Crafting and professions, or better known as Crew Skills is an important part of your SWTOR gameplay. As such, we feel it’s important to know the basics of it, which we will list on this page. Additionally, we’ll add more crafting information as it becomes available.
- Crew Skills Introduction
- Gathering Skills
- Crafting Skills
- Mission Skills
- Companions
- Reverse Engineering
- Mods
- Which Crew Skill for Which Class?
- More Info
Crew Skills Introduction
The Star Wars™: The Old Republic™ galaxy is rich with valuable resources, high-tech schematics, and intriguing opportunities, but what hero has time to devote themselves personally to so many pursuits? That’s where your crew comes in. The Crew Skills system allows you to take advantage of everything the galaxy has to offer without getting in the way of your adventure!
You’ll assign your crew of companions to gather resources, craft useful and valuable items, and even to undertake their own missions, bringing you and the rest of the crew a variety of benefits and rewards. Crew skills keep you in the action while you take advantage of all the galaxy has to offer!
Your Starship is home base for you and your crew. While you’re exploring the galaxy and progressing through your storyline, you can relay orders back to the ship. You’ll be able to assign tasks to your companions to gather resources, to craft items at the ship’s workstation, or to embark on special missions. Based on their personal backgrounds, some companions will be more proficient with certain skills, and the higher their opinion of you, the better they’ll perform across the board.
You will be able to select three Crew Skills for your team to train in from among these main categories listed below: Gathering, Crafting and Mission skills.
Gathering Skills

As you explore planets in the galaxy, you’ll discover a variety of exotic resources and valuable pieces of information. With the right training, you and your crew will be able to scavenge for raw materials, slice computer systems, and track down valuable artifacts.
The resources and information you gather can be sold on the open market for a profit, or your crew can use them to craft useful and valuable items. If you like, you can select Gathering skills for all three of the Crew Skill slots available to your team.
There are four different gathering skills in The Old Republic:
1. Archaeology
Archaeology crew skill enables you to find imbued items like Lightsaber crystals and ancient artifacts. It’s mainly used to mine crystal nodes; think of it like mining in other MMO games. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in Artifice and Synthweaving. Archaeological finds possibly conceal rare datacron components that are used in the creation of attribute-enhancing Matrix Cubes.
2. Bioanalysis
With Bioanalysis you can collect genetic materials from creatures and plants. No doubt this skill is best paired with the Biochem crafting skill. Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions.
3. Scavenging
With Scavenging you can recover useful materials and parts from old and damaged technology you come across. The crafting skills Armormech, Armstech, and Cybertech utilize Scavenging resources, and is typically suited for Bounty Hunters and Troopers.
4. Slicing
Slicing enables you to access secure computer systems and lockboxes and acquire valuable data, items, tech materials and rare schematics from it. This basically enables you to get various recipes that can later be used for different crafting skills to make mostly weapons and armor. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. They contain lockboxes that can yield valuable items, credits, rare tech materials used to construct prototype and artifact droid armor and generators, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. You might want to know that slicing is currently by far the biggest money maker. Resources (tech schematics) are used for Cybertech crafting skill, but a lot of items are beneficial to all crew skills.
Crafting Skills

Whether your team gathers resources or you acquire them through other means, they’ll be the cornerstone of crafting. Depending on how you choose to specialize, your crew will be able to construct armor, weapons, implants, or other types of useful items and gear. You can use these items yourself or put them up on the open market for profit.
You’ll receive Crew Skill reports even while you’re away from the ship, and if one of your companions returns with the schematics for a valuable item, you can assign someone else to start crafting the item right away on the ship’s workstation without having to return to the ship! Crafting skills are very specialized disciplines; for your three Crew Skills slots, you’ll be able to select only one crafting skill for your crew to master.
There are six different crafting skills: Armormech, Armstech, Artifice, Biochem, Cybertech and Synthweaving. Below are a few details on each one.
