Jedi
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[edit] Overview
Based on the character of Luke Skywalker, in SWG, Jedi are individuals that feel a connection to the energy that surrounds all living things and binds the galaxy together, known as the Force. They are, in other words, highly attuned to the flow of the Force. Jedi can, with training, learn to sense and manipulate the Force.
The Jedi of the Old Republic took Force-sensitive children at a young age to become a part of their Order. Trained Jedi could sense high levels of the Force in persons. The presence of those persons in a vicinity could also be sensed.
Jedi characters can use ranged weapons, but are more of a melee weapon profession with the weapon of choice being the Lightsaber, and all Jedi are trained almost exclusively in Lightsaber combat. Only Jedi characters can wield and eventually craft their own Lightsaber.
The ultimate rank of a Jedi character is Jedi Master. Jedi Masters are Force Sensitive beings that can use their Force powers to over-come and control their enemies and can master the art of fighting with a Lightsaber. A Jedi Master may embrace the Light or Dark side of the Force. a Jedi may choose to join either the Rebellion or the Empire.
Jedi Base Statistics
- +30 Luck
- +30 Precision
- +100 Strength
- +40 Constitution
- +40 Stamina
- +120 Agility
[edit] Jedi Armor
Unlike other careers, Jedi are not allowed to wear actual armor. To provide protection, they are allowed to wear robes, cloaks, and Jedi Clothing.
[edit] Aurilian Village Rewards
[edit] Terrain Negotiation
With Publish 27, innate Terrain Negotiation was introduced for Jedi. With certain levels, the Jedi gains greater ability to negotiate terrain. These are the levels and the amount of Terrain Negotiation granted to the Jedi:
- Level 1 - Force Sensitive Fundamentals I +25 Terrain Negotiation
- Level 18 - Force Sensitive Fundamentals VI +25 Terrain Negotiation (50 total)
- Level 65 - Force Sensitive Expertise VI +5 Terrain Negotiation (55 total)
- Level 90 - Jedi +10 Terrain Negotiation (65 total)
In addition, Force Run also adds +5 to Terrain Negotiation.
[edit] Innate Jedi Specials
These skills and abilities are granted to all Jedi despite Expertise selections.
| Description | Special | Level |
| High powered attack that deals extra damage. | Strike 1: Shiim | 1 |
| Strike 2: Cho sun | 18 | |
| Strike 3: Shiak | 30 | |
| Strike 4: Su | 42 | |
| Strike 5: Mou kei | 66 | |
| Strike 6: Cho mok | 74 | |
| Strike 7: Sai cha | 90 | |
| Strike all enemies surrounding you. | Sweep 1: Jung Ma | 10 |
| Sweep 2: Sun djem Jung Ma | 22 | |
| Sweep 3: Shiak Jung Ma | 38 | |
| Sweep 4: Jung Su Ma | 46 | |
| Sweep 5: Mou kei Jung Ma | 54 | |
| Sweep 6: Cho mak Jung Ma | 70 | |
| Sweep 7: Sai tok Jung Ma | 82 | |
| Foci that grant greater damage for attacks. Note: Cannot be used with Stances. | Focus 1: Ataru | 4 |
| Focus 2: Makashi | 14 | |
| Focus 3: Djem So | 30 | |
| Focus 4: Sokan | 46 | |
| Focus 5: Juyo | 62 | |
| Focus 6: Vaapad | 90 | |
| Stances that decrease damage taken by incoming attacks. Note: Cannot be used with Foci. | Stance 1: Center of Being | 7 |
| Stance 2: Shii-Cho | 22 | |
| Stance 3: Niman | 38 | |
| Stance 4: Makashi | 54 | |
| Stance 5: Soresu | 70 | |
| Stance 6: Shien | 86 | |
| Healing abilities | Self Heal 1: Calming Mind | 14 |
| Self Heal 2: Meditate | 34 | |
| Self Heal 3: Focus of Life | 58 | |
| Self Heal 4: Force Regeneration | 82 | |
| Attack at a distance with weapon throwing. | Force Throw | 4 |
| Attack at a distace without a weapon. | Force Lightning 1: Spark | 7 |
| Helps deflect some ranged attacks for a brief period of time. | Saber Block | 26 |
| Increases your run speed for a short duration. | Force Run | 18 |
| Using the Force to persuade an enemy not to attack. | Mind Trick 1 | 10 |
| Using the Force to sense traps. | Sense Danger | 70 |
[edit] Expertise
there have been some changes to the jedi expertese system after GU 3
Jedi are allocated "points" as they level. 5 points will be initially granted at CL 10, then 1 point every 2 CLs up to a total of 45 points at CL 90.
Most skills require a prerequisite, be it a minimum CL, or a prior skill.
| Light | Light | Light | Neutral | Dark | Dark | Dark |
| _ | Cautious Nature | _ | _ | _ | Remorseless Nature | _ |
| Practiced Fluidity | _ | Soothing Aura | _ | Brutality | _ | Force Choke |
| Reactive Response | Forsake Fear | _ | Cloud Minds | Dark Lightning | Tempt Hatred | Improved Force Choke |
| Force Clarity | _ | Hermetic Touch | Expansive Trickery | Wracking Energy | _ | _ |
| Anticipate Aggression | _ | Lasting Aura | Lethargy | Maelstrom | _ | Strangulation |
[edit] Expertise Jedi Specials
These skills and abilities are granted by choices made in the Expertise System.
[edit] Roleplaying
Given that SWG takes place after Episode IV and before Episode V, declared Jedi are very rare and usually hunted down by the Galactic Empire. Those few surviving Jedi and other Force Sensitives are often regarded as outcasts, witches, or just plain crazy for belief in the Force. Veteran players are encouraged to take new Jedi players "under thier wing" in an almost Master-Apprentice type of relationship. Jedi are also encouraged to choose a Light or Dark side and to follow that path. For more information on what it means to be Jedi, please refer to this Wikipedia entry. For a player-driven idea behind roleplaying the master-padawan relationship, see this Friday Feature at the Star Wars: Galaxies webpage.
