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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Basic Companion Build Guide
By cerberusiv
A guide for new players setting out a basic path for developing each companion. Covers attributes, skills, feats and powers. Also what equipment, weapons and armour to look for for each of them. WARNING: contains some spoilers.
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Introduction
Knights of the Old Republic - The Sith Lords
Companions build guide by cerberusiv


This guide or extracts from it may not be published by anyone apart from the author unless the author is credited.

Warning: this product may contain spoilers.

The following material is entirely my own opinion and is one way, but not the only way, to approach companion builds. It is primarily aimed at players new to the game looking for a safe, easy to play, levelling up direction for companions for early playthroughs. This guide assumes you have The Sith Lords Restored Content Mod installed.

General points
Implants - with TSLRCM installed you will be unlucky not to pick up several powerful D-package implants so this guide assumes increasing constitution to 18 for most characters to take advantage of that. With even a low skill in treat injury you can make an implant that gives immunity to critical hits very early on. Make one for your main character at the first lab station on Peragus and always have 3 or 4 in your inventory. This is your default implant for all characters (except droids) unless you have a better one.

Skills - you can't do everything yourself, even playing as a Sentinel, so specialise companions, particularly for the workbench.

Equipment - it is recommended that you equip most companions with their own dedicated primary weapons and armour/robes. There is more than enough gear to be found throughout the game. That way they always have a good base for the sections where you play as that companion. Always take time when possible to get to a workbench and break down older upgrades to make better ones. Keep weapons upgraded to the best upgrades you can make. Between planets a trip to Nar Shadaa to use the workbench near the landing pad is convenient, especially as you can swap party members in and out at that one. Obviously, keep some spare weapons in your inventory in anticipation of new companions joining up and also a good selection of belts, gloves, etc.

Force powers - regardless of alignment there are several force powers that are very useful. Force speed where not restricted by armour. Energy resistance gives a wide range of protections, lasts well and stacks with energy shields. Healing, even if dark side. The two levels of the power that allows deflection of blaster bolts without a lightsaber are recommended, both for all jedi characters early on when you may not have enough lightsabers to go round and later for those who use blasters or unarmed combat.

Feats - the big decision is two weapon fighting or duelling as most companions will not get enough feats to take both but should take all three levels of one of them. The other important decision is which type of attack feat to take, Critical Strike, Flurry or Power Attack (or the ranged equivalents for blaster users). The recommendation here is generally for Flurry - the more attacks you throw the faster the opposition go down and the build does not need to be as precisely tuned as for Crit Strike. There are arguments for all three but if in doubt take Flurry for your early playthroughs. Jedi should take Jedi Defence. Most companions should take the Toughness feats.

Lightsabers - You should find around 15-20 lightsabers scattered throughout the game. The issue is what types you get. You choose the type of lightsaber you initially make and will find one, non-upgradeable, short saber. Beyond that it is random. Most characters should go for dual wielding with either a double or a standard and short (don't dual wield until the character has the second of the two weapon fighting feats). Doubles get 1.5x and 0.5x strength modifiers for the two attacks (main hand and off hand). Single/short combos get 1x and 0.5x modifiers but allow twice as many crystals and upgrades to be used. In the off hand a short saber has lower attack penalty than a single but does slightly less damage. You pay your money, you take your choice.
Companions
Kreia

General - Strong with force powers, particularly buffing other party members. Early game set to Aggressive but switch to Jedi Support on the first planet after Telos. Mentor ability boosts XP gain when in party but can be extremely tiresome.

Jedi - Starts as a jedi. Always remains neutral alignment.

Attributes/skills/feats/powers - Take CON to 18 then put the rest into WIS. Go with default recommendations for skills. Duelling (obviously :D ), possibly Lightsaber Finesse. Healing and all the buffing powers (Force Aura, Valor, Speed, Energy Resistance, Battle Meditation), then whatever attack powers you like.

