Welcome to Liberi Fatali

The Online Gaming Community

Use this panel to log-in to your account and access the blog. New to Liberi Fatali? Feel free to sign up, all are welcome!

Member Login

Lost your password?

Registration is closed

Sorry, you are not allowed to register by yourself on this site!

You must either be invited by one of our team member or request an invitation by email at info {at} yoursite {dot} com.

Note: If you are the admin and want to display the register form here, log in to your dashboard, and go to Settings > General and click "Anyone can register".

Star Wars the Old Republic: Guide & FAQ

Posted by Daelenn • Tuesday, November 22nd, 2011

UPDATE: The entire guide and more is now available @ Trippintheforce.com, please check it out there!

Star Wars: The Old Republic

A Comprehensive Guide and FAQ v1.2

Written by Daelenn, GM of Liberi Fatali, Dreshdae Cantina server

This is a work in progress and contains numerous elements from the SWTOR MMO developed by Bioware. The guide portion is a compilation of information from various sources as well as first hand experience from Daelenn as a Beta tester for over 6 months.

Please use the Table of Contents below for quick access to all portions of the guide. All headings and FAQ questions will link you directly to the corresponding information. Using your browser’s Back button will bring you back to the Table of Content afterwards.

Changelog (view changelog)
Updated Dec 16th 2011 v1.1
Updated Dec 21st 2011 v1.2

Table of Content:

General FAQ






Crew Skills

Quick Guides

Voice Cast


Game Systems:


Keyboard Commands

Class Resources

Character Stats

Item Mods









Space Combat




Tips & Suggestions


Frequently Asked Questions:


1) When do I get my companion?

2) When do I get another companion?

3) How do I give my companion gear?

4) How do I give my companion gifts?

5) My companion wants to talk to me, where can we speak in private?

6) When do I get my ship?

7) When do I get a lightsaber?

8 ) How do I change the color of my saber/blaster?

9) Where can I learn Crew Skills and how many can I have?

10) Who actually uses the Crew Skills?

11) What’s Reverse Engineering?

12) How do I earn my Advanced Class?

13) Why can’t I train my AC abilities?

14) I made a mistake in my tree, can I respec?

15) I chose an option in a quest and earned Lightside/Darkside points, will that change my faction? What impact DOES it have?

16) My quests wants me to use some item/scan something/set a bomb.. how do I do that?

17) Something I said in a quest cutscene caused a small portrait of my companion to pop up with a number below it, what did that do?

18) I said the wrong thing/wasn’t what I expected, can I change my mind?

19) What are social points and how do I get them?

20) What are these Commendations for?

21) When can I move faster?

22) How do I change my title?

23) I heard there’s 3 Acts/Chapters in the game, how do I know where I am in my story?

24) What are these Datacron things I heard about and where do I find them?

25) When can I start doing some PvP?

26) Warzones are fine, but when can I find some Pubs/Imps to go kill in Open World PvP!?

27) Are there any objective-based, Open World PvP areas?

28) I’m level 12, did I just see a level 50 in my PvP bracket?

29) What’s the size limit for group? Do companions count towards that total?

30) I’m stuck to a different phase of a quest than my party, how can I join them?

31) How do I toggle my hood up and down?

32) What kind of death penalty does SWTOR have for dying?

33) When I died, I noticed there were two options to choose from, what’s the difference?

34) The camera feels really close, can I change the zoom distance?

35) I want to log out, how do I save my game?

36) I got a bunch of loot in my bag, where’s the Auction House?

37) What’s the Cantina for, just a role-player hang-out?

38) How do I make a Guild?

39) What’s an authenticator?


1) When do I get my companion?

Everyone’s mileage will vary for this, but roughly around lvl8-9. None of your companions are based on your class level, only your story progression, but most people will get their first companion roughly in that level range.

2) When do I get another companion?

This varies even more than the first companion. Everyone will get a droid companion when they earn their ship. As for a new story companion, that is vary broad. The Jedi Knight, for instance, will gain their 2nd companion on Coruscant, while the Imperial Agent will not see another companion until the end of Alderaan in their 30s. This is completely based upon class and story progression.

3) How do I give my companion gear?

Companions can equip gear just like the player’s character. When you hit “C” to bring up the Character pane, look at the bottom for a tab named “Companion.” This will switch the Character pane to the Companion and you can equip them like you would your own character from here.

4) How do I give my companion gifts?

If you buy gifts from the Companion Gifts vendor, simply summon the companion you wish to give it to and click on the item. This will “use” the gift and the companion will accept it. Whether or not they like it depends on the companion and is up to you to figure out what gifts they appreciate.

5) My companion wants to talk to me, where can we speak in private?

If your companion says they wish to speak with you, you can take them to a Cantina or your ship. Basically you need to go somewhere designated as a “rest area.”

Note: certain companion quests will require you to speak on your ship only. The companion should state this if it is required, but if they don’t and will not speak in a Cantina, assume they want to talk on your ship instead.

6) When do I get my ship?

As with your companions, everyone’s mileage on this will vary. Short answer: before you leave your capital planet. Long answer: this is also tied with your class story, and you will get it when you finish your class story on your capital world. Depending on how many quests you have done, people usually get their ship somewhere between lvl15-18.

7) When do I get a lightsaber?

Like companions, this is also tied with your class story. Since their are 4 Force-based classes, everyone will be slightly different, especially since it also depends on how many side-quests you choose to do. Most people will earn their first lightsaber around lvl7-9, but all Force classes will have one before leaving their starter planet.

8 ) How do I change the color of my saber/blaster?

New weapons from quests/drops may have a new color crystal in them. Some quests and drops may also offer colored crystals that you can use to replace the crystal in your current weapon. Some craft skills will also be able to make color crystals (Artifice).

As for the more extravagant colors besides the basic green, blue and red, however, don’t expect to see them right away as they tend to be more rare and higher level.

9) Where can I learn Crew Skills and how many can I have?

 You’ll first encounter crew skill trainers upon reaching your faction’s Fleet. You will also find a quest giver just outside the docking area that will give you a quest to talk to crew skill trainers.

Note: If you choose, you can take the shuttle to the Fleet as early as lvl1, but you can only use gathering skills until you receive your first companion.

Coruscant: Senate building’s basement level.

Dromund Kaas: On the right side of the city, near the GTN and Bank area, make a right and you’ll find the Market Ward. Mission trainers are on the left side of the city, inside the Cantina.

Note: Mission skill trainers are usually in Cantinas instead of the Market Wards.

As for how many Crew Skills can you learn, you can take a maximum of 3 skills at a time.

Note: There are 3 types of Crew Skills as well, and while you can take a max of 3 skills, only 1 can be a crafting skill.

10) Who actually uses the Crew Skills?

Short answer: Your companions.

Long answer: If you do a crafting mission, your companion will go on them and be unavailable until they are finished or until you cancel the mission. Crafting is done by your companions as well, but you choose what to make. Gathering, however, can be done by you and/or your companion in the open world. Reverse Engineering is also something done by the player.

11) What’s Reverse Engineering?

Reverse Engineering, or RE’ing, is tied to each of the Craft skills. If you have a Craft type Crew Skill, you can open your inventory and there will be a button on the top-right of the inventory pane that says “Reverse Engineering.” If you click on that, any item you are able to RE will be highlighted and everything else is darkened.

RE’ing an item will destroy the item and give you back a few components that go into making that item. You also have a chance to learn a better quality schematic for said item by RE’ing it.

Note: This only applies to items you can already make, so RE’ing say, commendation gear, will not give a chance to learn an artifact version of the item.

What you are able to RE is tied to what Craft skill you have. For example, Cybertechs can RE droid armor and earpieces, but not a blaster rifle.

12) How do I earn my Advanced Class?

Upon reaching level 10, you are eligible to gain access to an advanced class within your main class. Travel to your Capital planet and follow your class story, you will literally walk right past a quest giver that mentions speaking to someone about advanced training.

Update: You can now train your AC on your faction’s Fleet. Upon arriving and leaving the dock area, a quest giver will instruct you to speak to an NPC by your class trainer. Still requires level 10.

Once you choose an Advanced Class, you will also gain access to a few new abilities and a “skill tree” from which you can begin assigning points in one of three skill “specs” each level. Some ACs will also receive a bag with a few items in it, i.e. an Assassin or Shadow will get a bag that has a Focus and Double-bladed Lightsaber in it, since that will replace your original one.

13) Why can’t I train my AC abilities?

After training an Advanced Class, find your class trainer and click on them. You will now see a new panel at the bottom of the training pane with the name of your AC on it. Click this and you will be able to train these abilities as well.

14) I made a mistake in my tree, can I respec?

Yes, there is an NPC called the Skill Mentor on each of the Capital planets and in your faction’s Fleet that will reset your skill trees for a price.

Fleet: Near the class trainers.

Coruscant: The NPC is in the back of the Senate’s basement level by the GTN and Bank.

Dromund Kaas: He is in the Market area, across from the Guild Registrar.

15) I chose an option in a mission dialogue and earned Light Side/Dark Side points, will that change my faction? What impact DOES it have?

Short answer: You will never change factions, no matter what choices you make on missions.

You can play the most evil Jedi Knight ever known, but you will still be a Republic player. Likewise you could be the most noble and kind-hearted Bounty Hunter in the Galaxy, but you will still be an Imperial character.

The biggest impact is basically cosmetic: you will have access to certain gear only if you are a certain level of Light or Dark, or you remain grey/neutral. They have also added Dark Side Corruption, which will cause cosmetic disfigurement as you go darker. This can be turned on or off in the preference options.

16) My mission wants me to use some item/scan something/set a bomb.. how do I do that?

Some missions will give you items that you need to use. If this is the case, open your inventory and look for the panel at the bottom that says “Mission.” Mission items will always go in this tab instead of your normal inventory. You can use them from here, or pull them to an empty action slot while you’re on the mission.

17) Something I said in a mission cutscene caused a small portrait of my companion to pop up with a number below it, what did that do?

Throughout the game you will gain or lose affection with your companions based on choices you make. If you have a companion with you while questing, certain dialogue choices will gain or lose favor with them.

Typically choices will gain 15pts or lose you 1pt, so the system isn’t too detrimental if you wish to make choices your companions may not agree with. However, bigger story arcs can cause you to gain or lose up to 50pts at a time.

18) I said the wrong thing/wasn’t what I expected, can I change my mind?

Yes and no. Obviously there’s no save system since the game IS an MMO, so once you’ve completed a mission, you can’t change your mind. However, if you hit Esc during a cutscene, it will exit out of the dialogue and you can restart the cutscene.

19) What are social points and how do I get them?

Social points are earned by taking part in missions while grouped with other players. Cutscenes will show each of the players in the party, and dialogue choices will be decided by rolls. If you win the roll, your character will speak the dialogue choice you chose, and you will gain 2 social points for each person in the party (4 person party means you earn 8pts/winning roll). Even if you lose, you will gain 1pt/person for each dialogue (so 4pts for losing in a 4 person party).

Social points are used to “level up” your social skill. Right now this is just used to buy cosmetic gear that you can add mods to and use, as well as some “fluff” items.

20) What are these Commendations for?

Each planet will drop Commendation marks with the planet’s name on them. These can be used to purchase better than average gear, weapons and mods from the Commendation vendors.

In addition to the planetary commendations, you can also gain PvP commendations and Fleet commendations. These are used for purchasing PvP gear and parts for your ship respectively.

21) When can I move faster?

At lvl14 you will be able to learn Sprint – 35% movement increase

The first speeder is available at lvl25; 90% speed, 40k for training, 8k for speeder

Next speeder is at lvl40; 100% speed, 210k for training, 25k for speeder

Last speeder is at lvl50; 110% speed, 330k for training, 55k for speeder

All of the above is learned from your class trainer at the appropriate levels.

Note: Some of the prices for speeders will vary wildly from these since they have added dozens of new speeders into the game. The prices shown above are for the basic speeders at the appropriate level that you can buy on the Fleet.

22) How do I change my title?

If you open your character pane, to the left of your name at the top will be a drop-down button. Hit this and you will see a list of available titles.

23) I heard there’s 3 Acts/Chapters in the game, how do I know where I am in my story?

Whenever you log in, the splash screen while loading will show your class and current chapter, as well as give a small recap of your current story.

As for how the story flow works: The Prologue/Chapter 1 starts on your origin world and goes up through Alderaan. Chapter 2 goes through Taris/Balmorra, Quesh and Hoth, while Chapter 3 starts after Hoth and continues for the rest of the game.

24) What are these Datacron things I heard about and where do I find them?

Datacrons are objects of immense power left behind by the Infinite Empire. They are usually hidden somewhere out in the world and only the most courageous explorers happen upon them.

Basically, clicking on them will grant you permanent stat increases in various stats, give you colored shards and unlock unique Codex entries for Lore purposes. Some are easy to find if you go off the beaten path and explore, while others require more work to figure out how to reach. Some will also require special keys to access, usually found at another datacron site or from vendors you may not have thought to check.

25) When can I start doing some PvP?

Upon reaching level 10, you will be able to start queuing for the Warzones. On your mini-map, look for a Republic/Imperial symbol, clicking this will open the PvP menu.

Currently, Warzones are limited to same-server players only.

26) Warzones are fine, but when can I find some Pubs/Imps to go kill in Open World PvP!?

Because of the way the planets are set up, you will not find cross-faction areas until reaching Nar Shaddaa, usually around level 20. The 4 Origin planets are accessible by your own faction only, as well as the 2 Capitol planets and Fleets. Taris and Balmorra are also specially phased worlds where Empire and Republic players will play on different versions at different levels.

27) Are there any objective-based, Open World PvP areas?

Currently there are two.

Outlaw’s Den, on Tatooine, is a completely Free-for-All area. Within this area on Tatooine, you can attack anyone not in your party or guild, meaning same faction fighting is allowed as well. There are also special, rare NPCs and resource nodes in this area that people can fight over. There is also a commerce area with a GTN and cargo hold, but there is no sanctuary, so watch your back at all times.

On Ilum, the level 50 planet, there is also a large section of the map that is setup specifically for PvP. This area has 5 control points, which must all be held for victory. The area supports hundreds of players at a time.

28) I’m level 12, did I just see a level 50 in my PvP bracket?

The Old Republic uses a system called Bolster for its PvP matching. Since the PvP matching is not cross-server, it will make teams from available players, without regard to level, and then lower level players will be boosted to match the health and damage output of the higher level players.

Obviously, the higher level players will still have a decent advantage since they have access to more skills, but it does help level the playing field. The system is intelligent however, and will try to match players closer in level first. If it takes too long to find closer matching players, the system begins branching out to higher level ranges until a match can be formed.

29) What’s the size limit for a group? Do companions count towards that total?

The size limit for a “party” is 4 characters, including companions. This means you can have 4 players in a party, or 3 players and 1 companion, or 2 players with 2 companions out.

Grouping beyond a party can be done if you convert to an Operations group, which has a maximum size of 24 characters. Note, however, that the current Operations (i.e. raids) in the game are for group sizes of 8 and 16 players.

30) I’m stuck to a different phase of a mission than my party, how can I join them?

If you happen to start a group content phase while solo or with another friend, and then join another group that also started a group content phase, you may find yourselves locked to different versions of a phase. The easiest fix would be to have everyone leave the phase they are in, open the mission log by pressing “L” and find the quest in question. When you select the quest, you will see options for Abandon and Reset, choose Reset and it will reset the phased area you are on.

31) How do I toggle my hood up and down?

Short answer: You can’t

Longer answer: In the preferences menu you can toggle a Show/Hide Helmet feature, but this has no effect on hooded robes. The hood portion of a robe is tied to the chest piece itself, so if you want the hood up or down, you’ll need to find a version of that chest piece with the hood up or down on it.

32) What kind of death penalty does SWTOR have for dying?

In what’s becoming fairly standard in MMOs these days, the death penalty in the Old Republic is gear damage/wear/degradation. PvP and falling off a bottomless chasm doesn’t seem to cause damage, but normal deaths will take off about 10pts of gear durability.

If your gear starts becoming too damaged, you will see a yellow suit of armor above your character’s portrait which shows what gear is damaged and how badly. You can have your gear repaired at any vendor NPC.

33) When I died, I noticed there were two options to choose from, what’s the difference?

When you die, you will see the option to Call in a Medical Probe or to Return to Med Center. Both options will cause damage to your gear as mentioned above, but they will change where you revive at.

Calling in a medical probe will revive you right where died. You will revive with low health and be stealthed. You then have ~12 seconds to find somewhere safe to come out of stealth and heal up. Repeated use of this feature will increase the cool-down timer exponentially. The first time only takes a few seconds, 2nd time will take around 30secs, 3rd time about 2mins, 4th time about 10mins, etc. This option will be replaced if another player tries to revive you.

Returning to a med center will cause you to revive at full health at the nearest med center from where you died. Most areas have numerous med centers, but occasionally reviving at one could require a long walk back to where you were questing/exploring.

34) The camera feels really close, can I change the zoom distance?

There is an option in the Preferences Menu that allows you to modify the camera’s max zoom. There are also options to increase the speed at which the camera can turn around you and even invert the vertical and horizontal axis for mouse control.

35) I want to log out, how do I save my game?

This probably sounds funny to most people, but since there’s a number of people playing SWTOR as their first MMO I wanted to include this question. Massively Multiplayer Online games (MMOs) do not have a “save” feature. Everything you do while online is persistent.

Basically, your character and everything you do in the game is constantly being saved and backed up on Bioware’s servers. You have no way of accessing that data though, and you don’t have to worry about saving your progress as its done automatically. That said however, an MMO is not like a single-player game where you can have multiple saves of a single play-through, or go back to an old save and retry something. The choices you make in an MMO are, for the most part, permanent.

36) I got a bunch of loot in my bag, where’s the Auction House?

First, in the Old Republic an Action House, or AH, is called the Galactic Trade Network, or GTN. These can be located on your faction’s Fleet or capital planet.

Fleets: They are located on the main level, look for the pentagon shape with the credit symbol inside of it.

Coruscant: Basement level of the Senate area, in the back of the hallway between the Market and Trainer areas.

Dromund Kaas: On the map, the GTN is located to the right of the Market area.

There are also cross-faction, neutral GTNs located on the Promenade of Nar Shaddaa and in Outlaw’s Den on Tatooine.

37) What’s the Cantina for, just a role-player hang-out?

The Cantinas in TOR actually have some cool vendors in most of them. Usually there’s a Social vendor with some unique items on each planet and a bartender vendor that sells some level appropriate food/beverages with effects. The effects can vary from increased health regen to increased presence to boost your companion’s stats; some of the higher level food can also boost your stats like stims do. Some Cantinas also have a Jukebox which you can buy coins for and play music on for fun. They are also considered Rest Areas, so if you log out from one you will have rested xp when you next log-in.

38) How do I make a Guild?

You can make a guild at your faction’s Fleet or capital planet. Look for an NPC called the Guild Registrar.

Fleets: The NPC is located near the class trainers, by the Skill Mentor.

Coruscant: The NPC is in the Senate basement area, in the back by the GTN and Skill Mentor.

Dromund Kaas: The NPC is in the Market area near the class trainer buildings. Look for Guild Registrar.

If you wish to make a guild, you will also need 5,000 credits and 3 additional people in your party. If you meet these requirements, talk to the registrar and type in a guild name, then purchase the charter to form the guild.

39) What’s an authenticator?

An authenticator is an extra level of security protection for your account. Most modern MMOs have begun creating these for players, including World of Warcraft, Final Fantasy XIV, Rift and now TOR to name a few. Stealing accounts to strip them of value and sell credits online is a big business, so an authenticator is a very good investment.

Basically, authenticators work by creating a one time use code every time you go to log in to the game. Some work by cycling a new code automatically every 30ish seconds, or create a new code whenever you press the button on the authenticator. After you enter your user name and password, you get your unique code from the authenticator and enter that as well. This protects you from someone guessing, hacking or brute forcing your password because even if they manage that, they would need this special code as well, but since it is constantly cycled they wouldn’t be able to guess or hack it fast enough.

You can purchase a physical key fob from EA/Bioware for $4 +shipping at http://www.swtor.com/info/security-key. If you have a smart phone or tablet device, you can also download the free app from your respective market place. The app version will be available for iOS devices, Android and Blackberry markets. No plans for a Windows Phone version.





The Galactic Timeline is commonly measured as BBY and ABY for Before the Battle of Yavin and After the Battle of Yavin. This timeline is measured according to the New Republic, which begins in 5 ABY, 1 year after the original Star Wars trilogy.

The Old Republic timeline is measured as BTC and ATC, for Before the Treaty of Coruscant, and After the Treaty of Coruscant.

If you’re trying to orient yourself in the timeline as far as when the game takes place, the MMO begins 3,643 years before Star Wars Episode IV: A New Hope and 313 years after the Knights of the Old Republic video games.


The Pre-Republic Era – 10,000,000 BBY – 25,100 BBY

The Old Republic Era – 25,053 BBY – 1,000 BBY

Rise of the Empire Era – 1,000 BBY – 1 BBY

The Rebellion Era – 0 BBY – 4 ABY

The New Republic Era – 5 ABY – 24 ABY

The New Jedi Order Era – 25 ABY – 36 ABY

The Legacy Era – 40 ABY – 137 ABY


Important Events:

36,453 BBY (32,800 BTC)

Philosophers and scientists from several star systems gather on Tython to share mystical knowledge. The Force is discovered.


30,000 BBY

The Infinite Empire reaches its peak and constructs the Star Forge.

The Sith King Adas unifies the Sith nations on Korriban.


25,793-83 BBY (22,140 BTC)

Several Tythonian scholars begin to use their knowledge of the Force to pursue power. A conflict ensues which devastates Tython. This is later known as The Force Wars. At the end of the 10yr conflict, the Jedi Order is established.


25,200 BBY

A Major plague sweeps through the galaxy that kills only Rakata. As a result of this, twinned with subject species rebellions, the Infinite Empire collapses.


25,053 BBY (21,400 BTC)

The development of the hyperdrive expands the known galaxy. To keep order, several star systems form a democratic alliance. The Galactic Republic is founded.

Coruscant becomes the Republic’s capital.


24,953 BBY (21,300 BTC)

The Jedi Order swears loyalty to the Republic.


24,500 BBY (21,847 BTC)

The First Great Schism between the Jedi occurs, when some of their number are drawn to the dark side of the Force, forming the Legions of Lettow.


7,003 BBY (3,347 BTC)

The Second Great Schism occurs, and the Hundred-Year Darkness begins.


6,900 BBY (3,247 BTC)

The end of the Hundred-Year Darkness

The Dark Jedi lose the war at the Battle of Corbos, and the survivors are exiled from the Republic.

The Exiles land on Korriban and become rulers of the native Sith. They begin expanding their empire.


5,000 BBY (1,347 BTC)

The Great Hyperspace War begins when two Republic explorers happen upon Korriban.

Naga Sadow uses trickery to convince the Sith that the Republic is their enemy and leads a massive pre-emptive strike against the unaware Republic.

The Republic wins the war, but Dark Lord of the Sith Naga Sadow escapes to Yavin 4.

The Supreme Chancellor sends Jedi and Republic forces to Korriban and other Sith controlled planets to ensure they do not rise again.

The remaining Sith flee to Dromund Kaas and begin secretly rebuilding their society.


4,250 BBY

The Third Great Schism occurs.


4,000-3,996 BBY (347-343 BTC)

The Exar Kun War

Exar Kun is defeated at the Battle of Yavin IV by Ulic Qel-Droma and the Republic.


3,964 BBY (311 BTC)

The Mandalorians stage a massive invasion of Republic Space, formally beginning the Mandalorian Wars.

1yr later, Revan and Malak defy the Jedi Council and lead a large faction of Jedi Crusaders to war against the Mandalorians.


3,960 BBY

Mandalore the Ultimate is killed by Revan at the Battle of Malachor V.

The Mandalorian Wars end.

Revan and Malak disappear into unknown space with a third of the Republic fleet.

The Jedi Exile, who was serving as a general, loses all connection to the Force, returns to the Jedi Council, and is exiled from the Order for her crimes.


3,959 BBY

Revan and Malak declare themselves Sith and invade the Republic.

The Jedi Civil War begins.


3,956 BBY (303 BTC)

The events of Knights of the Old Republic

Destruction of Taris, which results with most of the planet destroyed.

At the Battle of Rakata Prime, Revan kills Malak in a lightsaber duel, and the Republic Fleet destroys the Star Forge.

End of the Jedi Civil War.

1yr later, the First Jedi Purge begins.


3,951 BBY

The events of Knights of the Old Republic II

The Exile is discovered aboard the Ebon Hawk by Kreia.

First Battle of Dantooine.

First Battle of Onderon.

Second Battle of Onderon.

Battle of Telos IV.

The Exile reestablishes connection to the Force, then kills Darth Nihilus, Darth Sion and Darth Traya, who have spent the last five years assassinating Jedi.

First Jedi Purge ends.


3,681 BBY (28 BTC)

The Great Galactic War begins.

The Sith Emperor unleashes the most well-orchestrated and carefully coordinated military maneuver in the galaxy’s history, bringing the Republic to its knees and causing a massive rift between the world’s under the rule of the Republic.

The Sith regain control of their home-world, Korriban.


3,653 BBY (0 BTC)

The Great Galactic War ends with the Sacking of Coruscant.

Treaty of Coruscant signed.

Cold War begins.


3,643 BBY (10 ATC)

The events of The Old Republic begin.


1,000 BBY

The Battle of Ruusan.

The remaining Sith are exterminated on Ruusan, with the exception of Darth Bane, who starts a new Sith Order with only one master and one apprentice at a time (this is known as the Rule of Two). Each subsequent Sith would bear the title Darth, with few exceptions.


32 BBY

The events of Star Wars, Episode I

The Blockade of Naboo


22 BBY

The events of Star Wars, Episode II

The Battle of Geonosis marks the beginning of The Clone Wars


19 BBY

The events of Star Wars, Episode III

The Clone Wars end.

Birth of the Galactic Empire

Palpatine reorganizes the Galactic Republic into the Galactic Empire with himself as Emperor.

Anakin Skywalker turns to the dark side of the Force and becomes Darth Vader.

The Great Jedi Purge begins with Order 66 and lasts until 1 BBY.



The events of The Force Unleashed

Meant to eventually overthrow the Emperor, Darth Vader sends a secret apprentice, Starkiller, to hunt down and eradicate the last of the Jedi.

The apprentice, Galen Marek, under orders from Vader seeks out the opposers and secret enemies of the empire and convinces them to organize to actively fight the Emperor.

The apprentice, Galen Marek ultimately turns against both Vader and Palpatine and is killed.

Inspired by the death of Galen Marek, the Corellian Treaty is signed, giving birth to the Rebel Alliance.

The Galactic Civil War begins.



The events of Star Wars, Episode IV

The Destruction of Alderaan.

Obi-Wan Kenobi is killed by Darth Vader.

The Battle of Yavin



The events of Star Wars Galaxies



The events of Star Wars, Episode V

The Battle of Hoth.

Luke Skywalker discovers Yoda on Dagobah, and trains under him.

Boba Fett captures Han Solo to take him to Jabba the Hutt.



The events of Star Wars, Episode VI

The Battle of Endor.



The New Republic is established.


The Old Republic has 8 classes, split with 4 in each faction. Within those 8 classes, they each have 2 Advanced Classes. Within the Advanced Classes there are also 3 skill trees in which you can place points, further differentiating each class into a total of roughly 28 distinct roles (for the math inclined, you’ll see why it’s not 32).

An important note about Classes in SWTOR: everyone starts the game in a DPS role and as one of the eight archetypes. When you get to lvl10 you will choose your Advanced Class, which are the “real” classes in this game. Of the 16 ACs available, all but 4 (Sentinel, Marauder, Sniper and Gunslinger) can fill multiple roles, such as tanking or healing.

Right at level 1, every class in the game also receives 4 abilities: a group-wide buff (unique to each class), a Quick Travel ability (can bind at any bind-point and return to any you’ve unlocked on that planet, 30min cool-down), an out of combat, self-heal (works on you & your companion) and the ability to resurrect fallen allies (same faction players and companions, 15min cool-down unless you’re playing a healer AC, no cool-down for companions).

Each of the 8 base classes has a completely unique story, with almost 200hrs worth of playtime invested.

While each of the 4 classes on each faction has a mirrored class on the opposing side, the skills are slightly different with different animations. Basically, close enough to not cause balancing issues, but different enough to not feel exactly duplicated when playing both.

Republic Classes:

Jedi Knight


Jedi Knight Progression

Valiant, Determined, Guardian of Peace

A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order—more than twenty-thousand years of protecting the Republic and keeping the peace across the galaxy. Though Jedi Knights have served as generals, guerilla fighters, and warriors for generations, their legendary combat prowess faces its greatest test during this age. [Read more…]

Main Stat: Strength
Resource: Focus
Voice Actors: Male – David Hayter / Female – Kari Wahlgren

Specializations (Advanced Classes)

Jedi Guardian

A wall between the good people of the Republic and their enemies, the Guardian stands firm in the face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the Force allows smooth movement even in heavy armor–making the Guardian a hard target to take down. Leaders
on and off the battlefield, Guardians are known for inspiring allies to amazing feats, making them invaluable for conflicts of any size.

Roles: Melee DPS or Tank
Weapons: Lightsaber, Shield Generator, Focus
Armor: Heavy
Skill Trees: Focus (Shared/DPS), Defense (Tank), Vigilance (DPS)

Jedi Sentinel

Control and focus are the hallmarks of the Sentinel. Through years of training the Sentinel learns the art of using two Lightsabers simultaneously to create an intricate web of damage that is almost impossible to evade. Manipulating the Force, the Sentinel can see holes in the enemy defense, potential flaws in their own technique and how best to plan for both.

Roles: Melee DPS
Weapons: Dual Lightsabers
Armor: Medium
Skill Trees: Combat (DPS), Watchman (DPS), Focus (Shared/DPS)

Starship – Defender

Corellian Defender-Class light corvette
Developed at the height of the Great War, the Defender was custom-built for the Jedi Order. The Jedi Council commissioned the starship after determining that Republic military vessels were not well-suited to the Jedi’s more specialized missions. The Defender’s exterior design is based on the consumer model corvette, but it has been outfitted with countless customized upgrades. The starship includes two levels. The formal upper level features diplomatic meeting rooms and an elegant conference room at the ship’s center. The conference room contains a unique Holocom system for secure communications with the Jedi Council. The Defender’s lower level includes a cargo hold, a medical bay, and a small private space in which the Jedi can retreat for meditation. Despite the Jedi Order’s commitment to peace, the ship is battle-ready. If circumstances warrant, the Defender is engineered with high-powered shields and twin turbo lasers to engage the enemy.

Jedi Consular


Jedi Consular Progression

Visionary, Ambassador, Seeker of Jedi Wisdom

For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular. [Read more…]

Main Stat: Willpower
Resource: Force
Voice Actors: Male – Nolan North / Female – Athena Karkanis

Specializations (Advanced Classes)

Jedi Shadow

A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. To avoid rash decisions on the part of the Council, Shadows go unseen, gathering information and quietly thwarting those who seek to threaten the Jedi order. Employing Force techniques that cloud enemy minds, Shadows slip into hostile territory, and when necessary, they strike enemies down with deadly efficiency.

Roles: Mid range DPS or Tank
Weapons: Double-bladed Lightsaber, Shield Generator, Focus
Armor: Light
Skill Trees: Infiltration (DPS), Kinetic Combat (Tank), Balance (DPS/Shared)

Jedi Sage

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

Roles: Ranged DPS or Healer
Weapons: Lightsaber, Focus
Armor: Light
Skill Trees: Balance (DPS/Shared), Telekinetics (DPS), Seer (Healing)

Starship – Defender

Corellian Defender-Class light corvette
Developed at the height of the Great War, the Defender was custom-built for the Jedi Order. The Jedi Council commissioned the starship after determining that Republic military vessels were not well-suited to the Jedi’s more specialized missions. The Defender’s exterior design is based on the consumer model corvette, but it has been outfitted with countless customized upgrades. The starship includes two levels. The formal upper level features diplomatic meeting rooms and an elegant conference room at the ship’s center. The conference room contains a unique Holocom system for secure communications with the Jedi Council. The Defender’s lower level includes a cargo hold, a medical bay, and a small private space in which the Jedi can retreat for meditation. Despite the Jedi Order’s commitment to peace, the ship is battle-ready. If circumstances warrant, the Defender is engineered with high-powered shields and twin turbo lasers to engage the enemy.



Smuggler Progression

Quick, Clever, Answers to No One

Sometimes luck is more important than skill, but it never hurts to have both.

Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble. [Read More…]

Main Stat: Cunning
Resource: Energy
Voice Actor: Male – Maury Sterling / Female – Kath Soucie

Specializations (Advanced Classes)


Master of the trick shot, the first to dive for cover and willing to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. The Gunslinger can shoot out a man’s legs to keep him from charging, blind him so he can’t get to his weapons or inflict serious injuries for maximum distraction. There’s a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.

Roles: Ranged DPS
Weapons: Dual Blaster Pistols
Armor: Medium
Skill Trees: Dirty Fighting (DPS/Shared), Sharpshooter (DPS), Saboteur (DPS)


The Scoundrel doesn’t have time for politeness or a fair fight. In addition to his trusty blaster the Scoundrel packs a stealth belt, a scattergun and a med pack–everything he needs to get in, knock the enemy for a loop and get out alive. Being invisible works best, but even when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel’s scattergun sends them back the way they came. The Scoundrel always shoots first.

Roles: Mid range DPS or Healer
Weapons: Blaster Pistol, Scattergun
Armor: Medium
Skill Trees: Sawbones (Healing), Scrapper (DPS), Dirty Fighting (Shared/DPS)

Starship – XS Freighter

Corellian XS Light Freighter
The classic Freighter has advanced by leaps and bounds since the Dynamic class Freighters from the days of the Jedi Civil War. The freighter is larger and more versatile than its predecessors, and the XS Freighter model also features a variety of significant upgrades that make it one of the fastest and most nimble ships in the galaxy. In addition to an enlarged cargo hold, the XS also has secret compartments throughout the ship for transporting contraband and anything else the captain would prefer to keep hidden. If the captain prefers to simply avoid being boarded, the XS has proven itself to be fully capable. In addition to the standard laser and torpedo batteries, the starship is designed with upper and lower turrets that can be controlled manually or remotely from the cockpit. Captains of these freighters typically live on board, so the XS Freighter has all the creature comforts anyone could ask for, from a recreational lounge to extra sleeping quarters. It’s no wonder that it inspires such loyalty in its owners.



