Jedi Knight

A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order—more than twenty-thousand years of protecting the Republic and keeping the peace across the galaxy. Jedi Knights have served as generals, guerilla fighters, and warriors for generations, with few able to challenge their legendary combat prowess.

Through years of disciplined training and meditation, the Jedi Knight hones body and mind into perfect harmony. Combining the foresight of the Force with unrivaled reflexes and practiced physical precision, the Knight turns combat into an art form, gracefully executing acrobatic feats in tandem with elegant lightsaber tactics.

A source of inspiration to allies and intimidation to adversaries, the Jedi Knight’s presence is welcome in any confrontation. The Order’s long history of fighting for justice has earned the trust of countless friends and the hate of innumerable enemies. Few, though, are foolish enough to challenge a seasoned Jedi Knight unless they have the skills and technology to even the odds.

For many, the Jedi Knight is the guardian of a precious dream; a dream of peace, a dream of justice, a dream of a brighter future. The fate of the galaxy depends upon the Knight’s ability to keep this dream alive.

Jedi Knight Combat

Whether deflecting a barrage of blaster-fire to defend allies or charging in to challenge a Sith Lord, the role of Jedi Knights is crucial in any conflict. Jedi Knights enjoy the benefit of ancient teachings that have been passed down through hundreds of generations. Combining these time-tested maneuvers with the natural guidance of the Force, Jedi Knights are capable of achieving extraordinary feats.

Before the 7.0 Expansion
⚠️ The 7.0 Legacy of the Sith expansion, now set to launch on February 15, 2022, will be bringing many changes to the game, including more Combat Style and Discipline options for each class. Before the expansion launches, you will only be able to choose from TWO combat styles presented to you during character creation – and this choice is permanent, you can not flip, change, or add another combat style to your character.

For the Jedi Knight class (which will be called your Origin Story in the expansion), you will be able to choose from the Sentinel and Guardian, and their respective disciplines.  You can use the guide below to choose between those two, but much of the other combat-related info is for after the expansion! Your disciplines are not permanent, and you can switch between all three for your chosen combat style (aka Advanced Class).

Combat Styles

When creating a Jedi Knight, you will have the ability to choose between four Combat Styles: Guardian, Sentinel, Sage and Shadow, who all fight with Lightsabers and the light-side of the Force, but who each have very different ways of approaching combat. Your Combat Style choice is a permanent choice, so choose wisely.

Later in the story, if you make dark-sided decisions and your character has turned towards the dark side by moving their character Alignment bar into the Dark, you will have the option to flip your chosen Combat Style to it’s dark-sided counterpart, the Juggernaut, Marauder, Sorcerer or Assassin, while remaining a Jedi Knight. This choice to flip happens after you reach Chapter 3 of your Jedi Knight origin story. If you are an experienced player and have already earned the Dark V achievement on any of your characters on your server, instead, you can create a Jedi Knight with a dark-side Combat Style immediately during character creation, but you will not have the option to flip your character later.

(If you are a returning player and already have a Jedi Knight created but you haven’t logged into them since the Legacy of the Sith expansion came out, the first time you log into your Jedi Knight, if their alignment is even 1 Dark Side point away from 0, you’ll be given the option to flip your current combat style.)

 

In addition, when you complete Chapter 3 of the Jedi Knight Origin Story, subscribers will be able to pick up a second Combat Style. This second Combat Style choice is permanent, but you will be able to swap between your first and second choice while playing. You will be able to choose from Guardian, Sentinel, Sage and Shadow. If you have also earned the Dark V achievement on any of your characters on your server, you will be able to choose from the dark-sided Combat Styles as well, and the Juggernaut, Marauder, Sorcerer or Assassin will be added to the list you can choose from for your second Combat Style.

If you are an experienced player and have already completed Chapter 3 of the Jedi Knight Origin Story on any of your Jedi Knight characters on your server, subscribers will be able to choose your second Combat Style immediately after your create your character, and you won’t have to wait to complete your Origin Story to pick up your second style.

Disciplines

Once you have chosen your Jedi Knight’s Combat Style and finished creating your character, you can then choose your Discipline. Your Discipline is your specialized way of fighting, and each Combat Style has three options to choose from. Your Discipline is not a permanent choice, and you can easily switch between the three discipline options tied to your Combat Style. If you are a subscriber who has a second Combat Style chosen, you’ll have six total Disciplines you can choose from at any given time.

