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.
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)
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:
The skill you advance is left up to you, with small restrictions.
Your skills may differ by a maximum of 5 when you attempt to train,
therefore giving a possible difference of 6 points. So you may
reach ascension 6 with a sense of 4 and 1 control and 1 alter. It
would be no more or less expensive than if you had 2,2,2. So, if
your character has a great many control abilities, it is possible
for you to advance control twice as much as you advance the other
two Force skills.
This method of advancement has another benefit. Since you earn
1+(Force skill)/2 (rounded down) skill points to train per Force
skill,
advancing one at the expense of others will give you more abilities
early on in your Jedi career. However, you may be restricted in advancing
other abilities by the lack of one of their dependent skills, so
keep in mind the relevant skills listed in each ability's info file.
Note: The above skill point formula is valid until you reach 18
in a force skill. From that point on, you will gain 9 skill
points per force skill 18 and above, with a bonus of 5 skill
points at ascension 15, 25 and 35.
See also: Train, Sense, Control, Alter
About Stats
<info stats>
The Jedi Academy has, for years, been studying stats in great detail hoping
to unlock the mysteries of what affects what. After much deliberation they
have decyphered the following:
{All stats are listed as Neutral for Offense, Defense, and Miscellaneous}
Neutral indicates the effect the stat has is specific to each and every
skill available. We hope this helps clarify things.
See also: skill list, skill list, skill difficulty
Activate
<info activate>
The activate command is used to ready your guild weapons for combat.
You must have your weapon wielded for this to work.
Syntax: activate <weapon>
Ascension: N/A
NOTE: This command DOES NOT interfere with any mud 'activate' commands.
See also: saber commands, saber modes, lightsaber, lightdagger
Advancing
Advancing among the Jedi is slightly different than it is in other
guilds. Once you come to understand why things work the way they
do, you'll understand why things are like this.
Firstly, you cannot advance at all in the guild until you have
unlearned what you think you know. What does that mean? It means
that you have to fill your holocron with all that you once were.
In simple game terms, you choose your previous career.
To do this, you must unlearn your past life.
Once you have chosen your career, you may begin your Jedi training.
You'll find that early on, your career choice will limit the skills
which you can train. Being a Jedi is all about transcending the
limitations of our world by trusting in the Force and the ability
to manipulate it. As you ascend, you will find that your previous
career influence you less and less, giving you more abilities to
use in your travels.
Advancing is a tricky thing even if you have many options. You
might think that training a single ability as high as you can will
benefit you most. This may not be the case. The Force is a tool
to be used by the Jedi, but it is made by every living thing. It
isn't merely a weapon, or a bandage, it is many things at once.
You will find that many abilities are only the framework of a much
larger picture, and if you ignore the complementary pieces, the
ability itself will be only somewhat useful to you. All abilities
interlink, never forget that.
See also: Teachers, Teaching, Careers, Force Skills, Unlearn
Age
From the moment you join the ranks of the Jedi, a record of
your time in the guild is maintained. Two main ways to see this
is through the two age clocks which your holocron keeps for you.
The first is your total age as a Jedi, and it is called your
guild age. It is an accurate count of all the time you spend
as a Jedi.
The second is called your combat or active age. This is all
the time you have spent in combat or healing from combat.
Each round spent fighting, meditating, in hibernation trance,
or in accelerated healing will add to your active time. It
is the best indicator of how hard you are trying to advance
within the ranks of the Jedi.
See also: guild stats, top list, TIME
Alter
<info alter>
The alter skill is a measure of your ability to change the Force
within other people and objects. By channeling the Force you can
move and lift objects, assist others in controlling the Force or
even altering the very makeup of an object.
Joining the ability to alter the Force with other disciplines
will further expand your methods of manifesting the Force.
See also: Sense, Control, Force Skills, Force
Ancient Teachings
The ancient Jedi were able to wield the Force in many ways that are
all but lost. While many of the skills we have learned to use today
were handed down through time from the ancients, these skills were
performed with far more skill and power than is possessed by most
Jedi today. Everyone believed that these ancient teachings were
forever lost to time... They were wrong.
