Difference between revisions of "Phase I Item Crafting (Game Mechanics)"
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Latest revision as of 12:36, 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 AttributesVariation Of:
Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
Object Creator: This attribute appears only on crafted items or looted components. The crafter's name is listed here. General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers
Serial Number: This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
Primary Curative Agent: This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.
This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.
Residual Chemical Effect:
This attribute represents the status effect that will be added to one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailments are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough. Source References
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