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A guide to understanding 'ORGANIC' crafting and resources


Tal-N

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Well since I'm still waiting for the import copy to arrive I guess I'm stuck with passing around this information I gathered in the latter weeks of Beta about understanding the organic crafting side of SWG.

 

Now first of all, I'm sure people are asking.. What is organic crafting?

 

Well it's simple really, it's any forms of crafting in the game which uses organic materials. These include chefs, bio-engineers and medics/doctors. One of the first things to remember is to take a look at the blueprints for an item you are going to make, use the datapad and take special note of how is talks about the percentages of the 3 main traits of the resource you're using will be used for the final item.

 

The three main traits in organic materials are FLAVOUR, POTENTIAL ENERGY and OVERALL QUALITY. This does not include floral structure, hide or bone which are actually a hybird between natural sources and organics. Wood makes for terrible components while bone is actually quite good at times. Hide is somewhat of a mixed bag.

 

Having spent most of my time on the Ahazi server wandering around Naboo i managed to compile a semi-complete list of resources available on the planet which fall into the Organics list, items like meat and hide are not complete as there is easily 4 types of Wild Meat for example and the devs will keep adding to resources which appear on the survaying tools over time, there was some listed before Ahazi was wiped but were bugged so you couldn't sample for any.

 

 [Naboo] 

MEAT						Flav.		Nrg.		Qual.	
	-	Oifo (Avian meat) *		273	/	330	/	785
	-	Omedov (Insect meat) **		440	/	722	/	298
	-	Ira (Reptile meat)		111	/	190	/	192
	-	Emebane (Carnivore meat)	527	/	503	/	064
	-	Arehn (Wild meat) ***		682	/	832	/	652

==================================================

HIDE						Mall.		Qual.		Toug.
	-	Ichro (Scaley hide)		113	/	284	/	427
	-	Onep (Scaley hide) ***		641	/	407	/	909

==================================================

FRUIT						Flav.		Nrg.		Qual.
	-	Oopao				237	/	031	/	625
	-	Igave ***			381	/	774	/	988
	-	Ogaheb				220	/	701	/	231

==================================================

VEGATABLES					Flav.		Nrg.		Qual.
	-	Tholenoc ***			767	/	711	/	583
	-	Focichrog			230	/	847	/	481
	-	Eje
(Tubers)
	-	Iseto ***			586	/	377	/	539
	-	Oihofab
	-	Iwe				313	/	599	/	651
	-	Feali		
	-	Araca				
	-	Dafligamma			
	-	Ati				353	/	733	/	181

==================================================

CEREALS					        Flav.	        Nrg.	        Qual.
(Wheat)
	-	Liesago	***			736	/	593	/	572
	-	Awavvid				
	-	Oeli				
(Oats)
	-	Elcicro **			590	/	607	/	651
	-	Unadi
	-	Orelevda			471	/	425	/	511
	-	Opirardi***		        309	/	952	/	525
(Rice)
	-	Igloww				325	/	537	/	400
	-	Wothua
	-	Rigefai
(Corn)
	-	Orchaedi
	-	Arile				394	/	871	/	911

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Right, that took alot of messing around to get the allignment right, Sorry about the extra width but at least it's layed out so it's easy to understand and read.

 

So some people are probably looking at that list and thinking WTF!?, well let me just give you a quick run down of what you are looking at.

 

All of the resources in the game have critical stats, in the case of many organics there are three critical stats which are flavour, energy and quality. For hide it's Malliability, quality and toughness. I didn't get around to checking on bone but i think it's the same as for hide. The game then rates these areas in a grade from 1 to 1000. The closer to 1000 something is the better that aspect of the resource is. In a perfect world a perfect resource would have flavour at 1000, energy at 1000 and quality at 1000.

 

(just for your unformation inorganic resources typically have decay, energy and quality as their attributes occasionaly with toughness for metals and certain chemicals)

 

I'll just clarify this using a case example... The Bofa treat.

 

This is a low level artisan crafted food which you are able to make almost from the word go, i think if i remember correctly it requires 10 units of fruit and 10 units of cereal. If not then it doesn't matter as this is just for an example anyway. Most foods tend to take 50% of their stats from the resource, that means 50% from flavour, quality and energy. So for an artisan making foods they need a nice well rounded fruit resource and cereal. So if you take those from Naboo you have only 3 types of fruits:

 

Oopao 237/031/625

Igave 381/774/988

Ogaheb 220/701/231

 

Now I did find that Igave was a little tougher to come by in good concentrations when i was sampling around Kaadara, naturally as the game moves resoruces around every few weeks or creates new ones when old ones are depleated this will change. As far as resources go Nabooian fruits are an easy batch to seperate the good from the bad. Igave is also exceptionally high quality and practically worth getting even if you don't live on Naboo since items you can make with it would be fantastic if they take mainly from the quality stat. If there's no Igave around though then you'll have to settle for Ogaheb, don't even bother with Oopao as the items you'll get in the end will be quite medicore.

 

So then, Igave it is for the fruit component. Now for the cereal.

 

Things now get a little tougher, cereal is a massive group of resources which include sub-groups for Oats, Rice, Corn and Wheat. I wont list them here since you only need to look above. I've marked the best resources for each full group with stars. 3 star is best, 1 star is good but lower than two other types. Think of it as the top 3 best resources. Since some groups are too small to have a top 3 i just marked the top 1 or 2. Cereals are something of a pain to sort out since there are TWo resoruces which are exceptionally good but in different areas:

 

Liesago 736/593/572

Opirardi 309/952/525

 

Personally I prefer Liesago for foods, mainly because it's easier to find where I was at the time plus it manages to keep a nice well rounded balance between the 3 stats while Opirardi was weighted towards the energy side. That means it's fantastic for medical items which derive much of their end results from the energy aspect of organics but makes it a poor choice for foods as they have a balanced approach to what aspects they take from.

 

I hope this little guide has helpped people to understand a little more of the depth involved in SWG crafting, naturally as the game continues you'll find more resoruce types cropping up and it might be worth this site keeping a database for resources to help crafters get the most from their items. Each planet will also have it's own range of resources so you're looking at a whole galaxy to explore through and catalogue to try and find the best possible combinations of resoruces to make that ultimate item.

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So what is the full benefits of using the best resources for an item?

 

Well the answer is obvious, better quality items. That means medical items which have more charges and heal more per use, food which lasts longer and boosts more and in the case of the Bio-Eng it means stronger and more powerful clone pets as well as improved traits for the biological components.

 

But the really best side of it all is the significant boost for the experiments and their success rates. You'll find yourself looking at a exceptionally successful experiments after just filling a single box and pressing the experiment button, the bar will in some cases fill to maximum and you'll be looking at 120% bonus to the item stats you experimented on. Thus it allows you to push your experiments to the maximum and evenend up with results that are more than double that of what your typical items gets just because you used premium resources in it's construction.

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