||Smugglers can determine the value of
that item. This gives an approximate value for that item and is not
necessarily the price a Smuggler would get for it when sold. |
||Smugglers can hide objects or themselves.
A player with a racial hide skill will be able to hide slightly longer.
A hidden object can be found by searching the shadows. Please note
it is impossible to hide in the shadows in ultraviolet light.
||Smugglers can determine how much money
someone is carrying. Smugglers with little skill at this have been
known to underestimate the proper amount.
||Smugglers can compare
two objects to each other and determine which is better. Primary smugglers
may compare any items, but secondary smugglers compare items based
on their primary guild.
||Smugglers can peek inside a player's
or monster's bags and other containers.
||Smugglers can use a toolbox or lockpick
tools to attempt to disable the lock
on an item or vehicle, if such is specified, or a lock in the room
if no item is specified.
||Vehicles - Speeders
||Smugglers can drive speeders, enabling
them to travel faster, sometimes with added protection. Vehicles can
be refueled at powertaps (like GONKs). Speeders include speeder bikes,
landspeeders, swoops, cloud cars, and other land and air vehicles,
but do not include walkers or ships.
||Smugglers can conceal most items they
carry in their inventory. Not everything can be concealed, such as
wielded weapons, worn armor, and various other individual items.
||Smugglers can attempt to disguise their
alignment from monsters, which may keep some monsters from being automatically
||Smugglers with a weapon holstered in
a blaster, saber, or melee holster and not currently wielding any
weapon can fastdraw and wield the holstered
weapon when attacked, possibly getting in some extra damage.
||Smugglers can attempt to get better prices
in shops by haggling, but those
with little skill in this process have been known to come out on the
wrong end of the bargain.
||Smugglers can use a hyperdrive
to exceed the speed of light and enter a dimension that takes advantage
of the wrinkles in the fabric of "real-space". Smugglers must
use the hyperspace map to plan
their hyp-jumps in order to avoid
the mass shadows of objects in "real-space".
||Piloting - Freighters
||Smugglers can fly
freighter-class ships, and learn emergency
||Scan - Freighters
||Smugglers can scan
a freighter and determine its specs, though those of low ability have
been known to estimate specs wrong. Smugglers can scan:
- weapon strength of each turret
- current & max. # of missiles
- whether it has a cloaking device
- whether it has an interdiction field
- whether it has a tractor beam
||Smugglers must acquire a smuggler computer to access SourceNet for smuggle listings and then find special traders on various planets or space stations to procure those goods for delivery.
||Freighter Cockpit Weapons
||Smugglers can fire only the bridge weapons
on freighter-class ships. (Don't expect missiles - it took years to
get this much.)
||Ship Security Devices
||Smugglers gain all of the ship
security skills from the Security
Devices skill, but they can only change the transponders of freighter-class
||Smugglers with an appropriate catalog
gain access to a private smuggler warehouse
that sells items which cannot usually be found in shops across the
galaxy, or at least not in such quantities.
||Smugglers can use a camouflage net to
hide much larger objects in a room.
||Smugglers can steal unworn or unwielded
items from a specified monster, including credits. An Army PK may
also steal items from another Army PK who is within PK range.
||HM smugglers can discern very good information
about items that they have on their person or are in the same room.
||HM smugglers can now also detect what
gear another smuggler of equal or lower rank is concealing. Prime
smugglers with this ability can always detect what a non-prime smuggler
is concealing regardless of level difference.
||HM smugglers can conceal their exact
identity when entering and exiting rooms. Do not confuse this skill
with being able to use the camouflage net.
||HM smugglers have been haggling for so
long that they have progressed to more advanced haggling, which enables
them to get discounts at doctors, specialty shops, cabbies, bars,
banks (only a 5% transfer fee), and better prices and higher price
limits than before at standard shops.
||Smugglers can significantly boost the
performance of their freighter (or other class of ship if also a level
19 Pilot). The boost given by jury-rigging
exceeds those given by other, safer methods. The downside is that
while operating the ship, systems working beyond the recommended safe
boundaries will occasionally break without warning while in use.
||HM smugglers can conceal
certain actions. Once they decide their next action will be hidden
from view, they can then perform one action immediately afterward,
and it will be concealed from the view of others in the room.
||HM smugglers can now steal items from
the inside of containers, such as backpacks or Wookiee bags, as well
as somewhat heavier items and wielded weapons, though failing an attempt
at these types of steals tends to make your victim aggressive with
weapons will be too hot to move, so only the smuggler will be able to use them. Not all weapons are stealable.
||Cloaking - Freighters
||HM smugglers can install an experimental
device to cloak the freighter
when traveling, allowing it to move undetected in and out of star
systems. The massive energy drain of being cloaked prevents the firing
of weapons and disables the shields. See bridge
commands for more information.
||HM smugglers can attempt to bribe
a monster to block a direction to keep someone from following them,
take them to an unusual location, or to counterbribe a bounty hunter's
||HM smugglers can attempt to adjust the
appearance of a ship card and create a forgery
of a different passcard that will grant them entrance to secured places.
||HM smugglers can provoke a fight between
two targets. If successful, the targets will turn on each other with
murder in their eyes. If unsuccessful, the targets will turn on the
||Ultimate HM smugglers can explore their
surroundings very carefully and discern information that no one else
is able to see, but those who are still learning have a tendency to