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Table Of Contents

Star Wars Galaxies Beta Manual - Updated:

March 3rd
March 1st
Added 9.5 Crafting
Added 10.3 Galactic Bazaar
Added more commands from recent updates (/afk, /lfg, /roleplay, etc)
Fixed lots of typos reported by testers
February 1st
Updated 11.1 SWG Default Keyboard Layout
January 20th
Added 10.2 Shuttle Travel
January 15th
Updated Chapter 5 with info and new HUD
Moved Camp to Skill chapter
Fixed lots of typos reported by testers
January 8th
Updated several areas of chapter 11 with new commands (follow, autorun, text variables, /think, /snog,
November 15th
Added 9.3 Creature Taming
November 12th
Added image of UI to Chapter 5
Added /corpse, fixed /consent
Assorted spelling/grammar fixes
November 11th
Renumbered Chapter 10 and 11
Added 10.1 Structures
October 25th

Band commands, styles and instruments added to 9.2

Fix on 5.7 (entertainers heal shock wounds)
Name change on 7.6 to Combat Queue & Special Moves
Fix 5.10 (Shock wounds cant be healed at campsites)
Added more /commands to Appendix
October 24th
Added Chapter 9 Skills (including Dancing and Musician)
Added 6.8 Grouping
October 16th
AddedMelee Special Moves to 7.6 Combat Queue
October 15th
AddedChapter 8 Missions
Added Banks to 5.6 Inventory
Added 5.9 Secure Trade
Added 5.10 Special Commands (Camping)
Fixed repeating Death Star background
October 8th
Added 4.1 Burst Running
Rewrite of 7.7 Damage
Added 7.8 Healing
Added 7.10 Armor
Added 3rd column ot Emote list to take less paper when printing
Minor corrections
October 4th
Added Printable version
Added Collapsible Index
Added Back and Next Section links to each page
Fixed header sizes
Added this change list page

1. Installation Overview
Once you have ordered and received the Star Wars Galaxies: An Empire Divided beta disk, you will need to
install the program on to your hard drive.
1) Insert the Beta CD into your CD-ROM or DVD-ROM drive. (Windows 2000/XP users, please note that
you must be in the Administrator Profile to install. You may wish to disable virus-scanning software for a
successful install.)

2) Double click on the My Computer icon on your desktop and then on your computers CD-ROM or DVD
drive. Double click on SetUp.exe to install. By default the installer will put program in C:\Program Files\
StarWarsGalaxies folder. You may change the directory if you wish.
3) You should make certain you have Direct X 8.1 or higher on your system. Additionally update your video
card drivers to the most recent released versions. Driver websites: nVIDIA , ATI - Please note, NVidia users
should update to version 30.82 only.
4) After installing, double click on the Star Wars Galaxies.exe icon. Input your Station Name and
Password and agree to our Terms of Service (click check box located under password). Click on
Subscribe to enter your Account Key. This was provided to you in the final beta email (Station Store
Receipt). After signing in, the game will automatically patch to the most recent version. Please note, during Beta
some of the patches will be quite large due to the amount of new assets we will be adding.

2. Set Up
After you have finished patching, you will need to select a Galaxy to join. Galaxies (sometimes called shards or
servers) are separate instances of the game world. Although each one starts out the same, they will each
develop in accordance with the people who play on them. Choose your server wisely; it is one of the few
permanent decisions you make in the game. Dont worry right now though because for Beta there is only one
Galaxy available.

3. Character Creation
Choose Species and Gender
The first thing you will test in Beta is the character creation process. This is where players will choose the
character to represent them in the game world. To begin, select from eight species, with male and female
versions for each. You will not be able to change your species or gender for your character once you are in the

Customize Your Appearance

The next step is to customize the look of your character. You can start by hitting the RANDOM button to see
various combinations of the different physical attributes you can change. You may also click on any of the
specific customization tabs to see specific options for each feature. There are literally millions of unique
combinations. Have fun finding the exact look you want, but dont worry about making a "wrong" decision;
there are ways in the game to change your appearance.

Choose Your Starting Profession

After selecting your characters look, you will choose your starting profession. Your starting profession
determines your characters beginning attributes, skills and equipment. The starting profession is just a launching
point for your character; you can later change your mind and pursue a different profession if you like. Take a
minute to read through the descriptions of the various professions, skills and attributes.

Choose Starting City and Character Name

You now have your first Star Wars Galaxies character! You just need to choose a city from which you want to
begin your in game adventures (in Beta 1 you are limited to Tatooine cities) and give him or her a name. You
can create a name from scratch, or use our random name generator. If you are creating your own name, please
remember that Star Wars Galaxies maintains a very strict naming policy so players names do not break the
immersion of the Star Wars universe. You should not see Han_solo189, l33t_dewd, or 39382 for example.
For testing purposes, we ask that you report any names that you see or create for the game that violates the
intent of our policy.

4. Movement & Camera

The first thing you will want to do when you are in the game is learn how to move around and adjust point of
view. Star Wars Galaxies makes it very easy for you to play in first person or in an isometric view.
Use your right mouse button to move your character forward. Move the mouse around to move your point of
view. The mouse wheel (or alternatively the control + and control - keys) will take you in and out of first
person point of view. You can alsouse the arrow keys to move your character forward, back, left and right.
Hold the Shift key down when you move to walk instead of run.

4.1. Burst Running

Burst running is an action that is extremely expensive (hundreds of action points), but may be what you need to
get out of a sticky situation. By using the /burstrun command (or the icon on your toolbar) you will
temporarily increase your run speed, at the expense of action, mind and healthpoints. This effect lasts only
several seconds.

5. Interface
The HUD (Heads Up Display) is your primary interface for gathering information about the world around you.
Press the ALT key to bring up a cursor to interact with your HUD. Pressing the ALT key again will return you
to mouse look mode. Alternatively, you may hold down the ALT key to enter HUD mode and release it to
return to mouselook mode. Every element of the HUD can be moved around, resized or removed. This section
will go over the functions of each.

5.1. Reticle and Radial Menu

By default, there is a reticle in the center of your screen. When in mouse mode, the reticle attaches to your
cursor and can be moved around the screen. As you move your mouse over objects, the reticle will change.
Normally, its a green circle. This means youre not over anything that you can interact with.
When you are over something that can be interacted with, green brackets will appear around the object, and
the objects name will also appear. In addition, the reticle will change appearances and color to indicate the
default action when the object is double-clicked.

Default actions
Double-clicking on an object will perform a default action on the object. The nature of the default action will
vary depending on the object.
If the reticle is an orange circle with brackets, the default action is "use." For example, when you see this on a
harvester, double-click will bring up the harvesters control menu. On a container, it will open the container. On
a player, it will bring up info about the player, and so on.
If the reticle is a red circle in crosshairs, the default action is "attack," and it will initiate combat.
If the reticle is a small figure with arrows pointing towards the figure, the default action is "equip."

Radial Menu
Left-click-and-hold on an object will bring up a radial menu around the object. You can mouse over to your

choice, and when you let go of the mouse button, that choice will be made. If you dont want to choose
anything, move your mouse so that its not over any button, and let go.
Every object has different options on it, and depending on your skills and the characteristics of a given object,
the menu may change - for example, the owner of a harvester will see different options on the menu than
someone else would; or a crate may or may not have a lock on it, and so on.

HUD Mode
By tapping or holding down the ALT key, you toggle out of mouselook mode to HUD mode. This gives you a
mouse pointer for interacting with the HUD elements.

5.2. Stat Display

In the upper left corner of the screen are three bars, red, green, and blue. These bars indicate your current and
maximum Health, Action, and Mind. The current is indicated by the size of the colored bar, and the maximum is
indicated by the gray marker at the end of the line. The bars are scaled to each other, so you can see that you
have less Health than Action, and so on.
You may see your maximums change over time; if you take a wound, youll see them go down, and if you eat
food or take certain medicines, youll see them go up.
If any of the three bars become empty, you will become incapacitated, and be unable to do much of anything
until you recover. It should only take a coupleminutes to recover.

States display
The area to the right of the stat bars gives important status information. For example, when you are
incapacitated, an icon will appear in this area. When you are in combat, a different icon (a pair of red crossed
lightsabers) will appear. There are numerous states that you can be affected by, below is a partial list:











In Combat




Taking Cover





Generally speaking, when you enter a state, you will also get a message in the center of your screen to let you
know. Particularly during combat, you should be sure to keep an eye on your states and that of your opponent,
as they greatly affect how a given fight will go! States can prevent you from executing different commands,
affect how much damage you take, protect you or make you vulnerable to particular kinds of attacks, and
affect how well you can hit a target, among other effects.

Left of the states display is an icon that let you know your posture. By clicking on these icons on the Toolbar,
you can stand, kneel, sit down, and lay prone. Postures affect what commands you can do. They also affect
combat in fairly significant ways.
In some postures you aim better, and in others you aim worse (the same is true of when youre moving, by the
way). Different postures are also vulnerable to attacks in different ways; for example, melee is deadly against
people who are prone, whereas being prone is a desirable position for someone who is being shot at. There are
numerous tradeoffs and balances involved in all the postures, so play around with them to see what suits your
playstyle best.
You can use the /stand , /kneel , and /prone commands as well as clicking on the icons.

5.3. Toolbar

By default, each toolbar slot corresponds to one of the function keys on your keyboard. You can drag virtually
any action or equipment into your toolbar to lock it to a function key. Clicking on the toolbar slot or pressing
the corresponding function key will enact the action or use the equipment. There are several alternate toolbars
for different groups of actions. Use CTRL [ and CTRL ] keys to cycle through the toolbars.

5.4. Radar

Your radar shows you a mini-map of the terrain around you. You can zoom your radar in and out(- and +
buttons)to give you a better perspective of the lay of the land. Your mission waypoints will appear on the radar
for easy navigation. All life forms around you will show up on your radar if in range. Below the radar is two
numbers representing your coordinates in the world.
Can Attack You
Group Leader
Combat Target
Your Corpse


Press the button in the lower left to see your planetary map. All of your waypoints as well as markers for
important locations in the world can be viewed here.

5.5. Chat Window

The chat window is your primary means of communicating with other players. When you type on the keyboard,
your text will appear in your Chat Bar. Pressing enter will make your character say that message to anyone
near you. The message will appear in their chat window and in a chat bubble above your characters head.
Additionally you can do special commands by pressing the slash (/) key and then typing the command followed
by the enter key. For example, if you wanted your character to wave to someone, you would type "/wave" in
the chat bar and hit enter. For a complete list of commands, please refer to Chapter 11.
You also have the option of making multiple copies of your chat window and assign different conversations or
information to each. Simply drag a tab off the window to create a new one. Dragging the tab onto another tab
will combine the windows. Double click on a tab to bring up a control window for setting channels for that
window. Cycle through all the tabs with the CTRL< and CTRL> keys.
Finally you can keep an input window open but minimize the scroll-back text window by pressing the little
arrow that connects the input window to the main window.

