   |
Jedi Guide
By:
SonGouki

TABLE OF CONTENTS
Section 1: Force
Sensitive Skills
Section 2: Crystal Drops
Section 3: Lightsaber Resources
Section 4: Lightsaber Specials
Section 5: Force Costs
Section 6: Shrine Locations
Section 7: Knight Trials Hit List
Section 8: FRS Post from the Devs
Section 9: Force Ranking Mods
Section 10: Complimentary Regular Skills
Section 11: Jedi Supplies
Section 12: Notes
SECTION
1: FORCE SENSITIVE SKILLS
Combat Prowess:
-
Ranged Accuracy
(enhanced ranged accuracy +12):
Increases accuracy with any ranged
weapon. No use to Jedi.
-
Ranged Speed
(enhanced ranged speed +12):
Increases speed with any ranged
weapon. No use to Jedi.
-
Melee Accuracy
(enhanced melee accuracy +12):
Increases accuracy with any melee
weapon.
-
Melee Speed
(enhanced melee speed +12):
Increases speed with any melee
weapon. Useless for Lightsaber
Masters.
Enhanced Reflexes:
-
Ranged Defense
(ranged defense +20): Increases
ranged defense.
-
Melee Defense
(melee defense +20): Increases
melee defense.
-
Vehicle Control
(force vehicular control +20, force
vehicular speed +3): Vehicle
start, stop, & turning.
-
Survival (camping
+5, foraging +5, trapping +5, mask
scent +5, terrain negotiation +5,
creature knowledge +5, creature
harvesting +5): Only camps and
terrain negotiation are useable by
Jedi.
Heightened Senses:
-
Healing (injury
treatment +10, injury treatment
speed +10, wound healing (dancing)
+20, wound healing (music) +20):
Increases healing and enhancement
abilities. No use to Jedi.
-
Surveying
(surveying +20): Increases
surveying range. Can be used by
Jedi, but not much point.
-
Persuasion
(persuasion +20): Lower cost of
skill training and appear aligned to
any faction. Unknown if this would
serve Jedi any purpose, description
is kind of vague.
-
Luck (jedi’s luck
+4): Increases your luck while
looting, including credits. Unkown
if this affects looting item
chances.
Crafting Mastery:
-
Experimentation
(force experimentation +20):
Increases your chances of getting an
Amazing Success.
-
Assembly (force
assembly +20): Increases your
ability to succeed while crafting.
-
Repair (force
repair bonus +20): Increases
your chances to repair a damaged or
broken item.
-
Technique (crafting
technique +4): Decreases you
chances of failing while crafting.
SECTION 2: CRYSTAL DROPS
Note that all
of the mobs on these lists seem to have
a chance of dropping either type of
crystal atm.
Power Crystals:
-
Tuskens (Tatooine)
-
Nightsisters (Dathomir)
-
Spiderclan (Dathomir)
-
Singing Mountain Clan
(Dathomir)
-
Ewoks (Endor)
-
Janta (Dantooine)
-
Kunga (Dantooine)
-
Various Wild Force Wielders on
Dantooine (Dantooine)
-
Lokian Pirates
(Lok)
-
High Level Corvette Mobs
(Corvette)
-
NPC Dark Jedi/Light Jedi
(Various,
Dathomir)
Color Crystals:
-
Hutt Expedition Force Surveyor
(Yavin IV)
-
Hutt Expedition Force Leader
(Yavin IV)
-
Lost Aqualish Bomber
(Talus)
-
Lost Aqualish Marksman
(Talus)
-
Lost Aqualish Marshal
(Talus)
-
Lord Nyax Disciple
(Corellia)
-
Marooned Pirate Engineer
(Lok)
-
Weequay Captain
(Tatooine)
-
Alkhara Champion
(Tatooine)
-
Binayre Swindler
(Talus)
-
Binayre Chief
(Talus)
-
Narmle Commander
(Rori)
-
Nym Surveyer (Lok)
-
Brigand Leader
(?)
-
Mokk (Dantooine)
-
Marauder (Endor)
Hybrid Crystals:
Unknown if
these exist in Live...
Special Lightsaber Colors:
Unknown how
these are obtained...
