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Up to date as of February 04, 2010

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Exar Kun
Biographical information
Died

3,996 BBY, Yavin IV,[1] spirit incapacitated 11 ABY[2]

Physical description
Species

Human[3]

Gender

Male[3]

Height

1.9 meters[4]

Hair color

Black[3]

Eye color

Gray,[3] yellow as a Force ghost[5]

Skin color

Light[6]

Chronological and political information
Era(s)
Affiliation

Galactic Republic[7]

Exar Kun's Sith Empire[8]

Known masters
Known apprentices
"My enemies…I am Exar Kun."
―Exar Kun

Exar Kun was a Human male Jedi Knight under the tutelage of Master Vodo-Siosk Baas. Kun displayed an unusual curiosity into forbidden teachings, so much so that upon completion of his Jedi training, he abandoned his Master and set out in pursuit of the knowledge and power of the ancient Sith. His quest led him initially to the planet Onderon and then its jungle moon Dxun, where he invaded the tomb of a long-deceased Dark Lord of the Sith named Freedon Nadd—and, in doing so, awakened his spirit. Seduced by Nadd with the promise of power through acceptance of the dark side of the Force, Kun allowed himself to become Nadd's apprentice. As Kun rapidly progressed in the sorcerous ways of the Sith, Nadd directed him to Yavin 4, where Kun acquired even greater Sith powers. He then destroyed Nadd's spirit, and set out on his own quest for galactic domination.

Kun was aware of several of Nadd's other prospects, and saw them as hindrances to his ascension to the mantle of Dark Lord. Thus, he journied to the Empress Teta system to eliminate the Krath Sith cult, the other darksiders under Nadd's instruction. After a brief confrontation with Krath warlord Ulic Qel-Droma, Kun and his opponent were visited by the ghost of the ancient Dark Lord Marka Ragnos—who completed their initiation into the ways of the dark side and christened Kun the new Dark Lord, with Qel-Droma as his first apprentice. Kun then partnered with Qel-Droma's Krath to form the infamous Brotherhood of the Sith, and together, they waged total war upon both the Galactic Republic and the Jedi Order which protected it.

After traveling to Ossus and killing Odan-Urr, the Jedi Keeper of Antiquities, Exar Kun stole an ancient Sith holocron in the Draethos Master's possession and used it to corrupt many Jedi Knights to his cause, forming the foundations of a Sith-inspired galactic empire. He then ordered his converts to strike down their Masters in an attempt to destabilize the Jedi Order's leadership; Kun himself would confront his own former Master, Vodo-Siosk Baas, on Coruscant during the trial of Ulic Qel-Droma, where he slew both the Supreme Chancellor of the Republic and Master Baas. Kun then set Qel-Droma free, and the two Lords of the Sith resumed their campaign of galactic terror. After instigating the destruction of the Cron star cluster, Exar Kun led his forces in a raid on the Jedi's stronghold world of Ossus, where he pillaged as much of the ancient lore of the Jedi as possible. He then retreated to his temple on the moon of Yavin 4, but was unaware that Ulic Qel-Droma had betrayed him to the Jedi, and had also led them to Yavin to stage a final offensive against him. Using ancient Force techniques that even he did not understand, Kun separated his spirit from his body in an attempt to elude capture. However, he was defeated when Nomi Sunrider led thousands of Jedi in the creation of a Wall of Light; the power of which destroyed the landscape of Yavin 4, and trapped the Dark Lord's spirit within the walls of his temple forever.

Thousands of years later, Exar Kun's spirit returned to wreak havoc on the students of Jedi Master Luke Skywalker's praxeum on Yavin 4. After haunting several of the trainees, Kun's spirit subletly corrupted one of them, Gantoris, to the dark side of the Force, but killed Gantoris when he tried to reject the Dark Lord's influence. He also took Master Skywalker's soul from his body, but was ultimately defeated when the students banded together and eventually defeated by the combined power of Luke's students.

Contents

Biography

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Errant Jedi

"I don't understand, Master Vodo…why can't I learn about the Sith? I think you underestimate me."
―Exar Kun, to Master Vodo Siosk-Baas — (audio)Listen (file info)

Exar Kun was a rash and talented youth; qualities that resulted in considerable arrogance, a dangerous trait for a Jedi. During his training, he frequently dueled with and defeated his fellow Padawans, Sylvar and Crado, with barely controlled rage. The temptations of power overwhelmed Kun when he briefly viewed his Master's holocron.[6]

Kun opens a Sith holocron on Yavin 4.

Master Vodo-Siosk Baas was greatly displeased upon learning of his pupil's meddling; the knowledge of the dark side was dangerous in the hands of such an unpredictable mind. Indeed, it was becoming apparent to Baas that Kun's supreme pride and ambition was beginning to consume him; Kun was convinced that he could learn to master the dark side, learning its powers and techniques while remaining uncorrupted, and return to teach the Jedi Order his new discoveries. Baas tried to save his pupil, warning him to heed his lessons and to turn away from the allure of the dark side, but his pupil disregarded his instructions. Abandoning his master, Kun declared himself a Jedi Knight. Kun then followed his curiosity and traveled to the war-torn planet of Onderon. There, he learned of a tomb captured by the Jedi at the end of the Naddist Uprising that housed the remains of an ancient Sith Lord, Freedon Nadd. The Jedi had sealed it shut with Mandalorian iron and secreted it in a remote section of the moon Dxun. However these barriers were insufficient to stop the young Jedi. Kun made his way to the dark glade.[15]

There, the spirit of the long-deceased Sith Lord appeared to Kun and, using the young Jedi's curiosity and ambition to his advantage, Nadd instructed Kun to continue his quest to the infamous Sith tomb-world of Korriban. Kun agreed, plunging himself further into the depths of the dark side.[15]

On Korriban, Kun traveled deep into the mausoleums of the Sith. The spirit of Freedon Nadd, and other deceased Sith Lords, decided to test the young and curious Jedi. Unable to use the Force to aid himself, Kun was soon trapped under a large pile of rocks after a deliberately engineered cave-in. The ghostly Sith offered Exar Kun his only means of escape: to completely embrace the power of the dark side. His pride and ambition overwhelming him, Kun refused to accept death, calling upon his rage and hatred to fuel the dark side within, temporarily escaping his fate. He emerged from the hallowed tombs of Korriban a corrupted shadow of his former self.[16]

Dark Lord of the Sith

"Exar Kun, because of you, the Sith will never die. You have earned the right to bear the mark of Dark Lord of the Sith."
―Marka Ragnos, appointing Exar Kun as Dark Lord — (audio)Listen (file info)
Exar Kun—Fallen Jedi Knight.

