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Combat Preparation Guide

Remember: Your focus determines your reality.

Qui-Gon Jinn, A Phantom Menace

Welcome to Galactic Senator Badgersmaker 's field guide for combat preparation in Galaxies. This guide will help you understand the basics of combat preparation. You will be able to find information on:

  • Character Attributes
  • Equipment
    • Armor / Clothing / Jewelry
    • Weapons
    • Grenades
  • Instant Stimpacks
  • Buffs
    • Veteran
    • Profession
    • Usable Item (non consumable)
    • Group 1 - Microsensory Mesh Gloves (Healers Touch)
    • Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown).
    • Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2b cooldown).
    • Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown).
    • Group 3 - Health Crystal (pre-Publish 25 reward)
    • Chef
    • Spice
    • Stims

Character Attributes

Your characters statistics can be viewed on the Character window by default this is assigned to the C key.

Health, Action and Mind (HAM)

Heath - Health is a measure of your physical condition.  It is a pool that is reduced every time you take physical damage.  Should it reach zero, you will be incapacitated.  Some enemies will instantly kill you when your health reaches zero.

Action - Action is a measure of how rested your character is.  As you grow tired, you will see your Action pool being depleted.  A task cannot be attempted unless you have enough Action to attempt it, such as special moves.

Mind - Currently not used in combat

 

Support Attributes

Constitution - Adds 8 max points to your Health Bar and 2 max points to your Action bar for every 1 point.

Stamina  - Adds 8 max points to your Action bar and 2 max points to your Health bar for every 1 point. 

Precision - When you are using a ranged weapon, your Precision and Offence is checked against your targets Agility and Defense stats.  If your Precision + Offence is greater than your targets Agility + Defense then your minimum damage is increased.  So If you normally do 10 to 90 points of damage per hit, you would do 50 to 90 points of damage per hit instead.

Strength - When you are using a melee weapon, your Strength and Offence is checked against your targets Agility and Defense stats.  If your Precision + Offence is greater than your targets Agility + Defense then your minimum damage is increased.  So If you normally do 10 to 90 points of damage per hit, you would do 50 to 90 points of damage per hit instead.

Agility - If your Agility + Defense is higher than your attackers Strength or Precision + Offence then their  maximum damage will be lowered.  So if you would normally get hit for 10 to 90 damage per hit, you would be hit for 10 to 50 points of damage per hit instead.

* The effects of Strength, Precision and Agility are currently too subtle and will be modified in the future these so that they're more important and more obvious.

Luck - The <<LUCKY!>> message in the combat fly text means you scored a critical hit. You'll notice that you hit for two times or more of your normal damage, this also works with heals in that you will heal for more damage.  This is also reported to work in space combat, crafting and selling junk to junk dealers.

Offence - this stat increases when Jedi's "Vapad Focus" buff is used. Combines with your Precision and Strength stats (see above).

Defense - this stat increases when Jedi's "Soresu Stance" or Officer's "Stratagem" (group buff) is used. Combines with your agility stats (see above).

Damage - an indication of the damage you will output with your chosen weapon.

Kinetic, Energy, Heat, Cold, Acid and Electricity - Sum of the protection given to you by armor.


Preparing for Combat:

Equipment

  • Armor / Clothing / Jewelry
  • Weapons
  • Grenades
  • Instant Stim-packs

Buffs

  • Veteran
  • Profession
  • Usable Item (non consumable)
  • Group 1 - Microsensory Mesh Gloves (Healers Touch)
  • Group 2 - Other Shards, Mustafarian Rewards and Cube Products
  • Group 3 - Health Crystal (pre-Publish 25 reward)
  • Chef
  • Spice
  • Stims


Equipment

Armor / Clothing / Jewelry:

There is currently a +25 cap for multiple items (armor, clothing and jewelry) with the same statistic.  This is a cap that was in place Pre-Publish 25 and is a known issue, and is due to be changed in future.  No details are yet available on the proposed changes.

For instance, if you were to equip two bracelets that have +20 to constitution, you will only receive +25 worth of constitution boost. 

There doesn't seem to be a cap for buffs, so you can buff well over the +25 multiple item cap.

Armor / Clothing / Jewelry Combinations:

Top of the line crafted armor still has the edge over looted armor, crafted armor can still be made with up to +350 health bonus for a full suit as well.

