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Covenant of the Phoenix has a new official Discord Channel!!!
By Damis

Conan Exiles - Time To Mount Up

It is time to mount your steeds and ride across the plains of the Exiled Lands. One of the most sought-after features since Early Access launch is a reality: Mounts are now available in Conan Exiles!  You can engage in mounted combat and level up your pets and thralls, so they grow more powerful the more time you spend with them.
Getting a mount works the same way as getting a regular pet. You will first have to find a foal, then bring it back to a Stable to raise it. Stables work the same as Animal Pens, but are for horses only.
Like Pets/Thralls, horses will grow stronger as they level up. Raise several different horses to find one with the stats you like.
Once your foal has grown into adult horse it can be placed in the world, like a regular Thrall/Pet. To ride into the sunset like your favorite cowboy you’ll need to equip your horse with a saddle, which can be unlocked at level 20.
Saddles will have different effects on your mount:
Cavalry Saddle – Fast acceleration, maximum speed, minimum defense, minimum maneuverability Scout Saddle – Long sprinting time, medium speed, low defense, maximum maneuverability Warhorse Saddle – Slow acceleration, minimum speed, high defense, low maneuverability No matter which saddle you choose, using a horse to get anywhere is significantly faster than running on foot.
With mounts we’re also introducing mounted combat. Shoot your enemies from afar with a bow and gallop away before they know what’s going on. Grab a sword, axe or mace and swing away from the comfort of your steed.  Equip a pike or a spear and attack your enemies by stabbing at them or equip a lance and tear through your opponent’s defenses with a mighty charge.
We think mounted combat is going to add a whole new level to Conan Exiles’ PvE and PvP gameplay and we’re excited to hear what you think.
We’re also adding a leveling system for Pets and Thralls that can follow you. Leveling a Follower grants them increased stats and special bonus Perks.
When placing a Follower, they start at level 0 with a base set of Attributes. Faction and Tier determines growth rate and base Attributes, to make sure similar pets and thralls won’t be exactly the same. You can check your Follower’s Attributes by selecting “Info” from the radial menu.
Killing enemies when a Pet or Thrall follows you will grant them experience points. Crafting, exploration and other activities will not. Pets/thralls will only gain experience points when they are following you. Pets/Thralls will gain perks as they level up, which will further enhance their capability and grant bonuses to Attributes. The more specialized the Perk, the greater the bonus.

Conan Exiles: https://www.conanexiles.com/
By Damis

7 DAYS TO DIE - Alpha 19 B-157 Experimental Released.

The Fun Pimps are working towards another huge upgrade for the survival game 7 Days to Die, with a new experimental build out now to try. It's a massive upgrade again to many areas of the game. Some of what's new includes: Linear Color Space Lighting, Improved Gamepad Support, New Survival System & Critical Injuries, Interactive Loading Screen, Food and Water Bars in the UI and HD Characters.
Alpha 19 Official Release Notes
By Damis

Camelot Unchained Newsletter #67

Slowed but not stopped. 
We are now entering the new 90 day development period.  So we expect to see giants in all their glory or at least an early version.  Also, they plan on starting up a persistent world on a 24/3 [weekends] server run by their overlord program.  Some things we may also see during this period is are the Spirit mages and dragons as they start to get flushed out.
This months newsletter:  https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-642244
News: https://camelotunchained.com/v3/category/news/
By Damis

Amazon's MMO New World Release Date.

Amazon has delayed its upcoming open-world MMO New World from August 25th to an undefined spring 2021 date.  It sounds like Amazon may be taking a more cautious approach to game development after early feedback from testers that the games weren’t quite what they hoped.
The New World team wants to add “more features and content before we share it with a wider audience,” including “plenty of middle and endgame experiences,” studio director Rich Lawrence said in a blog post that was also shared on Twitter. “We want our players to feel completely immersed in the game, and know that our studio stands for quality and lasting gameplay you can trust — and that means added time to get things where we want them before we fully release.”
Does New World require a subscription?
No, there will not be a subscription fee to play New World. You only need to make a one-time purchase—it's $40 for the standard edition—though there may be expansions or other things to spend money on in the future.
How to play in Beta
If you signed up for the beta on or before July 9th, already pre-ordered the game, or are a current alpha tester “in good standing,” you’ll be able to participate in a “first-hand look at New World” beginning on the game’s previously scheduled launch date, August 25th, according to an FAQ on the New World website.
If you get access to that first look, you’ll be able to play the game “in its current state” and for “a limited period of time,” according to Lawrence.
News Ticker
  • New Features are being added to forums. Stay tuned for updates.
  • Enjoy your summer everyone!
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Jedi Information

