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	<id>http://guide.swcombine.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Daniel+Skyrunner</id>
	<title>Star Wars Combine :: Game Guide - User contributions [en]</title>
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	<updated>2026-10-28T09:19:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://guide.swcombine.com/index.php?title=Ships&amp;diff=2138</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Ships&amp;diff=2138"/>
		<updated>2011-11-05T14:26:10Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Acquiring Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ships Overview==&lt;br /&gt;
Ships are one of the major methods of [[Travel|transport]] in the galaxy. They are essential in order to leave a planet and explore the Galaxy. They come in many shapes and sizes however they all fit into three key categories: Fighters, Freighters and Capital Class.&lt;br /&gt;
&lt;br /&gt;
Their statistics vary and each have their own distinct qualities. As well as varying lengths, size, weight, cargo capacity and weapons loadout, they will also have certain special [[properties]] which state what they can and cannot do.&lt;br /&gt;
&lt;br /&gt;
===Fighter Class Ships===&lt;br /&gt;
&lt;br /&gt;
[[File:XWing.jpg|left|X Wing Fighter]]&lt;br /&gt;
Fighter class ships such as the X-Wing fighter (pictured) are the smallest category of craft. They are often designed for a single person and usually have very little cargo space for any goods. Fighter class ships rank among some of the quickest and most maneuverable ships in the galaxy. As a result of this they are often used for short range scouting and exploration. They are also useful to get from the surface into orbit and vice versa since they often have the ability to land.&lt;br /&gt;
&lt;br /&gt;
Armour and shielding on fighters is often light, they also have small amounts of weaponry. This however is made up for by their ability to outrun most larger vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freighter Class Ships===&lt;br /&gt;
&lt;br /&gt;
[[File:YT1300.jpg|right|YT-1300 Freighter]]&lt;br /&gt;
Freighters fulfil a vast range of roles and are arguably a very useful type of ship. Some freighters are useful as fast transport vessels for small numbers of people or items, such as the YT class of ship (YT-1300 shown right). They are often fast and designed to get a small number of people rapidly delivered.&lt;br /&gt;
&lt;br /&gt;
Others are capable of taking larger numbers of people quickly and safely such as the Sprint Rescue Craft, capable of carrying 48 passengers.&lt;br /&gt;
&lt;br /&gt;
Most other ships tend to function as cargo vessels, equipped with large cargo bays for materials and goods. Many of them also contain Docking Bays capable of allowing vehicles to be brought aboard. A rare few of them may even be able to carry other ships, possessing a Hanger Bay.&lt;br /&gt;
&lt;br /&gt;
Freighters can act as a middle ground, providing some effective armour and weaponry while being quicker than capital class vessels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Capital Class Ships===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ISD.jpg|left|Imperial Star Destroyer]]&lt;br /&gt;
Capital class vessels such as the Imperial Star destroyer (pictured) are often the largest of all ships and also some of the slowest. Many of them posses huge cargo bays and as such they make excellent freight vessels for large quantities of materials. They may also be able to carry large numbers of other ships or vehicles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to their size, many capital class vessels cannot land on the surface of a planet and may instead require small freighters to act as shuttles, taking resources back and forth from the planet to the ship. They may also be incapable of docking at selected small stations. To help with this, some capital class ships have Docking Ports allowing vessels to attach themselves to the outside of a station and allow goods to flow as normal.&lt;br /&gt;
&lt;br /&gt;
Capital class ships are usually heavily armed and heavily armoured, posing a significant threat. Their lack of mobility often allows smaller fighters and freighters a chance to escape the heavy weapons. They can often serve as carriers for large wings of fighters and freighters, allowing fleets to dock aboard, the vessel to move off to a new destination and deploy.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Ships==&lt;br /&gt;
&lt;br /&gt;
At present there are ways a player can get hold of a ship. Ships can be purchased through CP Exchange. If the player is in a starport then they will have an option through the CP interface to exchange their points for a ship. The amount of points required depends on the choice of ship the player would like. The choice of available ships changes and what you may be able to buy through the exchange now may not be available in a few months time.&lt;br /&gt;
&lt;br /&gt;
Players may also be able to purchase ships from other players through the marketplace. They decide upon a price and the ship is then made over to its new owner. Players could also be assigned access to use a ship by their faction or by other players for reasons such as to complete a job or to deliver it.&lt;br /&gt;
&lt;br /&gt;
And of course ships may be [[Production (Ships)|produced]].&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Prospecting&amp;diff=2135</id>
		<title>Prospecting</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Prospecting&amp;diff=2135"/>
		<updated>2011-11-05T09:13:31Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prospecting in the Star Wars Combine is attempting to find a raw material deposit. RM deposits are on every planet, however only 1 deposit can be found per square.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements for Prospecting:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
- Be in the square you wish to prospect.&amp;lt;br /&amp;gt;&lt;br /&gt;
- You must be on the surface of a planet or inside a city to prospect.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Be assigned as pilot of a prospecting vehicle.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Be inside the assigned prospecting vehicle.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommendations:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
- Have a high Computer Operations skill while prospecting, as this ensures that you do not miss deposits.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Use a squadron of 12 prospecting vehicles when prospecting, so that you can pool your sensors.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equations:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chance of finding = ( 1 + Total Sensors&amp;lt;sup&amp;gt;(Comp Op÷(30+0.05))&amp;lt;/sup&amp;gt; ) × Terrain Prob&amp;lt;br /&amp;gt;&lt;br /&gt;
Sensors: Mining Resource Sensors of Vehicle or Ship scanning&amp;lt;br /&amp;gt;&lt;br /&gt;
Comp Op: Computer Operation Skill of scanner&amp;lt;br /&amp;gt;&lt;br /&gt;
