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DC Universe Online – Hack n Slash fun

by credits4swg on Jun.09, 2011, under SWG Credit Farming Guide, Swg Credits, SWG Farming Guide

Sony Online Entertainment (SOE) has launched their latest MMORPG this week, but if your looking for puny goblins or really annoying pygmys waiting to be slaughtered for daily quests, your definitely in the wrong universe.

DC Universe Online is set in, you guess it, the DC Universe. These are some iconic figures we are talking about here. Superman, Batman, Green Lantern.. and.. well… honestly I never really got sucked into comics, but there’s a ton of other important looking people standing around giving me stuff to do, and lets face it.. if your friends with Superman you got something going for you.

First Impressions
At first it reminded me a little bit of Champions Online, just re-flavored and smoothed out by a better development team. The graphics are pretty awesome when you stop to look at the scenery, some of the texturing and shadow work are amazing and there is a lot of little details.

Players will choose a mentor for their character (such as Superman, Batman or Wonder Woman for heroes and Lex Luthor, The Joker, or Circe for villains). Their starting location, principal quest rewards and mob loot will be influenced by that decision. The starting zones are either Metropolis or Gotham City, for both heroes and villains. Heroes get access to the Justice League Watchtower, while villains can enter the Legion of Doom headquarters. Other zones can be reached by teleporters from the two faction headquarters.

Character Creation
The character creation options in DC Universe Online are more limited than say City of Heroes or Champions Online, and the game uses a more traditional equipment system – so as you level up you will get new armor and accessories which will alter how your character looks. This is something that most regular MMO players are used to, but the thing that sets it apart from some of the other Armour systems is you can “lock” appereance items so no matter what item you equip you can maintain a certain overall theme for your character with little effort. This is one of those things I wish Blizzard would wake up to, my rogue wants to raid in his vanilla High Warlord set rocking glaives.

Overall as far as Character Creation goes, there are enough options available to keep everyone from looking like Batman, but compared to games like COH/COC where you can customize everything down to your spell effect colors, DC:UO could use some patch updates as far as character creation options go.

I’m not going to get into much about the class creation, because to be honest there’s so many options and specs and talents and spells it just makes my brain hurt. Essentially you can mix and max pretty much any power from the DC universe or comics in general and create a copy of your favorite hero or create for yourself the hero you always hoped you would be.

You can see my first character below, Kungfu, a duel sword wielding acrobatic ice ninja. I tend to enjoy melee characters so the duel swords was a no brainer, and the ice line of talents is awesome for tanking and has some good abilities for locking opponents down in PVP. There are so many different options though I’m sure as long as my interest is held in this game I will be rerolling alt’s to find the powerset the fits my playstyle perfectly. Right now there just isn’t enough information available so there is a lot of guess work.

Interface
The interface is built with console players in mind, but is slightly easier to navigate on a keyboard because of direct shortcuts. On the controller simple tasks like checking the map or activating missions requires navigating menus on a directional pad. Otherwise as a whole the interface felt a little clunky, much like the combat I wouldn’t say it was “bad”, it just feels like something is off.

Movement
Maneuvering is well controlled, but with a few flaws. Flying sometimes feels tight and you may get disoriented while flying inside small buildings. Superspeed is great when you’re running straight but poses some difficulties in tight areas. You may be turning a corner at one minute to find yourself halfway up a wall and turned around the next. Acrobatics is the other movement type in DC Universe and controls virtually without any problems but isn’t quiet as fast when navigating the city as the other two and has a small drawback in pvp combat against flying opponents. All three control rather well with a controller and only present an issue when moving fast through tight areas.

Combat
The problem for me, and personally it’s going to be the “deal breaker” if I can’t get used to it, is the combat. The basic combat should be familiar to MMO players. You have a range of abilities, some of which have cast timers, and some of which have cooldowns. Some abilities can be blocked, some can break blocks, and some can be interrupted. In low-level PVE you can get away with simple casting and a bit of blocking and movement, but I can imagine that you’ll need to make use of roles, and be more judicious with the block/stun/blockbreaking abilities at higher levels. The combo system feels a little cumbersome on the PC – remembering (and correctly performing) mouse click/click and hold combinations is annoying compared to pressing certain keys in a certain order.

For example, my Duel Sword Wielding Frost Ninja (sorry I just like saying that), has a attack called Ultra Flurry. They could have called this thing “Whirlwind of Death” and no one would argue. The problem is that in order to perform this attack, you have to click your left mouse button exactly 9 times, and then hold the button on that 9th click. If you accidentally click 10 times, you perform a completely different attack. So unless your a Mortal Kombat/Street Fighter god, or at least have an xbox controller you can plugin, you might find the combat system to be a little frustrating at first. It’s all about chaining attacks together, blocking, and interrupting blocks.

To try and make playing DC Universe Online a little easier I hooked my computer up to our monstrous 56″ Display, plugged in a wireless XBOX controller, and went to work. Personally it made playing the game a lot more fun. The square and triangle button are your primary close and ranged attacks, then abilities and consumables are assigned to the four buttons when you’re holding either the R2 or L2 buttons, effectively giving you 8 slots to assign. Attack combos begin very basic but can be upgraded to different combination’s of square and triangle as well as holding the buttons for different effects. That said, it never feels too much like an action game. Damage is still listed as “damage per second” and combat always comes down to how fast you can wail on the attack buttons, just like other MMOs. This all leads to a system that boggles expectations. Don’t go in expecting Batman: Arkham Asylum combat controls, but don’t expect standard PC MMO controls either.

Overall
Overall I think it’s a fun, casual game. It’s not going to affect the warcraft core player base, but I think a part of the warcraft community that is tired of the elitist attitude and hardcore mentality that has been taken to the extreme might find DC Universe Online to be a nice change of pace. It’s not going to be for everyone and it does have some issues that need to be worked out in order to make gameplay as smooth and polished as we have come to expect. I’m still not sure if it was worth the $50 bucks or whatever, we will have to see what the current “endgame” content looks like. However, if there is one thing that gives me hope in this game, it’s what my future tank set looks like:

Tags: dc universe, first impressions, gameplay, MMO, MMORPG, sony online entertainment, sony online entertainment soe 0 Comments
The Epic of Tol Barad
Posted on Saturday, January 8th, 2011 and filed under Warcraft.

Tol Barad has been the talk of the Pvp world for the last week due to it’s honor exploit that was just recently hotfixed. It is the level 85 outdoor PvP zone, similar to lvl 80 Wintergrasp, located off the west coast of the Eastern Kingdoms. Every two hours the island fills up with players in a huge capture the base scenario that take no longer than 30 minutes to complete.
Tol Barad originally gave the winning faction 180 bonus honor. Which was a nice change of pace for the battleground honor grind. The problem was that TB is extremely in the favor the defense, so if you held TB at some point in the morning, there’s a good chance you’re going to hold it all day and reap the bonus honor,daily quests, and boss in the zone.

Blizzard thought that if they increased the honor reward for winning on offense that the attacking faction would be more encouraged to win. I’m not sure if someone hit at extra 0 in there, but for a short period of time if the attackers won they would receive 1800 honor! The factions began to talk and a truce was signed on many servers and the win-trading began. Every 2 hours the the attackers won within minutes, and those lucky enough to get in the zone received their 1800 honor, essentially a Pvp piece. Since TB lets you in at a 1-1 basis only a select few that won the “TB Lottery” got in.

A couple of days into the lottery a bridge exploit was found. On the nothern bridge of the Tol Barad Pvp zone that connects TB and TB Pennisula you began to see hundreds of the attacking faction stack. Those who didn’t win the lotto stood and waited. It was discovered that if you could time it right as the third base was being capped if you ran into the zone, before the zone queue warning ported your character out, that you would also receive the 1800 honor. Another truce was made between horde and alliance throughout servers that allowed those on the bridges to remained unharmed so they could time it right. I found about this after I just finished grinding out honor for a week and a half. I was able to make it two or three times and it worked, and finished off my blue honor set. Then when Blizzard realised that the zone was no longer contested but being fully exploited, they did a hotfix on the honor. Their 1800 honor attacking “gift” (as they’re putting it) was available for a week, exploited in days, then hotfixed within hours. Truce treaties were broken and it became a pvp zone once again.

Now Tol Barad awards 360 honor if the attacker wins. Which is more than originally obtained yet we’re unsture if it’s still worth it or not since the zone once gave out just too much honor. Of course this is just another hotfix and the zone is subject to even more changes. We can only hope they’ll find a balance between offense and defense and provide us with a reward that isn’t out of this world yet still worthwhile.

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My SWG Pets and their Use

by credits4swg on Jun.09, 2011, under Swg Credits, SWG Farming Guide

Mark the SWG Guru here, this time around I’m going to talk about the pets I use in SWG and what I use them for. First off let me just say the SWG has made it easier for you to level your pet to level 90, its nice and you wont need to use the XP bonus stims anymore.

The pet i use the most is my Nexu hes a 60 point pet and because i have full Beast Master skills he does some wicked DPS. That goes for all of my pets except for my Kliknik. My Nexu has a Damage of 1030-1583 with a base DPS of 871. He has all 4 abilities, as do all of my pets, Bite 4, Claw 5, Provoke 5, and Slash 5. the provoke comes in handy for running instances. here is a pic of my Nexu.

Nexu – Most Used

This one is my Rancor. Hes my goto pet for PvP. He’s also a 60point pet but i need to get a better Shaken ability for him. Here are his stats. Damage 1005-1545 with a base DPS of 850. he has Charge 5, Dampen Pain 4, Shaken 1, and Stomp 5. It’s the Stomp and Charge that make him so helpful in PvP. Stomp is an AoE attack and Charge will root the target, good for catching a Jedi on the run. here’s a pic of my Rancor.

Rancor – PVP Pet

This next pet is a 60 pointer too but I don’t use her that often, mostly for show. The coveted Kimogila. She doesn’t have all 4 of her abilities yet because I have yet to learn them myself. Her Damage is 1038-1596 and base DPS of 878 but her abilities are only Bite 4, Disease 2, and Provoke 5. If I had all level 5 abilities for her I think she’d be my goto pet for PvP. here is a pic of my Kimogila. imagine if I had all lvl 5 abilities, I’d love it.

Kimogila

Here is a pet that I have just because he reminds me of a little green Jedi that we all know, Yoda. Hes a finicky little guy and isin’t always happy. Hes a 55 point Woolamander and hes green too, and I named him something close to Yoda. He serves his purpose well and I can use him for just about anything but hes usually used when I’m fighting ranged opponents. His stats are as follows, Damage 912-1402 base DPS 771. His abilities are Bite 4, Disease 2, Defensive 4, and Provoke 5. As you can see the Provoke is in there again. It really helps keep aggro off of you.

Woolamander – Tank

This one is my first level 90 pet, hes only a 37 point pet but he packs a whallop. Hes a Kliknik. I can use this pet for PvP or PvE it doesn’t matter he gets the job done. For only being a 37 pointer hes really tough his Damage is 953-1467 and base DPS is 806 and he has Slash 5, Claw 5, Dampen Pain 4, and Damage Poison 4. All of the stats I have here for my pets in SWG were taken while they were Ecstatic. It really helps to keep them happy.

Kliknik

I hope this gives some of you a reason to level up a pet in SWG or try the BM profession. I don’t make the pets I just use them to KILL!!!!

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The holy mother of destruction blessed your mining career and sent you on a path of light

by credits4swg on Jun.03, 2011, under SWG Farming Guide

I deliberately did not list mining foreman links or gang modules, as they CANNOT be fitted on a barge, or battleship. Those gang modules will be covered in another section, since there are many changes to Buy SWG Credits gang bonuses since Revelations.

