Knights Of The Old Republic 2 Companions
Knights of the Old Republic - The Sith LordsCompanions develop guide by cerberusivThis information or ingredients from it may not really be released by anyone aside from the writer unless the writer is acknowledged.Warning: this product may contain spoilers.The sticking with material will be completely my personal opinion and is definitely one way, but not the just way, to approach companion forms. It will be primarily aimed at participants fresh to the game searching for a safe, simple to perform, levelling up path for companions for early playthroughs. This manual assumes you possess The Sith Lords Restored Articles Mod installed.Common pointsImplants - with TSLRCM set up you will end up being unlucky not to choose up several powerful D-package implants so this tutorial assumes growing metabolism to 18 for most personas to take advantage of that. With even a low ability in deal with damage you can make an implant that gives immunity to important hits quite early on.
Make 1 for your main character at the very first lab station on Peragus and usually possess 3 or 4 in your stock. This can be your default impIant for all people (except droids) unless you have a much better one.Skills - you can't perform everything yourself, actually enjoying as a Sentinel, therefore specialise companions, especially for the workbench.Devices - it is certainly recommended that you equip nearly all companions with their own dedicated main weapons and armour/robes. There is usually even more than sufficient equipment to become discovered throughout the video game. That way they usually have got a good base for the sections where you perform as that partner.
Always consider time when achievable to obtain to a workbench and break down older enhancements to make better ones. Keep weapons upgraded to the greatest upgrades you can create. Between planets a journey to Nar Shadaa to make use of the workbench near the landing pad is usually convenient, especially as you can change party members in and óut at that oné. Certainly, maintain some spare weapons in your stock in expectation of brand-new companions signing up for up and furthermore a good choice of belts, mitts, etc.Force strengths - regardless of alignment there are several push strengths that are very useful. Force speed where not really restricted by armour.
Energy opposition provides a wide range of defenses, lasts well and stacks with energy shields. Recovery, also if darkish aspect. The two ranges of the strength that allows deflection of blaster mounting bolts without a lightsaber are recommended, both for all jedi heroes earlier on when you may not have sufficiently lightsabers to proceed around and later for those who make use of blasters or unarmed combat.Achievements - the huge decision can be two tool arguing or duelling as most companions will not really get good enough achievements to consider both but should take all three amounts of one óf them. The other important decision will be which kind of assault task to consider, Critical Hit, Flurry or Energy Assault (or the rangéd equivalents for bIaster customers). The recommendation here is certainly generally for Flurry - the more assaults you throw the faster the competitors go straight down and the build does not really need to be as exactly tuned as for Crit Hit. There are disputes for all thrée but if in doubt take Flurry for your earlier playthroughs.
We return to the Knights of the Old Republic franchise with the second title; The Sith Lords. Featuring a great cast of characters with fantastic interaction system, a more in-depth weapon system. Kreia, as far as Star Wars Knights of The Old Republic 2 character go, is one of the better mysteries and discolored personae in the game. A blind Jedi Master who survived the 5 years between the Bioware developed game and its Obsidian made sequel, she takes the Jedi Exile. Star Wars: Knights of the Old Republic - Nude Companions Mod. Allows all the female companions in Knights of the Old Republic to fight in the nude. We all know light sabers can not go through flesh. Copy the tga-file into your KOTOR/override folder.
Jedi should get Jedi Protection. Many companions should get the Durability achievements.Lightsabers - You should find around 15-20 lightsabers dispersed throughout the video game. The concern is usually what forms you obtain. You select the type of lightsaber you initially create and will discover one, non-upgradeable, brief saber.
Beyond that it is usually random. Most personas should go for dual wielding with either a dual or a standard and brief (don'capital t dual wield until the personality provides the second of the two weapon fighting achievements). Doubles get 1.5x and 0.5x power modifiers for the two episodes (primary hands and away hands). One/short combos get 1x and 0.5x modifiers but permit twice as numerous crystals and improvements to be utilized. In the off hand a brief saber provides lower strike charges than a individual but does slightly less harm.
You pay your money, you consider your option. KreiaGeneral - Solid with force powers, particularly buffing additional party members. Early video game arranged to Aggressive but change to Jedi Support on the first world after Telos. Coach ability increases XP get when in party but can become extremely tiresome.Jedi - Starts as a jedi. Always remains natural alignment.Attributes/skills/feats/powers - Get Disadvantage to 18 after that put the sleep into WIS. Move with default recommendations for abilities.
Duelling (obviously:Chemical ), possibly Lightsaber Finesse. Recovery and all the buffing strengths (Force Aura, Valor, Speed, Energy Opposition, Fight Meditation), then whatever assault capabilities you like.Equipment - Individual vibrosword early on, after that a lightsaber (also if you just have got a brief obtainable).
