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  • *[[Vendor Item Limit (Skill Modifier)|Vendor Item Limit]] ...oid, and General Item Crafting Tool (Schematic)|Weapon, Droid, and General Item Crafting Tool]]
    14 KB (1,683 words) - 16:45, 27 November 2010
  • |The master looter has looted all items from the corpse. |Message that a group member receives if they attempt to loot an item while master loot type is set for the group.
    3 KB (403 words) - 20:49, 10 August 2009
  • |[GROUP] %TU looted %DI credits from %TT. |Notification to group that a player has looted a particular amount of credits.
    3 KB (449 words) - 13:45, 7 August 2009
  • ...en to the group when a player who has a full inventory attempts to loot an item. This possibly has a range limit for which the group members will be notif |Unable to transfer %TO to %TT. The item is available on the corpse for %TT to retrieve.
    5 KB (736 words) - 23:53, 31 July 2009
  • == Item Attributes == ...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 originate
    4 KB (478 words) - 17:24, 8 May 2008
  • ...tory (unless it is equipped in which case it still shows up as an equipped item) * You will no longer be able to slice an item by using a tool in a crate. You will have to remove it from the crate first
    15 KB (2,538 words) - 03:15, 20 January 2007
  • * Crafted and looted droid interface stats are now tiered appropriately---low level crafted item * Chassis Broker will now buy looted space components from any player
    13 KB (2,021 words) - 03:56, 20 January 2007
  • * Fixed problem with item getting deleted after retrieving item from vendor * Fixed problem with items looted from a corpse disappearing after crossing server boundary
    4 KB (597 words) - 04:03, 20 January 2007
  • ..., then weaponsmith experimentation points can be used to experiment on the item as bow casters are considered weapons and as such generate weapon crafting '''Looted and Crafted Component Stats''':
    10 KB (1,295 words) - 16:28, 4 July 2011
  • {{PageHeader|Item|Tracking Device Case - Second Section}} Tracking Device Case - Second Section (Item)
    2 KB (186 words) - 12:43, 24 October 2009
  • ...and mask scent modifiers. These items came as single drops with 5 uses per item from npcs. Skill enhancement stims all give +10 to the skill modifier they ...tem object files see [[Skill Buff Item Listing (Game Mechanics)|Skill Buff Item Listing]].
    5 KB (656 words) - 04:20, 19 August 2009
  • {{PageHeader|Item|Power Hammer (Looted Item)}} Power Hammer (Item)
    2 KB (199 words) - 11:52, 25 September 2010
  • ...it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the nu ...ly to get 4-socketed items, and most master tailors averaged 2 sockets per item. Tailoring items may not contain sockets until the player has achieved Tail
    3 KB (358 words) - 07:05, 31 August 2009
  • {{PageHeader|Item|Remote frequency codes}} Remote frequency codes (Item)
    2 KB (158 words) - 15:36, 23 July 2011
  • ...ckup radial on the object inside the container to automatically obtain the item. ::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)<br>
    12 KB (1,691 words) - 16:06, 5 June 2010
  • |Item ID |Item Used In
    5 KB (576 words) - 22:28, 24 December 2009
  • ...lyzer" which turns it into a schematic from which you can then craft a new item.
    2 KB (243 words) - 00:06, 31 December 2009
  • 1. [[Grub Bait (Looted Item)|Grub Bait]]<br> 2. [[Insect Bait (Looted Item)|Insect Bait]]<br>
    4 KB (402 words) - 20:45, 28 February 2010
  • What Items can be produced by medics (and what do they do)? ***FULL ITEM LIST*** ...st have two things. First, you must have the medicine use skill to use the item and, second, you must have the Enhance ability, which is awarded in the Wou
    99 KB (17,043 words) - 12:40, 15 September 2007
  • 2. 25% if there is text plus: schematic pic, or 2nd source, or item pic only<br><br> 3. 50% if any 2 of these are present: Schematic pic, 2nd Source, Item Pic, text.<br><br>
    5 KB (463 words) - 23:35, 2 January 2010
  • ...our luck while looting, including credits. Unknown if this affects looting item chances. Increases your ability to succeed while assembling an item.