Terrain Prob: Figure found in table above&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Time Taken for Prospecting = {[( 24 ÷ (Total Sensors÷(120 - NPC))&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt;) - log&amp;lt;sub&amp;gt;(9 - Comp)&amp;lt;/sub&amp;gt;((Comp + NPC + 1) × Total Sensors)] / log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;(Speed + 1)} ÷ 1.2&amp;lt;br /&amp;gt;&lt;br /&gt;
NPC: Total NPC working helping with the Prospecting&amp;lt;br /&amp;gt;&lt;br /&gt;
Total Sensors: Sensors of Vehicle or Item scanning&amp;lt;br /&amp;gt;&lt;br /&gt;
Comp Op: Computer Operation Skill of scanner&amp;lt;br /&amp;gt;&lt;br /&gt;
Speed: Speed of Vehicle or PC&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Cost of Prospecting = 10000 × (1 + Tax + Crime )&amp;lt;br /&amp;gt;&lt;br /&gt;
Tax: Tax Level of Planet&amp;lt;br /&amp;gt;&lt;br /&gt;
Crime: Crime Level of Planet&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current Prospecting Vehicles:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
- FK-7 Airspeeder&amp;lt;br /&amp;gt;&lt;br /&gt;
- SX-65 Groundhog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 To Prospect:&lt;br /&gt;
&lt;br /&gt;
The first step is to board a mining vehicle.  We click ::Control:: Position &amp;gt; Room &amp;gt; white arrow buttons until we get to the room within our ship, (the Hangar Bay), that contains the mining vehicles.  We then click Enter next to the mining vehicle we wish to pilot.  Once aboard, we room travel until we get into the mining vehicle’s cockpit.&lt;br /&gt;
&lt;br /&gt;
Before we undock and begin to prospect, we need to NPC the vehicles.  To perform this act you need to already be in a mining vehicle (SX-65 Groundhog or FK-7 Airspeeder). To NPC the other 11 vehicles to follow you, click:&lt;br /&gt;
&lt;br /&gt;
:: Inventory :: Vehicles &amp;gt; Manage Piloted Vehicles &amp;gt; Select 11 Vehicles &amp;gt; Set Controller &amp;gt; Set NPC Controlled&lt;br /&gt;
&lt;br /&gt;
Once they have been NPC’d, the next step in prospecting is to enter the cockpit of your prospecting vehicle.  Undock from your ship, clicking:&lt;br /&gt;
&lt;br /&gt;
::Control:: Enter Cockpit &amp;gt; Travel &amp;gt; Undock. &lt;br /&gt;
&lt;br /&gt;
You will now be outside on the plane surface, and your screen should show the number of vehicles you are traveling with in the top right corner of the screen (If you NPC’d correctly, it should show 1 + 11).  From here, a new button called the “action button” will be visible next to the travel button. Simply click this and you should see a button called “prospect”. Once “prospect” is selected the sever will ask you if you want to start prospecting the square that you are at. Confirm this by selecting “start prospecting” and away you go.&lt;br /&gt;
&lt;br /&gt;
::Control::  Position &amp;gt; Cockpit&amp;gt; Actions &amp;gt; Prospect &amp;gt; Start Prospecting&lt;br /&gt;
&lt;br /&gt;
A timer will now show how long the prospecting will take to complete.  Once that is done, you will receive an event notification stating if you found a deposit, and if you did what type of raw material and what size.  &lt;br /&gt;
&lt;br /&gt;
Once completed, it is time to dock the prospecting vehicles upon your ship and move to the next terrain square.  Click:&lt;br /&gt;
&lt;br /&gt;
::Control:: Enter Cockpit &amp;gt; Travel &amp;gt; Dock &amp;gt; Enter&lt;br /&gt;
&lt;br /&gt;
To reboard your ship.  Once docked, you can then exit your prospecting vehicle and head back to the ship’s cockpit.  To travel to your next assignment on the planet, you will need to cross terrain.  This is done by clicking:&lt;br /&gt;
&lt;br /&gt;
::Control:: Enter Cockpit &amp;gt; Travel &amp;gt; Cross Terrain &amp;gt; choose surface destination, speed and eta (optional) &amp;gt; Go. &lt;br /&gt;
&lt;br /&gt;
Once the travel time is complete, you will have arrived at the new terrain square, and the prospecting cycle begins again.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Medicine&amp;diff=2134</id>
		<title>Medicine</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Medicine&amp;diff=2134"/>
		<updated>2011-11-05T09:01:48Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Equations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Medical Items: What and How ==&lt;br /&gt;
&lt;br /&gt;
Medical items will let you restore your own, another player&#039;s or an NPC&#039;s [[HP]].&lt;br /&gt;
They can be produced by any medical faction.&lt;br /&gt;
&lt;br /&gt;
The following items are considered medical items: Bacta Patch, Healing Stick, Medikit, Bacta Tank, Bacta Refill&lt;br /&gt;
&lt;br /&gt;
To use a medical item, the following conditions must be met: &lt;br /&gt;
&lt;br /&gt;
*You and your target need to be at the same location (in the same medical room for Bacta Tanks).&lt;br /&gt;
*You and your target must be in the same party.&lt;br /&gt;
*You and your target must not be part of another medical action.&lt;br /&gt;
*For Bacta Tanks and Medikits: You need enough Bacta Refills inside the entity.&lt;br /&gt;
*For Bacta Tanks: The Tank must be deployed in a medical room and you and your target must be in the same room.&lt;br /&gt;
&lt;br /&gt;
While being part of a medical action, neither you nor your target can move (exception: after applying a Bacta Patch, both you and your target can move). Additionally, when applying a medical item, your target is automatically removed from your party. Before being put into a Bacta Tank, the target automatically drops all equipped items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using a Medical Item ===&lt;br /&gt;
&lt;br /&gt;
To use a medical item on someone else, you have to apply it via the Item screen or - in case of the bacta tank - load the patient into the tank. After using a medical item, the following thing will happen to the medical item: &lt;br /&gt;
*Bacta Patch/Ryll Patch: item is destroyed&lt;br /&gt;
*Healing Stick/Death Stick: item is destroyed&lt;br /&gt;
*Medikit: item remains, 1 Bacta Refill/Ryfill inside is destroyed&lt;br /&gt;
*Bacta Tank: item remains, all 3 Bacta Refills/Ryfills inside are destroyed&lt;br /&gt;
&lt;br /&gt;
Of course, you cannot heal a blaster burn or a fleshwound with a Bacta Patch. Thus, some restrictions apply when using medical items.&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
&lt;br /&gt;
Smugglers factions may produce counterfeit medical items or drugs which look exactly like some medical items. These drugs are mainly made from Ryll and are cheaper to produce. However upon using them as medical item, they can have negative after effects and wound rather than heal.&lt;br /&gt;
&lt;br /&gt;
== Equations ==&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item&#039;&#039;&#039; || &#039;&#039;&#039;H.R.&#039;&#039;&#039; || &#039;&#039;&#039;healingMin&#039;&#039;&#039; || &#039;&#039;&#039;healingMax&#039;&#039;&#039; || &#039;&#039;&#039;Refills needed&#039;&#039;&#039; || &#039;&#039;&#039;Time/min&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Bacta Patch || O.7 || 1 || 5 || N/A || 30&lt;br /&gt;
