Ability

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## **Jedi Knight**

Focusing body and mind, the Knight is capable of blasting opponents with a powerful wave of Force energy, knocking them off their feet. More powerful Jedi Knights have even been known to practice this technique against large groups. The Jedi Knight’s lightsaber techniques include powerful, synergistic combinations designed to render any enemy defenseless against a decisive finishing move. While completing this maneuver, the Knight is preparing to take on an additional enemy. Combining physical prowess and Force focus, the Knight can throw his lightsaber in spinning arc to strike enemies at a distance. Practice and mastery of this maneuver enables the Knight to ensure his saber returns to his hand after its lethal circuit.

## **Jedi consular**

The dual-bladed Lightsaber preferred by many Consulars requires a skilled approach to dueling. Wielding this weapon, Jedi Consulars will draw upon the Force to sense their opponents’ locations and strike them all down with precision. The Jedi Consular doesn’t just detect disturbances in the Force—sometimes they create them. This powerful ability allows the Consular to project a wall of pure Force energy into their opponents. The Jedi Consular has a preternatural understanding of how the Force connects all things, and they draw on this knowledge to toss enemies of all sizes into the air, before hurling them to the ground.

## **Smuggler**

Rather than relying on movement-impairing heavy armor, the Smuggler uses nimble footwork and the environment for defensive advantage. Shooting from reflex and instinct, the Smuggler is still a crack shot from any angle. Primarily designed to stun or incapacitate a target for a quick getaway, the tricks of the Smuggler’s trade can also be used to buy a minute for a more carefully aimed, and often quite lethal, head shot. Quick, reckless, and unfailingly lucky, the smuggler can pop out from cover to fire a flurry of blaster bolts at multiple enemies. This maneuver breaks the enemies’ charge and provides cover fire to allow the smugglers’ allies time to set up a coordinated counter-attack.

**Flurry of Bolts**

*Instant*

1.5s Cooldown

Range: 30m

A flurry of bolts shot from your blaster.

**Take Cover**

*Instant*

Evasion increase against targets in your cone of cover while taking cover.

**Burst**

*Instant*

45 Energy

Range: 30m

Fire three powerful blasts at your target.

**Flash Grenade**

*Instant*

30 Energy

20.0s Cooldown

Range: 30m

Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an effected target is damaged. Affects a maximum of 6 targets.

**Recuperate**

*15s Channel*

60s Cooldown

Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat.

### Trainer

List of abilities obtainable from class trainer.

**Barrage**

*2.5s Channel*

60 Energy

2.5s Cooldown

Range: 30m

Requirements: Level 4 and 100 Credits

Spray a wave of bolts towards the target and those nearby dealing heavy damage over 2.5 seconds. Affects a maximum of 5 targets.

**Dirty Kick**

*Instant*

30 Energy

Range: 30m

Requirements: Level 4 and 100 Credits

Deliver a low blow to the target, dealing light damage and stunning it for 5 seconds. Cannot be used while in cover.

**Headshot**

*Instant*

30 Energy

Range: 30m

Requirements: Level 6 and 160 Credits

Fires a shot at the target's head that deals heavy damage. Only works against a vulnerable (blinded/stunned) target.

**Underworld Medicine**

*1.5s Cast time*

25 Energy

Range: 30m

Requirements: Level 8 and 220 Credits

Heals a friendly target for a moderate amount.

**Escape**

*Instant*

90s Cooldown

Requirements: Level 14 and 380 Credits

Removes the Smuggler from any stun, fear, or movement impairing effects.

**Cool Head**

*Instant*

120s Cooldown

Requirements: Level 18 and 500 Credits

Keep your cool and regenerate energy over the next 6 seconds.

**Smuggler's Luck**

*Instant*

10 Energy

180s Cooldown

Requirements: Level 20 and 560 Credits

The smuggler's critical chance is doubled for 15 seconds.

