Jedi Archive

Thread: Jedi FAQ v5.4

Spidey_C
Thu Jul 10, 2003 6:04 pm
#1

Well I'm not a jedi but I guess i'll help out my saying that I looted a color crystal off jinda's in the jinda cave on Endor. It's pretty much empty from what I saw so that might be an ideal place for you to hunt for some crystals.
SonGouki
Sat Jul 24, 2004 1:07 pm
#2











[...continued]


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: 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).



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 consideredCivilian 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 permanently PvP Enabled - Special Forces, Light Jedi Knights will be Rebels and Dark Jedi Knights will be Imperials. This choice is made while doing the trials.



Planetary Occupation and Contraband Scans:


Several static cities have NPC’s in them that can perform contraband scans. If you are found with contraband there will be actions taken against you...


Contraband items are things such as sliced weapons and armor, spices, and Lightsabers.


The penalties for being caught with contraband depend mainly on your factional alignment and which faction currently controls the planet and city (you can tell by looking at the banners around cities). If you are aligned or a Civilian then you will simply be fined for being caught with contraband. However, if you belong to the opposing faction then the scanner will attack you and call in NPC support as well. There are slightly different rules though if you are discovered to be a Jedi...


Imperial aligned scanners will call in support against all Jedi, while Rebel aligned scanners will only call in support against Imperial Jedi (not Rebels or Civilians). These NPC’s will be much tougher than the usual support.


However, there are certain factors that can allow you to avoid contraband being discovered. First of all, if you are aligned to the faction, then your faction rank can help you to pass scans. Smuggler’s skills in the underworld let them conceal contraband on themselves and group members close to them. Force Sensitives with Heightened Senses in Persuasion can sometimes fool scanners into passing over their contraband. Finally, all Jedi have an innate ability (automatic event) where they may try to use a “mind trick” to convince a scanner that they are not carrying any contraband. FRS Jedi have a slightly higher chance of this event occuring.



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.


  • ACivilian 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 forCivilian Jedi everyone else is consideredCivilian 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.



Jedi Bounty Missions:


Once you have gained enough visibility you will appear on the Bounty Hunter Terminals, where up to five 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 to freely attack the Jedi that they have a mission for.


Once the BH attacks the Jedi the BH TEF will be shared, allowing the Jedi to attack the BH back.


At this point both players will be put in a healing “lock down” situation, where outside parties (including group members) cannot perform healing or beneficial actions on either player. You can still be attacked though if you are PvP Enabled - Special Forces.


The healing “lock down” is supposed to be removed once the battle ends.


If the BH kills you he will complete the mission and receive the reward. Your Visibility should be reset after this and all other BH’s with your mission should fail it.


If you kill the BH, then only that BH will fail the mission and lose the BH TEF on you. All other BH’s with your mission will maintain it and your Visibility will still remain the same.


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


FRS Jedi will gain Force Ranking experience from killing Master Bounty Hunters.


There are currently many problems with BH Jedi Missions, such as triple incapping a Jedi to avoid losing the BH TEF, the BH TEF not clearing after killing the Jedi, healing being allowed through the “lock down”, entering private structures during combat, 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).


FRS Jedi remain PvP Enabled - Special Forces on cloning, unlike regular players.



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


So there you have it, if you have any questions, corrections, or have something you'd like to see added please let me know.


Message Edited by SonGouki on 03-07-2005 10:26 PM



- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


ArjunThakur
Sat Jul 24, 2004 1:26 pm
#3

Great job, hopefully this one won't mysteriously disappear



-=BLUE GLOWIE=-
--Ice--
Sat Jul 24, 2004 2:13 pm
#4

Great FAQ, SonGouki. Thanks for compiling all the information.
kardia
Sat Jul 24, 2004 2:16 pm
#5

can i get an in game email of this



Kardia
Guild Leader of Republic Liberation Front RLF
If you fight one of us you fight all of us!!
If you are a rebel Jedi and you need help spell my name backwards and call for aid.
If your a rebel and you need help with imps spell my name backwards and call for aid.

Alristico
Sat Jul 24, 2004 2:50 pm
#6

my bible is back, phew.


Return of the Jedi Revamp FAQ, Episode 2.



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11010011000100010110011101001000001000001110110111

11100111100011011001010110100101010110110011101000
01101000110100101101110000011110011010100100110001
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1CRONAL1101110000 111

MarkAStewart
Sat Jul 24, 2004 3:35 pm
#7

Very well done, Sir.

Do we know yet what, if any, differences there are between regular color crystals and the new special color crystals you added? They've got my curiosity up.



------------------------------------------------------------------------------------------
2 Accounts Cancelled Until a pre-CU rollback or pre-CU server is offered.

"The devil's just a man with a plan. Real evil is a conspiracy of men."
-Fox Mulder, The X-Files
ArjunThakur
Sat Jul 24, 2004 4:22 pm
#8






MarkAStewart wrote:
Do we know yet what, if any, differences there are between regular color crystals and the new special color crystals you added? They've got my curiosity up.





I believe that list was ripped from the SWG data files and no one has actually found one yet.



-=BLUE GLOWIE=-
Spidey_C
Sat Jul 24, 2004 6:04 pm
#9


Well I'm not a jedi but I guess i'll help out my saying that I looted a color crystal off jinda's in the jinda cave on Endor. It's pretty much empty from what I saw so that might be an ideal place for you to hunt for some crystals.
Riptor83
Sat Jul 24, 2004 6:45 pm
#10

20 stars for you.




c Imperial Colonel Inysk d.......g InyskJr h......
.Master Bounty Hunter........Dark Jedi Padawan....

weapon-handler
Sat Jul 24, 2004 7:50 pm
#11





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




Um where did these come from, devs whisper something somewhere i didn't hear about?

SonGouki
Sun Jul 25, 2004 12:53 am
#12









------ ATTENTION ALL JEDI HOPEFULS ------



This intention of this guide is for the benefit of existing Jedi, it is meant to help Jedi understand how their ‘profession’ works and the details surrounding it. (FYI, the guide has now been moved down to the following post, so Jedi should just skip past this part to get to the guide.)


This guide is not meant to cover the process of ‘unlocking’ your Jedi character! It will not cover how to become “glowy” or the village of Aurilia and its Force Sensitive quests. I have written another guide that covers the entire new path to becoming a Jedi, which can be found here:


http://forums.station.sony.com/swg/board/message?board.id=Forcesensitive&message.id=33406



Now back to the Jedi FAQ....


Message Edited by SonGouki on 03-07-2005 10:32 PM



- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


SonGouki
Sun Jul 25, 2004 12:57 am
#13










[...continued]


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 minuterespawn 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 permanentPvP Enabledat 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)



    • ? respawn timer

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 permanentlyPvP Enabled - Special Forces(you can't goCombatant or On Leaveagain).


  • 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


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____MAINT____CAP__CNTRL__MANIP__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______600______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____1,000_____11____100_____65_____60


  • Council Leader___11__500,000____1,100______1____120_____80_____75

Dark Force Rankings




  • NAME___________RANK___FRS_XP____MAINT____CAP__CNTRL__MANIP__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______600______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____1,000_____11_____60_____65____100


  • Council Leader___11__500,000____1,100______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... Not as useful as it once was, though it can still be handy to have in PvE when things get messy.


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.



[more...]

Message Edited by SonGouki on 03-07-2005 10:26 PM



- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


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