MOB Crystal Drops:
-
POOR: Mokk, Janta,
Kunga
-
FAIR: Mokk, Janta,
Kunga, NS Outcasts, NS Initiates, NS
Rangers, NS Stalkers
-
GOOD: NS Spell
Weavers, NS Sentinels
-
QUALITY: NS
Protectors
-
SELECT: SMC
Guardian
-
PREMIUM: NS Elders,
DJK, DJM
-
FLAWLESS: NS
Elders, DJK, DJM
SECTION 3: LIGHTSABER
RESOURCES
Training
Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND
-
Emitter
Shroud___________Mineral_________________10
-
Primary Crystal__________Refined
Crystal Pack_____1
-
Activator
Mechanism______Metal___________________10
-
Handgrip_________________Chemical________________12
-
Focusing Crystals________Refined
Crystal Pack_____1
-
Power Field
Insulator____Gas_____________________10
-
Cycling Field
Energizers_Metal___________________10
First Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD
-
Emitter
Shroud___________Mineral_________________15______20______25
-
Primary Crystal__________Refined
Crystal Pack_____1_______1_______1
-
Activator
Mechanism______Metal___________________14______19______24
-
Handgrip_________________Chemical________________17______28______40
-
Focusing Crystals________Refined
Crystal Pack_____1_______1_______1
-
Power Field
Insulator____Gas_____________________20______30______40
-
Cycling Field
Energizers_Metal___________________14______20______40
Second Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD
-
Emitter
Shroud___________Metal___________________25______25______30
-
Primary Crystal__________Refined
Crystal Pack_____1_______1_______1
-
Activator Mechanism______Non-Ferrous
Metal_______18______18______42
-
Handgrip_________________Inert
Petrochemical_____20______20______20
-
Focusing Crystals________Refined
Crystal Pack_____1_______1_______1
-
Power Field Insulator____Known Inert
Gas_________22______22______42
-
Cycling Field Energizers_Non-Ferrous
Metal_______20______20______42
Third Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD
-
Emitter Shroud___________Ferrous
Metal___________35______35______35
-
Primary Crystal__________Refined
Crystal Pack_____1_______1_______1
-
Activator Mechanism______Titanium
Aluminum_______20______20______28
-
Handgrip_________________Polymer_________________25______25______44
-
Focusing Crystals________Refined
Crystal Pack_____1_______1_______1
-
Power Field Insulator____Culsion
Inert Gas_______25______25______45
-
Cycling Field Energizers_Polysteel
Copper________25______25______45
Fourth Generational Lightsaber:
-
COMPONENT________________RESOURCES____________1HAND___2HAND_DBL-BLD
-
Emitter Shroud___________Duralloy
Steel__________40______40______40
-
Primary Crystal__________Refined
Crystal Pack_____1_______1_______1
-
Activator Mechanism______Titanium
Aluminum_______22______22______30
-
Handgrip_________________Polymer_________________28______28______46
-
Focusing Crystals________Refined
Crystal Pack_____1_______1_______1
-
Power Field Insulator____Culsion
Inert Gas_______28______28______58
-
Cycling Field Energizers_Polysteel
Copper________28______28______58
Lightsaber Experimentation:
-
Experimental Damage:
-
Attack Speed = CD
50%, OQ 50%
-
Maximum Damage =
CD 33%, OQ 66%
-
Minimum Damage =
CD 33%, OQ 66%
-
Wound Chance = SR
50%, UT 50%
-
Experimental Efficiency:
-
Attack Action
Cost = OQ 100%
-
Attack Health
Cost = OQ 100%
-
Attack Mind Cost
= OQ 100%
-
Force Power Cost
= CD 33%, OQ 66%
Lightsaber Crafting Toolkit:
A Refined Crystal Pack:
Notes:
SECTION 4: LIGHTSABER
SPECIALS
Please note that
this is information is from an old
source and needs to be updated... any
help would be much appreciated.
Generic Lightsaber Specials:
-
Saber Slash
1____________single__1.00x
dmg_____?x spd__1.00x frc__bleed,
posture down
-
Saber Slash
2____________single__2.50x
dmg_____?x spd__2.00x frc__bleed,
posture down
-
Saber Throw
1____________single__1.50x
dmg_____?x spd__1.50x frc__30m
range, bleed
-
Saber Throw
2____________single__2.00x
dmg_____?x spd__2.50x frc__30m
range, knockdown
-
Saber Throw
3____________cone____2.00x
dmg_____?x spd__3.00x frc__30m
range, bleed, knockdown
One-Handed Lightsaber Specials:
-
Saber 1H Hit
1___________single__1.50x dmg_____?x
spd__1.00x frc__-
-
Saber 1H Hit
2___________single__2.00x dmg_____?x
spd__2.00x frc__blind
-
Saber 1H Hit
3___________single__2.50x dmg_____?x
spd__3.00x frc__blind
-
Saber 1H Combo Hit
1_____single__1.50x dmg_____?x
spd__1.50x frc__hits 3 bars
-
Saber 1H Combo Hit
2_____single__2.50x dmg_____?x
spd__2.50x frc__hits 3 bars, posture
down
-
Saber 1H Combo Hit
3_____single__3.00x dmg_____?x
spd__3.50x frc__hits 3 bars, posture
down
-
Saber 1H Head Hit
1______single__1.25x dmg_____?x
spd__1.50x frc__hits Mind bar
-
Saber 1H Head Hit
2______single__1.75x dmg_____?x
spd__2.00x frc__hits Mind bar, blind
-
Saber 1H Head Hit
3______single__2.25x dmg_____?x
