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NamePlanetFactionLevelAdded with

Advanced Class: Commando

Trained in superior tactics and weaponry, Commandos charge onto the battlefield with massive assault cannons, overwhelming their enemies with brute firepower. Whether taking out a bunker or driving back an Imperial charge with a hail of concussive bolts, the Commando's high-powered hardware dominates the scene, laying waste to all who fall within its range.

All Commandos learn to use powerful assault cannons, and can opt to learn the skills of a Combat Medic, using proven Republic medical training to heal and protect allies; Gunnery, utilizing a variety of assault cannon loadouts to burn, crush and incapacitate enemies; and Tactics, specializing in explosives and weapons that penetrate a target's armor.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​commando

Advanced Class: Commando
Game RulesRepublic101.0.0

Advanced Class: Gunslinger

Master of the trick shot, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There's a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship.

All Gunslingers learn how to fire two blasters at once, specializing in long-range combat and methods to keep enemies at a distance. Gunslingers can also opt to learn the skills of the Saboteur, using grenades and demolitions technology that cause fire damage and ignore enemy armor; the Sharpshooter, shooting from cover and focusing on precise, high-damage attacks; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​gunslinger

Advanced Class: Gunslinger
Game RulesRepublic101.0.0

Advanced Class: Jedi Guardian

A wall between the Republic and its enemies, the Jedi 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 also inspire allies to amazing feats, making them invaluable for conflicts of any size.

All Jedi Guardians learn to move in heavy armor and build extra energy to perform spectacular feats. Guardians can opt to learn Vigilance, developing attacks that power through weaker opponents with ease and concentrating on fewer strikes that hit harder; Defense, redirecting enemies' attacks against the Guardian's allies toward the Guardian's sturdy self; and Focus, specializing in advanced Force techniques to increase the potency of lightsaber attacks and perform telekinetic feats to hamper opponents.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​guardian

Advanced Class: Jedi Guardian
Game RulesRepublic101.0.0

Advanced Class: Jedi Sage

The mysteries of the Force are endless. A Jedi Sage, devoted to uncovering its esoteric secrets, knows this better than anyone. Sages are famed for their wisdom and empathy as much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events.

All Jedi Sages embrace the teachings of the Force and can opt to learn the art of the Seer, healing wounded allies and protecting them from harm--restoring their life force and literally pulling them out of danger; Telekinetics, distorting reality and moving massive waves of energy that tear apart a Sage's enemies; and Balance, deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​jedi_sage

Advanced Class: Jedi Sage
Game RulesRepublic101.0.0

Advanced Class: Jedi Sentinel

Control and focus are the hallmarks of the Jedi Sentinel. Through years of training, Sentinels learn the art of using two lightsabers in tandem to create an intricate web of damage almost impossible to evade. By manipulating the Force, Sentinels can see holes in the enemy's defense, potential flaws in their own techniques and how best to plan for both.

All Jedi Sentinels can wield two lightsabers in combat, using speed and precision to strike enemies where they are weakest. Sentinels can opt to learn the ways of a Watchman, becoming a peerless lightsaber combatant and using the Juyo form to debilitate foes; Combat, taking advantage of the Sentinel's lighter armor and using the agile Ataru form to perform incredibly swift strikes; and Focus, specializing in advanced Force techniques to increase the potency of lightsaber attacks and perform telekinetic feats to hamper opponents.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​sentinel

Advanced Class: Jedi Sentinel
Game RulesRepublic101.0.0

Advanced Class: Jedi Shadow

A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. Shadows go unseen, employing Force techniques that cloud enemy minds to slip into hostile territory and, when necessary, striking enemies down with deadly efficiency. Shadows embrace the synergy between lightsaber and Force combat.

All Jedi Shadows use the Force to conceal themselves and move invisibly behind enemy lines, as well as learn to use double-bladed lightsabers in either an offensive or defensive capacity. Shadows can also opt to learn Infiltration, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank; Kinetic Combat, utilizing a double-bladed lightsaber as either an acrobatic weapon or a bulwark of defense; and Balance, deploying the power of the Force to enhance lightsaber techniques and debilitate foes in combat.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​jedi_shadow

Advanced Class: Jedi Shadow
Game RulesRepublic101.0.0

Advanced Class: 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 missiles 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 Bodyguard, using 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 missiles and darts to reduce an enemy's survivability and regenerative capacity.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​mercenary

Advanced Class: Mercenary
Game RulesImperial101.0.0

Advanced Class: Operative

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.

