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  1. Here are the locations of the all the Datacrons and Matrix Shard within Star Wars: The Old Republic. There are others out on the net, but they all are not complete. Some of them only showed where the Matrix Shards were on Empire Planets and I was a Jedi. Some have ones that others do not ect.... I've decided to compile them all here to make it easier on everyone. Matrix Shards Red Korriban: (-55, Y: 379) - Empire only This Red Matrix Shard is out in the open. Just head to the location and you cannot miss it. Ord Mandell: (778, 133) - Republic Only Hoth: (-738, 1738) - Requires Vendor Item First, you will have to buy an item called “Hydro-Thinner” from the Aurek Base Cantina Vendor at (-3533, -1382). Go to the Datacron’s location a little bit left of the Highmount Bluff’s entrance and use the Hydro-Thinner on it. It’s covered in ice and there is a large rock spike next to it to help with visibility. Illum: (543, 544) - Will PVP flag Empire The Red Matrix Shard is located on top of the Republic base inside. Yellow Coruscant: (905, 4557) - Republic Only Drumond Kas: (-187, 1738) - Empire Only A hidden path just east of the Datacron’s location is the entryway. There are a few elites nearby so be careful or bring allies. Nar Shadda: (1702, 3084) First go Coordinates (X:1708, 3090). There will be small crates which you can jump onto much larger unevenly stacked rectangular crates. At the top, look right and climb onto the pipes attached to the wall. Follow these pipes and jump until you reach a ledge with some crates. Jump up to the next area from here. Follow this path and make a left to find the Datacron. Illum: (311, -380) - Will PVP flag Republic The Yellow Matrix Shard is located inside a small building in the Imperial Base. Blue Hutta: (-9, 319) - Empire Only This Datacron is in the Sewer Maintenance Tunnels (Heroic Area)(X:-18, Y:12) which are the location of the “[Heroic 2+] Factory Recall” quest, as you have to fight elite enemies here. Tython: (-93, 925) - ?Republic Only Tatooine: (-2391, -1381) These two Datacrons are located in the same area. First, in the southwest corner of The Dune Sea there is a Jawa Sandcrawler. Get on top and wait for a balloon to appear. Ride this balloon. You will eventually see a Sandcrawler with a glowing Blue Matrix Shard Datacron. Jump down onto the Sandcrawler to obtain the Datacron. For the Red Datacron go to the edge of the Sandcrawler (the side closest to the Datacron) and carefully jump down to a small platform sticking out of it. There is a small compartment with the Datacron sitting inside. Corellia: (-2423, -1063) The Blue Matrix Shard is also Located in Labor Valley. It is Located at in the southeast corner of the map at -2307, -988. Green Balmora: (-505, 1990) - Empire Only, Requires 2 people to obtain Go to the far SW corner of the Gorinth Canyon map, to the cave complex located @ (-472, 1929). Inside you will find an elevator toward the rear of the complex. Go down the elevator. On the bottom level of the Neebray Warehouse is the Datacron and it requires two people to unlock the door to it. To open the shielded door two players must activate the “Shield Control” panels to the right and left and get the timing right. Taris: (1059, 10390) - ?Republic Only, Requires 2 people to obtain Within the Abandoned Power Plant go down to the lower levels and there will be a control panel to operate. One player must operate this and one play must jump onto to the area above. Activating this control panel will shoot the player on the platform up into the air onto some pipes. Go right then hop down to the next pipe. Follow it to the end and drop to the platform below. Make a jump to the platform right beside it to obtain the Datacron. Belsalvis: (-315, -2173) First find the elevator to Cave Under Tree on the Tomb map, the location is (-547, -2172). Take the elevator down and travel straight through to the far end of the room. The glowing cube is there with a quest reticule above it. Before the Datacron is a machine that is powered by 4 Rakata Cubes. Rakata Cubes are found all over Belsavis. They spawn at random hidden locations. Corellia: (701, -1890) - Requires Vendor Item First go to the vendor directly south of Tarlarn Outpost on Alderan and buy the MGGS. The Green Matrix Shard is Located in Axial Park. Access to it is through the Museum. Required Vendor Items Hoth: [Hydro-Thinner] - Purchasable at the Empire/Rebublic cantina on Hoth for 20k credits. Corellia: [MGGS] - Purchasable on Aldaran from vendor south of Tarlarn Outpost for 10k credits. Matrix Cubes are relics that can be created on your faction’s capital planet by using the Matrix Shards received from certain datacrons. Empire characters create Matrix Cubes in Dromund Kass’ Ancient Assembly Chamber, that is on the way to the Dark Temple. Republic characters create Matrix Cubes in Coruscant’s Lost Assembly Vault, the West room in the Jedi Temple. Each character may have one Matrix Cube in Mission Inventory or equipped at a time. Down from 4 during the beta. Matrix Cubes can no longer be stored in one’s cargo hold. Creating Matrix Cubes Matrix cubes grant a significant stat boost on equip. The particular stats per matrix cube depend on which three matrix shards were used in the assembler and if you are a force or tech user. There is a total of 12 Matrix Shards, three per color. The order the shards are placed in the assembler do not matter. The order the colors are listed in below is the way the game currently lists the shards. Matrix Shards: R = Red Y = Yellow G = Green B = Blue Tier 2 – Level 15: RBY — 18 Str, 8 End (M2-W3) BYG — 11 Str, 14 End (M2-W0) RBG — 15 Aim, 10 End RYG — 8 End, 18 Will (M2-W1) Tier 3 – Level 24: RYY — 19 Str, 24 End (M3-O1) BYY — 19 Aim, 24 End GYY — 28 Cun, 14 End (M3-L1) RBB — 19 Will, 24 End (M3-V2) YBB — 19 Str, 24 End (M3-J2) GBB — 28 Aim, 14 End (M3-A2) Tier 4 – Level 32: YRR — 14 Str, 33 End, 8 Acc, 10 Def BRR — 33 End, 29 Will (M4-V1) GRR — 39 Aim, 23 End (M4-B2) RGG — 26 End, 23 Cun, 16 Crit YGG — Bugged, gives YRR BGG — 14 Aim, 33 End, 8 Shield, 10 Def Tier 7 – Level 50: Force Users: YYY — 52 Str, 60 End, 18 Def (M7-Y3) GGG — 58 Str, 50 End, 24 Crit RRR — 58 Will, 50 End, 24 Crit (M7-R3) 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 — 48 End, 72 Cun, 7 Crit BBB — 58 Aim, 50 End, 24 Crit (M7-B3) Amplified Matrix Cubes Matrix Prisms, Matrix Emitters, and Matrix Amplifiers can be used to alter matrix cubes when they are being created. These components are currently not in the latest build of the game. Expect to see these amplifiers in a content update eventually. It is speculated that they can be used to create tier 5,6, and 8 Matrix Cubes. Disassembling Matrix Cubes Matrix Cubes can be broken down back into Matrix Shards in the disassembler which is in the same area as the assembler. In order to power it, you must use a Reconstructed Disassembler Core which can be purchased from a vendor on Tatooine’s Mos Isla or Anchorhead (by the north sand crawler), depending on your faction. The Reconstructed Disassembler Core currently costs 8k.