spd__2.50x frc__hits Mind bar, blind
-
Saber 1H
Flurry__________area____3.50x
dmg_____?x spd_____?x frc__stun,
blind, dizzy
-
Saber 1H Flurry
2________area____4.50x dmg_____?x
spd_____?x frc__stun, blind, dizzy
Two-Handed Lightsaber Specials:
-
Saber 2H Hit
1___________single__1.50x dmg_____?x
spd__1.00x frc__-
-
Saber 2H Hit
2___________single__2.00x dmg_____?x
spd__2.00x frc__-
-
Saber 2H Hit
3___________single__2.50x dmg_____?x
spd__3.00x frc__-
-
Saber 2H Sweep
1_________single__1.25x dmg_____?x
spd__1.50x frc__posture down
-
Saber 2H Sweep
2_________single__2.50x dmg_____?x
spd__2.50x frc__posture down
-
Saber 2H Sweep
3_________single__3.00x dmg_____?x
spd__3.50x frc__posture down
-
Saber 2H Body Hit
1______single__1.25x dmg_____?x
spd__1.50x frc__hits Health bar
-
Saber 2H Body Hit
2______single__1.75x dmg_____?x
spd__2.00x frc__hits Health bar
-
Saber 2H Body Hit
3______single__2.25x dmg_____?x
spd__2.50x frc__hits Health bar
-
Saber 2H
Frenzy__________area____3.50x
dmg_____?x spd_____?x frc__stun,
blind, dizzy
-
Saber 2H
Phantom_________cone____4.50x
dmg_____?x spd_____?x frc__stun,
blind, dizzy
Double-Bladed Lightsaber
Specials:
-
Saber Polearm Hit
1______single__1.50x dmg_____?x
spd__1.00x frc__-
-
Saber Polearm Hit
2______single__2.00x dmg_____?x
spd__2.00x frc__stun
-
Saber Polearm Hit
3______single__2.50x dmg_____?x
spd__3.00x frc__stun
-
Saber Polearm Spin
1_____area____1.50x dmg_____?x
spd__1.50x frc__-
-
Saber Polearm Spin
2_____area____2.50x dmg_____?x
spd__2.50x frc__posture down
-
Saber Polearm Spin
3_____area____3.00x dmg_____?x
spd__3.50x frc__posture down
-
Saber Polearm Leg Hit
1__single__1.25x dmg_____?x
spd__1.50x frc__hits Action bar
-
Saber Polearm Leg Hit
2__single__1.75x dmg_____?x
spd__2.00x frc__hits Action bar
-
Saber Polearm Leg Hit
3__single__2.25x dmg_____?x
spd__2.50x frc__hits Action bar
-
Saber Polearm
Dervish____area____3.50x dmg_____?x
spd_____?x frc__stun, blind, dizzy
-
Saber Polearm Dervish
2__cone____4.50x dmg_____?x
spd_____?x frc__stun, blind, dizzy
SECTION 5: FORCE COSTS
I wasn't able
to get all the healing numbers since its
variable now. Again, any help would be
most welcome.
Force
Powers:
-
FORCE
POWER________________COST__DETAILS
-
Animal
Attack_______________150__Causes
a creature to attack your combat
target
-
Animal
Calm__________________50__Causes
a creature to stop attacking, as
long as it is not attacked
-
Animal
Scare________________200__Causes
a creature to run away
temporarily
-
Force
Choke_________________400__A DoT
attack on HAM bar, 5 ticks of
equal strength
-
Force Intimidate
1__________300__Reduces target’s
damage to 33% for 60 seconds;
cone attack
-
Force Intimidate
2__________500__Reduces target’s
damage to 33% for 90 seconds;
area attack
-
Force Knockdown
1____________75__Knocks down the
target inflicting no damage
-
Force Knockdown
2___________100__Knocks down the
target inflicting no damage;
cone attack
-
Force Knockdown
3___________200__Knocks down the
target inflicting no damage;
area attack
-
Force Lightning Cone
1______125__Lightning strike;
cone attack
-
Force Lightning Cone
2______250__Lightning strike;
cone attack
-
Force Lightning Single
1_____75__Lightning strike
-
Force Lightning Single
2____150__Lightning strike
-
Force Throw
1________________28__Throws junk
at opponent
-
Force Throw
2________________56__Throws junk
at opponent; cone attack
-
Force Weaken
1______________400__Debilitates
target’s HAM bar for 1 min 30
secs
-
Force Weaken
2______________400__Debilitates
target’s 3 HAM bars for 2 mins
-
Jedi Mind
Trick_____________600__Allows
you to "free" a player’s
creature pet or NPC faction pet
-
Mind Blast
1_________________68__Hits Mind,
causes Stun and Dizzy
-
Mind Blast
2________________160__Hits Mind,
causes Stun and Dizzy; cone
attack
Force
Defense:
-
FORCE
POWER________________COST__DETAILS
-
Avoid
Incapacitation________750__Unable
to be incapped for 30 seconds
from use, can be stacked
[avoid
incap +1]
Force
Healing:
-
FORCE
POWER________________COST__DETAILS
-
Force Cure
Disease___________75__Removes a
Disease DoT from target
-
Force Cure
Poison____________75__Removes a
Poison DoT from target
-
Heal Action Self
1__________*65__Heals Action by
500 points
-
Heal Action Self
2_________*100__Heals Action by
1500 points
-
Heal Action Wound Other
1_____?__Heals Action Wounds of
target by ? points
-
Heal Action Wound Other
2_____?__Heals Action Wounds of
target by ? points
-
Heal Action Wound Self
1______?__Heals Action Wounds by
250 points
-
Heal Action Wound Self
2______?__Heals Action Wounds by
? points
-
Heal All Other
1______________?__Heals Health,
Action, Mind of target by ?
points each
-
Heal All Other
2______________?__Heals Health,
Action, Mind of target by ?
