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Overview
Conquest is a scheduled PvE game mode where players have to make their way across multiple sectors of the Galaxy. The event is separated into two difficulties, Normal and Hard, that determine the strength of the enemies that are encountered as well as the rewards that can be earned. Only one difficulty can be done per event and players are allowed to review the difference in requirements, enemy Gear Level per sector, and rewards before commiting to do the difficulty. Once a player commits there is no way to change their decisions. Each difficulty has 5 Sectors that get progressively harder and the previous Sector must be completed before the next Sector can be started. Players must defeat all 5 Sectors on Normal before they are allowed to do Hard. Conquests were designed to be very challenging and difficult so completely making it through is going to be extremely hard. Conquests require Player Level 85 and run once a month and are only active for 2 weeks at a time with a break of at least 2 weeks before the next one begins.
NOTICE: This is a new event for the game and some information may change as the developers adjust and modify it over the next few months.
Difficulty
Each sector will consist of enemies at specific Gear or Relic Levels indicated in the table below.
|
Easy |
Normal |
Hard
|
Requirements
|
0+ GP |
0+ GP |
4M+ GP Complete Normal
|
Recommended
|
700K+ GP |
2M+ GP Complete Easy |
5M+ GP
|
Sector 1
|
Gear 6 |
Gear 12 |
Relic 4
|
Sector 2
|
Gear 7 |
Gear 13 |
Relic 5
|
Sector 3
|
Gear 8 |
Relic 1 |
Relic 6
|
Sector 4
|
Gear 9 |
Relic 2 |
Relic 7
|
Sector 5
|
Gear 11 |
Relic 3 |
Relic 8
|
Keycards
Players earn Conquest Keycards for completing battles and feats that are used to determine the Reward Crate they will earn at the end of the event as well as obtain intermediate rewards which can be immediately claimed. The feats can be specific to a boss battle, combat nodes, Sector, or the entire event that can also change based on the chosen difficulty of the Sector. It is very important to check available feats before starting battles to maximize keycards.
In addition to Conquest Keycards players will also be able to obtain Conquest Credits which is used to purchase items from Wandering Scavenger and the Conquest Store.
Sectors
Each Sector consists of 5 types of nodes; Combat Missions, Wandering Scavenger, Data Disk Stockpile, a Mini Boss Mission, and a Boss Mission. There are 20 Combat Missions, 1 Mini Boss Mission, and 1 Boss Mission per Sector, with the Mini Boss Mission, and Boss Mission at the middle and end of each Sector. Players progress across the Sector Map by choosing the next node they want to go to and every visited node can be revisited at any time during the event. Players are able to see details on every node up to three rows away from their current position, the nodes beyond that have their details hidden behind what the game refers to as a Fog of War. This allows players to make strategic decisions on which path to take across the map.
Combat Missions
Each Combat Mission will have a randomly generated team based on Faction, or a pre-made team, that may receive one or more Enemy Modifier. The enemy teams will be generated randomly for all players creating unique experiences and path decisions each event. At the very end of the Sector will be the Boss Mission which will have its own unique Boss Modifier and Feats. The enemy for the Boss Mission will be the same for all players. All Combat Missions will require 15 Conquest Energy to start and will regenerate over time at 1 every 12 minutes.
Special Nodes
Data Disk Stockpile and Wandering Scavenger are special nodes that allow players to acquire items they can use to give bonuses to their own teams to help them progress further in the map. All items are only usable and obtainable within Conquest.
- Data Disk Stockpile
- This is where players can acquire Data Disks. These items can be equipped and provide bonuses for the entire event. Each node will contain 3 random disks and players will only be able to choose one of them.
- Wandering Scavenger
- This is an improved version of the Conquest Store where you can find rarer consumables and items to purchase that might not be available in the Conquest Store. Further down on this page you will find a list of the Wandering Scavenger Inventory.
Battles and Modifiers
Stamina
Each character used in Conquest has Stamina which will deplete by 10% when a that character successfully completes a battle. When a units Stamina depletes their stats will also decrease with it by about 9.3% every 10% stamina and when their stamina reaches zero they will no longer be able to be brought into battle. Stamina will regenerate over time at 1% every 30 minutes and can be increased faster through the use of Stims, a type of consumable, that are obtained from a Wandering Scavenger or the Conquest Store.
Each stim only increases stamina for one character per use and players can apply them from the squad select screen. Clicking the plus icon under the character image will take you to a new screen where you can select stims to use for that character.
Stims
Small Stim Pack |
Restores 10% Stamina to the selected character. |
Medium Stim Pack |
Restores 25% Stamina to the selected character. |
Large Stim Pack |
Restores 50% Stamina to the selected character. |
Boss Modifiers
Each Boss Mission will have a Boss Modifiers. Always check the modifiers before starting battles.
