My original goal in SWG was to be a Master Rifleman/Master Chef. As part of that goal, I took Novice Scout so I could harvest my own animal resources, and then I picked up the Hunting tree so I could harvest animal resources more efficiently.
Sadly, I eventually reached the point that many Novice Chefs reach: The realization that the Chef profession is immensely broken, and doesn't seem slated for any Dev Luv(tm) any time in the near future. Chefs only do one thing: Buff stats. Unfortunately, they do it worse than any other profession in the game that can also buff stats. And the other stat-buffing classes get other skills besides just stat-buffing. So it was with heavy heart that I surrendered Entrees I, Mixology II, Mixology I, and Novice Chef.
However, by the time I'd reached this decision, I'd already started selling animal resources to interested buyers. And I'd realized that hunting critters was something I actively enjoyed. So I figured I'd try to make a going concern of it. To this end, I achieved Master Scout and Novice Ranger, this time with an eye on the Tracking skill tree, again to harvest more efficiently.
But as I went along on my daily hunting activities, I discovered that I had a lot of random piles of meat, hide, and bone. "Wouldn't it be great," I wondered "if there was some sort of list or database I could look at to see what these various piles of animal-based resources could be used for? That way I'd know who my target market was."
So I did some looking. And found a nice little database of schematics at SWGCenter.com. Unfortunately, it didn't have a "reverse" function. You could look up schematics and find out what resources they needed, but you couldn't pull up a resource and find out all the schematics it could be used in.
So I sat down and decided to make one.
(Well, I decided to make a list, at any rate. I lack the skills to make a searchable database and put it on the web.)
I began going through all the schematics on SWGCenter.com one at a time, and slowly compiled a list of which resources could be used in which schematics. And eventually I had a nice big list. And I heaved a sigh of relief, thinking my job was done.
But as I looked over the list, certain glaring omissions revealed themselves to me. "Where are all the Medic, Doctor, Combat Medic, and Bio-Engineer schematics?" I asked. There was ONE Medic schematic on the whole list. This seemed wrong. And then I noticed that the Chef schematics weren't fully fleshed out. And there were some camps and traps missing from the Ranger and Scout sections. And all the Camo Kits were missing.
So I dug around a little bit more and discovered a much more comprehensive list of schematics at SWGCraft.com. This had all of the schematics that were missing from SWGCenter.com.
It also had a "Resource look-up" section, where you could specify a resource and have it spit out all the recipes which use that resource.
I sighed. All the work I'd already done was redundant. Here was the tool I wanted all along.
Only it wasn't.
Turns out, the tool has some flaws. If you select "Fish Meat," for example, you will get no results. If you search on "Seafood," you will get a bunch of hits, but the database doesn't seem to recognize "Fish Meat" as "Seafood." Nor does it recognize Fish Meat as "Meat." Or "Creature Food." Or "Organic."
Also, the tool is not Scout/Ranger specific. It tracks non-animal resources as well as animal resources. So there's a lot of poking around you have to do to get past all the "Agrinium Aluminum" and "Tatooinian Tubers" and so on.
Finally, the list I was working on could be printed out, an advantage the resource look-up tool on SWGCraft doesn't have.
Make no mistake: The SWGCraft resource look-up tool is a nice tool. It's very handy for a lot of stuff, and the three things I mention above could be fixed in future versions of the tool. But there seemed to be enough reason to continue on with my work.
So I did.
And as I worked on the list, again I was confronted with the fact that some schematics were still missing, namely the Pet Stimpacks and Vitality Medpacks from the Bio-Engineer profession. But with the help of SWGBioEngineer.com, I was able to fill in those blanks as well.
And finally, the list was done. Sorta. The results are below. Hope you find it useful.
Caveats and Notes
The schematic data for the list below comes from the websites mentioned above: SWGCenter.com, SWGCraft.com, and SWGBioEngineer.com. The first two sites in that list generate their schematics from user input, and as such the data is subject to any errors put in by the initial submitters. I caught several of them (one of the Scout Traps lists 100 hides instead of the correct number of 10 hides, for example), but others may have escaped my notice.
Additionally, since I'm human, and therefore fallible, I may have made some mistakes myself in transposing the information, either due to typos, or due to misreadings, or what-have-you. Take the following info with however large a grain of salt you feel it warrants. Mistake corrections are cheerfully solicited.
Some entries are missing entirely, due to their absence from the source material. Neither the Camo Kit: Lok nor the Camo Kit: Endor were available at either SWGCenter or SWGCraft. Again, omission corrections are also cheerfully solicited.
The list below is presented in order of "Most Specific" to "Most Generic."
The "Seafood" entry below could mean Fish Meat, Mollusk Meat, or Crustacean Meat. However, given the fact that Mollusk and Crustacean Meat in the game is about as rare as a Klansman in Harlem, it effectively means "Fish Meat."
The "Creature Food" entry below means Meat OR Eggs (and could possibly mean Milk as well)
Many of the Bio-Engineer recipes call for "Creature Structural," which apparently means Bone OR "Horn." I've never seen any "Horn" resources in the game, so I just put all of those entries under "Bone."
Although I have included an "Organic" section, which can be filled by any animal-based resource, it's worth noting that Organic requirements can also be filled by Flora resources. And Flora resources are (A) easier to obtain in significant bulk; and (B) cheaper than animal-based resources, on the whole. Still, on the outside chance that you could sell off your animal-based resources for use as generic Organic material, the list is there.
While it may seem redundant to include Rangers and Scouts in the list of potential customers, not everyone who reads the list will be a Ranger or a Scout. As well, the Scouts and Rangers reading the list may not qualify for the higher-level stuff. And even a Ranger or a Scout may not want to do all his or her own hunting even if he/she qualifies.