points each
-
Heal All Self 1
*340__________?__Heals Health,
Action, Mind by 500 points each
-
Heal All Self 2
*470__________?__Heals Health,
Action, Mind by 1500 points each
-
Heal Battle Fatigue Self
1____?__Heals Battle Fatigue by
150 points
-
Heal Battle Fatigue Self
2____?__Heals Battle Fatigue by
? points
-
Heal Health Self
1__________*65__Heals Health by
500 points
-
Heal Health Self
2_________*100__Heals Health by
1500 points
-
Heal Health Wound Other
1_____?__Heals Health Wounds of
target by ? points
-
Heal Health Wound Other
2_____?__Heals Health Wounds of
target by ? points
-
Heal Health Wound Self
1______?__Heals Health Wounds by
250 points
-
Heal Health Wound Self
2______?__Heals Health Wounds by
? points
-
Heal Mind Self
1____________*65__Heals Mind by
500 points
-
Heal Mind Self
2___________*100__Heals Mind by
1500 points
-
Heal Mind Wound Other
1_______?__Heals Mind Wounds of
target by ? points
-
Heal Mind Wound Other
2_______?__Heals Mind Wounds of
target by ? points
-
Heal Mind Wound Self
1________?__Heals Mind Wounds by
250 points
-
Heal Mind Wound Self
2________?__Heals Mind Wounds by
? points
-
Heal States
Other____________50__Removes all
negative Status Effects from
target
-
Heal States
Self_____________50__Removes all
negative Status Effects
-
Stop
Bleeding________________75__Removes
a Bleeding DoT from target
-
Total Heal
Other______________?__Heals and
removes everything (inc. fire)
on target
-
Total Heal
Self_______________?__Heals and
removes everything (inc. fire)
*
Will only use this amount of
force if the full effect of the
force move is incurred.
Force
Enhancement:
-
FORCE
POWER________________COST__DETAILS
-
Channel
Force_________________0__Reduces
your HAM bars by 200-300 points
each and gives 200-300 FP
-
Drain
Force___________________0__Drains
100 FP from target (only works
on Jedi)
-
Force Absorb
1_______________50__Siphons FP
from Force attacks done to you;
30 secs
[force absorb +1]
-
Force Absorb
2______________100__Siphons FP
from Force attacks done to you;
60 secs
[force absorb +1]
-
Force Armor
1________________75__Reduces all
regular damage inflicted on you
by 25%; 15 mins
[force
armor +25]
-
Force Armor
2_______________150__Reduces all
regular damage inflicted on you
by 45%; 30 mins
[force
armor +45]
-
Force Feedback
1_____________50__Reflects 65%
damage done from Force Attacks
to attacker; 30 secs
[force
feedback +65]
-
Force Feedback
2____________100__Reflects 95%
damage done from Force Attacks
to attacker; 60 secs
[force
feedback +95]
-
Force
Meditate________________0__Increases
Force Regen rate by 3 times,
can’t be used in combat
-
Force Resist
Bleeding_______250__Adds +25 to
Bleed resistance; 15 mins
[bleeding
absorption +25, bleeding
resistance +25]
-
Force Resist
Disease________250__Adds +25 to
Disease resistance; 15 mins
[disease
absorption +25, disease
resistance +25]
-
Force Resist
Poison_________250__Adds +25 to
Poison resistance; 15 mins
[poison
absorption +25, poison
resistance +25]
-
Force Resist
States_________250__Adds +25 to
negative Status Effects
resistance; 15 mins
[states
resistance +25]
-
Force Run
1_________________200__Increases
Run Speed and Terrain
Negotiation; 2 mins
[force run
+1, terrain neg. +33]
-
Force Run
2_________________400__Increases
Run Speed and Terrain
Negotiation; 2 mins
[force run
+2, terrain neg. +66]
-
Force Run
3_________________600__Increases
Run Speed and Terrain
Negotiation; 2 mins
[force run
+3, terrain neg. +99]
-
Force Shield
1_______________75__Reduces all
Force damage inflicted on you by
25%; 15 mins
[force
shield +25]
-
Force Shield
2______________150__Reduces all
Force damage inflicted on you by
45%; 30 mins
[force
shield +45]
-
Force Speed
1_______________150__Increases
your Speed by 15%; 3 mins
[combat
haste +15]
-
Force Speed
2_______________300__Increases
your Speed by 25%; 6 mins
[combat
haste +25]
-
Regain
Consciousness_______1000__Allows
you to self-resusicate, 1 minute
grogginess (no rez timer limit)
-
Transfer
Force______________200__Donates
200 FP from yourself to another
Jedi
SECTION 6: SHRINE LOCATIONS
Coreillia:
-7391 -3938
6092 -5578
-6907 4527
-2384 6393
6300 6687
Naboo:
-6859 -1937
-2382 -6184
2377 -473
7182 –234
Tatooine:
-6505 -3667
5264 113
5632 6015
5958 -5685
-3622 5280
Talus:
-5785 4478
-5449 -3239
318 5842
5760 -5208
Rori:
-6375 6403
-4496 -7531
307 -978
-926 6046
6854 -1221
Dantooine:
-6173 4120
2163 7548
2640 -1536
-6999 -5269
-1814 -6202
Lok:
-2132 5938
5455 3805
-5806 1977
-3641 -6030
4978 -5674
Yavin IV:
-3362 6914
6455 6423
-4585 -3761
2389 -4934
Endor:
-5055 -1703
-5627 4813
-3870 -4467
670 5548
5116 1923
Dathomir:
-4148 5926
1654 -5765
3087 4887
5570 -1514
-4961 -3493
SECTION 7: KNIGHT TRIALS HIT LIST
If you
have any further information to add
to this section please let me know.
Acklay
x1
Ancient Bull Rancor x8
Blurrg
Raptor x3
Death
Watch Overlord x1
Enraged Kimogila x3
Giant
Canyon Krayt x1
Graul
Marauder x2
-
Dantooine
-
Wild spawns (no lair)
-
All along West side of the
map (before mountains)
-
SW of Imp Outpost
(~1000-1200m)
-
S of Force-Crystal Hunters
Cave
-
S of the Abandoned Rebel
Base
Kiin'Dray x1
Nightsister Elder x1
Peko
Peko Albatross x2
Stintaril Prowlers x8
-
Yavin IV
-
Wild spawns all over Yavin IV
(mostly West of the Labor
Outpost)
-
Between the Labor Outpost and
the Geonosian Lab
-
Around the base of the mountain
NW from the Labor Outpost
Super
Battle Droid x2
-
Corellian Corvette
-
Omitted from the Trials?