**Surrender (Rank 1)**

*Instant*

180s Cooldown

Requirements: Level 24 and 660 Credits

The Smuggler pretends to surrender, thereby lowering all aggro.

**Covered Escape**

*Instant*

10 Energy

120s Cooldown

Requirements: Level 36 and 1000 Credits

Snare close range enemies while diving into cover.

**Pacify**

*Instant*

25 Energy

45s Cooldown

Range: 30m

Requirements: Level 40 and 1120 Credits

A surprising shot that does moderate damage and prevents all actions for 4 seconds.

**Charm**

*Instant*

25 Energy

Requirements: Level 42 and 1280 Credits

Provides the smuggler and group members increased presence for 30 minutes.

**Hustle**

*Instant*

15 Energy

120s Cooldown

Requirements: Level 46 and 1280 Credits

Quicken your party's pace for 15 seconds, increasing movement speed by 50% for all friendly units within 20 meters.

## **Trooper**

Though the Trooper’s tactical strengths tend to rely on ranged technology and superior firepower, standard training involves lengthy exercises in close-quarters combat. A slam to the face from a cortosis-reinforced rifle stock is a very effective melee maneuver. In addition to the arsenal of attacks available to the Trooper using his rifle, standard Trooper equipment often includes a number of sticky grenades. Nearly impossible to remove, these explosives unerringly dispose of the target and anyone standing nearby. Taking full advantage of the modern rifle’s versatile attachments, the Trooper can launch a high-powered grenade that explodes on impact, incapacitating a single target.

### Trainer

List of abilities obtainable from class trainer.

**Full Auto**

*6s Channel time*

6 Ammo

45s Cooldown

Range: 30m

Requirements: Level 4 and 100 Credits

Fires a continuous stream of bolts that deal heavy damage for up to 6 seconds. A weaker foe caught in the blaster fire is stunned for the duration.

**Sticky Grenade**

*Instant*

45s Cooldown

Range: 5-30m

Requirements: Level 6 and 160 Credits

Fires sticky grenade that will detonate after several seconds and cause the target to enter a state of panic. The explosion deals a very high damage to the primary target and moderate damage to nearby enemies. All targets are knocked back by the blast.

**Stock Strike (rank 2)**

*Instant*

30s Cooldown

Range: 4m

Requirements: Level 8 and 220 Credits

Strikes the target with the butt of the rifle dealing low damage and knocking them down for 5 seconds.

**Incendiary Round**

*Instant*

6 Ammo

20s Cooldown

Range: 5-30m

Requirements: Level 8 and 220 Credits

Launches an incendiary projectile, setting the target ablaze for moderate damage for over 5 seconds with a chance to burn near by targets.

**Concussion Charge (rank 1)**

*Instant*

90s Cooldown

Requirements: Level 14 and 380 Credits

Pushes nearby enemies back from the Trooper.

**Tenacity (rank 1)**

*Instant*

120s Cooldown

Requirements: Level 18 and 500 Credits

Removes Trooper from any stun, fear, or movement impairing effects.

**Adrenaline Rush**

*Instant*

120s Cooldown

Requirements: Level 24 and 660 Credits

Gives player a boost to their max hitpoints for 10 seconds. Heals player for as many hitpoints as the ability increases the limit by.

**Defensive Tactics (rank 1)**

*Instant*

30s Cooldown

Requirements: Level 28 and 780 Credits

Increases maximum health of all nearby party members while active. Only one tactic may be active at once.

**Reserve Mag**

*Instant*

180s Cooldown

Requirements: Level 32 and 880 Credits

Instant reload. Gives the Trooper a full ammo bar.

**Offensive Tactics**

*Instant*

30s Cooldown

Requirements: Level 36 and 1000 Credits

Increases critical hit chance of nearby party members while active. Only one tactic ability may be on at one time.

**Suppression**

*Instant*

4 Ammo

60s Cooldown

Range: 30m

Requirements: Level 40 and 1120 Credits

Triggers a 3 second global cooldown on your target.