Trooper Progression

Honor, Duty, Defense of the Republic

Not all heroes carry Lightsabers. Some just have the will to fight.

For decades, the armed forces of the Galactic Republic defended their civilization against the seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic military never backed down until the Senate ordered them to do so. These brave souls remain ready and willing to lay their lives on the line today. [Read more…]

Main Stat: Aim
Resource: Ammo
Voice Actors: Male – Brian Bloom / Female – Jennifer Hale

Specializations (Advanced Classes)


Trained in advanced assault tactics and weaponry, Commandos charge battlefields with massive blaster cannons, overwhelming their enemies with brute firepower. Whether taking out an enemy bunker with focused fire 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 unfortunates who fall within its range. Many of the Republic’s greatest military victories can be credited to the decisive actions of a Commando in the field.

Roles: Ranged DPS or Healer
Weapons: Assault Cannon, Focus
Armor: Heavy
Skill Trees: Gunnery (DPS), Combat Medic (Healing), Assault Specialist (DPS/Shared)


Unstoppable and utterly fearless, Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Vanguards have an uncanny survivability due to their expert defensive tactics and the advanced technology at their disposal.

Roles: Ranged DPS or Tank
Weapons: Blaster Rifle, Focus, Shield Generator
Armor: Heavy
Skill Trees: Tactics (DPS), Shield Specialist (Tank), Assault Specialist (DPS/Shared)

Starship – BT-7 Thunderclap

Rendili Hyperworks BT-7 Thunderclap
The BT-7 Thunderclap is the Republic’s largest and most elite rapid assault ship—streamlined for fast deployment in combat situations. Upgrades requested by Republic Special Forces ensure reliable performance and durability: state-of-the-art armor plating and heavy laser cannons provide exceptional combat capability, modular shield systems protect the Thunderclap from enemy fire, and the ship’s design deflects blaster fire away from crucial components in the event of shield failure. Despite its efficient military design, the Thunderclap is outfitted with all manner of interior improvements. The main deck contains a high-tech command center and briefing room, a secure armory, and a fully-outfitted medical bay. Personal bunk space is above average, and recreational facilities are available for increased quality of life for the squad during extended missions.

Empire Classes:

Sith Warrior


Sith Warrior Progression

Champion of the Dark Side

An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy. The Warrior channels the destructive emotions of fear, anger, and hatred to purge weakness from body and mind and become a being of pure, brutal efficiency. [Read more…]

Main Stat: Strength
Resource: Rage
Voice Actors: Male – Mark Bazeley / Female – Natasha Little

Specializations (Advanced Classes)

Sith Juggernaut

Sith who train in the stalwart arts of the Juggernaut boast unrivaled stamina in battle. Through diligence and clarity, the Juggernaut shapes the Force to his will to become nearly invulnerable. Damage that would destroy others is shrugged off, and futility fills the Juggernaut’s foes with doubt and despair. Protecting their allies and punishing their adversaries, they charge into the thick of any fray, and take the brunt of the assault and are even able to drain the energy of their enemies to further strengthen their resolve.

Roles: Tank or Melee DPS
Weapons: Lightsaber, Focus, Shield Generator
Armor: Heavy
Skill Trees: Vengeance (DPS), Immortal (Tank), Rage (DPS/Shared)

Sith Marauder

Wielding two sabers and unmatched aggression, Sith trained as Marauders slice through enemy ranks, dealing death with merciless efficiency. Able to intuit precisely how to attack in order to maximize every strike, their adversaries become victims in the blink of an eye. Whether annihilating a squad of Republic troops or cutting down a single Jedi, the Marauder sees and exploits every weakness to exact the greatest toll. Never hesitating, never faltering, there is no swifter bringer of pain and damage in the galaxy.

Roles: Melee DPS
Weapons: Dual Lightsabers
Armor: Medium
Skill Trees: Annihilation (DPS), Carnage (DPS), Rage (DPS/Shared)

Starship – Fury

Fury-Class Imperial Interceptor
Featuring an advanced hyperdrive and state-of-the-art sub-light engines, the Fury is the most versatile starship in the Imperial fleet. Though initially designed for high-priority military missions, the Fury has become a favorite among Sith Lords and the latest models have been engineered accordingly. The Fury’s angular design combines the maneuverability of smaller Imperial fighters like the Interceptor with impressive armament that rivals some of the Empire’s larger military vessels. The Fury also features a newly designed set of ‘strike foils’ that remain down for travel but can be expanded in short range combat to maximize the ship’s agility and range of firepower. On the interior, adjustments have been made to match to the luxury and aesthetics demanded by the Sith. No expenses have been spared.

Sith Inquisitor


Sith Inquisitor Progression

Sinister, Deceptive, Prodigy of Force Power

The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority. [Read more…]

Main Stat: Willpower
Resource: Force
Voice Actors: Male – Euan Morton / Female – Xanthe Elbrick

Specializations (Advanced Classes)

Sith Assassin

Speed and deception are the tools in the Assassin’s arsenal. Whether using stealth to infiltrate a Republic base and remove a high-profile target or tactically entering a large- scale battle, the Assassin’s dual-bladed Lightsaber flashes with deadly precision to provide a relentless offense and when necessary, a formidable defense. The Assassin can channel the Force just as easily, mentally assaulting an enemy and manipulating a confrontation to ensure his side maintains the upper hand.

Roles: Mid-range DPS, Tank
Weapons: Double-bladed Lightsaber, Focus, Shield Generator
Armor: Light
Skill Trees: Madness (DPS/Shared), Darkness (Tank), Deception (DPS)

Sith Sorcerer

The Dark Side holds dangerous secrets – and immense power for those who dare to uncover them. The Sorcerer reaches into the darkest corners of the Force to harness volatile energies that can wreak devastation on his enemies and bolster or even heal his allies. The air around a Sorcerer crackles with dark energy, and those foolish enough to get in a Sorcerer’s way soon learn a new definition of suffering.

Roles: Ranged DPS or Healer
Weapons: Lightsaber, Focus
Armor: Light
Skill Trees: Lightning (DPS), Corruption (Healing), Madness (DPS/Shared)

Starship – Fury

Fury-Class Imperial Interceptor
Featuring an advanced hyperdrive and state-of-the-art sub-light engines, the Fury is the most versatile starship in the Imperial fleet. Though initially designed for high-priority military missions, the Fury has become a favorite among Sith Lords and the latest models have been engineered accordingly. The Fury’s angular design combines the maneuverability of smaller Imperial fighters like the Interceptor with impressive armament that rivals some of the Empire’s larger military vessels. The Fury also features a newly designed set of ‘strike foils’ that remain down for travel but can be expanded in short range combat to maximize the ship’s agility and range of firepower. On the interior, adjustments have been made to match to the luxury and aesthetics demanded by the Sith. No expenses have been spared.

Imperial Agent


Imperial Agent Progression

Assassin, Saboteur, the Empire’s Secret Weapon

The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords. [Read more…]

Main Stat: Cunning
Resource: Energy
Voice Actors: Male – Bertie Carvel / Female – Jo Wyatt

Specializations (Advanced Classes)


Focused on covert tactics and eliminating sensitive targets, Imperial Snipers are the most elite and professional sharpshooters in the galaxy. After extensive training, the Sniper’s long range blaster rifle becomes a weapon of exacting precision, allowing him to target enemies’ vulnerabilities and strike at the perfect moment to turn the tide of battle.

Roles: Ranged DPS
Weapons: Sniper Rifle, Vibroknife
Armor: Medium
Skill Trees: Lethality (DPS/Shared), Marksmanship (DPS), Engineering (DPS)


Combining the expertise of multiple disciplines, Operatives adapt to any environment and any circumstance to ensure the Empire’s agenda is achieved. Whether emerging from stealth to ambush and eliminate enemies in close-range combat or using advanced medical technologies to keep colleagues in the fight, the Operative is able to identify the needs of any situation and react accordingly.

Roles: Ranged DPS, Healer
Weapons: Blaster Rifle, Vibroknife
Armor: Medium
Skill Trees: Concealment (DPS), Medic (Healing), Lethality (DPS/Shared)

Starship – X-70B Phantom

X-70B Phantom-Class Prototype
The starships of the Imperial Navy are the product of centuries of military research and development. The Empire designed its fleet to destroy the Republic as quickly and efficiently as possible. During the years of the Great War, however, the Empire refined its design strategies. Co-opting newly discovered technologies and revising blueprints according to lessons learned, Imperial engineers built a new generation of starships. First among these, Imperial Intelligence commissioned the X70B-Phantom—the most low-profile, high-tech starship the galaxy has ever known. From its radar-resistant sleek exterior paneling to the next-generation navigation systems, the Phantom is so far ahead of its time that mass production would never be possible. More likely, the experimental prototypes built so far will be designated for critical Intelligence missions, and entrusted only to the most professional and responsible Imperial Agents.

Bounty Hunter


Bounty Hunter Progresion

Hunter, seeker, killer for hire

Countless enemies stand in the way of the Sith Empire’s drive for domination. The Empire spares no expense eliminating these threats, offering massive bounties to employ the galaxy’s most lethal hunters. Earning a death mark from the Empire means a life spent in fear, constantly looking over one’s shoulder. It’s never a question if a Bounty Hunter will find you… only when. [Read more…]

Main Stat: Aim
Resource: Heat
Voice Actors: Male – Tom Spackman / Female – Grey DeLisle

Specializations (Advanced Classes)


A Powertech wears heavy plating like a second skin and never balks at taking on the newest prototype technology if it means greater protection and upgraded safeguards. The best in armor shielding, smart defensive tactics and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, from which few enemies escape unscathed.

Roles: Ranged DPS, Tank
Weapons: Blaster Pistol, Shield Generator, Focus
Armor: Heavy
Skill Trees: Shield Tech (Tank), Advanced Prototype (DPS), Pyrotech (DPS/Shared)


If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons platform. There’s no problem extra firepower can’t solve, and no one who knows what he’s doing gets between a Mercenary and his target.

Roles: Ranged DPS, Healer
Weapons: Dual Blaster Pistol
Armor: Heavy
Skill Trees: Bodyguard (Healing), Arsenal (DPS), Pyrotech (DPS/Shared)

Starship – D5-Mantis

Kuat Drive Yards (KDY) D5-Mantis Patrol Craft
A rare, best-in-class vessel, the D5-Mantis is an alpha predator in the cold depths of space. Designed to meet the hefty demands of a much larger interdiction vessel, the Mantis has a compact frame and above all– is built to fight. By employing three retractable weapon foils with independent power supplies, the Mantis is capable of safely utilizing armament intended for larger class vessels, as well as reducing its profile significantly in order to be packed tightly into carrier ships with a surprising number of other Mantis crafts. To mitigate what would otherwise be an extremely cramped interior, the engineers of the D5-Mantis make efficient use of vertical space and minimized bulkheads to provide more open areas and ensure ease of access for maintenance. Due to the prohibitive cost of building a completely independent, long-range picket ship, the Mantis has never seen large-scale production. Spotting one in use is a very rare sight, and a mark of exceptional means.


The Star Wars universe has dozens and dozens of races available in it, but the playable races in SWTOR are quite limited. While Bioware may release more down the road in expansions, their stance so far has been to limit playable races to mostly human-looking races that can speak Basic. Considering your character is fully voiced, it would grow tiring listening to a made-up language of sound effects if you played as a race incapable of speaking Basic, such as a Wookie. Following is a list of playable races and the classes they can play as:

Chiss – IA BH

Cyborg – SM TR SW BH IA

Human – All

Miraluka – JK JC

Mirialan – JK JC SM TR

Rattataki – SI BH IA

Sith Pureblood – SW SI

Twi’lek – JK JC SM SI

Zabrak – All



As remote and secretive as the distant star system from which they emerged, the Chiss species remains a mystery to most of the galaxy, completely removed from the Republic and the Empire, these blue-skinned humanoids evolved an advanced civilization known as the Chiss ascendancy in the unknown regions of space. Despite constant political power struggles among the ruling class, the ascendancy maintained strict controls over its dominion and the civilization prospered. This is how the Chiss developed socially and technologically in isolation for thousands of years… Until they were discovered by the Sith Empire.During the late days of the Empire’s exile, the Sith came into contact with the Chiss, and what followed was unique even in the annals of Imperial history. In every previous instance where the Empire had encountered an alien civilization with enough technology and resources to defend itself, the Empire demanded surrender and capitulation to the rule of the Emperor. Each civilization refused and the Sith conquered their worlds and killed or enslaved the inhabitants. The power struggles of the ascendancy are rarely solved with force of arms, however, and the Chiss ruling class surprised the Empire by considering the offer on its merits and asking for a summit. The Empire’s military leadership, confused, agreed.Behind closed doors the best Chiss negotiators met with a who’s who of important Imperial diplomats, including the very unusual presence of the commander of the secretive Imperial Guard. Nothing has ever been publicly revealed about that meeting but the outcome is known and now wondered about by diplomats and historians the galaxy over. The Chiss would become the first official allies of the Emperor. Their armies, resources and tax revenues would be freely offered to the Empire. In return the Empire would allow the ascendancy to govern and administer its own planets, and never set foot on the Chiss homeworld of Csilla without permission. Not one political representative, not one noble tourist, not one Sith.

In the years that followed, the Chiss assisted the Sith in the invasion of Republic space and earned the Empire’s respect and trust as military allies. While in Sith-controlled space, the Chiss submit to Imperial authority without question and a handful of Chiss have even integrated themselves into Imperial society. Nonetheless, the Chiss ascendancy maintains its own forces, separate from the Imperial military, and most members of the species still retain their characteristic private ways, even when working closely with their heavy-handed Imperial allies. To the Republic, the Chiss continue to be a complete mystery and the species’ very existence is unknown except in high level political and military circles.



Humans that have undergone cybernetic enhancements or replacements of various body parts and organs.



Humans are known to be a more politically dominant species, as well as the more numerical. Due to their widespread nature and lacking a known homeworld, it is hard to pin down a human culture. Widely adaptive and versatile, human cultures vary from location to location.Despite lacking a centralized culture, it should be noted that on predominantly human planets, it is easy for humans to fall prey to arrogance, leading some to pro-human sentiments and label themselves as a superior species. Though this is rarely -if ever- the view of the entire population of the planet, occasionally such views spread to be the majority view. It is, after all, the human species that invented the term ‘alien’ to describe any non-human. This can spread to professional work, and companies such as the human-led Czerka Corporation even enslaved entire non-human populations.However, humans if nothing else are known for their versatility, and on many planets humans and non-humans share a thriving relationship. Indeed, even marriage between humans and non-humans is well-known to occur.Human records have been found dating back before 200,000 BBY. It is unknown exactly which planet is the original homeworld of the humans, but it is assumed that humans evolved on one of the Core Worlds near the center of the Galaxy. It is believed by the humans that this planet is Coruscant, though there are many scientists who debate this. The human race has played a key role in the Unification Wars, and it is also responsible for the forming of the Galactic Republic.



Though sharing common genetic history with humans, Miraluka have evolved into a significantly different species because they are born without eyes. On their home world of Alpheridies, the only source of light is a red dwarf star which emits light only in the infrared spectrum. Over the centuries, the Miraluka adapted and developed the ability see their surroundings through the Force. Though they retain vestigial eye sockets, Miraluka wear decorative veils and generally have little trouble assimilating into human society.Miraluka have lived primarily in isolation over the millennia, but because of their Force sensitivity, they have had relations with the Jedi and some Miraluka have even joined the Order. That relationship has grown even stronger since Jedi Civil War when the Sith Lord Darth Nihilus destroyed the Miraluka colony on the world of Katarr. The only survivor of that attack—a Miraluka named Visas Marr—was known to have traveled with the Jedi Exile and later to have helped rebuild the Jedi Order.In the years of the Great War, Alpheridies has remained an independent system, but many Miraluka have rallied to the Republic’s cause. Those who have joined the Jedi Order have proven to consistently be strong in the Force and exceptionally skilled in the martial arts. Some Masters speculate that it is precisely because of their trust in the Force rather than their eyes that they fight so fluently with Lightsabers. Regardless of where and how they serve the Order, the presence of the Miraluka within the Jedi ranks has been a boon. Many Sith Lords have learned the hard way to see that Miraluka can be dangerous foes.



Hailing from the planet of Mirial, Mirialans are near-human with skin color ranging from dark green to a pale tone similar to that of some humans. Mirialans are very fast and agile, making them hard to best in any combat.Mirialans are a religious species who only hold a weak understanding of the concept of the Force. They believe that a person’s actions contribute to their destiny. A geometric tattoo is often placed on their face or hands to signify that an important milestone has been reached. The number of tattoos is thus a good indicator of a Mirialan’s age and/or experience.Mirialan children are taught early to maintain a calm and reasonable attitude, giving the species a reputation for great skill in negotiation. They also believe that each person’s actions not only affect the individual’s destiny, but also influence the fate of their people. From this view, a Mirialan’s efforts to improve personally are also a contribution to the entire race. This motivation prompts them to intense mental and physical training: an upbringing that helps Mirialan youth excel when considered for Jedi training.



The pale-skinned Rattataki are made for battle. Centuries of constant warfare have weeded out the weak, shaping the remainder into proud, passionate, and deadly combatants. Even entertainment for this violent species is combat; the gladiator pits of their home planet, Rattatak, are the planet’s most popular amusement, well-known for being the most brutal in the galaxy. Exposed to their species’ competitive culture from birth, Rattataki develop into fearsome warriors.Deep in the Outer Rim, the Rattataki species evolved in bleak isolation for thousands of years, clinging to existence in sprawling caverns beneath the planet’s surface. They were driven underground by monstrous beasts they believed were gods and savage storms that made the land nearly uninhabitable. In their subterranean exile, the Rattataki tribes fought amongst themselves incessantly over scarce resources, and many tribes even resorted to cannibalism. The weak and the sick were sacrificed so that the strong might survive and one day claim the surface world.Eventually, the mighty warlord Rattatak managed to unite his people long enough to drive back the horrible beasts on the planet’s surface and establish mighty fortresses amidst the mountainous terrain. Though his life was lost in the struggle on the surface, Rattatak’s name lived on. the unification of the Rattataki was brief, and tribes settled back into their constant infighting, but at long last they had emerged from their dark exile and contact was made with the greater galaxy. This led many Rattataki to settle on other worlds, becoming sought after mercenaries, bodyguards and bounty hunters.

Shortly after the empire returned to republic space, the young Sith Lord Darth Vich took notice of rattatak and it’s people. Eager to make a name for himself, he journeyed to the planet and, casting aside 1000 years of anti-alien tradition, recruited a hundred tribes of Rattataki to populate his own personal army. Their prowess in battle made them a dangerous force, and the dozens of force sensitive among them became his personal acolytes. With the Rattataki at his command, Darth Vich made a play for power in the Sith Empire that ultimately failed. In the wake of this failure, the Dark Council enslaved or killed all of Rattataki who followed Vich. Rumors about a small group of Rattataki acolytes who helped betray Vich and were fully accepted for Sith training remain unsubstantiated.

Sith Pureblood


Descendants of the original sith species, the red-skinned Sith purebloods inherit a legacy long intertwined with the dark side. The ancient sith were warlike, competitive, and ambitious, and they performed arcane rituals to create powerful force artifacts. For those sith in whom the old blood still flows strongly enough to be seen, there exists a strong current of innate darkness, making the rate of force sensitivity among purebloods near one hundred percent.Three thousand years ago, dark jedi, fleeing republic space after the second great schism, discovered the Sith species on Korriban. they were surprised to find that the comparatively primitive species displayed knowledge of the dark side that the Jedi themselves had never encountered. The dark Jedi resolved to subjugate the sith and wrest their knowledge from them. Though the Sith struck back in an attempt to protect their dark side secrets, they were ultimately outmatched by the superior training and technology of the invaders. The Sith were enslaved by their dark Jedi overlords. Over hundreds of generations, the two groups intermingled. The dark Jedi found that Sith society and culture suited their philosophy well.Before long, the elite ruling class of Korriban consisted almost entirely of hybridized offspring of the dark Jedi and the high priests of the sith. This hybridization resulted in an ambitious, ruthless race with a natural strength in the force. Genetically speaking, the term “pureblood” is a misnomer, as all modern sith are hybrids, a product of the unions between the ancient dark Jedi and the original sith race. However, the term is useful in distinguishing those who carry enough of the blood of the ancient race to still be evident in their features.



Often stereotyped as slaves, dancers, and criminals, the truth is that Twi’lek are represented in all walks of life. Naturally quick and cunning, they excel in both physical and cognitive skills, and Twi’leks can generally perform feats of dexterity that significantly surpass other species’ capabilities. Their human-like qualities and varied skin pigmentations have earned them a reputation as some of the most beautiful beings in the galaxy. Though this has clearly increased their value as slaves and contributed to the exploitation of their species, many free Twi’leks have learned to use their natural beauty and charm to great effect.One of the most striking aspects of the Twi’leks’ exotic physical appearance is their ‘lekku’ or ‘head tails’ which are far more than simple cosmetic appendages. The lekku serve as extra-sensory organs, giving Twi’leks heightened awareness and a greater capacity to master the arts of communication. Historically, Lekku and skin color were symbols of social status among the Twi’leks. In fact, to some extent, skin pigmentation appears to be linked to certain personality traits. Twi’leks with red-colored skin, for instance, are generally expected to have volatile and violent natures, but just as with any other species, despite such genetic predispositions, character traits are varied depending on the individual.The distant Twi’lek homeworld of Ryloth has a tragic history. Though it’s a cold, rocky planet, the Twi’leks had adapted to the environment and lived in relative harmony for many centuries. Several thousand years ago, however, Ryloth was discovered by the Republic and soon after found to have rich stores of the rare and valuable Ryll spice. Still new to the Galactic economy, the Twi’leks were unable to leverage the natural resources to their advantage. Instead, control of the Ryloth mining operation fell into the hands of Hutt criminal enterprises who enslaved the Twi’leks and put them to work in their own mines.

Because of their beauty and their skills, Twi’leks were also sold as slaves on the open market, and today they can be found in almost every system in the galaxy. Though many remain slaves, countless others have achieved freedom and assimilated well into the Galactic population. Despite the number of free Twi’leks across the galaxy, there has never been any credible attempt to liberate Ryloth. This is likely because after generations in slavery across the galaxy, most free Twi’leks have little connection to each other as a species and even less connection to a homeworld which they never knew.



Independence, confidence, and ugly determination characterize the Zabrak psyche. Most Zabrak do not consider any challenge impossible, no matter how unfavorable the odds, and look down on the weak who fear defeat. A tradition of intense martial training, a second heart, and resistance to physical pain make them exceptional warriors and explorers. Their physical and mental prowess demand respect. Zabrak have an intense drive to excel in all they do, a drive that carries with it a persistent temptation to use any means necessary to achieve their goals.If Zabrak sometimes seem arrogant, it is only because they have much to be proud of in their history. The inhospitable crags and acid pools of their homeworld, Iridonia, shaped the Zabrak’s tenacity and strong will. The Zabrak did not merely survive adversity in a hostile environment, they thrived, managing to become one of the earliest known spacefaring races. They had already established several colonies beyond their home system before first contact with the republic. Though similar in appearance to humans, Zabrak are distinguished by their vestigial horns and hallmark facial tattoos. Horns develop as individuals come of age and tattoos are received during a ceremonial rite of passage that occurs soon after they appear. These tattoos vary in design based on the individual’s own trials and experiences. Zabrak from Iridonia are renowned for developing strict regimens of martial training, and the discipline and perseverance they teach are instilled in all young Zabrak.The Zabrak colonies are situated near vital hyperspace lanes, enticing the naturally inquisitive Zabrak to further explore the galaxy. New worlds mean new challenges to overcome and opportunities to learn, adding to the strength of the species, and now Zabrak can be found amidst the ranks of the Republic and the Empire both, leading troops to victory on the front lines, working from the shadows to shape conflicts, or simply collecting credits as guns-for-hire.



Currently, 17 planets will be playable in the Old Republic. Each faction has 2 Origin Worlds where 2 classes will start their story, and 1 Capitol World that serves as a kind of base of operations for each faction. With 3 planets off-limits, that leaves 14 explorable planets for each faction. In addition to known planets however, players will also visit various asteroid mining colonies, capital star ships and other one-off areas for their class stories. These areas will only show on the map when you need to fly to them.

In addition to each faction’s capitol planet, there is a Republic and Imperial Fleet that each faction can utilize as a major intersection for all game aspects. Here you will find class trainers, crew skill trainers, a GTN, commendation vendors, etc., as well as launch points for Flashpoints and a Cantina. You will first visit these areas on your way to your faction’s capital planet.

Tython Tython

Deep Core

Galactic Republic

Largely Unexplored

Mountains and forests

Ancient home world of the Jedi

The planet Tython was the site that saw the beginning of what would eventually become the Jedi Order; scholars visited the world to study the mysteries of the Force, but eventually abandoned their work when their research uncovered dark secrets that killed many and threatened to destroy the planet. The survivors of this near-cataclysm fled off-world. Tython was forgotten, and over time these scholars became the first Jedi. The planet’s location remained unknown until its eventual rediscovery in the early years of the Great War. Jedi returned to Tython and began to rediscover their forgotten heritage.When the Great War came to an end the Sith Empire destroyed the Jedi Temple on Coruscant. The Jedi Council made the decision to rebuild the Temple on Tython, and now the Order’s next generation is trained among ruins that serve as a reminder of dark secrets that remain hidden to this day.

Korriban Korriban

Seat of the Empire

Sith Empire

Tightly controlled by the Sith

Red, rocky desert

Original home world of the Sith

The earliest Sith lived on the red, dusty planet of Korriban, determined to grow strong despite the inhospitable climate. Their success culminated in a bold civilization, made stronger when dark Force-users arrived and interbred after being driven out of the early Jedi Order. This ancient Sith civilization eventually became a superpower and challenged the Republic during the Great Hyperspace war. Their defeat drove a handful of survivors into deep space where they regrouped and rebuilt, determined to return.Over time, the new Sith Empire lost its way back to Korriban, until a visit a few centuries ago by two Jedi returning from the Mandalorian wars. Turned to the dark side, the two Jedi, Revan and Malak, attempted to reclaim the Sith’s legacy in the known galaxy, but turned on each other and self-destructed.The true Sith Empire, governed by a thousand-year-old Dark Emperor, wisely waited, and returned to the known galaxy only when completely prepared to defeat the Jedi and the Republic.Retaking the holy planet of Korriban as a top priority, the Sith re-established the glorious Sith Academy and began training a new generation of Sith to inherit their dark legacy and seize their birthright as the true rulers of the galaxy.

Hutta Hutta

Hutt Space


Over-industrialized; Polluted

Swamps and Industrial wasteland

Also known as Nal Hutta, this is where the Hutt Crime Cartels originated

In Huttese, the name translates into “Glorious Jewel”, and the planet more commonly called Nal Hutta is considered a paradise to the gluttonous tastes of the Hutts. To anyone else, though, the planet is a living nightmare—a disgusting and dangerous place to visit, and an unthinkable place to live. Current Underworld slang has shortened the name to a simple ‘Hutta’—a place where more civilized people threaten to send their children if they misbehave.Before the creation of the Republic, Hutta was controlled by the native Evocii, a relatively primitive race who made the mistake of engaging in extensive business deals with the Hutts, ignoring rumors of their legendary greed. Centuries later, the Evocii realized their mistake too late—their entire civilization was mortgaged. When the Hutts’ home-world of Varl later became polluted and uninhabitable, the Hutts collected on the Evocii’s debts, becoming rulers of the planet.In the thousands of years since, the Hutts have subjugated the Evocii—they live in slavery and squalor while the Hutts’ insatiable pursuit of wealth pollutes the planet. Hutta has become the breeding grounds for the powerful Hutt families who control competing crime cartels that operate across the galaxy. Though petty vendettas keep them in constant conflict with one another, the Hutts have remained neutral in the long-running war between the Republic and the Sith Empire, keeping their world exactly as they like it.The Hutts are the lords of Hutta’s demented society, and all other races, even official foreign emissaries, are seen as expendable fodder in the Hutts’ bloated, wormlike eyes. Even the most infamous bounty hunters are hesitant to venture on the Hutts’ home-turf, and no sane person would ever come to Hutta willingly without the most crucial need.

Ord Mantell Ord-Mantell

Mid Rim

Galactic Republic

Embroiled in civil war

Saltwater seas and Islands

Despite the planet’s status as a critical Republic military outpost, the local government is controlled by criminal elements

The mountainous plains and volcanic islands of Ord Mantell are littered with the ravages of a ruthless civil war. Republic forces are fighting elusive separatists who are conducting guerilla style strikes against both military and civilian targets. Adding questions to an already questionable situation, the planet’s government, though loyal to the Republic, is merely a puppet regime for underworld concerns.Corellian colonists settled Ord Mantell nine thousand years ago, and the planet became a staging point for Republic military operations in the Outer Rim. Ord Mantell’s strategic value waned over the centuries, however, and after a corrupt admiral sold off the local fleet, the military all but abandoned the planet. Ord Mantell soon became a haven for smugglers, pirates, and bounty hunters, and the local government fell under the sway of the crime syndicates—a dynamic that remains in place to this day.Though largely uncontested during the war between the Republic and the Sith Empire, things changed after the Treaty of Coruscant. Though many star systems withdrew from the Republic, Ord Mantell’s corrupt governors decided it was better business to stay loyal. Not all of the planet’s populace agreed, however, and a separatist movement began and quickly escalated into an armed conflict.The marauders began a hit-and-run war to drive the military off the planet and achieve independence. Over the last two years, the separatist attacks have ravaged the landscape and de-stabilized the corrupted government. Despite the difficult situation, Ord Mantell’s defenses are being bolstered. Crime syndicates backing the local government are bringing in potent black-market technologies from Nar Shaddaa, and the Republic is deploying its most elite forces.The battle for Ord Mantell is just beginning.

Coruscant Coruscant

Core Worlds


Capital of the Republic


Sacked by the Sith Empire several years ago, Coruscant is still recovering. Many sectors in the lower levels have fallen under gang control.

The planet Coruscant has been the capital world of the Galactic Republic since the government’s inception. It is home of the Galactic Senate and the Supreme Chancellor, and its people have long been protected by both the Republic military and the Jedi Order. The world is open to all peaceful beings and sits at the center of the galaxy’s hyperspace network; Coruscant’s security, political prominence, and position at the center of galactic trade routes has transformed the planet’s surface into a single globe-spanning metropolis.It was long believed Coruscant would always remain safe from enemy attack. Located well within the Core Worlds region of space and watched over by the Jedi, it was felt that no invading force could successfully bypass the capital’s defenses. This belief was proven wrong, however, in the last days of the Great War. While delegations from both the Republic and the Sith Empire met on Alderaan to discuss a peace treaty the Empire successfully invaded Coruscant. Imperial forces destroyed the Jedi Temple and managed to kill the standing Supreme Chancellor; Coruscant was held hostage, and the Republic delegation was forced to accept the Empire’s terms.In the years following the signing of the Treaty of Coruscant efforts have turned toward rebuilding what was lost in the Imperial attack. That said, insufficient funds and resources have forced the Senate to prioritize these recovery efforts; primary centers of commerce and politics have been restored, but much of the city still exists in a state of ruin. The Jedi Council founded a new Temple on the planet Tython, and much of the capital is now controlled by gangs and other criminals. Coruscant remains the center of life in the Galactic Republic, but a shadow resulting from the Empire’s attack on the planet serves to tarnish the world known as the center of the galaxy.

Dromund Kaas Dromund-Kaas

Seat of the Empire

Sith Empire

Imperial Capital

Swamps, Jungle, and the Metropolis of Kaas City

Rediscovered by the Sith Empire following their defeat in the Great Hyperspace War. Home to the Emperor and his Dark Council.

On the remote jungle world of Dromund Kaas, the Sith have spent a thousand years building their mighty war machine to prepare for an assault on the Galaxy.Colonized in ancient times by the Sith Empire, the hyperspace coordinates of the Dromund Kaas were lost to time, allowing the isolated planet to fade into distant memory. Following a crushing defeat in the Great Hyperspace War, the handful of surviving Sith desperately sought to escape annihilation at the hands of their Jedi foes. The desperate Sith, leaving their collective destiny to chance, chose to forgo all known hyperspace routes and attempt a series of dangerously random hyperspace jumps and blind scouting missions. For 20 years the Sith armada drifted aimlessly in the forgotten regions of space before finally rediscovering the Dromund system.The Sith’s first century back on Dromund Kaas was dedicated to reestablishing the glory of Imperial society. In the depths of the jungle, the magnificent capital city of Kaas City was established and a citadel built – a standing testament to the power of the Emperor. Ceaselessly, the Empire worked to raise both army and fleet in preparation for their inevitable return to the greater galaxy. Power hungry, the Emperor spent great energy discovering and perfecting esoteric rites of darkness – rituals that wrecked the atmosphere of Dromund Kaas, transforming the ionosphere into a swirling electric storm.Now, more than one thousand years later, the Empire has returned to the galaxy – bringing full-scale war with it. The Sith have forced a great number of systems into submission in the war, however Dromund Kaas remains home to both the Emperor and his Dark Council. Even though the planet is bristling with the energy of the dark side, it is the Imperial military that has the largest visible presence on Dromund Kaas. It is here that the Empire’s power brokering games are played and alliances are forged and broken. For up-and-coming Moffs and Imperial intelligence operatives, success – and survival – hangs on the ability to master these games of intrigue.It is from here, on Dromund Kaas, that the dark hand of the Empire reaches ever outward.

Balmorra Balmorra

Colonies Region


Occupied by the Empire

War-torn Plains

The Sith Empire has taken a special interest in the manufacturing facilities on Balmorra, but a local resistance stands between them and full occupation.

