Hey there.
I'm looking to buy a few items. Not having much luck on the bazaar. So I'm looking for:
- a basic carbine, a CDEF or another.
- a house deed, any will suffice.
The toon name is Taakudemar.
Thank you and see you around 
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Register LoginSo lately when trying to theory craft some builds, ive failed to make rifles feel good to use. Currently it feels like there is a very stream lined meta in weapon preference these days.( I.E use 2-H melee, or use Heavy weapons) otherwise the DPS required to make proper successful builds (not just a singular meta build) is difficult. I propose maybe rifles get a dps bump or make them higher in elemental proc chance. For example weapons like darksting assassin is fun to play in pve for its .4 speed but it pales in comparison to normal rifles and pretty much isnt worth it over all. Then rifles in general vs heavy weapons lets say, you can do everything save sniper shot from rifleman with a heavy weapon defeating any real desire to play rifles other than appearances. So in conclusion my ideas to make rifles a little more on par competitively for both pve and pvp... make the option for rifles to have really high elemental proc/penetration but lower range (lets say it scales.. 35m like darksting would have max elemental and really fast but low dmg per hit, 45m so under a carbine range would have .6 speed and medium elemental) then normal rifles ranges get bumped up to 80m (instead of 75 to compensate for server lag amongst players to server connections) giving an edge to rifles over a heavy weapon and add some more diversity to playing fields for both pve (elemental dmg on npcs) and pvp. Further more legendary rifles or future heroic rifles would have the option maybe as well for either increased range and normal stats or 64m with high elemental furthering the fact they are legendary.
Drop em off at my vendor -6589 -4979 on naboo (city of pandemora)
Overload bits 500k per point (so one with a value of 4 is 2mil)
Weapon Slicing Bits 2mil each
Armor Slicing Bits 2mil each
Junk Loot: 1 mil each
Warhead Electronic
Damaged Droid Power Cell
Grenade Detonator
Grenade Casing
i will also put together 35+'s for folks that provide the parts if people need!
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RLS chest update proposal:
Removal of anything currently in the RLS that is obtained through other means in game. War terminal, prayer mobile, AT-ST helmet... Perhaps the Mustafar injector? That is a pretty easy quest, but at the same time can be nice not having to run toons through it. REPLACE those items with other things. There is a guild hall and some houses in Mos Eisley around /wp 3267 -4863 and they have some very nice decorations in them, paintings, rugs, vases, plants,... there is a neat little table somewhere but I would have to find it again... There are some very nice chairs in the capitol buildings in Bestine and Coronet. All stuff that is not available to players. This is stuff that could be added to RLS and exclusive only to RLS, keeping RLS true to being RARE.
Malfosa world boss:
Currently has the same common drops as its regular counterpart. Propose ADDING rarer glowing loot that drops from bosses (including instance bosses) on Mustafar, ones with higher Mustafar token costs. 1, maybe 2 glowies each kill?
HK47 world boss:
Currently shares the same common drops as its regular counterpart. Possibly remove the YT2400 deed, and glowing reactive antidote (The reactive antidote only has one use, the Omniglobular Syringe to unlock Sher Kar, which with the QOL of being able to buy Mustafar instance unlocks with tokens, really makes the reactive antidote obsolete) Propose adding the rarer/higher token priced glowies to this also.
An extra idea I have: adding the HK47 jetpack pieces to the HK47 world boss. I know they can drop from the Mustafar instances, but it has been some time since anyone has put together at Mustafar run. While we are able to easily solo Droid Army and HK instances, the two Droid Factories instances are not really easily done solo due to the mechanics of the instances. Perhaps adding just the two pieces from the Droid Factory instances, instead of all four to the world boss? Obviously keep the drop rate low to keeps it rarity, but at the same time giving another potential means to get them, And honestly, where better to have HK47 jetpack pieces than on World Boss HK47?
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I have withdrawn this suggestion as I get the feeling this is a hard No!
