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Guide: Crew Skills


Goshee's Avatar


Goshee
12.13.2011 , 07:02 AM | #1
Updated for patch [1.2] - 15/04/12

Hello everyone!

I have made this guide for those of you who wish to learn more about the Crew Skills feature in SW:TOR.

If you wish to learn more about the game, please check out my Guide: Newcomers which includes nearly everything you need to know before you start playing!

If you would like to learn more about how to make credits effectively, please look at my Guide: Making Credits

Guide: Crew Skills

TABLE OF CONTENTS - Click a link!
USEFUL LINKS


PATCH NOTES

[1.2.0] - 4/12/2012 - Legacy

Spoiler


[1.1.0] - 17/01/2012 - Rise of the Rakghouls

Spoiler


F.A.Q. - FREQUENTLY ASKED QUESTIONS

1. What are Crew Skills?

Crew Skills are unique player professions within the game. They can be split in to three categories:

Gathering - The materials gained from gathering skills are used in crafting skills
Crafting - You can make various items through crafting, from lightsabers to medpacs
Mission - These skills also have some of the rarer materials needed for crafting, amongst other things too

You can have up to 3 crew skills maximum per character on your server. However, please note that you can only have 1 crafting skill per character.

2. Where do I get my Crew Skills?

You will be sent to your faction fleet after completing your starting planet. Having gone up the elevator to the fleet's main floor there will be a quest at the mission terminal located just ahead of the elevator itself. Collect it, then open your map and proceed to the 'Crew Skills' area. Proceed to talk to every crew skill trainer for information regarding the skill to be added to your in-game codex and some bonus exp too. If you train a skill before talking to them all the quest will complete itself and you won't be able to get the experience from talking to other trainers!

3. How do Crew Skills differ from other games?

Unlike other games where you craft the items yourself, in SW:ToR you send your companion to do it for you instead. Crafting an item can take your companion anywhere between a couple of minutes to several hours. This means you can craft whilst still doing missions or other activities, as long as you keep queuing up schematics. You can also send your companion to collect materials from gathering and mission Crew Skills too!

4. What does it cost to learn a Crew Skill?

Absolutely nothing, the real cost comes from learning all the schematics from your trainer as you progress through your Crew Skill's levels.

5. Can I unlearn a Crew Skill?

You certainly can! All you need to do is open your companion window 'N', locate the crew skill you want gone and click the small X icon which is located near the progress bar, to the far right.

6. What will happen if I unlearn a Crew Skill?

When you unlearn a Crew Skill you remove all current progress and any schematics you may have learnt. If you choose to retake the same Crew Skill at a later date, you will have to start from rank 1 all over again.

7. My Companion returned with nothing! Is this a bug?

No, your Companion can fail Crew Skill missions and return with nothing. This is intended. They can't fail at crafting an item however.

8. My Companion returned with an item but something happened and I didn't take it! What do I do?!

When this occurs the mission isn't yet completed. It is however, pending. You can still claim the rewards so don't worry! You can see your pending missions in the top right corner of the screen next to the quest tracker. Simply click it and claim your reward to fully complete the mission!

9. Can I disenchant an item?

Yes you can! However in SW:ToR the process is called "REVERSE ENGINEERING" look at the reverse engineering section of the guide to learn more! There is also a great Reverse Engineering guide made by Slaign in this very forum and is in the useful links above.

10. Do I need to carry all these crafting materials around with me everywhere I go?

No not at all! You can put all your crafting materials in your cargo hold (bank), your Companions automatically take the materials from there, as well as your inventory!

11. Help! I can't see any of my Crew Skill missions or companions! What do I do?!

This is a bug with the UI (user interface). If you are experiencing this problem, all you have to do is hit [CTRL+U] twice to reset your UI. Hitting it once will turn it off, hitting it again will turn it back on.

