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Artisan Guide
Table Of Contents
-
Introduction
-
Resources
-
What to Grind
-
Droids
-
Making Money as an Artisan
-
Should I Master Artisan
-
Crafting Macro
-
Harvester Setup Macro
-
Mining
-
Combat and Dealing with Agro
-
List of Resources and Supposed Caps
Introduction:
Welcome to my guide, How To Grind Artisan! In this guide you
will learn what to make to quickly grind this profession,
and also what to do to make the most money the fastest so
that you can kick start your elite profession.
Resources:
The biggest draw back of this profession and also it's
greatest strength is the fact that you have to obtain
resources in order to make anything in the game. The fact
that every artisan profession relies on resources ensures
that mastering your elite profession will take time and
money. The fastest way to get enough resources and cash is
to master the surveying skill tree. This way you can spend
less time hunting for small pockets of resources and easily
locate the large pockets. Since, honestly, surveying is
boring I recommend macroing it, and you can probably master
it in a night, you will want to get friendly with a Master
Artisan so you don't have to spend money on training. Here
is a link with information on how to maco resource
harvesting:
http://www.bloodfin.org/modules/wfsection/article.php?articleid=28
After obtaining Survey IV you are now in a position to get
harvesters setup that will pull the majority of the
resources you need for you. I recommended going to your
local bazaar and buying a Wind Machine and two Mineral
Extractors. Make sure that these have a base extraction rate
of 5, that way you maximize the amount of resources that
this type of harvester can pull.
I also recommended selling all the resources that you make,
except for Wind energy. That way you always have energy and
you can keep obtaining more resources. As you start making a
profit start buying more mineral extractors, and just keep
selling. You will want to work up to at least 2 Heavy
Mineral Extractors (base extraction rate of 15) and a fusion
generator. The heavy extractors will allow you to get about
15,000 units of resources per day (this is an average of
what mine have been able to pull in a 24 hour period), and
the fusion generator can probably power about 18 mineral
extractors. This way you can stockpile and sell resources.
You will want to learn what resources you will need for your
elite profession, that way you don't have to spend days
waiting for enough resources to grind just one skill. A
recommendation for any elite skill on the engineering branch
- buy a fusion generator (make this a priority), three heavy
mineral extractor, one deep crust extractor, and one gas
extractor (largest one, I can't remember it's name). For the
most part Inert Gas, Steel, and Inert Petrochemicals are
going to be what you need the most. The rest you can just
buy off the bazaar.
Here is a price guide for each harvester (at least from my
research):
Fusion Generator - 90k - 100k
Heavy Mineral Extractor - 85k
Deep Crust Chemical Extractor - 85k
Gas Extractor - 85k - 100k
Recommended Prices for selling resources on the bazaar (cpu
= credits per unit)
Minerals (any) - 3cpu
Chemicals (any) - 3cpu
Gas (any) - 2cpu
Energy (any) - 2cpu
You will need to check the local bazaar and see what they
usually sell at since most area's are different, on Kauri
server I was able to sell Steel in Anchorhead for 3cpu and
in Theed I can only sell for 1.5cpu. This is were you will
need to make a judgement on where you want to sell and where
things will sell the best. I recommended asking a master
artisan for more assistance.
When I was grinding resources, I bought 4 Wind Machines and
6 Mineral Extractors and made 200,000 credits in 4 days. You
just have to really pay attention to the market.
One last thought, most elite professions on the engineering
branch require 600,000+ resources to complete, if you go to
swgcraft.com you can find out exactly how many resources
each item uses, also visit the starwarsgalaxies.com forums
for your elite profession to learn more.
What To
Grind:
I grinded mineral survey devices all the way to Engineering
IV. It was rather easy, once I did that I grinded wind
machines, they give about 450xp, and I grinded both Droid
Engineer and Architect on that in about 2 hours total. If
you want to Macro grind, here is a macro that has proved
most valuable:
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=17317
Droids:
I recommended buying a droid that has the crafting station
for your elite profession. If you intend to master many
artisan elite professions, you can get a R2 droid with all
the crafting stations available and you can make anything
you want (with experimentation) away from your home
terminal.
The structure maintance droids are very nice, they can pay
any maintance on any harvester, as long as you an admin on
that harvester. The only bad this is these guys cannot
restart a stopped harvester and cannot pay power. This is
something I recommended getting if you have off world
harvesters or you dont have the time to travel to all your
harvesters.
Making Money As an Artisan:
This should be relatively easy, since everything an Artisan
makes (well almost everything except for those bird cages)
are useful to someone. Master Artisan are the only ones that
can make vehicles and certaint components for other elite
artisan professions, and Artisans with survey are the only
ones out there selling resources, you can also selling basic
Harvesters if you have Engineering IV. I recommended asking
around to Master Artisans on your server and see what they
sell, a lot of people can sell weapon powerups, I never been
able to, but I know people that make pretty good money doing
it. Just ask around you would be supprised at what you find
out other people are doing.
Should I Master Artisan:
This is something that gets asked a LOT, I recommend if you
are mastering ONE elite artisan profession to master
Artisan, if you are doing TWO elite artisan professions you
won't have enough skill points for anything else and this
can be someone restrictive. Its really a preference issue,
if you want to make components for your elite profession
that only Master Artisans can make then master this
profession, otherwise you can buy the items from someone
else. Most people I have talked to opted to not master
artisan.
Crafting
Macro:
I did have to look a long
time to find a good crafting
macro, most of the macros at
this forum is survey macros,
So now i post one myself,
hope it comes to good use
/ui
action toolbarSlotxx;
/sel
xxx;
/pause
5;
/nextcraftingstage;
/nextcraftingstage;
/createprototype
practice no item;
/nextcraftingstage;
/stopcraftingsession;
/createprototype
practice no item;
/pause
2;
Here is an explanation of
the macro stages:
/ui
action toolbarSlotxx;
Here you select your tool,
use a weapon, droid and
general items tool, cause
then you will have less
problems with the next
stage. Scrool down to a free
row in your toolbar (The bar
in the top, where you can
use F1, F2... buttons to
make things) and put a tools
in the first 4 spaces, put
the macro in the 5th, the
"xx" in the macro is where
you write which "F" button
the macro is "clicking",
remember the first spot (F1)
is 00, the next 01 and so
on. So if u have a tool u
want to use at F1 write
/ui
action toolbarSlot00;
Remember to write the "S" in
upper-case, cause the macro
wont work if you dont.
/sel
xxx; Here you select
which schematic the macro is
taking, go into your datapad
(ctrl+D) and count from the
top, count from left to
rigth, and dont count
schematics that need a
crafting station in, cause
the macro wont work if you
are near a crafting station.
Write the number of your
schematic instead of the
"xxx". U may have to try a
couple of times before u hit
the rigth schematic.
/pause
5; Here you can enter
the resources by
double-clicking em, you can
make the pause as long as
you want, it dosnt matters,
just you have time to click
the resources.
/nextcraftingstage;
/nextcraftingstage;
/createprototype
practice no item;
/nextcraftingstage;
/stopcraftingsession;
/createprototype
practice no item;
These stages makes the
macro finish the
schematic, the macro
will practice, so you
will not receive an
item, but you will get a
+15% xp. Remove the
practice no item
from both places and the
macro will create the
item, but u will not
receive the bonus xp.
