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 Force Wielder Skill Guide (English)

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Fecha de inscripción : 20/08/2013
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Force Wielder Skill Guide (English) Empty
MensajeTema: Force Wielder Skill Guide (English)   Force Wielder Skill Guide (English) I_icon_minitimeJue Oct 31, 2013 4:36 pm

FORCE WIELDER SKILL GUIDE

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LIGHTSABER SKILLS

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Saber Offense  

Gives Jedi/Sith access to increasingly powerful lightsaber attacks.

Level 1 (Default): Provides the Force user with the ability to wield a lightsaber, and provides the use of the Form I: Shii-Cho.
Level 2: Increases the swing of the lightsaber providing more damage and speed.
Level 3: The Force user is provided access to learn all the lightsabers form. the Red Stance, and the Blue Stance is made several times stronger and faster.

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Saber Defense

It´s an important ability for Jedi/Sith, as it allows them to block blaster fire and saber attacks.

Level 1 (Default): Force user can block gunfire and saber attacks in a small defensive arc. Characterized by low BP regeneration and high FP drains.
Level 2: Force user can block gunfire and saber attacks in a medium-sized defensive arc. BP Regeneration is increased, and FP drains are lowered.
Level 3: Force user can block gunfire and saber attacks in a large defensive arc. BP Regeneration is fast, and FP drains are low.

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Saber Deflect  

Allows Jedi/Sith to deflect blaster fire with increasing accuracy.

Level 1 (Default): Incoming fire is deflected in a random direction away from both the Force user and the shooter.
Level 2: Incoming fire is deflected. Occasional shots are deflected in the direction indicated by the crosshair.
Level 3: Incoming fire is deflected. A larger number of shots are deflected in the direction indicated by the crosshair.

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APmultiplier  

This multiplies the number of attack points a saberist has by the value.

Level 1: Increases AP in a 20%
Level 2: Increases AP in a 50%
Level 3: Increases AP in a 100%

Requires:
- Saber Offense LV3
- Saber Defense LV3

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BPmultiplier  

This multiplies the numer of block points a saberist has by the value.

Level 1: Increases BP in a 20%
Level 2: Increases BP in a 50%
Level 3: Increases BP in a 100%

Requires:
- Saber Offense LV3
- Saber Defense LV3

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Q3  

Let´s the Force Wielder deflect incoming projectiles while attacking the enemy

Requires:
- Saber Defense LV3
- Saber Deflect LV3

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Form I: Shii-Cho (Yellow Style) (Default)  

Form I, also called "The Way of the Sarlacc," is the most basic form of lightsaber combat -- and the most ancient. For this reason, it is the first form of lightsaber combat that most Jedi learn. It was developed as the Jedi transitioned from using traditional swords to using lightsabers.

The moves of Form I focus on disarming one's opponent without hurting him. Its wide, sweeping motions are useful when facing multiple enemies, but do not work well against lightsaber-wielding opponents.

Notable Practitioners: Luke Skywalker, Yoda

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Form II: Makashi (Purple Style)  

Form II, also called "The Way of the Ysalamiri," developed when the Jedi began fighting Sith and other lightsaber wielders. It emphasizes precision, simple footwork, and preventing disarmament, and thus is a strong defense against Form I. Curved-hilt lightsabers made it easier to control the one-handed fighting style.

After the Sith were all but destroyed around 1,000 BBY, lightsaber duels became uncommon once again, and few Jedi studied Form II. Those who did admired it as the most elegant form of lightsaber combat.

Notable Practitioners: Count Dooku, Darth Vader

Requires:
- Saber Offense LV3
- Saber Defense LV3

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Form III: Soresu (Blue Style)

Form III, also called "The Way of the Mynock," was developed to defend against blasters. It is characterized by tight, efficient movements that shield the Jedi's body, using the lightsaber primarily as a defensive weapon to deflect blaster bolts.

