#1050 Bounty Hunter Level 42 Usage: drag Once a Bounty Hunter has a snared victim, if they are hovering in a jetpack they may use the force of the jetpack to drag their prey to a different location. You must be hovering to use this skill You must already have a snared victim to use this skill ~ #1051 Technician level 35 Usage: pulse Technicians have the ability to utilize a pulse wave generator to create shockwaves that can cause serious damage to both organic and inorganic opponents. When a technician unleashes a pulse wave, all opponents in the room will be slammed with the pulse waves affect. Note: This skill requires a pulse wave generator device or armor system. See Also: Quake ~ #1052 Jedi Level 56 Usage: conc 'force slam' When the enemy is closing in and a Jedi finds himself surrounded, the Jedi can use the Force to create some breathing room. By first drawing in the energy around themselves, Force users can then release that energy in a concussive slam to those surrounding them. The resulting blast will often fling opponents away from the Jedi, giving them better odds or allowing them to catch their breath. This power is only available when in combat and the Jedi cannot control which opponent is slammed or the direction they fly. Because of the frustration and anger that can often accompany the use of this power, many Jedi Masters question the appropriateness of its use. The Sith, however, revel in using it every chance that they get. ~ #1053 Defender level 100 Usage: ward (enter and exit the stance) divert A Defender is often charged with the protection and defense of others in the heat of combat. Sometimes, the only way to truly defend his allies is to commit completely to defense. Defenders have honed the ability to use their lightsaber to create a barrier of protection. This saber ward represents the highest level of defense in the Jedi Order and will also rescue fellow fighters, allowing them to escape if necessary. In game terms, a Defender enters a saber ward stance and will no longer make any attacks in combat, but will have his ability to deflect and defend against attacks increased dramatically. To exit the saber ward stance, simply toggle the ward off. Also, when the Defender begins his ward during combat, he creates a distraction that will let others safely leave the room. While in his saber ward, the Defender can use 'divert' to renew the distraction. Note: Defenders in this stance cannot recall while fighting until they are in mortal peril. See Also: Defender ~ #1054 Fragile items are just that, fragile. These items will crumble to nothingness if dropped to the ground, so use caution. Additionally, because of the violent nature of death, these items are more suceptible to irreparable damage when the wearer dies. See Also: Subber death ~ #1055 Usage : calm Sometimes a mercenary gets caught up in the thrill, excitement, rage, and frenzy of battle. While this can lead to enhanced abilities while fighting, it can also lead to disastrous effects in the wrong situations. Using their intellect, rather than instincts, a mercenary can focus their mind and quell their emotions. Skills that can be calmed: ------------------------- All (will remove any calm-able affects) Rage Frenzy See Also: Rage Frenzy ~ #1056 SP Skill: Cost 50sp Jedi Level 14 Commando Level 60 Augments Sixth Sense / Sense Danger to allow Commandoes and Force Users to dodge the first attack from aggresive enemies ~ #1057 Legend Level 10 Usage: conc 'invent' Extremely skilled inventors can optimize their research and work to make a random piece of equipment. Chance of success is the same, but the quality is higher than a normal invention. Once this skill is learned, all invents will cost more resources but the successful item will be better than a regular invention. See Also: Sp Inventor ~ #1058 Legend Level 10 Usage: automatic Those players of legendary skill are always prepared for a fight and this includes keeping a stock of weapons and grenades just in case. Even when it looks like his arsenal is depleted, these skilled legends always seem to have another trick up their sleeve. In game terms, a player with this skill will always have a throwable weapon ready for use with the throw skill. Although an actual item is often more deadly, this provides that there's always something to throw. See Also: Throw ~ #1059 Skill Point skill Cost: 50sp Usage: squirt A clever droid can use some of their lubricants to create an oil slick on the ground of the room they in. This will cause people in the room to have trouble moving and possibly lose their balance. See Also: Skill points Sp ~ #1065 Usage: services There are many non-player characters in the galaxy that have become skilled in particular professions that can be useful to you, the player. You can tell a npc's profession just by looking at them. Using the 'services' command will then usually show you their services and pricing. These professions include: -Resource Trader -Receptionist -Cryogenist -Gem Cutter -Lens Cutter -Kaiburr Specialist -Ship Technician -Rehabilitation Councilor -Weapon Specialist -Armor Specialist -Medical Equipment Specialist -Repair Kit Specialist -Vehicle Technician ~ #1066 Adult time is the only timeframe in which 'adult' conversations are allowed to be held on public channels. Adult time starts at 22:00 according to the servers system time. Adult time ends at 6:00 server time. In order to see the servers time, type 'date' ~ #1067 Cost: 100 QP (Legend only) Teras Kasi, or 'steel hands' in Basic, is a martial arts discipline specializing in hand-to-hand combat. However, it is still quite a potent enhancement to fighters using other forms of close combat. Those who pursue this ancient combat art must be legendary. Skills available to Teras Kasi Artists: Skill Level Learned ------- --------------- Steel Hands 1 Closed Mind 5 Teras Kasi Arts 8 Leaping Veermok 12 Charging Wampa 15 Striking Sarlacc 20 Note: Individual help files are available for each of the named skills listed above. e.g. HELP STEEL HANDS Note: The master for this guild is Plo Koon. ~ #1068 Teras Kasi Level 8 Usage: teras The Teras Kasi arts is an additional fighting style, like offensive or defensive fighting, that allows the user to utilize their skills in the Teras Kasi arts to get additional attacks while in close combat. The user will also get a defensive bonus if they're completely unarmed. See Also: Teras kasi ~ #1069 Teras Kasi Level 15 Usage: wampa This move involves charging at your opponent during combat, attempting to hit them around the head and neck to disorient them. See Also: Teras kasi ~