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Star Wars the Old Republic
Star Wars the Old Republic
We're giving copies of the game plus free subscriptions to the top contributors of this Star Wars: The
Old Republic Wiki Guide. The #1 top contributor gets the Collector's Edition, including a statuette of
Darth Malgus, plus a one-year subscription to The Old Republic. Five runners up will earn standard
edition copies of the game and six-month subscriptions to keep The Force alive well into 2012.*
The Contributor Challenge runs from November 4 - December 19, 2012, at the end of which
winners will be announced on My IGN.
On the official Star Wars: The Old Republic website, it was announced that the non-disclosure portion
of the beta agreement has been lifted. Beta testers are now free to write about their experiences with
the game.
Source: SWTOR.com
*All games and subscriptions are purchased in the US. It is unknown if they will work in other regions
of the world. See Official Contest Rules.
Needed Contributions
Help! The following wiki pages need contributor attention. Check back regularly for new areas of the
wiki that need your help. We've highlighted important sections in need of updates in Bold.
Copy/pasting someone else's written content is not allowed in the wiki. We can tell when it happens. It
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P.S. Just because it's not listed here doesn't mean your contributions are not needed. Contribute to
any portion of the wiki, create your own pages, unload your knowledge. Any and all positive
contributions are counted in the Contributor Challenge.
About
Star Wars: The Old Republic Release Date
On 9/23/11, Bioware co-founders Ray Muzyka and Greg Zeschuk announced that The Old Repulic
would be released on 12/20/11 in the United States.
On 11/21/11 New Zealand Suppliers advised that the estimated NZ release date had changed from
12/23/11 to 02/29/12, but that is is still an estimated date and is subject to change.
US: 12/20/11
EU: 12/20/11
NZ: 02/29/12
Early Access
Early access will begin on December 15th. You will gain early access into the game by pre-ordering
the game. Early access will be in stages based on when your redeem your pre-order code.
Subscription Pricing
Purchasing Star Wars: The Old Republic gives players a 30-day free trial. There will be three
subscription options for players to choose from:
Beta Status
SWTOR is in closed beta for U.S. clients as of September 2011. The month of September should
also see an increasing number of beta invites extended via guild invites and beta-test weekends. For
more info on SW: TOR beta programs, check out the
After a recent e-mail, Bioware has shared that anyone who has signed up for beta will be invited to a
beta test before the program ends. If you are currently signed up you do not need any promotional
code to enter the beta so please do not apply to the free give-a-ways that have been offered through
various websites.
A possible date for the final Beta test would be November 24-27th 2011, as BioWare is attending
the DreamHack Winter 2011 Lan Party, held in Sweden, to give players a chance to play SW:TOR.
This should aid in their Stress Test before launch.
Please note: Beta end date has not been confirmed and is only speculation.
Wiki Sections
More will be added as the wiki grows.
Frequently Asked Questions
What is The Old Republic's release date?
Star Wars: The Old Republic will be released on 12/20/11 [1]. Preorder customers will get up to 5
days of early access.
"As anticipation grows, BioWare also proudly announced today that Star Wars: The Old Republic will
open 'Beta Test Weekends' starting this September. These weekend play sessions will be open to
selected players worldwide and create an opportunity for fans to get a sneak peek of the epic stories,
worlds, quests, battles and characters in the game. Please visit www.StarWarsTheOldRepublic.com
to register for game testing and to stay tuned throughout the summer for more details as they become
available."
Beta access keys are available as a reward for preordering and through competitions on various
game related sites such as the Curse and IGN gaming networks. Keys are emailed to the tester and
include a link to download the beta as well as the dates the beta will run for.
References
[1] Release Date
[2] Minimum Requirements
[3] EA Unveils Special Editions of Star Wars: The Old Republic
Patches & Updates
The latest patch notes and game update details can be found here as they are made available from
BioWare.
or
Processor
Intel Core 2 Duo Processor 2.0GHz or
better
or
Empire Republic
Class Bounty Hunter Trooper
Specialization Mercenary Powertech Commando Vanguard
Class Sith Warrior Smuggler
Specialization Juggernaut Marauder Gunslinger Scoundrel
Class Imperial Agent Jedi Knight
Specialization Operative Sniper Guardian Sentinel
Class Sith Inquisitor Jedi Consular
Specialization Assassin Sorcerer Sage Shadow
Bounty Hunter
About Bounty Hunter
Countless enemies stand in the way of the Sith Empire’s drive for domination. The Empire spares no
expense eliminating these threats, offering massive bounties to employ the galaxy’s most lethal
hunters. Earning a death mark from the Empire means a life spent in fear, constantly looking over
one’s shoulder. It’s never a question if a Bounty Hunter will find you… only when.
Both infamous and anonymous at the same time, Bounty Hunters are far more than mercenaries for
hire--they’re heirs to a professional legacy--an ancient brotherhood with a glorious history. Tracking
elusive targets across multiple star systems requires expertise, especially when the targets can be
prominent, powerful, and often prepared for confrontation. Thrill seekers from all walks of life set out
to become Bounty Hunters, but only the most hard-boiled survive in this competitive and deadly
business.
The Bounty Hunter’s path lies along the edge--the stakes are always high--and the path only leads
two places, to a life of infamous glory… or to a quick and ignominious death.
Imperial Relations
Though the Empire disapproves of the Bounty Hunters’ fierce independence, exceptions are made for
those who get results. Few individuals in the galaxy have the gall and the stomach to deliver on the
delicate and grim tasks in which Bounty Hunters excel. Nonetheless, no one is irreplaceable in the
Empire, and even the most proficient must repeatedly prove their worth. In the bounty business, one’s
name is everything, and with each mark a Bounty Hunter takes down, his reputation grows, as does
his price.
Affiliations and Loyalties
Bounty Hunters are far from a homogeneous lot--they come from all races and affiliations and each
pursues his quarry in his own unique way. Some Bounty Hunters adhere to the rugged Mandalorian
code of honor while others answer only to their own moral compass. Some work only on behalf of
organizations they agree with, while others have no sense of loyalty.
Despite being kindred spirits, fellow Bounty Hunters cannot always be trusted--among the
profession’s most notorious members, competition turns colleagues into the most ruthless of
enemies. Even the Bounty Hunters’ employers harbor hidden agendas; the tables are turned quickly
when complications arise… and they always do. Shifting allegiances, unbeatable odds, and deadly
showdowns are common in the occurrences in the life of a Bounty Hunter.
Specializations
Mercenary
If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy.
Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy
weapons platform. There’s no problem extra firepower can’t solve, and no one who knows what he’s
doing gets between a Mercenary and his target.
Mercenaries use there dual blasters to take down the enemy. The mercenary also gets heal abilities
to aid them and there allies in battle.
Powertech
A Powertech wears heavy plating like a second skin and never balks at taking on the newest
prototype technology if it means greater protection and upgraded safeguards. The best in armor
shielding, smart defensive tactics and high-powered flamethrowers combine to make the Powertech
an impenetrable one-man blockade, from which few enemies escape unscathed.
Gameplay
Click this link to see the video
http://www.ign.com/videos/2011/07/05/star-wars-the-old-republic-bounty-hunter-progression
Source: SWTOR.com
Compatable Species
Human
Cyborg
Zabrak
Rattataki
Chiss
Companions
Mako
Blizz
Skadge
Torian Caldera
Gault
Gang Warfare
An ex-gangster named Lew Brell needs your help preventing his brother Cam from following in his
footsteps. Lew has asked you to convince his old friend Rex Geer, the leader of Nem'ro's street gang,
to let Cam leave the gang. Talk to Rex inside the gang's hideout in Jiguuna.
Tasks
All Mercenaries learn how to fire two blasters at once, and can opt to learn the skills of a
Bodyguardusing state-of-the-art medical technologies to heal and protect allies; acquire an Arsenal of
Advanced rockets to rapidly deal damage; and access Advanced Prototypes including fiery missles
and darts to reduce and enemy's survivability and regenerative capacity.
Mercenary Skills
The following is a list of publically confirmed skills, and will be completed as more information is made
public.
Firebug
Arsenal
Bodyguard
Skill Name Usage Description
Your Healing Scan criticals have a
33% chance to reduce the heat cost
Critical Triage Passive
of your next lesser healing scan by
16. this effect lasts up to 10 seconds.
Cure Mind Passive Cure can also remove mental effects.
Emergency Instantly heals a friendly target for
Instant
Scan 372 - 393.
Your Lesser Healing Scan and
Empowered
Passive Healing Scan heal for 2% more. 3
Scans
ranks.
Energy Shield now further decreases
Energy
Passive ability activiation pushback by 25%
Overrides
and makes you immune to interrupts.
Improved Vent Heat now vents and additional
Passive
Vents 8% of heat.
Heals up to 3 allies within 8 meters of
Kolto Missile Instant
the targeted area for 128 - 145.
Creates a shell that will heal the user
when damage is taken. The effect
Kolto Shell Instant can only occur once every three
seconds, and lasts for five minutes,
or 10 uses, whichever comes first.
Lowers the activation time of Lesser
Med Tech Passive Healing Scan by 0.25 seconds. 2
ranks.
Your Healing Scan has a 50%
Proactive chance to apply a heal over time that
Passive
Medicine heals 91 every 3 seconds for 9
seconds. 2 ranks.
While Kolto Gas Cylinder is active
Prototype
Passive your healing is increased by 1%. 3
Kolto Gas
ranks.
Reactive Proactive medicine provides 10%
Passive
Armor armor.
Increases damage and healing of
Savvy Passive
periodic effects by 2%. 3 ranks.
Energy Shield increases healing
Shielded
Passive received by 15% for 10 seconds. 2
Retreat
ranks.
Reduces the pushback on healing
Stabilizers Passive abilities by 25%. Lowers threat
generated by 5%. 3 ranks.
Trained Field
Passive Increases aim by 3%. 3 ranks.
Medic
Trauma Increases the critical chance of all
Passive
Scans scans by 2%. 2 ranks.
Increases the critical healing bonus of
Warden Passive
all heals by 5%. 5 ranks.
Powertech
A Powertech wears heavy armor like a second skin and never balks at field-testing new technology if
it means greater protection and upgraded safeguards. The best in shielding, defensive tactics and
high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade,
getting up close and personal to enemies.
All Powertechs learn to use personal shield generators and can opt to acquire the skills of a Pyrotech,
using flamethrower attacks and other abilities that do damage at a short range and prevent an enemy
from fleeing; apply Shield Tech, using a variety of devices to survive any attack and draw enemy fire;
and access Advanced Prototypes including fiery missles and darts to reduce an enemy's survivability
and regenerative capacity.
Powertech Skills
Firebug
Shield Tech
Advanced Prototype
Skill Name Usage Description
Charged Gauntlet attacks have a 25% chance
Passive
Gauntlets to make your next Rail Shot auto-crit.
Flame Burst has a 10% chance and
Flame Immolate has a 33% chance to make
Passive
Barrage your next Rocket Punch free of cost.
this effect lasts 15 seconds. 3 ranks.
Grants 8 seconds of immunity from
movement slowing effects,
Hydraulic
Instant knockbacks, or other ballistic events
Overrides
and increases movement speed by
30%.
When you vent heat you regen 7% of
Kolto Vents Passive
your health over 10 seconds. 2 ranks.
Your Immolate and Retractable
Blade have a 20% chance to make
Meltdown Passive your next Flamethrower channel
twice as fast and tick twice as
frequently.
Ignite an already burning target into
Immolate Instant a burst of fuel that also deals splash
damage to nearby enemies.
Improved Lowers the cooldown of grapple by
Passive
Grapple 5 seconds. 2 ranks.
Increases the damage of Rocket
Iron Fist Passive Punch and Retractable Blade by
3%. 2 ranks.
Your Retractable Blade bleed
Prototype damage has a 5% chance to vent 8
Passive
Blade Vents heat. This effect can only happen
every 6 seconds. 2 ranks.
Prototype Burn Increases the critical chance of all
Passive
Enhancers fire effects by 5%. 2 ranks.
While High Velocity Gas Cylinder is
Prototype
active you have a 33% chance to
Cylinder Passive
vent 8 heat every 6 seconds. 3
Ventilation
ranks.
Increases duration of the stun of
Prototype Electro Dart by 0.5 seconds and
Passive
Electro Surge lowers its cooldown by 5 seconds. 2
ranks.
Flame Burst has a 35% chance to
grant Prototype Power Cycler,
Prototype
Passive increasing the damage dealt by
Power Cycler
your next area effect ability by 20%.
Stacks up to 5 times. 3 ranks.
Increases the critical strike damage
Prototype
bonus of Rocket Punch, Flame
Weapon Passive
Burst and Immolate by 10%. 5
Systems
ranks.
Rail Shot ignores 20% of the
Puncture Passive target's armor and has a 3%
increased critical chance. 2 ranks.
Plunges a retractable blade into the
target that deals 121 - 147 kinetic
Retractable
Instant damage and causes the targets to
Blade
bleed for 162 internal damage over
15 seconds.
Neural Dart has a 50% chance to
Sonic interrupt a player target. Increases
Passive
Disruptor the taunt Duration by 1 second. 2
ranks.
Stabilized While stunned you take 10% less
Passive
Armor damage. 2 ranks.
Sith Warrior
About Sith Warrior
Strength increases the damage and critical chances of the Warrior's Melee and Force powers. This
remains so for both the Marauder and the Juggernaut Advanced Classes. Warriors excel in melee
combat, and a Warrio out of range of his or her targets is out of his or her element. Warriors can
quickly enter the fray with Force Charge, build up Rage with Assult and spend that Rage on powerful
attacks like Vicious Slash and Smash.
An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the
Empire’s enemies and enforcing Sith domination across the galaxy. The Warrior channels the
destructive emotions of fear, anger, and hatred to purge weakness from body and mind and become
a being of pure, brutal efficiency.
Destined to eradicate the incompetent chaos created by the Jedi, the Sith seek to rule the galaxy
through power and intimidation. The armies of the Sith Empire are trained to accomplish this task, but
they require the leadership of bold Sith Warriors—loyal and mighty overlords—who will drive them to
conquest and victory.
These cold-blooded conquerors waste no time with cunning manipulations and carefully-crafted
plans. Sith Warriors crush their opponents and stride toward their goals with dreadful determination,
leaving ruin and annihilation in their wake. Emanating awe and terror at every step, they accept
nothing but absolute obedience from their followers. In turn, Sith Warriors can serve as loyal subjects
to their own dark masters, often surprising enemies and allies with their rigorous honor and perfect
discipline.
Whether they align their ambitions with those of the Dark Council or become renegades in pursuit of
their own goals, they are never far from the action. Their fierce hatred of the Jedi keeps Sith Warriors
at the forefront of any conflict with the Republic. The passion to eradicate the Jedi Order fuels many
of their actions, but that does not make them single-minded fools.
Ultimately, the destiny of any Sith Warrior is his own to choose... and woe to those who would stand
in his way.
A natural leader in any context, a Sith Warrior inspires both fear and undying loyalty into his followers
and allies. Though they rarely exercise patience for incompetence or indecisiveness, Warriors have
realized the importance of strength in numbers in their war with the Jedi, and have learned to accept
and sometimes even encourage their comrades, whether they are like-minded Sith, ruthless Bounty
Hunters, or others who embrace the darkness.
Specializations
Juggernaut
Sith who train in the stalwart arts of the Juggernaut boast unrivaled stamina in battle. Through
diligence and clarity, the Juggernaut shapes the Force to his will to become nearly invulnerable.
Damage that would destroy others is shrugged off, and futility fills the Juggernaut's foes with doubt
and despair. Protecting their allies and punishing their adversaries, they charge into the thick of any
fray, and take the brunt of the assault and are even able to drain the energy of their enemies to
further strengthen their resolve
Marauder
Wielding two sabers and unmatched aggression, Sith trained as Marauders slice through enemy
ranks, dealing death with merciless efficiency. Able to intuit precisely how to attack in order to
maximize every strike, their adversaries become victims in the blink of an eye. Whether annihilating a
squad of Republic troops or cutting down a single Jedi, the Marauder sees and exploits every
weakness to exact the greatest toll. Never hesitating, never faltering, there is no swifter bringer of
pain and damage in the galaxy.
Source: SWTOR.com
Gameplay
Click this link to see the video
http://www.ign.com/videos/2011/04/29/star-wars-the-old-republic-sith-warrior-progression
Compatible Species
Human
Sith Pureblood
Cybrog
Zabrak
Companions
Vette
Malavi Quinn
jaesa Willsaam
lieutenant Pierce
Broonmark
Vengeance (Damage)
Immortal (Defence)
Skill Name Usage Description
Bashes the target for 239 - 273
kinetic damage, stunning it for 4.0
Backhand Instant
seconds. This ability generates a
high amount of threat.
Retaliation now increases melee and
Blade
Passive ranged defenses by 2% for 6.0
Barricade
seconds. 3 ranks.
Calls upon the Force to aid you and
your companion, immediately
finishing the cooldown on Saber
Call On The
Instant Ward and restoring 2% of your
Force
maximum health every 3 seconds.
Requires an active companion. Lasts
1 minute.
Force Charge now stuns the target
Crash Passive
for 2 seconds. 1 rank.
Crushes the target with a mighty
blow, dealing 407 - 445 weapon
damage and applying 3 stacks of
Crushing Blow Instant armor reduction for 15.0 seconds.
Targets affected by 5 stacks of your
armor reduction suffer 509 - 557
weapon damage instead.
Increases the duration of Endure
Pain by 2.5 seconds. Increases
Dark Blood Passive
elemental and internal damage
reduction by 2%. 2 ranks.
Echoing Increases the damage dealt by
Passive
Scream Force Scream by 5%. 3 ranks.
Temporarily increases your
maximum health by 30% for 10.0
Endure Pain Instant
seconds. When the effect ends, the
health is lost.
Sundering Assault has some 50%
Enraged
Passive chance to build 1 additional rage. 2
Sunder
ranks.
Force Choke no longer needs to
Force Grip Passive channeled, applying its full effect
over 3 seconds.
Increases your melee and ranged
Guard Stance Passive defense by 2% while in Soresu
Form. 3 ranks.
Increases the damage dealt by
Heavy Handed Passive Backhand, Smash and Sweeping
Slash by 5%. 3 ranks.
Reduces the rage cost of Chilling
Intimidation Passive Scream and Backhand by 1. 2
ranks.
Reduces damage by 60% for nine
Invincible Instant
seconds.
Reduces all damage taken by 40%
Invincible Instant
for 10.0 seconds. 1 rank.
Reduces the rage cost of
Lash Out Passive Retatliation by 1 while Soresu Form
is active. 2 ranks.
Smash has some 50% chance to
lower the accuracy of affected
Quake Passive
targets by 5% for 18 seconds. 2
ranks.
Retaliates against the target for
123 - 143 weapon damage.
Retaliation can only be use after a
Retaliation Instant successful melee or ranged defense
and it does not respect the global
cooldown. Cannot miss, be parried
or dodged.
Parrying, deflecting, or shielding in
Sensesu form has a 50% chance to
Revenge Passive
reduce the Rage cost of your next
Force Scream or Smash by 1.
While in Soresu Form, parrying,
deflecting, shielding or resisting an
attack has some 25% chance to
Revenge Passive grant Revenge, reducing the rage
cost of your next Force Scream or
Smash by 1. Lasts 10 seconds and
stacks up to 3 times. 2 ranks.
Shield Increases shield chance by 2%. 2
Passive
Specialization ranks.
Force Scream has some 50%
chance to grant Sonic Barrier, which
Sonic Barrier Passive absorbs a moderate amount of
damage. Lasts 10.0 seconds. 2
ranks.
Increases the frequency at which
Soresu Form can generate rage by
1 second. In addition, Sweeping
Sweeping Fury Passive Slash and Vicious Slash have some
33.3% change to reduce the active
cooldown of Berserk by 1 second. 3
ranks.
Slashes up to 5 enemies in front of
Sweeping you for 171 - 186 weapon damage
Instant
Slash each. Attacks with both lighsabers if
dual wielding.
Taunts the target, forcing it to attack
the Warrior for 6.0 seconds. Player
Taunt Instant targets deal 30% less damage
when attacking anyone other than
you. Lasts 6.0 seconds.
Taunts all enemies within 15
meters, forcing them to attack the
Threatening Warrior for 6.0 seconds. Player
Instant
Scream targets deal 30% less damage
when attacking anyone other than
you. Lasts 6.0 seconds.
Reduces the cooldown of
Thrown
Passive Threatening Scream and Force
Gauntlet
Push by 7.5 seconds. 2 ranks.
Unleashes you from all
Unleash Instant incapacitating and movement-
impairing effects.
Reduces the cooldown of Unleash
Unleashed Passive
by 15 seconds. 2 ranks.
Marauder
Marauders weild two lightsabers at once, and are the prefferred specialization for those that want a
nimble fighter with considerable melee might.
Marauder Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Rage
Early Game(Korriban)
The one of the better ways to level a warrior is to play with them and test out what you can and can
not handle. They start with medium armor so are fairly durable. Make sure to keep the warriors buff
up and to make sure you are in a fighting stance. The starting stance will suffice until you reach the
advanced class.
Some of the early quests for the warrior can be difficult is trying to do solo such as the Tomb of Tulak
Hord. The class quest boss at the end of this area can be beaten solo but it is far from an easy fight.
As such it might be best to try to group with an inquisitor during the harder class quests. Also on
Koribban are two heroic quests which give a blue piece of gear along with a good experience boost
so try to do these when you can get a group.
Early on the Warrior only has 2 source of rage building. The normal attack which generates 2 rage
and the force leap which generates 3. So rage management early is key to maximizing the warriors
damage output. As such there is an aoe ability the warrior gets early that costs 3 rage so it would be
wise to activate it immediately after a leap since the aoe also stuns weaker targets and allows the
warrior to deal some good damage.
Finally keep all of your spells ranked up. While you may not want to immeaditly go back and level
them back at the academy for each character level up it would be wise to level them each time you do
head back to the academy. The trainer is currently located on the second floor.
Imperial Agent
About Imperial Agent
The Empire dominates scores of star systems across the galaxy, but not through the power of the
dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and
eliminate the Empire’s enemies--from intractable Republic senators to traitorous Imperial Moffs to
bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction,
and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and
the capriciousness of their own Sith overlords.
Imperial Intelligence cultivates a notoriously vast and efficient network of informants, enabling the
Agent to navigate the galaxy’s political landscape with effortless suave. Naturally, the Agent’s
allegiance to the Empire is without question, but great latitude exists for those so closely attuned to
the Empire’s secret agendas--Agents often harbor their own mysterious motivations as well. Having
pierced countless layers of intrigue, these spies know of conspiracies within conspiracies. Even close
contacts find it hard to predict what an Imperial Agent will do until it’s done.
The most elite operative within Imperial Intelligence is the ‘Cipher’ Agent--recruited and trained to
carry out the most dangerous and sensitive assignments the Empire has to offer. Whether working
undercover or carrying out assignments in broad daylight, the Cipher races along the razor’s edge of
disaster, using carefully orchestrated tactics that leave little room for error--the smallest slip-up can be
catastrophic. Each successful mission, however, shifts the galactic landscape in the Empire’s favor,
and the Agent plays a supremely critical role in securing Imperial domination.
The upper echelons of Imperial society are reserved for the Force-sensitive Sith alone, but theirs is a
world apart. The heart of the Empire consists of millions of subjects, descendants of the original exiles
who settled Dromund Kaas. For these loyal citizens, the Imperial Agent is the exemplar of the highest
level of achievement one might aspire to. These are the people the Agent risks everything to protect.
Though there are few idealists in Imperial Intelligence, the art of professional perfection is held in
deep reverence, and the Agent embodies the Imperial ideal in this respect.
Specializations
Operative
Combining the expertise of multiple disciplines, Operatives adapt to any environment and any
circumstance to ensure the Empire’s agenda is achieved. Whether emerging from stealth to ambush
and eliminate enemies in close-range combat or using advanced medical technologies to keep
colleagues in the fight, the Operative is able to identify the needs of any situation and react
accordingly.
Sniper
Focused on covert tactics and eliminating sensitive targets, Imperial Snipers are the most elite and
professional sharpshooters in the galaxy. After extensive training, the Sniper’s long range blaster rifle
becomes a weapon of exacting precision, allowing him to target enemies’ vulnerabilities and strike at
the perfect moment to turn the tide of battle.
Gameplay
Click this link to see the video
http://www.ign.com/videos/2011/04/28/star-wars-the-old-republic-imperial-agent
Source: SWTOR.com
Compatible Species
Human
Chiss
Cyborg
Zabrak
Rattataki
Companions
Kaliyo d'jannis
vector hyllis
Doctor Lokin
Type: Melee Tank
Armor: Light
Crew Skills: Biochem, Research
Raina Temple
Scorpio
Operative Medics (healers) are a dynamic healer in that their rotation of heals is consistent and
essential in order to provide constant beneficial healing while maintaining an effective and flexible
energy pool.
An early and effective rotation for Medics is placing 2 Kolto Probes on your target while utilizing
Diagnostic Scan and spamming it (Diagnostic Scan) continually until Kolto Probe is needed to be
refreshed. When a larger heal is needed, Kolto Injection and Kolto Infusion are readily available for
use. However, they do consume a large amount of your Energy pool.
Remember, the Operative Medic is a HoT (healing over time) based class that can effectively keep up
a single target while having a full energy pool to use in drastic situations.
Operative Skills
Lethality
Medic
General Skills
Sniper Skills
Lethality
Engineering
General Skills
Skill Name Usage Description
Armor
Able to equip clothing, robes, and
Proficiency: Passive
light-weight armor.
Light
Takes you to a discovered bind point
Quick Travel 6secs of your choosing. Not usable in
combat.
Revive 6secs Revives a defeated friendly player.
Leveling Guide (Imperial Agent)
Leveling Guide (Imperial Agent)
The Imperial agent is quite an interesting character to play especially in an MMO due to his ability to
use a cover system. This is rather unique in that they can take reduced damage, nullify damage, and
have access to new abilities while in cover. This is all suplemented with an Energy System behind
the cover system.
Energy
Energy is used to activate certain abilities that with cause an additional effect such as increased
damage or a crowd contorl effect. Energy regenerates farily quickly even in combat but it is
importanat to pace the energy out incase something onexpected to occur it will be possible to
counter.
Energy management is essential for both the Operative and Sniper Advanced Classes. Your energy
pool's regeneration rate is dependent on your total amount. In other words, the more Energy you
have, the more it regenerates. The less you have, the longer it takes to regenerate. Players familiar
with Guild Wars will be familiar with this mechanic.
It is important to find a balance between skill usage and managing your energy pool. Using your
biggest and most powerful abilities will not sustain your damage (as a Sniper) nor your ability to heal
your party members over a long period of time.
Cover System
This is a unique mechanic in MMO's that is only shared with the Smuggler class in this MMO. It
allows the use of cover only based abilities, grants increased defenses against ranged attacks, and
last as long as the player allows or until a crowd control effect hits the Agent to knock them out of
cover.
It is easy to go into cover by default. When in range of a cover position it only takes a simple press of
the "F" key (default) or an ability that benefits from cover to jup to a cover position.
While wearing medium armor the Imperial Agent is fairly frail. This is one of the reasons the cover
system is vital to the Imperial agent. The Imperial Agents buff grants all friendly memebrs a 5% crit
chance bonus. The Imperial agent excels at Ranged attacks but when the enemy gets close the
agent has a quick blade attack that does substaintial damage for very little enrgy. This should be
used if any enemy gets to close.
There are Two Heroics on Hutta both of which should be completed with a group because both
quests give a new Blue tier level item for completion as well as a great xp boost.
If you are not a person who likes to sit in front of one game for very long stretches of time or get bored
playing 1 character type for a duration then it would be wise to log off for a few hours and leave your
character in a Rest Zone. These are usually cantina's and will grant bonus experience points the
longer the character is left in the rest zone up to a certain point. The experience bar will change from
yellow to green when rested experience is available.
Sith Inquisitor
About Sith Inquisitor
The history of the Sith Empire is fraught with scheming politics and dark secrets--the lifeblood of the
Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival
depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and
allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat
environment, but to excel and seize authority.
Regardless of potential, few acolytes succeed in facing the rigorous trials to become Sith Inquisitors.
Only the most determined acolytes attain such an achievement, but these Sith are often the ones to
watch. Due to their manipulative genius, Inquisitors are skilled at exploiting both their enemies and
their allies to further their own personal agendas. Channeling this Force energy, Inquisitors are
capable of draining the life from their enemies and using it to feed themselves and their allies.
Though their skills are varied and many, Sith Inquisitors are most feared for their ability to channel the
energy of the Force, making them a spectacle to behold on the battlefield. Seething sparks of
lightning explode from the Inquisitors’ fingertips and wrap their enemies in tendrils of pure Force
energy. Because Inquisitors can twist the Force into lightning to stun, subdue, or destroy their foes, it
has become their signature. Those who have experienced the sensation of the Inquisitor’s Force
Lightning and survived forever recoil from the crackling sound of electricity.
To reach the highest echelons of power, the Inquisitor needs more than Force Lightning and a razor-
sharp mind. The most formidable Inquisitors dare to explore unorthodox practices by investigating the
enigmas of the past and by unlocking new powers for themselves. The Force is a source of unlimited
potential--a wellspring Inquisitors tap and bend to their will. Such intensity allows Sith Inquisitors to
become architects of the Empire’s future... or simply the architects of their own destruction.
Specializations
Assassin
Speed and deception are the tools in the Assassin’s arsenal. Whether using stealth to infiltrate a
Republic base and remove a high-profile target or tactically entering a large-scale battle, the
Assassin’s dual-bladed Lightsaber flashes with deadly precision to provide a relentless offense and
when necessary, a formidable defense. The Assassin can channel the Force just as easily, mentally
assaulting an enemy and manipulating a confrontation to ensure his side maintains the upper hand.
Sorcerer
The Dark Side holds dangerous secrets – and immense power for those who dare to uncover them.
The Sorcerer reaches into the darkest corners of the Force to harness volatile energies that can
wreak devastation on his enemies and bolster or even heal his allies. The air around a Sorcerer
crackles with dark energy, and those foolish enough to get in a Sorcerer’s way soon learn a new
definition of suffering.
Gameplay
Click this link to see the video
http://www.ign.com/videos/2011/05/13/star-wars-the-old-republic-sith-inquisitor
Source: SWTOR.com
Compatible Species
Human
Twi'lek
Rattataki
Zabrak
Sith Pureblood
Companions
Andronikos Revel
Ashara Zavros
Talos Drellik
Xalek
Type: Tank
Armor: Light
Crafting: Bioanalysis, Scavenging
Assassin
Assassins are masters of the dual bladed lightsaber, making them intimidating opponents at close
range. They can infuse their blades with the force for extra damage, utilize stealth, and drain the
health away from their opponents, making them a force to be reckoned with.
Assassin Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Madness
Deception
Darkness
Skill Name Usage Description
Increases the rate at which you force
Blood of Sith Passive
regenerates by 10%. 3 ranks.
Improves the effect of your saber
charges while they're active.
Charge Lightning Charge: Increases your
Passive
Mastery critical chance by 1%. Dark Charge:
Internal and elemental resistance
increased by 3%. 3 ranks.
Surrounds you in a Dark Ward with 8
charges that increases your shield
chance by 15% for 0 seconds. Each
Dark Ward Instant
time you successfully shield, Dark
Ward loses 1 charge. Does not break
stealth.
Activating Force Speed now removes
all movement impairing effects and
Force Shroud lasts 2 seconds longer.
Additionally, using Cloud Mind while
Disjunction Passive
Dark Charge is active will no longer
reduce threat, instead taunting all
enemies within 15m and forcing them
to attack you for 6 seconds.
Electric Increases the damage dealt by your
Passive
Execution saber charges by 3%. 2 ranks.
Increases the threat and damage
Electrify Passive
dealt by shock by 15%.
Thrash and Lacerate have a 50%
chance to reset the cooldown on
Energize Passive
Shock and make your next Shock a
critical hit.
Whirlwind no longer breaks on
Eye of the damage, but while the effect persists,
Passive
Storm the target takes 75% less damage
from all sources.
Increases your shield absorption by
2%. In addition, when you activate
Hollow Passive Overcharge Saber while Dark
Charge is active, you instantly heal
for 5% of your total health. 2 ranks.
Reduces the cooldown of Deflection
Lightning by 15 seconds, Force Speed by 2.5
Passive
Recovery seconds and Force Shroud by 7.5
seconds. 2 ranks.
Whenever you successfully parry or
deflect an attack, you recover 1% of
Lightning your total force. This effect cannot
Passive
Reflexes occur more than once a second. In
addition, your melee and ranged
defenses is increased by 2%. 2 ranks.
Increases the damage dealt by your
Mounting
Passive Dark Charge Discharge by 5% and
Darkness
Wither by 10%. 3 ranks.
Targets knocked down by your Spike
Nerve
Passive take 3$ more damage from all
Wracking
sources.
Increases your stealth detection level
Premonition Passive
by 1 and defense by 2%. 2 ranks.
Shadow Increases all healing done and
Passive
Basking received by 3%. 2 ranks.
Shroud of Increases your total Endurance and
Passive
Darkness Willpower by 1%. 3 ranks.
Spikes the target upon an
overloaded saber, dealing 156
Spike Instant energy damage and knocking
target's armor down for 0 seconds.
Requires a double-bladed lightsaber.
Swelling Increases the chance of Dark Charge
Passive
Shadow applying its effect by 2%. 2 ranks.
Increases the damage dealt by
Thrashing
Passive Thrash, Lacerate and Voltaic Slash
Blades
by 3%. 2 ranks.
Causes up to 5 targets to wither
under the weight of the force, dealing
61 kinetic damage and decreasing
Wither Instant
the damage all targets deal by 5%.
