============================================================== Star Wars: Knights of the Old Republic for XBOX Version 5.0 Written by: Stephen Townsend (GameFaqs username: KG21) Copyright 2003 by KG21 E-mail: lxKG21xl@hotmail.com (that's LXKG21XL) AIM: lxKG21xl (that's LXKG21XL) =============================================================== This FAQ was created with the purpose of informing people of the various aspects of character building in Star Wars: Knights of the Old Republic. It includes suggestions for the various character classes, and advice on how to upgrade the various playable characters in this game. **NOTE** This FAQ DOES NOT reveal major plot points, however it DOES reveal the different playable characters. If you wish this information remain undisclosed to a particular person and/or persons, then do not read the text below. ======================================= -------- INTRODUCTION -------- ======================================= The following includes information detailed above. Please send suggestions or comments to the e-mail found at the very beginning of this FAQ. If using Windows use the Find feature (Ctrl+F) and Table of Contents to locate a section of the guide quickly and efficiently, and read that sections briefing and information. This FAQ is to only appear on www.gamefaqs.com, www.gamespp.com, www.starwarsknights.com, and www.ign.com (Free Content ONLY) unless a personal e-mail addressed by Stephen Townsend, whose username is KG21, gives permission to use it. All new versions will debut at www.gamefaqs.com first. All sites which receive confirmation e-mails to use my FAQs (which are listed here and at the end of this FAQ) may use the updates from www.gamefaqs.com, or if they prefer, I could e-mail them the updates. ========================================== -------- TABLE OF CONTENTS -------- ========================================== 1. Update Information 2. Game Controls 3. Stats 4. Skills 5. Feats 6. Force Powers 7. Character Class Strategies 8. General Upgrade Tips 9. Character-specific Strategies 10. Thanks 11. Copyright Information ========================================== -------- UPDATE INFORMATION -------- ========================================== VERSION ONE JULY 21, 2003 Started FAQ today. Future updates will most likely include little things like specific items to improve stats, additional strategies, etc. The majority of this FAQ will appear in its first few installments. VERSION TWO July 22, 2003 FAQ still hasn't been posted as of 4:09 pm, but I decided to start revising the FAQ. Things like more detailed descriptions and ratings have been added. Remember to throw any suggestions at my e-mail which can be found at the beginning of this FAQ. Expect even more detailed descriptions in the future, such as individual Feat/Force Power upgrades. VERSION THREE July 23, 2003 FAQ is starting to take a definite shape, now. While I would LIKE to include things pertaining to the game, such as area-specific items, and such venture to add such things would result in straying from the primary objectives outlined at the beginning of this FAQ. I MAY make other FAQs, but chances are others will beat me to it. You never know, though. Look for more detailed descriptions on how to upgrade all the various characters throughout the game in future versions. Remember to send suggestions to my e-mail (lxKG21xl@hotmail.com) to make this FAQ better. VERSION FOUR July 24, 2003 FAQ updated with even MORE detailed descriptions, and some things to fix/change to better suit people who read it. Credit goes to Jason Partin and Deatheven13 for informing me on some things which might've appeared misleading. To see exactly what they helped me with, see the Credit section. I also added some more sites which can use this FAQ. I also re-did some Ratings and descriptions. Lots of people have been complaining about how Power Attack/Power Blast really aren't that bad, so I've decided to be a little nicer on those Feats. I'm running out of ideas for future updates, as I'm SUPPOSED to restrict this FAQ to solely Character Building, so if you have suggestions e-mail me! Look for Version Five to be a BIGGER update, with lots of more information on character equipment and such. VERSION FIVE July 28, 2003 Welcome to the most likely last update of my FAQ. Lots of people have given me advice (and some have refused to take Credit ;)) and they will all be honored in the Thanks section. I thank all of those people, and all the websites hosting my FAQ to further spread the knowledge. Lots of things have been corrected, and if you have any personal problems e- mail me them and I'll be glad to consider your advice and/or answer any questions. Thanks to everyone who helped me make this FAQ a somewhat success to the newbies (hey, I was one...) to this type of game. Without further adieu, enjoy the (probably) last version of the FAQ! ====================================== -------- GAME CONTROLS -------- ====================================== Left Trigger - Cycle through menus, items, objects, friends, and enemies using the Left Trigger. Right Trigger - Cycle through menus, items, objects, friends, and enemies using the Right Trigger. A Button - Use to confirm choices and select combat and dialogue options. B Button - Use to cancel combat or menu selection. X button - Use to stack combat orders. Example: Select "Attack" by pressing "X", then select "Medpack" by pressing "X". Your character will then attack, then use a medpack. Slightly time efficient. Y Button - Use to cancel any stacked orders issued by the "X" button. Left Analog - Used to move your character throughout the areas of KOTOR. Also used to select dialogue, combat, and menu options. D-PAD - Used to select items from the action menu in the lower left corner of the screen. Start Button - Used to pause the game at any time during the game (except cutscenes). ============================== -------- STATS -------- ============================== The following section includes information on the stats of the game (which includes Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and their functions. For specific stats, see section "Character Class Strategies". STRENGTH - Strength is a very vital stat to anyone who wishes to engage in close quarters combat. Seeing as how lightsabers are much cooler than blasters, most people will opt to increase this stat quite fairly. Strength also increases your chance to hit an enemy, which is important to keep in mind if you wondering why your character never seems to make contact with a melee weapon. Recommended for Soldiers and Scouts. DEXTERITY - Dexterity is basically Strength for ranged weapons. It is the attribute which determines how often a ranged weapon will hit the enemy it is aiming at. This stat also determines how often your character blocks and dodges attacks. If you plan on using blasters, upgrade Dexterity. If you plan on using melee weapons, upgrade Dexterity for it will be effective for dodging attacks in close quarters combat. Recommended for all classes. CONSTITUTION - This stat determines any extra hit points your character can have. Don't bother upgrading Constitution past a stat level of 10. The only circumstance in which you should upgrade Constitution past this is if you are playing as a Scoundrel class character. In this case, consider taking it up to 12, but mostly rely on items which raise Constitution. Recommended for Scoundrels. CONSITUTION (cont.) The following is a brief description of Constitution and various other things pertaining to it. All credit goes to wolfy42, and the content here is as is in its original form. "Also constitution is actuallyusefull....as it affects your fortitude saving throw as well as your maximum hp. For a pure force using consolur 2 scoundrel/18 consoluer....with 16 base wisdom all stats added to wisdom...14 cha. I got the implant feats..and used the +4 constitition implant for the +40 max hp and +2 to saving throws combo. It's very nice. This can allow you to keep constitition lower...but in reality you don't need to and having the extra hp helps. you can basically have a 16 in your primary stats....and the rest of your stats are 14..with an 8 and 10 on your two non-essential stats. So you can have a 8 str 14 dex 14 con 16 wisdom 10 int 14 cha For instance. Then put all your stats into wisdom from leveling up. At lvl 20 you will have a 21 base wisdom +5 from robes is a 26 base wisdom.....and 14 cha...giving you a total of +10 from stats towards opponents not saving vs your spells and making certain of your powers like healing more effective (which is usefull when your dark and it costs alot heh). With the bonus of +6 from your consoluer power towards chars not saving against you.....you have a +16 all together. Making it almost freaking impossible for anyone (even the end boss) to save vs your force abilities. To top that off....with 16 base wisdom...and becoming a jedi at lvl 2....you gain +3 force points per levl...untill lvl 8....