Contributors: John Republic, Girlfailure, jax, Ryudo, AsuraKing, flyingaces, forsakenreaver, Hazin, pastius, Announcer, Witch Time, Scorchys
This is a plain-English preview of the upcoming combat upgrade. These changes are not live yet. The exact release date and NWSync hash will be added when the update is ready to deploy.
Last checked on September 13, 2026. These notes describe changes from the previous system, including additions, replacements, removals, and effects on existing characters.
Combat is being rebuilt from the ground up so weapons, Force powers, Devices, Leadership, First Aid, beasts, defenses, and enemy weaknesses all fit together.
Every character gets a required full rebuild the first time they log in after the update.
The rebuild costs you nothing. The server sends you into the rebuild flow automatically, and you are also given one bonus rebuild token to keep for a future respec.
Removed perks, including old weapon proficiencies and crafting unlock perks, return their original SP investment during the rebuild process.
Higher ability ranks replace lower ranks, and many perks add passive bonuses or extra effects to your existing attacks.
The total skill rank cap rises from 350 to 400, and the earned Ability Point cap rises from 35 to 40. Armor remains part of the skill cap.
Alongside separate skills for each weapon type, the update adds Mimicry (learn enemy creature techniques) and Espionage (stealth, poisons, traps, and slicing).
Espionage also introduces five tiers of circuit-board slicing for lockboxes and dedicated terminals, with its own rewards and consumable tools.
Also new: 40 capstone quest chains with new trial dungeons and boss arenas, player-built lightsabers with DM-granted Kyber Tokens, and a player-run Quest Contracts board.
Crafting actions and ordinary recipe access unlock through skill ranks instead of separate SP purchases. Research, gathering, piloting, and civic perk costs also change.
Weather lasts longer between changes, storm hazards work more consistently, and the appropriate resistances and protective abilities now help against them.
Quality-of-life additions include scheduled shuttle travel, globally accessible banks, a portrait Mini-Vitals overlay, a redesigned Perks window, and an in-game Player Guide.
The old combat setup is being replaced. Most combat perks, abilities, stats, status effects, item requirements, and enemies are changing.
The old One-Handed, Two-Handed, Martial Arts, and Ranged skills are replaced by twelve separate weapon skills. Each has two named perk styles. Force is organised into Alter, Control, and Sense lines.
Many current active buttons are removed, replaced, or folded into passives. You will need to rebuild your hotbars after the update.
Area attacks and delayed attacks use warning shapes such as lines, cones, and circles. Several line and area attacks also check line of sight more carefully.
NPCs and creatures are rebalanced for the new combat rules, with new enemy abilities, new enemy variants, and updated chase behaviour.
A new in-game Player Guide explains the new systems in plain language.
The new /name system changes how unknown characters are displayed, and adds player-facing disguises.
Your character is sent to the rebuild area and cannot leave until the rebuild is finished.
You rebuild your stats, skills, and perks under the new combat rules.
The rebuild is required for everyone because many combat perks and item requirements are changing.
The forced rebuild does not consume a rebuild token, and you are granted one extra token to keep.
New characters also start with one rebuild token.
Perks that no longer exist are refunded as SP before you rebuild, so nothing invested in a deleted perk is lost.
Retired combat abilities are cleared from your character during the login and rebuild process. Check your hotbar after buying your new perks.
Your beasts also need their perks chosen again. Their old perk selections are cleared and their available SP is reset to their level-based total.
Review each droid's programmed abilities. Removed instructions disappear, retained ranks are adjusted to the new abilities, and its active program must fit its tier and available AI slots. Valid learned instructions that no longer fit remain available for later reprogramming.
Deleted combat perks and obsolete combat instruction items are cleaned up so they do not remain stuck on old characters, beasts, droids, storage, markets, ships, or outfits.
Old item data is updated behind the scenes so existing weapons, armor, enhancements, droids, and stored items use the new combat values.
The total skill rank cap rises from 350 to 400. Language skills remain outside that limit.
Armor continues to count toward the cap and grant skill points (SP). Its old equipment proficiency purchases are replaced by direct equipment requirements.
The maximum earned AP rises from 35 to 40. You still earn one AP per ten earned SP; the 10 starting SP do not grant an extra AP.
You can spend Ability Points to raise an attribute to 26, or 27 with its racial bonus.
Maximum Stamina now scales with Might instead of Agility, gaining 3 Stamina per 2 Might. Maximum FP gains 3 FP per point of Willpower. Gear and perk bonuses apply in addition.
Natural recovery still occurs every 30 seconds, but each resource now uses its own attribute: Vitality for HP, Willpower for FP, and Might for Stamina. Vitality no longer improves all three.
Lightsaber and Saberstaff skills and equipment are restricted to Force Sensitive characters. Espionage is restricted to Standard characters.