Boss Modifiers from Conquest 1 - 3:
Name |
Description
|
Boxed In
|
At the start of the encounter, all the Player's units are inflicted with Healing Immunity for the duration of the battle, which cannot be dispelled or prevented. All the Player's units also receive a DoT at the start of each turn, which cannot be dispelled or prevented. At the start of the encounter, a Crate is summoned to the Boss’ ally slot. When the Player attacks the Crate, that unit recovers 10% Health and Protection, and all of the DoTs applied by this modifier are removed.
|
The Cost of Opportunity
|
When a Player uses a Special Ability they lose 15% Max Health and Max Protection, gain 15% Offense, and all of the Boss’ allies gain 15% Turn Meter. Player’s allies have their cooldowns reduced by 3 at the start of their turns.
|
The Greater Good
|
If the Boss has no Marked allies at the start of their turn, they randomly Mark one of their allies for 3 turns. If that unit dies while they have this Mark, the Boss gains that unit's Health, Protection, Speed, and Offense.
|
Wait for It
|
The Boss has +100% Counter Chance, Tenacity, Critical Chance, and Defense. The Boss will dispel all debuffs on themselves at the start of their turn and gains 10% Turn Meter whenever they take damage. Defeating the Boss' allies will apply one of the following debuffs to the Boss, which can't be copied, dispelled, or resisted:
- Daze and Health Down
- Vulnerable and unable to Critically Hit
- Tenacity Down and 10 stacks of Armor Shred.
|
When the Mighty Fall
|
The Boss gains Taunt at the start of the encounter, which cannot be copied, dispelled, or prevented. All of the Boss’ allies deal 200% more damage, take 75% less damage, and lose 50% Turn Meter when they take damage from an attack. These effects are removed when the Boss is defeated.
|
Enemy Modifiers
All battles other than Boss Battles have a Faction Modifier. Some also have a General Modifier.
Faction Modifier
Faction
|
Name
|
Description
|
Bounty Hunter |
Thrill of the Hunt I
|
All Bounty Hunter allies gain 9 stacks of True Defense at the start of battle. Whenever a Bounty Hunter gains their payout, they also gain Frenzy for 1 turn, 100% increased damage, and their cooldowns are reset.
True Defense: 10% reduced damage taken per stack; lose one stack of True Defense when receiving damage.
|
Droid |
Protocol: Exterminate I
|
Droid allies have +30% Offense. Whenever a Droid all scores a critical hit during their turn, they inflict Target Lock on target enemy for 2 turns if that enemy didn't already have it. Whenever a Droid ally damages an enemy with Target Lock, that ally recovers 10% Protection.
|
Empire |
Imperial Edict I
|
If there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection, and other Imperial Trooper allies will instantly revive when defeated. When an Imperial Trooper ally is revived, the ally in the Leader slot Taunts for 2 turns. Whenever an Empire ally in the Leader slot uses a Special ability during their turn, all Empire allies increase the damage they deal by 10% until the end of the encounter, and then all other Empire allies are called to assist.
If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available.
Snowtrooper Operative Summon • Empire • Imperial Trooper
KnockoutDeal Physical damage to target enemy with a 50% chance to Stun for 1 turn. This chance is doubled while Stealthed. If the target is debuffed, also remove 30 Turn Meter.
WhiteoutGain Stealth for 2 turns and recover 40% Health. This ability's Cooldown is reset whenever an ally unit is defeated.
BlowoutDeal Physical Damage to all enemies and Dispel all buffs on them with a 50% chance to also inflict Tenacity Down for 2 turns.
BlackoutWhile Stealthed, Snowtrooper Operative's Basic attack deals massive damage to units with less than 70% Health.
|
Empire |
Imperial Edict I (Version 2)
|
If there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection. Whenever an Empire ally in the Leader slot uses a Special ability during their turn, all Empire allies increase the damage they deal by 10% until the end of the encounter, and then all other Empire allies are called to assist.
If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available. (Same as Imperial Edict I)
|
First Order |
Blind Fury I
|
Whenever a First Order ally gains Advantage, they lose 20% Critical Chance and gain 35% Critical Damage (stacking) until the end of battle. If a First Order unit does not score at least 1 critical hit during their turn, they gain Advantage for 2 turns at the end of that turn if they did not already have it.
|
Galactic Republic |
Steadfast Retribution I
|
Whenever a Galactic Republic ally takes damage from an enemy, they reflect 100% of that damage back at that enemy. The damage of this ability is increased by 10% for each time this ally has dealt damage this way.
|
Old Republic |
Sweeping Strikes I
|
Old Republic allies are immune to Tenacity Down. At the start of battle, Old Republic allies gain 20% Tenacity for each Old Republic ally. Whenever an Old Republic ally resists a detrimental effect, all Old Republic allies gain 4% Turn Meter. Whenever an Old Republic ally uses a Basic ability, they also deal True damage to all enemies, which can't be evaded.
|
Imperial Trooper |
Endless Ranks I
|
At the start of battle, Imperial Troopers gain 1 stack of Endless Ranks for each Imperial Trooper ally (max 3 stacks).
