#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 particularly 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 immediately 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 particularities.    

~
~
#0
"adrenalin boost" "adrenaline boost" boost
Adrenaline Boost
Body Guard Level 100

Usage: boost

To protect their charges to the limits of their ability, bodyguards
have found a way to boost their adrenaline through simple mental
fortitude.  This is not without side effects however, and bodyguards
have learned to not over boost their adrenaline. (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 33

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 92

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 Gamorrean 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 focus when using
some abilities.  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.
~
jedi zap
~
#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.
~
decrypt slicer
~
#0
appraise
Appraise
Merchant Level 1

Usage: appraise <object>

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.
~
merchant "lesser class"
~
#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 mortals and immortals may run them.  Prizes
or gifts from mortal run tournaments must come from mortal
equipment and moneys.  Immortals will not supply any gifts.
~
factions pkilling outpost
~
#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.
~
"ship systems" space
~
#0
block
Block
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.
~
~
#0
bar barricade
Barricade
Usage: barricade <barricadeItem> <direction>
 
Secure an exit using special items designed to block off a pathway.  Mobs
and players trying to leave in the barricaded direction will be unable to
leave the room.
 
However: if there are too many mobs or players in the room, *most* barricades
will be destroyed and allow the person trying to leave to successfully leave
the room.  The same is true for *most* barricades if a player or mobile
is bullheaded enough to continually try and exit by hitting the barricade;
in which case it will disintegrate and allow them to exit the room.
 
There are varying barricades that load across the galaxy.  There are also
randomly generated items that can be used as barricades.  In either case,
all barricades in the game have varying strength and height values which
affect how well they secure a particular exit from being used.
~
barrier
~
#0
backstab
Backstab
Smuggler Level 26
 
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  
------    ----------
 26-39       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 Wounds
Mercenary Level 56

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.
~
merchant "lesser class"
~
#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
~
#5
bash
Bash
Mercenary Level 5
 
Usage: bash <victim>
Usage: bash <direction>
 
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 their 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.
 
Bash can also be used to attempt to knock down doors.  The
chance of success depends greatly upon your strength, your skill,
your health and the hardiness of the door.
 
When attempting to bash down a door one of four possibilities
may result:
1) Your bash is successful.  You knock the door down and your forward 
momentum will carry you into the next room.
2) Your attempt fails, but you cause damage to the door, weakening it
for future attempts.
3) Your attempt fails with no effect.
4) Your attempt fails, but the door is so solid you injure yourself in
the process.
~
mercenary
~
#0
berserk
Berserk
Mercenary Level 44

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 "ship systems"
~
#0
blitz
Blitz
Cyborg Level 100

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 100

Usage: board <target>

Large ships armed with a tractor beam can pull a ship close enough
for its crew to launch an assault boarding operation that will place
charges on the enemy ship and blow its internals to pieces.

Successful boarding operations will always cause damage and have a chance
of destroying the enemy vessel outright based on the enemies size and
damage it has already sustained.

Any mob destroyed by a boarding action will have an increased chance of
dropping a hull since the internals of the ship were the target of the
attack.

This skill has a fairly lengthy reuse timer.
~
~
#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 a-soldier.  The presence of a bodyguard is enough to make any
assassin think twice about their job at hand.

Special skills of a Body Guard:

Skill                    Level Learned
-----                    -------------
First Aid                    60
Search                       65
Pummel                       70
Push                         75
Protect                      80
Hawkeye                      85
Tackle                       90
Group Retreat                95
Adrenalin 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.

Skills available to Bounty Hunters:

Skill                    Level Learned
-------                 ---------------
Kick                          1
Draw                          4
Stun                          7
Sneak                         9
Observe                      12
Snare                        15
Sense Life                   18
Track                        20
Precision Fire               23
Locate Object                26
Defensive Fighting           28
Scan                         30
Ambush                       33
Tracer                       36
Throw                        39
Headbutt                     41
Search                       43
Combat Speed                 46
Offensive Fighting           48
Word of Recall               51
Offhand                      54
Evade                        57
~
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
command
Command
Walker Operator Level 40
Tank Operator Level 40

Usage: hire <hireable mob>

The command skill allows a tank or walker driver to give commands to
crew members inside his vehicle.  All crew members are NPC's and can be
found in certain locations and hired to join your vehicle crew.

To use a crew, your vehicle must have the Crew Space special system.
Up to 4 crew members can be employed in a vehicle and some may die when
a vehicle is destroyed.

Crew Options
------------
Mechanic (max of 2)
Navigator (max of 1)
Co-Pilot (max of 1)
Secondary Gunner (Max of 1)
Primary Gunner (Max of 1)
Assault Trooper (Max of 4)

This skill has not yet been completed.
~
"tank operator" "walker operator"
~
#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.
~
"word of recall" recall explorer
~
#0
camouflage
Camouflage
Commando Level 66

Usage: camouflage

A cunning and stealthy commando paints 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 camouflage has been effectively applied without
trying it out.

Camouflage is affected by your surroundings.  It is very effective in 
forests and rainforests, moderately effective in mountains, hills and fields
and much less effective in cities and indoors.
~
commando blend
~
#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. An Assassin must also 
keep a watchful eye on a captive and won't be able to sleep while 
keeping a hostage. Assassins may only capture sentient beings. Droids
will not break programming to become a hostage, and animals will not
understand what a gun pointed at there head means.

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 politician
~
#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 than 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 primary classes available on Revenge of
the Jedi.  At level 60 your ability to continue your primary class
stops as you must then choose a subguild class to join.  There are
also "lesser classes" that you can join anytime during the building
of your character.  These lesser classes occupy your secondary and
tertiary class choices.  They are leveled separately and can be
gained up to levels 40 and 20, respectively.
 
You may NOT choose one of the six primary classes listed here as
your secondary or tertiary class -- lesser classes are for this purpose.
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.
 
         MEDIC                 JEDI KNIGHT             TECHNICIAN
         MERCENARY             BOUNTY HUNTER           SMUGGLER
~
guilds subguilds races "lesser classes"
~
#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 piloting "ship systems"
~
#0
"concussion missiles"
Concussion Missiles
Usage: fire <target>
       status -- Displays remaining ammo
 
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 missiles.  Upon obtaining some spare missiles
you can reload your ship using the REARM command. Firing without
specifying a target implies to fire at your current opponent.
 
Maximum Missiles Based on Ship Size
------------------------------------
Small Ship          N/A
Fighter             6
Bomber              12
Medium Ship         24
Large Ship          48
Capital Ship        96
~
"ship systems" salvo rearm status
~
#0
construct "space construct"
Construct
Inventor Level 72
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)
Proton Rockets (vehicle)  prockets        Dura(20), Neut(5)
Hailfire Missiles (veh)   hailfire        Dura(20), Moly(5)

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 100
 
Usage: automatic
 
Counterstrike will allow the crafty swindler to turn the
tables on a dodged attack and strike back at his attacker.
~
swindler dodge
~
#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 provide covering fire
for your poor friend and ask your friend for a reward later.
~
gunslinger
~
#0
"cybernetic targeting"
Cybernetic Targeting
Cyborg Level 84

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
competition....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
Restock Kit             65
Self Repair             68
Bionic Strength         76
Cybernetic Targeting    84
Adaptation              92
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.
~
"mend armor" technician
~
#0
"dirty tricks"
Dirty Tricks
Smuggler Level 41

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
"deadly maneuvers"
Deadly Maneuvers
Usage: Automatic

Pirates represent the best pilots in the 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
~
#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 Focus
~
spice "spice dealer"
~
#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 may have
suffered permanent wounds.  There is no experience loss or level loss 
when you die.

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" "subber death" wounds
~
#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 reimbursement
~
#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
"defend other"
Defend
Defender Level 84

Usage: Defend <target>
       Defend <self>

A Defender is often tasked with the protection of others. By taking a
position in front of the charge, the Defender can fend off attacks
aimed at him/her.

Type 'defend self' to stop defending others.
~
defender
~
#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
----------         -------------
Crucitorn              60    
Slash                  66
Dual Deflect           72 
Saber Throw            78 
Defend                 84
Flurry                 90
Redirect              100  
~
code lightsaber force jedi
~
#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.
~
exit autoexit explorer
~
#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 it 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 disintegrate in space you must have a special
ship system installed in your spaceship.
~
inventor
~
#0
dodge
Dodge
Swindler Level 78

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
Scoundrel Level 90

Usage: Automatic

A Scoundrel 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.
~
scoundrel backstab
~
#0
draw
Draw
Gunslinger Level 3
Bounty Hunter Level 4

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 droid's body.  Becoming immortal to the ages of time.  The Droid
has abilities unique to nearly all. Its abilities provide it with great
powers for combat and defense.  These combined with its superior
intelligence can form a very powerful character.
 
A droid begins to recover focus at twice the rate of a carbon based 
lifeform, nor does it require any food or water.  However, due to their
mechanical nature, droids cannot use biological enhancements such as 
spice.  Droids, no longer being organic, do not regenerate hitpoints.
Instead they must repair themselves to fix any battle injuries. Droids
are immune to some spells (such as blind), take reduced damage from
spells such as choke, but take more damage from electric spells such
as Force Lightning.
 
Skill                Level Learned
-------              --------------
Bionic Sight              60
Force Field               66
Optimize Systems          72
Barrier Field             78
Energy Beam               84
Repair Major Combat       90
Transform                100
~
technician
~
#0
"droid handler"
Droid Handler
Droid Handlers are adept at handling and enhancing droids, but have
no skill in their actual 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
Analyze Droid                 6
Self Destruct                 8
Call Droid                   10
Strengthen Droid             12
Accelerate Droid             16
Droid Trick                  20
~
"lesser classes"
~
#0
"enhance droid"
Enhance Droid
Droid Handler Level 1

Usage: conc 'enhance droid' <droid target>

This skill will enhance a droids targeting 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
Droid Handler Level 4

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
Droid Handler Level 8

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 you are 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
Droid Handler Level 12

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
Droid Handler Level 16

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
Droid Handler Level 20

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

Using circular logic and tech-speak, a skilled droid handler
can convince a droid to do a number of things they would not
normally consider doing. Some better built droids cannot 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 distinguish 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 entrance 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.
~
arena outpost
~
#0
ecm "electronic counter measure"
Electronic Counter Measures
Fighter Pilot Level 75
Pirate 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 targeting systems on other ships.  A person skilled in 
these countermeasures knows how to use the ships ECM to full effect.

The ECM skill, when successful will divert some attacks for a short
duration, after which 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.
~
"fighter pilot" pirate
~
#0
"emperor's hand" "sith marauder"
Sith Marauder
The Sith Marauder is a master of melee combat. Fueled by hate, rage
and cruelty, they are unmatched in melee combat by all but the most 
skilled of the Jedi. The Sith Marauder cares little for the subtleties
of the force and thus lack a deep understanding of it.

Special skills of an Sith Marauder:

Skill              Level Learned
----------         -------------
Fury                   60
Slash                  66
Force Scream           72
Dual Deflect           78
Saber Throw            84
Flurry                 90
Impale                100
~
lightsaber force jedi "sith lord"
~
#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.
~
impnet faction outpost
~
#0
escape
Escape
Scoundrel Level 60
Swindler Level 66

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.
~
swindler scoundrel flee
~
#0
"escape pod"
Escape Pod
Escape Pods are a unique and very functional upgrade available for any spaceship.
When your ship is equipped with an escape pod, if your HULL level drops below the percentage
you specify with the SWIMPY command, you will be "ejected" from your ship.

Your ship will be de-equipped and left at the site of your ejection.
From there, you can pick it up,but fair warning, it may be looted by other players,
or mobs within the zone, so don't let it sit too long...
Escape Pods are available at Auran Striate's ship upgrade shop in Mos Eisley for a nominal fee.

NOTE: Once you have escaped you must buy another escape pod for your ship.
~
swimpy
~
#0
"evasive maneuvers"
Evasive Maneuvers
Usage: Automatic

With Evasive Maneuvers a Pirate can go into erratic, unpredictable
spins, twists, and turns to avoid being hit by enemy spacecraft.
~
space
~
#0
evade
Evade
Bounty Hunter Level 57

Usage: Evade

Bounty hunters often find themselves fighting enemies they would 
prefer to keep at an arms reach.  Wookiees, 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 repertoire of skills and abilities to aid in
their explorations.  

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

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
Blaze Trail                  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.

Along with the Rebel Alliance and Galactic Empire, there are other
factions that exist in this conflict.  A vast underground criminal
empire known as the Black Sun and one of the most powerful commerce
guilds in the galaxy known as the Techno Union also participate
in this conflict.  They have their own motives and directives; sometimes
working with the Rebels or Empire, but never fully on either side.

Players of any class can choose any 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.

For information on the current Balance of Power, type: power
~
"jedi order" "techno union" "black sun" empire rebel power
~
#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 Villain, 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. their 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

*All farmers can determine special food affects by tasting their food
~
"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
Wingman                      100
~
pilot
~
#0
"find prey"
Find Prey
Assassin Level 78

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>

First Aid works just like bandage, except it is used on others.
~
bandage bodyguard
~
#0
flip
Flip
Jedi Level 36

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.
~
"force jump"
~
#0
force
Force
Usage: conc '<spellname>'

The Force is the magical power that is behind the usage of any spells
in Star Wars. 
~
focus wizforce
~
#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 66

Usage: field

Generates a bubble-like force field around the Droid, protecting it 
from harm.  This will last for a specified number of attacks before 
the force field will fall.  However, very powerful attacks will 
penetrate the force field and bring it down prematurely.
~
droid
~
#0
"force jump"
Force Jump
Jedi Level 10

Usage: jump

Jedi and Sith have learned the ability to jump much higher than
physically possible with help from the force.  When in a room with
something high up and out of reach (such as a ledge or platform)
you can jump up to that location.  The only other means would be
to find yourself a jetpack, extension gun, grappling hook or 
something of this nature.
~
"grappling hook"
~
#0
forge
Forge
Inventor Level 66
 
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".  Since the
recoil can be severe, secondary systems can only be installed on 
primary weapons(wieldable and one-handed) and not on holdables.
Installing them on one-handed weapons will cause them to be less
accurate then a two-handed weapon.  Some weapon systems will be of 
the direct damage nature, while others will activate a weapon combat 
bonus or some other special effect for a short duration.
 
Forge requires a flat amount of focus and material resources, which
are used in total regardless of success or failure.
 
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 fire "secondary weapon"
~
#0
frenzy
Frenzy
Mercenary Level 52

Usage: frenzy

Frenzy throws the mercenary into a state of uncontrolled rage. While
in this state, the mercenary's speed in combat is greatly increased,
but he is NOT able to flee. Use of this skill is very physically and 
mentally demanding.

While you can be under the affects of frenzy in space, there are no 
benefits, and you will still be unable to flee due to your state of
mind.
~
mercenary
~
#0
gamble
Gamble
Smuggler Level 18

Usage: gamble

Smugglers are known to take chances at more than just cards.  With
the gamble skill, a smuggler begins taking chances in combat, 
attempting to get a lucky shot, or avoid a well aimed attack.  
Success or failure isn't immediately obvious, but after using the 
gamble command, for a time you will continue to take chances for
good or bad.

This skill will increase or decrease your LUCK attribute.  See the
help section on Luck for more information.
~
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 15

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.
~
look smuggler
~
#0
"group retreat"
Group Retreat
Body Guard Level 95

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
Guilds
   Around Mos Eisley are expansive training centers for each Guild.  These
Guildhalls are where mortals can go to train up in preparation for battle,
whether training up to be stronger, smarter, or faster, or simply training to
be more proficient with their weapons.  Members can also seek out their
guildmaster in hopes of advancement, or further training in a skill.  Each
guild boasts of shops that have items that may be of interest to their members.
  
~
"lesser classes" classes subguilds practice
~
#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.

Gunslingers are also more efficient at training with dual blasters and
dual ranged weapons.

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
Trickshot                    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.
~
"lesser classes" slicer
~
#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 85

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.
~
smuggler bodyguard sneak hide
~
#0
headbutt
Headbutt
Bounty Hunter Level 41

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
Level 108 (Grand Admiral)
 
Usage: hedit <keyword>
       hedit "<key phrase>"
 
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 57

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 "clan halls"
~
#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.
~
"navigation log" space
~
#0
gods immortals masters wizards
Masters & Immortals
   Administrators 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
knowledgeable 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.
~
offer rent
~
#0
instinct
Instinct
Smuggler Level 12
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 Level 60

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 125 Duranium, 25 Molybdenum and 25 Neutronium,
regardless of success or failure.
~
inventor materials
~
#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
modifying objects to aid them in their lives.  Given time, one never
knows what they might create.

Special skills of Inventors:

Skill             Level Learned
-------           -------------
Invent                60        
Forge                 66
Construct             72
Manufacture           78
Recharge              84
Holo Field            90
Disintegrate         100
~
technician droid battle practice
~
#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 similar 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 piloting "ship systems"
~
#0
"jedi knight"
Jedi
A Jedi is someone who is highly attuned to the flow of the Force. With
training, a Jedi could sense and manipulate the Force. The way the Jedi
uses the Force will determine whether he or she turns to the light 
side, the dark side, or in some cases neither.

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

Skill              Level Learned
----------         ------------
Feel the Force          1
Force Punch             1
Levitate Object         3
Sense Force             5
Meditation              7
Force Jump             10
Know Alignment         12
Sense Danger           14
Focus Mind             16
Strength               18
Detect Alignment       21
Mind Trick             24
Defensive              27
Force Speed            30
Telekinesis            33
Flip                   36
Force Conversion       39
Sense Presence         42
Force Push             45
Throw                  48
Slow Metabolism        51
Cure Light             51
Offensive              54
Deflect                57
~
"sith marauder" "sith lord" consular defender sentinel
~
#0
consular "jedi master"
Consular
The Consular focuses on mastery of the force, rather than combat, and
discovering the deepest secrets of the force. These were the Jedi who were 
closest with 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 Consular:

Skill              Level Learned
----------         -------------
Foresee                60       
Force Harmony          66  
Sunburst               72
Healing Trance         78
Force Hold             84
Absorb Force           90 
Healing Aura          100  
~
code lightsaber force jedi
~
#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 spaceship
~
#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 hasn't stopped him from working on some top secret
and extremely funky projects, just don't 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.

~
"force combat" personal crystal
~
#0
gloves
Personal Gloves
   As players hone their abilities, they eventually gather enough
experience in their trades to identify materials which perform
more favorably in combat.  Using components from across the
galaxy players will create their own gloves.
 
   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.  This in turn is coupled with a power convertor
to create a small force field about the wearer's fists.  Most players
include one performance-enhancing hyper-injector hidden within the body.
 
   Available components include the following:
Power Supplies: Fusion, Fission, Nuclear, Silver-Lithium, Alkaline/Chemical.
Power Convertors: Tech One, Tech Two, Tech Three, Tech Four.
Costruction Materials: duraleather, steresteel, kevlar, iridium.
Optional hyper-injectors: 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.
~
mercenary "bounty hunter"
~
#0
"killing blow"
Killing Blow
Assassin Level 100

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.
~
"ship systems" "naval officer"
~
#0
"lesser classes"
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
Vehicle Operator                Slicer
Politician                      Spice Dealer
Stormtrooper                    Merchant
                                Gunslinger
                                Droid Handler
                                Sensite
~
"lesser subguilds"
~
#0
crystal
Crystal
Crystals are the preferred weapon of most Dark Jedi, and are rarely
used by the Jedi Knights themselves. All Jedi have acquired 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.
~
sith "jedi knight" personal lightsaber kaiburr
~
#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
 
Note: Lenses and gems are not found in a ready-to-use state.
They must be refined and cut properly by experts in the field.
~
sith jedi personal gem
~
#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 chosen 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 opponent causes some damage and can disable
your opponent 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 stats
~
#0
"lucky shot"
Lucky Shot
This represents the serendipitous result of chaos.  Never the result
of intention, these attacks hit your opponent where it counts.
A lucky shot could be such events as accidentally striking the gap
in someone's armor, just happing to strike a shield at the exact
moment the generator adjusts phase or missing one opponent
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 devastating SIX times normal damage.
~
"critical hit"
~
#0
focus mana "mental focus"
Focus
Focus is a measure of your mental ability to concentrate on and perform
diffucult tasks.  Even some very physical actions may require a focused mind.
Your total pool of focus represents the full potential of your mind.  Your
current amount of focus represents your current state of mental focus.  As
you perform actions that require focus your mind will tire represented by the
loss of focus points.  Sitting, resting, sleeping and meditating are all good
ways to rest your mind and return your focus to full potential.
~
force regeneration
~
#0
manufacture
Manufacture
Inventor Level 78

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 78     Smoke Grenade         smoke         Dur(5), Neut(1)
Level 78     Flare Gun             flare         Dur(5), Neut(1)
Level 78     Bio Grenade           bio           Dur(10), Moly(1)
Level 78     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)
~
inventor materials
~
#0
"martial arts"
Martial Arts
Usage: Automatic

Training in ancient martial arts can greatly improve the skills of those
who already possess 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"
~
#0
"master piloting"
Master Piloting
Not assigned

Usage: Automatic

This is the highest level of piloting competence 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.
~
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 duranium neutronium molybdenum
~
#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. They are skilled in the use of bandages and
chemicals, but also receive some combat training.

Skills available to Medics:

Skill                    Level Learned
-------                 ---------------
Pack Bag                      1
Treat Minor Injury            1
Lesser Vitality Boost         5
Refill Syringe                8
Diagnose                     10
Treat Moderate Injury        13
Vitality Boost               18
Treat Group Injury           22
Cure Sickness                26
Defensive Fighting           28
Remove Poison                30
Cure Blind                   34
Treat Serious Injury         38
Greater Vitality Boost       42
Throw                        45
Offensive Fighting           48
Treat Greater Group Injury   52
Heal Minor Wound             59
~
surgeon "combat medic"
~
#0
meditate meditation
Meditate
Jedi Level 7

Usage: meditate

With this skill a Jedi meditates for a time, communing with Nature and
the force.  During this time, the Jedi recovers focus, moves & hits
at a much faster rate than even sleeping.
~
jedi force
~
#0
"mend armor"
Mend Armor
Technician Level 13

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.
~
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.

Skills available to Mercenaries:

Skill                   Level Learned
------                  -------------
Kick                         1
Bash                         5
Rescue                      10
Punch                       14
Sweep                       18
Precision Fire              23
Defensive Fighting          28
Overload                    30
Throw                       32
Combat Speed                36
Quickload                   38
Rage                        40
Berserk                     44
Offensive Fighting          48
Frenzy                      52
Bandage Wounds              56
Suppressing Fire            59
~
personal bodyguard commando
~
#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
~
"lesser classes"
~
#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. Transference 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 retrieving 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
Multi Wield is a skill available to all players.  Once a character reaches
a certain proficiency with their weapon class, they become skilled enough
to begin training with a weapon held in the other hand.  The <wielded>
weapon must be one-handed, and there must be a weapon <held> to do this.
 
Once a certain base proficiency has been met, the player is allowed
to train their "dual" weapon proficiency.  Dual daggers, dual sabers,
dual blasters, etc.  If you are not skilled enough, you will be
unable to train this new proficiency.
 
Your base proficiency of daggers, sabers, etc. determines your ability with
the weapon class.  Training the "dual" proficiency determines how likely you
are to gain the extra hit in combat.  The following table hints at how early
each class can multi wield.  More stars indicate more base skill required.
 
          MERCENARIES  * * *
       BOUNTY HUNTERS  * * * * *
               MEDICS  * * * * * * * * *
            SMUGGLERS  * * * * * * *
          TECHNICIANS  * * * * * * * * *
               DROIDS  * * * * * *
            SENTINELS  * * * * * * *
  DEFENDERS/MARAUDERS  * * * * *
           SITH LORDS  * * * * * * * * *
       JEDI CONSULARS  * * * * * * * * *
~
offhand mercenary "bounty hunter" smuggler gunslinger
~
#0
approval name names naming
Name Approval
When you first create a character, you choose a name.  That is simple.
This MUD requires that new names be approved by the immortal staff.
Your name will be approved or denied.  Names that are denied are
most often for the following reasons:
 
 - Religous names (ie Jesus, Messiah, Aries)
 - Famous names from other genres, shows, or books
 - Names from other genres (ie: Star Trek, anime, TV shows, films, etc.)
 - Obvious real life names (ie: JohnSmith, Kelly, Ryan)
 - Obscene words or phrases
 - Any real words(with limited exceptions).
       Most English words will not be allowed.
       (ie: Blue, Frog, Time, ABigGreenDuck)
 
We reserve the right to deny any name that we feel does
not properly fit into the scheme and feel of the game.
 
All decisions are final and will not be open to appeal.
 
If you are having trouble thinking of a new name, try our web page script:
    http://rotjmud.com/resources/namegen.html
 
If you are confused about what kind of names have been approved, simply
turn to the WHO list and look at all the players who are currently connected.
~
~
#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
Fleet Advance                70
Leadership                   75
Fleet Withdrawal             80
Board                       100
~
pilot
~
#0
observe
Observe
Bounty Hunter Level 12

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.
~
"bounty hunter" evade
~
#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
Parts of Myrkr
Ord Mynock
Nar Shaddaa
Battle for the Katana Fleet
Wayland redesign
~
~
#0
"optimize systems"
Optimize Systems
Droid Level 72

Usage: Optimize

With this function a droid reconfigures its systems for best performance
in all activities. It restores Focus, Moves, and Hits, as well as
provides bonuses to strength, dexterity and intellectual functions.
~
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
its 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.
~
rebellion empire faction
~
#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
situations.
~
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
consequences.  If the peek attempt fails, however, the Explorer will
end up in the room anyway.
~
explorer
~
#0
"precision fire"
Precision Fire
Mercenary Level 23
Bounty Hunter Level 23

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
Jedi Level 57

Usage: Automatic

With this skill a Jedi can deflect nearly any attack with his or her
lightsaber and often send the blaster bolt right back where it came from.
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.
~
jedi
~
#0
personal
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 Eisley.

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.

The complete list of things you can make are as follows,
crystal, lightsaber, gloves, vibroblade, blaster, force-pike,  
personal-ship and personal-armor.
~
force-pike blaster vibroblade gloves lightsaber crystal
~
#0
"pick lock" "slice lock"
Slice Lock
Slicer Level 1
Technician Level 3
Smuggler Level 9
 
Usage: pick <lock name> [direction]
       slice <lock name> [direction]
 
Slicers use the 'slice' skill.  Techs and Smugglers use 'pick'.
To use these skills, the player will need to have an item designed
for the task.  Locks can have different ratings, making them easier
or harder than normal to open.
 
These skills require a lot of dexterity.
 
You can damage a lock if you don't successfully open it.  This may
cause the door to become unpickable and unopenable.  No amount of
picking, not even using the proper key will open the door.  In that
case you'll have to find another way to open the door or
simply wait until the zone repops.
 
  > pick door south
  > pick safe
  > slice door south
  > slice safe
~
technician smuggler slicer
~
#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 separate 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.
~
piloting spaceship "ship systems" 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
Navigation Log           - Level 45
Salvo                    - Level 50
~
"ship systems" pilot spaceship pskill
~
#0
scoundrel
Scoundrel
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. Scoundrels
are great hit-and-fade characters, and have great power in the first
few minutes of combat.

Special skills of a Scoundrel:

Skill               Level Learned
-----               -------------
Escape                  60
Gas Canister            66
Scrounge                66
Scoundrel's Reflex      72
Suicidal Charge         78
Trip                    84
Double Backstab         90
Cheat                  100
~
smuggler swindler vibroblade
~
#0
"scoundrel's reflex"
Scoundrel's Reflex
Scoundrel Level 72

Demonstrating uncanny mastery of the blade, a Scoundrel may be able
to quickly strike for an extra attack with a knife in his off-hand.
~
smuggler "multi wield" scoundrel
~
#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 is allowed on this game. Pthieving in any way is illegal. There
are no class restrictions on killing 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.

