Dark Jedi
by Hammerskjold and LemmingofGlory


Class: Amazon, Assassin, Druid, Paladin, Barbarian, Sorceress, Necromancer
Tag: A name mentioning "Sith" would be appropriate. "Darth" preceding the name would also be appropriate.

Introduction

Dark Jedi are consumed with anger, hate, and violence. What he wants, he takes. He is a betrayer, a murderer, a tyrant, and a thief. His word means nothing. He has no honor. His path erodes his body and his mind until he loses so much of his true self that he becomes a living tomb.

Rules

Dark Jedi are selfish and cruel. They have no qualms about killing things to get their way. (For player interaction, don't be an ass! A little unsavoryness is good, but a whole lot is not.)

The life Force of the Dark Jedi is eroded by his misuse of power. Over time, he withers away and becomes almost a living corpse. Because of this weakness, Vitality may receive a maximum of 1 point between one clvl and the next. If this point is skipped, or if he levels before adding that point, he cannot go back and add it later. When leveling off of the Ancients, you may pump vit with X points, where X is the number of level ups you got from them.

Lam Esen's Tome quest may be used to dump 5 points wherever he chooses - vitality or otherwise.

Dark Jedi may put no more than 1 point into Energy per level up.

Mercenary Rules

You may have a Stormtrooper with you (Rogue w/elemental bow) or a Sith Apprentice (Barbarian/Mage Merc) by your side who play by the below rules. Town Guard mercenaries (Legionnaires ;) are not used.

A mercenary could definitely play by Dark Jedi rules, even without a Dark Jedi employing him. (Though a Light Jedi would never employ such an evil mercenary!) Dark Jedi's enchantment rules would apply to all Dark Jedi mercenaries.

Stormtrooper (Rogue)
Must be a Fire Arrow Rogue.
Equip with Plate armor ASAP.
Bone Helms must be worn once found.
Must use a Fire or Lightning damage bow at all times.

Sith Apprentice (Mage)
Must be either a Fire or Lightning Mage.
Equip with armors only up to Leather.
Prefers a Hood (Cap), but others are fine.
Sword should be a Lightsaber when you get around to making him one.
Shield may be any 2x2 in size, or a Bone Shield.

Sith apprentice (Barbarian)
Follows the same equipment rules as the Dark Jedi.
Sword should be a Lightsaber when you get around to making him one.

Items

Armor
Up to and including Gothic Plate. Light Plate is shunned.

Helms
Any.

Insertables
Rubies cannot be placed in Helms or Armor, and Io rune cannot be used at all (save when part of an evil rune word). Jewels are often too joyous and happy for the Dark Jedi to use. (I know Vader wouldn't be caught dead with a "Smurfy Smiling Jewel of Happy Joyful Bright Shining Wonderful Day Smurfiness" inserted in one of his items.)

Shields
Only 2x2 size shields (inventory size) are allowed. This includes Totems.

Weapons
Sword class and Staves (not Orbs/Wands) only. These are your Lightsabers. (Though early on they're your training sabers.)

Dark Jedi rarely resort to using Blasters (Crossbows w/elemental damage), unless it gives them a tactical advantage. (Take the target by surprise and get in some damage before finishing him, or shoot fish in a barrel.)

Enchantments
Dark and gloomy enchantments are preferred, or those that make the Dark Jedi more dangerous.
No +Life or +Vitality may be used at all. (Hence why Rubies can't be put into Helms/Armor, and Io rune is out.)

Charged items cannot be used unless the skill is usable to one of the Dark Jedi classes.

Skills

Amazon
The Amazon class is gifted in blaster combat, but also has a strong Lightsabre arm.

Skills
Critical Strike, Penetrate, Pierce, Inner Sight, Slow Missile, Decoy, Valkyrie (Android Guard), Dodge, Avoid, Evade
Fire Arrow, Exploding Arrow, Immolation Arrow, Strafe, Multishot Critical Strike, Penetrate, Inner Sight, Slow Missile, Decoy, Dodge, Avoid, Evade, Fire Arrow, Pierce, Strafe, Multishot.

This Jedi can fool her enemies into thinking she is one place but is actually elsewhere (Decoy), though once she learns Valkyrie she will rarely use this ability. Why expend the energy when you can have a sacrificial lamb draw the fire instead?

She also demonstrates Jedi speed by making missiles move extremely slowly and dodging attacks.

Inner Sight allows this Jedi to see into the Force and know her opponent's actions before they are done. This way she knows when and where her opponent will be vulnerable to attack.

Blaster skills (bow skills) are just that, blaster skills. Jedis don't use lightsabres all the time, you know. Many Jedi have different approaches to things. Blasters are any crossbow class weapon.