  2. searching for good bot in forum apparently topic seems to me bit taboo me and me BF been playing the game since July if any one interested recently what we used PIXBOT to lvl our alts just to skip the same story line. better than free bots but it cost £2.99 - PIXBOT
  3. 1. TYTHON Mystical scholars gathered on the harsh and mysterious world of Tython millennia ago to begin the first studies of the Force, but controversy among the scholars’ ranks created a cataclysm which nearly destroyed the planet. A small group of survivors fled to another star system, put their dark past behind them, and founded the Jedi Order. Thousands of years passed, and the true legacy of Tython was forgotten. Rediscovering the planet early in the Great War, the modern Jedi began exploring the mysteries of Tython’s history, and learning much about the earliest Force users. When the Empire sacked Coruscant and destroyed their long-standing Temple, the Jedi Council chose to rebuild the Temple on Tython and train a new generation of Jedi to battle the Sith menace. They soon discovered, however, that Tython’s mystical power carried its own dark legacy, a pervasive taint of unknown origins… 2. KORRIBAN 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. 3. HUTTA 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. 4. ORD MANTELL 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. 5. CORUSCANT At the center of the galaxy, the gleaming towers of Coruscant symbolize the power and prosperity of Republic civilization—the result of thousands of years of progress and democracy. Coruscant has been capital of the Republic since its founding more than twenty thousand years ago. Home to the Supreme Chancellor and the Galactic Senate, Coruscant is the most politically prominent planet in the galaxy. Protected by the legendary Jedi Order, Coruscant has always been the galaxy’s safest haven for law abiding citizens. All who would come in peace and partnership are welcome, and hundreds of alien species and star systems have come to be represented on Coruscant over time. These varied influences have made Coruscant the ultimate metropolis—a planet where anyone and everyone can find somewhere they belong. Sitting at the zero point for hyperspace coordinates, Coruscant acts as the hub for all the galaxy’s trade routes. Though the city-world is without natural resources, it has long relied on member systems and allies to supply the raw goods for the population’s growth and prosperity. Though it has faced many difficulties in its long history, Coruscant has ever developed in a positive arc. Despite the Republic’s initial losses in the Great War, the Jedi successfully repelled the Sith Empire’s attacks on the Core Worlds. Citizens believed they were safe on Coruscant, and for many, that led to an idyllic hope that the Republic would win the war. That hope was shattered when the Sith deceived the Republic’s leaders, sacked Coruscant, and destroyed the Jedi Temple. Since the Treaty of Coruscant, the Senate has been forced to make difficult decisions on prioritizing the Republic’s resources. Focus has been put on shoring up defenses in the border worlds and rebuilding only the parts of Coruscant critical to governance and trade. Large parts of the city-world still remain in ruins, and many sectors have fallen under gang control. Ultimately, the state of Coruscant is the state of the Republic—impressive and imperfect at the same time. Like the Republic as well, though, the strength of Coruscant lies not in its structures and systems, but in its people. 6. BALMORRA Few places in the galaxy have seen the peace promised by the Treaty of Coruscant so thoroughly cast aside as the world of Balmorra. Fiercely independent, this long time ally of the Republic has led the galaxy in advanced droid and weapons manufacturing. Now Balmorra’s workers live and suffer under a full Imperial occupation force. Soon after Balmorra was colonized, in the infancy of the Republic, it became a haven for some of the most prolific manufacturers of fearsome weaponry and battle droids in the known galaxy. These terrible military assets, combined with the planet’s strategic location close to the Core Worlds, kept Balmorra in a constant state of war. Setting its sights on the weapons of war manufactured on the planet, the Sith Empire resolved to take Balmorra, and in answer the Galactic Republic sent soldiers to aid the Balmorrans in their fight to preserve their independence. As the war tore on and continued to spread, the strained Republic could no longer afford to spend its forces on Balmorra. Wave after wave of Republic troops were pulled off of the world for redeployment elsewhere in the galaxy, until finally, in accordance with the Treaty of Coruscant, the Republic was forced to officially end its support of Balmorra. A small, underground Republic force was left on the planet to aid their Resistance, but the Balmorrans knew the truth of it; they had been abandoned. Even so, the Empire was still unable to take full control of Balmorra. Now, years after the treaty, a regrouped and rebuilt Republic is testing the limits of their fragile peace with the Empire, sending back the reinforcements they had pulled off the planet years before. Although the Balmorrans are accepting of Republic help, they do little to hide their resentment at having been abandoned years before. Meanwhile, the Sith Empire is escalating their presence on the planet, determined to claim Balmorra’s weapons, and put an end to this conflict once and for all. 7. ALDERAAN Since the Republic’s inception, Alderaan’s nobility has been at the political forefront, taking a stand in the Senate for peace, freedom and unity. While Coruscant has always been considered the heart of the Republic, to some extent, Alderaan has been its soul. In the aftermath of the Treaty of Coruscant, however, Alderaan withdrew from the Republic and soon became embroiled in one of the bloodiest civil wars in the galaxy’s history. The future of this once-proud planet is heavily in doubt. Renowned for its captivating beauty, Alderaan’s verdant forests and snow-capped mountain ranges have always been a vision of utopia. Matching the landscape’s serenity, Alderaan’s political process has historically been smooth, though the crown has often been handed back and forth between several entrenched noble houses. At the height of the Great War, though, everything changed—Alderaan’s timeless tranquility was shattered. Seeking to sap the Republic’s morale, the Sith Empire invaded the planet with all its might, quickly overwhelming local defense forces and taking the royal family hostage. The reaction was equally swift and savage—Republic and Jedi forces tapped into previously unknown reserves of valor and rushed to Alderaan’s rescue. The Republic’s heroes obliterated the invaders and handed the Sith Empire a humiliating defeat. The Imperial invasion was not forgotten, though. For the first time in history, Alderaan’s leaders became a voice for aggressive military action in the Senate. When the Treaty of Coruscant was signed a few years later, Alderaan’s crown prince marched out of the Senate in protest. Alderaan seceded from the Republic and became an independent system. The crown prince’s decision was met with mixed reaction at home; though many were supportive, others were outraged. Despite the controversy, order was kept until an assassin’s blaster took the prince’s life, and the queen died heirless just days later. Alderaan’s parliament soon became deadlocked on which of the noble houses should inherit the throne. When one of the houses sought to settle the matter through a show of force, civil war broke out on all fronts. Adding fuel to the fire, one of Alderaan’s forgotten houses has now returned with Imperial backing to claim its rightful place, and the Republic has begun funneling support to the honorable House Organa. Though neither superpower has troops on the ground, Alderaan could become the tinderbox that sparks a return to a galaxy-spanning war. Still, no matter how violent and chaotic the political climate may become, the legacy of the planet’s rich history and its sheer environmental beauty make Alderaan