Category:Engineering
From LotJWiki
Player Class: Engineering
AKA: Grease Monkeys, Gearheads, Shipbuilders, Armor Crafters
If smugglers, pilots, and warriors are the body of the Galaxy, Engineers would be the heart. Indeed, their very creations are what make the galaxy tick. Whether they are making the best weapons and armor to outfit local militia or building the Star Destroyers that drive the Imperial Navy, there are very few who could do without the skills of a master engineer. Many of the Galaxy's races are technically inclined, but the a few of the more proficient ones are Duros, Corellians, Wookiees, Defel, Baragwin, and Jawas.
Engineering Skills:
1) gather 1) makeclothing 1) makecontainer 4) makecanteen 6) makecircuit 9) makeflashlight 10) makeholster 13) makecomlink 15) makegoggles 20) repairarmor 25) repairweapon 30) makedatapad 30) makejewelry 30) survey 32) enhancearmor 45) gemcutting 45) makeblade 50) repairhatch 50) tuneship 55) repairhull 60) repairdroid 65) makeforcepike 67) makeblaster 70) makeshield 75) makelandmine 80) makegrenade 85) upgradeship 90) makebowcaster 100) combine 100) makearmor 110) buildstructure 120) upgradedroid 125) imbue 130) makedroid 130) restring 135) buildship
Engineering Feats:
50) harvester 100) armor crafting 120) structure building 130) droid making 145) ship building
Skills
- 1) gather
- Syntax: gather
- This skill allows an engineer to search for and gather natural resources from the planet. The most common natural resources are wood, metal, and stone. These resources can be used in :many crafting skills. To see what natural resources are available on the planet, simply use showplanet.
- Note: I do not believe this skill has been fully implemented yet.
- 1) makeclothing
- Syntax: makeclothing <wear location> <clothing name>
- Requires: Workshop, Sewing Kit, Fabric
- With a simple sewing kit and a piece of fabric, an engineer can craft some clothing... if only for modesty's sake.
- 1) makecontainer
- Syntax: makecontainer <wear location> <container name>
- Requires: Workshop, Sewing Kit, Fabric
- This is the entry-level engineering skill that allows an engineer to craft backpacks and containers to store equipment.
- 4) makecanteen
- Syntax: makecanteen <canteen name>
- Requires: Workshop, Toolkit, Duraplast
- This skill allows an engineer to craft a canteen for storing liquids. Canteens are also used for crafting grenades and mines.
- 6) makecircuit
- Syntax: makecircuit <circuit name>
- Requires: Workshop, Toolkit, Blank Circuit Board, Silicon Gel
- This skill allows an engineer to craft a functional circuit board from a blank circuit board. Circuits are used in a variety of engineering skills. An example is makecomlink.
- 9) makeflashlight
- Syntax: makeflashlight <flashlight name>
- Requires: Workshop, Toolkit, Circuit, Lens, Battery
- This skill allows an engineer to craft a flashlight. Flashlights are (obviously) used to provide sight in dark places.
- 10) makeholster
- Syntax: makeholster <holster name>
- Requires: Workshop, Sewing Kit, Duraplast, Fabric
- This skill allows an engineer to craft a holster for weapon storage. Holsters can hold up to two weapons provided the one wearing them is capable of dual wield. Different wear locations for holsters is not currently supported.
- 13) makecomlink
- Syntax: makecomlink <wear location> <comlink name>
- Requires: Workshop, Toolkit, Crystal, Circuit, Battery.:This skill allows an engineer to craft a comlink.
- Note: In order to make an encryptable comlink, you must be engineering level 25 and you must also add a Superconductor to the recipe.
- 15) makegoggles
- Syntax: makegoggles <goggle name>
- Requires: Workshop, Toolkit, Oven, Lens, Battery, Duraplast, Circuit
- This skill crafts infrared goggles to wear over your eyes. The goggles allow you to detect the presence of beings attempting to hide themselves. However, if used in combat, the goggles can severely hamper your combat effectiveness.
- 20) repairarmor
- Syntax: repairarmor <armor name>
- Requires: Sewing Kit
- This skill allows an engineer to repair damaged armor to perfect condition. Multiple attempts may be required depending upon the skill of the engineer.
- 25) repairweapon
- Syntax: repairweapon <weapon name>
- Requires: Toolkit, Oil, Duraplast
- This allows an engineer to repair a damaged weapon. The higher an engineer's skill, the less attempts required to restore a weapon to perfect shape.
- 30) makedatapad
- Syntax: makedatapad <datapad name>
- Requires: Workshop, Toolkit, Oven, Circuit, Superconductor, Duraplast, Battery
- An engineer creates a customized datapad for personal use or to sell. Datapads can be further upgraded through the use of remodulate.