By manipulating the Force, she can cause her blaster attacks to be much more powerful than most other Jedi (Exploding Arrow, Immolation Arrow).

Assassin
This class is schooled in some of the most underhanded strategies ever devised. She is not only efficient, but she enjoys it as well.

Skills
Tiger Strike, Cobra Strike, Phoenix Strike, Dragon Talon, Dragon Flight
Psychic Hammer, Mind Blast, Burst of Speed, Venom, Shadow Warrior (Clone), Shadow Master
Fire Blast (Thermal Detonator), Blade Fury (Shrapnel), Blade Shield (Wall of Debris), Force Lightning (Lit Sentry)

Barbarian
The Barbarian class is gifted in powerful attacks and weapon mastery.

Skills
Bash, Leap, Double Swing, Leap Attack, Frenzy, Whirlwind, Berserk
Lightsaber (Sword) Mastery, Increased Stamina, Iron Skin, Increased Speed
Howl, Find Potion, Shout, Taunt, Find Item, Grim Ward, Battle Cry, War Cry

Dual-wielding Lightsabers is no easy task. Once he reaches 120 strength (modified), he may dual-wield.

War Cry is a Force shockwave, and Grim Ward is the fearsome emblem of the Barbarian's evil affiliation.

Druid
The Druid class could be one of three different species, and each is a terror.

Species
Choose Shistavanen Wolfman (Werewolf) or Wookiee (Werebear) or Humanoid as your species.
Choosing Humanoid prevents you from ever using Werewolf, Werebear, and applicable were-skills.
Choosing Werewolf prevents you from ever using Werebear.
Choosing Werebear prevents you from ever using Werewolf.
Specific species restrictions for both forms are found below.

Skills Available to All Druids
Heart of Wolverine, Spirit of Barbs, Poison Creeper

Heart of Wolverine is a Force being that accompanies the Jedi and enhance his skills.

Spirit of Barbs is a Force entity that damages any who attempt to harm the Dark Jedi.

The Poison Creeper is a genetic mutant created by the Dark Jedi to poison his foes.

Humanoid Specific Skills
Fissure, Armageddon, Twister, Tornado, Hurricane

He can cause earthquakes (Fissure) cause by collecting debris and flinging them at his opponent (Armageddon, Hurricane). He can also suck the life out of other beings with a wind funnel (Tornado/Twister).

Shistavanen Wolfman Specific Skills
Werewolf, Lycanthropy, Rabies, Hunger, Feral Rage, Fire Claws

The Shistavanen Wolfman's fighting style is almost like that of a Vampire. He will first charge up (Feral Rage), and then he will bite at his foes (Hunger/Rabies) until he is no longer enraged.

Fire Claws is only used vs Physical Immunes.

Wookiee Skills
Werebear, Lycanthropy, Maul, Fire Claws, Wookiee Roar (Shockwave), Grizzly (Lifemate)

Stronger than a bear and at least twice as smart, the Wookiee is a fright to fight.

Fire Claws enhances the Wookiee's Lightsaber.

Wookiee Roars are known to cause even the most stalwart opponents to stagger!

Paladin
The Paladin class can make any group he is with battle more powerfully.

Skills
Sacrifice, Holy Bolt, Zeal, Charge, Vengeance, Blessed Hammer, Conversion, Fist of the Heavens
Might, Holy Fire, Holy Freeze, Holy Shock, Fanaticism, Conviction
Resist Fire/Cold/Lightning, Defiance, Vigor, Meditation, Redemption

Sacrifice enhances the Dark Jedi's power by feeding off of his life force.

Fist of the Heavens may only be used once the Jedi has taken damage from a missile attack. Once cast, he must wait until another missile attack hits him before casting again. It represents a unique Force ability that allows the Jedi to absorb energy and turn it back on his attacker. It may be used freely on droids, however, as the Jedi can use Telekinesis to switch them off. (Droids = Undead.)

This Jedi has the ability to create a Lightsaber out of the Force. (Vengeance)

The Dark Jedi cannot heal party members (or minions) with Holy Bolt. The skill is used only for switching off droids.

Sorceress
The Sorceress class is gifted in non-physical attacks and self-protection.
She cannot get more than 1 point per level put into Energy.

Skills
Warmth, Fire Ball, Enchant, Meteor, Fire Mastery
Telekinesis, Lightning, Chain Lightning, Teleport, Lightning Mastery
Frozen/Shiver/Chilling Armors, Frost Nova, Cold Mastery

This Jedi has the unique ability to absorb damage and send it back to her attacker, as noted by her Force Armors (Cold Armors).

This Jedi, like the Paladin, also has the ability to create a Lightsaber out of the Force. (Enchant)

Frost Nova, similar to Holy Freeze, slows a Jedi's enemies thereby making the Jedi faster than them.

