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If you visited my profile click bellow:

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Do you want to get more extensions to play Pardus? Here I give you many links that you can install them to play Pardus better, but you must need to click on Account button and return to the game after you install all them:
static.pardus.at/downloads/quick_commands.user.js > Links for frequently used commands are added to the Nav screen for single-click access. New links are found in the Status, Commands, and Ship panels.
static.pardus.at/downloads/keyboard_actions.user.js > Allows a user to map key presses to actions in Pardus.
static.pardus.at/downloads/pardus_dogfighter.user.js > Allows you to engage in combat by clicking on the ship graphic.
static.pardus.at/downloads/quick_building_attack.user.js > Adds links to attack pilots directly on the building welcome screen.
static.pardus.at/downloads/pardus_quicklist_creator.user.js > Creates a Quicklist at the Ambush_view screen, so you can share your used ambush settings with others.
static.pardus.at/downloads/pardus_quicklist_manager.user.js > Allows users to save and load quicklists.
static.pardus.at/downloads/easy_planet_trading.user.js > Auto-fills starbase and planet trade form using easy 1 click buttons.
static.pardus.at/downloads/easy_building_trading.user.js > Auto-fills the building trading form using an "easy" button for building stocking.
static.pardus.at/downloads/building_buddy.user.js > Auto-fills the building management screen of your buildings.
static.pardus.at/downloads/building_index_filter.user.js > Allows building index to be filtered by commodity.
static.pardus.at/downloads/trade_defaults.user.js > Allows a trader to set a default amount to trade for each resource, and can save them individually for each SB, planet, or building.
static.pardus.at/downloads/pardus_navcomp.user.js > Indicates a lowest-cost route from the pilot's current location to a defined destination on the ship's navigation display.
static.pardus.at/downloads/pardusfuelalert.user.js > Displays an alert box if your fuel drops below 1.5t and you do not have any in your cargo hold.
static.pardus.at/downloads/pardus_ap_alert.user.js > Displays an alert box when your APs drop below 750.
static.pardus.at/downloads/pardusclock.zip > A utility to measure the time between Pardus "ticks" (like AP increase, building / planet / starbase production).
static.pardus.at/downloads/pardus_clock.user.js > Displays tick timers in the message frame and/or in the Nav screen.
static.pardus.at/downloads/pardus_friend_finder.user.js > Provides a popup menu on the nav screen of online players sorted by alliance (assuming you have visted that alliance page), as well as highlighting online players and friends and foes in the Other Ships pane of the nav screen.
static.pardus.at/downloads/alliance_member_info.user.js > Shows statistics about alliance members (Senior alliance membership required).
static.pardus.at/downloads/pardus_tax_refunder.user.js > Allows easy controls to allow an alliance treasurer to refund taxes.
static.pardus.at/downloads/pardus_missile_defaults.user.js > Automatically checks all missiles on load of Ship-to-Ship or Ship-to-NPC combat screens.
static.pardus.at/downloads/pardus_ribbon_hunter.user.js > Displays essential information for ribbon hunters right on the Nav screen in Pardus.
static.pardus.at/downloads/combat_npcinfo.user.js > Displays NPC information on the Combat screen
static.pardus.at/downloads/nav_grid.user.js > Adds a grid to the navigation screen and highlights the center square. You can choose not to highlight the center square by turning it off in the script.
static.pardus.at/downloads/MsgNotifier.zip > A passive tool that automatically scans the message frame of the Pardus window for new important (i.e.: excluding trades and the like) messages every thirty seconds. If they are present, it creates a new window with attention.wav set to permanent loop so as to attract the attention of a human who needs to respond.
static.pardus.at/downloads/new_alliance_messages.user.js > Adds a new image to unread alliance messages.
static.pardus.at/downloads/ownbuildingticks.user.js > Calculates the amount of additional resources required to have enough upkeep in your buildings for X ticks.
static.pardus.at/downloads/pardus_hack_helper.user.js > Allows pilot names to be saved and later retrieved on the Hack screen.
static.pardus.at/downloads/pardusfscshipexporter.user.js > Exports current ship setup string in a format suitable for the FSC.
static.pardus.at/downloads/pardus_smilies.user.js > Parses the smilies and trade icons in AMs and PMs as in the chat tab.