Equipment requirements are now based on your skill ranks rather than old proficiency-style perk purchases. A few items still require a specific perk.
Higher ranks of an active ability replace lower ranks, so your feat list and hotbar no longer carry duplicate versions of the same power.
Perk trees combine active attacks with passive bonuses, upgrades, and extra effects triggered by other abilities.
You can combine perks from different weapon skills. Weapon abilities generally need a weapon equipped, but no longer demand a weapon from their own skill. Their damage scaling, accuracy, range, and any explicit shield or other requirements still follow the ability. Normal attacks continue to use the skill of the weapon you are wielding.
General perks now include Armor-based Provoke, Dual Wield, and Alertness. Provoke draws enemy attention, Dual Wield speeds up off-hand attacks, and Alertness helps spot hidden enemies.
You no longer need the Dual Wield perk just to equip two eligible weapons. Pistols are still restricted to the right hand and can only be paired with a shield; this does not allow dual pistols.
Combat Readiness replaces the old recast-reduction gear bonus. It increases activated ability damage, healing, and temporary HP, up to a maximum bonus of 15%. It does not reduce cooldowns.
Specific perks can still change ability cooldowns, including reducing a shared cooldown after a successful attack or deflection. Check the perk description for the affected abilities and conditions.
The Perks window shows a "Recast Group" line on a perk's detail panel when that perk's ability shares a cooldown timer with others.
If the skill cap prevents you from gaining XP because no eligible skill can decay, you now receive an explanation.
The Skills window is alphabetised, with languages grouped at the bottom and toggles for locking skills against decay.
Damage, hit chance, evasion, critical hits, defense, and scaling have all been rebalanced.
Characters who are dead when an enemy is defeated do not receive combat XP for that kill.
Melee accuracy uses Perception by default, including weapons that previously used Agility. Ranged and throwing accuracy use Agility. Normal melee damage uses Might, while ranged and throwing damage use Perception; individual perks can change which attribute applies.
Critical hit chance now includes your skill rank and compares your Perception against the target's Vitality, replacing Might as the defending attribute. The ordinary critical chance cap falls from 90% to 50%.
Area attacks use lines, cones, or circles to show their reach. Cast-time attacks can warn you before impact; instant area abilities also show an impact marker.
Aimed lines and cones let you choose a direction. Attacks centred on your character activate around you, and queued weapon abilities enhance your next landed normal attack without asking you to select a separate target.
If an ability has a cast time, moving or interrupting the action cancels the targeting preview.
Line attacks and other area attacks check line of sight more reliably.
Weapon speeds have been adjusted so that haste and speed bonuses have room to matter.
Damage bonuses, damage reduction, critical hits, and healing from damage have shared limits. For example, healing triggered by one damaging hit cannot restore more than half the damage dealt. Combining perks still helps, but does not bypass these limits.
Enemies have more varied defenses, resistances, and weaknesses, making gear swaps and support abilities more useful. Their starting vulnerabilities are limited to -20; combat debuffs can still lower a resistance further.
Enemies will now follow you up to a certain range before giving up the chase and returning home. This applies to ranged enemies as well.
Ability animations, sounds, warning shapes, and impact feedback have been reworked.
When dual wielding, each hand uses its own weapon's damage and damage type.
Queued attacks use the weapon that actually lands the hit, including off-hand hits. Abilities with follow-up hits and splash damage now apply their bonuses and limits more consistently.
Combat messages give clearer feedback about resisted effects, immunities, resource drains, stacks, and successful healing. Temporary HP is included in the Character Sheet's health display.
Physical Defense and Force Defense are shown separately from Resistances on the Character Sheet. These are the only two Defense values.
There are eight Resistances: Fire, Poison, Electrical, and Ice for elemental damage, and Mind, Mobility, Trauma, and Disruption for status effect families.
Positive Resistance values reduce that kind of damage or status effect. Negative values mean you are vulnerable to it. The range is -100 to 100.
For players, gear and passive bonuses cap a Resistance at 99. Full immunity requires a temporary effect that explicitly grants it. Enemies can have built-in immunities.
Resistance also shortens how long a matching status effect lasts, not just the damage it deals.
Elemental damage is reduced by Physical Defense first, then the matching Resistance is applied afterward.
Trauma and Disruption resist matching status effects and the damage those effects deal over time. They do not reduce ordinary weapon or Force damage.
Weapon deflection is split into Melee Deflection and Ranged Deflection. With a weapon equipped and no shield, each can stop ordinary weapon attacks of the matching kind. The normal chance cap for each is 50%.
