SWTOR Guild Perks Guide

Guild Perks are a way of offering members in a Star Wars: The Old Republic small bonuses in the game for contributing and being a member of a guild.

Creating a Guild

If you are not joining a guild, and instead want to make one from scratch, you will need to create a guild, open a guild  bank, and purchase a flagship. In total, you will need:

  • 4 total un-guilded players in a group with you on the same faction
  • 8 characters total in the guild (characters, no players)
  • About 10 million Credits
  • Be subscribed

Guild Creation

To create a guild so you can unlock perks, you will need:

  • 4 total un-guided players in a group with you on the same faction
  • 5,000 Credits
  • to choose a guild name that isn’t already taken

Once you have these head to the Guild Registrar in the Strongholds & Crew Skills section of the Fleet.

Choosing a name can be tricky. There are a lot of hidden rules, and the game will often tell you a name is “taken”, when it actually means that the name isn’t allowed. There’s also a 24 character length limit.

Unlocking the Guild Bank

To get a Guild Bank for your guild, you need 8 characters in the guild. You will need at least one person online to invite, and one person to accept the invitation to add characters – so you can’t do it alone or invite your own characters.

To unlock a Guild Bank, use the purple cargo bay near the Guild Registrar while you are logged into the character who is the owner of the guild. Unlocking the Guild Bank costs 600,000 credits on hand in your inventory.

Unlocking the Flagship

To get a Flagship, you need a Guild Bank unlocked and 8 million credits in your Guild bank.

To unlock a Flagship, use the Guild Flagship Terminal near the Guild Registrar while you are logged into the character who is the owner of the guild.

Guild Perks Slots and Flagship Rooms

Once you have a Guild Flagship unlocked, you can start using Guild Perks in the “Perks” tab of the Guild menu. However, not all guild perk slots are available right away.

By default, you have two Perks slots available, they’re the two boxes that do not have a lock symbol on them. These are the Bridge and the Docking Bay that come “free” with the purchase of your Flagship.

  • The Command Deck must be unlocked to access three of the perk slots. The Command Deck costs 5 Command Frameworks (which is 250 Command Encryptions) in the guild bank and 5 million credits from guild funds, but does not immediately give any perks. Inside the Command Room on your Flagship you can unlock the:
    • Starboard Command Room + Perk: Costs 5 Command Frameworks (which is 250 Command Encryptions) in the guild bank and 5 million credits from guild funds.
    • Port Command Room: Costs 5 Command Frameworks (which is 250 Command Encryptions) in the guild bank and 5 million credits from guild funds.
    • Forward Command Room: Costs 5 Command Frameworks (which is 250 Command Encryptions) in the guild bank and 5 million credits from guild funds.
  • Engine Room: Costs 5 Engineering Frameworks (which is 250 Engineering Encryptions) in the guild bank and 5 million credits from guild funds.
  • The Flagship also has a Crew Deck and a Hangar Deck but they are unrelated to Guild Perks.

If you are starting from scratch, and want to unlock every perk slot, once you have unlocked your Flagship you will require these items in the guild bank:

  • 20 Command Frameworks (which is 1,000 Command Encryptions)
  • 5 Engineering Frameworks (which is 250 Engineering Encryptions)
  • 20 million credits

encryption-iconEncryptions can be earned by completing your personal conquest on a character who is also in a guild that reaches their conquest goal, dropped from Conquest Commanders, and bought for one Dark Project (crafted item) each in the Strongholds section of the fleet. They can also be “crafted” – you can trade in one Dark Project for one Encryption.

framework-iconFrameworks can be dropped from named Conquest Commanders, strong enemies spread around the galaxy. They can also be purchased with 50 matching Encryptions in the Strongholds section of the fleet.

Transferring Encryptions/Frameworks

If you are starting a new guild, you will find that only the Guild Owner can access the guild bank, even with the permissions turned on for other members. This is due to a restriction added by the developers to combat inflation – new characters to a guild can not add or remove items from a Guild Bank until they have been in the guild for 1 month. You could have members trade the encryptions to the Guild Owner who could then deposit them into the guild bank – but with the new trading tax, encryptions cost 551,200 credits each to trade, so that would add up fast.

The only way to transfer these items for free for now is if a member and the Guild Owner happen to have already been in a different guild together for over a month each. Then the member could put those encryptions in that guild bank for free, the Guild Owner could take them out for free, then they could put them into the new guild’s guild bank. Convoluted but it works. If those two people do NOT share a guild each other, but a third friend does, you could then ferry the encryptions around through multiple guilds in a chain until they get back to the Guild Owner. The other option is just wait a month until the member can deposit them directly into the new guild’s guild bank.

In addition, free-to-play players have no access to a guild bank or trading at all. Preferred players can purchase an unlock that gives them access to the guild bank, but otherwise can’t – they could trade the items to a guild member who is subscribed with access to the guild bank but it would be very expensive at 551,200 credits tax each to trade.

Guild Perks

For each Guild Perk slot, you can choose one Guild Perk from the menu on the right. Some perks only cost credits, while others have Guild Level requirements (earned through Conquest) , Guild Currency requirements (earned through Conquest) or Reinforcement Modules (also earned through Conquest). Each perk gives a different temporary boost to the guild. Some perks have no limitations while others you can only choose one of that type – for example you can’t choose both Efficient Crafting I and Efficient Crafting II. Some perks last 2 weeks while others last 4 weeks.

Rolling over a perk will tell you more about it and what requirements or restrictions it has.

To choose a perk, you can select it in the list then click Purchase a the bottom. You can remove it with the X symbol beside your chosen perk at the top and choose a new one at any time – but you won’t get a refund for the original.

Guild Perks Set Bonus

Each Guild Perk also belongs to one of five types of Set Bonuses – you can see which one by the little icon on the right of the perk. If you choose four or more perks in the same set bonus category, you get a bonus perk.

 Glory Set Bonus: Increases CXP, XP, and Reputation earned by 1%. Every heal or attack has a 1% chance to grant a +50% Mastery Boost for 30 seconds. This effect can only occur every 30 minutes and will not be triggered in PvP or Master Mode Operations.

 Might Set Bonus: Your basic attack does 10% more damage and whenever you use an adrenal, your companions get a 20% bonus to damage and healing for 15s. In addition, grants a 0.1% chance of summoning a 100k-200k AoE attack whenever you deal or take damage, which can only occur once every 30 minutes. This effect is not applied in PvP or Master Mode Operations.

