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Combat Preparation Guide

Posted on 2009-01-15 by sirstarNo comments


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Remember: Your focus determines your reality. - Qui-Gon Jinn, Episode I: The Phantom Menace

Welcome to Galactic Senator Badgersmaker's field guide for combat preparation in Galaxies. Guide Overview:   Character Statistics Your characters statistics can be viewed on the Character window. By default this is assigned to the C key. Health and Action Heath - Health is a measure of your physical condition. It is a pool that is reduced every time you take physical damage. Should it reach zero, you will be incapacitated. Some enemies will instantly kill you when your health reaches zero. Action - Action is a measure of how rested your character is. As you grow tired, you will see your Action pool being depleted. A task cannot be attempted unless you have enough Action to attempt it, such as special moves. Sub Stats Chapter 6 - Combat Changes Chapter 6: "Masters of the Wild" Publish Notes 05-22-07 There have been significant changes to the internal workings of our combat engine. Game play for the end user should remain unchanged, but some new results are possible once you pull the trigger. New Values:  Miss, Dodge, Block, Parry, Strikethrough, Evasion and Punishing Blow Miss
  • NPCs and players with ranged weapons in Auto-Aim mode have a base 5% chance to miss their target. Factors such as debuffs and movement increase the player's chance to miss. Buffs and the strength stat reduce the chance to miss.
  • The base miss chance for melee and ranged in Manual-Aim mode is 0%.
Dodge
  • Dodge is a defender attribute that gives a chance to avoid incoming damage. On a successful roll, the attack will be treated as a miss and no damage will be applied.
Block
  • Block is a defender attribute that has a chance to mitigate additional damage based on the defender's block score. Block mitigation is applied after armor so it is possible to reduce incoming damage to 0 with a high enough Block Value. (Block Value + Strength) / 2 + 25 = Block Value
Parry
  • Parry is a melee defender attribute that will allow the defender to negate a successful attack. Normal parry can only block other melee attacks though Lightsaber weapons can parry ranged attacks as well.
Strikethrough
  • Strikethrough is a type of critical which instead of adding damage will bypass a % of your target's armor. Strikethrough amount is based on the attacker's Strikethrough Value.
Evasion
  • Evasion is a defender attribute that will allow the target to avoid a % of damage from an Area Effect attack. The amount of % evaded is determined by the defender's Evasion Value.
Punishing Blow
  • A punishing blow is a type of critical only available to NPCs that do 150% damage. Elite and Boss category NPCs (as well as those higher level than the player), can land a punishing blow.
Glancing Blows
  • The damage reduction from a glancing blow has been reduced from 96% to 60%. In addition, Elite and Boss category NPCs (as well as those higher level than the player), have a natural chance to receive a glancing blow.
Player Attributes Constitution: Adds 8 max points to your Health Bar and 2 max points to your Action bar for every 1 point. Stamina: Adds 8 max points to your Action bar and 2 max points to your Health bar for every 1 point. Agility : Affects Dodge, Parry and Evasion Chance   Strength : Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.   Precision : Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance. Luck : Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value.  Luck also increases the chance of Lucky events.  The <<LUCKY!>> message in the combat fly text means you scored a critical hit. You'll notice that you hit for two times or more of your normal damage, this also works with heals in that you will heal for more damage.  You can also get Lucky kills in space and ground PvE combat (more XP and faction points for that kill), crafting (critical assembly) and selling junk to junk dealers (more credits for that sale). Attributes to Hit Type Chance

100 points in Agility gives 1% Dodge , .5% Parry and 1%  Evasion . Every 100 points in Strength gives 0.5% Block , 50 points to Block Value and 1% to-Hit .  33% of your  Strength is added as a Melee Damage Bonus to your weapon's damage range. Every 100 points in Precision gives 0.5% Strikethrough , 1% Critical Hit Chance , 0.5% Parry , and 0.5% Block Chance . Every 100 points in Luck gives 0.33% Dodge , 0.5% Strikethrough Chance , 10.0% Strikethrough Value , 0.33% Critical Hit Chance , 0.33% Evasion and 10% to Evasion Value . Your Critical Hit Chance varies depending on the target, and is thus not displayed on the Character Sheet.  Melee Damage Bonus , Strikethrough Value and Evasion Value are also not displayed on the Character Sheet. Every 100 points in Combat Defence: Block , Combat Defence: Dodge , Combat Defence: Evasion , Combat Defence: Parry , Combat Offence: To-hit Bonus and Combat Offence: Strikethrough gives 1% chance to execute each attack. You character has a base 500 points (5% chance) in Combat Defence: Block , Combat Defence: Dodge , Combat Defence: Evasion , Combat Defence: Parry and Combat Offence: Strikethrough . Combat Offence: To-hit Bonus has a base chance of 0.  Increasing your To-hit Bonus offsets your base chance to miss. How the hit type for your attack is decided. Chapter 7 Changes: Defender combat actions and attacker combat actions are now independent checks. Precedence of Combat Results is as follows:
  • Miss , Parry , Dodge will NEGATE Hit, Critical, Strikethrough, Punishing Blow
  • Critical, Strikethrough will NEGATE Glancing Blow
  • Glancing Blow , Block , Evasion will MITIGATE Hit, Punishing Blow
  • Block , Evasion will MITIGATE Critical, Strikethrough
Kinetic, Energy, Heat, Cold, Acid and Electricity Sum of the protection given to you by armour.  Kinetic and Energy are the two main types of damage in SWG. Heat, Cold, Acid and Electricity protect against certain elemental damage and also provide Resistance and Absorbtion to certain Damage over time effects. Armour DoT Absorbtion Damage caused by Damage Over Time (DoT) effect is reduced via armor protections as indicated below:
  • Bleeding/Disease DoT - Cold Elemental Resistance
  • Poison/Acid DoT - Acid Elemental Resistance
  • Fire DoT - Heat Elemental Resistance
  • Energy DoT - Electricity Elemental Resistance
What this translates to: Note: All percentages are approximate values with a standard deviation of 1% Elemental Resist - % of DoT absorbed. 1000 - 6% 2000 - 12% 3000 - 17% 4000 - 22% 5000 - 25% 6000 - 28% 7000 - 30% 8000 - 32% 9000 - 34% 10000 - 35% 11000 - 37% 12000 - 38% 13000 - 39% 14000 - 40% 15000 - 41% Armour DoT Resistance There is now a secondary resistance check on each DoT "tick" that will give a chance to resist for partial damage.  Different armor types add an increase resistance to certain DoT types based on the number of slots covered by that armor type.   The effect becomes most pronounced when wearing a similar type of armor over all slots that normally offer protection. 
  • Assault Armor: Resistant vs. Fire/Acid
  • Battle Armor: Resistant vs. Poison/Energy 
  • Recon Armor: Resistant vs. Bleed/Disease
The following information is the approximate total Resistence that each piece will attribute: Chest = 22.6% chance to resists DoT type Pants = 12.6%  chance to resists DoT type Helmet = 8.4% chance to resists DoT type Arm Pieces = 4.1% chance to resists DoT type you can mix and match the armor you wear to come out with your overall resistence possible. Preparing for Combat

Equipment
  • Armour / Clothing / Jewelery
  • Weapons
  • Grenades
  • Instant Stimpacks
  • Cybernetics
  • Droids
Buffs
  • Veteran
  • Profession
  • Usable Item (non consumable) Group 1 - Unrestricted Buffs. Group 1a - Targetting Assitance/Healers Touch Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown). Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2b cooldown). Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown).  
  • Chef
  • Stims
Armour / Clothing / Jewelery Top of the line crafted armour is far superior to looted armour, crafted armour can still be made with up to +350 health bonus and you can customise the stats on your armour by using Armour Attachments.

