Guide to Weaponsmith



Guide To Weaponsmithing by BigEvil Formerly Razor's Edge-Master Weaponsith of Naritus Sorry in advance...formatting in progress.

Compiled from many sites and many authors. Put together by myself so we can get as much solid info in ONE place to have for a reference. Special thanks to the following persons for identifying additions and corrections: jsquail madmurdoch2000

Just a few awesome original authors: Palo//Kortel//Logix//Tarnak_Archvold//Ybagi//Lunariel//Fooman!

Fooman's Weaponsmithing Tool v6.0 Download  Amazing tool to help your WSing needs

Fooman's Tool Documents Download  Great guide to get the most out of the tool.

Downloadable MSWord Version of this Guide-  Document length- 37 pages in HTML text version (reformat to suit your own tastes :) )

Been getting a lot of WS questions, so I figured I'd just post it....there is no other big guide here...so....here it is. If you see errors here, or can think of good additions, let me know via PM. If I like it I'll add you to the credits.

Bear in mind, many Weaponsmiths and their helpers died to provide you this information. (At least thier social lives did. :) )



Table of Contents

1.) Just Starting: What you're getting yourself into and how to go about it. 2.) The Grind: What to grind and how to do it. 3.) The Biz: How to get a foothold in the weapons market and what you'll need to do it.

4.) Useful Information: Any other links to vital information not posted here.

Chapter 1: Just Starting.

So you want to be a Weaponsmith. The grind is a very tedious and painful one; unfortunately, it isn't going to be your only worry. You are going to need a lot of resources, a lot of macros, a lot of patience and a lot of time. Now, don't get discouraged. Any crafting profession takes time and effort to obtain mastery, just be ready to work!

Master Weaponsmith requires Novice Artisan and Engineer IV, at the bare minimum. You will need 31,500 General Crafting XP (granted by crafting Artisan items) to achieve Novice Weaponsmith. This can be done easily and quite quickly just by making survey devices with your Generic Crafting Tool. Pump out survey devices using one metal type (saves time and resources) and in a few hours you'll be good to go. The Weaponsmith profession itself requires 896,000 Weapon Crafting experience to Master the profession. For just the basics, the Master Weaponsmith profession requires 92 skill points total.

It is essential to have Survey IV to be a successful Weaponsmith, as you are dependent on a wide variety of resources. So if you take your profession even the slightest bit seriously, plan to free up skill points. Additionally, if you wish to have your own business, you will need to have Business III to obtain your own vendor. It is recommended for a successful business, that you achieve Novice Merchant and Advertising III, so you may advertise your vendor on the Planetary Map (viewable by opening the map and selecting the Vendor > Weapons tab.)

Weaponsmith Trainers: Tatooine  - Bestine -1258 -3506 Tatooine  - Mos Eisley 3334 -4697 Tatooine  - Mos Entha 1294 3383 Tatooine  - Mos Entha 1394 3447 Tatooine  - Mos Entha 1210 3199 Tatooine  - Mos Espa -3058 2052 Tatooine  - Mos Espa -2870 2145 Talus  - Dearic 613 -3068 Talus  - Dearic 516 -2912 Talus  - Nashal 4288 5109 Rori  - Narmle -5274 -2424 Rori  - Narmle -5013 -2426 Rori  - Restuss 5382 5599 Naboo  - Deeja City 4733 1261 Naboo  - Kaadara 5124 6813 Naboo  - Keren 1905 2767 Naboo  - Keren 1788 2573 Naboo  - Moenia City 4802 -5009 Naboo  - Theed City -5454 3987 Corellia  - Bela Vistal 6862 -5416 Corellia  - Coronet 47 -4442 Corellia  - Doaba Guerfel 3111 5293 Corellia  - Kor Vella -3695 3058 Corellia  - Tyrena -5530 -2676 Corellia  - Tyrena -5106 -2324

So now you ask yourself, "If this is so hard, why the hell do i wanna be one!?" The payoff is....nobody can make as much ca$h as you with so few resources. Period. You'll use a fraction of what others do once you GET ESTABLISHED. A 50-1000cpu payoff is normal depending on what you are cranking out. Special weaps can garner even more.

Lastly, remember....things that degenerate in game make the best renewable cash.....constant customer base. Markets will stagnate for many items...but things such as weapons and armor are ALWAYS needed. Also, I prefer to usually stay neutral and sell to ALL sides of the fight.

Now that you know what you're getting yourself into, we'll move onto the Grind.

Chapter 2: The Grind

Now, some will take on the mindset of, "I want to enjoy this from beginning to end. To sell what I make as I progress and have it be an entire experience."

Congrats on your dedication. Skip the grind section please for your own mental health. ;) For our purposes here, our end goal is "Master."  Now, on to the nitty-gritty.....

Weaponsmith items grant the lowest amount of experience and use the least amount of resources. This profession requires a lot of clicking, more so than many other professions. For the grind alone, plan to have roughly 500,000 units of Steel for the basics. A few notes: Hand-crafted weapons give UXP (usage experience, the experience granted when someone else uses your item), items crafted in factories give no UXP. One-use items, like Weapon Upgrade Kits,give full UXP the instant they are used, provided they were hand-crafted and not made in a factory. Additionally, items crafted in factories only give you 10% Weapon Crafting experience that you would get for hand-crafting the item. Lastly, Practice Mode gives a 5% experience bonus to hand-crafted items. **I am unsure of the UXP as of 14.1, or how it will apply in future servers. More to follow.**

Extra thought.....your tools. Make sure the tools you are using for crafting after the grind are as high as you can get for rating. Do not be shy about spending money on your set of tools if you can't make them yourself. Fifty grand spent now on some top notch crafting tools will pay for themselves a thousand times over later. Just a few hundredths of a point on overall rating can make a damage or speed differential that keeps clients coming back. Spend the money.....

There are many different routes to take for the grind, here are the most common:

The Universal Grind

The universal items to grind are Projectile Barrels. At Novice Weaponsmith, you start with Projectile Pistol Barrels. They require 16 units of Steel and 10 units of Metal (or just 26 Steel total) and they grant 52 exp. It is recommended you grind Projectile Pistol Barrels until Firearms I, at which point you obtain the schematic for Projectile Rifle Barrels (these give more experience). Projectile Rifle Barrels require 31 units of Steel and 15 units of Metal (or 46 Steel total) and they grant 94 exp. You will grind Projectile Rifle Barrels until Master Weaponsmith.

This method is most widely used, out of convenience. They only use one resource (Steel) and they grant the highest amount of experience for only one type of resource. Saves you the time from hunting down five different resources at once, as well as cuts down on your clicking time. Ideal for Holo-grinders and Beginner Smiths.

The Alternate Barrel Grind

The alternate barrel grind simply replaces "Projectile" barrels in favor of "Blaster" barrels. Blaster barrels give slightly more experience, but they use two different resources. You would start with Blaster-Pistol Barrels at Novice, which require 27 Metal and 1 Gemstone and grant 60 experience. Then you skill up to Firearms I and grind Blaster-Rifle Barrels until reaching Master Weaponsmith. Blaster-Rifle Barrels require 53 Metal and 5 Crystalline Gemstone, and grant 115 exp.

This method is ideal for those who are packing a lot of extra Crystalline Gems or don't mind harvesting extra resources.

The Melee Grind

The Melee Grind starts with Projectile Pistol Barrels again at Novice, but instead of skilling up to Intermediate Firearms Crafting, you choose Intermediate Melee Weapons Crafting, which grants you the schematic for the Two-Handed Axe. The Two-Handed Axe requires 35 Iron, 25 Wood and 8 Steel, and grants 136 exp.

This method is good for those who are packing a lot of spare resources or just tire of seeing their experience bar raise so slowly.

The Slackers guide to making Master Weaponsmith by building 1,779 weapons. By Vamix

If you’re like me and grinding makes you sick, or if you’re just sick of grinding, this is the guide for you! Now, if you LIKE grinding 100,000 barrels* to make Master Weaponsmith by all means please do so. However if you like to have time to pet your dog and walk your wife, or maybe the other way around, then read on.

To get started let's look at the experience point (XP) layout for Weaponsmith. The total XP is 896,000, this comes from 4 rows of skills that cost 224,000 per row. Before you strat I would recommend you acquaint yourself with any of the fine Marco’s that are out there. This guide is not about making Macros EXCEPT, that to follow most of it, you will need to have your Macro set up to work near a crafting station. For most of the Marco’s all this entails is adding a third “nextcraftingstage;” statement to the command list.

What you’re going to do is make Master and never even see a barrel. To do this you start out grinding up some Metal Staves. You’re going to need 35,000 XP, since each one produces 88 XP, using practice mode, you’ll have to make a total of 398 of them. Each Metal Staff needs 42 of any metal so have 16,716 units of metal on hand to do this stage. (42*398=16,716)

Well, 35,000 XP down and only 861,000 XP to go.

Now you have your first 35,000 Weapon XP what do you do with it? I would suggest you invest it in Intermediate Munitions. This will allow you to craft Medium Warheads for 178 XP each, again in practice mode. You’ll be looking at building 49,000 XP to get to the next step, so that’s a total of 276 medium warheads. To get that 178 per, you’re going to need a bit of a laundry list, which looks like this:

20 metal any * 276 = 5,520 metal 20 Steel * 276 = 5,520 steel 30 gas any reactive * 276 = 8,280 gas 10 Radioactive * 276 = 2,760 radioactive 5 Polymer * 276 =1,380 polymer 85 total per medium warhead. 23,460 total resource units.

GREAT! 84,000 XP and 674 weapons down, only 812,000 XP and 1,105 weapons to go.

Here is how I got that 812,000 and all I had to craft were 1,105 more weapons. Frankly 100,000 clicks* to make the barrels would have killed an old man like me, so this is a much saner alternative, though it can be expensive. Hey, I said it was the slackers guide, I never mentioned anything about credits.