Before fully embracing the dark side, Exar Kun was directed to the jungle moon of Yavin 4, one of the few remaining Sith outposts; even after Freedon Nadd ransacked the treasures deposited there by Naga Sadow, there was much to attract Kun. There he encountered the primitive remnants of the experiment of the Sith Lord Naga Sadow, the fearsome Massassi race. Denied the powers of the light, but at the same time refusing to entirely accept the dark side, Kun was easily captured by these natives. As Kun, on the verge of death, was being crushed by a giant creature of alchemical origins, Freedon Nadd proceeded to interrupt another of his student's predicaments. In what would be Kun's final moments before being totally corrupted by the dark side, Nadd instructed his pupil that his only escape was to once again tap into the darkness within him. Taking in hand the Sith amulet being displayed at the Massassi sacrifice, Kun embraced its dark nature with absolute conviction.[17]

Transformed into an agent of darkness, he broke free from his captors, slaughtering them without hesitation. While Nadd was pleased by Kun's newfound strength, the Dark Jedi became fed up with the ancient Sith's tests and meddling. At that instant, Freedon Nadd's presence in the galaxy was vanquished by the amulet his protégé now held.[17]

Enveloped in the dark side, Kun elevated himself to the stature of a god. He enslaved the Massassi and forced them to construct an intricate complex of massive temples that were used in arcane Sith ceremonies and rites as focuses for the dark side. Fascinated with Sith teachings of alchemy and magic, and now outfitted with the necessary equipment, Kun was able to create terrifying creatures twisted by the dark side's influence while conquering the fourth moon of Yavin Prime.[17]

Kun's ambitions would not let him be satisfied with the rule of a single jungle moon, however absolute and despotic that rule might be. He refurbished the millennium-old Sith Battleship that Naga Sadow had buried on Yavin 4, and began searching for other dark side users who might pose a threat to his status as Dark Lord of the Sith. He found them in the Krath cult of the Empress Teta system, led by Aleema and Satal Keto, which had enlisted the Mandalorians, and a band of Jedi they had seduced to the dark side and converted into Sith. With them, he began a war against the Jedi Order and the Old Republic.[18]

One of the Krath's fallen Jedi was Ulic Qel-Droma, who Kun perceived as the only Force-sensitive tainted by the Sith that was strong enough to challenge him. In a fierce duel between the two fallen Jedi on the Tetan world Empress Teta, both amulets that each combatant was wearing suddenly sprang to life. Through the flow of Sith energies unleashed by the combatants, the amulets displayed a vision of a once glorious Sith Empire that had existed a thousand years in the past. A group of ancient Sith spirits, led by Marka Ragnos, declared both Kun and Qel-Droma the leaders of the new Sith Empire. Exar, the more powerful of the two, was appointed the Dark Lord of the Sith, with Ulic as his apprentice, and both were anointed with unknown Sith symbols on their foreheads. With this resolution of the leadership dispute, the Great Sith War had brutally begun.[19]

Enemy of the Republic

"Not just a military battle for the dominance of a few worlds—this is a war of light and darkness, and at its center is my own student…Exar Kun."
―Vodo-Siosk Baas
Odan-Urr's death at the hands of Exar Kun.

Kun's initial strike was two-pronged: he traveled to the Jedi stronghold of Ossus, killing Odan-Urr, and with the aid of the Dark Holocron, corrupted the most promising young Jedi Knights and Padawans.[20] They were then dispatched to slay their masters, gravely weakening the Jedi Order and sowing fear throughout the galaxy. At this time, Kun also used his newfound knowledge and power to devise the first known double-bladed lightsaber. Ulic Qel-Droma, with his combined Mandalorian/Tetan fleets, would assault Coruscant itself, against the orders of his master. The attack was unsuccessful as Kun had predicted, and Ulic was captured and put on trial before the Galactic Senate.[21]

After learning of Qel-Droma's capture and pending trial on Coruscant, Kun went to the Senate Building where he encountered his former master, Vodo-Siosk Baas. Using his new lightsaber, Kun engaged the Krevaaki Jedi in a duel. Master Vodo held his own for much of the contest, but Kun gained the upper hand when unveiled his new double-ended lightsaber. Kun then slew his former Master with minimal effort. Ulic and Exar then proceeded to slaughter all the members of the Senate, including the Supreme Chancellor.[22]

Around this time, Exar Kun discovered the secrets of the crystals aboard Sadow's Yavin 4 flagship. Where Sadow had caused a binary star system to go nova to cover his escape, Kun had the vision to use this extraordinary ability as an offensive weapon—against Ossus, which was a few light-days from a cluster of red giants. Kun would sweep down during the inevitable hasty evacuation and cherry-pick the best of the Jedi artifacts and tomes. His plan was even more subtle than this however—the Sith battleship was dispatched with Aleema aboard (with the connivance of Ulic, who had been informed by Mandalore of Aleema's treachery).[23] Aleema was not told that detonating five red giants ensured that they would supernova, and ensure her death in addition to that of the Jedi fleet defending Ossus which was to pursue her.[24]

During the stripping of Ossus, Ulic encountered his brother Cay Qel-Droma, who attacked him. Ulic defended himself all too well, slaying his brother. This murder broke the hold of the dark side and the Sith toxins, redeeming him. In horror, Nomi Sunrider stripped him of the Force. The fallen Jedi whom Exar took under his teachings recanted his foray into the dark side after being cut off from the Force. A broken man, Qel-Droma then led the Republic to Kun's temples on Yavin 4.[24]

On the jungle moon, Kun sensed he would not survive the Republic's coming attack. Thus, he drew upon the riskiest sections of Sith alchemy with his alchemical apparatus and drained the life-force of almost the entire Massassi race, transcending his own mortal body which was destroyed in the process along with the rest of the surface of Yavin 4. However, Nomi Sunrider realized somehow what Kun was attempting and caused the Jedi to erect a 'Wall of Light' with the Force around the moon, keeping Exar Kun's spirit from fleeing the planet and instead chaining him there for all eternity.[1] He remained largely dormant inside a massive, black obsidian tomb, and was even forgotten as the centuries passed and he grew bitter. Not even his former apprentice Ulic Qel-Droma could sense Kun's spirit within the ancient ruin when he visited some time later, and so it would remain for millennia.[25]

Reawakening

"How you must hate me. I can feel your anger."
―Exar Kun, to Luke Skywalker's students
The spirit of Exar Kun faces the students of Luke Skywalker's Jedi Praxeum.

