Bio Engineer

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    Bio Engineer​

    Work In Progress

    Generic Bio Engineer

    The Bio Engineer (or BE shortened), is the profession that creates pets. It does this by engineering, growing, beasts from a strand of DNA. This strand of DNA is placed into an incubator. The BE then adds power to the incubator and some enzymes (isomerase, lyase and hydrolase) to grow the DNA strand into an egg. It takes three stages for the BE to do this. After the stages are done, the BE can then retrieve the egg from the incubator and either hatch it, or sell it. In order to hatch an egg, the one doing the hatching needs to have at least one point spent in Beast Master (the trainer of the engineered beasts).

    Getting sarted as a BE

    After spending four points to get Novice BE, pets can be engineered. It is, however, very advisable to fully specialise in the profession and tick every box in the expertise. Bio Engineers craft their own equipment and make use of medical assembly and experimentation. In order to get that to max, investing in the expertise is necessary. It is also very advisable to get the full jewellery set to improve your assembly, experimentation, resource quality and mutation chance.

    The engineering of pets basically consists of two parts; refining hydrolase enzymes en growing the pet from a DNA strand. To grow a pet with max abilities, a so called 60 point pet, the first part is needed for the second part. In order to refine hydrolase enzymes, a laboratory is needed. In order to engineer the pet, an incubator and a place to place it are necessary. Setting up the laboratory in the same place as where the incubator is, is a good idea.


    Each BE piece of equipment and consumable requires a lot of raw materials. It is therefore advisable to obtain a great amount of harvesters. As the BE depends on medical assembly and experimentation, the buffs provided by an Entertainer and pyollian cake can be omitted (they do not influence the medical assembly and experimentation). Bespin port, a luck suit and powerups and being in a city with specialization Research Center are still possibly helpful.

    Creating an enzyme refinement laboratory

    Setting up an enzyme refinement laboratory requires the following equipment:
    • Enzyme Centrifuges; generally five centrifuges are desired
    • Element Processors; Generally ten of these are desired
    • Enzyme Re-Processor; While one might be enough, most BE's desire two or more
    The first item to create, is an ezyme centrifuge. This piece of equipment seperates a hydrolase enzymes into elements. The elements yielded are named A, B, C, D and E. The Enzyme Centrifuge takes three hours once turned on and yields two elements. This can be two different elements or two the same. The Enzyme Centrifuge also improves the purity or mutagen, or both, on the element.

    Looking at the schematic of the centrifuge, it indicates that an Enzyme Centrifuge Motor is needed. Before the centrifuge can be made, first a centrifuge motor needs to be made. The schematic for the centrifuge motor states that it needs a Centrifuge Burst Piston. So the very first component that needs to be made is Centrifuge Burst Piston.

    Once the Enzyme Centrifuge Motor has been created, the Enzyme Centrifuge can be put together. For this a Weapon, Droid and General Item crafting tool and station are needed. At the end of the crafting session, a prototype item can be created. Unfortunately, as of the time of writing, it is not possible to make a factory schematic for this item.

    As there are five elements in a hydrolase enzyme, the above is generally repeated five times; one enzyme centrifuge for each element. This also because with three enzyme centrifuges, not five elements might be gotten; an enzyme might yield two of the same elements. Enzyme separation takes three hours per enzyme.

    Next item to create is the element processor. This item processes an element yielded by the Enzyme Centrifuge. Processing the element means improving one or both of its characteristics; purity and mutagen. This is a further improvement on top of the improvement already done by the Enzyme Centrifuge.

    The Element Processor requires an Element Processing Control Unit and an Element Processing Plasma Array. Once these have been made, the Element Processor can be put together using the same tool and station as the Enzyme Centrifuge. Once turned on, the time needed by the Element Processor is two hours.

    Seeing the Enzyme Centrifuge yields two elements, twice as many Element Processors as Enzyme Centrifuges are needed. This usally ends up with ten Elelement Processors. This item can also not be made in a factory schematic.