|-&lt;br /&gt;
| Healing Stick || 0.5 || 3 || 8 || N/A || 30&lt;br /&gt;
|-&lt;br /&gt;
| Medikit with Bacta Refill || 0.3 || 5 || 10 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Bacta Tank with Bacta Refill || -1 || 15 || 30 || 3 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Ryll Patch || 0.7 || -5 || None || 3 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Death Stick || 0.5 || -8 || None || 3 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Medikit with Bacta Ryfill || 0.3 || -15 || 5 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Bacta Tank with Bacta Ryfill || -1 || -30 || 15 || 3 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The amount of HP being restored depends on the following formula: &lt;br /&gt;
&lt;br /&gt;
*HP restored = round(rand(healingMin, healingMax) × (Medical Skill + 1)) &lt;br /&gt;
&lt;br /&gt;
If the healing is being done within a medical entity, the healing power of the medical items is increased by a factor or 1.3 Equations&lt;br /&gt;
&lt;br /&gt;
*HP restored = round(rand(healingMin, healingMax) × (Medical Skill + 1) × 1.3) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Example 1: &lt;br /&gt;
Veynom has 12 HP left of his maximum of 85 HP. &lt;br /&gt;
He has a Medical Skill of 2 &lt;br /&gt;
He applies a Bacta Patch to heal his wounds. &lt;br /&gt;
&lt;br /&gt;
HP restored = 0, since HR = 12÷85 = 0.14 &amp;lt; 0.7 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Example 2: &lt;br /&gt;
Veynom has the same 12 HP left of his maximum 85 HP, the same Medical Skill of 2. &lt;br /&gt;
This time however, he puts himself into a Bacta Tank. &lt;br /&gt;
&lt;br /&gt;
HP restored = rand(15, 30) × 3 = [45..90] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bacta Tanks ===&lt;br /&gt;
&lt;br /&gt;
Bacta Tanks can only be deployed in medical rooms. For a bacta tank to be deployed, it must be inside a medical room and no other tanks can be deployed in the same room. (i.e. you can only deploy a single tank in a room).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once deployed, the tank can be loaded with up to three Bacta Refills. Once a single refill is loaded, the tank cannot be undeployed, nor can the refill be taken out again. You cannot load more than three refills.&lt;br /&gt;
&lt;br /&gt;
Once three refills have been loaded, you can apply the tank to a patient (either yourself, another player or an NPC in your party). At that time, the patient will drop all items he&#039;s carrying and is loaded into the tank. He will be ejected once the healing process is completed.&lt;br /&gt;
&lt;br /&gt;
Any player can add an unconscious player to their party, and a Bacta Tank can be used to heal them above 0 HP.&lt;br /&gt;
&lt;br /&gt;
Bacta Tanks can be flushed, removing any previously loaded Bacta Refills (or Bacta Ryfills) in the process. This can only be done if no patient is present in the tank.&lt;br /&gt;
&lt;br /&gt;
== Entities with medical rooms ==&lt;br /&gt;
&lt;br /&gt;
The following entities contain one or more medical rooms. &lt;br /&gt;
&lt;br /&gt;
*Facilities:&lt;br /&gt;
Palace (1), Hospital (6), Imperial Palace (2), Sith Temple (1), Praxium (1), Royal Hapan Palace (1), Asylum (1), Conference Centre (1), Command Centre (1), Government House (1)&lt;br /&gt;
&lt;br /&gt;
*Ships:&lt;br /&gt;
Super Star Destroyer (1), Mon Calamari MC-80a (1), Mon Calamari MC-80b (1), Mon Calamari Home One Cruiser (1), Darkstar Battleship (1), Ithorian Herd Ship (1), Lucrehulk 3210 Battleship (1), Pulsar Battle Cruiser (1), Battle Dragon (1), Imperial Star Destroyer I (1), Sprint-class rescue craft (2), Medicae-class Nebulon-B Frigate (4)&lt;br /&gt;
&lt;br /&gt;
*Vehicles:&lt;br /&gt;
Conquest-class Carrier (1), Kettrifee Air Mover (4)&lt;br /&gt;
&lt;br /&gt;
*Space Stations:&lt;br /&gt;
Centrepoint Station (1), Medical Factory Station (1), Hospital Platform XQ-2 (3)&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Force&amp;diff=2133</id>
		<title>The Force</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Force&amp;diff=2133"/>
		<updated>2011-11-05T08:56:16Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* How Do I Become Force Sensitive? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FPbar.png|left]] The Force is what Jedi, Sith and other Force Sensitive characters use. They use it to access force abilities that give them additional strategic options, as well as boosting their usual skills slightly. Many people wish to be Force Sensitive, but very few are.&lt;br /&gt;
&lt;br /&gt;
==How Do I Become Force Sensitive?==&lt;br /&gt;
Most [http://www.swcombine.com/rules/?Races races] have a certain percentage chance of become Force Sensitive (or FS). These are typically very low, with the highest chance being 6%. When you create your character the server will automatically run an equation to determine if you are FS. If you manage to beat the odds you will be found force sensitive. You will not be informed of this however. In order to unlock your force abilities you must be tested by another FS player and they must opt to inform you. See [[Force_Skills#Force_Detection|Force Detection]].&lt;br /&gt;
&lt;br /&gt;
If you are not Force Sensitive at creation, there is a chance for you to become so as you level up. Every 5 levels after the first (ie levels 1, 6, 11, 16, etc) the server will re-roll your FS chance to determine if you have become FS. If you are already FS it does not do this. The equation it uses to determine your chance is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Probability to become Force-Sensitive at Level X = RFP + ((X - 1) ÷ 5) × (RFP ÷ 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* RFP = Race Force Probability, this is what is listed on your races stat page&lt;br /&gt;
* X = your current level&lt;br /&gt;
&lt;br /&gt;
To put it another way, every time your level increases, your chance of becoming force attuned increases by half of your Race Force Probability. For a human, their Race Force Probability is 5% so their chart would look like this&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player Level&#039;&#039;&#039; || &#039;&#039;&#039;Percentage Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5%&lt;br /&gt;
|-&lt;br /&gt;
|6|| 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|11|| 10%&lt;br /&gt;
|-&lt;br /&gt;
|16||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==What Happens When I Am Force Sensitive?==&lt;br /&gt;
As explained earlier you will recieve bonuses to certain skills. The value of the bonus will be dependant on the value of the facet responsible, as in the below table:&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Associated Facet&#039;&#039;&#039; || &#039;&#039;&#039;Enhanced Skill Category&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Telepathy || Social &lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis || Ground &lt;br /&gt;
|-&lt;br /&gt;
| Life || General &lt;br /&gt;
|-&lt;br /&gt;