Nearly four thousand years later, some of these temples were used by the Rebel Alliance as a base of operations. As knowledge of the existence of temples on Yavin 4 became known, in 1 ABY, Professor Walter Emanus led a University of Corellia archaeological expedition.[26] However, during their excavations, they uncovered the catacombs beneath the Dark Lord's temple and reawakened his spirit. He possessed them and made them into the Cult of Exar Kun, which was devoted to his worship. Under his influence, some of the cultists travelled to the Corellia University research outpost on Talus to recruit more students and researchers to their ranks. The cult based itself around the catacombs, but was destroyed, when Professor Cornelius Wagglehorn, a former colleague of Emanus, hired a group of spacers to drive them out. Exar Kun himself battled the spacers, but due to his spirit form, was easily defeated and silenced once more.

These temples went on to become the site of Luke Skywalker's Jedi Praxeum in 11 ABY, a school where he began the re-creation of the Jedi Order. Exar Kun's presence was felt again only after Luke established his Praxeum. As a spirit, Kun appeared to the young Jedi Gantoris. The inexperienced apprentice was unable to avoid being corrupted and was eventually killed by the spectral Kun. After destroying his first Jedi in thousands of years, Kun's insatiable appetite for spreading his dark wrath escalated. He was able to successfully corrupt and partly possess the young and extraordinarily talented Kyp Durron.[27]

In addition, he somehow sundered Luke Skywalker's spirit from his body, resulting in great confusion and dismay amongst Luke's Jedi apprentices. Kun's spirit was eventually roused from hiding and banished into Chaos by the combined efforts of the Jedi apprentices, Luke's spirit, and the long-dead spirit of Kun's Master, Vodo-Siosk Baas. After Kun's shade was vanquished, Corran Horn destroyed Kun's temple with proton torpedoes, thus removing his dark taint from Yavin 4 forever.[28]

Legacy

The hilt of Exar Kun's double-bladed weapon.
"I was the greatest Dark Lord of the Sith. I am Exar Kun."
―Exar Kun, to Kyp Durron

The creation of the double-bladed lightsaber, often mistakenly attributed to Darth Maul, was in actuality the brainchild of Kun.[22] In addition to the ability for him to adjust the length of the blade, Kun was able to alter its intensity as he saw fit. He crafted his double-bladed blue saber later in his life by modifying his old two-handed lightsaber. Thus unlike later designs, Kun's double-bladed lightsaber roughly equaled to the hilt length of a standard lightsaber. Kun's ingenuity served as a source of inspiration for later Sith, and in a few rare cases, Jedi and Dark Jedi, to create their own. Other notable wielders of the double-bladed lightsaber included Bastila Shan, Zez-Kai Ell, Darth Bandon, Jorak Uln, Uthar Wynn, Sirak, Kas'im, Darth Zannah, Darth Phobos, Darth Maul, Asajj Ventress, Jastus Farr, Azrakel, N-K Necrosis, Shado Vao, and Darth Azard. This weapon was also very popular with the Sith during the era of the Jedi Civil War.

His double-bladed saber would end up being retrieved from Yavin by the Jedi Shadow Celeste Morne and placed in the Sanctum of the Jedi Covenant. From there it was stolen by the Moomo Brothers during Zayne Carrick's mission to investigate the Sanctum. The dark weapon was in turn stolen by the scientist Demagol during his masquerade as Rohlan Dyre. Demagol used special chemicals to free the saber from it's protective casing, but a tag he left behind alerted Marn Hierogryph to the deception months later. Demagol passed the lightsaber on to Jarael, who wielded it on her return to her home planet Osadia and confrontation with Crucible Magister Impressor Chantique, daughter of Demagol.

His mastery of Sith alchemy resulted in the creation of battle hydras, terentateks, Night Beast, the Golden Globe, his light battle suit, and the mass genocide and extinction of the Massassi race.[22][29][30][31][32][33]

Personality and traits

"Exar Kun, you are the most formidable student I have ever had. But I sense something is missing in you—an empty place hidden even from yourself, a place that remains hidden because no light escapes from that region of your heart."
―Vodo-Siosk Baas — (audio)Listen (file info)

Exar Kun was a very arrogant man and sure of himself to a fault. He believed himself incorruptible and insusceptible to the temptations of the dark side. Kun held a disdain for non-Human Jedi, feeling they were beneath him and inferior to Human Jedi. This was ironic considering his Jedi Master was a Krevaaki, a distinctly non-humanoid being.[34]

Powers and abilities

"That man is a Jedi…immensely strong in the Force!"
―Oss Wilum
Exar Kun, wielding two lightsabers.

Though considered to be the best student ever trained by Master Vodo-Siosk Baas, Exar Kun believed himself to be the most powerful Jedi in the galaxy—be it in lightsaber skill, Force ability, or otherwise. Early as an apprentice, Kun was able to repeatedly defeat fellow students Crado and Sylvar in practice duels, before being bested by Master Baas during the same training exercise. However, when Kun raised the stakes of combat against Baas by dueling him again, this time with two lightsabers, he quickly defeated his Master, and reveled in his victory. Exar Kun's unsatiable hunger for the power of the dark side eventually brought him into contact with another who had chosen the dark path—Ulic Qel-Droma, who was widely recognized by the Jedi Order as the greatest among them. As Kun—who believed himself to be the greatest swordsman alive—dueled Qel-Droma, he was surprised to learn that another had as much skill as he with a lightsaber. After Kun had earned the mantle of Dark Lord, he dueled the Neti Jedi Master Ood Bnar to a stalemate, before Kun's Massassi warriors intervened on his behalf.

