Difference between revisions of "Phase I Item Crafting (Game Mechanics)"
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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. | 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. | ||
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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. | 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. | ||
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+ | Note: Cures always have a primary attribute however (similar to powerups) secondary attributes can spawn on these items randomly. With each item's creation a secondary benificiary attribute or detrimental attribute (such as adding in ailments to the cure) can spawn on the item. Once the item has been flagged to have an additional attribute, the player is then able to experiment on the item to increase that particular attribute's value. | ||
Symptoms and the required experimentation for cures (overlap is due to decimals): | Symptoms and the required experimentation for cures (overlap is due to decimals): |
Revision as of 12:31, 11 May 2008
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Game Mechanics - Mechanics Category
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Phase I Item Experimentation MechanicsQuest: Cure the Sick Schematic obtained from: Sivarra Mecheaux (5391,-4075)
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.
Symptoms and the required experimentation for cures (overlap is due to decimals):
Items Affected1. Experimental Biological Counteragent Experimentation LinesThese items have 3 lines of experimentation available.
1. Experimental Primary Agent
The Experimental Primary Agent line depends on 66% OQ and 33% PE. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Primary Curative Agent attribute.
Item AttributesSource References
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