5.6. Information Bar

The information bar contains a number of buttons for accessing additional game information windows. This bar
can be reoriented by dragging the sides of it.

5.7. Services
The Services window is used for getting help in game. It allows you to search our database for answers to
common issues. From there you can can use it to sumbit requests for assistance to the customer service

5.8. Commands
The Commands menu allows you to see all of the commands you have access to in the game. These commands
can be dragged and dropped to your toolbar for quick access.
You can also create custom commands called Macros . In the Macro section, simply create a new macro. You
will have the option of naming the macro and giving it an icon of your choice. Fill in the bottom section with the

commands you would like the macro to do. For example, if you type "/yell Please help me!", activating this
macro will automatically put that text in spatial chat as if you had typed it there.

5.9. Datapad
The datapad is used for storing important bits of information such as waypoints and crafting schematics.Please
refer to Chapter 8 more more details on using the Datapad.

5.10. Character Sheet

Your character sheet (accessed by hitting CTRL SHIFT C, or by clicking the sheet icon in the icon bar
at the lower right hand corner of the screen) displays a variety of information, including all 9 of your statistics,
wounds, and buffs.

There are three main types of statistics: health, mind, and action. Each of these statistics has a base range of 11000 for an average player. Creatures and NPCs sometimes extend higher (much higher, in the case of some
very large creatures). Even some players extend above this range, if their species bonuses and starting
profession-based stats combine in such a way as to greatly specialize a characters statistics.
If any of your stats, health, mind, or action, goes to zero, then your character will go incapacitated. Youll stay
incapacitated for at least a few seconds, perhaps up to a few minutes. You arent dead- your body is healing.
However, if someone (or something) wants to kill you, it can always perform a death blow on you (if they are
within a few feet of your body).
Your statistics constantly regenerate. Youll notice that when you take health damage, the current value begins
climbing back up almost right away. The speed at which your health returns is based on your constitution. The
higher your constitution, the faster your health will heal. Similarly, your stamina determines the rate at which
you heal action points, and your willpower determines the rate at which you will regain mind points.
Some actions have a cost associated with them to execute them. The point cost of an action is also
determined, at least partially, by your statistics. For instance, an action that costs health points will be more
expensive if you have a low strength, and less expensive if you have a high strength. Similarly, quickness helps
determine how many action points an action will cost, and focus will help determine how much a mind action
may cost.

Damage, Wounds, Shock Wounds, and Incapacitated

When you are injured in combat, you take damage- usually to one of your main three stats of health, mind, or
action. These stats regenerate over time, or can be healed with anyone who has some of the basic healing
If your health, action, or mind stat drops to 0, you become incapacitated. While incapacitated you are
susceptible to a killing blow (or coup de grace) by another player or creature. If no one takes up the

opportunity to end your life, then you will regenerate your stats slowly until you are revived.
Wounds occur when you take damage to any of your nine statistics. Damage of this nature does not heal over
time, and will impair your ability to regenerate health, action, and mind. These stats might need special
intervention by specialized professions, such as a dancer or doctor, to be healed.
Shock wounds are more serious wound types that cannot be healed except by intervention from skilled
entertainers. Shock wounds accumulate as you accumulate wounds, but are not healed when your wounds are.
The more shock damage you have, the harder it is to heal your wounds. Eventually, even if your wounds have
been healed out in the field, you will have to return to a town to have your shock wounds healed.
When someone (or something) takes damage, youll see a number float off of it. When a creature takes 20
points of health damage, a red 20 floats off of its head. Similarly, other types of damage have corresponding
numbers, so you can always tell what kind of damage something is taking.

Buffs are short-term bonuses to one or more of your statistics. When you consume a buff (such as a piece of
bread, fruit, drinks, etc.) or have one applied to you (such as a stim-pack) your stomach (visible on your
character sheet) will get slightly more full. If your stomach is ever completely full, you cannot consume any
additional buffs of that type. Over time, your stomach will become empty again- there is no disadvantage to
having an empty stomach. Some buffs may not be good for you! You should be careful what you eat.
Buffs wear off over time. When a buff wears off, you lose the bonus to your statistics. If this loss of stats
would pull one stat below 1, then the value for that stat is set to 1.
You can activate a buff by double-clicking on it, or left-clicking and holding to bring up the radial menu, and
selecting eat. Alternately, you can drag it into your toolbar, and then press the function key that maps to the
slot where you dragged the buff into, and youll use the buff.

5.11. Inventory
You can bring up your inventory by clicking on the inventory button on your button bar orby using the
keyboard shortcut CTRL I.
The inventory window automatically puts you into mouse mode. If you exit mouse mode, the inventory window
will turn invisible until you re-enter mouse mode.
Inventory acts much like any other container in the game. There are a few differences though. Instead of having
two panes, there are three:
-the contents pane
-the paper doll
-the item details pane

The contents pane

Just as with all container windows, the contents pane shows you icons of the items held in your inventory.

At the top of the window is the name of the container you are looking at. If you have a container within a
container, double-clicking will take you into the nested container, and you will gain an "up" arrow on the title
bar of the contents window (very much like the standard Windows interface).
You can change the view to a details view instead of icons, if you prefer, using the Change View button on the
bottom of the contents pane. In this view, you get a table of everything in the container. You can click on the
column headings to sort by that column, and the sorting you establish will remain in the icon view as well.
You can use the radial menu on items in the inventory window. One of the choices that will be present for any
item you can wear or equip will be "equip item," and it will be the default choice (used via double-click) as well.
An equipped item will appear on your paperdoll so you can see how you look while wearing it. It will also be
highlighted in your contents pane so you can continue to equip and unequip it from there.
You can also destroy any item in your inventory using the radial menu. You cannot drop items in the world,
only into other containers.

The paper doll

You can collapse the paper doll away by using the long button alongside the paper doll pane. You can also
rotate your paper doll, zoom in and out on it, and reset it back to the default position using the buttons
underneath the paper doll.

The item details pane

The item details pane, just like the one in all containers, provides at-a-glance information for whatever item you
have highlighted in the contents pane. The information given varies for each item type.

You carry money on you, and you also store it in a bank. At a banking terminal, you can deposit your money
into your much-safer bank account. If you die out in the wild, your money will be lost on your corpse! As
well, there are no banks on remote planets such as Endor, Dathomir, or Lok (as well as several others).
Because of this, if you wish to take money with you to these planets, you are well advised of the risk

5.12. Skills
In addition to showing you the skills you currently possess, the Skills paneldisplays all of the professions and
skills available. Use this to plot out your advancement in the game. You can select a skill to see what is needed
to gain it. Additionally you can surrender skills you no longer want to free up valuable Learning Capacity space.
Note that all characters have a maximum amount of things they can be skilled at. Feel free to explore different
professions for your character to try.

5.13. Community

The Community page helps you search for specific types of people in the game.

5.14. Persistent Messages

This icon will blink when you have received an in-game message. Please refer to chapter 6 for more
information on Persistent Messages.

6. Chatting/Social Interaction
It is very easy and fun to communicate with other players in Star Wars Galaxies. The options for
communication are vast, from text chat bubbles to complex animations.

6.1. Chat Box

The chat box is a tabbed window with three major areas to it: an input bar (where you type), an output window
where you see output, and tabs to switch between multiple panes.
By default, there are two tabs set up for you already.

Default Chat Tabs

Each tab on the chat box is capable of receiving from more than one channel.
The default tabs are:
The spatial tab shows you things said and done nearby (to a radius of 50m around you). Socials, emotes, and
says all go to the spatial channel. This tab also shows you any tells you get and any system messages you may
The combat tab shows you "combat spam," the output of combat. It also shows you any tells or system
messages you may get.

Input Bar
You can only have one input bar at a time. To the left of the input bar is a bit of text telling you which channel
you are currently sending your typed text to. Just typing, without any additional commands, will send the text to
the channel specified there.

You can send text to a different channel at any time by typing a slash, followed by the name of the channel. For
example, while in the new tab, your typed text goes to the new channel by default. But if you type
/say Hello!
You are forcing the text to go to the spatial channel instead.

Traffic indicator
Each tab has a little light next to its name. This is a traffic indicator. It is lit when there is text in a tab that you
have not switched to the tab to see.

Changing tabs
There are two ways to switch between tabs:
You can switch between the tabs by entering mouse mode and clicking on a tab. To do this quickly, you might
want to just hold down ALT, and click on the tab, then let go of ALT. This will return you to mouselook
automatically. If you are going to be doing more substantial rearranging of windows, you can tap ALT to enter
mouse mode. You can tap it again to exit.
Keyboard shortcuts
CTRL <And CTRL >cycle between all the chat tabs on the screen.

Moving tabs around

You can have as many chat boxes open on your screen as you like, but only one will have an input bar. You
can also move the tabs around.
To move a chat box, just click on it on the frame and drag it. The cursor will change to a move cursor if you
are on a spot where you can move the chat box.
To resize a chat box, you can grab any of its edges and drag. The cursor will change to a resize cursor when
over the right location.

Closing a chat box

You can close a given chat box by clicking on the X button. You cannot, however, close all your chat boxes;
there must always be one on screen.
You can also close an individual tab. To do this, click and hold on the tab you want to get rid of, and select the
appropriate option.

Minimizing a chat box

You can minimize a chat box by clicking on the minimize button. This will turn the chat box into a minimized
icon on the side of your screen. You can double-click the icon in order to bring the chat box back.

New tabs
You can create new tabs.Right clickon any of the tabs on the chat box, and choose Add Tab. The new tab
will appear on that chat box.
This new tab will not have any channels set up on it, so there wont be any textcoming into it yet. See below
under "Channels" for information on how to get stuff to appear in the new tab.

Separate chat boxes

If you want to move a tab to its own chat box, you can do that too. Just drag the tab off the chat box and put it
elsewhere. It will create its own chat box, without an input bar. You can have as many separate chat boxes as
you want.
You can also do this by right clicking on the tab, and choosing Clone Tab from the menu.
You can also grab an existing tab, and drag it to any other chat box, and then the tab will move to that chat

Restoring defaults
It is possible to close all your tabs and not have any up at all. If you do this and decide you really want to listen
to a channel in a chat box after all, you can click and hold on the top of the chat box and choose Restore
Defaults from the menu. This will put you back with the default set of tabs.

Set Font size

To change the font size, right click on any tab, and choose Change Font Size. You will be presented with a
window with some sample text and slider. Adjust the slider until the text is the size you prefer, then click OK.
You can set a different font size for each chat box, but not for each tab.

Input bar minimize

Right above the center of the input bar is a small tab. If you click on it, it will make the output window attached
to the input bar collapse away. You can bring it back if you like, by clicking on the tab again.
This option is there for those who prefer to play with chat bubbles, or if you want to get a better view of your

6.2. Channels
SWG supports a global chat system with multiple channels or "rooms." Players can join these rooms, chat in
them, and even create and run their own rooms for their player association or just for their friends.

