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>
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
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About Careers
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About Force Skills
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About Stats
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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.
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.
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
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Advancing
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Age
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Alter
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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.
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
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Animal Affinity
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
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Archmaster
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Armor Enhancement
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
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Ascension
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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...
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
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
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Call the Dark Side
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
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
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.
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.
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.
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.
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.
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
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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.
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.
|
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.' 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.
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.
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.
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.
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.
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!
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.
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.
|
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.
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.
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.
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.
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.
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.
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.
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.
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: |
Lightsaber Alteration
Training this skill allows you to, with the proper gem installed,
focus your damage to an alternate damage type.
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.
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: |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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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.
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.
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
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Skill list
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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.
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
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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.
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.
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.
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
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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.
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.