Padawan to Knight guide and FAQ:


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: Jedi Skill Mods Explanations
Section 7: Shrine Locations
Section 8: Knight Trials Hit List
Section 9: FRS Advancement
Section 10: Force Ranking Mods
Section 11: Complimentary Regular Skills
Section 12: Jedi Supplies
Section 13: Group TEF Rules
Section 14: 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 (rumored not to be working for Lightsabers anyway).

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 (64x64), but not much point.
  • Persuasion (persuasion +20): Lower cost of skill training and appear aligned to any faction (better chance to pass contraband scans). 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 Amazing Successes while crafting.
  • Assembly (force assembly +20): Increases your ability to succeed while assembling an item.
  • Repair (force repair bonus +20): Increases your chances to repair a damaged or broken item.
  • Technique (crafting technique +4): Decreases you chances of failing (lowering experimental risk) 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)
  • Korga (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)
  • Jinda (Endor)

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 energizer Mineral 10

First Generational Lightsaber:

Component Resources 1Hand 2Hand Double blade
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 energizer Mineral 14 20 40

Second Generational Lightsaber:

Component Resources 1Hand 2Hand Double blade
Emitter Shroud Mineral 25 25 30
Primary Crystal Refined crystal pack 1 1 1
Activator mechanism Non-Ferrous Metal 18 18 42
Handgrip Inert Pertrochemical 20 20 20
Focusing crystals Refined crystal pack 1 1 1
Power field insulator Known Inert Gas 22 22 42
Cycling field energizer Non-Ferrous Metal 20 20 42

Third Generational Lightsaber:

Component Resources 1Hand 2Hand Double blade
Emitter Shroud Ferrous Metal 35 35 35
Primary Crystal Refined crystal pack 1 1 1
Activator mechanism Titanium Aluminium 20 20 28
Handgrip Chemical (polymer) 25 25 44
Focusing crystals Refined crystal pack 1 1 1
Power field insulator Culsion Inert Gas 25 25 45
Cycling field energizer Polysteel Copper 25 25 45

Fourth Generational Lightsaber:

Component Resources 1Hand 2Hand Double blade
Emitter Shroud Duralloy Steel 40 40 40
Primary Crystal Refined crystal pack 1 1 1
Activator mechanism Titanium Aluminium 22 22 30
Handgrip Chemical (polymer) 28 28 46
Focusing crystals Refined crystal pack 1 1 1
Power field insulator Culsion Inert Gas 28 28 28
Cycling field energizer 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__32m range
Saber Throw 2____________single____2.00x dmg_____?x spd__2.50x frc__32m range, knockdown
Saber Throw 3____________cone____2.00x dmg_____?x spd__3.00x frc__32m range, 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, causes Dizzy; 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__________*1000___Heals and removes everything on target
Total Heal Self____________*400___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: JEDI SKILL MODS EXPLANATIONS

Force Power Max
The size of your overall Force power pool, of which all Lightsaber specials, Force powers, and Crystal/Pearl tunings draw upon.

When this pool is emptied you will no longer be able to use these abilities until it regenerates enough. The only methods of refilling the Force power bar are regeneration, using Force Meditation to increase the regeneration rate (by three times), using Channel Force, someone using Transfer Force on you, and using a Holocron.

Force Power Regeneration
The amount of Force power that you will regenerate over a ten second period.

This amount is not regenerated all at once, but rather in “ticks” over the ten seconds in intervals. The ticks are always at 5 (or 6 in the case of decimals) Force power each and the number of ticks is determined by the Force Power Regeneration mod divided by 5 (tick amount). The tick interval is calculated by dividing the 10 second regeneration time by the number of ticks required. For example, if your Force Power Regeneration was 26 that would mean that the number ticks per 10 seconds would be 5.2 (26 / 5), resulting in each tick occurring every 1.9 seconds (10 / 5.2). So overall you would regenerate 26 Force power every 10 seconds, but in actuality you would be regenerating 5 Force power every 1.9 seconds.

To determine the amount of time (in seconds) that it will take to regenerate your entire Force bar, you divide your Force Power Max value by the amount of Force that you would regen every second (Force Power Regeneration divided by 10 seconds). For example, if your Force Power Max was 7200 and your Force Power Regeneration was 74 it would take you 973 seconds (16.2 minutes) to regenerate your entire Force power bar (7200 / (74 / 10)).