Tuken
Raider x19
-
Tatooine
-
Only Raiders count toward the
trial, all other types do not (eg.
Commoner, Captian, etc).
-
Fort Tusken
-
Jawa vs. Tusken battlefield
(near mouth of the Krayt
Graveyard)
-
Wild spawns near Jabba’s Palace
(and all over Tatooine)
-
Tusken Bunker?
Rebel
Commando x47
-
Yavin IV, Mining Outpost (near
tavern), respawn timer?
-
Dantooine, Abandoned Rebel Base
(4 patrolling around main
building), respawn timer?
Stormtrooper Commando x47
-
Tatooine, Bestine (patrolling
Imperial hilltop bunker),
respawn timer?
-
Naboo, Emperor’s Retreat
(patrolling around hills),
respawn timer?
-
Corellia, Coronet, inside
Capitol Hall, Garm Bel Iblis'
missions (-246,-4569) (3 spawn
from his last mission (6th),
repeatable if you reset the
quest each time)
-
Rori, Rebel Outpost, Raxa's
missions (?,?) (5 spawn from his
3rd mission, repeatable if you
reset the quest each time)
Rebel
General (regular, high, surface
marshall) x22
-
Corellia, NPC GCW Base (near
Bella Vistal (4700,-5700); if
Rebel; 1 high general), 1 hour
respawn timer
-
Corellia, NPC GCW Base (near
Bella Vistal (4700,-5700); if
Rebel; 10-12 surface marshalls),
1 hour respawn timer
Imperial General (regular, high,
surface marshall) x22
-
Naboo, NPC GCW Base (near the
Lake Retreat; 1 surface marshall),
? respawn timer
-
Corellia, NPC GCW Base (near
Bella Vistal (4700,-5700), if
Imperial; 1 surface marshall), 1
hour respawn timer (unconfirmed)
Rebel
Rear Admiral x4
Elite
Novatrooper Commander x4
SECTION
8: FRS POST FROM THE DEVS
QUOTE (Devs
(can't remember who)):
In order to advance the player
must first acquire the
appropriate amount of
experience. This experience is
granted through PVP actions. The
experience can also be lost
through PVP defeats as well as
not performing prescribed. Only
Jedi within the FRS may earn or
lose this PVP experience.
Same-side PvP will generally not
yield any XP exchange between
players. The only exceptions are
XP exchange as a result of
either a dark side arena
challenge or a dark side pvp
"condition" – "petitioner sudden
death" for instance. I.e. if two
same-ranked petitioners in the
force rankings kill one another,
they should exchange XP.
Once the
experience costs have been met,
the player is eligible for
advancement into the next higher
Rank. Whenever an open slot
becomes available for a Rank in
which that player meets the
requirements, he may petition
for it. After 1day of open
petitioning, every existing
member within the Tier that is
granting the advancement (with
the exception of those
petitioning) have 1 day to vote
on their selection. Open
petitioning is the phase of
voting during which players
interested in advancing, "put
their names into the hat". After
the petitioning phase, voting
starts. Voting simply consists
of indicating which player you
think should get the spot. There
are no "against" votes, only
"for" votes. Think "tick marks".
Votes within the rank of
advancement count double. The
player with the most votes is
given 1 day to accept the
promotion via the voting
terminal. If he does not accept
within the one day, his win is
nullified and a new round of
petitioning begins. In the
advent of ties, the winner is
randomly selected. If there is
more than one seat open at the
close of voting, the top vote
getters each receive a chance to
accept the promotion. In the
advent that no seats are
available at the voting close
(someone was demoted into that
slot), the highest vote getter
is recorded. Once a slot is
freed, he may immediately accept
the promotion without further
voting provided that he still
meets eligibility for the new
rank.
Within the Dark
Rankings, this petitioning for a
new Rank enables PvP among all
candidates of also seeking that
same position. If a Jedi slain
by a rival candidate during this
time, he is removed from the
vote. All votes on him are
transferred to the victor.
All Dark Jedi
PvP conditions (currently the
only condition active in the
system is the "Petitioner Sudden
Death" condition, mentioned
above in connection with the
voting system) are registered in
the enclave. When a player comes
online, the player object
queries the enclave for his/her
"PvP Condition Enemies". The
player then activates a
"permanent" enemy flag against
all enemies returned from the
enclave. Whenever a PvP
condition starts, all players
are currently notified via
system messages that explain
which player/group they are
enemies with.
In the case of
the "sudden death" pvp action,
if a dark jedi is slain by a
fellow petitioner, all votes
that the loser has accumulated
will be distributed amongst all
of the fellow petitioners who
were involved in the players
death. It is possible (known,
shippable issue) that a perma
enemy flag persists beyond the
expiration of the PvP condition.
This can occur if a PvP
conditions expires (i.e. voting
concludes, in this case) while
the players are online. If the
Jedi choose to kill each other
after the condition has expired,
but they are still flagged, they
will neither gain nor lose Jedi
XP for that kill/death. This is
an issue we hope to be able to
resolve in the future.
