The Shipwright has two primary
roles. One, obviously, is the
crafting of player-made starships
for use by pilots in the new Jump to
Lightspeed space zones. Secondly,
Shipwrights have the ability to
transform looted spaceship
components into significantly better
versions of those components - known
as Reverse Engineering.
Make no mistake, Shipwright is a
very complex and demanding
profession. There are a large number
of schematics with large variances
in resources, and the options at
your disposal when it comes to
customizing the strengths and
weaknesses of your items is vast.
You will feel demand from all who
have purchased the new expansion,
whether it be rebels, imperials, or
neutrals, and whether they are
interested in the galactic civil war
or not.
Before we get into the details of
these roles, let’s start out with
the basics. If you are new to the
artisan aspect of SWG, please visit
the artisan forums, and check out
the SWG
Advanced Crafting Guide.
This guide is intended for
Shipwrights and is from a crafting
perspective. If you are a pilot
looking to understand or purchase a
new ship, this guide may suffice,
but for a pilots perspective, check
out
Odan_Pazzmar's Ship Buyer's Guide.
Skills/Requirements
As with most other crafting
professions, the basic profession
upon which Shipwright is based is
the Artisan profession. Advancing to
Engineering IV in Artisan grants you
the ability to train in the Novice
Shipwright skill (an additional
30,000 General crafting experience).
This will allow you to craft the
most basic of components and
chassis. Additionally, as is
inherent to any crafting profession,
the farther you advance, the better
quality items you will be able to
craft. The total skill point
investment for Master Shipwright is
no different than any other Elite
Crafting profession at 63 points.
Coupled with the Artisan
prerequisites, the total skill point
investment totals 92 points.
Additionally, you may wish to create
a new character as your shipwright.
Ithorians recieve +10 to Chassis,
Power Systems, Shields, and Advanced
Assembly (capacitors and droid
interfaces), while Sullustans
recieve +10 to Boosters, Engines,
and Weapons Assembly. While these
benefits are not huge, they will
help a little.
Tools/Resources
To go along with the existing
crafting system, the shipwright will
need special tools in order to craft
his trade-specific items. A
Spaceship Crafting Tool and
Spaceship Crafting Station have been
added, and you will need these to
make everything from repair kits to
chassis.
The most basic schematics can be
made with your crafting tool without
a crafting station, but as you pick
more complex items to craft, you
will need to be near a public
crafting station. For the very high
level items, a private crafting
station will be required. A basic
Equipment Factory can be used to
mass produce some shipwright items -
namely all ship subcomponents,
ammunition, repair kits, paint kits,
and analysis tools.
Resources, as with any crafting
profession, are going to play a
large part in the quality of your
crafted ships and their subsystems.
The majority of Shipwright resources
share the same resource table as all
the other professions. Specifically,
you will eventually need: Steel,
Aluminum, Iron, Copper, Radioactive,
Low-Grade Ore, Fiberplast, Polymer,
Lubricating Oil, Liquid
Petrochemical Fuel, Reactive Gas,
and Inert Gas.
However, with the introduction of
the expansion, some new specific
resources have been added to the
current resource categories.
- Minerals:
- High
Grade Polymetric Radioactive
- Used in
- Booster Overdriver
- Booster Extended
Life Fuel Cell
- Various Missile
Packs
- Reactor Limiter
- Reactor Overcharger
- Weapon Armor/Shield
Effectiveness
Intensifiers
-
Perovskitic Aluminum
-
Crystallized Bicorbantium Steel
- Used in
- Armor Reinforcement
Panel
-
Conductive Borcarbitic Copper
- Used in
- Capacitor Energy
Saver Battery
- Capacitor Extended
Life Battery
- Capacitor Heavy
Battery
- Capacitor Quick
Recharge Battery
- Droid Brain Upgrade
- Droid Maintenance
Reduction Kit
-
Fermionic Sciliclastic Ore
- Used in
- Engine Limiter
- Engine Overdriver
- Weapon Quick Shot
Upgrade
- Weapon Speed Limiter
- Chemicals
-
Gravitonic Fiberplast
- Used in
- Shield Energy Saver
Kit
- Shield Intensifier
- Shield Limiter
- Shield Overcharger
- Gas
-
Unstable Organometallic Reactive
Gas
- Used in
- Booster Fast Charge
Fuel Cell
- Booster Heavy Fuel
Cell
- Weapon Min/Max
Damage Intensifiers
All of these specific new shipwright
resources will always be available
somewhere in your galaxy at any
given time.
