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| == Phase I Item Experimentation Mechanics == | | == Phase I Item Experimentation Mechanics == |
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− | Quest: Cure the Sick
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− | Schematic obtained from: Sivarra Mecheaux (5391,-4075)
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− | FS Branch Unlocked: Heightened Senses: Persuasion
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− | Description:
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− | You are asked to create medicines with which to treat injured and sick villagers.
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− | 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.
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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.
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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.
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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.
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− | Symptoms and the required experimentation for cures (overlap is due to decimals):
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− | * fever = 0-8% experimentation
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− | * vomiting = 8-16% experimentation
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− | * open sores = 16-25% experimentation
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− | * puss filled lesions = 25-33% experimentation
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− | * erratic heart rate = 33-41% experimentation
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− | * respiratory failure = 41-50% experimentation
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− | * lost vision = 50-58% experimentation
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− | * partial paralysis = 58-66% experimentation
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− | * violent spasms = 66-75% experimentation
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− | * bloody cough = 75-83% experimentation
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− | * swelling = 83-91% experimentation
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− | * internal bleeding = 91-100% experimentation
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| == Items Affected == | | == Items Affected == |
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− | 1. [[Experimental Biological Counteragent (Schematic)|Experimental Biological Counteragent]] | + | 1. [[Configuration Processor (Schematic)|Configuration Processor]]<br> |
| + | 2. [[Gyroscopic Receiver (Schematic)|Gyroscopic Receiver]]<br> |
| + | 3. [[Signal Amplifier (Schematic)|Signal Amplifier]]<br> |
| + | 4. [[Solid State Array (Schematic)|Solid State Array]]<br> |
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| == Experimentation Lines == | | == Experimentation Lines == |
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− | These items have 3 lines of experimentation available. | + | These items have no experimentation available. |
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− | '''1. Experimental Primary Agent'''<br>
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− | '''2. Experimental Residual'''<br>
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− | '''3. Experimental Secondary Agent'''<br>
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− | 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.
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− | The Experimental Residual line depends on 66% OQ and 33% UT. 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 Residual Chemical Effect attribute.
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− | The Experimental Secondary 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 Secondary Curative Agent attribute.
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| == Item Attributes == | | == Item Attributes == |
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| See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers | | See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers |
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− | '''Primary Curative Agent:'''
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− | 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.
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− | '''Secondary Curative Agent:'''
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− | 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.
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− | '''Residual Chemical Effect:'''
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− | 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.
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| ==Source References== | | ==Source References== |