/pause 2; This
will make a litle pause,
from you are finish with
item 1 to you begin item
2.
After the last
/pause 2; u can
write the whole macro
again, but in the start
dont write
/ui
action toolbarSlot00;
but
/ui action
toolbarSlot01;
This will make you use
another tool, if u use 4
tools, you will have to
enter the macro 4 times,
every time entering a
new
toolbarSlot.
Harvester Setup Macro
There are several
macro's out there to
grind, but I've not seen
one posted recently on
setting up Harvesters or
other structers. This is
a macro I wrote to take
some of the pain out of
the process.
NOTE: [] Indicate text
you should add, don't
include the []'s. /* */
are comments, edit them
out if you Cut and
Paste.
/setpermission admin
[Name]; /* This is just
to allow my alt access
*/
/paymaintenance 15200;
/* Maintenance for Heavy
for a 7 Day run */
/addpower 12600; /*
Ditto, only power */
/nameStructure [Name];
/* Love this. You can
include color! */
/pause 2; /* Just to
give everything a chance
to run */
/structurestatus; /*
Make certain everything
is ready to roll */
This will work on all
structures, including
houses/factories. To the
best of my knowledge
there is no macro to
setup resource and to
turn the harvester on.
If anyone has these
commands, I would love
to know about them!
Mining
Miners are the back bone to the economy. Every crafter needs resources, well except a RE'n shipwright but lets not get into that as its a sore subject with me /frown. Soo other than that every crafter needs resources. Sampling just wont cut it soo that leaves your harvesters. To me a mining operation is anything that consists of at least a windmill and a single personal harvester. Yup thats right, though its a small operation it still can get the job done. There are a few professions that can get buy with this set up, that is if your not a big volume crafter. Smugglers, tailors or medics and even artisans get buy with this set up, Sure it will take you a while to get some stock to start making stuff but if you just like to dable or make stuff for you and a few friends or even just make some extra cash this can be a good set up.
What is BER you ask? well thats a good question. BER is Base Extraction Rate. its a simple formula that anyone can understand. The higher the BER the more you can extract from a location. These vaules are set in stone. A heavy miner with a BER of 7 will get you less, cost more in power and maintance to run, than say a medium with a BER of 10.
These vaules are caped, Personals BER4, Mediums BER10, Heavy BER13, Windmills BER9, solar BER8, and lastly Fussion BER14. Keep this in mind when purchasing harvesters. Most architects only sell max BER rate harvesters but still double check the deed before you buy it as some dont, or maybe they just made a mistake. I have acually done this before i was selling medium 10's or what i thought where 10's but where acually 9's. I caught it before they sold though, well someone told me and i replaced it and removed all the others, Opps. Where this really comes into play is personals and windmills. If your buying of the bazzar always check. at any given time over 75% of these personals are BER 1 for miners and 5 for windmills.
Prices will vary from server to server but look for about these ranges
Personals BER4 2-4k, Cheap to run, they dont need much power, and can get you rolling, or just supliment your cash. These are also the easyiest to place. Rugged terrain?? these things laugh at it. You can mine in mountains, hills, swamps, where ever. you will never have a problem placing them. they can be placed vitually anywhere in all but the steepst of terrain.
Windmills BER9 3-5k, Cheap, and can give you good amounts of power. Though i dont recomend it thogh, you can even run 5 mediums with a single windmill if you are dilligent with moving it and making sure its always at 40%+. its footprint is slightly larger than a personal though not as large as mediums and heavies, just find some flat ground and a 40% + and your good to go.
Solar BER8 40-60k I dont recomend these at all, they are to expensive, windmills can do the same job, for much less. I honestly thought about not even listing them cuase to me they are totally useless. They have one redeming qaulity and thats hopper size. But unless they make solar not shift, Which is somthing i think they should do. there is always sun right? That would turn them from usless to very usefull. But its not so Dont even bother cuase they will never even come close to filling.
Fussion BER14, and Heavies BER13 90-150k Yes i know its a big range in price but to me hopper size is key with these. High end heavies will have hoppers of 125k + and for off world high % mining that can mean you dont have to check them for an extra day or 2. There is nothing worse to a miner than finding a full hopper and thinking how long has this been full. 10 heavies all caped at 110k hoppers and full for a day or 2, that could be 100-150k or more you missed out on, that turns into lots of cash lost down the road. I sell BER 13 heavies with 125K+ hoppers, Trying for 130K hoppers : ) for 150k-175k For florals or 90+% mining these extra hoppers are worth there weight in gold. Not having to check these things for an extra 1-2 days when they are in the middle of nowhere on dath is a very very good thing. Id take a 135k hoper over a 110 any day of the week and would shell out an extra 100k just to get it. Huge hopers are worht there weight in gold.
Mediums BER 10, 35k-75k Minerals and mositers are generally at the lower price, and floral, gas, chem are upper range. They take walls which ends up being a lot more cost added to make them. To me these are the best bang for the buck. They need half the power and maintance of a heavy and give you a rate of 10, which is only 3BER lower. The big differnce here is hopper size. I cant stress enough how important that is. A good medium can have a hopper of 65k+ bad ones are 50K. this is huge especially in off world mining. You must check them often and if they are on a 85%+ spot that can mean every few days. If they are on your main planet, or one you travel to a lot and play daily its not a big deal. I use them in my stationary mining operation.
Oky now you know all about harvesters how do i get started you ask?
well that is another great question. you all really know the right questions to ask. did someone put you up to it?
Drop your wind mill, you should be shooting for a 40% spot and collect some power. Then a day later you can drop your personal miner on what ever resource you want and there you have it you are on the road to being a miner. Well thats the guide to getting started.. oky well not really : )
Personal miners and windmills are highly underrated. A single windmill can support 8-9 personal miners if you are not mining constantly. I generally go with 2 windmills for 8 personals just soo i can collect enough power and stock up. When i have enough power to keep me going for a week i pull up the 2 windmills and drop 2 extra personals when my power gets low i go back to the double windmill gig.
This is a great way to make some cash, selling on the bazzar or trade forums can make you lots of credits for really not much work. Selling fiberplast, inert petro, or even ore to architects can be a great way to supliment your income. Ill get more into this in the what to mine and how to make money section.
Now wind mills and personal harvesters are great dont get me wrong. I just started a mining op on a new server following the same stratagy i just listed. In the course of just 2 weeks had i sold what i made i would have profited atlest 400k credits. Thats also sellign at very resonable prices 2-3 cpu. Now that being said no true miner will get by on just personal harvesters and wind mills.
First windmills are not very cost effective. Windmills, solar, and fussions all cost the same amount to run. Wind and solar generally run around 30-50% and the PE or potentail energy, is low soo you get only 1 unit of power per single unit of energy. Now as the PE rises, the amount of energy you get from a single unit also rises. That is why raido-active is soo much better than the other 2 forms. High PE's can double your power ratio and combine that with the fact that radio-active can be found in concentrations above 90% makes this the way to go. Even a 500 PE radio active on a 75% spot you will be out classing your windmills productions 2-3 times. Windmills have a max BER of 9 and fussions of 14.
Getting started, Im gonna go with the asumption you are on 8 lots, one for a small house : ) You need a place to live right? and a place to store all these great resources your gonna have.