  1.  Do not consecutively repeat-kill a character. This means, if
you've killed the character once, do not wait for him to leave
the safezone to kill him again and again.  You may kill a player
more than once, but not within close time of each kill. (i.e., Do;not kill the same character twice within an hour or more then;twice in a day.) When ALL involved players agree, they may choose
to ignore this rule.
  Note: Any deaths or pk attempts that occur while standing in the room
'FOUR NORTH' do not count towards any limits towards how often
someone is allowed to kill you. Standing in said room is the
same as giving someone permission to attack you. Stand in this
room at your own risk.

  2.  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. 

  3.  Use moderation and discretion as you kill. 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. When ALL involved players
agree, they may choose to ignore this rule.

  4.  Leading a person to an aggie mob, tricking them, or otherwise
getting them killed intentionally by a mobile is illegal, leading them to
the middle of the desert to shoot them in the back of the head however is 
perfectly legal.

  5.  Stealing equipment from other players, direct or indirect, is 
illegal. This includes equipment looted by mobs after a player
died.

  6.  Attacking controlled mobiles is illegal. Controlled mobs can be
identified by (controlled) in the title. If the mobile hits
you first (involved in a pkill), then they are free game.
Likewise, using aggressive mobiles to attack players without
attacking yourself is illegal, as well as leaving them in areas
they do not belong in. When ALL involved players agree, they
may choose to ignore this rule.

  7.  Making a very strong low level character to pkill higher level
players and avoid risk of retaliation is illegal.

  8. Getting revenge after pk attempts (successful or unsuccessful) with
another character is considered multiplaying and is illegal. All
is free game again after 1 hour.
Likewise, if you attack a player with a character, you may not
attack the same player with another character within 1 hour.
When ALL involved players agree, they may choose to ignore this
rule.

  9. Most importantly, to those of you 'have-been-killed' players out
there...HUNT THE KILLERS!!! 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 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 alone.
-chuckle- One person comes to mind... 

  10. 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. :)

11. If someone ejects in space and drops a ship to the ground this does not give
you the right to steal the ship. You are not required to pick up the ship
and return it to your target, however it is common courtesy to do so.

And no, new rules do not apply to old crimes. In order for the rule to
apply to the crime, it has to already have existed at the time of the
event.  There also may be rules about pkilling that have yet to be entered 
into this file, but be assured some DO exist.  So, just because it isnt 
written down, doesnt mean it is NOT a rule. If you are not sure whether 
something is legal or illegal, ask an immortal.
~
pkilling2 rules
~
#0
play
Play
Usage: play <item>

Some items, such as instruments, can be played.
Games across the galaxy can also be played for
both fun and profit.
~
watch
~
#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 immortals are final.  If you 
have questions ASK!

Wishing you great luck and fun while you play here,
		  The Revenge of the Jedi Immortals
~
rules1 rules2 rules3 rules4 rules5
~
#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 exempt 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 violation.
	 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.
~
rules rules2 rules3 rules4 rules5
~
#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 pkill 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.

~
rules5 rules4 rules1 rules2 rules
~
#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.

~
rules5 rules3 rules1 rules2 rules
~
#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.

~
rules4 rules3 rules1 rules2 rules
~
#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 NOT 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 80

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.
~
mercenary "body guard"
~
#0
"proton torpedoes"
Proton Torpedoes
Usage: fire <target>
       status -- 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 14
Technician Level 22

Usage: punch <victim>

The success of a punch depends on 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 punch again for a few rounds of 'Violence' -- so be sure
that you connect with your target!

~
mercenary technician
~
#0
push
Push
Body Guard Level 75

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.
~
"body guard"
~
#0
"quick draw" quickdraw
Quickdraw
Gunslinger Level 15
Smuggler Level 36

Usage: Automatic

This skill allows a gunslinger to gain the first strike in any combat 
battle.  When it succeeds, the attack will strike for more than its 
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.
~
"racial skills"
~
#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  :******    :
	Focus       :******    :
	Strength    :******    :
	Intelligence:******    :
	Wisdom      :******    :
	Dexterity   :******    :
	Constitution:******    :
	Quickness   :******    :
	Charisma    :******    :
~
race
~
#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  :**********:
	Focus       :*         :
	Strength    :********* :
	Intelligence:*         :
	Wisdom      :*         :
	Dexterity   :***       :
	Constitution:**********:
	Quickness   :*****     :
        Charisma    :***       :

Racial Skill: Gore
~
gore race "racial skills"
~
#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  :*         :
	Focus       :**********:
	Strength    :**        :
	Intelligence:********* :
	Wisdom      :********  :
	Dexterity   :***       :
	Constitution:**        :
	Quickness   :*****     :
	Charisma    :*****     :

Racial Skill: Ithorian Growl
~
races "racial skills" growl
~
#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  :***       :
	Focus       :********  :
	Strength    :***       :
	Intelligence:**********:
	Wisdom      :*******   :
	Dexterity   :***       :
	Constitution:**        :
	Quickness   :*****     :
	Charisma    :*****     :

Racial Skill: Enhance Ship
~
"enhance ship" "racial skills" race
~
#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  :*****     :
	Focus       :*****     :
	Strength    :****      :
	Intelligence:*****     :
	Wisdom      :*****     :
	Dexterity   :********* :
	Constitution:****      :
	Quickness   :*******   :
	Charisma    :****      :
~
race "racial skills" mark
~
#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  :*****     :
	Focus       :*******   :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :*****     :
	Dexterity   :********  :
	Constitution:****      :
	Quickness   :*******   :
	Charisma    :**        :

Racial Skill: Spacial Awareness
~
"spacial awareness" races
~
#0
wookie wookiee
Wookiee
   Tall, furry, strong, clever, short-tempered, loyal,
   kind, and former slaves, Wookiees have been known
   to rip arms off droids & "bad guys." Chewbacca is a
   Wookiee.  Their great strength and climbing claws make
   them particularly good hand-to-hand combatants.

	Hit Points  :********* :
	Focus       :**        :
	Strength    :**********:
	Intelligence:*****     :
	Wisdom      :**        :
	Dexterity   :***       :
	Constitution:********* :
	Quickness   :*****     :
	Charisma    :*         :

Racial Skill: Climb
~
races "racial skill" climb
~
#0
twi'lek twilek
Twi'lek
	Standard height, clever & somewhat dexterous, 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  :******    :
	Focus       :*****     :
	Strength    :****      :
	Intelligence:****      :
	Wisdom      :****      :
	Dexterity   :********  :
	Constitution:****      :
	Quickness   :****      :
	Charisma    :*******   :
~
dance "racial skills" race
~
#0
gungan
Gungan
	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  :********  :
	Focus       :***       :
	Strength    :********  :
	Intelligence:**        :
	Wisdom      :**        :
	Dexterity   :*******   :
	Constitution:*******   :
	Quickness   :******    :
	Charisma    :**        :

Racial Skill: Maneuverability
~
maneuverability race "racial skills"
~
#0
ewoks
Ewok
	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  :****      :
	Focus       :*****     :
	Strength    :***       :
	Intelligence:***       :
	Wisdom      :******    :
	Dexterity   :******    :
	Constitution:*****     :
	Quickness   :*******   :
	Charisma    :**********:

Racial Skill: Blend
~
race "racial skills" blend
~
#0
trandoshans
Trandoshan
	Trandoshans are large reptilian humanoids.  They are 
	tough and powerfully built.  They are born hunters 
	and very violent.  They have an above-normal regenerative 
	system.  Bossk the bounty hunter is a Trandoshan.

	Hit Points  :********* :
	Focus       :**        :
	Strength    :******    :
	Intelligence:***       :
	Wisdom      :***       :
	Dexterity   :*****     :
	Constitution:**********:
	Quickness   :*******   :
	Charisma    :**        :
~
"racial skill" race sniff
~
#0
bothan
Bothan
	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  :*****     :
	Focus       :*******   :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :******    :
	Dexterity   :*******   :
	Constitution:****      :
	Quickness   :****      :
	Charisma    :*****     :

Racial Skill: Bothan Spynet
~
race "racial skills" "bothan spynet"
~
#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  :*****     :
	Focus       :*****     :
	Strength    :********* :
	Intelligence:***       :
	Wisdom      :***       :
	Dexterity   :**********:
	Constitution:****      :
	Quickness   :*******   :
	Charisma    :*         :

Racial Skill: Grapple
~
race "racial skills" grapple
~
#0
zabrak
Zabrak
	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  :***       :
	Focus       :********  :
	Strength    :****      :
	Intelligence:********  :
	Wisdom      :******    :
	Dexterity   :*****     :
	Constitution:*****     :
	Quickness   :*****     :
	Charisma    :**        :

Racial Skill: Zabraki Intensity
~
racial race intensity
~
#0
alien
Alien
	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    :    ??    :
~
race "racial skills" infravision
~
#0
clawdite
Clawdite
	Clawdites are a genetic, shape-shifting, offshoot of the 
	humanoid natives of Zolan. When in their 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  :******    :
	Focus       :*****     :
	Strength    :*****     :
	Intelligence:*****     :
	Wisdom      :****      :
	Dexterity   :******    :
	Constitution:******    :
	Quickness   :******    :
	Charisma    :*****     :
~
shapeshift "racial skills" races
~
#0
aqualish
Aqualish
	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  :********  :
	Focus       :****      :
	Strength    :******    :
	Intelligence:***       :
	Wisdom      :**        :
	Dexterity   :*******   :
	Constitution:********  :
	Quickness   :******    :
	Charisma    :***       :
~
maul race "racial skills"
~
#0
falleen
Falleen
	The Falleen are exotic, reptilian humanoids with scaled 
	skin, cold blood, and pigmentation that alters according to 
	mood.  Falleen have exceptional lung capacity, 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  :******    :
	Focus       :*****     :
	Strength    :****      :
	Intelligence:****      :
	Wisdom      :*****     :
	Dexterity   :******    :
	Constitution:******    :
	Quickness   :*****     :
	Charisma    :********* :

Racial Skill: Pheromones
~
"racial skills" race pheromones
~
#0
geonosian
Geonosian
	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  :****      :
	Focus       :*******   :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :******    :
	Dexterity   :********  :
	Constitution:******    :
	Quickness   :*****     :
	Charisma    :**        :

Racial skill: Fly
~
fly "racial skills" race
~
#0
jawa
Jawa
	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  :****      :
	Focus       :******    :
	Strength    :****      :
	Intelligence:******    :
	Wisdom      :*****     :
	Dexterity   :*******   :
	Constitution:*******   :
	Quickness   :********  :
	Charisma    :*         :
~
races "racial skills" scavenge
~
#0
rage
Rage
Mercenary Level 40

Usage: rage

Mercenaries 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 focus 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 72

Usage: rally

Rally Cry inspires 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 focus, 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             66
Rally Cry              72
Retreat                78
Rampage                84
Commando Tactics       90
Strike Force          100
~
practice mercenary
~
#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, Wookiees, 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.
~
outpost rebnet faction empire
~
#0
rebellion "strike force"
Strike Force
Commando Level 100
 
Usage: strike
 
With strike force a commando will call in a skilled team of operatives
that will assist in the current combat action.  These are not followers
but assisting mobiles, and they will only stay for the duration of one
battle.  Afterwards they will return back to their other duties.
 
The strike command is to be used once combat has begun, and up to a
half dozen strike force members will assist you.  The number is random,
but charisma will bring up the minimum total.  There are six types of 
team members that will support you, each with his or her own skills,
Which type assist you is totally random.
 
Strike Force 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.
 
After being deployed, the strike force must regroup and
rearm for a short time before being able to be used again.
Note also 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 weaknesses 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
weaknesses and to pull off such attacks.
~
"lucky shot" commando
~
#0
recharge
Recharge
Inventor Level 84

Usage: conc 'recharge' <object>

Recharge allows an Inventor to replenish the charges in a multi-use device,
but they must be careful because if overcharged the multi-use device will
explode.  Recharge items can also at times wear out and the Inventor 
will no longer be able to recharge them.
~
inventor
~
#0
"recharge light"
Recharge Light
Technician Level 11
Explorer Level 13

Usage: conc 'recharge light' <object>

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.
~
light explorer technician
~
#0
redirect
Redirect
Defender Level 100
 
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 strong in the force can do
just this.  With redirect, a Defender 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 Defender'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.
~
defender
~
#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.  This recovery is further increase 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.  This is NOT a wise condition to be in.
~
eat drink rest sleep
~
#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
-Player stupidity, such as drunken self-deletes.
~
serve death "subber death"
~
#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
Pirate 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 too 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.
~
pirate
~
#0
fix
Fix
Technician Level 40

Usage: conc 'fix' <item>

Fix 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 fix is
left to the Technician and his would-be client.
~
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.
~
mercenary
~
#0
retreat
Retreat
Commando Level 78

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 tame
~
#0
riot
Riot
Commando Level 84

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
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
~
piloting pilot "proton torpedoes" "concussion missiles"
~
#0
scan
Scan
Smuggler Level 33
Bounty Hunter Level 30
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 aggressive
mobs.  You need to have a scanning device to use the skill
on land, and a scanning array installed on your ship to use the 
skill in space.  NOTE: A scanning array does not take up a slot on
your ship.
~
"bounty hunter" smuggler look
~
#0
search
Search
Smuggler Level 39
Bounty Hunter Level 43
Body Guard Level 65

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 78
Sith Marauder Level 84
 
Usage: throw <saber weapon> <target>
 
With the Saber Throw, the Sith Marauder or Defender has learned how to 
throw their saber during combat.  A thrown saber will deal damage
determined by the damage dice of the lightsaber and the location
upon the target which the saber strikes.  Additional effects will
apply to 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, he will automatically recall his weapon
to his hand to continue fighting.  For rooms that restrict usage of the
force or low focus levels can prevent this from happening and the
lightsaber will then find itself upon the ground.
 
Be warned, this skill is not without its drawbacks.  It is possible
that the thrown lightsaber could accidentally hit the weapon wielded 
by the target and destroy itself.  There is a timer on this skill and
the skill applies only to wielded lightsabers.
 
There is an added bonus for dual-bladed lightsabers.
~
"sith marauder" defender throw
~
#0
"sense danger"
Sense Danger
Jedi Level 14

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.
~
jedi
~
#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!)
~
farmer weather
~
#0
serve
Serve
Usage: Serve emperor
If one visits Emperor Palpatine in his palace on Coruscant, 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 regeneration and recovery rates and the mark of the
Dark Side itself. 

As part of its seduction, servants of the Emperor are given the fast 
track to power, receiving a generous experience bonus. 

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 permanently dead.
You will be deleted and forced to remake from the beginning.  This
does not apply to death traps or player vs. player combat.

Note: Serving is a risk, when you serve the Emperor there is a good
chance you will eventually, permanently lose your character. There
are extremely few instances when we will ever restore a served 
character that has died. We do NOT restore characters due to 
server problems, lag, or stupidity. Occasionally we will restore a 
character due to a bug, but this happens very rarely, and will 
not always happen. If you die and believe you should be reimbursed
and you log back in as a new character with your old name
(which deletes your old pfile permanently) then there will be absolutely 
no reimbursement, regardless of the cause of death.

One final note upon serving the Emperor.
You must now be LEVEL 30 before he will even consider you.
~
reimbursement
~
#0
shadow
Shadow
Assassin Level 66

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
~
hide 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.  The types
of systems available range from purely offensive weapons to more
innovative stealth systems.

Astromech                   Little droid that repairs hull damage
                            Allows transport of one R2 unit
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
Scanning Array              Allows the pilot to use the 'scan' skill in space
Uninstall                   How to remove ship 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
-------            -------------
Force Lightning        60
Fear                   66
Foresee                72
Fortress of Hate       78 
Despair                84
Darkness               90
Force Storm            95  
Essence Transfer      100
~
jedi force lightsaber "sith marauder"
~
#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,
provides useful information regarding the aggressiveness of opposing mobs.
~
commando
~
#0
slash
Slash
Defender Level 66
Sentinel Level 66
Sith Marauder Level 66

Usage: slash <victim>

With the slash command a Defender or Sith Marauder 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 possibility 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 "sith marauder" sentinel
~
#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
~
lesser class
~
#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.

Skills available to Smugglers:

Skill                Level Learned
-------              -------------
Low Blow                  1
Sneak                     4
Throw                     7
Pick Lock                 9
Instinct                 12
Glance                   15
Gamble                   18
Slip                     20
Steal                    23
Backstab                 26
Defensive Fighting       28
Poison                   30
Scan                     33
Quick Draw               36
Search                   39
Dirty Tricks             41
Identify                 43
Track                    46
Offensive Fighting       48
Locate Object            51
Hawkeye                  54
Hide                     57
~
vibroblade swindler scoundrel
~
#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 15

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.
~
barricade "bounty hunter" wimpy flee
~
#0
sneak
Sneak
Smuggler Level 4
Bounty Hunter Level 9

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 84

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 acquire 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.
~
ejectcartridge loadcartridge round cartridge assassin
~
#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 attract
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
"hover devices" speeder speeders
Speeder
Landspeeder Items

Usage: ride <speeder name>

   Speeders come in a variety of forms: You have your basic landspeeder, the
sort used by the Jawas to fly around Tatooine in, and its more advanced
variants like Luke Skywalker pilots in Mos Eisley.  Of course, there are also
Race Pods and Swoops...  In game terms, speeders let you travel without losing
movement points.  Being technological in nature, they are not 100% reliable.  
Even the best-made speeder will occasionally break down.  To hop into a
speeder, use the command RIDE.  When you get ready to walk again, use REMOVE to
get out of your speeder.    

Note: Landspeeders are useless in space!
Also, their repulsorlift drives are ineffective on certain types of terrain.
(Water, for example)
~
ride vehicle
~
#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 possession.

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
~
"lesser classes" spice
~
#0
"spread fire" spreadfire
Spread Fire
Pirate 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 of 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.
~
"transport captain"
~
#0
"spy camera"
Spy Camera
Slicer Level 15
 
Usage: spy               - Places a Spy Camera
       view              - Looks through Spy Camera
 
Slicers often are called upon to make their own electronic enhancements
for a given location.  With this skill, a Slicer can place a spy camera in
a room which they wish to surveil.  From another location the Slicer
is able to use their deployed Spy Camera to VIEW who is in that room.
 
Only one Spy Camera can be setup at any given time.
If a second is deployed, then the first camera is disabled automatically.
~
slicer
~
#0
stalk
Stalk
Assassin Level 95

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.
~
assassin
~
#0
"space engineer"
Space Engineers
Space Engineers are masters of enhancing and repairing space 
faring vessels.  They are also knowledgeable 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
-------                 ---------------
Repair Hull                  60
Upgrade Armor                62
Space Construct              65
Analyze Ship                 66
Rebuild Hull                 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 believe in but mostly
remain bounty hunters to the core.  They remain coldly focused on the 
job at hand and the bounty to be 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                66
Vanish                72
Find Prey             78
Snipe                 84
Make Round            87
Take Aim              92
Stalk                 95
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 focus and rate of learning a skill at your
guildmaster.  Intelligence also reduces the focus 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 focus
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 to determine the maximum number of followers you may
have.

Quickness [U] 
Relates directly to how many attacks you have in combat.

Luck [L]
There is at least one other thing that's as powerful as the Force: Luck.
Luck can be the difference between life and death, wealth and poverty, 
sickness and health...
The effects of being lucky (or unlucky) are not always immediately apparent.
The rarest of rare magical items may influence your luck, and some races
and guilds have learned how to bend the odds slightly in their favor...
Luck is not a regular statistic. You are not necessarily born lucky or
unlucky. Luck cannot be trained, only influenced momentarily by the
above-mentioned items or spells/skills.
~
races classes
~
#0
steal
Steal
Smuggler Level 23

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 and
thereby avoiding any traces of a path which could be tracked.
 
With Stealth in use, the Assassin also has learned how to
avoid motion sensor tripwires and will no longer trigger
any of those such silent alarms.
~
assassin
~
#0
stop
Stop
Usage: stop

This command is used when training weapon proficiencies and you
wish to end the training session.
~
proficiencies train
~
#0
stun
Stun
Bounty Hunter Level 7
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:
 
      Jedi                    Mercenary               Smuggler
      -----------             ----------              --------
      CONSULAR                COMMANDO                SWINDLER
      DEFENDER                BODY GUARD              SCOUNDREL
      SENTINEL
      SITH LORD
      SITH MARAUDER
 
      Medic                   Technician              Bounty Hunter
      ----------              ----------              ------------- 
      COMBAT MEDIC            INVENTOR                CYBORG
      SURGEON                 DROID                   ASSASSIN
 
      Pilot
      -----------------------------------------
      FIGHTER PILOT           PIRATE
      NAVAL OFFICER           SPACE ENGINEER
~
classes "lesser subguilds" guilds
~
#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
its user.  Players below subber level are immune from this loss of equipment.
~
death serve reimbursement
~
#0
submit
Submit
Usage: submit

With this skill, a Sith Lord submits himself to the will of the Dark
Side of the Force.  In doing this, the mental focus 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)
~
~
#0
sunburst
Sunburst
Consular Level 72

Usage: conc 'sunburst' <target>

With this spell, Consulars 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 Consular targets himself/herself with Sunburst, it will cause
no damage, and instead will dispel any un-natural darkness in the room.
~
consular concentrate
~
#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 18

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 84
 
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 is in use or 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.
~
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                 66
Trick                  72
Dodge                  78
Swindle                84
Disarm                 90
Counterstrike          100
~
scoundrel vibroblade smuggler
~
#0
tackle
Tackle
Body Guard Level 90

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.
~
"body guard"
~
#0
tame
Tame
Farmer Level 10
 
Usage: tame <victim>
       mount <victim>
       dismount
 
Using the tame command, a farmer can tame or 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 
out 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
tail
Tail
Fighter Pilot Level 62

Usage: tail <victim>

By tailing a victim in a dogfight, a fighter pilot gains a significant
targeting advantage.  Once you begin tailing a target, you will 
continue to tail them for the duration of the fight unless you choose
to 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.
 
Skills available to Technicians:
 
Skill                   Level Learned
-------                --------------
Create Droid                1
Pick Lock                   3
Restock Kit                 4
Repair Minor                5
Armor                       7
Stun                        9
Recharge Light             11
Mend Armor                 13
Throw                      15
Repair Moderate            19
Punch                      22
Inspect                    25
Defensive Fighting         28
Sabotage                   30
Identify                   32
Quake                      35
Repair Minor Group         38
Fix                        40
Install Comlink            42
Enhance Weapon             44
Enhance Armor              46
Offensive Fighting         48
Repair Serious             51
Restore Defaults           54
Summon                     57
Repair Minor Combat        59
~
droid inventor "techno union"
~
#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 7
Technician Level 15
Mercenary Level 32
Bounty Hunter Level 39
Medic Level 45
Jedi Level 48

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.  
~
"bounty hunter"
~
#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.
~
track smuggler "bounty hunter"
~
#0
track
Track
Bounty Hunter Level 20
Smuggler Level 46

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.
~
"ship systems" 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 stats
~
#0
transform
Transform
Droid Level 100

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 remove a ship while mobs are in transport.
You also 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/Fighter/Bombers   0 (1 R2 unit with Astromech system)
Medium Ships            4
Large Ships             8
Capital Ships           16

Although a pilot may have secure facilities inside their ship, once
the pilot unloads mobs from his ship they will rebel against the
pilot if they are no longer controlled followers.
~
"transport captain" piloting pilot
~
#0
pirate "transport captain"
Pirate
Pirates are skilled at moving cargo around, seen and unseen.  They
also excel at piloting mid-range ships.

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

Skills available to Pirates:

Skill                    Level Learned
-------                 ---------------
Hotjump                      60
Invert Shields               65
Spreadfire                   70
ECM                          75
Reroute Power                80
Dirty Tactics                85
Fluctuate Powergrid         100
~
pilot
~
#0
trick
Trick
Swindler Level 72

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
Scoundrel Level 84

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.
~
scoundrel
~
#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 equipped 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.
~
space "ship systems"
~
#0
uninstall
Uninstall
To have a ship system removed, visit Auran of Mos Eisley on Tatooine.
There he will offer you a menu if you issue "upgrade".

The command to uninstall ship systems is "upgrade remove <name>".
For example, issuing "upgrade remove ion" would remove ion cannons
from the ship you currently pilot.

The ship being operated on in all instances is the one your
character currently has <piloted> as equipment.

Once a ship system has been removed, it is destroyed.  You will
not receive a component or be able to transfer it to another ship.
~
space "ship systems"
~
#0
"upgrade armor"
Upgrade Armor
Space Engineer Level 62
 
Usage: conc 'upgrade armor' <ship>
 
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
~
"space engineer"
~
#0
vanish
Vanish
Assassin Level 72

Usage: vanish

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.
~
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.
~
space "ship systems" 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 an 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
~
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. Unfortunately, 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 warriors 
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.
~
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 therefore 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 particle beam emitted. 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
Available Gas Control Units - Small, Micro, Powerful, Heavily modified
Available - Sniper Scope for Ranged weapons only
~
"bounty hunter" lens personal
~
#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.
~
lightsaber blaster personal
~
#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.
~
personal lightsaber
~
#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.
~
"lesser class" merchant
~
#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.
~
play
~
#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 focus well, the user of
a focus well can drain the well to replenish his or her own focus.
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
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
~
#0
"webpage webpages"
Our Web Page!
                Revenge of the Jedi MUD Official Homepage
                    * * * http://rotjmud.com  * * *
 
Features:
 - Help files
 - Player pictures (imms too!)
 - Newbie Guides
 - Building Resources
 - CafePress Shop with swag!
 - Mailing List information
 - Vote for ROTJ!
~
~
#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 focus gains are now only dependent on your race,
  class and size.  Constitution & Intelligence have no effect on gains.

Constitution Update
  Constitution now has a direct effect in combat, the higher your
  constitution, 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 focus costs. 

Racial Bonuses and Stats
  Races will now play a much larger roll in the game.  Your race will affect
  your hp and focus 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 improves 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 are 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 recommended for high levels.

Improved faction ownership
  Zones can now better respond to which faction controls them, causing different
  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
  approximately wash out but put more xp emphasis 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 and 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 a huge effect on hitpoint and focus gains.
      -You may gain up to level 60 in your primary class and up to level
        100 in 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 to cast spells.
        It will not cost less for a good-aligned Merc to cast spells.

Your secondary class has the following attributes.
      -Your secondary class must be listed in HELP LESSER CLASSES
      -It has no effect on hitpoints and focus gains.
      -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 has no effect on hitpoints and focus gains.
      -You may gain up to level 20 in your tertiary class.
      -It costs more experience to gain than your secondary class.
~
newbie
~
#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 will be caught.

If you are zapped while in hyperspace, items should go to
inventory instead of being destroyed on the 'ground' of
light speed travel.  (This safeguard added Feb 18, 2008)
~
classes alignment
~
#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.    
   Of course, a god likes to brag.  Here are some of his works.
 
Zones: Jundland Wastes, Black Rock, Mos Eisley Newbie zones, Rebel Safehouse, 
       Jabba's Townhouse, Jabba's Palace, Tatooine Desert (with Thor), Kessel
       Death Star (with thor), Mos Eisley Sewers, Bespin, Kallistas, Sumitra
       Jawa Sandcrawler, Uncle Owens Farm, Mandalore, Anchorhead, Minos Cluster
       Graveyard of Alderaan, Hoth, Demophon, Dagobah, Endor (Space), Corruscant
       Corruscant Genetic Facility (Serpentorium, Cube), Imperial Palace,
       Kashyyk, Naboo (City, Palace, Planet Core), House of Frankenstein,
       Geonosis, Death Star Surface, Kamino, Outpost Battlegrounds.
 