Knowing Your Customers
Architects - All of the animal-based resources used by Architects go towards making furniture. Furniture can't be experimented on (or, if it can, it produces no discernable effect). So the quality of the resources involved don't matter. Which means that this is a potential market for all that crap-quality hide you've got laying around.
The downside is that furniture doesn't seem to be in high demand. So the market for your hides in this instance will be quickly saturated. Your best bet for this market is to find a friendly Architect and cultivate a Relationship(tm) with him or her.
Armorsmiths - An Armorsmith should be one of your most consistent sources of income. If you haven't already developed a warm and tender Relationship(tm) with an Armorsmith or two, you're missing out on profit potential. Easily your biggest market for hides, especially specific types of hides.
Armorsmiths look for four things from their resources: Malleability, Overall Quality, Shock Resistance, and Unit Toughness. Opinions vary as to which is more important between Shock Resistance and Unit Toughness, but if you have resources with stats above 750 for all four characteristics, you've got some quality resources there that an Armorsmith would be very interested in.
Bio-Engineers - While they may appear on paper to be your biggest market for meat, there are some caveats worth noting.
Firstly, they can't mass-produce pets. So while the pets do call for a lot of meat on an individual basis, they won't be buying thousands of units from you for a factory run of Kaadu. Which means that the meat you sell 'em will probably last 'em a while.
Secondly, although they can mass-produce the tissues and additives for Chef and Tailor products, there is not much of a demand for either. So, again, any meat you sell them will probably last them a while.
However, this is your biggest market for fish meat, and it's the reason why giving Scouts and Rangers some way to increase the amount of fish they can harvest per fish should be included with any Scout or Ranger "State of the Profession" from the correspondents.
Bio-Engineers are also the only market for Eggs.
Bio-Engineers need high Potential Energy and Overall Quality.
Chefs - Could potentially be a good market for meat (and occasionally bone and hide) if the class ever gets fixed. However, at the moment, Chefs have very few incentives to make meat-based dishes. Some Chefs make Vercupti, which requires Insect Meat, but most just stick with Tatooine Sunburns.
Note: As of this writing, there is nary a Chef recipe which calls for eggs. So quit bugging the Chefs and trying to sell them your egg stacks.
In theory, Chefs need high Flavor, Potential Energy, and Overall Quality stats. In actual practice, Chef Experimentation is broken and the quality of the final result does not (as of this writing) reflect the quality of input ingredients. High Flavor stats, in particular, are completely wasted. But, if they ever fix the Chef profession, keep your eye peeled for high Flavor, PE, and OQ items for your friendly neighborhood Chef.
Combat Medics - This is a great market for Insect Meat...I think. Certainly, all of their Disease Delivery Units require Insect Meat. However, I seem to recall hearing that the ability of a Combat Medic to cause disease is non-functional in the game. If so, they won't be making Disease Delivery Units, and you won't be selling 'em your Insect Meat.
Combat Medics are also on the lookout for high Potential Energy and Overall Quality.
Doctors - Your primary market for Avian Meat. Will also be interested in Herbivore Meat. Like Armorsmiths, a Doctor will be a consistent source of income if you develop a Relationship(tm) with one.
Like the other medical professions, high PE and OQ are the stats to look for.
Medics - Medics need a lot of generic Organics, and so will probably chase more after Flora resources than Animal resources. However, they're a prime market for Herbivore meat.
If you guessed that they look for high PE and OQ, you guessed correctly.
Rangers - Not really a big market here, since Rangers will be able to harvest everything they need themselves, and since most of 'em don't bother with large factory runs. But you never know...
Scouts - See previous entry. Everything that applies to Rangers also applies to Scouts in this regard. But, again, you never know...
Smugglers - Not much of a market here, either. But hey, anything's possible...
Tailors - Not much of a market now, due to lack of repeat business and lack of factory runs. The upcoming Death Penalties may increase this market somewhat.
Resource quality is currently irrelevant for Tailor products, so, like Architects, this is the place to dump all your crap-quality hides. And, like Architects, this will be a quickly saturated market.
