The following 2 pages are in this category, out of 2 total.
The Architect Doozer is the leader of the Doozer community on Fraggle Rock, in charge of surveying and designing the many Doozer towers and structures. Introduced in the second season episode "All Work and All Play," the Architect takes on Cotterpin Doozer as his apprentice. Although at times frustrated by Cotterpin's youthful imagination and eagerness to revolutionize Doozer building methods and customs, the Architect has a genuine respect and affection for her. The Architect is also responsible for teaching young Doozers about their history and heritage.
In his youth, like Cotterpin, he refused to take the helmet like other Doozers, having no interest in building. All he really wanted to do was draw, so he chose to take the drawing board instead. The previous Architect liked circles, and it took the current Architect years to get some nice squares back into Doozer constructions.
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Architects can be found in several parts of Istan.
After completing Ruins of Morah (mission):
After completing Abaddon's Gate (mission):
| This is the Architect disambiguation page.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes |
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![]() Architect (Shining Ones) |
An architect is a person who plans and designs buildings.
Nikki Whitechapel's mother worked as an architect. (Star Trek: Swiftfire: "No Rest for the Wicked")
Architect article at Memory Alpha, the canon Star Trek wiki.
An architect referred to one who designed or planned buildings or structures. Teela Kaarz, Bevel Lemelisk Garrbo V'Droz were architects during the Imperial Period.
"Architects" was the nickname given to an unknown mysterious race or races that, at some point in time, inhabited the galaxy and may have interfered with celestial astrography, the culture and technology of early sentient species.
The Architects were suspected of being a race millions of years old and from a different galaxy, like the Yuuzhan Vong. It has been proven, somewhere along the line, that the Architects interbred with the evolving Roninosions and a gene in the Architects meant that they could not easily feel the Force, but when they could, they were exceptionally powerful Force users.
Trader (Structures) sometimes referred to as structures trader, architect or shipwright, is one of four trader professions. Structure traders specialize in various large item construction including structures, installations, ship chassis, and ship components as well as small items including furniture and decorative art. Structure traders can also reverse engineer ship components found as space loot.
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| Levels: 1-21 | Levels: 22-45 | Levels: 46-69 | Levels: 70-90 |
Structures incorporates the two heaviest users of resources into one branch of trader. For this reason, the majority of Structures traders are either shipwright or architect, not both. There is no obvious overlap between the two crafting professions and in choosing Structures, one should have in mind if you plan to do more ship building or more architect.
Architects create deeds for player houses, player city structures, factories, harvesters and furniture
Architects have the advantage of being able to create their own mining installations, which means they are quite self-sufficient provided they can find credits to pay maintenance costs.
The three major branches of architectural work are; housing, furniture, and harvesters:
Shipwrights can create space ship hulls and space ship components, ordinance launchers, (and ordinance) counter-measure launchers, (and counter-measures), and every ship component except for Astromech droids and flight computers (these are made by engineers).
The crafting profession of shipwright made its debut with JTL and has remained unchanged with the CU and the NGE. For this reason it is arguably the most intricate, the most complex, and the most difficult to fully master (of course the challenge makes it immensely enjoyable as well). There are at least four paths commonly followed by shipwrights. The first, and the rarest, is to become a complete shipwright, selling crafted components, chassis, and re-engineered components. Another, more common path, deals only with crafted components and leaves the re'ing to those who have the time to pilot. A third path deals almost exclusively with Reverse Engineered goods, but perhaps dabbles in other area. This brand of shipwright is usually a pilot first, crafter second, and may have have mastered structures exclusively for the opportunity to re premium components for themselves and friends. A fourth path is the chassis path, usually available only to those with massive amounts of resource harvesting power.
Within the crafted component path shipwrights usually can be divided into those supplying cheap grinding gear (which is variable in quality) and those who craft top end stuff. The division is primarily dictated by length of time that the shipwright has been crafting and the dedication to the craft. To make the best parts it usually takes months of buying and harvesting of quality resources. Setting out as a new shipwright to craft top end stuff is not a reasonable goal.
While shipwright can be a daunting profession, there are a few entry level crafts that can be immediately successful. Heavy Variant Chassis, requiring asteroidal resources, are usually hot sellers and few full time shipwright have time to harvest their own asteroids. Ordinance, such as missle packs, if priced right, sell well and do not require exotic resources. Chassis themselves do not require premium resources in most cases, just lots of them.
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