What happens if you die in swtor




















At Styrak's death, the other Dread Masters take their fallen comrades' power, and the Sith Lords begin to advance their plans to destroy the galaxy. In light of the incident on Tatooine involving the Imprisoned One, and the Empire's attacks on Czerka's Corellia facilities, the Republic decided to seize the company's assets and property in an effort to nationalize the collapsing and corrupt organization.

Negotiating a deal with the Republic, Czerka submitted to the Department of Adjudication 's investigations and the Republic takeover. Blys activated a prototype security system called the Vigilant , prompting the Republic to send in forces to breach and secure the facility; the Empire also sent in their own forces to capture CZ in hopes of sealing the deal with Kaayz. CZ's defenses are unable to hold against the invaders, and Blys unleashes a number of strange experiments against the attackers in a failed attempt to drive them back.

Blys is killed, but in his dying moments he unleashes the Vigilant—a massive Flesh Raider who has been merged with the facility's security systems. The Vigilant primes the facility's core to explode, prompting the invaders to head deeper into the facility and battle the Vigilant's droid forces. The Vigilant is ultimately defeated, averting the facility's destruction, and the Republic and Empire continue to battle for control of CZ When the SIS learns of the Dread Masters' base on the moon Oricon —having sent an independent operative undercover in the Dread Host [23] —the Republic organizes a large fleet supported by Jedi to bombard the moon.

However, the Dread Masters overwhelm the fleet from orbit with their power, and Master Ogan-Dei marshals the remaining members of Strike Force Oricon on Oricon's surface, though many of their forces are driven insane before the Jedi can shield the soldiers. The Empire also sends a task force under Lord Hargrev , who shields his own forces from the Dread Masters's fear powers. Republic and Imperial forces battle crazed soldiers, Jedi, and Sith as well as the Dread Host; after one faction disables the security around the Dread Fortress , the Dread Masters broadcast their plans to seed the planets of the galaxy with exotic technology and biological weapons that will drive the galaxy insane with fear.

Brontes is the first to fall, slain by her enemies in defense of the fortress, and the other Dread Masters are defeated in battle as the Dread Palace , the inner sanctum of their fortress, is besieged. However, the four remaining Masters—Bestia, Tyrans, Calphayus, and Raptus—retreat to the heart of the Palace and, supported by the spirits of the fallen Styrak and Brontes, clash with their enemies in a final battle.

The Dread Masters ultimately fall, and their mad plan to destroy the galaxy is brought to an end. With the threat of the Dread Masters eliminated, the Republic and the Empire return their attention to each other, and full-fledged war resumes among the galactic powers.

Starfighters clash in engagements across the Kuat sector as the two factions vie for control of KDY. Darth Arkous , the successor to Darth Arho as head of the Sphere of Military Offense , learns of a hole in Tython's defenses and plans an assault to take the Jedi Temple. Both attacks are simultaneous and successful. Arkous's subordinate Lord Goh locates Arkous's true objective: something powerful hidden in the Jedi Council's vaults.

Defeated, Soverus rants about an old man and a vision before the Jedi commander Jensyn cuts him down. Darth Arkous is enraged to learn of the Republic's attack on Korriban, and the Empire's forces land in force on the planet to retake the Sith Academy. Despite the heavy Jedi presence, the Empire retakes Korriban and the Academy, though the dying Jedi commander Jensyn cryptically warns the Sith that "it is happening.

At the same time, Shan warns Darok of the attack on Tython, sparking a Republic counterattack that overwhelms the Imperial invaders. Their suspicions are soon confirmed: Beniko and Shan both track their quarries to the ocean world of Manaan , where they are set to visit Genetics Laboratory G-1 on the ocean floor.

In their search, Shan and Beniko encounter each other, and enter an uneasy alliance as they pursue the traitors who orchestrated the attacks on Tython and Korriban. Their allies pursue Arkous and Darok to the underwater facility, where it is discovered that they have hired the Selkath scientist Gorima to create cybernetic soldiers using Rakata technology stolen from the Jedi and Sith.