+4 per level untill lvl 16...and +5 force points from lvl 16-20. Thats alot of force points you gain. Just from your wisdom you get an extra 72 force points of so. You end up with the maximum chance to have your powers work (altho force immunity still hurts vs jedi). And still have decent hp/ac etc." INTELLIGENCE - This is a fairly useless stat for your player character. Some other characters like T3-M4 have a good intelligence, which is good because Intelligence determines your Skill bonus points. If you raise Intelligence, you'll have lots of points to spend on Skills. Rather useless, since most characters in the game are better at things than you anyhow. Don't raise Intelligence at all, if you ask me. Not recommended for any class except possibly Scoundrel. WISDOM - Wisdom is essential for Jedi. This number determines the Force point bonus points per level. Basically, you get to acquire more Force Powers when you upgrade Wisdom to a higher level. This is a great skill to invest in, for it gives you more points to spend on Force powers, which are essential to defeating more powerful enemies. It also determines how you resist the force powers set against you. Only upgrade Wisdom on Jedi characters. For non-Jedi characters, simply use items which give higher Wisdom, or have protection against Mind- Affecting powers. Recommended for players who wish to use more force powers. CHARISMA - Charisma determines your Persuade skill to an extent, as well and modifying various elements such as force powers. This is mainly used when relying on defensive Jedi powers and using the Persuade ability to gain more conversation options. I'd recommend not raising Charisma too high. 10 is a solid number to leave it at, just to negate the negative modifier effects. For those still confused, Charisma adds bonus points to Force-related Feats and some Force Powers. Recommended at low levels for all characters. ================================ -------- SKILLS -------- ================================ The following section outlines various Skills used outside of combat situations. Your player character will most likely not be dominate in more than three or four of these attributes. I'd suggest not even being dominate in more than two. Keep to a few aspects to thrive in. This results in a specific character that does specific things. This also further implies the uniqueness of each character. COMPUTER USE - Corresponding Attribute is Intelligence. The higher this skill, the fewer amounts of Computer Spikes needed to use commands on computer systems. Have T3-M4 be a character high in this skill. You may want to upgrade your own character by two or three, and then wear items to bump it up to four, just to save a spare spike or two. Later in the game, spikes aren't expensive, and you'll have plenty of cash, so don't bother upgrading this with your main character. Recommended at low levels for Scoundrel class and possibly Scouts. Recommended at high levels for T3-M4 and possibly Mission Skill Rating: 3.5/5 DEMOLITIONS - Corresponding Attribute is Intelligence. Mines are items that are put in various fields around the game. The ability to disarm or recover these mines is determined by Demolitions. Most the time mines have very minor effects and hardly harm your party, but concentrate on having T3-M4 and at least one other character skilled in Demolitions. You can attempt to recover and use mines against your enemies, but often the mines are ineffective compared to your other weapons. Not recommended for character classes. Recommended for Canderous, T3- M4, Zaalbar, and possibly HK-47. Skill Rating: 3/5 STEALTH - Corresponding Attribute is Dexterity. Scoundrels are really the only class who will use this skill. Use Stealth to sneak up on enemies and get the first hit. Don't bother upgrading this with anyone except Juhani (and possibly Mission) and your player character if you are a scoundrel. Recommended at medium levels for Scoundrels. Recommended for Juhani and possibly Mission. Skill Rating: 2.5/5 AWARENESS - Corresponding Attribute is Wisdom. This skill helps you spot hidden objects like mines and enemies who are using Stealth. Awareness remains active at all times, however running incurs at minus five penalty against it. Recommended at high levels for Bastila. Mines don't cause that much damage, and there are very few stealth enemies (I don't recall ever seeing any in my experiences). Skill Rating: 2/5 PERSUADE - Corresponding Attribute is Charisma. This is a great skill for any character, especially if they wish to follow the Light Side of the game. It can open up different options, and often leads to earning greater rewards. Other characters can't access this skill, however, which makes it unique and a skill worthy of at least 6 points (I had mine around 10+). Recommend for all player characters. Skill Rating: 3.5/5 REPAIR - Corresponding Attribute is Intelligence. This skill is vital for your droid characters. Upgrade this to around 10 for each, if not more. For droids this stat determines the extent to which they heal themselves. For player characters, this determines the ability to repair broken droids and the amount of repair spikes it will cost. Zaalbar is a good non-droid character to be skilled in repair with. Optional: Your player character can "repair" one of the other playable characters (HK-47) and increase its stats. You might, therefore, want to invest in Repair. Recommended for characters wishing to improve HK-47. Recommended for T3-M4, and possibly Zaalbar and HK-47. Skill Rating: 3.5/5 SECURITY - Corresponding Attribute is Wisdom. Early in the game most locked doors can be forced open with the "Bash" option. Later, however, certain areas are inaccessible unless they are broken in to by using Security. I wouldn't recommend upgrading this will too many characters. It's useful, but most the time locked areas contain average items you have several of and can go without. It's good to at least have one party member in your party with at least 2 security, though. Not recommended unless you do not have characters in your party skilled at security. Recommended for T3-M4, Mission, and possibly HK-47. Skill Rating: 4/5 TREAT INJURY - Corresponding Attribute is Wisdom. Early in the game this skill in very valuable. Later, however, when you have Jedi powers to heal yourself, this skill is rather pointless. Raise this at least to 5 on every character, and 10 to characters using ranged weapons that might not be healed by a Jedi's powers during combat. Recommended at medium to high levels for all classes. Recommended for Canderous and Zaalbar. Skill Rating: 4/5 TREAT INJURY (cont.) The following is yet another of GFaqs user's wolfy42's advice to me. All credit goes to him, and the following description is in its unaltered, original form. "Treat injury isn't pointless at all later on btw. In many of the later fights...you won't have much time to regen between combats...like when the sith are swarming or when your fighting the end boss. And using your life support packs is a great way to heal....especially since even with a 1/2 lvl in treat wounds you will heal much more with life support packs then with the jedi heal ability. See the advanced medpacks and the life support packs multiply your treat wounds skill for healing. Advanced is only x2....no biggie....but life support is x5......for an extra 50 healing with a 10 treat wounds...thats a pretty big deal for 10 skill points. Add in the fact that not only does wisdom boost your treat wounds skill....but it also adds more healing to medpacks by itself....and a character with a very high wisdom like my consoler never uses heal on himself....he just uses it to heal teamates. With a 26 wisdom at the end of the game you have a +8 to treat wounds......with a base of 10 thats 18 treat wounds...which is +90 hp healed....add on the +10 from wis/cha +8 and +2...and you have +100 hp to your base life support healing. This is very nice." =============================== -------- FEATS -------- =============================== Feats are some of the most important abilities in KOTOR. They are often combat-specific moves which make dispatching foes much easier. Most of these have their drawbacks, however, which will be explained here. Others simply permanently increase stats and abilities. All Feats are explained here. TWO WEAPON FIGHTING Basic - Reduces penalty of using two weapons or double bladed weapon. Improved - Further reduces penalty of using two weapons or a double bladed weapon. Master - Almost completely reduces penalty, and when combined with short sword in the off-hand, completely nullifies any penalties. Description: VERY