All Operatives learn how to move stealthily--sneaking past or surprising enemies--and various close-quarters fighting techniques that do damage at short range and prevent an enemy from fleeing. Operatives can also opt to learn the skills of Concealment, using an energy blade to deal even more damage close-up; gain Medic training, using probes that heal and protect allies in battle; and specialize in Lethality, utilizing deadly toxins to poison their enemies.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​operative

Advanced Class: Operative
Game RulesImperial101.0.0

Advanced Class: 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 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 missiles and darts to reduce an enemy's survivability and regenerative capacity.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​powertech

Advanced Class: Powertech
Game RulesImperial101.0.0

Advanced Class: Scoundrel

The Scoundrel doesn't have time for polite and doesn't do fair fight. In addition to a trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a medpac--everything you need to get in, knock the enemy for a loop and get out alive.

All Scoundrels learn how to move stealthily--sneaking past or surprising enemies--and various close-quarters fighting techniques that do damage at short range and prevent an enemy from fleeing. Scoundrels can also opt to learn the skills of the Scrapper, using scatterguns to deal even more damage close-up; the Sawbones, applying medicine and damage prevention techniques to heal and protect allies; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​scoundrel

Advanced Class: Scoundrel
Game RulesRepublic101.0.0

Advanced Class: Sith Assassin

The subtle and deadly hand of the Sith Order, a Sith Assassin stops at nothing to win. Assassins leap from the shadows, channeling Force lightning through their dual-bladed lightsabers to disable and drain their enemies. They are masters of subterfuge, treacherous and unseen, feared by even the most terrible opponents.

All Sith Assassins use the Force to conceal themselves and move invisibly, as well as learn to use double-bladed lightsabers. In addition, Assassins can opt to study the arts of Deception, obscuring their movements and ambushing their enemies; Darkness, bolstering Assassins' defenses as they shock opponents in melee; and Madness, afflicting targets with nightmares that cripple their combat prowess and drain them of strength.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​sith_assassin

Advanced Class: Sith Assassin
Game RulesImperial101.0.0

Advanced Class: Sith Juggernaut

Sith who train in the stalwart arts of the Juggernaut boast unrivaled stamina in battle. Through diligence and clarity, Juggernauts shape the Force to their will to shrug off damage that would destroy others and fill foes with doubt and despair. Protecting their allies and punishing their adversaries, Juggernauts charge into the thick of any fray.

All Sith Juggernauts learn to move in heavy armor and build extra energy to perform spectacular feats. Juggernauts can opt to learn the ways of Vengeance, making them into crushing forces that pursue their prey with single-minded fury; the art of the Immortal, fearing no enemy and keeping lesser allies from harm; and Rage, subduing cowering foes with lightsaber strikes and crushing them with the Force.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​juggernaut

Advanced Class: Sith Juggernaut
Game RulesImperial101.0.0

Advanced Class: Sith Marauder

Wielding two lightsabers and unmatched aggression, Sith trained as Marauders slice through enemy ranks dealing death with merciless efficiency. 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 in the galaxy.

All Sith Marauders can wield two lightsabers in combat, crushing their foes with superior speed and becoming a terror on the battlefield. Marauders can opt to learn the ways of Annihilation, learning the Juyo lightsaber techniques and inflicting traumas upon their enemies; Carnage, specializing in swift movement and acrobatics to obliterate foes before they can react; and Rage, subduing cowering foes with lightsaber strikes and crushing them with the Force.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​marauder

Advanced Class: Sith Marauder
Game RulesImperial101.0.0

Advanced Class: Sith Sorcerer

The dark side holds dangerous secrets and immense power. The Sith Sorcerer draws energy from the Force's forbidden depths, mastering techniques that sap and drain enemies as they invigorate allies--or simply wreak utter devastation. The air around a Sorcerer crackles with lightning, and all foolish enough oppose a Sorcerer know suffering on a vast scale.

All Sith Sorcerers embrace the power of the Force and can opt to learn the arts of Lightning, unleashing powerful storms and crushing opponents; Corruption, binding a Sorcerer's life force and strengthening allies through rituals that mitigate blows and knit flesh; and Madness, afflicting targets with nightmares that cripple their combat prowess and drain them of strength.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​sith_sorcerer

Advanced Class: Sith Sorcerer
Game RulesImperial101.0.0

Advanced Class: Sniper

Focused on long-range tactics and eliminating sensitive targets, Snipers are the most elite and professional marksmen in the galaxy. After extensive training, the Sniper learns to target enemies' vulnerabilities and strike at the perfect moment to turn the tide of battle.