| Energy || Space &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition there are several other benefits you get, so long as you have been revealed as FS, as above in &#039;Force Test&#039;. The primary change you will notice is that there is a new section to your sidebar. This section (image shown at top) shows you your Force Bar, as well as your current and maximum Force Points. Clicking on your Force Point value will open up the Force pages.&lt;br /&gt;
&lt;br /&gt;
===Initial Skill Allocation===&lt;br /&gt;
When you first access the Force page, you will be asked to allocate your initial batch of skill points into your [[Force_Skills|force skills]]. How many you receive will be determined by how high your facet value is. Skill costs are the same as for normal [[Skills]], and so the higher the level you want, the more skill points you will have to use. Additionally, at this point you cannot assign skill points to the Universal facet, only to the Telepathy, Life, Energy and Telekinesis facets.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2132</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2132"/>
		<updated>2011-11-05T08:51:31Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Crafting a Keycard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crafting is the process of making small, individual items from a select pool of options.&lt;br /&gt;
&lt;br /&gt;
==What Do I Need?==&lt;br /&gt;
You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] equipped. For Lightsaber crafting (See [[The Force]] for more information about how to get this option) you will also need either a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=19 Portable Power Fission Generator] or a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=20 Portable Power Fusion Generator] equipped. For Lightsaber crafting you will also require some raw materials inside the entity you are in.&lt;br /&gt;
&lt;br /&gt;
==What Can I Craft?==&lt;br /&gt;
Currently there are two items you can craft: [http://www.swcombine.com/rules/?Tools&amp;amp;ID=1 Keycards] and one of the three different types of Lightsaber: [http://www.swcombine.com/rules/?Non_Projectile&amp;amp;ID=285 Lightsaber], [http://img.swcombine.com/items/286/main.jpg Double Bladed Lightsaber] or a pair of [http://img.swcombine.com/items/287/main.jpg Short Lightsabers].&lt;br /&gt;
&lt;br /&gt;
==How Do I Craft?==&lt;br /&gt;
Depending on what you want to craft, there are 2 different ways.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Lightsaber===&lt;br /&gt;
This can only be done if you are [[The Force|Force Sensitive]], and have trained up the Craft Lightsaber skill. Your chance of suceeding, and time taken will change depending on how high your skill is. You can also only train one lightsaber per character; the only time you can build a new one is if the old one has been destroyed.&lt;br /&gt;
&lt;br /&gt;
To craft a Lightsaber, you need all the requisites listed earlier. You need a Crafting Kit and a Power Generator equipped in your hands, and sufficient raw materials for the lightsaber you wish to construct (Short Lightsabers require twice the indicated raw materials as you are making two of them). Then, you enter your Force Page. Choose the [Skills] link at the top of that page. Choose the type of Lightsaber you wish to make, and click the [Start] button. You will not be able to do anything else (move, pilot a ship) that requires direct interaction with your character while you are crafting. You can still use your inventory, check your faction information etc.&lt;br /&gt;
&lt;br /&gt;
Once the time is finished you will either succeed or not, based on the following equation:&lt;br /&gt;
&lt;br /&gt;
Chance of success = (((Universal ÷ ADE) ÷ 100) × (LSC ÷ RAND)) × 100%&lt;br /&gt;
&lt;br /&gt;
* Universal = The Jedi&#039;s Universal facet value&lt;br /&gt;
* ADE = Units of Adegan used&lt;br /&gt;
* LSC = The Jedi&#039;s Lightsaber Construction skill&lt;br /&gt;
* RAND = random number between 1.00 and 2.00&lt;br /&gt;
&lt;br /&gt;
It will then appear at the same location as you.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Keycard===&lt;br /&gt;
This is much simpler than crafting a Lightsaber. Perform the following:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;.&lt;br /&gt;
* Click the &#039;&#039;&#039;Equipment&#039;&#039;&#039; link on the central horizontal bar.&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Actions&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Crafting Items&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will then take 3 hours to craft a Keycard, and it will be dropped at your location when it finishes and you succeeded. Chance to succeed is:&lt;br /&gt;
&lt;br /&gt;
Chance of Success=60+(Skill×5)&lt;br /&gt;
&lt;br /&gt;
* Skill = R&amp;amp;D items skill.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2131</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2131"/>
		<updated>2011-11-05T08:50:58Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Crafting a Lightsaber */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crafting is the process of making small, individual items from a select pool of options.&lt;br /&gt;
&lt;br /&gt;
==What Do I Need?==&lt;br /&gt;
You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] equipped. For Lightsaber crafting (See [[The Force]] for more information about how to get this option) you will also need either a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=19 Portable Power Fission Generator] or a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=20 Portable Power Fusion Generator] equipped. For Lightsaber crafting you will also require some raw materials inside the entity you are in.&lt;br /&gt;
&lt;br /&gt;
==What Can I Craft?==&lt;br /&gt;
Currently there are two items you can craft: [http://www.swcombine.com/rules/?Tools&amp;amp;ID=1 Keycards] and one of the three different types of Lightsaber: [http://www.swcombine.com/rules/?Non_Projectile&amp;amp;ID=285 Lightsaber], [http://img.swcombine.com/items/286/main.jpg Double Bladed Lightsaber] or a pair of [http://img.swcombine.com/items/287/main.jpg Short Lightsabers].&lt;br /&gt;
&lt;br /&gt;
==How Do I Craft?==&lt;br /&gt;
Depending on what you want to craft, there are 2 different ways.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Lightsaber===&lt;br /&gt;
This can only be done if you are [[The Force|Force Sensitive]], and have trained up the Craft Lightsaber skill. Your chance of suceeding, and time taken will change depending on how high your skill is. You can also only train one lightsaber per character; the only time you can build a new one is if the old one has been destroyed.&lt;br /&gt;
&lt;br /&gt;
To craft a Lightsaber, you need all the requisites listed earlier. You need a Crafting Kit and a Power Generator equipped in your hands, and sufficient raw materials for the lightsaber you wish to construct (Short Lightsabers require twice the indicated raw materials as you are making two of them). Then, you enter your Force Page. Choose the [Skills] link at the top of that page. Choose the type of Lightsaber you wish to make, and click the [Start] button. You will not be able to do anything else (move, pilot a ship) that requires direct interaction with your character while you are crafting. You can still use your inventory, check your faction information etc.&lt;br /&gt;