This ability generates a high amount
of threat.
Sorcerer
Sorcerers are masters of the dark side of the force. They can use force lightning to destroy their
enemies from afar, or they can use dark force energy to either heal their friends, or harm their foes.
Sorcerer Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Madness
Lightning
Corruption
Skill Name Usage Description
Your Static Barrier has a 33%
chance to erupt in a flash of light
when it ends, binding all nearby
Backlash Passive
enemies for 3 seconds. Damage
causes this effect to end
prematurely. 3 ranks.
Targets affect by your Affliction are
Conspiring
Passive slowed by 10% for it's duration. 2
Force
ranks.
Reduces the cast time of Dark
Dark Mending Passive
Infusion by 0.25 seconds. 2 ranks.
Dark Reduces the health spent by
Passive
Resilience Consumption by 1%. 2 ranks.
Reduces the force cost of Static
Barrier by 15, lowers the duration
Efficacious of Static Barrier's Deionized debuff
Passive
Currents by 3 seconds, and reduces the
cooldown of Static Barrier by 1.5
seconds. 2 ranks.
Increases all healing received by
Empty Body Passive
4%. 2 ranks.
Your Consumption has a 50%
chance to remove all movement
Fadeout Passive
impairing effects when used. 2
ranks.
Your resurgence has a 50%
chance to grant Force Bending,
Force Bending Passive which reduces the cast time of
your next Dark Heal, Dark Infusion,
or Revivification by 30%. 2 ranks.
Increases the damage and healing
Force
Passive of area effect abilities by 5%. 2
Suffusion
ranks.
Reduces the cooldown of your
Reanimate by 1 minute. In
addition, your innervate crits
Force Surge Passive have a 50% chance to make
your next Consumption not
degenerate your force and
consume no health. 2 ranks.
Increases total Presence by 3%
Haunting
Passive and all healing done by 1%. 2
Presence
ranks.
Heals a target for 132
Innervate Channeled immediately and a further 132
per second for 3 seconds.
Increases your force critical
Life Surge Passive chance by 1% and reduces all
damage taken by 1%. 2 ranks.
Reduces the pushback suffered
while casting healing abilities by
Lucidity Passive 25% and lowers the threat
generated by healing abilities by
5%. 3 ranks.
Increases your bonus healing by
[[Penetrating
Passive 5% and chance to hit with all
Darkness]
abilities by 1%. 3 ranks.
Immediately heals a target for
Resurgence Instant 100, plus an additional 125 over
8 seconds.
Heals all allies within 8 meters of
the targeted area for 94. Targets
Revivification 2 secs
remaining in the area heal for an
additional 152 over 6 seconds.
Increases the critical chance of
Seeping
Passive your periodic damage and
Darkness
healing abilities by 2%. 3 ranks.
Trooper
About Trooper
Not all heroes carry Lightsabers. Some just have the will to fight.
For decades, the armed forces of the Galactic Republic defended their civilization against the
seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic
military never backed down until the Senate ordered them to do so. These brave souls remain ready
and willing to lay their lives on the line today.
In the wake of the Treaty of Coruscant, the Republic military has begun recruiting from within its own
ranks, creating cutting-edge Special Forces squads for the inevitable day when the war with the Sith
Empire begins anew. These advanced strike teams are comprised of only the most talented and
disciplined soldiers—a new breed of elite Republic Troopers.
These Troopers are the embodiment of the Republic military’s highest aspirations...the most
advanced fighting force in the galaxy. They are equipped to face any foe in any environment, but it’s
not their gear that makes them tough—it’s their guts. The Troopers’ greatest weapons are their
indomitable spirit, their unwavering sense of duty and their undying loyalty to each other and to the
ideals that the Republic represents. In this age, the stakes have never been higher. The Republic
must win or face extinction. The fate of the galaxy rests upon ordinary men becoming extraordinary
heroes. This is the path of the Republic Trooper.
The Knights of the Jedi Order have defended the Republic for generations, but they have not fought
alone. A host of unsung heroes have marched at the Jedi’s side—common men courageous enough
to enlist and face the same risks as their Jedi comrades despite not having access to the Jedi powers
of protection. These heroes have not gone unappreciated by the Jedi. The men and women of the
Republic military are accorded complete respect and admiration by the Order and by the Republic’s
political leaders.
In the years since the Treaty of Coruscant, the Jedi have withdrawn in significant numbers to their
homeworld of Tython. Their presence in the Republic military, though still significant, is not what it
was during the war. In many ways, the Republic’s newly-trained elite Troopers have stepped up to
take charge of the Republic’s defenses. When Troopers are partnered with the Jedi, they are a force
Specializations
Commando
Vanguard
Unstoppable and utterly fearless,
Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of
defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping
into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently
dangerous, Vanguards have an uncanny survivability due to their expert defensive tactics and the
advanced technology at their disposal.
Gameplay
Source: SWTOR.com
Compatible Speciies
Human
Cyborg
Zabrak
Miralan
Companions
Aric Jorgan
Elara Dorne
Tanno vik
Type: Melee
Armor: Heavy
Crew Skills: ?, ?
Yuun
Commando Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Assault Specialist
Gunnery
Combat Medic
Skill Name Usage Description
Preventative Medicine now also
Armor Screen Passive
provides 10% armor while active.
Instantly healsa friend target for
Bacta Infusion Instant
246 - 279.
Recharge Cells now immediately
Cell Capacitor Passive recharges 3% additional cells. 2
ranks.
Reactive Shield now further
Combat decreases ability activation pushback
Passive
Shield by 30% and makes you immune to
interrupts.
Reduces the cost of Concussion
Efficient
Passive Charge, Concussive Round and Cryo
Conversions
Grenade by 1.
Increases the healing done by
Medical Probe and Advanced
Field Medicine Passive Medical Probe by 3%. In addition,
Medical Probe builds 3 charges of
Combat Support Cell. 2 ranks.
Increases ranged and tech critical
Field Training Passive
chance by 2%. 3 ranks.
Advanced Medical Probe has a 2%
Field Triage Passive chance to reduce the cost of your
Medical Probe by 2. 3 ranks.
Critical results with damage and
First healing abilities have a 5% chance to
Passive
Responder grant First Responder, increasing
alacrity by 5% for 1 second.
Lobs a kolto bomb at the target area,
exploding on impact. Heals up to 3
Kolto Bomb Instant
allies within 8 meters of the targeted
area for 56.
Kolto Bomb has a 5% chance to leave
Kolto Kolto Residue on affected targets,
Passive
Residue increasing all healing received by 5%
for 5 seconds.
Increases all healing received by 10%
Med Zone Passive while Reactive Shield is active. 2
ranks.
Potent Increases the critical healing bonus of
Passive
Medicine all heals by 3%. 5 ranks.
Advanced Medical Probe has a 5%
Preventative chance to apply Preventative
Passive
Medicine Medicine to the target, healing for an
additional 5 over 1 second. 2 ranks.
Reduces teh cost of Field Aid by 1. In
Psych Aid Passive addition, Field Aid now removes
negative mental effects.
Reduces the activation time of
Medical Probe by 0.25 seconds and
Quick
Passive reduces the cooldown of Advanced
Thinking
Medical Probe by 1.5 seconds. 2
ranks.
Reduces the pushback suffered while
Steady activating healing abilities by 35% and
Passive
Hands reduces the threat generated by
healing abilities by 5%. 2 ranks.
Coverts 30 charges of Combat
Support Cell to supercharge your
blaster, restoring 2 energy cells and
increasing all damage and healing
dealt by 10% for 1 second. While
active, the following abilities gain
Supercharge
Instant Supercharge effects: Charged Bolts:
Cells
Cost reduced by 2, Full Auto: Cost
reduced by 1: Advanced Medical
Probe: Cooldown reduced by 100%,
Kolto Bomb: Places a shield on all
targets, reducing damage taken by
10% for 15 seconds.
Deploys a trauma probe with 10
charges that lasts 5 minutes. When
the target is damaged, Trauma Probe
loses 1 charge and heals the target
Trauma Probe Instant
for x. This effect cannot occur more
than once every 3 seconds. Only one
trauma probe can be deployed at a
time.
Treated Reduces all damage taken by 2%
Wound Passive while Combat Support Cell is active. 2
Dressings ranks.
Vanguard
Like the Bounty Hunter Powertechs, the Vanguard has a variety of skills that make him deadly at
close range, with a formidable defense. For those who want to focus a bit less on run-and-gun tactics,
they are the ideal specialization.
Vanguard Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Assault Specialist
Tactics
Shield Specialist
Skill Name Usage Description
Increases Max Health by 30% for 15
Adrenaline
Instant seconds. Max Health returns to
Rush
normal after.
Increases the damage of High
Brutal Impact Passive
Impact Bolt by 3%. 2 ranks.
Increase absorption by 3% and
Ceramic
Passive reduces the cooldown of Adrenaline
Plating
Rush by 30 seconds. 2 ranks.
Storm has a 50% chance to increase
Charge! Passive your movement speed by 30% for 4
seconds. 2 ranks.
Increases the shield chance by 2%.
Counterattack Passive
5 ranks.
Harpoon has a 3% chance to
immobilize the target for 3 seconds.
Defensive
Passive In addition, your Stealth Scan has a
Measures
3% chance to immobilize the targets
it reveals for 3 seconds. 2 ranks.
Fires a shot that deals 350 elemental
Energy Blast Instant
damage and generates 1 energy cell.
Increases damage done by
Intimidation Passive
elemental attacks by 2%. 3 ranks.
Stockstrike now has a 5% chance to
trigger your Ion Cell. In addition,
when Ion Cell deals, damage, it has
Ion Overload Passive
a 3% chance to shock the target for
45 additional energy damage over 12
seconds. 2 ranks.
Further increases damage reduction
Ion Shield Passive by 3% while Ion Cell is active. 2
ranks.
Ion Cell damage now lowers the
Neural
Passive movement speed of the target by
Overload
50% for 6 seconds.
Rebraced Increases armor rating by 8%. 2
Passive
Armor ranks.
Throws a smoke grenade at your
feet that releases a large cloud of
smoke, causing nearby enemies to
Smoke Grenade Instant
have their accuracy with ranged
and melee attacks lowered by
20% for 6 seconds.
Increases the shield chance by
5%. In addition, shielding an attack
has a 3% chance to generate 1
Shield Cycler Passive
energy cell. this effect cannot
occur more than once every 6
seconds. 2 ranks.
Ion Pulse and Explosive Surge
spawn a static field, lowering the
Static Field Passive
target's damage dealt by 2% for 3
seconds. 2 ranks.
Blocking yields 10 percent chance
that your next Explosive Surge or
Static Shield Passive Pulse round will land a crit hit.
Effect can only occur once in a 10
second period.
Increases the critical strike bonus
Static Surge Passive damage of Stockstrike and
Explosive Surge by 15%. 2 ranks.
Steely Resolve Passive Increases Aim by 3%. 3 ranks.
Storms up to a distant target
dealing 178 - 192 kinetic damage,
interrupting the target's current
Storm Instant
action and immobilizing the target
for 3 seconds. Cannot be used
against targets in cover.
Increases the damage dealt by Ion
Supercharged
Passive Cell by 25% and increases the
Ion Cell
shock duration by 3 seconds.
Smuggler
About Smuggler
Sometimes luck is more important than skill, but it never hurts to have both.
Lawlessness has become common in the wake of the devastating war between the Republic and
Empire. Shifting political allegiances and marauding pirates have made independent space travel a
dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of
collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit
hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster.
Even then, the life of a Smuggler is always a gamble.
Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being
slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a
hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning
around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to
always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive.
Yet when backed into a corner, they quickly become cunning and often deadly combatants.
Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have
been known to turn down lucrative opportunities when the clients have demanded too much control.
Some Smugglers are even more discriminating—refusing to work with slavers and representatives of
the Sith Empire. It’s a business where one is always looking for trustworthy allies, but they are often
few and far between. Whether running an Imperial blockade or shooting down a double-crossing
gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for
wealth beyond their wildest dreams… or an anonymous death in the harsh void of space.
Faced with choosing an allegiance in these uncertain times, Smugglers have been forced to consider
the implications of trying to operate under the tight controls imposed by the Sith Empire. Though
never the most patriotic members of Republic society, many Smugglers have decided that siding with
the Republic is siding with freedom, and of course, freedom is everything.
The Republic has never indulged a systematic prejudice against Smugglers. Generally speaking, they
have more commonly tangled with laws and law enforcement measures from specific star systems,
not the greater Republic. Thus, it has not been overly difficult for the Jedi and the Republic military to
accept Smugglers as allies in resisting the growing dominance of the Sith Empire.
Specializations
Gunslinger
Master of the trick shot, the first to dive for cover and willing to take advantage of every opportunity,
the Gunslinger and his dual blasters are the perfect team. The Gunslinger can shoot out a man's legs
to keep him from charging, blind him so he can't get to his weapons or inflict serious injuries for
maximum distraction. There's a right target for ending every disagreement and the Gunslinger knows
them like the inside of his ship.
Scoundrel
The Scoundrel doesn't have time for politeness or a fair fight. In addition to his trusty blaster the
Scoundrel packs a stealth belt, a scattergun and a med pack--everything he needs to get in, knock
the enemy for a loop and get out alive. Being invisible works best, but even when Sith fly through the
air waving Lightsabers all they get to do is look surprised as the Scoundrel's scattergun sends them
back the way they came. The Scoundrel always shoots first.
Source: SWTOR.com
Starship - XS FREIGHTER
The classic Freighter has advanced by leaps and bounds since the Dynamic class Freighters from the
days of the Jedi Civil War. The freighter is larger and more versatile than its predecessors, and the
XS Freighter Light model also features a variety of significant upgrades that make it one of the fastest
and most nimble ships in the galaxy.
Combat Tactics
The Smuggler’s approach to fighting is guileful and improvisational. Preferring to tip the odds in their
favor from the start, Smugglers often rely on the element of surprise, using stealth and trickery to
catch opponents off guard. Despite the sly tactics, they are more than capable of holding their own in
a fair fight. Fast on the draw and a crack shot with a blaster, Smugglers tend to shoot first and be the
last ones standing.
Outfitting
They don’t wear fancy armor or carry high-powered blaster rifles, but Smugglers are outfitted for
action nonetheless. Wearing comfortable, flexible clothing with some custom modifications,
Smugglers are able to stay light on their feet and quick on the draw. Usually carrying a fast-firing
blaster or two, Smugglers have everything they need to shoot their way out of trouble. Though style is
rarely their intent, it seems to come naturally to Smugglers, and their dashing duds generally
complement their roguish charm.
Gameplay
...
Compatible Speciies
Human
Cyborg
Twi'lek
Zabrak
Miralan
Quests (Smuggler)
The smuggler lives the life of a western action/comedy. In the begining, the smuggler is doing a gun
run to Ord Mantel but his ship is stolen there. So he has to hunt down the person who stole his ship.
Gunslinger
Gunslingers are masters of ranged combat, capable of wielding two guns at once.
Gunslinger Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Dirty Fighting
Scoundrel Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Dirty Fighting
A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order--more than
twenty-thousand years of protecting the Republic and keeping the peace across the galaxy. Though
Jedi Knights have served as generals, guerilla fighters, and warriors for generations, their legendary
combat prowess faces its greatest test during this age.
Through years of disciplined training and meditation, the Jedi Knight hones body and mind into
perfect harmony. Combining the foresight of the Force with unrivaled reflexes and practiced physical
precision, the Knight turns combat into an art form, gracefully executing acrobatic feats in tandem with
elegant lightsaber tactics.
A source of inspiration to allies and intimidation to adversaries, the Jedi Knight’s presence is welcome
in any confrontation. The Order’s long history of fighting for justice has earned the trust of countless
friends and the hate of innumerable enemies. Few, though, are foolish enough to challenge a
seasoned Jedi Knight unless they have the skills and technology to even the odds.
The Jedi’s dark counterparts scored many victories during the war, expanding their Empire, and
putting the Republic on the defensive. Since the Treaty of Coruscant, the Sith have consolidated their
military might, even while the Jedi have withdrawn to Tython, a move that’s been looked at with
suspicion by many of the Republic’s politicians. Nonetheless, the war is far from over, and the Jedi
Knight’s resolve remains firm. With unwavering allegiance to the Republic and the light side of the
Force, the Jedi Knight fights with valiant determination, wading into the thick of any battle to protect
freedom and democracy and hold fast against those who oppose it.
No matter how dire circumstances may become, the Jedi Knight trusts the Force and keeps a cool
head. Knowledge and self-control are the critical components of wise decisions, and emotional and
mental clarity are an absolute necessity. Maintaining focus allows the Knight to rely on intuition; a
right mind leads to right action.
For many, the Jedi Knight is the guardian of a precious dream; a dream of peace, a dream of justice,
a dream of a brighter future. The fate of the galaxy depends upon the Knight’s ability to keep this
dream alive.
Specializations
Guardian
A wall between the good people of the Republic and their enemies, the Guardian stands firm in the
face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the
Force allows smooth movement even in heavy armor--making the Guardian a hard target to take
down. Leaders on and off the battlefield, Guardians are known for inspiring allies to amazing feats,
making them invaluable for conflicts of any size.
Sentinel
Control and focus are the hallmarks of the Sentinel. Through years of training the Sentinel learns the
art of using two Lightsabers simultaneously to create an intricate web of damage that is almost
impossible to evade. Manipulating the Force, the Sentinel can see holes in the enemy defense,
potential flaws in their own technique and how best to plan for both.
Source: SWTOR.com
Compatible Speciies
Human
Miraluka
Twi'lek
Zabrak
Miralan
Quests (Jedi Knight)
Prologue
The Jedi Knight begins his or her story on Tython where they plan to complete their Jedi trials and
complete their first lightsaber. While on Tython, they help a Twi'lek settlement and the newly rebuilt
Jedi Temple fight the flesh raiders, Tython's hostile natives. The flesh raiders, once thought to be
primitive, prove to be well coordinated with advanced battle field technology and possibly controled by
dark force users.
After clearing the main training area of the flesh raider pressence, you make your way to the Jedi
Temple to begin your training in full. A local Twi'lek settlement has been taking heavy fire from the
flesh raiders and with the Jedi students under attack, the Jedi Council has finally decided to step in
and help.
Guardian
Jedi Guardians are valiant warriors; they use their force powers to protect themselves and deal
damage to opponents through fierce melee combat.
Guardian Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Focus
Sentinel Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Focus
For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic
Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy
apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular.
Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy.
Years of arduous training and meditation have sharpened Consulars’ minds to cut to the truth as
cleanly as their Lightsabers cut through their foes. Whether unlocking long forgotten mysteries of the
Jedi, raising armies to fight for the Republic or engaging in mortal combat with Dark Lords of the Sith,
the Consulars’ deep attunement to the Force gives them all the power they need to rise to the
occasion with poise and balance.
Intimate attunement with the deepest Force mysteries gives Jedi Consulars the insight and empathy
to deftly handle charged conflicts that confound even the most cunning Senators and governors—but
Consulars know when it’s time to talk and when it’s time to fight. When negotiations turn aggressive,
Consulars demonstrate their gifts of foresight—anticipating and deflecting enemy attacks with fluid
strikes from their dual-bladed Lightsaber.
Jedi Consulars always seek to grow their knowledge of the galaxy, in understanding of themselves,
and in comprehension of the Force that binds it all together. The commitment to this pursuit gives
Consulars an unrivaled capacity for clarity in situations otherwise shrouded in darkness. However,
this same dedication can also prove to be extremely perilous—inviting Consulars to explore paths that
are better left untraveled. Some of the Jedi Order’s greatest minds have been seduced to the dark
side through purely academic inquiries. The Consular knows the pain of this temptation as a battle-
hardened warrior knows the throbbing of an old wound.
Before they can dispel the darkness in the galaxy, Jedi Consulars know they must first come to terms
with the darkness within. There’s no avoiding the temptation to take shortcuts or even to use their
knowledge for personal power; Consulars must constantly check their own motives. When tempted to
step onto the path leading to darkness, Consulars must remember the tormented fate of the Jedi who
have passed that way before. This is the only way they can unite the Jedi Order and the Republic and
rally the troops to rescue the galaxy from the menacing darkness.
Specializations
Sage
The mysteries of the Force are endless. A Jedi Sage, deeply attuned to the Force and devoted to
uncovering its esoteric secrets, knows this better than any in the galaxy. These masters of the Force
are famed for their wisdom and empathy as much as they are for their powerful healing and defensive
skills. In troubled times, a Sage brings together the wisdom of the past with cutting insight and the
power of the Force to change the flow of galactic events.
Shadow
A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle
hand. To avoid rash decisions on the part of the Council, Shadows go unseen, gathering information
and quietly thwarting those who seek to threaten the Jedi order. Employing Force techniques that
cloud enemy minds, Shadows slip into hostile territory, and when necessary, they strike enemies
down with deadly efficiency.
Gameplay
Click this link to see the video
http://www.ign.com/videos/2011/08/05/star-wars-the-old-republic-the-jedi-consular
Source: SWTOR.com
Compatible Species
Human
Miraluka
Twi'lek
Zabrak
Miraluka
Quests (Jedi Consular)
The Jedi consular quest line is quite a fun one. Without spoiling much, I can say that you travel
searching for an unknown evil harming fellow jedi members. The questline has many twists and turns,
yet still allows you to make an impact through your choices (e.x.: in one quest, you are faced with the
choice of whether or not to turn in two fellow jedi who are lovers).
Sage
Sages are true masters of the light side of the force; they utilize force energy to control the world
around them, whether they are healing their allies, or fighting their enemies.
Sage Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Balance
Seer
Skill Name Usage Description
Increases your bonus healing by 2%
Clairvoyance Passive and chance to hit with all abilities by
1%. 3 ranks.
Targets affected by your Weaken
Confound Passive Mind are slowed by 10% for its
duration. 2 ranks.
Rejuvenate has a 30% chance to
grant Conveyance, which increases
the effect of your next healing ability.
Benevolence: Force cost reduced by
Conveyance Passive 50%. Deliverance: Activation time
reduced by 1 second. Healing
Trance: Critical chance increased by
25%. Salvation: Force cost reduced
by 30%. 2 ranks.
Force Armor increases the target's
Egress Passive movement speed by 10% for 3
seconds. 2 ranks.
Reduces the pushback suffered
while activating healing abilities by
Foresight Passive
25% and lowers the threat generated
by healing abilities by 5%. 3 ranks.
Increases the duration of Rejuvenate
by 3 seconds. In addition,
Rejuvenate has a 15% chance to
Force Shelter Passive apply the Force Shelter effect to its
targets, increasing armor rating by
10% for the duration of Rejuvenate.
2 ranks.
Healing Heals a target over the course of
3 secs
Trance three seconds.
Reduces the activation time of
Immutable
Passive Deliverance by 0.25 seconds. 2
Force
ranks.
Lowers the force cost of
Restoration by 15. In addition,
Mend Wounds Passive Restoration now removes negative
physical effects and heals the
target for 30.
Increases all healing received by
Pain Bearer Passive
4%. 2 ranks.
Penetrating Increases the Force critical
Passive
Light chance by 1%. 3 ranks.
Reduces the Force cost of Force
Armor by 15 and reduces the
Preservation Passive
cooldown of Force Armor by 1.5
seconds. 2 ranks.
Reduces cooldown of Revitalize
by two minutes. Also Healing
Resplendence Passive
Trance critical hits make your next
Noble Sacrifice free.
Increases the damage and healing
Psychic
Passive of area effect abilities by 5%. 2
Suffusion
ranks.
Immediately heals a target for 130,
Rejuvenate Instant plus and additional 30 over 6
seconds.
Healing Trance critical hits have a
10% chance to make the next
Resplendence Passive Noble Sacrifice activate without
degenerating Force and without
spending any health. 2 ranks.
Heals all allies within 8 meters of
the targeted area. Targets
Salvation 2 secs
remaining in the area heal for an
additional 200 over 12 seconds.
Increases your Force critical hit
Serenity Passive chance by 1% and reduces all
damage taken by 1%.
Reduces the health spent by
Valiance Passive
Noble Sacrifice by 1%. 2 ranks.
Increases total Presence by 3%
Wisdom Passive and all healing done by 1%. 2
ranks.
Shadow
More offense-oriented than their Sage counterparts, the Shadow wields a double-sided Lightsaber
with deadly efficiency.
Shadow Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Balance
Key
Tanks
Bounty Hunter Powertech (Shield Tech)
Sith Warrior Juggernaut (Immortal)
Jedi Knight Guardian (Defense)
Trooper Vanguard (Shield Specialist)
Sith Inquisitor Assassin (Darkness)
Jedi Consular Shadow (Kinectic Combat)
Melee DPS
Imperial Agent Operative
Sith Inquisitor Assassin (Deception)
Sith Warrior Marauder (Carnage)
Sith Warrior Marauder (Annihilation)
Sith Warrior Juggernaut (Vengeance)
Jedi Knight Sentinel (Combat)
Jedi Knight Sentinel (Watchman)
Jedi Knight Guardian (Vigilance)
Jedi Consular Shadow (Infiltration)
Healing
Imperial Agent Operative (Medic)
Smuggler Scoundrel (Sawbones)
Trooper Commando (Combat Medic)
Bounty Hunter Mercenary (Bodyguard)
Sith Inquisitor Sorcerer (Corruption)
Jedi Consular Sage (Seer)
Ranged DPS
Sith Inquisitor Sorcerer (Lightning)
Jedi Consular Sage (Telekinetics)
Trooper Commando (Gunnery)
Trooper Vanguard (Tactics)
Bounty Hunter Powertech (Advanced Prototype)
Bounty Hunter Mercenary (Arsenal)
Smuggler Gunslinger (Saboteur)
Smuggler Gunslinger (Sharpshooter)
Smuggler Scoundrel (Scrapper)
Imperial Agent Sniper (Marksmanship)
Imperial Agent Sniper (Engineering)
Imperial Agent Operative (Concealment)
Other Species
There are a number of species that the player may choose from for their character. So far: Chiss,
Cyborg, Human, Miraluka, Mirialan, Rattataki, Sith Pureblood, Twi'lek, and Zabrak are officially
confirmed to be playable.
Each species has a unique social ability. Social abilities do not alter a character's stats in any way but
provide unique social animations that you can use for roleplay or for fun.
<span id="playable_class.2fspecies_combinations"
class="mw-headline" />
*Above Image Needs to be Updated to note that cyborgs can be Imperial Agents and Bounty Hunters,
for starters.
Chiss
Chiss are blue-skinned humanoids from the planet Csilla in the Unknown Regions. They are one of
the confirmed playable species, available as Imperial Agent.
As remote and secretive as the distant star system from which they emerged, the Chiss species
remains a mystery to most of the galaxy. Completely removed from the Republic and the Empire,
these blue-skinned humanoids evolved an advanced civilization known as the Chiss Ascendancy in
the Unknown Regions of space, despite constant political power struggles among the ruling class, the
Ascendancy maintain strict controls over its dominion and the civilization prospered. This is how the
Chiss developed socially and technologically in isolation for thousands of years... until they were
discovered by the Sith Empire.
During the late days of the Empire's exile. The Sith came into contact with the Chiss, and what
followed was an event unique int the annals of Imperial history. In every previous instance where the
Empire had encountered an alien civilization with enough technology and resources to defend itself,
the Empire demanded surrender and capitulation to the rule of the Emperor. Each civilization refused
and the Sith conquered their worlds and killed or enslaved the inhabitants. The power struggles of the
Ascendancy are rarely solved with force of arms, and the Chiss ruling class surprised the Empire by
considering the offer on its merits and asking for a summit. The Empire's military leadership,
confused, agreed.
Behind clsoed doors the best Chiss negotiators met with a who's who of important Imperial diplomats,
including the very unusual presence of the commander of the secretive Imperial Guard. Nothing has
ever been publicly revealed about that meeting but the outcome is known and now wondered about
by diplomats and historians the galaxy over. The Chiss would become the first official allies of the
emperor. their armies, resources and tax revenues would be freely offered to the Empire. In return the
Empire would allow the Ascendancy to govern and administer its own planets, and never set foot on
the Chiss homeworld of Csilla without permission. Not one political representative, not one noble
tourist, no one sith.
In the years that followed, the Chiss assisted the Sith in the invasion of Republic space and earned
the Empire's respect and trust as military allies, while in Sith controlled space, the Chiss submit to
Imperial authority without question and a handful of Chiss have even integrated themselves into
Imperial society. Nonetheless, the Chiss Ascendancy maintains its own ofrces, separate from the
Imperial military, and most members of the species still retain their characteristic private ways, even
when working closely with their heavy-handed Imperial allies. To the Republic, the Chiss continue to
be a complete mystery and the species' very existence is unknown except in high level political and
military circles.
Chiss Classes
Imperial Agent
Bounty Hunter
Cyborg
Cyborgs are cybernetically enchanced beings that are very similar to humans in appearence with the
only discernable difference being the Robtoics appearent on their bodies.
Bounty Hunter
Imperial Agent
Sith warrior
Smuggler
Trooper
Humans are the galaxy's most numerous and politically dominant sentient species with millions of
major and minor colonies galaxywide. Believed to have originated on the galactic capital of
Coruscant, they can be found anywhere. Humans are engaged in many different pursuits including:
spacers, mercenaries, smugglers, merchants, soldiers, assassins, farmers, crime lords, laborers,
slaves, slavers, and many others, including Jedi. Since Humans are the most common sentient
species, they are often considered to be a standard or average to which the biology, psychology, and
culture of other species are compared.
Humans are currently able to be any of the eight classes in The Old Republic.
Sith Warrior
Sith Inquisitor
Bounty Hunter
Imperial Agent
Jedi Knight
Jedi Consular
Smuggler
Trooper
so All classes
Miraluka
Though sharing a common genetic history with Humans, Miraluka have evolved into a significantly
different species because they are born without eyes. On their homeworld of Alpheridies, the only
source of light is a red dwarf star which emits light only in the infrared spectrum. Over the centuries,
the Miraluka adapted and developed the ability to see their surroundings through the Force. Though
they retain vestigial eye sockets, Miraluka wear decorative veils and generally have little trouble
assimilating into human society.
Miraluka have lived primarily in isolation over the millennia, but because of their Force-sensitivity, they
have had relations with the Jedi and some Miraluka have even joined the Order. That relationship has
grown even stronger since Jedi Civil War when the Sith Lord Darth Nihilus destroyed the Miraluka
colony on the world of Katarr. The only survivor of that attack — a Miraluka named Visas Marr — was
known to have traveled with the Jedi Exile and later to have helped rebuild the Jedi Order.
In the years of the Great War, Alpheridies has remained an independent system, but many Miraluka
have rallied to the Republic’s cause. Those who have joined the Jedi Order have proven to
consistently be strong in the Force and exceptionally skilled in the martial arts. Some masters
speculate that it is precisely because of their trust in the Force rather than their eyes that they fight so
fluently with lightsabers. Regardless of where and how they serve the Order, the presence of the
Miraluka within the Jedi ranks has been a boon. Many Sith Lords have learned the hard way to see
that Miraluka can be dangerous foes.
Social Ability: Sense Force Alignment - Senses the target's alignment with the Force
Current Classes
Jedi Knight
Jedi Consular
Mirialan
Hailing from the planet of Mirial, Mirialans are near-human with skin color ranging from dark green to
a pale tone similar to that of some humans. Mirialans are very fast and agile, making them hard to
best in any combat.
Mirialans are a religious species who only hold a weak understanding of the concept of the Force.
They believe that a person's actions contribute to their destiny. A geometric tattoo is often placed on
their face or hands to signify that an important milestone has been reached. The number of tattoos is
thus a good indicator of a Mirialan's age and/or experience.
Mirialan children are taught early to maintain a calm and reasonable attitude, giving the species a
reputation for great skill in negotiation.They also believe that each person's actions not only affect the
individual's destiny, but also influence the fate of their people. From this view, a Mirialan's efforts to
improve personally are also a contribution to the entire race. This motivation prompts them to intense
mental and physical training: an upbringing that helps Mirialan youth excel when considered for Jedi
training.
Focusing Ritual - Undergo a Focusing Ritual to rest and recuperate the spirit.
Jedi Knight
Jedi Consular
Smuggler
Trooper
Rattataki
For eons, the Rattataki have been constantly battling themselves and their fellow inhabitants. Mostly
isolated from the outside galaxy, the Rattataki quickly created new ways to kill each other. This
penchant for violence has made the species infamous for seeking out any reason to fight.And when
dealing with other enslaved species, most Rattataki find it easy to overlook their own persecution and
difficulties, instead taking a stance of superiority.
The pale-skinned Rattataki are made for battle. centuries of constant warfare have weeded out the
weak, shaping the remainder into proud, passionate, and deadly combatants. Even entertainment for
this violent species is combat; the gladiator pits of their home planet, Rattatak, are the planet’s most
popular amusement, well-known for being the most brutal in the galaxy. Exposed to their species’
competitive culture from birth, Rattataki develop into fearsome warriors.
Deep in the outer rim, the Rattataki species evolved in bleak isolation for thousands of years, clinging
to existence in sprawling caverns beneath the planet’s surface. They were driven underground by
monstrous beasts they believed were gods and savage storms that made the land nearly
uninhabitable. In their subterranean exile, the Rattataki tribes fought amongst themselves incessantly
over scarce resources, and many tribes even resorted to cannibalism. The weak and the sick were
sacrificed so that the strong might survive and one day claim the surface world.
Eventually, the mighty warlord Rattatak managed to unite his people long enough to drive back the
horrible beasts on the planet’s surface and establish mighty fortresses amidst the mountainous
terrain. Though his life was lost in the struggle on the surface, Rattatak’s name lived on. The
unification of the Rattataki was brief, and tribes settled back into their constant infighting, but at long
last they had emerged from their dark exile and contact was made with the greater galaxy. This led
many Rattataki to settle on other worlds, becoming sought after mercenaries, bodyguards and bounty
hunters.
