Is
there a official knowledge base for Star Wars Galaxies?
Where
are the Ranger trainers in the game?
The
NPC trainers are available at the following locations:
You
can also find other Players to train by using the Search functionality
available in game
What
does each of skill boxes provide?
What other
types of Ranger are in Star Wars
How
do I use a factory to mass produce something?
Where
do I find some guides on the Ranger profession?
What
prices should I use when selling my harvests?
What
does the camouflage skill modifier do?
What
does the Terrain Negotiation skill modifier do?
Player
versus Player Invisibility
Does
/conceal hide a player from view from another player?
Dark
Age of Camelot has a complete invisibility skill in one of its classes,
why
can’t we?
Okay,
rather than complete invisibility, why can’t we simply hide our dot on
the
radar?
Okay,
rather than hide our dot, how about making it yellow instead?
How
much experience is received by a successful check against /conceal?
What
skill level is required to use each camping kit?
How do
you make Wilderness Survival experience?
What
is the maximum experience provided by each camping kit?
What
items on the /examine window appear with each skill level?
Are
there any websites that a player can use to look up resources?
Why
don’t I receive a waypoint when I select an item from the tracking list?
Why
do I only receive 1 unit of resource from creatures in caves?
What
does the Creature-to-Hit bonus do?
What
skill level is required to use each trap type?
What
is the effect of the Flash Bomb and Sonic Pulse traps?
What
does /rescue do, and how do you use it?
Is
there a macro for crafting?
Is
there a macro for trap throwing?
Is
there a macro for looting and harvesting at the same time?
This
FAQ is a) NOT all my own work being largely a reformatted version of a
txt only
backup copy of the original FAQ by Nraas, b) a work in progress and c)
Subject to
update and alteration at random intervals.
THIS VERSION: Friday,
06 August 2004
It is meant to be supplemental to the in-game manual and the
information
provided by the Ranger community in their forum at SWG Rangers Forum
Any updates, corrections, comments etc. should be directed to the FAQ section in the forum.
You
have access to the in-game manual, or Holocron, by pressing ctrl-h
Planet
City Waypoint Coordinates
Naboo Kaadara (5279, 6591)
Rori Narmle (-5167, -2535)
Talus Nashal (4234, 5262)
Tatooine Mos Entha (1240, 3356)
Corellia Coronet (-507, -4634)
Go
to the Community window (Ctrl-P will work if you have not reassigned
the
shortcut)
Go to the Search tab
Select the Ranger profession, and the Any title
For best results, perform the search while in a populated city, as the
search
results will not return the entire server, only the general vicinity.
Ranger
trainers can also be found in some player cities. However, due to the
server
specific and dynamic nature of player cities it hasn’t
been
possible to publish a list of locations for Ranger trainers.
Modifiers:
Camping +5, Creature Harvesting +5, Creature Knowledge +5, Forage +5,
Terrain
Negotiation +5
Abilities: Areatrack, Areatrack - Animals
Schematic: High Quality Camp Kit
Level
I
Modifiers: Camouflage +40
Ability: Conceal
Schematic: Camo kits for Corellia, Naboo, Tatooine
Level II
Modifiers: Burst Run +10, Terrain Negotiation +20
Schematic: Camo kits for Rori, Talus
Level III
Modifiers: Camouflage +40
Schematic: Camo kits for Dantooine, Yavin
Level IV
Modifiers: Burst Run +10, Terrain Negotiation +20
Schematic: Camo kits for Endor, Lok
Title: Wayfarer
Level
I
Modifiers: Camping +10
Level II
Modifiers: Camping +10, Forage +10
Schematic: Field Base Kit
Level III
Modifiers: Camping +10, Forage +10
Level IV
Modifiers: Camping +10, Forage +10
Schematic: High Tech Field Base Kit
Title: Frontiersman
Level
I
Modifiers: Creature Knowledge +5, Creature Harvesting +5
Ability: Areatrack - Direction
Level II
Modifiers: Creature Knowledge +10, Creature Harvesting +10, Creature
To-Hit +10
Ability: Areatrack - People (Humanoid NPC, not players)
Level III
Modifiers: Creature Knowledge + 10, Creature Harvesting +10
Ability: Areatrack - Distance
Level IV
Modifiers: Creature Knowledge +10, Creature Harvesting +10, Creature
To-Hit +5
Ability: Areatrack - Players
Title: Hunt Master
Level
I
Modifiers: Rescue +10, Trapping +10
Ability: Rescue
Level II
Modifiers: Rescue +10, Trapping +10
Schematic: Flash Bomb
Level III
Modifiers: Rescue +10, Trapping +10
Schematic: Sonic Pulse
Level IV
Modifiers: Rescue +10, Trapping +10
Title: Trap Master
Modifiers:
Camouflage +20, Camping +5, Creature Harvesting +10, Creature Knowledge
+10,
Forage +5, Melee Defence +10, Ranged Defence +10, Rescue +10, Terrain
Negotiation +5, Trapping +10
Visit
Antarian Rangers Info
for background on the
organization
The
following is the process to mass-produce camps. The process is the same
for
producing crates of traps
Use a Weapon, Droid, General Crafting Tool (instead of the Generic
Crafting
Tool that you’ve been using)
Stand near a Weapon, Droid, General Crafting Station (in town or in
someone’s
house or a High Tech Field Base)
• All of the same material for N+1 camps (e.g., if you want to
make 100 Basic
Camp Kits, you need to have a stack of (10 * 101) of the same hide)
• Start to make the camp as you normally would (e.g., select resources,
etc) -
toward the end you get a dialog box with at least 2 options - “Create
a Prototype” and “Create
a
Schematic”
• Choose “Create a Schematic” and
either put in N (e.g., 100) for the number or leave it at 1000 (more on
this
later)
• The schematic is now in your datapad
• Go to an Equipment Factory where you have admin access, put the
resources
(hide, bone, metal, etc) into the input hopper, put your schematic into
the
schematic slot (all of this via the radial menu on the factory), and
turn it on
• 1-4 hours later you will have crates of camps (25 items / crate for
camps)
A
list of guides is available here: Ranger Threads
There are also several guides listed in this FAQ.
