Table of Contents
|
Suggested Races
Based on the three primary stats, tier 1 is best, listed in order
Tier 1: Mon Calamari, Ithorian
Tier 2: Ewok, Bothan/Human, Falleen, Zabrak, Selkath, Geonosian, Clawdite
Tier 3: Twi'lek, Sullustan, Rodian, Jawa
Tier 4: Trandoshan, Aqualish/Wookie, Gungan, Noghri/Gamorrean
Subguilds
Combat Medic - more combat training
Surgeon - more heals
Class Skills
refill a bag with medical or surgical supplies
-----------------------------=< 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.
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
small heal over 15 seconds
------------------------=< Treat Minor Injury >=-------------------------
Medic Level 1
Skillpoint Skill
Cost: 75sp
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
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
shock a target
--------------------------=< Defibrillator >=----------------------------
Medic level 5
Usage: shock <target>
Standard part of any medic's kit is a defibrillator. This electrical device can
be used offensively in a pinch by the medic. It delivers a quick shock to the
target, and can actually stun droids and beings with cyborg implants.
The more experienced medic will cause more damage with each usage, due to their
increased knowledge of anatomy physiology.
See Also: Pack bag, Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
refill/inject/sanitize a 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
Kolcta 34 cure blindness
Pyrepenol 37 grants its user a sense of invincibility
Phendimetrazine 45 appetite suppressant
Sinthenol 52 nonaddictive alcohol substitute
Regen-Stim 60 increases metabolic rates
Nyex 67 tranquilizer
Chall 75 poison
Synox 100 lethal neurotoxin (Surgeons only)
Syringes must be sanitized before they can be reused for a different
drug.
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
identify a poison, blindness, and any other non-specific stat lowering sickness
-----------------------------=< 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). Spice addiction, drug addiction, hunger, thirst, and drunkenness
will also show up with this skill.
See Also: Cure sickness, Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
heal over 15 seconds
----------------------=< 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
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
make pills
---------------------------=< Manufacture >=-----------------------------
Technician Level 11
Medic Level 18
Usage: manufacture <keyword>
With this skill, a player can create many unique items useful to
the player 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 player
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.
For Medics:
Level Items Keyword Materials
------ ------ -------- -------------------
Level 18 Vitality Boost yellow L(20) C(5)
Level 26 Cure Sickness green L(20) C(5)
Level 30 Cure Poison purple L(20) C(5)
Level 30 Focus Mind red L(20) C(10)
Level 45 Strength blue L(30) C(20)
See Also: Pop, Materials, Inventor, Droid, Technician, Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
group heal over time
------------------------=< 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
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
slam a target, requires a shield
---------------------------=< Shield Slam >=-----------------------------
Medic level 24
Usage: slam <victim>
Part of being an effective medic is being alive yourself in order to then
help save your comrades. So medics tend to make sure they've got a shield
before they go in to battle to keep themselves protected. However, just
because they're behind a shield doesn't mean they're useless in a fight.
Medics use their shield to get up close to their target and SLAM them hard
with the full force of their shield. The blunt trauma of the slam results
in a dizzying effect that makes the enemy easier to hit for several seconds.
See Also: Energy shields, Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
monitor HP of target
------------------------=< Medical Monitoring >=-------------------------
Medic Level 26
Usage: monitor (see your monitor readout)
monitor <name> (to add them to your monitor list)
alert <percent of subject's max hp> (when you will be alerted)
monitor off (stops monitoring the patient)
The ability to monitor the vitals of his patients is crucial for a medic to
ensure that everyone is well cared for. Once monitoring has begun, the
medic is then able to quickly and easily see detailed information about
his patient in order to give him the care he needs as fast as possible.
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
chance to block with an equipped shield
------------------------=< 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.
See Also: Offensive fighting, Normal fighting
---------------------=< Revenge of the Jedi MUD >=----------------------
monitor HP of a group
---------------------=< Group Medical Monitoring >=----------------------
Medic Level 34
Usage: monitor (see your monitor readout)
monitor group (to begin monitoring those grouped with you)
alert <percent of group member's max hp> (when you will be alerted)
monitor off (stops monitoring your group)
Similar to the ability to monitor individuals, medics are also often called
upon to monitor entire groups. In these cases the information available
to the medic is less, but they can be of aid to more people.