 Vitality Set Bonus: Increases healing received by 5% and reduces the cooldowns of all in-combat revival abilities by one minute and the Group Resuscitation guild perk by 50%. In addition, there is a 1% chance when you take damage while below 20% health to trigger a 5s Defense Bubble which absorbs a large amount of damage. These effects are not applied in PvP or Master Mode Operations.

 Zeal Set Bonus: Increases alacrity by 5% and on each damage taken, has a 1% chance to grant +25% alacrity for 30 seconds. Can happen once every 30 minutes. In addition, grants your companion +25% alacrity for 15s whenever you use an adrenal. This effect is not applied in PvP or Master Mode Operations.

 Fortune Set Bonus: Increases critical chance by 5%. This effect is not applied in PvP or Master Mode Operations. In addition, increases Time efficiency and Critical rate for all Crew Skills by 2%.

Guild Perks Rotation

Every two weeks, the available perks rotate – there are five different sets that the rotation cycles through. Some perks are only available during certain cycles, while others are available multiple cycles but may change which room they are attached to.

Guild Perks reset is aligned with the Weekly Reset, on Tuesdays at 12:00 UTC.

Guild Levels

When you earn Conquest Points on your character while in the guild, for every 1 conquest point you earn, your guild also earns 2 Guild XP.

Guild Levels grant special rewards at these levels:

  • Guild Level 12: Unlock Tier II Guild Perk Options
  • Guild Level 32: Unlock Tier III Guild Perk Options
  • Guild Level 40: Max XP and Reputation bonus of 15%
  • Guild Level 49: Unlock Tier IV Guild Perk Options
  • Guild Level 64: Unlock Tier V Guild Perk Options
  • Guild Level 600: No reward, max-level.

To unlock all the Guild Perk options, you need to reach Guild Level 64, in addition to unlocking the required Guild Flagship rooms.

New characters to the guild can not contribute any points towards Guild XP until the next week (reset is Tuesday.) You can see if you are contributing points or not in the Guild Roster – greyed-out names can not contribute Guild XP or Conquest Points to the guild till the next week.

Your guild can earn up to 10 million Guild XP per week. This is about 100 characters worth of conquest if each character gets their personal goal of 100,000 points. Conquest Points earned over the personal goal still contribute to the guild xp points.

If you have a Stronghold Bonus for conquest of 150%, the bonus from that does not apply to your guild xp – so you’ll notice whenever you get 1 conquest point, your guild will get 1 guild xp point. Personal Conquest Requisitions do apply.

Important Note: The Guild XP bar doesn’t go up until you transition areas. So if you complete a conquest goal, or use a Personal Conquest Requisition, try travelling to a stronghold or different planet to see it apply.

Guild Commendations

Guild Commendations are needed to purchase Tier II-V Guild Perks.

Every time your guild levels up, you get 5 Guild Commendations. You get an extra 5 Guild Commendations each time you hit a Guild Level that ends in a zero (Guild Level 10, 20, 30, etc.)

Guilds also receive Guild Commendations for invading planets during Conquest and reaching their guild conquest goal:

  • 100 Guild Commendations for completing a Large Yield planet (5 million Conquest Points)
  • 90 Guild Commendations for completing a Medium Yield planet (2 million Conquest Points)
  • 80 Guild Commendations for completing a Small Yield planet (500,000 Conquest Points)

You can see your Guild Commendations at the very bottom right of the Guild Pane or Guild Bank.

Reinforcement Modules

A few of the highest tier Guild Perks also require a Reinforcement Module to activate them.

You can earn Reinforcement Modules three different ways, though the main way is by members completing conquest over time.

Conquest: When a character in a guild completes their personal conquest goal, and their guild also completes their guild conquest goal (Small, Medium or Large yield), then when that week’s conquest ends, they’ll receive a Reinforcement Module as a reward. If a player collects ten, they can turn them into a Reinforcement Module.

x10 = 

Reinforcement Components are bound to the character who earned them through conquest, so players will need to earn 10 on one character before they can turn them into a Reinforcement Module. The Reinforcement Module itself once made is not bound and can be traded, mailed or put into a Guild Bank. Reinforcement Components can not be bought or sold on the GTN.

Ossus Guild Perk: There is also a special Guild Perk available at Guild Level 12 that allows members to get a Reinforcement Component for completing the [HEROIC] Hold the Line or [HEROIC] Supply Heist quests on Ossus. The entire group must be in the same guild, but you can do it with 2 players and 2 companions. This perk is not available all the time.

Harvesting: There’s also a chance of getting a Reinforcement Module any time you harvest something off the ground while your guild has any of the Harvesting Yield perks active.

Reinforcement Modules for Guild Perks should be safely stored in the Guild Bank in a tab where normal members won’t accidentally take them, and need to be in the Guild bank to be available for perks.. It’s recommend to make a tab where players can deposit items but not withdraw them, and instruct players to donate their Reinforcement Modules to that tab.

Perks List

This is a list of every Guild Perk available as of Update 7.3. Not all perks are available at the same time – they rotate in and out. See the written list below to learn more about each perk!

