The Smuggler 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 Smuggler from level 1 on Ord Mantell, 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 Imperial Agent.
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 Smuggler 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 Imperial Agent, you will notice that you only have two options for your Combat Style – the Scoundrel or the Gunslinger. 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 Smuggler as an Operative, Sniper, Vanguard, Commando, Mercenary or Powertech 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 



Sawbones 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 discipline, 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
However Scoundrel Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
Scrapper is punching range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Scrapper is pretty easy to learn the basics of compared to other disciplines.
Ruffian is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
This style is very mobile and you can easily run and jump around while fighting without any issues!
Most abilities can simply be used, you only need to learn to activate a few of them
Scrapper takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines
Sawbones focuses heavily on healing-over-time. Sawbones excel at group healing.
Kolto Waves, large group heal
Slow-release Medpack, heals your target over time and can be used on any number of targets
Kolto Cloud, heals your target and additional targets nearby
Stealth, to sneak past enemies, the only healer with stealth available
Smuggle, group stealth (optional)
Dirty Kick, short stun (optional)
Scamper, roll forwards quickly
Trick Move, jump to an enemy (optional)
Flash Grenade, group stun/distraction (optional)
Surrender, drop all your money and lose enemies’ attention
The Scrapper style focuses on punching enemies in the face, big or small. It’s a fast and fluid discipline.



Sharpshooter has you take cover and not move. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Sharpshooter if you want.
Sharpshooter is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Sharpshooter is the simplest of the three Gunslinger disciplines – using a very basic move set, you can get away with using only 4 abilities if you aren’t worried about doing max damage.
I was originally intimidated by the number of abilities Sharpshooter had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
Saboteur is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Dirty Fighting is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
Sharpshooter focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
Hunker Down, become immoveable
Hightail It, roll and go into cover
Scrambling Shield, large group shield (optional)
Bombing Run, your ship attacks for you (optional)
Saboteur is all about shooting things, throwing grenades, and setting things on fire!
Dirty Fighting focuses on making sure you have Vital Shot and Shrap Bomb debuffs on your current target before using Wounding Shots, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.








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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