Profession and Skills Template Forum

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Sandarie, Community Manager

What to Anticipate on Launch Day!

May the 4th be With You!

An Empire in Flames is set a post-Endor timeline offering a new and unique Star Wars Galaxies experience! With under 2 weeks to go until Launch Day, we wanted to give you some highlights of what to expect from Empire in Flames.

The developers created their vision of an environment friendly to Roleplayers, PvE players, and PvPers. With the hope to one day include the Pilot community. EiF will include:

  • a new profession system
  • expanded housing
  • never before played races

The designers dreamed of a real Galactic Civil War, one which wasn’t exclusively in the imaginations of the players.

A New Profession System

Empire in Flames offers a new approach to the  professions system – one combining the best from NGE and pre-CU.

Professions cost no skill points (though they require XP to level). However, a player can only have ONE profession at a time. Professions include:

  • Bounty Hunter
  • Commando
  • Doctor
  • Entertainer
  • Merchant
  • Ranger
  • Smuggler
  • Squad Leader

Abilities acquired from professions can be used with any weapon, or even unarmed. Professions offer enhancement, access to specialized skills like slicing, vendors, creature harvesting, and more.

Skills, on the other hand, require skillpoints and can be freely mix-and-matched. They do require XP to level; however all skills can be learned from their novice box up. Prerequisites are not required.

  • Architect
  • Armorsmith
  • Artisan
  • Bio-Engineer
  • Carbineer
  • Chef
  • Creature Handler
  • Dancer
  • Droid Engineer
  • Fencer
  • Image Designer
  • Medic
  • Musician
  • Pikeman
  • Pistoleer
  • Rifleman
  • Shipwright
  • Swordsman
  • Tailor
  • Teras Kasi Artist
  • Weaponsmith

Skillpoints have been adjusted to allow a player to pickup approximately 2 1/2 trees, with some exceptions. (Image Designer, Dancer, and Musician together reach 250 points, for example.)

A New Approach to Housing

Empire in Flames offers additional housing options not available on other SWGEmu servers. Player cities take a central role; player houses are required to be built inside city limits. No more crust of housing on the edge of the no-build zone around NPC starports. No more endless sea of houses on Tatooine. Instead, players have more reason than ever to cooperate – “home” is now a community.

New Races

New races started with the developers of Empire in Flames; some of which have been shared with other servers. However the team has some saved exclusively for EiF and the server launch!

Crafting Revamp

One of the most controversial changes we’re adopting is a crafting revamp for weaponsmith and armorsmith. Instead of the old crafting system, we’re moving to a “core”-based system. The base of every weapon is a core, whether it’s a pistol, carbine, rifle, or melee weapon. The core determines critical stats like HAM cost, damage, and speed. Additions like stocks, scopes, and customized barrels are done at the weapon-level to modify those core stats. In essence, any weapon or armor can be made good. Empire in Flames is more than powerhammers and T-21s and composite armor.

A New Setting – with a look to the future

The decision to move post-Endor is partly driven by roleplay, but also by a desire to implement a proper Galactic Civil War. While the immediate ramifications of the time shift are largely cosmetic, it means new themeparks are coming – after all, Jabba the Hutt, Darth Vader, the Emperor, and Xizor are all dead.

How will you position yourself to rise to power?

A Roadmap Forward

Post-launch, the next three major patches are planned: Galactic Civil War, Schisms of the Force, and Underworld. The first brings a proper Galactic Civil War to the galaxy; the second the implements the Jedi profession; the third reveals black markets, smuggled goods, player bounty hunting, and Crime Lords.

Along the way, other content is planned – new themeparks for the New Republic and the Empire, a three-faction questline over the fate of Jabba’s criminal empire, and a series of post-Endor based heroic encounters.

Join Us!

An Empire in Flames launches in less than two weeks!. Plan to be there! A launch party will be held along with other fun activities. Like… SWG is back, only better!

