Biochem (Crew Skills)
- "Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.
Recommended Gathering Skills: Bioanalysis (Biochemical Samples and Compounds).
Recommended Mission Skills: Diplomacy (Medical Supplies)."
- ―In-game Codex (Crew Skills)
Biochem is one of six Crafting Skills which involves the engineering of performance-enhancing chemical serums and biological implants. The ability to cheaply make your own medpacs, stims and implants will both speed up your leveling process and save you quite a bit of money, not to mention that you can sell them at the galactic trade network for even more profit.
Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health (single-use and reusable), stimulants (single-use and reusable) that provide a boost to attributes, and biological implants that you equip to enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.
As with other crew skills When various types of biochem items are reverse engineered, they produce schematics for upgraded versions of the item. As with other crew skills, Biochem schematics have either linear or prefix based reverse engineering.
Adrenals, Medical, and Stimulants
Adrenals, Medical and Stims are linear. Each Uncommon or 'green' schematic produces a Prototype or 'blue' schematic and each 'blue' schematic produces an Artifact or 'purple'. The Artifact Schematics for consumables are reusable and require Biochem to use.
Artifact adrenals are not consumed when used. Like the stims, purple adrenals have a BioChem skill requirement.
Prototype (Blue) medpacs heal the same as an Uncommon, but grant additional healing over 15 seconds after the base healing. Artifact medpacs heal a bit more and are reusable, but are limited to Biochemists.
When reverse engineering a Premium or uncommon (green quality) stim you will yield a similar prototype stim (blue quality) which persists through death and lasts 120min (consumed when used).
Implants follow the prefix system. See Reverse Engineering for a detailed description of how this works.
Leveling quickly and cost effectively is a challenge in any mmo. In this case we can use our crew skills and companions to do our crafting skills. Also you can use your companions to gather. This has ups and downs for it does take a bit of time and some credits. Sometimes it maybe a random item returned from the mission and not quite the item you expected. In many cases it may be more efficient to manually ride around and farm materials and only use your companions to craft.
As a second tip each recipe is color coded to difficulty and that equates to how many possible skill points you can gain by crafting said item. Green to dark orange is the scale where green is the easiest to craft. For example, if an item is yellow you can potentially and most likely gain 2 skill points for having your companion craft it. With a bit of simple math you can see that crafting orange and near-orange recipes can cut down on the amount of materials needed since you can skill up nearly 2x faster. ♦
Below are the recommended skills to be taken alongside Biochem:
- Bioanalysis - Biochemical Samples and Compounds
- Diplomacy - Medical Supplies