static.pardus.at/downloads/pardus_gameserver_stats.user.js > Adds amount of currently online players in our hosted games (see Public game server) to the Pardus message frame.
http://userscripts.xcom-alliance.info/pardus_contacts_manager/pardus_contacts_manager.user.js > This script works on the contacts page and inserts an icon beside each contacts list group title to allow you to show/hide toggle the contents of a group.
http://userscripts.xcom-alliance.info/npc_robot_repair/pardus_npc_robot_repair.user.js > Automatically calculate the number of robots required to repair your ship when in combat with NPCs (if you are carrying robots with you) and use a shortcut key to use the robots. Once installed, visit the Ship Overview page to capture your current ship armor strength (and re-visit this page when you change your armor to a different strength).
http://userscripts.xcom-alliance.info/multi_message/pardus_multi_message.user.js > This script adds the ability to send the same message to multiple recipients in the same universe – directly from the Send Message window. A link is added to the bottom right of the window that, when clicked, shows a Settings Panel of configuarable options to the right of the main message options. These settings are independent for each universe, allowing you to have different settings between universes.
http://userscripts.xcom-alliance.info/open_up_all_logs/pardus_open_up_all_logs.user.js > This script adds a button at the bottom of the Combat Logs page to open up all logs on the current page – each in a new tab. This is an ideal companion script for use when you have an automated combat log uploader script that sends the combat log to an Infocenter when it is opened.
http://userscripts.xcom-alliance.info/alliance_command_station_alert/pardus_acs_alerter.user.js > Sounds an audio alert every 60 seconds when an ACS message is pending. This will continue to sound until the Alliance Command Station log is opened and the icon disappears from the message frame.
http://userscripts.xcom-alliance.info/skilling_reminder_timer/pardus_skilling_reminder_timer.user.js > Play a warning sound 1 minute before Lucidi Squad and Z Series NPCs are scheduled to move and then another sound at the actual time they can move. This script uses the time on your computer to determine when each of the sounds play – so be sure your computer time is synchronised to the correct time.
http://userscripts.xcom-alliance.info/navigation_resizer/pardus_navigation_resizer.user.js > While you have the option to display the individual tiles in the navigation display at several sizes (64px, 96px and 128px depending on the image pack you use), there may be times where you want to use a different size. The image shown here is a full 9×9 navigation display with the tile size set to 24px. It has been reproduced here without having been resized with an image editor. Maybe you are using a small screen that prevents you from seeing all the entire navigation screen without scrolling. This script changes the width and height of the tiles to allow for finer adjustment of the tile size. By default it will resize the navigation tiles to 48px by 48px. If you wish to edit the userscript to show a different tile size, use a text editor and follow the simple instructions contained in the userscript itself.
http://userscripts.xcom-alliance.info/stop_attacking/stop_attacking_buildings.user.js > If you are a trader, the last thing you will want to do is attack or raid one of the buildings in the economy you are working in. With the placement of the Raid and Damage buttons, this can happen from time to time. This script disables these buttons – so even if you do click them by accident, they will have no effect. Because there is no mechanism to disable this script for a single universe, if you are attacking buildings elsewhere you will need to disable it until you are finished being destructive.
http://userscripts.xcom-alliance.info/message_notifier/pardus_message_notifier.user.js > Plays a sound when the message notification icon is displayed in the message frame. The sound will continue to play each time the message frame refreshes and will only stop when the message notification icon is no longer present (after the message has been read). This script is based closely on the Combat Notifier script from Takius Stargazer.
http://userscripts.xcom-alliance.info/combat_notifier/pardus_combat_notifier.user.js > Plays a sound when the combat notification icon is displayed in the message frame. The sound will continue to play each time the message frame refreshes and will only stop when the combat notification icon is no longer present (after the combat log has been read). This script is based closely on the Combat Notifier script from Takius Stargazer.
http://userscripts.xcom-alliance.info/adv_combat_buttons/pardus_adv_combat_buttons.user.js > This script allows you to switch between Offensive, Balanced and Defensive combat modes without having to leave the navigation screen. Buttons are displayed in the Status box on the main navigation screen and kept in sync regardless of whether you change modes in PvP, Buildings or NPC combat. Once installed, visit the Advanced Skill Management page (via the Overview tab) to determine which buttons to show based on whether you have learned the appropriate skill.
