them.
!family spouse looks <body>Change their appearance.
!family spouse skillsTheir 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.
!heirContinue as your heir when your hero dies.

Full command index

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.

Getting started

CommandWhat 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.
!statsClan, 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.
!whatsnewThe newest changes in one line, with the link to this guide.
!skillsYour skills and attributes.
!achAchievements 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.
!goldHow much gold you are holding.
!giftgold @viewer (amount)Hand gold to another viewer.
!leaderboardThe realm leaderboards.

Gear and kit

CommandWhat it does
!mapYour 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.
!lookDraws 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.
!torkitApply 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.
!equipBuy the next equipment tier. Cost rises with the tier. Custom items are never replaced.
!reequipReroll your gear at the tier you already hold. It will not downgrade you and it will not touch custom items.
!prestigeBuy the next prestige step past Tier 6. There are three, so Tiers 7, 8 and 9. You have to be at Tier 6 first.
!invYour equipped loadout and inventory, custom items excluded.
!slotsExplains 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.
!buymount900,000 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.
!smithsaddleA better saddle. A free low-tier one is fitted automatically whenever you gain a horse.
!itemstatsItem and stat detail where BLT can show it.

Smithing, selling and trading

CommandWhat it does
!sellingredientPut ingredients up for sale: !sellingredient gems 20 50000. Highest bid after two minutes wins and pays you.
!bidingredientBid on the lot that is up right now: !bidingredient 75000. Must beat the standing bid.
!giveingredientHand enchanting ingredients to another viewer: !giveingredient @viewer gems 10. Ingredients are universal, this is how you get what your own finds do not bring.
!enchantBare: 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.
!customitemsYour 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.

Battle

CommandWhat it does
!summonJoin the streamer's side, retinue and all.
!attackJoin the enemy side, retinue and all.
!compBring every one of your companions into the fight at once, even if you were already summoned.
!healHeal over time. Only while summoned, only in battle.
!rallyRally 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.
!unguardTurn guard off again.
!formation (name)Set the formation you spawn into.
!battleWhat is happening in the current fight.
!power / !powersFire your class power (and your family prestige burst if you have prestige), or list the powers you have.
!tournamentJoin 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.

Retinue and companions

CommandWhat 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.
!retinuelistWhat 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.
!wandererStreamer 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.
!companionThe short command list: buying one and looking at it.
!companion helpEvery companion command, including forging, training and titles.
!companion listThe companions you own.
!companion (name) noble1,000,000g. 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.

Clan, kingdom and land

CommandWhat 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.
!reinforceBuy militia or elite militia for a clan fief. Clan leader only.
!capitalCapital settlement handling.
!transferMove 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.
!diplomacyWar, peace and alliance state.
!incomeWhere your money is coming from.

Family and time

CommandWhat it does
!family (name) (inv/stats/skills/giveitem/removeitem)Your spouse, their gear and their skills.
!heirSet up and use an heir.
!retireRetire this hero.
!rejuvenateMake your hero younger. 10,000 gold.

What everything costs

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.