Code: Everything no one else did.  Favorites include space combat system,
      autoquests, lesser classes, a ton of main class skills/spells,
      non-tick regen, faction based zone loads...10+ years is a long time.
~
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, Korn, Metallica
         Tom Petty, 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 Deities. (to what?)
  14. Has several web pages, runs old Windows, 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% probability of having skipped class if the day is a weekday.
  20. Has a favorite helper named Tristen.
  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
~
newbie
~
#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     QSAY
 HOLLER       NOSHOUT     NOGRATS          PRIVATE     QUESTION
 AUCTION      AFK         NOAUCTION        NOREPEAT    ANSWER
~
toggle
~
#0
movement
Movement Help Table
LOOK          REST          ENTER          LOCK          SHIP
SCAN          SLEEP         EXITS          UNLOCK        PILOT
WAKE          SIT           OPEN           SPEEDER       WALK
JUMP          CLOSE         RIDE           STAND


To move in any direction, just type NORTH, SOUTH, EAST, WEST,
UP, DOWN or use the first letter of 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
~
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?'
~
alias
~
#0
affections
Affections
When using the "score full" listing, it will show 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.
~
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?'
 
NOTE: REMEMBER TO "SAVE" AFTER YOU SET AN ALIAS SO THAT YOU DO NOT LOSE IT!!!!
  > save <character name>
~
!
~
#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.
~
toggle
~
#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
~
score
~
#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
~
autoassist rescue kill flee
~
#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 canceled, 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.
~
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.
~
autoloot autosplit autoexit autocredit toggle
~
#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.
~
autocredit autoassist autosplit autoloot toggle
~
#0
autoloot
Autoloot
Usage: autoloot

Enables you to automatically loot corpses that you personally slay.
Type this command again to disable it.
~
toggle autocredit autosplit autoexit autoassist
~
#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. 
~
autoloot autosplit autoexit autoassist
~
#0
autosplit
Autosplit
Usage: autosplit

Enables you to automatically split credits gained from a kill.  The
credits are split equally among the group members.  Type this
command again to disable it.
~
autoloot autosplit autoassist toggle
~
#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
~
cash score
~
#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
~
write read mail
~
#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.
~
compact look
~
#0
bug idea typo
Idea, Bug, Typo
Usage: bug <bug report text...>
       idea <your new idea...>
       typo <that nasty typo...>
 
For making useful suggestions and reporting problems to the
Immortals.  The room you are in is recorded so you need not
specify where something is IF you are already standing there.
 
Typo reports are best kept short, and with the true error
still included.  That is to say: please do not correct any
typos if all you submit is a copy paste of the problem text.
See the following examples for some best practices.
 
Examples:
  > bug the entire game crashes when I type 'put bag in bag'
 
  > idea this galactic mall could really use an ATM machine
  > idea allow "yank" to work on meditating group members
 
  > typo Tuskan should be spelled Tusken
  > typo An amulet has apparently warded off it's owner. it's=>its
  > typo The labling on this case indicates that it contains sniper rounds.
~
~
#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)
~
value shops sell list
~
#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 replaceable.  If you lose your ticket you can not 
claim your item.  Period.  Not even an Imm can help you, don't ask.
~
auction
~
#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 toggle
~
#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.
~
balance deposit withdraw
~
#0
analyze
Analyze
Usage: analyze <character/mob>

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

Examples:

  > analyze
  > analyze Lando
~
consider
~
#0
diagnose diagnosis
Diagnose
Medic Level 10

Usage: diagnose <target>

With diagnose 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 sickness.  Normal expected side-effects
will not display. (Example, Essence Transfer's focus loss will not
show)
~
medic "cure sickness"
~
#0
display sdisplay vdisplay
Display
Usage: display [type]
       sdisplay type
       vdisplay type

The display command will default your prompt to one of the standard
preset game formats.  Display is used for your land prompt, Vdisplay
for your vehicle prompt and Sdisplay for your space prompt.

Type display with no argument to see all available default prompts.
Once you have made a choice, enter the number of the prompt you want
as your argument.

Example Usage
  display 1
~
prompt sprompt vprompt
~
#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 credits
~
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 spice.  Read the help on spice for more
information.
~
pour fill spice
~
#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.
~
"rebel alliance" empire retire faction
~
#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 dump all the contents of a container you have in your 
inventory onto the ground.
~
put pour
~
#0
equipment
Equipment
Usage: equipment
 
This command reminds you of everything that your
character is wearing, and where the items are
currently being worn.  Use it anytime, even in
your sleep to recall which items you have worn.
 
Example Output:
 
> eq
   You are using:
   <worn on finger>     a cluster ring
   <worn on finger>     a cluster ring
   <worn on arms>       Moff Muppet's armband
   <worn as shield>     a riot shield
   <worn about body>    a Kurtzen leather body wrap
   <worn around wrist>  a wrist worn comlink
   <wielded>            an extra-long force pike
   <piloted>            (concealed) a Modified T-16 Skyhopper
> 
~
"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 Evaluate 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. Also remember you can sometimes
look in a given direction and receive more information. e.g. look north.
~
toggle 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 proficiencies.

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

- The amount of experience you can earn from any kill is governed by your level.
At levels 30 and below, you are restricted in the maximum amount of exp you can
receive from any kill.
After level 30, this cap is lifted.
~
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.  
~
"normal fighting" "defensive fighting" "offensive 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
~
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 Immortals.
  (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.
~
wimpy
~
#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!
~
shadow sneak group
~
#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.
~
classes levels
~
#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
  > take all in all
  > take all.gem in belt
~
zap wield wear put hold drop
~
#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
~
zap wield wear hold get
~
#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.
 
With no argument "group" shows a list of people with whom you are
grouped. Using "group all" enrolls 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 group themselves, too!
 
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.
~
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 tells the MUD when (or if) to repopulate
zones, reload mobs, etc.  This is important for players, since they regenerate
Hit Points, Focus and Moves over the tick.  Ticks are random, but 
are within defined range. 
~
focus rest sleep regeneration
~
#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.
~
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
~
safemode drop donate
~
#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.
~
murder flee wimpy swimpy
~
#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.

Note that leveling a secondary class will cost twice the listed
amount of experience.  Similarly, leveling a tertiary class will
cost three times the listed experience for each level displayed.
~
plevels 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)
~
evaluate value shops sell buy
~
#0
look
Look
Look is how you are able to study your surroundings.  Most notably,
the items, exits, and mobiles that form the world you are immersed in.
Typing "look" with no arguments will show you the room you are in.
 
Usage: look
       look [in | at] [the] <item>
       look <direction>
 
Note: Intermediate arguments such as "at" "in" "the" are filler words.
They are not required to get the same functionality from this command.
 
Examples:
  > look
  > look AT the stormtrooper
  > look stormtrooper
  > look IN the bag
  > look south   (May give some information as to what is south)
  > look in net
  > look sign
 
Note that if you LOOK AT CORPSE you will not see its inventory:
To see what exists 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 MEMS.

  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.
~
pkilling2 pkilling 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.
~
comlink toggle
~
#0
directions down east north south up west
Directions, N, E, S, W, U, D
Usage: north
       east
       south
       west
       up
       down
 
These commands are used to navigate through rooms.
They take you in the 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.
~
who toggle shout holler flags
~
#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, focus, and moves when grouped with others.

You must be a certain level before you can use NOSTAT.
~
~
#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.
~
toggle summon
~
#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.
~
who toggle tell flags
~
#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
~
"control mind" "summon bodyguard" "create droid"
~
#0
plevels
Plevels
Usage: plevels

Lists all 100 pilot levels and the respective experience it takes
to get that level.  Each value of experience is incremental from
the last value.

That means: if you sum up all the experience values between two
levels by adding them together, that total will be how much is
required to "gain" from one end to the other of that range.
~
levels gain
~
#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
~
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.
~
pskill guilds classes
~
#0
pcomlink private
Private Comlinks
Usage: private <bla bla bla> --- Talk over pcom!
       pcom XYZ --- Sets your channel number.
                    Set to zero to disable pcoms.
 
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.  Anyone can select a pcom channel
number and listen in.  There are over 20,000 channels so you
are likely to find some privacy from other players here.
 
Examples:
  > pcom 0
  You turn your private channel off.
 
  > pcom 451
  You tune your comlink to channel 514.
 
  > priv WOO! hi there!! what's up?
  <Private 21: You> yeehaw!
~
comlink communication
~
#0
proficiencies
Weapon Proficiencies
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 -- to improve your ability.  Improved
ability means you will hit harder and miss less with a weapon of that
proficiency.  Classes do not affect proficiency training.
 
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 most definitely worth it.  Certain attribute stats
help add to your combat damage.  The table below summarizes each proficiency.
 
  Weapon Proficiency    Attributes              Typical Items Utilized
  ------------------    -----------             -----------------------
  Hand to Hand          Strength, Dexterity     No weapons. Hands and feet.
  Blaster               Dexterity               Blasters and laser weapons.
  Ranged Weapons        Dexterity               Pulse rifles and bowcasters.
  Daggers               Dexterity, Strength     Knives and small blades.
  Melee                 Dexterity, Strength     Force pikes, clubs, swords.
  Lightsabers           Dexterity, Wisdom       Large variety of Lightsabers.
  Force Combat          Intelligence, Wisdom    Kaiburr Crystals.
~
stats hitroll "multi wield"
~
#0
prompt
Prompt
You can create a prompt anyway you like.

%h = current hitp      %H = max. hitp         %m = current focus
%M = max. focus  %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      %U = alignment

%D = duranium          %N = neutronium        %Y = molybdenum

&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 sprompt vprompt
~
#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
~
zap get
~
#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.
~
rent offer inn
~
#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 or papers.
 
Examples:
  > read transmission
  > read note
~
mail monitor
~
#0
recall
Recall
Usage: recall

The recall command will take you back the the Mos Eisley Space 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.
~
probe 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>'
~
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
~
wield wear hold grab
~
#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?'
~
notell tell
~
#0
report
Report
Usage: report

Issuing this command will report your current hitpoints, focus,
and movement points to everyone in the room.

If you are piloting a spaceship in space, then your hull percentage,
shield percentage, and focus points will be reported instead.

Example:
  > report
  You report 632/727H, 240/240F, 93/192V
~
~
#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.
~
"techno union" empire "rebel alliance" faction enlist
~
#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
holler say shout tell whisper
General Communication
Usage:
  say <message>    - lets you talk aloud to the room you are in (room).
  ' <message>      - a shorthand version for "say". Exactly the same result.
  shout <message>  - shouts a message to everyone nearby (zone).
  holler <message> - sends a message to everyone in the game (mud).
 
  whisper <player> message>   - Whisper to someone in the same room.
  gsay/gtell <message>        - Give a message to everyone in your GROUP.
  tell <player> <message>     - Send a private message across the game.
  reply <message>             - Replies to your last received "tell".
 
NOTE: Using shout or holler may require having a comlink-equipped object.
You must be level 2 or higher before you can SHOUT or HOLLER.
 
For players seeking answers,  see the help file for ASK and ANSWER.
That is a dedicated channel for asking questions and providing answers.
~
question gsay comlink auction reply norepeat
~
#0
score
Score
Usage: score
       score full

Provides useful information on your status such as hitpoints, focus,
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.
~
classes stats affections experience ac
~
#0
sell
Sell
Usage: sell [quantity] <item>
 
Most shopkeepers will buy items of specific types back from you.
If they give you a 'value' they are willing to pay, then they are
usually able to pay you that much in trade for the item you have specified.
 
Most shops specialize in what they will buy, so you may have to look
around to find a buyer for your items.  Also remember that not all shops
can buy everything brought to them due to their own personal economy.
It may be worth your while to search out new buyers for your items.
 
Examples:
  > sell blaster       (sell the first blaster from your inventory)
  > sell 9 blaster     (sell the first nine blasters from your inventory)
~
value shops list buy
~
#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.
~
shopstat 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 possibly SLEEP in them. The Mos Eisley Space Port
is a good example of this situation.
~
dream "sleep spell" wake
~
#0
slip
Slip
Smuggler Level 20

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.
~
give smuggler
~
#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).
~
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.
~
who flags
~
#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.
~
brief compact display quest wimpy swimpy notell nosummon noshout
~
#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>
~
report gtell gsay group
~
#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.
~
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.
~
use hold
~
#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
~
buy list sell shops
~
#0
visible
Visible
Usage: visible

Breaks your spell of invisibility before it expires.
~
mask "detect masking" "jedi knight" sith
~
#0
rest sit sleeping stand wake
Rest, Sleep, Wake, Stand, Sit
For changing your position.  If you are low on Hit Points, Focus
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.
~
regeneration sleep
~
#0
wear
Wear
Usage: wear <item> <location>

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
~
inventory equipment remove
~
#0
weather
Weather
Usage: weather

You can use this command to view the weather for your current area.
Obviously, this will only work if you're not indoors or in a building.

Some storms can get deadly, occasionally, during a fierce lightning
storm.  Lightning will strike a person standing outdoors.  It might be
wise to seek cover during storms.

The prudent galactic Explorer has learned to detect impending thunderstorms
and their associated lightning strikes, and how to take cover from these events,
making them far less likely to be struck by lightning.
~
"sense weather" "alter weather" survival explorer
~
#0
where
Where
NOTE: THE WHERE COMMAND HAS BEEN REMOVED.  6/22/06

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 name] [-c classes] [-zaqimorejtu]
 
Classes: (D)ark Jedi, (J)edi Knight,   (S)muggler,
         (M)ercenary, (B)ounty Hunter, (T)echnician, and Medi(C).
 
Switches:
***********
-z = who is in the current "Z"one.
-a = list r"A"ce instead of title.
-q = only show "Q"uestors.
-i = only show "I"mmortals.
-m = only show "M"ortals.
-o = only show "O"utlaws.
-r = only show members of the "R"ebellion.
-e = only show members of the "E"mpire.
-j = only show members of the "J"edi Order.
-t = only show members of the "T"echno Union.
-u = only show "U"naligned patrons.
~
~
#0
whoami
Whoami
Usage: whoami
 
Print your character's name.  If you forget who you
are from time to time but manage to remember this
command then you will be rewarded with one answer.
 
Memory loss continues with age.  Always ensure that
the UNIX essentials are burned into your memory.
~
omicron who
~
#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 "multi wield"
~
#0
wimpy
Wimpy
Usage: wimpy [hp]
 
Use the WIMPY command to automatically flee once
your hitpoints drop below a certain level.
 
 > wimpy 35
   Okay, you'll wimp out if you drop below 35 hit points.
 > wimp 0
   Okay, you'll now tough out fights to the bitter end for more experience.
 > wimpy
   You are a tough guy, in it 'till the end.
 
NOTE: There is a bonus for taking a risk and playing with wimpy off.
      When wimpy is turned off you will receive 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.
~
hero immortal masters
~
#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.
~
mail monitor
~
#0
socials
Social
Usage: <social> [<victim>] [<bodyPart>]
 
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 Wookiee lately?)
 
Note: most socials will not take bodyPart arguments.
 
Examples:
  > shake Luke
  > applaud Han
  > poke bollux eye
  > stare

See the SOCIALS command for a canonical listing of all available socials.
~
emote
~
#0
"animate dead"
Animate Dead
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.
~
~
#0
antisanct fury
Fury
Sith Marauder Level 60

Usage: con 'fury' <self>

Fury 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 Crucitorn spell, and the two will cancel
each other out, with no effect.  Fury is not effective in space.
~
"sith marauder" crucitorn
~
#0
armor
c 'armor'
Technician Level 7

Usage: conc 'armor' <target>

A technician can temporarily strengthen armor by applying epoxies
and other materials.
~
technician "armor class" concentrate
~
#0
"barrier field"
Barrier Force Field
Droid Level 78

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 level 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 too
great.
~
droid barricade
~
#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.
~
"dispel evil" "dispel good"
~
#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).
~
~
#0
"bionic sight"
Bionic Sight
Droid Level 60

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.

~
infravision droid
~
#0
"bionic strength"
Bionic Strength
Cyborg Level 76

Usage: conc 'bionic strength'

Through implants and programmed biofeedback routines, a Cyborg can artificially
bolster their strength and endurance.  While under the effects of Bionic Strength,
a Cyborg is significantly harder to kill, as well as stronger, than a mortal member 
of the Cyborg's base species.
~
force strength cyborg
~
#0
blindness
Blindness
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.
~
"armor class" force
~
#0
"brain storm"
Brain Storm
Usage: conc 'brain storm' <victim>

Not assigned.

This spell will increase the intelligence of the caster.
~
~
#0
"dark wind"
Dark Wind
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.
~
force concentrate
~
#0
concentrate
Concentrate
Usage: conc '<force power>' <target>

Force sensitives 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.
~
jedi force focus
~
#0
"control droid"
Control Droid
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.
~
inventor order follow
~
#0
"control mind"
Control Mind
Usage: conc 'control mind' <victim>

Control Mind allows a Sith to take over the mind of his/her
victim, and command them at will.
~
follow order
~
#0
"alter weather"
Alter Weather
Farmer Level 20
 
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
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.
~
force concentrate
~
#0
choke
Choke
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.
~
force concentrate
~
#0
"combat heal"
Combat Heal
Usage: comheal

A trained combat medic isn't afraid to jump into the front lines.
While Combat Healing a medic is able to jump into the fray and
heal others who are fighting. 

In game terms: combat healing puts you into an altered state of combat
where your attacks are reduced to 0, however you gain the ability to
use all medical skills while fighting. Your exp earned per heal is 
also increased.
~
"combat medic"
~
#0
"create double"
Create Double
Create double allows a player to create doubles of the player that will
follow him around and also rescue him in combat.
~
follow order "create droid" droid
~
#0
"create droid"
Create Droid
Technician Level 1

Usage: conc 'create droid' [type]

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.  Also note that some droids may have special functions
that they can perform.  IE: Messenger droids allow the tech to send
mail messages without having to be in a post office.

Different levels of techs can create different droids:

Level      Droid
------     ------
1          Messenger Droid 
12         R2 Unit 
19         Protocol Droid 
26         Servant Droid 
34         Probe Droid
40         Medical Droid 
46         Espionage Droid 
52         K4 Security Droid 
60         Mechanic Droid 
66         Assault Droid 
73         Assassin Droid 
~
technician order follow
~
#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    Maintenance Frigate, Repairs Hull in Combat
Gunship          85    Combat Gunship
Kamikaze         90    High damage, suiciding fighter
Defender        100    Protecting defensive ship
~
"space engineer" follow order
~
#0
"cure blind"
Cure Blind
Medic Level 34

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.
~
medic heal
~
#0
"cure critical"
Cure Critical
Usage: conc 'cure critical' <victim>

Cures Critical wounds and more grievous injuries.
~
"cure serious" "cure light"
~
#0
"cure light"
Cure Light
Jedi Level 51

Usage: conc 'cure light' <victim>

*Useable on self only
*Useable only while meditating

Cures Light wounds and bruising.
~
"cure serious" "cure critical"
~
#0
"cure serious"
Cure Serious
Usage: conc 'cure serious' <victim>

Cures Serious wounds and other bodily damage.
~
"cure critical" "cure light"
~
#0
"cure sickness"
Cure Sickness
Medic Level 26

Usage: conc 'cure sickness' <victim>

Cure sickness will heal non-specific ailments.  Examples are negative
stat loss effects, such as those that occur with Disintegrate.  Other
effects, such as blindness & poison will require their own specialty
cure methods.
~
diagnosis medic force concentrate
~
#0
"cyborg speed"
Cyborg Speed
Cyborg Level 60

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.
~
cyborg
~
#0
"dark influence"
Dark Influence
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.
~
force concentrate
~
#0
"force lightning"
Force Lightning
Sith Lord Level 60

Usage: conc 'force lightning' <victim>

Force Lightning is one of the most powerful Sith abilities.
The Sith shoots lightning from his fingertips.  This lightning
surrounds the target and electrocutes him with surprising force.
~
"sith lord" concentrate force
~
#0
"dark anger"
Dark Anger
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.
~
~
#0
"dark tempest"
Dark Tempest
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.
~
~
#0
darkness
Darkness
Sith Lord Level 90

Usage: conc 'darkness' <self>

With this power, a Sith Lord can shroud a room in darkness 
for a short time. The Sith Lord, and any other Lords are
immune to this darkness as they understand its nature and how
it works.
~
"sith lord"
~
#0
"force scream"
Force Scream
Sith Marauder Level 72

Usage: conc 'force scream' <victim>

With a scream enhanced by the powers of the dark side, a Sith can 
cause significant damage to a targeted 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.
~
"sith marauder" telekinesis jedi force concentrate
~
#0
"degrade spice"
Degrade Spice
Spice Dealer Level 10

Usage: conc 'degrade spice' <spice item>

With this ability, a Spice Dealer can degrade the effectiveness of
spice.  It will lower the power level of the spice, and well as 
reduce the Side Effects time.  
~
"spice dealer" spice
~
#0
"defender speed"
Defender Speed
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 speed"
~
#0
"defensive fighting"
Defensive Fighting
Jedi Level 27
All Other 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.
~
"offensive fighting" "normal fighting"
~
#0
despair
Despair
Sith Lord Level 84

Usage: con  'despair'

With this power, the Sith Lord 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 effect 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.)
~
"sith lord"
~
#0
destruction
Destruction
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.
~
force
~
#0
"detect alignment"
Detect Alignment
Jedi Level 21

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.
~
alignment "know alignment" jedi
~
#0
"detect masking"
Detect Masking
Usage: conc 'detect masking' <self>

Detect Masking enables you to see masked items and players.
~
mask force
~
#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.
~
"jedi knight" poison
~
#0
detoxify
Detoxify
Spice Dealer 12th Level

Usage: conc 'detoxify' <victim>

A spice dealer has to know how to handle spice overdoses.  With
detoxify a spice dealer does an emergency detoxification of his/her
victim, helping them avoid the bodily cravings for more spice.
~
spice "spice dealer"
~
#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.
~
~
#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.
~
~
#0
earthquake quake
Quake
Technician Level 35

Usage: quake

Quake will set off a seismic charge that shakes the ground and 
damages everybody in the room except the technician himself.  
Flying players or mobs are not affected, and SAFEMODE can be used
like other area effect abilities.
~
technician safemode
~
#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.
~
"bolt of hatred"
~
#0
endurance
Endurance
Farmer Level 15

Usage: conc 'endurance'

The Endurance spell provides a temporary increase to your constitution
based on your level.
~
farmer
~
#0
"enhance weapon"
Enhance Weapon
Technician Level 44

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.
~
concentrate force technician "enhance armor"
~
#0
"enhance armor"
Enhance Armor
Technician Level 46

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.
~
"enhance weapon" technician
~
#0
"enhance spice"
Enhance Spice
Spice Dealer Level 8

Usage: conc 'enhance spice' <spice item>

With this ability, a Spice Dealer can enhance the effectiveness of
spice.  It will raise the power level of the spice, and well as 
increase the Side Effects time.  
~
concentrate "spice dealer" spice
~
#0
"essence transfer"
Essence Transfer
Sith Lord Level 100

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 Sith Lord to prepare for an emergency transfer of his/her
spirit into a cloned body at the point of death.  This saves the
Lord from any equipment loss or permanent wounds. There is a period of
disorientation after the transfer, resulting in a short period of
sickness that will seriously reduce the Lord's combat capabilities.
When prepared for essence transfer (e.g., when spell is in effect),
your focus will be limited a bit, due to the part of your
focus being to keep the transfer ready.
~
"sith lord"
~
#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.
~
~
#0
"farm food"
Farm Food
Farmer Level 4

Usage farm <option>

Using Farm Food, a Farmer can produce a food item to be consumed.
Since solid ground is needed, this cannot be done in space.
Food produced by a farmer will have positive affects when eaten.
As the farmer gains in level, different types of food can be farmed.

Crop            Level      Keyword
----            -----      -------
Rock Melons       4        "melons"
Lipana Berries    7        "berries"
Balka Greens     10        "greens"
Domrai Fruit     13        "fruit"
MazeStalk        16        "stalks"
Puzzle Flower    20        "flower"

Farming will consume focus and operates on a one minute timer.
~
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
Sith Lord Level 66

Usage: conc 'fear' <victim>
       conc 'fear' <self>

When cast on self, the caster becomes surrounded by an aura of evil,
radiating waves of fear. The Sith Lord can also concentrate this sense
of fear and direct it at a mob or player, possibly causing the target
to flee in terror.
~
"sith lord"
~
#0
"control pain"
Control Pain
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 Constitution, NPC's will
suffer 10% more damage for the duration of the effect.
~
force concentrate
~
#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 Level 39

Usage: conc 'force conversion'

With this ability a Jedi can draw from their own stamina (movement)
to produce force energy (focus) to power their abilities when they
get low.
~
mana
~
#0
"focus mind"
Focus Mind
Jedi Level 16

Usage: conc 'focus mind'

A Jedi following either the light or dark path can influence himself
by using their influence of the force to help focus for combat,
increasing weapon proficiency and hitroll.
~
jedi concentrate force mana
~
#0
"force push"
Force Push
Jedi Level 45

Usage: conc 'force push' <victim>

Jedi who follow either path can use the force to topple their opponents.
This is very similar to the mercenary's bash ability.
~
jedi bash
~
#0
"force storm"
Force Storm
Sith Lord Level 95

Usage: conc 'force storm'

With this power, a Sith Lord releases 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 force points but
is the most powerful attack in the Sith Lord's arsenal.
~
"sith lord"
~
#0
"fortress of hate"
Fortress of Hate
Sith Lord Level 78

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 aggressive 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 its 
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.)
~
concentrate force "sith lord"
~
#0
"force harmony"
Force Harmony
Consular Level 66

Usage: conc 'force harmony'

Force Harmony imbues every member of the Consular's group with 
Crucitorn. The effect on the group members only lasts while the Consular 
is near them.
~
consular crucitorn force concentrate
~
#0
"force hold"
Force Hold
Consular Level 84

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.

~
consular
~
#0
telekinesis
Telekinesis
Jedi Level 33

Usage: conc 'telekinesis' <victim>

With Telekinesis, a Jedi lifts objects into the air and hurls them
telekinetically at the victim.
~
concentrate force jedi
~
#0
"bolt of hatred"
Bolt of Hatred
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.
~
force concentrate
~
#0
foresee forsee
Foresee
Consular Level 60
Sith Lord Level 72

Usage: conc 'foresee' <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.
~
consular "sith lord"
~
#0
"greater vitality boost"
Greater Vitality Boost
Medic Level 42

Usage: conc 'greater vitality boost' <victim>

Restores a large amount of vitality (moves) to the target.
~
medic "lesser vitality boost" "vitality boost"
~
#0
"group armor"
Group Armor
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.
~
group "armor class" force concentrate
~
#0
"group heal"
Group Heal

Usage: conc 'group heal'

Group heal allows a Jedi to cast heal on everyone that is grouped
with them at the time, healing a large number of hit points.
~
heal "jedi master"
~
#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).
~
sith force concentrate
~
#0
heal
Heal
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.
~
~
#0
"holo field"
Holo Field
Inventor Level 90

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 holograms 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
~
concentrate force
~
#0
"disguise motives" "hide motives"
Disguise Motives
Usage: conc 'disguise motives'

Ever wonder how Chancellor Palpatine managed to hide his motives from
the Jedi Council.  Well here's how!  Disguise Motives allows a force user
to mask his motives (alignment) from others.  Enemies that would attack
those of a specific alignment cannot determine a force user's
alignment and so will not aggressively attack.
~
~
#0
identify
Identify
Technician Level 32
Smuggler Level 43

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.
~
technician "enhance weapon" "enhance armor" force concentrate
~
#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.
~
"detect hidden"
~
#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.
~
comlink
~
#0
"force speed" "jedi speed"
Force Speed
Jedi Level 30

Usage: conc 'force speed'

Force speed uses the power of the force to increase your attacking speed
in battle. It increases the chances of extra attacks.
~
concentrate force jedi
~
#0
"jury rig"
Jury Rig
Item Only Ability


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.
~
use "patch shields" "repair shields"
~
#0
"leech life"
Leech Life
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.
~
~
#0
"lesser vitality boost"
Lesser Vitality Boost
Medic Level 5

Usage: conc 'lesser vitality boost' <victim>

Restores a small amount of vitality (moves) to the target.
~
medic "vitality boost" "greater vitality boost" regeneration
~
#0
"life tap"
Life Tap
Usage: conc 'life tap' 

Life Tap allows a Sith to convert some of the physical health to focus.
The higher level you are, the more efficiently you can convert.
~
~
#0
"locate object"
Locate Object
Bounty Hunter Level 26
Smuggler Level 51

Usage: conc 'locate object' object

Using Locate Object, it is possible to 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 Level 20

Usage: conc 'locate spice' <spice item>

Using Locate Spice, it is possible to 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 similar named
item types will show up in your scan.    
~
"spice dealer" spice concentrate
~
#0
mask
Mask
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.
~
visible "detect masking" force concentrate
~
#0
"mind trick"
Mind Trick
Jedi Level 24
 
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.
 
