Codex - how get the best experience about the game for a new player.
Introduction.
Greetings adventurer, as you may assume, current guide mainly intended as a help for beginner players, because I often meet fine players who did some success in the game, like get up to maximum level, but still do not have basic knowledge where to find cheap starting gear for your level or taking wrong second combat style, which almost ruin potential for the character.
The game exist since 2011 year, and for that many years game had a many good changes, but got two large flaws: 1. Outdated text tutorial, which almost impossible to read; 2. Overwhelming amount of NPC merchants and content, where players often lost what to do next.
The Codex, are divided in chapters, which will be arranged in the order in of an encountered content, from the very basic stuff like character creation up to "What to do when whole story is done and I max level", you always may skip chapters which do not have interest for you or know it.
In reason of SWtoR are most single-player, story based MMO ever and most players are come into the game just for it, the Codex will give you almost total information about solo-PvE, with some worthy mentions about PvP and group content, but not more.
And a few last words about the game before we start - If dear reader do not know, the game share lore with the Knights of the Old Republic (KotOR) games, but nothing with movie-universe of Star Wars, because everything happen for four thousand years before the films. In perspective, for us, this is a little less amount of time since the construction of the Egyptian pyramids. And since there can be some lore inaccuracies with your possible experience of KotOR stories, my good advice for you: true lore and story how it was - is in your head.
I-I. - Character Creation
- Kreia: "Does it matter? Of course it does, such titles allow you to break the galaxy into light and dark, categorize it. Perhaps I am neither, and I hold both as what they are, pieces of a whole. Know that I am your teacher, and that is enough."
- Exile: "Then what were you?"
- Kreia: "What do you wish to hear? That I once believed in the code of the Jedi? That I felt the call of the Sith, that perhaps, once, I held the galaxy by its throat? That for every good deed I did, I brought equal harm upon the galaxy? That perhaps what the greatest of the Sith Lords knew of evil, they learned from me? What would it matter now? There is only so much comfort in knowing such things, and it is not who I am now."
Jedi Exile, questioning Kreia.You are want to know what lies from the other side of movie's conflict? What makes The Sith's go rage? Black with Red is your colors? - Welcome to The Sith Empire, dominate or become dominated.
Prefer to forcibly impose democracy to other planets? Ready to deal an officials' corruption with one way or another? Or just want the movie's vibe of "by all means Good Guy's™"? - Please, enjoy your stay at The Galactic Republic.
Origin story this is the heart and soul of the game, because the game got 8 of them, a 4 for each side of conflict, they do not have any gameplay aspects, but each got a unique story line for the first (major) part of the game. You can have a few characters, and the game encourage a player to try each faction at least 4 times. Even more, each story origin got individual voice acting, 16 in total.
Do not need to assume what "Sith" or "Jedi" will be much stronger what common folk... Well, story wise yes, but not for gameplay mechanics, because of that you can freely choose any origin and class and be same (with gameplay perspective) powerful as any of these wizards.
I-II. - Origin Story
Sith Warrior (Marauder / Juggernaut) - become an apprentice of Darth Baras at his way to getting so many political authority as he can. 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. Remember - treachery is always an option.
Sith Inquisitor (Assassin / Sorcerer) - as former slave, beat the trials and take place as sith apprentice of Lord Zash. To reach the highest echelons of power, the Inquisitor needs more than Force Lightning and a razor-sharp mind. The most formidable Inquisitors dare to explore unorthodox practices by investigating the enigmas of the past and by unlocking new powers for themselves.
Bounty Hunter (Mercenary / Powertech) - join up with a team of hunters, who were trying to get them into the Great Hunt, a galactic-wide competition where hunters not only must hunt and kill a target, but kill a rival hunter tracking the same target, for fame and riches. Become a professional Jedi hunter and deal with unwanted attention of the Republic. Craftiness and cunning - are your main tools of the trade.
Imperial Agent (Sniper / Operative) - behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies. 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.
Jedi Knight (Guardian / Sentinel) - become as Defender of the Republic, by stopping cunning plans of the Dark Council or even of Sith Emperor. Jedi Knight is a symbol of hope, and its role to keep peace. The True Jedi must keep a cool head and always control emotions, but at hard times, difficult decisions must be made, not always according to the Code of the Jedi.
Jedi Consular (Sage / Shadow) - they always seek to grow their knowledge of the galaxy, in understanding of themselves, and in comprehension of the Force that binds it all together. Discover in the dark veil of the Empire secret cult which is danger to the Republic it self, stop planets were breaking off from the Republic with persuation and wisdom as everyone expects from a Jedi... Or with the use of the Force.
Smuggler (Gunslinger / Scoundrel) - approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the start, theirmake their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire.
Trooper (Commando / Vanguard) - These Troopers are the embodiment of the Republic military’s highest aspirations—the most advanced fighting force in the galaxy. They are equipped to face any foe in any environment, but it’s not their gear that makes them tough—it’s their guts. The Troopers’ greatest weapons are their indomitable spirit, their unwavering sense of duty and their undying loyalty to each other and to the ideals that the Republic represents.
I-III. - Combat Styles (Classes)
- Kreia: "Yes, and what are they without the Force? Take the greatest Jedi Knight, strip away the Force, and what remains? They rely on it, depend on it, more than they know. Watch as one tries to hold a blaster, as they try to hold a lightsaber, and you will see nothing more than a woman – or a man. A child."
