#1030
Weapons are objects that can be equipped with the WIELD command to be used
in combat. There are several different weapon types, which are identified by
the PROFICIENCIES required to use them. After a certain level of training
MULTI WIELDING becomes possible.
See Also: Proficiencies Wield Multi wield Offhand Remove Dice
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#1031
This immortal works silently to tune up our game
behind the scenes. You will find him working to improve
and correct many of the subtle details within the help
files, world descriptions, and zone commands.
Facts:
1. Slaps mobs. Often.
2. Knows #1 accomplishes nothing.
3. Wants your input for better help files.
4. Plows through space mobs.
5. Purrrr!
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#1032
Skill Point Skill
Cost: 35
Usage: outpost hack
For a non Technician or Slicer, this will give a chance at being able to hack an outpost.
For a Technician or Slicer, the skill will give a greater percentage chance at being able
to hack an outpost.
See Also: Skill points
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#1033
There are three primary combat styles that can be employed
in standard ground battle:
-Normal fighting
-Defensive fighting
-Offensive fighting
There may be situational, as well as general preferences, that
benefit from use of specific combat styles. While opinions vary
there is undeniably advantages and disadvantages to all three.
See Also: Offensive Defensive Normal
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#1034
Sentinel Level 75
Sith Marauder Level 72
Usage: conc 'force track'
Used for finding first step on the shortest route towards a monster.
Some rooms prevent tracking. If your victim is on another planet,
you will need to be in deep space to learn which planet your
victim is on.
See Also: Sentinel Sith marauder Track
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#1035
Medic level 24
Usage: slam
Part of being an effective medic is being alive yourself in order to then
help save your comrades. So medics tend to make sure they've got a shield
before they go in to battle to keep themselves protected. However, just
because they're behind a shield doesn't mean they're useless in a fight.
Medics use their shield to get up close to their target and SLAM them hard
with the full force of their shield. The blunt trauma of the slam results
in a dizzying effect that makes the enemy easier to hit for several seconds.
See Also: Medic Energy shields
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#1036
Arms Dealer Level 40
Usage: Automatic
While an Arms Dealer spends much of their energy hawking their wares to the
masses, they know that sticky situations can arise when dealing with the
galaxy's underground. As such, Arms Dealers retain the cream of their crop
for themselves, in case some unhappy client happens to come back for some
revenge.
Secondary weapon systems used by Arms Dealers with Private Reserves do
twice as much damage.
See Also: Fire Weapon system Arms dealer
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#1037
Arms Dealer Level 25
Useage: Automatic
Given that an Arms Dealer must retain his inventory for a period of time,
they have built themselves a warehouse to store their munitions for
extended periods of time. In game terms, this skills functions exactly
like Warehouse, only it provides extended amounts of rent space for those
items related to Arms Dealers.
See Also: Secondary Warehouse Arms dealer
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#1038
Arms Dealer Level 21
Useage: deal -
What is an Arms Dealer who can't deal his own wares? This skill
provides the Arms Dealer with the ability to deal wares according
to the needs of their clientele. Armaments arrive from an Arms
Dealer's contacts in the form of a crate containing the items that
they have ordered from their contacts.
Forged Weapon Keyword Level
-------------- ----------- -------------
Grenade Ammo grenade 20
Static Ammo static 25
Nonlethal Ammo nonlethal 30
Ion Cells ion 30
Fuel Cells fuel 35
Rocket Ammo rocket 40
See Also: Munition warehouse Secondary Arms dealer
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#1039
Arms Dealer Level 30
Usage: Automatic
Arms Dealers need to know what is going on in the galaxy politically.
In order to do this it requires a certain amount of connections and
monetary investments. In game terms, this will allow Arms Dealers
to view which measures are currently up for vote in the Galactic
Senate. However, in order to do this they must be willing to part
with some credits. Also, Arms Dealers must have Autospend active
in order for this to work, which will automatically deduct the
credits from their account.
See Also: Arms dealer Autospend
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