The practice of Form III is an important reflection of Jedi philosophy, as it emphasizes the Jedi belief in calmness and non-aggression. A Jedi using Form III must center herself in the Force in order to anticipate her opponents' movements and successfully block blaster fire.

Notable Practitioners: Obi-Wan Kenobi, Luke Skywalker  

Requires:
- Saber Offense LV3
- Saber Defense LV3

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Form IV: Ataru (Dual Style)

Form IV, also called "The Way of the Hawk-Bat," is an aggressive, acrobatic style. A practitioner of this form channels the Force to achieve high-speed movements, impossible leaps, and deadly strikes. To an outsider, it appears as a wild rush of movement.

Its use of acrobatics makes Form IV difficult to master and dangerous to attempt. Even with the aid of the Force, a Jedi risks expending too much energy in a short burst of offensive strikes, leaving himself open to attacks if he cannot defeat the enemy quickly enough.

Notable Practitioners: Yoda, Qui-Gon Jinn  

Requires:
- Saber Offense LV3
- Saber Defense LV3

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Form V: Djem-So (Red Style)  

Form V, also called "The Way of the Krayt Dragon," developed out of Form III, utilizing its precise defensive motions to create a more offensive fighting style. Its basic premise is using one's natural strength to dominate an opponent.

The first variation, Shien, focuses on deflecting blaster bolts back at targets. This allows a Jedi to defend herself while simultaneously using the enemies' weapons against them.

The second variation, Djem so, applies the same principle to lightsaber duels. It focuses on blocking an enemy attack, then using that energy to segue into a counterattack.

Notable Practitioners: Anakin Skywalker, Luke Skywalker

Requires:
- Saber Offense LV3
- Saber Defense LV3

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Form VI: Niman(Cyan Style)

Form VI, also called "The Way of the Rancor," is a synthesis of elements from the five previous forms. It is especially popular among Jedi who do not focus on combat training, as it is easy to master and execute -- for this reason, however, Jedi who have mastered other forms may view it as inferior.

The basis of Form VI is combining lightsaber combat with other Force techniques. For example, a Jedi may use telekinesis to push away enemies, allowing her to better manage a group of fighters by facing them one at a time. Form VI is the primary fighting style of Jedi who dual-wield lightsabers.

Notable Practitioners: Darth Maul, General Grievous  

Requires:
- Saber Offense LV3
- Saber Defense LV3

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Form VII: Juyo (Staff Style)

Form VII, also called "The Way of the Vornskr," is the most difficult of the traditional lightsaber forms, both physically and emotionally. Rather than ridding themselves of emotions, practitioners of Form VII channel them into the fight, attacking with chaotic, furious, and unpredictable moves to catch their opponents off guard.

During the time before the Clone Wars, Mace Windu developed Vaapad -- a variation on the traditional Form VII fighting style, Juyo. Its premise was turning the Jedi into a conduit, channeling an opponent's negative emotions back at him.

Only a few Jedi were allowed to learn Form VII, as it was thought to bring its practitioners dangerously close to the dark side.

Notable Practitioners: Mace Windu, Darth Maul  

Requires:
- Saber Offense LV3
- Saber Defense LV3

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Dual Form:

Uses two one-handed lightsabers at the same time. It derives from Form III Soresu but transforms the passive Style to an agressive Style but still allows many fast blows to be dealt with elegance.

Requires:
- Having "Sables Duales" bought from CR Shop
- Saber Offense LV3
- Saber Defense LV3

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STAFF Form:

Uses a Saber Staff. It derives from Form VII Juyo but grants the ability of a stronger defense to fight more than one enemy at the same time.

Requires:
- Having "Sable Doble Hoja" bought from CR Shop
- Saber Offense LV3
- Saber Defense LV3

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FORCE POWERS

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Force Pool  

Size of the player's force point pool.

Level 1(Default): FP = 100
Level 2:             FP = 120
Level 3:             FP = 150
Level 4:             FP = 200
Level 5:             FP = 250

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Force Sense  

Lets Jedi/Sith see other players through walls. Force Points do not regenerate while sense is active.