After being consumed by the dark side, learning the powers of the Sith, and benefitting from the power of Freedon Nadd's amulet, Kun's power in the Force became extraordinary. He had a strong Force Sense, the ability of Force Flight, and was capable of emitting Force Blasts from his hands that could crumble stone walls and kill Sithspawn with a single hit. Jedi Oss Wilum described him as "immensely strong with the Force." His studies of ancient Sith scrolls, and the designs of Naga Sadow on Yavin 4, also gave Kun a more than working mastery of Sith Alchemy. Kun revealed his new powers to the Jedi Order, but found himself ostracized for his abilities.[15][16][17] Aside from Basic he could speak Catharese, Kreva, Ryl, Tetan, Arkanian and Sith languages.[8]

As a disembodied spirit, Exar Kun appeared to Force-sensitives as a "three-dimensional silhouette," normally black as the void, but sometimes containing stars, if he wished. When Luke Skywalker occupied the same "spirit world," Exar Kun appeared to him as he did in life, claiming that if he could drive enough of Luke's Jedi students to the dark side, he could draw upon their combined dark emotions and recreate his body.[27][28]

Kun could travel at will anywhere on Yavin 4, and was capable of enhancing others' Force powers (as when he helped Kyp Durron recover the Sun Crusher). He retained mental command over his Sith alchemy creations, which had survived from 4,000 years ago. His spirit form did not limit him from attacking others directly, as he burned Gantoris to death from the inside out and summoned two-headed bird like creatures composed of pure dark side energy, to tear Luke's body apart. Kun was also able to attack Corran Horn - in the guise of Keiran Halcyon. Horn believed that Kun could not affect the physical world & to prove him wrong, Kun used the Force to melt the detonators attached to the explosives Horn had brought & proceeded to assault Corran directly with the force, both physically & mentally, until Mara Jade appeared & intervened by taunting the Sith Lord & saving Horn from falling to the Dark Side. Fortunately, Luke was able to communicate with his young nephew, Jacen Solo, and force bonded with him to defend his body.[27]

Behind the scenes

Exar Kun first appeared as a spirit in the Jedi Academy Trilogy written by Kevin J. Anderson, who, along with Tom Veitch, wrote the Tales of the Jedi which detailed Kun's life.

Exar Kun is the one of only five known Dark Lords to construct and wield a lightsaber that did not utilize a red focusing crystal. Darth Bane used a violet lightsaber for a time[35], Darth Vader used his original Jedi lightsaber before he lost it to Obi-Wan Kenobi on Mustafar[36], Darth Traya used three violet lightsabers by holding them aloft with the Force (although she initially used a red lightsaber)[37] and Darth Caedus used his Jedi lightsaber, which had a green crystal, before losing it to Luke Skywalker in their duel[38].

Exar Kun is commonly believed to practice Form II lightsaber combat, based on an entry on this site: [1]. However, he has not been referenced as doing so in any canon sources, and the Knights of the Old Republic Campaign Guide has since established him as a Niman practitioner.

Kun's temple is the last area to visit in the Rebel Themepark quest on Star Wars Galaxies. The temple is considered a POI. The description of the temple is described as, "As you enter this dark surprisingly massive structure, you can't help feeling something evil is watching you...". In Chapter 9, a new quest was added that involved Kun corrupting a professor and his excavation team. This was due to the popularity of Kun and his temple.

Appearances

  • Tales of the Jedi: Dark Lords of the Sith
  • Tales of the Jedi: Dark Lords of the Sith audio drama
  • Tales of the Jedi: The Sith War
  • "Shadows and Light" - Star Wars Tales 23 (Mentioned only)
  • Tales of the Jedi: Redemption (Mentioned only)
  • Star Wars: Knights of the Old Republic: Commencement (Mentioned only)
  • Star Wars Knights of the Old Republic 9: Flashpoint Interlude: Homecoming (Mentioned only)
  • Star Wars Knights of the Old Republic 32: Vindication, Part 1 (Mentioned only)
  • Star Wars Knights of the Old Republic 33: Vindication, Part 2 (Mentioned only)
  • Star Wars Knights of the Old Republic 47: Demon, Part 1 (Appears in flashback(s))
  • Star Wars Knights of the Old Republic 48: Demon, Part 2 (Mentioned only)
  • Star Wars: Knights of the Old Republic (Mentioned only)
  • Star Wars: Knights of the Old Republic II: The Sith Lords (Mentioned only)
  • Darth Bane: Path of Destruction (Mentioned only)
  • Bane of the Sith (Mentioned only)
  • Darth Bane: Rule of Two (Mentioned only)
  • Darth Maul: Shadow Hunter (Mentioned only)
  • MedStar II: Jedi Healer (Mentioned only)
  • Star Wars Galaxies (Appears as a ghost or a spirit)
  • Jedi Search (First appearance) (Vision to Gantoris as "Dark man")
  • Dark Apprentice (First identified as Exar Kun) (Appears as a ghost or a spirit)
  • Champions of the Force (Appears as a ghost or a spirit)
  • I, Jedi (Appears as a ghost or a spirit)
  • Children of the Jedi (Mentioned only)
  • Darksaber (Mentioned only)
  • Jedi Academy: Leviathan (Mentioned only)
  • The New Rebellion (Mentioned only)
  • Specter of the Past (Vision to Luke Skywalker)
  • Vision of the Future (Mentioned only)
  • Junior Jedi Knights: The Golden Globe (Mentioned only)
  • Junior Jedi Knights: Lyric's World (Mentioned only)
  • Junior Jedi Knights: Promises (Mentioned only)
  • Young Jedi Knights: Heirs of the Force (Mentioned only)
  • Dark Tide I: Onslaught (Indirect mention only)
  • Destiny's Way (Mentioned only)
  • The Unifying Force (Mentioned only)
  • Invincible (Mentioned only)
  • Crosscurrent (Mentioned only)
  • Outcast (Mentioned only)

Sources

Wookieepedia has a collection of images related to Exar Kun.

