#690 Sensite Level 7 Usage: conc 'teslic fury' By tapping into their aggression, Sensite's have found they can manifest electricity, and sometimes control it to attack their enemies. However, this control is shaky, and the damage done to the target is not very great. The Jedi Order generally frowns on the use of this aggressive power, though it is not an unknown ability to Jedi Sensite's. (You could expect Jedi role-players to penalize users) See Also: Sensite ~ #691 Sensite Level 10 Usage: conc 'prediction' With this power a Sensite starts to make prediction about which way their enemy is going to move in combat. This gives them bonuses to hitroll and space accuracy. See Also: Refocus Combat cost Concentrate Focus Sensite ~ #692 Sensite Level 13 conc 'mend wounds' target This will heal a small amount of hitpoints on a wounded target. The caster can only heal other people, not himself/herself. Additionally, because the Dark side thrives on selfishness and the eradication of weakness, those with darkness in their heart will find it difficult to heal others and possibly even impossible. See Also: Sensite ~ #693 Sensite Level 16 conc 'sense weakness' With this ability a Sensite starts to detect some of the hidden weaknesses of an opponent. In game terms, targets the Sensite fights will get less of a damage resistance bonus from Constitution. (NPC mobs also have Constitution, so it works against them also) Those that pursue the Light side of the Force cannot find the focus and selfish mentality that is needed to sense and exploit the weaknesses of their enemies. In some cases, the ability to sense weakness in others is even impossible. See Also: Sensite Focus Concentrate Combat cost Refocus ~ #694 Sensite Level 20 conc 'serenity' conc 'dark serenity' With these two powers a Sensite enters a serene state of mind enhancing their effectiveness with the force. However, those with too much evil in their hearts and on their minds will be unable to find Serenity, while those with to much good will be unable to find its dark counter-part. Even though your general alignment may tend to neutrality, you still will always be leaning one way or the other. With Serenity, a force user will gain a chance to critical a heal, healing much more damage than normal. With Dark Serenity, a force user will gain a chance to critical an offensive power like Teslic Fury, doing much more damage. See Also: Sensite ~ #695 Clans may choose to purchase their own clan halls. Clan halls are personalized areas where members can regen, find food/water, check messages on news monitors, and much more. Clan halls are not designed to protect you 100% from PK. They are simply a reclusive location where you can make yourself at home. The following is a list of considerations for building or expanding a hall. LOCATION of where your hall entrance is in the galaxy: You can build anywhere you like as long as it meets the following criteria: 1. The hall must not be on the planet of Tatooine. 2. If it is on a planet, there cannot be another hall on that planet. 3. It must be within reason -- no building inside the darktrooper vault. ROOMS to build your hall in: 3M for the first room of your hall. 2M for every other room. There is a maximum of 10 rooms total. 2M for a private hyperspace jump point. (No hidden exit/entrance here) Hidden Exit in a room: 500k Doors in rooms: 100k each; cannot be locked. ROOM FLAGS available for purchase in any given clan hall room: 40M for !MAGIC cuts players off from being able to focus. 20M for HALFMAGIC doubles focus costs and halves healing effectiveness. 2M for SOUNDPROOF which prevents communications in/out of the room. 5M for !SLEEP which prevents sitting, resting, and sleeping. 2M for !SPEEDER to prevent entering while riding NPCs or speeders. 2M for LANDING_PAD which allows TRANSPORT of controlled mobiles. 10M for !RECALL prevents 'word of recall' in all forms. GUARDS to protect your clan hall from intruders: Price depends on level of the mob. For example: Level 1 guard is free of charge. It would cost 1M for a level 10 mob. It would cost 40M for a level 100 mob. You can trade in existing guards for new ones at half their original price. For an extra 5M the guard can have fury or crucitorn cast on them. For an extra 10M the level 100 guard will notify via clancom if attacked. OBJECTS to decorate: Miscellaneous signs or random objects with no stats: 250k each (max of 9). These objects may be containers, but will NOT crash-save their contents. FOUNTAINS to drink or refill from: Basic water fountain costs 500k. Other fountains using special LIQUID TYPES cost 1M per fountain. Non-food liquids only. PERSONALIZED RECALL DEVICES to bring you home: 10M for custom distress probes that recall you to your clan hall. TRANSPORTER that brings you to Tatooine: 5M for a teleporter that recalls you to the Mos Eisley Space Port. SHOPKEEPER that sells items within your clan hall rooms: 5M for the shopkeeper mob itself. All other 'common' items for 100x their identified value. Common items being: bus passes, yellow drinks, grappling hooks, etc. 4M for specialty shop items with clan names. These are common items that you get to rename. MONITORS for bulletin board access: 2M for each monitor. Monitors must be for: News, Social, RP, or Faction. ATM MACHINE for bank account access: 500k for each ATM in your hall. SCAVENGER DROID to collect items and resources: 5M for each droid to be located in your hall. SPACE DOCKS to repair your ship in space: 5M for the dock object itself (must be located in a clan hall space room). FURNITURE to help you regenerate faster: Price calculated with this formula... Price = (regen rate * 180k) + (number of seats * 200k) Regen rate can be from 0 to +50 (percent). There can be no more than 5 seats. Example result: Max regen is 50% for a single person chair = 9.2M CONDITIONS FOR CLAN HALLS Clan halls are non-transferable. If a clan is deleted, the hall will be too. All parts of the hall must be behind the entry point. If there is a guard, that guard must protect the entire hall. All land guards must be in the same room. All space guards must be in the same room. No clan may have more than: 9 objects, 10 mobiles, 10 rooms, and 5 guards. IMMORTAL BUILDING of your hall will take place once you have made arrangements through Taksun. That is, either find Taksun online and talk with him or make arrangements using mudmail from a post office. *TIP*: Asking immortals when your hall is going to be done will not make it get finished any faster. Building the clan halls takes time and many details are required. See Also: Clans ~ #696 Naval Officer Level 65 Usage: withdrawal wd The withdrawal command allows you to make a withdrawal (retreat) from space combat in the direction of your choosing. There is a period of lag that occurs during the withdrawal. You cannot withdraw into closed rooms or death traps. ~ #697 Usage: impnet IMPNET is the command used to activate and communicate on the Imperial Galactic Communications Network. IGCN, the 'Holonet', is secure (for now) from Rebel monitoring and slicer interference. Only members of the Empire know the proper frequencies and possess the proper code-shifting transmitters needed to gain access to the network. To turn off this channel, type 'noimp' See Also: Factions Comlink ~ #698 Usage: rebnet The Rebel Alliance to Restore the Republic has established, deep within its bases, a top-secret network of communications relay centers on well-guarded frequencies. Members of the Rebel Alliance have transmitters that allow them to broadcast, and receive, messages over the Rebel Communications Network (RCN, the Relay Net). At present, the Empire does not have the ability to intercept such transmissions, as the frequencies and relay station locations are kept closely guarded. To turn off this channel, type 'noreb' See Also: Rebel alliance Factions Comlink ~ #699 Usage: jedinet Since the days of the Jedi Council, many Jedis have possessed an innate ability to communicate with other members of the Jedi Order through the Force. Communication through the Force is unique in that emotions, images, and other abstract concepts may be communicated, not just simple words and conversations. The Force allows Jedi the ability to 'feel', something that can not be said of any other communications network currently known to exist within the Galaxy. Use of the Jedi Net (as the Force communication ability is called by members of the Jedi Order) is impossible for those who are not truly attuned to the Force or to those who have been banished from the ranks of the Jedi Order. See Also: Jedi order Factions ~