important skill for any character planning on using two lightsabers or a double bladed lightsaber. Lessening the penalty of Hit% and allowing you to dish out more damage, this feat is essential to any character using two weapons or a double bladed lightsaber. Master level is pretty useless for characters you won't be using much in combat, so only acquire it for combat-heavy characters. Recommended to any characters using two weapons or a double bladed weapon. Feat Rating: 5/5 ARMOR PROFICIENCY Light - Allow wearer to use Light Armors Medium - Allows wearer to use Medium Armors. Heavy - Allows wearer to use Heavy Armors. Description: Don't bother upgrading this with any Jedi characters. Only bother upgrading to Heavy Armor Proficiency with characters like Carth and Canderous. While this WILL decrease their DEX, which IS important to range-attacking characters, using upgradeable heavy armor and increasing their DEX through upgrades is the best course of action. For other non-Jedi characters, focus on Light armor like Combat Suits, which offer average defense with average Dexterity bonuses. Recommended to and Jedi you wish NOT to use Force Powers with, and any non-Jedi characters fighting in close quarters combat. Feat Rating: 2.5/5 CAUTION Level One - Adds plus one to escape bonuses when dealing with Demolitions and Stealth. Level Two - Adds plus two when dealing with escape bonuses with Demolitions and Stealth. Level Three - Adds plus three when dealing with escape bonuses with Demolitions and Stealth. Description: Adds bonuses with Stealth and Demolitions. Only acquire this skill with T3-M4, and possibly others high in Demolitions and Stealth, like Juhani, Zaalbar, and possibly Mission. For the most part, ignore this skill. Recommended for T3-M4. Feat Rating - 2/5 CRITICAL STRIKE Regular - Raises Hit%, adds approximately 2-12 points of extra damage to a target enemy. Improved - Raises Hit%, can triple the previous amount. Master - Raises Hit%, can quadruple the original amount. Description: Use this skill with characters like Zaalbar who are in the thick of combat. This skill can potentially cause double the damage your character would usually cause, and raises Hit%. When combined with Lightsaber crystals which increase Critical Strike damage and Hit%, this skill is one of the most effective. Only applies to melee combat. Recommended at second level for all melee combat characters. Feat Rating - 4/5 EMPATHY Regular - Increases Persuasion, Awareness, and Treaty Injury bonuses. Improved - Further increases Persuasion, Awareness, and Treat Injury bonuses. Master - Fullest extent of Persuasion, Awareness, and Treat Injury bonuses. Description: Increases bonuses in Awareness, Treat Injury, and Persuasion. This isn't useful for anyone except your character. Don't bother upgrading it unless you want higher Persuasion, Treat Injury, or Awareness. Ignore this skill. Not recommended for anyone except the player character should they have a lower persuade skill and no Mind Affect Force Powers. Feat Rating: 1.5/5 FLURRY Regular - Allows for an extra attack each round at the expense of minus four to defense. Improved - Allows for an extra attack each round at the expense of minus two to defense. Master- Allows for an extra attack each round at the expense of minus one to defense. Description: Probably the best melee combat feat. This skill lowers your defense by -4,-2,-1 respectively, but it enables you to make an extra attack each round of combat. Get ATLEAST level one Flurry with all melee combat characters. Level two grants a 50% reduction of defense reduction, and is well worth the Feat Point. Level three, however, only lowers it by a single point, so only acquire level three Flurry with possibly your main character, and other Jedi characters you plan on using a lot. Only applies to melee combat. Recommended at level two for any combat characters. Pursue level three for Scoundrels and low defense characters like Jolee should they be involved in melee combat. Feat Rating: 5/5 GEAR HEAD Level One - Gives a plus one bonus to Security, Repair, and Computer Use. Level Two - Gives plus two bonus to Security, Repair, and Computer Use. Level Three- Gives plus three bonus to Security, Repair, and Computer Use. Description: Gives +1, +2, and +3 respectively at higher levels to Security, Computer Use, and Repair. As with Caution, use this only with T3-M4 and characters you want skills with in Security, Computer Use, and Repair. Ignore this skill for the most part. Recommended for T3-M4 and possibly Mission. Feat Rating: 2/5 CONDITIONING Level One - Gives plus one to all saving throws and decreases chance of acquiring negative combat effects. Level Two - Gives plus two to all saving throws and further decreases chance of acquiring negative combat effects. Level Three - Gives plus three to all saving throws and further decreases chance of acquiring negative combat effects. Description: Give this skill (+3, if possible) to every character you have. This gives you bonuses on all your saving throws (Reflex/Will/Fortitude). Very useful skill, although other combat- oriented skills should be acquired before this one. Recommended for all characters, and should be acquired late in the game. Feat Rating: 3.5/5 IMPLANTS Level One - Allows use of Level One implants. Level Two - Allows use of Level Two implants. Level Three - Allows use of Level Three implants. Description: Scouts start with this ability, although acquiring it with a few ranged attackers is a good idea. It can increase various stats like DEX and CON. Don't bother upgrading this with Jedi, but rather with characters like Carth and Mission, who could benefit from the extra DEX due to wearing a medium or heavy armor. Recommended for a few select characters like Canderous and player character if not a Scout. Feat Rating: 3/5 POWER ATTACK Regular - Adds plus five to regular melee attack at the expense of defense. Improved - Adds plus eight to regular melee attack at the expense of defense. Master - Adds plus ten to regular melee attack at the expense of defense. Description: Don't upgrade this at all. In the beginning, Zaalbar's Improved Power Attack is very useful, however at later levels Critical Strike and Flurry blow this feat out of the water. Don't upgrade this feat with any characters. Applies to melee combat only. Not recommended for anyone. Don't upgrade this feat unless you feel you have absolutely nothing to gain from choosing a different feat. **NOTE** Some people seem to think Power Attack is just as good as Flurry at high levels. If you've already started upgrading it, or wish to upgrade it with Zaalbar fully, then go ahead. Feat Rating: 3.5/5 POWER ATTACK (cont.) The following is a description of many, many things, mainly focused around the uses of the Power Attack. They were sent to me by GFaqs user wolfy42, so all compliments on this description should be directed towards him. The description is unaltered (you'll soon see why ;) ) and in it's original form. "For instance.....if you start with a 16 dex...and add all level up points to it. Leaving str at only 10. This will give you a very high AC later in the game with your robes on....even without master valor going you will have 22 dex base...which is +6 to your ac. This works very well in conjunction with a scoundrel/guardian character or scoundrel/counsoler character. Since you get the highest of str or dex bonus to your to hit on lightsabers....you don't lose out on having a 16 dex instead of str for your chance to hit enemies....and thats where power attack comes in. My two-weapon using maxed critical attack...maxed str character is sick don't get me wrong. He uses two normal lightsabers...with the critical crystals in each....and master critical going. Verses normal opponents his really amazing and even against bosses....1 or 2 rounds usually does it. And since he's a scoundrel/guardian...lvl 8/12 he has a great defense. But what about the character that dosn't want to specialize in melee only? Who wants a high wisdom and cha? Well thats where going the dex route works well. A scoundrel 8/12....or 2/18 which is what mine is. Gets a ton out dex and wisdom. By taking a 16 dex....14 wisdom/cha/con and 10 str.....and putting all your points into dex...you end up with a very powerfull character without alot of feats used. You are not as good as a pure melee char. But this is more of a jedi power using character anyway. When your str isn't very high...it helps alot more to have +10 dmg added to every attack (adding 40dmg per round) then getting another 20 dmg attack off....or having a 40% chance to crit hit per attack......since certain monsters/bosses are immune to criticals. Power attack works well for any character with a low str really. And with equipment like gloves/implants etc boosting your dex you can get a seriously high dex (it's actually possible to beat all robes till the ones from the star forge or queb's robes with just your dex bonus (which lets you have your girl char run around nekkid if you want heh). With a 16 base....