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References on this guide:
  1. ^SWG Comunity tools
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1. Reverse Enginering concept

Definition: RE-ing is a process performed by a Shipwright that produces ship components from looted space items whereby the final product’s stats are superior to what would normally be looted or crafted.

It is a time-consuming, tedious, complex and complicated process, and one that tends to raise a lot of questions. Much of the information in this guide can be found in many shipwright FAQs and other similar sources, but in my experience I have not found an “all-encompassing” guide that covers RE-ing from an experienced Shipwright or even an experienced Pilot’s perspective. This guide is the culmination of the information I’ve gathered from external sources in addition to my own day-to-day experience as a Shipwright and Pilot.

There are very specific requirements in the creation of an RE-ed item. They are as follows:

1.- The same type of components must be used. If the desired end result is a RE-ed weapon, then only space-looted weapons must be used in the RE process. Mixing and matching of dissimilar items is not permitted.

2.- The same number of components must be used as the RE level of the item(s). That is to say that if the RE level of the item(s) is 6, then exactly 6 items are required to perform the RE process.
Note: the RE level of the item is not the Certification Level of the item. Only space-looted items have a RE level allocated to them. Previously RE-ed or crafted parts do not.

3.- A Ship Analysis Component Tool. Shipwrights make and use these devices. If you are not a Shipwright then you must find one.

Note about certification and RE levels: Normally the certification level and RE level of the item will match. There are anomalous situations where this is not the case, whereby you loot a level 10 item whose RE level is 5.
Level 10 weapon ready for RE-ing

Level 10 weapon ready for RE-ing


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2. Shipwrights Skills and tools required to perform the RE process

Most players aren’t concerned with how to physically combine the various parts (however a good pilot may understand this process quite well and use this knowledge to as the basis to drive his/her space loot runs).

If you’re a Shipwright, the process is simple: build a Component Analysis Tool, drop the parts you wish to RE into the tool, and select the Analyze Component option from the tool’s radial menu.

When building the Component Analysis Tool, resource quality affects the number of charges the tool gets. The better the quality of the resources, the more charges it gets.

Master Shipwright (Master Structure Trader after NGE) can RE any looted ship part. Novice Structure Traders can only RE level 1 components. Master Shipwright gives +1 to all RE-ing stats, for a total of +10 for all components. This allows Master Shipwrights to RE up to the highest level of loot available in the game.

Shipwright skills do not affect the outcome of the final RE product. The level of shipwright only determines what level of items can be RE-ed. A novice Shipwright can RE level 1 parts just as well as a master.

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3. RE-ed components vs. Crafted: An example of an RE job

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3.1. Advantages

The RE process has 3 great advantages:

a) When combining parts, the best stat from each category will be used in the final product. With carefully selected space loot, this can result in some remarkable components.

b) In many cases the global part stats will be better, in average, than most of the crafted parts. This is because can only concentrate on his experimentation bonuses in certain stats but the RE process can combine rare and very good stats from the parts used in the RE process.

c) The Shipwright has absolute control over the process. The RE process does not depend on:

 The quality of the resources and its planetary availability

 The experimentation points

 Buffs, clothes, and other attribute-enhancing items

 Luck during experimentation (whereby the experiment can be a failure, moderate, great, or amazing success)


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3.2. Disadvantages

In contrast, the RE process has 3 serious disadvantages:

a) Looting the required items for a RE process can be, and usually is, a very time-consuming and tedious undertaking. The looting process can go on for days, weeks, or months, depending on the type of item required. A good shipwright will have on hand hundreds or possibly thousands of items to choose from when looking to RE. The RE process is not a quick and easy venture.

b) Good parts for RE available in the marketplace (bazaar) are rare or perhaps even non-existent, and if available will be very expensive. Most if not all Shipwrights keep the very best items for themselves (RE level 6 and higher), and this includes any junk items as well (some items at this level are used as “filler” in the RE process).

c) Certain looted components, such as RE level 8 weapons or RE level 10 engines) have a very low drop rate.

Note on solo looting: Be ready for a long, hard job ahead of you if your intention is to loot solo. Don’t expect results in minutes, hours, or days. As stated earlier the process can take days, weeks, or months in order to do it right. Take your time, take breaks and do other things in the game. Done correctly you will get your “superuberstuffed” vessel ready for combat!

