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Welcome to Jedi!





About

Suggested Reading

There is an obscene amount of Star Wars related reading out that you could dive into if you felt like it. But, the vast majority of it would be completely unrelated to this guild.

If you want to know where the guild came from, I suggest the following novels and paperbacks (comics) for your reading.

Bantam/Spectra publishing:
 The Jedi Academy Trillogy:
  Vol 1. Jedi Search
  Vol 2. Dark Apprentice
  Vol 3. Champions of the Force

 Children of the Jedi
 The Courtship of Princess Leia
 I, Jedi

Mass Market Publishing:
 Young Jedi Knights Vol 1-14

Dark Horse Comics: (Trade Paperback Titles)
 Star Wars: Tales of the Jedi - Knights of the Old Republic TPB
 Star Wars: Tales of the Jedi - The Golden Age of the Sith TPB
 Star Wars: Tales of the Jedi - The Freedon Nadd Uprising TPB
 Star Wars: Tales of the Jedi - Dark Lords of the Sith TPB
 Star Wars: Tales of the Jedi - The Sith War TPB
 Star Wars: Tales of the Jedi - The Fall of the Sith Empire TPB

West End Games:
 Star Wars Second Edition Rule Book.

I strongly suggest that you avoid trying to draw parallels between the movies and the guild, since the movies played no part whatsoever in creating the guild.


Jedi's and Time

The Jedi guild is about time. There is no trick to this guild. There is no quick advancement. There is no best path. There is no best ability.

This is a guild designed around theme, dedication, and being able to create just about any character you want, if you are willing to put in some effort.

This isn't the old Jedi guild. This guild isn't about dealing damage faster than you take it. This is a guild that is very well rounded. If it has a strength, it would be in the ability to do a little of everything in a party. But I would also say that it has no true weaknesses (unlike past guilds, where defense was certainly a weakness).

Some guilds give you power early. Others late. Others give it to you at specific levels. Jedi were designed to give you a continual increase in power as you advance. Every time you ascend you will become more powerful. Your Force skills will advance, helping to augment your abilities, plus you will have new skill points with which to increase your ability skills. It is possible to get to Ascension 100 and have gone through more than 100 increments of ability.

This is a long term guild, for players who want to be Jedi for the sake of being Jedi. If you are looking for power, we suggest that you seek it elsewhere.






Quickstart Guide by Ender


INDEX

1. Preamble
2. Start fighting now
3. Force Skills
4. Stats
5. Suggested Skills


Preamble

This guild may be the fastest to reach 10k damage, as well as becoming a decent tank. However, once you hit that threshold, this is it. You'll never progress beyond this and there are few utilities, subguilds, or interesting guild features that currently work. Additionally, with each reboot you'll need to gear up with SMD [Special Melee Defense] items to the max, and +Stat bonuses for the added extra measure (though, it's likely that most guilds also do this). At roughly 100 combat days, you should be able to solo popular mobs such as the Queen of Hearts and Beloch; at roughly 150 combat days (and your guild level in the 90's), you've reached the top end of the guild.


Start fighting now


Understand your Force Skills Info the following:
force skills
skill difficulty
skill list
skill list /short, /trained, /trainable
Train skills 1 : Sense
3 : Control
1 : Alter
Acquire a tank At least until guild level 15
Focus on advancing skills Reference suggested skills below.


Force Skills

<info force skills>

Understanding your Force Skills and how they relate to your guild is very important.
Sense Increases your concentration and force, allowing you to stay in combat longer. In general, if you are running out of conc/force, raise sense. Below Glvl 40, having Sense +5 above control/alter helps.
Control Increases your power allowing you to survive and kill bigger. Early on, this will help GXP. After Glvl 40, pushing control to sense or above pushes the limits of what you can do.
Alter It's fine for alter to trail behind sense and control.