Few places in the galaxy have seen the peace promised by the Treaty of Coruscant so thoroughly cast aside as the world of Balmorra. Fiercely independent, this long time ally of the Republic has led the galaxy in advanced droid and weapons manufacturing. Now Balmorra’s workers live and suffer under a full Imperial occupation force.Soon after Balmorra was colonized, in the infancy of the Republic, it became a haven for some of the most prolific manufacturers of fearsome weaponry and battle droids in the known galaxy. These terrible military assets, combined with the planet’s strategic location close to the Core Worlds, kept Balmorra in a constant state of war. Setting its sights on the weapons of war manufactured on the planet, the Sith Empire resolved to take Balmorra, and in answer the Galactic Republic sent soldiers to aid the Balmorrans in their fight to preserve their independence.As the war tore on and continued to spread, the strained Republic could no longer afford to spend its forces on Balmorra. Wave after wave of Republic troops were pulled off of the world for redeployment elsewhere in the galaxy, until finally, in accordance with the Treaty of Coruscant, the Republic was forced to officially end its support of Balmorra. A small, underground Republic force was left on the planet to aid their Resistance, but the Balmorrans knew the truth of it; they had been abandoned. Even so, the Empire was still unable to take full control of Balmorra.Now, years after the treaty, a regrouped and rebuilt Republic is testing the limits of their fragile peace with the Empire, sending back the reinforcements they had pulled off the planet years before. Although the Balmorrans are accepting of Republic help, they do little to hide their resentment at having been abandoned years before. Meanwhile, the Sith Empire is escalating their presence on the planet, determined to claim Balmorra’s weapons, and put an end to this conflict once and for all.

Nar’Shaddaa Nar-Shaddaa

Hutt Space

Neutral; Controlled by the Hutts

Nar Shaddaa has profited greatly from the war, rampant crime, and chaos.

Vast cityscape, ranging from neon towers to squalid dens

Due to the lack of regulation, many corporations conduct testing on Nar Shaddaa.

One of the most vibrant and dangerous places in the galaxy, Nar Shaddaa is a sprawling cityscape where nothing comes without a price. Dominated by a black market that caters to every indulgence, the moon has become the ultimate symbol of corruption. The upper levels present an endless parade of glittering neon towers and floating pleasure palaces; no greater concentration of wealth exists across the galaxy. Behind these flashy facades, crime bosses and secret political emissaries make backroom deals that decide the fates of worlds, and as much as both the Galactic Republic and the Sith Empire might like to change it, the Hutt Cartel calls the shots.For all the opulence above, however, an equal level of brutality lies below. The bowels of Nar Shaddaa hide some of the galaxy’s darkest secrets. In the pursuit of advanced technologies, unscrupulous enterprises conduct hazardous experiments on unwilling test subjects and crime lords employ slaves as fodder on industrial assembly lines. Fugitives hide from the law after committing heinous crimes, and prisoners who’ve vanished from all over the galaxy are held in anonymous and inescapable private prisons. Criminal enterprises beyond Hutt control compete for power, as well – foremost among them the Exchange syndicate, the Hutt Cartel’s only genuine rival. While the upper levels of Nar Shaddaa may be one of the most desirable places to visit in the galaxy, the moon’s lower levels are a place which anyone in their right mind would avoid at all costs.In the distant past, before becoming the Hutts’ showcase, Nar Shaddaa was used as a refugee camp for Evocii driven from Hutta itself. Then again, after the Jedi Civil War 300 years ago, Nar Shaddaa was swarmed with refugees who were used by the criminal Exchange to lure and capture any remaining Jedi. More recently, when the Great War began, it brought ruin to many star systems, but to Nar Shaddaa, it brought only more profit. While other systems were offering allegiance to the Empire or to the Republic, the Hutts controlling Nar Shaddaa realized they could keep their autonomy – and their increased profits – by dealing with both sides. This delicate balancing act has increased the risk of doing business, but it hasn’t deterred competition. The Exchange and the Hutt Cartel have engaged in a winner-takes-all crime war that spans the galaxy but centers on the tiny moon of Nar Shaddaa.

Alderaan Alderaan

Core Worlds


Several of Alderaan’s noble houses are battling for the throne in a brutal civil war

Forests, Hills and Snow-Capped Mountains

Following the Treaty of Coruscant, Alderaan seceded from the Galactic Republic

Alderaan had long been recognized as one of the Galactic Republic’s most notable member worlds. The planet’s inhabitants worked diligently to promote and safeguard peace in the galaxy. During the Great War, however, the Sith Empire invaded the world and overcame its defenders; the people of Alderaan faced an opponent that threatened to destroy the freedoms they so desperately held dear.The invasion of Alderaan was ultimately brought to a halt by the combined efforts of the Republic and the Jedi Order. By this time, however, the people of Alderaan had become enraged by the Sith occupation of their world; the people abandoned their hopes for peaceful solutions and raised their voices in support of war. The people’s new-found thirst for vengeance proved so great that when the Republic signed the Treaty of Coruscant several years later, Crown Prince Gaul Panteer marched from the Senate in outrage.Shortly after the Treaty was signed, Alderaan formally seceded from the Galactic Republic. The people’s reaction to this decision was mixed, but order was maintained for the next several years. This relative peace was finally shattered, however, when the Crown Prince was assassinated. The Queen died several days later, leaving House Panteer with neither a leader nor an heir. When Alderaan’s parliament proved incapable of deciding which noble house should gain the throne, the planet erupted into civil war. House Thul returned from exile and, with the support of the Sith Empire, has begun to rebuild its former holdings. In opposition of House Thul, House Organa began to accept support from the Galactic Republic. A third faction, led by former general and self-declared King Bouris Ulgo, seeks to claim the throne through direct military power. Neither the Republic nor the Empire has officially dispatched military forces to Alderaan, but both government are interested in the eventual outcome of the planet’s current hostilities.

Tatooine Tatooine

Outer Rim


Haven for Pirates and Smugglers

Seas of Sand and Rock

Abandoned by the Czerka Corporation

Far in the Outer Rim, the sands of Tatooine bake beneath the glare of two bright suns. Small pockets of barely civilized communities dot the desolate landscape, surrounded by the endless expanse of barren dunes and rocky canyons that have silently slain so many of those who ventured out into desert. Among the small shantytowns and settlements that persist, travelers may find shelter from the brutal climate, but trust is as rare as water on this lawless world. Visitors and locals alike must constantly watch their backs in Tatooine’s townships.For centuries, Tatooine was of little interest to the rest of the galaxy – until the Czerka Corporation showed up five hundred years ago, seeking to exploit the natural resources they believed were beneath Tatooine’s surface. Czerka’s efforts to mine Tatooine ended in failure, but the planet’s hostile environment proved to be the perfect place for Czerka’s Secret Weapons division. Able to operate with no restrictions, Czerka brought alien technologies and experiments too horrible or dangerous to be allowed on any other system in the galaxy. While the full scope of how far Czerka went with their research remains unknown, it’s clear that suddenly, and without warning, Czerka completely pulled out of Tatooine, leaving their Secret Weapons complex to be swallowed by the sands.The former Czerka outpost of Anchorhead has now become a lawless haven for smugglers, pirates and anyone else who wants to drop off the radar. Though Anchorhead often serves as a pit stop for Republic starships in the Outer Rim, the Republic has no official presence. Unbeknownst to the Republic however, the Imperial military has established a presence on Tatooine, to explore the old Czerka labs. The Empire has garrisoned a small force in the town of Mos Ila where industrious Jawa had restored a spaceport hoping to encourage trade, only to see their hard work taken over by Imperial troops who drove the Jawa back into the desert. This puts the Imperials only a short distance from the main community at Anchorhead.Between the two, a terrible secret sleeps in the sand.

Taris Taris

Outer Rim


Republic Re-Colonization Efforts Have Begun

Swamplands, Modern Ruins, Frequent Rainfall

Razed by Sith Lord Darth Malak 300 years ago during the Jedi Civil War

Taris is a post-apocalyptic swamp, abandoned but not forgotten by the greater galaxy for three centuries. Until recently, only overgrown ruins bore testimony to the thriving civilization that once dominated the surface – a civilization annihilated by the Sith Lord Darth Malak while seeking to eliminate the Jedi Knight Bastila Shan.As a symbol of hope and redemption in the face of Sith atrocities, the Republic has begun an unlikely effort to re-colonize Taris, establishing a spaceport, military base and the beginning of settlements amid the ruins. The remnants of the once great city-world have proven to be far more treacherous than anyone expected, though, and many believe the effort to reclaim Taris is doomed to end in disaster. One thing is certain – cleaning up what the Sith destroyed isn’t nearly as perilous as facing what they didn’t.Deep in the dark swampy ruins lies the legacy of a centuries old plague, once confined to Taris’ demolished Undercity. Bands of horrific rakghouls – abominations created by Sith alchemy – ravage the planet’s surface. Each vicious attack carries the chance of transforming the victim into a diseased monstrosity. There are scattered reports that some of these rakghouls are evolving bizarre, freakish powers.Determined to overcome the challenges, Republic and Jedi leaders are moving forward with the efforts at colonization. Rebuilding what the Sith destroyed 300 years ago would be a monumental symbolic victory, showing the galaxy that the Sith are not to be feared. But the Empire has no intention of allowing such a significant achievement.

Quesh Quesh

Hutt Space


The Empire has moved in to hijack Republic mining operations.

Primarily Toxic Swampland and Marshes

Naturally occurring chemicals in the planet’s atmosphere can be used to create valuable adrenals.

Environmental poisons have made Quesh one of the most dangerous and valuable planets in the galaxy, and the grounds for a savage battle between the Galactic Republic and the Sith Empire. Though the chemicals on Quesh are lethal to most life forms, they can also be used to create some of the most potent adrenals in the galaxy… and untold wealth for whoever controls the ingredients.Initially discovered by the Republic during the Great War, Quesh was abandoned after scientists detected the poisonous content of its atmosphere. It wasn’t until years later that a young chemist rummaging through old data recognized the potential for the chemical compounds on Quesh—they are incredibly close to venenit shadaaga (Hutt Venom), a primary ingredient in high-grade adrenals for healing, reflexes, and concentration.If the Republic could find a way to process the delicate chemicals, it would provide a major source of new income at a critical time in the war effort. Ultimately though, Republic engineers were unable to master the techniques to synthesize the adrenals. They were forced to seek help from some unlikely allies– the Hutts. Three families from the Hutt Cartel were quietly convinced to step around their neutrality treaty with the Empire in return for a cut of adrenal profits that not even a Hutt could refuse. The Cartel, so long as they received their share, looked the other way.Within a decade, the Republic was fully invested in Quesh. Despite efforts to keep Quesh a guarded secret, miner and worker gossip slowly crept out. It wasn’t long before the Empire heard about this vast source of chemical wealth – and the treaty-breaking Hutts. The Cartel was forced to declare the Republic-aligned Hutts traitors, and assist the Empire as it launched a full-scale attack on Quesh, seeking to destroy Republic efforts and claim the resource for its own.Now, the Republic struggles to defend its investment from the Empire and their unhappy Hutt Cartel allies.

Hoth Hoth

Outer Rim

No government


Frozen, Desolate wasteland

A major battle of the Great War occurred in Hoth’s orbit littering the planet with wreckage.

One of the most remote and lifeless planets in the known galaxy, Hoth was of no real interest to the Republic until it became the site of a devastating military defeat. At the height of the Great War, Republic and Imperial fleets clashed in the Hoth system in a decisive battle which saw the destruction of some of the most advanced and powerful starships in the galaxy.In the aftermath of the battle, the icy planet of Hoth became a massive starship graveyard, littered with the wreckage of hundreds of warships from both sides, including several prototype ships the Republic had deployed in the hope of turning the tide of the war. As the war raged on, though, neither the Republic nor the Empire had the time and resources to mount a recovery operation.Upon learning of the wealth of technology abandoned on Hoth, an ambitious pirate confederation started their own salvage operation. They brought an army of droids and mercenaries and began looting all useful remnants from the wreckage in an effort to piece together their own battle cruisers and create a pirate armada.In the wake of the Treaty of Coruscant, however, both Republic and Empire have returned to reclaim what’s left of their war machines, and Hoth has become a point of considerable contention. Despite the peace and the planet’s remote location, skirmishes have broken out often, and now both superpowers have become entrenched—committed to fighting for Hoth until the cold, bitter end.

Belsavis Belsavis

Outer Rim


Following the Chaos of an Imperial Prison Break Initiative, the Republic is Striving to Restore Order

Ice Covered with Small Pockets of Volcanic Temperate Zones

Prison world maintained by the Republic

Republic knowledge of Belsavis predates the Great Hyperspace War, but for centuries, the planet warranted little attention. With the exception of some unusual volcanic activity, the planet was deemed, in all ways, unremarkable. Belsavis was added to the star charts then summarily dismissed as nothing more than another curiosity of the Outer Rim.Fifty years ago, while investigating the planet’s tropical rifts that seemed to defy the ice shelves in completely unnatural ways, Republic scientists stumbled upon an ancient prison constructed by the Rakatan Empire. Behind the force fields and ultra hard metals were the most terrifying prisoners in the galaxy. Republic efforts to explore and secure the dilapidated network of vaults were impeded by ferocious alien species, and nearly unstoppable droids.Realizing it was only a matter of time before the vaults and stasis chambers containing the worst of these prisoners failed, the Republic committed a force to maintain the complex, and establish a new Republic prison on Belsavis’ unused surface. In secret Strategic Information Service meetings it was decided that this new prison, dubbed “the Tomb”, was only to be used in cases where execution was impractical or impossible.Once the Great War erupted, the Tomb’s population rapidly increased. Mandalorians, Sith Lords, and creations of Sith alchemy were sent to Belsavis for containment. As rumors of the Tomb’s existence spread, Imperial Intelligence began searching for the legendary super prison. Despite Republic efforts to keep its location a secret, the Empire learned of the operation on Belsavis and sent strike teams to liberate all the imprisoned Sith.In the short time since the Imperials arrived, the prison grounds have been transformed into a labyrinth of battle and chaos. The Empire has discovered that extracting its loyal subjects from among their violent fellow inmates will not be easy, and even though the Republic is rushing to restore order, the threat of the mysterious evil breaking loose from its ancient prison is becoming all too real.

Voss Voss

Outer Rim


Failed Imperial conquest, now both sides vie for alliance

Forest, Mountains, Plateaus

Jedi and Sith ruins point to ancient contact

Voss is a planet of more questions than answers. Discovered by accident shortly after the Treaty of Coruscant, its rocky plateaus, unspoiled peaks and verdant forests were at first thought to be inhabited only by Gormak, a tech-savvy but pre-space flight species of extremely hostile natives. When the second, much less populous species on Voss made itself known, however, the galaxy was thrown into turmoil and the war almost restarted.Primarily isolated on one tall peak and outnumbered by millions of their enemies, the non-Gormak natives use the same name for themselves as for their world: Voss. Locked in a losing war with an implacable enemy that sees them as a violation of the natural order, the hard-pressed Voss have survived centuries of Gormak assaults through the disciplined training of their Commandos, the placement and fortifications of their mountain city and the infallible guidance of the Voss Mystics.The Voss Mystics are Force users of incredible power. Both the Sith and Jedi agree on this one point. The Voss do not. Voss know nothing of the Force and are uninterested in outsider opinions. Mystics have visions that are never wrong. The Voss follow these visions and survive. When the Sith Empire schemed to conquer Voss, the Republic sought to defend the planet–but the Mystics foresaw both plots and in the end a fleet disappeared, an Empire was humbled and two mighty powers came to Voss peacefully to win favor.

Corellia Corellia

Core Worlds


Rumors of Imperial Influence Over Corellian Leaders

Environmentally-Conscious Cityscape

One of the most important centers for starship construction and other military-industrial developments.

A founding member of the Galactic Republic, Corellia is one of the most vibrant business centers in the galaxy, and of the highest strategic importance. Besides being the hub for galactic corporate enterprise and maintaining a vocal presence in the Senate, Corellia is also the birthplace of many Republic economic, political, and military leaders. While Coruscant is a symbol of Republic power and tradition, Corellia is a testament to the Republic’s resourcefulness and respect for personal and economic freedom.Corellia’s capital, Coronet City, is a model of efficient industry blended with environmental aesthetics. Determined to maintain their world’s beauty and individuality, Corellians protected large swaths of parkland in the city’s heart. The city is also renowned for its widespread maglev train system. Underneath this sophisticated façade though, an atmosphere of corruption lies just beneath the surface. Corporate influence has always driven Corellian political policy, and most Corellians accept this as fair bargain for the freedoms and economic prosperity it affords.Despite their appreciation for a lax legal system, Corellians are known to be staunchly loyal to the Republic. This is why recent rumors of Imperial influence in the local government went largely ignored until now. Nothing has been confirmed by reliable sources, but official lines of communication between Corellia and the Republic have recently been suddenly and mysteriously shut down.Holo-video and images from Corellia show widespread destruction in Coronet city, and though an act of terrorism has not been ruled out, some fear the situation may be more serious. However dire circumstances are, though, the rugged and resilient spirit of the Corellian people is sure to have survived, and rest-assured, the Republic will stop at nothing to protect this planet that is so critical to the Republic’s infrastructure and its culture.

Ilum Ilum

Unknown Regions


Ilum’s natural crystal formations are capable of harnessing power that the Empire has become interested in.

Mountainous Ice World with Subterranean Crystals

The Sith Empire has sent a covert team to Ilum to harvest crystals for a dangerous new project.

For centuries, a treasure trove of resources lay untapped in the most unexpected of places–a small, frigid world at the edge of the galaxy—Ilum.The first to discover Ilum’s potential were the Jedi. The planet’s wealth of subterranean Adegan crystals proved to be perfectly attuned for use in Lightsabers, and Jedi began undertaking pilgrimages to Ilum to forge their legendary weapons. Dangerous and far from civilization, many Jedi lost their lives to Ilum’s bizarre beasts and brutal climate.Over the years, the Order established small enclaves and discreet Temples to provide shelter for Jedi who made the long journey. Ilum became a rite of passage for powerful Jedi constructing new Lightsabers and a safe harbor for respected Jedi Masters seeking a quiet place for intense meditation.Recently, however, the peace on Ilum was shattered. Inexplicably, the Sith Empire learned of the planet’s location and attacked with a mighty force of shock troops and Sith, slaughtering the small group of Jedi on the planet and leaving their sanctuaries in ruins. Though the Order was devastated to lose control of this sacred space, Republic resources have been spread too thin to mount a counter-attack.Recent intelligence, however, has suggested that the Sith’s interest in Ilum extends far beyond simply harvesting Lightsaber crystals. Watching the Empire devote so many resources to operations on this remote world, Republic leaders and members of the Jedi Council have begun to question whether they might have surrendered a resource of far greater value than anyone ever imagined…

Planetary Progression:

If you follow your class story, you will progress through the planets in a specific order, which should roughly follow your leveling progression as well. Note: your mileage will vary and the levels listed are rough estimates. Generally speaking, you should be within 2 levels of the starting and ending ranges however.

Tython / Ord Mantell / Korriban / Hutta – Starter planets for levels 1-10

Coruscant / Dromund Kaas – Capital planets for levels 10-16

Taris / Balmorra – 3rd planet, Republic players will go to their own section of Taris while Imperial players go to their own section of Balmorra for levels 16-20

Nar Shaddaa – 4th planet, and the first cross-faction area for levels 20-24

Tatooine – 5th planet for levels 24-28

Alderaan – 6th planet for levels 28-32

Balmorra / Taris – 7th planet, Republic players will go to their own section of Balmorra while Imperial players go to their own section of Taris this time, for levels 32-36

Quesh – 8th planet for levels 36-37

Hoth – 9th planet for levels 37-41

Belsavis – 10th planet for levels 41-44

Voss – 11th planet for levels 44-47

Corellia – 12th planet for levels 47-50

Ilum – 13th planet for level 50


General Companion Info:

One of the unique aspects to TOR is the companion system. Functionally they will feel somewhat familiar to people that have played pet classes in other MMOs, but they are quite different from playing a hunter with his bear.

First off, companions are not pets. You do not go out into the game world and randomly “tame” an NPC you would like to use as a companion. Every companion in the game is intimately tied into each of the class stories, and each companion will have their own personalities and play styles.

Each companion for each class will be recruited into your team as you progress through your class story. This is the only trigger that matters; recruitment is independent of class level or planetary story arcs. Some companions will annoy you and disagree with almost every choice you make. These are not yes-men that will scrape and bow and acquiesce to everything you say just because they’re your companion. That said, companions aren’t meant to be annoying, they just have their own personalities and views. A person playing as a Light Side Sith Sorcerer may get along great with a companion that a person playing the same class Dark Side will detest and argue with.

Companion Affection:

If you do a lot of questing with your companion, you can always switch to companions that may find your choices more agreeable as well. This is a great way to build affection with companions that tend to side more with your choices. Companion affection in TOR will also lead to companion quests unlocking.

When a companion says they wish to speak with you privately, you can usually speak with them in areas considered “rest areas,” which include Cantinas and your ship. Some conversations can only be completed while on your ship however, so try there if they won’t seem to talk to you otherwise. Companion quests are tied to both your affection level with them and to your class level and story progression. If you feel you have pretty high affection with a companion and they won’t offer a new quest, just check back later when you’ve progressed some more on your own.

If you’re trying to build affection with specific companions, you can also give them gifts. Gifts for companions can be bought from Companion Gift vendors, as well as found through any of the Mission Skills (see Crew Skills for more info). Each companion will have their own likes and dislikes concerning gifts as well, so try to find a gift that closely matches a companion’s personality.

Companion Combat:

Now, concerning combat with companions: each class gains access to 5 story companions and your ship droid, for a total of 6 companions. Each of the 5 story companions will have their own play styles, and each class will gain a companion for each of the following styles:

Melee Tank

Melee DPS

Ranged Tank

Ranged DPS


The order you recruit the companions varies between classes. In other words, some classes may start with a ranged tank, while others may get a ranged tank as their 4th companion.

Each companion will have a number of abilities which they can use while in combat. As you level up your character, your companions will unlock new abilities as well. Under their portrait you will only see 4 companion ability slots, but if you use the “~” key, it will expand their action bar and you can view all of their learned abilities. Many of the abilities can be toggled as active or inactive. If the icon has a flat oval near the bottom, clicking on that ability will either darken (turn off) or lighten (turn on) the oval. Active abilities will be used by the companions on their own and will not require the player to activate them themselves.

Companion Gearing:

All companions will start with their own, unique set of gear. As you level, you will want to give them new gear as well, just as you do for yourself. Each companion will use different gear, and you can read the lists here or through the codex as to what type of gear they prefer. Some companions will make sense, such as “they use blasters and have Smuggler skills and want Cunning gear.” Other companions will be a bit different however, such as Qyzen Fess who is a melee tank, but uses Aim as his primary stat. Basically, some companions such as this will seem odd, but it makes sense that he should be in Bounty Hunter or Trooper looking gear instead of running around in Jedi robes.

Note: Some classes have droids as companions. If you want to find gear for droid companions, you can usually get these through some of your quests, commendation vendors, or by crafting with or asking someone with Cybertech to make you some pieces.

The main gearing difference between players and companions is that players have 2 slots for Relic items, while companions do not use them at all. In place of the Relic slots, companions have a slot for Companion Customizations. Around the game you will find Companion Customization vendors that will sell upwards of 6 different kits for each of your companions for about 35,000 credits. These kits will change the overall look of you companions so that they won’t feel 100% identical to everyone else’s companion, as well as giving you a sense of customization to have companions that look the way you like them.

Class Companions: (Spoilers)

The following is a list of each companion, by class, and most of their pertinent information. By it’s nature, the list will contain spoilers, so if you wish to be surprised it would be advisable to skip the next section.

Special Note: I listed “Personality” as a general light or dark description, but companions are neither light side nor dark side in the game. This description is purposefully vague as many companions you will need to discover their personalities on your own to figure out what conversation choices they may agree or disagree with. Just because a companion acts fairly evil, doesn’t mean they will agree with every dark side choice you make. I also list the planets each companion are recruited on. Typically you will receive the companion at or near the end of your class story chain on the listed planet, but some companions will be gained immediately following the listed planet during your class story, which may take you to another planet. I’ll be listing gifts as “Loves” or “Likes” and the rest should be considered as ‘indifferent towards.” Gifts that companions love will give the most affection points, gifts they like will give less points, and indifferent usually give no gains. After a certain amount of Affection, lower rank gifts will no longer grant affection gains either, so start looking for higher ranked ones.

Republic Classes:


All Republic characters also gain C2-N2 as their ship’s droid. This will be everyone’s 2nd companion, other than the Jedi Knight (it’ll be their 3rd), and is useful for crafting early in the game. The ship droids have also been updated to be useful as a healing companion. Keep in mind however, they have 0 gear when you get them and have no story as they are not full-blown companions.

Jedi Knight



Name: T7-01
Sex: N/A
Race: Astromech Droid
Role: Ranged Tank
Primary Stat: Aim
Primary Weapon: Blaster Pistol or Blaster Rifle
Secondary Weapon: Shield Generator
Recruited: Tython
Personality: Light
Likes – Jedi, morally correct actions, defeating the empire
Dislikes – Bullying, killing innocents, disrespecting authority
Romance: N/A
Loves – Cultural Artifacts, Republic Memorabilia, Technology
Likes – Military Gear, Weapons
Crew Skills: +10 Bioanalysis efficiency, +2 Slicing Critical
Voice Actor: 
Background: A quirky and surprisingly stubborn astromech droid with a lively personality and strong independent streak, T7-01 serves the Jedi by bravely facing danger on a daily basis. Skilled in high-resolution sensor scans, mechanical repair and starship piloting (along with numerous undocumented talents), the droid’s hard work is responsible for saving dozens, if not hundreds, of lives on Tython alone.

Little is known about T7 before the droid came into the service of the Jedi. Certain features of its construction hint at it being a custom model built some time ago, but there are no official records to substantiate the theory. Despite the uncertainty of its origins, the droid’s enthusiasm and willingness to put itself in harm’s way leave little doubt as to its loyalty.


Kira Carsen

Name: Kira Carsen
Sex: Female
Race: Human
Role: Melee DPS
Primary Stat: Willpower
Primary Weapon: Polesaber
Secondary Weapon: Focus
Recruited: Coruscant
Personality: Light
Likes – Being funny, getting involved, mocking and defeating the Empire
Dislikes – Bullying, acting like a mercenary, cooperating with Sith
Romance: Yes/Male
Loves – Courting, Luxury, Technology
Likes – Cultural Artifacts, Military Gear, Republic Memorabilia, Trophies, Underworld Goods
Crew Skills: +5 Synthweaving Critical, +1 Investigation Critical
Voice Actor: Laura Bailey
Background: Prone to cynicism and a stubborn independent streak, Kira Carsen is an improbable recruit to the Jedi Order. This is partially excused by the fact that she began her Padawan training as a young adult; Kira had spent most of her life up to that point as a homeless drifter, scraping out a miserable existence on some of the galaxy’s most unpleasant worlds.

Thanks to her hard-luck upbringing, Kira has considerably more life experience than most Jedi–and a world-weary sophisticate’s attitude to match. In the eyes of her peers, Kira is someone who refuses to take anything seriously or fully commit to the Jedi path.

Those who look more closely, however, might detect the glimmer of an optimist peeking through Kira’s sarcastic facade. Despite her insistence on questioning its teachings, she has a deep appreciation for the comfort and relative safety she obtained by joining the Jedi Order.



Name: Doc
Sex: Male
Race: Human
Role: Healer
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Scattergun
Recruited: Balmorra
Personality: Light
Likes – Looking like a hero, romance and flirtation, helping those in need
Dislikes – Looking bad, hurting the innocent, refusing to help
Romance: Yes/Female
Loves – Courting, Luxury
Likes – Cultural Artifacts, Military Gear, Technology, Trophies, Weapons, Underworld Goods
Crew Skills: +5 Underworld Trading Efficiency, +5 Biochem Critical
Voice Actor: Andrew Bowen
Background: The brilliant med-tech known simply as “Doc” is driven to bring quality health care to underserved star systems. This has led Doc to keep some unusual company: pathosis-riddled crime lord Fashaka Four-Toes, the Red Band Rebels of Cadinth and even the Imperial military during a brief stint impersonating a member of the Imperial Medical Corps on the conquered planet Sullust.

Doc has a talent for using bad people to save good lives–a fact he emphasizes to anyone within earshot. Some characterize Doc as a blowhard and scoundrel, but these individuals have never required his impressive surgical skills. Doc has visited every major galactic battleground over the past five years and saved more lives than even he can count.


Sergeant Fideltyn Rusk

Name: Sergeant Fideltyn Rusk
Sex: Male
Race: Chagrian
Role: Ranged DPS
Primary Stat: Aim
Primary Weapon: Blaster Cannon
Secondary Weapon: Generator
Recruited: Hoth
Personality: Dark
Likes – Killing Imperials, protecting the Republic, motivating others to fight
Dislikes – Avoiding fights, weakness, disrespecting authority
Romance: No
Loves -Military Gear, Republic Memorabilia, Weapons
Likes – Cultural Artifacts, Luxury, Technology, Trophies
Crew Skills: +10 Armstech Efficiency, +10 Scavenging Efficiency
Voice Actor: Ron Yuan
Background: Raised by a colony of pacifist Chagrians, Rusk rebelled against his family’s beliefs and enlisted with the Republic military as soon as he could. At first, he proved to be a brilliant soldier and was identified as a rising star in the Republic’s ranks. Somewhere along the way, however, his bravery crossed the line into recklessness.

Although he still accomplished his missions, casualty rates among his squad rose astronomically. Rusk quickly became a pariah among other soldiers, including his superiors. His aggressive pursuit of victory over the Empire at any cost has earned him many medals from politicians, but no promotions from his commanders.


Lord Scourge

Name: Lord Scourge
Sex: Male
Race: Sith Pureblood
Role: Melee Tank
Primary Stat: Strength
Primary Weapon: Lightsaber
Secondary Weapon: Shield Generator
Recruited: Post Hoth
Personality: Dark/Redeemed
Likes – Using power against the weak, power, anger, revenge and spite
Dislikes – Greed, acts of mercy, Jedi and Republic authorities
Romance: No
Loves – Imperial Memorabilia, Technology, Trophies
Likes – Cultural Artifacts, Military Gear, Weapons, Underworld Goods
Crew Skills: +10 Artifice Efficiency, +10 Archaeology Efficiency
Voice Actor: Joseph Gatt
Background: As the Sith Emperor’s personal executioner, the grimly fatalistic Lord Scourge has personally killed more than a hundred Jedi–and ten times as many Sith. Even the most powerful members of the Dark Council avoid offending the man bearing the title “the Emperor’s Wrath.”

Lord Scourge has dutifully served the Empire for over three hundred years, his life unnaturally prolonged by perverse technology and his master’s dark side powers. Centuries spent watching his fellow Sith Lords rise and fall has given Lord Scourge a unique perspective on people. He can analyze someone’s flaws after only brief observation, and freely shares his perceptions (whether they’re wanted or not).

Jedi Consular


Qyzen Fess

Name: Qyzen Fess
Sex: Male
Race: Trandoshan
Role: Melee Tank
Primary Stat: Aim
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Recruited: Tython
Personality: Light
Likes – Killing powerful enemies, encouraging others to defend themselves, danger, honor
Dislikes – Killing the weak, mercenary work, sparing powerful enemies
Romance: No
Loves – Weapons
Likes – Military Gear, Technology, Underworld Goods
Crew Skills: +5 Biochem, +15 Archaeology
Voice Actor:
Background: In contrast to many Trandoshans, Qyzen Fess rejected the path of a mercenary to become a hunter of the galaxy’s most dangerous beasts. Earning “Jagganath points” with every honorable kill, Qyzen has traveled for years, seeking worthy prey and honoring his goddess, the Scorekeeper. Although his travels have brought him to Tython several times, he is never seen by the Jedi if Yuon Par is not at the temple.

Despite his disdain of fame and fortune, Qyzen has attracted some notoriety. He often slips through apparently watertight Imperial borders to follow his prey, much to the consternation of the Empire’s officials. Qyzen is also the only living hunter to have killed a greater crested gundark, thought extinct for centuries. His simple habits and devotion to the Scorekeeper give him common ground with the Jedi, though many disapprove of the attitudes and instincts that come naturally to a Trandoshan.


Tharan Cedrax

Name: Theran Cedrex
Sex: Male
Race: Human
Role: Healer
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Scattergun
Recruited: Nar Shaddaa
Personality: Grey
Likes – Cleverness, logical thinking, aiding scientists and beautiful women, getting something for nothing
Dislikes – Mystical Jedi nonsense, Force Persuade, destroying science, heroism that involves danger
Romance: No
Loves – Luxury, Technology
Likes – Courting, Cultural Artifacts, Underworld Goods
Crew Skills: +10 Cybertech Efficiency, +10 Slicing Efficiency
Voice Actor: Jamie Elman
Background: Although not a household name, Tharan Cedrax is well-known in several circles. In the casinos of Nar Shaddaa, he is cursed as a card-counting mathematical genius. To the eligible women of the galaxy, he is a famous charmer who sees rejection as an intriguing challenge. Among technologists, he earned accolades for solving a technical paradox that revolutionized computer slicing; despite his achievements, however, Tharan isn’t taken seriously by the galaxy’s scientific community, which looks down on him as a playboy rather than a serious researcher.

In recent years, Tharan has taken an interest in “exo-technology,” an almost unknown field involving esoteric alien sciences, and gone into business making custom gadgets for wealthy clients. Often accompanied by his lovely holographic companion, Holiday, Tharan has spent his credits freely, enjoying the very best Nar Shaddaa has to offer while staying just shy of its dangers.



Name: Zenith
Sex: Male
Race: Twilek
Role: Ranged DPS
Primary Stat: Cunning
Primary Weapon: Sniper Rifle
Secondary Weapon: Scattergun
Recruited: Balmorra
Personality: Grey
Likes – Hurting Imperials, standing up for the weak, stubborness, resolve
Dislikes – Mercy to the Empire, betrayal, second chances for those who do wrong
Romance: No
Loves – Weapons
Likes – Military Gear, Underworld Goods
Crew Skills: +15 Investigation Efficiency, +1 Underworld Trading Crit
Voice Actor: Troy Baker
Background: “Zenith” is the codename of a Balmorran revolutionary fighter who has made a career out of hurting the Empire. Once a member of a powerful resistance cell broken up by Imperial infiltrators, Zenith has struck out on his own, gathering followers from Balmorra’s oppressed population to launch sneak attacks, raids and bombings against the occupying Imperial forces.