Typical crafted armor stats:

Reconnaissance  - Energy: 7000, Kinetic: 5000, Elemental: 6000

Available Appearances: Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and Factional

Battle  - Energy: 6000, Kinetic: 6000, Elemental: 6000

Available Appearances: Bone, Marauder, Padded, Ithorian Defender, Kashyyykian Black Mountain, R.I.S. (quest), and Factional.

Assault  - Energy: 5000, Kinetic: 7000, Elemental: 6000

Available Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting, Factional

Personal Shield Generator - 1900 (some can be well over 2000) Energy Resist, 65% recharge time. (These do not currently.)

 

What those armor ratings mean:

8200 = Absorb 56.58% of damage

7000 = Absorb 52.50% of damage

6000 = Absorb 48.00% of damage

5000 = Absorb 42.50% of damage

Some armor chest pieces do not allow you to wear the bracers and arms, the Mabari Chest Piece for example.  Tantel does however.  The only advantage of wearing more armor pieces is when you have a full suit of +50 health enhanced armor.

A good Munitions Trader (Especially an Armorsmith Specialist) can make armor with custom resists.  See your local Munitions Trader for more info.

Once you have your armor, you can add some stat boost items (these dropped frequently before Publish 26, they now drop very rarely but various loot issues are being considered for future consideration).

Jewelry and Clothing (Non Armor):

Necklace - the Medal of Bothawui (final Legacy quest reward) gives +8 to all stats

Ring x 2 - you may be wearing the Mark of the Hero ring (resurrect self once every 23 hours)

Bracelet x 2 - you may be using a Proc bracelet instead.

Shirt

Boots

Gloves - you may want to go for Microsensory Mesh Gloves here instead for the +20 stamina and Agility buff as it doesn't count towards the +25 limit on wearables.

Belt - You may prefer a PSG.
Backpack

This gives you space for at least +20 to all six stats via looted items without giving up armor resists.  Profession rewards belts also have stats, but take the place of a Personal Shield Generator.

 

Armor:

  • Helmet
  • Chest
  • 2 x Biceps
  • 2 x Bracers
  • Legs

So theoretically, if the +25 cap is removed , you can have a suit of armor that gives +320 (16 items x +20 modifiers) to a single skill, and then you could buff that same stat as well. 

 

Weapons:

Weapons are similar to item buffs in the way that they increase your damage, hit speed and range. 

They do either Energy or Kinetic damage and some have a bonus to their elemental damage, so it is advantageous to take into account the armor resists of your target depending on whether they are weaker to Energy or Kinetic attacks (NPCs and Creatures currently do not display armor values).

Sometimes there are different versions available of the same weapons with different stats.

 

Key:

(P) Parts

(S) Standard

(M) Manufactured

(P) Prototype

(ORT) Old Republic Technology

(LT) Lost Technology

Weapon choice is very important and there is a wide array of weapons to choose from.  Typically they fall into the following categories with high level examples.

Melee - fast speed, low damage - 0-4m range. 

Kubaza Polearm (M): Kinetic Damage 133 - 265


Melee
- medium speed, high damage - 0-4m range.

Caller of Storms (M): Kinetic Damage 255- 535, Strength 11, Freeze Spike Effect

Blade of the Betrayer (M): Kinetic Damage 255- 535, Strength 11, General Melee Accuracy 9 (old mod no longer used), Advanced Overwhelming Shock Effect

Lightsabers: Damage varies



Pistol
- fast speed, low damage, approx 34 shots before reload - typically 0-35m range.

Kashyyyk Stalker Pistol: Kinetic Damage 113 - 225, Acid Elemental Damage 19. (Known Issue: Pre-Publish 25 converted versions have lower damage than new Post Publish 25 ones)

Ion Stunner Pistol: Energy Damage 113 - 225, Electricity Elemental Damage 20. (Known Issue: Pre-Publish 25 converted versions have lower damage than new Post Publish 25 ones)

Commander Pistol (P): Energy Damage 125-250



Carbine
- fast speed, low damage, approx 17 shots before reload - typically 0-50m range.

Sfor Republic Carbine (ORT): Energy Damage 133 - 265, Cold Elemental Damage 17

Nym's Slugthrower Carbine: Kinetic Damage 113 - 225, Acid Elemental Damage 19 (stats randomly vary)


Rifle - slow speed, high damage, approx 8 shots before reload - typically 0-65m range.