Level 1(Default): Shows enemies on radar. 40 FP cost.
Level 2: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Longer ranged than level 1. 20 FP cost.
Level 3: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Lasts longer and with greater ranged than level 2, the highlight around visible entities is colored according to if they're hostile or friendly to you. No sound is played while Seeing 3 is active after the initial activation sound. 20 FP cost. While Sight Level 3 is activated, you can dodge Disruptor shots and see the heath and armor of the player in your crosshair.

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Force Regen  

A multiplier for the rate at which the player's Force Points regenerate.

Level 1(Default): Normal  FP Regeneration
Level 2: Increases FP Regeneration in a 50%
Level 3: Increases FP Regeneration in a 100%

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Force Jump  

Enables the user to leap great heights with the help of the Force.

Level 1: The user can jump higher than a normal person, and can perform acrobatics like backflips and special moves   with a lightsaber. Level 1 drains your force points rapidly, so be wary if you are a Jedi or Sith and facing gunners.
Level 2: The user can jump higher than level 1. Force Point drain is also reduced, enabling you to jump around more.
Level 3: The user can jump much higher than level 2. Level 3 drains very little Force Points, allowing users to jump around for more extended periods than level 2. The user can also jump a short distance using no force points at all. With level 3 you can also grab onto walls and hold onto them, and run sideways on walls.

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Force Push

Enables a Jedi/Sith to shove away people, projectiles and world objects from a distance with the Force.
All levels of Push will always push back rockets and grenades. Lower levels of Push have shorter range, higher levels of Push have longer range.

Level 1: With this level, users must aim exactly at their target to push it. There is no area effect. This level will always push back rockets and grenades, although the difficulty in aiming exactly at them while they're in motion is extreme. Will push running/jumping players back a bit if it hits them, although it will not knock down.
Level 2: Has an area of effect in a narrow cone, so you don't have to aim as precisely. Will push running/jumping players back a bit if it hits them, although it will not knock down.
Level 3: Has a wide area of effect arc, and will knock other players over if they are running or jumping. Walking or motionless players will also be shoved backwards, although not knocked down. Enables the use of Force Super Push with Pull 3.

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Force Pull

With Force Pull, Jedi/Sith can steal other player's guns and knock them over.
Lower levels of Pull have shorter range, higher levels of Pull have longer range.

Level 1: 50% chance to pull a weapon from a running or jumping player's hands.
Level 2: Always pulls a weapon from a running or jumping player.
Level 3: Has the same effects as level 2, but also knocks running or jumping players over. Walking or motionless players will be pulled closer without knocking them down. Enables the use for Force Super Push with Push 3.

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Force Speed

Allows a Jedi to move faster than normal. During its use, the Lightsaber is turned off, thus removing the Jedi's primary method of defense. Force Speed can be deactivated by pressing the Use Force button a second time or by activating your lightsaber.

Level 1: Jedi can now move faster. Drains 45 FP when used and consumes 15 FP a second.
Level 2: FP drain while active is decreased. Drains 35 FP when used and consumes 10 FP a second. Along with Force Jump Level 3, allows the use of Force Speed Lunge from Single Player.
Level 3: FP drain while active is further decreased. Drains 25 FP when used and consumes 5 FP a second. A Jedi using Melee now hits faster and does more damage with his punches.

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Force Block

Allows for a Jedi/Sith to protect themselves against the usage of Force powers against him. However, after a certain amount of time, an enemy can use Force Focus to break through an opponent's force block, leaving a Jedi/Sith particularly vulnerable to grip and mind trick.

Level 1: Immunity against force powers if the Jedi/Sith has 100 FP.
Level 2: Immunity against force powers if the Jedi/Sith has 80 FP or more.
Level 3: Immunity against force powers if the Jedi/Sith has 50 FP or more.