Overview of chat hierarchy

The chat system is actually arranged into a hierarchy. A given chat room can contain multiple rooms below it,
sort of like how directories are arranged on your computers hard drive.

Rooms and Subrooms

Any chat room is a channel that you can join. For example, you can have a channel that is for your player
association. But within that one, you might have another one that is just for leaders of your PA.
People can belong to either one of these independently. But you cannot create subrooms under a room unless
you have permission to do so.

Channel names
All rooms have a name. This name must be all one word, and its easier to make it a short word so that its fast
to type!
The full name of a channel is the full path to that room. You generally dont need to use this, but it tells you
exactly where in the "tree" your channel resides:

The owner of the channel (whoever created it) is automatically given moderator powers, and they can decide
whether to make a channel moderated. In this case, they can grant moderator powers to others.
The moderator powers include:
Inviting someone into a private channel
Uninviting them from a private channel
Kicking someone out of a channel
Making a new moderator
Removing moderator privileges from someone
Destroying the channel

Private channels
Channels can be made private. You cannot get into a private channel unless you have been invited.

Configuring a tab for channels

Any given tab can monitor more than one channel. It can only send to one by default (remember, you can
always send to any channel by typing a slash command).

Adding and removing channels

Choosing Modify Channels from the tabs contextual menu lets you set which channels a given tab listens to,
and which channel it sends to by default.

When you choose this, a window comes up. On the left side is a list of all the channels you are currently
listening to. On the right side is a list of all the channels that tab is currently displaying. You can click on a
channel in either list and move it to the other list using the Add Channel (>>)and Remove Channel (<<
)buttons. You can also simply double-click on the channel name itself to move it to the other list.

Setting the input channel

If you click on a channel in the Tab Channels window on the right side, you can then click on the Set Default
Channel button. This makes it so that this is the channel that plain old typing goes to when you are on that tab.
The currently selected default channel for input is shown to you directly above the button.

Sending to other channels from a tab

You might choose to listen to more than one channel in a tab. To send messages to a channel that is not the
default, you can type a slash followed by the name of the channel, followed by your message. For example:
/ PAs.merchant.SoroSuub.sales Hello everyone!
will send a message to that channel regardless of what tab you are on or what the default channel for that tab is.

Find chatroom
This button will take you to the channel browser. See below for details on this window.

Special channels
For the purposes of the chat box, there are a few "special" channels. When you configure a chat tab, you can
choose to listen to these channels just as if they were regular chat channels.
Some of these channels cannot be talked on; theyre there so you can choose to listen to them. If you have a
tab which has one of these as the default channel for speaking, it will be considered to be a /say, just as if you
were on the Spatial tab.

Spatial channel
The spatial channel is a channel that shows you spoken words and emotes that occur close by. This includes
the output of all /say, /shout, /yell, /mutter, /emote, and any command found in /socials. You have to use the
individual commands in order to send any of these sorts of messages.

System message channel

The system message channel is used for game announcements. Some announcements are generated
automatically by the game, whereas others are manually generated by game administrators in order to notify
everyone online of particular occurrences. System messages by default also pop up in the upper center portion
of your screen.
You cant send things to the system message channel. All default tabs listen to system messages.

Instant message channel

The instant message channel isnt really a channel either. Its more like a filter. It lets you choose to listen to
messages sent via the /tell command. If you want to hear tells in a given tab, set the Instant message channel to
active on that tab. You can also make a tab where nothing appears but tells (again, if you are a player who
prefers to use the chat bubbles for spatial chat).
You cant talk on the instant message channel.

Combat channel
The combat channel is where text messages summarizing each combat action (aka "combat spam") appear.
You cannot send on the combat channel.

The channel browser

You access the channel browser by choosing Join Chat Channel from the tabs contextual menu.

The channel browser is a large window broken into two main sections, the channel listing and the channel info

The channel listing

The channel listing is a tree view, like Windows Explorer. When you first open the window, you will see just
"SWG" with a folder icon next to it. Clicking on that icon will open the channels underneath the base SWG
Each channel will display its name, followed by a brief description.
Note that all player-created channels can only be under "Chat."
Channels you are in
Channels you are in are marked with a little star on the left side of the display.
Channels you own
Channels you own are shown in blue.
Channel information
Clicking on a channel will display the channel information for that channel. This information includes the channel
name and description, channel owner, channel creator, whether it is private or moderated, and who is on the

Creating a channel
On the Channel Listing screen, you can create a new channel by opening the "Chat" folder and clicking the
Create Channel button.

You can create a channel within another channel but only if you have moderator privileges on that channel.
Channel title and description
When you create a channel, you will get a pop-up window asking for a name and a description. The name must
be one word only, and we recommend you keep is fairly short. The description however can be longer, and
can have spaces and punctuation in it.
Private and moderated
You can set your channel to private (invite-only) or moderated. However, these functions are not yet
functioning correctly, so please do not change the settings when you create channels for testing purposes.

Other commands
You can delete a channel you own by clicking on it and then pressing the Delete Channel button.
Leave channel will exit whatever channel you have selected. If it is the only channel on a tab, it will take on the
name "none" and will have nothing assigned to it.
Refresh will refresh the channel listing for the selected channel; it does not update automatically!

6.3. Moods
To enhance role-playing, you can set a mood for your character to be in. Your characters facial expression will
reflect the mood you set. In addition, the prose will reflect your mood. For example, if you set your mood to
happy by typing /mood happy, your avatar will smile and when you type "Hello", the chat box will say
something like,
Jagar says, "Hello!" with great exuberance.
Type /moods to see all the moods you can set. Type /mood none to return your mood to neutral.
Additionally, you can set a mood just for one message by typing the mood name followed by the word "say"
and your message. For example, /happy say Hello! will have your character happily say "Hello!" then return
to your default mood.

6.4. Emotes and Socials

Emotes are used to convey actions by your character. For example, if your characters name is Laine and you
type "/emote loves cheeze" then "Laineloves cheeze. will be displayed for everyone in the area to see. Socials
are pre-packaged text emotes(some with animated actions of your character) that other people can see. To
bring up a complete list of socials you can do, type "/social" in the chat bar and hit enter or refer to Chapter 11
in the Beta Manual.

6.5. Persistent Messages

Use the envelope icon or press CTRL SHIFT P to open the persistent message window.
Persistent messages are stored in a folder and you can view them at anytime. You can send people persistent
messages even if they are not currently on-line.
You can send a message to multiple players by putting a space between their names in the "To" field. [Currently
not working]

6.6. Etiquette
Please remember you are playing online as part of diverse community that includes players of all ages and
backgrounds. Hateful, discriminatory or obscene language is not tolerated. Although we have a robust chat
filter (default on), there still may be times where you will wish to /ignore another player. In extreme
circumstances, you may wish to contact customer service to have them handle problem players.

6.7. NPC Conversations

To start a conversation with an NPC (computer controlled character), click-and-hold on them to bring up the
radial menu. If they are willing to talk to you, one of the choices will be "Converse." Choose that option and the
conversation window will open on the NPC.
On the left side you will see what the NPC said to you. On the right side is a list of choices for what you can
say to the NPC. One of the choices is always "Stop conversing," which will end the conversation.
You do not lose control of your avatar while in a conversation. You can move freely, look away, etc. The
conversation window will remain attached to the NPC in the world, so if you move away from a group of
NPCs, you can immediately tell which NPC you were talking to.
You can only be conversing with one NPC at a time. The conversation will automatically end if you move too
far away from the NPC, of if you dont answer for an extended period of time.
NPC conversations are not private. Other people around you will see the conversation occurring using
standard chat bubbles and speech commands.
The information (or missions) you get from an NPC will depend upon what you say as well as who you are. If
you are a Rebel, dont expect the stormtrooper to be forthcoming with information.

6.8. Grouping
Forming groups allows players to join together to accomplish their goals as a unit. Up to20 people can be in a
group together simultaneously. The leader of the group will always appear at the top of the group list.
Whether they are hunting banthas or playing in a band, the following information is essential for the group to

Group Commands

Select "Invite to Group" from the radial menu on another player. The other player will be notified that you have
invited them and will then need to join your group. The player that invited will become the group leader of the
newly formed group. From that point forward, only the group leader can invite other players to join them.
Command line : /invite > playername
Open the radial menu on the player that invited you. Select "Join Group" from the radial menu to join that
persons group. You must be invited to a group first before you with have the option to join it.
Command line : /join
Open the radial menu on the player that invited you. Select "Decline Group" from the Join Group submenu to
decline to join that persons group. Again, you will not have this option unless you have been invited to join a
Command line : /decline
As a group member, you may disband from your group by selecting "Disband" on the radial menu of any of
your group members.
Command line : /disband
As the group leader, you have the choice to kick someone out of your group or to disband the entire group.
To disband someone from your group, choose the "Kick from Group" option from the radial menu on that
Command line : /disband > playername
To disband the entire group, open the radial menu on anyone in your group. Select the "Disband Group"
option from the "Kick from Group" submenu.
Command line : /disband
The group leader can give the leader responsibility to someone else in the group. The leader will then become a
regular member of the group and the new leader will be displayed at the top of everyones group list. This
command can only be executed from the command line.
Command line : /makeleader > playername
Members of the group can talk to each other by using the group channel. Only members of your current group
will be able to see chat displayed in your group channel. All of the following commonly used commands
perform this function.
Command line : /gsay message, /gtell message, /groupsay message

Group Options
Each group has a set of options that allow the leader to manage their group efficiently. All group options start
with "/group" in the command line.