AK-Prime Rifle (ORT): Energy Damage 425-850

LD-1 Rifle: Kinetic Damage 379-758


Heavy Weapons

(Currently disabled until Publish 27)

The benefits of using a melee weapon are that you don't have to stop outputting damage to reload, but the range restrictions mean it's best to use them when your enemy can't run too far.

Some looted weapons have increased range and maximum damage (at the cost of minimum damage), 0-75m range rifles with 150-930 damage for instance.

Weapons are important, but you can still beat things up with just your fists, or even a CDef Pistol with 1-6 damage as most of the damage you do comes from your combat level.  It is worth noting that the higher the level of your PvE opponent, the more important the weapon damage becomes.

Currently, looted and reward weapons are better than anything a weaponsmith can craft.

 

Procedure Effects

You can also supplement your weapon damage by adding items that cause a "Proc", or Procedure Effect.

Some come in an item buff form, like the Mustafarian Distance Globe (ranged only), some are on the weapons themselves like the Caller of Storms sword, and some come in the form of a buff activated by wearable jewelry like the Amoebic Discharge Bracer (ranged and melee).

A Proc has a random chance to fire and causes extra damage to your attacks.

You can combine the Proc on a weapon with a Proc buff and both will have a chance to fire.


Grenades

Anyone can use grenades; they are like a free special move, so they are well worth using.  You can find them on the Bazaar or talk to your local munitions trader.

  • C12 Fragmentation Grenades - CL 1
  • C22 Fragmentation Grenades - CL 48
  • Cryoban Grenade - CL56
  • Glop Grenade - CL 64
  • Imperial Detonator - CL72
  • Proton Grenade - CL80
  • Thermal Detonator - CL80
  • Old Republic Grenades - CL88
  • Zicx-Bug Bomb (Currently Disabled)

It is possible to "chain" grenades using multiple stacks, commandos can have two active grenades in the game at any one time, other professions can have only one.

 

Instant Stimpacks

These can be used to supplement your healing abilities, A to D are no longer craftable so get them while you can!

  • Instant Stimpack  - A - CL1 - approximately 100-200 heal.
  • Instant Stimpack  - B - CL15 - approximately 150-400 heal.
  • Instant Stimpack  - C - CL35 - approximately 250-800 heal.
  • Instant Stimpack  - D - CL60 - approximately 400-1200 Heal
  • Experimental Stimpack E - CL80 (Looted from Forward Commander MKI) -1500 Heal

 

Buffs

Veteran:

This is a group buff that was introduced to the game to all players that have been in the game since before Publish 25.

Elder Buff - Constitution, Stamina and Agility +20 


Profession:

You can have any and all of these Profession buffs active at once; they won't prevent you using any other buffs.

Medic

Nutrient Injection: +80 to Constitution, 10 minute duration.

Entertainer

Inspiration Enhancement: +10% to XP and Faction points gain, Duration 3 hours 20 minutes.

Officer

Stratagem (Group buff) - Defensive Capability modified by 260 points, duration 40 seconds.  (Known Issue - does not work for group members).

Jedi

Vapad Focus - Offensive capability modified by 300.00 points, 40 second Duration, 15 second Cool-down. 

Soresu Stance - Defensive capability modified by 900.00 points, 40 second Duration, 15 second Cool-down.

Saber Block - Makes you invulnerable to ranged attacks, 20 seconds duration, 1 minute cool-down.


Usable Item (non consumable):

I've put these into groups that share the same cool-down timers and buff "slots", for instance, if you use the Sith Holocron, you will start a one hour cool-down on all the buff items in that group, even if the cool-downs are shorter on the other items.

Group 1 - Microsensory Mesh Gloves (Healers Touch)

Microsensory Mesh Gloves (Healers Touch): +20 to Agility and Stamina (counts as buff not item), duration as long as item is equipped, no cool-down.


Group 2 - Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown)

Most non-consumable buffs, from loot, reward or cube recipes tend to go into this group.

Shard of the Serpent - Modify Poison, Disease, Bleeding and Fire Absorption + 50, 5 minutes duration, 60 minute cool-down. - Known Issue: no use for these stats now (Still needs to be converted to current combat rules).

Lair Crystal - Known Issue: Not converted for Publish 25, does nothing. Modify Accuracy by 75.00, Increased Damage, Modify Combat Speed by 15.00 points, Modify Action Regeneration.

Sith Holocron - Constitution and Stamina + 150,  3 minute duration, 60 minute cool-down.