Invest your 49,000 XP in Advanced Munitions, so you can build Heavy Warheads. Each Heavy Warhead is worth 735 XP, using practice mode, and if you divide 812,000 by 735 you get 1,104.76 or 1, 105. Here is the load out your going to need to make Heavy Warheads. 20 metal any * 1,105=22,100 metal 40 Thoranium steel * 1,105=44,200 Thoranium 80 Skevon gas * 1,105=88,400 Skevon 50 Radioactive * 1,105=55,250 Radioactive 10 Polymer * 1,105=11,050 Polymer 10 Hydron-3 Inert Gas * 1,105=11,050 Hydron-3 370 resource units * 1,105= Total 408,850 resource units.
 * 160 metal any * 1,105=176,800 any metal (changed from steel to metal)

This is where the one screwball thing about Heavy Warheads comes up; they only give 735XP on 370 resource units, in practice mode. They should give 777 XP, 740 + 5%, but instead they give 700 XP + 5%. My best guess is that the game is not counting the 20 any metal you have to add in. This would make it 350 resource units * 2 = 700 + 5% =735. But it could just as easily be skipping the Poly and Hydron, or who knows what. Personally I don’t care, because I can make 1,105 Heavy Warheads, I can not make around 100,000 barrels.

That's it, you have now built 1,779 weapons, and all you have to do is invest 620 apprentice points to claim your Master's title.

One last note, using the current Macro’s I’m running 8 builds per minute, times 735 XP per build is 5,880 XP per minute or 352,800 XP per hour, that’s with my Macro set to a nice leisurely slacker rate of /pause 7;. I’m sure a lot of you more ambitious types can better that. Of course you hit the cap pretty fast and fairly often so you need a Master Weaponsmith standing by to train you every 20 minutes or so. My actual rate is a good bit lower then that, as I tend to stop and pet my wife and walk my dog, or is that the other way around?

Civilization was built by some guy just trying to get out of doing so much work. (A paraphrase of a saying by Lazar)

In-Game Macros (or do it by hand...your choice :))


 * Ok, disclaimer time. Before any self-professed crafter gods pop in with a "my macro is better and this is why" message, this is just an example of how to do it. There are as many variations on crafting macros as there are stars in the sky, so if you find one that works better, us it!! ;)****

One of the most difficult parts of setting up your own macro is finding your schematic numbers, as they are used in this command:

/selectDraftSchematic 00

Where 00 represents the number of the schematic. It is different for everyone. My Projectile Rifle Barrel schematic number may be 12, while Joe Bob's is 25. You will have to type this command over and over with different numbers until you find *your* numbers that open the proper schematics in your crafting tool! Once that's over, then you can set up your macros. I found that they tend to be grouped as well, so Docs schems are together, Artisan are together, etc. May help the process a bit.

Onto the actual macro. This guide was written by one of our community members, unique100: Okay, to do this you will be using the top row of F1 - F12 keys in the "first set" of your toolbar quickslots. Very important to make sure it is the "first set" or it will not work.

You will have to make 3 macros. Pick a name for the macros. I used 'wsmacro1' 'wsmacro2' 'dump'. You can use whatever you like.

Open the abilities window (Ctrl-A on default keymap) then hit the Macro tab. Hit New Macro and give it a name. Then pick an icon for the macro. The icons mean nothing, they are just there to use as a pic to put in the toolbar quickslot.

Write this macro in the box:

/ui action toolbarSlot03; /selectDraftSchematic 00; (This number will be different for you!) /pause 5; (This is where you double click to put in resources) /nextcraftingstage; (Replace "/nextcraftingstage;" with just "/next;" if you have problems) /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot04; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot05; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot06; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot01; (This loops the macro)

Review the macro to make sure there are no typoes. Then hit 'OK' to save the macro. Now hit "New Macro" again, give it a name and pick an icon (different one)

Then write this macro: /ui action toolbarSlot07; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot08; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot09; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot10; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot11; /selectDraftSchematic 00; /pause 5; /nextcraftingstage; /nextcraftingstage; /createprototype practice no item; /createprototype practice no item; /pause 1; /ui action toolbarSlot00; (This loops back to the first macro, making an endless loop.)

Save it. Now this is a endless macro so you will need a way to stop it.

Write this macro pick and icon and save it:

/dump (This will stop your macro, use it when you need to stop.)

Ok now put Macro #1 in your F1 toolbar slot Macro #2 in F2 toolbar slot. Put the end macro in F3 toolbar slot.

You will need 8 crafting stations now. Put the crafting stations in F5, F6, F7, F8, F9, F10, F11, F12 toolbar slots. Now try the macro!

You can make this faster by changing the pause ( /pause 5; ) to 3 or 4 seconds. *CAUTION* Using the 3 second pause is really hard, you will not be able to take your eyes off the screen. It is really fast and it can burn you out quickly.

I was using this to make metal staffs, but you can use this to make about anything.

The /pause is the time the macro stops for you to load the resorces in the crafting station. Select Draft Schematic number can be found by useing Ctrl-D to open your Datapad, then hitting the Data tab. Count the number of schematics in the Datapad left-to-right, top-to-bottom. I counted down and 57 was the number where my Metal Staff schematic was. .........................................................................

Another way suggested by madmurdoch2000 using the "last default schematic" approach.

Found an easyer way of doing crafting macros heres how I do it

/ui action toolbarSlot00; /pause 1; /ui action defaultButton; /pause 5; /nextC; /nextC; /nextC; /createPrototype practice no item; /createPrototype practice no item; /pause 1; /macro xxxxxx

Ok, first i'll talk about the pauses, the first and last pause are there for no other reason than lag. sometimes it can take a sec for the tool to open so a pause after trying ususaly stops the error message about you how you must be crafting to select a draft schematic. and the last pause is to stop the you are already crafting error msg from coming up on the screen.

Now the biggest change you'll see in my macro is the fact i don't select the draft schematic, there is no need to do so. here's how that works

1) Before you hit the macro open the crafting tool 2) Select from the list the item you want to make 3) Hit the next button to take you to the resource screen 4) Hit the X in the top right hand corner

BINGO your schematic is now selected and every time you open a tool it the schematic you selected is automaticaly selected and the /ui action defaultButton; part of the macro will hit the next button for you taking you to the resource screen. this can save you 20-30 mins trying to find the correct schematic number to edit your macro to change.

I generally use multiple macros (one for every tool i use) as i found that one macro can get far to big for the system to store, and I kept having to re-write the bottom part of the macro all the time.

Hope this helps! (Thanks madmurdoch2000)

Weapons by Resource.(Now you understand why Survey is so important :P)

Miniral (SR): Survival Knife, Metal Staff, Reinforced Combat Staff. Metal (SR): Survival Knife, Sword, Vibroblade, Heavy Axe, Power Hammer, Two-handed Cleaver, Gaderiffi Baton, Stun Baton, Vibro Knuckler, Lance, Metal Staff, Reinforced Combat Staff, Vibro Lance, Rifle Stock. Metal (UT): Reinforcement Core, Sword Core, Projectile Feed Mech. Metal (OQ): Weapon Scope. Metal (CD OQ): EE3 Carbine, CDEF Carbine, DH17 Carbine, DH17 Short Carbine, DXR6 Carbine, Eite Carbine, E11 Carbine, Laser Carbine, Acid Stream Launcher, Heavy Particle Beam Cannon, Lightning Beam Cannon, Rocket Launcher, CDEF Pistol, D18 Pistol, DH17 Pistol DL44 Metal Pistol, DL44 Pistol, DX2 Pistol, FWG5 Pistol, Launcher Pistol, Power5 Pistol, Republic Blaster, SR Combat Pistol, Scatter Pistol, Scout Blaster, Striker Pistol, Tangle Pistol, Beam Rifle, CDEF Rifle, DLT20a Rifle, E11 Rifle, Jawa Ion Rifle, Laser Rifle, SG82 Rifle, Spraystick. T21 Rifle, Tusken Rifle, DLT20 Rifle, Flame Thrower, Heavy Acid Rifle, Light Lightning Cannon, Blaster Power-handler. Metal (SR UT): Anti-Vehicular Mine, DRX Mine, XG Mine. Metal (DR OQ): Heavy Warhead Mech, Medium Warhead Mech. Metal (CD UT): Warhead Fusing Mech. Metal (CD SR): Adv. Blaster Pistol Barrel, Adv. Blaster Rifle Barrel, Blaster-pistol Barrel, Blaster-rifle Barrel. Metal (HR SR): Projectile Pistol Barrel, Projectile Rifle Barrel. Metal (QO SR): C12 Frag Grenade, C22 Frag Grenade, Glop Grenade, Proton Grenade, Thermal Detonator.

Ferrous Metal (SR): Dagger, Vibroblade, Vibro Knuckler, Lance, Reinforced Combat Staff. Ferrous Metal (Co OQ) DH17 Carbine, DH17 Short Carbine, E11 Carbine, FWG5 Pistol, Launcher Pistol, Power5 Pistol, Republic Blaster, Scatter Pistol, DLT20 Rifle, DLT20a Rifle, E11 Rifle, Tusken Rifle. Ferrous Metal (QO SR): Glop Grenade.