Buy one wind mill and 4 personal miners. Drop the windmill and start getting power. 2 days later drop your 4 personls. Now go find any decent resource, Right now i would recomend steel just as its a big seller, and if you bazzar decent steel you can sell it for 3 cpu no problem, or just take it right to a shipwright. Mine this steel for a week. You should end up with about 100k on a good %, Now that will net you 300k. 200k if your a nice miner and want to help a brother out : ). Take that money and reinvest and go buy yourself a fussion. Forget wind its a pain in the ass, low % small hoppers, low PE, its just not good for any high end mining op. You maybe happy with your single windmill and 4 personals and your 200-300k a week then great. do it. You can make lots of money with that set up. Ill get into that more later in my how to make the credits section
Fussions have many plus's that i have touched on earlier. One a single fussion mining for a week at a good % can power a fleet of personals for a month. Also seeing fussion isnt always in shift its nice to have some power, power is the one thing you will find that is always an issue. Find a good % drop it and if its good PE that will net in 300k+ units of power. thats a ton of power if you are running personls, even mediums or heavies. mediums use about 8k power a week, heavies 15k, personlas 3k soo do the math on how long it will last /grin
Now that you have power coming out your a.., errr, well now you have lots of power. Go buy another 4 personl miners. mine your fussion, then when it shifts pull up your fussion and drop that extra personal. id suggest droping on one thing just cuase its easier, especailly with personls as you wont be getting tons of minerals. 8 personals on a good % for a week can give you 150k+ if you get on it early. Soo using your basic 2-3cpu. thats cost per unit. You are now making 300-450k a week minus your small maintance fee's. upgrading at this point is up to you, cost wise mediums are the way to go, but they are harder to work. You must check them often to make sure there hoppers are not full. A full hoper just wastes money in maintance and what good is a miner that not making you money right?
Personally id wait a few weeks, make yourself a nice million or soo and then upgrade your 8 personals to 8 heavies. These bad boys will suck up over 100k units each a week of what ever you are mining. On high %'s you can get a million+ units a week outta these things. In a month or 2, your going to need an entire house to act as a storage vault. there is nothing cooler in the game than walking into a house and seeing 15 million resources stacked from wall to wall and floor to ceiling. if you dont belive me contact me ingame and ill show ya /wink
Now you have a fleet of heavies, its time to grab more, 8 chems, 8 gas, 8 floral, 8 water, and 8 fussions. This is a nice set up. It will give you the abilty to mine what ever pops that is really sweet and mine the heck outta it. Id recomend mining the best thing that shows up in the shift and get as much as you can. when its gone put it in storage and go find something else. At times you'll end up pulling up early cuase some awsome new resource shows or you need power and new high PE fussion shows up. the reason why i say 8 fussions is you can never have enough power. Good fussion is worth mining when ever its around unless there is something uber out there. soo mine it when you can. even it you have 1 million in storage. 2-3 million of high PE radio-active is worth it. you can skip mining it for months and not need to worry.
Oky now you have a fleet of harvesters the next question is where to put them. They dont make you any cash just sitting in your bank or your back pack. Every planet has its own resources. Many show up on multiple planets, but at times some just show up on a single planet. Many times these single planet resources are the best ones to mine. Say a kammaris iron shows up on endor, or a really nice fiberplast on dath, that is the reason for 8 of each harvester. You can find a good % and get tons. Each planet has its own terrian which can be a hinderance or a bonus. This part ill go through each planet and give its +'s and -'s
Naboo, This is miner heaven. Practically all of naboo is just made for harvesting. Grassy plains around keren, the flats along the southern and nothern oceans. The rolling hills south of theed the large lake in the east. These are all prime spots to drop. about the only places that are hard or impossible for anything other than personals is the mmountain range in the middle. WIth that in mind there are a few places in that range that are great for harvesters but im not gonna give you any locations, cant reveal all my secrets. I will tell you this though, the mountains of naboo seam to always have very high consentrations of ore. If your using personal harvesters this could be your place. Hit the mountians on anyworld, trust me. There are always high % in them and you will definatly be the only one there. I find that the area west of keren always has lots of chemicals. the north along the shore is always great for minerals, and the east seams to have great aluminum and steel. Other than that just go for a ride. Naboo is the place to mine.. by far the best planet in the system.
Naboo fiberlast is always a must get when good, armorers will love you and i swear this stuff is consitantly awsome. i have seen many many great shifts of this stuff and a few with 1000 oq this stuff is over 900 alot.
Lok, this place is IMO the second best place to mine. Despite having higher lvl critters to aviod this is naboo, only sandy. there is aucally more places to drop than naboo but the higher lvl critters bump this from number 1 to number 2 I have no tips on locs here cuase its basically where ever you want.. just watch out for pirates, a miner is one of there favorite prey.
Lok wheat is notorious for being bad, but check it anyway. if its good mine it, you will be glad you did, this stuff is needed for docs and with having to pay 10-20k for buffs you might as well make some money off them for a change. Also if you give um a good deal, or a few docs you might get um to buff you for free, free buffs for everyone!
tattoine. This place can be a pain. Though it doesnt have lots of big mountains the terrain can be rough. Those little pot holes and trenches can really give you problems. There are a few spots that are not bad though. North east of mos entha has lots of rolling dunes but there tend to be lots of citys in the good spots, which is bascially happens anywhere on tat that is prime for harvesters people decide that they want to put there citys right there. The nerve of some people, putting some silly city right where i wanna plant my harvesters /sigh. Another place to look is north of wayfar, and the platue east of mos esiley. and the platue north of bestine. These are your best bets but be warned, cities and other miners can already be there. But if dilligent you can find a good spot.
Tat fiberplast is a must have for docs, tat berries, fruit, berries, and tubers are named stuff for chefs, check um and if they are good mine um. someone will always need um
Rori, the giant swamp. I love rori, yea its not the easiest to place but really its not as bad as you think. There are lots of platues, in the middle, and some flat areas south of rebel station and west of er whats that northern city.. narmlie? or is that in the west? anyway rori really isnt bad. the critters here are low lvl soo even a non combatant can take um out, ill give you some tips on that later. Basically rori is like lok just go anywhere, and find a good % Then hope you can place. The nice thing about rori is the spots seam to be slightly larger than other places soo you can end up getting down on 70+% even if your spread out. Maybe this is what the devs did to counter the some what harder placing. lack of population is a bonus as there will likely be nothing at prime spots. Also rori is famous for getting stuff that no other planet has. Rori is always tops on my to check list. Ive found some great stuff here.
Rori fiberplast is a named for RIS, find a great one and mine 200K or soo and sell it in small amounts to armorers, you can get 20-30 cpu for this stuff easy but dont sell it all at once. good resource dealers always save something for a rainy day.
correlia, or should i call it Cor-hellia. God this has got to be the worst place in the system to mine. The terrain is deceptive. Even though its looks flat its not. Placing here can be a nightmare. To make matters worse is its a highly populated planet soo all the good spots are taken unless you get it right when it pops. For those of you with jobs, you know those things that really hurt your sitting around and play time, if it pops in the morning and you ,are looking 15 hours later,, forget it. I only mine here if i have to aka, its the only planet the thing is on, which fortunatly is very rare. Just skip this nightmare, id rather look on dath than this god foresaken place.
coreillain fiberplast, armorers, this stuff is another one thats always soo bad, Probly one reason why padded armor has such high HAM. If you find a +700 mal, OQ, shock fiber get it, you will beable to sell this. If its in the 850+ drop everything and get as much as you can. i have never seen it that good but would love to. Corellian domestic wheat and fruit, chef. these are named if they are good get um.
