Bannerlord Twitch Viewer Guide
Bannerlord Twitch (BLT) is a Twitch Integration mod for Mount & Blade II: Bannerlord.
As a viewer you can use channel point rewards (if available), and chat commands to interact with the game while the streamer is playing.
The primary feature of BLT is allowing you to 'adopt' a hero in the game. Your hero can either be a random hero already inside the game world, or a newly created one. Your hero equipment can be upgraded, or replaced with custom items or tournament reward items; however you will always equip the best item you have available in each actual slot.
Some examples of things you can do with your hero include 'summoning' your hero into battles that the streamer is taking part in, joining viewer tournaments, selecting your heroes 'class', unlocking special class powers, or creating new viewer clans. Everything saves with the game, so you can join for entire campaigns, while your heroes level whenever the campaign is being played.
If you aren't sure where to start, start with !help and !adopt
Table of Contents
Commands
Channel Point Rewards
Classes
Force Adept
Jedi Knight
Sith Marauder
Jedi Sentinel
Sith Inquisitor
Jedi Master
Sith Lord
Common Config
General
Battle
Death
XP
Kill Rewards
Battle End Rewards
Kill Streaks
Achievements
Commands
Command | Description | Settings |
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ach | Show the heroes achievements and tracked stats. |
Shows: Achievements, Tracked stats |
AP |
Provide the attribute name (or part of it) when calling this Amount: 1 Costs 150000⦷ |
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bltbet | Use this to bet on tournament matches, when available. Usage is !bltbet (team) (gold) , for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.If only one team is bet upon, the bets will be refunded. |
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class | Selects a new class for your hero, updating your existing equipment to match the class requirements. Usage is !class (new class name) , e.g. !class archer . |
Tier costs: 1=5⦷, 2=10⦷, 3=20⦷, 4=40⦷, 5=80⦷, 5=80⦷, 6=160⦷ Free if you do not already have a class Updates equipment to match new class |
customs | Shows the viewers custom item list, which is required so they know what item index to use in the custom item related commands. |
Shows: Custom item storage |
discarditem | Throw away one of your custom items. Usage is !discarditem (custom item index) , e.g. !discarditem 3 would discard your custom item with the index 3. The custom item index is shown in the 'customs' command. |
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equip | Upgrades your heroes equipment tier, replacing any existing equipment of lower tier, except for custom items. The cost depends on the tier you are trying to upgrade to. Usage is !equip (blank for auto upgrade/tier number) Example: !equip 1 or !equip |
Tier costs: 1=50⦷, 2=500⦷, 3=5000⦷, 4=50000⦷, 5=500000⦷, 6=5000000⦷ |
FP |
Skills: Automatic, based on class, equipment, and existing skills Focus points: 1 to 3 Cost: 150000⦷ |
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give | ||
gold | Show your heroes current gold. |
Shows: Gold |
inv | Shows your heroes equipped loadout and inventory, excluding custom items (do !customItems instead) |
Shows: Gold, Equipment tier, Battle equipment inventory |
nameitem | You can use this to name your custom items. Usage is !nameitem (custom item index) (name) , for example !nameitem 3 Foehammer . The custom item index is shown in the 'customitems' command. |