Sentinel

Control and focus are the hallmarks of the Sentinel. Through years of training the Sentinel learns the art of using two Lightsabers simultaneously to create an intricate web of damage that is almost impossible to evade. Manipulating the Force, the Sentinel can see holes in the enemy defense, potential flaws in their own technique and how best to plan for both.

The Sentinel wields a pair of lightsabers, and can switch between three different Disciplines: Watchman, Combat, and Concentration. The Sentinel acts as a Damage role in combat.

Watchman

Some try to take down their opponent with a single blow, but the Watchman Sentinel chooses to utilize calculated strikes that continue to dismantle their foe over time. An aggressive stance and merciless offense help to keep the Watchman’s foe from comprehending the toll they’ve taken until it’s too late.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Double Lightsabers
  • Distance: Melee Range

Watchman for New Players

  •  Watchman
  • Watchman is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to

Cool Abilities

  • Watchman
  • Force Camouflage, a temporary stealth for protection and sneaking past enemies
  • Leap, jump to an enemy
  • Blade Blitz, leap forward quickly with your lightsaber
  • Saber Throw, throw your lightsaber at a far away enemy
  • Force Sweep, smash the ground with your lightsaber and hit all enemies around you
  • Awe, stun all enemies around you

Combat

A lively flurry of dual lightsabers and Force abilities, the Combat sentinel is a Jedi Knight who specializes in unrelenting volume. Rushing into battle with skilled precision, the barrage of overwhelming strikes increase the Combat Sentinel’s vigor until their enemy is little more than a memory.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double Lightsabers
  • Distance: Melee Range

Combat for New Players

  •  Sentinels start without any Focus, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities.
  •  Combat’s style is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get to far away.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  • I had a hard time learning this discipline as I always felt I was out of energy until I buckled down and learned how to play it from a guide – but it’s considered the easiest of the three Sentinel disciplines to learn!

Cool Abilities

  • The Combat Discipline  is all about making the best use of your many special attack buffs, using your strongest abilities in the window where you can do the most damage.
  • Sentinels focus on fighting with their dual lightsabers
  • Force Camouflage, a temporary stealth for protection and sneaking past enemies
  • Leap, jump to an enemy
  • Blade Blitz, leap forward quickly with your lightsaber
  • Saber Throw, throw your lightsaber at a far away enemy
  • Force Sweep, smash the ground with your lightsaber and hit all enemies around you
  • Awe, stun all enemies around you

Concentration

Absolute awareness in the moment brings the Force to bear – a fact that the Concentration Sentinel knows well. However many opponents they may face, the Concentration Sentinel leaps into battle with focused bursts of power while maintaining a balanced stance that offers protection against the enemy’s attempts at exhausting them.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double Lightsabers
  • Distance: Melee Range

Concentration for New Players

  •  Sentinels start without any Focus, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities.
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Concentration is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to. You do get a long-range and a short-range jump ability to help you get into combat quicker.
  •  Personally, I had a harder time learning how to manage my energy with Concentration compared to Combat.

Cool Abilities

  • Concentration is a discipline that a lot of players like as it is almost pure memorization – once you have memorized and understand the rotation you can just fly through it in sequence for the most part. The rotation focuses on keeping your stacks of Centering up which help renew your energy, which is called your Focus.
  • Sentinels focus on fighting with their dual lightsabers
  • Force Camouflage, a temporary stealth for protection and sneaking past enemies
  • Leap, jump to an enemy
  • Zealous Leap, short-range jump to an enemy
  • Blade Blitz, leap forward quickly with your lightsaber
  • Saber Throw, throw your lightsaber at a far away enemy
  • Force Sweep, smash the ground with your lightsaber and hit all enemies around you
  • Awe, stun all enemies around you

Guardian

A wall between the good people of the Republic and their enemies, the Guardian stands firm in the face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the Force allows smooth movement even in heavy armor – making the Guardian a hard target to take down. Leaders on and off the battlefield, Guardians are known for inspiring allies to amazing feats, making them invaluable for conflicts of any size.

The Guardian wields a single lightsaber, and can switch between three different Disciplines: Defense, Vigilance, and Focus. The Guardian can act as a Damage or Tank role in combat.

