Class[]
- Jedi
Description[]
- A Jedi is a member of an elite, but diverse, order which spans the galaxy over. The Jedi believe in an all-encompassing energy field called the Force, which they have learned to utilize for their "magical" powers.
- Jedi training is rigorous and rigid, designed to discourage transgressions and reward great discipline, for a Jedi who fails his training and is tempted to quick power by the Dark Side of the Force is dangerous indeed.
- Besides being trained in the usage of the Force, Jedi are also given extensive combat training. Since the Force is a demanding master, and permits no man to be 'in the middle', a Jedi cannot have a neutral alignment; a light Jedi must be good, with an alignment greater than 349, and a dark Jedi must be evil, with an alignment below -349.
- A Jedi has three prime statistics: STRENGTH, INTELLIGENCE, and WISDOM. A light Jedi's healing spells will benefit greatly from his wisdom, and a dark Jedi's damage effects will similarly be enhanced by a high intelligence. Both types of Jedi benefit in their combat skills from a high strength. A Jedi can be of either good or evil alignment, and will have a different choice of spells available based on this choice. It is difficult for a Jedi to change alignment after level 8, so choose your allegiance early!
- Like all classes, the Jedi can increase his skills by using the PRACTICE command.
Spells[]
For a complete list of Jedi Spells, click here.
(1) Kick (2) Bash Cure Light* Armor (3) Sense Life (4) Detect Alignment Detect Invisibility (5) Infravision (6) Pound Detect Poison (8) Cure Serious* (9) Pummel Track (10) Information Group Armor Invisible (12) Locate Object Blindness+ (15) Cure Critic* Choking Claw+ (16) Teleport (17) Orb Energy Drain+ (18) Remove Poison* Poison+ (19) Group Infravision Group Recall (20) Waterwalk Calm* Searing Gaze+ Remove Invisibility (21) Block Strength (22) Summon (23) Sleep Charm Person (24) Disintegrate+ (25) Lightsaber Assembly Nerve Shock (26) Heal* (27) Brain Implosion+ (28) Flamestrike+ (29) Hunt
+ denotes evil magic used by the Dark Jedi. * denotes good magic used by the Light Jedi.
NOTE: Due to the extreme mental and physical demands made by the Force, it becomes much more difficult for Jedi to change alignment after level 8.
Equipment[]
Here are some pages that outline specific equipment for good- and evil-aligned Jedis.
Strategy[]
- Okay, so you've decided that the only way to clear out the beleaguered knights and lizardmen in Algodon's Pyramid of Doom is to grow a Jedi into multi-remort grandeur. It's a good idea because a seven remort (25INT) glowing, orbed brain-imploding evil Jedi is a massively powerful force.
- But how do you play a Jedi knight on JediMUD? What the heck are all these weird skills? Should you move on the Light or Dark side?
- Clearly in the age of dual-multiplaying on JediMUD, having a cleric/jedi combo answers the question as to what alignment your Jedi Knight should be: Evil. Evil Jedis command a wide arsenal of offensive magic, while their defensive Orb combined with a Clerical Sanctuary make them a formidable tank.
- The Jedi main weapon, the 10D3 lightsaber, a construction weapon that can be assembled at level 25, and then used at level 14, is a clear indication that your jedi will spend most of their pre-level 27 life as a warrior. Since Jedis only need 40m xp per remort, blast away with your superior damage gear and weapon until you can mana/mana-regen into your powerful spell-casting disintegrate, choking claw and finally, brain-imploding evil jedi badass. You get energy-drain at J17, which is a massive boost in HP for your glowing/orbed power warrior.