Endless Ranks (Player): When defeated, remove 1 stack of Endless Ranks from all Imperial Trooper allies and revive with 60% Health and Protection.
Endless Ranks (Enemy): When defeated, remove 1 stack of Endless Ranks from all Imperial Trooper allies and revive with 30% Health and Protection.
|
Imperial Trooper |
Never-ending Ranks I
|
Imperial Troopers have +20% Health and Offense. At the start of battle, Imperial Troopers gain 1 stack of Never-ending Ranks for each Imperial Trooper ally (max 5 stacks).
Never-ending Ranks: When defeated, remove 1 stack of Never-ending Ranks from all Imperial Trooper allies and revive with 70% Health and Protection, which can't he prevented.
|
Inquisitorius
|
Dark Pursuit
|
If the allied leader is Inquisitorius, whenever they use an ability during their turn they inflict a stack of Purge (max 6) on the target enemy. Whenever Purge expires from an enemy, they gain a stack of Fatigue which can't be copied, dispelled, or resisted. Whenever an ally defeats an enemy, all enemies are inflicted with 5 stacks of Fatigue. At 20 stacks of Fatigue, Inquisitorius allies gain Coup De Grâce, which can't be copied, dispelled, or prevented.
Fatigue: -2 Speed and -2% Tenacity
Coup De Grâce: On the next Special attack, deal true damage equal to 80% of the target's Max Health and dispel Coup De Grâce from all Inquisitorius allies and dispel Fatigue from all enemies
|
Jedi |
Humble Strike I
|
Whenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle. Alternate Version: Whenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle (limit once per ability).
|
Mandalorian |
The Code
|
Whenever a Mandalorian ally takes damage, all Mandalorian allies gain a stack of Clan Loyalty, which can't be copied, dispelled, or prevented. If there is exactly one non-Mandalorian ally at the start of battle, that ally also gains Clan Loyalty if they are not in the Leader slot. Allies with Clan Loyalty have a 50% chance to assist when another ally attacks during an enemy's turn (limit once per turn), dealing 95% less damage.
Clan Loyalty: +1% Max Protection and counter chance, -1% damage penalty when assisting
|
Nightsister |
Limitless Magick
|
Whenever an ally is revived, all other Nightsister allies gain Ichor (stacking), which can't be copied, dispelled, or prevented.
Ichor: +5% Health, Protection, Damage, and Speed.
|
Old Republic |
Sweeping Strikes
|
Old Republic allies are immune to Tenacity Down. At the start of battle, Old Republic allies gain 20% Tenacity for each Old Republic ally. Whenever an Old Republic ally resists a detrimental effect, all Old Republic allies gain 4% Turn Meter. Whenever an Old Republic ally uses a Basic ability, they also deal True damage to all enemies, which can't be evaded.
|
Rebel |
The Odds I
|
Whenever a Rebel ally scores a critical hit during their turn, they have a 100% chance to attack again. This chance is reduced to 25% for bonus attacks beyond the first. Rebel allies gain 50% Health Steal and can't be countered.
|
Resistance |
Fearless Fortitude
|
Whenever an enemy resists a detrimental effect from a Resistance ally, that ally gains Heal Over Time for 1 turn. Whenever a Resistance ally gains a buff, they also gain 5% Potency, Critical Chance, and Critical Damage (stacking) until end of battle, and 10% Turn Meter.
|
Scoundrel |
Hedged Bets I
|
Whenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns. Then, dispel all buffs on target enemy. Alternate version: Whenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns (except Taunt). Then, dispel all buffs on target enemy.
|
Separatist |
Malicious Minions I
|
Summoned Separatist allies have +25% Speed, Max Health, and Max Protection, and damage they deal is increased by 25%. All other Separatist allies gain half of these bonuses.
|
Separatist |
Malicious Minions II
|
Summoned Separatist allies have +50% Speed, Max Health, and Max Protection, and damage they deal is increased by 50%. All other Separatist allies gain half of these bonuses.
If there is a Separatist in the Leader slot and no summon is present at the start of the encounter, summon a Sniper Droid to the ally slot.
Sniper Droid Summon • Separatist • Droid
Triple FireDeal Physical damage to target enemy and Ability Block them for 1 turn. This attack deals 50% more damage against Target Locked enemies.
Sniper ShotDeal Physical damage to target enemy and Stun them for 1 turn, which can't be resisted. If Sniper Droid has at least 5 stacks of Charge, instantly defeat target enemy, which can't be evaded. Enemies defeated by this ability can't be revived.
Reinforcing PositionSnipe Droid gains Accuracy Up, Offense Up, and Protection Up (100%) for 2 turns and recovers 50% Turn Meter and 25% Protection.