    The final item on the list is the Enzyme Re-Processor. This piece of equipment will put together a refined hydrolase enzyme from five elements, while also improving the purity and mutagen. The final product desired is an element with 20 purity and as high mutagen as can be achieved (it doesn't have a cap). Selecting the correct elements is up to the BE's discretion.

    The Enzyme Re-Processor is the piece of equipment that doesn't require any components to be crafted before the final product is created. It is put together using the same tool and crafting station as the other two items. Usually one or two Enzyme Re-Processors are enough. Once turned on, the Enzyme Re-Processor takes about three hours.

    The needed consumables

    The consumables needed to operate the above mentioned machinery are enzyme separation trays for the centrifuge, elements processing canisters for the element processors and enzyme re-processor capsules for the enzyme re-processor.

    The enzyme separation trays require enzyme separation filters as a sub-component. Once those are made, the trays themselves can be made. These trays can only be used once and each centruifuge requires both a hydrolase enzyme and a separation tray to operate. These trays will be consumed fast, so a lot of them are required.

    The element processing canister requires two sub-components before it can be assembled. Each element processor requires an element and a canister to operate. This also eats through the available canisters fast, so a lot of those are needed as well.

    The re-processor capsule requires two sub-components to be crafted; a re-processor coolant and a re-processor filter. Once crafted, the capsule itself can be made. The enzyme re-processor requires five processed elements (A through E) and one re-processor capsule to operate. Far less capsules are needed but still a lot.

    The relationship of the consumables to eachother is 5 trays : 5 canisters : 1 capsule.

    At the moment of writing this document, all of the above equipment and consumables have the ability to be double capped (both Purity and Mutagen are at the maximum level). This requires the resources to have the characteristics to be at a high level (usually 900 or above) and have the Resource Processing box in the Artisan expertise tree checked (max 2 points; 10% resource quality increase). Also use the before mentioned Bespin Port and the luck suit and powerups to increase your chances as much as possible. Double capping all equipment and consumables will require a lot of experimentation and real life luck. When double capping is achieved, remember to make a factory schematic when possible.

    Gathering the enzymes

    The enzymes to be gathered are:
    • Isomerase enzyme
    • Hydrolase enzyme
    • Lyase enzyme
    The first two are gathered from animals; the Isomerase is looted, the Hydrolase is extracted.

    To get the isomerase enzyme, find a creature with the highest possible level that can be managed and kill it. On its body, an isomerase enzyme could be found. The enzyme will range from 5% through 90%. The percentage depends on the combat level of the creature and the type of creature. If the creature has silver chevrons in its name, the percentage will be higher. With gold chevrons even more so. These latter can mostly be found in dungeons, but also in certain area's, like the krayt dragon graveyard on Tatooine.

    Once the creature is killed, it would be wise to extract a hydrolase enzyme from its body before looting it. If done after looting it, its corpse might despawn before extraction. So it might be wise to turn of auto loot corpse. Hydrolase enzymes can range from 1 to 12 in purity and/or mutagen. The gold chevron creatures tend to give the highest values. Krayt dragon tend to be best for this as the hydrolase extracted from them range from 8 to 12. This is why most BE's prefer to hunt krayts.

    To obtain lyase enzymes, foraging is required. By walking around a planet, stopping every now and then, and then using the command /forage, a lyase enzyme can be aquired. It is also possible that nothing, a rare component for food or even a thug or worm is found. In the latter two cases, a fight is immenent. Most BE's use some kind of macro to forage. This will automatically create the required distance from the last foraging spot and allows it to be run while AFK. On this server, if the foraging is done while present at the keyboard, the chance of getting the coveted 11 point lyase is 100%.

