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Note: You don't have to join a guild before you can go fight, it's just a good idea, since the first skill you learn will (most of the time) help you get started faster.
Mercenary: Front line fighters. Proficient with most weapon types, but preferred weapon is blaster this purge.
From port: 2s 2e s u 2n
Suggested race: Trandoshan, Aqualish
Bounty Hunter: Also very good fighters, preferred weapon rifle (ranged). Also proficient with blasters, but not as good as ranged. Has skills to help track down their victim and make sure of the kill.
From port: 8s e 2s e n u
Suggested race: Trandoshan, Aqualish
Smuggler: Also good fighters. Tend to be sneaky bastards. Has many skills that the Bounty Hunter also has, with a few extra like Dirty Tricks and Steal. Preferred weapon dagger.
From port: 5s e s e d n
Suggested race: Gungan, Aqualish
Technician: The Handymen of the mud. They generally make the best space fighters, because of their complementary skills to piloting. Best with melee combat. (Swords, clubs, force pikes, etc.)
From port: 10s w 2s 3w n s w
Suggested race: Human, Geonosian
Sith: The destructive type of spellcaster. They excel at hurting, but are generally the weakest type of player on the mud. This is the most difficult class to get started in, but reaching high level has many rewards. Preferred weapon Kaiburr crystal. Also proficient with lightsabers.
From port: 7s w 3s
Suggested race: Human, Mon Calamari
Jedi: The healing and defensive spellcaster of the mud. The same Jedi that you saw in the movies. Once again, this class rocks at higher level. Preferred weapon lightsaber. *fwap* if you didn't know that.
From port: s 2w 3n
Suggested race: Human, Zabrak
You will notice that you did not choose a class when you created your character. You join a guild by walking into the appropriate building, going to the guildmaster and typing "join". In your primary class, you can gain to 100, in secondary, 40, and tertiary, 20. Everybody can gain to level 100 pilot.
READ HELP FILES BEFORE CHOOSING.
Slicer - Demophon jump 821 land d, look for Morpheus
Spice Dealer - ?
Farmer - Tatooine, Desert, from port 2s 5w 3n 2w 2n u 2s 3e look for Owen Lars
Merchant - Tatooine, Mos Espa, from port 11n open ggate 5e look for Watto
Droid Handler - ?
Gunslinger - Kamino jump 922, look for Jango Fett. Hee is aggy, get in and out quick.
Explorer (Available as secondary or tertiary) - Minos Cluster ju 494 enter w n d, look for Thor
Medic (Available as secondary or tertiary) - Thyferra ju 463 land d 2n 2e n e n e 5n 4w 2n e u look for Iella Wassiri. Be careful of aggies in the forest on the way.
Read the help files for more info.
Mercenary - Get 100 quickness and sufficient proficiency to romp through your usual mobs. When the xp starts flowing, you can basically do what you want. Quickness and proficiency should stay a high priority though.
Bounty Hunter - Get enough quickness for a guaranteed attack, and some proficiency. Get some constitution and a number of hitpoint trains done before going for levels. After about level 10, go for a second guaranteed attack.
Smuggler - Quickness and proficiency. Train your attributes before going for levels. Dex is important.
Technician - Quickness and proficiency. If you are going to be a tech with followers, get charisma too. Intelligence and mana cost will play a vital role later on, so start with a high-ish int.
Sith - You only need one attack for a while, get your regen up by training con. You need levels to get access to spells which are needed to wield the stronger type of crystals. If you find a 'Burning Touch' crystal, and you don't have 'Burning Touch' yet (Level 12), you cannot wield the crystal. If you intend to be a Sith who fights with controlled mobs (charmed mobs), you need to start with some charisma, so that the trains don't get too expensive later on.
Jedi - Go for the spell 'cure light'. You get this spell at level 3, and you will need it until level 25, when 'cure serious' becomes a viable option. Make a wise decision when picking a race to play Jedi. Balance is good.
Raistlin has rewritten some of the code regarding HP and mana training. This is how it works now:
HP and mana trains are determined by 3 factors, and only these 3 factors.
1. Race - the mud has help files on these, and I posted a table on here as well.
2. Primary Class - Logic works here. Mercs have more HP than Siths.
3. Character Size - You select your character size at character creation. Large have more hp, Average have balanced bonuses, and Small have more mana.
Every main class, i.e. one of the six above, has two subguilds. These subguilds can be joined at level 60, and you will find that your primary guildmaster will not allow you to level any more once you reach level 60. At level 60, you need to track down the subguild's master which you want to join, and that is then your new guildmaster. After joining a subguild, you will not be able to ever change to the other one. Do I need to say "Choose wisely" ? I think not.
Merc: Commando or Body Guard
Bounty: Cyborg or Assassin
Smuggler: Pirate or Swindler
Tech: Droid or Inventor
Sith: Sith Lord or Emperor's
Hand
Jedi: Defender or Jedi Master
Pilot: Fighter Pilot, Transport Captain, Space Engineer or Naval Officer
If you want to play solo a lot, this class is for you. The Commando has skills to save his own backside in combat. A Commando's level 80 skill is Commando Tactics, which gives each and every attack made by the Commando the chance to
do 3x damage. Commando level 100 skill is called Rebellion. This skill summons a random number of specialist fighters to the Commando in combat.