Displays information about your group including the names of members, current option settings, etc. Any group
member can look at the "Info" screen.
Command line : /group info
Displays the group leaders full name. Any group member can use this command.
Command line : /group leader
Displays a menu for toggling group options on and off. The options window can be accessed through either of
the following commands. Only the group leader can use the options window.
Command line : /group options, /group menu
With autosplit enabled, the game will split up any credits or items picked up by the group evenly among its
This command displays the status of the autosplit option. The group leader can also use this command to
toggle the autosplit setting on and off.
Command line : /group autosplit
Command line (leader only) : /group autosplit on|off
With autoloot enabled, the group will automatically pick up any credits or items found.
Displays the status of each autoloot option. The group leader can also use this command to toggle all of the
autoloot settings on and off.
Command line : /group autoloot
Command line (leader only) : /group autoloot on|off
Autoloot items
Displays the status of the autoloot items option. The group leader can also use this command to toggle the
autoloot items setting on and off.
Command line : /group autoloot items
Command line (leader only) : /group autoloot items on|off
Autoloot credits
Displays the status of the autoloot credits option. The group leader can also use this command to toggle the
autoloot credits setting on and off.
Command line : /group autoloot credits
Command line (leader only) : /group autoloot credits on|off

With notify enabled, each member of the group will receive a message when an important event occurs, such as
a group member becoming incapacitated.
This command displays the status of each notify option. The group leader can also use this command to toggle
all of the notify settings on and off.
Command line : /group notify
Command line (leader only) : /group notify on|off
Notify credits
With notify credits enabled, each member of the group will receive a message when credits are looted.
This command displays the status of the notify credits option. The group leader can also use this command to
toggle the notify credits setting on and off.
Command line : /group notify credits
Command line (leader only) : /group notify credits on|off
Notify items
With notify items enabled, each member of the group will receive a message when an item is looted.
This command displays the status of the notify items option. The group leader can also use this command to
toggle the notify items setting on and off.
Command line : /group notify items
Command line (leader only) : /group notify items on|off
Notify harvest
With notify harvest enabled, each member of the group will receive a message when a corpse is harvested for
This command displays the status of the notify harvest option. The group leader can also use this command to
toggle the notify harvest setting on and off.
Command line : /group notify harvest
Command line (leader only) : /group notify harvest on|off
Notify incapacitation
With notify incapacitation enabled, each member of the group will receive a message when a member of the
group is incapacitated.
This command displays the status of the notify incapacitation option. The group leader can also use this
command to toggle the notify incapacitation setting on and off.
Command line : /group notify incapacitation
Command line (leader only) : /group notify incapacitation on|off
Notify death
With notify death enabled, each member of the group will receive a message when a member of the group dies.
This command displays the status of the notify death option. The group leader can also use this command to
toggle the notify death setting on and off.
Command line : /group notify death
Command line (leader only) : /group notify death on|off

6.9. Secure Trade

Secure trade is initiated by dragging an item onto another player, or choosing the "trade" option on the radial
menu of that player. The other player will receive a system message, "Bob wants to trade with you." If they
then also choose the trade option, a window will come up allowing you to trade items and money. In this
window, you can drag items into your side of the window, and see the items the other player has placed in their
side of the window. When you both click the accept check box, and choose the okay button, the deal closes,
and your items are traded.

7. Combat
Combat in SWG is designed to be easy to get into, but deep and complex for someone who explores all the
nooks and crannies. So dont be intimidated by the length and detail of what you read here!
This section of the manual covers:
-target status
-cycling targets
-the combat queue
-combat spam

7.1. Targeting
Youll know you can attack a target because your cursor will change to a red attack cursor when you hover
over the target.
Youll know that something could potentially attack you if its name is red. Note that this doesnt mean that it will
attack you, just that it could if it wanted to. All creatures will therefore have red names.

7.2. Accuracy
You will also see an accuracy modifier next to your combat target. The number indicates the modifier to your
chances of hitting the target. Your true chance of hitting is based on your skills and attributes, but this number
should help you gauge your odds.You will see this dial change:
-as the target moves towards you and away from you
-whether they are standing still, walking or running
-depending on what posture they are in
-depending on what weapon you are holding
Note that some types of weapons have decreased accuracy at very close ranges.

7.3. Target status

When you have a combat target, a new display will appear in the upper right corner of your screen. It will
display the health, action, and mind bars for your target, the name of the target, and the states that your target is
affected by. This display is exactly the same as the one for your status that is on the left side of the screen.

7.4. Cycling targets

You can either manually target someone new, or cycle targets using the keyboard.
You can manually switch your target by using the radial menu on your new target choice.
You can cycle targets using the CTRL ; and CTRL keys. Cycling starts at the closest attackable target and
moves outwards. It only cycles through targets that are in view. As you cycle, you will see brackets around
your potential targets; however, the bright red brackets will remain around your current target so that you know
whom you are currently fighting.
To actually make your potential target your current active combat target you use the "combat target" action. By
default, this is F1 on the Combat toolbar.

7.5. Attacking
To actually start attacking, you can do any of the following:
-a double-click on any enemy target will automaticallybegin combat
-choose "Attack" from the radial menu
-use any special attack move on your current combat target. If youre not currently attacking them, youll start
When you are attacked, you will automatically attack back. This is to protect you in the case of a bad Internet
connection to the server, to give you a chance of staying alive.

7.6. Combat Queue

The combat queue is a collapsible window that attaches to the bottom of your combat target status display.
Click on the tab to open up the queue, or click on it again to close it.
The queue shows each special action you perform on your target, in the order in which they will be performed.
When you do a special move, it is put in line to be executed at the next opportunity. If you enter actions
quickly, youll see them stack up here and be executed after the appropriate delays. You will also see changes
in targeting here.
There are two buttons under the queue itself.
The Peace button stops your standard attack. You wont fire automatically at the target. Note that they may
well still be attacking you. If both combatants use Peace, then the fight will stop completely. If someone
reinitiates combat with you, you will also start fighting back automatically. You can tell when youre using Peace
because an icon will appear in your states window.
The Clear Queue button cancels all the queued up actions you have put in. Note that if an action is about to be
executed, clearing it wont always work- the command has to have enough time to reach the server, and its
possible that youre trying to cancel something that has already happened on the server side.

7.7. Ranged Combat

Special moves in ranged combat often have a statistic cost, either in health, action or mind. The special moves,
which you learn through gaining skills, provide you special tactical advantages in combat. Special moves are
just that- special things you do periodically in order to try and gain an upper hand.
The Aiming move is used to improve your chance to hit on your next attack. You can
queue up multiple aiming actions, and you will remain aiming as long as you continue to
put aiming actions into your queue. Once you put in another special move (or no move
at all), you will execute an attack (either the special move or a default attack) with a
bonus to hit your target.
The Alert state will prevent you from being surprise attacked by someone who is
currently in cover. You can become alert by typing the command /alert.
Berserk puts you in the berserk state. While in the berserk state, you are more likely
to hit your targets, you are easier to hit, and you cannot be intimidated.
The Block command puts you in the blocking state (seen to the right). The blocking
state makes your otherwise non-collidable character collidable. This is often used to
protect prone ranged combat group members from advancing melee enemies.
A Body Shot is a targeted attack at an enemys body. This attack is harder to hit with,
but if you do hit, you will do most of your damage on the targets health statistic.
For players with the Charge ability, they can set their charge text with the command /
setcharge (text string). When you charge, you will run towards the target, firing wildly at
your target and potentially hitting your target or any enemy near your target. You have a
good chance to knock down an opponent who was struck while you were charging.
To Take Cover you must be in the prone posture- if you arent, you will dive to
prone. When you take cover you use the surrounding flora to attempt to make yourself
harder to hit. You cannot move once you have taken cover, but you have a good bonus
to defense.
A Disarming Shot will target an opponents weapon and attempt to do damage to it.
Several disarming shots on a weapon may damage it to the point where it can no longer
be used.
When you execute the Dive Shot action, your character will dive to the prone position
and fire at the same time. This is used to swiftly get into the prone posture without losing
the time it normally takes to make this transition.
A Feign Incapacitation action will cause the next shot that hits you to appear to
knock you incapacitated. When that happens, your enemy will see you get knocked
down and will lose their target lock on you. While in this state, you cannot take any
actions- if you change your posture, you will end this state.
A successful Flurry Shot will make the target dizzy. A dizzy target may not be able to
change postures reliably, and might fall down frequently when attempting to do so.
The Full Auto Area move will allow you to fire many times over an area, damaging all
enemies near (and including) your target.

Using a Full Auto Single will execute a powerful attack on a single enemy that is likely
to do much more damage than a normal attack.
A Head Shot will attempt to hit your target in the head, doing primarily mind damage.
A successful Intimidate will put a target in the intimidated state, making them easier to
hit. A player who has the intimidate ability can also set their intimidate string with the /
setintimidate (string) command.
Normally, changing postures takes a full combat action during which you cannot attack.
Using a Kip-up Shot will change your posture from prone to standing without losing a
potentially valuable attack.
A Leg Shot targets an opponents leg which will do primarily action damage if
When one of your friends is in trouble, you can Rescue them, which will force their
enemies to target you, instead of your friends! What you do from that point on is up to
The Roll Shot will change your stance to kneeling while firing at the same time. This
transition lets you get an attack off when normally this posture change takes times to
Suppressing Fire will force all your enemies near your target (including your target)
into a lower posture. Targets who are standing will be forced to kneeling, targets who
are kneeling will be forced prone.
A Surprise Attack is useable only from cover, and confers a large bonus to hit, and a
bonus to damage. You can defend yourself from surprise attacks by being in the alert
state. You enter the alert state by typing /alert.
When you use a Startle Shot, you potentially force your opponent up one posture. A
prone target will be forced to kneeling- a kneeling target will be forced to standing.
A successful Strafe Shot will remove a target from cover.
The Tumble to Kneeling action changes you to the kneeling posture, and puts you in
the tumbling state for a few moments- The tumbling state gives you a defensive bonus.
The Tumble to Prone action changes you to the prone posture and puts you in the
tumbling state for a few seconds. (The icon for the tumbling state is seen here to the
Tumble to Standing changes you to the standing posture and puts you in the tumbling
state for a few seconds.
A War Cry forces a short delay on all enemies around (and including) your target if
successful. You can set your war cry string with the /setwarcry (string) command.

Wild Shot will potentially put your target into a stunned state, making them easier to hit
for a short period of time. This attack will affect your target, and enemies near your

Grenades are one-shot weapons. To use them, you must have a combat target. You can use grenades in two
ways- either left-click and hold on them in your inventory to display a radial menu and choose the "use" option,
or prior to combat, drag them into your toolbar and then press the hot key that corresponds to the grenades
location in the toolbar to throw it.

7.8. Melee Combat

Melee combat has some significant disadvantages - you cant hit someone with a sword from 50 or 60 meters
away (like you can with a gun), and its hard to run away from someone while hitting them with a weapon (but
you can run away from someone and shoot them).
However, melee combat also has some significant advantages. The defender of a melee attack is extremely
vulnerable if they are wielding anything other than a melee weapon themselves. In other words, a guy with a
sword attacking a guy with a gun will clobber the guy with the gun ... quickly.
If you use pistols or rifles, you want to avoid getting into melee range with someone with a polearm or sword.
If you do, you are likely to get struck down swiftly.
There are separate skills for melee combat, broken into the categories associated with the weapon type:
unarmed, one-handed sword, two-handed sword and polearm. Special moves exist for each style of combat.
Each special move, most of which exists for all types of melee combat, has varying degrees of effectiveness
depending on the type of weapon you are using. For example, some special moves are easy to do with
polearms, while others are more effective with one-handed swords.

Aryx Slash



1 Hand


2 Hand


Gundark Fury Breath-Stealer Flash Flood Hammer


Stalking Silan



Skull Blow


This attack has a good chance to

temporarily blind your opponent, giving you
a short-term advantage.

These attacks will potentially stun your

opponent, slowing them down.