a breathtaking place to behold. The question lies in whose hands this treasure will eventually end up… 8. TATOOINE Far in the Outer Rim, the sands of Tatooine bake beneath the glare of two bright suns. Small pockets of barely civilized communities dot the desolate landscape, surrounded by the endless expanse of barren dunes and rocky canyons that have silently slain so many of those who ventured out into the desert. Among the small shantytowns and settlements that persist, travelers may find shelter from the brutal climate, but trust is as rare as water on this lawless world. Visitors and locals alike must constantly watch their backs in Tatooine’s townships. For centuries, Tatooine was of little interest to the rest of the galaxy – until the Czerka Corporation showed up five hundred years ago, seeking to exploit the natural resources they believed were beneath Tatooine’s surface. Czerka’s efforts to mine Tatooine ended in failure, but the planet’s hostile environment proved to be the perfect place for Czerka’s Secret Weapons division. Able to operate with no restrictions, Czerka brought alien technologies and experiments too horrible or dangerous to be allowed on any other system in the galaxy. While the full scope of how far Czerka went with their research remains unknown, it’s clear that suddenly, and without warning, Czerka completely pulled out of Tatooine, leaving their Secret Weapons complex to be swallowed by the sands. The former Czerka outpost of Anchorhead has now become a lawless haven for smugglers, pirates and anyone else who wants to drop off the radar. Though Anchorhead often serves as a pit stop for Republic starships in the Outer Rim, the Republic has no official presence. Unbeknownst to the Republic however, the Imperial military has established a presence on Tatooine, to explore the old Czerka labs. The Empire has garrisoned a small force in the town of Mos Ila where industrious Jawa had restored a spaceport hoping to encourage trade, only to see their hard work taken over by Imperial troops who drove the Jawa back into the desert. This puts the Imperials only a short distance from the main community at Anchorhead. Between the two, a terrible secret sleeps in the sand. 9. DROMUND KAAS On the remote jungle world of Dromund Kaas, the Sith have spent a thousand years building their mighty war machine to prepare for an assault on the Galaxy. Colonized in ancient times by the Sith Empire, the hyperspace coordinates of Dromund Kaas were lost to time, allowing the isolated planet to fade into distant memory. Following a crushing defeat in the Great Hyperspace War, the handful of surviving Sith desperately sought to escape annihilation at the hands of their Jedi foes. The desperate Sith, leaving their collective destiny to chance, chose to forgo all known hyperspace routes and attempt a series of dangerously random hyperspace jumps and blind scouting missions. For 20 years the Sith armada drifted aimlessly in the forgotten regions of space before finally rediscovering the Dromund system. The Sith’s first century back on Dromund Kaas was dedicated to reestablishing the glory of Imperial society. In the depths of the jungle, the magnificent capital city of Kaas City was established and a citadel built – a standing testament to the power of the Emperor. Ceaselessly, the Empire worked to raise both army and fleet in preparation for their inevitable return to the greater galaxy. Power hungry, the Emperor spent great energy discovering and perfecting esoteric rites of darkness – rituals that wrecked the atmosphere of Dromund Kaas, transforming the ionosphere into a swirling electric storm. Now, more than one thousand years later, the Empire has returned to the galaxy – bringing full-scale war with it. The Sith have forced a great number of systems into submission in the war, however Dromund Kaas remains home to both the Emperor and his Dark Council. Even though the planet is bristling with the energy of the dark side, it is the Imperial military that has the largest visible presence on Dromund Kaas. It is here that the Empire’s power brokering games are played and alliances are forged and broken. For up-and-coming Moffs and Imperial intelligence operatives, success – and survival – hangs on the ability to master these games of intrigue. It is from here, on Dromund Kaas, that the dark hand of the Empire reaches ever outward. 10. TARIS 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. 11. BELSAVIS Republic knowledge of Belsavis predates the Great Hyperspace War, but for centuries, the planet warranted little attention. With the exception of some unusual volcanic activity, the planet was deemed, in all ways, unremarkable. Belsavis was added to the star charts then summarily dismissed as nothing more than another curiosity of the Outer Rim. Fifty years ago, while investigating the planet’s tropical rifts that seemed to defy the ice shelves in completely unnatural ways, Republic scientists stumbled upon an ancient prison constructed by the Rakatan Empire. Behind the force fields and ultra hard metals were the most terrifying prisoners in the galaxy. Republic efforts to explore and secure the dilapidated network of vaults were impeded by ferocious alien species, and nearly unstoppable droids. Realizing it was only a matter of time before the vaults and stasis chambers containing the worst of these prisoners failed, the Republic committed a force to maintain the complex, and establish a new Republic prison on Belsavis’ unused surface. In secret Strategic Information Service meetings it was decided that this new prison, dubbed “the Tomb”, was only to be used in cases where execution was impractical or impossible. Once the Great War erupted, the Tomb’s population rapidly increased. Mandalorians, Sith Lords, and creations of Sith alchemy were sent to Belsavis for containment. As rumors of the Tomb’s existence spread, Imperial Intelligence began searching for the legendary super prison. Despite Republic efforts to keep its location a secret, the Empire learned of the operation on Belsavis and sent strike teams to liberate all the imprisoned Sith. In the short time since the Imperials arrived, the prison grounds have been transformed into a labyrinth of battle and chaos. The Empire has discovered that extracting its loyal subjects from among their violent fellow inmates will not be easy, and even though the Republic is rushing to restore order, the threat of the mysterious evil breaking loose from its ancient prison is becoming all too real. 12. VOSS 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. 13. HOTH One of the most remote and lifeless planets in the known galaxy, Hoth was of no real interest to the Republic until it became the site of a devastating military defeat. At the height of the Great War, Republic and Imperial fleets clashed in the Hoth system in a decisive battle which saw the destruction of some of the most advanced and powerful starships in the galaxy. In the aftermath of the battle, the icy planet of Hoth became a massive starship graveyard, littered with the wreckage of hundreds of warships from both sides, including several prototype ships the Republic had deployed in the hope of turning the tide of the war. As the war raged on, though, neither the Republic nor the Empire had the time and resources to mount a recovery operation. Upon learning of the wealth of technology abandoned on Hoth, an ambitious pirate confederation started their own salvage operation. They brought an army of droids and mercenaries and began looting all useful remnants from the wreckage in an effort to piece together their own battle cruisers and create a pirate armada. In the wake of the Treaty of Coruscant, however, both Republic and Empire have returned to reclaim what’s left of their war machines, and Hoth has become a point of considerable contention. Despite the peace and the planet’s remote location, skirmishes have broken out often, and now both superpowers have become entrenched—committed to fighting for Hoth until the cold, bitter end. 14. 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. 