Character Optimization FAQ by SirCerberus

Version: 1.1 | Updated: 08/04/04 | Printable Version

Player Character and Party Optimizing Guide

StarWars: Knights of the Old Republic
Platform: X-Box
Created: 7-11-04
Created By: SirCerberus


Table of Contents

     I. Introduction
         1. Why this guide is useful to you
         2. Why this guide is different than most other guides.

    II. Your Main Character
         1. Which class?
         2. Light or Dark?
         3. Attributes
         3. The best skills
         4. Feats you need
         5. Spiffy Force Powers
         6. The best weapon for you
         7. The best Armor, Head-wear, Implants, Gloves and belts 
    III. Picking your Party (includes suggestsions and optimum weapons for
         each character)
         1. General Tips
         2. Your choices... who is good and who is worthless
         3. Carth Onassi
              A. Feats
              B. Skills
              C. Attributes
              D. Best Weapons
              E. Best Armor
              F. Gloves
              G. Waist
              H. Forearms
              I. Head
         4. Zaalbar
              A. Feats
              B. Attributes
              C. Skills
              D. Weapon
              E. Armor and Headwear
              F. Gloves
              G. Implant
         5. Canderous
              A. Attributes Armor and Accessories
              B. Feats
              C. Headwear
         6. Bastilla
              A. Attributes, Feats and Accessories
              B. Weapons
              C. Armor
              D. Headwear
              E. Gloves
         7. T3-M4
              A. Feats
              B. Skills
              C. How to Avoid using when you think you have to
         8. Mission
              A. Feats
              B. Skills
              C. How to Avoid using when you think you have to
         9. Jolee 
              A. Feats
              B. Force Powers
              C. Weapons
              D. When to use
         10. Juhani (optional character)
              A. Feats
              B. Force Powers
              C. Weapons
              D. When to use
         11. HK-47 (optional character)
              A. Should you buy him?
              B. How you should use him 
              C. Feats
              D. Weapons
              E. Accessories
    IV. Legal Stuff
        1. Why you shouldn't plagerize me
        2. What I will do to you if you do plagerize me
        3. A description of how uneventful my life is to prove that I have 
           nothing better to do than what I said I was going to do in the 
           event that you do plagerize me. 




This guide has but one purpose: to help you beat the final boss in KOTOR; he 
is difficult and he doesn't play fair.  This guide will tell you which 
characters, weapons, armor, and accesories are the best to accomplish this.  

Everything that I suggest to you in this guide I have tested myself.  If you 
follow my instructions, you will be able to hack your way through all your 
enemies and make the final boss beg for mercy.  Everything I suggest goes 
towards the end result of beating the final boss... not necessarily how you
get through the game.

A writer loves to know his work is appreciated.  If this guide has been 
helpful to you, or if you have any suggestions for how to improve it, 
please email me at


If you have taken a look at some of the other Game FAQs for KOTOR... I 
feel your pain. When I first started playing the game and looked here for 
inspiration, I found lots of complicated guides that made absolutely no 
sense to me.

This guide is simple to follow and easy to understand, I promise.  




There are 6, but for your main character there are really only 3.  You pick
one at the beginning of the game, and when you become a Jedi you get to pick
another.  The three Jedi classes correspond to the three other classes, and
it is highly advisable that you pick matching classes.  They are:
       Soldier <-> Jedi Guardian (blue lightsaber)
         Scout <-> Jedi Sentinal (yellow lightsaber)
     Scoundrel <-> Jedi Consular (green lightsaber)

It is possible to beat the game using any of the class combinations, but you
should consider how you want to go through the game before picking a class.  
You should also consider the unique feats that each class gains when they 
level up.  Some unique feats are more useful than others, and that should 
be a factor in your class decision.

The Soldier <-> Guardian classes are the warriors. When they level up, they
get the most Feats. However, their unique feats arent that good.  In fact, 
they can sometimes be more of a disadvantage than a help. Dont worry about 
the unique Soldier feats, they dont really apply to you.  But the Jedi 
Guardian unique feat is the ability to quickly close the distance between 
you and an enemy during combat.  If your enemy is far away when you first 
spot him and you are attacking with a normal attack, your Jedi will fly 
through the air until he is right next to his opponent.  Here is the 
unfortunate thing... only your Jedi Guardians have this ability.  So if 
your player character is the only Jedi Guaridan in your party, he will be 
off fighting in the distance while the rest of your party is running to 
catch up.  By the time the rest of your party arrives within range of 
battle, your player character will probably already be dead, seeing as 
he has been fighting alone.

The Scout <-> Sentinal classes are the most balanced.  They get the most 
skill points and a balanced mix of Feats and Force Powers.  Their unique 
feats are the best for beating the final boss.  You get complete 
protection from mind affecting powers and critical hits (including the 
effects of paralyzing grenades).  The final boss is a big fan of using 
mind affecting force powers and the critical strike feat.  If you are a 
Jedi Sentinal. you are already immune to half of the final boss's 
arsenal from the beginning.

The Scoundrel <-> Consular are like wizards.  Poorly suited for direct 
combat, but highly effective destroying your enemy with magic from the 
back row.  They get the most Force Powers and Force points. Their unique 
feats aid them in their role as back-row spellcasters, but still dont 
help much in the grand scheme of things.

Go with the Scout <-> Jedi Sentinal.  I know you are looking at the 
Soldier <-> Jedi Guardian and dreaming of hacking your way through the 
game, but you will get to do just as much hacking with the Scout <-> 
Jedi Sentinal and you will have an easier time of doing it too.

The Scout <-> Jedi Sentinal is the best for 3 reasons.
       1. Level up stuff.... you get an even mix of feats and force powers
       as well as lots of of skill points.  If you dump all the skill points
       into one or two skills, you will have an easy time of getting through
       certain parts of the game.
       2. Free Feats... the feats you get for free as a Scout <-> Jedi
          Sentinal are better than the ones you get for free with any 
          other class.  Mainly, as a scout you get the Implants feat for 
          free. Trust me, later in the game this will be more useful than 
          the feats you got for free with any other class.

