Beginner's Guide For Traders
By Zimoon


Beginner's Guide for Traders

This guide introduces you to crafting in Star Wars Galaxies (SWG), a game that presents you with artisan classes which come second to no other popular RPG/MMO. The crafting system in SWG is way more sophisticated, challenging, and knowledge-based than any competitor wannabe; however, not all crafting is that deep nor does it require mind-boggling preparations to be profitable. Thus, crafting and/or merchandise never becomes boring, you simply select just what makes your day.

Newcomers, please listen to some sincere words:
  • As a novice, do not fool yourself into speed grinding; in the end of the day you will just lack...
    • a supply of quality resources,
    • a supply of rare resource classes,
    • good equipment, and,
    • knowledge
    ... pretty much in that order.
  • Always remember the stickied threads and FAQs at the forums: browse first, then ask.
Even if it may take you some time until you truly master your Master you will get there sooner than later.

The four Trader professions share all of the basics.
This guide does address common topics, profession-specific guides elsewhere.
Chapters present basic information first, then deeper facts and explanations.

Default Values: all numbers of this guide are the baseline values; most of them are possible to improve with the help of Expertise, Entertainer buffs, etc.

Profession Choice: because of the current state of leveling a trader we often suggest newcomers to begin as a Structure Trader (Architect) because it is by far the quickest profession to level up and already from day one you can usually sell what you craft from any bulk resources; however, Architect is also a resource hungry profession. While leveling, watch out for and harvest the good and the rare resources that are used by the profession of your heart. Once you reach Master you can respec to any other trader profession with retained mastership, see the FAQ.

Bugs: all games have bugs, so also SWG; those that may affect novice Traders are mentioned in this guide, watch out and search for "attention" and "bug".

Have fun

  1. This prolog
  2. The Start --- Tansarii Point Station
  3. Beginner's Equipment
  4. Gendra's Quests
  5. On Your Own
  6. Resources
  7. Harvesting
  8. Power Crafting
  9. Manufacturing
  10. Vendors & Merchandise
  11. Tips --- FAQ --- Misc
  12. Entertainer Inspiration Buffs
  13. Expertise
Web masters: I only maintain/update this one guide. Hence, do not copy or re-post this guide without my explicit approval, not in part nor in full; but feel free to link to this site, to this guide, or to its chapters.

Disclaimer: corrections, suggestions, improvements, links to other sites, and feedback of any kind is always welcomed, always!!!

2 - The Start --- Tansarii Point Station

The tutorial takes you to Tansarii Point Station* which is a space station at an "unknown location". The Trader tutorial is quick and gives decent XP, useful rewards, and the initial know-how.

TO DO ... before leaving Tansarii
  • Earn some Credits
    Do the quests that Inaldra's Lieutenant hands out; all of these combat quests are doable also by a Trader and usually yield good money.
  • Get a Better Blaster
    The Imperial/Rebel quests grant you a pistol that is awesome for its level --- go for it! The quests do not align you with any faction; the Imperial quest is easy but less paid; the Rebel is harder and better paid.
  • Become Pilot --- Get a Space Ship
    For the Pilot license and a basic space ship you just have to finish one space quest. Ask Inaldra's Lieutenant for a pilot job, set out on a 3-minute roundabout to Gamma Station without landing nor combat, and once you are back report to Serissu. --- A space ship also enables you to travel between starports all over the galaxy, without buying tickets.
  • Earn the Pilot Badge
    Badge collectors must not miss this badge that is available just at Tansarii. Continue doing all possible piloting jobs and the unique badge Hero of Tansarii Point Station is yours. This is not an easy quest line but it sure is educational, indeed it is.
  • Complete the Dust Durni Collection
    The Dust Durni collection is found at two locations, at Tansarii and at Nova Orion Station. It rewards you with a decorative Feather Duster and a medium amount of XP which equals about one level.

Station Activities

The crafting quests are easy, just listen to C-3PO and study your Quest Journal. You are handed everything you need for the quests and you are allowed to keep everything you craft.

Double click the crafting tool in your inventory:
  1. Select a schematic.
  2. Select resources and components --- drag one at a time onto a suitable slot.
  3. Accept at the status window that reads the outcome.
  4. Select an action at the option dialog --- for now you must select Create Prototype.
  5. Customize the item (optional).
Resources are sold by the resource broker; the price for a tiny crate of 40 units is 100 credits (2.5 credits per unit (CPU)) and you cannot inspect their quality before the deal. It is your call but once at Tatooine you can hunt and harvest creatures, and you can survey and sample everything else you need. Or join a friendly guild with traders and they will help you, this is an on-line RPG/MMO after all.

Hunt and harvest already at Tansarii; once a creature is downed you target the corpse and at the chat-bar you type the command /harvest meat or /harvest hide, you do not need bones. Of course you do not want to type these command every time so use the up arrow to scroll the chat history, or rather create a macro, or an alias, for the task; it is way way slower to use the radial menu.

Loot all corpses; most defeated MOBs yield loot and/or credits (auto-loot is enabled by default, in Options >> Misc). Much of the junk is useful in Reverse Engineering. Or simply sell the stuff to a Junk Dealer to make yourself some credits ... soon you will need lots of credits.

With some ruse and stratagem you can complete all of the quests you find. Already at level 5 or 6 you are tough enough to survive if you just avoid the heavier fights; use the overhead map and look ahead for silent corners where you can heal up after an incap, and always make plans for being incapped. Those fights that you really must take on, be patient and use the right moment, then concentrate on the intended target no matter what the others do to you.

Eventually, after you have helped Han Solo to repair the Millennium Falcon he is willing to take you to Mos Eisley at Tatooine. If you accept that trip, for this character there is no return to Tansarii Point Station ... ever.

* The tutorial is optional if you already have other characters on the account. If you have never played a Trader before I suggest you do it anyway; it always yields you some credits and it is easy leveling.

3 - Beginner's Equipment

Dumped just outside the Mos Eisley Starport there are lots of activity; recruiters, barkers, adventurers, etc., ... but you wonder about where to begin. This chapter gets you going and it describes a Trader's basic toolbox.

Before you go to Gendra, the Trader instructor, there is another guy who pays a decent wage and he lets you keep the tools you craft for him. Hence, begin with Alduq who stands just a few meters at your south-west.

Quest: Craft Surveying Devices for Alduq Besene (WP: 3513 -4814)
Reward: 2000 credits
Shopping list for this quest: 167 Metal

Any Metal is fine for survey devices; their schematics call for Metal and Mineral but because Metal is a subclass of Mineral... . These schematics also calls for Conductivity (CD for short) but that text is obsolete and any value works just fine.

Double-click the Mineral Survey Device from Tansarii Point Station and find the Metal category. Select a metal and survey, one after another; continue until you find one with great concentration. Next, move towards its waypoint and survey again for that resource; rinse and repeat until you find the concentration peak. Sample until you have gathered 167 units. If the peak is not good enough you may want to start over with some other metal or you just stay and sample but at a lower rate.

Craft a set of survey devices, one of each kind. Go back and report to Alduq Besene and get the monetary reward but keep the devices for future use. Done!

Survey Devices

As you progress* and earn Surveying skill you'd better adjust the range of the device at its radial menu. This improves the device so it scans a wider radius; maximum is 320 meters.

For the planet you are at the survey device displays all available resources; all of them are always listed by names at the right-hand section. If a resource is listed in the device it must be found somewhere at that planet.

The device map displays any concentration that is better than 10%, otherwise move away a distance and try again. You can survey while traveling, on foot or riding your vehicle or pet, but not over water.

Most resources are found with concentration peaks much higher than 50%. However, some resources are seldom found plentiful; for example Ore is rarely found as high as 70% --- see Condensed: Lunariel's Guide on Resource Shifts and more.

The device frequently "detects a better concentration" and alerts you about that with a dialog. This stops all sampling until you respond, either by clicking a button or by a sampling macro.

See chapter 6 regarding surveying/sampling and the comment on The High Quality Resource Collection .

Tip 1: open your Inventory and drag the icons of the survey devices onto your toolbar to provide easy access to them.

Tip 2: create a simple survey macro; open the Command Browser >> Macros >> Create; name it my_survey, select any fancy icon, add the following to the input area, and verify spelling and semi colons:

CODE: Select all

/pause 8;
/macro my_survey;
With this macro you auto-survey while traveling the planet; adjust the timing so the macro is not too fast. Stop it with the /dump command.

Tip 3: for sampling macro, see Beginner's Tips and Hints Compiled

Crafting Tools

Crafting tools have an Efficiency rating in the interval -15.00 to +15.00; the rating affects the chance for a better outcome.

Each schematic has an individual Complexity and for the higher complexities you must use specialized crafting tools and crafting stations --- stations are described in chapter 8.

Complexity vs. Equipment:

CODE: Select all

 1  - 15 General Crafting Tool
16 - 20 Specialized Crafting Tool
21 - 25 Specialized Crafting Tool + Public Crafting Station
26 -    Specialized Crafting Tool + Private Crafting Station
Specialized crafting tools: Armor and Clothing; Food and Chemical; Starship; Structure and Furniture; and Weapon, Droid and General (WDG); these are sometimes called elite crafting tools.