Guild Stats

<info stats>

Stat Affect
Wisdom
Dexterity
Primary stats:
Impact how hard we hit, probably how consistently, and how well we tank. We are a damage reduction guild, if we have to heal a lot, we will saturate/die. These two stats can only help us to the limits of Constitution though. Lots of wisdom and dexterity will have a greater impact if you have a high constitution (heal less, survive damage that leaks through DR [damage reduction]).
Constitution Primary stat:
With a high Constitution, your damage reduction can do a lot more work, as well as regen. This is significant at higher levels as Damage Reduction, Constituion + Hit Point regen makes us top tier grinding tanks. We will never be able to tank day 7 firebat's additional enemies, but we can tank max scaler dungeons with no corpse dependency and minimal equipment as good, or better, than most.
Strength Secondary stat:
This stat can help a little with damage and lowering your encombrance to help with SMD [Special Melee Defense].
Intelligence Tertiary stat:
This stat can help with healing.
Charisma Tertiary stat:
This stat may help with regen (still testing).


Suggested Skills

<info skills>
The skills listed below are in order of importance (though they are all critical). You'll want to learn these whenever you can and any skill not listed is unnecessary to maximize power and toughness.

Guild Points

GP1 - Concentration
GP2 - Force

Damage

Lightsaber Combat

Tanking

<info maintain> to keep these up at all times
- Reduce injury (hit point healing in combat)
- Control Pain (healing but thematically reads more like damage reduction. You'll take the damage and then recover hit points.)
- Dodge
- Lesser Force Shield
- Greater Force Shield
- Force Deflection (you can acquire this at Glvl 30, but that's a separate FXP pool as well)
- Clear Mind for spell point healing when you get FDEF unless you have spell point regen items (scaler 130 Zelligar's headband will cover FDEF costs)

GP Regen (Out of Combat)

Super fast regen when you max these out
- Meditation (concentration region)
- Hibernation Trance (Force region)

Corpse

Absorb Energy - with a mask to build up your energy pool is key to maximize xp rates
Dissipate Energy - Dissipate Attack essential to hit max xp rates

Secondary Tanking Skills

Once you have skills points to spare:
- Resist Poison
- Resist Stun
- Enhance Metabolism

In Combat Force Regen

When you have skill points or whenever force saturation is really bad:
- Release Force (force regen, dissipate regen as well for more force regen)

Support Skills

Important once you have points to spare:
- Alter Technology
- Robotics (but it's separate)

Stuns and Peace

- Mindlock (full stun)
- Confusion (partial stun)
- Cloud Mind (peace)



Jedi Files


Abilities


With all the abilities that a Jedi can master, sometimes you lose track of just where you stand in your training. Luckily, your holocron keeps a record of that with the ability list.

The short form of this list attempts to condense the information to fewer pages, but sacrifices the full text descriptions.

Syntax: focus abilities </short>
focus abilities on <student>
focus abilities on <player>

Note: Values are given as #1[#2]#3.
#1 is trained value of the skill, and is what your ability to train is compared to.
#2 is the play value of the skill, and is a result of any tradition modifiers that you may have.
#3 is the maximum trainable value of the skill.

Skills marked with a * are currently trainable.

See also: skill list, skill difficulty



About Careers


Every Jedi must choose a career before they can advance in the Jedi guild. Your choice represents what you did in life before you came to the academy to learn about the Force.

You career choice will affect you greatly early on in the guild, limiting the skills which you can learn and how quickly you can advance them. However, no career is better than another. They are all equal in the end, because in the end every career can reach the top skill level in each skill.

Choose your career for thematic reasons. Be what you want your character to be. It's all the same in the end, so you might as well be what you like.

See also: skill difficulty



About Force Skills

<info force skills>
Training Force skills is very different from how it was in past versions of the guild. You may train any skill you want for the same cost. The cost you pay to advance is the cost to buy your ascension, not a particular skill level. In numeric terms, it is the same to advance all of the following:

Ascension 30:
10/10/10 <> Sense/Control/Alter
12/08/10 <> Sense/Control/Alter
12/11/07 <> Sense/Control/Alter

The skill you advance is left up to you, with small restrictions. Your skills may differ by a maximum of 5 when you attempt to train, therefore giving a possible difference of 6 points. So you may reach ascension 6 with a sense of 4 and 1 control and 1 alter. It would be no more or less expensive than if you had 2,2,2. So, if your character has a great many control abilities, it is possible for you to advance control twice as much as you advance the other two Force skills.