Talus, This is another planet thats nice to mine on, placing isnt bad, the population is lower soo that adds up to a good bet. I dont mine here much cuase im based off naboo and stuff thats here generally shows up on onthere planets. But its a good bet espeically if you live on corrlia. This is another find a spot and hope you can place.
Talus fruit, is needed for brandy, and talus fungi is Bio soo when good its a drop. Talus water, another doc thing, good get it. Talus fiberplast, another RIS thing, put it next to your 200k of rori fiberplast and deal it out slowly to those armorers.
Dantooine, very simmilar to talus in placing, but this takes a drop in the mining factor just cuase the critters are tougher, and higher populations. YOu run into the ahh crap i found a great spot but there are already 50+ harvesters there. the nice thing is stuff tends to show up in decent %'s all over soo if one spot is packed you can normally find another. The draw back is there could be a pack of hurtons just waiting for a tasty looking miner such as yourself. Your thinking "hmm can i place here" the hurton is thinking "hmm lunch"!
Dantooine berries, docs love um soo when good get as much as you can. Dantooine fiberplast, BIO thing, needed for stim d's High OQ, get it, tough is just a bonus as it just makes the stims have more use, but doesnt really matter. Thats what sperates the good resource guys from the wanna-be's when you have just what they need, even the rare stuff thats never on a resource vendor.
Dathmire, This place can be your worst nightmare, but also your gold. like all the adventure planets it gets its great stuff that only shows up in one place. the draw back is the big nasty rancors and those sisters. Though with a bike you can get away. Use a speederbike, not a swoop. it has better terrain neg and the reduced speed more than gets made up in this place. IF your hitting this place check the south first. There are generally no agro critters there, or sisters. soo you can aucually place fairly easy. Its also nice and flat soo droping 20-40+ is not a problem. If not then its really a crap shoot. The NE is your next best bet. after that well just watch out for agro and hope for the best. Also you can try the quick dismount, survey, mount and drive. Get in and out before the stuff spawns around you due to surver lag, trust me it works. If you dont like that idea then slow down, wait a min make sure the coast is clear then survey.
Dath fiberplast, its a doc thing, and seams to be great stuff a lot armorers can love it too, and evergreen wood, armorers wookie armor.
Endor, Ahh endor, i love this place. beutiful seanery, and the cute little ewoks this place is such a great place to get away. Take a break and do some fishing while your here. Relaxe its such a great place to get away from the hustle and bustle of city life. I mine here a lot, its always been good to me. This is another place that tends to get its great stuff that only shows here. Iron and ore mainly but some gas, and chems too. Some of the best stuff ive ever mined has come from endor, class 4 solid 998 OQ, Reactive gas 960+ both stats, Iron 975+ shock+oq some great carbonite i just mined, Honestly ive gotton probly 10 things that have just showed here and close to or the best ever. If you only hit one advneture planet to mine this is it.people love to scare you and say endor sucks for mining but maybe they are trying to keep it all to themselves. they again maybe not, i rarely ever see any harvesters here. Hit the reserch post and go west, dirve around the lake you'll more than likely find a spot. if not head up the middle between the mountain ranges and if still no luck hit the desert in the north. there is more agro up there soo its a bit harder to place. Hence why i say check it last.
endor conifer wood, decidous wood armorers, and flowers for bio's, the things to check
Yavin 4, this is another rare gem, all these adventure planets get a bad rap. Yavin is easy to mine. just fly into,, hmm where labor or mining.. i wonder /smirk just survey and go. I tend to go east, less water and a nice big flat grassy plain with small little platues that are easy to place on as well. I drive east, zig zaggin on my way to the rebel temple and if no luck i head south, along the edge you know where the death star crashed. Silly imperials thinking a death star could stop the rebels, that'll teach ya, well maybe not. Anyway if still no luck head between those 2 mountain peaks towards the center of the southern point you know that funny shaped island. they follow up the rivers back towards miner op. You should have found a spot by this time. If not as a last resort hit the plain just north of labor or along the southern edge south of labor. Only do this as a last chance as it sucks to place there.
Evergreen wood, armorers, yavin fiberplast combat medics. Ohh wait, dont mine the fiberplast you will only be encouraging those nasty combat medics and there chemical warefare.
Combat, and dealing with Agro
First make a survey macro, this is tons of help when finding a WP. Keep you vehicle targeted, and use the tab key to open and close the interface. then you just slow to a stop hit the macro button you have hotkeyed. then hit number lock and then tab and your back rolling by the time the new cords come in and then you can change direction acordingly. this is tons of help espeically on dangerous planets when you tend to get agrod before you get a chance to survey.
Survey macro
/dismount;
/pause 1;
/survey;
/mount
no semi colon on the end or it will loop : )
Everyone has had to deal with pirates trying to rob you of your precious resources while you are dealing with harvesters. Sure you can pick up combat skills, or higher a body gaurd, but really its not nessesary. I have not had combat on my artisan/surveyor for over a year now and in that time since vehicles have come out i have not died once on a harvester trip. Well oky one time but that was cuase i didnt care and let myself get the clone ride back to the spaceport, 6k trip in 10 seconds. Beam me Up !
The Swoop and run,
I use a lot especially on the maintaing portion of dealing with them. Its not a very advanced tactic but works great. Hop on your swoop, these are best for this as they are the fastest and can get outta range of agro quick. try to sneak in as close as you can with out the agro seeing you. Then make a break for it and deal with the pay/power/collect as fast as you can while taking damage. As soon as you have delt with one ride away as fast as possible and spam peace. dodging trees, rocks, buildings (on buildable planets) can help slow the agro and help you in your get away. I consiter this a proper use of terrain to slow your attackers. Having some hot keys, for pay/power/status/opperation can save much time and make this a very viable tactic.
Follow the leader,
This is a tactic that you can use in combo with the swoop and run. Your vehicle plays a big part in this one. You basically are trying to lead the agro from your harvesters cause these agro do lots of damage and can kill you before you have time to get away. There is nothing worse than having to run all the way back to your harvesters to maintain one cause you got killed. Basically the way this works is you park close enough soo you see the ? above the critters head. The tend to get closer to you you trying to figure out what you are. Slowly move back and draw them away. You can gernerally get them a good 70m+ out from your harvesters and then you can circle around and then deal with your harvesters at your leisure. There is one catch to this. DO NOT lead them to far or they will respawn back at your harvesters and you will have to do it all over again.
Follow the leader advanced,
This is basically the same as above except you agro the critter, lead um away while hitting peace. As soon as it stops attacking try to circle back as fast as you can and deal with them before the critter or critters respawns. This tactic works best with agro that groups or ranged NPC's. Ranged NPC's are by far the hardest to deal with.