Defense

The great protector among Jedi Knights, the Defense Guardian is able to withstand even the most brutal assaults, and can give as good as they take. Even while dealing powerful blows, the Defense Guardian can reduce the impact of any attacks that come their way, making them key participants at the front line of any battle.

  • Role: Tank
  • Weapon: Double Lightsabers
  • Distance: Melee Range

Defense for New Players

  •  Defense is a tank style, which means it does less damage, but can stay alive more easily
  • Most players recommend to level as a damage style, then switch to tank when you are ready for group content
  • In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
  • Defense is the most melee-focused tank which can be difficult for new players, but it is not the hardest tank to learn

Cool Abilities

  • Guardians have many small and large-scale defensive abilities to keep them alive
  • Leap, jump to an enemy
  • Guardian Leap, leap to a friend
  • Reflect, reflect incoming damage back at enemies
  • Blade Blitz, leap forward quickly with your lightsaber
  • Enure, heal yourself temporarily to survive
  • Challenging Call, causes enemies to focus on you
  • Push, push an enemy backwards or off a ledge
  • Saber Throw, throw your lightsaber at a far away enemy
  • Force Sweep, smash the ground with your lightsaber and hit all enemies around you
  • Awe, stun all enemies around you

Vigilance

Operating through a disciplined state of enlightened focus, the Vigilance Guardian defends by providing would-be attackers with a torrential offense. The Vigilance Guardian enters the fray nimble and alert, unleashing a whirlwind of lightsaber and Force attacks that leaves any adversaries wondering what just happened – if they’re still conscious.

 

  • Role: Damage
  • Type: Hybrid Burst Damage and Damage Over time
  • Weapon: Double Lightsabers
  • Distance: Melee Range

Vigilance for New Players

  • Vigilance is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Guardians start without any Focus, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Focus up before you can use some of your other abilities.
  • I recently started playing Vigilance and with the help of a guide I found it fun and easy to play once I understood how it worked!

Cool Abilities

  • Vigilance is all about rotating between your heavy hitters and your less attacks, dancing back-and-forth between the two.
  • It also is abut maintaining your Focus, and learning how to keep it up. Once you’ve learned your focus-earning abilities it’s a lot of fun and very fast!
  • Leap, jump to an enemy
  • Guardian Leap, leap to a friend
  • Reflect, reflect incoming damage back at enemies
  • Blade Blitz, leap forward quickly with your lightsaber
  • Enure, heal yourself temporarily to survive
  • Push, push an enemy backwards or off a ledge
  • Saber Throw, throw your lightsaber at a far away enemy
  • Force Sweep, smash the ground with your lightsaber and hit all enemies around you
  • Awe, stun all enemies around you

Focus

The ways of the Force can reveal themselves to a Jedi Knight through intense concentration and, most importantly, focus. The Focus Guardian uses debilitating bursts of lightsaber strikes and Force powers to exhaust their foes, crushing any hopes they had of mounting and effective offense.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double Lightsabers
  • Distance: Melee Range

Focus for New Players

  • Focus is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have three jump abilities and a dash to help you close the gap between you and your enemy
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Guardians start without any Focus, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build and keep your Focus up before you can use some of your other abilities.
  • Focus is very memorization-focused – if you can remember the order of using your abilities, you don’t have to do a lot of on-the-fly decisions for your abilities compared to other classes

Cool Abilities

  • Focus is all about keeping your Focus energy up, though two blocks of abilities that rotate back and forth
  • Leap, jump to an enemy
  • Guardian Leap, leap to a friend
  • Zealous Leap, short jump to an enemy
  • Reflect, reflect incoming damage back at enemies
  • Blade Blitz, leap forward quickly with your lightsaber
  • Enure, heal yourself temporarily to survive
  • Push, push an enemy backwards or off a ledge
  • Saber Throw, throw your lightsaber at a far away enemy
  • Force Sweep, smash the ground with your lightsaber and hit all enemies around you
  • Awe, stun all enemies around you

Shadow

A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. To avoid rash decisions on the part of the Council, Shadows go unseen, gathering information and quietly thwarting those who seek to threaten the Jedi order. Employing Force techniques that cloud enemy minds, Shadows slip into hostile territory, and when necessary, they strike enemies down with deadly efficiency.

The Shadow wields a double-bladed lightsaber, and can switch between three different combat profiencies: Kinetic Combat, Infilitration and Serenity. The Shadow can act as a Damage or Tank role in combat.