15. CORELLIA A founding member of the Galactic Republic, Corellia is one of the most vibrant business centers in the galaxy, and of the highest strategic importance. Besides being the hub for galactic corporate enterprise and maintaining a vocal presence in the Senate, Corellia is also the birthplace of many Republic economic, political, and military leaders. While Coruscant is a symbol of Republic power and tradition, Corellia is a testament to the Republic’s resourcefulness and respect for personal and economic freedom. Corellia’s capital, Coronet City, is a model of efficient industry blended with environmental aesthetics. Determined to maintain their world’s beauty and individuality, Corellians protected large swaths of parkland in the city’s heart. Underneath this sophisticated façade though, an atmosphere of corruption lies just beneath the surface. Corporate influence has always driven Corellian political policy, and most Corellians accept this as fair bargain for the freedoms and economic prosperity it affords. Despite their appreciation for a lax legal system, Corellians are known to be staunchly loyal to the Republic. This is why recent rumors of Imperial influence in the local government went largely ignored until now. Nothing has been confirmed by reliable sources, but official lines of communication between Corellia and the Republic have recently been suddenly and mysteriously shut down. Holo-video and images from Corellia show widespread destruction in Coronet city, and though an act of terrorism has not been ruled out, some fear the situation may be more serious. However dire circumstances are, though, the rugged and resilient spirit of the Corellian people is sure to have survived, and rest-assured, the Republic will stop at nothing to protect this planet that is so critical to the Republic’s infrastructure and its culture. 16. ILUM 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… 17. QUESH Environmental poisons have made Quesh one of the most dangerous and valuable planets in the galaxy, and the grounds for a savage battle between the Galactic Republic and the Sith Empire. Though the chemicals on Quesh are lethal to most life forms, they can also be used to create some of the most potent adrenals in the galaxy… and untold wealth for whoever controls the ingredients. Initially discovered by the Republic during the Great War, Quesh was abandoned after scientists detected the poisonous content of its atmosphere. It wasn’t until years later that a young chemist rummaging through old data recognized the potential for the chemical compounds on Quesh—they are incredibly close to venenit shadaaga (Hutt Venom), a primary ingredient in high-grade adrenals for healing, reflexes, and concentration. If the Republic could find a way to process the delicate chemicals, it would provide a major source of new income at a critical time in the war effort. Ultimately though, Republic engineers were unable to master the techniques to synthesize the adrenals. They were forced to seek help from some unlikely allies– the Hutts. Three families from the Hutt Cartel were quietly convinced to step around their neutrality treaty with the Empire in return for a cut of adrenal profits that not even a Hutt could refuse. The Cartel, so long as they received their share, looked the other way. Within a decade, the Republic was fully invested in Quesh. Despite efforts to keep Quesh a guarded secret, miner and worker gossip slowly crept out. It wasn’t long before the Empire heard about this vast source of chemical wealth - and the treaty-breaking Hutts. The Cartel was forced to declare the Republic-aligned Hutts traitors, and assist the Empire as it launched a full-scale attack on Quesh, seeking to destroy Republic efforts and claim the resource for its own. Now, the Republic struggles to defend its investment from the Empire and their unhappy Hutt Cartel allies.
  4. Here is a leveling guide I found for those of you that need some help. SWTOR Leveling Guide
  5. Hey guys, Hastings here with a quick few questions, I would appreciate any input or tips . I have been playing Swtor since the very hour of its release date, and was a 5 year WoW player. Now back when i played WoW, I believe I may have picked up a bad habit. I stopped using my keyboard for movement entirely and only used it for key bindings. Which means I relied on my mouse for ALL my movement. (Meaning I would just hold down my right/left mouse buttons to move, turn and adjust camera) this free'd up the letters "w,a,s,d,q,e" for more keybindings, which at the time I thought was a good idea. now in swtor this habit is haunting me, my main dmg keybindings currently are "1,2,3,4,5,q,w,a,s,d,f,g," then "+ shift" to all of them for twice as many. now because i only use my mouse for movement and turning I had to keybind "Target nearest enemy" to the letter "E" and tap "Tab" to change targets, because i was unable to target with my mouse. in PvE and while levelling a melee class I found no issue with this current keybinding and targeting set up. I'm not an idiot, I do know the disadvantages with this set up, such as: 1. I no longer have strafing (all my characters are melee classes tho, so it is LESS necessary) 2. If I wanted to target a foe that was NOT the closest, I had to stop moving and quickly use my mouse to target (although "tab" does cycle thro targets) 3. I could not turn my camera WITHOUT turning my character 4. and could not reverse But I figured those were a small sacrifice for the comfortable keybinds of "q,w,e,a,s,d,". I also know the advantages of this setup. 1. quick character turning for melee classes allowing you to get behind you target fast. 2. smooth character turning allowing full control of the degree of the angles you turn at 3. freeing up "q,w,e,a,s,d" for easy hand placement for dmg attacks. 4. i could move any direction and keep attacking with all my attacks (unlike if u were turning with your "D" key and needed to use your "F" keybind) But now in Swtor level 50 PvP I find it extra hard to target enemies that are on different levels/hights in hut ball and so on. So now considering the pros, and cons, and the fact I personally enjoy melee classes more. !!!Should I stick to my personal setup, where I am more comfortable and my muscle memory is already in place, or should I try to rebind all my attacks and go back to movement with my keyboard?!!! Any and all of your input and suggestions are much appreciated, thank you for taking your time and reading my about issue, I thank you and I appreciate it. - Hastings (50 sith jug - realm= crucible pits)
  6. Take a look at the preorder numbers. Almost 1 million copies already preordered. Not bad to generate 60 million before launch. It's actually more than that if you count the people that spent more than the minimum to get the collectors edition of SWTOR. You can see the stats here: http://www.vgchartz.com/preorders//
  7. This thread is meant to help people understand terms that are commonly used in the Star Wars: The Old Republic! If there is something I have missed please let me know and I can add it to the list. If I have mistakenly put the wrong description on a term please let me know as well. 1337 - elite/leet A AC - armor class, number of points your player has in the armor stat AFK - away from keyboard, the player is not at their computer aggro - sometimes said "pulling aggro", means you are the one mobs are attacking, tanks are the one that want this, healers and dps don't AH - auction house, will be called markets in TOR alt(s) - a created character that isn't used as often, "main character" will be used more often AoE - area of effect, an ability that affects a radius around the player instead of a single target APB - all point bulletin, a video game ATC - after the treaty of coruscant atm - at the moment B BAF - bring a friend bbs/brb/bbl - be back soon / be right back / be back later BBY - before the battle of Yavin BH - bounty hunter BTC - before the treaty of curoscant btw - by the way, some idiots may say "bt dubs..." buff - an ability that increases the player's points, ex. health points C camping - staying in one area waiting for a player to respawn or arrive cant - cantina cantina - a hangout in the star wars