  • A/B/C/D/E Columns – Rotating weekly Cycles
  • D = Docking Bay
  • B = Bridge
  • S = Starboard Command Room
  • P = Port Command Room
  • F = Forward Command Room
  • E = Engine Room
SetPerkLvlCostCommsRMWeeksABCDE
Critical Boost121.25m52 2FF
Critical Crafting I121.25m52 2D
Critical Crafting II492m58 2EB
Critical Crafting III641.5m36 1EDB
Critical Gathering I121.25m52 2B
Critical Gathering II492m58 2B
Critical Gathering III641.5m36 1BEED
Critical Missions I121.25m52 2BE
Critical Missions II492m58 2D
Critical Missions III641.5m36 1BD
Distance Looter1750k50 2B
Flashpoint Looter I1750k50 2PEP
Flashpoint Looter II321.5m55 2SP
Flashpoint Looter III642.5m60 2SE
Major Critical Boost491.2m35 1FF
Operations Looter I1750k50 2SESP
Operations Looter II321.5m55 2ESPE
Operations Looter III642.5m60 2PE
Operations Smuggling641.5m36 2PESES
Professional Efficacy1750k50 2F
Professional Training1900k2FFFFF
PvP Conquest I1750k50 2DE
PvP Conquest II492m58 2ED
Receptive Healing121.25m52 2F
Starfighter Conquest I1750k50 2B
Starfighter Conquest II492m58 2D
Summon Guild Bank1900k2FFFFF
Crafting Conquest I1750k50 2DE
Crafting Conquest II492m58 2DE
Experience Focus1750k50 2FF
Guild Recharge Drones32900k33 1FF
Major Mastery Realization491.2m35 1FF
Mastery Realization121.25m52 2F
Omnimagnification642.5m60 2FF
Ossus Reinforcement121.25m52 2BED
PvP Profiteer I1750k50 2SPEE
PvP Profiteer II121.25m52 2ES
PvP Profiteer III321.5m55 2ES
Reputable I1900k2BBBBB
Reputable II321.5m55 2D
Reputable III641.5m36 1EBD
Space Pirate I1900k2PSP
Space Pirate II121.25m52 2PEPS
Space Pirate III321.5m55 2SEP
Conqueror I1750k50 2BED
Conqueror II491.2m35 1B
Efficient Crafting I1900k2DDDDD
Efficient Crafting II121.25m52 2EB
Efficient Crafting III321.5m55 2D
Flashpoint Mastery I1900k2SSSSS
Flashpoint Mastery II492m58 2SSS
Flashpoint Mastery III641.5m36 1SSS
Fortified Stagger I121.25m52 2EB
Fortified Stagger II492m58 2B
Harvesting Yield I1750k50 2B
Harvesting Yield II321.5m55 2D
Harvesting Yield III642.5m60 2BD
Major Power Amplification641.5m36 1FF
Mount Burst491.2m35 1F
Mount Shield121.25m52 2F
Operations Conquest I1750k50 2BE
Operations Conquest II492m58 2B
Operations Mastery I1900k2PPPPP
Operations Mastery II492m58 2PPP
Operations Mastery III641.5m36 1PPP
Power Amplification321.5m55 2FF
PvP Valor I1750k50 2SSE
PvP Valor II321.5m55 2S
PvP Valor III492m58 2EESP
Starfight Commandeering I1750k50 2PPS
Starfight Commandeering II321.5m55 2PE
Starfight Commandeering III492m58 2P
Cleanse12750k31 1F
Efficient Repair I1750k50 2ED
Efficient Repair II121.25m52 2ED
Efficient Repair III321.5m55 2D
Endurance Supplement1900k2FFFFF
Flashpoint Biochemist I121.25m52 2PP
Flashpoint Biochemist II492m58 2S
Flashpoint Biochemist III642.5m60 2S
Flashpoint Conquest I1750k50 2EDB
Flashpoint Conquest II492m58 2B
Flashpoint Fortitude I1900k2SSSSS
Flashpoint Fortitude II492m58 2SSS
Flashpoint Fortitude III641.5m36 1SSS
Group Resuscitation641.5m36 1FF
Major Endurance Supplement32900k33 1F
Operations Biochemist I121.25m52 2PS
Operations Biochemist II492m58 2PE
Operations Biochemist III642.5m60 2EP
Operations Fortitude I1900k2PPPPP
Operations Fortitude II492m58 2PPP
Operations Fortitude III641.5m36 1PPP
Quicker Travel I1750k50 2BD
Quicker Travel II121.25m52 2D
Quicker Travel III321.5m55 2B
Reputation Focus1750k50 2FF
Efficient Missions I1900k2DDDDD
Efficient Missions II121.25m52 2DD
Efficient Missions III321.5m55 2B
Energized Regeneration321.5m55 2F
Experience Powerhouse I1900k2BBBBB
Experience Powerhouse II321.5m55 2B
Experience Powerhouse III641.5m36 1DEEB
Flashpoint Profiteer I1750k50 2PES
Flashpoint Profiteer II121.25m52 2SP
Flashpoint Profiteer III321.5m55 2S
Gathering Efficiency I1900k2DDDDD
Gathering Efficiency II121.25m52 2B
Gathering Efficiency III321.5m55 2D
Hasten1750k50 2FF
Major Hasten12750k31 1F
Mount Improvements I1750k50 2EB
Mount Improvements II121.25m52 2ED
Mount Improvements III32900k33 1B
Mount Speed Boost1450k30 1FF
Mount Stealth321.5m50 2F
Operations Profiteer I1750k50 2SEPS
Operations Profiteer II121.25m52 2SE
Operations Profiteer III321.5m55 2EPPS
Quick Harvesting I1750k50 2D
Quick Harvesting II121.25m52 2D
Quick Harvesting III491.2m35 1B
Sprinter I1750k50 2EB
Sprinter II121.25m52 2BE
Sprinter III32900k33 1D

SWTOR Jedipedia has a great list of the perks and their cycles from 5.10, as well as highlights what cycle we are on, which is where this updated information is from.

Fortune Perks

Critical Boost

Set Bonus: Fortune

Description: Increases critical hit chance by 3% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits:

Available: Forward Command Room during Cycle D, Forward Command Room during Cycle E

Critical Crafting I

Set Bonus: Fortune

Description: Increases Critical rate for all Crafting skills by 1%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Crafting Critical

Available: Docking Bay during Cycle B

Critical Crafting II

Set Bonus: Fortune

Description: Increases Critical rate for all Crafting skills by 2%.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Crafting Critical

Available: Engine Room during Cycle B, Bridge during Cycle D

Critical Crafting III

Set Bonus: Fortune

Description: Increases Critical rate for all Crafting skills by 3%.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 33 Guild Commendations + RM+1,500,000 Credits

Limits: Crafting Critical

Available: Engine Room during Cycle A, Docking Bay during Cycle C, Bridge during Cycle D

Critical Gathering I

Set Bonus: Fortune

Description: Increases Critical rate for all Gathering skills by 1%

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 31 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Gathering Critical

Available: Bridge during Cycle D

Critical Gathering II

Set Bonus: Fortune

Description: Increases Critical rate for all Gathering skills by 2%

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 35 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Gathering Critical

Available: Bridge during Cycle A

Critical Gathering III

Set Bonus: Fortune

Description: Increases Critical rate for all Gathering skills by 3%

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 60 Guild Commendations + RM+1,500,000 Credits

Limits: Gathering Critical

Available: Bridge during Cycle B, Engine Room during Cycle C, Engine Room during Cycle D, Docking Bay during Cycle E

Critical Missions I

Set Bonus: Fortune

Description: Increases Critical rate for all Mission skills by 1%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Mission Critical

Available: Bridge during Cycle A, and Engine Room during Cycle D

Critical Missions II

Set Bonus: Fortune

Description: Increases Critical rate for all Mission skills by 2%.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Mission Critical