1. Armormech
Armormech gives you the ability to work with hard metals and electronic shielding to construct personal armor for non-force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Scavenging and mission skill Underworld Trading provide crafting resources for Armormech
Recommended for: Smuggler, Trooper, Imperial Agent, Bounty Hunter
2. Armstech
This skill specializes in creating weapons like the Assault Cannon, Blaster Pistol, Blaster Rifle and Sniper Rifle. It also allows a player to craft weapon upgrades and modifications: Barrels, Scopes and Triggers. Most useful for Bounty Hunters and Troopers. Vendor-purchased fluxes are used during the blaster creation process to refine the materials to ensure suitability. Armstechs can reverse engineer their crafted blasters and possibly discover new ways to improve blaster creation. Materials are mostly gathered with Scavenging (metals and compounds), but also with Investigation (researched compounds).
Recommended for: Smuggler, Trooper, Imperial Agent, Bounty Hunter
3. Artifice
Artifice includes construction of Jedi and Sith artifacts. This skill specializes in creating modifications for items, including lightsabers. The item categories the Artifice skill can craft are: Circuitry, Emitter Matrix, Focus Crystal, Focus Lens, Gadget, Harness, Overlay, Underlay and Resonance Crystal. Most useful for Sith Warriors and Jedi Knights. Color crystals also determine the lighsaber’s beam color. Armor overlays and underlays provide additional armor protection and augment combat prowess. Artificers can reverse engineer their crafted focii, feet and wrist armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology provides crafting resources (power crystals, color crystals and artifact fragments) for Artifice, and Treasure Hunting provides gemstones.
Recommended for: Jedi Knight, Jedi Consular, Sith Warrior, Sith Inquisitor
4. Biochem
Allows the creation of performance-enhancing serums and various biological implants. You can consider this the Alchemy/potion making in SWTOR. Also makes Med Units, which function as ranged Medpac heals. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The resources required (biochemical samples and compounds) for Biochem are gathered via Bioanalysis skill, and some are even gained with Diplomacy (medical supplies). Potions are always sought after so this profession is decent for making credits.
Recommended for: all classes
5. Cybertech
This skill specializes in Droid upgrades, but can also craft earpieces. They also make modifications for certain items: Harnesses, Overlays, Underlays, Circuitry, Gadgets and Generators; grenade and droid armor craftable items. Also tech wrists and boots. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted droid, feet and wrist armor, earpieces, electro weapons, and generators, and possibly discover new ways to improve their creation. The gathering skills Scavenging and Underworld Trading provide crafting resources for Cybertech.
Recommended for: Smuggler, Trooper, Imperial Agent, Bounty Hunter
6. Synthweaving
This skill specializes in creating lighter armor, presumably mostly for Sith Inquisitors and Jedi Consulars. Think of it like tailoring/leatherworking. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology and mission skill Underworld Trading provide crafting resources for Synthweaving.
Recommended for: Jedi Knight, Jedi Consular, Sith Warrior, Sith Inquisitor
Mission Skills

Mission skills are a unique addition to the Crew Skills system. With these skills, you send companions from your crew across the galaxy on various missions to recover information, hunt down loot, or complete other goals to bring you rewards. When you use a mission skill, you’ll select a companion, choose a mission from an ever-changing pool, and send that companion out after the prize.

You can choose from a variety of mission skills – is your crew into conducting research? Participating in diplomatic missions? Trading in illicit goods? There are many options, each with their own set of benefits and rewards. Some can even earn you light or dark side points.
As with the other skills, your companions complete these missions on their own time and bring the rewards back when they’re done. Any number of your Crew Skills can be a Mission skill, so get ready to put your team to work!
There are four Mission skills:
1. Diplomacy
The art of conducting and managing negotiations. Diplomacy missions can also yield light armor crafting materials and Companion gifts used to raise their affection rating. Sending your companions on diplomatic missions can also influence your light side or dark side standing. Also used to gain materials for Biochem.
2. Investigation
Investigation is the skill of examining evidence and following clues to discover valuable secrets. It can yield Prototype schematics for all Crafting Skills, medium armor materials and Companion gifts, and is overall useful for Armstech as well.
3. Treasure Hunting
Treasure Hunting enables you to track down and recover valuable items by investigating a series of clues. Treasure Hunting can give gemstones, lockboxes, Companion gifts, and gift fragments. Gift fragments can be acquired by sending Companions on missions that potentially yield Companion gifts, and can be of Premium, Prototype, or Artifact quality. Fragments can be turned in to the Curator on Nar Shaddaa for an equivalent quality Companion gift. Goes well with Artifice crafting skill.