Shortly after the Empire returned to Republic space, the young Sith Lord Darth Vich took notice of
Rattatak and its people. Eager to make a name for himself, he journeyed to the planet and, casting
aside 1000 years of anti-alien tradition, recruited a hundred tribes of Rattataki to populate his own
personal army. Their prowess in battle made them a dangerous force, and the dozens of force
sensitive among them became his personal acolytes. with the Rattataki at his command, Darth Vich
made a play for power in the Sith Empire that ultimately failed. In the wake of this failure, the Dark
Council enslaved or killed all of the Rattataki who followed Vich. Rumors about a small group of
Rattataki acolytes who helped betray Vich and were fully accepted for Sith training remain
unsubstantiated.
Social Ability: Shadowbox - Perform a series of mock blows, blocks, counters, warming up for the
fights to come.
Sith Inquisitor
Imperial Agent
Bounty Hunter
Sith Pureblood
Descendants of the original Sith species, the red-skinned Sith Purebloods inherit a legacy long
intertwined with the dark side. The ancient Sith were warlike, competitive, and ambitious, and they
performed arcane rituals to create powerful Force artifacts. For those Sith in whom the old blood still
flows strongly enough to be seen, there exists a strong current of innate darkness, making the rate of
Force sensitivity among purebloods near one hundred percent. They are extremly powerful.
Three thousand years ago, Dark Jedi, fleeing Republic space after the Second Great Schism,
discovered the Sith species on Korriban. They were surprised to find that the comparatively primitive
species displayed knowledge of the dark side that the Jedi themselves had never encountered. The
Dark Jedi resolved to subjugate the Sith and wrest their knowledge from them. Though the Sith struck
back in an attempt to protect their dark side secrets, they were ultimately outmatched by the superior
training and technology of the invaders. The Sith were enslaved by their dark Jedi overlords.
Over hundreds of generations, the two groups intermingled. The Dark Jedi found that Sith society and
culture suited their philosophy well. Before long, the elite ruling class of Korriban consisted almost
entirely of hybridized offspring of the Dark Jedi and the high priests of the Sith. This hybridization
resulted in an ambitious, ruthless race with a natural strength in the Force.
Genetically speaking, the term “pureblood” is a misnomer, as all modern Sith are hybrids, a product of
the unions between the ancient Dark Jedi and the original Sith race. However, the term is useful in
distinguishing those who carry enough of the blood of the ancient race to still be evident in their
features.
Social Ability: Punish your companion for his or her continued failure
Sith Warrior
Sith Inquisitor
Twi%27lek
Zabrak
Independence, confidence, and fierce determination characterize the Zabrak psyche. Most Zabrak do
not consider any challenge impossible, no matter how unfavorable the odds, and look down on the
weak who fear defeat. A tradition of intense martial training, a second heart, and resistance to
physical pain make them exceptional warriors and explorers. Their physical and mental prowess
demand respect. Zabrak have an intense drive to excel in all they do, a drive that carries with it a
persistent temptation to use any means necessary to achieve their goals.
If Zabrak sometimes seem arrogant, it is only because they have much to be proud of in their history.
The inhospitable crags and acid pools of their homeworld, Iridonia, shaped the Zabrak’s tenacity and
strong will. The Zabrak did not merely survive adversity in a hostile environment, they thrived,
managing to become one of the earliest known spacefaring races. They had already established
several colonies beyond their home system before first contact with the Republic.
Though similar in appearance to humans, Zabrak are distinguished by their vestigial horns and
hallmark facial tattoos. Horns develop as individuals come of age and tattoos are received during a
ceremonial rite of passage that occurs soon after they appear. These tattoos vary in design based on
the individual’s own trials and experiences. Zabrak from Iridonia are renowned for developing strict
regimens of martial training, and the discipline and perseverance they teach are instilled in all young
Zabrak.
The Zabrak colonies are situated near vital hyperspace lanes, enticing the naturally inquisitive Zabrak
to further explore the galaxy. New worlds mean new challenges to overcome and opportunities to
learn, adding to the strength of the species, and now Zabrak can be found amidst the ranks of the
Republic and the Empire both, leading troops to victory on the front lines, working from the shadows
to shape conflicts, or simply collecting credits as guns-for-hire.
Sith Warrior
Sith Inquisitor
Bounty Hunter
Imperial Agent
Jedi Knight
Jedi Consular
Smuggler
Trooper
so All classes
Player_Skills_%26_Skill_Trees
Mercenary
If the best defense is a good offense, the Mercenary's got the most intimidating defense in the galaxy;
heavily modified blasters and deadly heat-seeking missles make the Mercenary a mobile heavy
weapons platform. There's no problem extra firepower can't solve, and no one with sense gets
between a Mercenary and his or her target.
All Mercenaries learn how to fire two blasters at once, and can opt to learn the skills of a
Bodyguardusing state-of-the-art medical technologies to heal and protect allies; acquire an Arsenal of
Advanced rockets to rapidly deal damage; and access Advanced Prototypes including fiery missles
and darts to reduce and enemy's survivability and regenerative capacity.
Mercenary Skills
The following is a list of publically confirmed skills, and will be completed as more information is made
public.
Firebug
Arsenal
Bodyguard
Skill Name Usage Description
Your Healing Scan criticals have a
33% chance to reduce the heat cost
Critical Triage Passive
of your next lesser healing scan by
16. this effect lasts up to 10 seconds.
Cure Mind Passive Cure can also remove mental effects.
Emergency Instantly heals a friendly target for
Instant
Scan 372 - 393.
Your Lesser Healing Scan and
Empowered
Passive Healing Scan heal for 2% more. 3
Scans
ranks.
Energy Shield now further decreases
Energy
Passive ability activiation pushback by 25%
Overrides
and makes you immune to interrupts.
Improved Vent Heat now vents and additional
Passive
Vents 8% of heat.
Heals up to 3 allies within 8 meters of
Kolto Missile Instant
the targeted area for 128 - 145.
Creates a shell that will heal the user
when damage is taken. The effect
Kolto Shell Instant can only occur once every three
seconds, and lasts for five minutes,
or 10 uses, whichever comes first.
Lowers the activation time of Lesser
Med Tech Passive Healing Scan by 0.25 seconds. 2
ranks.
Your Healing Scan has a 50%
Proactive chance to apply a heal over time that
Passive
Medicine heals 91 every 3 seconds for 9
seconds. 2 ranks.
While Kolto Gas Cylinder is active
Prototype
Passive your healing is increased by 1%. 3
Kolto Gas
ranks.
Reactive Proactive medicine provides 10%
Passive
Armor armor.
Increases damage and healing of
Savvy Passive
periodic effects by 2%. 3 ranks.
Energy Shield increases healing
Shielded
Passive received by 15% for 10 seconds. 2
Retreat
ranks.
Reduces the pushback on healing
Stabilizers Passive abilities by 25%. Lowers threat
generated by 5%. 3 ranks.
Trained Field
Passive Increases aim by 3%. 3 ranks.
Medic
Trauma Increases the critical chance of all
Passive
Scans scans by 2%. 2 ranks.
Increases the critical healing bonus of
Warden Passive
all heals by 5%. 5 ranks.
Powertech
A Powertech wears heavy armor like a second skin and never balks at field-testing new technology if
it means greater protection and upgraded safeguards. The best in shielding, defensive tactics and
high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade,
getting up close and personal to enemies.
All Powertechs learn to use personal shield generators and can opt to acquire the skills of a Pyrotech,
using flamethrower attacks and other abilities that do damage at a short range and prevent an enemy
from fleeing; apply Shield Tech, using a variety of devices to survive any attack and draw enemy fire;
and access Advanced Prototypes including fiery missles and darts to reduce an enemy's survivability
and regenerative capacity.
Powertech Skills
Firebug
Shield Tech
Advanced Prototype
Skill Name Usage Description
Charged Gauntlet attacks have a 25% chance
Passive
Gauntlets to make your next Rail Shot auto-crit.
Flame Burst has a 10% chance and
Flame Immolate has a 33% chance to make
Passive
Barrage your next Rocket Punch free of cost.
this effect lasts 15 seconds. 3 ranks.
Grants 8 seconds of immunity from
movement slowing effects,
Hydraulic
Instant knockbacks, or other ballistic events
Overrides
and increases movement speed by
30%.
When you vent heat you regen 7% of
Kolto Vents Passive
your health over 10 seconds. 2 ranks.
Your Immolate and Retractable
Blade have a 20% chance to make
Meltdown Passive your next Flamethrower channel
twice as fast and tick twice as
frequently.
Ignite an already burning target into
Immolate Instant a burst of fuel that also deals splash
damage to nearby enemies.
Improved Lowers the cooldown of grapple by
Passive
Grapple 5 seconds. 2 ranks.
Increases the damage of Rocket
Iron Fist Passive Punch and Retractable Blade by
3%. 2 ranks.
Your Retractable Blade bleed
Prototype damage has a 5% chance to vent 8
Passive
Blade Vents heat. This effect can only happen
every 6 seconds. 2 ranks.
Prototype Burn Increases the critical chance of all
Passive
Enhancers fire effects by 5%. 2 ranks.
While High Velocity Gas Cylinder is
Prototype
active you have a 33% chance to
Cylinder Passive
vent 8 heat every 6 seconds. 3
Ventilation
ranks.
Increases duration of the stun of
Prototype Electro Dart by 0.5 seconds and
Passive
Electro Surge lowers its cooldown by 5 seconds. 2
ranks.
Flame Burst has a 35% chance to
grant Prototype Power Cycler,
Prototype
Passive increasing the damage dealt by
Power Cycler
your next area effect ability by 20%.
Stacks up to 5 times. 3 ranks.
Increases the critical strike damage
Prototype
bonus of Rocket Punch, Flame
Weapon Passive
Burst and Immolate by 10%. 5
Systems
ranks.
Rail Shot ignores 20% of the
Puncture Passive target's armor and has a 3%
increased critical chance. 2 ranks.
Plunges a retractable blade into the
target that deals 121 - 147 kinetic
Retractable
Instant damage and causes the targets to
Blade
bleed for 162 internal damage over
15 seconds.
Neural Dart has a 50% chance to
Sonic interrupt a player target. Increases
Passive
Disruptor the taunt Duration by 1 second. 2
ranks.
Stabilized While stunned you take 10% less
Passive
Armor damage. 2 ranks.
Juggernaut
The Juggernaut is a classic tank, powerful and heavily defended. He is not a support character, he is
more content to focus on inflicting as much pain as possible.
Vengeance (Damage)
Immortal (Defence)
Skill Name Usage Description
Bashes the target for 239 - 273
kinetic damage, stunning it for 4.0
Backhand Instant
seconds. This ability generates a
high amount of threat.
Retaliation now increases melee and
Blade
Passive ranged defenses by 2% for 6.0
Barricade
seconds. 3 ranks.
Calls upon the Force to aid you and
your companion, immediately
finishing the cooldown on Saber
Call On The
Instant Ward and restoring 2% of your
Force
maximum health every 3 seconds.
Requires an active companion. Lasts
1 minute.
Force Charge now stuns the target
Crash Passive
for 2 seconds. 1 rank.
Crushes the target with a mighty
blow, dealing 407 - 445 weapon
damage and applying 3 stacks of
Crushing Blow Instant armor reduction for 15.0 seconds.
Targets affected by 5 stacks of your
armor reduction suffer 509 - 557
weapon damage instead.
Increases the duration of Endure
Pain by 2.5 seconds. Increases
Dark Blood Passive
elemental and internal damage
reduction by 2%. 2 ranks.
Echoing Increases the damage dealt by
Passive
Scream Force Scream by 5%. 3 ranks.
Temporarily increases your
maximum health by 30% for 10.0
Endure Pain Instant
seconds. When the effect ends, the
health is lost.
Sundering Assault has some 50%
Enraged
Passive chance to build 1 additional rage. 2
Sunder
ranks.
Force Choke no longer needs to
Force Grip Passive channeled, applying its full effect
over 3 seconds.
Increases your melee and ranged
Guard Stance Passive defense by 2% while in Soresu
Form. 3 ranks.
Increases the damage dealt by
Heavy Handed Passive Backhand, Smash and Sweeping
Slash by 5%. 3 ranks.
Reduces the rage cost of Chilling
Intimidation Passive Scream and Backhand by 1. 2
ranks.
Reduces damage by 60% for nine
Invincible Instant
seconds.
Reduces all damage taken by 40%
Invincible Instant
for 10.0 seconds. 1 rank.
Reduces the rage cost of
Lash Out Passive Retatliation by 1 while Soresu Form
is active. 2 ranks.
Smash has some 50% chance to
lower the accuracy of affected
Quake Passive
targets by 5% for 18 seconds. 2
ranks.
Retaliates against the target for
123 - 143 weapon damage.
Retaliation can only be use after a
Retaliation Instant successful melee or ranged defense
and it does not respect the global
cooldown. Cannot miss, be parried
or dodged.
Parrying, deflecting, or shielding in
Sensesu form has a 50% chance to
Revenge Passive
reduce the Rage cost of your next
Force Scream or Smash by 1.
While in Soresu Form, parrying,
deflecting, shielding or resisting an
attack has some 25% chance to
Revenge Passive grant Revenge, reducing the rage
cost of your next Force Scream or
Smash by 1. Lasts 10 seconds and
stacks up to 3 times. 2 ranks.
Shield Increases shield chance by 2%. 2
Passive
Specialization ranks.
Force Scream has some 50%
chance to grant Sonic Barrier, which
Sonic Barrier Passive absorbs a moderate amount of
damage. Lasts 10.0 seconds. 2
ranks.
Increases the frequency at which
Soresu Form can generate rage by
1 second. In addition, Sweeping
Sweeping Fury Passive Slash and Vicious Slash have some
33.3% change to reduce the active
cooldown of Berserk by 1 second. 3
ranks.
Slashes up to 5 enemies in front of
Sweeping you for 171 - 186 weapon damage
Instant
Slash each. Attacks with both lighsabers if
dual wielding.
Taunts the target, forcing it to attack
the Warrior for 6.0 seconds. Player
Taunt Instant targets deal 30% less damage
when attacking anyone other than
you. Lasts 6.0 seconds.
Taunts all enemies within 15
meters, forcing them to attack the
Threatening Warrior for 6.0 seconds. Player
Instant
Scream targets deal 30% less damage
when attacking anyone other than
you. Lasts 6.0 seconds.
Reduces the cooldown of
Thrown
Passive Threatening Scream and Force
Gauntlet
Push by 7.5 seconds. 2 ranks.
Unleashes you from all
Unleash Instant incapacitating and movement-
impairing effects.
Reduces the cooldown of Unleash
Unleashed Passive
by 15 seconds. 2 ranks.
Marauder
Marauders weild two lightsabers at once, and are the prefferred specialization for those that want a
nimble fighter with considerable melee might.
Marauder Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Rage
Operative Medics (healers) are a dynamic healer in that their rotation of heals is consistent and
essential in order to provide constant beneficial healing while maintaining an effective and flexible
energy pool.
An early and effective rotation for Medics is placing 2 Kolto Probes on your target while utilizing
Diagnostic Scan and spamming it (Diagnostic Scan) continually until Kolto Probe is needed to be
refreshed. When a larger heal is needed, Kolto Injection and Kolto Infusion are readily available for
use. However, they do consume a large amount of your Energy pool.
Remember, the Operative Medic is a HoT (healing over time) based class that can effectively keep up
a single target while having a full energy pool to use in drastic situations.
Operative Skills
Lethality
Medic
General Skills
Sniper Skills
Lethality
Engineering
General Skills
Skill Name Usage Description
Armor
Able to equip clothing, robes, and
Proficiency: Passive
light-weight armor.
Light
Takes you to a discovered bind point
Quick Travel 6secs of your choosing. Not usable in
combat.
Revive 6secs Revives a defeated friendly player.
Assassin
Assassins are masters of the dual bladed lightsaber, making them intimidating opponents at close
range. They can infuse their blades with the force for extra damage, utilize stealth, and drain the
health away from their opponents, making them a force to be reckoned with.
Assassin Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Madness
Deception
Darkness
Skill Name Usage Description
Increases the rate at which you force
Blood of Sith Passive
regenerates by 10%. 3 ranks.
Improves the effect of your saber
charges while they're active.
Charge Lightning Charge: Increases your
Passive
Mastery critical chance by 1%. Dark Charge:
Internal and elemental resistance
increased by 3%. 3 ranks.
Surrounds you in a Dark Ward with 8
charges that increases your shield
chance by 15% for 0 seconds. Each
Dark Ward Instant
time you successfully shield, Dark
Ward loses 1 charge. Does not break
stealth.
Activating Force Speed now removes
all movement impairing effects and
Force Shroud lasts 2 seconds longer.
Additionally, using Cloud Mind while
Disjunction Passive
Dark Charge is active will no longer
reduce threat, instead taunting all
enemies within 15m and forcing them
to attack you for 6 seconds.
Electric Increases the damage dealt by your
Passive
Execution saber charges by 3%. 2 ranks.
Increases the threat and damage
Electrify Passive
dealt by shock by 15%.
Thrash and Lacerate have a 50%
chance to reset the cooldown on
Energize Passive
Shock and make your next Shock a
critical hit.
Whirlwind no longer breaks on
Eye of the damage, but while the effect persists,
Passive
Storm the target takes 75% less damage
from all sources.
Increases your shield absorption by
2%. In addition, when you activate
Hollow Passive Overcharge Saber while Dark
Charge is active, you instantly heal
for 5% of your total health. 2 ranks.
Reduces the cooldown of Deflection
Lightning by 15 seconds, Force Speed by 2.5
Passive
Recovery seconds and Force Shroud by 7.5
seconds. 2 ranks.
Whenever you successfully parry or
deflect an attack, you recover 1% of
Lightning your total force. This effect cannot
Passive
Reflexes occur more than once a second. In
addition, your melee and ranged
defenses is increased by 2%. 2 ranks.
Increases the damage dealt by your
Mounting
Passive Dark Charge Discharge by 5% and
Darkness
Wither by 10%. 3 ranks.
Targets knocked down by your Spike
Nerve
Passive take 3$ more damage from all
Wracking
sources.
Increases your stealth detection level
Premonition Passive
by 1 and defense by 2%. 2 ranks.
Shadow Increases all healing done and
Passive
Basking received by 3%. 2 ranks.
Shroud of Increases your total Endurance and
Passive
Darkness Willpower by 1%. 3 ranks.
Spikes the target upon an
overloaded saber, dealing 156
Spike Instant energy damage and knocking
target's armor down for 0 seconds.
Requires a double-bladed lightsaber.
Swelling Increases the chance of Dark Charge
Passive
Shadow applying its effect by 2%. 2 ranks.
Increases the damage dealt by
Thrashing
Passive Thrash, Lacerate and Voltaic Slash
Blades
by 3%. 2 ranks.
Causes up to 5 targets to wither
under the weight of the force, dealing
61 kinetic damage and decreasing
Wither Instant
the damage all targets deal by 5%.
This ability generates a high amount
of threat.
Sorcerer
Sorcerers are masters of the dark side of the force. They can use force lightning to destroy their
enemies from afar, or they can use dark force energy to either heal their friends, or harm their foes.
Sorcerer Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Madness
Lightning
Corruption
Skill Name Usage Description
Your Static Barrier has a 33%
chance to erupt in a flash of light
when it ends, binding all nearby
Backlash Passive
enemies for 3 seconds. Damage
causes this effect to end
prematurely. 3 ranks.
Targets affect by your Affliction are
Conspiring
Passive slowed by 10% for it's duration. 2
Force
ranks.
Reduces the cast time of Dark
Dark Mending Passive
Infusion by 0.25 seconds. 2 ranks.
Dark Reduces the health spent by
Passive
Resilience Consumption by 1%. 2 ranks.
Reduces the force cost of Static
Barrier by 15, lowers the duration
Efficacious of Static Barrier's Deionized debuff
Passive
Currents by 3 seconds, and reduces the
cooldown of Static Barrier by 1.5
seconds. 2 ranks.
Increases all healing received by
Empty Body Passive
4%. 2 ranks.
Your Consumption has a 50%
chance to remove all movement
Fadeout Passive
impairing effects when used. 2
ranks.
Your resurgence has a 50%
chance to grant Force Bending,
Force Bending Passive which reduces the cast time of
your next Dark Heal, Dark Infusion,
or Revivification by 30%. 2 ranks.
Increases the damage and healing
Force
Passive of area effect abilities by 5%. 2
Suffusion
ranks.
Reduces the cooldown of your
Reanimate by 1 minute. In
addition, your innervate crits
Force Surge Passive have a 50% chance to make
your next Consumption not
degenerate your force and
consume no health. 2 ranks.
Increases total Presence by 3%
Haunting
Passive and all healing done by 1%. 2
Presence
ranks.
Heals a target for 132
Innervate Channeled immediately and a further 132
per second for 3 seconds.
Increases your force critical
Life Surge Passive chance by 1% and reduces all
damage taken by 1%. 2 ranks.
Reduces the pushback suffered
while casting healing abilities by
Lucidity Passive 25% and lowers the threat
generated by healing abilities by
5%. 3 ranks.
Increases your bonus healing by
[[Penetrating
Passive 5% and chance to hit with all
Darkness]
abilities by 1%. 3 ranks.
Immediately heals a target for
Resurgence Instant 100, plus an additional 125 over
8 seconds.
Heals all allies within 8 meters of
the targeted area for 94. Targets
Revivification 2 secs
remaining in the area heal for an
additional 152 over 6 seconds.
Increases the critical chance of
Seeping
Passive your periodic damage and
Darkness
healing abilities by 2%. 3 ranks.
Commando
Commandos are masters of heavy ranged weaponry. For those that want to run into battle with guns
blazing and overwhelm their opponents with sheer firepower, the Commando is the best there is.
Commando Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Assault Specialist
Gunnery
Combat Medic
Skill Name Usage Description
Preventative Medicine now also
Armor Screen Passive
provides 10% armor while active.
Instantly healsa friend target for
Bacta Infusion Instant
246 - 279.
Recharge Cells now immediately
Cell Capacitor Passive recharges 3% additional cells. 2
ranks.
Reactive Shield now further
Combat decreases ability activation pushback
Passive
Shield by 30% and makes you immune to
interrupts.
Reduces the cost of Concussion
Efficient
Passive Charge, Concussive Round and Cryo
Conversions
Grenade by 1.
Increases the healing done by
Medical Probe and Advanced
Field Medicine Passive Medical Probe by 3%. In addition,
Medical Probe builds 3 charges of
Combat Support Cell. 2 ranks.
Increases ranged and tech critical
Field Training Passive
chance by 2%. 3 ranks.
Advanced Medical Probe has a 2%
Field Triage Passive chance to reduce the cost of your
Medical Probe by 2. 3 ranks.
Critical results with damage and
First healing abilities have a 5% chance to
Passive
Responder grant First Responder, increasing
alacrity by 5% for 1 second.
Lobs a kolto bomb at the target area,
exploding on impact. Heals up to 3
Kolto Bomb Instant
allies within 8 meters of the targeted
area for 56.
Kolto Bomb has a 5% chance to leave
Kolto Kolto Residue on affected targets,
Passive
Residue increasing all healing received by 5%
for 5 seconds.
Increases all healing received by 10%
Med Zone Passive while Reactive Shield is active. 2
ranks.
Potent Increases the critical healing bonus of
Passive
Medicine all heals by 3%. 5 ranks.
Advanced Medical Probe has a 5%
Preventative chance to apply Preventative
Passive
Medicine Medicine to the target, healing for an
additional 5 over 1 second. 2 ranks.
Reduces teh cost of Field Aid by 1. In
Psych Aid Passive addition, Field Aid now removes
negative mental effects.
Reduces the activation time of
Medical Probe by 0.25 seconds and
Quick
Passive reduces the cooldown of Advanced
Thinking
Medical Probe by 1.5 seconds. 2
ranks.
Reduces the pushback suffered while
Steady activating healing abilities by 35% and
Passive
Hands reduces the threat generated by
healing abilities by 5%. 2 ranks.
Coverts 30 charges of Combat
Support Cell to supercharge your
blaster, restoring 2 energy cells and
increasing all damage and healing
dealt by 10% for 1 second. While
active, the following abilities gain
Supercharge
Instant Supercharge effects: Charged Bolts:
Cells
Cost reduced by 2, Full Auto: Cost
reduced by 1: Advanced Medical
Probe: Cooldown reduced by 100%,
Kolto Bomb: Places a shield on all
targets, reducing damage taken by
10% for 15 seconds.
Deploys a trauma probe with 10
charges that lasts 5 minutes. When
the target is damaged, Trauma Probe
loses 1 charge and heals the target
Trauma Probe Instant
for x. This effect cannot occur more
than once every 3 seconds. Only one
trauma probe can be deployed at a
time.
Treated Reduces all damage taken by 2%
Wound Passive while Combat Support Cell is active. 2
Dressings ranks.
Vanguard
Like the Bounty Hunter Powertechs, the Vanguard has a variety of skills that make him deadly at
close range, with a formidable defense. For those who want to focus a bit less on run-and-gun tactics,
they are the ideal specialization.
Vanguard Skills
The following is a list of publically confirmed skills. More will be added as information becomes public.
Assault Specialist
Tactics
Shield Specialist
Skill Name Usage Description
Increases Max Health by 30% for 15
Adrenaline
Instant seconds. Max Health returns to
Rush
normal after.
Increases the damage of High
Brutal Impact Passive
Impact Bolt by 3%. 2 ranks.
Increase absorption by 3% and
Ceramic
Passive reduces the cooldown of Adrenaline
Plating
Rush by 30 seconds. 2 ranks.
Storm has a 50% chance to increase
Charge! Passive your movement speed by 30% for 4
seconds. 2 ranks.
Increases the shield chance by 2%.
Counterattack Passive
5 ranks.
Harpoon has a 3% chance to
immobilize the target for 3 seconds.
Defensive
Passive In addition, your Stealth Scan has a
Measures
3% chance to immobilize the targets
it reveals for 3 seconds. 2 ranks.
Fires a shot that deals 350 elemental
Energy Blast Instant
damage and generates 1 energy cell.
Increases damage done by
Intimidation Passive
elemental attacks by 2%. 3 ranks.
Stockstrike now has a 5% chance to
trigger your Ion Cell. In addition,
when Ion Cell deals, damage, it has
Ion Overload Passive
a 3% chance to shock the target for
45 additional energy damage over 12
seconds. 2 ranks.
Further increases damage reduction
Ion Shield Passive by 3% while Ion Cell is active. 2
ranks.
Ion Cell damage now lowers the
Neural
Passive movement speed of the target by
Overload
50% for 6 seconds.
Rebraced Increases armor rating by 8%. 2
Passive
Armor ranks.
Throws a smoke grenade at your
feet that releases a large cloud of
smoke, causing nearby enemies to
Smoke Grenade Instant
have their accuracy with ranged
and melee attacks lowered by
20% for 6 seconds.
Increases the shield chance by
5%. In addition, shielding an attack
has a 3% chance to generate 1
Shield Cycler Passive
energy cell. this effect cannot
occur more than once every 6
seconds. 2 ranks.
Ion Pulse and Explosive Surge
spawn a static field, lowering the
Static Field Passive
target's damage dealt by 2% for 3
seconds. 2 ranks.
Blocking yields 10 percent chance
that your next Explosive Surge or
Static Shield Passive Pulse round will land a crit hit.
Effect can only occur once in a 10
second period.
Increases the critical strike bonus
Static Surge Passive damage of Stockstrike and
Explosive Surge by 15%. 2 ranks.
Steely Resolve Passive Increases Aim by 3%. 3 ranks.
Storms up to a distant target
dealing 178 - 192 kinetic damage,
interrupting the target's current
Storm Instant
action and immobilizing the target
for 3 seconds. Cannot be used
against targets in cover.
Increases the damage dealt by Ion
Supercharged
Passive Cell by 25% and increases the
Ion Cell
shock duration by 3 seconds.
Gunslinger
Gunslingers are masters of ranged combat, capable of wielding two guns at once.
Gunslinger Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Dirty Fighting
Scoundrel Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Dirty Fighting
Guardian Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Focus
Sentinel Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Focus
Sage Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Balance
Seer
Skill Name Usage Description
Increases your bonus healing by 2%
Clairvoyance Passive and chance to hit with all abilities by
1%. 3 ranks.
Targets affected by your Weaken
Confound Passive Mind are slowed by 10% for its
duration. 2 ranks.
Rejuvenate has a 30% chance to
grant Conveyance, which increases
the effect of your next healing ability.
Benevolence: Force cost reduced by
Conveyance Passive 50%. Deliverance: Activation time
reduced by 1 second. Healing
Trance: Critical chance increased by
25%. Salvation: Force cost reduced
by 30%. 2 ranks.
Force Armor increases the target's
Egress Passive movement speed by 10% for 3
seconds. 2 ranks.
Reduces the pushback suffered
while activating healing abilities by
Foresight Passive
25% and lowers the threat generated
by healing abilities by 5%. 3 ranks.
Increases the duration of Rejuvenate
by 3 seconds. In addition,
Rejuvenate has a 15% chance to
Force Shelter Passive apply the Force Shelter effect to its
targets, increasing armor rating by
10% for the duration of Rejuvenate.
2 ranks.
Healing Heals a target over the course of
3 secs
Trance three seconds.
Reduces the activation time of
Immutable
Passive Deliverance by 0.25 seconds. 2
Force
ranks.
Lowers the force cost of
Restoration by 15. In addition,
Mend Wounds Passive Restoration now removes negative
physical effects and heals the
target for 30.
Increases all healing received by
Pain Bearer Passive
4%. 2 ranks.
Penetrating Increases the Force critical
Passive
Light chance by 1%. 3 ranks.
Reduces the Force cost of Force
Armor by 15 and reduces the
Preservation Passive
cooldown of Force Armor by 1.5
seconds. 2 ranks.
Reduces cooldown of Revitalize
by two minutes. Also Healing
Resplendence Passive
Trance critical hits make your next
Noble Sacrifice free.
Increases the damage and healing
Psychic
Passive of area effect abilities by 5%. 2
Suffusion
ranks.
Immediately heals a target for 130,
Rejuvenate Instant plus and additional 30 over 6
seconds.
Healing Trance critical hits have a
10% chance to make the next
Resplendence Passive Noble Sacrifice activate without
degenerating Force and without
spending any health. 2 ranks.
Heals all allies within 8 meters of
the targeted area. Targets
Salvation 2 secs
remaining in the area heal for an
additional 200 over 12 seconds.
Increases your Force critical hit
Serenity Passive chance by 1% and reduces all
damage taken by 1%.
Reduces the health spent by
Valiance Passive
Noble Sacrifice by 1%. 2 ranks.
Increases total Presence by 3%
Wisdom Passive and all healing done by 1%. 2
ranks.
Shadow
More offense-oriented than their Sage counterparts, the Shadow wields a double-sided Lightsaber
with deadly efficiency.
Shadow Skills
The following is a list of publicly confirmed skills. More will be added as information becomes public.
Balance
Archeology –
Archaeology is the study of crystal formations and archaeologocial finds. Crystal formations
contain crystals than an Artificer can use to construct lightsaber modifications and armor for
Force users. Archaeological finds contain artifact fragments of Froce-imbued technology. These
valuable items contain ancient formulas and algorithms used in the crafting skills Artifice and
Synthweaving. Archaeological finds possibly conceal rare datacron components that are used in
the creation of attribute-enhancing Matrix Cubes. Archaeologists can send their compansions
on missions to gather resources.
Bioanalysis –
Bioanalysis is the practice of collecing genetic material from creatures and vegetation. Genetic
materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists
use these materials to create medpacs to restore health, stimulants (single-use injections) that
provide a boost to physical abilities, and biological implants that enhance combat prowess by
stimulating neural networks and regulating brain stem functions. The crafting skill Biochem
utilizes Bioanalysis resources. Bioanalysts can send their compansions on missions to gather
resources.
Scavenging –
Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and
synthetic compounds from potential technological resources - junk piles, fallen droids,
abandoned cargo and broken-down vehicles. The crafting skills Armormech, Armstech and
Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to
gather resources.
Slicing –
Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable
items, credits and rare tech schematics. Common slicing targets include electronic safes, data
stations, security mainframes and biometric footlockers. These targets contain items, credits,
rare tech schematics used to construct Cybertech gadgets and space upgrades, and mission
discovery objects that unlock challenging missions that can potentially yield great rewards.
Slicers can send their companions on missions to retrieve these valuable items. Other possible
mission rewards include augments that can be slotted into exceptionally crafted items.
Scavenging – Scavenging is the art of salvaging useful parts and base materials such as
metals, alloys and synthetic compounds from potential technological resources - junk piles, fallen
droids, abandoned cargo and broken-down vehicles. The crafting skills Armormech, Armstech and
Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to
gather resources.
Recommended Crafting Skills: Armormech, Armstech, Cybertech.
Slicing
Slicing – Slicing is the art of accessing secure computer systems and lockboxes to acquire
valuable items, credits and rare tech schematics. Common slicing targets include electronic safes,
data stations, security mainframes and biometric footlockers. These targets contain items, credits,
rare tech schematics used to construct Cybertech gadgets and space upgrades, and mission
discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers
can send their companions on missions to retrieve these valuable items. Other possible mission
rewards include augments that can be slotted into exceptionally crafted items.
Recommended Crafting Skills: Cybertech.