Available: Docking Bay during Cycle C

Critical Missions III

Set Bonus: Fortune

Description: Increases Critical rate for all Mission skills by 3%.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: Guild Commendations + RM+1,500,000 Credits

Limits: Mission Critical

Available: Bridge during Cycle A, and Docking Bay during Cycle D

Distance Looter

Set Bonus: Fortune

Description: Increases the range in which you pick up additional loot while looting.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Bridge during Cycle C

Flashpoint Looter I

Set Bonus: Fortune

Description: Grants a chance to drop a Small Satchel of Crafting Materials from Flashpoint bosses while in a Guild Group.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Flashpoint Drop Rates

Available: Port Command Room during Cycle A, Engine Room during Cycle B, Port Command Room during Cycle D

Flashpoint Looter II

Set Bonus: Fortune

Description: Grants a chance to drop a Medium Satchel of Crafting Materials from Flashpoint bosses while in a Guild Group.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Flashpoint Drop Rates

Available: Starboard Command Room during Cycle D, Port Command Room during Cycle E

Flashpoint Looter III

Set Bonus: Fortune

Description: Grants a chance to drop a Large Satchel of Crafting Materials from Flashpoint bosses while in a Guild Group.

Guild Level Required: 64 (Tier V)

Length: 2 Weeks

Cost: Guild Commendations + RM+2,500,000 Credits

Limits: Flashpoint Drop Rates

Available: Starboard Command Room during Cycle A, and Engine Room during Cycle D

Major Critical Boost

Set Bonus: Fortune

Description: Increases critical hit chance by 5% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 49 (Tier IV)

Length: 1 Week Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +1,200,000 Credits

Limits:

Available: Forward Command Room during Cycle A, and Forward Command Room during Cycle D

Operations Looter I

Set Bonus: Fortune

Description: Grants a chance to drop a Small Satchel of Crafting Materials from Operations bosses while in a Guild Group.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Operation Drop Rates

Available: Starboard Command Room during Cycle B, Engine Room during Cycle C, Starboard Command Room during Cycle D, Port Command Room during Cycle E

Operations Looter II

Set Bonus: Fortune

Description: Grants a chance to drop a Medium Satchel of Crafting Materials from Operations bosses while in a Guild Group.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Operation Drop Rates

Available: Engine Room during Cycle A, Starboard Command Room during Cycle B, Port Command Room during Cycle D, Engine Room during Cycle E

Operations Looter III

Set Bonus: Fortune

Description: Grants a chance to drop a Large Satchel of Crafting Materials from Operations bosses while in a Guild Group.

Guild Level Required: 64 (Tier V)

Length: 2 Weeks

Cost: 50 Guild Commendations + RM+2,500,000 Credits

Limits: Operation Drop Rates

Available: Port Command Room during Cycle B, and Engine Room during Cycle E

Operations Profiteer

Set Bonus: Fortune

Description: Final Bosses in Operations have a chance to drop a Grand Chance Cube on death. [This is not connected to the other Operation Profiteer perks.]

Guild Level Required: 64 (Tier V)

Length: 2 Weeks

Cost: 52 Guild Commendations + RM+1,500,000 Credits

Limits:

Available: Port Command Room during Cycle A, Engine Room during Cycle B, Starboard Command Room during Cycle C, Engine Room during Cycle D, Starboard Command Room during Cycle E

Professional Efficacy

Set Bonus: Fortune

Description: Increases Time efficiency for all Professions by 5% for 1 hour.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Forward Command Room during Cycle C

Professional Training

Set Bonus: Fortune

Description: Increases Critical rate for all Crew Skills by 5% for 1 hour.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits:

Available: Forward Command Room during Cycle A, Forward Command Room during Cycle B, Forward Command Room during Cycle C, Forward Command Room during Cycle D, Forward Command Room during Cycle E

Receptive Healing

Set Bonus: Fortune

Description: Increases healing received by 10% for 15 minutes. Cannot be used in PvP or Master Mode Operations.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits:

Available: Forward Command Room during Cycle B

Starfighter Conquest I

Set Bonus: Fortune

Description: Grants access to the Starfighter based Conquest Objective “Starfighter: Rally – Part 1”.

Starfighter: Rally – Part I (Conquest Objective): Complete 3 Starfighter matches. [Unlike the other rally objectives, your team does not need to be in the same guild as you.]

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Bridge during Cycle B

Starfighter Conquest II

Set Bonus: Fortune

Description: Grants access to the Starfighter based Conquest Objective “Starfighter: Rally – Part 2”.

Starfighter: Rally – Part 2 (Conquest Objective): Win 3 Starfighter matches. [Unlike the other rally objectives, your team does not need to be in the same guild as you.]

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits:

Available: Docking Bay during Cycle A

Summon Guild Bank

Set Bonus: Fortune

Description: Summons your Guild Bank. Lasts 3 minutes.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits:

Available: Forward Command Room during Cycle A, Forward Command Room during Cycle B, Forward Command Room during Cycle C, Forward Command Room during Cycle D, Forward Command Room during Cycle E

PvP Conquest I

Set Bonus: Fortune

Description: Grants access to the PvP based Conquest Objective “PvP: Rally – Part 1”.

PvP: Rally – Part 1 (Conquest Objective): Complete any Warzone or Arena match while in a Guild Group. [The entire group must be in the same guild. For Arenas, this means you must queue up for a group of four and it is guranteed, for Warzones you will need to queue in two groups of four and hope you wind up on the same team. Daily repeatable objective that can be done in addition to any other PvP objectives on the Conquest objectives list.]

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 33 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Docking Bay during Cycle B, and Engine Room during Cycle E

PvP Conquest II

Set Bonus: Fortune

Description: Grants access to the PvP based Conquest Objective “PvP: Rally – Part 2”.

PvP: Rally – Part 2 (Conquest Objective): Complete 3 Warzone or Arena matches while in a Guild Group. [The entire group must be in the same guild. For Arenas, this means you must queue up for a group of four and it is guranteed, for Warzones you will need to queue in two groups of four and hope you wind up on the same team. Daily repeatable objective that can be done in addition to any other PvP objectives on the Conquest objectives list.]