Who cares let um attack,
This one is for agro thats just more of a nusance than anything. Though these attackers can incap you they generally dont DB, or deal lots of damage. You stay on your vehilce and fly back and forth between harvesters trying to fly to the one thats farthest away from the last one you were at. You can also add doing figure eights, and weaving in and outta harvesters to slow your attackers down and give you more time to maintain them. If you need be you can let um incap you, you can still maintain the one you are at, as long as you have the operation pannel open before you go incap. You can also use the pay power command line while incaped. Just dont get incaped 3 times in 10 mins of you will be getting a fast ride through the cloner.
That is the basics of dealing with planted harvesters. Now dealing with spawns when you plant is a bit more tricky But can be delt with on all but the toughest of planets even with a non combant artisan. This takes a bit of gear, skill, and practice. With this set up though you can take out more stuff than you ever would have thought possible.
Stats migration.
This is a big part. I max my health stats, putting as many possible points in your main health bar, and secondarys at about 500. Next up is action i put about 600 in main and min on both secondarys. Mind is about 500 and min on secondarys. Im human mind you. I know you are thinking well how do you survey? well just drink brandy, and accragrm and you can survey non stop. : ) With this stat set up you will have lots of health to soak up blows which is a must in the swoop and run tactic. I generally drink those 2 drinks anyway while im out surveying and maintaining soo my stats are about 1150 health, 900 action 800 mind soo im pretty tanked up. Pixey and moun are always hotkeys and i use them a lot. sure you will get a few fines especially if you travel through imperial cities but how cares. Whats 500 credits vs a trip through the cloner.
Armor,
This is important. What armor do i recomend? enhanced Geo-bone. Ranged is the thing you need to worry about most. 90% of the time critters wont bother you, if the do they are easy to get away from. But ranged NPC's can be death. Geo-bone can be made 80% energy and is very light, you can survey in a full suit with the stat mirgration i recomended along with drinks. I know geo-bone does not have kinetic but thats where the enhanced comes into play. You use a voritor scale in it and can add kinetic protection. Another option is to kryat scale it and that will give you protections in all but stun. Stun can be covered with a Imperial PSG. There are a few mobs that do acid, and i think a couple that do heat soo if your spending the money on geo bone, you might as well go with kryat scale : ) Regular bone will work, but i atleast recomend armorer made segs. That will give you 40-50% energy, and also go with atleast voritor scale enhance it. you will be knocking 50% off all kinetic and 75% off all energy weapons. My own personal suit is geo=bone, with tantle helm, chest, boots.. it looks bad ass : ) And trust me it has saved me more times than i can count. I wont leave to survey or deal with miners with out it. I just started on a new server and i cant wait to get me some nice surveying armor but for now while im making money im stuck in clothing and crossing my fingures.
Food and Drink
Every surveyor should have this in there pack, Brandy, ulitmate mind juice, accragrm, boosts your action, gramorl Boosts your health, won won a health secondary stat booster, chandon, Gives up to +20? surveying, sythsteak, cuts damage by 40%, crispic or citrus snow, Boosts your aim, Pixey, and instand health boost, moun an instant mind boost. These foods can be stacked and with decay you can have um all in your system they turn an unbuffed no combat artisan into a force that many critters and NPC's will wish they havent met.
weapons and droids,
This is as important, or maybe even more important that everything else i have mentioned in the above, As non combatant, non medic artisan is nothing with out this.
A 35% sliced CDEF gun. Pick which ever one you want. Go with speed sliced. Sure you will have to slice a ton, but make a few crates and find a nice smuggler to help you out. Offer to make him some crates of tools, run some spice schems, hook um with resources. what ever you need to do im sure you can come to some sorta agreement. This weapon with a speed power up can get down to 1.0 and give you some pretty nice damage. Another option is a 35% damage with damage power up it will give you a nice gun that is about 3.0 but can do 50-100 damage. Not bad for a non cert weapon. This weapon should be used on all lower end types of critters. Stuff that has under 1.5k ham in my opinion.
C12's, this is your gas, get some crates of these and make some crates of max damage power ups for them. These babies will deal 700-1200 damage, They eat though your health ham, but thats why you have lots of strenght and con with stat migration and why you eat the won won : ) You will be using these on just about everything, they deal tons of damage, you will be shocked at how many things you will beable to one shot with these. They have great range too.
R3 combat droid, If grenades are your gas, then this is your fire. there is no getting around this you MUST have a good R3 Combat droid. Have him custom made with 5 combat modules and 1 stimpack. He will deal a lot of damage and beable to hold close to 30 uses of stim-A's I dont need to use the stims often but for the slight damage reduction id much rather have a 100 point heal when i need it than the +25 or so points of damage he is gonna do with the extra combat module. Besides you will be dealing most of the damage with your C12's anyway, he will be your tanker, and will be dealing out a good deal of damage to boot.
Droid stim D's, These are a must. You will go through tons of these. A crate in your inventory and have atleast 2 pulled when you are going to enter combat. You run outta stims your dead soo make sure you dont. These will keep your little droid happy and running tip top.
Batteries, make a crate put it in your pack, they will last forever, well months and months. I have the same crate in my pack for 4 or 5 months now. Just make sure to check his power before you enter combat.
Combat tactics.
Always send your droid in first. I like to target weaker critters and npc's first. You can take down 3-4 in the same time as you could one strong one and greatly reduce the damage your little droid is taking. Also your C12's cause splash damage as well and many times you will do damage to the strong one in splash and by the time you get to the boss/strong guy he has already been droped about 1/3 his ham. Its also a good idea to hit males first as the others wont agro and then you can take out the others with out getting the entire group to attack all at once. You will learn what groups and what doesnt, but if you want to check first just check out www.swgcreatures.com and you can get the lowdown on what is up with any mob.
Non lair spawns go in waves of 5, soo make sure you clear um all before you decide to plant harvesters. Wild lair spawns have many more cirtters than the mission sort. There can be 20-30+ soo it can take you a whlie up to 15 mins or more before you have um all cleared before you start hitting the lair.
If you are working on a tough critter lair. Start the lair smoking and then get back and wait for critters to pop. Have the droid attack the critter and then call him to follow you and pull the critter a good 60m away before you start working on him. If you dont you can get swarmed and that can bring along an early demise.
Once all the critters are dead and its time to start hitting the lair DO NOT tell the droid to attack the lair. Stand about 40m away and toss a single c12 at a time. Hit peace as soon as you toss the grenade. Wait a few second maybe 10 or soo and see if a critter spawns. If it does pull him away and attack at a distance (see above) If not toss another and peace. This will keep the lair from spawning tons at once and give you much more control with what spawns.
Well thats the combat section. Follow those strats, trust me they are very very well tested. I have taken out fambaa, maulers, tuskens, reclusive gurk kings, kaadu, hummba, flumpasette, and tons and tons of others. You can even take down some stuff on the adventure planets just be a lot more carfull is all. Yea there are some spawns you wont beable to take out but you will be surpirsed at what you can deal with and not have to call in the reinforcement. Also for one last tip. Have your bike out about 100m away cause if you get into trouble you can always leave the droid and run. /burstrun too i have used many many times. Just get outta combat, let the droid incap, then recall the droid, heal him and try again....