Years spent in hiding and seeing the plight of Balmorran citizens have left Zenith with a deep-seated paranoia and hatred of the Empire–especially Balmorra’s Sith governor, Darth Lachris. Nothing enrages him more than those who collaborate with the oppressors; he has been known to refuse aid to Balmorrans who cooperate with Imperial soldiers. The sacrifices he has endured have also nurtured Zenith’s ambitions–when Balmorra is finally free, someone will have to ensure her new government is strong enough to prevent another occupation.


Lieutenant Felix Iresso

Name: Lieutenant Felix Iresso
Sex: Male
Race: Human
Role: Ranged Tank
Primary Stat: Aim
Primary Weapon: Blaster Rifle or Blaster Pistol
Secondary Weapon: Shield Generator
Recruited: Hoth
Personality: Light
Likes – Republic Military, leadership, danger for the greater good, honor and mercy
Dislikes – Breaking the law, cruelty
Romance: Yes/Female
Loves – Republic Memorabilia, Trophies, Courting (from females)
Likes – Luxury, Weapons
Crew Skills: +2 Armstech Critical, +2 Scavenging Critical
Voice Actor: Dion Graham
Background: The son of refugees made homeless during the Great War, Lieutenant Felix Iresso has been a career soldier for many years. His file shows participation in several notable battles, including the so-called Eight-Hour Invasion of Dubrillion where Republic forces repelled an Imperial invasion force with minimal reinforcements. Since then, Lieutenant Iresso has earned excellent technical scores and commendations for exemplary service.

However, his file also contains some discrepancies. Lieutenant Iresso has one of the highest transfer rates in the Republic military, serving under almost a dozen commanders across the galaxy in two years. The lieutenant has also been overlooked for promotion several times. The only explanation from his superiors is a reference to an incident on Althir where Lieutenant Iresso was captured by the Empire, but no details are given.


Nadia Grell

Name: Nadia Grell
Sex: Female
Race: Sarkhai
Role: Melee DPS
Primary Stat: Willpower
Primary Weapon: Polesaber
Secondary Weapon: Focus
Recruited: Belsavis
Personality: Light
Likes – Learning, helping the weak, charity, mercy, testing her powers
Dislikes – Cruelty, dark Jedi, insulting authority
Romance: Yes/Male
Loves – Courting, Cultural Artifacts, Republic Memorabilia
Likes – Luxury, Underworld Goods
Crew Skills: +10 Synthweaving, +2 Diplomacy Critical
Voice Actor: Holly Fields
Background: A native of distant Sarkhai and daughter of Senator Tobas Grell, Nadia Grell is a newcomer not only to the Republic, but to the entire concept of space exploration. Surrounded by new species and strange cultures, Nadia is eager to experience everything she can. She has become interested in the intricacies of galactic diplomacy while traveling alongside her father, and often acts as his assistant during talks.

As she revealed on Attis Station, Nadia is also strong in the Force; unusually strong, in fact. As Force-sensitives are relatively unknown on Sarkhai, Nadia’s untrained powers left her shunned and feared by her own people. Senator Grell’s decision to take her with him when he left Sarkhai was motivated by the hope of finding others like her in the Republic, and perhaps discovering some way for her to control her incredible talents.



Aric Jorgan

Name: Aric Jorgan
Sex: Male
Race: Cathar
Role: Ranged DPS
Primary Stat: Aim
Primary Weapon: Blaster Cannon
Secondary Weapon: Generator
Recruited: Ord Mantell
Personality: Light
Likes – Efficiency, duty, The Republic Military, honesty
Dislikes – Failure, excuses, callous sacrifices
Romance: Yes/Female
Loves – Military Gear, Weapons, Courting (from females)
Likes – Cultural Artifacts, Republic Memorabilia, Technology, Trophies
Crew Skills: +10 Armstech Efficiency, +2 Diplomacy Critical
Voice Actor: Timothy Omundson
Background: A born leader, Aric Jorgan is one of the Republic’s most capable field officers. He enlisted in the military at an early age and quickly distinguished himself as a talented marksman. His impeccable service record earned him a spot in the Republic’s top sniper squad, where he successfully carried out over a dozen missions against high-ranking Imperial targets.

Since his transfer to Fort Garnik, Jorgan has earned a reputation as a hard and demanding taskmaster. However, few realize his surly demeanor belies a genuine concern for the well-being of his troops. While those under his command may not particularly like the brooding Cathar, they almost always respect him.


Elara Dorne

Name: Elara Dorne
Sex: Female
Race: Human
Role: Healer
Primary Stat: Aim
Primary Weapon: Blaster Pistol
Secondary Weapon: Generator
Recruited: Taris
Personality: Light
Likes – Rules, propriety, selflessness
Dislikes – Unnecessary violence, corruption
Romance: Yes/Male
Loves – Luxury, Courting (from males)
Likes – Military, Republic Memorabilia, Technology
Crew Skills: +10 Biochem Efficiency, +10 Bioanalysis Efficiency
Voice Actor: Moira Quirk
Background: A highly talented field medic, Elara Dorne was born Imperial and served in the Empire’s military for two years before defecting to the Republic. She has since served with distinction as a search-and-rescue squad leader, earning several commendations for aiding wounded men under direct enemy fire. Her operational record is flawless.

What no record can show is that Dorne’s background, combined with her strict adherence to regulations and rigid, uncompromising personality, has made her fairly unpopular with her fellow soldiers. In truth, she’s widely regarded as a cold, asocial killjoy, an unfortunate side effect of her dedication to embodying the laws and ideals of the Republic.



Name: M1-4X
Sex: N/A
Race: Assault Droid
Role: Ranged Tank
Primary Stat: Aim
Primary Weapon: Blaster Rifle or Blaster Pistol
Secondary Weapon: Shield Generator
Recruited: Nar Shaddaa
Personality: Light
Likes – Destroying the Republic’s enemies, Pro-Republic messages, courage
Dislikes – Anything against the Republic’s goals
Romance: N/A
Loves – Republic Memorabilia, Technology
Likes – Cultural Artifacts, Military Gear, Trophies, Weapons
Crew Skills: +5 Cybertech, +5 Scavenging Critical
Voice Actor: Tom Kane
Background: M1-4X is a highly advanced war droid designed and built specifically to serve in Havoc Squad. As such, his engineers programmed him to be a perfect soldier: completely loyal, fervently patriotic, and willing and eager to go to any length or face any risk in order to destroy the Republic’s enemies.

M1-4X’s armor plating, weapons systems and processing power are significantly advanced over typical military droid standards, due in large part to his unusual power core. Constructed by an unknown group or organization, the core was recovered during a classified operation and has output capabilities far beyond conventional models.


Tanno Vik

Name: Tanno Vik
Sex: Male
Race: Weequay
Role: Melee Tank
Primary Stat: Aim
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Recruited: Balmorra
Personality: Dark
Likes – Ruthlessness, mercenary behavior, mocking authority and everyone else, blowing things up
Dislikes – Kindness, self-sacrifice
Romance: No
Loves – Underworld Goods, Weapons
Likes – Military Gear, Technology
Crew Skills: +5 Armormech Critical, +1 Underworld Trading Critical
Voice Actor: David Anthony Pizzuto
Background: One of the most talented demolitions experts to ever serve in the Republic military, Tanno Vik is charming, highly skilled and completely amoral. Born to the lawless streets of Nar Shaddaa, Vik is accustomed to putting his own interests first; enlistment was merely a convenient means of escape after betraying one criminal partner too many. But once he got his hands on the most advanced weapons and explosives in the galaxy, he was hooked.

During training, Vik impressed his instructors with his unprecedented speed at locating structural weaknesses in everything from buildings to vehicles, ensuring that he always planted his explosives where they would do the most damage. He was even considered for entry into Special Forces division, but his belligerent attitude and disregard for authority held him back. Criminal accusations were registered against him throughout his short service career, leading to his eventual conviction and discharge.


Sergeant Yuun

Name: Sergeant Yuun
Sex: Male
Race: Gand
Role: Melee DPS
Primary Stat: Aim
Primary Weapon: Electrostaff
Secondary Weapon: Generator
Recruited: Hoth
Personality: Light
Likes – Mysteries, respect for unusual people/beliefs, patience, self-restraint
Dislikes – Unnecessary violency, chaos, rudeness, recklessness, bragging
Romance: No
Loves – Cultural Artifacts, Technology, Trophies
Likes – Military Gear, Republic Memorabilia, Weapons
Crew Skills: +10 Investigation, +10 Slicing
Voice Actor:
Background: Even in an organization as diverse as the Republic Army, Yuun stands out. A member of the Gand species and hailing from the Gand homeworld, Yuun is a Findsman, a type of shamanistic tracker held in very high regard among his people. He applies his unusual training to technical tasks of every kind, resulting in a success record unmatched by any other technician in the military.

As effective as Yuun’s methods are, they rarely meet with understanding or approval from his fellow soldiers. But despite his eccentricities, Yuun’s fighting skill and calm approach to any challenge generally earn at least the grudging respect of the men and women he serves with.



Corso Riggs

Name: Corso Riggs
Sex: Male
Race: Human
Role: Ranged Tank
Primary Stat: Aim
Primary Weapon: Blaster Pistol or Blaster Rifle
Secondary Weapon: Shield Generator
Recruited: Ord Mantell
Personality: Light
Likes – Protecting the weak, being nice to ladies, punishing bad guys
Dislikes – Hurting for profit, hurting women no matter what they did, working with Sith or Imperials
Romance: Yes/Female
Loves – Military Gear, Weapons, Courting (from females)
Likes – Cultural Artifacts, Luxury, Republic Memorabilia, Technology, Trophies
Crew Skills: +5 Underworld Trading Efficiency, +5 Armstech Critical
Voice Actor: Troy Hall
Background: Corso Riggs is a cheerful, disarmingly optimistic mercenary soldier. Raised as a rancher’s son on the rough frontier of Ord Mantell, Corso developed a mixture of naive innocence and primitive toughness, wrapped with old-fashioned chivalry.

In addition to his gung-ho enjoyment of a good, dirty fight and his encyclopedic knowledge of weapons, Corso remains a ray of sunshine in even the worst circumstances. He has no sense of his own mortality and is absolutely convinced he’s going to live forever. Corso also has a soft spot for damsels in distress, even when it’s clear they’re up to no good.



Name: Bowdaar
Sex: Male
Race: Wookie
Role: Melee Tank
Primary Stat: Strength
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Recruited: Nar Shaddaa
Personality: Light
Likes – A good fight against worthy foes, protecting the weak, personal honor
Dislikes – Cruelty, bullying, slavery, respecting authority that’s in the wrong
Romance: No
Loves – Cultural Artifacts, Trophies, Weapons
Likes – Military Gear, Luxury, Technology, Underworld Goods
Crew Skills: +10 Cybertech Efficiency, +10 Scavenging Efficiency
Voice Actor:
Background: The mighty Wookiee gladiator named Bowdaar has spent over a century facing countless opponents without ever losing a match. He solidified his title as the galaxy’s greatest gladiator when he defeated notorious Wookiee-hunter Karssk on Ord Mantell. The more gullible underworld scum whisper that Bowdaar is an immortal creature who can’t be killed, but those who have faced him and lived know that he is simply the best there is.

On the surface, Bowdaar may seem like a simple-minded brute, but nothing could be further from the truth. Case in point: Bowdaar eventually discovered the identity of the Transdoshans who first captured and enslaved him. One night in an arena on Loovria, Bowdaar learned that his former captors were sitting in the stands. An unfortunate “weapons malfunction” caused the drunken Trandoshan slavers to meet an untimely–and extremely messy–end.



Name: Risha
Sex: Female
Race: Human
Role: Ranged DPS
Primary Stat: Cunning
Primary Weapon: Sniper Rifle
Secondary Weapon: Scattergun
Recruited: Alderaan
Personality: Grey
Likes – Self-interest, profit, secrets and new tech
Dislikes – Unprofessional or emotional behavior, killing innocents, working with the stupid or uneducated
Romance: Yes/Male
Loves – Cultural Artifacts, Luxury, Technology, Underworld Goods
Likes – Imperial Memorabilia, Military Gear, Republic Memorabilia, Weapons
Crew Skills: +15 Diplomacy, +1 Slicing Critical
Voice Actor: Tara Strong
Background: Petty criminal, starship mechanic, woman of mystery, royal queen: all of these terms apply to Risha, daughter of notorious crime lord Nok Drayen. Considering her upbringing as a violent gangster’s child, it’s a wonder Risha turned out remotely normal. Wise and experienced beyond her years, she has led an adventurous life containing some extremely dark chapters.

Despite her biting sarcasm and general selfishness, one can never shake the feeling that Risha would be a better person if only she knew how. Years spent among the galaxy’s dregs have fostered layers of personal self-defense mechanisms and a cynical shell around her. Only the most persistent friend has any hope of meeting the “real” Risha hiding beneath the surface.


Akaavi Spar

Name: Akaavi Spar
Sex: Female
Race: Mandalorian
Role: Melee DPS
Primary Stat: Aim
Primary Weapon: Electrostaff
Secondary Weapon: Generator
Recruited: Balmorra
Personality: Dark
Likes – Combat challenges, profit, irritating authority figures
Dislikes – The Republic, dishonorable acts, mercy
Romance: Yes/Male
Loves – Military Gear, Trophies, Weapons, Courting (from males)
Likes – Imperial Memorabilia, Republic Memorabilia, Technology, Underworld Goods
Crew Skills: +10 Armormech, +2 Bioanalysis Critical
Voice Actor: Stacy Haiduk
Background: Akaavi Spar was born into a respected Mandalorian clan and became one of its finest warriors. She killed her first foe–an abusive Abyssin mercenary–at the age of eight using an improvised flamethrower. This victory earned her the nickname “firehand” among her clan and marked the beginning of an impressive career as an Imperial bounty hunter. Akaavi captured and killed all manner of targets in her youth, from career criminals to Jedi.

When her entire clan was framed for crimes against the Empire and executed, Akaavi alone survived the brutal purge–but her outlook on the galaxy changed forever. With no connection to her Mandalorian heritage, she became a wandering mercenary loyal to no one.


Lunguss "Guss" Tuno

Name: Lunguss “Guss” Tuno
Sex: Male
Race: Mon Calamari
Role: Healer
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Scattergun
Recruited: Hoth
Personality: Grey
Likes – Mocking Force users, profit from those who can afford it, a good scam
Dislikes – Killing innocents, risking your neck for nothing
Romance: No
Loves – Luxury, Technology, Underworld Goods
Likes – Cultural Artifacts, Imperial Memorabilia, Republic Memorabilia, Trophies
Crew Skills: +10 Archaeology, +2 Treasure Hunting Critical
Voice Actor: Gary Schwartz
Background: A failed Jedi Padawan who abandoned his training, the enthusiastically greedy Guss Tuno prefers the underworld lifestyle’s potential for material riches. In a perfect galaxy, Guss would spend his retirement lounging in a heated swimming pool surrounded by exotic beauties while consuming a steady diet of fresh fish and expensive cocktails.

Although he often speaks before he thinks, Guss has talked his way out of certain death many times. He often uses his minimal knowledge of Jedi–and the lightsaber he stole from his old master–to fool gullible criminals into leaving him alone. When that fails, Guss reveals he’s a much better shot than anyone would believe.

Empire Classes:


All Empire characters also gain 2V-R8 as their ship’s droid. This will be everyone’s 2nd companion, and is useful for crafting early in the game. The ship droids have also been updated to be useful as a healing companion. Keep in mind however, they have 0 gear when you get them and have no story as they are not full-blown companions.

Sith Warrior



Name: Vette
Sex: Female
Race: Twilek
Role: Ranged DPS
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Blaster Pistol
Recruited: Korriban
Personality: Grey
Likes – Anti-authority behavior, protecting the weak, treasure and getting paid
Dislikes – Bullying, killing innocents, kissing up
Romance: Yes/Male/LS
Loves – Cultural Artifacts, Luxury, Underworld Goods, Courting (from males)
Likes – Imperial Memorabilia, Republic Memorabilia, Technology, Weapons
Crew Skills: +5 Underworld Trading Efficiency, +5 Treasure Hunting Critical
Voice Actor: Catherine Taber
Background: A Twi’lek born into slavery on the planet Ryloth, Vette escaped a life of servitude to become an accomplished rogue and treasure hunter. Too daring for her own good, she managed to breach Imperial defenses and sneak onto Korriban, gaining entry into the most sacred Sith tombs before being caught.

Years of travel and close calls have made Vette quick with a blaster. Outspoken, uppity and unfiltered, she can be fiercely loyal or relentlessly taxing, making her a source of annoyance to some and of great amusement to others.


Malavai Quinn

Name: Malavai Quinn
Sex: Male
Role: Healer
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Vibroknife
Recruited: Balmorra
Personality: Light
Likes – Patriotism to the Empire, rewarding hard work, honor
Dislikes – Selfishness, betrayal, irrational behavior
Romance: Yes/Female/LS
Loves – Imperial Memorabilia, Military Gear, Weapons, Courting (from females)
Likes – Technology, Trophies
Crew Skills: +10 Armstech Efficiency, +10 Diplomacy Efficiency
Voice Actor: Richard Teverson
Background: An officer in the Imperial military, Malavai Quinn is loyal to the Empire and everything it stands for: order, the glory of the Sith and the conquest of the Republic. Following his mysterious disgrace at the Battle of Druckenwell, he was stationed on Balmorra where he occasionally carried out small missions for Darth Baras (to whom he owes much of his career’s early success).

Duty-bound and honorable, Quinn is not afraid to express earned admiration for his superiors, but he is neither a bootlicker nor a mindless servant. He values competence alongside loyalty and will do whatever is necessary to thwart the enemies of the Empire as a whole and Darth Baras personally.


Jaesa Wilsaam

Name: Jaesa Wilsaam
Sex: Female
Role: Melee DPS
Primary Stat: Willpower
Primary Weapon: Polesaber
Secondary Weapon: Focus
Recruited: Hutta/After Alderaan
Personality: Dark or Light
Likes – (LS) Helping the weak, secrets of the Force, honor
(DS) Random cruelty, secrets of the Force, murder and chaos
Dislikes – (LS) Random cruelty, hurting innocents, rudeness
(DS) Honor, mercy, helping people
Romance: Yes/Male/DS
Loves – (LS) Cultural Artifacts, Republic Memorabilia
(DS) Luxury, Trophies, Weapons
Likes – (LS) Military Gear, Trophies, Weapons
(DS) Imperial Memorabilia, Military Gear
Crew Skills: +5 Archaeology Efficiency, +5 Synthweaving Critical
Voice Actor: Rachel Leigh Cook
Background: Once in a millennium, a man or woman is born who expands the frontiers of what Force-users can achieve. Proud young Jedi Padawan Jaesa Wilsaam discovered the unprecedented ability to discern any being’s true nature and uncover a person’s most secret intentions. Born to a family of servants on Alderaan, she was brought to the Jedi Order and trained by Master Nomen Karr.

But Nomen Karr could only protect and shield his Padawan from the world for so long. Through the machinations of Darth Baras, Jaesa was drawn away from the protection of the order and confronted by Baras’s own apprentice–and with the emotional instability of her Master.

Note: Jaesa can be turned back to the light, or fully embrace the darkside, changing her destiny.


Lieutenant Pierce

Name: Lieutenant Pierce
Sex: Male
Role: Ranged Tank
Primary Stat: Aim
Primary Weapon: Blaster Rifle or Blaster Pistol
Secondary Weapon: Shield Generator
Recruited: Taris
Personality: Dark
Likes – Personal gain, hurting the Republic, danger and laughing at authority
Dislikes – Rules, kissing up, peace
Romance: Yes/Female/DS
Loves – Military Gear, Weapons
Likes – Imperial Memorabilia, Technology, Trophies, Underworld Goods
Crew Skills: +10 Cybertech Efficiency, +2 Investigation Critical
Voice Actor: Adam Leadbeater
Background: While few who are not Force-sensitive in the Empire have any choice but to join the military, Lieutenant Pierce joined eagerly–not out of a sense of duty but out of a lust for action. In fact, although his soldiering and his bravery are beyond question, Pierce has faced resistance and scrutiny throughout his military career due to his occasionally reckless attitude and his disdain for authority.

Fortunately, Pierce’s years in military black operations groups kept him away from the stuffier elements of the military hierarchy. Very often, Pierce is assigned to the most dangerous and far-flung worlds, where the Empire’s primary goal is destruction–which suits the lieutenant just fine.



Name: Broonmark
Sex: Male
Role: Melee Tank
Primary Stat: Strength
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Recruited: Hoth
Personality: Dark
Likes – Violence as a solution, testing yourself, protecting those close to you
Dislikes – Betrayal of allies, inaction, talking things out
Romance: No
Loves – Technology, Trophies, Weapons
Likes – Cultural Artifacts, Imperial Memorabilia, Military Gear
Crew Skills: +10 Scavenging Efficiency, +2 Bioanalysis Critical
Voice Actor:
Background: Broonmark is a unique creature among the Talz. While his peers spent their youths learning survival skills and playing on the frozen tundra of Alzoc Three, Broonmark developed a fascination with death. As a child, Broonmark watched his father killed by one of Alzoc Three’s predators, and instead of sadness, Broonmark felt only shame at his father’s weakness. Violence became an obsession and point of pride for Broonmark; he started hunting in secret and lived for the rush of a kill.

When the Republic began recruiting Talz for their elite commando units, Broonmark eagerly volunteered for the chance to turn his claws against more challenging prey. But with each kill Broonmark’s desire for carnage and bloodshed intensified. His clan soon challenged his brutal leadership, and Broonmark watched in anger as the gentle Talz he fought to empower mutinied against him.

Sith Inquisitor


Khem Val

Name: Khem Val
Sex: Male
Role: Melee Tank
Primary Stat: Strength
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Recruited: Korriban
Personality: Dark
Likes – Killing Force users, displays of strength, making foolish people unhappy
Dislikes – Weakness in any form, not killing Force users
Romance: No
Loves – Cultural Artifacts, Weapons
Likes – Imperial Memorabilia, Technology, Trophies
Crew Skills: +15 Artifice Efficiency, +5 Investigation Efficiency
Voice Actor:
Background: Once a loyal servant of the Sith Lord Tulak Hord, Khem Val was placed in a stasis chamber in the tomb of Naga Sadow centuries ago by his master for safekeeping. Tulak Hord is long dead, but Khem Val lives on; a terrifying nightmare from the ancient past.

Powerful, cunning and ruthless enough to slay even the strongest Force users, Khem Val was trained as an elite assassin. After emerging from his long slumber, the Dashade is the very embodiment of death and destruction; a reminder that there are things even Sith and Jedi must fear.

Although once pledged to a life of service, with his original master gone, it is uncertain where Khem Val’s true loyalties now lie. A near-perfect killing machine, he could prove a valuable weapon for anyone willing to take him on… though he is a weapon that can cut both ways.


Andronikos Revel

Name: Andronikos Revel
Sex: Male
Role: Ranged DPS
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Blaster Pistol
Recruited: Tatooine
Personality: Dark
Likes – Action, keeping promises, complications
Dislikes – Authority, betrayal, backing down from a fight
Romance: Yes/Female
Loves – Military Gear, Underworld Goods, Weapons
Likes – Luxury, Trophies, Courting (from females)
Crew Skills: +2 Slicing Critical, +2 Underworld Trading Critical
Voice Actor: Steve Blum
Background: For five notorious years, the pirate Andronikos Revel terrorized Republic and Imperial space alike as the captain of the Sky Princess. Known for his sharp temper and sharper flying skills, Revel was one of the few pirate captains to serve as his own pilot.

His piracy career was cut short by a strange mutiny, however, and he was abandoned to the Imperials who had been hunting him since he’d raided a ship carrying valuable artifacts. After a year in Imperial prison, Andronikos Revel was let loose. He has been meticulously hunting and killing the mutineers who betrayed him ever since.


Ashara Zavros

Name: Ashara Zavros
Sex: Female
Role: Melee DPS
Primary Stat: Strength
Primary Weapon: Lightsaber
Secondary Weapon: Lightsaber
Recruited: Taris
Personality: Light
Likes – Rational choices, secrets of the Force, fighting bullies
Dislikes – Random cruelty, fighting Jedi
Romance: Yes/Male/LS
Loves – Cultural Artifacts, Republic Memorabilia, Military Gear, Courting (from males)
Likes – Luxury, Technology, Weapons
Crew Skills: +10 Synthweaving Efficiency, +10 Diplomacy Efficiency
Voice Actor: Azura Skye
Background: A twenty-year-old Togruta Padawan, Ashara Zavros descends from a long line of Force-users. From an early age, she has aspired to study the Force and become one of the best Jedi the order has to offer.

Ashara came to Taris to train under Jedi Masters Ryen and Ocera, whose philosophy is that Padawans best learn the travails of using the Force through firsthand experience of the galaxy. In Ashara’s case, the Masters brought her to Taris for two reasons: First, to teach her compassion amidst the destruction that had occurred there and warn against the dangers of pride and the dark side. Second, to complete her trials by helping to drive a dark ghost from the ruins of a Jedi enclave.


Talos Drellik

Name: Lieutenant Talos Drellik
Sex: Male
Role: Healer
Primry Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Vibro Knife
Recruited: Hoth
Personality: Light
Likes – Artifacts, discovery, history, pro-Empire sentiment, clever word play
Dislikes – Cruelty, rudeness, secrets from allies
Romance: No
Loves – Cultural Artifacts, Imperial Memorabilia, Luxury, Republic Memorabilia
Likes – Courting, Technology
Crew Skills: +5 Treasure Hunting Efficiency, +5 Archaeology Critical
Voice Actor: Edward Hibbard
Background: Lieutenant Talos Drellik has never excelled as a soldier, and his true passion has always been history and archeology. To Talos, the Imperial Reclamation Service does an invaluable job, preserving Imperial and Sith history against the onslaught of time.

Unlike many Reclamation Service officers who are career soldiers with only a passing interest in history, Lieutenant Drellik has thrown himself into his work, studying with experts in the field such as the illustrious Professor Auselio Gann and galactic historian Deravon Wells.



Name: Xalek
Sex: Male
Role: Melee Tank
Primary Stat: Willpower
Primary Weapon: Polesaber
Secodary Weapon: Shield Generator
Recruited: Voss
Personality: Dark
Likes – Following the Sith Code, fighting overwhelming odds, brevity
Dislikes – Mercy, weakness, talking
Romance: No
Loves – Military Gear, Weapons
Likes – Trophy, Underworld Goods
Crew Skills: +10 Bioanalysis Efficiency, +2 Scavenging Critical
Voice Actor: Tony Armatrading
Background: A Kaleesh warrior who was captured by the Empire in battle and brought to Korriban to train as a Sith, Xalek prefers to let his actions speak in place of words. Before even reaching Korriban, Xalek had killed several of his fellow slaves who were also intended for training–a bold statement by any measure.

Xalek melds his training as a Kaleesh warrior with a firm belief in the Sith Code. He kills without remorse, and is an expert student of lightsaber technique and martial combat.

Bounty Hunter



Name: Mako
Sex: Female
Role: Healer
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Vibro Knife
Recruited: Hutta
Personality: Light
Likes – Professionalism, bounty hunters, making money, freedom, kindness
Dislikes – Bullying, cruelty, snobs
Romance: Yes/Male
Loves – Technology, Underworld Goods, Courting (from males)
Likes – Cultural Artifacts, Luxury, Trophies, Weapons
Crew Skills: +5 Cybertech Efficiency, +15 Slicing Efficiency
Voice Actor: Lacey Chabert
Background: At first glance, Mako’s relationship with Braden seems more like that of a father and daughter than members of a team of professional bounty hunters–and that assessment wouldn’t be too far off the mark.

Orphaned and homeless but with an uncanny instinct for computing, Mako had been living as a freelance slicer in the shadows of Nar Shaddaa’s underbelly… until the day Braden pulled the girl bleeding out of an alley, and paid a street surgeon to patch her blaster burns.

Recognizing talent and trouble when he saw it, Braden took Mako under his wing and has been looking after her as his own ever since. But while Mako loves the old man more than anything, her independent nature is beginning to chafe under Braden’s protectiveness.


Gault Rennow

Name: Gault Rennow
Sex: Male
Role: Ranged DPS
Primary Stat: Cunning
Primary Weapon: Sniper Rifle
Secondary Weapon: Vibro Knife
Recruited: Tatooine
Personality: Dark
Likes – Greed, indlugence, thinking your way through a problem
Dislikes – Fair fights, pain, charity, rules
Romance: No
Loves – Luxury, Underworld Goods
Likes – Cultural Artifacts, Technology, Weapons
Crew Skills: +10 Underworld Trading Efficiency, +2 Biochem Critical
Voice Actor: Daran Norris
Background: Formerly the notorious smuggler and confidence man Tyresius Lokai, Gault Rennow now enjoys a relatively paranoia-free lifestyle as an unknown gun-for-hire. Still, old habits are hard to shake, and Gault’s cautiousness and duplicity are a constant reminder that the only thing to really change is his name. How long until the crafty Devaronian finds himself climbing up the galaxy’s most wanted list again is anyone’s guess.


Torian Cadera

Name: Torian Cadera
Sex: Male
Role: Melee DPS
Primary Stat: Aim
Primary Weapon: Electrostaff
Secondary Weapon: Generator
Recruited: Taris
Personality: Light
Likes – Challenges, honor, Mandalorians, respect
Dislikes – Selling out, cowardice
Romance: Yes/Female
Loves – Military Gear, Trophies, Weapons, Courting (from females)
Likes – Cultural Artifacts, Technology, Underworld Goods
Crew Skills: +10 Investigation Efficiency, +2 Bioanalysis Critical
Voice Actor: Johnny Yong Bosch
Background: It is the Mandalorian ideal that a warrior be judged by his or her own actions, not by those of his or her ancestors–but reality rarely lives up to ideals.

Torian Cadera has spent his entire short life trying to overcome the stigma of being a traitor’s son–a shame he has seldom been allowed to forget in the company of his peers. But Torian long ago learned to armor himself against contempt, and others’ doubts regarding his loyalty have only driven him to strive harder to prove his worth.

Because of this, Torian adheres to the codes and traditions of the Mandalorians with more devotion than many twice his age. Upholding honor and enduring adversity are the cornerstones of his existence.



Name: Blizz
Sex: Male
Role: Ranged Tank
Primary Stat: Aim
Primary Weapon: Blaster Pistol
Secondary Weapon: Shield Generator
Recruited: Hoth
Personality: Light
Likes – Adventure, gadgets, attention, praise, friendship
Dislikes – Scary things, extreme violence, people who are mean to him
Romance: No
Loves – Technology, Underworld Goods, Weapons
Likes – Cultural Artifacts, Luxury, Military Gear, Trophies
Crew Skills: +15 Armormech Efficiency, +1 Armstech Critical
Voice Actor:
Background: Infinitely curious and adventuresome, Blizz always felt confined on his native Tatooine–the endless rolling dunes and limited selection of scrap leaving him perpetually bored. So when the traveling salvager Slam Streever visited Blizz’s clan to offer Jawas work as “ferrets”–individuals he could send into dangerous and dilapidated areas to scout for salvage treasure–Blizz leapt at the opportunity.

Blizz spent several years with Slam’s crew before the old scrapper made the mistake of selling his services to Hoth’s White Maw pirates. Years of toil under the menacing watch of the White Maw would soon deprive the salvagers of reasons to smile–but first, Slam gave his small friend the nickname “Blizz” after the little Jawa kicked up a snowstorm of excitement during his first encounter with the “white sands.” It’s a name Blizz cherishes; one that reminds him of happier times.



Name: Skadge
Sex: Male
Role: Melee Tank
Primary Stat: Aim
Primary Weapon: Vibrosword
Secondary Weapon: Shield Generator
Recruited: Belsavis
Personality: Dark
Likes – Violence, causing suffering, destruction, bullying
Dislikes – Compromise, taking orders, weakness
Romance: No
Loves – Underworld Goods, Weapons
Likes – Luxury, Military Gear, Trophies
Crew Skills: +10 Scavenging Efficiency, +2 Treasure Hunting Critical
Voice Actor: Neil Kaplan
Background: A career gangster and psychopath, Skadge had been enjoying a prestigious position at the top of Coruscant’s most wanted list when a joint police, military and SIS task force managed to finally capture him. Deemed impossible to control or reform, the murderous Houk was secretly ushered to the only facility capable of housing him: Belsavis.

Although considered a prime candidate for the prison’s domination experiments, Skadge was removed from the program during his initial evaluation–a period over which he destroyed a gang of armed Kaleesh, every remaining member of his test group, half the observing researchers and three security details… with his bare hands.

Now, with the Imperial invasion of Belsavis, Skadge has been set loose after nearly three years of solitary confinement. He’s ready to settle some grudges.

Imperial Agent


Kaliyo Djannis

Name: Kaliyo Djannis
Age: 29
Sex: Female
Role: Ranged Tank
Primary Stat: Aim
Primary Weapon: Blaster Rifle or Blaster Pistol
Secondary Weapon: Shield Generator
Recruited: Hutta
Personality: Dark
Likes – Disrespecting authority, casual violence, anarchy for the fun of it
Dislikes – Self sacrifice for the greater good, sincerity, obedience, patriotic spirit and being taken advantage of
Romance: Yes/Male/DS
Loves – Luxury, Underworld Goods, Weapons
Likes – Military Gear, Technology
Crew Skills: +10 Armstech Efficiency, +2 Underworld Trading Critical
Voice Actor: Tasia Valenza
Intelligence Profile: Background (Summary): Multiple contradictory accounts make full background assessment difficult. Subject likely born on Rattatak. Escaped homeworld at a young age. Proceeded to find employment as freelance enforcer and assassin for major criminal syndicates (Exchange, Hutt Cartel) and individual underworld figures (Rholl). Persistent links to Brentaal Four anarchist cells (see Revolutionary Edge Brigade). Minimal activity within Imperial borders.

Personality: Kaliyo Djannis prizes her freedom, and will lie, murder and blackmail in order to ensure that she is in control of a situation and able to indulge her vices. Known to pursue lengthy vendettas to redress grievances. Possesses a track record of expertly manipulating employers, lovers and associates (agents should not be fooled by attempts at seduction). As with many mercenaries, her loyalty cannot be purchased, but her services can be–if only temporarily.