Equipment - Single vibrosword early on, then a lightsaber (even if you only have a short available). Cannot wear the named jedi robes that are alignment restricted but if you come across a Gray Jedi robe that is one to go for for Kreia, or robes that boost WIS.



Atton

General - High DEX makes him a good blaster user. Solo on Nar Shadaa and Trayus Academy.

Jedi - Can become a jedi. Take him to around level 15 before making him a jedi to get his Heroic Resolve feat and a high level of Sneak Attack.

Attributes/skills/feats/powers - CON to 18. Stealth is his most important skill (for making upgrades), default skill recommendations as a scoundrel, get base stealth up to around 25 as a jedi. Two weapon fighting and Sniper Shot, also both close combat with ranged weapons feats. Usual force powers as mentioned earlier.

Equipment - Primary weapon, a pair of disrupter pistols (Mandalorian Disintegrators if you find them). Secondary weapon, any staff with a stun ability (he can sneak attack any stunned enemy), later as a jedi a double lightsaber. His ribbed jacket is good for the early/mid game but it may be worth considering heavier armour later. A Sith Suit or Electromesh Armour with bonded plates overlay and armourweave underlay gives good energy and general protection but still allows a reasonable dexterity modifier. If you come across a pair of Kubaz Scoundrel gloves only Atton can use them and they are the best gloves for him (+5 DEX).



T3

General - Good for most skills. Gets significant attribute gains from interaction with the main character (if the main character has the necessary skills). Has to solo on Peragus and on Nar Shadaa, otherwise best focused on the workbench.

Jedi - No.

Attributes/skills/feats/powers - Most attribute points into DEX but get his WIS up to a level number, take the feat to give him demolitions as a class skill and then go with the default skill recommendations. For feats don't bother with dual strike, do take the first two of Two Weapon Fighting early and then take the feats that increase his skills.

Equipment - Has 3 unique items only he can use, starts with shock arm (better than a blaster early on), regeneration module found on HK-50 on Peragus and renewable shield obtained on Nar Shadaa. Other than those he needs armour and a pair of ion blasters for his solo on Nar Shadaa.



Bao Dur

General - Great tech. Shield Breaker ability useful on Telos surface but not much after that. Has a useful moment on the Dxun tomb expedition.

Jedi - Yes. May be better to leave him as a tech for the workbench. Level him up as a tech until you get the chance to make him a jedi then decide.

Attributes/skills/feats/powers - CON to 16 for a good skills implant then INT. Get INT high enough and make all skills class skills and he can do everything. Unarmed combat so take Duelling. If you make him a jedi he needs to wear armour so avoid restricted by armour powers.

Equipment - Any of the better medium armours with bonded plates or energy overlay and strengthening underlay. Disruption or Lightning gloves if you find any. Anything that boosts his skills when using the workbench. He does quite well unarmed so a lightsaber isn't necessary if you use him as a jedi.



Handmaiden


General - Male main character only. Given the choice between breaking it down, picking the lock or knocking when confronted with a locked door she would break it down every time. Solo during the end game.

Jedi - Yes. Can be worth leaving her on the Hawk and not levelling her up until your main character reaches lvl 18. Then the 3 sparring matches are easy, you can make her a jedi and she gets all her levels as a guardian with force power picks rather than as a soldier.

Attributes/skills/feats/powers - CON and STR. All skill points into Treat Injury. One of the few companions who gets enough feats to take Duelling and Two Weapon Fighting so she can do unarmed and double lightsaber. Take all 3 Power Attack feats.

Equipment - Gamorrean Power Gloves (require Master Power Attack) are a good choice for unarmed. Double lightsaber is an alternative. Her mother's jedi robe with a biorestorative underlay is a good choice, otherwise Heavy Flex or Felenar armour (bonded plates overlay and strengthening underlay).



Disciple

General - Female main character only. So nice, so sweet, so innocent, so.....pass me a bucket, I need to throw up. Useful though as decent force user and competent in melee combat.

