***NOTE*** SOE published the New Game Enhancements for Star Wars Galaxies, aslo known as the NGE on 11-15-05. This comes after the CURB or CU for short was published on 4-27-05 and never lived up to expectations. Information listed on this site is current up to but NOT including the NGE. Pre-CU (also known as PreCU) information has been compiled and located in the lower menu bar. Read my update for more information on my Pre-CU pages.
Due to the large # of enhancements & parts available, I do not typically
stock enhanced weapons on my vendor. I can make any weapon you wish If you provide
the enhancer or part. Orders are taken by offering the enhancers to my Unsliced
Weapons vendor @ the location in the title. I take instructions on optional
parts, names, and extra experiment points by in-game e-mail. Orders are completed
by the order I receive in-game e-mails. My fee for pistols is 225k, and rifles/carbines
are 250k. This includes the use of pre-cu components, crafting food, and my FS crafting
abilities. For an additional 100k I will travel to a Research Center city to do the final
combine on the weapon, or if the weapon does not require factory time the subcomponents also.
SOE has introduced new high end loot to BH missions, Enhanced Power Cells (for Blaster Power Handlers) and Reinforced casings (for Projectile Feeds) as well as scopes and stocks. At this time there is a known issue with crafting with Scopes/Stocks that have been looted Pre Publish 22 and some reports of post publish also. The scopes and stocks convert the damage type of a weapon, if energy, it goes to blast usually doing just 1 damage when used. If the weapon is kinetic, it converts to energy but does appear to work properly but has energy damage type. The EPC's and RC's have Speed, Damage AND SAC mods. These new enhancers make it possible to both damage cap and SAC cap a weapon if they are good enough.
According to Blixtev NEW loots should be fixed but they are NOT. Recent crafts have shown that new loots of scopes/stocks still convert damage types post Pub22. There is NO ETA for converting old scopes/stocks or fixing existing weapons.
- Ranged Weapons
- Krayt Tissue or Enhanced Power Cell Enhanced
- Unarmed
- Blaster Fist - 3 handler, 1 for schem - 4 total (also can take 1 vibro motor or Nightsister Vibro Unit)
- Pistols
- D18 Pistol - 1 handler
- DL44 Pistol - 1 handler
- Scout Blaster - 1 handler
- DL44Metal Pistol - 1 handler
- DH17 Pistol - 1 handler
- SR-Combat Pistol - 2 handlers, 1 for schem - 3 total
- Power 5 Pistol - 2 handlers, 1 for schem - 3 total
- Geonocian Sonic Blaster - 4 handlers, 1 for schem - 5 total
- Death-Hammer Pistol - 1 handler
- DE-10 Pistol - 2 handlers, 1 for schem - 3 total
- DL44 XT Pistol - 1 handler
- Alliance Disruptor - 2 handlers, 1 for schem - 3 total
- Renegade Pistol - 2 handlers, 1 for schem - 4 total
- Scatter Pistol / High Capacity Scatter Pistol - 1 handler
- Republic Blaster / Modified Republic Blaster - 2 handlers, 1 for schem - 3 total
- DX2 Pistol - 4 handlers, 1 for schem - 5 total
- Carbines
- DH17 Carbine - 1 handler
- DH17 Snubnose Carbine - 1 handler
- E11 / Enhanced E11 Carbine - 1 handler
- EE3 Carbine - 3 handlers, 1 for schem - 4 total
- DXR6 Carbine - 5 handlers, 1 for schem - 6 total
- Laser Carbine - 3 handlers, 1 for schem - 4 total
- Elite Carbine - 4 handlers, 1 for schem - 5 total
- E11 MarkII Carbine - 3 handlers, 1 for schem - 4 total
- E5 Carbine - 3 handlers, 1 for schem - 4 total
- Rifles
- Light Bowcaster - 3 handlers, 1 for schem - 4 total ( Can also add projectile feed enhancement but maxes at 93max damage so is pointless to enhance)
- Recon Bowcaster - 2 handlers, 1 for schem - 3 total (Same part req as SG82, calls for a control unit)