Atton Rand and Kreia, having a friendly conversation about the Jedi Exile. KotOR II.In the game, 8 classes for Force users and 8 for non-Force users, 16 in total, but if be honest - half of them are the same. Guardian and Juggernaut are totally the same class, just with different animations. At previous years, Guardians was locked for the Republic and Juggernauts Empire but anymore. Same for Sage / Sorcerer, Gunslinger / Sniper and e.t.c. There is a short chart of key benefits of classes:
As you may see, most of the classes got something in common, but most of the differences are in the details of each class, let's make a quick review of each of them:
Maradeur / Sentinel - got half of skills are the same as Juggernaut / Guardian, but even more mobile: "Predation" will the player with close allies got extra running speed boost and "Interloper" with second Force Charge at enemy, keep onslaught at the foe. Force Camouflage gives opportunity to quick and suddenly attack or escape from unfavorable fight. The main problem with the class - absence of any other disciplines, beside damage dealing.
Mercenary / Commando - something between sorcerer as damage dealer, got almost the same AoE and skill use distance (up to 30 meters) and survivability skills like Powertech's. It's easy to master class, but one of the weakest as damage dealer on the single target between all rest classes, nevertheless it still an excellent healer for the party. Even with far ranged combat, absence of the escape skills many times will put to the unpleasant situations.
Operative / Scoundrel - got same close combat as Powertech, stealth as Assassin and ability to heal same as Sorcerers, even at damage discipline. Indeed, the jack of trades, but if do not rely much on stealth, other classes can perform little better at fights, such as solo and group. Main disadvantage - pretty squishy, same as sorcerer, but have stealth-escape from tough situations.
II. Interface
It is large and clunky, definitely developed for a more elegant screen of a civilized age... But developers gave to players wonderful tools, which allow players to manually do whatever they want with UI, for example like this:
In order to do something like this, you need to open the "Options Menu" [ESC] and go to "Interface Editor" tab.
There you can see my personal settings for any bar or window on the screen, try to do interface most useful and comfort to use for you, you can remove anything what mess with your perception of the game, and get it back later if you need it. Do not afraid to mess with basic templates, they cannot be changed in order to save player from fatal mistakes. Experiment, improve, have fun.
Besides of main UI, you can change any UI screen in the game, group, raid or even conversation screen as you can see at the screenshot. There example template for it:
Controls -> General -> Auto-loot on Right-click - ON, allow much quicker pick up the loot. If you do not see what you picked up, you can read it in the chat at System Feedback chat, if you need to.
Controls -> General -> Enable Area Loot ON - gather all loot from many defeat enemies around with one click.
Controls -> Combat -> Ability Action Queue Window ON - much easier to use skills one right after another.
Flytext -> General ->Flytext Enabled OFF - flytext are will serve you well, when you will get to the endgame and will start play PvP or going to Operations with many other players, and numbers of your damage and heal will matter, but its in dozens hours a head, it will distract and annoy player from the game, completely killing the illusion of game, only one real reason to turn on flytext, only if you disable all flytext tabs, except Health -> Low Health Self / Low Health Companion, that's it, this is only really important information for player while you do the story and just casually have fun in the game.
Chat -> General -> Chat Timestamp - ON - it's getting useful when you talk with other players and missed a message to understand, how actual it is.
User Interface -> Conversation - Everything ON will enable subtitles and highlight most important answers at the conversation wheel, but this is completely optional.
User Interface -> Cooldown Settings -> Show Cooldown Text - ON will show time of cooldown on used skill, later tweak it with Cooldown Style and Cooldown Text Settings Tab for better experience.
Nameplates -> there will be a list which must be turned on, what do not included - off.
Nameplate on Friendly NPCs, Nameplate on Enemy NPCs, Nameplate on Friendly Players, Nameplate one Enemy Players, Nameplate on Enemy Players' Companions, Scale Nameplates with Distance, Always Show Health Bar, Always Show Class Symbol.
Just remind - the game got a lot of NPC and when you see a lot of them, their nameplates can really clutter up your screen, turn off "Nameplate on Friendly NPCs" when you feel comfortable with the world, and turn on if you lost some important NPC for quest.
Main problem with keybinding, they do not transfer between characters, so if you want to use them on other characters, save it in "Keybinding Import/Export" tab, save it and load it with other character. There is example of mine keybinds at quick bar, which allow to quick and easy use them, press LMB image in full size:
[1] - [5] buttons and [Shift + 1] - [Shift + 5] are major attack skills, with [3] and [Shift + 3], are ranged; This is the example for a melee character.
[F] are major AoE skill, [Shift + F] secondary AoE Skill;
[F1] - [F4] - major defensive skills;
[Shift + F1] - [Shift +F2], [T], [G] - specialization skills, example - tanking control.
[Shift + Q / E], [Q], [E] - enemy control, stuns and disables.
[Z-X-C-V-B] - quick use items, stims heals, one time use skills.
[Ctrl + 1-4] - character speed boosts and heals.
[Mouse 4-5] - emergency and often used skills.
On the most right bar - only on button with keybinding [R], quick use of mount, least usable items like Mail, Quick Travel e.t.c. without keybinds.
And you are can use up to 5 quick slot bars, if you need extra.
Observant reader can see, what some extremely important keys like "Character Window" [C] are used for quick bar, yes, you can rebind important, but not-emergency used keys for something like [Shift + C]
That's example what you can to make your game much comfortable. Everything is just common tips from experience which many players neglect or just simple don't know and have much worse gameplay in total.
III. Starting Planet
- Main Hero: "Kashyyyk. I'm a Wookiee, can't you tell?"
The Main Hero mocks Bastila, KotOR.At the start you will have two main quests, Purple, which indicate your main story quest or Main planetary quest, and yellow, which indicate secondary, unnecessary quests. If you are the subscriber, you will get extra secondary quest "Training in the Force" if your character is a Force-User or "Training and Skills" if not. DO NOT COMPLETE THESE QUEST if you are not absolutely sure that you need a reward for this quest. We will do a quick re-view of that quest in the "Chapter XII. To sub or not to sub".