This method of advancement has another benefit. Since you earn 1+(Force skill)/2 (rounded down) skill points to train per Force skill, advancing one at the expense of others will give you more abilities early on in your Jedi career. However, you may be restricted in advancing other abilities by the lack of one of their dependent skills, so keep in mind the relevant skills listed in each ability's info file.

Note: The above skill point formula is valid until you reach 18 in a force skill. From that point on, you will gain 9 skill points per force skill 18 and above, with a bonus of 5 skill points at ascension 15, 25 and 35.

See also: Train, Sense, Control, Alter



About Stats

<info stats>
The Jedi Academy has, for years, been studying stats in great detail hoping to unlock the mysteries of what affects what. After much deliberation they have decyphered the following:

{All stats are listed as Neutral for Offense, Defense, and Miscellaneous}

Neutral indicates the effect the stat has is specific to each and every skill available. We hope this helps clarify things.

See also: skill list, skill list, skill difficulty



Activate

<info activate>
The activate command is used to ready your guild weapons for combat.
You must have your weapon wielded for this to work.

Syntax: activate <weapon>
Ascension: N/A

NOTE: This command DOES NOT interfere with any mud 'activate' commands.

See also: saber commands, saber modes, lightsaber, lightdagger



Advancing


Advancing among the Jedi is slightly different than it is in other guilds. Once you come to understand why things work the way they do, you'll understand why things are like this.

Firstly, you cannot advance at all in the guild until you have unlearned what you think you know. What does that mean? It means that you have to fill your holocron with all that you once were. In simple game terms, you choose your previous career. To do this, you must unlearn your past life.

Once you have chosen your career, you may begin your Jedi training. You'll find that early on, your career choice will limit the skills which you can train. Being a Jedi is all about transcending the limitations of our world by trusting in the Force and the ability to manipulate it. As you ascend, you will find that your previous career influence you less and less, giving you more abilities to use in your travels.

Advancing is a tricky thing even if you have many options. You might think that training a single ability as high as you can will benefit you most. This may not be the case. The Force is a tool to be used by the Jedi, but it is made by every living thing. It isn't merely a weapon, or a bandage, it is many things at once. You will find that many abilities are only the framework of a much larger picture, and if you ignore the complementary pieces, the ability itself will be only somewhat useful to you. All abilities interlink, never forget that.

See also: Teachers, Teaching, Careers, Force Skills, Unlearn



Age


From the moment you join the ranks of the Jedi, a record of your time in the guild is maintained. Two main ways to see this is through the two age clocks which your holocron keeps for you.

The first is your total age as a Jedi, and it is called your guild age. It is an accurate count of all the time you spend as a Jedi.

The second is called your combat or active age. This is all the time you have spent in combat or healing from combat. Each round spent fighting, meditating, in hibernation trance, or in accelerated healing will add to your active time. It is the best indicator of how hard you are trying to advance within the ranks of the Jedi.

See also: guild stats, top list, TIME



Alter

<info alter>
The alter skill is a measure of your ability to change the Force within other people and objects. By channeling the Force you can move and lift objects, assist others in controlling the Force or even altering the very makeup of an object.

Joining the ability to alter the Force with other disciplines will further expand your methods of manifesting the Force.

See also: Sense, Control, Force Skills, Force



Ancient Teachings


The ancient Jedi were able to wield the Force in many ways that are all but lost. While many of the skills we have learned to use today were handed down through time from the ancients, these skills were performed with far more skill and power than is possessed by most Jedi today. Everyone believed that these ancient teachings were forever lost to time... They were wrong.

Expeditions into the perilous depths of unknown tombs in the desert wastelands of Korriban have yielded the almost miraculous discovery of intact Sith Holocrons! In addition, several clues to forgotten academies of the other dark side magicks were found, dating back to the time of the great Sith wars. According to these clues, the Sith of the time viewed these other academies as mere "support" schools for their efforts against the Jedi and the Republic.