Notes and references

  1. 1.0 1.1 1.2 Tales of the Jedi: The Sith War 6: Dark Lord
  2. 2.0 2.1 Champions of the Force
  3. 3.0 3.1 3.2 3.3 The Essential Guide to Characters
  4. The Official Star Wars Fact File
  5. 5.0 5.1 Jedi vs. Sith: The Essential Guide to the Force
  6. 6.0 6.1 6.2 Tales of the Jedi: Dark Lords of the Sith 1: Masters and Students of the Force
  7. 7.0 7.1 Dark Side Sourcebook
  8. 8.0 8.1 Knights of the Old Republic Campaign Guide
  9. 9.0 9.1 9.2 Tales of the Jedi: Dark Lords of the Sith 6: Jedi Assault
  10. Star Wars Galaxies
  11. Tales of the Jedi: Dark Lords of the Sith (audio)
  12. 12.0 12.1 12.2 Tales of the Jedi: The Sith War 2: The Battle of Coruscant
  13. 13.0 13.1 13.2 Star Wars: Knights of the Old Republic
  14. 14.0 14.1 Dark Apprentice
  15. 15.0 15.1 15.2 Tales of the Jedi: Dark Lords of the Sith 2: The Quest for the Sith
  16. 16.0 16.1 Tales of the Jedi: Dark Lords of the Sith 3: Descent to the Dark Side
  17. 17.0 17.1 17.2 17.3 Tales of the Jedi: Dark Lords of the Sith 4: Death of a Dark Jedi
  18. Tales of the Jedi: Dark Lords of the Sith 5: Sith Secrets
  19. Tales of the Jedi: Dark Lords of the Sith 6: Jedi Assault
  20. Tales of the Jedi: The Sith War 1: Edge of the Whirlwind
  21. Tales of the Jedi: The Sith War 2: The Battle of Coruscant
  22. 22.0 22.1 22.2 Tales of the Jedi: The Sith War 3: The Trial of Ulic Qel-Droma
  23. Tales of the Jedi: The Sith War 4: Jedi Holocaust
  24. 24.0 24.1 Tales of the Jedi: The Sith War 5: Brother Against Brother
  25. Tales of the Jedi: Redemption 1: A Gathering of Jedi
  26. Star Wars Galaxies
  27. 27.0 27.1 27.2 Dark Apprentice
  28. 28.0 28.1 Champions of the Force
  29. Tales of the Jedi: The Sith War
  30.  Yavin 4 in the Databank
  31. Jedi vs. Sith: The Essential Guide to the Force
  32. Junior Jedi Knights: The Golden Globe
  33. Star Wars: Knights of the Old Republic
  34. Tales of the Jedi: Dark Lords of the Sith (audio)
  35. Jedi Vs. Sith
  36. Star Wars Episode III: Revenge of the Sith
  37. Star Wars: Knights of the Old Republic II: The Sith Lords
  38. Inferno (novel)
  39. Jedi vs. Sith: The Essential Guide to the Force
  40. Star Wars: The Old Republic
  41. Tales of the Jedi Companion

External links


This article uses material from the "Exar Kun" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Requires:

Table of contents

Introduction

Buffs needed for Kinetic and Fire DOT damage (the disease at phase 2 is not very bad) This instance utilizes every style in the game quests and heroics so far plus new ones. You'll need to utilize all the strategies from them, PLUS watch the NPC dialogue for hints and timing. Like Nightsister Chamber of Banishment you can clone and come back, you start at the boss you wiped at.

Either LS or DS Jedi will do fine in some of the tanking roles. It can be done with no LS Jedi if you have a good Commando tank, or a very good DS Jedi - ours doesn't struggle to get upto 29k health and has yet to incap on us. I've not tried this with less than 2 Medics. There's so much constant healing required its unbelieveable... this is probably the most intense instance for a Medic. Others like Tusken Army can be done without a Medic, but Exar Kun requires the 2 Medics to be very focused. If you wish to brave it with 1 Medic, I would strongly advise they have a 5-piece First Responders jewelry set for those heal cooldown resets.

Officers bring not only the best DPS but decent action regeneration too, which is crucial. Jedi' Forsake Fear doesn't really offer much action regen, sadly. If you take an Officer with the 5-piece General Heroic Jewellry set, your action bar isn't likely to budge. This makes overall group DPS awesome.

This instance is awesome for Commandos too. They provide awesome sustained DPS and can perform all of the key tanking throughout the instance.

Bounty Hunter setup to tank are useful on phase 5. You could also take another DS Jedi.

Smugglers with Pistol Whip are very useful on phase 3 - as they will stop the Executioner in his tracks.

Spies have no real unique profession contribution to offer, sadly. With my Spy I have become adept at the elementals section of phase 5 - although a Bounty Hunter or Commando is more desireable for this role.

Special note when progressing through the rooms of the instance: Make sure all group members properly enter the room. When the instance begins, a door (which you cannot see at first) will close behind you. Anybody still in the corridors will be locked out.

Pet usage: Several stages benefit greatly from a pet, however there are instances in which a pet poorly managed can be a problem.

The First Room
TOHH and a Cultist
  • To start this encounter, you must go to the Archeological Dig Site, click on the An Ancient Brazier and use

" Descend into Exar Kun's Temple to enter Exar Kun's Temple".

Phase 1: The Open Hand of Hate

"A marathon, not a sprint"
The main boss = The Open Hand of Hate (TOHH)

Part One - taking out the cultists

Have a look around the room - you will see 8 inactive NPCs called "Exar Kun Cultists", as well as TOHH - ready to be attacked.

To trigger the instance, Jedi tank will attack TOHH. The Jedi can use what specials they like, although they'll most likely just focus on basic attacks and keeping themselves healed, with the aid of the medics. The Jedi should keep TOHH in the spot he starts at, as best as they can. Some running around may be required, but try not to take TOHH near the group as they will be using AOE and you don't want to lose aggro.

The 8 inactive "Exar Kun Cultists" will become attackable, one at a time. It is the job of the group to kill these Cultists as fast as possible. They're fairly easy, just have the group attack them with everything they have. With the Jedi & TOHH over the other side of the room, the group is free to spam away on the cultists as they become active.

Whilst all this is taking place, you will see some green circles of energy fall from the ceiling and land on the floor. As you kill more cultists, they fall faster and more often. Standing in these green circles will hurt - they will attack you with "Static Shock" - similar to the circles of fire in Axkva Min. If you receive the de-buff "Static Cling" (which has the graphic of "Electrified") then these Static Shocks will target you.

Part Two - taking out TOHH

The group needs to be very disciplined on this stage. The most success I've seen is when the group has not used special attacks. Attacks which mitigate the damage or defenses of the target (e.g. a Spy's Flash Bang, Smuggler's Pistol Whip etc) are fine - just do not use any major damage dealing specials.

The "Static Cling" de-buffs and green energy circles continue, and now you'll encounter another de-buff, which looks like Commando's "Base of Operations", called "Shared Pain".

Now, when the group is attacking TOHH, the entire group will take damage which is proportional to your DPS on him - hence the reason to only use basic DPS. However, group members who have the "Shared Pain" de-buff will recieve an amplified amount of damage. At least 1 group member will always have this de-buff. So if someone fires a special, this will hurt the group member.

As stated, constant medic healing is required here, but the group members need to take some responsibility as well - if a player's health is very low, the best thing you can do to help is simply stop shooting for a few seconds, and wait until the Medic has had a chance to heal the player. This is really a balancing act if anything. Keeping an eye on the group is what keeps the group alive. Be kind to your medics and to your companions - if you see someone low on health, just stop firing.... if it takes a couple of extra minutes to kill this boss because you're being cautious, that is far more desireable than 10 minutes worth of re-buffing and travelling back to the instance.