These are the grouping mercenaries. They have skills focused toward grouping, and protecting the weak. Level 80 skill is Group Retreat, which brings the Body Guard's group out of combat. The Body Guard has to be the group leader for this skill to work. Level 100 skill is called Adrenaline Boost. This multiplies the Body Guard's maximum hitpoints by 1.5. This skill does wear off, but lasts for a few ticks.
A bounty hunter totally focused on combat. A Cyborg's level 78 skills is Adaptation, which gives every received attack a chance to be greatly reduced, almost to the point of negating the attack. Level 100 skill is Blitz, which is a burst of sudden attacks. I am yet to see this skill in action though, read help files for accurate info.
The sneaky bounty hunter who goes after one target, and uses smarts rather than muscle to kill. Skills focus on being as invisible as can be, right up to the point of starting a fight. Level 80 skill is Stalk, which takes the Assassin right to his target. Level 100 skill is Killing Blow, which gives every attack (*) made by the Assassin a chance to insta-kill his opponent.
* Only when an opponent has 2000 or less hp left. I think this increase in power (was 1000) balances it out, because as somebody explained to me, one skill doing more than 5000 damage is overpowered.
The most feared aspect of space travel. Pirates are deadly in space and are fearsome opponents on land too. Pirates excel at not giving the target a chance to act. Level 80 skill is Double Backstab, which effectively doubles the damage that the Pirate used to do with normal Backstab. Level 100 skill is Pirate's Guile. This represents the Pirate's intense skill in space fighting.
The smooth talker. A swindler relies on charm to accomplish his goals. They have some sneaky skills up their sleeves. Level 80 skill is Disarm, which can knock the weapon from an opponent's hands. Level 100 skill is Wild Card. Think Gambit in X-men.
The technician's version of a cyborg, the technician's consciousness is transferred to a droid body. This grants the technician the ability to use mechanical modifications like special sensors and shield generators. Level 75 skill is Create Double, which creates droids that look like the Droid and who rescue him in combat. Level 100 skill is Transform, which enables the droid to take different shapes for different purposes.
Exactly what the name says, these technicians strive to invent something the world has never seen before, although some things the world needs to see again and again, like bacta pads. Level 80 skill is Holo Field, which creates holographic images of the Inventor, which has to be destroyed before the real Invenvor is discovered.. Level 100 skill is Disintegrate, a non-magic high-damage combat skill.
The true masters of the dark side. A Sith Lord has the most destructive skills of all classes. Sith Lords are feared opponents, for the amount of damage they can inflict in a very small period of time. Level 78 skill is Force Storm, which severely hurts all enemies of the Sith Lord in the room, and has a chance to stop a target from attacking for a few rounds. Level 100 skill is Dark Tempest, the most damaging and hurtful unnatural occurence you will ever witness.
The servants of the Emperor. An Emperor's Hand has the ability to hide his true intentions, appearing neutral to anybody out looking for Dark Side agents. They can use the Force to spy on almost anybody. Level 75 skill is Animate Dead, which can bring the recently departed back to life to serve the Hand. Level 100 skill is Essence Transfer, which can grant the Hand temporary immortality.
The Jedi Knights are commonly called defenders of the peace, but when the situation becomes desperate, the true Defenders step forward to stop evil dead in its tracks. Defenders are masters of the lightsaber. Level 76 skill is Combat Heal, which is basically a normal Heal spell, except that it can be cast in combat. Level 100 skill is Saber Throw, which can impale or otherwise damage an enemy of the Jedi.
The wise leaders of the Jedi Order. The Jedi Master has devoted his life to combating the Sith, by guiding others or, if needed, by direct confrontation. Level 80 skill is Sunburst, which has a chance to make an evil opponent stop fighting altogether for a period of time. Level 100 skill is Redirect, which can be used to make an opponent strike somebody other than the Jedi Master.
The men and women with nerves of steel. It requires a certain amount of guts and skill to choose to go up against a Star Destroyer in a Fighter. These pilots have skills that keep them alive and make them deadly opponents in space combat. Level 80 skill is Overlap Shields, which, if used with other Fighter Pilots, means that all damage received is spread out in the group, so one person doesn't get hammered to death quickly.
A life of transporting goods through sectors of hostile space can teach one a few skills. Like learning how to present your strongest shield to your attacker, which is just one of the Transport Captain's skills. Level 80 skill is Reroute Power which the Transport Captain uses to drain power from some systems to boost another one, like shields, guns, thrust, etc.
You get these specialists everywhere there's something in space that requires fixing or upgrading. They spend most of their time manufacturing ammunition for spaceships, like proton torpedoes or concussion missiles. Level 70 skill is Create Ship, which creates a droid spaceship to assist the Engineer. The Space Engineer learns to build more powerful or specialized droid ships as he gains more levels.
A naval officer can usually be found on the bridge of a giant capital ship, commanding his squadrons and crew with strategic genius. They are able to use the capabilities of their ship to its full extent.
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Home > Help! I'm new! > Classes
Also in this section: The Basics | Attributes | A few areas | FAQ | Need to know | Skills | Terms and acronyms | Planet list | Zone guide | Newbie questing