Jedi

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Revision as of 21:34, 2 May 2013 by Bcode (talk | contribs) (more minor adjustment (what's this "light side of the force" thing?))
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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. They start with a +1 robe, a pair of leather gloves and either a red, a green or a blue lightsaber. They also have a 50% chance of starting with a blindfold.

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, channeling the force to jump forward like a level tech_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 u.uen*(techlevel/10+1) turns. If they are at least techlevel 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

A user has suggested improving this page or section as follows:

"Clarify the "Light Side of the Force" part."

  • A Jedi following the Light Side of the Force must not attack a peaceful monster or be punished for -10 alignment
  • Also, fighting with a lightsaber needs maneuverability which all armor except robes hinder for -20 hit penalty

Rank titles

Level Title
1-2 Youngling
3-9 Padawan
10-17 Jedi Apprentice
18-25 Jedi Knight
26-29 Jedi Hero
30 Jedi Master

A user has suggested improving this page or section as follows:

"verify that rank titles match levels"

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.