Crafting Skills
Whether your team gathers resources or you
acquire them through other means, they’ll be
the cornerstone of crafting. Depending on how
you choose to specialize, your crew will be able
to construct armor, weapons, implants, or other
types of useful items and gear. You can use these
items yourself or put them up on the open market for
profit. You’ll receive Crew Skill reports even while you’re away from the ship, and if one of your
companions returns with the schematics for a valuable item, you can assign someone else to start
crafting the item right away on the ship’s workstation without having to return to the ship! Crafting
skills are very specialized disciplines; for your three Crew Skills slots, you’ll be able to select one
Crafting skill for your crew to master.
Exceptional Items - When your crew member returns from crafting the item you requested it may be
of exceptional quality such as increased armor or boosted item stats so be careful when selling or
reverse engineering your crafted items.
Reverse engineering - Depending on crafting profession you choose your companion will also be able
to reverse engineer some of your crafted items and found items. This will usually give you back some
of the materials used to craft the item in the first place while destroying the crafted item in the
process. Every now and then however when a crafted material is reverse engineered your
companion will discover a new schematic for them to craft a superior item. Watch for these carefully
because it could mean the difference between having to keep a lowly green to and advanced blue.
Armormech –
Armormech is the ability to work with hard metals, alloys and synthetic materials to construct
armor for non-Force users. Vendor-purchased fluxes are used during the armor creation
process to refine the materials to ensure suitability. Armormechs can reverse engineer their
crafted armor and possibly discover new ways to improve armor creation. The gathering skill
Scavenging provides crafting resources for Armormech.
Artifice –
Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators
and focii. Lightsaber modifications include color crystals and hilts that augment a Force user's
combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters.
Enhancements are modification upgrades for weapons and armor. Artificers can reverse
engineer their crafted items and possibly discover new ways to improve their creation. The
gathering skill Archaeology provides crafting resources for Artifice.
Recommended Gathering Skills: Archaeology (Power Crystals, Color Crystals and Artifact
Fragments).
Biochem –
Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical
serums and biological implants. Biochemists can create medpacs to restore health, stimulants
(single-use injections) that provide a boost to physical abilities, and biological implants that
enhance combat prowess by stimulating neural networks and regulating brain stem functions.
Biochemists can reverse engineer their crafted implants and possibly discover new ways to
improve implant creation. The gathering skill Bioanalysis provides crafting resources for
Biochem.
Synthweaving –
Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals
and artifact fragments to construct armor for Force users. Vendors provide premade solutions,
suspensions and composites that are used during the Synthweaving process. Synthweavers
can reverse engineer their crafted armor and possibly discover new ways to improve armor
creation. The gathering skill Archaeology provides crafting resources for Synthweaving.
Armormech – Armormech is the ability to work with hard metals, alloys and synthetic
materials to construct armor for non-Force users. Vendor-purchased fluxes are used during the armor
creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their
crafted armor and possibly discover new ways to improve armor creation. The gathering skill
Scavenging provides crafting resources for Armormech.
Recommended Gathering Skills: Scavenging (Scavenged Metals and Compounds).
Armstech – Armstech is the ability to work with hard metals, alloys and synthetic materials to
craft blasters, blaster barrels and melee weapons. Vendor-purchased fluxes are used during the
weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster
pistols, blaster rifles, sniper rifles, assault cannons and shot guns. Melee weapons include
vibroblades and electrostaves. Armstechs can reverse engineer their crafted items and possibly
discover new ways to improve their creation. The gathering skill Scavenging provides crafting
resources for Armstech.
Recommended Gathering Skills: Scavenging (Scavenged Metals and Compounds).
Cybertech – Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring,
mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that augment
combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance
combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback
via an external nerve relay. Cybertechs can reverse engineer their crafted items and possibly
discover new ways to improve their creation. The gathering skills Scavenging provides crafting
resources for Cybertech.
Recommended Gathering Skill: Scavenging (Scavenged Metals and Compounds).
Reverse engineering your crafted uncommon (green) quality items will (eventually) yield rare (blue)
quality item schematics with a randomized additional stat (i.e. extra Crit Rating).
'Level 1 - 20 ': Light, medium and heavy Force user armour belts and boots. Starts at uncommon
(green) quality.
Level 20 - 40 : Light, medium and heavy Force user armour gloves and trousers (pants/legs
depending on where you are from).
Level 40 - (to be continued ;) : Your first bought rare (blue) quality schematic, light, medium and
heavy belts.
Mission Skills
Mission skills are a unique addition to the
Crew Skills system. With these skills,
you send companions from your crew
across the galaxy on various missions to
recover information, hunt down loot, or
complete other goals to bring you rewards.
When you use a mission skill, you’ll select
a companion, choose a mission from an
ever-changing pool, and send that companion out after the prize.
You can choose from a variety of mission skills – is your crew into
conducting research? Participating in diplomatic missions? Trading in
illicit goods? There are many options, each with their own set of
benefits and rewards. Some can even earn you light or dark side points.
As with the other skills, your companions complete these missions on their own time and bring the
rewards back when they’re done. Any number of your Crew Skills can be a Mission skill, so get ready
to put your team to work!
Diplomacy –
Diplomacy is the art of conducting and managing negotiations. Sending your companions on
diplomatic missions can influence your light side or dark side standing. In addition to light side
and dark side influence, possible Diplomacy rewards include rare light armor crafting materials
used to construct prototype and artifact light armor, and gifts for companions to raise their
Affection rating.
Investigation –
Investigation is the skill of researching, gatheing, analyzing and decoding secret information.
Sending your companions on Investigation missions can yield valuable items in the form of rare
medium armor crafting materials used to construct prototype and artifact medium armor,
prototype schematics for all crafts, and gifts for companions to raise their Affection rating.
Recommended Crafting Skills: All (for schematics), Armormech, Synthweaving
Treasure Hunting –
Treasure Hunting is the ability to track down and recover valuable items by following a series of
clues. Companions sent on Treasure Hunting missions can return with rare gemstones used to
construct prototype and artifact earpieces, focii and generators, and blasters and electro
weapons. Other possible rewards include lockboxes that can contain valuable items or credits
and gifts for companions to raise their Affections rating.
Underworld Trading –
Underworld Trading entails the exchange of goods and services on the galactic black market.
Sending your companions on Underworld Trading missions can yield rare Biochem materials
used to construct prototype and artifact implants, rare underworld metals used to construct
prototype and artifact droid and heavy armor, and weapon and armor modifications. Other
possible rewards include gifts for companions to raise their Affection rating.
This is a mission skill for your crew members. As with other mission skills your companions
can bring back items that are hard to come by otherwise. The only way to level this skill is to send a
companion out on a mission.
Diplomacy is the art of conducting and managing negotiations. Sending your companions on
diplomatic missions can influence your light side or dark side standing. In addition to light side
and dark side influence, possible Diplomacy rewards include rare light armor crafting materials
used to construct prototype and artifact light armor, and gifts for companions to raise their
Affection rating.
The skill of eyamining eviaence and following clues to discover valuable secrets.
Investigation is the skill of researching, gatheing, analyzing and decoding secret information.
Sending your companions on Investigation missions can yield valuable items in the form of rare
medium armor crafting materials used to construct prototype and artifact medium armor,
prototype schematics for all crafts, and gifts for companions to raise their Affection rating.
The ability to track down and recover valuable items by investigating a series of clues.
Treasure Hunting is the ability to track down and recover valuable items by following a series of
clues. Companions sent on Treasure Hunting missions can return with rare gemstones used to
construct prototype and artifact earpieces, focii and generators, and blasters and electro
weapons. Other possible rewards include lockboxes that can contain valuable items or credits
and gifts for companions to raise their Affections rating.
In addtion you can gain "Gifts" to be given to your companions to increase their favor towards your
character.
Crew Skills Crafting Chart
Crew Skills Crafting Chart
Planets
The known galaxy is more than 100,000 light-years in diameter and consists of billions of star
systems. Among these star systems, current estimates suggest there are more than one million
inhabited worlds—many of them still unknown. At the current time, several planetary systems have
been singled out for further study. It is on these worlds that analysts believe the future of the galaxy
will be decided. Profiles of these planetary bodies are available here.
Coreward Worlds
Alderaan, 28-30
Balmorra, 16-20
Corellia, 47-50
Coruscant, 10-16
Ord Mantell, 1-10
Tython, 1-10
Hutt Space
Hutta, 1-10
Nar Shaddaa, 20-24
Quesh, 36-37
Voss, 44-47
Unknown Regions
Ilum, 50
Alderaan
For the Warzone of the same name, see Alderaan (Warzone)
About Alderaan
Once a prominent cultural center and key planet in the Republic, Alderaan has
since been ripped apart by civil war. Its serene mountainscapes make a stark contrast to the political
tumult below. With the growing threat of Imperial invasion, some have grown increasingly hawkish
and militaristic, while others wish for a return to the tranquility of the past.
For a video of this planet follow this link:
http://www.swtor.com/info/holonet/planets/alderaan#planetVideo
Alderaan is a mountainous world of lush forests and grasslands, ruled by an assembly of noble
houses and an enlightened and advanced citizenry. A founding member of the Republic, Alderaan
has been traditionally admired for its wealth, its art and its thinkers, while the deadly intrigues and
politics of the nobility have been downplayed.
Recently, those intrigues erupted into civil war, and Alderaan–now officially withdrawn from the
Republic–sees conflict it hasn’t known in ages. The Republic is backing House Organa’s quest for the
crown, whereas the Empire backs the former House Thul exiles. Palaces and fields have become
pockmarked by cannon fire, and house armies clash on the battlefield.
Alderaan Datacrons
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Alderaan Quests
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Alderaan Enemies
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Alderaan NPCs
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Alderaan Vendors
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Balmorra
About Balmorra
Few places in the galaxy have seen the peace promised by the Treaty of
Coruscant so thoroughly cast aside as the world of Balmorra. Fiercely independent, this long time
ally of the Republic has led the galaxy in advanced droid and weapons manufacturing. Now
Balmorra’s workers live and suffer under a full Imperial occupation force.
Soon after Balmorra was colonized, in the infancy of the Republic, it became a haven for some of the
most prolific manufacturers of fearsome weaponry and battle droids in the known galaxy. These
terrible military assets, combined with the planet’s strategic location close to the Core Worlds, kept
Balmorra in a constant state of war. Setting its sights on the weapons of war manufactured on the
planet, the Sith Empire resolved to take Balmorra, and in answer the Galactic Republic sent soldiers
to aid the Balmorrans in their fight to preserve their independence.
As the war tore on and continued to spread, the strained Republic could no longer afford to spend its
forces on Balmorra. Wave after wave of Republic troops were pulled off of the world for
redeployment elsewhere in the galaxy, until finally, in accordance with the Treaty of Coruscant, the
Republic was forced to officially end its support of Balmorra. A small, underground Republic force
was left on the planet to aid their Resistance, but the Balmorrans knew the truth of it; they had been
abandoned. Even so, the Empire was still unable to take full control of Balmorra.
Now, years after the treaty, a regrouped and rebuilt Republic is testing the limits of their fragile peace
with the Empire, sending back the reinforcements they had pulled off the planet years before.
Although the Balmorrans are accepting of Republic help, they do little to hide their resentment at
having been abandoned years before. Meanwhile, the Sith Empire is escalating their presence on the
planet, determined to claim Balmorra’s weapons, and put an end to this conflict once and for all.
Once an independent corporate and manufacturing world, Balmorra was defended by the Republic
and conquered by the Empire during the war. Now the corporations have mostly fled, local
collaborators have been rewarded with positions in the Imperial puppet government, and an
entrenched and well-armed resistance opposes the Empire’s rule.
Despite brutal retaliation by the Imperial military against military and civilian targets, the battle to
eliminate the resistance drags on. Droid factories and industrial waste sites have become
battlegrounds. The main Balmorran spaceport is in the city of Sobrik, an Imperial military stronghold
heavily fortified against resistance attacks.
Balmorra Datacrons
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Balmorra Quests
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Balmorra Enemies
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Balmorra NPCs
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Balmorra Vendors
<span class="mw-headline" />
Corellia
About Corellia
A founding member of the Galactic Republic, Corellia is one of the most vibrant
business centers in the galaxy, and of the highest strategic importance. Besides being the hub for
galactic corporate enterprise and maintaining a vocal presence in the Senate, Corellia is also the
birthplace of many Republic economic, political, and military leaders. While Coruscant is a symbol of
Republic power and tradition, Corellia is a testament to the Republic’s resourcefulness and respect
for personal and economic freedom.
Corellia’s capital, Coronet City, is a model of efficient industry blended with environmental aesthetics.
Determined to maintain their world’s beauty and individuality, Corellians protected large swaths of
parkland in the city’s heart. Underneath this sophisticated façade though, an atmosphere of corruption
lies just beneath the surface. Corporate influence has always driven Corellian political policy, and
most Corellians accept this as fair bargain for the freedoms and economic prosperity it affords.
Despite their appreciation for a lax legal system, Corellians are known to be staunchly loyal to the
Republic. This is why recent rumors of Imperial influence in the local government went largely ignored
until now. Nothing has been confirmed by reliable sources, but official lines of communication
between Corellia and the Republic have recently been suddenly and mysteriously shut down.
Holo-video and images from Corellia show widespread destruction in Coronet city, and though an act
of terrorism has not been ruled out, some fear the situation may be more serious. However dire
circumstances are, though, the rugged and resilient spirit of the Corellian people is sure to have
survived, and rest-assured, the Republic will stop at nothing to protect this planet that is so critical to
the Republic’s infrastructure and its culture.
One of the founding worlds of the Galactic Republic, Corellia nonetheless prides itself on its
independence. Some of the finest starships in the galaxy are made on Corellia, along with their daring
pilots–men and women looking to explore, to trade or just stay ahead of the law. The cities, like the
people, are distinctly Corellian, incorporating the natural landscape into their design despite a heavy
manufacturing base.
The Corellian government recently agreed to turn over power to the Sith Empire. This has resulted in
riots in the streets and open revolution despite Imperial claims of legitimacy, and the capital of
Coronet City has become a battlefield.
At the center of the galaxy, the gleaming towers of Coruscant symbolize the
power and prosperity of Republic civilization—the result of thousands of years of progress and
democracy.
Coruscant has been capital of the Republic since its founding more than twenty thousand years ago.
Home to the Supreme Chancellor and the Galactic Senate, Coruscant is the most politically
prominent planet in the galaxy.
Protected by the legendary Jedi Order, Coruscant has long been thought of as the galaxy’s safest
haven for law abiding citizens. All who would come in peace and partnership are welcome, and
hundreds of alien species and star systems have come to be represented on Coruscant over time.
These varied influences have made Coruscant the ultimate metropolis—a planet where anyone and
everyone can find somewhere they belong.
Sitting at the zero point for hyperspace coordinates, Coruscant acts as the hub for all the galaxy’s
trade routes. Though the city-world is without natural resources, it has long relied on member systems
and allies to supply the raw goods for the population’s growth and prosperity. Though it has faced
many difficulties in its long history, Coruscant has ever developed in a positive arc.
Despite the Republic’s initial losses in the Great War, the Jedi successfully repelled the Sith Empire’s
attacks on the Core Worlds. Citizens believed they were safe on Coruscant, and for many, that led to
an idyllic hope that the Republic would win the war. That hope was shattered when the Sith deceived
the Republic’s leaders, sacked Coruscant, and destroyed the Jedi Temple.
Since the Treaty of Coruscant, the Senate has been forced to make difficult decisions on prioritizing
the Republic’s resources. Focus has been put on shoring up defenses in the border worlds and
rebuilding only the parts of Coruscant critical to governance and trade. Large parts of the city-world
still remain in ruins, and many sectors have fallen under gang control.
Ultimately, the state of Coruscant is the state of the Republic—impressive and imperfect at the same
time, As with the Republic though, the strength of Coruscant lies not in its structures and systems, but
in its many citizens.
The proud capital of the Republic, Coruscant is the largest, the oldest and the most diverse city-world
in the galaxy. Kilometer-tall buildings cover virtually all of the planet’s surface, with the wealthy and
powerful living at the top and the poorest and the most desperate dwelling near the foundations.
Coruscant is only now recovering from the attack by the Empire that led to the eventual cease-fire.
Many buildings were reduced to rubble; a few still burn, the fires fueled by chemicals and uncontrolled
reactors. During the Empire’s attacks, the criminal underworld increased its power base as well, and
remains a formidable threat.
Ord Mantell
About Ord Mantell
Ord Mantell is the starting world for the Smuggler and Trooper.
The mountainous plains and volcanic islands of Ord Mantell are littered with the
ravages of a ruthless civil war. Republic forces are fighting elusive separatists who are conducting
guerilla style strikes against both military and civilian targets. Adding questions to an already
questionable situation, the planet’s government, though loyal to the Republic, is merely a puppet
regime for underworld concerns.
Corellian colonists settled Ord Mantell nine thousand years ago, and the planet became a staging
point for Republic military operations in the Outer Rim. Ord Mantell’s strategic value waned over the
centuries, however, and after a corrupt admiral sold off the local fleet, the military all but abandoned
the planet. Ord Mantell soon became a haven for smugglers, pirates, and bounty hunters, and the
local government fell under the sway of the crime syndicates—a dynamic that remains in place to this
day.
Though largely uncontested during the war between the Republic and the Sith Empire, things
changed after the Treaty of Coruscant. Though many star systems withdrew from the Republic, Ord
Mantell’s corrupt governors decided it was better business to stay loyal. Not all of the planet’s
populace agreed, however, and a separatist movement began and quickly escalated into an armed
conflict.
The marauders began a hit-and-run war to drive the military off the planet and achieve independence.
Over the last two years, the separatist attacks have ravaged the landscape and de-stabilized the
corrupted government. Despite the difficult situation, Ord Mantell’s defenses are being bolstered.
Crime syndicates backing the local government are bringing in potent black-market technologies from
Nar Shaddaa, and the Republic is deploying its most elite forces.
Tython is the starting world for the Jedi Knight and Jedi Consular.
Mystical scholars gathered on the harsh and mysterious world of Tython millennia ago to begin the
first studies of the Force, but controversy among the scholars’ ranks created a cataclysm which nearly
destroyed the planet. A small group of survivors fled to another star system, put their dark past behind
them, and founded the Jedi Order.
Thousands of years passed, and the true legacy of Tython was forgotten.
Rediscovering the planet early in the Great War, the modern Jedi began exploring the mysteries of
Tython’s history, and learning much about the earliest Force users.
When the Empire sacked Coruscant and destroyed their long-standing Temple, the Jedi Council
chose to rebuild the Temple on Tython and train a new generation of Jedi to battle the Sith menace.
They soon discovered, however, that Tython’s mystical power carried its own dark legacy, a
pervasive taint of unknown origins…
The mysterious Deep Core world of Tython is the birthplace of the Jedi Order. Millennia ago,
Tythonian warriors and scholars developed a unique mystic and martial philosophy while studying the
Force. Today, their Jedi descendants excavate ancient Tythonian ruins and relearn what was lost.
After the recent destruction of the Jedi Temple on Coruscant, the Jedi made their new home on
Tython. The mountainous planet remains mostly unexplored, and the violent natives pose a constant
threat. The order remains committed to rebuilding here, however, and is now training a new
generation of Padawans.
Dromund Kaas
About Dromund Kaas
Dromund Kass is the second World Emipre players will get to explore.
Dromund Kass is also home to the Imperial Captial Kass City. The terrain of Dromund Kass is both
mountainous and covered in jungle. You will encounter a camp dedicated to the teachings of a
former Force Master as well as some rather vile creatures such as Gundarks and Vine Cats.
On the remote jungle world of Dromund Kaas, the Sith have spent a thousand years building their
mighty war machine to prepare for an assault on the Galaxy.
Colonized in ancient times by the Sith Empire, the hyperspace coordinates of Dromund Kaas were
lost to time, allowing the isolated planet to fade into distant memory. Following a crushing defeat in
the Great Hyperspace War, the handful of surviving Sith desperately sought to escape annihilation at
the hands of their Jedi foes. The desperate Sith, leaving their collective destiny to chance, chose to
forgo all known hyperspace routes and attempt a series of dangerously random hyperspace jumps
and blind scouting missions. For 20 years the Sith armada drifted aimlessly in the forgotten regions of
space before finally rediscovering the Dromund system.
The Sith’s first century back on Dromund Kaas was dedicated to reestablishing the glory of Imperial
society. In the depths of the jungle, the magnificent capital city of Kaas City was established and a
citadel built – a standing testament to the power of the Emperor. Ceaselessly, the Empire worked to
raise both army and fleet in preparation for their inevitable return to the greater galaxy. Power hungry,
the Emperor spent great energy discovering and perfecting esoteric rites of darkness – rituals that
wrecked the atmosphere of Dromund Kaas, transforming the ionosphere into a swirling electric storm.
Now, more than one thousand years later, the Empire has returned to the galaxy – bringing full-scale
war with it. The Sith have forced a great number of systems into submission in the war, however
Dromund Kaas remains home to both the Emperor and his Dark Council. Even though the planet is
bristling with the energy of the dark side, it is the Imperial military that has the largest visible presence
on Dromund Kaas. It is here that the Empire’s power brokering games are played and alliances are
forged and broken. For up-and-coming Moffs and Imperial intelligence operatives, success – and
survival – hangs on the ability to master these games of intrigue.
It is from here, on Dromund Kaas, that the dark hand of the Empire reaches ever outward.
Dromund Kaas is the capital of the Sith Empire, founded a millennium ago in the aftermath of the
Great Hyperspace War. Since then, the sleek metropolis of Kaas City has grown into a symbol of
Imperial power, towering over the surrounding jungle and looming dark against the stormy skies.
The military and the Sith have authority here, under the eye of the Emperor himself. Aside from the
wildlife, the greatest threats are internal–slave revolts, feuding Sith Lords and the like. Planetary
defenses are formidable, as the Empire still remembers its defeat and exile long ago.
Korriban is the starting world for the Sith Inquisitor and Sith Warrior.
The earliest Sith lived on the red, dusty planet of Korriban, determined to grow strong despite the
inhospitable climate. Their success culminated in a bold civilization, made stronger when dark Force-
users arrived and interbred after being driven out of the early Jedi Order. This ancient Sith civilization
eventually became a superpower and challenged the Republic during the Great Hyperspace war.
Their defeat drove a handful of survivors into deep space where they regrouped and rebuilt,
determined to return.
Over time, the new Sith Empire lost its way back to Korriban, until a visit a few centuries ago by two
Jedi returning from the Mandalorian wars. Turned to the dark side, the two Jedi, Revan and Malak,
attempted to reclaim the Sith’s legacy in the known galaxy, but turned on each other and self-
destructed.
The true Sith Empire, governed by a thousand-year-old Dark Emperor, wisely waited, and returned to
the known galaxy only when completely prepared to defeat the Jedi and the Republic.
Retaking the holy planet of Korriban as a top priority, the Sith re-established the glorious Sith
Academy and began training a new generation of Sith to inherit their dark legacy and seize their
birthright as the true rulers of the galaxy.
A cruel planet of rocky red deserts and crumbling ruins, Korriban was the homeworld of the ancient
Sith. Reclaimed by the Empire in recent decades, it is now the site of the Sith Academy, where the
Dark Council oversees the training of new acolytes. Only Sith may come and go freely from the
academy, and for a non-Sith to visit Korriban is a great privilege.
Surrounding the academy are the tombs of the first Dark Lords. Used as testing grounds by the
academy overseers, the tombs remain filled with traps, monstrosities and relics, even millennia after
their construction–along with the bodies of a generation of failed acolytes.
Korriban Datacrons
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Korriban Quests
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Korriban Enemies
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Korriban NPCs
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Korriban Vendors
Taris
About Taris
As a symbol of hope and redemption in the face of Sith atrocities, the Republic has begun an unlikely
effort to re-colonize Taris, establishing a spaceport, military base and the beginning of settlements
amid the ruins. The remnants of the once great city-world have proven to be far more treacherous
than anyone expected, though, and many believe the effort to reclaim Taris is doomed to end in
disaster. One thing is certain – cleaning up what the Sith destroyed isn’t nearly as perilous as facing
what they didn’t.
Deep in the dark swampy ruins lies the legacy of a centuries old plague, once confined to Taris’
demolished Undercity. Bands of horrific rakghouls – abominations created by Sith alchemy – ravage
the planet’s surface. Each vicious attack carries the chance of transforming the victim into a diseased
monstrosity. There are scattered reports that some of these rakghouls are evolving bizarre, freakish
powers.
Determined to overcome the challenges, Republic and Jedi leaders are moving forward with the
efforts at colonization. Rebuilding what the Sith destroyed 300 years ago would be a monumental
symbolic victory, showing the galaxy that the Sith are not to be feared. But the Empire has no
intention of allowing such a significant achievement.
Taris was once a city-world like Coruscant. Three centuries ago, however, it was bombarded by the
Sith Lord Darth Malak and left a toxic ruin. The years since have not been kind to Taris, as vegetation
and animal life struggle to gain a foothold in the shattered skeleton of a planetary metropolis.
The Republic began to recolonize Taris less than a decade ago, and has suffered innumerable
setbacks–everything from pirate attacks to the strange "rakghoul plague." Nonetheless, the
reconstruction effort continues, its proponents determined to prove that the Empire can never truly
destroy greatness.
Nar Shaddaa
About Nar Shaddaa
One of the most vibrant and dangerous places in the galaxy, Nar Shaddaa is a
sprawling cityscape where nothing comes without a price. Dominated by a black market that caters to
every indulgence, the moon has become the ultimate symbol of corruption. The upper levels present
an endless parade of glittering neon towers and floating pleasure palaces; no greater concentration of
wealth exists across the galaxy. Behind these flashy facades, crime bosses and secret political
emissaries make backroom deals that decide the fates of worlds, and as much as both the Galactic
Republic and the Sith Empire might like to change it, the Hutt Cartel calls the shots.
For all the opulence above, however, an equal level of brutality lies below. The bowels of Nar
Shaddaa hide some of the galaxy’s darkest secrets. In the pursuit of advanced technologies,
unscrupulous enterprises conduct hazardous experiments on unwilling test subjects and crime lords
employ slaves as fodder on industrial assembly lines. Fugitives hide from the law after committing
heinous crimes, and prisoners who’ve vanished from all over the galaxy are held in anonymous and
inescapable private prisons. Criminal enterprises beyond Hutt control compete for power, as well –
foremost among them the Exchange syndicate, the Hutt Cartel's only genuine rival. While the upper
levels of Nar Shaddaa may be one of the most desirable places to visit in the galaxy, the moon’s
lower levels are a place which anyone in their right mind would avoid at all costs.
In the distant past, before becoming the Hutts’ showcase, Nar Shaddaa was used as a refugee camp
for Evocii driven from Hutta itself. Then again, after the Jedi Civil War 300 years ago, Nar Shaddaa
was swarmed with refugees who were used by the criminal Exchange to lure and capture any
remaining Jedi. More recently, when the Great War began, it brought ruin to many star systems, but
to Nar Shaddaa, it brought only more profit. While other systems were offering allegiance to the
Empire or to the Republic, the Hutts controlling Nar Shaddaa realized they could keep their autonomy
– and their increased profits – by dealing with both sides. This delicate balancing act has increased
the risk of doing business, but it hasn’t deterred competition. The Exchange and the Hutt Cartel have
engaged in a winner-takes-all crime war that spans the galaxy but centers on the tiny moon of Nar
Shaddaa.
The so-called "smuggler’s moon" is best known for one thing: anything can be bought here if the price
is right. Nar Shaddaa orbits Hutta, homeworld of the Hutt Cartel, but exists as a power in its own right.
Criminal organizations and legitimate enterprises operate side-by-side, regulated only by the Hutts’
whims. Gleaming skyscrapers house corporations, casinos, technology shops, spice houses and
every other type of business imaginable.
Although no other world offers Nar Shaddaa’s unique services, the city has a notorious murder and
disappearance rate. Gangsters, pirates, slavers and worse crowd the streets, and Republic and
Imperial representatives compete for influence with the local powers. Strangers should be extremely
cautious.
Quesh
About Quesh
Environmental poisons have made Quesh one of the most dangerous and
valuable planets in the galaxy, and the grounds for a savage battle between the Galactic Republic
and the Sith Empire. Though the chemicals on Quesh are lethal to most life forms, they can also be
used to create some of the most potent adrenals in the galaxy… and untold wealth for whoever
controls the ingredients.
Initially discovered by the Republic during the Great War, Quesh was abandoned after scientists
detected the poisonous content of its atmosphere. It wasn’t until years later that a young chemist
rummaging through old data recognized the potential for the chemical compounds on Quesh—they
are incredibly close to venenit shadaaga (Hutt Venom), a primary ingredient in high-grade adrenals
for healing, reflexes, and concentration.
If the Republic could find a way to process the delicate chemicals, it would provide a major source of
new income at a critical time in the war effort. Ultimately though, Republic engineers were unable to
master the techniques to synthesize the adrenals. They were forced to seek help from some unlikely
allies– the Hutts. Three families from the Hutt Cartel were quietly convinced to step around their
neutrality treaty with the Empire in return for a cut of adrenal profits that not even a Hutt could refuse.
The Cartel, so long as they received their share, looked the other way.
Within a decade, the Republic was fully invested in Quesh. Despite efforts to keep Quesh a guarded
secret, miner and worker gossip slowly crept out. It wasn’t long before the Empire heard about this
vast source of chemical wealth - and the treaty-breaking Hutts. The Cartel was forced to declare the
Republic-aligned Hutts traitors, and assist the Empire as it launched a full-scale attack on Quesh,
seeking to destroy Republic efforts and claim the resource for its own.
Now, the Republic struggles to defend its investment from the Empire and their unhappy Hutt Cartel
allies.
Once a lush tropical swamp, Quesh’s atmosphere became toxic after a series of quakes released
dangerous chemicals contained below the planet surface. Most of the native wildlife died off, and
Quesh became poisonous to virtually all higher species.
Quesh’s toxicity is also its source of value–the chemicals that poisoned the atmosphere are usable in
the most powerful adrenals and stimulants. The Republic, with the aid of the Hutt Cartel, has staked a
claim to Quesh and is attempting to establish chemical mines. Upon learning of Quesh’s existence,
the Empire quickly established a presence of its own.
Voss
About Voss
Primarily isolated on one tall peak and outnumbered by millions of their enemies, the non-Gormak
natives use the same name for themselves as for their world: Voss. Locked in a losing war with an
implacable enemy that sees them as a violation of the natural order, the hard-pressed Voss have
survived centuries of Gormak assaults through the disciplined training of their Commandos, the
placement and fortifications of their mountain city and the infallible guidance of the Voss Mystics.
The Voss Mystics are Force users of incredible power. Both the Sith and Jedi agree on this one point.
The Voss do not. Voss know nothing of the Force and are uninterested in outsider opinions. Mystics
have visions that are never wrong. The Voss follow these visions and survive. When the Sith Empire
schemed to conquer Voss, the Republic sought to defend the planet--but the Mystics foresaw both
plots and in the end a fleet disappeared, an Empire was humbled and two mighty powers came to
Voss peacefully to win favor.
Voss was first discovered only a few years ago, and the rocky, lightly forested planet remains absent
from many star charts. Two distinct cultures inhabit the world, both at a pre-spaceflight stage of
development.
The first culture, known as the Gormak, is a xenophobic and violent species that dominates most of
the planet surface. The second culture, known as the Voss, has been amenable to contact with
outsiders and welcomes visitors to the mountain city of Voss-Ka. The Voss have a highly ritualistic
society and are notable for their unusual aptitude with the Force. The Republic and the Empire have
sent representatives to Voss-Ka to explore the possibility of an alliance.
Hutta
About Hutta
Hutta is the starting world for the Bounty Hunter and Imperial Agent. Nem'ro
the Hutt is the crime king of Jiguuna.
In Huttese, the name translates into “Glorious Jewel”, and the planet more commonly called Nal Hutta
is considered a paradise to the gluttonous tastes of the Hutts. To anyone else, though, the planet is a
living nightmare—a disgusting and dangerous place to visit, and an unthinkable place to live. Current
Underworld slang has shortened the name to a simple ‘Hutta’—a place where more civilized people
threaten to send their children if they misbehave.
Before the creation of the Republic, Hutta was controlled by the native Evocii, a relatively primitive
race who made the mistake of engaging in extensive business deals with the Hutts, ignoring rumors
of their legendary greed. Centuries later, the Evocii realized their mistake too late—their entire
civilization was mortgaged. When the Hutts’ home-world of Varl later became polluted and
uninhabitable, the Hutts collected on the Evocii’s debts, becoming rulers of the planet
In the thousands of years since, the Hutts have subjugated the Evocii—they live in slavery and
squalor while the Hutts’ insatiable pursuit of wealth pollutes the planet. Hutta has become the
breeding grounds for the powerful Hutt families who control competing crime cartels that operate
across the galaxy. Though petty vendettas keep them in constant conflict with one another, the Hutts
have remained neutral in the long-running war between the Republic and the Sith Empire, keeping
their world exactly as they like it.
The Hutts are the lords of Hutta’s demented society, and all other races, even official foreign
emissaries, are seen as expendable fodder in the Hutts’ bloated, wormlike eyes. Even the most
infamous bounty hunters are hesitant to venture on the Hutts’ home-turf, and no sane person would
ever come to Hutta willingly without the most crucial need.
Adopted homeworld of the notorious Hutt Cartel, Hutta is a planet of semi-toxic swampland broken up
by industrial facilities and urban centers. Hutt-aligned gangs control the civilized regions, forever
warring over territory and resources. In the swamps, the native Evocii struggle against their Hutt
rulers with limited success.
The Hutts are officially neutral in the conflict between Empire and Republic, and welcome visitors.
Pirates, slavers and spice dealers are all common sights in Hutt palaces, while corporations often
establish themselves on Hutta’s moon, Nar Shaddaa. Newly arriving shuttles on Hutta are directed to
the town of Jiguuna.
