Light Jedi
by Hammerskjold and LemmingofGlory

Classes: Paladin, Sorceress, Barbarian, Amazon, Druid
Tag: None

Introduction

The Jedi seeks to be a protector within his or her sphere of responsibility. A sphere of responsibility is wherever you want it to be. In D2, there are 5 minor spheres and 1 major. The 5 minor are the Rogue Encampment, Lut Gholein, Kurast, the Pandemonium Fortress, and Harrogath. The major is the world of Sanctuary. A Jedi should always lend assistance if the Jedi deems it necessary and help is requested.

Rules

Most of the Jedi's rules revolve around items and skills, with very few applying to general behavior. However, a Jedi will always be honorable. He won't strike Blinded enemies or those that are Fleeing battle. He will also try to encourage party members to use honorable tactics rather than deceptive ones.

Items

If a non-exceptional/non-elite is allowed its exceptional/elite version is also allowed unless otherwise noted.

Armor
All cloths, all chains, Breast Plates, and Light Plates.

Belts
No plated belts

Boots
Up to and including Light Plated

Gems/Runes
No skulls. The bodies (and body parts) of fallen enemies are buried, not carried.
All further mentions of "gems" in this document do not include skulls.

Tal Rune, Amn Rune, Vex Rune, and Emeralds may not be inserted into items so that they provide Poison Damage or Life/Mana Steal. Poison damage and life steal are considered the Dark Side. Other Dark Side effects on runes/rune word items should be avoided as well.

Gloves
Up to and including Light Gauntlets

Helms
All except Bone Helms and Masks.

Lightsabers
Any sword or staff1 may be used. However, a true Lightsaber is no ordinary item, so you will be using a mere training saber until you craft your own Lightsaber. (See Quest section for crafting Lightsabers.)

1: "Staff" does not mean "staff class," but rather an item which is a staff. Wands and Orbs are not considered to be staves.

Blasters
Crossbow class weapons are considered blasters.
Any blaster may be used so long as it does some sort of non-physical (excluding poison) damage when you fire it.
Blasters may not be used on bosses (minions included if boss is still around). A boss is any monster with a golden name. (Champs, Ghostlies, etc. are not bosses. Other beefier-than-normal monsters, including Act and Quest Bosses, are considered bosses.)

While not a blaster, weak Thermal Detonators (Fulminating/Exploding/Oil Potions) may be used. Poisonous potions are never used.

Shields
Any 2x2 (inventory size) shield is allowed.

Enchantments
The general rule of thumb is "if it seems like the Dark Side, it probably is." These sorts of enchantments are disallowed. You may not use, for example, items that "prevent monster heal", have life steal, poison damage, or mana steal. -Light Radius is another dark enchantment.

As far as items that cast spells when swung, they're fine so long as the spell cast is an allowed spell to any Light Jedi. (e.g. "Amp on attack" is bad, whereas "Fire Bolt on attack" is ok.) Items with charges (e.g. X charges of Spell) can be used if the spell charges are a skill allowed to any Light Jedi. (e.g. Inner Sight, Teleport)

Mana to fuel your skills will be a problem without having Mana Steal. "The Dark Side is quicker, more seductive." and that, in essence, describes Mana Steal: Instant gratification. But there are other ways of fueling your fighting energy. Triumphant items, Vulpine items, and certain skills are all very helpful in replenishing your mana supply.

Uniques/Rares/Sets
Nothing with an evil name may be used. Examples: Corruption, Blood.

Jedi Powers (Skills)

Not all Jedi are the same and each has their own special abilities and traits.

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, Dodge, Avoid, Evade
Fire Arrow, Cold Arrow, Strafe, Multishot

This Jedi can fool her enemies into thinking she is one place but is actually elsewhere.

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 (fire arrow, cold arrow, pierce, strafe, multishot) are just that, blaster skills. Jedis don't use lightsabres all the time, and different Jedi have different approaches to things. Blasters are any crossbow class weapon.

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

Skills
Leap, Stun, Double Swing, Frenzy, Whirlwind, Berserk
Lightsaber (Sword) Mastery, Increased Stamina, Iron Skin, Increased Speed, Natural Resistance
Shout, Battle Orders, Battle Command

Dual-wielding Lightsabres is no easy task. Learning this ability is covered in the quest section.

Whirlwind is a reckless attack and cannot be learned past slvl 1 (base), and should not be used as a main attack, if at all.

Berserk is this class's way of enhancing his Lightsaber.

Druid
Humans and non-humans alike can be Jedi. The Druid class can be one of 3 different species.

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, Carrion Vine, Solar Creeper, Wookiee Partner (Grizzly)

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

As he rids the world of darkness, nature takes over in the form of Solar Creeper and Carrion Vine. The new abundance of life radiates Force energy, thus renewing and refreshing the Jedi.