Game Specifics:
No affect over droids or stronger willed people (players, some mobs).
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 distinguish 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.
~
jedi concentrate force
~
#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.
~
force concentrate
~
#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.
~
"defensive fighting" "offensive 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.
~
"null space" force concentrate
~
#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.
~
"null blade" force concentrate
~
#0
"offensive fighting"
Offensive Fighting
Jedi Level 54
All Other Classes Level 48

Usage: offensive

A more experienced combatant may choose to implement offensive fighting
tactics, focusing 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.
~
"normal fighting" "defensive 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.
~
piloting "repair shields" "ship systems"
~
#0
peace
Peace
Sentinel Level 84

Usage: conc 'peace' <target>

Peace enables a Sentinel to end combat immediately, either one he is
involved in, or another fight.  It does not prevent an aggressive
mob from attacking again however.
~
concentrate force
~
#0
"peace aura"
Peace Aura
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.
~
peace
~
#0
poison
Poison
Smuggler Level 30

Usage: poison <food | drink | stab weapon | throw item>

Putting Poison in food or drink (containers) will poison it.  Eating
poisoned food/drinks will poison the person eating or drinking.

Putting 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 regenerate less points than usual.
~
"remove 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" "restore default" "restore defaults"
Restore Defaults
Technician Level 54

Usage: conc 'restore defaults' <target>

Casting restore defaults 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).
~
concentrate force "enhance armor" "enhance weapon" technician
~
#0
"remove mask"
Remove Mask
Usage: conc 'remove mask' <victim | item>

Remove Mask will remove the affects of masking from a victim or an
object.
~
technician mask concentrate
~
#0
"remove poison"
Remove Poison
Medic Level 30

Usage: conc 'remove poison' <victim | food | drink> 

Remove Poison will remove the affects of poison from a victim or an
object.
~
concentrate force poison "detect poison" smuggler medic
~
#0
repair
Repair
Usage: repair <skill_name> <target>
 
This generic syntax is for the Technician with skills that
perform maintenance on electronic individuals such as their
own droids, and to a lesser extent, even Cyborgs.
 
Consult each skill's help file of the same name for more
detailed information regarding the ability.  A list follows:
 
See Also:
 - Restock Kit
 - Repair Minor
 - Repair Moderate
 - Repair Serious
 - Repair Minor Combat
 - Repair Major Combat
 - Repair Minor Group
~
droid technician
~
#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.
~
"patch shields" "ship systems" piloting
~
#0
crucitorn sanctuary
Crucitorn
Defender Level 60
Sentinel Level 72

Usage: conc 'crucitorn' <self>

When protected by Crucitorn, a Jedi will only receive 1/2 the normal
damage caused by a particular blow.  Non-Jedi protected by Crucitorn
will only receive 3/4 normal damage.
~
defender concentrate focus armor
~
#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.  

Also, when safemode is on, you cannot junk containers in your inventory
unless they are empty.
~
~
#0
sabotage
Sabotage
Technician Level 30

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 cumulative and failing to sabotage
successfully will cause the target to be very unhappy.

When used upon objects of type:
Weapon - Reduces the player's 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.
~
inspect concentrate force repair technician
~
#0
inspect
Inspect
Technician Level 25

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.
~
repair sabotage
~
#0
"self repair"
Self Repair
Cyborg Level 68

Usage: repair borg self

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.
A repair kit is required for a cyborg's self repair.
~
cyborg repair
~
#0
"sense force"
Sense Force
Jedi Level 5
Sensite Level 4

Usage: conc 'sense force' <target>

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."
~
jedi sensite force concentrate
~
#0
"sense life"
Sense Life
Bounty Hunter Level 18

Usage: conc 'sense life'

Sense Life allows the caster to sense the presence of a player or
monster in the room which it is hiding.  The true identity will remain
hidden however.  Invisible persons are also considered hidden.
~
hide mask "bounty hunter"
~
#0
"sleep spell"
Sleep (Spell)
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
~
#0
"spike spice"
Spike Spice
Spice Dealer Level 15

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 consequences
if the unknowing consumes it.
~
concentrate "spice dealer" spice
~
#0
strength
Strength
Jedi Level 18

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.
~
concentrate force jedi
~
#0
summon
Summon
Technician Level 57

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 technician. 

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.

You may not summon a player who has nosummon protection on.
~
concentrate force nosummon technician
~
#0
sustain
Sustain
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.
~
concentrate eat
~
#0
"treat injury"
Treat Injury
Usage: treat <heal type> <victim>

Uses medical knowledge that treats injuries on all 
biological beings. 
Requires medical supplies
~
medic
~
#0
"treat minor injury" "treat minor wound"
Treat Minor Injury
Medic Level 1

Usage: treat minor <victim>

Uses medical knowledge that treats and repairs light injury and
bruising.  The healing process occurs over a 15 second time
period.
Medical Supplies required: 1
~
medic
~
#0
"treat moderate injury" "treat moderate wound"
Treat Moderate Injury
Medic Level 13

Usage: treat moderate <victim>

Uses medical knowledge that treats and repairs moderate injuries.
The healing process occurs over a 15 second time period.
Medical Supplies required: 2
~
medic
~
#0
"treat group injury" "treat serious wound"
Treat Group Injury
Medic Level 22

Usage: treat group <victim>

Uses medical knowledge that treats and repairs minor injuries on every
member of the Medic's group. The healing process occurs over a 15 
second time period.
Medical Supplies required: 3
~
medic
~
#0
"treat group wounds" "treat serious injury"
Treat Serious Injury
Medic Level 38

Usage: treat serious <victim>

Uses medical knowledge that treats and repairs serious injuries.
The healing process occurs over a 15 second time period.
Medical Supplies required: 4
~
medic
~
#0
"treat greater group injury" "treat greater group wounds"
Treat Greater Group Injury
Medic Level 52

Usage: treat greater <victim>

Uses medical knowledge that treats and repairs major injuries on every
member of the Medic's group. The healing process occurs over a 15 
second time period.
Medical Supplies required: 5
~
medic
~
#0
"vitality boost"
Vitality Boost
Medic Level 18

Usage: conc 'vitality boost' <victim>

Restores a moderate amount of vitality (moves) to the target.
~
medic "lesser vitality boost" "greater vitality boost"
~
#0
"word of recall"
Word of Recall
Bounty Hunter Level 51

Usage: conc 'word of recall' 

Word of Recall transfers the caster back to the safety, or relative
safety, of the Mos Eisley Space Port.
~
concentrate force recall "bounty hunter"
~
#101
aedit
Aedit
Level 108 (Grand Admiral)
 
Usage: aedit <social name>
 
AEDIT is an online social editor.  It is used to edit and create socials.
After using aedit be sure to save the changes permanently by typing:
 
NOTE: You must have an OLC number of 0 to save/edit actions.
 
Examples:
  > aedit rofl
  > aedit smile
~
"social variables" socials
~
#101
advance
Advance
Level 107 (General)
 
Usage: advance <victim> <level> <prim/sec/ter/etc>
 
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 prim
~
set
~
#101
approve deny
Approve & Deny
Level 101 (Hero)

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.

Approval Rules:
 1) We don't accept names from other well known fantasy/sci-fi themes.
 2) Old player names are sometimes exempt under special circumstances.
 3) If you are unsure, do nothing and ask someone else.
 4) Never approve any "junior" questing characters.
~
name
~
#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
Level 106 (Moff)
 
Usage: ban [<all | new | select> <site>]
       unban <site>
 
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
~
~
#101
bestow
Bestow
Level 101 (Hero)

Usage: bestow <name> <number>

Used to give quest points to mortals (or yourself).
Can give negative points if you need to punish or
adjust the given player's score.
~
~
#101
call
Call
Level 101 (Hero)
 
Usage: Call <Order/<Player>/Adjourn>
 
Used to call a room to order.
 
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
Date returns the local machine time of the server.
 
Other notable dates include:
    May 25th, 1977: Episode IV: "A New Hope" was released.
    May 19th, 2005: Episode III was released on Peter Mayhew's birthday.
~
~
#101
dc
DC
Level 106 (Moff)
 
Usage: dc <descriptor number>
 
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.
~
users
~
#101
echo gecho qecho rpecho send
Echo, Gecho, Qecho, Send
Level 101 (Hero)
    echo <message>
    gecho <message>
    qecho <message>
    fecho message
    rpecho message
 
Level 103 (Captain)
    send <victim> <message>
 
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.
FECHO displays the string to all force users in the game.
RPECHO displays the string to everyone who has there rp flag on.

 
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
Level 104 (Senator)
 
Usage: force <victim | all> <command> [arguments]
 
FORCE makes a character -- be them monster or player -- perform
a certain action.
 
 --- FORCE ALL forces everyone in the game.
 --- FORCE ROOM forces everyone in your current room.
 
Example:
  > force all save
  > force fido drop meat
  > force room pet fido
 
If you are invisible to those being forced,
the commands forced will be performed silently.
~
~
#101
freeze thaw
Freeze & Thaw
Level 103 (Captain)
 
Usage: freeze <victim>
       thaw <victim>
 
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.
~
ice
~
#101
goto teleport transfer
Goto, Teleport, Transfer
Level 101 (Hero)
 
Usage: goto <location>
       trans <victim>
       teleport <victim> <location>
 
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 12.4
  > goto Thor
  > trans Paradox
  > teleport Thor 30.1
  > teleport fido 2.fido
  > transfer quest
~
~
#101
handbook
Handbook
Level 101 (Hero)
 
Usage: handbook
 
Guidelines for having an immortal character -- you should read it.

See Also: LAWS
~
~
#0
hcontrol
House Control
Level ??? (???) --- UNUSED?
 
Usage: hcontrol build <house vnum> <exit dir> <player name>
       hcontrol destroy <house vnum>
       hcontrol pay <house vnum>
       hcontrol show
 
House control, controls the addition, removal, and payments of houses.
Issuing "hcontrol show" will show all the houses currently defined
in the game along with their last 'rent' payment date.
~
house houses
~
#101
holylight
Holylight
Level 101 (Hero)
 
Usage: holylight
 
This is an immortal-only toggle which allows you to:
    See invisible people and objects, even if you do not have 'detect masking'.
    Hidden people, even if you do not have 'sense life'.
    Dark rooms, even if you do not have a light.
    Magically pass through closed doors as if they were not here.
 
It is expected most immortals will keep HOLYLIGHT on most of the time. This
feature exists so that you have the ability to see what mortals see for
debugging purposes.
~
~
#101
deice ice
ice & deice
Level 101 (Hero)
 
Usage: ice <player>
       deice <player>
 
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.)
~
freeze
~
#101
imotd
Immortal Message of The Day
Level 101 (Hero)
 
Usage: imotd
 
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.
~
motd
~
#101
invis
Word of Recall
Level 102 (Commander)
 
Usage: invis [level]
 
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 101
~
visible
~
#101
last
Last
Level 101 (Hero)
 
Usage: last <playername>
 
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
~
stat
~
#101
load
Load
Level 106 (Moff)
 
Usage: load <mob | obj> <virtual number> [# of copies]
 
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. An optional third number specifies a quantity which defaults to one.
 
Example:
  > load obj 3099
  You create a bulletin board.
 
  > load mob 3005
  You create the receptionist.
~
vnum
~
#101
logs
Logs
Level 101 (Hero)
 
Usage: logs <file> [num lines]
 
File options:
    bug            /home/revenge/shared/bugs
    typo           /home/revenge/shared/typos
    ideas          /home/revenge/shared/ideas
    todo           ../../shared/todo/todo
    xnames         /home/revenge/shared/xnames
    xnames2        /home/revenge/shared/sub_xname
    levels         ../log/levels
    rip            ../log/rip
    players        ../log/newplayers
    rentgone       ../log/rentgone
    server         ../log/server
    godcmds        ../log/godcmds
    syslog         ../syslog
    crash          ../syslog.CRASH
    subber         ../log/subberdeath
 
Logs allow an immortal to check on deaths, new players, bugs, typos, etc.
Shared logs are synchronized across buildmud, realmud, etc. This command
is very useful when checking to see if what a player is telling you is true.
To remove entries from a log, read how to use the logremove command.
Be careful and note well that lgoremove is irreversible!
~
logremove
~
#0
mute unmute
Mute
Level 102 (Commander)
 
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.
 
Note to Players:
Mutes are run on timers.  Do not ask an immortal to remove your mute.
Your mute will disappear on its own after the specified time has run
its course.  Pestering immortals about the time left on your mute
may irritate the immortal and cause even more time to be added.
~
flags
~
#101
mlist olist rlist
Olist, Mlist, Rlist
Level 101 (Hero)
 
Usage: mlist <beginning number> <ending number>
       rlist <beginning number> <ending number>
       olist <beginning number> <ending number>
 
The list commands are used to show all the mobs between the numbers one
enters.  It is useful when checking for the last number used in a zone.
~
~
#101
nohassle
Nohassle
Level 101 (Hero)

Usage: nohassle

Toggles a flag to prevent aggressive monsters from attacking.
~
~
#0
notitle
Notitle
Level 102 (Commander)

Usage: notitle <vicitim>

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.
~
title
~
#101
nowiz
Nowiz
Level 101 (Hero)

Usage: nowiz

Toggles your hearing of the immortal wiznet channel.
~
wiznet
~
#0
olc
OLC
Level 101 (Hero)

Usage: olc

Olc simply lets one check to see if all the data created online has
been saved yet. Any unsaved information will be summarized.
~
redit
~
#101
medit oedit redit zedit
redit oedit medit zedit
Level 101 (Hero)
 
Usage: oedit/redit/medit/zedit <number>
 
These edit commands are used to create zones/areas online.
They're fairly self-explanatory.  Oedit is object edit,
Redit is room edit, and so on. Remember that you must save
your work when you are done. e.g. "hedit save"
 
>Example:  oedit 1100
This would bring up the object 1100, from which you can
edit the object and it's properties.
~
~
#101
outlaws
Word of Recall
Level 101 (Hero)

Usage: outlaws

This command will list where all current player outlaws are within
the game to help you monitor any potential problems.
~
~
#101
page
Page
Level 102 (Commander)
Level 107 (General) {Required for "page all"}
 
Usage: page <player | all> <message>
 
PAGE is used to send a message, along with a beep, to another player.
PAGE ALL sends your message with a terminal 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
Pardon
Level 106 (Moff)

Usage: pardon <victim>

Removes killer and thief flags from a player.
~
~
#101
poofin poofout
Poofin/Poofout
Level 101 (Hero)
 
Usage: poofin <message>
       poofout <message>
 
This command sets the message seen by other players when you use GOTO
to move to a different room.
 
POOFIN with no argument resets your poofin message to the default:
    "An enormous ship lands and <name> hops off."
 
POOFOUT with no argument defaults your poofout message to:
"<Name> enters a personal shuttle and lifts off."
 
You can put your name anywhere in the message -- if at all.
~
pooflist goto
~
#101
purge
Purge
Level 104 (Senator)
 
Usage: purge [name]
 
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
~
dc
~
#101
wizload
Wizload
Level 104 (Senator)
 
Usage: wizload < '*' | all | file >
 
Wizload is used to reload text files such as the MOTD from disk into memory.
 
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)
~
~
#101
restore
Restore
Level 103 (Captain)

Usage: restore <player | mobile>

RESTORE restores a player or mobile to full hit, focus, and movement 
points. If used on immortals, it also sets all skill levels to 100%.
~
~
#101
return
Return (Switch)
Level 104 (Senator)

Usage: return

If you are switched into a mobile, this is how you
RETURN to your normal, immortal, crispy chicken of a body.

Eat more chicken.
~
switch
~
#101
roomflags
Roomflags
Level 101 (Hero)
 
Usage: roomflags
 
Toggles the display of zone vnum, room vnum, room flags, and sector type
in the same line as the room title when described to you.
~
~
#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          Who     Value Type   Description
-----------------------------------------------------------------------------
ac             Both    Number       Armor class
addict         PC      Number       Spice addict number
align          Both    Number       Alignment
bank           PC      Number       Gold in bank
brief          PC      Binary       Brief mode
builder        PC      Binary       Builder flag On/Off
cha            Both    Number       Charisma
clan           PC      Number       Player Clan
class          Both    MISC         Player Class
class2         PC      Binary       Player Class2
class3         PC      Binary       Player Class3
Also see: Help set class
color          PC      Binary       COLOR flag
con            Both    Number       Constitution
damroll        Both    Number       Damage Modifier
deleted        PC      Binary       DELETED flag
dex            Both    Number       Dexterity
drunk          Both    MISC         Drunkenness
dueling        PC      Binary       Dueling Arena flag
exp            Both    Number       Experience points
factionrank    PC      1-9          Rank in a Faction
fakename       PC      MISC         Player's fakename
frozen         PC      Binary       FROZEN flag
gold           Both    Number       Gold (On hand)
hit            Both    Number       Current HP
hitroll        Both    Number       To-Hit modifier
hunger         Both    MISC         Hrs to hunger
idnum          PC      Number       ID Number
int            Both    Number       Intelligence
invis          PC      Number       Invisible (level)
invstart       PC      Binary       Invisible @Start
killer         PC      Binary       KILLER flag
lessons        PC      Number       # of practices
level          Both    Number       Level
loadroom       PC      MISC         Room to load in (#/off)
mana           Both    Number       Current mana
maxhit         Both    Number       Max HP
maxmana        Both    Number       Max Mana
maxmove        Both    Number       Max Movement
move           Both    Number       Current movement
MR             Both    Number       Magic Resistance
name           PC      Name         Player Name
nodelete       PC      Binary       Undeletable flag
nohassle       PC      Binary       NOHASSLE flag
noposting      PC      Binary       !posting flag
noside         PC      0-31         Sets !side/faction flag
ALSO SEE: help set noside
nosummon       PC      Binary       NOSUMMON flag
nowizlist      PC      Binary       Not Wizlistable flag
olc            PC      MISC         OLC zone editing
olc2           PC      MISC         2nd OLC Zone
olc3           PC      MISC         3rd OLC Zone
outlaw         PC      Number       Ticks on Outlaw flag
passwd         PC      MISC         Player password
pilotclass     PC      Number       Player Pilot Class
ALSO SEE: help pilot class
pilotlevel     PC      Number       Pilot level
pilotpractices PC      Number       # of practices
practices      PC      Number       # of practices
practices2     PC      Number       # of sec practices
practices3     PC      Number       # of tert practices
probation      PC      Binary       Probation flag
proflevel      PC      Number       Primary Class Level
prof2level     PC      Number       Secondary Class Level
prof3level     PC      Number       Tertiary Class Level
quest          PC      Binary       QUESTING flag
quickness      PC      Number       Quickness
race           Both    MISC         Character Race
room           Both    Number       Move to room
roomflag       PC      Binary       ROOMFLAGS flag
sex            Both    MISC         Sex
side           PC      0-31         Player faction Side
ALSO SEE: help set side
siteok         PC      Binary       SITEOK flag
size           Both    MISC         Character Size
spaceexp       PC      Number       Player Space Exp
spacehit       PC      Number       Hitroll in Space
str            Both    Number       Strength
stradd         Both    Number       Additional STR(18/xx)
sub            PC      MISC         Player sub-class
thief          PC      BINARY       THIEF flag
thirst         Both    MISC         Hrs to thirst
title          PC      MISC         Player's title
wis            Both    Number       Wisdom
worship        PC      Binary       Worship Flag
~
~
#101
show
Show
Level 101 (Hero)
 
Usage: show <mode> [argument]
 
Valid Modes:
zones          player         rent           stats          death
godrooms       spells         skills         quests         qlog
skills2        skills3        pskills        wounds
 
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.
  skills: shows the percentage of success for primary skills
 skills2: shows percentage of success for secondary skills
 skills3: shows percentage of success for tertiary skills
 pskills: shows percentage of success for piloting skills
~
~
#0
shutdown
Shutdown
Level 107 (General)
 
Usage: shutdown [reboot | die | pause]
 
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.
 
DIE
    Kill the autorun script. The MUD will not reboot until explicitly run again.
 
PAUSE
    Create a file called 'paused' in Circle's root directory.
    Autorun will not try to restart the MUD until 'paused' is removed.
~
~
#100
skillset
Skillset
Level 107 (General)

Usage: skillset <name> '<skill>' <value>

Sets the specified skill to the specified value.
~
set
~
#101
slowns
Slowns
Level 107 (General)
 
Usage: slowns
 
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).
~
users
~
#101
snoop
Snoop
Level 105 (Governor)
 
Usage: snoop [player]
 
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
Snowball
Snowball is just a social -- it prints a funny message, and nothing more.
Level:42 (Commander)
~
~
#0
"combat speed"
Combat Speed 
Mercenary Level 36
Bounty Hunter Level 46

Usage: Automatic

   Through experience and training, mercenaries and bounty hunters can increase
the speed at which they attack in combat without the need for an increase in
their quickness.  Fighters trained in this skill will attack more often
allowing them to deal more damage.    
~
"bounty hunter" mercenary
~
#101
switch
Switch
Level 104 (Senator)
 
Usage: switch <monster>
 
SWITCH is used to take over the body of mobiles. This is useful for
interactive adventures.  If the monster in which you are switched is
killed you will be returned to your own body.
~
return
~
#101
syslog
syslog
Level 101 (Hero)
 
Usage: syslog [off | brief | normal | complete]
 
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.
~
color
~
#101
unaffect
Unaffect
Level 105 (Governor)
 
Usage: unaffect <victim>
 
Removes all affections (i.e., spell effects) from a player.
~
stat
~
#101
users
Users
Level 101 (Hero)

Usage: users [switches]

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.
~
~
#101
vnum
Vnum
Level 101 (Hero)
 
Usage: vnum <mob | obj> <substring>
 
Gives a list of the virtual numbers of objects or mobiles which match the
specified substring.
 
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
Level 103 (Captain)
 
Usage: vstat <mob | obj> <vnum>
 
Used to stat a prototypical mobile or object by virtual number.
 
Examples:
  > vstat obj 3000
  > vstat mob 3001
~
vnum stat load
~
#101
whois
Whois
Level 101 (Hero)
 
Usage: whois <playername>
 
Whois displays a character's class, level, and race.
 
Example:
  > whois phule
  Bothan Level 21 Bounty Hunter
~
~
#101
wizhelp
Wizhelp
Level 101 (Hero)

Usage: wizhelp

Gives a list of the special commands available at your level.
~
~
#101
; wiznet
Wiznet
Level 101 (Hero)

Usage: wiznet [ '@' | '+' | '-' | '#' ] [<text>]

The immortal communication channel.

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.
~
nowiz
~
#101
xname
Xname
Level 102 (Commander)

Usage: xname <name>

Xname is a command used to make certain names unusable by players.
~
approve
~
#101
zreset
Zreset
Level 107 (General)
 
Usage: zreset < zone | '*' | '.' >
 
Used to force a zone to reset.
    '*' forces all zones to reset.
    '.' forces the zone you are in to reset.
 
For a detailed listing of zones, try SHOW ZONES.
~
show
~
#101
rclone
Room Clone
Level 101 (Hero)
 
Usage: rclone <room number>
 
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
guile "scoundrel's guile"
Scoundrel's Guile
Usage: scoundrel

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
~
#0
disarm
Disarm
Swindler Level 90

Usage: disarm <target>

Using his/her superior charisma and dexterity, a skilled swindler can
distract an opponent before deftly knocking their weapon from their hands.
Player weapons will fall to their inventory while NPC weapons can either
fall to their inventory or to the ground depending on chance, level and
the mobs awareness.  This is an offensive skill, any mistakes on the
swindlers part will no doubt cause some form of retaliation.

If the target is a player, the victim will be unable to wield a weapon 
for several seconds due to numb fingers.  The draw skill can still be
used.

If the target is a mobile, the victim will deal reduced damage for
a short duration of time.  This skill can be used on mobs without
a true weapon object for the damage reduction benefit.  This is
dependent on the mobs default attack type. (i.e. Blast for example)

The skill can be used in combat, with reduced chance of success and no
charisma benefits.  The skill operates on a 40 second timer.
~
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.
~
droid technician
~
#0
"reconstruct body" "reconstruct droid"
Reconstruct Body
Surgeon Level 84

Usage: reconstruct <victim>

Sometimes regular medical aid is inadequate. In these cases a surgeon can attempt
a major operation on someone gravely injured. This usually cures any temporary 
injuries. Due to the stress on the body caused by major surgeory this same person
can't be operated on again for a while.
Surgical Supplies required: 20
~
surgeon
~
#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.
~
"create droid" droid technician
~
#0
"fix droid"
Fix Droid
Technician Level 19

Usage: conc 'fix droid' victim

Fix 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.
- Worked with Rhysole (Abel) to complete Kohlma.
- 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.
- Is developing a new high-level zone with Hawkwind.
- Drives a Silver on Black 2006 Honda Accord EX-V6 Sedan with a killer sound system.

Website: http://www.barbersonline.net
~
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 CONSULARs, joining Yoda, Mace Windu and
Jorus C'baoth, to name a few.  Those who seek a balance between force and
combat become SENTINELs, like Ulic Qel-Droma and Corran Horn.    

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 Bear Clan in the Jedi Order.  By training your abilities 
and interacting with famous Consulars and Defenders in the game, you can earn 
promotions within the Jedi Order, growing from a Bear Clan into a Padawan, a 
Knight, a Jedi Master, or a Council Member.  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.    
~
factions jedinet code
~
#0
fly flying
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
beldons 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.

Short range attack types such as vibroblades will have difficulty landing
on a flying target unless the attacker is also flying.

NOTE: Flying and entering space are incompatible. You must stop flying
before going into a space area. You also cannot sleep while flying.
~
geonosian races "racial skills"
~
#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 factions emote
~
#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, REBNET, SUNNET,
or TECHNET 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 faction emote
~
#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.    
~
stats race "jedi speed"
~
#0
constitution
Constitution
   Constitution adds to the number of hit and movement points your character
has.  It also plays a vital role in regeneration, and in reducing the damage
done to you by most attacks.    
~
stats
~
#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 dodge and adapt.
~
stats
~
#0
wisdom
Wisdom
   Wisdom determines how quickly your skills and spells improve when you
practice them and when you use them.  Several forms of combat take wisdom into
account, and wisdom also affects the casting cost of spells (although to a
lesser degree than intelligence.) The costs of healing skills and spells are
more heavily affected by Wisdom than other spells and skills.    
~
stats
~
#0
intelligence
Intelligence
Intelligence is used to determine how much focus is needed to cast a given
spell, and helps determine whether or not a given spell will succeed (in
conjunction with your practiced level.) It is also used when calculating how
many practice sessions are needed to train a skill, and gives bonuses in force
combat.  Intelligence has no effect on focus trains.
~
stats
~
#0
building
Building
Interested in building a zone for ROTJ?  This is the place to start.
To build a zone in ROTJ you must meet several requirements and then
submit a builder application via our website.
 
The requirements to apply are:
 - You must be an active player on ROTJ.
 - You must have a level 60 player or higher (land or space).
 - You must follow the RULES of ROTJ.  Players caught cheating
   will not be allowed to build, or will lose their builder status.
 - You must go through The Builder's Academy and build a zone
   that has at no LESS than: 20 rooms, 1 object, 1 mobile, and 1 trigger.
   NOTE: This requirement applies regardless of past building experience.
 