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Since we are getting questions about the Jedi, I will try compile some information about what we knew in the past about the Jedi in SWG. Keep in mind that things may be different when they decide to release the Jedi on the SWGEMU Server.


There is a lot of good information about this topic on the internet. I will try to provide links and in some instances I will copy the information here so that it doesn't get lost in the future.



  • Hologrind and Force Sensitive System Info.
  • Force Sensitivity.
  • The Old Man (Intro Quest)
  • Unlocking and Purchasing Force Sensitive Skills
  • The Force Sensitive Skills
  • Phases and FS Skill Availability
  • Benefits

All of this information came from a guide that was written by SonGouki in 2004. It is probably the best guide on the internet for this subject matter I copied some information here to make it easier to find, but I would encourage everyone to read the full guide at:


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Hologrind and Force Sensitive System Information

The developers for the SGWEMU are going to use the Force Sensitive system.


Hologrind System (The old system)


Hologrind involves grinding several professions. The first four profession are revealed via Holocron, the fifth has to be figured out through trial and error. Once you have all 5 profession badges necessary, you move on the the Village part of the grind. Holocrons were hard to come by and even if you had all four, discovering the 5th profession was a chore to say the least.


Basically, you had to master 5 professions which were randomly chosen when you created your character. You could use up to four Holocrons which would show you four professions needed. Then you had to grind experience and master those four professions. Then the next step was to master the 5th profession which was unknown to you.


There are 30 professions in the game and after mastering four professions that left you with 26 more options. In order to open one of those 26 doors in your search for the golden ticket you first had to master it. Maybe you will get lucky and pick the right door with your 5th pick or it could turn into a nightmare in which the last door you grind and master contains the golden ticket.


Force Sensitive System


In order to gain access to the Village of Aurilia you must first be visited by the Old Man, and in order to be eligible for this visit you need to earn specific badges.


The combinations of badges you will need are:

  • 1 Profession badge
  • 5 Content badges
  • 3 Jedi POI badges
  • 2 Difficult POI badges
  • 5 Easy POI badges

Content Badge Options:

  • Jabba's Themepark
  • Nym's Themepark
  • Rebel Themepark
  • Imperial Themepark
  • 2 Warren badges (Compassion, Imperial Hero)
  • 9 Corvette badges (Rebel, Neutral, Imperial missions – 3 for each faction)

Jedi POI Badges:

  • Ben Kenobi's House (Tatooine)
  • Jedi Temple Ruins (Dantooine)
  • The Temple of Exar K'un (Yavin IV)

Difficult POI Badges:

  • Ancient Krayt Dragon Skeleton (Tatooine)
  • Great Pit of Corkoon (Tatooine)
  • Fort Tusken (Tatooine)
  • Krayt Graveyard (Tatooine)
  • Dathomir Sarlacc (Dathomir)

All other POI explore badges are "easy"




For Imperials this is what I would recommend:

  • 1 Profession badge.
  • Nym's Themepark.
  • Jabba's Themepark.
  • Imperial Themepark.
  • 2 Warren badges (Compassion and Imperial Hero)
  • 3 Jedi POI badges.
  • 2 Difficult POI badges.
  • 5 Easy POI badges.

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Force Sensitivity


You can determine how close you are to becoming eligible for a visit from the Old Man by using the /checkForceStatus command.

This will give you one of six possible messages:

  • 1/6: "You feel no connection with the force."
  • 2/6: "You barely notice something different about yourself."
  • 3/6: "You feel a faint sense of the force."
  • 4/6: "You feel the Force surge within you."
  • 5/6: "You have a strong sense of the Force within you."
  • 6/6: "You feel an inner glow. The Force is with you."