In a perfect world you would have a maxed out miner, and a friend (or alt) which has the mind-link plugged in acting as a squadron commander. This is how you’d be what I call “The Perfect Miner”.

For the sake of example, let’s have a look at what a Covetor will yield with all those skills maxed and those nifty implants (drones aside):

360 * 1.25 * 1.25 * 1.15 * 1.15 * 1.05 * 1.05 * 1.05 * 1.75 = 1507.03 m3/cycle

Using Omber, it means 1507.03 /0.6 = 2511.72 2511 units of Omber/cycle (per strip)

Since you’re fitted with 3 strip miners, you will be getting 7533 units of Omber per cycle, or 150 660 of Omber per hour. This is a 26, 75% increase over our previous Covetor fitted with T2 strips and T2 crystals.

To go back even some more, it’s a 89, 08% increase over the Apoc and 127, 86% over our Retriever. Are you starting to think all that investment and training is paying off?

Oh yes you do… but then, the holy mother of destruction blessed your mining career and sent you on a path of light to the next step in evolution… the Hulk.

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Elayna’s Intro Guide

by credits4swg on Feb.22, 2011, under SWG Farming Guide, SWG GUIDE

CHARACTER CREATION RACE INFORMATION You can have a lot of fun creating your character, as Star Wars Galaxies allows for literally thousands of different combinations based upon race, physical appearance and starting profession. But before you select the appearance, profession, and name of your character, you should know a bit about the races you can play, and their histories. When scrolling through the race selection, you will see a detailed description of each one. Be sure to scroll down in the text box so you can see that each race has attribute bonuses based upon its inherent strengths and weaknesses. Don’t worry though, as these points can later be redistributed based upon your chosen starting profession but we’ll get to that later on.

BOTHANBothans originate from the metropolitan planet Bothawui, and are slightly shorter and stockier than Humans. Averaging a height of about 1.4 meters, they have fur-covered faces and are most well known for their impressive spy network and keen intelligence. Members of this race must be very focused, not only in order to keep the secrets necessary for their spy trade, but also because their facial fur can sometimes ripple based upon their mood changes an indicator that could give a Bothan’s true feelings away if he isn’t careful. While some might say Bothans have a reputation only for sly dealings, this race is in fact made up of an incredible loyal people. So while they are perhaps best known for their extensive information network, Bothans also excel in many professions, as they are adaptable, skillful and highly intelligent. But given their impressive use of information, it’s not uncommon to find a Bothan in politics. After all, one of the more noteworthy politicians, Borsk Fey’lya, is Bothan. Despite the neutrality of Bothawui, its race’s extensive intelligence network has been rumored to be a great asset for the Rebellion. Yet not all Bothans support the Rebels or the Empire, and not all are drawn to espionage. Many follow their home world’s lead, and choose to remain Neutral, or they support the side of their clan. A Bothan’s loyalty to his family is also evident in his chosen surname, a combination of family and clan names, separated by an apostrophe. They speak their native language (Bothan) as well as Basic, and have a natural skill bonus in Camouflage and Cover. HUMAN No one quite knows which planet Humans originated from, but everyone agrees that this race is now the most numerous people in the known Galaxies. Their native tongue is Basic, a language all races understand. Unlike Bothans, Humans are not credited with any one over-arching accomplishment, but their versatility has had both positive and negative impacts on the Empire, including profound advancements in space travel, technology and politics. There are many famous Humans, but perhaps none so much as the Jedi Luke Skywalker, Princess Leia Organa, and the smuggler-turned-hero, Han Solo. Of course Humans hold some of the most powerful seats in the Empire as well�. And while a large percentage of current Imperial forces are Human, this race also has a strong presence in Rebel and Neutral factions. Slightly taller than a Bothan, a Human averages 1.8 meters in height, and has a natural skill bonus in Leadership and Artisan Experimentation.

MON CALAMARITaller than Bothans and even some Humans, the Mon Calamari have colorful skin and markings, and are adept swimmers. They are also very empathetic to their surroundings, and prefer watery environments to hot, dry climates. Hailing from the planet of Mon Calamari, this amphibious race is best known for its peaceful nature and impressive mechanical skill. While many Mon Calamari support a non-violent lifestyle and choose less combative roles (engineer or crafter, for example), the war has brought some drastic changes to this traditionally peaceful race. While there are sure to be many Mon Calamari who remain neutral to the conflict of the Galaxies, more and more seem to be embracing an active role in the Rebellion. Perhaps this new role stems from not only their innate sense of maintaining peace and justice, but also their home world’s suffering at the hands of the Empire. A well-known Mon Cal who has embraced the Alliance’s cause is Admiral Ackbar, a fleet leader in the Rebel army. These squid-like people are about 1.7 meters tall, on average. They speak their native tongue, Mon Calamari, as well as Basic. Mon Calamari have a natural skill boost in Alertness, Weapon Assembly and Structure Assembly.

RODIAN Averaging a height of 1.5 meters, Rodians are smaller than Mon Calamari, and have a slighter build than Bothans. Rodians have an almost insect-like appearance with skin tones that range from whitish-blue to green, and two smallish sensory-organs protruding from the head. This race hails from Rodia and is best known for its harsh glorification of violence. Many are adept bounty hunters, and are often most loyal to the highest bidder. Perhaps the most notorious Rodian is Greedo, the bounty hunter sent by Jabba the Hutt to capture Han Solo. The Rodian culture teaches its members from a young age how to build and wield weapons and other necessities of war. As such, this race is made up of natural killers, who often work in secret. And yet not all Rodians act upon their race’s romanticism of violence; many Rodians are natural performers, as they can easily channel their immense passion of war into a passion of performing. Rodese is the native tongue of this race, though all understand Basic, and many are fluent in Huttese as well. Rodians have a natural bonus in their skills for Defense Vs. Blind, One-Handed Weapon Accuracy, Two-Handed Melee Accuracy, and Weapon Assembly.

TRANDOSHAN These lizard-like people are larger than Humans, and second in size only to Wookiees. Native to the planet Trandosha (also called “Dosha” for short), the Trandoshan are a formidable race made up of fearless warriors who do not injure easily. Their size (average 2.2 meters) and sharp claws also make them excellent at hand-to-hand combat. Like the Rodians, many Trandoshans exalt violence, yet with an almost terrifying zeal, and it’s not uncommon for them to become bounty hunters or fighters. Yet while the less violent Rodians gravitate towards the dramatic, more passive Trandoshans are often found in scientific professions. Unlike the other races in the known Galaxies, Trandoshans’ reptilian nature means they not only have a scaly appearance, but they hatch their young from eggs. Unfortunately this race is not often well-received, simply by their fearsome appearance, yet their courage can at times find them in the role of reluctant hero. Perhaps because of their intimidating reputation, or their tendency to keep to themselves, the Trandoshan do not seem to have any one individual who has stood out in Galactic history. Yet as a race, they are unconcerned with reputation beyond accolades earned in their own culture. Trandoshans speak their native tongue of Dosh, as well as Basic, and have a skill bonus in Unarmed Accuracy, Unarmed Speed, Unarmed Damage, Melee Defense, Creature Harvesting, and Regeneration.

TWI’LEK Native to the planet Ryloth, the Twi’lek race is easily distinguished by its thick tentacle-like appendages (known as “lekku”) protruding from the head. At an average of 1.8 meters, these people are close to Human in size. Yet the Twi’lek are not particularly known for exploration nor mechanical skill. Indeed, perhaps their most popular attributes are their rare beauty and ability to move gracefully. Unfortunately this has resulted in Twi’leks being among the most sought-after captives in the slave trade. Given their culture’s inability to sufficiently protect its citizens, many Twi’lek have migrated to other planets, in hope that they can escape the fate of being victimized. Many have found refuge in the larger cities of the inner rim, and are employed as Entertainers in the cantinas. While this race may not be known for scientific or military advancements, don’t be fooled into viewing them as a simple people. Their impressive intelligence and innate ability to communicate using a combination of Twi’leki and lekku movement, have allowed them to quickly adapt to constantly changing situations, including the recent Galactic upheavals. Perhaps the most famous of the Twi’lek is Senator Orn Free Taa. Yet there are those who would argue it is actually his stunning assistants, Pampy and Supi, who steal the show. After all, other famous Twi’leks seem to be known for their beauty above all else. Though traditionally found in passive roles, Twi’leks also understand that survival requires a keen awareness of events and information. So while the role of Performer exposes them to a great deal of knowledge-exchange, and affords them the opportunity to observe and communicate with many, some Twi’leks are now gravitating towards more violent professions. Their skill bonuses are Wound Heal and Battle Fatigue Heal (in both Dancing and Music).

WOOKIEE These towering people are easily recognized by their great stature and fur-covered bodies. They are unique to the known races in that they lack the physical ability to speak Basic. There has been some speculation as to possible physical modifications, yet none are known thus far. Wookiees’ inability to speak languages other than their own has resulted in many species learning to understand Shyriiwook, the language of the Wookiee race. Like the Mon Calamari, Wookiees have a deep affinity for nature. Although their size naturally makes them powerful fighters (they average about 2.2 meters in height), this race (like Humans and Twi’lek) is not by nature overly violent. However, once a Wookiee has dedicated his life to the art of war, he can become a near-unstoppable fighting force. While many well-known Wookiees were berzerkers in battle, the most famous Wookiee, Chewbacca, is rumored to be an incredibly loyal fighter who only shed blood when necessary, most often in defense of those he called friends. Unassumingly intelligent and resourceful, these natives of the planet Kashyyyk are still viewed as among the most loyal peoples in the known world. Although some Wookiees are feared (based upon their size alone), this race is also one of the gentlest by nature. Although they have a natural propensity towards mechanics, many Wookiees find themselves in the role of Scout and have skill bonuses in Trapping, Creature Taming, Rescue, Warcry, and of course, Wookiee Roar.

ZABRAKI There are some who mistakenly assume that the Zabrak is simply a Human with horns. This is absolutely not the case, as the Zabraki have (among other things) an amazing aptitude for mental focus, unlike Humans who tend to be more easily distracted. It is rumored that the most famous Zabrak was an incredibly powerful Sith apprentice, known simply as “Darth Maul.” For him to have been Zabraki is no surprise, as (like a Jedi) a Sith must maintain an incredible amount of mental concentration. Yet despite their most infamous member being a tool for evil, many Zabraki choose peaceful professions. Natives to the planet Iridonia, this race is among the earliest of space explorers. The untenable environment of their homeland has resulted in many Zabraki settlements elsewhere, and this survivalist attitude lends itself naturally to a highly independent people. Like the Twi’lek, the Zabraki have faced great hardship at the hands of the Empire, and yet not every Zabrak supports the Rebellion. Indeed, many of these proud people view the Galactic War as yet another obstacle in the true purpose of life, which is surely exploration and adventure! Each Zabrak speaks her native tongue, Zabraki, as well as Basic, and has an average height that can range from 1.6 to 1.9 meters. Although not warlike in nature, the Zabraki are natural hunters, and have a skill bonus in Defense Vs. Dizzy, Defense Vs. Stun, Defense Vs. Intimidate, Anti-Shock, Equilibrium, and Vitalize. Even though each race has a natural affinity for certain skills, you are by no means bound to any one profession, regardless of the race you choose. Also, you decide whether or not your character will become involved in the Galactic War. So even if your character’s race has a history with one side or the other, you as an individual are free to choose for yourself and you can change your mind later if you like! The important thing is to create a character you will enjoy playing. And while an Image Designer can help you change your appearance in game later on, your race is something that cannot be changed. So choose carefully, and have fun!