With a shield equipped, Shield Deflection can stop either kind of weapon attack and does not stack with Melee or Ranged Deflection on the same hit. Its chance comes from item bonuses and perks, up to 75%; equipping an ordinary shield does not grant a free deflection chance. Guard is different: it reduces the damage of a hit instead of preventing it, and can also restore Stamina, deal retaliation damage, and increase enmity.
Temporary HP from different abilities can stack. Reapplying the same ability replaces its previous temporary HP, even if a different ally casts it.
Guard starts with 20% damage reduction on a guarded hit and can be improved to 55%. It has its own chance to occur and does not require a katar.
Note when reading gear: item stats named "Fire Defense", "Poison Defense", "Electrical Defense", and "Ice Defense" feed your Resistances, not your two Defense values.
Many buffs and debuffs have been cleaned up, renamed, or rebuilt.
Familiar combat conditions such as Blind, Dazed, Stunned, Knockdown, Hamstring, Sunder, Exposed, Hemorrhage, Toxin, Weakened, and Exhausted all matter under the new system.
Bleed and Toxin deal periodic damage that is reduced by the matching resistance: normally Trauma for Bleed and Poison for Toxin.
Debuffs have clearer jobs. Exposed lowers defense, Hemorrhage makes targets take more damage, Fractured Focus makes Force powers more expensive, and Foggy Mind makes activation slower.
Force Disruption prevents the use of Force abilities while it lasts. An interrupt stops an action already in progress; it does not automatically prevent every later action.
Disabling effects such as knockdown, daze, stun, immobilisation, blindness, sleep, and confusion share protection against repeated control. When one ends, the target receives 20 seconds of immunity to this group of effects.
These disabling effects cannot last longer than 30 seconds after bonuses and resistances, and cannot be extended indefinitely by refreshing them. Turning a daze into a knockdown does not restart the control timer. The separate penalty for being subdued keeps its own duration.
Area control abilities have a limited number of targets. Many affect at most five enemies; check the individual description for exceptions.
Several stances, marks, challenges, guards, and auras trigger extra effects when you attack, defend, guard, deflect, or support allies.
Every weapon skill has two named styles, each with its own perk tree. Their first perk purchases become available at skill rank 2.
Skill
Styles
What To Expect
Vibroblade
Bulwark, Frenzy
Bulwark focuses on shields, deflection, and drawing enemy attention. Frenzy rewards repeated attacks with stronger offensive pressure and haste.
Vibroknife
Shadow, Saboteur
Shadow builds up Venom and Infection before consuming them for a finishing attack. Saboteur exploits Exposed targets and adds debuffs, control, and burst damage.
Lightsaber
Severance, Ward
Severance combines Force damage, Sunder, and FP management. Ward adds ranged deflection, defensive buffs, enemy attention, and a link that redirects an ally's damage to you.
Heavy Vibroblade
Immortal, Berserker
Immortal offers retaliation, recovery, and protection. Berserker spends HP for offensive power and rewards fighting at low health.
Spear
Vigor, Disabler
Vigor combines Stamina-heavy attacks with evasion. Disabler disrupts abilities, drains resources, and punishes Force users.
Twin Blade
Cyclone, Lacerator
Cyclone rewards area attacks and hitting several enemies. Lacerator spreads Bleed and gains strength from nearby bleeding enemies.
Saberstaff
Conduit, Tempest
Conduit links FP and Stamina recovery and rewards keeping both resources high. Tempest combines area attacks, ranged deflection, and Force support.
Katar
Iron Guard, Scrapper
Iron Guard protects an ally and retaliates when you Guard. Scrapper uses interrupts, Dazed, Hamstring, and longer-lasting control effects.
Staff
Crusher, Sentinel
Crusher offers heavy attacks and bonuses against controlled enemies. Sentinel combines knockdowns, melee deflection, evasion, and protection for nearby allies.
Pistol
Gambler, Skirmisher
Gambler focuses on critical hits, quick follow-up shots, and multi-shot attacks. Skirmisher adds evasion, close-range bursts, and disruption. Pistols are held in the right hand, allowing a shield in the other hand.
Rifle
Marksman, Suppression
Marksman rewards careful, long-range shots and pauses between attacks. Suppression builds stacks that weaken the target, with line attacks and movement control.
Throwing
Ordnance, Flurry
Ordnance focuses on area damage, burns, and control. Flurry applies and extends Bleed, then exploits bleeding targets.
Light, Dark, and Universal powers are spread across three trees, covering damage, healing, protection, drains, and control. Force Push, Force Leap, Mind Trick, and Throw Lightsaber remain available. Force Burst upgrades through one active button, and Force Lightning has a third rank. Targeting, animations, sounds, and combat feedback have been updated.