There is also an additional new
resource type introduced,
Hardened
Arveshium Steel,
but there is currently no
schematic in shipwright that
requires this resource type.
The individual resource statistics
that are relied upon for the quality
of your item depends from schematic
to schematic. But generally, the
important stats to consider are:
- Overall
Quality (OQ)
- Applies to all schematics.
-
Conductivity (CON)
- Applies to most schematics
involving electrical systems and
their subcomponents.
- Unit
Toughness (UT)
- Applies to many schematics,
usually related to hitpoints.
- Heat
Resistance (HR)
- Applies to chassis, armor
and its subcomponents.
- Potential
Energy (PE)
- Applies to a number of
schematics, such as engines,
weapons, and reactors, and their
subcomponents.
- Shock
Resistance (SR)
- Applies to shields and
chassis.
- Malleability (MA)
Different items will call for
different weights of resource stats,
that then vary even between
experimental attributes. Examine
your schematics carefully to decide
which resource will work best.
Crafting Ships and Components
Once you have gathered all the
resources and tools you need, you’re
ready to begin making ships!
Obviously, starting out, you will
not be able to craft the best items.
It will take time (depending on your
stockpile of resources, or ability
to acquire them) to reach Master
Shipwright. But by practicing along
the way, you can learn a great deal
about what you can make and sell.
Using practice mode on Chassis will
yield the quickest road to master,
but be prepared to consume somewhere
in the neighborhood of 6
million units of resources,
very quickly.
There are basically 4 major
different kinds of items a
shipwright can craft. The Chassis,
the equipment, equipment
subcomponents, and ammunition.
Chassis
The hull, or shell of the vessel.
Whether it be X-Wings or TIE
Fighters, this is what the ship
looks like, its performance, and its
functionality. There are a few
things to know about the variation
in Chassis design.
- Chassis
Classes
- There are currently 6
different Chassis Classes to add
variety to your choice of
chassis.
-
Light Fighter
- Low mass light
fighter. Very very crisp
rotation, but sacrifices
acceleration and
deceleration to
accomplish this. Very
slide heavy, but very
little rotation penalty
at high speeds.
-
Medium Fighter
- Moderate mass medium
fighter. Sloppier
rotation, slightly more
acceleration, less
sliding and more
significant rotation
penalty.
-
Heavy Fighter
- High mass heavy
fighter. Much sloppier
rotation, but amazing
acceleration and
deceleration. Penalty
when going at top speed
for rotation is severe.
-
Interceptor
- Fairly light mass
space superiority
fighter. Mixes
characteristics of light
and heavy fighters.
Expect to sacrifice mass
to get the maximum
performance out of this
one.
-
Bomber
- Very high mass, very
heavy craft. A brick.
More diverse weapons
arsenal available.
-
POB
- There are 3 master
level ships which are
considered POB
(portalized object)
ships. The YT-1300
(Corellian Transport),
VT-49 Decimator
(Imperial), and the
YKL-37R Nova Courier
(Rebel.) These
incredibly cool ships
have decorateable
interiors that can be
occupied by group
members as if it were
the inside of a house.
These ships have turrets
that can be jumped into
and out of by people
aboard the ship.
- POB ships, because
they have interiors,
will take up one of your
customers structure lots
when any number (maximum
of 75) of items are
stored on board. Make
sure your customer
realizes this...