Once you gain the "You feel an inner glow. The Force is with you." status you will be eligible for a visit from the Old Man.

Note: There is a rumour that dying before you receive the visit can lower your level of Force Sensitivity, meaning you'll have to raise it back up in order to be eligible for a visit again. This has yet to be confirmed or proven wrong though.

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The Old Man (Intro Quest)


After getting your "inner glow" you will eventually receive a visit** from a mysterious Old Man. Appearing as a white dot on the map, converse with him and he will give you a Force Crystal and ask you to protect it.

You will now have access to a Quest Journal from the Force Crystal that allows you to keep track of what your current task is. You can view your Quest Journal either by selecting it from the crystal's radial menu, double-clicking the crystal, or by using the command /ui action questJournal.


Eventually some NPC's called "Sith Shadows" will attack you** (supposed to be only two of them, but it's sometimes four). They appear as red dots on the map. You must defeat them in order to protect the crystal. If they happen to kill you then you will lose the crystal and have to wait for another visit from the Old Man to get a new one. However, if you do manage to defeat them (they're very easy) you can loot "a Waypoint Datapad" with a waypoint to an encampment from (at least) one of them. Note that if you don't loot it or they weren't carrying one, you will then have to wait for another attack from some more Sith Shadows and try to loot one again.

Now you must activate and go to the given waypoint. It will lead you to a Sith Shadow encampment with 3-4 Sith Shadows outlaws. Defeat them and loot another datapad, "a mysterious Datapad", this one with a waypoint to a mysterious village on Dathomir.


Your Quest Journal will be updated, telling you to go to the Science Outpost on Dathomir, along with giving you a waypoint to a village southeast of the outpost. When you get to Dathomir, head towards the village. You will have to pass through a "wall" of mist when you get near the village (cannot be in combat). Once you arrive at the village talk to the village Elder, Rohak. He will reveal that this is the village of Aurilia and that they are currently being besieged by the Sith Shadows and are in great need of help...

**Note: You must be outside of a static city area in order to get a visit from the Old Man or Sith Shadows. Player cities don't seem to matter though. Also, it helps to not be zooming around on a vehicle either and supposedly they won't visit if you're in combat. Some methods that have worked for others is to shuttle around to various player cities, logging in and out repeatedly, and running towards the (0,0) center point on the map. Note that usually when you're out in the field they won't spawn right on top of you, instead they will come running towards your general direction from off the screen, so keep your eyes open for that kind of odd behaviour on the overhead map (such as a white dot bolting across the map for no apparent reason).

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The Village of Aurilia (5306,-4145) is located about 6000 meters southeast of the Science Outpost on Dathomir. It is situated in a barren and desolate valley, and is surrounded by a thick "wall" of mist that only those with permission from the Old Man can enter (apparently he must like talking to the Sith Shadows too, j/k). The village itself is a rustic community of huts and simple (looking) villagers, with a stone wall surrounding its perimeter.


In actuality this seemingly plain village is populated with Force Sensitive "misfits". Every villager has some level of Force Sensitivity, which unfortunately brought undue attention to them in their lives prior to the village and, for some reason or another, forced them to seek a place where their gifts could be nurtured and expanded. Eventually these people found one another and decided to form a community where others in their situation could turn to, thus the Village of Aurilia was created.


Unfortunately, a wayward Dark Jedi named Mellichae has decided that destroying this village would be a good way to earn the Emperor's trust again and perhaps earn him a place at the Emperor's side. Therefore his soldiers, the Sith Shadows, are currently attacking the village through any means in order to try to destroy the village and everyone in it.


This is the point where you come into the village's story. The Sith Shadows will be attacking the village throughout four phases, during which time you can offer your service to various members of the village in order to try to help them out. Each phase is three weeks long (real-time) and you can take one quest from one of four villagers each phase. It takes a full 12 weeks for the all the phases to cycle.


The phases are:


Phase I:

The village has recently repealed a vicious attack by the enemy. Much of the village defenses have been eliminated, buildings are destroyed, and many people have been hurt or killed. At this stage, the village is preoccupied with picking up the pieces, healing the wounded, and determining the remaining strength of their enemy.


