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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



Absorb Energy

A Jedi can release the stored Force from their foes and return it to the world about them or take it to replenish his own inner energies. A Jedi can store energy from their fallen foes until they need to dissipate it through their abilities.

Syntax: focus absorb energy
Costs: <none>
Difficulty: easy to moderate
Force Skill: Control

Note: This ability uses the mud ansi variable: jedi_absorb

See also: release force, dissipate energy


Izrith's Note: This is the Jedi guild's 'corpse disposal' ability; it targets a corpse and gives you energy to use with dissipate later.


Accelerated Healing

Jedis can focus the Force within themselves to accelerate their metabolism to help their bodies heal, repairing torn tissue and bones. An accomplished Jedi can also use this ability on others, healing their wounds in much the same way. Be warned though, it is much more difficult to heal than it is to hurt, this is a costly ability. It also requires great effort to heal, and thus the more distractions you have, the longer it will take to heal.

Syntax:
focus accelerated healing <on target>
focus accelerated healing /off

Costs:
0.00% Concentration, 0.00% Force
0.00% Concentration, 0.00% Force for others

Difficulty: easy to moderate
Force Skills: Control (Alter)

Note: This ability uses the mud ansi variable: jedi_aheal

See also: healing, reduce injury, clear mind


Izrith's Note: This is a mostly out of combat healing ability, but is overshadowed (in my opinion) by Reduce Injury, which is the Jedi 'burst heal'.


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



Alter Technology

The Force is created by all living things. This leads many Jedi to believe that their abilities cannot affect artificial beings. This isn't true. It is just more difficult. In order for the Force to affect technological constructs directly (indirect effects such as lifting them with telekinesis are easier), a Jedi must be able to follow the electronic pathways which control them. It can be a difficult and taxing process, but as Jedi Masters will constantly tell you: Nothing is impossible with the Force.

Difficulty: moderate
Force Skills: Sense, Control and Alter

Note: This ability has no direct power corresponding to it. It does, however, affect a wide array of abilities (more than ten) which you will be using regularly.

See also: affect mind, cloud mind, animal affinity


Izrith's Note: Alter Technology is an important secondary skill that I recommend raising to 10 as you're able; in addition to making your light weapons last longer and have larger max charges, it also helps you use force powers on robotic and non-organic enemies.


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



Animal Affinity


There are Jedi who find that they have a better understanding of animals than they do the intelligent races of the galaxy. This affinity can be used to appeal to creatures on an instinctive level rather than a rational level. Often when one finds that a mind cannot be clouded, a baser method will succeed.

Syntax: focus animal affinity
Costs: 0.35% Concentration, 0.34% Force

Difficulty: easy to moderate
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_peace

See also: affect mind, force


Izrith's Note: This ability, I'm told, increases your chances of success with mind affecting abilities like cloud mind or confusion when used on non- sentient types of enemies.


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


Izrith's Note: Like all tradition-exclusive skills, this has no use for base Jedi, and should be skipped unless you are in Jensaarai.


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



Battle Meditation

During wars long passed, a single Jedi could turn the tide of a battle. For many Jedi, this was through battle prowess and strong leadership skills. However, it is rumored that there were other methods--more subtle methods, that could turn the tide of an entire war, rather than a single battle. The rumors go that a Jedi master with enough training and skill with the Force could simply meditate and imbue their soldiers with speed, strength, and even enhanced skills. Of course, these talents are long lost...

To even attempt this kind of battle meditation today would require a Jedi master to find a place of quiet and tranquility, and for the targets of their battle meditation to come and willingly commune with them.

Syntax: focus battle meditation [/status]
Costs: 7.17% Concentration, 7.07% Force

Difficulty: beyond lost
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_battle_meditation

See also: commune, meditation


Izrith's Note: Battle Meditation allows old Jedi to give passive buffs to others so long as they continue to channel the ability; you can benefit from this by being in the same room as the one using BM and typing FOCUS COMMUNE WITH <jedi>. Unknown if this works for non-jedi.


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


Izrith's Note: Like all tradition-specific skills, this has no use outside of the Teepo Paladin tradition. Within the tradition, this replaces lightsaber combat.


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



Call the Dark Side


The Dark Jedi who came to rule the Sith people learned many things from their slaves. Perhaps the most important of them was the ability to focus their anger, hatred, and jealousy into the very center of their dark hearts and summon the Dark Side's raw power.

At the cost of their own life force, the Sith Lords were able to purge their Force saturation with the very essense of the Dark Side.

This power calls upon the Dark Side of the Force.

This power CAN kill you.

Syntax: focus call the dark side
Costs: (specific per player)HP, (spefici per player)% Concentration
Difficulty: moderate Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_ds

See also: tradition, traditions, sith


Izrith's Note: This skill allows one to reduce Force Saturation by sacrificing some HP and Concentration. This WILL give you Dark Side points at a low rate.


Channel Energy


A Jedi can learn to channel their stored energy into an adegan crystal for later use. This is not a simple process, and the crystals can be quite expensive to buy, but it can be done. Using the Force and a portion of their own essence, a Jedi can force their stored energy into the structure of a crystal. How much and how efficiently are factors of both the crystal's purity and the Jedi's skill.

Syntax: focus channel energy for <amount>
Costs: var Concentration, <amount> energy, var HP, (specific per player) crystal
Difficulty: easy to moderate
Force Skills: Control and Alter

See also: absorb energy, drain crystal, dissipate


Izrith's Note: Energy crystals are basically 'batteries' for the Jedi guild's super- power. This skill lets you charge your own crystal using your stored energy, to be withdrawn with Drain Crystal later.


Channel Hate


All things are possible through the Force. It has been said that neither the Dark nor the Light Side have supremacy over the other. This does not mean they are equal. That is far from the truth. The Dark Side concedes nothing. The Dark Side is known for aggression and not for defense. However, dark Force users often find ways, regardless of the cost, to overcome a weakness.

Beware, while this power may get you what you need, the costs may be more than you wish to pay.

This power draws on the Dark Side of the Force.

Syntax: focus channel hate [/<on:off:status>]
Costs: 2.87% Concentration, 4.24% Force
Variable Conc and Force per activated ability

Difficulty: moderate
Force Skills: Sense, Control and Alter

See also: dark side, dark side points


Izrith's Note: Energy crystals are basically 'batteries' for the Jedi guild's super- power. This skill lets you charge your own crystal using your stored energy, to be withdrawn with Drain Crystal later.


Cleanse

Biirta Baadu's remarkable legacy is the cleansing ritual. A Jedi with the proper training and focus can purge the insidious stranglehold the Dark Side imposes upon a soul. The cleansing ritual will never free you completely from the Dark Side, but it will allow a Baadu to resist the worst effects of delving into the Dark Side of the Force. This power takes enormous willpower and Force to achieve even a small effect.

Costs: 33.32% Concentration, 33.31% Force
Difficulty: moderate
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_cleanse

See also: traditions, dark side points, baadu


Izrith's Note: Like all tradition-specific skills, this is only useful for those in the Baadu tradition, serving as a means of purging Dark Side points in a much easier and faster fashion than is usually the case. As Baadu depends on maintaining a balance between Dark and Light, I imagine it comes in handy.