Jedi - Yes. You can make him a jedi almost immediately. Either take 3 levels as a soldier for the physical benefits and convert him or just convert him and take all his levels as a consular.

Attributes/skills/feats/powers - CON and WIS. Treat Injury. Two Weapon Fighting and Flurry. Normal choice of powers first then buffing powers as can use those well if you don't want Kreia along.

Equipment - Either a jedi robe or Heavy Flex or Felenar armour (bonded plates overlay and strengthening underlay).



Visas Marr

General - A bit too passive for my taste. Powerful jedi though. Warning: if Handmaiden is in your party do not have any conversation with Visas until you have made Handmaiden a jedi.

Jedi - Starts as a jedi.

Attributes/skills/feats/powers - Boost CON to 14 and take the Toughness feats. Put any further points into DEX or WIS. Two Weapon Fighting and Lightsaber Finesse. Can do well with direct attack force powers so Stasis Field/Insanity to immobilise groups of enemies should be a priority after Energy Resistance and Force Speed.

Equipment - Cannot wear armour so the best jedi robe available with biorestorative underlay. Double or single + short sabers. Any gear that increases DEX (the higher her DEX the better).



HK-47

General - Attitude 10/10 for entertainment value, particularly on a dark side playthrough. Although two pistols can do more damage than a rifle it feels more realistic for roleplay to give HK-47, like Mandalore, a rifle. Solo for HK factory.

Jedi - No

Attributes/skills/feats/powers - CON then DEX. Mainly boost Repair but give him some Security (8 should do) for his solo run in the HK factory. Master Rapid Shot (don't bother with Sniper Shot, you'll find out why), also both close combat with ranged weapons feats.

Equipment - Two unique items both found in the HK factory, Assassins Rifle and Capacitor Armour (fully upgrade a disrupter rifle and drop it into his second weapon slot so he can transfer the upgrades to the Assassins Rifle when he gets it). Early on, a repeating blaster rifle, later a Zersium rifle are good. For the HK factory go with an upgraded Verpine Droid Disintegrator. Stockpile 8-10 good droid shields for the droid factory.
Companions 2
Mira

General - Light or neutral alignment for main character on Nar Shadaa. Best blaster user in the game by a long way. She can cut down enemies at distance before your jedi can close with them. Solo on Nar Shadaa and Malachor V.

Jedi - Yes. Take her to lvl 21 as a scout for the free Precise Shot and Targeting feats before making her a jedi.

Attributes/skills/feats/powers - CON then WIS/INT (she can get enough DEX from gear). Take the default skill recommendations but give her a few points of stealth as a jedi (Dxun tomb). Mira is probably the best for awareness at the workbench. Two Weapon Fighting and Master Rapid Shot, also both close combat with ranged weapons feats. Usual powers.

Equipment - A pair of the best blaster pistols you can find (Micro-pulse/Onasi/Zabrak heavy/Mandalorian heavy/Elite Watchman) with the best upgrades you can make. Her jacket is OK but consider a Mandalorian heavy suit with bonded plates overlay and armourweave or biorestorative underlay. Do have blasters prepared for her before you get too far on Nar Shadaa.



Hanharr

General - Dark alignment for main character on Nar Shadaa. Tricky to use as can suffer a lot of damage and require a lot of healing. Get it right though and he makes a hot knife through butter look slow. Solo on Nar Shadaa.

Jedi - No.

Attributes/skills/feats/powers - Tempting to boost his STR to insane levels but better to boost DEX since he cannot wear armour and DEX increases defence. Skills? What does he need skills for? Two Weapon Fighting, Master Flurry and Toughness (yes, Toughness, you can never be *too* tough).

Equipment - Comes with a pair of Ryyk blades. Just upgrade them when you can. Save all your Mandalorian Power Shields for Hanharr to use. Not really into ranged weapons but a Ceremonial Bowcaster is a good call.