Cooling Spray Unit - Luck +160, duration 30 seconds, cool-down 30 minutes.

Shard of Retaliation - Luck, Agility and Constitution +200, 3 minutes duration, 15 minute cool-down.

Mustafarian Injector - +100 to Strength and Precision, 30 minute Duration, 2 minute cool-down.

Mustafarian Distance Globe - Chance to execute the Mustafarian Heat Shock effect (extra damage untested ) - Duration is a known issue, this buff does not wear off and prevents use of any other buffs in this group until death or logout , 2 minute cool-down.

Miners Medallion (Advanced Fire Prevention): +100 to agility, duration 30 minutes, no cool-down. (counts as buff not item)

Amoebic Discharge Bracer - Chance to execute the Toxic Shock effect (extra damage -  untested ).  Last as long as the bracer is equipped. (Some other buffs in this group may still activate with this buff active)

Gift of the Light Side (Elder Jedi Buff): Constitution +125  (blocks other buffs in this group, being moved to it's own slot in publish 27).  The robe also has Agility +50, Constitution +120 and Strength +120 (stats over +25 are a known issue, capped at +25. Cap may be removed in publish 27).


The following buffs can be activated with any of the above buffs active at the same time (cool-down permitting), but will activate cool-down for all buffs in this group:

Anti-Mobility Dampening Device - Immune to all snares, duration 20 seconds, 30 minute cool-down. (Does not work vs GK Oppressor, works fine vs. player snares)

Revitalization Pack - Constitution, Agility and Luck +200, duration 3 minutes, cool-down 30 minutes.

Sprint Enhancement Stim - Burst Run for 1 minute, cool-down 30 minutes.

Synaptic Stimulation Collar - Immune to mesmerizing effects (only works against GK Oppressor snares and roots), duration 20 seconds, 30 minute cool-down.

 

Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2b cool-down)

The following buffs can be activated with any of the buffs in group 2a active at the same time (cool-down permitting), but will activate cool-down for all buffs in groups 2a and 2b:

Anti-Mobility Dampening Device - Immune to all snares, duration 20 seconds, 30 minute cool-down.

Revitalization Pack - Constitution, Agility and Luck +200, duration 3 minutes, cool-down 30 minutes.

Sprint Enhancement Stim - Burst Run for 1 minute, cool-down 30 minutes.

Synaptic Stimulation Collar - Immune to mesmerizing effects (only works against GK Oppressor snares and roots), duration 20 seconds, 30 minute cool-down.

Stims - See Stims section below.


Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cool-down)

Wild force shards have their own cool-down timer and use the Stim buff slot.

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cool-down.

Wild Force Shard (Offensive Burst) - Constitution, Precision, Strength +120, 5 minutes duration, 60 minute cool-down.

Stims - See Stims section below.

Group 3 - Health Crystal (pre- Publish 25 reward)

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cool-down.

A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - currently does nothing.

 

 

Chef:

Only one chef buff can be active at a time.  Stats are given as a guide as final stats vary.

If a chef has access to Bio-Engineer tissues crafted pre-Publish 25, or crafted enhanced food pre-Publish 25 and is selling converted stock, the buff size or duration will be much larger than the numbers given above.  These tissues are no longer craftable post-Publish 25, so enhanced foods are a dwindling resource.

For multi-stat foods, only the first stat listed will vary, the second (or third) will remain constant.

This means that you can get Flameout with +60 Constitution, +25 Agility, +25 Stamina using BE tissues.

 

Constitution

  • Flameout: +25 Constitution, +25 Agility, +25 Stamina, 26 fill, 18 minutes
    Terrata: +25 Constitution, 26 Filling, 18 minutes
  • Pikatta Pie: +20 Constitution, 27 Filling, 18 minutes Parwan
    Nutricake: +15 Constitution, 27 Filling, 18 minutes
  • Garrmorl: +10 Constitution, +10 Strength, +10 Precision, 50 Fill, 18 minutes
  • Blood Chowder: +10 Constitution, 17 Fill, 18 minutes
    Kanali Wafers: +5 Constitution, 17 Filling, 18 minutes
  • Meat Jerky: +2 Constitution, 5 Filling, 14 minutes

 