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits:

Available: Engine Room during Cycle B, Docking Bay during Cycle D

Glory Perks

Crafting Conquest I

Set Bonus: Glory

Description: Grants access to the crafting based Conquest Objective “Crafting: Rally – Part 1”.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Docking Bay during Cycle A, and Engine Room during Cycle D

Crafting Conquest II

Set Bonus: Glory

Description: Grants access to the crafting based Conquest Objective “Crafting: Rally – Part 2”.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits:

Available: Docking Bay during Cycle B, and Engine Room during Cycle E

Experience Focus

Set Bonus: Glory

Description: Increases all experience gained by 15% for 1 hour.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Forward Command Room during Cycle C, Forward Command Room during Cycle E

Guild Recharge Drones

Set Bonus: Glory

Description: Calls on Guild Recharge Drones, allowing you to pause to prepare for the coming fight, restoring your health and your combat resources. Faster than typical Rest and Recharge. Cannot be used during combat.

Guild Level Required: 32 (Tier III)

Length: 1 Week Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits:

Available: Forward Command Room during Cycle B, and Forward Command Room during Cycle E

Major Mastery Realization

Set Bonus: Glory

Description: Increases mastery by 5% and internal and elemental damage reduction by 10% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 49 (Tier IV)

Length: 1 Week Weeks

Cost: 60 Guild Commendations + No Reinforcement Module +1,200,000 Credits

Limits:

Available: Forward Command Room during Cycle B, Forward Command Room during Cycle D

Mastery Realization

Set Bonus: Glory

Description: Increases mastery by 3% and internal and elemental damage reduction by 5% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits:

Available: Forward Command Room during Cycle A

Omnimagnification

Set Bonus: Glory

Description: Applies the effects of all class buffs to you for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 64 (Tier V)

Length: 2 Weeks

Cost: 52 Guild Commendations + RM+2,500,000 Credits

Limits:

Available: Forward Command Room during Cycle C, Forward Command Room during Cycle E

Ossus Reinforcement

Set Bonus: Glory

Description: Adds a Reinforcement Component as a reward for [HEROIC] Hold the Line or [HEROIC] Supply Heist if completed while in a guild group.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits:

Available: Bridge during Cycle B, Engine Room during Cycle C, Docking Bay during Cycle E

Reputable I

Set Bonus: Glory

Description: Increases Reputation earned from all sources by 5%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Rep

Available: Bridge during Cycle A, Bridge during Cycle B, Bridge during Cycle C, Bridge during Cycle D, Bridge during Cycle E

Reputable II

Set Bonus: Glory

Description: Increases Reputation earned from all sources by 10%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Rep

Available: Docking Bay during Cycle C

Reputable III

Set Bonus: Glory

Description: Increases Reputation earned from all sources by 15%.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 50 Guild Commendations + RM+1,500,000 Credits

Limits: Rep

Available: Engine Room during Cycle A, Bridge during Cycle C, Docking Bay during Cycle D

Space Pirate I

Set Bonus: Glory

Description: Increases XP, Command XP, and Reputation rewards from GSF by 5%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Gsf Rewards

Available: Port Command Room during Cycle B, Starboard Command Room during Cycle C, Port Command Room during Cycle E

Space Pirate II

Set Bonus: Glory

Description: Increases XP, Command XP, and Reputation rewards from GSF by 7%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Gsf Rewards

Available: Port Command Room during Cycle A, Engine Room during Cycle B, Port Command Room during Cycle C, Starboard Command Room during Cycle E

Space Pirate III

Set Bonus: Glory

Description: Increases XP, Command XP, and Reputation rewards from GSF by 9%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Gsf Rewards

Available: Starboard Command Room during Cycle B, Engine Room during Cycle C, Port Command Room during Cycle D

PvP Profiteer I

Set Bonus: Glory

Description: Increases XP, Command XP, and Reputation rewards from Warzones and Arenas by 5%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: PvP Rewards

Available: Starboard Command Room during Cycle A, Port Command Room during Cycle C, Engine Room during Cycle D, Engine Room during Cycle E

PvP Profiteer II

Set Bonus: Glory

Description: Increases XP, Command XP, and Reputation rewards from Warzones and Arenas by 7%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: PvP Rewards

Available: Engine Room during Cycle A, Starboard Command Room during Cycle C

PvP Profiteer III

Set Bonus: Glory

Description: Increases XP, Command XP, and Reputation rewards from Warzones and Arenas by 9%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: PvP Rewards

Available: Engine Room during Cycle B, Starboard Command Room during Cycle D

Might Perks

Conqueror I

Set Bonus: Might

Description: Increases points earned from Conquests by 10%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 60 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Conquest Increase

Available: Bridge during Cycle A, and Engine Room during Cycle D, Docking Bay during Cycle E

Conqueror II

Set Bonus: Might

Description: Increases points earned from Conquests by 20%.

Guild Level Required: 49 (Tier IV)

Length: 1 Week Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,200,000 Credits

Limits: Conquest Increase

Available: Bridge during Cycle C

Efficient Crafting I

Set Bonus: Might

Description: Increases Time efficiency for all Crafting skills by 3%

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Crafting Efficiency

Available: Docking Bay during Cycle A, Docking Bay during Cycle B, Docking Bay during Cycle C, Docking Bay during Cycle D, Docking Bay during Cycle E

Efficient Crafting II

Set Bonus: Might

Description: Increases Time efficiency for all Crafting skills by 5%

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Crafting Efficiency

Available: Engine Room during Cycle C, Bridge during Cycle E

Efficient Crafting III

Set Bonus: Might

Description: Increases Time efficiency for all Crafting skills by 7%

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 60 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Crafting Efficiency

Available: Docking Bay during Cycle B

Flashpoint Mastery I

Set Bonus: Might

Description: Increases Mastery when in Flashpoints by 4%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Flashpoint Mastery

Available: Starboard Command Room during Cycle A, Starboard Command Room during Cycle B, Starboard Command Room during Cycle C, Starboard Command Room during Cycle D, Starboard Command Room during Cycle E

Flashpoint Mastery II

Set Bonus: Might

Description: Increases Mastery when in Flashpoints by 6%.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Flashpoint Mastery

Available: Starboard Command Room during Cycle B, Starboard Command Room during Cycle C, Starboard Command Room during Cycle E

Flashpoint Mastery III

Set Bonus: Might

Description: Increases Mastery when in Flashpoints by 8%.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Flashpoint Mastery

Available: Starboard Command Room during Cycle A, and Starboard Command Room during Cycle D, Starboard Command Room during Cycle E

Fortified Stagger I

Set Bonus: Might

Description: Reduces damage taken while stunned by 5%. This effect is not applied in PvP or Master Mode Operations.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Stunned Damage Reduction

Available: Engine Room during Cycle A, Bridge during Cycle C

Fortified Stagger II

Set Bonus: Might

Description: Reduces damage taken while stunned by 10%. This effect is not applied in PvP or Master Mode Operations.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Stunned Damage Reduction

Available: Bridge during Cycle E

Harvesting Yield I

Set Bonus: Might

Description: Increases harvesting yield slightly.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Harvesting Yield

Available: Bridge during Cycle D

Harvesting Yield II

Set Bonus: Might

Description: Increases harvesting yield moderately

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Harvesting Yield

Available: Docking Bay during Cycle D

Harvesting Yield III

Set Bonus: Might

Description: Increases harvesting yield significantly.