    60 KB (9,967 words) - 11:18, 10 December 2007
  • {{PageHeader|Item|Carpi Radialis Aligner}} Carpi Radialis Aligner (Item)
    3 KB (271 words) - 20:53, 15 January 2011
  • {{PageHeader|Item|Muscle Flexibility Enhancer}} Muscle Flexibility Enhancer (Item)
    2 KB (175 words) - 19:50, 15 January 2011
  • ||/string/en/item/ ||You do not meet the minimum skill requirements to learn from this item. You must have the %TO skill.
    9 KB (1,297 words) - 16:19, 3 May 2010
  • [Spatial] 01:52:46 You were unable to loot 1 item(s) from corpse of a bolle bol.<br> [Combat] 01:52:46 You were unable to loot 1 item(s) from corpse of a bolle bol.<br>
    396 bytes (60 words) - 22:19, 15 February 2008
  • ...enabled, each member of the group will receive a message when credits are looted. ...s enabled, each member of the group will receive a message when an item is looted.
    32 KB (5,278 words) - 17:35, 1 September 2009
  • Looting Rights - determines which player(s) can loot an item ...tire party is informed via system message of who looted, and what item was looted.
    3 KB (575 words) - 02:24, 17 February 2008
  • * Looting Rights - determines which player(s) can loot an item ...e randomly determines from all the group members preset who gets any given looted object. For example, when someone uses loot all on a corpse with multiple
    5 KB (892 words) - 02:28, 17 February 2008
  • # If you are wearing an item that enhances the skill mod category, the maximum value it can be increased ...Skill Tapes and Armor Enhancements. Skill Tapes and Armor Enhancements are looted items (only) that can be placed into sockets. By placing these SEAs into ar
    20 KB (3,191 words) - 15:12, 27 February 2008
  • == Food, Special Item & Skill Buff Mechanics == ...options such as Use for stims and Drink/Eat for foods, depending on which item is chosen to be consumed. Foods, Certain Spices, Drinks and skill buff item
    33 KB (4,952 words) - 12:40, 30 January 2011
  • {{PageHeader|Item|Waypoint Datapad}} Waypoint Datapad (Item)
    2 KB (120 words) - 01:24, 10 September 2009
  • ...tats available to items see<br> [[Item Attributes Listing (Game Mechanics)|Item Attributes Listing]] == Item Mechanics ==
    4 KB (470 words) - 15:02, 14 June 2009
  • == Item Stacks == ...isting. This is done to notify the buyer of the amount of uses left in the item before purchasing it.
    5 KB (702 words) - 02:42, 2 September 2009
  • ..., and lightsabers, pearls and crystals remain among the few items of which item decay does not remove their inherent properties. ...ating that will lower when the item is hit or decays from death penalties. Looted Jewelry comes with 100 condition. Additionally Clothing Items received from
    11 KB (1,655 words) - 06:01, 6 September 2009
  • ...l+D). Double clicking on any schematic will bring up a description of that item, along with a list of the resources and other components required to build Every item in the game requires specific components to craft. In many instances, these
    19 KB (2,975 words) - 11:37, 2 July 2009
  • == Looted Crafting Component & Enhancement Mechanics == ...ffer specialized bonuses to them, which are later transferred to the final item through the component itself.
    6 KB (600 words) - 03:12, 31 August 2009
  • == Item Attributes == ...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 originate
    6 KB (746 words) - 05:06, 21 April 2008
  • ...c considers a use as having gone past the assembly section of crafting the item. After this is done, a notification is sent to the player letting them kn == Looted Schematics ==
    20 KB (2,541 words) - 16:54, 28 June 2010
  • ...first be obtained, and then assembled in order to produce a final finished item that the player can use. There are a variety of loot kits available for pla ...parts and placed them inside the kit, the kit is expended and the finished item is placed in their inventory. Some kits must rely on components produced f
    4 KB (492 words) - 17:51, 23 January 2011
  • [[Blue Rug Auto-Loom (Looted Item)|Blue Rug Auto-Loom]] [[Blue Rug Adhesive (Looted Item)|Blue Rug Adhesive]]<br>
    9 KB (1,213 words) - 16:56, 23 January 2011
  • ...tes that it is a variation of the specific type that it originated as. For looted weapons, this attribute occurs only on weapons that have been given the exc For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
    16 KB (2,478 words) - 11:02, 26 April 2008
  • ...g of wearable items, please see [[Wearables List (Game Mechanics)|Wearable Item List]] ...d left/right arm biceps. Wearbles can be equipped by double clicking on an item, using it from the toolbar or by using the radial clicking equip option.
