STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

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It's been too long since I played this. Can't remember the crafting system too well.
Hmmm. As I wrote this out things came back to me. I edited it to add this at the beginning of it and edited things throughout as I remembered more. Apparently I do remember a lot but am unsure about it. I want to be more sure before I start playing.

I remember to save myself some attributes spent on intelligence and skill points on skills, I made my companions make things in the workbenches instead of me. That is a thing right? Have T3-M4 make most things. Someone else do the stealth skills. Etc.

I believe all I need myself for the process that they cannot do is breaking things down efficiently with repair and treat injury. Is this correct?

I want to make a warrior focused character but be able to make the best of everything eventually without spending character creation pool on intell and skill, or spending my components and chemicals on things too quickly compared to getting them.
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Showing 1-10 of 10 comments
Mandalore 9 Nov, 2024 @ 10:04pm 
The skills you should focus on are probably computer use and repair for T3, awareness for dialogue options (Nar Shaddaa comes to mind), persuade if you want more dialogue options, and treat injury for better force heal (but not required as you’ll get tons of force points regardless).

Security is also nice for some areas of Nar Shaddaa as well.

I usually get 16 in intelligence, 16 in constitution, and 16 in dexterity or wisdom (depending if I’m playing a force aligned character). The rest I’ll put in other areas like charisma or anything else.

Kreia usually does well with stealth, and then either T3 or Bao-Dur can handle everything else.
Originally posted by Mandalore:
The skills you should focus on are probably computer use and repair for T3, awareness for dialogue options (Nar Shaddaa comes to mind), persuade if you want more dialogue options, and treat injury for better force heal (but not required as you’ll get tons of force points regardless).

Security is also nice for some areas of Nar Shaddaa as well.

I usually get 16 in intelligence, 16 in constitution, and 16 in dexterity or wisdom (depending if I’m playing a force aligned character). The rest I’ll put in other areas like charisma or anything else.

Kreia usually does well with stealth, and then either T3 or Bao-Dur can handle everything else.

I don't really need guidance on what attributes or skills to focus on. Only need confirmation that companions can use their skills to make things instead of me and when it comes to crafting I need repair and treat injury only for breaking things down.

I want to use minimal intell on my warrior. 16 is too much. He is strength and constitution focused.

My KotOR 1 equivilant character, with maxed flurry strike, drugged up for strength and speed, wearing strength boosting gear, wielding two good dual weapons, and maxed strength & constitution, was able to down stage one malek on the star forge in one attack. Which ended up as many hits in one attack but still, it took him down in a second.

I am building another character like that in 2. Companions can do the skill stuff outside of crafting well enough. I do not need to gas people through the computer or trick baddies out of attacking me when I can just take them all down with my warrior character instead.

For crating I think I used the utility droid for all craft skills but stealth, who I had the bind companion do. I have all the stuff figured out on the skills for me and them. I just need the confirm on the crafting skill delegation, and the breakdown item skills minimal for my main character.
Mardoin69 10 Nov, 2024 @ 9:18am 
You're just talking about the workbench for adding mods to items; lightsabers, melee, ranged, and armor / outfits. And, in KotOR 1, you can only use the workbench with your main character. However, none of your skills (or attributes) factor into 'crafting' at the workbench... at least not in K1, not completely sure in K2 as it's been too long for me. What your skills do matter in is when interacting with items in the game world--besides workbench. And for those, any character can be used to do it. So, no... your primary character does not need to be skilled up in order to craft at the workbench. But, some dialogue choices with companions will be affected by your skill levels with certain skills. For example, you will not be able to progress the T3 companion story line without an increased 'Repair' skill. But, you can (as far as I remember) use items to boost Repair skill while talking with T3. So, just need to find some items with big boosts to the skills needed--Repair in T3's case... or maybe it was Intelligence and I'm remembering incorrectly? It's been quite some time since I played K2... so... take with grain of salt.
jbrint86 11 Nov, 2024 @ 5:13pm 
Originally posted by Mardoin69:
or example, you will not be able to progress the T3 companion story line without an increased 'Repair' skill. But, you can (as far as I remember) use items to boost Repair skill while talking with T3. So, just need to find some items with big boosts to the skills needed--Repair in T3's case... or maybe it was Intelligence and I'm remembering incorrectly? It's been quite some time since I played K2... so... take with grain of salt.
Yeah, Repair or Computer usually work with upgrading T3. If you can find gear that adds to your skill, it does help.
I have played since posting this and I confirmed it.