Kinetic Combat

A powerful connection to the Force allows the Kinetic Combat Shadow to draw the opposition’s attention while also warding off their attacks. Add to that a formidable Force-based offense, and it becomes clear that the Kinetic Combat Shadow can serve as an effective bulwark against any foe.

  • Role: Tank
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range

Kinetic Combat for New Players

  • Kinetic Combat is a tank style, which means it does less damage, but can stay alive more easily
  •  Most players recommend to level as a damage style, then switch to tank when you are ready for group content
  •  In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
  • Kinetic Combat is the most complex of the three tanking styles

Cool Abilities

  • Kinetic Combat focuses on keeping up a series of protective wards over time, formed from rocks and your double-bladed lightsaber
  • Mind Control, causes enemies to focus on you
  • Stealth, the only tank with stealth allowing you to sneak past enemies
  •  Mind Maze, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past
  • Shadow Stride, leap to an enemy
  • Force Pull, pull an enemy to you
  • Force Speed, fast movement speed
  • Force Wave, a knock-back
  • Force Slow, slow enemies down

Infiltration

Planning a coordinated attack from a position of stealth and striking at the most opportune of times, the Infiltration Shadow is a master of surprise. By adopting special Force techniques, the Shadow’s attacks can become even more effective, building to a powerful crescendo that the opposition won’t even see coming.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range

Infiltration for New Players

  • Infiltration is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Most of your abilities are clickable at the beginning of a fight, while your main ability needs to have other things happen first before it can be used. However it will be come clickable over time even if you just use random attacks first.
  • Infiltration is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.

Cool Abilities

  • Infiltration is all about building up stacks so you can use your special Force Breech ability – while taking good advantage of stealth during combat.
  • Stealth, allowing you to sneak past enemies
  •  Mind Maze, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past
  • Shadow Stride, leap to an enemy
  • Force Speed, fast movement speed
  • Force Wave, a knock-back
  • Force Slow, slow enemies down

Serenity

The Serenity Shadow is ever mindful that the Force ebbs and flows, and uses this knowledge to great advantage. Able to wield the Force against multiple targets while wresting vitality from the enemy, the Serenity Shadow can even stand up to opponents in close combat.

  • Role: Damage
  • Type: Damage Over time
  • Weapon: Double-bladed Lightsaber
  • Distance: Short Range

Serenity for New Players

  • Serenity

Cool Abilities

  • Stealth, the only tank with stealth allowing you to sneak past enemies
  •  Mind Maze, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past
  • Shadow Stride, leap to an enemy
  • Force Speed, fast movement speed
  • Force Wave, a knock-back
  • Force Slow, slow enemies down

Sage

The mysteries of the Force are endless. A Jedi Sage, deeply attuned to the Force and devoted to uncovering its esoteric secrets, knows this better than any in the galaxy. These masters of the Force are famed for their wisdom and empathy as much as they are for their powerful healing and defensive skills. In troubled times, a Sage brings together the wisdom of the past with cutting insight and the power of the Force to change the flow of galactic events.

The Sage wields a single lightsaber but focuses on using the Force in combat, and can switch between three different combat profiencies: Seer, Telekinetics, and Balance. The Sage can act as a Damage or Healer role in combat.

Seer

The Seer Sage is the rejuvenation master of Consulars, assisting with an array of Force Healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the Seer can be an unfailing warden to those in need.

  • Role: Healer
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range

Seer for New Players

  •  Seer is a healer style, which makes it harder to learn than a damage class for most new players
  •  Most players recommend to level as a damage style, then switch to healer when you are ready for group content
  •  All three healer styles are not too hard to start healing with, just select a player and heal with a green ability

Cool Abilities

  •  Seer focuses on a mix of single and multi-target heals and shields
  • Force Armor can be placed on all your team-mates one by one to protect them
  • Wander Mend is a bouncing heal that wanders between allies
  • Salvation is a circular area heal that heals everyone in its perimeter
  • Force Mend, an immediate self-heal
  • Revival, bring allies back to life in combat
  • Force Barrier, an invulnerability shield
  • Force Speed, fast movement speed
  • Phasewalk, a teleport
  • Force Push, a knock-back
  • Rescue, allows you to pull a friend to you
  • Force Slow, slow enemies down
  • Force Lift, lift an enemy out of the fight temporarily