Note: This skill will EVENTUALLY require the medic to have a special
monitoring device in his inventory or installed in his armor.
See Also: Medical monitoring, Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
combine treat minor/treat moderate, requires autocast to be toggled
---------------------=< Group Medical Monitoring >=----------------------
Medic Level 34
Usage: monitor (see your monitor readout)
monitor group (to begin monitoring those grouped with you)
alert <percent of group member's max hp> (when you will be alerted)
monitor off (stops monitoring your group)
Similar to the ability to monitor individuals, medics are also often called
upon to monitor entire groups. In these cases the information available
to the medic is less, but they can be of aid to more people.
Note: This skill will EVENTUALLY require the medic to have a special
monitoring device in his inventory or installed in his armor.
See Also: Medical monitoring, Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
big heal over time
-----------------------=< 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
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
stun organic targets
------------------------=< Non-Lethal Weapons >=-------------------------
Medic Level 42
usage: fire (note: a special secondary system must be installed)
With their knowledge of weak points of the human body, Medics can be trained to
fire non-lethal rounds at these locations to cause serious pain and potentially
stun their victim. These non-lethal rounds are primarily blunt force trauma
that affects organic material much more severely than inorganic. In other
words, they cause less damage to droids or cyborgs, but will stun those with
primarily living tissue.
See Also: Medic, Secondary weapon
---------------------=< Revenge of the Jedi MUD >=----------------------
throw an item at a target
------------------------------=< Throw >=--------------------------------
Smuggler Level 7
Technician Level 15
Mercenary Level 12
Bounty Hunter Level 8
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 item should survive, it will end up on the
ground and will have lost its spell-effects (since they were used).
See Also: Saber throw
---------------------=< Revenge of the Jedi MUD >=----------------------
do more damage, but be hit more often
------------------------=< 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.
See Also: Normal fighting, Defensive fighting
---------------------=< Revenge of the Jedi MUD >=----------------------
big group heal over time
--------------------=< 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
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
combines treat moderate/treat serious
--------------------------=< Skilled Hands >=----------------------------
Medic Level 56
Skills Combined: treat moderate/treat serious
Usage: automatic
The work of a skilled medic can be a thing of beauty. Moving with such
artistry and sophistication, the medic can quickly and effortlessly perform
critical procedures with the greatest of ease. All thanks to his skilled hands.
In game terms, a medic with this skill will automatically and simultaneously
apply both 'Treat Moderate Injury' and 'Treat Serious Injury' whenever
either skill is used. This happens as a single action, beautifully executed
because you...are an artist.
Note: This skill also combines with the 'Fast Hands' skill.
See Also: Treat moderate injury, Treat serious injury, Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
heal a minor wound on a target instantly
-------------------------=< 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.
See Also: Medic
---------------------=< Revenge of the Jedi MUD >=----------------------
Starting Equipment
a new medic's starter kit of biological materials, SALVAGE the bag
a tiny medical bag, 5 Medical, 5 Surgical
a medical vest, AC 8, +2 HP/Focus, +1 Hitroll
a medic's holdout blaster, AVG 6.0, +1 Blaster, +1 Hitroll
Object 'a new medic's starter kit of biological materials', Item type: Resource
It can be worn: Inventory
Item is: !Sith !Jedi !Smuggler !Mercenary !Tech !Bounty Hunter Newbie EQ
Weight: 1, Value: 1000, Rent: 0
Resources :
100 Lu-Ramin
50 Cyanogen Silicate
Object 'a tiny medical bag', Item type: Medical Bag
It can be worn: Inventory About Body Waist
Item is: Newbie EQ
Weight: 2, Value: 0, Rent: 10
Max Medical Supplies: 5
Current Medical Supplies: 5
Max Surgical Supplies: 5
Current Surgical Supplies: 5
Object 'a medical vest', Item type: Armor
It can be worn: Inventory On Body
Item is: NOBITS
Weight: 10, Value: 0, Rent: 20
AC-apply is 8
Quality: Brand New.
Can affect you as :
Affects: Hitpoints by 2
Affects: Focus by 2
Affects: Hitroll by 1
Object 'a medic's holdout blaster', Item type: Weapon
It can be worn: Inventory Wield One Handed
Item is: NOBITS
Weight: 5, Value: 0, Rent: 20
Damage Dice is '6D1' for an average per-round damage of 6.0.
