Difference between revisions of "Jedi"

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(Restrictions)
(Techniques: need at least 5PW)
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==Techniques==
 
==Techniques==
 
*Every Jedi can do the Jedi Jump, channelling the force to jump forward like a level (techique_level/5)+1 spell. This technique is reusable after 50 turns and uses up 25 energy.
 
*Every Jedi can do the Jedi Jump, channelling the force to jump forward like a level (techique_level/5)+1 spell. This technique is reusable after 50 turns and uses up 25 energy.
*At experience level 5 they gain the charge saber skill. Using this skill they can recharge their lightsaber for power*((technique_level/10)+1) turns. If they are at least technique level 10, they have a 20% chance of channelling the force perfectly into the saber, thus giving it an additional 1500(!) turns.
+
*At experience level 5 they gain the charge saber skill. Using this skill they can recharge their lightsaber for power*((technique_level/10)+1) turns and needs at least 5PW. If they are at least technique level 10, they have a 20% chance of channelling the force perfectly into the saber, thus giving it an additional 1500(!) turns.
 
*At experience level 8 they get the telekinesis skill. Using this skill they can pick up remote objects, disarm certain traps and spring other traps. This technique is reusable after 250 turns. The trap/object must be seen to use this skill.
 
*At experience level 8 they get the telekinesis skill. Using this skill they can pick up remote objects, disarm certain traps and spring other traps. This technique is reusable after 250 turns. The trap/object must be seen to use this skill.
  

Revision as of 05:06, 24 June 2015

Jedi Class
Author Benjamin Schieder
Download link
NetHack PatchDB 141

The Jedi is a role added in the Jedi Class patch for SLASH'EM. A Jedi can play as a human, elf, or hobbit, and they are always lawful.

Starting equipment

Skills

Jedi skills
Max Skills
Basic
Skilled
Expert

Intrinsics

Jedi start stealthy, gain telepathy at level 3, see invisible at level 5 and speed at level 7.

Techniques

  • Every Jedi can do the Jedi Jump, channelling the force to jump forward like a level (techique_level/5)+1 spell. This technique is reusable after 50 turns and uses up 25 energy.
  • At experience level 5 they gain the charge saber skill. Using this skill they can recharge their lightsaber for power*((technique_level/10)+1) turns and needs at least 5PW. If they are at least technique level 10, they have a 20% chance of channelling the force perfectly into the saber, thus giving it an additional 1500(!) turns.
  • At experience level 8 they get the telekinesis skill. Using this skill they can pick up remote objects, disarm certain traps and spring other traps. This technique is reusable after 250 turns. The trap/object must be seen to use this skill.

Additional abilities

  • A Jedi can use the force to throw and regain his lightsaber in exchange for 5 energy points (requires lightsaber skill to be advanced to skilled or expert)
  • A skilled Jedi with an activated lightsaber can dodge missiles fired at him (though not reflect them)

Restrictions

  • Attacking peaceful monsters will be punished with -1 alignment.
  • Fighting with a lightsaber needs maneuverability which all armor except robes hinder for -20 hit penalty.

Rank titles

Level Title
1-2 Youngling
3-5 Padawan
6-9 Jedi Apprentice
10-13 Jedi Knight
14-17 Jedi Hero
18-30 Jedi Master

Gods

Main article: Religion
  • Lawful: the Light Side
  • Neutral: the Force
  • Chaotic: the Dark Side

Quest

Main article: Jedi quest

The Jedi will meet the Jedi Master who tells him of a war between Lord Sidious and the Jedi over the Lightsaber Prototype, a lightsaber powered by the Force itself thus never running out of power. The Jedi must then fight along some of his fellow Jedi against the stormtroopers and Lord Sidious himself to gain possession of this powerful artifact which doesn't require charging, and can reflect beam attacks.

The Jedi quest is quite difficult: Stormtroopers are tough foes, and most of the levels are wide open which makes it difficult to avoid getting surrounded. Lord Sidious is a summoner, and as is typical of quest nemeses will teleport to the stairs to heal if you wound him.