**Hold the Line**

*Instant*

60s Cooldown

Requirements: Level 42 and 1160 Credits

Grants temporary immunity from knockbacks, knockdowns or other ballistic events.

**Request Reinforcements**

*2s Cast time*

300s Cooldown

Requirements: Level 46 and 1280 Credits

The Trooper summons additional Republic soldiers to his aid. The soldiers fight alongside the Trooper for 1 minute.

## **Sith warrior**

The Warrior’s command of the Force is ruthlessly geared towards attacks that inflict pain and suffering. Choking a victim is not only an effective way to defeat him, but also an effective way of getting him to see one’s point of view. Against weak and unworthy targets, the Warrior’s Force Choke can kill in an instant. There is perhaps nothing so terrifying as having a dark Sith Warrior hurtling through the air toward you with his lightsaber smashing down. Such a forceful attack immediately puts adversaries on the defensive, and sometimes ends the fight outright. Channeling his fury, the Warrior can release an explosion of dark energy, stunning nearby enemies, allowing a quick follow up to finish them with unstoppable strikes from his lightsaber.

### Trainer

List of abilities obtainable from class trainer.

**Impale(Rank 1)**

*Instant*

8 Rage

Range: 4m

Requirements: Level 4 and 100 Credits

Impales target with the main hand lightsaber with very high damage and knocks them back to the ground briefly.

**Smash(Rank 1)**

*Instant*

5 Rage

30s Cooldown

Range: 5m

Requirements: Level 6 and 160 Credits

Leap into the air and smash into the ground, immobilizing nearby enemies for 8s and dealing moderate damage to them. This ability also stuns weak and standard enemies for 4s.

**Force Choke(Rank 1)**

*6s Channel time*

30s Cooldown

Range: 15m

Requirements: Level 8 and 220 Credits

Chokes a target, leaving them suspended in the air while the warrior channels this ability. Target takes very high damage spread over 6s and the caster generates 1 Rage per second.

**Force Charge(Rank 2)**

*Instant*

15s Cooldown

Range: 10-30m

Requirements: Level 10 and 280 Credits

Jumps to a distant target, immobilizing for a few seconds, interrupting their current action and dealing low damage. Generates 3 Rage.

**Soresu Form**

*Instant*

Requirements: Level 12 and 320 Credits

While in Soresu Form, the warrior gains 1 Rage when they attack an enemy once every 3s. It also significantly increases his chance to glance incoming attacks, reducing the damage they inflict. It also reduces the rage granted to all of his Assault abilities by 1.

**Whirling Assault(Rank 1)**

*Instant*

4.5s Cooldown

Range: 5m

Requirements: Level 14 and 380 Credits

Hits up to 3 enemies within a melee range of 4m, inflicting 50% damage to each. Grants 1 Rage plus 1 additional Rage for each target it hits.

**Unleash(Rank 1)**

*Instant*

120s Cooldown

Requirements: Level 18 and 500 Credits

Breaks all movement impairing effects and grants immunity to those affected for 5s.

**Bezerk(Rank 1)**

*Instant*

60s Cooldown

Requirements: Level 24 and 660 Credits

Reduces the warrior's health by 10% but grants 3 Action Points immediately, and an additional 4 Action Points over the next 8s.

**Saber Throw(Rank 1)**

*Instant*

30s Cooldown

Range: 10-30m

Requirements: Level 26 and 720 Credits

Throws your lightsaber at a distant target, striking for moderate damage and generating 3 Rage.

**Surge(Rank 1)**

*Instant*

3 Rage

12s Cooldown

Range: 4m

Requirements: Level 36 and 1000 Credits

Strikes your target for moderate damage with your lightsaber, and knocks up to 8 targets within 8m of the targeted enemy away from the Warrior. Does slight damage to all affected enemies.

**Invincible(Rank 1)**

*Instant*

3 Rage

120s Cooldown

Requirements: Level 42 and 1160 Credits

Increases the warrior's resistance to all damage by 80% for 6s.