Technical PrecisionSnipe Droid ignores Taunt and gains 15% Turn Meter and 1 stack of Charge whenever an enemy takes a turn. Additionally, Sniper Droid's attacks against Target Locked enemies can't be evaded and ignore defense.
|
Sith |
Grim Machinations I
|
Whenever a Sith ally is defeated, all Sith allies gain 50% Max Health and Offense (stacking) until end of battle, and gain 50% Turn Meter. Whenever a Sith ally defeats an enemy, they gain Dark Ascension (stacking), which can't be copied, dispelled, or prevented.
Dark Ascension: Damage received decreased by 15% and damage dealt increased by 30%.
|
General Modifier
Name |
Description
|
Overprepared I |
These units have been preparing for battle. Increases Max Health, Max Protection, Offense, and Speed by 20%.
|
Overprepared II |
These units have been preparing for battle. Increases Max Health, Max Protection, Offense, and Speed by 40%.
|
Overprepared III |
These units have been preparing for battle. Increases Max Health, Max Protection, Offense, and Speed by 60%.
|
Overprepared IV
|
These units have been preparing for battle. Increases Max Health, Max Protection, Offense, and Speed by 80%.
|
Tusken Ambush! |
These fierce combatants and have been lying in wait... (Enemies will start the battle with preloaded Turn Meter.)
|
Data Disks
Data Disks are equippable items that can only be collected from choosing to go to Data Disk Stockpile on the sector map. Once acquired Data Disks can be equipped or swapped out for a small amount of Conquest Credits at any time. Each Data Disks require different amounts of Data Capacity to equip and Players have a max of 12 Data Capacity for them to utilize. The effect of Data Disks will last for as long as you have them equipped and all Data Disks collected during the event will reset for the next Conquest. Data Disks effects are stackable and it is possible to equip multiple copies of the same one.
Accumulative List of Data Disks from all Conquests
Image
|
Data Disk
|
Capacity
|
Still in Conquest
|
|
Caustic Emissions Enemy units gain Damage over Time for 2 turns at the start of their turn, which can't be resisted.
|
1
|
Yes
|
|
Caustic Emissions Enemy units gain two Damage over Time effects for 2 turns at the start of their turn, which can't be resisted.
|
1
|
Yes
|
|
Caustic Emissions Enemy units gain two Damage over Time effects and Burning for 2 turns at the start of their turn, which can't be resisted.
|
1
|
Yes
|
|
Convor's Agility Allies gain 5% Evasion and 10% Turn Meter whenever they evade.
|
1
|
No
|
|
Convor's Agility Allies gain 6% Evasion and 15% Turn Meter whenever they evade.
|
1
|
No
|
|
Convor's Agility Allies gain 7% Evasion and 20% Turn Meter whenever they evade.
|
1
|
No
|
|
Deployable Cooling Systems Whenever an allied unit gains a buff there's a 8% chance that their cooldowns will be reduced by 1.
|
1
|
No
|
|
Deployable Cooling Systems Whenever an allied unit gains a buff there's a 10% chance that their cooldowns will be reduced by 1.
|
1
|
No
|
|
Deployable Cooling Systems Whenever an allied unit gains a buff there's a 15% chance that their cooldowns will be reduced by 1.
|
1
|
No
|
|
Entrenched At the start of battle allied units gain Protection Up (25%).
|
1
|
No
|
|
Entrenched At the start of battle allied units gain Protection Up (50%).
|
1
|
No
|
|
Entrenched At the start of battle allied units gain Protection Up (75%).
|
1
|
No
|
|
Heal Over Time Allied units gain 2 Heal Over Time effects for 2 turns at the start of their turn.
|
1
|
No
|
|
Insatiable Allied units gain 8.5% Health Steal and 8.5% Defense Penetration.
|
1
|
Yes
|
|
Insatiable Allied units gain 11% Health Steal and 11% Defense Penetration.
|
1
|
Yes
|
|
Insatiable Allied units gain 14% Health Steal and 14% Defense Penetration.
|
1
|
Yes
|
|
Potency Calibration Whenever an enemy resists a debuff all allies gain 17% Potency.
|
1
|
Yes
|
|
Potency Calibration Whenever an enemy resists a debuff all allies gain 22% Potency.
|
1
|
Yes
|
|
Potency Calibration Whenever an enemy resists a debuff all allies gain 27% Potency.
|
1
|
Yes
|
|
Protection Recovery Whenever an ally gains a buff, they also recover 3% Protection.
|
1
|
Yes
|
|
Protection Recovery Whenever an ally gains a buff, they also recover 4% Protection.
|
1
|
Yes
|
|
Protection Recovery Whenever an ally gains a buff, they also recover 5% Protection.
|
1
|
Yes
|
|
Quickening Allied units gain 5% Speed and 3.5% Evasion bonus.
|
1
|
No
|
|
Quickening Allied units gain 6.5% Speed and 4.5% Evasion bonus.
|
1
|
No
|
|
Quickening Allied units gain 8% Speed and 5.5% Evasion bonus.
