#0
ram
Ram
Berserker Level 10

   Most berserkers are so out of touch with reality that they have little
concept of personal preservation.  This is particularlly noted during space
combat, when particularly insane pilots have been known to ram their ship
directly into their opponent, causing massive damage (to both ships).  This is
usually followed immediatly by the berserker abandoning ship and fleeing the
battle.  Ramming is not a recommended practice among sane pilots because of the
risk of ship totaling, which is fairly costly to fix.  Berserkers, however, pay
little heed to such particalities.    

~
"lesser classes"
~
#0
"adrenalin boost"
Adrenalin Boost
Bodyguard Special

Usage: boost

To protect their charges to the limits of their ability, bodyguards
have found a way to boost their adrenalin through simple mental
fortitude.  This is not without side effects however, and Bodyguards
have learned to not over boost their adrenalin. (The results of which
were often nasty violence induced deaths)  

With the boost command, a bodyguard increases his or her hitpoints to
a fantastic level for a short period of time. (about 5 minutes).  
This boost can only be triggered once every 30 minutes or so.

~
bodyguard
~
#0
ambush
Ambush
Bounty Hunter Level 34

Usage: ambush <victim>

This skill allows a bounty hunter to gain a variable number of extra
attacks when starting combat if he initiates a successful ambush.

In order to be successful a bounty hunter must be moving quietly.
Otherwise his opponent will see through his ambush and attack him.
~
"bounty hunter"
~
#0
adaptation
Adaptation
Cyborg Level 78

Usage: Automatic

Cyborgs have the ability to quickly evolve their bodies to
help them in combat.  The Adaption skill allows Cyborgs to sometimes 
adapt to an attack fast enough, so that it will cause only scratches
for damage.  Examples of this are adapting and absorbing/reflecting
the energy of a laser blast or reinforcing the armor on a leg about
to take a hit from a Gammorean axe.

~
cyborg
~
#0
alignment
Alignment
Alignment is very important in Revenge of the Jedi. When killing evil
mobs or players, your alignment will gradually become more 'good', and
vice versa for killing good mobs. Internally, alignment ranges from
1000 (perfectly good) to -1000. Neutral is approx -350 to 350.
A Jedi with good alignment (greater than approx. 500) will be more
efficient when tapping into the Force, and will be able to use less mana
when using force powers.  The opposite is true for Dark Jedis.
However, should your alignment go to the wrong side of the force, you will
find it much harder to access and use the Force efficiently.
~
~
#0
anonymous
Anonymous Comlink
Slicer 	   Level 12

Usage: anon <message>

When functioning properly, the comlink network automatically transmits the 
identification of the person sending a message.  Slicers and technicians are 
able to hack the comlink protocol and mask their identity to broadcast 
anonymous messages over the public comlink network.

This is an ability automatically obtained at the requisite level and 
need not be practiced in the guild.  Much like the ability to peek at inventory
for smugglers, it will not show up in the "practice" list.
~
slicer decrypt
~
#0
appraise
Appraise
Merchant   Level 1

Usage: appraise <obj>

Appraise allows a Merchant to do a test of an items value and rent 
cost while in the field.  It helps them decide what they may want
to keep or toss when only a limited amount of room is available.

~
"lesser class" merchant
~
#0
arealist areas
Areas
Usage: areas [-all | min-max]

Lists most of the available zones in the mud, that are open for
exploration.

No arguments: lists all the zones that are deemed 'suitable' for your
level, plus or minus 5. For example a level 20 character, it would show
all zones that might be suitable for 15-25.

-all : lists all the zones
min-max : lists all the zones suitable for the level interval given.

Please Note: The levels given in this listing are approximations only.
Be wary when exploring new zones, some things may be harder or easier
than this list might imply.

~
~
#0
arena
Arena
The arena is a special place where players can test their might
against each other.  Battling in the arena has no side effects, good
or bad for a character.  No experience is lost, or gained.  When  
one character dies, his hits are reset to 1 hit point, and combat is
halted.  No pkilling flags are removed or gained here either.  You
cannot flee from a battle in the arena.

There are three titles that can be earned in the Arena.  They
are Grand Champion, High Champion, and Lower Champion.  The
Grand Champion title is available to any character of mortal level.
When the current champion is defeated, the titles passes to the
victor.  The High Champion is available to characters less than level
30, so sub-guilders will be unable to earn this title.  The Lower
Champion title is available to characters of level 15 or less.  If
someone holds more than 1 titles, only one title can be lost per
contest, the highest title will be the first lost.

Betting and Equipment Transfers can be made on Arena combats, but
they are not enforced by the gods.  Tourney's can be held from
time to time, both mortal and immortal's may run them.  Prizes or
gifts from mortal run tournaments must come from Mortal
equipment and moneys.  Immortals will not supply gifts.

~
~
#0
astromech
Astromech
Usage: Automatic

Ships with an astromech co-pilot have a great advantage.  The Astromech
will repair hull damage done to the ship at a standard rate.(every tick)
Also, if your Shield Generator has been damaged, the droid will 
attempt to repair this as well, so the shields can start to regenerate.
A very clever little droid.

~
space
~
#0
block
Block
Sith  Level 56

Usage: Automatic

This skill allows a Sith to block an enemy attack with his hand,
much as Darth Vader did to Han Solo in Empire Strikes Back.  The chance
of Blocking an attack increases at higher levels of skill in the
ability, and with higher character levels. You can only block an attack
if you have a free hand.

~
sith
~
#0
bar barricade blockade
Barricade
Usage: barricade <item> <direction>

Barricade is a command used to block an exit.  You must have an item that
can be used as a barricade.

~
~
#0
backstab
Backstab
Smuggler Level 22

Usage: backstab <victim>

Backstab is a way to sneak up on a person and attempt to place your
dagger in his back, at exactly the point where it does most damage.
A successful backstab gives a damage multiplier, depending on level:

	Levels   Multiplier  
	------   ----------
	22-39        2
	40-59        3
	60-69        4
	70-79        5
	80-99        6
	100	     7

The chance of successfully backstabbing a person depends on how
well you have practiced backstab at your guild.  You can always
backstab sleeping people.
~
smuggler
~
#0
"bandage wounds"
Bandage
Mercenary Level 55

Usage: bandage   (or bandage self)

A Mercenary is trained to be as effective as possible in combat, even
when wounded. This skill allows the mercenary to bandage his own wounds
and apply rudimentary first aid, speeding the healing process and allowing
him to continue to fight when others need to stop and rest.

~
mercenary
~
#0
banklink
Banklink
Merchant   Level 20

Usage: balance
	   deposit <credit amount>
	   withdraw <credit amount)

With a Hyperlink into the Galactic Banking system, a Merchant can
obtain instant access to his or her funds in a Bank.  

~
"lesser class" merchant
~
#0
barter
Barter
Merchant   Level 8

Usage: automatic

With the Barter skill, a Merchant can negotiate a better deal with 
shopkeepers, and sell items for a greater amount than what a shop
keeper would normally pay.  Charisma has a great effect on how
much more money can be made.

~
"lesser class" merchant
~
#0
bash
Bash
Mercenary Level 5

Usage: bash <victim>

The success of a bash depends upon how well you are learned.  To
bash someone is to attempt to 'knock' that person over.  If you
succeed you will inflict minor damage, and cause the victim to
fall on it's rear.  The victim will be unable to fight for
a short period of time. If you miss, you may lose your balance
and fall, potentially injuring yourself.

Note that hitting a person who has been bashed will inflict
increased damage.

~
mercenary
~
#0
"battle armor"
Battle Armor
Technicians are able to create many things, one of their best abilites
though is to create Powered Battle Armor that is worn on the body.
This armor can be as powerful as anything in the game.  To make
their armor they must gather components from around the galaxy.
For more information on what is needed and the rules to Battle
Armor creation, see the board in your local guild.

They require a breast plate for shaping, and a coupling for power.
A kit for special purposes or a visor can be added as well.

A Strength Enhancement Kit, or a Speed Enhancement Kit 
will help your armor increase your combat ability, or finding a Cell
Regeneration Kit will help you recover from your wounds at a quicker 
rate. 

Breast Plates Available - Single - Quad Layered
Couplings Available - 1/2, 1, 2, 3 Inch
Visors Available - Night Vision, Thermal, Infared Visors
Kits Available - Strength, Speed, Cell Regen

~
personal technician
~
#0
berserk
Berserk
Mercenary Level 42

Usage: berserk

This ability allows a Mercenary to lash out at multiple enemies in
a savage attack.  It can be used several times in a single fight
to inflict damage on multiple opponents, but you will tire out and
have to wait awhile before it can then be used again. Skilled mercs
can differentiate between friend and foe while berserking, but it
is by no means a sure thing.

~
mercenary
~
#0
"biomechanical armor"
Biomechanical Armor
Usage: Automatic

Biomechanical armor is a recent advance in armor systems.  Hence, the
cost of installation is high.  However, that advantage of having armor
capable of repairing itself in combat is great.  The armor has a
rudimentary bio-organic intelligence which senses when it has been
damaged and activates a survivalistic, self-healing mechanism, which
begins to slowly repair the cybernetic hull of the ship.

~
space
~
#0
blitz
Blitz
Cyborg Level 100 (Available upon Guildmaster Quest Completion)

Usage: Blitz <target>

With a state of the art, move by wire system installed to increase their
speed and reflexes, a Cyborg can unleash an incredible blitz of attacks
sure to devastate an enemy.  These attacks will quickly tire a Cyborg
however, so cannot be used often without consequence.





~
cyborg
~
#0
board
Board
Naval Officer Level 70

Usage: Board <target>

Large ships armed with a tractor beam can pull a ship close enough
for it's crew to launch a boarding operation to take control of the
enemy ship.  Afterwards, you will have control of the vessel.
~
"naval officer"
~
#0
"body guard" bodyguard
Bodyguard
Body Guards are hired professionals who specialize in the personal
protection of their employer.  Their highly refined skills are the envy
of many soldier.  The presence of a bodyguard is enough to make any
assassin think twice about their job at hand.

Special skills of a Body Guards:

Skill                    Level Learned
-------                 ---------------
First Aid                    60
Search                       61
Hawkeye                      62
Push                         64
Protect                      68
Pummel                       70
Tackle                       75
Group Retreat                80
Adrenaline Boost             100
~
mercenary
~
#0
"bounty hunter"
Bounty Hunter
Bounty Hunters are those silent, seemingly deadly characters who
haunt the shadows and wait.  They wait for the call...the call for a
hunt.  To track down and capture or kill a wanted person, and collect
the bounty on that person.  It matters not to them who is paying the
bounty, rather, just that they get paid.

They combine the skills of a Mercenary with those of a Smuggler to
create a feared hunter.  He is capable of tracking down and killing
most anything that moves.

A Bounty Hunter is capable of acquiring various weapon parts for the
construction of a powerful personal weapon suitable to meet his
needs.

Weapon proficiencies
--------------------
  Blaster :**********:
  Dagger  :**        :
  Ranged  :**********:
  Hand    :*****     :
  Force   :*         :
  Saber   :**        :
  Melee   :*****     :

Skills available to Bounty Hunters:

Skill                    Level Learned
-------                 ---------------
Kick                          1
Draw                          3
Stun                          5
Sneak                         7
Observe                       9
Snare                        12
Sense Life                   15
Track                        18
Precision Fire               21
Locate Object                25
Defensive Fighting           28
Multi Wield                  30
Martial Arts		     30
Scan                         32
Ambush                       34
Tracer                       36
Throw                        38
Headbutt                     40
Search                       42
Combat Speed                 45
Offensive Fighting           48
Word of Recall               50
Offhand                      54
Evade                        58

~
personal assassin cyborg
~
#0
"burst fire" burstfire
Burst Fire
Fighter Pilot Level 70

Usage: burst <victim>

With burst fire, a fighter pilot times his attack just right and fires
off a burst of fire with all laser cannons at his disposal.  When this
firepower strikes the target at the same time, devastating effects
often follow.  
~
"fighter pilot"
~
#0
"bush piloting"
Bush Piloting
Not assigned
Usage: Automatic

Many rebel pilots come from backwater planets like Luke Skywalker
and Biggs Darklighter did.  These pilots have undergone no real
military training but they are deadly in space combat.  These rebels
are often called Bush Pilots.





~
rebel space
~
#0
"calm nerves"
Calm Nerves
Gunslinger Level 5

Usage: conc 'calm nerves'

With calmed nerves, a gunslinger's hand is steadier and their aim is more
accurate.  This will help a player with their blaster skill rating.
~
gunslinger
~
#0
camp
Camp
Explorer Level 35

Usage: camp
       breakcamp

Explorers find it useful to set up temporary emergency base camps on
the planets they explore.  When in trouble, they can retreat back to
their base camp instead of sending a distress signal all the way back
to Mos Eisley.

With the Camp command, an Explorer can set a room as his base camp.
From then on, when the explorer activates a normal recall device,
he/she will recall back to the base camp instead of Mos Eisley.
The explorer can only recall to base camp if they recall from within
the same zone as the camp. (Thus, in cases of large zones that 
actually consist of several zone areas, they may not be able to recall
to base camp) A rare number of rooms are not suitable as a camp site
and no camp can be set there.

If the explorer wants to break camp, in order to Recall to Mos Eisley
or wherever he/she's going, they must use the breakcamp command.
This can be done from any location. Only one base camp can be set at 
any given time, and building another will reset your base camp.
~
explorer recall "word of recall"
~
#0
camouflage
Camouflage
Commando Level 62

Usage: camouflage

A cunning and stealthy commando paint his face and body in
camouflage paint to avoid being seen by his enemies.  The successful
application of camouflage will reduce the chance that aggressive mobs will
notice and therefore attack you.

There is no way of knowing if the camo has been effectivly applied without
trying it out.

Camouflage is affected by your surroundings.  It is very effective in 
forests and rainforests, moderatly effective in mountains, hills and fields
and much less effective in cities and indoors.
~
~
#0
capture
Capture
Assassin Level 70

Usage: capture <victim>

With this skill an assassin captures a mob, binding him into his
possession. From then on the mob will follow the character wherever
the assassin travels.

During a fight, the assassin with use the captured mob as a human shield.
The mob will take extra damage from this, since it can't move, and it
won't fight back at all.  Since this is fairly brutal to your captive,
they will try to escape at the first opportunity.  If they get free,
they will be too aware for you to capture again.

To free the mob, simply type:  release <victim>





~
assassin
~
#0
charisma
Charisma
Politician Level 7

Usage: conc 'charisma'

This ability represents a politicians ability to turn on the charm,
becoming more likable and persuasive to all those around him or her.
When in effect, the politicians charisma will increase.

Note: If you are looking for information on the uses of charisma,
take a look at HELP STATS.
~
stats
~
#0
"charter room"
Charter Room
Merchant   Level 12

Usage: automatic

Merchants at this level have made deals with Inns, Hotels and other
places they can stay on many planets.  Charter Rooms are saved for
their sole usage, and at a cheaper price.  With the Charter Room
skill a Merchant rents items for a cheaper amount the lower class
of society.  Charisma has a strong influence on how cheap rent
will be.





~
"lesser class" merchant
~
#0
circle circlemud credits version
Credits
					C  I  R  C  L  E  M  U  D     3  .  0

CircleMUD was developed from DikuMUD (Gamma 0.0) by Jeremy
"Ras" Elson at Johns Hopkins University's Department of Computer
Science.  All code unique to CircleMUD is protected under a copyright
by the Trustees of the Johns Hopkins University.

Many, many people contributed to CircleMUD in one way or another
throughout the course of its development.  Although it's impossible
for me to remember them all, I'd like to extend special thanks to
certain people:

  -- Jeff Fink, for submitting a veritable mountain of excellent code.
  -- Chris Epler and Chris Herringshaw for extensive beta-testing and
	  bug reporting.
  -- Furry (Alex Fletcher), for single-handedly managing Circle's
	  world files.
  -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for
	  other code and area submissions.
  -- Jean-Jack Riethoven for porting the code to the Amiga, and David
	  Carver for porting it to OS/2.
  -- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU.
  -- The DikuMUD folk, and the good old WhatMUD implementors
	  Dave & Justin, for starting the ball rolling.
  -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for
	  being there in the very early days of Circle's development.
  -- And, of course, Sharon, Ben, Erica, Aly, and Josh, for keeping me
	  sane.

...plus everyone else in the Circle community who has submitted material!
   Thanks everyone!

Anonymous FTP:    ftp.cs.jhu.edu:pub/CircleMUD
Author's E-Mail:  jelson@jhu.edu
Homepage URL:     http://www.cs.jhu.edu/~jelson/circle.html
Mailing List:     circle@pvv.unit.no

~
~
#0
classes
Classes
There are currently six main primary classes available on Revenge of
the Jedi.  At level 60, you may then choose from two subguild classes
available to each primary class.  In addition, at anytime you may 
also choose a Secondary & Tertiary class that you can gain up to
level 40 and 20 respectively.  You may NOT choose from one of the six
main class choices for your secondary & tertiary choices, but you can
choose from one our lesser classes available in the game.  The
lesser classes are only available at secondary & tertiary levels.

NOTE: Once you have joined a lesser class, you CANNOT LEAVE IT!

Usage: help <class name> for more information on a specific class.

	 SITH                  JEDI KNIGHT             TECHNICIAN
	 MERCENARY             BOUNTY HUNTER           SMUGGLER
~
"lesser classes" races subguilds guilds
~
#0
cloak
Cloak
Usage: cloak

This rare device allows a space faring ship to cloak itself from most
normal scanners.  While cloaked, one can fly unseen, but once battle
is joined, the cloaking will wear off.



~
space
~
#0
"concussion missiles"
Concussion Missiles
Usage: Fire <victim>

These high powered missiles derive their name from their manner
of delivery.  Ships armed with concussion missiles can fire them on
command provided they have ammunition remaining.  Ships have a limited
number of concussion missles.  Upon obtaining some spare missiles
you can reload your ship using the REARM command.

Maximum Missiles Based on Ship Size
------------------------------------
Small Ship		N/A
Fighter			6
Bomber			12
Medium Ship		24
Large Ship		48
Capital Ship		96


~
salvo rearm "concussion missiles"
~
#0
construct "space construct"
Construct
Inventor Level 64
Space Engineer Level 65

Usage: construct <number> <item>

Two skills of a very similar nature.  Construct allows an Inventor
the ability to create ammunition items used on land, while Space 
Construct allows a Space engineer to build items used in space.
INVENTORS CANNOT CONSTRUCT THE SPACE ITEMS, and SPACE ENGINEERS
CANNOT CONSTRUCT THE LAND ITEMS. (sorry for caps, no one understood)

Multiple items can be constructed at one time, ammunition items will
create one object with a larger quantity of reloads.  Items will
use a quantity of materials listed below.  Remember to multiply this
by the number of items you are making to determine a true cost.

Land Ammo  		Keyword  	Materials 
---------- 		-------- 	----------
Flamethrower Fuel	flamethrower	Neut(10)
Rockets	(for launcher)	rockets		Dura(5), Moly(5)
Grenades (for launcher)	grenades	Dura(5), Neut(5)
Static Cell             static          Neut(3), Moly(2)

Space Ammo  		Keyword  	Materials 
----------- 		-------- 	----------
Proton Torpedoes	protons		Dura(50), Moly(5)
Concussion Missiles	concussion	Dura(50), Neut(5)
Fighters (for bays)	fighters	Dura(100), Neut(10), Moly(10)
~
"space engineer" inventor
~
#0
counterstrike
Counterstrike
Swindler Level 77

Usage: automatic

Counterstrike will allow the crafty swindler turn the tables on a dodged attack
and strike back at his attacker.





~
dodge swindler
~
#0
"cover fire"
Cover Fire
Gunslinger Level 12

Usage: cover <victim>

This skill is useful if you want to try and draw an attackers attention 
away from a group mate and onto you.  Simply providing covering fire
for your poor friend and ask your friend for a reward later.
~
gunslinger
~
#0
"cybernetic targeting"
Cybernetic Targeting
Cyborg Level 74

Usage: conc 'cybernetic targeting'

Using a special cybernetic implant, cyborgs can superimpose a
targeting grid over their normal vision, allowing them much greater
accuracy than normal eyesight would allow.





~
cyborg
~
#0
cyborg
Cyborg
The Cyborg has discovered a means of staying one step ahead of the
competion.....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             65
Bionic Strength         70
Cybernetic Targeting    74
Adaptation              78
Blitz                  100
~
"bounty hunter"
~
#0
"damaged armor"
Damaged Armor
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.





~
technician mend
~
#0
"dirty tricks"
Dirty Tricks
Smuggler  Level 38

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.

~
smuggler
~
#0
sith
Sith
Those who have chosen the path of the Dark Side become Sith.
Those who do choose this path have at their disposal, force abilities
which embrace the dark nature of their Master.  These abilities are
among the most offensive and violent spells of any known.  Only
those, who have fully given themselves over to the Emperor and the
Dark Side, can surpass the devastation of the Sith.

Sith can also prepare a powerful Personal Lightsaber. This
requires the Sith to procure a number of lightsaber parts. This is
often done irregardless of the current owner's consent. They are
also skilled in the use of attacking directly with the force,
and can construct crystals and gems to focus their anger.

Weapon proficiencies
--------------------
  Blaster :**        :
  Dagger  :****      :
  Ranged  :**        :
  Hand    :*****     :
  Force   :**********:
  Saber   :********  :
  Melee   :*****     :

Skill                          Level Learned
--------------------            ------------
Bolt of Hatred                       1
Sense Force                          2
Armor    			     4
Force Grip                           6
Life Tap                             7
Detect Masking                       8
Know Alignment                       9
Force Jump                          10
Dark Wind                           12
Focus Mind                          14
Detect Alignment                    15
Flip                                16
Control Pain                        18
Mask                                19
Strength                            21
Blindness                           23
Telekinesis                         25
Defensive Fighting                  28
Jedi Speed                          30
Sense Danger                        32
Force Scream                        34
Sense Life                          36
Dark Influence                      38
Force Push                          40
Dark Lightning                      43
Control Mind                        45
Offensive Fighting                  48
Throw                               50
Choke                               53
Block                               56

~
"emperor's hand" "sith lord" lightsaber force serve
~
#0
"deadly maneuvers"
Deadly Maneuvers
Pirate  Level 70

Usage: Automatic

Pirates represent the best pilots in 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.

~
space pirate
~
#0
"deal spice"
Deal Spice
Spice Dealer Level 5

Usage: deal <item>

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  5         Bad                      bad
Level  5         Standard                 standard
Level  7         Mind Altering            mind
Level  9         Body Altering            body
Level 12         Emotion Altering         emotion
Level 15         Perception Altering      perception
Level 20         Reaction Altering        reaction

Dealing Spice Costs a flat 50 Mana

~
"spice dealer" spice
~
#0
death
Death
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 have lost
some of your unspent experience points.  Therefore, it is
never a bad idea to hold some experience points "in reserve" if you
are going into a risky or untested situation.

Should you die and not have sufficient unspent exp to pay Darth Reaper,
you will be punished with the loss of one Level.

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......
~
"death trap"
~
#0
"death trap"
Death Trap
Death Traps (DTs) are the great equalizers on the MUD.  Should a
player hit one - they die - they lose everything they are carrying.

No arguments. No complaints.  You are DEAD.  Period. So..... 

Take care when exploring new zones.  Most DTs are unassuming, with
slightly suspicious names.  That is where the danger lies.  Moving
through a new zone, or a well-known zone, can turn deadly, with a
wrong turn or by hitting the wrong key.

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.


~
death
~
#0
decrypt
Decrypt
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.

This is an ability automatically obtained at the requisite level and 
need not be practiced in the guild.  Much like the ability to peek at 
inventory for smugglers, it will not show up in the "practice" list.
~
slicer anonymous
~
#0
defender
Defender
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
-------              -------------
Defender Speed           60
Force Hold               64
Slash                    68
Deflect                  72
Combat Heal              76
Saber Throw             100
~
"jedi knight" lightsaber force
~
#0
"detect hidden"
Detect Hidden
Explorer Level 25

Usage: automatic

Explorers at this level have trained their senses and intuition
to detect hidden doors and passages where others would walk right by.  

Hidden exits will show through the autoexit display or exit command.
~
explorer autoexit exit
~
#0
isarm"
Isarm
See "disarm"
~
~
#0
disintegrate
Disintegrate
Inventor Level 100

Usage: disintegrate <target>

Throughout the galaxy, one of the most feared forms of death is 
disintegration.  Few have ever seen it done, and some doubt that
physics would even allow it.  The greatest of Inventors know 
otherwise.

Inventors with this skill have created a disintegration device. It
can be used to target objects and people.  Very powerful, it's only
flaw is all disintegration devices are unstable.  This means must
be powered slowly over time or risk disintegration of the Inventor!
The disintegrator will charge up over a period of 1-2 minutes, after
which it is armed and available to fire.  

Disintegrate will not always disintegrate it's target, and in some
cases will instead cause a great deal of damage as pieces of the
target simply atomize.  This will cause a great deal of damage and
other severe, if random side effects.  When a victim is disintegrated
all equipment will be left behind without a corpse.  Note that the
victim does not even suffer the normal effects of subber death and ALL
equipment will remain.

Note - In order to disintigrate in space you must have a specialized ship
system installed.


~
inventor
~
#0
dodge
Dodge
Swindler  Level 68

Usage: Automatic

The dodge skill Automatically takes effect once it is learned.  With
this skill a character can dodge some or all attacks directed at him
thus avoiding damage.  It is easier to dodge attacks of lower level
characters compared to higher level characters.





~
swindler
~
#0
"double backstab"
Double Backstab
Pirate Level 80

Usage: Automatic

A Pirate with this skill has perfected the art of backstabbing, and has
reached the point where they are so quick and deadly that they are able
to strike someone twice, before they can even begin to defend themselves.


~
pirate backstab
~
#0
draw
Draw
Gunslinger Level 3
Bounty Hunter Level 3

Usage: Draw <weapon>

In the middle of combat it can be difficult to draw a new weapon or
wield one if you find yourself unarmed.  The time it takes to draw
this weapon can be the difference between life and death.  Bounty
Hunters have become highly skilled at changing out weapons.  With
the Draw skill, a bounty hunter can wield a weapon in combat without
suffering any of the normal lag penalties and can even swap the drawn
weapon with one he/she is currently wielding in the same way.
~
gunslinger "bounty hunter"
~
#0
"draw fire" drawfire
Draw Fire
Pilot Level 16

Usage: Drawfire <name>

A skilled pilot can attempt to draw fire away from an ally in need.
This is done by flying your own ship between your ally and his attacker
in hopes that the attacker will target your ship instead.  Such expert 
piloting will leave you unable to do anything other than concentrate on 
your flying for 1 round of combat.  

A point to be made, in space combat, larger vessels draw more attention
than smaller ships.  So in general, larger ships will be attacked more
when fighting as part of a group.





~
piloting
~
#0
droid
Droid

When old age sets upon one, some begin to envy the droids.  Droids are
immortal, when upkept and well built, they can be greater than any carbon
based lifeform. Thus some great minds find a way to transfer themselves
into a droids body.  Becoming immortal.

The Droid has abilities unique to nearly all. It's abilities provide it
with great powers for combat and defense.  These, combined with its
superior intelligence, form a very powerful character.

Special skills of a Droid:

A droid begins to recover mana at twice the rate of a carbon based 
lifeform, nor does it require food or water.  However, due to their
mechanical nature, droids cannot use biological enhancements such as 
spice. Droids do also not regenerate hitpoints, no longer being organic.
Instead they must repair themselves to fix any battle injuries. Droids
are also immune to some spells (such as blind), take reduced damage from
spells such as choke, but take more damage from electric spells such
as dark lightning.

Skill                Level Learned
-------              --------------
Bionic Sight              60
Force Field               64
Optimize Systems          68
Barrier Field             72
Create Double             75
Combat Repair             80
Transform                100
~
technician
~
#0
"droid handler"
Droid Handler
Droid Handler's are adept at handling and enhancing droids, but have
no skill in their actually creation.

Droid Handlers are available as a Tertiary Class only, and so only can
be trained up to level twenty.

Skills available to Droid Handler:

Skill                    Level Learned
-------                 ---------------
Enhance Droid                 1
Empower Droid                 4
Self Destruct                 8
Strengthen Droid             12
Accelerate Droid             16
Droid Trick                  20
~
"lesser classes"
~
#0
"enhance droid"
Enhance Droid
Usage: conc 'enhance droid' <droid target>

This skill will enhance a droids targetting system, increasing its
ability to score hits on a target.  It will last for a short
duration of time.
~
"droid handler"
~
#0
"empower droid"
Empower Droid
Usage: conc 'empower droid' <droid target>

This skill will increase the power of a droids weapons systems,
helping them deliver more damage in combat. This will last for
a short duration of time.
~
"droid handler"
~
#0
"self destruct"
Self Destruct
Usage: conc 'self destruct' <droid target>

A nasty droid upgrade.  Droids armed with a self destruct device
will detonate upon command, causing significant damage to others
in the room.  Almost always, the handler does not inform the droid
exactly what this upgrade will do.  This will last for a short
duration of time.

Trigger: order <droid name> destruct
         destruct (If your a droid trying to destroy yourself)

Use the Safemode command to not target other players in the room.
Your droid will place himself so that you and your followers will
not be harmed by the blast.  If you self destruct yourself, there
will be no experience lost, though you will still leave a corpse.
~
"droid handler"
~
#0
"strengthen droid"
Strengthen Droid
Usage: conc 'strengthen droid' <droid target>

This skill will increase the hull strength of a droid.  With this
increased hull strength comes greater durability and hit points.
This will last for a short duration of time.
~
"droid handler"
~
#0
"accelerate droid"
Accelerate Droid
Usage: conc 'accelerate droid' <droid target>

With accelerate droid a droids quickness and attack speed is
increased.  This will last for a short duration of time.
~
"droid handler"
~
#0
"droid trick"
Droid Trick

Usage: conc 'droid trick' <droid target> (action)

Using circular logic and tech-speak, a skilled droid handler
can convice a droid to do a number of things they would not
normally consider doing. Some better built droids cannnot be
confused by this circular logic.

Example:
conc 'droid trick' droid say We seem to be made to suffer.

Game Specifics:
Mobs that can't be controlled will only accept movement commands.
Mobs that do not wander will not accept movement commands.
For balance and to preserve some skills, mobs will not perform some actions. 
  (eg. Hit, punch, sweep, follow, rescue, sleep)
When giving a command the mud first checks to see if it is an abbreviation of
  a prohibited action.  You must give enough of the command to distingish them.
  Example: 'steal' is a prohibited action.  If you order a mob to stand by
  typing 'st' then the mud will see this as an abbreviation of a prohibited 
  action and deny it.  You would have to order the mob to 'sta' to 
  distinguish the command.  When in doubt, type it out.
~
"droid handler"
~
#0
duel
Dueling
   
   Here on Revenge of the Jedi players that have chosen not to 
   battle it out in player vs player combat have the option of
   'dueling' each other in a designated arena. To use this  
   facility at the entrence to the arena type 'duel' and you
   will be transported into the facility. While inside the arena
   those who have chose to partake in player killing will
   receive a time penalty on when they are allowed to rent for
   every 'tick' spent in the arena.

~
~
#0
ecm "electronic counter measure"
Electronic Counter Measures
Fighter Pilot Level 75
Transport Captain Level 75

Usage: ecm

ECM is short for electronic counter measures, which come in many
forms, but are available in some way or another on all but the largest 
of ships.  They represent decoys, flares, and electronic pulses that 
scramble the targetting systems on other ships.  A person skilled in 
this counter measures knows how to use the ships ECM to full effect.

The ECM skill, when successful will divert some attacks for a short
duration, afterwhich the system must recharge and reset before it
can be used again.

ECM can only be used if your ship is equipped with electronic
counter measures as a special system.

~
"transport captain" "fighter pilot"
~
#0
"emperor's hand"
Emperor's Hand
The Emperor himself felt the need to call upon Sith to serve him.
While the Dark Lord Vader was surely the most powerful, many others
came to his call as well. These beings of evil were known as Emperor's
Hands.  The Emperor's Hand is very powerful in the Dark Side of the
Force, while they may not quite hold the offensive power of a Sith
Lord, they make up for this with other skills of terror.  No one can
warp a mind more than one of the Emperor's Chosen.

Special skills of an Emperor's Hand:

Skill              Level Learned
-------            -------------
Fear                   60
Dark Anger             61
Fortress of Hate       62
Despair		       63
Darkness               64
Leech Life             67
Forsee                 70
Conceal Motives        72
Animate Dead           75
Brainwash              80
Essence Transfer      100
~
serve force lightsaber sith
~
#0
empire
Empire
The Galactic Empire, under Emperor Palpatine, has dominated the
Government of the galaxy for over two decades.  Vast Fleets of ships
and millions of Stormtroopers roam the Galaxy, bringing order and
peace to those who need it.

The Emperor beckons you - help restore order and peace to the galaxy.
Help destroy those who would threaten stability.  Recruiting Officers
can be easily found on most major Imperial worlds.

~
rebellion
~
#0
escape
Escape
Pirate Level 60
Swindler Level 62

Usage: escape <direction>

Using escape to flee enables you to choose the direction you would like
to flee in. It is often helpful when you wish to flee into a specific
room.
~
flee pirate swindler
~
#0
"escape pod"
Escape Pod
Nothing.

~
swimpy
~
#0
"evasive maneuvers"
Evasive Maneuvers
Pirate Level 64

Usage: Automatic

With Evasive Maneuvers a Pirate can go into erratic, unpredictable
spins, twists, and turns to avoid being hit by enemy spacecraft.


~
pirate space
~
#0
evade
Evade
Bounty Hunter Level 58

Usage: Evade

Bounty hunters often find themselves fighting enemies they would 
prefer to keep at an arms reach.  Wookies, Jedi, Nasty toothed
rabbits.  With the Evade command, a bounty hunter can attempt to
evade a number of future attacks.  
~
"bounty hunter"
~
#0
"expert piloting"
Expert Piloting
Not assigned

Usage: Automatic

Expert Piloting represents a higher level of space combat piloting.
Expert Pilots have excellent chances of striking their target and
causing good amounts of damage.

~
space
~
#0
explorer
Explorer
Explorers wander the galaxy in search of new and exotic planets and
whatever strange life they might house.  In this never ending quest
to find what lies beyond the fringe of civilization, Explorers 
develop an impressive repetoire of skills and abilities to aid in
their explorations.  

Explorers are available as Secondary or Tertiary Clases only, 
and so only can be trained up to level fourty.

Skills available to Explorers:

Skill                    Level Learned
-------                 ---------------
Flare                         1
Fleetness                     5
Listen                       10
Recharge Light               13
Survival                     15
Peek                         20
Detect Hidden                25
Homing Beacon                30
Navigation Log               32
Camp                         35
Scan                         40

~
"lesser classes"
~
#0
factions
Factions
The Galaxy is in the middle of a brutal Civil War.  A small Alliance
of Rebels, headed by Senators of the Old Republic, have taken up arms
against Palpatine's Galactic Empire.

Players of any class can choose either faction to support.  To join a
faction, seek out the Recruiting Officer and ENLIST.  Recruiters can be
found all over the galaxy.

To join a faction costs nothing, but be warned - to leave their service
is not cheap.
~
rebellion empire outpost
~
#0
farmer
Farmer
Farmers can be found on every planet in the galaxy, without them the
food and water needed to live would not exist.  It is uncommon for
them to take the step from Farmer to Hero or Villian, but occasionally
a little droid with a message comes along.  

Farmers are skilled at creating food to eat, and pulling water from
from the air to drink.  They also seem to have an aptitude towards
some animals and an affinity to the weather.  They're durability in
combat is also well known and respected.

Farmers are available as a Tertiary Class only, and so only can be
trained up to level twenty.

Skills available to Farmers:

Skill                    Level Learned
-------                 ---------------
Farm Water                    1
Farm Food                     4
Sense Weather                 7
Tame                         10
Endurance                    15
Alter Weather                20
~
"lesser classes"
~
#0
"fighter pilot"
Fighter Pilot
Fighter Pilots are trained in small space fighter combat and can make
use of the skills and tricks they've learned to gain an advantage in
space. 

Fighter Pilot is available as a Pilot Subguild class, available
at pilot level 60.

Skills available to Fighter Pilots:

Skill                    Level Learned
-------                 ---------------
Snapshot                     60
Tail                         62
Loop                         65
Burst Fire                   70
ECM                          75
Overlap Shields              80
~
pilot
~
#0
"find prey"
Find Prey
Assassin Level 68

Usage: find <victim>

With this skill an assassin can locate the name of the room his target is
in.  In some cases there may be multiple targets, and in that case, all
targets and their locations will be listed.

Targets higher than your level may be difficult to find using this skill.

~
assassin
~
#0
"first aid"
First Aid
Body Guard Level 60

Usage: bandage <victim>

Works just like bandage however works to be casted on others.

~
bandage bodyguard
~
#0
flip
Flip
Jedi Knight Level 16
Sith Level 16

Usage: flip

When used in combat, flip allows you to leap through the air and attack 
your opponent from another direction, giving you a slight advantage in the 
combat.  In game terms, it moves you ahead of your enemy in the combat 
order. (i.e. if your enemy attacks you first in the round, if you flip 
over him, you will now attack your enemy first in the round.)

The success of a flip depends upon how well you are learned in the skill.
~
"jedi knight" sith "force jump"
~
#0
force
Force
Usage: c '<spellname>'

The Force is the magical power that is behind the usage of any spells
in Star Wars. 
~
mana
~
#0
"force combat"
Force Combat
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.

~
"kaiburr crystal"
~
#0
"force field"
Force Field
Droid Level 64

Usage: field

Generates a bubble-like force field around the Droid, protecting him 
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.

~
droid
~
#0
"force jump"
Force Jump
Jedi Knight Level 10
Sith 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.

~
sith "jedi knight"
~
#0
forge
Forge
Inventor Level 62

Usage: forge <existing weapon> <secondary system>

With forge, an Inventor 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".  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 mana and material resources, which
are used in total regardless of success or failure.

Forged Weapon      	Keyword		Weapon Types
--------------     	--------	-------------
Grenade Launcher      	grenade		Blasters & Ranged Weapons
Rocket Launcher		rocket		Blasters & Ranged Weapons
Flamethrower		flamethrower	Blasters & Ranged Weapons
Static Discharge        staticdis       Melee & Dagger Weapons
Static Field            staticfield     Melee & Dagger Weapons

**Note: More systems will be added so that all weapon types can
take advantage of special forged systems.  There is no time table,
however.
~
inventor reload
~
#0
frenzy
Frenzy
Mercenary Level 48

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.
~
mercenary
~
#0
gamble
Gamble
Smuggler Level 15

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.
~
gambling slots luck smuggler
~
#0
gambling slots
Gambling
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
~
~
#0
glance
Glance
Smuggler Level 12
Usage: glance <target>

Using this skill, the smuggler will attempt to sneak a quick look at
the target (and hopefully his equipment too) without him noticing.
~
smuggler look
~
#0
"group retreat"
Group Retreat
Body Guard Level 80

Usage: gretreat <direction>

This skill enables a Body Guard to allow his group the option to escape from
combat in any direction he or she wishes.  Often helpful when the group
wishes to flee to a specific room.

~
"body guard"
~
#0
guilds
Guild
The Guildhouse is the place where mortals may go to escape the troubles
and perils of a cruel galaxy.  Each guild is heavily guarded, so that
only members may enter the building.  Guilds are also the places where
people come to learn and practice the skills of their trade.
~
practice subguilds classes "lesser classes"
~
#0
gunslinger
Gunslinger
Gunslingers. Millions wield blasters, but few with the skills of the
gunslingers.  Fast, accurate and skillful, a blaster armed gunslinger
travels the galaxy without fear.

Gunslingers are available as a Tertiary Class only, and so only can 
be trained up to level twenty.