Note: Force Meditate increases your Force Power Regeneration by three times. So, for example, if your Force Power Regeneration was 74 it would be considered 222 (Regeneration x 3) while using Force Meditate.

Lightsaber Block
Percentage chance to block a ranged attack with your Lightsaber (must have a Lightsaber equipped).

This is a direct percentage. For example, if your Lightsaber Block was 60 you would essentially have a 60% chance of blocking a ranged attack. Note that it only works against ranged attacks, melee attacks are not affected. Also, Intimidation and Stun status effects are rumored to lower the effectiveness of the block.

Lightsaber Toughness
Percentage damage reduction from melee attacks (must have a Lightsaber equipped). Also reduces Lightsaber damage.

This is a direct percentage reduction. For example, if your Lightsaber Toughness was 55 you would receive 55% less damage from an attack (attack damage x ((100 - 55) / 100)). Note that it only works against melee attacks, ranged attacks are not affected.

Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)).

Lightsaber Assembly
Your chances of successfully constructing a Lightsaber.

Note that there is always a 5% chance of a critical fail even with a Lightsaber Assembly of 100%.

Lightsaber Experimentation
The amount of experimentation points you will receive while constructing a Lightsaber.

Divide the Lightsaber Experimentation value by 10 to determine the exact number of points, rounding down. For example, a value of 75 would mean 7 experimentation points (75 / 10). Note that experimentation points are only usable while constructing a Lightsaber in front of a Weapon, Droid and General Item Crafting Station (public or private).

One-handed Lightsaber Accuracy
Chances of successfully hitting a target with a One-handed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.

One-handed Lightsaber Speed
Percentage increase to your attack speed with a One-handed Lightsaber.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a One-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

Two-handed Lightsaber Accuracy
Chances of successfully hitting a target with a Two-handed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.

Two-handed Lightsaber Speed
Percentage increase to your attack speed with a Two-handed Lightsaber.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Two-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

Double-Bladed Lightsaber Accuracy
Chances of successfully hitting a target with a Double-Bladed Lightsaber.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy.

Double-Bladed Lightsaber Speed
Percentage increase to your attack speed with a Double-Bladed Lightsaber.

The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Double-Bladed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

Melee Defense
Determines how difficult you are to hit with melee attacks (only).

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against melee attacks, ranged attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Melee Defense by half.

Ranged Defense
Determines how difficult you are to hit with ranged attacks (only).

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against ranged attacks, melee attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Ranged Defense by half.

Force Defense
Determines how difficult you are to hit with Force Power attacks.

Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against Force Power attacks. Unknown if the Stun status effect has any affect on Force Defense.

Jedi State Defense
Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster.

Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected.

Note: Jedi State Defenses do not stack on top of other state defenses (for example, Defense vs. Stun and Force Resist States). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.

Jedi Toughness
Percentage damage reduction from all attack types, except Lightsaber damage.

This is a direct percentage reduction. For example, if your Jedi Toughness was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against both melee and ranged attacks. However, Lightsaber attacks are not affected.

Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)).

Force Intimidate Accuracy
Chances of successfully hitting a target with a Force Intimidate power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Intimidate). Unknown if the Blind status affect will lower your accuracy.

Force Knockdown Accuracy
Chances of successfully hitting a target with a Force Knockdown power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Knockdown). Unknown if the Blind status affect will lower your accuracy.

Note: It’s believed that the accuracy for Force Knockdown is currently broken, as they miss a lot.

Force Lightning Accuracy
Chances of successfully hitting a target with a Force Lightning power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.

Force Throw Accuracy
Chances of successfully hitting a target with a Force Throw power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.

Force Weaken Accuracy
Chances of successfully hitting a target with a Force Weaken power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy.

Mind Blast Accuracy
Chances of successfully hitting a target with a Mind Blast power.

When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Dizzy). Unknown if the Blind status affect will lower your accuracy.

Force Choke
The number of times (“ticks”) that a target will be choked when hit by a successful Force Choke attack.

Avoid Incap
Indicates that the Avoid Incapacitation power is active.

Force Absorb
Indicates that the Force Absorb power is active.

Force Feedback
Percentage damage reflected back to the attacker when hit by a Force Power attack.

This is a direct percentage reflected back. For example, if your Force Feedback mod was 65 you would reflect back 65% damage from a Force Power attack (attack damage x ((100 - 45) / 100)) to your attacker.

The default mod when using Force Feedback 1 is +65 and for Force Feedback 2 is +95. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

Force Armor
Percentage damage reduction from melee and ranged attacks (functions similarly to toughness).