Arkous and Darok are part of the Order of Revan, albeit a radical new version that has members in both the Republic and the Empire, and the two escape before bringing down the facility on their pursuers. Shan and Beniko's agents escape the laboratory with the help of the Sith and the SIS agent, and recruit the Wookiee smuggler Jakarro —who was also left to die by the conspirators—in their search for the Revanites. The group's search leads them to the Rakata homeworld of Rakata Prime , where the Revanites have begun embedding pieces of the Star Forge in their conscripts for the Infinite Army.

The allies destroy the Army in its infancy and take down Arkous and Darok atop the Temple of the Ancients , but the true leader of the Revanites arrives with a fleet of warships—Revan himself, reborn after his earlier defeat.

Revan bombards the Temple with his fleet, and though the allies escape the planet nonetheless, the Revanites among the Empire and the Republic put out bounties on Shan, Beniko, and Jakarro, forcing them to go into hiding. Beniko and Shan's investigations soon uncover Revanite activity on the planet Rishi , a pirate haven above the galactic plane, and they find links between the Nova Blades pirate gang and the Revanites.

Dismantling of the Nova Blades' operations and command structure leads to the discovery that Revan has gathered a fleet hidden on Rishi, and that the Nova Blades have been raiding Republic and Imperial fleets in order to modify their patrol routes and thus force a confrontation between them above Rishi. Shan is captured by the Revanites and tortured by his ancestor, who unsuccessfully attempts to turn the agent to his side before Shan is rescued.

Beniko and Shan's group is unable to prevent the resulting battle between fleets commanded by Darth Marr and Grand Master Shan, but after disabling the Revanites' signal jammer on Razorback Island , Beniko and Shan are able to report the situation, and the Republic and Imperial forces disable the Revanite traitors among them. Players control an avatar in third-person view, interacting with the various elements of the game world and other players, and earn their own starship as part of their class story, which functions as an in-game base.

Player-versus-player combat occurs in warzones, either Jedi vs. Sith or Republic vs. Sith Empire. New characters are required to choose to align with one of two factions waging war on each other—the Galactic Republic or the Sith Empire. Several gameplay elements differ between the factions, such as story and available classes.

In The Old Republic , players control their character in a third person view that is framed by the user interface, or UI. While each player can customize their UI, the standard interface features the primary quickbar, an easy-access area for players to place their preferred abilities and attacks, at the bottom of the screen.

On the left side of the primary quickbar, a portrait of the player character is featured with their name, class, level, health, and their resources—which vary between Force power, energy, ammunition, or other options depending on the player's class.

The right side of the quickbar features a portrait and health bar for whichever character or enemy is currently selected by the player. Effects that are currently active on the player or the targeted enemy are featured above the health bar. Various other hotkeys allow the player access to different menus and features. The bottom right corner of the screen is occupied by the mini-map, which can be expanded and customized to show different types of vendors and NPCs. The bottom left corner features a smaller quickbar, portrait, and health bar for the player's current companion, which can be expanded to access the full range of the companion's abilities.

The middle right edge of the screen will highlight new tutorials that have become available to the player, and the upper right corner is occupied by the mission tracker. The tracker will display the name and objectives of as many of the player's current missions as can fit. In the middle of the screen's upper edge is the menu panel, which allows access to the Character Sheet—where the player can modify the weapons and gear currently equipped to their character and companion—the Inventory, the Abilities menu, and the Skill Tree menu—where players can spend the skill points they receive for leveling up on additional abilities and bonuses—as well as the Mission Log and the Options menu.

The final part of the interface is the chat window, which is in the upper left corner and can be customized to show chats with various groups of users. Further customization of the UI can add additional quickbars, as well as move the location of the other parts of the interface. In conversations, players watch cinematics until they reach a decision point, at which time they can select one of either two or three dialogue options.

Some dialogue options will reward the player with light side or dark side alignment points, and some options cause players to lose or gain affection with their current companion.

A major part of The Old Republic is the ability to join groups of other players and participate in group missions to take on more powerful enemies and gain greater rewards. One player is designated the leader of the group, with the ability to add new members, and the Group Finder feature helps link players from all across the server who are looking to group together for specific planets, Flashpoints, or Operations.

Defeated characters and chests can be looted for credits and equipment, and equipment, gear, and other items can be purchased for credits at the dozens of vendors that are present throughout each planet and hub. A large number of Stims Vendors and a set of Crew Skill Trainers were created for each planet, but many of them were ultimately removed from the final release of the game.