Steel (SR): Two-handed Axe, Curved Sword, Two-handed Curved Sword, Vibroblade, Dagger, Heavy Axe, Stun Baton, Vibro Knuckler. Steel (UT): Blade Vibro Unit, Projectile Feed Mech. Steel (SR UT): XG Mine. Steel (DR OQ): Light Warhead Mech, Medium Warhead Mech. Steel (CD UT): Warhead Fusing Mech, Warhead Stablilizing Device. Steel (HR SR): Projectile Rifle Barrel, Projectile Pistol Barrel. Steel (HR OQ): Chemical-dispersion Mech. Steel (CD OQ): EE3 Carbine, Acid Stream Launcher, Heavy Particle Beam Cannon, Lightning Beam Cannon, Rocket Launcher, DL44 Metal Pistol, Striker Pistol, Beam Rifle, Flame Thrower, Heavy Acid Rifle, Light Lightning Cannon. Steel (QO SR): C12 Frag Grenade, C22 Frag Grenade, CryoBan Grenade, Glop Grenade, Imperial Detonator, Proton Grenade. Steel, Carbonite (HR OQ): Adv. Chemical Dispersion Mech. Steel, Ditanium (SR): Vibro Axe, Long Vibro Axe, Vibro Lance. Steel, Ditanium (UT): Adv. Reinforcment Core. Steel, Ditanium (CD OQ): Eite Carbine, T21 Rifle. Steel, Duralloy (HR SR): Adv. Projectile Pistol Barrel. Steel, Duralloy (SR): Long Vibro Axe. Steel, Duralloy (CD SR): Adv. Blaster Pistol Barrel, Adv. Blaster Rifle Barrel. Steel, Duranium (CD SR): Adv. Blaster Rifle Barrel. Steel, Neutronium (CD OQ): SR Combat Pistol. Steel, Rhodium (CD SR): Adv. Blaster Pistol Barrel, Adv. Blaster Rifle Barrel. Steel, Thoranium (SR UT): Anti-Vehicular Mine, DRX Mine. Steel, Thoranium (DR OQ): Heavy Warhead Mech. Steel, Thoranium (CD UT): Chemical Warhead. Steel, Thoranium (QO SR): Thermal Detonator. Steel, Quadranium (UT): Adv. Projectile Feed Mech. Steel, Quadranium (HR SR): Adv. Projectile Rifle Barrel.

Iron (SR): Two-handed Axe, Rykk Blade, Heavy Particle Beam Cannon, Acid Stream Launcher, Lightning Beam Cannon, Rocket Launcher, FWG5 Pistol, Launcher Pistol, Striker Pistol, Gaderiffi Baton. Iron (CD OQ): Beam Rifle, Tusken Rifle, Flame Thrower, Heavy Acid Rifle, Light Lightning Cannon. Iron, Axidite (UT): Adv. Projectile Feed Mech. Iron, Axidite (HR SR): Adv. Projectile Rifle Barrel. Iron, Colat (SR): Two-handed Cleaver. Iron, Dolovite (UT): Adv. Sword Core. Iron, Doonium (CD OQ): Scatter Pistol, Jawa Ion Rifle. Iron, Kammris (SR): Power Hammer. Iron, Kammris (CD OQ): EE3 Carbine. Iron, Plumbum (CD OQ): E11 Carbine, Eite Carbine, Power5 Pistol, Republic Blaster, SR Combat Pistol, E11 Rifle. Iron, Plumbum (HR SR): Adv. Projectile Pistol Barrel. Iron, Polonium (CD OQ): T21 Rifle.

Non-Ferrous Metal (CD OQ): Laser Carbine, D18 Pistol, Tangle Pistol, Laser Rifle, SG82. Rifle, Blaster Power-handler. Non-Ferrous Metal (SR): Long Vibro Axe. Non-Ferrous Metal (HR OQ): Chemical-dispersion Mech. Copper (SR): Vibroblade, Vibro Axe, Power Hammer, Vibro Knuckler, Long Vibro Axe. Copper (CO OQ): Light Lightning Cannon. Copper (UT): Blade Vibro Unit. Copper (CD UT): Chemical Warhead, Warhead Stablilizing Device. Copper (OQ): Weapon Scope, Adv. Weapon Scope. Copper, Codoan (CD OQ): Tangle Pistol, SG82 Rifle. Copper, Desh (UT): Adv. Vibro Blade Unit. Copper, Diatium (CD OQ): Adv. Blaster Power Handler. Copper, Mythra (CD OQ): Jawa Ion Rifle. Copper, Platinite (CD OQ): DXR6 Carbine, DX2 Pistol. Copper, Platinite (UT): Adv. Vibro Blade Unit. Copper, Polysteel (SR): Stun Baton, Vibro Lance. Copper, Polysteel (CD OQ): Spraystick.

Aluminum (CD OQ): Scout Blaster. Aluminum, Chromium (CD OQ): Spraystick. Aluminum, Chromium (OQ): Adv. Weapon Scope. Aluminum, Link-Steel (CD OQ): Laser Carbine, Laser Rifle. Aluminum, Link-Steel (HR OQ): Adv. Chemical Dispersion Mech. Aluminum, Link-Steel (SR): Adv. Weapon Stock. Aluminum, Phrik (CD OQ): Adv. Blaster Power Handler. Aluminum, Titanium (CD OQ): DXR6 Carbine, DX2 Pistol.

Ore (UT): Warhead Fusing Mech, Warhead Stablilizing Device. Ore (OQ): Blaster Power-handler. Ore, Siliclastic (OQ): Light Lightning Cannon. Ore, Siliclastic, Crism (SR UT): Anti-Vehicular Mine, DRX Mine. Ore, Silicastic, Crism (QO SR): Proton Grenade, Thermal Detonator. Ore, Carbonate (OQ): Acid Stream Launcher, Heavy Particle Beam Cannon, Lightning Beam Cannon. Ore, Carbonate (SR UT): Anti-Vehicular Mine, RX Mine. Ore, Carbonate (UT): Warhead Stablilizing Device. Ore, Carbonate, Alantium (OQ): T21 Rifle. Ore, Carbonate, Ostrine (OQ): Adv. Blaster Power Handler.

Gemstone (OQ): Weapon Scope. Gemstone (SR): Blaster-pistol Barrel. Gemstone, Crystalline (OQ): Acid Stream Launcher, Heavy Particle Beam Cannon, Lightning Beam Cannon. Gemstone, Crystalline (SR): Blaster-rifle Barrel. Gemstone, Crystalline, Byrothsis (SR): Stun Baton. Gemstone, Crystalline, Gallinorian Rainbow Gem (OQ): T21 Rifle. Gemstone, Crystalline, Green Diamond (OQ): Adv. Weapon Scope. Gemstone, Amorphous (UT): Chemical Warhead, Warhead Fusing Mech, Warhead Stablilizing Device. Gemstone, Amorphous, Ryll (SR): Adv. Blaster Pistol Barrel, Adv. Blaster Rifle Barrel.

Solid Petrochem Fule : Blade Vibro Unit. Solid Petrochem Fule, Class 3 : Adv. Vibro Blade Unit.

Radioactive (QO): CryoBan Grenade. Chemical (OQ): CDEF Carbine, CDEF Pistol, CDEF Rifle. Chemical (SR UT): XG Mine.

Inert Petrochemical (SR): Dagger, Sword. Inert Petrochemical (OQ): Blaster Power-handler, Weapon Scope.

Polymer (SR): Curved Sword, Rykk Blade, Two-handed Curved Sword. Polymer (OQ): Light Lightning Cannon, Adv. Blaster Power Handler, Adv. Weapon Scope, Adv. Chemical Dispersion Mech, Chemical-dispersion Mech. Polymer (SR UT): Anti-Vehicular Mine, DRX Mine. Polymer (UT): Chemical Warhead. Polymer (DR OQ): Heavy Warhead Mech, Light Warhead Mech, Medium Warhead Mech. Polymer (QO SR): Glop Grenade, Imperial Detonator, Proton Grenade, Thermal Detonator.

Liquid Petrochem Fule (OQ): Flame Thrower.

Reactive Gas (DR OQ): Light Warhead Mech, Medium Warhead Mech. Reactive Gas (OQ): Blaster Power-handler. Reactive Gas, Irolunn (OQ): Adv. Blaster Power Handler. Reactive Gas, Skevon (DR OQ): Heavy Warhead Mech. Inert Gas, Hydron-3 (DR OQ): Heavy Warhead Mech. Inert Gas : Warhead Stablilizing Device.

Wood (SR): Heavy Axe, Two-handed Axe, Reinforced Combat Staff, Wood Staff, Rifle Stock. Wood, Deciduous, Corellian (SR): Adv. Weapon Stock.

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Resource By Weapons List:

1-Handed Melee Weapon: Curved Sword - Steel, Polymer Dagger - Steel, Ferrous Metal, Inert Petrochemical Rykk Blade - Iron, Polymer Survival Knife - Metal, Miniral Sword - Metal, Inert Petrochemical Vibroblade - Steel, Ferrous Metal, Metal, Copper

2-Handed Melee Weapon: Heavy Axe - Metal, Wood, Steel Power Hammer - Kammris Iron, Copper, Metal Two-handed Axe - Iron, Wood, Steel Two-handed Cleaver - Colat Iron, Metal Two-handed Curved Sword - Steel, Polymer Vibro Axe - Copper, Ditanium Steel

Carbine: CDEF Carbine - Metal, Chemical DH17 Carbine - Metal, Ferrous Metal DH17 Short Carbine - Metal, Ferrous Metal DXR6 Carbine - Titanium Aluminum, Platinit Copper, Metal E11 Carbine - Plumbum Iron, Ferrous Metal, Metal EE3 Carbine - Kammris Iron, Steel, Metal Eite Carbine - Ditanium Steel, Polonium Iron, Metal Laser Carbine - Link-Steel Aluminum, Non-Ferrous Metal, Metal

Heavy Weapon: Acid Stream Launcher - Steel, Iron Metal, Crystalline Gemstine, Carbonate Ore Heavy Particle Beam Cannon - Steel, Iron Metal, Crystalline Gemstine, Carbonate Ore Lightning Beam Cannon - Steel, Iron Metal, Crystalline Gemstine, Carbonate Ore Rocket Launcher - Iron, Metal, Steel

Melee Weapons: Gaderiffi Baton - Iron, metal Stun baton - Steel, polysteel Copper, Metal, Byrothsis Crystalline Gemstone Vibro Knuckler - Ferrous Metal, Steel, Metal, Copper  Melee Weapon Component: Advanced Reinforcment Core - Ditanium Steel Advanced Sword Core - Dolovite Iron Advanced Vibro Blade Unit - Desh Copper, Class 3 Solid Petro Fule, Platinite Copper Blade Vibro Unit - Steel, Solid Petrochem Fule, Copper Reinforcement Core - Metal Sword Core - Metal

Mine: Anti-Vehicular Mine - Metal, Thoranium Steel, Polymer, carbonate Ore, Crism Siliclastic Ore DRX Mine - Metal, Thoranium Steel, Polymer, carbonate Ore, Crism Siliclastic Ore XG Mine - Metal, Steel, Chemical