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List of Resources
and Supposed Caps
Minerals
Titanium Aluminum:
CR 1 - 174, CD 300 -
408, DR 1 - 174, HR
200 - 330, MA 300 -
452, SR 300 - 430,
UT 300 - 430
Agrinium Aluminum:
CR 94 - 307, CD 358
- 492, DR 94 - 307,
HR 270 - 430, MA 382
- 568, SR 370 - 530,
UT 370 - 530
Chromium Aluminum:
CR 227 - 440, CD 442
- 575, DR 227 - 440,
HR 370 - 530, MA 498
- 685, SR 470 - 630,
UT 470 - 630
Duralumin Aluminum:
CR 361 - 574, CD 525
- 658, DR 361 - 574,
HR 470 - 630, MA 615
- 802, SR 570 - 730,
UT 570 - 730
Link-Steel Aluminum:
CR 494 - 707, CD 608
- 742, DR 494 - 707,
HR 570 - 730, MA 732
- 918, SR 670 - 830,
UT 670 - 830
Phrik Aluminum: CR
627 - 800, CD 692 -
800, DR 627 - 800,
HR 670 - 800, MA 848
- 1000, SR 770 -
900, UT 770 - 900
Perovskitic
Aluminium: None
Desh Copper: CR 1 -
116, CD 500 - 572,
DR 1 - 102, HR 200 -
265, MA 500 - 572,
SR 300 - 372, UT 300
- 372
Thallium Copper: CR
63 - 205, CD 539 -
628, DR 55 - 180, HR
235 - 315, MA 539 -
628, SR 339 - 428,
UT 339 - 428
Beyrllius Copper: CR
152 - 294, CD 594 -
683, DR 133 - 257,
HR 285 - 365, MA 594
- 683, SR 394 - 483,
UT 394 - 483
Codoan Copper: CR
241 - 383, CD 650 -
739, DR 211 - 335,
HR 335 - 415, MA 650
- 739, SR 450 - 539,
UT 450 - 539
Diatium Copper: CR
329 - 472, CD 706 -
794, DR 288 - 413,
HR 385 - 465, MA 706
- 794, SR 506 - 594,
UT 506 - 594
Kelsh Copper: CR 418
- 560, CD 761 - 850,
DR 366 - 490, HR 435
- 515, MA 761 - 850,
SR 561 - 650, UT 561
- 650
Mythra Copper: CR
507 - 649, CD 817 -
906, DR 444 - 568,
HR 485 - 565, MA 817
- 906, SR 617 - 706,
UT 617 - 706
Platinite Copper: CR
596 - 738, CD 872 -
961, DR 521 - 646,
HR 535 - 615, MA 872
- 961, SR 672 - 761,
UT 672 - 761
Polysteel Copper: CR
685 - 800, CD 928 -
1000, DR 599 - 700,
HR 585 - 650, MA 928
- 1000, SR 728 -
800, UT 728 - 800
Conductive
Borcarbitic Copper:
None
Plumbum Iron: CR 1 -
131, CD 1 - 82, DR
300 - 414, HR 500 -
581, MA 1 - 98, SR
400 - 498, UT 400 -
498
Polonium Iron: CR 71
- 231, CD 45 - 144,
DR 361 - 501, HR 544
- 644, MA 53 - 173,
SR 453 - 573, UT 453
- 573
Axidite Iron: CR 171
- 331, CD 107 - 207,
DR 449 - 589, HR 606
- 706, MA 128 - 248,
SR 528 - 648, UT 528
- 648
Bronzium Iron: CR
271 - 430, CD 169 -
269, DR 536 - 676,
HR 669 - 769, MA 203
- 323, SR 603 - 723,
UT 603 - 723
Colat Iron: CR 371 -
530, CD 232 - 332,
DR 624 - 764, HR 731
- 831, MA 278 - 398,
SR 678 - 798, UT 678
- 798
Dolovite Iron: CR
470 - 630, CD 294 -
394, DR 711 - 851,
HR 794 - 894, MA 353
- 473, SR 753 - 873,
UT 753 - 873
Doonium Iron: CR 570
- 730, CD 357 - 456,
DR 799 - 939, HR 856
- 956, MA 428 - 548,
SR 828 - 948, UT 828
- 948
Kammris Iron: CR 670
- 800, CD 419 - 500,
DR 886 - 1000, HR
919 - 1000, MA 503 -
600, SR 903 - 1000,
UT 903 - 1000
Rhodium Steel: CR 1
- 105, CD 1 - 85, DR
500 - 565, HR 600 -
652, MA 1 - 53, SR
500 - 565, UT 400 -
478
Kiirium Steel: CR 57
- 185, CD 46 - 150,
DR 535 - 615, HR 628
- 692, MA 29 - 93,
SR 535 - 615, UT 442
- 538
Cubirian Steel: CR
137 - 265, CD 111 -
215, DR 585 - 665,
HR 668 - 732, MA 69
- 133, SR 585 - 665,
UT 502 - 598
Thoranium Steel: CR
217 - 345, CD 176 -
280, DR 635 - 715,
HR 708 - 772, MA 109
- 173, SR 635 - 715,
UT 562 - 658
Neutronium Steel: CR
297 - 424, CD 241 -
345, DR 685 - 765,
HR 748 - 812, MA 149
- 212, SR 685 - 765,
UT 622 - 718
Duranium Steel: CR
377 - 504, CD 306 -
410, DR 735 - 815,
HR 788 - 852, MA 189
- 252, SR 735 - 815,
UT 682 - 778
Ditanium Steel: CR
456 - 584, CD 371 -
475, DR 785 - 865,
HR 828 - 892, MA 228
- 292, SR 785 - 865,
UT 742 - 838
Quadranium Steel: CR
536 - 664, CD 436 -
540, DR 835 - 915,
HR 868 - 932, MA 268
- 332, SR 835 - 915,
UT 802 - 898
Carbonite Steel: CR
616 - 744, CD 501 -
605, DR 885 - 965,
HR 908 - 972, MA 308
- 372, SR 885 - 965,
UT 862 - 958
Duralloy Steel: CR
696 - 800, CD 566 -
650, DR 935 - 1000,
HR 948 - 1000, MA
348 - 400, SR 935 -
1000, UT 922 - 1000
Crystallized
Bicorbantium Steel:
None
Hardened Arveshium
Steel: None
Alantium Carbonate
Ore: CR 300 - 414,
DR 1 - 115, HR 400 -
498, MA 300 - 414,
SR 1 - 115, UT 200 -
330
Barthierium
Carbonate Ore: CR
361 - 501, DR 62 -
202, HR 453 - 573,
MA 361 - 501, SR 62
- 202, UT 270 - 430
Chromite Carbonate
Ore: CR 449 - 589,
DR 150 - 289, HR 528
- 648, MA 449 - 589,
SR 150 - 289, UT 370
- 530
Frasium Carbonate
Ore: CR 536 - 676,
DR 237 - 377, HR 603
- 723, MA 536 - 676,
SR 237 - 377, UT 470
- 630
Lommite Carbonate
Ore: CR 624 - 764,
DR 324 - 464, HR 678
- 798, MA 624 - 764,
SR 324 - 464, UT 570
- 730
Ostrine Carbonate
Ore: CR 711 - 851,
DR 412 - 551, HR 753
- 873, MA 711 - 851,
SR 412 - 551, UT 670
- 830
Varium Carbonate
Ore: CR 799 - 939,