Stamina

  • Bivoli Tempari: +35 Stamina, 25 Filling, 18 minutes
  • Thakitillo: +30 Stamina, +30 Constitution, 40 Filling, 18 minutes
  • Ahrisa: +20 Stamina, 33 Filling, 18 minutes
  • T'illa T'iil: +20 Stamina, +20 Constitution, 68 Filling, 20 minutes
  • Gorrnar: +15 Stamina, +15 Constitution, 33 Filling, 20 minutes
  • Dweezel: +15 Stamina, 16 Filling, 18 minutes
  • Gralinyn Juice: +10 Stamina, 27 Filling, 18 Mins
  • Durindfire: +10 Stamina, +10 Constitution, 16 Fill, 18 minutes
  • Blue Milk: +5 Stamina, +5 Constitution, 30 Fill, 20 minutes
  • Blob Candy: +5 Stamina, 11 Filling, 18 minutes
  • Exo-Protein Wafers: +3 Stamina, +3 Luck, 5 Filling, 18 minutes


Strength

  • Mandalorian Wine: +30 Strength, +30 Constitution, 67 Filling, 18 minutes
  • Rakririan Burnout Sauce: +25 Strength, +25 Precision, 27 Filling, 18 minutes
  • Havla: +20 Strength, 33 Filling, 18 minutes
  • Trimpian:+15 Strength, 16 Filling, 18 minutes
  • Vasarian Brandy: +15 Strength, +15 Constitution, 49 Filling, 18 minutes
  • Correlian Brandy, +10 Strength, +10 Constitution, 15 Fill, 18 minutes
  • Correlian Ale: +10 Strength, 15 Fill, 18 minutes
  • Air Cake: +5 Strength, +5 Precision, 9 Fill, 18 minutes
  • Caf: +5 Strength, 16 Filling, 18 minutes
  • Caramelized Pkneb: +4 Strength, +3 Precision, 16 Filling, 18 minutes
  • Bofa Treat: +3 Strength, 9 Filling, 18 minutes

 

Precision 

  • Vercupti: +30 Precision, +30 Constitution, 51 Filling, 18 minutes
  • Gruuvan Shaal: +20 Precision, 33 Filling, 18 minutes
  • T'ssolok: +15 Precision, +15 Constitution, 45 Filling, 18 minutes
  • Ormachek: +15 Precision, 80 Filling, 18 minutes
  • Ithorian Mist: +10 Precision, +10 Constitution, 15 Fill, 18 minutes
  • Deuterium Pyro: +10 Precision, 16 Filling, 18 minutes
  • Crispic: +5 Precision, 16 Filling, 18 minutes
  • Spiced Tea: +4 Precision, 8 Filling, 18 minutes


Agility 

  • Breath of Heaven: +30 Agility, +30 Constitution, 58 Filling, 18 minutes
  • Vegeparsine: +25 Agility, 29 Filling, 18 minutes
  • Vayerbock: +20 Agility, +20 Stamina, 22 Filling, 18 minutes
  • Elshandruu Pica Thundercloud: +20 Agility, +20 Constitution, 16 Filling, 18 minutes
  • Scrimpi: +20 Agility, 31 Filling, 18 minutes
  • Vagnarian Canape: +15 Agility, +15 Stamina, +15 Constitution, 39 Filling, 18 minutes
  • Kiwik Clusjo Swirl: +15 Agility, +15 Constitution, 39 Filling, 18 minutes
  • Karkan Ribenes: +15 Agility, 66 Filling, 20 minutes
  • Veronian Berry Wine: +10 Agility, +10 Constitution, 16 Filling, 18 minutes
  • Pastebread: +10 Agility, 20 Filling, 18 minutes
  • Almond-Kwevvu Crisp Munchies: +5 Agility, +5 Stamina, 22 Filling, 18 minutes
  • Won Won: +5 Agility, +5 Constitution, 39 Filling, 18 minutes
  • K-18 Rations: +4 Agility, 15 Filling, 18 minutes
  • Jaar: +3 Agility, +3 Health regen (?), 60 Fill, 20 minutes
  • Jawa Beer: +3 Agility, +3 Luck, 21 Filling, 15 minutes
  • Ruby Bliel: +3 Agility, +3 Stamina, 22 Filling, 18 minutes