Munition Component: Chemical Warhead - Thoranium Steel, Polymer, Copper, Amorphous Gemstone Heavy Warhead Mechanism - Metal, Thoranium Steel, Skevon Reactive Gas, Radioactive, Polymer, Hydron-3 Inert Gas Light Warhead Mechanism - Steel, Polymer, Reactive Gas Medium Warhead Mechanism - Metal, Steel, Reactive Gas, Radioactive, Polymer Warhead Fusing Mechanism - Amorphous Gemstone, steel, Metal, Low-Grade Ore Warhead Stablilizing Device - Low-Grade Ore, Carbonated Ore, Copper, Amorphous Gemstone, Inert Gas, Steel

Pistol: CDEF Pistol - Metal, Chemical D18 Pistol - Non-Ferrous Metal, Metal DH17 Pistol - Metal DL44 Metal Pistol - Steel, Metal DL44 Pistol - Metal DX2 Pistol - Titanium Aluminum, Platinit Copper, Metal FWG5 Pistol - Iron, Ferrous metal, Metal Launcher Pistol - Iron, Ferrous metal, Metal Power5 Pistol - Plumbum Iron, Ferrous Metal, Metal Republic Blaster - Plumbum Iron, Ferrous Metal, Metal SR Combat Pistol - Neutronium Steel, Plumbum Iron, Metal Scatter Pistol - Doonium Iron, Ferrous Metal, Metal Scout Blastel - Aluminum, Metal Striker Pistol - Iron, Steel, Metal Tangle Pistol - Codoan Copper, Non-Ferrous Metal, Metal

Polearm: Lance - Metal, Ferrous metal Long Vibro Axe - Ditanium Steel, Copper, Non-Ferrous Metal, Duralloy Steel Metal Staff - Metal, Mineral Reinforced Combat Staff - Wood, Metal, Mineral, Ferrous Metal Vibro Lance - Ditaniun Steel, Polysteel Copper, Metal Wood Staff - Wood  Range Weapon Component: Advanced Blaster Pistol Barrel - Rhodium Steel, Duralloy Steel, Metal, Ryll Amorphous Gemstone Advanced Blaster Power Handler - Polymer, Diatium Copper, Ostrine Carbonate Ore, Phrik Aluminum, Irolunn Reactive Gas Advanced Blaster Rifle Barrel - Rhodium Steel, Duralloy Steel, Duranium Steel, Ryll Amorphous gemstone, Metal Advanced Chemical Dispersion Mechanism - Carbonite Steel, Link-Steel Aluminum, Polymer Advanced Projectile Feed Mechanism - Quadranium Steel, Axidite Iron Advanced Projectile Pistol Barrel - Duralloy Steel, Plumbum Iron Advanced Projectile Rifle Barrel - Quadranium Steel, Axidite Iron Advanced Weapon Scope - Chromium Aluminum, Polymer, Green Diamond CrystallIne Gemstone, Copper Advanced Weapon Stock - Corellian Deciduous Wood, Link-Steel Aluminum Blaster Power-handler - Inert Petrochemical, Copper, Low-Grade Ore, Metal, Reactive gas Blaster-pistol Barrel - Metal, Gemstone Blaster-rifle Barrel - Metal, Crystalline Gemstone Chemical-dispersion Mechanism - Steel, Non-Ferrous Metal, Polymer Projectile Feed Mechanism - Steel, Metal Projectile Pistol Barrel - Steel, Metal Projectile Rifle Barrel - Steel, Metal Rifle Stock - Wood, Metal Weapon Scope - Metal, Inert Petrochemical, Gemstone, Copper

Rifle: Beam Rifle - Steel, Iron, Metal CDEF Rifle - Metal, Chemical DLT20 Rifle - Ferrous Metal, Metal DLT20a Rifle - Ferrous Metal, Metal E11 Rifle - Plumbum Iron, Ferrous Metal, metal Jawa Ion Rifle - Mythra Copper, Doonium Iron, Metal Laser Rifle - Link-Steel Aluminum, Non.Ferrous Metal, Metal SG82 Rifle - Codoan Copper, Non-Ferrous Metal, Metal Spraystick - Chromium Aluminum, Polysteel Copper, Metal T21 Rifle - Ditanium Steel, Polonium Iron, Metal, Gallinorian Rainbow Gem Cryatalline Gemstone, Alantium Carbonate Ore Tusken Rifle - Iron, Ferrous metal, Metal

Special Heavy Weapon: Flame Thrower - Steel, Iron, Metal, Liquid Petrochem Fule Heavy Acid Rifle - Steel, Iron, Metal Light Lightning Cannon - Steel, Iron, Copper, Siliclastic Ore, Polymer, Metal

Thrown Weapon: C12 Fragmentation Grenade - Metal, Steel C22 Fragmentation Grenade - Metal, Steel CryoBan Grenade - Steel, Radioactive Glop Grenade - Metal, Steel, Ferrous Metal, Polymer Imperial Detonator - Steel, Polymer Proton Grenade - Metal, Steel, Polymer, Crism Silicastic Ore Thermal Detonator - Metal, Thoranium Steel, Polymer, Crism Siliclastic Ore

Chapter 3: The Biz

You're well on your way to Master Weaponsmith, here are some tips to help you along the way.

Resources

Firearms across the board are dependent on Conductivity and Overall Quality. If you wish to craft guns, you will need to seek out metals with high numbers in these two stats. Melee weapons across the board are dependent on Shock Resistance. Subcomponents, however, vary in what stats they require. You can find what stats every item requires by selecting the schematic in your datapad and browsing through the item information. Alternatively, you can check through various SWG fansites to find schematic listings with detailed information.

Qualities that schematics call for are proportional. Some may list "66% Conductivity, 33% Shock Resistance". This means that Conductivity is going to have a slightly larger effect than your Shock Resistance. So if you have a metal with say, 600 Conductivity and 300 Shock Resistance to use on this item, it would be better than a metal that had 550 Conductivity and 350 Shock Resistance.

If your item calls for 100% Conductivity, the only stat you have to worry about is Conductivity. Every other stat could be 1 and it will not have any affect on the outcome of your item. You should only worry about Conductivity.

It is highly recommended that you begin hunting for resources the second you have enough funding and harvesters to support it. It will do you no good to grind to Master Weaponsmith if you have no materials to make Advanced Components, and your weapons are 30 damage less than every other gun you see. So take the time to focus on gathering important resources along the way.

Locating Resources


 * Early Tip- You dont have to drive around each planet to see whats there. Get off the shuttle open Survey Tool...Bang..there is whats on planet. Finding it is a different matter.**

Resources shift roughly every week, though not all at the same time. Some resources leave as early as a couple days, some as late as 14. Sometimes your planet may go a day without Radioactive while the resources shift. It's a very frustrating process that takes awhile to adapt to. When you open your Survey Tool, it lists every single resource on the planet. You do not have to find their names, the Survey Tool doesn't try to hide resources from you. If it's listed there, it's on the planet. When a resource "shifts out", that means you can no longer harvest it, it has left the planet forever.

Resources are different on every server. No two servers will have identical resources. Bria may have some 999 OQ Copper in shift this week, while Ahazi is stuck with 23 OQ Copper at best. Additionally, your planets can have different resources. Certain resources appear on nearly every planet. Others may only appear on one planet. Some resources may appear on one planet, and then that same resource may slowly appear on another three days later. But just because you see an uber Steel on Naboo doesn't mean it's going to be on Tatooine as well.

Additionally, more prized resources tend to spawn on more hard-to-reach planets. For example, the best Kammris, Doonium and Plumbum Iron I have ever had have all spawned on challenge planets. Do not neglect challenge planets, as they may have hidden treasure.

The ultimate, accurate, always up-to-date, Real-Time Resource Tracker is your Survey Tool. There are many Real-Time Resource Trackers published on SWG fansites, like SWGCraft and Galaxy Harvester. These trackers are all player-submitted data and they tend to miss a good portion of resources that spawn, especially important ones on Challenge Planets. Moreover, these sites tend to be a few days late in reporting resources that just spawned -- or marking resources that have shifted out and no longer exist. It is recommended that you use sites like SWGCraft as cross-reference information, but you should not use it as your only guide.

What To Sell

You're tired of running Survey Missions -- you want some extra fundage. Well, I'm going to tell you right now that the only thing harder than the grind is getting customers. Do not plan on being able to make any money off of guns until at least Master, you'll die trying. The Weaponsmith economy is overloaded. It is going to nearly kill you to try to bring in customers. That said, here's some suggestions to get your foot in the door.

Weapon Powerups: Always in-demand, always useful and rather easy to make, resource-wise. You'll need the highest OQ Metal and Chemical you can find, Master Artisan and an Equipment Factory. Powerups are an Artisan item, so they are based off of Artisan Experimentation, not Weaponsmith Experimentation, which is why you should get Master Artisan. Make schematics, run off a ton of power-ups in your factory and slap them on the vendor.

Weapon Upgrade Kits: Also fairly in-demand, they are required to slice items. These are not dependent on quality or experimentation, and Smugglers buy 'em by the crate.

Grenades: Grenades are in amazingly high demand, especially when marketed well. Even smiths with only Techniques IV can make Grenades worth buying. Master Weaponsmiths hate making Grenades, they're a huge nuisance and take up a lot of precious factory time. So take advantage of that!

Other Munitions: Charged-based Heavy Weapons also fall into the grenade category: Somewhat high-demand and most Masters won't bother with them. The downside is that they are a hell of a lot harder to make. One Heavy Particle Beam Cannon might just bankrupt you before you finish crafting it, so be advised.

"But what weapons should I make?" Two basic approaches to this. 1) Core vendor- These WS's only put the core popular guns and melee's on their vendors. These you'll see brimming with T21's, Stun Batons, DX2's, etc. I prefered the second approach. 2) The Well Rounded Vendor- I like to have a good seleciton of weps of all types. It usually requires at least two vendors to do it properly however. One for melee and one for ranged. I want to be the one-stop shopping source for all your weapons. You will put a few more of each of the "popular" weapons out there, but not totally ignoring the other weaps.