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4. An example of RE job

Now we will anailze an example of a simple RE process, using 3 level 3 reactors:

RE stats from parts
Item / StatReactor 1Reactor 2Reactor 3
Armor171.4172.9177.38
HP171.4172.9177.38
Energy13,079.010,230.012,597.0
Mass3,160.63,350.22,605.80

The shipwright may drop the 3 level 3 reactors into the Component Annalisys tool and select the process from the radial menu.

During the execution a pop up window (RE finalization report) will show us the stats (before bonus) that will be applied to the output ship part.

Once the RE process has been automatically execute, the final product will have the best stat from each category from each reactor.[

In our example here, the best stats (highlighted) are: Armor – 177.38 (Reactor 3), HP – 177.38 (Reactor 3) , Energy – 13079.0 (Reactor 1), and Mass – 2605.80 (Reactor 3).

In this example Reactor 2 was used as filler, because the final product does not include any stat from this reactor. Taking into account the RE bonuses, the final product is as showed in figure 3.
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4.1. RE Process Bonuses

These stats are not accurate, however, as the RE process also adds a percentage-based bonus to the final product. This bonus boosts each stat by a number determined by the RE level of the component(s). This bonus is as follows:

Component Level Applied Bonus 1 +1% 2-3 +2& 4-5 +3% 6-7 +4% 8-9 +5% 10 +6%

The REing bonus will always improve a stat as appropriate (i.e., it will decrease mass by the given percent, increase damage, increase recharge rates, decrease command times on droid interfaces, etc). So, in the example above, Reac3 final stats will be as follows:

  1. Mass: 2553,67=(2605.80*0.98)
  2. Reactor Generation Rate: 13340,58 = (13079*1.02)
  3. Armor & HP: 180.9 = (177,38*1.02)

(You'll note the formula for stats that see their numbers reduced mass, energy drain, droid command speed, refire, etc. goes as follows:

"best stat*(100% - bonus %)" This is slightly different from how I had it listed earlier.

After chapter 5, an additional REing bonus can be added to your skills in the expertise tree. If you are a Shipwright, you may specifically configure your expertise to obtain the additional bonus in the process.

The bonuses on a level 3 item may seem slight, but once you're RE-ing high-level stuff, it will really start to add up for some significant additions to your components.

This is the underlying theory of REing and the bare essentials of what a pilot would need to know. The next post will get into more specifics and complex situations which could be valuable for any serious REer, shipwright or pilot.

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4.2. Naming your components

REing gives you the option to name your final product as you see fit. After you run the analysis, two windows will pop up. The first (see figure 3) will show you the final stats and % bonuses. The second (see figure 6) will let you enter a permanent name for the new item. You don't have to name the item; if you just hit okay, it will default the name to that of the first item put into the tool. (More on this in the next segment.) This one screen is your only chance to name your item.

However, there is a naming filter on the system that will reject certain characters and words. There is not a list with the forbidden names and character and It would be difficult to find or list everything that's disallowed. The component name will identify your products in the future, so take your time and be original. In my case, I have selected the following criteria for most of my products:

• sDs: Sweet Dark Side (The name of my in game business)

• RELXXX: RE Level (romanic number with the part level)

• Model:

 “a” for parts RE’ed after Chapter 5.

 “aa” for parts RE’ed after Chapter 8

 “aaa” for future series

 Hunter Series, for parts to fit in noob ships (Z95 or Tie fighter, for example).Most of these parts are level 1 and 2

 RGI Series for parts to fit in RGI’s, JSF, a-wings, or any light fighters models.(Light mass components: mass 5001 -9000). Most of these parts are level 3, 4 and 5)

 Xwing Series, for parts to fit in heavy fighters models. (Mass: 9001 – 27000). Most of these parts are level 6, 7 and 8

 KSE Series , for parts to fit in high mass heavy vessels.(mass: 25000 – 40000). Most of these parts are level 9 and 10.

 Special Series: for components coming from parts wich its RE level is different than the ship part level.

• Type of component: the component such us reactor, engine, capacitor, or kind of weapon.

Let me write down an example: RELVIa Xwing Series Capacitor.

It is a RE’ed level 6 capacitor RE’ed after chapter 5 and with mass about 8k. Nice, isn’t it?

As you have see in my example, the part name has now a meaning for me as Shipwright and for customers as my components users (hopefully).