world cap - the maximum, usually refering to level CC - crowd control, abilities that keep a target from moving or attacking clicker - a person who clicks on buttons rather than using hotkeys co-op - cooperative con - consider, considering a target is comparing their skills and gear to yours to judge whether or not you could defeat them in a duel CU - combat update D de-buff - to take off a "buff" or to have the negative of a "buff" def - defend Ding! - "I have just gotten another level!" disarm - player can not use his weapons for a set amount of time DND - do not disturb, don't bother me DoT - Damage over Time, means that damage is inflicted to the player over a period of time dps - damage per second, the group members who are meant to do the most damage to mobs and bosses. Can also be used as a measurement on how much damage per second is being done DR - diminishing returns, When crowd control abilities are chained together, those that fall into the same category last shorter every time they are used on the same target. They usually stack up to 3 times going from 100% duration to 50% to 25% and from then on the target becomes immune. The time until the deminishing return fades depends on the game, it's usually 15 seconds. DR - damage reduction, ability allowing player to take less damage from attacks dungeons - closed off areas not part of a public space, exclusive to you and your party/raid E EotT - Eye of the Tiger emote - a form of non-combat action that expresses an emotion end-game - when a player reaches the level cap exp - experience points, also said xp F FAQ - frequently asked questions farming - usually used as a way of saying you are gathering stuff in order to make in-game money ftw - for the win G gank - to kill an unsuspecting enemy player in a PVE area gear - armor and weapons GD - good duel GF - good fight GG - good game GJ - good job GL - Guild Leader GL - good luck GLHF - good luck have fun GM - Game Master, developer of game. Sometimes used for Guild Master gratz - congratulations graveyard - where your character goes when they die grind - to repeat an activity many times in order to achieve or gain something GUI - graphic user interface, the overlay of the screen containing all the information H Healer - a class/player in a group who's job is to heal all the players in the party to prevent them from dying healz! - this is a request to the healer for you to get healed HoT - Heal over Time, the player will an amount of health over a short period of time hotkeys - keyboard keys used to carry out in-game functions and actions HP - health points, how much health a player has HPS - Heals per second I IC - In-combat or In-character when used in role-playing IMO - in my opinion Inc - incoming interrupt - stop an enemy's cast J JM2C - just my 2 cents, a person's opinion jk - just kidding jw - just wondering K kiting - to move a monster or player around while trying to take the least possible damage (think of the monster as a kite and you are the one with the string). Used to avoid melee attacks KoS - kill on sight KOTOR - Knights of the Old Republic KS - kill stealing L LFG - looking for group, player's often post this if they want an invite to a group LFM - Looking For More, this term is used by group leaders when they are looking for more people for their group LFP - looking for players LFR - looking for raid Lol - laugh out loud, incase, chuck norris forbid, someone doesn't know LoS - line of sight, what your character can see, ex. a target lvl - character level M main - someone's primary or most advanced character MDPS - melee damage MMO - Massive Multiplayer Online Game (i know most of you know it but I thought I'd add it just in case ) MMORPG - massive multiplayer online role-playing game mob - usually used to refer to a hostile monster, can be used for friendlies if allied to you MP - mana/magic points MT - mistell, sent the wrong message. Also used to say Main-tank N NC - non-combat NCE - new game enhancement nerf - when a class's power is reduced NJ - nice job noob/newb - a new or bad player NPC('s) - non-player character, a computer controlled character nvm - nevermind O OC - original character OGRA - opposite gender romance arch OMG - oh my gosh/god OMW - on my way one-shot - used when player kills another character in one hit OOC - out of character, role-playing OOM - out of mana/magic OOR - out of range OP - over powered, when a class is a lot better then other classes OT - off-tank, a tank who takes damage but only a bit of it P party - group of players who share experience and loot while doing tasks together pat/patrol - refers to a mob that moves around around a larger area rather than staying in a smaller area PBAE - point blank area effect PK - player killing, also said PKing post-CU - after combat update pre-CU - before combat update PM - private message port - teleport PST - please send tell, "message me" PUG - pick up group pull - forcing and enemy group to come towards your party, used to avoid other mobs and enemy groups PvE - player versus environment, kind of means facing computer players, not actual people PvP - player versus player Q QQ - emote for crying quest - a mission or objective given to players by NPCs for the player to complete R RA - romance arch Rage Quit - when someone exits there game as a result of frustration raid - a large group of people trying to perform a large task or dungeon RDPS - ranged damage re-buff - to put "buffs" on a character again Re-up - putting on buffs/de-buffs/crowd control again to keep it from going away rez - resurrect, bring player back to life rofl-stomp - roll on the floor laughing stomp, when a player is laughing at how badly they defeated another player rofl - roll on the floor laughing, used to say something is very funny RP - role-playing, pretending to be your in-game character RPG - role-playing game, means you are the character and you control him/her RPPvP - a server that is both role-playing and player versus player RvR - realm versus realm S SGRA - same gender romance arch silence - prevents player from casting for a set amount of time SMAT - send me a tell, "message me" snare - prevents your characters movement for a set amount of time SP - skill point stack - having the maximum amount of 1 item that fits into one storage slot stun - prevents your character from doing all or some actions for a set amount of time T tank - take damage for the rest of the group (they are the one you want the mobs to attack), often have the most health toon - someones character TOR - the old republic TPS - threat per second TSL - the sith lords U V W w/ - with, could also be used as "/w" w/o - without w8 - wait WB - welcome back woot - we own the other team, or just a form of cheering WTB - want to buy WTC - want to craft WTS - want to sell WTT - want to trade X xp - experience points Y YAAD - yet another annoying death YASD - yet another stupid death Z zerge/zerg - charge into attack the enemy ignoring any form of enemy tactics zomg - really just a variation of OMG Star Wars abbreviations and terms Interdicter - A type of heavy star cruiser, creates large gravity fields preventing ships from leaving the system it is in KotOR - Knights of the Old Republic, a game made by Bioware 2003 OT - original trilogy of star wars Games and Companies AC - Asheron's Call AO - Anarchy Online AoC - Age of Canon APB - All Points Bulletin Bioware - the producer of KoTOR and TOR Blizzard - Developer of WoW and Diablo DAoC - Dark Age of Camelot D&D - Dungeons and Dragons EA - Electronic Arts EQ - EverQuest Funcom - Producers of AO and AoC LotRO - Lord of the Rings Online Mythic - Producers of DAoC and WAR SOE - Sony Online Entertainment SWG - Star Wars Galaxies SWTOR - Star Wars: The Old Republic WAR - Warhammer Online WoW - World of Warcraft This post has been promoted to an article