Once you get a good rep, get ready for all the "special orders" via email. You always do what you can, but folks must understand you have a schedule too. I include this info in my emails.

My favorite statement that I heard, and I've gotten it a thousand x thousand times is....[B]"Make me the best (insert weapon) as soon as possible, and price is no object!!!"[/B] :P With a very small helper base, and a couple factories I was pulling in a few million a week without stressing. I'm not poor, so please dont be rude. :)

Marketing

Knowing what to sell is only half the battle. Now you need to know who to sell it to and how to get them to know you have stuff for sale!

Firstly, my personal secret weapon is the mailing list. This is how I manage my mailing list:

Step 1: Place a CDEF on my vendor, named "Read me!" In the Sale Description, write "E-mail me if you want to be placed on my mailing list! You'll receive immediate updates about my stock and their stats the second it goes up on the shelves!"

Step 2: Start putting these people on your mailing list by using your Friends list. /addfriend [person], and then put them into a group, say "Customers". Keep your "real" friends into a separate group, named "Friends", that way they won't get your silly Weapons spam.

Step 3: Send out your first e-mail to your mailing list. Open your Community Tab (Ctrl-J) and select Friends. Sort by "Group", that way your real "Friends" are out of the way. Use Shift-Select to select everyone in your "Customer" group. Then click the "Mail" button. Neat! All of your customers are automatically typed in the TO: field for you.

Personally, my average e-mail to my customers looks like this:

In Stock 12/24/03!

Just letting you all know, I've restocked 50 sliced Republic Blasters, 50 sliced Flamethrowers and 50 sliced LLCs. I hope you're all enjoying your holidays!

Base Stats --

LLC: 500-1000 1.0

Republic Blaster: 200-400 1.0

Flamethrower: 600-2000 1.0

Cheers!

Customers eat this stuff up. They love getting mail and they love being able to know what's on the vendor before heading all the way out there. Only downside is, your friends list can get sort of crowded. (I have like, 300+ people on it from my mailing list.) But I think that's a good sacrifice to make.

Secondly, the more well-known-and-less-of-a-secret weapon: Planetary Map Campaign. You MUST MUST MUST get Advertising III and get the Planetary Map Campaign. Nobody's going to know about your vendor if it's out in a field in the middle of nowhere. But if they can see it right on the map, they'll be able to know about you! Even better, find a public Player City to join, especially one with a shuttle port.

Lastly, if worst comes to worse, you can go by the ol' defaults: Shout spamming and Bazaar advertising. It's not the most glamorous advertising campaign, but everybody had to resort to these measures at some point. Bring a crate of your best Powerups to the Starport and shout-sell them. Tell your buyers that they can find even more at your shop. Use the search feature to look up Marksmen and send them waypoints to your shop. Craft a CDEF, name it "Joe's Weapons -3000, 4000" and stick it on the Bazaar for 3000 credits. Some find these methods of advertising distasteful, but they work.

The bazaar can be your friend. Sell the goods that dont experiment well there.....at a HEFTY discount. You can even say as such in the description. Use the descrip blocks well. I hate destroying weapons unless they are total trash.

Pricing

Economics 101: Supply and Demand. That's all you need to know. There are no "set prices" for weapons across all servers, asking us at the forums is going to do no good. Your best bet is to send a few tells to friendly Weaponsmiths on your own server and go from there. If your guns sell too quickly, price higher. If they sell too slowly, price lower. Simple as that.

Now Sliced Pricing is a bit different. Personally, my formula for sliced weapons is as such:

For slices under 30%, I price them by second digit x 1000.

29% slice = 9000 markup. 25% slice = 5000 markup. 22% slice = 2000 markup. Anything sub-20%, you likely won't be able to get sold unless you discount it.

For any slice 30% and above, I have a different formula. 30% slices are double base-price. So if I sell unsliced LLCs for 20k, a 30% damage sliced LLC would be 40k. I add a 2k credit markup for 31-33% slices, so a 31% damage sliced LLC would be 42000 and a 32% damage sliced LLC would be 44000, etc. For 34-35% slices, they are triple base price: The LLC would be 60000 for a 34% slice and 62000 for a 35% slice.

You can feel free to adjust the formula to suit your needs. This is just the one that works well for me.

Now...remember these words carefully....[B]Do NOT sell so cheap to move your goods that you undermine the price base for the market.[/B] There is always PLENTY of business to go around, and those weps made with superior resources/crafting will be a bit more. A BIT more. Not crazy high. Just as this, you dont go crazy low. We will all get paid, its ok. Talk to the other WS's around and work your pricing in line based on quality and availability. {I'll be working on a basic weapons stats and pricing section soon...(4-28-2010)}

Last but certainly not least.....[B]ALWAYS name your weapons other than default names!!![/B] I, and most others will always glance at weapons with custom naming. Period. Take the time and do your business right.

Resource Units Per Weapon If you like to price your weapons off of how many resources you use, this may help.

1-Handed Melee Weapon Curved Sword: 46 Units + (SC) Dagger: 20 Units Rykk Blade: 50 Units + (SC) Survival Knife: 14 Units Sword: 23 Units + (SC) Vibroblade: 40 Units + BVU

2-Handed Melee Weapon Heavy Axe: 41 Units Power Hammer: 139 Units + RC Two-handed Axe: 68 Units + RC Two-handed Cleaver: 60 Units + (2xSC) Two-handed Curved Sword: 54 Units + (SC) Vibro Axe: 62 Units + 2xBVU

Carbine CDEF Carbine: 21 Units DH17 Carbine: 52 Units + BPh + BrB + (SW) + (RS) DH17 Short Carbine: 52 Units + BPh + BrB + (WS) + (RS) DXR6 Carbine: 100 Units + 5xBPh + BrB + (WS) + (RS) E11 Carbine: 69 Units + BPh + BrB + (WS) + (RS) EE3 Carbine: 85 Units + 3xBPh + BrB + (WS) + (RS) Eite Carbine: 102 Units + 4xBPh + BrB + (WS) + (RS) Laser Carbine: 92 Units + 3xBPh + BrB + (WS) + (RS)

Heavy Weapon Acid Stream Launcher: 275 Units + 5xBPh + BrB + (RS) Heavy Particle Beam Cannon: 275 Units + 5xBPh + BrB + (RS) Lightning Beam Cannon: 275 Units + 5xBPh + BrB + (RS) Rocket Launcher: 385 Units + 4xBPh + 8xPFM + 5xProGra + 2xWS

Melee Weapons Gaderiffi Baton: 48 Units + RC Stun baton: 52 Units + RC + 2xPC Vibro Knuckler: 32 Units + BVU

Mine Anti-Vehicular Mine: 31 Units + MWM + WSD + WFM DRX Mine: 31 Units + MWM + WSD + WFM XG Mine: 31 Units + LWM + WFD

Pistol CDEF Pistol: 21 Units D18 Pistol: 31 Units + BPh + BpB + (WS) DH17 Pistol: 51 Units + BPh + BpB + (WS) DL44 Metal Pistol: 37 Units + BPh + BpB + (WS) DL44 Pistol: 32 Units + BPh + BpB + (WS) DX2 Pistol: 78 Units + 4xBPh + BpB + (WS) FWG5 Pistol: 51 Units + PFM + PPB + (WS) Launcher Pistol: 98 Units + PFM + PPB + (WS) Power5 Pistol: 50 Units + 2xBPh + BpB + (WS) Republic Blaster: 60 Units + 2xBPh + BpB + (WS) SR Combat Pistol: 75 Units + 2xBPh + BpB + (WS) Scatter Pistol: 65 Units + BPh + PPB + (WS) Scout Blaster: 30 Units + BPh + BpB + (WS) Striker Pistol: 51 Units + PFM + PPB + (WS) Tangle Pistol: 82 Units + PFM + 5xCU

Polearm Lance: 44 Units + CU + BVU Long Vibro Axe: 110 Units + 3xBVU Metal Staff: 42 Units ReinForced Combat Staff: 40 Units Vibro Lance: 61 Units + 2xBVU Wood Staff: 16 Units

Rifle Beam Rifle: 195 Units + 4xBPh + BrB + (WS) + (RS) CDEF Rifle: 21 Units DLT20 Rifle: 61 Units + BPh + BrB + (WS) + (RS) DLT20a Rifle: 61 Units + BPh + BrB + (WS) + (RS) E11 Rifle: 72 Units + BPh + BrB + (WS) + (RS) Jawa Ion Rifle: 105 Units + 5xBPh + BrB Laser Rifle: 115 Units + 3xBPh + BrB + (WS) + (RS) SG82 Rifle: 70 Units + 2xBPh + CU Spraystick: 75 Units + 2xCdM + PFM + (2xCU) T21 Rifle: 300 Units + 10xBPh + BrB + (RS) Tusken Rifle: 56 Units + PFM + PRB + (WS) + (RS)

Special Heavy Weapon Flame Thrower: 243 Units + 4xBPh BrB (RS) Heavy Acid Rifle: 215 Units + 4xBPh BrB (WS) (RS) Light Lightning Cannon: 225 Units + 4xBPh BrB (WS) (RS)  Throw Weapon C12 Fragmentation Grenade: 17 Units + LWM + WFM = 53 Units C22 Fragmentation Grenade: 25 Units + LWM + WFM = 61 Units CryoBan Grenade: 45 Units + LWM + WFM = 81 Units Glop Grenade: 31 Units + LWM + CdM + WFM = 91 Units (adv CdM+ 13) Imperial Detonator: 103 Units + MWM + WSD + WFM = 251 Units Proton Grenade: 29 Units + LWM + MWM + WSD + WFM = 195 Units Thermal Detonator: 14 Units + MWM + WSD + WFM =162 Units

Weapons Components Resource Units List

From Medic Biological Effect Controller (BEC) : 16

Melee Weapon Component: Advanced Reinforcment Core (ARC) : 25 Units Advanced Sword Core (ASC) : 25 Units Advanced Vibro Blade Unit (ABVU) : 53 Units Blade Vibro Unit (BVU) : 33 Units Reinforcement Core (RC) : 12 Units Sword Core (SC) : 12 Units