+5 from leveling you have a 21 base dex. Add 5 from master valor and you have a 26. Add 2 from gloves and you have a 28...and 2 from implant for a 30. Thats +10 to ac...not quite as much as a master robe which is +3 ac and 8 max from dex...but close!:) With a stim tab going tho...you can have +6 more to your dex...making it +13 to your ac...which is better then anything but queb's/star forge. This much ac of course makes you pretty much invulnerable to melee attacks...gives you such a high reflex saving throw that you never even notice grenades. And still makes you hit everything with your eyes closed. For the pure non-melee char you can leave your str at 8 (thats what mine has) since boosts from master valor will get rid of the negative later anyway. And compared to the bonus from power attack and your base saber dmg...the power attack isn't that big." Thanks again, wolfy! POWER BLAST Regular - Adds plus five to regular ranged attack at the expense of defense. Improved - Adds plus eight to regular ranged attack at the expense of defense. Master - Adds plus ten to regular ranged attack at the expense of defense. Description: Same as above. Don't bother upgrading it. It only adds up to 10 points of damage, whereas a Rapid Shot feat can add several, several more. Not recommended for ranged attackers or anyone else. Only acquire if you have all other essential Feats acquired. **NOTE** Same as above, but to a lesser extent. Power Blast still takes a long time to fire off, so I really wouldn't recommend it over Rapid Shot, but again, if you've started upgrading it, go ahead and Master it. Feat Rating: 3/5 RAPID SHOT Regular - Allows an extra attack each round at the expense of minus four to defense. Improved - Allows an extra attack each round at the expense of minus two to defense. Master - Allows an extra attack each round at the expense of minus one to defense. Description: The "Flurry" version for ranged attacks, this skill should be your main feat used by ranged attackers. Considering ranged characters are usually outside the melee combat characters, the defense penalty of using this feat is nearly negated. Only upgrade the first Rapid Shot, unless you insist on the reduced defense penalty. Recommended for all ranged attackers. Feat Rating: 4.5/5 SNIPER SHOT Regular - Raises Hit% and can cause 2-12 points of damage. Improved - Raises Hit% and can cause triple the amount of attack. Master - Raises Hit% and can quadruple the original amount, resulting in double damage. Description: This is the "Critical Strike" version for ranged attacks. Capable of stunning an enemy, use this with Canderous, and master it with Mission (who starts with it at a Regular level). Upgrading Carth with this is optional, although it isn't a bad idea. Also upgrade this with HK-47. Recommended for HK-47, Mission, and Canderous. Feat Rating: 4/5 BLASTER PISTOL Regular - Raises Hit% and upgrades weapon proficiency by one. Improved - Raises Hit% and upgrades weapon profiency by two. Master - Raises Hit% and upgrades weapon proficiency by three. Description: Upgrades proficiency by +1, +2, or +3. Upgrade this with Carth (and Mission, if you choose to give your pistols). If you start on this path, master it. Recommended for characters using double pistols. Feat Rating: 3/5 BLASTER RIFLE Regular - Raises Hit% and upgrades weapon proficiency by one. Improved - Raises Hit% and upgrades weapon proficiency by two. Master - Raises Hit% and upgrades weapon proficiency by three. Description: Upgrades proficiency by +1, +2, or +3. Use rifles with HK- 47. If you start on this path, master it. Recommended for HK-47 or any characters using rifles. Feat Rating: 2.5/5 HEAVY WEAPONS Regular - Raises Hit% and upgrades weapon proficiency by one. Improved - Raises Hit% and upgrades weapon proficiency by two. Master - Raises Hit% and upgrades weapon proficiency by three. Description: Upgrades proficiency by +1, +2, or +3. Canderous is already mastered with Heavy Weapons, but if you choose to use Heavy Weapons with HK-47 (not advised) then master this. Recommended for Canderous or any heavy weapon-using characters. Feat Rating: 3/5 LIGHTSABER Regular - Raises Hit% and upgrades weapon proficiency by one. Improved - Raises Hit% and upgrades weapon proficiency by two. Master - Raises Hit% and upgrades weapon proficiency by three. Description: Upgrades proficiency by +1, +2, or +3. Master this with any combat-oriented Jedi in your party. Consider NOT allowing Jolee to continue down this path, since he is much more useful as a Force character. If you start on this path, master it. Recommended for all Jedi in your party, except possibly Jolee. Feat Rating: 4/5 MELEE WEAPONS Regular - Raises Hit% and upgrades weapon proficiency by one. Improved - Raises Hit% and upgrades weapon proficiency by two. Master - Raises Hit% and upgrades weapon proficiency by three. Description: Upgrades proficiency by +1, +2, or +3. At the beginning upgrading this might seem like a good idea, but once you get lightsabers this is quite useless. Upgrade with this Zaalbar and Mission (should you use melee weapons with her). If you start with this path, master it. Recommended for Zaalbar only, unless Mission is a melee combat character in your game. Feat Rating: 3/5 JEDI DEFENSE (Limited to Jedi) Regular - Allows deflection of blasters, with a damage bonus of plus two (?) Improved - Adds damage bonus of plus five (?) to blaster deflections. Master - Adds damage bonus of plus eight (?) to blaster deflections. Description: This skill is the efficiency of deflecting blaster shots. It's advised to upgrade this skill should you decide not to wear armor, but Jedi robes. Upgrade this feat at least twice should you decide to wear robes. Mastering this feat is optional, though advised with Jolee. **NOTE** James Fenix had this to say about Jedi Defense: "In your faq for Knights of the Old Republic you have a small mistake in one of your feat descriptions. For Jedi Defense the game uses a simple formula. Whenever a blaster is used against a character with this feat the defending player makes an attack roll. The defending players attack roll is compared to the attacking characters. If the defender has a higher attack roll the blast is deflected. If the defender wins by 10 or more then the blast is reflected back at the original attacker. It does defualt damage. The bonus the upgrade feats give you is only used to pump up the defenders attack roll making it easier to deflect blasters and more likely to reflect back at the attacker." Recommended for all Jedi in your party wearing robes. Feat Rating: 4.5/5 TOUGHNESS Regular - Adds plus one to vitality for each level gained and all previous levels gained. Improved - Reduces damage by two for damage taken in each round. Master - Adds plus one to vitality for each level gained and all previous levels gained. Description: It adds +1 to health at level one, reduces damage by 2 per damage taken at level two, and increases another health point at level three. This may seem like a great skill to have, although it is essentially a poor feat. This is essential to Mission and scoundrel characters. Otherwise, ignore it, or upgrade it once or twice, or if you have very poor defense. Recommended for Scoundrel characters and Mission. Feat Rating: 3/5 TOUGHNESS (cont.) Once again, here's wolfy42 with some advice on Toughness. As with all the rest of wolfy's advice, it remains in its original state, unaltered by any means. "Toughness lvl 2 seems to take 2 dmg away per hit...not per round. This is a big difference when fighting multiple enemies and is extremly usefull in combination with high defesne or hp characters. And is basically mandatory for low defense/hp characters. dueling and toughness level 2 are probably the best defensive boosts you can get low level from feats. I get them asap. For my force using char I always max dueling for the ac bonus. And I usually end up maxing toughness for all my main chars just so they have at least 250 hp by the end of the game....help alot in the last fight." JEDI SENSE (Limited to Jedi) Level One - Increases Jedi defense by two. Level Two - Increases Jedi defense by four. Level Three- Increases Jedi defense by six. Description: It increases defense by 2, 4, and 6 respectively and is a great skill for any Jedi, so long as they don't wear armor. **NOTE** Wolfy42 (what a surprise, huh?) informed me this is upgraded automatically. My mistake in previous versions for telling people to upgrade it. Automatically given to all Jedis. Feat Rating: 4/5 DUELING Regular - Adds plus one bonus to attacks using a single handed