CHARACTER APPEARANCE SOME HINTS Now that you’ve chosen the race of your character it’s time to create the perfect look! Many players prefer to simply select Random until they find the form that best suits their character. But if you want a more personalized appearance, then all you have to do is experiment. Unlike other MMORPGs, the character appearance options for Star Wars Galaxies are simply amazing, as they offer such an enormous variety of looks, you can try on as many different combinations as you like. We won’t go through all the possible combinations of looks, as the character appearance process is very intuitive, but there are a few things you might want to know ahead of time. You will see options on the left, some of which have left/right arrow bars. You can either slide the bar, or you can click on the arrows. If the options are incremental (like eyebrow shape, for example) then using the arrows is easier than simply sliding through all the choices. On the right, you will see many color selections. These are great fun to play with for the many different looks. Does your character need bright green lipstick? Go for it! But, not all races have all the same options. For example, Twi’lek and Mon Calamari characters do not have hair, yet they do have the option to personalize skin designs and color. Likewise, Zabraki have a facial tattoo selection; other races do not. And only humanoid races have the “Age Slider” which can make them appear young�or old. When you think about it, it makes sense! How could you see the wrinkles on a Wookiee’s face through all that hair? There are two screens where you can select Skin Color. This allows you a closer look at the skin tone you’ve selected for your character. If you change the color on the close-up facial screen, it will change the overall skin tone�not just facial. If at any point you are unsure of the look, you can always go back to the body type screen to see the full figure and appearance of your character.

NOTE: If, after experimenting with the appearance of your character, you are not happy and want to try a new race, you can simply select the Back option and you will see a confirmation notice that you are discarding the avatar (figure). If you wish to start all over again, then accept the confirmation. If not, cancel it.

Once you are satisfied with your character’s race and appearance, it’s time to select a profession! PROFESSIONS�SOME HINTS Some people think this is the most important part of the character creation process, but in actuality it’s not! Why is that? Because Star Wars Galaxies is not a class-based game. It’s professions-based, and many people choose to have hybrid (combined) professions, rather than merely sticking to one. So read through the descriptions carefully (and watch your avatar’s reactions!) to see which starting profession looks the most intriguing, but don’t worry, as you can always train in another profession should your starting one no longer appeal to you or if you want to add another profession later on. Be sure to click on the tabs to see more information about each profession and how it affects your character’s attributes, or Stats (statistics). Remember, no race is impaired by its stats, as these numbers change based upon the profession, and each race starts with 300 base points in each stat, with bonus points assigned based upon race. Each stat falls under one of three overarching categories: Health, Action and Mind, also known as HAM. To see detailed descriptions of each stat category, simply click on it and an explanation will appear in the text box.

NOTE: Health secondary stats are Strength and Constitution. Action include Quickness and Stamina, and secondary Mind stats include Focus and Willpower.
You have a total of 5400 stat points, but regardless of your chosen starting profession, you can choose to migrate, or exchange, your stat points. But if you wait to do so in game, it will take a while for the change to take effect. Each profession is in some way dependent upon other professions (some more so than others), so if you want to be entirely self-sufficient, be prepared to train in several professions.

If, for example, you want to play a Medic, you would do well to train in Artisan as soon as you log in. This way you can survey for the supplies you will need to craft the medical kits you will use.

Of course once you have earned enough credits, you can simply purchase components from other crafters, and surrender your Artisan skills if you no longer wish to pursue that profession.

Regardless of how many professions you choose to train, you will find yourself meeting new people and interacting with many players to give and receive the services your character needs in order to advance in your chosen professions.

Remember, just like appearance, you are not hemmed in by your profession choice(s). You can always surrender a profession’s skill (or skills) in order to free up points you wish to spend in another profession. There are enough skill points allotted to each character to potentially master up to three professions. NAMING YOUR CHARACTERSo you’re almost finished creating your character, all you need now is to pick a name! Many players choose to accept an auto-generated name, and this is a great move if you are unsure how to create a name that is appropriate to your character’s race and chosen profession. If, however, you wish to create your own name, then please remember that Star Wars Galaxies is a role-playing game, and as such has a fairly strict naming policy, as detailed in the Star Wars Galaxies site: SW Official FAQ “3.05 What rules will you allow for character names? For most species, we allow a first and a last name-the first name has to be unique. Some species only have first names, and some species are allowed to have hyphens or apostrophes in their name. Numbers and other punctuation are not allowed, and we will also follow strict capitalization rules. We will enforce name constraints to help promote a Star Wars atmosphere. You will not see LuukSkywalker777 running around.” So remember, if you are in doubt as to whether your desired name is appropriate to the Star Wars setting, ask yourself if George Lucas would allow such a name for one of the characters in his films. If the answer is YES! Then you’ve got your name and it’s time to log in to the tutorial and learn how to get around the game, so you can PLAY! GETTING STARTED�AFTER THE TUTORIAL MOVEMENT As you saw in the tutorial, SWG has a unique keyboard command list (also known as keymap, or keybind) that controls everything from movement to chatting. Some players prefer to use the game’s existing keymap, as it is designed for the most ease of use in this game. Yet others may prefer a more personalized layout of key functions, and luckily SWG allows for this and it’s easy to do! This ability for complete personalization of playing preferences is something that sets SWG light-years apart from other online games. If you want to see a detailed layout of your keymap, simply open your Options screen and you will see a Controls option. Click on this and you will see “Keymap.” Select this option and the list of functions and their corresponding keys will be displayed. You will also see a drop-down menu to “Load a Standard Keymap.” This allows you to select from other game-style keymaps, like EQ (EverQuest) style, for example. If you are an EQ or DAoC player, then the EQ-style keymap is probably closest to what you’re used to. There is also a First-Person Shooter style and an Isometric (UO) style to choose from.
NOTE: If you choose to select a keymap other then the SWG one, you may still need to re-map (clear and re-bind) some keys to suit your personal preferences.
Look at each function (they are separated by category tabs) to see if the key(s) bound to the functions are what you want, If not, you must clear the current binding before re-mapping it. If you do not do this, then there will be multiple keys mapped to the same function, something that can cause frustration later on. Once you’re satisfied with your keymap, select OK, then DONE.

NOTE: There are some preferences that need to be reset each time you enter the game, if you so desire. These include enabling your Lamp, turning Chase Camera on, and tabbing off mouselook.
WHAT IS MODAL CHAT? The SWG keymap is set up so that as soon as you begin typing, the text automatically appears in your chat window. This means that your function keys will nearly always be preceded by another key, such CTRL or SHIFT. If you remap your function keys so that there is no preceding keystroke (simply using “L” for Lamp, rather than “CTRL+L” for instance) then you will need a keystroke to precede anything you wish to type in chat. For most players this keystroke is the ENTER key So modal chat means you hit ENTER (or another designated key of your choice) then you type what it is you wish to say. If you are emoting (indicating an action rather than speaking) then you will type a forward slash (/) followed by the word, “emote” then the action you wish to perform. Therefore if you type “/emote cheers wildly” then others around you will see your character cheering wildly! BUT WHAT EXACTLY IS AN EMOTE?An emote is an action your character performs to indicate movement or emotion. In SWG, emotes usually carry a visible movement. Not all games have a visible movement or action associated with each emote. However, Star Wars Galaxies has unique ability to infer movement based upon keywords you type.

NOTE: If you do not wish your character to move based upon what he says or does, then open your Options screen and under the CHAT tab you will see an option to enable or disable “Perform actions while speaking.”
Many players will find themselves automatically typing an emote simply out of habit, but in actuality this may be unnecessary! SWG has perhaps the most extensive list of pre-set emotes to choose from, than any other MMORPG. To view your list of emotes, select your Abilities and Commands option, and a window will open with a detailed list (again, separated by categorized tabs) with the entire list of actions your character can perform. HOW CAN I QUICKLY ACCESS AN ACTION OR EMOTE?You can always drag an icon from your Abilities and Commands screen to your Toolbar (also referred to as “hotkey bar,” or simply “hotkeys”), then all you have to do is click on the hotkey in order to perform the action.

NOTE: If you place your cursor on the bottom line of your Toolbar, you will see an up/down arrow appear. If you click and drag downward, a second row of hotkeys will appear. This effectively doubles your toolbar!
Remember, when in doubt, use your Holocron! When you are first starting out, this is your best friend in game, and greatest teacher, so use it lots! GETTING AROUND�EXPLORATION AND THINGS TO DO So you’ve created your character, gone through the tutorial, and personalized your game settings�now it’s time to explore! CITIESAt the end of the tutorial, you selected a starting city and planet. Now that you are in your starting city, it’s a good idea to do a bit of exploring and familiarize yourself with that city, as you will be there at least until you’ve run to another location, or earned enough credits to transport elsewhere.

NOTE: Not every planet was listed on your destination screen, and for good reason, as some planets are very harsh and have nasty critters that can easily incapacitate or kill a Novice. These planets are better for exploring with groups, or when you have a bit more experience in your Profession(s).

In your keymap list (found in your Options screen), you may have noticed a function called Radar Map. This is your overhead (or overlay) city map, but it is called radar because it is really a larger-scale version of the tiny radar compass located in the bottom-left of your screen. To view your Radar Map, simply press the key assigned to it (default CTRL+M), and you will see a large overlay map showing green buildings and tiny arrows. These arrows indicate players, NPCs and MOBs. NPCs are Non-Player Characters, and are represented as white arrows in your city map, unless they are attackable, in which case they are red. MOBs (also known as Mobiles, or Mobile Objects) are creatures that are attackable. NPCs that are unfriendly or attackable are also called MOBs. Like NPC MOBs, creature MOBs are represented in red on your city map. Other Player Characters (PCs) are shown in light blue. When you open your city map, you will see a small, darker blue arrow in the middle, directly over your character. This represents you. When you move, you will see the blue arrow move along the city map. Some buildings will have names displayed next to them�this is very handy when you want to find a particular place, like a Bank or a Cantina, for example. Each building’s entrance or door is represented by a small blue line. Some buildings have more than one entryway, and any closed doorways will automatically open upon your approach, if that building is accessible to you. When you enter a building, you will notice your overhead map changes to a smaller map that only shows the interior of the building and any characters in that building.

NOTE: If at any time you wish to zoom in or out on your overhead city radar map, you need only to hold down your CTRL key and scroll with your mouse wheel.

THINGS TO DO FIRST Once you’re familiar with using your overhead map, it’s time to find the cloning facility. Cloning is a great way to safeguard your character’s health and possessions. When you clone in a city, you are effectively binding your character to that location, which means that if you were to die (and as a Novice, you receive three freebies, meaning you will not have to activate a clone until your third death), you will return to your city’s cloning facility, with more health than if you were to clone to another location. In addition, you will see there are Insurance Terminals in the Cloning Facility. You do not have to insure your beginning items (such as clothing and weapon, for example), as you can see by selecting to insure one item at a time. The beginning items will have a credit cost of zero, meaning they are already insured.

NOTE: Each time you activate a clone after death, you will need to re-insure items in your inventory that you wish to keep. Any items not insured will remain on your corpse.
You may not have enough credits on your at first to afford cloning and insurance. Don’t worry though as the three free deaths will come in handy while you’re earning credits.

Once you have located the cloning facility, you can choose to either remain in the city and explore some more, or you can start earning some credits!

NOTE: If you don’t choose to clone and insure right away, remember to do so later!
MAKING MONEY�MISSIONS AND TASKS Now that you’ve learned how to navigate your way around and done a bit of exploring, it’s time to learn how earn some cash! MISSIONS In every city you will find small terminals with red screens, called Mission Terminals. Often, there will be two or more terminals clustered together, or located in close proximity to each other (one on the left side of a building, another on the right side, for example). When you find a mission terminal, target it, click and hold to display the radial menu, and select the Use option. After loading, the list of missions will be displayed. You can choose between the Destroy and Delivery tabs on your mission screen. Destroy missions involve locating a MOB or an NPC which must be killed. Delivery missions involve traveling short or long distances to deliver a package or message to an NPC. Characters with strong combat skills may prefer Destroy missions, whereas characters not focused in combat often choose Delivery instead. Remember though, that neither type of mission is guaranteed to keep you safe�but the Delivery missions tend to keep you within city limits, which is sometimes a safer place to be. You can select the Mission Details option to learn more about a mission before you choose to accept or decline it. Keep in mind that the larger the reward, the more difficult the target or the farther you must travel to complete the mission. At least in the beginning, it is better to run several smaller missions to begin earning money than to risk incapacitation or death by selecting a high reward.