Expeditions into the perilous depths of unknown tombs in the
desert wastelands of Korriban have yielded the almost miraculous
discovery of intact Sith Holocrons! In addition, several clues
to forgotten academies of the other dark side magicks were found,
dating back to the time of the great Sith wars. According to these
clues, the Sith of the time viewed these other academies as mere
"support" schools for their efforts against the Jedi and the Republic.
Don't be unduly alarmed at the prospect of a resurgence of the dark
side, for the Force truly works in mysterious ways and has provided
hope for balance. The gigantic construction droids scavaging the
cityscape of Coruscant have unearthed yet another treasure trove of
stolen Jedi Holocrons and lore!
The Jedi teachers of both the light and the dark sides of the Force
have re-discovered some of these ancient teachings through
experimentation, intense meditation, and thorough study of these
recently unearthed treasure troves of ancient knowledge.
Only the most advanced and skilled Jedi are even capable of beginning
to learn the secrets to unlocking these even greater levels of skill
and power, and even then only to skills they have already mastered.
This command will give you information on how far you have progressed
in your study of the ancient teachings.
The short form of this list attempts to condense the information to
fewer pages, but sacrifices the full text descriptions.
Syntax: focus ancient teachings
focus ancient teachings /short (condenses list)
focus ancient teachings /trainable (shows only skills you can train)
Note: Skills marked with a * are currently trainable.
Note: Ancient teachings give very minor increases to some aspects
of the parent skill, but when the ancient teaching is mastered,
there is a very nice bonus.
See also: Colors, Skill List, Learn, Study, Holocrons
Ansi
The Jedi guild uses mud ansi. This is not by choice of the wizards,
since it is pure hell to code with and inefficient as hell. It is
because players asked for it. So, you're on your own with it.
A full list of ansi variables for the guild:
hp - Guild hp bar.
jedi_absorb - All absorb energy notifications.
jedi_aheal - All accelerated healing notifications.
jedi_aura - All disturbing aura notifications.
jedi_battle_meditation - All battle meditation notifications.
jedi_c_m - All clear mind notifications.
jedi_channel_hate - All channel hate notifications.
jedi_cleanse - All cleanse notifications.
jedi_conc - All Concentration related messages.
jedi_confuse - All confuse notifications.
jedi_cpain - All control pain notifications.
jedi_death - Guild death echoes.
jedi_detox - All detoxify poison notifications.
jedi_dissipate - All dissipate notifications.
jedi_dodge - All dodge notifications.
jedi_dominate_mind - All dominate mind notifications.
jedi_droid - All droid notifications.
jedi_ds - All Dark Side notifications.
jedi_fdef - All force deflection notifications.
jedi_force - All Force related messages.
jedi_force_mask - All force mask notifications.
jedi_force_sight - All force sight notifications.
jedi_ftrance - All force trance notifications.
jedi_gfs - All greater force shield notifications.
jedi_htrance - All hibernation trance notifications.
jedi_inspire - All inspire notifications.
jedi_ki_burst - All ki burst notifications.
jedi_launch - All launch item notifications.
jedi_lfs - All lesser force shield notifications.
jedi_mblock - All mindblock notifications.
jedi_meditate - All meditation notifications.
jedi_mode - All combat mode notifications.
jedi_notify - All guild notifications.
jedi_peace - All peace notifications.
jedi_r_i - All reduce injury notifications.
jedi_saber - Notification your guild weapon is about to break.
jedi_sfs - All enhance metab./resist poison/stun notifications.
jedi_shadow_sight - All shadow sight notifications.
jedi_suggest - All dark suggestion notifications.
jedi_t_f - All transfer force notifications.
jedi_tk - All telekinesis/levitation notifications.
The Archmasters are the coders of the guild. They put in endless
hours to maintain and improve the guild code and theme. They are
always open to suggestions, but often have too little time to
respond to every tell or mail. They will listen to disputes that
have gone to the player admin and haven't been resolved, and their
word will be final. Treat them with respect when they speak, but
often they will remain unheard. Silence on their part is a sign
that all is well, for a Jedi Master only intervenes when he must.
