Modifications

Modifications is Starwind's version of Enchant. This page was written with the following mods installed, which may affect the type of enemies you may encounter, or the modification value these enemies bring:

1. StarwindRemasteredV1.15
2. StarwindRemasteredPatch 3.04
3. Starwind Enhanced
4. Starwind Endor

### Tips & Tricks

* All studies can be captured by the Common Modification for some reason (might be a bug).
* Only Greatness7 from Nar Shaddaa can introduce you to modifications & help you to modify stuff. Make it your priority to visit him early and get accustomed to studying (soul trapping) enemies for money & power.
* Make it a point to accumulate and retain as much credits as possible; later on you may want Greatness7's help with modifying big value items and you need the capital (e.g. 150k+ for the best rings).
* You can save a lot of money if you train modification to 100 at Greatness 7 and use the fully upgraded modification table on your ship to modify the items yourself, this way even the best rings will only cost about 11k to enchant, training it so high will cost less than 100k and you will only have to do so once
* The force powers you can access is more limited than Morrowind; the bulk of which can be learnt from the Jedi on Dantooine and the Gray Jedi on Kashyyk. There are many trainers in the Dantooine Jedi Enclave, but they don't add much in addition to the Gray Jedi except Force Jump. There is also a Republic Jedi Master who teaches the power Force Golem. Don't expect to find Drain Attribute, Drain Skill, Fortify Skill, Slowfall etc.
* You can pick up a summoning power in Korriban and M4-78, however the power on M4-78 cannot be used for modifications.
* Most items capable of being used for high-level modifications are either non-purchasable / rare / one-of-its-kind. As a piece of advice, keep a look out for good pieces of equipment by frequently checking their Modification value in the top-right of the modification screen (by using a study on yourself).
* The game uses the terms "Psionic Force Powers" and "Telekinetic Force Powers" interchangeably, but there is no discernable difference in their effect.
* Items that already have an effect cannot be modified (e.g. lightsabers). If you want a weapon that is strong yet modifiable, I recommend staves or longswords. Staff users have access to Arkanian Doubleblades (Chop: 1-60, Slash: 1-52, Thrust: 1-30, Mod: 10) and Kloo Horns (Chop: 9-18, Slash: 10-22, Thrust: 8-19, Mod: 40), and they hit faster & harder than two handed longswords. Longswords users have access to an Ancient Sith Warblade (Chop: 1-50, Slash: 1-45, Thrust: 1-60, Mod: 21) (either found in Korriban, near the end of the Gray Jedi questline, or by murdering Sragvacu in Nar Shaddaa). Lightsabers are cooler and potentially stronger if you have a many ways to buff your strength, but staves are substantially more convenient with their on-hit paralysis / AOE force damage.
* You can use higher rank mods to capture enemies, and they will sell for more even though their mod value is the same. For instance, a Black Market Mod (Force Golem) is worth 75k, while a Common Mod (Force Golem) is worth 22.5k.

### Cheesy techniques that apply from Morrowind

* Modifications with Drain Force allow you to recharge your force points if the total drained force points go below 0.
* When using constant effect modifications, set it to a wide range; it will stay fixed when you wear it, so you can re-wear it many times to get the best result.
* Modifications of the same effect stack with each other. For example, if you have 5 items each with modifications to summon a zombie, you can use them consecutively to summon 5 zombies at the same time.
* Summonable droids can be studied. You can use a summon spell as a modification, then study them for quick cash. There are some exceptions like the loading droid power from the droid planet. When I am strong enough to OHKO my summons, I mod a weapon with research + summon on strike so that I can farm studies quickly.
* Get yourself a modification item that can heal yourself. This is very important, probably the most important mod you can ever get.
* Get yourself an modification item that can unlock stuff; one for lower level stuff with big AOE, and one for level 100. You won't regret it. Saves you all the time casting Open or fiddling with the security spike.
* A mod that grants you 100% sanctuary can be very useful in a pinch.
* You can speed up mobility by using a modification that fortifies speed together with your mount.

### Creature Values

Below is a list of creatures that can be studied, followed by their value & description. Anything of value 60k+ can provide constant effect modifications.

