Autoblasters: Deals damage to shields / hull. Compared to lasers, they are low
damage overall but almost guaranteed to hit for some. The # installed
determines how many times you can fire at once before the autoblasters need
recharging. See HELP CHARGE for more information.

Laser cannons: Deals damage to shields / hull. The # installed determines how
many times you can fire before the lasers need recharging. See HELP CHARGE for
more information.

Turbolasers: Deals damage to shields/hull. The # installed determines how many
times you can fire before the turbolasers need recharging. See HELP CHARGE for
more information.

Ion cannons: Deals major damage to shields and minimal damage to energy. The #
installed determines how many times you can fire before ions need recharging.
See HELP CHARGE for more information.

Maximum Missiles: Fastest projectile, deals minor damage to shields / hull.
The # installed determines the maximum number of missiles you can carry
onboard, which must be reloaded after being depleted.

Maximum Torpedos: Moderately fast projectile, deals moderate damage to
shields/hull. The # installed determines the maximum number of torpedos you can
carry onboard, which must be reloaded after being depleted.

Maximum Rockets: Slowest projectile, deals major damage to shields/hull. The #
installed determines the maximum number of rockets you can carry onboard, which
must be reloaded after being depleted.

Charge: This determines how many total weapons can be fired before recharging
is required. There are two types of charge, one for the overall ship and one
for each individual weapons system (autoblaster, laser, turbolaser, ion, and
one for all projectiles together). Weapon charge capacities are determined by
the installed # of those weapons (or launcher tubes for projectiles). Firing
weapons depletes from both the overall charge and the weapons charge; for
example, firing a turbolaser will reduce some charge from both the overall and
turbolaser charge, while not affecting ions. You must have sufficient charge in
both to fire the weapon. Charge recharges passively if below max capacity.

Maximum Pulses: Fast projectile that deals major ion damage to shields and
moderate damage to energy.

Maximum Chaff: Shields the ship from projectiles, lasts until the next tick.
The # installed determines the maximum number of chaff you can carry onboard,
which must be reloaded after being depleted.

Missile Tubes: Determines how many projectiles can be attempted to be fired
before recharging is required. See HELP CHARGE for more information.

Burst: Allows the pilot to fire two missiles while only using up 1 missile tube
instead of 2.

Tractorbeams: Can halt or capture ships into a bay. The # installed determines
range. See HELP TRACTORBEAM for more information on usage.

Escape Pods: Allows you to escape from a ship into a pod with no hyperspeed
that will automatically drop you to the surface when reach a planet's orbit.
The number of escape pods cannot be replenished.

Hull: Structural health of a ship. The ship blows up when it reaches 0.

Max Shields: Determines the maximum level of shields for a ship. Shields
protect the ship from damage to hull and must be brought to 0 before hull
damage occurs. Can be recharged, see HELP RECHARGE.

Max Energy: Energy used to enable all ship functions: defensive, offensive, and
passive. For example, hyperspace travel, weapons systems, and shield recharging
all uses fuel.

Maximum Speed: How fast a ship can potentially move in sector space. Higher
current speed reduces chance to be hit.

Hyperspeed: Determines how far a ship can travel in hyperspace and how quickly.

Maneuver: Determines rate / cooldown timer for COURSE, FACE and BOMB maneuvers.
Reduces chance to be hit.

Sensor Array: Determines range for STATUS command, increases chance to hit with
weapons, and enables lifeform detection at 50.

Astro Array: Not currently implemented.

Communications Array: Determines range of JAM, FAKESIGNAL, and REMOTEBAY.
Determines power of jam. If disabled, prevents talk, clan, and hail
communication lines.

SEE ALSO: All referenced skills


[:: Legends of the Jedi ::]

Syntax: train <stat>

Your stats determine many things on Legends of the Jedi. They affect the usage
of many skills, your level maxes, and even how quickly you move. Each stat
interacts with one another to create how your character functions. Some uses,
like DEX affecting how often your character dodges, are apparent, while others
-- like the functions of the Luck stat -- are left for you to discover. You can
increase these stats by finding the correct trainer and using the TRAIN
command. There are many trainers scattered throughout the galaxy and some can
train you more than others.

