Introduction

Hello and welcome to the Armoursmith Guide! This guide has been created to aid those new to the profession, and to give experienced armoursmiths a piece of reference material.

Please note that this section is only the Armoursmith section, the Weaponsmith guide will be completed soon and added to this document.

Enjoy!

Section 1 - Introduction to Armoursmithing

Section 2 – What the Stats mean

Section 3 - Creating Segments

Section 4 - Creating Cores

Section 5 - Creating the final appearance

Section 6 - Advanced crafting, introducing Layering

 

Section 1

Welcome to the Armoursmithing profession! Thanks for choosing one of the most in-depth and rewarding crafting profession in Star Wars Galaxies. There are a few things that you should know before reading this guide, and these are listed below.

First off, a common misconception is that certain armour appearances are better than others. This is false, as the appearance is just that, an appearance. The stats on a crafted piece of armour are determined entirely by the cores put into them. The only difference between appearances is their armour types. These types are:

Assault – Is better at protecting against kinetic damage, a “capped” set of Assault armour has 7000 points of kinetic protection, 5000 points of energy protection and 6000 points of special protection.

Battle – Is an all round protection suit. A “capped” set of Battle armour has 6000 points to kinetic, energy and special protections.

Reconnaissance – Is better at protecting against energy damage. A “capped” set of Recon armour has 7000 points of protection to energy, 5000 points to kinetic and 6000 to special protection.

There are many stats on resources, The stats that AS’s use are Overall Quality, and Shock Resistance. a 50-50% is applied when crafting, so each stat is just as important as the other, I.E, a resources with OQ 1000 but with an SR of 300 is not useful to an AS, but a resource with 700 to each is far more useful. There are gates on several resources, all of which are listed, along with almost all current and old spawns on all servers, on www.swgcraft.com

Section 2

But what do the above stats mean? Which is best suited for me? What these stats actually mean are as follows:

Kinetic – Protects against the Kinetic damage type of weapons. Weapons that deliver Kinetic damage are projectile weapons, or most melee weapons.

Energy – Protects against the Energy damage type of weapons. Weapons that deliver Energy damage are the majority of blasters, and Lightsabers.

Special – Special Protections are what protect the wearer from elemental damage. Elemental damage is delivered by many weapons throughout the galaxy, some more than others.

 

Section 3

 

Now that you know what the stats you will be making mean, it’s time to get started! The first thing you will need to do is acquire a Wearables Factory from a Structures trader. This will allow you to make identical segments and cores, which are required for armoursmithing.

Now you need to make Armour Segments. These are the first of 3 steps involved in making a final armour piece. They come in 3 varieties, Assault Segments, Battle Segments, and Reconnaissance Segments.

Assault Segments require:

1.10 units of Steel
2.5 units of Iron
3.15 units of Polymer
4.5 units of Scaley Hide
5.(Optional) 4 Armour Layers
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

 

Battle Segments require:

1.10 units of Steel
2.5 units of Aluminium
3.15 units of Polymer
4.5 units of Wooly Hide
5.(Optional) 4 Armour Layers
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Reconnaissance Segments require:

1.10 units of Steel
2.5 units of Copper3.15 units of Polymer4.5 units of Leathery Hide5.(Optional) 4 Armour Layers
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

R.I.S Segments require:
 - 75 units of Titanium Aluminium
 - 75 units of Chanlon Intrusive Ore
 - 50 units of Rori Fiberplast
 - 1 Woolamander Harrower Bone Fragment
 - 1 Gurk King Hide
 - 1 Giant Dune Kimogila Scale
 - (Optional) 4 Armour Layers

*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.


After you have put in all the resources for your segment, you need to experiment on the segment. This increases the effectiveness of the segment dramatically, and is required to create “capped” segments, which allows “capped” armour cores, which in turn, allows the creation of “capped” armour. To tell if the segment is “capped”, it must be experimented to equal or exceed 90%. When experimenting, use Bespin Port, created by your friendly neighbourhood domestics trader, as this increases your chance of getting a good experimentation.

Fill up the experimentation bar, with as many points as you can before hitting experiment, as each drink of Bespin Port only affects 1 experimentation run. It is wise to experiment all of your points, even if you have reached 93%, to make the crafting of your cores easier. Once you have finished the experimentation, create a manufacturing schematic, to allow you to make a factory crate of segments, which is required in the crafting of any advanced armour core.

*note* R.I.S Segments are special in the sense that they do not need to be mass produced, they can not be created in a factory, as each stack of looted components have different serial numbers. R.I.S Segments are not used in the creation of any core; they are instead used as a replacement to Reinforced Fiber Panels, and can only be used in the creation of R.I.S Armour. Each piece of R.I.S armour requires 1 R.I.S Armour segment.

 

Section 4

Now that you have a crate of armour segments, you are ready to create armour cores. The process is similar to creating segments, except you require a lot more named resource types. The types and resource requirements of each armour core is listed below.