Belsavis
About Belsavis
Republic knowledge of Belsavis predates the Great Hyperspace War, but for
centuries, the planet warranted little attention. With the exception of some unusual volcanic activity,
the planet was deemed, in all ways, unremarkable. Belsavis was added to the star charts then
summarily dismissed as nothing more than another curiosity of the Outer Rim.
Fifty years ago, while investigating the planet’s tropical rifts that seemed to defy the ice shelves in
completely unnatural ways, Republic scientists stumbled upon an ancient prison constructed by the
Rakatan Empire. Behind the force fields and ultra hard metals were the most terrifying prisoners in
the galaxy. Republic efforts to explore and secure the dilapidated network of vaults were impeded by
ferocious alien species, and nearly unstoppable droids.
Realizing it was only a matter of time before the vaults and stasis chambers containing the worst of
these prisoners failed, the Republic committed a force to maintain the complex, and establish a new
Republic prison on Belsavis’ unused surface. In secret Strategic Information Service meetings it was
decided that this new prison, dubbed “the Tomb”, was only to be used in cases where execution was
impractical or impossible.
Once the Great War erupted, the Tomb’s population rapidly increased. Mandalorians, Sith Lords, and
creations of Sith alchemy were sent to Belsavis for containment. As rumors of the Tomb’s existence
spread, Imperial Intelligence began searching for the legendary super prison. Despite Republic efforts
to keep its location a secret, the Empire learned of the operation on Belsavis and sent strike teams to
liberate all the imprisoned Sith.
In the short time since the Imperials arrived, the prison grounds have been transformed into a
labyrinth of battle and chaos. The Empire has discovered that extracting its loyal subjects from among
their violent fellow inmates will not be easy, and even though the Republic is rushing to restore order,
the threat of the mysterious evil breaking loose from its ancient prison is becoming all too real.
Officially, Belsavis is a sparsely populated Republic world dominated by arctic plains. Its only notable
feature is the rare tropical rifts that break up the expanses of ice, heated by natural geothermal vents
and home to a surprising diversity of plant life.
In truth, Belsavis is an ultrasecure prison colony established by the Republic. Until recently, the
prison’s existence was top secret, but its discovery by the Empire has resulted in rumors spreading
throughout the galactic underworld. The prison is now in a state of lockdown, and both Republic and
Imperial militaries have a presence on the scene.
Hoth
About Hoth
One of the most remote and lifeless planets in the known galaxy, Hoth was of
no real interest to the Republic until it became the site of a devastating military defeat. At the height of
the Great War, Republic and Imperial fleets clashed in the Hoth system in a decisive battle which saw
the destruction of some of the most advanced and powerful starships in the galaxy.
In the aftermath of the battle, the icy planet of Hoth became a massive starship graveyard, littered
with the wreckage of hundreds of warships from both sides, including several prototype ships the
Republic had deployed in the hope of turning the tide of the war. As the war raged on, though, neither
the Republic nor the Empire had the time and resources to mount a recovery operation.
Upon learning of the wealth of technology abandoned on Hoth, an ambitious pirate confederation
started their own salvage operation. They brought an army of droids and mercenaries and began
looting all useful remnants from the wreckage in an effort to piece together their own battle cruisers
and create a pirate armada.
In the wake of the Treaty of Coruscant, however, both Republic and Empire have returned to reclaim
what’s left of their war machines, and Hoth has become a point of considerable contention. Despite
the peace and the planet’s remote location, skirmishes have broken out often, and now both
superpowers have become entrenched—committed to fighting for Hoth until the cold, bitter end.
Few life-forms can survive on the ice planet Hoth. Between its subzero surface temperatures,
sheering winds and frequent whiteouts, the environment should be considered extremely hostile even
to properly outfitted individuals; mechanical equipment and communications technology are prone to
freeze and malfunction as well, making any minor setback potentially lethal.
During the war between Republic and Empire, the Hoth system was the site of a major fleet battle.
This resulted in a large number of starships falling into Hoth’s gravity well and crashing on the planet
surface. These derelict ships have become the base of operations for a large group of pirates, as well
as a center of dispute between Republic and Imperial forces.
Tatooine
About Tatooine
Far in the Outer Rim, the sands of Tatooine bake beneath the glare of two
bright suns. Small pockets of barely civilized communities dot the desolate landscape, surrounded by
the endless expanse of barren dunes and rocky canyons that have silently slain so many of those
who ventured out into the desert. Among the small shantytowns and settlements that persist, travelers
may find shelter from the brutal climate, but trust is as rare as water on this lawless world. Visitors
and locals alike must constantly watch their backs in Tatooine’s townships.
For centuries, Tatooine was of little interest to the rest of the galaxy – until the Czerka Corporation
showed up five hundred years ago, seeking to exploit the natural resources they believed were
beneath Tatooine’s surface. Czerka’s efforts to mine Tatooine ended in failure, but the planet’s hostile
environment proved to be the perfect place for Czerka’s Secret Weapons division. Able to operate
with no restrictions, Czerka brought alien technologies and experiments too horrible or dangerous to
be allowed on any other system in the galaxy. While the full scope of how far Czerka went with their
research remains unknown, it’s clear that suddenly, and without warning, Czerka completely pulled
out of Tatooine, leaving their Secret Weapons complex to be swallowed by the sands.
The former Czerka outpost of Anchorhead has now become a lawless haven for smugglers, pirates
and anyone else who wants to drop off the radar. Though Anchorhead often serves as a pit stop for
Republic Starships in the Outer Rim, the Republic has no official presence. Unbeknownst to the
Republic however, the Imperial military has established a presence on Tatooine, to explore the old
Czerka labs. The Empire has garrisoned a small force in the town of Mos Ila where industrious Jawa
had restored a spaceport hoping to encourage trade, only to see their hard work taken over by
Imperial troops who drove the Jawa back into the desert. This puts the Imperials only a short distance
from the main community at Anchorhead.
A harsh desert planet off all the major trade routes, Tatooine is known for its heat, its sand, its
dangerous wildlife–and little else. Only a few settlements dot Tatooine’s endless wastes, inhabited by
handfuls of traders and moisture farmers. Tatooine’s obscurity has also attracted a small but
significant criminal population, here to hide from galactic authorities. Tatooine lacks any central
government or allegiance to Republic or Empire. There are rumors of an Imperial occupation taking
place in one of the frontier settlements, but nothing has been confirmed.
Tatooine Datacrons
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Tatooine Quests
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Tatooine Enemies
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Tatooine NPCs
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Tatooine Vendors
Ilum
About Ilum
The first to discover Ilum’s potential were the Jedi. The planet’s wealth of subterranean Adegan
crystals proved to be perfectly attuned for use in Lightsabers, and Jedi began undertaking pilgrimages
to Ilum to forge their legendary weapons. Dangerous and far from civilization, many Jedi lost their
lives to Ilum’s bizarre beasts and brutal climate.
Over the years, the Order established small enclaves and discreet Temples to provide shelter for Jedi
who made the long journey. Ilum became a rite of passage for powerful Jedi constructing new
Lightsabers and a safe harbor for respected Jedi Masters seeking a quiet place for intense
meditation.
Recently, however, the peace on Ilum was shattered. Inexplicably, the Sith Empire learned of the
planet’s location and attacked with a mighty force of shock troops and Sith, slaughtering the small
group of Jedi on the planet and leaving their sanctuaries in ruins. Though the Order was devastated
to lose control of this sacred space, Republic resources have been spread too thin to mount a counter-
attack.
Recent intelligence, however, has suggested that the Sith’s interest in Ilum extends far beyond simply
harvesting Lightsaber crystals. Watching the Empire devote so many resources to operations on this
remote world, Republic leaders and members of the Jedi Council have begun to question whether
they might have surrendered a resource of far greater value than anyone ever imagined…
Empire
The in game codex has 103 (as of beta) location for the Empire to discover in there journeys.
The Three Families guard the secret of adrenal creation very closely, meaning access to the factories
is strictly regulated. All Republic personnel working there have to be carefully vetted and vouched for,
and are subject to search without warning by Three Families enforcers. To keep its partnership with
the Three Families harmonious, the Republic employs harsh punishments for theft; it is not
uncommon for thieves of a single adrenal canister to be jailed and fined the cost of an entire vat.
Balmorran Arms Factory
The Balmorran Arms corporation has been one of Balmorra’s largest and most influential
manufacturers of weapons, military equipment and droids for over a century. Its products cemented
Balmorra’s reputation as a producer of high-quality technology, and shortly before the Imperial
invasion, the company built a new factory headquarters–at the time, declared the most state-of-the-art
arms production and research facility in the galaxy. When the Empire invaded, however, the
Balmorran Arms Factory found a different purpose. The compound’s massive walls and production
facilities became the core of the
Balmorran resistance effort, giving Republic troops and Balmorran soldiers an impenetrable fortress
with a nearly endless supply of resources and weaponry. In the years since, the factory has been
under constant siege, but has never fallen. Rumor has it that the resistance has even taken
advantage of the factory’s research facilities, developing devastating new technology to drive the
Empire off Balmorra.
Brell Sediment
The Brell Sediment refers to a large area of Tarisian ruins dominated by a massive acidic lake and a
former chemical plant. It gets its name–somewhat ironically–from Ark Brell, a leading environmentalist
on Taris in the days before its destruction. Before the bombardment, Ark Brell set up several water
purification and waste disposal plants on Taris, with the aim of turning the waste from Taris’s factories
into alternative fuel sources and minimizing the waste produced by the massive city-world. Legend
has it that the collapse of one of his factories during the bombardment created the acid lake, although
present rumor suggests that other, less well-intentioned groups on Taris may be the cause.
Bugtown
Bugtown represents the deadly, shattered remnants of Balmorran technological pride–ground zero for
the planet’s Colicoid infestation. Known originally as Lab 352, the genetic research facility came to be
known as Bugtown when the Empire invaded. One of the Empire’s many acts of sabotage involved
releasing the results of Lab 352?s biological experiments: the vicious, mutated Colicoids. The insects
quickly overran the area, killing the facility’s staff.
Since the initial invasion, the Colicoids have gradually spread from the Bugtown ruins out across the
planet. Why the Balmorrans were mutating Colicoids is unknown–everyone behind the experiments
seemingly died when the creatures were set free. Still, if answers are to be found, they will be found
in Bugtown’s databanks.
Chilling Death Spire
The Hailstorm Brotherhood is a fringe group of White Maw pirates who abandoned the starship
graveyard’s plunder to form a permanent settlement on Hoth. These men and women are more than
mere survivalists, however. They are artisans and warrior-poets shaping Hoth’s natural landscape
according to their own designs.
The massive ice spire towering above the Glacial Fissure sector was painstakingly carved from an
ancient mountain by the Hailstorm Brotherhood. No one knows how many of the group’s members
perished making the spire a reality, but the achievement stands as a testament to these warriors’ iron
wills–and a warning to all who might oppose them.
Clabburn Tundra
The Clabburn Tundra sector has become a key battleground in the three-way war for Hoth. The
rolling snow dunes of the drift hills and the spectacular frozen geysers of the jagged plains were
initially claimed by the Republic military, which saw the region as an excellent artillery staging area.
However, strategic mismanagement allowed both White Maw and Imperial forces to invade and
establish their own camps. Recent reports indicate some of Hoth’s most hostile wildlife calls the
Clabburn Tundra home, and these beasts are not happy to see their habitat invaded. Whitefangs,
wampas and even the occasional tribe of attacking skels prey upon whole squads of soldiers.
Duros Sector
The glitz and glamour of Nar Shaddaa hides an uglier side. One of the poorest sectors on Nar
Shaddaa, the Duros Sector hosts men and women who’ve been exploited and left behind–refugees of
war and casualties of the immense wealth hoarded by Nar Shaddaa’s Hutt masters. The peoples of
the Duros Sector–the majority Duros, but with a mixed minority of Evocii and other alien
species–have watched Nar Shaddaa’s wealth grow and seen none of it for themselves. Some have
lived in the sector for generations, while others are recent immigrants desperate for any work they
can find. The residents’ unrest has been stirred by charismatic leaders in the past, from Jedi Masters
to would-be warlords.
Endar Spire
The Republic cruiser Endar Spire was shot down over Taris during the Jedi Civil War in an attempt by
Darth Malak to capture the young Jedi Bastila Shan. This event led directly to Taris’s ultimate
destruction, securing the ship’s place in history.
Over the centuries, the Endar Spire’s husk has become a shelter to many different groups on Taris,
including surviving settlers, pirates and scavengers. Its internal systems are believed to contain a
bounty of information and useful materials to anyone with the will and ability to recover them.
Fa%27athra%27s_Palace
Ghost Town
One of many small, unnamed factory towns on Balmorra, the place now known as Ghost Town was
the site of experimental industrial farming operations meant to produce man-made, dense, nutrient-
rich plants capable of feeding hundreds with only a small quantity.
Ghost Town saw all its inhabitants massacred during the Imperial invasion. Since then, the resistance
has crept into the area, using the abandoned buildings to launch guerrilla attacks on Imperial forces
and a nearby cave system as a base for anti-aircraft assaults on Imperial squadrons. The small
gardens have also been brought back into operation, supplying food for the resistance.
Glacial Fissure
The sector designated as the Glacial Fissure is almost entirely White Maw territory. The deep ice
canyons and extensive underground cave networks provide shelter and staging areas for the vicious
pirate forces. When the White Maw’s leaders saw the Republic and Imperial militaries arriving on
Hoth, they immediately established well-defended camps and supply routes throughout the area.
Traveling through the Glacial Fissure is suicide for all but the most well-armed and highly trained
operatives. The White Maw pirates do not fight conventionally, preferring to set ambushes and traps
for their victims. Both the Republic and Imperial militaries have sustained heavy losses here,
demonstrating the extraordinary threat the pirates represent.
Gorma-Koss
The Gormak are normally a tribal people, their population spread across numerous nomadic clans
numbering a hundred individuals each. However, deep in the Gormak lands lies Gorma-Koss, a
massive settlement of tens of thousands of Gormak who have united their tribes in a sprawling
expanse of huts, tents, high-tech defenses and amazing technological devices at the base of an
unnamed mountain.
Gorma-Koss–literally "the Gormak kingdom" in the old Voss language–is rumored to be ruled over by
a single powerful leader, and the Gormak who dwell in the makeshift city seem to be organized for
some greater purpose. Instead of scavenging random cast-off pieces of technology, they seem to be
searching for very specific items and components, as if gathering material for a massive, unknown
project.
Gormegan-1
Despite their incredible affinity for technology, the Gormak are still a backward species in many ways.
Although they are capable of repairing, modifying and improving tech created by more advanced
cultures, they are mired in a pre-spaceflight culture and confined to their homeworld.
Now, under the guidance of Jokull–a visionary warrior who has risen up to lead his people–the
Gormak are approaching the dawn of a new age. Hidden away inside Gorma-Koss, dozens of tribes
have united to build a starship capable of interstellar flight. Using pieces and equipment salvaged
from the Empire, the Republic and even the Voss, they have made slow but steady progress,
marching towards the future.
Should the Gormak successfully complete the vessel, it will forever alter the destiny of their people by
making them a force within greater galactic culture. The long-term consequences of such a radical
breakthrough are difficult to predict, but the Gormak firmly believe their first starship is the key to their
ultimate survival.
Grathan Estate
The estate of the rogue Sith Lord Grathan is a miniature fortress, reinforced by cutting-edge weapons
technology and experimental shielding. Lord Grathan’s cadre of scientists are constantly upgrading
the defenses to ensure that air strikes fail to do harm–only ground-based attacks can do real damage.
It’s the perfect place for a rogue Sith Lord to make his stand.
Lord Grathan has been reinforcing his territory and adding sublevels to his manor for years,
suggesting that his plan to declare himself the thirteenth Dark Council member has been in progress
longer than many assume. Any number of traps and treasures may exist deep underground, guarded
by Grathan’s personal guards and automated war droids.
High Security Prison
The High Security Section of Belsavis prison contains cell blocks along with the medical, scientific
and engineering centers for the facility. Necessities ranging from fresh water to electricity are
produced here, and the science and medical teams work to better contain and better subdue the
prison’s more unusual residents.
The cell blocks in the High Security Section are designed to hold small communities of nonhuman
prisoners with similar cultural or physiological needs. Although many species can and do survive
among near-humans, official policy states that prisoners kept in species-tailored conditions (with
select food, atmospheric mixtures, and so on) are often more tranquil.
The High Security Section has a dark reputation among Belsavis’s inmates. Prisoners sent to the
medical centers often don’t return, the rumors say, and the Republic’s scientists experiment with
dangerous technologies drawn from Belsavis’s ancient vaults. Whether any of these rumors are true,
even the guards can’t say; information, like everything else on Belsavis, is tightly restricted.
Hutta Swamps
Outside the settled and industrialized sectors of Hutta are the swamps–land occupied only by the
desperate and foolhardy. Mutated animal life and crazed bog people are a threat to all ground
transport; the Hutts normally travel by air, leaving their humanoid servants to move by foot or
landspeeder.
Swampland covers nearly half of Hutta’s surface, uninhabitable by galactic standard due to the level
of pollutants in the water and air. This wasn’t always the case–before the Hutts migrated to the planet,
most of what is now swampland was jungle and ocean. Over centuries of intentional planetary
engineering and simple neglect, however, the jungles died and the oceans were drained and
chemically converted.
Icefall Plains
When the Empire’s forces scouted Hoth for a landing site, both Imperial and Chiss tacticians agreed
that the Icefall Plains sector was the best location for a military staging ground. The easy but
defensible access to White Maw pirate territory rendered it ideal for both offensive sorties and a
defensive fallback. More importantly, once the Republic committed to Hoth and the salvage operation
in the starship graveyard, it would become the perfect place from which to launch assaults and drag
out the conflict forever.
Dorn Base, the heavily defended main Imperial complex, is protected by powerful shield generators
and turrets. A series of smaller forward bases stand ready to alert commanders of any impending
assault. Nonetheless, Republic commandos have made extensive inroads into the sector and now
threaten to isolate the Icefall Plains from resupply and reinforcements.
Imperial Garrison
When the Empire arrived on Quesh, its tacticians believed one swift strike would devastate the
sparsely populated world. Instead, the Imperial forces managed to capture only a few mines and one
processing station before they found themselves pushed back by the Republic. The captured
processing station and its warehouses were soon converted into a garrison which remains the
Empire’s base of operations on Quesh today.
The headquarters of Moff Dracen and his commanders was once a storage warehouse for the
processing station’s chemicals. It has been thoroughly cleaned and furnished to the standards
demanded by Imperial officers, though the lingering smell has never been fully removed.
Imperial Intelligence
Behind the Sith and the powerful Imperial military is the vast network of agents, information gatherers,
deception specialists and strategists that makes up Imperial Intelligence. Part spy organization, part
secret police, Imperial Intelligence handles all of the Empire’s covert operations–guarding the
Empire’s secrets, acquiring valuable intel from the Republic, hunting down traitors and cleaning up
messes created by unhinged Sith Lords.
Imperial Intelligence reports to the Minister of Intelligence, who in turn reports directly to the Dark
Council. Not a military organization, Imperial Intelligence officers are nonetheless viewed with respect
by military and civilian personnel–it’s Intelligence that can judge a person as loyal or traitorous,
arrange the advancement of a career or the blacklisting of a powerful leader.
A place in Imperial Intelligence is a coveted rank, reserved for some of the best of the Empire’s non-
Force sensitive subjects. In some cases, officers are "poached" by Sith Lords seeking to build their
own specialized intelligence networks; for the most part, however, Intelligence personnel go
unnoticed by anyone outside the organization. The best agents are the ones no one’s ever heard of.
Jiguuna
Hutts are notoriously territorial creatures, and their settlements reflect this. Enormous urban centers
inhabited by thousands of Hutts are few on Hutta; instead, the planet’s industrial towns are scattered
across the globe, ruled like city-states by whichever Hutt rises to the top.
Jiguuna is one such industrial town, serving as an operational hub for nearby factories, mines and
processing centers. Booming and influential two centuries ago, Jiguuna fell into anarchy when its
founder, Bakuush the Hutt, died in a mechanical accident. Afterward, Jiguuna’s population of
humanoid enforcers, workers and slaves fought for scraps under a succession of would-be ganglords.
Eventually, a Hutt called Nem’ro eliminated his competitors and declared himself Jiguuna’s new ruler.
Since then, Jiguuna has been on an upswing, facilitating the distribution of shvash gas, spice and
weapons. Competition with neighboring Hutts has brought gang warfare back to town, but business
goes on, and Nem’ro controls the locals with bribes and brute force.
Kaamos Territory
The Kaamos Territory is the ancestral homeland of House Thul, one of the major houses of Alderaan
and a contender for the throne. After Thul returned from exile with its Imperial allies, the nobles set
about rebuilding on the grounds of the ancient Thul palace–abandoned long ago but not entirely
destroyed, ready to be returned to glory. Thul’s grip on the territory is still tenuous, as the house faces
incursions from both the native Killiks and enemy houses.
The Lerantha Dam is also located in the Kaamos Territory–a long-standing landmark and generator
plant built at the edge of the Lerantha Lake. Currently, House Ulgo controls the dam, threatening the
edges of House Thul’s territory.
Kaas City
The capital city of the Imperial homworld of Dromund Kaas is on part massive skyscrapers and one
part impenetrable fortress. It is host to The Citadel, where the Sith of the Dark Council lord over their
followers, and the headquarters of the Imperial military and Imperial Intelligence.
Kaas City was founded buy the first Sith to arrive on Dromund Kaas, who saw the gorge and revines
of the jungle world as the prefect place to build their eternal sanctuary. Over the following centuries,
it's population grew into the millions-proud Imperials working toward teh glory of the Sith and slaves
submitting to the Imperial will. Kaas City is also where the Emperor is bellieved to make his home,
keeping a watchful eye on his Empire.
Labor Valley
Corellian-manufactured high-tech goods–particularly starships and starship parts–are considered
some of the finest in the galaxy. The planet’s Labor Valley sector is home to dozens of interconnected
industrial factories producing everything from raw durasteel to hyperdrives and thermal detonators.
Millions of middle-class Corellians found their livelihoods in Labor Valley before war devastated the
area.
Republic and Imperial forces are battling for control of key factories and destroying anything they
can’t hold for themselves. Vital plants lay in ruins and a massive fire rages out of control at a major
fuel refinery. What was once an industrial paradise has become an apocalyptic inferno. Corellia’s
citizens can only look on in horror as everything they’ve built is methodically obliterated.
Maximum Security Section
The Maximum Security Section hosts prisoners too dangerous, too uncooperative or too unusual to
be permitted to gather in any number. Many Maximum Security inmates are kept in near-permanent
solitary confinement, and the Maximum Security cells are customized for each occupant so that
shapechangers, cyborgs, Force-sensitives and other powerful beings can be effectively restrained.
The Maximum Security Section also contains the entrance to the deep levels of the prison–known as
"the Tomb"–built by ancient aliens who used Belsavis as their own prison long ago. The Republic has
explored only portions of the deep prison, studying the primeval droids that patrol the old, sealed
cells. Nowadays, the ancient droids have grown used to the Republic, willingly accepting modern
prisoners transferred into their care and depositing them in vaults far below the surface.
Minimum Security Section
By the standards of any other prison, Belsavis’s Minimum Security Section would be considered
escape-proof–a tightly controlled, heavily monitored maze of cell blocks, guard towers and work
yards. By Belsavis standards, the Minimum Security Section is just what the name implies–the
absolute minimum level of security acceptable for holding the worst criminals in the galaxy.
The inmates in the Minimum Security Section consist mainly of murderers, pirates, gangsters and
other violent criminals who possess a humanoid physiology and a willingness to communicate (if not
cooperate) with prison authorities. Prisoners who require specialized holding facilities are shipped to
higher-security areas, but here, inmates are permitted to gather and to work, albeit under strict
supervision.
When the Empire inserted its forces onto the planet, it converted the remains of a camp used by early
Republic explorers into a fortified lodgment. From there, Imperial forces have made surgical strikes to
breach cell blocks and obliterate dividing walls. The Republic has since pulled many of the Belsavis
guards and their families to relative safety in the prison’s security and administrative centers.
Mos Ila
Before the Empire converted the city into a garrison, Mos Ila was a settlement largely overrun by
Exchange outlaws and smugglers. The local farmers and traders who made up the bulk of the
population were at the mercy of the crime syndicate, which found Tatooine to be a perfect base of
operations. When Imperial troops landed unannounced and swept all opposition out of the city, the
residents reacted with mixed emotion–glad to see the Exchange gone, less certain of their new
Imperial masters.
This is not the first time Mos Ila’s local authority has been deposed. The settlement was originally built
as a trading post with the assistance of local Jawas and was governed by a Jawa council. The non-
Jawa population had no problem with this arrangement, despite the unpredictability of the Jawa-built
machines; rather, it was the arrival of the Exchange that forced the Jawas out and soured outsider-
Jawa relations in the region.
Nem%27ro%27s_Palace
Network Access
As the technological heart of the galaxy, Nar Shaddaa is home to Network Access, a vital HoloNet
hub that governs all HoloNet operations on Nar Shaddaa and much of Hutt Space. Billions of
transactions and communications are processed each second by Network Access computer systems,
ensuring the proper functioning of communications throughout the sector.
Boasting the galaxy’s most state-of-the-art security protocols, Network Access is the ultimate
challenge for enterprising slicers. The wealthy and powerful pay good money for information pirates to
break into Network Access and recover data, redirect communications or simply "tweak" the truth. As
one of the most heavily guarded places on Nar Shaddaa, anyone who manages to infiltrate Network
Access’s inner workings earns the status of legend.
Okara Droid Factory
Another victim of the Empire’s many acts of sabotage during its initial invasion, the Okara Droid
factory was one of the most productive droid manufacturers on Balmorra. Imperial technicians
uploaded a virus into the automated factory’s system, turning its military droids against the Balmorran
population. But the virus was too successful–the droids fully secured the factory and continued
production, forcing the Empire to take it back through military action. Now, after several hard-fought
battles, Imperial soldiers have moved into the factory and established a base of operations there.
Technicians are hard at work reversing the damage they caused, and hope to resume production of
military droids to supplement the occupation force.
Outpost Traken-4
Named for the old Traken-4 ChemWorks, Outpost Traken-4 is now held by the Balmorran resistance.
The ChemWorks were destroyed in the Imperial bombardment of Balmorra, and the entire area
surrounding the outpost is covered in pools of deadly chemical waste.
The toxic pools have been a boon to resistance defenders at the outpost–the choke points leading
around the pools are well defended, making a large-scale assault impossible. Resistance fighters
stationed at the outpost must rotate to other locations on Balmorra frequently, however: the long-term
effects of exposure to the chemical waste are unknown.
Outpost Victory
Built into one of the craters created by the Imperial bombardment, Outpost Victory began as a small
outpost of resistance fighters. Over the years, however, it has grown into one of the resistance’s
major outposts, guarded by enormous anti-aircraft guns and shields to defend against orbital strikes.
Imperial prisoners captured by the resistance are often held in Outpost Victory, and lately there have
been unconfirmed rumors of a Republic presence at the outpost.
Quesh Venom Refinery
As the Republic’s main source of processed Quesh venom, the Quesh Venom Refinery is one of the
most secure locations on the planet. Cut by droids from a ravine created by the Quake thousands of
years ago, the stone quarried was used to build the high walls around the refinery. The main
courtyard is under constant guard, and access is restricted to dignitaries and scientific experts.
This refinery is actually the second that the Republic built on Quesh. The first was destroyed when
contaminants polluted the refining process, causing the processed Quesh venom to eat through the
vats and then the lower refinery floor. The high walls around the current refinery are not only for
defensive purposes, but to contain any future accidents or acts of sabotage.
Republic Resettlement Zone
After the Treaty of Coruscant, the Republic set out to rebuild the demolished planet Taris and forge a
symbol of renewed strength. As the operation grew, the Olaris Reclamation Base rose from the ashes
and Republic forces tamed the surrounding jungle. But progress stalled after repeated setbacks in
Taris’s hostile wilds.
It wasn’t until the arrival of Governor Saresh that Republic reconstruction finally took hold. Through
sheer will and ambition, Saresh turned the reclamation around and established the Republic
Resettlement Zone. As the heart of the reconstruction, this zone houses the tens of thousands of
machines, administrators and soldiers that make the reclamation possible. Although Governor Saresh
has since relinquished her post on Taris, the Republic Resettlement Zone still stands as a haven for
the Republic and a sign of the rebirth to come.
Revanite Compound
Outsiders in Sith society, followers of the philosophies of the mysterious Darth Revan meet in a
hidden enclave in the jungles of Dromund Kaas, submitting any who want to join them to rigorous
tests to establish their loyalty and sincerity.
Originally, the Revanites met in Kaas City to study Revan’s teachings, but as suspicions arose about
the Revanites’ loyalties to the Emperor and the Dark Council, they were forced to conceal their
activities. At first, they took shelter in the compound of a prominent Sith Lord, but when that Sith was
assassinated (presumably for supporting the Revanites), they were forced to relocate their sacred
texts and relics and build their sanctuary in the jungle.
Revanites inside the Imperial military and the Sith have kept the compound from appearing on most
scans of the area. Explorers who stumble upon the compound are rarely heard from again.
Rust Yards
The Rust Yards, according to common wisdom, are where old industrial facilities go to die. Over the
decades, many factories have been constructed, operated and run into the ground here–only to be
rebuilt and repurposed. Ore refineries become droid recycling plants when the ore supply runs dry;
weapons assembly lines become toxic chemical storage bays when the arms dealing business is
slow.
Nem’ro the Hutt has traditionally controlled the businesses in the Rust Yards–never by official
contract, but by virtue of having the largest armed force in the area and by coaxing plant foremen into
cooperating. Recent brutal attacks have shifted control of the Rust Yards to Nem’ro’s rival, Fa’athra,
who keeps the area locked down with his own mercenaries and security droids. The local workforce
has little choice but to cooperate.
Sinking City
The Sinking City is where the heart of old Taris collapsed into the world below during the
bombardment. Taris’s most lively business and cultural districts have become a morass of urban
decay. The ruins of Dynamet General Hospital, as well as massive building plates that once
supported towering skyscrapers, provide shelter for rakghouls, pirates and scavengers. But the
Sinking City promises to rise again–several attempts have been made to begin new construction in
the area, and the Republic is focusing its reconstruction efforts on returning Taris to its former glory.
Sobrik
Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was
chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then
been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers.
Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this
and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid Factories, the Empire
has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining
civilian population.
Star Cluster Casino
The Star Cluster Casino certainly wasn’t the first casino to be built on Nar Shaddaa, but every casino
since has tried to match its sleek design, pulsing lights and various entertainment options. The Star
Cluster was the first to debut live dancers, the first to feature sabacc and the first to hire scantily clad
girls as waitresses. Owned by a conglomerate of Nar Shaddaa industrialists (including Czerka
Corporation executive Yem Leksende), the Star Cluster Casino is an attraction for tourists and weary
working stiffs alike. Some have derided it as just another way in which the rich steal from the poor on
Nar Shaddaa, but that hasn’t stopped business from booming.
Star of Coruscant
The greatest prize in Hoth’s starship graveyard is a behemoth of a vessel called the Star of
Coruscant. At the time of its crash, this superdreadnought was the most advanced ship in the
Republic fleet–a project years in the making, shepherded along by one Colonel Omas. Its
experimental weapons and breakthrough technology could have turned the war’s tide, had the Empire
not devoted every resource to trapping and destroying it.
Not even the long fall from orbit to Hoth’s hard-packed ice plains could shatter the Star of Coruscant’s
hull. The ship remains intact, and White Maw pirates have spent considerable effort reactivating its
internal power systems and shields. Indeed, the ship is now a veritable fortress on the planet’s
surface.
Starship Graveyard
Decades ago, Imperial starships led the Republic fleet into a deadly trap above the remote ice planet
of Hoth. The Republic’s fabled prototype superdreadnought, the Star of Coruscant, was the Empire’s
primary target, but many other warships suffered the same terrible fate. The remains of these vessels
fell to the planet’s surface in a tightly-packed radius, creating an awe-inspiring graveyard of derelict
ships.
Republic vessels were not the only victims of this devastating space battle, however. Several
noteworthy Imperial ships were also destroyed, their cracked hulls raining down among the enemy’s
remains. Years of heavy snowfall and shifting ice have obscured the many wrecks to the point that
sorting Republic from Imperial ships is often an impossible task.
The Citadel
The Citadel stands at he heart of Kaas City, a monument to the Sith Empire's strength and home to
it's most powerful Dark Lords. The Ministries of War, Intellegence, and Logistics are all
headquartered here, along with a Mandalorian enclave. The Emperor's Dark Council gathers to meet
in the Citadel when not on the Sith hold world of Korriban.
The original Citadel mimicked the designs of Korriban's Sith Academy and teh Great Citadel on Ziost,
but it was destroyed four hundred years ago when two members of the Dark Council fought and
ancient Sith duel, called the Kaggath, on it's grounds. The duel was a draw, and both of the
combatants were executed bt the remaining Dark Council members, who oversaw the rebuilding of
the Citadel in it's current form.
The Dark Temple
Hundreds of years ago, the Sith Emperor ordered the construction of the Dark Temple as a burial
place for his dead and defeated enemies, "to aid them in becomeing one with the Force". Little is
know of what rituals the Emperor performed there, but the Dark Temple has become a nexus of
powerful dark side energy, and a place where ancient weapons and ancient secrets of the Sith lay
sealed away in cavernous chambers.