Telekinetics

At one with the environment, the Telekinetics Sage manipulates the essence of the surrounding elements with the power of the Force to mount powerful distance attacks. Waves of turbulence and torrential gusts of telekinetic energy make for a potent combination that can pummel even the toughest adversaries into submission.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range

Telekinetics for New Players

  • Telekinetics is long-range, making it easier to hit moving targets compared to melee characters for new players
  • Some abilities require that you stand still to use them, like a turret, but you have some options later on that makes this even easier to deal with and making it easy to move around
  • Most abilities can simply be used, you don’t need to activate them in any way first
  • I consider Telekinetics very fun and easy for new players!

Cool Abilities

  • Telekinetics focuses on long-range force-based attacks including gusts of wind and Force energy, and throwing stones and rocks
  • As you get better at playing Telekinetics, you can cast your abilities fast and faster, until they are flying at dizzying speeds
  • Force Quake, a large ground-based earth quake attack
  • Force Speed, fast movement speed
  • Phasewalk, a teleport
  • Force Barrier, an invulnerability shield
  • Force Mend, an immediate self-heal
  • Force Push, a knock-back
  • Rescue, allows you to pull a friend to you
  • Force Slow, slow enemies down
  • Force Lift, lift an enemy out of the fight temporarily

Balance

There is serenity in balance, and no one knows this better than the Balance Sage. Able to assail multiple targets at once while at the same time absorbing their vitality, the Balance Safe is a formidable presence in long-range engagements.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Single Lightsaber, though it is not used
  • Distance: Long Range

Balance for New Players

  • Balance is long-range, making it easier to hit moving targets compared to melee characters for new players
  • Balance
  • Balance is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players

Cool Abilities

  •  Balance focuses on telepathic attacks and redistributing life from your enemy to you
  • Balance is great against multiple enemies due to its damage spreading
  • Force Quake, a large ground-based earth quake attack
  • Force Speed, fast movement speed
  • Phasewalk, a teleport
  • Force Barrier, an invulnerability shield
  • Force Mend, an immediate self-heal
  • Force Push, a knock-back
  • Rescue, allows you to pull a friend to you
  • Force Slow, slow enemies down
  • Force Lift, lift an enemy out of the fight temporarily

Jedi Knight Story

The Jedi Knight storyline focuses on saving the galaxy from dark forces that threaten to annihilate all life.

Players looking to complete the Jedi Knight storyline will be on a more action-focused adventure with foundations in supporting the Republic and thwarting the Empire more than their Jedi Consular counterpart. Highlights of the story include intense duels with Sith Lords, and stopping planet-wide level weaponry from being used across the galaxy. Short on Jedi philosophies and lore about the Force, the Jedi Knight story focuses on the role of Jedi Knights in the cold-war in aid to the Republic against Imperial machinations. Players looking for something more similar to Anakin and Obi-wan’s exploits in the Clone Wars and less similar to Qui-Gon’s diplomacy in The Phantom Menace will be right at home defending Republic and Jedi interests in the Jedi Knight Origin Story.

The Jedi Knight storyline is one of the most spoiler heavy in the game, so be very careful when trying to look it up online before you play it.

Finding and following the Jedi Knight story is easy – just follow the purple quests after you create your character. In addition to your class quest, there are thousands of other quests and storylines that are optional to complete. You can learn more about these quests in the Story Order Guide.

Species

The Jedi Knight origin story is normally restricted to Humans, Cyborgs and Zabraks for free-to-play players, and Twi’leks, Miraluka, Mirialans, Humans, Cyborgs and Zabraks for subscribers. However, all species can be unlocked for all classes through various different methods, so if you want to play a different species, you can make it happen. Learn more about unlocking species.

SpeciesSpecies NameFree-to-PlaySubscribedUnlocks
Human Yes Yes Automatically unlocked
Cyborg Yes Yes Automatically unlocked
Zabrak (Neutral) Yes Yes Can be unlocked
Twi'lek No Yes Can be unlocked
Miraluka No Yes Can be unlocked
Mirialan No Yes Can be unlocked
Zabrak (Red) No No Can be unlocked
Chiss No No Can be unlocked
Sith Pureblood No No Can be unlocked
Rattataki No No Can be unlocked
Nautolan No No Can be unlocked
Togruta No No Can be unlocked
Cathar No No Can be unlocked

Dark-Side Jedi Knight

As you play the Jedi Knight story and other stories in the game, you’ll have the option to make Light or Dark decisions during cutscenes. For example, if you find a Fallen Jedi out in the wild… do you bring them back to the Council so they can re-learn the ways of the Jedi, or do you execute them so they no longer pose a threat? The first option might earn you light side points, while the second will earn you dark side points. Your alignment, or how dark or light you are, can be easily seen on your character sheet.