Clear Mind

Some Jedi have learned how to channel the Force in order to rejuvenate their mind's strength. This is a taxing ability and can end up having limited effect should it drain the Jedi's reserves of concentration. For concentration and strength of mind are two different things, and one may be strong when the other has been exhausted.

More advanced students of the Force can use this ability on others to aid them in combat.

Syntax: focus clear mind <on target>
Costs: 0.17% Concentration, 0.24% Force
0.14% Concentration, 0.21% Force for others
Difficulty: supremely difficult
Force Skills: Control (and Alter)

Note: This ability uses the mud ansi variable: jedi_c_m

See also: healing, accelerated healing, reduce injury


Izrith's Note: Clear Mind is the Jedi's SP-restoring skill, and will use a little bit of Concentration (and cause a little bit of Force Saturation) to regain SP for usage with Force Deflection or other SP-using abilities. The Concentration and Force Saturation requirements of this are typically negligible, and I've found that only 1 rank in Clear Mind is more than enough to render SP unlimited as a non-Dark Sider (Dark Siders use a lot more SP with spell-like attacks).


Cloud Mind

Shaping the Force with all your skills you can invade the minds of your foes and cloud their violent rages behind soothing thoughts.

Syntax: focus cloud mind <on target> (defaults to current foe)
Costs: 1.33% Concentration, 1.31% Force
Difficulty: moderate
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_peace

See also: affect mind, force


Izrith's Note: Cloud Mind is the Jedi peace skill, and will stop combat with a target. It can be used repeatedly until success.


Concentration

It is very taxing mentally to channel Force through one's body and alter the Force in others. One's concentration wears thin when trying to do too much at once.

As with the Force, concentration grows with experience. And like the Force, your concentration will return to you naturally if you rest. A mind occupied by combat will become chaotic as your thoughts slip from your grasp. At times you may find that you need to calm your mind quicker than will naturally occur. The Jedi have found that either a hibernation like trance or meditation will clear your mind and allow you to regain your concentration at a much faster rate than would naturally occur.

Your ability to concentrate on using the Force will increase with your ascension and your skill level in concentration

Force Skills: Sense

Note: This ability uses the mud ansi variable: jedi_conc

See also: sense, control, alter, force skills, force


Izrith's Note: Concentration is the Jedi guild's main power bar. Most (if not all) abilities will cost concentration to use, measured in percentages; how much a skill costs depends on a variety of factors, but can be seen in the INFO for each skill. Raising this skill (along with Force) should be done every single time it's available, as it will greatly increase your staying power. Your natural Concentration regeneration is also percentage based.


Confusion

The ability of the Force to affect the minds of others is one of the greatest assets of the Jedi. Once the proper technique is learned, a Jedi can easily invade the mind of their foes and use the Force to clutter their mind with random thoughts, making it more difficult for them to concentrate on their attacks.

Syntax: focus confusion <on target> (defaults to enemy if in combat)

Costs: 0.56% Concentration, 0.83% Force
Difficulty: moderate
Force Skills: Sense and Alter

Note: This ability uses the mud ansi variable: jedi_confuse

See also: affect mind, alter technology, animal affinity, mindblock


Izrith's Note: Confusion is a debuff placed on an enemy that lessens the NUMBER of attacks the target makes every round. It can be attempted repeatedly until success, but once your target throws off the debuff, it cannot be affected by it again. Extremely useful for fighting big things.


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



Control Pain

A Jedi must master her own mind and body as well as the Force. When a Jedi can combine her control over the Force with her manipulation of mind and body she is able to resist immense amounts of pain. This technique was developed long ago by the Jedi to create the myth of an indomitable warrior. This myth has served to spare many a Jedi the need for combat, and saved many lives.

More advanced students of the Force can use this ability on others to aid them in combat.

Syntax: focus control pain <on target>
Costs: 0.24% Concentration, 0.24% Force
1.50% Concentration, 1.48% Force for others
Difficulty: easy to moderate

Force Skills: Control (Alter)

Note: This ability uses the mud ansi variable: jedi_cpain

See also: healing, reduce injury, clear mind


Izrith's Note: Control Pain is one of the Jedi's main combat skills, functioning as a 'soft damage resistance'. In essence, you will take damage, but will heal a portion of it back immediately with Control Pain, the amount being dependent on your skill level with CP.


Dark Side Points

The Dark Side of the force is roiling with greed and power! The ultimate powers of destruction can be yours, but not without a price. All Jedi are now, with the proper training, able to harness the force for protection and healing, or for devastation, but your actions will have severe consequences.

As you tap into the Dark Side of the force, you will earn Dark Side points. At first, these will come easily to you. As your darkness grows, it will become harder and harder to earn them. As your familiarity and attunement with the Dark Side increases, your spells will gain power beyond your understanding! Likewise, the light side of the force will respond less and less to you, rendering your defenses, healing, and even saber combat less effective. At the most extreme levels of darkness, a dark Jedi's spells are beyond effective, but their ability to take the direct anger of their foes wrath is effectively none. Dark Jedi often must manipulate their friends to tank for them.

A Jedi's actions do impact the speed at which one can fall to the Dark Side or rise to the Light. For instance, a good Jedi will be less likely to be corrupted by the Dark Side, while an evil Jedi is more apt to seek the Dark Side's power. Similarly, undertaking evil actions such as a good Jedi fighting a good enemy will hasten the Dark Side's corruption.

Your path to the Dark Side is not final, however. If you wish to return to the light, there are several ways you can go about earning redemption. One of the most basic ways is to honor the dead with a funeral pyre. This has a small chance of removing a Dark Side point from you. The further to the Dark Side you have strayed, the more dead you must honor to return to the Light. However, this can only do so much; to remove your last few Dark Side points, you can make a generous donation at the shrine near the entrance to the Academy to help defray the costs of the Jedi council's humantarian missions. This has a chance of removing a Dark Side point that even a funeral pyre could not. To fully cleanse yourself of the Dark Side, however, only meditation and reflection on your past can ever truly lead you into the Light once more. Once per day, you can meditate at the top of the temple. This is the only way to remove the last Dark Side point. None of these methods are guaranteed, and the effectiveness of each method varies depending on how far you've strayed along the path to the Dark Side. It may take many attempts to completely rid one's self of the taint of the Dark Side. The path into the darkness is neither easy nor quick, as such neither is the path back to the light.

One is considered fallen to the Dark Side when they reach 20 Dark Side points. This is mostly symbolic, however it also marks the point at which you can choose a Dark Side tradition (and when you are no longer allowed to be a part of a light side tradition). Teepo Paladins will expel you once you have more than 2 Dark Side points.

Note: Falling to the Dark Side is no longer done via alignment, but is done by Dark Side points once again.

See also: path, purge, Dark Side, light side



Dark Suggestion

Dark suggestion is the true representation of the power that the Krath wield. It is a unique product of their melding of religions. The Krath, are both decendants of the Sith, inheriting the ways of the fallen Jedi and the Sith race, and of the ancient worshipers of Krath, a dark demon from eons past. While the Krath of today may not actually worship the demon, they do not follow the true path of the Force either.