This names policy will allow to the potential customers to identify what are they buying after all, your product will be known in the market and u will easily identify your outputs and its characteristics as well. If your name has anything the filter doesn't like, it will be rejected and your component you should now be able to try another name if your first one is rejected by the naming filter.

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4.3. Ship parts appearance and Weapon Effects.

There is an additional feature in the RE process. The process an also be used to change the item's appearance on your ship. Boosters and engines have two different appearances, and there are a several different looks for weapons, both for the weapon itself and for the projectile it fires. When RE-ing, you can choose the appearance of the final output.

This requires knowing what each loot component looks like when placed in or fired from your ship. With boosters, engines, and the physical weapon, this can be done by loading them into your ship and seeing how it looks on the manage screen. With weapon effects (what kind of projectile it fires) you'll have to load in the weapon, launch into space, and fire it a few times to see what comes out.

In any case and for any effect, it's simple to choose from among all the available graphics: all you have to do is put the item whose graphic you wish to preserve in the tool first.

The next graphs show the relationship between the different weapons and its colours.


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For a detailed weapons graphic effects you can find several urls’s to have a look in the graphic appearance. I suggest to visit the official SWG forum and check it out the TomoRainer's graphs and comments.

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5. Re-Reverse Engineering

An item may only be RE'd once. After you've RE'd it, it will lose its RE level, preventing you from attempting to do so again.

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6. When certification and RE levels differ

The certification level of the first component in the tool will be used to determine the final product's certification level. A level 10 component with level 5 Reing level can be RE’ed as a level 5. I have reversed some level 10 capacitors with level 10 stats as a level 5 cert. This is an useful matter in certain parts like capacitors overall if you consider that you can fly heavy mass ships like the Y-wing at that level.

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7. How to get KSE Firespray Disks and market value

The step by step procedure to get a KSE shows as follows:

1. RE like crazy: You will get a disk fragment after 100-300 RE’d componets. When you get a disk, you'll see a system message right after you hit the "Analyze" option. It'll say "You found an odd item inside one of the components!"

2. You need 8 different disk fragments. (from number 1 to number 8)

3. Once you have the 8 fragments, you stick them in your RE tool and analyze away. This will give you a limited-use Firespray schematic (6 units) Once your have learned the schematic, At 50% experimentation, a Firespray will have 210K mass; you might want to shoot for 211.5-213K.

4. Selling price for a KSE is different at different moments and different servers. Your can find KSE’s from 2 to 25 milions at Chilastra Server, but this price change depending of the market availability. Prices will differ over time and by server, but the cost in time, resources, and loot lost to REing should keep them at a minimum of roughly 7M, with their rarity and level of investment pushing them as high as 10-12M. Currently, the server-wide average seems to be around the 6-9M mark.

A lot of players are wokdering about special techniques for disk dropping, but as far as I know there is no exploit or special procedure to get them. The drop rate and the disk which drop each time it is completely random. So, you can get 8 disks number 5 or any. So take your tame and RE like crazy. The all disk will finally drop.

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8. What to do, what and where to loot for your ship

Most of pilots are obsessed with the ship parts levels; “A level 8 engine please, or a level 10 Capacitor”. Well this is a typical mistake (and sometimes happens with ace pilots too). A Higher part level it is not necessarily best one than a lower. The main rule must be: “keep an eye on the ship part stats and forget the level for a while”.

Pilots fully analyze their ship and compare/contrast it to their needs before they make any decision. It would be a disaster to spend millions of credits only to realize that, while the components are overall top-of-the-line, they are incompatible with the ship that the pilot is flying.

There are many facts to be considered in your ship configuration and, consequently, the parts levels to be RE’ed. A pilot can easily become overwhelmed trying to consider all aspects of RE-ed parts at once. My advice is to take into account the following:

FIRST: Your flying style. For every pilot out there are different flying styles. The term “one size fits all” does not apply here. Every pilot has their strengths and weaknesses, and making use of RE-ed components can address these issues. You may check the Basic starfighter maneuvering guide to learn more about different in flight tactics.

There are various ships available to each faction that has their respective strengths and weaknesses as well. Some are good for duelling or PvP; some can be outfitted to be absolute power-houses with regard to damage but can’t manoeuvre well; some are tanks that are good for attacking POB-style ships.