Notes: No known military training, but extremely capable with assault weapons. Has been known to bite when disarmed.


Vector Hyllus

Name: Vector Hyllus
Age: 26
Race: Human (Joiner)
Role: Melee DPS
Primary Stat: Willpower
Primary Weapon: Electrostaff
Secondary Weapon: Generator
Recruited: Alderaan
Personality: Light
Likes – Diplomacy, helping people, exploring alien cultures
Dislikes – Greed, cruelty, prejudice, anti-alien sentiment
Romance: Yes/Female/LS
Loves – Cultural Artifacts, Imperial Memorabilia, Courting (from females)
Likes – Luxury, Trophies, Weapons
Crew Skills: +5 Bioanalysis Efficiency, +5 Diplomacy Critical
Voice Actor: Ifran Meredith
Intelligence Profile: Background (Summary): Second-generation Imperial; mother native to Jurio, married Captain Adronik Hyllus after Jurio was granted Imperial governance. Expressed desire to join Diplomatic Service at early age and displayed appropriate traits. Ranked high academically during training, and soon after graduation was granted (by request) post aboard exploration and first contact vessel (see service record).

Reassigned to Alderaan due to diplomatic manpower needs (see House Thul). Served ably until encounter with Killik species and subsequent “Joiner” transformation. Current status is unclear.

Personality: Vector Hyllus has repeatedly expressed admiration for Imperial accomplishments while indicating a desire to spread Imperial influence through diplomatic channels. His attitudes were likely shaped by the Imperial reconstruction of his homeworld and are appropriate for a Diplomatic Service member. Hyllus is obedient, intelligent, charismatic and effective. He is unlikely to advance further within diplomatic or military hierarchies.

Notes: Personality profile compiled from performance reports from before Hyllus’s “Joiner” transformation. Data should be considered non-comprehensive.


Doctor Eckard Lokin

Name: Doctor Eckard Lokin
Age: 65
Race: Human
Role: Healer
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Vibro Knife
Recruited: Taris
Personality: Grey
Likes – Clever solutions, long term thinking, technology, pragmatism
Dislikes – Ideology, honesty, selfish actions without clear long-term gain
Romance: No
Loves – Luxury, Military Gear, Technology
Likes – Imperial Memorabilia, Republic Memorabilia, Underworld Goods
Crew Skills: +15 Biochem Efficiency, +10 Investigation Efficiency
Voice Actor: Anthony Cochrane
SIS Dossier: Personal History: Age and surname suggest Lokin was born on Dromund Kaas during the pre-war years. Files acquired during Operation: Freefall reference a “Dr. E. Lokin” working as Science and Medical Advisor to Kaas City military police during this period, but no visual is provided.

First confirmed sighting was during the boarding of Imperial dreadnaught Warhammer–Lokin was one of the two individuals aboard who evaded capture. Interestingly, he was not listed in the crew roster. First identification as Fixer Fifteen came during Operation: Red Cell (see listening post transcripts). Additional sightings and references to the Fixer Fifteen designation uncovered intermittently since.

Analysis: Take a close look at the operations where we caught Lokin, and you’ll notice a pattern–every time he turns up, something big is happening and we can’t figure the role he’s playing. He’s professional, he knows his science and he’s sneaky. We know he rubs some of his colleagues the wrong way, but even his fellow agents haven’t given us anything useful under questioning.

Note by Harson Nild, Director Core World Operations: Is Lokin still in active service? I remember hearing about a Fixer biologist back in the day, but thought he’d retired years ago.


Ensign Raina Temple

Name: Ensign Raina Temple
Age: 24
Sex: Female
Role: Ranged DPS
Primary Stat: Cunning
Primary Weapon: Blaster Pistol
Secondary Weapon: Blaster Pistol
Recruited: Hoth
Personality: Light
Likes – The Empire, the Sith, duty, honor
Dislikes – Cruelty, casual violence, selfishness
Romance: Yes/Male/LS
Loves – Imperial Memorabilia, Military Gear, Courting (from males)
Likes – Luxury, Republic Memorabilia, Weapons
Crew Skills: +10 Scavenging Efficiency, +2 Armormech Critical
Voice Actor:  Georgia Van Cuylenburg
SIS Dossier: Personal History: Standard searches reveal no Imperial citizenship record for a “Raina Temple,” but the usual caveats apply–our data on the Imperial populace remains sadly incomplete. Temple’s skills and attitude suggest Imperial Army training, but her presence inside the Chiss Expansionary Defense Force is extremely unusual; neither the CEDF nor the Imperial military is known for its transfer programs.

Analysis: Personable and bright Imperial military cadets don’t end up embedded with aliens at the far edge of the galaxy without good reason. Temple could be a plant, but it’s just as likely she’s been intentionally forced out of the picture. Best-guess personality profile suggests she’s a typically patriotic example of the rank-and-file Imperial military–a true believer in Imperial superiority and duty. No matter how easygoing or empathetic she may be at times, the needs of her nation have to come first.

Note by SIS Agent Hunter: She’s cute, isn’t she? Enjoy the file, Cipher Nine… we can spare the occasional dossier if you’re willing to play along.



Age: ?
Sex: Identifies Female
Role: Melee Tank
Primary Stat: Aim
Primary Weapon: Electrostaff
Secondary Weapon: Shield Generator
Recruited: Belsavis
Personality: Dark
Likes – Learning and gaining new tech, selfishness, killing threats
Dislikes – Self-sacrifice, duty, wastefulness
Romance: N/A
Loves – Technology, Weapons
Likes – Cultural Artifacts, Military Gear, Trophies
Crew Skills: +5 Bioanalysis, +5 Diplomacy Critical
Voice Actor: Deborah Unger
Intelligence Profile: Background (Summary): Claims to have been designed for heuristic self-improvement by unknown parties. Current chassis is of recent design, suggesting multiple precursor bodies or independent database.

Over a century ago, SCORPIO became involved with Star Cabal organization and accepted guardianship of Belsavis Megasecurity Ward 23. In return for rare technology, SCORPIO willingly acted as the Star Cabal’s security system until application of control codes by Cipher Nine. Currently unable to directly harm Cipher Nine without provocation or depart Cipher Nine’s presence on a long-term basis.

Personality: Application of Wreyn-Tsatke Cyber-Psychology Scale results in a 9-NIX rating for SCORPIO (level 9 intelligence, nonhuman, independent, unknown) with 22% accuracy. These preliminary results match anecdotal experience–SCORPIO places no inherent value on biological or cybernetic life and is interested primarily in self-iteration through rapid experience. If given appropriate challenges and upgrade opportunities, SCORPIO may prove cooperative for limited periods. She appears to value others who share her traits–intelligence, amoral self-interest and curiosity.

Similar cybernetic personalities include Mentor (10-NCM) and G0-T9 (8-HSM)–both considered galaxy-level threats. Recommend full application of Wreyn-Tsatke Test at earliest opportunity.

Notes: This profile is a work in progress and should not be considered definitive.

Special: By order of the Minister of Intelligence, access to this profile is restricted.

Crew Skills

Crew Skills are the Old Republic’s “crafting” skills. There are 14 total skills, broken down into 3 specific categories. You are allowed to take up to 3 skills at a time, but only 1 can be from the Crafting category. You can choose to drop a skill at any time, but you will unlearn it, and picking it up again will start you from scratch.

Before you can use Crew Skills, you must have at least 1 companion as well (Gathering skills are an exception). You can send companions on missions from the Mission Skills or Gathering Skills, but they will be unavailable until they return or you cancel the mission. Companions will also disappear for a time when you do Craft Skills. Regarding Craft Skills, you can queue up to 5 items at one time, and as you gain more companions, you can send more off at one time for crafting or missions.

You access Crew Skills through the Crew Skills menu, or by pressing “N” to open the Crew Skills panel. Every companion in the game will also have 2 crew skill bonuses for the various skills. These bonuses can influence their chance to “crit” a crafted item, increase the likelihood of success on difficult missions and increase the amount of materials they find.

The craft system in the Old Republic is unlike most other MMOs. Instead of gathering materials and standing in one spot making the same item over and over while watching a progress bar, you send your crew off to make the items or undergo missions. What makes the system nice is that you can send extra companions off to craft or do missions while you enjoy playing the game, instead of standing around watching the progress bar. You can even queue up a bunch of items to be made and send them on missions before you log off for the night and they will continue to work while you are offline.

Craft Skills:

As stated above, you can queue up to 5 items to be crafted at one time on each companion. While crafting, they will be unavailable to assist you in combat, so choose a companion you don’t need for combat if you plan to quest while crafting. You will learn new skills through the associated skill trainer, special drops and from reverse engineering items you make. The skill trainer will generally have new schematics for you about every 10-20 skill levels.

When crafting the various items, you will sometimes make exceptional quality versions. These versions will usually have an extra “modulator” slot in them in which you can place an extra mod, giving the item a stat boost over normal quality items. Crafting does not seem to result in a chance at outright failure however.

Vendor Ingredients – Around skill level 50 for most crafts, you will begin to find schematics that require certain components you probably won’t recognize from gathering skills. These can be purchased from Crew Skill Trade vendors, usually found near the crafting trainers on most planets. You can also gain them from gathering missions, but the price tends to be much higher than getting them through vendors.

ArmormechArmormech – The ability to work with hard metals, alloys and synthetic materials to  construct armor for non-Force users.
Recommended Gathering Skill: Scavenging (Scavenged Metals and Compounds)
Recommended Missions Skills: Underworld Trading (Underworld Metals)

ArmstechArmstech – The ability to work with hard metals, alloys and synthetic materials to craft blasters, blaster modifications and melee weapons. Crafted blasters include blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications include blaster barrels. Melee weapons include vibroblades and electrostaves.
Recommended Gathering Skill: Scavenging (Scavenged Metals and Compounds)
Recommended Mission Skill: Investigation (Researched Compounds)

ArtificeArtifice – The delicate skill of constructing lightsaber modifications, enhancements, generators and focii.  Lightsaber modifications include color crystals and hilts that augment a Force user’s combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor.
Recommended Gathering Skill: Archaeology (Power Crystals, Color Crystals and Artifact Fragments)
Recommended Mission Skills: Treasure Hunting (Gemstones)

BiochemBiochem – The skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants.
Recommended Gathering Skill: Bioanalysis (Biochemical Samples and Compounds)
Recommended Mission Skills: Diplomacy (Medical Supplies)

CybertechCybertech – The skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that enhance combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an external nerve relay.
Recommended Gathering Skill: Scavenging (Scavenged Metals and Compounds)
Recommended Mission Skills: Underworld Trading (Underworld Metals)

SynthweavingSynthweaving – The process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor for Force users.
Recommended Gathering Skill: Archeology (Artifact Fragments)
Recommended Mission Skills: Underworld Trading (Luxury Fabrics and Underworld Metals)

Gathering Skills:

The Gathering Skills will help you gain components used in each of the Crafting Skills. This system will look mostly familiar if you have played any other MMO. While out in the world, you will find items with a slight blue glow on them. Right-clicking on these nodes with the correct Gathering Skill will allow you to gather components from them. You can also watch for them on your mini-map, as gatherable nodes will be indicated by an asterisk type of icon. You can hover over these icons to see what sort of node it is also.

What sets this system apart from most other MMOs however, is the ability to gather from nodes yourself, OR have your companion do it for you or with you. Right-clicking when near a node will gather the material yourself, while Shift-Right-clicking will send your companion off to gather instead. You can also do two nodes at the same time with this method. In addition, Gathering Skills also have missions which you can send your companions on for skill up and extra materials, though the yield is usually much smaller than the price you pay for the missions.

ArchaeologyArchaeology – The study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology.
Recommended Crafting Skills: Artifice, Synthweaving

BioanalysisBioanalysis – The practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions.
Recommended Crafting Skill: Biochem

ScavengingScavenging – The art of salvaging useful parts and base materials such as metals, alloys and synthetic compounds from potential technological resources-junk piles, fallen droids, abandoned cargo and broken down vehicles.
Recommended Crafting Skills: Armormech, Armstech, Cybertech

SlicingSlicing – Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other possible mission rewards include augments that can be slotted into exceptionally crafted items.
Recommended Crafting Skill: All (for mission discoveries), Cybertech (tech schematics)

Mission Skills:

The Mission Skills are much different from the other type of Crew Skills. These missions are accessed through the Crew Skills panel and will take much longer than typical crafting does. Each of the Mission Skills will have missions that reward companion gifts and missions that can result in rare components for the various Craft Skills.

Note: these can result in failed attempts, so keep that in mind.

DiplomacyDiplomacy – The art of conducting and managing negotiations. Sending your companions on diplomatic missions can influence your light or dark side standing. In addition to light and dark side influence, possible Diplomacy rewards include medical supplies used to construct prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise their Affection rating.
Recommended Crafting Skill: Biochem

InvestigationInvestigation – The skill of researching, gathering, analyzing and decoding secret information. Sending your companions on Investigation missions can yield valuable items in the form of research compounds used to construct prototype and artifact weapons and blaster barrels, prototype schematics for all crafts, and gifts for companions to raise their Affection rating.
Recommended Crafting Skills: All (for schematics), Armstech

Treasure-HuntingTreasure Hunting – The ability to track down and recover valuable items by following a series of clues. Companions sent on Treasure Hunting missions can return with rare gemstones used to construct prototype and artifact enhancements, hilts, color crystals, focii and generators. Other possible rewards include lockboxes that can contain valuable items and gifts for companions to raise their Affection rating.
Recommended Crafting Skills: Artifice

Underworld-TradingUnderworld Trading – Entails the exchange of goods and services on the black market. Sending your companions on Underworld Trading missions can yield luxury fabrics and underworld metals usued to construct prototype and artifact armor, earpieces, grenades, space upgrades and weapon and armor modifications. Other possible rewards include gifts for companions to raise their Affection rating.
Recommended Crafting Skills: Armormech, Cybertech, Synthweaving

Reverse Engineering:

Reverse Engineering, or RE’ing, is tied to each of the Craft skills. If you have a Craft type Crew Skill, you can open your inventory and there will be a button on the top-right of the inventory pane that says “Reverse Engineering.” If you click on that, any item you are able to RE will be highlighted and everything else is darkened. RE’ing an item will destroy the item and give you back a few components that go into making that item. You also have a chance to learn a better quality schematic for said item by RE’ing it.

Note: That only applies to items you can already make, so RE’ing say, commendation gear, will not give a chance to learn an artifact version of the item.

This is one of the primary ways in which people will learn higher quality crafted gear. Most crafted gear is green, or premium quality. When you RE these, you have a chance at learning a blue, or prototype quality version schematic. There are also a number of different schematics you can learn through RE’ing premium gear. Once you learn the prototype version, you can begin making and RE’ing these as well for a chance to learn a purple, or artifact version.

Which crafts can Reverse Engineer what:

Armormech – non-Force user Armor

Armstech – crafted Weapons

Artifice – Modifications, Focii and Generators

Biochem – Implants

Cybertech – Droid armor, Earpieces, Mods and Armoring

Synthweaving – Force user Armor

Quick Guides

This section will contain a few “quick guides” in the form of printable images. Click on the image for a larger preview. If you have a request for a quick guide you think people would benefit from, let me know in the comments.

Class Roles

Crew Skills

Milestone Levels

Galaxy Map / Level Ranges


Voice Cast

Following is a list of all the English voice actors in the game, alphabetical by class/name list. Many of these are also mentioned previously in the respective Class and Companion sections with a link to the actor’s IMDB profile if one was available.

Bounty Hunter Male

Bounty Hunter Female

Imperial Agent Male

Imperial Agent Female

Jedi Knight Male

Jedi Knight Female

Jedi Consular Male

Jedi Consular Female

Sith Inquisitor Male

Sith Inquisitor Female

Sith Warrior Male

Sith Warrior Female

Smuggler Male

Smuggler Female

Trooper Male

Trooper Female, Master Satele Shan

Darth Malgus

Akaavi Spar

Andronikos Revel, Baron Deathmark

Aric Jorgen

Ashara Zavros

Corso Riggs


Doctor Lokin

Elara Dorne

Ensign Raina Temple

Felix Iresso

Gault Rennow

Guss Tuno

HK-47, HK-51

Jaesa Willsaam

Kaliyo Djannis

Kira Carson

Lieutenant Pierce

Lord Scourge

Lord Zash

Lt. Talos Drellik



Malavi Quinn

Nadia Grell



Sergeant Rusk


Tanno Vik

Theran Cedrex

Torian Cadera

Vector Hyllus




Ardun Koth

Bengel Morr


Commander Harron Tavus

Darth Baras

Darth Jadus

Darth Revan

General Garza

General Rakton

General Var Suthra


Jace Malcom


Master Orgus Din

Master Satele Shan

Master Yuon Par


Overseer Harkun

Overseer Tremel

The Voice of the Emperor

Watcher Two

Game Systems



In this section I’ll be going over the UI in Star Wars the Old Republic. Before getting started, I’d like to point out that the lack of customization is a huge point of contention for many fans, but I’m not going to be discussing that here. Let’s just say that it has a lot of room to grow and is something that Bioware is continually trying to work on for the better.

There are many different components to the User-Interface when including the subsystems and various window pop-ups. I’ll try to move through as quickly as I can, starting with the base UI and then keep drilling down into it’s component parts and the various sub-menus in the game. The base UI consists of 6 “Systems” which I’ll go through first. After that I’ll discuss the different Panes/Panels/Windows (I’ll use “panels” for consistency) and their various Tabs. Since it’s easier to show than tell, this section will be image heavy. If the first image for the UI seems a little cluttered, that’s on purpose since I went out of my way to try and have as many details showing as possible in order to point them out. Let’s get started:


An exaggerated example of the UI to showcase all of the components. Click for a better view.

1) Social Systems – Chat boxes, emote list, Social Center

2) Game Systems – Quick access to various subsystems

3) Mission Systems – Quick overview and access to Missions and Tutorial pop-ups

4) Navigation Systems – Mini-map, current location and detailed tool-tip area

5) Combat Systems – Your character, target and 2 middle action bars

6) Party Systems – Area for Companions, Party and Operation members

Social Systems


1) Chat Box

a – Clicking the arrow will hide or show the chat box.

b – Default tabs for chat and information. Right-clicking will give you options for changing chat colors and font sizes, as well as leave channels or create new tabs.

Note: You can Left-click and hold down the cursor on the tab to move the chat box anywhere you like on the screen. Until more of the UI is moveable however, there’s really no other empty area for it to go, unless you use Operation frames as Party frames and move them as well.

c – Chat area where you can read displayed chat or information. Scrolling up and down with the mouse wheel will scroll through the chat log.

d – Resize the chat window by clicking here and moving the cursor around.

e – Input area for typing.

f – Clicking this will bring up a menu for the various chat channels you can use.

g – From top to bottom these 3 buttons will: scroll up through chat, scroll down through chat, scroll to the end of chat.

h – Emote list.

Note: There’s literally tons of different emotes in the game. Not all of them have animations, but a surprisingly large amount do. Since I know some people are dying to know what emotes are in the game, I’ll do a very quick run through, but I’m not listing which ones do or do not have animations or what they look like. Many can be done with /text commands, but not all of them. I will mention though, some emotes have multiples such as waves, bows and dances, and they actually do have different animations.

Emotion: Accuse, Angry, Blush, Bored, Comfort, Cower, Cross Arms, Done, Excited, Facepalm, Fear, Frown, Glare, Grin, Groan, Happy, Love, Mad, Mock, Mourn, Panic, Paranoid, Pity, Ponder, Praise, Raving Mad, Seduce, Fist Shake, Shy, Smile, Snicker, Tired, Whine, Wicked, Wink

General: Beg, Be Right Back, Clap, Congratulate, Cry, Dance, Disappoint, Doh, Flirt, Follow Me, Goodbye, Good Job!, Hello, Laugh, Nerfherder (awesome), No, Point, Poke, Ready!, Sigh, Sit, Slap, Sorry, Spit, Stretch, Surprised, Thank You, Wait, Warm Up, Yawn, Yes

Greeting: Bow, Formal Bow, Respectful Bow, Farewell, Greet, Hey, Introduce, Wave, Welcome

Tactics: Attack the Target, Catch Up, Flee, Heal Me!, Help Me!, Incoming!, Out of Resources, Open Fire!, Give Up, Victory!

Social: Apologize, Applaud, Beckon, Cackle, Calm, Commend, Confused, Console, Double Guns (think Fonzie), Fidget, Fist Bump, Get Down (another dance), Giggle, Gloat, Grovel, Hug, Hungry, Impatient, Insult, Joke, Listen, Nod, Not the Droids (awesome), Rude, Shiver, Shock, Shrug, Stare, Taunt, Tease, Thirsty, Thumbs Down, Thumbs Up, Tickle, Whistle

Action: Belch, Blink, Blow Kiss, Bonk, Blow Kiss, Burp, Cheer, Club Dance (another dance), Cough, Cringe, Drink, Duck, Eat, Flag Down, Flap, Flex, Golf Clap, Kiss, Kneel, Look, Meditate, Observe, Overthere, Raise Hand, Salute, Scratch, Sleep, Talk, Tap, Threaten, wOOt

Like I said… there’s a ton

2) Social Center

The Social Center is a small strip above the chat area where you have quick access to a few subsystems as well as the ability to see at a glance how many friends and guild mates are online. Going from left to right you have: arrow for hiding Social Center, current location and how many people are online there (clicking will bring up Who tab in Social panel), friends online (clicking will bring up Friends tab in Social panel), guild members online (clicking will bring up Guild tab in Social panel) and new mail notification. You still need to go to a mailbox to send and receive mail however.

Game Systems


Located at the top-center of the screen, this low profile section gives one-click access to many of the sub-menus in the game. Mousing over them will highlight them and tell you both what they open and a keyboard command for doing so as well. They open the following menus, starting from to right:

Character Sheet – C

Inventory – I (B also works)

Mission Log – L

Skill Tree – K

Social Window – O (opens on the Friends tab)

Guilds – G

Game Menu – Esc

Customer Service Help Request – Ctrl+/

Mission Systems


1) Mission Log

a – Missions you choose to track will show here with a simplified list of objectives. Clicking on a mission title will open the Mission Log panel and give the full details that correspond to the clicked mission.

b – If you close a mission turn-in or are unable to accept a reward because of a full inventory, you will see a glowing “Pending” area pop up above this section. You can only have up to 3 pending rewards at a time however, after that you will need to accept them/clear out your inventory before you can turn in another mission.

c – Clicking the arrow will hide/show the tracked missions.

2) Tutorial Information

a – New tutorials will pop up on the right side of the screen just below the mission tracker. Clicking on any of the titles will expand the tutorial onto your screen so that you can learn more about the various game systems and terminology. Once you have read all the current tutorials, this entire menu will disappear.

b – Clicking on this arrow will hide/show the tutorial pop-out.

Navigation Systems


1) Mini-map

a – Clicking here will let you set Filters. The various filters allow for you to display things on the mini-map such as vendors (look at “h” for an example), class trainers, crew skill trainers, taxis, bind points, etc. You can turn as many as you wish on at the same time.

b – These controls let you zoom the mini-map in (+) and out (-).

c – Your faction symbol. At levels 10+ you can click on this to bring up the Warzone Queue. If you are queued for a warzone, this icon will flash in red or blue so that you will know you’re still currently queued.

d – Displays the current time.

e – This shows how good your connection to the game server is. Hovering over it will give you more detail, including your current ping in milliseconds.

f – Clicking on this icon will bring up the Map panel.

g – The central arrow in the mini-map is your character and the direction you are currently facing. Enemies you are in combat with will show up as red dots.

h – This is a nearby vendor. The various yellow icons like this will show up on your mini-map and can be filtered from “a”.

i – Party members will show up as little purple figures on your mini-map. If they are on the edge of the map, they are not nearby, but can be found in that direction.

j – Quest objectives will show up as yellow, filled triangles on the mini-map. Like party members, if they show up on the edge like this, it means they are in that direction. New quests will show on the mini-map as yellow, hollow triangles. If you have an objective in another area or inside a building, you will see the green arrow pointing into a yellow arch such as can be seen in the SE corner of the mini-map above.

2) Current Location

Just above the mini-map, your current location will be displayed. The top text will be the planet or space station/ship you’re currently on while below that will be the sub-area you are in.

3) Advanced Tool Tip

When you mouse-over different abilities, targets, UI elements, etc., information about them will be displayed here. This is especially useful if you’re trying to remember what an ability does, as this will show you it’s Name, Rank, Cost, Range, Cool-down, Cast-type and detailed information on what it does.

Combat Systems


Colored for clarification

Since there’s a lot of minor parts I want to mention here, the image above has been split into three sections and shaded in a different color. The coloration and white border are visual aid enhancements and NOT part of the game UI.

1) Player Character Info

a – Your character’s portrait. Right-clicking your portrait will bring up options, such as setting loot threshold and loot rules if you’re party leader.

b – Your current level (#), health (red bar) and resource (yellow bar). Hovering over the bars will display health/resource values in the Advanced Tool Tip area above the mini-map.

c – Your character’s name and class.

d – Faction icon. This will only be displayed if you are flagged for PvP as a reminder.

e – Resolve bar. This will only be displayed if you are flagged for PvP. See the Warzone/PvP section for info.

f – Gear damage notification. This will only display when you have a lot of gear damage. Hovering over this icon will display your current gear and how badly damaged each piece is.

g – Buffs and debuffs will be displayed here, with a scrolling gradient that shows remaining time. If your target has buffs and debuffs, they will be displayed in the same area above their health bar as well.

2) Main Action Bar(s)

a – The “-” icon can be clicked to open and close the secondary, center action bar at the bottom of the screen. This is a quick access button instead of turning it on and off through Preferences.

b – The padlock icon will lock and unlock your action bars; this is a quick access button instead of turning it on and off through Preferences. When your actions bars are locked, you can drag things into slots, but you won’t be able to remove icons.

c – On the far right is a number with up and down arrows. You can click here to cycle through your action bars all within the main action bar display.

d – This yellow bar displays your current experience. When the bar fills all the way across, you gain a level. If the bar is green instead of yellow, you are in “rested” xp and gain an experience bonus to killing enemies.

e – If you are targeting an enemy and some of the icons are dimmed out like this, it means you are out of range to use the shown ability.

f – Abilities with a small oval at the bottom of the icon can be “toggled.” This means the ability can be set to an on/off state. If the oval is dark, the ability is toggled off. If the oval is glowing blue like this, the ability is toggled on.

g – When you are close to enemies that can “aggro” you, a yellow eye icon will display here, between the player and target health bars. If the eye turns red, you are in combat. If there is no eye icon, you are out of combat and there are no enemies close by.

3) Target Info

a – Target portrait. Right-clicking the target’s portrait will bring up options, such as targeting icons or in the case of friendly targets, trade, duel, inspect, etc. options.

b – This silver plate around the target’s portrait indicates it is a “strong” target. The background and plates will change depending on what you have targeted. See the Enemies section below for more information.

c – This area displayed the name of what you have targeted and it’s relative difficulty (strong in this case). The numbers indicate the target’s distance from you, measured in meters. Example: I’m currently 23.7 meters away from a Strong Vine Cat.

d – The target’s level. The number will change colors depending on the level difference between you and what you have targeted. For more information, see the Enemies section below.

e – The target’s health and resource bars (if they have a resource). Shown here is the amount of health in numerical and percentage values. This option can be turned on or off in the Preferences menu for both player and target bars.

Party Systems


1) Companion Frame

a – Companion portrait. If you have no companion out, all you will see is this circle, empty. If you are in a full party or operation group, the circle will slide off the screen to the left. If your companion wishes to speak with you, a small icon will appear at the top left of the circle. Right-clicking the portrait while you have a companion with you will bring up a menu to dismiss them or send them off to a vendor to sell your junk.

b – Clicking this icon will bring up the Crew Skills panel, where you can also change which companion you have out or send them off to sell junk or do some crafting.

c – Clicking the “+” icon will expand or collapse the expanded companion ability action bar. When you expand their action bar, it will cover one of your 4 action bars while open. Which bar it covers can be changed in Preferences.

2) Party Frame

The party frames are somewhat dynamic. This image is how you will see 2 players, both with companions out. If you had a full party, your companion frame would slide off the left of the screen and the “b” part of the party member frame would disappear as well. More party members will show up as additional frames going up the left of your screen.

a – Party member portrait.

b – Party member’s companion

c – Party member’s name

Menu Panels

Now that we’ve discussed the main 6 Systems that make up the on-screen UI, let’s talk about the many Menu Panels in SWTOR. Using the Game Systems menu as a base, we’ll begin talking about the various Menus it can bring up and their associate Tabs. A lot of the Panels have more than one way to bring them up on-screen, which I go over in the Keyboard Commands section below. I’ll be mentioning them here as well so you’ll know how to access all of these things easily.

Before I go into all of these Panels, I just want to point out that they all have an “X” in the upper right corner. This will close the Panel. Seems obvious enough, but I’d rather mention that here instead of labeling it on all of the images.

Character Panel


The Character Panel can be accessed by clicking on the single person icon in the Game Systems menu, or by pressing “C”. This panel has all of the pertinent stats and information for your character, companions and ship.

1 – Your character’s name. If you’re using a title, it will also show here on your name. If you wish to select/change a title, click the icon on the left side to open a drop-down list of titles you have earned.

2 – Your character’s class and current level.

3 – All of your main stats will be here. You can hover over each of them to see what they do. For more information, review the Character Stats section below.

4 – Your character’s Social and Valor ranks. The black bars will fill as you earn social and valor points, like an experience bar, until you rank up and a new rank number is displayed on the right.

5 – Your character’s Alignment, or “moral compass” basically. As you earn Dark Side or Light Side points, the small bar in the center will begin to rise or fall further into the blue or red. The lines on curve indicate a new Dark or Light Side tier.

6 – An image of your character. All of the gear has been removed so that you can see the empty slots and their icons. For more information on each of the slots, check out the Item Modification section below.

7 – The two sections below the number show various stats for whatever you wish to see. In this case you can see the various information for my character’s Melee and Defense, such as Primary Damage, Accuracy, Armor Rating, Damage Reduction, etc. Depending on the character or companion you’re viewing, you can use the drop-down to also select from Ranged, Force, Tech and PvP values.

8 – This is the Character tab, which is open by default when you open the Character Panel.If you’re on another tab, click this to return to your character.

9 – This is the Companion tab, clicking here will switch from your character to your current companion. If you open this tab while on your ship, there will be arrows by the companion’s name, allowing you to cycle through all of your unlocked companions. The companion sheet will look almost identical to the character sheet, with a few exceptions. Above their level, they will not display a class designation. They do not gain Social or Valor, so instead you will see an Affection bar here, which also works like an experience bar and slowly fills as you gain more affection. They show an Alignment bar, but they cannot gain Dark or Light Side points and the bar will always show neutral. Companions also have a customization slot instead of 2 Relic slots. If you wish to place gear on your companion, be sure to open this tab first and you can gear them like you would your character.

10 – This is the Ship tab. Once you gain your ship, this tab will appear in the Character Panel. Clicking on the tab will switch to the Ship and you can equip it with things like armor and shields or missiles. For more information, read the Space Combat section below.

Inventory Panel


The Inventory Panel can be accessed by clicking on the open chest icon on the Game Systems menu, or by pressing “I” or “B”. Your character’s inventory starts off with 30 slots and you can buy more when you have the spare money, 10 extra slots at a time.

1 – At the top of the Inventory Panel you will see two numbers, current/max capacity. When your inventory is full, you will need to make space before you can pick up more items.

Note: If you’re paying close attention, you may have noticed in the screenshot that I have only 1 item in my INV but the capacity is showing 5/30. That’s simply a glitch where I probably sold 4 pieces of junk before taking the screenshot without closing and reopening my inventory. Closing and reopening the inventory will refresh the count.

2 – The little blue squares indicate available slots in your inventory. You can click and drag items around to place them where you wish to inside your inventory as well. Currently there’s no option for sorting or searching your inventory.

3 – When you have some extra money, you can expand your inventory by 10 slots at a time by clicking on the chest+ icon here. The cost goes up dramatically as you open more slots.

4 – Inventory tab. When you open the Inventory Panel, it will default to this tab, click here to return to your inventory from another tab.

5 – Mission Items tab. Whenever you get an item for a mission or pick up an item you need to collect, they go into this tab instead of your regular inventory. If you go searching for Datacrons and get some colored shards, they will also be placed here.

6 – Currency tab. All of the various commendations you can earn will be placed in the currency tab, click here to view how many you have of each kind.

7 – Your current money. Money in the Old Republic is referred to as “credits”, which are identified by the “7” with the lines through it.

Cargo Hold


Related to your inventory, you will also have a Cargo Hold. This is the equivalent of a “bank” in most other MMOs. You can only access your Cargo Hold from certain places in the game, so there are no quick-access keys to open it. If you wish to go to your Cargo Hold, look for a key icon on your map, or you can access it from your ship when you get that. Generally, you can find Cargo Holds near a Galactic Trade Network as well.

The Cargo Hold is much larger than the starting inventory, with a total of 80 open slots right at level 1. As you can see in the image above, you can also purchase more bays starting at level 20. One of the nicest features about the Cargo Hold is that you can toss all of your crafting mats in it and your companions will use them to craft, instead of needing to keep them on you at all times.

Abilities Panel


The Abilities Panel contains all of your character’s abilities, as well as shows your current companion’s abilities and is where you can access learned/bought vehicles. You can access the Abilities Panel by clicking the icon of a star with an open triangle on it in the Game Systems menu, or by pressing “P”.

1 – These are your general abilities, such as Quick Travel, Revive, Emergency Fleet Pass, Armor Proficiency, etc. that all classes would have access to. The Abilities Panel opens to here on default, click the tab to return here from another one.

2 – The second tab is for your base class abilities, such as Jedi Knight, Imperial Agent, or in this case, Sith Inquisitor.

3 – The third tab is for your Advanced Class abilities, such as Jedi Guardian, Operative, or in this case, Sorcerer.

4 – The fourth tab is your vehicle tab. When you first purchase a vehicle, it will appear in your inventory. Clicking on it will “learn” the vehicle and store it for future use in this tab. The vehicle “abilities” are a toggle type icon, and it’s usually best to move some to an action bar for easy access instead of coming here every time you wish to mount up.