&lt;br /&gt;
Once the time is finished you will either succeed or not, based on the following equation:&lt;br /&gt;
&lt;br /&gt;
Chance of success = (((Universal ÷ ADE) ÷ 100) × (LSC ÷ RAND)) × 100%&lt;br /&gt;
&lt;br /&gt;
* Universal = The Jedi&#039;s Universal facet value&lt;br /&gt;
* ADE = Units of Adegan used&lt;br /&gt;
* LSC = The Jedi&#039;s Lightsaber Construction skill&lt;br /&gt;
* RAND = random number between 1.00 and 2.00&lt;br /&gt;
&lt;br /&gt;
It will then appear at the same location as you.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Keycard===&lt;br /&gt;
This is much simpler than crafting a Lightsaber. Perform the following:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;.&lt;br /&gt;
* Click the &#039;&#039;&#039;Equipment&#039;&#039;&#039; link on the central horizontal bar.&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Actions&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Crafting Items&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will then take 3 hours to craft a Keycard, and it will be dropped at your location when it finishes and you succeeded. Chance to succeed is:&lt;br /&gt;
&lt;br /&gt;
Chance of Success=60+(Skill*5)&lt;br /&gt;
&lt;br /&gt;
* Skill = R&amp;amp;D items skill.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2130</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2130"/>
		<updated>2011-11-05T08:50:41Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Crafting a Lightsaber */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crafting is the process of making small, individual items from a select pool of options.&lt;br /&gt;
&lt;br /&gt;
==What Do I Need?==&lt;br /&gt;
You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] equipped. For Lightsaber crafting (See [[The Force]] for more information about how to get this option) you will also need either a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=19 Portable Power Fission Generator] or a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=20 Portable Power Fusion Generator] equipped. For Lightsaber crafting you will also require some raw materials inside the entity you are in.&lt;br /&gt;
&lt;br /&gt;
==What Can I Craft?==&lt;br /&gt;
Currently there are two items you can craft: [http://www.swcombine.com/rules/?Tools&amp;amp;ID=1 Keycards] and one of the three different types of Lightsaber: [http://www.swcombine.com/rules/?Non_Projectile&amp;amp;ID=285 Lightsaber], [http://img.swcombine.com/items/286/main.jpg Double Bladed Lightsaber] or a pair of [http://img.swcombine.com/items/287/main.jpg Short Lightsabers].&lt;br /&gt;
&lt;br /&gt;
==How Do I Craft?==&lt;br /&gt;
Depending on what you want to craft, there are 2 different ways.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Lightsaber===&lt;br /&gt;
This can only be done if you are [[The Force|Force Sensitive]], and have trained up the Craft Lightsaber skill. Your chance of suceeding, and time taken will change depending on how high your skill is. You can also only train one lightsaber per character; the only time you can build a new one is if the old one has been destroyed.&lt;br /&gt;
&lt;br /&gt;
To craft a Lightsaber, you need all the requisites listed earlier. You need a Crafting Kit and a Power Generator equipped in your hands, and sufficient raw materials for the lightsaber you wish to construct (Short Lightsabers require twice the indicated raw materials as you are making two of them). Then, you enter your Force Page. Choose the [Skills] link at the top of that page. Choose the type of Lightsaber you wish to make, and click the [Start] button. You will not be able to do anything else (move, pilot a ship) that requires direct interaction with your character while you are crafting. You can still use your inventory, check your faction information etc.&lt;br /&gt;
&lt;br /&gt;
Once the time is finished you will either succeed or not, based on the following equation:&lt;br /&gt;
&lt;br /&gt;
Chance of success = (((Universal ÷ ADE) ÷ 100) × (LSC ÷ RAND)) * 100%&lt;br /&gt;
&lt;br /&gt;
* Universal = The Jedi&#039;s Universal facet value&lt;br /&gt;
* ADE = Units of Adegan used&lt;br /&gt;
* LSC = The Jedi&#039;s Lightsaber Construction skill&lt;br /&gt;
* RAND = random number between 1.00 and 2.00&lt;br /&gt;
&lt;br /&gt;
It will then appear at the same location as you.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Keycard===&lt;br /&gt;
This is much simpler than crafting a Lightsaber. Perform the following:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;.&lt;br /&gt;
* Click the &#039;&#039;&#039;Equipment&#039;&#039;&#039; link on the central horizontal bar.&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Actions&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Crafting Items&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will then take 3 hours to craft a Keycard, and it will be dropped at your location when it finishes and you succeeded. Chance to succeed is:&lt;br /&gt;
&lt;br /&gt;
Chance of Success=60+(Skill*5)&lt;br /&gt;
&lt;br /&gt;
* Skill = R&amp;amp;D items skill.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2129</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2129"/>
		<updated>2011-11-05T08:47:23Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Time to make/upgrade a door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. &lt;br /&gt;
&lt;br /&gt;
You can only travel through locked door if&lt;br /&gt;
&lt;br /&gt;
*You are the owner of the entity, or&lt;br /&gt;
*You are carrying a keycard that contains the required code, or&lt;br /&gt;
*You have the required code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2128</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2128"/>
		<updated>2011-11-05T08:47:07Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Caution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. &lt;br /&gt;
&lt;br /&gt;
You can only travel through locked door if&lt;br /&gt;
&lt;br /&gt;
*You are the owner of the entity, or&lt;br /&gt;
*You are carrying a keycard that contains the required code, or&lt;br /&gt;
*You have the required code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level * 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2127</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2127"/>
		<updated>2011-11-05T08:46:47Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Breaking a Lock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. &lt;br /&gt;
&lt;br /&gt;
You can only travel through locked door if&lt;br /&gt;
&lt;br /&gt;
*You are the owner of the entity, or&lt;br /&gt;
*You are carrying a keycard that contains the required code, or&lt;br /&gt;
*You have the required code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level * 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) * Door Type)&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2126</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2126"/>