For now - just play the game, Main Story Quests are necessary, at least until to get opportunity to travel between planets, all yellow one are completely optional and for 90% of time they do not worth it even reward, and do not matter for major story progression. Do them only for personal enjoyment or equipment if you're sure what it needed you.
Mostly, you need to know only one thing at that point - Gear Window (key [C] by default), where you can wear a new gear, if you have it in your inventory. At inventory window you will see offer "Expand Inventory Module", this one of the many things in the game which allow increase a comfort of gameplay with some "Cartel Coins" (CC for later), but never use them if you are not sure if it can be bought with credits. For example - that expand module, are extremely cheap with credits, but very pricey with CC, soon you will have enough money to expand your inventory with credits and put your CC into much better use in the future.
Do not neglect with in game tutorial, which will pop up an every time, when you find something new. It mostly old style, boring textbook what still deserve at least single look on every page, just to make sure, what you are do not miss something important. You always can turn it off at preferences tab.
Each time when you will arrive to a new planet, will be extremely useful to ride on the taxi across all points, to unlock Quick Travel Points. Just simply passing by that point, you will be able to fast travel to that location almost from every place of that planet, which greatly reduce walking time. To use taxi, speak with the Droid, to use quick travel, you can press icon of desired location QTP on your map [M]. If you do not see any of these points on your map, be sure, as your map filters correctly set.
Do quests, get new gear as rewards for it, and do not forget to equip better gear. You will easily know which one is better, it will have a little green arrow on that item into your inventory. Do not afraid to mess up with your build, up to 23-rd level you will not have skills where you can choose from and even then, it can be freely changed without any cost or penalty. If you accidentally drop out your important skill from the quick bar, you can find it "Abilities" window (P).
IV. Companion.
- Main Hero: "Well, that was pretty stupid of you."
- Jolee Bindo: "Hmph. As I recall, I'm not the only person in this conversation who's been shot down out of the sky recently. Well, as it happens, getting shot down turned out to be very fortunate. That was the day that I..."
- Main Hero: "That was the day you what?"
- Jolee Bindo: "Well, that... that was the day I met my wife."
- Main Hero: "Your wife? You were married?"
- Jolee Bindo: "You know another way to get a wife?"
Companion shares his memories to the Main Hero, KotOR.After a few quests at your starting planet, you will get it at your disposal a companion. Companion is replacement of other players, if you prefer to play solo or with not full party. Each Origin Story got its own list of the companions, and later in the story, you will be able to get most companions, even from other characters up to few dozens, but if be honest, from gameplay perspective they all the same. Some got a little better set of skills for something particular, but it can be easily neglected, because for player matter only one thing - presence of your character. That will determine the power of your companion at any role which you will place it.
Companion can be set on three different roles in your journey:
Any gear which you will dress at your companion will be purely cosmetic. It will never give any stats to your companion, because for effectiveness in combat and crafting of your companion, responsible "presence" of your character. Current presence you can see at "Details" tab of your "Gear" [C] window, it can be increased with completing stories of companions for characters with different origin story and mainly with increasing influence of your companion. Companion with high influence level (maximum is 50-th) even can be better than some players.
The best way to increase influence with the companion is to give them gifts. Lots of gifts. Later in the game, when you will have enough money, you can just buy hundreds of them and increase influence to the max in a matter of hour, but at the start of the game it does not matter much. By the way, it is more that possible to complete story up to the end, without increasing any influence with companions ever, but for that player will require have always actual gear and decent skill level.
Each companion accepts differently for each set of gifts, the best way is to give them only gifts, which they love. You can look at this wonderful chart[swtorista.com], where indicated what love each companion. Swtorista is a good site with many nice guides, from basic rules and advanced gameplay, but it's really hard to read for a new player and easy to lost. Be sure, what 90% of any questions of what you ask, you can find an answer there, with small help of Google like this : "Swtorista *your question*".
V. Fleet, or how to not get lost.
- Main Hero: "Maybe later...".
- HK-47: "Did you hear that meatbag? I'll be back!"
HK beg his new master allow to kill merchant who sold his, KotOR.Oh boy... Well, for last many years, fleet got many changes, most of them about merchants and the main problem is - there dozens of them, new players almost always lost there and because of that, Author often see players with 80-th level, but still with a gear score of 200-240 (basic GS for 80-th player is 324-344, at least was for the moment of guide publication), which indicate on players often lost when come here, but this is the main place where they can get almost anything for successful game. And even more, often players can encounter the bug, which do not show any of mechants on the map at all.
Legend:
1. Player's storage - you can hold there all unnecessary for now items. Cargo hold is only for current character, Legacy Stronghold Storage allow transfer items between characters.
2. Gear modification vendors for levels: 10, 14, 18, 22 and 26. Also, there is Adaptive Gear Vendors, Captain Thanar for Empire and Darthyn - for Republic.
3. Gear modification vendors for levels: 30, 34, 38, 42 and 48.
4. Gear modification vendors for levels: 56, 60, 65 and 70.
5. Galactic Trade Market (aka Auction House or GTN).
6. Gift vendor for companions.
7. Speeder Trainer.
- Speeder Merchant.
9. Craft Crew Skill Trainers: Synthweaving, Armormech, Biochem, Artifice, Armstech and Cybertech.
10. Mission Crew Skill Trainers: Underworld trading, Treasure hunting, Diplomacy, Investigation.
11. Resource Gathering Crew Skill Trainers: Scavenging, Slicing, Archeology, Bioanalysis.
12. Strongholds.
After you will get modifiable gear, simply buy according modifications from actual to your level vendor at map marks №2, 3 and 4 and install them. To open item modification window, use [CTRL + RMB] and modifications from your inventory to item into comparable slots.
