The Crew Skills system allows players to take advantage of the valuable resources, high-tech schematics, and intriguing opportunities the galaxy has to offer without having to break away from their storyline. Players can assign their crew of companions to gather resources, craft useful and valuable items, and even to undertake their own missions, providing the player and the rest of the crew a variety of benefits and rewards.
Most Crew Skills missions are drawn from a random pool for the player to choose from, and that pool refreshes from time to time. However, some missions are unlocked by rare objects found in the world. These missions are one-off, but tend to offer more substantial rewards. Companions can fail on missions, which means that the player will lose their initial capital investment (i.e. credits and time spent). It is up to the player to decide if they wants to play it safe with their companion missions, or go for higher risk, higher reward missions.
Currently, items craft from and drop to the player's inventory. This may change based on feedback over time. In fact, one of the key benefits of the missions system is to find rare crafting materials that aren't 'drops' elsewhere in the world, usually used for making very high quality items.
The Crew Skills trainers are located on Coruscant for Galactic Republic players and Dromund Kaas for Sith Empire players, as well as the Republic and Imperial Fleets. Each trainer will give the player a description of the Crew Skill they teach (through a codex entry), along with the benefits they provide, so the player knows which Crew Skills may be most beneficial to their play style. Player class does not restrict the skills available for training.
Players will be able to select three Crew Skills from among these main categories:
Gathering skills[edit | edit source]
As you explore planets in the galaxy, you’ll discover a variety of exotic resources and valuable pieces of information. With the right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts. The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items.
If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team.
Gathering Skills include:
- Archaeology – the ability to seek out imbued items like Lightsaber crystals and ancient artifacts and is best combined with Artifice or Synthweaving.
- Bioanalysis – the practice of collecting genetic material from creatures and plants and is best combined with Biochem.
- Scavenging – the art of recovering useful materials and parts from old or damaged technology, and the items get from Scavenging are very useful for Armormech , Cybertech and Armstech.
- Slicing – a skill in accessing secured computer systems and lockboxes to acquire valuable data and rare schematics. And is by far the best money making skill and can be used with Cybertech.
Crafting skills[edit | edit source]
Whether your team gathers resources or you acquire them through other means, they’ll be the cornerstone of crafting. Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear. You can use these items yourself or put them up on the open market for profit.
You’ll receive Crew Skill reports even while you’re away from the ship, and if one of your companions returns with the schematics for a valuable item, you can assign someone else to start crafting the item right away on the ship’s workstation without having to return to the ship! Crafting skills are very specialized disciplines; for your three Crew Skills slots, you’ll be able to select one Crafting skill for your crew to master.
Items you craft will have the ability to be reverse engineered. Reverse engineering is a great way to lower your crafting costs. You are refunded a fraction of the items you used, and you have a random chance to learn a better schematic of the item you reverse engineered.
Crafting Skills include:
- Armormech – the ability to work with hard metals and electronic shielding to construct all types of personal armor
- Armstech – the skill of constructing blasters, blaster rifles and upgrades
- Artifice – the delicate work of constructing Jedi and Sith artifacts
- Biochem – the engineering of performance-enhancing chemical serums and biological implants
- Cybertech – the technical expertise to construct gadgets and components for Droids and high-tech armors
- Synthweaving – the art of creating lighter outfits and armors that are imbued with Force qualities
Mission skills[edit | edit source]
Mission skills are a unique addition to the Crew Skills system. With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. When you use a mission skill, you’ll select a companion, choose a mission from an ever-changing pool, and send that companion out after the prize.
You can choose from a variety of mission skills – is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points.
As with the other skills, your companions complete these missions on their own time and bring the rewards back when they’re done. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work!
Mission Skills include:
- Diplomacy – the art of conducting and managing negotiations
- Investigation – the skill of examining evidence and following clues to discover valuable secrets
- Treasure Hunting – the ability to track down and recover valuable items by investigating a series of clues
- Underworld Trading – expertise in the trading of illegal goods and services
Dependencies[edit | edit source]
The following chart shows the various dependencies of the available crew skills. Gathering and Mission skills are on the top of the chart, while the Crafting skills are on the bottom.
Grades[edit | edit source]
All crafting is organized into 11 grades. This is to help clarify the different crafting tiers, allowing crafters the ability to easily determine what crafting materials they need for what items. Companion crew skill increases after each mission or crafting. All existing items and missions fit into these grades and match the equivalent crafting grade. Below is a detailed breakdown:
- Grade 1: Level 10-16: 0-80
- Grade 2: Level 16-24: 80-160
- Grade 3: Level 24-32: 160-240
- Grade 4: Level 32-40: 240-300
- Grade 5: Level 40-56: 300-350
- Grade 6: Level 46-51: 350-400
- Grade 7: Level 51-55: 400-450
- Grade 8: Level 55-60: 450-500
- Grade 9: Level 60-65: 500-550
- Grade 10: Level 65-70: 550-600
- Grade 11: Level 70-75: 600-700
Companion bonuses[edit | edit source]
Companion crew skill bonuses are based on the amount of influence the player has with that companion. Each rank of influence increases the time efficiency and critical rate for crew skill tasks.
- Efficiency bonuses reduce the amount of time needed to complete a task by 1% by bonus point.
- Critical bonuses enhance the chance of a critical result at the task. A critical in a gathering or mission task yields more and/or better results. A critical crating yields in either 2 items being crafted instead of one (for consumables crafts), the crafted item having an open Augment slot in addition of his normal stats (for equipment craft) or a "Mastercraft" item mod, an Artifact-Class item mod with even better stats than the regular version (for Item Mod craft).
Influence[edit | edit source]