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Training, Stats, and their Effect on your Character

by Zeromus

 

On Legends of the Jedi, preparation is key. One of the things you can do to ensure your character is prepared for any situation that occurs throughout your time here is to make certain that you’re trained properly to access the breadth of abilities available to your character. There are a few things you can do to accomplish this, including visiting trainers, getting gains from leveling and having cybernetics installed.

 

Training

The first thing that you should do before leveling your character is ‘TRAIN’. Every character starts with their stats below maximum. You can find out what your maximum trainable is by using SHOWRACE <race> on your race of choice, and then adding the bonus listed to 18. For example, at the time of writing, Twi’leks get an intelligence bonus of 2. This means that the most they can train their INT stat to is 20 at an appropriate trainer. Trainers are scattered throughout the game world and some are better than others.

 

To train your stats at a trainer, simply type ‘TRAIN (STAT)’ and wait until the game indicates you’ve completed. You repeat this as many times as needed until you’ve reached your maximum trainable. If you run out of money while training, there are tier 1 quests scattered throughout the game that can provide you with additional funds. As your train your character’s stats, you’ll notice your maximum level in the various classes increase. This is because your stats are tied to each class. You can view what each stat increase by viewing their help files, such as ‘HELP (STAT)’.

 

Gains

After training, you should begin leveling. While you are leveling each class, you have a chance to gain more stats, which will, in turn, increase your level maximums like they were when you first trained. Each class increases a different stat. For example, leveling piloting can increase your dexterity and leveling diplomacy can increase your charisma. Here is a handy chart of what classes provide gains for which stats, and in turn what classes are increased by the various stats:

CLASS
RAISED BY
RAISES
Combat
str,con
str, con, hr
Piloting
dex
dex
Engineering
int
dex
Bounty hunting
con
con
Smuggling
lck, cha
lck
Diplomacy
cha, wis
cha
Leadership
cha, wis
cha
Espionage
dex, lck
int
Slicer
wis, lck
wis
Medical
int, wis
wis
Science
int
int, wis

Note: Combat only provides HR raises after the STR and CON gains are capped out.

 

Cybernetics

The final way to increase your character’s stats and potentially increase his or her levels is via cybernetics. This is typically done after training and leveling, because cybernetics can interfere with your ability to gain stats. Cybernetics are a one-time permanent boost to your stats that are installed using the ‘CYBER’ skill. Cybernetics can be found throughout the game world in various places and each one can provide different increases to different stats. BE FOREWARNED: Do your research first. Cybernetic installations are permanent and if you install a cybernetic that for example increases your STR by 1, you cannot later install another one that increases it by 3, or uninstall the initially installed cybernetic. Also, this method does not boost your stats over the max of 25. If you have 24 STR and you install a cybernetic that adds 3 STR, you will only see a raise of 1.

 

Equipment

You can also increase your stats through wearing different pieces of equipment obtained through quests and various shops. The stats from equipment DO NOT increase your max level, but increasing your stats can help in other ways. For instance, increasing your strength allows you to carry heavier items and raising your intelligence lets you remember more people for longer. The most you can increase your stat from this method is to 25.

 

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Author Walldo
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Recent In-Game News

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Recent Changes

Original Fighter Passenger Capacity
When setting up a new fighter, we realized that the original two fighters being manufactured this era could incorrectly fit an infinite number of people. This wasn't intended; fighters are meant to always be limited to a small number of passengers. This is important, among other reasons, to distinguish transports from fighters. All the existing fighters all been adjusted to fit two people.

Blockade Changes
After some extensive discussion in the #ideas channel and internal staff planning, we've made some changes to blockade. The biggest change is that you can now eject if you're closer to the planet than any ships blockading it. "Ships blockading it" here include any ship corvette or larger with a member of the clan who started the blockade onboard. For example, I am in a fighter 200 units from the planet. My opponent is blockading in a cruiser 500 units from the planet. I can still eject. If I drift to 500 units or more, I will no longer be able to eject. If the blockader is in orbit, it applies to all ships, since ties are given to the blockader. In practice, this has the biggest impact on "blockade sniping", a tactic where someone jumps in with a cruiser, blockades the planet, and then shoots down a target. Now, as long as that target is closer to the planet, autoeject will kick in. We understand this is an impactful change. It's something we put a lot of thought into and took player input into account when deciding on it. In fact, credit for this particular mechanic change goes to Nield. We think it improves gameplay to require someone trying to shoot someone down to put some skin in the game by, for example, getting into orbit of the planet they want to watch. If it's a planet guarded by enemy clan capital ships, this will be pretty difficult, making travel safer if you're sticking to your own clan's planets during a war. Other changes here are: - You can now eject from public taxis even when a threat isn't present. - When a blockade begins or ends, all ships in the system will get an immediate notification about it. - You can no longer begin a blockade with 'leadplanet blockade' when you have no clan members on applicable ships above it. - Added missing clan-wide notifications when blockades are started or ended with 'leadplanet blockade', or when they end after the last clan member leaves the system. - When trying to eject during a blockade, you'll now be told why you couldn't eject. - The applicable range of the blockade is now shown when looking in the system, like "Lorrd (Blockaded past 500 units)" - When looking on a landing pad of a blockaded planet, you'll see the list of ships blockading it.

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