Chef - Patot Panak - 20 units Chef - Ramorrean Capanata - 20 units Bio-Engineer - Systemic Cognitive Reformat - 25 units Doctor - Enhance Constitution Medpack B - 18 units Doctor - Enhance Constitution Medpack C - 20 units Doctor - Enhance Constitution Medpack D - 22 units Doctor - Enhance Health Medpack B - 22 units Doctor - Enhance Health Medpack C - 26 units Doctor - Enhance Health Medpack D - 28 units Doctor - Enhance Quickness Medpack B - 18 units Doctor - Enhance Quickness Medpack C - 20 units Doctor - Enhance Quickness Medpack D - 22 units Doctor - Enhance Stamina Medpack B - 18 units Doctor - Enhance Stamina Medpack C - 20 units Doctor - Enhance Stamina Medpack D - 22 units Doctor - Enhance Strength Medpack B - 18 units Doctor - Enhance Strength Medpack C - 20 units Doctor - Enhance Strength Medpack D - 22 units
Carnivore Meat
Bio-Engineer - Bio-Strength Formula - 15 units Bio-Engineer - Enhanced Bio-Strength - 25 units Bio-Engineer - Fear Release - 10 units Chef - Bivoli Tempari - 20 units Chef - Xermaauc - 30 units
Domesticated Meat
Bio-Engineer - Cognitive Enhancer - 20 units Bio-Engineer - Systemic Cognitive Reformat - 25 units Chef - Glazed Glucose Pate - 10 units
Fish Meat
Bio-Engineer - Pet Stimpack D - 24 units
Herbivore Meat
Bio-Engineer - Bio-Strength Formula - 15 units Bio-Engineer - Confidence Cloth - 20 units Bio-Engineer - Enhanced Bio-Strength - 25 units Bio-Engineer - Fear Release - 25 units Chef/Artisan - Dustcrepe - 10 units Chef - Scrimpi - 20 units Chef - Terratta - 20 units Chef - Xermaauc - 30 units Medic - Advanced Chemical Release Duration Mechanism - 16 units
Insect Meat
Bio-Engineer - Active Biosensors - 25 units Bio-Engineer - Passive Biosensors - 25 units Chef - Vercupti of Agazza Boleruuee - 20 units Combat Medic - Action Area Disease Delivery Unit A - 15 units Combat Medic - Action Area Disease Delivery Unit B - 15 units Combat Medic - Action Area Disease Delivery Unit C - 15 units Combat Medic - Action Disease Delivery Unit A - 15 units Combat Medic - Action Disease Delivery Unit B - 15 units Combat Medic - Action Disease Delivery Unit C - 15 units Combat Medic - Constitution Area Disease Delivery Unit A - 15 units Combat Medic - Constitution Area Disease Delivery Unit B - 15 units Combat Medic - Constitution Area Disease Delivery Unit C - 15 units Combat Medic - Constitution Disease Delivery Unit A - 15 units Combat Medic - Constitution Disease Delivery Unit B - 15 units Combat Medic - Constitution Disease Delivery Unit C - 15 units Combat Medic - Focus Area Disease Delivery Unit A - 15 units Combat Medic - Focus Area Disease Delivery Unit B - 15 units Combat Medic - Focus Area Disease Delivery Unit C - 15 units Combat Medic - Focus Disease Delivery Unit A - 15 units Combat Medic - Focus Disease Delivery Unit B - 15 units Combat Medic - Focus Disease Delivery Unit C - 15 units Combat Medic - Health Area Disease Delivery Unit A - 15 units Combat Medic - Health Area Disease Delivery Unit B - 15 units Combat Medic - Health Area Disease Delivery Unit C - 15 units Combat Medic - Health Disease Delivery Unit A - 15 units Combat Medic - Health Disease Delivery Unit B - 15 units Combat Medic - Health Disease Delivery Unit C - 15 units Combat Medic - Mind Area Disease Delivery Unit A - 15 units Combat Medic - Mind Area Disease Delivery Unit B - 15 units Combat Medic - Mind Area Disease Delivery Unit C - 15 units Combat Medic - Mind Disease Delivery Unit A - 15 units Combat Medic - Mind Disease Delivery Unit B - 15 units Combat Medic - Mind Disease Delivery Unit C - 15 units Combat Medic - Quickness Area Disease Delivery Unit A - 15 units Combat Medic - Quickness Area Disease Delivery Unit B - 15 units Combat Medic - Quickness Area Disease Delivery Unit C - 15 units Combat Medic - Quickness Disease Delivery Unit A - 15 units Combat Medic - Quickness Disease Delivery Unit B - 15 units Combat Medic - Quickness Disease Delivery Unit C - 15 units Combat Medic - Stamina Area Disease Delivery Unit A - 15 units Combat Medic - Stamina Area Disease Delivery Unit B - 15 units Combat Medic - Stamina Area Disease Delivery Unit C - 15 units Combat Medic - Stamina Disease Delivery Unit A - 15 units Combat Medic - Stamina Disease Delivery Unit B - 15 units Combat Medic - Stamina Disease Delivery Unit C - 15 units Combat Medic - Strength Area Disease Delivery Unit A - 15 units Combat Medic - Strength Area Disease Delivery Unit B - 15 units Combat Medic - Strength Area Disease Delivery Unit C - 15 units Combat Medic - Strength Disease Delivery Unit A - 15 units Combat Medic - Strength Disease Delivery Unit B - 15 units Combat Medic - Strength Disease Delivery Unit C - 15 units Combat Medic - Willpower Area Disease Delivery Unit A - 15 units Combat Medic - Willpower Area Disease Delivery Unit B - 15 units Combat Medic - Willpower Area Disease Delivery Unit C - 15 units Combat Medic - Willpower Disease Delivery Unit A - 15 units Combat Medic - Willpower Disease Delivery Unit B - 15 units Combat Medic - Willpower Disease Delivery Unit C - 15 units
