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
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⦷

bltbet Use this to bet on tournament matches, when available.
Usage is !bltbet (team) (gold), for example !bltbet red 10000 to bet 10000 gold on red. Winnings are divided up from the whole pot, based on relative bet size.
If only one team is bet upon, the bets will be refunded.
class Selects a new class for your hero, updating your existing equipment to match the class requirements.
Usage is !class (new class name), e.g. !class archer.

Tier costs: 1=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.
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⦷

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.
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

Retlist

Shows: Retinue unit list

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
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 Adept

Starting Skills:

Skill Level
Melee 25 to 50
Ranged 25 to 50
Athletics 25 to 50
Riding 25 to 50
Attack Snake

Side: Enemy side

Allowed in: Field battle, Village battle, Siege battle, Friendly mission, Hide-out

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

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
Force Adept Tier 1 Example Force Adept Tier 2 Example Force Adept Tier 3 Example Force Adept Tier 4 Example Force Adept Tier 5 Example Force Adept Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Iron Scimitar

Crossbow

Super Crossbow 2077

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)
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
Jedi Knight Tier 1 Example Jedi Knight Tier 2 Example Jedi Knight Tier 3 Example Jedi Knight Tier 4 Example Jedi Knight Tier 5 Example Jedi Knight Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Iron Scimitar
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
Sith Marauder Tier 1 Example Sith Marauder Tier 2 Example Sith Marauder Tier 3 Example Sith Marauder Tier 4 Example Sith Marauder Tier 5 Example Sith Marauder Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Iron Scimitar
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
Jedi Sentinel Tier 1 Example Jedi Sentinel Tier 2 Example Jedi Sentinel Tier 3 Example Jedi Sentinel Tier 4 Example Jedi Sentinel Tier 5 Example Jedi Sentinel Tier 6 Example
Formation Ranged
Equipment

OneHandedSword

Iron Scimitar

Crossbow

Super Crossbow 2077

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)
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
Sith Inquisitor Tier 1 Example Sith Inquisitor Tier 2 Example Sith Inquisitor Tier 3 Example Sith Inquisitor Tier 4 Example Sith Inquisitor Tier 5 Example Sith Inquisitor Tier 6 Example
Formation Ranged
Equipment

OneHandedSword

Iron Scimitar

Crossbow

Super Crossbow 2077

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)
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
Jedi Master Tier 1 Example Jedi Master Tier 2 Example Jedi Master Tier 3 Example Jedi Master Tier 4 Example Jedi Master Tier 5 Example Jedi Master Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Iron Scimitar

Crossbow

Super Crossbow 2077

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)
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
Sith Lord Tier 1 Example Sith Lord Tier 2 Example Sith Lord Tier 3 Example Sith Lord Tier 4 Example Sith Lord Tier 5 Example Sith Lord Tier 6 Example
Formation Infantry
Equipment

OneHandedSword

Iron Scimitar

Crossbow

Super Crossbow 2077

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)

Bolts

B-Bolt 2077(Multiple Penetration+Penetrate Shield)
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
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⦷