Instead, the Krath blend the two, washing away true Force use with the incantations and ceremonies of the ancient cult of Krath. In this respect they are somewhat like the witches of Dathomir, often requiring the garb of ritual to manifest the Force. Gestures, chants and even alchimal reagents are often part of even the simplest of Krath magics.

Dark suggestion is the apex of this blending of Force wielding and ancient shamanic tradition. It is truly wild magic, crushing the Krath's foes' mind exposing their mental weaknesses.

The power of the Krath are not to be taken lightly....

This power draws on the Dark Side of the Force.

Syntax: focus dark suggestion on <target>
focus dark suggestion (if in combat)
Costs: 4.30% Concentration, 8.48% Force, 20 Spell Points

Difficulty: moderate
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_suggest

See also: krath, spells


Izrith's Note: As with other tradition-specific skills, this is only of relevance to those in the Krath tradition. As I'm not Krath, I don't know exactly what it does. Perhaps it makes targets more vulnerable to mind affecting effects.


Detoxify Poison

An accomplished Jedi can learn to alter their metabolism so that they are able to disassemble the toxins on the molecular level, neutralizing any poisons that invade their body.

More advanced students of the Force can use this ability on others to purge them of the toxins in their body.

Syntax: focus detoxify poison <on target>
Costs: 0.31% Concentration, 0.31% Force
0.35% Concentration, 0.34% Force for others
Difficulty: easy
Force Skills: Sense, Control (and Alter)

Note: This ability uses the mud ansi variable: jedi_detox

See also: abilities


Izrith's Note: One of two anti-poison abilities that Jedi possess. I don't know which is 'better', but I believe that this skill is for ending current poison effects while Resist Poison is for preventing them from applying in the first place.


Displace Matter

Perhaps the greatest test of a Jedi's control of the Force is the ability to displace matter with their mind. Great Jedi masters have come and gone without ever being able to perform this single feat. Others have somehow mastered it easily. With intense will and great expenditure of Force and concentration, a Jedi can make stone, earth, metal, plastics, or any other solid substance fold back upon itself, creating a storage space which will be completely indistinguishable from the surroundings when the solid is allowed close about the stored items.

The material used in the Pinnacle housing district is extrememly unstable. Using displace mater on the inside of these Chaotic structures may cause explosions.

Syntax: focus displace matter on <revealing/concealing>
Costs: 5.24% Concentration, 5.17% Force
Difficulty: supremely difficult

See also: abilities


Izrith's Note: I've heard this described as the Jedi version of the SMUGGLING mskill, but as I haven't invested skill points in it personally, I can't attest to that.


Dissipate Energy

The ability to dissipate stored energy is perhaps one of the greatest powers of the Jedi. Because of the stress on your mind and body when using this ability, a Jedi is only able to dissipate intermittently, and must rest between such massive expenditures of energy.

The energy dissipated must also be gathered by the Jedi, requiring them to absorb the energy from their fallen foes. You can store energy for an indefinite time, but be sure to use it before you return to your slumber.

A Jedi can dissipate their stored energy through only a few of their Force abilities. The stored energy allows the Jedi to avoid using their own link with the Force. The resulting abilities are enhanced by the use of stored energy, surpassing your normal ability as long as you have energy to sustain it.

Difficulty: moderate
Force Skills: Control

Note: This ability uses the mud ansi variable jedi_dissipate

See also: absorb energy, channel energy, drain crystals, dissipate


Izrith's Note: Dissipate Energy is the Jedi guild's 'superpower'; it uses energy (either gained from Absorb Energy or from draining a crystal) to augment one of the following abilities: Attacking, Accelerated Healing, Control Pain, Regen, or Shields (either lesser or greater). Note that 'Regen' is actually for reducing Force Saturation. In practice, using the Attack option is almost always used over the others. This can only be used a certain number of times per guild object refresh, the amount dependent on your skill in Dissipate Energy.


Distract

A Jedi can affect the minds of those with weaker wills than their own with the aid of the Force. One of the simplest mind tricks is creating a phantom distraction. Think of it as throwing a stone one direction and then leaving in the other. Only a Jedi does not need the physical crutch of a stone, they can implant the sound or impression of the stone in someone's mind. I'm sure you can see how that would be helpful, especially for such simple situations as having your hands tied.

Syntax: focus distract on <direction>
Costs: 0.00% Concentration, 0.00% Force
Difficulty: easy to moderate
Force Skills: Control and Alter

See also: affect mind


Izrith's Note: As I have not invested skill points in this ability, I do not know exactly what it does, but it is most likely a means of moving in a direction without generating an exit me


Disturbing Aura

Some Jedi can reach deep within themselves and bring out the primal forces which once drove mankind. They can use the Force to project these instincts, creating a disturbing aura of malice and power about them. Many will find such emotions enough to unconsciously avoid the Jedi.

Syntax: focus disturbing aura <for status> - no argument toggles on/off
Costs: 0.31% Concentration, 0.31% Force
0.03% Concentration per round to maintain
Difficulty: easy
Force Skills: Sense and Control

Note: This ability uses the mud ansi variable: jedi_aura

See also: affect mind


Izrith's Note: I'm told that this ability discourages hostile mobs from attacking on sight. As with many Jedi skills, what exactly contributes to its success or failure is unknown to me.


Dodge

Jedi undergo rigorous physical and mental training in their quest to better understand the Force. This training makes them more adept at avoiding attacks in combat through speed and agility. Your ability to dodge is innate, similar to a reflexive action. It will happen on its own, without any contribution from you.

Do not be discouraged if you don't appear to be dodging often. The more training you receive, the more often you will dodge. Also, you can not dodge all attacks. You may only dodge those attacks that you can anticipate, which is similar to those attacks that you can deflect. As dodging requires you to be able to move about freely and be aware of the situation around you, wearing helmets or being heavily encumbered will hamper your ability to dodge.

A Jedi of sufficient training in the Force can draw upon its power to help them anticipate the attacks of their foes. This will allow you to increase your ability to dodge dramatically. Be warned though that dodging can be a very draining ability as it is active until you consciously decide to stop. If you're not in combat, you may wish to relax this Force technique to allow your body and mind to have an easier time recharging.

Syntax: focus dodge /<on:off:status>
Costs: <none>
0.07% Concentration per round if concentrating
Difficulty: very easy
Force Skills: Sense and Control

Note: This ability uses the mud ansi variable: jedi_dodge Your ability to dodge can be hindered by your equipment or your encumbrance.

See also: combat, concentration, encumbrance


Izrith's Note: One of Jedi's baseline combat abilities, Dodge will frequently cause attacks to either hit you for less damage or miss entirely. In practice, its Concentration cost is negligible and I always have this active. Its effectiveness lessens as Encumbrance rises; keep your weight gauge in the green for maximum effect. Wearing a helmet will also seriously nerf this ability.


Dominate Mind

The Force has always had a strong effect on the weak minded, but the parlor tricks performed by today's Jedi are nothing compared to what the great masters of the past could achieve. A weak mind could not only be tricked, it could be completely dominated, creating nearly mindless servants.

This power draws on the Dark Side of the Force.