Specialized crafting tools together with crafting stations must match, they must be of the same kind.

Only specialized crafting tools enable you to experiment on an item's quality, and to create manufacture schematics (chapter 9).

See Misc, Hints, Tips, and FAQ on how to create rate 15.00 crafting tools.

* The Profession progress window is opened at the round, orange button in the lower right corner of SWG's game window, or press the Esc key at your keyboard.

4 - Gendra's Quests

Find Gendra at the waypoint you have, he is the contact person for Traders and Entertainers.

First of all, ask him for a vehicle. This is not the fastest speeder but it saves you time and sore feet while traveling around, and soon you will travel a lot while surveying for the best concentration of different resources.

To earn some credits and learn about Mos Eisley you ask Gendra about "general information" and he will send you to Trehla who knows it all. Regarding credits, remember that the Trader profession is the only profession with quite a credit sinks even before you have an income, so any credits are welcomed.

Next, Gendra's quests are straight forward and give good XP for the work. However, the income is lousy, especially if you consider that you either must buy the resources or you must spend quite some time to sample and/or hunt them.

To complete these quests you drag-and-drop the crafted items from your inventory onto the specified person; you are not allowed to keep these items.

Quest: Craft 5 Meat Jerky for Gendra
Reward: 400 XP and 100 credits *

Quest: Craft 7 Small Glasses for Lurval
Reward: 590 XP and 100 credits

Quest: Craft 10 Spiced Tea for Muna Skish
Reward: 780 XP and 300 credits

Shopping list for all the 3 quests:
50 units of Meat
25 units of Hide
170 units of Gemstone
50 units of Water
20 units of Organic (surplus Meat or Hide is okay)

* The mentioned XP is exclusive the XP from crafting the requested items.

Once Gendra has no more work for you then you are at your own. At the present time there are no more Trader quests (Gendra's quests are repeatable but hardly too fun).

5 - On Your Own

This chapter suggests a few hints to get you going; remember though, the number of ways to play SWG is indefinite so other guys suggest differently.

A new Trader often has no credits, no big stock of resources, and no set plan. Furthermore, to rub salt to the wounds, there is quite some time until a novice learns the more worthwhile schematics. In spite of that I repeat myself: do not fool yourself into speed-grinding ... you will just end up the poorer, with less resources, and without a clue about just anything ... and at that point several players before you have quit their Trader in frustration and despair. Hence, just relax and take it easy, survey and harvest, read this guide and learn as you go; after rain comes sunshine and plenty of fun.

Earn Some Credits

Earn pocket money from doing missions from Artisan Mission Terminals or Delivery missions from Mission Terminals; or try your Trader's limited combat abilities by taking other kinds of missions.

Always take two missions at a time to speed up the income. Then take the missions so direction and distance are about the same because this usually gives the same destination.

Delivery missions begin at an NPC who gives you a task, then you travel to the target NPC, deliver the parcel and get your income.

Crafting missions is the same thing but just that the first NPC loads a temporary schematic to your crafting tool and gives you a few items. Assemble the stuff to get some Crafting XP and deliver the crafted item to get your income.

Surveying missions: find out which resources that spawn with concentrations better than 50% near an Artisan Mission terminal. Then shuttle to another location with an Artisan Mission terminal that is at least 1500 meters away and do the same thing. Take missions for the proper resource types and begin to shuttle back and forth taking two missions each leg. Stop it before you turn insane ;)

In my humble opinion the missions from Artisan Terminals are too lame. From crafting missions you just get some sorry XP and paltry pocket money. From surveying missions you get zero XP but somewhat more credits.

Sell resources --- all industrial structures require power to operate and Beast Masters (BM) want Geothermal Energy for their incubators, so why not try these? Obtain one or several deeds for some kind of Generators or Geothermal Power Generators; the higher Base Extraction Rate the better (10/15/19 is max for Generators and 15 is max for Geothermal). Use a survey device to find a good spot at the countryside and put down the harvesters.

Energy with high PE (Potential Energy) is better, but for BM highest possible OQ (Overall Quality) is important.

A few days after you started the harvesters, visit them and collect crates of resources from their output hoppers; open the hoppers at the Operate Machinery window.

Crap quality mineral also sell well. For all other resource classes it is a lot trickier to know exactly what is good and what is in demand; see chapter "Power Crafting" to realize why.

Pricing: browse the Bazaar and Vendor-Location galaxy-wide to get an overview of resource prices at your galaxy. All the stuff you can sell, put it up for Instant sale, not Auction.

Resources with crappy stats are generally sold for about 2 CPU as bulk resources; in fact, numerous items are made by cheap bulk resources. A n00b's mistake is to charge 5 CPU or more for resources, perhaps one stat is over 900 but one that is never ever asked for. Only good quality is sold for those prices or higher, and then only if the resource class as such is useful and only if at least two required stats are close to their caps --- creature resources are somewhat different because they are hunted and harvested by hand but also here the best quality are the priciest.

Resource brokers --- they know exactly which resource classes that are called for and also which stats that must be top-notch and their upper caps. This is invaluable knowledge that is learned over time -- use this site and SWGAide as your helpers. Survey for new resources every day and when a brilliant resource spawns you put down all harvesters you can bring together. Your knowledge and your constant effort will pay off over time and once you have become known and famous your fortune is made.
Put down a Harvester

How to put down a deed is identical for all structure deeds but here we focus on harvesters.

First of all, go and get a buff named Entertainer --- Harvest Faire which improves the yield from harvesters, max bonus is 5%. The buff must be active when you put down the harvesters but it sticks on them until they are re-deed.

While not in a city, double click the deed in your inventory and a special, colored terrain map displays. Yellow ground denotes unbuildable land, which is caused by obstacles such as structures, rough or slanted terrain, creature lairs, etc. Lairs are destroyed by yourself or by fellow combateers, but the other obstacles block you.

Move around the "structure" and see how its footprint switches between green and red, possible or impossible to place the structure because of obstacles and terrain. Remember to rotate the structure to see if it helps.

A mouse right-click rotates the structure, a left-click puts it down if possible (careful now, there is a fee to re-deed the structure), and the keyboard's Escape key exits this special map.

Target the harvester and use the radial menu; add maintenance and power for some days (power harvesters need no power). Open the Operate Machinery window, select a resource, and start the harvester; now it operates also when you are not in game. Remember that if the maintenance runs out the harvester begins malfunctioning and it blows up within a few days and is forever destroyed.

Destroy / Re-deed: an option at the radial menu is to Destroy the structure. If all values at the next screen are green it means that the remaining maintenance covers the re-deed fee and if you continue you get back the deed into your inventory. Otherwise, if a value is red the structure is in fact destroyed; if necessary you close the dialog, add enough maintenance, and try again.
Craft for sale: depending on profession it is more or less easy/hard to sell stuff at the Bazaar with a profit --- give it a try though! Structure Traders can easily sell the house types they learned most recently, the other professions are more up to fortune until the better schematics are learned. Chefs can sell pet food, Droid Engineers sell vehicles, Weapon-smiths sell weapons for low-level combatants, etc.

Earn Some Credits No. 2 (by Yulof)

Earn credits easily while still playing the game ... as Pilot. Neutral Pilots fly in space unhindered by factional forces; pick one of the Pilot lines that you prefer; RSF is the fastest and easiest to get you to Master Pilot. Begin doing missions for the space trainers and you will earn skills and credits quickly --- instructors and classes are found at The Pilot's Academy.

Sell your looted, excess ship parts to the Chassis Dealers at the space ports. However, before you sell them, make sure you cannot make good use of them. You may upgrade your ship with looted parts. If you are a Structure Trader you can re-engineer parts or you stash the best parts for later use; see Tiny SW Guide To Reverse Engineering.

If you get together a space ship for mining space resources off of asteroids you can sell crates of these resources for the millions, or more. Yes, they are harder to gather and some useful but hard-to-mine space resource classes sell for astronomical prices ... just remember to browse the resource market for the price level.

Crafting for XP

Remember to
  1. obtain the two Entertainer buffs named "Flush with Success" and "Crafter Assembly"; remember to tip him/her, for a novice any tip better than 5,000 credits is not embarrassing, skilled Traders add another zero or so
  2. set your crafting tool in Practice mode; this mode gives a bonus but it does not produce an item though it consumes the resources; this option is found at the lower left corner of the final crafting window
Practicing mode gives 5% more XP and the two Entertainer buffs gives another 20% --- Entertainer Inspiration Buffs.

XP from Collections:

Not far from Gendra is a collection starter point; find "A Collector" (3265 -4818) and begin a small collection hunt in 3 parts; all three parts involve some killing but once you have finished the quests for Gendra all targets should con blue or lower to you. Be careful though, some of the targets group aggro, i.e. your target's nearby buddies may attack you.

Important: this initial collection grants access to other collections which this Collector ad those at other planets hand out; thence you'd better complete this introduction right away. Your Trader earn General XP from some of these initial tasks (some just give Combat XP) and eventually the title "Novice Collector".

Also see the comment on The High Quality Resource Collection in chapter 6 regarding the two sampling collections that give Crafting XP plus really nice rewards.