When a player
advances to a new Rank, he
automatically gains the
corresponding skill box,
receiving all of its benefits.
Example:
Player A is of
Rank II. He has 30,000
experience and is therefore
eligible to advance to Rank III.
When an opening within Rank III
is created, he petitions for it.
Two other players within his
Rank do likewise. After 1 day,
the voting begins. Every player
in the first Tier (Ranks I, II,
III, and IV) is able to vote.
Since this is a promotion into
Rank III, the votes of the
players in this Rank are
doubled. If Player A receives
more votes than any other player
he is eligible for promotion. If
he accepts this promotion from
the voting terminal during the
"Acceptance" phase, the Rank III
skill is automatically granted
to him, along with any abilities
it contains.
Players will
receive email notifications in
regards to voting issues.
SECTION 9: FORCE RANKING MODS
Force
Control: Increases the
strength of any healing or
enhancement effects.
Force Manipulation:
Increases the efficiency of any
Force ability.
Force Power:
Increases the strength of any
offensive Force attack.
(Note: all Force
Control (CNTRL), Force Manipulation
(MANIP), and Force Power (POWER)
mods listed are cumulative.)
Light Force
Rankings
-
NAME___________RANK___FRS_XP__CNTRL__MANIP__POWER
-
Rank
Member_______0________0______5______5______4
-
Sentinel
I________1___10,000_____10______8______6
-
Sentinel
II_______2___20,000_____15_____12______8
-
Sentinel
II_______3___30,000_____20_____16_____10
-
Sentinel
IV_______4___40,000_____25_____20_____12
-
Consular
I________5___60,000_____35_____25_____15
-
Consular
II_______6___80,000_____45_____30_____20
-
Consular
III______7__100,000_____55_____35_____25
-
Arbiter
I_________8__150,000_____70_____45_____35
-
Arbiter
II________9__200,000_____85_____55_____45
-
Council
Member___10__300,000____100_____65_____60
-
Council
Leader___11__500,000____120_____80_____75
Dark Force
Rankings
-
NAME___________RANK___FRS_XP__CNTRL__MANIP__POWER
-
Rank
Member_______0________0______4______5______5
-
Enforcer
I________1___10,000______6______8_____10
-
Enforcer
II_______2___20,000______8_____12_____15
-
Enforcer
II_______3___30,000_____10_____16_____20
-
Enforcer
IV_______4___40,000_____12_____20_____25
-
Templar
I_________5___60,000_____15_____25_____35
-
Templar
II________6___80,000_____20_____30_____45
-
Templar
III_______7__100,000_____25_____35_____55
-
Oppressor
I_______8__150,000_____35_____45_____70
-
Oppressor
II______9__200,000_____45_____55_____85
-
Council
Member___10__300,000_____60_____65____100
-
Council
Leader___11__500,000_____75_____80____120
SECTION 10: COMPLIMENTARY
REGULAR SKILLS
Certain regular
professions lend themselves
extremely well to a levelling
Jedi. Below are some of the more
notable ones:
Brawler:Novice (15sp)
Benefits: Intimidate, Taunt, and
Berserk.
Comment: Great abilities to have
for an up-and-coming Jedi.
TKA:4000
(49sp)
Benefits: Intimidate, Taunt,
Berserk, and Meditate (heal
wounds, remove
bleed/poison/disease, self
buff).
Comment: Good stuff!
TKA:Master (92sp)
Benefits: All of the above, plus
great defenses and the ability
to immediately put up a good
offense in tough situations.
Comment: Really nice, especially
the look on the BH/melee mixers'
faces when you switch to TKA.
Also cool if you run out of
force power and need to keep
fighting, the unarmed toughness
helps a lot too.
Fencer:Master (92sp)
Benefits: Amazing defenses.
Comment: 'nuff said!
Scout:3000 (24sp)
Benefits: Terrain Negotiation!!!
Plus the ability to harvest our
kills and set up camps (for
performance buffs).
Comment: Sweet...
Ranger:0040 (97sp)
Benefits: Terrain Negotiation,
better harvesting, camps, and
Area Track.
Comment: Very nice stuff, plus
Area Track let's us locate MOB's
to hunt for levelling and
potentially spot approaching
players.
Smuggler:0010 (69sp)
Benefits: Intimidate, Taunt,
Berserk, and FEIGN DEATH!
Comment: It doesn't take a
rocket scientist to see how
useful FD would be to a
profession where every death
counts...
Medic:2040 (34sp)
Benefits: Use Stim D's or E's to
heal a large amount of Health
and Action, plus can use First
Aid to stop bleeding.
Comment: Who doesn't need to
heal? Get more of the First Aid
and Diagnostics lines if you
have the skill points, not much
reason to master it tho.
Doctor:4440 (125sp)
Benefits: Stim E's, Buffs, and
cure
states/bleed/poison/disease/fire!
Comment: Awesome stuff! Master
Doc if you have the spare
points, but not necessary.
Entertainer:Novice
(15sp)
Benefits: Heal your own Battle
Fatigue.
Comment: Pretty useless,
especially at this low level.
Grab more Entertainer, or even
some Musician or Dancer if you
have the spare skill points (and
you want to devote them to
something so marginally useful).
Bounter
Hunter:3000 (172sp)
Benefits: Check the BH Terminals
to see if you're on them (and,
uh, make money off yourself? lol).
Comment: Really not worth the
skill points, unless you're
really paranoid. It'd be funny
to see the looks on the other
BH's around a terminal when they
find your name on it and you're
standing right there (if they
even noticed).