-
Maneuverability
- Each chassis has a different
maneuverability rating, based on
its class and its mass. The
lighter ships are generally more
nimble, while the heavier more
advanced ships tend to be less
maneuverable.
- Capacity
- Different chassis have
different slot setups. Most
allow for one projectile(energy)
weapon, one missile bank, and
one countermeasure bank. Some of
the more advanced ships have
additional banks of these kinds.
- Mass
- An experimental quality of
chassis. A somewhat misleading
attribute title, this stat puts
a hard cap on how much equipment
you can load onto your ship,
rather than stating the ships
actual mass.
- More advanced components
will have a much higher mass
value and consume your ships
mass allowance faster. Lower end
chassis are lighter, thus less
advanced or less overall
equipment can be used.
- This creates a welcome
variation among chassis. Loading
a chassis up with the very best
equipment in the very highest
level ship may not always be the
kind of fighter your customer is
interested in.
- Hitpoints
- The amount of damage the
chassis itself can sustain
before being destroyed.
Basically this is your last line
of defense, and generally not
very high. See Armor and Shields
to see this more in depth.
-
Multiplayer ships
- Some non-POB chassis are
'multiplayer' ships, meaning
more than one person can be on
board when flown.
- Chassis such as the TIE
Aggressor have a rear gunner
turret that has its own
weapon slot for the second
player to fire.
Equipment
Equipment is divided into 5
'technology' levels, corresponding
to the certification required by the
pilot in order to use them. These
are designated as Mark I through
Mark V on all equipment except for
projectile (energy) weapons. The
relationships are as follows.
- Mark I
(a.k.a. Light Weapons)
- Equipment Level 1
- Pilot Novice
- Mark
II (Mid-grade Weapons)
- Equipment Level 3
- Pilot Tier 1
- Mark
III (Heavy Weapons)
- Equipment Level 5
- Pilot Tier 2
- Mark
IV (Advanced Weapons)
- Equipment Level 7
- Pilot Tier 3
- Mark V
(Experimental Weapons)
- Equipment Level 9
- Master Pilot
All piloting professions gain
equipment certifications at the
same Tiers.
Now,
before I go on, instead of
mentioning it for each piece of
equipment individually, you
should know that all equipment
shares four common experimental
attributes -
Armor
Hitpoints,
Hitpoints,
Mass, and
Energy
Maintenance.
- Armor
Hitpoints, Hitpoints
- This basically works as
though each component is its
own little ship with its own
little armor plating. The
item can take damage up to
its Armor Hitpoints level
before it starts taking
damage that compromises the
performance of the
equipment. Once both armor
and standard hitpoints are
depleted, the equipment is
disabled.
- Experimenting on these
is not always worth the
points - when a pilot's
shields are out and armor is
destroyed, the equipment is
not going to last long no
matter how many points you
put in - it just simply
doesn't get high enough.
Increasing Hitpoints will
lengthen the life of the
equipment, however, but it
depends on how often the
pilots equipment is damaged.
- Your customer will
probably want increased
performance rather than high
hitpoints.
- Mass
- This is where the
chassis Mass comes in to
play. The sum of the Mass of
all your equipment can not
exceed the mass allowance of
the chassis.
- Experimenting on mass is
very tricky but important in
the grand scheme of things
when designing an entire
ship from the ground up.
Putting too many points into
the performance of the item
without considering its mass
can lead to an overburdened
ship design, and your
customer will not be able to
use everything he is asking
for. Conversely, spending
too much on mass reduction
may decrease the performance
of your equipment, and in
the end you may discover you
had plenty of mass to spare.
Get a general idea of how
much mass your components
use with your skill and
resources, and tweak on an
individual basis.
- Energy
Maintenance
- This is how much power
your piece of equipment will
draw from the ship's power
supply.