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powers | Shows your available powers |
Shows: Powers |
reequip | Randomizes your equipment, at its current tier. It will not replace items that are higher than your current tier, or custom items. e.g. if you are equipment tier 3, but also have a tier 6 weapon won in a tournament, this command will not replace that weapon. Sometimes you will end up with some items not changing, particularly if there aren't many items of that type available at your current tier. |
Re-rolls your equipment at your current tier Tier costs: 1=1000⦷, 2=1000⦷, 3=1000⦷, 4=1000⦷, 5=1000⦷, 6=1000⦷ |
Ret |
Max retinue: 10 Tier costs: 1=25000⦷, 2=50000⦷, 3=100000⦷, 4=175000⦷, 5=275000⦷, 5=275000⦷, 6=400000⦷ Allowed: Same culture only, Basic troops, Elite troops |
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Retlist |
Shows: Retinue unit list |
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stats | Shows your heroes general information, including clan, gold, location, HP, skills, attributes and retinue. |
Shows: Gold, Age, Clan, Culture, Health, Skills greater than , Attributes, Retinue count and average tier |
Channel Point Rewards
Command | Description | Settings | ||||||||||
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Adopt a Hero by Culture | Adopt a randomly selected Hero, filtered by Culture. Enter "list" to get a list of cultures |
Viewer selects hero by culture Newly created wanderer Starting Age Range: 18 Starting Gold: 0 Inheritance: 90% of gold spent on equipment and retinue, up to 2 custom items Starting Equipment Tier: 1 Starting Class: Force AdeptStarting Skills:
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Attack Snake |
Side: Enemy side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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Heal Hero | Heals your hero over time. Only works in battle, when your hero is summoned. | |||||||||||
Heal Snake | ||||||||||||
Smith Armor | ||||||||||||
Smith Weapon | ||||||||||||
Summon | Use this when the streamer enters a battle, to spawn your adopted hero on the streamers side (along with your retinue). |
Side: Streamers side Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out |
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Use Class Power | Activate your class power on your hero, if you have one. The power will last for a limited period of time, indicated on the overlay. |
Classes
Force Adept
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
Passive Power |
Passive Power |
Active Power |
Active Power [Force Sensitive I: Movement: 150% Melee: +10 Ranged: +10] requires Total Kills >= 10 [class: (Class, Force Adept)+Total Kills < 100 [class: (Class, Force Adept) [Force Sensitive II: Movement: 150% Melee: +20 Ranged: +20] requires Total Kills >= 100 [class: (Class, Force Adept)+Total Kills < 200 [class: (Class, Force Adept) [Force Sensitive III: Movement: 150% Melee: +30 Ranged: +30] requires Total Kills >= 200 [class: (Class, Force Adept)+Total Kills < 300 [class: (Class, Force Adept) [Force Sensitive IV: Movement: 150% Melee: +40 Ranged: +40] requires Total Kills >= 300 [class: (Class, Force Adept)+Total Kills < 400 [class: (Class, Force Adept) [Force Sensitive V: Movement: 150% Melee: +50 Ranged: +50] requires Total Kills >= 400 [class: (Class, Force Adept) |
Jedi Knight
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Passive Power |
Passive Power Body Mastery I: 120% HP Body Mastery II: 150% HP Body Mastery Master: 250% HP |