Other collections give good General XP but some cannot be fully completed by a low-level Trader. This actually works to your advantage because the amount of XP is always based on the current level of the character, thence many players wait and finish these collections when the character is around level 85, a time when it also takes quite the more XP to level up (you may begin them but wait with just the final part). See Senator Onyx' brilliant Helpful Collections for Traders and Angabar's How Collections and Traders get along.

6 - Resources

Resources are the be-all and end-all for Traders in SWG, hence this chapter explains resource classes, resource stats, quality versus bulk, and more. To have or not to have the required resource classes in stock makes the difference between possible and impossible; their quality determines success or failure. Let's start with the foundation.

Resource Classes

Resources are organized in classes, such as Inorganic and Organic. These are further split into subclasses, and so forth. Altogether this forms the tree-like view that is seen at the survey device where you can fold and unfold resource classes; see resource tree and resourcetree.xml or the Resource Info section of SWGAide.

Only resources of the most specific resource classes do spawn in the worlds so that they are possible to harvest. The higher up the tree the more generic are the classes, but many schematics just call for generic resource classes, such as for your survey devices.

A bottom-up example: a resource that spawns is a Desh Copper which is a subclass of Copper, a subclass of Non-Ferrous Metal, a subclass of Metal, a subclass of Mineral which finally is a subclass of Inorganic.

A top-down example: Organic is the parent class for Creature Resources which is the parent class for Creature Structural, the parent for Hide, the parent for Wooly Hide, the parent for Tatooine Wooly Hide which can be harvested off of Banthas.

A whopping 816 different resource classes exist in SWG, including the generic classes. Many schematics are really, really picky about which classes they call for, hence, always remember that a schematic is king and it sets the rules.

Different resource classes have different kinds of stats. For example Milk has Flavor (FL) which Copper does not. On the other hand, Milk does not have Conductivity (CD), a property that Copper has and potentially a Copper has much better CD values than most other Minerals.

Resource Spawns

Type Name --- each new resource is assigned a unique type name which is forever unique at that galaxy.

The lifetime of a resource is random but within a fixed range:

CODE: Select all

   6 - 11 days for all Inorganic (except JTL resources)
   6 - 22 days for all Organic
  13 - 22 days for all JTL resources
Resources spawn and deplete all the time and there is no pattern for dates and times; see Condensed Lunariel's Guide.

For the planet you are at the survey device displays all available resources; all of them are always listed by name at the right-hand section. If a resource is listed in the device it must be found somewhere at that planet.

Distribution over planet is at random: at a planet there are a random number of concentration peaks, each with a random maximum. This makes it for plenty of nice surveying tours! This also applies to creature resources, the yield is different at different areas of the planet but never zero; this "concentration" also change once in a while.

Inorganic classes are limited so a that just a low number of classes are represented at the galaxy at any given time: The selection is semi-randomly determined, some classes spawn less often than others which makes some classes somewhat rare; more on this topic is read in Lunariel's guide.

Organic classes always have one of each class available, no more than one and no less --- this also applies to Fiberplast. These resource classes are considered mandatory; however, at some planets no creatures exist from which to harvest some of the classes.

Planetary resource classes have names such as Tatooinian Fiberplast or Corellian Fruit. However, Kashyyyk and Mustafar are expansion planets, not core planets, and only a small set of planetary resource classes spawn there.

Non-planetary classes spawn at one or several random planets; no pattern exists for how many or at which planets these classes may spawn. However, JTL resources spawn at just one planet, randomly chosen when one spawns.

Space resources are special because they have fix values for the stats and they have generic names that never change. In this respect they are very similar to recycled resources.

Resource Depletion

Once a particular resource has depleted it will never ever spawn again; other resources of that class will spawn eventually but never with that unique name.

When a particular resource depletes at one planet it depletes at the entire galaxy, within minutes.

When a mandatory resource class depletes it takes from minutes up to a few hours until its replacement spawns.

Resource Stats

Resource stats --- there are 11 different characteristics for resources, these are known as stats, here with their common acronyms:

CODE: Select all

CD -- Conductivity
CR -- Cold Resistance
DR -- Decay Resistance
ER -- Entangle Resistance
FL -- Flavor
HR -- Heat Resistance
MA -- Malleability
OQ -- Overall Quality
PE -- Potential Energy
SR -- Shock Resistance
UT -- Unit Toughness
In-game they are always ordered the same, though not alphabetically: ER, CR, CD, DR, FL, HR, MA, PE, OQ, SR, UT. Only those stats that have values are listed, not stats that are foreign to the class.

A particular resource class has a set of specific stats but lacks other stats; for example Metals have Conductivity which Flora does not, but Flora has Flavor which Inorganic does not. Some classes have just two stats but others have up to eight stats (Space resources have just OQ).

Stat values --- a new resource is assigned random values for its stats. These values are in the range 1 and 1000 or within an interval that is defined by caps...

Capped stats --- many resource classes have upper and/or lower caps on their stats; this sets a strict interval for possible values of that stat. Only upper caps are considered in the crafting process --- see chapter 8, section "Resource Caps". However, lower caps warrants minimum values, which is good.

For quality schematics, the stats that are specified by a schematic must have values close to upper caps; all other stats are ignored by that schematic. Remember that "Schematic is King" >> caps are determined by the resource classes a schematic calls for, not by what you are using, see chapter 8.

For quality schematics, which stats that are important is different from one group of items to another. Schematics explicitly specify the stats and their weights, this information is read at the Datapad >> Draft Schematics, as well as at the appropriate crafting tool.

It is rare to find resources with all of the specified stats close to their upper caps --- hence, because of supply and demand resource prices sometimes go crazy.

High Quality Resource Collections

Two High Quality Resource Collections exist, one gives a "cybernetic arm" and the other gives "Beast Knowledge: Resource Scavenger"; both give Crafting XP.

For the RE-arm collection the character must be around level 25 because the requested action cost is 2000 Action points; the beast knowledge collection works at whatever level. They can be done in parallel, it is your call if you wait or not.
  • The cybernetic arm is good for Reverse Engineering; more details are found in Reverse Engineering 101, section Misc.
  • The beast knowledge is for your pets and if a trained pet is out while you are hand sampling the yield is improved 50%.

Droid Module --- Hand Sample

A droid module named Module - Hand Sample may be crafted into droids by Droid Engineers.

The yield is improved 60% by the best of such droids, but only when the droid is called into the world and when its battery is charged.

User-Driven Database is the ultimate SWG crafting fan site. From its database you quickly find information on resources and schematics. Of course you are welcomed to submit or complement resource data, see How to update SWGCraft.

Notice --- this site's database is user driven, thence everything is reported by users like you and me >> errors are possible as well as not-yet-reported resources or depletions. This means that the more submissions from you and your friends the better the database for us all. It also means that there is nobody to blame but yourself, your friends, and me 8)

I am biased but want to hint you about SWGAide which helps you to smoothly submit resource data to this site, to scan and watch out for particular resource classes, to monitor your harvesters, to find best matching resources for schematics, etc.
30k Veteran Resource Crate

The complete name for this reward is A Crate of Free Resources and it has the graphics of a deed and may give 30k of any resource* that is available at your galaxy, including any historical resource. This reward displays the stats of all the resources that have ever spawned, including those in spawn right now. This sounds great but notice...

This reward always read the resource stats ... also of tomorrow's new spawns. Thence, this reward is an awesome sampling device which enables you to look up the stats of current spawning resources without the need to travel anywhere; this is true today, tomorrow, ... always.

This galaxy-wide sampling device is used by most players who submit resource data to this site on a regular basis, it saves time and effort.

Because of the final confirmation dialog you avoid accidental mishaps, something that frightened us in the past.

* The resource classes under Energy are unavailable in this device.

More Information

Resource caps
Guide: Creature Resources
Resource caps (XML) (XML file with all resource classes, all caps, etc.)
Lunariel's Guide --- Condensed
Lunariel's Guide to Resource Shifts
Lunariel's Guide to Resource Caps

7 - Harvesting

How to obtain resources:
  1. Creature resources are harvested from downed carcasses
  2. Regular resources are sampled by hand, or ...
  3. Harvested by machines
  4. Space resources are mined by space ship with special equipment
  5. Trade with other players
  6. Buy from other players at the Bazaar, or ...
  7. Buy from player vendors in shops and malls
  8. From the one-use veteran reward --- ATTENTION, see the footnote in previous chapter to find a way better use for this item
This chapter is about harvesters.

Harvester trivia:
  • Harvesters use one structure lot each; Elite harvesters use 3 lots
  • Harvesters are operated by their owner, nobody else
  • Harvesters operate also when you are logged out from game
  • Anybody can put down, own and operate harvesters, not just Traders
  • Transfer ownership of a targeted harvester with the command /transferStructure <character_name> to the specified character who is standing nearby (see limitation below)
How to put down a harvester is described in chapter 5.

Harvesters have two important properties, the Base Extraction Rate (BER) and the Hopper Size.

BER is the number of units that a harvester gathers per minute if the local concentration would be 100%; the Concentration is displayed in percent at the map of a survey device.