To guide how to gear up at maximum (80-th level), you can read it in the "Chapter XIII, 80-th level".
All mounts in the game are the same, only rare few can give some kind advantage in extremely rare situations like Guild Walker, but never mind about them, because you will never encounter them at normal gameplay, so - all speeders and mounts are totally the same. Take any which you like or any which you got enough credits.
VI. Guilds and how to cook them.
- HK-47: "Evaluation: Well, master, that is your problem. Personally, I think you should seek help, but you seem to be the silent loner type, unwilling to admit such weaknesses to another."
HK expresses concern for Jedi Exile.Guilds in the game not necessary, but gives a lot of bonuses just for being in it. There a few major types of guilds, like Role-play or Operation (raid) directed, but most of them just organizations from dozens up to hundreds' of players gathered for mutual help or solo players who there just for guild bonuses, like extra 15-23% experience boost, 15% reputation boost and benefits for crew crafting skills. It's almost always free to be a member of a guild (if not, probably it's just a scam) and there is not a single reason to be without it. When you're at fleet, you can type in chat: "Looking for guild with experience bonus" and with high chance in the next few seconds you will have an invitation to it.
Even if you are solo player with constantly turned off chat, be a part of one, you will have a lot of free bonuses and probably will have extra rewards from guilds management for high amount conquest points. If something wrong, guild are almost empty or there none of active bonuses, you can leave from it any time, just type in the chat "/gquit" (without quotes) and find another one.
VII-I. Crew skills
Some skills can be used in some flashpoints to open shortcuts in flashpoints, which allow completing the adventure faster, passing by few groups of enemies. For example - Hammer Station flashpoint, scavenging allow almost immediately get access to the first boss, and slicing evade from fight with 4 groups of enemies.
2. Missions - Treasure Hunting, Underworld Trading, Biochem, Diplomacy. This set of skills almost the same as gathering skills, but you can only send companions on missions, there is non resource nods in the world for that skill or any use at flashpoints. These missions got extra rewards besides materials:
- Treasure Hunting - extra only gifts for companions;
- Underworld Trading - extra only gifts for companions;
- Investigation - schematics for all crafts and gifts;
- Diplomacy - skill allow getting Light or Dark side points to your character and gifts.
3. Crafting: the end goal of all previous mentioned skills. Mostly, at current state, the game does not have real much use for weapons, armors and most modifications crafted, they can have some use only for players, who leveling up, but, because you can purchase decent gear from vendors, only crafted accessories (Cybertech and Artifice) are having some value for new player, but usually it can be bought at GTN or obtain as reward in Flashpoints.
Deserve special attention a augments, which can be made by Synthweavers, Armormechs and Armsmech, because this can be a decent way to earn a few millions of credits at maximum rank of professions, top tier augments are always in demand.
Types of Augments:
Alacrity - Alacrity Rating / Endurance
Critical - Critical Rating / Endurance
Redoubt - Defense Rating / Power
Types of Augments:
Absorb - Absorption Rating / Power;
Shield - Shield Rating / Power;
Versatile - Mastery / Endurance.
Types of Augments:
Accuracy - Accuracy Rating / Endurance;
Fortitude - Endurance / Power;
Overkill - Power / Endurance;
Major difference at crew skills play are level of influence of your companion, higher the level, faster tasks will be done and more chances to successful ending task with bonus rare resources for missions and extra crafted goods will be made. At maximum level of influence (50-th), task speed is increased up to 75% (if mission or craft task was hour long at 1 level, it became only 15 minutes at max) and up to 75% chance of critical success. Remind, a guild can provide extra perks which will increase speed or critical chance to few percent, which can be extremely useful for top tier craft with maxed companions. "Legacy of Crafting" perk can increase critical chance of success on an extra 3%.
If you are F2P or preferred player, you will be able to use only 3 of your companions at the same time for crew skills, if you are a subscriber, up to 8 companions, with queue crafting skills up to 5 items.
Maximum level of all skills are 700-th, and that's level for most profitable goods in the game.
VII-II. Crew Skills
1. To earn credits - it's time-consuming, at least you are will get distracted a lot, and you will need to have some start-up capital, because top tier missions can be really pricey if constantly send companions to tasks. Check GTN what is really actual for that moment to manufacture. To be profitable, you must have at least a few maxed companions for acceptable efficiency.
2. Create equipment for extra characters - if you are going to try few other story origins or classes, Artifice and Cybertech can be useful, because accessories can be bought only at GTN and most of them can be really pricey.
3. Do nothing and have little credit boost - then slicing are the best choice. Around the world are scattered hundreds of lock-boxes containing the credits, waiting just to been picked up, just do not send companions to the missions and do it by your self manually while exploring the world or complete quests. For other free slots for crew skills, same, take any other gathering skills which you prefer and sell at GTN all resources which you collected.
At maximum level, you can reverse engineering with deconstruction items to get the better craft schemes. For example: Cybertech - any V-9 grenade to unlock "Advanced V-9" grenade, for Biochem - "Premium Kyrprax Stim" into "Prototype Kerprax Stim" which persists through defeat, and from that "Advanced Kyprax Stim" which is even lasts the whole 8 hours. Same for any types of augments.
VIII-I. Legacy
- Main Hero: "You could warn me when I do something bad. Blink once for dark side, twice for light."
―Bastila Shan, attempting to lecture the Main Hero on the dangers of the dark side.The Legacy System is a game mechanic which links all of your characters on the same server together, and provides cross-character rewards and benefits.
The system is unlocked once your character has completed their starting planet class storyline. You must also be a minimum of 10th level, and you will then be able to designate a Legacy Last Name that is shared across all characters on that server, players can have identical Legacy Last Names. You will also be allowed to create a family tree, which is made up of other characters you have created on that server.
