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  • == Weapons == == Looted and Reward Schematics==
    14 KB (1,683 words) - 15:45, 27 November 2010
  • ...transferring items now goes through the Command Queue. Equipping armor and weapons also has a delay associated with it. This is to prevent combat system explo * Traps, Grenades and Heavy Weapons in nested containers will now function correctly
    15 KB (2,538 words) - 02:15, 20 January 2007
  • ...during combat. The abilities include crafting several different types of weapons, weapon components and powerups. ...points can be used to experiment on the item as bow casters are considered weapons and as such generate weapon crafting experience as well as using weapon cra
    10 KB (1,295 words) - 15:28, 4 July 2011
  • ...attacks the victim but does not break the delay for the entire group. DOT weapons add another layer of inconsistency to this issue as well. 2. DOT weapons are having inconsistent results when used in conjunction with warcry and po
    9 KB (1,612 words) - 07:31, 22 August 2007
  • ...re given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have acc ::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)<br>
    12 KB (1,691 words) - 15:06, 5 June 2010
  • Paemos is a Rodian, and an expert with ranged weapons of all types. He is friendly to everyone, a trait that made him few friends ...d Speed are obviously useless for a Jedi, since they only fight with melee weapons.
    60 KB (9,967 words) - 10:18, 10 December 2007
  • ...rove your character. Some skills will give you bonuses when using specific weapons or equipment; other skills will give you new abilities. Every skill has an Each of the Commands and Abilities allows a character to use each of these weapons, and the Skill Modifiers represent the initial skill mods granted by the No
    20 KB (3,191 words) - 14:12, 27 February 2008
  • ...and those will be listed here as well. General items will include all the looted, quest rewards and quest related items that can be obtained as stacks. Fact * Heavy Weapons (Excluding acid rifle and flame thrower): Determined by crafting experiment
    5 KB (702 words) - 01:42, 2 September 2009
  • ...al reaches 0 condition then the damage is reduced to 1 point as with other weapons. Starting items, in addition to Clothing, jewelry, and lightsabers, pearls * Weapons<br>
    11 KB (1,655 words) - 05:01, 6 September 2009
  • ...basically blueprints for anything you can build. They include designs for weapons and other devices, recipes for foodstuffs, and patterns for items of clothi Sub component slots are slots in which another crafted or looted item must be used in order for the item to be able to proceed to the next c
    19 KB (2,975 words) - 10:37, 2 July 2009
  • For a listing of weapons please see [[Weapons Listing (Game Mechanics)|Weapons Listing]] ...ed weapons. Melee weapons require you to be close to your enemy and ranged weapons will fire a projectile from a distance.
    16 KB (2,478 words) - 10:02, 26 April 2008
  • This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figur
    10 KB (1,432 words) - 23:19, 21 April 2008
  • This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figur
    17 KB (2,436 words) - 04:50, 22 April 2008
  • This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figur
    10 KB (1,510 words) - 23:05, 9 May 2008
  • ...roperty is Medium Range Modifier. This property can be found on all ranged weapons with the exception of [[Scout Blaster (Schematic)|Scout Blaster]], [[SR Com This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ
    20 KB (2,812 words) - 10:07, 26 April 2008
  • This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figur
    18 KB (2,537 words) - 23:13, 21 April 2008
  • This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figur
    18 KB (2,718 words) - 23:14, 21 April 2008
  • This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figur
    18 KB (2,700 words) - 23:14, 21 April 2008
  • ...property is Medium Range Modifier. This property can be found on all rifle weapons, heavy acid rifles, light lightning beam cannons and flame throwers. The Me This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ
    22 KB (3,177 words) - 10:12, 26 April 2008
  • This attribute is present on all weapons and indicates whether the player has the necessary skill certification requ This attribute is present on all weapons and indicates the current hitpoints remaining on the weapon. The left figur
    21 KB (2,866 words) - 23:12, 21 April 2008

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