4. Underworld Trading
Underworld Trading is the expertise in trading illegal goods and services. It yields heavy armor materials, spices, and companion gifts. Useful for Armormech, Cybertech and Synthweaving.
Companions
Companion characters are a key part of The Old Republic, so one of the goals for Crew Skills is to fully incorporate them into the system. Players can issue crafting orders to up to five companions at a time, and each companion can add up to five crafting tasks to their queue. You can cancel crafting progress from anywhere if you need to, and the resources your companions were using will be returned to you. Your crafting queues will even continue to progress if you have to go offline – when you log back on, you’ll receive any items that were completed while you were gone.
Your companions all have different skills and personalities, and their strengths carry over into the Crew Skills system. Some companions are better suited to particular Crew Skills than others. Companion traits in Crew Skills are designed to be story-appropriate and meaningful, but the bonuses aren’t designed to be so extreme that you’ll feel you only have one companion choice for a given task.
There’s more information on companions and their bonuses for Crew Skills in our class guides, so be sure to check out the guide for your class to find out which companion might be better for your choice of professions. You can quickly jump to the list of companions for each class with these links: Bounty Hunter, Imperial Agent, Jedi Consular, Jedi Knight, Sith Inquisitor, Sith Warrior, Smuggler, Trooper.

Crew Management Screen shows the level of your crew skills and standing with your companions
All companions, except for the ship droid who’s sole purpose is a profession bot, have bonuses to 2 professions. +Efficiency reduces the time it takes to complete missions by a percentage and +Critical increases the likelihood of getting a critical craft or acquiring epic gems, metals, fabrics, and polymers from mission-based professions. All bonuses cap out around 5-10, and some are lower (+critical to missions are +2 while crafting is +5, because missions have a 20% crit chance already, and crafting is 5% base).
Note: it’s currently not determined whether companion bonuses to crew skills will remain.
Critical crafts do 3 things:
- Armor/Weapons: Adds a modulator slot
- Mods: Makes 2
- Missions: Gives epic quality crafting materials
Companions are much more than just a block of stats to be ordered around, of course. In true role-playing fashion, what your companions think about you will affect how motivated they are to work for you. Companions with high affection will have their ability to perform crafting tasks greatly improved. For example, a companion with high affection can craft items faster – this becomes really significant when crafting tasks can take hours or even up to a day to complete! You can raise your companion’s affection rating by giving them various gifts: most can be obtained with mission skills.
Though companions are vital to The Old Republic and the Crew Skills system, some players want to be the primary crafter for all their crafted items, or for particularly special pieces of equipment. It’s worth noting that players will definitely need to be directly involved in the process when learning rare schematics, and that Lightsabers aren’t acquired or assembled via the Crew Skills system.
Reverse Engineering
Reverse Engineering is TOR’s version of disenchanting. You are only able to RE items similar to ones you can craft, and the item’s overall quality determines what kind of goodies you get from it (you always get crafting materials). Generally speaking, you should never Reverse Engineer anything you cannot craft as it is unprofitable.

You currently cannot RE mods. I don’t know if you ever will be able to, but I feel it has to be added in order make crafting viable endgame. The main reason RE exists is to learn how to make better craftable items. When you RE an item that you can craft (which you learn off of trainers or schematics) there is a chance you will learn to make a better version of the same item, both in rarity and power. This is done through a prefix system, that will determine a static property being added to whatever item you reverse engineered.
Lets say you RE’d a Space Blaster (uncommon quality) and learned how to make a Commander’s Space Blaster (rare).
“Commander” is a prefix (like WoW’s “of the _____” suffixes) that adds +Presence to the item. If you don’t like the prefix you got, you just RE more Space Blasters until you get something you do want, like “Overloaded” (+power) or “Critical” (+crit rating). I do not have a full list of these, but as far as I can tell, you cannot get a prefix from crafting that gives core stats.
Now that you can make Commander’s Space Blaster, you can now reverse engineer that to learn an epic version. This epic version will retain the prefix of the first, but since it’s an epic, will have increased stats by having better base mods.
Another important aspect of Reverse Engineering is that it will be the only way to get certain patterns/recipes. Details on this are still mostly unknown, such as the chances of getting these patterns etc.
