• Game Update 1.3 Preview: Crafting Skills Changes (Augment Slots)

    Game Update 1.3 - Allies brings alot of new features and updates to the Star Wars: The Old Republic game from which in this article we will cover the Crafting Skills changes brought by this patch.

    The main change about this, is that now the crafting crew skills that are able to craft augments, can now learn to craft Augmentation Kits.
    These Augmentation Kits can be sold on GTN or other ways to everyone. This means that now, any player that has an Augmentation Kit can now apply it on ANY equipable item (of green quality and above).

    [UPDATE] Modified costs and materials for live servers.

    Augmentation Kits and slots are categorized by item level tiers as follows:
    Slot Item Levels
    Augmentation Slot MK-1 10-16
    Augmentation Slot MK-2 17-24
    Augmentation Slot MK-3 25-32
    Augmentation Slot MK-4 33-40
    Augmentation Slot MK-5 41-48
    Augmentation Slot MK-6 49+

    Augmentation Kits can be crafted by Armstech, Armormech and Synthweaving. The recipes for these Augmentation Kits can be found at trainers. The costs of learning to craft these kits can be seen in the screenshot on the right.

    Tip:
    This doesn't mean that the crafted items cannot crit with augment slot anymore. If your crafted item crits, it will have the augmentation slot coresponding with its level. For example: if you craft a level 25 bracer and it crits, it will have an Augmentation Slot MK-3 available on it and you can place on that slot an augment that fits in that level range.
    Since patch 1.3: The crafted relic items can now crit with an augmentation slot.


    Now all items (green quality or above) can be fitted with augmentation kits, including Offhands and Relics.

    Costs


    For the crafters to create Augmentation Kits, they will have to get Augmentation Slot Components. These slot components cand be aquired by Reverse Engineering(RE) crafted items (of green quality and above). Each RE'd item will give 1x Augmentation Slot Component MK-x. The 'x' stands for the category in which the item level fits. For example, if you RE a crafted level 49 green Bracer, you will receive 1x Augmentation Slot Component MK-6.

    Besides the slot components, the following materials are required for Armstechs and Armormechs to craft the augmentation kits:

    Augmentation Kit Required Materials

    MK-1
    10x Augmentation Slot Component MK-1
    2x Desh

    MK-2
    10x Augmentation Slot Component MK-2
    2x Laminoid
    2x Conductive Flux
    2x
    Aluminium

    MK-3
    10x Augmentation Slot Component MK-3
    2x Plasteel
    2x Chanlon
    2x Insulating Flux

    MK-4
    10x Augmentation Slot Component MK-4
    2x Bondite
    2x Fibermesh
    2x Brazing Flux
    MK-5 10x Augmentation Slot Component MK-5
    2x Energy Converter
    2x Resinite
    2x Diatium
    2x
    Brazing Flux

    MK-6
    10x Augmentation Slot Component MK-6
    2x Subelectronic Data Module
    2x Durasteel
    2x Zal Alloy
    2x Thermoplast Flux

    Besides the slot components, the following materials are required for Synthweavers to craft the augmentation kits:

    Augmentation Kit Required Materials

    MK-1
    10x Augmentation Slot Component MK-1
    2x Rubat Crystal

    MK-2
    10x Augmentation Slot Component MK-2
    2x Lost Artifact Fragment
    2x Fibrous Nylite Solution
    2x
    Rubat Crystal

    MK-3
    10x Augmentation Slot Component MK-3
    2x Thermoionic Gel Suspension
    2x Nextor Crystal
    2x Prehistoric Artifact Fragment

    MK-4
    10x Augmentation Slot Component MK-4
    2x Galactic Artifact Fragment
    2x Brocart Filaments
    2x Opila Crystal
    MK-5 10x Augmentation Slot Component MK-5
    2x Energy Converter
    2x Hypertech Artifact Fragment
    2x Firkrann Crystal
    2x
    Brocart Filaments

    MK-6
    10x Augmentation Slot Component MK-6
    2x Subelectronic Data Module
    2x Primeval Artifact Fragment
    2x Cortosis Substrate
    2x Upari Crystal




    The Augmentation Kits and the Augmentation Slot Components are both tradeable.