**Force Crush(Rank 1)**

*3s Channel time*

8 Rage

60s Cooldown

Range: 15m

Requirements: Level 46 and 1280 Credits

## **Sith Inquisitor**

Focusing Force energies to control the flow of air, Sith Inquisitors can incapacitate their foes by lifting them off the ground and encircling them in a small storm of energy. By the time the targets return to the fight, the Inquisitors are more than prepared to finish them off. Charging their own bodies up with massive current, Sith Inquisitors are capable of releasing a wave of Force energy to blast everyone and everything in their vicinity. This explosive voltage not only drains the life of the Inquisitors’ enemies, but often knocks them to the ground as well. Jolts of electrical energy vault from the Sith Inquisitor’s fingertips to weaken and often paralyze opponents. Many of the Inquisitor’s attacks make use of this skill.

**Lightning Drain**

*3s Channel time*

15s Cooldown

Range: 15m

Deals very high energy damage to the target and restores Force over the duration of the effect. Lightning Drain also slows the movement speed of the target by 50% , and stuns weak and standard enemies.

**Meditation**

*15s Channel time*

60s Cooldown

Pause and meditate to restore your health and Force. Damage causes the effect to end prematurely. Cannot be used during combat.

**Saber Strike**

*Instant*

Range: 4m

Deals 100% weapon damage spread across a flurry of quick melee attacks.

**Shock**

*Instant*

60 Force

6s Cooldown

Range: 15m

Shocks the target with high energy damage

### Trainer

List of abilities obtainable from class trainer.

**Overload(Rank 1)**

*Instant*

120 Force

30s Cooldown

Range: 10m

Requirements: Level 4 and 100 Credits

Deals moderate energy damage and knockback to all enemies within 8m. Standard and weak enemies are additionally knocked down for 3s.

**Electrocute**

*Instant*

60 Force

35s Cooldown

Range: 30m

Requirements: Level 6 and 160 Credits

Electrocute the target, dealing low energy damage and stunning it for 5s.

**Whirlwind**

*2s Cast time*

30 Force

60s Cooldown

Range: 30m

Requirements: Level 8 and 220 Credits

Traps target in a whirlwind for 15s. Every 3s, the electrical whirlwind zaps up to 6 enemies within 8m of the target for low energy damage. Damage causes this effect to end prematurely.

**Dark Heal**

*1.5s Cast time*

60 Force

Range: 30m

Requirements: Level 8 and 220 Credits

Heals a friendly target for a moderate amount of health.

**Lightning Drain(Rank 2)**

*3s Channel time*

15s Cooldown

Range: 15m

Requirements: Level 10 and 280 Credits

Deals very high energy damage to the target and restores Force over the duration of the effect. Lightning Drain also slows the movement speed of the target by 50% , and stuns weak and standard enemies.

**Backlash**

*Instant*

60 Force

120s Cooldown

Requirements: Level 14 and 380 Credits

Surrounds the caster in a lightning shield, increasing resistance to damage by 25% for 15s. In addition, once per second, the shield shocks melee attackers dealing low energy damage.

**Unbreakable Will**

*Instant*

120s Cooldown

Requirements: Level 18 and 500 Credits

Summon the unbreakable will of the Sith, immediately freeing you of all incapacitating and controling effects.

**Force Speed**

*Instant*

20s Cooldown

Requirements: Level 24 and 660 Credits

Increases movement speed by 70% for 2s. Does not break stealth.

**Cloud Mind**

*Instant*

60 Force

60s Cooldown

Requirements: Level 28 and 780 Credits

Clouds the mind of an enemy, instantly lowering the threat to a moderate amount.

**Deflection**

*Instant*

120s Cooldown

Requirements: Level 32 and 460 Credits

Increase the chance of deflecting blaster bolts by 70% for 15s.

**Sacrifice**

*Instant*

10s Cooldown

Range: 100m

Requirements: Level 36 and 1000 Credits

Sacrifice your companion for instant health to 75% of your total health.

