Crafting | SWG Restoration III


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  • Crafting in Star Wars Galaxies (Restoration 3 Edition!)​

    Crafting 101 - What is covered here​

    This page attempts to cover the general aspects of the SWG crafting system in order to allow you to start a successful career in your chosen crafting profession.

    While each of the individual crafting professions will have their own individual pages and guides, this page covers information which is applicable to all (or virtually all) crafting professions and may help you decide what you may wish to specialize it.

    What is Crafting?​

    Crafting in Star Wars Galaxies is the process of taking raw materials or components and turning them into something useful.
    Unlike many other games, crafting is central to the SWG experience and provides many necessary items to combat and non-combat players alike for a wide variety of purposes. Part of the fun and complexity of the SWG crafting system is that no one player can do everything, and even within a single crafting profession often the help of other players will be necessary to build the best and most successful items.

    The majority of crafting professions start off with the Artisan profession and progress into a specialization or "elite" profession.

    Crafting can be a ton of fun, and the way that the system is designed in SWG creates for a deep and engaging experience. If you've ever fancied yourself an entrepreneur, crafting may be for you!

    Before You Begin - What to Know​

    If you are brand new to crafting in Star Wars Galaxies, here is some news about crafting you may not know and may not be obvious:

    The "Master" box is where you start your apprenticeship.

    While training all of the skill boxes in your tree may seem like mastery (and will grant you nearly all of the available schematics for your chosen profession), training skills is only the very start of your crafting journey.

    Star Wars Galaxies' Crafting System differs from other MMORPGs in a couple of key ways which make becoming a true "Master" of a crafting profession more complex than training the "Master <Profession>" Skill tree box.
    Of particular importance are:
    1. Knowing your Skills - Knowledge of the profession's skills, schematics, and intricacies.
    2. Knowing your Resources - Resource quality and collection.
    3. Knowing your Customers - Knowledge of interactions with other professions or players.

    You may have noticed that 2 out of the 3 important aspects of mastering a crafting profession are entirely knowledge based! This is part of what makes becoming a true "Master" of a crafting profession difficult.

    As a result, the SWG crafting system may appear intimidating to some players!

    Rest assured - crafting is easy to get into, even if it can be difficult to truly "master". Dive in and learn along the way!

    Knowing Your Skills​

    The first level of complexity comes with knowing what you have available and where your chosen profession's intricacies lie. Profession-specific pages will provide more direct guidance, however it will be worth some effort to get to know where your profession fits in the world, what you provide, as well as exploring the different things that you can create.

    There will inevitably be a lot of things that you can create. Explore and learn about what the things you craft do and where resource quality is or is not important.

    You will also have several crafting-related Attributes or skills from your trained skill boxes. Some of the most common are listed below:
    • Experimentation - allows you to experiment on the final result of your item when you are creating it. Each 10 points of experimentation skill is worth 1 experimentation "point" during the process.
    • Assembly - Affects the roll for success when assembling the item during the crafting process.

    Knowing Your Resources​

    For most recipes and components resource quality will have a dramatic impact on the possible result of the product you are making. Pay attention to the resource Attributes that matter when crafting, and check the profession specific wiki!

    Resource quality will impact both the starting values that you get when assembling as well as (most importantly) the maximum values you can achieve.
    <Insert screenshot example of high quality vs low quality>

    For some recipes you will have only one or two Attributes that matter for a single value (ex: conductivity and overall quality for "Effectiveness"). In other cases you may have several attributes that matter in differing ways, and affect different outcomes of the final product
    <Show screenshot of Chef Food - three aspects for filling, nutritional value, and quantity that all get different quality weights>

    Fortunately, we do have limited ways to improve resource quality! The currently available resource quality improvements are:
    - Entertainer buff - 4% (Currently shows 2% Resource quality, but actually does 4%)
    - ring(?) 1%

    Entertainers are your friend! This buff is generally readily available and while 4% may not seem like much it can make a _huge_ difference for some recipes and resources. Check with your profession specific wiki for more information about where it makes a larger difference. Tip your Entertainer well! The difference their buff makes can be worth a lot of credits!

    960 is the "key" stat value with a 4% buff where "perfect" (1000) resource quality is possible. If the resource weighted average _before_ the buff is 960 or higher, you have the opportunity to achieve a 100% experimentation result.