Typical crafted armour stats:  Reconnaissance - Energy : 7000, Kinetic : 5000, Elemental : 6000 Appearances: Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and Factional Battle - Energy : 6000, Kinetic : 6000, Elemental : 6000 Appearances: Bone, Marauder, Padded, Ithorian Defender, Kashyyykian Black Mountain, R.I.S. (quest), Factional and Clone Trooper. Assault - Energy : 5000, Kinetic : 7000, Elemental : 6000 Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting, Factional, Bounty Hunter and Mandolorian. Personal Shield Generator - 2400 Energy Resist, 65% recharge time. Note: Absorbs energy damage from ranged attacks only. What those armour ratings mean: 8200 = Absorb 56.58% of damage 7000 = Absorb 52.50% of damage 6000 = Absorb 48.00% of damage 5000 = Absorb 42.50% of damage Some armour chest pieces do not allow you to wear the bracers and arms, the Mabari Chest Piece for example. Tantel does however. The only advantage of wearing more armour pieces is that you can have extra mods from the armour pieces. A good Armorsmith can make armour with custom resists, for instance more Kinetic and Energy resists at the expense of Elementl resists. See your local Munitions Trader for more info. Once you have your armour, you can add some clothing, jewellery and Armour and Clothing Attachments to increase your Stats. The best source for jewellery items are cl92 Elite NPC's and the best Armour and Clothing attachments come from Munitions and Domestic traders respectively. These are the locations where you can equip non-armour items: Non Armour: Necklace Ring x 2 Bracelet x 2 Shirt (can apply an "Exotic" attachment) Boots Gloves Belt - You may prefer the extra protection of a Personal Sheild Generator. Backpack That gives you a lot of room for stat boosts without giving up armour resists. Profession rewards belts also have stats, but take the place of a Personal Shield Generator. Armour: Helmet Chest (can apply an "Exotic" attachment) 2 x Biceps 2 x Bracers Legs Traders can also supply you with Armour, Clothing and Weapon powerups!  These have limited use and each use lasts for a set time only. Treasure Map Loot Miscellaneous Schematic For Ayelixe/Krongbing Textiles Survival Backpack V2 (+20 Constitution, Stamina, Agility, Strength, and Luck) Level 75: Adventurer Hiker & Hunter Counter-Toxin Wristband Prototype IV (right) (Bleeding, fire, poison absorption 8 ) Level 75: Adventurer Hiker & Hunter Toxin Resistant Wristband Prototype IV (right) (Bleeding, fire, poison resistance 8 ) Commando Level 85: Traxes BioElectronics Targeting Assist Wrist Implant PTI-IV (Focused Fire Action cost, Focused Fire Critical chance, Focused Fire Damage, Focused Fire Freeshot, + 4) Bounty Hunter Level 75: Courier Wrist Communications Scanner SCNv4 (Droid speed 10, PVP critical chance 2, stamina 20) Level 85: Blastech WrisTek - Wrist Assault Booster Zulu (Assault Action cost 4, Assault Critical chance 4, Assault Damage 4, Assault Freeshot 4) Medic Level 85: Saldalith Manufacturing Veridicator 200a (Vital Strike Action cost 4, Vital Strike Critical chance 4, Vital Strike Damage 4, Healing Potency 4) Jedi Level 85: Jedi Knight's Wristguard (Jedi Strike Action cost 4, Jedi Strike Critical chance 4, Jedi Strike Damage 4, Jedi Strike Freeshot 4) Officer Level 85: SoroSuub Personnel Comlink Wrist-P4  (Sure Shot Action cost 4, Sure Shot Critical chance 4, Sure Shot Damage 4, Sure Shot Freeshot 4) Smuggler Level 85: Merr-Sonn Targeter Ranging Wrist Assist V4 (Fast Draw Action cost 4, Fast Draw Critical chance 4, Fast Draw Damage 4, Fast Draw Freehot 4) Spy Level 75: Corellidyne Personal Insurgency Wrist Implant -Black- (right) (Assasinate Action cost 4, Assassinate Critical chance 4, Assassinate Damage 4, Assassinate Freeshot 4) Weapons Weapons do either Energy or Kinetic damage and some have a bonus elemental damage, so it is advantageous to take into account the armour resists of your target, are they weaker to Energy or Kinetic attacks?