It is possible to up a harvester's extraction rate by expertize and by an Entertainer buff. Max improvement is 35%, 30% from expertise and 5% from the buff. When you put down a harvester, if the expertize and/or the buff are active they improve the properties of the harvester. These bonuses stick until the harvester is pulled up; see a notice later in this chapter.

This formula computes the number of units per day and it accounts for possible expertize and entertainer buff:

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Units per day = BER * concentration * 1.5 * 60 * 24 * (100 + Expertise + Entertainer buff) / 100 
The 1.5 is a 50% bonus; the 60 * 24 is minutes per day; and the remainder is expertize and buff.

Example 1: BER = 44 (an elite harvester), concentration = 87%, full expertise = 30%, full Harvest Faire = 5%:

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Units per day = 44 * 0.87 * 1.5 * 60 * 24 * (100 + 30 + 5) / 100 = 111,624 units per day
Actual Rate --- once a harvester is started the Operate Machinery window displays the actual rate; this is the exact value at which the harvester is gathering the resource. Hence the formula can be compacted to:

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Units per day = Actual_Rate * 60 * 24
Example 2: identical data as above but we read Actual Rate = 77.89 at the harvester's Operate Machine window:

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Units per day = 77.89 * 60 * 24 = 112,162 units per day 
Notice the difference between the examples, this is because the concentration has decimals that the survey device hides but the harvester indeed regards them when it computes the Actual Rate.

Harvester Details

Harvester Types: Chemical, Flora, Fusion, Gas, Geothermal, Mineral, Solar, Water, and Wind.

Harvesting Rates (max BER): Personal (5), Medium (11), Heavy (14), and Elite (44). Wind Generator (10), Geothermal and Solar (15), Fusion (19).

Energy Generators: Wind and Solar Generators gather Liquid Energy; Fusion Generators gather Radioactive Energy that is surveyed for as Mineral; Geothermal energy is used for Incubators which are operated by Beast Masters. All four generator types consume the same maintenance but no power as they are self-powered.

Maintenance rate, cr/h (cr/d | cr/w):
Small harvies: 16 (384 | 2688)
Mediums: 30 (720 | 5040)
Heavies: 45 (1080 | 7560)
Elites: 126 (3024 | 21168)
Generators: 30 (720 | 5040)

Power consumption, while operating, units/h (u/d | u/w):
Small harvies: 25 (600 | 4200)
Mediums: 50 (1200 | 8400)
Heavies: 75 (1800 | 12600)
Elites: 206 (4944 | 34608)
Generator: n/a

Re-deed fees:
Small harvies: 1,500 cr
Mediums: 3,000 cr
Heavies: 4,500 cr
Elites: 12,375 cr

Re-deed: at the "destroy" window, make certain that all numbers display in green, then re-deed the harvester back to your inventory.

Notice: maintenance and power cannot be withdrawn from a harvester, but they remain in the harvester deed for future use.

Notice: if you structure-transfer a harvester which has bonuses applied to it, all bonuses stick. However, the bonuses for maintenance and power stick just until the new owner adds more maintenance or power, respectively; the bonus for what is replenished is affected; hopper size and extraction rate are unaffected.

Power Bonus

Energy with PE greater than 500 grants a bonus. When you add such a powerful energy to a harvester or factory a smaller amount than usual is withdrawn from your stock. Or view it such as you add Power-Units to the structure and the very best power-unit costs just ½ regular resource unit:

CODE: Select all

power-unit = PE / 500 (if PE > 500) 
This means that with PE=1000 one regular unit counts as two power-units when added to a structure.

Example: assume a crate of 10,000 units of Radioactive with PE = 940.
When you add 5,000 "power-units" to a harvester the crate just shrinks to 7,340 units.
This is because each regular unit from the crate is worth 940 / 500 = 1.88 power-units, and
10,000 - (5,000 / (940 / 500)) = 10,000 - (5,000 / 1.88) = 10,000 - 2,660 = 7,340.

Or simply skip the math and go for high PE 8)

8 - Power Crafting

Power crafting is what most Traders ultimately strive for, to be able to craft that supreme space ship, or that dazzling drink, or that fearful firearm, or that prizzy probot, just to mention a few examples. This chapter has grown to by far the largest section of this guide, not because power crafting is hard but since several pieces of information are glued together.

This chapter is split into the following sections:
  • Crafting Stations
  • Assembly
  • Experiment
  • Weighed Average Result
  • Resource Caps
  • Expertize: Resource Refinery
  • Complexity versus Time
The three colored sections include a shared-and-continued example that illustrate how one piece of information adds to the other to finally result in a capped item.

By now you know basic crafting and many items are no harder to craft than to find proper resources and assemble them, perhaps you must first craft some components. Often these simpler items are made by bulk or by recycled resources. However, the only way to improve on a quality item is to experiment on it.

Power crafting depends on (in no particular order)
  • real-life fortune
  • Luck
  • expertize
  • resource stats
  • profession skills
  • entertainer buffs
  • city specialization
  • food & drink buffs
  • RE* power-up items
  • RE* modded wearables
  • diner or helper-monkey
  • old skill enhancing tapes
  • rating of crafting equipment
    . . .
* RE = Reverse Engineering

For numerous items the final result depends on the quality components or items, whether required or not.

Crafting Stations

To be able to experiment on an item you must use a specialized crafting tool together with a crafting station. The two must match, the tool and the station must be of the same kind. See chapter 5 for details on schematic complexity versus crafting tools and stations.

Only when you are crafting nearby a Crafting Station and see an icon for the station ny your name label, after the window Crafting Summary you see another window that is named Finish Crafting. The usual options are: Experiment, Create Prototype, and Create Manufacture Schematic.

Public Crafting Stations are found in all NPC cities and around starports.

Private Crafting Stations are crafted and sold by Structure Traders and are placed as furniture in houses. If you can enter the room you can benefit from the station, you do not have to own neither the house nor the station.

Private Crafting Stations have a Functionality Rating and its maximum is 45.00. Both the quality of the crafting tool and of the crafting station have an impact on the result, on a diminishing return but nevertheless.

Crafting stations do not need energy or maintenance, once obtained they do not cost you anything.

Droids with crafting modules act as mobile Private Crafting Stations for their owners. Their functionality rating is NUL, but most crafters feel that droids act as level-30 stations.


When you add resources and components to empty slots at the assembly window, please ignore the colored bars, the red/yellow/green colors are often way off, but rather look at...

The lower right-hand section of the window displays the quality of the highlighted resource in detail, each experimentation line by itself. Just remember that neither expertize bonus nor stats-relative-caps are accounted for at this window.

Click Assemble and the next window that is named Crafting Summary displays the random outcome; you want at least a Great Success. Quality items also display the initial result of the assembly; if the schematic has several experimentation lines they are listed each line by itself.

With perfect resources, bonuses, and a great or amazing success, the initial result reads 29%.

The appropriate expertise bonus is applied during this assembly phase to compute the initial result and to compute the maximum possible result, which is explained later.

Assembly skill points affects the probability for a Great or Amazing Success during this assembly phase, which gives a better initial result for your product.

Sockets: the more Assembly skill points the better chance for a socket and 160 Assembly skill points warrants a socket. Sockets are very important on wearable items such as armor, clothes, and weapons, because SEAs are put into sockets, see Reverse Engineering.

It is possible to improve the Assembly skill with Pyollian Cakes, SEAs and PUPs, Manufacturing Center city specialization, and Expertize points. However, except for sockets most Traders ignore assembly points.


The only way to improve on the initial result is to experiment on the item. This section covers the basics about this topic, defering the deeper details until next sections.

As you level up you are rewarded with Experimentation Skill points, for example Food Experimentation Skill. Every 10 points yield one experimentation box; these boxes are spent at the experimentation window. A master has accumulated 100 experimentation points (some Shipwright skills have 150 points) which means 10 (15) boxes to spend --- some players say "points" for these boxes but to avoid the ambiguity about "points" versus "points" I call them boxes in this guide.

How to improve my skill?
Expertize can give +10 points.
SEAs can give you +24 points, only pre-NGE SEAs can give 25 points and more¹.
A helper-monkey² adds another...
... +6 to Chefs and Architects,
... +4 to Engineers, and
... +2 to others.
A Diner³ gives +6 to Chefs and Architects but it does not stack with the monkey.

Altogether it is possible to obtain 137/139/141 experimentation points which grants maximum 13/14 boxes depending on profession.
See Savacc's post
¹ SEAs are capped at 25 points but just in relation to boxes.
² A Helper-Monkey is a very-hard-to-achieve collection reward.
³ A Diner is a structure from TCG loot cards.

The generic crafting skill is improved by Bespin Port and Research Center and it adds to the specialized skills way beyond any cap for experimentation boxes. These generic buffs improve the dice roll to yield the more Amazing Successes, but they do not give you another experimentation box.

