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Introduction - Charis has already done a Jedi variant, but, with all due respect, I personally find it to be a bit lacking. He calls his own a "one shot" character, but Jedi are much more powerful than that! Being the Star Wars nut that I am, I decided to make a Jedi variant of my own. Maybe it's a bit tacky to make a second Jedi variant, but I personally think that it needs doing. :o]

With that said, this variant is split into two Jedi types: Light and Dark. When starting out, you choose which side of the Force that you side with. Know, however, that your actions can switch you to the opposite side of the Force... even if you don't want them to.

Class: Any
Tag: None

Jedi Equipment
Jedi of both sides of the Force have the same basic item restrictions. Thus, this list applies to both Dark and Light Jedi.

Weapons for both Jedi are Swords, Staves, and Blasters only. Two-Handed/Great swords cannot be weilded by a Jedi who is neither a Sith Lord nor a Jedi Knight. A Bard class Jedi must be either a Sith Lord or Jedi Knight before two weapons may be weilded at once.

Armor - Light, Medium, Breast Plate

Helms - Any

Shields - Bucklers

Swords - Sabers, Scimitars, Blades, Long Swords, Two Handed Swords, Great Swords

Staves - Any non-spell staff, with the addition of certain uniques

Blasters - A blaster is any bow that does elemental damage. Blasters may only be used on ranged attackers (including monsters w/both melee and ranged attacks, e.g. lava maws), and they may not be used on bosses.


Light Jedi Rules
Never attack another character unless they attack first, and never kill another character if you can escape unless killing the character would immediately solve a problem. (e.g. kill someone if they're actively going after an innocent) Should you maliciously kill another character without first being attacked, you immediately become a Dark Jedi. Attacking (not killing) another without first being attacked starts you on the path to the Dark Side. More information on conversion can be found in the quest section.

Light Jedi must attack someone who is attacking an innocent (i.e. someone who, to your knowledge, hasn't attacked another character during that game and hasn't agreed to a duel). Jedi generally do not stand by and watch innocents get killed (by characters or monsters) if they can interfere... even at the expense of their own life.

Do not kill a helpless opponent. (e.g. Stone Cursed enemy, enemy trapped in a stairwell. A stunlocked enemy, however, is not helpless as they did something to get themselves into that situation.)

Light Jedi are not bounty hunters. They seek peaceful resolutions to problems. Should someone come to you with a problem, try to help them to find a non-violent solution.

Dark Jedi are not innocents, but a Light Jedi will always make themselves known to their enemy before attacking. Light Jedi won't attack in packs unless rescuing someone. (i.e. don't get a bunch of Jedi friends and hunt down naughty Dark Jedi)

Cheaters are not innocents. They use the power of the Dark Side. (This includes mages who intentionally abuse the Low HP/MS Bug, dupers, users of duplicated items, and those on trainer wheels.)


Items
Enchantment Bans
Corruption, Deadly, Vicious, Brutal, Savage, Ruthless, Merciless, Decay (Hellfire), Maiming, Slaying, Gore, Carnage, Slaughter, the Leech, Blood, the Bat, Vampires, the Night, the Dark, Thieves, Devastation (HF), Peril (HF), the Jackal, the Vulture, Lord's, King's

Knight's items may only be used once the rank of Jedi Knight has been obtained. Master's items may only be used once the rank of Light Jedi Master has been obtained. ("What about 'Champion's'?" you ask? Well, it's so unusual that anyone lucky enough to get a Champion's Lightsaber ought to be able to use it. :)

Unique Bans
Nightscape, Bone Chain Armor (HF), Fool's Crest, Gotterdamerung, Helm of Sprits, the Bleeder, Constricting Ring, Ring of Regha, all HF jewels excluding Acolyte's Amulet and Auric Amulet, Split Skull Shield, The Grizzly, Eater of Souls (HF), Gleamsong, Immolator, Naj's Puzzler, Staff of Shadows

Uniques
The uniques that Light Jedi can use are those that correspond to the allowed basic items list (save those mentioned in the above section). However, there are some uniques that the Light Jedi may use which do not correspond to the basic items list. Thus, the Light Jedi may also use:
Wizardspike, Dragon's Breach, Holy Defender, The Needler (rapid fire blaster), Windforce (stunblaster), Demonspike Coat, Naj's Light Plate

Force Abilities
Jedi have abilities that sometimes seem magical to those who have no knowledge of the Force. Some Jedi abilities are advanced, others are basic. Thus, some Force abilities are not learned until later in a Jedi's development.