    Refining the hydrolase enzyme

    The extracted hydrolase enzyme is the one the can be refined. Refining is done to increase primarily the purity of the enzyme. This purity determines how many points you can spent in the six diffent area's to enhance the pet. A refined enzyme can have a maximum of 20 purity points, but an infinite amount of mutagen points. As there are three experimentation stages, which can each have a maximum of 20 points spent, the max points a pet can have is 60; ten points in each area. This is referred to as a 60-point pet. This is what, as a minimum, every BE is aiming for.

    In order to create a refined hydrolase enzyme, a small number of extracted hydrolase enzymes need to be refined. An extracted hydrolase enzyme is placed into an enzyme centrifuge along with an enzyme separation tray. THe enzyme centrifuge is started and after three hours, two enzyme elements will have been separated from the enzyme. This process is repeated multiple times until 5 different elements have been obtained (A through E). Multiple enzyme centrifuges can be started together. without loosing time.

    The elements are then being processed by placing them into element processors along with a processing canister. The element processor is started and after two hours, the element will have been further enhanced. This processing takes two hours, and this can also be done with multiple processors at the same time.

    The processed elements are then to be put back together to create a refined hydrolase enzyme. The BE places the elements in an enzyme re-processor, along with a re-processing capsule. The re-processor is started and after three hours, the refined hydrolase enzyme can be retrieved. This can also be done with multiple re-processors at the same time.

    The purity and mutagen values can vary based on the starting valuers of the hydrolase, the quality of the equipment and the quality of the consumables. On this server, it is possible to cap both the purity and mutagen modifiers on the equipment and cunsumables. Thus it is not overly difficult to get a 20 point purity enzyme.

    The refining is not necessary to engineer a pet, but still it is recommended. The 60-point pets are more desirable to combat classes, and those still make up the majority of the SWG community.

    Engineering a pet

    To start engineering a pet, the following items have to be present:
    • An incubator unit
    • Geothermal power (7500 units)
    • A hydrolase enzyme (refined or not)
    • Two isomerase enzymes
    • A lyase enzyme
    • Desire creature DNA
    If the above items are present, the pet can be engineered (or, as one might read in chat channels, cooked). The process is fairly simple:
    1. Initiate the incubator; this has to be done the first tiome and after every cleansing
    2. Supply the 7500 units of Geothermal power (for three sessions)
    3. Place the DNA in the incubator
    4. Start the experimentation session:
      1. Insert the hydrolase enzyme
      2. Insert the isomerase enzymes
      3. Insert the lyase enzyme
      4. Allocate points to the desired area's
      5. Adjust the sliders (optional)
      6. Press the confirm button
    5. Wait out the timer
    6. Repeat steps 4 and 5 two more times
    7. Formulate the egg and retrieve it from the incubator unit
    8. Cleanse the incubator
    The complexity of the engineering is mostly in getting the experimentation stages correct. In these stages the points need to be distributed along six area's: Survival, Bestial Resilience, Cunning, Intelligence, Aggression and Hunter's Instinct. Distributing the points will be done by sliding the nutrient sliding up or down, This will distribute the points over the dots in a set way.

    Using three 20 point enzymes, a certain distribution has to be followed; if points cannot be allocated, the experimentation stage cannot be confirmed and thus no advancement can be made. For a 60-point pet, the distribution of the points could be 17-3-0, 0-3-17, 3-14-3.

    If a type 1 mutation occurs, you get a bonus to certain characteristic of the pet. This affects one particular characteristic and is completely random; there is no controle what-so-ever over what characteristic will be affected. This type ofd mutation depends on lyase enzyme and isomerase colors, as well as the percentage of the isomerase enzyme percentage (the higher, the better).

    If then a type 2 mutation occurs (appearance mutation, has to always be preceeded by a type 1 mutation), 12 extra points are auto assigned; 2 per area. This can mess up point distribution and can cause the mutated pet to not be a 60-point pet. It is therefore also very important to follow the point distribution at all times, especially when goin after a type 2 mutation. A type 2 mutation can also be followed by a type 2 mutation. There will be no extra points then as the maximum amount of points has already been reached.