Phase II:

The village continues to build defenses. It is discovered that the enemy is regrouping. Another attack seems inevitable, and initiates who help can turn the tide.


Phase III:

In an effort to repeal another invasion, the village begins construction of a shield generator. Search and destroy operations are conducted to help keep the enemy at bay. The village continues to grow in size. It is now walled from the defense building of Phase II.


Phase IV:

The shield generator is complete. The village is at its maximum size. Despite this, the Sith Shadows will not give up. Throughout this phase, waves of the enemy appear in coordinated groups. This phase culminates with a final onslaught. Although the enemy is repealed, the village is all but destroyed. Return back to Phase I.

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Unlocking and Purchasing Force Sensitive Skills


As you complete quests for the villagers during the various phases you will unlock Force Sensitive branches. You can then convert most normal types of experience that you have accumulated to Force Sensitive experience types. There are three types of Force Sensitive experience: Combat, Senses, and Crafting. Please refer to Section 4: XP Conversion Ratios to see what experience can be converted to which Force Sensitive experience type and what the conversion ratio is.


There are four Force Sensitive trees in all, each with four branches. As you earn Force Sensitive experience you can purchase boxes in these trees. The cost for the boxes is as follows:

  • Novice box = 50K FS XP
  • Level 1 box = 175k FS XP
  • Level 2 box = 250k FS XP
  • Level 3 box = 350k FS XP
  • Level 4 box = 450k FS XP
  • Master box = 620 Apprenticeship XP

The master level boxes currently do not grant anything (not even a title), and they just seem to be there for structure.

Also, be aware that in order to qualify for the exit quest and the Padawan Trials you must purchase six full lines of FS skills (that's six level 4 boxes).


When deciding to do the villagers' quests, you should also know that Force Sensitive branches are associated with specific types of quests:

  • Combat Quests = Combat Prowess skills
  • Reflex Quests = Enhanced Reflexes skills
  • Medic/Survey Quests = Heightened Senses skills
  • Crafting Quests = Crafting Master skills

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Force-sensitive Combat Experience (Combat Prowess and Enhanced Reflexes):

  • Bounty Hunter (Investigation xp) 1:1
  • Combat 3:1
  • Weapon (all types) 30:1
  • Squad Leader 90:1

Force-sensitive Senses Experience (Heightened Senses):

  • DNA Sampling 3:1
  • Political 3:1
  • Slicing 3:1
  • Merchant 4:1
  • Wilderness Survival 5:1
  • Image Design 7:1
  • Scouting 8:1
  • Creature Handling 9:1
  • Dancer 10:1
  • Musician 10:1
  • Entertainment Healing 10:1
  • Surveying 10:1
  • Medical 10:1
  • Trapping 25:1

Force-sensitive Crafting Experience (Crafting Mastery):

  • Bio-Engineer Crafting 4:1
  • All Other Crafting 5:1
  • General Crafting 8:1
  • Structure Crafting 35:1

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The Force Sensitive Skills


Combat Prowess:


Ranged Accuracy

enhanced ranged accuracy +12

Increases accuracy with any ranged weapon.


Ranged Speed

enhanced ranged speed +12

- Increases speed with any ranged weapon.


Melee Accuracy

enhanced melee accuracy +12

- Increases accuracy with any melee weapon.


Melee Speed

enhanced melee speed +12

- Increases speed with any melee weapon.


Enhanced Reflexes:


Ranged Defense

ranged defense +20

Increases ranged defense.


Melee Defense

melee defense +20

Increases melee defense.


Vehicle Control

force vehicular control +20, force vehicular speed +3

Vehicle start, stop, & turning.



camping +5, foraging +5, trapping +5, mask scent +5, terrain negotiation +5, creature knowledge +5, creature harvesting +5

Only camps and terrain negotiation are useable if you're not a Scout or Ranger.