Each ship is good for some tasks and bad for some others. For example, a fast engine with a poor Yaw/Pitch/Roll (YPR) is a bad option for PvP against light vessels. You may want to consider looking for an engine with a high YPR instead of a faster one. The reason for this is obvious: although a high speed engine can fly fast, a high YPR engine can manoeuvre better. An opponent equipped with a higher YPR engine than you will more than likely be able to manoeuvre behind you. The end result is that you’ll soon find yourself floating with all the other space debris.

SECOND: The ship. Each factional ship has its own strengths and weaknesses.

Some examples:

 The RGI is a one weapon light fighter with very low mass (around 80k), but its turn capabilities are impressive. This ship does not need a high YPR engine and a good level 6 engine will be just enough for a very effective fly.

 The Heavy X-Wing manoeuvres poorly compared with RGI but its mass is more than 2 times the RGI mass and can handle 3 weapons. This ship requires a good RE-ed level 10 engine or a good crafted level 9 (Mark V), both with a high YPR factor (I suggest around 84) for PvP style flying against the RGI and a Mark V engine for PvE style flying.

 B-Wing “flies like a brick”, which is the common complaint from most of the Rebel pilots, but its 4 weapons plus the 2 missiles slots make the B-Wing the best “uberstuffed” ship in the galaxy in terms of firepower. As a result this ship will needs exceptional shields, capacitors and armour for space surviving, and these ships usually need an experimented escort for missions and PvP battles.

I can write down my experiences with each factional ship but each pilot has their own experiences.

THIRD: The main task to be done with your ship

There are four main tasks you can do in space nowadays:

  • PvEing and pilot missions

  • PvPing

  • Looting runs

Considering those 3 facts, the answer to the question “What to loot” is now much more easy. Depending on the task, the ship parts configuration will be eentually different.

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9. Ships configuration. A true case of the RE components advantages.



The Components Teamwork: “The 43” matter in Weapons, Capacitors and Shields.

Every day a I find pilots asking me as a SW about their weapons efficiency and effectiveness. Most of them are impressed with my ship firepower which is really high. They ask something like “which kind of weapons are those?”.

Well, the answer is not only related to the weapons. In my xwing I have loaded 3 nice Reed level 8 weapons, of course, but that is not the only “point”.

An superuberstuffed ships not cause the weapons. I have a factor which I like to name “the 43 matter”. These factors summarize the “force” in my ships configuration which is based on top level RE’ed ship parts configuration wich alow to me to use the following overloading programs: RO4+CO4+EO4+WO3 or WO4+CTSS4.

Well, the secret is not to overloading 4 all your components. The point is if your ship parts will survive to that overloading and continue working.

To be honest, I will not share all the secrets about my ships configuration here, (some imperials could discover it and this would not be good for me in space), but I will tell you some tips:

NOTE: read the guide about Astromech and Flight Computers for further info about droid routines.

1. Reactor is always level 4 overloaded.

2. Weapons, Capacitor and Shields work as a team. There is a strong dependency from and to Capacitor to Shields and Capacitor to weapons and all of them to the Reactor.

3. Capacitor is always level 4 overloaded

4. Engine is always level 4 overloaded.

5. Weapons are always level 3 overloaded, excepting for special attacks to POB’s or PvPing. In this case you can temporary overload your weapons to 4 and back to 3 at your choice.

6. Front and Read shields light adjust must be considered and used at your choice too.

Well, when you tried to execute all the mentioned overloading commands you will discover your ship could be disabled (or some parts on it). Crap!!!.

Most of pilots think about bugs or software issues but the problem is related to the reactor energy capabilities and the parts energy drain. The problem will be solved just decreasing the energy drain from one or more of your ships components. A good objective is to have a look in your configuration and look for components which energy drain is higher than 2000. Just changing any of them and placing, for example, a shield with energy around 1800 or less, would solve the problem. Now try to find good high level crafted components with low drain.

It is a good idea to think on your needs before to load your parts in your ship and discover your mistakes in flight. There are several tools in a dozen of website, but the best one for ships configuring can be found at SWG Comunity Tools[1] I found a very good tools for these purposes.

You will be able to analyze your ship parts configuration and its final effects on your ship (like speed, weapons damage, booster duration, and so on), “playing with your real components”!!! cool, right?



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10. Avanced Ship configuration

The ship effiency and the RE’ed parts: Analizing each component.

Most mistakes pilots make is choosing a weapon based on maximum damage. This is a fallacy. Most of players use Weapons overloads chips and that means that the original damage of any weapon will be modified by your droid BUT, and this is an important detail after Publish 28, Weapon Overloads can exhaust your capacitor in no time at all.