Don't be unduly alarmed at the prospect of a resurgence of the dark side, for the Force truly works in mysterious ways and has provided hope for balance. The gigantic construction droids scavaging the cityscape of Coruscant have unearthed yet another treasure trove of stolen Jedi Holocrons and lore!

The Jedi teachers of both the light and the dark sides of the Force have re-discovered some of these ancient teachings through experimentation, intense meditation, and thorough study of these recently unearthed treasure troves of ancient knowledge.

Only the most advanced and skilled Jedi are even capable of beginning to learn the secrets to unlocking these even greater levels of skill and power, and even then only to skills they have already mastered.

This command will give you information on how far you have progressed in your study of the ancient teachings.

The short form of this list attempts to condense the information to fewer pages, but sacrifices the full text descriptions.

Syntax: focus ancient teachings
focus ancient teachings /short (condenses list)
focus ancient teachings /trainable (shows only skills you can train)

Note: Skills marked with a * are currently trainable.

Note: Ancient teachings give very minor increases to some aspects of the parent skill, but when the ancient teaching is mastered, there is a very nice bonus.

See also: Colors, Skill List, Learn, Study, Holocrons



Ansi


The Jedi guild uses mud ansi. This is not by choice of the wizards, since it is pure hell to code with and inefficient as hell. It is because players asked for it. So, you're on your own with it.

A full list of ansi variables for the guild:

hp - Guild hp bar. jedi_absorb - All absorb energy notifications. jedi_aheal - All accelerated healing notifications. jedi_aura - All disturbing aura notifications. jedi_battle_meditation - All battle meditation notifications. jedi_c_m - All clear mind notifications. jedi_channel_hate - All channel hate notifications. jedi_cleanse - All cleanse notifications. jedi_conc - All Concentration related messages. jedi_confuse - All confuse notifications. jedi_cpain - All control pain notifications. jedi_death - Guild death echoes. jedi_detox - All detoxify poison notifications. jedi_dissipate - All dissipate notifications. jedi_dodge - All dodge notifications. jedi_dominate_mind - All dominate mind notifications. jedi_droid - All droid notifications. jedi_ds - All Dark Side notifications. jedi_fdef - All force deflection notifications. jedi_force - All Force related messages. jedi_force_mask - All force mask notifications. jedi_force_sight - All force sight notifications. jedi_ftrance - All force trance notifications. jedi_gfs - All greater force shield notifications. jedi_htrance - All hibernation trance notifications. jedi_inspire - All inspire notifications. jedi_ki_burst - All ki burst notifications. jedi_launch - All launch item notifications. jedi_lfs - All lesser force shield notifications. jedi_mblock - All mindblock notifications. jedi_meditate - All meditation notifications. jedi_mode - All combat mode notifications. jedi_notify - All guild notifications. jedi_peace - All peace notifications. jedi_r_i - All reduce injury notifications. jedi_saber - Notification your guild weapon is about to break. jedi_sfs - All enhance metab./resist poison/stun notifications. jedi_shadow_sight - All shadow sight notifications. jedi_suggest - All dark suggestion notifications. jedi_t_f - All transfer force notifications. jedi_tk - All telekinesis/levitation notifications.

Chatline ansi variables (see also: 'chatlines'):

jedi_com - Main guild chat line. jedi_dcom - Dark jedi chat line. jedi_gcom - Elder chat line. jedi_kcom - Knight chat line. jedi_lcom - Light jedi chat line. jedi_mcom - Master chat line. jedi_tcom - Tradition chat line.

See also: communications



Archmaster


The Archmasters are the coders of the guild. They put in endless hours to maintain and improve the guild code and theme. They are always open to suggestions, but often have too little time to respond to every tell or mail. They will listen to disputes that have gone to the player admin and haven't been resolved, and their word will be final. Treat them with respect when they speak, but often they will remain unheard. Silence on their part is a sign that all is well, for a Jedi Master only intervenes when he must.

