WEAPONSMITH
SUMMARY
Weaponsmiths will always be in high demand. One of the keystone professions of the game, a talented Weaponsmith will enable combatants to excel at their tasks and wreak havoc amongst the galaxy. Due to weapon durability and condition loss, weapons will also need to be repaired and eventually replaced.
The key to this profession is locating a wide variety of very specific resources with a very high quality. The actual quantity of resource is low and the sub-component management aspect is not particularly overwhelming. Past that, locating key loot to enhance your weapon may be the next biggest challenge.
Skill Tree
- Novice Weaponsmith (General Crafting XP, Engineering IV required)
- Melee Weapons Crafting - Melee Weapons
- Firearms Weapons Crafting - Ranged Weapons
- Munitions Crafting - Sub-components & Heavy Weapons
- Weapon Crafting Techniques - Assembly & Experimentation
- Master Weaponsmith
Primary Products
- Melee Weapons
- Ranged Weapons
- Heavy Weapons (Commando)
- Grenades
- Weapon Repairs
Requirements & Grinding
Novice Weaponsmith requires Engineering IV in the Artisan tree to advance.
The Weaponsmith grind is considered one of the longer grinds and will likely take 4-5 hours with all materials.
- Projectile Pistol Barrels (Steel)
- Option to do Chemical Warheads at xx2x, however requires very specific resource (Thoranium Steel, Polymer, Copper, Amorphous Gemstone)
Key Resources
One of the aspects of Weaponsmith is that very specific resources are needed for almost every component. And not only that - they also have to have extremely high quality to maximize damage output.
Quality & Experimentation
- OQ/CD - Most important combination and used for Cores as well as Gas Cartridges to maximize damage
- OQ/SR - Second most important combination used for many weapon sub-components to maximize damage
Specific Named Resources
Weaponsmiths use by far the most variety of named resources as each weapon skin can have it's own specific resource. As such, there are too many to list here effectively, but a few to get started:
- Advanced Weapon Stocks - Corellian Deciduous Wood***, Link-Steel Aluminum, Duralloy Steel
- Advanced Barrels - Rhodium Steel, Duralloy Steel, Duranium Steel, Ryll Amorphous Gemstone
- Advanced Scope - Chromium Aluminum, Polymer, Link-Steel Aluminum, Green Diamond Crystalline Gemstone, Polysteel Copper
- Tibanna Gas Cartridges - Polymer, Diatium Copper, Ostrine Carbonate Ore, Phirik Aluminum, Irolumn Reactive Gas
- Advanced Melee Weapon Cores - Polymer Desh Copper, Duralloy Steel, Bronzium Iron
- Advanced Ranged Weapon Cores - Polymer, Polysteel Copper, Carbonite Steel, Crystalline Gemstone
HOW IT WORKS
Restoration III uses the NGE 'Core' system in which a vast majority of the stats for a weapon are created in the weapon core and placed into a wide variety of skins. As opposed to the pre-CU whereas each weapon had different bonuses, here you can have most any skin you like with the same qualities.
Cores & Combat Levels
While experimenting on the Weapon Core a slider appears at the bottom of the window in which you may select the Combat Level of the Weapon.
- Basic Cores are CL6-20
- Standard Cores are CL21-40
- Advanced Cores are CL41-54
Experimentation Window:
Basic Weapons
The most basic weapons will require a Weapon Core with associated sub-components that boost damage output. For a basic Ranged Weapon, for example, you will likely want:
- Tibanna Gas Cartridge
- Ranged Weapon Core
- Barrel
- Stock
- Scope
A Very Basic Melee Weapon Example:
Advanced Weapons
For a high-end Weapon you will want to consider adding:
- Elemental Chamber for elemental damage
- A looted Augmentation for Health or Action (225 max)
- A looted Enhancement for Critical Chance (25 max)
- A Weapon Power Bit from a Reverse Engineer (i.e. Ranged General)
- A looted Weapon Enhancement such as a Gorax Shard (Ranged Speed) or Acklay Bone (Melee Damage)
A Fully Decked Out Ranged Weapon Example:
Grenades
Grenades are consumables used by Commandos.