Devices
Grenadier, Field Engineer, Field Support, Assault Gadgets
Grenades, shields, fields, beacons, flamethrowers, rockets, and energy attacks are rebalanced. Each tree costs 60 SP to complete. Grenade abilities consume explosives at every rank. Emergency Bunker creates an aimed field with an 8m radius, granting temporary HP and reducing physical and Force damage taken by 15%.
Leadership
Vanguard Command, Field Steward
Vanguard Command supports offensive pressure and coordination; Field Steward focuses on protection and recovery. Auras affect nearby allies, while commands provide targeted support. Rousing Shout grants temporary HP to a living ally and gives extra protection when they are in danger; it does not revive the dead.
First Aid
Trauma Medic, Combat Pharmacology
Trauma Medic focuses on healing, revival, cleansing, and emergency protection. Combat Pharmacology adds stims, infusions, and recovery tools. Healing fields, emergency treatments, and their ranges have been reworked. Treatment Kit healing contributes to combat support credit.
Learning a Light or Dark perk shifts your Force Affinity toward that side. Each different perk contributes one point, regardless of how many ranks you buy; Universal perks do not shift it.
Affinity strengthens powers of the matching side and weakens powers of the opposite side. At full affinity, matching powers gain 50% strength and 5 percentage points of hit chance, while opposing powers lose the same amounts. Universal powers are unaffected by affinity.
Affinity does not change how long an effect lasts. The Perks window and Character Sheet show your affinity, and selecting a Force perk explains its current bonus or penalty.
Mimicry is a new combat skill that lets you copy and use the techniques enemy creatures fight with. It is available to all character types.
Once you own the Combat Analyzer, it records learnable techniques used by enemies within 15m. If you are alive, in the same area, and within 40m when the enemy dies, you can roll to permanently learn a witnessed technique whose rank requirement you meet.
Learn chance starts at 20% when you meet the technique's required rank. Higher Mimicry rank, Pattern Recognition, and Perception above 10 improve it, up to a maximum of 75%. The analyzer tells you when a pattern is beyond your rank or a learning attempt fails.
Manage your library and build a loadout in the /techniques window, which can only be changed out of combat.
Equipped active techniques, including toggled stances, become usable abilities and are added to an empty main hotbar slot when one is available. Passive traits apply automatically.
Activated techniques use Stamina rather than Force Points. There are 88 learnable techniques and traits, with individual requirements spread across Mimicry ranks 0–50. They cover damage, control, debuffs, ally support, stances, and passive bonuses.
Your Mimicry rank, the technique's listed attribute, and applicable Accuracy bonuses help determine whether a hostile technique hits. The Techniques window shows each technique's requirements, slot cost, and description, with search, filtering, and sorting.
Slots come from perks: Combat Analyzer gives 2, each Analyzer Memory rank adds 2, and Overclocked Analyzer adds 2, for a maximum of 10. Each equipped technique or trait uses 1–3 slots, so ten slots do not necessarily mean ten equipped techniques.
Equipping techniques with matching damage elements grants resonance: each additional technique in a matching group adds 5% technique potency. Bonuses from different matching groups add together, up to 20% total. Passive traits do not contribute.
You gain Mimicry XP from learning and using techniques, and from analyzing techniques during fights in which you have contributed.
The Overclocked Analyzer capstone adds 2 slots and a 12-second boost: equipped techniques gain 50% potency, and your on-hit Bleed, Freezing, Shock, Sunder, and Hemorrhage chances rise by 15 percentage points. Activate it on yourself without choosing a target.
Espionage is a new utility skill covering stealth, weapon poisons, traps, and cracking lockboxes.
Espionage is available to Standard characters only. Force Sensitive characters cannot learn it, and it does not appear in their skill list.
It has three perk trees. Infiltrator covers stealth, back attacks, escapes, repositioning, and slicing. Saboteur covers crafting poisons and traps, and placing trap abilities. Tradecraft expands your disguise capacity and reduces the delay between disguise activations.
You can start by buying Stealth I or Poisoncraft I without an Espionage rank requirement. Crafting poisons and sneaking past hostile NPCs provide ways to earn Espionage XP.
Poisons and trap kits are crafted at Espionage Workbenches in several settlements, including CZ-220 Offices & Labs, the Veles shops, Dantooine's Central Craft Base, and the starports or settlements on Korriban, Hutlar, Dathomir, Tatooine, Mon Cala, and Smuggler's Moon.
Stealth checks your Stealth against the observer's Detection; listening no longer detects hidden characters. Normal stealth requires the Stealth perk and can only be entered out of combat. It drains 2 Stamina every six seconds and breaks when you deal damage or use an ability that reveals you. Ghost Protocol provides a special way to enter stealth during combat.
Stealth XP rewards moving past danger: evade an NPC's detection, move through its nearby threat area, and leave while hidden. Each NPC can grant this reward once per life; being detected grants a smaller amount. Simply standing hidden does not repeatedly earn XP.
