Gearing Up

So, you want to get out there and blast some beasties? Well, you need to know a few things before you go adventuring. First, let’s discuss equipment. We’ll start with weapons, as every combat profession starts with one type or another, then we’ll move on to armor, which is harder to come by.


Anyone can equip a weapon and start swinging or shooting, but understanding the stats of the one you are carrying will maximize your lethalness.

In selecting a weapon, the most important factors are your profession and you combat level, which determine the kind of weapon you’re eligible to use at any given moment. It is, of course, always worthwhile to invest in the most powerful and advanced weapon you can get.

The next important choice is to pick the type of weapon that best fits your playstyle. There are basically three different types of ranged weapon:

Rifles are slow, but they hit hard and have a greater range than carbines or pistols. They have to be frequently reloaded. Carbines shoot fast, but don’t do as much damage. They don’t have as long a range as rifles, but fire more shots between reloading. Pistols have the shortest range, do the same damage as carbines on average, and have no reload time. “Reloading,” in game terms, is a pause of a second or two between volleys of shots. A rifle fires nine times before reloading, and a carbine fires 18.

The final factors to take into account is whether it does kinetic or energy damage, and whether it has special damage (heat, acid and so forth — about 20% of all weapons do). These factors probably won’t be very important early on, but as you advance through the game they’ll become more and more important, as the creatures you face gain more specific and potent resistances.

Forewarned is forearmed, so in addition to your ranged weapons, pack a melee weapon such as the survival knife pictured above, and switch to it when the MOB closes in. (A “MOB” is any nonplayer target that you attack.) Melee weapons typically do more damage than ranged weapons in point-blank combat.


Armor is a mixed blessing in Star Wars Galaxies because while it offers protection, it also causes penalties to your maneuverability and accuracy. Check out the armor available to you to see what resistances or vulnerabilities are also bestowed. Then make an informed decision regarding what, if any, pieces you will equip.

Setting Up Your Activities Bars

Before heading out to do battle with the bad guys, gals, critters and creatures, prepare for the impending conflict by setting up your activities bars. After all, the last thing you want to do during combat is fumble through your activities bars and Command browser trying to find the perfect move.

This is your activities bar. It allows you
to quick-key 12 (more than 60 total)
actions or items that then can be activated
or equipped by pressing the corresponding
key at the top of your keyboard.

The activities bar is a set of 12 slots that correspond to your 1 – = keys and can be customized to suit any type of play. During gameplay, pressing a key initiates the action that you set to that particular slot in the bar.

In addition, pressing CTRL + TAB scrolls through five sets of activities bars, giving you 60 slots with which to play. Setting up multiple bars prepares you for any contingency during combat.

Finding Creatures

Creatures appear as red dots on your radar, and the weakest ones lurk outside your starting city. Walk around until you see a red dot or a red arrow. Zoom out a bit to increase your radar’s search radius. Click on the + and - symbols near the radar’s display to zoom in and out respectively. A setting of 128 meters usually suffices. If you find a red arrow, it means that the creature is outside your radar’s current range. Zoom out until it becomes a dot, then head in that direction to find the MOB (your target creature.


Yellow boxes indicate creature lairs, which generally are guarded by the mobs that inhabit them. Firing on the lair elicits an aggressive response by any nearby critters that call that lair home. Also, mobs may spawn while you are destroying the lair, and there is a chance that a boss creature may spawn that is a higher level than the rest.

Engage lairs with the above information in mind, and you will come away with some hefty experience.

Approaching The Target

After you find a red dot on the radar, walk toward it until the creature is visible. All creatures have an “Approach Trigger Range” that determines how close the player can get before the creature reacts to his or her presence. The ATR does not mean the creature will aggro at that range, it just means that it will show some sort of recognition.

When approaching a creature, you may see one of three symbols floating over its head. A “?” above its head means that the creature is alerted to your presence. It may flee, or wait to see what you do next.

When you see “!” above a creature’s head, the creature is warning you to back off. If you don’t want to engage the mob, step back and it should calm down.

A “\|/” symbol indicates that the creature is scared. Pressing it further may cause it to flee.

Assessing The Target

Attacking any creature you come across is not suggested. Rather, you need to assess the creature’s strength relative to your own. Select the nearest creature by pressing TAB, or by clicking on the target.