This is a direct percentage reduction. For example, if your Force Armor was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against melee, ranged, and Lightsaber attacks.

Also note that different toughness types are not additive (eg Lightsaber Tough and Force Armor), they are multiplicative. For example, a Lightsaber Toughness of 55 and a Force Armor of 45 would equal a combined toughness of 75% (((100 - 55) / 100) x ((100 - 45) / 100)).

The default mod when using Force Armor 1 is +25 and for Force Armor 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

Force Shield
Percentage damage reduction from Force Power attacks (functions similarly to toughness).

This is a direct percentage reduction. For example, if your Force Shield was 25 you would receive 25% less damage from an attack (attack damage x ((100 - 25) / 100)). Note that it only works against Force Power attacks and not melee, ranged, or Lightsaber attacks.

The default mod when using Force Shield 1 is +25 and for Force Shield 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

Bleeding Resistance
Percentage chance of resisting a Bleeding DoT.

The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Bleeding Absorption
Reduces the length of time that a Bleeding DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Disease Resistance
Percentage chance of resisting a Disease DoT.

The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Disease Absorption
Reduces the length of time that a Disease DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Poison Resistance
Percentage chance of resisting a Poison DoT.

The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Poison Absorption
Reduces the length of time that a Poison DoT will remain on you and how potent the “ticks” will be.

The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

States Resistance
Percentage chance of resisting a status effect.

Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected.

Note: State Resistance do not stack on top of other state defenses (for example, Defense vs. Stun and Jedi State Defenses). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.

The default mod when using Force Resist States is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier.

Force Run
Indicates which level of the Force Run power that is active (1, 2, or 3).

Note: All offensive damage is reduced by 95% while using Force Run 2 or 3 (currently normal weapons are not reduced though).

Terrain Negotiation
Increases your ability to traverse through uneven terrain (0 to 50 affects speed while walking up slopes, 50 to 100 affects crawling speed while prone).

Combat Haste
Percentage increase to your attack speed with any weapon.

The formula for determining attack speed is the combat haste modifier multiplied by the profession’s weapon speed percentage decrease multiplied by the equipped weapon’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Combat Haste of 25, a Two-handed Lightsaber Speed of 30, and were using a Lightsaber with a speed of 5.0 your attack speed would be 2.625 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 7.875 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that.

The default mod when using Force Speed 1 is +15 and for Force Speed 2 is +25. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier.

Special Note on States:

Intimidate
Greatly lowers damage potential (to one third, a 66% reduction) and slightly lowers defense modifiers.

Blind
Lowers attack and defense modifiers.

Stun
Lowers attack modifier and slightly reduces damage potential.

Dizzy
Chance that you will fall down while attempting to stand (even while already standing) or changing posture.

SECTION 7: SHRINE LOCATIONS

Coreillia:
-7391 -3938
6092 -5578
-6907 4527
-2384 6393
6300 6687

Naboo:
-6859 -1937
-2582 -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 8: KNIGHT TRIALS HIT LIST
If you have any further information to add to this section please let me know.

1) 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

2) Ancient Bull Rancor x8

Dathomir

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

3) 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

4) Blurrg Raptor x3

Endor

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

5) Enraged Kimogila x3

Lok

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

6) Peko Peko Albatross x2

Naboo

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

7) 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

Choose Light or Dark Side


Note that in order to procede in the trials you must earn faction points and actually join either the Rebellion (Light side) or the Empire (Dark side), if you haven't already.

You will not be made permanent overt at this time.

8) Rebel Commando x47

  • Yavin IV, Mining Outpost (near tavern), respawn timer?
  • Dantooine, Abandoned Rebel Base (4 patrolling around main building), respawn timer?

8) 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)

9) 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

9) 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)

10) Rebel Rear Admiral x4

  • Corellian Corvette, Imperial Missions

10) Elite Novatrooper Commander x4

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

11) Acklay x1

Yavin IV

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

12) Nightsister Elder x1

Dathomir

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

13) 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

14) 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.

Jedi Knight Trials Complete!

  • Granted the "Jedi Knight" or "Dark Jedi Knight" title.
  • Made permanetly overt (you can not go covert again).
  • Entered into the Force Ranking System and granted access to your side's Enclave.

SECTION 9: FRS ADVANCEMENT

QUOTE (JustG from the FRS designer):
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.