Active Power |
Active Power [Knight's Defence I: Armor Head: +10 Armor Torso: +10 Armor Legs: +10 Armor Arms: +10] requires Total Kills >= 1 [class: (Class, Jedi Knight)+Total Kills < 200 [class: (Class, Jedi Knight) [Knight's Defence II: Armor Head: +20 Armor Torso: +20 Armor Legs: +20 Armor Arms: +20] requires Total Kills >= 200 [class: (Class, Jedi Knight)+Total Kills < 400 [class: (Class, Jedi Knight) [Knight's Defence III: Armor Head: +30 Armor Torso: +30 Armor Legs: +30 Armor Arms: +30] requires Total Kills >= 400 [class: (Class, Jedi Knight)+Total Kills < 600 [class: (Class, Jedi Knight) [Knight's Defence IV: Armor Head: +40 Armor Torso: +40 Armor Legs: +40 Armor Arms: +40] requires Total Kills >= 600 [class: (Class, Jedi Knight)+Total Kills < 800 [class: (Class, Jedi Knight) [Knight's Defence V: Armor Head: +50 Armor Torso: +50 Armor Legs: +50 Armor Arms: +50] requires Total Kills >= 800 [class: (Class, Jedi Knight) |
Sith Marauder
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Passive Power |
Passive Power |
Active Power |
Active Power [Drain Vitality I: Absorb 5% of damage dealt as HP] requires Total Kills >= 1 [class: (Class, Sith Marauder)+Total Kills < 500 [class: (Class, Sith Marauder)+Total Kills >= 500 [class: (Class, Force Adept) [Drain Vitality II: Absorb 10% of damage dealt as HP] requires Total Kills >= 500 [class: (Class, Sith Marauder)+Total Kills < 1000 [class: (Class, Sith Marauder)+Total Kills >= 500 [class: (Class, Force Adept) [Drain Vitality Master: Absorb 20% of damage dealt as HP] requires Total Kills >= 1000 [class: (Class, Sith Marauder)+Total Kills >= 500 [class: (Class, Force Adept) [Marauder's Rage I: 110.0% dmg / Ignore 10% Armor / 10% Unblockable / 20% Shatter Shield / 10% Cut Through / 10% Stagger / AoE: 50dmg in 3m against Non-heroes / Heroes] requires Total Kills >= 1 [class: (Class, Sith Marauder)+Total Kills < 200 [class: (Class, Sith Marauder) [Marauder's Rage II: 120.0% dmg / Ignore 20% Armor / 20% Unblockable / 40% Shatter Shield / 20% Cut Through / 20% Stagger / AoE: 50dmg in 4m against Non-heroes / Heroes] requires Total Kills >= 200 [class: (Class, Sith Marauder)+Total Kills < 400 [class: (Class, Sith Marauder) [Marauder's Rage III: 120.0% dmg / Ignore 30% Armor / 30% Unblockable / 60% Shatter Shield / 30% Cut Through / 30% Stagger / AoE: 50dmg in 5m against Non-heroes / Heroes] requires Total Kills >= 400 [class: (Class, Sith Marauder)+Total Kills < 600 [class: (Class, Sith Marauder) [Marauder's Rage IV: 120.0% dmg / Ignore 40% Armor / 40% Unblockable / 80% Shatter Shield / 40% Cut Through / 40% Stagger / AoE: 50dmg in 6m against Non-heroes / Heroes] requires Total Kills >= 600 [class: (Class, Sith Marauder)+Total Kills < 800 [class: (Class, Sith Marauder) [Marauder's Rage V: 120.0% dmg / Ignore 50% Armor / 50% Unblockable / 100% Shatter Shield / 50% Cut Through / 50% Stagger / AoE: 50dmg in 7m against Non-heroes / Heroes] requires Total Kills >= 800 [class: (Class, Sith Marauder) |
Jedi Sentinel
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
OneHandedSword ![]() |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
Passive Power |
Passive Power Body Mastery I: 120% HP Body Mastery II: 150% HP Body Mastery Master: 250% HP |
Active Power |