    Mutation depends also on the type incubator, which should be quality 4.0, overall quality of the geothermal energy, the purity of the DNA strand and the mutagen value of the hydrolase (in all three cases; the higher, the better). Having more fervant mutation on shirt, weapon and armor chestpiece can help as well.

    The temperature slider determines how aggressive the beast will be. Warmer colors (more red) will grant the pet more DPS and the cooler colors (more blue) will grant the pet more defense. For feline pets, the BE might turn this slider more towards the warmer side as feline pets are more aggressive and hunter like by nature.

    Once all three experimentation stages are completed and the final timer has run out, and egg can be formulated and retrieved. The egg can be traded to any other player, only hatched if said player has one point spent in Beast Master. After retrieval of the egg, the incubator needs to cleansed to make it ready for re-use.

    Mutations and point distribution

    Mutations can happen with pets. There are two types of mutation:
    1. A type 1 mutation: this mutation type grants a bonus to a random stat of the pet. It cannot be chosen and depends on the color combination of the Lyase and Isomerase enzymes. This mutation type is also the pre-requisite to achieve a type 2 mutation.
    2. A type 2 mutation: this type of mutation changes the appearance of the pet. In essention, it makes a different pet. A type 2 mutation transforms an angler into a rancor, for instance. This mutation cannot happen without the type 1 mutation happening first. This type of mutation is desired by most players.
    During a mutation, the point distribution is important. Especially when desiring a type 2 mutation in the second experimentation phase (to create a spined rancor, for instance, as it requires a second type 2 mutation after the first one). Generally, the standard point distribution for a 60-point pet can be followed: 17-3-0, 0-3-17, 3-14-3. The exception is that a type 2 mutation grants 12 extra points. The initial point distribution should be as described below per bar:

    - 10 points in the first bar (maxed)
    - 7 points in the second bar
    - 3 points in the third bar
    - 3 points in the fourth bar
    - 7 points in the fifth bar
    - 10 points in the sixth bar (maxed)

    This will ensure that when a type 2 mutation happens, the point distribution will be as follows:

    - First bar 10 points (maxed)
    - Second bar 9 points
    - Third bar 5 points
    - Fourth bar 5 points
    - Fifth bar 9 points
    - Sixth bar 10 points (maxed)

    As the first and sixth bar were already maxed, no extra points will be awarded here. This also means a 12 point hydrolase enzyme is needed to achieve a 60-point mutation. The distribution of that hydrolase will be:

    - Second bar 1 point
    - Third bar 5 points
    - Fourth bar 5 points
    - Fifth bar 1 point

    With high enough mutagen on tha hydrolase, a second type 2 mutation might appear. As all bars are full, no bonus points will be awarded.

    Bio Engineer crafting suit


    While it is entirely possible to achive mutations and manipulate/refine enzymes without a specific suit for Bio Engineering, having such a suit makes things a lot easier. Especially in the mutation part of the profession. There are exactly three specific modiefiers that you will want as a Bio Engineer and all three of them are exottics. That means they will only go on a shirt, a chestpiece and a weapon. The following modifiers are specific for the actions a Bio Engineer does:
    • Fervent Mutation: increases the mutation chance
    • Enzyme Manipulation: increases the number with which the purity and mutagen changes in each refinement stage
    • Incubation Time Reduction: reduces the incubation time of the experiment
    Fervent Mutation has a power conversion ratio of 10, which means it will only give 3 in an attachment. This makes for a total of 9 in the three attachments. Your total Fervent Mutation in the skill window of your character should be 34. The modifier bit is created using the junk loots "A Rebel Clearance Badge" and "An unidentified Pile of Bones". Both drop in the "Battle for Echo Base" instance; othe badge in the base itself, the bones of the wampa's in a seperate section.
    Enzyme Manipulation also has a power conversion ratio of 10, so that will also give you 3 per attachment with a total of 9. The loot needed to create this modifier bit is the "A Poison Canister", which can drop in both the "Battle for Echo Base"and "The Lost Stardestroyer" instances, and "Wiring" which can be looted of Meatlumps just outside Coronet.
    Incubation Time Reduction has a power conversion ratio of 3, giving you 11 time reduction per attachment for a total of 33. The creation of this modifier bit has many combinations. Looting "A Weapon Scope" and "Wiring" from Meatlumps just outside Coronet might be the easiest way of getting this modifier bit made.
    For the rest of the suit, you can put on whatever you want in terms of modifiers. Some people say that luck is a necessity, others say it doesn't make a difference. The official stance is that luck plays no part in Bio Engineering a beast, especially mutations, but it does help with lucky events.