The Luck modifier increases the chance for Critical Success, also known as Lucky Strike or Lucky Break. A Critical Success is stronger than an Amazing Success.
It is debated whether Bespin Port and Research Center specialization yield the more amazing successes or not. It is also debated whether Luck is limited to the rather rare Critical Successes or if it additionally yields the more Amazing Successes. However, several trusted Traders insist that the generic buffs and that the more Luck yields the more Amazing Successes. Fact is, though, that nobody has put forward any solid statistical data, neither for yay nor nay, and SOE has remained mysteriously silent. Until robust data is published somewhere you may trust whoever, or your gut feelings ;)
Run an Experiment --- some schematics have just one experimentation line. Other schematics have several lines with different meanings, often one is more important than the other and you must decide whichever. Select a line and spend one or more boxes at a time and click Run Experiment; repeat until you are out of boxes.

Each experiment is a dice roll and yields a random outcome in the range Critical Failure to Critical Success; this outcome adds to the initial result.

Each box that you spent on a particular dice roll gives:

CODE: Select all

Critical Failure | -14.00
Failure          |  -7.00
Moderate Failure |  ??????
Moderate Success |   1.05
Success          |   1.75
Good Success     |   3.50 
Great Success    |   7.00 
Amazing Success  |   8.05
Critical Success |   8.4 
Example 1: you spent 3 boxes and got a Good Success; 3 * 3.50 = 11.50 which accumulates to the initial result for the line you experimented on.
Example 2: you spent 3 boxes and got an Amazing Success; 3 * 8.05 = 24.15 --- Yay!!!

A normally buffed Master who experiments in a research center seldom faces worse than Great and Amazing Successes.

Weighed Average Result

This section is the first of three that together cover the most important knowledge a Trader in SWG will need. Right after the introduction there is an example which is augmented to in the following sections, each adding another layer of details. The example is simple enough to get the point across without any distracting bells and whistles. However, now it is time for the Trader touchstone, to separate the grain from the chaff; it is time for you to face the mysteries of Power Crafting --- remember, this chapter is about schematics for quality items even though not always spelled out.

A schematic specifies several factors which are weighed together. All of these factors come to play, which provides us with maximum flexibility:
  1. per experimentation line
    1. one or more stats, and...
    2. the weights for each stat
  2. per resource slot
    1. the resource class, and...
    2. the amount

Each experimentation line of a schematic specifies its required stats and for that line they determine which values of a resource to consider. For any suitable resource, the values of those stats directly affect the outcome. However, it is the mix of resources in all resource slots that counts and sets the limit for what is possible to achieve for that line, not each resource by itself.

Each resource slot contributes to the result just by its relative weight. This means that a resource slot with just a few units does not contribute much in a heavy item, but a big resource slot contributes the more. If it happens that a resource is missing a specified stat it does not withdraw from the result for that stat in that line, except if all resources are missing that stat. Per experimentation line, there is a penalty if a stat is not met at least once by any of the resources.

Notice: it is enough to meet each required stat just once, if that is possible; the reason is explained just after example 1.

The maximum result that is possible to achieve for an experimentation line is based on the sum of the present values of the required stats when they are weighed with their relative amounts and the experimentation weight of each stat respectively. This sum is better called the weighed average result, here abbreviated WAR; and this is the theoretical/abstract formula:

CODE: Select all

WAR = [ 
        stat1.weight * (A.stat1 * A.amount + B.stat1 * B.amount + ...) /
            / (A.amount + B.amount + ...) + 

      + stat2.weight * (A.stat2 * A.amount + B.stat2 * B.amount + ...) /
            / (A.amount + B.amount + ...) + 

      + ... 
      ] / 1000
Example 1: This example displays the importance of amount-per-slot and weigh-of-stats. Assume a schematic with just one experimentation line that it is based on 60% OQ and 40% CD, and it calls for 25 units of Metal and 15 units of Chemical. We happens to have some Colat Iron with OQ=975 and CD=310, and some Lub Oil with OQ=998. First, notice that Lub Oil has no CD and consequently it does not contribute to the CD slot, however, the CD slot is already "filled once" by the iron:

CODE: Select all

      |       975 * 25 + 998 * 15          310 * 25 |     1
WAR = | 0.6 * -------------------  + 0.4 * -------- | * ----
      |             25 + 15                   25    |   1000

    = (0.6 * 983.625 + 0.4 * 310) * 1/1000

    = (590.175 + 124) / 1000 = 714.175 / 1000 = 0.714175 

WAR = 71 % 
A simpler way to solve the equation is to split it into several smaller expressions. First compute the relative weight per stat, and then compute WAR from the intermediate results:

CODE: Select all

OQ_w = (975 * 25 + 998 * 15) / (25 + 15)   = 983.625
CD_w = (310 * 25) / (25)                   = 310

WAR  = 0.6 * 983.625 + 0.4 * 310 = 714.175 / 1000 = 71 % 
Rule of thumb: if it is possible, fill each stat only once. The example displays why; consider what would happen to the result if a fictitious chemical exists with OQ=998 and CD=10. It is easier to find a resource with one awesome stat than with several. So we use the Lubricating Oil which has no CD as it is instead filled by the metal.

The very same concept applies to the amount that different resources contribute, their relative weight. In a schematic that calls for 1000 units of Ferrous Metal and 200 units of Non-Ferrous Metal the stats on the Ferrous Metal out-weighs the Non-Ferrous in importance by 5 to 1. This means, you can get away with a fair copper if you have splendid Iron, but not vice versa.

Your challenge is to puzzle together the best possible combination of your resources.

Resource Caps

Many resource classes have upper and/or lower caps on one or several stats, then the values of a resource can never ever get outside the specified range. Only the upper caps are considered in crafting.

All values of the required stats are always adjusted for possible caps before they are applied to the formulas. Hence, this section focuses on "WAR adjusted for caps".

Remember, Schematic Is King!!! --- just the caps of the resource class that is called for are considered, each resource slot by itself, not the caps of the classes that you actually fill the slots with. If the schematic calls for Metal and CD it does not matter that your Colat Iron almost caps its CD.

In formulas, for each capped stat you replace its value with the result from...

CODE: Select all

value / cap_for_stat * 1000 
Let us revisit Example 1. First recall that Iron has an upper cap on CD at 500, but Colat Iron has an upper cap on CD at 332. Also recall that OQ is never capped on any class so we need not bother. Assume two, somewhat tweaked, clones of the previous schematic, and that we are using the same two resources.

Example 2: Assume that one tweaked schematic calls for Iron; this schematic considers the cap for Iron, not for the Colat Iron we are using:

CODE: Select all

310 / 500 * 1000 = 620 
Use 620 rather than 310 in the formula:

CODE: Select all

      |       975 * 25 + 998 * 15          620 * 25 |     1
WAR = | 0.6 * -------------------  + 0.4 * -------- | * ----
      |             25 + 15                   25    |   1000

    = (0.6 * 983.625 + 0.4 * 620) * 1/1000

    = (590.175 + 248) / 1000 = 838.175 / 1000 = 0.838175 

Adjusted WAR = 84 % 

Example 3: Assume the other tweaked schematic calls for Colat Iron; now this schematic really considers the cap for Colat Iron:

CODE: Select all

310 / 332 * 1000 = 933.73493975904
Use 933.73493975904 rather than 310 or 620 in the formula:

CODE: Select all

      |       975 * 25 + 998 * 15          933.73493975904 * 25 |     1
WAR = | 0.6 * -------------------  + 0.4 * -------------------- | * ----
      |             25 + 15                         25          |   1000

    = (0.6 * 983.625 + 0.4 * 933.73493975904) * 1/1000

    = (590.175 + 373.49397590361) / 1000 = 963.66897590361 / 1000 = 0.96366897590361

Adjusted WAR = 96 %
Summation: We have seen that the same two resources can yield very different results, this is determined by the schematics and which resource classes they call for: Metal, Iron, or Colat Iron respectively. These three consecutive examples chisel out the most important crafting rules for schematics and resource caps in SWG.

"JTL" resources have no caps and hence their values can surpass the cap of their parent resource class. However, they can never boost the quality outside the caps of the resource class called for by the schematic, each value is simply capped at 100.0% for that stat in that slot, which is good in itself.

See resourcetree.xml, or Resource Caps, or SWGAide >> Resource Info for known caps.

Expertize: Resource Refinery

The Trader Expertize has an ability to refine the resource quality up to 4 %; this improves the "WAR adjusted for caps" and not each resource by itself.

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Refined WAR = Adjusted WAR + Expertize Refinery
Soon players found that rather than adding 4 % this expertise adds 40 points flat. This explains why you hear about 960 as the magic limit --- yeah, 40 of 1000 is indeed 4% but 40 of 960 is 4.167% and then the worse a resource the higher the % ... whatever, we happily accept the "bonus".
Let us review example 2 and 3 and now apply the resource refinery expertize; we assume that it is maximized.

Example 2 --- Iron

CODE: Select all

Refined WAR = 838.175 + 40 = 878.175

or as decimals

Refined WAR = 0.838175 + 0.04 = 0.878175 = 88 % 
Example 3 --- Colat Iron

CODE: Select all

Refined WAR = 963.66897590361 + 40 = 1003.7... ==> 1000

or as decimals

Refined WAR = 0.96366897590361 + 0.04 = 1.0037... = 100 % 
Notice: the refinery expertize is not applied to each resource by itself, but just one time and to the final "WAR adjusted for caps". Hence, when we casually say that you should "look for +960-resources" that is just a general advice. In fact, any mix of resources which gives an "adjusted WAR" greater than 960 will cap that item, given a maximized resource refinery expertize and that experimenting is successful.