Active Power [Sentinel's Precision I: Weapon Inaccuracy: 90% ] requires Total Kills >= 1 [class: (Class, Jedi Sentinel)+Total Kills < 200 [class: (Class, Jedi Sentinel) [Sentinel's Precision II: Weapon Inaccuracy: 80% ] requires Total Kills >= 200 [class: (Class, Jedi Sentinel)+Total Kills < 400 [class: (Class, Jedi Sentinel) [Sentinel's Precision III: Weapon Inaccuracy: 70% ] requires Total Kills >= 400 [class: (Class, Jedi Sentinel)+Total Kills < 600 [class: (Class, Jedi Sentinel) [Sentinel's Precision IV: Weapon Inaccuracy: 60% ] requires Total Kills >= 600 [class: (Class, Jedi Sentinel)+Total Kills < 800 [class: (Class, Jedi Sentinel) [Sentinel's Precision V: Weapon Inaccuracy: 50% ] requires Total Kills >= 800 [class: (Class, Jedi Sentinel) |
Sith Inquisitor
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Ranged |
Equipment |
OneHandedSword ![]() |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
Passive Power |
Passive Power |
Active Power |
Active Power [Drain Vitality I: Absorb 5% of damage dealt as HP] requires Total Kills >= 1 [class: (Class, Sith Inquisitor)+Total Kills < 500 [class: (Class, Sith Inquisitor)+Total Kills >= 500 [class: (Class, Force Adept) [Drain Vitality II: Absorb 10% of damage dealt as HP] requires Total Kills >= 500 [class: (Class, Sith Inquisitor)+Total Kills < 1000 [class: (Class, Sith Inquisitor)+Total Kills >= 500 [class: (Class, Force Adept) [Drain Vitality Master: Absorb 20% of damage dealt as HP] requires Total Kills >= 1000 [class: (Class, Sith Inquisitor)+Total Kills >= 500 [class: (Class, Force Adept) [Inquisitor's Barrage I: Reload Speed: 110% AI Shoot Frequency: 110% AI Wait Before Shoot Factor: 90% ] requires Total Kills >= 1 [class: (Class, Sith Inquisitor)+Total Kills < 200 [class: (Class, Sith Inquisitor) [Inquisitor's Barrage II: Reload Speed: 120% AI Shoot Frequency: 120% AI Wait Before Shoot Factor: 80% ] requires Total Kills >= 200 [class: (Class, Sith Inquisitor)+Total Kills < 400 [class: (Class, Sith Inquisitor) [Inquisitor's Barrage III: Reload Speed: 130% AI Shoot Frequency: 130% AI Wait Before Shoot Factor: 70% ] requires Total Kills >= 400 [class: (Class, Sith Inquisitor)+Total Kills < 600 [class: (Class, Sith Inquisitor) [Inquisitor's Barrage IV: Reload Speed: 140% AI Shoot Frequency: 140% AI Wait Before Shoot Factor: 60% ] requires Total Kills >= 600 [class: (Class, Sith Inquisitor)+Total Kills < 800 [class: (Class, Sith Inquisitor) [Inquisitor's Barrage V: Reload Speed: 150% AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 800 [class: (Class, Sith Inquisitor) |
Jedi Master
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
Passive Power |
Passive Power Body Mastery Master: 250% HP |
Active Power |
Active Power [Knight's Defence V: Armor Head: +50 Armor Torso: +50 Armor Legs: +50 Armor Arms: +50] requires Total Kills >= 1000 [class: (Class, Jedi Knight) [Sentinel's Precision V: Weapon Inaccuracy: 50% ] requires Total Kills >= 1000 [class: (Class, Jedi Sentinel) [Jedi Mastery I: Armor Encumbrance: 80% Weapons Encumbrance: 80% Handling Multiplier: 110% ] requires Total Kills >= 1 [class: (Class, Jedi Master)+Total Kills < 500 [class: (Class, Jedi Master) [Jedi Mastery II: Armor Encumbrance: 60% Weapons Encumbrance: 60% Handling Multiplier: 120% ] requires Total Kills >= 500 [class: (Class, Jedi Master)+Total Kills < 1000 [class: (Class, Jedi Master) [Jedi Mastery III: Armor Encumbrance: 40% Weapons Encumbrance: 40% Handling Multiplier: 130% ] requires Total Kills >= 1000 [class: (Class, Jedi Master)+Total Kills < 1500 [class: (Class, Jedi Master) [Jedi Mastery IV: Armor Encumbrance: 20% Weapons Encumbrance: 20% Handling Multiplier: 140% ] requires Total Kills >= 1500 [class: (Class, Jedi Master)+Total Kills < 2000 [class: (Class, Jedi Master) [Jedi Mastery V: Armor Encumbrance: 1% Weapons Encumbrance: 1% Handling Multiplier: 150% ] requires Total Kills >= 2000 [class: (Class, Jedi Master) [Light Side Mastery: Armor Head: 150% Armor Torso: 150% Armor Legs: 150% Armor Arms: 150% Athletics: 150% ] requires Total Kills >= 2000 [class: (Class, Jedi Master) |
