Difference between revisions of "Phase I Item Crafting (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Phase I Item Experimentation Mechanics)
(Items Affected)
Line 97: Line 97:
 
== Items Affected ==
 
== Items Affected ==
  
 +
 +
1. [[Experimental Biological Counteragent (Schematic)|Experimental Biological Counteragent]]
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==

Revision as of 12:02, 11 May 2008




Game Mechanics - Mechanics Category

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


Navigation

Description

Template (Game Messages)

Related Tags

0% This document has not been started.

Mechanics This document is about game mechanics.

Phase I Item Experimentation Mechanics

Quest: Cure the Sick

Schematic obtained from: Sivarra Mecheaux (5391,-4075)


FS Branch Unlocked: Heightened Senses: Persuasion



Description:

You are asked to create medicines with which to treat injured and sick villagers.

You will need a Doctor with Master Doctor's Medicine Crafting (Doc:0004) in order to craft the cures. You'll also need a droid with a private food & chemical crafting station built in to allow experimentation.

To create the required cures you will need to control the medicine through experimentation and use various qualities of resources. Each cure requires 10 Metal and 5 Flora, with Overall Quality (OQ) weighing 66% and Potential Energy (PE) weighing 33% for experimentation. It's best to bring both high and low quality resources so you can hit all the various experimental ranges.

Through multiple applications of the different medications you'll be able to cure the symptoms of the sick. The medical droids will help you administer the cures to the patients.

Symptoms and the required experimentation for cures (overlap is due to decimals):

  • fever = 0-8% experimentation
  • vomiting = 8-16% experimentation
  • open sores = 16-25% experimentation
  • puss filled lesions = 25-33% experimentation
  • erratic heart rate = 33-41% experimentation
  • respiratory failure = 41-50% experimentation
  • lost vision = 50-58% experimentation
  • partial paralysis = 58-66% experimentation
  • violent spasms = 66-75% experimentation
  • bloody cough = 75-83% experimentation
  • swelling = 83-91% experimentation
  • internal bleeding = 91-100% experimentation

Items Affected

1. Experimental Biological Counteragent

Experimentation Lines

Item Attributes

Source References

Source Source in Context