I feel good about my purchases from other players after running Hardmodes yesterday. But I feel for those that joined but looted 0 value items, with no reward given to everyone at the end makes contributors feel sad.
Suggestion create a sub category of loot.
First idea that comes to mind is break up the overload bits, create a sub loot that when combined creates a 1 power overload bit. These sub loot overload bits would drop from the smaller mobs.
Second idea break the slicing components into sub components divided out to the smaller mobs.
Third idea for sub loot possible items ancient flawless pearls, flawless pearls, and possible hard to grind components.
My journal does not update for any of the pre quests for heroics nor for the token box. The npc acts like it's giving me the quests but nothing happens and they just give over and over. I know there are work arounds, but I was trying to do it the old fashion way. Not sure if this is broken as I was able to do it on my main toon about a month ago.
Hello I'm new to the server, and have no clue how to make a character build with this servers expertise system so I'm wanting to be able to survive well, use both melee and ranged and a pet. Any advice on build?
I hope to get this build done soon tyvm and may the force be with you

Greetings Evolve!
Over the past several months, this project has grown into something far larger than a simple update or content patch. It has been a massive undertaking; one built not by a paid studio, but by a passionate, all-volunteer team that continues to pour its time, creativity, and energy into making this community something special.
I want to take a moment to recognize the incredible work our staff team has put in behind the scenes.
There have been late nights that stretched into early mornings. Countless hours spent troubleshooting issues, reviewing systems, testing mechanics, balancing content, answering questions, preparing features for release, and keeping the community informed and engaged through our social media efforts. Many members of the team have worn multiple hats at once — developer, tester, designer, moderator, event planner, community support, social media team, and more — often jumping wherever they were needed most without hesitation.
What this team has accomplished together is genuinely impressive.
None of this happens without sacrifice. Time away from family, work, personal obligations, and free time has gone into building and improving this project because of a shared belief in what this community can become. That kind of dedication cannot be overstated, and it deserves recognition.
I also want to extend a sincere thank you to everyone who participated on Test Center throughout development. Your feedback, bug reports, testing, suggestions, and willingness to jump into unfinished content helped shape this release every step of the way. Community involvement during development is invaluable, and your contributions directly helped us refine systems, catch issues, and improve the overall experience for everyone.
This project has always been built by people who care deeply about the game and the community surrounding it. What we are releasing is the result of countless collaborative efforts from staff and players alike, and I could not be more proud of what has been accomplished together.
To the staff team: thank you for the commitment, professionalism, patience, creativity, and passion you continue to show every single day.
To the community and Test Center participants: thank you for believing in the vision and helping us make it a reality.
Are there going to be things we need to tweak following the release? Of course. Rome wasn't built out of hay (I think that's how the saying goes anyway), but we know with your help, we'll address them in a timely manner and focus on what's next.
We’re excited for the path forward and we appreciate you being here with us.
-Chavex
Currently, when you obtain a Bounty Hunter mission it remains in your datapad until either you or another hunter complete it. I'm not sure about now, but in the old days, there is an amount of missions that each player has posted to the boards (lets say five). So if five hunters log in and all obtain the same mission - there are no more missions of that player to try to get. I don't believe that system is currently is place here. But what happens when the target player logs off? The mission remains in the hunter's datapad. This doesn't really mean or do anything other than someone out there has your mission.
I may seem biased, but when I login to play a toon I know has a bounty, I always check to see if someone is actively hunting me. This is confirmed by doing a BH or smuggler check on yourself. If someone has your mission it'll show you are "actively being hunted" even when the bounty hunter may not even be online.
My suggestion is to forcefully remove bounty hunter missions from hunter datapads upon a logout. This will allow your mission to go back up on the board (if maximum amount has been obtained on the terminals) as well as allowing the target to ***accurately track when they're being hunted. ***Example being: If I'm on my BH and I grab a mission from the terminal and log out, the target may check themselves and still see they are being hunted - even when I go offline.