		<updated>2011-11-05T08:44:55Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Successful installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. &lt;br /&gt;
&lt;br /&gt;
You can only travel through locked door if&lt;br /&gt;
&lt;br /&gt;
*You are the owner of the entity, or&lt;br /&gt;
*You are carrying a keycard that contains the required code, or&lt;br /&gt;
*You have the required code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level * 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft+1)/7)*(0.02*Theft/Deceit+1)*((Theft+0.1)/5) * (2/(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))*100 + 1&lt;br /&gt;
&lt;br /&gt;
After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) * Door Type)&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Combine_Points&amp;diff=2125</id>
		<title>Combine Points</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Combine_Points&amp;diff=2125"/>
		<updated>2011-11-05T08:22:24Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combine Points (or CPs) are an OOC reward to players for helping the combine. There are a variety of ways of obtaining them, as well as uses for them. The number you currently have is shown on the sidebar, underneath your avatar and can be exchanged for a variety of [[ships]], [[vehicles]], [[droids]] and various other things.&lt;br /&gt;
&lt;br /&gt;
==Getting CPs==&lt;br /&gt;
CPs are obtained from helping the Combine in some way. Most players will get them from voting, while others will get them for helping with art, or descriptions etc.&lt;br /&gt;
&lt;br /&gt;
===Voting===&lt;br /&gt;
This is the main method with which players will gain CPs. It is done by going to the [http://www.swcombine.com/members/cp/?mode=support Support the Combine]page (this is found under your profile picture listed with CPs next to it) will give you a variety of different voting options. &lt;br /&gt;
There are a series of voting sites, these allow for you to vote for SWC to help it move up the ranks of different MMORPGs the higher the ranking the more coverage we will get and the more potential players that will join.&lt;br /&gt;
You can visit these sites once every 24 hours this enables you to vote up to 7 times a week as long as you are efficient on clicking. &lt;br /&gt;
The number of sites changes as new ones are added and old ones are removed from the list on occasions. Simply clicking on the banner to a site will grant the player 10 combine points. If you hover the cursor over some of the banners a small textbox will be visible. If it says &amp;quot;Backwards Incentive!&amp;quot; then you will earn 10CP just for clicking on the banner and an additional 10 if you continue and actually vote on that site.&lt;br /&gt;
As an added bonus to encourage you to click as many times as possible providing you click at least twice a week all points you have earned will be doubled.&lt;br /&gt;
&lt;br /&gt;
===Surveys===&lt;br /&gt;
This is accessed on the same page as the Voting. On the right of that page are 2 survey systems (Blvd-Media and CPALead). Click on the offer there, do what they require and you will recieve the relevant CP reward. Sometimes the system doesn&#039;t register that you completed it, but they are refreshed every so often so you will not run out.&lt;br /&gt;
&lt;br /&gt;
===Donations===&lt;br /&gt;
You can donate to the Combine and receive some CPs for your trouble. You will receive 1,000 CPs for every US$1 you donate. Donation page is again, on the above site.&lt;br /&gt;
&lt;br /&gt;
===Helping===&lt;br /&gt;
You can get CPs for helping enhance the Combine in many different ways. Helping to update descriptions for entities, creating new art for SWC to use all .&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
There are many things you can exchange CPs for including:&lt;br /&gt;
*Credits for the exchange rate of 1CP:5cr&lt;br /&gt;
*Entities such as &lt;br /&gt;
[http://www.swcombine.com/rules/?CP_Bonus_Ships Ships] these must be spawned from inside a powered Starport or Landing Pad. &lt;br /&gt;
[http://www.swcombine.com/rules/?CP_Bonus_Vehicles vehicles] these must be spawned from inside a powered Garage, Hangar or Starport bar the MVR-3 Mini Sub as this is a submarine and as such needs to be spawned from inside a powered Dry Dock, Naval Shipyard or Port, located in a River, Swamp or Ocean city. &lt;br /&gt;
[http://www.swcombine.com/rules/?CP_Bonus_Droids droids] these must be spawned from inside a powered Tavern, Hangar, Shop, Commerce Center or Factory.&lt;br /&gt;
*Custom NPCs (which you can create your own [http://www.swcombine.com/rules/?Scripts script] for) and items (these all serve no purpose in game bar RP.&lt;br /&gt;
*Custom images for your entities, this is your chance to make your ship, speeder, item or anything else that you would like to look different to the norm, if you are no good at photoshopping there are multiple people in the game that you can hire for several credits to create your customised paint job for you. This needs to follow several rules which are found listed on the following link&lt;br /&gt;
To exchange your points, find the [http://www.swcombine.com/members/cp/index.php?mode=exchange Exchange CPs] menu under the CP section on your sidebar in-game.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Combine_Points&amp;diff=2124</id>
		<title>Combine Points</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Combine_Points&amp;diff=2124"/>
		<updated>2011-11-05T08:22:03Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combine Points (or CPs) are an OOC reward to players for helping the combine. There are a variety of ways of obtaining them, as well as uses for them. The number you currently have is shown on the sidebar, underneath your avatar and can be exchanged for a variety of [[ships]], [[vehicles]], [[droids]] and various other things.&lt;br /&gt;
&lt;br /&gt;
==Getting CPs==&lt;br /&gt;
CPs are obtained from helping the Combine in some way. Most players will get them from voting, while others will get them for helping with art, or descriptions etc.&lt;br /&gt;
&lt;br /&gt;
===Voting===&lt;br /&gt;
This is the main method with which players will gain CPs. It is done by going to the [http://www.swcombine.com/members/cp/?mode=support Support the Combine]page (this is found under your profile picture listed with CPs next to it) will give you a variety of different voting options. &lt;br /&gt;
There are a series of voting sites, these allow for you to vote for SWC to help it move up the ranks of different MMORPGs the higher the ranking the more coverage we will get and the more potential players that will join.&lt;br /&gt;
You can visit these sites once every 24 hours this enables you to vote up to 7 times a week as long as you are efficient on clicking. &lt;br /&gt;