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Force Mind Trick

Allows the user to become invisible to his enemies that are nearby excluding Super Battle Droids and Droidekas with Advanced Logic and Sith with sufficient Force points to utilize their Force Block. Mind Trick also forces sabers to be shut off. If the Jedi tries to attack in any way (excluding Force Powers), Mind Trick will be canceled and cause the Jedi to become visible.

Level 1: Costs 70 FP. Can mind trick one target for 5 seconds. Needs to be aimed directly at the target. Short range.
Level 2: Costs 70 FP. Can mind trick all enemies in the vicinity within 180 degrees in front of you for 10 seconds. Medium range.
Level 3: Costs 70 FP. Can mind trick all enemies in the vicinity within 360 degrees all around you for 15 seconds. Long range.

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Force Grip

It´s a powerful force power used by Sith and other Dark beings. It was a favorite power of Darth Vader. Grip is used to choke enemies. At higher levels, it can be used to lift enemies from the ground and move them around at your will. In order to use Grip, you must target an enemy and hold the Grip button for a certain period of time. During this time, a small red 'gripping' hand will appear on your target. If you are gripped as a saberist, your lightsaber will be shut off, leading to an easy kill. Grip can be countered with Push or Pull.

Level 1: Enemies start to choke after a while, they can still run around, and shoot while not choking.
Level 2: Enemies will start to choke after a few seconds, where they cannot move or shoot.
Level 3: Lifts enemies from the ground instantly and allows you to move them around freely. They cannot move themselves or shoot.

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Force Lightning

It´s a powerful Dark Side Force power used most famously by the evil Sith Lord Darth Sidious. Lightning renders affected enemies unable to fire their weapons and rapidly depletes their health.

Level 1: Player casts a small, thin line of lightning in front of him/her. Can only electrocute an enemy standing close to the player. Shock lasts for 1 second.
Level 2: Casts an arc of lightning covering users in the line of sight, can affect multiple enemies and do damage. The Force power can be used until your Force pool runs out.
Level 3: Casts a wider arc of lightning covering the majority of the users line of sight, can affect multiple enemies and do massive damage. The Force power can be used until your Force pool runs out. If Lightning 3 is used in conjunction with Push 3 while in melee, the Sith will use Lightning Push: it will knock down any vulnerable enemies (e.g. running gunners and Jedi with low FP). Those who are affected by the knockdown are stunned for about twice as long as the normal knockdown time.

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Force Healing

Allows the Jedi to heal his wounds with the use of the Force. The user has to turn off his Lightsaber when using this Power until he recovers all the HP or his Force Pool is depleted.

Requires:
- Only for Jedis
- Character LV 4 or more

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Force Blinding

It´s a force power that blinds the target. It works on a single target who must be in your crosshairs and facing you. If you miss with this ability, it still drains Force Points. A target of Blinding can reduce the amount of blinding they're suffering from by using Force Seeing. Higher levels of Force Seeing result in increased ability to see while blind.

Level 1: Blinds the target for 4 seconds at the cost of 40 FP drain and a long(1.2 seconds) cooldown after use.
Level 2: Blinds the target for 4 seconds at the cost of 30 FP drain and a medium(0.8 seconds) cooldown after use.
Level 3: Blinds the target for 4 seconds at the cost of 20 FP drain and a short(0.4 seconds) cooldown after use.

Requires:
- Only for Jedis
- Character LV 4 or more

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Force Destruction  

Force Destruction launches a fairly large and slow-moving (pushable) projectile resembling a rocket that explodes on impact with a player or wall. Force Block will prevent Force Destruction from damaging you, but you will still be blown up into the air. You can hurt yourself while using Force Destruction, if you don't have enough FP to block the explosion.

Level 1: 80 FP per use. 80 Damage, 80 Splash Damage.
Level 2: 70 FP per use. 120 Damage, 120 Splash Damage.
Level 3: 60 FP per use. 160 Damage, 160 Splash Damage.