See also: admin



Armor Enhancement


Armor enhancement is unique to the Jensaarai tradition.

Part of being a Jensaarai is the construction of a personal suit of armor which is tailored to fit the creator exactly and to be decorated to appear somewhat like an animal with which the wearer identifies himself.

The process of creating the armor is a long and draining one, physically, mentally, and financially. The Jensaarai must spend time personally crafting each piece of their armor and embuing it with both their spirit and the power of the Force.

Armor may be created within the Jensaarai tradition room of the guild halls. You may only spend 200,000 credits per skill level of armor enhancement on your armor.

Syntax: N/A
Costs: Cost is in time and money
Difficulty: difficult
Force Skills: Sense, Control and Alter

Notes: You may check your current armor configuration by using the check command, or by looking at yourself.

This armour is autoloading, you only buy it once.

Only the Jensaarai NPC (Janath) can teach this skill. Don't forget to learn it when you join the tradition!

Jensaarai may only wear non-tradition armour of the following types: cloaks, rings, amulets and others.

Warning:
Young Jedi should note that you cannot learn armor enhancement before ascension 21 because of the skill difficulty. Joining before ascension 21 will leave you naked, without the ability to wear armor except for rings, amulets, cloaks and 'other' class equipment.

See also: jensaarai, forge, tradition, traditions



Armory Donations


The Academy Armory relies on the good will of many Jedi that travel the Realms to supply equipment for Jedi in need of supply. Donations add to your armory status, while borrowing subtracts from it. Do not let this dissuade you from borrowing equipment, for that is what it is there for.

You may check your armory status in your guild score.

Please make sure you return any borrowed gear before you go linkdead.

See also: rules, commands, guild credit, v_cash



Ascension


Ascension is a measure of a Jedi's knowledge of the Force. Every time you raise Sense, Control, or Alter, you have increased your understanding of the Force, and thus you ascend among the ranks of the Jedi. If you wish, you may think of ascension as your guild level, though such terms are only used among non-Jedi who cannot understand our ways.

See also: Force Skills, Advancing



Blaster Combat


The weapon of the Teepo tradition is the energy blaster. It is one of the many things which separates them from the Jedi and other traditions.

Training in blaster combat allows the followers of Teepo to construct blasters in the guild workshop just like other tradition followers construct lightsabers. After constructing a blaster, it will be with you always.

Aside from being blasters, the weapons perform identical to a lightsaber with respect to mastery, mode levels, charge, and breakage. They may be repaired and have the color of their focusing mechanism altered at that time.

Blasters have two modes: aimed shots or snap shots.

A second, offhand blaster may be constructed later. When wielding both blasters and aiming attacks, the attacks may be split between two targets using the target command.

Costs: <mode dependant>
Difficulty: moderate
Force Skill: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_mode

Blasters do not count as a light source.

Only the Teepo NPC (Bithoff) can teach this skill. Don't forget to learn it when you join the tradition!

See also: traditions, teepo, mode, target



Bot


What is botting?

Anything that can or does enter a command when you aren't watching the screen. Even a corpse trigger if you aren't there when it fires is botting.

The rules for botting have changed over the years, allowing more than what has been permitted in the past.

<<taken directly from help rules>>
* Using robot programs, or 'botting.' These are script files that may run off of a gaming client (or similar) and perform programmed actions using varying degrees of triggers and responses. While most usage of client scripting and triggering is allowed, you need to understand your responsibilities when it comes to what is and is not acceptable regarding the spirit of the game, your impact upon it and your interaction with your fellow players.

1) "Be present when you play."

You adhere to and respect the concept that first and foremost, this is a social game, and that you present yourself as predominantly aware and able to respond to reasonable queries from both players and wizards alike within a reasonable timeframe. In any event, full automation scripting where your humanity leaves the game for extended periods of time is clearly against this social concept and is definitely not allowed.

Please note, this only applies to situations when you are actively "doing" something, such as killing monsters to gain experience or otherwise advancing your character. If you are just hanging out, there is no problem with being "unaware" to any degree.