Guild Level Required: 64 (Tier V)

Length: 2 Weeks

Cost: 31 Guild Commendations + RM+2,500,000 Credits

Limits: Harvesting Yield

Available: Bridge during Cycle D, Docking Bay during Cycle E

Major Power Amplification

Set Bonus: Might

Description: Increases all melee, ranged, Force and tech bonus damage and healing by 5% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 55 Guild Commendations + RM+1,500,000 Credits

Limits:

Available: Forward Command Room during Cycle A, and Forward Command Room during Cycle D

Mount Burst

Set Bonus: Might

Description: Knocks back up to 8 enemies within a 15-meter cone in front of you. Standard and weak enemies are additionally knocked down for 3 seconds. Must be mounted to use.

Guild Level Required: 49 (Tier IV)

Length: 1 Week Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +1,200,000 Credits

Limits:

Available: Forward Command Room during Cycle E

Mount Shield

Set Bonus: Might

Description: Summons a probe droid that projects a shield around the user, absorbing a moderate amount of incoming damage for <<1[%d/%d/%d]>> seconds. Does not break stealth. Must be mounted to use.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits:

Available: Forward Command Room during Cycle B

Operations Conquest I

Set Bonus: Might

Description: Grants access to the Operations based Conquest Objective “Operation: Rally – Part 1”.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 35 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Bridge during Cycle B, and Engine Room during Cycle E

Operations Conquest II

Set Bonus: Might

Description: Grants access to the Operations based Conquest Objective “Operation: Rally – Part 2”.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 33 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits:

Available: Bridge during Cycle B

Operations Mastery I

Set Bonus: Might

Description: Increases Mastery when in Operations by 4%. Does not apply in Master Mode.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 35 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Operation Mastery

Available: Port Command Room during Cycle A, Port Command Room during Cycle B, Port Command Room during Cycle C, Port Command Room during Cycle D, Port Command Room during Cycle E

Operations Mastery II

Set Bonus: Might

Description: Increases Mastery when in Operations by 6%. Does not apply in Master Mode.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Operation Mastery

Available: Port Command Room during Cycle B, Port Command Room during Cycle C, Port Command Room during Cycle E

Operations Mastery III

Set Bonus: Might

Description: Increases Mastery when in Operations by 8%. Does not apply in Master Mode.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Operation Mastery

Available: Port Command Room during Cycle A, Port Command Room during Cycle C, Port Command Room during Cycle D

Power Amplification

Set Bonus: Might

Description: Increases all melee, ranged, Force and tech bonus damage and healing by 3% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits:

Available: Forward Command Room during Cycle A, Forward Command Room during Cycle C

Starfight Commandeering I

Set Bonus: Might

Description: Increases Requisition gained from Galactic Starfighter by 5%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 30 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Gsf Requisition

Available: Port Command Room during Cycle B, Port Command Room during Cycle C, Starboard Command Room during Cycle E

Starfight Commandeering II

Set Bonus: Might

Description: Increases Requisition gained from Galactic Starfighter by 7%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Gsf Requisition

Available: Port Command Room during Cycle A, and Engine Room during Cycle D

Starfight Commandeering III

Set Bonus: Might

Description: Increases Requisition gained from Galactic Starfighter by 9%.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Gsf Requisition

Available: Port Command Room during Cycle D

PvP Valor I

Set Bonus: Might

Description: Increases Valor rewards from Warzones and Arenas by 5%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: PvP Valor

Available: Starboard Command Room during Cycle A, Starboard Command Room during Cycle C, Engine Room during Cycle E

PvP Valor II

Set Bonus: Might

Description: Increases Valor rewards from Warzones and Arenas by 7%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: PvP Valor

Available: Starboard Command Room during Cycle A

PvP Valor III

Set Bonus: Might

Description: Increases Valor rewards from Warzones and Arenas by 9%.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 35 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: PvP Valor

Available: Engine Room during Cycle A, Engine Room during Cycle B, Starboard Command Room during Cycle C, Port Command Room during Cycle E

Vitality Perks

Cleanse

Set Bonus: Vitality

Description: Cleanses you of up to 2 negative effects. Cannot be used in PvP or Master Mode Operations.

Guild Level Required: 12 (Tier II)

Length: 1 Week Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Forward Command Room during Cycle A

Efficient Repair I

Set Bonus: Vitality

Description: Slightly reduces the cost to repair items.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Repair Cost

Available: Engine Room during Cycle B, Docking Bay during Cycle D

Efficient Repair II

Set Bonus: Vitality

Description: Moderately reduces the cost to repair items.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Repair Cost

Available: Engine Room during Cycle C, Docking Bay during Cycle E

Efficient Repair III

Set Bonus: Vitality

Description: Significantly reduces the cost to repair items.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Repair Cost

Available: Docking Bay during Cycle C

Endurance Supplement

Set Bonus: Vitality

Description: Increase Endurance by 3% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits:

Available: Forward Command Room during Cycle A, Forward Command Room during Cycle B, Forward Command Room during Cycle C, Forward Command Room during Cycle D, Forward Command Room during Cycle E

Flashpoint Biochemist I

Set Bonus: Vitality

Description: Increases the duration of Adrenals in Flashpoints by 10%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Flashpoint Adrenal

Available: Port Command Room during Cycle A, and Port Command Room during Cycle D

Flashpoint Biochemist II

Set Bonus: Vitality

Description: Increases the duration of Adrenals in Flashpoints by 20%.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Flashpoint Adrenal

Available: Starboard Command Room during Cycle A

Flashpoint Biochemist III

Set Bonus: Vitality

Description: Increases the duration of Adrenals in Flashpoints by 30%.