    20 KB (2,820 words) - 11:27, 14 June 2009
  • |'''Item Type''' |Crafted, Looted
    185 KB (26,042 words) - 18:51, 24 March 2008
  • |Item ID |Item Name
    42 KB (5,677 words) - 15:59, 12 July 2010
  • == Item Attributes == ...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 originate
    6 KB (685 words) - 21:56, 28 May 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    10 KB (1,320 words) - 10:30, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    7 KB (905 words) - 10:38, 14 June 2009
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    7 KB (931 words) - 10:32, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    8 KB (1,072 words) - 10:33, 14 April 2008
  • == General Item Attributes == ...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 originate
    6 KB (719 words) - 04:51, 20 June 2008
  • == General Item Attributes == ...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 originate
    5 KB (608 words) - 02:46, 11 April 2008
  • == General Item Attributes == ...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 originate
    5 KB (607 words) - 01:39, 11 April 2008
  • == Item Attributes Affected == ...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 originate
    22 KB (3,157 words) - 02:35, 12 April 2008
  • ...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 originate For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
    8 KB (1,102 words) - 02:38, 12 April 2008
  • ...to each module type. Armor has an Armor Module Rating; Item Storage has an Item Storage Rating, Medical modules have a Medical Module Rating, Data modules 2. [[Level 1 Droid Item Storage Module (Schematic)|Level 1 Droid Item Storage Module]]<br>
    15 KB (2,094 words) - 02:33, 12 April 2008
  • == Item Attributes Affected == ...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 originate
    17 KB (2,436 words) - 13:30, 22 June 2009
  • ...onstruction and Repair Kits. The Charges attribute transfers over into the item as Quantity. The Quantity attribute is used for Repair and Reconstruction k ...roid Customization kits also have a use amount but is not displayed on the item attribute listing upon examination, although it can be see displayed while
    9 KB (1,203 words) - 01:46, 11 April 2008
  • ...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 originate For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
    7 KB (884 words) - 02:11, 11 April 2008
  • == Droid Misc Item Experimentation Mechanics == ...mention for their quantity. Their use values are preset. The uses for each item are as follows:
    6 KB (829 words) - 02:31, 11 April 2008
  • 7. [[Krayt Dragon Composite Armor Segment (Looted Item)|Krayt Dragon Composite Armor Segment]]<br>
    4 KB (533 words) - 04:54, 19 April 2008
  • == Item Attributes == ...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 originate
    6 KB (703 words) - 10:30, 20 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    8 KB (1,096 words) - 10:31, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    11 KB (1,546 words) - 10:30, 14 April 2008
  • == Doctor Misc Item Experimentation Mechanics == Note that for these items, the following looted components may be used as replacement for their crafted counterparts.
    7 KB (864 words) - 10:38, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    6 KB (741 words) - 10:35, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Rancor Bile (Looted Item)|Rancor Bile]], Replacement for Dispersal Mechanisms <br>
    12 KB (1,707 words) - 10:07, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Rancor Bile (Looted Item)|Rancor Bile]], Replacement for Dispersal Mechanisms <br>
    13 KB (1,900 words) - 10:13, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    8 KB (1,011 words) - 10:27, 14 April 2008
  • Note that for these items, the following looted components may be used as replacement for their crafted counterparts. [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
    8 KB (1,089 words) - 10:15, 14 April 2008
  • 7. [[Rancor Bile (Looted Item)|Rancor Bile]] (Looted Item. Replacement for Dispersal Mechanisms)<br> 8. [[Donkuwah Poison (Looted Item)|Donkuwah Poison]] (Looted Item. Replacement for Infection Amplifiers)<br>
    8 KB (984 words) - 01:02, 22 December 2009
  • == Item Attributes == ...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 originate
    10 KB (1,419 words) - 10:28, 27 September 2008
  • == Item Attributes == ...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 originate
    7 KB (946 words) - 01:26, 16 April 2008
  • == Item Attributes == ...tes that it is a variation of the specific type that it originated as. For looted items, this attribute occurs only on items that have been given the excepti
    10 KB (1,326 words) - 08:19, 15 April 2008
  • == Item Attributes == ...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 originate
    14 KB (1,926 words) - 01:32, 16 April 2008
  • == Item Attributes == ...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 originate
    8 KB (1,013 words) - 01:31, 16 April 2008
  • == Item Attributes == ...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 originate
    12 KB (1,666 words) - 04:53, 9 June 2008
  • == Item Attributes == ...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 originate
    13 KB (1,701 words) - 05:22, 16 April 2008
  • Note: T'iila-T'iil has experimental quantity line but since the item was made as one use, experimenting did not raise this value. I am currently == Item Attributes ==
    18 KB (2,508 words) - 07:59, 16 April 2008
  • == Item Attributes == ...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 originate
    4 KB (405 words) - 03:18, 23 April 2008
  • == Item Attributes == ...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 originate
    10 KB (1,158 words) - 08:04, 31 August 2009
  • == Item Attributes == ...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 originate
    15 KB (1,900 words) - 13:47, 17 April 2008
  • == Item Attributes == ...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 originate
    6 KB (702 words) - 13:56, 17 April 2008
  • == Item Attributes == ...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 originate
    32 KB (4,085 words) - 15:21, 12 May 2008
  • ...oid, and General Item Crafting Tool (Schematic)|Weapon, Droid, and General Item Crafting Tool]]<br> == Item Attributes ==
    5 KB (637 words) - 03:50, 23 April 2008
  • Tailors have one item that allows experimentation, Armor Padding. These items are used in Kashyy This item has two experimental lines available to it.