NOTE: Remember that you are only allowed three freebies as a Novice. After that, a death will mean clone-activation, and retrieving uninsured items from the corpse you left behind can be time-consuming.
Should none of the missions listed intrigue you, simply select the Refresh option and a new list of missions will be presented. Once you find an appealing mission, click Accept Mission, and your Datapad will automatically open on your screen, with a waypoint for that mission highlighted.

NOTE: Performing a Mission as a group results in faction and credits being distributed evenly among the group members.
Both Destroy and Delivery missions follow the same steps once you’ve accepted: 1. A waypoint appears within that city and an orange arrow will appear on your screen to lead you to your waypoint.

NOTE: If you have a difficult time seeing the beacon to your waypoint, pan your camera up, as sometimes taller building can obscure your view. If it is still not visible, you may be out of range.
2. This waypoint will lead you to the NPC who listed her mission in the terminal system. 3. When you locate the NPC (don’t worry as she’ll be in the same city as the terminal), simply target, click and hold for the radial menu and select Converse. 4. The NPC will speak to you, and once finished, a new waypoint will appear in your Datapad and on-screen, with another orange arrow.
NOTE: Open your planetary map (default CTRL+V) and it will show you where your new waypoint is located. If it is nearer to another city on that planet, you may want to take a shuttle rather than running.

Some missions that involve travel to another city will compensate you with a few more credits than you spent on taking a shuttle. Check the reward before you purchase a ticket, though. For more information on shuttles, see the TAKING A TRIP section.

If you are on a Destroy mission, you must target, attack, and kill the MOB or NPC that is highlighted within your waypoint. If you are on a Delivery mission, you must target and converse with the highlighted NPC. If there is no NPC in the highlighted waypoint, he may have wandered off. Try conversing with NPCs close to the waypoint. If none of them are your target, then disable and re-enable your waypoint. If this still does not work, you may need to try logging out and logging back in. This will automatically re-set your waypoint to the NPC’s current location. You do not have to return to the original NPC, city, nor mission terminal to receive your reward. Your mission is completed as soon as you have interacted with (Delivery) or killed (Destroy) the target. The credits you earned as a reward are automatically deposited into your bank account, and a message verifying this will appear on your screen once the mission is complete.

NOTE: You can accept up to two missions at once. Highlight which mission’s waypoint you wish to use, and only one orange arrow and one waypoint will be visible to you.
In order to quickly locate mission terminals, you may want to set a new waypoint at each mission terminal location. To do so, simply open your datapad and choose the “Set New Waypoint” option. Once the waypoint is created, click and hold to display the “Set Name” option on the radial menu. This way you can name your waypoint with the terminal type and city of origin. IMPERIAL MISSIONSIn some cities where the Empire’s presence is strong, you may find Imperial Mission Terminals. These are similar to standard Mission Terminals, but have blue screens instead of red, and are a slightly different shape.

NOTE: Accepting and completing a mission from an Imperial terminal will give you points towards your Imperial Faction. If you wish to remain Neutral to both sides, or plan to join the Rebellion, you should consider carefully before accepting Imperial missions.

Sometimes you will see an Imperial Recruiter (NPC) stationed nearby these terminals. If you are interested in joining the Empire’s fight, simply converse with the recruitment officer to learn more. REBEL ALLIANCE MISSIONSScattered throughout some cities, you may find Rebellion Mission Terminals. These too have blue screens instead of red, but are shaped differently than Imperial Terminals, and often have Rebel flags hanging over or near them.

NOTE: As with Imperial missions, completing a Rebel mission will give you points towards your Rebel Faction. If you want to remain Neutral or plan to join the Empire, think twice before you accept a Rebel mission.
As with Imperial Mission Terminals, sometimes there is a Rebel Recruiter (NPC) stationed nearby Alliance terminals. Converse with the recruitment officer to learn more about joining the Rebellion.
NOTE: If you choose to save a waypoint to a Rebel terminal or base (especially outside a city’s limits), be warned that when you return, it may no longer be there, as the Rebellion is constantly shifting locations in attempt to escape detection by the Empire

BOUNTY HUNTER MISSIONS Looking for a Bounty Hunter Mission Terminal? These are scattered sparingly throughout the cities, and have green screens instead of red. Accepting a Bounty Hunter Mission will give you experience towards this skill. DECLINING (DESTROYING) MISSIONSNo matter how far you’ve gotten in a mission given to you by a terminal, you can always choose to “destroy” (decline) the mission. Simply open your Datapad, highlight the mission on your waypoint list, and select Mission Details. There you will see the option to Destroy Mission. After you select this, a confirmation window will appear asking if you really want to delete this mission.

NOTE: There is no penalty for destroying a mission, though you will no longer be able to finish and collect your reward.

TASKS There are NPCs in the cities, and some out in the less-populated areas, who can give you missions which are called Tasks. These are sometimes also referred to as “Gopher Missions” or “NPC Missions.” When you click on an NPC, hold your mouse button to activate the radial menu. If you see the option to Converse, then the NPC may have a task for you. Oftentimes these NPCs’ names will be displayed in yellow (and are attackable). Do not choose the Attack option if you wish to obtain a task. Converse with the NPC and if you wish to do so, you can choose to help him. When performing a task, you may be required to kill a MOB, run an errand, or even scout (recon) or survey an area. Be sure to read carefully what the NPC has to tell you, as you may not be able to complete the task. For example, if you are unable to use a /survey skill, then accepting a task from an NPC to survey an area would be useless to you. Once you’ve accepted the task, a blue arrow will appear on your screen, pointing you to your target waypoint. Unlike missions, tasks do not always have preset monetary rewards; that is, you may receive credits�or�item(s) from the NPC once the task is finished, but you may not find out precisely what the reward is until you’ve completed your task. Also unlike standard missions, completing a task often involves returning to the NPC in order to receive your reward.

NOTE: If the NPC is flagged as Rebel or Imperial, your task will earn you faction points.
If after accepting the task you decide that you no longer wish to perform it, simply destroy the waypoint in your datapad.

NOTE: As with Missions, there is no penalty for destroying a task, though you will no longer be able to finish and collect your reward.

So if you want to learn your way around cities and earn credits at the same time, accept Delivery missions from the terminals. If you want to explore the lands outside, try a Destroy mission. And if you want to be a bit more adventurous, then try tasking, as you’ll never know what you might discover! Plus, there are many places in the Star Wars Galaxies (like Jabba’s Palace, for example) that are only accessible through tasks. The bottom line is there are entire galaxies out there to explore, all filled with innumerable surprises, and missions and tasking are great ways to get started in your journey through the Star Wars Universe. VENTURING OUT�LEAVING THE CITYWhether you’re leaving the city to perform a mission, do a bit of exploring, or earn some experience in your chosen professions, there are a few things you should know ahead of time. MAPS AND MOBSWhen you leave a city’s perimeter, you can rely on three maps to help you navigate your way around. The Radar (overhead) Map (default CTRL+M) gives you an overlay of objects (including players, etc.) around you. The Planetary Map (default CTRL+V) will show your location on the planet. You can use the slider bar to zoom in and out. If you have a waypoint activated, this will show up on the planetary map. Your Compass Radar in the bottom-left corner of your screen is a great static tool for exploring, as it not only tells you which direction you’re heading (the arrow symbol indicates what we would traditionally think of as North), but it shows characters and structures as well. You can zoom in or out by pressing the (+) and (-) buttons on the compass. The numbers on the compass indicate your latitude and longitude on that planet, and are helpful in communicating to others where your loc (location) is.
NOTE: If you like, you can set a waypoint to your location and then email (default CTRL+E) that waypoint to another player, so that he can find his way to you.

As with your overlay radar map, the compass indicates (in dots rather than arrows) other characters as light blue, friendly NPCs as white, and MOBs as red. But unlike the radar map, the radar compass shows structures and MOB lairs as well. If you see a yellow square on your compass, this represents a dwelling where MOBs live. Sometimes it is an old log or a mound, for example, and (like you did with the debris in the tutorial) you can shoot at a lair to destroy it. Be warned, however, if there are MOBs in close proximity to the lair, they are protecting it, and all the MOBs will aggro you (i.e., attack in force). If you are alone and not very skilled at defending yourself, there’s a good chance you will be incapacitated, or killed if a MOB strikes you a deathblow. If several come at once, it’s wise to use your /burstrun to escape them. Structures you may see include Rebel or Imperial bases, player-made harvesters, factories, or even player houses. If you see a structure with red dots nearby, this could be an unfriendly NPC camp, and these will often KoS (Kill on Sight) and will aggro you. When in doubt, skirt around the red dots, unless of course you are hunting, in which case, it’s best to evaluate, or con (consider) the MOB before attacking it. CONSIDERING MOBSWhen you click on a MOB, you will see a tiny icon next to its name. The color of this icon indicates the MOB’s ability to defend itself against you, should you attack it. If you are not yet familiar with what the colors mean (or you are colorblind), you can always target the MOB and type /consider.

NOTE: Unlike other MMORPGs, con color in SWG is not based upon your character’s “level” (as SWG is not level-based). Rather the color of the MOB is based upon the weapon you have equipped, as well as your skill in using that weapon.
While using the /consider command gives you a definite idea of how difficult the MOB is, the icon color can be a quick reference tool as well: Green – Very easy to kill, near 100% chance of success Blue – Not as easy, but still doable (high probability of success) White – Even with you, about a 50/50 chance of killing it Yellow – Stronger than you, bring along a friend to help Red – Do not attempt this alone, as you will most likely die
NOTE: To learn more about Combat, refer to that section in your Holocron.

FINDING RESOURCES There are three ways to find resources: Surveying for a particular resource (the /survey skill is used by members of the Artisan profession to find both organic and inorganic resources needed to craft various items and their components), Foraging in an area (members of the Medic profession use /medicalForage to acquire organics), and lastly by Harvesting the corpse of a MOB (Scouts can use this skill to acquire many organic components).

NOTE: Harvesting is not to be confused with Looting a corpse, as not every class receives the option to /harvest when a corpse is targeted and its radial menu appears.
To learn more about the ways to find (and gather) components, see your Holocron’s section titled Resources for details.

PLAYER-MADE CAMPS In addition to /harvesting, players who’ve trained in the Scout profession also have the ability to make Camps, which is a nice place to rest after hunting. And if you have a Medic along, she can heal your damage and wounds while in a camp. Or you can just rest a bit and socialize after the hunt. If you like, you can even target a chair, and use the /sit command to have your character actually sit in the chair! Camps are great places to regroup and med (meditate, or rest so that your character can start to “feel better”), plus, much like when you use stimpacks from a Medic, or you consume food an Artisan crafts for you, a Scout gains experience for camps he builds, which helps him advance in his profession! The bottom line is that you don’t always have to return immediately to the city after a hunt. Oftentimes you can rest up in a camp, then head back out again until you are ready (or have incurred enough injuries) to return to town. When you are ready to return to town, use your planetary map to see which direction you need to go. Be sure to keep one eye on your compass, though, as you may not want to run into a bunch of aggro MOBs on your way back!