Commands: (not all available at all skill levels)
=dismiss, =get, =drop, =give, =stay, =follow, =rename

Costs: 8.60% Concentration, 9.90% Force
Difficulty: lost art
Force Skills: Sense Control, and Alter
Note: This ability uses the mud ansi variable: jedi_dominate_mind

See also: affect mind, alter technology, animal affinity, mind trick


Izrith's Note: A Dark Sider ability that is supposed to turn mobs into followers for the user.


Drain Crystal

Jedi can drain stored energy from crystals. This is how a Jedi can retrieve energy they or someone else stored in a crystal. Be warned, attempting to drain crystals when you already have a store of energy can cause a backlash which has been known to put even the greatest Jedi masters in a coma.

Syntax: focus drain crystals
Costs: 1 energized crystal
Difficulty: moderate
Force Skills: Sense and Alter

WARNING: If you have more than 50 energy, do not drain a cryst

See also: alteration, channel energy, dissipate, absorb energy


Izrith's Note: This will allow a Jedi to refill stored energy from a filled adegan crystal. Please do heed its warning of not trying to drain a crystal if you have more than 50 energy already. You WILL explode dramatic


Enhance Metabolism

Just as a Jedi can slow down their metabolism to the point of near death in a hibernation trance, so can they increase their metabolism to warm their bodies in extreme cold climates or to weather the effects of freezing attacks.

Syntax: focus enhance metabolism
Costs: 0.70% Concentration, 1.38% Force
Difficulty: easy to moderate
Force Skills: Control

Note: This ability uses the mud ansi variable: jedi_sfs

See also: greater force shield, lesser force shield


Izrith's Note: A resistance ability, Enhance Metabolism's main function is to reduce damage taken by cold attacks. It works very well, but unfortunately Jedi do not have an equivalent ability for fire attacks. I suggest raising this skill as available once your core combat skills are maxed.


Enrage

True masters of the Force can affect the minds of others in many ways. One of those ways is to send someone into a blind battle rage. By delving into the darkest part of their souls, one can bring out the berzerker in almost anyone. Friends will turn on friends or slaughter their foe with unmatched fury.

What does this mean in practical terms? It means that you can excite monsters to fight one another. Obviously, this requires that there be multiple monsters in a room.

WARNING: When enraging, you are a valid target for a monster to attack. Also, every player in the room increases the chances of the monster attacking you. For best results, you want many monsters and zero players.

Syntax: focus enrage on <target>
Costs: 1.43% Concentration, 4.24% Force
Difficulty: difficult
Force Skills: Sense, Control and Alter

Note: This skill uses the mud ansi variable: jedi_enrage

See also: affect mind, force


Izrith's Note: This one requires very little explanation. It gets mobs to fight each other, pure and simple.


Force

'The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us, it penetrates us, it binds the galaxy together.'
--Obi-Wan Kenobi

The Force is everywhere. It is in all things. Some learn its nature and gain mastery of life, thought and matter. Most do not; but even those who do not know the Force, even those who are skeptical of its existence, still possess it. Some dismiss the Force's workings as mere luck; others recognize it for what it is.

As a Jedi you accept the Force and are able to use it in your favor. However, there is a limited amount of Force that a person is safely able to channel through themself at a given time. The more experience you have, the more you will be able to handle.

Both your ascension and your skill level in Force will increase the amount of Force you can safely channel.

Channeling more Force than you can safely handle can have dire consequences. They can range from tapping into the power of the Dark Side in your effort to overcome your natural limits, to physical and mental fatigue, or even death. Keep that in mind if you decide to try and surpass your limits.

Force Skills: Sense

Note: This ability uses the mud ansi variable: jedi_force

See also: sense, control, alter, force skills, concentration


Izrith's Note: This skill is the second of the Jedi's power bars, this one being a 'overheating' mechanic. As you use abilities, you will gain Force Saturation. If this reaches 100%, you will almost certainly explode in a highly dramatic and visible way, instantly killing you. As you raise your Force skill, you will be able to handle more and more before reaching this limit, and it will lower itself faster. There are a number of other skills dedicated to reducing Force Saturation for you.


Force Deflection

The mental discipline to deflect incoming attacks is an ability available to jedi who have honed their minds.

When this ability is active you will attempt to deflect incoming attacks, the size of the attack you can deflect is dependent upon many factors including, of course, your skill. If an attack is too large to fully deflect, some of it may still manage to hit you but you will have still reduced the full impact of the attack.

A maximum of 20 hits (per round) may be deflected before your mental capacities are overwhelmed.

In order to train this skill you must be:
1) Ascension 30 or higher
2) Have a spare skill point
3) Except for skill 1 (which is free) you must have enough
deflect xp, which you can see by doing focus check /deflect
(it is also displayed on the portal bar).

You gain deflect xp by successfully deflecting incoming hits.
Just being in combat is not enough.

Syntax: focus force deflection (/off to deactivate)
Force Skills: Control, Sense
Cost: var Concentration & var Force per hit
Skill/2+2 sp/rnd
(example: skill 16: 16/2 + 2 = 10 sps per round)

Note: This ability uses the mud ansi variable: jedi_fdef

See also: maintain, toggle, lightsaber combat, jedi, check


Izrith's Note: Force Deflection is one of Jedi's strongest damage reducing tank abilities, and also one of the slowest abilities to level in the entire guild. If you know you will reach enough force deflection XP to level up soon, always save a skill point for it. It costs a small amount of SP every round that it is active; this can be easily compensated for with Clear Mind, especially when paired with impulse.


Force Lightning

Delving deep into the anger of your soul you can fuel the Force with your fury and shape it with your skills to erupt from your hands as lightning and devastate your enemies.

Force conjured lightning can be focused on one target, or left unfocused and allowed to strike randomly about you.

This power draws on the Dark Side of the Force.

Syntax: focus force lightning on <target>
focus force lightning (if in combat)
focus force lightning on room (area attack)
Costs: 0.14% Concentration, 0.17% Force, 4 Spell Points
Difficulty: very difficult
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_lightning

See also: spells, spell list


Izrith's Note: The premiere Dark Sider spell ability, Force Lightning outshines all other damaging spells for raw power. This skill effectively replaces lightsaber combat for Dark Siders, and it will generate Dark Side Points.


Force Mask

There are stories of Jedi being able to mask their presence from detection from afar by gathering a huge concentration of the Force in a specific location. This lost art is likely just a story.

Syntax: focus force mask
Costs: 7.17% Concentration, 7.07% Force
Difficulty: beyond lost
Force Skills: Sense, Control and Alter

See also: force


Izrith's Note: I unfortunately have no skill points invested in this ability and therefore have no idea what it actually does.


Force Sight

A Jedi well attuned to the Force has no need of physical senses. It has even been recorded that some Jedi, probably misguided, would blind themselves in order to heighten their connection with the Force in much the same way a blind person may have a heightened sense of hearing. It is unclear whether this actually did strengthen these Jedi in the Force. However, those Jedi that were already very strong with the Force, didn't seem hindered by their blindness at all.

Syntax: focus force sight [/<on:off>]
Costs: 4.30% Concentration, 5.66% Force

Difficulty: lost art
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_force_sight

See also: magnify senses, abilities


Izrith's Note: This ability supposedly lets you see while blinded, but I have no points invested in it, so I cannot tell for sure.