Creature
Handler:Master (106sp)
Benefits: Control up to 3 BE
super creatures.
Comment: Nice tanking, your
three creatures plus yourself
equals a nice ganking squad for
any BH's that happen along. Plus
you can have an indestructible
and powerful mount for getaways.
Squad
Leader:Master (135sp)
Benefits: Terrain Negotiation,
better harvesting, camps,
additional melee/ranged defense,
and the ability to remove
states.
Comment: Not too shabby, but can
get better bonuses elsewhere.
SECTION 11: JEDI
SUPPLIES
Great
stuff to bring along on the
hunt:
-
Spices:
-
Buffing Foodstuffs:
-
Vercupti of Agazza
Boleruuee (food: +hea
+act +mnd)
-
Vasarian Brandy (drink:
+mnd +foc +will)
-
Vagnerian Canape (food:
+foc +will)
-
Won-Won (food: +str
+con)
-
Kiwik Clusjo Swirl
(food: +qck + sta)
-
Defensive
Foodstuffs:
-
Synthsteak (food:
+toughness)
-
Citros Snow Cake (food:
+accuracy)
-
Pikatta Pie (food:
+dodge)
-
Thakitillo (food: +def
vs. KD)
-
Ithorian Mist (drink:
+def vs. dizzy)
-
Deuterium Pyro (drink:
+def vs. intimidate)
-
Parawan Nutricake (food:
+burst run, for escaping
if you don't have force
run)
-
Bivoli Tempari (food:
+wound treatment, for
the docs when buffing)
-
Other:
-
Crafting Stuff:
-
Resources (OQ & CD):
-
Bespin Port (drink:
increased experiment
success, 1 experiment)
-
Pyollian Cake (food:
assembly roll increased,
next assembly)
-
Player City: Metropolis,
Research Center
-
Private Crafting Station
+45
SECTION 12: NOTES
General:
-
Light Enclave: Yavin IV
(-5575, 4905)
-
Dark Enclave: Yavin IV
(5079, 305)
-
If you clone at a Force
Shrine you will incurr 100
wounds to each primary bar
(Health/Action/Mind) and 100
battle fatigue.
-
The Jedi TEF system is gone.
You will no longer receive a
TEF for using your
lightsaber or force powers.
However, if you choose to
join the Rebellion or Empire
you can still receive
factional TEF's the same way
other players can.
-
To start the Knight Trials
you must kneel in front of
your Force Shrine (on the
planet you were told to go
to), click on the urn, and
select "Meditate" from the
radial menu.
-
You can see the PvP Rank of
yourself or another player
by using "/showPvPRank". It
seems that this value
determines how much Rank XP
you can receive from an
individual for DB'ing them
-
To see the current ranks of
the FRS Jedi on your side
(once becoming a Knight) you
can use "/showCouncilRank".
-
On TC you could use /restartConversion
to go back to the initial
point when you converted and
re-pick your skills (all
progress since then will be
lost tho). Unknown if this
will be actived on Live.
Formulas:
-
Force Regen Time = (max / (regen
/ 10 sec)) / 60 sec/min
-
Force Meditate Regen Time =
regen x 3 (or force regen
time / 3)
-
As your regen rating gets
higher your ticks get
faster. The amount regen'd
per tick is always about 5-6
force. The formula to figure
out the regen tick time is:
regen tick time = (regen per
tick x regen time span) /
regen rate
-
Jedi Attack Modifier = 1.5
-
Base Attack Speed = ((100 –
speed mod) / 100) x weapon
speed
-
Special Attack Speed = base
attack speed x special move
speed
Jedi Abilities:
-
In order to get the +10
regen bonus from Jedi Robes
you must have the robe
equipped and
a lightsaber equipped.
-
Jedi Toughness does not work
against Lightsabers
-
Jedi Toughness effectiveness
is reduced when combined
with Lightsaber Toughness.
For example (from Thriend’s
testing):
-
55 LS Tough + 0 Jedi
Tough = 55% reduction
(which it should be)
-
55 LS Tough + 13 Jedi
Tough = 62% reduction
(should be 68%)
-
55 LS Tough + 21 Jedi
Tough = 67% reduction
(should be 76%)
-
55 LS Tough + 45 Jedi
Tough = 80% reduction
(should be 100%... I can
see why not tho)
-
40 LS Tough + 21 Jedi
Tough = 60% reduction
(should be 61%....
pretty close on this
one)
-
40 LS Tough + 45 Jedi
Tough = 71.5% reduction
(should be 85%)
-
Force Armor and Shield will
drain force for every hit
you take while they are
activated based on how much
damage they absorb
-
You must use "Peace" after
using Animal Calm for it to
work
-
Animal Attack is an awesome
ability. You can use it to
turn any creature against
your current combat target
(the one you're actively
engaged with), even if that
creature is currently
attacking you! Also, it can
be used on as many creatures
at a time as you want. For
example, I was able to use
this to get an entire herd
of Brackasets to attack
their own lair, it was
hillarious! The
possibilities for this
ability are only limited by
your own deviousness...
-
Jedi Mind Trick does not
remove a PCD (Pet Control
Device) from the owner's
inventory, it just causes
the targeted 'pet' to turn
back into its 'wild
version', attacking anybody
nearby if it's aggressive.
Note that it doesn't have
any affect on droids or an
AT-ST.