- Assault Bowcaster - 5 handlers, 1 for schem - 6 total (same part req as T21)
- DLT20/DLT20a Rifle - 1 handler
- SG82 Rifle - 2 handlers, 1 for schem - 3 total
- E11 Rifle - 1 handler
- Tenloss DXR-6 (DXR6b) Disruptor Rifle - 5 handlers, 1 for schem - 6 total
- Light Laser Rifle - 3 handlers, 1 for schem - 4 Total
- Jawa Ion Rifle - 5 handlers, 1 for schem - 6 total
- Advanced Light Laser Rifle - 3 handlers, 1 for schem - 4 Total
- T21 - 5 handlers, 1 for schem - 6 total
- Special Heavy Weapons
- Heavy Acid Rifle - 4 handlers, 1 for schem - 5 total
- Lightning Rifle - 4 handlers, 1 for schem - 5 total
- Light Lightning Cannon - 4 handlers, 1 for schem - 5 total
- Flamethrower - 4 handlers, 1 for schem - 5 Total
- Plasma Flamethrower - 4 handlers, 1 for schem - 5 Total
- Projectile Feed Enhanced - The following take only 1 of either Spider Fang, Nym Feeder, Gorax Bone Shard, or Reinforced Casings except where noted
- Alliance needler Carbine
- Czerka Dart Carbine (Requires 5 Enhancers, 1 for schem - 6 total)
- Striker Pistol
- Tangle Pistol
- Launcher Pistol
- FWG5/Featherweight FWG5 Pistol
- Intimidator Pistol
- Spraystick
- Tusken Rifle
- Berserker Rifle
- Light Bowcaster (Can also take Krayt, 3 handlers, 1 for schem but maxes at 93max damage so is pointless to enhance)
- Melee Weapons
- Sword Core Weapons - The following take either dropped Rancor Teeth (100+dmg preferred), or dropped or crafted Geonocian Sword Cores
- Reinforcement Core Weapons - The following take a single Acklay Bone or a single dropped or crafted Geonocian Reinforcement Core.
- 2h Axe
- Gaderiffi Baton
- Stun Baton
- Power Hammer
- Vibro Weapons - The following take either vibromotors (enhancers) or vibro units (parts, Nightsister Vibro Unit is typicaly the best type)
- Vibroblade - 1 part
- Vibro Knuckler - 1 part
- Massasi Knuckler - 1 part
- Blaster Fist - 1 part (also takes 3 Advanced Blaster Power Handlers, plus 1 for schem - 4 total Enhancers)
- Lance - 1 part
- Vibro Axe - 2 motors, 1 for schem - 3 total OR 2 identical vibro units
- Vibrolance - 2 motors, 1 for schem - 3 total OR 2 identical vibro units
- Long Vibro Axe - 3 motors, 1 for schem - 4 total OR 3 identical vibro units
- Cryo Lance - 3 motors, 1 for schem - 4 total OR 3 identical vibro units
Special note on making multiple Krayt or Geonocian weapons. If a weapon requires 2 handlers, multiply that times the # you want to make and add 1 for the schematic needed. Essentially you subtract one from your string, and that is how many crated items you will get.
Example: You wish to make two Jawa Ion Rifles, if you have 11 tissues, you can make them. Jawa Ion Rifle (5*2) +1 = 11 Tissues.
Example: You have a string of 8 Krayt Tissue, you can make both a Laser Carbine and two Republic Blasters. Laser Carbine (3) + Republics (2*2) +1 = 8 Tissues.
Example: You wish to make three Nightsister Energy Lances from just one use of the schem. You would need only 8 identical Nightsister Vibro Units. Since these drop with the same serial 2 would be used to make a schem from the schem, leaving 6 remaning. Those 6 would make 3 lances since each takes two. If 10 dropped it would be possible to make 4 lances.
Example: You wish to make two scythes using only one use of a schematic. This requires 7 Identical Geonocian Power Cubes (7 identical Solidifying Agents are also recommended but not required). Out of 7 parts you get 6 Identical cores, a schem from the Scythe schem can be made with 2 cores (4 remain). That schem is then run for a total of two Scythes (2 cores per scythe). Doing it this way, it possible to get 4 Scythes from a single 2 use schem. You could also do this with 6 identical looted cores which already have the same serial number. The same procedure can be used to make two Blacksun Executioner Hacks from the single use schem.