Force Storm

The Force is all about us. Some Jedi forget this simple fact. With enough practice and concentration, a Jedi can manifest the raw power of the Force in a vortex of energy to pummel everything about them. The effect of this ability is truly random, like the Force itself, but it has been known to save many lives. > This power draws on the Dark Side of the Force.

Syntax: focus force storm
Costs: 0.42% Concentration, 1.31% Force, 30 Spell Points
Difficulty: difficult
Force Skills: Sense and Alter

Note: This ability uses the mud ansi variable: jedi_storm

See also: spells, spell list


Izrith's Note: This is a Dark Sider spell ability that damages everything in a room, though I am told that Force Lightning is simply better, as most Dark Side abilities are rather weak and undertuned at the time of this writing.


Freeze Winds

Through intense mastery of the Force you are able to call deeply upon the Dark Side; to freeze the very air around you and send shards of ice at your opponents. It is rumored at high levels of mastery that the ice is so cold it can freeze your opponents even in the middle of combat!

Syntax: focus freeze winds on <target>
focus freeze winds (if in combat)
focus freeze winds on room (area attack)
Costs: 0.17% Concentration, 0.17% Force, 4 Spell Points
Difficulty: moderate to difficult
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_freeze

See also: spells, spell list


Izrith's Note: This ability is akin to Force Lightning/Storm in that it can target one opponent or many; its damage is greatly inferior, but it does have a chance of freezing the opponent. I am told that this skill is very weak, as Dark Side abilities are mostly undertuned at this time.


Greater Force Shield

Jedi Masters can, through great exertion, tap into the power which surrounds them. By attuning themselves to the way the Force swirls about them, linking all life, they can use the interlinkings to buffet attacks upon them. The bonds between living things is the very essence of the Force, and thus it is very difficult for a Jedi to bend them to protect himself; however, once wrapped in the power of the Force, no blow will strike her as hard as before.

The greater Force shield protects a jedi from the powerful energies of the Force and other dark magics.

Syntax: focus greater force shield
Costs: 2.62% Concentration, 1.72% Force
0.07% Concentration, 0.17% Force per hit
Difficulty: moderate to difficult
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_gfs

See also: lesser force shield


Izrith's Note: GFS is one of two shield abilities that Jedi have access to, which should be leveled as available to increase your durability. This one protects against all damage types except the physical ones.


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



Hand to Hand Combat

Every Jedi interacts with the Force differently. On a planet whose name has been long forgotten, those who could wield the Force went into seclusion to meditate and purify their bodies with physical ritual. Over time, the teachings of those Jedi evolved and were combined with the myriad forms of unarmed combat across the galaxy. When a Jedi releases themself to the Force, their bare hands can be as deadly as a lightsaber.

Syntax: focus hand to hand
Costs: 0.03% Concentration, 0.00% Force per round
Difficulty: easy
Force Skill: Control

Note: This ability uses the mud ansi variable: jedi_mode Some armor may restrict your ability to fight in this mode. You will be notified when this is the case.

See also: combat, melee, lightsaber


Izrith's Note: Hand to Hand Combat is most often used by Shimura Monks, but is also sometimes used by new Jedi during the early GLVLs when they do not have a lightweapon. Also handy when your lightweapon breaks mid- combat.


Hibernation Trance

One of the first things a Jedi learns is to slow their metabolism and clear their mind. This allows their to restore their concentration and enable them to once again mold the Force to their needs.

While in such a trance, the body purges Force at an increased rate also, since such a near death state generates little Force on its own. The closer to death one can become, the faster Force will be purged.

Syntax: focus hibernation trance for <on/off>
Costs: 7 Spell Points per round
Difficulty: very easy
Force Skills: Control

Note: This ability uses the mud ansi variable: jedi_htrance

See also: abilities, concentration, Force, meditation


Izrith's Note: Hibernation Trance is the Jedi's main form of purging Force Saturation, and at high skill levels, it will rapidly bring you back down to 0%. It also, amusingly enough, displays you as a corpse in the room to onlookers.


Inflict Pain

One of the simplest ways a Jedi can harm someone is with their ability to affect someone's mind. Pain is merely a perception, and any Jedi can learn to cause someone to feel pain even if none truly exists.

Those who learn to inflict pain in others can do so a variety of ways. Different people react to different stimuli, so some forms of induced pain are more effective than others.

Inflict pain currently has three known manifestations: pain, spasm and blackout. You will learn more manifestations as you advance in your ability to inflict pain.

Be warned, to inflict pain upon another may lead to the Dark Side.

Syntax: focus inflict pain for <manifestation> at <target>
Syntax: focus inflict pain for <manifestation> (if in combat)
Costs: 0.10% Concentration, 0.10% Force, 2 Spell Points
Difficulty: moderate to difficult
Force Skills: Alter

Note: This ability uses the mud ansi variable: jedi_pain This ability cannot kill, though it can damage.

See also: spells, spell list


Izrith's Note: Inflict Pain is a mostly Dark Sider spell that is completely over- shadowed by Force Lightning, outside of flavor purposes.


Injure-Kill

The simplest power taught by the dark sorcerers of the Sith is that of injure-kill. The ability to injure and kill others with a mere thought is what differentiates the Sith sorceries and the more benign mind tricks of the true Jedi.

Injure-kill, like most offensive abilities, is a generalization. It has many manifestations which sorcerers can use to harm others. Some will have greater effect on certain targets, but all are equally lethal in the grand scheme of things, merely different means to an end. Injure-kill currently has three known means of manifesting: boil, strangle and crumble. With these abilities you can send someone's blood boiling, crush their bones to dust or suffocate them with a mere thought.

This power draws on the Dark Side of the Force.

Syntax: focus injure-kill for <manifestation> at <target>
Syntax: focus injure-kill for <manifestation> (if in combat)
Costs: 0.10% Concentration, 0.10% Force, 3 Spell Points
Difficulty: difficult
Force Skills: Sense and Alter

Note: This ability uses the mud ansi variable: jedi_injure

See also: spells, spell list


Izrith's Note: Injure-Kill is another of the Dark Sider spells that is largely inferior when compared to Force Lightning, outside of flavor.


ki Burst

The Shimura monks have honed their body and spirit in harmony with the Force. They call their inner spirit their "ki". The monk's attunement to their ki gives them great speed and strength in battle. When the Shimura enhances this with the Force, they become an unstoppable blur in battle, often striking their foes several times in a row. More advanced students will find other effects sometimes occur when they focus their ki with the Force.

Syntax: focus ki burst

Costs: 0.98% Concentration, 1.17% Force

Difficulty: moderate
Force Skills: Control (Alter)

Note: This ability uses the mud ansi variable: jedi_ki_burst

See also: traditions, hand to hand combat, shimura


Izrith's Note: Exclusive to the Shimura Monk tradition, Ki Burst gives attacks in Hand to Hand mode a flurry-like effect, on top of occasionally inflicting debuffs. As I am not a Shimura Monk, I have no more specifics.


Launch Item

Being able to sense and alter the Force in other objects is what makes a Jedi different from other members of the New Republic. A Jedi is linked to all living things through the Force, feeling them and how they interact with each other. This can help a Jedi in desperate times, allowing them to launch items they carry at their foes, bludgeoning them and distracting them from their frenzied attack.