Reptilian Meat
Bio-Engineer - Active Tranquilizers - 10 units Bio-Engineer - Devaronian Alipedene - 20 units Bio-Engineer - Refined Alipedene - 25 units Bio-Engineer - Visual Camoflauge - 20 units Chef - Gruuvan Shaal - 20 units
Wild Meat
Bio-Engineer - Active Biosensors - 10 units Bio-Engineer - Cognitive Enhancer - 20 units Bio-Engineer - Personaphene - 15 units Bio-Engineer - Systemic Cognitive Reformat - 25 units
Seafood
Bio-Engineer - Broad-Spectrum Nutrients - 20 units Bio-Engineer - Macrosodial Pentamate - 15 units Bio-Engineer - Personaphene - 15 units
Armorsmith/Artisan - Bone Armor Boots - 29 units Armorsmith/Artisan - Bone Armor Chest Plate - 54 units Armorsmith/Artisan - Bone Armor Gloves - 24 units Armorsmith/Artisan - Bone Armor Helmet - 44 units Armorsmith/Artisan - Bone Armor Left Bicep - 29 units Armorsmith/Artisan - Bone Armor Left Bracer - 29 units Armorsmith/Artisan - Bone Armor Leggings - 44 units Armorsmith/Artisan - Bone Armor Right Bicep - 29 units Armorsmith/Artisan - Bone Armor Right Bracer - 29 units Armorsmith/Artisan - Bone Armor Segment - 14 units Armorsmith - Chitin Armor Boots - 50 units Armorsmith - Chitin Armor Chest Plate - 100 units Armorsmith - Chitin Armor Gloves - 30 units Armorsmith - Chitin Armor Helmet - 75 units Armorsmith - Chitin Armor Left Bicep - 50 units Armorsmith - Chitin Armor Left Bracer - 50 units Armorsmith - Chitin Armor Leggings - 75 units Armorsmith - Chitin Armor Right Bicep - 50 units Armorsmith - Chitin Armor Right Bracer - 50 units Armorsmith - Chitin Armor Segment - 15 units Bio-Engineer - Active Tranquilizers - 25 units Bio-Engineer - Passive Tranquilizers - 25 units Bio-Engineer - Personaphene - 20 units Bio-Engineer - Tensile Resistance - 25 units Bio-Engineer - Toughened Fibers - 25 units Chef/Artisan - Carmelized Pkneb - 20 units Chef - Cho-nor-Hoola - 20 units Chef - Garrmorl - 30 units Chef - Vayerbok - 25 units Ranger - High Quality Camp Kit - 15 units Ranger - High Tech Field Base Kit - 35 units Ranger - Field Base Kit - 20 units Ranger - Flash Bomb - 20 units Ranger - Sonic Pulse - 15 units Scout - Adhesive Mesh - 15 units Scout - Basic Camp Kit - 2 units Scout - Glow Juice Trap - 2 units Scout - Glow Wire Trap - 7 units Scout - Improved Camp Kit - 12 units Scout - Lecepanine Dart - 3 units Scout - Multiperson Camp Kit - 4 units Scout - Noise Maker Trap - 5 units Scout - Phecnacine Dart - 7 units Scout - Sharp Bone Spur - 4 units Scout - Stink Bomb - 10 units Scout - Wire Mesh Trap - 3 units Smuggler - Giggledust - 5 units Smuggler - Sedative H4b - 10 units Tailor - Heavy Shoulder Pad - 15 units Tailor - Twi'lek Bone Crest - 20 units Tailor - Wookiee Shoulder Pad - 40 units
Hide
Architect - Couch I - 80 units Architect - Divan - 120 units Architect - Large Couch - 150 units Architect - Loveseat I - 70 units Architect - Loveseat II - 140 units Architect - Loveseat II - 250 units Architect - Ottoman - 150 units Architect - Reclining Chair - 120 units Architect - Small Couch - 100 units Architect - Sofa Chair - 200 units Architect - Upholstered Chair - 150 units Armorsmith/Artisan - Bone Armor Boots - 35 units Armorsmith/Artisan - Bone Armor Chest Plate - 105 units Armorsmith/Artisan - Bone Armor Gloves - 25 units Armorsmith/Artisan - Bone Armor Helmet - 70 units Armorsmith/Artisan - Bone Armor Left Bicep - 35 units Armorsmith/Artisan - Bone Armor Left Bracer - 20 units Armorsmith/Artisan - Bone Armor Leggings - 70 units Armorsmith/Artisan - Bone Armor Right Bicep - 35 units Armorsmith/Artisan - Bone Armor Right Bracer - 20 units Armorsmith - Mabari Armorweave Belt - 4 units Armorsmith - Mabari Armorweave Boots - 15 units Armorsmith - Mabari Armorweave Chest Plate - 40 units Armorsmith - Mabari Armorweave Gloves - 10 units Armorsmith - Mabari Armorweave Helmet - 30 units Armorsmith - Mabari Armorweave Pants - 30 units Armorsmith - Tantel Armor Boots - 20 units Armorsmith - Tantel Armor Chest Plate - 40 units Armorsmith - Tantel Armor Helmet - 30 units Bio-Engineer - Tensile Resistance - 25 units Bio-Engineer - Toughened Fibers - 25 units Chef/Artisan - Exo-protein Wafers - 7 units Chef/Artisan - K-18 Rations - 5 units Chef/Artisan - Kanali Wafers - 20 units Chef/Artisan - Teltier Noodles - 20 units Chef/Artisan - Travel Biscuits - 8 units Chef - Synthsteak - 5 units Ranger - High Quality Camp Kit - 30 units Ranger - High Tech Field Base Kit - 50 units Ranger - Field Base Kit - 45 units Ranger - Sonic Pulse - 15 units Scout - Basic Camp Kit - 4 units Scout - Glow Wire Trap - 10 units Scout - Improved Camp Kit - 30 units Scout - Lecepanine Dart - 4 units Scout - Multiperson Camp Kit - 8 units Scout - Noise Maker Trap - 10 units Scout - Phecnacine Dart - 10 units Scout - Sharp Bone