       3. Unique Feats... By far the best part of being a Jedi Sentinal is 
          the free stuff attatched to it.  Mainly, a Jedi Sentinal that has 
          reached level 12 gets feats that make him immune from any sort of 
          mind-altering or critical hits.  When you go up against the endless
          streams of Dark Jedi later in the game, these feats will nullify 
          nearly half of the offensive force powers that can be used against

The last boss loves to use critical hits against you... and they almost 
always work, making your final battle shorter than you would have liked.  
The Jedi Sentinal is immune from critical hits (as well as paralyzing 
grenades), so you will fight the final battle on a much more level playing 


There is no secret that everything you say and do in KOTOR leads you either 
down the path of the light side or the dark side.  The side you choose to 
follow will affect the ending sequence of the game, as well as some of the 
side quests you are able to do.  It also affects which characters you get to
use and, to some respect, which Force Powers you will have.

Dark Jedi get discounts for using Dark Side force powers, just as Light Jedi
get discounts for using Light side force powers.  The reverse is also true.
If a Dark Jedi tries to use a light side power, he has to pay significantly
more force points to use it than would a Jedi.

Most people dont think about this, but the side you choose will determine 
which characters you get to bring with you for the final level.  I will get 
into that during the Party Selection section.  Without revealing any spoiler
information, both the Light side and the Dark side have an advantage at
different points in the game.

It is easier to play through the game as the Dark Side because you get the 
cool force powers and will have more money.  There really is nothing cooler 
than using your force lightning to decimate an entire room of enemies.  And 
you will have more money with the Dark Side because certian Dark Side 
actions enable you to steal money from people, and go on assasination 
side-quests that pay very well.  You can't do this with the light side.

However, once you reach the final level (and by far the most difficult level)
all the advantages you had as the Dark Side go away and you are left with 
largely no advantage. Quite simply, all the cool force powers you had before
are less effective against the difficult Dark Jedi Masters you will be 
fighting. Don't even try to use offensive force powers against the final 
boss because they almost never work.

If you are the Light Side, it will be slightly more difficult for you to 
play through the whole game, but once you reach the final level you have a 
big advantage.  First, if you are Light Side, the amount of available 
characters you are able to bring with you on the final battle is twice the 
amount you would have if you played as the Dark Side.  Second, since Light 
Side powers specialize in nullifying Dark Side powers and internally 
strenghening your characters, your characters will be that much stronger 
against the hoards of Dark Jedi, Sith troopers, and battle droids of the 
final level.

One suggestion though....... decide which side you want to play as before 
you begin the game, and then play through the entire game only selecting 
options that add to that side.  Here is the reason... Let's say you choose 
the Dark Side and want to use some Force Lightning.  The more evil you have 
been during the game, the greater discount you get when using force 
Lightning.  If you have only been a little evil, you only get a little 

II. 3. Attributes

When you see the attributes screen while creating your character, you may be
a bit overwhelmed at first -- as you should be.  Your gaming experience will
not be fun if you mess up and pick the wrong things.

All of the attributes are equally important in their own ways.  For every 
attribute, you will at least want to invest enough points to get the 
modifiers out of negative numbers. 

If you are going to play as a SCOUT / JEDI SENTINAL or the SOLDIER / JEDI 

You want to put the most points into Strength.  As a future Jedi (if this was
a spoiler to you... sorry) you will probably be using a lightsaber in melee 
(as opposed to ranged) combat. Therefore, strength is the most essential 
attribute you can use.  This ensures that all of your attacks will hit your 
opponent.  This is your big attribute if you are a Soldier / Jedi Guardian 

After Strength, invest the most points in Dexterity if you are going Light 
Side.  This makes it harder for enemies to hit you.  If you are going Dark 
Side, still invest a good number of points in Dexterity.

If you are going Dark Side, you will probably want to put more emphasis on 
Wisdom than you do on Dexterity. But whatever affiliation with the force 
you have, any Jedi Character will at least want to be +1 or +2 for Wisdom.

Try to get around at least +1 or +2 with Intelligence.  It will make it that
 much more effective when you are slicing computers.  Don't go overboard 
with investing points in this, however.

For Constitution, just get it out of negative modifiers and you will be fine.

The only thing Charisma is really good for is upping your persuasion 
abilities.  If you just get this ability out of negative numbers, that 
should be enough.
If you are going to play as a SCOUNDREL / JEDI CONSULAR

Probably dont need too much in the way of strength since you are going to 
be relying on your Force Powers. A +1 or +2 should be enough.      

Likewise, a +1 or +2 to Dexterity should be enough.
Constitution is a big one if you are a Jedi Consular.  You dont get as much 
HP as the other classes,so you will need as much of a boost as you can get. 
Dont go overboard with this one, though, you need to save your points for 
more important stuff.

After you get the Intelligence Attribute out of negative modifiers, dont 
worry about it.  Its not important.

Wisdom is as important to the Jedi Consular as Strength is to the Jedi 
Guardian.  You will want to spend the most points on this ability.

Being able to persuade others is central to the Jedi Consular.  However, 
you dont need to go crazy with Charisma points to make it effective.  Just 
go with a +1 or +2 modifier to Charisma, and get invest all your skill 
points in Persuade.


To Keep this section short, Ill just tell you the best skills to invest and 
why the others aren't as good.

For your main character, only bother investing in Computer Skill, Persuade, 
and Treat Injury. The others may be useful at certain points in the game, 
but being high in this skill will benefit you almost all the time.  There 
are plenty of other characters available to knock out the other skills. But 
if it were just your character alone (which sometimes it will be) having 
these three skills will be the most helpful.

If you are going to make your life difficult and be a Scoundrel / Jedi 
Consular, the only things you want to invest your points in are Persuade 
and Treat Injury.



If you play through the game as planned, your main character will become a 
Jedi at level 8. This means you get 8 levels of progression as your first 
class and then 12 levels as your Jedi Class.

A Jedi Guardian will probably get a total of 14 acquired feats (not 
including the freebies he will get). A Jedi Consular will probably get a 
total of 9 acquired feats (not including the freebies). A Jedi Sentinal 
will probably get a total of 11... not entirely sure about this number.

