Shipwright

Shipwright
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  • SHIPWRIGHT




    SUMMARY


    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. Shipwright crafts a wide variety of different components - by hand mind you - and requires a tactical way of thinking to ensure that you balance all of the attributes around the various ships.

    One of the tricks with Shipwright is having a high quantity of high quality Jump-to-Lightspeed (JTL) resources. A single chassis can take 100k of resource, for example. Another nuance to Shipwright is that the final crafts are all hand-made with the exception of sub-compoents, ammo, kits and tools which can use Equipment Factories! And lastly, you'll need to find a good pilot or head up to space yourself to mine asteroid resource for some of the specialty Shipwright schematics.




    Primary Products

    • Ship Chassis Blueprints
    • Space Components
    • Space Consumables - Chaff, Missiles
    • Component Repair Kits
    • Component Analysis Tool (RE)
    • Starship Texture Kits
    • Instant Travel Vehicle (ITV) Fuel



    Skill Tree


    Space Frame Engineering
    • Larger Chassis Blueprints and Armor Panels.
    • Chassis Assembly and Experimentation attributes in this tree and +2 to the Reverse Engineering level of Chassis/Armor items.

    Propulsion Technology
    • Engines and Boosters
    • 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
    • Reactors, Weapons Capacitors, Droid Interfaces to power the weapons and these are learnt from this tree.
    • 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.

    Defense Systems
    • Shield and Weapon schematics
    • Assembly and Experimentation attributes for both Shields and Weapon Systems in this tree and +2 to the Reverse Engineering level of Defense System items.
    • Shield Experimentation is limited to 10 Experimentation points. As with Boosters and Engines, Weapon Systems Experimentation increases to 150, granting potential 15 Experimentation points.



    Requirements & Grinding


    Novice Shipwright requires Engineering IV in the Artisan tree and 30,000 general crafting xp. The Shipwright trainer resides in Theed Starport on Naboo.

    Grinding Shipwright is one of the fastest paths and takes less than 100 crafts - although will take a few hundred thousand resources to complete.

    • Scyk Chassis (Intert Petro, Ore, Steel, Aluminum) all the way to Master Shipwright


    Tips

    • Use Practice mode to gain a bonus 5% XP from each craft, but at the cost of not producing an end item. Some chassis you make may be worthwhile to keep as opposed to using practice mode
    • Get the "Flush with Success" Inspiration Buff from an Entertainer for +15% xp bonus




    HOW IT WORKS


    Chassis Blueprints


    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.

    Types:
    • Tier 0 - Z-95; Scyk; TIE:LD
    • Tier 1 - Y-Wing; Khiraxz; TIE Fighter
    • Tier 2 - Y-Wing "Longprobe"; Dunelizard; Kimogila; TIE Interceptor
    • Tier 3 - X-Wing; Ixiyen; Rihxyrk; TIE Bomber
    • Tier 4 - A-Wing; ; TIE Advanced; TIE Aggressor; Kimogila
    • Master - Nova Courier; YT-1300; MT22 Krayt; TIE Oppressor; TIE Decimator
    Note that the Khiraxz & Dunelizard as well as the Rihxyrk & Kimogila certifications are switched in R3.

    Experimentation
    Base experimentation points are 10 for Chassis.
    • Fairly straightforward - will always want to max out Mass first




    Modifications
    • Kimogila Heavy Fighter Winglets
    • Rihkxyrk Attack Ship Winglets
    • TIE Advanced Winglets
    • X-Wing Side Strakes
    • Z-95 Side Strakes

    Ship Type Quick Reference



    Disclaimer: This image is based on Legends flight characteristics for some ships, for resto correct values see here.