From this point forward, any and all characters on that server will contribute to that player's Legacy Experience Points. Much like normal experience points, when you reach certain Legacy thresholds, you will increase your Legacy Level. There are six major sections:
"Legacy of Crafting" - increase up to 3% chance of critical crafting, it do not spread on gathering and mission skills, only crafting. Useful if you're going to have maxed companions for crafting.
"Legacy of Leadership" - allow almost instantly to sell your companion all junk from your inventory. RMB on companion portrait and "Sell Junk".
It's endgame content, access to which can be provided only for subscribers, who almost finish the main story, and this companion by power, the same as any other companion in the game, so, it's worth it only just for fun.
VIII-II. Legacy
- Kreia: "I would have killed the galaxy to preserve you. I would have let the galaxy die. You are more rare than you know, and what you have taught yourself must not be allowed to die. You are not a Jedi. Not truly. And it is for that that I love you."
Jedi Exile and Kreia.4. Perks - every perk, which bought in this section, can be used by all characters on your account.
Alignment - this sub-category has two abilities that are specific to one Force alignment over the other, to obtain that perks, player need to achieve maximum level
Here is the link for all datacrones location.[swtorista.com]
IX. Cartel Coins and Cartel Bazaar
- Talos Drellik: "Hmm. I never get the good dreams. It's always flesh-eating Jawas or Hutts in bikinis."
- Andronikos Revel: "Hutts in bikinis? Sounds like an improvement."
Chat with Inquisitor's companions, SWTOR.But before bought something at Cartel Market, be sure what you check that item at GTN, a pretty often item can be bought much cheaper from other player with credits and free cartel coins spend to get that credits. Usually, most players buy "Ultimate Cartel Pack" and sell them at auction, or some other costume with discount. Check your GTN prices before take something at Cartel Market.
Be advised - if you are F2P or Preferred player, you can't hold more than 1 million credits at the same time on your character, but all excess can be stored at Legacy Storage. If you exceed your current credit limit, all extra credits will be transferred into "Credit Escrow" and never withdraw credits from there with use of cartel coins! It's extremely overpriced, you for that amount of cartel coins, can get a dozen times more just bought something at Cartel Market and re-selling this at GTN.
The best way to get money from escrow is buy to subscription, if you will have a really large sum there, it just can be the best choice, so, If your subscription is almost ended, or you just never intended to buy it, simply don't forget to stash your credits into the storage.
Besides of "Cartel Market Certificate", you will need a high level of reputation with "Underworld Exchange", it can be acquired by playing in "Contraband Cartel Slot Machine" in other players strongholds, just ask in the general chat, who have them and ask for invite.
One of the best ways to earn "Cartel Market Certificate" is participating at "Nar Shaddaa Nightlife Event", just play while event is active, receive chips for completing a flashpoints, PvP or loot from enemies and spend them at slot machines at Nar Shaddaa. Is once in the year even, check the newsfeed when I was last time to assume when will be next one.
At Cartel Bazaar you can find most all event vendors, so if you got currency, you can check them even when event is over.
1. The items are bonded, you can't transfer them, even between your own legacy;
2. If you want to be summon these items from your collection by other characters, you will need to purchase account unlock for that item on your collections, for some items it will be much more expensive that re-buy them from GTN and for some otherwise. Remember - at catholic Christmas are huge discounts in the game and on one week, you can get account unlock for collection items with 50% discount.
X. Flashpoints
- Exile: "I think I flipped the wrong switch. Or the right one."
- HK-47: "Statement: I am fulfilling my primary function, which is to facilitate communication between species and put an end to hostilities. Greeting: Oh, hello, little T3 unit. I am HK-47, protocol and translation droid."
- T3-M4: "Dee... deet?"
- HK-47: "Answer: Of course I am all right. Why wouldn't I be? I respect all life. All life is connected and should be nurtured."
- Exile: "That does it. That package is coming out of there."
HK-47, after Jedi Exile installs the HK Protocol Pacifist Package.Flashpoints are group (up to 4 players) from 10 to 40 minutes adventures where players can get a fine gear and gain a lot of experience. Farming a flashpoins can be the best way to quickly gain levels if you are in dire need of maximum level character, but if you're a first time player - just play the story, you will get maximum level long before the story will be over. Flashpoints can provide the best possible gear for low level players (10 - 75) and intermediate gear for maximum level characters.
Flashpoints are got three difficulty levels:
1. Story - if your character will exceed a level of flashpoint, it will drop up to requirement level. Story flashpoints are good only to get use with path of particular FP before go to the veteran one with other player, or simply to finish quest which require that particular FP.
2. Veteran - the most popular types of flashpoints ever. If you got character that lesser that 80-th level, you still freely can go to them, your character will be boosted to that level, and you will be able to complete any veteran flashpoint. And about rewards - it got the best possible gear drop ratio to spent time for most players. If you're going to enjoy flashpoints at veteran mode - personally gather a group of players, because if you're gonna use a group finder, you almost will always encounter few or even the whole group of players, who farm them and just wanted to rush a fast as they can, skipping all on the way. Sometimes skipped hazards, can be almost impossible to pass inexperienced player.
3. Master - it's 80-th level restricted only, recommended to experienced players with full team, it got more valuable rewards, but if a group weak, it can be just a waste of time. Only for players which already well know with all flashpoints and / or have a good team.
Flashpoints is a tool, if you wanted to gear and fast leveling up, run only the fastest flashpoints possible, like Hammer Station or Battle for Illum, with certain screw skills like slicing and map knowledge, you will be able to finish them in 10-15 minutes. But if you want to truly enjoy the adventures - gather the own team or just do them solo in story mode. Main amount of players play in the game a many years, and flashpoints for them are just a tool to quick get a gear and nothing else.