VolstedGridban
has written a pricing guide that can provide a basis for pricing based
on the
quality of the resources, available here: A Pricing Guide for Animal
Resources
To maximize profit, larger stacks will sell for higher credits per
unit, and selling
direct to other players will increase profits.
Another guide to what professions want which resources is available
here: Volsted’s
Field Guide to Crafters (aka “How
To Spot a Potential Customer From 80m Away”)
First
thing to know is that only female creatures are milkable, I would
suggest
leaving the males alone.
You can only Milk a creature while under a /maskscent or /conceal
effect, lest
you scare the critter away
You must be within 5m of the critter during the milking process,
generally its
best to stand right in the middle of the creature
To start milking, target the creature, and from the Radial Menu, select
Collect
Milk
If the creature is not milkable, you will not see the option in the
menu
You will receive system messages as the milking proceeds. Remember to
remain
within 5m of the creature during this time
Once the process is complete, the milk will be deposited in your
inventory.
Make sure you have space for the container before this time.
The creature will not be milkable again. Move onto the next creature,
and
repeat.
No experience is provided for milking.
Harvesting skill is not used when determining the amount of milk
provided.
Getting
jumped by the nasty nuna? Laid low by waves of womp rats? You need “
Ranger Fred’s
School
of Hunting, Lairs 101”
The
camouflage skill determines the rate of success for the /conceal
effect.
It has no impact on /maskscent, which maxes out at Master Scout
The success rate for /conceal is capped at 98%
So what does increased camouflage skill actually do then?
Let’s try a couple of examples
then
(these are fictitious values, simply to prove the effect):
Scenario A:
A Ranger with +100 Camouflage skill
A creature of CL 25
Result:
Success Rate of 98%
Scenario B:
A Ranger with +125 Camouflage skill
A creature of CL 25
Result:
Success Rate of 98%
Even though the Camouflage skill is +125, the success rate caps out at
98%
Scenario C:
A Ranger with +100 Camouflage skill
A creature of CL 35
Result:
Success Rate of 90%
The higher creature level has reduced the success rate compared to the
CL 25
scenario
Scenario D:
A Ranger with +125 Camouflage skill
A creature of CL 35
Result:
Success Rate of 98%
The higher Maskscent has increased the Success rate back up to 98% for
the
tougher creature
Again, note these are fictitious values, I don’t
know
what the baseline Creature Level actually is.
From
0 to 50, the skill increases the climbing speed of the player
From 51 to 100, the skill increases the crawling speed of the player
Note: Master maxes out at +95 in skill
In
the current implementation, /conceal does not work against players in
any form.
There are several proposals made by the community to make /conceal
useful in
PvP however, they can be read in the State of the Profession thread.
DAoC
is a class based skill system. This allows the developers to restrict
combat
effectiveness of classes with powerful abilities.
SWG has a profession based skill system. Even placing the skill at
Master would
leave too many possible combinations of skills to balance.
Just consider a Teras Kasi / Ranger appearing out of nowhere and
pummelling you
before you could retaliate. Not a pleasant thought.
In
order to display your character on the main window, the server would
need to
send the client program the coordinates of your character
Using an external program, a clever hacker can read that data being
sent
between the SWG client application and the server.
The external program could then reproduce a Radar display itself and
display
all the dots not being displayed by the SWG client program
Essentially, hiding the dots on the Radar is exploitable.
If your opponent can use something to their advantage, you must presume
they
will.
Every hardcore PvPer would eventually end up using the program, making
the
invisibility useless.
This
has the same problem as hiding the dot.
Since the server has to send down information about what you are
wearing, what
species you are, etc. An external program could look for that data and
figure
out the yellow dot is another Player.
After that, the external program would simply display a Red dot if you
were
attackable.
There
is no radial menu option for using a camo kit.
Instead use the /conceal command, and it will choose the proper kit to
use
based on the current planet.
What skill level do you need to be to use a camo kit?