    Armor


    Types
    • Mark I-V Durasteel Plating
    • Gunship Armor I-III
    • Elite Armor (POB Only)

    Experimentation
    Base experimentation points for Armor is 10.
    • UT/OQ/HR - Armor Hitpoints (Increases Armor)
    • UT/OQ/HR - Hitpoints (Components Hitpoints, Not Useful)
    • UT/OQ/HR - Mass (Mass of Component)



    Variants
    Pilots will likely want two styles of armor with low Mass being most popular.
    • High Armor - If a ship has very high mass capability there is a use case for fitting in as much armor as possible
    • Low Mass - Armor is a somewhat optional component and many pilots are trying to squeeze in a little bit of armor

    Armor Upgrades

    Armor UpgradesHitpointsArmorMass
    Armor Reinforcement Panel(+)
    UT/HR
    (+)
    UT/HR
    (+++)
    UT/OQ
    Mass Reduction Kit(-)
    UT/OQ
    (-)
    UT/OQ
    (- -)
    UT/OQ




    Boosters


    Types
    • Mark I-V Booster
    • Elite Booster (POB Only)

    Experimentation
    Note that Master Shipwright gains +15 experimentation points by default in this category.
    • UT/OQ
      • Armor / Hitpoints / Mass
    • PE/OQ/CD
      • Acceleration / Consumption / Booster Energy / Recharge Rate / Booster Speed
    • PE/OQ
      • Reactor Drain



    Variants
    • Max Speed + Mass - Great for PvE reducing travel time
    • Max Speed + Acceleration - Rarely used but great for PvP for emergency boosts

    Booster Upgrades

    Booster UpgradesAccelerationSpeedEnergyConsumptionRechargeMass
    Booster Overdriver(+)
    PE/OQ
    (+)
    PE/OQ
    (-)
    OQ/PE
    Extended Life Fuel Cell(+)
    PE/OQ
    (-)
    PE/OQ
    Fast Charge Fuel Cell(-)
    OQ/DR
    (+)
    OQ/DR
    Heavy Fuel Cell(+)
    DR/OQ
    (+)
    DR/OQ




    Capacitors


    Types
    • Mark I-V Weapons Capacitor
    • Elite Capacitor (POB Only)
    • Mining-Grade Capacitor
    • Gunship Capacitor I-III

    Experimentation
    Base experimentation points for capacitors is 10.
    • UT/OQ
      • Armor Hitpoints, Hitpoints, Mass
    • CD/OQ
      • Capacitor Energy, Energy Maintenance, Recharge Rate



    Variants
    • Recharge Rate > Capacitor Energy - Generally best to go with RR to continually be
    • Low Mass > Recharge Rate - Some smaller ships may prioritize mass

    Capacitor Upgrades

    Capacitor UpgradesEnergyMaintenanceRecharge
    Energy Saver Battery(-)
    CD/OQ
    (-)
    CD/OQ
    Extended Life Battery(+)
    CD/OQ
    (-)
    CD/OQ
    Heavy Battery(+)
    CD/OQ
    (+)
    CD/OQ
    Quick Recharge Battery(-)
    CD/OQ
    (+)
    CD/OQ




    Droid Interfaces


    Types
    • Mark I-V Droid Interface

    Experimentation
    Base experimentation points for Droid Interfaces is 10.
    • OQ/UT
      • Armor Hitpoints, Hitpoints, Mass
    • OQ/CD/SR
      • Droid Command Speed
    • OQ/CD
      • Energy Maintenance





    Variants

    • Typically will want to optimize on Droid Speed so pilots can use more commands faster then mass / drain thereafter

    Upgrades

    Droid Interface UpgradesCommand SpeedEnergy Maintenance
    Droid Brain Upgrade(-)
    CD/OQ
    (+)
    CD/OQ
    Maintenance Reduction Kit(+)
    CD/OQ
    (-)
    CD/OQ






    Engines


    Types
    • Mark I-V Starfighter Engine
    • Elite Engine (POB Only)
    Experimentation
    Note that Master Shipwrights start with a base of 15 experimentation points for this category.
    • UT/OQ
      • Armor Hitpoints, Hitpoints, Mass
    • CD/OQ
      • Energy Maintenance
    • OQ/CD/PE
      • Yaw, Pitch, Roll
    • OQ/PE
      • Speed



    Variants

    • Speed- Most all pilots will want Speed prioritized first, what comes after that is more preference
      • Agility - Pitch then Yaw if desiring a more zippy ship
      • Reactor Drain / Mass - If squeezing into a smaller ship - When using Engine Overload IV engine drain is multiplied by 10x so this can be a major factor

    Upgrades

    Engine UpgradesSpeedEnergy Maintenance
    Engine Limiter(-)
    OQ/CD
    (-)
    OQ/CD
    Engine Overdriver(+)
    OQ/CD
    (+)
    OQ/CD





