Description
Template (Game Messages)
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Mechanics
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This document is about game mechanics.
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Artisan Clothing Component Experimentation Mechanics
Items Affected
1. Fiberplast Panel
2. Metal Fasteners
Experimentation Lines
No experimentation is available to these items.
Item Attributes
Variation Of:
This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.
For more information about the Variation Of attribute, see
General Item Mechanics
Volumn:
Represents the current container contents of the Item.
For more information about volumn counts, see Inventory Mechanics
The following attributes are those that appear on the synthetic cloth material when the player places a bio engineer tissue component in them.
- Bleeding Resistance
- Camouflage
- Cover
- Defense vs. Stun
- Injury Treatment
- Intimidation
- Mask Scent
- Melee Defense
- Taming Vicious Creatures
- Taming Wild Creatures
- Warcry
- Wound Healing (Music)
- Wound Healing (Dancing)
- Wound Treatment
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.
See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers
Transfered Component Attributes
- Alertness
- Armor Assembly
- Armor Experimentation
- Armor Repair
- Artisan Assembly
- Artisan Experimentation
- Berserk
- Bleeding Resistance
- Camouflage
- Carbine Accuracy
- Carbine Accuracy While Moving
- Carbine Aiming
- Carbine Speed
- Clothing Experimentation
- Clothing Assembly
- Clothing Repair
- Combat Bleeding Defense
- Combat Medicine Assembly
- Combat Medicine Effectiveness
- Combat Medicine Experimentation
- Combat Medicine Use
- Cover
- Creature Taming Bonus
- Defense vs. Blind
- Defense vs. Dizzy
- Defense vs. Intimidate
- Defense vs. Knockdown
- Defense vs. Posture Change (Down)
- Defense vs. Posture Change (Up)
- Defense vs. Stun
- Disease Resistance
- Droid Assembly
- Droid Complexity
- Droid Customization
- Droid Experimentation
- Droid Precision
- Droid Speed
- Fire Resistance
- Food Assembly
- Food Experimentation
- Foraging
- General Ranged Aiming
- Group Terrain Negotiation
- Healing Range
- Heavy Weapon Accuracy
- Heavy Weapon Speed
- Injury Treatment
- Injury Treatment Speed
- Intimidation
- Medical Foraging
- Medicine Assembly
- Medicine Experimentation
- Melee Defense
- One Handed Weapon Accuracy
- One Handed Weapon Speed
- One Handed Melee Damage
- Pistol Accuracy
- Pistol Accuracy While Moving
- Pistol Accuracy While Standing
- Pistol Aiming
- Polearm Damage
- Pistol Speed
- Poison Resistance
- Polearm Accuracy
- Polearm Speed
- Ranged Defense
- Ranged Injury Treatment Speed
- Rescue
- Rifle Accuracy
- Rifle Accuracy While Moving
- Rifle Aiming
- Rifle Speed
- Steady Aim Bonus
- Structure Assembly
- Structure Complexity
- Structure Experimentation
- Surveying
- Terrain Negotiation
- Thrown Weapon Accuracy
- Tracking Droid Effectiveness
- Tracking Droids
- Two Handed Melee Accuracy
- Two Handed Melee Damage
- Two Handed Melee Speed
- Unarmed Accuracy
- Unarmed Damage
- Unarmed Speed
- Volley Fire Bonus
- Warcry
- Weapon Assembly
- Weapon Experimentation
- Weapon Repair
- Wound Treatment
- Wound Treatment Speed
Source References
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