Munition Component: Chemical Warhead (CW) : 15xBEC + 80 Units Heavy Warhead Mechanism (HWS) : 370 Units Light Warhead Mechanism ( LWS) : 18 Units Medium Warhead Mechanism ( MWS) : 85 Units Warhead Fusing Mechanism ( WFS) : 18 Units Warhead Stablilizing Device ( WSD) : 45 Units

Range Weapon Component: Advanced Blaster Pistol Barrel (ABpB) : 50 Units Advanced Blaster Power Handler (ABPh) : 45 Units Advanced Blaster Rifle Barrel (ABrB) : 93 Units Advanced Chemical Dispersion Mechanism (ACdM) : 37 Units Advanced Projectile Feed Mechanism (APFM) : 32 Units Advanced Projectile Pistol Barrel (APPB) : 46 Units Advanced Projectile Rifle Barrel (A PRB) : 76 Units Advanced Weapon Scope (AWS) : 42 Units Advanced Weapon Stock (ARS) : 36 Units Blaster Power-handler (BPh) : 26 Units Blaster-pistol Barrel (BpB) : 28 Units Blaster-rifle Barrel (BrB) : 58 Units Chemical-dispersion Mechanism (CdM) : 24 Units Projectile Feed Mechanism (PFM) : 17 Units Projectile Pistol Barrel (PPB) : 26 Units Projectile Rifle Barrel (PRB) : 46 Units Rifle Stock (RS) : 21 Units Weapon Scope (WS) : 27 Units

Elektronicks: Control Unit (CU) : 31 Units Power Conditioner (PC) : 32 Units

Chapter 4: Useful Information

Individual Components Uses:

Melee Weapon Component Reinforcement Core / Advanced Reinforcment Core Used in: Power Hammer, Two-handed Axe, Gaderiffi Baton, Stun baton,

Sword Core / Advanced Sword Core Optional in: Curved Sword, Rykk Blade, Sword, Two-handed Cleaver, Two-handed Curved Sword,

Blade Vibro Unit / Advanced Vibro Blade Unit Used in: Vibroblade, Vibro Axe, Vibro Knuckler, Lance, Long Vibro Axe, Vibro Lance,

Munition Component: Chemical Warhead - 15x"Biological Effect Controller" Used in: None

Heavy Warhead Mechanism Used in: None

Light Warhead Mechanism Used in: XG Mine, C12 Fragmentation Grenade, C22 Fragmentation Grenade, CryoBan Grenade, Glop Grenade, Proton Grenade

Medium Warhead Mechanism Used in: Anti-Vehicular Mine, DRX Mine, Imperial Detonator, Proton Grenade, Thermal Detonator

Warhead Fusing Mechanism Used in: Anti-Vehicular Mine, DRX Mine, XG Mine, C12 Fragmentation Grenade, C22 Fragmentation Grenade, CryoBan Grenade, Glop Grenade, Imperial Detonator, Proton Grenade, Thermal Detonator

Warhead Stabilizing Device Used in: Anti-Vehicular Mine, DRX Mine, Imperial Detonator, Proton Grenade, Thermal Detonator

Range Weapon Component: Blaster-pistol Barrel / Advanced Blaster Pistol Barrel Used in: D18 Pistol, DH17 Pistol, DL44 Metal Pistol, DL44 Pistol, DX2 Pistol, Power5 Pistol, Power5 Pistol, Republic Blaster, SR Combat Pistol

Blaster Power-handler / Advanced Blaster Power Handler Used in: DH17 Carbine, DH17 Short Carbine, DXR6 Carbine, E11 Carbine, EE3 Carbine, Elite Carbine, Laser Carbine, Acid Stream Launcher, Heavy Particle Beam Cannon, Lightning Beam Cannon, Rocket Launcher, D18 Pistol, DH17 Pistol, DL44 Metal Pistol, DL44 Pistol, DX2 Pistol, Power5 Pistol, Power5 Pistol, Republic Blaster, SR Combat Pistol, Scatter Pistol, Beam Rifle, DLT20 Rifle, DLT20a Rifle, E11 Rifle, Jawa Ion Rifle, Laser Rifle, SG82 Rifle, T21 Rifle, Flame Thrower, Heavy Acid Rifle, Light Lightning Cannon

Blaster-rifle Barrel / Advanced Blaster Rifle Barrel Used in: DH17 Carbine, DH17 Short Carbine, DXR6 Carbine, E11 Carbine, EE3 Carbine, Elite Carbine, Laser Carbine, Acid Stream Launcher, Heavy Particle Beam Cannon, Lightning Beam Cannon, Beam Rifle, DLT20 Rifle, DLT20a Rifle, E11 Rifle, Jawa Ion Rifle, Laser Rifle, T21 Rifle, Flame Thrower, Heavy Acid Rifle, Light Lightning Cannon

Chemical-dispersion Mechanism / Advanced Chemical Dispersion Mechanism Used in: Spraystick, Glop Grenade

Projectile Feed Mechanism / Advanced Projectile Feed Mechanism Used in: Rocket Launcher, FWG5 Pistol, Launcher Pistol, Striker Pistol, Tangle Pistol, Spraystick, Tusken Rifle

Projectile Pistol Barrel / Advanced Projectile Pistol Barrel Used in: FWG5 Pistol, Launcher Pistol, Scatter Pistol, Striker Pistol

Projectile Rifle Barrel / Advanced Projectile Rifle Barrel Used in: Tusken Rifle

Weapon Scope /Advanced Weapon Scope Used in: Rocket Launcher Optional in: DH17 Carbine, DH17 Short Carbine, DXR6 Carbine, E11 Carbine, EE3 Carbine, Elite Carbine, Laser Carbine, D18 Pistol, DH17 Pistol, DL44 Metal Pistol, DL44 Pistol, DX2 Pistol, Power5 Pistol, Power5 Pistol, Republic Blaster, SR Combat Pistol, FWG5 Pistol, Launcher Pistol, Scatter Pistol, Striker Pistol, Beam Rifle, DLT20 Rifle, DLT20a Rifle, E11 Rifle, Laser Rifle, Tusken Rifle, Heavy Acid Rifle, Light Lightning Cannon

Rifle Stock /Advanced Weapon Stock Optional in: DH17 Carbine, DH17 Short Carbine, DXR6 Carbine, E11 Carbine, EE3 Carbine, Elite Carbine, Laser Carbine, Acid Stream Launcher, Heavy Particle Beam Cannon, Lightning Beam Cannon, Beam Rifle, DLT20 Rifle, DLT20a Rifle, E11 Rifle, Laser Rifle, T21 Rifle, Tusken Rifle, Flame Thrower, Heavy Acid Rifle, Light Lightning Cannon

Non-Weaponsmith Component Control Unit Used in: Tangle Pistol, Lance, SG82 Rifle Optional in: Spraystick

Power Conditioner Used in: Stun baton

Biological Effect Controller Used in: Chemical Warhead

Enhancements

A. Blaster Power Handler

Krayt Dragon Tissue Found On: Juvenile/Canyon/Ancient Krayt Dragons Location: Tatooine Enhances: +30 (to 300) to Max Damage, -0.3 (to -2.0) to Speed

High Powered Energy Capacitor Found On: Nym NPCs, Droideka Location: Lok Enhances: +20 to Max Damage

Large/High Energy Capacitor Found On: Any NPCs Location: Anywhere Enhances: -0.2 to Speed

B. Projectile Feed Mechanism

High Velocity Feed Mechanism Found On: Nym NPCs, Droideka Location: Lok Enhances: +20 to Max Damage

Balanced Feed Mechanism Found On: Nym NPCs, Droideka Location: Lok Enhances: -0.2 speed

Gorax Bone Shards *rare* Found On: Gorax Location: Endor Enhances: +30 (to 300) max and -.3 (to -2.0) speed

Spider Fangs Found On: ? Location: Geonosian Lab Enchances: +15 (to +41) max -.1 (to -0.3) speed -4 (to -6) health cost

C. Vibroblades

High Powered Vibro Motor Found On: Nym NPCs, Droideka Location: Lok Enhances: +20 to Max Damage

High Frequency Vibro Motor Found On: Nym NPCs, Droideka Location: Lok Enhances: +5 (to +8 ) to Wound Chance

Fine Tuned Vibro Motor Found On: Any NPCs Location: Anywhere Enhances: -0.2 to Speed

D. Geonosian Sword and Reinforcement Cores

Geonosian Solidifying Agent Found On: ? Location: Gnosian Lab Enhanced: +10 (to +20) max damage, +550 (to +1000) unit integrity

E. Munitions (Grenades)

Kliknik Gland Found On: Klikniks Location: Yavin 4 Enhances: +20 to Min Damage, +50 to Max Damage, +1 to Radius

Ackley Venoms Found On: Ackley Location: Geonosian Lab Enhances: +700 (up to +1600) Max Damage

2. Components

A. Sword Cores

Rancor Tooth Found On: Rancors Location: Dathomir Item Details: +(to 215) Min Damage, + (to 215) Max Damage, +Speed, + Wound, +HAM

Bile Soaked Rancor Tooth Found on: Jabbas theme park loot (2-10 units) Location: Jabbas Palace Item Details: +15 to Minimum Damage, +65 to Max Damage, Speed +0.3 Speed, +25 Wound, +30/25/25 HAM

Geonosian Sword Core Found On: ? Location: Geonosian Lab Item Details: +25 (to +75) max, 25 (to +75) min dmg, -.4 speed 10 wound 20 ideal range 10/10/10 HAM Special: Required component for Sycthes

B. Reinforcement Core

Acklay Bones Found On: Looted (from Acklay, final NPC in the dungeon) Location Found: Geonosian Lab Used For: Reinforcement Core Item Details: +65 (to +300) max, 65 (to +300) min

Geonosian Reinforcement Core Found On: ? Location: Geonosian Lab Used For: Reinforcement Core Item Details: 25 (to +75) max dmg 25 (to +75) min dmg -.4 speed 10 wound 20 ideal range 10/10/10 HAM

C. Vibro Blade Units

Nightsister Vibro Blade Unit *rare* Found On: Axkva Min, Nightsister Queen Location: Dathomir Item Details: 41-108 -0.8 Special: Required component for Nightsister Lances

Light Weight vibro blade units Found on: Jabbas theme park loot (2-10 units) Location: Jabbas Palace Item Details: +25 min +30max -.5 speed wound +8, Ideal range +18, HAM 20/10/20

D. Stocks

Form-fitted Weapon Stock Found on: Imperial Theme Park Look (2-10 units) Location: Emperor's Retreat Item Details: 25 min, 30 max, -0.5 speed, +10 wound, +15 ideal range mod.