**Nightmare**

*Instant*

60 Force

120s Cooldown

Range: 10m

Requirements: Level 46 and 1280 Credits

Send a nightmare down upon all enemies within 8m causing them to cower in fear for 8s. Damage causes this effect to end prematurely.

## **Bounty Hunter**

Always prepared to change tactics on the fly, the Bounty Hunter’s arsenal includes a powerful twitch-action jetpack, allowing the Bounty Hunter to shoot into the air and unleash a hail of rockets. Bounty Hunters are “early adopters” for the most advanced weapons technologies. They have both the credits and the opportunities to experiment with all manner of gadgets. Though almost always handy with blasters, Bounty Hunters also keep tricks up their sleeve such as a wrist mounted missile launcher. No matter how much planning and strategy is done before an assault, close-quarters combat is often unavoidable. Fortunately, Bounty Hunters are equipped with the gear to burn anyone or anything that decides to get too close.

### Trainer

List of abilities obtainable from class trainer.

**Electro Dart(Rank 1)**

*Instant*

45s Cooldown

Range: 25m

Requirements: Level 4 and 100 Credits

Fires an electro dart out of your bracer at the target that causes them to be overloaded with electricity and stunned for 5 seconds.

**Rail Shot(Rank 1)**

*Instant*

5s Cooldown

Range: 30m

Requirements: Level 6 and 160 Credits

Fires a shot at the target that deals heavy damage. Only works against vulnerable (stunned, sleeping, burning) target.

**Death From Above(Rank 1)**

*6s Channel time*

60s Cooldown

Range: 5-30m

Requirements: Level 8 and 220 Credits

Bounty Hunter flies to a safe distance and lobs missiles. All targets in the area take damage. The first rocket knocks all targets to the ground.

**Flame Thrower(Rank 2)**

*4s Channel time*

50 Heat

10s Cooldown

Range: 10m

Requirements: Level 10 and 280 Credits

The player torches everything in a 10m cone in front of him with a flamethrower, inflicting low damage every second for a maximum of 4s. Lesser enemies are stunned.

**Power Shot(Rank 1)**

*Instant*

8s Cooldown

Range: 30m

Requirements: Level 14 and 380 Credits

Special blaster attack that does heavy and moderate damage.

**Energy Shield(Rank 1)**

*Instant*

90s Cooldown

Requirements: Level 18 and 500 Credits

A shield surrounds the Bounty Hunter absorbing a percentage of incoming blaster fire energy damage. Lasts 30s.

**Determination(Rank 1)**

*Instant*

90s Cooldown

Requirements: Level 18 and 500 Credits

Removes all impairing effects.

**Chaff Flare(Rank 1)**

*Instant*

30s Cooldown

Range: 30m

Requirements: Level 20 and 560 Credits

Fires several flares at your target area revealing any stealthers. Flares last 10s.

**Oil Slick(Rank 1)**

*Instant*

30s Cooldown

Range: 10m

Requirements: Level 24 and 660 Credits

The Bounty Hunter fires oil out of his left bracer and comes out in a cone in front of him. Targets affected are snared, having their elemental resistance lowered.

**Electric Shield(Rank 1)**

*Instant*

90s Cooldown

Requirements: Level 28 and 780 Credits

A shield surrounds the Bounty Hunter that returns a small electric charge as damage to attackers. Effect can only occur once every 2s. Lasts 30s.

**Rocket Punch(Rank 1)**

*Instant*

20s Cooldown

Range: 5m

Requirements: Level 32 and 880 Credits

Close range attack that knocks down target back and does light damage. Useful when enemies are close and the Bounty Hunter needs to establish range.

**Interceptor Shield(Rank 1)**

*Instant*

60s Cooldown

Range: 30m

Requirements: Level 40 and 1120 Credits

Bounty Hunter engages his shield generator to lower his threat on any targets that hit his shield.