Luck 

  • Deneelian Fizz Pudding: +30 Luck, +30 Constitution, 60 Fill, 18 minutes
  • Sweesonberry Rolls: +25 Luck, 22 Filling, 18 minutes
  • Citros Snowcake: +20 Luck, 27 Filling, 18 minutes
  • Felbar: +15 Luck, 20 Filling, 18 minutes
  • Cho-Nor-Hoola: +11 Luck, 16 Filling, 18 minutes
  • Synthsteak: +5 Luck, +5 Constitution, 28 Filling, 18 minutes
  • Aitha: +5 Luck, 14 Filling, 20 minutes
  • Teltier Noodles: +3 Luck, +3 Constitution, 16 Filling, 18 minutes
  • Dustcrepe: +3 Luck, +3 Stamina, 60 Fill, 20 minutes
  • Blap Biscuit: +5 Luck, +5 Constitution, 22 Fill, 18 minutes


Incapacitation Recovery

  • Cavaellin Creams: 55% Incapacitation time reduction, 25 Filling, 20 minutes (or next incapacitation)
  • Starshine Suprise: 30% Incapacitation time reduction, 30 Filling, 20 minutes (or next incapacitation)


Terrain Negotiation

  • Accaragm: +40 Terrain Negotiation, 49 Filling, 18 minutes
  • Travel Biscuits: +10 Terrain Negotiation, 9 Filling, 18 minutes


Crafting

  • Pyollian Cake: +7 Assembly Bonus, 15 Filling, 20 minutes (or next assembly)
  • Bespin Port: +10 Experimentation Bonus, 20 Filling, 20 minutes (or next experiment)


Surveying

  • Chandad: +10 Surveying, 16 Filling, 18 minutes

Movement

  • Rancor Aid: +0 Movement bonus (removes any movement de-buffs) and electrolyte drain resist, 16 Filling, 47 seconds.  (Known Issue: Effects a Pre Publish 25 Stat, has no effect in the Publish 25, needs conversion)


Spice Downer

  • Smuggler's Delight: 40% spice downer reduction, 25 Filling, 20 minutes (triggers on next downer after the next spice taken after eating this food).

 

Creature Harvesting

  • Veghash: +15 Creature Harvesting, 16 Filling, 18 minutes.  Currently unclear as to whether this has any effect on the loot-drop implementation of harvesting creature resources.

 

Spice:

No longer craftable, but you can should be able to find a few crates on the bazaar if you don't have any.  They are arranged in groups according to their duration.


Group 1

15 minute Duration. 30 Second de-buff of Agility, Constitution, Stamina and Luck - 50.

  • Booster Blue: +50 Constitution, -50 Agility, +50 Stamina, +50 Luck
  • Muon Gold: +50 Constitution, +50 Agility, -50 Stamina, +50 Luck
  • Neutron Pixie: +50 Constitution, +50 Agility, +50 Stamina, -50 Luck
  • Crash N' Burn: -50 Constitution, +50 Agility, +25 Stamina, +25 Luck
  • Gunjack: +25 Constitution, +25 Agility, -50 Stamina, +50 Luck
  • Thruster Head: -15 Constitution, +25 Agility, -15 Stamina, +50 Luck

 

Group 2

10 Minute duration then 30 Second De-buff.

  • Sweetblossom: +25 Constitution, +50 Agility, -25 Stamina, -25 Luck
  • Zypolene Droid Lubricant: +50 Constitution, -30 Agility, +25 Stamina
  • Yarrock: +25 Constitution, -30 Agility, +50 Luck
  • Sedative H4B: +50 Agility, -30 Stamina, +25 Luck
  • Pyrepenol: +50 Constitution, +25 Agility, -30 Luck
  • Giggledust: +50 Stamina, -25 Luck

Group 3

5 Minute duration then 30 Second De-buff.

  • Scramjet: +50 Agility, -12 Stamina, -12 Luck
  • Grey Gabaki: -25 Constitution, +50 Luck
  • Shadowpaw: -25 Agility, +50 Stamina

Stims:

Different levels of stims are available for different combat levels, they all last for five minutes and have a 5 second cool-down. 

Using a stim of greater power than the one you have active will replace the buff, if you try to replace a buff of a higher value, you are told that you already have a similar buff active.

Not confirmed that all of these stims are actually assigned to any loot tables, for instance, not seen any CL80 Lucky Artifacts.  Ones marked in gold are highest level confirmed to drop.

There are a wide array of reward stim buffs as well, these are usually a low bonus for a longer duration.

Wild Force Shards

Wild Force Shards are classed as Stims and will overwrite any Stim buff you have active.

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cool-down.

Wild Force Shard (Offensive Burst) - Constitution, Precision, Strength +120,  5 minutes duration, 60 minute cool-down.