Combat type: Blaster Combat
Can affect you as :
Affects: Blaster Marksmanship by 1
Affects: Hitroll by 1
Supplies and Medical Bags
Medics need supplies in order to heal.
Medical supplies are stored in a medical bag.
Medical kits are refilled by using the pack bag skill.
You can refill as many supplies as your level (can refill up to 10 supplies at level 10).
|
Object 'a small medical kit', Item type: Medical Bag
It can be worn: Inventory About Body
Item is: !Donate !Sell
Weight: 5, Value: 1000, Rent: 200
Max Medical Supplies: 10
Current Medical Supplies: 6
Max Surgical Supplies: 0
Current Surgical Supplies: 0
Object 'a medpack', Item type: Medical Bag
It can be worn: Inventory
Item is: NOBITS
Weight: 5, Value: 500, Rent: 10
Max Medical Supplies: 15
Current Medical Supplies: 9
Max Surgical Supplies: 0
Current Surgical Supplies: 0
Object 'a small medical bag', Item type: Medical Bag
It can be worn: Inventory About Body Waist
Item is: !Auction !Sell
Weight: 5, Value: 150, Rent: 150
Max Medical Supplies: 15
Current Medical Supplies: 15
Max Surgical Supplies: 15
Current Surgical Supplies: 15
Object 'a medpack', Item type: Medical Bag
It can be worn: Inventory Hold
Item is: Glowing Magic
Weight: 2, Value: 3000, Rent: 300
Max Medical Supplies: 24
Current Medical Supplies: 24
Max Surgical Supplies: 24
Current Surgical Supplies: 24
Object 'a large medical bag', Item type: Medical Bag
It can be worn: Inventory About Body Waist
Item is: NOBITS
Weight: 5, Value: 350, Rent: 250
Minimum Level: 22
Max Medical Supplies: 30
Current Medical Supplies: 30
Max Surgical Supplies: 30
Current Surgical Supplies: 30
Object 'a stolen medical kit', Item type: Medical Bag
It can be worn: Inventory
Item is: NOBITS
Weight: 10, Value: 2500, Rent: 100
Max Medical Supplies: 43
Current Medical Supplies: 43
Max Surgical Supplies: 14
Current Surgical Supplies: 14
Object 'a giant medical bag', Item type: Medical Bag
It can be worn: Inventory About Body Waist
Item is: NOBITS
Weight: 5, Value: 650, Rent: 650
Minimum Level: 45
Max Medical Supplies: 60
Current Medical Supplies: 60
Max Surgical Supplies: 60
Current Surgical Supplies: 60
Object 'an enormous medical bag', Item type: Medical Bag
It can be worn: Inventory About Body Waist
Item is: NOBITS
Weight: 5, Value: 1650, Rent: 1650
Minimum Level: 67
Max Medical Supplies: 90
Current Medical Supplies: 90
Max Surgical Supplies: 90
Current Surgical Supplies: 90
Object 'a small syringe', Item type: Syringe
It can be worn: Inventory
Item is: NOBITS
Weight: 7, Value: 450, Rent: 550
Contains: 5 shots
Max Capacity: 5 shots
Object 'a stolen syringe', Item type: Syringe
It can be worn: Inventory
Item is: NOBITS
Weight: 0, Value: 0, Rent: 0
Contains: 4 shots
Max Capacity: 4 shots
Object 'a glass syringe', Item type: Syringe
It can be worn: Inventory
Item is: !Sith !Jedi !Smuggler !Mercenary !Tech !Bounty Hunter
Weight: 10, Value: 3500, Rent: 400
Contains: 6 shots
Max Capacity: 6 shots
You feel informed:
Object 'a large syringe', Item type: Syringe
It can be worn: Inventory
Item is: NOBITS
Weight: 6, Value: 250, Rent: 150
Minimum Level: 33
Contains: 15 shots
Max Capacity: 15 shots
Object 'an oversized syringe', Item type: Syringe
It can be worn: Inventory
Item is: !Auction !Sell
Weight: 1, Value: 450, Rent: 550
Minimum Level: 67
Contains: 30 shots
Max Capacity: 30 shots