When a player gains a new level, they will often unlock new abilities that must be trained at the various Class Trainers that are scattered across the planets and fleet hubs. Abilities generally fall into three categories: General, which includes abilities that are usable by all classes; Class, which are abilities that can be trained by that specific class; and Advanced Class, which are abilities that are only usable by the player's advanced class.

When a player loses all of their health, they are defeated and their equipment takes damage. Players can choose to wait a brief period of time to summon a medical probe, which will revive them in the same place and give them several seconds of stealth so that they can heal, or they can choose to be revived at the nearest medical center.

However, the amount of time one must wait to use the medical probe ability increases after each use until a player revives at a medical center, at which point the time is reset, and Free-to-Play players are unable to use the probe unless they purchase or acquire items that grant them a limited number of uses. Within The Old Republic , there are restricted areas known as "Phases" that are separated from the rest of the game environment by either green or red walls of light.

Class Phases are restricted to a specific class and are the sites of specific class missions and cutscenes, and Group Phases are areas where group missions occur.

Players must form groups to bring other players into their Class Phases, and two players who are not in a group together will unable to enter the same version of a Group Phase and therefore be unable to see each other. Some missions are "Heroic," meaning that they are best completed in groups, and as such their difficulty is increased beyond normal levels.

Within Star Wars: The Old Republic , there are a total of eight classes divided between the two factions, Republic and Imperial, and each class has two advanced classes. If players choose to side with the Galactic Republic, they can decide whether to be a Jedi Knight or Consular of the Jedi Order, a Republic trooper, or a smuggler.

When creating a character, there are ten different species available, though each class is restricted to only four or five by default. Players can unlock the ability to create characters with the other locked species as they progress through the game with that species in another class. The species initially available were the Chiss, cyborgs , Humans, Miraluka , Mirialans , Rattataki, Sith Purebloods, Twi'leks and Zabrak [18] of which, only Humans, Cyborgs and Zabrak are available to non-subscribers , although later updates added Cathar [30] and Togruta [31] as playable species, purchasable through Cartel Coins.

With Game Update 3. Instead of using skill points to purchase abilities and perks from one of the three available trees, which forced players to buy unwanted perks in order to reach perks on higher branches, players choose one Discipline and spend their points on perks and abilities that are designed specifically for that advanced class. In addition to active and passive abilities, Disciplines included utility selections that are a mixture of old abilities and skills from the original system as well as new perks.

The Trooper class is the primary long-range class for the Republic faction, and utilizes a variety of blaster weaponry depending on the player's advanced class. Players initially chose between a Cyborg, Human, Mirialan, or Zabrak before the release of game Update 1. Vanguards are classified as Ranged Tanks or Close-Quarters Damage, and are equipped with rifles, melee weapons, and shield generators.

The second advanced class, the Commando, is classified as either Ranged Damage or Healer, and they carry large assault cannons as their primary weapon. Both advanced classes share the Assault Specialist skill tree, which teaches the use of explosives and grenades, and the Vanguard's Tactics and Shield Specialist trees deal with close-range combat and shielding respectively.

For the Commando, the Combat Medic tree boosts healing abilities, and the Gunnery tree aids in maximizing the damage dealt by assault cannons. Elara Dorne, Tanno Vik, and Yuun. The Jedi Consular class is one of the two Force-using classes for the Republic faction, and primarily focuses on the use of Force powers for offense and defense over the use of a lightsaber.

Players choose between the Jedi Shadow and Jedi Sage advanced classes. These trees teach stealth abilities and double-bladed lightsaber combat respectively, and the Shadow shares the Force power-based Balance skill tree with the Sage.

The Sage advanced class is classified as either Ranged Damage or Healing, and they can train in the Telekinetics skill tree, which benefits offensive Force powers, or the Seer tree, which supports healing and protection, in addition to the Balance skill tree.

Only the Human, Miraluka, Mirialan, Twi'lek, and Zabrak species were available for the Consular class initially, though the Legacy System unlocks the other species. Like the Jedi Knight class, the Consular receives a Defender -class light corvette as their personal vessel.