5 – The last tab is for your current companion’s abilities. You can view them here as well as turn on and off whichever toggled abilities you wish.

6 – This is more of a side note, but if you notice, 6 is on the general ability “Mouse Droid” which is also a toggle. Currently, any “pets” you gain/purchase and “use” will be moved to the general tab. Down the line they may create a new tab for these like they have for vehicles.

Log Panel


The Log Panel is mostly used to track your current missions and to read the Codex, but also contains tabs for party member missions and Operation lockouts. You can access the Log Panel by clicking the open triangle icon on the Game Systems menu, or by pressing “L”.

1 – All of your current missions will appear in this area. As you can see, missions are categorized by Planet, Class, Space, PvP, etc. They are also color coded for difficulty depending on your level difference from the mission. Going from easy to very difficult, the colors are grey > green > yellow > orange > red. The circles to the right of the quest names can be clicked to track or untrack a quest from the Mission Systems area on the main UI (filled dot is tracked, blank dot is not). Below the mission names, just above the tabs, you will see the current/max number of missions you can have at one time (you can only have 25 open missions at one time for now).

2 – Highlighting a mission on the left will open it on the right 2/3s of the Log Panel. The name of the mission is displayed here, at the top.

3 – From top to bottom of this small area: type of mission (Class in this case), task summary (Travel to Balmorra) and to the right, the suggested level of the mission (Level 15).

4 – Another place you can track or untrack a mission from.

5 – Detailed mission description, especially useful if you enjoy the lore or if the task summary feels vague.

6 – The Reset button is used if you wish to reset a quest to the beginning. This can be useful if you make a mistake or if you’re trying to do a heroic mission and half the party is saved to a different instance of a phased area. The Abandon button does what it sounds like, it will completely abandon the mission and remove it from your Log.

7 – Just in case you missed the first two tracking buttons, here’s a third option. Clicking this will Track or Untrack the mission. Some quests can also be shared with party members by pressing the Share button. If any of these buttons are dimmed out, you cannot click on them. For instance, this mission cannot be shared because it is a Class specific mission.

8 – The Mission tab. Opening the Log Panel will come here be default. Click to return to your missions from another tab.

9 – The Party tab. If you are in a party, you can open this tab and see all of the missions that your fellow party members are on. Looks basically the same as the missions tab. Very useful if you’re trying to help someone or wish to compare which missions you can do together.

10 – The Codex tab. This will open the Codex tab, which I’ll discuss in more detail next, or you can view the Codex section below.

11 – The Lockouts tab. This tab will show which bosses and versions of Operations you are currently locked to for the week. It will also display lockouts for party members if you’re in a group.

Codex Tab


Going to do a quick rundown of the different parts of the Codex here. For more information, view the Codex section below.

1 – Codex categories will be listed here. Clicking on a category will open it on the pane to the right, where you can pick specific entries within that category to view.

2 – Your overall progress will be tracked here, and if you click on the arrow to the left of “Overview” you can see a planet by planet overview as well.

3 – The category name that you opened on the left will display at the top here. In addition, you will see a progress tracker for how many entries in that category you have discovered.

4 – When you open a category to the left, specific entries will be listed here. Clicking on these entries will display their details below.

5 – The details for the chosen entry above will be shown here. In the case of a planet entry like this one, you can also click on that hour glass icon to get expanded details on each sub-category left to find on each planet. This area also has detailed text entries that discuss the lore associated with different entries.

Skill Tree Panel


The Skill Tree Panel won’t become available until you’re level 10+ and have chosen an Advanced Class. This panel will let you chose where to place Skill Points that you get as you level above 10. You can access this panel by clicking on the misshapen tree/piping blueprint looking icon on the Game Systems menu, or by pressing “K”.

1 – The top of the Skill Tree shows your Advanced Class name.

2 – Near the bottom of the panel you can see the names of each of your Advanced Class’s skill trees and how many points you have placed into each one.

3 – Skill points must be spent from the bottom of a tree and going up. The gradient highlights what tiers you have access to currently. For example, after spending 5 points in the bottom of one tree, you will then gain access to the second tier the next time you earn a point, and both tiers will become highlighted.

4 – This section shows how many training points you have available to spend, or how many you’ve used so far.

5 – When placing points into your skill trees, you can left-click to place a point and right-click to remove a point. If you’re not happy with where you placed them, you can Reset to start over, or hit Commit to lock the skill points in. After committing skills, you will need to pay to reset your skill trees back to zero.

6 – (Not Pictured) There’s a Skill Tree and Legacy tab at the bottom of this panel. Once you’ve completed a character’s Chapter 1 story line, you will be able to access the Legacy tab. Details will become available later.

Social Panel

The Social Panel works a little differently from some of the others. It consists of four different tabs, but three of them are accessible through icons or keyboard commands. I’ll do a quick rundown of the major three sections here.

Friends Panel


The Social Panel will open to the Friends tab by default if you click on the 3-person icon in the Game Systems menu. You can also access this panel by clicking on the “Friends” button in the Social Center above the chat area (this requires you to have already friended someone for it to show there) or by pressing “O”.

Pretty standard friend’s list. You can see people’s name, their current level, their class and what planet and instance they are on. Clicking the “+” at the bottom of the panel will bring up a small dialogue box where you can add a new person to your friend’s list. I won’t go over all of the tabs here since I’ll be going into detail in just a moment, but the Ignore tab will basically look like the friend’s list, only it’s used to place people on ignore so you no longer see them type. You can add or remove people there, or type /ignore {playername} to also place them ignore.

Who Panel


The Who Panel is a good way to search for people online. You can access this panel by clicking on the location name in the Social Center above the chat box, or by typing /who.

1 – When you open the Who Panel, it will automatically search for people in the same area as you, such as the planet you’re currently on. You can clear this out and put in your own search terms as well, such as “Daelenn” (without the quotes) and it will search for anyone named Daelenn online.

2 – The results area looks basically similar to the Friend’s list, but you can also see who is “looking for group” by the 3-person icon to the left of their name. If they have a comment, it will show to the far right as well.

3 – If you would like to look for a group yourself, you can click this box on the left to highlight it, setting your status to “LFG”. If you wish, you can also click the button to the right to “Set LFG Comment” and make a short comment about what you’re looking for a group to do (recommended you add a comment).

Guild Panel


The Guild Panel will be empty unless you’re in a guild. If you’d like to access this panel, you can click on the flag icon on the Game Systems menu, click on the Guild button on the Social Center (won’t show up unless you’re in a guild) or by pressing “G”. Guild functions are pretty basic for the moment, but should improve after launch.

1 – The name of your guild will be displayed here at the top.

2 – If you’d like to display offline guild members, you can click the box to the left, or turn it off to only display online members. Total guild members will be displayed to the right, and clicking the Details button will open a larger guild window (will show this below).

3 – Like the Friends and Who Panels, most of this information will be familiar, showing guild members names, levels, class and location. In addition, you can see member’s rank, or click the triangle by that and change it to another option, like Member Notes.

4 – At the bottom of the Guild Panel you can view the Message of the Day (MotD) and a Description for the guild. If you have the proper permissions, you can also click the Edit buttons to change what’s displayed.

Guild Details


The Guild Details Panel basically just gives a larger view of the Guild Panel right now. As you can see, you can also right-click on members for more options, such as setting notes, removing from guild or changing their rank. Hopefully many more options will appear over time.

Crew Management Panel


The Crew Management Panel gives you access to all of your available companions and your crew (crafting) skills. You can access this panel by clicking on the gem icon in the Game Systems menu, by clicking on the small ship icon on your companion’s portrait or by pressing “N”. The icon will be greyed out until you receive your first companion, and pressing “N” will let you know you cannot open this panel without gaining a companion first.

1 – Depending on which crew skills you decide to learn, they will show up here with a small icon and their respective names. Clicking on either the small icons or larger ones below will open the crafting panel associated with that skill.

2 – As you level higher, you will be able to send more companions out to do crafting at one time. The number you can send at one time will be displayed here under “Max Deployable”.

3 – Here you can view your overall progress with each crew skill you are trained in. Currently you can level a crew skill to 400, and the small bars will fill yellow as you gain levels in each skill. If you ever wish to unlearn a skill and train in a different one, click on the small “X” next to the “x/400” of the associated skill. A warning dialogue lets you know you are about to delete all progress you’ve made with that skill and unlearn it.

4 – On the right side of all your available companions, you will see one of these three icons. The gold border and bust icon indicate that that companion is your currently summoned one. The small chest and credit icon below that can be clicked to send your companion off to sell trash. Above these you can see another icon of a small bust figure and an arrow pointing right; clicking this button will summon the corresponding companion and dismiss any active companion you had out.

5 – As you gain more companions, they will show up in this area. The small bars under their portrait with the green heart to the right will slowly fill with green as you gain more affection with that companion, up to the maximum of 10,000. Clicking on the large crew skill icons next to their portraits will also open the associated crafting panel with that companion set to craft by default.

Crafting Panel


The Crafting Panel can only be accessed through the Crew Management Panel. Clicking on a crafting skill (non mission or gathering) will open a window like this one.

1 – Name of the crafting skill you are using.

2 – Sorting and filtering options. The drop-down on the left will sort your crafting schematics by quality, while the center drop-down will sort by type (helm, belt, etc). The drop-down on the right will change the value below it in the crafting window, basically viewing schematics by Difficulty with the dots representing skill gain possibilities, Level which will show the level of the crafted item and Rating which is the rating of the item (basically the quality level or item level of an item).

3 – All of your known schematics will be shown in this area, colored according to their quality. The numbers to the left of the schematic’s name indicate how many of said item you can make with available materials. The color of the number also indicates the items difficulty to make.

4 – On the right side of the Crafting Panel you will see the selected schematic from the left. Here you will see the name of the selected schematic, and icon for what it makes and how long it will take to craft.

5 – Below the schematic name you will see a list of the needed component(s) to craft the item. If the name of the component is dimmed out, you don’t have any of the item in your inventory or cargo hold. If you have the item, it will show the amount you have between your inventory and cargo hold with a number to the right which means: amount you have/amount needed to craft item.

6 – At the bottom of this panel you will see a highlighted companion. On the left you have the companion’s portrait, and to the right you will see a drop-down with their name and their crafting bonuses listed below. Clicking on the drop-down, you can change companions if you would like another one to craft the item instead. Clicking on “Craft” will send the companion away to do your crafting. You can queue up to 5 crafting items at a time/companion you’re able to use.

Crafting Missions Panel


Like the Crafting Panel, the Crafting Missions Panel can only be accessed through the Crew Management Panel. This panel will look the same whether it’s a mission skill or a gathering skill (since they have missions as well).

1 – Name of the crew skill on the left. On the right you will have a drop-down box that lets you choose a range of mission levels to send your companion on. You can only access the higher tier missions after you skill up some, but if you ever need lower tier materials, you can use this feature.

2 – Here you can scroll through a number of available missions which you can send a companion on. Unlike crafting, these will cost money to send a companion on and will take much longer to do than a craft skill of similar level. Missions can also be failed, so be aware of that and consider which companion you send on these.

3 – Like the crafting panel above this, at the bottom you will see your companion and their crafting bonuses. You can use the drop-down to select another companion. When you have chosen a mission, click on it to highlight it and then press the “Send Companion” button at the bottom. Unlike crafting however, you cannot queue up multiple missions.

Note: The missions have various Yield ratings. Higher yields will reward more and better results, while also costing more to do and taking longer to complete. The levels of yields from lowest to greatest are: Moderate, Abundant, Bountiful, Rich, Prosperous. Prosperous yields are typically unlocked through mission discovery items.

Reverse Engineering


Technically part of the Inventory Panel, I wanted to point this out while discussing the crafting panels. With your inventory open, you can click on the “Reverse Engineering” button near the top right (you’ll need a craft skill for this to show up). Clicking on it will highlight the ability in gold and dim everything in your inventory except what you have the skill to “RE”. Notice in the image above how everything is darkened except the chest piece. If you mouse over the item you can RE, the cursor will change to the RE icon and you can right-click to destroy the item. For more information about Reverse Engineering, check the Crew Skills section above.

Game Menu / Options Panel


The Options Panel can be accessed by pressing the gears looking icon on the Game Systems menu or by pressing Esc.

Quit Game – Clicking this will completely exit out of SWTOR. You can also do this by typing /quit or /q.

Logout – Clicking this will log you out of that current character and back to the Character Select screen. Use this if you wish to change characters or servers without completely closing out of the game. You can also do this by typing /log or /camp.

Preferences – Clicking this will open the Preferences Panel, which you can also access by hitting Ctrl+P. The Preferences Panel will allow you to change setting such as Graphics, Sound, Nameplates, etc. At the bottom of the Preferences Panel is a tab for Keybinds as well.

Cancel – Closes the Options Panel; hitting Esc again will also do this (which also works for closing any open panels).

Customer Service Help Request Panel


The CS Panel can be accessed by clicking the “?” icon on the Game Systems menu, or by pressing Ctrl+/ or typing /bug to open a bug report directly.

1 – The Message of the Day. Check this before anything, in case your problem is already a known issue.

2 – Pressing the “Character Stuck” button will move you from wherever you are stuck and cause gear damage. If a safe area isn’t close enough, you will be returned to the closest med center. This command can only be used once every 120secs. An easier way to access this ability is to type /stuck.

3 – This section is for “Hot Topics”. These are problems or large notices that may affect a lot of people, so check these if you’re having a similar issue as they may have fixes already posted.

4 – Here you can search the Knowledge Base by trying to type in what your problem is and seeing if you get a possible solution.

5 – The tab for the In-Game Help Center, pictured above.

6 – The Request Help tab. If you have an issue that you couldn’t find help for through the Help Center’s hot topics or knowledge base, you can go here to create a support ticket.

7 – The Live Agent Chat tab. This tab will remain dim and un-clickable unless you get a CS agent to respond to your ticket while you are online and they can chat with you.

Subsystem Windows

Now that we’ve gone through all of the major systems and panels, I’m going to do a quick run through of most of the subsystems in the game that have popup windows. Most are pretty self-explanatory, so I’m not going into too much detail with them. Mostly I’ll be showing you how to access them and what they’re for or what they can do. Let’s get started.

Map Panel


The map can be pulled up at any time by pressing “M” or by clicking the small globe icon on the bottom left of your mini-map. The map you see in the central panel will depend on your location; it can be a map of a building interior, a sub zone, or the planet map, etc.

On the left of the map you will see a Legend panel. Most of this is self-explanatory, so I won’t go through all of the icons. One thing I’d like to mention though are the yellow archways (sometimes with a green or purple arrow), these can be clicked on in the map to navigate to other areas. Also, where you see the various filters at the bottom such as vendor, crew skills trainer, etc., you can only track one of these at a time on the main map, whereas the mini-map can track all of them at once. Finally at the bottom you will see an hourglass icon with a box next to it. Clicking on the box will turn the cursor into a magnifying lens that you can move around the map to get a zoomed in view of areas.

The center panel is the main map, with the name of the area location at the top along with the instance you are in. As you can see on here, there’s some yellow and green objectives along with a few purple ones. The yellow and green objectives are yours, while anything in purple is a party member’s. When you first discover a new area, there will also be filled in hexagons all over e map, obscuring your view. This is a fog of war setting and will only be removed when you discover all of the areas on a planet.

On the right you have the Mission Tracker and Area panels. Any quests you are currently tracking will show up here. Clicking on the mission will open your Mission Log to that quest, while hovering over a mission name will turn the corresponding objective white on the main map. The reverse can also be done; hovering over an objective on the main map will turn the mission name white. The Area panel will let you click between the world map and subzone map. So if you were on, say, Tatooine in the Jundland wastes, your main map would show Jundland. Clicking here would switch to the Tatooine world map, and clicking here again would switch back to Jundland. If the planet you are on is currently being instanced due to a high population, you will also see the drop-down box just below the Area title. You can click on this and use it to shuttle to another instance.

Item Preview


You can access this window by Ctrl+Left-clicking on armor you see as a mission reward, on the GTN, on a vendor, etc. Currently does not work to preview weapons however. If someone links armor in chat, use Alt+Left-click instead.

This is useful if you have a choice of mission rewards or are debating on something to buy, or if you just want to see what different gear looks like. You can also preview items on companions by clicking the companion tab at the bottom and using the same commands above. This can also be used to preview companion customization kits if you’d like to see how they look.



The Workbench pop-up can be accessed by Ctrl+Right-clicking on a modifiable piece of gear. Hovering over the different slots will highlight any usable mods in your inventory. For more information on how this all works, see the Item Modification section below.

Trade Window


Basic trade window. You can right-click someone’s portrait that you have targeted and select the Trade option, or target someone and type /trade to open this window (they need to be somewhat close). You have slots for up to 7 items and you can trade credits as well. When you click Trade at the bottom, your icon at the top will switch to saying “Ready!” and glow green. When both people are “ready”, the trade will go through.



This is the mailbox and view mail message windows. You can access these by finding a mailbox, use map filters if you’re having trouble finding one. You have the basic Inbox and Compose tabs on the Mailbox window, and you can use the check-box at the top left to select all your mail for opening or deletion.

When you view mail you, it looks like a standard email with a From, Subject and body area. Check the bottom for attached items or money before deleting any mail. At the top you can also cycle through mail and it has function such as Report Spam. You may also receive mail from NPCs you have done missions for in the past, with some extra role-play value as well as possible thank you gifts. If you have new mail, you will get a letter icon with a number in the Social Center above the chat box.

Galactic Trade Network (GTN)


The Galactic Trade Network, or GTN, is the Old Republic’s version of an Auction House or Player Market. Unless this is changed later, currently you can only access the GTN on your faction’s fleet or capital planet. There was also a neutral GTN in the Promenade of Nar Shaddaa.

You’ll need to use the filters above to search through the GTN, at least putting in a Category and Subcategory. After that you can also choose a Rarity, Usable By, level range, cost range and a name filter. An example would be: Item Modification > Color Crystal and type “Yellow” in the Name Filter for yellow crystals. One other thing to keep in mind is that there is only a “buy now” option for making purchases.

Vendor Window


This is the standard pop-up for interacting with any of the many vendors you will find in the game. The drop-downs at the top allow you to filter results and sort them. If you wish to sell items to the vendor, simply right-click them from your inventory, which should open automatically when you interact with a vendor. At the bottom left you can also see a Repair All button. Clicking this will repair all of your gear at once.

The tabs at the bottom include the For Sale tab which is opened by default, as well as a Buy Back tab and a Repair tab. The Buy Back tab allows you to buy items back that you may have sold by mistake. The Repair tab gives you a break down of you and your companion’s gear which you can repair item by item if you don’t wish to repair everything at once.

Tip: Notice that this random vendor in a space port that sells “Armor” also has a modifiable piece of droid armor. It’s worth checking all of the vendors you come across, as sometimes they will have a surprising addition to their selection.

Warzone Queue


Clicking on your faction icon on the bottom right of the mini-map will bring up the Warzone Queue window (as long as you’re level 10+). The window will show your current Valor rank and any PvP commendations you have, as well as some information on the various Warzones to the right. At the bottom you have the options to Leave Queue, Queue Solo or Queue Group. If you are in a party, you can queue as a group and everyone else will be notified they were added to the queue. The “Queued With” area on the left will show which party members are in queue with you as well.

Warzone Scoreboard


The scoreboard will pop up at the end of a Warzone match. If you’ve played instanced PvP games in other MMOs, most of this should look similar. At the top you can see the final score, how much Valor you earned, how many commendations you won, how much xp you gained as well as how much money you got. Near the bottom you have a button for Exiting Warzone on the left, and to the right is a check-box for re-queuing when you finish. You can also sort people with the tabs at the bottom for All, Allies or Enemies.

Most of the center of the scoreboard should be familiar or at least self-explanatory, so I won’t go over everything, but I’d like to point out a few columns. Next to Player Names you will see MVP Votes. At the end of a match, you can click on the small trophy icons to award someone on your team an MVP vote, granting them a few extra commendations and valor for doing a good job. The Protection column is a nice addition for players that are tank spec’ed, as it will show how much damage they took from other team members. The next to last column shows Objectives, so you can see how much each team member contributed to the objectives in the Warzone. Finally, the Medals column is a place to brag about how many different medals you earned that match, for doing things like killing blows, healing a lot, etc.

Phased Area


The final two things I’d like to show aren’t panels or pop-ups, but elements you will see on-screen which may be confusing at first. This is a screenshot of a phased area, which you will come across a lot of on your journey.

Green force-fields are a phased area for your class story which only you can enter. Party members can enter as well, but you will have to go inside first before they can walk through. Red force-fields are closed phases, either you’re not on that part of your story yet, it’s someone else’s story area or it’s a group area that you’ve already completed. If you see a red force-field, you can mouse over it to see who’s phase it is. Finally, blue force-fields are group areas, usually for a heroic mission. These can be entered by anyone in your group. Story areas will also turn blue after the person enters the area.

If you notice at the top of the screenshot, there’s a golden border around the Game Systems menu with my name on it. When you enter a phased area, the person who “owns” that phase will have their name displayed at the top. If you enter another person’s story area with them, you would see a red border with their name, and I believe a blue border with their name if it is a group phase.

Interactive Objects


If you notice in this screenshot, the plaque at the base of this statue is softly glowing blue. This image is an example of a Lore Object, which will give you a new Codex entry when you click on it. Most objects in the game which you can interact with will have a blue glow on them like this. Lore objects will have this the first time you find them, and mission objectives will glow as well so you know what to click on. Resource nodes for gathering will also have this if you’re able to gather from them, and usable doors will glow as well, such as on shuttles so you know which one you can use.

Keyboard Commands

Following is a list of in-game keyboard commands and keybindings. If you’ve played many MMOs, a lot of these will be familiar, and all of them are listed in the Keybind menu under Preferences. Even though you can access most of this in-game, it’s always nice to have a list of the defaults in case you change something and want to know what key-bind you modified without having to return to the default to fix something. If you’ve never played an MMO, I suggest reading through here to get a good understanding of how things work, and use this as a good reference if you can’t figure out how to do something.

After the key-bind section, I’ll be adding a list of other useful in-game functions that aren’t actually listed under the key-binds. I definitely suggest checking that out if you want to know how to do things like item-preview or resetting your UI. Finally, at the end I’m also adding known /text commands.



Take Cover In Place: Shift+F / Shift+Mouse Button 3

Take Cover: F / Mouse Button 3

Cover Fire: Not Bound by Default

Set Focus Target/Swap Focus Target: Alt+F

Target Nearest Enemy: Not Bound by Default

Target Nearest Friend: Not Bound by Default

Target Next Enemy: Tab

Target Next Friend: Ctrl+Tab

Target Previous Enemy: Shift+Tab

Target Previous Friend: Ctrl+Shift+Tab

Target Self: F1

Target Companion: Shift+F1

Target Party Companion 1: Shift+F2

Target Party Companion 2: Shift+F3

Target Party Member 1: F2

Target Party Member 2: F3

Target Party Member 3: F4

Target Party Member 4: F5

Acquire Target’s Target: Alt+T

Self Target Modifier: Home

Focus Target Modifier: End

Target Center Screen: Alt+C

Notes: You can also target your companion by double-clicking F1, which basically cycles through you or your companion. The Self and Focus Target Modifiers are basically quick-cast keys for using abilities on you or your focus target without losing your current target. These can be held down while you use an ability, such as healing yourself without deselecting the tank.


I’m not going into detail here, since most of these are unbound by default. Basically though, “quickslot” keybinds are for binding any of your abilities, that are on any of your 4 action bars, to a specific key-stroke. By default, only your first, primary action bar has keybindings already assigned (which you can change).

Quickslots / Action Bar 1: 1-0, – and =

In other words, the top row (not counting the F/Function keys) on most people’s keyboards. These 12 keys will control any of the abilities you assign to the first action bar. You can change these if you wish, as well as add bindings to abilities on any of your other 3 action bars.

Next Quickslot Page: Shift+Down Arrow / Shift+Mouse Wheel Down

Previous Quickslot Page: Shift+Up Arrow / Shift+Mouse Wheel Up

These commands will cycle your primary action bar to any other bar, if you choose to not have the others on-screen maybe. There’s a dial type button to the right of the ability on the “=” button as well that does the same thing.

Toggle Expanded Companion Bar: ~

Companion Quickslots: Ctrl+1-0, – and =

Normally, the companion bar will show only 4 abilities below the companion’s icon. If you use the “~” key to toggle their expanded bar, it can expand over any of your action bars instead, showing all of their current abilities (You can decide which bars they will cover in Preferences > User Interface > Quickbars > Companion Expanded Quickslot Placement). Companion quickslot abilities can also be used with the same keys as the player quickslots + Ctrl.


Follow Target: Not Bound by Default

Jump: Spacebar / 0 (that’s the zero on your number pad, not the letter “O”)

Move Forward: W / Up Arrow

Move Backward: S / Down Arrow

Turn Left: A / Left Arrow

Turn Right: D / Right Arrow

Strafe Left: Q

Strafe Right: E

Sheath/Unsheath Weapon (Also, “holster/unholster”): Z

Sit/Move Down: X

Toggle Autorun: Num Lock / Mouse Button 4

Toggle Run/Walk: / (This is not referring to the “Sprint” ability)


Master Volume Down: Ctrl+-

Master Volume Up: Ctrl+=

Minimap Zoom In: +

Minimap Zoom Out:

Screen Shot: Print Screen

Toggle Music: Ctrl+M

Toggle Sound: Ctrl+S

Toggle User Interface: Alt-Z


Toggle Ability Pane: P

Toggle Character Pane: C

Toggle Chat Pane: Not Bound by Default

Toggle Crew Skills Pane: N

Toggle Warzone Pane: O (the letter “O”)

Toggle Guild Pane: G

Toggle Inventory Pane: I / B

Toggle Mission Log: L

Toggle Skill Pane: K

Toggle Social Pane: Not Bound by Default

Toggle Who Pane: Not Bound by Default

Toggle Preferences Pane: Ctrl+P

Toggle World Map Pane: M

Toggle Customer Support Pane: Ctrl+/


Chat Page Up: Page Up

Chat Page Down: Page Down

Chat Bottom: Shift+Page Down

Chat Reply: R

Open Chat: Enter

Open Chat Slash: /

Re-Whisper: Shift+R

Note: Not sure if this is a bug that will be fixed or just a weird issue with the cutscene system, but during cutscenes, Reply is disabled. You can still use chat and type a whisper by hand, but the quick keys aren’t functional.


Zoom In: Mouse Wheel Up

Zoom Out: Mouse Wheel Down

Max Zoom In: Not Bound by Default

Max Zoom Out: Not Bound by Default

Note: In the Preferences options, you can actually set the max zoom variable. This is a nice feature if you wish to adjust how far the camera can zoom out to so that you’re not constantly zooming in and out to adjust.

Undocumented Key Commands

The following is a list of keyboard/mouse commands that aren’t listed elsewhere in-game. Keep in mind, some of these are key-bound commands like the above list, but if it’s not listed in the Keybind menu, you won’t be able to re-assign it either.

Toggle Ambience: Ctrl+A

Toggle Options Menu: Esc

Toggle FPS Meter: Ctrl+Shift+F (Displays frames per second in lower left corner of the screen)

Force Close Game: Alt+F4 (Should really only use this method if you’re having issues logging/exiting out properly)

Skip Dialogue: Spacebar during cutscene

Exit Cutscene: Esc during cutscene

Notes: Spacebar skips one line of dialogue at a time, and you cannot skip past a character choice. Exiting a cutscene will reset the cutscene to the start; useful if you click the wrong choice or forgot to wait on a friend, also useful if a choice isn’t what you thought it would be. Sometimes the dialogue wheel choices can be a bit ambiguous and not 100% accurate to what you thought your character would say. Another thing to keep in mind if you tend towards the unscrupulous nature: you cannot exploit the system by gaining dark/light points, social points or companion affection. These 3 gains or losses are only granted upon quest completion.

Re-load UI: Ctrl+U twice

Note: At first glance, this may seem to do the same thing as Alt+Z, but there’s a big difference. Alt+Z simply hides the UI visually, Ctrl+U actually turns it off and on altogether, effectively resetting it if you’re having weird UI issues.

Preview Item/Dressing Room: Ctrl+Left-Click an item in your INV, on a vendor, in a quest reward, in chat, etc.

Note: Currently this is not working for weapons.

Link Item In Chat: Shift+Left-Click on an item while chat is open

Note: Currently this only works for items and not for quests, abilities or misc. things like location.

Gear Modification: Ctrl+Right-Click gear on your character pane, inventory or cargo hold

Note: This can sometimes be buggy if you try to modify gear you’re currently wearing and clicking on the item will send it to your inventory instead of opening the Workbench pane.

Split Item Stacks: Shift+Left-Click, then Drag Mouse

Note: This is about the least intuitive method I have ever seen, and there’s a good chance it will be changed. This works for splitting stacks of items in your INV, as well as for buying multiples of an item from vendors.

Text Commands

Most of the text commands can be done through other means, such as right-clicking another player’s portrait or your own, or clicking on certain chat box areas, or just hitting specific keys for it. Some people prefer to use text commands though, and mind find this method faster. If you wish to use these commands, simple hit “/” to open the chat with a / and type the text, then hit Enter. Also, there’s quite a few emotes that you can do in-game with these commands, such as /wave or /dance that I won’t be listing here.

Notes: When you see something in brackets {}, you do not need to type the brackets. Usually you will need to be targeting someone when you type the command, or add their name to the end, such as /whisper daelenn. Other commands will allow custom text, such as creating or using custom channels, or setting an away note.

Chat Channels

/1 or /general: Change set chat channel to General

/2 or /pvp: Change set chat channel to PvP

/3 or /trade: Change set chat channel to Trade

/s or /say: Change set chat channel to Say

/y or /yell: Change set chat channel to Yell

/p or /party: Change set chat channel to Party

/g or /guild: Change set chat channel to Guild

/tell {playername} or /whisper {playername}: Sends private message to player

/r or /reply: Responds to last person that sent you a tell/whisper

/ops: Change set chat channel to Operation Group

Guild Commands

/g or /guild: Change set chat channel to Guild

/o: Change set chat channel to Guild Officer, if you have permissions

/ginvite {target/playername}: Invites player to Guild, if you have permissions

/gremove {target/playername}: Removes/kicks player from Guild, if you have permissions

/gquit: Leave/drop Guild you’re currently in

/gabdicate {target/playername}: If you are Guild Leader, this abdicates leadership to that player

/gdisband: If you are Guild Leader, this completely destroys Guild

Private Channels

These commands are for creating, using and modifying a private chat channel. These channels will show up in the chat log just like messages in General or Trade, but the channels can be as private or public as you choose.

/create {channelname} {password}: Creates custom channel with optional password

/cjoin {channelname} {password}: Joins custom channel with optional password

/cleave {channelname} {password}: Leaves custom channel with optional password

/lock {channelname}: Locks custom channel so only invited players may join

/unlock {channelname}: Unlocks custom channel so anyone can join

/cinvite {channelname} {playername}: Invites player to custom channel

/ckick {playername}: Removes/kicks player from custom channel

/password {channelname} {password}: Adds/changes a password to a custom channel

/password {channelname}: Clears/removes password to custom channel

/ban {channelname} {playername}: Bans player from custom channel

/unban {channelname} {playername}: Un-bans player from custom channel

/mod {channelname} {playername}: Gives player moderator status for custom channel

/unmod {channelname} {playername}: Removes moderator status from player for custom channel

/mute {channelname} {playername}: Mutes the player from typing in the custom channel

/unmute {channelname} {playername}: Un-mutes player from typing in the custom channel

/moderate {channelname}: Only moderators can type in the custom channel

/unmoderate {channelname}: Allows anyone to type in custom channel

/channellist: Lists all custom channels your character is in

/list {channelname}: Lists all members of custom channel

Group Commands

The group commands will work for parties or operations, some will only be applicable to one or the other however.

/invite or /i {target/playername}: Invites player to group

/accept or /a: Accept invite to group request

/decline or /d: Declines invite to group request

/quit or /l: Quit/leave current group

/setleader {target/playername}: Sets the player to group leader

/remove {target/playername}: Removes the player from the current group

/convert or /c: Converts the current party to an operations group

/promote {target/playername}: Promotes player to an operation assistant

/demote {target/playername}: Demotes player from an operation assistant

/move: ?

/open: Sets the operation group open for being invited to another operation group

/join or /j: Merge operation groups if there’s room (less than a total of 24 players combined)

Miscellaneous Commands

/flag: Flag yourself for PvP, typing this again will turn off your PvP flag if you do no PvP activity for 5mins

Note: This is only optional if you’re in an area where you are not flagged automatically

/duel {target}: Requests a duel with the targeted player

/bug: Opens the bug report section for Customer Service

/stuck: If you are stuck, will move you a short distance away from the location. If a safe location cannot be determined, you will appear at a Med Center and take durability damage. Only usable once every 120 seconds

/emote {text} or /e {text}: Types the text in emotion color for nearby players, such as /emote says hi, will show as “Daelenn says hi”

/follow {target/playername}: Will set your character to follow the targeted player

/assist {target/playername}: Will target what that player is targeting

/inspect {target}: Will inspect targeted player’s character sheet

/ignore {playername}: Puts the player on ignore status

/afk {message}: Will set your status as “away from keyboard” with optional message if someone whispers you

/dnd {message}: Will set your status as “do not disturb” with optional message if someone whispers you

/played: Displays the total time you have played the game on this character

/log or /camp: Brings up dialogue to Log Off from the game

/q or /quit: Brings up dialogue to Exit from the game

/who {player/guild name}: /who will bring up the Who Pane for searching who is online.

Note: The chat command should work for names and guild names, but currently does not seem to be fully functional. Bringing up the Who Pane will search through everyone on the current planet, remove the planet name and type in a player or guild name to refine your search there.

Class Resources

Each of the classes in the Old Republic uses a different type of “resource” for all of their skills. Like most MMOs, classes are designed with a resource pool that makes using abilities a dynamic system with some give and take. Without a resource to manage, abilities could be spammed an unlimited amount or they may all have long cool-downs. Some of the resources used in SWTOR will feel familiar to MMO veterans, but many also have their own twist as well. Let’s get started:

Jedi Knight / Sith Warrior


Jedi Knights call this resource Focus, while Sith Warriors call it Rage. Functionally it works identically across classes. Basically, some abilities will generate Focus/Rage, while other abilities will cost a certain amount of Focus/Rage to use. If you don’t use the accumulated Focus/Rage, it will decay by 1 every few seconds. You can only have a max of 12 Focus/Rage at one time as well.