weapon. Improved - Adds plus two bonus to attacks using a single handed weapon. Master - Adds plus three bonus to attacks using a single handed weapon. Description: This feat increases bonus damage by 1, 2, and 3 at respective levels. You shouldn't upgrade this, because wielding two weapons or a double bladed weapon is much better anyhow. The only character you might consider this with is Mission, should you have her be a melee combat character. Otherwise, ignore this unless you prefer wielding a single lightsaber. **NOTE** The above is my previous description. I have become aware, however, that Dueling is a great Feat for characters using but one weapon. Below is a brief description sent to me by an unanimous person: "Dueling also increases the character's AC in addition to giving them the "To Hit" bonus." Recommended for all characters using only one melee weapon. Feat Rating: 4/5 DUELING (cont.) Wolfy42 sent in comments about Dueling, and they are listed here in their original form (as always). "Dueling: You recomend using two-bladed or two-weapons (two weapons is better for crit hit strategy so you get the 19-20 base range on both weapons). But thats not always true. If your character is a lvl 8 scoundrel 12 jedi...you might want to go dueling not only for the defensive bonus...but the higher chance to hit....the reason? Critical hits only count if you would normally hit the opponent anyway. Ie...if your range is 17-20 with your normal lightsaber because of the 2x crystal....and you multiply that by 4...you crit hit on a 5 or higher. But if you only actually hit the opponent on an 11 or higher...then you won't crit hit them unless you roll an 11. The reason why this matters so much for scoundrel characters is the sneak attack dmg (not to mention the bonus crit hit dmg from the other crystal). Crit hits automatically add sneak attack dmg as well. And of course they usually stun (if you maxed str like me....added all lvl up stats to str and used the +5 str gloves with master valor at least). This makes each and every one of your attacks do a ton of dmg....way more then 1 extra attack would have net you from using 2 weapon combat. Pluss you gain the bonus to your defense on top of that. I know it dosn't look as cool....but hey you can always use your samari wookie for the cool two- weapon/critical combination (use the dueling weapon you get on the sith base of malaan...nat 17-20 crit range 5-15 base dmg.....rocks on the wookie with master critical). Anyway dueling definatly has uses...and of course if your not going mainly melee (making a force using character) It's by far the best since it adds to your AC...as well as your chance to deflect blaster bolts." LOGIC UPGRADE Regular - Adds plus two to droid defense. Improved - Adds plus four to droid defense. Master - Adds plus six to droid defense. Description: Adds defense to droids at plus 2, 4, and 6 at their respective levels. With HK-47 and T3-M4 obtain a Master level here. It's more or less essential for both droid characters. Recommended for HK-47 and T3-M4. Feat Rating: 2.5/5 DROID UPGRADE Regular - Allows use of low level droid parts. Improved - Allows use of medium level droid parts. Master - Allows use of high level droid parts. Description: Again, master this feat with both droid characters. It enables the use of more advanced upgrades. Recommended for HK-47 and T3-M4. Feat Rating: 2.5/5 ===================================== -------- FORCE POWERS -------- ===================================== The following lists all the Force Powers, their affiliation, and a description. It should be noted now that if you attempt a dark side power with a light side character, the skill will be ineffective. The same goes for the opposite scenario. CURE/HEAL Cure - Heals entire party for five health points and plus one for every Wisdom and Charisma modifier, as well as the level of the character casting the Force Power. Heal - Heals entire party for ten health points and plus one for every Wisdom and Charisma modifier, as well as the level of the character casting the Force Power. Description: Light Side. Heals characters and the advanced version also heals Poison. Essential for all Jedi characters, and your main character should he or she follow the light side path. Ignore this skill if you are following the dark side. Recommended for player characters if following the light side and all Jedi. Force Rating: 5/5 FORCE AURA/FORCE SHIELD/FORCE ARMOR Force Aura - Gain a plus two bonus to Defense and saving throws. Force Shield - Adds plus four to Defense and all saving throws. ForceArmor - Gain plus six bonus to Defense and all saving throws. Description: Light Side. Useful for light side characters and all Jedi not fitted with armor. Ignore this skill if you are following the dark side. Recommended for player characters if following the light side and all Jedi. Feat Rating: 4/5 BURST OF SPEED/KNIGHT SPEED/MASTER SPEED Burst of Speed - Doubles speed movement and increases Defense by two. Knight Speed - Doubles speed movement and increases Defense by four and Attack by one for each round. Master Speed - Doubles speed movement and increases Defense by four and Attack by two for each round. Description: Both Sides. Increases speed, and at later levels defense and attack. Another very useful skill for any Jedi. Get this skill with any Jedi in your party, although you might want to consider restricting it to one or two. Recommended for a couple of Jedi, and your player character. Feat Rating: 4/5 FORCE VALOR/KNIGHT VALOR/MASTER VALOR Force Valor - Grants plus two to all physical attributes and saving throws. Knight Valor - Gain poison immunity, and it grants plus three to all physical attributes and saving throws. Master Valor - Gain poison immunity and, grants plus five to all physical attributes and saving throws. Description: Light Side. Increases all attributes and saving throws. Acquire this with one or two of your Jedi characters. If your main character is following the dark side, you might want to consider gaining this power, although I would not recommend it. Restricted by armor. Recommended for player character if following the light side and all Jedi. Force Rating: 4/5 FORCE RESISTANCE/FORCE IMMUNITY Force Resistance - Offers a chance to deflect any Force-based attacks for sixty seconds. Force Immunity - Offers a greater chance of deflecting any Force-based attacks for sixty seconds. Description: Both Sides. I really don't like this skill too much. It is very useful against Dark Jedi towards the end of the game, but your characters SHOULD be strong enough by that point to employ their own force powers and combat feats to dispatch them before they even have a chance. Restricted by armor. Recommended for possibly one Jedi player on the light side. Force Rating: 3/5 ENERGY RESISTANCE/IMPROVED ENERGY RESISTANCE Energy Resistance - Increases resistance against cold, fire, electrical, and sonic damage. Improved Energy Resistance - Further increases resistance against cold, fire, electrical, and sonic damage. Description: Both Sides. Increases resistance to elemental attacks. Jolee is really the only character I'd advise getting this skill. Only acquire this if you have no passion to acquire any other Jedi Force Powers. Recommended for Jolee, and possibly Scoundrel player characters. Force Rating: 3.5/5 AFFECT MIND/DOMINATE MIND Affect Mind - Use to allow use of force powers in persuasion tactics. Dominate Mind - Highest level of persuasion techniques. Description: Both Sides. Useful to either side of the force. Similar to persuade, although it is much more effective. Recommended for player characters wishing to keep to the light side with a poor persuasion skill. Force Rating: 3/5 STUN/STASIS/STASIS FIELD Stun - May incapacitate enemy for nine seconds. Stasis - Greater chance of incapacitating enemy for nine seconds. Stasis Field - Incapacitates several enemies for nine(?) seconds. Description: Light Side. Renders enemies incapacitated for several seconds if successful. Obtain these as soon as possible with all character Jedi and your own character should he be following the Light Side. Dark Side characters can opt for FEAR/HORROR/INSANITY for a similar effect. Restricted by armor. Recommended for player character if following the light side and all Jedi except Jolee if you wish for him to following the dark side. Force Rating: 5/5 STUN DROID/DISABLE DROID/DESTROY DROID Stun Droid - Stuns droids, incapacitating them for twelve seconds. Disable Droid - Damages all droids within five meters of target droid, with a possibility of stunning, incapacitating them for twelve seconds. Destroy Droid - Damages droids within six meters of target droid and may stun droids for twelve seconds. Description: Light Side. Incapacitates and at later levels destroys droids instantly. Useful