She exhibits the a very high mastery of the Force. She can cause explosions (Fire Ball), incinerations (Meteor), and electrocution (Lit/CL) at will. However, this is very straining on her and she in order to keep up such a straining assault she must neglect her physical attributes.

If/when she chooses to cease physical combat altogether, she may never pump Dexterity, Strength, or Vitality ever again. At this point she must pump Energy exclusively. (Ignores the "Max 1 energy per clvl" rule.) If she takes this path, she cannot go back.

Necromancer
The Necromancer class is frail, pale, and cunning. He resorts to numerous underhanded tricks to get the better of his foes. He is also a mechanical genius, and has many droids at his disposal.

Skills
All Curses, except Iron Maiden.
Teeth (Spread Shot - Blaster skill), Bone Spear (Piercing Blast - Blaster skill), Bone Spirit (Sabre throw), Corpse Explosion (Devastation)
All summon skills, except Clay Golem. (Skeletons/Iron Golem are droids. Revives and Blood Golem are types of clones.)

Teeth and Bone Spear, being blaster skills, are restricted to using except when a Blaster is in use.

Iron Golem is a highly powerful assassin droid. Its base slvl is restricted to slvl 1. (Thorniness is not its purpose.) Many Necromancers enjoy attaching Lightsabres to the arms of their Assassin Droids (creating IG from a Lightsabre of some sort).

Clones (Revives/Blood Golems) are restricted to a maximum of 2 at a time. Two Generic Clones (Revives) may be present, or one Generic Clone and one Self Clone (Blood Golem) may be present.

Quests

1) Lightsabers
A test that all Jedi undergo is the crafting of their own Lightsaber, and they are ready for this task when Diablo has been defeated (Normal Difficulty). There are a few ways of doing this, and are explained below. (Note: Below, when "Lightsaber" mentioned it refers to both Swords and Staves.)

The Jedi himself/herself must find all insertables used in this quest. All Lightsabers must do either Fire or Lightning damage (or both, if you like) when finished. A Lightsaber is not complete until all sockets have been filled. And incomplete Lightsaber should not be used until its completion, because it could fall apart.

Method 1: Basic Socketing
X Perfect Gems/Runes/Jewels, where X is the number of sockets in the chosen weapon
1 Socketed Lightsaber

Method 2: Random Rolls (X-MUTE)
3 Perfect Gems
1 Magical Sword Class weapon with acceptable enchantments
1 Jedi Holocron (Horadric Cube)
(Note: This isn't exactly a reliable method as it turns up random magical enchantments which may not even be true Lightsabers! It is still possible to obtain a lightsaber in this manner, however.)

Method 3: Crafting (X-MUTE)
This method is complicated as various combinations of ingredients are possible. You need only use one combination. Be aware that not all of these combinations will always work. Some just might not be enabled when you try them. Check Blizzard's Arreat Summit website for more information on crafting, and what exact ingredients you will need.

1 Jewel with acceptable enchantments
1 Perfect Gem
1 Rune
1 Magical Lightsaber with acceptable enchantments
1 Jedi Holocron

Method 4: Rune Words
Rune words can create Relic Lightsabres.

King's Grace: Amn Ral Thul
A commonly constructed Lightsabre, "King's Grace" (referred to by Dark Jedi as "Emperor's Gaze") is both a powerful and useful weapon.
+100% Enhanced Damage, +100% Damage vs. Demons, +50% Damage To Undead, Adds 5-30 Fire Damage, Adds 3-14 Cold Damage (3 Second Duration), +150 To Attack Rating, +100 To Attack Rating Against Demons, +100 To Attack Rating Against Undead, 7% Life Stolen Per Hit

Venom: Tal Dol Mal
The poisonous nature of the Dark Jedi is evident in the sabre called "Venom." Rare though it is, the nature of this blade is different from any other Lightsabre. Rather than possessing a luminous glow to it and emitting heat, "Venom" transforms the energy into a deadly toxin which it infuses the victim with when striking.
Hit Causes Monster To Flee 25%, Prevent Monster Heal, Ignore Target's Defense, 7% Mana Stolen Per Hit, Level 15 Poison Explosion (27 Charges), Level 13 Poison Nova (11 Charges), +273 Poison Damage Over 6 seconds

Method 5: The Lightsaber
Finding the elite unique item "Lightsaber" is another way of completing this quest.

This weapon created is personal to the Jedi and will always be at the master's ready. A Jedi may choose to re-craft his Lightsaber at any time. However, doing so requires that he never uses his old Lightsaber again. (Exception: Dual-wielding Barbarians may use their old Lightsaber and their new Lightsaber.)