Skills available to Gunslingers:

Skill                    Level Learned
-------                 ---------------
Pistol Whip                   1
Draw                          3
Calm Nerves                   5
Rapid Fire                    7
Overcharge Blaster            9
Cover Fire                   12
Quickdraw                    15
Multi Wield                  20

"The man in black fled across the desert, and the Gunslinger followed"
           - The Gunslinger, by Stephen King
~
classes lesser
~
#0
"hack droid"
Hack
Slicer Level 5

Usage: hack <victim>

With this skill a Slicer can do a crude hack into a droid doing 
some damage over time and temporarily disabling it.  However, it 
is an  aggressive action and will start combat.  It can be used 
in combat as well.
~
slicer "lesser classes"
~
#0
haggle
Haggle
Merchant   Level 5

Usage: automatic

With the Haggle skill, a Merchant can negotiate a better deal with 
shopkeepers, and buy items for a lesser amount than what a shop
keeper would normally sell.  Charisma has a great effect on how
far the price can fall.

~
"lesser class" merchant
~
#0
hawkeye
Hawkeye
Smuggler Level 54
Body Guard Level 62

Usage: automatic

A person with the Hawkeye skill has honed their senses to such a degree that
they can spot movement when others might see nothing. This allows the player
to notice people sneaking around and trying to avoid being seen.

~
hide sneak bodyguard smuggler
~
#0
headbutt
Headbutt
Bounty Hunter level 40

Usage: headbutt <target>

Headbutt delivers a powerful blow to an enemy, causing damage and also
possibly stunning a victim for a round of combat.  Occasionally a
well placed headbutt will also cause temporary blindness.
~
"bounty hunter"
~
#101
hedit
Hedit
 Usage: hedit <keyword>
		hedit "<key phrase>"

 Level: 101

 The Online Help-Editor is extremely useful for altering and adding
 help files. The operation is the same as other OLC commands (in
 terms of saving internally/to disk, etc). In order to use, you must
 be the required level, AND have the required OLC permission (666).

~
olc zedit medit redit oedit
~
#0
hide
Hide
Smuggler Level 58

Usage: hide

When you type hide there is a chance that you hide in the room.  If
hidden you can be seen with the hawkeye skill, or "sensed" by the 
"sense life"  or "bionic sight" spells.  Even if sensed your identity 
will remain hidden.  Hide is broken by pressing return, regardless of 
whether you typed a command or not.
~
smuggler
~
#0
"homing beacon"
Homing Beacon
Explorer Level 30

Usage: place (beacon)
       locate (beacon)

With the Homing Beacon skill, Explorers can place a homing beacon
in any room they choose.  Once placed, the beacon will send out a 
signal from that location until the Explorer places a beacon at
another point.  

Explorers can track their way back to their beacon by using the
locate command, which will point the Explorer in the direction of
their beacon.
~
explorer
~
#0
house
House
The HOUSE command is used to add or remove guests from your house's
guest list.  You must be standing in your house to use this command.
Only the primary owner of a house (not guests) may change the guest
list using the HOUSE command.

Usage: house <player name>

Typing 'house' with no arguments gives a list of the people currently
on your house's guest list.  Typing 'house' with the name of a player
will add that player to your guest list if the player is not on the list,
or will remove the player from the guest list if the player is already
on the list.  The player specified must be in the player database for
the MUD, although he or she does not necessarily have to be logged
on at the time.

Guests of your house will be able to enter your house until you
remove them from the guest list.

~
houses
~
#0
houses
Houses
   Players in Revenge of the Jedi do not have individual houses.  However,
CLANS can have Clan Halls, many of which offer features similar to a house.  

~
clans
~
#0
"nav computer"
Nav Computer
Usage: Nav

A Nav Computer can be used to access the coordinates of various star
systems through your ship's computer.  Using the Nav command will
produce a listing of all star systems in the ships data banks and 
their coordinates for a Jump through hyperspace.
~
space "navigation log"
~
#0
gods immortals masters wizards
Masters & Immortals
   Adminstrators on Revenge of the Jedi are called Immortals.  They run the day
to day game operations and make sure you have a place to play.  Be polite and
courteous at all times when dealing with immortals.    


- for a complete listing of Revenge of the Jedi's staff please type 'wizlist'
~
hero
~
#0
immorting
Immorting
Immorting - the process of attaining a higher state of being on Revenge
			of the Jedi MUD.  In other words, you not only can Play and
			have Fun here, you can Work and have Fun here.

Requirement:   100th Level Character

In order to become an Immortal, a player needs to prove themself a
knowledgable and successful MUDder.  This is just the beginning of the
process, as the player needs to demonstrate patience, friendliness and
a willingness to help others.  Also recommended is the ability or 
desire to contribute to the MUD and its resource base, through either 
writing zones or coding. While not immediately required, a desire to 
learn or help in a similar fashion is beneficial.

It is important to remember that you need 100 levels to prove yourself
worthy and the Immortals take note of who take and those who gives back
to the MUD.

~
~
#0
info "mud info" news
MUD Information
These commands show you important information about CircleMUD. It is a
good idea to read them every once in a while.

   info                useful information about the game for beginners
   news                latest changes to the code and areas
   policy              policies on topics like player killing
   credits             the people who made CircleMUD possible!
   version             displays the current CircleMUD version number
   help rules          displays the general rules of rotj you are required
					   to know them all.
   pkilling            displays complete pkilling & pthieving rules
   multiplaying        displays complete rules for multiplaying

~
~
#0
information
General Help Table
	   Wizlist            Help            Who            Quest
	   Toggle             Immlist         News           Where
	   Serve              Credits         Info           Time
	   Flags              Weather         Cash
~
~
#0
cryo cryogenic inn inns reception
Inns
Inns are places where the weary traveler may rest while the innkeeper
looks after his equipment and treasure.

Specifically, the game will save your equipment while you are logged
out.  There is a daily cost for renting, based on your equipment.  Each
item has a per diem charge.  The per diem charge is calculated to the
nearest second, however -- if you rent at the rate of 2400 credits per
day, and you come back 39 hours later, you will be charged 3900
credits.

A CRYOGENIC CENTER will store your items for a one-time charge of four
days rent.

Rent files are deleted if you run out of money to pay the per diem
charges or after 30 days.  Cryogenic-rent files are deleted after 60
days.

Some races or classes may receive bonuses or penalties for renting.
~
rent offer
~
#0
instinct
Instinct
Smuggler Level 9
Usage: conc 'instinct'

The best Smugglers can hone their instincts to a peak, allowing them
to fight more accurately in both land and space.  
~
smuggler
~
#0
invent
Invent Spell
Inventor 78th Level

Usage: conc 'invent'

Inventors are smart and handy, and with this spell they can attempt
to make a random piece of equipment.  Chance of success is low, but
the potential is quite high.

Each invention uses 25 Duranium, 1 Molybdenum and 1 Nuetorium,
regardless of success or failure.

~
inventor
~
#0
inventor
Inventor
Some minds are so great, none can begin to understand what they do.
Instead, their creations are treasured and admired, and protected for
each is a treasure of greatness.  These men and women who make
these items are simply known as Inventors.  An Inventor is one of
the greatest creators in the galaxy.  They are constantly building and
modifiying objects to aid them in their lives.  Given time, one never
knows what they might create.

Special skills of Inventors:

Skill             Level Learned
-------           -------------
Salvage               60
Forge                 62
Construct             64
Manufacture           66
Recharge              70
Control Droid         75
Invent		      78	
Holo Field            80
Disintegrate         100

~
practice battle droid technician
~
#0
inventory
Inventory
Usage: inventory

If you're uncertain about what you're carrying, or simply want to
check that no thieves have got to your backpack.
~
equipment
~
#0
"ion cannons"
Ion Cannons
Pilot Level 12

Usage: ion <target>

Ion Cannons are used to send out damaging pulses of energy that by pass
all shields and temporarily disable enemy ships, preventing them from
taking action.  However, Ion Cannons require a great deal of energy
to use and need a short time to recharge before they can be used 
again.

To use Ion Cannons, you must have both the skill to use them and the
special system installed on your ship.  Ion Cannons are most effective
against similiar sized opponents.  An X-Wing can expect little result
against a star destroyer, and in reverse, a star destroyer will have
a hard time landing an Ion blast on an X-Wing.

~
space
~
#0
"jedi knight"
Jedi Knight
Jedi Knights do not act for personal power or wealth but seeks
knowledge and enlightenment. This class gives you the wisdom of peace,
blessing and healing, though it is possible to learn more violent
spells.

A Jedi Knight is capable of constructing his own Personal Lightsaber.
This requires him to acquire a number of various lightsaber parts
prior to this.

Weapon proficiencies
--------------------
  Blaster :**        :
  Dagger  :**        :
  Ranged  :*****     :
  Hand    :******    :
  Force   :*         :  (Note: Force descibed here is offensive force combat
  Saber   :**********:         which Jedi do not use.  Jedi are very good with
  Melee   :********  :         the Force in general.)

Skill                   Level Learned
--------------          ------------
Armor                        1
Sense Force                  2
Cure Light                   4
Know Alignment               5
Sustain                      6
Focus Mind                   8
Force Jump                  10
Detect Alignment            12
Detect Masking              14
Flip                        16
Mask                        18
Cure Serious                20
Remove Poison               22
Cure Blind                  24
Mind Trick                  26
Defensive Fighting          28
Jedi Speed                  30
Sense Danger                32
Group Armor                 34
Sense Life                  36
Cure Critical               38
Force Push                  40
Peace                       43
Sleep                       45
Offensive Fighting          48
Strength                    50
Throw                       52
Heal                        54
Force Conversion            56
Sanctuary                   58
~
practice force lightsaber defender "jedi master"
~
#0
"jedi master"
Jedi Master
While the Jedi Knights were reknowned for keeping peace in the galaxy,
there were those who guided and instructed them.  These were the Jedi
Masters, those Jedi who were the closest with the Force.  Jedi Masters
have great ability in healing and goodly uses of the Force.  With their
powers of the light, it often seems as though nothing can possibly hurt
them, and in some cases, nothing can.

Special skills of a Jedi Master:

Skill             Level Learned
-------           -------------
Meditate              60
Group Heal            62
Peace Aura            64
Forsee                68
Force Harmony         76
Sunburst              80
Rejuvinate            90
Absorb Force          95
Redirect             100

Special abilities of a Jedi Master:
The healing abilities of a Jedi Master are superior to all others.
~
force lightsaber "jedi knight"
~
#0
jump
Jump
Usage: jump <destination>

Jump is used to send your ship into hyperspace, to your choice of
coordinates. This only works if your ship has a working hyperdrive.
~
space
~
#0
kahn
Kahn
Despite conflicting help entries, Kahn is the coolest Master in RotJ.

He is heavily involved in fixing and adding cool things to the code,
and also holds the current record for the longest time taken to
construct a zone (Trying to get into the Loria mountains? good luck hehe).

Kahn has coded a number of incredibly beneficial things for the mud, but
he's also managed to break the mud on a regular basis, and the two have
managed to kind of 'cancel' each other out so he cant really remember
any of it. But that hasnt stopped him from working on some top secret
and extremely funky projects, just dont ask him about them or he might
have to kill you.
~
~
#0
"kaiburr crystal"
Kaiburr Crystal
Kaiburr Crystals are rare gems that are found throughout the Galaxy.
They have the unique ability to help people channel the Force through
them into destructive attacks.

The Crystals range from shards to a perfect Crystal.  The larger and more
perfect they are, the more powerful they are.  Of course, if you have no
knowledge of the Dark ways of the Force, then these Crystals are useless
to you.

Personal Crystals require a quantity of Pure Kaiburr, which is then
imbued by an extremely force-sensitive being. The most powerful force-
seeker is rumored to be found on Pergitor.

~
crystal personal "force combat"
~
#0
gloves
Personal Gloves
Mercenaries have learned through experience to identify materials
which perform more favorably in combat. Utilizing this skill, many
mercenaries create gloves using high-tech materials to be aid in
hand-to-hand combat situations. Personal gloves consist primarily of
a fabric of thin metal sheeting, which forms the body of the gloves.
A power supply is then added to increase impact strength, which is 
coupled with a power convertor to create a small force field about 
the wearer. Most mercenaries include one performance-enhancing 
hyper-injector hidden withing the body.

Available Power Supplies - Fusion, Fission, Nuclear, Silver-Lithium,
Alkaline/Chemical
Available Power Convertors - Tech One, Tech Two, Tech Three, Tech Four
Common construction materials - duraleather, steresteel, kevlar, iridium
Available hyper-injectors (optional) - Adrenaline, Endorphin, Steroid

~
mercenary personal
~
#0
kick
Kick
Bounty Hunter Level 1
Mercenary Level 1

Usage: kick <victim>

When successful, you can deliver a nasty kick to the head of your
opponent. The success of a kick depends upon how well you have
learned the skill. The higher level you reach the harder you kick.
Training in hand-to-hand combat will also improve your chances.

Repeated use of this skill may wear out your boots (if you have any).
Also, use of this skill in combat situations when not fully proficient
may result in minor injuries such as twisted ankles.
~
"bounty hunter" mercenary
~
#0
"killing blow"
Killling Blow
Assassin Level 100 (Available Upon Completion of Quest)

Usage: automatic

With Killing Blow, an Assassin can kill a target in one single attack.
This killing blow check occurs automatically, so any strike, could be
one that ends your foe's life.  The odds of a killing blow occuring
decrease the greater the level and hitpoints of your opponent.

~
assassin
~
#0
languages
Help File : Languages
Usage: noghri hello!
	   ewok watch out for that stormtrooper!

Since the Galaxy is full of different races, it stands to reason that
there would be many languages.  All of the races have their own language
that only others of their race will understand.

~
races
~
#0
"fighter bays" "launch fighters"
Help File : Fighter Bays
Naval Officer Level 60

Usage: launch
       recover (return fighter to your ship)

Ships equipped with Fighter bays can have up to 10 small one-man
fighters onboard.  Once combat is entered, these fighters can be
launched using the launch command in waves of 5.  They will assist
in your combat, and once complete they will return to your ship.  

If a fighter is destroyed in combat it will not return, and you will
have to find a replacement either in-game or created by a Space
Engineer. They can be added to your ship by use of the REARM command.

~
"naval officer"
~
#0
"lesser classes"
Help File : Lesser Classes
Lesser classes represent classes that you can join only as a secondary
or tertiary class option.  They generally have more specialized and
focused skills and abilities that lean towards the goal of the class.
The guildmasters for these classes are a bit more difficult to find,
as the class does not have a regular guild.

At this time, few lesser classes have been developed, more should
find their way into the game in the future.

Secondary Classes		Tertiary Class
-----------------		--------------
Explorer                        Farmer
Medic                           Slicer
                                Spice Dealer
                                Merchant
                                Gunslinger
                                Droid Handler

~
"droid handler" gunslinger "fighter pilot" merchant "spice dealer" farmer slicer explorer
~
#0
crystal
Crystal
Crystals are the prefered weapon of most Dark Jedi, and are rarely
used by the Jedi Knights themselves. All Jedi have aquired the
ability to fashion personal crystals from individual components.
Centered around a primary infused Kaiburr crystal, these weapons
are controlled by the users force energy and are immensely powerful.
The crystal is mounted within a shaft or staff of some sort, fixed
with a strong binding cord. A power convertor is mutated to amplify
the energy emitted from the crystal.

Before constructing a personal crystal, a sith must aquire a quantity
of pure Kaiburr and have it imbued with the power of the force. Pure
Kaiburr comes in many shapes, but the size is the determining factor
in the overall power of the resulting crystal.

Shafts can be made of made of wood, low-tech metals such as durasteel,
and higher quality metals such as iridium or better.

Power Convertors come in four ratings: Tech one, Tech Two, Tech Three,
and Tech Four.

Common binding cords are made of cloth, leather, chain-link, or
sometimes silk.

~
kaiburr lightsaber personal "jedi knight" sith
~
#0
lightsaber
Lightsaber
Lightsabers are the weapons of the Jedi Knights and their rivals, the
Sith.  Jedi Knights and Sith have the ability to quest to gather
the components they need in order to make their own personal
lightsaber.  The objects to be used can be found in various places
throughout the galaxy.

To make a lightsaber, a force user needs to find a power source of some
type, a convertor to couple this power into usable energy, a gem of some 
color to create a beam, and a lens to focus this beam.

Gems Available - Blue Gem, Red Gem, Green Gem, Yellow Gem, Orange Gem
Power Supplies Available - Fusion, Fission, Nuclear, Silver-Lithium, 
Alkaline/Chemical
Power Convertors Available - Tech One, Tech Two, Tech Three, Tech Four
Lenses Available - Tech One, Tech Two, Tech Three, Tech Four
~
gem personal "jedi knight" sith
~
#0
link
Link
A lot of players have problems with their links to the game.  This can
be very hazardous to your health in the middle of a battle, of course.

 1. If your link is broken, you will automatically attempt to flee
	each time someone attempts to hit you.  If you manage to flee,
	then you will be saved by divine forces, and put in a safe place
	until you reconnect to the game.

 2. If your link jams (freezes), you have a problem.  The only
	solution we can give is that you break your link as quickly as
	possible.  By breaking the link you can hope that the above
	procedure is initiated.

~
~
#0
listen
Listen
Explorer Level 10

Usage: listen
	     listen <room direction>

Explorers have very sharp hearing, it keeps them alert for dangers
before they befall them.  With listen, an explorer can hear the
movement, breathing of anyone he can't see within the room.  This
does not allow the explorer to see the individual, simply be aware
of their presence.

Listen also can be used to listen into the next room to detect any
individuals in the choosen direction.  

At higher levels, the listener can pinpoint exactly how many 
individuals are in his/her own or the nearby room.
~
explorer
~
#0
loop
Loop
Fighter Pilot Level 65

Usage: loop

Performing a loop will position a fighter pilot to get shots off in
combat before his or her enemy, much like a flip does on land.
~
"fighter pilot"
~
#0
"low blow"
Low Blow
Smuggler Level 1

Usage: lowblow <victim>

A low blow attack to an opponant causes some damage and can disable
your opponant for a round of combat.
~
smuggler
~
#0
luck
Luck
Luck has a debatable presence in the galaxy.  Some people, gamblers,
smugglers and the like live by the rule of luck.  Others believe you
create your own luck, and yet others believe the force is somehow
responsible for those that call themselves lucky.

You can be lucky or unlucky, but most are neither.  Some items are
lucky, and wearing them will bring you good fortune.  Others are 
unlucky.

Luck will enhance or detract from the odds of striking a lucky 
shot in combat.  The luck of your victim will also play a part.  
In addition luck can also provide you with a chance to avoid an 
attack that would otherwise strike a blow.  The odds are quite low,
no one has "that" much luck, but that little edge could mean the
difference between life and death.

Luck can help you have better, more refreshing dreams.  If you
have bad luck however, it will increase the odds of nightmares.
~
dream
~
#0
"lucky shot"
Luck Shot

This represents the serendipitous result of chaos.  Never the result of 
intention, these attacks hit your opponant where it counts. A lucky shot
could be such events as accidently striking the gap in someone's armor,
just happing to strike a shield at the exact moment the generator adjusts
phase or missing one opponant and hitting another not expecting attack.

Lucky shots deal double damage.

Lucky shots happen to everyone.  This differs from the commando skill
critical hit which are done with intention and for more damage.  It is even
possible for a commando's critical hit to be a lucky shot dealing a devistating
6 times normal damage.

~
~
#0
mana
Mana
Mana is used when casting spells.  You must have a certain amount of
mana in order to cast any particular spell.  If you do not have enough
mana to cast the spell you must rest until you gain enough points to
cast.

~
force
~
#0
manufacture
Manufacture
Inventor Level 66

Usage: manufacture <item>

With this skill, and Inventor can create many unique items useful to
the Inventor and many others in the galaxy.  In fact, a good amount of
money could be made selling these products to other players.  
There is a certain duration of creation lag that prevents the Inventor 
from building another object right after the first, this lag is reduced 
as one gains levels.  Several Material resources are required to
build these items.

Level        Items                 Keyword       Materials
------       -------               ---------     ---------------
Level 66     Smoke Grenade         smoke         Dur(5), Neut(1)
Level 69     Flare Gun             flare         Dur(5), Neut(1)
Level 72     Bio Grenade           bio           Dur(10), Moly(1)
Level 75     Medpack               medpack       Dur(10), Neut(5)
Level 78     Steroids              steroids      Dur(10)
Level 81     Detonite              detonite      Dur(15), Moly(2)
Level 84     Bacta Pad             bacta         Dur(20), Neut(10)
Level 87     Thermal Detonator     thermal       Dur(25), Moly(5)
Level 90     Death Dust            dust          Dur(25), Neut(10)

~
materials inventor
~
#0
"martial arts"
Martial Arts
Mercenary       18th Level
Smuggler        40th Level
Bounty Hunter   30th Level

Usage: Automatic

Training in ancient martial arts can greatly improve the skills of those
who already posess knowledge of unarmed combat. With it you can hit
more often during a fight. This cannot be used if any weapons are
wielded.
~
mercenary smuggler "bounty hunter" technician
~
#0
"master piloting"
Master Piloting

Not assigned

Usage: Automatic

This is the highest level of piloting competance that can be achieved
through space combat.  It reflects excellent ability to handle a craft,
as well as a long history of victories in combat.

See Also: PILOT, SPACE

~
~
#0
materials resources
Materials
Material resources are required components needed for a number of 
item construction skills.  Materials can be harvested through a 
number of methods, the most well known by use of the Salvage skill.
There are 3 types of materials, Duranium, Neutronium & Molybdenum.
~
salvage
~
#0
medic
Medic

Medics are a valuable and favored profession of many in the galaxy.
A Medic specializes in the healing of wounds, fatigue and other 
negative affects.  

Medics are available as a Tertiary or Secondary Class only, and so 
only can be trained up to level twenty or fourty respectivly.

Skills available to Medics:

Skill                    Level Learned
-------                 ---------------
Treat Minor Wound             1
Lesser Vitality Boost         4
Diagnosis                     6
Treat Moderate Wound         10
Vitality Boost               12
Treat Group Wounds           16
Cure Sickness                20
Remove Poison                22
Cure Blind                   26
Treat Serious Wound          30
Greater Vitality Boost       35
Treat Greater Group Wounds   40

See Also: LESSER CLASSES

~
~
#0
meditate
Meditate
Jedi Master Level 60

Usage: meditate

With this skill a Jedi Master meditates for a time, communing with
Nature and the force.  During this time, the Jedi Master recovers
mana, moves & hits at a much faster rate than even sleeping.
~
"jedi master"
~
#0
mend
Mend

Technician Level 14

Usage: mend <item>

With this skill a Technician is able to mend any damage sustained
by their armor during combat.  This greatly extends the useful life
of the armor.  However, there is a chance that you could damage the
item beyond repair while attempting to mend it.

See also: TECHNICIAN

~
~
#0
mercenary
Mercenary
Mercenaries are warriors for hire. They are skilled in the use of many
weapons, as well as hand-to-hand-combat, and possess skills of violence
and fighting unequaled by the members of any other class. However, they
lack any real ability to use the Force.

Through the acquisition of various weapon parts, they too are capable
of preparing a potent Personal Blaster. One well suited for a Mercenary.

Weapon proficiencies
--------------------
  Blaster :**********:
  Dagger  :****      :
  Ranged  :********  :
  Hand    :*****     :
  Force   :*         :
  Saber   :*****     :
  Melee   :********  :


Skills available to Mercenaries:

Skill                   Level Learned
------                  -------------
Kick                         1
Bash                         5
Rescue                      10
Punch                       13
Multi Wield                 18
Martial Arts		    18
Sweep                       22
Precision Fire              26
Defensive Fighting          28
Throw                       30
Combat Speed                34
Rage                        38
Berserk                     42
Frenzy                      48
Offensive Fighting          48
Bandage Wounds              55

~
commando bodyguard personal
~
#0
merchant
Merchant

Merchants are the select few who have discovered what really makes
the galaxy function.  Money.  Merchants know how to make it,
where to keep it, and how to spend it so that they get the best
bang for the buck.  Very adept at financial transactions, merchants
have very few financial difficulties.

Merchants are available as a Tertiary Class only, and so only can be
trained up to level twenty.

Skills available to Merchants:

Skill                    Level Learned
-------                 ---------------
Appraise                      1
Haggle                        5
Barter                        8
Charter Room                 12
Warehouse                    15
Banklink                     20

See Also: LESSER CLASSES

~
~
#0
modify
Modify

Mercenaries and Bounty Hunters can collect certain items to modify a
blaster, or other non-lightsaber or bladed weapon, that is in their
possession.  They can modify up to two personal weapons each. What is
needed, the procedures, and the rules to creating this weapon can be
found in a room in their guild.

They require a converter for power, a lens for accuracy, and a device
for personalizing. A durasteel bar can be included for lowered weight
and a weapon stabilizer for increased stability.

Converters Available: Tech One - Tech Four
Lens Available: Tech One - Tech Four
Weapon Stabilizer, Tiny Weapon Tracking Device, Bar of Durasteel

See also: PERSONAL

~
~
#0
motd
MOTD

Usage: motd

Displays the message of the day.  Contains important information
regarding the status of the MUD.  You should be sure to read it when
you login.  If you miss it at login, just use this command!

~
~
#0
multiplaying
MULTIPLAYING

Multiplaying is strictly forbidden on this game. Not only is it a cheap
way to advance your own characters, it is unfair and it can
potentially ruin the game both for you and for others. If you are
caught multiplaying, you are liable to be deleted. 

Meanwhile, here are some examples of multiplaying: 

  1. Two or more of your characters actively linked on the game at
	 the same time. 

  2. One actively linked character and one or more linkdead
	 characters.  You cannot have Bob playing while Fred is linkdead,
	 regardless of whether or not you are in the same room, in the
	 same zone, with other people, or so on. 

  3. Direct interaction between two or more of your characters. 

  4. Transferrance of equipment or money between characters. If you
	 don't have two or more characters on at the same time, this would
	 not be a great inconvenience. However, giving your equipment or
	 money to another character to hold while you log on your second
	 character, or dropping equipment/cash in one room for another
	 character to pick up later, is illegal. 

  5. It is also illegal to have a friend play one character while you
	 play another at the same time. This falls under the 'direct
	 interaction between characters' policy. 

  6. It is illegal to play characters in tandem.  This means logging off
	 one character and logging on another to reach a goal.  Examples
	 include but are certainly not limited to:  Locating objects with
	 one character and retreiving them with another.  Attacking a mob
	 until one character is spent then getting the other to finish it off. 
	 Casting spells on a group with one character and joining with another.

Keep yourself updated on these rules by checking this document from
time to time. As you know, as players think of ways to exploit
loopholes, new restrictions will be enforced.

~
~
#0
"multi wield"
Multi Wield

Mercenary       18th Level
Gunslinger      20th Level
Bounty Hunter   30th Level
Smuggler        40th Level

Usage: Automatic

This skill allows a player to strike with a primary one handed weapon
that is wielded AND a secondary holdable weapon, held in the other
hand.
~
gunslinger smuggler "bounty hunter" mercenary offhand
~
#0
approval name naming
Name Approval
When you first create a character, you chose a name.  However, this name
must be approved by the Imms who run the game.  You cannot gain above
level 5 if you are not approved.

Reasons for denial include but are not limited to:
1) Obscene
2) Famous names from other genres, shows, or books
3) ALL CAPS
4) Obvious real life names (ie: JohnSmith)
5) Real world words(with limited exceptions). Most English words will not
be allowed.  (ie: Blue, Frog, Time, ABigGreenDuck) There may be a few
exceptions for grandfathered names (Graydeath, Cube) or names that are
particularly cool sounding.  Decisions are final and not open to appeal.

We reserve the right to deny any name we feel do not fit into the 
scheme and feel of the game.
~
~
#0
"naval officer"
Naval Officer

Naval Officer are trained to command and battle large capital ships.
They can get much more out of these ships than other pilot classes.

Naval Officer is available as a Pilot Subguild class, available
at pilot level 60.

Skills available to Naval Officers:

Skill                    Level Learned
-------                 ---------------
Launch Fighters              60
Withdrawal                   65
Board                        70
Leadership                   75
Fleet Withdrawal             80
~
pilot
~
#0
observe
Observe

Bounty Hunter Level 9

Usage: observe <victim>

Patience is a key attribute to the work of a bounty hunter.  With the
observe skill, a bounty hunter will take his or her time to observe
a future target.  Completing this observation will find flaws and 
weaknesses in the enemy, helping you to cause more damage once 
combat begins.  If you perform any action or are interrupted before
your observations are done, the observation will fail.

Observe also will enhance the Evade skill.  When evading an observed
enemy, you will evade an increased number of attacks.
~
evade "bounty hunter"
~
#0
offhand
Offhand

Bounty Hunter Level 54

Usage: Automatic

Masters of many weapons, bounty hunters with the Offhand skill can 
fire their secondary held weapon a second time when they are 
multi-wielding.
~
"multi wield" "bounty hunter"
~
#0
omicron
Omicron

Omicron is not one of the original Masters, but he's been around so
darn long the Masters felt like they HAD to do something about him.  So
they promoted him.

He is a long time mudder, hates typos, and loves to tinker with things, 
but by NO MEANS allow him to mess with the code!!!

Zones designed:
Bilbringi
Honoghr
Parts of Sumitra
~
~
#0
"optimize systems"
Optimize Systems

Droid Level 68

Usage: Optimize

With this function a droid reconfigures its systems for best performance
in all activities. It restores Mana, Moves, and Hits, as well as
provides bonuses to strength, dexterity and intellectual functions.

See also: DROID

~
~
#0
outpost
Outpost

Command: Outpost
Usage in Command Center: Outpost <Command>

There are a number of Outposts on various planets of the Galaxy.
Imperial and Rebel faction members can fight over ownership of 
these outposts in return for bonuses to their faction.

Outposts can be claimed by gaining access to the control room
and claiming the base. Claiming the base however, will probably
require someone who can hack the control console, meaning a slicer
or a technician.  Slicers have greater skill in this area.
Mobile defenders, however, will try to  stop you. Players may also 
battle against you, all Outpost locations are Arena zones, meaning 
non-loss Player vs. Player combat can occur. (like dueling)

Outpost defenses start minimal, but the owning faction can upgrade
it's defenses to a higher level for a certain credit cost.  This
upgrade will increase mobile defender levels, add additional
defenders, and other features.

Each outpost owned by grants all faction members a 1% bonus on exp.
~
faction empire rebellion
~
#0
palm
Palm

Swindler Level 60

Usage: palm <item>

By using the palm command, a Swindler can pick objects up off the
ground without anyone seeing him.  If he fails, they will see him, but
he will not be aware of the fact, which could lead to some interesting
situtations.

See also: SWINDLER

~
~
#0
peek
Peek

Explorer Level 20

Usage: peek <direction>

By using the peek command, a Explorer can see what a room looks like
and what is in it, before actually entering the room to face the
consquences.  If the peek attempt fails, however, the Explorer will
end up in the room anyway.
~
explorer
~
#0
"precision fire"
Precision Fire
Mercenary Level 26
Bounty Hunter Level 21

Usage: conc 'precision fire'

A player aspires to attack as fast as possible and as accurately as
possible. Using this spell, he can focus his awareness on his opponents,
allowing him to attack faster than usual.
~
mercenary "bounty hunter"
~
#0
deflect
Deflect
Defender Level 72

Usage: Automatic

With this skill a Defender can deflect nearly any attack with his or her
lightsaber, and often times send the blaster bolt right back at its
target.  This ability was demonstrated extensively during the Phantom
Menace.  Your odds of sending a laser blast back at the attacker depends
somewhat upon your dexterity.  
~
defender
~
#0
personals
Personal Item or Weapon

Certain professions teach the ability to create personal
weapons and equipment. Sith and Jedi are both educated in 
the ways of Lightsaber and Crystal construction. Mercenaries
have acquired the ability to identify the most efficient
materials for use in battle. Technicians, Bounty Hunters,
Smugglers, and even Mercenaries have all over time gathered
information which allows them to fashion personalized blasters,
vibrational blades, and even extremely efficient force-pikes.
More detailed information is available in the
headquarters for each guild, located in Mos Eisely.

Skilled Pilots have also developed skills which allow them
to build personalized ships.

You must be at least level 40 to create a personal item.
Immortals no longer create personal items for people. You must
seek out a personal creation area. Check your local guild.

See also: CRYSTAL, LIGHTSABER, FORCE-PIKE, GLOVES, VIBROBLADE,
		  BLASTER, PERSONAL-SHIP.

~
~
#0
personal-ship
Personal Ships

Players who have achieved level 40 in their Primary and the Pilot guild 
are able to create a personalized ship.  The parts for it can be found 
scattered across the galaxy.  Ships consist of several parts:
A hull, armor plating, and a sublight drive.  You can optionally
add guns and a hyperdrive.  The better quality parts you use, the
better ship you can build.  You must visit a specific places to build
your ship; you can also evaluate your ship with the computers there.

See also: Personals

~
~
#0
"pick lock" "slice lock"
Slice Lock
Slicer Level 1
Technician Level 3
Smuggler Level 10

Usage: pick <lock name> [direction]
	   slice <lock name> [direction]

For picking/slicing locks.  Note that NOT all locks can be picked.

  > pick door south
  > pick safe
  > slice door south
  > slice safe
~
slicer smuggler technician
~
#0
pilot space
Pilot

Usage: pilot <ship name>

To travel in space combat, ships need to be piloted.  While in space combat,
all damage you do is determined by the power of your ship, and its
special systems, shields, and armor.

Each player has a Pilot level which is separate from the regular 
Multiclass system.  You can gain pilot levels by earning space
experience, which is kept seperate from other experience.  At piloting
level 60 you must choose one of 4 piloting specializations.

See also: 
SHIP SYSTEMS - Information on Starship Special Systems.
PILOTING - For More information on Basic Pilot Skills.
SPACESHIP - General information on how Starships work.
SUBGUILDS - For a list of the 4 Pilot Subguilds.

~
~
#0
piloting
Piloting

Along with their Class levels, players also gain levels as Pilots.
Once you gain control of a ship, you may use it in combat.  To gain
pilot levels, you will need to fight different spacecraft (and space
creatures) to earn experience.

As pilot levels are earned, the more skills are learned:

Piloting (Small Craft)   - Level 1
Piloting (Fighters)      - Level 5
Patch Shields            - Level 8
Piloting (Bombers)       - Level 10
Ion Cannons              - Level 12
Draw Fire                - Level 16
Piloting (Medium Craft)  - Level 20
Transport		 - Level 25
Piloting (Large Craft)   - Level 30
Repair Shields           - Level 35
Piloting (Capital Ships) - Level 40
Salvo			 - Level 50

~
"ship systems" pilot spaceship pskill
~
#0
pirate
Pirate
Smugglers have a bad habit of going rogue. These down on their luck
smugglers often turn to pirating for a living. They strike fast and
without warning, grabbing what they can before help arrives. Pirates
are great hit-and-fade characters, and have great power in the first
few minutes of combat.

Special skills of a Pirate:

Skill               Level Learned
-------            --------------
Escape                  60
Evasive Maneuvers       64
Pirate's Reflex         66
Deadly Maneuvers        70
Trip                    75
Double Backstab         80
Pirate's Guile         100
~
smuggler swindler vibroblade
~
#0
"pirate's reflex"
Pirate's Reflex
Pirate level 66

Demonstrating uncanny mastery of the blade, a Pirate may be able
to quickly strike for an extra attack with a knife in his off-hand.
~
smuggler "multi wield" pirate
~
#0
"pistol whip"
Pistol Whip
Gunslinger Level 1

Usage: whip <victim>

With a blaster in hand, this skill allows you to pistol whip your
enemy, causing damage depending on your skill rating, level, and
the weight of the pistol.
~
gunslinger
~
#0
pkilling pstealing
PKILLING & PTHIEVING

Pkilling and Pthieving are allowed on this game. There are no level
limits or class restrictions on killing other players or stealing from
other players. However, there are a few rules to moderate this aspect
of the game. Keep yourself updated to them by reading this document
every once in a while, for it is liable to change in order to
compensate for the amount of pkilling or pthieving we have on the
game.

Meanwhile, here are the current rules pkillers and pthieves must
abide to, at risk of ban, deletion, freezing, or demotion:

  1. Do not consecutively repeat-kill a character. This means, if
	 you've killed the character once, do not wait for him at the
	 fountain in Mos Eisley (where he enters the game) to kill him
	 again and again.  You may kill a player more than once, but not
	 within close time of each kill. (i.e., Don't kill the same character
	 three times in ten minutes, but feel free to kill him three times
	 in ten hours, if you wish, although that's not encouraged.) 

  2. Do not kill a character who is linkdead. Linkdead players are
	 unable to defend themselves, and thus, it does not give both
	 sides equal opportunity to win the fight. Not to mention, a
	 linkdead player who is killed has practically  no chance of
	 recovering his equipment or money. 

  3. Do not kill people who are either in the Void or in Limbo. Those 
	 two rooms are technically illegal to actively-playing mortals 
	 in the first place. In fact, if you are caught in those rooms,  
	 you're in big trouble. 

  4. Likewise, if you're being pkilled (as in, you see the guy in the
	 zone, or the fighting has started), do not just cut link in the 
	 middle of the fight to avoid the pkill. If that happens, then it 
	 is _you_ who is considered to be cheating, not the pkiller. Thus,
	 this means that pkillers can continue to kill a player who has 
	 suddenly cut link in the middle of a fight without fearing any
	 consequences.

  5. Pkillers and Pthieves are open targets anywhere on the game.
	 This includes Mos Eisley.

  6. Use moderation and discretion as you kill or steal. This aspect of
	 the game was implemented to bring more reality and
	 excitement.  It was not designed so that personal vendettas
	 would drive players away. Just be considerate...if you would not
	 like to be killed thirty times, then don't kill someone thirty
	 times. 
  
  7. Leading a person to an aggie mob, tricking them, or otherwise
	  getting them killed to avoid doing it yourself and getting a flag
	  is illegal.  Anyone caught doing it will get a flag and time
	  just like if they had killed the other person themselves.

  8. Most importantly, to those of you 'have-been-killed' players out
	  there...HUNT THE KILLERS AND THIEVES!!! Do not whine to gods 
	  about 'delete this character, he killed me.' Not only is that 
	  irritating to us, it might get us mad, and plus, by thinking 
	  this way, you have in essence allowed the killer/thief to win. 
	  Get a big group together, go on a massive manhunt...and if you
	  don't win the first time, get more power and try again, or leave 
	  the killer/thief alone. -chuckle- One person comes to mind... 

  9. If all else fails, I am reminded of a rule from another mud I've
	  played...eat some ice cream, calm down, chill out...and then plot 
	  your revenge. :)  Happy hunting. :)

~
~
#0
play
Play

Usage: play <item>

Some items can be played. Many instruments and games throughout the
mud can be played for fun and profit...

~
~
#0
rules
Rules
This is a listing of all the rules we try to enforce and you must abide by 
if you want to continue to enjoy Revenge of the Jedi.  

Since players are usually bent on trying to break as many rules as possible and
make game play generally miserable for all, the rules have become so long that
they needed to be broken up into multiple rules files.  Just type 'help RULES#' 
where # is a number from 1 to 5.  The rules files are as follows:

	 help RULES1 - The Prime Rule and section I. Playing Characters
	 help RULES2 - II. Combat Rules
	 help RULES3 - III. Stealing Rules
	 help RULES4 - IV. Immortal Rules
	 help RULES5 - V. Miscellaneous (catch-all) Rules

Most rules are common sense.  Punishment ranges from warnings to deletions
depending on circumstances.  The decisions of the immoirtalsare final.  If you 
have questions ASK!

Wishing you great luck and fun while you play here,
		  The Revenge of the Jedi Immortals
~
~
#0
rules1
Rules I

This is a listing of all the rules we try to enforce and you must abide by 
if you want to continue to enjoy Revenge of the Jedi.  