Sith Lord
Details
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 |
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Formation | Infantry |
Equipment |
OneHandedSword ![]() |
Crossbow ![]() |
Bolts ![]() |
Bolts ![]() |
Passive Power |
Passive Power |
Active Power |
Active Power [Drain Vitality Master: Absorb 20% of damage dealt as HP] requires Total Kills >= 1000 [class: (Class, Sith Marauder)+Total Kills >= 1000 [class: (Class, Sith Inquisitor) [Marauder's Rage V: 120.0% dmg / Ignore 50% Armor / 50% Unblockable / 100% Shatter Shield / 50% Cut Through / 50% Stagger / AoE: 50dmg in 7m against Non-heroes / Heroes] requires Total Kills >= 1000 [class: (Class, Sith Marauder) [Inquisitor's Barrage V: Reload Speed: 150% AI Shoot Frequency: 150% AI Wait Before Shoot Factor: 50% ] requires Total Kills >= 1000 [class: (Class, Sith Inquisitor) [Sith Mastery I: Swing Speed Multiplier: 110% AI Attack Chance: 110% Handling Multiplier: 110% ] requires Total Kills >= 1 [class: (Class, Sith Lord)+Total Kills < 500 [class: (Class, Sith Lord) [Sith Mastery II: Swing Speed Multiplier: 120% AI Attack Chance: 120% Handling Multiplier: 120% ] requires Total Kills >= 500 [class: (Class, Sith Lord)+Total Kills < 1000 [class: (Class, Sith Lord) [Sith Mastery III: Swing Speed Multiplier: 130% AI Attack Chance: 130% Handling Multiplier: 130% ] requires Total Kills >= 1000 [class: (Class, Sith Lord)+Total Kills < 1500 [class: (Class, Sith Lord) [Sith Mastery IV: Swing Speed Multiplier: 140% AI Attack Chance: 140% Handling Multiplier: 140% ] requires Total Kills >= 1500 [class: (Class, Sith Lord)+Total Kills < 2000 [class: (Class, Sith Lord) [Sith Mastery V: Swing Speed Multiplier: 150% AI Attack Chance: 150% Handling Multiplier: 150% ] requires Total Kills >= 2000 [class: (Class, Sith Lord) [Dark Side Mastery: One Handed: 150% Crossbow: 150% Athletics: 150% ] requires Total Kills >= 2000 [class: (Class, Sith Lord) |
Common Config
General
Sub Boost |
1 |
Multiplier applied to all rewards for subscribers (less or equal to 1 means no boost). NOTE: This is only partially implemented, it works for bot commands only currently. |
Battle
Start With Full Health |
Enabled |
Whether the hero will always start with full health |
Start Health Multiplier |
1 |
Amount to multiply normal starting health by, to give heroes better staying power vs others |
Start Retinue Health Multiplier |
0.01 |
Amount to multiply normal retinue starting health by, to give retinue better staying power vs others |
Morale Loss Factor (not implemented) |
0.5 |
Reduces morale loss when summoned heroes die |
Summon Cooldown In Seconds |
0 |
Minimum time between summons for a specific hero |
Summon Cooldown Use Multiplier |
1 |
How much to multiply the cooldown by each time summon is used. e.g. if Summon Cooldown is 20 seconds, and UseMultiplier is 1.1 (the default), then the first summon has a cooldown of 20 seconds, and the next 24 seconds, the 10th 52 seconds, and the 20th 135 seconds. See https://www.desmos.com/calculator/muej1o5eg5 for a visualization of this. |
Retinue Use Heroes Formation |
Disabled |
Whether an adopted heroes retinue should spawn in the same formation as the hero (otherwise they will go into default formations) |
Death
Allow Death |
Enabled |
