#40
The Cyborg has discovered a means of staying one step ahead of the
competition....way ahead. These hunters have become half-man, half-
machine in their drive to succeed where others have failed. The
cyborg bounty hunter is a great solitary hunter. They have all the
means of surviving alone at their disposal. Their only loss is their
humanity.
Special skills of a Cyborg:
Skill Level Learned
------- -------------
Cyborg Speed 60
Self Repair 72
Bionic Strength 78
Cybernetic Targeting 84
Adaptation 90
Blitz 100
Note: The master for this guild is Dengar
See Also: Bounty hunter
~
#41
Some armor is capable of being damaged. If a piece of armor sustain
sufficient damage, it will be rendered useless and break apart and
vanish. Also, once a piece of armor is damaged, it becomes more
readily damaged. There is hope however. A skilled Technician can
mend the armor to its previous state, although, they are not
capable of fixing the increased chance of damage.
See Also: Technician Mend armor
~
#42
Smuggler Level 41
The smuggler will resort to any means necessary to gain the upper hand
in any situation. Combat is no exception. With this skill the smuggler will
resort to tactics typically not employed by other classes. The effectiveness
of these actions increase with level. Dirty tricks are used automatically
once learned.
See Also: Smuggler
~
#43
Usage: Automatic
Pirates represent the best pilots in the game. Their skills in space
combat are far superior to the other classes. To represent this space
superiority they are given a deadly maneuvers skill, which
represents how well they know a variety of combat maneuvers that
can put their opponents back into their sights. In game terms,
deadly maneuvers give pirates another attack dependent on their
skill level, in space combat.
See Also: Space
~
#44
Spice Dealer Level 25
Usage: deal -
With this skill, a Spice Dealer can create many unique spices useful to
the Dealer and many others in the galaxy. In fact, a good amount of
money could be made dealing these products. There is a certain
duration of creation lag that prevents the Spice Dealer from building
another spice right after the first, this lag is reduced as one gains
levels.
Level Spice Types Keyword
------ ----------- -----------
Level 25 Bad bad
Level 25 Generic generic
Level 27 Mind Altering mind
Level 29 Body Altering body
Level 32 Emotion Altering emotion
Level 35 Perception Altering perception
Level 40 Reaction Altering reaction
See Also: Spice dealer Spice
~
#45
Death is the inevitable result of risking your life day in and day out.
However, if you die here, you are just logged out and have to enter
the game once more. Then, the next step is to find your corpse
before nasty mobiles do and loot it yourself to claim your equipment.
If you are unfortunate enough to die, you will find that you may have
suffered permanent wounds. There is no experience loss or level loss
when you die.
However, once you attain level 60, there is another unfortunate effect
of death......
Loss of equipment!
With each death, there is a chance you may lose some of your
equipment. After all, something did something nasty enough to you
to make you perish, and your armor just saved you from being
completely vaporized. Just consider yourself lucky that you don't
lose it all. Then again, there are those nasty Death Traps......
See Also: Wounds Subber death Death trap
~
#46
Sentient beings and creatures aren't the only things that can kill
in this galaxy. Some environments are so hostile that even to enter
them would result in instant death. These places, much like the rickety
speeders or overloaded refugee transports you've heard of in your
travels, are called what they are: death traps.
Death traps (DTs for short) are rooms that kill you upon entering.
They do not cause wounds, but do cause the chance of loss of up to
four items you are wearing. The chance of losing one item is 100%,
a second item 50%, a third item 25%, and a fourth item 12.5%. Players
under level 30 do not lose EQ when they hit a death trap.
Because the cost of entering a death trap is so high, care has been
taken to make accidentally entering one as difficulty as possible.
To help you detect them, several things are always true about death
traps:
Death Trap Facts
---------------------------------
1. Death traps are always lit. Any room which shows up as
'Too dark to tell...' on the `exits` command is not a death trap.
2. Death traps never have mobs in them. If `scan` shows a mob in a
room, or you see a mob exit into a room, it is not a death trap.
3. You cannot flee into a death trap. One way of testing for a death
trap is to see if you can flee into the room.
In addition to these, death traps almost always have one or more of the
following indicators:
Death Trap Indicators
---------------------------------
1. CAPS in the room title ('REACTOR LEAK')
2. Exclamation point(s) in the room title ('Vaporized!!')
3. An ellipsis in the room title ('Falling....')
4. A word that connotes death in the room title ('Crushed by rocks')
5. A combination of these things ('A VERY unstable hand-hold!')
6. An adjacent room description that clearly indicates a DT
('Blasted Surface'--'To the west, beyond a glass shield,
is the deadly and dangerous Demophon surface. It would
be like walking into a furnace.' Note: This DT exit is also
blocked by a door, another possible indicator.)
You can see the room titles of adjacent rooms via the `exits` command.
All of this said, take care when exploring new zones. DTs, especially
ones in old zones, can be unassuming, with only slightly suspicious
names. That is where part of the danger lies. If you come across a DT
that does not fit the above criteria, or you feel should be more clearly
indicated, feel free to submit a suggestion via `idea`, or on Discord.
There are certain very rare and valuable items which offer protection
against Death Traps. These items, however, can only be used once
before they disintegrate.
See Also: Exits Death Idea
~
#47
Slicer Level 20
Usage: automatic
When devious slicers hack into comlink protocols to mask their
broadcast identities, they leave traces behind that a very clever
Slicer can decrypt. Slicers have perfected this ability to identify
those attempting to use comlinks anonymously.
See Also: Slicer Anonymous
~
#48
Jedi Level 57
Usage: defend
defend
A Jedi is sometimes tasked with protecting others. By taking a
position in front of the charge, a Jedi can fend off attacks
aimed at him/her.
Type 'defend self' to stop defending others.
See Also: Jedi
~
#49
Sometimes a Jedi Knight would become so great, that he or she would
be recognized even by his fellow peers. The Defender is the greatest
warrior of the Jedi, devoted to Defending and fighting any evil with
success.
The Defender's abilities stem towards a more offensive nature. While
none of these powers brush against the Dark Side, the Jedi's powers
still often mean death to Dark ones.
Special skills of a Defender:
Skill Level Learned
---------- -------------
Crucitorn 60
Combat Speed 65
Blademaster 70
Saber Throw 75
Healing Trance 80
Flurry 85
Redirect 90
Saber Ward 100
Note: The master for this guild is Mace Windu.
See Also: Code Lightsaber Force Jedi
~