Wayfaring I is required to use a Dantooine camo kit
At the moment, this writer is unsure what is the minimum level required
for the
Endor, Lok, or Dathomir kits
If you happen to know from in game experience, please fill us in via
the
forums.
A
player receives (2 * Creature Level) experience for each successful
check
against /conceal
In comparison, a player receives (3 * Creature Level) experience for
each
successful check against /maskscent
If a player concealed by the Ranger successfully checks against a
creature, the
Ranger will receive experience, as long as he is still nearby.
However, the Ranger will only receives experience once from each
creature, no
matter how many group mates happen to successfully conceal against it.
It
is possible to use a camp that you can not make yourself
Master Scout: High Quality Camp Kit
Frontiering II: Field Base Kit
Yes, that is correct. I tested this on TC. Bizarre isn’t it?
Frontiering III: High Tech Field Base Kit
From
Camping
The experience is provided when the camp disbands.
From Crafting camps and traps
You don’t receive system messages
for
experience gained this way, but you do gain it.
From Fishing
The
following values are the maximum experience possible if the player is
alone
It is possible to exceed these values if a player has many visitors, or
heals a
lot of wounds
Basic Camp: 360
Multiperson Camp: 640.
Improved Camp: 800.
High Quality Camp: 1000.
Field Base: 1100.
High Tech Field Base: 1250.
Tracking Branch
What is the range of /areatrack?
At Novice, the range is 250m.
Each level of Tracking increases the distance by 50m.
Master provides an additional 50m, for a sum total of 500m.
Novice
Scout: Aggressive, Stalker
Hunting I: Tameable
Hunting II: Hide Type, Meat Type
Hunting III: Deathblows
Hunting IV: Ferocity
Master Scout: Difficulty Level
Novice Ranger: nothing
Tracking I: nothing
Tracking II: Special Attack 1
Tracking III: Special Attack 2
Tracking IV: Base To-Hit
Master Ranger: Damage
SWG
Craft provides up to date attributes on resources
SWG Creatures provides an Advanced Search that allows users to look up
which
creatures carry which resource
Both of these sites are updated by fellow players
The
developers decided that Tracking should be a challenge to the player,
and did
not provide a simple waypoint to follow
Tracking does provide direction and distance in the higher skill levels
which
make it easier to locate the quarry
Spawns
that are guaranteed to always appear in the same location are easy
targets for
campers: players who sit in one place all day and kill the same
creatures over
and over again.
Because of this, the developers made all the creatures at static spawn
sites
(i.e. caves) provide only one resource per kill, so a player could not
easily
rake in the resources from the same location over and over again.
Creature-to-Hit
increases a player’s chance of hitting a
creature.
From the in game text description, the skill is described as only
working on
Ranged, Non-special attacks.
Resources
are specific to a server.
When a new resource appears on the server, it is given a set duration
for which
it will be available for harvesting.
This timer is usually between 1 to 2 weeks. Though resources have been
known to
last less than a day, or greater than 3 weeks on occasion.
When the duration of the resource is complete, a new resource with
different
quality attributes takes its place and the process repeats with a new
duration.
Hide / Meat / Bone / Eggs / Milk are all subject to these “resource
shifts” and will periodically be
replaced
with different quality resources
This changeover in quality allows professional miners and hunters to
play the
resource market, by hording rare high quality resources and hiking up
the price
during a low quality shift.
Each
trap can be used at one level lower than the skill level its schematic
is
available
Both
traps have an area effect, meaning they affect more than one opponent
In order to use them effectively, the opponents need to be bunched
close together.
Flash Bomb: Causes an Area Effect Blind effect
Sonic Pulse: Causes an Area Effect Stun and Dizzy effect
/rescue
is used by targeting a friendly that is under attack.
The effect is that all opponents of the target will immediately aggro
the
Ranger.
If no further action is done, opponents will tend to revert back to
attacking
the closest target, so it is a good idea for the rescued player to
retreat
behind the Ranger.
It is generally a good idea to begin attacking the opponents in order
to retain
aggro.
There is a good macro for using /rescue in this thread
There
are two major reasons for macroing:
1. Macros save time and effort on repetitive tasks that a player finds
himself
performing.
2. Grinding. For those of you interested in taking the superhighway to
the top,
rather than taking the scenic route and enjoying the trip.
While
this question would be better suited for the Artisan FAQ, we are partly
a
crafting profession.
There is a macro for craft macroing posted by Darniaq here: Crafting Macro
Note that this macro is only useful for producing experience. A factory
would
be better suited for actually mass producing items.
As
there is no command for actually disbanding a camp, camp deployment is
not
really suited to macroing.
For those of you still interested in trying this time consuming
operation, go
here: Camp Macro Search
Check
out this thread by AgonThalia: Trapping Macro
Using
the in-game macroing system, a command can be set up that looks like
/loot;
/harvest hide
Such a command would loot the corpse and then attempt to harvest hide
from it.
A player can set up three of these macros (one for hide, meat, and
bone), and
then either place them in the hotkey bar, or assign keyboard commands
(such as
Ctrl-Q) to them directly.
If you want to save two hotkeys, another way of doing this is noted in
The
ultimate harvesting macro