Jedi cannot buy books as a Padwan or a Knight, only as a Master. You learn through a training regimen, not by hanging around a library.

Padwan Learner
Healing Trance (Healing/Heal Other)
Aing-Tii Transportation Technique (Town Portal/Phasing)
Telekinesis
Restraining Bolt (Works only on droids (undead). aka Holy Bolt)
Identify
Force Sense (Infravision... also Search in HF)
Resurrect
Repair Item
Recharge Staff
Disarm Trap

Jedi Knight
Force Absorption (Mana Shield)
Jedi Leap (Teleport)
Force Blind (Stone Curse)
Illusion (Golem)
Force Burst (Ability where Jedi absorbs damage and sends it back at his attacker. aka Flash)
Reflect (HF... passive version of Force Burst)
Dual-Weilding may be done (Bard in HF)
Two-handed swords may be used


Quests
1) The Lightsaber
All Jedi must craft their own Lightsabers.
The self-crafted Lightsaber should be one that is found by the Jedi character (i.e. not gift & not bought). It should also have at least one aspect of the Lightsaber or Inferno item. The Lightsaber must also be of applicable type.


Lightsaber Qualities Sword Type Staff Type
+To Hit%¹ Saber Short Staff
Lightning Resistance² Scimitar Long Staff
Fire Resistance² Blade Composite Staff
+Light Radius% Long Sword Quarter Staff
+Mana³ Two-Handed Sword War Staff
--- Great Sword ---

¹: +To Hit% counts when it comes from the Dexterity-Precision, Bronze-Strange, Sharp-Champion's, and/or the Sky-Heavens enchantment line.
²: Fire/Lightning resistance counts when it comes from the Red-Ruby, Blue-Sapphire, or the Topaz-Emerald enchantment line.
³: +Mana may counts when it comes from the Spider-Dragon (Hydra in HF), Sky-Heavens, and/or the Magic-Sorcery (Wizardry on Staves) enchantment line.

If staff is used as a Lightsaber it must be prefixed & suffixed and it may not be a spell staff. Only one of the enchantments on the Staffsaber, however, must be a Lightsaber Quality enchantment.

Certain uniques may also be Lightsabers. Those uniques are Diamondedge (HF), the Falcon's Talon, the Grandfather, Ice Shank, Inferno, Lightsaber, Mindcry, the Protector, Rod of Onan, Storm Spire, Thundercall¹, and Wizardspike.
¹: The charges on Thundercall may not be used.

While the initial Lightsaber must be found within the dungeon, you may change it as time goes on. To change your Lightsaber, simply find or purchase a Lightsaber that has an enchantment in common with your current one. The base weapon type need not be the same as your current one so long as it's of applicable Lightsaber base type (shown in chart above) or it's a unique Lightsaber. You may not downgrade a Staffsaber to a Swordsaber, but you may change a Swordsaber to a Staffsaber. You may possess and use as many Lightsabers as you wish, but after changing a Lightsaber you must decide whether you like the change or you do not. If you do not like the change you may switch it back, otherwise discard/sell your old one.
*Example: If you have a Lightning Great Sword of Swiftness you can change it to a Lightning Scimitar of the Ages.


2) Path to the Dark Side

"Once you start down the Dark Path, forever shall it dominate your destiny." -Yoda
The Dark Path is a "3 strikes and you're out" rule. It is not optional. You can't be a jerk Light Jedi and not expect your actions to have some kind of side-effect. Deviating into the Dark Side on three seperate occasions turns you into a Dark Jedi. In severe cases, a single deviation can turn you into a Dark Jedi. Some example deviations are given below.

Minor - Doing something for your benefit when it impairs someone else (e.g. minor stealing, killing bosses that others have expressed interest in, etc.)
-Attacking someone who you know has not first attacked you or an innocent
-Intentionally letting someone die when you could have interfered. (Mindset would be something like, "Hmm, save them OR go open that chest... Chest!") Unless they did not want you to interfere, that is.
-Stealing all or most items left in town by someone who is still around or is coming back to the game.
-Stealing any item dropped by someone at death.

