Sunday, October 19, 2008

KOTOR II Sentinel/Watchman skillpoint progression

Here is an ASCII chart of the skill progression of an 18 INT Sentinel-Watchman who dumps her first two Attribute bonuses into INT, maxes out Persuade early, and levels the other skills as evenly as possible.
               1   2   3   4   5   6   7   8   9  10  11  12  13  14  15
Computer Use   4   5   6   6   7   8   9  10  11  12  13  14  15  16  17
Demolitions    0   5   6   6   7   8   9  10  11  12  13  14  15  16  17
Stealth        4   5   6   6   7   8   9  10  11  12  13  14  15  16  17
Awareness      4   5   6   6   7   8   9   9  10  11  12  13  14  15  16
Persuade       4   5   6   7   8   9  10  11  12  13  14  15  16  17  18
Repair         0   0   0   6   7   8   8   9  10  11  12  13  14  15  16
Security       4   5   6   6   7   7   8   9  10  11  12  13  14  15  16
Treat Injury   4   5   6   6   6   7   8   9  10  11  12  13  14  15  16
Skillpoints   28  +7  +7  +7  +7  +7  +7  +7  +8  +8  +8  +8  +8  +8  +8

              16  17  18  19  20  21  22  23  24  25  26  27  28  29  30
Computer Use  18  19  20  21  22  23  25  26  27  28  29  30  31  32  32
Demolitions   18  19  20  21  22  23  24  26  27  28  29  30  31  31  31
Stealth       18  19  20  21  22  23  24  25  27  28  29  30  31  32  32
Awareness     17  18  20  21  22  23  24  25  26  28  29  30  31  31  31
Persuade      19  20  20  20  20  20  20  20  20  20  20  20  20  20  20
Repair        17  18  19  21  22  23  24  25  26  27  29  30  31  32  32
Security      17  18  19  20  22  23  24  25  26  27  28  30  31  32  32
Treat Injury  17  18  19  20  21  23  24  25  26  27  28  29  31  32  33
Skillpoints   +8  +8  +8  +8  +8  +8  +8  +8  +8  +8  +8  +8  +8  +8  +8
After looking at DSimpson's Lab Station chart and gbash's Workbench chart, I discovered that you need skills to be at the following levels to create the most powerful stuff:

Stealth: 32
Security: 32
Repair: 32
Computer Use: 32

Awareness: 31
Demolitions: 31

Treat Injury: 29 for the Workbench; 38 for Lab Station (needed for the most powerful implants)

That's... a lot. Clearly, the game does not expect you to create an Exile that is capable of single-handedly creating the most powerful items in the game without any help. It is possible, however. Without special equipment or EXP exploits, you can make an 18 INT (20 INT by lv8) Sentinel/Watchman with 20 Persuade that can create anything from the Workbench by lv29. Of course, this is partially because the maximum natural skill level you can have is always your level +3.

If you wanted a Sentinel/Watchman who could actually wear any of that stuff (again, without taking into account CON-boosting equip), you would need to start with 14 CON and dump 4 points into it (after boosting your INT first, of course). You would have a natural 20 INT and 18 CON Exile by lv24. Of course, all your other stats would be 10 sans-bonuses. But you would be an equipment-creating GOD.

You could do things this way, but it would be rather extreme. We could cut down requirements substantially by taking stat-boosting equipment into account (the only way, sans-exploit, to get your Treat Injury high enough to make some implants), and by sharing the item-creation burden with other characters.