When breaking things down with your main character...
Repair returns more components.
Treat Injury returns more chemicals.

When making things in Workbench or Lab you can make a companion go into them and use their skills. Not just base character skills or attributes that add to them, but also gear that increase them. Most of it seems to be repair. But all other skills have a hand in crafting other than persuade. Even stealth helps. So you do not need skills other than Treat Injury, and Repair on yourself for crafting things. It's best to make sure you have at least one person maxing each of the skills in their level ups and when you go to make things equip them to max them more on their respective crafting skill/s.

Around level 20 with characters like this, and equipment saved to boost their skills, you should be able to make anything in the workbench or lab. Upgrades that can triple or more it's effectiveness. One of my characters has a lightsaber that has a base damage over 50, Before his strength and feats added to it. Because of excellent upgrades made in the workbench. Most D-series implants can be made in the lab.

For mandalore I made a regen implant, added max health regen underlay to his armor, gave him a mask and gloves that health regen, he already has a always installed health regen implant to switch to between several, and I gave him the fast health regen feat. 2 of those were from crafting tables. He regens faster than he gets hurt in most fights.

Some examples of how workbench and lab items can stack with other things. So if you play again give it a try. Your main character needs repair and treat injury to get to 20 to get the most out of components and chemicals. Most of the highest end items require skills in the low 30s. After gear that increases a character's leveled skills, with attribute boosting. I find that if I have t3m4 focus on intell and skills, that him and visas for treat injury and stealth, maybe awareness, can handle all skills to this extent (with gear).
Mardoin69 18 Nov, 2024 @ 8:31am 
Interesting. I'm currently re-playing K1 (not K2 yet) and I honestly didn't remember being able to 'craft' a bunch of items... only remember adding mods to items. So, this is all good info. It is standard in K1 that companions can do things using their skill level to compensate for lack of skill with your main character. So, I assumed it is the same in K2 and you've verified that. But, all good info you are confirming cuz I imagine I'll be giving K2 another play-thru also... after I finish off K1. Thx for confirming.
Last edited by Mardoin69; 21 Nov, 2024 @ 8:42am
Hassat Hunter 18 Nov, 2024 @ 10:29am 
You are correct, there is no crafting in K1, just updating.
Mardoin69 19 Nov, 2024 @ 9:12am 
Originally posted by Hassat Hunter:
You are correct, there is no crafting in K1, just updating.

Yes, but, there is 'some' crafting in K2... which is what I had forgotten about. Didn't remember us being able to craft steroids and utility gear... along with the usual adding mods to gear that's modifiable like lightsabers, prototype vibroblade, etc.
There are physical melee and energy mods for both armor slots. Focus on one or the other with other gear that resist them and you can really stack them on. Crafting mods, plus using found gear, you can make defenses against those things really good. I stack against melee for mira and the wookie could not seem to scratch her in their final battle. I stacked against energy on Atton, blasters and sabers are hardly effective against him. Blaster deflect mods into a saber plus blaster deflect crystals, I got one saber up to blaster deflect 15. Mods crafted and stacked to a purpose are very effective. Try thermal grenades point blank using fire resist for example, you can bombard them within aoe =, taking no damage.
OldMemes.biz 21 Nov, 2024 @ 2:32am 
Originally posted by Hassat Hunter:
You are correct, there is no crafting in K1, just updating.

Hi Hassat! Glad to see you're still kicking around the community!

Hassat is a helpful dude everyone. Been around a while now. Good guy.
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