    Reactors


    Types
    • Mark I-V Fusion Reactor
    • Elite Reactor (POB Only)
    • Gunship Reactor
    • Mining-Grade Reactor

    Experimentation
    Base experimentation points for Reactors is 10.
    • OQ/UT
      • Armor Hitpoints
    • OQ/CD
      • Energy Generation
    • UT/OQ
      • Mass, Hitpoints



    Variants
    • Generally want as high Energy Generation as possible, then the rest in Mass
    • Overloads greatly impact the amount of Reactor Generation needed to is important for this reason

    Upgrades

    Reactor UpgradesEnergy GenerationMass
    Reactor Limiter(-)
    OQ/PE
    (-)
    OQ/PE
    Reactor Overcharger(+)
    OQ/PE
    (+)
    OQ/PE





    Shields


    Types
    • Mark I-V Deflector Shield Generator
    • Elite Shields (POB Only)
    • Gunship Shields

    Experimentation
    Base experimentation points for Shields is 10.

    Note that during experimentation on Shield Hitpoints, when launching the ship the shields will equalize the front & back. For example, a 300pt front and 250pt back will launch into a 275pt on front & back.
    • UT/OQ
      • Armor Hitpoints, Hitpoint, Mass
    • OQ/CD/SR
      • Shield Back Hitpoints, Shield Front Hitpoints, Shield Recharge Rate
    • OQ/CD
      • Energy Maintenance



    Variants
    • PvE - Typically will want to optimize on Recharge Rate, then Shield Hitpoints
    • PvP - Typically will want to optimize on Front/Back Shield Hitpoints due to high damage by other players

    Upgrades


    Shield UpgradesFront Shield HitpointsBack Shield HitpointsRecharge RateEnergy Maintenance
    Shield Energy Saver Kit(-)
    OQ/UT
    (-)
    OQ/UT
    (-)
    OQ/UT
    Shield Intensifier(+)
    OQ/UT
    (+)
    OQ/UT
    (+)
    OQ/UT
    Shield Limiter(-)
    OQ/UT
    (-)
    OQ/UT
    (+)
    OQ/UT
    Shield Overcharger(+)
    OQ/UT
    (+)
    OQ/UT
    (-)
    OQ/UT






    Weapons

    • Blasters are effective against armor + shields
    • Disruptors are most effective against armor
    • Ion Cannons are most effective against shields

    Types
    • Tier 1
      • Light Blaster (Green, Red)
      • Light Disruptor
      • Light Ion Cannon
    • Tier 3
      • Mid-Grade Blaster (Green, Red)
      • Mid-Grade Disruptor
      • Mid-Grade Ion Cannon
    • Tier 5
      • Heavy Blaster (Green, Gred)
      • Heavy Disruptor
      • Heavy Ion Cannon
    • Tier 7
      • Advanced Blaster (Green, Red)
      • Advanced Disruptor
      • Advanced Ion Cannon
    • Tier 9
      • Experimental Blaster (Green, Red)
      • Experimental Disruptor
      • Experimental Ion Cannon
    • POB
      • Null Bolt Blaster (POB Only)
      • Elite Gauss Cannon (POB Only)
      • Elite Railgun (POB Only)

    Experimentation
    Base experimentation points for Weapons is 15.
    • OQ/PE
      • Max Damage, Min Damage, Firing Rate, Armor Effectiveness, Shield Effectiveness
    • UT/OQ
      • Armor Hitpoints, Hitpoints, Mass
    • OQ/CD
      • Energy Maintenance, Energy per Shot



    Variants
    • PvE / PvP - Typically highest damage to take out other players faster then Refire Rate
    • PvE Farming - Sometimes low energy per shot if trying to squeeze in 3-4 guns to keep shooting as long as possible

    Upgrades


    Weapons UpgradesMax DamageMin DamageFire RateEnergy per ShotVs ShieldsVs Armor
    Max Damage Intensifier+++---
    Min Damage Intensifier---+++
    Armor Effectiveness Intensifier---+++
    Shield Effectiveness Intensifier+++---
    Quick Shot Upgrade++++++
    Speed Limiter Upgrade------





    ORDINANCE


    Missile Launchers & Missile Packs


    Types

    Missile Launchers & Packs
    • Concussion Mark I-III
      • Highly effective versus shields only
    • Image-Rec I-II
      • Effective against shields & armor, advanced missiles that track longer
    • Proton Mark I-IV
      • Effective against shields & armor, lightweight with high ammo count
    • Seismic Mark I-III
      • Highly effective versus armor only
    • Spacebomb Mark I-II
      • Very high damage, low ammo, slow and easily countered, good against capital ships

    Experimentation
    Note that Master Shipwrights get a base of 15 experimentation points in this category.