All Snipers learn how to use deadly sniper rifles and specialize in long-range combat, keeping their enemies at a distance. Snipers can also opt to learn the skills of Engineering, using probes and other gadgets to deal additional damage; Marksmanship, shooting from cover and focusing on precise, high-damage attacks; and Lethality, utilizing deadly toxins to poison their enemies.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​sniper

Advanced Class: Sniper
Game RulesImperial101.0.0

Advanced Class: 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, ignoring personal risk and stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Specialists have an uncanny survivability due to their expert defensive tactics and technology.

All Vanguards learn to use personal shield generators and can opt to acquire the skills of an Assault Specialist, relying on shield power surges and energy blade attacks to do damage at short range and prevent an enemy from fleeing; the skills of a Shield Specialist, further training in advanced armor and defenses in order to absorb damage and protect allies; and Tactics, specializing in explosives and weapons that penetrate a target's armor.

Category: Game Rules

XP Level: 10

FQN: cdx.​advanced_classes.​vanguard

Advanced Class: Vanguard
Game RulesBoth101.0.0

Advanced Gear

Once you've reached the level cap, power increases are primarily determined by your equipment. The best equipment can be acquired by taking on the toughest challenges: Flashpoints, Operations, and Warzones.

You can earn commendations by queuing up for difficult group content in Group Finder. These can be traded for gear that is best suitable in Flashpoints and Operations (PvE). Queuing up for Warzones will earn you commendations which can be traded for gear that is best suitable against other players (PvP). Gear vendors are located on the Fleet, in the Supplies and Combat Training wings.

For more information about how and where to obtain the best equipment at level 50 and beyond, visit:
<hl lid="BFBJ" >

Category: Game Rules

XP Level: 50

FQN: cdx.​game_rules.​tutorials.​advanced_gear

Advanced Gear
Game RulesBoth501.6.0

Amplifiers

Amplifiers are additional statistical boosts that can be found on some pieces of equipment, potentially improving your character in a variety of ways. Some Amplifiers may bolster your character's prowess in combat, while others boost aptitude in a Crew Skill or increase the rate of experience gain.

There are many Amplifiers to discover, each providing their own unique benefits to your character. For a price, you can reroll amplifiers that don't appeal to you, changing them out for others that might be a better fit for your character. Whatever goals you have for your characters, there will certainly be Amplifiers that can help you get the job done!

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​items.​amplifiers

Amplifiers
Game RulesBoth16.0.0

Bounty Hunter

Bounty Hunters are well-equipped and relentless trackers, utilizing a wide array of weaponry from blasters to missiles to flamethrowers.

Primary Attribute: Aim

Aim increases the damage and critical chances of the Bounty Hunter's Ranged and Tech powers. This remains so for both the Mercenary and the Powertech Advanced Classes, while the Mercenary's Aim additionally increases the effectiveness of healing powers.

Advanced Classes (Available at level 10): Mercenary and Powertech

Mercenary (Damage, Healing): Mercenaries attack from range with two blasters, using abilities like Unload and Explosive Dart. Mercenaries have the largest arsenal, employing powerful heat-seeking missiles or even healing allies when working as a Bodyguard.

Powertech (Damage, Defense): Powertechs leverage the latest technologies, allowing them to draw targets in with a Grapple cord and burn down groups of targets with Flamethrower. Powertechs prefer an up close and personal fight that allows maximum use of everything from flame jets to Retractable Blades, and their massive armor makes them extremely durable defensive fighters when trained as a Shield Tech.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​bounty_hunter

Bounty Hunter
Game RulesImperial11.0.0

Combat

Attacking Enemies: To engage enemies in battle, left-click on them to target them. Move into attack range. You will know you are in attack range when one or more of the abilities on your action bar lights up. Then left-click an ability or press the hotkey associated with one of your abilities on the action bar. The action bar is located at the bottom of your screen.

Viewing Abilities: Any time you want to view your abilities, left-click on the Abilities button in the upper part of your screen to open your Abilities panel. To move an ability to your action bar, left-click the ability and drag it to a location on the action bar.

Looting: When you defeat an enemy, its defeated body will glow if it has loot. Right-click your enemy's defeated body to open its Loot window. Then, right-click on any items in the Loot window to add them to your inventory.

Experience Points: Experience Points (or XP) are acquired by defeating enemies and completing missions. When you have acquired enough XP, you will gain another level. Leveling up allows you to become more powerful, acquire more abilities and take on greater challenges. You must find a trainer to learn new abilities.

Category: Game Rules

FQN: cdx.​game_rules.​tutorials.​combat

Combat
Game RulesBoth1.0.0

Combat Ratings

Where Attributes improve a character's baseline health, damage and healing, Ratings serve to increase a character's combat abilities in a more targeted way that suits the effectiveness and playstyle of an individual build or role.