Complexity versus Time

Each experimentation dice roll adds one point to a schematic's default complexity. This sums up to a final complexity that is displayed at the crafting window and it also reads at manufacture schematics. It makes no difference if just one, or if several experimentation boxes are used in a dice roll, each roll adds only one (1) point to the final complexity.

When the item is readied the final complexity points translates to processing time:
  • Manual crafting: 2 seconds per point
  • Factory run: 8 seconds per point
How many boxes per dice roll?

The question is legitimate and there is no one answer because there are different aspects to consider, these are a few:
  • If you need one or more amazing successes to cap an item:
    One box at a time until you are happy, then many or all (to reduce the processing time).
  • If the item is "cheap" and you want the quickest processing time:
    As many boxes as possible each dice roll, unsuccessful results are wasted, rinse and repeat until you have happy.
  • If the item's quality rating does not matter:
    None (you want the quickest processing time).
There is a higher risk for failure the more boxes that are spent in a dice roll, thus many crafters play safe. But why not just one box at a time? Partly to minimize the final complexity but also because each dice roll is in itself a risk; any outcome less than a Great Success is a severe loss. Even if a normally buffed master seldom faces failures this risk is not eradicated, just small.

9 - Manufacturing

This section is about manufacture schematics, factories and how to operate them, and it also explains the difference between "identical" and "similar".


Factories are outdoor structures that are crafted and sold by Structure Traders; there are 4 different kinds:
Equipment, Food and Chemical, Structure and Furniture, and Wearable.
  • Factories use one structure lot each
  • Factories consume power just while they operate: 50 units/h
  • Factories consume maintenance always, 30 cr/h (720 cr/d) | 22 k/month
  • Factory redeed cost is 1500 credits
  • Factory batches give no XP
  • Factories operate also when you are not in game
  • Factories operate until out of resources or components, or until the schematic is used up
  • Factories have no quality rating, neither to function nor hoppers
  • Hopper sizes are 100 items each for input and output
Basic radial menu options:
Hopper list --- grant characters access to the factory that is limited to the Input and Output Hoppers.

Admin list --- grant characters full access to the factory, but not to rename or to destroy/redeed/packup the factory.

Input Hopper is available just when the factory is idling; items and resources can be both added to the hopper and removed from it.

Output Hopper is always available, click at "Options"; items can be removed from the Output Hopper, but not added to it.

Maintenance and power cannot be retrieved from a factory but they stay in the deed.

A factory auto-withdraws from its owner's bank account if it runs out of maintenance, and it stops working if it runs out of power.

A factory can be packed up to the datapad together with all content at its hoppers. Remember that in the datapad it continues to consume maintenance and it still occupies one structure lot.

Manufacture Schematics

To be able to run a factory you must have a Manufacture Schematic, it contains the details and instructions for the factory to run the batch.

Create a Manufacture Schematic by a specialized crafting tool together with a matching crafting station, or together with a droid featured with matching crafting modules.

After the Crafting Summary window, while standing close to a crafting station (or droid) the Finish Crafting window usually has three options: Experiment, Create Prototype, and Create Manufacture Schematic; if you select to experiment, once finished this window displays again; select "Create Manufacture Schematic".

When you create a Manufacture Schematic the process consumes the selected resources and components and instantly a Manufacture Schematic is uploaded to the Datapad, but no tangible item is created.

A Manufacture Scematic specifies resources by name, components by serial-number, their amounts, and other details for the final product. These resources and components are exactly the same that were used to create the schematic in the first place.

A factory only accepts the ingredients that are specified in the Manufacture Scematic, nothing else.

Manufacture Schematics can be sold via vendors or traded with others; notice the strict rules in the previous paragraphs.

Manufacture Schematics can be used by anybody who has access to a factory; notice the strict rules in the previous paragraphs.

Manufacture Schematics can be stored in droids with data storage modules; maximum data storage is 150 per droid.

Serial Numbers

Crafted items are assigned unique serial numbers, so also manufacture schematics. A few exceptions exist.

Items from the same factory crate have an identical serial number; that number comes from the Manufacture Schematic.
MUST READ wrote: "My factory stops and complains that it is out of resources or components, why?"

The answer is simple: one or more of the specified ingredients are wrong.

Resources: at the input hopper you must have more of exactly the same resources which were used to create the Manufacture Schematic; these are specified by name, class and amount at the Manufacture Schematic; see note about recycled resources.

Example: if you used a Dolovite Iron named "Hansolo" when you created the schematic then you must have more of that same resource named "Hansolo" for the factory batch. It is not sufficient to have Dolovite Iron but you must have the Dolovite Iron which is named "Hansolo".

Components: at the input hopper you must have more of exactly the same components that were used to create the Manufacture Schematic; these are specified by serial number, name and amount at the Manufacture Schematic.

Consequently, components must come from factory crates that are manufactured in advance.

This is true also if the draft schematic calls for just one component.

Similar -- the oddball
  1. A schematic's component slot that is marked similar does not require "identical" components; the resulting manufacture schematic will not specify any serial number but just the generic name of the component.
  2. Some draft schematics, very few, do not spell out "similar" at component slots; however, for these exceptions a manufacture schematic reads exactly as in case 1)


A Manufacture Schematic is King when it comes to factory runs.
Resources must have the specified, unique names.
Components must have identical serial numbers.
Only if a schematic reads similar any component of correct type will do; exceptions exist for which any components of proper type will do.

-- A component slot that calls for just one item, why must components have to be identical?

-- This is not an issue in manual crafting but with factories so let's view this topic from a factory's perspective. A schematic may read just one component per item but a factory makes up to 1000 items a batch. It simply reads the blueprint which says 'one component with ID=1234abcd' so the factory looks for that ID, up to 1000 times.

Recycled resources are great for manufacturing low-quality stuff. These resources have generic names and you simply recycle stuff to get more of them whenever you need some. Simply put: if they can be used then you never need to worry about running out of stock.

Factory Usage

Use a factory that is appropriate for the kind of item to manufacture.

Once it is put down, add maintenance and some power.

Options >> Access Schematic Slot --- add, switch, or remove Manufacture Schematics; they are transferred to/from the Datapad.

Options >> List Resources --- list the amounts of resources and components for the inserted schematic. This list reads the names for resources and the serial numbers for components that are specified by the manufacture schematic; for similar components only their names are listed, not serial numbers.

Examine --- for a running factory it displays the current batch and the runtime in seconds for one item. Each Complexity point of the manufacture schematic equals 8 seconds factory runtime.

Factory Crates

A factory stuffs its result in Factory Crates and different items have different default sizes: 5, 10, 15, 25, 50, and 100. Some items are always singles, such as deeds. It is not possible to pre-define custom sizes for crates but later you can "split" crates.

10 - Vendors & Merchandise

Many Traders are crafting for their shop or mall, or for personal needs, friends, or guild. Yet others do not craft but manage a mall for their fellows or for resale. Whatever your preferences, it is a free world and there are many ways to enjoy this game.

This chapter covers merchandise and vendors. The first non-factual items are my personal opinions, but even if you do not agree on everything they might hold a grain of something, right?

Fair Trade --- treat others as you want them to treat you. Cheat a guy and all his friends will know about it, and all their friends. Treat him well and he may be your best repeat customer, and so will many of his friends, and their friends.

Cap Smiling -- the pun aside, the best Traders did not gain their reputation over night and certainly not by some attitude. It is too sad that so many Traders know how to cap everything but their vendors are dust collectors. Success is the result of several factors of which two are more prominent: being a great sports, and being a great craftsman.

Stay Clean --- do not pollute your vendors by mixing 99,999,999-cr-items* with items for sale. Otherwise customers must scroll through screen after screen of "dirty" items that shadow the others --- * now the max price is higher but 99,999... gets the idea across.

Yes, customers could use the price filter, but should they have to? Isn't it your job to make visitors feel welcomed and not the other way around? Thence..

Withdraw personal items from sale into the stockroom room. In fact, items are more safe there because nobody but you can access them.

Eye Catchers --- fancy item names may look catchy when you read them, but think of a potential customer who search via a Bazaar terminal. Anybody wants to easily find the wanted item and to read its stats, right?

Example 1: CR-1 Blast Cannon 1402DPS (683-1689) Critical 3/27 by Zimoon
Example 2: -{}-Zimoon's Boom Industries-{}- CR-1BC 683/1402/1689/Cr3/27
Who understands the second example? Who finds that one when searching for 'Blast Cannon'?

Also, never polish stats or names, not even a mathematically correct rounding upwards to nearest ten or hundred, downwards is OK.

Undercutting the Market

The economy in SWG is built on supply and demand and it works fairly well. However, while combateers easily can make many 100k a day net cash, new Traders seldom make that much per month. Hence, pride yourself and charge decent prices; the minimum price is self cost plus a good interest.