|
1
|
No
|
|
Ruthless Debilitation When an enemy falls below 100% Health they are inflicted with Healing Immunity and 2 stacks of Armor Shred, which can't be dispelled or resisted.
|
1
|
No
|
|
Ruthless Offense When an enemy falls below 100% Health all allies gain 10% Offense.
|
1
|
No
|
|
Ruthless Offense When an enemy falls below 100% Health all allies gain 13% Offense.
|
1
|
No
|
|
Ruthless Offense When an enemy falls below 100% Health all allies gain 16% Offense.
|
1
|
No
|
|
Ruthless Swiftness When an enemy falls below 100% Health all allies gain 17% Turn Meter.
|
1
|
No
|
|
Ruthless Swiftness When an enemy falls below 100% Health all allies gain 22% Turn Meter.
|
1
|
No
|
|
Ruthless Swiftness When an enemy falls below 100% Health all allies gain 27% Turn Meter.
|
1
|
No
|
|
Turn Meter Whenever an ally gains a buff, they also gain 2.5% Turn Meter.
|
1
|
No
|
|
Turn Meter Whenever an ally gains a buff, they also gain 3.3% Turn Meter.
|
1
|
No
|
|
Amplify Agony Whenever an ally inflicts a debuff on an enemy, they also deal 5.1% Max Health damage to that enemy.
|
2
|
Yes
|
|
Amplify Agony Whenever an ally inflicts a debuff on an enemy, they also deal 6.63% Max Health damage to that enemy.
|
2
|
Yes
|
|
Amplify Agony Whenever an ally inflicts a debuff on an enemy, they also deal 8.16% Max Health damage to that enemy.
|
2
|
Yes
|
|
Debuff Dismantler Whenever an allied unit gains a buff, they have a 30% chance to dispel all debuffs on themselves and gain 15% Mastery (stacking).
|
2
|
No
|
|
Defensive Buffs Allied units gain Critical Hit Immunity, Tenacity Up, and Defense Up for 1 turn at the start of their turn.
|
2
|
No
|
|
Health Recovery Whenever an ally gains a buff, they also recover 7% Health.
|
2
|
No
|
|
Honed Skills
Attackers gain Potency equal to 40% of their starting Potency (stacking).
|
2
|
Yes
|
|
Honed Skills
Attackers gain Potency equal to 60% of their starting Potency (stacking).
|
2
|
Yes
|
|
Honed Skills
Attackers gain Potency equal to 80% of their starting Potency (stacking).
|
2
|
Yes
|
|
Offensive Buffs Allied units gain Offense Up, Critical Damage Up, and Critical Chance Up for 1 turn at the start of their turn.
|
2
|
No
|
|
Power Allied units gain 20% Offense and 17% Critical Damage.
|
2
|
Yes
|
|
Power Allied units gain 27% Offense and 22% Critical Damage.
|
2
|
Yes
|
|
Power Allied units gain 33% Offense and 27% Critical Damage.
|
2
|
Yes
|
|
Stacking Offense Whenever an ally gains a buff, they also gain 4% Offense (stacking).
|
2
|
No
|
|
Stacking Offense Whenever an ally gains a buff, they also gain 5% Offense (stacking).
|
2
|
No
|
|
Vitality Allied units gain 27% Max Health and 22% Max Protection.
|
2
|
Yes
|
|
Vitality Allied units gain 35% Max Health and 28% Max Protection.
|
2
|
Yes
|
|
Vitality Allied units gain 44% Max Health and 35% Max Protection.
|
2
|
Yes
|
|
Hyperaccelerator When an ally deals damage to an enemy, that enemy gains 5% Speed. At the start of each enemy turn, that enemy takes 10% Max Health Damage.
|
2
|
Yes
|
|
Unstable Decelerator Whenever an ally deals damage to an enemy, that enemy loses 5% Turn Meter.
|
2
|
Yes
|
|
Unstable Decelerator Whenever an ally deals damage to an enemy, that enemy loses 6.5% Turn Meter.
|
2
|
Yes
|
|
Unstable Decelerator Whenever an ally deals damage to an enemy, that enemy loses 8% Turn Meter.
|
2
|
Yes
|
|
Zealous Ambition Allied healers gain Offense equal to 54.4% of their Max Health.
|
2
|
Yes
|
|
Leader's Resolve The allied unit in the Leader slot gains 66% Max Health, 53% Max Protection, 40% Offense and 20% Speed.
|
3
|
No
|
|
Leader's Resolve The allied unit in the Leader slot gains 82% Max Health, 65% Max Protection, 49% Offense and 24% Speed.
|
3
|
No
|
|
Perseverence Whenever an ally attacks out of turn, they attack again. All damage allied units deal is reduced by 30%.
|
3
|
Yes
|
|
Volatile Accelerator
When an ally deals damage to an enemy, that enemy gains 5% turn meter and 1 damage over time, which cannot be resisted (This effect does not stack).