  8. Gathering Skills: As you explore planets in the galaxy, you’ll discover a variety of exotic resources and valuable pieces of information. With the right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts. The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items. If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team. Gathering Skills include: Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts Bioanalysis – the practice of collecting genetic material from creatures and plants Scavenging – the art of recovering useful materials and parts from old or damaged technology Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics Crafting Skills Whether your team gathers resources or you acquire them through other means, they’ll be the cornerstone of crafting. Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear. You can use these items yourself or put them up on the open market for profit. You’ll receive Crew Skill reports even while you’re away from the ship, and if one of your companions returns with the schematics for a valuable item, you can assign someone else to start crafting the item right away on the ship’s workstation without having to return to the ship! Crafting skills are very specialized disciplines; for your three Crew Skills slots, you’ll be able to select one Crafting skill for your crew to master. Crafting Skills include: Armormech – the ability to work with hard metals and electronic shielding to construct all types of personal armor Armstech – the skill of constructing blasters, blaster rifles and upgrades Artifice – the delicate work of constructing Jedi and Sith artifacts Biochem –the engineering of performance-enhancing chemical serums and biological implants Cybertech – the technical expertise to construct gadgets and components for Droids and high-tech armors Synthweaving – the art of creating lighter outfits and armors that are imbued with supernatural qualities Mission Skills Mission skills are a unique addition to the Crew Skills system. With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. When you use a mission skill, you’ll select a companion, choose a mission from an ever-changing pool, and send that companion out after the prize. You can choose from a variety of mission skills – is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points. As with the other skills, your companions complete these missions on their own time and bring the rewards back when they’re done. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work! Mission Skills include: Diplomacy – the art of conducting and managing negotiations Investigation – the skill of examining evidence and following clues to discover valuable secrets Treasure Hunting – the ability to track down and recover valuable items by investigating a series of clues Underworld Trading – expertise in the trading of illegal goods and services
  9. This is Myth Guild on the G4-B3 Heavy Fabricator Droid Boss in Karagga's Palace hard mode. We went with a setup of 1 Tank, 3 Heals, 4 DPS. 1 shot.
  10. Resource Databases TOR Head http://www.torhead.com/ Darth Hater http://db.darthhater.com/ R2-DB http://r2-db.com/
  11. So I decided to run a posting contest for the next 2 weeks. Need some credits to help you through the game? Winner receives 500,000 Credits in game. Make sure you read the rules below. Rules: 1. NO SPAM POSTS, your posts must be quality to qualify. 2. If you refer a new member you get 5 points. 3. New Topic 2 point. 4. New Post 1 point. 5. Making duplicate accounts to get referral points will get you disqualified from contest. 6. We are on the Corellian Run Server so to receive credits you must be on there. Contest will run from today until 02/22/2012. Whoever has the most points at that time will receive their credits via mail in SWTOR. If you have questions ask them here. If you are going to participate post here as well. UPDATE: In order to keep the competition going well I will do 1st, 2nd and 3rd prizes. 1st - 500,000 2nd - 100,000 3rd - 25,000
  12. So I've passed him a 100 times now and decided to see how hard he would be to kill. Turns out it was easy. Kinda a disappointment. He is on Belsavis in the level 50 area where you run your dailies.
  13. What class will you choose to develop? Will you have more than 1? I'm going with the Jedi Consular Sage.
  14. 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. 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. 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. 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. 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. 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.
  15. Does anyone know if you get to choose your own StarShip at some point during the game? Or is it defined by the class you choose? I only made it to level 15 during beta and up until then I could not.
  16. After Game Update 1.1 went live, we discovered that the Open World PvP area on Ilum was not working as our PvP design team intended. As many of you know, large groups of players began capturing the Ilum control points, then 'camping' at the enemy's base. This led to a very frustrating experience for a number of players who were unable to leave their base and fight back against their attackers. It was not a fair gameplay experience. In addition, some players on the attacking side gained more Valor points than designed for the time they spent in PvP. The amount of Valor granted from these activities was significantly more than intended and we are now carefully investigating players who were on Ilum during this period, and present at some of these 'camping' events. I can reassure you that those who were involved and who gained an unfair advantage over other players inappropriately will be carefully reviewed and action will be taken to restore game balance. This could include Valor adjustments or account actions in accordance with the severity of the issue. We have made the decision not to enact a mass 'rollback' of Valor points for all players in the game, or even on Ilum. This would unfairly penalize some players who may not have been present during this event. Rest assured though, anyone and everyone who is found to have exploited the situation to an unreasonable degree will be investigated and actions taken as needed. Our in-game metrics are able to give us precise details on where players were, what they were doing and what rewards they gained. We take any sort of situation where one group of players gains an unexpected or unintended advantage over other players very seriously and will act to ensure that all players can have a fair and fun game experience. Thanks for your patience while we worked to resolve this issue. Our team worked diligently to get a patch ready to address this and other issues, and we're already seeing the results in improved battles on Ilum. As always we welcome your feedback and will continue to improve moving forward! Jeff Hickman, Executive Producer – Live Services
  17. See what the future holds for Star Wars™: The Old Republic™ in this brand new video which showcases some of the new game content and game systems that we will release in the coming months. In it, you will be able to take your first look at upcoming game content, including new Warzones and Flashpoints. You will also have the chance to get a sneak peek at the expanded Legacy system that’s coming to the game, UI customization, as well as new Guild features! Watch Now Be sure to check out the video, and then head over to the Community Forums to talk about what you’re most excited to see added to the game.
  18. Star Wars™: The Old Republic™ Game Update 1.1: ‘Rise of the Rakghouls’ is now live! This game update features a number of additions to the game, including a brand new Flashpoint titled ‘Kaon Under Siege’ and an expansion to the ‘Karagga’s Palace’ Operation that more than triples its size! If you haven’t already, be sure to check out game footage of the new Flashpoint, ‘Kaon Under Siege’! In addition to the new playable content and new item sets that you can acquire, Game Update 1.1 includes a number of bug and other various fixes which you can see in detail in the Game Update 1.1 Patch Notes. This game update will download automatically the next time you log in through your game launcher, and is just the first step in our commitment to regularly providing you with new content in Star Wars: The Old Republic. Keep checking back to StarWarsTheOldRepublic.com, as well as the Community Blog, for all the latest updates!