  Known issue: Mobs currently do not display armour values, only applies to PvP combat. Sometimes there are different versions available of the same weapons with different stats. Top tip: Remember, you don't have to click your mouse button like crazy to fire, just hold the attack button down! Key: (Pa)Parts (S)Standard (M) Manufactured (Pr) Prototype (ORT) Old Republic Technology (LT) Lost Technology (F) Forward Firing Area of Effect (G) Ground Targeting Area of Effect Weapon choice is very important and there are a wide array of weapons to choose from. Typically they fall into the following catergories, with high level examples included for reference. Melee - slow speed (1.00), high damage - 0-5m range. Caller of Storms (M) : Kinetic Damage 667 -1333, Strength 11, Freeze Spike Effect Blade of the Betrayer (M) : Kinetic Damage 667 -1333, Strength 11, General Melee Accuracy 9 - Known issue : old mod no longer used, Advanced Overwhelming Shock Effect Mustafar Bandit Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12 Obsidian Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12 Two-Handed Obsidian Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12 Two-Handed Tulrus Sword (ORT) - Kinetic Damage 700 - 1400, Strength 12 Lightsabers : Damage varies, 0-5m range Pistol - fast speed (0.4), low damage - typically 0-35m range. Kashyyyk Stalker Pistol : Kinetic Damage 216 - 432, Acid Elemental Damage 20. Coynite Disruptor Pistol (M) : Energy Damage 250 - 500, Coyn Acid Shock. Commander Pistol (Pr) : Energy Damage 257 - 513 Oppressor Pistol (ORT) : Energy Damage 265 - 527 (Spy Only) Malevolent Renegade Pistol (LT) : Energy Damage 265 - 527 (Smuggler Only) HK-47 Intimidator (ORT) : Energy Damage 265 - 527 (Officer Only) Carbine - fast speed (0.6), medium damage - typically 0-50m range. Sfor Republic Carbine (ORT) : Energy Damage 395 - 790, Cold Elemental Damage 34, Precision 12 Nym's Slugthrower Carbine : Kinetic Damage 326 - 652, Acid Elemental Damage 22 (stats randomly vary) Rifle - slow speed (0.8 ), high damage - 0-64/65m range. Disruptor Rifle (ORT) : Energy Damage 527-1054, Electricity Elemental Damage 26, Precision 12 LD-1 Rifle : Kinetic Damage 381-762 (Not Converted for publish 29) Heavy Weapons - slow speed (1.00), damage varies. Flame thrower (F) (speed 0.25) : Crafted, stats vary. Launcher pistol (G) : Crafted, stats vary. Nickel Plated Launcher Pistol (G) : Energy Damage 45-50 , Heat Elemental Damage 1 Commando only Heavy Weapons Heavy Acid Rifle (G) : Crafted, stats vary. Lava Cannon (G) : Energy Damage 500-100, Heat Elemental Damage 132, +12 Precision Rocket Launcher (G) : Crafted, stats vary. The Void (G) : Kinetic Damage 265-500. (Poison DoT) AK-Prime Rocket Launcher (F) : Energy Damage 659 - 1317 , Heat Elemental Damage 135 Oppressor Flame Thrower (F) (speed 0.25) : Energy Damage 175 - 350, Heat Elemental Damage 20 Plasma Flame Thrower (F) (speed 0.25) : Crafted, stats vary. Heavy Republic Flame Thrower (F) (speed 0.25) : Energy Damage 150-300, Heat Elemental Damage 20, +12 Precision Elemental Damage Elemental damage on a weapon gives you a chance to execute certain special effects. Heat = On Fire - You are losing Health due to being on fire (1 tick of your weapons maximum damage as Fire DoT Damage per second) - Duration 3 seconds. Cold = Cold Critical - Freezing Blow - Increases the amount of damage taken by the target. The potency of the debuff is modified by the value of the elemental cold damage of the application weapon and increases base weapon damage for each individual attacker -Duration 6 seconds. Electricity = Electric Critical - Muscle Spasms - Trivial Hit Chance Increased by 75.00 - Duration 3 seconds. Acid = Dissolve Armour - Vulnerable to Critical Hits - Duration 3 seconds. When any of these effects wear off the target receives this buff icon: Recovered - Immune to some criticals effects - Duration 6 seconds. Procedure Effects You can also supplement your weapon damage by adding items that cause a "Proc", or Procedure Effect. Some come in an item buff form, like the Mustafarian Distance Globe (ranged only), some are on the weapons themselves like the Caller of Storms sword, and some come in the form of a buff activated by wearable jewellery like the Amoebic Dischange Bracer (ranged and melee). A Proc has a random chance to fire and performs an extra damage attack in the range of 200-600 damage. You can combine the Proc on a weapon with a Proc buff details below, the Cyborg Lightning Arm arm proc (melee only) and the proc from the Synaptic Focus Crystal and all four will have a chance to fire. Examples of available Proc buffs: Amoebic Discharge Bracer (Right arm Bracelet) - Toxic Shock - Will fire in Ranged and Melee combat Bio-Capacitance Discharge Bracer (Right arm Bracelet) - Static Strike - Will fire in Melee combat only Explosive Pellet Bracer (Right arm Bracelet) - Explosive Pellet - Will fire in Ranged combat only Mustafarian Distance Globe (Reusable buff item) - Mustafarian Heat Shock - Will fire in Ranged combat only, Duration Permanent (Known Issue), 2 minute Cooldown (possibly bugged, some reports of random 30 minute cooldown) Gift of the Light Side (Elder Jedi Robe) - Gift of the Light Side - Will fire in Melee combat only Fiery Strike (Improved) (Consumable buff item) - Fiery Strike - Will fire in Ranged and Melee combat, 5 uses, Duration 3 minutes. Overwhelming Shock Device (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, 10 uses, Duration ? minutes. Toxic Weapon Spray (Consumable buff item) - Toxic Spray - Will fire in Melee combat only, ? uses, Duration ? minutes. Capacitor Overcharger (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, ? uses, Duration ? minutes. Grenades Anyone can use grenades, they act like a free special move so are well worth using. Find them on the Bazaar or talk to your local munitions trader. C12 Fragmentation Grenades - Combat Level Required: 1, Base Type: Kinetic, Attack Speed 10, Damage 56-122, Base DPS 8, Range 0-40m. C22 Fragmentation Grenades - Combat Level Required: 48, Base Type: Kinetic, Attack Speed 10, Damage 154-438, Base DPS 29, Range 0-40m. Cryoban Grenade - Combat Level Required: 56, Base Type: Kinetic, Attack Speed 10, Damage 562-688, Base DPS 62, Range 0-12m. Glop Grenade - Combat Level Required: 64, Base Type: Kinetic, Attack Speed 10, Damage 658-785, Base DPS 72, Range 0-12m. Zicx-bug Bomb - Combat Level Required: 64, Base Type: Kinetic, Attack Speed 10, Damage 162-645, Base DPS 40, Range 0-32m. Imperial Detonator - Combat Level Required: 72, Base Type: Kinetic, Attack Speed 10, Damage 899-1047, Base DPS 97, Range 0-20m. Proton Grenade - Combat Level Required: 80, Base Type: Kinetic, Attack Speed 10, Damage 1264-1438, Base DPS 135, Range 0-22m. Thermal Detonator - Combat Level Required: 80, Base Type: Kinetic, Attack Speed 10, Damage 1044-1195, Base DPS 111, Range 0-20m. Old Republic Fragmentation Grenade - Combat Level Required: 88, Base Type: Energy, Attack Speed 10, Damage 721-1442, Range 0-40m. Instant Stimpacks These can be used to suppliment your healing abilities, A to D are no longer craftable so get them while you can! All instant stimpacks have a one minute timer before you can use another. Instant Stimpack - A - CL1 - approximately 100-200 heal. Instant Stimpack - B - CL15 - approximately 150-400 heal. Instant Stimpack - C - CL35 - approximately 250-800 heal. Instant Stimpack - D - CL60 - approximately 400-1200 Heal Experimental Stimpack E - CL80 (Looted from Forward Commander MKI) -1500 Heal Publish 27 granted players a no-trade gift item of a "Concentrated Bacta Tank" which heals you to full health when not in combat and can be used once every 30 minutes. This has been used to great effect by Jedi and Spies who cloak to break aggro, use the Concentrated Bacta Tank to heal fully then continue the fight. Bacta Kits These are crafted by domestics traders and will heal you five times over 10 seconds up to the full amount listed on the kit.  Any damage taken will cancel any further heals but you will always get at least one heal, so with a Bacta Kit Mark III with 6000 heal power you can heal for at least 1200. Bacta Kit Mark I (level 10) - 1350 Heal power Bacta Kit Mark II (level 38 ) - 3400 Heal power Bacta Kit Mark III (level 65) - 6000 Heal power When you use a charge of a Bacta Kit, you will receive a 60 second debuff until you can use another Bacta Kit. Galactic Civil War Instant Stimpacks Military Stimpack E - Healing Power: 5500 (Health) Military Adrenaline Injection E - Healing Power 2750 (Action) Military Dexterity Enhancement - This is a military grade enhancement that boosts the user's dexterity. Military Pain Numbing Powder E - Effect Increases Energy and Kinetic Protections by 500 - 30 Minutes Military Damage Booster Pack E - Effect: Increases Damage Done by 250 - 3 Minutes Military Personal Reactive Shield E - Effect: Does 300 Damage to Attacker - 30 Seconds Military Reactive Stim Injector E - Healing Power: 950 (Health) - 10 Seconds Military Reactive Adrenaline Injector E - Healing Power: 300 (action) - 10 Seconds Military Critical Reactive Stim Injector C - Effect: Attempts to heal for 2500 Health at time of death and increases defense for a short time - 30 Minutes Rallying Banner - (CL 75) This banner will greatly increase the morale of friendly troopers in its vicinity, increasing their combat ability. Rallying banner gives a buff to your surrounding players depending on your profession. They are placed as banners on the ground and are static for 3 mins. You get the banner as a 10 use item, then you can place one every three minutes and have to go back and get a new one after you have spent all 10. Buffs refresh everytime you go near the banner. Jedi - Aura of the Force - 100 Strength - 10 Minutes Officer - Aura of Command - 100 Precision - 10 Minutes Commando - Aura of Destruction - Chance to Fire an Additional Effect - 10 Minutes Spy - Aura of the Hidden - 100 Agility - 10 Minutes Bounty Hunter - Aura of the Assasin - Critical Hit Change Modified by 5% - 10 Minutes Medic - Aura of Health - 100 Consitution - 10 Minutes Smuggler - Aura of Luck - 100 Luck - 10 Minutes  Galactic Civil War Rank Buffs Retaliation : After years in the battlefield, your mind has instinctively learned to suppress pain by immediately counter-attacking your enemies. As you are wounded, so shall they be wounded. Granted at: Rank 7 (Lieutenant/Lieutenant) Duration: 2 Minutes Recharge: 10 Minutes Description: A proc effect where you have the chance to attack the enemy back each time you are damaged. Usually about 200-300 damage. *Note: Does not work with heavy weapons Adrenaline Rush : Through countless battles, fear has hardened you for combat allowing you use an adrenaline rush to your advantage. Your combat skills are quickened in the face of danger. Granted at: Rank 8 (Captain/Captain) Duration: 2 Minutes Recharge: 5 Minutes (Note: This is on the same timer as Unstoppable) Description: Reactive action heal - Your action has the chance to be healed for 560 with each hit. Unstoppable : Your body has become so used to pain and wounds that you ignore all but the most severe. When other solders would be on their knees begging for mercy, you will fight on...unstoppable. Granted at: Rank 9 (Major/Major) Duration: 2 Minutes Recharge: 10 Minutes (Note: This is on the same timer are Adrenaline Rush) Description: Reactive health heal - Your health has the chance to be healed for 950 with each hit Last Man Standing : Seasoned by many battles, you alone have been the deciding factor between victory and defeat. Pushing yourself beyond the abilities of common soldiers, you are destined to be the last person standing. Granted at: Rank 10 (Lt. Colonel/Commander) Duration: 5 Minutes Recharge: 10 Minutes Description: You receive a 7500 heal upon incapacitation followed by a 100% glancing blows buff for 5 seconds.  Legendary Warrior : Soldiers and warriors throughout your faction recognize you as a legend. Your presence on the battlefield will dramatically boost the morale and combat abilities of those around you. Granted at Rank 11 (Colonel/Colonel) Duration: 3 Minutes Recharge: 15 Minutes Description: All allies within 50m range receive +200 to agility, +120 to Constitution and +750 to Energy and Kinetic Armour buff. Imperial Airstrike : Your high rank in the Imperial army gives you the authority to call down a TIE Bomber to attack your enemies.* Granted at Rank 12 (General) Rebel Airstrike : Your high rank in the Rebel Alliance gives you the authority to call down an X-Wing to attack your enemies.* Granted at Rank 12 (General) *Note: These abilities cannot be used indoors. Cybernetics Cybernetic limbs are awarded as quest rewards. These can be fitted by NPC's in Medical Centers in some large cities like Coronet on Correlia, Theed on Naboo and Mos Entha on Tatooine. Cyborg Strength Arm (left - 4800 armour): Awards a buff special of +200 Strength and +100 Stamina that will be in effect for 1 minute. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453. Cyborg Revive Arm (left - 4800 armour): Awards an ability to resurrect others. It may be used once every 30 minutes. Quest Reward from Nurse Yraka, Myyydril village, Kashyyyk /way -305 -477. Cyborg Sure Shot Arm(left - 4800 armour): Awards a ranged damage special move with no action costs. This ability may be used once every 4 minutes. Quest reward from Qakkee, Bestine, Tatooine /way -1399 -3664 Cyborg Lightning Arm (right - 4800 armour): Awards a melee damage special move with no action costs. This ability may be used once every 6 minutes. This cybernetic also has a melee proc. Loot from Necrosis, Myyydril caverns, Kashyyyk Cyborg Armor Arm (right - 5700 armour): Provides a level of armored defense as if you were wearing a bicep and bracer as armor. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453. Cyborg Critical Snipe Arm (right - 4800 armour) : Awards a ranged damage special move with no action costs. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453. Droids You can aquire a combat droid from an Engineering Trader or the Bazaar. They can have a maximum combat level of 60 and help you attack combat targets. Combat Droids are effectively a free Damage over Time attack and come in either Melee or Ranged Combat versions. You can use macros to command your droid (see User Interface and Macros section). Beasts A combat pet can assist you in combat, they can be a maximum of combat level 90 and they can learn a maximum of five different special attacks. Example specials are listed below. 
  • Bite - Single target damage
  • Bolster Armor - Increases armor rating
  • Charge - Single target root
  • Claw - Single target damage
  • Defensive Stance - Increases glancing blow and avoidance
  • Disease - Single target action DOT
  • Enfeeble - DPS debuff
  • Flank - Increased critical chance debuff
  • Hamstring - Single target snare
  • Health Leech - Single target health steal
  • Poison - Health Poison DOT
  • Provoke - Increases hate against pet
  • Puncture - Armor piercing single target damage
  • Shaken - Increased damage debuff
  • Slash - Health Bleed DOT
  • Stomp - Circle AOE damage
  • Wind Buffet - Glancing blow debuff
For more info look here: Beast Master Guide v2: all you need to know or links to it Buffs Veteran: Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration. Profession: You can have any and all of these Profession buffs active at once, they won't prevent you using any other buffs. Medic Nutrient Injection - +250 to Constitution, 30 minute duration.  Stamina - +250 to Stamina, 30 minute duration. Enhance Strength - +80 to Strength, 30 minute duration.  Enhance Precision - +80 to Precision, 30 minute duration.   Enhance Agility - +80 to Agility, 30 minute duration. Enhance Block - +20% Block Chance, 30 minute duration. Enhance Dodge - +5% Dodge Chance, 30 minute duration. Entertainer