The Smuggler class is the long-range covert class for the Republic faction, serving as the counterpart for the Imperial Agent class and favoring blaster weaponry, stealth abilities, and healing. The Smuggler's advanced classes are the Scoundrel, which focuses on healing and stealth, and the Gunslinger, which wields two blasters and focuses on damage, and both utilize the cover mechanic to fire on their enemies from relative safety.

The Ranged Damage Gunslinger uses the Saboteur skill tree, which adds explosives and advanced technology abilities for prolonged fighting, and the Sharpshooter tree, which works on precision and high-damage attacks, and the two advanced classes share the Dirty Fighting tree which focuses on general damage and avoiding the enemy's attacks. Only the Human, Cyborg, Mirialan, Twi'lek, and Zabrak species were initially available for the Smuggler though all species are now available, and the Smuggler uses a XS stock light freighter as their starship.

The Jedi Knight is the second Force-using class for the Republic faction, and focuses on lightsaber combat with Force powers as a secondary asset. Players choose between the Jedi Guardian and Jedi Sentinel advanced classes, which focus on heavy armor and dealing damage respectively.

Guardians, which wear heavy armor and carry a single lightsaber, are classified as Melee Tanks or Melee Damages, and they make use of the Vigilance and Defense skill trees. These trees teach single-blade combat and defensive abilities respectively, and the Force technique-centered Focus skill tree is shared by both Guardians and Sentinels.

Sentinels are classified only as Melee Damage and make use of two lightsabers, forsaking the ability to use heavy armor in exchange for increased damage. The Sentinel's Watchman skill tree adds to the player's single-blade offensive potential, while the Combat tree teaches general combat to help quickly eliminate enemies.

Only the Human, Miraluka, Mirialan, Twi'lek, and Zabrak species were initially available for the Jedi Knight, though all species are now available.

The Bounty Hunter is the Empire's long-range tank class and counterpart to the Trooper, focusing on blaster weaponry, armor, and damage-dealing equipment and abilities.

The Bounty Hunter advanced classes are the Powertech and the Mercenary: the Powertech wears heavy armor and shielding and focuses on defensive tactics, while the Mercenary focuses on overwhelming force, using missiles, blasters, and an array of other weapons.

The Powertech can be classified as a Ranged Tank, Ranged Damage, or Close-Quarters Damage, and uses the Shield Tech and Advanced Prototype skill trees to boost one's defensive technology and to heighten the versatility of the player's gear and skills respectively. The Firebug skill tree, which focuses on missiles and flamethrowers, is shared between the Powertech and Mercenary, and the Mercenary makes use of the Arsenal and Bodyguard skill trees to focus on their rocketry or healing respectively.

The Chiss, Cyborg, Human, Rattataki, and Zabrak species were available for this class initially, though the other species are now available. The Sith Inquisitor is one of the Empire's Force-using classes and counterpart to the Jedi Consular class, focusing on Force powers over lightsaber combat.

The Inquisitor's advanced classes are the Assassin , which uses a double-bladed lightsaber and stealth abilities, and the Sorcerer , which relies on offensive Force powers and healing. The Assassin is classified as either a Melee Damage or Melee Tank, and uses the Deception and Darkness skill tress, which add stealth abilities and defensive abilities respectively, and the Assassin shares the Force-focused Madness skill tree with the Sorcerer. The Human, Rattataki, Sith Pureblood, Twi'lek, and Zabrak species were available for the Inquisitor initially, though the other species are now available.

The Imperial Agent class is the long-range covert class for the Empire, favoring stealth abilities and healing in addition to blaster weaponry. The advanced classes of the Imperial Agent class are the Sniper, which utilizes a long-range blaster file and improved probes to focus on damage, and the Operative, which focuses on healing and stealth.

Both advanced classes utilize the cover mechanic to fire on their enemies from relative safety, and the two share the Lethality skill tree that benefits the Agent's toxin and poison skills. The Ranged Damage Sniper uses the Markmanship skill tree, which adds long-distance damage abilities from behind cover, and the Engineering tree, which benefits the Sniper's probe droids to damage enemies and aid the player.