12. How many companions can I send out at once?

Your current level will determine how many companions you can send on a crew skill task at any given time. Here is the 'max deployable' list according to character level:
[Level 10] - 1
[Level 15] - 2
[Level 25] - 3
[Level 41] - 4
[Level 48] - 5
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GENERAL
  • You can have a maximum of 3 crew skills at any time
  • You can have up to 3 gathering skills at the same time
  • You can have up to 3 mission skills at the same time
  • You can only have 1 crafting skill at any given time
  • To unlearn a skill open up the Crew Skills pane 'N' locate the skill you want rid of then click the small 'x' on the far right
  • If you remove a skill you lose all current progress, relearning the same skill will start you at level 1 again
  • If you unlearn a skill you also lose any rare schematics you may have obtained
  • There are no limitations on what class does what type of crafting
  • You will get a quest around level 10 which will tell you to research a crew skill
  • Each one you talk to gives a nice sum of exp so make sure you talk to them all!
  • Companions can't die on crafting missions but they can fail
  • Gathering professions allow you access to various nodes around the world
  • If your companion is by your side, right clicking on a node will make your companion take it
  • If your companion is by your side and you want to take the node, simply [SHIFT+RIGHT CLICK]
  • If your companion isn't by your side (dismissed or on a crew skill mission) right clicking will cause you to take the loot providing you are in range.
  • Crew Skills belong to you not your companion
  • The time it takes to complete a crew skills depends on your companions affection and efficiency. High affection will result in a lower completion time.
  • If your companion has an efficiency bonus to a particular crew skill this will also reduce the time needed in crafting and gathering/missions to that one skill.
  • Crafting missions can take between 2mins to 24hrs
  • One companion can queue up 5 crafting sessions max, you can keep adding to the queue once a job is completed however. But the total can't exceed 5 at a time.
  • To queue multiple crafting sessions simply keep clicking 'craft' on whatever item you want your companion to create.
  • If you cancel a crafting session before it is completed, you are refunded the materials immediately
  • If you cancel a crew skill mission before it is completed, you will be refunded the cost of starting the task. The only thing lost will be the time you spent previous to cancelling it.
  • The crafting queue can be seen underneath the name of the companion you assigned it to
  • Gathering skills can help in flashpoints, for example, if you have a high enough slicing level you may be able to open a door which provides a shortcut.
  • You can store your gathering materials in the bank and your companion will still have access to them! You don't need to carry them around with you wherever you go!
CUSTOM ITEMS
  • CUSTOM items are the new item rarity within the game
  • The idea behind custom armour and weapons is so you can have the gear you find aesthetically pleasing ("looks cool" in layman's terms) and it will still be viable in combat by modding the items regularly.
  • Any items shown with an orange border are fully moddable
  • These new fully moddable orange items came from old PROTOTYPE items (blue) and their colours where swapped
  • Remember orange items do not mean legendary!
  • Custom gear is fairly common in the game and can be crafted in certain crew skills.
  • It can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. Some Crew Skills also allow you to create your own custom gear.
  • Custom gear is also the typical gear found in flashpoints as rewards for heroic missions
  • Several pieces can be obtained through using planetary commendations
  • On critical successes, crafted Custom (orange) gear now receives an Augment slot.
  • Craftable Custom (orange) Battlemaster and War Hero PvP armor has been added to Synthweaving and Armormech. The schematics for these items can be purchased from Battlemaster and War Hero vendors.


All skills now have their recommended crafting, gathering and mission skills after them. Skills are also color coded. Find the skill you want, note its colour, then simply find other skills of the same colour.

Note: If a skill has two colours then its beneficial to more than one profession.