Officer Tactics (Mark 9) - Agility +150, Constitution + 70, duration 4 minutes 30 seconds. Inspiration (Mark 6) - Action costs modified by 5%. 2800.00 action restored. Focus Fire (Mark 6) - Precision +115 , Strength +115, duration 4 minutes 30 seconds Charge! - Modify movement speed. Damage output modified by 10.00%. Action costs modified by 10.00%. Prevent movement impairing effects. Scatter! - Modify Movement Speed. Avoidance modified by 5.00%. Prevent movement impairing effects. Last Words - Heal, Action heal, Dodge chance, and Speed boost (when officers dies). Jedi Saber Block - 50% chance to parry all attacks, 40 second duration, 60 second cooldown. Force Run - Increases movement speed, immunity and cure all snares and roots, 15 second duration, 45 second cooldown. Vapaad Focus - Stamina + 60, 1 hour Duration, 15 second Cooldown. Shien Stance - Constitution +60, 1 hour Duration, 15 second Cooldown. Vapaad Focus and Shien Stance occupy the same buff slot. Commando Base of Operations - +500 armor group buff Smuggler Off the Books - +50 Luck, +50 Precision and 6% damage reduction. Usable Items (non consumable): I've put these into groups that share the same cooldown timers and buff "slots", for instance, if you use the Sith Holocron, you will start a one hour cooldown on all the buff items in that group, even if the cooldowns are shorter on the other items. Group 1 - Unrestricted Buffs These buffs have their own buff slot and do not interfere with any other buffs, even ones in this group.  Gift of the Light Side (Elder Jedi Robe Buff) : Constitution +125. The robe also gives a further Agility +50, Constitution +120 and Strength +120. Duration is as long as the robe is equipped. A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown. Mutliple health crystals can be used one after the other as the cooldown is on the crystal itself. A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown. Experimental Electrobinoculars - Detect Hidden +100, 15 minute duration. Group 1a - Targetting Assitance/Healers Touch These buffs have their own buff slot and only overwrite each other. Target Enhancement Helm (Targetting Assitance) - +20 to Precision and Strength (counts as buff not item), duration as long as item is equipped, no cooldown. Microsensory Mesh Gloves (Healers Touch) - +20 to Agility and Stamina (counts as buff not item), duration as long as item is equipped, no cooldown. Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown). Most non-consumable buffs, from loot, reward or cube recipes tend to go into this group. Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown. Shard of Retaliation - Luck, Agility and Constitution +200, 3 minutes duration, 15 minute cooldown. Shard of the Serpent - Modify Poison, Disease, Bleeding and Fire Absorption + 50, 5 minutes duration, 60 minute cooldown. Sith Holocron - Constitution and Stamina + 150, 3 mins duration, 60 minute cooldown. Cooling Spray Unit - Luck +160, duration 30 seconds, cooldown 30 minutes. Mustafarian Injector - +100 to Strength and Precision, 30 minute Duration, 2 minute cooldown. Mustafarian Distance Globe - Chance to execute the Mustafarian Heat Shock effect in ranged combat only (extra damage), duration ?very short?. Miners Medallion (Advanced Fire Prevention) - +100 to agility, duration 30 minutes, no cooldown (re-equip to reactivate). Amoebic Discharge Bracer (Right) - Toxic Shock - Will fire in Ranged and Melee combat. Bio-Capacitance Discharge Bracer (Right) - Static Strike - Will fire in Melee combat only Explosive Pellet Bracer (Right) - Explosive Pellet - Will fire in Ranged combat only Rare Nova Crystal, Nova Crystal Critical Hit - 3600 sec reuse time - lvl 80 <biolink> Flask of Naris-Bud Tea, Naris-Bud Tea (+30 evasion chance?) - 1800 sec reuse time - X charges - lvl 80 Small Flask of Nerfmilk, (1 minute snare immunity buff) Flask of Elba Water Rare Rol Stone - Chance to strike through, 1000 action restored Rare Power Gem Rare Corusca Gem Rare Sasho Gem Rare Ankarres Sapphire Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2a cooldown). The following buffs can be activated with any of the buffs in group 2a active at the same time (cooldown permitting), but will activate cooldown for all buffs in groups 2a and 2b: Anti-Mobility Dampening Device - Immune to all snares, duration 20 seconds, 30 minute cooldown. Revitalization Pack - Constitution, Agility and Luck +200, duration 3 minutes, cooldown 30 minutes. Sprint Enhancement Stim - Burst Run for 1 minute, cooldown 30 minutes. Synaptic Stimulation Collar - Immune to mezmering effects, duration 20 seconds, 30 minute cooldown. Stims - See Stims section below.[/align] Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown): Wild force shards have their own cooldown timer and use the Stim buff slot. Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown. Wild Force Shard (Offensive Burst) - Constitution, Precision, Strength +120, 5 minutes duration, 60 minute cooldown. Stims - See Stims section below. Domestics Trader: Only one Domestics Trader buff can be active at a time. Stats are given as a guide as final stats vary.