This power can lead to the Dark Side of the Force.

Syntax: focus launch item on <item> at <target
focus launch item on <item> (if in combat)
Costs: 0.14% Concentration, 0.14% Forces
Difficulty: moderate
Force Skills: Sense and Alter

Note: This ability uses the mud ansi variable: jedi_launch

See also: spells, spell list


Izrith's Note: Launch Item will take an item from your inventory and use it as an improvised projectile at a target; its damage is rather lackluster and its need to carry things to throw gives it limited usefulness. This power can generate Dark Side points at a low rate.


Lesser Force Shield

Jedi Masters can, through great exertion, tap into the power which surrounds them. By attuning themselves to the way the Force swirls about them, linking all life, they can use the interlinkings to buffet attacks upon them. The bonds between living things is the very essence of the Force, and thus it is very difficult for a Jedi to bend them to protect himself; however, once wrapped in the power of the Force, no blow will strike her as hard as before.

The lesser Force shield protects a Jedi from the mundane attacks of their foes.

Syntax: focus lesser force shield
Costs: 0.87% Concentration, 1.72% Force
0.03% Concentration, 0.07% Force per hit
Difficulty: easy to moderate
Force Skills: Control and Alter

Note: This ability uses the mud ansi variable: jedi_lfs

See also: greater force shield


Izrith's Note: LFS is one of two shield abilities that Jedi possess, this one protecting from physical damage. It should always be leveled up as part of your core defenses when available, and always be active in combat.


Life Sense

The Force can be a great source of information, both mundane and otherwise. If you can learn to focus the Force on the lifeforce of someone, you can gain a great deal of information about them. Such useful information as approximate age, state of health, prowess in a scuffle and other things which lie beneath the surface and cannot be seen by others. A Jedi Master will use these pieces of information to best determine how to handle a person, whether to confront them directly, soothe their thoughts away from combat, or turn their anger towards someone more deserving of that rage.

Syntax: focus life sense on <target>
Costs: 0.17% Concentration, 0.17% Force
Difficulty: very easy
Force Skills: Sense

See also: Magnify Senses, Sense Force


Izrith's Note: Life Sense will give you a vague print-out of the various attributes of what you are targeting; unfortunately, it lacks any numbers making it difficult to impossible to actually use it for measuring a mob or player's capabilities. As an example, this is what it prints out when used on myself:

You stretch out with the Force and touch Izrith's lifeforce.
You quickly notice that he is of human race.
Izrith has the knowledge and wisdom of a Jedi Knight.
Izrith has the strength of a youthful man.
Izrith possesses the fortitude of a healthy youth.
Izrith is wrapped in the aura of evil.

Besides alignment, if a mob is capable of attacking more than once per round, this will also be indicated (at high enough skill ranks). Outside of those two attributes, I have found this ability to be useless.


Lightsaber Alteration

Training this skill allows you to, with the proper gem installed, focus your damage to an alternate damage type.

Syntax: focus alter on <type> , valid types are :

Skill 1 = fire : ruby gem
2 = electric : amber gem
3 = ice : sapphire gem
4 = radiation : onyx gem
5 = poison : jade gem

You can focus alter on energy, (default type) without a gem.

Force Skill: Sense and Control
Costs: <none>

See also: install, check


Izrith's Note: These gems can be acquired from the Jedi guildhall and installed on any lightweapon; with this skill trained, you can then change your damage type with that weapon from energy to one of the above. Handy if you know you are going to fight something resistant to energy (or weak to a different type).


Lightsaber Combat

The Lightsaber is the ancient weapon of the Jedi Knights. These mystical weapons help their wielder draw upon the Force to give great power to their attacks.

Lightsaber combat is not like fighting with other weapons though, it requires a completely different set of skills. It is far more difficult to master a blade of energy than one of steel.

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

Note: This ability uses the mud ansi variable: jedi_mode

See also: combat, melee combat, hand to hand combat, lightsaber


Izrith's Note: The main combat skill of Jedi, this plays a heavy role in determining your damage output when using your lightweapons. It does not benefit hand to hand or melee or blaster combat (those are separate skills). Each lightweapon (or blaster) comes with its own masteries, both overall and using a specific style. As an example, looking in guild stats might show this:

Lightsaber - cobalt blue - Chg: 90% Mast: 7 [G: 7][F: 4]

G means the Guide style, which is our highest damaging single-attack style, F means Flurry style, which does very little damage but is great for dragging fights out for more GXP, and Mast is overall mastery. These combined with the Lightsaber Combat, plus stats and some other things, determine your damage output.


Magnify Senses

The ability to magnify your senses can be a valuable tool to a Jedi on unfamiliar ground. You can extend your senses through the Force to detect possible danger in nearby rooms. Many an adventurous Jedi owe their lives to this ability.

The more skilled you become at magnifying your senses, the more information you will get with each use.

Syntax: focus magnify senses on <direction>
Costs: 0.00% Concentration, 0.00% Force
Difficulty: easy
Force Skills: Sense

See also: life sense, abilities


Izrith's Note: Magnify Senses does exactly what it says on the tin.


Meditation

Some Jedi have drawn upon the methods of other traditions to aid them in their study of the Force. One such method which has been incorporated into common Jedi training is meditation. When meditating, a Jedi's mind relaxes and strengthens faster than when otherwise occupied.

Syntax: focus meditation
Costs: <none>
Difficulty: easy
Force Skills: Sense and Control

Note: This ability uses the mud ansi variable: jedi_meditate Additionally, you may use 'toggle sp_med' to toggle whether meditation continues until both your concentration and spell points are healed, or just your concentration.

See also: abilities, concentration, Force, hibernation trance


Izrith's Note: Meditation is the Jedi's main way of regaining Concentration; at high skill ranks, going from 0% to 100% takes very little time. It will also regenerate your SP, but Clear Mind is better for doing this quickly. Meditation will NOT lower your Force Saturation; use Hibernation Trance for that.


Melee Combat

Jedi have not always wielded lightsabers. Nor do all Jedi today wield sabers. Perhaps it is only fitting that it was the Sith who best learned how to use the Force to enhance their deadly crystal blades which they used to slaughter Jedi by the hundreds when they returned from the far rim of the galaxy in the second great Sith war. A few Jedi Masters learned this combat method and have taught it to their students so that even without their saber they might defend themselves and others with whatever was at hand.

Syntax: focus melee
Costs: 0.03% Concentration, 0.00% Force per round
Difficulty: easy
Force Skill: Control

Note: This ability uses the mud ansi variable: jedi_mode

See also: combat, hand to hand, lightsaber


Izrith's Note: This skill is for fighting with mundane, non-lightweapon weapons, like those you might find dropped from mobs or in shops. I have never seen anyone using it and haven't invested points in it myself either.


Mind Trick

Using all of your skills you can shape the Force to place minor suggestions into the mind of almost anyone you choose. You will find though that some creatures will be immune to your suggestions, it is best to leave these creatures alone.