Cannot use the called jedi robes that are alignment limited but if you come across a Gray Jedi robe that is one to go for for Kréia, or robes thát increase WIS.AttonGeneral - Higher DEX can make him a great blaster consumer. Single on Nar Shádaa and Trayus Académy.Jedi - Can become a jedi. Get him to around level 15 before making him a jedi to get his Brave Resolve task and a higher degree of Sneak Attack.Qualities/skills/feats/powers - CON to 18.
Stealth is certainly his almost all important skill (for producing updates), default ability suggestions as a scoundrel, get foundation stealth up to around 25 as a jedi. Two weapon dealing with and Sniper Photo, furthermore both close up fight with ranged weaponry feats. Usual force strengths as described earlier.Devices - Main weapon, a pair of disrupter pistoIs (Mandalorian Disintégrators if you find them). Secondary weapon, any personnel with a stun capability (he can sneak attack any surprised enemy), afterwards as a jedi a double lightsaber. His ribbed jacket is great for the earlier/mid game but it may be worth thinking of heavier shield later. A Sith Fit or Electromesh Armour with bonded discs overlay and armourweave underlay provides good energy and common protection but still allows a realistic dexterity changer.
If you come across a set of Kubaz Scoundrel hand protection just Atton can make use of them and they are usually the greatest mitts for him (+5 DEX).Capital t3General - Great for many skills. Makes significant feature gains from conversation with the main personality (if the primary character has the required skills). Provides to single on Peragus ánd on Nar Shádaa, normally best focused on the workbench.Jedi - Zero.Attributes/skills/feats/powers - Most attribute points into DEX but get his WIS up to a level number, get the feat to provide him demolitions as a class skill and then move with the default ability suggestions. For achievements wear't bother with dual strike, do get the 1st two of Two Weapon Fighting earlier and then take the achievements that increase his abilities.Products - Offers 3 unique items only he can make use of, starts with shock limb (much better than a blaster early on), regeneration module found on HK-50 on Peragus and renewable shield acquired on Nar Shadaa. Some other than those he needs armour and a set of ion bIasters for his single on Nar Shadaa.Bao DurGeneral - Great tech. Cover Breaker capability helpful on Telos surface but not really much after that.
Offers a helpful moment on the Dxun tomb journey.Jedi - Yes. May be much better to keep him as a technology for the workbench. Degree him up as a technology until you get the possibility to create him a jedi after that decide.Qualities/skills/feats/powers - Scam to 16 for a good skills implant then INT. Obtain INT higher more than enough and make all abilities class skills and he can perform everything. Unarmed combat so consider Duelling. If you make him a jedi he wants to wear armour so avoid limited by armour powers.Products - Any of the much better moderate armours with bonded plate designs or power overlay and conditioning underlay. Disruption or Super gloves if you find any.
Anything that improves his abilities when using the workbench. He does quite well unarmed so á lightsaber isn'testosterone levels essential if you make use of him as á jedi.HandmaidenGeneral - Masculine main personality only. Given the choice between splitting it down, selecting the locking mechanism or banging when presented with a secured door she would crack it down every period. Solo during the end video game.Jedi - Yes. Can be worth making her on thé Hawk and not levelling her upward until your main character gets to lvl 18.
After that the 3 sparring fits are easy, you can make her a jédi and she gets all her levels as a guardian with force power picks instead than as a soldier.Qualities/skills/feats/powers - CON and STR. All skill points into Treat Damage.
One of the few companions who gets enough achievements to consider Duelling and Two Tool Fighting so she can do unarmed and double lightsaber. Get all 3 Strength Attack feats.Gear - Gamorrean Power Hand protection (require Master Energy Assault) are a good selection for unarmed. Increase lightsaber is an choice. Her mom's jedi robé with a bioréstorative underlay is usually a great choice, normally Heavy Flex or Felenar armour (bonded discs overlay and conditioning underlay).DiscipleGeneral - Feminine main personality only. So nice, therefore sweet, so innocent, so.move me a container, I require to throw up. Helpful though as decent force user and competent in melee combat.Jedi - Yes. You can create him a jedi almost instantly.
Either take 3 levels as a knight for the actual benefits and transform him or just convert him and take all his ranges as a consular.Characteristics/skills/feats/powers - CON and WIS. Deal with Injuries.
Two Weapon Arguing and Flurry. Regular choice of capabilities first then buffing forces simply because can make use of those well if you put on't need Kreia along.Gear - Either a jédi robe or Heavy Bend or Felenar armour (bonded plates overlay and conditioning underlay).Visas MarrGeneral - A bit too unaggressive for my taste. Effective jedi though. Caution: if Handmaiden is usually in your party do not possess any conversation with Visas until you have got made Handmaiden a jedi.Jedi - Begins as a jedi.Characteristics/skills/feats/powers - Increase CON to 14 and consider the Toughness feats. Place any further factors into DEX ór WIS.
