Autoblasters: Deals damage to shields / hull. Compared to lasers, they are low
damage overall but almost guaranteed to hit for some. The # installed
determines how many times you can fire at once before the autoblasters need
recharging. See HELP CHARGE for more information.

Laser cannons: Deals damage to shields / hull. The # installed determines how
many times you can fire before the lasers need recharging. See HELP CHARGE for
more information.

Turbolasers: Deals damage to shields/hull. The # installed determines how many
times you can fire before the turbolasers need recharging. See HELP CHARGE for
more information.

Ion cannons: Deals major damage to shields and minimal damage to energy. The #
installed determines how many times you can fire before ions need recharging.
See HELP CHARGE for more information.

Maximum Missiles: Fastest projectile, deals minor damage to shields / hull.
The # installed determines the maximum number of missiles you can carry
onboard, which must be reloaded after being depleted.

Maximum Torpedos: Moderately fast projectile, deals moderate damage to
shields/hull. The # installed determines the maximum number of torpedos you can
carry onboard, which must be reloaded after being depleted.

Maximum Rockets: Slowest projectile, deals major damage to shields/hull. The #
installed determines the maximum number of rockets you can carry onboard, which
must be reloaded after being depleted.

Charge: This determines how many total weapons can be fired before recharging
is required. There are two types of charge, one for the overall ship and one
for each individual weapons system (autoblaster, laser, turbolaser, ion, and
one for all projectiles together). Weapon charge capacities are determined by
the installed # of those weapons (or launcher tubes for projectiles). Firing
weapons depletes from both the overall charge and the weapons charge; for
example, firing a turbolaser will reduce some charge from both the overall and
turbolaser charge, while not affecting ions. You must have sufficient charge in
both to fire the weapon. Charge recharges passively if below max capacity.

Maximum Pulses: Fast projectile that deals major ion damage to shields and
moderate damage to energy.

Maximum Chaff: Shields the ship from projectiles, lasts until the next tick.
The # installed determines the maximum number of chaff you can carry onboard,
which must be reloaded after being depleted.

Missile Tubes: Determines how many projectiles can be attempted to be fired
before recharging is required. See HELP CHARGE for more information.

Burst: Allows the pilot to fire two missiles while only using up 1 missile tube
instead of 2.

Tractorbeams: Can halt or capture ships into a bay. The # installed determines
range. See HELP TRACTORBEAM for more information on usage.

Escape Pods: Allows you to escape from a ship into a pod with no hyperspeed
that will automatically drop you to the surface when reach a planet's orbit.
The number of escape pods cannot be replenished.

Hull: Structural health of a ship. The ship blows up when it reaches 0.

Max Shields: Determines the maximum level of shields for a ship. Shields
protect the ship from damage to hull and must be brought to 0 before hull
damage occurs. Can be recharged, see HELP RECHARGE.

Max Energy: Energy used to enable all ship functions: defensive, offensive, and
passive. For example, hyperspace travel, weapons systems, and shield recharging
all uses fuel.

Maximum Speed: How fast a ship can potentially move in sector space. Higher
current speed reduces chance to be hit.

Hyperspeed: Determines how far a ship can travel in hyperspace and how quickly.

Maneuver: Determines rate / cooldown timer for COURSE, FACE and BOMB maneuvers.
Reduces chance to be hit.

Sensor Array: Determines range for STATUS command, increases chance to hit with
weapons, and enables lifeform detection at 50.

Astro Array: Not currently implemented.

Communications Array: Determines range of JAM, FAKESIGNAL, and REMOTEBAY.
Determines power of jam. If disabled, prevents talk, clan, and hail
communication lines.

SEE ALSO: All referenced skills


[:: Legends of the Jedi ::]

Syntax: train <stat>

Your stats determine many things on Legends of the Jedi. They affect the usage
of many skills, your level maxes, and even how quickly you move. Each stat
interacts with one another to create how your character functions. Some uses,
like DEX affecting how often your character dodges, are apparent, while others
-- like the functions of the Luck stat -- are left for you to discover. You can
increase these stats by finding the correct trainer and using the TRAIN
command. There are many trainers scattered throughout the galaxy and some can
train you more than others.