- While it may not be as
easy to draw too much energy
as it is to overburden a
ships mass, it is a notable
experimental attribute
nonetheless. When you are
over your energy limit,
equipment will fail and/or
decrease in performance.
- This does not apply to
armor as armor does not
require energy to maintain,
nor Reactors as they provide
the energy (see below).
Now on to the different
equipment!
Reactors
A ship's main fusion reactor is what
gives a ship its power. Power is
needed to drive every single
component loaded onto the ship (with
the exception of armor). Additional
experimental attributes (1):
- Energy
Generation Rate
- Similar to the Mass
attribute, each piece of
equipment draws a certain number
of energy units from the ship's
reactor. A superior reactor has
a high EGR, saving you points in
Energy Maintenance in your other
equipment. It also allows for
more advanced, higher
maintenance equipment.
Engines
Engines are arguably the most
important aspect to any starfighter.
They dictate how fast a pilot can
go, how fast they can get there, how
fast they can stop, and how fast
they can turn. Additional
experimental Attributes(4):
- Speed
- How fast the ship can
travel!
- Note: The ship's actual top
speed may be modified by chassis
limitations.
- Pitch
Acceleration Rate/Pitch Rate Maximum
- Pitch is a term used to
represent up and down motion.
Since this is a space-based
game, up and down is relative to
a players orientation and/or
controller.
- The acceleration rate
dictates how immediately the
ship turns and changes
direction.
- The maximum rate indicates
how fast (rotational speed) that
turn will be.
- Yaw
Acceleration Rate/Yaw Rate Maximum
- Yaw is a term used to
represent side to side motion.
- Roll
Acceleration Rate/Roll Rate Maximum
- Roll is your ships ability
to spin upon its Z-axis.
Shields
Shields are another incredibly
important piece of equipment to any
pilot. It is the first and most
important line of defense in battle.
Shields, while one piece of
equipment, are divided into
front/back deflector screens.
Additional experimental attributes
(3):
- Front
Shield Hitpoints, Back Shield
Hitpoints
- You are given the ability to
determine whether to equally
distribute shields front and
back, or to bias them to one
side. Different pilots may ask
for different setups - some may
want more protection when
charging an enemy head on, while
others may prefer some extra
points to the rear shields when
being persued.
- Shield
Recharge Rate
- How fast the deflector
recharges after absorbing a hit.
A vital statistic.
Armor
Armor is a pilot's second, but more
fragile, line of defense. There are
front and rear sections of armor,
but unlike shields, they are their
own seperate components. Once
shields are depleted, the armor
further protects the ship from
damage to its key components. Once
its Armor Hitpoints are depleted,
the ship's chassis and equipment
begins to take any damage that comes
through. Experimental attributes are
Armor Hitpoints, Hitpoints, and
Mass. (See shared attributes, above)
Keep in mind, armor is very heavy.
Watch the mass carefully, and if
needed, add a Mass Reduction Kit
(more on subcomponents later in this
guide.) Additionally, if your
shields are of excellent quality,
the highest possible level of armor
may weigh more than it is worth.
Consider using lighter armor to save
mass as well.
Capacitors
Capacitors are basically an energy
storage unit for a pilot's
projectile weapon. When this stored
energy runs out, the weapon ceases
to fire until some energy has
recharged inside the capacitor.
Additional experimental attributes
(2):
- Energy
- The amount of total energy
the capacitor can store. The
higher the better, obviously.
The pilot can take more shots in
a row before running out of
energy.
- Recharge
Rate
- How fast the capacitor
recharges itself. The higher the
better.
Boosters
A booster is a temporary boost to
the output speed of a ship's engine.
This can be very useful when your
customer needs to get away in a
hurry, or catch up to something
quickly. Additional experimental
attributes (5):
- Speed
- The amount of extra speed
the booster applies to the
engine.
- Note: When a booster is
engaged, it applies this value
to the current engine speed, not
the maximum speed.