A successful blow with an attack of this

type will cause you opponent to become
dizzy, and likely to fail posture-changing





Nexu Grin

Back-Breaker Crumbling

Knee-Cracker Shifting




Rancor Rising Rib-Splitter






Limb-Snapper Twisting




Death Blow

Scalp Blow

Body Strike


This type of attack has a good chance to

knock your opponent down.

This attack type will knock your opponent

down a single posture - from standing to
kneeling, or from kneeling to prone.

These carefully placed attacks will do more

damage to your opponent.

This series of attacks does substantially

more damage than a normal attack, but at a
high statistic point cost.

Aiming specifically for your opponents

head, these attacks attempt to do damage
primarily to your opponents mind statistic.

Successful attacks in this group will focus

the damage your opponent receives on
their health pool.

Attacks aimed for the legs of your

opponent will do damage primarily on their
action pool.

Additionally, Unarmed Combat also has these unique special moves:

Mortichro: This powerful unarmed attack does extra damage and has a good chance to stun your

Death Weave: The death weave is a strong attack combining extra damage and a dizzying effect.

Forraderi Death Dealer: This attack will stun your opponent and deal a considerable amount of

7.9. Damage, incapacitation, and death

As you do damage, you will see numbers floating off of your targets head. The color of the numbers matches
what pools you did the damage to - a blue number means Mind, and so on. Note that it is possible for the
damage to be done to more than one pool at once, in which case the number will be a blend of the relevant
If you reach 0 in any of your 3 pools, you become incapacitated. When this happens you will begin to slowly
recover, unless someone (or some thing) chooses to use a deathblow on you. Multiple types of things in the
world can execute deathblows, including players who are your enemy (from a duel, a different faction, or in a
battlefield), turrets, and some creatures (especially those defending a lair). Most of the time, a creature or turret
will turn its attention to other opponents rather than use a deathblow on a character- however, if the creature is
especially spiteful, it will probably start killing everything it has incapacitated.

Cloning and Insurance

When you die, you will be cloned at the nearest cloning facility or at the last cloning facility that you selected as
your bind location. You can set your bind location at any cloning facility by using the terminal. Also, there
areinsurance terminals at most cloning facilities. These will allow you to insure your items, making them come
back with you when you activate a clone.
If you are unfortunate enough to not have insured your items, you may want to recover them. Your corpse will
automatically generate a waypoint for you to make it easier to find. If your corpse is hard to get to, you can
type /corpse when you get within approximately 20 meters of it and it will move to you. You can allow another
player to move your corpse for you by typing /consent (Player Name) . Type /unconsent (Player Name) if
you want to take away that ability from them.
Insurance is cheap! Use it whenever you can. Some items may be uninsurable, and others (such as newbie
equipment) may be auto-insured for you.

7.10. Healing
There are four primary types of healing: healing damage, healing wounds related to the health and action
attributes, healing wounds related to the mind attributes, and healing shock wounds.

Healing damage

Any player can do some damage healing on himself or herself. Damage healing is done through a stimpack;
simply click on the stimpack and select "use".
Those with basic combat medic skills can heal larger amounts of damage, and can heal damage on other
players. This can be done either by clicking on the healing item and selecting "heal self" or "heal target" (your
look-at target), or if you click on your target to bring up the radial menu, if they are damaged and you have the
skill to heal them and you have the required item(s) to heal them, a "heal damage" option will appear.
Alternately, you can also type /healdamage from the command line to heal your look-at target (if you have no
look-at target, you will heal yourself).

Healing wounds related to the health and action attributes.

If you receive a wound to your health or action pools, you will not be able to recover fully to your maximum
statistics. If you receive wounds to your strength, constitution, stamina, or quickness stats, your health and
action pools will not recover as quickly, and actions that cost health and action will be more expensive. You
can see these wounds by pulling up your character sheet (CTRL SHIFT C) or the sheet icon on your icon
Wounds of this type require the intervention of someone more skilled than a typical player. An extremely
experienced combat medic, or a doctor, will be able to heal these wounds, but only at special locations. You
must be at a campsite or at a hospital or within a special structure that allows wound healing.
You require medicines to heal wounds- there is a different medicine for each type of wound that can be
healed. To heal someone, you select them as a look-at target and type /healwound - which will look through
all their wounds and select the worst one you are capable of healing. You can also click on them to pull up the
radial menu, and select "heal wound"- a sub menu will come up giving you a list of every area where they are
wounded that you can heal. If you select "heal wound" then their worst wound will be the one that you heal.
Alternately, you can pick a specific wound to heal.

7.11. Food
Foods serve as buffs and debuffs. A buff is a temporary boost to your max in a given stat. It can affect any of
your stats. A debuff is a temporary lowering of your stats. Any food might be either or both!
When you get a buff, you do not immediately jump to the new max. You have to slowly heal up to it.
You use a food by choosing "Eat" from the radial menu. Its the default option for foods, so you can also just

7.12. Armor
Armor absorbs damage from attacks on specific areas of your body, but at a cost. Each time you don a piece
of armor, your maximum statistics in action, mind, and/or health (depending on the type and location of the
armor being worn) will be temporarily reduced, as long as you keep the armor on. Effectively, you will have
lower statistics, but take less damage, and regenerate just as quickly.
To wear a piece of armor you own, just double-click on it in your inventory window. You will notice on your
character sheet that some of your statistic maximums will be immediately reduced. Many good armors have
significant statistic penalties, but they may be what saves you in a fight.

Generally, armor may have an impact on all of your stats. Individual armor pieces may have more effect on
one stat than another. Many helmets reduce your mind-maximum more than other stats.

7.13. Player vs. Player combat

PvP combat is not enabled by default in Star Wars Galaxies. You have to choose to participate in it to be
vulnerable to attacks by other players.

You can choose to duel with another person by selecting the Start Duel option on the radial menu while
targeting them or by typing /duel [playername]. They then must accept the duel or attack you for the duel to
begin. If they do not accept within 5 minutes, no duel takes place.

Factional combat
You can sign up for a faction at a faction recruiter. Faction recruiters are NPCs typically found in factionally
aligned structures in cities. You can join a faction by entering a conversation with the NPC.
If you choose to be a covert member, you will not be able to attack other players and they will not be able to
attack you, unless you perform a factional action. [NOTE: CURRENTLY NOT FUNCTIONING
If you choose to be a declared member, you can be attacked by members of an opposing faction.
If someone is publicly a member of a faction, you will see the icon of their faction next to their name.

Galactic Empire

Rebel Alliance

If you are a member of a faction, you will see fellow members of your faction (be they publicly known or
covert) as having blue names instead of red. The color-coding will also extend to the radar.
You can go back to the NPC to withdraw from a faction. It will not take effect for several hours.

8. Missions
8.1. Getting a mission
Missions are obtained from mission terminals. When you want to take a new mission, move up to a mission
terminal and double-click on it, or left-click and hold to bring up the radial menu. Choose mission browser.
The mission browser window will show you a variety of missions to select from. Each separate line in the table
is a different mission available for you to take. Missions are made for each user individually- you are never in
danger of someone taking a mission from you.
Missions provide rewards for their completion - the harder the mission, the more you will be rewarded for

accomplishing it. Therefore, you can also assume that if you take the most rewarding mission offered to you,
you are also taking the hardest one!
If you click on one of the missions and select show details, youll see more information about the mission - how
long you have to complete it (generally a couple of real-time days), what the object looks like that you are
being asked to destroy (or who you are being asked to deliver something to), and more details on the mission
itself. From there, you can accept the mission.
If none of the missions look interesting to you, you can hit the Refresh button to bring up more options.

8.2. Using the Datapad

Once you have accepted a mission youll see it appear in your datapad. You can access your datapad by
pressing CTRL SHIFT D , or by clicking on the datapad icon in the lower right hand corner on the toolbarshortcut.
Your datapad will contain all types of information, from missions to waypoints to tokens to crafting schematics.
Each of these things takes up a bit of memory in your datapad, so eventually you might fill it up. If you do,
youll need to delete things out of your datapad in order to add more in the future.
The datapad can be sorted into icon view or list view, just like your inventory. On the left-hand side of the
datapad is a details view for anything you currently have selected.

In the datapad, you can create waypoints anywhere and anytime you want. It is easy to create, activate, and
deactivate waypoints at will. There are many reasons to create waypoints - from marking areas where you
have placed structures, to remembering where the location of a scenic area is. Once you have a waypoint in
your datapad, you can activate or deactivate it at any time. Active waypoints will show up as a streaming light
from the sky (though, only if you are close to them) and as wedges on your radar.

Also in your datapad are missions you have accepted, as well as previous missions you have completed or
failed. You can pull up a mission at any time, and from here, you can activate or deactivate your mission
waypoint. These waypoints are imbedded in the mission object themselves, and are not listed in your datapad.

8.3. Accomplishing a mission

Missions are accomplished by meeting the mission goals within a certain period of time. Destruction missions
focus around destroying hazardous objects out in the wild. When youve destroyed the objective of the
mission, you will be rewarded with money and experience. Delivery missions are accomplished by taking an
item from one NPC to another (sometimes through treacherous territory) - for this, you will be rewarded with

9. Skills
9.1. Skills and Advancement

You can access your skills via the skill browser (button on the toolbar, or by pressing CTRL SHIFT S). At
this screen you can browse all your skills, your experience, and all the skills in the game.
You start with a set of skills determined by your profession. From there, you can choose any direction you
want your character to grow. If you want to continue on in your profession, then continue to gain the more
advanced skills that are open to you. Alternately, you can explore completely different sections of the skill tree
by beginning to learn skills in any skill tree.
In order to obtain a skill, you must have enough Learning Capacity, or skill points. Each skill has a fixed cost in
Learning Capacity. When you use all your Learning Capacity up, you cannot learn any more skills. There is no
way to increase your Learning Capacity--all players have the same cap. You can free up Learning Capacity by
surrendering skills. Note that you do not get back any fees and experience you may have spent in order to get
the skill!
Each skill has an experience point requirement to earn it, an amount of money it will cost to gain the skill, and
potentially prerequisite skills for gaining the new skill. If you have the appropriate amount of experience points
(and the right type) for a given skill, and all the prerequisites, then you can go earn it by finding the skill
teacher(s) who have that skill available.
Gaining the skill, once you meet all the requirements, is the easiest part. Enter into a conversation with an NPC
skill trainer (you can find them at the major guild halls) and ask them to teach you a skill- you will be presented
with the list of skills you are able to select.

9.2. Dancing and Musicianship

Dancing and musicianship are skills used to heal mind wounds and shock wounds. These skills can only be
used in a few specific places- campsites, cantinas, and similar social gathering places. In addition, some areas
are more effective than others- for instance, camp sites only allow the healing of wounds, whereas cantinas
allow the healing of both wounds and shock wounds.
To initiate a dance or musical piece you need to have the skill to do so. As you advance in musicianship and
dancing skills, you will learn more effective dances and songs to play. The harder the song or dance, the more
you will heal.
You can perform dancing and musicianship actions outside of a campsite or cantina, but doing so will not
provide any benefit to someone watching or listening.