See also: admin
Armor Enhancement
Armor enhancement is unique to the Jensaarai tradition.
Part of being a Jensaarai is the construction of a personal suit
of armor which is tailored to fit the creator exactly and to
be decorated to appear somewhat like an animal with which the
wearer identifies himself.
The process of creating the armor is a long and draining one,
physically, mentally, and financially. The Jensaarai must spend
time personally crafting each piece of their armor and embuing
it with both their spirit and the power of the Force.
Armor may be created within the Jensaarai tradition room of the
guild halls. You may only spend 200,000 credits per skill level
of armor enhancement on your armor.
Syntax: N/A
Costs: Cost is in time and money
Difficulty: difficult
Force Skills: Sense, Control and Alter
Notes: You may check your current armor configuration by
using the check command, or by looking at yourself.
This armour is autoloading, you only buy it once.
Only the Jensaarai NPC (Janath) can teach this skill.
Don't forget to learn it when you join the tradition!
Jensaarai may only wear non-tradition armour of the
following types: cloaks, rings, amulets and others.
Warning:
Young Jedi should note that you cannot learn armor
enhancement before ascension 21 because of the skill
difficulty. Joining before ascension 21 will leave
you naked, without the ability to wear armor except
for rings, amulets, cloaks and 'other' class equipment.
See also: jensaarai, forge, tradition, traditions
Armory Donations
The Academy Armory relies on the good will of many Jedi that travel
the Realms to supply equipment for Jedi in need of supply. Donations
add to your armory status, while borrowing subtracts from it. Do not
let this dissuade you from borrowing equipment, for that is what it
is there for.
You may check your armory status in your guild score.
Please make sure you return any borrowed gear before you go linkdead.
See also: rules, commands, guild credit, v_cash
Ascension
Ascension is a measure of a Jedi's knowledge of the Force. Every
time you raise Sense, Control, or Alter, you have increased your
understanding of the Force, and thus you ascend among the ranks
of the Jedi. If you wish, you may think of ascension as your
guild level, though such terms are only used among non-Jedi who
cannot understand our ways.
See also: Force Skills, Advancing
Blaster Combat
The weapon of the Teepo tradition is the energy blaster. It is
one of the many things which separates them from the Jedi and
other traditions.
Training in blaster combat allows the followers of Teepo to
construct blasters in the guild workshop just like other
tradition followers construct lightsabers. After constructing
a blaster, it will be with you always.
Aside from being blasters, the weapons perform identical to a
lightsaber with respect to mastery, mode levels, charge, and
breakage. They may be repaired and have the color of their
focusing mechanism altered at that time.
Blasters have two modes: aimed shots or snap shots.
A second, offhand blaster may be constructed later.
When wielding both blasters and aiming attacks, the attacks may
be split between two targets using the target command.
Costs: <mode dependant>
Difficulty: moderate
Force Skill: Sense, Control and Alter
Note: This ability uses the mud ansi variable: jedi_mode
Blasters do not count as a light source.
Only the Teepo NPC (Bithoff) can teach this skill.
Don't forget to learn it when you join the tradition!
See also: traditions, teepo, mode, target
Bot
What is botting?
Anything that can or does enter a command when you aren't watching
the screen. Even a corpse trigger if you aren't there when it
fires is botting.
The rules for botting have changed over the years, allowing more than
what has been permitted in the past.
<<taken directly from help rules>>
* Using robot programs, or 'botting.' These are script files that may
run off of a gaming client (or similar) and perform programmed actions
using varying degrees of triggers and responses. While most usage of
client scripting and triggering is allowed, you need to understand
your responsibilities when it comes to what is and is not acceptable
regarding the spirit of the game, your impact upon it and your
interaction with your fellow players.
1) "Be present when you play."
You adhere to and respect the concept that first and foremost,
this is a social game, and that you present yourself as
predominantly aware and able to respond to reasonable queries
from both players and wizards alike within a reasonable
timeframe. In any event, full automation scripting where your
humanity leaves the game for extended periods of time is clearly
against this social concept and is definitely not allowed.
Please note, this only applies to situations when you are
actively "doing" something, such as killing monsters to gain
experience or otherwise advancing your character. If you are
just hanging out, there is no problem with being "unaware"
to any degree.