http://userscripts.xcom-alliance.info/mini_mapper/pardus_mini_mapper.user.js > Show a small map of the current sector in various locations on the navigation screen. Your current position is updated on the map as you move around. As you place your mouse over any tile, the coordinates of the tile are shown at the top right of the Mini Mapper display. When you place your mouse over wormhole tiles, a tooltip showing the destination sector is displayed. In the case of multiple wormholes in the same sector going to the same destination sector, the coordinates of the destination sector are also shown in the tooltip. Click the Preferences icon to adjust the location where the Mini Mapper is displayed and the size of the Mini Mapper tiles. No data about your location is transmitted elsewhere – and all required data for the sector maps is included in the initial download of the userscript.
http://userscripts.xcom-alliance.info/freeze_frame/pardus_freeze_frame.user.js > Have you ever broken your ambush by accidentally clicking somewhere or pressing a movement key? Maybe you have a cat that likes walking on the keyboard causing you to end up in open space without your knowledge! Usually this is a mere inconvenience but depending on where you end up, it could prove deadly (hopefully not so for your cat). This userscript prevents you from moving off your current tile either by a keypress or mouse click. A padlock shows beside the Commands section of the navigation screen to show whether movement is unlocked (the initial state after installation) or locked. Just click the padlock to toggle between the unlocked and locked states.
http://userscripts.xcom-alliance.info/missions_to_rank/pardus_missions_to_rank.user.js > This script is designed to show you an estimate of how many missions you have done at your current competency or rank, and how many remain until the next rank is achieved (until you reach level 13). This information is displayed on the Player Stats Overview page, just below the progress bar of the Competency section and, if you are in a faction, the Military Rank section as well. If you have already achieved rank 13 (competency or rank) then nothing will be added in the section you have that rank in. If you are 13 (or above) in both Competency and Military Rank, you will not benefit at all from this script. This script uses the numbers needed to complete each rank from the Pardus Ranking Guide thread in the Pardus Forums. You may notice that you complete a mission and yet the numbers shown in the Stats Overview page don’t change at all. When they do change they increase more than just one at a time. Bug? No. If you hover over the progress bar in the competency or military rank section, a tool-tip shows with the percentage you are from making the next rank. This is the data used to “reverse engineeer” the number of missions you have done. At rank 12, the Stats Overview page will show you are are 50% of the way to making the next rank. It will continue to say this for another 11 missions until it will increase to 51% after the 12th mission is completed. The script will report you have completed 648 missions and have 647 remaining during that time as well.
http://userscripts.xcom-alliance.info/leech_repair_time/pardus_leech_repair_time.user.js > This script is designed to show how long your Space Leech will take to fully repair your damaged armour. When you visit the Ship Overview page, the amount of armour that is repaired every 20 minutes will be recorded. When on the Navigation page, this is used to calculate approximately how long it will take until your armour is fully repaired. The repair time is shown on the page beside your current armour value. Because a Space Leech grows over time (and repairs more armour every 20 minutes as a result), visit the Ship Overview page regularly to ensure the estimated time remains up to date.
http://userscripts.xcom-alliance.info/alliance_member_race/show_alliance_member_race.user.js > This script enhances the view that Senior members of an alliance get see when viewing the membership page. An image is attached beside each pilot ship showing their race (ensuring the correct sex is also represented). If the pilot race is not known, this is automatically collected from their profile page and the information is then saved to be used for future page views.
http://userscripts.xcom-alliance.info/skill_stats_assistant/pardus_skill_stats_assistant.user.js > This script enhances the main skills section of the Stats Overview page. Your 5 main skills are included in a single line to make it easier to paste your current stats into chat and PMs. Extra columns are added to include the rate of skill gain and the number of days until trade-in for the 5 main skills.
http://userscripts.xcom-alliance.info/ribbon_hunter_companion/pardus_ribbon_hunter_companion.user.js > This userscript modifies the list showing the NPCs you have have killed on the Overiew Stats page. An image is added to the page for each of the NPCs in the list. The number of kills remaining until the next medal is shown as well as an image for each of the medals you have already gained. The list of NPCs is also re-ordered to show the NPCs with the least kills remaining until the next medal entry. For each of the NPCs you have not yet killed (and which counts towards a medal) is now shown at the bottom of the list of NPC kills and medals.