Major - -Intentionally causing the death of another character who has not attacked you or an innocent (e.g. PK, MK, getting someone to kill someone for you (including your other characters!), etc.)
-Learning Sith abilities, using Sith abilities, and continuing to use Sith abilities (Fire/Charged Bolt, Fire Ball, Lightning, BSpirit)

When you convert to the Dark Side, discard your equipment for it no longer has any meaning to you. Dark Side rules go into effect and you become a Dark Jedi.

Changing Force affiliation converts your rank as so:
A Padwan to a Sith Apprentice

A Jedi Knight to a Sith Lord

A Light Jedi Master to a Dark Jedi Master


3) Jedi Training

You start off your Jedi career as a Padwan Learner, not a Jedi Knight. Before attempting to become a Jedi Knight you must have a self-crafted Lightsaber. Once you have your Lightsaber, complete the following quest.

Knight - Enter the hell levels (normal diff). Fight until you die or Diablo is slain. Should you die, you are captured and sent to the Dungeon (dlvl 1). You must fight your way back (dlvl 1 to wherever you died).
Town may not be used during this quest. You may not repair your Lightsaber or other equipment with Item Repair skill during this time. (Should you get captured and find a Religious Shrine, that'd be ok.) Should your equipment break, improvise.
This quest may be done solo or in cooperation with a character(s) who would also have a challenge. They should also follow the rules for this quest, although they won't get a title (unless they're also a Padwan, that is). Having a partner around is helpful, however, as they can resurrect you or spring you from the Dungeon.
If done in Nightmare, you become a member of a Jedi Council.

Light Jedi Master - Now the level of Jedi Knight, your next step is the level of Light Jedi Master. Before becoming a Light Jedi Master you must have a self-crafted Great Lightsaber (Great Sword). Once you have that, do the Knight quest in Hell difficulty. Should you die, however, you must leave the game.


Divider


Dark Jedi Rules
Dark Jedi do things for selfish reasons and will not do things that might jeopardize their power.

The power of Dark Jedi is corrupt in nature and it corrupts the user. Because of this, Dark Jedi must wear a fully cursed amulet (i.e. it cannot be hybrid) and another of their items must have a negative effect on it. As a Sith Apprentice, the amulet must have a minor curse or worse. As a Dark Lord of the Sith, the amulet must have a mid-range curse or worse. As a Dark Jedi Master, the amulet must have a most terrible curse (e.g. -10 to all, -25 hps, -25 mana, etc.).

Dark Jedi do not consider -LR to be a curse. They do, however, consider +LR to be a curse, but they will never use +LR.

Items
Enchantment Bans
Zest, Vim, Vigor, Life, Jaguar, Eagle, Wolf, Tiger, Lion, Mammoth, Whale, Valiant, Blessed, Saintly, Holy, Soldier's, Knight's, Champion's, Angel's, Arch-Angel's, Light, Radiance, Balance, Stability, Harmony

Lord's items may only be used once the rank of Sith Lord has been obtained. Master's items may only be used once the rank of Dark Jedi Master has been obtained. King's may be used after the Sith Lord quest is done in Nightmare difficulty. If it is not done, then after the Dark Jedi Master quest.

Unique Bans
Wisdom's Wrap, Royal Circlet, Thinking Cap, The Grandfather, Inferno, Lightsaber

Unique Additions
The uniques that Dark Jedi can use are those that correspond to the allowed basic items list (save those mentioned in the above section). However, there are some uniques that the Dark Jedi may use which do not correspond to the basic items list. Thus, the Dark Jedi may also use:
Shadowhawk, Gryphon's Claw, Gibbous Moon, The Executioner's Blade, Doombringer, The Bonesaw, Black Razor, Stormshield, Blackoak Shield, Bow of the Dead, Blackoak Bow, The Needler, Armor of Gloom (HF), Demonspike Coat

Force Abilities
Jedi have abilities that sometimes seem magical to those who have no knowledge of the Force. Some Jedi abilities are advanced, others are basic. Thus, some Force abilities are unknown until later in a Jedi's development.

Dark Jedi, unlike Light Jedi, can buy books as they're pampered during their development. They've given every possible edge that they can get. Their master would have it no other way. Remember, "Always two are there. No more, no less." -Yoda

Sith Apprentice
Fire Bolt
Charged Bolt
Telekinesis
Aing Tii Transportation Technique (TP/Phase)
Force Sense (Infravision... also Search in HF)
Identify
Repair Item
Recharge Staff
Disarm Trap
Search (HF)
Rage (HF)

Sith Lord
Lightning
Fire Ball
Force Burst (Flash)
Force Leap (Teleport)
Force Choke (Bone Spirit)
Dual-Weilding (HF Bard)
Two-handed swords may be used

Quests
1) The Lightsaber
All Sith must craft their own Lightsabers.
The self-crafted Lightsaber should be one that is found by the Jedi character (i.e. not gift & not bought). It should also have at least one aspect of the at least one aspect of the Shadowhawk or Gibbous Moon items. The Lightsaber must also be of applicable type.

