The Sith Warrior 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 Warrior 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 Warrior.
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 Warrior 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 Warrior, you will notice that you only have two options for your Combat Style – the Juggernaut or the Marauder. 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 Warrior as a Guardian, Sentinel, Sorcerer, Assassin, 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 



Annihilation is melee range. That means you must be very close to your enemy to attack, which can be harder for new players to get used to. You get a jump ability to help you get into combat quicker and can throw your double lightsabers if you get too far away.
This style is very mobile and you can easily run and jump around while fighting without any issues!
Of the three Marauder disciplines, I found Annihilation to be the easiest to learn.
Marauders start without any Rage, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities. It’s easy to build Rage, but you can’t button mash. Carnage is especially tight with Rage when playing at a high-end.
Carnage is the most interesting of the three Marauder disciplines, as it can be very easy to play or very complicated to play depending on how deep you want to dive into it. It’s also one of the few classes that you really, really must first earn and obtain two pieces of high-level equipment before you can play it smoothly, which makes it less accessible than the other two Marauder disciplines. However, once you have those two gear pieces, if you can memorize a tight 19-ability rotation, even newer players can do incredibly high damage. I highly recommend looking up a guide while learning this class at a high level.
Marauders start without any Rage, which is their energy pool for attacks. This might make them harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities. It’s easy to build Rage, but you can’t button mash.
This discipline is very mobile and you can easily run and jump around while fighting without any issues!
Of the three Marauder disciplines, I found Fury to be the hardest to learn, as their need to gain Rage is the most difficult to manage of the three. Luckily, there’s an 11-ability rotation you can memorize that will walk you through the difficulty of managing your Rage! I highly recommend looking up a guide while learning this class at a high level.
The Annihilation Discipline is based on two DOTs (Damage over time).
Force Rend, use the Force to rend the enemy, causing damage over time.
Rupture, attack the enemy and cause additional bleeding damage over time.
Force Camouflage, a temporary stealth for protection and sneaking past enemies.
Force Charge, jump to an enemy, and you get it at level 1!
Mad Dash, rush forward quickly with your lightsaber (optional).
Dual Saber Throw, throw both your lightsabers at a far away enemy.
Smash, smash the ground with your lightsabers and hit all enemies around you.
Obliterate, short-range jump to an enemy and uses both lightsabers to immobilize and deal damage to the enemy.
Raging Burst, push a strong burst of force at the enemy.



This style is very mobile and you can easily run and jump around while fighting without any issues!
Vigilance is perfect for defeating clusters of enemies, easily taking out groups of 3 or more with its bleeds and ground smash.
Immortal is a tank style, which means it does less damage, but can stay alive more easily.
Most players recommend to level as a damage style, then switch to tank when you are ready for group content.
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players.
Rage 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 three jump abilities and a dash to help you close the gap between you and your enemy.
Juggernauts start without any Rage, which is their energy pool for attacks. This makes them a bit harder to learn compared to other classes that start with a full bar of energy, as you need to learn how to build your Rage up before you can use some of your other abilities.
Vengeance is all about front-loading your heaviest hitters, then using your filler abilities for a while.
Intercede, leap to a friend.
Endure Pain, heal yourself temporarily to survive.
Force Push, push an enemy backwards or off a ledge.
Saber Throw, throw your lightsaber at a far away enemy.
Intimidating Roar, stun all enemies around you (optional).
Juggernauts have many small and large-scale defensive abilities to keep them alive.
Backhand, smack an enemy with your left hand to gain threat.
Threatening Scream, causes enemies to focus on you.
Obliterate, short jump to an enemy.








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!
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