    6 KB (796 words) - 01:23, 18 April 2008
  • <!--If the same item is republished from Excel, all information between the DIV ...="xl3931356" style="height: 38.25pt; width: 83pt;" height="51" width="111">Looted
    203 KB (25,589 words) - 17:31, 8 June 2008
  • ...ntation on Experimental Durability will decrease the Mind attribute on the item. == Item Attributes ==
    10 KB (1,450 words) - 09:46, 16 May 2010
  • ...it's random, but you have a higher probability of making a higher-socketed item as you go up the "Technique" line. For Bone Armor in the Engineering items, == Item Categories ==
    7 KB (847 words) - 10:31, 28 May 2010
  • ...perimental Durability will decrease the Mind Encumberance attribute on the item. == Item Attributes ==
    13 KB (1,906 words) - 06:54, 18 April 2008
  • ...perimental Durability will decrease the Mind Encumberance attribute on the item. == Item Attributes ==
    30 KB (4,315 words) - 03:41, 19 April 2008
  • ...values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effect ...ntation on Experimental Durability will decrease the Mind attribute on the item.
    30 KB (4,304 words) - 09:38, 16 May 2010
  • ...values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effect ...ntation on Experimental Durability will decrease the Mind attribute on the item.
    30 KB (4,368 words) - 11:54, 5 July 2010
  • ...protection along with the 10% kinetic. This passes on into the final ubese item as 10% energy resist and 10% kinetic under the special protection category. ...n category that could not be altered by experimentation on the final armor item since Stun is a vulnerability of Ubese. Furthermore, the Experimental Resis
    29 KB (4,214 words) - 09:45, 16 May 2010
  • ...values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effect ...ntation on Experimental Durability will decrease the Mind attribute on the item.
    30 KB (4,294 words) - 19:54, 5 July 2010
  • ...values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effect ...ntation on Experimental Durability will decrease the Mind attribute on the item.
    30 KB (4,373 words) - 20:11, 5 July 2010
  • ...protection along with the 10% kinetic. This passes on into the final ubese item as 10% energy resist and 10% kinetic under the special protection category. ...n category that could not be altered by experimentation on the final armor item since Stun is a vulnerability of Ubese. Furthermore, the Experimental Resis
    29 KB (4,224 words) - 20:12, 5 July 2010
  • ...values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effect ...ntation on Experimental Durability will decrease the Mind attribute on the item.
    29 KB (4,207 words) - 22:49, 27 May 2010
  • ...values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effect ...ntation on Experimental Durability will decrease the Mind attribute on the item.
    28 KB (3,972 words) - 22:49, 27 May 2010
  • ...protection along with the 10% kinetic. This passes on into the final ubese item as 10% energy resist and 10% kinetic under the special protection category. ...n category that could not be altered by experimentation on the final armor item since Stun is a vulnerability of Ubese. Furthermore, the Experimental Resis
    29 KB (4,213 words) - 22:48, 27 May 2010
  • ...values for all resistances found in the Special Protection category of the item so long as they were either innate resists or were found in the base effect ...ntation on Experimental Durability will decrease the Mind attribute on the item.
    27 KB (3,872 words) - 09:39, 16 May 2010

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