Guild Level Required: 64 (Tier V)

Length: 2 Weeks

Cost: 58 Guild Commendations + RM+2,500,000 Credits

Limits: Flashpoint Adrenal

Available: Starboard Command Room during Cycle B

Flashpoint Conquest I

Set Bonus: Vitality

Description: Grants access to the Flashpoint based Conquest Objective “Flashpoint: Rally – Part 1”.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Engine Room during Cycle A, Docking Bay during Cycle B, and Bridge during Cycle E

Flashpoint Conquest II

Set Bonus: Vitality

Description: Grants access to the Flashpoint based Conquest Objective “Flashpoint: Rally – Part 2”.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits:

Available: Bridge during Cycle B

Flashpoint Fortitude I

Set Bonus: Vitality

Description: Increases Endurance when in Flashpoints by 6%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Flashpoint Endurance

Available: Starboard Command Room during Cycle A, Starboard Command Room during Cycle B, Starboard Command Room during Cycle C, Starboard Command Room during Cycle D, Starboard Command Room during Cycle E

Flashpoint Fortitude II

Set Bonus: Vitality

Description: Increases Endurance when in Flashpoints by 9%.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Flashpoint Endurance

Available: Starboard Command Room during Cycle A, Starboard Command Room during Cycle C, Starboard Command Room during Cycle E

Flashpoint Fortitude III

Set Bonus: Vitality

Description: Increases Endurance when in Flashpoints by 12%.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Flashpoint Endurance

Available: Starboard Command Room during Cycle B, Starboard Command Room during Cycle D, Starboard Command Room during Cycle E

Group Resuscitation

Set Bonus: Vitality

Description: Summons droids to revive all incapacitated allies in range.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 55 Guild Commendations + RM+1,500,000 Credits

Limits:

Available: Forward Command Room during Cycle B, Forward Command Room during Cycle C

Major Endurance Supplement

Set Bonus: Vitality

Description: Increase Endurance by 5% for 60 minutes. Does not stack with other similar effects.

Guild Level Required: 32 (Tier III)

Length: 1 Week Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits:

Available: Forward Command Room during Cycle D

Operations Biochemist I

Set Bonus: Vitality

Description: Increases the duration of Adrenals in Operations by 10%. Does not apply in Master Mode.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Operation Adrenal

Available: Port Command Room during Cycle B, Starboard Command Room during Cycle D

Operations Biochemist II

Set Bonus: Vitality

Description: Increases the duration of Adrenals in Operations by 20%. Does not apply in Master Mode.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Operation Adrenal

Available: Port Command Room during Cycle B, and Engine Room during Cycle E

Operations Biochemist III

Set Bonus: Vitality

Description: Increases the duration of Adrenals in Operations by 30%. Does not apply in Master Mode.

Guild Level Required: 64 (Tier V)

Length: 2 Weeks

Cost: 60 Guild Commendations + RM+2,500,000 Credits

Limits: Operation Adrenal

Available: Engine Room during Cycle C, Port Command Room during Cycle E

Operations Fortitude I

Set Bonus: Vitality

Description: Increases Endurance when in Operations by 6%. Does not apply in Master Mode.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Operation Endurance

Available: Port Command Room during Cycle A, Port Command Room during Cycle B, Port Command Room during Cycle C, Port Command Room during Cycle D, Port Command Room during Cycle E

Operations Fortitude II

Set Bonus: Vitality

Description: Increases Endurance when in Operations by 9%. Does not apply in Master Mode.

Guild Level Required: 49 (Tier IV)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +2,000,000 Credits

Limits: Operation Endurance

Available: Port Command Room during Cycle A, Port Command Room during Cycle C, Port Command Room during Cycle E

Operations Fortitude III

Set Bonus: Vitality

Description: Increases Endurance when in Operations by 12%. Does not apply in Master Mode.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 60 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Operation Endurance

Available: Port Command Room during Cycle B, Port Command Room during Cycle C, Port Command Room during Cycle D

Quicker Travel I

Set Bonus: Vitality

Description: Decreases the cooldown of Quick Travel by 60 seconds.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Quick Travel Cooldown

Available: Bridge during Cycle A, Docking Bay during Cycle C

Quicker Travel II

Set Bonus: Vitality

Description: Decreases the cooldown of Quick Travel by 90 seconds.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Quick Travel Cooldown

Available: Docking Bay during Cycle D

Quicker Travel III

Set Bonus: Vitality

Description: Decreases the cooldown of Quick Travel by 120 seconds.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Quick Travel Cooldown

Available: Bridge during Cycle D

Reputation Focus

Set Bonus: Vitality

Description: Increases all reputation gained by 15% for 1 hour.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Forward Command Room during Cycle A, and , Forward Command Room during Cycle E

Zeal Perks

Efficient Missions I

Set Bonus: Zeal

Description: Increases Time efficiency for all Mission skills by 3%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Mission Efficiency

Available: Docking Bay during Cycle A, Docking Bay during Cycle B, Docking Bay during Cycle C, Docking Bay during Cycle D, Docking Bay during Cycle E

Efficient Missions II

Set Bonus: Zeal

Description: Increases Time efficiency for all Mission skills by 5%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Mission Efficiency

Available: Docking Bay during Cycle B, and Docking Bay during Cycle E

Efficient Missions III

Set Bonus: Zeal

Description: Increases Time efficiency for all Mission skills by 7%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Mission Efficiency

Available: Bridge during Cycle A

Energized Regeneration

Set Bonus: Zeal

Description: Restores or generates your primary combat resource over <<1[%d seconds/%d second/%d seconds]>>. Cannot be used in PvP or Master Mode Operations.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits:

Available: Forward Command Room during Cycle B

Experience Powerhouse I

Set Bonus: Zeal

Description: Increases Experience earned from all sources by 3%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Xp

Available: Bridge during Cycle A, Bridge during Cycle B, Bridge during Cycle C, Bridge during Cycle D, Bridge during Cycle E

Experience Powerhouse II

Set Bonus: Zeal

Description: Increases Experience earned from all sources by 5%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Xp

Available: Bridge during Cycle C

Experience Powerhouse III

Set Bonus: Zeal

Description: Increases Experience earned from all sources by 7%.