Requires:
- Only for Siths
- Character LV 5 or more

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Force Drain  

Allows the Sith to drain the Life Force from another being in a short distance to recover his own HP.

Requires:
- Only for Siths
- Character LV 4 or more

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OTHER SKILLS

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Strong Against Physical  

The player takes half damage against melee attacks
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Fast Hacking  

The player hacks usable objects four times as fast
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BP Free Jumps  

The player does not lose BPs when jumping

Requires:
- Force Jump LV 3

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CR Shop

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PH Extra  

Gives the player an extra "PH" point to spend in his Customization.

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Dual Sabers  

Allows the player to wield a Lightsaber in each hand.

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Two-edged Saber  

Allow the player to wield a two-edged Lightsaber.

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Ability Points ("PH") per Level ("LV"):
                                     
* LV1PH:0
* LV2PH:15
* LV3PH:40
* LV4PH:60
* LV5    PH:100
* LV6    PH:150
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Lightsaber use:

* Saber Offense  LV1 PH=0 (Por Defecto)  LV2 PH=2  LV3 PH=3
* Saber Defense  LV1 PH=0 (Por Defecto)  LV2 PH=2  LV3 PH=3
* Saber Deflect  LV1 PH=0 (Por Defecto)  LV2 PH=2  LV3 PH=3
* APmultiplier  LV1 PH=3  LV2 PH=4  LV3 PH=5
* BPmultiplier  LV1 PH=3  LV2 PH=4  LV3 PH=5
* Q3  PH=5
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Single Style Forms:
       
* Form I: Shii-Cho (Yellow Style)  PH=0  (Formá Básica por Defecto / Default)
* Form II: Makashi (Purple Style)  PH=4
* Form III: Soresu (Blue Style)  PH=4
* Form IV: Ataru (Dual Style)  PH=4
* Form V: Djem-So (Red Style)  PH=4
* Form VI: Niman(Cyan Style)  PH=4
* Form VII: Juyo (Staff Style)  PH=4
Unique Forms:

Spent points in Single Style abilities are nullified after applying these forms.
- For every unique form you will get the corresponding sabers. In case of learning these abilities, you'll have to indicate HILTS and COLOURS in the mail. In case of wishing for a HILT that's not in the pack, you must attach the .pk3 file.


* DUAL Form: Uses one saber in each handPH=12
* STAFF Form: Uses a two-edged saberPH=12
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Force Powers:

* Force Pool LV1 (Por Defecto) LV2 PH=2 LV3 PH=3 LV4 PH=4 LV5 PH=5
* Force Sense LV1 (Por Defecto) LV2 PH=2 LV3 PH=3
* Force Regen LV1 (Por Defecto) LV2 PH=2 LV3 PH=3
* Force Jump LV1 (Por Defecto) LV2 PH=2 LV3 PH=3
* Force Push LV1 PH=1 LV2 PH=2 LV3 PH=3
* Force Pull LV1 PH=1 LV2 PH=2 LV3 PH=3
* Force Speed LV1 PH=4 LV2 PH=3 LV3 PH=5
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Light Side Powers:

* Force Block LV1 PH=4 LV2 PH=3 LV3 PH=5
* Force Mind Trick LV1 PH=4 LV2 PH=3 LV3 PH=5
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Dark Side Powers:

* Force Grip LV1 PH=4 LV2 PH=3 LV3 PH=5
* Force Lighting LV1 PH=4 LV2 PH=3 LV3 PH=5
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Light Side Exclusive Powers (JEDI required):

* Force Healing LV1 PH=10
* Force Blinding PH=10
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Dark Side Exclusive Powers (SITH required):

* Force Destruction  LV1 PH=20  LV2 PH=10  LV3 PH=15
* Force Drain  LV1 PH=10
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EXTRA Skills:

* Strong Against Physical PH=5
* Fast Hacking PH=3
* BP Free Jumps PH=10
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CR Shop:

* PH Extra CR=100
* Dual Sabers CR=500
* Sable Doble Hoja CR=500
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