There are useful building resources on the ROTJ website. Several links
that follow will be of use if you wish to pursue building a good zone.
Make sure to visit all of them and consider what they have to offer.
 
 - http://rotjmud.com/resources/buildresource/index.html
 - http://rotjmud.com/resources/buildresource/buildfaq.html
 - http://rotjmud.com/resources/buildresource/parafaq.html
 - http://builderacademy.net/
 - http://builderacademy.net/Oasis_DG_pages/
 
Also: Type "areas" for a list of zones you can visit, along with their creator.
~
~
#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
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.
 
You can use the CLAN command to learn more:
- Typing CLAN by itself will give you a list of clan related commands.
- To see a listing of all clans in the game, type: CLAN INFO
- To read more about a single clan, type: CLAN INFO xyz  (e.g. CLAN INFO DKA)
 
 
You can create your own clan! Here's how:
- You must be land or space level 40 or higher.
- You must have at least two additional people to enroll in your clan.
  NOTE: They do not need to be logged on at creation time,
          but must be enrolled in the clan within 24 hours.
- You must pay a clan creation fee.
  It is based on your land or space level as follows:
     Level 40 or +  = 8M credits.
     Level 60 or +  = 6M credits.
     Level 80 or +  = 4M credits.
     Level 100      = 2M credits.
 
 
 
 
 
 
 
 
Important things to remember about clans:
- 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.
- Clans must keep an active membership of 3 members or they will be deleted
~
"clan halls"
~
#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 101 (Hero)
 
Usage: restring <item> <short/long/keyword/action> <new string text ...>
 
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
Level 101 (Hero)

Usage: slist <begin> <end>

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
Level 102 (Commander)

Usage: invstart (toggles)

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 hull"
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 its 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.
~
"space engineer"
~
#0
pskill
pskill
Usage: pskill

Allows you to see your levels in the various piloting skills
when you are not in the same room as your Guildmaster.

Example:
  > pskill
  You have 4 training sessions remaining.
  You know of the following skills:
  piloting              (superb)
~
piloting
~
#0
lognav "navigation log"
Navigation Log
Pilot Level 45
Usage: lognav
This skill allows a Pilot 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.
~
nav
~
#0
"know alignment"
Know Alignment
Jedi Level 12

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.
~
"detect alignment" alignment jedi
~
#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.
~
"fighter pilot"
~
#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.
~
"naval officer" "fleet withdrawl"
~
#0
"fleet withdrawal" "fleet withdrawl" fwd fwithdrawal
Fleet Withdrawal
Naval Officer Level 80

Usage: fwithdrawal <direction>
       fwd <direction>

Fleet withdrawal will bring your entire fleet (group) with
you when you make a withdrawal.  There is a period of lag
that occurs during the withdrawal.
~
withdrawal "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 an accuracy and damage
bonus in space.
~
"naval officer"
~
#0
sprompt
sprompt
Your "space prompt" or "sprompt" is the command used to customize
your display prompt that is used when you are in space rooms.
 
For syntax, see the help file entry for PROMPT.
It uses the same syntax and symbols, except for:
 
-- Use %h and %H for current and maximum hull percentage.
-- Use %s and %S for current and maximum shield percentage.
~
pilot display vprompt prompt
~
#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.
~
immortals
~
#0
"combat repair"
Combat Repair
Droid Level 90

Usage: conc 'combat repair' <target>

With this skill a droid can repair battle damage in the midst of combat.
~
droid
~
#0
status
Status
usage: status

The Status command shows you how many rounds you have loaded.  If you're in space,
it will give you the number of rounds and if you have an escape pod installed.

On land, it will tell you the number of rounds your vehicle has loaded.  If you 
aren't piloting a vehicle, it will tell you the number of rounds loaded into
the secondary weapon system on your weapon.

~
rearm "ship systems" secondary
~
#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://rotj.barbersonline.net/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 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.
 
Examples:
    (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...
~
evaluate randomroll
~
#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.    
~
regeneration
~
#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.
~
politician order
~
#0
politician
Politician
Politicians.  Few command love or even respect, but they rule most
worlds in the galaxy.  A politician is equipped 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
Planetary Gifts                 20
Raise Funds                     25
Speech                          30
Diplomatic Immunity             35
Decoy                           40
~
"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 regeneration
~
#0
hotjump
Hotjump
Pirate Level 60

Usage: hj
       hotjump

Pirates 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 maneuver cannot be performed in a capital
ship. Also, there is a chance that if they fail, they may end up
in another random place in the galaxy.
~
pirate
~
#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!
~
death
~
#0
"invert shields"
Invert Shields
Pirate Level 65

Usage: invert

A Pirate 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 maneuverability 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.
~
pirate
~
#0
sex
Sex
Choose between Male of Female

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.    
~
immortal masters wizlist
~
#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.    
~
immortal wizlist hero master
~
#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) |        Jedi 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)
        |                       |        | |         |
        |           Medic       |  Smugglr |    Warehouse
        |   BactaShop |    Dump-|    Guild |
        |    |        |         |          |
        |----+------------------|          |
             |                  |          |
             |                  |----------+------------_-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
~
newbie
~
#0
"quest rules"
Quest Rules for Immortals
The immortal rules and regulations for running a quest are as follows:
 
PRIZES:
    Not everyone should always get a prize.
    Max of 3 prizes for any quest.
    Prizes should reflect the difficulty of the quest itself.
    If in doubt, use quest shops in cantina.
    Immortal-only quest shops exist at 29.79 and 29.80.
 
QUEST POINTS:
    Max of 3 quest points per mortal -- for the average quest.
    Max of 5 quest points per mortal -- for very difficult quests only.
 
ONE TIME DEVICES:
    Can be used to exceed the 3 prize limit, and make players feel
    rewarded even if they didn't receive one of the "full" prizes.
    However, no more than 2 or 3 devices per-player per-quest.
 
IN-GAME EQUIPMENT:
    At no point should in-game equipment be loaded for a quest.
    Doing so would defeat the purpose of having a maxload system.
    If there is something loaded on a mobile via the zone loading
    the equipment, then using that mob in your quest is acceptable.
    However, the loaded equipment would 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
Muris
Oni
Zeebo
Slavik
Jardon
Rizla
Fomon
Mamondo
Zadin


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
- Deleting your main account when you were suppose to delete your JrPk account
~
~
#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.
*note* A large portion of collected taxes will go to the faction that
is currently winning the Galactic War.
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 is just a way to get around.

This skill operates on a one minute timer.
~
politician
~
#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.
~
space "ship systems"
~
#0
"gravity well generators"
Gravity Well Generators
Usage: gravity

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.
~
piloting "ship systems"
~
#0
brainwash
Brainwash
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.
~
~
#0
"hull wreck"
Hull Wreck
Hull Wrecks can be rebuilt into ships by master Technicians such as Auran.
~
"space engineer"
~
#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.
~
"nav computer"
~
#0
website
Website
Visit RotJ's official homepage, located at http://rotjmud.com/

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
Level 101 (Hero)

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.
~
logs
~
#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 simply using the 'ice' command.
(NOTE: Icing someone gives them a probation flag.)
 
Deicing someone with the 'deice' command will remove their
probation flag, returning their character to normal.
~
set deice ice
~
#100
busy
Busy
Level 101 (Hero)
 
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.
~
drink
~
#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.
~
assassin snipe
~
#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.
~
tell
~
#0
"commando tactics"
Commando Tactics
Commando Level 90 
 
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
will deliver devastating blows during combat with droids.
 
Commando Tactics are only useful on land, as space tactics
would 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 over time as you hone 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.
~
assassin snipe loadcartridge loadround ejectcartridge ejectround
~
#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://rotjmud.com/forum/

Thank you for choosing Revenge of the Jedi MUD!
~
webpage
~
#101
fecho
Fecho
Level 101 (Hero)

Usage: fecho <text>

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
Consular Level 90

Usage: automatic

  At this level a Jedi Master can absorb offensive force attacks used
against him/her.  This includes powers such as Force Lightning, and also
Kaiburr crystals.  The chance of absorbing an attack depends on skill
level and attacker and defenders level.
~
consular
~
#0
wingman
Wingman
Fighter Pilot Level 100

Usage: wingman

With this skill a fighter pilot calls in the support of a skilled
wingman who will assist in combat for about five minutes.  The
wingman you get is random, but each has their own tactics.  

Wingmen
--------
Todd Marshall - Attacks a random # of times
Kien Chen - Attacks occasionally, but will give you an extra attack
Jean Devereaux - Normal attack, plus can help you evade enemy fire
Michael Casey - Has consistent high damage attacks
Ian St. John - Normal attack, can maneuver for extra attacks
James Taggart - Normal attack, helped reduce damage taken on hits

To call a wingman will use 20% of your focus pool (10% on failure).
Wingmen are virtual fighters and cannot be killed in combat.
~
"fighter pilot"
~
#0
"dirty tactics"
Dirty Tactics
Pirate Level 85

Usage: Automatic

The Pirate is often out gunned by more combative ships and will use
clever, if dirty, tactics to gain the upper hand.  With this skill
the Pirate will automatically use these tactics on occasion while
in combat.
~
pirate
~
#0
"planetary gifts"
Planetary Gifts
Politician Level 20

Usage: gift

Many planets are more than willing to hand out gifts to influential
politicians in the hopes that votes will go in their favor in the
future.  All a politician needs to do is visit a planet and use
the gift command to encourage this generosity. 

Not all planets will take part in these shady dealings, and gifts
are somewhat random, sometimes useful, sometimes not.  Over time
planets offering gifts may very well change as the political
climate changes. (i.e. whenever Imms feel like)

Planetary Gifts operate on a five minute timer.
~
politician
~
#0
"diplomatic immunity"
Diplomatic Immunity
Politician Level 35

Usage: automatic

Politicians with diplomatic immunity will perform a skill check when
they encounter a mob aggressive to their faction.  If successful, the
given mob will not attack.  This will not protect from normally 
aggressive mobs, only against faction aggressiveness.

This skill does not work in ARENA rooms. (i.e. Outposts)
~
factions
~
#0
sensite
Sensite
Sensites are born with a stronger affinity to the force than others
of their species.  Through trial and error, sensites teach themselves
small tricks with the force.  

Although a sensite can also receive formal training as a Jedi or a
Sith, these powers represent skills learned out-side more formal 
teachings.

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

Skills available to a Sensite:

Skill                    Level Learned
-------                 ---------------
Force Affinity                 1
Sense Force                    4
Teslic Fury                    7
Prediction                    10
Mend Wounds                   13
Sense Weakness                16
Serenity/Dark Serenity        20
~
"lesser classes"
~
#0
"force affinity"
Force Affinity
Sensite Level 1

Usage: conc 'force affinity'

Sensite's have a closer connection to the force than others of their
species, but it takes concentration for them to realize this 
advantage.

When this power is used, a sensite will gain a boost in their
focus pool, which will last for a somewhat random period of time.
The amount of focus gained is dependent on Intelligence.
~
focus sensite
~
#0
"teslic fury"
Teslic Fury
Sensite Level 7

Usage: conc 'teslic fury'

By tapping into their aggression, Sensite's have found they can 
manifest electricity, and sometimes control it to attack their 
enemies.  However, this control is shaky, and the damage done
to the target is not very great.

The Jedi Order generally frowns on the use of this aggressive
power, though it is not an unknown ability to Jedi Sensite's.
(You could expect Jedi role-players to penalize users)
~
sensite
~
#0
prediction
Prediction
Sensite Level 10

Usage: conc 'prediction'

With this power a Sensite starts to make prediction about which way
their enemy is going to move in combat.  This gives them bonuses to
hitroll and space accuracy.
~
sensite
~
#0
"mend wounds"
Mend Wounds
Sensite Level 13

conc 'mend wounds' target

This will heal a small amount of hitpoints on a wounded target.  The
caster can only heal other people, not himself/herself.  
~
sensite
~
#0
"sense weakness"
Sense Weakness
Sensite Level 16

conc 'sense weakness'

With this ability a Sensite starts to detect some of the hidden
weaknesses of an opponent.  In game terms, targets the Sensite
fights will get less of a damage resistance bonus from Constitution.
(NPC mobs also have Constitution, so it works against them also)
~
sensite
~
#0
"dark serenity" serenity
Serenity and Dark Serenity
Sensite Level 20

conc 'serenity'
conc 'dark serenity'

With these two powers a Sensite enters a serene state of mind
enhancing their effectiveness with the force.  However, those
with too much evil in their hearts and on their minds will be
unable to find Serenity, while those with to much good will
be unable to find its dark counter-part.  Even though your
general alignment may tend to neutrality, you still will
always be leaning one way or the other.

With Serenity, a force user will gain a chance to critical
a heal, healing much more damage than normal.

With Dark Serenity, a force user will gain a chance to 
critical an offensive power like Teslic Fury, doing much
more damage.
~
sensite
~
#0
"clan halls"
Clan Halls
Clans may choose to purchase their own clan halls. Clan halls are
personalized areas where members can regen, find food/water, check
messages on news monitors, and much more.
 
Clan halls are not designed to protect you 100% from PK.
They are simply a reclusive location where you can make yourself at home.
The following is a list of considerations for building or expanding a hall.
 
LOCATION of where your hall entrance is in the galaxy:
    You can build anywhere you like as long as it meets the following criteria:
        1. The hall must not be on the planet of Tatooine.
        2. If it is on a planet, there cannot be another hall on that planet.
        3. It must be within reason -- no building inside the darktrooper vault.
 
ROOMS to build your hall in:
    3M for the first room of your hall.
    2M for every other room.
    There is a maximum of 10 rooms total.
    2M for a private hyperspace jump point. (No hidden exit/entrance here)
    Hidden Exit in a room: 500k
    Doors in rooms: 100k each; cannot be locked.
 
ROOM FLAGS available for purchase in any given clan hall room:
    40M for !MAGIC cuts players off from being able to focus.
    20M for HALFMAGIC doubles focus costs and halves healing effectiveness.
    2M for SOUNDPROOF which prevents communications in/out of the room.
    5M for !SLEEP which prevents sitting, resting, and sleeping.
    2M for !SPEEDER to prevent entering while riding NPCs or speeders.
    2M for LANDING_PAD which allows TRANSPORT of controlled mobiles.
    10M for !RECALL prevents 'word of recall' in all forms.
 
GUARDS to protect your clan hall from intruders:
    Price depends on level of the mob. For example:
        Level 1 guard is free of charge.
        It would cost 1M for a level 10 mob.
        It would cost 40M for a level 100 mob.
 
    You can trade in existing guards for new ones at half their original price.
    For an extra 5M the guard can have fury or crucitorn cast on them.
    For an extra 10M the level 100 guard will notify via clancom if attacked.
 
OBJECTS to decorate:
    Miscellaneous signs or random objects with no stats: 250k each (max of 9).
    These objects may be containers, but will NOT crash-save their contents.
 
FOUNTAINS to drink or refill from:
    Basic water fountain costs 500k.
    Other fountains using special LIQUID TYPES cost 1M per fountain.
        Non-food liquids only.
 
PERSONALIZED RECALL DEVICES to bring you home:
    10M for custom distress probes that recall you to your clan hall.
 
TRANSPORTER that brings you to Tatooine:
    5M for a teleporter that recalls you to the Mos Eisley Space Port.
 
SHOPKEEPER that sells items within your clan hall rooms:
    5M for the shopkeeper mob itself.
    All other 'common' items for 100x their identified value.
        Common items being: bus passes, yellow drinks, grappling hooks, etc.
    4M for specialty shop items with clan names.
        These are common items that you get to rename.
 
MONITORS for bulletin board access:
    2M for each monitor.
    Monitors must be for: News, Social, RP, or Faction.
 
ATM MACHINE for bank account access:
    500k for each ATM in your hall.
 
SPACE DOCKS to repair your ship in space:
    5M for the dock object itself (must be located in a clan hall space room).
 
FURNITURE to help you regenerate faster:
    Price calculated with this formula...
        Price = (regen rate * 180k) + (number of seats * 200k)
        Regen rate can be from 0 to +50 (percent).
        There can be no more than 5 seats.
        Example result: Max regen is 50% for a single person chair = 9.2M
 
CONDITIONS FOR CLAN HALLS
    Clan halls are non-transferable. If a clan is deleted, the hall will be too.
    All parts of the hall must be behind the entry point.
        If there is a guard, that guard must protect the entire hall.
    All land guards must be in the same room.
    All space guards must be in the same room.
    No clan may have more than: 9 objects, 10 mobiles, 10 rooms, and 5 guards.
 
 
 
 
 
 
 (Continues on next page)
 
IMMORTAL BUILDING of your hall will take place once you have made
arrangements through Orcus.  That is, either find Orcus online and
talk with him or make arrangements using mudmail from a post office.
 
   *TIP*: Asking immortals when your hall is going to be done will not make
it get finished any faster.  Building the clan halls takes time and many
details are required.
~
clans
~
#0
withdrawal
Withdrawal
Naval Officer Level 65

Usage:  withdrawal <direction>
        wd <direction>

The withdrawal command allows you to make a withdrawal (retreat) from space
combat in the direction of your choosing. There is a period of lag that occurs during the
withdrawal. You cannot withdraw into closed rooms or death traps.
~
~
#0
wd
Withdrawal
See the help file on 'withdrawal' for more information.
~
~
#0
impnet
Impnet
Usage: impnet <text>

IMPNET is the command used to activate and communicate on the Imperial
Galactic Communications Network. IGCN, the "Holonet", is secure (for now)
from Rebel monitoring and slicer interference.

Only members of the Empire know the proper frequencies and possess the
proper code-shifting transmitters needed to gain access to the network.

To turn off this channel, type 'noimp'
~
comlink factions
~
#0
rebnet
Rebnet
Usage: rebnet <text>

The Rebel Alliance to Restore the Republic has established, deep within
its bases, a top-secret network of communications relay centers 
on well-guarded frequencies.

Members of the Rebel Alliance have transmitters that allow them to 
broadcast, and receive, messages over the Rebel Communications
Network (RCN, the Relay Net).  At present, the Empire does not have
the ability to intercept such transmissions, as the frequencies and 
relay station locations are kept closely guarded.

To turn off this channel, type 'noreb'
~
comlink factions "rebel alliance"
~
#0
jedinet
Jedinet
Usage: jedinet <text>

Since the days of the Jedi Council, many Jedis have possessed an innate ability
to communicate with other members of the Jedi Order through the Force.
Communication through the Force is unique in that emotions, images, and other
abstract concepts may be communicated, not just simple words and conversations.
The Force allows Jedi the ability to "feel", something that can not be said of
any other communications network currently known to exist within the Galaxy.
Use of the Jedi Net (as the Force communication ability is called by members of
the Jedi Order) is impossible for those who are not truly attuned to the Force
or to those who have been banished from the ranks of the Jedi Order.
~
factions "jedi order"
~
#0
decoy
Decoy
Politician Level 40

Usage: decoy

This skill allows to begin using a decoy that looks alot like you.  
If you are attacked and are not already in combat or starting the
fight, your decoy will take hit and die with the honor of having
protected you.  It will take your attacker a few moments to figure
out what happened. (they will be lagged)

The confusion will only last a few moments, so make your action
quickly if you want to run or fight.  If your decoy dies to an
NPC, there will be a 3 minute timer before you can summon another.
If your decoy dies to a PC, there will be a 10 minute timer. 
There is also a short timer when you log in before you can summon
a decoy.

You can choose to stop using a decoy by using the "decoy" command
again.  You can toggle it off and on at will unless it has died.

Some attacks, such as berserk will hit you regardless of a decoy.
~
politician
~
#0
"raise funds" raisefunds
Raise Funds
Politician Level 25

Usage: raisefunds

With this skill a politician can encourage others in the room to give
money to his/her campaign.  The amount donated depends upon those
in the room and the politicians charisma.

All in the room are affected, including players.  If the politician
wishes to bypass PC's, they must have SAFEMODE on.

On failure, a NPC will become enraged by the politician and attack.
~
safemode politician
~
#0
orcus
Orcus
Thanks Marky =)
~
~
#108
pushtime
pushtime
Level 105 (Governor)

Usage: pushtime x

Pushtime x advances game clock by x hours.
~
~
#0
gore
Gore
Racial Skill - Gamorreans
 
Usage: gore <victim>
 
Any Gamorrean can use its tusks to violently pierce an opponent,
causing significant damage to the target.  A target that has been
gored successfully should sustain minor bleeding for awhile.
~
"racial skills" races gamorrean
~
#0
climb
Climb
Racial Skill Wookiees

Usage: Climb

Wookiees, being a tree dwelling species, have special climbing claws.
Climbing takes a bit of concentration and is very taxing.
~
"racial skills" wookiee races
~
#0
grapple
Grapple
Racial Skill Noghri

Usage: grapple <victim>

Grappling an opponent allows you to get an upper hand at the beginning of combat,
knocking them off of their feet and giving you a chance to strike first.

NOTE: Grapple cannot be used with a wielded weapon!
~
noghri "racial skills"
~
#0
"grappling hook" hook
Grappling Hook
Usage: scale

Grappling Hooks are items that allow you scale jump point exits.
Most grappling hooks have a limited number of uses before they
will snap.  
~
scale climb wookiee
~
#0
scale
Scale
   Scale is the command used to activate a grappling hook.    
~
"grappling hook"
~
#0
"racial skills"
Racial Skills
   Most Races have physical or physiological advantages, and those allow them
to have skills only they can do.    

These skills have their own help file entries:
Growl - Ithorian
Sniff - Trandoshan
Scavenge - Jawa
Shapeshift - Clawdite
Fly - Geonosian
Maul - Aqualish
Gore - Gamorrean
Climb - Wookiee
Blend - Ewok
Grapple - Noghri
Bothan Spynet - Bothan
Rodian Mark - Rodian
Dance - Twi'lek
Pheromones - Falleen
Spacial Awareness - Sullustan
Maneuverability - Gungan
Zabraki Intensity - Zabrak
Enhance Ship - Mon Calamari
~
race
~
#0
maul
Maul
Racial Skill Aqualish
 
Usage: Maul
 
Aqualish are a belligerent species with powerful finned claws. They can
use these claws to make dangerous and deadly attacks.  Since this is a
hand-to-hand skill, you must not be wielding any weapons.
~
aqualish races "racial skills"
~
#0
shapeshift
Shapeshift
Racial Skill Clawdite

Usage: shift <race>

Clawdites have the natural ability to change their skin,
and to some extent, their bodily configuration.
Clawdites cannot change mass or skeletal structure using
this ability, and as such they are limited to what races
they can shapeshift into.

The following is the list of races Clawdites may attempt to change into:
Human
Gungan
Gamorrean
Aqualish
MonCalamari
Falleen
Sullustan
Bothan
Zabrak
Noghri
Note: shapeshifting into another race gives Clawdites a slight advantage
      In game terms this means you get a bonus based on what race you shift into
~
"racial skills" clawdite
~
#0
scavange scavenge
Scavenge
Racial Skill Jawa

Usage: scavenge <corpse>

Jawas make a living scavenging wreckage and leftovers for 
useful parts and supplies, for resale or personal use.
As such Jawas have developed the uncanny instinct
for finding those hidden items on a body that might
otherwise go overlooked.
~
jawa "racial skills"
~
#0
sniff
Sniff
Racial Skill Trandoshan

 Usage: sniff

Trandoshan's have an excellent sense of smell.  By sniffing the air, they
can tell if there is anyone or anything in the immediate area.
~
trandoshan "racial skills"
~
#0
hawkwind
Hawkwind
Hawkwind was born the son of a share-cropper on 1873 in New York.
In 1997, after a move to Philadelphia he discovered a little place
called Revenge of the Jedi. In 2002, after a long and fairly successful
career as a Cyborg and a member of the clans DKA, DotF, and NO, he
joined ranks of the Immortal's of RotJ.
 
It has been all downhill for the Mortals since then.
~
~
#0
mark
Mark - Rodian Racial Skill
Usage: mark <victim>
 
Rodians have the reputation of being some of the best
Bounty Hunters in the Galaxy.  They live, breathe, and
die for the hunt.  Rodians have learned to mark their
prey with special chemicals that only they can sense.
 
Once marked, a Rodian's victim will have a very difficult
time sneaking around without being noticed by the hunter.
 
Using mark without an argument will return your current target.
~
races rodian "racial skill"
~
#0
growl "ithorian growl"
Growl
Racial Skill Ithorian

Usage: growl

Ithorian physiology allows them to expand their vocal membranes sending out
sonic shockwaves in the general area. Force sensitive Ithorians have been 
known to enhance this ability by applying use of the force, for a small
price, of course.
~
"racial skills" ithorian
~
#0
distress probe
Personal Distress Probe
Usage: use <item name> <self>

   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 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. Simply "use probe self" to activate
one.
 
   A bit of ROTJ 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.
~
"word of recall" recall
~
#0
personal-armor
Personal Armor
   Over the centuries the best fighters have always learned that in order to
succeed they need to customize armor to best suit there needs.  Personalized
armors consist of a fabric suit which forms the armor's underlay.  A set of
metal plating is then added to the exterior for extra protection.  Power
supplies may be used to boost added systems for injecting the body with various
chemicals to enhance combat abilities.  Power units also supply the juice for
extra 'special' systems that many choose to install onto their custom armors.
 
Parts needed:
Available Power Supplies - Fusion, Fission, Nuclear, Silver-Lithium, 
Alkaline/Chemical
Available Armor Plating - Cortosis, Allum, Kiirium, Chromium
Available Fabric - Bulleted Iridium, Kevlar, Steresteel, Duraleather
Chemical Injector
Special Systems
~
personal
~
#0
"personal ship" personal-ship
Personal Ships
   Players who have achieved level 40 in their 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, targeting system, 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 place
to have a shipyard ordered to build your new vessel.  A percentage of the
shipyard build costs will be deposited into the Techno Union treasury.
 
When you are at the ship building computer, these commands apply:
  EVALUATE - This identifies what your ship would look like
             if built using the parts loose in your inventory.
 
  BUILD shipname - Submit the parts and funding to immediately
                   construct your new personal ship.
 
Note that the ship's object name will be constructed exactly as follows:
<BuilderPlayerName>'s <shipname>
 
For example, if Omicron made a ship with the command 'build New Ship' he would get:
Omicron's New Ship
 ..It emits a faint humming sound!
~
personal
~
#101
pooflist
Pooflist
Level 101 (Hero)

Usage: pooflist

This will show your current poofin/poofout messages.

Example:
> pooflist
Raven enters a personal shuttle and lifts off.
An enormous ship lands and Raven hops off.
~
poof
~
#0
access "bothan spynet"
Bothan Spynet
Racial Skill Bothan
 
Usage: Access
 
The Bothans are renowned for their information-gathering techniques.
For over 300 years these aliens have been cultivating a vast network
of operatives dedicated to gathering useful data. A bothan who is
accessing the spynet will from time to time recieve information about
goings on in the world. They may also access some restricted material
concerning the status of the Galactic Civil War.
~
bothan races "racial skills"
~
#0
blend
Blend
Racial Skill Ewok
 
Usage: blend
 
Because of their small size and natural dark fur color, Ewoks
are able to blend into their surroundings in certain places.
~
"racial skills" race ewok
~
#0
"liquid types"
Liquid Types
The following are liquid types available for purchase in clan hall fountains.