E. Scopes

Precision Tuned Weapon Scope Found on: Imperial Theme Park Look (2-10 units) Location: Emperor's Retreat Item Details: +20 wound, +25 ideal range mod, +25 to health and action cost, +20 to mind cost

F. Projectile Pistol Barrel

High Caliber Projectile Pistol Barrel Found on: Reelo, Jabbas theme park loot (2-10 units) Location: Jabba's Palace Item Details: +20 (to +25) min, +25 max, -0.7 speed, +15 wound, +20 ideal range mod.

G. Projectile Rifle Barrel

High Caliber Projectile Rifle Barrel Found on: Imperial Theme Park Look (2-10 units) Location: Emperor's Retreat Item Details: 25 min, 30 max, -0.4 speed, +20 wound, +15 ideal range mod.

H. Geonosian Power Cubes

- Yellow Geonosian power cube Found On: ? Location: Geonosian Lab Item Details: +10 (to +20) minimum damage, +10 (to +20) Max damage, 3% base effect - Green Geonosian power cube Found On: ? Location: Geonosian Lab Item Details: Increases condition, 6,000 (to 10,000) Integrity and 250 (to 700) Unit Integrity - White Geonosian power cube Found On: ? Location: Geonosian Lab Item Details: These do not enhance any stats - Red Geonosian power cube Found On: ? Location: Geonosian Lab Item Details: Reduces HAM costs

Misc. Components

Beserker Rifle Stailization Component Found On: ? Location: Corellian Corvette Special: Required component for the Beserker Rifle

DE-10 Pistol Barrel Found On: ? Location: Special: Required component for the DE-10 Pistol

-

Schematics

Enhanced E11 Carbine Location: Emperor's Retreat Method Obtained: Quest reward Required Skill: Firearms III Item Details: 3 uses, 50% Cond / 50% OQ


 * 40 Plumbum Iron
 * 20 Ferrous Metal
 * 10 Diatium Copper
 * 9 Metal
 * 1 Blaster Power Handler
 * 1 Blaster Rifle Barrel
 * 1 Optional Stock
 * 1 Optional Scope

Featherlight FWG5 Location: Jabba's Palace Method Obtained: Last set of quest rewards Required Skill: ? Item Details: 3 uses, 50% Cond / 50% OQ


 * 25 Axidite Iron
 * 10 Ditanium Steel
 * 5 Linksteel Aluminum
 * 1 Projectile Pistol Barrel
 * 1 Projectile Feed Mechanism
 * 1 Optional Scope

Modified Republic Blaster Location: Yavin 4 Method Obtained: Luke, Rebel Theme Park loot Required Skill: Master Weaponsmith Item Details: 3 uses, 50% Cond / 50% OQ


 * 35 Plumbum Iron
 * 18 Ferrous Metal
 * 10 Diatium Copper
 * 7 Metal
 * 2 Identical Blaster Power Handlers
 * 1 Blaster Pistol Barrel
 * 1 Optional Scope

Nightsister Energy Lance *rare* Location: Dathomir, Nightsister Dungeon (-3991, -0057) Method Obtained: Looted from Axkva Min, Nightsister Queen Required Skill: ? Item Details: 5 uses, 100% SR


 * 60 units of Quadranium Steel
 * 30 units of Polysteel Copper
 * 15 units of Metal
 * 2 identical Nightsister Vibro Blade Units (looted)

Scythe Location: NPC named Hedon Istee, in mos entha (1390, 3198) Method Obtained: Found from a treasure map given as a reward for completing Hedon's quests (careful, there's a Krayt Dragon) Required Skill: ? Item Details: 2 uses, 100% SR


 * 60 Carbonite Steel
 * 30 Phrik Aluminum
 * 2 Identical Geonosian Sword Cores

Geonosian Sword Core Location: Gnosian Lab Method Obtained: Looted Required Skill: ? Item Details: 5 uses, 100% UT


 * 50 Neutronium Steel
 * 1 Power Cube
 * 1 Optional Melee Enhancement (Solidfying Paste)

Geonosian Reinforcement Core Location: Geonosian Lab Method Obtained: Looted Required Skill: ? Item Details: 5 uses, 100% UT


 * 50 Ditanium Steel
 * 1 Power Cube
 * 1 Optional Melee Enhancement (Solidifying Paste)

Tenloss DXR6 Rifle (aka Disruptor Rifle) Location: Geonosian Lab Method Obtained: Looted from (I think there is a specific NPC that drops it?) Required Skill: ? Item Details: 5 uses, 50% Cond /50% OQ


 * 100 Titanium Aluminum
 * 40 Platinite Copper
 * 15 Duralumin Aluminum
 * 5 Identical Blaster Power Handlers
 * 2 Identical Geonosian Power Cubes
 * 1 Blaster Rifle Barrel
 * 1 Optional Weapon Scope
 * 1 Optional Rifle Stock

Geonosian Sonic Blaster *rare* Location: Geonosian Lab Method Obtained: Loot Drop Required Skill: ? Item Details: 5 uses, 50% Cond /50% OQ


 * 170 Chromium Aluminum
 * 60 Mythra Copper
 * 4 Identical Blaster Power Handlers
 * 1 Blaster Pistol Barrel
 * 1 Power Cube
 * 1 Optional Weapon Scope

Beserker Rifle *rare* Location: Corellian Corvette Method Obtained: Looted Required Skill: ? Item Details: 5 uses, 50% Cond /50% OQ


 * 35 Iron
 * 14 Ferrous Metal
 * 1 Projectile Feed Mechanism
 * 1 Projectile Rifle Barrel
 * 1 Beserker Rifle Stailization Component

DE-10 Pistol Location: Death Watch Bunker Method Obtained: Looted off of DWB mobs Required Skill: ? Item Details: 1 use, 50% Cond /50% OQ


 * 35 Plumbum Iron
 * 18 Ferrous Metal
 * 10 Diatium Copper
 * 7 Metal
 * 2 Identical Blaster Power Handlers
 * 1 DE-10 Barrel
 * 1 Optional Scope

== Krayt Tissue Guide ==

[I]First question always asked : "Can I use krayt tissues in ______ ", which is quickly followed by "How many do I need?" : Here's a list of weapons they can be put in. [/I]

Acid Stream Launcher : 6 Flamethrower : 5 Heavy Acid Rifle : 5 Rocket Launcher : 5 Heavy Particle Beam Cannon : 6 Light Lightning Cannon : 5 Beam Rifle (*NO ONE* gets a cert for this in-game) : 5 Wookie Bowcaster : 3 (requires a Wookie Weaponsmith to make)

DH17 Carbine : 1 DH17 Short Carbine : 1 E11 Carbine : 1 Enhanced E11 Carbine : 1 Laser Carbine : 4 EE3 Carbine : 4 DXR6 Carbine : 6 Elite Carbine : 5

D18 Pistol : 1 DH17 Pistol : 1 Scatter Pistol : 1 DL44 Pistol : 1 DL44 Metal Pistol : 1 Scout Blaster : 1 Power5 Pistol : 3 SR Combat Pistol : 3 Republic Blaster : 3 Modified Republic Blaster : 3 DX2 Pistol : 5 Geonosian Sonic Blaster : 5

DXR6b Rifle : 6 E11 Rifle : 1 DLT20 Rifle : 1 DLT20a Rifle : 1 SG82 Rifle : 3 Laser Rifle : 4 T21 Rifle : 11 Jawa Ion Rifle : 6  Third question is : "Are my krayt tissues any good?" : Here's the answer taken from the Loot Guide in the stickies

Krayt Dragon Tissue Found On: Juvenile/Canyon/Ancient Krayt Dragons Location: Tatooine Enhances: +30 (to 300) to Max Damage, -0.3 (to -2.0) to Speed

+30 is the common, low end. Anything over 100 to max damage is fairly rare, and is worth far more. [COLOR=Purple][B]Yes, we have confirmed reports of tissues above and below this, but these are your standard norms....[/B][/COLOR]

Fourth Question : "What will the difference be if I use this Krayt tissue?"

Here's what you do, look at the UNSLICED stats of the weapon you wanted krayted made by the WS you want to krayt your weapon. Then, simply add the max damage of the krayt tissue, and subtract the speed of the krayt tissue from the gun. So, if it's a 200 max damage Republic Blaster, and you had +50 to max krayt tissues, it'll be 250 max damage if there are no problems during experimentation.

Fifth Question : "Is it worth it to use my krayt tissue in _____?"

This all depends. Do you feel it's worth it? Lets say you want a krayt T21. This needs eleven tissues. If you have +30 max tissues, do you feel it worth be worth it to have one krayt T21, or, say, 11 E11 rifles, or one DXR6b Rifle and one Jawa Ion rifle?

And what about rocket launchers? Remember, you have so many shots, and it is gone.

Flamethrower? Say you have +50 max, -0.5 speed krayt tissues. 50 max damage on a flamethrower doesn't seem like much, but a flamethrower that shoots half a second faster is a big boost. Remember to watch both damage, and attack speed.

And to weaponsmiths with extra tissues looking to just make a few krayt weapons and sell them : It's all up to you. Toss those krayt weapons into whatever you feel comfortable with. Wanted to make a krayt SG-82 for some boosted cold damage? Because krayted SG-82s don't seem so common, you could probably make a good profit here. However, if you are unsure, krayt scatters only use 1 tissue, and are very popular.