**Thermal Detonation(Rank 1)**

*Instant*

20s Cooldown

Range: 5-25m

Requirements: Level 46 and 1280 Credits

Lob a thermal detonator at your target, sticking to them and exploding for high damage when they die. Target must die within 15s for the explosion to happen.

## **Imperial Agents**

In the heat of battle, the Imperial Agent can activate a field of energy to protect from oncoming blasterfire. From the relative safety of cover, the Imperial Agent capitalizes on the element of surprise, using a stun dart to paralyze his foe and finishing with a targeted laser attack. Orbital Bombardment allows the Imperial Agent to call in a satellite air strike to rain down lasers and missiles on an unsuspecting group of enemies.

### Trainer

List of abilities obtainable from class trainer.

**Sleep Dart(Rank 1)**

*Instant*

15 Energy

20s Cooldown

Range: 30m

Requirements: Level 4 and 100 Credits

Fire a sleep toxin dart out of your bracer at the target putting them to sleep for 10 seconds. Does not break stealth.

**Explosive Probe**

*Instant*

20 Energy

30s Cooldown

Range: 5-30m

Requirements: Level 6 and 160 Credits

Deploy an Explosive Probe that travels to a primary target. Arms after 3 seconds. Once armed, the probe automatically explodes soon after the target takes damage. The explosion causes moderate damage in a 5 meter radius to up to 5 targets. The effect expires after 20 seconds. The Explosive Probe can be used while in cover.

**Toxic Dart(Rank 1)**

*Instant*

25 Energy

Range: 30m

Requirements: Level 6 and 160 Credits

Fire a toxic dart out of your bracer at the target causing damage over 5 secs. At the end of the effect, the target takes extra damage.

**Kolto Injection(Rank 1)**

*0.5s Cast time*

25 Energy

Range: 30m

Requirements: Level 8 and 220 Credits

Fire a kolto dart out of your bracer at the friendly target healing them for moderate amount.

**Shiv(Rank 2)**

*Instant*

40 Energy

Range: 4m

Requirements: Level 8 and 220 Credits

Stab the target with an energy blade at moderate damage and light damage over 3 seconds.

**Adrenaline Probe(Rank 1)**

*Instant*

120s Cooldown

Requirements: Level 14 and 380 Credits

Summons a droid that injects the Agent with adrenaline boosting energy recovering for 4 seconds.

**Escape(Rank 1)**

*Instant*

90s Cooldown

Requirements: Level 18 and 500 Credits

Removes the Agent from any stun, fear or movement impairing effects.

**Boost(Rank 1)**

*Instant*

15 Energy

120s Cooldown

Requirements: Level 20 and 560 Credits

Increases movement speed by 50% for 15 seconds. Does not break stealth.

**Flash Bang(Rank 1)**

*Instant*

20 Energy

60s Cooldown

Range: 5m

Requirements: Level 24 and 660 Credits

Detonates a Flash Bang at your current position, blinding all enemies with 5 meters for 8 seconds. Blindness ends prematurely if an affected target is damaged. Affects a maximum of 6 targets.

**Orbital Bombardment(Rank 1)**

*2s Cast time*

70 Energy

120s Cooldown

Range: 10-30m

Requirements: Level 36 and 1000 Credits

The Agent calls a strike down from orbiting vessels, knocking down and causing massive damage to all enemies within a 10 meter radius of the target.

**Sonic Probe(Rank 1)**

*Instant*

30 Energy

45s Cooldown

Range: 30m

Requirements: Level 40 and 1120 Credits

Summons a droid that will silence the target for 6 seconds.

**Evasion(Rank 1)**

*Instant*

15 Energy

180s Cooldown

Requirements: Level 42 and 1160 Credits

Increase the Agent's armor rating by 25% for 30 seconds.

**Plasma Probe(Rank 1)**

*Instant*

35 Energy

60s Cooldown

Range: 25m

Requirements: Level 46 and 1280 Credits

The Agent uses this probe to do aoe damage to enemies.