Difference between revisions of "Bio-Engineer Tissue Enhancing (Game Mechanics)"
(→'''Bioengineered Clothing''') |
(→'''Bioengineered Clothing''') |
||
(One intermediate revision by the same user not shown) | |||
Line 19: | Line 19: | ||
{| align="center" | {| align="center" | ||
|- | |- | ||
− | ||{{ | + | ||{{D25%}} |
|- | |- | ||
||{{GameMechanics}} | ||{{GameMechanics}} | ||
Line 33: | Line 33: | ||
|} | |} | ||
|} | |} | ||
− | |||
− | |||
== '''Bioengineered Clothing''' == | == '''Bioengineered Clothing''' == | ||
Line 43: | Line 41: | ||
− | Components tissues made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and Reinforced Fiber Panels as enhancement slot items. Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll. When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into. Furthermore, BE mods cannot be transferred into armor,even though armor can accept components enhanced with BE tissues. Only clothing can receive these modifiers. The following is a listing of tissues and the component to which they are paired with. | + | Components tissues made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and [[media:Bio-EngineeredReinforcedFiberplastPanel1.jpg|Reinforced Fiber Panels]] as enhancement slot items. Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll. When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into. Furthermore, BE mods cannot be transferred into armor,even though armor can accept components enhanced with BE tissues. Only clothing can receive these modifiers. The following is a listing of tissues and the component to which they are paired with. |
Line 70: | Line 68: | ||
9. Visual Camouflage<br> | 9. Visual Camouflage<br> | ||
10. Mimetic Circuitry<br> | 10. Mimetic Circuitry<br> | ||
− | |||
− | |||
− | |||
== '''Bio Engineer Basic Tissues:''' == | == '''Bio Engineer Basic Tissues:''' == |
Latest revision as of 06:20, 31 August 2009
This article or section needs proper wiki formatting. |
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.
Bioengineered ClothingComponents tissues made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and Reinforced Fiber Panels as enhancement slot items. Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll. When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into. Furthermore, BE mods cannot be transferred into armor,even though armor can accept components enhanced with BE tissues. Only clothing can receive these modifiers. The following is a listing of tissues and the component to which they are paired with.
For Synthetic cloth: 1. Passive Bio Sensors
1. Constrictor Cloth Bio Engineer Basic Tissues:The following have values of +1 to +10 (except melee defense which is +1 to +3)
2. Myoflex Cloth Treatment (gives Wound Healing (Dancing), Wound Healing (Music)) 3. Confidence Cloth (gives Warcry, Intimidation bonus) 4. Visual Camouflage (gives Cover bonus) 5. Scent Camouflage (gives Camouflage, Mask Scent bonus) 6. Passive Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) 7. Passive Bio Sensors (gives Wound Treatment, Injury Treatment) 8. Toughened Fibers (gives Melee Defense, Defense Vs. Stun bonus)
Advanced Tissues:The following have values of +10 to +20 (except melee defense which is +2 to +5) 1. Enhanced Myoflex Treatment(gives Wound Healing (Dancing), Wound Healing (Music)) 2. Coagulant Agents (gives Bleeding Defense) 3. Scent Neutralization (gives Camouflage, Mask Scent bonus) 4. Active Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) 5. Active Bio Sensors (gives Wound Treatment, Injury Treatment) 6. Mimetic Circuitry (gives Cover bonus) 7. Tensile Resistance (gives Melee Defense, Defense Vs. Stun bonus) 8. Fear Release (gives Warcry, Intimidation bonus) Source References
|