Although the Dark Temple grounds have always been a dangerous place for the weak-willed (the
expansion of the Kaas City power grid into the tunnels beneath the temple drove a thousand slaves
mad), the temple itself remained sealed until recently, when an expedition of power-hungry Sith Lords
and their servants breached the gateway.
The Dark Council did not sanction this intrusion, nor did it punish the rogue Sith; no one returned from
the expedition to punish. Violent electrical storms surrounded the temple for the first week after it was
opened, and since then, additional expeditions have been sent by the council to determine the
temple’s status. Their reports have not been made public.
The Dune Sea
A vast ocean of sand stretching endlessly into the horizon, the Dune Sea is the image that springs to
mind when most think of Tatooine–even those who’ve settled on the planet. Few dare to wander too
far into the wasteland, fearful of Sand People, hideous monsters and worst of all: the utterly unknown.
Particularly brave Jawas have retrieved salvage during journeys into the Dune Sea, returning with
puzzling devices and broken gadgets. No one is entirely sure how these scraps ended up in the
wastes, but the occasional piece bears the worn, faded emblem of Czerka Corporation.
The Elysium
For millennia, the Elysium has served as the symbolic center of Alderaanian politics. Years before the
capital city was founded, the various noble houses met in the Elysium to elect and anoint their first
king. Until recently, every dispute over succession in Alderaan’s history had been peacefully resolved
within its stone walls, and the houses’ greatest treasures were placed in Elysium vaults as a symbol
of trust. When Gaul Panteer was assassinated and Alderaan’s ailing queen passed on in a
mysterious transport crash, the parliament assembled in the Elysium to elect a new sovereign. It was
then that House Thul made its move, returning to Alderaan after decades of exile. Violence and
accusations erupted almost immediately, and since then, the Elysium has remained an empty,
forgotten symbol of Alderaanian unity–its ancient halls cracking as distant bombs fall, and its beauty
quickly fading.
The Glarus Valley
Glarus Valley has long been the ancestral home of House Panteer, the royal family of Alderaan, and
the site of the Elysium and Castle Panteer itself. The valley was once the seat of culture and
democracy on Alderaan, a place where squabbling nobles could resolve their disputes peacefully.
Like so much of Alderaan, the land is now ravaged by war. Castle Panteer has fallen to House Ulgo,
and the Elysium is all but abandoned. Although House Thul and House Organa maintain a small
presence in the area, the disciplined soldiers of House Ulgo tighten their hold every day. There are
rumors that the royal family is still in hiding somewhere in the valley, but even Ulgo has been unable
to find them.
The Gormak Cannon
The Gormak hatred of the Voss is difficult to comprehend for outsiders. More than a simple cultural
conflict, the Gormak view the Voss as a blight that must be completely wiped from the face of their
world. To this end, the Gormak have begun construction of a massive weapon: a cannon aimed
directly at the city of Voss-Ka.
The logistics of creating a weapon capable of launching devastating attacks on a city perched atop a
mountain are difficult to imagine, but the resourcefulness of the Gormak should not be
underestimated. Leveraging scavenged technology and using only primitive mining techniques, the
deadly project is rapidly approaching completion and the Gormak’s long-awaited day of reckoning is
fast approaching.
The Juran Mountains
The majestic Juran Mountains have been the site of many conflicts in recent years. During the Battle
of Alderaan, Republic resistance fighters sought refuge in the mountains, using the natural cover to
hide from the invading Imperial forces. It was here that Captain Jace Malcom led Havoc Squad in an
ambush against Darth Malgus; with the help of Satele Shan, the Republic troopers were able to
triumph over the powerful Sith Lord.
After a few short years of peace, violence has once again erupted in the area. House Ulgo, backed by
its vassals in House Rist, has occupied the region and is locked in a brutal conflict with the forces of
House Thul and House Organa.
The Mandalorian Enclave
The most recent architectual addition to The Citadel, the Mandalorian enclave is reserved for the
Empire's allies among the mercenary Mandalorian warrior clans. Although it may appear to be a
simple embassy from the outside, the proceedings inside are anything but diplomatic. The enclave is
a place where new warriors come to test themselves agains the Mandalorians and compete in violent
(and often deadly) tournaments, as well as where the best among the Mandalorians help plan the
Empire's next strikes.
The Old Muckworks
The facilities at the Old Muckworks process the enormous quantities of chemicals and liquid
pollutants in the waters of Hutta. Unfortunately, this "processing" doesn’t necessarily clean the water.
Although the facilities do prevent the planet from becoming entirely lethal to non-Hutt life, their
primary job is to filter any valuable compounds from waste dumped into the swamps. These
compounds are drained into enormous factory vats. Whatever useless chemicals remain afterward go
right back into the swamp water.
The original Jiguuna Muckworks was replaced by new Muckworks–built some distance west of
town–several decades ago, but the successor facility went into critical failure shortly after its
installation. The "Old Muckworks" returned to use, and the name stuck.
The Sith Sanctum
The Sith Sanctum is the heart of the Sith Order on Dromund Kaas, where lords gather and where the
Dark Council meets when not on the Imperial burial world of Korriban. The Emperor himself is
believed to have chambers in the sanctum's lower levels, though none save the council and the
Imperial Guard are allowed into it's dpeths.
The original Citadel, like the Sith Academy on Korriban, were off-limits to everyone but the Sith. After
the Citadel was rebuilt, the headquarters of the three Imperial ministries were added; more recently,
the Mandalorian enclave was given a wing with the sprawling building. As a result, chambers in teh
Sith Sanctum have become an increased source of confilct and backstabbing among the aspiring
Sith. A place in the Sith Sanctum signifies aspirations to the Dark Council, or a prominent role in the
direct governing of Dramund Kaas.
The Tomb
Thousands of years before the Republic conceived of the notion, a species known as the Rakata
turned Belsavis into a prison planet. From what little scientists have learned by studying ancient
writings and from the decaying memory banks of Rakata warden droids, Belsavis was built to hold
monsters, warlords and so-called "lords of the infinite"–anything the primeval and incredibly powerful
Rakata feared.
The Belsavis prison administration calls the Rakata section of Belsavis "the Tomb." Here, prisoners
are held in eternal stasis, frozen in place and denied movement and thought by ancient technologies.
Not all the inmates are ancient, however–many were given by the Republic to the warden droids for
safekeeping, when no other cell could hold them.
Through the use of droids, remote-controlled probes and rare exploratory teams, the Republic has set
up a series of monitoring and communication stations throughout the Tomb. Despite this, only a tiny
portion of the Tomb has been explored; this is the domain of the ancients.
The Unfinished Colossus
A massive, unfinished statue towering over the jungle of Dromund Kaas, the colossus was the project
of Dark Council member Darth Vowrawn's ambitious apprentice, Lord Qet. In a bid to advance in
prestige within the Sith Order, Lord Qet commissioned the construction of the collossus (a statue of
his master in secret, bringing in offworld slaves to do the work. The slaves rebelled, and now the
colossus stands unfinished while the slaves search for a way to destroy it and win their freedom
through force. Lord Qet has been trying to end the rebellion and finish the colossus, but other Sith
Lords have seen the chaos as an opportunity to advance their own reputations in the Empire.
The Wilds
Nowhere in Korriban is the planet's dark influence stronger than in the lower wilds. What begins as
ringing ears and a cold unease can eventually cripple and dominate an unprepared Sith; weaker
minds can be twisted and broken in a matter of hours, leaving soldiers weeping in the sand or slaves
frothing, ready to kill.
The source of this corrupting power is unkown. Some believe it is the residual dark energy of the
ancient Sith species, while others insist the canyon serves as a focal point for the combined hatred
and strength of the entombed Dark Lords. Some even hope the madenss is caused by an artifact
buried beneath the sands, waiting for a Sith to claim it's power.
When the Sith discovered Dromund Kaas, it was an untamed jungle world, uninhabited by any
sentient species. Over centuries, gleaming and orderly Imperial cities have spread to cover most of
the planet, but stretches of harsh, untamed wilderness remain. Populated by violent predators such
as the gundark and jurgoran, the wilds separate Kaas City from its spaceport and are best navigated
at a safe distance, by speeder, rather than on foot.
Three Families Palace
Free from the Hutt Cartel's watchful eye, the Three Families have grown immensely wealthy on
Quesh-and as their influence grows, the Three Families have begun solidifying their power base. A
large portion of their profits from the adrenal refineries was spent building a lavish palace, complete
with all modern convenience and an impressive security network. Much more than a simple defense
position or status symbol, the Three Families Palace intended to be a clear statement that the Three
Families are wholly committed to defending Quesh.
The Palace has generally been kept off-limits to Republic personnel, especially the local militia
officials. This is partly for security reasons, as the Three Families keep their sensitive files close at
hand. Portho the Hutt's indulgence in adrenals has also become something of an embarrassment in
recent years. After several inappropriate comments from Portho to the Republic commanders, the
Three Families prefer to simply keep him out of sight.
Tomb of Ajunta Pall
Before the Empire, before the Sith Order, Ajunta Pall was the very first Dark Lord. Once a Jedi
Master, Ajunta Pall learned how to create and shape life itself through the Force an art the Jedu
feared and sought to end. In an acy of defiance, he turned his newfound power against the Jedi
Order and rebelled.
In the end, the Jedi banished Ajunta Pall and his followers, exiling them to the Outer Rim where the
exiles found Korriban and Force-wielding native species the Sith. Ajunta Pall impressed the Sith with
his power and technology, and the Sith soon revered the exiles as Gods. From his seat of power on
Korriban, Ajunta Pall was named Dark Lord of the Sith and founded the Sith Empire.
Upon his death, Ajunta Pall's body was entombed in the Valley of the Dark Lords. After millennia of
sandstorms, cave-ins, and warfare, the tomb still stands as a testament to his lasting influence.
Tomb of Marka Ragnos
Strength, power and strategy marked the rise of Marka Ragnos. Descended from the original Sith
inhabitants of Korriban and the Dark Jedi exiles who interbred with them, Marko Ragnos was destined
for greatness. He conquered his competitors in a series of quick, ruthless campaigns and became
Dark Lord of all Sith, a title he would hold for more than a century.
The reign of Marka Ragnos might have been short-lived had he not displayed great strategic
discipline instead of clashing directly with Sith challengers who hungered for his power, he pitted his
enemies against each other to weaken and drestroy them. Similarly, he was one of few Sith of his
era who knew of the existence of the Republic and the Jedi Order. He chose not to attack, and
instead foucsed on strenghening the Sith Empire.
The golden age of the Sith would end shortly after his death, but the legacy and sprit of Marka
Ragnos lives on.
Tomb of Naga Sadow
Naga Sadow was ruled by ambition: ambition for power, for dominance and for the expansion of the
Sith Empire. Marka Ragnos's body was still warm when Naga Sadow clashed with Sith Lord Ludo
Kressh over their late ruler's title. The spirit of Marka Ragnos interrupted their duel and told the two
Sith Lords of a greater enemy: the Republix and it's Jedi defenders. Naga Sadow saw oppurtunity in
this revelation and launched an attack on Republic space, a move that would see Sadow named the
Empure's rule and spark the Great Hyperspace War.
Naga Sadow's ambition and overconfidence soon became his greatest weaknesses. Even with his
mastery of Force Illusions, the Republic outmathe the Sith. Sadow's invasion failed, and the Republic
fleet persued him back to the Sith space. He fled Korriban with his warriors as the Sith Empire
crumbled around him.
Troida Military Workshop
The Troida Military Workshop epitomizes the "new" Balmorra. Ostensibly an independent business, it
nonetheless answers to the Empire and serves as a supply depot and weapons manufacturer for
Imperial headquarters in Sobrik. Its overseers are expected to worry about Imperial edicts first, and
profit last. Not surprisingly, its workers have been known in the past to harbor resistance sympathies.
Nevertheless, its production remains strategically vital to the Imperial war effort, and caravans
between Sobrik and Troida have been subjected to frequent guerrilla attacks by the resistance in an
attempt to cut off the lifeblood of the Empire on Balmorra.
Tromper Crags Geothermal Plant
The Ortolan settlers on Hoth needed a renewable energy source to power their habitat in the
Crescent Canyon Facility and help them expand their territory, so Ortolan engineers constructed a
massive geothermal plant tapping directly into Hoth’s underground volcano network. The Tromper
Crags plant provided more than adequate power and heat to keep the Ortolans in relative comfort…
until the White Maw came.
The pirate army’s leaders understood the value of controlling the most abundant power resource on
Hoth and quickly stormed the geothermal plant. Any Ortolans who did not immediately submit to
White Maw authority were summarily executed. Now that the Republic and Empire have come to
Hoth, the Tromper Crags facility has become hotly contested territory.
Upper Industrial Sector
The Upper Industrial Sector is the center of manufacturing and industry for Republic corporations on
Nar Shaddaa. Here, centuries-old droid construction facilities stand next to the cluttered offices of
startup firms desperate for resources and space. The companies share a common need for heavy
security and compete for similar clientele, ensuring that this sector remains a choice location–but are
otherwise wholly independent.
For a corporation headquartered in Republic space, Nar Shaddaa is a convenient place to develop
technologies restricted by Republic laws–or from which to deal with foreign parties. The Senate
frowns on these activities, but just as often turns a blind eye when these same corporations bring their
innovations back to Republic worlds.
Valley of the Dark Lords
Since the dawn of the Empire, the Valley of the Dark Lords has been the final resting place for the
galaxy's most legendary Sith. Carved into the rock walls and anointed with the blood of a thousand
slaves, the valley's tombs are monuments to the influence and strength of their interred lords. A
tomb's construction can require decades, construction beginning long before death claims its eventual
occupant and ending long after.
With the defeat of the Sith Empire in the Great Hyperspace War, Korriban was abandoned with only
ancient statues to guard over the valley. Grave robbers and cave-ins wore down the tombs for a
thousand years until the Sith returned and restored Korriban to its former glory. Excavations into the
rediscovered tombs are now underway, and already Sith wonder who will be the next great warrior to
lie among the legends in the Valley of the Dark Lords.
Voss-Ka
Atop a sacred mountain stands Voss-Ka. The only true Voss settlement on a planet overrun by the
tribal Gormak, the city is spread across several peaks, accessed by bridges spanning the vast gorges
below. Notable landmarks include the Tower of Prophecy, the Alien Enclaves and the buildings
assigned as impromptu embassies for Republic and Imperial ambassadors.
Under the administration of the Three, life in Voss-Ka is tranquil and orderly. Most Voss live
peacefully there, caring for their families, cultivating the plants growing wild on the mountain and
maintaining equipment for the Voss commandos in the war against the Gormak.
There is no dissent in Voss-Ka, and little crime. Many Exchange and mercenary visitors have tried to
take advantage of the city’s lack of regulation and serene attitude to law enforcement; however,
persistent breaches of the peace in Voss-Ka are punished decisively, with dangerous offenders taking
the "Step of Harmony" off the mountain.
Yuna Bore Venom Mine
The Yuna Bore mine was once known for two strange treasures: Quesh venom and bones. The first
miners found a fossil bed containing remains of Quesh’s prehistoric creatures, preserved by rising silt
and venom deposits after the big Quake. Since the Republic was only interested in the Quesh venom,
the miners were free to recover the bones, ship them offworld and sell them to collectors and
paleontologists on Coruscant.
This turned out to be immensely profitable. Many miners were able to buy out their contracts on
profits from the fossils alone. Even today, with the fossil bed cleared, the Yuna Bore remains
productive, as the miners’ attempts to discover more bones have driven the tunnels on well ahead of
schedule.
Galactic Republic
An alliance of planets and mega-corporations that value democracy, justice and freedom, the
Galactic Republic has stood for over twenty thousand years. Ruled by a Senate comprised of
delegates from all its member worlds and overseen by a Senate-appointed Supreme Chancellor, the
Republic struggles to restore its former greatness in the wake of the Sith Empire's invasion decades
ago. Having emerged victorious in numerous conflicts in the past with the aid of its protectors in the
Jedi Order, the Republic has no intention of allowing the Empire to consume the entire galaxy. After
its capital world of Coruscant was sacked by the Empire, the Republic was forced to sign a painful
peace treaty, losing control of many outlying worlds. While the Empire consolidates its power, the
Republic and the Jedi hurry to rebuild and prepare for the next conflict sure to come.
Balmorran Arms Factory
The Balmorran Arms corporation has been one of Balmorra’s largest and most influential
manufacturers of weapons, military equipment and droids for over a century. Its products cemented
Balmorra’s reputation as a producer of high-quality technology, and shortly before the Imperial
invasion, the company built a new factory headquarters–at the time, declared the most state-of-the-art
arms production and research facility in the galaxy. When the Empire invaded, however, the
Balmorran Arms Factory found a different purpose. The compound’s massive walls and production
facilities became the core of the
Balmorran resistance effort, giving Republic troops and Balmorran soldiers an impenetrable fortress
with a nearly endless supply of resources and weaponry. In the years since, the factory has been
under constant siege, but has never fallen. Rumor has it that the resistance has even taken
advantage of the factory’s research facilities, developing devastating new technology to drive the
Empire off Balmorra.
Brell Sediment
The Brell Sediment refers to a large area of Tarisian ruins dominated by a massive acidic lake and a
former chemical plant. It gets its name–somewhat ironically–from Ark Brell, a leading environmentalist
on Taris in the days before its destruction. Before the bombardment, Ark Brell set up several water
purification and waste disposal plants on Taris, with the aim of turning the waste from Taris’s factories
into alternative fuel sources and minimizing the waste produced by the massive city-world. Legend
has it that the collapse of one of his factories during the bombardment created the acid lake, although
present rumor suggests that other, less well-intentioned groups on Taris may be the cause.
Bugtown
Bugtown represents the deadly, shattered remnants of Balmorran technological pride–ground zero for
the planet’s Colicoid infestation. Known originally as Lab 352, the genetic research facility came to be
known as Bugtown when the Empire invaded. One of the Empire’s many acts of sabotage involved
releasing the results of Lab 352?s biological experiments: the vicious, mutated Colicoids. The insects
quickly overran the area, killing the facility’s staff.
Since the initial invasion, the Colicoids have gradually spread from the Bugtown ruins out across the
planet. Why the Balmorrans were mutating Colicoids is unknown–everyone behind the experiments
seemingly died when the creatures were set free. Still, if answers are to be found, they will be found
in Bugtown’s databanks.
Endar Spire
The Republic cruiser Endar Spire was shot down over Taris during the Jedi Civil War in an attempt by
Darth Malak to capture the young Jedi Bastila Shan. This event led directly to Taris’s ultimate
destruction, securing the ship’s place in history.
Over the centuries, the Endar Spire’s husk has become a shelter to many different groups on Taris,
including surviving settlers, pirates and scavengers. Its internal systems are believed to contain a
bounty of information and useful materials to anyone with the will and ability to recover them.
Okara Droid Factory
Another victim of the Empire’s many acts of sabotage during its initial invasion, the Okara Droid
factory was one of the most productive droid manufacturers on Balmorra. Imperial technicians
uploaded a virus into the automated factory’s system, turning its military droids against the Balmorran
population. But the virus was too successful–the droids fully secured the factory and continued
production, forcing the Empire to take it back through military action. Now, after several hard-fought
battles, Imperial soldiers have moved into the factory and established a base of operations there.
Technicians are hard at work reversing the damage they caused, and hope to resume production of
military droids to supplement the occupation force.
Sinking City
The Sinking City is where the heart of old Taris collapsed into the world below during the
bombardment. Taris’s most lively business and cultural districts have become a morass of urban
decay. The ruins of Dynamet General Hospital, as well as massive building plates that once
supported towering skyscrapers, provide shelter for rakghouls, pirates and scavengers. But the
Sinking City promises to rise again–several attempts have been made to begin new construction in
the area, and the Republic is focusing its reconstruction efforts on returning Taris to its former glory.
Sobrik
Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was
chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then
been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers.
Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this
and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid Factories, the Empire
has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining
civilian population.
Troida Military Workshop
The Troida Military Workshop epitomizes the "new" Balmorra. Ostensibly an independent business, it
nonetheless answers to the Empire and serves as a supply depot and weapons manufacturer for
Imperial headquarters in Sobrik. Its overseers are expected to worry about Imperial edicts first, and
profit last. Not surprisingly, its workers have been known in the past to harbor resistance sympathies.
Nevertheless, its production remains strategically vital to the Imperial war effort, and caravans
between Sobrik and Troida have been subjected to frequent guerrilla attacks by the resistance in an
attempt to cut off the lifeblood of the Empire on Balmorra.
Empire
The in game codex has 103 (as of beta) location for the Empire to discover in there journeys.
Although the toxicity has faded over the years, it is unsafe to wander Quesh without powerful adrenal
countermeasures, special implants or a breath mask. The only beings who can comfortably endure
Quesh’s atmosphere are Hutts, who claim not to understand what the fuss is about.
Quesh’s miners have also discovered that the harsh atmosphere takes a toll on their equipment,
causing droids to rust and tools to degrade more quickly. Fortunately, the vast profits gained from
mining Quesh venom make up for the exorbitant running costs.
Battle of Alderaan
Countless star systems fell to the Empire during the Great War, yet many in the Republic believed the
Core Worlds were safe from attack. That all changed when the Empire invaded Alderaan; the Sith
Lord Darth Malgus led the attack, timing his invasion with a feint that drew the Republic’s fleet light
years away.
Unknown to Malgus, a small contingent of Republic soldiers was stationed on Alderaan. The soldiers
were outnumbered and disorganized, but among them were the members of Havoc Squad, the
Republic’s most decorated military unit. Under the leadership of Captain Jace Malcom, the Havoc
Squad commandos rallied the Republic troops and waged a fierce guerrilla campaign against the
Empire.
The resistance fighters harried the Imperial forces constantly, delaying their advance long enough for
the Republic fleet to race back and repel the invasion. In the end, Darth Malgus was defeated and the
Empire was driven from Alderaan. The victory was a costly one, though; Alderaan would not soon
forget the devastation.
Colicoid Queen (Bounty Hunter)
While Colicoid society is not as rigidly hive-oriented as that of some insectoid species, Colicoid
physiology ensures that a fertile queen will always hold a privileged position in life. Despite the fact
that most Colicoid queens spend their lives being served tirelessly by their drones, workers and
warriors, queens are extremely dangerous and often more than twice the size of even the largest
warrior breeds.
Queens are also the only Colicoids to sport a unique poison stinger that–combined with their size and
strength–make them the most deadly defenders of a nest. Fortunately, a queen will usually only fight
when her young are threatened.
Environment of Taris
Before Darth Malak’s orbital bombardment, Taris was a dying world. Industrial pollution had
irreparably damaged the oceans, and chemicals and toxins poisoned the undercity’s foundation.
When the sprawling metropolis was reduced to rubble, countless pollutants were released into an
already tainted ecosystem.
But this was not the end for Taris. For hundreds of years, the planet went without sentient
interference, and the ecosystem began to adapt and thrive. Rich vegetation grew within the ruins,
scaling steel towers and thrusting aside fallen skyscrapers. Animals–some native to the planet, some
pets and lab specimens that had survived the bombardment–bred and repopulated the developing
jungles.
Of course, some areas remain too polluted to inhabit–acidic lakes and radioactive sinkholes–but for
the most part, Taris is an environmental success story and an object of fascination for scientists. The
largest black mark remains the rakghoul plague, and the fear that it may one day spread to Taris’s
animal population.
Geroya Be Haran (Bounty Hunter)
Translated directly from the original Mando’a, Geroya be Haran literally means "game of
annihilation"–though the challenge is anything but a game. While Mandalorians often engage in lethal
duels to settle matters of honor, death in such a contest does no injury to a Mandalorian’s legacy. To
be challenged and to lose the game of annihilation isn’t just to die–it is to have every accomplishment,
every honor and every memory wiped away as if none had ever existed. Geroya be Haran is the
gravest challenge a Mandalorian can issue.
The Geroya be Haran is so rarely invoked that the tradition’s origin has been lost to time. However,
many believe that it is the symbolic retelling of one of the Mandalorian Neo-Crusaders’ most absolute
victories during the Mandalorian Wars.
Hutt Neutrality
With their vast fortunes, access to mercenary armies and ownership of resource-rich worlds, support
from individual Hutts–or the Hutt Cartel itself–can mean the difference between victory and defeat in a
galactic conflict. But Hutts are businessmen at heart. Why tie yourself to one side of a quarrel when
you can remain aloof and profit from both? Thanks to their long lifespan, Hutts who choose sides also
risk embroiling themselves in centuries-old grudges.
The Hutt Cartel is officially neutral in the galactic struggle, and it attempts to redress any egregious
offenses committed by its members. Pragmatism and personal inconvenience aside, however, the
Hutts have no vested interest in seeing either the Republic or the Empire permanently gain the upper
hand. In peace, both sides would seek to regulate the Hutts; while the two factions are at odds, the
Hutts can be assured of both autonomy and a steady, comfortable income.
Imperial War Strategy: Quagmires
The Empire, vastly outnumbered by the Republic, knows it cannot win every battle it fights so more
creative tactics are in order. By sending diversionary forces to the deadly ice world of Hoth and
generating intelligence chatter about the search for a vital weapon, the Empire hopes to lure the
Republic into a military quagmire a battle the Republic cannot win, but cannot abandon due to its
importance. In so doing, the Empire will divert precious Republic resources away from its true
objectives.
This is not the first time the Empire has employed such a strategy. Centuries ago, during the Empire's
initial expansion into the sectors surrounding Dromund Kaas, quagmires were used to effectively
paralyze minor alien worlds while nearby resources were gathered. Since then, the strategy has
remained a valued weapon in the Imperial military arsenal.
Military Adrenals
Most commanders prefer to rely on rigorous training and good equipment to succeed, but no
advantage can be ignored when soldiers’ lives are at stake. Since the Great War, the use of military
adrenals–safe, nonaddictive stimulants that improve a soldier’s endurance, stamina or reflexes–has
become more common. A good stock of adrenals can keep a company fresh and on its feet during a
forced march, or save wounded individuals from succumbing to their injuries before help arrives.
Naturally, military adrenal stocks are carefully regulated and, if possible, reserved only for
emergencies. It is possible for soldiers to rely on adrenals too much and overstress themselves. Theft
and sale of military adrenals, which are of the highest quality, has also become a thriving cornerstone
of the galactic black market, especially on worlds like Ord Mantell.
Monument to Lord Ergast
The early Sith Lord Ergast is more myth than historical fact, and the statue named for him in Kaas
City does little to clear up any misconceptions. Commissioned by a follower or Ergast's teachings two
centuries after the Sith Lord supposedly lived and using that follower as its model, a small inscription
near its base claims that Ergast "invented the methods used by all inquisitors to wring life form the
living and the dead." Computer records contain little information on Ergast, suggesting only that he
was among the first Sith to permanently settle on Dromund Kaas, and that he was probably buried
there.
Quesh Venom
Quesh’s sole natural resource is a substance properly known as venenit queshaaga. Nicknamed
“venom,” the liquid form of the substance can–when properly refined and processed–create extremely
potent military-grade adrenals that safely increase a soldier’s combat abilities for a limited time. With
galactic tensions rising, Quesh venom has become one of the most valuable substances in the
universe and a key to military victory for both the Republic and the Empire.
Unprocessed, Quesh venom is a virulent toxin. In its purest form, it is found seeping out of fissures
created millennia ago by an ancient quake; it is these fissures that are mined by Republic and
Imperial work crews. Over the centuries, significant amounts of Quesh venom have evaporated and
tainted the planet’s atmosphere, rendering the entire world poisonous to most forms of life.
Rakghoul Disease
Theories abound on the origins of this highly contagious and adaptable virus: it may be the creation of
an ancient Sith Lord; a naturally occurring result of the industrial toxins released into Taris’s oceans;
or the spectacularly failed efforts of medical researchers to artificially engineer a broad-spectrum
vaccine.
Whatever the origins, the effects are undeniably terrifying. Typically spread through direct contact with
rakghouls, fortunate victims suffer acute onset of flu-like symptoms that can prove fatal if not properly
treated. However, in roughly half the cases the disease causes the host to undergo a horrific
mutation, actually transforming them into a rakghoul.
Virtually all humanoid species in the galaxy are susceptible to infection, and there are rumors that the
Empire has undertaken efforts to weaponize the disease. Unsubstantiated reports of rakghouls on
worlds other than Taris lend credence to this rumor… or indicate the disease is slowly spreading
across the galaxy of its own accord.
Republic Reconstruction
Although located on the Outer Rim, Taris was once a cosmopolitan cityscape said to rival Coruscant.
But this shining light was snuffed out three hundred years ago by Darth Malak, who ordered his Sith
fleet to bomb the planet into oblivion. In the aftermath of the attack, little remained but ruins and putrid
swamps overrun by rakghouls.
Recently, the Republic has begun efforts to recolonize and restore Taris in the belief it will
demonstrate a resolve and ability to overcome the destruction wrought by the Sith. Should this lost
world be salvaged, it would become a symbol of hope for all those who stand against the oppression
of the Empire. The focus to date has been on cleanup, salvage and clearing sites for new colonies.
Progress has been slow, and the morale of those stationed on the world is rumored to be dangerously
low. But the Galactic Senate refuses to admit defeat, truly exemplifying the politicians’ can-do spirit.
The Great Hunt (Bounty Hunter)
A recent Mandalorian tradition stretching back only a few hundred years, the Great Hunt is
considered one of the keenest tests of a professional warrior’s skill. While the competition has
evolved over the centuries, incorporating more complex rules and greatly expanding its scope, two
things have not changed: The challengers hunt each other as often as they do their quarries.
To the modern Mandalorians, the title of Grand Champion is second only in prestige to that of
Mand’alor–the Mandalorian leader. In order to earn the title, a competitor must best everything the
galaxy can throw at him or her. It’s not entirely uncommon for a Great Hunt to end without a surviving
competitor left to hold the title. As such, the number of beings who can claim that honor is slim.
The Scorekeeper (Bounty Hunter)
Deity of the Trandoshan species, the Scorekeeper watches over her brood, savoring their victories
and shunning their failures. According to Trandoshan belief, no creature in existence is beyond her
judgment, and the only means for a Trandoshan to improve his standing in her eyes is to dominate
another living thing–to hold a creature’s life in his claws and show the Scorekeeper that he is more
worthy of survival. The Scorekeeper’s measure of worthiness is called Jagganath, and upon a
being’s death it is tallied by the Scorekeeper to determine his place in the afterlife. To be captured or
dishonored on a hunt is to have one’s Jagganath stripped by the victor, leaving nothing for the victim
to show the Scorekeeper in death and dooming his spirit to oblivion.
The_War_for_Alderaan%27s_Throne
Galactic Republic
An alliance of planets and mega-corporations that value democracy, justice and freedom, the
Galactic Republic has stood for over twenty thousand years. Ruled by a Senate comprised of
delegates from all its member worlds and overseen by a Senate-appointed Supreme Chancellor, the
Republic struggles to restore its former greatness in the wake of the Sith Empire's invasion decades
ago. Having emerged victorious in numerous conflicts in the past with the aid of its protectors in the
Jedi Order, the Republic has no intention of allowing the Empire to consume the entire galaxy. After
its capital world of Coruscant was sacked by the Empire, the Republic was forced to sign a painful
peace treaty, losing control of many outlying worlds. While the Empire consolidates its power, the
Republic and the Jedi hurry to rebuild and prepare for the next conflict sure to come.
Universe
The Old Republic is a universe full of mystery and wonder. From the never ending desert of Tatooine
to the unrelenting snow fields of Hoth it truly is one of the most imaginative and diverse game worlds
to explore. Each world has it's own story and environment and is filled with a diversity of characters
that the player can influence and change the scope of the galaxy.
Set 3,000 years prior to Luke Skywalker and Darth Vader. We see that the more things change, they
more they stay the same as we encounter the familiar, the unknown, and the unforgettable. Traveling
the galaxy during an era of extreme strife and warfare between the Sith Empire and the Galactic
Republic, caught between this struggle of survival, of revenge, you make the difference. You are the
one to save the galaxy from the turmoil it has found itself in.
Companions
Every Star Wars hero needs a companion. Han had Chewie, Luke had R2-D2 — even Jabba had the
cackling monkey lizard Salacious B. Crumb. These characters complement a player’s strengths or
weaknesses, and provide company for the epic journey you will inevitably undertake. Whether they’re
combative, friendly, flirtatious, or even just good for a laugh, companions always contribute to your
adventure.
The player will be able to choose from a list of 40 companions, though only the below, so far, have
been confirmed:
In Star Wars: The Old Republic, a variety of these Companion Characters will join your cause. Some
will join you for adventure, some for greed, and some for motivations that will remain hidden until
much further along in your adventure. The Companions run the gamut from intelligent droids to
bizarre aliens, from an honorable princess to a roguish pirate, and each class has a completely
unique set of Companions.
While traveling the galaxy, your Companion Characters will provide commentary, information on plots
and directions to points of interest-- all from their own unique perspectives. Companion Characters
may act as your conscience, and try to influence your decisions. In turn, you will influence them, and
change how they develop as the story progresses. Based on your choices, some Companions will
become your closest friends, others may become your lovers, and a few may even become your
enemies!
You will be introduced to your first Companion Character early in your adventure. But as you become
more seasoned, more will rally to your cause. As you travel with your Companions and get to know
them better, they will not only become more powerful but they will also introduce you to a unique
series of quests and rewards. Furthermore, you will be able to enhance your companions by
equipping them with various gear.
As your team grows and develops, new options, strategies, and tactics will become available. When
you’re headed to “The Tomb” on Belsavis, who will you bring to watch your back and help out the rest
of your group? Do you bring the hard-as-nails soldier who will help keep your enemies’ attention off of
your group, the gifted battlefield medic who can help keep everyone alive, or do you bring your ever-
faithful Astromech whose computer skills may be the only hope for completing the mission? These
are just some of the choices you will make while you and your Companions roam the galaxy in Star
Wars: The Old Republic.