If you are a new player, after you complete Chapter 3, you will have an important decision to make if your alignment has strayed towards the Dark side. You will have the option to flip your chosen Combat Style to it’s dark-sided counterpart, the Juggernaut, Marauder, Sorcerer or Assassin, while remaining a Jedi Knight, or of course you can deny the change and stick with your original Combat Style.

 

Experienced players who have already earned the Dark V achievement will not see this option pop up, but instead can pick a dark-sided Combat Style as a Jedi Knight when they are first creating a character at level 1.

(If you are a returning player and already have a Jedi Knight created but you haven’t logged into them since the Legacy of the Sith expansion came out, the first time you log into your Jedi Knight, if their alignment is even 1 Dark Side point away from 0, you’ll be given the option to flip your current combat style.)

In addition, subscribers can add a second Combat Style to their characters. If you are a new player on a dark-aligned Jedi and chose to do the flip, in addition to the four light-sided Combat styles you could normally choose from for your second Combat Style, you’ll have access to all eight Force-user Combat Styles, including the four dark-side Combat Styles. If you are an experienced player who has the Dark V achievement, you’ll also have all eight options available when you choose your second Combat Style. This means you could have two light-sided Combat Styles, one light-side and one dark-side Combat Style, or even two dark-side Combat Styles available on your Jedi Knight.

While your individual decisions in cutscenes can highly impact your story and how other characters will treat you, your Combat Style is more of a cosmetic choice, and no Jedi will look funny at you even if you’re using Force Choke or Force Lightning on the Jedi homeworld of Tython.

Armor & Weapons

The Jedi Knight’s aggressive combat style requires defensive armor and the Jedi Knight is rarely seen wearing light armor, with each set custom tailored for each Jedi Knight’s particular style. However, the player can use the Outfit Designer system to wear whatever armor they want – they are not confined to the traditional Knight styles. While high-level Jedi Knights will need to focus on specific types of armor to be effective with their Combat Class, they can have the appearance of any armor they choose using the Outfitter system.

Each Jedi Knight Combat Style focuses on wielding a different type of lightsaber style, and your Jedi Knight’s weapon will be restricted to the weapon of that Combat Style. The Jedi Knight’s first lightsaber will be earned at the conclusion of their story on Tython, the Jedi homeworld, but there are many lightsabers available in the game.

Jedi Knight Companions

The Jedi Knight will receive five unique companions as they play their Origin Story, who can accompany them in the story or in to combat. Later in the story, you can recruit additional companions to your cause. There are many romance options available, including with some of Origin Story companions.

🛑 Story Spoilers Ahead!

 

T7-01

The quirky and stubborn Astromech Droid designated T7-O1 hasn’t been memory-wiped since his activation more than two centuries ago. This rare condition gives T7 a massive knowledge base, with detailed records of every mission he’s ever undertaken and the many friends and enemies made along the way. Because his memories remain intact, T7 has developed a candid personality, a strong independent streak and a unique perspective on the galaxy. Unlike other droids, T7 doesn’t perceive his organic owners as masters, but instead refers to them more like partners. Over the centuries, he has faithfully teamed up with senators, spies, smugglers and even Jedi.

T7 sees himself as protector of his more fragile organic allies, willingly placing himself in harm’s way and always ready to play the hero when innocent lives are in danger. Although he was originally designed for repair and piloting duties, T7 has accumulated many special modifications, expanding his potential uses on and off the battlefield. This little droid is much more than a mechanical servant… he’s a friend and ally to the end.

 

Kira Carsen

Witty, brash and carrying a world-weary sophistication about her, Kira Carsen is something of an anomaly within the Jedi Order. Already an adult when she was accepted into the Order, Kira had already amassed a lifetime’s worth of experiences which painted her view of the galaxy.

