SWTOR Biochem

Biochem Leveling Guide 1-400

Primary Gathering Skill – Bioanalysis (Biochemical Samples and Compunds)
Secondary Mission Skill – Diplomacy (Medical Supplies)

Biochem creates medical packs, stims, and implants. This skill is useful for any class, but would be great for any healers. A huge benefit of this skill is being able to craft medpacs and are not consumed. This guide uses only patterns that are available from an Biochem Trainer. After you complete each step visit the Biochem Crew Skill Trainer, and get trained up for the next level.

A note about reverse engineering: If you reverse engineer everything you make, then you will be able to level with about 20% less materials than what is listed on this guide. However, since the materials that you get back from reverse engineering are random, it is impossible to calculate an exact number. Therefore the materials listed in this guide are what would be required if you do not reverse engineer anything.

Biochem 1 - 20

Make 10 of Compact Medpac.

You Will Need:

            Green Goo x 20

Biochem 20 - 40

Make 10 of Battle Fortitude Stim.

You Will Need:

            Green Goo x 40

Biochem 40 - 60

Make 10 of Tech Surgeon Med Unit.

You Will Need:

            Dielectric Cell Fiber x 20
            Green Goo x 20

Biochem 60 - 80

Make 10 of Surgical Medpac.

You Will Need:

Green Goo x 20
Bacterial Strain x 20
First Aid Kit x 10

Biochem 80 - 100

Make 10 of Field Tech Command Stim.

You Will Need:

Dielectric Cell Fiber x 20
Bacterial Strain x 40
Hypo-syringe x 10

Biochem 100 - 120

Make 10 of Field Tech Fortitude Stim.

You Will Need:

Microscopic Symbiote x 20
Luminescent Cell Culture x 40
Hypo-syringe x 10

Biochem 120 - 140

Make 10 of Bio-Enhanced Med Unit.

You Will Need:

Genetic Anomaly x 20
Luminescent Cell Culture x 20
First Aid Kit x 10

Biochem 140 - 160

Make 10 of Specialized Medpac.

You Will Need:

Genetic Anomaly x 20
Microscopic Symbiote x 20
First Aid Kit x 10

Biochem 160 - 180

Make 10 of Bio-Enhanced Command Stim.

You Will Need:

Toxic Extract x 20
Hallucinogenic Compound x 40
Hypo-syringe x 10

Biochem 180 - 200

Make 10 of Bio-Enhanced Fortitude Stim.

You Will Need:

Genetic Anomaly x 40
Unknown Microorganism x 20
Hypo-syringe x 10

Biochem 200 - 220

Make 10 of Physician Med Unit.

You Will Need:

Blue Goo x 20
Unknown Microorganism x 20
First Aid Kit x 10

Biochem 220 - 240

Make 10 of either Experimental Might Stim, Experimental Reflex Stim, Experimental Resolve Stim, or Experimental Skill Stim.

You Will Need:

Blue Goo x 40
Medicinal Fluid x 20
Bio-Energy Cell Sample x 20
Hypo-syringe x 10

Biochem 240 - 260

Make 10 of Experimental Command Stim.

You Will Need:

Cosmic Trace Particle x 20
Medicinal Fluid x 40
Bio-Energy Cell Sample x 20
Hypo-syringe x 10

Biochem 260 - 280

Make 10 of Experimental Fortitude Stim.

You Will Need:

Inert Virus x 40
Bio-Energy Cell Sample x 20
Hypo-syringe x 10

Biochem 280 - 300

Make 10 of Experimental Med Unit.

You Will Need:

Cosmic Trace Particle x 20
Inert Virus x 20
Bio-Energy Cell Sample x 20
First Aid Kit x 10

Biochem 300 - 320

Make 10 of either Advanced Might Stim, Advanced Reflex Stim, Advanced Resolve Stim, or Advanced Skill Stim.

You Will Need:

Nerve-Damaging Chemical x 20
Alien Bacteria x 40
Inert Virus x 20
Hypo-syringe x 10

Biochem 320 - 340

Make 10 of Advanced Command Stim.

You Will Need:

Nerve-Damaging Chemical x 20
Nutrient Gel x 40
Parasitic Microorganism x 20
Hypo-syringe x 10

Biochem 340 - 360

Make 10 of Advanced Fortitude Stim.

You Will Need:

Nerve-Damaging Chemical x 40
Nutrient Gel x 20
Parasitic Microorganism x 20
Hypo-syringe x 10

Biochem 360 - 380

Make 10 of Life Support Med Unit.

You Will Need:

Psychoactive Compound x 20
Quick-Growth Agent x 20
First Aid Kit x 10

Biochem 380 - 400

Make 10 of Ultimate Medpac.

You Will Need:

Psychoactive Compound x 20
Quick-Growth Agent x 20
Red Goo x 20
First Aid Kit x 10