Back Attack rewards melee attacks from behind a target; it is a positioning bonus, so you do not have to be hidden for it to apply.
The Alertness perk, which grants Detection, remains available to every character type so that anyone can counter stealth.
Venom Coatings are crafted vials applied to a weapon, and work on melee and thrown weapons only. They cannot be used on lightsabers, saberstaffs, pistols, or rifles.
Coating vials are tradable, and anyone can use them, including Force Sensitive characters. Only crafting them requires Espionage.
Traps come in two kinds. Razor Trap and Shock Trap are placed with an ability and are visible to everyone, while crafted Snare Kits are concealed and can be spotted and disarmed by players with enough Trapcraft training.
You can maintain one trap by default, with more available through Trap Management. Traps need three metres of separation, take three seconds to arm, and last up to five minutes. Exceeding your limit removes the oldest trap. A failed disarm sets the trap off.
The five-rank Slicing perk line unlocks matching tiers of rare lockboxes and dedicated slicing terminals found around the galaxy.
Slicing uses a circuit-board minigame. Rotate and swap circuit tiles to connect the entry to the security core before your trace runs out. Your Slicing rank, Lockpicking, and positive Perception modifier increase the trace available, and one consumable slicing tool can assist each attempt.
Successful slicing grants XP and a reward based on the target's tier and whether you sliced a lockbox or terminal. Rewards include named weapons and equipment, recipe unlocks, Incubation Field Notes, and more slicing tools.
The first failed attempt cannot destroy the target. Later failures have escalating destruction risks of 10%, 25%, 50%, and then 100%. If you begin changing the circuit and then abandon the attempt, it counts as a failure.
Beast Mastery is updated across taming, training, rewards, soothing, revives, beast attacks, beast roles, and beast support abilities.
Beast stats, levels, purity bonuses, resistances, and attack speed behaviour are adjusted to match the new combat rules.
Called beasts arrive at full health instead of approximately half health.
Tame chance starts at 40%, shifts by 3% for each level your Beast Mastery rank is above or below the target, and gains 3% per point of Social. It is capped at 75%.
Beast roles are Bruiser, Damage, Evasion, Force, Tank, and Balanced.
Snarl and Growl are replaced by two ongoing bond stances. Guarding Bond improves your beast's defenses and helps it hold enemy attention. Predatory Bond improves its damage, haste, and ability accuracy while reducing the attention it draws. Only one stance can be active at a time.
Reward still consumes a treat, but its healing now also benefits from your beast's maximum HP and your Social. Revive Beast's restored HP has also been rebalanced.
New Incubation Field Notes are key items, filed under their own "Incubation Field Notes" category, one per mutation-target beast. Each note spells out every way to incubate that beast and what each method needs, such as the required enzyme, day of the week, and minimum mutation chance.
You earn a beast's note automatically the first time you successfully mutate into that beast. A normal incubation does not grant a note.
Starter notes are sold by Zoya the Beastwright in the Veles general store on Viscara, and some are dropped by specific world bosses.
Incubation and mutation can produce 75 additional beast types, including Char Hound and Garral. Hellhounds also receive an updated appearance.
Companions have updated Follow, Guard, Stand Ground, Attack Nearest, Heal Master, and Toggle Abilities behaviour. Follow helps them assist you in combat; Guard keeps their fighting closer to you.
Stand Ground keeps a companion in place while allowing attacks against enemies already in reach. Attack Nearest sends it after a nearby visible enemy, then returns it to following you.
Companions give up on unreachable targets and return to you instead of remaining stuck in a chase. They also make better use of their available combat and healing abilities.
Droid programs keep only one active rank of an ability, and consistently enforce the droid's tier and AI-slot limits. The AI editor and the deployed droid now agree about which abilities are active.
Combat-linked equipment requirements and item values are updated to match the new skill requirements and combat rules.
Existing weapons receive updated damage, speed, and elemental bonuses. Equipment resistances also use the new values.
Armor, food, and droid resistance bonuses are adjusted for the new Resistance system, including a full eight-type droid resistance line.
Droid CPU items and droid assembly options use the new combat values.
Some enhancement and food recipes now grant Combat Readiness instead of the old cooldown-reduction bonus. Existing recipe unlocks carry over.
These equipment updates also apply to saved items in storage, markets, ships, and outfits.
Some enemies favour certain damage types: Ice-themed Hutlar enemies, Electrical-themed CZ220 enemies, and Disruption-themed Korriban enemies.
Three new Ice-pressure enemy variants are added, one per region: Coolant-Scarred Mynock on CZ-220, Byysk Cryo Adept on Hutlar, and Sith Frostbinder on Korriban.
