#0 Berserker Level 10 Most berserkers are so out of touch with reality that they have little concept of personal preservation. This is particularly noted during space combat, when particularly insane pilots have been known to ram their ship directly into their opponent, causing massive damage (to both ships). This is usually followed immediately by the berserker abandoning ship and fleeing the battle. Ramming is not a recommended practice among sane pilots because of the risk of ship totaling, which is fairly costly to fix. Berserkers, however, pay little heed to such particularities. ~ #1 Commando Level 100 Usage: boost Many have felt the thrill of an adrenaline rush during an intense or threatening situation, but few have learned to release this potentially life-saving hormone at will. The most advanced Commandos are some of these people. In this altered state, Commandos can endure far more damage than normal before succumbing, and are able to strike with efficacy, dealing more damage to their enemies. This ability is not without its price, however. After every use, the Commando must wait for their adrenaline to replenish before they can enter this state again. With the boost command, Commandos increase their hitpoints to a fantastic level for a short period of time. They then must wait several minutes before being able to boost again. See Also: Commando ~ #2 Bounty Hunter Level 32 Usage: ambush This skill allows a bounty hunter to gain a variable number of extra attacks when starting combat if he initiates a successful ambush. In order to be successful a bounty hunter must be moving quietly. Otherwise his opponent will see through his ambush and attack him. See Also: Bounty hunter ~ #3 Cyborg Level 90 Usage: Automatic Cyborgs have the ability to quickly evolve their bodies to help them in combat. The Adaption skill allows Cyborgs to sometimes adapt to an attack fast enough, so that it will cause only scratches for damage. Examples of this are adapting and absorbing/reflecting the energy of a laser blast or reinforcing the armor on a leg about to take a hit from a Gamorrean axe. See Also: Cyborg ~ #4 Alignment is very important in Revenge of the Jedi. When killing evil mobs or players, your alignment will gradually become more good, and vice versa for killing good mobs. Internally, alignment ranges from 1000 (perfectly good) to -1000. Neutral is approx -350 to 350. A Jedi with good alignment (greater than approx. 500) will be more efficient when tapping into the Force, and will be able to use less focus when using some abilities. The opposite is true for Dark Jedis. However, should your alignment go to the wrong side of the force, you will find it much harder to access and use the Force efficiently. See Also: Zap Jedi ~ #5 Slicer Level 12 Usage: anon When functioning properly, the comlink network automatically transmits the identification of the person sending a message. Slicers and technicians are able to hack the comlink protocol and mask their identity to broadcast anonymous messages over the public comlink network. This is an ability automatically obtained at the requisite level and need not be practiced in the guild. Much like the ability to peek at inventory for smugglers, it will not show up in the 'practice' list. See Also: Slicer Decrypt ~ #6 Merchant Level 1 Usage: appraise Appraise allows a Merchant to do a test of an items value and rent cost while in the field. It helps them decide what they may want to keep or toss when only a limited amount of room is available. See Also: Lesser class Merchant ~ #7 Usage: areas [-all | min-max] Lists most of the available zones in the mud, that are open for exploration. No arguments: lists all the zones that are deemed 'suitable' for your level, plus or minus 5. For example a level 20 character, it would show all zones that might be suitable for 15-25. -all : lists all the zones min-max : lists all the zones suitable for the level interval given. Please Note: The levels given in this listing are approximations only. Be wary when exploring new zones, some things may be harder or easier than this list might imply. ~ #8 The arena is a special place where players can test their might against each other. Battling in the arena has no side effects, good or bad for a character. No experience is lost, or gained. When one character dies, his hits are reset to 1 hit point, and combat is halted. No pkilling flags are removed or gained here either. You cannot flee from a battle in the arena. There are three titles that can be earned in the Arena. They are Grand Champion, High Champion, and Lower Champion. The Grand Champion title is available to any character of mortal level. When the current champion is defeated, the titles passes to the victor. The High Champion is available to characters less than level 30, so sub-guilders will be unable to earn this title. The Lower Champion title is available to characters of level 15 or less. If someone holds more than 1 titles, only one title can be lost per contest, the highest title will be the first lost. Betting and Equipment Transfers can be made on Arena combats, but they are not enforced by the gods. Tourney's can be held from time to time. Both mortals and immortals may run them. Prizes or gifts from mortal run tournaments must come from mortal equipment and moneys. Immortals will not supply any gifts. See Also: Outpost Pkilling Factions ~ #9 Usage: Automatic Ships with an astromech co-pilot have a great advantage. The Astromech will repair hull damage done to the ship at a standard rate.(every tick) Also, if your Shield Generator has been damaged, the droid will attempt to repair this as well, so the shields can start to regenerate. A very clever little droid. See Also: Space Ship systems ~