G0-T0

General - Underrated. Can be interesting in unexpected places such as your first trip to Onderon.

Jedi - No.

Attributes/skills/feats/powers - Just go with the default recommendations mostly. Do take Two Weapon Fighting, don't bother with Dual Strike.

Equipment - Comes with a unique module. Give him a decent pair of pistols.



Mandalore

General - Straightforward soldier. Can do both ranged and melee. Although two pistols can do more damage than a rifle it feels more realistic for roleplay to give Mandalore, like HK-47, a rifle.

Jedi - No.

Attributes/skills/feats/powers - CON to 18 then STR. Treat Injury and Awareness. Two Weapon Fighting and Toughness, also both close combat with ranged weapons feats. Develop him for both melee and using a blaster rifle.

Equipment - You cannot upgrade his armour for your first trip to Onderon (no access to a workbench). When you get back give him bonded plates overlay and armourweave underlay. Have a repeating blaster rifle ready for him for the Onderon trip. Later you should find a Mandalorian Heavy Repeater (most powerful single ranged weapon in the game) for him. Nikto Soldier gloves are a good choice for him.

After a playthrough or two you will probably want to try different things if you go back to the game again. Hopefully this guide will give you a workeable starting point.

34 Comments
oldrepublic001 Jun 15, 2023 @ 4:42pm 
Gotcha. Thanks for the quick response! :)
cerberusiv  [author] Jun 15, 2023 @ 4:08am 
The idea is to get Kreia's CON to 18 so she can use any implants, yes.

Treat Injury is not required for Atton if he becomes a jedi Sentinel as this becomes a core skill IIRC. Anyway he is not needed as a primary healer for a party and if Solo Force healing powers are enough. Also you should have enough good medpacks in the later game for emergency healing and a spare jedi robe with healing underlay giving +3 HP/round in your inventory.
oldrepublic001 Jun 14, 2023 @ 8:56am 
Also is Treat Injury required for Atton Rand? Cause I always put points in that. Unless Force Healing makes Treat Injury unnecessary?
oldrepublic001 Jun 14, 2023 @ 8:20am 
Awesome guide. I have a question about Kreia tho. Why put two points into constitution and the rest into Wisdom? Is it because of the implants? I’m only curious.
ktiffany405 Apr 5, 2023 @ 7:32pm 
thanks for the tips im new to this game
cerberusiv  [author] Jan 31, 2023 @ 3:13am 
I have included a warning not to speak with Visas before completing making Handmaiden a jedi. If you avoid speaking unnecessarily to either of them until you are level 18 then you can complete all 3 rounds of sparring with Handmaiden and then turn her into a jedi without needing to leave the Hawk. Visas will still talk to you once you have enough influence to make handmaiden a jedi. The only thing you need to avoid until Handmaiden is a jedi is gaining too much influence with Visas by talking to her.
Penumbra Jan 30, 2023 @ 8:49am 
I was following your guide and left Handmaiden alone until I reached level 18. Problem is, I messed up the influence war between her and Visas as a result, so now I can't even talk to her. You may want to amend the guide to make sure people are ware of this pitfall.
Dragonknight38719 Oct 2, 2021 @ 6:28pm 
Atton should wait until level 17 to become a Jedi to get Sneak Attack IX. I don't consider Sentinel feats to be worth the trade-off for more damage. He's like Mira in that way.
Loso Sep 15, 2021 @ 3:09pm 
I've never thought of keeping Atton as ranged characters after making them Jedi. I'll have to try that this playthrough. Thanks author!
cerberusiv  [author] Apr 26, 2021 @ 10:55pm 
It is satisfying when you convert the full set of everyone you can convert in that playthrough but Bao Dur isn't really that useful in combat as the game progresses so making him a jedi helps him pull his weight when he has other uses that justify including him in your party. Particularlyas he is presumed to die while flying HK-47 into Telos for the Droid Factory sequence.