Critical Rating: Increases the crit chance of Melee, Ranged, Force and Tech damage and healing effects. Builds based on achieving critical hits and heals, particularly those whose crits generate additional buffs, benefit greatly from Critical Rating.

Surge Rating: Increases the magnitude of all crits, both damage and healing. Builds based on achieving critical hits and heals, particularly those whose crit magnitude is improved with skills, benefit greatly from Surge Rating.

Accuracy Rating: Increases the chance of successfully hitting an enemy with a Melee, Ranged, Force or Tech effect. Builds based on lightsaber and blaster combat, particularly playstyles focused on fighting higher toughness and higher level targets, benefit greatly from Accuracy Rating.

Power Rating: Increases the damage and healing dealt by Melee, Ranged, Force and Tech effects. Builds based on reliable and sustained damage and healing output benefit greatly from Power Rating.

Alacrity Rating: Increases the activation and channel speed of abilities. Builds based on activated and channeled abilities benefit greatly from Alacrity Rating. Alacrity Rating does not affect instant abilities.

Defense Rating: Increases the chance to defend against Melee and Ranged attacks. Builds based on survivability, particularly those who favor avoidance, benefit greatly from Defense Rating.

Shield Rating: Increases the chance to shield a Melee or Ranged attack with your personal shield generator. Builds based on survivability, particularly those who favor steadily lessened incoming damage, benefit greatly from Shield Rating. Shield Rating has no effect on characters not equipped with a personal shield generator.

Absorption Rating: Increases the amount of damage negated when an attack is shielded with your personal shield generator. Builds based on survivability, particularly those who favor steadily lessened incoming damage, benefit greatly from Absorption Rating. Absorption Rating has no effect on characters not equipped with a personal shield generator.

Category: Game Rules

XP Level: 10

FQN: cdx.​game_rules.​stats.​ratings

Combat Ratings
Game RulesBoth101.0.0

Conversations

Mission givers are the primary Non-Player Characters (or NPCs) that you can engage in conversation. Right-click on mission givers to converse with them. In these cinematic conversations, you will be presented with response choices. To respond to an NPC, left-click on a response option or press the appropriate numbered key.

Light Side/Dark Side Points: Some conversation responses will reward you with light side or dark side points. Your conversation choices can change your light side/dark side levels. You can check your light side/dark side level by opening the Character Sheet panel. Some items you find in the world have level requirements (such as Light Side III) before they can be used. These items can often be purchased at vendors throughout the game.

Social Points: You can earn social points by joining missions and conversations with other players. You can win more social points by winning (and even losing) conversation rolls. You can view your social score on your Character Sheet. Some items you find in the world have level requirements (such as Social II) before they can be used. These items can often be purchased at vendors throughout the game.

Category: Game Rules

FQN: cdx.​game_rules.​tutorials.​conversations

Conversations
Game RulesBoth1.0.0

Energy

Your energy regenerates faster at higher energy levels. As your energy decreases, so does the rate at which it recovers. To maintain a high amount of energy, use Rifle Shot regularly to allow your energy to recover.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​energy_agent

Energy
Game RulesImperial11.0.0

Energy

Your energy regenerates faster at higher energy levels. As your energy decreases, so does the rate at which it recovers. To maintain a high amount of energy, use Flurry of Bolts regularly to allow your energy to recover.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​energy_smuggler

Energy
Game RulesRepublic11.0.0

Energy Cells

Your energy cells regenerate faster at higher energy levels. As your energy cells deplete, so does the rate at which they regenerate. To maintain a high level of energy cells, use Hammer Shot regularly to allow your energy cells to regenerate.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​energy_cells_trooper

Energy Cells
Game RulesRepublic11.0.0

Galactic Strongholds

Serving as both personal residence and seat of power, Galactic Strongholds are purchasable homes available throughout the galaxy. Each Stronghold is designed for maximum customization and expansion, allowing the owner to decorate every room with their choice of furniture, personal items, trophies, and a tremendous variety of other items either crafted by hand or earned over the course of exciting adventures. In addition to expanding Strongholds with additional rooms, it's also possible to own multiple Strongholds at once, adding even more opportunities for customization! Owners can even invite their friends to visit and check out every hard-earned detail!

Owning Strongholds, expanding their interiors, and decorating them with rare and exceptional items all bring tremendous prestige. Those with the highest prestige can vie for top spots on the public Stronghold Directory, earning a name for themselves as one of the galaxy's elite!

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​strongholds.​strongholds_intro

Galactic Strongholds
Game RulesBoth12.9.0

Group Content

Heroic Missions: Heroic missions are more challenging than one player can handle alone. You will need to call in a friend or two to help. Some heroic missions will need a full group of four players in order to succeed.