AFTER THE HUNT HEALING Tired of hunting? Ready to head back to town? Feeling a bit fatigued from the battle, or perhaps you’ve got some pesky wounds that need tending? It’s time for some healing! There are three different types of maladies that require healing: Damage, Wounds and Disease. In the upper left corner of your screen is your HAM bar (Health, Action, Mind). If you see white at the ends of any of the three bars, then you have Damage. This can be healed anywhere by anyone (including yourself) with a stimpack. You can either purchase pre-made stimpacks from players, or someone with Medic skills can make and use stimpacks to heal you. But if there is black on any of the bars, then you have Wounds and these can only be healed by Entertainers and Medics. If you suffer damage at regular intervals and healing doesn’t help, then you may be diseased. This can be healed only by a high level Medic, known as a Doctor. Sometimes you may be find yourself in a camp with a Medic, which means you’re in luck for any HA wounds. But if like most players, you need to go to town to be healed, then don’t fret, it’s easy to do.

ENTERTAINERS There are areas in the cities called Cantinas, where Entertainers perform. While sometimes these cantinas are hidden in hotels, most of the time they are in stand-alone buildings that will show up on your city map. There are also some outdoor performance areas in the larger cities, but when in doubt, find the cantina. When you return to town from a hunt, check your character stat page (default CTRL+C) to see how much Battle Fatigue and/or Wounds you’ve suffered. Each time you are hit in combat, you incur Battle Fatigue and Health, Action or Mind (HAM) damage. When you are incapacitated or require cloning, you can suffer from secondary HAM damage (like Strength or Constitution, for example). When you open your character stat page, you will your Battle Fatigue see in large print. If it is zero (0) then you’re fine. If not, then you’ll need to see an Entertainer for healing. Look at your Mind bar (it’s the blue one). Is there black showing at the end of the bar? Then you have Mind wounds, and only an Entertainer can heal them. Head into a cantina and you will see performers playing music and/or dancing. Simply sitting in a cantina will not heal you. You must click on an Entertainer and select either Watch or Listen from the radial menu that appears. Once you do this, sit back and enjoy the show! In no time your Battle Fatigue and Mind wounds will heal.

NOTE: While you’re being healed, look through your Macros sheet (default CTRL+A), for some fun emotes you can use while in a cantina enjoying the entertainment.
Please remember that the Entertainers don’t work for free. Before you head to the cantina, you might want to stop off at the bank so you have plenty of credits in-hand and can /tip the performer(s) who take the time to heal you.

NOTE: For more information on paying Entertainers for their services, see the TIPPING & TRADING section.
When your Battle Fatigue and Mind wounds are back to zero (0), it’s time to head to a Medical Facility (sometimes called a hospital) to have your Health and Action wounds healed.

NOTE: Always have your Battle Fatigue and Mind wounds healed before you head to the hospital, as your Health and Action wounds will heal much faster if you do!
In the same way that only Entertainers can heal your Mind wounds and Battle Fatigue, only members of the Medic profession can heal your Health and Action wounds. MEDICSOnce you find a Medical Center or hospital, head in and you will see player Medics. As with everything else in game, using the services of other players helps not only to boost the player-driven economy and interaction of the game, but it also helps others increase the skills in their professions. In most medical facilities, you may find other players ahead of you in need of healing. While at the moment there is no set standard for being healed, it is usually done on a first-come, first-served basis. And as with any service, it is best to ask politely and then be prepared to wait your turn. Remember that Medics have to pay for and/or craft their supplies, so you should always offer to pay them for their heals.

NOTE: For more information on paying Medics for their services, see the TIPPING & TRADING section.
When a Medic targets your character, she will see your HAM bar displayed. If there is any Mind Damage, more than likely she will ask you to visit the cantina and have it healed first. By doing so, it not only speeds up your healing time in the hospital, but it is more economical too. If you like, you can /tip a Medic or offer to trade some supplies or even services in exchange for heals. Oftentimes Medics are happy to receive organics or inorganics as payment, in lieu of cash. But you should never assume this to be the case always offer her the choice if you can afford it. Once a Medic has acknowledged you and agreed to heal you, all you have to do is sit and wait. It’s that easy!

NOTE: Remember, you may have to wait in line, or wait for the Medic to craft the medical packs needed, but being polite will make your time in the hospital more pleasant, guaranteed.

If you have secondary Health and Action wounds from cloning, you should tell the Medic ahead of time, as she will not see secondary wounds from your HAM bar. If you are unsure about secondary wounds, then open your character stat sheet to see if there are any wound numbers listed. Most Novice Medics cannot heal secondary wounds, and will tell you they lack the skill. If this is the case, then you can seek out a higher-level Medic or Doctor in that facility or elsewhere, if none are available. You do not have to have only one Medic heal you either. Several may work on you at once. You will know this is the case when you see different names appear on your screen with the notice that you are being healed. If the Medics have agreed to share heals, it’s nice to split the /tip or payment between them. If however only one agreed to heal you and does the majority of your healing, then you are only obliged to /tip him. It’s always nice to have a clear understanding of who will be healing you, so that you can offer to pay ahead of time. This will also help the Medics, as it can get confusing when a hospital is crowded. Should you have a Disease, you will have to find a very high level healer to cure you. Usually you can just ask if there are any healers who can cure disease, and if so, one will take care of you. If not, then you may have to just wait it out. If there are no Medics in the facility, just sit awhile, and your wounds will begin to heal very slowly.

NOTE: Remember that Entertainers can perform in cantinas, some hotels, and select outdoor stages; Medics can heal in medical facilities, hospitals, camps, or when accompanied by a medical droid.
So explore and hunt all you like, because even if you require cloning, you can always visit your local Entertainer and Medic for some healing to get you back on your feet quickly and easily. INTERACTING WITH OTHER PLAYERS TRADING AND TIPPINGHave an item you no longer need? Want to tip your healers? Trading and tipping are very easy to do, and are a necessity in the Star Wars Galaxies’ trade-oriented culture. TRADINGIf you wish to Trade with another player, simply target and hold your mouse on his character to access the radial menu, until you see the Start Trading option. Select this option (or choose the corresponding number) and a notice will automatically appear on the other player’s screen letting him know you wish to trade with him. When the player sees this notice, he then must target your character and select the trade option before a trade window is activated between you. Once the trade window appears, this lets you know that he has agreed to trade. If you wish to give him an item from your inventory, open your inventory (default CTRL+I) and drag the item to your side of the trade window.

NOTE: When you drag an item from your inventory be sure to do so quickly, as clicking and holding the item before dragging will cause the radial menu to appear. Don’t worry, as it only takes a few tries to get the hang of it.

If you wish to give the player credits, place your cursor in the Credits box and type the number you wish to give. Once you’ve finished placing the items and/or credits you wish to trade in your window, check the OK box.

NOTE: Any credits you give another player must come from the amount of money you have in hand. If necessary, you may have to first withdraw some from your bank to complete your trade satisfactorily.
If the other player has any items/credits to give you, he will do the same. Once you’re both satisfied with the trade, and both of you have checked OK, then click the Accept Trade button to complete the trade. Remember, you can only trade with one player at a time. While it may initially sound a bit complicated, trading with others is really a simple process and one you’ll be comfortable with in no time. Sometimes players may not see the notice that you wish to trade with them (especially if they are busy crafting, for example). Because of this, it’s a good idea to let them know via /tell or /say that you wish to trade with them. Don’t assume that a player’s lack of response to your offered trade means he is not interested. TIPPINGIf you do not need to trade items, but only wish to give someone credits, you can do so using the /tip command. This is very handy, especially when you wish to give a healer some credits in exchange for his service, or when you wish to pay someone quickly for an item. Type /tip to give someone a monetary tip. It’s that easy!
NOTE: As with Trade, using the /tip command only works for cash-in-hand, unless you type: /tip amount name bank. Be sure to include the word, “bank” at the end of the command line if you do not want the credits to come out of your cash in hand.

Say you have Battle Fatigue and you go to a cantina to have it healed. While there, you /listen to an entertainer named Nighten, and this removes your Battle Fatigue, healing your Mind Damage. As payment for her services you decide you want to tip her 100 credits out of pocket. Rather than opening a trade window with her (she’s busy dancing, after all), type this: /tip Nighten 100 (remember to leave a space in between each word). This will automatically deduct 100 credits from your inventory and add it to hers. A message will appear on her screen letting her know that you have tipped her 100 credits. Because players may sometimes be busy performing other tasks, they may miss your tip notification on their screen. While most people will offer thanks for tips, if one doesn’t, it may mean she simply did not realize you tipped her. If this happens and you want the player to know you did in fact tip her, this is where role-playing can come in handy. You can always /emote that you offered her a tip in exchange for her kind healing, etc., in a manner that confirms you did in effect pay her for her services. Responding in this way also promotes the role-playing atmosphere that is inherent to the game. HOW MUCH TO TRADE OR TIP?There are many different views on what an appropriate trade or tip is for the services of others. While many Artisans, for example, will tell you up-front how much they want in exchange for a crafted item, not all professions have this option. Healers, for example, do not have a set system in place for requiring payment up front. So oftentimes Entertainers or Medics may find themselves performing a service for free, and yet they (like all professions) can use credits or items in order to advance further in their trade. While you are not required to pay in advance for heals, you should (as with any service) always offer to pay for any healing you receive, and it’s good to offer before you are healed, as this assures the healer that his services are valued. The amount you offer can be credits (as in a /tip) or items. Many Medics, for example, prefer organic or inorganic materials to credits, and so offering these items in trade for being healed is often a very good way to pay your healer. If you do not have any materials, or are low on credits, you can always offer other items or even services in trade. Use your skills when possible�if you are an Artisan, then perhaps an Entertainer would accept a brightly-colored jacket in exchange for healing your battle fatigue. Perhaps a Medic would like some rejuvenating food or drink in exchange for his services. Or, if you are healer, then you can offer to heal others’ wounds in exchange for their services. Same goes with all professions. Trade or tip when you can, but using your own skills can often work as well!

NOTE: Don’t forget about players who are kind enough to train you in your profession. These folks should not be expected to assist you for free, so be sure to offer them a tip or service whenever you can.
While the possibilities of payment are endless, the most important thing is to tip what you can, and if you have nothing to give then it’s common courtesy to let others know up front, and to always offer thanks if they are willing to serve you for free. So ask nicely for the services of others, offer to pay them however you can, and remember to thank them afterwards. This way everyone wins!

TAKING A TRIP WHAT TO BRING AND HOW TO GET THERE So you’ve seen all there to see in your starting city and surrounding areas? Time to take a trip! BANKING BEFORE YOU GO Planning a quick vacation? Want to travel light? Then join a bank in your starting city and deposit into the bank’s Safety Deposit any items you don’t wish to carry in your inventory (default CTRL+I). To join a bank, simply target one of the terminals until you see the radial menu. Select the option to join the bank and once you have done so, you will see a new option on the radial menu for the Safety Deposit.

NOTE: If you have already joined a bank but can’t recall which one, simply open your character stat sheet (default CTRL+C) and select the Personal tab. Your bank will be listed there. You cannot join a new bank until you have quit your old one.

If you are just planning on taking a shuttle to another city on the same planet, you need not worry about quitting your bank. But if you leave the planet (even to travel to its moon, for instance) you will not be able to access any of your stored items unless you have quit the bank. So remember, while credits are automatically available from any bank terminal regardless of planet, items stored in a safety deposit are only accessible while on that planet. When you leave a bank, all items stored in your safety deposit box must be carried in your inventory in order to transfer them to a new bank on another planet. If you do not have immediate space in your inventory to carry your stored items with you, there are several things you can do: 1. Don’t quit your bank, just leave all non-essential items stored until you are able to return to that planet. 2. Buy some satchels, cargo pockets and/or backpacks and load these up with the items you wish to transfer to a new bank. 3. If you run out of room, then you can try to talk a friend into helping you carry some of your items to the planetary destination of your choice. 4. If you have packed everything you need to take on your trip, and still have some items left over, you can sell them to other players, give them away, or simply destroy them. So if your trip is a quick one, or you don‘t think you’ll need the items in your bank, don‘t worry about it! But if you are unsure about how long you will be gone, then it’s a wise move to quit your bank and join a new one at your arrival.