2) DBAD. Poorly administered triggering can end up stomping on other players by stealing a kill, swiping a corpse or equipment, etc. If you find yourself doing it, stop immediately. If someone tells you that you stole their corpse or that you did something equally douchebaggish, stop and find out. If you did, apologize and make it up to them, then change your script. Basically, interfering with other players' fun, or their pursuit of fun, is simply not acceptable in any way shape or form.

3) Anti-idling is not ok, because artifically advanging your age or other, more devious uses, like unfairly preventing equipment rotting is equally not ok. In other words, there is never a time you should ever have a trigger or timer that simply keeps you unidle, so don't do it.

So, what's the Jedi admin take on the new mud botting rules?
Here are some suggestions of varying importance to help guide you in your day to day mudding.

1) BE AT THE KEYBOARD! If you're not, be sure to regularly check on your character.
2) Be careful what you automate and when you automate it.
3) You can now legaly set up your character to gxp/exp with minimal intervention, but don't expect that to exempt you from getting into trouble if your bot causes mischief with other players.
4) If your character can move on to a new mob without you, you run the risk of being killed by an angry wizard. It just depends on who the wizard is and what mood they're in.
5) If you're told by a guild admin to knock something off, listen. No we can't kill you, but we can get your attention and we'd rather not.
6) Do NOT be afraid to ask the admin if something might be considered to be illegal botting, we'd rather have you ask and maybe save you a few deaths.
7) It's on you to not get in trouble.
Just as the penalties for getting into trouble are... on you.

Note: Arguing that something is not botting isn't usually a productive use of your time, and quite often makes your situation worse.

See also: rules, punish



Control

<info control>
The control skill measures your ability to control your own inner Force. It gives you control over the functions of your own body as well as providing you with a natural link to the world around you.

Combining your control of the Force with the skills of alter and sense will help you to gather and shape the Force to your will.

See also: Sense, Alter, Force Skills, Force



Guild Admit / Guild Ban

Jedi Masters have the ability to ban people from joining the Jedi Academy. This ability is not to be taken lightly, and should only be used if a player has repeatedly proven that they are a disruption to their guild or the mud as a whole.

Syntax: focus ban on because focus ban on

Note: This ability is only available to Jedi of rank Master or higher. Abuse of this priviledge will result in loss of rank or possible banishment of the offender themselves.

Note: Any Jedi can read current bans.

See also: admit, admin, elder, master



Companion power to guild ban. If you can't figure out what this does on your own, you don't deserve to have it in the first place.

Syntax: focus admit on <who> because <why>

Note: This ability is only available to Jedi of rank Master or higher. Abuse of this privilege will result in loss of rank or possible banishment of the offender themselves.

Note: You cannot use this command on a character that does not currently exist!

See also: ban, admin, elder, master



Sense

<info sense>
Your skill in sensing the Force represents your ability to sense the Force about you. You can feel the bond between all living things and understand how each is interconnected.

When you join your skill in sensing the Force with the other disciplines, there is little that you cannot accomplish.

See also: Control, Alter, Force Skills, Force



Skill difficulty

<info skill difficulty>
Every skill has a difficulty rating that represents how hard it is for a Jedi from a certain background to learn it. Through the Force, nothing is impossible. However, some things might appear impossible to us because of our upbringing in environments where the Force is not a common tool, and past experiences might taint our perspective regarding how "easy" or "difficult" it is to learn and improve our understanding of various skills.

The ability to learn/advance a skill is restricted by the combination of one's current understanding of that ability (i.e., your current skill level) plus your inherent aptitude for that particular skill (i.e. the skill difficulty accociated with your unlearned career). To learn/advance an ability, one must have trained the required Force Skills (i.e. Control, Alter, Sense) to the requisite level.

AVERAGE of required Force Skills >= current level + skill difficulty

The required Force Skills can be found in the info file for each ability. Some abilities require only one Force Skill--e.g. the ability "Force" requires only Sense to be trained among the Force Skills. In such a case, when the Jedi has trained Sense to the appropriate level, they will be able to learn/advance the ability Force.