Guild Level Required: 64 (Tier V)

Length: 1 Week Weeks

Cost: 58 Guild Commendations + RM+1,500,000 Credits

Limits: Xp

Available: Docking Bay during Cycle A, Engine Room during Cycle C, Engine Room during Cycle D, Bridge during Cycle E

Flashpoint Profiteer I

Set Bonus: Zeal

Description: Increases XP, Command XP, and Reputation rewards from Flashpoints by 5%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Flashpoint Rewards

Available: Port Command Room during Cycle A, Engine Room during Cycle B, Starboard Command Room during Cycle D

Flashpoint Profiteer II

Set Bonus: Zeal

Description: Increases XP, Command XP, and Reputation rewards from Flashpoints by 7%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Flashpoint Rewards

Available: Starboard Command Room during Cycle A, and , Port Command Room during Cycle E

Flashpoint Profiteer III

Set Bonus: Zeal

Description: Increases XP, Command XP, and Reputation rewards from Flashpoints by 9%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Flashpoint Rewards

Available: Starboard Command Room during Cycle C

Gathering Efficiency I

Set Bonus: Zeal

Description: Increases Time efficiency for all Gathering skills by 3%

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Gathering Efficiency

Available: Docking Bay during Cycle A, Docking Bay during Cycle B, Docking Bay during Cycle C, Docking Bay during Cycle D, Docking Bay during Cycle E

Gathering Efficiency II

Set Bonus: Zeal

Description: Increases Time efficiency for all Gathering skills by 5%

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Gathering Efficiency

Available: Bridge during Cycle A

Gathering Efficiency III

Set Bonus: Zeal

Description: Increases Time efficiency for all Gathering skills by 7%

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 35 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Gathering Efficiency

Available: Docking Bay during Cycle A

Hasten

Set Bonus: Zeal

Description: Increases movement speed by 90% for 6 seconds. Cannot be used in PvP or Master Mode Operations.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Forward Command Room during Cycle A, and Forward Command Room during Cycle D

Major Hasten

Set Bonus: Zeal

Description: Increases movement speed by 120% for 6 seconds. Cannot be used in PvP or Master Mode Operations.

Guild Level Required: 12 (Tier II)

Length: 1 Week Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits:

Available: Forward Command Room during Cycle E

Mount Improvements I

Set Bonus: Zeal

Description: Increases Mounted Speed by 10%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Mount Speed

Available: Engine Room during Cycle A, Bridge during Cycle C

Mount Improvements II

Set Bonus: Zeal

Description: Increases Mounted Speed by 15%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Mount Speed

Available: Engine Room during Cycle A, Docking Bay during Cycle C

Mount Improvements III

Set Bonus: Zeal

Description: Increases Mounted Speed by 20%.

Guild Level Required: 32 (Tier III)

Length: 1 Week Weeks

Cost: 36 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Mount Speed

Available: Bridge during Cycle E

Mount Speed Boost

Set Bonus: Zeal

Description: Increases your mount speed for 10 seconds. Must be mounted to use.

Guild Level Required: 1 (Tier I)

Length: 1 Week Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +450,000 Credits

Limits:

Available: Forward Command Room during Cycle B, Forward Command Room during Cycle C

Mount Stealth

Set Bonus: Zeal

Description: Activates a stealth generator while mounted, increasing your stealth level by 15 and making you and your companion difficult to detect. Your companion will not react to enemy attacks while in stealth. Lasts for 30 seconds. Must be mounted to use.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits:

Available: Forward Command Room during Cycle C

Operations Profiteer I

Set Bonus: Zeal

Description: Increases Reputation rewards from Operations by 5%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 33 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Operation Rewards

Available: Starboard Command Room during Cycle B, Engine Room during Cycle C, Port Command Room during Cycle D, Starboard Command Room during Cycle E

Operations Profiteer II

Set Bonus: Zeal

Description:Increases Reputation rewards from Operations by 7%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Operation Rewards

Available: Starboard Command Room during Cycle B, and Engine Room during Cycle E

Operations Profiteer III

Set Bonus: Zeal

Description: Increases Reputation rewards from Operations by 9%.

Guild Level Required: 32 (Tier III)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +1,500,000 Credits

Limits: Operation Rewards

Available: Engine Room during Cycle A, Port Command Room during Cycle B, Port Command Room during Cycle C, Starboard Command Room during Cycle D

Quick Harvesting I

Set Bonus: Zeal

Description: Reduces harvesting time by 15%.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 50 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Reduced Harvest Time

Available: Docking Bay during Cycle D

Quick Harvesting II

Set Bonus: Zeal

Description: Reduces harvesting time by 30%.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Reduced Harvest Time

Available: Docking Bay during Cycle A

Quick Harvesting III

Set Bonus: Zeal

Description: Reduces harvesting time by 45%.

Guild Level Required: 49 (Tier IV)

Length: 1 Week Weeks

Cost: 58 Guild Commendations + No Reinforcement Module +1,200,000 Credits

Limits: Reduced Harvest Time

Available: Bridge during Cycle C

Sprinter I

Set Bonus: Zeal

Description: Slightly increases movement speed granted by the Sprint ability. Does not work in PvP areas.

Guild Level Required: 1 (Tier I)

Length: 2 Weeks

Cost: 52 Guild Commendations + No Reinforcement Module +750,000 Credits

Limits: Sprint Speed

Available: Engine Room during Cycle B, Bridge during Cycle D

Sprinter II

Set Bonus: Zeal

Description: Moderately increases movement speed granted by the Sprint ability. Does not work in PvP areas.

Guild Level Required: 12 (Tier II)

Length: 2 Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +1,250,000 Credits

Limits: Sprint Speed

Available: Bridge during Cycle B, and Engine Room during Cycle E

Sprinter III

Set Bonus: Zeal

Description: Significantly increases movement speed granted by the Sprint ability. Does not work in PvP areas.

Guild Level Required: 32 (Tier III)

Length: 1 Week Weeks

Cost: 55 Guild Commendations + No Reinforcement Module +900,000 Credits

Limits: Sprint Speed

Available: Docking Bay during Cycle B

Old Perks

These perks are no longer available:

  • Commander I: Increases Command Experience earned from all sources by 3%.
  • Tax Evasion II: Moderately reduces Galactic Trade Network commission charges.
  • Tax Evasion III: Significantly reduces Galactic Trade Network commission charges.
  • Command Focus: Increases all command experience gained by 15% for 1 hour.
  • Commander II: Increases Command Experience earned from all sources by 5%.
  • Commander III: Increases Command Experience earned from all sources by 7%.
  • Tax Evasion I: Slightly reduces Galactic Trade Network commission charges.

These perks seem to have been in the files but were never actually added to the game:

  • Auto Loot Ability: Loot any nearby drop.
  • Instant Guild Mail: Send mail to your guildmates instantly!
  • Guild Mount: No description.
  • Warzone Looter: Chance to loot items from dead players in Warzones.
  • VIP Room Access: Receive access to the guild VIP room.