Bowdaar
Notorious underworld gladiator
Time spent in slavery: 108 years
Lifetime arena death-matches won: 10,000
Pit-fighter aliases: “The Killer from Kashyyyk,” “Deathmountain,” and “Boneshatterer.”
Likes: A good fight against worthy foes, protecting the weak, personal honor
Dislikes: Cruelty, bullying, slavery, respecting authority that's in the wrong
Primary Stat: Strength
Secondary Stat: Endurance
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Crew Skills: +10 Cybertech Efficiency, +10 Scavenging Efficiency
Favorite Gifts: Weapons, Trophies
Although his many victories have earned and lost fortunes for the gamblers and crime lords wagering
on his fights, Bowdaar has never shared that wealth. Enslaved as a child and forced into the arenas
against his will, he has served one corrupt master after another for decades. Bowdaar has no family,
no friends and no home—only a warrior’s strength and an unbeatable will to survive.
Kaliyo Djannis
Anarchist, Outcast, Thug-for-Hire
Thanks to contradictory accounts, Kaliyo's personal history is murky at best. For at least a decade,
she's worked as a freelance enforcer and assassin for a half-dozen criminal syndicates, served time
in prison, and kept close ties to a violent anarchist cell. Whether she's genuinely political or just in it
for the thrills, nobody seems to know.
Only when firepower fails Kaliyo does she fall back on her charm--and the underworld does seem to
find her dangerously charming. Jilted associates describe her as manipulative, while other colleagues
remain infatuated long after her departure. Regardless, anyone working with or against Kaliyo should
be extremely cautious--no one walks away from the Rattataki unscathed.
Khem Val
The Sleeping Monster
Centuries ago, Khem Val was the proud servant of Tulak Hord, one
of the greatest Dark Lords of the Sith to ever live. His people, the Dashade, thrived. A powerful
species of Force-resistant killers, they drew strength from feeding on Jedi and Sith alike. Khem Val
was called Shadow Killer and Devourer. As his master conquered, he feasted, and the unusual bond
between the Sith Lord and the Shadow Killer grew stronger.
But that was centuries ago. The Dashade have all but disappeared from the galaxy, and the details of
Khem Val’s legend have faded to formless, creeping fear. Deep in the tomb of Naga Sadow on
Korriban, Khem Val sleeps, suspended in a stasis field guarded by crackling electric energy. No one
knows how he got there, or how to wake him. Even the greatest Sith Lords do not dare try. For when
he wakes, he is sure to be hungry….
Mako
Mako is a healer and ranged companion. Her main focus is healing you but will DPS is you are fully
healed. Her damage output is not as high as other companions.
Nobody on Nar Shaddaa knows quite where Mako came from but everyone agrees she was born to
be a slicer. By the time she was seven it was clear she had an unnatural affinity for all things
computer-related and she quickly taught herself all known programming languages.
At eight, Mako crashed the accounts of a Red Light Sector orphanage that was attempting to sell her
to the highest bidder. With credits in hand and marketable skills she soon found herself running with
some of the more notorious slicer gangs on Nar Shaddaa.
Seven years later Mako was found wounded in an alley by an aging bounty hunter named Braden. He
needed a tech specialist for his crew and she needed to get off the moon until the Hutt Cartel job her
"friends" had so spectacularly blown faded a bit from memory. With Braden and his crew, Mako
discovered a love of underground bounty hunter culture, a code of honor that gave her life structure
and most importantly, her first real family.
Skills
Skill Name Level Ussage Description
Armor Able to equip clothing, robes,
Proficiency: 1 Passive and light weight armor.
Light
Armor
Able to equip medium weight
Proficency 1 Passive
armor.
Medium
Enters an offensive stance,
increasing all damage dealt by
5% and lowering threat
Blaster Stance 1 Instant generation by 25%.
Additionally lowers the
cooldown of all attacks by
25%.
Fires a powerful shot at the
Charged Shot 1 Instant
target.
Med Scan 1 2 Sec. Heals a friendly target.
Enters a healing stance,
increasing all healing done by
5% and lowering healing threat
Med Watch 1 Instant generation by 25%.
Additionally lowers the
cooldown of all healing abilities
by 25%.
Weapon
Able to equip blaster pistols,
Proficency: 1 Passive
and similar sidearm weapons.
Blaster Pistol
Weapon Able to equip vibroknives,
Proficiency: 1 Passive electroknives, and
Vibroknife conventional knives.
Heals the target every 3
Field Dress 9 Instant
seconds for 9 seconds.
Fires a very powerful shot at
the target, causing the target
Wonding Blast 11 Instant
to bleed every 3 seconds for 9
seconds.
Cleanses a friendly target of up to 2
Cleanse 13 Instant
negative tech or physical effects.
Instantly heals a wounded target for a
high amount. This effect can only occur
Kolto Jolt 23 Instant
on the same target once every 30
seconds.
Mako binds the target in a stasis field
for up to 8 seconds. Damage to the
Electro- target causes this effect to end
29 Instant
Stasis prematurely. Targets may only be
affected by Electro-Stasis once every
30 seconds.
Lobs a medical pack at the target that
Medical releases kolto gas upon impact, healing
35 Instant
Pack up to 3 allies within 8 meters for a
moderate amount.
Qyzen Fess
Honoring the Scorekeeper
Species: Trandoshan
Distinguishing Features: Missing eye
Areas of Expertise: Fearless hunter, expert tracker and trapper
Likes: Killing powerful enemies, encouraging others to defend themselves, danger, honor
Dislikes: Killing the weak, mercenary work, sparing powerful enemies
Primary Stat: Aim
Secondary Stat: Endurance
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Skill Sets: +5 Biochemistry Efficiency, +15 Archaeology
Famed as a peerless hunter and tracker, Qyzen’s search for the galaxy’s deadliest beasts has taken
him from the swamps of Belkadan to Tatooine’s endless deserts, bartering trophies for ship
passage—anything to reach the next hunting ground.
Qyzen has no interest in possessions, needing only his weapons and his tally of jagganath points; a
score every Trandoshan must earn through honorable kills to appease their goddess, the
Scorekeeper.
While most Trandoshans become guns-for-hire to earn their jagganath points, Qyzen chose a
traditional path, hunting everything from sand demons to rancor beasts, and refusing to kill anything
unworthy of his considerable skills. In his travels he has crossed paths with many other
wanderers—criminals, Mandalorians, even Jedi Masters—making him slow to trust any stranger, but
once he makes a friend Qyzen will defend them with his life.
T7-01
Programmed for Trouble
T7 sees himself as protector of his more fragile organic allies, willingly placing himself in harm’s way
and always ready to play the hero when innocent lives are in danger. Although he was originally
designed for repair and piloting duties, T7 has accumulated many special modifications, expanding
his potential uses on and off the battlefield. This little droid is much more than a mechanical servant…
he’s a friend and ally to the end.
Tanno Vik
Undisciplined and Unstoppable
Species: Weequay
Last Known Location: Balmorra
Largest Detonation: 20 kilotons
During training, Vik impressed his instructors with his unprecedented speed at locating structural
weaknesses in everything from buildings to vehicles, ensuring that he always planted his explosives
where they would do the most damage. He was even considered for entry into Special Forces
division, but his belligerent attitude and disregard for authority held him back. Criminal accusations
were registered against him throughout his short service career, until he was finally convicted for
masterminding a protection racket while defending a Republic outpost on Talay. After his discharge,
Vik resorted to mercenary work, and still plies his abilities in the galaxy’s deadliest conflict areas to
this day.
Vette
Few people have seen as much of the galaxy as Vette and few have had as little control of their
destiny. Born a slave on the occupied world of Ryloth, Vette was separated from her family at an early
age and sold to a series of minor crime lords. When legendary pirate lord Nok Key Facts
Drayen utterly destroyed her latest owner's holdings, Vette and the other slaves were given their
choice of freedom or joining up with Nok. Vette became a pirate, travelling the known worlds and
learning to get in and out of places she wasn't allowed.
Years later Nok Drayen mysteriously and suddenly released all of his people from service. Vette was
left on Nar Shaddaa where she joined up with other young, idealistic Twi'leks and used her criminal
abilities to rob and ruin those who exploited Ryloth's cultural artifacts and people. An unquenchable
spark, Vette is older than her years but far from mature, delighting in silly pranks and always ready to
laugh at people who think too much of themselves.
Blizz
Likes: Adventure, gadgets, attention, praise, friendship
Dislikes: Scary things, extreme violence, people who are mean to him
Primary Stat: Aim
Secondary Stat: Endurance
Primary Weapon: Blaster Pistol
Secondary Weapon: Shield Generator
Blizz is a companion, for the bounty hunter class. Blizz is a jawa, one of the short natives to Tatooine,
who normally travel by sandcrawlers.
Blizz is a ranged/tank compannion. His main stat is Aim and uses a blaster pistol. Blizz wears heavy
armor.
Blizz spent several years with Slam's crew before the old scrapper made the mistake of selling his
services to Hoth's White Maw pirates. Years of toil under the menacing watch of the White Maw
would soon deprive the salvagers of reasons to smile--but first, Slam gave his small friend the
nickname "Blizz" after the little Jawa kicked up a snowstorm of excitement during his first encounter
with the "white sands." It's a name Blizz cherishes; one that reminds him of happier times
Skills
Skill Name Level Usage Description
[[Armor
Able to equip heavy combat
Proficiency: 1 Passive
armor.
Heavy
Armor
Able to equip medium weight
Proficiency: 1 Passive
armor.
Medium
[[Armor
Able to equip light armor,
Proficiency: 1 Passive
clothing and robes.
Light
Armor
Proficiency: Able to equip a power
1 Passive
Power generator in the offhand
Generator
Armor
Proficiency: Able to equp a personal shiled
1 Passive
Shield genereator in the offhand.
Genereator
Weapon
Proficiency: 1 Passive Able to equp blaster pistols.
Blaster Pistol
A powerful shot that deals 2545 -
Charged Shot 1 1.5sec
2709 weapon damage.
Reduces all damage taken by
Deploy Shield 1 Instant
25% for 12 seconds.
Distracts the target forcing it to
Distract 1 Instant attack the companion for 6
seconds.
Draws in the attention of all
enemies within 15 meters, forcing
Flaregun 1 Instant
them to attack the companion for
6 seconds.
Enters a guard stance, increasing
Guard Stance 1 Instant threat generation by 100% and
shield chance by 20%.
Enters Sniper Sight mode,
increasing all damage dealt by
Sniper Sight 1 Instant
5% and lowering threat
generation by 25%.
Blizz fires out a grappling hook,
then zips along it to the target
Zipline 1 Instant and immobilizing them for 2
seconds. Does not work against
targets in cover.
Releases a burst of fire that deals
2726 elemental damage and
increases the companion's armor
Flameguard 17 Instant
rating by 20% for 15 seconds.
This ability generates a high
amount of threat.
Discharges an EMP blast that
deals 1048 energy damage to up
to 5 targets in an 8-meter radius
EMP Blast 23 Instant and weakens them, reducing the
damage they deal by 5% for 6
seconds. This ability generates a
very high amount of threat.
Fires a missile that deals 537-
Salvaged Missile
23 Instant 846 kinetic damage to up to 3
Launcher
targets.
C2-N2
C2-N2 is a protocol droid, a type of droid meant to act as a translator between peoples of different
languages. All Republic classes recieve a C2-N2 protocol droid in addition to their starship after they
complete the main quest line on Coruscant(around level 15).
Abilities
Aric Jorgan
Skill Sets: +10 Armstech Efficiency, +2 Diplomacy Critical
Aric Jorgan is a member of the Republic army who, becomes a member of Havoc Squad. He is a
Trooper companion that specializes in ranged DPS.
Creatures
The galaxy is full of creatures who would enjoy nothing more than devouring your character whole.
Here are just a few of the beasts that you'll discover on your journey.
Gundark
Salky Hound
Terentatek
Vine Cat
Aklay
Bantha
Chemilizard
Dewback
Ferrazid Hound
Hoth Hog
K'lor'slug
Kath Hound
Lurker
Mutated Colicoid
Nexu
Rakghoul
Rancor
Reek
Sarlacc
Tauntaun
Thranta
Tuk'ata
Varactyl
Vrblther
Wampa
Wraid
Acklay
The Acklay is a large, non-sentient creature native to the oceans of Vendaxa. Its physical
appearance makes it a natural predator, with six sharp claws and an aggressive attitude. As such, it is
commonly found in gladiatorial arenas on different worlds in the Outer Rim Territories, such as
Geonosis.
Although Acklays live underwater, they can go on land to hunt, which they frequently do, as the
Lemnai, a creature that lives on the plains of Vendaxa, are their main source of food. As they reside
in the oceans of Vendaxa, their eyes enable them to see in darkness, although they are near-sighted.
Despite their crustacean-like nature, Acklays also have characteristics possessed by reptiles, such as
their powerful jaws filled with sharp teeth. The Acklay have a tough, leathery green skin, another trait
from its reptilian heritage. The Acklay's abdomen is more vulnerable than other parts of its body, as
the flesh covering it is not as tough as it is elsewhere. Acklays have a bony crest around their neck,
used for both intimidation and protection. Some Acklay can use the force,but they are very rare.
Bantha
Banthas are sturdy and easily domesticated beasts of burden that were found all over the galaxy.
The bantha is one of the most adaptable herbivorous creatures in the galaxy and can be found on
several worlds. They are able to survive in almost any extremes of environment and can go without
food or water for several weeks. Although bantha subspecies have diverged from their baseline
ancestors, most share similar characteristics. They are quadrupeds that are covered with shaggy fur
and have large curved horns. Banthas are used by the nomadic and territorial Sand People.
Chemilizard
Chemilizards are non-sentient, reptilian life forms native to Nal Hutta. These creatures probably have
some link to the chemicals and pollution created on Nal Hutta, since their name begins with "Chemi".
Most creatures avoid Hutta's polluted swamps, but these massive reptiles call the toxic marshes
home. Nicknamed 'chemilizards' by the local workers, these predators have adapted to the poisonous
land by absorbing toxins, which contribute to their unique coloring and acidic saliva. Many also
believe these toxins have poisoned the chemilizard's minds, turning the ferocious reptiles violent and
untamable.
Before their mutation, chemilizards were a Hutt delicacy known as orpali dragons. These rare lizards
were bred for harvest, killed in infancy and traditionally served over a bed of glazed chuba eyes.
Orpali dragons were on the menu for the centennial feast of Bakuush the Hutt when hatchlings
escaped into the wild through the palace sewers. Over time, the resilient lizards evolved, and
although one Hutt did attempt to dine on the adapted chemilizards, the results were most
unappetizing.
Dewback
Dewbacks are large, four-legged, omnivorous, cold-blooded reptiles native to the desert wastes of
Tatooine. As such, they are well-adapted to the harsh desert climate. This and the fact that they can
be easily domesticated, makes them commonly employed as beasts of burden by both the inhabitants
of the desert planet and the off-worlders wandering its dunes. Due to their numerous useful traits and
versatility, they are quite possibly the most respected of all the creatures native to Tatooine.
Dewbacks are omnivorous reptiles that originated on Tatooine, where settlements, moisture farmers
and Sand People alike use them as work beasts and transportation, and where wild dewbacks still
roam the planet's deserts and canyons. Over time, the sturdy creatures have been exported to other
worlds and found similar utilitarian niches elsewhere.
Centuries ago, Czerka Corporation scientists attempted to breed "war dewbacks" that were larger and
more aggressive than their easily domesticated cousins. Although the scientists eventually
succeeded, the project was written off as a failure when the test herd broke out of its enclosure and
rampaged through the research facility.
Ferrazid Hound
Ferrazid Hound Millennia ago, before Taris became a city-world-and long before that city was
destroyed - ferrazid hounds lived in the planet's jungles and swamps, hunting birds and lizards and
roaming in small packs. When Taris became an urban environment, ferrazids were believed extinct -
the population wiped out, with only a few specimens preserved in zoos.
When the Republic returned to the ruins of Taris, explorers found the ferazzid hound population
robust and recovered. Unfortunately, the ferrazids are extremely territorial. Although they keep their
distance from major settlements, they are an increasing problem for scouts and transports.
Gundark
Gundarks lack the strength and size or the normal Rancor, but more than make up for it with brutal
speed.
They travel in packs and have become a major target of big game hunters. Their pack-mentality make
facing off against a group Gundarks something that only the most seasoned of hunter should attempt.
Gundarks use their phenomenal sense of hearing to quickly dispatch anyone foolish enough to hunt
them without proper preparation.
Hoth hog
Hoth hogs are a species of herbivorous mammals who live on the icy planet of Hoth.
K'lor'slug
The K'lor'slug is a large worm-like creature that possesses a serpentine body propelled by many
dangerously-edged legs. The mouth is a gaping circular maw filled with lamprey-like concentric rings
of teeth.There are a few variations: the Greater K'lor'slug (pictured) and the Lesser K'lor'slug (also
noted as Burrowers, Foragers, and Broodlings).
Behavior
K'lor'slugs are carnivorous hunters on their homeworld of Noe'Ha'On, possessing keen olfactory and
visual senses in addition to a deadly venom. For reproduction, the creatures can lay more than 300
eggs in a single birthing period. When hatched, the young K'lor'slug is immediately ravenous for food.
In addition to their aggressiveness, these creatures are considered pests aboard starships. They are
known to invade the darkest spots on unsanitized space vehicles and breed. When dealing with more
than 300 eggs hatching, an infestation aboard a space vehicle could become harder to control — and
more potentially fatal — the longer it is tolerated.
Kath hound
Kath hound are dog-like creatures native to the planet Dantooine. Some variants have horns.
Lurker
Lurker
Lean, amphibious bipeds with a tendency to travel in packs, lukers are carrion eaters most
comfortable in tropical environments. Alone, they usually avoid confronting danger, crawling into tight
spaces and observing potential threats from a distance. In numbers, they can strike with a rabid,
frenzied intensity, happily downing prey for later consumption.
Biologists serving the Hutt Cartel believe that lurkers originated on a nameless jungle world on the
edges of the Torch Nebula. They were first identified in the wider galaxy two hundred years ago, and
have begun appearing on more and more worlds ever since. No convincing explanation for the
lurkers' spread has been offered, leaving the creatures a disturbing mystery.
Mutated Colicoid
Mutated Colicoid
The product of secretive experiments conducted on Balmorra prior to the Imperial invasion, the
mutated Colicoids are mindless, bloothirsty insectoids with many legs and sharp claws. Originally
created in the lab facility known colloquially as Bugtown, these monstrosities escaped during the
Empire's conquest and have overrun parts of Balmorra (including the lab facilities where they were
created_.
The creatures seem particularly drawn to Balmora's hazard vaults and other zones of heavy pollution.
By feeding on the toxic waste, they appear to grow stronger and more vicious.
Nekghoul
Nekghoul
Rakghouls evolve with incredible speed, but until recently, they had never shown signs of intelligence.
Larger and far smarter than their rakghoul cousins, nekgouls may qualify as a new species in their
own right - they appear unable to infect and transform their victims, but instead possess sensitivity to
the Force and violent, untrained talent in its use.
Although nekghouls are capable of speech, they have no known history or record of their origins. Are
they the result of a Jedi or Sith being infected with the rakghoul virus? A mutation caused by radiation
from Taris's shattered reactors? Studies may have to wait - for now, merely surviving the presence of
these horrific beings is difficult enough.
Nexu
Nexu are feline creatures native to the chilly forests of the Indona continent on the planet Cholganna.
There are other breeds of nexu on Cholganna's other continents, but only the forest nexu has an
additional set of eyes able to view in infrared wavelength, which aids in their hunting of bark rats and
tree-climbing octopi. They are often exported and trained as security beasts, and used for patrolling
on Malastare, or used in arena combat, as seen on Geonosis. Nexu are 4.5 meters long and
generally 1 meter tall.
The Nexu appear to be feline in nature, with claws which can slice a Human in half. They have spikes
along their back, and a long tail that in the wild allows the Nexu to swing from tree branch to tree
branch. They have extremely sharp instincts and reflexes, although they are known to tire easily, and
often use swift movements to finish an enemy quickly, biting down and thrashing their head about to
break their victim's neck. Cubs are born pure white.
Rakghoul
Rakghouls are deformed mutants living in the Undercity of the Outer Rim world of Taris. Created by
the Sith magic of the Muur Talisman, Rakghouls were meant by their creator, Karness Muur, to be his
own army, as he could control them and allow them to use their skills, like the use of ships and
weapons. However, without the control of the Muur Talisman, Rakghouls became mindless beasts
that travel in packs of between four and eight and charge towards anything that looks or smells like
food. Rakghouls are known to carry the Rakghoul Plague.
Rakghouls are a living plague - the manifestation of a highly communicable disease capable of
switftly transforming its victims into twisted, degenerate monsters with predatory instincts. The
rakghoul virus can infect hundreds of known species and is most often delivered through a rakghoul's
bite; a person attacked by a rakghoul and "lucky" enough to survive typically becomes a rakghoul him
or herself. Some victims resist the virus for days, succumbing to rakghoul instincts while retaining
their original bodies.
Different strains of the virus manifest in different breeds of rakghoul - the smallest and weakest travel
in enormous colonies, whereas larger, smarter rakghouls often hunt alone. The virus mutates fastest
when infecting new species, and slowest when rakghouls reproduce with other rakghouls.
Rancor
Rancors were large carnivorous reptomammals originating from the planet of Dathomir. They were
usually born brown. Although found on other worlds, those from Dathomir were said to be stronger
and more intelligent than others. They were used for many things, ranging from mounts for the
Witches of Dathomir and Nightsisters to pets for Hutt crime lords to being a source of food.
Reek
Reeks are normally herbivorous, but they can be turned into an aggressive beast when they get fed
with meat.
Reeks are horned, thick-skinned herbivores. They originally hail from the planet Ylesia but can be
found all over the galaxy, particularly on Iridonia, Ithor and Tatooine. They are highly sought-after as
pack animals, but are also commonly used as mounts.
Curiously, reeks' temperaments are largely dictated by their diets. While they normally subsist on
plants, reeks will eat meat if it is offered to them; however, a carnivorous diet turns their skin dark red
and makes them extremely hostile. This phenomenon inspired the phrase "mad as a red reek" as has
led to the practice of using battle-maddened reeks in gladiatorial arenas.
Rill
Rill
One of the swiftest land animals on Tatooine, the rill is a reptilian predator that hunts womp rats and
other large mammals. Fiercely territorial, an individual rill (or a rill and its young) stakes out a patch of
desert and defends it vigorously against all intruders. To sleep and protect itself from Tatooine's
blistering heat, the rill burrows into the sand several meters below the surface.
These nests are also where rills lay their eggs, burying the eggs under sand to hide them from
scavengers. The first task of a newly hatched rill is to successfully dig its way back to the surface, or
else be abandoned by its mother and broodmates.
Salky Hound
The Salky Hound is a biologically engineered creature used by various legal and illegal security
organizations.
The hounds are a mix of jaw strength, heightened senses, and an overall nasty demeanor.
When the military realized that they couldn't control the beasts, they halted production on the Hounds.
After this, they became highly sought after on the black market. The beasts have been banned on
nearly all of the Core Worlds.
Sarlacc
Sarlacc are omnivorous creatures. They are extremely long-living, some of them are even older than
the Galactic Republic. It is not proven that they are sentient, but such claims exist.
Sleen
Sleen
Sleek and web-footed, the sleen is among the fastest creatures that crawl through the Dromund Kaas
jungle. It feeds primarily on the eggs of other Dromund Kaas lizards, but it has been known to hunt
small prey and can be vicious in protecting its territory against intruders.
The early Sith were known to keep sleens as guard animals and pets, but the practice went out of
favor as Dromund Kaas became more densely populated and the sleens proved difficult to keep in
close quarters. Hunting sleens are still kept among certain high-ranking Imperial officers, bred and
trained by generations of family servants.
Terentatek
Terentatek
The legendary terentatek is a vicious, tusked monster that feeds on the blood of Force sensitives.
Terentateks are known to cluster wherever there is a strong dark side presence and to remain
dormant for many years before emerging to hunt.
How terentateks came to be is a subject of much debate. Ancient chronicles report terentatek-like
creatures on Korriban, twisted by the dark side rituals performed by early Dark Jedi. Other sources
attribute their creation directly to the Sith Lord Exar Kun, who performed many Force experiments on
creatures on Yavin Four. Terentateks are undoubtedly one of the most vicious of all creatures
steeped in the dark sie, and they are doubly dangerous because of their unnatural resistance to Force
powers.
Jedi throughout the ages have tried to wipe terentateks from the galaxy, but the creatures have
proven incredibly resilient.
Their origins remain a mystery, but some have theorized that they emerged from early Dark Jedi
reituals on Korriban. This explaination goes hand in hand with their resistance towards the Force.
The Terentatek gained prominence during the tyranical reign of Exar Kun. The Sith Lord used them
as weapons during his war against the Jedi.
Tauntaun
Tauntauns are a species of omnivorous reptomammals who are indigenous to the icy planet of Hoth.
Tauntauns are commonly used as pack animals.
The tauntaun is an omnivorous reptomammal occupying a key position in Hoth's ecosystem. Beyond
providing a good source for wampas and the feline whitefangs, tauntauns also expand the planet's
natural tundra by spreading fast-growing moss and lichen to new growth areas. In fact, scientists
speculate that Hoth's limited fauna would quickly go extinct if the tauntauns disappeared.
More important to Republic, Imperial and White Fang forces on Hoth, tauntauns provide the promise
of a native means of traversing the icy plains. Adult tauntauns can move at speeds up to ninety
kilometers per hour - useful for outrunning all manner of foes. The trick, of course, is domesticating
these notoriously ill-tempered beasts.
Thranta
Thrantas are a group of flying animals found originally on Alderaan. While there were multiple
species and breeds varying in size and functions (some for personal travel, others for massive air
ferries), most thrantas served the purpose of being air transport.
Tuk'ata
Tuk'ata have three rows of teeth, sharp claws and horns. They can recognize Force users and attack
them with ferocity. These creatures were once bred for training purposes, but have long since
become guardians for the old tombs on Korriban.
Varactyl
The varactyl, also known as dragonmounts, are reptavian herbivores native to the planet Utapau.
They have beaked faces and long, powerful tails that can stretch to 10 meters long. The varactyl's
flexible neck supports its armor-plated skull, and both male and female dragonmounts have crests
and a ridge of mid-body spines displayed during courting ritual. While females sport blue green
plumage and skin, males were mostly dull shades of orange and brown. Most important were the
varactyl's five-clawed feet. Not only can a varactyl run at very fast speeds, but their claws are adapted
to climbing the rocky walls of Utapau's sinkholes. This marks the varactyl as an excellent mount for
the native Utapauns.
Vine Cat
These huge preditors have an insatiable appetite that causes them to constantly be on the hunt. They
use their long tails, climbing prowess, and razor-sharp claws to make quick work of their prey.
The heavily armored, sharp-toothed vine cat can pounce up to eight meters and has been known to
tear a sleen apart in less than ten seconds. Its armored frill and hide protect it against larger predators
such as the jurgoran, and its claws make it an expert climber when it needs to get away. The vine cat
was introduced to Dromund Kaas by the early Sith from the dark forest world of Ziost and is
responsible for wiping out three of Dromund Kass's native herbivorous species to date.
The Sith carry Vine Cats with them whenever they travel to new worlds. By introducing the predators
to different planets, the Sith have discovered a way to quickly gain control of native species.
Vrblther
Vrblthers are dangerous predators who hunt in the lower levels of Nar Shaddaa in packs, but they
were originally taken from Varl as pets for the Hutts.
Wampa
Wampa ice creatures are carnivorous predatory reptomammals indigenous to the Outer Rim ice
planet Hoth. The bipedal beasts stand over two meters in height with shaggy white fur constantly
stained by the blood and guts of slaughtered prey. Wampas are armed with jagged yellow teeth and
deadly claws. Primarily solitary hunters, wampas occasionally hunt in packs, preferring to ambush
their prey from the camouflage of Hoth's snow banks and blizzards. Stunned victims are carried back
to the creatures' lairs, typically large ice caves, where the wampas eat at their leisure.
Wraid
Wraids are large reptilian creatures found on many desert planets around the galaxy, including
Tatooine and Korriban as well as other planets like Tython, and living in places like caves, or just
wandering the desert in search of food.
Wraids are pinkish-red in color and have very powerful front legs, enabling them to move very quickly
when agitated in long, bounding strides. They have large claws at the end of their feet and sharp
teeth, making them dangerous to the unwary. They also have two small back legs.
NPCs
As you journey through the galaxy, you will encounter many different lifeforms and droids. Here are
some of the more prolific ones you will encounter.
Droids
The following is a list of droids that have been revealed so far.
Gormak
Primitive, tribal, and considered uncivilized by some, the Gormak are undeniably intimidating. Despite
their apparently "backwards" ways, the Gormak are highly intelligent, and especially adept at
engineering. They consider themselves enemies to both the Republic and the Empire, and their
homeworld is seldom visited by outsiders.
Miraluka
The Miraluka share a common genetic ancestry with humans, but diverged long ago. Their home
world is dark, with only the infrared light of a red dwarf to illuminate it. Because of this, the Miraluka
developed much greater Force sensitivity than humans, allowing them to sense their surroundings.
Over the millenia, evolution has taken their eyes, and they where various decorative covering over
their eye sockets when among other races.
Sith Pureblood
The Sith Race have a strong connection to the Dark Side. Deeply connected with the Force, they're
wrathful, ruthless, and cunning beings. Although all Sith are hybrids of the original Sith race and the
Dark Jedi that invaded them, Purebloods are those whose physical features show a particularly
strong resemblance to their native ancestors.
Twi'lek
Charismatic, artistic, and creative, the Twi'lek have sadly been exploited by the more poweful races in
the galaxy. Their homeworld, rich in resources, made them the target of profiteers, and their physical
and mental attributes makes them a favorite for slavers.
Zabrak
Strong minded and proud, Zabrak are fearsome warriors. Their culture of discipline, martial arts
training, and hardy disposition strengthened their reputation as a strong-willed race of fighters.
Starships
Though starships have been traveling hyperspace for millennia, the technology propelling these ships
is always evolving. Any starships venturing outside secured hyperlanes must be outfitted with
Advanced shielding and weaponry. In the years of the Great War, shipbuilders crafted a new
generation of starships. Republic and the Imperial engineers developed a variety of unique designs
for official use, but some of the most advanced models have surfaced on the black market, where
Bounty Hunters, Smugglers, and pirates pay high prices to acquire the most advanced technologies
available.
Starship Class
D5-Mantis Bounty Hunter
Fury Sith Warrior,Sith Inquisitor
BT-7 Thunderclap Trooper
X-708 Phantom Imperial Agent
XS Freighter Smuggler
Defender Jedi Knight, Jedi Consular
Thranta-class Corvette Other Ships
BT-7 Thunderclap
Rendili Hyperworks BT-7 Thunderclap
The BT-7 Thunderclap is the Republic’s largest and most elite rapid assault ship—streamlined for fast
deployment in combat situations. Upgrades requested by Republic Special Forces ensure reliable
performance and durability: state-of-the-art armor plating and heavy laser cannons provide
exceptional combat capability, modular shield systems protect the Thunderclap from enemy fire, and
the ship’s design deflects blaster fire away from crucial components in the event of shield failure.
Despite its efficient military design, the Thunderclap is outfitted with all manner of interior
improvements. The main deck contains a high-tech command center and briefing room, a secure
armory, and a fully-outfitted medical bay. Personal bunk space is above average, and recreational
facilities are available for increased quality of life for the squad during extended missions.
The D5-Mantis is an alpha predator in the cold depths of space. Designed to meet the hefty demands
of a much larger interdiction vessel, the Mantis was given a compact frame and built to fight–and
nothing else. By employing three retractable weapon foils with independent power supplies, the
Mantis is capable of safely deploying armament intended for larger class vessels, as well as reducing
its profile significantly in order to be packed tightly into carrier ships with a surprising number of other
Mantis crafts.
To mitigate what would otherwise be an extremely cramped interior, the engineers of the D5-Mantis
make efficient use of vertical space and minimal bulkheads to provide more open areas and ensure
ease of access for maintenance.
Although the D5-Mantis is considered a best-in-class vessel, spotting one in use is a relatively rare
sight. The prohibitive cost of building a completely independent, long-range picket ship prevented the
Mantis from seeing large-scale production.
A rare, best-in-class vessel, the D5-Mantis is an alpha predator in the cold depths of space. Designed
to meet the hefty demands of a much larger interdiction vessel, the Mantis has a compact frame and
above all-- is built to fight. By employing three retractable weapon foils with independent power
supplies, the Mantis is capable of safely utilizing armament intended for larger class vessels, as well
as reducing its profile significantly in order to be packed tightly into carrier ships with a surprising
number of other Mantis crafts. To mitigate what would otherwise be an extremely cramped interior,
the engineers of the D5-Mantis make efficient use of vertical space and minimized bulkheads to
provide more open areas and ensure ease of access for maintenance. Due to the prohibitive cost of
building a completely independent, long-range picket ship, the Mantis has never seen large-scale
production. Spotting one in use is a very rare sight, and a mark of exceptional means.
This ship is used by the Jedi Knight and the Jedi Consular classes.
Fury
FURY-CLASS IMPERIAL INTERCEPTOR
Featuring an advanced hyperdrive and state-of-the-art sub-light engines, the Fury is the most
versatile starship in the Imperial fleet. Though initially designed for high-priority military missions, the
Fury has become a favorite among Sith Lords and the latest models have been engineered
accordingly. The Fury’s angular design combines the maneuverability of smaller Imperial fighters like
the Interceptor with impressive armament that rivals some of the Empire’s larger military vessels. The
Fury also features a newly designed set of ‘strike foils’ that remain down for travel but can be
expanded in short range combat to maximize the ship’s agility and range of firepower. On the interior,
adjustments have been made to match to the luxury and aesthetics demanded by the Sith. No
expenses have been spared.