If you go Guardian or Juggernaut, you also gain access to a lvl22 ability called Combat Focus/Enrage which immediately grants 6 Focus/Rage and has a 1min cool-down. If you wish to tank on either of these Advanced Classes, you will also gain a tanking stance at lvl14 called Soresu Form. This stance lowers the amount of Focus/Rage you generate with attacks by 1, but allows you to generate 1 focus from taking damage instead, no more than once every 6 seconds.

Jedi Consular / Sith Inquisitor


Both Jedi Consulars and Sith Inquisitors use the Force as a resource. If you’ve ever played a caster class in other games where they used mana, magic, mp, etc., then this mechanic will feel similar. Instead of gaining more “mana” as you level though, the amount of Force you have stays static. For the first 10 levels, all Consulars and Inquisitors will have 100 Force. When choosing an Advanced Class, Sages and Sorcerers will gain an extra 400 Force, for a total of 500 Force power. Shadows and Assassins will keep their resource at 100 Force.

If you go the tanking route with Shadow or Assassin, they have a tier 4 skill called “One With the Force/Blood of Sith” which will increase their Force regeneration by 10/20/30%. Going a DPS route in the non-shared tree will grant access to a tier 3 skill called “Vigor/Deceptive Power” which increases Force by 10. Choosing Sage or Sorcerer will give you access to a tier 1 skill in the Telekinetics/Lightning tree called “Mental Longevity/Reserves” which will increase your total Force by another 50/100.

Smuggler / Imperial Agent


Smugglers and Imperial Agents share a resource called Energy. Functionally, this resource will feel familiar if you have played a Rogue or Thief type of class in other games. You have a pool of 100 Energy, which never changes as you level, but what makes this resource different is that it regenerates at a variable rate depending on how much Energy you have.

As you can see in the image above, there are little arrows to the right of the Energy bar. If you stay above 60% Energy, you will gain it back at a rate of 5 energy/sec, but as you go below this value, the regeneration amount lowers to 3/sec from 20-60% and 2/sec below 20%. This keeps you always thinking about how you use your abilities, since constantly spamming abilities can cause you to get low Energy and take longer to recuperate the resource.

At level 14, both classes gain access to an ability called Cool Head/Adrenaline Probe which restores 50 Energy over the course of 3secs with a 2min cool-down. This ability helps in a pinch when you need to keep popping a lot of abilities off in a short time.

Bounty Hunters


Bounty Hunters have their own unique resource called Heat. Functionally, it works just like Energy, but in reverse. Instead of having 100 Energy in which you can use abilities, each ability generates an amount of Heat, and when you hit the cap, you have to wait on your weapon to cool back down. As your Heat builds up, the bar will begin changing from yellow to orange-red.

As you can see in the image above, there are little arrows to the right of the Heat bar. If you stay below 40% Heat, you will dissipate it at a rate of 5 heat/sec, but as you go above this value, the dissipation amount lowers to 3/sec from 40-80% and 2/sec above 80% . This keeps you always thinking about how you use your abilities, since constantly spamming abilities can cause you to get high Heat and take longer to dissipate the resource.

At level 1, Bounty Hunters gain access to an ability called Vent Heat which rapidly vents 50 Heat over the course of 3secs with a 2min cool-down. This ability helps in a pinch when you need to keep popping a lot of abilities off in a short time.



Like Bounty Hunters, Troopers have their own unique resource called Ammo. Ammo is a bit of an odd duck when it comes to class resources. Functionally, it works like a hybrid of both Energy and Focus. You start off with 12 Ammo, and it regenerates like Energy, but in chunks. Each of your abilities cost a certain amount of Ammo as well, and if you spam abilities, it lowers the regeneration amount like Energy does.

As you can see in the image above, there are little arrows to the right of the Ammo bar. If you stay above 8 Ammo, you will gain it back at a rate of 0.60 Ammo/sec, but as you go below this amount, the regeneration amount lowers to 0.36 Ammo/sec between 3-8 Ammo and 0.24 Ammo/sec under 3. This keeps you always thinking about how you use your abilities, since constantly spamming abilities can cause you to have low Ammo and take longer to regenerate the resource.

At level 1, Troopers gain access to an ability called Recharge Cells which recharges 6 cells (Ammo) over the course of 3secs with a 2min cool-down. This ability helps in a pinch when you need to keep popping a lot of abilities off in a short time.

Character Stats

Primary Stats:

Strength – Increases your aptitude in melee combat. (Modifies Melee damage bonus and Melee critical chance)
Primary stat for Jedi Knights and Sith Warriors

Presence – Increases the effectiveness of your companions (Modifies Companion Health, Damage and Healing)

Aim – Increases your aptitude with ranged weapons. (Modifies ranged damage bonus and ranged critical chance)
Primary stat for Troopers and Bounty Hunters

Cunning – Increases your aptitude with technological abilities. (Modifies Ranged damage bonus, Ranged critical chance, Tech damage and Tech critical chance)
Primary stat for Smugglers and Imperial Agents

Endurance – Increases the amount of damage you can suffer before being defeated. (Modifies Max Health and Health Regen)

Willpower – Increases your aptitude with Force powers. (Modifies Force damage bonus and Force critical chance)
Primary stat for Jedi Consulars and Sith Inquisitors

Expertise – Increases your effectiveness in Player vs. Player combat.

Secondary Stats:

Accuracy – Increases your chance to hit enemies. Accuracy rating over 100% reduces opponent’s chance to dodge/parry/block attacks.

Crit Rating – Increases your chance for an attack to cause critical (+50% baseline) damage.

Power – Increases the damage or healing an ability can do.

Surge – Increases the amount of bonus damage from a critical attack, above the baseline +50%.

Alacrity – Lowers the activation time for abilities with cast times and channeled abilities.

Defense Rating – Increases the chance for an incoming attack to be dodged, parried or deflected.

Shield Rating – Increases the chance for a shield to absorb damage.

Absorption Rating – Increases the amount of damage a shield will mitigate above it’s baseline absorption rating.

Non-Combat Stats:

Social – This bar will fill as you do quests and Flashpoints in groups. When you win a conversation roll, you earn 2pts/person in party, so 8 points in a full group. You still gain 1pt for every conversation choice whether you win the roll or not.

When you gain enough points to go up a Social Rank, you will unlock a title and access to Social Gear. The gear is usually a more iconic looking set that has empty mod slots for you to personalize.

Valor – The valor bar fills as you do PvP. Think of this as a PvP experience bar that will grant you access to better gear as you go up in tiers.

Light Side / Dark Side – This gauge acts as a moral barometer. The more light or dark choices you make, the further on the scale you will move. The bar takes into account your total tally of choices though, so 2,000 LS points and 500 DS points would equal out to you being 1,500 points Light Side. You also gain titles for each tier into LS or DS you go.

Affection – This bar will depend on which companion you’re currently viewing. All companions can gain up to 10,000pts of Affection rating. The choices you make in dialogues with companions out can have large impacts, and the gifts you give them will either be liked or indifferent towards.

As your companion gains more affection for you, they will begin offering quests that go into their own back-story and will be better at crafting for you as well.


Item Modification


The Old Republic uses an interesting system in which many pieces of gear and weaponry can be updated through a modification system. Through this system, you could feasibly take a low level piece of gear with modification slots and continually update it all the way through level 50, keeping it relevant throughout.

Before discussing the mods themselves, let’s first take a look at the item slots available to each character:


There are a number of different mod types available, some common to all gear and others for specific types. During your adventure you will come across gear that cannot be modified, some gear with all open mod slots, and some gear with mods already installed. If you come across gear with mods already set, you can either upgrade it by placing new mods directly over the old ones which will destroy them, or you can remove mods from gear for a price.

Modification Types

Enhancements – Found on both weapons and armor, a common mod slot.

Mods – Found on both weapons and armor, a common mod slot.

Armoring – Found only on armor, this mod also determines the armor rating of an item.

Hilts – Found only on lightsabers and melee weapons, this mod determines the damage rating on weapons.

Barrels – Found only on blaster weapons, this mod determines the damage rating on weapons.

Color Crystals – Found on both lightsabers and blasters, color crystals can be used to change the beam color or weapon blast on weapons.

How to Modify Gear


Gear modification panel

You can tell which gear has modification slots if you hover over it; you should see the stats sectioned off with names like “Modification” or “Enhancement.” Another way to tell is if the gear has no stats at all and just slots such as the names mentioned above. If you wish to modify gear, you can either find a Workbench that you can click on and it will list all modifiable gear in your inventory or on your character, or you can Ctrl+Right-Click on the item from your Inventory or Character Sheet.

You should see a panel open like the one pictured above. As shown, if you hover over the different slots, usable modifications that fit in that slot will be highlighted in your Inventory panel. If you wish to place a mod into your item, simply drag and drop from your inventory into the correct slot. Once you’re happy with the newly modified item, click apply at the bottom right of the Workbench panel.

If the modification you wish to use is for a slot that already has a mod installed, you have two options. If you drag and drop the mod over the one currently on the item, pressing Apply will apply the new mod over the old one, destroying it in the process. If you wish to save the old mod for later use or to reverse engineer it if you have the correct craft skill, you can drag and drop the old mod from the Workbench panel into the Inventory panel. A pop-up window should open and ask if you wish to remove the old mod and how much doing so will cost. Be aware that removed mods will still be bound to your character.


The different types of loot you can find in The Old Republic follows fairly standard MMO conventions in regards to coloring:


As with most MMOs, the grey, cheap items are just vendor trash and used to sell for money. The standard quality items are usually things like junk gear, starter gear, medpacs and other misc. items that are not high quality. Premium, Prototype and Artifact are the higher quality, rare and epic items which indicate how common they are and how much better they tend to be for their respective level. The custom gear are the pieces of gear that are fully modifiable.

A very welcome addition to SWTOR is the ability for AoE looting, which can be turned on in the options menu. This allows you to kill a bunch of enemies in a small area and then click on one corpse to loot all nearby enemies at the same time.

Another cool idea Bioware added for looting are the colored beams that indicate loot quality. When you kill enemies, if there is loot present, a beam of light will come up from the corpse. A light blue beam indicates cheap or standard loot, with a green, dark blue or purple beam representing the other respective qualities. A yellow beam is also used for quest items.

In addition to regular weapon and armor drops, also watch for item modifications that drop. Even if these are useless to you, they can sell for a decent amount on the GTN, or be used by your companions if they are using modifiable gear. You may even find some of the more rare color crystals for blasters and lightsabers, which are always worth a hefty amount.

While not necessarily “loot” in the traditional sense, I also want to mention resource nodes. While running around the world you will also see object with a slightly bluish glow to them. If you have the respective gathering profession you can utilize these nodes for resources. You can also track nearby nodes on your mini-map by turning a filter on there. Nodes that you are able to gather from will show up on the mini-map basically as asterisks (*) which you can mouse over in order to see what type it is as well.


Enemies in SWTOR come in many varieties, but one thing Bioware did well was making your character feel like somewhat of a badass right from the start. Your early quests at level 1 won’t require you to go collect 10 rat tails or 5 beetle shells and have your character barely survive an encounter 1v1 against a ferocious sewer rat. In SWTOR you will commonly be pitted against 3-4 enemies in a single pull, and usually survive with barely a scratch.

The coloring scheme for enemies, like with loot, is fairly MMO standard as well. NPCs/mobs with a green name plate are friendly and cannot be attacked nor will they attack you. Yellow name plates are neutral and many types of wildlife will show as yellow. These NPCs/mobs can be attacked if you choose to do so, but will not be aggressive towards you unless provoked. Meanwhile, NPCs/mobs with red name plates are hostile and will attack if you come within range of them.

NPCs and mobs will also have a colored number next to their icon when targeted. This coloring will vary depending on the level difference between you and the enemy, and is also standard MMO flare. A number in grey means the enemy is much lower than you and is likely no threat at all, nor will it grant xp when killed. Green numbers (and any color besides grey) means the enemy will grant xp when killed, but are low enough to not be much difficulty for you. Yellow numbers mean the enemy is right around your level and are good for killing for optimal xp vs difficulty. Orange color means the enemy is a few levels higher and will present a challenge, while red numbers mean the enemy is much higher level than you and will be extremely challenging, if not impossible, for you to take on.

In addition to the coloring of the name plates and colored level numeration, enemies will have different icons when targeted that will give you a relative indication of their strength as well. The following picture best explains this:


From left to right: Friendly, Neutral/Weak/Standard, Strong, Elite, Champion/Boss

Friendly units have a blue bordered icon. These units can also be Strong, Elite and Boss rated and will have the same plates as the enemy units pictures.

Neutral, Weak and Standard enemies have just the red background in the icon and are basically cannon fodder enemies that you can easily kill solo. They will usually come in groups of 3-5 at a time, or 1-2 mixed in with a Strong mob. Generally the only difference between Weak and Standard is that Weak enemies will have roughly half the health or less of Standard enemies. Weak enemies tend to die in 1-2 hits, while Standard will take a few more hits before dropping.

Strong mobs are indicated by the silver plate around their portrait. These enemies present more of a challenge and have higher health as well as do more damage. They should still be easy to solo, but can become challenging if taking on more than one at a time.

Elite mobs switch the silver plate for a gold one. Elite enemies are roughly on equal footing with the player, have much more health than Strong mobs, and have damage output equal to that of the player. These enemies have more moves in their repertoire and will represent a very challenging fight while solo. These types of mobs are generally used as a boss fight in class instances where you might be solo, as well as for especially difficult versions of enemies. You will also see Elite mobs a lot in Heroic areas and instances to provide a bigger challenge for groups playing together.

Champion and Boss mobs are indicated by the gold plates with silver trim and stars in the corner. These types of enemies are generally not soloable, though not always impossible to be done alone either. These types of enemies are generally boss mobs in Flashpoints and Heroic quests, though some will be in the open world as well. Typically these enemies will have unique names and will have an incredibly high health pool as well as more unique and devastating attacks. If you attempt to solo one of these mobs, be prepared to utilize every tool at your disposal and be ready for a long and harrowing fight.


The Codex in SWTOR could best be described as a combination of a Journal and an Achievements tab. As you progress through the game, various entries will be added to the Codex automatically. Some of these entries will automatically happen when you enter certain areas or meet certain people. Other entries you will need to actively search for, such as Datacrons and glowing lore objects.


The Codex in SWTOR, accessed through the Log panel

As you can see, the Codex starts small but will grow during the course of your adventures with hundreds of entries. You can access the Codex through the Log panel by pressing “L” and clicking on the Codex tab at the bottom. At the bottom right you can get an overview of your progress; currently this shows I am at 10 entries out of 604. In the upper right you will see the various categories of entries, and at the top you will see the currently selected category. As shown here, I’m viewing Planets and have 1 out of 17 discovered. Within the Planet entries, you can open a section that will show your overall progress within that Planet.

The Codex contains the following categories:

Advanced Classes
Crew Skills
Epic Enemies
Game Rules
Persons of Note

Overall, the Codex is a lore hunter’s dream come true and will contains hundreds of entries on people, places and things of interest within the Star Wars universe. It can also serve as an achievement hunter’s trophy room as well, since you will unlock entries for titles earned, epic enemies defeated and datacrons found. The Codex can be really helpful when you’re trying to remember how you got certain titles or who various people were that you met before.



Another addition that’s becoming fairly standard in modern MMOs are titles. The titles you can unlock in The Old Republic vary from titles of position such as Padawan to the goofy like Black Bisector. So far you are only able to add one title at a time, so there’s no combining a prefix title with a suffix title, but the available titles do bounce back and forth from prefix and suffix types such as “Agent ___” and “___ the Heartless”.

If you wish to use/change your character’s title, simple open the Character panel and use the drop-down menu to the left of your name.


Following is a list of titles available in The Old Republic. There’s still more to be found, and I’m only going to list ones I’m sure on for now. As with the companion information, the nature of this section will mean it contains spoilers. Where possible however, I try to leave out the exact nature of how to earn the title so that the descriptions are spoiler free, such as “earned from completing the IA story line.”

Note: Bioware removed a number of the available titles from the game, notably from the social, light and dark tiers, so some of the titles are no longer available in the game. If you see a “*” at the end of a title, it means I’m not 100% on how it’s obtained and am looking for confirmation. If you know how it’s obtained for sure, let me know, but keep it spoiler free for people.

Social Tiers

Friendly __ – Reached Social Tier I
__ the Outgoing – Reached Social Tier II
__ the Coordinator – Reached Social Tier III
__ the Socialite – Reached Social Tier IV
__ the Guide -Reached Social Tier V
__ the Extrovert – Reached Social Tier VI
__ the Charismatic – Reached Social Tier VII
__ the Leader – Reached Social Tier VIII
Party Time __ – Reached Social Tier IV
Big Time __ – Reached Social Tier X

Light Side Tiers

__ the Respectable – Reached Light Side Tier I
__ the Upstanding – Reached Light Side Tier II
__ the Honorable – Reached Light Side Tier III
__ the Pure -Reached Light Side Tier IV
__ the Benevolent – Reached Light Side Tier V

Dark Side Tiers

__ the  Vicious – Reached Dark Side Tier I
__ the Sinister -Reached Dark Side Tier II
__ the Destructive – Reached Dark Side Tier III
__ the Loathsome -Reached Dark Side Tier IV
__ the Malevolent – Reached Dark Side Tier V

Republic Titles

Planet Missions

__ the Keeper of Truth – Earned from heroic quest on Tython
__ the Mantellian – Earned from heroic quest on Ord Mantell
__, Black Bisector – Earned from quest chain on Coruscant
__, Mandalorian Bane – Earned from completing planet arc on Taris
__, Scourge of the Underworld – Earned from completing planet arc on Nar’Shaddaa
__, SIS Operative – Earned from completing planet arc on Tatooine
__, Paladin of House Organa – Earned from completing planet arc on Alderaan
__, Hero of Gorinth Canyon – Earned from completing planet arc on Balmorra
__,  Venom Drinker – Earned from completing planet arc on Quesh
__, Ice Wars Veteran – Earned from completing planet arc on Hoth
__, Master of the Burning Way – Earned from completing planet arc on Belsavis
__, Ambassador of the Republic – Earned from completing planet arc on Voss
__, Liberator of Corellia – Earned from completing planet arc on Corellia

Jedi Knight Titles

Padawan __ – Earned during Prologue storyline
__ Knight of the Republic – Earned from completing Class story on Origin world
Guardian __ – Earned when choosing Guardian AC
Sentinel __ – Earned when choosing Sentinel AC
__, Hero of Tython – End of Chapter I
General __ – End of Chapter III (removed?)
Master __ – End of Chapter III

Jedi Consular Titles

Padawan __ – Earned during Prologue storyline
Jedi __ – Earned from completing Class story on Origin world
Shadow __ – Earned when choosing Shadow AC
Sage __ – Earned when choosing Sage AC
__, Emissary of Teral – During Alderaan *
__ Barsen’thor – End of Chapter I
Master __ – During Chapter II *
__, Mender of the Rift – End of Chapter III *
__ of the Jedi Council – End of Chapter III (removed?)
__, Council Military Advisor – End of Chapter III (removed?)

Smuggler Titles

Captain __ – Earned during Prologue storyline
The Outlaw __ – Earned from completing Class story on Origin world
Scoundrel __ – Earned when choosing Scoundrel AC
Gunslinger __ – Earned when choosing Gunslinger AC
__, Republic Privateer – End of Chapter I
__ the Butcher’s Bane – End of Chapter III *

Trooper Titles

Sergeant __  – Earned during Prologue storyline
Lieutenant __ – Earned from completing Class story on Origin world
Commando __ – Earned when choosing Commando AC
Vanguard __ – Earned when choosing Vanguard AC
Captain __ – End of Chapter I
Major __ – End of Chapter III

Empire Titles

Planet Missions

__, Imperial Scholar – Earned from heroic quest on Korriban
__ the Heartless – Earned from heroic quest on Hutta
__ the Revanite – Earned from quest chain on Dromund Kaas
__, Conqueror of Balmorra – Earned from completing planet arc on Balmorra
__, Primeval Explorer – Earned from completing planet arc on Tatooine
__, Champion of House Thul – Earned from completing planet arc on Alderaan
__, Scorcher of Worlds – Earned from completing planet arc on Taris
__ the Venomous – Earned from completing planet arc on Quesh
__ of the Bane Brigade – Earned from completing planet arc on Hoth
Jailbreaker __ – Earned from completing planet arc on Belsavis
__, Ambassador of the Empire – Earned from completing planet arc on Voss
__, Conqueror of Corellia – Earned from completing planet arc on Corellia

Sith Warrior Titles

Acolyte __  – Earned during Prologue storyline
Apprentice – Earned from completing Class story on Origin world
Juggernaut __ – Earned when choosing Juggernaut AC
Marauder __ – Earned when choosing Marauder AC
Lord __ – End of Chapter I
__, the Emperor’s Wrath – End of Chapter III (removed?)
Darth __ – End of Chapter III

Sith Inquisitor Titles

Apprentice – Earned from completing Class story on Origin world
Assassin __ – Earned when choosing Assassin AC
Sorcerer __ – Earned when choosing Sorcerer AC
Lord __ – End of Chapter I
__ the Force Walker – End of Chapter III *
Darth __ – End of Chapter III

Imperial Agent Titles

Agent __  – Earned during Prologue storyline
Operative __ – Earned when choosing Operative AC
Sniper __ – Earned when choosing Sniper AC
Cipher Agent __ – Earned from story before leaving Dromund Kaas
__ the Double Agent – End of Chapter I
__, Master Conspirator – End of Chapter III

Bounty Hunter Titles

__, Hired Gun – Earned during Prologue storyline
Powertech __ – Earned when choosing Powertech AC
Mercenary __ – Earned when choosing Mercenary AC
__, Grand Champion of the Great Hunt – End of Chapter I
__, Knight of Alderaan – Kingmaker for a Day, Alderaan mission, possible outcome
Baron/Baroness __ – Kingmaker for a Day, Alderaan mission, possible outcome
Homewrecker __ – Kingmaker for a Day, Alderaan mission, possible outcome
__ the Relentless – End of Chapter III *


__ the Backstabber – DS choice for Esseles
__ the Uncompromising – LS choice for Esseles
__ the Merciless – DS choice for Black Talon
__ the Stalwart – LS choice for Black Talon
__, Rider of the Maelstrom – Taral V *
__ the Unmasked – Boarding Party *
Deprogrammer __ – Completing Directive 7
__ the Throne Breaker – Completing Battle of Ilum


Warzone Hero __ – (changed/removed?)
Skirmisher – Earned upon reaching Valor Rank 10
Duelist – Earned upon reaching Valor Rank 20
Gladiator – Earned upon reaching Valor Rank 30
Centurion – Earned upon reaching Valor Rank 40
Champion – Earned upon reaching Valor Rank 50
Battlemaster – Earned upon reaching Valor Rank 60
War Hero – Earned upon reaching Valor Rank 70
Conqueror – Earned upon reaching Valor Rank 80
Warlord – Earned upon reaching Valor Rank 90
Elite Warlord – Earned upon reaching Valor Rank 100

Space Combat

Flyboy/Flygirl __ – Earned from completing a space mission
The Pilot __ – Earned from completing 6th space mission, escorting defector shuttle
Hot Shot Pilot __ – Earned from completing the final space mission

Need confirmation on where these are earned:
Shadow Hunter
Republic’s Most Wanted (Bounty Hunter?)
The Indomitable (Flashpoint?)
Rakghoul’s Bane (Flashpoint?)




Questing isn’t the only way to gain experience in the Old Republic, but it will probably be the primary way most people work on leveling up through the Galaxy. Most of the missions found in TOR are the typical MMO flair of “quests”, with a lot of the usual fetch/kill missions. What truly sets TOR apart from other MMOs however, is the interactive storytelling involved with every single mission line in the game, with full voice-over work and short cutscenes with their cast of thousands of NPCs.

Missions in TOR also come in many different varieties. There’s plenty of one-off missions, but many will be long chains that last an entire planet or maybe 1/3 of your entire leveling experience. Let’s break them down here with a few short explanations going over the differences you may find.

Note: Any mission that can be repeated daily such as heroics, dailies and space combat will be reset at 6am CST

Solo Mission– These are the bread and butter missions in the game. Basically any one-off mission that don’t breadcrumb somewhere else and aren’t listed as a group mission, are solo-able missions. That said, you can do any mission while in a group if you choose to do so.

Class Story – These missions are unique to your class and your story spans the entire galaxy from level 1-50. Chapter 1 typically spans the first 6 planets, Chapter 2 for the next 3 planets and Chapter 3 for the rest of them. Other people can help you on your class missions, but they will not participate in the cutscenes, and only 1 of each class can enter the phased areas at a time unless you change this setting in your preferences. If someone of the same class enters your phase, they will still need to do their own class phase to get credit.

Planetary Arc – The planetary arc mission series will begin when you first arrive on a new planet, either in the spaceport or the orbital station. This mission will chain throughout the planet and breadcrumb you from mission hub to mission hub, culminating in a final chain that changes the course of the battle on that planet.

Planetary Bonus Series – After finishing a planet’s arc chain, you will come across an NPC on your way off-world that offers a new mission series. The planetary bonus series is like an epilogue story that continues the fight in the aftermath of the events from the planetary arc chain. This series also tends to open at least 2 new mission hubs in previously unused areas on the planet. Some Planetary Bonus Series won’t become available until higher level, in which case an NPC on your faction’s Fleet will let you know about it.

Bonus Mission– These missions can pop up during any of the other types of missions listed here. Usually their objectives are hidden until you trigger the bonus either through killing a certain enemy or clicking on certain environment objects. If you finish the objective before turning in the associated mission, you will gain bonus experience from it.

Note: When done in groups, you will additionally gain 50% of the xp you normally gain for each person in the party that also completes the bonus mission (if you get 2,000xp for it, you also gain another 1,000xp for each party member as well).

Bonus Chain – These work just like the bonus missions above, but they will have multiple stages. If you see a bonus mission that looks like “Stage 1: Eliminate 0/10 Badguys” then it will be a multi-stage chain. The chains can go for 2-6 stages depending on the mission. Typically they end with killing a more difficult Elite or Boss mob and grant prototype quality rewards and lots of experience.

HEROIC 2+ – This signifies a more difficult mission that is suggested to be done in a group. Some of these can be done with you + companion, but will be easier in a group of at least 2 human players.

HEROIC 4 – This signifies a much more difficult mission and should be done in a group. Some can be done with 2 players and their companions, or 3 players and a companion that fills a missing role, but will usually be easiest if you have a full, 4 person party.

Note: Heroic missions tend to reward prototype quality gear. You can go through the game without doing these missions and still find usable rewards, but these missions tend to be more involved and offer good rewards and experience.

AREA – These missions are fairly rare. They will pop up when you enter a specific area on a map and ask you to complete a certain objective, usually in a chain of missions.

Flashpoint – Not a quest per say, but you do begin all Flashpoints with a mission. These instanced areas are basically self-contained stories that are repeatable and meant to be done in a 4 person party.

Daily/Weekly – Daily and weekly missions for Flashpoints and Operations can be found on a mission board in the Republic and Imperial Fleets.

PvP – Terminals found on the capitol world and Republic and Imperial Fleets will offer PvP missions such as “Win a Warzone” and offer xp rewards.

Space Combat – Once you gain access to your ship, you will be able to undergo space missions with their own objectives and bonus series. These missions are repeatable once a day and reward a decent amount of Fleet Commendations. Doing these missions each day as they open up is the best way to earn commendations and expand your ship’s armament.



Finding different types of Datacrons

Full credit to swtor beta testers Disqo, Dracarys, and Beef_Cake for this information. Thanks for all the work you guys did on Datacron research.

I won’t be going over the details on where to find these in-game, but if you’d like a visual guide, the guys over at SWTOR-Holo.net have made some great videos which you can find here on YouTube.

The Basics:

Datacrons are small cubes hidden throughout the universe of SWTOR. They either give boosts to a single stat or they give you a matrix shard. Each type of datacron has a specific color:
Strength: Red
Endurance: Green
Willpower: Purple
Cunning: Orange
Aim: White
Presence: Yellow
Shards: Also White (but instead of there being a symbol on the side of the cube these have a pattern of dots that form a cross on each side of the cube. There are 4 different colors of shards: Red, Yellow, Green, and Blue. These shards can be used to make Matrix cubes which I will talk about later.

The datacrons also glow and emit a pillar of colored light into the sky making them more visible if they are in the open. They also make a sound that you can hear when you are in the close vicinity of a datacron.

Locations by Planet:
There are a total of 66 Datacrons in the SWTOR universe. Here are their locations by planet.

GH = Galactic Histories

Aim +2 (GH 1)
Presence +2 (GH 2)
Blue Shard (GH 3)

Endurance +2 (GH 9)
Willpower +2 (GH 10)
Blue Shard (GH 11)

Ord Mantell:
Aim +2 (GH12)
Presence +2 (GH 13)
Red Shard (GH 14)

Endurance +2 (GH 15)
Willpower +2 (GH 16)
Red Shard (GH 17)

Endurance +2 (GH 4)
Cunning +2 (GH 5)
Yellow Shard (GH 6)
Strength +2 (GH 7)
Presence +2 (GH 8 )

Dromund Kaas:
Yellow Shard (GH 18)
Strength +2 (GH 19)
Endurance (GH 20)
Presence +2 (GH 21)
Cunning +2 (GH 22)

Taris (Republic): (GH 23-27)
Aim +2 (GH 23)
Cunning +2
Green Shard
Strength +2
Willpower +2

Balmorra (Empire):
Aim +2 (GH 28)
Cunning +2 (GH 29)
Green Shard (GH 30)
Strength +2 (GH 31)
Willpower +2 (GH 32)

Nar Shaddaa:
Aim +3 (GH 33)
Cunning +3 (GH 34)
Presence +3 (GH 35)
Yellow Shard (GH 36)
Strength +3 (GH 37)

Aim +3 (GH 38)
Cunning +3 (GH 39)
Blue Shard (GH 40)
Strength +3 (GH 41)
Willpower +3 (GH 42)

Aim +4 (GH 43)
Endurance +3 (GH 44)
Presence +3 (GH 45)
Strength +4 (GH 46)
Willpower +3 (GH 47)

Taris (Empire):
Endurance +3 (GH 48)
Aim +4 (GH 49)
Willpower +4 (GH 50)
Presence +4 (GH 51)
Cunning +4 (GH 52)

Balmorra (Republic): (GH 53-57)
Endurance +3
Aim +4
Willpower +4
Presence +4
Cunning +4

Cunning +4 (GH 58)
Endurance +4 (GH 59)
Strength +4 (GH 60)

Cunning +4 (GH 63)
Endurance +4 (GH 64)
Presence +4 (GH 65)
Red Shard (GH 66)
Strength +4 (GH 67?) (Still haven’t found this one)

Aim +4 (GH 68)
Endurance +4 (GH 69)
Presence +4 (GH 70)
Green Shard (GH 71)
Willpower +4 (GH 72)

Endurance +4 (GH 73) (Currently bugged for Imperial players)
Cunning +4 (GH 74)
Presence +4 (GH 75)
Strength +4 (GH 76)
Willpower +4 (GH 77)

Green Shard (GH 61)
Blue Shard (GH 62)
Aim +4 (GH 78)
Willpower +4 (GH 79)
Presence +4 (GH 80)
Cunning +4 (GH 81)
Strength +4 (GH 82)

Aim +4 (GH 83?, currently doesn’t give a galactic history codex entry)
Endurance +4 (GH 84)
Red Shard (GH 85)
Yellow Shard (GH 86)
Willpower +4 (GH 87)

So if you add all these up you’ll see that there are 9 datacrons for each stat: +2(2), +3(2), +4(5), giving you a total of +30 to each stat if you collect all the stat datacrons. You’ll also notice that there are 3 shards of each color, making up the other 12 datacrons for a total of 66. I think this is a pretty nice stat increase for the work put in, not to mention the Matrix Cubes you can make with the shard datacrons. Speaking of Matrix Cubes…

Matrix Cubes (Relics):

Matrix Cubes can be created on your faction’s capital planet. On Dromund Kaas they’re created in the Ancient assembly chamber that is on the way to the Dark Temple. On Coruscant they’re created in the Lost Assembly Vault which is directly to the West when you enter the Jedi Temple. Each character has 3 relic slots, however if you have a matrix cube on you, you cannot make another. But if you put your matrix cube in your cargo hold and return to the assembly room you can make another matrix cube. If you keep repeating the process you can make up to 4 and then equip 3 of them. I’m not sure if this is intended or a bug. I’m hoping that at release there will be other kinds of relics besides matrix cubes.
Different matrix cubes can be made depending on which color shards you put in the assembler and if you’re a force user or tech user. It doesn’t matter which order you put the shards in. The order the colors are listed in below is the way the game currently names the matrix cubes.
After creation matrix cubes can be broken back down into their respective matrix shards in the disassembler which is in the same area as the assembler. In order to power it you have to buy a Reconstructed Disassembler Core from a vendor on Tatooine in Mos Isla or Anchorhead depending on your faction. The Reconstructed Disassembler Core currently costs 20k.