2) DBAD. Poorly administered triggering can end up stomping on
other players by stealing a kill, swiping a corpse or equipment,
etc. If you find yourself doing it, stop immediately. If someone
tells you that you stole their corpse or that you did something
equally douchebaggish, stop and find out. If you did, apologize
and make it up to them, then change your script. Basically,
interfering with other players' fun, or their pursuit of fun,
is simply not acceptable in any way shape or form.
3) Anti-idling is not ok, because artifically advanging your age or
other, more devious uses, like unfairly preventing equipment rotting
is equally not ok. In other words, there is never a time you should
ever have a trigger or timer that simply keeps you unidle, so
don't do it.
So, what's the Jedi admin take on the new mud botting rules?
Here are some suggestions of varying importance to help guide you
in your day to day mudding.
1) BE AT THE KEYBOARD! If you're not, be sure to regularly check
on your character.
2) Be careful what you automate and when you automate it.
3) You can now legaly set up your character to gxp/exp with minimal
intervention, but don't expect that to exempt you from getting
into trouble if your bot causes mischief with other players.
4) If your character can move on to a new mob without you,
you run the risk of being killed by an angry wizard. It just
depends on who the wizard is and what mood they're in.
5) If you're told by a guild admin to knock something off, listen. No
we can't kill you, but we can get your attention and we'd rather not.
6) Do NOT be afraid to ask the admin if something might be considered to
be illegal botting, we'd rather have you ask and maybe save you a
few deaths.
7) It's on you to not get in trouble.
Just as the penalties for getting into trouble are... on you.
Note: Arguing that something is not botting isn't usually a
productive use of your time, and quite often makes
your situation worse.
See also: rules, punish
Control
<info control>
The control skill measures your ability to control your own inner
Force. It gives you control over the functions of your own body as
well as providing you with a natural link to the world around you.
Combining your control of the Force with the skills of alter and
sense will help you to gather and shape the Force to your will.
See also: Sense, Alter, Force Skills, Force
Guild Admit / Guild Ban
Jedi Masters have the ability to ban people from joining the Jedi
Academy. This ability is not to be taken lightly, and should only
be used if a player has repeatedly proven that they are a disruption
to their guild or the mud as a whole.
Syntax: focus ban on because
focus ban on
Note: This ability is only available to Jedi of rank Master or
higher. Abuse of this priviledge will result in loss of
rank or possible banishment of the offender themselves.
Note: Any Jedi can read current bans.
See also: admit, admin, elder, master
Companion power to guild ban. If you can't figure out what this
does on your own, you don't deserve to have it in the first place.
Syntax: focus admit on <who> because <why>
Note: This ability is only available to Jedi of rank Master or
higher. Abuse of this privilege will result in loss of
rank or possible banishment of the offender themselves.
Note: You cannot use this command on a character that does not
currently exist!
See also: ban, admin, elder, master
Sense
<info sense>
Your skill in sensing the Force represents your ability to sense
the Force about you. You can feel the bond between all living
things and understand how each is interconnected.
When you join your skill in sensing the Force with the other
disciplines, there is little that you cannot accomplish.
See also: Control, Alter, Force Skills, Force
Skill difficulty
<info skill difficulty>
Every skill has a difficulty rating that represents how hard it is
for a Jedi from a certain background to learn it. Through the Force,
nothing is impossible. However, some things might appear impossible
to us because of our upbringing in environments where the Force is
not a common tool, and past experiences might taint our perspective
regarding how "easy" or "difficult" it is to learn and improve our
understanding of various skills.
The ability to learn/advance a skill is restricted by the combination
of one's current understanding of that ability (i.e., your current
skill level) plus your inherent aptitude for that particular skill
(i.e. the skill difficulty accociated with your unlearned career).
To learn/advance an ability, one must have trained the required Force
Skills (i.e. Control, Alter, Sense) to the requisite level.
AVERAGE of required Force Skills >= current level +
skill difficulty
The required Force Skills can be found in the info file for each
ability. Some abilities require only one Force Skill--e.g. the ability
"Force" requires only Sense to be trained among the Force Skills.