NOTE: There are no fees for joining or leaving a bank.
All packed? Ready to go? Now you need a destination! SHUTTLE PORTSWhen you open your radar (city) map, you will see two transportation stations: the Shuttle Port and the Star Port. While you can use a star transport (also called a space transport) to travel between cities on the same planet, many players find it more convenient (and less expensive) to use a shuttle instead. A shuttle port is a bit like a bus station. There�s a Travel Terminal on one corner that sells tickets, and a droid (known as the Ticket Collector) on the other. To purchase a ticket, target the travel terminal and a planetary map will load, along with a drop-down menu of destination choices.

NOTE: Remember, shuttles only travel from city to city; if you wish to travel to another planet, you must use a star port terminal to do so.

You will notice that you can choose either shuttle port(s) or star port(s) as your destination. Traveling to a shuttle port may be cheaper, but not necessarily more convenient. It really depends upon where you need to go and how much you want to spend. Once you‘ve selected your city of destination (either via clicking the city or selecting from the drop-down menu), you will get a confirmation message of your purchase, and a ticket will appear in your inventory. Next, target the ticket collector and select the Use option from the radial menu. You will receive a message letting you know when the next shuttle will be ready. There is a ten-minute wait between shuttles, so if you buy your ticket immediately after the last shuttle has departed, you will have plenty of time to socialize, get a quick drink, craft a bit, or even survey.
NOTE: You are under no obligation to use your ticket immediately. You can save it for later use, if you so desire.

You will be able to see your shuttle when it lands, and the last minute or so of your wait allows the shuttle crew time to clean and ready their ship for its new passengers. Once the shuttle is ready for take-off, target the ticket collector again and select your destination. You will immediately be transported to your destination of choice. So although there is sometimes a brief wait for the transport to arrive, the journey itself takes mere seconds. STAR PORTSWhile you can use the space transports to travel between star ports, most often than not they are used for inter-planetary travel. When entering a star port, wind your way to a main room where you will see rows of travel terminals along the wall. These ticket terminals work exactly as the ones at shuttle ports, and you’ll notice they too have an option to view a Galactic Map. If you are traveling off-world, select this option and you will see all the planets, including those that may not be accessible from this star port. Like a planetary map on shuttle terminals, you can select your destination by targeting a planet on the galactic map, or by selecting from the drop-down menu. Depending upon your destination, you should see several city (and port) locations you can choose from. Select one and purchase a ticket. If you do not see your planet of choice, then it is not accessible from that star port, and you must travel to another planet closer to the one you want to visit, in order to get there.

NOTE: A moon is only accessible from the star port of its planet, so if you are not able to access the galactic map while on a moon, it simply means the only off-world destination you can select is the moon’s planet.
Once you’ve decided upon a ticket to buy, a message will appear verifying the price and ticket sale. When you are ready to go, follow the hallway until you reach the open entryway to the launch pad. Like shuttles, star transports can take up to ten minutes to arrive, so take advantage of your wait, when there is one. Once your ship arrives, select the Use option on the droid then your destination, and you will be immediately transported to your city of choice.

NOTE: If you are flagged as having overt faction, watch out! There are some players who would take advantage of new arrivals in cities.

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Medic – Halberd Galin’s Tips to being a Novice Medic

by credits4swg on Jan.19, 2011, under SWG Farming Guide, SWG GUIDE

To begin, I will assume a few things.

1. You started as an Artisan –

Reason – Resources are free, only if you can get them yourself. Beginning as an Artisan allows you to survey and sample these resources yourself. For more information, look at the other guides on this site. I suggest getting yourself up to Engineering 2, so that you can create all the tools and survey equipment you need.

For a Guide to starting an Artisan, Check out Tale’s Guide.

2. You are not in this for the money –

Reason – While being a medic can earn you credits from generous people, or from you selling your services, 90% of the time you will earn nothing for what you do. Do not assume that you will always get tipped, do not assume you will always find someone to pay you to heal him or her.

3. You enjoy being in the background –

Reason – While you can do many different professions at once, you have to carry ALOT
Of Medical Supplies (Extra Resources too) due to healing. Don’t encumber yourself with a lot of armor, while a little bit if just fine for your head, hands, feet; your torso should be lightly covered so that you can carry more supplies.

This is a tip, as I have seen many aspiring medics upfront in combat taking some blows… but just remember, you have to be alive so you can bring the incapacitated around.

Now for my tips

Take your time, don’t rush –

Reason – Many persons that work a full time job should know something about being patient. If you sit and watch the clock, it’ll seem like work will never end, and you have this massive amount of work to do… so I suggest this to you all. Don’t rush yourself, take your time with gaining skill and just enjoy yourself. If you notice that you just a few hundred points away from something, go right ahead and concentrate on it to “pop” that skill amount, but otherwise… just don’t bother to open your skill screen, you’ll feel it’s just taking that much longer.

Gather Resources close to a city

Reason – When you’re a young medic, getting the best resources for your stim packs is not THAT important, because your really not skilled enough to use them to their best effectiveness (this is speculation not fact due to personal experience). Just stand in the middle of town and survey for resources, when you find a decent concentration of one (40+ percent) start heading toward the highest, just don’t travel too far away from town because if you get attacked by a mob stronger than you, pick up and burst run to town right away. Though dieing isn’t an issue when you’re a new player, later one it IS an issue (costs a lot and losing your un-insured items is really frustrating) so go ahead and get in the habit.

Make Separate Hotkey groups –

Reason – I have three hotkey groups set at the moment for ease of working and playing.
Set one bar for Combat/Heal Damage/First Aid/Drag Incapacitated with a few of your other favorite special attacks if your a marksman novice (which I am due to combat medic requirements) and Stand/Prone/Burst Run, this will be your General Combat bar. Set another one to all your survey equipment, creation tools, with Survey and Sample in it as well also with Stand/Burst Run if you’re not that fast of a typist, and this will be your Crafting Bar. You might ask “Why put Stand and Burst Run in that bar?” well… when you sample, you kneel, and if you want to stop sampling… you have to either sit/kneel/stand or just move. While you can just move to stand up, it appears from my experience that pressing the move key actually takes longer for you to stand up, then if you just use the stand command (this is not a fact, this is purely my speculation). This is important if you get attacked because the last thing you want to happen is DIE while your getting ready to run away.

{{!!HOT TIP!!}} To quickly jump between hotkey groups, use Crtl-Tilde (The Squiggly mark in the top left corner of USA keyboards) to go up and Crtl-Tab to go down.

{{!!HOT TIP!!}} You can find a list of pre-made macros under your Command and Abilities Tab (Crtl-A) and you can even make your own!

Keep your radar in your peripheral vision –

Reason – Watch out for red mobs, even if you think you can handle an Aggressive mob alone, if your not armored well and don’t have a decent weapon, you will more than likely get your guts smeared on the terrain, as red mobs almost always kill your when your incapacitated, and almost always have help around. My best advice is just watch out if a mob get within 80m of you, and just move away. Don’t Sample very close to Aggressive mobs, because all mobs move around, and if you don’t watch out, they’ll see you.

{{!!HOT TIP!!}} Press Alt and you’ll see a plus and minus appear next to your Radar, increase the range of your radar to get a heads up while running and surveying to avoid bumping into those nasty red mobs.

Make Friends –

Reason – Besides the fact that an MMORPG is more fun when you have people to talk to, if you’re a medic and you don’t have a customer base to help gain skill off of, then what good is being a medic? Yes you can sometimes find the occasional person around that just got knocked around by a big mob that needs a good healing, but it’s a lot easier to just have friends who can /tell you incase they need a you for their hunting party. This is the best way to gain Medical Skill, which you can’t earn a lot every heal as a young medic.

{{!!HOT TIP!!}} To add someone to your friend’s list quicker than accessing your in game friend list just use /addfriend command with their first name after it.

Consider getting the novice scout skill –

Reason – You can’t heal wounds out in the field, unless you’re in a camp. So pick up novice scout and see if they guys in your party will give you 4 bone and 2 hide to make a small camp, it does the trick for when a lot of your team mates have wounds that need to be cared for right away. You may consider at a later date to revoke this skill.

Craft as you Gather

Reason It saves time, but only craft stim packs while your gathering, as they are less complex normally, plus you can heal your action wounds while your sampling, just select yourself and /healdamage or use your hotkey.

{{!!HOT TIP!!}} You can use more than one tool at a time to craft your stim packs. The Generic Crafting Tool and the Chemical/Food Crafting tool can both make Stim Packs.

Be Courteous

Reason Even though you might have friends for one reason or another, be nice to those not in your group, Friendly or Enemy. If you’re a generous person enough, people will begin to /tell you for your services, and if your low on cash, be nice to those in your party: for Example, if you’ve known the people you’re hunting with for 2-3 weeks, and have hunted with them a lot, but asked for nothing, it wouldn’t hurt to say Hey fellas, I’m having some hard times with money, and I really need to pay off my Harvester Maintenance fees, could you perhaps pay me 1000cr for today’s healing? I’d really appreciate it. Believe me, when your broke like I am it never hurts to grovel a bit, mostly to those that you’ve helped so much. (You’ve kept their butts alive, wouldn’t hurt if they could help pay for your resources at least.)

Halberd’s Number One Rule and Mateo of a Medic

Sacrifice for those in need

What does Halberd’s Mateo mean? If someone is getting blasted up, no matter who it is, get out your blaster and start pounding that mob while you heal the fella so he can get away. Better make sure your stuff is insured and you don’t have any loose Credits on you, or else it might hurt a lot more than just your stats. I have countless folks calling for my services because I saved them from a Rouge Fambaa that was chasing them.

When does Halberd’s Mateo not apply?

Duels, Faction Battles, and those that tell you to leave them be.

Duels are not your place to mess around with, and I personally haven’t even tried to heal someone that was in a Duel, I don’t know if you can but stay out of it.

Faction Battles are not your place either, and as a Neutral you can’t even heal overt faction players. Unless your wanting to get in on the action of one of the sides, and get yourself shot up for the fun of it, stay out of them.

If someone says they don’t want your help, just nod to them and walk away. When a patient refuses help, it’s not your place to second-guess them.

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Guide to the Musician Profession

by credits4swg on Jan.19, 2011, under SWG Credit Farming Guide, SWG Farming Guide, SWG Leveling Guide

I. Introduction
—————————————–

Hey! First off let me introduce myself. My name is Adam and I play on the Kauri server as Nanok
Taemon, the Fat Musician. Nanok is a Master Entertainer, Master Musician, Pistoleer, and Scout.
I have been playing for the game for about 2 months and have enjoyed every minute of it. I have
made many friends on the server (including my in-game wife, Ahn-Ji :-P ) and I love interacting
will all the different people that come through the Coronet Cantina. I am currently in the
Bloodstripes of Thon guild (BoT) and I go on a lot of hunting trips with them. Anyways, if you
are on the Kauri server and are training to be a Musician, feel free to ask me for any tips or
if you need any training.

So… you want to be a musician? You have made an excellent choice for the career you want to
pursue! However, I must warn you that if you aren’t sociable, polite, or patient, then this
profession may not be for you. Mastering this profession is a long grind, but you can make it fun
and exciting. If you play your cards (or insrument :-P ) right, you can become a very popular and
well-known musician throughout your entire city, planet, or even the galaxy.