### Best Modifications outfit

Note: This is based on my own experience through playing the game. You may encounter equipment of higher modification value. Note that the "best" armors, including Durelium armor, usually have measly modification value despite their high protection value, so you may want to go with armor that is slightly lower in armor rating but with higher modification value. Ultimately, it's up to if you want higher mod value or armor rating.

Starwind is quite flexible if you want to dress for fashion, because the modification pieces of the biggest value are actually the rings, and you can easily make up for any weaknesses using bartending or using modified items to cast. Definitely feels weird to see your off-hand holding a sword all the time... Personally, I like to just equip some nice looking robes to cover all the weird armor underneath.

For constant effect modifications, I recommend modifying your equipment to have at least 80% chameleon or sanctuary. You don't have to go for both because usually nobody will attack you if they can't see you. After that it's entirely up to you; you could pump everything into strength, so that you can carry more offhand vibroblade mods to stack more mod effects, but strength buffs from bartending is quite easy to get. You could also get fortify speed.

Below is a list of all the possible equipment slots in the game, and items that I encountered with the highest modification value:

#### **Shirt**

In the early game I use this slot to stack mods, because extravagant shirts (30pt) can be easily obtained on dead Zillow gangsters while still being lightweight. You can also buy Adventurer's shirts (30pt) from (e.g. Faladar Rude) who will restock it immediately. The best shirt (exquisite shirt (60)) can be obtained by killing Na-els Londo in Nar Shadda.

#### **Pants**

Extravagant Pants (30). Forgot where I got these, but I only had 1 copy on Tatooine. Another one can be found by killing Danae Shony on Nar Shadaa.

#### **Skirt**

Couldn't find anything good that takes this slot. You can get a bunch of common skirts (1) in Gamorr.

#### **Amulet**

Exquisite amulet (120) can be obtained in Nar shaddaa deluxe apartments.

#### **Rings**

2 Exquisite rings (120) in the Manaan ocean on a dead corpse named "Flint" (west, beside a downed spacecraft), 1 "Wedding Ring" (120) that you get to keep from a Dantooine Missing Persons quest. Note that implants consume the ring slot. Honorary mention are the implants from the smugglers in dantooine endor, or the implants from defeating HK50 on Tatooine.

#### **Mail/Chest Plate**

I usually leave this to my strongest piece of armor, since the chestplate accounts for the bulk of your armor rating. The highest mod points for a chestplate armor I've seen so far is from medium armor (30) like Elite Sith Cuirass, C4 Trooper Armor etc. Durelium armor sits at 12pt. Synthmesh Battle Vest (sw\_synthmeshbattlevest) has decent armor plus 24pt.

#### **Greaves**

Fenclar Battle Greaves (60) (sw\_fenclarpantsgnd). I found these behind a locked area during one of the Republic fleet missions.

#### **Left Pauldron**

Elite Sith Left Pauldron (20). Find these on red elite sith troopers (e.g. murdering the one in Manaan, during Taris quest, or bought from the lower city marketplace). Durelium pauldrons are only 1pt.

#### **Right Pauldron**

Elite Sith Right Pauldron / C4 Right Pauldron (20). Same as left pauldron.

#### **Gloves / Gauntlets**

Czerka Gloves (10) are good for early-game. A few equipment have the max points of 20 e.g. Elite Sith Gauntlets, Black Glove (the ones worth 40 creds), mandolorian gloves, etc. **Note that mounts use the left glove slot**. Durelium has 10pts, so can opt to go for it with your globes.

#### Right Gloves

Same as left gloves, but notable mention is the Robotic Arm from murdering Jedi Master Vivek (Grey Jedi Questline). It comes pre-modified with 15 strength enhancement, very high armor rating and fortify 15 heavy armor skill.

#### Boots

A few equipment have the max points of 20 for armored equipment e.g. Elite Sith Boots, Extravagant Shoes and I think mandolorian boots (at least the bio version). Exquisite shoes have 40 points, can be found in nar shaddaa deluxe apartments. You get chrome boots (25) from completing the questline.

#### Helmet

Helm of Daranti Warlord (60) (sw\_darantihelm). Find on Dantooine on the corpse of (surprise, surprise) the Daranti Warlord.