CommandWhat you are buyingCost
!buyattributeCost250,000
!buycompanionBase cost250,000
!buyfocus1st focus point40,000
2nd focus point55,000
3rd focus point70,000
4th focus point85,000
5th focus point100,000
!buymountCost900,000
!clanBuy a ship50,000
Create a clan50,000
Join50,000
Lead a kingdom1,000,000
Rename10,000
Title200,000
!classTier 15,000
Tier 210,000
Tier 320,000
Tier 440,000
Tier 580,000
Tier 6160,000
!companionAttribute point250,000
1st focus point30,000
2nd focus point40,000
3rd focus point50,000
4th focus point60,000
5th focus point75,000
!companionautoAttribute point250,000
1st focus point30,000
2nd focus point40,000
3rd focus point50,000
4th focus point60,000
5th focus point75,000
!diplomacyAlliance150,000
Clan alliance500,000
Call to war50,000
Non-aggression pact100,000
Peace100,000
Trade agreement50,000
Declare war250,000
!eliteretinueTier 125,000
Tier 250,000
Tier 3100,000
Tier 4200,000
Tier 5400,000
Tier 6800,000
!equipTier 125,000
Tier 250,000
Tier 3100,000
Tier 4200,000
Tier 5400,000
Tier 61,000,000
!heroChange gender10,000
Marry another viewer50,000
!kingdomRebel against a viewer kingdom1,000,000
Create a kingdom2,500,000
Expel a clan100,000
Join150,000
Mercenary contract50,000
Join the streamer's kingdom150,000
Mercenary for the streamer50,000
Change a policy50,000
Rebel500,000
Release a fief50,000
!partyJoin an army50,000
Call a party (influence each)25 influence
Create an army100,000
Join a party (influence each)10 influence
!prestigeTier 71,500,000
Tier 82,000,000
Tier 93,000,000
!reequipTier 11,000
Tier 21,000
Tier 31,000
Tier 41,000
Tier 51,000
Tier 61,000
!reinforceElite unit30,000
Militia unit15,000
!rejuvenateCost10,000
!retinueTier 110,000
Tier 225,000
Tier 350,000
Tier 4100,000
Tier 5200,000
Tier 6400,000
!smitharmorCost300,000
!smithsaddleCost150,000
!smithshieldCost600,000
!smithweaponCost600,000
!tournamentCost10,000
!vassalTake a vassal1,500,000

Recent changes

Newest first. If something behaved differently last week, this is probably why.

