and then 30,000 general Crafting
xp to gain Novice Shipwright.
A Shipwright is responsible for Crafting
and refining all the components that go into a starship that will allow you to launch into the black. If you think of Shipwright as a mashup of Architect
, Droid Engineer
you won't be far wrong.
Mastering Shipwright can be a rewarding profession. It contains a huge number of different components and requires a more tactical way of thinking to ensure that you balance all of the Attributes
around the various ships. My overall advice is think carefully if you want to do this, like Architect
it requires a lot of resources to level and with the plethora of components you'll need a good variety of resources to cover all the items you may wish to stock. One of the really nice things is that being a pilot doesn't use any skill points, so you can be a pilot whilst being a CL1 crafter - which means you can actually use the things you make!
Levelling Shipwright is a fairly straightforward process. The vast majority of our crafts grant between 2.5 and 3.2 XP per resource used. Firstly, always remember to get the "Flush with Success" Inspiration Buff from an Entertainer
. This stacks up to 5 times and can grant a 15% bonus XP in total to all activities. If you wish to be self sufficient, you can grab Novice Entertainer
which will allow you to give yourself 4 stacks of this buff for 12% bonus XP.
The Shipwright trainer resides in Theed Starport on Naboo
As ever the most efficient way of levelling Shipwright is a balance between a good XP per resource used and the least number of clicks required. Chassis Blueprints are heads and shoulders the most efficient way of levelling up, using a large number of resources for a large XP reward. In the worst case scenario Crafting
the Blueprint Chassis you get at Novice Shipwright only requires 100 crafts. As with all professions, focus on completing one tree first (Shipframe Engineering) as this increases the maximum amount of XP you can hold before needing training. As a word of warning all ships beyond Novice require a private crafting station as they're complexity 27+.
As an aside the various Repair kits grant 493xp with buffs and practice mode and provide the best XP per resource available. However you will need to make around 3000 kits to master the profession.
To Practice or Not To Practice:
For the vast majority of professions, you'll want to use Practice mode to gain a bonus 5% XP from each craft, but at the cost of not producing an end item. Making Chassis Blueprint however use a huge amount of resources and even a poorly made Chassis Blueprint still has some inherent value. To this end I wouldn't use practice mode and instead would experiment on each and sell the resultant item on the Bazaar (experiment on Mass). This should allow you to recoup a bit of the cost involved in training. There is one exception to this though, the Chassis Blueprints gained at Novice level are not much better than the free ships you are given, so those I'd practice on.
Shipwright is one profession that benefits with knowledge on how the item is going to be used in order to understand what items would be classed as "good". Personally the best way of gaining knowledge would be to grab a ship and do some missions in Space
, however the following is intended to give you a rough outline.
Firstly to convert a Chassis Blueprint from an item in your inventory to an item in your datapad you need to speak to a Chassis Dealer - not all starports have one, but Mos Eisley does. It'll cost you a chunk of credits to do this, but once done your new ship will be available at the Starport terminal.
In very simple terms, each ship has a few key items to be aware of.
Firstly each Chassis Blueprint has a Mass attribute - this determines the maximum total weight of all the components that the ship can have installed. To this end a high Mass value on a Chassis Blueprint is good. Next up each component has a Mass attribute that represents the weight of the component, this means low Mass values on components are good.
The Reactor installed in a ship determines the maximum amount of energy available to all the components installed, the amount of energy is shown with the Reactor Generation Rate attribute. Not all components require power, but those that do require a specific amount of power from the Reactor. In the same way as weight, you want a high Reactor Generation Rate value on the Reactor and low on the components. Generally the higher the Reactor Generation Rate of the reactor the higher the Mass, so there's a balance between having enough energy for all your components and keeping the Mass low. At later levels, don't be afraid to speak to your customer to find out exactly what they're after as special abilities will change the requirements.
Weapons are powered in a slightly different manner and use a Weapons Capacitor. The easiest way of thinking how this works is a toilet - so the Reactor is represented with the mains water supply which has a set pressure. The Capacitor is represented with the toilet cistern. Each time you flush (e.g. fire a weapon), a certain amount of water is used from the cistern. The cistern has a maximum capacity and refills at a specific rate which is how Capacitors work with a Maximum Energy attribute and Recharge Rate attribute. This should be looked at in conjunction with the weapons installed that have an Energy Per Shot attribute - as with the Reactor you'll be looking to balance the Energy used by firing weapons against the Recharge Rate of the Capacitor.
As ever, the profession is split across 18 boxes, a Novice at the beginning, four trees of four boxes and a Master at the end. Unlike other crafting professions, Shipwright has seven different categories of items with their own Assembly and Experimentation Attributes
. Uniquely these Attributes
are gained as you learn the respective trees rather than contained in a single tree, which means as you gain the attributes as you go further down the tree and learn new items to make. It requires a total of 1,480,000 XP (320,000 XP per tree and 200,000 for Master) and 63 skill points to master. Mastering is very much worth it, granting 25 Experimentation attribute in all seven categories which equates to 3 experimentation points.
Spaceframe Engineering [*xxx]:
The short explanation is that this tree grants you access to larger Chassis Blueprints and Armor Panels.
You gain Chassis Assembly and Experimentation attributes in this tree and +2 to the Reverse Engineering level of Chassis/Armor items.
Propulsion Technology [x*xx]:
This tree is focused on Engines and Boosters - basically components that move you forward in Space
Each box in this tree increases the Assembly and Experimentation of both Engines and Boosters and grants +2 to the Reverse Engineering level of Propulsion items. As a note, the Experimentation value of Engines and Boosters can go to 150 rather than 100, granting 15 experimentation points for these items.