The number of sites changes as new ones are added and old ones are removed from the list on occasions. Simply clicking on the banner to a site will grant the player 10 combine points. If you hover the cursor over some of the banners a small textbox will be visible. If it says &amp;quot;Backwards Incentive!&amp;quot; then you will earn 10CP just for clicking on the banner and an additional 10 if you continue and actually vote on that site.&lt;br /&gt;
As an added bonus to encourage you to click as many times as possible providing you click at least twice a week all points you have earned will be doubled.&lt;br /&gt;
&lt;br /&gt;
===Surveys===&lt;br /&gt;
This is accessed on the same page as the Voting. On the right of that page are 2 survey systems (Blvd-Media and CPALead). Click on the offer there, do what they require and you will recieve the relevant CP reward. Sometimes the system doesn&#039;t register that you completed it, but they are refreshed every so often so you will not run out.&lt;br /&gt;
&lt;br /&gt;
===Donations===&lt;br /&gt;
You can donate to the Combine and receive some CPs for your trouble. You will receive 1,000 CPs for every US$1 you donate. Donation page is again, on the above site.&lt;br /&gt;
&lt;br /&gt;
===Helping===&lt;br /&gt;
You can get CPs for helping enhance the Combine in many different ways. Helping to update descriptions for entities, creating new art for SWC to use all .&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
There are many things you can exchange CPs for including:&lt;br /&gt;
Credits for the exchange rate of 1CP:5cr&lt;br /&gt;
*Entities such as &lt;br /&gt;
[http://www.swcombine.com/rules/?CP_Bonus_Ships Ships] these must be spawned from inside a powered Starport or Landing Pad. &lt;br /&gt;
[http://www.swcombine.com/rules/?CP_Bonus_Vehicles vehicles] these must be spawned from inside a powered Garage, Hangar or Starport bar the MVR-3 Mini Sub as this is a submarine and as such needs to be spawned from inside a powered Dry Dock, Naval Shipyard or Port, located in a River, Swamp or Ocean city. &lt;br /&gt;
[http://www.swcombine.com/rules/?CP_Bonus_Droids droids] these must be spawned from inside a powered Tavern, Hangar, Shop, Commerce Center or Factory.&lt;br /&gt;
*Custom NPCs (which you can create your own [http://www.swcombine.com/rules/?Scripts script] for) and items (these all serve no purpose in game bar RP.&lt;br /&gt;
*Custom images for your entities, this is your chance to make your ship, speeder, item or anything else that you would like to look different to the norm, if you are no good at photoshopping there are multiple people in the game that you can hire for several credits to create your customised paint job for you. This needs to follow several rules which are found listed on the following link&lt;br /&gt;
To exchange your points, find the [http://www.swcombine.com/members/cp/index.php?mode=exchange Exchange CPs] menu under the CP section on your sidebar in-game.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2123</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Crafting&amp;diff=2123"/>
		<updated>2011-11-05T08:20:30Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crafting is the process of making small, individual items from a select pool of options.&lt;br /&gt;
&lt;br /&gt;
==What Do I Need?==&lt;br /&gt;
You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] equipped. For Lightsaber crafting (See [[The Force]] for more information about how to get this option) you will also need either a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=19 Portable Power Fission Generator] or a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=20 Portable Power Fusion Generator] equipped. For Lightsaber crafting you will also require some raw materials inside the entity you are in.&lt;br /&gt;
&lt;br /&gt;
==What Can I Craft?==&lt;br /&gt;
Currently there are two items you can craft: [http://www.swcombine.com/rules/?Tools&amp;amp;ID=1 Keycards] and one of the three different types of Lightsaber: [http://www.swcombine.com/rules/?Non_Projectile&amp;amp;ID=285 Lightsaber], [http://img.swcombine.com/items/286/main.jpg Double Bladed Lightsaber] or a pair of [http://img.swcombine.com/items/287/main.jpg Short Lightsabers].&lt;br /&gt;
&lt;br /&gt;
==How Do I Craft?==&lt;br /&gt;
Depending on what you want to craft, there are 2 different ways.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Lightsaber===&lt;br /&gt;
This can only be done if you are [[The Force|Force Sensitive]], and have trained up the Craft Lightsaber skill. Your chance of suceeding, and time taken will change depending on how high your skill is. You can also only train one lightsaber per character; the only time you can build a new one is if the old one has been destroyed.&lt;br /&gt;
&lt;br /&gt;
To craft a Lightsaber, you need all the requisites listed earlier. You need a Crafting Kit and a Power Generator equipped in your hands, and sufficient raw materials for the lightsaber you wish to construct (Short Lightsabers require twice the indicated raw materials as you are making two of them). Then, you enter your Force Page. Choose the [Skills] link at the top of that page. Choose the type of Lightsaber you wish to make, and click the [Start] button. You will not be able to do anything else (move, pilot a ship) that requires direct interaction with your character while you are crafting. You can still use your inventory, check your faction information etc.&lt;br /&gt;
&lt;br /&gt;
Once the time is finished you will either succeed or not, based on the following equation:&lt;br /&gt;
&lt;br /&gt;
% success = (((Universal / ADE) / 100) * (LSC / RAND)) * 100&lt;br /&gt;
&lt;br /&gt;
* Universal = The Jedi&#039;s Universal facet value&lt;br /&gt;
* ADE = Units of Adegan used&lt;br /&gt;
* LSC = The Jedi&#039;s Lightsaber Construction skill&lt;br /&gt;
* RAND = random number between 1.00 and 2.00&lt;br /&gt;
&lt;br /&gt;
It will then appear at the same location as you.&lt;br /&gt;
&lt;br /&gt;
===Crafting a Keycard===&lt;br /&gt;
This is much simpler than crafting a Lightsaber. Perform the following:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;.&lt;br /&gt;
* Click the &#039;&#039;&#039;Equipment&#039;&#039;&#039; link on the central horizontal bar.&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Room travel&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Actions&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Crafting Items&#039;&#039;&#039;,&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
* Click on the &#039;&#039;&#039;Craft item&#039;&#039;&#039; button at the right of the equipped Crafting Kit on the left side of the screen.&lt;br /&gt;
* Click &#039;&#039;&#039;Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will then take 3 hours to craft a Keycard, and it will be dropped at your location when it finishes and you succeeded. Chance to succeed is:&lt;br /&gt;
&lt;br /&gt;
Chance of Success=60+(Skill*5)&lt;br /&gt;
&lt;br /&gt;
* Skill = R&amp;amp;D items skill.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2122</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2122"/>
		<updated>2011-11-05T08:07:11Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. &lt;br /&gt;