    Launchers
    • UT/OQ
      • Armor Hitpoints, Hitpoints, Mass
    • Energy Maintenance
      • OQ/CD


    Missile Packs
    • OQ/PE
      • Quantity, Max Damage, Min Damage, Firing Rate, Armor Effectiveness, Shield Effectiveness




    Countermeasure Launchers & Packs


    Types

    Note that Chaff is the only countermeasure typically used as it appears just as effective as the other countermeasures.

    Launchers & Countermeasure Packs
    • Chaff
      • Counters proton & concussion missiles
    • Sensor Decoy
      • Slightly more effective than Chaff
    • Micro-Chaff
      • Moderately more effective than normal Chaff & Sensor Decoy
    • EM Emitter
      • Highly effective, pulse that disrupts missile sub-system
    • IFF Confuser
      • Very effective, launches device which confuses enemy ships

    Experimentation
    Note that Master Shipwright starts with 15 experimentation points as a base.

    • UT /OQ
      • Armor Hitpoints, Hitpoints, Mass
    • OQ/CD
      • Energy Maintenance
    Launchers:


    • CD/OQ
      • Ammunition Quantity
      • Maximum & Minimum Effectiveness
      • Fire Rate

    Countermeasure Packs:






    MINING EQUIPMENT



    Tractor Beams

    • Tractor Beam

    Mining Lasers

    • Elite Mining Laser (Y8 Only)
    • Mark I-III Mining Laser

    Cargo Holds


    Types
    • Starfighter - Small, Medium, Large, Huge
    • POB Only - Small, Medium, Large, Huge
    • Y-8 Only - Small, Medium, Large

    Asteroid Mining


    Many components schematics, especially POB ones, will require Asteroid resource.

    A regular Starfighter can mine Asteroids with a Mining Laser, but cannot hold a large quantity of resource. The Jedi Starfighter or other fast and nimble ships with multiple gun slots are recommended.

    The Y-8 Mining Vessel is also another option for Ace Pilots. You can acquire a deed for the ship by completing the Corellian Engineering Corporation questline.


    Tricks

    • Shoot the asteroid and break off a chunk
    • Hit /examine to see the condition of the Asteroid
    • If no chunks come off, you may need to destroy the Asteroid. When it gets to 0/0 a new one will respawn
    • If the condition of the Asteroid is not lowering, it may be bugged and you should find a new one
    • Y-8 loadouts are notoriously quirky. Use the POB Loadout list below to make sure you have appropriate parts
    To best utilize the Y-8
    • Place Tractor Beams in the turrets and a Mining Laser in the pilot gun slot
    • Go into each turret and aim toward the front of the ship
    • While holding the fire button exit using 'L'
    • Do this for each turret with a tractor beam
    • Once back in the Pilot seat, the Tractor Beams will not appear to be on, but they are

    Asteroid Types & Locations


    Asteroid Types Organized by Asteroid:
    • Acid: Dantooine System x2
    • Carbonaceous: Naboo System x2
    • Crystal: Dathomir System x3
    • Cyanomethanic: Yavin System x3
    • Diamond: Kessel System x3 - Doesn't show in datapad.
    • Ice: Endor System x3
    • Iron: Corellian System x1, Tatoo System x5
    • Methane: Dantooine System x2, Kashyyyk System
    • Obsidian: Karthakk System (Lok) x3
    • Organometallic: Karthakk System (Lok) x2, Kashyyyk System
    • Petrochemical: Yavin System x2
    • Silicaceous: Corellian System x4
    • Sulfuric: Naboo System x3
    Asteroid Types Organized by Planet:
    • Corellian: Iron 1x, Silicaceous x4
    • Endor: Ice 3x
    • Dantooine: Acid 2x, Methane 2x
    • Dathomir: Crystal 3x,
    • Karthakk (Lok): Organometallic 2x, Obsidian 3x
    • Kashyyyk: Methane, Organometallic
    • Kessel: Diamond 3x
    • Naboo: Sulfuric 3x, Carbonaceous 2x
    • Tatoo: 5x Iron
    • Yavin: Cyanomethanic 3x, Petrochemical 2x





