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    Character Buildup FAQ by KG21

    Version: 5.0 | Updated: 07/28/03 | Search Guide | Bookmark Guide

    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 
    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   --------
    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 
    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 
    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 
    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.
    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 
    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 
    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 
    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 
    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 
    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.
    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 
    Feat Rating: 5/5 
    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
    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
    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
    Regular - Increases Persuasion, Awareness, and Treaty Injury bonuses.
    Improved - Further increases Persuasion, Awareness, and Treat Injury 
    Master - Fullest extent of Persuasion, Awareness, and Treat Injury 
    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
    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
    Level One - Gives a plus one bonus to Security, Repair, and Computer 
    Level Two - Gives plus two bonus to Security, Repair, and Computer Use.
    Level Three- Gives plus three bonus to Security, Repair, and Computer 
    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
    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 
    Feat Rating: 3.5/5
    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
    Regular - Adds plus five to regular melee attack at the expense of 
    Improved - Adds plus eight to regular melee attack at the expense of 
    Master - Adds plus ten to regular melee attack at the expense of 
    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.
    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!
    Regular - Adds plus five to regular ranged attack at the expense of 
    Improved - Adds plus eight to regular ranged attack at the expense of 
    Master - Adds plus ten to regular ranged attack at the expense of 
    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.
    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
    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
    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
    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
    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
    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
    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
    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.
    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 
    Recommended for all Jedi in your party wearing robes.
    Feat Rating: 4.5/5
    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.
    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
    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.
    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 
    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
    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 - 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 
    Force Rating: 5/5
    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 
    Recommended for player characters if following the light side and all 
    Feat Rating: 4/5
    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 - Grants plus two to all physical attributes and saving 
    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 
    Recommended for player character if following the light side and all 
    Force Rating: 4/5
    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 - 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 
    Recommended for Jolee, and possibly Scoundrel player characters.
    Force Rating: 3.5/5
    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 - 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 - 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 - 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 
    Recommended for player characters following the dark side and Jolee.
    Force Rating: 4/5
    All these powers lower Defense, Attack, Damage, and Reflex saves.
    Slow - Weakens enemy, lowering attributes.
    Affliction - Weakens enemy, lowering attributes and possibly causing 
    Plague - Weakens enemy, lowering attributes and possibly causing 
    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 - 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 - 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 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 - 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 - 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 
    Force Rating: 2.5/5
    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.
    The following description is a brief account of what one KOTOR player 
    (addressed E-Holtz) sent in, on a possibly "Balanced" Scoundrel 
         "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 
    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 
    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.
    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.
    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 
    --------   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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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.
    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 
    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.
    --------   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 
    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.
    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 
    --------   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 
    "Remain ever vigilant..."

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