When using BE tissues when crafting multi-stat foods, only the first stat listed will vary, the second (or third) will remain constant. Combat Travel Biscuit: 8-13 Agility, +15 Movement Modifier, 12-24 minutes. Accarragm: 30-50 Agility, +27 Movement Modification, 12-24 minutes. Flameout: 22-35 Agility, +30 Strikethrough Chance, +30 Strikethrough Value, 12-24 minutes. Breath of Heaven: 22-35 Constitution, +30 Dodge, 12-24 minutes. Thaktillo: 22-35 Stamina, +30 Parry, , 12-24 minutes. Vercupti of Agazza Boleruuee: 21-35 Precision, +30 Evasion, +30 Evasion Value, 12-24 minutes. Deneelian Fizz Pudding: 22-35 Luck, +30 Block Chance, +30 Block Value, 12-24 minutes. Note: The +30 values above on Strikethrough Chance, Dodge, Parry, Evasion and Block Chance add 300 points to the your Combat Defence: Block , Combat Defence: Dodge , Combat Defence: Evasion , Combat Defence: Parry and Combat Offence: Strikethrough respectively as viewed on your character sheet. This translates to an extra 3% chance to execute these combat hit types. Constitution Terrata: +25 Constitution, 26 Filling, 18 Mins Pikatta Pie: +20 Constitution, 27 Filling, 18 Mins Parwan Nutricake: +15 Constitution, 27 Filling, 18 Mins Garrmorl: +10 Constitution, +10 Strength, +10 Precision, 50 Fill, 18 Mins Blood Chowder: +10 Constitution, 17 Fill, 18 Mins Kanali Wafers: +5 Constitution, 17 Filling, 18 Mins Meat Jerky: +2 Constitution, 5 Filling, 14 Mins Stamina Bivoli Tempari: +35 Stamina, 25 Filling, 18 Mins Ahrisa: +20 Stamina, 33 Filling, 18 Mins T'illa T'iil: +20 Stamina, +20 Constitution, 68 Filling, 20 Mins Gorrnar: +15 Stamina, +15 Constitution, 33 Filling, 20 Mins. Dweezel: +15 Stamina, 16 Filling, 18 Mins Gralinyn Juice: +10 Stamina, 27 Filling, 18 Mins Durindfire: +10 Stamina, +10 Constitution, 16 Fill, 18 Mins Blue Milk: +5 Stamina, +5 Constitution, 30 Fill, 20 Mins Blob Candy: +5 Stamina, 11 Filling, 18 Mins Exo-Protein Wafers: +3 Stamina, +3 Luck, 5 Filling, 18 Mins Strength Mandalorian Wine: +30 Strength, +30 Constitution, 67 Filling, 18 Mins Rakririan Burnout Sauce: +25 Strength, +25 Precision, 27 Filling, 18 Mins Havla: +20 Strength, 33 Filling, 18 Mins Trimpian:+15 Strength, 16 Filling, 18 Mins Vasarian Brandy: +15 Strength, +15 Constitution, 49 Filling, 18 Mins Correlian Brandy, +10 Strength, +10 Constitution, 15 Fill, 18 Mins Correlian Ale: +10 Strength, 15 Fill, 18 Mins Air Cake: +5 Strength, +5 Precision, 9 Fill, 18 Mins Caf: +5 Strength, 16 Filling, 18 Mins Caramelized Pkneb: +4 Strength, +3 Precision, 16 Filling, 18 Mins Bofa Treat: +3 Strength, 9 Filling, 18 Mins Precision Gruuvan Shaal: +20 Precision, 33 Filling, 18 Mins T'ssolok: +15 Precision, +15 Constitution, 45 Filling, 18 Mins Ormachek: +15 Precision, 80 Filling, 18 Mins Ithorian Mist: +10 Precision, +10 Constitution, 15 Fill, 18 Mins Deuterium Pyro: +10 Precision, 16 Filling, 18 Mins Crispic: +5 Precision, 16 Filling, 18 Mins Spiced Tea: +4 Precision, 8 Filling, 18 Mins Agility Vegeparsine: +25 Agility, 29 Filling, 18 Mins Vayerbock: +20 Agility, +20 Stamina, 22 Filling, 18 Mins Elshandruu Pica Thundercloud: +20 Agility, +20 Constitution, 16 Filling, 18 Mins Scrimpi: +20 Agility, 31 Filling, 18 Mins Vagnarian Canape: +15 Agility, +15 Stamina, +15 Constitution, 39 Filling, 18 Mins Kiwik Clusjo Swirl: +15 Agility, +15 Constitution, 39 Filling, 18 Mins Karkan Ribenes: +15 Agility, 66 Filling, 20 Mins Veronian Berry Wine: +10 Agility, +10 Constitution, 16 Filling, 18 Mins Pastebread: +10 Agility, 20 Filling, 18 Mins Almond-Kwevvu Crisp Munchies: +5 Agility, +5 Stamina, 22 Filling, 18 Mins Won Won: +5 Agility, +5 Constitution, 39 Filling, 18 Mins K-18 Rations: +4 Agility, 15 Filling, 18 Mins Jaar: +3 Agility, +3 Health regen (?), 60 Fill, 20 Mins Jawa Beer: +3 Agility, +3 Luck, 21 Filling, 15 Mins Ruby Bliel: +3 Agility, +3 Stamina, 22 Filling, 18 Mins Luck Sweesonberry Rolls: +25 Luck, 22 Filling, 18 Mins Citros Snowcake: +20 Luck, 27 Filling, 18 Mins Felbar: +15 Luck, 20 Filling, 18 Mins Cho-Nor-Hoola: +11 Luck, 16 Filling, 18 Mins Synthsteak: +5 Luck, +5 Constitution, 28 Filling, 18 Mins Aitha: +5 Luck, 14 Filling, 20 Mins Teltier Noodles: +3 Luck, +3 Constitution, 16 Filling, 18 Mins Dustcrepe: +3 Luck, +3 Stamina, 60 Fill, 20 Mins Blap Biscuit: +5 Luck, +5 Constitution, 22 Fill, 18 Mins Incap Recovery Cavaellin Creams: 55% Incap time reduction, 25 Filling, 20 Mins (or next incap) Starshine Suprise: 30% Incap time reduction, 30 Filling, 20 Mins (or next incap) Terrain Negotiation Accaragm: +40 Terrain Negotiation, 49 Filling, 18 Mins Travel Biscuits: +10 Terrain Negotiation, 9 Filling, 18 Mins Crafting Pyollian Cake: +7 Assembly Bonus, 15 Filling, 20 Mins (or next assembly) Bespin Port: +10 Experimentation Bonus, 20 Filling, 20 Mins (or next experiment) Surveying Chandad: +10 Surveying, 16 Filling, 18 Mins Movement Rancor Aid: +0 Movement bonus (removes any movement debuffs) and electrolyte drain resist, 16 Filling, 47 seconds. Known issue - has no effect post publish 25. Spice Downer Smuggler's Delight: 40% spice downer reduction, 25 Filling, 20 Mins (triggers on next downer after the next spice taken after eating this food). Creature Harvesting Veghash: +15 Creature Harvesting, 16 Filling, 18 Mins. Known issue - has no effect post publish 25. Trader Reverse Engineered Modifiers Traders can use a reverse engineering tool to deconstruct loot items. The tool breaks the items down into their basic "bits": power bits and modifier bits. These modifier bits and power bits are combined to make skill enhancing attachments, power-ups or even better bits. Finally, skill enhancing attachments and power ups can be added to crafted armor, clothing and weapons to give them a wide variety of bonuses and modifiers. If your crafted Armour, Clothing or Weapon has a socket on it, you can add a skill enhancing attachment to it.  Only Constitution, Stamina, Precision, Strength, Agility and Luck modifiers can be applied to all sockets.  All other modifers can only be applied to Armour Breastplate (Breastplate Attachment), Shirt (Shirt Attachment) and Weapon (Weapon Attachment). You can also apply temporary powerups to your Breastplate, Shirt and Weapon using any modifer listed below.  Look here for Known Combinations . If you want to work out how much of a particular mod you can stack in theory, the number in brackets is the "Ratio": SEA : 35 / Ratio = X (round down this number) PUP : 35 / Ratio * 2.5 = Y (round down this number) x + y * 3 = maximum stackable. Modifiers 1-H [Melee] Critical Chance (10) 1-H Light Saber Action Cost (10) 1-H Lightsaber Damage (14) 1-H Melee Action Cost (10) 1-H Melee Critical Chance (10) 1-H Melee Damage (14) 2-H Lightsaber Damage (14) 2-H Melee Action Cost (10) 2-H Melee Critical Chance (10) 2-H Melee Damage (14) Advanced [Component] Assembly (3) Advanced Component Experimentation (4) Agility (1) Armor Assembly (3) Armor Experimentation (4) Artisan Assembly (3) Artisan Experimentation (4) Assassinate Action Cost ( 8 ) Assassinate Critical Chance ( 8 ) Assassinate Damage (8) Assassinate Freeshot Chance ( 8 ) Assault Action Cost ( 8 ) Assault Critical Chance ( 8 ) Assault Damage ( 8 ) Assault Freeshot Chance ( 8 ) Bleed Resistance (4) Bleeding Absorption (4) Block Chance (4) : 1 point of "Block Chance" gives 20 points of "Combat Defence: Block". Block Value (1) : (Block Value + Strength) / 2 + 25 = Block Value Booster Assembly (3) Booster Experimentation (4) Camouflage (1) Carbine Action Cost (10) Carbine Critical Chance (10) Carbine Damage (14) Chassis Assembly (3) Chassis Experimentation (4) Clothing Assembly (3) Clothing Experimentation (4) Constitution (1) Creature Critical Chance (10) Critical Chance Increase (15) : 1 point of "Critical Chance Increase" gives 100 points of "Combat Offense: Critical Chance". Critical Hit Defense (4) : 1 point of "Critical Hit Defense" gives 33.33 points of "Combat Defense: Critical Hit Defense". 1000 points of "Combat Defense: Critical Hit Defense" gives 1% more defence against being critically hit. Dance Prop Assembly (3) Dancing Enhancement (3) Dancing Knowledge (3) Disease Absorption (4) Disease Resistance (4) Dodge Chance ( 8 ) : 1 point of "Dodge Chance" gives 10 points of "Combat Defence: Dodge". Droid Assembly (3) Droid Critical Chance (10) Droid Experimentation (4) Droid Speed (3) Engine Assembly (3) Engine Experimentation (4) Evasion Chance (3) : 1 point of "Evasion Chance" gives 10 points of "Combat Defence: Evasion". Evasion Value (4) : 1 point of "Evasion Value" gives 0.5% Evasion Value. Fast Draw Action Cost ( 8 ) Fast Draw Critical Chance ( 8 ) Fast Draw Damage ( 8 ) Fast Draw Freeshot Chance (8) Fire Absorption (4) Fire Resistance (4) Focused Fire Action Cost ( 8 ) Focused Fire Damage ( 8 ) Focused Fire Critical Chance (8) Focused Fire Freeshot Chance ( 8 ) Food Assembly (3) Food Experimentation (4) Glancing Blow Increase (18 ) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow. Glancing Blow Increase (Melee) (14) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow from Melee attacks. Glancing Blow Increase (Ranged) (14) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow from Ranged attacks. Healing Potency ( 8 ) Heavy Weapon Action Cost (10) Heavy Weapon Critical Chance (10) Heavy Weapon Damage (4) Humanoid Critical Chance (10) - NPC only Instrument Assembly (3) Jedi Strike Action Cost ( 8 ) Jedi Strike Critical Chance ( 8 ) Jedi Strike Damage ( 8 ) Jedi Strike Freeshot Chance ( 8 ) Lightsaber Assembly (3) Lightsaber Experimentation (5) Luck (1) Music Knowledge (3) Musical Enhancement (3) Parry Chance (6): 1 point of "Parry Chance" gives 10 points of "Combat Defence: Parry". Pistol Action Cost (10) Pistol Critical Chance (10) Pistol Damage (14) Poison Absorption (4) Poison Resistance (4) Polearm Action Cost (10) Polearm Critical Chance (10) Polearm Damage (14) Polearm Lightsaber Action Cost (10) Polearm Lightsaber Damage (14) Power Systems Assembly (3) Power Systems Experimentation (4) Precision (1) PVP Critical Chance (10) Reverse Engineering Chance (10) Rifle Action Cost (10) Rifle Critical Chance (10) Rifle Damage (14) Shield Assembly (3) Shield Experimentation (4) Stamina (1) Stealth (1) Strength (1) Strikethrough Chance (6): 1 point of "Strikethrough Chance" gives 10 points of "Combat Offence: Strikethrough". Strikethrough Value (4) : 1 point of "Strikethrough Value" gives 0.5% Strikethrough Value. Structure Assembly (3) Structure Experimentation (4) Sure Shot Action Cost ( 8 ) Sure Shot Critical Chance (8) Sure Shot Damage (8) Sure Shot Freeshot Chance ( 8 ) Tracking Droids (4) Unarmed Action Cost (10) Unarmed Critical Chance (10) Unarmed Damage (14) Vital Strike Action Cost ( 8 ) Vital Strike Critical Chance ( 8 ) Vital Strike Damage ( 8 ) Vital Strike Freeshot Chance ( 8 ) Weapon Assembly (3) Weapon Experimentation (4) Weapon Systems Assembly (3) Weapon Systems Experimentation (4) Stims Different levels of stims are available for different combat levels, they all last for five minutes and have a 5 second cooldown. Using a stim of greater power than the one you have active will replace the buff, if you try to replace a buff of a higher value, you are told that you already have a similar buff active. Known issue - Not all of these stims are assigned to any loot tables, for instance, we've not seen any CL80 Lucky Artifacts. Ones marked in gold are highest level confirmed to drop. There are a wide array of reward stim buffs as well, these are usually a low bonus for a longer duration. The best stims come from the Chu Gon dar cube, a list of combinations can be found here: Stims . Note:  The stims are listed alongside items that use the "buff" slot so you may end up creating a "Stim" that is actually a buff.  Some trial and error is required. Here is a list of looted stims: Constitution Fitness Stim (CL1) - +5 Constitution Improved Fitness Stim (CL10) - +10 Constitution Advanced Fitness Stim (CL20) - +15 ConstitutionHealth Stim (CL40) - +20 Constitution Improved Health Stim (CL40) - +25 Constitution Advanced Health Stim (CL50) - +30 Constitution Constitution Stim (CL60) - +35 Constitution Improved Constitution Stim (CL70) - +40 Constitution Advanced Constitution Stim (CL80) - +45 Constitution Stamina Fortitude Stim (CL1) - +5 Stamina Improved Fortitude Stim (CL10) - +10 Stamina Advanced Fortitude Stim (CL20) - +15 Stamina Endurance Stim (CL30) - +20 Stamina Improved Endurance Stim (CL40) - +25 Stamina Advanced Endurance Stim (CL50) - +30 Stamina Stamina Stim (CL60) - +35 Stamina Improved Stamina Stim (CL70) - +40 Stamina Advanced Stamina Stim (CL80) - +45 Stamina Strength Energy Stim (CL1) - +5 Strength Improved Energy Stim (CL10) - +10 Strength Advanced Energy Stim (CL20) - +15 Strength Power Stim (CL30) - +20 Strength Improved Power Stim (CL40) - +25 Strength Advanced Power Stim (CL50) - +30 Strength Strength Stim (CL60) - +35 Strength Improved Strength Stim (CL70) - +40 Strength Advanced Strength Stim (CL80) - +45 Strength Precision Perception Scope (CL1) - +5 Precision Improved Perception Scope (CL10) - +10 Precision Advanced Perception Scope (CL20) - +15 Precision Ocular Enhancement Scope (CL30) - +20 Precision Improved Ocular Enhancement Scope (CL40) - +25 Precision Advanced Ocular Enhancement Scope (CL50) - +30 Precision Precision Scope (CL60) - +35 Precision Improved Precision Scope (CL70) - +40 Precision Advanced Precision Scope (CL80) - +45 Precision Agility Dexterity Stim (CL1) - +5 Agility Improved Dexterity Stim (CL10) - +10 Agility Advanced Dexterity Stim (CL20) - +15 Agility Quickness Stim (CL30) - +20 Agility Improved Quickness Stim (CL40) - +25 Agility Advanced Quickness Stim (CL50) - +30 Agility Agility Stim (CL60) - +35 Agility Improved Agility Stim (CL70) - +40 Agility Advanced Agility Stim (CL80) - +45 Agility Luck Hopeful Trinket (CL1) - +5 Luck Charmed Trinket (CL10) - +10 Luck Lucky Trinket (CL20) - +15 Luck Hopeful Keepsake (CL30) - +20 Luck Charmed Keepsake (CL40) - +25 Luck Lucky Keepsake (CL50) - +30 Luck Hopeful Artifact (CL60) - +35 Luck Charmed Artifact (CL70) - +40 Luck Lucky Artifact (CL80) - +45 Luck Buff Combination Examples This is just an example of how buffs can be combined and is not meant to be taken as the norm. Trader Buffs: Wearable items with SEA's - +315 to Constitution, Stamina and Luck. Wearable items with Exotic SEA's - Bleeding Absorption 8%, Fire Absorption 8%, Poison Absorption 8%. Powerups - Bleeding Absorption 10%, Fire Absorption 10%, Poison Absorption 10%. Elder Buffs: Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration. Medic Buffs: Nutrient Injection - +250 to Constitution, 30 minute duration.  Stamina - +250 to Stamina, 30 minute duration. Enhance Strength - +80 to Strength, 30 minute duration.  Enhance Precision - +80 to Precision, 30 minute duration.   Enhance Agility - +80 to Agility, 30 minute duration.   Entertainer Buffs: Action Cost Reduction - 8% Resilience - 20% Reduced damage from DoT Effects. Second Chance - 24% Chance to heal when hit in combat. Domestic Trader Buffs: Flameout (Bio Enhanced): +60 Constitution, +25 Agility, +25 Stamina. Smuggler Buffs: Booster Blue - +50 Constitution, +50 Stamina and +50 Luck, -50 Agility Off the Books - +50 Luck, +50 Precision and 6% damage reduction. Officer Buffs: Tactics (Mark 9) - Agility +150, Constitution + 70, duration 4 minutes 30 seconds. Group 1 - Unrestricted Buffs A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown. A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown. Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown) Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown. Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown) Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown. All this adds up to: Constitution - 960 (x8 = 7680 extra max health, x2 = 1920 extra max Action) Stamina - 660 (x8 = 5280 extra max action, x2 = 1320 extra max health) Max Health - +2000 Max Action - +500 Totals : 11000 extra max health, 7700 extra max action .  (approximately double base health and action for cl90) Precision - +130 (0.9% chance to ranged crit) Strength - +135 (1.0% chance to melee crit) Agility - +225 - (2.25% chance to  glancing blow) Luck - +465 (3.4% chance to ranged or melee crit, 1.1% chance to glancing blow) Critical chance modified by 5% Avoidance modified by 5% Totals : Chance to ranged crit - 9.3% Chance to melee crit - 9.4% Chance to glancing blow - 8.35% Bleeding Absorption 18% Fire Absorption 18% Poison Absorption 18%. 20% Reduced damage from DoT Effects. Totals: Bleeding Absorption 38% Fire Absorption 38% Poison Absorption 38%. Other Modifiers: Action Cost Reduction - 8% Chance to heal when hit in combat. - 24% Damage increase - 10% As you can see, stacking buffs can make a lot of difference. You can also try this Statistic Calculator that was put together by myself and DjSco. From Star Galaxy Star  official site.
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Player Bunty Hunting