- Energy
- The booster has a finite
amount of energy it can devote
to boosting. When this energy is
depleted, the booster ceases to
function and must recharge.
-
Consumption Rate
- The rate at which the
booster drains its energy
supply. Lower is better.
-
Acceleration
- The rate at which the
booster accelerates the ship
from its current speed to its
maximum boosted speed.
- Recharge
Rate
- The rate at which the
booster recharges.
- Note: Boosters do not
recharge while in use.
Projectile Weapons
A rather misleading name to some,
Projectile weapons are the "blaster"
type weapons on starships. They are
the main source of offensive
capability and a vital component to
any starfighter. A pilot will most
likely state this as his most
valuable component.
Projectile weapons are craftable in
three flavors - Blasters (equally
effective versus shields and armor),
Disruptors (very effective versus
armor plating, less effective versus
shields), and Ion Cannons (very
effective versus shields, less
effective versus armor.) Additional
experimental Attributes (6):
- Armor
Effectiveness, Shield Effectiveness
- The weapons effectiveness
when striking armor or shields.
Weapons will only strike armor
when no shields are present.
- This modifier is mulitplied
by the raw damage of the weapon.
- For Example: If the
weapon hits for 1200 damage
and the shield effectiveness
is 0.500, the damage done to
the shield will be 600.
- Damage
Minimum, Damage Maximum
- Energy Per
Shot
- This stat determines how
much energy the weapon will
drain from the ship's capacitor
each time it is fired. Lower is
better.
- Firing
Rate
- The time between successive
shots. Lower is better.
Blasters can be crafted in basic Red,
but also green to comply with Imperial
standards.
Droid Interface
A droid interface is useable in some
ships to allow a pilot to use an
Astromech droid to augment, enhance,
and manage the systems of his
starship beyond the capabilities of
the pilot. Additional experimental
Attributes (1):
- Droid
Speed
- The speed at which the droid
can execute a command given by
the pilot.
Ships that can not carry Astromech
droids will be forced to use Flight
Computers, which are essentially the
same thing, and available from your
local Droid Engineer.
Missile Launchers/Countermeasure
Launchers
These allow the pilot to launch
missiles and/or countermeasures.
Missiles add spice to many combat
situations. Your customer may ask
you to attempt to outfit his ship
with these for added offensive
punch. Countermeasures are a pilot's
first defense versus missiles, and
can often fend off missile attacks.
Launcher experimental attributes are
Armor Hitpoints, Hitpoints, and
Mass. (See shared attributes, above)
Missiles and countermeasures come in
a few different flavors.
- Missiles
-
Concussion Missiles
- Highly effective versus
shields, does zero amage to
armor.
- Comes in Mark I, II, III
(Levels 2, 5, 8) variants.
-
Image-Rec Missiles
- Advanced missiles with
advanced targeting system
- Tracks longer than
standard missiles and avoids
standard countermeasure
systems.
- Equally effective versus
shields and armor.
- Comes in Mark I and II
(Levels 4 and 6) variants.
- Proton
Missiles
- Lightweight missiles,
which allows the pilot to
carry more in his arsenal
- Moderately effective
versus shields and armor.
- Comes in Mark I, II,
III, IV (Levels 1, 3, 6, and
9) variants.
-
Seismic
- Highly effective versus
armor, weak versus shields.
- Comes in Mark I, II, III
(Levels 3, 6, 9) variants.
- Space
Bomb
- High yield missiles that
are slow and bulky.
- Easily deterred by
countermeasures and lose
track easily.
- Effective versus capital
ships and slow
moving/unaware ships.
- Comes in Mark I and II
(Level 5 and 10) variants.
-
Countermeasures
- Chaff
Launcher
- The most basic
countermeasure. Only
somewhat effective.
- Available to all pilots.
- Sensor
Decoy Launcher
- Slightly improved
countermeasure. Moderately
effective.
- Available to Tier 1
Pilots.