Mods
It should be first stated that not all items have modification slots and cannot be upgraded in any way.
The mod system is like socketting gems in WoW, but they give more stats and generally drop into items that, on their own, have absolutely no stats; not even armor. Armor values are determined by the type of armor (light/med/heavy), and the armor rating stat listed on mods. Damage is the same thing, but with damage modifiers and weapon types (assault cannons do more than blasters, for example.) Your level 10 armor can be your level 50 armor if you can mod it enough to keep it relevant.
Almost all mods have variable quality (not rarity.) They will have minor variations in their name, and will provide different statistical bonuses even though they will have the same level requirements and rarity.
Example: Patron MZ-40y Power Cell
Patron is a prefix that always gives +CUN +END. y can be a number between 1 and 4 and is the indicator of quality, 4 being the best (having the highest stats.) The range from 1-4 can be fairly significant. This will drive min/maxers completely insane as you cannot craft them (currently.)
Patron MZ-401 might be [+10cun +8end] and Patron MZ-404 might be [+13cun +10end]. You have 21 mod slots that can have this variable quality “feature”, which can result in the difference of hundreds of stat points on high level mods.
Mods are crafted by Armstech, Artifice, and Cybertech crew skills.
Modulators
Modulators are the only common mod shared between weapons and armor pieces. Modulator slots are found on critical crafted items, and are effectively a “free” slot. Crafted items with static stats can have modulator slots. Modulators are obtained through Underworld Trading crew missions and can have any stat, making critical crafted epics potentially the best items in the game unless high-level epic items spawn with more mod slots or static stats (both of which are expected.)
Armor
The 6 types of Armor mods: Harness, Underlay, Overlay, Support, Circuitry, and Modulators. Items are composed of: Harness or Underlay + 1-2 of Overlay/Support/Circuitry + Modulator (crit craft only). Harnesses (head/leg/chest) and Underlays (everything else) always have armor rating and core stats, and no items have both Harness and Underlay slots. Overlays have core stats, support/circuitry do not. Optimal armor items are always Harness/Underlay + Overlay (+ Support/Circuitry if 3 mods.) It is actually not worth upgrading if you lose an overlay slot because of how much better core stats are than secondary stats.
Weapons
Weapons have the potential, unlike armor, to have 5 mod slots and have more mod types.
- Ranged: Barrel + Power Cell + (Trigger or Scope) + Color Crystal + Modulator (crit craft only)
- Melee: Power Crystal + Hilt + (Focus Lens or Matrix Emitter) + Color Crystal1 + Modulator (crit craft2 only.)
Barrels and Power Crystals control damage rating, Power Cells and Hilts have core stats while Triggers, Scopes, Lenses and Emitters do not. Color Crystals can have core stats (but usually just have endurance), so using vibro weapons is not advisable.
Which Crew Skills for Which Class?
If you’re wondering which crew skill is best for your class or just need a quick overview of them, take a look at the image below.

Someone also compiled info from this site in the PDF/image for quick reference. You can download it below:
More Info
- Players will have three crew skill slots to fill with any combination of Gathering, Crafting, Mission skills. However, a player may not fill more than one slot with a crafting skill. This will force specialization and make sure that players are not self-sufficient when it comes to crafting. You could have a mission skill, gathering and crafting or two gathering and one crafting
- Companion bonuses to skills are currently mild so that players will not feel they can’t take companions out on the field because they are too valuable on the ship taking advantage of their bonuses.
- Only companions do the actual crafting.
- You will not see anyone’s companions running around completing their assigned tasks.
- You do not need special workbenches to make items
- Crafting is based on time invested more than XP level. Do not expect to decide to become a Master Crafter over a weekend
- Some recipes will be limited per server to make them rare
- If you wish to do the harvesting/gathering yourself you can. It’s not limited to your companions
- Crafting missons can take between 5 minutes to 24 hours
- All crew skill trainers are available at the Capital worlds.
- There are no limitations on what class does what type of crafting
- The majority of crew skill missions are accessed from a pool of random missions but some are unlocked when you find rare items which give better rewards.
- Companions can not die while on Crafting missions but they can fail. If it fails the lost incured is the credits it cost you to send your companion on the mission
- Your companions do not have crew skills themselves. The crew skills they can use are based on the crafting skills your main character has.