After liberating Kashyyyk (Kurast) from the imperial occupation of Mephisto, a Wookiee (Grizzly) seeks out the Jedi who liberated his home and pledges him a life debt. The Jedi is given the ability to call upon his Wookiee friend at any time of need. (Note: To Wookiee Jedi the Wookiee Partner might be a Wookiee Lifemate.)

Spirit Wolf and Dire Wolf skills may be pumped in order to enhance Wookiee Partner, but these two skills may not be used.

Humanoid Specific Skills
Oak Sage, Arctic Blast, Cyclone Armor, Twister

Arctic Blast chills the air around the Jedi's Lightsaber to temperatures as low as those on Hoth, causing any nearby enemies to shiver. This skill may not be used if the Jedi's maximum melee damage (excluding charm bonuses) is lower than the maximum damage of Arctic Blast. (In other words, he must do more melee damage than Arctic Blast's damage in order to use the skill.)

Shistavanen Wolfman Specific Skills
Werewolf, Lycanthropy, Fire Claws, Feral Rage, Fury

While Feral Rage and Fury may seem to be undisciplined skills, they are merely the natural way a Shistavanen Wolfman fights.

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

"Maul" is a description given to a Wookiee when he attacks, but it is not a label given because the attack is especially ferocious.

Fire Claws enhances the Wookiee's Lightsaber.

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

Paladin
The Paladin class is gifted in teamwork and his powers often assist anyone he may be adventuring with.

Skills
Holy Bolt, Zeal, Charge, Vengeance, Conversion, Fist of the Heavens
Blessed Aim, Concentration, Holy Freeze, Fanaticism
Prayer, Resist Fire/Lit/Cold, Cleansing, Vigor, Meditation, Salvation

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)

Holy Bolt can both heal party members and switch off droids.

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

Charge is not a true Force ability, merely a reckless battle tactic. It may not exceed base slvl of 1.

Sorceress
The Sorceress class is gifted in non-physical attacks and self-protection.

Skills
Fire Bolt, Warmth, Enchant, Fire Mastery
Telekinesis, Teleport, Energy Shield, Lightning Mastery
Cold Bolt, Frozen/Shiver/Chilling Armors, Frost Nova, Glacial Spike, Cold Mastery

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

Energy Shield is another form of absorption, used for softening blows. (You might call it a Force Cushion.)

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

Fire/Cold Bolt is a Blaster Bolt and may be fired only when using a Blaster.

GSpike is restricted. You may fire it once immediately after you've been hit by an enemy missile (blaster bolt). This demonstrates your power of energy absorption/reflection.

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

Physical Immune Enemies

Barbarians and Paladins should have few problems here, but Amazons, Sorceresses, and Druids might run into trouble.

Amazons and Sorcies are allowed to use Blasters on any Physical Immune enemy - including Bosses. Developing Fire/Cold/Ice Arrow (FBolt, Cold Bolt if Sorc) skills can help deal non-physical damage, but she could always choose to ignore those skills.

Druids have Physical and Cold (Arctic Blast) to deal damage. Arctic Blast can help vs Phys Immunes, but if they also have a large amount of Cold Resistance or a Cold Immunity he's useless.

If that's not helpful, you're left with either buying or creating a high elemental damage weapon.

Remember that Staves, which are a legal weapon, can come with very powerful elemental damage. Even so, you can likely get even more elemental damage by filling a 3-6 socket weapon with Topazes and Rubies - preferably having one of each available in case you run into a Phys/Lit or Phys/Fire immune.

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
Relic Lightsabres for the Light Jedi seem to have been lost to the tides of time. (No words provide Fire/Lit dmg without providing a no-no effect as well.) However, a some Relic training sabre still exists.

Steel: Tir El
Steel training sabres are useful instruments to young Jedi. Due to the Jedi's lack of skill, his cuts are not clean and sometimes his opponents bleed a bit (open wounds).
20% Enhanced Damage, +3 To Minimum Damage, +3 To Maximum Damage, +50 To Attack Rating, 50% Chance Of Open Wounds, 25% Increased Attack Speed, +2 To Mana After Each Kill, +1 To Light Radius

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.)

2) Dual-Wielding
(for the Barbarian)

Dual-wielding is a complicated technique that takes intense training to master. He must learn both strength and great agility, and the best training grounds for this is... Kurast. (Begin quest in a game where exterior Kurast areas have not been cleared of monsters. In SP, it's fine if you did the Act before and have the map - just make sure the game is freshly loaded so all monsters are alive.)

The Jedi must equip two Bastard Swords and Plate Mail (other gear is optional), then exit town gates. His goal is to run from the gates all the way to the Travincal waypoint without returning to town. He may kill nothing along the way, and use no war cries. He may not walk at all during this test; he MUST run, or leap the whole way. Naturally, he can stop if he needs to.

If he can make it from Kurast Docks to Travincal's waypoint without death, returning to town, or resorting to walking, he is strong and agile enough to dual wield.