|
3
|
Yes
|
|
Volatile Accelerator
When an ally deals damage to an enemy, that enemy gains 6.5% turn meter and 2 damage over times, which cannot be resisted (This effect does not stack).
|
3
|
Yes
|
|
Volatile Accelerator
When an ally deals damage to an enemy, that enemy gains 8% turn meter and 3 damage over times, which cannot be resisted (This effect does not stack).
|
3
|
Yes
|
|
Voluntary Vanguard
At the start of the battle, the strongest ally gains marked. Allies take 30% reduced damage as long as the marked ally is alive.
|
3
|
Yes
|
|
Booming Voice When an allied unit in the Leader slot uses an ability during their turn, all other allies are called to assist.
|
4
|
Yes
|
|
Deadly Momentum All allies have ignore 30% protection and gain 30% Offense when an enemy falls below 100% Health. Data Disk effects that trigger when enemies fall below 100% Health also trigger at 70% and 40% Health.
|
4
|
No
|
|
Dread At the start of each allied units turn, they inflict Fear and Plague on a random enemy for 2 turns. When Fear expires, that enemy takes 25% Max Health damage. If an enemy is below 50% Health when Fear expires, they are instantly defeated.
|
4
|
No
|
|
Premonition Whenever an ally has gained 7 buffs, they gain Foresight for 2 turns. Whenever an ally evades, reduce their cooldowns by 1 turn.
|
4
|
Yes
|
|
Massively Overpowered After an ally has gained 10 buffs, they gain the Massively Overpowered effect for 1 turn, which cannot be copied, dispelled, or prevented.
Massively Overpowered: The next time this unit uses an ability during their turn they also deal massive damage to target enemy.
|
4
|
No
|
Consumables
Consumables are items you can get in Conquest from the Wandering Scavenger or the Conquest Store that can grant temporary bonuses for your units that will last for a specified number of battles. These durations only decrease upon successfully completing a battle. Consumables reset each Conquest and any left in a player's inventory will be lost when the event ends. There are currently 3 types of Consumables and only one of each type can be used at one time.
- Medpac which increases Health, Protection, and/or Health Steal of all allied units during a battle.
- Booster which increases a specific stat other than a stats boosted by medpacs for all allied units during a battle.
- Tech which grants special battle mechanics during a battle.
Boosters
Critical Chance Booster |
+27% Critical Chance Max Duration: 4 |
Overcharged Critical Chance Booster |
+61% Critical Chance Max Duration: 2 |
Critical Damage Booster |
+27% Critical Damage Max Duration: 4 |
Overcharged Critical Damage Booster |
+61% Critical Damage Max Duration: 2 |
Defense Booster |
+54% Defense Max Duration: 4 |
Overcharged Defense Booster |
+122% Defense Max Duration: 2 |
Defense Penetration Booster |
+27% Defense Penetration Max Duration: 4 |
Overcharged Defense Penetration Booster |
+61% Defense Penetration Max Duration: 2 |
Evasion Booster |
+11% Evasion Max Duration: 4 |
Overcharged Evasion Booster |
+24% Evasion Max Duration: 2 |
Offense Booster |
+33% Offense Max Duration: 4 |
Overcharged Offense Booster |
+73% Offense Max Duration: 2 |
Potency Booster |
+54% Potency Max Duration: 4 |
Overcharged Potency Booster |
+122% Potency Max Duration: 2 |
Speed Booster |
+16% Speed Max Duration: 4 |
Overcharged Speed Booster |
+37% Speed Max Duration: 2 |
Tenacity Booster |
+71% Tenacity Max Duration: 4 |
Overcharged Tenacity Booster |
+159% Tenacity Max Duration: 2 |
Medpacs
Health Medpac |
+54% Max Health Max Duration: 4 |
Overcharged Health Medpac |
+122% Max Health Max Duration: 2 |
Health Steal Medpac |
+27% Health Steal Max Duration: 4 |
Overcharged Health Steal Medpac |
+61% Health Steal Max Duration: 2 |
Protection Medpac |
+44% Max Protection Max Duration: 4 |
Overcharged Protection Medpac |
+98% Protection Max Duration: 2 |
Tech
Critical D.O.T. Tech |
Whenever an enemy receives a critical hit, they are inflicted with Damage Over Time for 1 turn, which can't be resisted. Max Duration: 2 |
Initial Frenzy Tech |
At the start of battle, all allies gain Frenzy for 2 turns. Max Duration: 2 |
Initial Tether Tech |
At the start of the encounter, all enemies are inflicted with Ability Block for 2 turns, which can't be resisted. Max Duration: 2 |
Mending Shield Tech |
Whenever an ally recovers Health, they also recover 10% Protection. Max Duration: 2 |
Reflexive Barrier Tech |
Gain Protection Up (15%) for 2 turns on receiving a critical hit. Max Duration: 2 |
Additionally, all faction modifiers are available as Tech from the Conquest Store only
Wandering Scavenger Inventory
There are 3 Wandering Scavengers in each of the 5 sectors (15 total).
