Level |
Skill |
Description |
1 |
Practice Sabers
| Jedi are able to wield only practice
sabers until learning saber melee at level 5. All practice sabers
are pink. |
3 |
AC improvement |
Jedi have a natural armor class (equal
to 1/4 of their Jedi level, rounded down) due to their ability to
sense attacks and their Force-heightened abilities at dodging. |
3 |
Telepathy |
Jedi have an easier time communicating
by using the normal communication
commands at half the social
point cost. This power does not apply to shouts
or emotes. |
4 |
Calm |
Light Jedi can send an attacker soothing
thoughts to calm him down so he will discontinue the attack. HM Jedi
attain a new level of control, and calm becomes much more effective
for them. Dark Jedi may use this ability, with a penalty. |
4 |
Inflict Pain |
Dark Jedi can focus their internal hatred
toward their victim, inflicting pain upon them. |
5 |
Melee Sabers |
Jedi may wield all mortal sabers.
The colors in order of strength are:
violet, orange, yellow, blue, red, and green. |
5 |
Basic Sense |
Jedi can sense
the Force in an area. (This is only useful in some areas.) |
6 |
Create Fear |
Light jedi can focus their voice through
the Force to create the fearful sound of a Krayt Dragon. Easily scared
enemies will run away. |
7 |
Lift |
Jedi have the ability to move objects
in the area through telekinesis. |
7 |
Focus |
Light Jedi can focus their energies to
receive double Jedi alignment bonuses from the use of Light-side skills,
while being unable to use Dark-side skills. There is no percentage
associated to this skill. |
8 |
Improved Sense |
Jedi can sense when another player is
seeing them through the Force, unless the
seeing Jedi is significantly more advanced in Jedi level. Jedi can
also sense other objects or beings in adjacent rooms to get a feeling
for them through the Force. |
8 |
Heal Self |
Light Jedi can heal their injuries through
the Force without need of bacta. For reasons of game balance, this
command does add to the druggedness of the character healed. |
9 |
Autowield |
Jedi gain the ability to autowield their
sabers after one round of battle as long as they have a saber in their
inventory and nothing else is currently wielded. |
9 |
Sense Disturbances |
Jedi can sense disturbances in the Force.
You will be notified when there is a disturbance in the force - such
as the death of a Jedi Master or when someone arrives on the planet. |
10 |
Project thoughts |
Jedi can project their emotions across
the universe to a specified recipient.
The command, emat, is short for
'emote at'. |
10 |
Accelerate Healing |
Light Jedi may heal others as long as
the recipient is not Sith. |
10 |
Anger |
Dark Jedi can focus on their anger
to receive a temporary boost to their hit points. This boost only
lasts two minutes, after which the Sith will weaken, perhaps losing
even more hit points than were originally gained. |
11 |
Choke |
Dark Jedi can use their powers of telekinesis
to choke someone. If you are in
combat you don't need an argument to attack your opponent; otherwise,
the argument named is the target. Light Jedi may use this ability,
with a penalty. |
12 |
Sense Jedi |
Jedi can tell if other Jedi are on the
planet, which alignment they are, and their Jedi level relative to
you. |
13 |
Compel |
Jedi can attempt through the Force to
compel a weak-minded being to perform an
action. Due to the concentration required, this skill can only be
used once a minute. |
14 |
Block Blaster Fire |
Jedi can block
blaster shots with a lightsaber. |
14 |
Throw |
Dark Jedi can throw
objects in the area or adjacent rooms telekinetically. Light Jedi
may use this ability, with a penalty. |
14 |
Decay Armor |
Dark Jedi can decay armor which is in
the room or upon monsters in the room. |
15 |
Sense Living Being |
Jedi are capable of sensing which individuals
are on the same planet. |
15 |
Battle Meditation |
Light Jedi will allow the Force to control
and direct their every action and the actions of any party members
present when invoking the battle meditation. This control will remain
in effect for several rounds of battle, heightening the skills of
the Jedi and the group. If unsuccessful, the Jedi will lose touch
with the Force for a short time. Due to the extreme concentration
required, this skill can only be used successfully every 5 minutes. |
15 |
Decay Weapons |
Dark Jedi can decay weaponry which is
in the room or upon monsters in the room. If the target item has already
been decayed without being repaired, it may not be subject to further
decay. This skill may only be used once every 5 minutes. Light Jedi
may use this ability, with a penalty. |
16 |
Disarm |
Jedi can use a lightsaber to disarm an
opponent of his/her wielded weapon. |
16 |
Illusions |
Jedi can learn the
ancient art of manipulating the Force to change or distrupt the visual sensory patterns that
most beings regard as vision. This can produce visions that appear to be real, but do not
exist. |
16 |
Aura of Uneasiness |
Dark Jedi can project an aura of uneasiness around themselves
which can help keep non-sentient creatures from initiating an attack on the Jedi. The skill
is not usable in conjunction with sith cloak. Due to the concentration involved in projecting
such an aura, there is a 5 minute delay between successful uses. |
17 |
Force Push |
Light Jedi can force away attackers
and other potentially hostile creatures in a given direction, from which they will return a few moments later. |
18 |
Cloak of the Sith
|
Dark Jedi have the ability to move about
undetected by masking their Force aura and evading the notice of other
Jedi. Light Jedi may use this ability, with a penalty. |
19 |
Change Appearance |
Jedi may briefly disguise
the way they appear to others by manipulating the Force. Their
changed appearance is random at this level. |
19 |
Farsight |
Jedi can form a picture in their mind
of the targeted player's surroundings. Both players must be on the
same planet, and non-PKs cannot farsight PKers. |
19 |
Retaliate Blaster Fire |
Jedi can block
blaster shots with a lightsaber and reflect the shots back at the
shooter. |
19 |
Superheal |
Light Jedi can fully heal themselves.