Posted on 2009-01-14 by sirstarComments Off


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Publish 28 brings Player Bounty Hunting to Star Wars galaxies! Players who engage in Player-vs-Player combat will rack up a bounty on themselves by killing other players. When player bounties reach a certain level, the bounty will made open season and Bounty Hunters will be able to track down player bounties! Here is how the new Player Bounty Hunting works: How a player bounty is marked:
  • Any player in the game can declare "Special Forces" and then engage in Player-vs-Player combat.
  • As players engage in PvP battles, they will automatically accumulate credits on their total bounty.
  • If you are killed in PvP combat, you will also have the option of placing a bounty on the player who killed you in combat. A window will open so you can set the bounty. The window will display the maximum and minimum bounty amounts, as well as your current funds.
  • The bounty can be any amount from 20,000 credits to 1,000,000 credits.
  • If a player defeats enough enemies in PvP combat, they will have enough credits on their bounty to show up on the bounty hunter terminals located throughout the galaxy.
  • Any bounty hunter can then take a player bounty mission from the bounty hunter terminal (bounty hunters will not know the names of specific characters by taking these missions).
    • The Bounty Hunter knows only that he is hunting another player and the faction alignment of their mark.
    • Up to three (3) bounty hunters can take a mission on the same target.
  • Bounty Hunters earn the total amount of bounty credits on the target (and only the bounty credits). The Bounty Hunter will also earn extra faction points if they complete a bounty on someone of the opposing faction or lose faction points for completing a bounty on someone of the same faction.  
  • The maximum total amount of bounty credits that any single player can have on them at one time is 20,000,000 credits.
A player bounty may not be marked:
  • Players cannot have a bounty placed on their character by another player until they are level 20 or above.
  • A player cannot place bounty credits if their character's death is the result of a duel.
  • A player cannot place bounty credits if their death is the result of the mission target killing the Bounty Hunter. Neither the Bounty Hunter nor their mission target can place a bounty on the other player as a result of the bounty mission PvP death.
  • A player cannot place bounty credits if they do not have enough money to meet the minimum bounty amount requirement.  
How a Bounty Hunter tracks their target:
  • Bounty Hunters start by taking a player bounty mission from any Bounty Hunter mission terminal throughout the galaxy.
  • Bounty hunters can then use their bounty hunting tools (bounty hunting droids, etc.) and prowess to track down their mission target.
  • A bounty hunter cannot access PvP Bounty missions until they are level 22 (the level at which they gain droid tracking), and players will not appear on the PvP bounty list until their character is at least level 20 or above.
When a Bounty Hunter finds their mark:
  • Once a Bounty Hunter takes a player mission, they are flagged for PvP combat with their target.
  • Bounty Hunters get first strike in combat.
  • Once a Bounty Hunter makes a move and attacks their bounty target, the target player can attack back immediately (Please note that all PvP rules are still in effect!). 
  • If a bounty hunter successfully kills their mission target, the bounty hunter will earn all of the bounty credits their target.
  • Any Bounty Hunters who might also have the same mission target will be notified that the target is no longer valid when the mission target is slain.
  • If the bounty hunter is killed by the target of his/her bounty mission, the hunter fails the mission and will need to get a new mission. In this case, the target keeps the bounty on his/her head and other bounty hunters may continue to hunt the target.
  • Bounty credits will not continue to accumulate by killing the same character over and over in combat (to try and drive up a player's PvP rating).
Bounty Hunter / Player Bounty Attacks
  • Once a Bounty Hunter takes a player mission, they are flagged for PvP combat with their target. Once a Bounty Hunter makes a move and attacks their bounty target, the target player can attack back immediately.
  • ALL PvP rules are still in effect so if both a Bounty Hunter and their mark are declared for full PvP combat, either player may attack the other player at any time.
  • Once the PvP combat encounter begins, players that are factionally opposed to the Bounty Hunter can assist the target in killing the Bounty Hunter and visa versa; players that are factionally opposed to the target can help the Bounty Hunter kill their target. 
  • However, the Bounty Hunter must be the player delivering the death blow in order to win the mission (and get the payout).  
Additional Player Bounty System Details:
  • Once a Bounty Hunter takes a player bounty mission, they will be flagged for PvP combat 10-20 seconds after they take the mission. The PvP flag remains in effect for as long as the mission is active.
  • All PvP rules are in effect. That means that if you are declared "Special Forces" or engaged in a Guild War all PvP rules still apply.
  • Bounties placed on a player are cumulative. If multiple bounties are placed on a player, their overall bounty amount will increase.
  • A single player can have multiple bounties on them.
  • No bounties will be accumulated for combat with creatures or NPCs (PvE) whether they are faction NPCs or not. Player Bounties are only accumulated for PvP combat.
  • Player Bounty Missions have Faction Point bonuses and penalties. Bounty Hunters who kill targets of the opposite faction will earn a faction point bonus and killing a target of the same faction will get a faction point penalty.
  • Bounty icons are no longer used.
  • The /bountycheck command will still be used for NPC mission targets, but will not do anything when used on a player  target.
  • If a player has multiple bounties on them, the Bounty Hunter will collect all of the bounty rewards on their target.
  • Players who try to log out as a way to escape a bounty hunter will find that their character will stay in the world. Their character can (and probably) will be killed by the bounty hunter.
  • Players may not place bounties if their character is killed in a duel.
  Here is an example of how Player Bounty Hunting might happen:
  • An Imperial player kills a Rebel player in PvP combat.
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Structure Maintenance

