Star Wars Knights of the Old Republic II: The Sith Lords/Upgrade items

[[File:KotORII Skill Repair.png]] Workbench
Making most non-upgrade items depends on the user's skill:

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Items are created using the skill rank of the character using the workbench, and only those which can be created using that character's skill rank +8 appear.

When breaking down items, your main character's current Repair rank determines how many components you get, regardless of which character is actually using the workbench. Rank < 1 grants just one component, while rank > 0 grants a percentage of the item's component value:

Maximum component value of an item is 5% of its base credit value: for example, a normally costs 1750 credits, so its maximum component value is 87 (which is what it costs to create).

Once your main character has Repair rank 20, items can be created safe in the knowledge that they can always be broken down again without losing any components. This means lesser items can be created and used rather than hoarding components until a character has sufficient skill rank and components to create the best items.

[[File:KotORII Skill Treat Injury.png]] Lab Station
Lab Stations cannot actually be used to upgrade certain items.


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Items are created using the skill rank of the character using the Lab Station, and only those which can be created using that character's skill rank +8 appear.

Only items that can be created using a Lab Station can be broken down into chemicals. When breaking down items, the Treat Injury rank of the character using the Lab Station determines how many chemicals you get. Rank < 1 grants just one chemical, while rank > 0 grants a percentage of the item's chemical value:

Maximum chemical value of an item is 50% of its base credit value: for example, a normally costs 75 credits, so its maximum chemical value is 37 (which is what it costs to create).

Once any character has Treat Injury rank 20, items can be created safe in the knowledge that they can always be broken down again without losing any chemicals. This means lesser items can be created and used rather than hoarding chemicals until a character has sufficient skill rank and chemicals to create the best items.