Whether an adopted hero is allowed to die |
Final Death Chance Percent |
90 |
Final death chance percent (includes vanilla chance) |
Apply Death Chance To All Heroes |
Enabled |
Whether to apply the Death Chance changes to all heroes, not just adopted ones |
Retinue Death Chance Percent |
100 |
Retinue death chance percent (this determines the chance that a killing blow will actually kill the retinue, removing them from the adopted hero's retinue list) |
XP
Use Raw XP |
Enabled |
Use raw XP values instead of adjusting by focus and attributes, also ignoring skill cap. This avoids characters getting stuck when focus and attributes are not well distributed. |
Raw XP Skill Cap |
330 |
Skill cap when using Raw XP. Skills will not go above this value. 330 is the vanilla XP skill cap. |
Kill Rewards
Gold Per Kill |
1000 |
Gold the hero gets for every kill |
XP Per Kill |
2 |
XP the hero gets for every kill |
XP Per Killed |
1 |
XP the hero gets for being killed |
Heal Per Kill |
0 |
HP the hero gets for every kill |
Retinue Gold Per Kill |
0 |
Gold the hero gets for every kill their retinue gets |
Retinue Heal Per Kill |
0 |
HP the hero's retinue gets for every kill |
Relative Level Scaling |
0.2 |
How much to scale the kill rewards by, based on relative level of the two characters. If this is 0 (or not set) then the rewards are always as specified, if this is higher than 0 then the rewards increase if the killed unit is higher level than the hero, and decrease if it is lower. At a value of 0.5 (recommended) at level difference of 10 would give about 2.5 times the normal rewards for gold, xp and health. |
Level Scaling Cap |
35 |
Caps the maximum multiplier for the level difference, defaults to 5 if not specified |
Battle End Rewards
Win Gold |
5000 |
Gold won if the heroes side wins |
Win XP |
2 |
XP the hero gets if the heroes side wins |
Lose Gold |
5000 |
Gold lost if the heroes side loses |
Lose XP |
5000 |
XP the hero gets if the heroes side loses |
Difficulty Scaling On Players Side |
Enabled |
Apply difficulty scaling to players side |
Difficulty Scaling On Enemy Side |
Enabled |
Apply difficulty scaling to enemy side |
Difficulty Scaling |
1 |
End reward difficulty scaling: determines the extent to which higher difficulty battles increase the above rewards (0 to 1) |
Difficulty Scaling Min |
0.5 |
Min difficulty scaling multiplier |
Difficulty Scaling Max |
3 |
Max difficulty scaling multiplier |
Kill Streaks
Name | Kills Required | Reward |
---|---|---|
Killing Spree | 5 |
5000⦷ |
Murdery Goodness | 10 |
10000⦷ |
Younglings! | 50 |
50000⦷ |
Genocide | 100 |
100000⦷ |
Achievements
Name | Requirements | Reward |
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Force Adept! |
Total Kills >= 500 [class: (Class, Force Adept) |
100000⦷ |
Jedi Knight |
Total Kills >= 1000 [class: (Class, Jedi Knight) |
200000⦷ |
Jedi Master! |
Total Kills >= 2000 [class: (Class, Jedi Master) |
500000⦷ |
Jedi Sentinel |
Total Kills >= 1000 [class: (Class, Jedi Sentinel) |
200000⦷ |
Loyal |
Consecutive Summons >= 50 |
250000⦷ |
Rebellious |
Consecutive Attacks >= 5 |
20000⦷ |
Reliable |
Consecutive Summons >= 5 |
20000⦷ |
Renegade |
Consecutive Attacks >= 50 |
250000⦷ |
Sith Inquisitor |
Total Kills >= 1000 [class: (Class, Sith Inquisitor) |
200000⦷ |
Sith Lord |
Total Kills >= 2000 [class: (Class, Sith Lord) |
500000⦷ |
Sith Marauder |
Total Kills >= 1000 [class: (Class, Sith Marauder) |
200000⦷ |
Traitorous |
Consecutive Attacks >= 20 |
50000⦷ |
Trusted |
Consecutive Summons >= 20 |
50000⦷ |