XI. Conquest
- Canderous: "Nice speech. I bet you tell yourself that every night so you can sleep. But I am accept who and what I am. I don't have to justify it with words. Victory in battle is my justification."
Canderous Ordo and Carth OnasiThis is the system of additional rewards for characters, almost everything in the game, like killing any mobs, finishing quests or just simply finishing conquest objectives will give you certain amount of conquest points. After you will get a 100,000 points for current character you will get reward for it, usually it got three major tiers:
1. Low level (10-70) - chest with improved gear, some materials, small amount of credits and mission experience boost;
2. Mid level (71-79) - chest with improved gear, small amount of credits and Tech Fragments;
3.Max level (80) - Conquest Commendations, Tech Fragments and small amount of credits.
About Tech Fragments and Conquest Commendations read the Chapter XIII, 80-th level and Endgame.
To check current progress in conquest [L] and "Conquest" tab at top bar of window. Conquest are lasts for a week and resets every Tuesday. Conquest progress are individual for all characters in your account, and you can collect multiple rewards for each one of them, but - conquest objectives are common for all characters, for example, if you're done objective "Stronghold: Decorator" for one character, you will be able to do same objective for another character only tomorrow, because it is daily repeatable. Some quests can be done endlessly, some only on daily basis or some, just once in the week. Most objectives are from week to week are the same, but around a dozen are changes.
The main ingame bonus what can provide strongholds are "Conquest Stronghold Bonus". If you got stronghold, each new bought room will provide an extra bonus to your conquest progress. Few strongholds with unlocked rooms in sum will provide up to 150% conquest points bonus, usually it's three fully upgraded strongholds.
XII. To sub or not to sub
If you are on your first hours of adventure or just not sure, the answer is almost certainly is - not. F2P version is extremely large demo, in dozens and dozens of hours, even a hundred if you complete a quite thoroughly the game and only when you will be at maximum for F2P level 60-th of ingame content you can get back to that decision.
The main reasons to buy the subscription is:
1. Story unlock. Currently progress for F2P players are locked at content of 3.0 version of the game and that's still a quite large amount a content in total, but the best stories like Knights of the Fallen Empire or Knights of the Eternal Throne are in subscription section only. But, if you once will complete that stories as subscriber, you will NOT lose access to that content then subscription will be over.
2. Removing the credit limit at inventory, the game completely does not contain the Pay-to-Win mechanics, most of the gear can be easily collected without any real-life currency in the game. A really niche mechanics got simultaneously extremely high price and can influence on character performance, but they do not worth it for 99% of players, and we will take a closer look at next chapter. Based on the above, most of ingame credits are for costumes and cosmetic stuff only and if you have interest in gameplay only, limit at one million credits is more that enough to comfortably play the game.
3. Guild Benefits Access, if you prefer to play with other players as guild leader or officer, you will need a subscription, even if you will buy "Guild Bank Access" from Cartel Market for F2P or Preferred players, you still can't be able to deposit of withdraw credits, in which way you will be not able to buy guild perks or simply to change social guild stuff like heraldry.
4. Operations (Raids) are forbidden for all F2P and Preferred players, which is the main way to farm top-endgame gear. But, if you are not playing a PvP, what even a point at top-endgame gear?
5. Lots of cosmetics and gear restrictions. 95% of that category can be bought at Cartel Market for Cartel Coins, which you get from achievements or Security Key bonus. For example, F2P and Preferred players are restricted to use Artifact (purple) gear, which is the best, but, if your subscription is almost ended, and you will not be going to extend it, you can buy from GTN or simply from collected Cartel Coins acquire the "Authorization: Artifact Equipment", use it, and you will be able to equip any gear even without subscription. Same with other authorizations.
Beware - there are two types of authorizations, for character and for account, make sure which one you take. Important one like Artifact Equipment better buy for whole account, to be sure what if future you will have intention to play with other characters, you will not feel a major disadvantage between them.
6. Unlock the secondary class for character. If you are the subscriber, you will get extra secondary quest "Training in the Force" if your character is a Force-User or "Training and Skills" which allow choosing a second combat style. Do that in mind, what that is irreversible, because of that, I highly recommend:
a) Do not choice mirror class, like if you Scoundrel then don't take Operative or as Juggernaut don't take a Guardian. You will have the same skills, just with different animations.
b) If your class got tank discipline, then take some class with heal discipline or stealth ability and vice versa. It will allow adapting to any situation.
c) If you are got a melee class, ranged can be a good choice, with the same reasons as in the previous line.
If you are not sure, what you're going to use that combat style, then take it later. If your subscription is over, your character will stay on the currently active class, without abilities to change it until next subscription.
XIII. 80-th level
- Jolee: "Twelve. No, wait! Thirteen!"
- Canderous: "Nice one, old man."
- Jolee: "Thank you. It takes effort to be properly irreverent at my age."
Jolee Bindo and Canderous Ordo, making fun of Sith student Lashowe.At 80-th level, the first thing you need to do is get the best possible gear for your character. First - finish your new week conquest, for that you will get 200 Conquest Commendations, which is just enough to get full new set of gear, from weapons and armor to all accessories. Go to the Fleet's Supplies sections and find there Kyla Tane for Empire Milla Brandes for Republic, they are Conquest Gear Vendors, and will provide to you the best possible gear at start of 80-th level. If you are going to do only the story content - that will be more that enough to finish the whole story up to the end.