Weapon Repairs
- Weaponsmiths use a Weapon Repair Kit to repair weapons. Assembly and Opportune Chance contribute to the success of the repair. As a general rule Weapons should be repaired before they reach 30% condition to ensure a high probability of success. As the weapon's condition lowers the effectiveness of the repair will go down and may end up losing significant condition or even damage output.
LOOTED ENHANCEMENTS
Name | Looted From | Used In | Stats |
---|
Augmentations | Various | Weapon Augmentation Slot in Weapon Core | Up to +225 Health of Action |
Enhancements | Various | Weapon Enhancement Slot in Weapon Core | Up to +25 Critical Hit Chance |
Gorax Shards | Gorax, Endor | 'Enhancement' Slot in Ranged Weapon Core | ~0.28-0.30+ Speed Reduction Considered High Quality |
Acklay Bones | Acklay, Yavin IV | 'Enhancement' Slot in Melee Weapon Core | Damage Bonus, +25-30 is High Quality |
Krayt Tissues | Krayt Dragons, Tatooine | 'Enhancement' Slot in Ranged Weapon Core | Add Min+Max Damage, ~45 Combined High Quality |
Decrepit Melee Enhancement | Various | 'Enhancement' Slot in Melee Weapon Core | Increase to Min/Max Damage AND Attack Speed Reduction |
Decrepit Ranged Enhancement | Various | 'Enhancement' Slot in Ranged Weapon Core | Increase to Min/Max Damage AND Attack Speed Reduction |
Decrepit Heavy Weapon Enhancement | Various | 'Enhancement' Slot in Heavy Weapon Core | Increase to Min/Max Damage AND Attack Speed Reduction |
ADVANCED TECHNIQUES
Smuggler Pairing
- Pairs well with Smuggler profession due to slicing capabilities. That or find a good friend who is a Smuggler!
Crafting Suit
- SEA's are a necessity for advanced Weaponsmiths and utilize both Experimentation and Assembly
Sockets
- At least 151 Weaponsmith Assembly is required to guarantee a socket on a weapon crafted or pulled from a crate(1.2.1).
Power-Ups
- Reverse Engineers can craft Weapon Assembly power-ups to aid with weapon repair successes
SEA Bake-ins
- Note that you may 'bake-in' an SEA (for example, Ranged General, by crafting a Weapon Power Bit from a Reverse Engineered Power Bit and Modifier Bit.
Weapon Deconstruction
Go through the quest
Pehbon's Request to deconstruct reward and quest weapons into a new schematic to be used by a Weaponsmith.
Note that deconstructing no trade and no trade shared weapons will bio-link the crafted version to the character who initially deconstructed it.