26 September 2026
  • Open any town on the map. Click a town or castle, anyone’s, and a panel shows every BLT upgrade bought for it and what each one does, plus who holds it, the governor, what the garrison is made of, its buildings, what it is building now and its villages. Upgrades stay with a town when it changes hands. !upgrade info fief (town) gives the same list in chat.
  • Battles and sieges show live. Crossed swords mark every fight happening right now, bigger and brighter when a viewer is in it; hover them for both sides, their men and which viewers are fighting. A besieged town gets a red ring that fills as the siege camp is built; hover it for attackers, defenders, siege engines and days so far.
  • Kingdoms. The kingdoms button on the map, or clicking a realm’s name written across its land, opens that kingdom: its ruler, strength, who it is at war with, what it is besieging, its armies, its viewers and every holding it owns.
  • War view. Switch the map’s “by” menu to wars and pick a kingdom: it shows gold, everyone at war with it red, everyone at peace grey.
  • Follow. Find a viewer, press follow, and the map keeps their party in the middle as it moves. Drag the map to stop.
  • Open any party. Click a viewer’s party on the map for everything about it: the whole army by tier, wounded and prisoners, food, speed, its standing !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.
  • Give orders from the map. Open your party, press Give this party an order, then click any town or castle. The map shows only the orders that make sense there (defend, patrol or garrison a friendly town; siege it or raid its villages if you are at war) as ready-made chat commands. Press copy and paste it in chat. It only works for your own party.
  • More in every town. The town panel now also lists the upgrades still for sale with their prices, the daily tax, who is inside, enemy armies nearby or heading there, and its recent history (owner changes, sieges, raids).
  • Events. The events button lists what just happened on the map: towns changing hands, sieges starting, raids and battles viewers fought.
  • Measure. Press measure and click two places for the distance and roughly how long the ride takes (at your party’s speed if you have one selected).
  • The real map. Tick game photo at the top of the live map and the land is the game’s own campaign map, photographed from above: forests, rivers, castles, bridges and villages exactly as they look in game, sharper the closer you zoom. Untick territory for the pure view.
  • Achievements on hero cards. Your !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.
22 to 24 September 2026
  • See your hero: !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.
  • Finds and enchanting. Your party now finds loot and enchanting ingredients when it wins battles on the map, and !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.
  • Ingredients can be traded and sold. !giveingredient @viewer gems 10 hands them over, and !sellingredient gems 20 50000 puts a lot up for chat to bid on with !bidingredient.
  • Damage is capped at the top end. Small hits are untouched; the harder a blow is, the more it is compressed. Enchanted weapons hit noticeably harder without one-shotting anything.
  • The map in the guide is live. It refreshes every few minutes while the stream runs: every town, castle and village with who holds it, the land itself with its rivers and mountains, realm borders, and an arrow for every viewer party out campaigning. Switch it between kingdoms, clans or viewers to see who really holds what. Viewer parties now move live, every 15 seconds, and hovering one says what it is doing (travelling to Altdorf, besieging Nuln, chasing someone) and what its army is made of. Viewers held prisoner are marked where they are held, every army on the map flies its kingdom’s pennant (red edged when it is at war with a viewer’s kingdom), and the land itself is redrawn: real mountain ranges where the old map showed lakes, rivers, forests and snow. Type !map for a link that opens straight on you. Have a look.
  • Gun classes shoot more. The battle records had most gun classes firing once or twice a whole battle and the Irondrake never firing at all. Every gun class now has its quick reload and its take-the-shot powers working all the time, not only during !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.
  • Retiring releases your companions. !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.
  • Orcs are about a tenth smaller. They were a head taller than anything else; now they are just big. Slightly shorter reach comes with it.
  • Hammerer trimmed, a little. Rune of Wrath IV and V and Oathstone VI are each a few points lower. Nothing else on the dwarf side changed.
  • Companion tiers explained. Every companion sits on a ladder from tier 1 to 9, and the Companions section now has the full table: what each tier costs to roll, the skill it takes to climb, and why tiers 8 and 9 can only be earned.
  • Companion gear refusals say the real reason. Only the levelling-weapon guard and the race lock speak now, and they name what is wrong.
  • !logs is in the guide: the last ten things that happened to your hero, a clan, a kingdom or a fief.
21 September 2026
