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        Star Wars (TM) Knights of the Old Republic 2: The Sith Lords
                     Beginner's Guide (Light-side)


Author:               Greg Ash (gbash, gash(a)aokweb.com)
Platform:             PC
Version:              1.2
Date:                 10 May 2005
Copyright:            2005, Greg Ash


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TABLE OF CONTENTS:

Introduction
Terms
Character Build
-Starting Class
-Prestige Class
-Attributes
-Skills
-Feats
-Force Powers
Equipment
-Lightsaber Upgrades
-Best Weapons
-Best Armor
Gameplay Notes
-Team Members
-Gaining Influence
-General
-Light Side vs. Dark Side
-Resisting Dark Side powers
-Battle
-Ebon Hawk
Planet Quest Notes
-Peragus
-Telos
-Dantooine
-Dxun
-Onderon
-Nar Shaddaa
-Korriban
-End Game
Workbenches and Lab Stations
Misc. Quest Solutions
Combat Basics
-Die Roll System
-Saving Throws
-Base Attack Bonus
-Attacks per Round
-Dueling vs. Two-Weapons
Bugs Still in Program
Copyright
Version Information


===========================================
INTRODUCTION:

This guide will help new players get through the game with less frustration
about character build, missed opportunities, or trying to figure out some
puzzles. This is not a walk-through guide. I've minimized spoilers, but there
are some. And I've also tried to give you options on building a character to
suit your playing style. Essentially, this guide is what I wish I knew when
I first played this game. It does not cover all side quests.

Your main character will be a Jedi Sentinel who then becomes a Jedi Weapon
Master.

Choose to use either a single or dual lightsabers early. Either way has some
advantages: Single- better defense and attack, Dual- extra attack and chance
to use more lightsaber crystals. If dual weapons, use a short lightsaber in
the off hand to further reduce attack penalties. However, late in the game,
dual lightsabers become extremely powerful.

See the section on Combat Basics to better understand how gameplay works
for battles.


===========================================
TERMS:

Die roll- The basis of combat and skills use throughout the game. For example,
         the program picks a random number from 1-20 (based on one 20-sided
         die--a 1d20 roll) for an attacker to determine whether or not the
         attack is a successful hit. The rolled number is added to the
         attacker's BAB + DEX mod + other attack bonuses, and if the total
         number is greater than the defender's Defense, then that hit is
         successful.

VP-       Vitality points, the health of your character.

SP-       Skill points, your ability to perform certain skills.

FP-       Force points, your ability to use Force powers.

XP-       Experience points, required to level up.

DC-       Difficulty Class; the relative difficulty of a task. DC applies to
         skill use and saving throw attempts.

Skills-   If you have a usable skill for target (such as mine or door), which
         shows in action list, you get a 1d20 die roll + skill rank + bonuses
         vs. DC of target.

Attack-   Chance to hit opponent (1d20 die roll + STR mod + weapon mod +/-
         Feat/Force bonuses). Must equal or beat opponent's DC. Note: DEX mod
         used for ranged attacks.

Defense-  A character's Difficulty Class; the chance to avoid being hit
         (Base DC10 + armor + DEX mod +/- Feats bonuses +/- Force bonuses).

Damage-   Amount of hurt done by successful Attack, measured in VP. (Weapon die
         roll + STR mod + Feats bonuses - defender bonuses).

BBD-      Blaster bolt deflection with lightsaber (or hand with feat).

BAB-      Base Attack bonus (fighting ability): starts at 1 and increase
         1 per level.

Saves-    Ability to resist certain types (All, Fortitude, Reflex, Will) of
         damage, effects, or powers (number added to die roll). Also called
         Saving Throw. Grenades, mines, and force powers have a set DC that
         you must beat to avoid or reduce damage. Your saving throw includes
         a 1d20 die roll + save type rating.

Melee-    Hand-to-hand type fighting with weapons.

Range-    Attacks using blaster-type weapons.

CH-       Critical Hit, a hit that can double the damage.

CT-       Critical Threat, a weapon's ability to cause a Critical Hit (CT is
         normally a 20 based on 1d20 roll, but can be increased to 19-20 or
         more by weapon or feats).

LS-       Light side, being nice and noble.

DS-       Dark side, being self-serving and mean.


===========================================
CHARACTER BUILD:

The following character build is good for new players. After you gain some
play experience, you will probably want to try some different builds.

----------------------------
Starting Class (using Sentinel instead of Guardian):

Jedi Sentinels and Guardians gain BAB and Saves at the same rate. At level 15,
a Sentinel has one less Feat and 30 less VP, but he has 36 more Skill Points
and 30 more FP. Also, the Sentinel's Force Immunity (Fear/Stun/Paralysis)
can be more helpful than the Guardian's Force Jump.

Build up as Sentinel to level 15 and then go Jedi Weapon Master for the
remaining levels.

Sentinel: 8 VP, 3 SP/level, +bonuses
  Class Skills: Awareness, Computer Use, Persuade, Security, Stealth, Treat
                Injury

With the recommended Attributes, your character can have the following minimum
statistics at character level 15:

VP = (8 norm + 2 CON + 1 Toughness) x 15 lvls                  = 165 VP
FP = 40 Force Sensitive + ((6 norm + 4 WIS + 2 CHA) x 15 lvls) = 220 FP

---------------------------
Prestige Class

After you reach level 15 and have high light or dark side points, you can talk
to Kreia and switch to a Jedi prestige class. Save your level ups after the
15th until you get the prestige class option (from talking to Kreia).

Note: Your character advances to the next level automatically, so it's best
to go to prestige class immediately upon gaining level 15.