*The Prime Rule*

  Rule number one. The Masters make the rules and are therefore excempt from 
  the rules.  We made this game, we own this game and no one is going to tell 
  us what we can and cannot do on our own game.  We WILL, however, dictate 
  how others will behave on our game.  If you don't like this, make your own 
  mud and do whatever you want there.  While on this mud you must obey the 
  rules.

I. Playing Characters

  A. Multiplaying is not permitted - you may play only 1 character at a time.

	 1. You may not play another character from another terminal.
	 2. You may not use a session manager such as tintin or zMud to play
		two characters at the same time.
	 3. You may not let a friend play one character while you play another.
	 4. You may not let one character be "link dead" while you play another
		character.
	 5. You may not play multiple characters "in tandem."  That is, you cannot
		log off one character and play another character to reach a goal.
	 6. You may not transfer equipment from one character to another to create
		a "super" character that starts with high-level equipment and gold.
		There are many ways to do this, and all of them are in voilation.
	 7. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  B. Sharing characters is not permitted - ONLY YOU MAY PLAY YOUR CHARACTER.

	 1. You may not let your friends, family or pets play your character.
	 2. You may not temporarily or permanently "give away" your character
		to somebody else.
	 3. If your character is found to be playing from a different site than you
		normally play, it may be assumed that your character has been "hacked"
		and may be disabled.
	 4. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  C. Robots are not permitted.

	 1. Using client scripts to automate more than simple character actions is
		not permitted.
	 2. Examples of permitted simple character actions include eating,
		drinking, looting corpses, and aliasing a long command line to fewer
		keystrokes.
	 3. Examples of illegal "'botting" include improving skills or 
		spells, gaining experience, avoiding rent charges, or anything
		that could done with little or no interaction by a human player.
	 4. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

Type help RULES2 to read the next section.  
Type help RULES to get a table of contents.

~
~
#0
rules2
Rules II

This is a listing of all the rules we try to enforce and you must abide by 
if you want to continue to enjoy Revenge of the Jedi.  

II. Combat Rules

  A. You may not break link during a fight.

	 1. If you lose link during a fight you will automatically flee.  This will
		be logged available to the administrators daily for scrutinizing.
	 2. If the administrators determine you broke link to avoid a death, we'll
		take away your level anyway -- and whatever else we feel is just
		punishment.
	 3. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  B. You are limited in killing other players.  (Type pkilling for complete rules)

	 1. You may not kill players who are in a "safe zone."  Normally this is
		not possible, but circumventing the game's mechanisms for checking this
		is prohibited.
	 2. You may not harass players by killing them over and over.  
		There will be no definite line drawn as to when this occurs but 
		crossing it will bring the anger of the gods down upon you and you 
		will not be happy.  If you are not sure whether or not you are about 
		to cross that line, then don't do it.
	 3. Assisting non-player characters (mobiles) in killing other characters
		is prohibited.  Charmed mobs (control mind, create droid, control droid,
		animates, etc) may assist in a player-initiated kill.
	 4. You may not create "traps" to anonymously kill a player.  This includes
		barred rooms filled with aggressive mobs, or any other
		devious method to avoid getting a "pkiller" flag. 
	 5. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

Type help RULES3 to read the next section.  
Type help RULES to get a table of contents.

~
~
#0
rules3
Rules III

This is a listing of all the rules we try to enforce and you must abide by 
if you want to continue to enjoy Revenge of the Jedi.  

III. Stealing Rules

  A. Stealing from other non-outlaw players is prohibited.

	 1. You normally cannot steal items directly from a non-outlaw player.  
		Circumventing the game's mechanisms for checking this is prohibited.
	 2. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  B. Stealing from other players' kills is prohibited.

	 *Currently stealing is disabled and prohibited until the code is fixed.

	 1. You may not steal from a dead player's corpse.  Normally the game 
		prevents this.  circumventing the game's mechanics of enforcing this 
		is prohibited.
	 2. You may not prevent a player from retrieving his/her corpse in the hopes
		that it will decay so that you can steal items.
	 3. You may not steal from a mob that any other player has begun to kill
		unless explicitly requested by the player.
	 4. You may not kill a mob and steal the experience from the kill from
		another player already fighting the mob.
	 5. You may not summon a mob that is fighting another player unless
		explicitly requested by the combatting player.
	 6. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

Type help RULES4 to read the next section.  
Type help RULES to get a table of contents.

~
~
#0
rules4
Rules IV

This is a listing of all the rules we try to enforce and you must abide by 
if you want to continue to enjoy Revenge of the Jedi.  

IV. Immortal Rules

  A. Respect.
	 1. The immortals of Revenge of the Jedi spend a lot of time,
		effort, and in some cases money, to make this game a reality.
		They are to be treated with respect and consideration AT ALL
		TIMES. Failure to comply to basic courtesy is a deletable offense.

  B. Helping mortals is prohibited.

	 1. You may not help a mortal character in any way, including but not
		limited to hints, stats, restores, tracking, teleporting or coaching.
		Mortals, do not ask for help.  You won't get it.
	 2. You may not use any information to advance your mortal character,
		including but not limited to stats, restores, tracking other players
		and mobs, and transferring.
	 3. Immortal players may not multi-play.
	 4. Immortal characters may not be shared.
	 5. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  C. Hurting mortals is prohibited.

	 1. You may not wittingly or unwittingly cause injury or loss to any player
		for any reason.
	 2. You may not create conditions that might cause injury or loss to any
		player, except during a sanctioned quest.
	 3. You will not encourage other players to cause injury or loss to any
		player.
	 4. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

Type help RULES5 to read the next section.  
Type help RULES to get a table of contents.

~
~
#0
rules5
Rules V

This is a listing of all the rules we try to enforce and you must abide by 
if you want to continue to enjoy Revenge of the Jedi.  

V. Miscellaneous (catch-all) Rules

  A. Purposely "crashing" the game is prohibited.

	 1. A great effort has been made to make Revenge of the Jedi bug-free.  
		However, from time to time a new bug will appear.  If you suspect you 
		caused a crash, you must immediately report it to the immortals.
	 2. Intentional crashing of the game will not be tolerated and is cause for
		instant deletion.
	 3. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  B. Exploiting bugs and circumventing rules is prohibited.

	 1. If you think you've found a bug, it must be reported immediately to
		the nearest immortal or the news monitor.  (2 West of port)
	 2. Purposely exploiting a bug will be dealt with by immediate deletion.
	 3. Players can be very resourceful with "bending of rules"; if you find a
		way to blatantly cheat, you will be deleted.
	 4. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  C. All players must know and obey the rules.

	 1. Ignorance is not a defence.  You are required to read, understand and
		obey all rules.
	 2. If you do not understand the rules ask.  Use the 'ask' command or post
		your questions to the news monitor.  Only accept answers from MUD 
		administrators, not other players.
	 3. If you are unable to understand or obey the rules you may not play 
		Revenge of the Jedi.
	 4. A determination by the administrators that you have invented a new
		method of circumventing this rule will result in immediate deletion
		of ALL your characters.

  D. The "jerk" clause.

	 1. Given enough time and maybe a few megabytes we could explicitly declare
		every law of the realm, but we will save that for real life and just
		put this down as the "jerk" clause.
	 2. Do not ruin the fun of others -- if that's what it takes to make you
		happy we do have a "quit" command and suggest you use it.
	 3. If you persist in making an ass of yourself, you will find yourself
		deleted and banned.

  E. The ever popular ice-cream rule. 

	 This is a game, you must have fun here.  If you become power-hungry,
	 obsessed, hateful towards other players, or disgusted, best advice is to
	 shut the computer off and go get some ice cream to calm your nerves.

As you can see, we ask very little in the way of rules, and it will be more
enjoyable for everyone if you follow them.  Most rules are common sense.
Punishment ranges from warnings to deletions depending on circumstances.  The
decisions of the immortals are final.  If you have Questions ASK!

Type help RULES to get a table of contents.

~
~
#0
agreement policy
Policy Agreement
In order to play Revenge of the Jedi, you must agree to certain terms and
conditions.  

By playing Revenge of the Jedi, you are agreeing to the following conditions:

1. Revenge of the Jedi is being provided as a service free of charge for your
enjoyment at the pleasure of its administrators.  You, the player, agree that
the providing of this service is in no way a contract with the player to
provide any service or good and may be terminated at any time by and at the
discretion of the administrators of Revenge of the Jedi.

2. You agree to play by any and all rules set forth by the administrators of
Revenge of the Jedi.  Failure to follow the rules may result in termination 
of any part of this service.

3. While the information you provide to Revenge of the Jedi and its 
administrators will not be used for any commercial purpose as defined 
by the Circle License, the administrators make no guarantee or promise of 
privacy and none should be expected while playing Revenge of the Jedi. Anything 
your character says or does while you play Revenge of the Jedi becomes property 
of the administrators.  (In other words don't discuss your bank PIN, your 
password, you hemoroid problem or anything else you want to keep private. You 
never know who's watching you.)

4. The administrators of Revenge of the Jedi are furnishing this service "as is".
The administrators do not provide any warranty whatsoever, whether express,
implied, or statutory, including, but not limited to, any warranty of
merchantability or fitness for a particular purpose or any warranty that the
contents of this service will be error-free.

In no respect shall the administrators incur any liability for any damages,
including, but limited to, direct, indirect, special, or consequential damages
arising out of, resulting from, or any way connected to the use of this service,
whether or not based upon warranty, contract, tort, or otherwise; whether or not
injury was sustained by persons or property or otherwise; and whether or not
loss was sustained from, or arose out of, the results of, this service, or any
other services that may be provided by the Revenge of the Jedi administrators.

~
rules
~
#0
protect
Protect

Body Guard Level 68

Usage: protect <player>

Protect provides another player with the knowledge that he/she is
well guarded by the Bodyguard.  Any attacks on the protected player
is deflected as the Bodyguard absorbs the attacks.  Quite useful if
the protected player is not fully capable of taking large amounts of
damage.

See Also: MERCENARY, BODY GUARD

~
~
#0
"proton torpedoes"
Proton Torpedoes
Usage: Fire <victim>
       Ship -- Displays remaining ammo

These high energy pulse torpedoes derive their name from their manner
of delivery.  Ships armed with proton torpedoes can fire them on
command provided they have ammunition remaining.  Ships have a limited
number of proton torpedoes.  Upon obtaining some spare torpedo rounds
you can reload your ship using the REARM command.

Maximum Torpedoes Based on Ship Size
------------------------------------
Small Ship		N/A
Fighter			6
Bomber			12
Medium Ship		24
Large Ship		48
Capital Ship		96
~
"concussion missiles" rearm salvo
~
#0
pummel
Pummel
Body Guard Level 70

Usage: pummel <victim>

This attack does great amounts of damage to your opponent, who you pummel
with vicious blows to the head and body.

The success of a pummel attack depends on how well you are learned. The
higher level you reach the harder you pummel your opponent.
~
"body guard"
~
#0
punch
Punch

Mercenary Level 13
Technician Level 22

Usage: punch <victim>

The success of a punch depends upon how well you are learned.  The
higher level you reach the harder you punch.  There is one small
catch -- whenever you punch (or miss) you will be unable to type
any command for two rounds of 'Violence' -- so be sure that you do
not need to flee!
~
technician mercenary
~
#0
push
Push

Body Guard Level 64

Usage: push <victim> <direction>

The success of a push depends upon how well you are learned. When you
succeed, you will push your victim out of the room in the direction you
designated.

This is useful in removing protective bodyguards from around a mob.

See also: BODY GUARD

~
~
#0
"quick draw" quickdraw
Quickdraw
Gunslinger Level 15
Smuggler Level 32

Usage: Automatic

This skills allows a gunfighter to gain the first strike in any combat 
battle.  When it succeeds, the victim will strike for more than their 
normal damage.  The extra damage is highly dependent on your dexterity.  
The higher your dex, the more damage you do with quickdraw.

It will not work against spells cast at the player nor will it protect
for backstab attempts.  Also note that mobs will learn from your tactics
and quickdraw won't be effective for long.
~
gunslinger smuggler
~
#0
races
Races

The galaxy is thriving with races of every sort.  Each with its own 
advantages and shortcomings... 

	The available races are:
		Human - Humans... Duh!
		Wookiee - Tall, Hairy, Strong and short tempered
		Gamorrean - Porcine lumbering oafs, can really take a beating.
		Ithorian - These "hammer heads" are the nerds of the galaxy.
		Mon Calamari - With froglike faces, they are smart and wise.
		Rodian - Compound eyes, green skinned, thin and dexterous.
		Sullustan - Small mouse-eared, big-eyed pilots.
		Twilek - With tail-like head appendages, smart and charismatic
		Bothan - Small furry humans, Somewhat smart and dexterous.
		Gungan - Tall and lanky but strong warriors.  Amphibious
		Zabrak - Intelligent but tough with vestigial horns
		Trandoshan - Reptilian fighters, tough and born hunters.
		Ewok - Small, furry, quite cute.  Everyone likes an Ewok.
		Noghri - Strong and Agile but somewhat frail.
		Jawa - Utinni! Meter tall, dexterous and quick.
		Clawdite - Some are shape-shifters.  Average to light build.
		Aqualish - Cranky, tusked fighters.  Get along with few.
		Geonosian - Insectiod race, multi joined limbs make them very dexterous
		Falleen - Exotic, reptilian humanoids with scaled skin
          Alien - Refers to any race or species not listed above
~
~
#0
human
Humans
	The most abundant race in the galaxy, humans have
	the remarkable ability to adapt to any situation,
	making them extremely good at whatever they do. They
	are quick learners.

	Hit Points  :******    :
	Mana        :******    :
	Strength    :******    :
	Intelligence:******    :
	Wisdom      :******    :
	Dexterity   :******    :
	Constitution:******    :
	Quickness   :******    :
	Charisma    :******    :
~
~
#0
gamorrean
Gamorreans
	Large, strong, green-skinned porcine creatures
	not known for their intelligence.  Jabba employs
	several Gamorreans as guards and mercenaries.
	Gamorreans have few friends.  Their strength, bulk 
	and familiarity with axes makes them very effective 
	melee combatants.

	Hit Points  :**********:
	Mana        :*         :
	Strength    :********* :
	Intelligence:*         :
	Wisdom      :*         :
	Dexterity   :***       :
	Constitution:**********:
	Quickness   :*****     :
	Charisma    :**        :
~
~
#0
ithorian
Ithorians
	Also called "hammerheads," these tall, graceful,
	long-necked aliens are very peaceful and wise, and
	hunger for knowledge and new experiences.  They
	can tap into the Force more quickly than most races, 
	due to their calm demeanor.

	Hit Points  :*         :
	Mana        :**********:
	Strength    :**        :
	Intelligence:********* :
	Wisdom      :********  :
	Dexterity   :***       :
	Constitution:**        :
	Quickness   :*****     :
	Charisma    :*****     :
~
~
#0
"mon calamari" moncalamari
Mon Calamari
	Big-eyed fish-like former slaves, these intelligent
	warriors are very organized.  Admiral Ackbar, a
	Rebel hero, is one of their greatest leaders.
	Mon Calamari can survive indefinitely underwater.  
	Having been suppressed by the Empire for many years, 
	they are very good fighters, especially in regards 
	to the use of Crystals.

	Hit Points  :***       :
	Mana        :********  :
	Strength    :***       :
	Intelligence:**********:
	Wisdom      :*******   :
	Dexterity   :***       :
	Constitution:**        :
	Quickness   :*****     :
	Charisma    :*****     :
~
~
#0
rodian
Rodian
	With multifaceted eyes, tapirlike snout, suctioncup
	fingers & deep green skin, these dexterous aliens
	often work as Bounty Hunters. Greedo was a Rodian.
	Rodians have infravision.  They are very thrifty and
	sly, getting better prices on some goods and services.

	Hit Points  :*****     :
	Mana        :*****     :
	Strength    :****      :
	Intelligence:*****     :
	Wisdom      :*****     :
	Dexterity   :********* :
	Constitution:****      :
	Quickness   :*******   :
	Charisma    :****      :
~
~
#0
sullustan
Sullustan
   Stocky, jowled, mouse-eared humanoids with large
   eyes.  They are less tough than most races, but are
   nimble & quick, like Nien Nunb, the Falcon's copilot
   in RotJ.  Their stupid chatter makes them quite annoying.
   They are better in space travel and combat than most races.

	Hit Points  :*****     :
	Mana        :*******   :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :*****     :
	Dexterity   :********  :
	Constitution:****      :
	Quickness   :*******   :
	Charisma    :**        :
~
~
#0
wookie
Wookiee
   Tall, furry, strong, clever, short-tempered, loyal,
   kind, and former slaves, Wookies have been known
   to rip arms off droids & "bad guys." Chewbacca is a
   Wookie.  Their great strength and climbing claws make
   them particularly good hand-to-hand combatants.

	Hit Points  :********* :
	Mana        :**        :
	Strength    :**********:
	Intelligence:*****     :
	Wisdom      :**        :
	Dexterity   :***       :
	Constitution:********* :
	Quickness   :*****     :
	Charisma    :*         :
~
~
#0
twi'lek twilek
Twi'lek
	Standard height, clever & somewhat dextrous, Twi'leks
	are known for their two head-tail appendages.  
	Bib Fortuna, Jabba the Hutt's majordomo was a
	Twi'lek.  Their preferred weapons are daggers.

	Hit Points  :******    :
	Mana        :*****     :
	Strength    :****      :
	Intelligence:*****     :
	Wisdom      :*****     :
	Dexterity   :********  :
	Constitution:****      :
	Quickness   :****      :
	Charisma    :*******   :
~
~
#0
gungan
Races
	Fairly tall, well built humanoids with large ears.
	They are natural warriors, and have the strength
	to match.  The Gungans warrior prowess is reflected
	in their grand Army.  Jar-Jar Binks is Gungan.  They
	are also Amphibians.

	Hit Points  :********  :
	Mana        :***       :
	Strength    :********  :
	Intelligence:**        :
	Wisdom      :**        :
	Dexterity   :*******   :
	Constitution:*******   :
	Quickness   :******    :
	Charisma    :**        :
~
~
#0
ewoks
Races

	Ewoks are small, furry humanoids that are native to
	Endor's moon.  While technologically primitive, they 
	are fierce fighters and their lives as Hunter-Gatherers 
	have made them extremely stealthy and hard to see.  
	Wickett is a Ewok.

	Hit Points  :****      :
	Mana        :*****     :
	Strength    :***       :
	Intelligence:***       :
	Wisdom      :******    :
	Dexterity   :******    :
	Constitution:*****     :
	Quickness   :*******   :
	Charisma    :**********:
~
~
#0
trandoshans
Races
	Trandoshans are large reptilian humanoids.  They are 
	tough and powerfully built.  They are born hunters 
	and very violent.  They have a above-normal regenerative 
	system.  Bossk the bounty hunter is a Trandoshan.

	Hit Points  :********* :
	Mana        :**        :
	Strength    :******    :
	Intelligence:***       :
	Wisdom      :***       :
	Dexterity   :*****     :
	Constitution:**********:
	Quickness   :*******   :
	Charisma    :**        :
~
~
#0
bothan
Races
	Bothans are short, furry humanoids who express 
	themselves through subtle movements of their fur.  
	Well known for their intelligence-gathering abilities, 
	they are greedy for power, manipulative and cunning.  
	Because of this, they are often able to extract 
	themselves from fights and dangerous situations unharmed.

	Hit Points  :*****     :
	Mana        :*******   :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :******    :
	Dexterity   :*******   :
	Constitution:****      :
	Quickness   :****      :
	Charisma    :*****     :
~
~
#0
noghri
Noghri
	Noghri are hairless, grey-skinned biped who are extremely
	strong, agile  and sinewy.  They are well skilled at 
	both melee and hand-to-hand combat, but they are somewhat
	frail due to years of exposure to dangerous chemicals on
	their homeworld.

	Hit Points  :*****     :
	Mana        :*****     :
	Strength    :********* :
	Intelligence:***       :
	Wisdom      :***       :
	Dexterity   :**********:
	Constitution:****      :
	Quickness   :*******   :
	Charisma    :*         :
~
~
#0
zabrak
Races
	Mysterious humanoids with vestigial horns, they have well
	developed mental powers that allow them to withstand
	and resist Force attacks.  It is suspected that Darth
	Maul is a member of the Zabrak race.

	Hit Points  :***       :
	Mana        :********  :
	Strength    :****      :
	Intelligence:********  :
	Wisdom      :******    :
	Dexterity   :*****     :
	Constitution:*****     :
	Quickness   :*****     :
	Charisma    :**        :
~
~
#0
alien
Races
	The generic alien not covered in an above choice.
	These various races include Hutts, Gotals, and many others. 
	Aliens are found in any and all professions.
	Many aliens have unique sensory capabilities.

	Hit Points  :    ??    :
	Mana        :    ??    :
	Strength    :    ??    :
	Intelligence:    ??    :
	Wisdom      :    ??    :
	Dexterity   :    ??    :
	Constitution:    ??    :
	Quickness   :    ??    :
	Charisma    :    ??    :

~
~
#0
clawdite
Races
	Clawdites are a genetic, shape-shifting, offshoot of the 
	humanoid natives of Zolan. When in thier natural state, they 
	are identical to other Zolanders. They can change their skin 
	and, to some extent, their bodily configuration, but, they 
	cannot alter their mass. The Bounty Hunter Zam Wesell is a
	Clawdite.

	Hit Points  :******    :
	Mana        :*****     :
	Strength    :*****     :
	Intelligence:*****     :
	Wisdom      :****      :
	Dexterity   :******    :
	Constitution:******    :
	Quickness   :******    :
	Charisma    :*****     :
~
~
#0
aqualish
Races
	A humanoid species from the planet Ando, Aqualish have some
	superficial properties both aquatic and arachnid. They have 
	hair-lined faces with large, glassy eyes and mouths dominated 
	with inwardly-pointing tusks. Ponda Baba was an Aqualish.

	Hit Points  :********  :
	Mana        :****      :
	Strength    :******    :
	Intelligence:***       :
	Wisdom      :**        :
	Dexterity   :*******   :
	Constitution:********  :
	Quickness   :******    :
	Charisma    :***       :
~
~
#0
falleen
Races
	The Falleen are exotic, reptilian humanoids with scaled 
	skin, cold blood, and pigmentation that alters according to 
	mood.  Falleen have exceptional lung capcity, allowing them 
	to stay submerged for prolonged periods.  The Falleen are 
	long-lived, with life spans averaging 250 standard years.  
	Prince Xizor is a Falleen.    

	Hit Points  :******    :
	Mana        :*****     :
	Strength    :****      :
	Intelligence:****      :
	Wisdom      :*****     :
	Dexterity   :******    :
	Constitution:******    :
	Quickness   :*****     :
	Charisma    :********* :
~
~
#0
geonosian
Races
	Geonosians are an insectoid race with a hard, chitinous 
	exoskeleton, elongated faces, and multi-jointed limbs.  Geonosians 
	are adept at mechanical construction and are responsible for the
	construction of some of the largest feats of engineering ever 
	witnessed.  Poggle the Lesser is a Geonosian.

	Hit Points  :****      :
	Mana        :*******   :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :******    :
	Dexterity   :********  :
	Constitution:******    :
	Quickness   :*****     :
	Charisma    :**        :
~
~
#0
jawa
Races
	Jawas are meter-tall humanoids completely hidden behind rough, 
	hand-woven robes. Their faces are concealed within the dark 
	folds of a cowl, from which peer their sickly glowing yellow 
	eyes.  The Jawas are a scavenger species. Jawas have evolved 
	several important survival traits, such as exceptional night 
	vision, and a strong immune system.  Jawas have a foul stench 
	and are liked by few.

	Hit Points  :****      :
	Mana        :******    :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :*****     :
	Dexterity   :*******   :
	Constitution:*******   :
	Quickness   :********  :
	Charisma    :*         :
~
races
~
#0
rage
Rage
Mercenary Level 38

Usage: rage

Mercanaries can focus their anger into a partially controlled rage.
While in a rage, mercenaries feel less pain, and wounds against them
have less of an effect. (Damage is reduced). However, while in a rage, 
a Mercenary cannot flee from combat. The rage will wear off after a 
period of time.

Rage uses a portion of your mana to activate.

While you can be under the affects of rage in space, there are no
benefits, and you will still be unable to flee due to your state of
mind.
~
mercenary
~
#0
"rally cry"
Rally Cry

Commando Level 65

Usage: rally

Rally Cry inspires and those in the commando's unit to fight with
greater desire.  All those in the group gain bonuses to both
hit points and and combat ability for a set duration.

Each use of Rally Cry will drain your pool of mana, no matter if you
are currently affected by a prior Rally Cry or not.
~
commando
~
#0
commando guerrilla
Commando

The strife between the Rebellion against the Empire draws many followers to
both sides.  Many men and women who fought for monetary reasons soon found
themselves devoted to a cause.  The commando is a mercenary who fights for a 
reason, sometimes employing irregular warfare to accomplish his goals.  
The commando is a great warrior, and near fanatical in battle, taking great 
risks for great benefits. 

Special skills of Commandos:

Skill              Level Learned
-------            -------------
Sixth Sense            60
Camouflage             62
Rally Cry              65
Retreat                70
Riot                   75
Commando Tactics          80
Rebellion             100
~
mercenary practice
~
#0
"rebel alliance"
Rebel Alliance

The Alliance to Restore the Republic was founded with the signing of
the Corellian Treaty, which fused together various anti-Imperial
factions.  The Alliance includes diverse races such as Sullustans,
Bothans, Mon Calamari, Wookies, Quarrans and many others.  Humans
currently make up the bulk of the Rebellion, however.

The Rebels know that their chances of victory are slim, but they do
have right - and the force - on their side.  They are lead by a
Council, headed by determined Chandrilan Mon Mothma.

~
faction empire
~
#0
rebellion
Rebellion
Commando Level 100 (Need to complete quest to gain access)

Usage: rebellion

With rebellion a powerful member of the rebel alliance triggers an
organized uprising to aid him in his fight to free the galaxy.  At his
command, a small number of rebel operatives will arrive and join the
battle to help him against his current enemy.  These are not followers
but assisting mobiles, and they will only stay for the duration of one
battle.  Afterwards they will return back to other duties for the rebel
alliance.  

The rebellion command is to be used once combat has begun, and up to a
half dozen rebels will assist you.  The number is random, but high 
charisma will bring up the minimum total.  There are six types of rebel
alliance members that will support you, each with his or her own skills,
which types assist you is totally random.

Rebel Assistors:
  Soldier - Standard combat troop with mercenary skill set.
  Infiltrator - Dexterous troop with smuggler skill set.
  Medic - A Healing troop type, Medics will heal you in combat.
  Saboteur - An explosive expert, he has high damage capabilities.
  Martyr - Willing to die for the cause, the martyr will "Protect" you.
  Fanatic - Crazed alliance member, with high damage, many attacks.

Once used, the rebellion command cannot be used for a short time. Also
note that this ability cannot be used in space.
~
commando
~
#0
"critical hit"
Critical Hit
Commando Level 80

Usage: Automatic

The cunning commando has studied many, many opponents and has come to
understand their strengths and weaknesses.  These weeknesses in particular
can be exploited by a commando to drastically increase the effectiveness of
his attacks.  When the commando sees an opportunity, he will attempt to strike
his opponent in a critical area.  Perhaps a chink in someone's armor
or an exposed actuator on a droid.

Critical hit works only on land.
Critical hits from a commando do triple damage.

As your experience increases with level, so does your ability see such
weeknesses and to pull off such attacks.
~
~
#0
recharge
Recharge

Inventor Level 70

Usage: conc 'recharge' <object>

Recharge allows an Inventor to replinish the charges in a wand or staff,
but they must be careful because if overcharged the wand or staff will
explode.  Recharge items can also at times wear out and the Inventor 
will no longer be able to recharge them.

See also: INVENTOR

~
~
#0
"recharge light"
Recharge Light

Technician Level 10
Explorer Level 13

Usage: conc 'recharge light' <object|victim>

Getting caught without a light in an unknown location can be a very 
dangerous thing. Recharging a light can extend it's life greatly
however there is a chance that you can damage the light beyond repair
in the process.
When cast upon others it will try to recharge the light they are using.
~
light explorer technician
~
#0
redirect
Redirect
Jedi Master Level 100 (Available upon Guildmaster Quest Completion)

Usage: redirect
	   redirect <victim>
	   redirect (victim> <target>

Imagine for a minute, you could see attacks before they happen, and 
had the ability to redirect these predicted attacks at another target
before they struck home.  Those very in strong in the force can do
just this.  With redirect, a Jedi Master can redirect several of
his victims attacks when they are in combat.  These redirected attacks
can even be redirected at another target in the area.
A Jedi Master's ability with this skill is based off his/her skill 
level, wisdom and the level of the target he is attempting to redirect.  
Redirecting attacks without a target will result in the attacks 
striking harmlessly against the ground, wall, or whatever might be 
in the area.


See also: JEDI MASTER
~
~
#0
regeneration
Regeneration

Regeneration refers to one's ability to recover Hit Points, Mana and
Moves over time.  This ability to regain lost points is enhanced by
resting or sleeping at the "tick" or "heartbeat".  This recovery is
further increased by staying well fed (full) and having plenty to
drink (not thirsty).  

Allowing oneself to become hungry and thirsty will drastically slow
a player's regeneration - almost to the point of not regenerating.
This is NOT a wise condition to be in.

See also: EAT, DRINK, REST, SLEEP, TICK

~
~
#0
reimbursement
Reimbursement

Reimbursement only happens when a players loses eq through due to errors
in the game.  This includes things like:
-errors in the code
-zone errors, such as dark DTs or other things
-Imm errors, such as testing or forcing people

Things that DO NOT warrant reimbursements:
-Game crashes
-Legitimate deaths due to playing, pkillers, etc.
-DTs

~
~
#0
rearm reload
Reload
Usage: reload <weapon> 
	   rearm <ship>

The reload command reloads secondary weapon systems installed on a
weapon, and the rearm command reloads ammunition based ship special
systems.  (i.e. rocket launchers, proton torpedo launchers, etc)

On the reload command, the first usable AMMUNITION in your inventory
will be used to reload your ship or weapon.  If you have more ammo
than space available in your clip, any extra will remain in your 
inventory.

Some ammunition will load in game, while others must be constructed
by an Inventor or Space Engineer.


NOTE: Re-arming your spacecraft is a time-consuming process and cannot be done in the heat of battle!
~
construct piloting ship status
~
#0
"reroute power"
Reroute Power

Transport Captain Level 80

Usage: Reroute <system>

Medium sized vessels (Medium & Large) have the capacity to have their
power batteries rerouted quickly to take advantage of different
situations.  Smaller vessels don't have enough power to take advantage
of this, and Capital ships are to complex to quickly make these
minute to minute adjustments.

Engines - Power into sublight engines, increasing your combat speed.
Weapons - Power into weapons, increasing their damage output.
Shields - Power into shields, increasing their durability.
Hyperdrive - Power into hyperdrive, decreasing hyperspace travel times.

See also: TRANSPORT CAPTAIN

~
~
#0
repair
Repair

Technician Level 40

Usage: conc 'repair' <item>

Repair enables the Technician to remove any sabotaged item that a player
has, whether taken in combat or acquired otherwise.  The armor is
returned to its previous state, although any costs for the repair is
left to the Technician and his would-be client.

See Also: SABOTAGE, TECHNICIAN


~
~
#0
rescue
Rescue

Mercenary Level 10

Usage: rescue <victim>

This command is useful if you want to try and make an attacker hit
you instead of your poor friend who is being pummeled.  You can
only 'turn' one monster for each rescue attempt.  This is very useful
when playing in groups, of course.

See also:  MERCENARY

~
~
#0
retreat
Retreat

Commando Level 70

Usage: retreat <direction>

A master of hit and run tactics, this skill enables a commando to escape 
from combat in any direction he or she wishes.  Often helpful when one 
wishes to flee to a specific room.
~
commando
~
#0
ride
Ride
Usage: ride <target>

Using the Ride command, one can ride Speeders, Pod Racers, Creatures
and other vehicles. 

Speeders are used to travel around the world without draining an
individuals moves.  However, Speeders are often un-reliable, and 
have a chance of breaking down each time they are started.

Pod Racers are used in Pod Race Arenas. (Not Implemented Yet)
~
speeder
~
#0
riot
Riot

Commando  75th Level

Usage: riot

This skill is used by guerrillas to inspire the good aligned people of the
world to rally against evil.  In the game it causes good aligned mobs
to attack evil aligned mobs.

~
commando
~
#0
salvage
Salvage
Inventor Level 60
Space Engineer Level 60

Usage: salvage <object>

With salvage you can scrap an object for a quantity of building
materials.  These materials are needed for some construction
and repair activities.  See help MATERIALS for more information
on the three types of materials.

~
materials
~
#0
salvo
Salvo

Pilot Level 50

Usage: salvo <victim>

Anyone with a ship armed with proton torpedoes or concussion missiles
can fire them at a single shot rate.  But sometimes you need to 
unload with everything you got in one fierce salvo.  With the salvo
command, you can fire multiple torpedoes/missiles at your target.
The number fired depends on the size of your ship.  Unlike the
single fire rate, however, it will take a while for all your weapons
tubes to be reloaded before you can fire again.

Salvo Size
-----------------------
Small Ships & Fighters 			N/A
Bombers					2
Medium Ships				2
Large Ships				4
Capital Ships				8


~
"concussion missiles" "proton torpedoes" pilot piloting
~
#0
scan
Scan

Smuggler Level 30
Bounty Hunter Level 32
Explorer Level 40

Usage: scan

Scan allows you to check all the adjacent rooms and, returns what
mobs and or people are in them.  It is useful in finding agressive
mobs.
~
"bounty hunter" smuggler look
~
#0
search
Search
Smuggler Level 35
Bounty Hunter Level 42
Body Guard Level 61

Usage: search

The search skill allows a player to turn over a room and find anyone
who may be hiding in the room.  It takes quite a while to completely search
a room (you will receive several rounds on lag).  Hidden persons do not 
generally like being discovered, searching for a hidden mob will start 
a fight.
~
hide
~
#0
"saber throw"
Saber Throw

Defender Level 100 (Available on Guildmaster Quest Completion)

Usage: throw <saber weapon> <target>

With the Saber Throw, a Jedi Defender has learned how to throw his
saber in combat from either the wielded position or from inventory.
The saber will strike for damage determined by the damage dice of
the lightsaber and the location the saber strikes.  Additional
effects will strike the target depending on the location hit, for
example a leg strike will hamstring the target and reduce its 
movement.  

After the lightsaber is thrown, the Jedi will automatically recall
his weapon to his hand to continue fighting, rooms that restrict
usage of the force, or low mana levels can prevent this from
happening and the lightsaber will find itself on the ground.

See also: DEFENDER, THROW

~
~
#0
"sense danger"
Sense Danger
Sith Level 32
Jedi Knight Level 32

Usage: conc 'sense danger'

Sense Danger allows a Jedi, whether on the Dark Side or Light Side, to
sense the intentions and general level of hostility (aggressive or not)
of mobs in the general area.  The usage is automatic.
~
sith "jedi knight"
~
#0
"sense weather"
Sense Weather
Farmer Level 7

Usage: weather

Farmers need to know exactly what the weather is like, and what kind
of weather is on the way.  Weather sense provides a more scientific
reading of the weather through use of the weather command.  While
more accurate and detailed, there is still a chance this prediction
may be wrong. (But you should have better odds than the weather man,
who probably isn't even from the planet your on!)
~
weather farmer
~
#0
serve
Serve
Usage: Serve emperor

If one visits Emperor Palpatine in his palace on Corruscant, you
could choose to serve him for all time.  This is a dangerous 
proposition that comes with both great rewards and great danger.

A Servant of the Emperor is blessed with increased offensive spell
power, increased damage capabilities, increased regeneration and
recovery rates and the mark of the Dark Side itself.  

As part of it's seduction, servants of the Emperor are given the fast 
track to power, gaining experience at one and a half times the rate 
of the normal individual.

There is one great penalty, however, that all Servants of the Emperor
must face.  When you die, you will not come back and given another
chance like all others, but instead your character is permantly dead.
You will be deleted and forced to remake from the beginning.  This
does not apply to death traps.
~
~
#0
shadow
Shadow

Assassin Level 64

Usage: shadow <target>

With this skill, a character begins to follow a victim without their
knowing it.  The character will sneak quietly into each room, and will
remain hidden until a command is received by the mud.  If you break the hide
by typing a command simply type shadow again to slip back into hiding.


example:
>shadow citizen
You start to shadow your unknowing victim.

> [You hit <enter> or typed a command and stop hiding.]

>shadow
You slip back into shadows to avoid being seen.


To stop shadowing someone, simply type: fol self

See also: ASSASSIN

~
~
#0
"ship systems"
Ship Systems
Any vessel capable of hyperspace travel can, with the assistance of a
Ship Tech, have a Special System installed on their ship.  They types
of systems available range from purely offensive weapons to more
insinuative stealth systems.

Astromech                   Little droid that repairs hull damage
Biomechanical Armor         Organic armor capable of ship hull repair
Cloak                       Makes ships invisible to other vessels
Concussion Missiles         Ammunition based weapon system
Ion Cannons                 Temporarily disables other ships
Nav Computer                Stores star system jump coordinates
Proton Torpedoes            Powerful, highly focused energy charges 
Tractor Beam                Takes control of another ship
Augmented Cannons           Enhanced weapons system for added attack
Verpine Shield Generators   Excellent Shields that recover quickly
Gravity Well Generator      Used to prevent enemy escape
Fighter Bays                Small, launchable defensive fighters
ECM                         Electronic targeting defenses
Cargo Hold                  Space on ship to store items
Uninstall                   Used by Ship Techs to remove systems
~
"ion cannons" "proton torpedoes" "fighter bays" ecm astromech
~
#0
"sith lord"
Sith Lord

The Sith Lord is a powerful Sith who has finally devoted himself
truly to the Dark side of the force.  Serving no one but himself and evil,
he scorns life and the light.  Sith Lords are the harbingers of Darkness.
Sith Lords carry with them some of the most dangerous force abilities ever
recorded.  They can kill with a touch, and sometimes even that is not
needed.  Sith Lords are the sworn enemies of many a great Jedi Master.

Special skills of the Sith Lords:

Skill              Level Learned
-------            -------------
Antisanct              60
Submit                 65
Destruction            68
Dark Anger             72
Force Storm            78
Dark Tempest          100
~
practice force "emperor's hand" sith
~
#0
"sixth sense"
Sixth Sense

Commando Level 60

Usage: conc 'sixth sense'

Sixth Sense enables the Commando to get an inclination as to the hostility
levels of neighboring mobs.  This skill, honed from years in combat.
It provides useful information regarding the aggressiveness of opposing mobs.

~
commando
~
#0
slash
Slash

Defender Level 68

Usage: slash <victim>

With the slash command, a Defender slashes at his opponent with his
lightsaber causing damage, and possibly a greater effect.  If the
enemy is wielding a non-slashing weapon, there is a small chance
his/her weapon will be destroyed by your attack.  There is even
the possiblity he/she will lose a hand in the process.

The slash attack also inflicts a jagged wound to the target,
that, unlike most saber attacks will bleed and continue to
cause damage to the target.
~
defender
~
#0
slicer
Slicer
Slicers are experts at hacking into and using computer systems and
electronic devices.  There's no lock, no computer system, no droid
a Slicer cannot hack and use to his own purposes. 

Slicers are available as a Tertiary Class only, and so only can be
trained up to level twenty.