  • Companions can be forged any weapon their people make. Any type, own culture only: a Dwarf companion gets Dwarf hammers, axes, crossbows and handguns, never an Empire sword or an Orc choppa. Ask for a type their people do not make and you are told so. The table says who makes what.
  • The weapon a companion levels with is protected. 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.
  • More weapon words. greatsword, warhammer, halberd, pike, scythe, choppa, flail, rapier and the rest now work in !smithweapon (type) without a 1h or 2h prefix.
  • A Dwarf, Orc or Chaos spouse now spawns right instead of as a human woman until the next load. Those three peoples have no female model in the Old Realms, so the spouse stays on the male rig and the encyclopedia says Lord; that is the trade for a correct model.
  • Fighting AI. Viewers and companions attack more and turtle less, and ranged classes go back to their bow or gun when no enemy is close.
20 September 2026
  • Any class can !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.
  • Forge for your spouse. !smithweapon bolts spouse and the armour and shield forms. Forging for a companion or spouse now draws THEIR people's pieces too.
  • Your land and your men are your people. A fief your clan gains takes your culture, and foreign recruits joining your party are regenerated into your own troops of the same tier.
  • Weapon words are never companion names. !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.
  • Cinderblast Bombs are gone. Ironbreaker, Miner and Ranger no longer carry them. The records showed an Ironbreaker throwing bombs for three quarters of his blows at 40 damage each, into our own line, instead of closing with the axe. He fights as the shield wall now.
  • Every battle row now records gear tier, main skill, armour worn and the full loadout, so a weak class can be told apart from a low-tier hero.
18 September 2026
  • Wood Elves: Heart of the Oak. The battle records showed why elves go down in two hits: a Wardancer wears 79 armour at tier 6 where a Hammerer wears 254, and no resistance closes that. The Wood Elf prestige burst (Call of Kurnous, speed) is gone; in its place every Wood Elf class gets Heart of the Oak at Prestige 1, 2 and 3: 33, 46 and 60 percent more health, always on. The audit now counts kit armour too, so it stops calling cloth safe.
  • Vampire regeneration halved. From the first night of battle records: a Blood Reaver stood in a mob for three minutes, took 396 hits, and never dropped, because Unliving healed 6 health a second. Unliving is now 1 / 1.5 / 2 / 2.5 / 3 / 3 a second (was 2 to 6), the Flagellant's Blood of Martyrs 1 / 2 / 3 (was 2 / 4 / 6). The Hunger's heal on hit is untouched: it rewards fighting. Standing regeneration now has a ceiling in the audit, 3 a second.
17 September 2026
  • Ignore Armor toned down. The !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.
  • Hit log. Every blow a viewer or companion lands is now recorded with the weapon, the troop it hit and the damage, so hits-to-kill per class can be measured instead of guessed. Nothing changes in game.
  • Battle records. Every battle now writes a line per viewer and companion (class, level, prestige, kills, damage dealt and taken, knocked out, time alive, won or lost). Nothing changes in game; it is how classes get tuned from real fights instead of guesses.
  • Guide tidy-up. A short "what to spend it on first" list under the costs, and the fief, clan and kingdom upgrade tables fold away until you open them.
  • Clan creation is 50,000, was 500,000. From the suggestion box. Everyone who already created a clan gets the 450,000 difference back on the next load.
  • Glade Rider explosive arrows. The Glade Rider now carries Explosive Projectiles I to VI on !power, the same rungs the Glade Guard already had. Still inside the balance ceilings.
  • Rifles are not grenade launchers. Thunderer, Handgunner and Grudgeraker swap Explosive Projectiles for Quickdraw on !power, and the Outrider gets Ignore Armor. Explosive rounds stay with the classes whose weapon actually explodes: Grenadier, Irondrake, Trollhammer, Dronazgrund.
  • Two new commands. !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.
16 September 2026
  • Grenadier. A new Empire mounted class built up to the Old Realms' own grenade launcher: arquebus, then the Empire handgun with steel ball, and at tier 6 the Blunderbuss loading Grenades, the explosive cartridge nobody else can load. Shrapnel (targets lose resistance) and Powder Monkey (reload) as signatures, Fire in the Hole at prestige. The plain Outrider keeps his repeater.
  • Horses turn slower. Every mount in the game, ours and the enemy's, has a fifth less manoeuvre. Cavalry has to commit to a charge line instead of pivoting on the spot.
  • Balance pass. The audit now scores every class on damage and survival against the pack, and four things moved. Two racials did nothing for a fighter and now do: The Changer (Tzeentch) was +30 percent magical damage and is now +15 percent physical; Tranquillity of Cadai (Eonir) was magic resistance only and is now +15 percent physical resistance. Black Orc and Big 'Un were top of both tables at once, so their Heavy Hitting active became Cut Through (Stoneskin, 'Ard as Nails, 160 health and the WAAAGH burst all stay). Necromancer, Lahmian Sister and Hell Knight, the glassiest classes in the realm, gained the Healthy ladder.
