#80 Usage: conc '' The Force is the magical power that is behind the usage of any spells in Star Wars. See Also: Wizforce Focus ~ #81 Force Combat is a special way of attacking. It requires that you wield a Kaiburr Crystal. When you attack wielding a Crystal, you deal damage through the Crystal's ability to channel the Dark Side of the Force. Of course, if you don't have the ability to manipulate the Dark Side of the Force, then you cannot use Force Combat. In addition, if you are weak in the Dark Side of the Force, you may not be able to wield some of the larger and more perfect Crystals. See Also: Kaiburr crystal ~ #82 Droid Level 66 Usage: field Generates a bubble-like force field around the Droid, protecting it from harm. This will last for a specified number of attacks before the force field will fall. However, very powerful attacks will penetrate the force field and bring it down prematurely. See Also: Droid ~ #83 Jedi Level 10 Usage: jump Jedi and Sith have learned the ability to jump much higher than physically possible with help from the force. When in a room with something high up and out of reach (such as a ledge or platform) you can jump up to that location. The only other means would be to find yourself a jetpack, extension gun, grappling hook or something of this nature. See Also: Grappling hook ~ #84 Technician Level 44 Usage: forge With forge, a Technician can add-on a secondary weapon system onto an existing weapon. This secondary weapon system utilizes ammunition and can be operated upon command using the keyword, 'fire'. Since the recoil can be severe, secondary systems can only be installed on primary weapons(wieldable and one-handed) and not on holdables. Installing them on one-handed weapons will cause them to be less accurate then a two-handed weapon. Some weapon systems will be of the direct damage nature, while others will activate a weapon combat bonus or some other special effect for a short duration. Forge requires a flat amount of focus and material resources, which are used in total regardless of success or failure. Level Forged Weapon Keyword Weapon Types ------ -------------- -------- ------------- 44 Static Discharge staticdis Melee & Dagger Weapons 50 Non-Lethal nonlethal Blasters & Ranged Weapons 60 Grenade Launcher grenade Blasters & Ranged Weapons 70 Flamethrower flamethrower Blasters & Ranged Weapons 90 Static Field staticfield Melee & Dagger Weapons See Also: Inventor Reload Fire Secondary weapon ~ #85 Mercenary Level 52 Usage: frenzy Frenzy throws the mercenary into a state of uncontrolled rage. While in this state, the mercenary's speed in combat is greatly increased, but he is NOT able to flee. Use of this skill is very physically and mentally demanding. While you can be under the affects of frenzy in space, there are no benefits, and you will still be unable to flee due to your state of mind. See Also: Calm down Mercenary ~ #86 Smuggler Level 18 Usage: gamble Smugglers are known to take chances at more than just cards. With the gamble skill, a smuggler begins taking chances in combat, attempting to get a lucky shot, or avoid a well aimed attack. Success or failure isn't immediately obvious, but after using the gamble command, for a time you will continue to take chances for good or bad. This skill will increase or decrease your LUCK attribute. See the help section on Luck for more information. See Also: Smuggler Luck Slots Gambling ~ #87 You can gamble at the slot machines and win and lose credits. Your winnings will increase the more you gamble, but of course you have the chance to lose much more as well. Usage: bet 100 ~ #88 Smuggler Level 15 Usage: glance Using this skill, the smuggler will attempt to sneak a quick look at the target (and hopefully his equipment too) without him noticing. The smuggler will also be able to tell if the target is aware of his surroundings or vulnerable to a sneak attack! Of course, if noticed an unaware target will become alarmed and watch you more closely. See Also: Look Smuggler ~ #89 Body Guard Level 95 Usage: gretreat This skill enables a Body Guard to allow his group the option to escape from combat in any direction he or she wishes. See Also: Body guard ~