BEAST MASTERS: Set your pets to "passive" - if they're "breaking away" they'll attack the TOHH and cause un-wanted damage to you and your group!

DARK JEDI: If you're the only tank in here, you might as well use the Stance - using Force Drain is only going to hurt you so go into Stance and just using basic hits.

MULTIPLE COMMANDOS: Co-ordinate using different Heavy Weapons to maximise your damage potential.

Phase 2: The Minder of Weak Wills

A Tomb Flier
Vin'rith
Mother Luresh
Minder of Weak Wills

A new corridor will open to you. There's 6 "Tomb Flier" bat-type NPC's to kill, very easy, then you will see 3 named bosses:

  • Vin'rith (bat)- 255k health
  • Mother Luresh (skreeg/monkey) - 355k health
  • Minder of Weak Kills (MWW) - 623k health
Part One - taking out Vin'rith and Mother Luresh

Have your Jedi/tank aggro MWW.

Stasis the monkey, and everyone focus on the bat. (Incidentally, you can do this the other way around, I've found it makes little difference).

Whilst you're killing these two, tomb flier bats and skreegs will spawn - ignore them and let the AoE take care of them. Officers and Commandos are great on this phase, but basically any profession with AoE, use it!

You'll find that the NPC's can give you an action disease. Its very useful if you have a skill to remove DoTs - specifically disease. For Spies - have Run Its Course in your template for this section, for Officers - Environmental Purge.

MEDICS: Try and keep an eye on people sustaining the action disease. It reduces their action very quickly and can really take them out of the fight - use "Cure Affliction" as soon as you spot this on a group member.

OFFICERS: This phase is a "Superior Fire" moment - none of the bosses hit particularly hard, but shifting the spawns of tomb-fliers and skreegs quickly is essential! Using Superior Fire from the start shouldn't get you into too much trouble

COMMANDOS: Like with Officers, this is time to unleash as much AoE damage as possible, and its a good place for Position Secured to conserve action. Use a fast stacking DoT and Plasma mines for the bats and skreegs that spawn.

WARNING: The Mother Luresh NPC can become unattackable/invulnerable if she is not defeated quickly (potentially within 2-3 minutes).
If the NPC can not be defeated, player access to subsequent stages of the encounter is gated. This is not by design, and will be addressed in a future publish or hotfix. We do not have an ETA at this time. (source Knowledge Base 21098)

Part Two - taking out MWW

Very simple, just fire everything you have on the final boss. Should be easy enough
Killing this boss the first time activates a collection.

Phase 3: The Caretaker of Lost Souls

Caretaker of the Lost
Executioner
Caretaker Protector

Have a look around the room and get a feel for your surroundings.

You will see the main boss, The Caretaker of Lost Souls (COLS) in the middle. You will see an inactive NPC, The Executioner (Exec) towards the right - go and stand near him. You will also see upon the platforms at either side of the room, 4 Caretaker Protectors (protectors). There are more names to learn as well...this is a complex phase.

Part One - CPT

As per usual the Jedi/tank will aggro the main boss, COLS, to start the instance. However, unlike the other phases, the Jedi/tank will not go and tank COLS. Instead, the entire group should stand near the inactive executioner. Throughout the instance, they should never enter the central square of the room.

Once COLS is active, 3 new NPC's will spawn. These are:

  • Calming Influence (C)
  • Pain Bringer (P)
  • Tomb Guardian (T)

They'll have a tendency to attack your medics. So it is important that your tanks - be they Jedi, BH or Commandos - are quick to pick up the aggro of them. I would strongly advise that a player is assigned to pick up the aggro of each NPC.

Then, you should all focus on one NPC at a time. Typically, you'll kill them in order of C - P - T.

So once the aggro is safely off the Medics, everyone should focus on kill C, then P, then T as fast as possible.

Once dispatched, you will see 2 spatial messages - the first will be a prisoner saying they think they know a way out of the room. The second is COLS instructing his execution to go and kill the prisoner. You will get this system message in yellow text - this is an indication to the group that the Executioner is "live".

So, Exec will become attackable. He will move slowly around the room towards the prisoners. You must kill him asap. When he's down to roughly 1/6th health, he will reset and go back to his starting position.

As for COLS, he only fires an attack in between every CPT spawn, otherwise he's fairly dormant until the end.

SMUGGLERS: Pistol Whip is very useful for this - because he cannot be snared, or statis'd, but he can be Pistol Whipped. He won't attack you back. However, should he reach a prisoner, he'll kill the prisoner. 4 dead prisoners = instance fail.

Once you've stopped Exec, a Protector will become attackable - someone will have to aggro him with a ranged weapon which will bring him towards the group.

Now its rinse and repeat, however, the instance is not so kind to necessarily wait for you to kill certain bosses before the others re-spawn. As you're killing your first Protector, CPT will spawn again. If you have enough DPS, you should be able to kill them before the Exec becomes active again. Then you'll get a second Protector become attackable. Things will really start to cross-over after that. You'll have CPT spawning whilst the Exec is active - which is dangerous as your group will be getting hurt, but you'll have to focus on stopping the Exec so as not to fail the quest.

After your 4th Protector is dead, you are done with the Executioner, and on to the main boss.

I would advise that when the 4th Protector goes live, you do not attack it, at first. No matter how fast you kill it, you'll get another spawn of CPT - so I'd wait for them to come, kill them first, then dispatch the Protector. It means you have less to worry about on the next section...

Part Two - taking out COLS

The instant your 4th Protector dies, you will see some green gas emerge in the centre of the room. It will spread from the centre towards your group. Co-ordination is key here.

The best method to survive is to nominate a Medic to follow. This medic will walk around the room. Decide in advance if you're going to walk clockwise or anti-clockwise. The entire group must keep pace with the Medic, as in, stand on top of them. Not slightly ahead, not slightly behind, but on top of them.

What will happen is the gas will aim for the group, but, it is slow. So if you walk slowly around the room, it will never catch you up. It lingers in place, so if someone was to run around the room too quickly, they would catch it up. The gas will pretty much equal instant death... so you can't afford to get this wrong if you intend to live.

