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2.4. Starting Professions

The in-game text provides descriptions of the Starting Professions, but the information contained here should provide more guidance when choosing your Starting Profession.

A Starting Profession automatically assigns your character with basic equipment and clothing, and assigns his or her first skill and abilities. Most importantly, the Starting Profession determines your character's starting attributes (which are modified by your choice of species). You should also note how Starting Professions relate to the other advanced professions in the game. This key information is listed here

It' s important to note that all players begin with simple weapons and a basic ability to use those weapons.

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OKAY, I DON' T GET PHILOSOPHICAL VERY OFTEN, BUT HERE IT GOES: YOU' RE GONNA TRANSFORM, FRIEND. RIGHT NOW, YOU MIGHT NOT BE MUCH MEANER THAN A DISEASED NUNA. BUT YOU' LL TOUGHEN UP EVENTUALLY. AND WHATEVER " PROFESSION" YOU PICK FOR YOURSELF INITIALLY PROBABLY AIN' T GONNA BE YOUR LIFELONG " CAREER."  LIKE I SAID, YOU' RE GONNA TRANSFORM, IN WAYS YOU CAN' T EVEN DREAM ABOUT.

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> ARTISAN
The Artisan is the crafting profession in Star Wars Galaxies. The profession's starting attributes reflect a focus on cerebral pursuits: Artisans are quite good at building other mental activities. However, they are not designed for direct combat confrontations. Artisans are especially important in Star Wars Galaxies because these characters create nearly all the equipment in the game. Also, as Artisans advance and begin exploring Hybrid and Elite Professions, they gain unique perks: only an Artisan can build certain structures on battlefields, an extremely important role in the Galactic Civil War.

Starting Skill: Novice Artisan. Provides ability to craft basic weapons, clothing, foodstuffs, and even trinkets and toys. Allows Artisan to locate and extract small quantities of several different resources.

Elite Professions: Armorsmith, Weaponsmith, Architect, Merchant, Chef, Tailor, Droid Engineer

Hybrid Professions: Smuggler, Commando

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" ARTISAN" IS JUST A FANCY WAY OF SAYING "SOMEONE WHO BUILDS STUFF." THAT DESCRIBES CHEWBACCA, TALON KARRDE, AND EVEN ME. THERE ARE THOUSANDS OF SELF- RESPECTING ADVENTURERS WHO STARTED OUT AS MECHANICS AND WEAPONSMITHS.

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GETTING STARTED

Once you have enough resources to make something, start crafting an item by booting the crafting device in your Inventory (select Use from the device's radial menu or put it into your toolbar). When the crafting device opens, select the item you wish to build.

In the Assembly screen, double-click on a resource or drag-and-drop it into an open resource slot. When all resource slots are full, click on Assemble and follow the prompts to complete your item. Read more information on Crafting and The Bazaar.

EARNING XP
Artisans earn two types of XP: General Crafting and Surveying.

EARNING CREDITS
The most efficient way for Artisans to earn credits is by selling the resources they gather or the items they make. Both can be sold on the Bazaar.

To post an item for sale, select Use from the radial menu on any Bazaar Terminal in the world, and then click on the Sell an Item tab. You can post an item for auction or offer it as an instant sale with a predetermined price. See more information on Crafting and The Bazaar.

BRAWLER
Tough warriors designed for melee combat and direct confrontations with enemy forces. Brawlers are extremely difficult to incapacitate and can act quickly in combat. However, they don' t have the mental strength of some other professions.

Starting Skill: Novice Brawler. Basic training in both armed and unarmed melee combat. Novice Brawlers also gain a few weapon-specific special attacks.

Elite Professions: Tera Kasi Artist, Fencer, Swordsman, Pikeman

Hybrid Professions: Bounty Hunter, Commando, Smuggler

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EVER GET THE URGE TO BUST SOME HEADS IN A CANTINA OR GO TOE-TO-TOE WITH A TUSKEN RAIDER? THAT' S THE LIFE OF A BRAWLER, FRIEND.