Having been abducted at birth, Kira never knew her real parents and spent the better part of her adolescence in a harsh, abusive environment. After enduring years of abuse at the hands of various instructors Kira fled. She spent the next several years as a drifter, hopping from planet to planet, stowing away on countless freighters when she needed to run. Eventually Kira came across a group of refugees and found her way to the slums of Nar Shaddaa, where she and the other refugees quickly became the targets of the local gangs.

After an attack by a vicious gang, Kira left the refugees behind and returned to her life as a drifter. She spent her days living in alley ways, stealing what she needed to survive from day to day. It was this lifestyle that led her to crossing paths with a Jedi Master. It did not take the Jedi long to sense Kira’s affinity for the Force, and offered to take her on as an apprentice.

Kira has an undeniable appreciation of the Jedi Order, and though she may often question the teachings of the Jedi, her optimism combined with never-ending desire to prevent the evils like those she experienced make her a loyal ally of the Jedi.

 

 

Doc

A brilliant physician, fearless journeyman and legend in his own mind, Doc is always on the lookout for the next great adventure to embark on. Born on the Core World of Ralltiir, Doc always envisioned himself a hero; rushing into dangerous situations and overcoming insurmountable odds, often to rescue a ravishing damsel in distress. This was the life that he wanted to lead, and when the opportunity for him to study medicine at one of the most prestigious academies in the Republic arose, Doc hopped the first shuttle to Coruscant.

Graduating near the top of his class, “Doctor Kimble” could have gone to any clinic or hospital that he wanted. But rather than slowing down, Doc began to offer his services in many of the most dangerous regions of the galaxy, often times getting himself in way over his head. Yet every time Doc has managed to come out on top and in the process has become quite a good shot with a blaster.

Beneath his constant search for an adventure is a drive to heal the sick and help those in need. The only difference between himself and his colleagues, in Doc’s eyes, is that he’s willing to rub shoulders with crime lords, swoop gangs and blockade runners in the process of helping those who need him most.

 

Sgt. Fideltin Rusk

Sergeant Fideltin Rusk is in many respects the epitome of everything the Republic wants in a soldier. He is a decorated soldier whose actions have led to countless victories for the Republic. He is a firm leader with a commitment to perfection. He never questions his orders and is willing to do whatever it takes to complete his objective. But his commitment to the mission has also made him very few friends, and stunted his rise within the Republic military.

Many of his colleagues see Rusk as reckless, often sending his squad into battle against overwhelming opposition. While he would meet his objective and complete the mission, often sealing a battlefield victory for the Republic, the casualty rates among his squad rose drastically. Yet while his men fell all around him, Rusk himself always returned from the front line, eager and ready to reassemble his men and charge into the next impossible assignment.

Information on Sergeant Rusk’s family is sparse. It is known that he was raised in a small, peaceful Chagrian colony. Many years after he left to join the Republic military, the colony was destroyed during an Imperial incursion into Republic space. It was shortly after this attack that the first reports of Rusk’s recklessness were sent to his commanding officers.

Although his recklessness and disregard for safety are seen as drawbacks, it cannot be denied that Sergeant Rusk is willing and capable of doing whatever it takes to ensure victory for the Republic.

 

 

Lord Scourge

The Sith Lord known as Scourge is one of a handful of beings in the galaxy who can remember a time before the rise of Darth Revan’s Sith Empire. His life being artificially prolonged by a combination of invasive and perverse technology and powerful dark side forces, Scourge has dutifully served the Empire for over three centuries. In his service, Scourge has struck down dozens of Jedi while climbing over the bodies of numerous Sith who dared to stand against him.

In his many decades as the Emperor’s personal executioner, Scourge has developed a unique view of people, and a fatalistic view of the galaxy at large. He possesses an uncanny ability to analyze those around him to discover their weaknesses, and use that knowledge to his advantage.

Thank you to ___ for typing all the Sage abilities from ingame, ___ for typing all the Shadow abilities from ingame, @VirtualRambling, @underlurker, @Lady_Alenko, @Drevina_Flynn, @kirkunit, @RevanchistOrdo, @MagSulDeruyter, @Sonji31, @phyreblade, @AJ_Darling, @AshiaSature, for the screenshots, and Drevina for formatting and labeling all the abilities!

