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...

  • Maul's Vengence
  • Kun's Blood
  • Bondara's Folly
  • Ulic's Redemption
  • Bane's Heart
  • Gallia's Intuition
  • Prowess of Plo Koon
  • B'nar's Sacrifice
  • Windu's Guile
  • Mundi's Response
  • Strength of Luminaria
  • Baas's Wisdom
  • Quintessence of the Force
  • Dawn of Dagobah
  • Horn's Future
  • Qui-gon's Devotion
  • Kenobi's Legacy
  • Sunrider's Destiny
  • Kit's Ferocity
     

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:

  • Resources:
    • COMPONENT___________RESOURCES__TOTAL
    • Assembly Enclosure__Metal_________10
    • Thermal Shielding___Mineral________6
    • Control Unit________Chemical_______8
  • Experimental Effectiveness:
    • Quality = CD 100%
       

A Refined Crystal Pack:

  • Resources:
    • COMPONENT_______________________RESOURCES__TOTAL
    • Module Housing Assembly_________Steel_________10
    • Ultrasonic Vibration Generator__Gemstone______20
    • Conductive Circuit Assembly_____Copper_________6
  • No Experimental Properties
     

Notes:

  • Final Lightsaber Names:
    • Fourth Generation Lightsaber
    • Two-Handed Fourth Generation Lightsaber
    • Double-Bladed Fourth Generation Lightsaber
  • Lightsaber Resource Requirements Inconsistencies:
    • The Second Gen Double-Bladed requirements for the Activator Mechanism (42x Non-Ferrous Metal) and the Handgrip (20x Inert Petrochemical) seem reversed when compared to the other generations of Double-Bladed sabers.
    • The requirements for the First Generation One-Handed and Two-Handed Lightsabers are different, while all other generations of the two sabers have the exact same requirements. Shouldn�t they be the same also, since they are basically the exact same hilt?
    • The Third and Fourth Generations of the Double-Bladed Lightsaber have the exact same requirement for the Emitter Shroud as the One-Handed and the Two-Handed Lightsabers, shouldn�t it require slightly more resources (based on the first two generations)?
    • Not to be too nit-picky, but shouldn�t all generations of the Double-Bladed Lightsaber require two Focusing Crystals?
       

 

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

    • Yavin IV
    • Boss of Geonosian Lab (-6494,-418)
      • 2 hour respawn timer

    Ancient Bull Rancor x8

    • Dathomir
    • Rancor Cave (-4100,-2000)
      • One spawns at entrance
      • ? respawn timer
    • "a pile of rocks" lairs
      • Near Rancor Cave (trench)
      • Near Imp Prison (S-SW)
      • Rancor Valley

    Blurrg Raptor x3

    • Endor
    • Wild spawns all over Endor (mostly the center of the map)

    Death Watch Overlord x1

    • Endor
    • Boss of the Death Watch Bunker (-4676,4328)
      • ? respawn timer
    • Omitted from the Trials?

    Enraged Kimogila x3

    • Lok
    • Wild spawns all over Lok (mostly around Mount Chaolt and the Southern hemisphere)

    Giant Canyon Krayt x1

    • Tatooine
    • Wild spawns (no lair)
      • Found in and around the Krayt Graveyard
    • Note: This appears to always be the last mission of the Knight Trials.

    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

    • Dathomir
    • Boss of Nightspider Clan Cave
      • Appears after killing the Reclusive Cavern Spider Queen
      • Spider Queen has a 2 hour respawn timer

    Nightsister Elder x1

    • Dathomir
    • Wild spawns all over Dathomir (especially near the Nightsister Stronghold)
    • Static spawns at the Nightsister Stronghold (up top in huts)
      • ? respawn timer

    Peko Peko Albatross x2

    • Naboo
    • Wild spawns all over Naboo (mostly the Northern part of the map)
    • Near Kaadara and Keren

    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

    • Corellian Corvette, Imperial Missions

    Elite Novatrooper Commander x4

    • Corellian Corvette, Rebel Missions (2 per mission)
    • Gold-trimmed Nova Dark Troopers

     

    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:
      • Neutron Pixie (spice: +1000hea +200str +200con +500act +50qck +50sta)
      • Muon Gold (spice: +500mnd +500foc +500will)
    • 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:
      • Republican Blaster (uncertified)
      • Composite Armor (9 pieces, for emergency situations)
    • Crafting Stuff:
      • Resources (OQ & CD):
        • Steel � Duralloy
        • Aluminum � Titanium
        • Inert Petro Chemical � Polymer
        • Known Inert Gas � Culsion
        • Copper � Polysteel
        • Gemstone
      • 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