In such a case, when the Jedi has trained Sense to the appropriate
level, they will be able to learn/advance the ability Force.
Other abilities require training/consideration of two Force Skills
as pre-requisites to learning (e.g. the ability "Dodge" requires
both Sense and Control). Still other abilities require consideration
of all three Force Skills for advancement (e.g. Greater Force Shield).
Abilities with a Force Skill listed in parenthesis require that Force
Skill only when advancing past level 4 (e.g. Control Pain requires
only Control up to level 4, but requires both Control and Alter to
advance the ability beyond level 4).
For ease of explanation, you can think of the skill difficulties
as existing on a numerical scale ranging from easiest (Innate = 0)
to most difficult (Buried in Time = 13); see the table below for the
full range of values.
Thus, if you have an ability at level 3 in a moderate skill (M=5)
that uses Control only:
required lvl of Control >= current lvl + difficulty
required lvl of Control >= 3 + 5
So as long as the Force Skill Control has been raised to 8 or higher,
the skill in this example could be advanced.
Innate (I) 0 Difficult (D) 7
Natural (N) 1 Very Difficult (VD) 8
Very Easy (VE) 2 Supremely Difficult (SD) 9
Easy (E) 3 Just Shy of Impossible (JSI) 10
Easy to Moderate (EtM) 4 Lost Art (LA) 11
Moderate (M) 5 Beyond Lost (BL) 12
Moderate to Difficult (MtD) 6 Buried in Time (BiT) 13+
See also: Skill List, Learn
Skill list
<info skill> / <info skill list>
The Jedi may learn many skills. And they may be more knowledgeable
in some than in others. The skill list allows you to keep track of
how far you have progressed in learning each skill, and how far you
have to go in others. It will also tell you the difficulty of each
skill for you to learn.
The short form of this list attempts to condense the information to
fewer pages, but sacrifices the full text descriptions.
Syntax:
focus skill list
focus skill list /short (condenses list)
focus skill list /trainable (shows only skills you can train)
Note: Values are given as #1[#2]#3. #1 is trained value of the
skill, and is what your ability to train is compared to.
#2 is the play value of the skill, and is a result of any
tradition modifiers that you may have. #3 is the maximum
trainable value of the skill.
Skills marked with a * are currently trainable.
See also: Skill Difficulty, Learn
teepo-blasters
The blasters of the Teepo praxium perform differently than other
guild weapons do. Each blaster is a unique weapon, like the
lightsaber and lightstaff are separate weapons. But, unlike the
saber and staff, the Teepo may wield both blasters at once.
This means that mastery and mode training works a little bit
differently with the blasters than with the blades. The Teepo
blaster is considered to be used for all single blaster combat.
It is the primary weapon wielded in the primary hand. As such,
it is more accurate than the other and will advance faster.
The offhand blaster is just that, the one that is wielded as
a second weapon in the secondary hand. It will only advance
in mastery when the secondary weapon fires. (Every other shot
in aim, half the shots rounded down all other modes).
As such, the offhand blaster will always lag behind the main
blaster in mastery and modes. Additionally, unlike the blade
weapons, the main blaster will be advanced when you draw the
offhand blaster, since to wield a weapon "offhand" it presumes
that you are already wielding one in your primary hand.
In that same vein, your offhand blaster will always break
before your primary blaster.
See also: blaster combat, teepo paladin
Tradition Adjustments
Each tradition has a certain set of skills which they have refined
to the point where they are more capable than any other Force user
with them. Similarly, there are skills that are neglected because
of the concentration on those other abilities.
Any adjustment to skill levels is an overall adjustment to your
current level, not and adjustment to the difficulty or maximum
level.
ie. If a tradition has a -2 adjustment to reduce injury, then a
member of that tradition would have an adjusted reduce injury
skill level two lower than whatever they trained it to. This
means that they would have to train it to level 3 just to use
it.
or
If someone has a +1 adjustment to dodge, and has the maximum
skill level of 10 in dodge, they would dodge as if they had
skill level 11 in dodge.
See also: Traditions, Tradition
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