Since the trance requires deep concentration in the Force, this skill
can only be used successfully once every 10 minutes. |
19 |
Lightning |
Dark Jedi can send lightning bolts of
darkness at their opponent. |
20 |
Disciplines |
Jedi can choose an aspect of the Force to study more in depth. |
20 |
Enhanced Compel * |
HM Jedi gain some new compel
abilities. Some of these uses are not yet coded. |
20 |
HM Sabers |
HM Jedi may use HM sabers,
in order of strength: cyan, white,
and black. Jedi Teachers may also
create and use rainbow sabers. |
20 |
Poison Resistance
|
HM Light Jedi can remove some of the
toxins or drugs in their own body. Dark Jedi may use this ability,
with a penalty. |
20 |
Enhanced Choke |
HM Dark Jedi can also momentarily stun
their opponent in addition to the normal choke damage. |
21 |
Increased Sense |
HM Jedi can now sense a specified being's
current poison level and whether or not that being is aggressive to
them. |
21 |
Improve Sabers |
HM Jedi can improve
a lightsaber, thus increasing its damage potential. |
25 |
Combat Sense |
HM Jedi can use the Force to direct their
lightsaber attacks to be even more well-placed and lethal than before. This skill
is always available and does not need to be invoked to be used. |
25 |
Force Shield |
Light Jedi can create a shield of the
Force to surround and protection them for a few seconds. Due to the
intense concentration required to use this skill, it can only be used
successfully once every 2 minutes. |
25 |
Ranged Lightning |
HM Dark Jedi can aim lightning an opponent
in an adjacent room. |
30 |
Enhanced Telekinesis |
HM Jedi have a greater control of their
telekinetic powers and thus are able
to lift and throw larger objects. |
30 |
Absorb/Dissipate Energy |
HM Jedi can use the Force for a short
time to absorb and dissipate energy attacks directed at the them.
Due to the concentration required, it can only be used every 5 minutes. |
35 |
Advanced Retaliate |
HM Jedi are more effective with their
retaliated shots. |
35 |
Enhanced Sense |
HM Jedi can now sense who else is currently
on the same planet and the Jedi alignment and relative health of those
players. An asterisk (*) after a player's name indicates a player-killer. |
40 |
Enhanced Change Appearance |
HM Jedi may study up to three beings
and recreate that appearance at any time
they choose. |
40 |
Superheal Other |
HM Light Jedi can superheal others once
every 10 minutes as well, except for the Sith. |
40 |
Steal Life |
HM Dark Jedi can steal the lifeforce
from another living being, using some of the stolen lifeforce to increase
the Sith's own lifeforce. |
45 |
Enhance Attribute |
HM Jedi can enhance any single attribute
for a limited amount of time. |
45 |
Poison Resist Other |
HM Light Jedi can now remove toxins from
another player's constitution. |
45 |
Project Image |
HM Light Jedi can project a ghostly image
of themself to another Light Jedi for conversational purposes. The
projected image is destroyed if someone other than a Light Jedi enters
the room with the image, or if the Jedi projecting it is attacked,
moves, or attempts to use other skills. |
45 |
Memory Wipe |
HM Dark Jedi can cause someone to forget
almost everything (s)he knows about the wiped skill. Due to the intense
effort required, this skill may only be used once every 5 minutes.
This skill does not work on droids, and works only in a limited (non-permanent) fashion on players in PK. |
50 |
Shield From Force |
Ultimate Jedi can block a living target
from the Force for a limited amount of time. Due to the effort required
for this skill, it can only be used every 10 minutes. |
50 |
Project Damage |
Ultimate Light Jedi can summon a reflective
shield of the Force to surround and protect them from harm for a short
time by sending the damage back toward the attacker. Due to the strenuous
nature of this skill, it can only be used once every 10 minutes. |
50 |
Force Storm |
Ultimate Dark Jedi can summon and send
a Force Storm into an area adjacent to their current location, causing
injury to all living beings in that area. |