Update: Addition to the Light Side FRS advancement opportunities

A new system in the Light Side FRS that enables a Jedi, at the cost of Force Rank XP, to issue a No-Confidence Challenge against a member one rank above their own. Everyone at the challenged rank and lower can vote. If 2/3 of the votes are for the challenge, that player is reduced by one rank, opening it up for a new petitioner. This is similar to the Dark Side’s Arena Challenge system, but with a Light Side twist, providing a chance for ranked Jedi to progress once the upper ranks become bloated.

Nothing happens to the challenger if the vote fails (of course, the challenged player may want a little revenge). A player can only issue one challenge a week and it costs 2000 experience regardless of the outcome. Also, if a player is demoted and the lower rank is full, the system will make “room” for them by temporarily overloading that rank.

SECTION 10: FORCE RANKING MODS (Also see the skill tree etc here!)

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 Maintainance Cap Force Control Force Manipulation Force Power
Rank Member 0 0 0 n/a 5 5 4
Sentinel I 1 10,000 100 10 10 8 6
Sentinel II 2 20,000 200 10 15 12 8
Sentinel III 3 30,000 300 10 20 16 10
Sentinel IV 4 40,000 400 10 25 20 12
Consular I 5 60,000 500 9 35 25 15
Consular II 6 80,000 699 9 45 30 20
Consular III 7 100,000 700 9 55 35 25
Arbiter I 8 150,000 800 8 70 45 35
Arbiter II 9 200,000 900 8 85 55 45
Council Member 10 300,000 1000 11 100 65 60
Council Leader 11 500,000 1100 1 120 80 70

Dark Force Rankings

Name Rank FRS XP Maintainance Cap Force Control Force Manipulation Force Power
Rank Member 0 0 0 n/a 4 5 5
Enforcer I 1 10,000 100 10 6 8 10
Enforcer II 2 20,000 200 10 8 12 15
Enforcer III 3 30,000 300 10 10 16 20
Enforcer IV 4 40,000 400 10 12 20 25
Templar I 5 60,000 500 9 15 25 35
Templar II 6 80,000 699 9 20 30 45
Templar III 7 100,000 700 9 25 35 55
Oppressor I 8 150,000 800 8 35 45 70
Oppressor II 9 200,000 900 8 45 55 85
Council Member 10 300,000 1000 11 60 65 100
Council Leader 11 500,000 1100 1 75 80 120

SECTION 11: 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 12: 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:

  • Holocrons (refills entire Force bar, one use and can only use one a day)
  • Mark of the Hero Ring (self-res once every 23 hours, 50 uses, no res timer limit)
  • Republican Blaster (uncertified)
  • Composite Armor (9 pieces, for emergency situations)

Crafting Stuff:

Resources (OQ & CD):

  • Steel – Duralloy [caps: OQ=1000, CD=650, SR=1000, UT=1000]
  • Aluminum – Titanium [caps: OQ=1000, CD=408, SR=430, UT=430]
  • Inert Petro Chemical – Polymer [caps: OQ=1000, CD=n/a, SR=1000, UT=1000]
  • Known Inert Gas – Culsion [caps: OQ=1000, CD=n/a, SR=n/a, UT=n/a]
  • Copper – Polysteel [caps: OQ=1000, CD=1000, SR=800, UT=800]
  • 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 13: GROUP TEF RULES

For the Jedi's Group:

Rebel Jedi

 

Imp BH

Reb BH

Neutral BH

Reb groupies

GTEF

No GTEF

GTEF

Imp groupies

No GTEF

GTEF

GTEF

Neutral groupies

No GTEF

No GTEF

No GTEF

Imperial Jedi

 

Imp BH

Reb BH

Neutral BH

Reb groupies

GTEF

No GTEF

GTEF

Imp groupies

No GTEF

GTEF

GTEF

Neutral Groupies

No GTEF

No GTEF

No GTEF

 Neutral Jedi

 

Imp BH

Reb BH

Neutral BH

Reb Groupies

No GTEF

No GTEF

No GTEF

Imp Groupies

No GTEF

No GTEF

No GTEF

Neutral Groupies

No GTEF

No GTEF

No GTEF

For the Bounty Hunter's Group:

Rebel BH

 

Imp BH

Reb BH

Neutral BH

Reb groupies

GTEF

No GTEF

GTEF

Imp groupies

No GTEF

GTEF

GTEF

Neutral groupies

No GTEF

No GTEF

No GTEF

Imperial BH

 

Imp BH

Reb BH

Neutral BH

Reb groupies

GTEF

No GTEF

GTEF

Imp groupies

No GTEF

GTEF

GTEF

Neutral Groupies

No GTEF

No GTEF

No GTEF

 Neutral BH

 

Imp BH

Reb BH

Neutral BH

Reb Groupies

No GTEF

No GTEF

No GTEF

Imp Groupies

No GTEF

No GTEF

No GTEF

Neutral Groupies

No GTEF

No GTEF

No GTEF

Thanks goes to BHM (aka Andros Celsum) for supplying this summary of the Group TEF rules.