Two Weapon Dealing with and Lightsaber Finesse. Can perform nicely with direct attack power powers therefore Stasis Industry/Insanity to immobilise groups of opponents should be a priority after Energy Resistance and Power Speed.Tools - Cannot use armour so the best jedi robe obtainable with biorestorative underlay. Two times or single + short sabers. Any gear that increases DEX (the increased her DEX the better).HK-47General - Attitude 10/10 for enjoyment value, especially on a darkish part playthrough. Although twó pistols can perform more harm than a rifle it feels more realistic for roleplay to provide HK-47, like Mandalore, a gun. Solitary for HK manufacturing plant.Jedi - NoAttributes/abilities/feats/powers - CON after that DEX. Mainly boost Maintenance but provide him some Protection (8 should perform) for his solo work in the HK factory.
Master Quick Shot (put on't bother with Sniper Shot, you'll discover out why), also both near combat with ranged weapons feats.Equipment - Two exclusive items both discovered in the HK manufacturing plant, Assassins Rifle and Capacitor Shield (completely update a disrupter gun and fall it into his 2nd weapon slot machine so he can move the improvements to the Assassins Gun when he will get it). Early on, a repeating blaster rifle, later a Zersium rifle are good. For the HK manufacturing plant go with an upgraded Verpine Droid Disintegrator.
Stockpile 8-10 great droid glasses for the droid manufacturing plant. MiraGeneral - Light or neutral position for primary personality on Nar Shadaa. Greatest blaster user in the game by a lengthy method. She can cut down enemies at length before your jedi can close up with them. Solo on Nar Shádaa and Malachor V.Jedi - Yes. Consider her to Ivl 21 as a scout for the free of charge Precise Chance and Targeting feats before making her a jedi.Features/skills/feats/powers - Scam then WIS/INT (she can get sufficiently DEX from gear).
Get the default skill suggestions but provide her a several factors of stealth ás a jédi (Dxun tomb). Mirá is probably the best for attention at the workbench. Two Weapon Arguing and Grasp Rapid Photo, also both near combat with ranged weaponry feats. Usual powers.Apparatus - A set of the greatest blaster pistols you can discover (Micro-pulse/Onasi/Zabrak large/Mandalorian large/Elite Watchman) with the best enhancements you can make. Her jacket is Okay but think about a Mandalorian weighty match with bonded dishes overlay and armourwéave or biorestorative underIay. Perform possess blasters prepared for her before you obtain too far on Nar Shadaa.HanharrGeneral - Darkish alignment for main personality on Nar Shádaa.
Tricky to make use of as can experience a lot of damage and need a great deal of healing. Get it best though and he can make a sizzling blade through butter appearance slow. Solo on Nar Shadaa.Jedi - No.Attributes/skills/feats/powérs - Tempting to increase his STR to crazy ranges but much better to enhance DEX since he cannot wear armour and DEX boosts protection. What does he need abilities for? Two Tool Fighting, Get better at Flurry and Durability (yes, Toughness, you can never ever be.as well.
difficult).Equipment - Comes along with a set of Ryyk blades. Just improve them when yóu can.
Star Wars Kotor 2 Companions
Save aIl your Mandalorian Strength Glasses for Hanharr to use. Not actually into ranged weaponry but a Ceremonial Bowcaster is certainly a great call.H0-T0General - Underrated.
Can become interesting in unforeseen places such as your 1st journey to Onderon.Jedi - Zero.Characteristics/skills/feats/powers - Just go with the default recommendations mostly. Perform consider Two Tool Fighting, don'capital t trouble with Double Strike.Devices - Shows up with a unique module. Give him a decent pair of pistols.MandaloreGeneral - Straightforward gift. Can perform both ranged ánd melee.
Although twó pistols can do more harm than a gun it seems more practical for roleplay to provide Mandalore, Iike HK-47, a rifle.Jedi - No.Qualities/skills/feats/powers - CON to 18 then STR. Deal with Injury and Awareness. Two Tool Arguing and Toughness, also both near combat with ranged weaponry achievements. Develop him fór both melee ánd using a blaster rifle.Products - You cannot improve his shield for your very first trip to Onderon (no accessibility to a workbénch). When you obtain back give him bonded discs overlay and armourweave underlay. Have got a repeating blaster rifle ready for him fór the Onderon vacation.
Later on you should find a Mandalorian Weighty Repeater (almost all powerful solitary ranged tool in the game) for him. Nikto Gift gloves are usually a good option for him.Aftér a playthrough ór two you wiIl possibly wish to try different factors if you proceed back to the game again. Ideally this information will give you a workeable starting point. Increased skills levels don't lower the cost of creating products and updates, the much better the upgrade the increased the skill required to create it. Implants and equipment that increase skills count number. The good stuff requires a lot of parts but if the fix skill of the character making use of the workbench is usually 18 or even more they can get 100% come back on smashing down products and breaking up down the much better items yields a lot of parts.
I sell some stuff, sufficiently to protect the price of the relatively small number of products I purchase but most of what I discover and don't need gets broken down. I usually have 25,000 components and very very much everything improved to the maximum by the period I head to the jédi academy to face the experts.