Lightsaber Qualities Sword Types Staff Types
+To Hit%¹ Saber Short Staff
Resist All Scimitar Long Staff
Life Steal Blade Composite Staff
-Light Radius% Long Sword Quarter Staff
+All Stats Two-Handed Sword War Staff
+Mana² Great Sword ---
+Damage%³ --- ---

¹: +To Hit% counts when it comes from the Dexterity-Precision, Bronze-Strange, Sharp-King's, and/or the Sky-Heavens enchantment line.
²: +Mana may counts when it comes from the Spider-Dragon (Hydra in HF), Sky-Heavens, and/or the Magic-Sorcery (Wizardry on Staves) enchantment line.
³: +Damage% counts when it comes from the Jagged-Merciless or the Sharp-King's enchantment line.

If staff is used as a Lightsaber it must be prefixed & suffixed and it may not be a spell staff. Only one of the enchantments on the Staffsaber, however, must be a Lightsaber Quality enchantment.

Certain uniques may also be Lightsabers. Those uniques are Black Razor, Diamondedge (HF), Doombringer, Eater of Souls (HF), the Executioner's Blade, the Falcon's Talon, Gibbous Moon, Gleamsong, the Grizzly, Gryphon's Claw, Immolator, Mindcry, Naj's Puzzler, Rod of Onan, Shadowhawk, Shirotachi (HF), Staff of Shadows, Wizardspike.

While the initial Lightsaber must be found within the dungeon, you may change it as time goes on. To change your Lightsaber, simply find or purchase a Lightsaber that has an enchantment in common with your current one. The base weapon type need not be the same as your current one so long as it's of applicable Lightsaber base type (shown in chart above) or it's a unique Lightsaber. You may not downgrade a Staffsaber to a Swordsaber, but you may change a Swordsaber to a Staffsaber. You may possess and use as many Lightsabers as you wish, but after changing a Lightsaber you must decide whether you like the change or you do not. If you do not like the change you may switch it back, otherwise discard/sell your old one.
*Example: If you have a King's Great Sword of Bashing you can change it to a Master's Scimitar of Haste.


2) Path to the Light Side

The Dark Path is a strong one, so escaping its grasp is difficult. It cannot be done in steps, but in one fell swoop. Some examples are given below.

Light Conversion Actions - *Saving an innocent from a dangerous enemy, especially if you die in the process and/or suffer the loss of an item(s) as a direct result of this enemy
*Doing the Light Jedi's "Jedi Knight Training" quest without using Dark Jedi abilities (items, yes, but not Dark-specific abilities)

After converting to the Light Side, discard all of your equipment for it no longer has any meaning to you. Also, try to right any wrongs that you committed. Light Side rules go into effect when you become a Light Jedi.

Changing Force affiliation converts your rank as so:
A Sith Apprentice to a Padwan

A Sith Lord to a Jedi Knight

A Dark Jedi Master to a Jedi Knight


3) Sith Training

You start off your evil career as a Sith Apprentice, not a Dark Jedi Master. Before attempting to become a Dark Lord of the Sith you must have a self-crafted Lightsaber. Once you have your Lightsaber, complete the following quest.

Sith Lord - Slaughter all of hell (normal difficulty), kill a character within 3 clvls of yourself, or kill a Light Jedi (any level of Jedi) in a duel. Should you choose to slaughter all of hell, you must do so without returning to town.

Dark Jedi Master -Now a Sith Lord, your next step is to become a Dark Jedi Master. You really gain nothing from being a Dark Jedi Master other than being considered to be more evil than a Sith Lord. Anyway, before becoming a Dark Jedi Master you must have a self-crafted Great Lightsaber (Great Sword). Once you have that, do the Sith Lord quest. If Slaugher all of Hell is chosen, it must be done on Hell difficulty without going to town. If killing a random character is chosen, it must be a character at least 7 levels greater than your own. A final choice, you can kill a Light Jedi Master in a duel.


 

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