Syntax: focus mind trick on <target> to <do what>
Costs: 0.17% Concentration, 0.17% Force
Difficulty: easy to moderate
Force Skills: Sense, Control and Alter

See also: Telepathy, Misdirect, Enrage


Izrith's Note: This is just a fun little flavor ability that you can use to make targets do socials, as far as I can tell.


Mindblock

Perhaps the greatest ability of the Jedi when it comes to affecting the minds of others is mindblock. With this powerful ability, the Jedi can seize control of another's thoughts and completely stop all the thoughts of fighting. However, this ability is difficult to master, and even more difficult to use. Taking total control of someone else's thoughts is not met without resistance after all.

Syntax: focus mindblock <on target> (defaults to enemy if in combat)
Costs: 0.70% Concentration, 1.00% Force
Difficulty: moderate to difficult
Force Skills: Sense and Control

Note: This ability uses the mud ansi variable: jedi_mblock

See also: affect mind, cloud mind, animal affinity, confusion


Izrith's Note: Mindblock is the Jedi stun ability; upon success, it will freeze a mob in place for several rounds. Note that you can only ever use this ability on a mob ONCE. Whether it succeeds or fails, you cannot try again. Higher ranks (as well as Alter Tech/Animal Affinity) will increase success chances and possibly duration in rounds.


Misdirect

When you have sufficiently mastered the Force you can invade another's thoughts and get them to move on and leave you to your journey.

Syntax: focus misdirect on <target> to the <direction>
Costs: 0.94% Concentration, 2.83% Force
Difficulty: moderate to difficult
Force Skills: Sense, Control and Alter

See also: affect mind, force


Izrith's Note: Misdirect will allow you to force a mob to move to a different room. I've been told that it's handy for gathering mobs together into one room in order to enrage or AOE them, but have never done so myself.


Reduce Injury

A Jedi's power to heal himself and others is limited only by their strength in the Force and the strict code of the Jedi. A Jedi Knight can heal both himself and others, but the cost of mending wounds is much higher than that of coaxing the body to heal itself. A Jedi is wise to know the time and place to expend such energy.

More advanced students of the Force can use this ability on others to aid them in combat.

Syntax: focus reduce injury <on target>
Costs: 0.24% Concentration, 0.48% Force
0.91% Concentration, 1.79% Force for others
Difficulty: very difficult
Force Skills: Control (Alter)

Note: This ability uses the mud ansi variable: jedi_r_i

See also: healing, accelerated healing, clear mind


Izrith's Note: Reduce Injury is the prime healing ability of Jedi, both in and out of combat. It will flat out restore your HP upon use, and is usable every round. I recommend setting this to a reflex to go off at 75% of your max HP and letting it keep you in combat for nearly forever, or at least until your Concentration runs out or Force Saturation gets too high. Level this skill up every time it's available; ranks in it will increase the healing done.


Release Force

The Jedi attempt to preserve all life. However, in protecting the weak, occasionally blood must be shed and life will be lost. When a Jedi takes a life, proper respect for the fallen can help to soothe the damage to their spirit.

Jedi burial rites require that the fallen be consumed in purifying flames to release their spirit to join the Force. Use the time while the pyre burns to reflect upon the loss of life and you will find that your conscience clears faster, your body purifies itself quicker, and you may even throw off the taint of the Dark Side.

Tradition members will never be denied release Force because of straying from their tradition path.

Syntax: focus release force
Costs: 0.59% Concentration
Difficulty: easy
Force Skills: Control

Notes: To release the taint of the Dark Side requires extreme focus and will not occur if you are in combat when you attempt to clear your conscience.

You may only have one pyre burning in a room at a time.

See also: force, dark side points


Izrith's Note: Release Force will create a pyre from a corpse in a room; while standing in the room, you will periodically lose Force Saturation, and occasionally a Dark Side Point (assuming you aren't in combat). I have found this ability to be completely inferior to Hibernation Trance when it comes to purging Force Saturation quickly, but you can have a pyre going and be in combat at the same time, so perhaps it has uses for extra-long fights.


Residual Life

The ability for a jedi to retain their own identity separate from the Force upon death was a power long thought lost. It has recently been rediscovered. It was suspected that ancient jedi were able to use this ability to interact with the living, manifest force powers, and even travel instantaneously across the universe. Alas, jedi today have only discovered a small fraction of what the ancients could achieve.

Residual Life is automatically activated when needed, and when active provides the following commands (Skill dependent)
=look, =say, =transfer

Difficulty: lost art
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_residual_life

See also: force


Izrith's Note: A very cool flavor ability, this allows you to manifest a Force Ghost upon death. I have no skill points invested in it, so I haven't personally experienced the ability, but it does seem neat.


Resist Poison

Not all Jedi can detoxify poisons or find the skill easy to learn. Thus, over time, a method for shielding oneself from venomous attacks has been created. Using the Force, the Jedi enhances her natural immunity to external toxins, thus making it easier for the body to naturally reject them or severely slow down their effect.

Syntax: focus resist poison
Costs: 0.52% Concentration, 1.03% Force
Difficulty: moderate
Force Skills: Sense and Control

Note: This ability uses the mud ansi variable: jedi_sfs

See also: greater force shield, lesser force shield


Izrith's Note: Resist Poison is one of the main tanking skills of Jedi, and tries to prevent poison debuffs from applying. I recommend leveling this as a tertiary skill after your main combat skills are taken care of, and prioritizing it if you happen to grind off venomous mobs.


Resist Stun

The true power of a Jedi lies within his mind. For centuries the Jedi have known this, and for nearly as long they have taught their students how to shield their minds from stunning or disorienting blows which may render them powerless in the defense of others.

Syntax: focus resist stun
Costs: 0.87% Concentration, 1.72% Force
Difficulty: easy to moderate
Force Skills: Control

Note: This ability uses the mud ansi variable: jedi_sfs

See also: greater force shield, lesser force shield


Izrith's Note: Resist Stun is one of the main tanking skills of Jedi, doing exactly what it says. I recommend leveling this as a tertiary skill, especially when reaching the 40's of Ascension, as that is around the same time when your mud level will be high enough for mobs to start stunning.


Robotics

Robotics is the ability of a Jedi to manipulate the inner workings of the complex technology used in droids. By doing so, they are able to control the droids without the aid of a remote or directly communicating with them. As a Jedi learns more of the robotics skill, more advanced abilities are unlocked such as being able to remotely control the droid or having it conduct surveillance and report back on its surroundings.

Raising your robotics skill further will require obtaining increasing mastery with the various types of droids that exist in the galaxy.

You must be at least ascension 25 to learn this skill.

Difficulty: moderate
Force Skills: Sense, Control and Alter

See also: control droid, droids


Izrith's Note: Robotics is for acquiring and controlling droid companions, and is especially for making droids capable of attacking better at doing so. Like Force Deflection, it has its own experience bar which raises VERY slowly as your droid does things, being the slowest in the entire guild.


Second Childhood

There are records of a more reckless time in Jedi history, when the order was young and far less orderly than it is now. In those times, the many Jedi felt it was their duty to mold the galaxy into a peaceful society. To do this, they often went to extreme ends.

One of these methods was through the use of telepathy.