A large batch of new crafting recipes is added across Fabrication, Smithery, Cooking, and Engineering, including new furniture lines, new armor and weapon material lines, field and foraged provisions, field tools, and saber upgrade kits.
New intermediate equipment fills gaps between the older gear tiers, giving you more upgrades while levelling. These include Field, Veteran, Prime, and Ascendant weapons, with corresponding armor and droid equipment.
Market categories now use Vibroknife and Spear in place of Finesse Vibroblade and Polearm. Separate light/heavy armor listings are combined into Armor, Helmet, Glove, and Boot categories.
Miscellaneous Furniture has its own crafting category instead of overlapping with Beds.
When two enhancements with different damage types are socketed onto a weapon, the game now picks one at random rather than always keeping the most recent. Damage amounts still stack.
Viscara gains additional named rare enemies, including Old Scar and Stormplume, with their own loot. Capstone trial enemies also have themed rare equipment and recipe rewards.
Quest Contract item searches exclude creature equipment and other items players cannot obtain.
Smithery, Fabrication, Cooking, and Engineering no longer require separate SP purchases for their crafting actions. Each action becomes available when the relevant crafting skill reaches its required rank.
Ordinary recipe access now checks your crafting rank instead of the old broad blueprint-category perks. A recipe normally becomes available three ranks below its listed level; for example, a level 20 recipe requires rank 17. Special recipe unlocks and any other listed requirements still apply.
Crafting equipment and fishing rods use skill requirements instead of their retired equipment proficiency perks. SP spent on the retired perks is included in the rebuild refunds.
The old Steady Hand, Veneration, and Muscle Memory crafting bonuses come from reaching their skill thresholds too: improved synthesis at rank 20, extra maximum CP at rank 25, and improved quality gains at rank 40.
Research, Scientific Networking, Research Projects, and Droid Assembly remain purchasable perks. Changed prices are shown below alongside the other noncombat price changes.
Crafting Rank
Actions Unlocked Without Spending SP
5
Basic Touch
8
Waste Not
10
Rapid Synthesis and Master's Mend
15
Standard Touch
20
Steady Hand
25
Veneration
30
Careful Synthesis
35
Precise Touch
40
Muscle Memory
These are prices for the individual rank being purchased, not the total cost of the whole perk.
Perk Rank
Previous SP Cost
New SP Cost
Droid Assembly I / II / III / IV / V
3 / 3 / 3 / 3 / 3
1 / 1 / 2 / 3 / 4
Research V
3
4
Scientific Networking II
3
4
Harvesting V, Refining V, Scavenging V
3 each
4 each
Refinery Management V / VI
2 / 2
3 / 4
Defensive Modules V, Offensive Modules V, Mining Modules V
Force Sensitive characters can build their own lightsabers without a DM crafting the weapon. A DM only grants you a Kyber Token; everything after that is in your hands.
Use the token to attune it into a Kyber Token in your currency list, then visit a Lightsaber Workbench at the Sith Academy on Korriban, the Jedi Enclave on Dantooine, or a hidden cave on Dathomir.
At the workbench you build a tier 1 lightsaber or saberstaff: pick a hilt style and blade colour, optionally socket up to two enhancements, and optionally apply a Weapon Submission Token to carry crafted stats onto the saber. Building consumes one Kyber Token, along with any enhancements and token you socket.
Sabers grow stronger through tiered upgrade kits crafted with Engineering. Each kit raises the weapon one tier at a time and keeps its existing bonuses. The weapon must be unequipped to apply one.
The top tier is tier 5.5, reached with the Chiro upgrade kit, whose recipe must be unlocked before it can be crafted.
Sabers that were built by a DM are recalibrated to a tier 5 baseline on login so the new upgrade kits work on them. Damage, attack delay, and skill requirement are set to tier 5 values, and off-tier modifiers such as damage type and enhancement, damage, or accuracy bonuses are removed. You keep the weapon, its name, and its appearance.
Crafted training sabers and workbench-built sabers are not affected by that recalibration.
You can post your own quests for other players at a Contract Board, backed by rewards you lock in up front. Boards are placed in twelve locations across the galaxy.
Open a board to browse and accept others' contracts or manage your own. To create one, set a title and description, add one to three item-delivery objectives, and set the reward. Each objective can request 1–99 of an item, and you can edit the quantity before publishing.
The reward is credits, and you may also attach up to two items.
Publishing charges the reward credits, which are held in escrow, plus a posting fee of 5% (minimum 100 credits) which is never refunded.
The escrow is paid to the first player who finishes the contract, or refunded to you if you cancel it or it expires. Contracts are dated to expire after 30 days, with expired contracts cleared at the next server restart.
Completers accept a contract, gather the requested items, and turn them in at any board. Only the first player to finish earns the reward. You cannot complete contracts posted by any character on your own account.