For an in-depth look at each stat, see: HELP STR, HELP DEX, HELP CON, HELP WIS,

There are three basic ways to improve your stats: TRAIN them with a trainer,
GAIN improved stats randomly when you level-up certain classes, and work with a
doctor for surgically implanted CYBERS. There is a wonderful guide to improving
your stats at


Recent In-Game News

Mandalore is Dead; The Way is Changing
The scene centers upon a beskar-armored corpse laying respectfully in state upon a large obsidian bier in the middle of Mandalore Plaza in Keldabe. His T-visored helmet, crowned with laurels, conceals his identity. However, as a young, unhelmeted warrior steps forward and begins speaking, it is no longer in doubt, "Mandalore the Venerable has passed from this life to the next. It was the Venerable who took control of the fate of our peoples following the Emperor's disappearance and the schism of his Empire. He was well-respected for his deeds and his search for honor in combat. We shall never see his like again." As if on cue, the snap-hiss of an igniter is heard before a torrent of flames emit from the crevices of his armor, the leader's corpse burning like the warrior-kings of old. Setting his data-slate upon a nearby lectern, the young Mandalorian steps forward to address the crowd, "Our people have had a... complicated history with the Sith, the Lorellian Raiders, and the Galactic Empire. Many of my fellow clan chieftains look upon our governance by Emperor Rocik and the Empire as the 'golden years'. None can dispute that Maldiv Rocik was a consummate warrior and understood the value of strength, as is the Mandalorian way. We look now to his followers to determine whether they have inherited his strength to rule, or whether they pay lip service to the galaxy. We invite governments to prove their might and govern Mandalore, but caution that our warriors will rise up if you are found wanting..."

Ithorians Rejoice over Alliance with Aldera Peace Force
A youthful, reddish brown Ithorian woman in ceremonial robes steps forward before a waiting podium and holocam. She smiles politely, extending her arms and speaking a few lines of opening a convention before settling them slowly on the podium, "Good evening, sentients and automatons. Following several meetings with the various herdship councils, I traveled to and was received by the Aldera Peace Force. Negotiations began several weeks ago, and I am glad to confirm that they have accepted our proposal of a formal alliance. Following the Scions' atrocities, it was not the fact that Aldera was able to govern Tatooine that garnered our attention. It was their ability to restrain themselves from planting a flag and gobbling up the first planet they were able to. However, we believe that our alliance is more of a perfect match. The nature of our peoples are similar - we both enjoy peace and prosperity, and both wish to have an equal say in what happens upon our worlds. In this way, we may thrive together. Is that correct, Administrator Gunve?" She smiles as she notions someone to the stage amid generous applause. "Indeed, Envoy Wilthe. The APF's original mandate was for Alderaan, but the Alderaanian people are happy to engage in an alliance to ensure more prosperity to free people. It warms my heart to see that Ithorian and Alderaanian alike can rely on each other through a peacefully achieved partnership and work together for a better future. To celebrate this union, we'll be holding a Science Fair for those with creative minds to show off, assisted by professors from the both Tarintha Learning Center and Aldera University. Details will be released in the near future."

Recent Changes

Minor Bug Fixes 11/24/2020
- Exam once again tells you when the thing you wanted to examine wasn't found. - Exam no longer makes you look at mobs if they match the keyword you examined. - Improved feedback on the duty command for invalid arguments. - Combat droids will now remove all equipment when upgraded to another focus. - Trying to open something that's not there will now say what you tried to open instead of "You don't see here". P.S. from Rojan - Welcome Rengawm to the coding team!

Setdraw, so you can show off your cool draw moves
* Players can now customize the draw message for any player crafted weapon. This was previously only available to forcers for their lightsabers via imm assistance, but we thought we'd give you guys something nice. SYNTAX SETDRAW <object> <draw message>. You can clear the message by doing SETDRAW <object> CLEAR. If you CLEAR a lightsaber, it defaults to the stock lightsaber soft glow and hum message. * Miscellaneously, forcer mana will lower to their max mana if it somehow ends up more than their max now.

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