Difference between revisions of "Category:Salvage"

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The rarity of the salvage depends on the source:
 
The rarity of the salvage depends on the source:
 
*Defeated ferals yield common salvage
 
*Defeated ferals yield common salvage
*Instance (mission) salvage rewards are uncommon. 100 common salvage can also be traded for 1 uncommon salvage of the same level and type through the 'convert' command.
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*Mission salvage rewards are uncommon.  
*Rare salvage is currently only available as a player judge reward.
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*Rare salvage can come from player judge rewards.
  
 
All salvage is capable of being converted up to the next tier of rarity at differing costs:
 
All salvage is capable of being converted up to the next tier of rarity at differing costs:
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*25 uncommon to 1 rare
 
*25 uncommon to 1 rare
 
*10 rare to 1 elite
 
*10 rare to 1 elite
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The command to do this is convert (amount) (rarity) (type) to (rarity). As an example, converts 600 common edible to uncommon. This works both ways.
  
Salvage rates can be increased by training your crafting skills, effects from powers or distillations, and by your knowledge skills:
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Another wonderful way to get salvage is by RPing next to a salvage source. Up to two sources can be placed in a room, but must be of different types. For exmaple [[Edible Source]] and [[Chemical Source]]. The source can give out common, uncommon, and rare!
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Two still other ways to get salvage is by [[Mining]] and [[Influence]]. Both require an area that has salvage already in it, such as Fairhaven Wastelands or Chemical Factory. Once you have found an area with the salvage you wish to acquire, you can either Mine to spend [[Builder Nanites]] to play a minigame to get salvage, or inf #spend (amount of influence) to add your name to the list of 'owners' of the area, getting a percentage of salvage gains from people fighting there passive!
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*An example of using influence is, lets say there are three people already 'owning' the area. Each has 100 influence there, giving each a 33% chance to gain salvage whenever the RNG for fights indicates that one of the 'owning' players should get salvage. If you spend 100, then you get added to the list, gaining a 25% chance and lowering everyone else down to 25%. Similarly, if you spend 300, you get added to the list at 50%, because you have 50% of all the influence in this area, the remaining three getting set at 16%.
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Salvage rates from combat, from RPing next to a source, and from Judge Rewards can be increased by training your crafting skills, effects from powers or distillations, and by your knowledge skills:
 
*[[Survival]] increases the rate of Edible salvage
 
*[[Survival]] increases the rate of Edible salvage
 
*[[Installation]] increases the rate of Mechanical and Energy salvage
 
*[[Installation]] increases the rate of Mechanical and Energy salvage

Revision as of 02:09, 19 January 2014

Salvage is used in crafting, and can be obtained by defeating ferals, by completing certain missions, or by being rewarded by a player judge. It comes in five types (Mechanical, Electronic, Energy, Edible, and Chemical), each of which is available at four different rarity levels (Common, Uncommon, Rare, Elite).


The rarity of the salvage depends on the source:

  • Defeated ferals yield common salvage
  • Mission salvage rewards are uncommon.
  • Rare salvage can come from player judge rewards.

All salvage is capable of being converted up to the next tier of rarity at differing costs:

  • 100 common to 1 uncommon
  • 25 uncommon to 1 rare
  • 10 rare to 1 elite

The command to do this is convert (amount) (rarity) (type) to (rarity). As an example, converts 600 common edible to uncommon. This works both ways.

Another wonderful way to get salvage is by RPing next to a salvage source. Up to two sources can be placed in a room, but must be of different types. For exmaple Edible Source and Chemical Source. The source can give out common, uncommon, and rare!

Two still other ways to get salvage is by Mining and Influence. Both require an area that has salvage already in it, such as Fairhaven Wastelands or Chemical Factory. Once you have found an area with the salvage you wish to acquire, you can either Mine to spend Builder Nanites to play a minigame to get salvage, or inf #spend (amount of influence) to add your name to the list of 'owners' of the area, getting a percentage of salvage gains from people fighting there passive!

  • An example of using influence is, lets say there are three people already 'owning' the area. Each has 100 influence there, giving each a 33% chance to gain salvage whenever the RNG for fights indicates that one of the 'owning' players should get salvage. If you spend 100, then you get added to the list, gaining a 25% chance and lowering everyone else down to 25%. Similarly, if you spend 300, you get added to the list at 50%, because you have 50% of all the influence in this area, the remaining three getting set at 16%.

Salvage rates from combat, from RPing next to a source, and from Judge Rewards can be increased by training your crafting skills, effects from powers or distillations, and by your knowledge skills:

  • Survival increases the rate of Edible salvage
  • Installation increases the rate of Mechanical and Energy salvage
  • Research increases the rate of Chemical salvage
  • Computer increases the rate of Electronic salvage
  • The Scavenger combat skill increases salvage odds.

Salvage can be traded between players using 'give <#> level <level> <rarity> <type> salvage to <name>', and is not limited to whole number amounts.

Pages in category "Salvage"

The following 6 pages are in this category, out of 6 total.