Using their powers, a Jedi would take over the mind of a criminal or tyrant and imprint his own thoughts on their mind, giving them a second childhood of sorts. The effects varied from person to person and Jedi to Jedi, but generally it would temper the darker part of a person's soul. In essence the person would meld the experiences of both lifetimes into their new personality.

This can still be done today, but it is done only with willing subjects, and only at great cost to the recipient.

Syntax: focus second childhood on <recipient>
Costs: 5 Skill Points (from recipient only)

Notes: - Do NOT accept if you don't want a second childhood
- Requires telepathy 3 to perform this ability.
- The recipient does not need any skill in telepathy
- The recipient must be of ascension 15 or higher.
- Careers that are closed may not be given as a second childhood.
- Upon completion, the recipient will have two careers The one they chose, and the one you give them, their skills will be reduced to 1 and all others placed in a pool for respending (minus the 5 cost) with the new difficulty of each ability being the average (rounded down) difficulty of both careers.

See also: abilities, telepathy, esp


Izrith's Note: Second Childhood sounds a lot more complicated than it is; it will basically take 5 of your skill points (if you are the recipient) and then change skill difficulties for you. This typically results in lower difficulties on average, if the right second childhood is chosen. Be VERY sure before you try this, as there is no taking it back that I know of.


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



Sense Force

The Force is in all of us. A Jedi can learn to sense the Force within others, not just themselves. This allows one to read the aura of power which the Force gives all its wielders. Once one learns what to look for, a great deal of information can be gained from this simple power.

Syntax: focus sense force on <target>
Costs: 0.17% Concentration, 0.17% Force
Difficulty: very easy
Force Skills: Sense, Control and Alter

See also: Magnify Senses, Life Sense


Izrith's Note: This ability will print a flavor text about the target. I have found it to be entirely useless, and regret the 5 skill points I spent to max it out.


Shadow Sight

Jedi's sensitivity to the Force has given them strength in both clairvoyance and premonition. Most Force users are unable to control when they have visions of other times and places. Some few had learned how to control their premonitions at will. They could see what the Force had to show them at their command. Sadly, this skill has been lost.

A few Jedi today, however, have begun the tedious process of relearning this skill. They have not achieved the complete clairvoyance of the ancient Jedi, but they have been able to control their visions. These Jedi can, with great strain, see the shadows of people and things that they seek.

Syntax: focus shadow sight on <person:item>
Costs: 5.73% Concentration, 7.07% Force

Difficulty: just shy of impossible
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_shadow_sight

See also: force sight, abilities


Izrith's Note: Shadow Sight allows the Jedi to get a scrying-like image of what room a person or item may be in; this is however secondhand knowledge, as I have not invested any skill points in this ability to tell for certain.


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



Soul Siphon

Perhaps one of the darkest powers of the Sith was their ability to use the Force to tap into someone else's soul. With the power of the Dark Side, one can leech strength from someone's very life- Force to revitalize themselves and power their spells.

Soul siphon counts as both a combat and healing spell since it both deals damage and heals.

This power draws heavily on the Dark Side of the Force.

Syntax: focus soul siphon on <target>
Syntax: focus soul siphon (if in combat)
Costs: 0.14% Concentration, 0.17% Force
Difficulty: moderate to difficult
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_siphon

See also: spells, spell list


Izrith's Note: Soul Siphon is the second 'main' ability of Dark Siders, allowing them to leech HP off their target with each cast. Most Dark Siders use this in conjunction with Force Lightning for maximum efficiency. Soul Siphon will relatively rapidly generate Dark Side Points (do keep in mind that even 'rapid' is rather slow when it comes to DSP).


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



Telekinesis

The Force can be very helpful to you both in and out of combat. One method of using the Force that all aspiring Jedis learn early on is the ability to lift and move objects with the help of the Force. A Jedi may use this ability to lighten his own load when traveling, reducing his exertion and keeping him fresh for combat.

Your skill level in telekinesis directly affects the amount by which your load is lessened.

Syntax: focus telekinesis /on or /off
Costs: var Concentration, var Force per round
Difficulty: easy
Force Skill: Alter

Note: This ability uses the mud ansi variable: jedi_tk

See also: levitate, abilities


Izrith's Note: Telekinesis will lessen your Encumbrance, letting you use Dodge and Lightsaber Combat more effectively, and reducing the need for you to raise Strength as high. I suggest treating this as a support skill to level at your convenience.


Telekinetic Kill

Telekinetic kill is one of the most fearsome of the Sith magics. It draws upon all facets of the Force and shapes it into a truly lethal attack which can cripple foes with ease.

Like injure-kill and inflict pain, telekinetic kill has many manifestations. The power of the Force can be focused to cut of the flow of blood to someone's brain, causing the nerve cells to die. It can also be used to burst blood vessels, causing your foe to hemorrhage to death. And if those two methods are not subtle enough for a dark sorcerer, one can send their foe into cardiac arrest, stopping their heart and giving them a natural appearing death. (asphyxiate, hemorrhage, cardiac)

This power draws on the Dark Side of the Force.

Syntax: focus telekinetic kill for <manifestation> at <target>
Syntax: focus telekinetic kill for <manifestation> (if in combat)
Costs: 0.10% Concentration, 0.10% Force, 3 Spell Points

Difficulty: very difficult
Force Skills: Sense, Control and Alter

Note: This ability uses the mud ansi variable: jedi_tkill

See also: spells, spell list


Izrith's Note: Telekinetic Kill is the iconic strangulation that Darth Vader is such a fan of (at least that is ONE of its manifestations). Unfortunately, like other spell-like abilities, it is overshadowed by Force Lightning, which does superior damage (or so I am told).


Telepathy

Upon mastering telepathy, a Jedi is able to project his thoughts on another Jedi. This power manifests itself in the ability for Jedi to project an image of his surroundings to a receiving mind.

Syntax: focus telepathy on <name>
focus telepathy on receive
Costs: 0.17% Concentration, 0.17% Force
Difficulty: very easy
Force Skill: Sense, Control and Alter

See also: abilities, esp


Izrith's Note: Telepathy, at rank 3, will also allow the Jedi to send a custom form of TELL to a target. Additionally, ranks in this ability will help the success chances and durations of your other mind affecting skills such as Confusion or Mindblock. I recommend leveling this as a support skill at your convenience.


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



Transfer Force

All Jedi share a common link through the Force. Through this link a Jedi may siphon off the latent Force which another has channeled through their abilities, essentially sharing the load of manifesting the Force. This ability can create awesome effects, allowing less accomplished Jedi to share the burden of using more difficult and higher cost abilities.

This ability will fail if your own Force saturation is higher than the target's

Syntax: focus transfer force on <Jedi>
Costs: var Concentration, var Force
Difficulty: easy
Force Skills: Control and Alter

Note: This ability uses the mud ansi variable: jedi_t_f This will attempt to equalize the Force saturation between two Jedi, but will not allow the user of the ability to become fully saturated themselves.

See also: Force,


Izrith's Note: While I have never personally seen this skill used, its function is straightforward: a big Jedi can take on Force Saturation burdens from a smaller Jedi.


Please help correct/finish this listing of Jedi files. Mail your detailed file lists to info@wemudtogether.com. At this moment, Izrith has supplied all info files and they are slowly being added as time permits.