    Sometimes the difference between "nearly perfect" and "perfect" is minimal. In other cases, it is quite substantial. Recipes with "steps" in the resulting value will benefit more from perfect resource quality over almost perfect quality.
    As an example, perfect resource quality and subcomponents for heavy harvesters will make the difference between BER 13 vs 14 - and on Restoration3 where harvester collection is boosted this seemingly small difference will actually be quite significant.
    <Examples? ex show the effect on ore mining units for 99% vs 100%, show similar for crafting tool results.>

    Knowing Your Customers​

    <todo: fill in>


    The amount of XP granted by crafting something is based roughly upon the quantity of resources a schematic requires to craft. This means that from an efficiency perspective (e.g. when wanting to power level), the focus is broadly going to be on ease of obtaining resources along with schematics with the least number of clicks. Some items do come out slightly more efficient from a resource to XP ratio. As an example, making items that reward General Crafting tend to grant between 20 and 27 XP per resource used.

    Resource Ease:
    Quite simply, a schematic that requires 16 Metal of any type is going to be easier to gather resources for than a schematic that requires 8 Polysteel Copper, 4 Plumbum Iron & 4 Rhodium Steel. You're a lot more likely to find an 80% density spot when you have a choice of multiple resources.​

    Not all schematics are created equal. Some have three components and other may have more with some of them being sub-components (like a glass). The less components a schematic requires, the less clicks it's going to be to make an item. Bear in mind though that schematics that use lots of resources will provide more XP, so require you to create less items (which saves a lot of clicks!)​

    Practice Mode, Tools & Resource Quality:
    When crafting, there's a tick box option that enables "Practice Mode". Rather than gaining a physical item from your craft you instead gain a bonus 10% experience. Following on from this, what this does mean is that the quality of the resources you're using don't actually count for anything - you're not getting an item at the end of the process - this means you can (and should) use poor quality resources to make your practise items.​
    Lastly, each item you make (even in practice mode) will take a small amount of time to make within your crafting tool. Rather than waiting for the crafting tool to finish, you can make multiple tools of the appropriate type and use them one after each other.​

    <todo: add crafting macro section - new page?>

    Crafting Professions​

    The following is a list of the crafting professions along with a short description.
    The majority of these professions are formal Professions with a skill tree - however in a couple of cases there are informal professions which fill a role but don't have their own skill tree.

    ProfessionHas Own Skill Tree?Description
    ArchitectYesCreates Structures, Furniture, Harvesters, and Factories.
    ArmorsmithYesCreates armor for players to wear, reducing damage taken.
    ArtisanYesBasic profession required for most crafting professions. Has a little bit of everything, but also creates vehicles at the master level. Provides components required for several other professions.
    Bio-EngineerYesCreates pets as well as select components for other professions.
    ChefYesCreates Food and Drink which provide buffs to various stats.
    Combat Medic(?)Yes<unsure if it qualifies in CU>
    Doctor (?)Yes<unsure if it qualifies in CU>
    Droid EngineerYesCreates droids for a variety of uses as well as flight computers for ships.
    MerchantYesFocuses on selling. Allows creation and customization of vendors and advertising capabilities.
    Reverse EngineerNoFocuses on creating Skill Enhancing Attachments (SEAs) from junk loot.
    ShipwrightYesCreates ships and ship components.
    SmugglerYesCreates spices (short term buffs) and provides weapon and armor slicing.
    SurveyorNoFocuses on resource gathering & collection.
    TailorYesCreates clothing for players to wear.
    WeaponsmithYesCreates weapons for players to use in combat.

    Producers & Consumers​

    This table provides a quick reference for which Profession (skill tree) produces a subcomponent or critical part of the crafting process for other professions. It does NOT identify your customer base.

    If you are trying to figure out "Who makes this thing that I need for this schematic?" here's the cheat sheet:
    Details about what is provided are listed separately below.
    Note: This table is incomplete!


    ItemUsed By
    Crafting StationsOther crafters


    ItemUsed By


    ItemUsed By


    ItemUsed By
    Bespin PortOther Crafters (Experimentation Bonus)

    Droid Engineer​

    ItemUsed By


    ItemUsed By


    ItemUsed By


    ItemUsed By

    Useful Links​

    Disclaimer: while there are many websites still available providing information about SWG, due to the different "flavors" of SWG available you are likely to get different answers depending on what the site is focused on. Restoration3 is (like many other SWG Emulator servers) unique and has its own developed blend of content and mechanics. Some links may prove more useful than others!

    SWGAideProvides current and previous resource tracking (user-provided) as well as schematic and resource usage information. Be sure to select "Restoration 3" as the server for searching.
    SWG CraftThis older site also provides resource tracking and schematic information. It also contains a number of useful tools and search capabilities. There are two versions ("pre-cu" and "nge") - the "pre-cu" schematics appear to more closely match Restoration3.
    Also has forums with older profession guides. This was a very popular crafting site back when SWG was live, and contains good (albeit sometimes outdated) information in the forums.