Core Systems [xx*x]:
Each starship requires a Reactor to power the engine and a Weapons Capacitor to power the weapons and these are learnt from this tree. Additionally you'll learn how to make better droid interfaces.
You gain Assembly and Experimentation attributes for Power Systems and Advanced in this tree and +2 to the Reverse Engineering level of Core System items. Advanced covers both Weapon Capacitors and Droid Interfaces.
From here you learn your Shield and Weapon schematics (attack is after all often the best form of defence!).
You gain Assembly and Experimentation attributes for both Shields and Weapon Systems in this tree and +2 to the Reverse Engineering level of Defence System items. As with Boosters and Engines, Weapon Systems Experimentation increases to 150, granting potential 15 Experimentation points
It would be exceptionally remiss not to include Reverse Engineering in an article about the Shipwright profession. First off to clear up confusion - there are two Reverse Engineering abilities in the game. You have one that uses the Artisan
crafted Reverse Engineering tool which is used to create Skill Enhancing Attachments (SEAs) and then the one we're going to talk about which uses a Shipwright crafted Component Analysis Tool and is used to combine and improve Space
Out in the black, pilots will pick up various ship components dropped as loot by destroyed enemies. These act and function in exactly the same way as the items you craft, but the various stats on them will be random. As a shipwright you can take these items and combine them together to make a new item that has the best stats plus a little bonus depending upon your skill. Each item that can be reverse engineered will have a level displayed on it. Your own ability to reverse engineer items increases as you climb through the various trees - gaining +2 levels each box you complete. The RE level is normally the same tier as the pilot requires to use it.
To use the Component Analysis Tool, open it in the same way you would a backpack, place the items in you're Reverse Engineering, close it and then select the "Analyse Component" option from the Tool's menu. If all works you'll get a new item with a one off chance to name it.
There are a few caveats when combining items together:
- They must be all the same item type - for example all Boosters or all Armor Panels, etc
- You must have the appropriate level or greater to reverse engineer them
- You require a number of components equal to the RE level of them - for example you need 3 x Tier 3 Engines or 6 x Tier 6 Boosters
And that broadly is all there is to it. Reverse engineering is one of the key items we have in our skillset and it allows us to create items that are better than our crafted items, there's a significant portion of luck involved and as with many items in SWG, if you're able to obtain components off other players you'll end up with a better selection of items to reverse engineer.
Most components you can make (e.g. Boosters, Engines, Reactors etc) can take a single optional component that you craft that modifies the balance of stats of the item being made. They also require special resources gained from Mining in space.
As an example, when making Durasteel Armor Panels you can add in one of the following:
- Armor Reinforcement Panel - increases the armor strength, but also increases mass
- Mass Reduction Kit - decreases the mass of the panel, but also reduces the armor strength
Most of the optional components work in a similar way, but will change different attributes depending upon the component - some components have more than two attributes for example.
This is a fairly central part of Shipwright so worth breaking down. There are broadly speaking six different tiers of Chassis Blueprint available, with the higher tiers having higher mass. You gain Tier 0 Chassis Blueprints at Novice Shipwright, then Tiers 1 to 4 for each box of Spaceframe Engineering and then Master level Chassis Blueprints at Master. Each tier contains at least one "factional" design - so one Freelance, Imperial & Rebel. Pilots get given certificates to fly specific ships and the order we learn them does not correspond to the order Pilots get the certificate. Each numbered tier uses the same resources for all the ships in that tier - so a Z-95 and Scyk use the same resources and quantities.
Tier 0 - Z-95; Scyk; TIE:LD
Tier 1 - Y-Wind; Dunelizard; TIE Fighter
Tier 2 - Y-Wing "Longprobe"; Khiraxz; Kimogila; TIE Interceptor
Tier 3 - X-Wing; Ixiyen; TIE Bomber
Tier 4 - A-Wing; Rihxyrk; TIE Advanced; TIE Aggressor
Master - Nova Courier; YT-1300; MT22 Krayt; TIE Oppressor; TIE Decimator
Tier 0 - 5,000 resources: 2000 Steel; 1000 Low-grade Ore; 1000; Aluminium; 1000 Inert Petrochemical
Tier 1 -
Tier 2 -
Tier 3 -
Tier 4 -
[TODO] add more information
When making a Chassis Blueprint, the difference between a perfect maxed out Chassis Blueprint and a middle of the road one doesn't work out to be huge by the time you factor in experimentation. To this end unless you're making end-game Chassis Blueprints, most Shipwrights use resources around the 800/80% mark.
When setting a price on a vendor or Bazaar, look around at what others are selling items for. The rule of thumb I use is that I look for 3 to 4 credits per resource used, but that's a very loose rule. Normally the more resource hungry items (e.g. Chassis Blueprints) you get less for, but smaller items you can get more for. See what else is about and don't be afraid to be cheeky and put a slightly higher price on something - you may get lucky if somebody really wants it.
Looted space components can be sold to a Chassis Dealer who gives you 1,000 credits per Tier of the component. For a higher level good RE'd item you can easily charge more than this equivalent - e.g. a Tier 6 could be 36,000+ credits with a Tier 9 coming in at least 81,000 credits. Don't be afraid to buy space loot off other players too.
Different pilot factions award different skills as they level up, for example Rebel pilots have an ability to deplete their Weapons Capacitor to recharge their Shields. This means that you can Tailor
your components to factor this in - a slow shield recharge rate may not necessarily be a deal breaker for a Rebel Pilot.
Not all Chassis Blueprints can be learnt from the trainer. The infamous Firespray is gained by Reverse Engineering hundreds of components and gaining 8 items which you combine to create a limited use schematic. Even poor items are worth reverse engineering