#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 ~ #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! ~ #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 ~ #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 ~ #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 ~ #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 ~ #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 ~ #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 ~ #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 ~ #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 ~