- EM
Emitter Launcher
- Creates an
Electromagnetic field to
disrupt incoming missile
subsystems. Very effective.
- Available to Tier 3
Pilots.
-
Micro-Chaff Launcher
- More effective than
standard Chaff/Decoy
systems, but slightly
inferior to EM Emitter.
Still, Very effective.
- Available to Tier 3
Pilots.
- IFF
Confuser Launcher
- Launches a small device
that confuses enemy
missiles. Highly effective.
- Available to Master
Pilots.
Ammunition
You can craft ammunition for the
missile launchers and
countermeasures. These ammo packs
are loaded into the missile launcher
themselves, and can not be removed.
They must be completely exhausted
before a new pack can be inserted.
Additionally, new packs can only be
loaded when the pilot is on the
ground.
Missile Experimental Attributes (4)
- Quantity
- Damage
Minimum, Damage Maximum
- Firing
Rate
- The time between successive
missile firings.
- Arguably this should be an
experimental option on the
launcher, but for now it is tied
to the missiles themselves.
Chaff Systems Experimental
Attributes (3)
- Quantity
- Chaff
Effectiveness Minimum, Maximum
Item Subcomponents
Most ship components allow for
optional subcomponents that
alter the main component in some
fashion. These are crafted first,
and may be added during the crafting
process of the main component.
Each subcomponent has a benefit that
comes with a drawback, so adding a
subcomponent will not always make
your components better suited for
your ship. These also come in Mark
I-V levels that correspond to the
level of the component they can be
inserted in to. For instance, you
may only put a Mark IV subcomponent
into a Mark IV or higher component.
You may sometimes find it
advantageous however to put a lower
level subcomponent into a high level
component.
- Reactors
- Limiter
- Reduces mass, but
reduces energy output.
- Overcharger
- Increases energy output,
but increases mass.
- Engines
- Limiter
- Reduces energy
maintenance, but lowers
speed.
- Overdriver
- Increases speed, but
increases energy
maintenance.
- Armor
- Mass Reduction Kit
- Reduces mass, but lowers
armor hitpoints.
- Reinforcement Panel
- Increases armor
hitpoints, but increases
mass.
- Shields
- Energy Saver
- Reduces energy
maintenance, but reduces
shield hitpoints.
- Intensifier
- Increases shield
hitpoints, but increases
energy maintenance.
- Limiter
- Increases recharge rate,
but decreases shield
hitpoints.
- Effects are fairly
offsetting, this
subcomponent will likely
either be changed or
removed.
- Overcharger
- Increases shield
hitpoints, but decreases
recharge rate.
- Effects are fairly
offsetting, this
subcomponent will likely
either be changed or
removed.
- Capacitors
- Energy Saver Battery
- Reduces energy
maintenance, but decreases
maximum energy storage.
- Heavy Battery
- Increases maximum energy
storage, but increases
energy maintenance.
- Extended Life Battery
- Increases maximum energy
storage, but reduces
recharge rate.
- Effects are offsetting,
this subcomponent will
likely either be changed or
removed.
- Quick Recharge Battery
- Increases recharge rate,
but decreases maximum energy
storage.
- Effects are offsetting,
this subcomponent will
likely either be changed or
removed.
- Boosters
- Overdriver
- Increases
speed/acceleration, but
increases mass.
- Extended Life Fuel Cell
- Increases maximum
booster energy, but
decreases recharge rate.
- Fast Charge Fuel Cell
- Increases recharge rate,
but decreases maximum
booster energy.
- Heavy Fuel Cell
- Increases maximum
booster energy, but
increases consumption rate.
- Effects are offsetting,
this subcomponent will
likely either be changed or
removed.
- Weapons
- Armor Effectiveness
Intensifier
- Boosts Armor
Effectiveness, but reduces
shield effectiveness.
- Max Damage Intensifier
- Increases Max Damage,
decreases Min damage.