  • Every power now has six rungs. Every power ladder, old and new, runs I to VI, one rung per class level, so every level you earn moves every power you have. The top rung is exactly what the old top was and the bottom rung is what the old bottom was; the steps between are evenly spaced. Nobody got weaker or stronger at the ends, and the balance ceilings did not move. Class signatures now start at level 1, small, instead of appearing at level 4.
  • Prestige is worth it now. Tiers 7, 8 and 9 add powers for the first time: every class gets a prestige power of its own, three rungs, that no Tier 6 hero has, and !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.
15 September 2026
  • Signature powers for every family. What the vampires got, everyone now gets, from their own lore: two family ladders at class levels 1/2/3 and two class signatures at 4/5/6, all built on the Old Realms' own status effects and most of them triggered by landing a hit. Empire hits open the target up (Sigmar's Retribution) and steady the faithful; the Lady quickens a Bretonnian's next swing; a dwarf's second blow settles the grudge (Grudge Struck) and a dwarf struck back stiffens (Rune of Guarding); wood elf blades and arrows are Hagbane-poisoned; the Eonir fight like smoke; greenskins build the Waaagh as they fight ('Ere We Go); Chaos marks its prey. Then one per class: Kill Shot, Doom Seeker, Martyr's Blood, Ambush, Plague of Rust, Timewarp, Righteous Fury, Rune of Rapid Fire, Danse Macabre and fifty more, each on the roster with plain words. Nothing was taken away. Every class was audited against hard ceilings (75 percent resistance, +50 percent damage, 50 percent stripped off a target) so nothing is unkillable and nobody is a one-man army; the only change to an old power is the Khorne rider, whose standing Heavy Hitting became Healthy because Red Fury already had him over the line. Class signatures run without the spell particle so tier 6 is not a fireworks display.
  • Vampires get their teeth. Every Vampire Counts class now has The Hunger (your hits drain life from the target, the Vampire Counts spell effect) and Unliving (2/4/6 health a tick, standing, for the whole battle). Four new classes on the vampire model, all from the Counts' own gear: Lahmian Sister (throwing knives and a vampire sword; whatever she hits moves at half speed, Mistwalk at the top), Von Carstein Knight (halberd cavalry on a Spectral Steed; every touch chills the target's attack speed), Drakenhof Kastelan (two-hander on a Nightmare; each hit feeds a Red Fury damage buff that fades when you stop swinging), and Grave Warden (halberd in full Grave Guard plate; whoever strikes you is slowed and weakened for it). All of it built on the Old Realms' own status effects, applied when a blow lands.
  • Viewers and companions never rout. Your hero and your hired companions hold their nerve for the whole battle: no running for the map edge, no ROUTED tag. Retinue and the rest of the army still break the normal way.
  • !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.
  • Forging for a companion equips them if it is better. !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.
  • Guns and ammo sell for real money. A forged handgun was selling for 1 gold because the price table did not know what a gun was. Every !smithweapon item now prices off the forge cost.
  • One handed sword means one handed. Asking the forge for a one handed sword could hand back a greatsword (the greatsword template also lists a one handed grip). The forge now insists the weapon's main use is the one you asked for.
  • !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.
  • Cavalry powers retuned. Charge I/II/III now add 5/8/12 percent manoeuvre (was 10/20/30); charge damage unchanged. Better Mount I/II/III reach top speed in 80/60/50 percent of the time (was 90/75/50).
  • Outrider. Back on the Eight Barreled Repeater from tier 4, musket balls then steel balls; the blunderbuss and buckshot are gone from the line.
  • Barkskin pieces. The treeman helm and bracers are wearable again; the chest and legs stay off, they break the model.
  • Spouses follow their viewer, every load. A dwarf's wife who was still an elf is now made a dwarf on load, not only when we run a repair.
  • Kill streaks and achievements now have their own table under Battle, read from the live config so it cannot go stale.
14 September 2026
  • Your power level follows your total battles. The battle count that unlocks powers is now your overall !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.)
  • Blessing of Isha for Wood Elves. A Wood Elf only passive at class levels 4, 5 and 6: Isha adds 5, 10 and 15 percent physical resistance on top of Barkskin (55, 60, 65 in total) and Isha's Tears add 20, 40 and 60 health. Veteran elves stop folding to the first spear; new ones are still glass cannons.
  • Stoneskin is 10 / 20 / 30 percent. Hammerers and the other Stoneskin classes take about five hits to go down instead of four. It was 50 percent a week ago and 12 on Saturday; this is the middle.