Strategy

While a Jedi has some nice advantages in the early game, including a powerful weapon (melee and ranged) and means to burn Elbereth, it is more difficult than most melee roles. In the early game, the Jedi should fight with his lightsaber, but only turn it on when necessary so as to conserve charges. The ability to burn Elbereth combined with a weapon that is not subject to corrosion makes kicking sinks and splitting black puddings with a junk weapon a great way to level up and gain some intrinsics. Since wearing anything other than a robe will nullify most of your advantages (including your lightsaber), you should try to find the best non-body armor you can and tough it out with the robe. Like playing a monk, an early wish is better spent on something other than dragon scale mail. A shield or amulet of reflection, speed boots, or a source of magic resistance are all good candidates. If you decide to wish for a quest artifact such as the Sceptre of Might or Crown of Saint Edward for your magic resistance, be sure you have enough hit points to withstand SLASH'EM's augmented blasting damage.

Given that Jedi are lawful, they should dip for Excalibur as soon as possible, and take advantage of the extremely strong lawful artifacts (Sword of Justice, Snickersnee, and Grayswandir) that they can gain skill in. They should also sacrifice for minions as soon as possible.

Once the Jedi gets past early game and gets the awesome quest artifact, they can become a very powerful melee and ranged fighter, albeit not much of a spellcaster.

New items and monster

New artifact the Lightsaber Prototype.

New armor plasteel armor, plasteel gloves, plasteel boots, plasteel helmet

new monsters: Stormtrooper, padawan (monster player), Jedi (monster player), Lord Sidious, The Jedi Master.

Miscellaneous

The patch also adds a padawan and a jedi in the guild.

Messages

  • You feel disturbances in the force!

You gain instrinsic telepathy from leveling up.

  • You feel your grip on the force lessen!

You lose instrinsic telepathy from leveling down.

  • You feel your vision sharpen!

You gain see invisible from leveling up

  • You feel your vision blurring!

You lose see invisible from leveling down.

Compiling (Linux)

This was done in Linux, most should be transferable to other platforms. You can probably recycle a lot of the bellow for other patches.

  • You'll need these sources[1]. Uncompress the sources.
  • Rename the "slashem-0.0.7E7F1" folder in to "slashem-0.0.7E7F1-orig" and then run:
patch -p0 < slashem_jedi_0.5.patch
  • Download the stuff you'll need.
sudo apt-get install libncurses5-dev bison flex checkinstall make
  • Enter the source directory.
cd slashem-0.0.7E7F1-orig
  • Run the setup script.
sh ./sys/unix/setup.sh
  • You'll need to further edit 6 files.
gedit ./include/global.h

At line 13, add these lines:

"#define LIGHTSABERS"

and

"#define JEDI"

gedit ./include/config.h

comment out lines 230, 231 with "/*" at the start of the line, and with "*/" at the end.

replace line 234 with "# define COMPRESS "/bin/gzip" /* FSF gzip compression */"

replace line 235 with "# define COMPRESS_EXTENSION ".gz" /* normal gzip extension */"

gedit ./src/Makefile

Comment out line 340. This "WINTTYLIB = -ltermlib", should become this "#WINTTYLIB = -ltermlib".

uncomment line 339. This"#WINTTYLIB = -lncurses", should become this "WINTTYLIB = -lncurses". And don't forget to save.

line 422: Rename the game, so that it doesn't conflict with an alredy installed slashem.

gedit ./Makefile

line 18, give the same name you gave earlier. If it's not the same, it will not compile.

line 43 rename the directory.

gedit ./util/Makefile

uncomment line 108. comment out line 105

gedit ./win/tty/termcap.c

line 839, Replace the entire line with:

extern char *tparm(NCURSES_CONST char *, ...);
  • Compile and install
make ; sudo checkinstall
  • Easy uninstall with your regular package manager.


Slash'EM Extended and SLASHTHEM

Slash'EM Extended and SLASHTHEM has the Jedi patch applied, and allows them to be of any race, gender and alignment. In that variant they are also allowed to enhance their firearms skill up to Expert.

External links