- 30) makejewelry
- Syntax: makejewelry <wear location> <jewelry name>
- Requires: Workshop, Toolkit, Oven, Precious Metal
- For beginning engineers, this provides a somewhat steady flow of credits. Engineers can take the jewelry they make and sell them to pawn shops across the galaxy.
- 30) survey
- Syntax: survey
- This skill allows an engineer to survey his surroundings and see whether or not a structure may be built at his or her current location. This skill is not fully implemented as buildstructure has yet to be fully implemented as well.
- 32) enhancearmor
- Syntax: enhancearmor <armor/helmet name> <underlay/coating name>
- Requires: Workshop, Sewing Kit, Underlay/Coating
- Using various underlays and coatings found throughout the Galaxy, an engineer can enhance the properties of protective armor. For more information, take a look at the Armor Guide.
- 45) gemcutting
- Syntax: gemcutting <NEW crystal name>
- Requires: Workshop, Toolkit, UNCUT Gem
- Utilizing a toolkit, an engineer can cut a gem to be used in other crafting skills.
- 45) makeblade
- Syntax: makeblade <blade name>
- Requires: Workshop, Toolkit, Oven, Durasteel, Battery, Superconductor
- Crafts a vibro-blade that can either be used as a weapon or surgical tool. Those versed in certain science skills may create blades anywhere as long as they have the components necessary to create one.
- 50) repairhatch
- Syntax: repairhatch <ship name>
- Requires: Toolkit, Hull Plating
- If someone utilizes a lightsaber or fusion cutter to damage the hatch of a ship, the ship will be incapable of launching. This skill repairs the hatch of the ship allowing it to be useable again.
- 50) tuneship
- Syntax: tuneship <ship name>
- Requires: Garage, Toolkit, Hydrospanner
- The engineer attempts to tweak a ship; increasing its quota to allow more modifications. The amount of quota added depends on the combined variables of engineer skill, ship size, and engineer's science skills.
- 55) repairhull
- Syntax: repairhull <ship name>
- Requires: Hydrospanner, Hull Plating
- Ships that have their hull damaged in space combat are more suceptible. An engineer can repair the hull of a ship with this skill.
- 60) repairdroid
- Syntax: repairdroid <droid name>
- Requires: Toolkit, Droid Part
- Repairs a droid using a droid part in your inventory. This can be used on any droid, not just your own.
- Note: I do not believe this skill is fully implemented as it is still possible to heal droids through the use of bacta tanks and medpacs. I am not certain about this though.
- 65) makeforcepike
- Syntax: makeforcepike <forcepike name>
- Requires: Workshop, Toolkit, Oven, Durasteel, Battery
- Crafts a forcepike to be used in combat. Forcepikes are large and bulky weapons that are unwieldy by all except the strongest of beings.
- 67) makeblaster
- Syntax: makeblaster <repeater/pistol/rifle> <blaster name>
- Requires: Workshop, Toolkit, Oven, Duraplast, Battery, Superconductor, Circuit, Ammo Clip
- Crafts a blaster of a specific type for use in combat. Pistols may be dual-wielded, Rifles allow for sniping, and Repeaters have a rapid fire rate with slightly lower accuracy.
- Note: In order to craft a rifle, you must also have a scope in your inventory. Scopes vary in power so find the best one.
- Note: In order to craft a repeater, you must also have a cooling unit in your inventory. Cooling units are all the same all across the board.
- 70) makeshield
- Syntax: makeshield <shield name>
- Requires: Workshop, Toolkit, Battery, Circuit, Superconductor, Crystal
- Crafts a personal energy shield that is useful for absorbing incoming damage from blaster attacks. Shields do nothing for physical attacks such as those from fists or vibroblades for example.
- Note: Shields will function until you either deactivate them or they run out of energy. To re-energize a shield, you must have the shield and a battery in your inventory. The syntax is energize <shield name> <battery name>. To activate or deactivate your shield, the syntax is use/activate <shield name>
- 75) makelandmine
- Syntax: makelandmine <mine name>
- Requires: Workshop, Toolkit, Canteen, Battery, Circuit, Chemicals
- Creates a landmine useful for setting up traps/ambushes or blowing open doors.
- 80) makegrenade
- Syntax: makegrenade <grenade name>
- Requires: Workshop, Toolkit, Canteen, Battery, Circuit, Chemicals
- Crafts an explosive grenade that is tossed at enemies.
- WARNING: Failure in creating a grenade CAN result in explosive ends. If you fail in crafting a grenade aboard a ship, you CAN MEET AN EXPLOSIVE DEATH! You have been warned!