The types of crew skills are as follows:
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GATHERING SKILLS - Maximum of 3 at any time
  • ARCHAEOLOGY
    Archaeology is the study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in the crafting skills Artifice and Synthweaving. Archaeologists can send their companions on missions to gather resources.
YIELD: Artifact Fragment - Color Crystals - Power Crystals
RECOMMENDED CRAFTING SKILLS: ARTIFICE, SYNTHWEAVING
  • BIOANALYSIS
    Bioanalysis is the practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medical fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain system functions. The crafting skill Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to gather resources.
YIELD: Biochemical Compounds - Biochemical Samples
RECOMMENDED CRAFTING SKILLS: BIOCHEM
  • SCAVENGING
    Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and synthetic Compounds from potential technological resources-junk piles, fallen droids, abandoned cargo, and broken Down vehicles. The crafting skills Armormech, Armstech, and Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to gather resources.
YIELD: Scavenged Compounds - Scavenged Metals - Flux
RECOMMENDED CRAFTING SKILLS: ARMORMECH, ARMSTECH, CYBERTECH
  • SLICING
    Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common Slicing targets include electronic safes, date stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other possible mission rewards include Sliced Tech Parts which are consumed by Synthweaving, Armstech, and Armormech as a component for crafting Augments. Augment schematics can also be found upon critical mission success.
YIELD: Sliced Tech Parts - Lockboxes - Mission Discoveries - Cybertech Schematics - Augment Schematics
RECOMMENDED CRAFTING SKILLS: ALL (cybertech benefits the most)
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CRAFTING SKILLS - Maximum of 1 at any time
  • ARMORMECH
    Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor & augments for non-Force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation.
Craftable Augments - Aim, Cunning, Shield, and Absorb
YIELD: Medium Non Force User Armor - Heavy Non Force User Armor - Custom Non Force User Armor - Augments
RECOMMENDED GATHERING SKILLS: SCAVENGING
  • ARMSTECH
    Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters, blaster modifications & augments. Vendor-purchased fluxes are used during the weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications include blaster barrels. Melee weapons include vibroblades and electrostaves. Armstechs can reverse-engineer their crafted blasters and possibly discover new ways to improve their creation.
Craftable Augments - Endurance, Surge, Critical, Accuracy, and Power
YIELD: Blaster Pistol - Blaster Rifle - Assault Cannon - Sniper Rifle - Vibrosword - Vibroknife - Electrostaff - Techstaff - Techblade - Scattergun - Weapon Barrels - Custom Ranged & Melee Weapons - Augments
RECOMMENDED GATHERING SKILLS: SCAVENGING
  • ARTIFICE
    Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators and focii. Lightsaber modifications include color crystals and hilts that augment a Force user's combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor. Artificiers can reverse engineer their crafted items and possibly discover new ways to improve their creation.
YIELD: Lightsaber - Double-Bladed Lightsaber - Lightsaber Hilts - Lightsaber Crystals - Enhancements - Generators - Shields - Focus Crystals
RECOMMENDED GATHERING SKILLS: ARCHAEOLOGY
  • BIOCHEM
    Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation.
YIELD: Medpacs - Reusable Medpacs - Stims - Reusable Stims - Implants
RECOMMENDED GATHERING SKILLS: BIOANALYSIS
  • CYBERTECH
    Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that augment combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or though direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted items and possibly discover new ways to improve their creation.
YIELD: Armoring - Mods - Ear Pieces - Droid Parts - Ship Mods - Bombs - Speeders - Gadgets
RECOMMENDED GATHERING SKILLS: SCAVENGING
  • SYNTHWEAVING
    Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor & augments for Force users. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creating.
Craftable Augments: Strength, Willpower, Defense, Alacrity, and Presence
YIELD: Light/Medium/Heavy Force User Armors - Augments
RECOMMENDED GATHERING SKILLS: ARCHAEOLOGY
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MISSION SKILLS - Maximum of 3 at any time
  • DIPLOMACY
    Diplomacy is the art of conducting and managing negotiations. Sending your companions on diplomatic missions can influence your light side or dark side standing. In addition to light side and dark side influence, possible Diplomacy rewards include medical supplies used to construct prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise their Affection rating.
YIELD: Light/Dark Side points - Medical Supplies - Companion Gifts
RECOMMENDED CRAFTING SKILLS: BIOCHEM
  • INVESTIGATION
    Investigation is the skill of researching, gathering, analyzing and decoding secret information. Sending your companions on Investigation missions can yield valuable items in the form of researched compounds used to construct prototype and artifact weapons and blaster barrels, prototype schematics for all crafts, custom tech weapon schematics and gifts for companions to raise their Affection rating. All crafting skills benefit for the schematics.
YIELD: Researched Compounds - Prototype Schematics - Custom Tech Weapon Schematics - Power Stat Crystal Schematics - Companion Gifts
RECOMMENDED CRAFTING SKILLS: ARMSTECH, ALL (for schematics)
  • TREASURE HUNTING
    Treasure Hunting is the ability to track down and recover valuable items by following a series of clues. Companion characters sent on Treasure Hunting missions can return with Custom (orange) lightsaber schematic, rare gemstones used to construct prototype and artifact enhancement, hilts, color crystals, focii and generators. Other possible rewards include lockboxes that can hold contain valuable items or credits and gifts for companions to raise their Affection rating.
YIELD: Gemstones - Lockboxes - Custom Lightsaber Schematics - Companion Gifts
RECOMMENDED CRAFTING SKILLS: ARTIFICE
  • UNDERWORLD TRADING
    Underworld Trading entails the exchange of goods and services on the galactic black market. Sending your companions on Underworld Trading missions can yield luxury fabrics and underworld metals used to construct prototype and artifact armor, earpieces, grenades, space upgrades and weapons and armor modifications. Other possible rewards include gifts for companions to raise their Affection rating and custom schematics.
YIELD: Underworld Metal - Luxury Fabric - Companion Gifts - Custom Schematics
RECOMMENDED CRAFTING SKILLS: ARMORMECH, CYBERTECH, SYNTHWEAVING
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WHAT IS A GOOD CHOICE FOR MY CLASS?
REPUBLIC
  • Jedi Knight - Artifice, Synthweaving, Biochem, Cybertech
  • Jedi Consular - Artifice, Synthweaving, Biochem, Cybertech
  • Smuggler - Armormech, Armstech, Biochem, Cybertech
  • Trooper - Armormech, Armstech, Biochem, Cybertech
EMPIRE
  • Sith Warrior - Artifice, Synthweaving, Biochem, Cybertech
  • Sith Inquisitor - Artifice, Synthweaving, Biochem, Cybertech
  • Bounty Hunter - Armormech, Armstech, Biochem, Cybertech
  • Imperial Agent - Armormech, Armstech, Biochem, Cybertech
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REVERSE ENGINEERING
  • Reverse Engineering (RE) is the process of de-constructing an item in order to gain some of its crafting materials. There is also a chance of gaining a new recipe.
  • The quality of the item determines what materials you receive
  • You can only Reverse Engineer specific types of items you can craft yourself. For example synthweaving will only allow you to Reverse Engineer force user armours.
  • When an item is reversed engineered, the item is destroyed in the process. Make sure you RE the correct item because once it is gone, it isn't coming back!
  • Reverse engineering can be done at any time in the game, you do not require any form work bench
  • To reverse engineer an item simply click the golden RE icon in the upper right corner of your inventory.
  • When clicked this will blackout any non-reversible items and highlight those you can Reverse.
  • Simply click on the item you want to RE and you will begin doing so.
  • After the item has been RE'd a loot table will pop up with the materials you gathered from the process. Click take all.
  • An important aspect of Reverse Engineering is that it will be the only way to get certain patterns/recipes.
  • Reverse Engineering a green item has a small chance to give you a blue schematic of the same item
  • Reverse Engineering a blue item has a small chance to give you a purple schematic of the same item
  • If you want to reverse engineer health packs or stims be careful because you will reverse engineer the whole stack! Make sure you split up stacks before you reverse engineer if you want to keep a specific quantity.
  • To split a stack simply [SHIFT + CLICK] the item then drag the cursor into an inventory slot.