—————————————–
II. Character Creation
—————————————–

Picking you character’s species, then designing it to your exact preferences is probably the
hardest part of this game. I encourage you to find a way to make your character unique so that
you will stand out from the other entertainers. Sure, you could just hit the Random button until
you find something that you like, but where’s the fun in that?

Anyways, on to the species. Despite some bonuses and penalties, species really doesn’t matter
and I encourage you to pick which ever one you like. I will list the species below, along with
a description and their bonuses/penalties.

==HUMANS==
The most common species in the galaxy. They receive no bonuses or penalties to their attributes,
making them the most well-rounded characters.

–MODIFIERS–
Health +100
Strength +100
Constitution +100
Action +100
Quickness +100
Stamina +100
Mind +100
Focus +100
Willpower +100

–SPECIAL MODS–
Leadership +10
Artisan Experimentation +15

MY TAKE: Humans make great musicians, and with the bonus to Artisan Experimentation, having a
musician/artisan would be a great combo.

==BOTHANS==
Small, hairy humanoids. They are noted for their quickness and agility, but they aren’t the
hardiest species.

–MODIFIERS–
Health +0
Strength +0
Constitution +0
Action +300
Quickness +300
Stamina +100
Mind +100
Focus +100
Willpower +0

–SPECIAL MODS–
Camouflage +15
Cover +15

MY TAKE: Although Bothans are best suited for the Scout profession, their bonuses to Action and
Quickness make them a pretty good choice for Musician.

==MON CALAMARI==
Fish-faced aliens with colorful skin patterns. They are the most intelligent of all the species,
but they have penalties applied to many of their physical attributes.

–MODIFIERS–
Health +0
Strength +0
Constitution +0
Action +0
Quickness +0
Stamina +150
Mind +300
Focus +300
Willpower +150

–SPECIAL MODS–
Alertness +15
Weapon Assembly +10
Structure Assembly +10

MY TAKE: As much as I’d love to see more people be unique and be a Mon Cal, they really don’t
make very good Musicians. With the exception of a decent bonus to Stamina, their action pool
wouldn’t be able to survive long with the grind to Master Musician. Mon Cal are best used in
the Medic, Artisan, and Image Design professions, where their huge Mind bonuses come in handy.

==RODIANS==
Aliens with large eyes and tapered snouts. They are nimble, but not as strong as other species.

–MODIFIERS–
Health +0
Strength +0
Constitution +0
Action +200
Quickness +200
Stamina +450
Mind +0
Focus +0
Willpower +50

–SPECIAL MODS–
Defense vs. Blind +15
One Handed Weapon Accuracy +10
Two Handed Melee Accuracy +10
Weapon Assembly +10

MY TAKE: Believe it or not, Rodians would make excellent Musicians. Their bonuses to all of the
action attributes would allow them to play longer, reducing your downtime. Rodians would make a
good combo of Musician/Brawler. Not a bad choice, and it would definately be unique, as there
aren’t enough Rodians around.

==TRANDOSHANS==
Large, reptilian humanoids. They are strong and resilient, but slightly clumsy and not among the
brightest characters in the game.

–MODIFIERS–
Health +250
Strength +300
Constitution +400
Action +0
Quickness +0
Stamina +0
Mind +0
Focus +0
Willpower +100

–SPECIAL MODS–
Unarmed Accuracy +10
Unarmed Speed +5
Unarmed Damage +15
Melee Defense +10
Creature Harvesting +10
Regeneration +1

MY TAKE: This is another species I would like to see more of in the galaxy, but alas, they have
no bonuses to any of their action attributes. This would make leveling very tough, and would
cause a lot of downtime. I would only pick this species if you are going to “dabble” in musician
while taking up a combat profession.

==TWI’LEKS==
Humanoids with fleshy head-tails (lekku). They are intelligent and agile.

–MODIFERS–
Health +0
Strength +0
Constitution +250
Action +250
Quickness +300
Stamina +0
Mind +100
Focus +0
Willpower +0

–SPECIAL MODS–
Wound Healing (Dancing) +15
Wound Healing (Music) +5
Battle Fatigue Healing (Dancing) +15
Battle Fatigue Healing (Music) +5

MY TAKE: This is the species that Nanok is. With the bonuses to Action and Quickness, along with
special bonuses to Music healing, it is obvious that Twi’leks are the best choice for this
profession. If you want to travel a lot with groups to heal mind wounds, this would be the best
choice for you.

==WOOKIES==
Towering, hairy humanoids known for their great loyalty and inner strength. They are the
strongest species in the game.

–MODIFIERS–
Health +350
Strength +350
Constitution +150
Action +200
Quickness +100
Stamina +100
Mind +100
Focus +150
Willpower +100

–SPECIAL MODS–
Trapping +10
Creature Taming Bonus +10
Rescue +10
Warcry +10
Wookie Roar +1

MY TAKE: Contrary to popular belief, I think Wookies can make great Musicians. Wookie
Entertainers seem to become pretty popular because they are very rare. They receive pretty big
bonuses to all of their attributes, making them very attractive. However, they have a couple of
problems. First, they can only speak their language. This isn’t that big of a hindrance though
as at least 75% of the population on every server knows Wookie language (which is something I
think the Devs should fix). The second problem is that Wookies are very limited in the clothing
department. If you want tips, it’s best that you have something that’ll make you stand out.
If you want to be a Wookie musician, I suggest choosing some weird colors and/or patterns that
will make you stand out.

==ZABRAKS==
A humanoid species with horns and tattoos. They have incredible willpower, but don’t recover
health as quickly as other species.

–MODIFIERS–
Health +200
Strength +0
Constitution +0
Action +300
Quickness +0
Stamina +0
Mind +0
Focus +0
Willpower +400

–SPECIAL MODS–
Defense Vs. Dizzy +10
Defense Vs. Stun +10
Defense Vs. Intimidate +10
Anti-Shock +5
Equilibrium +1
Vitalize +1

MY TAKE: Zabraks would be decent musicians, especially with the big bonus to Action. All of the
special bonuses, however, are geared towards combat.

—————————————–
III. Getting to Novice Musician
—————————————–

Okay, first of all, you need to pick up Novice Entertainer (NE). If it wasn’t your starting
profession, then you need to find an Entertainer trainer. This shouldn’t be too hard as you can
type /find into your chat channel and it will bring up a list. Select Trainer: Entertainer
and a waypoint to the nearest trainer will be made for you.

Next, you need to pick up a Slitherhorn. If you picked NE for your starting profession, you’ll
automatically start with one. If you didn’t, then head to the nearest Bazaar and buy one (they
usually sell for 100-150 credits). You can also have another Musician make one for you. Now head
to a Cantina near you and get ready to begin your journey as a Musician!

–BASIC MUSICIAN INFO–
Okay, the first thing you need to do when you enter the Cantina is ask for an invite to the
Entertainer Group. The leader will invite you and you can type /join to join it. Being in a group
adds bonuses to your XP, so do it as often as you can.

Now the next thing you need to do is organize your toolbar. Hit ALT, then use your mouse to drag
the bottom of the toolbar down, making a second row. You can now use your F keys (F1, F2, etc.)
for the top row and SHIFT + F# key for the second row. Now, go to CTRL + A and then to Other.
Scroll down until you get to Flourish 1-8. Drag these to your toolbar because they are VERY
important to the musician (and dancers as well).

Now it’s time to start playing! Whoo! Oh wait… I don’t know this song. I only know Star Wars 1.
Crap! What am I going to do?! HAHA… just chill. Ask the group leader if you can switch to
Star Wars 1. Not many people like this song, but most are polite enough to switch to it so
beginning musicians can get XP. Once the group switches to SW1, begin playing by type /startmusic
(or you can also assign this to your toolbar). You will begin playing your Slitherhorn and jammin
to the sounds of SW1. Now here’s where the flourishes come in. Flourishes are good for two
two things. First, they make the song sound WAY better. They add some pizazz to the song. If you
don’t flourish, you’ll play the same little tune over and over and over, which gets REALLY
annoying (especially when playing SW1). Secondly, flourishes are how you get Musician XP. 2-3
flourishes per tick will get you the max XP every tick. However, doing this may cause your action
pool to drain too quickly. So I suggest doing 2-3 flourishes to get the max XP, then waiting for
about 12-15 seconds. You will continue to get XP, but it will gradually decrease every tick. This
may seem stupid, but it makes your action pool last longer, allowing you to get more XP in the
long run.

Eventually you’ll get to Musicianship I, which will allow you to play the Fizzz and gain more XP.
When you are elligible for the skill, ask another Musician to train you or find the Entertainer
trainer and pay him/her/it to teach you. You shouldn’t have to do the latter very often, because
there are usually plenty of people that would be willing to train you.

Continue doing this all the way up to Novice Musician. Entertainment Healing IV is also required,
which you get when people with mind wounds and/or battle fatigue listen to you. This XP is VERY
easy to get and you’ll probably be at Ent. Healing IV before you even get to Musicianship III.
Also, please remember that Novice Musician requires XP as well. You don’t automatically qualify
for it after getting Musicianship IV and Ent. Healing IV.

Once you qualify for Novice Musician, you’ll need to find the closest Musician trainer to teach
it to you. You *CANNOT* learn this skill from another player. You must pay 1000(?) credits to
a Musician trainer to learn it.

—————————————–
IV. Entertainment Healing
—————————————–

Okay, now for a quick lesson in what the purpose of the Musician is. Basically, we’re here to
heal Mind Wounds and Battle Fatigue. This can only occur at three locations…

–Cantinas–
In Cantinas, Musicians can heal both Mind Wounds and Battle Fatigue

–Theaters–
In Theaters, Musician’s can heal both Mind Wounds and Battle Fatigue

–Camps–
In Camps, Musicians can only heal Mind Wounds

You automatically begin healing when someone with mind wounds or BF targets you and types
/listen. However, if someone is pestering you and they are a hinderance to your enjoyment of the
game, you can use the /denyservice command which will stop you from healing that person. DO NOT
ABUSE THIS COMMAND, THOUGH. DO NOT USE IT TO FORCE PEOPLE TO PAY TIPS. Doing so will give you
a bad reputation and make you hated throughout the galaxy.

—————————————–
V. Musicial Knowledge
—————————————–

After you get Novice Musician, you will need to choose whether to go up the Knowledge tree or the
Techniques tree. You can go up one at a time, or both together (like train Knowledge I, then
Techniques I, etc.). I suggest going up the Knowledge tree all the way. This is the tree that
continues giving you better instruments and songs. After going up this tree, it will make the
Techniques tree easier to climb because you’ll have the Ommni Box to give you better XP.

Here is what you get as you advance the Knowledge tree:

–MUSICAL KNOWLEDGE I–
A. Skill Mods
~Music Knowledge +5
B. Skills
~Ballad (Song)

–MUSICAL KNOWLEDGE II–
A. Skill Mods
~Music Knowledge +10
B. Skills
~Bandfill (Instrument)

–MUSICAL KNOWLEDGE III–
A. Skill Mods
~Music Knowledge +10
B. Skills
~Chindinkalu Horn (Instrument)
~Waltz (Song)

–MUSICAL KNOWLEDGE IV–
A. Skill Mods
~Music Knowledge +15
B. Skills
~Ommni Box (Instrument)
~Jazz (Song)

—————————————–
VI. Musical Techniques
—————————————–

The Techniques tree is more important now than before because the Devs have installed what they
call a Musical Mind Enhancement (Mind buff). Someone can listen to you for 15 minutes, and they
will have a buff to their Willpower and Focus pools (Mind pool for Dancers) for about 30
minutes (about to be extended to 2 hours, according to Devs). The length and strength of this
buff depends on how high you are in the Techniques tree.

The second aspect of this tree is Instrument Assembly. The higher in the tree you get, the more
instruments you can make. This may seem worthless, but you can actually get some extra credits
by selling instruments to people who need them for lower than the market price.