Skills available to Slicers:

Skill                    Level Learned
-------                 ---------------
Slice Lock                    1
Hack Droid                    5
Tripwire                     10
Anonymous                    12
Spy Camera                   15
Decrypt                      20
~
class lesser
~
#0
smuggler
Smuggler
Smugglers are known to have very special qualities that no other class
offers.  They have a reputation unmatched by any other class, not that
many would want it. Most can be found in the cantinas and back alleys 
of most planet systems. Their specialties are on the darker side of life,
whether it is smuggling, thieving or assassination.  Many of these
qualities can come in handy in many situations, such as picking locks,
stealing, or backstabbing.

Smugglers may, in time, have in their possession (legally?), several
vibroblade parts, which they may use to construct a lethal Personal
Vibroblade.

Weapon proficiencies
--------------------
  Blaster :*****     :
  Dagger  :**********:
  Ranged  :*****     :
  Hand    :*****     :
  Force   :*         :
  Saber   :**        :
  Melee   :********  :

Skills available to Smugglers:

Skill                Level Learned
-------              -------------
Low Blow                  1
Sneak                     3
Throw                     5
Pick Lock                 7
Instinct                  9
Glance                   12
Gamble                   15
Slip                     18
Steal                    20
Backstab                 22
Poison                   25
Defensive Fighting       28
Scan                     30
Quick Draw               32
Search                   35
Dirty Tricks             38
Multi Wield              40
Martial Arts             40
Identify                 42
Track                    45
Offensive Fighting       48
Locate Object            50
Hawkeye                  54
Hide                     58

~
vibroblade swindler pirate
~
#0
snapshot
Snapshot

Fighter Pilot Level 60

Usage: snapshot <victim>

One of the skills of a fighter pilot, a snapshot is a brief 
half-second shot available in the fluidity of a space dogfight.  
It takes the fast thinking steady skills of a fighter pilot
to get this shot off and have any chance of hitting a target.

Obviously, snapshot will cause some damage to any spacecraft hit.
~
"fighter pilot"
~
#0
snare
Snare
Bounty Hunter Level 12

Usage: automatic

Bounty Hunters excel at cornering their victims and preventing them
from escaping.  The snare skill allows the Bounty Hunter to cut off
a fleeing enemies escape route, keeping him or her in the room. As
players are more clever, they are not affected by Snare.
~
flee wimpy "bounty hunter"
~
#0
sneak
Sneak
Smuggler Level 3
Bounty Hunter Level 7

Usage: sneak

Used for sneaking (moving in and out of rooms without anyone
taking notice). When you type sneak, there is no way to know if
you're actually sneaking. If you successfully sneak, then you'll
continue to sneak for a little while.  If you are already sneaking
you will stop sneaking.
~
hide smuggler "bounty hunter"
~
#0
snipe
Sniper

Assassin Level 75

Usage: target <direction> <victim>

The sniper skill is one reserved for the more notorious of the Bounty
Hunters.  With this skill, the Hunter becomes an even more silent,
and deadly adversary.  The motto of the sniper, "One shot, one kill"
becomes reality when equipped with the specially designed sniper
rifle.  A weapon of this type is required to use this powerful skill.

Also, upon being fired upon, certain mob targets may take cover to
prevent injury from sniper fire.  Note too, that a round fired in this
mode will cause greater damage than is inflicted otherwise.

To use this skill an Assassin must aquire a Sniper Rifle, which 
should be recognized by the name or when the weapon is scanned..

Sniper weapons must be loaded with cartridges using the 
loadcartridge command, and cartridges may be ejected from the rifle
with the ejectcartridge command.

See also: ASSASSIN, CARTRIDGE, ROUND, LOADCARTRIDGE, EJECTCARTRIDGE
~
~
#0
bomber "capital ship" fighter freighter ship spaceship
Spaceship, Fighter
Ships are needed to travel from planet to planet via hyperspace, unless
you can find transport by some other method.  To travel through hyperspace
you need to find the coordinates to a planetary system or point in the
galaxy and jump there using the Jump Command.  The speed of your jump
depends on the speed of your ships Hyperdrive.  This will often place
you in orbit, and you will need to use the land command to actually
land on the planet.

Example: Jump 692         - Would put you in orbit around Tatooine
Example: Land             - Would take you to the surface

In space combat, there are many details that can lead to your victory
or defeat.  Every ship has its own weapons system, some do more damage
than others.  For protection, ships have varying levels of armor to
protect their hull, and a combat speed, signifying how fast the ship is
in a fight.  (faster you fly, harder it is to hit)  

When you take damage, your Shield Integrity will lower.  When your shields
fall your Hull begins to take damage.  Should your Hull Integrity hit 0%
the ship will blow up.  Shields repair themselves slowly over time (as
long as the ship is in the piloted position on your eq list), but the hull
can only be repaired by technicians, specialized mobs or tool kits.  If 
your shield generator is destroyed, your shields will not regenerate until
it is repaired.

~
piloting "ship systems" "nav computer" swimpy
~
#0
speech
Speech
Politician Level 30

Usage: speech

With the speech skill, a politician takes a moment to give a political
speech to those around him or her. Speeches of this nature attracts
attention, and wandering mobiles from nearby rooms will often come
to your room to listen. Be warned, however, if they don't like you 
(i.e. are aggressive towards you), they may still attack no matter how 
good your speech is. 

This skill operates on a 60 second timer and is affected by character 
level and charisma.
~
politician
~
#0
speeder
Speeder
Speeder's can be flown around on planets.  When flown, the character
loses no movement points, as the speeder is doing all the work.  A 
speeder can't be driven in space as well as certain smaller rooms.
~
ride
~
#0
spice
Spice

Usage:  consume <spice>

Spice, like all drugs (medicinal or illegal), can produce short-term
benefits or long-term detriments.  It can enhance one's speed or
toughness.  It can also cause ADDICTION.

The disadvantages of addiction outweigh any short-term benefits the
spice can produce.  A player in withdrawal (not under the influence of
spice) will begin to suffer penalties on regeneration and other
similar game effects.  The addiction can be broken by enrolling in an
acceptable drug treatment facility.  This also involves paying the
requisite treatment fee, of course.
~
regeneration
~
#0
"spice dealer"
Spice Dealer

Spice Dealers operate in the shadows of society, delivering illegal
spices to the weak-minded populace.  A spice dealer knows the in
and outs of all types of spice, has a never-ending source of spice
available to him or her, and has the ability to perform modifications
to spice in his or her posession.

Spice Dealers are available as a Tertiary Class only, and so only can be
trained up to level twenty.

Skills available to a Spice Dealer:

Skill                    Level Learned
-------                 ---------------
Analyze Spice                 1
Deal Spice                    5
Enhance Spice                 8
Degrade Spice                10
Detoxify                     12
Spike Spice                  15
Locate Spice                 20

See Also: LESSER CLASSES

~
~
#0
"spread fire" spreadfire
Spread Fire

Transport Captain Level 70

Usage: spreadfire <victim>

Sometimes a starship captain just wants to hit a target, no matter the
cost.  With spreadfire, the pilot unleashes a salvo or lasers into
space in a well-spaced, spread out pattern.  Each of these laser
blasts have a chance of scoring a hit on the target, but only
those highly skilled will have every shot score a direct hit.

See also: TRANSPORT CAPTAIN

~
~
#0
"spy camera"
Spy Camera
Slicer Level 15

Usage: spy               - Places a Spy Camera
	   view              - Looks through Spy Camera

Slicer often are called upon to make their own electronic enhancements
in a location.  With this skill, a Slicer can place a spy camera in
a room, and then, from another location look to see who is in that
room.  Only one Spy Camera can be setup at any given time, if another
is set up, the first will be disabled.
~
slicer
~
#0
stalk
Stalk

Assassin Level 80

Usage: stalk <player-name>

With this skill, an Assassin can Stalk directly to another character,
failing rarely.  The movement is automatic, and operates too fast
to list the rooms, so one need not worry about running into a
death trap.

See also: ASSASSIN

~
~
#0
"space engineer"
Space Engineers
Space Engineers are masters of enhancing and repairing space 
faring vessels.  They are also knowledgable in space technologies 
far beyond your average Pilot.  They specialize in no particular 
ship size, as their advantages lie elsewhere.

Space Engineer is available as a Pilot Subguild class, available
at pilot level 60.

Skills available to Space Engineers:

Skill                    Level Learned
-------                 ---------------
Salvage                      60
Repair Hull                  60
Upgrade Armor                62
Space Construct              65
Analyze Ship                 66
Rebuild                      68
Create Ship                  70

~
pilot
~
#0
assassin
Assassin

An Assassin is a Bounty Hunter committed to the dark art of killing for money.
They have been known to perform jobs for something they belive in but mostly
remain bounty hunters to the core.  They remain coldly focused on the 
job at hand and the bounty to the earned.  No one can match the dedication 
and ability of this powerful hunter.  Assassins have perfected the hunt to the
greatest degree possible.  They have nearly every trick of the trade in their
arsenal.

Special skills of an Assassin:

Skill             Level Learned
-------           --------------
Stealth               60
Shadow                64
Vanish	              66
Find Prey             68
Capture               70
Snipe                 75
Stalk                 80
Killing Blow         100
~
"bounty hunter"
~
#0
attributes stats
Attribute Stats

You have seven statistics that you can see using the SCORE command.
These statistics are used for many, many game functions.  Statistics
can be raised to a maximum of 300.

Strength [S] 
Increases your damage output in physical combat situations and
determines the maximum weight you can carry.

Intelligence [I] 
Helps increase your mana and rate of learning a skill at your
guildmaster.  Intelligence also reduces the mana cost for spells.
Also increases the power of those that use the Force.

Wisdom [W]
Helps increase healing ability and natural skill improvements.  Also
helps with Jedi based combat. (i.e. Lightsabers).  Wisdom also reduces mana
cost but to a lesser degree.

Dexterity [D] 
Improves your chance to hit land attacks, avoid hits, and increases the
number of items you can carry.  Also helps with both physical and
blaster based combat.

Constitution [N] 
Adds to hit points and hp regeneration.  Also used in determining
resistance to negative effects and how long you can hold your 
breath underwater.  High constitutions will reduce damage taken while very
low constitutions may increase damage.

Charisma [C] 
This helps to stop or delay aggressive mobs from attacking you.  It
is also used for determine the maximum number of followers you may
have.

Quickness [U] 
Relates directly to how many attacks you have in combat.
~
races classes
~
#0
steal
Steal
Smuggler Level 20

Usage: steal <item> <victim>

Use steal to steal credits or items from people.  The chance of not
getting caught depends on how well you have practiced steal, and if
the person is asleep.

  > steal credits drunk
~
smuggler
~
#0
stealth
Stealth
Assassin Level 60

Usage: stealth

Stealth allows the Assassin to begin avoiding contact in cities and
zones, as well as hide signs of his or her passing, effectivly 
preventing the Assassin from being Tracked, or seen by use of the
where command when in the same zone as someone else.  The Assassin
will still show up on the who list.

With Stealth, the Assassin also has learned how to avoid motion sensor
tripwires and will no longer trigger any silent alarms.
~
assassin
~
#0
stop
Stop

Usage: stop

This command is used when training weapon proficiencies and you
wish to end the training session.

See also: TRAIN, PROFICIENCIES

~
~
#0
stun
Stun
Bounty Hunter Level 5
Technician Level 9

Usage: stun <target>

While honour and fair fighting are to be applauded, it is often the
'dirty' fighter who comes out on top. This skill represents the
various methods one might use in order to distract or disable an
opponent temporarily, allowing the attacker to inflict greater
damage.

Using this skill, you can cause an enemy to miss a round of combat.
~
technician "bounty hunter" proficiencies train
~
#0
subguilds
Subguild

Once a character has reached level 60, the maximum level of a
character in the regular guilds, they are then allowed to choose a
subguild class to continue their advancement.

There are a total of twelve sub guilds, each with their own special
powers and skills.  In addition the character also keeps the
knowledge of all his former skills as well. To join a subguild, a
character must journey to the guild he or she wishes to join, which
must be located somewhere in the galaxy.  There, he or she must
type 'join' to join the sub guild.

The following subguilds are also available for each Guild:

	   Mercenary               Smuggler                  Jedi Knight
	   ----------              --------                  -----------
	   COMMANDO                SWINDLER                  JEDI MASTER
	   BODY GUARD              PIRATE                    DEFENDER

	   Sith                    Technician                Bounty Hunter
	   ----------              ----------                -------------
	   SITH LORD               INVENTOR                  CYBORG
	   EMPEROR'S HAND          DROID                     ASSASSIN

	   Pilot
	   -----------------------------------------
	   FIGHTER PILOT           TRANSPORT CAPTAIN
	   NAVAL OFFICER           SPACE ENGINEER
~
~
#0
"subber death"
Subber Death
   Death is a rather violent experience, it is to be expected that some (or
many) pieces of your equipment will be damaged beyond repair on the death of
it's user.  Players below subber level are immune from this loss of equipment.
  
~
~
#0
submit
Submit
Sith Lord Level 65

Usage: submit

With this skill, a Sith Lord submits himself to the will of the Dark
Side of the Force.  In doing this, the mana of the Sith Lord is restored
to full, but the Sith Lord will be unable to use this ability again for
another 30 hours. (game time)
~
"sith lord"
~
#0
sunburst
Sunburst
Jedi Master Level 80

Usage: conc 'sunburst' <target>

With this spell, Jedi Masters can direct explosive force energy towards
the target, causing intense damage. The spell is so powerful that any
evil victims may be stunned for a time, unable to attack.

If a Jedi Master targets himself/herself with Sunburst, it will cause
no damage, and instead will dispel any un-natural darkness in the room.
~
sunburst
~
#0
survival
Survival

Explorer Level 15

Usage: automatic

Explorers learn many tricks and methods to surviving in hostile 
environments, and this skill represents this.  With the survival 
skill, the Explorer will avoid weather damage (Pesky Lightning Bolts)
and know how to swim underwater for extended durations.
~
explorer weather
~
#0
sweep
Sweep
Mercenary Level 22

The success of a sweep depends upon how well you are learned.  To
sweep someone is to attempt to 'trip' that person to the ground.  If
you succeed you will inflict minor damage, and cause the victim to
fall on it's rear.  The victim will be unable to issue any commands for
2 rounds of violence.

Unlike Bash, if you miss you will not fall to the ground.  A sweep
makes you unable to type commands for 2 rounds of violence.

Note that hitting a person who is resting/sitting will inflict increased
damage.
~
mercenary
~
#0
swindle
Swindle

Swindler Level 72

Usage: swindle <item> <victim>

Swindle allows the silver-tongued swindler to beguile and lull the
intended victim into allowing him/her to "borrow" some credits, an
item in use or in inventory, or even a weapon.  However, it is much
harder to swindle someone out equipment if it in use/worn.  A high
charisma is the swindler's best friend during these exchanges.

Mobs can learn from a swindler, and may be harder to swindle in the
future.  May the "borrower" beware.

See also: SWINDLER

~
~
#0
swindler
Swindler
Smugglers are crafty, but some are just plain swindlers.  Swindlers can
be found on any planet in the galaxy, a pleasant conversation with a
swindler can lead to empty pockets.  Most fear making a deal with a
swindler.  Swindlers are no wimps in the offensive department, but
their main strength lies in their ability to gather items without a
fight.  They are the best in the galaxy in that regard.  They are
professionals when it comes to money and equipment.

Special skills of Swindlers:

Skill              Level Learned
-------            -------------
Palm                   60
Escape                 62
Trick                  65
Dodge                  68
Swindle                72
Counterstrike          77
Disarm                 80
Wild Card             100
~
pirate vibroblade smuggler
~
#0
tackle
Tackle

Body Guard Level 75

Usage: tackle <victim>

If a tackle attempt is successful, the target will be stunned and
unable to take any actions for a time.  If attacked while stunned, a
much greater amount of damage can be delivered.

See also: BODY GUARD

~
~
#0
tame
Tame
Farmer Level 10

Usage: tame <victim>
	   mount (victim>
	   dismount

Using the tame command, a farmer can tame a persuade a ridable
creature to follow him or her.  Once the creature follows, the
farmer can mount and dismount the creature to ride it, much like
others might ride a speeder.  Different mounts may have different
benefits and/or penalties.  All mounts will take a bite or two
of your enemies during combat with damage based on their damage
dice.

A successful tame depends on your targets level and your charisma.
~
farmer
~
#0
"personal distress probe"
Personal Distress Probe

The Personal Distress Probe is a one-way ticket from almost anywhere in
the Galaxy to the Mos Eisley Space Port.  This instantaneous process
of relocation is referred to as RECALL.  It is a very useful item to
keep in your possession at all times.

The most common use is for instant returns to the Space Port from
distant planets, should the player not desire to backtrack and use
their starship.

Another use is to flee from combat to instant safety (relatively) in
Mos Eisley.  This could very well save your life, while "flee" will attempt
to remove you from combat it has a good chance of failing.  A probe will
not fail when you need it most.  Keep one on hand, while in combat at all 
times!  A small cost for an instant escape.

Syntax:
  use probe

A bit of Mud history:
  Once upon a time, personal distress probes were called "Tatooine Bus Passes".
Thor and Thrawn thought that was a silly name so they changed them to the 
distress probes you see today.  Some of the older players may still call them
"passes" or make reference to "passing out" of combat.  This refers to the act
of using a distress probe (formerly "pass") to pull yourself out of a dangerous 
situation.

~
~
#0
tail
Tail

Fighter Pilot Level 62

Usage: tail <victim>

By tailing a victim in a dogfight, a fighter pilot gains a significant
targetting advantage.  Once you begin tailing a target, you will 
continue to tail them for the duration of the fight unless you choose
begin to fight a different target.  Tailing a target will give you
bonuses to hit.
~
"fighter pilot"
~
#0
technician
Technician
Technicians are known to be the most unique class on any planetary
system.  Their specialty is in the design, modification, and
manufacture of weapons and armor. Their second most unique ability,
and arguably, their most useful skill is the ability to make
droids.  While they are not known to be warriors of any renown,
their manufacturing of droids often provide them with a small
army of warriors willing to fight to the end for their creator.

Being quite skilled at constructing various items, Technicians can
create their own personal weapon. More information can be found
in the Technician Guild.

Weapon proficiencies
--------------------
  Blaster :****      :
  Dagger  :*****     :
  Ranged  :********  :
  Hand    :*****     :
  Force   :*         :
  Saber   :****      :
  Melee   :**********:

Skills available to Technicians:

Skill                   Level Learned
-------                --------------
Create Droid                1
Pick Lock                   3
Maintain Droid              5
Armor                       7
Stun                        9
Recharge Light             10
Mend                       14
Throw                      16
Remove Mask                18
Repair Droid               20
Punch                      22
Inspect                    24
Sabotage                   26
Defensive Fighting         28
Identify                   30
Earthquake                 35
Overhaul Droid             38
Repair                     40
Install Comlink            42
Enhance Weapon             45
Offensive Fighting         48
Enhance Armor              52
Reconstruct Droid          54
Remove Force               56
Summon                     58

~
personals inventor droid
~
#0
"third attack"
Third Attack

Not in Use

Usage: Automatic

The Third attack skill gives the mercenary the ability to attack three
with their primary weapon in the same round.  Thus he is able to cause
triple damage.  The probability of striking a third time depends on how
well learned the player is in the skill.

~
~
#0
throw
Throw
Smuggler Level 5
Technician Level 16
Mercenary Level 30
Bounty Hunter Level 38
Sith Level 50
Jedi Knight Level 52

Usage: throw <item> <victim>

With the throw skill, you can throw a throwing item or weapon from
your inventory at a target.  On success, throwing weapons will do
damage related to their damage dice as well as any effects that
have on them. (i.e. poison on darts).  Throwing items, which are
non weapon in nature (like a grenade), will do no normal dice 
damage and only have spell effects.  

Items will have varying survival rates to determine if they are 
destroyed on use.  If the items should survive, it will end up on the 
ground and will have lost its spell-effects (since they were used).
~
"saber throw" "wild card"
~
#0
token
Token

Inside the Bounty hunters guild is a collection shed.  Tokens collected
from mobs with bounties on their heads can be redeemed at the
collection shed for money.  

~
~
#0
tracer
Tracer
Bounty Hunter Level 36

Usage: tracer <victim>

With this skill a bounty hunter places a small tracer on an 
unsuspecting victim.  After that, any attempt to track the victim
will meet with much greater success.  NPC's normally untrackable
will be trackable, and rooms that hide a tracking trail will not
hide them from you.  It is not unstoppable, however.  You must
still be on the same planet to get a direction sense, or in space
to determine the system your victim is in.  Some systems are still
hidden from view.  If there is no direct foot-path, the tracer
will fail.

Using Tracer without an argument will return your current target.
~
"bounty hunter" smuggler track
~
#0
track
Track
Bounty Hunter Level 18
Smuggler Level 45

Usage: track <victim>

Used for finding the first step on the shortest route to a monster.
Some rooms prevent tracking.  If your victim is on another planet,
you will need to be in hyperspace to learn which planet your
victim is on.
~
"bounty hunter" smuggler tracer
~
#0
"tractor beam"
Tractor Beam

Usage: Tractor <target>

A tractor beam is a fairly common device used to grab and force other
space faring vessels to follow your ship.  One can only tractor beam
so many ships, however.

See also: SPACE

~
~
#0
train
Train
Usage: Train <stat>

Train is the command used to improve stats such as hp, mp, mv, or dex,
int, wis, con, cha, quick, str. You may do this at your guildmasters.
~
proficiencies
~
#0
transform
Transform

Droid Special

Usage: Transform <form>

A droid often finds itself limited by its form.  The most advanced of
droids has gotten around this problem by making changes to their body
that allow them to transform into many shapes.  With the Transform
ability, a droid player can transform into several useful droid forms.

Battle -  Battle Droids have a substantial increase in firepower.
Scout - Scout Droids move quickly over rough terrain and can swim.
Master - Master Droids have the ability to control more droid servants.
Protector -  Protector Droids have strong defensive armor.
Labor - Labor Droid form greatly enhances a Droids carrying capacity.
Normal - Original form, this reverts a droid back to its normal shape.

"Autobots, Transform and Roll Out"

~
droid
~
#0
translist transport unload
Transport

Pilot Level 25

Usage: transport <victim>	- Transport a NPC follower
       unload			- Unload everyone out of Transport
       translist		- List everyone in transport

The transport is needed to move NPC followers around with you on
hyperspace trips.  Ships can hold a limited number of followers.
Until a later date, players cannot be transported, and you can only
transport your own followers.  The Unload command will empty everyone
out of a transport, and the translist command will show you who's all
in your ship.  You cannot load or unload a transport in an Indoors
room, unless it is a Landing Pad. (Imms may need help identifying
landing pads that are not allowing this command)

Ship Transport Maximums
-----------------------
Small Ships, Fighters & Bombers		0
Medium Ships				4
Large Ships				8
Capital Ships				16

Ships may not be removed while mobs are being transported inside them.

Although a pilot may have secure facilities inside his ship, once he unloads
mobs from his ship they they will rebel against their captor if the pilot has
lost control of them while transporting.

~
"transport captain" piloting pilot
~
#0
"transport captain"
Transport Captain

Transport Captain's are skilled at moving cargo around, seen and
unseen.  They also excel at piloting mid-range ships.

Transport Captain is available as a Pilot Subguild class, available
at pilot level 60.

Skills available to Fighter Pilots:

Skill                    Level Learned
-------                 ---------------
Hotjump                      60
Invert Shields               65
Spreadfire                   70
ECM                          75
Reroute Power                80

~
pilot
~
#0
trick
Trick
Swindler Level 65

Usage: Trick <victim>

The trick skill is used to fool your enemy into turning his back on you
for a split second, long enough for you to place a dagger into his or
her back.  It can be used in the middle of combat, making this a very
powerful ability.

~
swindler backstab
~
#0
trip
Trip
Pirate level 75

Usage: trip <victim>

The trip skill is used to knock an opponent to the ground. When
used in combat it will stun your target for a single round. With
the element of surprise (outside of combat) it may be possible
to stun the victim for longer. Remember though that this is an
offensive skill, so beware failure.

~
pirate
~
#0
tripwire
Tripwire
Slicer Level 10

Usage: tripwire one      - Places first Tripwire
       tripwire two      - Places second Tripwire
       tripwire three    - Places third Tripwire
       tripwire disable  - Disables tripwire in the room
       tripwire scan     - Shows your tripwire locations

Slicer often are called upon to make their own electronic enhancements
in a location.  With this skill, a Slicer can place a motion activated
tripwire in a room.  At anytime after that point, when any person or
mobile enters that room, a silent alarm will be sent, notifying the
Slicer of the movement.  The slicer will not know who is in the room,
simply that there is movement.  At 10th level, only one tripwire is
available, but more wires will become available as Slicer levels are
gained.  The disable command will disable any tripwires you have in
the room.  The scan command will show you all the room locations where
you currently have tripwires.
~
slicer
~
#0
"augmented cannons"
Augmented Laser Canons

Usage: Automatic

Ships equipeed with augmented laser cannons are able to fire more
rapidly than a normal vessel.  You gain an extra attack in space
combat when your ship has augmented cannons.

See also: SPACE

~
~
#0
uninstall
Uninstall

Usage:   Unupgrade 1 (at Auran's Repair Bay)
	 Unupgrade 2 (at Auran's Repair Bay)

Unintalling a special system allows the ship's owner to remove that
system. This ability is only available to ship techs at their various 
locations. Unfortunately, this will cost you credits.  Remember, 
ship techs have to eat too.

See also: SPACE

~
~
#0
"upgrade armor"
Upgrade Armor

Space Engineer Level 62

With this skill, the space engineer can install new armor or upgrade
existing armor on any individual's starship.  The level of quality
of the armor depends upon the level of the space engineer - lower level
engineers won't produce the same quality armor as seasoned space engineers.
Payment for services rendered is left up to the space engineer and client
to enforce.
			Levels of Ship Armor:
				None
				Light
				Standard
				Heavy
				Ultra Heavy

~
~
#0
vanish
Vanish

Assassin Level 66

This skill allows an Assassin to momentarily distract an enemy during combat
allowing the Assassin to escape, change his attack, or use another skill.
Vanish only works for the Assassin, and it is temporary.  An aggie mob will
soon realize the Assassin is still there and attack again. In game this 
skill also forces the mobile to switch targets from the tanker to another
player fighting him.

See also: ASSASSIN

~
~
#0
"verpine shield generators"
Verpine Shield Generators

Usage: Automatic

A Verpine shield generator boosts a ship's deflector shields 
regeneration rate and durability.  This wonder of alien technology
can absorb more damage and has saved many ships from an early grave.
Obviously, once your shields fall, the advantages go away.

See also: SPACE, BIOMECHANICAL ARMOR, CLOAK, CONCUSSION MISSILES, ION
		  CANNONS, NAV COMPUTER, PROTON TORPEDOES, TRACTOR BEAM, TURBO
		  LASERS, UNINSTALL

~
~
#0
vibroblade
Vibroblade

Vibro-weapons are carried by all types of character, from bar-scum to
mercenaries to wealthy swindlers.  It is no surprise then that some 
know how to create their own deadly vibroblades. Those skilled in 
dagger combat can create a vibroblade by collecting items from around 
the galaxy.  The rules for this, and what items are needed are listed 
on the board in the local smuggling guild.

To make a vibroblade, you need a energy converter of some power, a
power source of some type, an ingot of some strength to fashion the
blade, and a vibrational motor to drive the blade. One or two
stabilizers can be used to make the blade easier to hold.

Converters Available: Tech One - Tech Four
Power Supplies Available - Fusion, Fission, Nuclear, Silver-Lithium,
Alkaline/Chemical
Ingots Available - Titanium, Iridium, Durasteel, Iron, Bronze
Vibrational Motors - tiny, small, medium-sized, large

See also: SMUGGLER, PERSONAL

~
~
#0
force-pike
Force Pikes

Force Pikes have become a common weapon in close-quarters fighting,
capable of stunning small creatures and causing tremendous pain to 
larger beings. Unfortunatly, charged weapons such as force pikes have 
become associated with certain torture techniques and are thus rarely 
manufactured by mainstream companies. Because of this many warriers 
have learned to build their own weapons. Built into a sturdy shaft, 
these devices pull their energy by an internal power supply which 
is routed through a power convertor. A binding is used to hold all 
the parts together. As the Guild of Technicians has perfected this 
process, most force-pike and force-rod users journey there to create 
weapons.

Available Power Supplies - Fusion, Fission, Nuclear, Silver-Lithium,
Alkaline/Chemical
Common Shaft Materials - Wood, Durasteel, Iridium, Various other rare
metals
Available Power Convertors - Tech One - Tech Four
Common Binding Materials - Cloth, Leather, Durasteel Chain-link,
Silk.

See also: PERSONAL, TECHNICIAN

~
~
#0
blasters
Blasters

Perhaps the most common weapon in the galaxy, many professions rely
on this device for security and livelihood. It is no wonder many
have mastered the art of creating personal blasters of immense power.
Blasters operate by charging a small gas beam, and threfore require
a sufficiently large power supply to operate. A power convertor is
needed to couple the supply to the gas control unit, which is where
the gas is actually charged and a partical beam emmited. The beam is
then focused through a lens and discharged through the muzzle.
Bounty Hunters are notorious for their tremendous skill at creating
both short-range blasters and long-range rifles, which attracts
many to their guild in search of a proper facility to build weapons.

Available Power Supplies - Fusion, Fission, Nuclear, Silver-Lithium,
Alkaline/Chemical
Available Lenses - Tech One, Tech Two, Tech Three, Tech Four
Available Power Convertors - Tech One, Tech Two, Tech Three, Tech Four

See Also: PERSONAL, BOUNTY HUNTER, LENS

~
~
#0
lens
Lenses

Lenses are common in many weapons throughout the galaxy. Sculpting 
high-quality glass into usable lenses is a highly-skilled practice,
with few truly talented artisans. To develop a usable lens a player
must first find a suitable quantity of of high-quality glass. 
Larger quantities of glass typically result in higher quality lenses
as the artisan has more area to work with. The most talented of the
glass-grinders resides on Demophon.

See also: PERSONAL, BLASTER, LIGHTSABER

~
~
#0
gem
Gems

A critical ingredient in the construction of lightsabers, Gems are
found only in raw, uncut form. A Sith or Jedi must then have the gem
sculpted into a refined gem by a truly skilled artisan. The only true
gem shaper resides in the mountains of Kessel, where he has learned
skill from a long lineage of gem-cutters.

See also: LIGHTSABER, PERSONAL

~
~
#0
warehouse
Warehouse

Merchant   Level 15

Usage: automatic

Merchants with Warehouse have built a warehouse to help store some of
their equipment while they rent. This allows them to rent more items
than would normally be allowed.  Charisma has a strong influence on
how many more items can be rented. This warehouse is truly
non-existant and is represented in the higher rent limit.

See also: MERCHANT, LESSER CLASS

~
~
#0
watch
Watch

Usage: watch <item>

There are some items, mostly holo films, that can be watched.  Some
are just little amusing stories, while others can tell you valuable
information about the galaxy.

~
~
#0
drain well
Wells

Usage: drain <object>

A well is not a well in the normal sense of the word, but instead a
place that holds an energy source of some kind that can be tapped
using the drain command.  A good example is a mana well, the user of
a mana well can drain the well to replenish his or her own mana.
Wells have a maximum amount of energy they can hold, and once drained
no more can be gained from them.   Some wells will replenish 
themselves slowly over time, others will not.

~
~
#0
"wild card"
Wild Card
Swindler Special

Usage: throw <wild card item> <target>

Swindlers have a love for gambling, and always seem to have a deck
of cards on them.  To take advantage of this, some swindlers have
found a technology that allows them to charge the cards in their
possession to have various nasty effects.  As it is not an exact
science, exactly what nasty effect is random.

In game mechanics, this is how it works.  Special Throw Items are
scanned as Wild Card capable.  This means they can be used with
this skill.  When the card is thrown (like a normal throw item)
the wild card aspect of the skill will take effect and your
victim will suffer the consequences.  Yes, this is a pretty blatant
copy of a certain X-man, but it kinda fits with Swindlers, so lets
run with it.

~
throw swindler
~
#0
"webpage webpages"
WEBPAGES

		Revenge of the Jedi MUD Official Homepage
			http://jedi.betterbox.net/

Please use the command: "pages" to view current RotJ Player Websights

~
~
#0
"what's new" "whats new" whatsnew
WHATS NEW

MultiClass System Changes:
  You start the game without a class and seek out the guildmaster of your
  choice and type "join" to join that class.  The first class you choose
  must be a primary class. Your Second and Third class can only be a
  non-primary Lesser Class.  (See also: MULTICLASS for more info)

New Object Enhancements:
  We did some major work on our object files, giving us much greater
  flexibility.  As a result, you see more interesting items and a big
  enhancement to weapon modification skills/spells.

Galactic Monetary System
  There is now a finite amount of money in the galaxy.  As credits become
  scarce, cash drops will decrease and costs will increase until the mud hits
  a balanced stasis point.  With luck, this will help keep inflation under 
  control.

Hitpoint/Mana Gains
  Your hitpoint and mana gains are now only dependant on your race and
  three classes.  Constitution & Intelligence have no effect on gains.

Constitution Update
  Constitution now has a direct effect in combat, the higher your
  constitituion, the less damage you take.  Low constitutions may actually
  increase damage taken to a lesser degree.  Con still also affects hp regen.

Mana Costs
  Mana costs for spells will now reduce depending on your intelligence and
  wisdom, not your level.  Different spells have different intelligence
  thresholds for reduced mana costs. 

Racial Bonuses and Stats
  Races will now play a much larger roll in the game.  Your race will affect
  your hp and mana gains as well as the maximum natural stat (before eq) for
  your character.  For example, Gamorreans can only train intelligence and 
  wisdom to 125 but have the highest constitution limit of any race.  Each
  race now has their own help listing which details the relative abilities in
  each stat.

New character attribute called luck:
  Luck imporves your chances of scoring a lucky hit and reduces the chance
  your enemy will get one on you.  (See Also: GAMBLE)

Mercs primary combat changed to Blaster:
  All classes have equally mediocre with hand to hand as a backup.  Merc primary
  weapon is now blaster.

Penalty reduces as prof increases
  The penalty for using the WRONG prof decreases as you approach 100.  So if
  you REALLY want to use a certain weapon type there will be no penalty if
  you train it to level 100. At mid to lower levels the penalty can be quite
  substantial so this is only recomended for high levels.

Improved faction ownership
  Zones can now better respond to which faction controls them, causing differnt
  mobs to load for example.

Revamped Spaceships
  Special system and space combat reworked and improved.

Pilot Subguilds
  Created four pilot subguilds.  Skills are still in the works.

Space Experience
  In space you earn space experience, on land you earn land experience.  Gain
  land levels and train stats with your land experience at your guildmaster. 
  Gain pilot levels and train stats with your space exp at pilot guild.

Experience Adjustment
  We have reduced combat experience and boosted end experience.  This should
  approximatly wash out but put more xp emphesis on the kill than just the  
  battle.

Charmies in space and transports.
  Charmies can no longer follow you into space, but you can transport them on
  your ship. (See: HELP TRANSPORT)

Droids Changed a Bit
  Droids have been made to act more like Droids should.  Examples: Droids 
  don't regen hitpoints, they must be repaired. Droids can't be healed by
  Jedi.  Droids are immune to poison and leech life. Read HELP DROID for
  details.

Drunk Bonus/Penalty
  Being a little or a lot drunk will improve your regen rate.  Sit back and 
  have a drink with your friends while you regen.  On the down side, fighting
  while still a little drunk will reduce your effective quickness.  Fighting
  while still a lot drunk will cause you to stumble amd miss.  So sober up 
  before fighting.

Random EQ
  Random Eq changed to load less junk.  You should see fewer mobs with random
  eq but those that do load it will have a much higher chance of loading eq
  with affections.

Techs have droid repair skills
  Techs have been given skills to repair droids, comparable to a Jedi's cures
  and heals on living beings.

Reworked skill lists on primary classes
  Moved some of the skills around to space them out better and created some
  new skills Hunter and Smuggler classes.

~
~
#0
multiclass
MULTICLASS

  You no longer select your class when you create your character.  Seek out
  the guildmaster of your choice and type "join" to join that class.  The
  First class you join becomes your primary class.

  Your primary class has the following attributes:
		-Your primary class must be one of the classes listed in HELP CLASS
	-Determines which subguilds you may join when you reach level 60.
	-Has the greatest effect on hitpoint and mana gains.
	-You may gain up to level 60 in your primary class and up to level
	  100 in either one of it's subclasses.
	-Your primary class triggers the !<Class> eq flags.  
	  For example, only those with primary class Jedi are restricted 
		  from using !JEDI equipment
		-Your primary class also trigger alignment bonuses.
		  It will cost less for a good-aligned Jedi/Merc/BH to cast spells.
		  It will not cost less for a good-aligned Merc/Jedi/BH to cast spells.

  Your secondary class has the following attributes.
		-Your secondary class must be listed in HELP LESSER CLASSES
	-It's effect on hitpoints and mana are half that of your primary.
	-You may gain up to level 40 in your secondary class.
		-It costs more experience to gain than your primary class.
	
  Your tertiary class has the following attributes.
		-Your tertiary class must be listed in HELP LESSER CLASSES
	-It's effect on hitpoints and mana are a quarter that of your primary.
	-You may gain up to level 20 in your tertiary class.
		-It costs more experience to gain than your secondary class.


~
~
#0
zap
Zap
"You are zapped and drop the <item> . . . <to the ground>."

This unfortunate situation occurs when an item a player has can no
longer be used by that player.  The most common example is an
Alignment shift (eg, from Good to Neutral, etc.) which precludes use
of that item.  Any item which can only be used by the former
alignment will ZAP the player and drop to the ground.  You will take
some damage and there is a chance that the item willbe caught.
~
alignment classes
~
#0
raistlin
Raistlin
   Raistlin is the coolest Master in the game.  If you get the privilege to see
him (let alone speak with him), you're bound to have incredible luck for the
rest of the day.    
~
facts
~
#0
thrawn
Thrawn

One of the 4 founding Masters.  Thrawn enjoys changing the mud program 
itself but does not enjoy creating zones or personal items.

Zones credited to Thrawn:
	 -Absolutely NONE

Code implementations credited to Thrawn:
	 -Multi-wield
	 -Multiple attacks
	 -Sub guilds
	 -Multiclass system
	 -Weapon Proficiencies
	 -Animate dead
	 -Anti-sanct
	 -Assorted spells, skills, tweaks, fixes and improvements

Many of Thrawn's best ideas but none of the code was stolen from 
Death's Domain.  Death's Domain is the MUD alma mater of Thrawn, Thor,
Exar, Raistlin, Omicron, Tox and Obie.
~
~
#0
strider
Strider

Thank you for helping Strider.  $100 dollars has been deducted from your 
bank account and deposited into Strider's bank account.  Any further help 
is also appreciated.