There are two set paths reverse engineering an item can take. This is determined by the item type and can be split up accordingly. I will list both types of reverse engineering with the items that fall into the category shortly after it.

1. LINEAR - Item Modifications & consumables

[PREMIUM] -> [PROTOTYPE] -> [ARTIFACT]

Linear reverse engineering is exactly that, one path with one final outcome. Let's say you learn how to make a basic premium quality Medpac from your Biochem trainer. You make several and decide to reverse engineer them. If you are lucky, you will learn the improved version of the schematic. This will mean you can now make a prototype quality Medpac. Successfully reverse engineering this item has a chance to give you a new artifact quality schematic, you will then be able to craft an artifact quality Medpac. This is the end of the road for that item, as it can no longer be improved. There have been no reports of being able to reverse engineer an artifact schematic into a legendary schematic.

2. PREFIX - Crafted Armour & Weapons

This is where things start to get a little tricky to fully understand. Prefix crafting only applies to items such as crafted armours and weapons, for these are the only crafted items which can branch out into various stats.

It follows the same basic rule of a linear path, except it has more outcomes rather than one solid ending. Loose ends if you will.

Let's say you start with a premium schematic you learnt from your crafting trainer. Successfully reverse engineering this item has a small chance to grant you an improved version of it.

This new schematic will (as with the linear path) fall into the prototype quality. However this is where things start to differ!

You could end up with either one of three different schematics of the same prototype quality. This schematic will fall into the Tier 1 prefix list. Falling in to one of these categories:

TIER 1 PREFIX LIST [T1]
  • [T1] CRITICAL - Grants you an item with +Crit
  • [T1] OVERKILL - Grants you an item with +Power
  • [T1] REDOUBT - Grants you an item with +Defence

Now you might be thinking, "what if I don't get the one I need?" and the answer is simply, tough luck. You will have to keep reverse engineering more items until you get the Tier 1 Prefix you want. (as of patch 1.2 you can no longer learn the same schematic twice and will instead learn a different one, hooray!!)