 

 

Abilities

  • Force Melt (Lvl 10): Calls on the power of the Force to build 3 focus and melt the target, causing it to burn for elemental damage over 9 seconds
  • Cauterize (Lvl 26): Strikes the target causes it to burn for elemental damage over 9 seconds. Requires two lightsabers.
  • Merciless Slash (Lvl 42): Strikes the targer with both lightsabers. Each use of this ability grants Merciless for 30 seconds, lowering the cooldown of your next Merciless Slash by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers.
  • Overload Saber (Lvl 58): Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 sucessful melee attacks to make the target burn for elemental damage over 6 seconds. Stacks up to 3 times.

Combat

Abilty

Lance (Lvl 10)
Spears the target with both lightsabers, dealing 149 - 181 weapon damage and hindering the target for 1.5 seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.

Blade Rush (Lvl 26)
Strikes the target with both weapons and automatically triggers an Ataru Form strike, bypassing Ataru Form's rate limit. For 6 seconds after using Blade Rush, your Ataru Form has an extra 30% chance to be triggered. Requires two lightsabers.

Precision (Lvl 42)
Gain two stacks of Precision, lasting up to 10 seconds. Clashing Blast, Lance, Dispatch, Blade, Barrage, Blade Rush, Force Sweep, and Cyclone Slash all gain 100% armor penetration while Precision is active, and using any of these abilities consumes one stack of Precision. Requires two lightsabers.

Clashing Blast (Lvl 58)
Unleashes a powerful blast of Force energy at the target, dealing energy damage. The blast stuns standard and weak enemies for 5 seconds. Replaces Blade Storm.

Concentration

Abilty

Focused Burst (Lvl 10)
Blasts the enemy target with a powerful burst of Force energy, dealing kinetic damage

Zealous Leap (Lvl 26)
Leaps to a target, dealing weapon damage and immobilizing the target for 1 second. Can be used while immobilized. Strikes with both weapons if dual wielding.

Force Exhaustion (Lvl 42)
Progressively slows the target from 50% to 5% movement speed over 3 seconds and deals kinetic damage each second. At the end of the duration, the target is crushed and takes an additional kinetic damage.

Concentrated Slice (Lvl 58)
Slices the target, dealing weapon damage. Attacks with both weapons if dual wielding.

Defense

Abilty

Warding Strike (Lvl 10)
Increases damage reduction by 3% for 20s, generates 6 Focus, and deals 59 - 68 weapon damage to the target with a series of quick melee attacks.

Guardian Slash (Lvl 26)
Slashes the target with a powerful stroke dealing 132 - 151 weapon damage, enabling Riposte, and impairing the target for 45s. Impaired targets deal 5% less damage with Force and Tech attacks. If you are protected by your Warding Strike, Guardian Slash damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted or incapacitated enemies. This attack knocks down all affected standard or weak enemies. Generates a high amount of threat.

Hilt Bash (Lvl 42)
Smacks the target for kinetic damage stunning it for 4s. This ability generates a high amount of threat.

Vigilance

Abilty

Plasma Brand (Lvl 10)
Engulfs your lightsaber in fiery plasma, instantly dealing 53-62 elemental damage, with a further 168 elemental damage over 12s.

Overhead Slash (Lvl 26)
Executes an acrobatic attack that deals 129-147 weapon damage.

Whirling Blade (Lvl 42)
Hurls the main-hand lightsaber at the target, dealing 125-143 weapon damage and slowing its movement speed by 50% for 3s. Only usable on targets at or below 30% max health. Replaces Dispatch.

Vigilant Thrust (Lvl 58)
Thrusts your weapon into the ground, causing a Force-empowered shockwave that deals 118-125 energy damage to up to 8enemies within 5m. Stuns weak and standard enemies for 3s. Replaces Force Sweep.

Focus

Abilty

Focus Burst (Lvl 10)
Blast the enemy target with a powerful burst of force energy, dealing 116-124 kinetic damage.

Zealous Leap (Lvl 26)
Leaps to a target, dealing 94-107 weapon damage and immobilizing the target for 1s. Can be used while immobilized. Strikes with both weapons if dual wielding.

Force Exhaustion (Lvl 42)
Progressively slows the target from 50% to 5% movement speed over 3s and deals kinetic damage every second. At the end of the duration, the target is crushed and takes an additional 74 kinetic damage.

Concentrated Slice (Lvl 58)
Slice the target for 135-154 weapon damage. Attacks with both weapon if dual wielding.