SHIPSTATS

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

TRAIN STAT STATS

[:: 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,
HELP INT, HELP CHA, HELP LUCK

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 https://www.legendsofthejedi.com/training-stats-and-their-effect

See also: HELP STAT_CHART

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