Notice that your enemy’s HAM bars appear above its head, as does a small, colored starburst icon. The color of this symbol corresponds to a difficulty rating system, which is outlined below:

  • Green. Well below your Combat Level and easy to defeat. The XP gained from defeating such a creature will be minimal.
  • Blue. Slightly below your Combat Level. Blue targets put up a fight, but you should emerge victorious. Use caution when engaging multiple blue targets; they can quickly get the better of you.
  • White. Equal to you in level. Defeating such a target is difficult, especially if you rely on autoattack. Take advantage of your weapon’s ideal range, and/or a few special moves to take a white-con mob. The XP rewards are significant if you pull it off.
  • Yellow. Slightly above your Combat Level. Avoid such fights unless you have superior weaponry, incredible tactics, a supply of healing devices, or some friends nearby.
  • Red. Hope you like the view from the ground. Red targets usually deal a deathblow on you, so you’ll pay with your life. Take these on only with an experienced group.

You can select a creature and type /con for a written assessment of the creature’s level relative to your own.

Creature Stats

Aside from the conning process listed above, check the creature stats in the back of this guide. It gives you more information than conning will, such as whether or not the mob is part of a pack (pack mobs assist each other in combat), or whether the mob is a killer and thus will deal a deathblow to you (non-killers will only incapacitate you). A beginning character should steer clear of packs or killers.


When you find an ideal candidate to battle, initiate combat. But before left-clicking, it might be good to check your attack range. If you’ve got a ranged weapon, move to its ideal range as found by right-clicking on it and selecting “Describe.” Attacking from a weapon’s ideal range grants a bonus to your accuracy roll.

If you’re using a melee weapon, then you need to get up close and personal before you start swinging.


Basic Damage Types

All weapons inflict either Kinetic or Energy base damage. (Lightsaber damage is Energy damage.) Several weapons inflict additional elemental damage: Heat, Cold, Acid or Electrical. Heat is the opposite of Cold, and Acid is the opposite of Electrical, meaning protection for one reduces protection for the other.

Note: Color Coding. In general, the color for energy weapons is red, and the color for kinetic weapons is blue.

Armor Types

Armor is divided into three types:

  • Reconnaissance Armor: has a slight bonus to energy protection and a slight penalty to kinetic damage protection.
  • Battle Armor: has even protection against all damage types.
  • Assault Armor: has a slight penalty to energy protection and a slight bonus to kinetic damage protection.

Each category has its own set of unique appearances. Armor certifications control what types of armor each profession can wear.

Starting professions don’t qualify you to wear any armor. As you progress into the Elite and Hybrid professions, you gain certifications for armor based on your profession.

Armor Crafting

You can have all sorts of different armor — to illustrate who you are and what you do — while not introducing widely varying armor values. Even Wookiees and Ithorians have armor that is comparable to armor worn by the other species. Armorsmiths can create factional and specialized quest armors without making them unbalanced relative to standard armors.

The entire crafting process is broken down into four major phases.

Layers (Optional)
The layer creation step is an optional step, but it comes first if you do it. It allows you to adjust the specific types of protection that the armor you’re crafting will offer. There’s an important caveat, however. All damage types are in pairs (Energy/Kinetic, Heat/Cold and Acid/Electrical) and raising the protection for one half of a pair reduces the protection against the other half of the pair. For instance, you can tweak Heat protection up with layers, but doing so reduces Cold protection by the same amount.

Armor will resist a percentage of each type of damage. (Basic armor only protects against Kinetic and Energy damage.)


Segments are the basic component for any piece of armor. At the segment stage a crafter may experiment on condition and resistances. An Armorsmith may also choose to incorporate up to four different elemental layers at this point. You cannot experiment on hindrances.


The Core is the inner guts of the armor. The three categories of armor (Reconnaissance, Battle and Assault) come in three different levels:

  • Basic
  • Standard
  • Advanced

Thus, there are nine different Core schematics. The level of the Core determines the number of segments that you must include. A Basic Core requires one segment, a Standard Core requires two segments, and an Advanced Core requires three segments. Both the hindrance of the segments and the protective value of the segments stack. Thus, if the same segments were used in both a Basic Core and an Advanced Core, the Advanced Core would have three times the protection and three times the hindrance of the Basic Core.

Armor Appearance

This final combine determines the appearance of the armor. At this stage of the process the crafter combines the Core with some specific appearance parts, tailor components, and various optional loot items. Since the stats were already set in the previous step, a Core can be combined with any appearance allowed for that type of Core, with no modification in its values. Only factionally aligned armorsmiths will be able to craft armor appearances for their faction. One thing to note, while Wookiees and Ithorians are limited in the appearances of their armor types, they will have the full range of crafting possibilities and functionality that everyone else has.