Matrix Cubes:
R = Red
Y = Yellow
G = Green
B = Blue

Lvl 15 (T2):
RBY: 11 Str, 15 End
BYG: 8 Str, 18 End
RBG: 15 Aim, 11 End
RYG: 15 End, 11 Will

Lvl 24 (T3):
RYY: 23 Str, 16 End, 5 Crit
BYY: 11 Aim, 24 End, 9 Def
GYY: 22 End, 17 Cun, 6 Crit
RBB: 16 End, 23 Will, 5 Crit
YBB: 11 Str, 24 End, 9 Def
GBB: 17 Aim, 22 End, 6 Crit

Lvl 32 (T4):
YRR: 14 Str, 33 End, 8 Acc, 10 Def
BRR: 22 End, 29 Will, 14 Crit
GRR: 23 Aim, 26 End, 16 Pow
RGG: 26 End, 23 Cun, 16 Crit
YGG: Bugged, gives YRR
BGG: 14 Aim, 33 End, 8 Shield, 10 Def

Lvl 50 (T7):
Force Users:
YYY: 24 Str, 62 End, 26 Def, 24 Surge
GGG: 50 Str, 43 End, 18 Crit, 26 Surge
RRR: 50 Will, 43 End, 18 Crit, 26 Surge
BBB: 50 Aim, 43 End, 26 Acc, 18 Crit (Possibly bugged since force users have no use for Aim)

Tech Users:
YYY: 24 Aim, 62 End, 24 Acc, 26 Def
GGG: 50 Str, 43 End, 18 Crit, 26 Surge (Also possibly bugged)
RRR: 52 End, 43 Cun, 18 Crit, 24 Surge
BBB: 50 Aim, 43 End, 26 Acc, 18 Crit

Currently you can find Matrix Prisms, Matrix emitters, and Matrix amplifiers that say they can be used to alter matrix cubes when they are being created. They can be found through archeology (not sure about other gathering skills). Currently there is no use for them in game. I imagine they will be used to make T5, T6, and T8 matrix cubes. Hopefully their uses will be more interesting than just boosting stats though.

Datacron Hunting tips:
Explore, explore, explore. Some datacrons are out in the open and easy to see but there are plenty that aren’t. There are even some that you can’t see until you’re already in a position that allows you to gain access to them.
If you see a vendor in the middle of nowhere selling only blue items or a vendor selling strange items anywhere, you’ll probably need those at some point.
When looking for a path to a datacron be prepared to travel a significant distance from the datacron to find the beginning of the path. They aren’t all like this, but there is one planet in particular that is notorious for this.
Hunt in groups, the more eyes the better.
Keep your ears open, most of the time I could hear the datacrons before I saw them. Also helps if you turn down the volume on everything except ambient sound.
Datacrons are never in phases, if you’re in one don’t bother looking.
If the minimap turns black where you are, there most likely aren’t any datacrons there because you’ve most likely gotten to a place you’re not supposed to be lol.

Space Combat


Space Combat is available once you receive your personal ship. Before I go into the logistics of Space Combat, let me say that this portion of SWTOR has taken a lot of flak, but it’s only supposed to be basically a mini-game within the MMO. As such, it can be pretty fun and a nice break from grinding out missions or Flashpoints or PvP, and it looks gorgeous. Enjoy it for what it is instead of hating it for what it isn’t. Space combat has a lot of room to grow as well in later patches and expansions, so eventually it could be an amazing part of the game down the road.

When you first receive your ship, you can go into the cockpit area and there should be a quest waiting for you on one of the terminals. The quest will ask you to help your faction’s fleet with a mission, and thus your career as a space ace begins. When you open the Galaxy Map, you should see some destinations that aren’t planets. These are the space missions. You can run these as much as you want, and the quests for them reset daily and can be done for extra Fleet Commendations. You can save up your Fleet Commendations and later use them to purchase higher level weapons and armaments for your ship, as well as a set of social armor that looks like a flight suit.


Fondor Escort: A space combat mission available from the Galaxy Map

The ship you get from your class story is bare bones at first, but with some credits you can begin purchasing upgrades such as expanded missile bays and shields. These will begin making the space combat missions much easier to manage, and will definitely be needed for some of the later missions. Let’s go over what upgrades are possible for purchase for star ships.


The six starships of the Old Republic classes



Found on the Character Panel, the Starship tab allows you to outfit your ship like you would your character.

Ship Upgrades

Starting from the top left and moving clock-wise, the upgrade slots for a star ship are as follows:

EMP Generator – ?

Electronic Warfare Pod – Grants ability “Jam” which makes it so enemies cannot fire at you for a few seconds, nor can you fire at them. 2.5min cooldown on use.

Ship Armor – Basically the ship’s “hp.” When this reaches 0, you blow up.

Energy Shield – You can purchase shields that will absorb damage before the ship’s armor takes damage.

Shield Regenerator – In order for the shields to regenerate, you will need to purchase one of these. Without a shield regenerator, your shields will be gone for the rest of the mission once depleted.

Beam Charger – This upgrade will increase the damage of your ship’s blasters.

Beam Generator – This upgrade increases your ship’s rate of fire.

Missile Magazine – New magazines greatly increase the amount of missiles your ship can use in combat.

Proton Torpedoes – Special missiles for taking out well-armored ships and structural points that would normally be very difficult to destroy with standard weaponry.

Power Converter Module – Adds the abilities “Power to Blasters” and “Power to Shields” for your ship. The abilities can be used with the normal toggle system for abilities and basically grant the opposite powers. “Power to Blasters” will cause your blasters to deal more damage, but your shield regeneration will be cut in half, whereas “Power to Shields” will double the rate of shield regeneration but cause your blasters to do insignificant damage while active.

Obtaining Upgrades:

As stated before, obtaining upgrades for your ship will greatly increase your survivability on combat missions as well as make them easier to do. On both faction’s Fleet stations you can find Starship Upgrade vendors that will sell various upgrades. You’re able to purchase Grade 1, 3 and 5 upgrades for Armor, Shields, Shield Regenerators, Beam Chargers, Beam Generators and Missile Magazines for credits. Grades 2, 4 and Artifact quality ship upgrades are crafted by Cybertechs.

The special upgrades such as the EMP Generator, Electronic Warfare Pod, Proton Torpedoes and the Power Converter Module can be purchased at the other Starship Upgrade vendor but will require Fleet Commendations instead of credits. This vendor also sells a flight suit armor set purchasable with Fleets comms as well, but also requires a certain Social level like the other social gear.

Space Combat Controls

The controls for Space Combat are fairly simple and you can pretty much play with just the mouse, aside from a few buttons. Your ship flies on-rails throughout the mission, but within those rails you can maneuver around the screen. Your mouse cursor becomes a targeting reticule and your ship will always fly towards the direction your pointing.

Left-Click – Fires your blasters and can be held down for constant fire; unlimited ammo.

Right-Click – Shoots your missiles; limited ammo.

WASD – The normal keyboard movement keys can also make small adjustments to your flight in combination with the mouse.

Spacebar – Causes your ship to do a barrel roll.

1-4 Keys – When you install the special upgrades, these keys can be pressed to use the new abilities.

Space Combat Tips

1 – Run the daily missions each day for the bonus Fleet Commendations. You can also get some nice xp and credits for doing so.

2 – Hold down Left-Click to keep firing your blasters nonstop; doing so will help avoid carpal tunnel as well.

3 – If you have shields and a regenerator, you cannot regenerate shields while your blasters are firing. Stop firing when there are no ships on-screen in order to regen some of your shielding between waves.

4 – If you hold down Right-Click, you can select up to 4 targets at once for missiles. Moving the mouse over targets will “paint” them and when you release the button, all 4 missiles will fire off at once.

5 – When you see a wave of ships angling around to make a pass at you head-on, try to fire some missiles at them and begin doing barrel rolls and moving from one corner of the screen to the other. Trying to take on a wave of ships head-on with blasters will usually cause major damage to your ship.



Grab some friends for an extended, cinematic quest in search of fortune and glory, in Flashpoints

Flashpoints in the Old Republic are essentially 4man heroic quests that take place within a self-contained, instanced area and are repeatable. Basically, they are the typical MMO “dungeons” with a Star Wars flair and Bioware twist. What makes Flashpoints in Star Wars the Old Republic different and stand out from other dungeons is that they, like the rest of the game, are heavily influenced by story. Flashpoints begin with a quest and the group can meet up inside the instance, from there you will experience various levels of choices depending on which Flashpoint you are running. Usually the choices you make will be a morality choice that the whole group will decide on, and the choices made can influence what happens within the Flashpoint and possibly open different routes and lead to different bosses. Some Flashpoints will also offer sections that can only be accessed if someone in the group has a certain crew skill, such as Slicing, which can be used to hack an elevator in order to bypass an area full of enemies for instance.

Another stand-out feature in SWTOR is that you can attempt to run a Flashpoint with only a partial party, using companions to fill in for a missing role. So instead of waiting around for 30mins looking for a tank/dps/healer, you could try using someone’s companion instead. They aren’t as good as a human player would be, but in a pinch they can do quite well. If you’re considering trying this with a companion tanking though, be sure to turn off AoE abilities if you plan to use crowd control.

Following is a list of the 15 Flashpoints that will be released when SWTOR launches and roughly the levels they can be done at:

Note: The listed levels are suggestions and not requirements. Usually you will see a new quest offered for available Flashpoints when you reach a certain level. The quests will become available when the Flashpoint is still red in difficulty, so the recommended levels listed below are usually 2 levels below the quest level. 7 of the listed Flashpoints can be found on your faction’s Fleet as well, but you will be notified when the others become open.

Esseles(Republic) – 8+
Black Talon (Empire) – 8+
Bringing Down the Hammer – 16+
Athiss (aka The Tomb Opens) – 21+
The Mandalorian Raiders – 25+
Streets of Cademimu – 29+

“Jedi Prisoner” 2-part Flashpoint
Taral V (Republic) – 32+
Maelstrom Prison(Republic) – 36+

“White Nova” 2-part Flashpoint
Boarding Party (Empire) – 32+
The Foundry (Empire) – 36+
Colicoid War Games – 41+
The Red Reaper – 45+
Directive 7 – 47+
The Battle for Ilum – 50
The False Emperor – 50

Hard Modes Available:

Black Talon
Boarding Party
The Foundry
Taral V
Maelstrom Prison
Directive 7
The Battle for Ilum
The False Emperor


Warzones in SWTOR are Bioware’s version of Battlegrounds or Warfronts; they are instanced maps where teams compete for victory through various objective-based gameplay mechanics. Player vs Player content in the Old Republic comes in a multitude of flavors and many of the Warzones will feel familiar if you play other MMOs. A major difference to account for in Open World PvP, however, is the addition of player companions, which can make what seems like an easy fight change quickly in the heat of the moment. Companions aren’t allowed in any of the Warzones though, and all 3 current Warzones are limited to 8v8 teams.

Before going into too much discussion on the various Warzones and PvP areas in the game, let’s go over some of the terminology and mechanics used in the Old Republic first.

Bolster – Short answer: bolster is in place to boost a lower level character to be almost equal to the highest level character in the current match. Longer answer: in SWTOR there are no level brackets and Warzone match-making is single server only. In order to decrease the wait time from the lack of a cross-server matchmaking system, there is a soft-bracket system in place. Basically, the system will try and match people of closer levels together first, and then begin branching out to find whoever it can to fill a match in a timely manner. While higher level players will still have an advantage of more abilities, Bolster makes sure that lower level characters are boosted up to have competitive damage and healing output as well as higher health pools and defenses.

Resolve – This mechanic presents itself as a visibly filling bar above your character’s portrait while in PvP. Everytime someone uses a form of crowd-control or stuns on you, the bar will begin filling. Once full, you will remain immune to incoming stuns for a few seconds and then the bar decays and you are stunnable again.

Trauma – This is a global debuff you receive while in Warzones. It lowers all healing abilities effectiveness by 30%. Since so many advanced classes have access to healing abilities, this helps curb their power so that matches aren’t off-balance by whichever side can purely out-heal the other while also putting out high dps.

Valor – The easiest way to describe this would be, “it’s your current PvP level.” It works similarly to an experience bar, but instead of class levels, you gain Valor levels as it goes up. Higher Valor levels unlock new titles and access to better and better PvP oriented gear.

Expertise – This is a player stat that comes from PvP gear. As your Expertise stat goes up, the damage you take from other players goes down. The stat will take the place of another stat on gear, so it’s typically useless in a PvE setting and should only really be used for PvP (though it can come in handy on a PvP server if you’re out questing alone).

MVP Awards – At the end of a Warzone, everyone is allowed to vote for their team’s Most Valuable Player. On the Scoreboard at the end of a match, in the column next to player names, you can assign an MVP award to the player of your choosing (on your team). These MVP awards give the person an extra Warzone Commendation and Valor for doing a good job.

Warzone Commendations – Like other areas of SWTOR, PvP also comes with it’s own set of special currency commendations. These commendations will be rewarded at the end of Warzone matches and can be turned in for sets of PvP oriented gear.

Mercenary Commendations – These special commendations are looted from player corpses and can be spent like Warzone Commendations.

Note on Commendations: Most PvP vendors will also exchange Mercenary and Warzone Commendations for the opposite version so that you’re not limited to one type of PvP specifically. However, you will see some items that require a certain amount of both types of commendations. This still doesn’t require you to split your time between open world and warzone PvP though, as you can always choose to focus on one specifically and just exchange commendations until you have enough of the kind you want.

Star Wars the Old Republic will launch with 3 Warzones and 2 PvP specific zones, in addition to general Open World PvP. Regarding Open World PvP, as has been stated elsewhere in this guide, you will not begin seeing players from the opposing faction until you reach your 4th planet, around level 20 or so. The 4 origin planets, both capital planets and both fleet orbital stations cannot be traveled to by the opposing faction at all, and the 3rd planet for each faction will be a phased version of either Balmorra or Taris. Because of this, Nar’Shaddaa will be the first area players will start running into members of the opposing faction.

Although you will not run into players from the other faction until your 20s, you can begin queuing up for Warzones as soon as you hit level 10. When you reach level 10, you will be notified that you are eligible for Warzones and if you look around there should be a mission terminal offering a new quest. The quest available will be for getting 3 Warzone wins. If you wish to queue up for the Warzone, click on the small faction icon on your mini-map in the lower right corner. This will bring up the queue window and you can join solo or as a party. One other thing to keep in mind: all 3 Warzones are 8v8 teams, but you may only queue up as a single, 4 person party. Right now Bioware has decided to do this in order to keep guilds from forming 8 person premade teams in order to steamroll other groups.

Warzones and PvP Zones



“The Voidstar is a derelict Imperial Battle Cruiser that disappeared during the Great War. The ship is believed to contain the schematics to a powerful weapon. Now that it’s been discovered floating in the depths of space, both the Empire and the Republic are racing to take control of the vessel and access the secrets stored in it’s memory banks.”


Voidstar is an assault-style Warzone in which one side attempts to fight its way to access the ship’s data core, while the other side defends the ship and attempts to prevent the other side from reaching the data core. The battle takes places across multiple sections of the ship, through blast doors and across elevated bridge spans where taking a fall is almost always lethal. The attackers battle their way through each section, drawing ever closer to the ship’s data core, while the defenders seek to halt the attackers’ progress at various control points.

The match is broken up into multiple rounds. After the completion of each round, the teams switch sides between being the attackers and the defenders. The winner is determined by whichever side reaches the data core the fastest. In the case that the defenders win both rounds, the winner is determined by whichever side came closest to achieving the objective.



“As two powerful armadas battle in the skies above Alderaan, a ground war wages between Republic and Imperial forces for control of three separate laser cannons that have taken aim at the fleets above the planet. Whichever side controls the turrets controls the battle…”


In the “Alderaan” Warzone, Republic and Imperial players clash on the scarred battlegrounds of the iconic world. High above the battlefield, two troop transports, one for each side, continuously supply their faction with reinforcements. In order to claim victory, one side must knock the other’s transport out of the sky. In order to do this, players must battle for control of three laser turrets that are spread out across the battlefield. Once one team takes control of a turret, it will open fire on the enemy transport!

As more turrets fall under the control of one faction, the firepower unleashed on the enemy transport intensifies. Once the enemy transport’s structural integrity is depleted, the ship will explode and the battle is over.

Control of the turrets can change hands several times during the course of the fight. Teams have to practice a careful balance of offense and defense to maintain a steady volley of fire on the enemy transport.



“A dangerous new sport has captured the hearts and minds of the people on the Smuggler’s Moon of Nar Shaddaa. Sponsored by the famed Giradda the Hutt, ‘Huttball’ pits some of the galaxy’s most powerful opponents against each other in an intense contest, with fame and fortune at stake.”


In Huttball, two teams meet inside the deadly confines of “The Pit,” an arena unlike any other in the galaxy! The teams battle for control of a ball which appears in the center of the arena. Whichever team has the ball must run with it, pass it, or use whatever means necessary to get it across the opposing team’s goal line, while simultaneously battling the enemy team and avoiding the many fire, acid and anti-gravity traps that litter the playing field. At the end of the match, the team with the most points wins.

Huttball is also the only Warzone in Star Wars: The Old Republic that allows teams from the same faction to play against each other, meaning it can be played Republic vs. Empire, Republic vs. Republic, or Empire vs. Empire.

Outlaw’s Den


When entering the Outlwa's Den, you get plenty of warnings of the area's lawless nature.

On the far-away planet of Tatooine lies a lawless area known as the Outlaw’s Den. Within this area anything goes, meaning it is a fully Free-for-All PvP area where you can attack and kill anyone outside of your guild and party, same faction included.


Nestled between the Imperial and Repubic areas of Jundland, no roads lead directly to the lawless, black-market hive

The area has some rare vendors that can also be killed and do not respawn on a regular schedule, as well as some high level resource nodes and security chests which contain lots of credits and Mercenary Commendations.  There is also a GTN and cargo access in the Den, but here there is no sanctuary area and you will need to watch your back at all times.


Battlelord Blearg sells some unique items for the PvP inclined, just don't touch his booze if you know what's good for ya.

One thing to know about Outlaw’s Den however, is that killing other players will not reward commendations or Valor like usual PvP would. This is to avoid easy exploitation through kill trading with your friends. There are no objectives to hold or gain here either, it is purely a PvP area where anything goes and entire guilds can face off against one another or random players can come to test their mettle solo against any challengers.



A Republic Anti-Aircraft Battery fires off a round towards the Imperial Base

On the level 50 planet of Ilum is a large area that is specifically used for an objective-based style of World PvP where possibly hundreds of players can battle it out against the opposing faction for control and victory. While the Eastern Shelf of Ilum is for PvE questing and Flashpoints, the entire Western Shelf of Ilum is a war zone in constant flux. The battle for control of Ilum is persistent, meaning there is no timer or reset to the fight; Ilum is constantly in danger from the other faction.

Within the zone are 5 control points that must be held for victory. There is a Republic base to the South and an Imperial base to the North of the map, as well as 3 assault points in the northern, central and southern sections. Some of the assault points will deploy walkers that need to be taken out with special shoulder-mounted rocket launchers that can be obtained in the area.


The Western Shelf of Ilum and the 5 control points being fought over.

Assault Objectives:

To take an Assault Objective, the enemy faction’s vehicles must be destroyed, allowing your own faction’s vehicles to secure the area. For a short time after an assault objective has been claimed, the area is considered “secured,” and the vehicles protecting the area are invulnerable. By the time the “secured” timer expires, the defending vehicle’s shields will have been worn down, and they will be vulnerable to anti-vehicular weaponry once again.

Attacking the Enemy Base:

The primary objective is to disable the enemy base’s two anti-aircraft batteries. To damage an anti-aircraft battery, get within range to interact with the vulnerable battery and deploy a heavy weapon against it. Damaged batteries are still a threat to your faction’s aircraft and more than one strike may be required to destroy an anti-aircraft battery. When both anti-aircraft batteries have been destroyed, your faction will have control of the opposing faction’s base, which will be “secured” for a short period of time.

Defending Your Base:

To maintain control of your own faction’s base, you must prevent enemy combatants from using their heavy weapons on your anti-aircraft batteries. In the event that your anti-aircraft batteries are destroyed, you will be unable to regain control until the “secured” timer has expired. To reclaim your faction’s base, you will need to reach the control console at the base of each destroyed anti-aircraft battery and interact with it to repair that battery. Once you have repaired both anti-aircraft batteries, your faction base will be considered under your control.

Planetary Control:

So long as your faction controls all five combat zones, you are considered in control of Ilum. Maintaining control will not be easy however, as Ilum may always be contested by the opposing faction.

PvP Buffs:

Player versus player buffs will rewarded for succeeding in various PvP accomplishments throughout the area, such as defending an objective, winning an assault objective and so on. PvP buffs stack, so keep the momentum going until you achieve absolute victory!



In Star Wars the Old Republic, Operations are Bioware’s term for the MMO standard “raid.” Like Flashpoints, these tend to be more story-based than a lot of other MMOs, and Bioware has gone out of its way to make these areas feel as epic as taking part in a Star Wars movie. The game will launch with 2 Operations available to start with:

Eternity Vault

Karagga’s Palace

Note: some of the following information may or may not be 100% accurate, so if you have confirmation on anything that is different from what I post, please let me know and I will correct it.

In SWTOR, the maximum size of an Operation group is 24 players, or 6, 4-person parties linked together. Although the max group size is 24, the Operations themselves are limited to 8man and 16man groups. Operations also come in 3 varieties: normal, hard and nightmare difficulties. The lockouts for Operations are set on a one-week timer. The normal and hard mode versions do not share a lockout, but you can only do hard OR nightmare within the same week. The 8man and 16man versions of the same Operation DO share the same lockout however.

When running the normal versions of an Operation, each boss will reward each group member with a loot bag which will contain either gear for that class or a commendation. Running the harder versions of the Operations will result in better gear but also normal loot tables for each of the bosses instead of the loot bags.

Note: Operations lock-outs will be reset at 6am CST on Tuesday mornings.

Gear Tiers

There are currently 3 tiers of end-game Operation gear in TOR. Vendors for this gear can be found on each of the faction’s Fleets. There seems to be unique models for each advanced class, while the different tiers of the same armor are mostly re-skinned textures. While you can modify the gear and remove some of the mods, you won’t be able to remove the rating slot mods (armoring, hilt, barrel). This is to prevent people from farming the first boss in an Operation and just creating their own gear. Mods of equivalent strength are possible loot rewards however, so this isn’t meant to completely stone-wall groups either. Now for the tiers:

Tionese Gear – Tionese Commendations and Tionese Crystals are used to purchase this gear. The comms and crystals drop off of bosses in both hardmode Flashpoints and normal mode Operations.

Columi Gear – Columi Commendations and unusable gear with a “unassembled Columi” prefix can be used to purchase this tier. The commendations and unassembled pieces drop from hard and nightmare mode Operations.

Rakata Gear – This gear is available only from “unassembled Rakata” drops, which can be found in hard and heroic mode Operations. A few pieces, such as implants and ear pieces can be purchased with Daily Quest Commendations, which can be earned through the repeatable Ilum heroic missions.

Tips and Suggestions


If you’re really on the fence about choosing your Advanced Class, do some research and don’t be afraid to ask other people questions. While they may add the ability to change ACs later, don’t depend on that to fix a mistake. Make an informed decision or be willing to re-roll and level back to 10 again.

If you find respec costs are getting really high, stop changing them up so often. If you go 7 days without a respec, the cost will reset.

Choose the race you like the looks of the most or that fits a story you want to create. The racial bonuses are merely cosmetic and do not effect stats or gameplay in any way.

Every time you reach a new “quest hub” or area, look for a bind spot. Be sure to click on all of the bind points you come across because your Quick Travel ability will let you return to any that you have unlocked (on the same planet).

Loot everything, even if it’s junk. You’d be surprised how much that “junk” adds up to when you sell it all off. Don’t forget you can also send your active companion off to sell grey quality items whenever you want, they will return in 60secs.

Be sure to turn on the “AoE Looting” option in preferences, this will allow you to loot every downed enemy within a large area. You can also turn on “Auto Loot” if you wish.

Orange quality items are fully modifiable. If you find this type of gear and like how it looks, be sure not to toss it away. Even if you get better gear while doing missions, you can modify orange quality gear to always be top of the line. Store it away and look for some good mods to upgrade it if you really liked the gear.

Make use of your Codex, it has a ton of information in it. While a lot of it contains background lore for different characters, races and creatures you come across, it also has detailed information on things like Crew Skills and Advanced Classes that can help you make informed decisions before having to alt-tab and run for Google.

When entering a phased area for a mission, don’t keep running. After entering the phased area, enemies you couldn’t see from the outside will begin loading. If you keep running after entering, you may find yourself in the middle of a fight before realizing what happened.

If you’re trying to earn enough money for that level 25 speeder piloting, consider running space missions daily. They only take a few minutes and they give a decent amount of xp and credits. Warzones are another alternative as well. Saving up over 50k for training and a speeder by level 25 isn’t overly difficult, just be smart with how you spend your money and be sure to do things like this to earn some.

Class / Story

Play your story the way you think fits your character or personality. Choosing every light or dark side choice because they’re light or dark choices doesn’t make a compelling story. If you’re concerned about alignment requirements on gear, take up Diplomacy to max out your rank and then drop it, or do any of the repeatable content that has morality choices.

After reaching level 10 you can choose an Advanced Class. If you are level 10 when first getting to your faction’s Fleet, there should be a mission NPC right after exiting the elevator. Speak to them and they will mention special training and direct you to someone that can help. The NPC you are directed to will be in the same room as your class trainer. This NPC will unlock your Advanced Class. If you’re not yet level 10 and head to your faction’s capital planet, there should also be an NPC there that will offer the same type of mission when you reach level 10.

After choosing an Advanced Class, most will have a new main hand or offhand item for you, such as a double-bladed lightsaber, sniper rifle, generator, etc. Check your inventory after making your AC choice and there should be a bag there. Open it and you should receive any specialty items your AC needs to get started.

Action Bars

You have access to 4 Action Bars on which you can place abilities: 2 central bars, 1 left bar and 1 right bar. You can turn the additional ones on or off through Preferences > User Interface.

In addition to abilities, you can also place temporary mission items and things like med packs on your bars, be sure to make use of that.

Your main action bar has pre-set keybinds which you can use (pressing 1 – = will use the ability in that slot). You can change these if you wish, or just move the ability where you want it. You can also set keybinds for all of your other action bars if you wish, just go to Preferences and hit the Keybinds tab at the bottom (look for Quickslots there).

Action bar room is prime real estate, make wise use of it. My suggestion: place alike abilities near one another, such as “my tanking abilities” or “my heals” so that you’ll remember where they are. Use the right or left bar for abilities you don’t need to use often, such as Quick Travel, your out of combat heal, your group buff and a speeder.

Your revive ability doesn’t need to be on an action bar at all. Simply clicking on a fallen friend or companion will use the ability.

Keybinds can be very useful. While I don’t feel people need to worry about adding them for every single ability they have, I would recommend considering it for reactionary or “oh $&%#” abilities. These abilities would be things like a taunt, an interrupt, a stun and long cool-down abilities for emergencies.


Companions in TOR are not “pets” like in most other MMOs. They have their own stories and personalities, so get to know them. You don’t need to keep every one of them in top gear, but if you favor 1-2 of them for solo content, keep their gear up to date like you do your own, it makes a difference.

If you’re trying to build Affection with a certain companion, have them out during mission dialogue. Gifts are easy to give companions as well, but mission dialogue points are free. If you have a companion that you favor for combat, but don’t often make choices they like, you can use them for fighting and then swap to another companion when speaking to a mission NPC.

The companion ability bar will cover one of your own action bars, but there’s usually no reason to keep it open at all times unless you really want to micro-manage their abilities constantly. I suggest opening it and toggle the abilities you want to use and then turning the bar off. You can just as easily micro-manage their abilities with key-binds (Ctrl+1 – = are the defaults).

If you’re using your companion in a group, be sure to toggle certain things like tank or dps stances. If the group is going to use crowd control, be sure to toggle off AoE abilities as well. Companions are actually pretty good about not attacking a target that’s been crowd controlled, but their understanding of splash damage from AoE is a little foggy.

Your ship droid is not a true companion. While yes, they have healing abilities, they are still not full combat companions and aren’t as suited for fighting as your real healing companion will be. Basically, the ship droid use completely useless for most of beta, but since a lot of people complained that their class did not receive a healing companion until late into the game, Bioware threw everyone a bone and gave the ship droid healing abilities. You can give them droid armor and make them into a decent healer, but they will still be less efficient than your real healing companion when you find them. The ship droids also gain no affection and have no fleshed out story like other companions, nor do they have crafting bonuses.

Crew Skills

Biggest suggestion I can give if you don’t want to be consistently broke while leveling: don’t learn every available schematic every time new ones are available. Honestly, you don’t need them. Pick things you think are useful to you or your friends or that look cheap to make for skill up. You can always go back and pick the extra ones up when you have the money.

You can send your companion on Gathering skill missions for materials. This is great for when you need a handful of old materials to make something and don’t feel like traveling around planets to find it, or spend a bunch of money on the GTN for a stack of 50 Desh when you only need 3-4 pieces. What this isn’t, however, is an efficient use of your money. If you’re working on skilling up a craft, don’t waste time and money sending companions on these missions. The amount you get back is dismal compared to what you pay for the mission. The tiers of resource nodes have a pretty wide span, and you will come across plenty while questing on each planet before you no longer see that tier.

Reverse Engineer almost everything you make. Even after you learn a new schematic, keep REing the same item because a lot of items have multiple schematics you can learn. The green, Premium quality gear you make won’t be very appealing and is being made by thousands of other people too. Learning the blue and purple (prototype and artifact) quality versions is where you’ll make money, as well as find some gear that won’t be replaced by a mission reward 10mins after you equip it (obviously, your mileage will vary).

Your Cargo Hold is much larger than your personal inventory. Every chance you get, dump all of your crafting materials into one. Your companions can use materials from either location when you have them craft, take advantage of this generous feature.

Most classes will not receive their 2nd companion for quite some time, not counting the ship droid that everyone gets. Because of this, the ship droid can make a nice crafter if you want to use your other companion while leveling. The ship droid does not gain affection and has no crafting bonuses, but using them for normal crafting skill ups works well. A word of caution however: because they have no affection gains, be very careful when sending them on crafting missions. Crafting items cannot fail, but gathering and mission skill missions can. My recommendation is that if you’re trying to skill up a mission skill, send the droid on companion gift missions and your normal companion on the missions for crafting materials.


Make sure you have at least 50k credits around the time you hit level 25. It’s honestly not that hard to do if you don’t blow money frivolously while leveling. Getting that first speeder will greatly increase your efficiency with everything in the game since you can move around much faster.

When you reach level 25, you can learn speeder piloting from your class trainer. If you need a speeder, there’s a vendor on your faction’s fleet and a lot of the planets from Tatooine on will have a vendor near the Taxi NPC in your faction’s planetary base.

A lot of people will say that the lvl40 and lvl50 speeders are a waste of money because they barely go faster than the first one. I agree, it’s kind of lame. What most people don’t realize however, is the higher level speeders are also much, much more durable than the level 25 versions. Enemies can knock you off your level 25 speeder in 1-2 shots, while the level 50 speeders can actually take quite a beating.


Be social, get to know the people on your server. Without a cross-server queue system for PvP and Flashpoints, you will run into the same people a lot through your adventure. Be cordial and try to make a good rep for yourself, because your reputation matters a lot more on a server when these are the people you’ll be grouping with for most content.

Questing in a group is much easier than solo’ing, but it’s also more rewarding. You can earn social points for every NPC conversation when you do them with other people. The more people in your group, the better your drops tend to be as well because the loot system scales up with a party.

Learn some etiquette for how to roll on drops when playing with others. The default loot system will let you roll Need or Greed on an item, as well as Disassemble if someone in the group can RE the item. If an item is an upgrade for your character, there’s nothing wrong with rolling Need on it, but if it’s for your alt or a companion, you should ask if anyone else minds if you grab it. While it’s important to keep your companion geared, you shouldn’t take gear from someone else that needs it for their actual character, but don’t afraid to ask either.


Combat in TOR is meant to make you feel heroic, or at least remind you that you’re a bad ass and not some level 1 wannabe. Charging into a fray against 3-5 enemies your level or higher in most MMOs would be suicide, here it’s what you should expect every group to be.

Learn how your class resource works. For a good description, read the Class Resources section above. Don’t spam abilities as fast as you can though or you’ll find yourself weakened and vulnerable for awhile.

Use your companions. Unless you’re in a group, the game was built with most encounters factoring in a player with a companion. Not having one fighting at your side will leave you at a disadvantage unless you’re grouped with other players.

Find which companion best complements your role or play style. A healer using a healing companion, or a tank using a tanking companion probably isn’t the best mix, but play however you enjoy the game. Try out different companions and see what feels best for you.

Players are basically the same strength as an Elite level enemy. Trying to solo one of these with your companion should prove challenging, but not impossible. Trying to solo a Boss or Champion level enemy however, will usually prove to be fatal.

Occasionally you will come across different colored barrels in the game world, usually near a group of enemies. You can mouse over these and interact with them from a ranged position to blow them up, which cause differing types of damage and crowd control. Make use of these as they can help you quickly overcome large groups of enemies.

Space Combat

Space combat is much easier than it used to be, and since you can buy most upgrades with credits now instead of the Fleet Commendations, it’s easy to quickly outfit your ship with more powerful armaments. That said, here’s my suggested upgrade order: missiles > shields > shield regenerator > beam generator > beam charger > armor. If you feel your damage is a little weak, you could alternatively move the beam generator up to 2nd on your list. Larger missiles bays seriously make a difference though.

Your shields can’t regenerate if you’re firing your blasters, so remember to release the trigger once in awhile.

More space combat tips can be found at the end of the Space Combat section above.


You can start queuing up for Warzones upon reaching level 10. These can be a fun distraction and also a decent way to gain xp and credits while breaking up questing.

Even on a PvP server, you will be completely safe on the first 3 planets. When you reach your 20s and head to Nar Shaddaa, you will begin seeing players from the opposing faction. If you’re on a PvP server, start watching your back.

Warzones in TOR tend to push working as a team to accomplish objectives more so than other MMOs I have played. Instead of seeing people sit in the middle of the map “HK farming”, you’re actually rewarded the more you help your team. At the end of a match, there’s even a column that shows how much each person contributed to objectives and you gain more rewards for it as well.

If you’re playing Huttball, passing is an essential skill. The first time you join a match, you’ll gain a new ability called “Pass the Ball” (or something to that effect). It will automatically be placed on an empty action bar slot, but you can move this anywhere you want to. After the first time you play Huttball, you can find this skill in your General ability tab.


Thank You Bioware and EA

Thank you to both Bioware and Electronic Arts for creating this game, and LucasArts for the licensing rights. Thank you also for everyone that reads this guide and enjoys it. I’ll leave everyone with two final screenshots.




Timeline – Wookieepedia
Class, Advanced Class and Starship descriptions – Official Site
Warzone descriptions – Official Site
Race and Planet Lore – Wiki SWTOR
Companion background and Crew Skill descriptions – In-game Codex entries
Datacron information – SWTOR Beta testers Disqo, Dracarys, and Beef_Cake