Spur - 4 units Scout - Wire Mesh Trap - 3 units Tailor/Artisan - Casual Shoes - 5 units Tailor/Artisan - Hide Boots - 20 units Tailor/Artisan - Leather Gloves - 10 units Tailor/Artisan - Maiden's Dress - 30 units Tailor/Artisan - Plain Short Robe - 5 units Tailor/Artisan - Simple Waist Wrap - 15 units Tailor/Artisan - Tree-Dweller's Hood - 5 units Tailor/Artisan - Travel Pack - 5 units Tailor/Artisan - Weighted Wookiee Hood - 25 units Tailor/Artisan - Weighted Wookiee Pullover - 35 units Tailor/Artisan - Wookie Arm Wraps - 10 units Tailor - Belted Jacket - 25 units Tailor - Belted Vest - 45 units Tailor - Black Leather Belt - 25 units Tailor - Bounty Hunter Pack - 10 units Tailor - Bristle Hide Belt - 20 units Tailor - Cloak - 50 units Tailor - Cloaked Dress - 20 units Tailor - Cold Weather Gloves - 20 units Tailor - Crested Vest - 45 units Tailor - Decorated Skirt - 25 units Tailor - Decorative Waist Wrap - 40 units Tailor - Dignified Belt - 25 units Tailor - Doctor's Dress - 25 units Tailor - Double Robe - 50 units Tailor - Dress Robe - 30 units Tailor - Dress Shirt - 10 units Tailor - Dress Shoes - 10 units Tailor - Dress Slippers - 10 units Tailor - Dress Uniform Jacket - 30 units Tailor - Elegant Gown - 25 units Tailor - Exotic Leotard - 60 units Tailor - Exquisite Gown - 40 units Tailor - Fancy Belt - 25 units Tailor - Formal Gown - 25 units Tailor - Formal Shirt - 10 units Tailor - Grand Ball Gown - 60 units Tailor - Grand Healer's Robe - 60 units Tailor - Heavy Gloves - 20 units Tailor - Heavy Shoulder Pad - 15 units Tailor - Leather Belt - 20 units Tailor - Leather Work Gloves - 15 units Tailor - Light Bustier - 30 units Tailor - Long Formal Jacket - 30 units Tailor - Long Leather Gloves - 30 units Tailor - Long Uniform Gloves - 20 units Tailor - Long Vest - 45 units Tailor - Longsleeve Gown - 25 units Tailor - Loose Dress - 30 units Tailor - Luxurious Gown - 40 units Tailor - Military Travel Pack - 20 units Tailor - Noble Skirt - 20 units Tailor - Patterned Slip Dress - 40 units Tailor - Patterned Wookie Gloves - 25 units Tailor - Plain Shirt - 10 units Tailor - Refined Skirt - 20 units Tailor - Ribbed Pants (for HER pleasure!) - 15 units Tailor - Robe - 20 units Tailor - Robe of Honor - 80 units Tailor - Sandals - 10 units Tailor - Scout Jacket - 25 units Tailor - Short Vest - 45 units Tailor - Simplified Belt - 25 units Tailor - Small Bustier - 20 units Tailor - Sneakers - 10 units Tailor - Spec-Ops Pack - 10 units Tailor - Sports Bustier - 30 units Tailor - Standard Boots - 30 units Tailor - Strap Belt - 20 units Tailor - Striped Pants - 15 units Tailor - Sturdy Boots - 20 units Tailor - Suit Belt - 25 units Tailor - Swoop Helmet - 20 units Tailor - Tight Jacket - 25 units Tailor - Tipless Gloves - 20 units Tailor - Tech Pack - 10 units Tailor - Thin Pleated Skirt - 20 units Tailor - Uniform Boots - 20 units Tailor - Widebuckle Belt - 25 units Tailor - Women's Shoes - 10 units Tailor - Wookiee Battle Padding - 20 units Tailor - Wookiee Padded Gloves - 25 units Tailor - Wookiee Sage's Hood - 25 units
Meat
Chef/Artisan - Aitha - 4 units Chef/Artisan - Carmelized Pkneb - 20 units Chef/Artisan - Crispic - 10 units Chef/Artisan - Exo-protein Wafers - 8 units Chef/Artisan - K-18 Rations - 15 units Chef - Almond-Kwevu Crisp Munchies - 2 units Chef - Blood Chowder - 15 units Chef - Blue Milk - 5 units Chef - Braised Canron - 40 units Chef - Fire Stew - 10 units Chef - Ormacheck - 10 units Chef - Trimpian - 10 units Scout - Stink Bomb - 5 units Smuggler - Gunjack - 15 units Smuggler - Scramjet - 10 units Smuggler - Thruster Head - 5 units
Eggs
Bio-Engineer - Enhanced Myoflex Treatment - 20 units Bio-Engineer - Enhanced Bio-Strength - 20 units
Milk (lol rofl etc)
Bio-Engineer - Active Tranquilizers - 25 units Bio-Engineer - Macrosodial Pentamate - 20 units Bio-Engineer - Macrosodial Tetramate - 20 units Bio-Engineer - Passive Tranquilizers - 25 units Chef/Artisan - Jaar - 15 units Chef - Bantha Butter - 20 units Chef - Blue Milk - 10 units Chef - Cho-nor-Hoola - 20 units Chef - Para Roll - 20 units Chef - Smuggler's Delight - 40 units Chef - Terratta - 40 units Chef - Tranna Nougat Cream - 20 units
Domesticated Milk (BWAHAHA, etc)
Chef - Deneelin Fizz Pudding - 10 units
Creature Food
