Grand Master and extra skill points
You start with the usual 250 skill points. After mastering an eligible profession, you can keep earning XP in that field and spend it with a Grand Master Teacher for more skill capacity. You need to still have that profession's Master skill and mastery badge when you claim it.
Right now, each Grand Mastery costs 1,500,000 profession XP and gives up to 1,000 extra skill points. Total capacity is capped at 10,000. The new points are ready to spend on other professions.
You can claim each eligible profession once per character. Teachers share your progress, so another Teacher won't give you the same reward again. Combat, scouting and support professions are included, such as Doctor, Combat Medic, Dancer and Musician. Crafting professions don't give extra Grand Masteries.
Look for Teachers in starter cities. Ask "How high is my skill cap?" to see your capacity and free points. You keep your professions and Grand Master progress through Insight Prestige. Jedi still has its own profession restrictions.
Learning combat professions
You can train and master all the standard combat professions if you want. You get the skills and bonuses from the boxes you learn. Which modifiers apply in a fight still depends on the weapon you're using and the action you take.
Becoming a Padawan removes your non-Force professions and moves you onto Jedi and Force Sensitive progression. You keep your Insight, Prestige, gear and completed quests.
Armor and clothing attachments
The old +25 limit on total equipment bonuses is gone. Skill tapes, Armor Attachments and Clothing Attachments can add together across compatible pieces you wear.
You still have to follow the usual equipment slots, wearable restrictions and attachment rules. A piece sitting in your inventory won't give you its worn bonus.
How tapes stack
On one item, the same modifier keeps the higher value. If it has +10 and you apply a +15 tape for that modifier, it ends up at +15.
Bonuses on different equipped pieces add together. For example, five compatible pieces with +10 to the same supported modifier can give +50 equipment bonus. The combat rules for that stat are then applied to the total.
What happens with high defenses
More defense still helps when your total gets high. Once you pass the defense threshold, though, each extra point gives a smaller effective gain. That means more professions, buffs and equipment still matter, while difficult enemies can remain a threat.
A defense score isn't a percentage chance to avoid damage. Toughness, Saber Block, Force protection and hit chances have their own limits too. Having every combat profession won't make you immune.
The Insight System journal has a combat-stat readout. It shows your accumulated stats and their effective values, including equipment and active modifiers, so you can see what your build is doing.
The balance plan for alpha
Jedi is meant to be the strongest path. Regular characters and Mandalorians can still get very powerful through professions, attachments, Insight and Adaptive gear.
Most of the balance work is aimed at PvE, with separate controls for PvP. Player feedback during alpha will help adjust damage, defenses, rewards and progression speed. Prestige Missions give stronger characters something harder to fight.
This is the first set of balance rules for alpha. The numbers and thresholds may change during testing.