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Page 1: A Guide to Weapon Smith

A Guide to Weaponsmith: The Long Haul

Guide To Weaponsmithing

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

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

their 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

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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

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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 do I want to be one!?" The payoff is....nobody can

make as much cash 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 weapons 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

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

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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.

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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.

In-Game Macros

(or do it by hand...your choice )

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 schematics are together, Artisan are together, etc. It may help the process

a bit.

Now, 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 quick

slots. 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.

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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;

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/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;

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/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

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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

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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)

Mineral (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.

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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.

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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.

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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.

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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.

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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.

-----------------------------------------------------------------

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

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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:

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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

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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

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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

Throw 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

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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

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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.

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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

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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...."Make me

the best (insert weapon) as soon as possible, and price is no object!!!" :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

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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.

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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.

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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....Do NOT sell so cheap to move your goods that you

undermine the price base for the market. 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.....ALWAYS name your weapons other than default names!!! I, and

most others will always glance at weapons with custom naming. Period. Take the time and do your

business right.

Chapter 4: Useful Information

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

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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

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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)

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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

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* 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

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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

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Location: Death Watch Bunker Method Obtained: Looted off of DWB mobsRequired 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

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.

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

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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.

Yes, we have confirmed reports of tissues above and below this, but these are your

standard norms....

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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.

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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

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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

Page 37: A Guide to Weapon Smith

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

Page 38: A Guide to Weapon Smith

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])

Page 39: A Guide to Weapon Smith

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])

Page 40: A Guide to Weapon Smith

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])

Page 41: A Guide to Weapon Smith

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])