COLS should now be attacked. I would stick on auto-fire whilst you get your barings. He has a number of special attacks that will hurt:

  • Vengeful Aura (kinetic AoE ~1k damage)
  • Lifesap (electrical 5k+ damage)
  • Energy Storm (electrical 5k+ damage)
  • Break of Kun

As a spy, you'll find yourself using Avoid Damage (if you have it), and cloaking occasionally to get a cloaked heal. Once your team has sychronised their walking around the room, keep a constant DPS going. You'll want to keep your action pool high enough to perform a couple of heals should you take a big hit. It'll take a while to kill COLS, but if your full group has managed to survive to this point, you shouldn't struggle.

BEAST MASTERS: When the first 2 Protectors spawn, they're out of range of the group - use your pets to gather them over to the group.

Phase 4: The Clenched Fist of Hate

Part One - Tomb Guardians

You'll encounter 6 Gold Tomb Guardians to kill before you reach the boss. You can take them on 2 at a time, no problem. You will cross a bridge to reach the final 2 Tomb Guardians, then you'll see the boss.

Part Two - The Clenched Fist of Hate (CFH)

As per usual, the Jedi/tank will begin the instance by attacking CFH. I prefer that a commando (or DSJ with Guardian set) does the tanking on this boss, since they generally have the better DPS which will enable the group to unleash a lot of their specials without risk of the tank losing aggro.

The two medics will have a healing order worked out with the tank.

It is important that the tank maintains aggro throughout the instance. I would advise giving them several seconds (upto 10 seconds) to build up a substantial level of hate from CFH. Specials that Stun or mitigate the damage of CFH are extremely desireable here.

Once CFH has lost about 1/8th health, the group should be safe to unleash as much damage as they can.

During this fight, you can be affected by 2 debuffs.

The first, after CFH fires "Immolation", sets you on fire. The tank / player with primary aggro, will not get this debuff. Everyone else, at some point, is likely to....sometimes several times. The debuff icon is fire. You will be on fire. It is surprisingly easy to not notice you're on fire. I would keep a constant watch of your own buff bar to see when you're on fire. It can take mere seconds for this fire to kill you, however, its easy to deal with if you spot it - simply move around the room... head back across the bridge away from the action whilst it wears off, but do not stand still.

Tiny problem. if you run around the room, you will set the room on fire. If you run over another player, you will set them on fire. So all you need to do is carefully move away from where you were stood and away from the action - no running around like a headless chicken! If you're a medic, run around the area where TFH is. If you're anyone else, run back across the bridge. Flames will eventually subside, and you can get back to work.

The other debuff you can receive is called Grevious Wound. The tank can get this debuff. It basically causes you to take damage when you use action. So clearly, if you spam a load of specials for its duration, you'll hurt yourself.

This phase is simple if done correctly, but with so much potential to go horribly wrong if not! Similar to the first boss, its a marathon not a sprint - no-one should be spamming specials right from the start or they risk taking the aggro off the tank, and this is very hard to recover from.

COMMANDOS: Use "Position Secured" but be ready to switch it off if you set on fire!

MEDICS: Make sure you've got your heal order figured out between yourself, the other Medics, and the tank!

Phase 5: The 4 Horsemen

The last room

The last room of EK is difficult, but if done correctly isn't a problem.

There will be 4 bosses lined up in front of you. From left to right they are:

  • Lingering Harmony (Harmony - can only be killed with melee attacks)
  • Promised Vengeance (Vengeance - can only be killed with ranged attacks)
  • Unquenchable Wrath (Wrath - can only be killed with ranged attacks)
  • Embraced Chaos (Chaos - can only be killed with melee attacks)

Lingering Harmony & Embraced Chaos - tanking

2 Players, normally Jedi, will stand at either end of the room.

One will aggro Harmony, the other will aggro Chaos. They will attack with only standard melee hits. So long as no ranged attacks are used, these NPC's will not deal much damage. Ranged attacks will give him a huge buff. Once aggro'd, Harmony and Chaos will run between the 2 Jedi. There's a reason for this. The Jedi should not move - they'll play tennis with the 2 NPCs, hitting whichever one runs towards them. If you're short on tanks, the bosses here don't hit too hard, you could try using a Medic.

Unquenchable Wrath - tanking, healing

One player, who must have all elemental weaponry, will aggro Wrath. He can only be killed with Ranged attacks. Melee attacks will give him a huge buff. Once aggro'd, an elemental ward will appear on his toolbar and yours; that will be either Fire, Cold, Acid or Electricity. It is active 10 seconds. During this time, you must use the corresponding elemental weapon. You can spam whatever specials you like so long as you're using the correct elemental weapon.

5 seconds before the current ward is due to expire, you see flashing on the NPC's toolbar what the next ward will be. So you always know what weapon type to switch to next. The ward elemental types cross over - so you can switch to the next weapon type before the current one has expired. You should have one of the medics focus on healing the person who is doing the elemental switch on Unquenchable. Finding a medic that can also do the weapon switch along with the person they are healing is very useful at times. Should the main person go down, the aggro will go to the medic who can pick up with the weapon switch. The second medic will then need to rez the main person as the medic doing the weapon switch will be unable to do both. The medic is not a good choice for the main person doing the weapon switch simply because they do not do much DPS and it takes longer for unquencable to die, but a medic as a backup can save the whole group from dying and having to start the room over.

With a little practise, this is quite easy. I have my elemental weaponry on hotkeys so I just have to press one of four buttons to switch to whatever elemental is coming next. Alternatively you can setup a blank toolbar with just 4 weapons on it. Just make sure when you're changing weapon, it does actually change - a good tip is to click twice (since you can't un-equip a weapon in combat, only switch).
File:ExarElements.gif

Its crucial this part is done correctly, because if not, the NPC does 40,001 damage to whoever has his aggro!

However - only the person who has his aggro need do the elemental swapping. I would suggest once the boss has lost 1/4th health, others can join in to help speed up the process - so long as they never take aggro.

MEDICS: If the person with the primary aggro of the Unquenchable Wrath dies, use Stasis on the boss ASAP and rez the player! Otherwise, guess what - you're next in line for a hit of 40,001 damage! However, if you are set up to do the weapon switch, as discussed above, you will not need to stasis and can continue attacking Unquenchable, you will easily survive until the main person can be rez'd by the other medic.

COMMANDOS: Commandos are well-suited to this role. With great defense and offense, they can make a massive dent in this boss. You do not need to worry about passive DoT application - DoTs can tick on this boss and not wipe you - you only need to ensure you have the correct weapon equipped.