For a newcomer it is always tempting to undercut the market, but that is a coarse disservice both to yourself and to your fellow crafters:
  • If you sell anything you in fact lose out on the difference up to market price; the wasted profit is slipped to the sneering buyer.
  • If you sell too much too fast you are soon out of resources -- and business.
  • Later, if you increase your prices your customers become upset and leave.
Hence, keep an eye at your own production costs with every expense included, the common market prices, and your sales flow. Review the qualities of your assortment: first and secondary attributes, number of uses/charges, etc., and then estimate your prices accordingly; finally, balance with common sense.

Usually the principle of supply and demand works but in the end of the day, this is a game so there are alien factors too.

Bazaar Sales

Public Bazaar terminals are located in NPC cities and at starports and they are often a great way to start out. Indeed, many Traders continue to use this sales channel, especially for popular products, but also to stay visible and to present the buyers with a reference to their vendors.

Avoid Auctions on common stuff. Who wants to wait up to 7 days to obtain a casual item? For more valuable products it may be worth a try.

Premiere sales just adds an asterisk to your sale for an extra fee. This is thought to make quality items to stand out, but since this option is saturated and misused its value is questionable, bordering to useless.


A novice trader obtains the ability to use a vendor at level 7. At first the only option is a bulky terminal but soon more types and more abilities become available, as well as better skills and options from the expertize tree; see Master Merchant tree and Vendors.

To create vendors and to be able to put them down the trader must be inside a structure and at its admin list. Then, either use the option at the Structure Terminal or use the in-game command /createVendor. Select a vendor type and define its name; the new vendor is added to your inventory.
Attention --- BUG: do not use the option to create a "random NPC vendor" until your trader is level 34, select terminal and droid vendors. See Senator Onyx' advice
To place a vendor you must first have your trader stand exactly where you want the vendor and drop it from inventory. Until you initiate the vendor you can pick it up and rotate it, but not move it. Once it is initiated you must add maintenance and set some options at the menu. Most options are straight forward, play around with them at the radial menu and at the vendor screen.

Vendor Search makes the vendor visible at Bazaar terminals so that players who are using the "Vendor Location Search" will find your assortment. Remember to...
ENABLE Vendor Search on your sales vendor, and
DISABLE Vendor Search on vendors used for personal storage*.

Vendor Rules

30 days after an item is put up for sale it automatically falls off the sales list and into the Stockroom. From the stockroom you can Relist items for sale again at their old prices, or Sell items one by one at new prices, or Retrieve items into your inventory. It is possible to relist and retrieve multiple items by using Shift/Ctrl and the mouse.

An item is contained at the vendor for exactly 60 days beginning the split second it is put up for sale. An item that after 30 days falls into the stockroom stays there for another 30 days, totalling 60 days. Or, if you put up an item and instantly withdraw it from sale it stays in the stockroom for 60 days.

Items are destroyed...
  • if you let them fall out from the stockroom after the 60 days; hence, schedule so you relist/withdraw all items every month to keep them safe
  • if you destroy a vendor; hence, always first check the Sales tab, the Offer tab, and the Stockroom
  • if you let a vendor suffer from self-destruction
Keep vendors stocked --- SWG instantly tags an "empty" vendor for self-destruction but gives it a short grace period. Hence each vendor must always have at least one item up for sale.

Keep vendors active --- after a few weeks SWG tags an "inactive" vendor for self-destruction but gives it a short grace period. Activity is defined as when somebody buys an item from the vendor, and, when you put something up for sale from your inventory (re-listing items from Stockroom does not count).

Vendors fall asleep at each server reset and somebody must "open the shop" to wake them up again. Vendors are always visible at vendor-search, but "sleeping vendors" are not visible at the over-head map and the planetary map. Anybody who visits the structure makes the vendors load into the world and they wake up.

Vendor packup: It is possible to packup vendors into the Datapad to move them to another location, but not through galaxy transfer. Vendors which are packed up into the Datapad obey all vendor rules without exception: items will destruct in due time; maintenance is withdrawn; and vendors self-destruct as usual. In short: you shoul consider them being normal vendors, just that they are hidden.

New vendors and their content are always displayed towards the end of everything: at terminals, planetary map, plain vendor search, etc.

The command /locateVendor displays an informative window, but it lacks information on remaining maintenance.

Image design for vendors is a recurring question; no, this is still a wet dream. Hours of trials&failure is the way to go, or settle with what you get.

* Personal Storage Vendors: SOE does not endorse this use. However, if you strictly follow all of the vendor rules it simply works.

Vendor Guide by DocSavag, the edited pre-NGE version

11 - Tips -- FAQ -- Misc

Recycled Resources
A recycler blends normal resources into generic, recycled materials; see Recyclers 101.
  • Pros:
  • recycled resources are outstanding for manufacture schematics whenever quality is not required and when a generic resource class does the job; outstanding because you never run out of stock as you always can create more.
  • a recycler blends numerous leftover-crates into one larger stack
  • Cons:
  • recycled resources exist just as generic classes, such as Iron or Meat
  • recycled resources have all stats set to t 200

Crafting Tool -- create a specialized, 'elite' tool
Find a metal with conductivity close to 1000. The vey first time, use your Generic Crafting tool to craft a WDG crafting tool, standing close to a WDG crafting station.Use the best WDG crafting tool to craft yet another one and experiment it as high as possible. Repeat from until you cannot make a better tool, erase inferior tools.

Trading with other Players --- Attention
Carefully inspect the item before closing the deal, always do that; there are no means for reimbursements and some players are crooks, sad but true. This also relates to selling your items, always obtain info on current market prices before accepting an offer, this is to avoid being cheated by scammers.

Useful Commands
/addPower <units>
/nameStructure <name>
/note <filename-without-.txt>
/payMaintenance <amount>
/setPermission admin|{entry|hopper} <name>
/tip [name] <amount> [bank]
/transferStructure <name>
// (lists all commands, so many so that you must enable /log first)
/qui (does NOT teleport Qui-Gon to your vicinity)

Combat and Traders
Trader is not a combat class but with some preparation you will stay alive while putting down your harvesters:
  • Get a CL90 combat droid
  • Buff yourself
    • Entertainer resist (kinetic against most creatures, energy against most NPCs, or both), 12% 2nd chance, and glancing blow
    • Medic buffs
    • Use stims
  • Use good armor
  • Get a better firearm


Helpful Collections for Traders, by Senator Onyx'
How Collections and Traders get along
Helper Monkey Collections, a website you must have bookmarked
Collector's Codex, another website you must have bookmarked

Beast Knowledge
Some collections reward you with a beast knowledge cube while others yield schematics; once a trader has assembled a certain number of some of those schematics the reward is a cube. With these cubes the trader may train his pet some Trader-related skills; however, the trader must have at least one point in Beast Master expertize. More than one pet can be trained but some cubes have restrictions on the type of beast.

All "helper monkeys" adds to +2/+5 to Assembly/Experimentation for 15 minutes, and only primate pets can be used:

Helper Monkey Domestics : Nightsister Necklace Crafting Quota (20 necklaces) --- Nightsister Valuables

Helper Monkey Engineering : Dancing Droid Module Crafting Quota (20 modules) --- Unknown Astromech

Helper Monkey Munitions : Posed Stormtrooper Crafting Quota (20 pieces) --- Prototype Stormtrooper

Helper Monkey Structures : Fish Tank Crafting Quota (25 fish-tanks) --- Fish Collector

Resource Scavenger
Resource hand sampling bonus: +50%
Restriction: none or unknown
Resource Scavenger Training Collection; it works exactly as the High Quality Resource Collection but you must have a pet out; these collections can be done in parallel.

Truffle Pig
Beast Master Engineering: increases forage and chance to find enzymes while foraging with 25% each
Restriction: Pig-like pet
Complete 5 creature resource collections for the Creature Resource collection.



Resource Class X, where do I find it?
At any given time most inorganic resource classes have just a random and limited selection of classes in spawn at the galaxy. Read chapter 6, Resources. Patience my dear Novice, patience.

My Factory stops, why?
If a factory stops after some minutes and states that it is out of resources or components, most probably there are mis-matching resources or components. Read the section named "The Number One Question" in chapter 9, Manufacturing, and verify that resource names and components' serial numbers comletely match the manufacture schematic.

My Crafting Station fails, why?
If the crafting station icon does not show up under your name's label, walk out of the room and back in. The stations had not loaded into the world when you entered the room so the buff did never apply.

Schematic Y, where do I find it?
If the schematic is listed at your Datapad >> Draft Schematics it must exist somewhere. First read chapter 3 on complexity and crafting tools. Does its complexity require better equipment (elite crafting tool, a public or even private crafting station)? Have you tried different kinds of crafting tools? Does the tool and the crafting station match? Also see below on Chu-Gon Dar section.

Bespin Port, why does it not last for its duration?
This is the intended way for Bespin Port (and for Pyollian Cake); it lasts for one experimentation roll or for the specified duration, whichever comes first. Or in other words, one sip a dice roll. Cheers!!!

Master Artisan, at which level?
The pre-NGE title and the badge Master Artisan is granted just to Engineers, and so are also the schematics from that ancient "skill box". On the other hand, Engineers do not really have two profession lines.