- 85) upgradeship
- Syntax 1: upgradeship <ship name> <component name> <amount>
- Syntax 2: dismantle <ship name> <component name> <amount>
- Requires: Garage, Toolkit, Hydrospanner
- Allows an engineer to modify a ship's components. Several factors are involved in this including ship's quota, ship's minimum and maximum component values, Era restrictions (usually only applies to Cloak and Grav Wells), etc.
- Note: Any engineer attempting to modify a ship must either be the owner or set as a pilot/co-pilot by the owner. I do not believe the pilot empowerment allows this though anyone with the pilot empowerment may set themselves as a pilot of clan ships.
- 90) makebowcaster
- Syntax: makebowcaster <bowcaster name>
- Requires: Workshop, Toolkit, Oven, Circuit, Bolt Cartridge, Superconductor, Battery, Duraplast
- Creates the traditional Wookiee Bowcaster for use in combat.
- Note: You MUST have 25 Strength in order to wield it.
- 100) combine
- Syntax: combine <final part name>
- Requires: Various Things
- Combines raw materiels to use in various other skills.
- 100) makearmor
- Syntax 1: makearmor <material> <about/head> <cover/nocover> <name>
- Syntax 2: makearmor <armor name>
- Requires: Workshop, Sewing Kit, Fabric/Duraplast/Durasteel
- Crafts protective armor. Different classes of armor require different materiels. Class I is described as Light Armor and requires fabric on initial creation. Class II is defined as Medium Armor and requires duraplast on initial creation. Class III is defined as Heavy Armor and requires durasteel on initial creation. After initially creating the armor, the armor will show as unfinished in your inventory. To continue working on the armor, simply use the second syntax shown above. Those proficient in certain science skills can make armor without needing to go to a workshop.
- Note: Even when completed, armor will remain unfinished until underlays and coatings are added to the armor.
- 110) buildstructure
- Syntax 1: buildstructure
- Syntax 2: buildstructure <structure name> <component>
- The first syntax uses a blueprint you are holding to craft the scaffolding for the structure. The second syntax allows you to continue working on the scaffolding using components in your inventory.
- Note: I do not believe this skill is fully implemented as of this time.
- 120) upgradedroid
- Syntax: upgradedroid <droidname> <behavior/focus> <option>
- This command is used to set the behavior and focus of an inactive droid that you own. Setting the focus tells the droid what its purpose is. Current options are Industry, Translation, and Combat. Setting the behavior tells the droid whether or not to assist you. Current options are Assist, Ignore, and Inactive.
- 125) imbue
- Syntax: imbue <item to imbue>
- Requires: Cortosis Ore, Item to be Imbued
- This skill imbues an item with a cortosis weave allowing it to resist lightsaber damage. If the engineer fails with the imbuing, the item he or she is attempting to imbue is destroyed.
- Note: There has only been one time since this skill's implementation that it has actually been put to use. As of right now, it is a defunct skill.
- 130) makedroid
- Syntax: makedroid <droid type>
- Requires: Workshop, Toolkit, Varying amounts of Durasteel, Varying amounts of Duraplast
- This skill crafts a personal assistance droid for use or sale. Current droid types are Cylinder (also called an Astromech), Biped, and Quadruped.
- 130) restring
- Syntax: restring <armor in inventory> <restring description>
- This skill takes the covering armor in your inventory and sets it to a description that people will see. This is the skill used to make people look like "a being in durasteel armor" for example. This is usually defined ICly as "make my armor look like such and such."
- WARNING: ALL restrings are monitored by the Immortal Staff. There is a system in place to record who has restrung items. Inappropriate restrings will be removed. Abusing this ability multiple times will result in harsh punishments from the Immortal staff. See the in-game help file for examples of bad restrings.
- 135) buildship
- Syntax 1: buildship
- Syntax 2: buildship <ship name> <component>
- Similar to buildstructure, the first command will allow an engineer to craft a ship frame using a blueprint they are holding. The second command will allow an engineer to continue working on the frame using components in their inventory. When a frame is examined, it will say how many of what components are required to finish building the ship.
Feats
- 100) Armor Crafting
- Usage: Passive
- Grants +250 HP bonus when enhancing armor with Bacta Underlays. Grants an extra +1 Stat bonus when using any other underlay.
- 120) Structure Building
- Usage: Passive
- Parts you use are 33% more effective when using buildstructure. This means that when you are building structures, components in your inventory will reduce the amounts of components needed to finish the structure by an extra 1/3.
- 130) Droid Making
- Usage: Passive
- Droids you make get an extra +3 to all stats.
- 145) Ship Building
- Usage: Passive
- Parts you use are 33% more effective when using buildship. This means that when you are building ships, components in your inventory will reduce the amount of components needed to finish the ship by an extra 1/3.
Pages in category "Engineering"
The following 42 pages are in this category, out of 42 total.
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M cont. |
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