#970 Medic Level 34 Usage: monitor (see your monitor readout) monitor group (to begin monitoring those grouped with you) alert (when you will be alerted) monitor off (stops monitoring your group) Similar to the ability to monitor individuals, medics are also often called upon to monitor entire groups. In these cases the information available to the medic is less, but they can be of aid to more people. Note: This skill will EVENTUALLY require the medic to have a special monitoring device in his inventory or installed in his armor. See Also: Medic Medical monitoring ~ #971 Skill Point Skill Cost: 25sp Usage: rearm A skilled pilot is accustomed to turbo blasts firing over their hull during the heat of battle, and as such are able to concentrate enough to rearm the secondary systems on their ship at a moments notice. See Also: Sp Piloting Rearm ~ #972 Skill Point Skill Cost: 35sp Skills Combined: ion/salvo Usage: automatic When a pilot wants to finish a battle in space, sometimes he just needs to fire everything he's got. By timing his ion blast to coincide with a salvo of missiles or torpedos, the skilled pilot can maximize damage with a debilitating salvo. Note: You must have an Ion Cannon and either a Concussion missile or Proton torpedo tube installed on your ship in order to use this skill. See Also: Sp Piloting Salvo Ion ~ #973 Kolcta, a rare hybrid of bacta and kolto, was an extremely powerful curative agent. The fluid was so scarce that full submersion was near impractical, so it was usually sold in syringes or applied as a simple soaked cloth. Kolcta treatment could help reattach severed limbs, heal almost any kind of wound and, most often as a cure for blindness. See Also: Syringe Refill Medic ~ #974 Skill Point Skill Cost: 35sp Skills Combined: treat minor/treat lesser injury Usage: automatic A lot minor and lesser treating of wounds happens out on the battle- field. But with blaster bolts flying and grenades exploding, players with 'steady hands' can automatically and simultaneously apply both 'Treat Minor Injury' and 'Treat Lesser Injury' whenever either skill is used. This happens as one action, because you don't have time to waste. Note: You must have the Treat Minor Injury and Treat Lesser Injury skills skills to learn this. This skill also combines with the 'Fast Hands' and 'Skilled Hands' skill. Also, autofire must be enabled to work. See Also: Shock trooper Medic Sp ~ #975 Usage: collect (show you available resources) collect (to receive the resources) With all the innovation and development in the galaxy, there's also a lot of junk laying around. Salvage droids help with this by collecting items on the ground around them automatically and salvaging them into their constituent resources. The droid will continue to collect the parts and keep the resources until the owner comes to collect them. For personally created salvage droids, like the P-100, only the owner can collect the resources. For those public models, like janitor droids or clan hall editions, only members of the Techno Union are able to collect. Note: The resources received from the droids are a tangible object that can be sold, traded, or given away as the collector sees fit. See Also: Resources Salvage Advanced droid ~ #976 Technician Level 60 Usage: breakdown Technicians have become so familiar with the inner workings of droids and mechanical parts that they are able to quickly pick out what is useful of a broken droid and remove it from the rest of the wreckage. From these mechanical parts Technicians can then salvage some of the resources required to build other new things. Also, since they learn from this process as well, Technicians gain experience from each breakdown. See Also: Materials Resources Advanced salvage Recycle Salvage ~ #977 Illusions are a powerful thing. If someone can be distracted, even for a moment, in combat by an illusion, this gives the user the ability to escape. However, the concentration required to produce such illusions renders the player incapable of determining a direction in which to retreat. In game terms, when this skill is used the player will retreat into a random room adjacent to the current room. See Also: Manufacture ~ #978 Usage: trade The exchange of resources for money is as old as the universe. In fact much of the hyperspace lanes were discovered and planets colonized as a result of intergalactic trading. All that matters to you is that you can trade your resources! Whether as a gift to a friend, or a high-priced commodity for open auction, there are TRADERS out there who will take the resources you've collected and package them up for exchange between players. All you do is tell them the type and amount of resource. But this is not a free service and these traders will take a small commission of your resource as payment. See Also: Salvage Resources ~ #979 Utility skills are those skills that are available through SPs, but are either not part of a classes' skills or serve a general utility to many players. Skill Sp Cost ----- ------- covert monitoring (Medic only) 10 hover 20 sewing 25 spinkick 25 3PO-series protocol droid 25 R2-series astromech droid 25 dark wind (Sith only) 35 electronic hack 35 wristworn weaponry 35 control pain (Sith only) 50 recycle 50 force grip (Sith only) 60 repair minor 75 treat minor injury 75 force reveal (Jedi/Sith only) 85 force wave (Jedi/Sith only) 85 See Also: Skill point ~