for all Jedi, focus on giving this to one or two of your Jedi characters, and your main character should they be on the Light Side. Not restricted by wearing armor. Recommended for all characters except your player character should they be on the dark side. Force Rating: 4.5/5 WOUND/CHOKE/KILL Wound - Temporarily incapacitates and damages an enemy. Choke - Temporarily incapacitates and damages an enemy even further. Kill - Temporarily incapacitates and damages an enemy even further, and if enemy health is below fifty percent, can possibly instantly kill. Kill is decided for a Fortitude DC. Description: Dark Side. Have your main character acquire these should they be part of the dark side. Also consider having Jolee acquire these powers. The Kill technique is useful because at later levels it can kill any enemy should their vitality fall below 50%. Not restricted by armor. Recommended for player characters following the dark side and Jolee. Force Rating: 4/5 SLOW/AFFLICTION/PLAGUE **NOTE** All these powers lower Defense, Attack, Damage, and Reflex saves. Slow - Weakens enemy, lowering attributes. Affliction - Weakens enemy, lowering attributes and possibly causing poison. Plague - Weakens enemy, lowering attributes and possibly causing poison. Description: Dark Side. Another great skill for dark side characters and possibly Jolee. This skill poisons and weakens your enemy greatly. It should also be noted that Slow and Afflict aren't restricted by armor, but Plague is. Recommended at lower levels for Jolee and higher levels for dark side player characters. Force Rating: 3.5/5 FEAR/HORROR/INSANITY Fear - Temporarily incapacitates or slows an enemy. Horror - Temporarily incapacitates several enemies even further. Insanity - Temporarily incapacitates several enemies even further. Description: Dark Side. The Dark Side version of Stun/Stasis force powers. Only a player character following the dark side should use these skills. They are very effective to slowing down enemies and then finishing them off with ease. Only use this with your player character. Recommended for player characters following the dark side. If you are following the light side, have Jolee acquire these skills. Force Rating: 4/5 SHOCK/FORCE LIGHTNING/FORCE STORM Shock - Damages an enemy with Shock force powers. Force Lightning - Damages few groups of enemies. Force Storm - Severely damages several groups of enemies. Description: Dark Side. Great power for player characters following the dark side, as well as Jolee. It damages several enemies at once, causing great damage. Consider mastering with player character, and getting Force Lightning with Jolee. This is restricted by armor. Recommended for Jolee and dark side player characters. Force Rating: 5/5 FORCE PUSH/FORCE WHIRLWIND/FORCE WAVE Force Push - Force pushes enemies to the ground, causing damage, and may render them incapacitated. Force Whirlwind - Ensnares enemy in a whirlwind, causing damage and incapacitating them. Force Wave - Force pushes several enemies to the ground, causing damage, and may incapacitate them. Description: Both Sides. Incapacitates enemies while causing damage all at once. Use this power for Light Side Jedi and your player character should they be following the light side. Dark side players have much more powerful force powers to use, so don't bother using this with dark side player characters. This is not restricted by armor. Recommended for all light side Jedi. Force Rating: 4/5 DRAIN LIFE/DEATH FIELD Drain Life - Damages enemy and heals you. Death Field - Damages several enemies while healing you. Description: Dark Side. Damages your enemies and heals you all at once. Dark Side characters should select this skill over the Cure and Heal skills of Light Side Jedi. Jolee should consider passing up Heal and Cure as well and going straight for this. Recommended for player characters following the dark side and Jolee. Force Rating: 4/5 FORCE SUPPRESSION/FORCE BREACH Force Suppression - Eliminates all first and second tier Force powers. Individually affects Force Powers. Force Breach - Cancels all active Force Powers. Individually affects each Force Power. Description: Both Sides. Don't bother with this skill with any character. It is slightly useful against Dark Jedi encountered fairly early in the game, however later in the game much more advanced powers can be used to make this power obsolete. Not recommended for any characters except possibly Scoundrels wearing Robes. Force Rating: 2.5/5 THROW LIGHTSABER/ADVANCED THROW LIGHTSABER Throw Lightsaber - Commences an attack using your lightsaber as a throwing weapon causing damage. Advanced Throw Lightsaber - Commences an attack using your lightsaber as a throwing weapon, causing even further damage. Description: Both Sides. Causes damage by throwing lightsabers "boomerang" style. Only master this with possibly Jolee. All other Jedi can hold their own in combat relatively nicely. Recommended for Jolee for a nice ranged attack using lightsabers. Force Rating: 3/5 ================================================= -------- Character Class Strategies -------- ================================================= This section is for advice on how to upgrade your characters and suggested starting stats and feat/skill/force power tips for each individual class. It is divided in to three sections, Scoundrel, Soldier, and Scout. If should be noted that the maximum level you can achieve is 20. SCOUNDREL CLASS - Gains six health points a level, and has fast Skill progression and slow Feat progression. You gain one Attribute bonus every four levels. The scoundrel class is the most advanced class. In combat, you'll take one of two paths to be most successful. You can be a ranged combat character, which can turn out good in the beginning, but ends up in an underdeveloped character down the road. Or you can be a sneak-attack close combat character. To be the latter, you must upgrade specifically to the following: CLOSE COMBAT SCOUNDREL - Upgrade Stealth under Skills and a high level Flurry. Also be sure to get all three Toughness levels as fast as you can, for they will be very helpful. Treat Injury skill is important as well, in case your in the middle of a battle and need full health quickly and don't have enough "force points" for heal or cure. Force Powers should be restricted to making those around you better, rather than powering yourself up. Relying on your allies is crucial to being this part of a scoundrel. RANGED ATTACKING SCOUNDREL - If you follow this path, upgrade your allies to be heavy hitting melee characters. Zaalbar will be essential, as will Jedi like Bastila and Juhani. Upgrade according to the list above, except instead of Flurry get Rapid Shot. You might also want to get some force attacking powers to aid your allies. **NOTE** The following description is a brief account of what one KOTOR player (addressed E-Holtz) sent in, on a possibly "Balanced" Scoundrel character. "I just wanted to let you know that my character is a Scoundrel class and a Guardian Jedi and I think it is possibly the best way to go. He has high Strength and high Stealth and Dexterity. I lead my fights all the time and I let Bastila take care of healing during battles. I only use melee attacks with doubled sided lightsaber too, sometimes I throw grenades." EQUIPMENT - Scoundrels are weak defensively. Therefore you should rely on armors with high dexterity (robes are good, for they will allow you to use many Jedi force powers). You'll be commanding your character directly for the most of the time during battles, so using double bladed weapons really isn't a problem so long as you make sure your never in the line of fire of enemies. SKILLS - As said before, Stealth is essential. Also focus on Treat Injury. These two are essential, and Awareness should be upgraded minimally, to insure you don't die from a silly mistake of running in to a mine inadvertently. ATTRIBUTES - If using close combat, start out with a Strength of 12 or 14. Have a Dexterity of 16 or more. Constitution should be at 10 or a recommended 12. Wisdom is also an important skill to have, and should be upgraded to 12-14. Charisma is fairly important, but I'd recommend only upgrading to 10. Don't bother with Intelligence; there are more important stats to build up, like Dexterity. FEATS - Rapid skills are important, so long as you make sure your character isn't in the line of fire often. Keep them out of range for ranged attacks, or behind enemies in melee combat, with a "hit and run" technique. Toughness is a MUST for scoundrels. Upgrade it as soon as possible! FORCE POWERS - Focus mainly on powers to aid your allies and help them fight better. Otherwise focus on force powers which you can cast from a distance. SCOUNDREL RATING: 3.5/5 SOLDIER CLASS - The Soldier class gains ten health points