Flashpoints: 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. Flashpoint missions take place in private story areas and most are balanced for a full group of four players.

Category: Game Rules

FQN: cdx.​game_rules.​tutorials.​group_content

Group Content
Game RulesBoth1.0.0

Heat

Your heat dissipates faster at lower heat levels. As your heat builds, so does the time it takes to dissipate that heat. To maintain a low heat level, use Rapid Shots regularly to allow your heat to dissipate.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​heat_bounty_hunter

Heat
Game RulesImperial11.0.0

Imperial Agent

Agents are versatile, cunning and deadly, able to utilize cover and Snipe to take down targets at a great distance.

Primary Attribute: Cunning

Cunning increases the damage and critical chances of the Agent's Ranged and Tech powers. This remains so for both the Sniper and the Operative Advanced Classes, while the Operative's Cunning additionally increases the effectiveness of healing powers.

Advanced Classes (Available at level 10): Sniper and Operative

Sniper (Damage): Snipers train in the use of sniper rifles, attacking from cover with abilities like Snipe and Explosive Probe. Snipers are extremely powerful when attacking from a secured cover position and receive several abilities that help ensure they remain in cover.

Operative (Damage, Healing): Operatives can pursue their targets in a close-range skirmish, using Stealth to commence a surprise attack and close-range abilities like Shiv and Debilitate to dismantle their targets. Operatives also make excellent healers when educated in the field of Medicine.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​agent

Imperial Agent
Game RulesImperial11.0.0

Item Modifications

Throughout your adventures, you may find items that can be modified. By modifying an item, the player can upgrade the stats of an item and keep that item up-to-date. Items that are modifiable can be identified by having the text CTRL + right-click to modify at the bottom of their tooltip.

Many items are fully upgradeable, meaning that their stats can be fully upgraded. This means that if you find a gear appearance that you really like in the world, you can work to keep its stats up-to-date and relevant throughout most of your adventures. Some items will drop with most of their modification slots empty. Other items come preslotted - the benefits of modding these items will come later, when you decide to upgrade its internal components.

The common mod types, enhancements and mods, can fit in all items. However, 'Armoring' can only upgrade wearable equipment, 'Hilts' can only upgrade lightsabers and melee weapons, and 'Barrels' can only upgrade pistols. These special mods are also responsible for upgrading the core stats of the item (the armor rating of wearable gear, or the damage output of a weapon). Color crystals are another special kind of mod - these rarer modifications can be used to change the color of your lightsaber or blaster bolts.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​item_modifications

Item Modifications
Game RulesBoth11.0.0

Jedi Consular

The Jedi Consular trains primarily in the ways of the Force. Consulars can subdue their targets using telekinetic powers and lightsabers alike.

Primary Attribute: Willpower

Willpower increases the damage and critical chances of the Consular's Melee and Force powers. This remains so for the Shadow, while the Sage's Willpower increases Force damage and healing powers instead.

Advanced Classes (Available at level 10): Jedi Sage and Jedi Shadow

Jedi Sage (Damage, Healing): Sages keep their targets at a distance, utilizing telekinetic Force abilities like Project, Telekinetic Throw and Force Stun. A Sage is also fluent in the arts of healing through the Force and can provide a powerful support role as healers when trained as a Seer.

Jedi Shadow (Damage, Defense): Shadows are infiltrators and Jedi intelligence gatherers. Trained with stealth and double-bladed lightsabers, a Shadow tackles conflict with subtlety and a mix of decisive martial arts and the Force. Shadows specializing in Kinetic Combat can leverage the defensive strengths of a double-bladed lightsaber and the Force to guard allies and bolster defenses.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​jedi_consular

Jedi Consular
Game RulesRepublic11.0.0

Jedi Knight

Jedi Knights are the order's protectors and defenders. Knights charge into the fray with Force Leap, employing unmatched lightsaber prowess and a tactical use of the Force.

Primary Attribute: Strength

Strength increases the damage and critical chances of the Knight's Melee and Force powers. This remains so for both the Sentinel and the Guardian Advanced Classes.

Advanced Classes (Available at level 10): Jedi Sentinel and Jedi Guardian

Jedi Sentinel (Damage): Jedi Sentinels are highly disciplined masters of lightsaber combat. Sentinels fight with two lightsabers and can build Focus quickly with Zealous Strike, unlocking the use of more powerful moves like Slash and Cauterize.