http://www.xcom-alliance.info/greasemonkey/pardus_building_space_updater.user.js > When you are trading a building, the amount of space available in both your ship and the building are updated. This is handy in that you don't have to keep doing math puzzles in your head.
http://www.xcom-alliance.info/greasemonkey/pardus_max_ap_time.user.js > Like the Pardus Logout Page Enhancer above, this shows how many hours and minutes remain until you are back to full APs again. It works on the main page, and shows the information just below the number of APs you have in the top left status box.
http://www.xcom-alliance.info/greasemonkey/pardus_logout_page.user.js > This shows how many hours and minutes remain until you are back to full APs again. It works on the logout page, and shows the information just below the number of APs you have.
http://www.xcom-alliance.info/greasemonkey/pardus_repair_shortcuts/pardus_repair_shortcuts_v1-0.user.js > Add a "Repair Ship" and "Repair Equipment" button below the "Ship" table (this is the default location) on the main navigation screen. This allows you to repair your ship or equipment without having to first enter the starbase or planet. The script can be configured by uncommenting some variables at the top of the script (full directions are included in the script itself should you decide to do this).
http://www.xcom-alliance.info/greasemonkey/pardus_skill_stats/pardus_skill_stats_display_v1-11.user.js > Your stats are not arranged on the Stats page in a way that makes it easy to copy/paste into a chat or message. This script copies your base stats and (if you have premium access, it also copies your gains) into a text input box for easy selection (and copy-paste elsewhere). Certain aspects of this script can be configured by setting some variables at the top of the script.
http://www.xcom-alliance.info/greasemonkey/pardus_people_list/pardus_people_list_v1-1.user.js > Add (and remove) various pilots in a list that is shown directly on your main screen. You can click the name of a pilot and send them a PM directly. These pilots are not linked to your friends list in any way. Ideal if you need to watch your friends/foes list for some reason. Each universe contains it's own list.
http://www.xcom-alliance.info/greasemonkey/pardus_message_buddy/pardus_message_buddy_v2-0.user.js > This script extends the "size +/-" concept used when sending a message by adding a "text +/-" link that increases (and reduces) the size of the font you are able to use when typing a new message. As well as increasing the font size, when you click the "size +/-" link, the height and width of the message window have both been increased. As well as adding this new functionality, the layout of the message window was adjusted to make better use of a larger screen size.
http://userscripts.org/scripts/source/101034.user.js > This script allows you to switch quickly between universes.
https://addons.cdn.mozilla.net/storage/public-staging/94101/pardus_utility_collection-1.2.3-fx.xpi > Collection of many scripts together.
Do you want to access maps to play Pardus? Here I give you many links that you can use them to play Pardus better:
http://www.thebluesuncorporation.com/pardusmap/index.html
http://pardus.butterfat.net/
http://www1.kielnet.net/home/j.probst/Pardus/
http://www.freewebs.com/darmani/pardusautomapper.htm
http://pardusmap.mhwva.net/
http://www.fantamondi.it/pardus/universes.php?universe=orion
For more info, click bellow:
http://www.thewaistelands.info/ >>> Info owned by an alliance. http://hax0r.webege.com/ >>> Info about the Z-Series http://pardus.maxisoft.org/monsters.html >>> Info owned by the Developpers about monsters divided by their combinations(Convencional guns and armor, Organic guns and armor, EM Guns and armor, Pardus guns and armor, Hybrid with combinations of Conventional, Organic, EM and Pardus guns and armors). http://www.thewaistelands.info/2013/01/31/guide-to-hack-training/ >>> Info about hacking skilling. http://www.thewaistelands.info/2013/01/30/guide-to-cloak-training/ >>> Info about cloaking skilling. http://pardus.wikkii.com/wiki/Main_Page >>> Infopage containing useful information about Pardus. forum.pardus.at/index.php?showtopic=947&hl=sector >>> Info in the pardus forum about scripts.
ENDGAME SKILLING
LS: Tac 115 HA 110 Man 105
Gains drop steeply after that, but you can hit 117/112/107 or so if you skill long enough
For Weap For Premium pilots:
Infected Creatures to 65 Asp Hatchlings to 70 Rive Crystals to 75
and IIRC Nebula Moles to 50 (or 55?) |
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