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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What's the most OP gear?
I've played through this game countless times now, and I'm at the point where I just wanna be as overpowered as possible. I'm looking for:

Most powerful lightsaber upgrades/crystals
Most powerful blaster pistols/rifles (including powerful upgrades)
Strongest set of armor/robes with best upgrades
Best implants
And anything else that'll make me and my crew essentially unstoppable demigods
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cerberusiv Jul 3, 2019 @ 11:03pm 
Pretty much all of what is in here is applicable to your crew as far as armour and weapons are concerned.

https://steamcommunity.com/sharedfiles/filedetails/?id=1234247381

I mention armour upgrades in the guide. Obviously go for the best you can make of whatever you are using. Bao-dur or T3 should be able to craft most stuff at the workbench by the late game. Atton can handle items that require high stealth while Mira covers awareness. My preference is to go for stuff that boosts without negative aspects. So I go for bonded plates rather than heavy bonded plates which kill dexterity for example.

Ranged weapons are either disrupters or energy based. Ion weapons have their uses but are not anyone's primary weapon. For disrupters, the best is a pair of Mandalorian Disintegrator pistols with a Broadening Chamber MkIII, a Power Pulsator MkV and a Pinpoint Scope MkIV. For energy weapons I give Mira a pair of Micropulse Blasters with Beam Splitter MkIII and a Pure Rylith Power Cell for each with a Crippling Scope MkIII on one and a Targeting Scope MkIV on the other.

Theoretically those are the weapons that all your ranged characters should use. However you may not actually find that many of those particular weapons on a given playthrough. In particular, Mandalorian Disintegrators don't usually turn up very often. For that reason, and also for roleplay, I have Mandalore and HK-47 use rifles. Mandalore gets a Mandalorian Heavy Repeater with a Targeting Scope MkIV, a Pure Rylith Power Cell and a Mandalorian Chamber MkIII (naturally! As he wears heavy armour the -1 to defence from the Mandalorian Chamber is not significant). Repeater weapons do not actually get to fire twice and are no better than other ranged weapons. There is a mod which fixes this for Kotor 1 but I do not think there is a version which fixes Kotor 2. So for HK-47 I normally have a Zersium Rifle (energy) and a Verpine Droid Disintegrator (Ion) available. The Verpine weapon is probably the best item for the Droid Factory section. I also make up a fully upgraded disrupter rifle for that section so that he has the upgrades ready to swap over when he gets the Assassin's Rifle.
cerberusiv Jul 3, 2019 @ 11:14pm 
For lightsabers and melee weapons I am actually in the process of writing a guide. Eventually it will also cover blasters, armour and robes. It is quite a lot to cover and it is not going to be ready for some time (by which I mean possibly into next year - but I'm not even guaranteeing that).

For implants there is no simple answer, it depends on what you find. For the main character I upgrade constitution to 18 and hope to find a Universal D-package. This boosts most character attributes with all the consequent increases in attack, etc.

The main character should probably wear robes in the latter part of the game (definitely if male and has the defence boost from learning precognition from Handmaiden). If lightside then Thon's robe, if darkside then Aleema Keto's robe, both with a Biorestorative Underlay MkV.

That's about all I can think of at the moment.
TurboSoggy Jul 4, 2019 @ 5:23am 
this game is great i was real late to the kotor party and am very happy to own it i was also looking for something like this. i have bad O.C.D like many other gamers. fallout new vegas nearly killed me.
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Date Posted: Jul 3, 2019 @ 7:54pm
Posts: 3