Armor Sets

This method will allow many new sets and pieces of the armor to the game. Right away, there are four new complete sets of Faction armor available to both Combatant (PvE) and Special Forces (PvP) characters:

  • Imperial Reconnaissance Armor: All Species (Helmets only fit Humands and Zabraks.
  • Imperial Assault Armor: All Species (Helmets only fit Humands and Zabraks.
  • Rebel Battle Armor: All Species except Wookies and Ithorians.
  • Rebel Assault Armor: All Species except Wookies and Ithorians.

In addition to the full sets that have been added, the following sets of armor have had additional pieces added to make complete sets, wearable by all species except Wookiees and Ithorians:

  • Bounty Hunter Armor
  • Mandalorian Armor
  • Marauder Armor
  • Rebel Recon Armor (Marine Armor)
  • RIS Armor
  • Tantel Armor

Armor Stats

Each piece of armor has a Kinetic and Energy rating, plus an elemental damage rating (Heat, Cold, Acid and/or Electrical) if the armor piece has any resistance of that sort.

We list only general armor stats here, because the stats for each piece of armor are determined by the armorsmith’s skill and the components she uses to craft it.

Wearing Advanced armor slows your movement, slows your rate of fire and decreases your accuracy. As you improve in a profession, you learn how to compensate for these drawbacks (thus reducing their effect). Basic armor does not incur any penalties of this sort.

The defense adjusts for Assault and Reconnaissance armor cannot take their Kinetic or Energy rating below zero.

Species Normalization & Hit Location

Armor in Star Wars Galaxies is subject to a few unique limitations — certain player species cannot wear certain pieces of armor. For example, Trandoshans cannot wear gloves or boots, and Wookiees cannot wear boots. To avoid extreme vulnerability (and to avoid penalizing players for creating characters of these species), hands and feet are no longer possible hit locations.

Personal Shield Generators

Personal Shield Generators are worn instead of an armor belt and charge up like mini-shields. They can take a few hits and then need a short period of time to charge back up. PSGs now wear out at a slower rate. Anyone can wear a PSG, but they only protect against ranged Energy attacks.

Cybernetic limbs are available in three locations — left arm, right arm and legs. (Cybernetic legs come in pairs.) All limbs have 14,200 hit points (Health).

Cybernetics can’t be combined with armor — if you have a cybernetic limb, you cannot protect it with armor. However, each normal cybernetic piece has its own armor protection. (Replacement limbs have no armor.)

You sometimes get a replacement limb when you’ve taken so much damage that normal medical procedures can’t save your limb and you don’t have clone insurance. There is no charge to install a replacement limb, but it does cost 1000 to replace it with a regrown natural limb.

Protection Amount is the limb’s defense. (Remember, you can’t cover it with armor.) Repair Cost is what it costs to repair each point of damage. Install and Remove Costs are how much it costs to put one on or take one off.

Taking Damage

Throughout combat, you’ll take damage to your Health. Health regenerates over time, or it can be healed during or after combat by the use of abilities that you have learned. (Nearby Medics can help you, as well.)

When watching the fight, you’ll notice numbers floating off your character. Red numbers indicate damage to your Health.


Certain weapons, on a successful hit, cause you to bleed. Bleeding slowly drains Health until it is cured, or it runs its course. Be careful; bleeding to incapacitation is possible, so get cured or use stimpacks to boost your bars before they fall to zero.


You become incapacitated if your Health falls to zero. You cannot move, deal damage, speak, or equip items while in this state. A timer appears to let you know how long you will remain in the incapacitated state. If you are incapacitated, you automatically become Weakened for 1 minute.


Death occurs if:

  • a creature or player performs a deathblow on you while you are incapacitated, or
  • you become incapacitated again while Weakened.

Should this occur, you have the option of cloning at the nearest facility, or whichever facility at which you have bound yourself.

If you have not insured your items at an insurance terminal, most of your items will be left on your corpse. Luckily however, finding your corpse is a breeze as a waypoint is automatically set to show you the way.


If you are successful in combat or if you are retrieving items left on your corpse, loot any items left on the body. If a corpse has anything that can be looted, a yellow “!” appears above it. Click on the corpse to loot items and resources. Or, right-click on the target, and select “Loot” from the radial menu. Selecting “Loot” opens a window that allows you to loot only the items you see fit, or to select “Loot All,” which removes all items from the corpse and places them in your inventory.