First and last Jawa:
- There are 2 inventory variations. One can only be reached if following the challenge path.
- These Jawas only sell consumables.
Second Jawa:
- Only one version per sector.
- These Jawas sell gear, signal data, relic materials and shards/blueprints for conquest units.
The first Wandering Scavenger in each sector always sells the standard offer:
2 random boosters, 2 random medpacks, 2 random techs and 2 random stim packs. One sells for and the other for .
So the challenge path just offers another selection of the random consumables.
The last Jawa in each sector always sells some tech on the normal path and the standard offer on the challenge path.
Conquest Feats
Conquest uses feats to reward players with the Conquest Keycards. In order to obtain all of the Keycards for each sector players will need to complete all of the feats for it and obtain all stars in each battle so it is very important to always check the feats. Feats are broken into 3 major categories:
- Sector Feats - There are 3 of these per sector and they can only be completed within the sector they are assigned in.
- Boss Feats - There are 3 of these feats per sector and they can only be completed within the Boss Battle for that sector.
- Event Feats - There are 5 of these feats per event and they can be completed within all sectors and battles during the event.
Each Sector and Boss battle feat will reward a different amount of Keycards. In addition to feats, players will also receive 1 Keycard for each star they can earn in each battle.
Sector |
Total Keycards |
Stars |
Sector Feat |
Boss Feat
|
1 |
66 |
42 |
15 (5 ea) |
9 (3 ea)
|
2 |
66 |
42 |
15 (5 ea) |
9 (3 ea)
|
3 |
84 |
42 |
30 (10 ea) |
12 (4 ea)
|
4 |
87 |
42 |
30 (10 ea) |
15 (5 ea)
|
5 |
105 |
42 |
45 (15 ea) |
18 (6 ea)
|
Sector Feats
Below is a list of possible sector feats and the previous sectors they have been used for. These Feats have been datamined and may contain some that have not or will not make it into the live version of the game.
Feat |
Objective |
Sectors
|
All Jedi
|
NORMAL Win at least 7 battles with a full Squad of Jedi units HARD Win at least 14 battles with a full Squad of Jedi units
|
2
|
All Sith
|
NORMAL Win at least 7 battles with a full Squad of Sith units HARD Win at least 14 battles with a full Squad of Sith units
|
3
|
Bombs Away
|
NORMAL Inflict at least 50 Thermal Detonators on enemies HARD Inflict at least 100 Thermal Detonators on enemies
|
3
|
Critical Success
|
NORMAL Gain Advantage 20 times HARD Gain Advantage 40 times
|
1
|
Disarmed
|
Normal Win 5 battles with no Attackers in your squad Hard Win 10 battles with no Attackers in your squad
|
4
|
Flawless Victory
|
NORMAL Win at least 10 battles without losing any units HARD Win at least 20 battles without losing any units
|
1
|
Fleet-Footed
|
NORMAL Evade at least 50 attacks HARD Evade at least 100 attacks
|
5
|
Grand Victory
|
NORMAL Defeat at least 100 enemies HARD Defeat at least 200 enemies
|
5
|
Lucky Shot
|
NORMAL Score at least 100 Critical Hits HARD Score at least 200 Critical Hits
|
1, 4
|
One by One
|
NORMAL Inflict Marked on at least 20 enemies HARD Inflict Marked on at least 40 enemies
|
4
|
Opportunistic Advance
|
NORMAL Attack out of turn 50 times HARD Attack out of turn 100 times
|
2
|
Simple Tricks
|
NORMAL Use special abilities at least 100 times HARD Use special abilities at least 150 times
|
None
|
Super Support
|
NORMAL Grant at least 50 buffs to allies HARD Grant at least 100 buffs to allies
|
2
|
The Slow Game
|
NORMAL Inflict at least 200 Damage Over Time effects on enemies HARD Inflict at least 300 Damage Over Time effects on enemies
|
5
|
Wreak Havoc
|
NORMAL Inflict at least 50 debuffs on enemies HARD Inflict at least 100 debuffs on enemies
|
3
|
Boss Feats
Below is a list of possible Boss Feats and the history of Sector, Team, and Modifier that was applied to the Boss Battle it went to. These Feats have been datamined and may contain some that have not or will not make it into the live version of the game.