There are lots of feats for lots of purposes.  Only bother investing in the 
ones that will aid you in combat. There are really only 4 feats that are 
essential for your main character.  You will be able to invest in others,
but make sure you invest in the following 4 as fully as you can.  These feats
will make you more deadly in combat by ensuring that you will almost always
hit your enemy.  Without them, you will miss like crazy.

Flurry (levels 1 2 and 3)... invest in all.  Lets you kill enemies faster.  
The other essential feats will compensate for the penalty to hit you incur 
when using flurry.

Two-Handed Fighting (1 2 3)... invest in all. You are going to want a 
double-saber, trust me.

Lightsaber proficiency You get Level 1 for free.  Invest in level (2.) You 
cant learn level 3 unless you are a Guardian, but the third level here doesnt
matter much.

Dueling (1 2 3) Invest in all.  Even if you plan to use a double-lightsaber 
(which you should) this still helps despite what the description says.

.................Some fun feats that are very useful........................

Jedi Defense (1 2 3) Laugh as your character is largely immune from blaster 
fire and deflects it back at enemies to kill them.

Toughness (1 2 3)... gives your main character more HP and lessens damaged 
incurred during battle.

Conditioning (level 1 2 3)... makes your main character much harder to hit 
during battle.


Obviously the side of the Force you choose to follow during the game will 
determine which Force powers you should select.  However, some of the most 
useful powers in the game are the Universal powers that are not affected by
your allegience to either the light or the dark.  You will want to master 
these first.  They are:

Always overlooked, but truly the best power in the game.  Here is why... 
there is the obvious bonus of being able to navigate areas quickly.  But 
the true beauty of Mastery of Speed is the effect it generates for you in 
If you cast Mastery of Speed on yourself during combat, you gain 2 attacks 
per round.  That means if you are using a single lightsaber (which you should
nt do) and you do an ordinary attack swing, you will damage your opponent 
three times instead of one.  

Here is the ultimate combo.  Mastery of Speed and Master Flurry.  This 
attacks your enemy 6 times in 1 swing (if you use a double saber)!! I have 
tested this over and over again.  Very rarely do you not kill your opponent 
in 1 round when you use this combo.  Bosses like some of the Dark Jedi 
Masters or maybe the wild rancors will take 2 rounds to beat using this.

Probably the most effective offensive force power in the game -- even better
 than the force lightning.  What it does is attack anything in front of you 
(like the lightning) but it also paralyzes anything it hits for 6 seconds. 
If you cast this 4 times or so in a roomful of enemies, you can kill them 
all yourself. Only the Mastery version of this is good.

Extremely useful later in the game when you are going up against lots and 
lots of Dark Jedi.  It nullifies offensive force powers cast against you.  
There are only two levels of this, but you could invest in some other powers
 first if you prefer.  Just make sure you have it after you have gotten the 
4th star map.

DRAIN LIFE        ((Semi Spoiler))
Ok, I am aware this is a Dark Side Power.  But even if you are a Light Side 
Jedi, this should be the last Force power you get.  Don't bother getting it 
before your final level if you are Light Side though.  Here is why...

In the final battle, the last boss has the ability to cast Drain Life on any
 of the 6 captured soldiers that are stationed in the room.  This completely
 restores all health to him.  But on the bright side, you can do this too!  
More importantly, if you don't do this, the final boss gets to completely 
heal himself 6 times (you will be dead long before then).  But if you do it 
too, he runs out of chances to heal himself faster, and you get to kill him 

Light Side Powers

If you go with the Light Side, there are really only 4 other powers you 
should bother with in addition to the ones I have already listed.  Depending
 on which class you are, you only get a limited number of powers.  It is
highly advisable you get the Force Powers previously mentioned first.

The benefits of this are obvious.  In fact, all of the other Jedi you have 
in your control should have this too. As your main character, dont bother 
casting this during combat.  Wait till you have survived and do it then.

Most Jedi can't wear armor without sacrificing their force powers.  Casting 
this on yourself before combat will give you the armor you need.  In fact, 
this in combination with a good personal energy shield makes you nearly 

Ok, here is a little heads up... the last level has lots and lots and lots 
of droids.  They are pretty scary too.  Having this power destroys them with
 little effort.  You are going to want this one. Trust me.

Um, if you have invested in the other Force Powers I have recommended and 
have some left over, you should probably get this one.  It paralyzes all 
the enemies in your path making them really easy to kill with your saber.  
However, it usually only works on the easy enemies you would have no problem
 killing anyway.  Try this on a boss, and you will not like the results.  
However, its useful on big groups.

Dark Side Powers

Force Storm (lightning)
Oh yeah.  This is probably the whole reason you are playing the game as the 
Dark Side.  It pretty much decimates any enemy you can see.  It usually 
takes about 4 or 5 castings to wipe out a group of enemies though. However,
for knocking out a room of enemies I still prefer Force Wave.

This one is fun.  Picture Darth Vader doing the force grip in Episode IV... 
thats what this is.  1 casting of this paralyzes any enemy while inflicting 
damage on them.  To kill them faster, cast this multiple times.

Kind of like the Dark Side version of Stasis Field.  It paralyzes all 
enemies in range by basically making them too insane to move or attack.  
Usually only workson lesser enemies though.

Death Field
The upgraded version of Drain Life that I discussed earlier.  You definitely
 want this for the final battle (the level 1 version works for that though).
  What this does is drain HP from all nearby enemies while restocking your 
own HP.  Good if you need a quick HP fix, but avoid casting it too much.


Since you are a Jedi, you only really get one choice.  Lightsaber.  I can't 
imagine anyone who buys this game and doens't want to use a lightsaber for 
their main character.  Use two weapons whenever possible. This means you 
should either use 2 single handed lightsabers or 1 double-lightsaber.  
Personally, I recommend the double-saber because then you use your very best
 crystals to beef it up.  Color aside,each saber can have two modifying 

Now I know what you're thinking.  "If I use two separate lightsabers, then 
I get to use 4 modifying crystals.  That's better, right?"