  • Kill gold raised. A kill pays 15,000 for you, 10,000 for a companion and 4,500 for a retinue trooper (was 7,000 / 5,000 / 2,500), scaled by the level difference as before. Kills against much stronger enemies cap at 50,000 / 40,000 / 15,000.
  • Racials never run out. Barkskin, Ward of Sigmar, Rune of Sanctuary and the rest used to lapse ten minutes into a long battle. They now refresh every minute for as long as you are standing.
  • Companions level again. Seven classes handed companions a weapon that trained a skill their promotion never looked at, so they could never earn a tier (necromancers worst: a scythe counts as a polearm). Every class now trains what it swings. !companion list also marks nobles.
  • Companions and spouses put right, all of them, every load. 85 companions had the wrong culture (vampires listed as Empire, orcs as Vampire Counts) and were being handed the wrong gear because of it. Wanderers' leftover base-game gear, foreign gear and named legendary pieces are swapped for their own people's gear; forged weapons are never touched. Dwarf, orc and chaos wives use the male model (the game has no female body for those races, and forcing one wrecks the face), so the encyclopedia calls them Lord. That is the price of a correct model and we are paying it.
  • Tier 9 can forge legendary armour. !smitharmor at tier 9 draws from the named sets too.
  • Tournaments. Two-handed and polearm rounds are now 275 health.
  • Armour fixes. Eight classes had a tier 9 kit weaker than tier 7 (hammerer, ironbreaker, footknight, jaeger and others); fixed. Dwarf Noble armour was weaker than Ironbreaker armour; it now beats it, so a tier 9 dwarf is no longer a downgrade.
  • Retired heroes are gone. Sixteen leftovers from !retire were still walking around and cluttering the encyclopedia search. Removed.
  • Foot soldiers stop chasing horses. A viewer or companion on foot who locked onto a rider more than 12 metres away now picks the nearest enemy on foot instead.
  • Crash fixed. A forged weapon built from troll parts crashed the game when a human swung it. Those parts are banned from the forge and swept from everyone's hands.
11 to 13 September 2026
  • The Dwarf gun line is now five classes. Thunderer and Irondrake each held three different weapons under one name, and the Thunderer threw away the best precision gun in the game at Tier 9 for a volley gun. Each class now climbs to its own signature weapon and keeps it: 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.
  • Ten new classes. Built from TOR troop lines and weapons no class used. Empire: 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.
  • Necromancers carry a real scythe. The class was built around magic that viewers cannot cast, so from Tier 3 it held a staff that hit for 6. Now: Wood Scythe, the Raven Scythe from Tier 3 and the Vampiric Scythe from Tier 6, both proper two-handed blades. The hood stays at every tier; under it the robes give way to Hell Knight plate at Tier 6 and Vampire Armour at Tier 8. !torkit to collect.
  • Dwarf gun classes look different at every tier. Each of the five now changes at least two pieces of armour per tier, nine distinct looks from militia kit to Ironbreaker or Irondrake plate.
  • The Drakegun shoots twice as far. Its round was flying at handgun speed with no range rule behind it, so the flame simply fell short. It now travels at 205 instead of 145, which doubles the distance.
  • Foot soldiers stop chasing horses. A viewer or companion on foot who had locked onto a rider more than 12 metres away would run after it all battle and never fight. They now switch to the nearest enemy on foot instead, or pick again. Riders close enough to reach are still fair game, and mounted classes are untouched.
  • Stoneskin is 4 / 8 / 12 percent. It was 15 / 30 / 50, and a Hammerer in plate with Stoneskin III and the health perk basically could not die. Applies to every class that grants it: hammerer, chosennurgle, orcbigun, blackorc.
  • Fragile is gone from every class. It was meant to ease off as you levelled and ran the wrong way, costing you more health as you climbed. Removed from chosenkhorne, hellknight, marauder, necromancer, orcchoppa and peasantbowman.
  • Tournament rounds retuned. Two-handed and polearm rounds were over in seconds: everyone now fights them at 200 health in heavy armour. Fist rounds are 10 health and no armour, so they end. Everything else stays at 100 health.
  • Tier 9 Irondrake torpedoes. The Trollhammer Launcher was being issued with Drakegun canisters, which it cannot fire. It carries Trollhammer Torpedoes now (and the launcher has moved to the new trollhammer class).
  • The forge never hands out tournament gear. A request for arrows could come back with blunt tournament arrows worth one gold. Tournament and practice items are off the shelf.
  • Companions spawn with you during deployment and hold position until the fight starts, instead of arriving only after you press deploy.
  • Spouses repaired. Six spouses were the wrong race for their viewer (a dwarf married to a vampire and so on) and twenty were wearing another culture's gear from the wanderer they were generated from. All now match the viewer, and second shields are gone.
  • Two crashes closed. Attacking from the campaign map while injured (no deployment screen) could crash on the way into battle, and so could a siege where a town had no defenders left. Both are guarded.