Jedi Guardian (Damage, Defense): Jedi Guardians are stalwart defenders equipped with a single lightsaber and heavy armor. A Guardian can rend armor with Sundering Strike, protect allies with Guardian Leap, and those specialized in Defense act as lodestars and protectors on the battlefield.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​jedi_knight

Jedi Knight
Game RulesRepublic11.0.0

Legendary Items

Legendary Item Packages are another way for you to improve your character, giving you special abilities and effects. Legendary items are all found in the form of Implants that you can equip on your character and can be identified by their name - "X Package". Activating a Legendary Item is easy! Simply equip the Legendary Item Package to one of your Implant slots - doing so unlocks special benefits granted by the item!

You can equip up to two Legendary Items to your character at once, so feel free to mix and match to your liking and try out interesting combinations.

You can find out more about Legendary Items by talking to Lonndar on the fleet.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​items.​legendaries

Legendary Items
Game RulesBoth17.3.0

Missions

Missions are the building blocks for story progression and character advancement in Star Wars: The Old Republic.

The Map: Non-Player Characters (or NPCs) that give missions can be identified by the mission offer symbol. This symbol will appear over their heads in the game world, as well as on the world map and minimap. Access your world map from the planet icon on your minimap and move the mouse over any of the icons for additional details on the corresponding mission.

Mission Log: You can keep track of your mission objectives through the mission log accessed through the mission icon at the top of your screen. Your missions are also tracked on the right-hand side of the screen.

Category: Game Rules

FQN: cdx.​game_rules.​tutorials.​missions

Missions
Game RulesBoth1.0.0

Other Players

The top left of your screen is called the Social Center. From here, you can see the number of players on your planet and how many of your friends and guild members are online. You can click on these numbers to bring up either the Who list, Friends list or Guild list.

Chatting: To chat, you just have to press the ENTER key. Then you can start typing and your text will appear in the chat box in the top left of your screen. When finished, press ENTER and your message will appear in a bubble visible to anyone within visible distance. There is a button to the left of the chat box that allows you to switch between General and Group chat. General chat can be seen by anyone on a world. Group chat can be seen by anyone in your group.

Grouping: To group, all you need to do is to right-click on another player. You will be given the option to send them a group invite. If they accept, their portrait will appear on the left side of your screen. You will be able to chat with them using Group chat.

Friends: You can befriend other players. They will be added to a Friends list accessed through your Social Center. Whenever a friend is online, you will be informed. To add a friend, right-click on another player's portrait and select the option to friend them.

Guilds: You can join a guild. Guilds are groups of players that can use a private chat channel (Guild chat). Guilds are great to be a part of as they allow you to communicate with larger groups of people in order to form groups.

Category: Game Rules

FQN: cdx.​game_rules.​tutorials.​other_players

Other Players
Game RulesBoth1.0.0

Phasing and Story Areas

Phases are private story areas. Only you and your group members can enter a story area. Story areas can occur anywhere, outdoors or indoors, and are the main places that progress your story. Even though most of these story areas can be done solo, story areas provide greater challenges than the public areas and may require teaming up with other players to complete.

Class Story Areas: These areas are where many important events in your class story take place. A Class Story area can be identified by moving the mouse over its entrance. If the entrance barrier is green, you can enter the story area. If the entrance barrier is red, you cannot enter the story area.

Group Story Areas: A Group Story area can be identified by moving the mouse over its entrance. If the entrance barrier is green, you can enter the story area. If the entrance barrier is red, you cannot enter the story area.

Category: Game Rules

FQN: cdx.​game_rules.​tutorials.​phasing_and_story_areas

Phasing and Story Areas
Game RulesBoth1.0.0

Resolve

The Resolve system protects individual players from having their character repeatedly controlled by enemy players inside Player vs Player combat.

Each character possesses a Resolve resource bar, visible above the character in his or her nameplate, next to the portrait on the targeting window, and in the group window. When a character is the target of an enemy stun, sleep, knockdown, blind, or ballistic effect, that character gains an amount of resolve points. This value is based on the type of effect and its duration, with stronger effects like stun and knockdown generating more resolve than weaker effects like sleeps and blinds. Additionally, if there are control effects currently active on the target, subsequent control effects add a smaller amount of resolve based on the strength and remaining duration of those effects.

Gaining resolve points fills up the character's resolve with a purple bar. Once the resolve bar fills completely up the bar turns white and the character becomes immune to further control effects. When all current control effects expire the resolve bar begins to decay to zero resolve, at which point the character once again can be controlled and the building process starts anew.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​resolve

Resolve
Game RulesBoth11.4.0

Set Bonus Items

Set bonuses are another way for you to improve your character. Some equipment your character comes across in their journey will be part of a set. Activating a Set Bonus is as easy as simultaneously equipping a few pieces of equipment from the same set - doing so unlocks special benefits granted by the equipment set.