There are a few really really good crystals in the game.  The rest arent 
worth the effort.  If you use a double-saber, both of your hands get the 
benefits of your two best crystals.  With the other option, you have to 
portion out your crystals so you end up with either one really stacked 
lightsaber in one hand and a really weak lightsaber in the other hand.  Or, 
if you try to balance it out, you end up with two mediocere sabers.  Go with
 a double and use your best two crystals for your main character. YOu will 
have other good crystals left over, use them in double sabers for your other
 Jedi, or sell them.

So this begs the question, which crystals should I use?  Crystals can be 
sold for big money with local merchants, so if you only keep the ones you 
want to use and sell the rest, thats a lot of potential money for you.

In my opinion, there are only four crystals your player character should 
think of using in his lightsaber (assuming you are going with a double-saber.
.. which you should) before he goes up against the last level.  Until you 
get to the Unknown World, you will have to use the latter two.
       Upari Crystal ... Gives your saber +3 to hit and +1-8 to Damage.
              YOu can find it in the Temple on the unknown world

       Solari Crystal... Gives your saber +3 to hit, +2 to damage and +1-8 
           to damage against Dark Jedi.
           This can only be used in the saber of a Light Jedi.  If you are
           going Dark Side, use the  next crystal instead.
          Found in the "Skeletal Human remains" on Korriban.

       Kryat Dragon Pearl... Gives your saber +3 to hit and +2 to damage.
           YOu recieve it as a prize after you kill the Kryat Dragon and find
            the Star Map on Tatooine.
             {{This is a good crystal to use until you get to the unknown
                 world and find the Upari and Solari crystals}}

       Damind Crystal... Gives your saber a +3 to hit.
             {{This is a good crystal to use until you get to the unknown 
               world and find the Upari and Solari crystals}}
           You can find it on Tatooine, Kashyyyk, and Korriban.    
               Tatooine: Pick it off the corpse of the Dark Jedi who ambush
                          you in Anchorhead. 
               Kashyyyk: Pick it off the corpse of the Dark Jedi who ambush
                          you on the Great Walkway.
               Korriban: Pick it off the corpse of Kel Algwyn in the Sith

II. 8. Armor and Accessories

Im going to make this section really easy for you and just tell you what the
best armor and accessories are for your main character instead of discussing
it.  Please trust me.  If you stock your character with this you will be able
to kill anything.  I promise.  I have tested all of this.

    Really only 3 possible choices here (1 you wont be able to get until
    nearly the end of the game).
        1. Calo Nord's Battle Armor
           Once fully upgraded, this is the best piece or armor in the 
           game.  It is resistent to some damage and critical hits.  Only
           problem is that you can't have this if you want to use the better
           Force Powers.  If you dont care about Force Powers for your main
           guy, go with this.
        2. Jedi Master / Dark Jedi Master Robes
           The second best Jedi robes out there. Not much in the way of 
           protection, but it gives you a nice bonus to Dexterity.  If you 
           are planning to use Force Powers, this is the best armor you can 
           hope for.

        3. Star Forge Robes (Light Side) / Darth Revan's Robes (Dark Side)
           In my opinion, the only thing you should wear before fighting the
           final boss. You only get it towards the end on the second deck of 
           the Star Forge.  Its to the left of the hallway on the second level 
           where the ion turrets are stationed on the right.  It can be tricky
           to find if you arent sure where to look.  Hope that helps.
           It costs you 25 Computer Spikes. If you are Light Side, you get 
           the Star Forge Robes which, among other stuff,
           gives you +5 to Wisdom and +2 to all saving throws.  If you are 
           Dark Side, you get +4 to Strength and 1 regeneration. Until you 
           can get this. Use one of the other two pieces of armor i have 

Only worry about investing in these if you are the Scout class and you get 
this feat for free.  If you aren't a scout, you still might want to get to 
level 2 so you can buy an implant that will be very useful against the final

If you aren't a scout...Go with the Retinal Combat Implant.  It only costs 
750 credits at your local merchants, and provides immunity from critical 
hits.  The reason its important is because the final boss tries to do a 
critical strike every third hit.  Having immunity makes the final fight much

If you are a scout...You get immunity from critical hits anyway as a Jedi 
Sentinal.  And since you have the implant feats for free, all the options 
open up to you.  Go with the Cardio Power System to get a serious boost to 
your HP.  After you have been to the Leviathan, you can buy this from the 
secret merchant on Korriban.

Only one choice here.  Dominator Gauntlets.  These cost 9000 credits and are
 only available at the secret Korriban merchant after you have been to the 
Leviathan.  It gives +5 to strength... the biggest single strength increase 
you can get.

If you dont want to shell out the 9000 credits for these gauntlets, there is
 another free option that is nearly as good.  If you are playing as the Dark
 Side, you have the option of completing the Genoharadan Assassain Sidequest.
  Your reward for carrying out the final mission are the Genoharadan Power 
Gloves, which give you a +4 bonus to strength.

Two options here.  One for when you take on the final boss, and one for 
perhaps the rest of the game. However, they are both very expensive, so if 
you only feel like paying for one, invest in the one that will help you 
against the final boss.

Electrical Capitance Shield
    Provides 100% immunity from electrical attacks.
    The final boss loves to use Force Lightning against you.  In fact, its
    the only Force Power he will probably use against you.  If your Will 
    is high enough, you might be able to counter it by casting Force 
    Immunity on yourself.  Or, you can just wear this for 100% reliability.

    You purchase this from Eli on Kashyyyk for 3500 credits. (If you are
    going light side, buy it before you go to the Wookie Village... trust 

Adrenaline Stimulator
  Gives you +2 to Dexterity and +4 to all saving throws.
  This one is expensive.  Like 18000 credits I think.  You get it from the
  secret merchant on Korriban after you have been to the Leviathan.  The +4
   to all saving throws makes it that much harder for anything (grenades,   
  force powers, enemy attacks) to hit you.

When equipping up, bonuses to "all saving throws" are the most useful 
because they counter everything.  So anything that provides a bonus to all 
saving throws is good.  For headwear, conisder the Stabilizer Mask. It gives
you immunity from Mind effecting powers and +2 to all saving throws.