Bio-Engineer - Active Biosensors - 20 units Bio-Engineer - Active Tranquilizers - 20 units Bio-Engineer - Angler - 60 units Bio-Engineer - Bantha - 55 units Bio-Engineer - Bearded Jax - 20 units Bio-Engineer - Bol - 50 units Bio-Engineer - Bolle Bol - 50 units Bio-Engineer - Bolma - 55 units Bio-Engineer - Blurrg - 40 units Bio-Engineer - Brackaset - 60 units Bio-Engineer - Broad-Spectrum Nutrients - 15 units Bio-Engineer - Carrion Spat - 60 units Bio-Engineer - Choku - 50 units Bio-Engineer - Confidence Cloth - 20 units Bio-Engineer - Constrictor Cloth - 30 units Bio-Engineer - Dalyrake - 65 units Bio-Engineer - Dewback - 55 units Bio-Engineer - Enhanced Myoflex Treatment - 20 units Bio-Engineer - Eopie - 35 units Bio-Engineer - Falumpaset - 60 units Bio-Engineer - Fambaa - 85 units Bio-Engineer - Fear Release - 25 units Bio-Engineer - Gualama - 45 units Bio-Engineer - Guf Drolg - 70 units Bio-Engineer - Gurrcat - 50 units Bio-Engineer - Gurreck - 70 units Bio-Engineer - Kaadu - 35 units Bio-Engineer - Kahmurra - 50 units Bio-Engineer - Kimogila - 90 units Bio-Engineer - Krahbu - 45 units Bio-Engineer - Kusak - 50 units Bio-Engineer - Micronutrient Supplement - 15 units Bio-Engineer - Myoflex Cloth Treatment - 20 units Bio-Engineer - Narglatch - 65 units Bio-Engineer - Passive Biosensors - 20 units Bio-Engineer - Passive Tranquilizers - 20 units Bio-Engineer - Personaphene - 20 units Bio-Engineer - Pugoris - 55 units Bio-Engineer - Rancor - 80 units Bio-Engineer - Razor Cat - 45 units Bio-Engineer - Ronto - 65 units Bio-Engineer - Scent Camoflauge - 20 units Bio-Engineer - Scent Neutralization - 20 units Bio-Engineer - Snorbal - 55 units Bio-Engineer - Tensile Resistance - 20 units Bio-Engineer - Torton - 100 units Bio-Engineer - Toughened Fibers - 20 units Bio-Engineer - Tybis - 40 units Bio-Engineer - Veermok - 85 units Bio-Engineer - Visual Camoflauge - 20 units Bio-Engineer - Zucca Boar - 45 units
Organic
Bio-Engineer - Bio-Strength Formula - 20 units Bio-Engineer - Broad-Spectrum Nutrients - 20 units Bio-Engineer - Cognitive Enhancer - 20 units Bio-Engineer - Devaronian Alipedene - 20 units Bio-Engineer - Enhanced Bio-Strength - 20 units Bio-Engineer - Macrosodial Pentamate - 20 units Bio-Engineer - Macrosodial Tetramate - 20 units Bio-Engineer - Micronutrient Supplement - 20 units Bio-Engineer - Pet Stimpack A - 20 units Bio-Engineer - Refined Alipedene - 20 units Bio-Engineer - Systemic Cognitive Reformat - 20 units Bio-Engineer - Vitality Medpack A - 20 units Chef/Artisan - Bofa Treat - 3 units Chef/Artisan - Spiced Tea - 2 units Chef - Bivoli Tempari - 5 units Chef - Charde - 5 units Chef - Cho-nor-Hoola - 5 units Chef - Karkan Ribenes - 35 units Chef - Protato - 5 units Chef - Ramorrean Capanata - 30 units Chef - Stewed Gwouch - 30 units Chef - T'ssolok - 15 units Chef - Veghash - 5 units Chef - Vegeparsine - 10 units Combat Medic - Area Stimpack A - 38 units Combat Medic - Area Stimpack B - 48 units Combat Medic - Area Stimpack C - 56 units Combat Medic - Ranged Stimpack A - 30 units Combat Medic - Ranged Stimpack B - 32 units Combat Medic - Ranged Stimpack C - 40 units Combat Medic - Ranged Stimpack D - 48 units Combat Medic - Ranged Stimpack E - 78 units Doctor - Action Wound Medpack C - 22 units Doctor - Action Wound Medpack D - 36 units Doctor - Action Wound Medpack E - 42 units Doctor - Blinded State Medpack A - 30 units Doctor - Constitution Wound Medpack C - 22 units Doctor - Constitution Wound Medpack D - 36 units Doctor - Constitution Wound Medpack E - 42 units Doctor - Cure Disease Medpack A - 12 units Doctor - Cure Disease Medpack B - 18 units Doctor - Cure Disease Medpack C - 24 units Doctor - Cure Poison Medpack A - 12 units Doctor - Cure Poison Medpack B - 12 units Doctor - Cure Poison Medpack C - 12 units Doctor - Dizzy State Medpack A - 30 units Doctor - Enhance Action Medpack A - 37 units Doctor - Enhance Action Medpack B - 40 units Doctor - Enhance Action Medpack C - 56 units Doctor - Enhance Action Medpack D - 58 units Doctor - Enhance Constitution Medpack A - 35 units Doctor - Enhance Constitution Medpack B - 20 units Doctor - Enhance Constitution Medpack C - 32 units Doctor - Enhance Constitution Medpack D - 38 units Doctor - Enhance Health Medpack A - 40 units Doctor - Enhance Health Medpack B - 20 units Doctor - Enhance Health Medpack C - 36 units Doctor - Enhance Health Medpack D - 22 units Doctor - Enhance Quickness Medpack A - 35 units Doctor - Enhance Quickness Medpack B - 20 units Doctor - Enhance Quickness Medpack C - 32 units Doctor - Enhance Quickness Medpack D - 38 units Doctor - Enhance Stamina Medpack A - 35 units Doctor - Enhance Stamina Medpack B - 20 units Doctor - Enhance Stamina Medpack C - 32 units Doctor - Enhance Stamina Medpack D - 38 units Doctor - Enhance Strength Medpack A - 35 units Doctor - Enhance Strength Medpack B - 20 units Doctor - Enhance Strength Medpack C - 32 units Doctor - Enhance Strength Medpack D - 38 units Doctor - Health Wound Medpack C - 22 units Doctor - Health Wound Medpack D - 36 units Doctor - Health Wound Medpack E - 42 units Doctor - Intimindated State Medpack A - 30 units Doctor - Quickness Wound Medpack C - 22 units Doctor - Quickness Wound Medpack D - 36 units Doctor - Quickness Wound Medpack E - 42 units Doctor - Resuscitation Kit - 40 units Doctor - Small Stimpack E - 32 units Doctor - Stamina Wound Medpack C - 22 units Doctor - Stamina Wound Medpack D - 36 units Doctor - Stamina Wound Medpack E - 42 units Doctor - Strength Wound