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GETTING STARTED

EARNING XP
One-handed, Two-handed, Polearm and Unarmed Combat:
You can advance up to any of the four disciplines in Brawler by defeating creatures or NPCs using the appropriate weapon (or, no weapon if you' re advancing through the Unarmed Combat discipline). For example, you can earn Polearm XP by defeating creatures using polearms.

EARNING CREDITS
Brawlers can earn credits by taking Destroy or Deliver missions ( from Mission Terminals or NPCs) and by looting defeated enemies ( choose Loot from the corpse's radial menu). Brawlers can also sell any looted items on the Bazaar ( although looted items are less valuable than crafted items), or to NPC "junk dealers."

> ENTERTAINER
The Entertainer profession fills a necessary role in Star Wars Galaxies by providing player-characters with various forms of mental healing. A player who is suffering from battle fatigue or Mind wounds. (see more information on healing wounds) can only recover when relaxing in the company of an Entertainer. Entertainers aren' t necessarily warriors, but they are quick and agile. They also have surprising mental reserves.

Starting Skill: Novice Entertainer. Allows the Entertainer to dabble in dancing, music, and even image design. The Novice Entertainer is capable of healing Mind wounds.

Elite Professions: Dancer, Musician, Image Designer

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THE GALAXY WOULD BE A QUIET PLACE WITHOUT ENTERTAINERS. THEY' RE THE REAL REASON I HANG OUT IN CANTINAS. HONEST.

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GETTING STARTED

EARNING XP

It' s important to note that, while you can dance or play anywhere, you can only heal while performing in special locations: cantinas, theaters and hotels. You can perform in camp, although your healing powers will be reduced.

EARNING CREDITS
Entertainers rely heavily on the good will of other players. Players can tip you for your healing services by targeting you, and then typing /tip , followed by the amount they wish to give you. Some non-player characters (NPCs) also hand out special "gig " missions that require you to perform for other NPCs to receive a reward. Like all other characters, Entertainers can also take missions from Mission Terminals or NPCs (although Destroy missions will prove difficult and dangerous).

> MARKSMAN
A Marksman is competent with all manner of ranged weapons. Although every character can use some sort of blaster initially, the Marksman gains special abilities and access to a wider variety of weapons as he or she advances. Marksmen are tough and very agile in combat; they also have fair mental capabilities.

Starting Skill: Novice Marksman. Provides bonuses with use of all ranged weapons and serves as a launching pad for specialization with rifles, blasters, or carbines.

Elite Professions: Rifleman, Pistoleer, Carbineer

Hybrid Professions: Bounty Hunter, Commando, Smuggler, Squad Leader, Combat Medic

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WHEN TRAVELIN' THE GALAXY AND LOOKING FOR TROUBLE, THERE' S NOTHIN' LIKE A GOOD BLASTER AT YOUR SIDE. ANY HALF-WITTED GUNDARK CAN LEARN TO PULL A TRIGGER, BUT IT TAKES A TRAINED MARKSMAN TO BULLSEYE A WOMP RAT AT TWO HUNDRED PACES.

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GETTING STARTED

Ranged Combat: To fight a creature or NPC, equip any ranged weapon by double-clicking on it in your Inventory (CTRL+ I keys). You can initiate an attack by just double-clicking on a target (or choosing Attack from the target' s radial menu). Start out by fighting creatures that have green or light blue starburst icons next to their HAM bars ( these are creatures you can defeat with relative ease).

EARNING XP

EARNING CREDITS
Marksmen can earn credits by taking Destroy or Deliver missions ( from Mission Terminals or NPCs) and by looting defeated enemies (choose Loot from the corpse's radial menu). Marksmen can also sell any looted items on the Bazaar (although looted items are less valuable than crafted items), or to NPC "junk dealers."