When you complete a contract, the credits and reward items go straight to you. Everything else waits in Claim Deliveries on the My Contracts tab of any board: the items players turn in to your contract, and any escrow refunded when a contract is cancelled or expires. You are notified on login if deliveries are waiting.
You can have three published contracts at a time across your account, plus one draft per character. Player contracts do not count toward quest-completion achievements.
Unknown characters are shown with a stable, grey descriptor instead of their character name. Characters without a chosen descriptor receive one automatically.
Type /name followed by the text you want to use, then click a target. For example, /name Tall Armoured Human followed by clicking yourself sets your public descriptor. Clicking another player saves a private name only your character sees. Neither action changes the underlying character name. /forgetname followed by clicking that player clears your private label.
By default, a character you have named appears with your assigned name followed by their grey descriptor in brackets. Names and descriptors entered through /name are limited to 64 characters and cannot contain colour codes.
Settings has a new Identity tab with three toggles: show your own descriptor beside your name, show other players' descriptors, and hide your account name from player-facing lists. Hiding your account name is enabled by default.
Disguises are a new player system, opened with /disguise or /disguises. A disguise stores a private label, a public descriptor, a portrait, a sound set, its own biography of up to 5,000 characters, and its own account-name setting.
While disguised, other players examining you see that disguise's biography. A blank disguise biography does not reveal your usual one. Removing the disguise restores your normal portrait, sound set, and biography.
You have one disguise slot by default, and there is a 30-minute cooldown between activations. The Espionage False Identities perks raise capacity to as many as four slots, while Cover Story reduces the activation cooldown by 40% or 70%. Removing a disguise is immediate.
People who learned your name undisguised do not see through your disguise. Each disguise is recognised separately.
A disguise does not change your clothing or armor; change your outfit yourself. It also does not hide your identity from staff.
Retired disguises can be restored for reuse and keep occupying a slot until wiped by an Identity Broker. A permanent wipe frees the slot and removes other characters' remembered names for that identity.
If several players have the same public descriptor, give the intended person a unique private name before sending a tell. Ambiguous names are rejected instead of silently choosing a recipient.
The player list on the login screen is hidden. In-game names and communication use the identity that the observer knows.
Party chat now works as location-limited Comms. Party members can communicate across areas on the same planet, aboard the same ship, within the same space region, or between supported event areas. It no longer reaches every party member everywhere in the galaxy.
Nearby players within 20 metres can still overhear Comms, including non-party members. Comms is not a private conversation channel.
The player Shout channel is disabled. The separate HoloNet broadcast window remains available for paid broadcasts, and staff can still send server-wide Shout messages.
Chat settings include an option to hide Comms out-of-range warnings. Messages use the identity their recipient recognises.
Interplanetary travel now uses scheduled shuttles instead of instant flight terminals. Buy a ticket at a starport and be within 15 metres of the terminal when the shuttle departs to board it automatically.
Shuttles run every 4 to 6 minutes per route, with orbital hops every 60 seconds. A boarding call goes out 60 seconds before departure. If you miss the departure, your ticket stays valid for the next shuttle. Transit takes 5 to 10 minutes, or 60 seconds for orbital hops.
Fares scale with distance, with a minimum of 100 credits and a flat 25 credits for orbital hops. City transportation tax can add up to 25%. Unboarded tickets can be refunded at the departure starport for the base fare, but the tax is not refunded.
Shuttle travel still requires the CZ-220 Shuttle Pass from orientation.
Your character's banks now share one storage pool, so items deposited at one bank can be withdrawn at another. This is per character, not shared between your characters. Storage holds 120 items, with an item count shown in the bank window. City banks still require local citizenship and paid-up taxes.
Items already stored at different banks are combined automatically. If that puts you above 120 items, your items remain available to withdraw; you must bring the total below the limit before depositing more.
City Bank Level upgrades are retired. The shared 120-item limit replaces their separate storage increases.
Unpaid citizenship taxes are cleared when citizenship ends or a new citizenship begins, including when a city is deleted. Old city debt no longer follows you into a new city.
Property and housing loading is more reliable, with fewer failures when entering a property. Property storage lists now show item icons.
Weather changes at most once per real hour instead of changing with the much faster game clock. Entering an area or having more people present no longer rerolls its weather. Temperature changes are more gradual, including at dawn and dusk.
Thunderstorms can start and end correctly. Lightning stops when the storm ends, and cleared storms restore the area's usual sky and fog.
Sandstorms and blizzards now apply their damage consistently every six seconds while you remain exposed. Leaving the hazard or entering an indoor or underground area stops the damage; crossing an area's boundary repeatedly does not stack extra damage cycles.