Posted on 2009-01-14 by sirstarNo comments


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Understanding Structure Maintenance Fees Player structures (houses, guild halls, factories, merchant tents etc...) all have Maintenance Fees . These structures use the normal Maintenance Fee procedures as listed in this guide:
  • Houses
  • Factories
  • Guild Halls
  • Harvesters
  • Merchant Tents
  • Player City Cantinas
  • Player City Hospitals
  • Player City Theaters
These structures are also player structures, but the Maintenance Fees for these structures is covered in a city's weekly maintenance.
  • Player City Banks
  • Player City Cloning Facilities
  • Player City Garages
  • Player City Halls
  • Player City Shuttle Ports
  Paying Maintenance Fees Maintenance Fees are paid with in-game credits and cover the basic utilities and upkeep for player structures in the galaxy. When you create a building, you will use your Structure Management Terminal to access all the options available for it. This is also the terminal you will use to pay your Structure Maintenance Fees. Here is how you do it:
  • Simply target the terminal, press the "~" key and open your radial menu.
  • Choose the option, "Structure Maintenance".
  • On the Structure Maintenance menu, select the option "Pay Fees" to put credits into your Maintenance Pool.
  • You can check the status at any time by choosing the "Status" option on the same menu.
  How do Maintenance Fees work? Credits are deducted from a structure's "Maintenance Pool" each hour. If the maintenance pool for a structure is empty (has zero credits), it will deduct credits from your bank account. If your bank account has no credits, it will deduct maintenance fees from your on-hand credits. If your bank account is empty and you have no credits, the structure will begin to take damage. When the structure reaches 100% damage, it will become a "condemned building".   What happens when a player structure becomes condemned? Condemned buildings cannot be entered and harvesters/factories cannot be used. To un-condemn a building, the owner of the structure simply has to enter the building with enough money in the bank to pay the repair cost. To un-condemn factories, open the radial menu on them with enough money in the bank to pay the costs. Please note that only the owner can un-condemn a structure.   Harvesters aren't condemned, they are destroyed! Harvesters will take damage like other player structures when they run out of maintenance credits and then decay to 0%. Once a harvester reaches 0 points, it will destroy itself (It will not pull credits from the owner's bank account). All resources in the harvester's hopper are also destroyed.   Do I pay Maintenance Fees Maintenance for houses that are packed-up? Yes. If a house is "packed-up" (using the House Pack-Up feature), maintenance fees will still be deducted from the house. If a house is packed-up you can pay the house maintenance fees by using the radial menu in your datapad.
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PvP Enhancements: Change Duty Command

Posted on 2009-01-14 by sirstarNo comments


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PvP Enhancements: Change Duty Command

A command is now available that allows you to switch from “Combatant” to “Special Forces” in the field. This change in duty status will take 30 seconds to complete. Changing from “Special Forces” to “Combatant” however, will take 5 minutes. This command is executed from the toolbar. You can find the toolbar button in your command browser (Press ";" to open your ability window). If you prefer to use the slash command, simply type /pvp in the spatial chat window and the command will change your status. Players that are not Factionally aligned:
  • You must be aligned with the Empire or the Rebellion to use this ability.
  • Players that were never aligned with either of the two primary factions cannot use this command to change their faction status.
  • Players who were never aligned with the Empire or the Rebellion and try to use the Change Duty command will receive the following message: You can not change your duty status because you are not aligned with any faction.
  • If you would like to use this ability, you will need to seek out a faction recruiter in order to join a faction.
Factionally Aligned Players:
  • Can use the /pvp command in the spatial chat window or the Change Duty Status icon (which is available in your command browser) will receive a message informing them of their changing status.
  • Will receive a system message update every time their status has changed. Factionally aligned players can change their combat status:
  • If a player is On Leave, he or she will become an active duty combatant in 30 seconds.
  • If the player is a Combatant, he or she will become Special Forces in 30 seconds.
  • If the player is Special Forces, he or she will become an active duty Combatant in 5 minutes.
Upon Death:
  • Combatants and Special Forces will be automatically placed "On Leave."
Going On-Leave:
  • To go from Combatant to On-Leave, you will still have to see a Faction Recruiter to change your status.
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Medic Expertise

Posted on 2009-01-11 by sirstarNo comments


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What is the Expertise System?
The overall goal of the system is to offer new and exciting choices for players to make about the development of their characters. These choices offer players the chance to further customize their character creating more diversity between characters of the same profession and give the player an additional goal when leveling.
At level 10, a player earns five Expertise points and then earns 1 point every two levels up to a maximum of forty-five points at level 90. Once a player reaches level 10, they can activate the Expertise interface (it will appear on the Main Menu) and begin allocating their points over the two trees available to their profession. Allocating Expertise points will do one of two things for a character. They will either modify an existing ability, such as increasing damage done, or they will unlock new abilities or series of abilities.
Medic Specialization

Name
Tier
Point Cost
Type
Effect
Prerequisite
Bacta Concentration
1
4
Mod
Increases the amount healed by Bacta Infusion.  
Drag Corpse
2
1
Ability
Move corpses of all group mates within range to your location. Bacta Concentration
Hasty Resuscitation
3
3
Mod
Reduce all revive and AOE revive cooldowns.  
Blood Cleansers
4
1
Ability
Remove Weakness effect, which is applied after incapacitation. Hasty Resuscitation
Bacta Bomb
5
1
Ability
Single target, long ranged, large heal. Blood Cleansers
Bacta Potency
1
4
Mod
Extra strength bacta increases the potency of your instant healing abilities.  
Cure Affliction
2
1
Ability
Remove a damage over time effect from target such as bleeding, poison, disease, or fire. Heal Potency
Bacta Efficiency
3
3
Mod
Reduce action cost of instant heals by 35%.  
Serotonin Boost
4
1
Ability
Induces a feeling of well-being and removes an adverse condition on the target. Bacta Efficiency
Bacta Grenade
5
1
Ability
Single target, long ranged heal. Serotonin Boost
Enhancement Duration
2
3
Mod
Increased duration of all enhancement buffs.  
Enhancement Specialist
3
1
Ability
Allows access to Metabolic Accelerators and an extended Nutrient Injection line. Enhancement Duration
Reckless Stimulation
4
1
Ability
Restores action at the cost of health. Enhancement Specialist
Stasis Field
5
1
Ability
Attacks made against and made by the target have +100% Glancing Blow chance. Target severely snared. Reckless Stimulation
Vital Efficiency
1
4
Mod
Reduce action cost of Vital Strike special attacks by 25%.  
Bacta Corruption
2
1
Ability
Reduce target's healing ability by 65%. Vital Efficiency
Affliction Intensity
3
3
Mod
Increase damage over time damage by 15%.  
Serotonin Purge
4
1
Ability
Remove a beneficial buff or effect from an enemy. Affliction Intensity
Rheumatic Calamity
5
1
Ability
Target loses health as action is spent. Health loss is proportionate to action used. Serotonin Purge
Vital Accuracy
1
4
Mod
Increase Vital Strike damage by 20%.  
Electrolyte Drain
2
1
Ability
Single target ranged snare. Vital Accuracy
Affliction Duration
3
3
Mod
Increase damage over time duration by 15%.  
Traumatize
4
1
Ability
Drain action from target. Affliction Duration
Thyroid Rupture
5
1
Ability
Decrease target damage output by 25%. Traumatize


Medic Expertise: Field Survival

Name
Tier
Point Cost
Type
Maximum Effect
Prerequisite
Martial Training
1
4
Mod
Gain +50 Strength permanently  
Enhance Strength
1
1
Ability
Buff increasing target's total Strength by 15%. Martial Training
Footwork
1
4
Mod
Gain +50 Agility permanently.  
Enhance Agility
1
1
Ability
Buff increasing target's total Agility by 15%. Footwork
Marksman Training
1
4
Mod
Gain +50 Precision permanently.  
Enhance Precision
1
1
Ability
Buff increasing target's total Precision by 15%. Marksman Training
Carbine Accuracy
1
4
Mod
Increase carbine damage by 10%.  
Deuterium Rounds
1
1
Ability
Carbine attacks have a chance to set target on fire. Carbine Accuracy
Lethal Aim
1
3
Mod
Increase critical chance versus Humanoid NPCs and players by 5%.  
Burst
1
1
Ability
Unleash a wild spray of gunfire causing damage and decreasing target's combat effectiveness. Lethal Aim
Melee Accuracy
1
4
Mod
Increase melee and unarmed damage by 15%.  
Poison Knuckle
1
1
Ability
Melee and unarmed attacks have a chance of poisoning the target. Melee Accuracy
Lethal Strikes
1
3
Mod
Increases critical chance while using melee and unarmed weapons.  
Flurry
1
1
Ability
A combination melee attack to vital areas. Reduces movement speed and combat effectiveness. Lethal Strikes
Subtlety
1
3
Mod
Hate caused by healing is reduced.  
Evasion
1
1
Ability
Attempt to elude all non-boss enemies angry with you and exit combat. Reduces hate on bosses. Subtlety
Kinetic Armor
1
4
Mod
Permanently increases kinetic protection and gives a slight bonus to all protection types.  
Enhance Block
1
1
Ability
Improves the target's block chance and block value. Kinetic Armor
Energy Armor
1
4
Mod
Permanently increases energy protection and gives a slight bonus to all protection types.  
Enhance Dodge
1
1
Ability
Improves the target's chance to dodge an incoming attack.
 