To start a dance, you can use the command /startdance (dance style) or use the icon that corresponds to the
dance you want to use. The different dance styles that a skilled dancer can learn are:
Anyone who wants to watch you can do so either by typing /watch (target name) or just /watch with a valid
look-at target, or use a radial menu on the performer and select watch. Likewise, type /stopwatching to cease

To start a song, you can use the command /startmusic (song name) (such as /startmusic rock)or use the icon
that corresponds to the song you want to play. Depending on which instrument you have in your hand (or as
your look-at target in the case of an organ or other large, un-moveable instrument), your song will sound
The following instruments need to be equipped from your inventory and played in your hands.
kloo horn
The nalargon instrument can be found inside a cantina, its the huge keyboard. Play it by targeting it and typing /
startmusic rock
The nalargon can be played by more than one person at a time.
Anyone who wants to listen to you can do so either by typing /listen (target name) or just /listen with a valid
look-at target, or use a radial menu on the performer and select listen. Likewise, type /stoplistening to cease

Special Moves - Flourishes

Musicians and dancers can add flourishes to their performances with the /flourish 1, /flourish 2, /flourish3 or
/flourish4 command or using the icon that corresponds to that flourish. Flourishes are brief bonuses to healing
and play a special animation or special pieces of music when executed.

Creating a Band
Dancers and musicians are more effective as groups. Players who all share the ability to do a specific dance or
song can form a band or dance troupe. They can then play a song together (with different instruments) or
perform a dance together, and become even more effective at healing.
To create a band, its just like forming a regular group. Up to 8 people can be in a band. The first member of
the band is the Band Leader. Band Leaders can invite people into the band and kick people out of the band.
Group commands:
/invite (playername) -- invite someone to join your group. This only works for a band leader or an
ungrouped person, with a target that is ungrouped and not already invited to another band.
/join -- join the band you are currently invited to.
/decline -- decline to join the band you are currently invited to.
/disband (playername) -- if you are not the Band Leader, leave your current band. If you are the Band
Leader, and you specify a certain player, kick that person out of the band. If you are the Band Leader and do
not specify a specific player, you will disband the group (everyone kicked out).

/bandleader (playername) -- If you are the Band Leader, you can make someone else be the Band Leader
instead. You swap positions in the group with that person and they become the first in the group. (This person
must already be in the band to make them leader).

9.3. Creature Taming

Some species of creatures can be tamed as pets, if they are found as babies. You can recognize a baby of a
species of animals because it is much smaller than most, and often found in a herd of creatures. Only someone
who has achieved Novice Animal Tamer may tame a pet.
To tame a creature as a pet, you must approach it very slowly (so as to not scare it off), and then select the
tame option on the radial menu. If the creature is not tamable, this option will not appear. When you have
selected tame, your character will go through the actions needed to try and convince the creature you are its
friend. You need to remain close to the creature while attempting to tame it. Depending on your skill, the age
of the creature, and the type of the creature, you may succeed, you may fail, or the creature might try to kill
Once you have a tamed creature, a new set of commands are open to you via the radial menu on the creature.
Store - Puts the creature in your inventory for later use. Once in there, use "Call" to bring it back out.
Train- This is the main option you will use for your pet. Clicking on just the Train button does nothing, so use
the following choices from the submenu.
All these commands when activated require you to set the verbal command that you wish to use for that option.
For instance, if you chose Train, then Follow from the radial menua, you could then say, "Follow" and hit
enter. Then every time you want your pet to follow you, you just have to say, "Follow". Until you reenter that
command for follow, those are the words you need to use to make the pet follow you.
You can use any words that you like as commands for your pet. If you have multiple pets, you may want to
train them all to different words if you want to order them around independently, or you might want to make
them all obey the same word so that they act in concert when given an order.
You may add a name to the command like, "Bob Follow" and after setting 3 or 4 commands from the list, the
pet will figure out that you wish his name to be "Bob," and that will become his name.
Follow- Used to make the pet follow you.
Stay- Used to make the pet stay in one spot. Most pets will sit still for a while, then begin to loiter around the
area a little bit. Dont worry, theyre not going anywhere, they just dont like sitting still for long periods of time.
Pets will remain in the world even if you log off. Eventually pets left abandoned for a length of time will revert to
a wild state and you will lose them.
Attack- Used to make the pet attack your look at target.
Guard- Used to make the pet guard your look-at target (has to be another player, npc or creature). A
guarding pet will attack anyone who attacks the guarded individual. This is a toggle, so say guard again with
no look-at target to make the pet stop guarding. Pets automatically guard their master, and can guard one other
person (it can be another pet).

Befriend - Used to add some other player to the Friend list. If your look-target is already on the friends list,
this will remove it. Friends are able to give verbal orders to the pet just like the pets master.
Patrol- Use this in conjunction with Get Patrol Point and Clear Patrol Points. Once you have patrol points set
up, use the Patrol command to set your pet on its patrol route all on its own. It will go to each point you have
pre-set, and then move on to the next one.
Get Patrol Point - After setting this command, you would go to a spot, use the command, and then go on to
the next spot you want to add to the route. You can set up to 10 patrol points for each pet.
Clear Patrol Points - This clears all the patrol points you have set for that pet.
Group -Use this to make your pet join your group or, if already grouped, make him leave your group.
Trick X4- You have 4 slots to put tricks into. Your pet will ask you to play if it gets Mind Wounds and by
getting it to do tricks you will heal those Mind Wounds.
Transfer - Use this to transfer the ownership of the pet to another player.
Release - Use this to release your pet back to the wild.
Remember, using these options in the radial menu is only for setting up the verbal commands. Once set, you
wont be back in this menu very often.

Pet Healing
Your pets can take pool damage, wound damage, and shock wound damage. If your pet gets wound damage
besides mind wounds, it will ask you to Feed it. Feeding your pet is another option in the radial menu. Feeding
your pet heals regular wound damage as well as shock wound damage. If your pet gets a Mind Wound, it will
ask you to play and that is when you would use the Trick verbal command. Playing with your pet heals Mind
If your pet dies in combat, then there is no way to bring them back, so be careful with them.

Growing Pets
Pets grow over time based on your success with them. Given enough effort, they can even grow larger than a
normal member of their species usually found in the wild. It can take days, even weeks for some pets to grow
to full size. As they grow, their stats will increase commensurately.

9.4. Camping
Making a Camp
Scouts have the skill to create camps tomake a secure log-out location, as well as a location for healing
wounds. To create a camp, use the command /camp and if you are in an appropriate area (not in someone
elses camp, nor in a city) then you will place down a camp fire and a small area will be designated as a camp

9.5. Crafting
Crafting is a key component of the economy in Star Wars Galaxies. Artisans and other related characters
(including weaponsmiths, tailors, and even cooks) can build virtually anything, ranging from blasters to
buildings, and then place these items for sale through the Galactic Bazaar.

Cooking, Tailoring, and Crafting

Its very important to note that "crafting" covers a wide variety of activities beyond just assembling useful
devices. In fact, Chefs and Tailors use the exact same crafting system as Armorsmiths and Droid Engineers;
they just produce different types of goods.

Crafting Overview
Artisans begin the game with the ability to craft a limited number of basic objects. Crafting requires three things:
a schematic of the object you want to craft, the components necessary to build the item, and a crafting device
of some kind.

Schematics are basically blueprints for anything you can build. They include designs for weapons and other
devices, recipes for foodstuffs, and patterns for items of clothing.
Access your list of schematics through your datapad (CTRL+D). Double-clicking on any schematic will bring
up a description of that item, along with a list of the resources and other components required to build that
object. You can also view your schematics through your crafting device (see below).

Components & Resources

Every item in the game requires specific components to craft. In many instances, these components will simply
be resources. To craft a survival knife, for example, youll need several units of metal and a few units of
polymer materials. Resources are found in the environment and can be extracted.
More complex items are actually composed other crafted objects, or a combination of resources and crafted
components. A blaster requires some resources, but also calls for a power handler, which is a separate
craftable item. In order to build a blaster, you must first build (or buy) a power handler.
Some items allow for optional components (you might be able to add spices to a meat stew, or a scope to a
rifle). These components are not required to complete the item, but may enhance the final product in some way.
You can view the components required for any item by reviewing that objects schematic in your datapad or
through a crafting device.

Crafting Devices
If you start the game as an Artisan, youll find a "generic crafting tool" in your inventory. These tools can also be
purchased at most tool dispensers in the game.

The generic crafting tool only allows you to assemble simple items. In order to construct larger or more
complex items, you must visit stationary crafting stations located in almost every major city. Each type of item
has its own dedicated crafting station (you cant prepare food items at a "clothing" crafting station).

Basic Crafting
To build a simple item, double-click on your generic crafting tool, or select "Start Crafting" from the devices
radial menu. Once the crafting device is activated, it will provide a list of items that you can build with the tool
(to access additional schematics, you must use crafting stations). Schematics are organized by type (weapons,
foods, clothing, etc.).
Browse your schematics and click MOUSE 1 on the item you want to build. Click onbutton to begin
assembling the item.
The Assembly Screen allows you to place components into your schematic. When you open a schematic, your
available resources and components will appear in a window on the left-side of the screen.
Each schematic has "slots" for specific components. When you click on an available component or resource,
any slots that can hold that type of component will glow green; slots that need a different type of component
will glow red.

Click-and-drag components into the appropriate schematic slots. Slots designed for resources will often
require more than one unit of that resource.

Like characters, each resource and component has its own set of attributes which directly affect the quality of
the object youre crafting. Some metals are more durable than others, for example. Putting a very durable metal
into a blaster schematic is likely to result in a very durable blaster.

After assigning components to a schematic, click on the Assemble button.

Upon clicking on Assemble, you will attempt to construct the item. Whether or not you can successfully build
the item depends upon your skills and the items complexity.

Unless you suffer a Critical Failure, you will eventually produce a version of the object and earn a small amount
of Crafting XP. However, if you suffer a Critical Failure, you wont complete the item and the resources you
assigned to the schematic will be destroyed and lost forever!

Assuming you were successful at your crafting attempt, you will receive a message when your item is complete.
To retrieve the item, select "Open Hopper" from the radial menu, then drag the item into your inventory (if there
is room in your inventory it will do this for you automatically).

More experienced crafters will gain the ability to experiment. Experimentation provides a chance to change the
original design in order to increase an items effectiveness.

On the Experimentation screen, you can identify which variables you want to improve (damage or range for a
blaster, perhaps). Experimenting will increase an items complexity, reducing your chances of successfully
creating the item.

Prototypes & Manufacturing Schematics

When using a generic crafting tool, you produce an actual object that can be used by you or others (a
"prototype"). However, while at a crafting station you have the option of creating a Manufacturing Schematic
instead. A manufacturing schematic can be used with specific structures to mass-produce the item.