- Min Damage Intensifier
- Increases Min Damage,
decreases Max damage.
- Quick Shot Upgrade
- Increases firing rate,
but increases capacitor
energy per shot.
- Shield Effectiveness
Intensifier
- Boost Shield
effectiveness, but reduces
armor effectiveness.
- Speed Limiter Upgrade
- Decreases capacitor
energy per shot, but
decreases firing rate.
- Droid
Interface
- Droid Brain Upgrade
- Increases droid command
speed, but increases energy
maintenance.
- Maintenance Reduction
Upgrade
- Decreases energy
maintenance, but decreases
droid command speed.
Misc Items
Shipwrights also craft:
- Repair Kits
- You may wish to craft and
sell these repair kits to your
customers, or through a public
market. There is a seperate
repair kit for every component.
When you craft these, they are
given a hitpoint rating which is
the amount of points they will
repair a component before being
used up.
- Most players will not choose
to seek these out rather than
just get their ships repaired at
a space station. Some space
stations only repair to 75%, so
perhaps it will come in handy
then, or if the pilot is so low
on cash as to want to save a few
credits on your kits.
- Paint Kits
- Rebel and Privateer pilots
will more than likely wish to
personalize the hull of their
starships with your paint kits.
The empire will not allow their
pilots to paint the outside of
their TIE Fighters, however.
- There are 6 texture kits.
Each is a one-use item that
changes the PATTERN of colors on
a ship. The existing colors are
not changed, only their location
on the ship. Each type of kit
(1-6) will apply a specific
unique pattern. Paint kits are
one-use items that can be used
to apply BOTH a primary color
and a secondary color of your
choosing. You actually use it
twice, first to apply one, then
use it again to apply the other.
A Quick
Word On Decay
This wouldn't be a very efficient
system if people didn't keep coming
back for new parts, now would it?
Decay is definately a factor in
starships. When a pilot takes enough
damage that a components Armor
Hitpoints or Hitpoints are reduced,
they must repair them. It is at this
point that a reduction to Armor
HP/HP are applied, thus decaying the
component slightly.
Overwhelmed yet? It's O.K. We're
almost done...
Reverse Engineering
A new concept to SWG, Reverse
Engineering adds a whole new
dimention to crafting. With this
ability, shipwrights are able to
take components looted from other
starships, analyze them, and improve
on their design!
To Reverse Engineer, you can either
collect looted components on your
own while piloting your starship, or
you can reverse engineer components
your customers bring to you.
The process is very simple - build a
component analysis tool (all tools
are of equal quality, but you can
experiment on the # of charges per
tool), put the component(s) inside,
and analyze it(them). Depending on
the equipment level of the component
you wish to reverse engineer, you
may need multiple components of the
same type(not
necessarily the same name) to
succesfully reverse engineer a
single improved item. For example,
to reverse engineer a looted level 5
capacitor, you will need 5 looted
level 5 capacitors in your analysis
tool. To RE a level 7 booster, you
will need 7 looted level 7 boosters.
The reverse engineered component's
stats will be determined by taking
each stat of all the items in the
tool and picking the optimal stat in
each category from all the items. A
bonus will be and applied (1% per
equipment level) to each stat, and
written back out to the new
component. You will be presented
with a Technical Readout at the end
of a reverse engineering session
showing you the compiled stats, the
percent bonus applied, and the
finalized stats of the new item. You
will also have a chance to name the
component after reverse engineering
it.
That's all there is to it!
:smileysurprised:
Shipwright is a unique and great new
profession, and I hope you all enjoy
it as much as I do!
Special thanks to all those who
helped me polish up this guide -
Red-Dwarf, Niacia, DeathMvp2,
Brilyn, CeryionSkydreamer,
Arconis_Runicblade, Sedana123,
CommanderKendall, Nacoa, ShivKatal,
Ribfeast, CapnKate, and of course
Darth_Platypus