The Sith Inquisitor Classic Venture in Star Wars: The Old Republic is a fun, challenging, long-term way of playing the game and exploring all its facets while levelling up a brand new Sith Inquisitor from level 1 on Korriban, all the way up to level 50 on Ilum. You’ll be expected to fight, explore, gear up, and hunt down unique foes, all while taking extra damage during fights and levelling up at a pace that’s more in line with levelling up at the launch of the game. This mode also introduces a bunch of new special items you’ll pick up off of glowing golden enemies that will give you special boosts or temporary challenges as you play in Classic mode, and of course has unique rewards just for the Sith Inquisitor.
All of this information is from the Public Test Server. There is a good chance much of it may change before the Classic Ventures system is released in 8.0 which the developers are aiming to release at the end of 2026! Many of the screenshots are also from the unfinished Public Test Server – you can see many unfinished graphics, labels, and objectives there. My favorite is the pie image placeholders.
How to Start

To start a new Classic Venture, choose Classic when you go to create a character (rather than the Full Campaign, which is what you would pick for a normal new character.)

Ventures are only available to subscribers, and that includes the Sith Inquisitor Classic Venture. Free-to-play players will not be able to start venture characters, and preferred players will not be able to continue playing any venture characters they have made until they re-subscribe.
Choose a Combat Style

When you go to create a Classic Venture Sith Inquisitor, you will notice that you only have two options for your Combat Style – the Sorcerer or the Assassin. In the normal game, you have a lot more options, but these were the two options available at the launch of the game, and during a Classic Venture, you’ll only be able to pick between these two styles. This means you can not play a Sith Inquisitor as a Guardian, Sentinel, Juggernaut, Marauder, Sage, or Shadow while playing a classic venture.





























How to Craft
Choose a Crew Skill
Armormech
Armstech
Artifice
Biochem
Cybertech
Synthweaving

Gathering Guide
Rare Materials Guide
White Materials Guide
Jawa Junk
Augments
Medpacs, Stims and Adrenals
Synthweaving Crafting Tree




Crafted Decorations
Crafted Mounts
Crafted Dyes
Crafted Crystals
Galactic Seasons
PvP Seasons
Bounty Event
Double XP Event
Feast of Prosperity
Gree Event
Life Day
Nightlife Event
Pirate Incursion Event
Rakghoul Event
Spring Abundance Festival
Swoop Event



Jedi Knight
Jedi Consular
Trooper
Smuggler
Sith Warrior
Sith Inquisitor
Bounty Hunter
Imperial Agent
Bounty Hunter
Imperial Agent
Jedi Consular
Jedi Knight
Sith Inquisitor
Sith Warrior
Smuggler
Trooper
Legacy Gear
Questions or comments? Feel free to send me a message on Twitter 



Darkness is a tank style, which means it does less damage, but can stay alive more easily.
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
Deception is melee range, which means you must be very close to your enemy to attack, which can be harder for new players to get used to, but you have a jump ability to help you close the gap between you and your enemy.
This discipline is very mobile and you can easily run and jump around while fighting without any issues!
Most of your abilities are clickable at the beginning of a fight, while your main ability needs to have other things happen first before it can be used. However it will be come clickable over time even if you just use random attacks first.
Deception is quite easy to learn as you mainly use the sparkling abilities highlighted on your bars as they light up! Keeping your energy or force levels up is fairly easy.
Hatred is a damage-over-time discipline – you’ll have to watch and track the timers of two of the attack debuffs you place on your enemies, make it a slightly harder discipline to play.
Mass Mind Control, causes enemies to focus on you.
Stealth, the only tank with stealth allowing you to sneak past enemies.
Mind Trap, cause an enemy to fall asleep while stealthed, allowing you and your group to sneak past.
Phantom Stride, leap to an enemy.
Force Pull, pull an enemy to you.
Force Speed, fast movement speed.
Overload, a knock-back (optional).
Force Slow, slow enemies down and deal damage.
Hatred is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over.
Death Field, which is a large area attack that makes Hatred great for multiple enemies.



Corruption is a healer style, which makes it harder to learn than a damage class for most new players.
Most players recommend to level as a damage style, then switch to healer when you are ready for group content.
All three healer styles are not too hard to start healing with, just select a player and heal with a green ability.
Of the three healers, I found the Sorcerer healer to be the easiest to keep track of without any additional tools.
Lightning is long-range, making it easier to hit moving targets compared to melee characters for new players.
Some abilities require that you stand still to use them, like a turret, but you have some options later on that makes this even easier to deal with and making it easy to move around.
Most abilities can simply be used, you don’t need to activate them in any way first.
I consider Lightning very fun and easy for new players!
Madness is a damage-over-time class which means you need to build up your attacks over time, and to be effective you need to learn to spread your damage out across multiple enemies, which can make it slightly harder to learn than attacking one enemy at a time for new players.
Corruption focuses on a mix of single and multi-target heals and shields.
Static Barrier can be placed on all your team-mates one by one to protect them.
Roaming Mend is a smart heal that bounces to the closest person with the lowest health when triggered.
Revivification is a circular area heal that heals everyone in its perimeter.
Unnatural Preservation, an immediate self-heal.
Reanimation, bring allies back to life in combat.
Force Barrier, an invulnerability shield.
Phase Walk, a teleport (optional).
Extrication, allows you to pull a friend to you.
Whirlwind, lift an enemy out of the fight temporarily (optional).
Lightning focuses on long-range force-based attacks including bursts of lightning and Force energy.
As you get better at playing Lightning, you can cast your abilities fast and faster, until they are flying at dizzying speeds.
Force Storm, a large ground-based lightning attack.
Madness focuses on telepathic attacks and stealing life from your enemy to you.








And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!
Discord
Email swtorista@gmail.com
Bluesky @swtorista.com
Reddit /u/swtorista
Twitch Swtorista
Youtube
Patreon
Twitter @swtorista