You can buy it from either the secret Korriban merchant after you have been 
to the Leviathan, or Tyvark on Maanan.

Note... when you wear this, you are going to look really stupid.  Its better
if you cope with this now.

Energy Shields
Truthfully, any energy shield you can get your hands on is better than 
nothing.  But the best of the best is the Prototype Verpine Shield.  It 
provides protection from 70 points of any kind of damage.  You can find one
or two on the planets, or you can buy them from the secret Korriban merchant
for around 3000 credits.


Section III.  Picking the Rest of your Party


Everyone else is going to feed you the same lines about how every playable 
character you encounter is useful in his/her own special way.  While this is
 true, its also a bit of an overstatement.  The sad truth is that only
about half of the characters you get to have in your party are worth 
anything.  The rest you might as well just leave behind at headquarters.  
The game is designed so that each of the worthless characters is useful in 
one part.  But other than that, you'll never need them.

III. 1. General Tips

Rather than waste a lot of web-page space going through the pros and cons 
of each character, Im just going to tell you which characters you will want 
to use in your party and how to avoid using the other ones when you are 
convinced you have to.

But on to the general tips...
Melee guys tend to do better in combat than do your ranged weapons users.  
This is because eventually your enemies will close the distance and your 
guys with guns will be mauled.

Since your player character will be a melee guy, it is good to have one 
other melee weapons user and then one ranged user.  THe ranged user can 
support your other characters from afar, and run away when your other guys 
are killed.

But in all seriousness, if you just use the Master Speed / Master Flurry 
combo before combat, you could probably kill everything by yourself anyway.


Bearing in mind what I just said, this will work easier if I break it down 
by weapon types.

       Melee/Lightsaber Users                 Long-Ranged Weapons Users
      ------------------------                -------------------------
         Your Player Character                          Carth   
         Bastilla  (saber)                            Canderous
           Jolee (saber)                               Hk-47
           Juhani (saber)                              T3-M4
            Zaalbar                                    Mission

When you reach the final stage, your affiliation with the force will affect 
who you get to take with you. Im not going tell you who gets to go with each
 scenario, but Im going to tell you the best team to take with you in both 
scenarios. In both cases, the team I have suggested is the most efficient.

The Most Efficient Light Side Team for the final level (and the rest of the 
game for that matter)
    *Your Player Character

The Most Efficient Dark Side Team for the final level
    *Your Player Character
    *[You dont get a choice with the third character.  its someone you have 
to take with you]

In any heavy combat situation, the "light side team" is the team you want 
with you.  It is by far the most balanced and the most efficient combat team.
   Zaalbar is the best melee character in addition to your player character. 
        Reasons: Since he is a big Wookie, he naturally has higher Strength
        modifiers than anyone else in the game (making him better with 
        melee weapons).  He gains enough Feats to take care of all the
        essential melee feats.  And since he is a Scout, he gets free
        implant feats.

   Carth is the best long ranged character.
    1. Since Carth is a soldier, he will get more Feats than any other non
       soldier. He also starts out with the Heavy Armor Feat, which makes
       him better than Mission, T3-M4 or Hk-47.
    2. As you will soon find out, I suggest that any ranged-weapons user
       is best off using two blaster blaster pistols as opposed to a
       single blaster rifle or heavy weapon.  Because of this, Carth is
       better than Canderous because he already has levels 1 and 2 of 
       "Blaster Pistol" and "Two-Handed Fighting" researched, where as
       Canderous does not.  However, if you are unable to use Carth or
       simply dont like him, Canderous is the second-best choice for a 
       ranged weapons user.

If you are Dark Side, you can use this team up until the final level... 
because then it makes much more sense to use the other team I have suggested.
 I dont really want to tell you why it makes more sense, but trust me, it 
There will be various points in the game when you think you have to bring 
someone else with you. And 90% of the time, this is not true.  For some of 
the lesser characters, Ill tell you how to avoid using the characters that 
arent as effective. 


Carth's best asset is his proficiency with blaster pistols. In the world of 
long-ranged weaponry, you can only get away with using two weapons if you 
use a blaster pistol.

As a soldier, Carth already has the feats for full armor researched, so you 
dont have to worry about those.  In addition, he has levels 1 and 2 
researched for Two-Handed Fighting and Blaster Pistol Proficiency. You will 
want to get the third level for those.  Carth is going to get a lot of 
Feats, so after you research all the ones I have suggested you will have 
space to get some of your own.  

These feats are essential for maximizing Carth's capabilities.

TWO-HANDED FIGHTING        level 3
DUELING                    levels 1 2 and 3
RAPID SHOT                 levels 1 2 and 3
CONDITIONING               levels 1 2 and 3
TOUGHNESS                  levels 1 2 and 3

III. 3. B. Carth's Skills
  Treat Injury

For Carth, only worry about putting points into Treat Injury and Demolitions.
 Your player character, if he is a scout as he should be, will be able to 
knock out the Computer Skill.  Have Carth favor Treat Injury first and 
Demolitions second.

III. 3. C. Carth's Attributes
Whenever you have a chance to give Carth another Attribute point, put it 
into Dexterity.  For Carth, it is the only logical option.

III. 3. D. The Best Weapons for Carth
Sith Assassin Pistol (recieved from the Admiral on the Leviathan)
Cassius Fett's Blaster Pistol (costs you 10 000 credits... get it from the
merchant B'ree on Korriban).

These are Carth's best weapons. Unfortunately, both of these weapons dont 
become available until after you have visited the Leviathan.  Until then, 
you will want to use the two Heavy Mandalorian Blasters you get from Calo 

  There are three different Sith Assassin Pistols in the game, and each of
  them are different.  The good one is the one that you get from Admiral
  Kareth on the Leviathan.   

If you dont feel like shelling out the 10 000 credits for Cassius Fett's 
Blaster, a decent substitute is one of the Heavy Mandalorian Blaster Pistols
 you get from Calo Nord.  Two of those will be your best weapons until you 
get to the Leviathan.