Heightened Senses:



injury treatment +10, injury treatment speed +10, wound healing (dancing) +20, wound healing (music) +20

Increases healing and enhancement abilities.



surveying +20

Increases surveying range: (64x64) if no surveying, (384x384) if you have Artisan: Surveying IV.



persuasion +20

Lowers cost of skill training and appear aligned to any faction (better chance to pass contraband scans).



jedi's luck +4

Increases your luck while looting, including credits. Unknown if this affects looting item chances.


Crafting Mastery:



force experimentation +20

Increases your chances of getting Amazing Successes while crafting. Does not grant extra points!



force assembly +20

Increases your ability to succeed while assembling an item.



force repair bonus +20

Increases your chances to repair a damaged or broken item.



crafting technique +4

Decreases you chances of failing (lowering experimental risk) while crafting.

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Phases and FS Skill Availability


Since you can only choose to unlock one FS branch per phase through the quests it is very important to plan ahead so you don't ‘waste' your phases. The following is a list of skills that can be unlocked per phase and vice versa, to help you make these decisions now.


FS Skills per Phase


Phase I:

  • Combat Prowess: Ranged Accuracy
  • Enhanced Reflexes: Survival
  • Heightened Senses: Persuasion
  • Crafting Mastery: Assembly

Phase II:

  • Combat Prowess: Melee Speed
  • Enhanced Reflexes: Vehicle Control
  • Heightened Senses: Surveying
  • Crafting Mastery: Technique

Phase III:

  • Combat Prowess: Melee Accuracy
  • Enhanced Reflexes: Ranged Defense
  • Heightened Senses: Luck
  • Crafting Mastery: Experimentation

Phase IV:

  • Combat Prowess: Ranged Speed
  • Enhanced Reflexes: Melee Defense
  • Heightened Senses: Healing
  • Crafting Mastery: Repair

Phases for FS Skills


Combat Prowess:

Phase I: Ranged Accuracy

Phase II: Melee Speed

Phase III: Melee Accuracy

Phase IV: Ranged Speed


Enhanced Reflexes:

Phase I: Survival

Phase II: Vehicle Control

Phase III: Ranged Defense

Phase IV: Melee Defense


Heightened Senses:

Phase I: Persuasion

Phase II: Surveying

Phase III: Luck

Phase IV: Healing


Crafting Mastery:

Phase I: Assembly

Phase II: Technique

Phase III: Experimentation

Phase IV: Repair

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The last thing I would like to discuss is the Force Sensitive skills themselves and their usefulness to Jedi and normal professions.

All new Jedi will now have to progress through the village of Aurilia to be allowed to start the Padawan Trials and become a full-fledged Jedi. However, since there are only four possible FS lines per three-week-phase to unlock and you can only unlock one per phase, it is extremely important to know beforehand which ones you want! Not to mention the huge Force Sensitive experience requirements to buy the actual skills once you've unlocked them...


Okay, first of all I'd like to discuss which FS skills are actually beneficial to Jedi... actually, that's somewhat of a contradictive term. The majority of the FS skills are not worth much to Jedi and only serve to limit their available skill points. However, they are required so you should at least pick ones that will serve somewhat of a purpose for your Jedi...


Combat Prowess:

  • Ranged Accuracy and Ranged Speed are obviously useless for a Jedi, since they only fight with melee weapons.
  • Melee Speed, as can be seen from above, is only marginally useful. However, if you plan on Mastering Lightsaber then it will be completely useless to you, since you'll be speed capped for all Lightsaber types. Speed formulas are slated to change in the upcoming Combat Revamp, but we'll see if it'll serve a purpose after that...
  • Melee Accuracy is probably the most worthwhile FS skill for Jedi out of all of them, since Jedi have such low accuracy (even at Master Lightsaber).

Enhanced Reflexes:

  • Ranged Defense is always good to have, but considering how well a Jedi's Saber Block currently works it almost not necessary... still better than most FS skills though.
  • Melee Defense is another good one to grab. It won't help much in PvP, but it'll be useful while grinding... especially since Jedi can't wear armor.
  • Vehicle Control does work very well but doesn't really benefit a Jedi that much. Your choice whether you want it or not, more of a "luxury" FS skill... it is nice to have though, as you do notice a difference.
  • Survival is debatable. You'll get +5 Terrain Negotiation, which is okay for Jedi seeing as they get none from their Disciplines. Other than that you'll be able to place basic camps...