  0) water                  1) beer                 
  2) wine                   3) ale                  
  4) dark ale               5) whisky               
  6) lemonade               7) firebreather         
  8) local speciality       9) slime mold juice     
 10) milk                  11) tea                  
 12) coffee                13) blood                
 14) salt water            15) clear water          
 16) soda pop              17) ice water            
 18) juice                 19) classified               
 20) jaar                  21) bactade              
 22) calamarian water      23) fizz-pop             
 24) ganno juice           25) grub-tea             
 26) juma juice            27) phizz                
 28) tisane                29) bantha blaster       
 30) corellian spiced ale  31) gorimn wine          
 32) ithorian mist         33) jawa beer            
 34) jet-juice             35) meir wine            
 38) potwa beer            39) rodian ale           
 40) sand wine             41) spot-luma lum        
 42) thikkiian brandy      43) tatooine yagbitter   
 44) t'ssolok              45) yardle               
 46) juri juice            47) classified 
~
"clan halls"
~
#0
export
Exporting Files
Usage :
medit export <location> <number>
oedit export <location> <number>
sedit export <location> <number>
redit export <location> <number>
zedit export <location> <number>
trigedit export <location> <number>
hedit export <location>

Available locations for export:
realmud
buildmud
testmud
all


Exporting is restricted to level 109 and above and only on the testmud and buildmud ports.

~
~
#0
"dark agility"
Dark Agility
Usage: conc 'dark agility'

Dark agility represents enhancements to a targets quickness and dexterity
with bonuses depending on the targets alignment.  This agility
also grants the individual with a very small chance to dodge 
attacks.
~
"emperor's hand"
~
#0
round
Sniper Rounds
There are various types of rounds (ammunition) available for sniper rounds.
They range from basic bullets to Force-imbued projectiles.  Skilled snipers
have been known to create a variety of enhanced ammunition rounds, such as
poisoned rounds that will inject the victim with a toxic substance, and
explosive rounds, which will fragment with explosive force upon entering 
the victim's body.

You can buy sniper rounds, or scavenge them from dead assassins and other
snipers around the Galaxy.
~
assassin cartridge loadcartridge ejectcartridge
~
#0
dance
Twi'lek Dance
Usage: dance <victim>
 
   Few things are as beautiful as a female Twi'lek in motion.  Twi'leks have
mastered the art of dance.  A Twi'lek is capable of such beautiful dances that
they can sometimes use these moves to distract someone before a fight.
 
   While fighting someone who has witnessed such beauty, the target is
usually very distracted and in awe from the event.  This gives the Twi'lek
a much needed advantage at the start of combat.
~
"racial skills" races twilek
~
#101
"buildmud rules" "rules buildmud"
Buildmud Rules
Rules of Buildmud
I. Rules of Buildmud
   A. Exploring
   
      1. You may not explore outside of your assigned zone This includes but is 
             not limited to your immortal builder or mortal testchar. Stay IN your
             zone.
      2. You may not take peeks at other builders work unless they are online with 
             you at the time this means if another builder says 'yes you can' and 
             summons you in then you are allowed. But only in a zone actively being
             worked on by another builder, and only when they are online.
      3. You may not use buildmud to stat, load, or otherwise see information about 
             game numbers to benefit your mortal.
      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.
      
   B. Time spent on Buildmud 
      
      1. Your time spent on buildmud will be spent building. If you are not actively 
             building then you need to log off and rent.
      2. You may not go AFK while in an olc menu! This prevents the staff from being 
             able to contact you. If you have to go AFK quit out of whatever OLC menu 
             you are in
      3. You MAY build and play your mortal on port 9400 at the same time. It is standard
             practice to play and build while regening. However if you can't handle both
             tasks well enough at the same time you should probably log one character off.
      4. You may not log on a mortal on 9400, a builder on 9402 and then sit there idling 
             for hours with one or both of them. If you aren't doing something log off.
      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. Behavior
   
      1. You must respect the immortal staff at all times. If anyone level 108 or
             higher tells you to do something on buildmud then you need to do it.
      2. You must respect other builders at all times. Leave them alone to build
             if they don't want to be bothered.
      3. You will NEVER insult anyones work. If something isn't very good thats
             up to the staff to decide and work with the builder to fix. If you
             don't like what someone else is building give constructive criticism
             if they ask but do not be insulting about it. 
      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. Your Zone
      
      1. Your zone will conform to the standards of the Revenge of the Jedi staff.
             This includes but is not limited to stats, descriptions, scripts, and 
             the general 'feel' of your zone. Just because you finish the zone does 
             not mean it will go into the game. 
      2. You will not include hidden cheats into your zone for you or your friends 
             to exploit once the zone is in the game. 
      3. You will listen to the suggestions given to you by the staff. Chances are 
             the immortal staff knows what they are talking about with stats and
             descriptions. If you are told to change something do not argue, just 
             change it, or it will be changed for you.
      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.
    

    E. Miscellaneous Rules
       
       1. You are expected to finish your zone. Take as long as you'd like to build it
              as long as you are actively logging in regularly to build. If you go 
              on hiatus for longer than a week it is expected that you post a note 
              on the monitor stating that you are leaving and a note stating when 
              you have gotten back. If you are gone from Buildmud for to long your
              immortal position will be removed and your zone deleted. 
       2. When the rule states that we might delete ALL your characters this can and may
              include your mortals on realmud! Be warned cheating on buildmud can and
              will get you deleted on realmud.
       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.
~
~
#0
exude pheromones
Pheromones
Racial Skill Falleen

Usage: exude

   Falleen are an exotic species, and they are among the most beautiful of all
humanoid species.  Combine this with their ability to exude pheromones and they
can be extremely attractive.  This allows them to draw mobs of the opposite sex
to their current location from surrounding rooms.    
~
falleen "racial skills"
~
#0
awareness pinpoint "spacial awareness"
Spacial Awareness
Racial Skill Sullustan

Usage: pinpoint

Sullustans have perfect direction sense and memory, and this allows them to know
where they are at any time.  Using this skill will give the player the
hyperspace coordinates of their current location.

~
"racial skills" sullustan
~
#0
maneuverability tumble
Maneuverability
Racial Skill Gungan

Usage: Tumble

   Gungans are extremely dexterous, since their skeleton is made up of flexible
cartilage rather than hard bone.  This allows them to tumble, dodge and evade
attacks easier than other races.    
~
"racial skills" gungan
~
#0
intensify intensity zabraki
intensity
Racial Skill Zabrak

Usage: intensify

   Zabraki are known throughout the galaxy for their ability to focus on the
task at hand.  They can focus this intensity improving their ability with the
force.  In game terms, this means while using this skill, Zabraks will receive
a slight bonus to both healing and damage spells.  Also, the effects of
half-force rooms will not bother them.    
~
"racial skills" zabrak
~
#0
"enhance ship"
Enhance Ship
Racial Skill Mon Calamari

Usage: enhance

   Mon Calamari are known for their piloting and engineering skills.  They
built and operate some of the greatest ships in the Rebel Fleet.  Using this
skill will allow the player to temporarily boost the power of their ship.  
This will result in more damage done during combat, and faster hyperspace
jumps.    
~
"racial skills" "mon calamari"
~
#101
drill
Drill
Level 101 (Hero)
 
Usage: Drill [Room#] [Direction]
 
You can only drill to existing rooms -- this does not create new rooms.
If the exit already exists, it will not be overwritten by this command.
If the exit exists in one room, but not in the other, the room without
an exit will get a new one, but the other will not change.
 
Drilling a Jump exit will create a down exit in the destination room.
~
redit
~
#0
jetpack
Jetpack
Usage: launch

Jetpacks are items that allow you to launch through a jump point exit.
Most jetpacks have a limited amount of fuel before they will no longer
work.
~
scale "grappling hook"
~
#0
"black sun"
Black Sun
Underneath all the battles raging for supremacy in the Galaxy, there
has always been a vast criminal organization lurking in the shadows.
 
The syndicate's tentacles reach everywhere -- from the polished spires of
Imperial Center to the seamiest Outer Rim tavern.
 
Many of the organization's tens of thousands of operatives had no idea
that they were benefiting Black Sun, so layered and intricate were
the fronts that the syndicate hid behind.
 
Note: 10% of all spice sales in the galaxy will go to the Black Sun treasury.
~
sunnet "techno union" rebel empire faction
~
#0
"techno union"
Techno Union
One of the most powerful commerce guilds in the Republic, the Techno
Union is an organization made up of major technological manufacturers. 
Starship, computer, weapons and droid developers banded together under the 
leadership of the Union to further their own business ends. 

Many of the galaxy's most industrialized worlds are key members of 
the Techno Union. To protect its intellectual properties and technological
assets the Techno Union had been given alarming freedom to maintain 
its own droid security as protection.  Shipyards and
laboratories grew to house huge droid armies, which were eventually 
funneled to the Separatist cause during the Clone Wars. 
~
"black sun" empire rebel faction technet
~
#0
technet
Technet
Using highly encrypted transmissions and specialized software, Techno 
Union members have their own comlink channel known as TECHNET.
 
To turn off this channel, type 'notech'.
 
If you are looking for the TECHNICIAN class helpfile,
you need to use a few more letters. Try at least using
HELP TECHNI to match up with the full class name.
~
technician "techno union" comlink factions
~
#0
sunnet
Un-named Help Entry
Black Sun operatives have their own discrete and secure ways to communicate
with each other.  It's based on a subcarrier signal present in all comlink
communications.  Known as SUNNET, it can be used by all Black Sun 
operatives.

To turn this channel off, use 'nosun'

~
"black sun" comlink faction
~
#0
store
Techno Store
   The Techno Union has their own store in the tech guild on Mos Eisley . Any
profits made from this store automatically deposit into the Techno Union
treasury.  The store itself is empty, Techno Union members are responsible for
filling it.  You can sell him items so that they will appear in his inventory
list, but you will receive no credits for the sale.    
~
factions "techno union" shopstat
~
#0
lockpick
Lockpick
Usage: pick <lock name> [direction]

These items are used for picking/slicing locks.  They have a limited
number of uses and an individual success rating.
~
technician "pick lock" smuggler slicer "slice lock"
~
#0
shopstat
Shopstat
Usage: shopstat <object or #NNN>

Using the Shopstat command at shops will scan the properties of an item,
so you can make a more informed decision if you want to purchase or not.
Use of this command costs 3000 credits.

This is currently a feature only from a Techno Union sponsored shopkeeper.
~
shops evaluate
~
#0
nightmare
Nightmare
   Just like its counterpart, the Dream, which is delivered by a Day Mare, a
player may experience NIGHTMARES while sleeping.  Brought into dream land by
the evil Night Mares, these are the worst sort of dreams imaginable.  Some Jedi
scholars have suggested that nightmares are the manifestations of Dark Side
energies...  But no matter, they will surely ruin your sleep and recovery at
inopportune times.    
~
sleep
~
#0
stormtrooper
Stormtrooper
The military soldiers unswervingly loyal to the Emperor, stormtroopers 
represented the most visible extension of Imperial might. They were shock 
troopers meant to strike with speed and accuracy, putting down insurrections 
and maintaining order on the farflung worlds of the Empire.
Stormtroopers are available as a Tertiary or Secondary Class only, and so 
only can be trained up to level twenty or forty respectively.
Stormtroopers at level 20 must choose a subguild to level any further.
 
Note: Stormtroopers are Imperial troops and therefore enlistment to the
Empire is required upon joining.  It is not required to stay enlisted
within the Empire, only to initially join the class.  This means Jedi
are not allowed to be Stormtroopers.  This does not mean the Sith cannot.
 
Skills available to Stormtroopers:
 
Skill                    Level Learned
-------                 ---------------
Utility Belt                 1
Patch Wound                  4
Survey                       8
Marksmanship                 10
Conditioning                 14
Scout                        17
Detain                       20
~
"lesser classes" "shock trooper" officer
~
#0
marksmanship marship
marksmanship
Stormtrooper Level 10

Usage: conc 'marksmanship'

With Marksmanship, a player focuses back on their training and handling
of blasters and ranged weapons. This will improve their blaster and ranged
skill rating.
~
stormtrooper
~
#0
conditioning
Conditioning
Stormtrooper Level 14

Usage: condition

A daily regiment of exercise and conditioning is the best way for today's
troopers to stay in shape for the battle ahead. Regular conditioning will 
give you extra hitpoints for a period of time.
~
stormtrooper
~
#0
"patch wounds"
Patch Wounds
Stormtrooper Level 4

Usage: treat patch <target>

It's extremely important on the battlefield to be able to patch up both
yourself and your buddies in the heat of combat. With patch wounds the 
modern soldier is able to stop bleeding, and prevent someone from 
dying when unconscious.

Note: you must have a bandage (medical component) to patch wounds
~
stormtrooper
~
#101
"set side"
Set Side
set Orcus side 0-31

0 - Unaligned
1 - Galactic Empire
2 - Rebel Alliance
3 - Rebel & Empire
4 - Jedi Order
5 - Empire & Jedi Order
6 - Rebel & Jedi Order
7 - Empire & Rebel & Jedi Order
8 - Techno Union
9 - Empire & Techno Union
10 - Rebel & Techno Union
11 - Rebel & Empire & Techno Union
12 - Jedi Order & Techno Union
13 - Empire & Jedi Order & Techno Union
14 - Rebel & Jedi Order & Techno Union
15 - Empire & Rebel & Jedi Order & Techno Union
16 - Black Sun
17 - Empire & Sun
18 - Rebel & Black Sun
19 - Empire & Rebel & Black Sun
20 - Jedi Order & Black Sun
21 - Empire & Jedi Order & Black Sun
22 - Rebel & Jedi Order & Black Sun
23 - Empire & Rebel & Jedi Order & Black Sun
24 - Techno Union & Black Sun
25 - Empire & Techno Union & Black Sun
26 - Rebel & Techno Union & Black Sun
27 - Empire & Rebel & Techno Union & Black Sun
28 - Jedi Order & Techno Union & Black Sun
29 - Empire & Jedi Order & Techno Union & Black Sun
30 - Rebel & Jedi Order & Techno Union & Black Sun
31 - Empire & Rebel & Jedi Order & Techno Union & Black Sun
~
set
~
#101
"set class"
Set Class
set Orcus class <name of class>



   You should know all the classes we have here.  If you don't, let a master
know to demote you a level or two.  If you're Omicron, heres a list of classes
we have in our game!    


Sith
Mercenary
Jedi
Bounty Hunter
Smuggler
Technician
Emperor's Hand
Sith Lord
Bodyguard
Commando
Jedi Master
Defender
Scoundrel
Swindler
Droid
Inventor
Cyborg
Assassin
Explorer
Medic
Politician
Farmer
Slicer
Spice Dealer
Merchant
Gunslinger
Droid Handler
Sensite
~
set
~
#101
"set noside"
Set Noside
set Orcus noside <1-31>

Example when noside is set: 
set Orcus noside 1
stat Orcus: Player is banned from: Empire  

0 - Unaligned
1 - Galatic Empire
2 - Rebel Alliance
3 - Rebel & Empire
4 - Jedi Order
5 - Empire & Jedi Order
6 - Rebel & Jedi Order
7 - Empire & Rebel & Jedi Order
8 - Techno Union
9 - Empire & Techno Union
10 - Rebel & Techno Union
11 - Rebel & Empire & Techno Union
12 - Jedi Order & Techno Union
13 - Empire & Jedi Order & Techno Union
14 - Rebel & Jedi Order & Techno Union
15 - Empire & Rebel & Jedi Order & Techno Union
16 - Black Sun
17 - Empire & Sun
18 - Rebel & Black Sun
19 - Empire & Rebel & Black Sun
20 - Jedi Order & Black Sun
21 - Empire & Jedi Order & Black Sun
22 - Rebel & Jedi Order & Black Sun
23 - Empire & Rebel & Jedi Order & Black Sun
24 - Techno Union & Black Sun
25 - Empire & Techno Union & Black Sun
26 - Rebel & Techno Union & Black Sun
27 - Empire & Rebel & Techno Union & Black Sun
28 - Jedi Order & Techno Union & Black Sun
29 - Empire & Jedi Order & Techno Union & Black Sun
30 - Rebel & Jedi Order & Techno Union & Black Sun
31 - Empire & Rebel & Jedi Order & Techno Union & Black Sun
~
set
~
#0
"outlaw level"
Outlaw Level
   Outlaw levels are the game's way of rating your PK Prowess.  Every time you
kill another player, you earn OUTLAW POINTS.  The amount of points you earn
depends on your level, the other player's, and the situation of the kill (pk
sickness, factions, etc.  ) After a certain number of outlaw points, the game
advances your outlaw level.  These outlaw levels and points do not bring any
rewards or special skills, but they are a good measure of a player's
willingness (or unwillingness) to PK.  If a player with a high Outlaw Level is
in your zone, it might be a good idea to stash your credits, just in case...  


To see a player's outlaw level, use the "who -o" command.
To check your outlaw point totals, use the "score full" command.
~
"outlaw points" pkill
~
#0
"outlaw points"
Outlaw Points
Outlaw Points are awarded to a player who successfully kills another
player in PK combat.  They're not used for anything other than advancing
your outlaw level, and cannot be spent, traded, etc.
 
The number of outlaw points needed to attain the next PK level increases
each time you advance to the next Outlaw Level.
 
To see a player's outlaw level, use the "who -o" command.
To check your outlaw point totals, use the "score full" command.
~
pkill "outlaw level"
~
#0
molybdenum
Molybdenum
Molybdenum (resource)

   Molybdenum is a naturally-occurring element, chemical symbol Mo, that is
often combined with other metals and elements (see Duranium and Neutronium) in
the manufacturing or inventing process.  Apart from traditional methods of
obtaining quantities of Molybdenum (mining, chemical synthesis, or the purchase
of/trade for existing supplies) it can often be obtained by the salvage of
certain items which use Molybdenum in their manufacture.  It is often used in
the manufacture of Force-sensitive devices (lightsabers and Kaiburr crystals,
one time and room affect devices) where it is an enhancer of Force potential.
Another main use of Molybdenum is in armaments and shield generators of ships,
where it is a key component of turbo laser batteries, ion cannons, hyperdrives,
and shield generators.    

Its symbol is Mo and its atomic number 42.
~
resources neutronium duranium
~
#0
neutronium
Neutronium
Neutronium (resource)

   One of the main components of durasteel, neutronium is an element which
consists entirely of free neutrons with no protons.  Comparatively as rare as
osmium, rhodium or iridium, neutronium is used in many other areas of modern
galactic manufacturing, such as power generation, protection against time shear
during time travel and hyperspace runs, and armor-plating for military
equipment and vessels.  Neutronium cannot be naturally obtained -- it must be
salvaged from existing sources, such as ship hulls and other items which
contain lots of durasteel or steresteel alloys.    
~
duranium molybdenum resources
~
#0
duranium
Duranium
Duranium (resource)

   Duranium is the most common of the natural resources available to
inhabitants of the Galaxy.  Easily mined and synthesized from common
substances, it is a key building block of almost every item known to exist
since the dawn of Manufacturing and Inventing.  While its most common uses are
in the construction of spacecraft and buildings, it can be found in varying
amounts in almost any item you might encounter.  Even food and water (due to
poor processing and filtering) contain trace amounts of Duranium, although
these amounts are often much too small to effectively salvage or use in
constructing a new invention.    
~
neutronium molybdenum resources
~
#0
unobtainium
Unobtainium
Unobtainium (resource)
 
The rarest resource known to exist, Unobtainium (Chemical symbol: UO)
is theorized to be so valuable that even one iota in your possession
will make you capable of doing the impossible
(or at least the highly improbable...)
 
The easiest way to obtain unobtainium (ha...) is to salvage it from
certain extremely rare items. A list of such items includes the following:
- Items with +15 or higher to All Stats
- Get out of death free cards
- Mount Meru bus passes
- Dark matter
 
It can also be obtained by dividing by zero and/or being promoted to level 115,
at which point you can have all of the Unobtainium your Heart of Gold desires.
 
N.B. Attempting to obtain unobtainium without obtaining unobtainium via the
proper method of obtaining unobtainium will result in the failure to obtain
unobtainium for the indefinite future.
~
resources neutronium molybdenum duranium
~
#1
atropos
Atropos
   This curious looking creature runs around mostly naked wielding a sharp
scalpel.  He can be found hiding in the darkness waiting to cut short the life
cords of those who most deserve it.  Sometimes anger or bad deeds make him
shorten the lives of people who do not necessarily deserve it.  Made famous by
Stephen King in Insomnia, he can usually be found resting in his Oak tree,
looking over the souvenirs taken as memory and proof of his involvement in the
shortened lives of people worldwide.    
~
~
#0
"shock trooper"
Shock Trooper
The best of the best; elite Stormtroopers through and through;
Shock Troopers are the pinnacle of what the Empire has to
offer in the way of pure weapons of efficiency and deadliness.

Shock Troopers are available as a Secondary Subguild only,
and so only can be trained to level 40.

Skills available to Shock Troopers:

Skill                    Level Learned
-------                 ---------------
Entrench                     22
Focused Shot                 25
Treat Lesser Injury          30
Barrage                      35
Advance Position             40
~
stormtrooper
~
#0
entrench
Entrench
Shock Trooper Level 22

Usage: entrench

Elite soldiers have learned the art of fortifying their positions in dangerous areas.
Entrenched areas give a feeling of safety and comfort, allowing for better more
peaceful rest. 
~
"shock trooper"
~
#0
officer
Officer
Officers demand respect in all walks of life, never settling
for anything less.  They are some of the best at what they do,
not a simple clone like most Stormtroopers.

Officers are available as a Secondary Subguild to stormtroopers
only, and so only can be trained to level 40.

Skills available to Officers:

Skill                    Level Learned
-------                 ---------------
Group Tactics                22
Lead From The Rear           25
Order Fire                   30
Cordon                       35
Group Advance                40
~
stormtrooper
~
#0
power
power
usage: power

This command will give you an overview of how the various factions are
doing in terms of the Galactic struggle for supremacy.
~
faction outpost
~
#101
hall
Hall
This Helpfile is a set of rules for all new Clan Halls.

-Clan Guards-
No mob classes for any clan guard.
The Automob option must be used when building a new clan hall guard.
Guard(s) must be located at first land room of hall.
No guards will be over level 100 unless guard alert trigger is attached.
If guard trigger is wanted, guards must be level 110 to use trigger.
Guards must be flagged Arena mobs.

-Misc-
No !stalk rooms.
No !summon rooms.
No TGM/Nectar liquid types for clan fountains.
No (Death Trap) rooms.
Sell rate for clan shops must be 1.25.
Clan chests must be flagged about 500 for weight in order to work.

New improvements on OLD halls must comply with new rules (see above).
This will be temporary until purge -halls deleted-.
When in doubt, check Help Clan Halls for other restrictions.
~
clans
~
#0
pkilling2
pkilling2
This is a new policy change and clarification on Player Killing.

You (including all your alts) may attack a PLAYER (not including his alts)
according to the time limits described in the PK rules.

It's as simple as that. Here are a few situations to see how it works:

1. PlayerA is attacked and PKd by PlayerB. PlayerA now logs off and logs on as his alt,
Player C. At this point, PlayerC is treated as a new player and PlayerB has no
history PKing that player, so PlayerB can PK PlayerC. PlayerC can also PK
PlayerB.
However, let's say PlayerA attempted (and failed) to retaliate by attacking
PlayerB right before alting to PlayerC.
Now, PlayerC may NOT attack PlayerB because he already did so as his alt.
He'll have to wait until the time limit runs out and he can PK again.
PlayerB can still attack PlayerC, however.
2. Alasliasdfj logs on and attacks Crimenass (these are fictional characters).
He does not kill Crimenass. However, 1 minute later Crimenass finds and
kills Alasliasdfj. Now Alasliasdfj alts to Someothercrazyname.
He may NOT attack Crimenass with Someothercrazyname until his time limit
from the original attack expires. However, Crimenass may PK
Someothercrazyname at any time.

The reason for this change is because we can't expect anyone to know who
the alts are of any player.  But at the same time, we feel that gave a huge
to whomever attacked first, which seemed unfair.
Yes, there is potential for situations such as getting PKd, alting, revenging
your death, and immediately alting back. This may seem unfair, although you
each attacked each other just one time, and each player got a fair chance
to defend himself during each PK.

If you are not sure whether something is legal or illegal, ask an immortal. 
~
rules pkilling
~
#101
pilotclass
Pilotclass
Set Orcus pilotclass <number>


0 - None
1 - Pilot
2 - Figher Pilot
3 - Transport Captain
4 - Naval Officer
5 - Space Engineer

~
set
~
#0
average dice weapon
Weapon Average/Dice
In most roleplaying games, die rolls required by the system are given
in the form of "XdY". This is where X and Y are variables separated
by the letter "d", which stands for die or dice.
 
The formula to find your weapon average is:   ((x * y) + x)/ 2
 
Example: Damage Dice is '3D3' for an average per-round damage of 6.0
 
Example: Some common dice and their average values:
        NumDice   Size    Average
        4         4       10
        5         4       12.5
        3         5       9
        6         5       18
        4         5       12
        5         5       15
~
combat
~
#0
randomroll roll
Roll
"random" will roll a random number and display it to the room.
This is useful for making unbiased choices in a group.  Like who will get
that sweet loot that just dropped, or who's going to test to see if that
room is a DT or not.
default roll is from 1 to 100.
example:
random (no arguments) defaults to a roll from 1 to 100.
random [high_val] roll from 1 to high_val
random [low_val] [high_val]  Rolls from low_val to high_val
Ex:
random
You roll: 42  (1 to 100)
random 10 25
You roll: 22 (10 to 25)
~
~
#0
"fluctuate powergrid"
Fluctuate Powergrid
Pirate Level 100

Usage: automatic

Using this ability, highly skilled Pirates can fluctuate the
powergrid of their ship to dangerous, if controlled levels.
The power is focused into one of the special systems on the ship,
granting that system a combative benefit.

After a fluctuation, no further flux will occur for several rounds.

Special Systems that can be Fluctuated
---------------------------------------
Ion Cannons - Increased target lag if fired within 5 rounds
Proton Torpedoes - Increased damage if fired within 5 rounds
Conc Missiles - Increased damage if fired within 5 rounds
Tractor Beam - Evade enemy attacks for short duration as you slingshot
Cloak - Evade enemy attacks for short duration with quick cloaks
Cargo - Intercept enemy attacks for short duration with cargo junk
Verpine - Increased Verpine protection for short duration
Quantum - Increased Quantum protection for short duration
Aug Cannons - Additional attacks occur when this system is fluxed
Astromech - Droid goes wild and heals hull damage immediately
Biomech Armor - Armor heals hull damage immediately
ECM - Will reduce the cooldown time of an ECM system currently cooling
~
pirate
~
#101
sew
Sew
We can sew stuff, heres how it works.

Usage: sew <item> - Heres the list of items we can sew.

pouch
satchel
bag
purse
backpack
gloves
hat
pants
shirt
dress
sleeping
tent
~
~
#0
"healing trance"
Healing Trance
Consular Level 78
Sentinel Level 90
 
Usage: conc 'healing trance'
 
This skill represents the ultimate in Jedi healing abilities.
By focusing inward with the Force, a Jedi greatly increases the natural 
healing ability they possess.  However due to the nature of the power,
it can only be used effectively on the individual casting it.
 
Note: The skill takes great concentration. A Jedi will need time
before they are able to attempt casting it again.
~
Sentinel Consular
~
#0
"call droid"
Call Droid
Droid Handler Level 10

Usage: hail

Droid handlers often employ devices to recall their droids that may
have wandered off. You must have a calling device in order to call your droids.
These devices are very short-ranged though.
~
"droid handler"
~
#0
detain
Detain
Stormtrooper Level 20

Usage: detain <victim>

One of the many duties that falls upon Imperial Stormtroopers is 
the day to day gathering of information, and searching for wanted
criminals. A properly trained Stormtrooper can detain an individual
for questioning.

Using detain without an argument will show you who you are currently
detaining. 
~
stormtrooper
~
#0
survey
Survey
Stormtrooper Level 8

Usage: survey

When preparing for battle it is wise to understand the layout
of the land surrounding you. With Survey a Stormtrooper is able
to quickly and accurately discern the lay of the land.
Using survey in conjunction with advance will result in a more
effective and deadly attack.

