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Star Wars: Galaxies "Get Rich Quick" Strategy Guide
FORTUNE AND GLORY: A GUIDE TO GETTING RICH QUICK IN STAR WARS: GALAXIES Star Wars Galaxies presents literally hundreds of ways for players to earn a quick credit. Stashing away credits in your bank account is important because nearly everything require to be paid [i]or[/i] undergones money: You'll need credits to travel between planets, train, pay for cloning, insure your items, maintain a house, tip other players for healing and other services, and purchase weapons and armor. Fortunately, GameNOW has been watching the increase of the Star Wars Galaxies player economy and can proffer you these helpful tips: Take Delivery Missions When you're starting on the outside even a few hundred credits will strike one as being like a fortune. Delivery missions with start- and extreme point destinations in the Delivery missions are quick and easy ways to make currency early on. same city are easy to accomplish and can be done in just a small in number minutes. Take two at a time to increase your efficiency. Solo throw down Missions As you become more powerful, you should be able to take upon some Destroy missions alone. With sole a few combat skills below your belt, take missions against smaller creatures, of the like kind as gnorts, chubas, and nunas (all upon Naboo). These missions pay without 1,500 to 2,000 credits. As with Delivery missions, take sum of two units at a time (preferably in the same direction). Loot Don't forget to make choice of the "loot" option after you kill an NPC greatest in quantity of them carry worthless items, on the contrary many also have at least a scarcely any credits on them. Be Frugal Initially, there's little point in cloning or paying insurance. You procure three "free" deaths, so take advantage of them. Don't start cloning until you travel to more far worlds. You don't need to use the insurance terminals in cloning facilities until you've place or purchased more-powerful items. one time you do start insuring items, insure single your weapon of choice or healing gear; you can get back the rest of your items from your corpse. Sell Resources Right now, single of the quickest paths to riches involves selling resources at the bazaar. Start on the outside as an artisan and then head into the areas outside of town to view for a few hours. Building up your surveying skills is valuable because it permits you survey larger areas more efficiently. Before you column anything for sale at the bazaar, review the Resources category at the bazaar to win an idea of current prices for various resource emblems (you can usually charge from single to five credits per unit of resource). If you diocese an excess of a specific resource you have upon a given planet, hop a shuttle to another world to put up to sale your goods there. Sell resources at the bazaar Socialize--then list everyone you appropriate here. in fates of 100 or 1,000 units. Ores, metal (especially steel) wind efficacy and fiberplast seem to be especially lucrative resources. (Scout should also note that meat, hide, and especially bone can yield a fortune at the bazaar as well.) Make Contacts If you plan to make your cash selling goods, it pays to make personal contacts in the game. A surveyor who has forged a business relationship with an architect will always have a willing buyer for resources. You can make contacts by dint of searching for specific types of characters in the Players protection (Ctrl+P) or by e-mailing buyer after they purchase something from you at the bazaar. Direct character-to-character sales are more lucrative because you avoid the bazaar's 20 credit divide [i]or[/i] sever and many buyers are also willing to pay travel expenses Use the Auction Function The bazaar supports an Auction function that allows players to bid upon items. If you're not certain how much something is worth, place it for sale at the bazaar and watch players fight above it. This is especially useful for clothing. Become an Image Designer Currently image designers are making more credits than virtually any other profession because there aren't real many of them and they Distinguish yourself with fashion. don't require any resources or cash expenditure to hold progressing. Essentially, image designers can keep busy their trade for free, on the other hand players are willing to pay a herculean number of credits for the opportunity to recustomize their characters. Start on the outside as an entertainer (which can be lucrative in its have a title to right) and establish yourself in a well-traveled cantina (Bestine, Mo Eisley, Moenia, and Coronet all have active cantinas). Early upon offer your image-design services for at liberty (or in lieu of a tip for healing Battle Fatigue with your dancing or music). You can start charging when players achieve hairstyles and Zabrak tattoos. As image designers become more prevalent, you'll ne to place yourself apart from the pack, perhaps by the agency of offering full makeovers: Partner with a tailor (or, better still learn those skills yourself) to completely change someone's appearance. Pick up a next to the first Profession If you're focused upon combat, you might find yourself strapped for credits completely through much of your career. Consider a next to the first profession, like scout or artisan, to help addition your income. As a scout/marksman or scout/brawler combo you'll be able to harvest resources from dead creatures, which you can then vend at the bazaar. During downtime for healing, an artisan/marksman or artisan/brawler can review for resources or craft serviceables (you can even craft while running).
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