Medpack C - 22 units Doctor - Strength Wound Medpack D - 36 units Doctor - Strength Wound Medpack E - 42 units Doctor - Stun State Medpack A - 30 units Medic - Action Wound Medpack A - 8 units Medic - Action Wound Medpack B - 36 units Medic - Chemical Release Duration Mechanism - 8 units Medic - Constitution Wound Medpack A - 8 units Medic - Constitution Wound Medpack B - 36 units Medic - Health Wound Medpack A - 8 units Medic - Health Wound Medpack B - 36 units Medic - Liquid Suspension - 6 units Medic - Quickness Wound Medpack A - 8 units Medic - Quickness Wound Medpack B - 36 units Medic - Small Stimpack A - 8 units Medic - Small Stimpack B - 32 units Medic - Small Stimpack C - 34 units Medic - Small Stimpack D - 44 units Medic - Solid Delivery Shell - 8 units Medic - Stamina Wound Medpack A - 8 units Medic - Stamina Wound Medpack B - 36 units Medic - Strength Wound Medpack A - 8 units Medic - Strength Wound Medpack B - 36 units Scout - Glow Juice Trap - 6 units Scout - Glow Wire Trap - 3 units Smuggler - Giggledust - 10 units Smuggler - Grey Gabaki - 5 units Smuggler - Shadowpaw - 25 units Smuggler - Sedative H4b - 10 units
As an Armorsmith, I look out for all kinds of hides, but particularly:
- Wooly Hide of any kind - Leathery Hide of any kind - Yavinian Wooly Hide - Lokian Leathery Hide
These are the hides necessary for making Composite, Ubese and Padded.
Personally, I only look for OQ SR MA. UT matters but I don't really care.
Also, do understand one thing how stats work in armor. Resists % determined by --> OQ and SR at a 50-50 HAM/encumberence cost --> OQ and MA at a 50-50
Eg:
- 1000 OQ + 1000 SR + 100 MA = Uber resists % with horrible HAM costs.
- 1000 OQ + 100 SR + 100 = Horrible resists % + horrible HAM costs.
- 1000 OQ + 100 SR + 1000 MA = Horrible resists % + Excellent HAM costs.
- 100 OQ + 1000 SR + 1000 MA = horrible resist % + horrible HAM costs.
The most powerful combination: High 900s of OQ + SR + MA + UT = this will yield the best stats for armor.
Of course stats like the above are rare. I have a personal preference for OQ + SR. If nothing if available, I choose OQ + MA.
See, so it does not matter if one of the stats is really high, but the other sucked. It needs to be balance. If you add up 2 stats = 1600, that's usually pretty good.
VolstedGridban wrote: Chefs - Could potentially be a good market for meat (and occasionally bone and hide) if the class ever gets fixed. However, at the moment, Chefs have very few incentives to make meat-based dishes. Some Chefs make Vercupti, which requires Insect Meat, but most just stick with Tatooine Sunburns.
Note: As of this writing, there is nary a Chef recipe which calls for eggs. So quit bugging the Chefs and trying to sell them your egg stacks.
In theory, Chefs need high Flavor, Potential Energy, and Overall Quality stats. In actual practice, Chef Experimentation is broken and the quality of the final result does not (as of this writing) reflect the quality of input ingredients. High Flavor stats, in particular, are completely wasted. But, if they ever fix the Chef profession, keep your eye peeled for high Flavor, PE, and OQ items for your friendly neighborhood Chef.
First off, yes we do not need eggs. Though we can use them when our recipe calls for just 'meat' they would have to be in a big stack.
About expermentation, you are correct about it being weird. But we still do need flavor. The recpies say 33 flavor, 33 PE, 33 OQ. But each one seems to do its own thing. OQ seems to purely effect the amount in a stack. While PE seems more to do with the power of the buff. But flavor is a little bit weird. It doesn't do what it says it does. It seems to have a general effect (1 or 2 percent on all stats). And DR seems to do the same thing. So basicly we need every stat to be high because of the screwness in food. Also meat with say 1000/1000/10/10 is not nearly as good as meat that is say 500/500/500/500 so well rounded meat is generaly better then extremes meat.
Also the two most important meats to a master chef are domestic meat(which seems to be really rare....?) and insect meat.
Lastley we chefs prefer big stacks of meat to run in factoys.
Hope this helps.
Game Name: Potillan Gondas Profession: Master Chef, Rifleman, and TKA My store: -1411 -5623 in the TLC mall, part of the city of Da'Vinci on the planet Tatooine. 2km west of AH and 3km south of Bestine
Doctors - Your primary market for Avian Meat. Will also be interested in Herbivore Meat. Like Armorsmiths, a Doctor will be a consistent source of income if you develop a Relationship(tm) with one.
Like the other medical professions, high PE and OQ are the stats to look for.
Note that docs are going to care about Decay Resistance in avian meat, too. That stat is used for duration of the enhance packs that avian meat is required for. Not quite as important as OQ and PE, but still a factor.