If you're going to enjoy the Operations, PvP or simply love to gearing up, the best way is to check at the Google or Swtorista which gear score currently is top and how to obtain it. Every year or so, the game will have a balance changes and ways to get actual gear can be changed, but I will give you general directions:
- After acquiring new gear from Conquest Gear Vendors, start to run flashpoints, if you looted the better gear, equip it right away, gear score of dropped loot depends on from your current gear score of your equipped gear. All rest gear, which is outdated or simply unnecessary must be breakdown at "Deconstruction" menu of your inventory (top left buttons), for that you will get "FP-1 Stabilizer", which will allow buying in the same section of vendor's better gear and upgrade it. Read carefully vendor titles, it will help you.
- You can find Hyde and Zeek and finish their quest. Mainly, they request to obtain some high score gear from flashpoints and break it down at "Deconstruction" menu, when you did that, they will be able to sell few possible modifications for that gear score. Google "SWTOR Hyde and Seek" for details for current update.
- When you will get maximum possible gear from Flashpoints, it's the best way to start going into Operations, story are will be the best choice, it is easy to find party for it and reliably can be finished, for that you will obtain "OP-1 Catalyst" which can be used at Operations Gear Vendor and Upgrade. As option, you can start go to the operations almost basic FP gear available, but not recommended due to possible difficulties.
- If you are not subscriber or just not fancy of large group of players, you still can acquire Conquest Commendations and FP-1 Stabilizer and transfer them into OP-1 Catalyst with help of Conquest and Flashpoint vendors.
1. Powerful Implants - at the fleet you can Lonndar Eadwinn with a droid SN-4RK, after the short line of quests, you be able to buy from SN-4RK golden implants with unique bonuses for your character, like "+5% to mastery when stim is active" which useful for PvP and master mode PvE, or for fans of completing story "Second Wind" which give 20% heal for each kill and short speed boost.
2. Golden Augment Materials - Takanna for Empire and Nitoo for Republic, Spoils of War Vendors, they sell the most valuable parts for the golden augments, OEM-37 and RPM-13. You can use them to craft augments... Or just sell them at GTN for large sum of money.
3. Tactics - Morro the Reaper for the Empire, Sabacc Sav for Republic, Tacticals vendors, this is new type of equipment for 80 level players. Some equipment are universal, but most give applicable only to a specific class and certain discipline. I recommend finding one which will suit you best, but if you can't find something, for group PvE and PvP "Overwhelming Offense" is universal and for casual story - "The Life Warden" is pretty good.
4. Hidden Tactics - S3T-BNS, Merchant of Mystery at first, SoW: Set Bonus Vendor later, a for every faction, he sells schemes for unique tactics, which can be crafted and sold at GTN or used by your self.
XIV. Player vs. Player
- Exile: "What's wrong?"
- Atton: "Don't you feel it? Something's gonna get real wrong, real quick."
Atton Rand, sensing danger and warning the Jedi ExileOh, my... Well, there is two types of PvP battles, warzones and arenas:
1. Warzones - are large PvP team battles for objectives, most of them about capture the point and hold it, but there is one exception - Hutt Ball, this is a space version of american football. It's usually required a good team work to succeed, but alas, it's pretty rare. Lots of times, a few players carry the most of the team. The best tactics is don't waste time for pointless murdering enemies, do objectives, cover your allies who do them and protect your captured points. If you are at defense and under attack of equal or superior enemy forces, type in the chat your held position and amount of enemies, like "W3", that's mean "West turret, 3 enemies" and help (probably) will arrive.
2. Arenas, are group 4x4 fights, more about tactics than strategy, arenas require a skill to quickly change focused enemy, to avoid enemy guardian's protection and control enemy with stuns. Good knowledge of all others ingame classes is highly desirable.
Currently matchmaking of the PvP battles a split in three categories by level, the brackets are 10-49, 50-79 and level 80. So, if you are not 80-th level, you can wait quite a long time for the fight to start. Even more, in morning hours and weekdays, search even more longer.
Buy and use at almost every fight "Warzone Adrenal" and "Warzone Medpack", they are extremely cheap and later will get a lot from boxes as warzones reward;
If you are 80-th level, be sure what you are to use the best possible gear for PvP fights and at least blue augments, purple and higher is recommended, but not necessary, high personal skill and knowledge of classes is 90% of success from that point.
(At the guide release date, maximum gear score to PvP is 336);
PvP can be extremely toxic and gaslighting, so if you can't find right way to communicate with your team, just turn off your chat or put on ignore list problem players, it will save a lot of nerves to you and good mood;
Grenades and blue / purple stims are can give a significant help in the fight, mostly because almost everyone use them, especial at arena fights.
XV. General Tips
- T3-M4: "Beep-Beep Boop Boooop."
- HK-47: "No, I didn't mean us as well, you moronic droid."
HK-47 and T3-M4 discuss the best way to get prestige at the Sith Academy on Korriban1. If you are in the group content - listen your teammates, or just do the same. If you're in the flashpoints and everyone running pass enemies, run with them, most certanly this is a players who did that hundreds of times and do not have interest to do it casually.
2. Always update your gear according to new level at Supplies sector of fleet. Even if you're playing at planets which drop your level, you will in great disadvantage without actual to your level gear.
3. On some servers you easily can find few role-play guilds, where you can have some extra fun, this is a multi-player game after all. Listen an all rules from recruiter before join to it.
4. Use secure key. It's not only the best way to protect your account, and it's the best way to get additional cartel coins, because you will get extra 100 for each month, even if you do not log in the game.
5. You can get a some free stuff like mounts, titles or costumes, just Google "SWTOR Redeem Codes" and you will find how and what codes you can use.
6. When you have your personal ship, you can equip it with new gear and go to the space missions at galaxy map... But if be honest, there is not much real point to play this minigame, besides the gameplay of itself or conquest objectives.
7. If someone asking for a word of advice, help them! Most of the players come only for story and constant players' community is not so big, and every little help counts.
8. With authorization unlocks, you can create account almost same as subscription but only with three major limitations which cannot be passed: inventory credit limit, guild management and operations restrictions. But, all rest possible gameplay will be open for you.