Basic Cores – Granted  at level 18

Basic Assault Core:

1.15 units of hide
2.30 units of Fiberplast
3.30 units of Metal
4.25 units of Gemstone
5.1 Assault Armour Segment
6.(Optional) 1 Armour Core Enhancement
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Basic Battle Core:

1.15 units of Hide
2.30 units of Fiberplast
3.30 units of Metal
4.25 units of Gemstone
5.1 Battle Armour Segment
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Basic Reconnaissance Core:

1.15 units of Hide
2.30 units of Fiberplast
3.30 units of Metal
4.25 units of Gemstone
5.1 Reconnaissance Armour Segment
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

 

Standard Cores – Granted between levels 34 and 66 (Reconnaissance – 34, Battle – 50, Assault – 66)

Standard Assault Core:

1.17 units of Wooly Hide
2.35 units of Dathomirian Fiberplast
3.35 units of Intrusive Ore
4.30 units of Iron
5.30 units of Copper
6.25 units of Amorphous Gemstone
7.2 Identical Assault Armour Segments
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Standard Battle Core:

1.17 units of Bristley Hide
2.35 units of Corellian Fiberplast
3.35 units of Extrusive Ore
4.30 units of Aluminium
5.30 units of Copper
6.25 units of Amorphous Gemstone
7.2 Identical Battle Armour Segments
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

 

Standard Reconnaissance Core:

1.17 units of Leathery Hide
2.35 units of Nabooian Fiberplast
3.35 units of Polymer
4.30 units of Steel
5.30 units of Aluminium
6.25 units of Crystalline Gemstone
7.2 Identical Reconnaissance Armour Segments
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Advanced Cores – Granted between levels 82 and 86 (Reconnaissance – 82, Battle and Assault – 86)

Advanced Assault Core:

1.22 units of Dantooine Wooly Hide
2.45 units of Dathomirian Fiberplast
3.45 units of Intrusive Ore
4.40 units of Kammris Iron
5.40 units of Mythra Copper
6.35 units of Amorphous Gemstone
7.3 Identical Assault Armour Segments
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Advanced Battle Core:

1.22 units of Nabooian Bristley Hide
2.45 units of Corellian Fiberplast
3.45 units of Extrusive Ore
4.40 units of Phrik Aluminium
5.40 units of Beyrllius Copper
6.35 units of Amorphous Gemstone
7.3 Identical Battle Armour Segments
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Advanced Reconnaissance Core:

1.22 units of Lokian Leather Hide
2.45 units of Nabooian Fiberplast
3.45 units of Polymer
4.40 units of Carbonite Steel
5.40 units of Link-Steel Aluminium
6.35 units of Crystalline Gemstone
7.3 Identical Reconnaissance Armour Segments
*note* There is an extra slot for an enhancement, but current systems mean that this enhancement affects nothing.

Remember, before creating the manufacturing schematic, experiment on the core. Do this the same way as you experiment on segments, with the 93% rule applied.

 

Section 5

Now it’s time to create the final piece of armour! There are a few things that you will need, including some resources and some factory crates of cheap items you can obtain from the bazaar, or again, from a local tailor. Each piece of armour has a different colour pallet, but they usually contain several different shades of each colour.


An example of a Colour Pallet

Section 6

There are several more elements of crafting armour. These elements include the option of adding layers to your armour segments. Layers do not add any points to the layers, rather they shift the points around, taking points from one area and adding them to another. The layers and what they do are listed below:

Primus – Adds to Kinetic and Energy defences, taking points from Acid, Electricity and Heat defences.

Secundas – Adds to Heat and Cold defences, taking points from Acid, Energy and Electricity defences.

Tertius – Adds to Acid and Electricity defences, taking points from Heat, Cold, and Kinetic defences.

These are the three special layers as they add to 2 resists, whereas the next set simply adds points to 1 area, without removing from anywhere.

Acid – Adds to Acid defences
Cold – Adds to Cold defences
Electrical – Adds to Electric defences
Energy – Adds to Energy defences
Heat – Adds to Heat defences
Kinetic – Adds to Kinetic defences

The resources required for the three advanced layers can be quite difficult to come by, but fully capped layers are not necessary, in fact, sometimes customers prefer non-capped layers, as capped layers may shift too many points.

 

Factional Armour

Many armoursmiths like to add to their range of appearances, and as such they join a faction, and begin to craft factional armour. Factional armour schematics are acquired from Factional Recruiters, and you can obtain them at the first rank. They are a limited use schematic, and as such after 10 crafts, will be destroyed, meaning you have to purchase another schematic from the recruiter. You must be a member of a faction to buy that faction’s schematic, but upon switching factions the schematic will remain in your datapad, until it is used up. Each faction has 3 sets of armour, Assault, Battle, and Reconnaissance.

R.I.S Armour

R.I.S Armour is not a granted schematic. It is acquired by completing a quest. Once you have completed this quest, you will receive a permanent set of schematics to make a suit of R.I.S Armour, along with the schematic to make an R.I.S Armour Segment, a required item for ever piece of R.I.S Armour.