Difficulty |
Objective |
Sector |
Enemy Teams |
Modifier
|
Chain Attack
|
Normal Complete the battle after taking 10 or more consecutive turns before the enemy takes a turn Hard Complete the battle after taking 15 or more consecutive turns before the enemy takes a turn
|
1 |
|
When the Mighty Fall
|
Devastating Strike
|
NORMAL Deal at least 100,000 damage to an enemy in a single hit HARD Deal at least 200,000 damage to an enemy in a single hit
|
1 |
|
When the Mighty Fall
|
Crush Them
|
NORMAL Defeat at least 3 enemies in the same turn HARD Defeat at least 4 enemies in the same turn
|
1 |
|
When the Mighty Fall
|
Simple Trick
|
Normal Win without using more than 10 special abilities Hard Win without using more than 6 special abilities
|
2 |
|
Boxed In
|
Unguarded
|
Normal Win the battle with no Tanks in your squad Hard Win the battle with no Tanks in your squad
|
2 |
|
Boxed In
|
Hindered Movement
|
Normal Remove from enemies at least 500% Turn Meter (total) Hard Remove from enemies at least 700% Turn Meter (total)
|
2 |
|
Wait For It
|
Flawless Victory
|
ALL Win without losing any units
|
3 |
|
The Greater Good
|
Lucky Shot
|
Normal Score at least 30 Critical Hits Hard Score at least 40 Critical Hits
|
3 |
|
The Greater Good
|
No Old Republic
|
ALL Win without using any Old Republic characters in your squad
|
3 |
|
The Greater Good
|
Hindered Movement
|
Normal Remove from enemies at least 500% Turn Meter (total) Hard Remove from enemies at least 700% Turn Meter (total)
|
4 |
|
Wait For It
|
Opportunistic Advance
|
Normal Attack out of turn at least 20 times Hard Attack out of turn at least 30 times
|
4 |
|
Wait For It
|
Unsupportive
|
Normal Win without using any Support units in your squad Hard Win without using any Support units in your squad
|
4 |
|
Wait For It
|
Going Critical
|
NORMAL Score at least 10 critical hits in a row during ally turns HARD Score at least 20 critical hits in a row during ally turns
|
5 |
|
The Cost of Opportunity
|
Guarded Assault
|
ALL Win without losing any Attackers
|
5 |
|
The Cost of Opportunity
|
Recovery Expert
|
Normal Recover at least 300,000 points of Health Hard Recover at least 500,000 points of Health
|
5 |
|
The Cost of Opportunity
|
Event Feats
These Feats have been datamined and may contain some that have not or will not make it into the live version of the game.
Feat |
Objective
|
Brute Force
|
NORMAL Deal at least 1,000,000 Physical damage HARD Deal at least 2,000,000 Physical damage
|
Dabble in Darkness
|
NORMAL Win at least 35 battles with a squad of all dark side units HARD Win at least 50 battles with a squad of all dark side units
|
Grand Victory
|
NORMAL Defeat at least 400 enemies HARD Defeat at least 500 enemies
|
Live in Light
|
NORMAL Win at least 35 battles with a squad of all light side units HARD Win at least 50 battles with a squad of all light side units
|
Lucky Shot
|
NORMAL Score at least 750 Critical Hits HARD Score at least 1500 Critical Hits
|
Mental Challenge
|
NORMAL Deal at least 1,000,000 Special damage HARD Deal at least 2,000,000 Special damage
|
Recovery Expert
|
NORMAL Recover at least 1,000,000 points of Health HARD Recover at least 1,500,000 points of Health
|
Simple Tricks
|
NORMAL Use special abilities at least 500 times HARD Use special abilities 700 times
|
Unguarded
|
NORMAL Win 10 battles with no Tanks in your squad HARD Win 20 battles with no tanks in your squad
|
Rewards
Rewards are based on the chosen difficulty and the number of Conquest Keycards a player can earn during the course of the event. As players reach specific amounts of keycards there will be immediate rewards that can be claimed and Reward Crates which players will receive at the end of the event. The Reward Crates are not accumulative and the player will be rewarded the contents of the highest Reward Crate they were able to reach. Usually the rewards from the previous crate will already be included in the next crate.
Immediate Rewards
Keycards |
Normal Reward |
Hard Reward
|
15
|
|
|
30 |
|
|
55 |
|
|
75 |
|
|
115 |
|
|
150 |
|
|
185 |
|
|
215 |
|
|
275 |
|
|
330 |
|
|
Crate Rewards
Keycards |
Crate
|
Normal Reward
|
Hard Reward
|
65 |
|
|
|
110 |
|
|
|
155 |
|
|
|
225 |
|
|
|
290 |
|
|
|
360 |
|
|
|
425 |
|
|
|
Prize Box Rewards
Prize Box |
PCS
|
Rewards
|
|
?
|
|
|
?
|
|
|
?
|
|
|
?
|
|
|
?
|
|
Exclusive Unit Rewards
Exclusive units for Conquest are available in the Reward Crate. When a new exclusive unit is added, the older ones are added to the Wandering Scavenger and the Conquest Store.
Current units are:
Previous units include:
Exclusive event unit
NORMAL
|
HARD
|
Location |
Quantity
|
Location |
Quantity
|
|
5
|
|
25
|
|
10
|
|
30
|
|
15
|
|
35
|
|
20
|
|
40
|
|
25
|
|
50
|
|
|
|
65
|
|
|
|
90
|
Notes
Galactic Conquest was added to the game on March 1, 2021.