  19. /t – Sends a /tell to another player /tell – Sends a /tell to another player (alternate form of /t) /whisper – Sends a whisper to another player /reply – Reply to a whisper /r – Reply to a whisper (alternate form of /reply) /who – Opens the Who window /hewho – Unknown /group – Invites target player to group /invite – Invites player to group /party – PARTY! WOOOO! /dance – Player dances /getdown – Player lays down the funk! /clubdance – Player dances to club music /stuck – Helps dislodge a player from environment /bug – Allows player to lodge a bug complaint/report /logout – Logs player out of game and back to Character Select screen /quit – Quits the game completely /dismiss – Dismisses your companion /nameplates – Shows player/npc nameplates /say – Switches outgoing chat to Say, only players in local vicinity can hear you /yell – Yells in chat, displayed in red text. This can be heard in a large area. Cross-faction /yell is possible /general – Speak in General chat, this can be heard throughout the entire planet/flashpoint/instance /trade – Speak in Trade chat /pvp – Speak in PvP chat /1 – General Chat shortcut /2 – PvP Chat shortcut /3 – Trade Chat shortcut /4 – User chat channel /5 – User Chat channel /6 – User Chat channel /7 – User Chat channel /8 – User Chat channel /9 – User Chat channel /0 – User Chat channel /quickbars – Toggle additional quickbars in UI /coverbar – Toggle the cover bar in UI /emote – Allows the player to write his own custom emote (ie. “/emote punts the Ewok” would read “PlayerName punts the Ewok”) /me – Unknown /setactionpointdisplay – Unknown /subtitles – Displays subtitles during mission cutscenes and other scenes. /hideui – Hides the User Interface, alternatively you can use Alt+X to hide your UI and Ctrl-U twice to reset your UI /dnd – Flags you as Do Not Disturb. Useful when you want to be left alone in the galaxy /inspect – Inspects another player /selljunk – Commands your companion to go sell all your gray items /guild – Chat only to your guild /gsetrank – Sets player rank in guild /gquit – Leave your current guild /gabdicate – Unknown /gdisband – Disband your guild if you are leader /promote – Promotes player in guild /officer – Speak in officer only chat /ginvite – Invites target player to guild /gremove – Removes target player from guild /duel – Request a duel from target player /friend – Add a player to your friends list /follow – Follow target player /date – Displays Date information /roc – Raid Officer chat /flag – Flag yourself for PvP
  20. Today we are excited to announce Game Update 1.1 for Star Wars™: The Old Republic™ is coming January 17th! Called ‘Rise of the Rakghouls,’ this is the first of what will be many regularly-scheduled content updates for the game. There are a number of additions to the game with Game Update 1.1. One of these is a vast expansion of the already-existing “Karagga’s Palace” Operation. This addition will more than triple the size of the Operation as a whole! Playing through the expanded Hutt Hospitality Operation will test you and your allies’ skills against Karagga’s private army of bounty hunters and battle Droids before culminating in a massive final battle! Making your way through Karagga’s palace will reward you with powerful new gear, and even more extravagant rewards for those who take on the Operations in hard mode! In addition to the expanded Operation, we are introducing a brand new Flashpoint entitled ‘Kaon Under Siege’. This Flashpoint takes you and up to three of your allies to the planet of Kaon, which has been decimated by a mysterious outbreak of the Rakghoul virus. Fighting your way through hordes of the twisted monstrosities, you will have to locate a small band of survivors and learn the truth behind the outbreak. ‘Kaon Under Siege’ offers players the chance to experience a gripping new story while earning new gear! You can get a sneak peek of the brand new Flashpoint right now! Also, check out our new “Game Updates” page. Over time, we will be adding information on upcoming game updates here! Finally, Game Update 1.1 will also include a number of bug fixes designed to help make your in-game experience much smoother. You’ll be able to see all the details in the Game Update 1.1 patch notes, which will be posted on our Community Blog when the game update goes live on Tuesday, January 17th!
  21. Hello! This is just a reminder that we will be performing scheduled maintenance for eight hours on January 17th, 2012 from 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) until 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET) in preparation for our first major game update, Rise of the Rakghouls! All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours, but could be extended. Game Update 1.1, Rise of the Rakghouls, is the first of what will be many regularly-scheduled content updates for the game. With this update, expect a vast expansion to the Karagga’s Palace Operation, a brand new Flashpoint called “Kaon Under Siege”, and many more changes! For more information, please see our previous scheduled maintenance post. Scheduled Maintenance Date: Tuesday, January 17th, 2012 Time: 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET) to 10AM CST (8AM PST/11AM EST/4PM GMT/5PM CET) All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours. Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.
  22. Hi everyone! This week we made several fixes with our scheduled maintenance patch (1.0.2) and three additional deployments (1.0.2a-c). With these patches, we’ve resolved several high priority bugs, including the following: Corrected an issue that caused poor performance on some machines in indoor areas with shadows enabled. (1.0.2) Players can now use emotes while riding a vehicle. (1.0.2) Fixed an issue that caused a client crash if a space station was destroyed in Space Combat. (1.0.2) Guilds that are currently leaderless will have an Officer chosen and promoted to Guild Leader. (1.0.2) Fixed an issue that could cause in-game chat channels to stop functioning for some players. (1.0.2b) Social emotes (like /getdown) can no longer interfere with combat. (1.0.2b) Fixed two major exploits involving items (1.0.2c) As our Game Director, James Ohlen, mentioned in his blog post, fixing issues is our priority and we will be making regular fixes on a consistent basis and emergency fixes as needed. For the full list of patch notes, please visit the Patch Notes section of the website.