III. 3. E. Carth's Armor
Calo Nord's Battle Armor 
   Fully upgraded, this thing is the best armor in the game.  It has great
    protection, as well as protecting from various types of damage and
    critical hits.

   And its free, which is nice.

III. 3. F. Carth's Gloves
I know they are pricy, but the only way to go here are the KARAKAN 
GAUNTLETS. You buy them from the merchant in the Tatooine docking bay.  
They cost 7500 credits. They provide +3 to all Saves and +1 to Dexterity.

III. 3. G. Carth's Waist
My suggestion here is very inexpensive.  You probably want to go with the 
Nerve Amplifying Belt, as it provides imunity from mind effecting powers.

Since Carth isn't a Jedi, he is vulnerable to the effects of Dark Jedi 

III. 3. H. Carth's forearms

Same suggestion here as before with the energy shields.  Any energy shield 
beats no energy shield.  On your quest, you will pick up many.  Pick out the
 one that looks best to you.

III. 3. I. Carth's Head
Believe it or not, I dont really have any strong suggestions for what Carth 
should wear as a head piece.  Im certainly not going to suggest you spend 
more money, because I know that is running scarce after you buy all the 
other stuff I've suggested.

If you have one left over, you may want to equip him with a Veripine 
Headwear.  You will find a bunch of these, and it provides +3 to Will and +2
 to awareness.


This wookie is a powerhouse. Huge emphasis on strength and brute force. Its 
a lot of fun to just sit back and watch Zaalbar rip your enemies apart. The 
fact that he's a wookie carries a bit of a disadvantage since he wont be 
able to wear armor or headwear.  But he is so strong, he will rip most 
enemies to shreds before they can touch him.

III. 4. A. Zaalbar's Feats
With Feats, treat Zaalbar a lot like your player character. You want to 
favor his combat abilities.  Here are some necessities...

Two Handed Fighting
Weapons Specialization Melee Weapons
Master Flurry
Master Critical Strike
Master Conditioning

In addition to these, you will have some left over to pick some others you 

III. 4. B. Zaalbar's Attributes
Strength.  Lots and lots of strength.

III. 4. C. Zaalbar's Skills
This should depend on what your player character focuses on.  If your player
 character is a scout like I suggested and you have him focusing on computer
 skills, you want Zaalbar to focus on Repair and Demolitions skills.  If your
 player character isnt focusing on computer skills, have Zaalbar invest in 
computer skills.

III. 4. D. Zaalbar's Weapon
I have gone to great lengths to test possible weapons for Zaalbar, and found
 the best to be the fully upgraded Yussani's Brand.  Its a double bladed 
sword that can be purchased from the merchant in the Tatooine docking bay.

Yussani's Brand is better than both Bacca's Blade and Ajunta Pall's Sword.

III. 4. E. Zaalbar's Armor and Headwear
Yeah... he's a wookie, he can't wear armor or headwear.

III. 4. F. Zaalbar's Gloves
Like your player character, you want anything that gives modifiers to 
strength. Since you are purchasing the best gloves for your player character,
 you will probably inherit the gloves you use for Zaalbar from someone you 

The Eriadu Strength Gloves or the Sith Strength Gauntlets provide nice 
bonuses for Zaalbar.

III. 4. G. Zaalbar's Implants
Since he is a scout, Zaalbar gets this feat for free.  And since he is a 
wookie, he is vulnerable to the effects of Force Powers.

Giving him the Retinal Combat implant gives him immunity from critical hits.
This, or something that provides immunity from mind effecting powers is 
useful to nullify the effects of the force.

III. 5. Canderous
The second best gun user in the group.  Your natural instinct with him is 
going to be Heavy Weapons use since he already has those feats researched.
Fight this instinct.
Fight it hard.

Canderous is much more effective with the dual pistols.  This will mean 
some sacrifices on your part, but trust me, its worth it.

III. 5. A. Canderous' Attributes, Armor and Accessories
You want to treat Canderous exactly as you would treat Carth Onassi.  This 
is inclusive of everything I have suggested for Carth, with the exception 
of one or two Feats and Headwear.

III. 5. B. Canderous' Feats
Even though I said Canderous is more effective when using dual pistols, DO 
NOT research the Blaster Pistol Specialization feats for Canderous.  Use 
those two feats to give yourself something else you want -- your choice.

III. 5. C. Canderous' Headwear
There is a piece of headwear that makes Canderous awesome with blaster 
pistols.  Its the Pistol Targeting Optics headwear found on Manaan.  You 
buy it from Tyvark's General Store for 8000 credits.

III. 6. Bastilla

III. 6. A. Attributes Feats and Accessories
Treat her the same as you would treat the player character. Her proficiency 
with a double saber ensures you want to utilize her as a melee fighter.  
She doesn't quite have the Force Points to be a good Force wizard, so dont 
bother putting attribute points into wisdom.  Use them on strength.

III. 6. B. Weapons
Obviously, you want Bastilla to stick with the double bladed lightsaber. 
Since your player character will be taking your good lightsaber crystals, 
Bastilla should get second-best. 

Since Bastilla doesnt quite have the strength capabilities that your player 
character has, the crystals you put in her lightsaber should primarily 
increase the attack and not necessarily the damage.  After all, what good 
is a deadly lightsaber if it never hits anything?

With that in mind, definitely put a Damind Crystal as one of the ones in 
Bastilla's lightsaber.  It provides +3 to attack.

Next, I would probably give Bastilla the Kryat Dragon Pearl as her second 
crystal. This is one of the strongest crystals in the game.  If you are 
playing as the lightside, your player character can use both the Upari and 
the Solari crystals, which frees up the Pearl.  If you are playing as Dark 
Side, you can gain dark side points by stealing a second Kryat Dragon Pearl 
from the hunter whom you help kill the Kryat dragon with.

III.6. C. Armor
Since she is a Jedi Sentinal, you dont want to put armor on her.  She 
doesnt have the heavy armor feat, nor will she be able to use her force 
powers.  Therefore, find either a Jedi or a Dark Jedi Master robe and fit 
her with it. In fact, any Jedi robe will do until you find a Master Robe.