DR 499 - 639, HR 828
- 948, MA 799 - 939,
SR 499 - 639, UT 770
- 930
Zinsiam Carbonate
Ore: CR 886 - 1000,
DR 586 - 700, HR 903
- 1000, MA 886 -
1000, SR 586 - 700,
UT 870 - 1000
Ardanium Siliclastic
Ore: CR 300 - 452,
DR 1 - 152, HR 300 -
452, MA 300 - 452,
SR 1 - 131, UT 1 -
152
Cortosis Siliclastic
Ore: CR 382 - 568,
DR 83 - 269, HR 382
- 568, MA 382 - 568,
SR 71 - 231, UT 83 -
269
Crism Siliclastic
Ore: CR 498 - 685,
DR 199 - 385, HR 498
- 685, MA 498 - 685,
SR 171 - 330, UT 199
- 385
Malab Siliclastic
Ore: CR 615 - 802,
DR 316 - 502, HR 615
- 802, MA 615 - 802,
SR 271 - 430, UT 316
- 502
Robindun Siliclastic
Ore: CR 732 - 918,
DR 432 - 618, HR 732
- 918, MA 732 - 918,
SR 370 - 530, UT 432
- 618
Tertian Siliclastic
Ore: CR 848 - 1000,
DR 549 - 700, HR 848
- 1000, MA 848 -
1000, SR 470 - 600,
UT 549 - 700
Fermionic
Siliclastic Ore:
None
Bene Extrusive Ore:
CR 200 - 304, DR 300
- 391, HR 400 - 478,
MA 1 - 79, SR 400 -
478, UT 400 - 478
Chronamite Extrusive
Ore: CR 256 - 384,
DR 349 - 461, HR 442
- 538, MA 43 - 139,
SR 442 - 538, UT 442
- 538
Ilimium Extrusive
Ore: CR 336 - 464,
DR 419 - 531, HR 502
- 598, MA 103 - 199,
SR 502 - 598, UT 502
- 598
Kalonterium
Extrusive Ore: CR
416 - 544, DR 489 -
601, HR 562 - 658,
MA 163 - 259, SR 562
- 658, UT 562 - 658
Keschel Extrusive
Ore: CR 496 - 624,
DR 559 - 671, HR 622
- 718, MA 223 - 318,
SR 622 - 718, UT 622
- 718
Lidium Extrusive
Ore: CR 576 - 704,
DR 629 - 741, HR 682
- 778, MA 283 - 378,
SR 682 - 778, UT 682
- 778
Maranium Extrusive
Ore: CR 656 - 784,
DR 699 - 811, HR 742
- 838, MA 342 - 438,
SR 742 - 838, UT 742
- 838
Pholokite Extrusive
Ore: CR 736 - 864,
DR 769 - 881, HR 802
- 898, MA 402 - 498,
SR 802 - 898, UT 802
- 898
Quadrenium Extrusive
Ore: CR 816 - 944,
DR 839 - 951, HR 862
- 958, MA 462 - 558,
SR 862 - 958, UT 862
- 958
Vintrium Extrusive
Ore: CR 896 - 1000,
DR 909 - 1000, HR
922 - 1000, MA 522 -
600, SR 922 - 1000,
UT 922 - 1000
Berubium Intrusive
Ore: CR 200 - 316,
DR 300 - 401, HR 700
- 743, MA 1 - 88, SR
500 - 572, UT 400 -
487
Chanlon Intrusive
Ore: CR 262 - 404,
DR 354 - 479, HR 723
- 777, MA 48 - 154,
SR 539 - 628, UT 447
- 553
Corintium Intrusive
Ore: CR 351 - 493,
DR 432 - 557, HR 757
- 810, MA 114 - 221,
SR 594 - 683, UT 513
- 620
Derillium Intrusive
Ore: CR 440 - 582,
DR 510 - 634, HR 790
- 843, MA 181 - 287,
SR 650 - 739, UT 580
- 687
Oridium Intrusive
Ore: CR 529 - 671,
DR 588 - 712, HR 823
- 877, MA 247 - 354,
SR 706 - 794, UT 647
- 753
Dylinium Intrusive
Ore: CR 618 - 760,
DR 666 - 790, HR 857
- 910, MA 314 - 420,
SR 761 - 850, UT 713
- 820
Hollinium Intrusive
Ore: CR 707 - 849,
DR 743 - 868, HR 890
- 943, MA 380 - 487,
SR 817 - 906, UT 780
- 887
Ionite Intrusive
Ore: CR 796 - 938,
DR 821 - 946, HR 923
- 977, MA 447 - 553,
SR 872 - 961, UT 847
- 953
Katrium Intrusive
Ore: CR 884 - 1000,
DR 899 - 1000, HR
957 - 1000, MA 513 -
600, SR 928 - 1000,
UT 913 - 1000
Bospridium Armophous
Gemstone: ER 1 -
105, CR 1 - 131, DR
1 - 131, HR 600 -
652, MA 1 - 79, SR 1
- 131, UT 1 - 131
Baradium Armophous
Gemstone: ER 57 -
185, CR 71 - 231, DR
71 - 231, HR 628 -
692, MA 43 - 139, SR
71 - 231, UT 71 -
231
Regvis Armophous
Gemstone: ER 137 -
265, CR 171 - 331,
DR 171 - 331, HR 668
- 732, MA 103 - 199,
SR 171 - 331, UT 171
- 331
Plexite Armophous
Gemstone: ER 217 -
345, CR 271 - 431,
DR 271 - 431, HR 708
- 772, MA 163 - 259,
SR 271 - 431, UT 271
- 431
Rudic Armophous
Gemstone: ER 297 -
424, CR 371 - 530,
DR 371 - 530, HR 748
- 812, MA 223 - 318,
SR 371 - 530, UT 371
- 530
Ryll Armophous
Gemstone: ER 377 -
504, CR 471 - 630,
DR 471 - 630, HR 788
- 852, MA 283 - 378,
SR 471 - 630, UT 471
- 630
Sedrellium Armophous
Gemstone: ER 456 -
584, CR 570 - 730,
DR 570 - 730, HR 828
- 892, MA 342 - 438,
SR 570 - 730, UT 570
- 730
Stygium Armophous
Gemstone: ER 536 -
664, CR 670 - 830,
DR 670 - 830, HR 868
- 932, MA 402 - 498,
SR 670 - 830, UT 670
- 830
Vendusii Armophous
Gemstone: ER 616 -
744, CR 770 - 930,
DR 770 - 930, HR 908
- 972, MA 462 - 558,
SR 770 - 930, UT 770
- 930
Bal'ta'ran Armophous
Gemstone: ER 696 -
800, CR 870 - 1000,
DR 870 - 1000, HR
948 - 1000, MA 522 -
600, SR 870 - 1000,
UT 870 - 1000
Byrothsis
Crystalline
Gemstone: ER 500 -
581, CR 1 - 163, DR
1 - 163, HR 700 -
749, MA 1 - 66, SR
300 - 414, UT 300 -
414
Gallinorian Rainbow
Crystalline
Gemstone: ER 544 -
644, CR 88 - 288, DR
88 - 288, HR 726 -
786, MA 36 - 116, SR
361 - 501, UT 361 -
501
Green Diamond
Crystalline
Gemstone: ER 606 -
706, CR 213 - 413,
DR 213 - 413, HR 764
- 824, MA 86 - 166,
SR 449 - 589, UT 449
- 589
Kerol Fire-Gem
Crystalline
Gemstone: ER 669 -
769, CR 338 - 538,
DR 338 - 538, HR 801