As we all know on this server, the original content is pretty dang easy. So easy that most of us solo this content for either tokens, loot, or enjoyment. The HK-47 instance is a good one because it's easy enough to solo in a decent amount of time. And with the Evolve Buff Bot providing officer buffs as well as doctor buffs,* ***is there really a need for this instance to purge off your buffs? **I personally don't think so. If you're in a groove and want to bang out all the Mustafar content by yourself, chances are you'll have to go reapply at least some of the buffs not provided with the Evolve Buff Bot (drinks, foods, entertainer, inoculation, etc)
Just seems like a wasted mechanic and more of a waste of time. Even newbie players can solo this instance to competition with the buff purge.
First off, this is pretty cool, I need to play around with it more. Second, I wasn't sure where to report this, but out in the world if i select an object I get the "Enable Movement Gizmo" option and even though it says you have to be an admin to move an object it still let me move and confirm, so something isn't restricting the way it should. I tested on that rebreather table in DWB in the med center area where that guy has the quest for the mines. I did put it back, was wanting to see if it would actually let me move it.

Chapter 6: Return of the Mandalorians Patch Notes
New Content
First 5 Quests (+ Prelude), 5 more will be released each month until complete
Junker’s Outpost on Mandalore
Vehicle Upgrade System
Junk Loot storage Box
New Hardmode loot rewards
New accolade badges
Text Size Increase
Various UI windows have had their text increase as a result from multiple sources of feedback. If you have the No-Squint mod that has been provided in the past, you MUST remove it prior to launching the game or it won’t launch
[HR][/HR]
Mandalorian Content
[HR][/HR]
Added a new level-scaling taming system
Adult creatures above level 50 must now be weakened below 30% health before taming
Added baby creature taming as part of the new Creature Handler progression loop
Babies now naturally spawn throughout the world and can be tamed
Creature acquisition methods now use separate progression paths and stat pools:
Wild adult tames
Baby tames
Rare egg creatures
[HR][/HR]
Creature Handlers can now breed compatible male and female creatures of the same species
Tamed creatures now generate randomized:
Gender
Offspring count
Exotic Stat traits
Offspring inherit and combine parental traits across multiple generations
Breeding can produce stronger future generations with improved stat potential
Rare breeding combinations may create creatures with enhanced Exotic attributes
Creature breeding types are now displayed in creature descriptions to identify compatible pairs
[HR][/HR]
[HR][/HR]
Beast Master Updates
Expertise Revamp
Reduced Total Point Spend
New starting abilities
Novice Beast Master and Creature Handler now begin with Revive, Heal, Attack, and Create Mount abilities
Heal Improvements
Increased the base effectiveness of Beast Master healing abilities
Beast healing now properly scales with normal Heal Potency calculations
Improved heal responsiveness and priority handling during combat
Buff Persistence
Beast Master pet buffs will now properly store and reapply when pets are dismissed or recalled
Improves buff consistency during travel, mounting, and pet management activities
BM Combat Pets & Mounts Simultaneously
Mount Summoning Improvements
Beast Master mounts no longer automatically store when dismounting
Beast Master mounts can now be mounted and dismounted during combat
Beast Master combat pets and mounts can now remain active at the same time
Improves overall mount usability and combat flow for Beast Masters
[HR][/HR]
Combat Updates
DOT Rate Increases
Increased Fencer and Jedi one-handed DOT application rates from 8% to 12%
Improves consistency of one-handed damage-over-time builds in combat
Pistoleer Dead Eye Jewelry Set
Increased the DeadEye set Action Damage bonus from 1500 to 2500
Improves burst damage potential for Pistoleer builds utilizing the DeadEye set