Crafting Advancement
In order to improve as an Artisan or other crafter, you need to earn Crafting XP. You earn some Crafting XP
every time you successfully build an item and whenever someone uses that item. Initially, youll earn most of
your XP through crafting items. However, as you learn to craft more complicated items, the bulk of your XP
will be gained when other players use your goods.

10. Advanced Systems

This chapter is for advanced game systems that we will be testing.

10.1. Structures
Placing a structure
Left click and hold on the deed in your inventory.
Select "USE" on the radial menu
Once the overhead view pops up, use the arrow keys to view the surrounding terrain.
Choose a spot where there is all green around your proposed building site, any red will prevent you from
placing the structure.
Right click once each time you wish to rotate the structure by 90 degrees.
Use the Escape key to back out of this stage in structure placement.
Left click once, when you are satisfied with the position, and heading of your structure. This brings up
the construction site.
Bring up the radial menu on the Structure Construction Marker and select "STATUS". This gives you all
necessary details of when your structure will be completed.

Managing Your Harvester Structure

Bring up the radial menu on your structure and select "Structure Management":
Select "Pay Maintenance" to bring up the maintenance payment screen. You must have the funds
available in your bank or on your person in order to pay maintenance on it.
Select "Destroy Structure" to remove the structure from the land. Notice how it says you must repeat
this step one more time in the next 30 seconds in order to destroy this structure, this is a failsafe. If the
structure is not at 100% condition, it will tell you that it needs to be in 100% condition to get your deed
back after destroying it. Also notice, that is gives you an amount of money required in the maintenance
pool in order for you to reclaim the deed. You must have paid this amount of money during the life of
this structure in order to get the deed back. If you havent, and you continue to destroy the structure, you
lose the structure, and all the money you have put into it, up to the amount stated. Once you put a
structure down, its down for a while, keep that in mind.
Select "Status" from the menu to bring up the status screen on the structure. There is a lot of useful
information here, including the condition of the structure. Over time, your structures will decay and need
maintenance, this is the screen in which you will use to determine how badly decayed your structure is. It
also tells you how much maintenance is due to bring the structure up to 100% condition.

Bring up the radial menu on your structure and select "Structure Permissions":
Select "Hopper List" to bring up the list of players that you have allowed access to the harvester hopper
on this structure. The hopper on your harvester is the output bin in which the harvested resources are
placed. To add someone to your hopper list, type /setpermission hopper <player name> then hit enter.
You dont have to have the structure or the player targeted, you just need to be close to the structure,
and make sure you spelled the players name correctly! To remove someone from the hopper list, just
type the same thing as above, it acts as a toggle so it will remove that person the same way.
Select "Administrator List" to bring up the list of players that you have allowed administrator rights to this
structure. To add them just type /setpermission admin <player name> then hit enter. Type it again to
remove them from the list. Someone with administrator access can add or remove whomever they wish
to/from any of the lists, except you, the owner of the structure.
Please disregard the "Ban List" option from the menu as it is in the process of being removed from the
Harvester Management Options.
Bring up the radial menu on your structure and select "Manage " to bring up the Harvester Management
At the top of the Interface screen you see the name of the harvester i.e., "Moisture Harvester".
Left clicking on "Change Harvester Name" allows you to name the harvester something unique like,
"Bobas Moisture Harvester".
Left Clicking on the "Change Resource" button brings you to the Resource Selection Screen in which
you can choose which resource you would like to harvest. On this list are all the resources that this
harvester can harvest. On the left side is the name of the resource, and on the right side is the
concentration of that resource at the spot you have placed the harvester on. Left click on a particular
resource, and then hit "OK" to return to the main interface, you should now see the resource you have
chosen in the space between the "Change Harvester Name" button and the "Change Resource" button.
At this point, if you have chosen a resource that has a percentage higher than about 4%, you should see
some progress when you switch the harvester on. As the harvester begins to collect resources, you will
see the number under the "current" area increase from 0 to something higher than 0, meaning you are
collecting resources. The number to the right of that is the efficiency at which you are able to collect that
particular resource.
On the right side of this interface, you have the facility status gauge, which shows the damage the
harvester has taken over time, and underneath that you have the hopper readout. If you click the
"Hopper" button while the harvester is collecting resources you will see the resource amounts increasing
in the hopper. This screen is called the "Hopper Contents" Screen. In this screen you will be able to
monitor your hopper contents as well as remove contents of the hopper in carry able increments. You
will be able to remove resources from the hopper screen in amounts no more than 100 units at a time.
Every time you remove resources from your hopper they will appear in your inventory, (if you have
room), in a neat little container of their own. To remove a container of resources from your hopper, click
on the resource pool you wish to take from, and then click "Retrieve". screen with a slider bar will
appear allowing you to remove from 1 to 100 units of that resource from your hopper. When you have
selected the amount you wish to remove click "OK". The selected amount of resources will appear in
your inventory, (if you have room for them).
Clicking "Dump Hopper" simply clears space in your hopper to make room for resources that you may
want to collect. Dumped resources are lost for good.

Managing your House

Inside your house, there is a " Structure Management Terminal" which you use to manage your house. Left
click and hold to bring up the radial menu on this terminal.

Select "Structure Management" from this menu to bring up management options, this is all done from
within the house.
Select "Privacy" to toggle whether your house is a private house, meaning that only people on the Entry
List can enter, or make it a public house, meaning that anyone except people on the Ban List can enter.
Select it again to toggle it back.
Select "Declare Residence" to make this structure your residence. Only the owner can do this.
Select "Pay Maintenance" to bring up the maintenance payment screen. You must have the funds
available in your bank or on your person in order to pay maintenance on it.
Select "Destroy Structure" to remove the structure from the land. Notice how it says you must repeat
this step one more time in the next 30 seconds in order to destroy this structure, this is a failsafe. If the
structure is not at 100% condition, it will tell you that it needs to be in 100% condition to get your deed
back after destroying it. Also notice, that is gives you an amount of money required in the maintenance
pool in order for you to reclaim the deed. You must have paid this amount of money during the life of
this structure in order to get the deed back. If you havent, and you continue to destroy the structure, you
lose the structure, and all the money you have put into it, up to the amount stated. Once you put a
structure down, its down for a while, keep that in mind.
Select "Status" from the menu to bring up the status screen on the structure. There is a lot of useful
information here, including the condition of the structure. Over time, your structures will decay and need
maintenance, this is the screen in which you will use to determine how badly decayed your structure is. It
also tells you how much maintenance is due to bring the structure up to 100% condition.
Select "Structure Permissions" to bring up the permissions options on the house.
Select "Entry List" to bring up the list of players that are allowed to enter your house. This is only
applicable if your house is made "Private". if your house is "Public", anyone can enter but players on the
Ban List. To add someone to the Entry List type, /setpermission entry <player name> then hit enter. To
remove someone from the list just type the same thing as its a toggle.
The selection "Vendor List" is not implemented yet, it does nothing at the moment.
Select "Administrator List" to bring up the list of players that you have allowed administrator rights to this
structure. To add them just type /setpermission admin <player name> then hit enter. Type it again to
remove them from the list. Someone with administrator access can add or remove whomever they wish
to/from any of the lists, except you, the owner of the structure.
Select "Ban List" to bring up the list of players that have been banned from the structure. Someone on
this list will never be able to enter your house whether it is public, or private. To add/remove someone
from the Ban List type, /setpermission ban <player name> then hit enter.

10.2. Shuttle Travel

While in a star port (city to city or planet to planet) or in a shuttle port (city to city only), you can purchase
travel tickets from the terminals. Using the terminal will bring up a map where you can select your destination.
Once you have paid for your ticket, it appears in your inventory.
At this point make your way to the shuttle landing area and interact with the ticket collecting droid. If the shuttle
isnt present, the droid can tell you when it is expected to land. If the shuttle is present, the droid will take your
ticket and you will be transported to your destination on the spot. Expect a short load screen while you are in

10.3. Galactic Bazaar

The Bazaar is a galactic commodities market, where you can place items up for sale, buy items, and even
participate in auctions.

Bazaar Terminals
The Bazaar is accessed through special terminals located in nearly every city. In some respects, Bazaar
terminals are similar to mailboxes. Items that are put up for sale are physically deposited into bazaar terminals
and must later be retrieved by buyers.

Browsing the Bazaar

To review the types of items for sale at any given time, walk up to a Bazaar terminal and select "Use" from the
terminals radial menu. You can review items for sale from all across the galaxy. You can also see any items
you have for sale and any bids youve placed on current auctions.

Buying Items
Items for sale are either posted at a fixed price or placed up for auction. Once you find an item youd like to
purchase, you can either click of "Buy" or "Place Bid." You must have enough credits in your galactic bank
account in order to buy an item.
You can review any auctions status from any Bazaar terminal. If you win an auction, you will be notified
through an in-game message.
Whenever you buy an object (either through a direct purchase or winning an auction), you must still retrieve the
item from its current location. Travel to the specified Bazaar terminal and choose "Retrieve Purchase" from the
terminals radial menu. Credits are deducted from your account as soon as you agree to buy the object; only
you can retrieve it from the Bazaar terminal.

Selling Items
Click on the "My Sales" Tab on the Bazaar screen, then select "Select Item." You can drag any item from your
Inventory into the Bazaar screen. You can choose to post the item as a straight sale (and establish the price) or
start an auction (and define a minimum bid). Once you place an item up for sale, it is deposited in the Bazaar
terminal you are currently using.

11. Appendix A: Controls

This section lists all keyboard and mouse controls in Star Wars Galaxies: An Empire Divided.

11.1. SWG Default Keyboard Layout

Here is a list of the general game controls for the SWG default layout.

Mouse Controls
Left Mouse Button
Right Mouse Button
Mouse Scroll Wheel
CTRL + Mouse Scroll Wheel

Radial menu for interaction with objects and characters

Move forward
Wheel Zoom in/out of character
Wheel Zoom in/out of overhead map

Keyboard Layout

Talk Toggle
Move in chat bar
Chat history
Cycle chat tabs
Chat backscroll up
Chat backscroll down

Up, Rmouse
Numpad 1
Numpad 3
Double Right click, NumLock
Wheel click
on hotkey
on hotkey
on hotkey
on hotkey

Move forward
Move backwards
Turn left
Turn right
Strafe left
Strafe right



Cycle toolbars
Jump to toolbar
Hotkey 1
Hotkey 2
Hotkey 3
Hotkey 4
Hotkey 5
Hotkey 6
Hotkey 7
Hotkey 8
Hotkey 9
Hotkey 10
Hotkey 11
Hotkey 12

CTRL-2 thru CTRL-=
Single click
or hold LMB
when up, 1 thru 8
F1 (when combat toolbar is selected)

Target self
Target group members
Cycle targets (enemies)
Cycle friends
Cancel target
Bring up radial menu
Choose radial option
Clear queue

Print Screen
Scroll Lock
CTRL-mousewheel/CTRL numpad +/Numpad /
Numpad *
Numpad 8
Numpad 2
Numpad - or mousewheel
Numpad + or mousewheel
Numpad 5
Numpad 0
Numpad .