    The costs of adding an augmentation slot to an item are:

    MK-1 - 1,000 credits
    MK-2 - 2,500 credits
    MK-3 - 4,000 credits
    MK-4 - 6,000 credits
    MK-5 - 15,000 credits
    MK-6 - 30,000 credits

    Tip: If you want to add an augment slot to an Bind on Equip item, when you add it, it will prompt you that it will bind the item on you, thus the item will become bound on your character.

    Also the item modification costs have been reduced by 30%, so to move the Armoring 61 from a War Hero or Campaign Gear it will cost you 30,905 credits instead of 40k.



    Item Modification Table Location

    The tables that enable you to add augment slots to your items are located on the Imperial and Republic Fleets but can be found on the main cities on other planets. On the fleet these modification tables are located in the Crew Skills quarter.

    The item modification table looks like this:
    Splaktar and war1023 like this.

    Comments 13 Comments
    1. war1023's Avatar
      war1023 -
      Do you get the aug kits from RE everything, like earpiece, implants, mods, hilts and sabers?

      You guys are amazing.
    1. Lizzy's Avatar
      Lizzy -
      no, you don't. they have to be synthweaving, armormech or armstech crafted gear (mods are not gear, sabers are from artifice, implants from biochem so these will not yield augment kit components when RE'd)
    1. towlie's Avatar
      towlie -
      Quote Originally Posted by Lizzy View Post
      no, you don't. they have to be synthweaving, armormech or armstech crafted gear (mods are not gear, sabers are from artifice, implants from biochem so these will not yield augment kit components when RE'd)
      Lizzy you are incorrect. I just RE'd two Columi Implants on my biochem on the PTR and each one gained an augment kit component.

      the synthweave, armormech and armstech crew skills are the only ones that can CRAFT the augmentation kits.
    1. war1023's Avatar
      war1023 -
      I know those are the only ones that can craft them. Wasn't sure if the kits could be gotten from RE anything. A lot of art are unhappy about this; might be subject to change. Give the other crafter the ability to sell the Aug slot component.
    1. war1023's Avatar
      war1023 -
      I meant component in my 1st post.
    1. Lizzy's Avatar
      Lizzy -
      lol, I didn't expect that . It made more sense to me that only the augment kit crafters could get Augmentation components. But, it's not that bad this way either. At least RE-ing crafted stuff will be more valuable for everyone.
    1. war1023's Avatar
      war1023 -
      As I'm waiting for my char to transfer; that has crafting on it. I’ll pose this question just in case someone else has tested it already. Say I craft aProfessional's Chestguard - Ask Mr. Robot - Star Wars: The Old Republic its level 11 and it crits so it augmented. Is the augment slot MK-1 or MK-6? If someone crit craft a low piece of gear and tried to shove a high level augment in can answer this.
    1. Lizzy's Avatar
      Lizzy -
      if you crit craft a lvl 11 item it will have MK-1 augment slot. actually this goes for any item in MK-1's level range which is 10-16.
    1. war1023's Avatar
      war1023 -
      Wonder how they are going to handle all the gear that is already augmented.
    1. Lizzy's Avatar
      Lizzy -
      I will quote myself from a thread on the forum I made to summarize the Augment Slot info we had prior to PTS 1.3 :

      "- Augmented gear crafted before patch 1.3 will update with the greater of the two following rules:
      1. The crafted item's natural augment MK
      2. The inserted augment's required MK


      (meaning if you have a level 10 item with a level 50 augment the updated slot will be MK-6 (in this case following rule no. 2; if you have that same level 10 item, but with an empty augment slot then rule no. 1 applies so the updated slot will be MK-1)."
    1. neight's Avatar
      neight -
      Will random green world drops that you can RE, give you the augmentation slot component?
    1. Xzyzz's Avatar
      Xzyzz -
      I have a lv 25 alt who is 400 armormec - will I be able to craft kits or do they have a lv req? I just want to craft the kits and mail them to my main.
    1. war1023's Avatar
      war1023 -
      So I just RE a bunch of stuff here is the results:

      Augmentation slot components from: Off hand items shield gen and focus, implants, crafted armor none custom, earpieces

      Didn't give any components: Crafted lightsaber (custom), Crystals, enchanments, medpack, stims, green world drops, crafted orange armor (custom), Armor mods, mods
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