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Star Wars Galaxies Introduction

Posted on 2007-12-29 by adminNo comments


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Star Wars Galaxies (abbv. SWG) is a Star Wars themed MMORPG for Microsoft Windows developed by Sony Online Entertainment and published by LucasArts. Star Wars Galaxies  Trailer YouTube Preview Image Star Wars Galaxies  Gameplay YouTube Preview Image Gameplay features As with all MMORPGs, the feature set of Star Wars Galaxies is subject to change. Timeline The game events are set following the destruction of the Death Star in Episode IV: A New Hope, but before the beginning of Episode V: The Empire Strikes Back. Geography The game launched with 10 planets: Tatooine, Naboo, Corellia, Talus, Rori, Dantooine, Lok, Yavin IV, the forest moon of Endor, and Dathomir. In the second expansion, Rage of the Wookiees, the Wookiee home planet Kashyyyk was added. In the third expansion, Trials of Obi-Wan, the planet Mustafar was added. Each of the original 10 planets are represented by approximately 225 square kilometers (15 km x 15 km maps) of game space. In contrast, the expansion planets of Kashyyyk and Mustafar are smaller, constructed differently (e.g. instances) and in some cases imposed different rules than the original, such as terrain that is not traversable (i.e. mountains or hills that cannot be climbed over). In addition to the 12 planets, there are 12 space zones, each encompassing approximately 3400 cubic kilometers (15 km cubes) of fully-navigable space. Nine of them are associated with one or more of the playable planets: Tatoo (Tatooine), Naboo (Naboo and Rori), Corellia (Corellia and Talus), Dantooine, Karthakk (Lok), Yavin, Endor, Dathomir, and Kashyyyk. (Mustafar has no associated space zone.) Kessel and Deep Space have no planets and are used for high-level gameplay and player-versus-player combat. The Ord Mantell sector was released in January 2008 as a new space-only zone, though there is a space station there (called Nova Orion) where pilots can land and acquire quests. The planet Hoth was added in November 2008 as part of an instance. However, the planet can only be explored during the events of the Battle of Echo Base. Graphics The game is generally praised by reviewers for its realistic character models, detailed architecture and lush environments. Points of interest and cameos Examples of characters and points of interest that players can visit within the game include R2-D2, C-3PO, their escape pod on Tatooine, the Naboo Royal Palace, the abandoned Rebel bases on Dantooine and Yavin IV, the notorious pirate Nym in his stronghold on Lok, Ewoks and Rancors. Other main characters include Luke Skywalker, Han Solo, Princess Leia, Darth Vader, Chewbacca, Emperor Palpatine, Admiral Ackbar, Jan Dodonna, Boba Fett, Jabba, Bib Fortuna, Salacious Crumb, Max Rebo, Wedge Antilles, Gavyn Sykes, HK-47, Boss Nass, Admiral Thrawn, the "reincarnation" of General Grievous as NK-Necrosis, and the Force ghost of Obi-Wan Kenobi. References are also made of characters from the Star Wars Expanded Universe, such as Grand Admiral Thrawn and Mara Jade from the Thrawn trilogy, and HK-47 from the Knights of the Old Republic series of games. The game also references the other two Star Wars spin-off films, in that the player may encounter the Gorax species from Caravan of Courage: An Ewok Adventure, and the base of the Sanyassan Marauders, as seen in Ewoks: The Battle for Endor. Species and professions The 10 species available to players include: Human, Twi'lek, Zabrak, Wookiee, Trandoshan, Rodian, Mon Calamari, Bothan, Sullustan and Ithorian. There are 9 professions: Jedi, Bounty Hunter, Smuggler, Commando, Spy, Officer, Medic, Entertainer, Trader. In addition to these professions, a character can also choose among three Pilot sub-professions and optionally enter the Politician sub-profession. Characters can specialize in different areas of their main professions by selecting "expertise" options, including Beast Mastery. The Trader profession includes four specialties: Munitions (for crafting weapons and armor), Domestics (for crafting food and clothing), Structures (for crafting furniture and housing as well as ships and related components), and Engineering (for crafting droids). Ships The Jump to Lightspeed expansion made individual ships attainable by players for the first time. This allowed players to acquire and pilot ships of various sizes. Ships ranged from fighter-sized ships up to ships like the Millennium Falcon. Some players choose to play most of the game in space, while others play in both space and planetary settings. Combat mechanics Ground combat is currently real-time and similar to a first-person shooter. The player must aim a targeting reticule at a target and left-click the mouse to fire. Auto-aim and auto-fire features are available, creating a more traditional combat experience, but players eschewing those options are rewarded with an increased chance to do maximum damage. As characters gain levels, they gain access to additional combat abilities called "specials" which are activated by using the right mouse button. These specials usually have a cool-down period. In addition to providing especially powerful damage attacks, specials are also used to heal, buff, debuff and crowd control. Players gain the ability to use more powerful weapons as they advance in level. Players also earn "Expertise Points" as they level up which they can use in their professions expertise "tree". The player can allot 45 points into various abilities and attributes to make their characters more diverse, from weapons specialties to healing and armor proficiencies. Player housing, guilds, and cities Characters can erect, own and decorate a variety of buildings, including houses, cantinas, guild halls and city halls. These buildings, when grouped, can be organized into cities. Players hold elections via ballot box for Mayor. Elected mayors grant city members certain rights to place structures within the city and disallow the use of various civic structures by individual players as needed. Elections are held every three weeks. If another player wishes to run for mayor they can add their name at any time to the ballot box to run against the incumbent. As cities grow in population, they become eligible to add services and facilities such as vehicle repair garages, shuttleports, cloning facilities, hospitals, cantinas and garden displays. They can show up on the planetary maps alongside canonical cities such as Theed and Mos Eisley. The gameplay design encourages realistic social institutions such as a dynamic player economy and other real-life social phenomena like a complicated division of labor. According to Star Wars Galaxies and the Division of Labor, the division of labor in Star Wars Galaxies around April 2005 produced in-game results similar to those in real life. Galaxies' original game design socialized players to specialize their characters by mastering one or two professions, and to join guilds, in which players relate to one another primarily in terms of their professions (eg: "I am the weaponsmith, so I make weapons for the guild") — just as in real life, people are tied to one another by organic solidarity. Other features Single- and multi-passenger ground vehicles and starships: (landspeeders, speeder bikes, swoops, X-wings, TIE fighters and even several of the YT series of ships) Player-run virtual economy where player characters are responsible for creating many in-game items including blasters, starships, clothing, armor, food, housing, furniture and even a wide variety of droids. Items are created from player-collected raw materials and looted items. An extensive set of emotes, moods, and associated animations, which affect not only an avatar's physical appearance but also the text used to describe a character's speech, and even the shape of the speech bubble displayed on-screen. Standard MMORPG features such as player guilds, chat functionality, and other community features. The ability for players to place bounties on opponents that killed them in PVP. Player character bounty hunters can then pick up another character's "bounty mission" on the terminals and track the character down. A bounty can be claimed at anytime, regardless of the target's PvP setting. Up to three bounty hunters can be tracking a character at any given time. An extensive character creation system. Characters can hire Entertainers to change their appearance in-game, with even more options than those available at creation. Many visual aspects of a character are thereby changeable at any time after character creation except species and gender. The game references and features elements from The Star Wars Holiday Special, such as Lumpy's stuffed bantha, and the customs of Life Day, when the player visits Kashyyyk. The red Life Day robes the Wookiees in special wore are also available during special events in the game. Expansions Jump to Lightspeed Main article: Star Wars Galaxies: Jump to Lightspeed This first expansion, Jump to Lightspeed, was released on 27 October 2004. Two new races were added: Sullustan and Ithorian. The expansion added space combat. Characters choose one of three factions in the new Pilot sub-profession: Rebel, Imperial, or Freelance. The playable sectors include the space surrounding the 10 planets of the game as well as Ord Mantell, Kessel, and "Deep Space." Combat is real-time and twitch-oriented like a first-person shooter and can be played with a joystick at the player's option. A new Artisan profession, Shipwright (now subsumed into the Trader profession as part of the Structures specialty), was also introduced. This profession created ships, shields, armor, weapons, etc for players. They also had the ability to take looted components from space and reverse engineer them into better components. Rage of the Wookiees The second expansion, Episode III Rage of the Wookiees, was announced on 9 March 2005 and released on 5 May 2005. It added the Wookiee planet of Kashyyyk and its corresponding space sector. Kashyyyk is different from the previous 10 planets: rather than being 16 square kilometers of openly navigable area, it is divided into a small central area with several instanced "dungeon" areas. A new space zone was also added. Other content added in this expansion included the ability to add cybernetic limbs to a player character and quests for two new creature mounts and three new starships. A substantial portion of the content for this expansion was adapted from the film Star Wars Episode III: Revenge of the Sith which was released to theaters in the U.S. on May 19, two weeks after the expansion release. Trials of Obi-Wan The third expansion, Star Wars Galaxies: Trials of Obi-Wan, was announced on 19 August 2005 and released on 1 November 2005. This expansion added the ground planet of Mustafar to the game. No new space sector was added with this expansion. Like the previous expansion, much of the content is related to Revenge of the Sith, which was released to DVD on the same day as the expansion was released. Additional content, including the presence of the droid HK-47, is based on the Knights of the Old Republic games. Champions of the Force On 27 August 2008, LucasArts and SOE released Champions of the Force as a game update which enabled people to play a new card game feature. In the game, people can collect, battle, and trade with each other as well as buy new cards with money and get new in-game items from the cards to use such as podracers and house paintings. Over one hundred cards were created for players to find and play against others with new artwork featured on each card. On 16 December 2008, SOE launched a new deck in the card game, entitled Squadrons Over Corellia.
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