Heightened Senses:

  • Healing is completely useless for Jedi, it does not affect the Force Healing discipline at all.
  • Surveying is only marginally useful for Jedi (64x64 range), since you could just grab Novice Artisan and have the same skills.
  • Persuasion, hard to tell exactly what it does... it sounds like a very Jedi-like line, but no one really knows exactly what it does. We do know that it allows you to receive a lower cost for training, which is absolutely useless for Jedi since their "training" costs nothing anyway. Other than that it may have an influence on faction recruiters, junk dealers, and contraband scans... but no one really knows. Your choice if you want to pick it up, but it seems sort of like a waste at the moment.
  • Luck is supposed to make you, well, more lucky at looting. The description talks about increasing your chance to loot more credits, but no one's sure if it increases your chances at looting items as well. It's your call if you want this skill, not bad considering the other options though...

Crafting Mastery:

  • Experimentation will increase your chances of getting Amazing Successes while experimenting (not give you more experimentation points). Okay to have, but considering Lightsabers do not decay, a Jedi won't be using this very often.
  • Assembly increases your chances of succeeding while crafting. Again, this is not going to be used often by Jedi.
  • Repair does work and would be nice to have, but considering that a Jedi's main items (Lightsaber and Robe) do not decay it's not too useful for Jedi. However, if you wanted to repair things for other people then it might be worth having...
  • Technique decreases your chances of failing while crafting. Like most of the other Crafting Mastery FS skills, this one is not going to be used very often by a Jedi.


Okay, so you read all that and still don't know what to pick? Well, to summarize, Melee Accuracy, Melee Defense, and Ranged Defense are all good picks for a Jedi. After that, Melee Speed, Vehicle Control, Survival, Luck, Persuasion, Experimentation, and Repair are all decent to choose from as well.


As for normal professions, well obviously the FS skills are more geared towards enhancing their skill sets rather than those of Jedi, however, there are some things to be aware of. Survival is useless to a Master Ranger, since they're already capped for most of the skills this adds to. It's unknown if Assembly and Technique are of any use to a master crafter, as there is always supposed to be a 5% chance of failure anyway. If you're already capped at +125 for them, then Melee Defense and Ranged Defense would be useless too. Also, the Melee and Ranged Speed lines won't be beneficial if you're already speed capped.

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The plan is to code both systems into the game, that way anyone who puts up a server can decide if it will be the holo grind, the village, or a mix of both.

Really good schtuff!

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It is kind of early to get into a deep discussion about the Jedi, but I will try to summarize some info from past experience for the folks who are new to SWG.


There are 4 Jedi Village Phases and each one lasts 3 weeks. The Jedi Village will do phases 1 thru 4 and then start all over again. During each phase you can unlock a new column (FS Branch). In order to start the final final quest you need to unlock and purchase (with FS exp) six full FS branches. That is 6 columns that you need to fill from bottom to top with FS Exp.


In order to open up 6 FS branches you will need to do 6 Jedi Village phases. It will take a minimum of 15 weeks to open 6 FS branches. If you have been steadily grinding and converting exp, you may be ready for the final quest by the 15th week.


You need to plan ahead for the FS skills that you want. Some Village quests are harder than others and I know some folks who just did the easy quests and didn't worry about what FS Skills they got since the skills aren't so great.


The FS Experience Grind . . .

The next time someone complains about grinding exp in this or that game, you can just laugh at their silly complaining and gently pat them on head, because there is nothing like the FS Experience grind.


Weapon XP caps at 900K and Combat XP caps at 300K for Elite professions. So, if you manage to cap both weapon and combat experience that converts to 130K of FS Experience. (900K / 30 = 30K) + (300K / 3 = 100K)


A whole FS Branch will require 1275K of FS Experience to fill. That is roughly 10 trips to the village if you manage to cap everything. The combat exp is the hardest to earn and you will usually have 2 or more weapons capped before the combat exp is capped.


However, with all that said, I have fond memories of the Jedi grind because most of that time was spent in Guild Grind groups in which we chatted and BS'd on voice chat to pass the time.

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