-
Avoid Incapacitation lasts
for 30 seconds from use and
makes it so that you can not
be incapped while it lasts.
It can be stacked and can
also be used while KD/Dizzied.
-
Regain Consciousness allows
you to self-rez after being
DB’d. However, you suffer
from one minute of
grogginess afterwards (no
actions can be taken). You
lose 50K Jedi XP when using
this move (plus the
appropriate FR XP loss), but
it still beats -200K XP.
Unknown how long after death
that it can be effectively
used, I've waited 6 full
minutes and still have been
able to use it.
Crystal/Pearl Stats:
-
Crystal/Pearl Quality Types:
Poor, Fair, Good, Quality,
Select, Premium, Flawless
-
Crystal/Pearl Condition can
range from 700-1400
-
Crystal/Pearl top-end
Min/Max Damage is +50
-
Crystal/Pearl top-end Speed
is -0.6
-
Crystal/Pearl top-end Force
Cost is -9
-
Crystal/Pearl top-end HAM
Cost is -9
Qualifying for the Jedi Knight
Trials:
-
You must have at least two
level 4 boxes in Jedi skills
(so 2/2/2/2 across the Jedi
skills won't allow you to
"quickly" enter the FRS).
-
You must spend a certain
amount of skill points on
Jedi skills. Current reports
from those that have
qualified indicates that you
must have at least 230
points spent on Jedi skills
(includes FS skills). Note
that as long as you meet
this requirement you can
spend the remaining 20 skill
points on whatever other
skills you want, even
regular skills (such as
Novice Brawler).
-
The small "grace" window is
for you to redistribute your
skills to change your
template after entering the
FRS, if you so desire.
Death Penalty:
-
Upon death Jedi now suffer
Jedi XP loss.
-
When death blown by a BH
with your mission you will
lose -30,000 Jedi XP.
-
If you clone you will lose
-200,000 Jedi XP.
-
If you use Regain
Consciousness you will lose
-50,000 Jedi XP (but not the
-200K).
-
If you get rez'd by a doc
you do not lose any Jedi XP
(unless DB’d by a BH of
course).
-
There is no cap on how
negative your XP can go and
it will not 'decay', so be
careful! There is a rumour
of -10 million being the
cap, but I don't think
anyone wants to verify
that...
Faction:
-
Padawan are considered
Neutral by default now.
However, they can choose
to join either faction and
function exactly the same as
a regular player factional
member.
-
Jedi that complete the
Knight Trials will be
permently
overt, Light Jedi Knights
will be Rebels and Dark Jedi
Knights will be Imperials.
This choice is made while
doing the trials.
Visibility and the BH system:
-
You gain visibility by using
your lightsaber and force
powers in front of other
players or NPC's. You will
gain a little at a time for
using it in front of a few
people. Do it in front of a
lot of people (like in a
starport) and you will
almost immediately appear on
the BH Terminals. You will
gain a reduced amount of
visibility from using it in
front of group members, but
you will still gain it none
the less.
-
It is unknown if you gain
visibility for just having a
lightsaber or robe equipped.
-
It is also unknown if you
gain visibility only upon
using a force power or if
having a latent force power
active in front of others
(such as Force Run or Force
Armor) will gain you
visibility as well.
-
It is rumoured that only
NPC's that you can loot
credits off of will count
towards gaining visibility.
-
Once you have gained enough
visibility you will appear
on the Bounty Hunter
Terminals, where any number
of BH's can pick up the
mission and try to hunt you
down to kill you.
-
Bounty Hunters with a
mission will gain a BH TEF
that allows them (and anyone
in their group if you attack
back) to freely attack the
Jedi that they have a
mission for.
-
If the BH kills you he will
complete the mission and
receive the reward.
-
If you kill the BH he will
fail the mission and lose
the BH TEF on you.
-
However, in either scenario
the mission will still
remain on the BH Terminals
for the BH to take again.
-
There are currently many
problems with BH Jedi
Missions, such as their
droids going to 0,0 on the
map no matter what, everyone
in a BH's group getting a
TEF on a Jedi, the BH TEF
not clearing after killing
the Jedi, triple incapping a
Jedi to avoid losing the BH
TEF, and so on...
Alternatives to Jedi Robes:
-
Aakuan Loot: Rings (+5
ranged defense, can wear
two), Belt (+10 disease
resistance), Robe (+10
posion reistance), and Shirt
(+10 bleed resistance).
-
BE-enhanced Tailor Clothing:
There are two types of
BE-enhances that are useful
for Jedi, +bleeding defense
and +stun/melee defense. You
can get these built into
various Tailor-made
clothing, just remember that
the maximum cumulative bonus
you can get from each bonus
type is +25.
-
In addition to Robes, Jedi
can also wear Belts, Gloves,
and some types of Headwear.
-
Skill Enhancing Attachments
(SEA's): Of course Jedi
Robes don't have slots, but
you can get gloves,
headwear, and belts with
them so you can add SEA's
that would be useful to Jedi
in these (such as KD
defense).
Lightsaber Sample Stats:
-
Lightsaber 4th gen stats
(damage fully experimented,
10pts.):
-
One-hand: 153-257, 4.3
-
Two-Hand: 191-292, 4.6
-
Lance: 231-319, 4.9
-
Lightsaber 3rd gen stats
(damage fully experimented,
7pts.):
-
One-hand: ?
-
Two-Hand: 181-284, 4.6,
39fc
-
Lance: 207-297, 4.9,
39fc
-SonGouki
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