Having managed to successfully learn a prototype Tier 1 prefix schematic. You can now advance on to the Tier 2 prefix list. This is again, done by reverse engineering your prototype item.

You will eventually end up with (as with the linear path) an artifact schematic. Now, depending on what Tier 1 prefix you reverse engineered from, will determine what Tier 2 prefix item you will get.

The below list shows the Tier 2 prefix underneath the Tier 1 prefix it came from.

TIER 2 PREFIX LIST [T2]
  • [T1] CRITICAL - Grants you an item with +Crit
  • [T2] FERVOR - Crit & Accuracy
  • [T2] SUPREMACY - Crit & Alacrity
  • [T2] LEADERSHIP - Crit & Presence
  • [T2] TEMPEST - Crit & Shield
  • [T2] ENDOWMENT - Crit & Surge
  • [T1] OVERKILL - Grants you an item with +Power
  • [T2] HAWKEYE - Power & Accuracy
  • [T2] VEHEMENCE - Power & Alacrity
  • [T2] COMMANDER - Power & Presence
  • [T2] RAMPART - Power & Shield
  • [T2] EXPERT - Power & Surge
  • [T1] REDOUBT - Grants you an item with +Defence
  • [T2] EXACTITUDE - Defence & Accuracy
  • [T2] N/A - Defence & Alacrity
  • [T2] GENERAL'S - Defence & Presence
  • [T2] VERACITY - Defence & Shield
  • [T2] ANTI-ARMOR - Defence & Surge
And that is pretty much the gist of it. You may also be wondering what happens if you originally learnt a prototype schematic from your trainer and start to reverse engineer it. Well, it follows the same rules as if starting from a premium schematic, the only thing is the [T1] prefix will be of artifact quality and so will the [T2] schematic that comes from it.

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MODIFICATION
  • Modification is the process of enhancing an item so that it performs better in combat.
  • Basically when you add a modification you are giving the item better stats
  • Mods can be bought via credits and commendations some can also be traded and sold to other players.
  • You can modify many weapons and armours in game whenever you like
  • A general crafting table isn't required, you simply have to [CTRL+Right Click] the item you want to modify
  • Simply drag and drop or [Right Click] the item into its designated slot and click apply for the mod to take effect.
  • You can also de-mod an item, for a small fee
  • To de-mod an item Simply drag and drop the modification out of its slot and into your inventory, you will then be prompted with a message saying "this will cost however many credits" and click OK. The mod will then be in your inventory and you can place another in its place.
  • If you don't remove the mod from its slot before placing another, the previous mod will be REPLACED and destroyed.
  • Colour crystals change the colour of your weapons effect. These items also have stats on them which means at some point in time you will have to decide whether to keep the colour you want or choose the colour with the better stats.
  • Also note that some colour crystals (and various other items) are forbidden to certain ranks within the Light or Dark side of the force. For example, red lightsaber crystals are forbidden to Rank 1 Light or above.
  • When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications.

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COMPANIONS
  • For more information regarding companions and levelling please look at my newcomer guide here
  • Companions can be sent to sell all the grey items in your inventory. Simply hit 'N' to open up the companion window and click the icon below the orange head. You will then have to confirm and it will take your companion approximately 3 minutes to complete.
  • Companions can be sent to gather resources and other items from your crew skills. They can however fail and come back with nothing. To do this open your companion window, select the skill and choose a mission to send it on. It will cost a small amount of money and take 3 minutes or more.
  • Often your companion will want to talk with you in private. Head to a Cantina or your space ship to initiate the chat
  • Companions gain and lose affection during story scenes depending on what choices you make. If there is an easy way to see how this happens, I havent seen it. For now you will simply have to make an educated guess based on your companion's personality. If they are aggressive they will often react positively to the darkside choices and vice versa.
  • A positive companion affection decreases the time of crew skill tasks and opens up some side quests.
  • Companions can use the crafting items in your bank so there is no need to lug around excess materials!
  • When you open up your crew skill on your companion window, you will notice your companion has certain traits at the bottom. These could say +10 synthweaving efficiency and +2 biochem critical
EFFICIENCY - Reduces the time it takes to complete a crew skill task in both crafting and running a crew skill mission. The higher the efficiency, the less time it takes.
CRITICAL - Improves your chances on returning with a rarer item or crafting an item with an augment slot or producing double the quantity of items (mods, grenades etc). The higher the crit rating, the higher the chance occurring.
  • You should look through your companions traits and see who is best for what, it can save you a lot of time if you choose to send a companion with slicing efficiency on a slicing mission.
  • A list of all companion traits can be found below, along with their name and other useful information.
  • Each gathering and mission skill has a range of mission levels. Depending on which you choose to send your companion on, will determine if you increase a skill level or not.
  • To change your mission difficulty, open up the companion window 'N'. Select the crew skill you want your companion to be deployed on then look at the top right of the panel
  • Select a difficulty range from the drop down menu. The difficulty range will increase as you increase your level.
  • The difficulty ranges as follows, with the highest difficulty on top and the lowest on the bottom. The skill-up chance is also shown after the mission level.
ORANGE - 2 points
YELLOW - 1 point (sometimes 2)
GREEN - 1 point
GREY - None
  • You can send up to 5 companions on a crew skill task at the same time at level 49+
  • The 5 you send (or any amount) can all be doing the same crew skill if you wish.