#### Belt

Didn't pay attention. I usually just use Bodak Stealth Generator (40% charmeleon, on dead Mandolorians in Kashyyk / Dantooine) or Aratech Energy Shield (50 shield, can be purchased in Nar Shadda junk shop and elsewhere). You can also obtain a matrix shield for 100pts (temporarily needed for a questline but you can kill the person after you're done).

#### Robe

Exquisite Robe (40). Find this on the final boss of Dantooine's Missing Persons quest, or in nar shaddaa deluxe apartments.

#### Weapon

I usually use lightsabers, but some staves give 40 points (e.g. Kloo Horn by killing musicians, Japor Staff from Tatooine). I like Jaina's double-bladed lightsaber for the extra durability. For long swords, the ancient sith longsword (21pt) is quite durable.

#### Shield / offhand weapons

Any offhand vibroblade (50), can be easily purchased from vendors across the game, even in Tatooine. Not all offhand vibroblades are equal though; some have higher armour rating. The actual shields you can buy from Taris only provide 30pts, which is kind of disappointing considering the modification points daedric shields had. Because you can get an infinite amount of them from vendors, I use this slot in the end-game for stacking modifications. Off-hand gamorrean axes (on gamorr) have 14 armor rating and 50pt which is probably the highest non-shield AR.

#### Special Mention equipment

You can get derelict armor at the end of the questline if you backtrack. It's nothing too amazing, but the gloves got restore fatigue as a constant effect, and the cuirass has a constant effect light spell too which is nice.

### Useful modification item examples:

1. **Poisoned Ancient War Sithblade(8 enchantment points):**
	* Enchantments: Paralyze for 1 sec on Touch + 11-11 kinetic damage, cast when strikes.
	* Usefulness: Provides a chance to paralyze enemies on each successful strike, giving you an advantage in combat.
2. **Sithring of Regeneration(60 enchantment points):**
	* Enchantments: Constant effect Restore Fatigue 1 point + Restore Health 2 points.
	* Usefulness: Ensures you never run out of stamina and passively regenerates health during and between fights, beneficial for any character.
3. **Sithring of Paralyze(60 enchantment points):**
	* Enchantments: Cast when used, target, 17 duration area 6.
	* Usefulness: Allows you to paralyze dangerous enemies during battles, granting you an opportunity to deal with them without a fight.
4. **Sithring of Weaponmelting(60 enchantment points):**
	* Enchantments: Disintegrate Weapon 100-100 Magnitude cast on target for 1 second.
	* Usefulness: Useful against enemies immune to paralyze, as it can break their weapons and leave them unarmed.
5. **Sithring of the Terentatek(60 enchantment points):**
	* Enchantments: Constant effect call dwomutsiqsa (assuming this summons a Terentatek bodyguard).
	* Usefulness: Provides a permanent Terentatek bodyguard, assisting you in battles.
6. **Sithring of Storms/Force(120 enchantment points):**
	* Enchantments: Lightning or Kinetic damage, cast when used, 100-100 magnitude, 3 Duration, 45 Area.
	* Usefulness: Effective for force caster builds, as it can deal substantial damage to groups of weaker enemies and recharge itself while resting.
7. **Sithring of Creation(120enchantment points):**
	* Enchantments: Cast when used, Call Protocol Droid for 20 seconds + Call Sentry Droid for 24 + Summon Force Golem for 24 seconds.
	* Usefulness: Perfect for an engineering-type character, allowing you to summon a versatile army of droids to aid you in battles. It also doesnt overwrite your manual summons, so you can create little armies of 6+ summons.
8. **Sithring of Enrage(120 enchantment points):**
	* Enchantments: Cast when used Fortify Attribute Strength 100 points for 24 seconds.
	* Usefulness: Boosts your damage output significantly for a short duration, beneficial for Lightsaber/Vibroblade/Blaster-focused characters.
9. **Sithring of Might(120enchantment points):**
	* Enchantments: Constant effect fortify Strength 24 points.
	* Usefulness: Provides a permanent strength boost, increasing your damage output consistently by about 24%. You can also make two of these.
10. **Sithring of Invincibility(120 enchantment points):**
	* Enchantments: Constant Effect 24 Points of Sanctuary.
	* Usefulness: Makes you significantly more resilient, granting you increased survivability in battles. Make 2 for near invincibility.