WEAPON SKINS
Standard Ranged Weapons
Pistols
PISTOLS | REQUIREMENTS | TYPE |
---|
Alliance Disruptor | Master Combat Medic | Energy |
CDEF Pistol | None | Energy |
D18 Pistol | None | Energy |
DH17 Pistol | None | Energy |
DL 44 Metal Pistol | None | Energy |
DL44 Pistol | None | Energy |
DL44 XT | None | Energy |
DX2 Pistol | Master Pistoleer | Energy |
Death-Hammer Pistol | None | Energy |
FWG5 Pistol | None | Kinetic |
High Capacity Scatter Pistol | Master Bounty Hunter | Kinetic |
Intimidator Pistol | Squad Leader Only | Kinetic |
Power5 Pistol | None | Energy |
Renegade Pistol | Master Smuggler | Energy |
Republic Blaster | None | Energy |
SR Combat Pistol | None | Energy |
Scout Blaster | None | Energy |
Striker Pistol | None | Kinetic |
Tangle Pistol | None | Kinetic |
Special Pistols
PISTOLS | REQUIREMENTS | TYPE | WHERE |
---|
Red Hydra Z-5 | Novice Squad Leader | Energy | |
Retrofitted DE-10 Pistol | None | Energy | |
Geonosian Sonic Blaster | None | Energy | |
Tchotchee Pistol | Squad Leader Strategy III | Energy | |
DE-10 Pistol | None | Energy | |
Quicktrigger Countermand | Underworld III | Energy | |
Blackhand Annihilator | Novice Marksman | Kinetic | |
Liquidsilver L7 | Novice Smuggler | | |
DL44 "Dosh Special" | Master Pistoleer | | |
... Many More | | | |
Carbines
CARBINE | REQUIREMENTS | TYPE |
---|
Alliance Needler Carbine | None | Kinetic |
CDEF Carbine | None | Energy |
Czerka Dart Carbine | Bounty Hunter x4xx | Kinetic |
DH17 Carbine | None | Energy |
DXR6 Heavy Carbine | None | Energy |
E11 Carbine | None | Energy |
E5 Carbine | Master Squad Leader | Energy |
Elite Carbine | None | Energy |
Laser Carbine | None | Energy |
Special Carbines
CARBINE | REQUIREMENTS | TYPE | WHERE |
---|
EE3 Carbine | None | Energy | Bounty Hunter Collection |
DH17 Short Carbine | None | Energy | |
Generic E5 Carbine | None | Energy | |
Firestar 10-K | Rifles III | Energy | |
Rilctur Carbine | Novice Carbineer | Energy | |
... Many More | | | |
Rifles
RIFLE | REQUIREMENTS | TYPE |
---|
Advanced Laser Rifle | None | Energy |
Beam Rifle | None | Energy |
CDEF Rifle | None | Energy |
E11 Rifle | None | Energy |
Heavy Acid Rifle | Commando xxx1 | Energy |
Jawa Ion Rifle | None | Energy |
Light Lightning Rifle | Novice Bounty Hunter | Energy |
SG82 Rifle | None | Energy |
Spraystick | Novice Rifleman | Kinetic |
T21 Rifle | Master Rifleman | Energy |
Tusken Rifle | None | Kinetic |
Special Rifles
RIFLE | REQUIREMENTS | TYPE | WHERE |
---|
Darkstring Assassin | Master Marksman | Energy | |
Tenloss DXR-6 Disruptor RIfle | Novice Rifleman | Energy | |
Assault Bowcaster | Wookiee | Kinetic | |
Trandoshan Hunting Rifle | None | | |
Fallan Hyper Rifle | | Kinetic | |
Jinkins*** | | Kinetic | Nym’s Themepark |
LD1 | | Kinetic | Kashyyyk Outasts Questline |
TC-22*** | | Kinetic | GCW Tokens |
Master Crafted DC-15 | | Energy | BH Collection Dangerous Fugitives |
Berserker Rifle | | Kinetic | Corellian Corvette |
... Many More | | | |
Commando / Heavy Weapon
HEAVY WEAPON | REQUIREMENTS | TYPE |
---|
Acid Stream Launcher | Acid Weapons III | Kinetic |
Flame Thrower | Incendiary Weapons III | Energy |
Heavy Particle Beam Cannon | Beam Weapons II | Kinetic |
Launcher Pistol | Novice Commando | Kinetic |
Lightning Beam Cannon | Beam Weapons IV | Energy |
Plasma Flame Thrower | Master Commando | Energy |
Rocket Launcher | Incendiary Weapons I | Kinetic |
Special Heavy Weapons
HEAVY WEAPON | REQUIREMENTS | TYPE | WHERE |
---|
The Void | Explosives III | | |
Corellian Destroyer | Novice Commando | | |
... Many More | | | |
Standard Melee Weapons
Unarmed / TKA
UNARMED | REQUIREMENTS | TYPE |
---|
Blaster Fist | None | Energy |
Massassi Knuckler | None | Energy |