Unlocking a benefit might require as few as two pieces from a set to be equipped, while additional benefits might require several more pieces to be equipped before unlocking.

As your character explores the galaxy, you're sure to discover a wide variety of set bonuses - some of which will suit your character perfectly for the things they do best!

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​items.​set_bonus

Set Bonus Items
Game RulesBoth16.0.0

Sith Inquisitor

The Sith Inquisitor is a master of the dark side of the Force. Inquisitors overwhelm their targets with Force Lightning and lightsabers alike.

Primary Attribute: Willpower

Willpower increases the damage and critical chances of the Inquisitor's Melee and Force powers. This remains so for the Assassin, while the Sorcerer's Willpower increases Force damage and healing powers instead.

Advanced Classes (Available at level 10): Sith Sorcerer and Sith Assassin

Sith Sorcerer (Damage, Healing): Sorcerers unleash Force Lightning from a distance, disintegrating their targets with powers like Lightning Strike and Crushing Darkness. Sorcerers skilled in Corruption can twist dark side energies to unnaturally prolong their lives and the lives of their allies.

Sith Assassin (Damage, Defense): Assassins are deceptive and manipulative Force wielders. Trained with stealth and double-bladed lightsabers, an Assassin can sneak in close to finish targets with acrobatic lightsaber moves and deadly lightning attacks. Assassins embracing Darkness can shroud themselves in dark side powers that obscure sight and leverage the defensive capabilities of a double-bladed lightsaber to harden their defenses.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​sith_inquisitor

Sith Inquisitor
Game RulesImperial11.0.0

Sith Warrior

Sith Warriors are deadly, expert fighters equipped with a lightsaber and the Force. Warriors can rush into a fight with Force Charge and Smash multiple targets with the Force.

Primary Attribute: Strength

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.

Advanced Classes (Available at level 10): Sith Marauder and Sith Juggernaut

Sith Marauder (Damage): Sith Marauders excel in melee combat. Marauders fight with two lightsabers and can build Rage quickly with Battering Assault, unlocking the use of more powerful attacks like Vicious Slash and Rupture.

Sith Juggernaut (Damage, Defense): Sith Juggernauts are powerful and defensible warriors that wear heavy armor and can crush targets with the Force. Juggernauts can rip their target's armor apart with Sundering Assault, intercept damage for an ally with Intercede, and those specialized as an Immortal can endure a great deal of damage and threaten enemies away from allies.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​sith_warrior

Sith Warrior
Game RulesImperial11.0.0

Smuggler

Smugglers are lucky, scrappy and cunning, able to utilize cover and execute powerful Charged Bursts to take down targets at a great distance.

Primary Attribute: Cunning

Cunning increases the damage and critical chances of the Smuggler's Ranged and Tech powers. This remains so for both the Gunslinger and the Scoundrel Advanced Classes, while the Scoundrel's Cunning additionally increases the effectiveness of healing powers.

Advanced Classes (Available at level 10): Gunslinger and Scoundrel

Gunslinger (Damage): Gunslingers wield two blasters and attack from cover with abilities like Charged Burst and Sabotage Charge. Gunslingers are extremely powerful when attacking from a secured cover position and receive several abilities that help ensure they remain in cover.

Scoundrel (Damage, Healing): Scoundrels utilize dirty tricks and don't fight fair, using Stealth to get the jump on targets and attack with close-range abilities like Blaster Whip and Dirty Kick. Scoundrels also make excellent healers when playing the part of the underworld Sawbones.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​smuggler

Smuggler
Game RulesRepublic11.0.0

Social Points

When you adventure with other players, you earn social points. Social points are earned primarily by talking to NPCs while in a group with other players. You will earn points faster by being in larger groups and by winning rolls in conversations. However, any social points you accrue will not actually be awarded to you until you turn in the mission.

As you earn more social points, your status in the social tiers will also advance. Open your character sheet ('C' by default) to view your current social tier. Mousing over the progress bar will show you your progress towards the next tier.

Advancing in social tiers will allow you to purchase and use social items found throughout the world. These will most frequently be found on vendors marked as 'social vendors' throughout your adventures. Most of what they will sell are unique outfits appropriate to the planet you are on, but in some cases, they may also have a few surprises!

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​social_points

Social Points
Game RulesBoth11.0.0

Space Combat

Offensive Systems:
Blaster cannons are the primary weapon system of most starships, and can be fired continuously. However, targets equipped with ray shielding cannot be damaged by blaster fire--these targets pulse blue when hit. Secondary weapons must be used against such targets.