    A word of caution: if you do have a type 1 mutation (stat change) followed by a type 2 (appearence change), and you need to engineer a 12 point hydrolase enzyme with mostly double capped equipment (Enzyme Centrifuge, Element Processor, Enzyme Re-processor and the needed consumables), the advice would be to remove the three exotic item holders (shirt, chestpiece and weapon) as the Enzyme Manipulation part of it will most likely make your elements go over the desired figure (especially the purity at this point).

    Enzyme manipulation for lower purity enzymes


    When engineering an enzyme for a double mutation, there are a few things to consider. You equipment caps, the consumable caps and you Bio Engineer suite. All play a part in enzyme refinement/maipulation. The Hydrolase Refine Calculator will be of help here. It does, however, require a bit of explanation.

    There three tables where you need to fill out certain things. In the most right top table, you fill out the caps of the consumables to be used, both for purity and mutagen. In the middle table, fill out the caps of the equipment (Certifuge, Processor and Re-processor) to be used; if the cap are different on the equipment, use an average of it. In the left mos table on the top row, fill out the purity and mutagen of the raw hydrolase enzyme, the stage of refinement you are in and the target of purity (12, as an example).

    Here is where it gets a bit messy; the first two stages, centrifuge and processor, work based on single item. The third stage, re-processor, can work based on five stats (one for each of the elements). The advice would be to take an average of the five element stats for the final stage. If, in example, you fill out 8.5 in the purity box, select re-processor as the stage andd click submit, it will show you to range of the final hydrolase and the percentage chance of getting the hydrolase off the desired purity (72.73% in this example).

    As the calculator doesn't show you the numbers between each stage, the advice is to work your way bacckwards through the stages. In our example, we needed an avarage of 8.5 per element to re-process them into a 12-point enzyme. As there are 5 elements, we can calculate what we would need for total purity number of 5 elements: 8.5 * 5 = 42.5 purity. Not every enzyme has the same purity number, so you can mix and mash elements together to get to that number. If there is an element with 9 purity, it can be offset with a 8 point purity element (9 + 8 = 17 / 2 = 8.5 average).
    When going further back in the process, a look at the gains table is needed. This shows you the gains the elements will get based on the caps provided. If the cap on purity is 3.0, the gain of an element in the processing stage is 3 - 6 points. If we then want to know the purity value of the element we need to place into the processor, substract around 4 points from the purity value of the element needed to be placed into the re-processor. In our example, we can substract 4 from 8.5 making it 4.5. That is the valkue we should aim for.

    A word of advice: with the exotics of the suit still on the character, the points gain will be closer to 6 then to 3. Which will largely mess up the calculation, as the calculator does NOT take this into account. Hence the advice to take off the items holding these exotics.

    The same can be done for the first stage. If the cap is again 3 on the purity, the gain will be 3 - 6 points. We again substract 4 points from the purity value in the processing phase and we will need to aim for a raw hydro of around 0.5 purity. In order to get a hydrolase of such low quality, it could be extracted from creatures around Mos Eisley with a double capped Enzyme Extractor (3.0/3.0).

    Disclaimer: The above is an example. If needed, one or more pieces holding the enzyme manipulation exotic can alway be worn to achieve the desired result. This is different for each character.
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