- The maximum number of crew that can perform any crafting skill, at one time, is 5. Any others spare could be doing missions, gathering or traveling with the main character
- If you want to quickly farm companion favor and dark/light side points, get Diplomacy and Treasure Hunting. You could additionally pick Slicing with these two if you’re only interesting in making credits rather than crafting.
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More crafting info plz Bioware!
will you be able to craft weapons in SWTOR?
^^ Yes, Armstech and Artificing for lightsabre crystals
i wish the crafting would be similar to star wars galaxies crafting. where the actual resources had different stats and were constantly changing each week. That crafting system has got to be the best ever created. when buying from weaponsmiths you actually had to compare the weapons stats with others..not just goto an auction house and buy the cheapest.
I hope crafting will be worth doing. Unlike WOW where it was a complete joke and nearly everything you crafted was vendor trash.
Thanks for collecting all these in one place, it’s a very good article!
Anyone know if schematics will be bind on pickup?
@jakl
Yes, Armstech builds all types of blasters and blaster mods…
@david
I don’t think the schematics will bind on pickup. I remember reading something about limited quantities of top of the line schematics being dropped in limited quantities. So if you pick up one for armormech and your an artificer and it binds on pickup, everyone gets screwed. I doubt they’d let that happen.
And hooray, based on the artificer crafting screen it looks like you can craft lightsaber hilts, which based on trailers, i think will affect what your lightsaber looks like (pure speculation…)
What teh hell is a droid upgrade? If its upghrades specially for companions who are droids it seems a bit limited in scope…
i just want to freeze time and have the entire swtor experiance then go back to work
I was looking over at AlterSwtor.com, and they had Beta Patch notes, with some info on crafting near the bottom. Armstech can now craft scatterguns and vibroblades, and there were some other changes. Artifice can now make Shield Generators, and Color Crystals, and Slicing can gain Ship Schematics, i think.
Just a heads up…
thanks for all the info too, I was stuck between Synthweaving, and Artifice until I got here!
Where are the crafting trainers located in the early game levels?
You can get to the trainers at level 1, they should be at the nearest space center I believe. I think you’ll need to take a shuttle to your factions fleet.
Typically you get there just before you get to your capital world, but you might want to learn some gathering skills before to pick up crafting mats early on for extra credits. From what I know training crew skills (currently) doesn’t even cost any credits.
This guide seems pretty out-dated with regard to mods. It seems Bioware greatly simplified them. According to some torhead.com datamining :
- melee weapons have hilt, power crystal, enhancement and mod slots,
- ranged weapons have slots for barrel, power crystal, enhancement and mod slots.
- armors (gloves, boots, helms, breast plates and leggings) have armoring, enhancement and mod slots.
“Off-hand” type weapons (vibroknife, shield generators, scatterguns) and other pieces do not seem to have slots. Weapons that can have mod slots always have at least a slot for a power crystal, even if they come with fixed stats. It seems some schematics allow to craft items with shipped mods.
Regarding mod stats:
- hilts, armorings and barrels give endurance and a primary state, plus the item “useful” stat (armor or damage),
- power crystals define the weapon color and give one stat amongst critical, endurance or power,
- mods gives endurance, a primary stat and a secondary stat.
- enhancements give endurance and two secondary stats.
Regarding crafting skills and mods:
- Armstechs: barrels,
- Artifice: hilts, power crystals and enhancements.
- Cybertech: armorings, mods.
There is also an augment kind of mod but I could not find how to obtain them nor where to put them. Maybe they are the “critical craft” bonus.
you can also get material for synthweaving light armors from underworld trading, not only for heavy like this guide implies
the own in-game tooltip tells you that :s
augment slots appear on any crafted gear when your companion “crits” in crafting. The only way I know of to get augments are getting them randomly from the slicer crew skill.
even though there is some info here that is outdated, there is still a ton of useful/relevant info here. Considering this guide was written awhile ago, that’s pretty impressive.
First of all I love this site and have bookmarked it. The only thing that I find annoying about this article is this statement…
“The mod system is like socketting gems in WoW”
If you remember playing Kotor I and Kotor II (the singleplayer PC games) they had a mod system which is pretty much the same as the one in the mmo (I have played the beta 25th to 28th of November). Kotor I was released in 2003. The Burning Crusade Expansion for wow which introduced jewelcrafting was released in 2007. Yet everyone and their grandmother on the beta said “lol lol roflmao the socketing system is just like WoW”.