Note: you must have a pair of binoculars to accurately survey
an area.
~
stormtrooper
~
#0
"utility belt"
Utility Belt
Stormtrooper Level 1

Usage: resupply

Stormtroopers in the Imperial Army rely heavily on both equipment
and training to get them through the rough day to day activities 
of a soldier's life. Utility belts are stocked with a variety of
items based on the individual stormtroopers level of experience.
~
"shock trooper" officer stormtrooper
~
#0
"group tactics" tactics
Group Tactics
Officer Level 22
 
Usage: tactics
 
An Officer of the Imperial forces must be a leader, even in the
heat of combat.  Being able to change your battle plan and issue
new tactics to your troops in the heat of the moment is essential
for good leadership skills.  In simple terms, this gives everyone
in the officer's group bonuses to experience earned during combat.
~
officer
~
#0
tristen
Tristen
   She's always busy.  If you ask her what's up in any way, you may not like
the answer :P She likes to play gams, if you are lucky you might get
toprivilege to die for her entertainment.  Her major jobs include being a smart
alec, making sure there is relative peace, and to make typos.  If you have a
complaint about a change or the way something is being handled fee free to
contact her, but if you are insulting...  Prepare to pay.    

Facts:
1) Is a little kids at heart!
2) Is a geek (Biology, Math, and Political Science are FUN!)
3) Likes people to be polite when they complain
4) Will run quests if you promise to follow the rules
5) May just help you out if you ask
6) Likes Chocolate
7) Hates Peanut Butter
8) Is a bit....cynical 
9) The Merry Minuet by the Kingston Trio
10) Loves making fun of life and everyone in it!

Warning: She is mocking and will make fun of you if given the chance, don't take it personally, and just Get over it!
~
~
#0
vprompt
vprompt
vprompt is the command used to set your display prompt when you are
involved in vehicle combat. 

For syntax, see the help file entry for PROMPT.  
It is the same as vprompt, except:

-- Use %i and %I for current and maximum hull points on your vehicle.
~
prompt sprompt display vehicles
~
#0
speedwalk walk
Walk
usage: walk <directions>

Walk is similar to the speedwalk function found in many MUD clients.
It allows you to stack directions and follow a path without having to
hit enter after every move.
~
~
#0
hitroll
Hitroll
Hitroll is a character statistic that determines the probability that your
attack will succeed against a given opponent.  The higher your hitroll, the
less likely you are to miss when attacking someone or something.  It can be
increased by certain spells/skills, or by finding +hitroll stats on equipment.
  
Note: Your character gains small natural bonuses to hitroll as you level it,
so Hitroll will be most effective for the lower levels.
~
~
#0
barrage
Barrage
Shock Trooper Level 35

Usage: barrage

Heavy weapons are part of a Shock Troopers specialty. Being able to
take out your largest gun and just blast every single thing in the room
doesn't really look too difficult, but it does take some training to
do with style. 
~
"shock trooper"
~
#0
sentinel
Sentinel
Jedi Sentinels are jedi who seek to find a balance between the superior
combat abilities of the Defender and the extensive force knowledge of the
Consular. They usually use their powers to find and destroy dark side users.

Special skills of a Sentinel:

Skill              Level Learned
----------         -------------
Conceal                60
Slash                  66
Crucitorn              72
Force Bind             78
Peace                  84
Healing Trance         90
Battle Meditation     100
~
defender consular code lightsaber force jedi
~
#0
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 order"
~
#0
vehicle vehicles
Vehicles
Vehicle Items

Usage: ride <vehicle name>

   There are a various types of vehicles that can be ridden by a skilled and
non-skilled players.  Simple speeders and hover devices for example can be
used by anyone while use of combat vehicles require a player to join the
vehicle operator guild.

Vehicle Types
--------------
Speeders - Non-combat vehicles used for travel.
Pod Racers - Function as speeders, will someday be used for racing.
Speederbikes - Combat vehicle requiring vehicle operator skills
Tanks - Combat vehicle requiring vehicle operator skills
Walkers - Combat vehicle requiring vehicle operator skills
Hover Devices - Non-combat devices that function as speeders.
Boats - Allow underwater travel
~
speeder ride tank walker "speeder bike"
~
#0
"vehicle operator"
Vehicle Operator
   Vehicle operators have trained long and hard in the use of combat vehicles,
specifically Speederbikes, Tanks and Walkers.  While each type of vehicle has
its own set of advantages to offer a vehicle operator has basic skills to drive
and operate all of them in combat.  If vehicle operator is chosen as a
secondary guild, at level 20 they will be asked to choose a vehicle type
specialization which will allow greater skill in one particular vehicle type.
  
Vehicle Operators are available as a secondary or tertiary class only.

Skills available to Vehicle Operators:

Skill                      Level Learned
------                     -------------
Drive                            1
Patch Vehicle                    4
Vehicle Ion                      7
Vehicle Rockets                 10
Jam Comlink                     15
~
"walker operator" "tank operator" "bike operator"
~
#0
"bike operator" biker
Bike Operator
   Bike operators have specialized in combat while riding a speederbike.  
Speederbike's take a great deal of skill to operate and are much more fragile
than other vehicles like tanks and walkers.  Speederbikes, however are much
more versatile and adaptable to an ever changing combat situation.    

Bike Operator is a specialization guild that can be joined after gaining level 20
as a Vehicle Operator.

Skills available to Bike Operators:

Skill                      Level Learned
------                     -------------
Dismount                        20
Sideswipe                       24
Drive Style                     28
Ram Bike                        32
Breakaway                       40
~
"vehicle operator"
~
#101
"social variables"
Social Variables
function         player     victim     example
--------------------------------------------------------------------------
name              $n         $N        You poke $N in the ribs.
                                       You poke Jabber in the ribs.(you see)
                                       $n pokes $N in the ribs.
                                       Samedi pokes Jabber in the ribs.
                                                                (others see)
                                       Samedi pokes you in the ribs.
                                                               (victim sees)
him/her/it        $m         $M        You lick $M.
                                       You lick her.
                                       $n hugs $mself.
                                       Samedi hugs himself.
his/her/its       $s         $S        $n kiss $S hand.
                                       You kiss her hand.
                                       $n checks $s wallet.
                                       Samedi checks his wallet.
he/she/it         $e         $E        $n lick $N, and $E licks you back.
                                       You lick Jabber, and she licks you back.
                                       $n thinks $e's cool.
                                       Samedi thinks he's cool.
~
socials
~
#0
tank tanks
Tank
Tank Vehicle Items
 
Usage: ride <tank name>
 
   Tanks are armored frontline attack vehicles of both the hover
and tread wheel variety.  These combat vehicles can be ridden by
Vehicle Operators and specialized in by Tank Operators.
 
In combat a tank fires its main turret weapon, which is
capable of inflicting massive damage with a single shot.
 
   Tanks have hull points that are depleted as they take damage.
When a tank reaches zero hull points it will explode, killing driver.
 
Special Systems available on Tanks
----------------------------------
Proton Rockets, Ion Cannons, Comlink Jammer, Holo Field,
Turbo Booster, Crew Space, Hailfire Missile System, Flak Pods,
Biomechanical Armor, Anti-Personnel Blasters, Energy Shields,
Reserve Power Generator, Integrated Droid Brain
~
ride "tank operator" "vehicle operator"
~
#0
"tank operator"
Tank Operator
   Tank operators are specialized in tank combat.  Heavily armored, tanks are
the most durable of combat vehicles.    

Tank Operator is a specialization guild that can be joined after gaining
level 20 as a Vehicle Operator.

Skills available to Tank Operators:

Skill                      Level Learned
------                     -------------
Overrun                         20
Flak                            24
Hailfire                        28
Hull Down                       32
Blockade                        36
Command                         40
~
"vehicle operator"
~
#0
walker walkers
Walker
Walker Vehicle Items

Usage: ride <walker name>

  Walkers are military vehicles that use legs as their primary method of 
locomotion.  These combat vehicles can be ridden by Vehicle Operators and
specialized in by Walker Operators.

  Walkers vary in size (small,medium,large,huge) and their combat abilities
vary by this size.  Smaller walkers will fire more often in combat while
larger walkers will fire slower but with much more power.  As damage to
the vehicle is taken the vehicles hull points will be reduced.  When the
walkers hull points reach zero it will explode, killing the driving player.

Special Systems available on Walkers:
Proton Rockets, Ion Cannons, Comlink Jammer, Holo Field, Crew Space, 
Biomechanical Armor, Anti-Personnel Blasters, Flak Pods, Energy Shields, 
Integrated Droid Brain, Reserve Power Generator, Self Destruct System
~
"vehicle operator" "walker operator" ride
~
#0
"walker operator"
Walker Operator
   Walker operators are specialized in walker combat.  Similar to tanks,
walkers have a bit more mobility and offer greater combat visibility to the
driver.    

Walker Operator is a specialization guild that can be joined after gaining
level 20 as a Vehicle Operator.

Skills available to Walker Operators:

Skill                      Level Learned
------                     -------------
Stomp                           20
Flak                            24
Coordinate Attack               28
Walker Scan                     32
Assault                         36
Command                         40
~
"vehicle operator"
~
#0
drive
Drive
Vehicle Operator Level 1

Usage: automatic

This skill allows you to operate one of the three combat vehicle types:
Walkers, Tanks and Speeder Bikes.
~
"vehicle operator"
~
#0
"patch vehicle"
Patch Vehicle
Vehicle Operator Level 4

Usage: patch <vehicle>

All vehicle operators need to have basic knowledge to repair damage done
to their vehicles.  They cannot patch vehicles in the middle of combat.

The patch vehicle skill will repair hull point damage done to a combat
vehicle.  A quantity of duranium is required to patch a vehicle.
~
duranium "vehicle operator"
~
#0
"vehicle ion"
Vehicle Ion
Vehicle Operator Level 7

Usage: ionize <victim>

This skill allows a vehicle operator to utilize ion cannons if
they have been installed on their combat vehicle.  Ion cannons
will cause a round of lag if the target is driving a vehicle
or a droid.
~
"vehicle operator"
~
#0
"proton rockets" "vehicle rockets"
Vehicle Rockets
Vehicle Operator Level 10

Usage: Fire <victim>
       status -- Displays remaining ammo

This skill allows vehicle operators to fire high energy proton rockets
providing their vehicle is equiped with a proton rocket system and has
available ammunition loaded.  Upon obtaining spare proton rocket rounds
you can reload your vehicle using the RELOAD command.
~
"vehicle operator"
~
#0
"jam comlink"
Jam Comlink
Vehicle Operator Level 15

Usage: jam

Using the jam command a vehicle operator can disable comlink
communications within their same room.  A vehicle must be
equiped with comlink jammers to utilize this skill.
~
"vehicle operator"
~
#0
"refill syringe"
Refill Syringe
Medic Level 8

Usage: refill <syringe name> <drug type>
       inject <syringe name> <victim>
       sanitize <syringe name>

Processing chemicals at hand, a medic can create powerful drugs and store
these in syringes. These drugs are often addictive.

Name           Level   Basic Description
----           -----   -----------------
Buprenophex       8    drug detoxification
Carsunum         15    mental boost, enables the user to learn faster
Phenethylamine   22    neurotransmitter that increases speed
Klonepin         30    treats seizures, specifically from spice addiction
Pyrepenol        37    grants its user a sense of invincibility
Phendimetrazine  45    appetite supressant
Sinthenol        52    nonaddictive alcohol substitute
Regen-Stim       60    increases metabolic rates
Nyex             67    tranquilizer
Chall            75    poison

Syringes must be sanitized before they can be reused for a different
drug.
~
medic
~
#0
"heal minor wound"
Heal Minor Wound
Medic Level 59
 
Usage: heal <victim> <wound number>
 
Years of experience bring a medic the ability to heal wounds of other
players around them.  This process takes but a moment to repair
minor bone fractures or other minor wounds on a player.
 
Performing the operation consumes one surgical supply from the
medic performing the surgery.  The victim will spend the same amount
of experience as they normally would to recover from their wounds.
There are no other expenses for either party involved, unless of
course the medic is charging for their convenient services.
~
medic
~
#0
surgeon
Surgeon
A surgeon is a medic specialized in performing surgery. Through extensive
knowledge on various races and their anatomy, a surgeon can treat all kinds
of maladies. He or she can even use this knowledge to injure others, if his
conscience allows.

Skill                    Level Learned
-------                  -------------
Dissect                      60
Transfusion                  66
Surgical Removal             72
Heal Serious Wound           78
Reconstruct Body             84
Surgical Strike              90
Heal Critical Wound          95
~
medic
~
#0
"analyze spice"
Analyze Spice
Spice Dealer Level 1

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 how long till your body needs more spice.
~
"spice dealer" spice
~
#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 efficiently look over a ship and produce its specifications.
~
"space engineer"
~
#0
"analyze droid"
Analyze Droid
Droid Handler Level 6

Usage: conc 'analyze droid' <target>

Due to their knowledge of droids, droid handlers can analyze a droid
to determine if it has any enhancements.
~
"droid handler"
~
#0
"dual deflect"
Dual Deflect
Defender Level 72
Sith Marauder Level 78

Usage: Automatic

With this skill a Sith Marauder or Defender can deflect nearly any attack 
with his or her lightsaber and often send the blaster bolt right back where
it came from.  This ability was demonstrated extensively during the Phantom
Menace.  This skill works with two wielded lightsabers and is more effective 
than deflecting with a single lightsaber.
~
"sith marauder" defender deflect
~
#0
flurry
Flurry
Defender Level 90
Sith Marauder Level 90

Usage: flurry <target>

With the help of the Force to increase their speed and reflexes, Sith
Marauders and Defenders can unleash an incredible flurry of attacks sure 
to devastate an enemy.  These attacks are based on the Sith's or Defender's
ties to the force and his/her weapon proficiency. 
~
"sith marauder" defender
~
#0
"speeder bikes" speederbikes
Speeder Bikes
Speeder Bike Vehicle Items

Usage: ride <bike name>

  Speeder bikes are open-air repulsorlift vehicles that normally carry only one
passenger and emphasize speed and maneuverability.  These combat vehicles can
be ridden by Vehicle Operators and specialized in by Bike Operators.  In combat
a rider will attack enemies with both their normal equiped weapon and the blaster
system available on the bike.  Number of wielded weapon attacks is still determined
by quickness (though at a slower rate) and speeder bike attacks are based upon
vehicle operator level and the number of laser cannons on the bike.

  Speeder bikes have hull points like all combat vehicles and at zero will explode.
Unlike other combat vehicles, attacks will be split between the bike itself and the
hitpoints of the riding player, with the odds in favor of the rider taking the blow.
A players death through hitpoints will not result in the destruction of the bike.
When a bike is destroyed through hull point loss, the rider has a chance to throw
himself/herself free of the vehicle to avoid damage.  If this attempt fails the rider
will suffer a percentage amount of damage.

Special Systems available to Speeder Bikes:
Proton Rockets, Ion Cannons, Comlink Jammer, Force Lance, Holo Field, Turbo
Booster, Auto-escape system, combat blades
~
ride vehicle
~
#0
"make round"
Make Round
Assassin Level 87

Usage: make <number> <type>

Land Ammo                 Keyword         Materials 
-----------               --------        ----------
Standard round            standard        Dura(10)
Poison round              poison          Dura(10), Neut(5)
Tranquilizer round        tranquilizer    Dura(10), Moly(5)

With this skill the Assassin can make various types of rounds (ammunition)
for their sniper rifles. Skilled snipers have been known to create a 
variety of enhanced ammunition rounds, such as poisoned rounds that will
inject the victim with a toxic substance. A Maximum of 6 rounds can be
made at a time.
~
snipe assassin round
~
#0
"healing aura"
Healing Aura
Consular Level 100

Usage: conc 'healing aura'

This skill represents the ultimate in Jedi healing abilities.
By focusing outward with the Force, a Consular greatly increases the 
natural healing ability of others around them. It is also very strenuous
and it takes time for a Consular to use it again. 
~
consular
~
#0
"feel the force"
Feel The Force
Jedi Level 1

Usage: Automatic

Due to the midichlorians in their blood, jedi have a connection to the force
that others do not. In game terms this means jedi will receive special messages
from time to time that only force users can see.
~
force jedi
~
#0
impale
Impale
Sith Marauder Level 100

Usage: impale <victim>

Sith Marauders are excellent lightsaber duelists and impale is the pinnacle
of their skill. If successful, the Sith breaks through an enemy's defense
with a dual-bladed lightsaber and impales them with it. This results in a 
lot of damage and is sometimes lethal. 
Note: This skill only works with lightsabers.
~
"sith marauder"
~
#0
"pack bag" "roll bandage"
Pack Bag
Medic Level 1

Usage: pack <bag name> <supply type> <number>

Bandages are essential to a medic. This skill allows medics to refill
their bags with new MEDICAL or SURGICAL supplies.

Note: You need a special bag for this skill.
~
medic
~
#0
"force punch"
Force Punch
Jedi Level 1

Usage: conc 'force punch' target

Instead of using their fists, Jedi can use the force to throw a 
telekinetic punch at their target.
~
force jedi
~
#0
"pharmaceutical mixing"
Pharmaceutical Mixing
Medic Level 8

Usage: UNFINISHED
~
medic
~
#0
"levitate object"
Levitate Object
Jedi Level 3

Usage: conc 'levitate' <object>

Using the force, a jedi can levitate almost any object. Objects that are
levitated become lighter to those carrying them. (Yoda: 'Size matters not')
~
jedi
~
#0
"sense presence"
Sense Presence
Jedi Level 42

Usage: conc 'sense presence'

Sense Presence allows the Jedi to sense the presence of a cloaked or 
invisible player or monster in the room.  The true identity will remain
hidden however. 
~
jedi
~
#0
"slow metabolism"
Slow Metabolism
Jedi Level 51

Usage: conc 'slow metabolism'

This ability will allow jedi to slow their body's metabolism. This means
they will not get hungry or thirsty as fast and makes them immune to
poison gas.
~
jedi eat poison
~
#0
"combat medic"
Combat Medic
Those medics that take more combat training, become known as combat 
medics. They excel at providing emergency aid to their allies and having
a combat medic around can often mean the difference between defeat and 
victory.

Special skills of a Combat Medic:

Skill                    Level Learned
-----                    -------------
Combat Healing                60
Medevac                       66
Stretcher                     72
Professional First Aid        78
Under Fire                    81
Medic Neutrality              84
Take Cover                    90
Boost Morale                 100
~
medic
~
#0
"lesser subguilds"
Lesser Subguilds
Some lesser classes have subguilds.  This means that upon reaching level
20 in the lesser class, to continue advancement, a character must go to
a guildmaster of one of the lesser subguilds and 'join'.

The following subguilds are available for each lesser class:

      Stormtrooper            Vehicle Operator
      ------------            ----------------
      SHOCK TROOPER           BIKE OPERATOR
      OFFICER                 WALKER OPERATOR
                              TANK OPERATOR
~
~
#0
"gas canister" "gas cannister" "make canister" "make cannister"
Gas
Scoundrel Level 66

Usage: gas <direction>

Using this skill, a scoundrel will be able to toss a gas canister
into an adjoining room.  Depending on what kind of canister is
used, the effects can be quite deadly.

Wearing a gas mask will negate these effects.
~
scoundrel
~
#0
"suicidial charge"
Suicidal Charge
Scoundrel Level 78

Usage: UNFINISHED
~
scoundrel
~
#0
dismount
Dismount
Bike Operator Level 20

Usage: dismount

Sometimes the situation doesn't allow good use of your speeder. In those
cases, the bike operator can quickly hop off the speeder in combat.
~
"bike operator"
~
#0
sideswipe
Sideswipe
Bike Operator Level 24

Usage: sideswipe <victim>

Utilizing combat blades on a speeder, the bike operator can do a quick
strike at an unsuspecting victim.
~
"bike operator"
~
#0
"drive style"
Drive Style
Bike Operator level 28

Usage: aggressive | protective

Speeder bikes offer limited protection to the driver. Even so, the driver
can choose to be more aggressive, while making himself more vulnerable.
or he can get the most out of the protection the bike can offer at the cost
of accuracy.
~
"bike operator"
~
#0
"ram bike"
Ram Bike
Bike Operator Level 32

Usage: rambike target

Sometimes there's only one way to go. Ramming a target may seem crude and 
barbaric, but it can be a very effective way to win a battle. While the
driver jumps clear in an attempt to stay unharmed, the bike is usually
destroyed in the crash.
~
"bike operator"
~
#0
breakaway
Breakaway
Bike Operator level 40

Usage: breakaway <direction>

While quite effective in small skirmishes, sometimes the situation becomes
too hot for a simple bike to handle. By firing the turbo boosters, a bike
operator can quickly leave the scene, outrunning slower opponents.

To use this skill, you need a turbo booster installed on the bike.
~
"bike operator"
~
#0
flak
Flak
Tank Operator Level 24
Walker Operator Level 24

Usage: flak

Larger vehicles make larger targets. To compensate for this vulnerability,
some vehicle operators install flak pods on their walker or tank.
A vehicle outfitted with flak pods can shoot these in the air to intercept 
incoming attacks for a short duration.

To use this skill, you need flak pods installed on the vehicle.
~
"tank operator" "walker operator"
~
#0
overrun
Overrun
Tank Operator Level 20

Usage: overrun <target>

Using a tank's massive frame, a tank operator can overrun most targets.
This is not always pleasant to witness.
~
"tank operator"
~
#0
"heal critical wound"
Heal Critical Wound
Surgeon Level 95

Usage: heal <victim> <wound number>

Through expert knowledge of the anatomy of various races, a surgeon
can heal critical wounds, mutilations and recover lost limbs.
~
surgeon
~
#0
"heal serious wound"
Heal Serious Wound
Surgeon Level 78

Usage: heal <victim> <wound number>

Through advanced knowledge of the anatomy of various races, a surgeon
can heal serious wounds and mutilations.
~
surgeon
~
#0
hailfire
Hailfire
Tank Operator Level 28

Usage: hailfire

When outnumbered, these missiles are the answer. When fired, these missiles 
create a swarm of missiles, hitting everything in sight.

To use this skill, you need a hailfire missile system installed on the
vehicle, and provided with ammunition.
~
"tank operator"
~
#0
"hull down"
Hull Down
Tank Operator Level 32

Usage: hulldown

Tanks have the ability to lower their hull. This makes the tank immobile,
but since the lowered hull now protects the treads and other weaker parts,
it becomes more difficult to damage the tank.

Type this command again to raise the hull.
~
"tank operator"
~
#0
stomp tred
Stomp
Walker Operator Level 20

Usage: stomp <victim>

Skilled walker operators can maneuver their walker to step on unsuspecting
victims, sort of like squashing ants.
~
"walker operator"
~
#0
"walker scan"
Walker Scan
Walker Operator Level 32

Usage: scan

Most walkers are packed with electronics and scanning equipment. With this
skill the walker operator can check the area around the walker for mobiles
and/or people.
~
"walker operator"
~
#0
assault
Assault
Walker Operator Level 36

Usage: assault <direction> <victim>

With this skill, the walker operator combines the walker's speed and power.
Moving quickly into the next room, the walker operator makes a surprise
attack at a victim, doing great damage.
~
"walker operator"
~
#0
catattack "coordinate attack"
Coordinate Attack
Walker Operator Level 28

Usage: cattack <victim>

This skill allows you to coordinate your group's attack.  With a coordinated
attack all group members will join you in an opening salvo.
~
"walker operator"
~
#0
conceal
Conceal
Sentinel Level 60
 
Usage: conc 'conceal' <self>
 
Sentinels have been trained to shroud themselves with the force to hide
themselves from others. Though this does not make them invisible,
it does make them very unnoticable -- even to those seeking knowledge
of who is currently on the MUD.
~
sentinel
~
#0
wounds
Wounds
Death is a rather violent experience, it is to be expected that sometimes
a player suffers permanent wounds.  There are three classes of wounds:
minor, serious and critical. Wounds have a negative effect on players
physically, mentally or both.
Players below level 10 are immune to these wounds.

Wounds can be healed by medics, surgeons or NPC surgeons.  This costs
experience depending on player level and severity of the wound. Healing
at a NPC costs credits and experience points, while it is up to the PC
whether or not to charge credits for healing.

ALLOWHEAL command lets you toggle between allowing other players to heal
your permanent wounds and preventing them from doing so.

WOUNDEXP command lets you toggle between using your space or land exp
to heal your permanent wounds.
~
surgeon death
~
#0
blockade
Blockade
Tank Operator Level 36

Usage: blockade <direction>

Tanks may not be the most versatile of vehicles, but they are the best
choice when a blockade is needed.  Moving the tank in the way of traffic,
the tank operator can prevent movement in that direction.
~
"tank operator"
~
#0
"suicidal charge"
Suicidal Charge
Scoundrel Level 78

Usage: suicide

Suicidal charge is like Han Solo, charging forward, screaming loudly, 
drawing the attention of everyone away from your friends.  This will
cause everyone to start attacking you while the group can retreat from
combat. 
~
scoundrel
~
#0
"hull points"
Hull Points
   Hull Points are used on combat vehicles to represent how much longer their
hull can withstand damage.  They can be displayed on a vehicle prompt that is
used when riding a combat vehicle.  When hull points reach zero a vehicle is
destroyed and there is a good chance the driving character will be killed.  
Destroyed vehicles are not lost.  A 0 hull poin vehicle can be rebuilt, making
it usable.  The more rebuilds done, the greater chance the destruction of a
vehicle will result in it's permanent loss.    
~
vehicles
~
#0
"advance position"
Advance Position
Shock Trooper Level 40

Usage: charge <direction> <target>

A shock trooper is trained in the art of quick strikes and 
taking their enemy by surprise. By advancing position, they can
strike fast and gain a small advantage.
~
"shock trooper" stormtrooper
~
#0
scout
Scout
Stormtrooper Level 17

Usage: scout <direction>

Stormtroopers receive special training which allows them to scout
ahead and get intelligence on number and type of enemy, as well as 
some fortifications. Binoculars are required to scout.
~
officer "shock trooper" stormtrooper
~
#0
"minor combat heal"
Minor Combat Heal
This skill has been removed and replaced with a new skill.
The replacement skill is Treat Lesser Injury".
~
"treat lesser injury"
~
#0
"focused shot"
Focused Shot
Shock Trooper Level 25

Usage: focus
In the heat of combat a Shock trooper is so well trained, that they
can concentrate on a single target even during a barrage of blasts
coming from both directions. It does however take time, and a well
balanced two handed weapon to accomplish this.
~
"shock trooper"
~
#0
"group advcance"
Group Advance
Officer Level 40

Usage: gcharge <direction> <target>

Officers command a great presence on the battlfield and stunning
tactics abilities. They are capable of planning coordinated
group strikes with lightning speed and efficiency. 
~
officer
~
#0
"group advance"
Group Advance Position
Officer Level 40

Usage: gcharge <direction> <target>

Officers command a great presence on the battlefield and stunning
tactics abilities. They are capable of planning coordinated
group strikes with lightning speed and efficiency. 
~
officer
~
#0
inject syringe
Inject & Syringe
Usage: Inject <syringe name> <target>

Injection allows individuals to inject drug cocktails
concocted by medics into themselves, and others.

To view the contents of a syringe, simply EXAMINE it.
~
medic refill
~
#0
fadvance "fleet advance"
Fleet Advance
Naval Officer Level 70

Usage: fadvance <direction> <target>

Naval officers have the ability to formulate plans, and calculate
large scale offensive strikes. Enabling them to attack quickly, and 
in large numbers.
~
"naval officer"
~
#0
"advanced combat heal"
Advanced Combat Heal
This skill has been removed and replaced.
Please see help combat healing for the replacement.
~
"combat healing"
~
#0
stretcher
Stretcher
Combat Medic Level 72

Usage: stretcher <victim>

When the situation is too dangerous to give treatment to a wounded ally 
directly, the best choice is to get that ally to a safer place. With this
skill the Combat Medic can use a stretcher to carry the victim there.
~
"combat medic"
~
#0
medevac
MEDEVAC
Combat Medic Level 66
 
Usage: medevac <target>
 
The veteran Combat Medic is able to secure a Medical Evacuation
for their patients using the guild's MEDEVAC team. Having this
"scoop and run" ability may save the victim's life by transporting
them out of harms way via a shuttle to the Mos Eisley Medic's Guild.
 