9. If you finish the one story, try the other origin story! The game encourage playing with every story at least once.
10. For modification of 80-th level gear, use legacy bonded equipment, in that way if you will desire to change who is your main character, you will be able to transfer all gear and continue comfort gameplay without need to start with scratch.
11. If you want simply a good single-player game experience... Just turn off the chat. The Author personally played without any chat for the first 300 hours of gameplay, and it was totally worth it.
12. Use outfitter to replace your gear with a custom outfit. That's it.
13. If you got some troublesome player - [RMB] on players' avatar -> Additional Commands -> Ignore Player's legacy, and you will never hear from him anything again.
14. At catholic Christmas, every year turned on double experience and double valor boosts, large discounts at Cartel Market and 50% discount for account unlocks at collections.
How to kill a Jedi
- Exile: "No, just some questions."
- HK-47: "Statement: Ah. More questions. Wonderful."
- Exile: "If I need to kill a Jedi, how would I do it?"
- HK-47: "Request: First, Master, I would appreciate it if Jedi need to be killed, that you permit me to kill those annoying pseudo-pacifists for you. But if you are determined to do it yourself, then there are many techniques I would suggest."
- Exile: "Like what?"
- HK-47: "Recitation: First, weapon selection is critical. If I see one more idiot attacking a Jedi with a blaster pistol, then I'll kill them myself."
- Exile: "What weapons would you suggest?"
- HK-47: "Answer: Select grenades, sonic screamers, cluster rockets, and plasma charges. Mines are also effective, since many Jedi will run to meet you in hand-to-hand combat. Silly Jedi.
Addendum: Gas attacks are effective if you can take the Jedi by surprise - inhalation is less effective than ones that work on skin contact, as some Jedi seem able to hold their breath for long periods of time."
Cautionary: Still, don't rely on it, since Jedi can fight off the effects, it just distracts them, leaving them open to another avenue of attack.
- Exile: "Any defenses you would suggest?"
- HK-47: "Recitation: Do not forget to activate any energy shields you possess. Lightsabers, while powerful, have trouble penetrating most military issue energy shields - provided they are energy shields and those crude Mandalorian melee shields."
- Exile: "What about countering Force powers?"
- HK-47: "Answer: Countering their other powers is more difficult.
Confession: I do not fully understand their other abilities, but I do know that many of them require that the Jedi know that you are there, and can see you. Thus, sniping and using cover are always advantageous."
- Exile: "Anything else?"
- HK-47: "Evaluation: A technique that Revan used frequently was to attack a Jedi indirectly. This method only works if the Jedi is adhering to the self-destructive path of pacifism and sacrifice."
- Exile: "What do you mean?"
- HK-47: "Answer: Kill their allies, or place them in jeopardy. Many Jedi will leave themselves exposed in order to protect another. That is why there is many less Jedi than there were a decade ago."
- Exile: "You seem to have thought this through."
- HK-47: "Cautionary: Oh no, master. In fact, that is the worst thing you can do.
Explanation: Statistically, overplanning the assassination of a Jedi seems to backfire.
Extrapolation: There are many theorists who claim Jedi can see the future, and I do not know if that is true, but it seems impulsive acts are more common to succeed than planned incidents. Jedi, like sand-kivers, seem to sense trouble a few seconds before it happens. They are tricky little pests."
- Exile: "Were you the only one killing Jedi?"
- HK-47: "Answer: No, master. In addition to traps, mines, and orbital bombardment, Revan and the Sith often employed meatbag assassins for some Jedi, skilled in the same techniques that I was trained in. Strangely enough, Revan believed that meatbags that did not use or believe in the Force were especially important, since in many respects, they were more difficult for Jedi to detect. Revan had many of them trained to "Hide their minds", as it were. Again, once these techniques were learned, the percentage of living Jedi began to decrease accordingly."
- Exile: "Hide their minds? How?"
- HK-47: "Answer: Generally, this was done by broadcasting strong emotions while thinking about something else. It was a curious technique, but it seemed to be effective in blinding Jedi. Whether guilt, lust, fear - they act as mental interference, making finding the true intentions of the broadcasting meatbag difficult."
- Exile: "I don't understand how that would work."
- HK-47: "Answer: Obviously, a Force Sensitive broadcasting such emotions puts themselves at risk of not using the Force "properly", since to use it seems to require an inner calm that most meatbags do not possess. As much as the Jedi could not use such a technique, the Sith Lords cannot use it for much the same reasons - such passions as guilt, lust and fear are rarely strengths to the Sith code.
Statement: The master felt it was ironic that only people who had experienced such passions could harm Jedi in such a way - that to kill Jedi, you had to be a human being. Revan found that quite amusing."
- Exile: "How many ways to kill Jedi are there?"
- HK-47: "Answer: The odds of me being forced to use such techniques against you has decreased, master. There are some more methods I could describe, if you wish."
- Exile: "All right, go on."
- HK-47: "Statement: Overwhelming odds is also a good tactic, master. There are few Jedi that can long hold their ground against a hundred attackers all firing at once... or being turned on by their own troops. But the most effective weapon against Jedi seems to be the erosion of the spirit."
- Exile: "What do you mean?"
- HK-47: "Answer: Revan claimed that psychological warfare against Jedi was important because much of their power comes from their state of mind, their connection to this religion called the "Force". Revan said that many Jedi have the capability to form connections to life around them, although few of them realized the extent to which this is possible.Recollection: I believe my Master speculated that many Jedi did not fully form such connections because of their discipline, because they never opened their lives to the passions around them. I believe Revan termed it that "one would need to be a human being to develop such connections". It is something that the Jedi code could not teach. Instinctively, or not."
A few last words
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