Difference between revisions of "Blueprints"
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== Skill requirements == | == Skill requirements == | ||
− | + | Most general purpose blueprints (weapons, armor) use components that have ''varying quality'', and components of higher quality also require higher crafting skills. | |
+ | This is a list of crafting skill requirements of the blueprints that only use components of ''static quality''. | ||
* [[Blueprint: T.N.T. Charge|TNT charges]] — 15 chemistry and 20 electronics | * [[Blueprint: T.N.T. Charge|TNT charges]] — 15 chemistry and 20 electronics | ||
* The 2 tiers of [[Blueprint: Repair Kit|repair kits]] — 25, 50 electronics / mechanics / tailoring | * The 2 tiers of [[Blueprint: Repair Kit|repair kits]] — 25, 50 electronics / mechanics / tailoring | ||
− | * | + | * All [[Blueprint: Chemical Bolt|Chemical bolts]] — up to 50 biology, 35 chemistry |
− | + | * All [[Blueprint: Extract Humour|animal]] / [[Blueprint: Process Plant or Fungus|plant]] products and consumables — up to 70 biology | |
− | * All [[Blueprint: Extract Humour|animal]] / [[Blueprint: Process Plant or Fungus|plant]] products and consumables — up to | ||
* The 3 tiers of [[Blueprint: Incendiary Bolt|incendiary]] / [[Blueprint: Shock Bolt|shock]] bolts — 20, 40, 60 chemistry / electronics | * The 3 tiers of [[Blueprint: Incendiary Bolt|incendiary]] / [[Blueprint: Shock Bolt|shock]] bolts — 20, 40, 60 chemistry / electronics | ||
+ | * The 3 tiers of [[Blueprint: EMP Grenade|EMP grenades]] and [[Blueprint: EMP Mine|mines]] — 35, 70, 105 electronics and 10 mechanics | ||
* The 5 tiers of [[Blueprint: Hand Grenade|explosive grenades]] and [[Blueprint: Mine|mines]] — 15, 34, 50, 69, 112 chemistry and 10 mechanics | * The 5 tiers of [[Blueprint: Hand Grenade|explosive grenades]] and [[Blueprint: Mine|mines]] — 15, 34, 50, 69, 112 chemistry and 10 mechanics | ||
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{{Blueprint navbox}} | {{Blueprint navbox}} | ||
[[Category:Items]] | [[Category:Items]] | ||
− | [[Category:Blueprints| | + | [[Category:Blueprints| Blueprints]] |
Revision as of 19:29, 10 July 2015
- For an alphabetical list of blueprints, see Category:Blueprints.
Blueprints are items that you can download to your wristpad for use in crafting. The crafting menu G contains your downloaded blueprints and allows you to craft items using them.
Description
All blueprints require at least one base component, but certain blueprints may require up to 4 base components. Blueprints may also have up to 3 optional components which alter or enhance the produced item(s), but are not necessary to craft an item.
The skill requirements for crafting any blueprint comes from the components used. Base components always add 100% of their skill requirements, while optional components have a varying difficulty modifier. Optional components with skill requirements higher than those of the base components will increase the crafting requirements up to their minimal skill level before adding their difficulty modifier.
Most armor, weapons, many medicine items, combat utilities and various other items can be created from blueprints. Some items are not commonly found nor sold, but their blueprints are commonly available. Also, some items and item enhancements are available only via crafting.
Skill requirements
Most general purpose blueprints (weapons, armor) use components that have varying quality, and components of higher quality also require higher crafting skills.
This is a list of crafting skill requirements of the blueprints that only use components of static quality.
- TNT charges — 15 chemistry and 20 electronics
- The 2 tiers of repair kits — 25, 50 electronics / mechanics / tailoring
- All Chemical bolts — up to 50 biology, 35 chemistry
- All animal / plant products and consumables — up to 70 biology
- The 3 tiers of incendiary / shock bolts — 20, 40, 60 chemistry / electronics
- The 3 tiers of EMP grenades and mines — 35, 70, 105 electronics and 10 mechanics
- The 5 tiers of explosive grenades and mines — 15, 34, 50, 69, 112 chemistry and 10 mechanics