  23. The new cinematic trailer from the official Star Wars: The Old Republic. http://youtu.be/FWqEo8FdLPo This post has been promoted to an article
  24. STAR WARS: THE OLD REPUBLIC JUMPS TO LIGHT SPEED Critically Acclaimed Game from BioWare Already the Fastest Growing Subscription MMO in History REDWOOD CITY, Calif – December 22, 2011 – BioWare™, a Label of Electronic Arts Inc. (NASDAQ: EA), launched Star Wars™: The Old Republic™ on Tuesday, and already fan engagement is setting new standards for an MMO game launch. Star Wars: The Old Republic is the fastest-growing subscription MMO in history, with more than one million registered players since launching on December 20th. BioWare and EA will continue to steadily pulse players into the game through the holiday and into 2012 by limiting supply, ensuring a smooth and enjoyable experience for all while further growing the community. Fan reaction has been extremely positive, with the first wave of players posting impressive play-time feats after having been granted Early Game Access and playing up to seven days before launch. To date, players have: Logged 28 million in-game hours – roughly equivalent to watching all six Star Wars movies, two million times Averaged well over five hours a day playing the game Created more than 3.8 million characters; 510,000 Jedi Knights and 550,000 Sith Warriors Killed more than 2 billion non-player characters in the eight days since Early Game Access began “Already over a million players strong after our Dec 20th launch, The Old Republic has become the fastest growing subscription MMO in the history of our industry,” said Dr. Ray Muzyka, General Manager of EA’s BioWare label and Co-Founder of BioWare. “Everyone at BioWare, EA and Lucas Arts is honored - and humbled - by the stellar response from our fans. We're going to work together closely with our community in the weeks, months and years ahead, continually serving our audience with regular delivery of compelling new features and content!” The first reviews are in and critics around the world are giving the game high praise for dramatic, genre-changing innovations in the MMO category. By adding voiced characters and story, BioWare is innovating the genre and giving players a much more immersive experience, much like the transition from silent films to talkies. In the USA, G4 scored Star Wars: The Old Republic a perfect 5 out of 5 and PC Gamer rated the game a 93%. Australia’s AUSgames.com and Germany’s Games Aktuell scored the game 95%, and Sweden’s GameReactor gave the Old Republic a 90% rating. Star Wars: The Old Republic stands as one of the greatest and most ambitious achievements in video game history. Beyond the critical and commercial success, this game represents an enormous milestone for Bioware and LucasArts teams. In 2006, Dr. Ray Muzyka, Dr. Greg Zeschuk and the talented team at BioWare began this project with a great vision and a plan to recruit an army of engineers, designers, artists, quality assurance, customer service agents, marketers, community managers, network operators, scriptwriters and voice-over talent. Five years and millions of hours of game testing later, BioWare and LucasArts have released an unparalleled artistic achievement, always putting fans and product quality first. Star Wars: The Old Republic is a story-driven, massively multiplayer online (MMO) game from BioWare and LucasArts. Set thousands of years before the classic Star Wars™ movies, players will be immersed as they team up with friends online to fight in heroic battles reminiscent of the films, exploring a galaxy of vibrant planets and experiencing visceral Star Wars combat. Players join forces with either the Galactic Republic or Sith Empire and choose one of eight iconic Star Wars characters, including the Jedi Knight, Jedi Consular, Smuggler, Trooper, Sith Warrior, Sith Inquisitor, Bounty Hunter and Imperial Agent. Included with the purchase of every copy of Star Wars: The Old Republic is 30 days of access to the game, after which players can continue to play through subscribing*** at either $14.99 per month, $41.97 for 3 months ($13.99 per month), or $77.94 for six months ($12.99 per month). For more information on Star Wars: The Old Republic, please visitwww.StarWarsTheOldRepublic.com, follow the game on Twitter at http://twitter.com/swtor or “Like” Star Wars: The Old Republic on Facebook at http://facebook.com/starwarstheoldrepublic. *** Subscription pricing in the United Kingdom will be £8.99 per month, £25.17 for three months (£8.39 per month) or £46.14 for six months (£7.69 per month). Subscription pricing in Europe will be €12.99 per month, €35.97 for three months (€11.99 per month) or €65.94 for six months (€10.99 per month). About LucasArts Founded in 1982 by filmmaker George Lucas, LucasArts is a leading publisher and developer of interactive entertainment. With development facilities in San Francisco and Singapore, LucasArts leverages the global skills, technology and resources of the Lucasfilm family of companies -- including visual effects leader Industrial Light & Magic, Lucasfilm Animation and Skywalker Sound -- in addition to strategic partnerships with best-in-class external partners, to further the boundaries of game development. LucasArts is dedicated to delivering deeply immersive, visually spectacular and engaging experiences that inspire and amaze generations. About BioWare The BioWare Label is a division of EA which crafts high quality multiplatform role-playing, MMO and strategy games, focused on emotionally engaging, rich stories with unforgettable characters and vast worlds to discover. Since 1995, BioWare has created some of the world's most critically acclaimed titles and franchises, including Baldur's Gate™, Neverwinter Nights™, Star Wars®: Knights of the Old Republic™, Jade Empire™, Mass Effect™ and Dragon Age™. BioWare currently operates in seven locations across the world, including Edmonton (Alberta, Canada), Montreal (Quebec, Canada), Austin (Texas), Fairfax (Virginia), San Francisco (California), Los Angeles (California) and Galway (Ireland). In 2008, BioWare was acquired by Electronic Arts, a leading global interactive entertainment publisher. In 2011 EA created the BioWare Label, alongside EA Games, EA SPORTS™ and EA Play. For more information on BioWare, visit www.bioware.com, or follow us on Twitter atwww.twitter.com/bioware. To join the millions of fans already registered with the BioWare community, go to http://social.bioware.com. About Electronic Arts Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries. In fiscal 2011, EA posted GAAP net revenue of $3.6 billion. Headquartered in Redwood City, California, EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://info.ea.com.
  25. Some of you have seen a ‘no active subscription’ error on your account while attempting to login to play today. As mentioned yesterday, as of 6AM CST this morning and the completion of our maintenance period, in order to continue playing Star Wars™: The Old Republic™ you will need to have completed the following steps: 1) Create an account on SWTOR.com (if you have not already done so) 2) Within the 'My Account' section: Complete your contact information Add between three and five security questions on your account Redeem an official Game Product Registration Code (not a pre-order code; see below) Sign up for a subscription or enter a Pre-Paid Game Time Code Optional: register a Physical or Mobile Security Key to your account If you have issues completing any of these steps, please contact Customer Service viasupport@swtor.com for assistance. When you have completed all of these steps you will be 'ready to play' and your account page will reflect that - see our screenshot, which shows an account with all steps completed. We appreciate that Star Wars: The Old Republic may be your first experience with a subscription based MMO. Adding a valid payment method to continue to play is standard practice for subscription based MMOs, and this requirement is mentioned on our retail packaging, as well as in our official FAQs. We apologize if you were surprised by the requirement, and for any interruption to your gameplay. Valid payment methods vary by country, but include major credit cards plus Paypal and bank transfer (in some countries). A full list of available payment methods is in our FAQ. You are also able to pay with a pre-paid Game Time Card, available in major retailers, and also digitally viaOrigin.com. Regardless of which payment method you choose, you will not be charged for a continuing subscription before your free game time has expired. If you have any questions about the process, please read the FAQ. We understand some people have seen what appear to be charges on their debit cards or via their bank since they entered their payment method. Please be assured these are not 'advance charges' but are in fact temporary authorization charges, which is standard practice for many banks. These charges will be refunded to you, usually within a few days. However, you should ensure you have sufficient funds for these charges to allow you to continue playing. Thanks for your understanding and patience!
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