Grenadier Remote Detonator Buff
Increased the base damage of Remote Detonator
Improves burst damage potential for Grenadier builds using explosive abilities
Reduced Shadow’s Embrace 5-Piece Bonus Stealth Strike Dodge Chance
Default Evasion/Strikethrough Adjustments
Reduced default level 90 Evasion and Strikethrough values from 10% to 0%
Places greater emphasis on player stat investment, gear, buffs, and build choices for defensive scaling
Major Defensive Abilities can no longer be used while mounted
Saber Burst, Lightning Burst, Blaster Burst & Razor Slash will now stack up to 10 times after finding previous code providing evidence to work as such. As a result, each stack now gives +15.00% damage increase of above ability, removing the Increase Damage Taken modifier
[HR][/HR]
Class Updates
Bounty Hunter
Reveal Bounty
Reveal Bounty has been separated from the Master Bounty Hunter expertise box
Players can now unlock Master Bounty Hunter without automatically opting into the bounty system
Selecting Reveal Bounty will now clearly indicate BH system opt-in requirements
PvP Bounty Scaling Adjustments
Increased bounty gains from PvP deathblows on opted-in targets from 500 to 2,500 credits
Increased bounty gains from successful bounty missions from 1,000 to 5,000 credits
Improves bounty value growth and overall bounty hunting activity within the PvP system
BH Token Changes
BH Tokens are now excluded from token bonus weekend multipliers
High-tier Bounty Hunter missions now have a chance to award additional BH Tokens
Expands token earning opportunities through endgame bounty content
FRS Jedi
Weekly Bounty Increases
Increased weekly bounty growth for FRS Jedi
FRS Jedi below Rank 4 now receive 100,000 weekly bounty increases
FRS Jedi Rank 4 and above now receive 500,000 weekly bounty increases
Rank 3 will now make you permanently Special Forces and permanently opted-in to the Custom Bounty system. Ranks 2 & below will not force Special Forces Status or Opt-In Status. Make sure to disable Opt-In Status from the command browser under “Other”
FRS Adjustments
Fixed an issue preventing non-FRS Jedi from properly entering Leave status
Improves reliability of Jedi leave functionality and state transitions
Jedi
Doctor
Commando
Teras Kasi Artist
Fencer
Swordsman
Pikeman
Martial Artist
6/5/26 Update
Flurry was moved to Teras Kasi Artist and is no longer feasible to obtain in this build.
Not recommended for Hracca Daily, adjusted comments to reflect the change.
Difference from this build compared to the Ranged version is that I wanted 8% more Damage Reduction which is obtainable from Melee. This is my Assist/Buff-Bot Doctor/Squad Leader build designed for new players, and to assist my main character. New players will want to pay attention to get Enhancement Specialist from Doctor and Experienced Leadership from Squad Leader.
Overview:
Assist, not to be played as an active Doctor. Run an assist macro, and button smasher macro for abilities.
Being on assist you can direct spot heals to other players by selecting other players in group as the assist macro will cause the character to target then the member of the group.
Content Solo:
Sher Kar - YES (4-6k DPS w/ Weapon Damage Powerups, No Doctor Stance)
Revanite Daily - YES
Hracca Daily - No
Pro:
Great Healing power passively including 2 AoE heals and Multiple direct heals.
Con:
Not designed for active gameplay.
Very low DPS.
Expertise:
Brawler: Focusing on getting Swordsman to deal more damage with new Kashyyyk Weapons.

Swordsman: You get additional Block chance with 8% Damage Decrease (Reduction) while still in Doctor Stance. Note because this is melee you may not get as many Inspiration procs from General's set as you have 2 less attack abilities compared to the ranged version of this build.

Teras Kasi Artist: Teras Kasi provides the greatest well rounded defense. Goal here is more Block Chance, also Project Will is a decent attack. Notice you get less Block Chance with this build then you do with Ranged version, good thing grabbed extra Block through Swordsman.