Other abilities require training/consideration of two Force Skills as pre-requisites to learning (e.g. the ability "Dodge" requires both Sense and Control). Still other abilities require consideration of all three Force Skills for advancement (e.g. Greater Force Shield). Abilities with a Force Skill listed in parenthesis require that Force Skill only when advancing past level 4 (e.g. Control Pain requires only Control up to level 4, but requires both Control and Alter to advance the ability beyond level 4).

For ease of explanation, you can think of the skill difficulties as existing on a numerical scale ranging from easiest (Innate = 0) to most difficult (Buried in Time = 13); see the table below for the full range of values.

Thus, if you have an ability at level 3 in a moderate skill (M=5) that uses Control only:

required lvl of Control >= current lvl + difficulty
required lvl of Control >= 3 + 5

So as long as the Force Skill Control has been raised to 8 or higher, the skill in this example could be advanced.

Innate (I) 0 Difficult (D) 7
Natural (N) 1 Very Difficult (VD) 8
Very Easy (VE) 2 Supremely Difficult (SD) 9
Easy (E) 3 Just Shy of Impossible (JSI) 10
Easy to Moderate (EtM) 4 Lost Art (LA) 11
Moderate (M) 5 Beyond Lost (BL) 12
Moderate to Difficult (MtD) 6 Buried in Time (BiT) 13+

See also: Skill List, Learn



Skill list

<info skill> / <info skill list>
The Jedi may learn many skills. And they may be more knowledgeable in some than in others. The skill list allows you to keep track of how far you have progressed in learning each skill, and how far you have to go in others. It will also tell you the difficulty of each skill for you to learn.

The short form of this list attempts to condense the information to fewer pages, but sacrifices the full text descriptions.

Syntax:
focus skill list
focus skill list /short  (condenses list)
focus skill list /trainable  (shows only skills you can train)

Note: Values are given as #1[#2]#3. #1 is trained value of the skill, and is what your ability to train is compared to. #2 is the play value of the skill, and is a result of any tradition modifiers that you may have. #3 is the maximum trainable value of the skill.

Skills marked with a * are currently trainable.

See also: Skill Difficulty, Learn



teepo-blasters


The blasters of the Teepo praxium perform differently than other guild weapons do. Each blaster is a unique weapon, like the lightsaber and lightstaff are separate weapons. But, unlike the saber and staff, the Teepo may wield both blasters at once.

This means that mastery and mode training works a little bit differently with the blasters than with the blades. The Teepo blaster is considered to be used for all single blaster combat. It is the primary weapon wielded in the primary hand. As such, it is more accurate than the other and will advance faster.

The offhand blaster is just that, the one that is wielded as a second weapon in the secondary hand. It will only advance in mastery when the secondary weapon fires. (Every other shot in aim, half the shots rounded down all other modes).

As such, the offhand blaster will always lag behind the main blaster in mastery and modes. Additionally, unlike the blade weapons, the main blaster will be advanced when you draw the offhand blaster, since to wield a weapon "offhand" it presumes that you are already wielding one in your primary hand.

In that same vein, your offhand blaster will always break before your primary blaster.

See also: blaster combat, teepo paladin



Tradition Adjustments


Each tradition has a certain set of skills which they have refined to the point where they are more capable than any other Force user with them. Similarly, there are skills that are neglected because of the concentration on those other abilities.

Any adjustment to skill levels is an overall adjustment to your current level, not and adjustment to the difficulty or maximum level.

ie. If a tradition has a -2 adjustment to reduce injury, then a member of that tradition would have an adjusted reduce injury skill level two lower than whatever they trained it to. This means that they would have to train it to level 3 just to use it.

or

If someone has a +1 adjustment to dodge, and has the maximum skill level of 10 in dodge, they would dodge as if they had skill level 11 in dodge.

See also: Traditions, Tradition



Please help correct/finish this listing of Jedi files. Mail your detailed file lists to info@wemudtogether.com.