Ice resistance protects against blizzards, Electrical resistance protects against lightning, and physical damage reduction helps against sandstorms. Applicable protective abilities, damage sharing, and prevention of fatal damage also work against weather hazards.
Protection comes from the actual bonuses on your gear, food, or active effects. A winter outfit's appearance, ordinary Physical Defense, or standing beneath a decorative roof or tree does not by itself protect you outdoors.
Ordinary rain, snowfall, mist, heat, and cold do not damage you or slow your movement. Hazard warnings now describe the danger and protection more accurately.
Shops, laboratories, caves, and sealed stations have corrected shelter. Hutlar receives snow rather than warm rain, the Frozen Wastes retain their snowfall, and several planetary climates have been corrected.
The Perks window has been redesigned. Rows are colour-coded by state: blue for maxed, green for buyable, amber when you meet the requirements but lack SP, and grey when a requirement is unmet. Each row shows the next upgrade's SP cost and an icon for what gates the perk, and the window can be filtered by All, Owned, Can Buy, or Maxed. Your available SP is shown in the window title. There is also a search box, category and sort dropdowns, and a My Perks / Beast Perks toggle.
A new searchable Player Guide covers 28 topics, including Force Affinity, Mimicry, Espionage, disguises, companions, Quest Contracts, and the core progression and crafting systems. Open it with the Spell Book panel key (default B) or from the Character Sheet.
The Character Sheet has a detailed Stats tab covering combat bonuses, accuracy, critical hits, defenses, resistances, and other modifiers.
A new Mini-Vitals overlay shows your Stamina and FP as compact bars on your portrait, or your ship's shield, hull, and capacitor in space. It is on by default and can be toggled in Settings. Turning it off restores the full status window in the lower right.
A new Dantooine quest, "Field Tinctures", is available from Healer Elara in the Dantooine Colony after you complete "Harvesting Herbs".
Arkanian is added as a learnable language, with /arkanian as its chat command.
The Notes window adds search, categories, and clearer editing controls. The Currencies window has been redesigned with individual currency icons.
The Appearance Editor lets you choose custom colours on supported models and materials, including supported robe parts.
Sixteen pistol appearances and 35 rifle appearances receive replacement blaster models. There is also a new Vesper-9 pistol appearance.
New craftable field tools include the Ghostkey Relay, Stonewake Relay, Tidecall Beacon, Wayfinder Sensor, Stormcore Matrix, Kinetic Harness, Lucid Splice, Flux Diverter, and Faultline Capacitor.
The Capital Power Diverter description now correctly lists its existing 60-point maximum capacitor penalty.
Some older area, creature, item, and dialogue text is clearer and more consistent.
Base item descriptions have been rewritten for SWLOR, and scenery and prop names have been cleaned up.
Perks, abilities, and status effects have a large set of new icons, including per-rank perk artwork, light- and dark-side corner markers on Force powers, and markers showing whether you meet a perk's requirements.
Ability icons show cooldown progress, including other abilities sharing the same timer. The progress display is restored when you log back in with a cooldown still running.
The status effect bar has many more distinct buff and debuff icons. Key items also receive artwork based on their category.
New sound effects have been added for Force and tech abilities.
Active abilities receive new casting and attack animations, with improved robe movement and more distinct effects when an ability hits. Fishing now uses a standing fishing animation and stops correctly if you enter combat, die, or remove your rod.
Portraits, world textures, and sounds have been made smaller to reduce download size, alongside repairs to missing textures and portraits.
Workbench-built lightsabers emit light matching their blade colour.
Missing or incorrect NPC and beast portraits, portrait directions, and several incubation beast appearances have been corrected.
Loading hints explain the new identity system, and conversation text and portraits display more consistently.
Pistol firing animations and shot sounds have been corrected, and leaving space restores your character's appearance properly.
The old concentration ability system is removed, along with the /concentration (/conc) command.
The /headscale command is removed.
Dash is removed as a purchasable general perk. Movement bonuses now come from the remaining abilities and perks that explicitly grant them.
Player Shout and the "Show Holonet" setting are removed. Use Comms within its location limits or the separate paid HoloNet broadcast window.
The "Lightsaber XP Share" setting is removed. Force XP is no longer gained from lightsaber combat through that toggle.
Old weapon and armor proficiency perks, crafting-equipment and fishing-rod proficiency perks, broad blueprint-category unlock perks, and separately purchased crafting-action perks are retired. Their replacements are the skill-rank requirements described above.
Snarl and Growl are replaced by Guarding Bond and Predatory Bond. Rousing Shout now grants temporary HP rather than reviving a fallen ally.
The old City Bank Level upgrade is retired as part of shared banking.
Dario, the training-equipment vendor on CZ-220, is removed.
Several old perk categories, old perk items, old status effects, and old item requirements are cleaned up as part of the rebuild path.