Vibro Knuckler | None | Energy |
Special Unarmed
Unarmed | REQUIREMENTS | TYPE | WHERE |
---|
Knuckles of the Katarn | Teras Kasi Master | Kinetic | |
Spider Clan Katana (Knuckler) | None | Kinetic | |
Sayormi Heartstriker | Novice Fencer | | |
... Many More | | | |
Fencer / 1H
1H SWORD | REQUIREMENTS | TYPE |
---|
Curved Sword | None | Kinetic |
Deco Surv Knife | None | Kinetic |
Gaderiffi Baton | None | Kinetic |
RSF Sword | None | Kinetic |
Ryyk Blade | None | Kinetic |
Stun Baton | Master Fencer | Energy |
Survival Knife | None | Kinetic |
Sword | None | Kinetic |
Vibro Blade | None | Energy |
Special 1-Handed
1H SWORD | REQUIREMENTS | TYPE | WHERE |
---|
Blackbane Nail | Novice Fencer | Kinetic | |
Spiderclan Machete | None | Kinetic | |
Blackscale Stun Stick | Master Fencer | | |
... Many More | | | |
Swordsman / 2H
2H SWORD | REQUIREMENTS | TYPE |
---|
Heavy Ave | None | Kinetic |
Power Hammer | Master Swordsman | Kinetic |
2H Axe | None | Kinetic |
2H Cleaver | None | Kinetic |
2H Curved Sword | None | Kinetic |
Vibro Axe | None | Kinetic |
Special 2-Handed
2H SWORD | REQUIREMENTS | TYPE | WHERE |
---|
Lifeblood Cleaver | Novice Swordsman | Kinetic | |
Black Sun Executioner's Hack | None | Kinetic | |
Darstai'is Sickle | Sword Defence III | Kinetic | |
Scythe Blade | Sword Finesse IV | Kinetic | |
N-K Executioner | Master Swordsman | Kinetic | |
Spiderclan Katana | None | Kinetic | |
... Many More | | | |
Pikeman / Polearm
POLEARM | REQUIREMENTS | TYPE |
---|
Cryo Lance | None | Kinetic |
Electric Polearm | None | Kinetic |
Lance | None | Energy |
Long Vibro Axe | None | Energy |
Metal Staff | None | Kinetic |
Reinforced Combat Staff | None | Kinetic |
Vibro Lance | None | Energy |
Wood Staff | None | Kinetic |
Special Polearm
POLEARM | REQUIREMENTS | TYPE | WHERE |
---|
Kashyyyk Bladestick | None | Kinetic | |
Strike Assault Lance | Novice Pikeman | Kinetic | |
Spiderclan Glaive | None | Kinetic | |
... Many More | | | |
-SoloWest July 2022
ARCHIVE
(neehi, March 2022)
The absolute basics to grinding out Weaponsmithing.
The only prerequisite to Weaponsmithing is Engineering IV in the Artisan tree, a general crafting tool, and a weapon, droid, and general tool. Later on you will need a crafting droid or crafting station to make some items. You can make melee and ranged weapons (of course), as well as mines, grenades, and heavy weapons such as Launcher Pistols, which Commandos need for heavy weapon experience to start.
Grinding out Surveying IV first helps you find the materials you need faster and has the added bonus of gathering materials for your crafting grind later. When surveying, get the materials you will need later such as steel (lots), iron, fiberplast, polymer, gems, copper, etc. When grinding, quality doesn't matter.
Now, on to the grind...
Visit a cantina before you start. Practice mode and Entertainer buffs will significantly improve the xp earned per item crafted. Make general crafting tools in practice mode until you have Engineering IV and Novice Weaponsmith.
Train Novice Weaponsmith and find something to grind without having to make multiple components to make an item. That is, make one item over and over in practice mode until you're Master.
Pick one of the following and go either Intermediate Melee, Ranged, or Munitions I. Take that tree all the way to IV to increase your xp cap for weapon crafting and unlock components that provide more xp.
Every time you go to the next tier, change to a new recipe for better xp. Once you are at IV, make an item from that level to grind out the rest of your xp, all the way to Master. Now you have to find quality materials to make quality weapons; but that's another guide.