III. 6. D. Headwear
Since you are throwing Bastilla's attribute points into strength to help 
with her lightsaber, you want her headwear to boost her wisdom to help out 
with her Force Powers.

The Veripine Headwear provides +3 to Will and +2 to Awareness.  And for an 
aesthetic opinion, the Veripine headwear really looks good on Bastilla.

III. 6. E. Gloves.
Like your player character, Bastilla should have gloves that boost her 
strength.  Your player character should get the best gauntlets.  If you are 
playing Dark Side and do the assassination sidequest, the Geoharridan 
Gauntlets will go nicely with her.  If not, the Eridau Strength Gauntlets 
or the Sith Gauntlets will work well too.

III. 7. T3-M4
I hate to say this about any character, but T3-M4 is really worthless.  
True, he is the best at every skill, but his combat abilities are so lousy 
you never want to have him in your party during a combat situation.

There are a few places in the game where it would be useful to put him in 
your party for a second, only so that he can perform the odd security or 
computer job.

III. 7. A. Feats
Caution.  Definitely caution.  All 3 levels.  This will help boost his 
skills.  I know he already gets lots of skill points, but since you 
DO NOT ever want to use him in a combat scenario, it naturally makes
sense to beef up his points more.  Aside from the combat Feats, all
that is really left is Caution.  He doesnt get many feats anyway.

III. 7. B. Skills
Everything.  T3-M4 will get enough skill points at level up to invest in 
everything.  But the big ones are Computer skill, demolitions, awareness 
and repair.

When you get an attribute point, put it into intelligence.

III. 7. C. How to Avoid using when you think you have to
THere is only one point in the game when you think you will have to use 
T3-M4 for a combat scenario.

On Taris, you purchase T3-M4 to open the doors to the Sith Base for you. 
The doors open, and most people assume you have to take him in with you.  

You don't.

Once the doors open, switch T3-M4 out of your party and walk in with whoever
 you want.

III. 8. Mission
Like T3-M4, Mission is useless in any combat scenario.  Like T3-M4, she 
might be useful in two or three separate situations during the game, but 
you should only sub her in once the heavy fighting is done.  

Nazman (who also posts FAQ Guides and posts on the message boards) has told
me of other FAQs that say Mission is the best gun user in the game.  Do not
believe this.

True, her unique feats (Sneak Attack) would make her deadly in combat, but
only if she managed to sneak up behind an enemy who had first been
paralzyed by one of your other characters.  Since she is a Scoundrel, she 
doesn't gain near enough Feats to make her as proficent with guns ad Carth.

III. 8. A. Feats
Like T3-M4, give Mission the Caution feats and anything else that boosts 
her Computer, Demolitions, or Stealth Skills.

If you are insisting on using her for combat (please dont... your life wont 
be fun) she will need the TOughness, Conditioning and Sniper feats.  She is 
dead without them.

III. 8. B. Skills
With Mission, you want to focus on Security, Awareness, and Demolitions 
Skills.  YOur other characters will knock out the rest.

III. 8. C. How to avoid using her when you think you have to
You have to use Mission briefly, but not for as long as you think.  

*** SPOILER ****
  When Mission joins your party, you have to use her until you rescue Zaalbar
   and lower the energy shield. Once the energy shield is down, sub her out
   before you take on the Rancor and enter the Bek Base.

III. 9. Jolee
Comparatively, Jolee is your worst melee fighter.  He is a Jedi... 
technically... so outfitting him with a blaster is both insulting and stupid.
 However, he is a Jedi Consular, and his affiliations with the light side 
are menial.  If you are playing your main character as a non- Jedi Consular,
 Jolee can be your Force wizard if you really feel you need one.

III. 9. A. Feats
Jolee isnt really too good with a lightsaber, and since he is a Jedi 
Consular, he gets practically no Feats. This will go against everything I 
have told you up until this point, but DO NOT set Jolee up to be a 
double-saber user. 

Instead, you want to set Jolee up with feats that will keep him alive long 
enough to use his Force powers.  Stuff like Conditioning and Toughness makes
 lots of sense.

He will need his lightsaber every once in a while, so feats like Lightsaber 
Proficiency and Dueling would not be a waste.

III. 9. B. Force Powers
Here is where you get to be creative. JOlee's affiliations to the light side
 are not that strong, so he is probably the only character (unless you are 
playing dark side) that I would suggest covering Dark Side powers with.

With Jolee, Heal and Master Speed (so you can do the combat combo) are big 
ones.  Other powers like Force Armor and Force Immunity are useful.

Other than that, go nuts.  If you want to play with some lightning, go ahead
 and play with some lightning. 

III. 9. C. Weapons
I would suggest a single saber for Jolee simply because he doesnt earn 
enough feats to be efficient with the double-saber.

As for crystals, dont waste any of your good ones on Jolee's lightsaber.  
Anything (like the Rubat or Damind crystals) that provide modifiers to 
attack are good since the Jedi Consular is not a natural fighter.

III. 9. D. When to use
At most, there are only three instances where you might use Jolee.  And in 
two of those instances, you dont have a choice, so it doesnt really matter.

****************These are kind of semi-spoilers. ****************************
 ***I wont reveal anything crucial to the plot, but still, be advised. ****

        1st instance: Kashyyyk... This is where you meet Jolee.  You need 
              him to get past the czerka energy field.  Once it is down, you
              have to take him with you.  Deal with it.
        2nd instance: the unknown planet... he is one of two possible
              characters that you are allowed to bring into the Temple with 
              you. The alternative is going alone.  Take him with you.

       ** 3rd instance: the Leviathian... when your party is captured, you
           have to pick one of your lesser characters (not player, Bastilla,
           nor Carth) to free the whole party.  If you do not have Juhani in
           your party, you should pick Jolee to lead this mission.  Simply, 
           having his Force powers will make up for the fact that he is 
           unarmed and will enable you to defeat the enemy easier.


III. 10. Juhani (optional character)
Probably the second-best offensive lightsaber user in your group, next to 
your player character.  While not the best Force User, her pure combat 
abilities make her more effective than either Bastilla or Jolee.  But in 
terms of pure melee potential, Zaalbar is still better.