&lt;br /&gt;
You can only travel through locked door if&lt;br /&gt;
&lt;br /&gt;
*You are the owner of the entity, or&lt;br /&gt;
*You are carrying a keycard that contains the required code, or&lt;br /&gt;
*You have the required code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level * 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type *35 )) + (Theft/Deceit * 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level * 20)xp&lt;br /&gt;
&lt;br /&gt;
That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft+1)/7)*(0.02*Theft/Deceit+1)*((Theft+0.1)/5) * (2/(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))*100 + 1&lt;br /&gt;
&lt;br /&gt;
After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) * Door Type)&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2121</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2121"/>
		<updated>2011-11-05T08:04:49Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. &lt;br /&gt;
&lt;br /&gt;
You can only travel through locked door if&lt;br /&gt;
&lt;br /&gt;
*You are the owner of the entity, or&lt;br /&gt;
*You are carrying a keycard that contains the required code, or&lt;br /&gt;
*You have the required code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level * 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type *35 )) + (Theft/Deceit * 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level * 20)xp&lt;br /&gt;
&lt;br /&gt;
That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys require a crafting kit to create. Once created they can store up to 20 passcodes.&lt;br /&gt;
When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password. &lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft+1)/7)*(0.02*Theft/Deceit+1)*((Theft+0.1)/5) * (2/(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))*100 + 1&lt;br /&gt;
&lt;br /&gt;
After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) * Door Type)&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2120</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=2120"/>
		<updated>2011-11-05T07:04:23Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Caution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors and locks are used to restrict travel between two different rooms.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a chance to be injured and lose some hit points.&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Messages&amp;diff=2119</id>
		<title>Messages</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Messages&amp;diff=2119"/>
		<updated>2011-11-05T07:02:38Z</updated>

		<summary type="html">&lt;p&gt;Daniel Skyrunner: /* Sending Messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Messages within [[SWC]] are referred to as &#039;&#039;&#039;DMs&#039;&#039;&#039; (Darkness Messages). These are the internal messaging system used, and allows players to communicate with each other within the game interface.&lt;br /&gt;
&lt;br /&gt;
==Sending Messages==&lt;br /&gt;
To send a message is simple. At the top of the screen, just under the advertisement banner, there is a row of icons. These are explained in more detail elsewhere, but the one we are interested in is the 3rd from the right - it looks like an envelope. It will have 2 different looks depending on whether you have unread messages or not. These are explained later. Clicking this link will open your Message Inbox.&lt;br /&gt;
&lt;br /&gt;
On the left of this page are three links. [Read Messages], [Send Message] and [Sent Messages]. Simple click the word Send Message and you will open up the compose message part of the page. Alternatively, on the sidebar to the right, near the very bottom, there is a [Send Message] link that will also take you to this page.&lt;br /&gt;
&lt;br /&gt;
You will have 2 text boxes to write in. The first text box is where you input the name of the player you wish to send a message to. The system has an autofill option so if you type the first few letters, it will give you a list of players names that match those letters anywhere in their name. Be aware though that it has a limit to how many names it shows, and it always shows them in alphabetical order. To narrow down the options, simply input more of the name and it will updated as needed. You can also send the same message to more than one person by putting a semicolon(;) between each name. Be aware though that the autofill only works for the first name.&lt;br /&gt;
&lt;br /&gt;
The second text box is where you input your message. Simple HTML codes will work, allowing you to embed pictures, or add bold text etc.&lt;br /&gt;
&lt;br /&gt;
Click the [Send] button and the message will be sent.&lt;br /&gt;
&lt;br /&gt;
===Other Options===&lt;br /&gt;
In addition there are several ways to bypass a lot of these steps. If you are browsing through the forum, each player will have a [Send Message] under the avatar. Clicking this will open the [Send Message] page, with their name already autofilled into the recipient field.&lt;br /&gt;
&lt;br /&gt;
When browsing Profiles, there will be a [Send Message] option there as well, if that players profile is set to visible.&lt;br /&gt;
&lt;br /&gt;
When looking at factions, clicking on a faction leaders name will open a new window with the [Send Message] page open and the leaders name filled in for you.&lt;br /&gt;
&lt;br /&gt;
Also, if you have the Privileges, you can send a Mass Message to your whole faction under the faction tag.&lt;br /&gt;
&lt;br /&gt;
==Receiving Messages==&lt;br /&gt;
[[File:Message.gif‎|left|No New Messages]] [[File:Message_lit.gif‎|New Messages]]&lt;br /&gt;
When you have received a message, the Message icon at the top will change. Usually its a faded image, but when you receive a new message it will either blink yellow (default setting) or be highlighted with white lines (if non-flashing icons is chosen in the [[Account Settings]] pages). Clicking this icon will open your inbox with just the new messages present, and hiding older messages.&lt;br /&gt;
&lt;br /&gt;
==Checking Old Messages==&lt;br /&gt;
At any time you can check any message you have received in the last 30 days (messages older than this will be removed from your inbox to save server queries - they are archived, and you can contact any ASim to recover these old DMs). Clicking the [Read Messages] link in the inbox will open you entire DM inbox - you can scroll through them in the center of the page - there are no separate pages, so if you have a lot of DMs you may have to scroll through a lot of them. If you do not have a new message, this page will be whats opened automatically.&lt;br /&gt;
&lt;br /&gt;
==Checking Messages You Sent==&lt;br /&gt;
This option will allow you to view all messages you have sent to other players over the last 30 days (for the same reason as above). You will have an option to send another DM to that player rather than having to copy/paste their name into a new [Send Message] page.&lt;br /&gt;
&lt;br /&gt;
[[Category: Basic Activities]]&lt;/div&gt;</summary>
		<author><name>Daniel Skyrunner</name></author>
	</entry>
</feed>