Missile launchers are a common secondary weapon system. Missile targets can be designated (or "painted") by a ship's target lock-on system, allowing multiple missiles to be fired at different targets simultaneously.

With enough investment, it is possible to equip starships with powerful proton torpedo launchers.

Defensive Systems:
Shields are a ship's first line of defense against damage. When upgraded with a regenerator, shields gradually repair themselves over time as long as the SHIP'S BLASTER CANNONS AREN'T FIRING. Ion cannon blasts--identifiable by their distinctive blue energy trails--can temporarily disable shield systems on impact, so it is critical to avoid them.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​space.​space_combat

Space Combat
Game RulesBoth11.0.0

Special Conditions Glossary

Special Conditions are effects that can be applied by specific combat styles that give special advantages or disadvantages to the target. In Group Content, apply as many Special Conditions as possible to the enemy to gain the largest advantage! Remember to try to refresh them when their time runs out.

Negative Conditions
Overwhelmed: Takes more damage from area-of-effect attacks.
Vulnerable: Takes more damage from Force attacks.
Susceptible: Takes more damage from tech attacks.
Marked: Takes more damage from ranged attacks.
Beat Down: Takes more damage from melee attacks.
Assailable: Takes more damage from elemental and internal attacks.
Sundered: Reduces armor rating.
Impair: Deals reduced Force and tech damage.
Weaken: Deals reduced melee and ranged damage.
Unsteady: Accuracy reduced.

Positive Conditions
Invigorated: Healing received increased.
Protected: Armor increased.
Resistant: Elemental and internal damage reduction increased.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​status_effect_special

Special Conditions Glossary
Game RulesBoth17.2.1

Status Effects Glossary

Status Effects are negative short-term effects that are applied in combat by enemies and allies alike. They can range from impairing or limiting movement or ability usage to doing damage over time. Status Effects can be Cleansed or Purged using certain abilities.

Stun: Cannot act.
Knockdown: Prone and partial stun.
Root: Cannot move.
Snare: Movement speed slowed.
Knockback: Moved back and partial stun.
Sleep: Prolonged incapacitation and cannot act. Damage breaks this effect.
Blind: Prolonged incapacitation and cannot act. Damage breaks this effect.
Lifted: Prolonged incapacitation and cannot act. Damage breaks this effect.
Trauma: Healing received reduced.
Hindered: Cannot use movement abilities.
Bleed: Internal bleed damage over time.
Poison: Internal poison damage over time.
Burn: Elemental damage over time.
Shock: Energy damage over time.
Taunted: Must attack taunting character.

Cleanses remove a certain number of negative Status Effects, specified by application type (Force, Tech, Physical or Mental).
Purges remove all Status Effects of a certain category (incapacitating and movement-impairing, for example).

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​tutorials.​status_effects

Status Effects Glossary
Game RulesBoth17.2.1

Tactical Items

Tactical items are specialized pieces of gear you can equip in the Tactical Slot of your character sheet. These powerful items modify your abilities in unique and interesting ways, allowing you to further customize your favorite character. With effects that range from improving survivability to enhancing your favorite attacks and everything in between, Tacticals have something to offer for every playstyle.

There are a host of Tactical items tailored to each character class and discipline as well as more generalized Tactical items that any character can use. They can be found as loot drops throughout the galaxy or from unique Tactical vendors. Be sure to look out for them and experiment with their exciting benefits!

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​items.​tacticals

Tactical Items
Game RulesBoth16.0.0

Trooper

Troopers are the Republic's finest soldiers, well-equipped and trained for battle, engaging in ground fights with heavy blaster rifles and a versatile array of ammunition.

Primary Attribute: Aim

Aim increases the damage and critical chances of the Trooper's Ranged and Tech powers. This remains so for both the Commando and the Vanguard Advanced Classes, while the Commando's Aim additionally increases the effectiveness of healing powers.

Advanced Classes (Available at level 10): Commando and Vanguard

Commando (Damage, Healing): Commandos blast down their targets from a distance, attacking with abilities like Explosive Round, Full Auto and Sticky Grenade. Commandos carry destructive assault cannons, but they can also support their squad as healers if trained as a Combat Medic.

Vanguard (Damage, Defense): Vanguards are the Republic's frontline. Vanguards can draw targets in with a Harpoon and devastate groups of enemies at close range with a Pulse Cannon and a variety of Surges. Vanguards can train for inclement conditions and wear the finest armor, making them durable defensive soldiers when deployed as Shield Specialists.

Category: Game Rules

XP Level: 1

FQN: cdx.​game_rules.​classes.​trooper

Trooper
Game RulesRepublic11.0.0