Difference between revisions of "Phase I Item Crafting (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Phase I Item Experimentation Mechanics)
(Phase I Item Experimentation Mechanics)
Line 60: Line 60:
  
  
Senses: Cure the Sick
+
Quest: Cure the Sick
 +
 
 +
Schematic obtained from: Sivarra Mecheaux (5391,-4075)
  
Villager: Sivarra Mecheaux (5391,-4075)
 
  
 
FS Branch Unlocked: Heightened Senses: Persuasion
 
FS Branch Unlocked: Heightened Senses: Persuasion
 +
 +
 +
  
 
Description:
 
Description:
 +
 
You are asked to create medicines with which to treat injured and sick villagers.
 
You are asked to create medicines with which to treat injured and sick villagers.
  

Revision as of 11:01, 11 May 2008




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.


Navigation

Description

Template (Game Messages)

Related Tags

0% This document has not been started.

Mechanics This document is about game mechanics.

Phase I Item Experimentation Mechanics

Quest: Cure the Sick

Schematic obtained from: Sivarra Mecheaux (5391,-4075)


FS Branch Unlocked: Heightened Senses: Persuasion



Description:

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.

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.

Symptoms and the required experimentation for cures (overlap is due to decimals):

  • fever = 0-8% experimentation
  • vomiting = 8-16% experimentation
  • open sores = 16-25% experimentation
  • puss filled lesions = 25-33% experimentation
  • erratic heart rate = 33-41% experimentation
  • respiratory failure = 41-50% experimentation
  • lost vision = 50-58% experimentation
  • partial paralysis = 58-66% experimentation
  • violent spasms = 66-75% experimentation
  • bloody cough = 75-83% experimentation
  • swelling = 83-91% experimentation
  • internal bleeding = 91-100% experimentation

After curing the initial 5 villagers you will unlock the FS branch. You can then cure an additional 5 villagers (extended) for a reward, and even another 5 villagers after that (extra cures) for a very unique reward!

Note: It's important that you talk to Sivarra every time you cure 5 villagers! There's no indication when you have completed each set so you must request the reward yourself from her (and ask to help with more so you can get the further rewards).

Reward: Cure 5 villagers to unlock the FS branch, cure 5 more villagers (10 in total) to unlock an Ice Pendant necklace with Combat Medicine Experimentation +5, and finally cure 5 more villagers (15 in total) to unlock an Aurilian Plant for your house that needs Watering and Nutrients. If properly taken care of the plant can grow large and bear special vitalizing fruit (a Force Melon) that you can pick and use (heals Health/Action/Mind +1000, 10 food filling, single use)! However, if you neglect the plant there is a chance that it could die...

Items Affected

Experimentation Lines

Item Attributes

Source References

Source Source in Context