I’ve played WoW since the burning crusade expansion to cata. like a lot of people I’ve raided, got my legendary healing mace in wotlk and leveled multiple alts. I’ve also played Kotor I, Kotor II and now the beta. I am in no means a star wars fan tbh I have multiple boxsets of star trek shows
. That being said I did reserve swtor months before playing the beta as I have a lot of the games Bioware has put out (including dragon age 2 which was disappointing).
I just don’t get this “Highlander” mindset which was present on the beta. I call it that because a few people on the beta thought as if “There can be only one! mmo in existence at any one time and everyone else is a copycat”. It’s not like one mmo has to cut the head of the another mmo to live. It just doesn’t work like that.
My advice is to play through kotor I or kotor II and make comparisons with the mmo and then of course make all the comparisons against WoW that are reasonable. As WoW has been the frontrunner for 7 years now it is going to be compared to it in peoples minds. I just wish more people played KOTOR games before making statements.
Actually this would make a pretty good blog post been typing for too long for a comment
. Sounds too much like a rant
Augments are gotten from Slicing. It is pretty common. But for such a common material which has no bearing to actual crafting itself, the Armour with Augment slots are pretty rare. In fact i have not come across any armour with a slot. And Augments are as low as level 5. Overall I think limiting us to just 1 crafting and 2 gathering is quite a chore.
Though I really am excited as this pretty much limits what 1 person is able to do at any 1 time. Running alts is a possibility though it’d be a long time before any one can run crafting alts effectively. Since affection comes in to the equation and your level as well. I found out that even if you’re level 20 and your crafting is in the 50s you are not able to choose to go out on level 17 to 24 Slicing missions. Likewise you can be level 150 in Slicing but if you’re not in the 25 range you wont get to choose the 24 to 31 missions.
The game is well thought out and nicely paced. I cant bear to skip the cut scenes. And hell, there are so many choices to make.
Will there ever be a chace to learn more than three? I am going to be an Imperial Agent, I think I will go for Cybertech with scavenging and either slicing or treasure hunting, what do you guys think about that combination?
It seems hard to choose only three. You only got 2 in wow, But there was only about 7/8 to choose from here we have 15, and not nearly as defined, for example Cybertech shows you should possible have Scavenging, slicing, treasure hunting, and underworld…what ….but i only get 2
This info is obsolete.
This info is not necessarily obsolete.
However, the mission skills are not correct.
You need to update them.
Diplomacy does not give any benefit to synthweaving anymore from what I can see.
UnderWorld Trading however does, as it can give you fabrics to craft blues and purples.
Cybertech works for all classes as well and is good for Force users aswell as non-force users.
+1 for LOTRO background image
Amazing job compiling this, you’ve been a great help.
Thank you
Any info about how item endurance plays out? This is basically ‘erosion’ for all equipment items…or just for armor?
Nice guide and I appreciate the work that has gone into it, but it needs some updates. Specifically the part about Synthweaving being for lighter amour types, at present it covers ALL armour types from light to heavy for force users.
“This skill specializes in creating lighter armor, presumably mostly for Sith Inquisitors and Jedi Consulars. ”
So it in fact also covers the heavy armour for Sith Juggernauts and Jedi Guardians as well.
Very nice guide .
i’m goin for armor tech , cyber tech , scavenging and black market
it looks perfect for an IA .
Wonder if there are any arch or slice nodes on starting worlds?
Socketing system. Well if people want to harp on about such futile things, socketing was something in Diablo 2 was it not? Back in 1999/2000? And I’m sure if I wanted to be even more pedantic, I could find earlier examples.
@Munky Well enchanted items and gear existed in several editions of Dungeons and Dragons table top game (1974). Just because a feature is visable in game X doesn’t mean the idea predates the actual game.
I’m sure other examples exist within the PC gaming world that pre date Diablo 2 but I was merely pointing out that the system was implemented in a Kotor game.
Within gaming be it mmo or singleplayer games it’s rare that companies reinvent the wheel anymore. They add to the wheel and push it forward.