The problem is that you can only play with her by gaining some Light Side 
points.  If you are playing through the game as the Light Side, this isnt a 
problem for you.  If you are playing as the Dark Side, you have to choose 
between killing her and getting more Dark Side points, or saving her and 
going down in the Dark Side points you already have.

My opinion... just suck it up and take the lightside points to save her.  
There will be plenty of chances, even on Dantooine, to gain back the Dark 
Side points, and then some.  She is extremely valuable in two key areas of 
the game. 

III. 10. A. Feats
Treat Juhani exactly like your player character and Zaalbar when equipping 
Feats.  After you get her, you will only be able to equip like an additional
 7 Feats total.  Since you want her to be useful in combat, you have to 
choose these Feats wisely.
   Two handed fighting (3 levels)
   Flurry (3 levels)
   Dueling (1 level)

All Jedi should have the Master of Speed and Flurry combo with a double 
saber.  This makes them much more deadly.

III. 10. B. Force Powers
You definitely want to grab Master of Speed as soon as possible.  Force 
Push and Destroy Droid are immensely useful for your Light Side Jedi, as 
are Heal and Force Armor.  Other than that, choose whatever looks good to 

III. 10. C. Weapons
As I have suggested with all your front line Jedi, spend the Feats to go 
with the Double-Saber.  It will make your combat experience much more fun.  
Since Juhani isnt going to get as many feats as your other characters, 
putting one of the crystals that helps with blaster bolt deflection might 
be helpful.  More specifically, this is the JENRUAX crystal.  You find it 
from the remains of your slain enemies on Manaan and Korriban.

Probably give her the Rubat crystal too.  Its not that great, but you are 
going to have a bunch of them so you might as well make use of one.

III. 10. D. When to use
If you have read all the way through this guide (I seriously doubt you have)
,you will know of my preference for Zaalbar as your other front line melee 
character.  With this in mind, the only two times I would suggest using 
         ***1. The Leviathian... after you have found the third Star Map 
               (not counting the one you find on Dantooine) make sure you 
               have Juhani fully equipped.

            Pick her as the one to free your party.  Since she wont be
            captured, she will have all her weapons and stuff, and her 
            Force Powers make freeing your party easy.

            2. The Unknown Planet (Temple). JUhani is the second (Jolee is
             the first) of the characters your player character is allowed 
             to take with you into the Temple on the Unknown world.  Since 
             the alternative is going alone, take her with you.

III. 11. HK-47

III. 11. A. Should you buy him?
This is really up to you, and should depend on how much money you want to 
spend.  If you are going as the Light Side, you can probably buy him on 
Tatooine for about 4000 credits.  If you are going Dark Side, you can buy 
him for 2500 credits by threatening Yuka Laka.

If you want Light Side points for doing the Sandpeople sidequest on 
Tatooine, you are going to need him.  If you dont get him, you can either 
get Dark Side points or no Force affiliation points.

That aside, its time to look at HK-47 for his usefulness.  Awesome at 
skills like Computer, Demolitions, and Security.  Pretty good at combat, 
but not as good as Carth and Canderous.

With him in your party, you get a great skill user (good if you arent 
playing as a scout / jedi sentinal) who can use the droid accessories 
(useful on their own) but who isnt that great in combat.

In my opinion, you dont need HK-47.  He is great to have because he is 
funny, but I would recommend saving the 4000 credits for something else.

III. 11. B. How you should use him 
Make him your skill user and stock him up with Computer, Demolitions, and 
Security Skill.  As for combat, invest in some sort of blaster rifle, as 
you wont have the necessary feats to get him dual weapons.

III. 11. C. Feats
you'll have enough skill points to beef up your skills, so dont bother with 
the Caution feats.

Instead, think about the Sniper line of feats and the Rapid shot line of 

As always, conditioning and toughness are good for anyone.

III. 11. D. Weapons
This is the only character I suggest using blaster rifles for.  There are 
two you will want to think about.  One you can pick off the corpse of a 
dead guy, the other you can buy from someone not so dead.

Free one: Zabrak battle cannon
Expensive one: Jamoh Hogra's Carbine... you buy this from the merchant
in the Tatooine docking bay.

III. 11. E. Accessories
For HK-47's armor, there is only one way to go... Droid Heavy Plating 
Type 3.  Its strong, and its the only thing you want.  You can find it on 
Kashyyyk, Manaan, Korriban, the Leviathan, the Unknown World and the final 

For one of the chips, go with the superior targeting computer to get a 
boost to your weapons.

For computer chips, go with the Universal Computer Interface and the 
advanced computer tool.  This will boost your computer skills by +10.  If 
you have Hk-47 focusing on computer skills you will be able to do almost 
any computer hacking for virtually no spikes.

For Forearm implants, go with the Advanced Stunray and the Carbonite 
projector if you have it.  This will let you stun your enemies while the 
rest of your party destroys them.

For shielding, go with the Energy Shield Type 3.  Its the best you can have 
for droid shielding.




IV. 1. Why you shouldn't plagerize me

YOu shouldn't plagerize me because its morally, ethically, ecumenically, 
politically, legally, and gramatically wrong.  Plus its kind of creepy, and 
a little sad... but mostly its illegal.

I put my time and effort into this (I never claimed to have any form of a 
life), so I deserve my credit.  If you want to use any portion of my FAQ on 
your own sites or anything, go ahead.  However, attribute anything you use 
to SirCerberus (thats me!!!!!)  If you use something I have written and 
attribute it to me, thats cool... we'll still be buddies.

To plagerize me is to use something of mine on your own site and pretend 
its your own.

IV. 2. What I will do to you if you do plagerize me

Dont worry, Im really not going to hunt you down and destroy you or anything.
But, I will send an Email to the good people at Game Faq (or anywhere else 
you post my work) and inform them that its my work and have them take it off.

IV. 3. A description of how uneventful my life is to prove that I have
       nothing better to do than what I said I was going to do in the
       event that you do plagerize me. 

Thank you for reading my FAQ... this is the end.  IF you liked it, thought 
it was useful, hated it, can think of any improvements, please send your 
emails to     I'd love to hear from you.