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  • Note: If any one sees any errors in this write up, or if you know of any loot item skill mods that I missed, please let me know and I'll make edits to th ...rint this list up and give it to your content development team so that new loot additions in the future won't be unintentionally bugged.
    22 KB (3,730 words) - 19:55, 25 February 2008
  • ...ne Effectiveness, it would seem wise to not place it as a skill mod on any loot items. Skill Mods that SHOULD be removed from the loot tables and any development tools used by the content team.
    24 KB (3,573 words) - 05:48, 17 April 2008
  • ...tain Spices, Drinks and skill buff items can be obtained from crafting, as loot, foraging, as rewards from npcs, or purchased from certain npc bartenders i
    33 KB (4,952 words) - 12:40, 30 January 2011
  • ...ce it into their inventory such as getting items from containers, grabbing loot off a corpse, or removing dropped items from the world or structure.
    15 KB (2,271 words) - 00:29, 20 August 2011
  • ...pc corpse without having container access rights. This differs from player loot rights. |Message a player receives if they are beyond 6 meters while attempting to loot a corpse.
    17 KB (2,344 words) - 04:59, 7 September 2009
  • ...game. Items take various forms from things ranging from being offered as loot, quest rewards, initiating quests, or as usable objects such as foods, buff
    4 KB (470 words) - 15:02, 14 June 2009
  • ...nt slots in that they often require a crafted item, although in some cases loot items are accepted. Optional slots are just as their name says, optional. See [[Loot Components (Game Mechanics)|Loot Components]] for more information
    19 KB (2,975 words) - 11:37, 2 July 2009
  • {{PageHeader|Game Mechanics|Loot Schematics}} Loot Schematics (Game Mechanics)
    20 KB (2,541 words) - 16:54, 28 June 2010
  • {{PageHeader|SWGANH Category|Loot Schematics}}
    7 members (0 subcategories, 7 files) - 23:17, 13 March 2008
  • Loot Kits (Game Mechanics) [[Loot Kits (Game Messages)|Loot Kits]]
    4 KB (492 words) - 17:51, 23 January 2011
  • {{PageHeader|Game Mechanics|Loot Kit}} ...ed Blue Rug (Looted Item)|Auto-Loomed Blue Rug]]. These components come as loot from NPCs throughout the game.
    9 KB (1,213 words) - 16:56, 23 January 2011
  • ...player when the game randomly generates stats on a weapon that is given as loot. ...pons are allowed up to 3 skill mods. The exception to this are the special loot weapons which have innate modsifiers to them such as Corsec items for insta
    16 KB (2,478 words) - 11:02, 26 April 2008
  • ...bles are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 tota
    20 KB (2,820 words) - 11:27, 14 June 2009
  • |Loot |Loot
    185 KB (26,042 words) - 18:51, 24 March 2008
  • |/object/tangible/loot/quest |\object\tangible\loot\misc
    58 KB (8,073 words) - 12:40, 30 January 2011
  • * You must manually damage your target in order to gain XP and the ability to loot. If you do not, you will not be given credit for the 'kill'. If you care ab
    5 KB (733 words) - 04:24, 12 September 2009
  • ...bles are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 tota
    30 KB (4,304 words) - 09:38, 16 May 2010
  • ...bles are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 tota
    30 KB (4,368 words) - 11:54, 5 July 2010
  • ...bles are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 tota
    29 KB (4,214 words) - 09:45, 16 May 2010
  • ...bles are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 tota
    30 KB (4,294 words) - 19:54, 5 July 2010

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