SlimJim Iap'kre
Quality Stim shop selling 400+ stim B's and 600+ stim C's In Mos Nihil, Tatooine at 275, 5365 and in Sanctuary, Corellia at -1591, -4626
Secondly, although they can mass-produce the tissues and additives for Chef and Tailor products, there is not much of a demand for either. So, again, any meat you sell them will probably last them a while.
Not exactly true.. we have a Bioengineer in our guild. He can't crank the tissues out fast enough for our guild tailor. Seems stat clothing is all the rage. The moment she puts it up for sale , its gone. People are getting multiple sets too.. I personally have a set for running to harvestors (mask/camo) vs one for general fighting (bleed/some def vs stun, and melee def) vs my hangoutinthemedcenter +75 med suit. Result? While I'm out smacking down critters for hides, I'm also killing other mobs on the way for meat for them.
And yes, it isn't possible for you to harvest too many hides I have a stockpile of 100k of the best leathery I've seen in a while. I can go through that inside a WEEK. Armorsmiths are definitely going to be your best customers!
Newmoon Tirgwystraff Resident of Mr. Ploppy's Turtle-Flavored Ice Cream Kingdom " English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
Combat Medics - This is a great market for Insect Meat...I think. Certainly, all of their Disease Delivery Units require Insect Meat. However, I seem to recall hearing that the ability of a Combat Medic to cause disease is non-functional in the game. If so, they won't be making Disease Delivery Units, and you won't be selling 'em your Insect Meat.
Combat Medics are also on the lookout for high Potential Energy and Overall Quality.
Doctors - Your primary market for Avian Meat. Will also be interested in Herbivore Meat. Like Armorsmiths, a Doctor will be a consistent source of income if you develop a Relationship(tm) with one.
disease should be fixed for us next patch. After this coming patch we most likely will be on the look out for insect meat.
I cant stress enough how much avian meat and herbivore meat are always in demand for us docs. Go get it !
Mahzrim (Gorath) Master of all but: Rifleman and Fencer
Medics usually need at least stacks of 816 of herb meat so they can make a crate. Maybe novice medics can use smaller stacks but as a doctor I usually delete a stack if it is smaller than 800
Layne - Last Day 2/27/04 - First Day 5/11/05 Radioactive power 1 cr/u Contact Layne or Fenriz in game for delivery (Vendor or person)
After posting this Guide, I went into the forums of the various crafting classes mentioned in the Guide and invited them to come critique my conclusions. I did this because, although my conclusions made sense to me, they're based on posts I've read and things I've heard, and not on any intimate knowledge of the classes. So inviting the crafting classes here to add their insight could only improve this Guide and make it more useful for us Wilderness types.
I posted this Guide in the Scout and Ranger forums, because not everybody who reads the Scout forums will read the Ranger forums (and vice versa). And when I invited the crafters to come critique the post, I pointed some of 'em here, to the Scout forum, and I pointed others to the post in the Ranger forum.
Some of the comments that have been posted to the Guide in the Ranger forum are extremely interesting, and worthwhile reading for any Ranger who doesn't normally bother checking the threads in the Scout forum. There are comments there from Tailors, Bio-Engineers, Doctors, and Combat Medics. Included among the comments are:
Contrary to what I assumed, Tailors do seem to do a lot of repeat business, especially with the Bio-Engineer additives
Bio-Engineers need Flavor as well as PE and OQ, and apparenty do a brisk business in tissues and additives
The importantce of Herbivore meat for medical types cannot be over-stressed
These are just a few of the comments. There are more, and they're worth reading. Check them out, won't you?
The really important resource to find for Doctors (with their pack crafting in mind) is Herbivore Meat, not Avian meat. This is because the schematics for Advanced Chemical Release requires Herb Meat, and more importantly, the Schematics for many high end packs (especially our Enhance Ds) require ACRs from a factory.
As herb meat is only found by harvesting corpses, if you accumulate 500-5,000 units of above average P.E. with a High O.Q. youre going to have a very happy customer.
Avian Meat, while very important, can be used individually in each Enhance Pack (Tho a stack of 5k Avian Meat with good stats would be useful too - just not as important)
One more note on Organics in General.
Dont discount Medics and Doctors as potential customers if you find some 900+ OQ and fairly high UT Hides or Bone. If combined with A High OQ Inorganic with the P.E. stat, these can make for some excellent results.
This is a great resource list, but as a Doctor - I would LOVE to have tons of the same type of Herbivore Meat above all else.
Yes, herbivore meat is definitely necessary in large quantities. However avian meat is hard to come by, only because fewer larger creatures have it (therefore lower harvest) and scouts/ranger types should bear this in mind. I know because I experience it as both provider and user. Absolutely stellar avian meat was found on Sunrunner a few weeks ago that there were many requests of 5k+ stacks from docs. Unfortunately the only things that drop avian meat on Naboo are kaadu, pekos and nuna. This is definitely not fun hunting these and their harvests are abyssmal.
On the other hand, herbivore meat can be found on very large creatures, especially on challenging planets like Endor. Bordoks are quite fun to hunt. That said, I can easily supply upwards of 6k units of herb meat without bother. But 500 units of avian meat, killing low-level mobs on starter planets for weak harvests is pain.
As a combat oriented doctor that makes my own buffs, I can't seem to ever find enough avian meat.
At this time, carnivore meat is very easy to come by. Which is good news for chefs. This is due to the popularity of kalimurth missions on Dathomir, wherein a single mission can yield close to 1k units of carnie meat.
Just some things to consider since the high payout creature lair missions switch planets on an apparently seasonal cycle.