a level, and has slow Skill progression and fast Feat progression. The Soldier class gains one Attribute point every four levels. Soldier class is the easiest class to play as. Focus on armors with above average defense, but still a reasonable dexterity so you can dodge attacks. EQUIPMENT - As already said, wear armor that has high defense, but not fully at the expense of Dexterity. Obviously a soldier will be most effective in melee combat, so use double lightsabers, double bladed light sabers, etc. Also use strength enhancing items to gain more multipliers in the strength attribute. SKILLS - Focus on Treat Injury and Persuade. Other skills require two skill points per one skill point, which is an expensive payoff, and better used invested in Persuade or Treat Injury. Computer Use and Repair are optional, although they should only be upgrade to low levels like 2 or 3, then upgraded with items to 4 to gain the multiplier. ATTRIBUTES - A starting Strength of 16 or 18 is good. A Dexterity of 14 is optimal. Constitution shouldn't go over 10, and Wisdom isn't all that important to a combat-oriented character such as a soldier, so don't bother raising it over 10. Intelligence shouldn't be touched, because the poor Skill situation with the soldier really can't be helped, and Charisma is a fair attribute, but don't raise it over 10. Strength and Dexterity will be your primary concerns. FEATS - Critical Strike and Flurry are great. As are weapon proficiency upgrades like Lightsaber Bonus. Don't bother with the Melee Weapon Bonus feat, but upgrade Double Weapon Proficiency is great, so master it. Toughness isn't that important, but if you feel you have nothing to gain go for it. FORCE POWERS - Focus on powers which stun your opponent giving you time to dish out more damage than normal. Powers which damage your enemy aren't that important, since that's what the soldier specializes in. SOLDIER RATING: 4.5/5 SCOUT CLASS - The Scout class gains eight health points each level, and has average Skill progression and average Feat progression. The Scout class gains one Attribute point for each four levels. Scout is a mix of the two classes, in some sense. If you choose this class focus on using Force powers and melee combat. Scouts can't go running in to a room full of guards, but if you micromanage your party, they are just as effective as soldiers in melee situations. EQUIPMENT - Similar to the soldier, choose armor and robes which offer decent defense, but a higher dexterity. Being able to dodge enemy attacks is essential to your thriving as a scout. A ranged attacking scout is also very effective early on, but later rather pointless. Choose items that upgrade your dexterity and possibly constitution. SKILLS - Same as soldier, except consider putting more in to Computer Use and Repair. ATTRIBUTES - Starting Strength of 14 is nice and stable. Dexterity should be around 16-18, and then focus on upgrading it up to 20. Wisdom is essential, and should be upgraded to 16-18 at the beginning, then eventually 20 if you want lots of Force powers. Charisma should be at 10-12, preferably 12. Intelligence, again, shouldn't be tampered with. Constitution might be considered upgraded to 12 if your dieing often, but otherwise just upgrade it to 10. If you really don't want to, don't even bother upgrading it at all. FEATS - Same as soldier. You might want to consider more Jedi-implied feats, however, as how that will be where you strength will truly lie. FORCE POWERS - Get all the best ones (see "Force Powers" section) associated with your particular force side. Use offensive and defensive forces. You will require a lot of force points if you use this technique, so be sure your Wisdom is high. SCOUT RATING: 4/5 JEDI CLASSES Shortly in to the game you can become one of the three Jedi classes. Below are the stat-changing effects each one brings. Your character strategy should outline your class, and brief strategies will be given for each. For the most part, just follow the above strategies for your character-specific class (Scoundrel/Scout/Soldier). JEDI CONSULAR - Corresponding class is the Scoundrel. You gain six health points a level, eight Force points a level, and have slow Skill progression and slow Feat progression. When using the Jedi Consular focus on supportive Jedi Force Power Skills to aid your other characters. Once you become a Consular, focus less and less on actual attacking, and more and more on using your Force Powers. JEDI SENTINEL - Corresponding class is the Scout. You gain eight health points a level, six Force points a level, and have average Skill progression and slow Feat progression. Still focus on melee combat with your Lightsaber (or ranged combat with your ranged weapon, if that's the case), but use the best Force Powers you can. I'd suggest ones that incapacitate enemies. JEDI GAURDIAN - Corresponding class is the Soldier. You gain ten health points a level, four Force points a level, and have slow Skill progression, and fast Feat progression. You'll want to do the same as the Sentinel. Focus on Force Powers which incapacitate enemies, then use your combat prowess to take enemies down with ease. You CAN focus on damaging Force Powers, but these will only deplete your force points faster and be less effective than if you were a Consular. ============================================= -------- General Upgrade Tips -------- ============================================= The following are just general tips for upgrading your character. While the above section is more character-specified, the following are just guidelines to go by during your adventures, should you choose a more customized-type character. KNOW YOUR CLASS: Know your class and how you should be playing the game. Don't charge an attack with a scoundrel, and don't stand on the outskirts of a major skirmish as a soldier. If you use your class efficiently you should do fine. PLAN YOUR UPGRADES: Certain Feats and Force Powers are better than others, and should be acquired before others. Some Feats you should obtain early on are Toughness (Scoundrel), Rapid Attack Feats (All), Critical Strike Feats (All), Double Weapon Proficiency (All), and many more. Some Force Powers that are essential are Cure and Heal for light side players, and the amazing array of great Dark Side force powers listed in the "Force Powers" section. ATTRIBUTES ARE RARE: You rarely get a chance you upgrade your attributes, therefore, you should use them very wisely. There ARE ways of gaining points to attributes without upgrading them directly, so remember that. Various ways of doing that are equipping items which have bonus stat additions, and using Jedi Force powers to do so. USE YOUR FEATS: Early on in the game, simply attacking is fine, but later on, ALWAYS use your feats in combat situations that could prove challenging. Once you have Level 2 Flurry/Rapid Shot, use them frequently, if not always. Attacking often times just doesn't get the job done. ISOLATE YOUR ENEMIES: Each force side has its own unique force powers to incapacitate enemies. Use these to dwindle your opponent's numbers and gain the upper hand. ITEMS ARE YOUR FRIENDS: There are various Strength/Stamina/etc. Stimulants in the game. These often mean the difference between life and death. Use them wisely, and buy them if you have to. They are priceless and great items to have handy. Also remember you have grenades. Three party members lobbing two sets of grenades is a result of six grenades, which is often a lethal combination to a pair of Sith troopers with blasters. KNOW YOUR FORCE SIDE: Only use Light Side force powers with a light side or a character with no side affiliation. Ignoring to do so results in the waste of force points, as well as the reduction of potency by various force powers. UPGRADING: Use crystals you find to upgrade lightsabers, and use other items you find to upgrade regular armor and weapons. Keep in mind these things can be un-equipped. That's to say, if you put a Hair Trigger on a pistol and Assemble it, you can take it out later if you wish and put it on a different weapon. You should upgrade any and all upgradeable weapons you acquire, as they are made in to some of the best weapons in the game. DEFENSE CHECKS: If you would like more info on DC's then e-mail me or IM me. I may include this in future versions, although I'm not sure as of yet. Don't stress over DC's. Most the time you don't even have to worry about them, you just use your Feats to beat enemies and your fine. ==================================================== -------- Character-specific Strategies -------- ==================================================== The following gives tips on upgrading the various characters you encounter during your adventures. This includes equipment/skills/feats/force powers/etc. CARTH ONASI EQUIPMENT - At the onset of the game, use Carth's Blaster, which is an original weapon. When available, try and use Bendak Starkiller's Pistol. Both these weapons are upgradeable, and can be upgraded in to some of the best pairs of pistols in the entire game. As far as armor goes, try going for heavy armors which don't restrict Dexterity TOO much. Armors like the Mandalorian Armor are great. Use Belts and Headgear which raise his Will and or Dexterity, and use Gauntlets which raise Dexterity, Attack, or Defense. UPGRADING - Raise his Pistol Blaster skill and his Double Weapon Proficiency skill. Rapid shot is also essential for Carth, and Sniper Shot is somewhat recommended, too. Otherwise focus on Blaster and ranged attack skills. CHARACTER RATING: 3.5/5 MISSION VAO EQUIPMENT - Ideally you'll want the best pistols around, which cost quite a pretty penny. Mandalorian Pistols are solid pistols which don't put a dent in your wallet, and Cassus Fett's pistol is the ideal pistol. Headgear should include anything to fortify her already impressive Skills. Gauntlets should improve Dexterity and you might want Stealth belts, should you have her be a melee combat oriented character. Otherwise, go for your Dexterity in Belts. UPGRADING - If your using Mission as a Melee character, try Flurry and whatnot. Just make sure your controlling her to make sure she doesn't get hit too much. You should definitely upgrade Toughness as soon as possible, although venturing in to later level Toughness is optional. I'd suggest keeping her at the outskirts of skirmishes and upgrading Sniper Shot, Rapid Shot, and Blaster Pistols. Skills should include Security and Demolitions, and you should try to add as many Dexterity Bonuses as possible. CHARACTER RATING: 3/5 ZAALBAR EQUIPMENT - Try outfitting Zaalbar with Brejik's equipment, which includes a belt/armband/gauntlet. Otherwise fit him with various shields to protect him. Beginning weapons include the prototype Vibrosword and Missions Vibrosword, both upgradeable. Later on, try out Bacca's Blade, which can be made in to a very good weapon. Otherwise invest in expensive weapons such as Yusani's Brand for maximum effect. UPGRADING - Focus on upgrading weapon proficiency and double weapon proficiency. Implants should be used to improve Dexterity, and Flurry is a great skill for him. Critical Strike is good as well, but avoid upgrading his Power Strike ability any further. CHARACTER RATING: 4/5 T3-M4 EQUIPMENT - I'd suggest outfitting him with dual blasters, and possibly some special weapons like stun rays and flamethrowers. Carbonite Projectors are ideal, as is the Heavy Plate Type 3. UPGRADING - There's not much to worry about here. Upgrade double weapon proficiency and Intelligence and Computer Skills. Having high Skills is very efficient. Also increase Dexterity by a good portion. For the most part, avoid using T3-M4 in combat. Choose HK-47 instead. CHARACTER RATING: 2.5/5 BASTILA SHAN EQUIPMENT - Wear Jedi Robes and use the Yellow Double Bladed Lightsaber you acquire early in the game. Optionally you can buy some expensive headgear to increase all her stats, and gauntlets should be provided to increase her Dexterity. Belts should increase Fortitude or other stats. UPGRADING - Upgrade Bastila's Dexterity, to make up for wearing Jedi Robes to access all those nice Jedi Force Powers. Focus on great Light Side Force Powers to incapacitate enemies, which will make up for her less than average Strength attribute. Feats should be the same as those for a Soldier and/or Scout. CHARACTER RATING: 4.5/5 CANDEROUS ORDO EQUIPMENT - Keep Canderous' Repeat Blaster throughout the game, simply upgrade it to it's max. Armor should be Davik's armor, or heavy armor like suggested for Carth (Mandalorian). Just make sure the dexterity isn't restricted too much. Also consider having implants which improve dexterity/reflex/etc. There are some fairly cheap items like GenoHaradan which can be purchased that are ideal for Canderous. UPGRADING - Upgrade Rapid Shot, Power Blast, and Heavy Weapons Proficiency. Don't bother with double weapon proficiency. Just use Heavy Weapons with Canderous. Demolitions is a nice skill to have, and upgrading Dexterity and Treat Injury are advisable. CHARACTER RATING: 4/5 JUHANI EQUIPMENT - It's up to you whether you want Juhani to use two or one lightsabers. If you wish you use one, just keep and upgrade her original lightsaber. Use gauntlets and implants which improve Dexterity, and use other items which improve strength and fortitude. There are several expensive items like the Power Glove which can allow you to do so. UPGRADING - If you choose to do double lightsabers, choose double weapon proficiency, if you choose to use one, upgrade Dueling. Lightsaber Bonus upgrades are advisable, and raising her Stealth skill is wise as well. Have Juhani use a few Dark Side powers, as well as Light Side force powers. She's good at using Slow and Lightning force paths. Choose either one (Lightning is recommended). Upgrade Strength and Dexterity, ideally Strength first. CHARACTER RATING: 5/5 HK-47 EQUIPMENT - Get the biggest and the best. Items like Heavy Plate Type 3 are great, and again the carbonite projector are great. The Advanced Flamethrower is nice, although outfitting HK-47 with a weapon like the Jurgan Assault Rifle is ideal. UPGRADING - Upgrading Blaster Rifles is the best. Don't bother with Heavy Weaponry. Power Shot and Rapid Shot are great. Sniper Shot might be worth your while, but I'd avoid it. Focus on increasing his ranged Feats. Soon he'll become a very reliable member of your party. CHARACTER RATING: 3.5/5 Jolee Bindo EQUIPMENT - Keep Jolee with his original lightsaber, preferably upgraded with a crystal to fortify his defense (like Jenraux) against certain enemies. Use headgear to raise his Dexterity and give him high level Jedi Robes (Master level). Belts should fortify his Fortitude, and Gauntlets should increase his Strength, if you wish him to join the fray. UPGRADING - Upgrade Wisdom and Charisma. Jolee can use both light side and dark side force powers effectively. This is great later on, so be SURE you upgrade his Wisdom a little, and if possible give him Wisdom increasing equipment/powers. Use him mainly to strengthen your party, using powers like Valor/Knight force powers. CHARACTER RATING: 4/5 ================================ -------- THANKS -------- ================================ CJAYC - For maintaining and upholding GameFaqs, possibly the best free gaming site on the internet. JASON PARTIN - For informing me that I forgot to mention that every four levels you gain the ability to increase attributes, and that I did indeed forget to put the Awareness skill in the Skills section! Thanks Jason! DEATHEVEN13 - For helping me with the whole misleading Dexterity Bonus on armors. I suppose it would come off as confusing to beginning players who don't understand exactly how it works, and to tell the truth I didn't know exactly how it worked until now. Thanks Deatheven! WWW.GAMESPP.COM - For showing interest in my FAQ. Check out their SW KOTOR pages! WWW.STARWARSKNIGHTS.COM - For showing interest in my FAQ. Visit their site for great SW KOTOR info! E-HOLTZ - For providing more information on Dueling. JAMES FENIX - For providing more information on Jedi Defense. **NOTE** If I forgot to put you in the Credit section, when I used the information you gave me, please drop me an e-mail to receive a personal apology. ======================================= -------- SPECIAL THANKS -------- ======================================= GFAQS User wolfy42 - For providing lots of great information, listed throughout many of the sections in my FAQ. Thanks for your great (albeit huge ;) ) support! GFAQS User El Bastardo - For not actually resembling his username, and for great assistance/advice on various topics of SW:KOTOR. ============================================== -------- COPYRIGHT INFORMATION -------- ============================================== (c) Copyright 2003 KG21. If you would like to use this FAQ on your own site, please e-mail me at lxKG21xl@hotmail.com. Do not alter this FAQ's appearance or text, claim it as your own, sell my FAQ in order to make a profit of money, or use it in any way other than its primary purpose, without receiving written permission or an e-mail from myself. If you would like to contribute to this FAQ e-mail me and I will give you credit under a "credit section". If you have any comments or suggestions, e-mail me at the above address. This is just the beginning of the FAQ, it will most likely get increasingly better. As of 7/28/2003, the only website(s) allowed to post this FAQ are www.gamefaqs.com, www.gamespp.com, www.ign.com (Free Content ONLY) and www.starwarsknights.com. "Remain ever vigilant..."
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