Chapter 8 comes with some nice Mark III collection capacitors. I have crafted some with mass 6k energy 1400 and decent recharge rate. These caps are not good on drain, anyway and this could be a problem depending on the drain in your other components. Chapter 8 caps are not so good than a elite looted and REed one but Mark III are better than any other regular crafted capacitor at all :-)

To offset this (again, as a consequence of Publish 28), many pilots will then seek out high-powered capacitors, which although can power the weapon, use up way too much precious mass compared to the return the pilot gets with the presumed added firepower. The real secret is to balance the weapon(s) to the capacitor, and seek out those weapons that have more shield and armor effectiveness.

Another aspect to consider is Energy per Shot (EPS) and Energy Drain. The desired stat for those elements are less than 2000 for Energy Drain and less than 15 for EPS.

As I wrote in chapter III, the weapons configuration can not be considered as an isolated project, and the Reactor will have a very important role in this matter.

Finally, a Summarize for a cool Heavy fighter (like xwing) configuration the recomended parts to be considered and its stats after RE are:

Reference Table for ship parts configuration. Your wish list for a Heavy Xwing
ComponentlevelMassE.drainEnergyHPRecMax DmgvsS vsASpeedPYRcoments
Reactor6-77k-10k-30k-------
Capacitor66k-7k6001400-50-55----Mark III Collection is also recomended
Shield824k1300-260017-20-----
Weapons options-----------
PvP Weapons821k1600---39000.71--Based on Incom tricannon or Borstel disruptor
Loot Weapons1038k1800---50000.80--Based on Corellian beam rail
engines options-----------
PvP engine1033k1800-----105-11085pure loot engine
PvE engine933k1800-----105-11779-83Mark V crafted OR Nova orion engine
loot engine824k1600-----10575-80Based on QID from Clone Relics Starmap Quest
armor options-----------
Heavy armor85k--2053-----Based on Fibertech Platting from Clone Relics Starmap Quest
Light armor64k--1400-----pure looted armor
Ultra Light armor51.5k--1000----pure looted armor


Reference Table for ship parts configuration. Your wish list for JSF, light fighters
ComponentlevelMassE.drainEnergyHPRecMax DmgvsS vsASpeedPYR
Reactor54k-21k------
Capacitor43k5001100-48-5018-20---
Shield711k1600-220013-16----
Weapons821k1600---39000.71--
engine824k1600-----10575-80
Heavy armor85k---2052----
Light armor64k---1400----
Ultra Light armor51.5k---1000----

However, as you collect more and more guns, you'll note that the weapons with obscene shield or armor effectiveness don't really exist outside level 1-3 guns. After that, you may hit .650 or even .690 on one stat, but level 4+ guns simply don't have the .8-.9 effectiveness you'll find on a level 2 gun.

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11. When you know it’s time to RE

As mentioned in the last segment, most pilots who do a lot of RE-ing don't RE their item as soon as they get enough parts to do so--if they're RE-ing a level 8 reward shield, they don't just slap it together once that 8th level 8 shield drops. They wait and save up more, trying to maximize the recharge rate, the mass, the reactor drain. A pilot crazy and patient enough might wait until he has 80 level 8 shields, then choose the cream of the crop and create the uberest level 8 shield the server has ever seen.

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12. Odd-numbered/Even-numbered RE-ed components vs. Crafted

Certain levels of loot are not very good. Specifically, (1) odd-numbered engines, boosters, and capacitors will all but never result in parts worth using or RE-ing for anything but attempts to get Firespray disks. On the other hand, (2) even-numbered engines and capacitors have huge advantages over crafted ones and can RE into some great parts, and even-numbered boosters, while unable to reach the same accelerations and top speeds as crafted ones, will generally have a long enough burn time to make them useful (especially in the case of reward boosters).

Odd are Bad for RE (engines, boosters and cap)= 1 3 5 7 9 Eve are Good for RE (engines, booster and Cap)= 2 4 6 8 10

No other loot follows this pattern, and you'll be able to find useful stuff at any level, even or odd.

I have looted some amazing parts whose level are not good for RE-ing at first. Keep an eye on your loot because there are no fixed rules for choosing parts in a RE process. A fine comparison can be found at www.spacetribe.org . This site has a very interesting file to analyze and compare the different parts levels and its RE-ing or crafting advantages. Here enclose the related document.

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