Level |
Skill |
Description |
1 |
Diplomat Area
| On Coruscant, a section of the Senate
Building [SEN] can only be entered by diplomats. Inside they can
find a few special shops, diplomat perks, and the Player Council hall.
|
1 |
Discounts |
Diplomats receive discounts
on all items that they buy from a regular shop, alcoholic drinks,
droids, public shuttle fares, and Sluissi ships. Some discounts are
received at higher levels. |
3 |
Crypted Messages |
Diplomats can purchase or acquire special
datapads where all the written messages are crypted and only other
diplomats with the skill are able to read the message. To anyone else,
the messages are garbled. |
3 |
Fast Talk |
Diplomats can attempt to confuse monsters
by babbling all kinds of diplomatic nonsense, causing a lesser chance
to hit the diplomat. Each monster can be fast-talked only once, and
this skill is really only useful against low level monsters. |
5 |
Bank & Mail Services |
Diplomats can get interest
at banks. Diplomats can also transfer money from their account
with only a 5% fee rather than the standard 10% fee, and they can
send packages for free from the post offices. |
5 |
Inspire |
Diplomats can inspire a player closer
to the max alignment of the same team. Zero is the maximum for neutrals. |
7 |
Diplomat Bin |
Diplomats can donate items for a specified
person at a special counter in the Senate Hall on Coruscant. |
7 |
Pacify |
Diplomats can stop
combat between two player killers, or restrain the tempers of
normally aggressive monsters of their own team alignment. |
9 |
Hail Transports |
Diplomats can hail a diplomatic shuttle
to come pick them up from any dock room and bring them back to Coruscant
or store equipment in the player's team shop or bin. Public transports
may be entered by other players, whereas private transports may only
be entered by the diplomat. |
10 |
Discounts - Sluissi |
Diplomats now receive a discount when
purchasing Sluissi ships from SVS. |
11 |
Get Info |
Diplomats can find fairly detailed information
about the target, such as hit points, guild levels, and attributes.
The information is not numerical, but more of a description of the
data. |
11 |
Insult |
Diplomats may attempt to insult monsters,
which will result in them attacking you with no regard for personal
safety. You cannot insult monsters that are on the same side (Rebel
or Imperial) as you. |
13 |
Rally |
Diplomats can attempt to rally members
of their own team who are also in the room to make them fight more
effectively for a period of time. How effective the rallying cry is
depends on the diplomat's level and how fervently his teammates believe
in the cause. There is a 2 minute delay between successful uses. |
13 |
Recording Rods |
Diplomats can use recording rods to record
all conversations held in a room, which can then be played over and
over again. |
13 |
Spying Devices |
Diplomats can hide a device in a room
and it will transmit (but not record for playback) all conversations
held in that room to the diplomat. |
15 |
Relief Effort |
Diplomats can attempt to make an appeal
to various charitable and government organizations in order to raise
the amount of credits a shop has available to purchase items with
if the shop is already near financial collapse. This skill can only
be used once per shop every 18 hours, and only once per person every 2 hours. |
15 |
Halt |
Diplomats can stop a moving monster.
Note that there is a chance the monster will become angry and attack
the player outright. |
15 |
Player Council |
Diplomats may join a council of players.
Each team elects a team leader to speak for their team in player matters.
The Player Council members receive
several special privileges and skills also, which can be removed if
abused. |
16 |
Diplomat Passes |
Diplomats can purchase (or find) a pass
that gives immunity from monsters who are aggressive based upon team.
The pass can be either Rebel, Imperial or Neutral. The Neutral pass
costs more since it protects from both Rebels and Imperials. Carrying
multiple passes will provide no protection. |
17 |
Transponder Diplomat |
Diplomats can set a ship's transponder
to 'diplomatic' to ensure that no aggressive ships of any alignment
will attack it. If a Player Killer is onboard a ship with a diplomatic
transponder, then other PKs in the player's range still may not attack
the ship. |
19 |
Bodyguards |
Diplomats may hire mercenary bodyguards.
The bodyguard has a limited command set, and may first aid himself
and repair weapons as a lvl 1 scientist. The diplomat must share with
the bodyguard any experience gained, as if they are partied together.
Limited races are available. |
20 |
Diplomatic Condo |
HM diplomats can buy a condo on Coruscant
and have the HM beeper drop them off there or at their HM home. |
21 |
Advanced Get Info |
HM diplomats get the advanced version
of the skill to learn even more information about the target. |
21 |
Treaty |
HM diplomats can treaty Imperials and
Rebels so that they may party together. They can also treaty HMs with
mortals so that everyone in the party receives a portion of the non-HM
experience for kills. |
25 |
Announcements |
HM diplomats will be informed when people
on their MYWHO list log in,
log out, go link-dead or come back from link-death. |
25 |
Communication |
HM diplomats now have the ability to
speak on their 2nd HM guild line. This ensures all HM dips, primary
or secondary, can discuss policy on their guildline, and primary diplomats
have more communication ability with the rest of the world. If your
2nd HM guild is Jedi, you already have that line, so this perk doesn't
do anything further. |
25 |
Hire Body Double |
HM diplomats can attempt to hire a body
double from a bar. Doubles typically look and dress much like the
person who hires them and are frequently mistaken for their employers
by would-be assassins. This keeps the diplomat from taking potentially
fatal hits. They may hire a body double once every 10 minutes. |
30 |
Advanced Bodyguards |
HM diplomats may select bodyguards from
more races.
These bodyguards are more skilled as scientists, come with additional
commands (you can describe them), and they come armed. |
30 |
Advanced Rally |
HM diplomats can stir up such patriotic
ferver that teammates will not only fight better, but also hit with
greater force. |
35 |
Persuade |
HM diplomats are able to persuade a monster
to leave their affiliation (Rebel or Imperial). |
40 |
Diplomatic Mission |
HM diplomats can set up a shuttle
route between the main docks on <planet1> and <planet2>
for use by the diplomat and his or her party. The shuttle will remain
for 1 hour. The diplomat must be on the main dock of one of the
two planets. |
40 |
Languages |
HM diplomats can understand and speak
the language(s) of other races (rsays
and race channels). You will need a tutor of that race and some lessons
first. |
45 |
Transit Hall |
HM diplomats have a special dock in the
Senate Building on Coruscant where they can catch transports to almost
anywhere, even places where normal shuttles and cabbies don't go. |
50 |
Incite Riot |
Ultimate HM diplomats can attempt to
incite a crowd to riot against whatever government they are currently
under. When the angry mob is formed, it will follow its new 'leader'
and can be directed at a target. This skill must be used in a room
with 2 or more monsters and can be used only once every 10 minutes. |