May the 4th be with you! May you be with us on May the 4th, as well!

Join us on Discord to reconnect with old friend and meet new ones.

 

Skills: Rifleman

“About as warm, tender, and helpful as a methane ice comet.” -Ton Phanan describing sniper Myn Donos, X-Wing: Wraith Squadron

RebelSharpshooter-CotF

In the classic pre-CU Star Wars Galaxies game, the rifleman was one of the most powerful classes in the game. Through various mechanics, the rifleman shot fast, hit hard, and kept moving. The heavy armor piercing capability of its signature weapon, the T-21, made it one of the two classes of choice for high-end PvE.

Rifleman is taking a bit of a different role in Empire in Flames, with a heavier focus on the sniper side.

T21Exceptional

Rifles, as a rule, are the most powerful long-range weapons in the game available to anyone. (Commandos will beg to differ, but they specialize.) Long barrels and heavier hardware translates to greater accuracy at a distance, with a heavy punch to match. While rifles take longer between shots, the extra firepower more than makes up the difference.

That firepower comes at a price. Rifles are awkward in close-quarters combat, hard to aim at close ranges and even harder to shoot while on the move. Riflemen are kings from a prone position or shooting from a rest, but vulnerable to the pistoleer or melee combatant who makes it to their optimal combat distances.

berserker rifle

Rifles are favored by heavily-armored, slow-moving characters. Typically, they see use by commandos at the beginning of an engagement or by bounty hunters looking to off a target before he’s even aware of the danger. If played advantageously, a rifleman can kill before his opponent can turn the tables.

Skills: Medic

“Any battlefield medic would be proud to have done as much.” ―Han Solo, The Unifying Force

Medic_TofG

Medics aren’t a focus of Star Wars during the movies – only on rare occasion do we see anyone patching up a wounded soldier, and even then it’s a doctor, not a field medic. The Expanded Universe did a better job of demonstrating the necessity, though what Disney will do now is anyone’s guess.

Nonetheless, adventurers in Empire in Flames will find medical skills important.

StormtrooperMedic

Medic skills allow players some limited abilities in the field. They can use stims in the heat of combat to keep a player or pet fighting long beyond the time they should’ve been incapacitated. More proper packs and time can allow a medic to bind and heal wounds that would otherwise be crippling. They can stop bleeding and apply antivenoms, preventing a player from dying from slower means.

medicfish

Most adventurers will pick up at least a few medical skills. While more urbanized types like crafters and entertainers may forego those skills, the types wielding a blaster or swinging a sword understand the utility of field medical skills.

Skills: Pikeman

“For you, an enchanted blade, blessed with our most potent magicks.” ―Mother Talzin, to Savage Opress, Clone Wars

MagnaGuard

The polearm is a surprisingly wide-spread weapon in the Star Wars universe. From the Imperial Royal Guard’s force pike to Darth Maul’s double-bladed saber to the staffs carried by Grevious’s Magnaguards, polearms have been a continual background – and occasionally foreground – presence.

And the trend has continued even in the Clone Wars and Star Wars Rebels series – Savage Oppress’s initial melee staff and later another double-bladed saber, while Rebels character Zeb’s weapon of choice is a Bo-rifle.

In Empire in Flames, the venerable pike can be the right weapon at the right time.

Zeb_fights_stormtroopers_on_Garel

 

Polearm combat is heavily defensive in nature. Slower than a single-bladed weapon, pikes provide a sturdier defense but allow for sweeping attacks against multiple opponents. While they can lash out for a longer attack than any other melee weapon can manage, as a rule they are kept closer to the body for defensive purposes, giving up pure offensive power for more effective defense.

A good pikeman is hard to take down in a melee fight.

NSEL

Pikes are favored by characters who love to stand and fight. They serve well in pure melee combat, and can be useful in keeping a ranged opponent pinned down if the pikeman gets within melee distance.