This ship is used by the Sith Warrior and the Sith Inquisitor classes.
X-70B Phantom
X-70B Phantom-Class Prototype
The starships of the Imperial Navy are the product of centuries of military research and development.
The Empire designed its fleet to destroy the Republic as quickly and efficiently as possible. During the
years of the Great War, however, the Empire refined its design strategies. Co-opting newly
discovered technologies and revising blueprints according to lessons learned, Imperial engineers built
a new generation of starships. First among these, Imperial Intelligence commissioned the X70B-
Phantom—the most low-profile, high-tech starship the galaxy has ever known. From its radar-
resistant sleek exterior paneling to the next-generation navigation systems, the Phantom is so far
ahead of its time that mass production would never be possible. More likely, the experimental
prototypes built so far will be designated for critical Intelligence missions, and entrusted only to the
most professional and responsible Imperial Agents.
Starships allow you to travel to any location in the universe, and take part in space combat.
Upgrades for your ship's space combat abilities(such as shields, missiles, etc) can be purchased at
certain vendors on major planets/star ports. Check out Ship Upgrades for details.
Galactic Republic
BT-7 Thunderclap ~ Trooper
XS Fighter ~ Smuggler
Sith Empire
X-70B ~ Imperial Agent
Useable Items
Med Packs - Used for immediate healing but come with a cooldown
Stim packs - Capable of increasing specific attributes for a certain period of time
Grenades - Crafted by cybertech, can cause aoe effects
Crafting Materials - Though not directly usable by your character they are used in crafting to
create items
Weapons are used by every character though certain weapons are only useable by certain classes.
You must have that particular weapon proficiency to use that specific weapon.
Armors are used by every class and can give some vital stats to increase your characters
performance in combat. Each armor class, light, medium, and heavy, offers specific bonuses to
defense.
These are items that are only usable by a companion character. While you companions can equip
items that are not specific to them you may not equip an item that is specific to a companion which is
usually stated on an item by item basis and will have a requirement when the companion characters
name ascoiated with it. There are also companion kits which can change your companions hairstyle,
skin tone or colors.
Item Grades
Every Item in the game has an Item Rating that grades with a color scale.
Grey
White
Green
Blue - Prototype
Purple
Orange
Darker Orange
Modifiable Items
Modifiable items are able to make use of mods in order to improve the item's base stats. Social items
and items high on the item scale are more commonly modifiable. These types of items are therefore
able to scale with your character by adding higher level mods as you find and and make use of them.
This can be extremely helpful throughout the game because instead of scrapping an item with a new
mod or 2 you may never have to replace that item throughout your entire game.
Weapons
There are many types of weapons in SWTOR and some are only usable by certain classes.
Melee
Vibroknife - Small dagger-like weapon. Used by Companion Character Mako and by Imperial
Agent
Vibroblade - Sword style weapon used by Jedi Knight, Sith Warrior
Lightsaber - The iconic blade of light in the Star Wars universe, an elegant weapon for a
civilized age, used by all Force-related classes. One of a force-user's rites of passage is to
construct their own, personalized lightsaber.
Double bladed Lightsaber - Two-handed, single-hilt lightsaber with an energy blade coming out
of both ends. A favorite of such iconic characters as Darth Maul, Bastila Shan, and Exar Kun,
this weapon is used exclusively by the Jedi Shadow and Sith Assassin
Ranged
Notable Vibroknives
Vibrosword
Vibrosword
Vibroswords are used at the start of the game by all Force classes. Generally wielded with two hands
but can be wielded with 1 in each hand if used by Jedi Sentinel and Sith Marauder
Notable Vibroswords
Lightsaber
Lightsaber
The iconic blade of light in the star wars universe, an elegant weapon for a civilized age, used by all
Force related classes.
Notable Lightsabers
Double Bladed Lightsaber
Double Bladed Lightsaber
Double bladed Lightsaber - 2 Handed single hilt lightsaber with a lightsaber blade coming out both
ends, used exclusively by the Jedi Shadowand Sith Assassin
Beyond these requirements there is some armor that is class specific such as pvp armors. There
also exist armors specifically for your companion characters which are different from customization
kits which change aspects of your companion such as skin and hair. Make sure you are able to equip
an item before you buy from the vendors or auction houses.
General things to look for under armor requirements before buying are:
Required Level
Class Specific
Companion Specific
Social Levels
Valor Rank.
Armor type
Beyond these basic requirements it is also very important to look at the statistics on each armor to
understand if an item is actually meant for your character (I.E. Bounty Hunters have no use for the
force related Will Power Statistic)
Light
Medium
Heavy
Companion Kits
PVP Armors
Ear Pieces
Relics
Implants
Companion Items
Companion Kits change the appearance of your companion. This is limited to different styles, other
than the default, that change skin color and/or tattoos for your companion.
Currently there are only 3 customization kits per starting companion. All other companions do not
have customization kits currently available to purchase from Companion Kit vendors that are found in
every major town. Each Companion Kit vendor sells the exact same items. You are able to purchase
kits for companions you do not have and cannot obtain.
Droid Items
Droid armor and weapons are crafted by those who have the Cybertech Crew Skill.
Companion Kits
Companion Kits change the appearance of your companion. This is limited to different styles, other
than the default, that change skin color and/or tattoos for your companion.
Currently there are only 3 customization kits per starting companion. All other companions do not
have customization kits currently available to purchase from Companion Kit vendors that are found in
every major town. Each Companion Kit vendor sells the exact same items. You are able to purchase
kits for companions you do not have and cannot obtain.
Equipping Your Companion
Equipping your Companion
1. Determine Your Companions Role (Tank/Healer/Dps)
2. Determine which stats they use(Hint: Tech users don't use Willpoer)
3. Gather Equipment for companion to use (Can be general or companion specific)
4. Open up Your character Sheet ("C" by default)
5. On the bottom part of the Character sheet is a Tab Labeled "Companion" Left click this
6. Your are now on your companions character sheet
7. Open your inventory without closing the companion character sheet ("B" is default
8. Now either drag and drop the new gear from the inventroy to the character sheet or simply right
click the new gear (This includes companion kits)
Now you're companion is better equipped to help you out on the long journey in a galaxy far far away
an even longer time ago.
Companion Gifts
Companion gifts raise or lower the affection your companion has for you. If they like the gift it will
raise there affection. If they don't like it it can lower there affectoin or cause no change. Companion
gifts can be purchased from a vendor or can be obtained from mission crew skills. Below is a list of
companion gifts. Click each item for a detailed description.
PvP Rewards
PVP Rewards
PVP Rewards are obtained by purchasing items from NPC's located in key cities as well as the space
stations. The rewards cost credits to buy but a sufficent Valor Rank to be able to Equip the items.
Valor Rank
Valor rank is increased by obtaining Valor Points which are earned through participating in warzones.
Earning these valor points changes depending on the warzone participated in. It is also possible after
a warzone to vote for an MVP(Most Valuable Player). Whoever wins this MVP is also given extra
Valor Points. You can determine your current Valor Rank by opening up your Character Screen ("C"
by default) in game and the Valor and Social Bars are displayed on the left hand side of the Character
Sheet.
Bounty Hunter PVP Items
The Bounty Hunter PVP Vendor is located in Kaas City neat the trainer. Listed are the items that can
be purchased from this vendor. Click each item for details.
Description Cost
Imperial Agent PVP Items
The Imperial Agent PVP Vendor is located in Kaas City near the trainer. Listed are the items that can
be purchased from this vendor. Click each item for details.
Description Cost
Amnesty Belt See Details
Amnesty Boots See Details
Amnesty Bracers See Details
Amnesty Gloves See Details
Amnesty Headgear See Details
Amnesty Leggings See Details
Amnesty Suit See Details
Armguards of Lethality See Details
Social Items
Social Items
Social Items are usually available from a vendor on each planet. These items can wildy change the
way your character will look along with being modifiable. For example if you are on Tatooine you can
find a social vendor and if your Social Rank is high enough you will be able to purchase and entire
outfit to transform your charatcer into looking like a sand person. Each planet so far has a unique
item set available for a social rank. To be clear you do not use a social rank to purchase the items,
for that you use credits, but you will have to have a social rank that meets or exceeds the
requirements of the set. (List is iincomplete.)
Decription Cost
Social Rank
Obtaining a higher social rank is fairly simple:
The Social Points obtained this way add to your Social Rank which in turn will allow you to purchase
the unquie social items with credits.
Commendation Rewards
Commendation Rewards
Commendation Rewards are a type of currency that is looted on a random drop rate from NPCs and
given as quest rewards.
Each World, flashpoint, and space battles has its own commendation reward. As you progress from
planet to planet, the previous planet's or flashpoint's commendation rewards can be traded at a
Quartermaster at a 2:1 ratio.
Coruscant Commendations
This vendor (Merkus - Coruscant Equipment Commendations Vendor),
located near the cantina off to the left side branch of the lower level of Senate Plaza. (In Coruscant),
distributes many items for the commendation currency "Coruscant Commendation"
D-212 Particle Beam Saboteur (Blaster Rifle, Level 16, 14 Coruscant Commendations)
Korriban Commendations
These items can be purchased with Korriban Commendations from a vendor on the Imperial Fleet,
Description Cost
Overseer's Vestments 8
Description Cost
Usable Items
Useable Items
Useable items are items that are usable by a character and once used may disappear from inventory
Disposable Items
Med Packs - Used for immediate healing but come with a cooldown
Grenades - Crafted by cybertech, can cause aoe effects
Mountable Crafts - Once used will disappear from inventory screen but will be added to your
mount screen which is accessible by pressing "P" by default you pull up the character abilities
window and then clicking vehicles.
Stimpacks - Used to boost a certain attribute of a character.
Holo-Dancer
Holo-Cam
Medpac%27s
Stim%27s
Vehicles
Vehicles can be obtained from a vendor in the main city. They start at $4000 and you must be level
25 to obtain. Click on each item to see it cost and details.
Decription Cost
Check the [[Light Allignment Items]] or [[Dark Allignment Items]] section for an item list.
Dark Allignment Items
Listed are the items that can be obtained when you have a Dark Alignment. Dark allignment can
range from Dark I to Dark V. Click each item for stats and requirments.
Description Cost
Description Cost
Arena Champion's Boots $6350
Arena Champion's Gauntlets $1000
Ascendent's Alloy Boots $6350
Ascendent's Alloy Gauntlets $1000
Blademaster's Boots $6350
Blademaster's Gauntlets $1000
Enlightened Jedi's Boots $6350
Enlightened Jedi's Gloves $1000
Grade 1
Description Cost
Grade 3
Description Cost
Grade 5
Description Cost
Description Cost
Description Cost
Blue: Willpower
Green: Endurance
Light Green: Aim
Red: Strength
Yellow: Presence
White: Matrix Shard
Orange: Cunning
Coruscant
Yellow
Receive: +2 Presence
Area: Old Galactic Market
X: 2318
Y: 1051
Z: ???
This one isn't so hard, just hop on the lift just to the left of crossing the bridges but beware the elite
mob that guards the area.
Green
You exit a small encloser about halfway through the area and to the left across a crevass you will see
the green holocron. But you want to turn right, kill the mobs there and go around to the back of the
trash can. After some awesome running above the map, you'll plop down on the other side.
ORANGE
You'll see some crates stacked in a nice formation down the center of an 'isle' you have dividing two
main paths. This is easiest to see on the northernmost part of the map headed west. Be careful and
time your jumps onto the pipe and you've got it!
RED
Look for the huge column that takes you up to the second level. Once up there turn left and follow the
edging to where a dark Jedi is meditating - eliminate him or leave him, overlooking the center of the
area is an extention with the holocron awaiting you.
???
This one takes you halfway through the Works, just above the entire level. On your map, there is a
hallways along the east central that if you were to follow it around and to the north, you over look a
trench from which you came and could not get up to before. A very well lit, yellow area. If you are
standing on that grating you have gone too far. Backtrack to the bend you just came out of, that is
where you will see the boxes and the pipe that you must jump on. Follow the awkward twist and turns
to your prize.
Ord Mantell
Yellow
Receive: +2 Presence
Area: Beach Near Savrip Island
X: -977
Y: 9
Z: 206
One of the easier datacrons to get, it’s located on the beach south of Savrip Island and west of the
volcano. Just run down the beach and look for the yellow glow.
Light Green
Receive: +2 Aim
Area: Savrip Island
X: -656
Y: 44
Z: -574
Savrip Island lies west of Oradam Village. The datacron is in the middle of the island on a rocky
outcropping. You can jump up the rocks at X: -717, Y: 17, Z: -517 to reach the datacron. Note that
Savrip Island is an Elite area and you’ll likely have to fight several level 8 Elite mobs.
White
This datacron is on the beach north of Mannett Point island. It’s easy to find, but it’s guarded by a
level 8 Elite Droid.
Tython
Green
Receive: +2 Endurance
Area: Mountain Pass
X: -34
Y: -35
Z: -103
Travel east from the Forward Base to the waterfall river valley in the mountains. Follow the river away
from the waterfall and you’ll find a cave. The datacron is through the cave on a ledge overlooking the
Jedi Temple.
blue
Receive: +2 Willpower
Area: Ruins of Kaleth
X: -641
Y: 36
Z: -71
On the third plateau in the Ruins of Kaleth. From ground level, run up the stairs, turn to the right and
continue through the ruined building that is directly in front of you. Make your way up the fallen
column to the second floor. From there, make your way up the fallen column to your right and you
should see the datacron glowing on the ridge in front of you.
White
When you enter the Forge Remnants, head south through the Flesh Raider encampments. Look for a
small path at X: -198, Y: 86, Z: 800. Follow the path through a ruined building. The datacron is on top
of another ruin to the right with a Flesh Raider worshipping it.
Hutta
Light Green
Recieve: +2 Aim
Area: Lower Swamp on a Hill
X: -99
Y: 22
Z: ???
This one is a bit tricky. When entering from the Evocii camp come in on the west entrance. Follow
the hill around to the east until you find a silver scaffolding that is leaning onto the hill. Walk up this
onto the hill. Continue up the hill and keep heading east while keeping the high ground. Eventually
you will find the datacron but you will have to take a fall to get to it. It may appear to be blue but gives
+4 Aim.
Yellow
Recieve: Prescense +2
Area: North East of Rust Yards
X: 650
Y: 13
Z: ???
This datacron is obtained by heading north of the Rust Yards. Along the boast you should see a
pipeline ehading straight North. Hope on this and follow it. You may have to jump onto a small
platform that is the same height as the rest of the pipeline and then jump back onto the pipeline.
Continue following the pipeline to a raised hill with a Chemlizard. Kill the Lizard and that datae should
be easily visible on the east side of the hill.
white
Easiest access is while performing the quest Factory Recall. Walk down the ramp by the quest giver.
Huyg the wall to the right hand side and you will eventually come upon the datacron after fighting a
boss. You can just run through the area, and die a few times and just revive repeatedly but you will
get the datacron even at level 1.
Korriban
BLUE
Recieve: Willpower +2
Purple in color
X: 530
Y: -162
Z: ???
Located by following the mountain around or heading North eats form the Wild labrotory
Green
Recieve Endurance +2
X: 126
Y: 5
Z: ???
Easily found by the shuttle that leads off world to Imperial Fleet
white
This datacron is located in the southwest side of the Tomb of Tulak Hord - The Ruined Atrium slight
hidden behind a wall and slightly in a hole.
Dromund Kaas
white
This datacron requires a trek through the Heroic area south of the WALL Warp point. Cross the inital
bridge form the wall and run straight ahead and follow the first wall to the elft. Keep following the wall
and you will see the datacron up on a ledge above a waterfall. Keep following the wall to the east and
hug it. You'll eventually go semi off the map. but just keep hugging this wall and you will come out at
the datacron.
Yellow
Recieve: Presence +2
X: 580
Y: 115
Z: ???
Exiting the Space port head up the hill to the left. At the top of the hill is a cave in the mountains.
Continure through the cave and then follow the path onwars. The datacron will be in plain View.
Red
Receive: ???
X: 865
Y: 642
Z: above 0?
In the Space Port where you arrive on Dromund Kaas. The datacron is atop a stack of shipping
containers.
Orange
Receive: +2 Cunning
X: -1219
Y: 212
Z: ???
In Dark Temple Approach, Kaas City Expansion District. To reach the datacron, you must jump on
the stack of boxes and crate near the tents above the canyon containing the datacron. From here,
you hop over the fence, run down the path and jump off toward the larger plateau. From this plateau,
you can drop onto the pillar holding up the datacron.
Quests
Quests
Quests are obtained from NPC's or are automatically given to the player. Completion of a quest
usually results in a reward of experience, credits and maybe an item.
Star Wars The Old Republic has various quest types available to the player:
Alderaan
Balmorra
Belsavis
Corellia
Coruscant
Dromund Kaas
Hoth
Hutta
Ilum
Korriban
Nar Shaddaa
Ord Mantell
Quesh
Taris
Tatooine
Tython
Voss
Space Quests
Space quests or missions can be started once you receive your Ship. Space combat runs on a rail
system where you can fly around within a certain set distance along a set path. You can purchase
Ship Upgrades to assist you in your missions. To can accept the space mission in the control room of
your ship. (Look for the available quest icon). Once accepted you can start the mission by bringing
up you star map and selecting the mission you wish to do.
Available Missions:
Jabiim Escort
Flashpoints
Band together with your most trusted allies to undertake some of the most dangerous missions in the
galaxy! Flashpoints are action-packed, story-driven adventures that test a group of players to their
limits, putting them up against difficult foes in volatile situations. You and your group need your wits,
your skills, and all your resources to emerge victorious. Every Flashpoint begins with an exciting story
and contains difficult decisions – choose carefully, because your group’s choices have a meaningful
impact on the challenges you’ll face, the enemies you’ll fight, and the outcome of the story! All the
danger is certainly worthwhile; the rewards from Flashpoints are some of the most powerful you’ll find.
The Esseles
The Black Talon
Taral V
Boarding Party
Directive 7
The Hammer
The Esseles
When a Republic transport secretly carrying a high-profile passenger is attacked by Imperials, your
team must defend the ship and eventually must decide the passengers' fate.
Unfortunately, the walkthrough cuts off right after defeating Ironfist. From there, you and your team
speak to the new captain of the Esseles. You come to the conclusion that there is only one way to be
free, you must board Grand Moff Kilran's ship and turn off the tractor beams. Of course, this new
captain believes the little Twi'lek, Asarra, is the cause of their problems and if you dump her off on
Kilran's ship, no more trouble will come your way. With that in mind, you and a small strike force enter
the ships hangar and begin your internal assault.
Kilran, in his elegant ramblings, wishes he would have known you were coming so he could have
made preparations. You could care less as you tear through his security droids and teams, making
your way to the tractor beam controls.
[NOTE: This is a first draft based on shoddy beta test memories. If things are out of sequence I
apologize. I may also have missed a minor boss. I'll correct things once I have more playtime to
work with. I also avoid telling as much of the story as possible.]
This flashpoint is introduced right after leaving your prologue planet (Tython or Ord Mantel) , in the
docking bay of the republic fleet. It is offered up as one of two ways to reach Coruscant. It is
achievable with 2 players, but a healer is vital. There are bonus missions that come up throughout
the flashpoint.
The flashpoint starts with you on board the transport bound for Coruscant. You start off talking to a
passenger. She expresses concern about the Sith dreadnaught following the transport. After the
conversation the transport is attacked by the Sith and you must fight your way to the bridge to talk
with the captain.
Once you reach the captain and discuss the situation, you are informed that you must meet up with
the security chief to determine how to break the lockdown and recover the ship from the imperial
hijackers.
Boss 1: The first boss is run into shortly after you being clearing. He is a ranged soldier type and
waves of mobs attack from behind him throughout the fight. Without a plan to deal with the waves it
is easy to be overwhelmed at this point. Ideally burn the boss with melee dps while ranged/healer
holds off the waves.
Next you talk with the security chief who tells you to get to engineering and the engineering chief can
break the lock down and retake the ship. There is a light/dark side choice here, but it only effects how
much clearing you need to do. However, the area you need to clear for the light side choice contains
a lore entry, so you should pick that up on your first time in the instance, regardless of your light/dark
choice.
Boss 2: Once you have finished with the engineering chief, you will now clear to Ironfist. A
mandalorian merc, he is very much like the first boss you fight, a ranged boss with some waves. The
waves are less intense and more spread out than the first boss, but Ironfist has more tricks, so melee
will need to adjust to them. Really just a stun and AOE knockback. Otherwise same strat as before,
melee on boss and ranged on clean up and healing.
After Ironfist is dropped, you will speak with the Captain once again and find that you must enter the
Sith dreadnaught to disable the tractor beam.
Once on board you'll have to clear and do some item interaction. Just before you have a chat with
the Imperial admiral on the holo, there is a lore object right behind a console down a nearby corridor.
Then you'll be sent on to the next boss, a driod guarding the tractor beam controls. Make sure to do
all the bonus missons in this area, as doing so will activate a bonus boss with more shinies.
Boss 3: The combat droid is a fairly simple, straight forward fight. However, be sure to lure it down
from the platform it's on, as it has a knock back and if you are knocked off the platform it's insta-
death. Otherwise, standard tank and spank.
Bonus Boss: Right after this boss there will be aforementioned bonus boss on the left. For small
groups using companions this is the hardest boss in the instance. This is a melee boss with one
ability: lightening field. A simple, sustained short-range AOE he pumps out around himself, it lasts
roughly 10 seconds and has a 5-10 second CD. This is lethal to melee companions as they will not
avoid the field while it is on and quickly die. Thankfully the boss is slower than character run speeds,
so simply kite the boss and melee attack when you can. Watch aggro so that you don't have the boss
chasing your ranged/healers. You won't be able to heal thru the lightening field.
After these boss fights you'll complete more story and clearing mobs before circling back to the
shuttle you started at.
Boss 4: The final boss that attacks just before you leave. A melee boss, the only trick here is to
avoid the AOE's he throws around and be ready for the occasionaly stun. Otherwise, much like the
first 2 bosses, tank and spank while keeping the adds under control.
Once the boss is dead, you have your last light/dark choice and then you're done.
The Black Talon
The Black Talon
The Black Talon is a flashpoint available upon arival to the imperial Fleet. This is intended to be a 4
man instance which requires teamwork to overcome the challenges that await.
1 boss has a pull to position for entire group, just back away after pullt to avoid aoe damage.
Another must be kited away from aoe fire that he drops on the ground
A giant droid that summons small probing droids (They look like the ones from hoth from empire
strikes back but smaller) these droids won't attack you they'll move towards you and explode doing
massive damage - make sure a ranged dps takes them out before that happens - Other than that it
should be easy.
The final boss is a jedi padawan. her attacks are mostly melee attacks and ones similar to the sith
warrior or a jedi knight. when my team and i went in she took down our tank in a few hits because we
weren't focusing, as a bounty hunter i was able to kite her around a few boxes. that way she was not
able to jedi leap to me. the rest of the team was able to down her pretty fast. She won't be any trouble
to any good focused team.
The Hammer
Hammer Station is the first true flashpoint available, as Black Talon and Esseles are possible with two
players and are introduced and accessed in a different area to the rest.
Hammer Station is a three boss instance, with a mix of normal, strong and elite mobs as trash. It is
recommended for 4 players and level 18-19, though you can get the quest as low as level 14. Testing
has shown this is completable with 3 players level 17+ and a companion. A proper tank (Jedi
Knight/Trooper/Sith Warrior/Bounty Hunter with the proper class choices and a shield) is necessary
as a damage sponge, as is a player healer. Companion (if you are three manning it) should be dps.
Hammer Station also incorporates gathering skill checks, which allow for a variety of bonuses. The
first is a skill level 45 archaeology box that when used provides the whole party with a 10 minute
"Blessing of the Ancients" buff that improves health regen. The second is a skill level 90 bioanalysis
check on a box that provides eight air filters, allowing your party to enter a nearby cave that is filled
with poison gas. The filters will wear off after 3 minutes, which is why you get 8. At the end of the
cave is a box containing a random item. The third is a lvl 45 scavenging check on a motor. Activating
the motor causes a drill to destroy a wall which allows you to bypass some trash and get to the first
boss fast. The fourth and final is a slicing check on an elevator which, much like the scavenging
check, allows you to bypass trash.
(Note 1: Mobs in this instance can be scavenged for Grade 2 metals and compounds)
(Note 2: All bosses have a buff preventing any movement-impairing or CC abilities being used on
them)
(Note 3: I don't know the actual ability names, so I made them up. Boss names may be absent or
incorrect, that's just me being lazy :P)
DN-341 Tunnler Droid
The first boss, and arguably the hardest, is a big droid. It has ~30k hp. The droid's abilities are:
Big Damn LAZER Beam: A beam that is focused on a random party member, it stacks a
damage buff on the party member and will become unhealable if not countered. The beam can
be transfered between party members by having someone move between the player and the
boss. The beam switches to the party member in the way and begins a new stack. The stack
wears off in around 5 seconds and does not leave a debuff preventing taking the beam again,
so it can be juggled between two players. Testing found that up to 20 stacks were healable on
a tank. The beam can target companions.
Bot Brigade: At 75%, 50% and 25% health the boss will call in a single wave of Demolition
Bots. These are normal mobs and so are vulnerable to knockbacks/downs and all the other CC
goodies. They also have a similar amount of health to normal mobs, so are easily killable if
focused. They will aggro onto random party members and, if they get close enough, explode.
These should be dealt with by the whole party before going back to dpsing the boss, as they
can be too spread out to efficiently use big AOE. Each wave is bigger than the last one.
The fight boils down to a tank and spank. The boss can be LOSed if you want to try moving him but
during testing this caused more problems than it fixed. If you are careful to handle the beams
correctly and have everyone kill the droids then this fight only requires a properly geared/spec'd tank
and healer.
Moving on from the first boss, the only thing of note is a loot box underneath a ramp near the elevator
slice check.
"Boss 2"
A squad boss, this consists of a boss and 2 cronies. When you meet them they will be arrayed with
the boss in the center and the cronies on either side. For the sake of this walkthrough, we will refer to
the left-hand mob as "Pyro" and the right hand mob as "Poison" with the boss remaining just "Boss."
Boss has ~17k hp. All three are ranged mobs. Abilites are:
Pyro:
Poison: Throws poison grenades that leaves an short-term AOE on the ground.
Boss: Nothing noticeable.
Both Pyro and Poison are vulnerable to CC, and should both be CC'd if possible. If only one CC is
available Pyro should be CC'd. The fight should be started with the tank using their AOE to draw the
attention of all the mobs, then CC what you can. The tank should then move the boss back by
LOSing him. This allows the party to use all their abilities without breaking CC. From here it is simply
a case of burn Boss, then Poison, then Pyro. Avoid Poison's grenades and Pyro's forward facing
flamethrower and victory should come quickly.
The final trash clearance has two items of note. First is a bridge over the mass driver, which can turn
off and will turn red shortly before it disappears. Obviously don't get stuck on it when it gets turned
off. Second is a loot box on the far left just after the brigde.
Battlelord Somethingorother
The final boss. A ranged boss with ~20k hp. During testing was bugged and did not drop proper loot
(bloody disappointing getting 90 credits and a broken datapad for killing the big bad...). Abilites are:
Laser Fan: The only thing requiring any thought, this is a cone attack that is lethal! It will do as much
as 80% damage to a tank if they stand in it for the whole thing. Given force (mana) levels of healers
at lvl 16-20 that amount of damage will cause healer burnout fast. However, the fan is easily
sidesteped, as it is a great deal less wide than it appears. It is targeted at the bosses current aggro
target, and is preceded by the boss saying out loud that your flesh is weak. (Being a heavily
armoured cyborg bounty hunter I found this comment a bit silly coming from someone in a ship
tunic...)
The fight should be started with the tank moving to one side of the boss and the rest of the party
moving behind the boss. The tank should side step the Laser Fan and all party members should
avoid grenades. As long as the adds are kept away from your healer and killed, this fight will be over
quickly.
After the final boss dies the Hammer Station is set to self destruct and a door opens for you to finish
the instance thru.
Taral V
Tara V
brief background
Hidden deep within the maelstrom Nabulo, a top-secret Imperial prison holds a Jedi Master who is
invaluable to the republic war effort. To liberate the prisoner, a republic strike team must assult a
heavily defended compound on the Imperial world of Taral V and access an ancient computer that
can unlock the secrets to the prisoner's location.
Courtesy of http://www.swtor.com/.
The currently known operations are Eternety Vault and an unamed Hutt focused operation.
The full Operation group size is 24 players to accomidate world PvP and world bosses (who
sometimes require a full 24 person group of an appropriate level) however the instanced Operations
are limited to 8 and 16 players.
Warzones/PVP
Warzones
War zones are The Old Republics version of PVP (Player Vs. Player). Participating in warzones
gives valor points. Valor points up your valor rank and allow the player to equip special PVP gear.
Voidstar
Huttball
Alderaan
World PVP
World PVP is also available in SWTOR. On PVP servers, players may face enemies in areas on
neutral planets, such as Hoth and Tatooine.
In addition, players may also partake in world PVP on the planet of Ilum.
Voidstar
Voidstar is an assault-style Warzone in which one side attempts to fight its way to access the ship’s
data core, while the other side defends the ship and attempts to prevent the other side from reaching
the data core. The battle takes places across multiple sections of the ship, through blast doors and
across elevated bridge spans where taking a fall is almost always lethal. The attackers battle their
way through each section, drawing ever closer to the ship’s data core, while the defenders seek to
halt the attackers’ progress at various control points.
The match is broken up into multiple rounds. After the completion of each round, the teams switch
sides between being the attackers and the defenders. The winner is determined by whichever side
reaches the data core the fastest. In the case that the defenders win both rounds, the winner is
determined by whichever side came closest to achieving the objective.
Huttball
In Huttball, two teams meet inside the deadly confines of ‘The Pit,’ an arena unlike any other in the
galaxy! The teams battle for control of a ball which appears in the center of the arena. Whichever
team has the ball must run with it, pass it, or use whatever means necessary to get it across the
opposing team’s goal line, while simultaneously battling the enemy team and avoiding the many fire,
acid and anti-gravity traps that litter the playing field. At the end of the match, the team with the most
points wins.
Huttball is also the only Warzone in Star Wars: The Old Republic that allows teams from the same
faction to play against each other, meaning it can be played Republic vs. Empire, Republic vs.
Republic, or Empire vs. Empire.
Strategy
Stay on the top ramp to get to the goal. When you join the match you will have a new skill on your
bar called pass ball. Use this to pass to an ally when you get surrounded by enemies. Avoid the
obstacles, the flame towers can kill you in one shot and the acid bath only takes seconds.
Alderaan (Warzone)
In the “Alderaan” Warzone, Republic and Imperial players clash on the scarred battlegrounds of the
iconic world. High above the battlefield, two troop transports, one for each side, continuously supply
their faction with reinforcements. In order to claim victory, one side must knock the other’s transport
out of the sky. In order to do this, players must battle for control of three laser turrets that are spread
out across the battlefield. Once one team takes control of a turret, it will open fire on the enemy
transport!
As more turrets fall under the control of one faction, the firepower unleashed on the enemy transport
intensifies. Once the enemy transport’s structural integrity is depleted, the ship will explode and the
battle is over.
Control of the turrets can change hands several times during the course of the fight. Teams have to
practice a careful balance of offense and defense to maintain a steady volley of fire on the enemy
transport.
Ilum(World PVP)
Ilum
This small, frigid planet in the outer rim is home to a wealth of newly discovered crystal resoures. The
Sith Empire has shown a great interest in invading the planet, and the Republic has sent their
greatest warriors to defend the planet from invasion. The struggle for control has begun.
Ilum Landing Zone Before the war, what's now the largest traffic hub on Ilum was only a barren field
of snow, ice and crystal. With the Empire's return, Ilum became less of a remote temple world for Jedi
pilgrims and more of a Jedi holdfast against the encroaching invaders. Ilum's unknown location and
hard-to-navigate hyperspace lanes made it ideal for hiding important assets and launching sneak
attacks, though its primary value was in providing lightsaber crystals for the suddendly militarized
Jedi. As Ilum's military value increased, so did the size of its landing zones.
Now that the Empire has come to Ilum, the landing zone has become a fortified complex of
considerable dimensions and a vital target for Imperial attacks.
World PVP
High level players can travel to Ilum to participate in large scale world PVP. The Empire faces off
against the Republic for control of the planet and its resources.
Each side has their own base, with defensive structures such as turrets that can be manned. Players
can also call in the aid of airstrikes, and other NPC support.
Galactic Trade Network (GTN)
The Galactic Trade Network is the Auction House of SWTOR. The GTN opens up the buy screen
first. To switch to the selling screen use the tab labeled "Sell" at the bottom of the window. You can
sell all your items via the GTN for a small fee. You can also find all those hard to find items.
Guilds
Guilds are groups of players that have joined together for one or more reasons, such as social
interaction, PVP, PVE, leveling, etc.
The guild master creates the guild and names it, and is in control of all aspects of the guild, such as
its purpose, member recruitment, etc.
Guilds can be formed at any level. The cost is $5000 and you must be in a party with 3 other people
that would like to form the guild with you. Guild creations screen below.
Customization
You can edit the ranks in your guild to change the names and add ranks. You can have upto a total
of ten ranks and can set there usable functions via the ranks tab.
There is an exclusive officer chat that can be used by anyone that has that option on there rank.
Members are able to set a member not that all members can see. Offers can set an officer not for
players that only officers can see.