Toggle mouse mode

Panoramic screenshot
Toggle HUD
Toggle chat window
Toggle names
Dismiss chat bubbles
Toggle light
Minimap zoom
Radar zoom in
Radar zoom out
Font bigger
Font smaller
Planetary map

Pitch camera up
Pitch camera down
Zoom in
Zoom out
Center view
Free camera toggle
Chase camera toggle

CTRL-I Inventory
CTRL-D Datapad
CTRL-C Character sheet
CTRL-P Community
CTRL-S Skills
CTRL-A Actions
CTRL-G Services
CTRL-O Options

11.2. Complete Socials List

Type /social to see the entire list ingame. * indicates emote comes with animation. Some socials can also be
invoked with emoticon shortcuts.

* accuse
* ache
* adn
* agree
* amaze
* anxious
* apologize
* applaud
* attend
* badfeeling
* bah
* bang
* bat
* bbl
* beam :D =D
* bearhug
* beckon
* belch
* blame
* blink
* blow
* blowkiss
* blush *^_^* *o_o* *O_O* :")
* bmoc
* bob
* boggle
* boogie
* bored
* bow
* bow2
* bow3
* bow4
* bow5
* bowhead

* flutter
* frown :( =(
* full
* fume>:( >=(
* fuzzy
* gag
gape :O =O
* gasp
* gawk
* gaze
* giggle
* giveup
* glare
* gloat
* glow
* going
* greet
* grin :> =>
* groan :/ =/
* growl
* grumble
* hack
* hail
* halo o:) O:) o=) O=) (a)
* headache
* hearnoevil
* help
* innocent

* puke
* pull
* push
* puzzle
* quiet
* raise
raspberry :P~ :p~ :b~ =P~ =p~ =
* ready
* reassure
* retreat
* right
* rofl
* roll
rose -<@ @>- @};- (F)
* salute
* scratch
* scowl
* shake (N)
* shiver
* shrug
* shudder
* shush :$ :-$
* sigh
* slap
* slit
* smell
* smile :) =)
smirk :| =|
* snap
* snarl :[ =[
* sneer
* sneeze
* snicker
* snore |) |-)

* burp
* bye
* cackle
* calm
* censor
* cheek
* cheer
* chestpound
* chestpuff
* chortle
* chuckle
* clap
* close
* comfort
* congratulate
* contemplate
* cough
* cringe
* cry :(( :( :,( =( =,(
* cu
* curious :? =? ?:) ?=)
* curse >:O >:o
* curtsey
* dance
* deepbow
* defend
* demure
* deride
* disagree
* dismiss
* doh 8|
* down
drool:o~ :O~
* duck
eek 8o
* embrace
* encourage
* evilgrin >:) >=) (6)
* eyebrow -_^ ^_- o_^ ^_o O_^ ^_O :\\\\
* eyeroll

kiss :x :X :*
* knock
* kowtow
* laugh:))
* leer
* left
* listen
* lol
* lost
* love (L)
* mope
* mourn
* nap
* nausea :& :-& (&)
* nervous
* nod (Y)
* nono
* nose
* omg
* panic
* peer
* peyoo
* plugears
* plugnose

* softclap
* speaknoevil
* squirm
* steam x( X( :@
* stink
* stomp
* stop
* sulk
* summon
* surprised :o =o
* surrender
* tantrum
* taunt
* thank
* think
* tmi
tongue :P :p :b =P =p =b
* tsktsk
* twitch
* up
* waft

* false
* faq
* fear
* feh
* fidget
* fistpalm
* flail
* flee
* flex

* point
* pointdown
* pointleft
* pointright
* pointup
* ponder .oO
* pound
* pout
* protect

* wave
* welcome
* wince
* wink ;)
* yawn
* zip

11.3. Complete Mood List

Here is the complete list of supported moods in Star Wars Galaxies. Type /moods to see the entire list in game.




none (no mood)


11.4. Complete Chat List

Below is a complete list of the chat commands. The number after the command will indicate which chat bubble
it uses instead of the default bubble.

announce 8
babble 6
bellow 8
blab 6
bleat 10
blurt 1
boast 11
chat 6
chatter 6
command 12
complain 3
conclude 2
confess 7
confide 7
declare 12
decree 12
demand 12
drawl 10

drone 6
emote 2
exclaim 1
gab 6
gossip 6
howl 4
huff 5
hypothesize 2
interject 1
interrupt 1
jabber 9
jaw 6
jest 11
lecture 12
lisp 10
moan 3
mouth 7
mumble 3
muse 2
parrot 11
prattle 6
preach 12
proclaim 12

prophesize 12
ramble 6
retort 5
riddle 11
shout 8
shrill 1
slur 10
state 12
stutter 10
suppose 2
surmise 2
theorize 2
think 2
threaten 13
vent 8
wail 4
whisper 7
yack 6
yell 8

drivel 6

yelp 1

11.5. Emoticon Animations

When you use certain smileys in your text chat, your avatar will automatically perform animations based on the
smiley. Specifically, itll do a social (but not spit out the text that would usually accompany a social). It will only
detect the last emoticon in the line.
smile :) =)
beam :D =D
wink ;)
frown :( =(
curious :? =? ?:) ?=)
grin :> =>
evilgrin >:) >=) (6)
fume >:( >=(
kiss :x :X :*
surprised :o =o
gape :O =O
halo o:) O:) o=) O=) (a) (A)
tongue :P :p :b =P =p =b
raspberry :P~ :p~ :b~ =P~ =p~ =b~
smirk :| =|
cry :(( :( :,( =( =,(
snarl :[ =[
drool :o~ :O~
eek 8o
ponder .oO
eyebrow -_^ ^_- o_^ ^_o O_^ ^_O :\ =\
blush *^_^* *o_o* *O_O* :")
rose -<@ @>- @};- (F)
groan :/ =/
laugh :))
steam x( X( :@
curse >:O >:o
snore |) |-)
nausea :& :-& (&)
shush :$ :-$
love (L)
shake (N)
nod (Y)

11.6. Advanced User Commands

Here is a list of most of the commands for advanced users.You can bring up a complete list of special
commands in game by typing "//". Note, many commands needa target, for example /invite Holocron.

- sets you character to "Away from keyboard" so others know you are not currently
- displays (or changes if you add text after) the messages that will appear to others when
you are in the AFK state.

/group autoloot
/group autoloot
/group autoloot
/group autosplit
/group info
/group leader
/group menu
/group notify

- displays (or changes if you add number after) how long before you automatically go to
AFK state when not interacting with game.
- The text message will display for you after the selected time passed. Example, "/
alarmclock 60 Walk the dog" will remind you to walk your dog in an hour
- set your character to anonymous for the purpose of searches.
- transfers Band Leader status to indicated player.
- activates burst run
- sets up a campsite(require Novice Scout)
- Allows targeted player to use the /corpse command on your corpse
- Moves your corpse to you if you are within 20 meters
- used to turn down an invitation to join a group
- (group leader only) disbands current target or entire group if no target is named
- displays whatever text you follow it with as an action of your character. For example, if
your name is Laine and you type "/emote loves Tatooine." then "Laine loves Tatooine."
will be seen by everyone in your area.
- plays indicated musical or dance flourish. For example,/flourish 4
- autofollows your target. Use /stopfollow to cease following
- displays status of autoloot (group leader can toggle this by adding on or off to end of
- displays status of autoloot of credits (group leader can toggle this by adding on or off
to end of command)
- displays status of autoloot of items (group leader can toggle this by adding on or off to
end of command)
- displays status of autosplit (group leader can toggle this by adding on or off to end of
- displays names of group members, current options, etc.
- displays group leaders full name
- (group leader only) displays a menu for toggling options on and off
- displays status of each notify option (group leader can toggle this by adding on or off
to end of command)

/group notify
- (group leader can toggle this by adding on or off to end of command)
/group notify
- (group leader can toggle this by adding on or off to end of command)
/group notify
- (group leader can toggle this by adding on or off to end of command)
/group notify
- (group leader can toggle this by adding on or off to end of command)
/group notify items - (group leader can toggle this by adding on or off to end of command)
/group options
- (group leader only) displays a menu for toggling options on and off
- sends message to group channel
- sends message to group channel
- sends message to group channel
- (skill required) heals damage on your target or yourself if no target selected
- (skill required) displays list of wounds you can heal on your target or yourself if no

/mood none
/retell (/rt)
/reply (/r)
/roleplay (/r)
/tell (/t)

target selected
- set your character to "Newbie Helper" for the purpose of searches.
- invites target player into your group (only group leaders can invite additional people
into an existing group)
- joins group or bandif you have beeninvited
- changes stance to kneeling
- sets your character to "Looking for group" for purpose of searches.
- actively listens to target musician
- logs your character off the server. You should be in a hotel, house or campsite for a
safe logout, otherwise your character will be at the mercy of the world for 3 additional
- (group leader only) transfers leadership to target group member
- returns your default mood to neutral
- displays list of moods
- changes stance to prone
- sends tell to the last person you sent a tell to
- sends a tell to the last person tosend a tell toyou (also /ttell)
- set your character to "Role Player" for the purpose of searches.
- puts your message in a chat bubble and in the spatial chat window. List of other spatial
chat commands
- displays list ofsocials (pre-packaged emotes)
- changes stance to standing
- (skill required) begins the dance style that you indicate. For example, /startdance basic
- ends autofollow command.
- you will no longer actively listen to a musician.
- you will no longer actively watch to a dancer.
- (skill and instrument required) begins playing song that you indicate. For example, /
startmusic rock
- sends an instant message to the player indicated. You can send the message to multiple
people by separating their names with a comma
- disallows a target player to move your corpse if you have already given them
permission with /consent
- actively watchestargeted performer
- repeat last command
- repeat the last thing you said that started with abc
- repeat the last thing you said, replacing A with B.
"This is a lon test"
would result in:
"This is a long test"
You can now put variables in your text in order to automatically insert words and names.
For example, you can emote : looks at %NT in disgust, then waves %OT away.
and get Fred looks at a bantha in disgust, then waves it away. The available
variables are:

%TU - your full name (first and last)

%TT - your current look at target targets full name
%NU - your first name
%NT - your targets short version name (first only)
%SU - personal subjective pronoun: he/she/it for the speaker
%ST - he/she/it for the target
%OU - personal objective pronoun: him/her/it for the speaker
%OT - him/her/it for your target
%PU - possessive: his/her/its for the speaker
%PT - his/her/its for your target
%RU - your species
%RT - your targets species

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