Thanks also to Shineh for putting the GTEF rules into a table.

Please note that there are further, more complicated, rules to GTEF, but I'm only trying to provide a simple overview here. Other things to be aware of are special rules pertaining to Player Cities and Militia members. Also, Healing TEF's and area attacks are another example as well.

SECTION 14: 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.

Reportedly, the "Jedi Master" title is gained by reaching rank 8 (Arbiter/Oppressor) in the FRS.

Force Rank experience can only be gained by killing other opposing side Jedi. Normal players will yield 0 FR XP (but you still lose FR XP if killed by them). The only exception to this is Master Bounty Hunters, FR XP can be gained by killing them as well.

Jedi can now use Holocrons to completely refill their Force power! They can be used in or out of battle and Light or Sith Holocrons can both be used (despite allegiance). Once used, the Holocron will disappear from your inventory and you can’t use another one for 23 hours (the next day).

The list used to track Jedi and Bounty Hunters killed to gain Force Rank XP has now been improved and will no longer reset after logging out. If Force Rank XP was gained from killing a Jedi or Bounty Hunter, then that same individual will not grant more XP if killed again until they have been removed from the list. Individuals are removed from the list by either “bumping” them off it from killing a number of other Jedi/BH’s or the list will expire after 3 days of not killing any other Jedi/BH’s.

Re-rolling: The second slot (non-Jedi character) is tied to your slot with the Jedi character. As long as you have a slot with a Jedi character the other slot can be re-rolled (delete the character and create a new one) as many times as you want. However, you can never re-roll your Jedi character though, that is unless you make the character on your other slot also a Jedi as well, at which point your could re-roll your first Jedi character (but it would not be re-rolled as a Jedi). If you need further clarifications on this please feel free to PM me.

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

FRS Maintenance Cost = rank x 100

Force Armor 1 Force Cost = 0.5 x damage absorbed

Force Armor 2 Force Cost = 0.3 x damage absorbed

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.

Reportedly (from the devs), Jedi Toughness effectiveness is reduced when combined with Lightsaber Toughness. However, effectiveness should be the following when combined:

55 LS Tough + 0 Jedi Tough = 55.00% reduction
55 LS Tough + 13 Jedi Tough = 60.85% reduction
55 LS Tough + 21 Jedi Tough = 64.45% reduction
55 LS Tough + 45 Jedi Tough = 75.25% reduction
40 LS Tough + 21 Jedi Tough = 52.60% reduction
40 LS Tough + 45 Jedi Tough = 67.00% reduction

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) and your force regen will be halved for 30 minutes. 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.

Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied.

Damage output is greatly reduced for Jedi when using Force Run 2 and 3 (but not from Force Run 1).

Total Heal Other and Heal States Other can be used to ‘remove’ Feign Death from a target, cancelling it out.

Crystal/Pearl Stats:

Quality Types: Poor, Fair, Good, Quality, Select, Premium, Flawless

Condition can range from 700-1400

Top-end Min/Max Damage is +50

Top-end Speed is -0.6

Top-end Force Cost is -9

Top-end HAM Cost is -9

Crystal Colors: Red, Dark Red, Light Green, Dark Green, Blue, Dark Blue, Yellow, Dark Yellow, Light Purple, Dark Purple, Orange, Brown

Qualifying for Jedi Knight:

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 purpose of the having these 20 skill points open is to allow you to modify your template after entering the FRS, if you so desire.

You cannot fall below Rank 0 or get "kicked out" of the FRS.

If you want to switch sides after joining the FRS or while doing the Knight Trials you must drop out of the FRS and start the Knight Trials again.

If you decide to leave the FRS you will retain the Knight title, but obviously lose the additional skill mods and the ability to wear the Knight robes. Note that if you decide you want to enter the FRS again you must redo the entire Knight Trials.