Promised Vengeance - tanking, killing

The remainder of the group will DPS Promised Vengeance. Keep in mind that Promised can only be killed with ranged weapons and any hits from a melee weapon will give him a huge buff. The group should use specials but need to be very careful with AoE - if their AoE is to hit the Unquenchable Wrath, they risk drawing its aggro and getting a 40,001 hit! This is why its a bit of a tricky part for Commandos and Officers - who will need to ensure that if they are using AoE, it is well out of range of the Unquenchable Wrath.

This boss hits the hardest out of all 4, so you'll want a Commando or BH as your tank here.

Unquenchable Wrath - killing

Normally the Promised Vengeance will die before the Unquenchable Wrath. By this time, your player controlling the aggro of Unquenchable Wrath should have built up a good level of hate to ensure that they'll retain aggro. So you can begin attacking Unquenchable Wrath as well, and do not need to worry about what elemental weaponry you use. If the player controlling its aggro hasn't caused much damage, then hold back on damage so that you don't steal the aggro (and if you do, 40,001 damage to you...). Otherwise if its lost a lot of health, feel free to go all out.

Lingering Harmony & Embraced Choas - killing

With Vengeance and Wrath down, everyone switches to Melee. The Jedi should still be at either end of the room, with Harmony and Chaos running between them. The remainding group members can split up so that at either side of the room, there's 2 groups of 4 players.

As you attack an NPC, he will build up resistance to your attacks. You will see this in the form of a debuff on your toolbar. After you've hit him for about 10 seconds, this resistance goes upto 100%, ie, you can't really hurt him anymore with direct attacks (however elemental damage gets through). To lower the buff, you simply attack the other NPC. So if you become 100% resistance to Harmony, attacking Chaos will reduce it back down to zero, then you will start to build up resistance to Chaos.

Since Harmony and Chaos are running from one end to the other, and the group members will essentially stay still, you shouldn't build up too much resistance to either, and their health should drop more or less equally. If one of their health bars is dropping significantly faster, the group should do less DPS to that NPC, so that their health levels begin to even up. Inevitably one will die before the other, but if the remaining NPC has a lot of health left, it will build up 100% resistance to your direct attacks...elemental damage will still get through but it will take a little time to kill. So killing them at the same time, or as close to as is possible, is the best method.

Now - if this doesn't go according to plan, and either Harmony or Chaos die long before the other one does, you will find that you're doing very little damage to the remaining boss. The debuff you have will say he's mitigating 100% of your damage, but a fraction gets through. There's an easy solution - stop attacking. It will take 2 minutes for the debuff to wear off, but if you stop attacking, it will reset to 0%. It will of course, quickly re-built to 100% but by this time its likely you'll have dealt enough damage to kill of the boss.

Phase 6: Wordbearer

The Exar Kun Wordbearer will spawn. He has some nasty area attacks so if you're not a tank, just shoot him from range. Everyone but the tank should go up on the stage. This NPC hits real hard so let your tank do the tanking, you don't want to spoil it all by stealing aggro and wiping at this point! He shouldn't cause too much trouble, but, those green "Static Shock" energy circles will start to fall around the room again, so don't lose concentration. If you are on the stage you don't have to worry about the green "static shock" energy circles. At about 1/8th health, he'll de-spawn.

Phase 7: Massassi Blade & Exar Kun

Exar Kun will spawn, he doesn't really hit very hard - anyone is capable of tanking him.

An actual floating sword, the Massassi Blade, will also spawn. Have the group fire everything they have, kill the Blade first then Exar Kun. Neither is of much trouble.

If he goes down, everyone in the group and in the instance will get a bonus of +1 to Evasion Chance, with a maximum stacked bonus of +10, and an Exar Kun Token of Heroism.

The Exar Kun Heroic Loots

Collection Items

Storyteller Tokens

Rare Junk Loots


  • Credits: TheRockStar, Spy Senator

This article uses material from the "Exar Kun" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

YCM

Up to date as of February 06, 2010

From Yu-Gi-Oh Card Maker Wiki

Exar Kun
180435h.jpg
English: Exar Kun
Attribute: DARK Image:Dark.png
Types: Sith/Effect
Level: 4 Image:Star.pngImage:Star.pngImage:Star.pngImage:Star.png
ATK/DEF: 1800/1650
Card Lore: When this card is Special Summoned successfully, you can Special Summon 2 "Massassi Warrior Tokens" (Warrior-type/EARTH/Level 4/ATK 1650/DEF 1800) in Attack Position. These tokens cannot be used as a Tribute.
Sets with this Card: Way of the Sith - WOS - EN100 (R)
Card Limit: Unlimited
Other Card Information: Gallery - Rulings
Appearances
Tips - Errata - Trivia
Lores - Artworks - Names



Sith Cards

Darth Nihilus - Darth Bane - Ajunta Pall - Aqualish Sith Under One - Darth Azard
Darth Krayt - Darth Malak - Darth Revan and Darth Malak - Darth Maladi
Karness Muur - Darth Revan - Dark Underlord
Carnor Jax - Atris vs Darth Sion - Atris vs Darth Nihilus - Darth Stryfe - Darth Hayze - Darth Wyyrlok III - Darth Sion - Darth Traya - Emperor Krayt - Naga Sadow - Darth Talon - Darth Nihl - Darth Rivan - Darth Cognus - Darth Millennial - Darth Vectivus - Marka Ragnos - Dark Lady of the Sith, Lumiya - Darth Caedus - Ludo Kressh - Freedon Nadd - Darth Plagueis - Darth Ruin - Exar Kun

Support

Ravager - One Sith Order - Star Forge - Cast Out - Stryfe's Vengeance - Haazen - Helm of Dathka Graush - Power of the Dark Side - Krayt's Death - Wyyrlok's Illusions - Wrath of the Dragon - Duel for the Mantle - Darth Ruyn - Valley of the Dark Lords - Rise of the Sith - Spirit of Exar Kun - Naga Sadow's Lordship - Darth Kruhl - Darth Reave - Rule of Two - Darth Maleval - Thought Bomb - Carbonite Sith Army - Carbonite Sith Army Holocron - Trayus Academy - Trayus Core - Sith Academy of Korriban - Vindication - Nihilus' Death - Darth Bandon - Freedon Nadd Uprising - Tomb of Ajunta Pall - Tomb of Exar Kun - Tomb of Freedon Nadd - Tomb of Ludo Kressh - Tomb of Marka Ragnos - Tomb of Tulak Hord

Facts about Exar KunRDF feed
Level 4  +

This article uses material from the "Exar Kun" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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