~
~
#0
thor
Thor

Thor is the silliest Master in the game.  If you get the privilege to
roleplay with him, be prepared to fight off the entire Imperial Army
and go on vast tours with him. He loves Star Wars quotes especially if
they apply to a situation and are well used. He almost always will take
the time to get to know you if you feel the urge to speak to him.
~
~
#0
facts
Facts about Raistlin

Little Known Raistlin Facts:

		 1. Raistlin's real name isn't Raistlin, its something else.
		 2. Raistlin didn't really make all the zones, he got some help.
		 3. Raistlin's favorite color is black, so black items are often cool.
		 4. Raistlin's email address isn't bjl@keene.edu
		 5. Raistlin has a big ego, and denting it isn't cool, often painful.
		 6. Raistlin has been known to play mortals.
		 7. Raistlin's favorite thing to do is absolutely nothing.
		 8. Raistlin's second favorite thing to do is manual labor, oh
			wait...
		 9. Raistlin has a street named after him in Mos Eisley.
		10. Raistlin's favorite bands include: Pink Floyd, Nine Inch 
			  Nails, Metallica and Dave Matthews.
		11. Raistlin's favorite movie director is Quentin Tarentino
		12. The observant will find references to his favorite's in the
			mud.
		13. Might be the most addicted of all the local Dieties. (to what?)
		14. Has a web page, runs windows XP, dislikes Macs, OS/2, and
			  likes money.
		15. Gets just as annoyed as you when the mud is down.
		16. Has a pet Shih-tzu named Trixie
		17. Suffers from immortal boredom when things are going
			  correctly.
		18. Needs a life.
		19. Has a 90% probablity of having skipped class if the day is
			  a weekday.
		20. Has a favorite helper named Jaster.
		21. Is out of ideas.
~
~
#0
utility
Utility Help Table
  Prompt      Commands     Idea        Shops    Autoassist       Save
  Display     Socials      Typo        Inn      Autoloot         Quit
  Brief       Title        Bug                  Autosplit        
  Compact     Nosummon                          Autoexit
                                                Autocredit
~
~
#0
combat
Combat Help Table

	  CONSIDER            KILL          WIELD              GROUP
	  WIMPY               FLEE          CONCENTRATE        ASSIST
	  DISBAND             UNGROUP       PROFICIENCIES      SWIMPY		
	  SAFEMODE
~
~
#0
objects
Objects Help Table
   EAT          GET            WEAR          USE           SCORE
   DRINK        GIVE           REMOVE        UTILIZE       EQUIPMENT
   TASTE        DROP           PUT           WATCH         INVENTORY
   SIP          JUNK           HOLD          PLAY          CASH
   POUR         EMPTY
   FILL
~
~
#0
communication
Communication Help Table

 SAY          TELL        COMLINK          MAIL        GSAY
 ASK          NOTELL      NOCOMLINK        CHECK       GTELL
 WHISPER      SHOUT       GRATS            RECEIVE
 HOLLER       NOSHOUT     NOGRATS          PRIVATE
 AUCTION      AFK         NOAUCTION

~
~
#0
movement
Movement Help Table
  LOOK          REST          ENTER        LOCK          SHIP
  SCAN          SLEEP         LEAVE        UNLOCK        PILOT
  EXITS         SIT           OPEN         SPEEDER
  WAKE          CLOSE         RIDE
  STAND         JUMP

   To move in any direction, just type NORTH, SOUTH, EAST, WEST,
   UP, DOWN or use the first letter from each word.
~
~
#0
newbie
Newbie Help Table
Being new to RotJ can sometimes be confusing, so in order to help you
get started we've included a list of the help files for some of the
essential commands and systems you need to become familiar with.
They are broken into four categories:

Essentials - Things you need to know to play (and keep playing)
Information - How to find out about your character, other characters
              and the mud in general
Combat - How to fight, and how to survive
Advancement - How to improve your character

  Essentials    Information   Combat        Advancement
  -----------   -----------   -----------   -----------
  INNS          POLICY        KILL          LEVELS
  EAT           INVENTORY     FLEE          PRACTICE
  DRINK         EQUIPMENT     CONSIDER      GUILDS
  PROMPT        RULES         CONCENTRATE   SUBGUILDS
  RECALL        SCORE         WIMPY         GAIN
                WHO                         TRAIN
                EVALUATE
~
~
#0
misc
Misc Help Table
  Special
  ---------
  SERVE
~
~
#0
! ^
! ^

Use ! to repeat the last command typed at the keyboard.

Use ^ to replace a string from the last command with a new string.
The syntax is the same as in csh: "^old-string^replacement"

Examples:

  > tell Raislin Hi there, how are you?
  No-one by that name here.

  > ^Raislin^Raistlin
  You tell Raistlin, 'Hi there, how are you?'

  > ^you^you doing^
  You tell Raistlin, 'Hi there, how are you doing?'

See also: ALIAS

~
~
#0
affections
AFFECTIONS
When using the full score listing, it will show you all the spells and
skills which are currently affecting your character. While they wont
tell you exactly what they are doing to your character, you get a brief
description of the effects.

For example, when affected by Jedi Speed, score full would show:

  Your speed is enhanced.

See also: SCORE

~
~
#0
afk
AFK
Usage: afk

AFK stands for Away From Keyboard.  Just type "AFK" to set the flag
on yourself to let others know you are temporarily away.  Type it 
again to turn it off and let others know that you are back.

Note that AFK does nothing more than let others know you are away from
the keyboard, it will not protect you from player killers or aggressive
mobiles, so make sure you go afk in a safe location.
~
flags
~
#0
alias aliases
Alias

Usage: alias [alias name] [command]

An alias is a single command used to represent one or more other
commands.  The ALIAS command can be used to manipulate your
character's aliases.

Type ALIAS alone to see a List of your currently defined aliases.

  > alias

To CREATE a new alias:  type ALIAS <alias name> <command>.
The alias name must be one word.  The command can be any string.
Aliases may not be nested or used recursively.  Any command may
be overridden by an alias (other than the ALIAS command itself, of
course).

  > alias gbb get bread bag
  > alias gac get all corpse

To DELETE an alias:  type ALIAS <alias-name>.

  > alias gbb

To DEFINE MULTIPLE ACTIONS:  A semicolon (";") is used to separate
the actions.

  > alias eat get bread bag; eat bread

Note that the 'eat' contained within the eat alias is interpreted as the
MUD's internal eat command.  Aliases may not be nested or used
recursively.

ADVANCED ALIASES

The variables $1, $2, ... $9 may be used to represent arguments given
with an alias.

  > alias killem conc 'force scream' $1; conc 'harm' $2
  > killem sandtrooper stormtrooper

This would cast a force scream spell at the sandtrooper, followed by
casting a harm spell on the stormtrooper.

Variables may be used repeatedly and in any order:

  > alias helpem conc 'heal' $1; conc 'focus mind' $1; conc 'armor' $1

The special variable $* represents the entire input line after an alias:

  > alias tr tell Raistlin $*
  > tr Hi there, how are you today?
  You tell Raistlin 'Hi there, how are you today?'

REMEMBER TO SAVE AFTER YOU SET AN ALIAS SO YOU DON'T LOSE IT!!!!

  > save <character name>

See also: ! ^

~
~
#0
ansi color
Ansi, Color

Usage: color [off | sparse | normal | complete]

If you have a color-capable terminal and wish to see useful color-
coding of information, use the COLOR command to set the level of
coloring you see.

  > color off
  This command disables all color.

  > color sparse
  > color normal
  > color complete

These three commands turn color on to various levels.  Experiment to
see which level suits your personal taste.

'color' with no argument will display your current color level.

Using color will slow down the speed at which you see messages
VERY slightly.  The effect is more noticeable on slower connections.
Even if you have color turned on, non-colorized messages will not be
slowed down at all.

~
~
#0
ac "armor class"
Armor Class

Armor will protect you during combat, absorbing damage and deflecting
attacks. Different types and combinations of armor have different
ratings. Most armor have an affect to your armor 'class' (commonly
called ac). This is simply your total armor rating.
It is a number from +100 to -100, roughly defined as follows:


  AC   Roughly equivalent to
  ---  ---------------------
  100  Naked person (with no dexterity bonus)
   0   Very Heavily armored (Mandalorian Battle Armor) 
 -100  Armored battle tank

The score command gives a brief note on your armor rating. For a more
exact rating, you will need to scan yourself

See also: SCORE, SCANNER

~
~
#0
assist
Assist

Usage: ASSIST <person in need>

If Duke is being beaten senseless by Darth Vader and you feel brave
enough to help him, type ASSIST DUKE to hit Vader.  Note that Vader
will keep hitting Duke; assist only makes you start to fight whomever
the person you're assisting is fighting, also note that assisting
a person sometimes makes the mob attack you occasionally.

  > assist Duke

See also: FLEE, KILL, RESCUE, AUTOASSIST

~
~
#0
auction
Auction

Revenge of the Jedi MUD has an automated auction function that makes
it easy and safe to bid on items with a minimum amount of hassle.

To AUCTION an item:
auction <item> <minimum bid>
If no minbid is specified, then the value of the object will be used.
If the item as 0 value, then you must set something.

To CANCEL an auction:
auction cancel
You must be the seller, obviously.

To BID in an auction:
bid <amount>
You are limited to bids that are 10% higher than previous bid.
You can bid with both money in hand, and in the bank.

To check the STATS of the item:
auction stat
The result is the same as if you had scanned the item.  It costs 3000
credits each time, and you must have the credits on you.

To WITHDRAW a bid:
You can't.  If the last bidder quits or rents, then the minbid becomes
the last bid made.

To ACCEPT a bid:
Type accept.  This immediately stops the auction and awards the item
to the last bid.

When successful, the money is taken and you recieve a claim ticket.  
No more arranging meets, no more people grabbing items and renting. Just 
remember, as soon as you bid, the money is deducted.  If you don't
get the item or the auction is cancelled, it's returned.  Also, if
you lose link, the bidding continues.  It's possible for you to win
or sell an item while being linkless.  Claim tickets can be reclaimed
at the Lucky Despot hotel in Mos Eisley.

See also: AUCTALK, CLAIM

~
~
#0
auctalk clancom comlink grats noauction noclancom nocomlink nograts
Comlink, Grats, Auction, Clancom
Usage: auctalk <message>
	   comlink <message>
	   grats <message>
	   clancom <message>

These are channels reserved for specific purposes.  Messages on
these channels reach everyone who is monitoring them.  You must
be at least level three to use these channels.

Examples:

  > auctalk heavy blaster -- any interest?
  > comlink Hello?
  > grats LEVEL!!!!!!!!
  > grats GRATS TRISKA!!!!!!!!

Comlinks are essential for proper communication in this Galaxy.  In
order to use many of the communications channels, one must have a
comlink item, or an item that has a comlink installed.

Note:  A comlink item is NOT required to use the Quest channel.
However, abuse of the Quest channel for personal, non-Quest related
communication is strictly prohibited and closely monitored.

Be warned, there are harsh penalties for such abuse.
~
emote gsay holler norepeat say shout
~
#0
autoassist
Autoassist

Usage: autoassist

Enables you to automatically assist the person whom you are
following.  You will also be able to assist anyone else in the group
as well.

Type this command again to disable it.

See also: Autoloot, Autosplit, Autoexit, Autocredit

~
~
#0
autoexit
Autoexit

Usage: autoexit

Automatically displays all currently available exits.  Not all
possible exits will be displayed, only those immediately available.
Some exits may be hidden and require you to find them. Type this
command again to disable it.

See also: TOGGLE AUTOLOOT AUTOSPLIT AUTOASSIST AUTOCREDIT

~
~
#0
autoloot
Autoloot

Usage: autoloot

Enables you to automatically loot corpses that you personally slay.
Type this command again to disable it.

See also: AUTOASSIST AUTOEXIT AUTOSPLIT AUTOCREDIT

~
~
#0
autocredit
Autocredit
Usage: autocredit

Enables you to automatically loot the credits out of corpses that you 
personally slay. Type this command again to disable it. 
~
autoassist autoexit autosplit autoloot
~
#0
autosplit
Autosplit

Usage: autosplit

Enables you to automaticall split credits gained from a kill.  The
credits are split equally among the group members.  Type this
command again to disable it.

See also: AUTOLOOT AUTOSPLIT AUTOASSIST

~
~
#0
balance bank deposit withdraw
Bank, Deposit, Withdraw, Balance
Commands to take money out of the bank, put money in the bank, or
see how much money you have in the bank.  Can be used at any
branch of the First Imperial Bank of CircleMUD (wherever you see an
automatic teller machine).

  > deposit <amount> / all
  > withdraw <amount> / all
  > balance
~
score cash
~
#0
boards monitor
Boards

Monitors (AKA Bulletin boards) are the forum of inter-player communication 
on the MUD.  There are different bulletin boards for different purposes --
for example, a standard mortal monitor, a monitor for immortals, a monitor
for fun "social" messages, etc.  Naturally, not all players may be
allowed to read all types of monitor.

Type "LOOK MONITOR" to see the messages already posted on a monitor.
Type "POST <subject>" to post a message to a board; terminate a
message with a '/s' as the first character on a line.  Type "READ
<number>" to read a post.  Type "DELETE <number>" to remove your
own messages.

Use /h to see some editing commands while posting a message.

  > look at monitor
  > post Am I using these boards correctly?
  [writes the message; terminates with a '/s']
  > look at monitor
  > read 6
  > delete 6

See also: MAIL, READ, WRITE

~
~
#0
brief
Brief
Usage: brief

When in brief mode, you don't see the descriptions of the room you
are in; only the name of the room and the people and objects there.

  > brief on

DO NOT use brief mode unless you're very familiar with the area in
which you're traveling.  It is Dangerous!

Frequently, you will find small but vital hints in the descriptions of
the rooms:  An extra peek at your surroundings could mean the
difference between life and death!

If you type 'look', you will see the full room description, even in
BRIEF mode.
~
look compact
~
#0
bug idea typo
Idea, Bug, Typo

Usage: bug <bug report>
	   idea <your new idea>
	   typo <that nasty typo>

For making useful suggestions and reporting problems to the
Immortals.


Examples:

  > bug the entire game crashes when I type 'put bag in bag'
  > idea make a restaurant in Mos Eisley
  > typo 'sence' should be spelled 'sense'

~
~
#0
buy
Buy

Usage: buy <item name>
	   buy #<item number>
	   buy n.<item name>
	   buy n <item name>
	   buy n #<item number>

If you'd like to purchase an item from a shop and have the money,
you can buy it.  Items can be bought by name, or by their number in
the shop listing, and can be bought in quantity.

Examples:

  > buy blaster      (buy the first blaster on the list)
  > buy #3           (buy the third item on the list)
  > buy 4.blaster    (buy the fourth blaster on the list)
  > buy 10 bread     (buy 10 pieces of bread)
  > buy 10 #2        (buy 10 of the second item on the list)

See also: LIST, SELL, SHOPS, VALUE

~
~
#0
claim
Claim

usage: claim <item>

This command is used to retrieve an item that was won successfully in 
an auction.  You have to be at the Mos Eisley auction house, and you
have to have the ticket in your possession.

Some interesting things about claim tickets.
-Claim tickets can be rented and will survive a crash.
-Claim tickets have the same weight as the object, so you can't lighten
your load by converting items to tickets.
-Claim tickets have the same rent as the object, so you can't reduce your
rent by converting items to tickets.
-Claim tickets for !rent items are also !rent, so you can't rent an item
by converting it to a claim ticket.
-Claim tickets for masked items are also masked.  Just because.
-Claim tickets are !sell and can't be auctioned.  Redeem your stuff before
selling it again.
-Claim tickets are fully transferable.  Give them to a friend to redeem 
for you.
-Claim tickets are not replacable.  If you lose your ticket you can not 
claim your item.  Period.  Not even an Imm can help you, don't ask.

~
~
#0
clear cls
Clear

Clears the screen.  Simple enough.

~
~
#0
compact
Compact
Usage: compact

This command toggles the extra blank line output to your screen
after each command.  Useful if you have a small display.
~
brief
~
#0
consider
Consider
Usage: consider <mob>

This command will compare your Level with the <mob> level.  You
will then receive a rough estimate, which is by no means exact.

Consider does NOT take hitpoints/special attacks/damage into
account.

Example:

  > consider stormtrooper

~
hit kill
~
#0
cash
Cash
Usage: cash

Displays how many credits you're carrying, and how many you have in
the bank.
~
withdraw deposit balance
~
#0
diagnose
Diagnose

Usage: diagnose <character/mob>

The DIAGNOSE command tells you how wounded a character looks.
If you are fighting someone, you can use DIAGNOSE with no
arguments to diagnose the person you're fighting.

Examples:

  > diagnose
  > diagnose Lando

See also: CONSIDER, DIAGNOSIS

~
~
#0
diagnosis
Diagnosis

Medic Level 6

Usage: conc 'diagnosis' <target>

With diagnosis a Medic can analyse the source for a number of negative
effects.  It can identify a poison, blindness, and any other 
non-specific stat lowering sicknesses.  Normal expected side-effects
will not display. (Example, Essence Transfer's mana loss will not show)
~
"cure sickness" medic
~
#0
display
Display
Usage: display [type]

You can use the display command to change your prompt to a preset
pattern.  The following patterns are available.

Pattern 1 - Standard Circle Prompt - Displays current hits, mana, &
move

	123hp 95mp 87mv >Say Revenge of the Jedi MUD Rules!

Pattern 2 - Standard Mud Prompt - Displays percenatage of hits,
mana, move

		87%hp 92%mp 56%mv >Say Revenge of the Jedi MUD Rules!

Pattern 3 - Full Featured Prompt - Displays current and maximum
stats

		Opponent:  / Tank:
		284(284)hitp 404(404)mana 125(125)move>Say Revenge of the
		Jedi MUD Rules!

Example Usage:
		> display 1
~
~
#0
donate
Donate
Usage: donate <object>
	   donate <number> credits


This command takes an object that you no longer want and deposits
it in the donation room of Mos Eisley to assist newbies in getting
started.  There is a 75% chance objects donated will wind up in a
donation room in Mos Eisley, and a 25% chance the item will be
junked.

  > donate blaster
  > donate all.bread
  > donate 500 coins
~
junk
~
#0
drop
Drop
Usage: drop <item>
	   drop all.<item>
	   drop all
	   drop <number> credits

If you lose interest in a carried item, you can drop it on the ground.

  > drop bottle
  > drop all.bread
  > drop all
  > drop 1000 credits
~
donate get junk
~
#0
consume drink eat sip taste
Eat, Drink, Consume

Usage: eat <item>
	   taste [from] <item>
	   drink [from] <item>
	   sip [from] <item>
	   consume <spice>

If you're hungry or thirsty, these commands are for you!

  > eat bread
  > taste bread
  > drink from cup
  > sip fountain

Consume is used for uses spice.  Read the help on spice for more
information.
~
~
#0
: emote
Emote
Usage: emote <message>
	   : <message>

Show people what you're feeling.  The shorthand is ":".

"emote <string>" will display your name, then the string.

If your name is "Pavel",
  > emote is feeling very happy today.

will display:
Pavel is feeling very happy today.
~
socials
~
#0
enlist
Enlist

Usage: Enlist

This command will allow you to join either the Rebel Alliance or
Galactic Empire faction.  There is no joining fee, though leaving is
a bit more difficult.

In order for this command to work, you MUST be in the presence of a
Faction Enlistment Officer.

See Also: FACTION, REBEL ALLIANCE, EMPIRE, RETIRE

~
~
#0
enter
Enter

Usage: enter [place]

If you type 'enter' while you are outdoors, you'll enter any nearby
shelter.  You can also follow 'enter' with an argument; for example,
'enter window'.

~
~
#0
empty
Empty

Usage: empty <container>

This command will all the contents of a container you have in your 
inventory onto the ground.

~
~
#0
equipment
Equipment
Usage: equipment

Lists all the equipment you're wearing, holding, and wielding.
Use the remove command to unequip an item.
~
"damaged armor" wear remove inventory
~
#0
examine
Examine
Usage: examine <object>

Examine gives you some valuable information about an item or monster. In some
cases more information than simply looking will give you.
~
look
~
#0
evaluate
Evaluate
Usage: evaluate <object>
	   evaluate #<list #>   (shops only)

Using the Examine command at shops, such as the Captain in Mos Eisley, 
may reveal some of the properties of an item, so you can decide if you
want to purchase it or not.

Weapon Damage Levels - Simple, Basic, Moderate, Powerful, Vicious,
                       Brutal, Savage, Merciless, Ferocious, Cruel

Armor Ratings - Weak, Basic, Moderate, Superior, Godly
~
shops
~
#0
exit exits
Exits

Usage: exits

Lists the obvious exits from your location.

Of course, the less obvious ones won't show up here - you have to
THINK in order to locate those.

See also: AUTOEXIT

~
~
#0
experience xp
Experience

Whenever you kill a creature or a player, you earn experience points.
When enough experience points are earned; you can gain a level, improve
your stats, or train your combat proficiences.

Typing "experience" will give you a rough estimation of how close you are
to your next primary level. 

Several additional points of interest:

- When striking in combat, you receive experience points (damage
   dependent).

- If you kill something or someone of higher level than yourself,
   you get bonus experience points.  If killing something or someone
   of lower level you'll gain less experience points

See also: GROUP, SCORE

~
~
#0
fighting styles
Fighting Styles
Usage: defensive
Usage: offensive
Usage: normal

Selecting a fighting style allows you to customize your fighting style.
All classes get the ability to adjust their fighting style.  It is 
primarily controlled by your skill, but you get a bonus for dexterity and
weapon ability.

Level 26: Defensive
	  Gives you a chance to block an attack for reduced damage
	  Gives you a higher chance to miss in combat
Level 51: Offensive
	  Gives you a chance to hit for increased damage
	  Gives you a higher chance of being hit in combat

Typing 'normal' sets your fighting style back to normal, with no bonuses
and no penalties.  

See also: OFFENSIVE FIGHTING, DEFENSIVE FIGHTING, NORMAL FIGHTING

~
~
#0
fill
Fill

Usage: fill <item> <object to fill from>

Fills a container you're holding with liquid from a fountain in the
same room as you.

Example:

  > fill canteen fountain

See also: POUR

~
~
#0
flags
Flags
Players sometimes have FLAGS after their names in the WHO list.
These flags are always in parentheses, not brackets or braces.

  FLAG        MEANING
  ----------- --------------------------------------------------------
  (KILLER)    Player is trying to kill other players.  That means you
				   can try to kill him/her without being flagged.
  (SMUGGLER)  Player is trying to steal from other players.  Fire away.
  (masked)    Player is invisible; you can see him/her because you are
				   sensitive to the presence of invisible things.
  (writing)   Player is writing on the board; do not disturb.
  (mailing)   Player is writing mail; do not disturb.
  (deaf)      Player has chosen not to hear shouts.
  (notell)    Player has chosen not to accept tells.
  (quest)     Player is participating in a quest currently being run by
			  the Gods.
  (afk)       Player is away from the keyboard.
  (OLC)	  Player is using OLC, online creation tool
~
noshout notell quest steal visible
~
#0
flee
Flee
Usage: flee

If you are in a fight and things are beginning to get a little
uncomfortable (maybe you are dying), just type 'flee', and presto!

You are out of harms way - that is, IF there is a suitable exit nearby,
and IF that exit doesn't simply bring you from the ashes to the fire...
but then, who wants to live forever?

Note: You will be unable to flee for a few moments after you use an attack
      that takes your enemy to the ground.  This is to give the enemy a 
      chance to fight back before you flee.  This duration 1-5 seconds long.
~
~
#0
follow
Follow

Usage: follow <leader>

Use FOLLOW to automatically follow someone else.
 > follow Thor

To STOP FOLLOWING them:
 > follow self

NOTE: It is considered rude to follow someone without asking!

See also: GROUP, SNEAK

~
~
#0
gain
Gain

Usage: Gain

Once you have gained enough experience to reach the next level in
your class, you will need to type 'gain'.  The amount of Experience
points you will need to reach the next class can be seen by using
the 'levels' command.

See Also:  LEVELS, CLASSES

~
~
#0
get take
Get, Take
Get and Take are used the same and are interchangeable.

Usage: get | take <object>
		   get | take all [object]
		   get | take all all.<object>
		   get | take all.<object> all.<object>

If you find something interesting on the ground, you may use 'get' to
pick it up.  'get' can also be used to extract items from containers.

Examples:

  > get blaster corpse
  > get all corpse
  > get all all.bag
  > get all.bread all.bag
~
drop hold put wear wield zap
~
#0
give
Give

Usage: give <object> <victim>
	   give <number> coins <victim>

If you feel generous, you may give some stuff to someone in need.

  > give all Leia
  > give bread doctor
  > give all.gold Solo
  > give 40000 credits Lobot

See also: GET, HOLD, WEAR, WIELD, ZAP

~
~
#0
grab hold
Grab, Hold
Usage: grab <object>
	   hold <object>

To take hold of something; a torch.  Light sources are a good example.

  > hold torch
  > grab stone
~
equipment remove wear wield zap
~
#0
group
Group

Usage: group [player]
	   group all

GROUP with no arguments shows the status of your group.  GROUP
<player> adds or removes <player> from your group.  GROUP ALL
adds everyone who is following you to your group.

If you are a group member, then you will share experience points for
killing monsters equally among the group.  Experience points will
only be shared among group members that are in the same location,
at the time of the killing blow.  Sharing is regardless of whether the
group members have been participating in the fight.

Group with no argument shows a list of people with whom you are
grouped.

"group all" groups all people who are following you.

To make a group, a "leader" must be selected.  All members of the
group must then "follow" the leader using the follow command.  The
leader should NOT follow anyone at all!  The leader can now toggle
group membership for each player in the group, by using "group
<player_name>".  The leader should remember to include himself in
the group.

Example:

  Exar and Thrawn wish to group with Duke.

  Exar    : "follow Duke"
  Thrawn  : "follow Duke"
  (Duke should be following no one but himself)
  Duke     : "group Exar"
  Duke     : "group Thrawn"

Later when Duke get upset at Exar (because he is sleeping all the
time) he types : "Group Exar" to kick Exar out of the group.

See also: EXPERIENCE, UNGROUP, XP

~
~
#0
gsay gsay/gtell gtell
Gsay, Gtell
Usage: gsay <message>
		   gtell <message>

Tell something to all the members of your group, even if they're not
in the room.

These can be shortened to:
 gt <message for group>
 gs <message for group>
~
group tell say
~
#0
heartbeat tick
Heartbeat, Tick

The 'heartbeat' or 'tick' is the unit of time the MUD system uses to
know when events are to happen.  This is important for players,
since they regenerate Hit Points, Mana and Moves at that moment. 
Also, this tells the MUD when (or if) to repopulate zones, reload
mobs, etc.

It is very important for players to watch for the 'tick', so they can get
that extra few HPs or Mana by sleeping, rather than resting, or
resting, rather than standing.

See also: REGENERATION, REST, SLEEP, HIT POINTS, MANA, MOVES

~
~
#0
help
Help

Usage: help <command>

Help searches for a partial match of the entered word, including any
spaces that may follow the word.  Help alone will give a list of the
most common commands in the game.

Examples:

  > help jedi
	Finds the help text for the Jedi Knight class.

  > help group
	Matches 'group' or 'group armor' or 'group heal' depending on first
	occurrence in the help file.

See also: COMMANDS, SOCIALS

~
~
#0
junk
Junk
Usage: junk <object>
	   junk <number> credits

Use JUNK instead of DROP if you want to keep the world a little
cleaner.  If you JUNK something, it will disappear and you'll get a few
credits or experience points, just as if you had dropped it in the
dump.

Examples:

  > junk cup
  > junk all.bread
  > junk 500 credits
~
donate drop
~
#0
hit kill
Hit, Kill
Usage: kill <victim>
	   hit <victim>

A good way to start a fight.  Not a good idea to hit other players.
~
swimpy wimpy flee
~
#0
levels
Levels

Usage: levels

Lists the levels of your class and the experience required to attain
each level.  Use this in conjunction with the 'Gain' command to
determine how much unspent Experience Points you need.

See Also: GAIN

~
~
#0
list
List

Usage: list [item type]

If you'd like to see what items a shop has for sale, take a look at the
list.  The list contains all of the items currently for sale and in
what quantity.  The price for each item is also listed.  If you are
interested in a particular type of item, you can specify which items
to list.

  > list                  (list all items for sale)
  > list blaster      (list all blasters for sale)

See also: BUY, SELL, SHOPS, VALUE

~
~
#0
look
Look
Look is extremely useful for studying your surroundings. Typing
'look' with no arguments will show you the room you stand in.

Usage: look
	   look [in | at] [the] <item>
	   look <direction>

NB: arguments such as "at" and "the" are deemed filler words and are
	not mandatory.

  > look
  > look AT the stormtrooper
	(or alternatively)	> look stormtrooper
  > look IN the bag
  > look south (May give some information as to what is south)

Note that if you LOOK AT CORPSE you will not see its inventory.
To see what's inside a container (i.e. a corpse) use LOOK IN <object>.
~
read get examine
~
#0
check mail receive
Check, Mail, Receive
Usage:  check
		mail <person>
		receive

The commands used by the Mos Eisley Mail System (MEMS) are
MAIL, CHECK, and RECEIVE.  These commands can only be used while
in an Official MMS Post Office.  You must be at least second level in
order to use the MMS.

  To CHECK and see if you have any mail waiting:
  > check

  To WRITE mail to Niandra:
  > mail Niandra

  To RECEIVE your mail, if you have any waiting:
  > receive

Stamps cost 150 coins.
~
~
#0
murder
Murder

Usage: murder <victim>

Kill command to hit another player.  To avoid accidental flagging
(i.e., trying to type "kiss Nia" but accidentally typing "kill Nia").

Note that it is illegal to kill other players in Mos Eisley.  If you try
you will get a KILLER flag.  If you are flagged as a killer, you are
unable to do damage and other players will be allowed to use the
MURDER command to kill you without being flagged themselves.

See also: FLAGS

~
~
#0
norepeat
Norepeat

Usage: norepeat

This command toggles whether or not you see your communication
echoed back to you (i.e., from commands such as SAY, SHOUT,
HOLLER, COMLINK, etc.)  Useful if you have a slow connection or if it
just annoys you.

See also: TOGGLE

~
~
#0
directions down east north south up west
Directions, N, E, S, W, U, D

Usage:  north
		east
		south
		west
		up
		down

To travel in a given direction.

~
~
#0
noshout
Noshout

Usage: noshout

NOSHOUT toggles whether or not you hear shouts.  (deaf) will appear
after your name in the WHO list.

See also: FLAGS, HOLLER, SHOUT, TOGGLE, WHO

~
~
#0
nostat
Nostat

Usage: nostat

The nostat command toggles on and off.  When on, nostat will hide
your level and class in the who's used by yourself and others.  Nostat
will also hide your hits, mana, and moves when grouped with others.

~
~
#0
nosummon
Nosummon
Usage: nosummon

Due to problems we've had with players killing other players by
summoning them to Bad Places, all characters now have SUMMON
PROTECTION turned on by default.  This prevents people from
summoning you and gives you a warning message if someone tries.
If you want to let someone summon you (i.e. if someone wants to
summon you for a legitimate reason), type NOSUMMON to turn off
summon protection.  You can then type NOSUMMON again to turn
protection back on.
~
summon toggle
~
#0
notell
Notell

Usage: notell

NOTELL prevents other players from using "tell" to communicate
with you.  (notell) will appear after your name in the WHO list if you
have notell on.

See also: FLAGS, TELL, TOGGLE, WHO

~
~
#0
offer rent
Offer, Rent
Usage: offer
       rent

For use in the receptions of inns.

Offer makes the innkeeper tell you the cost of storing your
belongings for one day.  Rent stores you belongings and exits you
from the game.  When you re-enter, you will start where you rented.
There is a daily charge for rent.
You may store your things at the CRYOGENIC CENTER for a one-time
charge of four days rent.  See INNS for details on the rent policy.

--- WARNING!!! ---

CHARACTERS that do not LOG IN at least once every 30 DAYS will be AUTOMATICALLY DELETED by the game.
This is our way of discouraging "deadwood" characters that eat up valuable disk space.
If your character is cryo-rented, the timer is 60 days.
~
reception inn cryogenic
~
#0
close lock open unlock
Open, Close, Lock, Unlock

Usage: open | close | lock | unlock <door> [direction]

To open, close, lock, and unlock doors, of course.

  > open portal
  > lock door
  > unlock door south
  > close gate

~
~
#0
order
Order
Usage: order <character> <command>
	   order followers <command>

Used for ordering pets and charmed people to do your bidding.  You
can order everyone under your command with "order followers".

Examples:

  > order puppy eat bread
  > order stormtrooper sleep
~
"create droid" "summon bodyguard" "control mind"
~
#0
plevels
Plevels

Usage: plevels

Lists the levels of the secondary Piloting class and the experience
required to attain each level.

~
~
#0
pour
Pour

Usage: pour <from container> <to container>
	   pour <from container> out

Pour liquids from one container to another.  Pouring out simply
empties the contents of the container onto the ground.

  > pour canteen cup
  > pour cup out

See also: FILL

~
~
#0
practice
Practice

Usage: practice <skill or spell name>

Practice is the way you improve your spells and skills.  You can only
do so in your guild, where your guildmaster can help you train.

Type "practice <skill>" to improve your abilities while in your guild.
You can only practice a certain amount for each level you gain.
Unused practice sessions will accumulate for use in future levels.

If you type practice anywhere other than in your guild, you will get
a list of all of the spells and skills you know and your level of
proficiency at each.  Type practice secondary or tertiary to see a
list of your other guilds.

See also: CLASSES, GUILDS

~
~
#0
pcomlink private
Revenge of the Jedi MUD

-----------------------+< Help File: Private Channels >=------------------

While COMLINK will broadcast to everyone who has their comlink on, you can
select to broadcast to a private channel.  This can be set using the 
PCOMLINK command.
> PCOMLINK 123

To use this private channel, type PRIVATE
> PRIVATE Hey how's it going?

To turn off your private comlink channel, set it to 0

See: COMMUNICATIONS, COMLINK

~
~
#0
proficiencies
Revenge of the Jedi MUD
-----------------------+< Help File: Proficiences >=------------------

Proficiencies are your abilities to fight with certain types of weapons.
You basically start out terrible at all types of fighting, although
some races get bonuses to certain proficiencies.  You can train in any
proficiency, which costs experience, and improve your ability.  Improved
ability means you will hit harder and miss less with a weapon of that
proficiency.

There are several different proficiencies:
Hand-to-Hand: No weapons, just hands and feet
Blasters: Blasters and Laser weapons
Ranged: Other ranged weapons, such as pulse rifles
Dagger: Knives and daggers
Melee: Other "close combat" weapons, such as clubs and swords
Sabers: Lightsabers
Force Combat: Attacking with Kaiburr Crystals

You can train proficiencies by attacking the training dummy in 
guilds.  The more you improve, the more it will cost you to keep
improving, but the results are worth it.

Certain attribute stats help add to your combat damage.
Weapon Proficiency             Attributes
------------------             -----------
Hand to Hand                   Strength, Dexterity
Blaster                        Dexterity
Ranged Weapons                 Dexterity
Daggers                        Dexterity, Strength
Melee                          Dexterity, Strength
Lightsabers                    Dexterity, Wisdom
Force Combat                   Intelligence, Wisdom
~
~
#0
prompt
Prompt

You can create a prompt anyway you like.

%h = current hitp      %H = max. hitp         %m = current mana
%M = max. mana         %v = current move      %V = max. move

%p = percent of...{hmvx} (%px = percent of exp to level)

%o = opponent cond     %x = current exp       %X = exp to level
%g = gold on hand      %G = gold in bank      %t = tank condition
%_ = new line          %% = percent sign

&x = black             &b = blue              &g = green
&c = cyan              &r = red               &m = magenta
&y = brown             &w = white/gray        &X = dark gray
&B = light blue        &G = light green       &C = light cyan
&R = light red         &M = hot pink          &Y = yellow
&W = white             &0 = black bg          &1 = blue bg
&2 = green bg          &3 = cyan bg           &4 = red bg
&5 = magenta bg        &6 = brown bg          &7 = gray bg
&f = toggle flash      && = ampersand

Example Usage: Prompt H:%h M:%m V:%v (%o) > %_ Ex:%x >
would create a prompt like this.

H:232 M:105 V:96> Ex:79050> The Krayt Dragon Eats you, you are dead.
~
display toggle
~
#0
put
Put

Usage: put <item> <container>
	   put all.<item> <container>
	   put all <container>

Puts items into containers.

  > put bread bag
  > put all.bread bag
  > put all chest

See also: GET, ZAP

~
~
#0
qlog
Qlog
Usage: qlog

This command will show your currently active and completed
one-time quests.  In most cases these quests are available
through mobs in game.
~
quest
~
#0
qsay
Qsay
Usage: qsay <message>

TELLs something to everyone on the current Quest.
~
quest
~
#0
quest
Quest

Usage: quest

This simple toggle command merely informs the Immortals that you
wish to participate in the currently running Quest.

If an Immortal is running a Quest and needs to know who wishes to
participate, he/she will ask players to turn on their Quest flags using
this QUEST command if they are interested in the Quest.  It also
allows you to listen in on the quest channel and receive information
specific to the quest.

There are three forms of Quests available in the game.  The first are
immortal run quests, these vary with the whims of the Immortal staff
and are run by them.  The second and third are repeatable and 
unrepeatable game automated quests.  Repeatable automated quests 
are generally short and have fairly small payouts.  Non-repeatable
quests are longer and only can be done once per player.  They are 
often difficult to complete but the rewards are much greater.  A log
of all completed repeatable quests can be obtained with the QLOG
command.

See also: QSAY, QTELL, QLOG
~
~
#0
quit
Quit

When you get tired of playing, you can leave the game by typing 'quit'.

Note that quitting this way WILL cause any items you might be
carrying to simply be left on the ground.  If you wish to have your
equipment stored, you have to find an inn and pay RENT.

Note to Immortals:
If you type QUIT, you will quit and all your items won't drop to the
ground.

See also: INN, OFFER, RENT

~
~
#0
read
Read
Usage: read <object>
	   read <board message number>

When you want to read something.

READ is also used to read messages on bulletin boards; type HELP
BOARDS for more information.

  > read note
~
mail boards
~
#0
recall
Recall
Usage: recall

The recall command will take you back the the Mos Eisley Port, the
center of the mud.  This command is given to players lower than level
four to provide an easy escape should they get lost.  Should a new
character surpass a certain experience level, the command will also
cease to function.
~
newbie
~
#0
reinstate
Reinstate

   Occasionally a ship will become so damaged that it will be declared
'totaled' and is no longer space-worthy.  To fix such a ship one must reinstate
it by going to a qualified ship technician (like Auran) and pay to have the
hull reconstructed.  This is not an inexpensive proposal.  To reinstate a ship
at Aurans use the command

'upgrade reinstate <name of ship>'

See also: SHIP

~
~
#0
remove
Remove

Usage: remove <item>
	   remove all
	   remove all.<keyword>

Removes a piece of armor or wielding a weapon.

Examples:

  > remove boots
  > remove blaster
  > remove all
  > remove all.bronze

See also: GRAB, HOLD, WEAR, WIELD

~
~
#0
reply
Reply

Usage: reply <message>

Sends a reply to the last person to send you a message using TELL.
It works just as if you had typed 'tell <player> <message>' but makes
it a bit easier.  It can also be very useful in case someone invisible
sends you a message.

Thor tells you, 'Hi!'
> reply hey
You tell Thor, 'hey'
>
Someone tells you, 'I am your secret admirer.'
> reply Who are you?
You tell someone, 'Who are you?'

See also: TELL, NOTELL

~
~
#0
report
Report

Usage: report

Sends a report of your current health to the other members of your
group.

~
~
#0
retire
Retire

Usage: Retire

Retire allows you to end your service to either the Rebel or Imperial
factions.  Be warned, however - neither faction likes to give up its
Personnel, so the cost of leaving is substantial.

See Also: ENLIST, FACTION, REBEL ALLIANCE, EMPIRE 

~
~
#0
save
Save

Usage: save

Save your persona.  This includes experience points, strength, credits,
etc.  Your equipment is also saved in the event of a crash.  The game
periodically auto-saves you and your equipment, so it is not
necessary to have your client auto-save you as well.

You CANNOT load a saved version if you die -- your persona still
exists, but you will lose experience, and all your objects stay in the
game, with your corpse.

Note that the SAVE command only saves your equipment in the
event of a crash.  If you are leaving the game normally, SAVE will
NOT save your equipment -- you must find an Inn to store your
belongings.

See also: INN, RENT

~
~
#0
ask holler say shout tell whisper yell
General Communication

Usage:  say | shout | holler <string>
			tell | whisper | ask <player> <string>

In order to communicate, start your sentences with either say, tell,
whisper or shout.

  > say Hey, does anyone know how to get to Dagobah?
  > tell Oola You are the Cutest!