To leave the FRS you must drop all of your Force Ranking boxes in the skill sheet.

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 (including the use of faction pets).

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:

You gain visibility by equipping a lightsaber, initiating combat with a lightsaber, and using any Jedi-related skills that consume Force power within range 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.

The range for visibility is 32 meters. Performing any of the above acts in front of PC/NPC’s within that range will increase your visibility.

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 (but they all seem to drop credits now after publish 10.2).

The increase to a Jedi's Visibility Value (JVV) is determined as follows:

  • An opposing faction member who views this action will add the full value of the action to the Jedi Visibility Value.
  • A Neutral PC or non-animal NPC will increase the JVV by 50 percent of the action's Jedi Visibility Modifier.
  • A same-faction PC or non-animal NPC will increase the JVV by 25 percent of the action's Jedi Visibility Modifier.
  • Being grouped with a PC or non-animal NPC who is viewing this action has no influence on how Jedi Visibility is obtained. In other words, group members will still increase your visibility regardless.
  • Note that for Neutral Jedi everyone else is considered Neutral when calculating the increase to visibility. No one is considered to be of an allied or opposing faction and will always increase the JVV by 50 percent of the action’s Jedi Visibility Modifier.
  • Visibility decays over time, taking three weeks to decay fully.

Bounty Hunter Missions:

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. Your Visibility should be reset after this.

If you kill the BH, then him and any other BH’s will fail the mission and lose the BH TEF on you. However, your Visibility will still remain the same though.

Jedi must deathblow BH’s in order to make them fail their mission.

There are currently many problems with BH Jedi Missions, such as 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...

Death Penalty:

Upon death Jedi now suffer Jedi XP loss.

If you clone you will lose an amount of Jedi XP based on your skill level:


-4,500 XP if you are only a Jedi Initiate or below (haven’t completed Padawan Trials yet).
-5,000 XP if you have no novice boxes in any of the Jedi Disciplines (new Padawan).
-15,000 XP if you have any novice boxes in any Jedi Discipline.
-30,000 XP if you have any level 1 boxes in any Jedi Discipline.
-50,000 XP if you have any level 2 boxes in any Jedi Discipline.
-100,000 XP if you have any level 3 boxes in any Jedi Discipline.
-200,000 XP if you have any level 4 boxes (a full branch) in any Jedi Discipline.

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).

The cap for negative XP is -10 million and it will not 'decay', so be careful!

The death penalty from Bounty Hunter missions changed in Publish 10.3, it is now calculated as follows:


Payout for Jedi Missions is now 1000 times the number of skill points the Jedi has devoted to Jedi and Force Sensitive skills. The minimum payout is 25,000 and the maximum (for a Padawan) is 250,000.

If a Jedi is defeated by a BH their payout will default to the minimum (25K) for a few days (3?).

Jedi experience loss for dying from a BH with a mission is twice the payout of the mission, or rather 2000 times the number of skill points the Jedi has spent on Jedi and FS skills (unless they've been killed by a BH recently, then it's the minimum loss). The minimum XP loss is -50,000 and the maximum is -500,000.

This penalty is incurred at the moment the BH deathblows the Jedi, so Cloning and Regain Consciousness penalties still apply as well. (I feel this is a little harsh...)

Jedi do not suffer a death penalty from dying in space (except in the case of Multiplayer Ships as passengers).

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 (see next sub-section).

Skill Enhancing Attachments:

SEA's that are useable by Jedi:

  • Terrain Negotiation
  • Melee Defense
  • Ranged Defense
  • Bleeding Resistance
  • Combat Bleeding Defense
  • Poison Resistance
  • Disease Resistance
  • Fire Resistance
  • Defense vs. Dizzy
  • Defense vs. Blind
  • Defense vs. Knockdown
  • Defense vs. Posture Change (Up)
  • Defense vs. Posture Change (Down)
  • Defense vs. Intimidate
  • Defense vs. Stun

Remember that the maximum bonus allowable from SEA's and BE clothing is +25, any combined amount over that will be ignored.

Also note that Resistances SEA's (eg. Posion Resistance) do not stack on top of other resistances, such as the Force Resists or the Doctor Resistance buffs. Same thing for Defense versus SEA's (eg. Defense vs. Dizzy), they are separate checks from Jedi State Defenses and Force Resist States.

In my opinion, Terrain Negotiation is the most valuable SEA for Jedi, since we have none innately. Melee Defense and then Ranged Defense are useful as well.

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