9 and 10 September 2026
  • Every retinue line was rebuilt. Both !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.
  • Tournament health depends on the discipline now. A fist round gives everyone 25 health and no armour at all, so punches actually land and a round does not turn into a shoving match. Two handed and polearm rounds give 150, because those weapons were ending fights in one or two swings. Everything else stays at 100, with 45 armour. Retuned again after the 11 September stream: fists to 10, two handed and polearm to 200 health and 54 armour.
  • Your family is race locked like everything else. !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.
  • Companions can no longer change culture. !companion culture is switched off. What you bought is what you have, race and culture both, the same way adoption works for you.
  • Family members gained four commands companions already had: ach, summon, buyfocus and buyattribute.
  • Vampires stopped looking human. A newly adopted vampire rendered as an ordinary human for about a year of game time, because the vampire face is driven by age and BLT adopts at 18. They start at 20 now and look right immediately.
  • Your companions turn up when you do. !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.
  • Irondrakes fight as a gunline again. They were being placed as mounted archers, which is how their troop is tagged in the underlying mod, so they held a cavalry-shaped line on foot. Dwarfs have no cavalry at all. They now form up as the ranged troops they are.
  • Fragile is gone. Six classes carried a health penalty that was meant to ease off as you levelled and did the opposite, hitting harder at the top of the ladder than the bottom. Chosen of Khorne, Hell Knight, Marauder, Necromancer, Orc Choppa and Peasant Bowman all lose it entirely. If one of those felt oddly squishy at high tier, that was why.
  • The class roster explains its powers. Every power on a class card links down to an entry saying what it actually does, as opposed to how much of it you get. 137 of them.
  • There is a suggestion box at the top of this guide. Anonymous, no login, and nobody but Eddy reads it.
6 September 2026
  • Your hero now fights in the right formation. Everyone was being placed by their race instead of their class, so gunners and archers ended up in the melee line while greatswords loitered at the back with the bowmen. Every hero on the realm was affected, not just a few. Ranged classes now hold a ranged line, cavalry rides, infantry holds the middle, and mounted gunners form up as horse archers. If your hero suddenly behaves differently in a battle, this is why.
  • Cavalry charges hit properly now. Charge I was actually reducing your charge damage, so unlocking it left you worse off than never taking it. All three tiers are stronger, and the area damage a charge does goes up with them.
  • Fleet Footed is less of a sprint. It ran at 110%, 120% and 130% of normal speed, which made the classes that carry it hard to catch and hard to fight. It is now 105%, 110% and 115%. This touches every class with the power, not only the Wood Elves, so Slayers and the Slaanesh classes feel it too.
  • New Dwarf class: 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.
  • Wood Elves can no longer be given treeman armour. The Barkskin and Dryad sets are built for treemen rather than elves, so wearing a piece made your arms and legs disappear. They are blocked now, and anyone already wearing one has it swapped for their own class gear automatically.
5 September 2026
  • Gun classes now shoot at their Gunpowder skill. Handgunners, Outriders, Pistoliers and every other black powder class were firing at skill zero, because the command system cannot see a gun as a weapon at all. Their Gunpowder is now held at least as high as their Crossbow, so a tier 6 Thunderer finally shoots like one. If your gun has felt oddly wild, that is why, and it is fixed.
  • Weapon and riding skill bonuses are now +20, +40 and +75. They were +25, +50 and +100. The top tier was worth four times the first, which made the last power unlock the only one that mattered. Every power now runs for 300 seconds, so durations no longer differ between classes for no reason.
  • Ironclad is now +5, +10 and +15 armour. It was +10, +20 and +30 to your head, body, arms and legs at once. At the top end that was more armour than a good breastplate, applied everywhere, for five minutes. It is still the strongest defensive power in the realm, just no longer the answer to everything.
  • Wardancers now get better gear as they promote. Their kit had not changed between Tier 2 and Tier 8, so six promotions bought nothing but a new blade, and the dancer set is the lightest gear the Wood Elves have. The mask, bracers, boots and cape now improve at every step. The bare painted torso stays, because that is the class.
  • The Lady’s blessing looks like the Lady. Bretonnian classes were glowing with an aura shared with a Sigmarite effect, which read as dwarf runes on a Grail Knight. Same protection, same all round resistance, correct halo.