You can use ' as a shorthand for say, as in:

  > ' hello there.

SHOUT broadcasts your message to everyone is your geographic zone.
HOLLER broadcasts to everyone in the game but costs 50 movement
points.  You must be level 2 before you can use SHOUT and YELL.

NOTE:  The use of many of these channels - comlink, clan comlink,
and auction requires the use of a comlink item or comlink-equipped
item.

See also: AUCTION, COMLINK, GSAY, NOREPEAT, QSAY, REPLY

~
~
#0
score
Score

Usage:
  > score
  > score full

Provides useful information on your status such as hitpoints, mana,
movement, your vital stats (strength/dexterity/etc), as well as your
basic class info, and experience to next level. Using the 'full'
argument gives you more information, including age, armor and
alignment ratings, cash, and spell/skill affections.

See also: AC, EXPERIENCE, AFFECTIONS, STATS, CLASSES
~
~
#0
sell
Sell

Usage:  sell [#] <item>
		sell <#>.<item>

If you'd like to sell an item to a shopkeeper, trying selling it to them.

Most shops specialize in what they will buy, so you may have to look
around to find a buyer for your items.

Examples:

  > sell blaster       (sell the first blaster in your inventory)
  > sell 3 blaster     (sell the first three blaster in your inventory)

See also: BUY, LIST, SHOPS, VALUE






















~
~
#0
shops
Shops
Shops are places where the rebels may purchase equipment for his
missions, and where he may sell his treasure if he should manage to
survive the perils with his life and sanity intact.  Many shops trade
only in a specific type of merchandise.  Thus, a baker may well
refuse to buy your armor, even if it is of high quality!

To some people, the prospect of obtaining the entire inventory of a
shop by murdering the keeper may appear tempting - but beware:
The shopkeepers are often rugged, capable men; roughened by years
of trading and, indeed, surviving in a world where the only safe
prospect is death in the end.
~
buy sell list value evaluate
~
#0
sleep
Sleep
SLEEP is both a command and the name of a spell.

The SLEEP command puts you to sleep, allowing you to regain your
health more quickly.  You will be largely unaware of your
surroundings while asleep.  You can awaken yourself with the WAKE
command.  The longer you sleep, the faster you regain your health.

The SLEEP spell forces the victim to sleep. For more information, see
the help file for SLEEP SPELL.

NOTE: Some rooms are too noisy, crowded, cramped, or uncomfortable to allow you to SLEEP in them.
The Mos Eisley Space Port is a good example of this.
~
dream "sleep spell" wake
~
#0
slip
Slip
Smuggler  18th Level

Usage: slip <object/credit> <victim>
  
The smuggler has mastered the art of 'slipping' something into someone
else's inventory without their victim noticing. However a clumsy 
smuggler will fail their attempt and the target will notice them.
~
smuggler give
~
#0
split
Split

Usage: split <amount to split>

Split is used to split money among people in your group who are in
the same room as you.  If you are in a group with 4 other people, all
of whom are in the same room with you, and you type SPLIT 100,
you will give each of the other 4 group members 20 credits each.
(100 credits is split 5 ways; you keep your share and give everyone
else their share).

See also: AUTOSPLIT, FOLLOW, GROUP






















~
~
#0
swimpy
Swimpy

Usage: swimpy [hull percentage]

Use the SWIMPY (Space WIMPY) command to automatically use your escape pod 
once your hull strength drops below a certain level during space combat.

  > swimpy 35    will make your character try and use the escape pod to 
		     flee a fight in space if you have your hull strength is 
				 less than 35% of full.
  > swimpy 0     will turn off swimpy mode.
  > swimpy       will show you your current swimp status.
~
flee toggle wimpy
~
#0
time
Time

Usage: time

Gives you the current game time.  Your initial reaction to the output
of this command may be one of surprise, but you'll get used to it.
You'll have to, at any rate, since certain things in the game depend on
this particular notion of time; the opening hours of the shops, for
example.






















~
~
#0
title
Title

Usage: title <new title>

Sets the title people see on the WHO list and when you're in the room
with them.  You can't use parentheses (the "(" and ")" characters)
because those are reserved for flags.

Do not abuse this command; if you do, it will be taken from you.

See also: FLAGS, WHO






















~
~
#0
toggle
Toggle

Usage: toggle

TOGGLE shows you the current values of various toggles available on
the MUD.  This command CAN NOT be used to change these values
(see related commands.)  All of these toggles remain the same until
you change them; i.e. they are saved when you quit or rent.

See also: BRIEF, COMPACT, DISPLAY, NOSHOUT, NOSUMMON, NOTELL,
		  QUEST, REPEAT, WIMPY, SWIMPY






















~
~
#0
disband ungroup
Ungroup
Usage: ungroup [group member] or disband [group member]

UNGROUP can be used by group leaders to disband the entire group,
or to kick a specific group member out of the group (and stop him or
her from following the leader).

  > ungroup
  > ungroup <group member name>
~
group gsay gtell report
~
#0
use
Use

Usage: use <item> [Target]

  Is used to make use of an item on a target.  The item is a one use
item, and will go away once it is used.

See also: UTILIZE






















~
~
#0
utilize
Utilize

Usage:  utilize <area-item>
		utilize <item> <Target>

Using a area-item will automatically target everybody (or everything) in a
room, except yourself.  Therefore area-items are naturally very powerful,
and yet may be very dangerous to use around other players. 

Using other items require that you point it at a target, which can be
either a character or an object.

Both types must be HELD in the hand prior to use!  (Use the grab or
hold commands).  You must still supply the name of the item to avoid
confusion.

See also: HOLD, USE






















~
~
#0
value
Value

Usage: value <item>

Before selling an item to a shop, you can ask the shopkeeper how
much he or she is willing to pay for it.

  > value armor

See also: BUY, LIST, SELL, SHOPS






















~
~
#0
visible
Visible

Usage: visible

Breaks your spell of invisibility before it expires.

See also: INVISIBILITY






















~
~
#0
rest sit sleeping stand wake
Rest, Sleep, Wake, Stand, Sit
For changing your position.  If you are low on Hit Points, Mana
Points, or Movement Points, RESTing or SLEEPing is a good idea.

Be careful of where you choose to rest or sleep however. Mobs may
attack while you are doing one of these, and do greater damage than
if you were standing.

Just like in real life, the longer you rest the better you recuperate.
But constantly getting up, doing things, and disturbing your rest will
result in slower recovery.
~
sleep
~
#0
wear
Wear

Usage: wear <item> <location>

To wear clothes, armor, etc.

Also, to wear everything in your inventory (or at least try to, as
wearing things like loaves of bread is not a good way to win friends
and influence people) you can type WEAR ALL.

Optionally, you can specify what part of your body to wear the
equipment on.

Examples:

  > wear boots
  > wear all.rings
  > wear all
  > wear guards arm

See also: EQUIPMENT, REMOVE






















~
~
#0
weather
Weather

Usage: weather

If you're uncertain whether the sun is shining or the rain is pouring
down. You'll have to be outside in order to tell however.

Some storms can get deadly, occassionally, during a fierce lightning
storm.  Lightning will strike a person standing outdoors.  It might be
wise to seek cover during storms.

~
survival "alter weather" "sense weather"
~
#0
where
Where

Usage: where <monster | player>

Tells you the location of a monster, a player or an object.

Mortals can only "where" monsters or players, and only from their
own zone.

Immortals may type 'where' without arguments to see where
everybody is.

  > where
  > where torch
  > where droid






















~
~
#0
who
Who
Usage:  who [minlev[-maxlev]] [-n sname] [-c classlist] [-s] [-o] [-q] [-r]
			[-z]

Lists the people currently in the game.  Some people may be
invisible Command-line options can be used to limit the listing.  The
parameters can be specified on the command-line in any order.

minlev, maxlev : list only people whose level is at or above minlev,
						   and optionally, at or below maxlev
-n : list only people whose names or titles contain sname
-c : list only people of a certain class, where classlist is any
	  combination of the letters m, d, j, and s
-s : list names in the short form (4 columns of names, without titles
	  or flags)
-o : list only outlaws (i.e. people with a killer or thief flag)
-q : list only people who are on the Quest
-r : list only people who are in your room
-z : list only people in your zone

  > who -c ms -s -l 20
  List, in short form, mercenarys and smugglers at or above level 20

  > who 15-25 -o -z
  List all outlaws between levels 15 and 25 who are in your zone.
~
~
#0
whoami
Whoami

Usage: whoami

Displays your character's name, if you want to be sure you are who
you think you are.






















~
~
#0
wield
Wield
Usage: wield <weapon>

For wielding a weapon.

  > wield blaster
  > wield 3.blaster    (Wield the third blaster in your inventory)
~
equipment remove wear
~
#0
wimpy
Wimpy
Usage: wimpy [hp]

Use the WIMPY command to automatically flee once your health
drops below a certain level.

  > wimpy 35     will make your character automatically flee a fight
				 if you have less than 35 hit points.
  > wimpy 0      will turn off wimpy mode.
  > wimpy        will show you your current wimp status.

There is a bonus for taking a risk and playing with wimpy off.  When
wimpy is off you will recieve a 10% experience bonus.
~
flee toggle swimpy
~
#0
immlist wizlist
Wizlist

Usage: wizlist | immlist

Lists the most powerful beings on the MUD.  These are the people
responsible for administering the system.

See also: MASTERS, IMMORTALS






















~
~
#0
write
Help Files: Write
Usage: write <object>
		   
In order to write a note, you need a piece of blank paper (or similar),
and a pen of some sort.  You can then type something like "write on
the paper with the pen", whereupon you'll be asked to type in your
note at the keyboard.

WRITE was also used to post messages to bulletin boards.  Type HELP
MONITOR for more information.
~
monitor mail
~
#0
socials
Help Files: Write
Usage: <social> [<victim>]

Socials are commands used to show your affective state to others.  The
actor, victim and bystanders may receive different messages.  Generally,
social commands are used only to express emotion and not to take action,
but it is possible that some mobs (or players) will take action based on
the social.  (Slap a Wookie lately?)

Example:

  > shake Luke
  > applaud Han
  > stare

The SOCIALS command generates a canonical listing of all available socials.

  > socials
~
emote
~
#0
"analyze spice"
Analyze Spice

Spice Dealer 1st Level

Usage: conc 'analyze spice' <spice item>

With this ability, a Spice Dealer can analyze spice to see exact what
it does (spells cast), and how long the side effects will last.
Side Effects represent are how long til your body needs more spice.

See also: CONCENTRATE, SPICE DEALER, SPICE, ADDICTION






















~
~
#0
"animate dead"
Animate Dead
Emperor's Hand 75th Level

Usage: conc 'animate dead' <corpse>
	   release <victim>

Animate Dead will resurrect a recently killed corpse and bind them
with the Dark Side to serve the Emperor's Hand. The undead follower
can be killed as any other mob can be.

Be warned though, if an aggressive mob is brought back it will retain
its aggressiveness.
~
"emperor's hand"
~
#0
antisanct
Antisanct
Sith Lord level  60th Level

Usage: con 'antisanct' <target>

Antisanct infuses a character or a mob with the Dark Side of the Force.
The character is filled with hate and rage and does twice as much
damage in combat as he or she would normally do.  This spell will not
work in conjunction with the Sanctuary spell, and the two will cancel
each other out, with no effect.  Antisanct is not effective in space.
~
"sith lord" sanctuary
~
#0
armor
Armor
Jedi Knight   1st Level
Sith          4th Level
Technician    7th Level

Usage: conc 'armor' <target>

The Armor spell temporarily improves your Armor Class by a small
degree.

















~
concentrate "armor class" "jedi knight" technician sith
~
#0
"barrier field"
Barrier Force Field

Droid  72th Level

Usage:        barrier <direction>
Remove:       disable barrier

A Droid, using its mechanical abilities, can place a barrier force field
as a barrier to block off an exit or entrance. Also, a barrier force field
cannot be removed by anyone of a lower than the Droid who placed it there.
As the level of the Droid increases, the length of time the field will
stay increases. Barrier fields will not work in space as the power needed
to generate one large enough to seal in a spacecraft is simply to great.

See also: CONCENTRATE, FORCE, BARRICADE, DROID






















~
~
#0
"bestow justice"
Bestow Justice

No longer used.

Usage: conc 'bestow justice' <victim>

Using Bestow, a CLASS NAME unleashes the forces of the Good side of the
force upon a being of evil.  Justice takes its course, often with
destructive consequences on the evil victim.  

This spell will only affect evil creatures.  An evil person of level
equal or less than caster will suffer massive damage.

See also: CONCENTRATE, FORCE, DISPEL GOOD, DEFENDER

~
~
#0
"bio blast"
Bio Blast

No longer used.

Usage: conc 'bio blast'

Bio Blast releases a cloud of deadly biological gas that hurts everybody
but the Cyborg caster and his group (who are immune).

See also: CONCENTRATE, FORCE, CYBORG

~
~
#0
"bionic sight"
Bionic Sight

Droid   60th Level

Usage:  conc 'bionic sight'

Bionic Sight enables the Droid to detect the heat given off by objects
giving them the ability to have much better vision in dark conditions,
also allows them to see through most masking devices, and finally does
a regular scan for hidden individuals.

See also:  CONCENTRATE, FORCE, INFRAVISION, SCAN, SENSE LIFE,
		   TECHNICIAN, DROID, PRACTICE

~
~
#0
"bionic strength"
Bionic Strength

Cyborg  70th Level

Usage: conc 'bionic strength'

Bionic Strength increases the Cyborgs strength to deadly levels.  The
cyborg is able to cause much greater amounts of damage when affected
by bionic strength.

See also: CONCENTRATE, FORCE, STRENGTH, CYBORG

~
~
#0
blindness
Blindness

Sith  23rd Level

Usage: conc 'blindness' <victim>

Blindness will blind a victim failing its saving throw. A blinded
person will have -4 penalty to both hitroll and AC.

See also: CONCENTRATE, FORCE, ARMOR CLASS, SITH

~
~
#0
"brain storm"
Brain Storm

Usage: conc 'brain storm' <victim>

Not assigned.

This spell will increase the intelligence of the caster.

See also: CONCENTRATE, FORCE, JEDI MASTER

~
~
#0
"dark wind"
Dark Wind

Sith  12th Level

Usage: conc 'dark wind' <victim>

With this power a sith swirls the air into fierce narrow gusts that
cut into the sith's enemies like a scythe.  This often leaves wicked
bleeding wounds in the enemy.

See also: CONCENTRATE, FORCE, SITH

~
~
#0
concentrate
Concentrate

Usage: conc '<force power>' <target>

Force sensatives can use the powers of the Force to aid them in their
adventures.  The concentrate command is how they use the Force.  Note
that the name of the spell must be enclosed by a symbol.

If you want to apply the Force ability to yourself:
conc 'force ability' <your name>

If you want to throw a spell at someone or something else:
conc 'burning touch' <player>

Help Files are available for All Force spells.

See also: FORCE, SPELLS, JEDI KNIGHT, SITH

~
~
#0
"control droid"
Control Droid

Inventor 75th Level

Usage: conc 'control droid' <droid victim>

Control Droid allows an Inventor to take over the control of a droid
by hacking into his programming.  Once this is done he can command
them at will.

See also: CONCENTRATE, FORCE, FOLLOW, ORDER, INVENTOR

~
~
#0
"control mind"
Control Mind

Sith  45th Level

Usage: conc 'control mind' <victim>

Control Mind allows a Sith to take over the mind of his/her
victim, and command them at will.

See also: CONCENTRATE, FORCE, FOLLOW, ORDER, SITH

~
~
#0
"alter weather"
Alter Weather
Farmer 20th Level

Usage: conc 'alter weather' increase   - Increases Air Pressure
	   conc 'alter weather' decrease   - Decreases Air Pressure
	   conc 'alter weather'            - Random Change

Farmers of the future are not always content to sit and hope for good
weather.  Instead they find ways to alter the weather.  The preferred
method is to launch small rockets into the sky, containing weather
altering substances.  These substances either increase or decrease
the air pressure in the air, which in turn causes changes in the
weather.  It is not immediate, but you will see effects over time, 
and more so with repeated use.  In general, low air pressure will
increase the chance of good weather, and high pressure will decrease.
Practice and observations of current weather conditions of pressures 
will reveal exactly what helps and what hinders weather alterations.
~
farmer weather
~
#0
"force grip"
Force Grip

Sith  6th Level

Usage: conc 'force grip' <victim>

Force Grip involves grasping your victim with the force to squeezing.
It only does a minor amount of damage since your power is stretched
all around the victims body.  More importantly, it will reduce the
victims strength to fight back against you.

This reduces another players Strength statistic or a NPC's Damage.

See also: CONCENTRATE, FORCE, SITH

~
~
#0
choke
Choke

Sith  53rd Level

Usage: conc 'choke' <victim>

High level Dark Jedis can use the force to choke their victims.  The 
invisible hands of the force close around the victim's throat causing
great damage.

See also: CONCENTRATE, FORCE, SITH

~
~
#0
"combat heal"
Combat Heal
Defender  76th Level

Usage: conc 'combat heal' <target>

High level Defenders have honed their battle skills and concentration
to perfection.  This allows them to access the healing power of the force
even while in combat.
~
~
#0
"create double"
Create Double

Droid  75th Level

Usage: conc 'create double'

Create double allows a Droid to create doubles of himself that will
follow him around and also rescue him in combat.

See also: CONCENTRATE, FORCE, CREATE DROID, DROID

~
~
#0
"create droid"
Create Droid
Technician 1st Level

Usage: conc 'create droid'

Using Create Droid, a technician can create a droid from the junk
scraps around him.  The higher the level of the technician, the better
the droid.  This droid will be his servant and follow every "order"
given to it.
~
technician
~
#0
"create ship"
Create Ship

Space Engineer Level 70

Usage: conc 'create ship' <ship type>

With Create ship, an engineer can create a droid ship using materials 
available to him.  The higher the level, the more ship variations
available.  The ship will follow the engineer in space combat and
follow every "order" given to it.

Ship Type	Level	Description
----------	------	------------
Fighter		  70	Standard Combat Fighter
Bomber		  75	Bomber armed with Protons
Frigate		  80	Maintenace Frigate, Repairs Hull in Combat
Gunship		  85	Combat Gunship
Kamikazi	  90	High damage, suiciding fighter
Defender	 100	Protecting defensive ship

See also: CONCENTRATE, FORCE, SPACE ENGINEER, FOLLOWER, ORDER

~
~
#0
"cure blind"
Cure Blind

Jedi Knight  24th Level
Medic        26th Level

Usage: conc 'cure blind' <victim>

Cure Blindness will cure a person blinded by the "blindness" spell,
it can not remove blindness caused by for example cursed items.

See also: CONCENTRATE, FORCE, BLINDNESS, JEDI KNIGHT

~
~
#0
"cure critical"
Cure Critical

Jedi Knight  38th Level

Usage: conc 'cure critical' <victim>

Cures Critical wounds and more grievous injuries.

See also: CURE LIGHT, CURE SERIOUS, JEDI KNIGHT

~
~
#0
"cure light"
Cure Light

Jedi Knight  4th Level
Medic        6th Level

Usage: conc 'cure light' <victim>

Cures Light wounds and bruising.

~
"cure critical" "cure serious" "jedi knight"
~
#0
"cure serious"
Cure Serious

Jedi Knight  20th Level
Medic        20th Level

Usage: conc 'cure serious' <victim>

Cures Serious wounds and other bodily damage.

See also: CURE LIGHT, CURE CRITICAL, JEDI KNIGHT

~
~
#0
"cure sickness"
Cure Sickness
Medic        20th Level

Usage: conc 'cure sickness' <victim>

Cure sickness will heal non-specific ailments.  Examples are negative
stat loss effects, such as those that occur with Disintigrate.  Other
effects, such as blindness & poison will require their own specialty
cure methods.
~
diagnosis medic force concentrate
~
#0
"cyborg speed"
Cyborg Speed

Cyborg  60th Level

Usage: conc 'cyborg speed'

Using Cyborg Speed, Cyborgs can increase their speeds to an inhuman
level for long durations of time.  This grants extra Quickness.

See also: CONCENTRATE, FORCE, CYBORG

~
~
#0
"dark influence"
Dark Influence
Sith  38th Level

Usage: conc 'dark influence'

Manipulating his or her allies with the dark side of the force, a
Sith is able to grant combat bonuses to other members of his
or her group. Jedi, however, will suffer under the dark influence
and will be less effective in combat.

~
sith force concentrate
~
#0
"dark lightning"
Dark Lightning
Sith  43rd  Level

Usage: conc 'dark lightning' <victim>

Dark Lightning is one of the most powerful Sith abilities.
The Sith shoots lightning from his fingertips.  This lightning
surrounds the target electrocutes him with surprising force.

~
sith force concentrate
~
#0
"dark anger"
Dark Anger

Emperor's Hand 61st Level
Sith Lord      72nd Level

Usage: conc 'dark anger'

Dark Anger is bestowed upon one when one lets pure anger flow through
their veins.  When in this state, the person is much stronger faster
and has a higher skill level in Force Combat.  When one is ruled
by his or her anger, though, a drop in charm and charisma occur.  The
more evil a person is, the more powerful one will be when they give
in to the dark side.
~
"emperor's hand" "sith lord"
~
#0
"dark tempest"
Dark Tempest

Sith Lord Level 100

Usage: conc 'dark tempest'

Compared to the powers of a Sith Lord at the height of his power, the
destructive powers of the lesser Sith are like static electricity.
With Dark Tempest, a Sith Lord launches an initial blast of lightning
that is powerful in it's own right, but has much more deadly side
effects.  After the blast the target will continue to suffer 
aftershocks for a period of time afterwards. 
~
"sith lord"
~
#0
darkness
Darkness
Emperor's Hand  64th Level

Usage: conc 'darkness'

With this power, and Emperor's Hand can shroud a room in darkness
for a short time.  The Emperor's Hand, and any other Hands are
immune to this darkness as they understand its nature and how
it works.
~
"emperor's hand"
~
#0
"force scream"
Force Scream

Sith  34th Level

Usage: conc 'force scream' <victim>

With a scream enhanced by the powers of the dark side, a Sith can 
cause significant damage to a targetted enemy.  For a short duration
after the scream, the victim will suffer from a loss of balance and
other simple motor skills that have a 20% chance of preventing them
from attacking in any given combat round.

See also: CONCENTRATE, FORCE, TELEKINESIS, SITH

~
~
#0
"degrade spice"
Degrade Spice

Spice Dealer 10th Level

Usage: conc 'degrade spice' <spice item>

With this ability, a Spice Dealer can degrade the effectivness of
spice.  It will lower the power level of the spice, and well as 
reduce the Side Effects time.  

See also: CONCENTRATE, SPICE DEALER, SPICE, ADDICTION

~
~
#0
"defender speed"
Defender Speed
Defender  60th Level

Usage: con  'defender speed'

Defender Speed taps into the immense power of the Force to increase
your speed in battle, beyond that of a Jedi Knight.  It allows the user
to gain a second and third attack.  This power makes even a single Jedi
Defender a force to be reckoned with.
~
"jedi knight" "jedi speed" defender
~
#0
"defensive fighting"
Defensive Fighting
All classes Level 28

Usage: defensive

The experienced combatant may choose to implement more defensive fighting
tactics in battle thus reducing the damage taken from his opponents.  Adopting
a defensive fighting position gives you the ability to defend against some 
attacks with a lightsaber or shield, thus absorbing some of the damage.
The drawback of defensive fighting is that your defensive stance may
cause you to miss an attack that you may have otherwise landed.

Those not equipped with lightsaber or shield may defend with their body parts
but this is a far less effective tactic.
~
"normal fighting" "offensive fighting"
~
#0
despair
Despair
Emperor's Hand  63nd Level

Usage: con  'despair'

With this power, the Emperor's Hand imposes such despair into the heart of
a badly wounded and suffering victim, that he/she loses all hope and gives 
up fighting.

The victim will attempt to resist this despair but if they fail, they can 
only flee or die.  The affect is temporary but should last long enough to 
finish the job.

(Hint: You have to get the victim under a certain percentage of its hit
points for it to succeed at all, after that point they have only normal
save vs spell to resist each attempt.  The maximum percentage increases with
the caster's level.)
~
"emperor's hand"
~
#0
destruction
Destruction

Sith Lord  68th Level

Usage: conc 'destruction' <victim>

Destruction unleashes a torrent of flames hotter than the fires of hell.
The target is engulfed in these flames, suffering damage beyond all
comprehension.

See also: CONCENTRATE, FORCE, SITH LORD

~
~
#0
"detect alignment"
Detect Alignment

Jedi Knight 12th Level
Sith        15th Level

Usage: conc 'detect alignment'

Detect Alignment allows the caster to detect the alignment of those
around them. Evil will show as a red aura, good in a blue aura.

See also: CONCENTRATE, FORCE, DETECT INVISIBILITY, JEDI KNIGHT

~
~
#0
"detect masking"
Detect Masking

Sith           8th Level
Jedi Knight   14th Level

Usage: conc 'detect masking' <self>

Detect Masking enables you to see masked items and players.

See also: CONCENTRATE, FORCE, MASK, SITH, JEDI KNIGHT

~
~
#0
"detect poison"
Detect Poison

Not assigned

Usage: conc 'detect poison' <victim | food | drink>

Detect Poison targets foods or drinks (drink containers) will enable
you to sense if it is poisoned.

Targeting a person will enable you to sense if that person is
poisoned.

See also: CONCENTRATE, FORCE, POISON, JEDI KNIGHT

~
~
#0
detoxify
Detoxify

Spice Dealer 12th Level

Usage: conc 'detoxify' <victim>

A spice dealer has to know how to handle spice overdoses.  With
dexotify a spice dealer does an emergency detoxification of his/her
victim, helping them avoid the bodily cravings for more spice.

See also: CONCENTRATE, SPICE DEALER, SPICE, ADDICTION

~
~
#0
"dispel evil"
Dispel Evil

Usage: conc 'dispel evil' <victim>

Not assigned.

Dispel Evil will only affect evil creatures.  An evil person of level
equal or less than caster will suffer extensive damage.

If the victim is higher level than caster, the spell will inflict
damage dependent on the caster's force ability.

See also: CONCENTRATE, FORCE, DISPEL GOOD, JEDI KNIGHT

~
~
#0
"dispel good"
Dispel Good

Usage: conc 'dispel good' <victim>

Not assigned.

Dispel Good will only affect good creatures.  A good person of level
equal or less than caster will suffer extensive damage.

If the victim is higher level than caster, the spell will inflict
damage dependent on the caster's force ability.

See also: CONCENTRATE, FORCE, DISPEL EVIL, SITH

~
~
#0
earthquake
Earthquake
Technician  35th Level

Usage: conc 'earthquake'

Earthquake will damage everybody except the Technician caster by a
moderate amount.
~
force concentrate technician
~
#0
"electro bolt"
Electro Bolt

Usage: conc 'electro bolt' <victim>

Not assigned.

Electro Bolt allows a CLASS NAME to shock their enemy sending a jolt
of pain throughout their body.

See also: CONCENTRATE, FORCE

~
~
#0
endurance
Endurance
Usage: conc 'endurance'

Farmer Level 15

The Endurance spell provides a temporary increase to your constitution
based on your level.
~
farmer
~
#0
"enhance weapon"
Enhance Weapon

Technician  45th Level

Usage: conc 'enhance weapon' <weapon>

Enhance Weapon will enhance weapons to do more damage in combat. The
enhancement is not a permanent affect, and will wear off over time.
An enhanced weapon is obvious to anyone who looks at it.

See also: CONCENTRATE, FORCE, ENHANCE ARMOR, TECHNICIAN

~
~
#0
"enhance armor"
Enhance Armor
Technician  52nd Level

Usage: conc 'enhance armor' <armor>

Enhance Armor will enhance non-force sensitive (non-modified) armor
only.  The only way to know if a piece of armor is suitable for
enhancement is to fully identify it.

The enhancement spell improves at higher levels of the user.
~
technician "enhance weapon"
~
#0
"enhance spice"
Enhance Spice

Spice Dealer 8th Level

Usage: conc 'enhance spice' <spice item>

With this ability, a Spice Dealer can enhance the effectivness of
spice.  It will raise the power level of the spice, and well as 
increase the Side Effects time.  

See also: CONCENTRATE, SPICE DEALER, SPICE, ADDICTION

~
~
#0
"essence transfer"
Essence Transfer
Emperor's Hand Special

Usage: conc 'essence transfer'

At the height of power, a master of the dark side of the force has 
found a way to cheat death and live forever.  Essence Transfer allows
the Emperor's Hand to prepare for an emergency transfer of his/her 
spirit into a cloned body at the point of death.  This saves the
Hand from any equipment or experience loss.  There is a period of
disorientation after the transfer, resulting in a short period of
sickness that will seriously reduce the Hand's combat capabilities.
When prepared for essence transfer (e.g., when spell is in effect),
your force powers will be limited a bit, due to the part of your
focus being to keep the transfer ready.
~
"emperor's hand"
~
#0
"extinguish flame"
Extinguish Flame

Not Assigned to any Class

Usage: conc 'extinguish flame' <victim> 

This will put out any individual on fire and taking damage.

See also: CONCENTRATE

~
~
#0
"farm food"
Farm Food
Farmer Level 4

Usage: conc 'farm food'

Using Farm Food, a Farmer can produce a food item to be consumed.
Since solid ground is needed, this cannot be done in space.
~
farmer
~
#0
"farm water"
Farm Water
Farmer Level 1

Usage: conc 'farm water' <container>

Using Farm Water, a Farmer can harvest water from the air to drink.
For obvious reasons, this cannot be done in space.
~
farmer
~
#0
fear
Fear
Emperor's Hand  60th Level

Usage: conc 'fear' <victim>
	     conc 'fear' self

When cast on self, the caster becomes surrounded by an aura of evil,
radiating waves of fear. When in combat this aura can cause opponents 
to fire wildly, missing more often. The Emperor's Hand can also
concentrate this sense of fear and direct at a mob or player, possibly
causing the target to flee in terror.
~
"emperor's hand"
~
#0
"control pain"
Control Pain

Sith  18th Level

Usage: conc 'control pain' <victim>

With this ability a Sith can dial up the pain receptors on a 
victims body, increasing the pain the victim feels.  This assault
on the targets body results in some damage, and a reduced resistance
to damage. In Players, this means a loss of Constutition, NPC's will
suffer 10% more damage for the duration of the effect.

See also: CONCENTRATE, FORCE, SITH

~
~
#0
flare
Flare

Usage: conc 'flare'

Explorer Level 1.

A flare will light a dark room for a short period of time.  It is bright 
enough to also light any dark exits so you can see what rooms surround 
you with the exit command.
~
concentrate explorer
~
#0
fleetness
Fleetness

Usage: conc 'fleetness'

Explorer Level 5.

Explorers often travel long distances through terrain that is physically
taxing.  In many of these places, even simple vehicles such as speeders
are not available.  With fleetness the Explorer becomes light of foot
and quickly moves across this terrain with little difficulty. As an added
benefit, the explorers quickness will see a slight increase during the
effective period.
~
explorer
~
#0
"force conversion"
Force Conversion
Jedi Knight 56th level

Usage: conc 'force conversion'

With this ability a Jedi can draw from their own stamina (movement)
to produce force energy (mana) to power their abilities when they
get low.

~
~
#0
"focus mind"
Focus Mind
Jedi Knight   8th Level
Sith         14th Level

Usage: conc 'focus mind' <victim>

A Jedi following either the light or dark path can influence himself
and those around him, by using their influence of the force to help
focus for combat, increasing weapon proficiency.

~
concentrate force sith "jedi knight"
~
#0
"force push"
Force Push
Jedi Knight 40th level
Sith        40th level

Usage: conc 'force push' <victim>

Jedis who follow either path can use the force to topple their opponents.
This is very similar to the mercenary's bash ability.
~
"jedi knight" sith bash
~
#0
"force storm"
Force Storm
Sith Lord 78th Level

Usage: conc 'force storm'

With this power, a Sith Lord released all his/her anger and hate 
into one massive storm of dark energy that assails every non-player
in the room.  Force Storm requires huge expenditures of mana but
is the most powerful power in the Sith Lord's arsenal.
~
"sith lord"
~
#0
"fortress of hate"
Fortress of Hate

Emperor's Hand:  62nd Level

Usage: conc 'fortress' <target>

Fortress of Hate surrounds the affected with an invisible field of Dark 
Side energy.  The fortress feeds off the hateful and agressive feelings of 
others and turns these feelings against them.  Anyone attacking a person 
affected by the fortress may have the damage return upon themselves.  
A Fortress of Hate has no interest in protecting the affected and it's 
only reason for being is to feed off hate and hurt others.  Therefore the 
affected is not protected from the attack and will also receive normal 
damage. (Provided they are still living, for the fortress strikes first.)

See also: CONCENTRATE, FORCE, EMPERORS HAND
~
~
#0
"force harmony"
Force Harmony

Jedi Master  75th Level

Usage: conc 'force harmony' <victim>

Force Harmony imbues every member of the Jedi Master's group
with Sanctuary.

See also: CONCENTRATE, FORCE, SANCTUARY, JEDI MASTER

~
~
#0
"force hold"
Force Hold

Defender 64th Level

Usage:  concentrate 'force hold' <victim>

Upon mastering the elements of the force, a Jedi can use it to many
means. In this case, he can call upon it to grasp his opponents in 
an iron prison, rendering his victims helpless to escape, and 
significantly handicapping their ability to defend and attack. The
power and duration of the Force's hold on an opponent, however, may
vary greatly as to the control the Jedi has over the discipline. If
the Jedi is too weak to control these powers, retaliation is sure to
occur.

~
~
#0
telekinesis
Telekinesis

Sith  25th Level

Usage: conc 'telekinesis' <victim>

With Telekinesis, a Sith lifts objects into the air and hurls them
telekinetically at the victim.

See also: CONCENTRATE, FORCE, SITH

~
~
#0
"bolt of hatred"
Bolt of Hatred
Sith  1st Level

Usage: conc 'b o h' <victim>

No one knows how to utilize their anger like the Sith.  Through use
of the dark side of the force, Sith can create a telekinetic bolt,
which is a physical manifestation of their hatred towards all who
oppose them.
~
sith concentrate force
~
#0
forsee
Foresee
Jedi Master       68th Level
Emperor's Hand    70th Level

Usage: conc 'forsee' <victim>

This spell enables one to see a vision of something far away.  The
caster concentrates on seeing a player or mob, and will see all that
can be seen normally in the room the player or mob is in.
~
"emperor's hand" "jedi master"
~
#0
"greater vitality boost"
Greater Vitality Boost

Medic Level 35

Usage: conc 'greater vitality boost' <victim>

Restores a large amount of vitality (moves) to the target.

See also: MEDIC, LESSER VITALITY BOOST, VITALITY BOOST

~
~
#0
"group armor"
Group Armor

Jedi Knight  34th Level

Usage: conc 'group armor'

Group armor allows a Jedi to cast armor on everyone that is grouped
with them at the time thus improving their Armor Class.

See also: CONCENTRATE, FORCE, ARMOR CLASS, GROUP, JEDI KNIGHT

~
~
#0
"group heal"
Group Heal

Jedi Knight  62nd Level

Usage: conc 'group heal'

Group heal allows a Jedi to cast heal on everyone that is grouped
with them at the time thus healing all their hit point, except 1d4
point. The maximum that can be healed is 100 points.

See also: CONCENTRATE, FORCE, HEAL, GROUP, JEDI KNIGHT

~
~
#0
harm
Harm

Usage: conc 'harm' <victim>

Not assigned.

Harm removes all but a few hitpoints from the victim.  The max
number of damage points are 100.  It is not possible to kill using
this spell (but almost).

See also: CONCENTRATE, FORCE, SITH

~
~
#0
heal
Heal
Jedi Knight  54th Level

Usage: conc 'heal' <victim>

Heal will heal some of the hitpoints from a person, except 1d4 points.
Maximum 100 points can be healed.  A victim who is blinded will
also be cured by the heal spell.

The success of your heal spells depends on your wisdom and intelligence, and Jedi who are more in tune with
the Force require less energy to cast a heal spell.
~
"jedi knight"
~
#0
"holo field"
Holo Field

Inventor 80th Level

Usage: conc 'holo field'

Inventors can do most anything if they put their mind to it, the trick
is putting this knowledge to good combat use.  In this case, the 
Inventor has developed a technology to produce holograms of him or 
herself.  These holgrams blink in and out of view around the Inventor
shimmering as he/she moves, hiding his/her location during combat.
While the Holo Field is up, a number of attacks will harmlessly
strike holograms instead of the Inventor.

Note - In order to use holographic images in space you must
have a ship with a holographic generator

See also: CONCENTRATE, FORCE

~
~
#0
"conceal motives"
Hide Motives
Emperor's Hand 72nd Level

Usage: conc 'conceal motives' <victim>

Ever wonder how Chancellor Palpatine managed to hide his motives from
the Jedi Council.  Well here's how!  Conceal Motives allows the Emperor's
Hand to mask his motives (alignment) from others.  Enemies that would
attack those of a specific alignment cannot determine the Hand's 
alignment and so will not aggressivly attack.
~
"emperor's hand"
~
#0
identify
Identify
Technician   30th Level
Smuggler     42nd Level

Usage: conc 'identify' <object>

Identify allows the caster to fully view the full range of functions
a particular object (weapon, armor, potion, etc.) possesses. This
enables the Technician to know if items can and cannot be enhanced.
~
concentrate force "enhance armor" "enhance weapon" technician
~
#0
infravision
Infravision

Usage: conc 'infravision'

Not assigned.

Infravision allows the caster to detect the heat given off by objects
giving them the ability to have much better vision in dark conditions.

See also: CONCENTRATE, FORCE, DETECT INVISIBILITY, BOUNTY HUNTER, 
		  SITH

~
~
#0
"install comlink"
Intall Comlink

Technician Level 42

Usage: conc 'install comlink' <armor name>

With this skill, technicians can install comlink's into any type of
armor.  Leg & Arm Guards, Belts, Bracelets, Helmets, Body Armor, etc.
This is very helpful when one wants to free up the spare hand that
normally must hold the comlink.

~
~
#0
"jedi speed"
Jedi Speed
Sith         30th Level
Jedi Knight  30th Level

Usage: conc 'jedi speed' <target>

Jedi speed uses the power of the force to increase your attacking speed
in battle. It allows the chance for extra attacks, for anyone it affects.

~
"jedi knight" sith force concentrate
~
#0
"jury rig"
Jury Rig
Item Only Ability

Usage: conc 'jury rig'

With this ability, a spacer can repair his ship while in space, 
even when in combat.  This is great for emergency repairs when your
shields are gone and one more hit on the back quarter and you're done
for.
~
~
#0
"leech life"
Leech Life
Emperor's hand  67th Level

Usage: conc 'leech life' <victim>

Leech Life, a dreadful power, gives the caster the ability to drain the
soul of his opponent, and feed upon it to heal his own wounds.  It is
an evil spell.
~
"emperor's hand"
~
#0
"lesser vitality boost"
Lesser Vitality Boost

Medic Level 4

Usage: conc 'lesser vitality boost' <victim>

Restores a small amount of vitality (moves) to the target.

See also: MEDIC, VITALITY BOOST, GREATER VITALITY BOOST

~
~
#0
"life tap"
Life Drain

Sith 7th Level

Usage: conc 'life tap' 

Life Tap allows a Sith to convert some of the physical health to mana.
The higher level you are, the more efficiently you can convert.