The last part of the tree is the effects. At Techniques I, you learn Dazzle, Spotlight, and
Colored Lights. At Techniques II, you learn Firejet, and at Techniques III, you learn
Ventriloquism (you target someone and use the command, and it makes a cool effect around them).

Here is what you get as you advance the Techniques tree:

–MUSICAL TECHNIQUES I–
A. Skill Mods
~Instrument Assembly +10
~Musical Mind Enhancement +10
B. Schematics
~None
C. Effects
~Colored Lights
~Dazzle
~Spotlight

–MUSICAL TECHNIQUES II–
A. Skill Mods
~Instrument Assembly +15
~Musical Mind Enhancement +10
B. Schematics
~Mandovial
~Traz
C. Effects
~Firejet

–MUSICAL TECHNIQUES III–
A. Skill Mods
~Instrument Assembly +15
~Musical Mind Enhancement +20
B. Schematics
~Bandfill
~Chidinkalu Horn
C. Effects
~Ventriloquism

–MUSICAL TECHNIQUES IV–
A. Skill Mods
~Instrument Assembly +25
~Musical Mind Enhancement +25
B. Schematics
~Ommni Box
~Nalargon
C. Effects
~None

—————————————–
VII. Master Musician
—————————————–

You finally made it! Master Musician! Now you can whip out that Nalargon and jam to Virtuoso!
You can play every instrument and song (with the exception of Mandovial and Ceremonial, learned
at Master Entertainer).

So what do you do now? Well you can continue hanging out with your friends in the Cantina. You
could also travel around to other Cantinas and play a few tunes and make new friends. You could
also join a big hunting group heading to one of the “hard” planets like Lok or Dathomir and heal
their mind wounds. You could be like me and pick up a side profession like Pistoleer.

Master Musician is a great title and I hope you enjoy it because it is well worth the time and
effort.

Here is what you get when you reach Master Musician:

–MASTER MUSICIAN–
A. Skill Mods
~Music Knowledge +15
~Wound Healing (Music) +15
~Battle Fatigue Healing (Music) +25
~Musical Mind Enhancement +25
~Instrument Assembly +25
~Ranged Defense +7
~Melee Defense +7
B. Skills
~Nalargon (Instrument)
~Virtuoso (Song)

—————————————–
VIII. Instruments
—————————————–

Here is a list of the different instruments, when you get them, and a description.

–SLITHERHORN–
WHEN: Novice Entertainer
DESCRIPTION: Pretty much sounds like a woodwind instrument, like a clarinet or oboe.

–FIZZZ–
WHEN: Musicianship I
DESCRIPTION: Sounds like a trumpet on some songs and a saxophone on others.

–FANFAR–
WHEN: Musicianship III
DESCRIPTION: Same sound as a Slitherhorn, just gives more XP.

–KLOO HORN–
WHEN: Musicianship IV
DESCRIPTION: Same sound as a Fizzz, just gives more XP.

–MANDOVIAL–
WHEN: Master Entertainer (requires all 4 trees in Entertainment profession)
DESCRIPTION: A string instrument. Sounds like a guitar on some songs, like a violin on others.

–TRAZ–
WHEN: Novice Musician
DESCRIPTION: Same sound as Slitherhorn and Fanfar, just gives more XP.

–BANDFILL–
WHEN: Musical Knowledge II
DESCRIPTION: Percussion. Sounds like Drums and/or Bass. Also has bells/chimes on some songs.

–CHIDINKALU HORN–
WHEN: Musical Knowledge III
DESCRIPTION: Same sound as Fizzz and Kloo Horn, just gives more XP.

–OMMNI BOX–
WHEN: Musical Knowledge IV
DESCRIPTION: Same sound as Bandfill, just gives more XP. This instrument requires you to
constantly target it. If you stop targetting it, you will automatically stop playing.

–NALARGON–
WHEN: MASTER MUSICIAN
DESCRIPTION: Sounds like Steel Drums, Organ, or Piano or different songs. Also requires constant
target.

—————————————–
IX. Songs
—————————————–

Here is a list of the different songs, when you get them, and what I think of them.

–STAR WARS 1–
WHEN: Novice Entertainer
MY TAKE: This song sounds great when there are a a variety of instruments playing. Add in a
Bandfill/Ommni Box and a Mandovial and it’s a pretty nice song. It does get old pretty fast,
though, because you have to play it a lot with all the newbs that join.

–ROCK–
WHEN: Musicianship I
MY TAKE: I really do not like this song. It sounds horrible… even with the drums.

–STAR WARS 2–
WHEN: Musicianship II
MY TAKE: This song’s ok. It has some tunes from the famous Cantina song in A New Hope.

–FOLK–
WHEN: Musicianship III
MY TAKE: This song is nice. It’s the best out of all the Entertainment songs.

–STAR WARS 3–
WHEN: Musicianship IV
MY TAKE: I don’t really care much for this song. It has one nice flourish that sounds like the
Imperial March, but that’s about it.

–CEREMONIAL–
WHEN: MASTER ENTERTAINER
MY TAKE: My second favorite song. The Mandovial and Bandfill/Ommni Box really shine on this song.

–BALLAD–
WHEN: Musical Knowledge I
MY TAKE: A nice, smooth song. Something you’d want to play in the Theater. Another song that the
Mandovial shines on.

–WALTZ–
WHEN: Musical Knowledge III
MY TAKE: I’ve only heard the Ommni Box on this song, so I can’t really tell you about it.

–JAZZ–
WHEN: Musical Knowledge IV
MY TAKE: Great song when you have Ommni Box, Nalargon, and Chid Horn together. Very upbeat song.

–VIRTUOSO–
WHEN: MASTER MUSICIAN
MY TAKE: Ahh, they saved the best for last. Nothing beats this song. It’s the only song that the
Nalargon sounds like a concert piano and the Ommni Box has chimes to go along with the drums and
bass. Very, very nice. It also brings in more tips because people don’t get to hear it very
often.

—————————————–
X. Cantina Etiquette
—————————————–

1. HELP OUT THE NEWBS – Hey… you were a newb once! If a new musician wants to join the group,
invite him! If he only knows SW1, then drop down to SW1 for him. It’s just basic politeness.
Always help out the new guys. Also, if you know a skill and a lower musician needs it, teach it
to him without asking for money in return.

2. INTERACTION – Just chat with some of the adventurers as they come in to heal. Greet them as
they walk in, ask them how their doing or how they got so many wounds (a real good conversation
starter), and say bye as they leave. This is a better way to get tips then the method talked
about below.

3. DON’T BUG OTHERS FOR TIPS/HEALS – The most annoying thing in the game to me is seeing people
practically beg for tips and/or heals. Oh wait… scratch that. The most annoying thing is when
they DEMAND it. Other people in the Cantina I’m in wonder how I get more tips than they do (yes,
I usually even get more tips than the Twi’lek girls in the fleshwraps). It’s because I don’t beg
or demand for tips. I have never asked anyone to tip me after I heal them. If you really want
tips or heals, then just interact with people, like mentioned above.

4. DON’T ABUSE BANDFLOURISHES – Some people don’t know how to turn bandflourishes off, so don’t
abuse them. They only give XP to the person who issued them, while draining Action from all other
members. They’re nice to see every now and then, but don’t overdo it.

5. DON’T AFK-MACRO – I’m not as “ticked” on this subject as many others are, but it is kind of
annoying. AFK-Macroing your way to Master is no fun. And half the people that do it come to find
out that they don’t really like being a Master Musician and drop it anyways.

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What is the point of Star Wars Galaxies?

by credits4swg on Jan.13, 2011, under SWG Credit Farming Guide, SWG Farming Guide, SWG Leveling Guide

For years now the developers have given the cryptic answer To Live in the Star Wars Universe. Many people get this and have wanted to do just that for well over 20 years. However Living in the universe is too vague for some gamers (heck, most people don’t quite understand what the point of living in the real world is I’ll give you a hint to be good to one another).

So for the goal minded folks out there, here is the Point of playing SWG:

1) Learn the basics of the game for a while so you don’t appear to be a newbie.

2) Accomplish all the different types of missions, from the quick and straight forward Mission Terminals to the multi-legged and more varied NPC static quests. You may need to travel beyond your starting city to find the more involved ones.

3) Gain enough money to buy (or gain enough skill to make) a good weapon and other equipment that suits your character.

4) Finish a themepark such as getting all the way to Jabba’s Throne Room. Beat at least 1 �dungeon� on every planet.

5) By doing factional missions or joining battlefields, gain enough faction points to rise up through the ranks in the Empire or Rebellion. Make enough points to try out all of the perks.

6) Join a Player Association that fits your play-style. Help others members to accomplish their unique goals and they will help you with yours.

7) Keep tabs on your Badges. You want to get over 100 of these to consider yourself a success in SWG.

8 ) Spend all of your skill points to master several professions. (Be sure you surrender some skills and learn new ones to find the character combination best for you)

9) Search the galaxy to find the spot you want to call home and build a house there so you can leave your mark on that galaxy. (Be sure to furnish it as an empty house doesn�t count)

10) When you are done with all that, work on figuring out how to unlock the Force Sensitive slot. If you can do that (and very few of you will and it will take several months, at least), then repeat the process with your new Jedi character until you are able to get the Jedi Master title.

When you have accomplished these 10 not-so-easy steps, you can say you have won the game. There you have it. But please note, this list is subject to change as we add new content such as player cities, player vehicles, more quests, and full expansions.

Now, of course, feel free to substitute any of the above with other activities you enjoy in the game, such as becoming a famous entertainer, well-sought after crafter, always in demand doctor or highly feared bounty hunter. Or just have fun exploring, fishing, dueling, getting married, attending parties, meeting new people, helping people stuck in step one or even hosting your own events for each other. Definitely try to Role Play (it isn’t hard, you don’t have to act goofy, just don’t bring real world conversation into the spatial chat).

Thanks for your reading. By the way, we provide Star Wars Galaxies Credits with the lowest price and the best service. Please contact with us any time.

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SWG Great Farming Location

by cow on Jan.06, 2011, under SWG Farming Guide

Go to the planet Lok.

From Nym’s Stronghold, proceed to the North-West. It may be an idea to zoom your radar out a bit to about 512m, or 1024m if you turn off all waypoints, otherwise the arrows on the radar get in the way. Begin to search on your radar for objects marked: “A nest“. If you see one, stop and approach it. You should find it\’s surrounded by gurks:

Kill them, and then attack the nest. Keep attacking until the nest spawns a Reclusive Gurk King:

If one spawns, stop attacking the nest and kill him, then loot. You may find a Gurk King Hide (Actual name). If one doesn’t spawn, destroy the nest and move on looking for the next one. Please note: sometimes the Reclusive Gurk King will not spawn until the last moment before the nest is destroyed, so be careful.)

When you find one that spawns a reclusive gurk king, do NOT destroy the nest after killing the king. Instead, waypoint the nest and begin searching the immediate area for more nests. Do the same for each nest you find. If you don’t find any within a 700m radius, move on, it’s a waste of time having just one there.

Ideally you will end up with three-four nests within 500m of each other, all spawning the reclusive gurk kings. Go between them all, spawning the Kings, killing and looting them, leaving the nests intact, and proceeding to the next nest. You’ll find yourself going round in a circle, finishing the last nest and finding the first nest is back at full health, therefore you can do it all again. Sometimes you get bad days, but don’t be put off. I looted about 110 Gurk King Hides within an hour and a half recently, which, varying on the price of the server, can sell for quite a lot: on my server (Chimaera) I sold them for 100k per hide: a total of 10 million. If you can find a buyer, you’ll have no problem.

These hides are used to make RIS Armour:

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