Here is a list of the Max Deployable companions relative to your level:
[Level 10] - 1
[Level 15] - 2
[Level 25] - 3
[Level 41] - 4
[Level 48] - 5

CONTINUED BELOW

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Kymerous's Avatar


Kymerous
12.13.2011 , 07:08 AM | #2
Very good guide

Goshee's Avatar


Goshee
12.13.2011 , 07:08 AM | #3
COMPANION LIST

Note: When you obtain your ship you will obtain your very own butler droid who says he isn't usable in combat but actually is. He can heal and smack the enemy around a little. Though he is pretty lame and isn't recommended. This droid can also be sent on crew skill tasks.
  • C2-N2, (Droid) - Obtained when you are given your ship - REPUBLIC
  • Combat Style: Healer/Ranged DPS
  • Armor: Droid Parts
  • Weapon type: Blaster Pistol
  • Primary Stat: Aim
  • Secondary Stat: Endurance
  • Crew Skills: NA
  • Gifts loved: Cultural Artifacts > Technology > Republic Memorabilia
  • 2V-R8, (Droid) - Obtained when you are given your ship - EMPIRE
  • Combat Style: Healer/Ranged DPS
  • Armor: Droid Parts
  • Weapon type: Blaster Pistol
  • Primary Stat: Aim
  • Secondary Stat: Endurance
  • Crew Skills: NA
  • Gifts loved: Cultural Artifacts > Technology > Imperial Memorabilia

JEDI KNIGHT

Spoiler

JEDI CONSULAR

Spoiler

TROOPER

Spoiler

SMUGGLER

Spoiler



SITH WARRIOR

Spoiler

SITH INQUISITOR

Spoiler

BOUNTY HUNTER

Spoiler

IMPERIAL AGENT

Spoiler

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SPECIAL THANKS

Thanks to everyone who has helped me update the guide so far!

Boissi, MrIrrelevant, Spckain, pulsenz, RaptorClown, firesprite_ea, Sticksabbi, Jimmyup, -Aarioch-, Jagax, DerSmoo, Jaimeruacho, LenexRaay, crazysam, Malthol, sentrygunner, DataBeaver

Theshadower's Avatar


Theshadower
12.13.2011 , 07:10 AM | #4
Great job, even though i knew all this nicely done
Beta tester 11-11-11 and 11-25-11

dynamostia's Avatar


dynamostia
12.13.2011 , 07:14 AM | #5
Nice work. I was wondering which skills complimented each other the most..

EDIT: So to confirm you can have a total of 3 skills at anyone time?

Why isnt slicing good for anything?

Vantizzle's Avatar


Vantizzle
12.13.2011 , 07:15 AM | #6
I already knew what I was going, but good guide

Astoniam's Avatar


Astoniam
12.13.2011 , 07:18 AM | #7
this needs to be stickied

Goshee's Avatar


Goshee
12.13.2011 , 07:19 AM | #8
Hey guys thanks for the feedback, I'm going to now add a reverse engineering section and explain a bit more about crafting :3

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Omeros
12.13.2011 , 07:26 AM | #9
A "tips and tricks" section would be a good later addition, too, if you're willing to go that extra mile. So far, it's looking great.

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Goshee
12.13.2011 , 07:34 AM | #10
Sounds like a good idea ^^

Though a lot of the information here falls into that category, I suppose I could try split it up.