~
~
#0
"locate object"
Locate Object
Bounty Hunter  25th Level
Smuggler       50th Level

Usage: conc 'locate object' <object>

Using Locate Object, it is possible you will know exactly where an
object is, or the name of the person using it.  If more than one object
by the same name exists, you will get a listing of several objects. The
maximum number of objects you can simultaneously locate depends
on your level.
~
smuggler "bounty hunter" concentrate force
~
#0
"locate spice"
Locate Spice

Spice Dealer 20th Level

Usage: conc 'locate spice' <spice item>

Using Locate Spice, it is possible to will know exactly where a
piece of spice is, or the name of the person using it.  If more than
one spice by the same name exists, you will get a listing of several
spices.  The maximum number of spices you can simultaneously locate
depends on your level. The advantage of this over locate object is
you will only locate spices and no other similiar named item types
will show up in your scan.

See also: CONCENTRATE, SPICE DEALER, SPICE, ADDICTION

~
~
#0
mask
Mask

Jedi Knight  18th Level
Sith         19th Level

Usage: conc 'mask' <victim | object>

Mask allows the person to warp light around his or her body thus
making them masked to all but those with detection equipment.

Attacking while masked will immediately reveal your presence.

See also: CONCENTRATE, FORCE, DETECT MASKING, JEDI KNIGHT

~
~
#0
"mind trick"
Mind Trick

Jedi Knight  26th Level

Usage: conc 'mind trick' <victim> (action)

The force can have a strong influence over the weak minded.
Mind Trick will use the force to strongly suggest that your victim do
your bidding.  Unlike the more powerful sith spell 'control mind', which 
completely takes over the victim's will, mind trick suggests that a 
character perform a single action.

Example:
conc 'mind trick' stormtroooper say These are not the droids we're looking for.

Mind Trick has no affect over droids or stronger willed people (players, 
some mobs).

Game Specifics:
Mobs that can't be controlled will only accept movement commands.
Mobs that do not wander will not accept movement commands.
For balance and to preseve some skills, mobs will not perform some actions. 
  (eg. Hit, punch, sweep, follow, rescue, sleep)
When giving a command the mud first checks to see if it is an abbreviation of
a prohibited action.  You must give enough of the command to distingish them.
  Example: 'steal' is a prohibited action.  If you order a mob to stand by
  typing 'st' then the mud will see this as an abbreviation of a prohibited 
  action and deny it.  You would have to order the mob to 'sta' to 
  distinguish the command.  When in doubt, type it out.
See also: CONCENTRATE, FORCE, JEDI KNIGHT

~
concentrate force "jedi knight"
~
#0
mutate
Mutate

Not Assigned

Usage: conc 'mutate'

Mutate forces a random mutation on the victim that can do a wide
variety of negative or beneficial effects.

See also: CONCENTRATE, FORCE

~
~
#0
"normal fighting"
Normal Fighting
Usage: normal

Normal fighting is a balance of offensive and defensive tactics.  When fighting
in this way you will receive no bonuses and no penalties when fighting.

Use the normal command to turn off offensive and defensive fighting modes.
~
"offensive fighting" "defensive fighting"
~
#0
"null blade"
Null Blade

Usage: Object Affect Only

Similar is purpose to Null Space, a Null Blade affect on weapon or 
armor produces a small field around a weapon that is empty of force
energy.  This allows the user to cut through the Jedi Sanctuary 
power like butter, thus no damage reduction will occur.  True Jedi
powerful in the force can resist this affect however, and resist
the Null Blades affects.  Strong amounts of the Dark Side also
negatively affects Null Blade.  If the user of Null Blade is affected
by antisanct, Null Blade will have no effect.

See also: CONCENTRATE, FORCE, NULL SPACE

~
~
#0
"null space"
Null Space

Not assigned

Usage: conc 'null space'

Null Space drains the force from a room for a short duration until
it naturally replenishes itself.  During this time, the room will
be nomagic.

See also: CONCENTRATE, FORCE

~
~
#0
"offensive fighting"
Offensive Fighting
All classes level 48

Usage: offensive

A more experienced combatant may choose to implement offensive fighting
tactics, focussing on finding weak spots in his enemies defenses.  Such an
aggressive fighting style, however, often leaves you open to attacks from 
your enemy.  Those using offensive fighting will be hit more often than 
usual.
~
"defensive fighting" "normal fighting"
~
#0
"overcharge blaster"
Overcharge Blaster
Gunslinger Level 9

Usage: conc 'overcharge blaster' <weapon>

Overcharge Blaster will enhance a blaster to do more damage in combat.
The overcharge is not permanent and will wear off over time.
~
gunslinger
~
#0
"patch shields"
Patch Shields
Pilot Level 8

Usage: conc 'patch shields'

All pilots need to have rudimentary knowledge of shoring up weak spots
in their shields.  They are not exactly fast at this, and cannot 
patch shields in the middle of combat.

The amount of shields repaired depends on the size of your ship.

~
~
#0
peace
Peace

Jedi Knight  43rd Level

Usage: con 'peace' <target>

Peace enables a Jedi to end combat immediately, either one he is
involved in, or another fight.  It does not prevent an aggressive
mob from attacking again however.

See also: CONCENTRATE, FORCE, JEDI KNIGHT

~
~
#0
"peace aura"
Peace Aura

Jedi Master 64th Level

Usage: conc 'peace aura' <victim>

Peace Aura surrounds a Jedi in a zone of peacefulness.  While under the
effects of the aura, aggressive mobs will feel calm and more often than
not, decide against attacking you or anyone else with peace aura on them.
Aggressive high level mobs may be able to fight through your peaceful
aura and still attack you.

See Also: PEACE

~
~
#0
poison
Poison
Smuggler  25th Level

Usage: conc 'poison' <victim | food | drink | stab weapon | throw item>

Casting Poison on food or drink (containers) will poison it.  Eating
poisoned food/drinks will poison the person eating or drinking.

Casting Poison on a Dagger type weapon will coat the blade in a
deadly poison, delivering poison damage to your enemy while you
fight him or her.  The poison on your blade will wear off eventually.

Poison can also be placed on throwing weapons, and will stay until
the item is used.  Poison can only be placed if there is an open
spell effect spot on the item. (there are two in total)

A person who is poisoned will suffer damage every hour, lose
strength, and gain less points than usual.

Poison can only be cast on other individuals, mobs or objects in
your inventory.
~
"remove poison" "detect poison" smuggler
~
#0
"rapid fire"
Rapid Fire
Gunslinger Level 7

Usage: conc  'rapid fire'

Rapid Fire increases the quickness of a gunslinger for a period
of time.
~
gunslinger
~
#0
"remove force"
Remove Force

Technician  56th Level

Usage: conc 'remove force' <target>

Casting remove force on an object allows a Technician to remove the
force infused in the object thus taking away the MAGIC flag and all
afflictions making it able to be enhanced (giving it the NOBITS flag).

See also: CONCENTRATE, FORCE, ENHANCE ARMOR, ENHANCE WEAPON, 
		  TECHNICIAN
~
~
#0
"remove mask"
Remove Mask
Technician  18th Level

Usage: conc 'remove mask' <victim | item>

Remove Mask will remove the affects of masking from a victim or an
object.

See also: CONCENTRATE, MASK, TECHNICIAN

~
~
#0
"remove poison"
Remove Poison

Jedi Knight  22nd Level
Medic        22nd Level

Usage: conc 'remove poison' <victim | food | drink> 

Remove Poison will remove the affects of poison from a victim or an
object.

See also: CONCENTRATE, FORCE, POISON, DETECT POISON, JEDI KNIGHT,
		  SMUGGLER

~
~
#0
"repair hull"
Repair Hull
Space Engineer Level 60

Usage: conc 'repair hull'

This ability allows you to repair your ships hull while in space, 
even when in combat.  This is great for emergency repairs when
you are about to blow.  50 units of Duranium are used everytime you
repair your hull, even if you are already at 100%.

The amount of hull repaired depends on the size of your ship.

~
"space engineer"
~
#0
"repair shields"
Repair Shields
Pilot Level 35

Usage: conc 'repair shields'

With this ability, a pilot can repair his/her shields while in
space, even when in combat.  This is great for emergency repairs when
your shields are getting low.

Due to their knowledge of spacecraft, Technicians, and to a lesser
degree Smugglers will repair more shields than other classes.

The amount of shields repaired depends on the size of your ship.

~
~
#0
sanctuary
Sanctuary

Jedi Knight  58th Level

Usage: conc 'sanctuary' <self>

When protected by Sanctuary Jedi will only receive 1/2 the normal
damage caused by a particular blow.  Non-Jedi protected by Sanctuary
will only receive 3/4 normal damage.

See also: CONCENTRATE, FORCE, ARMOR, BLESS, JEDI KNIGHT

~
~
#0
safemode
Safemode

Usage: safemode

Turning Safemode on will keep you from hitting Players when you use
room target spells like Earthquake, or skills like Berserk.  
~
~
#0
sabotage
Sabotage
Technician  26th Level

Usage: conc 'sabotage' <victim | object>

Once a technician is experienced in the ways of sabotage he can 
permanently sabotage objects and leave them for unsuspecting victims.

A technician can also sabotage the equipment worn by a person, but without
having a specific item to hold and work on closely, the effect is only 
temporary.

Sabotage aimed at a person (that fails the saving throw), will reduce
their hitroll.  The effect is not cumlative and failing to sabotage
successfully will cause the target to be very unhappy.

When used upon objects of type:
Weapon - Reduced the players hitroll during combat.  
Armor - Negates the ac value of the armor when worn (AC 5 acts like AC -5)
Spell Casting Objects (PDP, Identify, Staves, Wands, etc) - Causes spell 
to fail.
 
Sabotage can only be detected by experienced technicians.

~
technician repair force concentrate inspect
~
#0
inspect
Inspect

Technician 24th Level

Usage: conc 'inspect' <object>

The first step in learning the ways of sabotage is to learn to recognize
the work of others.  This skill allows the tech to detect sabotage in any
object he possesses.

See also: SABOTAGE, REPAIR 

~
~
#0
"self repair"
Self Repair

Cyborg  65th Level

Usage: conc 'self repair'

Through the use of Self Repair, Cyborgs are able to command their
body to repair itself.  Tiny synthetic microbes build, stretch, and
repair the body into what it once was.

See also: CONCENTRATE, FORCE, CYBORG

~
~
#0
"sense force"
Sense Force

Usage: conc 'sense force' <target>

Jedi Level 2
Sith Level 2

Sense Force allows you to determine the strength of an individual in 
the force.  It also can determine the extent to which your target has
used his or her power.

Darth Vader: "The force is strong with this one."

See also: CONCENTRATE, FORCE, SITH, JEDI KNIGHT

~
~
#0
"sense life"
Sense Life
Bounty Hunter   15th Level
Jedi Knight     36th Level
Sith            36th Level

Usage: conc 'sense life'

Sense Life allows the caster to sense the presence of a player or
monster in the room which is hiding.  The true identity will remain
hidden however.  Invisible persons are also considered hidden.
~
hide mask "bounty hunter" "jedi knight" sith
~
#0
"sleep spell"
Sleep (Spell)
Jedi Knight  45th Level

Usage: conc 'sleep' <victim>

The SLEEP spell forces the victim into a magical sleep such that they
cannot be awakened until the spell wears off.

If failing saving throw versus spell, the person will fall asleep.
A person who is affected by sleep can only be awakened if attacked.
~
concentrate force sleep wake "jedi knight"
~
#0
"spike spice"
Spike Spice

Spice Dealer 15th Level

Usage: conc 'spike spice' <spice item>

This ability allows a Spice Dealer to spike a piece of spice in a bad
way, changing its effects to some very negative ones.  The spice
still looks the same, however, leading to some nasty consquences
if the unknowing consumes it.

See also: CONCENTRATE, SPICE DEALER, SPICE, ADDICTION

~
~
#0
strength
Strength
Sith         21st Level
Jedi Knight  50th Level

Usage: conc 'strength'

Force users can channel the force through themselves to increase their
physical strength.  Higher level Force users can increase their strength
more than lower levels.  The spell is NOT cumulative and can only be 
cast on oneself.

~
sith force concentrate
~
#0
summon
Summon

Technician  58th Level

Usage: conc 'summon' <victim>

Summons transports a person to the technician's location.  

Using a device implanted into his hand.  A technician may open a
portal in the fabric of space that draws the target into it transporting
him to the teachnichan. 

In rare instances the portal has been known to summon unfriendly spirits
from the realms beyond the living.

You can always summon any player who has nosummon protection turned off.

Non player killers:
   You may not summon a player who has nosummon protection on.

Player killers:
   You can struggle against the power of another player killer's nosummon 
   protection, but it is not easy and may take several regenerations of 
   mana to do so.  Your chances increase or decrease depending on your 
   own level compared to your victim's but it is never and easy task.

See also: CONCENTRATE, FORCE, NOSUMMON, TECHNICIAN






















~
~
#0
sustain
Sustain
Jedi Knight  6th Level

Usage: conc 'sustain'

This ability will allow jedi to sustain themselves on the food and 
water they have consumed for alot longer.  They will not get hungry
or thirsty as fast.  It will not prevent penalties caused once 
thirst and hunger pains set in, however.






















~
~
#0
"treat minor wound"
Treat Minor Wound

Medic Level 1

Usage: conc 'treat minor' <victim>

Uses medical knowledge that treats and repairs light wounds and
bruising.  The healing process occurs over a 15 second time
period.

See also: MEDIC






















~
~
#0
"treat moderate wound"
Treat Moderate Wound

Medic Level 10

Usage: conc 'treat moderate' <victim>

Uses medical knowledge that treats and repairs moderate wounds.
The healing process occurs over a 15 second time period

See also: MEDIC






















~
~
#0
"treat serious wound"
Treat Serious Wound

Medic Level 30

Usage: conc 'treat serious' <victim>

Uses medical knowledge that treats and repairs serious wounds.
The healing process occurs over a 15 second time period

See also: MEDIC






















~
~
#0
"treat group wounds"
Treat Group Wounds

Medic Level 16

Usage: conc 'treat group' <victim>

Uses medical knowledge that treats and repairs minor wounds on every
member of the Medic's group. The healing process occurs over a 15 
second time period

See also: MEDIC






















~
~
#0
"treat greater group wounds"
Treat Greater Group Wounds

Medic Level 40

Usage: conc 'treat great' <victim>

Uses medical knowledge that treats and repairs major wounds on every
member of the Medic's group. The healing process occurs over a 15 
second time period

See also: MEDIC






















~
~
#0
"vitality boost"
Vitality Boost

Medic Level 12

Usage: conc 'vitality boost' <victim>

Restores a moderate amount of vitality (moves) to the target.

See also: MEDIC, LESSER VITALITY BOOST, GREATER VITALITY BOOST






















~
~
#0
"word of recall"
Word of Recall
Bounty Hunter  50th Level

Usage: conc 'word of recall' 

Word of Recall transfers the caster back to the safety, or relative
safety, of the Mos Eisley Space Port.
~
"bounty hunter" recall force concentrate
~
#101
aedit
Aedit

Usage: aedit <social name>
Level: 43 (Captain)
 
AEDIT is an online social editor.  It is used to edit and create socials.
After using aedit be sure to save the changes perminantly by typing:

  > aedit save
(NOTE: You must have an OLC number of 0 to save/edit actions.)

Example:
  > aedit smile


























~
~
#101
advance
Advance
Usage: advance <victim> <level>

ADVANCE moves a player to a new level.  If used to promote a player to an
immortal level, and if you have the autowiz program installed, the wizlist and
immlist will automatically be recreated.  Can also be used to reduce a
player's level.

Example:

  > advance Exar 34


















~
set
~
#101
approve deny
Approve & Deny
Usage: Approve [character]
	   Deny <character>

APPROVE will approve a character name, allowing the character to continue
to gain exp.  Currently the cap for unapproved characters is 100K xp.
Approve used alone will list all the character names awaiting approval.
Deny will prevent the character from gaining experience.

~
~
#0

At
Usage: at <room VNUM | item | mob | player name> <command> <arguments>
Level: 41 (Hero)

AT can be used to perform an action in a location other than where you are
standing.  The first argument can be a virtual room number or the name of a
character or object.  The remainder of the line is passed to the command
interpreter.

Examples:

  > at 3001 look
  > at Stormtrooper kill citizen
  > at 3.corpse get all corpse
  > at Thor wave Thor

See also: GOTO

~
~
#101
ban unban
Banning

Usage: ban [<all | new | select> <site>]
	   unban <site>
Level: 47 (Moff)

These commands prevent anyone from a site with a hostname containing the
site substring from logging in to the game.  You may ban a site to ALL, NEW
or SELECT players.  Banning a site to NEW players prevents any new players
from registering.  Banning a site to ALL players disallows ANY connections
from that site.  Banning a site SELECTively allows only players with site-ok
flags to log in from that site.  Ban with no argument returns a list of
currently banned sites.

Unban removes the ban.

Examples:

  > ban all whitehouse.gov
  > unban ai.mit.edu

See also: WIZLOCK

~
~
#101
bestow
Bestow
Level: 101
Used to give quest points to mortals.
Usage: bestow <name> <number>
Can give negative points if you need to punish or adjust
a player's score.

~
~
#101
call
Call
Level: 101
Used to call a room to order.
Usage: Call <Order/<Player>/Adjourn>
Call Order - 
When used, flags the room order, in which, mortals are
restricted to two commands.  Recall and Raise.  Raise 
shows them raising their hand, asking for the floor to
speak.  
Call <Player> -
When used on a player, it will allow the player to use any
commands.  To remove the ability of this player to use
any commands, call self, or call order again.
Call Adjourn - 
Removes the Order flag from the room, returning the room to
its natural state of being.

~
~
#0
date
Date
Level: 101
Shows the current real time. (Not a social)

~
~
#101
dc
DC
Usage: dc <descriptor number>
Level: 46 (Governer)

DC (DisConnect) is used to disconnect a socket.  If used on a playing socket,
the player will lose his/her link, but, unlike PURGE, will not extract the
player or dump the player's inventory on the ground.

DC is also useful for disconnecting people who have accidentally left
themselves at the main menu, or connections sitting in the "Get name" state.

See also: USERS

~
~
#101
echo gecho qecho send
Echo, Gecho, Qecho, Send
Usage: echo <message>
	   gecho <message>
	   send <victim> <message>
	   qecho <message>

Level(s): Echo(43/Commander) Gecho(46/Governer)
Qecho(43/Commander) Send(44/Senator)

ECHO displays a string to everyone in your room.
GECHO displays the string to everyone in the game.
QECHO displays the string to everyone with the QUEST flag.
SEND displays the string to a particular person.

Examples:

  > echo Hi, everyone in the room.
  > gecho Hi, everyone in the game, isn't this annoying?
  > send Thor You are being watched.

~
~
#101
wizforce
Force

Usage: force <victim | all> <command> <arguments>
Level: 47 (Moff)/ 48 (General) for FORCE ALL
FORCE forces a character, either monster or player, to perform a certain
action.  FORCE ALL forces everyone in the game; FORCE ROOM forces everyone in
your room.

Example:

  > force fido drop meat
  > force all save
  > force room look fido

If you are invisible to the one being forced, the force will be performed
silently.

~
~
#101
freeze thaw
Freeze & Thaw

Usage: freeze <victim>
	   thaw <victim>
Level: 46 (Governer)

FREEZE, originally invented here at CircleMUD (we think), is used to prevent
a player from playing.  If frozen, the game will ignore all commands entered
by the player, including QUIT, until the player is unfrozen with THAW.

Obviously, this command should only be used in extreme disciplinary
circumstances.

See also: SET -> FROZEN

~
~
#101
goto teleport transfer
Goto, Teleport, Transfer

Usage: goto <location>
	   trans <victim>
	   teleport <victim> <location>
Level(s): Goto(41/Hero) Trans/Teleport (45/Lord)

These commands are used to transports yourself and others to different rooms.
GOTO allows you to go to other rooms; TRANS transports a person from wherever
they are to the room YOU are in; TELEPORT transports your victim to some other
location.

For both GOTO and TELEPORT, the location specifier can be either a virtual
room number, or the name of a character or object.

For TRANS, you may include the bit QUEST.  Trans quest will transfer all
people with their quest channels on to you.

Examples:

  > goto 3001
  > goto Thor
  > trans Paradox
  > teleport Thor 3001
  > teleport fido 2.fido
  > trans quest

See also: POOFIN, POOFOUT, SET -> ROOM, WIZAT


























~
~
#101
handbook
Handbook

Usage: handbook
Level: 41 (Hero)
Guidelines for having an Immortal character -- you should read it.


























~
~
#0
hcontrol
Word of Recall

Usage: hcontrol build <house vnum> <exit dir> <player name>
	   hcontrol destroy <house vnum>
	   hcontrol pay <house vnum>
	   hcontrol show
Level: 45 (Lord)
House control, controls the addition, removal, and payments of houses.
Hcontrol show will show all the houses currently defined in the game
along with their last 'rent' payment date.

See also: HOUSE, HOUSES


























~
~
#101
holylight
Holylight

Usage: holylight
Level: 41 (Hero)
A toggle which allows you to see:
   Invisible people and objects, even if you don't have 'detect invisibility'
   Hidden people, even if you don't have 'sense life'
   Dark rooms, even if you don't have a light

It is expected most immortals will keep HOLYLIGHT on most of the time;
it exists so that you have the ability to see what mortals see for
debugging purposes.


























~
~
#101
deice ice
Deice

Usage: ice <player> || deice <player>
Level: 43 (Captain)
Ice is a command used to remove a player from the game.  It is
used when a player has broken rules, or simply causing problems for
other players.  Deice removes them from the ice box, and puts them
in the Mos Eisley Space Port.
(NOTE: Icing someone gives them a probation flag.)


























~
~
#101
imotd
Immortal Message of the Day

Usage: imotd
Level: 101 (Hero)
Displays the Immortal message of the day.  This file usually contains
new information on commands recently added, new features and other
important information that immortals should be aware of.

See also: MOTD


























~
~
#0
invis
Word of Recall

Usage: invis [level]
Level: 41 (Hero)

INVIS sets your invisibility level.  With no argument, invis toggles between
making you fully visible and fully invisible.  If you specify a level, only
people at and above the level you specify will be able to see you.

Examples:

  > invis
  > invis 31

See also: VISIBLE


























~
~
#101
last
Last

Usage: last <player_name>
Level: 44 (Senator)
For checking the last time a person logged on, their sitename, and their
ID number.

Example: 

  > last Phule
[ 9885] [12 Bounty Hunter] Phule        : 127.000.000.001    : Wed Mar 13
13:30:39 1994


See also: STAT


























~
~
#101
load
Load
Usage: load <mob | obj> <virtual number> <# of copies>
Level: 47 (Moff)

LOAD is used to create mobiles and objects.  The first argument specifies if
you are trying to load a mobile or an object; the second is the virtual
number.

Example:

  > load obj 3099
  You create a bulletin board.

  > load mob 3005
  You create the receptionist.

















~
vnum
~
#101
logs
Logs

Usage: logs <file> <num lines>
Level: 41 (Hero)

File options:
bug            ../lib/misc/bugs
typo           ../lib/misc/typos
ideas          ../lib/misc/ideas
xnames         ../lib/misc/xnames
levels         ../log/levels
rip            ../log/rip
players        ../log/newplayers
todo           /home/revenge/shared/todo/
rentgone       ../log/rentgone

Logs allow an immortal to check on deaths, new players, bugs, typos etc.
The logs are only updated after a crash or reboot.  This command is very
useful when checking to see if what a player is telling you is true.

todo list is synched between muds, so you can edit it from either TM or
Production mud.

logremove command will allow you to remove lines from a specific file.
usage: logremove <file> <line #>
~
~
#0
mute unmute
Mute

Usage: mute <victim> [<hours>]

MUTE is used to shut a player up.  When muted, a player will not be able to
use most communication channels until he/she is unmuted. If used on a player
who is already muted, it will UNMUTE them.
Optionally you can specify an <hours> argument which will mute the player
for <hours> of IRL playtime hours. 

See also: FLAGS


























~
~
#101
mlist olist rlist
Olist, Mlist, Rlist

Usage: mlist <begining number> <ending number>
Usage: rlist <begining number> <ending number>
Usage: olist <begining number> <ending number>
Level: 45 (Lord)

The list commands are used to show all the mobs betweenthe numbers one
enters.  It is useful when checking for the last number used in a zone.


























~
~
#101
nohassle
Nohassle

Usage: nohassle
Level: 41 (Hero)
Toggles a flag to prevent aggressive monsters from attacking.


























~
~
#0
notitle
Notitle

Usage: notitle <vicitim>
Level: 44 (Senator)

Prevent players from being able to set their own titles; i.e., if the
player consistently has an offensive title.  The definition of offensive
is left as an exercise for the reader.

See also: TITLE


























~
~
#101
nowiz
Nowiz

Usage: nowiz
Level: 41 (Hero)

Allows you to hear or ignore messages coming over the wiznet.

See also: WIZNET


























~
~
#0
olc
OLC

Usage: olc
Level: 41 (Hero)

Olc simply lets one check to see if all the data created online has
been saved yet.


























~
~
#0
medit oedit redit zedit
Word of Recall

Usage: oedit <number>
Level: 41 (Hero)

These edit commands are used to create zones/areas online.
They're fairly self-explanitory.  Oedit is object edit,
Redit is room edit, and so on. Rember, you must save your
work when you're done. (oedit save/medit save)

>Example:  oedit 1100
This would bring up the object 1100, from which you can edit
the object file.

See also: OLC


























~
~
#0
outlaws
Word of Recall

Usage: outlaws
Level: 41 (Hero)

This command will list where all current player outlaws are within
the game to help you monitor any potential problems.


























~
~
#0
page
Word of Recall

Usage: page <player | all> <message>
Level: 41 (Hero)

PAGE is used to send a message, along with a beep, to another player.  Use
PAGE ALL to send a message and a beep to everyone in the game.

Examples:

  > page Exar Hey, are you still at the keyboard?
  > page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES

Do not abuse this command.


























~
~
#0
pardon
Word of Recall

Usage: pardon <victim>
Level: 48 (General)

Removes killer and thief flags from a player.


























~
~
#0
poofin poofout
Word of Recall

Usage: poofin <message>
	   poofout <message>
Level: 41 (Hero)

Sets the message seen by players when you use GOTO to move to a different
room.
POOFIN with no argument resets your poofin to the default "An enormous ship
lands and <name> hops off."
POOFOUT with no argument defaults to "<Name> enters a personal shuttle and
lifts off."
You can put your name anywhere in the message.

See also: GOTO


























~
~
#0
purge
Word of Recall

Usage: purge [name]
Level: 47 (Moff)

Purge destroys things.  If used with no arguments, it will clear a room of all
mobiles and objects, but will not harm players.  If the argument is an object,
that object (and all of its contents, if any) will be destroyed.  If the
argument is a mobile, the mobile will be destroyed, leaving its inventory and
equipment lying on the ground.

If the argument is the name of a player, the player's inventory and equipment
will drop on the ground and the player will lose his/her connection.  For this
reason, PURGE should only be used on players in disciplinary situations.

Examples:

  > purge
  > purge Thor    *grin*
  > purge sword
  > purge dragon

See also: DC


























~
~
#101
wizload
Wizload

Usage: wizload < '*' | all | file >
Level: 47 (Moff)

Wizload is used to reload text files such as the MOTD from disk into memory.
wizload * reloads all the text files below.

Valid files are:

  background (/mud_dir/lib/text/background)
  credits    (/mud_dir/lib/text/credits)
  handbook   (/mud_dir/lib/text/handbook)
  help       (/mud_dir/lib/text/help)
  immlist    (/mud_dir/lib/text/immlist)
  imotd      (/mud_dir/lib/text/imotd)
  news       (/mud_dir/lib/text/news)
  motd       (/mud_dir/lib/text/motd)
  info       (/mud_dir/lib/text/info)
  policy     (/mud_dir/lib/text/policies)
  wizlist    (/mud_dir/lib/text/wizlist)
  xhelp      (/mud_dir/lib/text/help/*)
  pages      (/mud_dir/lib/text/pages)


























~
~
#0
restore
Word of Recall

Usage: restore <player | mobile>
Level: 49 (Grand Admiral)

RESTORE restores a player or mobile to full hit, mana, and movement points.
If used on immortals, it also sets all skill levels to 100%.


























~
~
#0
return
Word of Recall

Usage: return
Level: 1 (No reason to use w/out switch...)

RETURN returns you to your regular body if you are switched into a mob.

See also: SWITCH


























~
~
#101
roomflags
Roomflags

Usage: roomflags
Level: 41 (Hero)

Toggles a flag which causes the virtual room number and room flags, if any,
to be displayed next to room names.


























~
~
#101
set
Set

Usage: set [ file | player ] <character> <field> <value>

SET is an extremely powerful command, capable of setting dozens of aspects of
characters, both players and mobiles.

SET PLAYER forces set to look for a player and not a mobile; useful for
players with names such as 'guard'.

SET FILE lets you change players who are not logged on.  If you use SET FILE
on a player who IS logged on, your change will be lost.  If you wish to set
a player who is in the game but is linkless, use set twice -- once with the
FILE argument, and once without -- to make sure that the change takes.

For toggled fields (BINARY), the value must be ON, OFF, YES, or NO.

The following are valid fields:

Field          Level Required   Who     Value Type   Decription
-----------------------------------------------------------------------------
brief          LVL_GOVERNOR     PC      BINARY       Brief mode
invstart       LVL_GOVERNOR     PC      BINARY       Invisible @Start
title          LVL_CAPTAIN      PC      MISC         Player's title
nosummon       LVL_GOVERNOR     PC      BINARY       NOSUMMON flag
maxhit         LVL_GR_AD        BOTH    NUMBER       Max HP
maxmana        LVL_GR_AD        BOTH    NUMBER       Max mana
maxmove        LVL_GR_AD        BOTH    NUMBER       Max movement
hit            LVL_GR_AD        BOTH    NUMBER       Current HP
mana           LVL_GR_AD        BOTH    NUMBER       Current mana
move           LVL_GR_AD        BOTH    NUMBER       Current movement
align          LVL_GOVERNOR     BOTH    NUMBER       Alignment
str            LVL_GENERAL      BOTH    NUMBER       Strength
stradd         LVL_GENERAL      BOTH    NUMBER       Additional STR(18/xx)
int            LVL_GENERAL      BOTH    NUMBER       Intelligence
wis            LVL_GENERAL      BOTH    NUMBER       Wisdom
dex            LVL_GENERAL      BOTH    NUMBER       Dexterity
con            LVL_GENERAL      BOTH    NUMBER       Constitution
cha            LVL_GENERAL      BOTH    NUMBER       Charisma
sex            LVL_GOVERNOR     BOTH    MISC         Sex
ac             LVL_GRGOD        BOTH    NUMBER       Armor class
gold           LVL_GENERAL      BOTH    NUMBER       Gold (On hand)
bank           LVL_GOVERNOR     PC      NUMBER       Gold in bank
exp            LVL_GOVERNOR     BOTH    NUMBER       Experience points
hitroll        LVL_GR_AD        BOTH    NUMBER       To-Hit modifier
damroll        LVL_GR_AD        BOTH    NUMBER       Damage modifier
invis          LVL_MASTER       PC      NUMBER       Invisible (level)
nohassle       LVL_GR_AD        PC      BINARY       NOHASSLE flag
frozen         LVL_FREEZE       PC      BINARY       FROZEN flag
practices      LVL_GR_AD        PC      NUMBER       # of practices
practices2     LVL_GR_AD        PC      NUMBER       # of sec practices
practices3     LVL_GR_AD        PC      NUMBER       # of tert practices
lessons        LVL_GRGOD        PC      NUMBER       # of practices
drunk          LVL_GRGOD        BOTH    MISC         Drunkeness
hunger         LVL_GRGOD        BOTH    MISC         Hrs to hunger
thirst         LVL_GRGOD        BOTH    MISC         Hrs to thirst
killer         LVL_GOD          PC      BINARY       KILLER flag
thief          LVL_GOD          PC      BINARY       THIEF flag
level          LVL_IMPL         BOTH    NUMBER       Level
room           LVL_IMPL         BOTH    NUMBER       Move to room
roomflag       LVL_GRGOD        PC      BINARY       ROOMFLAGS flag
siteok         LVL_GRGOD        PC      BINARY       SITEOK flag
deleted        LVL_IMPL         PC      BINARY       DELETED flag
class          LVL_GRGOD        BOTH    MISC         Class (W/T/C/M)
nowizlist      LVL_GOD          PC      BINARY       Not Wizlistable flag
quest          LVL_GOD          PC      BINARY       QUESTING flag
loadroom       LVL_GRGOD        PC      MISC         Room to load in (#/off)
color          LVL_GOD          PC      BINARY       COLOR flag
idnum          LVL_IMPL         PC      NUMBER       ID Number
passwd         LVL_IMPL         PC      MISC         Player password
nodelete       LVL_GOD          PC      BINARY       Undeletable flag
cha            LVL_GENERAL      BOTH    NUMBER       Charisma
race           LVL_GOVERNOR     BOTH    MISC         Character Race
size           LVL_GOVERNOR     BOTH    MISC         Character Size
MR             LVL_MASTER       BOTH    NUMBER       Magic Resistance
worship        LVL_GENERAL      PC      BINARY       Worship flag
sub            LVL_GENERAL      PC      MISC         Player sub-class
probation      LVL_GENERAL      PC      BINARY       Probation flag
dueling        LVL_GENERAL      PC      BINARY       Dueling Arena flag
olc            LVL_SENATOR      PC      MISC         OLC zone editing
olc2           LVL_SENATOR      PC      MISC         2nd OLC Zone
olc3           LVL_SENATOR      PC      MISC         3rd OLC Zone
addict         LVL_IMMORT       PC      NUMBER       Spice addict number
fakename       LVL_GENERAL      PC      MISC         Player's fakename
outlaw         LVL_GOVERNOR     PC      NUMBER       Ticks on Outlaw flag
factionrank    LVL_HERO         PC      1-9          Rank in a Faction
side           LVL_HERO         PC      0-2          0 - Unaligned
													 1 - Empire
													 2 - Rebel
proflevel      LBL_IMP          PC      NUMBER       Primary Class Level
prof2level      LBL_IMP         PC      NUMBER       Secondary Class Level
prof3level      LBL_IMP         PC      NUMBER       Tertiary Class Level
See also: STAT


























~
~
#101
show
Show

Usage: show <mode> [argument]
Level: 43 (Captain)

Valid Modes:

death          errors         godrooms       houses
player         rent           shops          stats
zones   

The SHOW command displays information.  Some modes of show require additional
information, such as a player name.

   death: Shows all death traps in the game.
  errors: Shows errant rooms.
godrooms: Shows the rooms in the 'god zone'.
  houses: Shows the houses that are currently defined.
  player: Shows player summary information, simply provide a player name.
	rent: Shows the filename and path to a players rent file.
   shops: Shows all the shops in the game and their buy/sell parameters.
   stats: Shows game status information including players in game, mobs etc.
   zones: Shows all the zones in the game and their current reset status.
		  An age of -1 means it is in the 'to be reset next' queue.

See also: STAT, ZRESET


























~
~
#0
shutdown
Word of Recall

Usage: shutdown [reboot | die | pause]
Level: 48 (General)

SHUTDOWN shuts the MUD down.  The SHUTDOWN command works in conjunction with
CircleMUD's 'autorun' script.  If you are not using autorun, the arguments are
meaningless.  If you are using autorun, the following arguments are available:

REBOOT     Pause only 5 seconds instead of the normal 40 before trying to
		   restart the MUD.

DIE        Kill the autorun script; the MUD will not reboot until autorun is
		   explicitly run again.

PAUSE      Create a file called 'paused' in Circle's root directory; do not
		   try to restart the MUD until 'paused' is removed.


























~
~
#0
skillset
Word of Recall

Usage: skillset <name> '<skill>' <value>
Level: 48 (General)

Sets the specified skill to the specified value.

See also: SET


























~
~
#0
slowns
Word of Recall

Usage: slowns
Level: 48 (General)

Toggles whether or not IP addresses are resolved into readable site names.
If slow nameserver is enabled, USERS will show only IP addresses.
(128.123.222.111 etc).

See also: USERS


























~
~
#101
snoop
Snoop

Usage: snoop [player]
Level: 45 (Lord)

Snoop allows you to listen in on another player's session; everything the
player sees or types will be displayed on your terminal preceded by a '%'.

Obviously, there are many ethical considerations to the use of this command; 
snoop should be used minimally, and only for disciplinary purposes.

Type snoop <your name> or just snoop to stop snooping.


























~
~
#0
snowball
Word of Recall

Snowball is just a social -- it prints a funny message, and nothing more.
Level:42 (Commander)























~
~
#0
"combat speed"
Combat Speed 
Mercenary Level 34
Bounty Hunter Level 45

Usage: Automatic

  Through experience and training, mercenaries and bounty hunters can 
increase the speed at which they attack in combat without need for increased
quickness.  Fighters trained skill will attack more often allowing them
to deal more damage.
~
mercenary "bounty hunter"
~
#101
switch
Switch

Usage: switch <monster>
Level: 46 (Governer)

SWITCH is used to take over the body of mobiles; useful for interactive
adventures.  If the monster in which you are switched is killed you will be
returned to your own body.

See also: RETURN


























~
~
#101
syslog
syslog

Usage: syslog [off | brief | normal | complete]
Level:41 (Hero)

The SYSLOG command controls how detailed of an on-line system log you see.
Messages surrounded by '[' and ']' are syslog messages and are in green
if you have color on.

The messages you receive are level dependent.

Examples:

  > syslog complete
  > syslog off

UPDATE: July 2004: A new syslog level, 'extra', is now available, showing everything you
could ever want to know.  Don't turn it on unless you love Spam and have a decent connection.

See also: COLOR
~
~
#101
unaffect
Unaffect

Usage: unaffect <victim>
Level: 46 (Governor) 

Removes all affections (i.e., spell effects) from a player.

See also: STAT


























~
~
#101
users
Users

Usage: users [switches]
Level: 41 (Hero)

USERS gives a list of all sockets (i.e., connections) currently active on the
MUD.  The multi-column display shows the socket number (used by DC), class,
level, and name of the player connected, connection state, idle time, and
hostname.

The following switches are available:

-k or -o   Show only outlaws (killers and thieves).
-p         Show only sockets in the playing sockets.
-d         Show only non-playing (deadweight) sockets.
-l min-max Show only sockets whose characters are from level min to max.
-n <name>  Show the socket with <name> associated with it.
-h <host>  Show all sockets from <host>.
-c list    Show only sockets whose characters' classes are in list.

See also: DC, SLOWNS


























~
~
#101
vnum
Vnum

Usage: vnum <mob | obj> <name>
Level: 45 (Lord)

Gives a list of the virtual numbers of objects or mobiles which have the
specified name.

Examples:

  > vnum obj ring
  1. [  904] a platinum ring
  2. [ 2543] a seashell ring
  3. [ 2588] a small emerald ring
  
  > vnum mob dragon
  1. [    1] Boba Fett
  2. [  908] Yoda
  3. [ 2548] the Master of Illusions


























~
~
#101
vstat
Vstat

Usage: vstat < mob | obj > <virtual number>
Level: 45 (Lord)

Used to stat a prototypical mobile or object by virtual number.

Examples:

  > vstat obj 3000
  > vstat mob 3001

See also: LOAD, STAT, VNUM


























~
~
#101
whois
Whois

Usage: whois <player>
Level: 43 (Captain)

Whois displays a character's class, level, and race.
 >whois phule
>>Bothan Level 21 Bounty Hunter


























~
~
#101
wizhelp
Wizhelp

Usage: wizhelp
Level: 41 (Hero)

Gives a list of the special commands available at your level.

~
~
#101
; wiznet
Wiznet

The immortal communication channel.

Usage: wiznet [ '@' | '+' | '-' | '#' ] [<text>]
Level: 41 (Hero)

Examples:

  >; <text>    - just sends text
  >; @         - shows all gods that are on and visible to you
			   - also shows if the gods who are visible to you are writing

This code was provided by Gnort.

See also: NOWIZ

~
~
#101
xname
Xname

Usage: Xname <name>
Level: 48 (General)

Xname is a command used to make certain names unusable for players.