    POB LOADOUTS


    Gunships Components

    • Reactor - Gunship Reactor
    • Engine - Elite Engine (POB Ship Only)
    • Shield - Gunship Shields
    • Armor - Any
    • Capacitor - Gunship Capacitor
    • Booster - Elite Booster (POB Only)
    • Droid Interface - Any
    • Cargo Hold - Large Cargo Hold (POB Only)
    • Weapons - Any
    • Ordnance - Any
    • Countermeasure - Any
    • Droid/Flight Computer - Any

    Y-8 Components

    • Reactor - Mining-Grade Reactor
    • Engine - Elite Engine (POB Ship Only)
    • Shield - Elite Shields (POB Ships Only)
    • Armor - Elite Armor (POB Only)
    • Capacitor - Mining-Grade Capacitor
    • Booster - Any
    • Droid Interface - Any
    • Cargo Hold - Large Cargo Hold (Y-8 Class)
    • Weapons - Mining Laser (Elite or other)
    • Weapons - Tractor Beam
    • Ordnance - Any
    • Countermeasure - Any
    • Droid/Flight Computer - Any



    ADVANCED TECHNIQUES


    Crafting Suit(s)

    For Shipwright there are 7 different experimentation bonuses to be gain the additional two experimentation points in each category.
    • Shipwright - Advanced Component Assembly (Cargo Holds, Droid Interfaces, Capacitors)
    • Shipwright - Boosters
    • Shipwright - Chassis (Armor also)
    • Shipwright - Engines
    • Shipwright - Power Systems (Reactors)
    • Shipwright - Shields
    • Shipwright - Weapon Systems (Projectile, Missile, Countermeasure)
    • RE Chance - Need +10 to get a 1% bonus to Reverse Engineering space parts (on top of the level bonus)

    Component Variants

    As briefly discussed in each category above, there are a wide variety of different component focus areas. Each ship and player may have their individual preferences.
    • Mass - In general, players are trying to squeeze in the best parts into the smallest amount of mass so this can be a very important experimentation area. Engine, Shields, Guns, and then Booster will likely be the parts that have the most overall impact
    • Reactor Drain - Weapons and Engines have 5x and 10x to Reactor Drain when using Overload IV so can be a focus area for these parts
    • POB's - They have plenty of mass so likely want to deck it out with maximum stats

    Helper Monkey Necklace


    Advanced Schematics


    Tier Vendors - make it easy!

    Ship components can be confusing for new players - give them a hand by separating out vendors into different pilot tiers!




    REVERSE ENGINEERING (SPACE)


    Space Reverse Engineering consists of taking multiple looted ship components, taking the best stats of those components, and combining them into a single superior components by using a Component Analysis Tool.

    Here are the basics:
    • Components must be all the same item type - for example all Boosters or all Armor Panels, etc
    • The RE level of the parts must all match. Pilot cert level does not matter
    • The number of components must equal to the RE level of them - for example you need 3 x RE Level 3 Engines or 6 x RE Level 6 Boosters
    • +10 RE Chance is needed to get the extra 1% bonus
    • The first component determines any visible characterstics of the product(item icon, beam type, beam color, etc)
    Reverse engineering is one of the key skills Shipwrights have to allow creation of items that are better than crafted ones. There is a significant portion of luck involved with looting a high quality component and can often trade with others to complete your superior part.

    To find out more, visit the R3 Wiki:
    Reverse Engineer


    RE versus Crafted Components


    Although the stats are not entirely accurate, this chart generally shows which end-game RE parts will be superior to crafted components.






    -SoloWest, July 2022
    -Grogar, March 2022







    ARCHIVE

    (Grogar)
    Chassis Blueprints:

    General Notes:

    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 ;)


    The Profession:
    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.

    Grinding
    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.

    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.

    The Basics:
    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.

    Weight: 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.

    Power/Energy: 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: 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.


    Reverse Engineering
    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 loot.

    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.