Only the Chiss, Cyborg, Human, Rattataki, and Zabrak species were initially available for the Agent though all species are now available, and the Smuggler uses an XB Phantom -class prototype as their vessel. The advanced classes of the Warrior class are the Juggernaut and the Marauder , which focus on heavy armor and damage respectively, and the Juggernaut uses heavy armor and a single lightsaber while the Marauder uses two lightsabers.

The Juggernaut serves as a Melee Tank or Melee Damage and uses the Vengeance skill tree, which focuses on powerful attacks, and the Immortal skill tree, which grants defensive abilities and bonuses; both advanced classes also access the Rage skill tree that benefits Force powers. The Marauder, on the other hand, is a strictly Melee Damage class, and accesses the heavy attack-focused Annihilation tree and the Carnage tree that benefits attack speed.

The Cyborg, Human, Sith Pureblood, Twi'lek, and Zabrak species were originally the only species available, though the other species are now available, and the Warrior uses a Fury -class interceptor as their starship. The only exception to this rule is the Jedi Knight class, which visits Dromund Kaas during the final mission of the class storyline, but otherwise Coruscant is only accessible by Republic players and Dromund Kaas by Imperials.

Four planets serve as starting worlds for two classes, and like the rest of the planets in The Old Republic , they offer a number of secondary side missions that can be completed by any class in addition to the class storylines. The sixteen planets that are not starting worlds or capitals also offer a world arc of interconnected missions, and all of the planets in the game offer a number of Heroic Missions.

For example: You transfer a character from Tulak Hord to the Leviathan. The character you are transferring from Tulak Hord is in a level 27 Legacy. Currently on the Leviathan you have a level 13 Legacy. After the transfer, you will now have a level 27 Legacy on the Leviathan which combines the unlocks from both servers.

There is currently no method in place to transfer an entire guild at one time. They usually do this at roughly the same time — one will be Frustrated and the other will be getting ready to jump, or will get ready soon. Although it made the fight take a lot longer, it meant I took a lot less damage by keeping them apart more often.

The seventh Eternal Championship fight is incredibly hectic, and teaches you to deal with many mechanics at once, including positioning enemies to your advantage and interrupting enemies. During the fight, your companion will also be kidnapped by a group of enemies.

These droids can only be damaged if you are within their pink circle, just like the last fight. When going to attack the droids, I often struggled to juggle the interruptions and stuns on the droid, attacking it, and dealing with the stun grenades Drake was throwing at me.

To handle this, I keybound my interrupt and stuns to keys I knew would be easy to press, and then whenever Drake threw a stun grenade at me, I would step only a few steps away and drop it nearby so I could quickly go back to dealing with the abductor droid.

If you accidentally kill Nocturno first, Drake will become enraged and heal to full, do more damage, and the droids that come out will also become enraged, so you will always want to kill Drake first. Using the stuns, finish up and defeat Nocturno! This fight teaches you to position yourself to always be away from damaging effects. During the fight, an apprentice handler will show up.

This fight teaches you how to stay out of many types of damage on the ground, and deal with mechanics that can auto-kill you. The Doom Droid has multiple different types of effects it puts on the ground — yellow circles that you want to keep moving away from, a red laser you should make sure you get out of and not have it pointed towards your companion, and a little serving droid that explodes in a red circle.

During this fight, the Doom Droid will summon four electrical droids in the center of the room. When this happens you will need to kill all four droids as quickly as possible, because if you take too long, you will automatically lose the fight. This fight is the final round and has plenty of mechanics to watch out for. The biggest one to keep in mind is the probes that are deployed during the fight. Instead of attacking them directly, you should be focusing on the boss and helping them destroy eachother.

The first is to stand directly between two, and they will aim their red laser beams at eachother and destroy eachother. The other option is to destroy them by standing on them when the walker does its yellow circle missile attack, which will also destroy them. Be careful with the yellow circle attack, as it can also destroy the medpacs around the room, which you will need later in the fight. There is a timer before you can resurrect, which increases if you die repeatedly in a short timespan.

Your gear takes a minor durability loss as well, so there's a small credit cost that comes from repairing your gear. I'm not sure exactly how long the time span is that those deaths have to occur in for it to ramp up, though. Note that you have the option to respawn immediately at a medical center, which given the almost non-existent cost of death, can effectively work as a teleport back to the nearest medical center for you when your normal cooldown is up and you don't want to have to run all the way back.

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