Profession Respec/Change, how does it work?
There are three primary profession classes: Combateers, Entertainers, and Traders. You must learn each primary class by itself, with any of the possible professions within the class. SWG handles and records profession levels for each class individually so that you can respec between classes with retained level. However, any XP above the most recent level is lost, hence a tip: you'd better respec just after you earned a new level. --- Just for information, there are also Pilot and the auxiliary professions Beast-Master, Chronicler, and Politician.

Example: level a Trader to level X; respec to Entertainer or a combat profession and level a bit; respec back to Trader and your toon is back at level X independently of which kind of Trader you respec back to.

There is no penalty for respecing except for lost XP above the most recent level and the credit cost which increases sharply per respec. However, this cost decays one notch a month until gratis.

Chu-Gon Dar Cube Schematics, are they erased if I respec?
No, Chu-Gon Dar Cube schematics, and some non-regular, are permanent; once one is learned you know it forever. However, with a few exceptions the trader must be the specified profession to be able to use them.

Vendors and Respec, what happens?
To maintain vendors you must be a Trader, hence respecing between Trader professions is OK. Otherwise the vendors will continue to function in the world but you are unable to fully maintain and service them. Most Trader specific options are unavailable but you can withdraw items from sale and you can retrieve items from stockroom.

After at most 30 days all items have fallen out from sale to the stockroom; the 60-days and the empty-vendor rules also apply. Hence, the date a vendor goes empty SWG tags it for self-destruction but gives it a short grace period. In summary, experience shows that a freshly stocked vendor keeps all your stuff safe for up to 45 days, more if you are lucky but do not count on it. For more info see chapter 10, Vendors & Merchandise.

Damaged Vendor, it does not heal when I pay, why?
The vendor is repaired at the next "hourly vendor update tick". Hence, within an hour it should have been repaired and updated.

Artisan Apron Schematics, which is which?
The only known way to tell the 4 apron schematics (pre-NGE) apart before learning them is to put them up for sale on a vendor and see at which entry they are sorted, from top to bottom: Medic, Chef, Tailor, Architect. These aprons are quest rewards with +5/+5 to the Assembly/Experimentation that are appropriate for the profession. They take the jacket slot and knocks off other wearables.

Profession Level Information, where?
Lists of abilities, skills, and schematics are available at SOE's official site. SWGCraft's tables of schematics displays the level they are awarded.

Racial Bonuses, do they still apply?
All races have different basic stats, see Chapter 6.8: Masters of the Wild - Publish Notes. However, Human Traders have 10 bonus Artisan Experimentation points. Only Wookiees can make some Wookiee weapons.

Tips, FAQs, and Info is added in the same pace as you hint me :)

12 - Entertainer Inspiration Buffs

An Entertainer adds one or more attributes to an Inspiration buff which may last for 5½ hours. Each such attribute costs between 1 and 5 points and a master Entertainer has a pool of 20 points. An attribute stacks up to its individual maximum (notice: some are bugged and yield no further improvement above certain levels).

Find an Entertainer who is at the keyboard, AFK-buff-bots are strongly frown upon and are now effectively blocked after many community requests.

Target the Entertainer and select Watch or Listen at the radial menu, or use the commands /watch or /listen and enjoy the show. Send a /tell and kindly ask for the attributes you want and then press accept at the buff screen; this can be done in advance and you continue to watch/listen until you read the wanted duration or until the "Max Duration" message. Notice that Entertainers prefer tells because they are easier to read in the general noise of a cantina, and also the easier to find in the chat history.

Many Entertainers and their audience enjoy a friendly chat in the cantina, role play if you like that, but always avoid immature sex and boast talk/emotes. Most entertainers are sick to death of such puerile language and if you end up at somebody's ignore-list also your complaints (or excuses) end up in void 8)

Always tip fairly --- the tip is an Entertainer's only income. Novice Traders can perhaps get away with 5 or 10k but seasoned Traders should tip based on their estimated income, over 100k is not uncommon. If the Entertainer is not really a charm, tip the less but never nothing.

Buffs for Traders:

CODE: Select all

Luck (1 point cost)           30/box, max 300  Many applications to Traders

Flush with Success (2p)       3%/box, max 15%  XP increase over the baseline 

Crafter Assembly (2p)          2/box, max 10   Improves all kinds of Assembly skill and XP gain

Crafting Success (5p)         2%/box, max 4%   Increased chance for a Critical Success

Handsampling (2p)             4%/box, max 20%  Increased yield from hand-sampling

Harvest Faire (2p)            1%/box, max 5%   Yield increase from harvesters
                                               (applies only to harvies that are
                                               put down while the buff is active) 

Combat resistance buffs are great when you put down harvies out in the wilderness:

CODE: Select all

Energy Resist (1p)            750/box, max 3750

Kinetic Resist (1p)           750/box, max 3750

Elements Resist (1p)          750/box, max 3750 (acid, cold, electricity and heat) 

13 - Expertise

To improve on a profession's abilities and skills you build and apply an individual Expertise for the character. The Expertise window is split in pages for general, profession-specific, and Beast Master. Trader Expertise improvements for example reduce cost, increase result, gives new or improved abilities or skills, etc.

At level 10 a character earns 5 Expertise Points and then 1 point every second level until it eventually has 45 points. To be able to select any superior abilities you must first select (waste?) basic/inferior abilities.

To modify an existing expertize you must first reset it; visit one of the Profession Counselors who are located just outside the starports in Coronet, Mos Eisley, and Theed. The first few resets are free only to have a steeply increasing price tag each following reset. However, every month the price-tag "decays" by one level until it is zero again.


This page is in common for all Trader professions.

The leftmost branch pertains to vendors: maintenance, capacity, and having more vendors.

The second branch pertains to factories: maintenance, energy consumption, and production rate.

The third branch pertains to harvesters: hopper size, maintenance, energy consumption, and harvesting efficiency.

The rightmost, upper branch pertains to resource sampling: yield and sampling frequency. The latter is currently bugged in the sense that a full line drains so much Action that the Trader frequently must rest. Yet, it is proved that the net result is better with a full expertize line than without that final point. Tip: use a looped macro that puts your trader back to work.

To the lower right is a box which gives up to 10 points in Reverse Engineering Chance, a very important improvement for RE. For Structure Traders the bonus is 0.5 and 1.0% respectively and only for Space loot.


This page is split in three sections; a left-hand and a right-hand section for a Trader's two sub-professions, and in the middle two shared branches that are related to resource refinery and Artisan items.

The outermost branches improve the Assembly and Experimentation skills, and Advanced Theory which yields another experimentation box (10 points = 1 box).

The second branch from left (and from the right) improves the final Complexity; this reduces the production/crafting time.

The first middle branch is Resource Quality Increase which is also called "resource refinery". Taking all four points to improves the weighed average result (WAR) with 4% and with this expertize a WAR above 960.0 is enough to cap the item --- see Chapter 8.

The next middle branch is Artisan Assembly and Artisan Experimentation. All schematics you learn up to and including level 18 are Artisan items; above level 18 almost everything is profession specific.

Bottommost are a number of improved schematics; if you have selected these but reset the expertize these schematics are revoked. Munition Traders do not have these options.

Bottommost are two boxes for Reverse Engineering whereof X Attachment Upgrade is extremely important for creating multi-stat enhancements. The other one gives a socket-retrofitting tool schematic and is not so useful. Structure Traders do not have these options because they do Space reverse engineering.

Which template should I select?

Only you can answer that question because most players are different, but in general...

Mining Traders should boost their harvesting and sampling skills. Remember that at Kashyyyk and at Mustafar you can only sample manually. Perhaps one point in Beast Master so you can use a "resource scavenger" pet, unless you use a droid with sampling modules (50 versus 60% increased yield).

Merchandise Traders should boost their vendor abilities for the more vendors. Most often it is beneficial to have several specialized vendors rather than just a few that are stuffed with everything.

HQ-Goods Traders should boost their experimentation and their resource refinery skills; they also want all of the the improved schematics

Manufacturing Traders should boost their manufacturing skills.

Reverse Engineering Traders must remember the Deconstruction Techniques and the Attachment Upgrade.

Expertise Calculators

There exist three expertise calculators that I know of:

Expertise Calculator by Oekevo --- easy to use

SWG Expertise Calculator By MajorXP / Cohav --- nice features for sharing templates and to generate graphics, not updated since 2008

SOE/SWG Expertise Calculator --- irregularly updated

Coming soon -- a shortie on RE.

For now, see the Reverse Engineering 101.


This guide would not have made it if it was not for our awesome SWG community, all those other guides, tips & hints, FAQ:s, Senators, forum players, etc. Over time this guide has evolved even further with the feedback and PM:s you have sent me, a big thanks to all of you.

Thank you Savacc! Your feedback has been invaluable and very much appreciated. I would feel bad if I did not mention you by name as you have provided errata, comments, and lots of support. Let your PM:s keep coming.



PS: I always welcome and appreciate any suggestions, corrections, and whatever that would improve this guide to better convey today's crafting in SWG. DS.

Got any comments for the guide?