Doctor: New players will likely want to take Enhancement Specialist to gain Doctor Buffs until they are able to obtain Combat Evolve Buff Bot from Restuss Commendation vendor. Seretonin Boost cures debuffs and Cure Affliction cures DoTs. Depending on need I would transfer a point into Bacta Cloud if trying to provide party protection from debuffs. Notice you have 1 less Bacta Concentration so you may want to back off on Bacta Burst for area DoT heals.

Squad Leader: New players will want to take Experienced Leadership until they are able to obtain Combat Evolve Buff Bot from Restuss Commendation vendor. Squad Leader provides some of the best buffs ingame and synergies well with Doctor. Bacta Surge which is a second AoE heal, and Defibrillator providing yet another Resurrect in combat. I do not run Scatter on my macro, instead I use Charge, this could be optimized with a better macro that would place them back to back. Toughen is great for improving party defense. High Yield is also a nice damage boost for the party and could benefit from a better macro timing Toughen and High Yield.

Preferred Buffs and Gear:
Usual Stacked Buffs - Doctor, Squad Leader, Junk Dealer, Favor of the Elders, Tactical Stim, Lasting Performance, Familiar, Mustafar Injector.
Entertainer Inspiration - 3000 Kinetic, 3000 Energy, 6% Second Chance Heal, 5% Evasion, 240 Luck.
Jewelry Set - General's Set
Attachments - 8 Piece Luck, Constitution, Block Value.
Exotics - 3 Piece Critical Hit Reduction, Healing Potency, Luck.
Powerups - 3 Heal Potency (Healing)
Final Notes:
Note I focus alot on Luck, Luck can reset your heals and revives. With Generals Jewelry Set the party is unlikely to ever need action recovery.
according to the mission info from here
[URL unfurl="true"]https://swg.fandom.com/wiki/Cries_of_Alderaan[/URL]
the data disk was removed. would it be possable to add it back in?
I love the new changes to chef that have been made! But have one small ask, A lot of the subcomponents were changed to stack in 1000 when completed in a factory which is great but Alcohol was overlooked from that update if you could just change it to come out in 1k stacks like the rest of the subs due to it being used in many different drinks in large volume. This change would be a great QoL to go along with all the other great evolutions here on the server, thank you for your time and hard work!
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Suggestion: Reintroduce SWG-style pet special attacks, add tactical formations, and allow dyeing of Creature Handler tamed pets to restore CH viability, identity, and meaningful gameplay depth.
IMO Creature Handler has always felt, frankly, lackluster with no depth or progression (and I know I’ve sounded like a broken record since joining). Pretty sure it's one of the major reasons why no one plays Creature Handler. ( minus myself....) I’d love to see formations, pet special attacks, and the ability to dye tamed creatures added for CHs.
As it stands, **CH-tamed creatures don’t compete with BE pets....**even a 40-point BE pet will reliably win a 3v1 every time. In PvE, CH pet DPS simply isn’t worth the point investment. The risk, cost, and management of CH pets are still not very rewarding.
Reintroducing creature special attacks, modeled after Pre-CU SWG, would add meaningful depth and allow CH pets to contribute through control, debuffs, and synergy, not raw damage. This would open up tactical combinations with combat professions and make the skill line far more rewarding to play.
Control / State Effects
Damage / AoE
Disease (HA-based)
Poison (HA-based, stackable by origin)
This approach keeps CH pets distinct from BE pets, emphasizes battlefield control over raw DPS, and restores the unique identity Creature Handler once had in SWG.
Hi!
Looking thrugh The Junkyard and the crafting tool, there are damage and/or action cost reduction for every prime attack in the game except grenades. You get a nice boost from the Hellstorm set when playing Grenadier but when building your armor suit other than weapon damage and specialized weapon damage like heavy weapon there are no mods that benefits the build other than pure luck/prec stacking. (devastation with heavy weapon will to a point)
Could we implement these mods into the exotic mod category?
Proposal increase the flare s swoop to max. This is a cool speeder, that takes some effort to get, and not having it on par with the rest of the max speed vehicles seems silly and lessens the value of an otherwise cool speeder.