> MEDIC
Medics are healers who can help replenish the Health and Action pools of other characters. Vital to groups involved in combat, especially during battlefield clashes, Medics are sturdy and intelligent characters. They are certainly capable of holding their own in a fight, but they truly shine when patching up wounded allies.

Starting Skill: Novice Medic. Enables fledgling Medics to heal minor wounds, but also create medical supplies.

Elite Profession: Doctor

Hybrid Professions: Combat Medic, Bio-Engineer

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IT DOESN' T MATTER HOW TOUGH OR SMART OR LUCKY YOU ARE, EVERYONE GETS BUSTED UP FROM TIME TO TIME. WHEN YOU' RE BLEEDIN' FROM THAT SLICE-HOUND BITE OR NURSING YOUR BLASTER BURNS, THE MEDIC IS YOUR ONLY FRIEND.

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GETTING STARTED

Damage Healing: When in combat, Medics can heal other players of temporary damage. Before you enter battle, open your Inventory (CTRL+ I keys) and drag a stimpack into one of your toolbar slots. When in battle, target a damaged ally and hit the Function key (F1- F12 ) that corresponds to your stimpack to heal that character. Initially, you can only heal while in close proximity to another character.

You can heal yourself by targeting your own character (CTRL+ 1 keys) and hitting the stimpack's Function key (F1- F12 ).

Once you have enough resources to make something, start crafting an item by booting the crafting device in your Inventory ( select Use from the device's radial menu or assign it to a Function key (F1- F12 ) in your toolbar). When the crafting device opens, select the item you wish to build.

In the Assembly screen, double-click on a resource or drag-and-drop it into an open resource slot. When all resource slots are full, click on Assemble and follow the prompts to complete your item (for more information on crafting).

EARNING XP

EARNING CREDITS
Like Entertainers, Medics may find themselves reliant on other players for income. Players can easily pay you for healing by first targeting you, typing/tip, and then typing the tip amount. You can also take Delivery or Destroy missions from Mission Terminals (although Destroy missions will prove dangerous).

> SCOUT
The Scout is an explorer who is capable of locating valuable resources, moving over difficult terrain more quickly, and trapping creatures. Perhaps the most balanced and versatile of all the professions, Scouts are well suited to hit-and-run combat and long-distance treks.

Starting Skill: Novice Scout. Ensures that the Scout can build basic camps and extract organic resources ( from slain creatures).

Elite Professions: Ranger, Creature Handler

Hybrid Professions: Squad Leader, Bio-Engineer, Bounty Hunter

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THE GALAXY IS FULL OF BIG, WILD WORLDS. SCOUTS HAVE A KNACK FOR FINDIN' THEIR WAY AROUND PLANETS AND AVOIDIN' TROUBLE. ME, I PREFER LIFE IN A GARAGE, BUT SCOUTS ARE ALWAYS ITCHIN' TO EXPLORE.

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GETTING STARTED

Once you have enough resources to make something, start crafting an item by booting the crafting device in your Inventory (select Use from the device' s radial menu or put it into your toolbar). When the crafting device opens, select the item you wish to build.

In the Assembly screen, double-click on a resource or drag-and-drop it into an open resource slot. When all resource slots are full, click on Assemble and follow the prompts to complete your item (for more information on crafting)

EARNING XP

EARNING CREDITS
Scouts are relatively self-sufficient. Except for weapons and armor, you can find whatever you need from the world around you. When you do need credits ( for training, perhaps), you can earn money by selling harvested resources ( especially food) on the Bazaar. (NOTE: This isn't recommended for newbies, since selling food will garner no income and food has little to no value) To post an item for sale, select Use from the radial menu on any Bazaar Terminal in the world, and then click on the Sell an Item tab. You can post an item for auction or offer it as an instant sale with a predetermined price (See more information on Crafting and The Bazaar).

Like all other characters, Scouts can also take missions from the Mission Terminals, and are particularly well- suited for Delivery missions.

 

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