Upon arriving at the rooftop landing zone, the victim is then
rushed into a shelter where emergency bacta tanks are at the ready.
From that point on the victim depends on the regenerative properties
of the bacta tanks. Some situations may require having a dedicated
medic on standby at the landing zone.
~
"combat medic"
~
#0
marky
Marky
   Marky is one of the coding monkeys behind RotJ.  He's also known as Mr.  
Mom, since he's basically a gigolo for his wife.  He's attempting to make
something of his life by attending culinary school, but we all know he can
barely remember the recipe for ice cubes.

Honestly, Marky's the guy to thank for keeping the mud up and running,
and for most of the cool new skills and spells that appear in the game.    
~
~
#101
tlist
tlist
Level 101 (Hero)

Usage: tlist <beginning number or zone> [<ending number>]

List all triggers available within the parameters.
To list all triggers in zone 271, tlist 271.
To list triggers from vnum 123 to 7890, tlist 123 7890.
~
olc
~
#101
todo
todo
Level 101 (Hero)

Usage: todo <some text you want to remember...>

Your personal log where you can make note of things "to do"
at a later time or on another [build/code/real]mud.
~
logs
~
#0
"lead from the rear"
Lead From The Rear
Officer Level 25

Usage: automatic
Officers spend more time reading maps, laying out battle plans,
and devising tactics while others do most of the fighting for them.
When in the rear of the company an officer gains tactical bonuses 
for his/her group.
~
~
#0
nospam
NOSPAM - Combat Spam Toggle
Usage: nospam
 
Combat messages become an issue when the number of attacks accrues with
larger groups or too many followers.  Because there are so many attacks
being displayed to you, it becomes "spam" when your entire screen
is consumed by this information.  By toggling all combat messages other
than your own on or off with this command, you can then focus on your
conditions as reported by your PROMPT.
 
If you use a screen reader then this command is very helpful.
 
Note that you will not see other members of your group attacking things
when NOSPAM is enabled.  Take caution when leading a group with nospam
enabled in an area where aggressive mobiles exist.
~
toggle
~
#0
"repair minor"
Repair Minor
Technician Level 5

Usage: repair minor <victim>
 
Technicians having a knack for all things electrical and mechanical are
able to apply their intuition towards the health of the living machines
that surround them every day.  This includes cleaning out grit from
motivators, actuators, relays, and many other tasks where only the
simplest of tools are required.  Minor repairs will be applied to a
droid -- or perhaps a Cyborg to a lesser degree.
 
This skill requires a repair kit and consumes (1) Repair Supplies.
~
technician repair
~
#0
answer ask noquestion question
Ask/Answer Channel
Usage: ask <question>            - Ask the mud a question.
       question <question>       - Alternative command for "ask".
       answer <useful response>  - Reply with an answer.
 
Both of these commands use the same channel.  This is probably
the greatest resource a new player has at their disposal if they
are alone or need answers.  There is no requirement to use this
channel: any player can use it from -almost- all rooms in the game.
You must be at least level 2 to provide answers.
 
Example:
>>> ask how do I use a handlight?
 <? QUESTION ?: You> how do I use a handlight?
 <ANSWER: SomeOtherPlayer> try using: light handlight
 
NOTE: To toggle this channel on or off, use the NOQUESTION command.
~
auction comlink
~
#0
"repair greater group"
Repair Greater Group Injury
Technician Level ???

Usage: repair greater group

Veteran technicians have the expertise needed to quickly repair
all of their droid followers.  Using spare parts from their
repair kit a technician using this skill will mend and rewire
electrical connections of those affected.

This skill requires a repair kit and consumes (???) Repair Supplies.
~
~
#0
"repair moderate"
Repair Moderate
Technician Level 19

Usage: repair moderate <victim>
 
Technicians advancing their education and experience have honed better
abilities in repairing their electromechanical friends.  This basically
includes cleaning and oiling assemblies as needed with greater precision.
Other tasks can involve adjusting gains and reconfiguring to help cope
with internal repairs.  These subtle tweaks help get a droids back
on their actuators in no-time.  Moderate repairs will be applied to
a droid when used.  Cybernetic beings can be affected to a lesser degree.
 
This skill requires a repair kit and consumes (2) Repair Supplies.
~
repair technician
~
#0
"repair serious"
Repair Serious
Technician Level 51

Usage: repair serious <victim>
 
Technicians with years of experience have developed their capacity for
repairing damage to droids.  This is a trival task to the tech but
requires them to perform more intricate maintenance on their friends.
Anything from mending a chassis to reconnecting internal wiring would
be a typical and trivial task for the ever more knowledgeable technician.
These serious repairs will return hope to even the most damaged droids
and perhaps even those silly Cyborgs.
 
This skill requires a repair kit and consumes (4) Repair Supplies.
~
repair technician
~
#0
"restock kit"
Restock Kit
Technician Level 4
Cyborg Level 65
 
Usage: restock kit <repairs/refits>

Spare parts are essential maintenance while in the field.
This skill lets technicians refill their kits with the
materials that will be required for repairing droids.
Using this skill will require some materials.

Note:
 - You will need a special object to use this skill upon.
~
technician repair
~
#0
"repair minor group"
Repair Minor Group
Technician Level 38

Usage: repair group <target>

Seasoned technicians can quickly apply minor repairs to everyone
in their group using this skill.  Droids will have a boost in
hitpoints while Cyborgs can also be affected to a lesser degree.
Even though you target one droid/cyborg in the group, all of the
droids and cyborgs in the group will benefit.

This skill requires a repair kit and consumes 3 Repair Supplies.
~
repair technician
~
#0
"repair major combat"
Repair Major Combat
Droid Level 90

Usage:  repair gcombat

Droids being the most advanced technician with repect to repairs,
they are able to perform massive repairs upon themselves even
in the midst of combat.  This skill allows a Droid to perform
repairs using supplies from their repair kit.

This skill requires a repair kit and consumes 4 Repair Supplies.
~
repair technician droid
~
#0
"repair minor combat"
Repair Minor Combat
Technician Level 59

Usage:  repair mcombat

Technicians at this level of advancement have honed their ability
to perform minor repairs in the heat of combat.  Changing
parts, reconnecting circuits, all while fending off attacks
and attacking their enemies is quite a challenge.

Minor repairs will be performed allowing the Technician to
stay in combat longer.  They will need to use supplies from
their repair kit to exercise this ability.

This skill requires a repair kit and consumes 2 Repair Supplies.
~
technician repair
~
#0
"medic neutrality"
Medic Neutrality
Combat Medic Level 84

Usage: neutrality

Veteran medics know they can better be of service when they
themselves can avoid combat.  Maintaining a neutral state
on the battlefield lessens the chance that your aggressors
will initiate combat against you.  However, higher level
aggressors may still ignore your neutrality and fire upon you.
~
"combat medic"
~
#0
"professional first aid"
Professional First Aid
Combat Medic level 78

usage: aid <victim>
  
This skill allows a combat medic to use their skill in patching up the walking wounded
and getting them back into the fight.  It will temporarily override the effects of
minor and serious wounds.
~
"combat medic"
~
#0
dissect
Dissect
Surgeon Level 60

Usage: dissect <corpse>

Surgeons practicing their craft on the corpses of the
recently departed allows them to learn from their use
of the scalpel.  Practice with their surgical abilities
is what makes them grow faster in ability.

After a corpse has been dissected, the surgeon will
gain some experience from investigating the bodies
of those around them in the galaxy.
~
surgeon
~
#0
"combat healing"
Combat Healing
Usage: comheal


A trained combat medic isn't afraid to jump into the front lines.
While Combat Healing a medic is able to jump into the fray and
heal others who are fighting. 

In game terms: combat healing puts you into an altered state of combat
where your attacks are reduced to 0, however you gain the ability to
use all medical skills while fighting. Your exp earned per heal is 
also increased.
~
"combat medic"
~
#0
"treat lesser injury"
Treat Lesser Injury
Usage : treat lesser <victim>

Uses medical knowledge that treats and repairs light injury and
bruising.  The healing process occurs over a 15 second time
period.

Medical Supplies required: 2
~
"shock trooper"
~
#0
"take cover"
Take Cover
Usage: Automatic

Combat medics are adept at the skill of ducking behind something
to prevent attacks while Combat Healing.
~
"combat medic"
~
#0
"survivor experience"
Survivor Experience
As an added incentive to explore the overwhelmingly large world of
Revenge of the Jedi, mobiles in the game have what is called
"survivor experience".  The longer mobiles sit around without
anyone killing them, the more experience racks up on their claim.
 
This is to say that if you explore and learn new zones, you
will begin to find areas that not everyone knows about.  Areas that
not everyone frequents.  These places will be more rewarding for
those who were bold enough to go find them in the first place.
 
This applies to both land-based and space-based mobiles.  Some
mobiles that normally give you 10,000 experience per kill after
a few days of uptime when nobody kills them may yield as much as
500,000 experience points or more, per kill!  The higher the
uptime of the MUD, the greater survivor experience you will
find in those remote areas of the mud which few know exist.
 
Exploring new areas gives the imagination a new story to read,
and gives the mudder a new place to go for experience points!
~
experience uptime
~
#0
uptime
Uptime
Usage: uptime

Uptime is the duration of real clock time that the MUD server process
has been "up" or running.  If the process crashes or is rebooted then
the uptime resets to zero days, zero hours, zero minutes.
 
With larger uptime comes greater potential for large rewards in the
form of survivor experience to those who explore new areas in the
MUD's ever expanding world of rooms, mobiles, and objects.
~
"survivor experience" date
~
#0
food hunger thirst
Food, Hunger, and Thirst
Food, hunger, and thirst.  These are the feelings someone who needs
a hot plate of rations and a cool drink of ice water would endure.
 
Keeping yourself in good health involves eating and drinking right;
and doing so often enough that your physical energy is maximized.
Simply put, for you to regenerate at a reasonable rate, you will
need to eat and drink in the MUD to keep your character healthy.
 
There are many places in the game where anyone can buy food and
receive a free drink from a fountain or vaporator in a town square.
You can often find food randomly across the galaxy.  Certain
foods and drinks will keep you filled up longer than others.
Edible objects can also be poisoned, so beware what you try
or you may end up having to rest off a temporary sickness.
~
regeneration sleep eat drink poison
~
#0
"blaze trail"
Blaze Trail
Explorer Level 32

Usage: blaze <command>

By blazing a trail an explorer leaves behind colored blaze tags and 
markers to help guide the explorer whenever he/she returns to the
same room.  These markers will stay for a significant duration of
time before fading away and are visible to all explorers with 
the skill.  Depending on skill level a blaze marker may not be
noticed.

Blaze markers will appear whenever an explorer looks at a room.

Blaze commands:
clear - clears any blaze markers from a room
color name - enter one of these color names leave a colored blaze
   red,green,blue,yellow,cyan,magenta,white
   lred,lgreen,lblue,lyellow,lcyan,lmagenta,lwhite
~
explorer
~
#0
containers
Containers
Something you can carry with you, that holds more stuff for you.
Boxes, bags, nets, pouches, backpacks, and many other items in
the mud are capable of holding other items.  Many of these
containers are able to be worn as equipement or held.
To find what your container can do, simply 'identify' it.
 
Players can GET or PUT items in or out of any container.
 
Some containers are closeable.  Some of which are lockable.
 
Examples:
   > put all.hot bag
   You put a Hot Pocket in a bag.
   You put a Hot Pocket in a bag.
   You put a Hot Pocket in a bag.
   
   > get hot from bag
   You get a Hot Pocket from a bag.
   
   > hold bag
   You grab a bag.
   
   > equipment
   <held>   a bag
~
look put get identify
~
#0
coordination
Coordination
Spell Information:

   Honing hand-eye coordination and reaction time brings anyone to the top of
their game.  Your ability to evade in space and dodge attacks on land is
slightly increased due to your newfound dexterity.  This added dexterity will
help your motor skills, timing, balance, and sequencing your movements.    
~
~
#109
cool
cool
usage: cool <username>

Allows you to set the cool flag, which switches hunger/thirst off 
and gives a slight bonus to regen and xp.
It was designed as a reward for longtime mortals and should not
be assigned to just anyone.
~
~
#0
bonus
Bonus
Usage: bonus

This command allows you to see any multipliers on exp, damage, or regen that
the staff has temporarily set.
~
~
#0
setbonus
Setbonus
Usage: setbonus {exp | dam | regen | heal} <multiplier> <ticks>

This command turns on mudwide player bonuses to damage, regen, exp and healing.
~
bonus
~
#0
"battle meditation"
Battle Meditation

Sentinel Level 100

Usage: bmeditate

During great conflicts, space battles or land battles, the presence of a 
Sentinel can make all the difference between victory and defeat.  Highly 
experienced Sentinels have managed to master the technique of battle 
meditation.  During this time the Sentinel will not fight personally, 
but enhance the fighting capabilities of others by removing doubt, 
enhancing coordination, etc.  The effects last for a while, but will end
if the Sentinel ends the battle meditation.
~
sentinel
~
#0
icebox
icebox
The Icebox
----------

Immortals have the ability to isolate a specific player by way of the 'ice' command.
When a player is 'iced', they are transferred to the ICEBOX.

I got iced, what now?
---------------------

If you have been iced, you will not be able to perform normal game commands except for 'quit.'
Please wait patiently and an Immortal will join you to discuss why you've been iced.
Common reasons for sending a player to the icebox include ignoring repeated warnings, unacceptable
behavior, and cheating/gameplay offenses such as eq transfer, multiplaying, botting, or pk rule
violation.  

Things you DON'T want to do when iceboxed
-----------------------------------------

* DO NOT drop link and connect using another character to ask why you're in the icebox.
* DO NOT start arguing with the immortal until they've had a chance to explain your icing.
* DO NOT quit until you've had a chance to give your side of the story. 
* DO NOT start cursing, calling the immortals bad names, or making threats.

Usage (Immortals)
-----------------

> ice player

Sends named Player to the icebox.

> deice player

Releases named Player from the icebox.

When a player has been iced, a character flag known as PROBATION is set which disables their commands.
DO NOT use transfer to move a player out of or into the icebox or the flag will not be set/removed.
The Icebox can hold multiple players at any given time.
It is good form to use the Icebox Monitor to write a post explaining why someone was iced and the duration
of their punishment, if you plan to leave them in the icebox for more than a short period of time.  It is 
bad form for other immortals to deice an iced player without consulting with the immortal who put them there 
in the first place.

~
deice ice
~
#0
"order fire"
Order Fire
Officer Level 30

Usage: ofire

A talented Officer has a strong field presence and strong command over
his or her troops. An Officer knows the opportune time to order a coordinated
attack. 
~
officer
~
#0
cordon
Cordon
Officer Level 35

Usage: cordon

Officers in the Imperial service are often required to run investigations
on crimes and other incidents. They have become adept at cordoning off areas
so as to keep people out during such an investigation. 
~
officer
~
#0
/c "force bind"
Force Bind
Sentinel Level 78
 
Usage: conc 'force bind' <target>
 
Force binding is a non-violent telekinetic skill Jedi Sentinels may use to
grapple and slow their enemies.  Victims affected by force binding will
find it difficult to move and will miss the opportunity for a number of their
attacks.
 
This force power requires constant attention which will drain a Sentinels
focus every round until the target or sentinel leave the room; or until
one of the two are killed.
 
While force bind is in effect no other Jedi focus powers may be used,
though normal combat can occur as usual.
~
sentinel
~
#0
beprenophex buprenophex
Buprenophex
   The first, and perhaps the most crucial, drug that medics are trained to
administer is Buprenophex.  Medical researchers have found that Buprenophex can
suppress a body's craving for chemical stimulants without aggravating the
addiction.  Buprenophex is so important to patient recovery, that without it
patients would have to spend the rest of their lives receiving regular
injections to avoid detrimental side effects.    
~
refill inject medic
~
#0
carsunum
Carsunum
   Early on in a medic's career they figure out that they have to take every
edge they can get over the competition.  This drive leads a young medic to the
substance Carsunum, which is known for improving the mental processes --
especially memory -- in its users.  This boost to the memory means that user of
Carsunum will retain more information and knowledge from everything they
experience.  However, there is a drawback to using this mental stimulant, it is
very addictive.    
~
medic inject refill
~
#0
phendimetrazine phenethylamine
Phendimetrazine
   Sometimes the medic (and the medics charges) find themselves deployed into
an operational environment for a lot longer than planned.  To stave off the
effects of starvation trusted medics carry supplies of Phendimetrazine to boost
their ration supply.  Other uses include high-society trend followers who want
to stay thin in spite of banquets and parties.  A word of caution is warranted,
as like other chemicals, use of Phendimetrazine can be habit-forming.    
~
refill inject medic
~
#0
klonepin
Klonepin
   All across the galaxy, spice and spice users can be found.  Whether the user
is a social user, looking to gain an edge in political maneuvering and debates,
or a habitual user trying to keep an edge in combat, or even a complete addict,
they are everywhere.  Medics can intercede on their behalf and prevent the
spice user from suffering withdrawal from spice use (or abuse) by injecting
them with Klonepin.    
~
medic inject refill spice
~
#0
pyrepenol
Pyrepenol
   Pyrepenol is another chemical stimulant widely used as a combat drug.  
While it doesn't make the user immortal or invulnerable, it does greatly
enhance their ability to soak damage and suffer abuse.  Medics can inject
themselves, their allies, or a paying customer with this, making it a much
sought after chemical stimulant.  Like all other combat drugs in the medic's
kit bag, Pyrepenol causes addiction.    
~
medic inject refill
~
#0
sinthenol
Sinthenol
   Widely available, and often the refuge for many, the slow poison of alcohol
can have severe negative effects on a body.  Sometimes it is necessary to
administer an emergency solution to bring someone back to sobriety.  With the
application of Sinthenol, someone who was falling down drunk can once again
have complete control of their facilities.  This good news is further
compounded by the non-addictive quality of Sinthenol.  An alcoholic isn't
substituting chemical dependencies.    
~
medic inject refill
~
#0
regen-stim
Regen-Stim
   Originally developed for use far from battle lines and war zones, Regen-Stim
was used to boost the effects of Bacta treatments from inside the patient.  
With several wars in close succession, medical professionals have been adding
this to their deployment kit bags in order to get warriors back into the action
as fast as possible.  It is also sought after in more clandestine circles,
where operators and security professionals are harder to replace.  Like other
chemicals, Regen-Stim is addictive.    
~
medic inject refill
~
#0
nyex
Nyex
   Originally developed as a sleeping aid for battle-stressed or traumatized
soldiers, Nyex has been making a mark in more subtle circles as well.  
Organizations and individuals who rely on stealth and subterfuge more than
brute force find supplies of Nyex invaluable, and many a mark has been laid low
by the bounty hunter cunning enough to knock them out with a dose of Nyex.  It
has also helped gentler beings subdue would-be attackers, allowing them to not
violate their philosophies without becoming a victim.    






Note: use of Nyex to put a player to sleep is considered a PK attempt.
If you put a player to sleep using Nyex and leave them asleep, you could find
yourself subject to punishment under the jerk clause.
~
medic inject refill
~
#0
chall
Chall
   There is a dark side to the medical profession.  The more a medic learns
about healing people and boosting them with chemicals, the more they know about
their weaknesses.  Chall is a long-lasting poison that greatly weakens the
normal healing process of anyone unfortunate enough to have it in their system.
  





Note: use of Chall against a player is considered a PK attempt.
Abuse of Chall against a player is subject to the Jerk clause.
~
medic inject refill
~
#0
"surgical strike"
Surgical Strike
Surgeon Level 90

Usage: surgical <target>

Surgeons being the expert of delicate biological features, they are
more than well enough prepared to target their strikes to more
critical areas of an opponent.

The target argument is not necessary while in combat.  However,
if you specify who you would like to strike, your character will
attempt to make a surgical strike (or initate combat) with
the target you provide.
~
~
#0
"secondary weapon"
Secondary Weapon
   Some weapons can have a secondary weapon system installed.  This allows
another attack and can cause significant damage to the target.    

There are several types of secondary weapons.  They can either be
installed by Inventors or items such as installation kits.

Secondary Weapon           Ammo         Weapon Types
--------------          --------        -------------
Grenade Launcher        grenade         Blasters & Ranged Weapons
Rocket Launcher         rocket          Blasters & Ranged Weapons
Flamethrower            fuel            Blasters & Ranged Weapons
Static Discharge        static cell     Melee & Dagger Weapons
Static Field            static cell     Melee & Dagger Weapons
Ion Cannon              ion cell        Blaster & Ranged Weapons
Bayonet                 none            Blaster & Ranged Weapons

Since recoil from these systems can be severe, they work best when used
on a two-handed weapon. They can be installed on a one-handed weapon, but
firing accuracy will be severely affected.  They cannot be installed on
a holdable weapon.
~
forge fire stab reload
~
#0
fire
Fire
useage: fire

This command allows you to fire a secondary weapon if you have one
installed on your primary weapon.  It is also used to fire vehicle
and ship weapon systems.
~
"secondary weapon" fire forge
~
#0
"surgical removal"
Surgical Removal
Surgeon Level 72

Usage: sremove <target> <object>

example:
> sremove self wiring
You surgically remove some spinal wiring from Wyld's body.

Some items around the galaxy are designed, grown, or custom-fitted and
as a result, some things cannot be just taken off like a set of clothes.
Illicit surgery is the solution often used by the scum of the galaxy,
as gear along these lines is not typically available on the open market.
~
surgeon
~
#0
transfusion
Surgeon Level 66
Surgeon Level 66

Usage: transfusion <patient>

Once clear of the battlefield, the surgeon can administer a quick transfusion
between them and their patient, allowing the stronger of the two to help the
weaker recover faster.
~
surgeon
~
#0
suppressing
Suppressing Fire
Mercenary Level 59

usage: suppress <target>

   A highly trained mercenary can utilize secondary munitions on a weapon to
lay down explosively heavy fire in order to suppress or kill hostiles.  These
skilled artisans of violence are capable of firing multiple munitions from
their secondary weapons in the time the average shooter fires one.    
If the mercenary is already fighting, then the hostile is the default target.

Unfortunately, due to the risk of the rockets or grenades blowing up in the weapon,
the mercenary will have to wait before firing again.
~
fire secondary mercenary
~
#0
quickload
Quickload
Usage: reload

A mercenary is used to laser blasts firing over their head during the heat of battle, 
and as such are able to concentrate enough to reload heavy secondary weapons at a 
moments notice.
~
reload mercenary
~
#0
overload
Overload
Mercenary Level 30

Usage: Overload <weapon name>

A mercenary is a master with heavy weapons, and as such is able to modify
a clip to hold a few extra rounds. 
~
secondary mercenary
~
#0
creation
Player Creation
When you create a new character, you are presented with two options, Simple and Advanced.
Simple will automatically assign points to your stats based on your class choice.
It skips the character size choice and stat allocation.
Simple creation also changes the way your character levels while playing.  Instead of
having to visit a guildmaster, your character just automatically levels up when the 
necessary amount of experience is reached.  This only applies to the first 30 levels.
After level 30, you go back to the normal way of gaining.

At the same time the character will gain +1 to all statistics, one hitpoint and focus gain,
and +1 weapon proficiency. These are free without any experience expenditure.

There is a cap to these free gains, so you can't use the Simple creation to maximize your
stats.

Advanced creation is for the experienced player.  It allows you to manually allocate your stat
points, chose the size of your character, and does not provide any bonuses.

~
size
~
#0
"recontruct body"
Reconstruct Body
usage: recontruct <target>

Using all their skills, a surgeon can perform a massive operation and fully restore
a target to health.  This requires surgical supplies and can be quite costly.

~
surgeon
~
#0
"under fire"
Under Fire
usage: automatic

Combat medics are cool under fire, and with this skill they can keep
working without freezing up.

This skill only works if both the medic and the victim are engaged
in combat and the medic has combat healing on.

~
"combat medic"
~
#0
stab
Stab
usage: stab

Stab is the command to use the bayonet secondary weapon system.

~
forge fire "secondary weapon"
~
#0
"take aim"
Take Aim
Assassin Level 92

usage: aim <direction> <target>

Using this skill, assassins will take extra careful aim at their
target, improving their chances to hit their target.
~
snipe assassin
~
#0
"energy beam"
Energy Beam
Droid Level 84

usage: blast <target>

Droids have the abilty to summon power from their power core and channel
it as a blast of electrical energy.  It will drain the droid's power and
make it more vulnerable.  The stronger the droid is, the more powerful
the blast will be.

~
droid
~
#0
trickshot
Trickshot
Gunslinger level 20

usage: tshot

A gunslinger is a master of pulling off the incredible shot
that no other being would try.  Using this skill will cause
the gunslinger to make a trickshot and cause some extra
damage.
~
gunslinger
~
#0
size
Size
When using advanced creation, you chose the size of your character.
You have three choices:Small, Medium, or Large.

Small characters get a bonus to mana gains and get 30 extra dexterity,
quickness, and charisma trains.

Medium characters get no specific bonuses, but are the most well-rounded
characters available.

Large characters get a bonus to hitpoint gains and get 30 extra 
strength and constitution trains.
~
creation
~
#0
scrounge
Scrounge
usage: scrounge <canister type>

Using this skill, the Scoundrel will grab random chemicals and items and
create a gas canister that they can then toss into another room.

More experienced Scoundrels will be able to create more deadly gases.
Level 66: smoke canisters
Level 80: poison canisters
Level 90: sleep canisters

Wearing a gas mask will negate the effects of these chemicals.
~
gas scoundrel
~
#0
rampage
Rampage
Commando Level 84

usage: rampage

A truly experienced fighter can do some devastating damage.  Rampage
allows a Commando to hit all the mobs in the room 3 times a round.
~
berserk
~
#0
oni
Oni
   If you are reading this, you are probably crazy.  But it is true, Oni
definitely does need some help..  Most likely of a clinical or psychological
nature.  According to some, Oni is solely responsible for ANY and EVERY thing
that goes wrong.  If the game crashes, blame Oni.  If you DT, blame Oni.  In
fact the primary reason for him being even allowed on Mount Meru is because
it's easier to keep an eye on him this way.  Oni has built two zones, a Prison,
and a Pirate Ship.  His middle initial is T, which most probably stands for
Trouble.  He has a few people that tolerate him, like Tristen, and Marky, and
if there's a <COMLINK: Someone> talking rubbish, you could bet that it is him.
Oni is also a pretty good coder, but no-one is crazy enough to let him near the
source.    
~
~
#0
cheat
Cheat
Scoundrel Level 100

Usage: cheat

All Scoundrels cheat, but Scoundrels at the highest level are masters of it,
gaining advantages in NEARly every category of the game....unfair advantages.

The cheat skill has a timer that will count seconds upwards to a maximum of
1500 (25 minutes).  Different cheat affects become available as the timer
increases and the timer resets when used, so the longer one waits to use
this skill, the more powerful the affects.  All affects at the timer level
or lower occur when the skill is used.  Example if used at maximum, every
single effect will occur.

Failure to use the skill will result in a 300 second (5 min) timer penalty.
Certain affects last a couple ticks while others are instant.

Cheats and when they occur:
300 Seconds (5 min): 20% Self Heal (Hits,Mana,Movement,Ship Hull & Shields)
480 Seconds (8 min): Scoundrel skills work as if the skill is "Mastered"
600 Seconds (10 min): Regeneration rates are doubled
720 Seconds (12 min): Weapon damage dice will always roll maximum
840 Seconds (14 min): 40% Self Heal (instead of 20%)
960 Seconds (16 min): Significant experience bonus on mob kills
1080 Seconds (18 min): A very brief period of NEAR-invulnerability in combat
1200 Seconds (20 min): 60% Self Heal (instead of 40%)
1500 Seconds (25 min): Double damage in combat
~
scoundrel
~
$~