  • Tournaments hit properly again. Fist rounds were being soaked up by invisible armour and took an age to resolve, so punches now land. Armed rounds carry slightly more armour than before, so fewer fights end on the first swing.
  • Ranged classes hold a ranged line. Rangers, Waywatchers and Witch Hunters were wading into melee instead of shooting. Pistoliers now behave as horse archers and Marauders as infantry. Ranged classes also carry a second stack of ammunition.
  • Wardancers are tougher. They now carry Constitution the way Slayers do, which suits a class expected to dance through a melee.
  • Your clan-mates’ companions show up in the overlay. If someone in your clan owns companions, their cards now appear in a battle without anyone needing to type !summon, and their kills and gold count properly.
  • Banner colours stay put. Your clan banner no longer gets recoloured when you join a kingdom or reload a save, and your clan’s clothing stops changing with it. You can also copy and paste banner codes straight into the banner editor. A banner that is already broken needs pasting once, then it holds.
  • Visiting a shrine no longer crashes the game.
2 September 2026
  • New Wood Elf class: 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.
  • Foot classes are refused a mount, and told why. Dwarfs have no mounted class at all, so a Dwarf is told so plainly. No gold is taken on any refusal, and if your race has nothing better than what you already ride, you are told that too rather than paying for the same animal twice.
  • You can buy a mount for a companion: !buymount (name), matching !smithweapon (type) (name). Their race and class decide what they can have.
  • A companion's class is now fixed for life. !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).
  • Bought companions arrive with a name that suits their race. A Dwarf was being called "the Damsel of the Lady" because the name was picked before the race was.
  • Gear from another race no longer follows you through a retire. Retiring a Dwarf and adopting as an Orc kept the Dwarf gear, smithed pieces included. Anything your new body cannot wear is left in your inventory instead of on you.
  • Foreign weapons are cleared out properly. A Dwarf crossbow on an Orc, or a Vampire Counts mace on a Chaos lord, used to stay put when no replacement existed. You now get a weapon of the same kind from your own race, or the slot is emptied so you can !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.
  • Missing viewers are back in the encyclopaedia. Heroes who had gone quiet were still in the game and still taking commands, they just could not be clicked on.
  • Hell Knights ride the Spectral Steed at the top of their ladder. The three Vampire knight classes all rode the same beasts before.
  • Eonir Riders carry elven spears instead of a Bretonnian jousting lance, and their horses stopped wearing a Great Stag saddle.
  • Tier 1 archers carry a sidearm. Orc Arrer Boyz and Glade Riders both started with a bow and nothing for close quarters, despite One Handed being one of their skills.
31 August 2026
  • Your forged gear is never taken off by a tier change. Buying a tier with !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.
  • The forge makes Old Realms gear. !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.
  • Chaos heroes stay Chaos. Marauders were quietly turning back into ordinary humans a few seconds after every load.
  • Demigryphs have visible barding. They were being fitted with a saddle that has almost no model, so they looked bare.
  • Six commands are back: !clanauto, !fiefauto, !rally, and the item repair tools. They had never been registered in this realm, so they did nothing at all.
30 August 2026
  • Retinue commands renamed. !recruit is now !retinue, !eliterecruit is !eliteretinue, and !recruitlist is !retinuelist. This guide taught the old names for a while. Sorry.
  • Retinue and elite retinue no longer hand out the same troops, and militia stop turning up in retinues that were never meant to have them.
  • Tournaments now fight at a lower fixed tier. Tier 5 kit made every match a slow armoured slog. Same rules as before otherwise: one weapon shape, your own family's class.
  • Tournament and battle prizes now suit your race. A vampire or a dwarf who won and got nothing was hitting an empty prize pool. You now get a wearable item of the same kind instead, and it keeps whatever modifier the roll gave it.
  • Dwarfs, vampires, elves and orcs stopped turning human after a reload. If your hero looked wrong, or lost their gear on load, or was told there were no valid items to forge, that was all the same bug and it is fixed.
  • Heroes that vanished from the Encyclopedia are back. They were never gone, only unlisted.

Coming from Realms of Thrones

Most of what you know still works. These are the differences that catch people out.

What changed

  • !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.
  • Classes are family-locked. You see only your own family's list, and there are 53 classes across 8 families rather than one shared pool.
  • Nine tiers, not six. Prestige adds three more on top.
  • Race and culture are locked down in ways the base realm never needed. See The Locks.
  • Tournaments are equalised rather than run on whatever gear you turned up with.
  • No wave arena here. That lives in the other realm.