Also, so more general krayt info :

A republic blaster uses 3 krayt tissues, minimum. However, if you have 5 krayt tissues, you can get 2 republic blasters. One tissue is used in making a "schematic", and you only need to make one schematic per set of IDENTICAL tissues.

Which is another point, you need krayt tissues with the exact same serial numbers for weapons that need more than one tissue.

And a few last thoughts : Lets say you do have a pile of identical tissues, maybe 6 or so. Now, you could use these in a weapon that requires exactly that many (6 with a DXR6 carbine), however, if you plan on slicing the weapon, and want a specific slice... it might be better to go with say 6 E11 Carbines, and boost your chances of getting that 35% damage (or 35% speed if that floats your boat) slice.

And remember "weapons aren't forever". So having 6 krayted E11 carbines will last far longer than 1 DXR6 carbine... however you won't have the acid damage which helps a lot in PvE.

 The max crafting percentage based on the max stats on all the resources. (look below) 82.70% Acid Stream Launcher 50.51% Advanced Vibro Blade Unit 86.50% Advanced Blaster Power Handler 64.20% Advanced Blaster Pistol Barrel 49.50% Advanced Blaster Rifle Barrel 93.40% Advanced Chemical Dispersion Mechanism 80.43% Advanced Projectile Feed Mechanism 82.98% Advanced Projectile Pistol Barrel 83.92% Advanced Projectile Rifle Barrel 83.80% Advanced Reinforcement Core 87.30% Advanced Sword Core 100.00% Advanced Weapon Scope 72.89% Advanced Weapon Stock 77.65% Anti-Vehicular Mine 81.43% Beam Rifle 80.00% Beserker Rifle 94.33% Blacksun Executioner's hack 100.00% Blade Vibro Unit 100.00% Blaster Power Handler 96.80% Blaster Pistol Barrel 97.00% Blaster Rifle Barrel 100.00% C12 Frag Grenade 100.00% C22 Frag Grenade 95.40% Chemical Dispersion Mechanism 73.50% Chemical Warhead 100.00% Cryoban Grenade 100.00% Curved Sword 100.00% D18 Pistol 71.08% DE-10 Pistol 94.95% DH17 Carbine 100.00% DH17 Pistol 94.95% DH17 Short Carbine 84.39% DL44 Metal Pistol 100.00% DL44 Pistol 89.96% DLT20 Rifle 89.96% DLT20a Rifle 77.65% DRX Mine 85.40% DX2 Pistol 80.27% DXR6 Carbine 78.75% DXR6b Disruptor Rifle 68.32% E11 Carbine 67.67% E11 Rifle 80.15% EE3 Carbine 72.78% Elite Carbine 71.03% Enhanced E11 Carbine 67.05% Featherweight FWG5 Pistol 81.30% Flame Thrower 80.15% FWG5 Pistol 100.00% Gaderiffi Baton 83.80% Geonosian Reinforcement Core 83.07% Geonosian Sonic Pistol 71.80% Geonosian Sword Core 100.00% Glop Grendae 81.28% Heavy Acid Rifle 82.70% Heavy Particle Beam Cannon 94.79% Heavy Warhead Mechanism 100.00% Imperial Detonator 88.30% Jawa Ion Rifle 100.00% Lance 92.99% Laser Carbine 92.71% Laser Rifle 79.23% Launcher Pistol 85.60% Light Lightning Cannon 100.00% Light Warhead Mechanism 82.70% Lightning Beam Cannon 85.34% Long Vibro Axe 98.82% Medium Warhead Mechanism 100.00% Metal Staff 71.07% Modified Republic Blaster 89.43% Nightsister Energy Lance 96.55% Power Hammer 67.21% Power5 Pistol 100.00% Projectile Feed Mechanism 100.00% Projectile Pistol Barrel 100.00% Projectile Rifle Barrel 96.53% Proton Grenade 100.00% Reinforcement Core 67.98% Republic Blaster 82.53% Rocket Launcher 100.00% Ryyk blade 80.27% Scatter Pistol 94.00% Scout Blaster 94.33% Scythe blade 92.54% SG82 Rifle 87.86% Spraystick 68.11% SR Combat Pistol 80.15% Striker Pistol 86.32% Stun Baton 100.00% Sword 100.00% Sword Core 70.30% T21 Rifle 91.26% Tangle Pistol 89.16% Thermal Detonator 80.00% Tusken Rifle 88.97% Two-Handed Axe 85.86% Two-Handed Cleaver 100.00% Two-Handed Curved Sword 83.98% Vibro Axe 97.50% Vibro Knuckler 86.02% Vibro Lance 97.50% Vibroblade 92.20% Warhead Fusing Mechanism 91.70% Warhead Stabilizing Device 100.00% Weapon Scope 75.71% Weapon Stock 77.41% Wookie Bowcaster 100.00% XG Mine

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Weaponsmith Resource Stat Caps.

Miniral: (SR[1-1000])

Metal: (CD[1-1000] DR[1-1000] HR[200-1000] OQ[1-1000] SR[300-1000] UT[300-1000])

Ferrous Metal: (CD[1-650] OQ[1-1000] SR[400-1000])

Steel: (CD[1-650] DR[500-1000] HR[600-1000] OQ[1-1000] SR[500-1000] UT[400-1000]) Steel, Carbonite: (HR[908-972] OQ[1-1000]) Steel, Ditanium: (CD[371-475] OQ[1-1000] SR[785-865] UT[742-838]) Steel, Duralloy: (HR[948-1000] SR[935-1000]) Steel, Duranium: (CD[306-410] SR[735-815]) Steel, Neutronium: (CD[241-345] OQ[1-1000]) Steel, Rhodium: (CD[1-85] SR[500-565]) Steel, Thoranium: (CD[176-280] DR[635-715] OQ[1-1000] SR[635-715] UT[562-658]) Steel, Quadranium: (HR[868-932] SR[835-915] UT[802-898])

Iron: (CD[1-500] OQ[1-1000] SR[400-1000]) Iron, Axidite: (HR[606-706] SR[528-648] UT[528-648]) Iron, Colat: (SR[678-798]) Iron, Dolovite: (UT[753-873]) Iron, Doonium: (CD[570-730] OQ[1-1000]) Iron, Kammris: (CD[670-800] OQ[1-1000] SR[903-1000]) Iron, Plumbum: (CD[1-82] OQ[1-1000] HR[500-581] SR[400-498]) Iron, Polonium: (CD[45-144] OQ[1-1000])

Non-Ferrous Metal: (CD[300-1000] OQ[1-1000] HR[200-800] SR[300-900])

Copper: (CD[500-1000] OQ[1-1000] SR[300-800] UT[300-800]) Copper, Codoan: (CD[650-739] OQ[1-1000]) Copper, Desh: (UT[300-372]) Copper, Diatium: (CD[706-794] OQ[1-1000]) Copper, Mythra: (CD[817-906] OQ[1-1000]) Copper, Platinite: (CD[872-961] OQ[1-1000] UT[672-761]) Copper, Polysteel: (CD[928-1000] OQ[1-1000] SR[728-800])

Aluminum: (CD[300-800] OQ[1-1000]) Aluminum, Chromium: (CD[442-575] OQ[1-1000]) Aluminum, Link-Steel: (CD[608-742] OQ[1-1000] HR[570-730] SR[670-830]) Aluminum, Phrik: (CD[692-800] OQ[1-1000]) Aluminum, Titanium: (CD[300-408] OQ[1-1000])

Ore: (OQ[1-1000] UT[1-1000]) (zinsiam carb, vintrium ext, katrium int) Ore, Siliclastic: (OQ[1-1000]) Ore, Siliclastic, Crism: (QO[1-1000] SR[171-330] UT[199-385]) Ore, Carbonate: (OQ[1-1000] SR[1-700] UT[200-1000]) Ore, Carbonate, Alantium: (OQ[1-1000]) Ore, Carbonate, Ostrine: (OQ[1-1000])

Gemstone: (OQ[1-1000] SR[1-1000]) Gemstone, Crystalline: (OQ[1-1000] SR[300-1000]) (vettex) Gemstone, Crystalline, Byrothsis: (SR[300-414]) Gemstone, Crystalline, Gallinorian Rainbow Gem: (OQ[1-1000]) Gemstone, Crystalline, Green Diamond: (OQ[1-1000]) Gemstone, Amorphous: (UT[1-1000]) (bal'ta'ran) Gemstone, Amorphous, Ryll: (SR[471-630])

Solid Petrochem Fule: Solid Petrochem Fule, Class 3:

Radioactive: (QO[1-1000])

Chemical: (OQ[1-1000] SR[1-1000] UT[1-1000]) Inert Petrochemical: (OQ[1-1000] SR[1-1000]) Polymer: (DR[1-1000] OQ[1-1000] SR[1-1000] UT[1-1000]) Liquid Petrochem Fule: (OQ[1-1000])

Reactive Gas: (DR[1-1000] OQ[1-1000]) Reactive Gas, Irolunn: (OQ[1-1000]) Reactive Gas, Skevon: (DR[400-900] OQ[1-1000])

Inert Gas: Inert Gas, Hydron-3: (DR[1-81] OQ[1-1000])

Wood: (SR[1-700]) Wood, Deciduous, Corellian: (SR[300-700])

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'''== Experimentation and Becoming a "12 Point Weaponsmith." =='''

Remember when crafting to lay out in advance where you intend to put your points for experimentation. You will get more points based upon your skill level in your craft. Each +10 of experimentation in your craft area grants one experimentation point during crafting. These points are represented during crafting experimentation on the left side of the window.

These points are assigned to the series of blocks in the middle of the window. The amount of blocks you have to put your points into is depedant usually on resource quality. It is possible to have left over experimentation points that you cannot spend if you are using inferior components.



A master smith or any crafter has +100 for experimentation and therefore 10 points. A 12 Point crafter has accumulated +120 experimentation in their field (the extra +20 through CA's, AA's, etc), can utilize 12 points of experimentation, and is therefore a 12 pt smith/crafter. :)

Any extra beyond +120 will not serve a benefit.

Hope all this helps you as much as it did me. :)

--SWGEmu BigEvil 16:29, May 20, 2012 (UTC)

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