~
~
#101
zreset
Zreset

Usage: zreset < zone | '*' | '.' >
Level: 47 (Moff)

Used to force a zone to reset.  '*' forces all zones to reset.  '.' forces
the zone you are in to reset.

See also: SHOW -> ZONES

~
~
#101
rclone
Room Clone



Usage  rclone <room number>
Level  101




    This command is used to clone the room you are currently standing in, to a room that already exists.
Warning THIS COMMAND CAN OVERWRITE OLD ROOMS. Please make sure you know what you are cloning to.

~
olc
~
#0
"pirate's guile"
Pirate's Guile
Pirate Level 100 (Available upon Guildmaster Quest Completion)

Usage: pirate

This skill represents the experience of a veteran Pirate. Knowing
the best course of action in any space battle, the pirate can
focus on a plan of action, gaining an advantage during combat
for a short time.

~
space pirate
~
#0
disarm
Disarm
Swindler level 80

Usage: disarm <target>

Using the full strength of his charm and charisma, a skilled swindler can
distract his opponent before deftly knocking their weapon from their hands.
The weapon drops to the ground, leaving the hapless victim much more
vulnerable to attack. This is an offensive skill, any mistakes on the
swindlers part will no doubt cause some form of retaliation.

~
swindler
~
#0
"maintain droid"
Maintain Droid
Technician level 5

Usage: concentrate 'maintain droid' <target>

Being of mechanical construction, droids do not heal, they must be
repaired and maintained by their owners. Technicians can use this
skill to maintain any droids - effectively using nearby scrap metal
to patch any small dents.

















~
technician droid
~
#0
"reconstruct droid"
Reconstruct Droid
Technician Level 54

Usage: conc 'reconstruct droid' victim

Reconstruct Droid will fix a massive amount of battle wounds on a droid.
~
"create droid" technician
~
#0
"overhaul droid"
Overhaul Droid
Technician Level 38

Usage: conc 'overhaul droid' victim

Overhaul will repair battle damage to a droid at
a greater rate than the Repair Droid ability.
~
technician droid "create droid"
~
#0
"repair droid"
Repair Droid
Technician Level 20

Usage: conc 'repair droid' victim

Repair Droid will heal a number of battle wounds (hit points) on a droid.
It is far more effective than the maintain droid ability.
















~
droid "create droid" technician
~
#0
paralyse
Paralyse
   Paralyse has been a player on Revenge of the Jedi since 1999 and an Immortal
since 2000.  As a mortal he was a Rebel and a Sith Lord, and since then, his
alternate characters have been Rebels, Body Guards, Pirates, Defenders and
Droids.    

Fun facts about Paralyse, the Evil Sith Lord:
- Responsible for Bakura, Carida, Kahlia, Deneba, Insanity, and the GG Mall.
- Created the room descriptions for Hyperspace and the Mos Eisley Space Port.
- Developed the "new" jump coordinates 2 purges ago based on a 999-room system that Kahn coded.
- Has run more obscenely difficult quests than any immortal since Tox.
- Created Sauron, Cats, Phonom, the Evil Dentist, Strider, and Evil Paralyse, amongst other quest mobs.
- Does not like to be harassed, especially not while morting.
- Used to be a used car salesman
- Only pkilled 3 mortals in his entire MUD career.
- Was a member of clans AoA, DotF, DKA, MotU, OSM, and MoD.
- Likes to run trivia quests and Ultimate Quests, but hates to run Jr. Pkill and CTFs.

Website: http://come.to/paralyse
~
immortal
~
#0
"jedi order"
The Jedi Order
   The Jedi Order has been in existence for thousands of years.  During this
time, they have trained hundreds of Jedi Padawans and molded them into Jedi
Knights.  Some go on to become DEFENDERs, much like Obi-Wan Kenobi; others
train to become one with the force as JEDI MASTERs, joining Yoda, Mace Windu
and Jorus C'baoth, to name a few.  Luke Skywalker founded the modern Jedi
Praxeum (Academy) on Yavin 4 in the ruins of the Massassi temples as a place to
revive the Jedi Order and bring balance to the Galaxy.  Many of the most famous
of living Jedi can be found there, practicing their skills and attuning
themselves to the powerful Force energies that flow through all living things.
You, as a player, can become a Jedi either by birth (joining the Jedi guild) or
by training latent Force abilities (PRACTICEing your Force skills.  ) If you
choose to join the Jedi guild to fulfill your destiny as a Force talent, you
will automatically become a Padawan in the Jedi Order.  By training your
abilities and interacting with famous Jedi Masters and Defenders in the game,
you can earn promotions within the Jedi Order, growing from a Padawan into a
Lieutenant, a Knight, a Jedi Defender, or a Jedi Master.  But beware -- the
Dark Side is powerful.  Anger, fear, and aggression towards others may result
in you being cast out of the Jedi Order, sending you down a dangerous path
towards corruption and hatred.  Jedi Order members have their own private Force
comlink channel -- the JEDINET.    








~
jedi
~
#0
fly
Fly
   Flying is an ability desired by many races and species and possessed by a
select few.  Toydarians, Qom Qae, and a few other races have wings or the
ability to levitate off the ground.  For other species such as mynocks and
beldens it comes naturally.  There are Force-enabled items that one can find
which will give you the ability to levitate for a few ticks.  This is useful
for traversing rough terrain without losing as many movement points.    

If your race has the fly intrinsic or a fly skill, type: FLY

> fly
Paralyse begins to levitate!  

> fly
You float gently to the ground.

NOTE: Flying and entering space are incompatible. You must stop flying before going into a space area.
Also, you cannot sleep and fly at the same time. (Ya think?)









~
races
~
#0
roleplay
Roleplay
   Enough books have been written on the subject of Role-Playing to fill the
Imperial Libraries.  Generally speaking, role playing is when you create a
personality for your character and play the game according to your character's
personality.  You might roleplay a young farmhand who has always had latent
Force abilities.  Your character would then be a reflection of this
self-created "alter ego".  Roleplaying, while not a large or critical part of
this particular MUD, is nevertheless a good way to meet like-minded SW Fanatics
and/or a way to add a fifth dimension to your MUD experience.  Actions
performed as part of your role play are called IC or In Character actions.  An
Actions performed outside of your alter ego are called OOC or Out Of Character
actions.  IC and OOC have their own channels: IC and COMLINK.    

Example of IC
> emote swings her lightsaber in a deft arc and grins at you.
> say I heard the Rebels have been advancing on the Imperial stronghold at Bilbringi lately.

Example of OOC
> say i got an awesome new video card for my PC today
> emote wants to go see Nickelback in concert tomorrow in Toronto

To begin a roleplaying session, type RP.

***** While in RP mode you are expected to remain IN CHARACTER at all times! *****








~
rp
~
#0
rp
RP
The RP command toggles your ROLEPLAY status.

> rp
You begin a roleplaying session.

When in RP mode, you are expected to remain IN CHARACTER!
You will have access to JEDINET, IMPNET or REBNET
as determined by your faction/class.

***** Please do not talk OOC on these channels! *****

When in RP mode, your character's name and title
will be preceded by your faction or Jedi Order rank.

To leave RP mode, type RP again.








~
roleplay
~
#0
quickness
Quickness
   Quickness determines the number of attacks you receive in a fight each
round.  The higher your quickness, the more likely you are to receive extra
attacks in combat.  There are some spells, skills, and items which will add to
your quickness.    








~
~
#0
constitution
Constitution
   Constitution determines the number of hit points and movement points your
character receives when you start the game.  Constitution also plays a vital
role in regeneration, hitpoint training, and resistance to certain evil special
procedures on mobs.    
~
~
#0
dexterity
Dexterity
   Dexterity is the stat that determines how many items you can carry in your
inventory at once.  It is also critical in determining your ability to fight
with many weapon types, especially daggers and lightsabers.  Dexterity is
useful in space for helping to evade enemy attacks, and on land, increasing
your dexterity will improve the efficiency of skills such as block, dodge, and
adapt.    








~
~
#0
wisdom
Wisdom
   Wisdom determines how quickly your skills and spells improve.  It is also
used when calculating how many practice sessions are needed to train a skill,
and it helps determine how many practice sessions you receive each level.  
Several forms of combat take wisdom into account.  Wisdom also affects the
casting cost of spells, but not as much as intelligence.  Healing skills and
spells costs are more affected by wisdom than other spells.    






~
~
#0
intelligence
Intelligence
   Intelligence is used to determine how much mana is needed to cast a given
spell, and helps determine whether or not a given spell will succeed (in
conjunction with your practiced level.  ) Intelligence also increases the rate
at which you learn spells and skills, and gives bonuses in force combat.    
Intelligence has no effect on mana trains.
~
~
#0
building
building
   The areas of the game that you can visit all have one thing in common: they
were all created by someone who had a strong desire to improve upon the world
we MUD in!  Using OLC, the game staff can build new areas, mobs, and objects
for you to play with.  But...  You don't have to be an immortal to build a
zone!  If you have a good zone idea, talk to an immortal or master about
gaining TestMUD building privileges.  There, you will be able to create, debug,
and test your new addition.  If it gets approved by the immortals, it will be
added to the live game for everyone to visit.  Building uses a set of basic
tools: oedit, medit, redit, zedit, sedit, and trigedit.  Each of these tools,
with the exception of trigedit, can be learned very easily.  So don't be afraid
to build if you can't code in C or if you don't have any experience with MUD
design!  Once you're set up to build, the game staff will be around to help you
figure out how to accomplish your design goals.    

- Type "areas" for a list of zones you can visit, along with their creator.
- Type "olc" to see if you are set up with permission to build/edit zones.








~
~
#0
thrain
Thrain

Death by Way of Stones
   Man this is gonna hurt in the morning!  Well I guess it would hurt if you
survived.  You tumble head over foot for what feels like forever, until finally
you reach the bottom and slowly bleed to death due to lack of medical
attention.  Where are those stupid Jedi Knights when you need them?    
Obvious Exits: None. 


                     Episode ?
                   Welcome  to:
               Revenge of the Jedi!
              0) Exit from the game.
            1) Enter Revenge of the Jedi.
          2) Enter description of character.
        3) Read the background story of the game.
      4) Change your character's password.
    5) ***********Delete this character.***********
    Make your choice:
~
~
#0
code "jedi code"
The Jedi Code
There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force.
~
"jedi knight" "jedi order"
~
#0
clans
Clans
   Clans are groups of players that band together!  That's all there is to it.
There are many clans available to choose from.  Each clan has its own
membership requirements: minimum levels, application fees, monthly dues, pk
status, and the like.  Many clans have their own private areas of the game
called CLAN HALLS with shopkeepers, transports, and regeneration furniture.  


To see a list of all clans, type: CLAN INFO
For information on a given clan, type: CLAN INFO clan   e.g. clan info DKA

Typing CLAN by itself will give you a list of clan options (apply, join, deposit, etc.)

Things to remember:
- Clans sometimes go to war with each other. Choose carefully.
- Clans reserve the right to deny anyone membership.
- Using your clan treasury to share funds between characters you own is MULTIPLAYING.
- Equipment left in Clan Halls does NOT stay there after a crash.
- Clan Halls do not provide protection from pkillers in all situations.
- Clan comlink can be seen by Generals and higher-level game staff.

You can create a clan. The fee depends on your level, but usually ranges from 2-4 million credits.
You MUST have two additional people + yourself to form a clan.







~
~
#0
testmud
TestMUD
   TestMUD is the R&D or "beta test" version of RotJ that is kept running by
the Game Staff.  It's where most new zones and code changes are developed,
implemented, and debugged.  TestMUD is also the only place where mortals are
actually allowed to develop and build zones online.  TestMUD is currently run
by the Masters, with Marky and Hawkwind also responsible for the Mortal
Building areas.    

For information on how to connect to TM or build there, please contact a Master.

***WARNING***

TestMUD is a development MUD and always a work in progress. The code is consistently unstable and 
crashes are both common and expected. Please make sure that you are mindful of these facts before
you come and complain to the Masters about how the game crashes every 5 minutes.





~
~
#0
chat
Chat Mode
   In chat mode, anything your character types gets sent as a SAY directly to
the room you're in.  This INCLUDES GAME COMMANDS!    

To turn on chat mode, type: chat
If you need to type a command during chat mode, prefix it with two slashes "//"
To end chat mode, type /s.

Example

> chat
> hey whats up thor?
Mook says 'hey whats up thor'?
> who 50
Mook says 'who 50'
> //sleep
You go to sleep.
> /s
You return to the real world.




~
~
#0
restring
Restring
Level: Immortal

The RESTRING command lets you change an object's name, description, and keywords
without changing the item's stats. It's useful for "personalizing"
equipment for mortals who win quests, or otherwise.

You can restring KEYWORD, SHORT, LONG, and ACTION descriptions.

Restrung items do not have permanence and cannot be reloaded. They must be re-created
from the original object if the wearer loses it to subberdeath, serverdeath, or a DT.




~
~
#101
slist
slist
SLIST generates a list of all shops for a given zone number.
SLIST 32600 32699 would give you a list of all shops in zone 326.




~
~
#101
invstart
Invstart
Usage: invstart (toggles)
Level: 101 (Hero)

The INVSTART command toggles whether or not an immortal enters the game in
INVISIBLE (i101) or visible modes. It can be toggled on or off with
this command.




~
~
#0
rebuild
Rebuild
Space Engineer Level 68

Usage: rebuild wreckage object

With this ability a Space Engineer can rebuild a hull wreck into a workable
ship.  The engineer must be creative in the rebuilding process, and so the
new ship will have little in common to it's original source.  Only the size
of the ship will remain similar, although the more powerful ships will
drop more effective hulls to rebuild.

Some NPC ship technicians can also rebuild wrecked hulls, which are obtained
from destroyed NPC space mobs, but Engineers will on average produce a 
better ship with the same materials.
~
~
#0
pskill
pskill
pskill will allow you to see your levels in the various piloting
skills when you aren't at the Piloting guild.
~
piloting
~
#0
"navigation log"
Navigation Log
Explorer Level 32

Usage: lognav

This skill allows an Explorer to update his or her nav-computer
to store the coordinates of planetary systems that were not originally
on-board.  To utilize, simply put yourself in orbit around a planetary
system you would like to enter into your computer, and use the "lognav"
command.
~
~
#0
"know alignment"
Know Alignment

Jedi Knight 5th Level
Sith        9th Level

Usage: conc 'know align' <victim>

Know alignment allows the caster to divine the true nature of ones spirit.
Know alignment gives a more precise reading than the related spell 'detect
alignment' but must be cast directly upon each victim to be known.
~
"jedi knight" sith alignment "detect alignment"
~
#0
"overlap shields"
Overlap Shields
Fighter Pilot Level 80

Usage: overlap

Using precision flying, a highly skilled fighter pilot can overlap
shields with other players.  In effect, overlapped shields provide
a second layer of protection.  If you have group mates with higher
shield ratings, an attack meant for you will instead carry over
to them. 

This skill can only be used with Bombers or smaller, and is
activated with the overlap command.  It will last for a moderate
duration before it must be re-activated.
~
pilot fighter
~
#0
tox
Tox
   One of the oldest players (time-wise, not age-wise) to grace RotJ with his
presence.  He runs really hard quests, but he is extremely knowledgeable about
the game and very helpful towards newer players.  Tox is responsible for the
Quest Mazes, library quest, Daretta Training, Xizor's Tower, Gulag, and a
number of other well-travelled zones.  He's also (unfortunately) responsible
for releasing Hell on Mos Eisley in the form of Tox's Pet Birdzilla, but that's
another story...    
~
immortal
~
#0
withdrawl
Withdrawl
Naval Officer Level 65

Usage: withdrawl <direction>
       wd <direction>

The withdrawl command allows you to make a withdrawl from a
space combat in a direction of your choosing.  There is a
period of lag that occurs during the withdrawl.
~
"fleet withdrawl" "naval officer"
~
#0
"fleet withdrawl"
Fleet Withdrawl
Naval Officer Level 80

Usage: fwithdrawl <direction>
       fwd <direction>

Fleet withdrawl will bring your entire fleet (group) with
you when you make a withdrawl.  There is a period of lag
that occurs during the withdrawl.
~
withdrawl "naval officer"
~
#0
leadership
Leadership
Naval Officer Level 75

Usage: conc 'leadership'

With leadership a Naval Officer can confer his or her superior
knowledge of fleet combat to the rest of the fleet.  This gives
all members of the Naval Officer's group a accuracy and damage
bonus in space.
~
"naval officer"
~
#0
sprompt
sprompt
sprompt is the command used to set your display prompt when you are in space rooms.

For syntax, see the help file entry for PROMPT.  It is the same as sprompt, except:

-- Use %h and %H for current and maximum hull percentage.
-- Use %s and %S for current and maximum shield percentage.

~
~
#0
exar
Exar
Exar is one of the founders of RotJ and another one of those wacky Death's Domain players.
~
~
#0
iffer
Iffer
Iffer is the fifth original Founder of RotJ. Iffer had a mortal named Gin.
~
~
#0
"combat repair"
Combat Repair
Droid 80th Level

Usage: conc 'combat repair' <target>

With this skill a droid can repair battle damage in the midst of combat.
~
~
#0
status
status
   This command will show you the current status of your ship.  It will list
things like amount of missiles currently loaded.    
~
rearm ship piloting
~
#0
slang
Slang
If you're confused by some of the abbreviations and terms used on this MUD, Paralyse
maintains a "slang dictionary" at the address below:

http://www.geocities.com/paralyse78/rotj/slang.txt

If you'd like to add something to it, please mudmail Paralyse and let him know.
~
~
#0
copyright
Copyright
   Star Wars, its characters, locations, events, and film elements are
copyright Lucasfilm, Ltd.  Improvements over stock (bpl11) CircleMUD that have
been made to this game are copyrighted to Jon Pierce and their respective
owners.  RotJ reserves the right to exercise legal action against unauthorized
use and/or duplication of its ideas, code, concepts, areas, worlds, zones,
objects, mobiles, and locales.  All zones submitted to RotJ become property of
RotJ and the creator cedes any rights to their creation, modification, or
deletion.    

Thank you for respecting our intellectual property.  -- The Game Staff
~
~
#0
"random equipment"
Random Equipment
   Mobiles in the game have a chance to load randomly selected items.  More
powerful mobs generally load better, more powerful random items for you to find
and use.  In addition to armor, there are space-specific items, weapons,
multi-use devices, potions, etc.    
Random equipment also exists in two other forms: "named" and "enhanced" random equipment.
The stats on these types of random equipment can be much greater (or worse) than ordinary random eq.

(normal) a pair of gloves
(enhanced) a pair of gloves of the wampa
(named) Kahn's sparking molytex gloves

In general, all named and enhanced random eq should be scanned...
~
~
#0
furniture
furniture
   Some items within the game can be used as furniture for your characters to
interact with.  Examples might include a tent that can be slept in, or a chair
that can be sat on.  Some furniture will provide a bonus to your regeneration
rate.  Other furniture might actually prove harmful to your regeneration rate!
The key is to use common sense and to look at the furniture before sleeping on
it.  It's doubtful that a stone bench would do much good for your comfort
level, whereas a nice, comfy leather couch would be a much better choice for
your aching bones.  Some furniture is portable and can be carried around with
you.    
~
~
#0
"summon bodyguard"
Summon Bodyguard
Politician level 4

Usage: conc 'summon bodyguard'

With this skill a politician can summon forth a loyal
bodyguard to follow his or her "orders".  The higher
the politicians level, the more powerful the bodyguard.
~
order politician
~
#0
politician
Politician
This Secondary Class is not yet in the game.

Politicans.  Few command love or even respect, but they rule most
worlds in the galaxy.  A politician is equiped with a number of
specialized skills, vastly different than most combative classes.

Politicians are available as a secondary or tertiary class only,
and so can be only trained up to level 40 or 20 respectively.

Skills available to Politicians:

Skill                      Level Learned
------                     -------------
Political Know                   1
Summon Bodyguard                 4
Charisma                         7
Vote                            10
Diplomatic Shuttle              15
~
"lesser classes"
~
#0
dream
Dream
   When sleeping occasionally you will have very realistic dreams.  The good
ones will help you wake feeling much more refreshed than normal, the bad ones,
the nightmares will not be pleasant or have any regenerative qualities.  
Dreams can be affected by your luck rating.  If you have good luck you have a
better chance to dream a good dream, while bad luck will bring on more
nightmares.    
~
sleep
~
#0
hotjump
Hotjump
Transport Captain Level 60

Usage: hj
       hotjump

Transport Captains are the fastest hyperspace navigators in
the galaxy.  Using this skill and speed, they can quickly plot a 
hyperspace jump directly out of combat.

Due to their size, this manuever cannot be performed in a captial
ship.  Also, if there is a chance if they fail they may end up 
in another random place in the galaxy.
~
"transport captain"
~
#0
friend
friend
The command "friend" allows you to select players who will then be given permission to loot (take items from)
your corpse in the event of your death. 

Type "friend" and their name to add them to your list, and repeat the same command to remove them.

Be careful who you entrust with friend status, and only friend someone if you trust them with your equipment and
money.

Friend status does not save over reboots/crashes!
~
~
#0
"invert shields"
Invert Shields
Transport Captain Level 65

Usage: invert

A transport captain with this skill inverts his/her ship, presenting a
fresh shield section to the enemy, and in effect getting a boost in shield
integrity.  Due to both power and manueverability requirements, this can
only be performed with medium and large sized ships, and only once every
2 minutes.  Inverting outside of combat has no effect on shields.
~
"transport captain"
~
#0
sex
Sex
Choose between Male, Female, Neuter (Alien), or Droid.

There are currently no systems in place for inter-character reproduction.
It's not likely that there ever will be.

So if you want kids, make a new character...

There are sexy socials, but not sex socials. Sorry.

- The Game Staff -
~
race class
~
#0
hero
Hero
   At the basic level, Heroes are responsible for handling any simple questions
that the playerbase might have.  They should handle any newbie questions that
aren't already handled by other players.  Heroes help enforce the rules, but
are not responsible for deciding punishments.  Heroes may also run small simple
quests from time to time.    
~
wizlist masters immortal
~
#0
commander
Commander
   Commanders have the same responsibilities as Heroes.  Handling of basic
player questions while also having a bit more authority.  Commanders receive
the mute and the notitle command to help keep general order.  Commanders are
also responsible for fixing typos and room link problems.    
~
master hero wizlist immortal
~
#0
captain
Captain
   At the level of Captain, an immortal is responsible for supervision of the
lower ranked immortals.  A Captains primary function is to let Commanders and
Heroes do their job, stepping in only when they are unable to get a hold of the
situation.  He also deals with faction role-playing, ideally, a captain should
be in charge of one of the factions and work with the player leaders in
creating RP quests and events.    
~
immortal
~
#0
obie
Obie
   Once thought to be dead, this extremely inquisitive animal has roamed RotJ
for many years.  Good at hiding (and seeking if you count to 20 for him) he is
well known as your favorite hippy.  Obie's have been known to run quests from
time to time, most of them concerning SW Trivia or Treasure Collection.  One
should always remember to approach Obie's from the front as they are scared
easily and may leave without warning.  This creatures only known
accomplishments are the planet of Orono and the 30ft Smurf.    
~
immortal
~
#0
senator
Senator
   Senators punish.  They are the ones who handle repeat offenders and other
stickier situations.  Clan administration and cleanup are also their purview.
It is also at this level where they are able to identify the presence of code
errors and inform the appropriate coder.  Senators are also trusted to set
minor game policy, for example, the determination if an act is illegal or not.
  
~
immortal
~
#0
lord
Lords
   High level rules enforcement.  Supervision of lower ranked imms.  Shoulder
to cry on.    
~
immortal
~
#0
dd death's domain
Death's Domain
   If you need to ask, then you have no business knowing.  Talk to one of the
masters or punish yourself accordingly.  Thor, Exar, Raistlin, Thrawn, Tox, and
Obie are all from Death's Domain.    


dd.revealed.net 9400
~
~
#0
map
Map of Mos Eisley
                     MOS EISLEY SPACEPORT
                  (rough image, not to scale)
 
                             Mos Espa (lowbies)
                                |
                             Desert (towards Jabba's Palace)
                     Pirate     |
  Ship to             Ship      |
  Kallistas         (NEWBIE)    |
   (LOWBIE)            |        |
       |----------DockingBays---|---Landing Platform (to Space)
       |                        |
       |                        |
       |                        | [up] = Imp. Training
       |                        |/          (NEWBIE)
       |         Cantina---Space|Port
       |        & Boards        |                      Cryogenist
       |                        |                           |
       |                        |                 /[up]RECEPTION
(NEWB) |  JediKnight Guild---Square---Lucky Despot-
JAWAS  |                        |\[down]
 |     |                        |    Donations
 |     |                        |           
 |     |Force Store  Bakery     |        STORE
 |     |   |          |         |          |
W.Gate--------------------Market|Square-------------------E.Gate----|
   |    |             |         |            |              |       |
   |    | (NEWBIE)   Armory     |       MercenaryGuild      Water   |
   |    |- SCRAP                |                           Shop    |
 JAWAS  |   HEAP           Bank-|           Uncle Juans Eatery      Black
 (NEWB) |                       |                    |              Rock
        |-----------------Common|Square--_-_---------_-            (NEWBIE)
        |                       |        | |         |
        |                       |  Smugglr |    Warehouse
        |   BactaShop      Dump-|    Guild |
        |    |                  |          |
        |----_--------_---------|          |
             |      Dark        |          |
             |      Jedi        |-----------------------_-Casbah
             |--Imp.            |----City  |            |
             |   HQ             |   Hall   |-Bounty   __|_________
             |          ---------          | H. Gld  |Residential |  Safe
             |          |         Jabba's--|_________|___Park_____|- House
             |          |         Townhouse|                    |
             |--------- + -------          |           DROID STORE   
                        |       |          |
                   Tech-|       |          |
                  Guild |       |          |
                        |   Wpn-|----------_-----*<-Pothast Tree
                        |   Shp |          |
                        |       |    Fence-|
                 _______|_______|__________|-+
                 _|          |               |
               |            Zoo (LOWBIE)   ------Nerf Farm
               |                                  (LOWBIE)
          (to Anchorhead)
           (LOWBIE)                        --- Mos Eisley Cartographers
~
~
#101
"quest rules"
Quest Rules for Immortals
These are immortal rules and regulations for running a quest

Quest points- the most quest points any 1 mortal should receive for winning a
a quest is 5 quest point. This is for difficult quests only.
The avg quest should give no more than 3 for a prize.

Prizes- not everyone should always get a prize. The most you should give out for any
quest should be 3 prizes. The prizes given out should represent the difficulty
of the quest itself. If your ever in doubt use the quest shops in the cantina.
There is a mortal off-limits quest shop in rooms 29.80 and 29.79. There you
can find 2 sets of midbie quest eq, one for land, one for space.

One Time Devices- One time devices can be used as a way to make players who don't get a 
full prize feel a bit better about getting nothing. You can give out
extra one time devices (there are several in the quest shop) to people,
exceeding the 3 prize limit. However no more really than 2 or 3 per 
person per quest.

In-game EQ- At no point should in-game eq be loaded for a quest. Loading in game eq completely
destroys the point of even having a max-load system. If the eq is already loaded on
a mob via the zone loading the eq, and you want to use the mob in a quest. Thats
more than acceptable. However acceptable, eq that is naturally loaded on mobs should
count towards the 3 prize limit.
~
~
#0
mook
The Official Guide to Mooks and Mookiness
Are you a mook? Do you think you're good enough to mook with the best mooks of all time?
If you're mooky enough, then you, too, can join the mookiest of mooks in the...

Mook Hall of Fame
-------------

Lobo
Foosha
Balyn
Hotoke
Jeggar
Boar
Graydeath


This file will be updated as mookiness, mook levels, mookishness, and mookosity tend to be highly unstable
factors which often fluctuate unpredictably...

Some of the factors currently used to determine mook rating:

- Hitting an obscene number of death traps
- High level players who don't know anything about the game
- High level players dying to easy mobs or lowbie pkillers
- Making more stupid comments and bad jokes on comlink than other morts
- Spamming the idea file with stupid stuff like "Jedi should get Destruction"
- Cheating or breaking the rules and trying to lie about it or cover it up
- Doing something so utterly stupid and ridiculous, it just HAS to be logged
- Getting your group members killed frequently, often in stupid ways
- Dying to the same mob three or more times in a row in one play session
- Massive subberdeath of containers and rare random eq 
- Making personals with terrible stats just so you can try to look good
- Giving wrong answers to questions
- Getting stuck in stupid situations like being locked in a !magic, !com room with no summoners on
- Exploring the Mandalorian Palace with no bus passes or recall spell
- Sacrificing your SSD Emperor's Malice or Shriwirr and 2 other ships to kill the Ultima.

~
~
#0
"political know"
Political Know
Politician level 1

Usage: Automatic when RP is turned on
       Know (command to see online politicians)
       Polnet <blah blah>

Political know is a politicians ability to monitor current legislative
topics (what is currently under vote), and also their ability to see
what other politicians are participating.  It is purely informational
and not a practicable skill.

Politicians have their own discussion channel called Polnet.  It can
only be used when your RP is turned on.
~
politician
~
#0
vote
Vote
Politician Level 10

Usage: vote <yay/nay>

At level 10 a politician moves from being merely an observer in
legislation, to taking an active part in it's passage.  On a 
scheduled basis (once per mud day), an item will come up for vote.
As long as you have RP on, you will be made aware of this, and can
vote yay or nay on topic.  There is a window of 2 mud hours (2 ticks)
in which to vote.  If you forget the topic up for vote, just type
vote without an argument to see whats currently up.  At the end of
of the voting period, the results will be reported and acted upon.

Some of the current voting topics are as follows,

Levy Taxes - Taxes the non-politician players and gives you the proceeds.
Faction Support - Support either Rebel or Imperial galactic faction rating.
Garrison - Options to add/remove Imperial garrisons on several worlds.
Trade Routes - Create trade routes between systems, adding new mobs.
Crime Laws - If PK ratings are live, this can adjust someone's PK rating.
Research - Promote research, adding random items into the game.

Obviously, we can have alot of fun with this, and will add/adjust voting 
topics at anytime.
~
politician
~
#0
"diplomatic shuttle"
Diplomatic Shuttle
Politician Level 15

Usage: shuttle

With this ability a politician can summon up a diplomatic shuttle to
fly around the galaxy at no cost, if they are ever in need of a ship.
This ship has no real combat capabilities, and just a way to get around.

This skill operates on a one minute timer.
~
~
#0
"quantum armor"
Quantum Armor
A state-of-the art ship armor system developed by Professor Qwi Xux at the top-secret Imperial
Maw Installation, Quantum Armor uses advanced fluid dynamic technologies which allow the metal
of your ship's hull to selectively harden and deform as needed, thus absorbing much of the damage
of a laser beam or projectile attack.

Quantum Armor is extremely expensive and time consuming to manage, and due to the fact that it is
extremely power-intensive, it is currently available only on small ships and fighters.

Quantum Armor, while providing an additional layer of protection, is not going to save you
if your Shield Generator is destroyed and you pick a fight with the Executor.
Nor is it much use if you choose to fly your SunCrusher directly into the sun of Carida...ask Kyp.

Quantum Armor upgrades can only be obtained via Questing. Other than that, your only chance of scoring
this neat enhancement is to find a ship that already has the upgrade performed.
~
~
#0
"gravity well generators"
Gravity Well Generators
Usage: Automatic

Gravity Well Generators were designed by the Empire under Thrawn's command.
They create gravity interdiction fields using powerful miniature black holes.
As any competent pilot knows, a ship must be free of gravity's pull before it can
safely jump into hyperspace...therefore, by equipping Interdictor-class
Star Destroyers with these generators, the Imperials are able to prevent
Rebel fighters and ships from jumping away to the safety of hyperspace.

Because of their size and power requirements, Gravity Well Generators are only
available on Large and Capital ships. They will prevent your enemies from fleeing
combat.

~
~
#0
brainwash
Brainwash
Emperor's Hand Level 80

Usage: brainwash <group mate>

With brainwash, an Emperor's Hand can convince a member of his or her group
to step forward and take attacks meant for the Emperor's Hand.  This hurts,
obviously, so the brainwashed victim will only intercept a percentage of 
attacks based on the Hand's charisma.  Only players in your group can be
brainwashed, those outside your group are not around long enough for you
brainwash, and NPC followers are too simple minded to react quickly enough
to intercept an attack.
~
"emperor's hand"
~
#0
rejuvinate
Rejuvinate
Jedi Master level 90

Usage: conc 'rejuvinate'

This skill represents the ultimate in Jedi healing abilities.
~
"Jedi master"
~
#0
"hull wreck"
Hull Wreck
Hull Wrecks can be rebuilt into ships by master Technicians such as Auran.
~
~
#0
coordinates
Coordinates
To find coordinates to an area in Deep Space, use your navigation computer.
If you do not have a navigation computer or lack the proper data,
you may purchase coordinates from Rekkar's Astrogation in Mos Eisley.
~
~
#0
website
website
Visit RotJ's official homepage, located at http://jedi.betterbox.net/

Thank you for playing Revenge of the Jedi!
~
~
#0
vanquish
Vanquish
Vanquish is used by immortals to remove nasty, unwanted types from this game's player list.
Should you find yourself in a position of being vanquished, pray for mercy.
~
~
#101
logremove
Logremove
Usage: logremove <log> <linenumber>

Logremove is used to remove entries manually from a text file.
Valid log names are typo, bug, or idea.

Example: logremove typo 20     Remove line 20 from "logs typo"

Please use this command with caution, as it is not reversible.
~
~
#100
probation
Probation
Probation is a flag that is set on a player's character to indicate that the player is, or was, in the Ice Box
recently.

While on probation, a player or immortal cannot use most game commands.

Probation can be set as a flag by higher-level Immortals or can be assigned by using the 'ice' command.

Deicing someone with the 'deice' command will remove their probation flag, returning their character
to normal.

SEE ALSO: ICE, DEICE, SET
~
~
#100
busy
Busy
Usage: busy    (toggles on/off)

Busy will set your (busy) flag, during which time, you will be able to send but not receive tells.

Only immortals can set the busy flag.
~
~
#0
quaff
quaff
QUAFF is the command used to consume potions, flasks, flagons, elixirs, etc.

It does not work on normal liquid/drink containers.
~
~
#0
ejectcartridge ejectround loadcartridge loadround sniper
Sniper
   Snipers are a special breed of hunters, with a special talent for dropping
targets from great distrances.  They equip themselves with custom rifles which
contain a projectile-based round system, capable of delivering many kinds of
sniper rounds into the very hearts of their targets.  Sniper weapons also have
a short-range energy based system which is used for closer combat when the
projectile system will not do.    
   Snipers have learned the skill of packing cartridges with ammunition rounds
which are manufactured specially for sniping. Below are the commands used for
manipulating rounds and cartridges for use with sniper weapons.

loadround <cartridge> <round>
  - loads a round <round> into a cartridge <cartridge> in your inventory.
  - Cartridges take a max of 6 rounds, but they may be of varying types.

ejectround <cartridge>
  - ejects the next (chamber-ready) round from a cartridge.
  - Round will appear in inventory.

loadcartridge <cartridge>
  - Loads cartridge <cartridge> from inventory into wielded sniper weapon.
  - A cartridge cannot be loaded into a weapon which is already loaded.
  - All rounds in the cartridge will be inserted into the rifle in the same
    order they appear in the cartridge.

ejectcartridge
  - Ejects the cartridge from a wielded sniper weapon.
  - Cartridge will appear in inventory.
  - Most sniper weapons load in the game with an empty catridge which
    can be ejected and loaded with rounds.

examine <cartridge>
  - the normal examine command, when used on cartridges, will list the
    rounds contained in the cartridge and indicate which round will
    fire next. There is no way to look at the individual rounds loaded
    into a sniper weapon, the cartridge must first be ejected.

* Cartridges can be purchased at the Mos Eisley BH Guild.
* Standard (normal) sniper rounds can be purchased at the BH guild as well.
* Other (non-standard) rounds are available through various means across the
  galaxy. Some example are poisoned sniper rounds, tranquilizing sniper rounds,
  concussion sniper rounds, etc.
~
~
#0
ignore
Ignore
Usage: ignore <playername>

Ignore will block all tells from <playername>. 
This is useful for blocking players who are harassing you via private messages.
To unignore someone, type the command again.
To see your ignore list, type ignore with no arguments.

Ignore lists are not permanent and are reset every time your character enters the game.
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#0
"commando tactics"
Commando Tactics
Commando Level 80 


Usage: Automatic (random, in combat)

The cunning Commando, having studied and fought many opponents, has come to understand
the strengths and weaknesses of many different races.

With their analytical mind, a Commando can often determine the extent of these weaknesses
for a given race or species, such as a vulnerable organ or surface, and can also
seek out places where armor may be missing or insufficient.

The Commando has also honed these methods to be useful against droids, knowing exactly
which motivator or circuit to disable to deliver devastating blows to combat droids.

Commando Tactics are only useful on land, as space tactics require a different approach
to the analysis.

When successful, the blows dealt to your enemy with Commando Tactics will deliver three times
as much damage as an ordinary attack.

The probability of your being able to successfully exploit your enemies' weaknesses
improves greatly with your character's level and with honing the skill through combat.
~
commando
~
#101
moff
Moff
   The final authority in matters concerning players and punishments.  If a
lower level level immortal in unsure of what to do regarding a problem player,
ask a Moff.  Moffs are the lowest level to get the ban and purge commands.    
~
~
#0
cartridge
Cartridge
------------------------------=< Cartridge >=-------------------------------


   Cartridges are used exclusively by Assassins to package ammunition for
sniper weapons. Cartridges may be EXAMINEd to determine their contents,
producing output similar to this:

This cartridge contains:
<position> : <type>
        1  : a poisoned round (next into chamber)
        2  : a poisoned round
        3  : a standard round
        4  : a standard round
        5  : a tranquilizer round

You may eject rounds from a cartridge with the ejectround command,
and load rounds with the loadround command. Cartridges may be ejected
from sniper weapons with the ejectcartridge command, and loaded into
weapons with the loadcartridge command.

Sniper weapons typically load with empty cartridges. You may pack
that cartridge with rounds or use one of your own cartridges. New
cartridges are available in the Bounty Hunters guild, they conform
to a universal standard.

See also: ASSASSIN, SNIPE, LOADCARTRIDGE, LOADROUND, EJECTCARTRIDGE,
          EJECTROUND
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~
#0
"analyze ship"
Analyze Ship
Space Engineer Level 66

Usage: conc 'analyze ship' <ship>

Space engineers deal with spaceships day in and day out, and can quickly
and efficently look over a ship and produce its specifications.

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~
#0
wyld
Helping Wyld
   Are you sure that you could help Wyld?  Is it possible that anyone could
help Wyld?  ; Many would argue that Wyld is beyond help.  ; But we appreciate
your concern.    

We really do.
~
~
#0
forum forums
RotJ Message Forums
The forums are a set of message boards created by the game staff as an alternative to using
the news and social monitors.  Lots of important information on game play, updates, changes
and roleplaying can be found on the Forums, located at:

http://jedi.betterbox.net/cgi-bin/rotjboard/ikonboard.cgi

Thank you for choosing Revenge of the Jedi MUD!
~
~
#101
fecho
Fecho
Fecho, an immortal command to send a message out to all force users.
Jedi, Sith, Defenders, Jedi Masters, Emp Hands, Sith lords.
~
gecho qecho
~
#0
"absorb force"
Absorb Force
Jedi Master level 95

Usage: automatic

  At this level a Jedi Master can absorb offensive force attacks used
against him/her.  This includes powers such as Dark Lightning, and also
Kaiburr crystals.  The chance of absorbing an attack depends on skill
level and attacker and defenders level.
~
jedi master
~
$~