- 861, MA 136 - 215,
SR 536 - 676, UT 536
- 676
Seafah Jewel
Crystalline
Gemstone: ER 731 -
831, CR 463 - 663,
DR 463 - 663, HR 839
- 899, MA 186 - 265,
SR 624 - 764, UT 624
- 764
Sormahil Fire Gem
Crystalline
Gemstone: ER 794 -
894, CR 588 - 788,
DR 588 - 788, HR 876
- 936, MA 235 - 315,
SR 711 - 851, UT 711
- 851
Laboi Mineral
Crystal Crystalline
Gemstone: ER 856 -
956, CR 713 - 913,
DR 713 - 913, HR 914
- 974, MA 285 - 365,
SR 799 - 939, UT 799
- 939
Vertex Crystalline
Gemstone: ER 919 -
1000, CR 838 - 1000,
DR 838 - 1000, HR
951 - 1000, MA 335 -
400, SR 886 - 1000,
UT 886 - 1000
Class 1 Solid
Petrochemical: DR 1
- 149, PE 300 - 430
Class 2 Solid
Petrochemical: DR 81
- 264, PE 370 - 530
Class 3 Solid
Petrochemical: DR
195 - 378, PE 470 -
630
Class 4 Solid
Petrochemical: DR
309 - 492, PE 570 -
730
Class 5 Solid
Petrochemical: DR
423 - 606, PE 670 -
830
Class 6 Solid
Petrochemical: DR
537 - 720, PE 770 -
930
Class 7 Solid
Petrochemical: DR
652 - 800, PE 870 -
1000
Class 1 Radioactive:
DR 400 - 474, PE 500
- 593
Class 2 Radioactive:
DR 440 - 531, PE 550
- 664
Class 3 Radioactive:
DR 497 - 589, PE 621
- 736
Class 4 Radioactive:
DR 554 - 646, PE 693
- 807
Class 5 Radioactive:
DR 611 - 703, PE 764
- 879
Class 6 Radioactive:
DR 669 - 760, PE 836
- 950
Class 7 Radioactive:
DR 726 - 800, PE 907
- 1000
High Grade
Polymetric
Radioactive: None
Unknown Ferrous: CR
1 - 800, CD 1 - 600,
DR 300 - 1000, HR
300 - 1000, MA 1 -
600, SR 400 - 1000,
UT 400 - 1000
Unknown Non-Ferrous:
CR 1 - 800, CD 300 -
1000, DR 1 - 700, HR
200 - 800, MA 300 -
1000, SR 300 - 900,
UT 300 - 1000
Unknown Sedimentary
Ore: CR 300 - 1000,
DR 1 - 700, HR 300 -
1000, MA 300 - 1000,
SR 1 - 700
Unknown Igneous Ore:
CR 200 - 1000, DR
300 - 1000, HR 400 -
1000, MA 1 - 800, SR
400 - 1000, UT 400 -
1000
Unknown Gemstone: HR
600 - 1000, MA 1 -
600
Unknown Solid
Petrochemical: None
Unknown Radioactive:
DR 1 - 800
Chemicals
Class 1 Liquid
Petrochemical: DR 1
- 600
Class 2 Liquid
Petrochemical: DR 1
- 600
Class 3 Liquid
Petrochemical: DR 1
- 600
Class 4 Liquid
Petrochemical: DR 1
- 600
Class 5 Liquid
Petrochemical: DR 1
- 600
Class 6 Liquid
Petrochemical: DR 1
- 600
Class 7 Liquid
Petrochemical: DR 1
- 600
Unknown Liquid
Petrochemical: None
Lubricating Oil:
None
Fiberplast: None
Polymer: None
Gas
Hydron-3 Inert Gas:
DR 1 - 81
Malium Inert Gas: DR
44 - 142
Bilal Inert Gas: DR
105 - 204
Corthel Inert Gas:
DR 167 - 265
Culsion Inert Gas:
DR 228 - 327
Dioxis Inert Gas: DR
290 - 388
Hurlothrombic Inert
Gas: DR 351 - 450
Kaylon Inert Gas: DR
413 - 511
Korfaise Inert Gas:
DR 474 - 573
Methanagen Inert
Gas: DR 536 - 634
Mirth Inert Gas: DR
597 - 696
Obah Inert Gas: DR
659 - 757
Rethin Inert Gas: DR
720 - 800
(The DR ranges on
these were changed
in Publish 4)
Eleton Reactive Gas:
DR 1? - 400?
Irolunn Reactive
Gas: DR 100? - 600?
Methane Reactive
Gas: DR 200? - 700?
Orveth Reactive Gas:
DR 300? - 800?
Sig Reactive Gas: DR
300? - 900?
Skevon Reactive Gas:
DR 400? - 900?
Tolium Reactive Gas:
DR 500? - 1000?
Unstable
Organometallic
Reactive Gas: None
Unknown Inert Gas:
None
Unknown Reactive
Gas: None
Energy / Water
Water: OQ 600 - 1000
Wind Energy: PE 1 -
400, OQ 500 - 500
Solar Energy: PE 200
- 600, OQ 500 - 500
Flora Structural
Conifer Wood: DR 1 -
600, MA 600 - 1000,
SR 100 - 400, UT 1 -
300
Evergreen Wood: DR 1
- 500, MA 800 -
1000, SR 1 - 400, UT
1 - 300
Decidious Wood: DR 1
- 800, MA 400 - 800,
SR 300 - 700, UT 1 -
800
Flora Food
Beans: None
Berries: None
Flowers: PE 1 - 700
Fruits: None
Fungi: None
Greens: None
Tubers: None
Domesticated Corn:
FL 1 - 700, PE 300 -
1000
Domesticated Oats:
FL 1 - 700, PE 300 -
1000
Domesticated Rice:
FL 1 - 700, PE 300 -
1000
Domesticated Wheat:
FL 1 - 700, PE 300 -
1000
Wild Corn: FL 300 -
1000, PE 1 - 700
Wild Oats: FL 300 -
1000, PE 1 - 700
Wild Rice: FL 300 -
1000, PE 1 - 700
Wild Wheat: FL 300 -
1000, PE 1 - 700
Creature Structural
Animal Bone: DR 300
- 1000, MA 1 - 500,
SR 400 - 1000
Avian Bone: DR 1 -
700, MA 1 - 600, SR
100 - 500, UT 1 -
500
Horns: DR 200 -
1000, MA 1 - 500, SR
300 - 700, UT 1 -
500
Scaley Hide: None
Wooly Hide: None
Bristley Hide: None
Leathery Hide: None
Creature Food
Avian Meat: FL 1 -
700, PE 300 - 1000
Carnivore Meat: FL
300 - 1000, PE 300 -
1000
Crustacean Meat:
None
Domesticated Meat:
FL 300 - 1000, PE 1
- 700
Fish Meat: None
Herbivore Meat: FL 1
- 700, PE 1 - 700
Insect Meat: PE 300
- 1000
Mollusk Meat: None
Reptilian Meat: None
Wild Meat: FL 1 -
700, PE 300 - 1000
Eggs: None
Domesticated Milk:
FL 1 - 700, PE 300 -
1000
Wild Milk: PE 1 -
700
Thats it for Now
Enjoy!
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