#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
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#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
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#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
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#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
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#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
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#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
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#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.
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#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
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#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
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#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
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