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		<id>http://wiki.swganh.org/index.php?action=history&amp;feed=atom&amp;title=Spec-Ops_Field_Agent_Pack_Crafting_%28Game_Mechanics%29</id>
		<title>Spec-Ops Field Agent Pack Crafting (Game Mechanics) - Revision history</title>
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		<updated>2026-05-01T22:22:01Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.swganh.org/index.php?title=Spec-Ops_Field_Agent_Pack_Crafting_(Game_Mechanics)&amp;diff=32203&amp;oldid=prev</id>
		<title>Ready: New page: {{PageCleanup}} {{PageHeader|Game Mechanics|Mechanics Category}}  {| border=&quot;0&quot; width=&quot;100%&quot; cellpadding=6 |- |valign=top| =Navigation= {| align=&quot;center&quot; width=&quot;280px&quot; |- || {{Auction (Mes...</title>
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				<updated>2008-05-31T19:03:45Z</updated>
		
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
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== Spec-Ops Field Agent Pack Crafting ==&lt;br /&gt;
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These items are available to artisans by way of using looted or quest schematics. All of these items are limited use items and may only be used to create 3 items. Manufacturing schematics are allowed to be created. These items each have a specific skill requirement before the draft schematic can be learned. The pre-requisite is listed in the examination of the schematic object.&lt;br /&gt;
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== Items Affected ==&lt;br /&gt;
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* [[Spec-Ops Field Agent Pack (Schematic)|Spec-Ops Field Agent Pack]]&lt;br /&gt;
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== Experimentation Lines ==&lt;br /&gt;
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These items have no experimentation available.&lt;br /&gt;
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== Item Attributes ==&lt;br /&gt;
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'''Variation Of:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.&lt;br /&gt;
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For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|&lt;br /&gt;
General Item Mechanics]]&lt;br /&gt;
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'''Condition:'''&lt;br /&gt;
&lt;br /&gt;
This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. Items at 0 condition cannot be repaired. &lt;br /&gt;
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'''Volumn:'''&lt;br /&gt;
&lt;br /&gt;
Represents the current container contents of the Item.&lt;br /&gt;
&lt;br /&gt;
For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]&lt;br /&gt;
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'''Contents:'''&lt;br /&gt;
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This is a listing of the available free space within the container.&lt;br /&gt;
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'''Skill Mods:'''&lt;br /&gt;
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This attribute is found on any item in which skill modifiers and/or BE clothing tissue enhanced synthetic cloth/reinforced fiber panels have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment or Bio Engineer Tissue enhanced component to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25.  Player Crafted wearables are allowed up to 6 different modifiers on items.&lt;br /&gt;
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Attributes available to this category include:&lt;br /&gt;
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These items come with the following in herent skill modifier attributes:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Camouflage: 5'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Foraging: 5'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Melee Defense: 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ranged Defense: 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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'''Sockets available'''&lt;br /&gt;
&lt;br /&gt;
This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.&lt;br /&gt;
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'''Object Creator:'''&lt;br /&gt;
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This attribute appears only on crafted items or looted components. The crafter's name is listed here.&lt;br /&gt;
&lt;br /&gt;
[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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'''Serial Number:'''&lt;br /&gt;
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This attribute only appears on crafted items. This represents the alphanumeric code given to the item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers&lt;br /&gt;
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==Source References==&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

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