 

Constitution

  • Fitness Stim (CL1):+5 Constitution
  • Improved Fitness Stim (CL10): +10 Constitution
  • Advanced Fitness Stim (CL20): +15 Constitution
  • Health Stim (CL40): +20 Constitution
  • Improved Health Stim (CL40): +25 Constitution
  • Advanced Health Stim (CL50): +30 Constitution
  • Constitution Stim (CL60): +35 Constitution
  • Improved Constitution Stim (CL70): +40 Constitution
  • Advanced Constitution Stim (CL80): +45 Constitution

Stamina

  • Fortitude Stim (CL1): +5 Stamina
  • Improved Fortitude Stim (CL10): +10 Stamina
  • Advanced Fortitude Stim (CL20): +15 Stamina
  • Endurance Stim (CL30): +20 Stamina
  • Improved Endurance Stim (CL40): +25 Stamina
  • Advanced Endurance Stim (CL50): +30 Stamina
  • Stamina Stim (CL60): +35 Stamina
  • Improved Stamina Stim (CL70):+40 Stamina
  • Advanced Stamina Stim (CL80): +45 Stamina

Strength

  • Energy Stim (CL1): +5 Strength
  • Improved Energy Stim (CL10): +10 Strength
  • Advanced Energy Stim (CL20): +15 Strength
  • Power Stim (CL30): +20 Strength
  • Improved Power Stim (CL40): +25 Strength
  • Advanced Power Stim (CL50): +30 Strength
  • Strength Stim (CL60): +35 Strength
  • Improved Strength Stim (CL70): +40 Strength
  • Advanced Strength Stim (CL80): +45 Strength

Precision

  • Perception Scope (CL1): +5 Precision
  • Improved Perception Scope (CL10): +10 Precision
  • Advanced Perception Scope (CL20): +15 Precision
  • Ocular Enhancement Scope (CL30):+20 Precision
  • Improved Ocular Enhancement Scope (CL40): +25 Precision
  • Advanced Ocular Enhancement Scope (CL50): +30 Precision
  • Precision Scope (CL60): +35 Precision
  • Improved Precision Scope (CL70): +40 Precision
  • Advanced Precision Scope (CL80):+45 Precision

Agility

  • Dexterity Stim (CL1): +5 Agility
  • Improved Dexterity Stim (CL10): +10 Agility
  • Advanced Dexterity Stim (CL20): +15 Agility
  • Quickness Stim (CL30): +20 Agility
  • Improved Quickness Stim (CL40): +25 Agility
  • Advanced Quickness Stim (CL50): +30 Agility
  • Agility Stim (CL60): +35 Agility
  • Improved Agility Stim (CL70): +40 Agility
  • Advanced Agility Stim (CL80):+45 Agility

Luck

  • Hopeful Trinket (CL1): +5 Luck
  • Charmed Trinket (CL10): +10 Luck
  • Lucky Trinket (CL20): +15 Luck
  • Hopeful Keepsake (CL30): +20 Luck
  • Charmed Keepsake (CL40): +25 Luck
  • Lucky Keepsake (CL50): +30 Luck
  • Hopeful Artifact (CL60):+35 Luck
  • Charmed Artifact (CL70): +40 Luck
  • Lucky Artifact (CL80): +45 Luck

 

Buff Combination Examples.

Wearable items - +25 to Constitution, Stamina and Luck

Elder buff - Constitution, Stamina and Agility +20 

Microsensory Mesh Gloves (Healers Touch) - +20 to Agility and Stamina (counts as buff not item), duration as long as item is equipped, no cool-down.

Nutrient Injection - +80 to Constitution

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cool-down.

Shard of Retaliation - Luck, Agility and Constitution +200, 3 minutes duration, 15 minute cool-down.

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cool-down.

Flameout (Bio Enhanced): +60 Constitution, +25 Agility, +25 Stamina.

Booster Blue - +50 Constitution,  Stamina and 50 Luck, -50 Agility,

 

All this adds up to:

Constitution - 555 (x8 = 4400 extra max health, x2 = 1110 extra max Action)

Stamina - 140 (x8 = 1120 extra max action, x2 = 280 extra max health)

Max Health - +2000

Luck - +75

Totals: 6680 extra max health, 2230 extra max action.

Having nearly max 20,000 Health is quite handy in many situations; the extra action means you can perform more specials as well.

 

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