For an in-depth look at each stat, see: HELP STR, HELP DEX, HELP CON, HELP WIS,

There are three basic ways to improve your stats: TRAIN them with a trainer,
GAIN improved stats randomly when you level-up certain classes, and work with a
doctor for surgically implanted CYBERS. There is a wonderful guide to improving
your stats at


Recent In-Game News

Arkania Space Holosimulator Complex Opens
After several years of development and speculation, the Arkania franchise of a chain of Space Holosimulators has announced its grand opening. A representative from the business mentioned that members of the public are welcome to tour the facility, located on the south side of Adascopolis, and experience the very latest in immersive space combat simulation technology. Features are reported to include four separate holosimulator pods and integrated leaderboard tracking, so repeat visitors and hotshot pilots can duke it out for the top standing in each scenario. Each pod comes with a monitoring system so onlookers can cheer on their friends or keep an eye on their rivals. The franchise owner was quick to point out that the company is not liable for any injury or death related to fights over leaderboard standings. At the time of opening, only one simulation scenario was reported to be functional, with representatives of the parent company indicating that more are planned for future development.

(8 years ago) Fight for Freedom halts Cybernetic Advancements
Despite the Trade Federation's victory over the &061O&093uter &061R&093im &061C&093oalition and Jedi Master Seela, the Twi'leks of Ryloth remained dissatisfied. They rose up and began a campaign of liberation shortly thereafter, including Tatooine and Naboo. A series of skirmishes began, which included several bombardments and full-scale assaults. However, once the dust settled and the &060T&103h&244e &060Ga&103l&102ac&244ti&250c &060Em&103p&102i&244r&250e decided not to bother with that quadrant of space, the residents began to pick up the pieces. As they cannot live on the surface, most of the damage to Ryloth's infrastructure was insignificant. However, an industry-leading enhancement laboratory was reduced to rubble by a 'lucky' rocket. Unfortunately, this has disrupted the cybernetic supply line, leaving the galaxy left only with what was already in circulation. In a stunning development, the Worlport General Hospital on Ord Mantell was able to collaborate with some of their industrial partners to reverse-engineer and reproduce some of the more application-specific cybernetics for sale.

Recent Changes

Various Space Updates
- You can now add or remove squadron ships for a landed ship, and you can remove ships from a squadron even if they're not currently on the ship. - In space combat, being in sustained action actually caused you to receive 0 experience from destroying the target, and that's been fixed. You'll receive experience based on the value of the target ship shown on "info". - All automated squadron ship actions now depend on autopilot being enabled, so when using them in a fight, you'll generally want to ensure autopilot is on. It is still enabled automatically when scrambling any squadron. - Autopilot logic now kicks in even when a ship has players onboard. - There's a new autopilot config: useion. Rather than using only lasers or only ions, you can now toggle each one separately using this. - Squadron ships will now honor these weapon settings when engaging targets. Be sure to update the settings on your existing squadron ships. - Squadron recall now takes precedence over engaging their target. - When you add a ship to your squadrons, it will automatically enable all three weapon types and turn on autorecharge. - Autopilot and squadron ships will now fire weapons at the same ranges players can. This mostly just means they'll be firing projectiles from farther away than they currently do. - Autopilot and squadron ships can now miss based on all the factors affecting whether players miss, such as relative ship size, target speed, and distance. Previously, they'd only miss due to ship dodging. - Autotrack will no longer cause you to re-course toward your target due to "evading collision" - When any ship in a battlegroup is attacked, all of the ships in the system from the same battlegroup are now marked as fighting, meaning they will stop regenerating fuel/projectiles. - Autopiloted ships with CLANPOST enabled will now attack any ship which they see bombarding that clan's worlds, regardless of the bombarding ship's affiliation. (As long as it's not owned by the same clan as the planet; your own orbitals will not attack you for bombing your own planets using your own fleet, but they will currently attack a ship piloted by a clan member but not owned by the clan.) - Orbitals will now switch to the closest invading pirate, no longer considering target ship size as a factor in prioritizing pirate targets.

Standardizing Mob Stats and Experience
We've introduced standardized mob "difficulty levels". This will allow us to ensure that easy/medium/hard/very hard mobs are set up consistently, controlling things like their hp, attacks, and attributes in one setting. This change will largely be transparent to players, with a few exceptions: Experience gain calculations have been revised for ground combat. Fighting the same mob repeatedly will no longer reduce experience gains from it, but the number of mobs you'll need to kill in order to level has been increased toward higher levels. Our combat gyms will soon feature mobs from the first half of the difficulty scale, with the higher-end ones being tougher than they historically have been. It'll still be pretty quick to level combat there up to the low-100s, but as you approach the top end of the level range you may find that our long-ignored combat class quests will help you level faster. And also: - Fixed output of score level to actually give you a gauge of progress from your current level to the next.

On The Forums

Vote For LOTJ!

Donate to Keep LotJ Online