Jedi Weapon Master: 10 VP, 6 FP, 1 SP/level, +bonuses
  Class Skills: Awareness, Demolitions, Persuade, Treat Injury
  Bonus Feats: Greater Prestige Sense, Deflect, Increase Melee Damage 1
  Gains one feat every other level.
  Gains one Force Power at every level.
  Access to all the advanced combat feats.

With at least 6 levels of Weapon Master, your character can have the
following minimum stats:

VP = 165 (Sentinel) + 60 = 225
FP = 220 (Sentinel) + 36 = 256

Equipment can greatly increase the FP amount through WIS and CHA bonuses. You
can also increase your FP amount through your talks with Kreia and Visas. At
the end of the game, with your attribute and equipment increases, your
character can have 500+ VP and 500+ FP. By completing most of the available
quests (not all), my character ended up at level 25 during the end game.

---------------------------
Attributes:

Strength (STR): Represents physical power. Each increase in STR mod increases
melee damage and chance to hit (attack) by +1, which is important for
characters who use close-combat weapons (vibroblades, swords, lightsabers).

Dexterity (DEX): Represents agility and reflexes. Each increase in DEX mod
increases ranged attack (blasters) and increases a character's Defense
(DC) rating by +1, making him harder to hit.

Constitution (CON): Represents health and resiliency. Each CON mod increases
the character's VP by one per level. This is important for all characters
and classes. Also, a higher CON is required for many of the better implants.

Intelligence (INT): Represents knowledge and reasoning. A high Intelligence
adds modifiers to the number of points a character has to spend on essential
skills. Not required for this character build. You have to have INT 14 to get
extra Skill Points per level up.

Wisdom (WIS): Represents willpower and perception. Each WIS mod increases
the character's FP by one per level. The force powers of a Jedi with high
WIS are also much harder to resist. Later in the game, you can gain the feat
Battle Precognition, which will add your WIS mod to your defense.

Charisma (CHA): Represents personality and the ability to lead. Each CHA mod
increases the character's FP by one per level. The force powers of a Jedi with
high CHA are also much harder to resist.  It is also central to any persuasive
talker.

Your base attributes start at 8 and you will receive 30 points to add to your
six attributes.

Point Cost

8-14 = 1 point per increase
15-16 = 2 points per increase
17-18 = 3 points per increase

You get a +1 bonus for each 2 points over 10 for each attribute. You get to
increase one attribute each 4th level (6 increases by level 24).

     Start  End   Start Bonuses
STR  - 12    12    +1 Attack and +1 Damage with melee weapons**
DEX  - 12    12    +1 DC, +1 Reflex saves, and +1 Attack for ranged**
CON  - 14    16    +2 VP/level and +2 Fortitude saves (increases are
                     retroactive)
INT  - 12    12    +1 SP/level
WIS  - 14    18    +2 FP/level, +2 Will saves, and makes Force power
                     use stronger (increases are retroactive)
CHA  - 14    14    +2 FP/level, +2 Persuasion, and makes Force power
                     use stronger

Notes:

I increase the CON to allow for better implants later. There are some good
good implants that require CON 16 or 18.

With a maximized light side rating, your character gets a mastery bonus:
 - Guardian/Weapons Master gets STR+3
 - Sentinel/Watchman gets CON+3
 - Consular/Master gets WIS+3.

Also, during the game, you can get a WIS+1 upgrade from T3-M4, if you repair
him successfully three times (requires 20+ Repair and Influence).

---------------------------
Skills:

Note: In addition to the stated uses of skills, all the skills but Persuade
     also determine what you can build using a workbench or lab station. Your
     main character's Repair skill is used to determine how well you can break
     down items. Whichever character you choose to create items is the skills
     used for that (so pick your character with the highest required skill).

Awareness - Spot objects, mines, or enemies hidden by stealth. At least one
member of party should have medium rating (6-9). Related to WIS.

Computer Use - Slice computers with computer spikes to disable turrets, disable
shields, or flood rooms with gas. At least one member of party should have high
rating (10+). Related to INT.

Demolitions - Set, recover, or disarm mines. At least one member of party
should have high rating. Related to INT.

Persuade - Main player only. More dialog options. Useful, somewhat.

Repair - Repair and reprogram droids by using repair parts. Your main
character's repair skill is also used to determine how well you can breakdown
items at a workbench. Droids need this for self repair, so go high for them.
Related to INT.

Security - Open locks and security doors. You can bash open most locks (at
risk of breaking some items inside). T3-M4 and Bao_Dur are good for this.
Related to INT.

Stealth - Use stealth type devices (belts). Can do most tasks while in stealth
mode. High points not necessary. Put 1 pt into Stealth at start to get option
to wear stealth generator. Related to DEX.

Treat Injury - Improves amount of healing when using medpacs. Helpful early in
game. Related to WIS.

Note: All classes receive 4x their normal amount of skill points at Character
     Creation. Also, each class skill maximum is your level +3. Cross-class
     skills can only be one half of (your current level +3) and cost two
     points for each increase (thanks to TCalanis for correction here).

Note: Slicing computers and repairing droids have a base cost, which is the
     cost for someone with no repair/computer skill. For every 4 points you
     have in the required skill, you reduce the base cost by 1.

---------------------------
Feats (8 available through Sentinel 15, 5 through Weapons Master 7):

Choose to go either as a single or dual lightsaber wielder (using double-blade
lightsaber is same as dual-wielding). Note that some feats improve attacks
while lowering your DC at the same time. Also, some feats are always applied
(passive combat feat), while others are only in effect when you choose them
during combat (active combat feat). Flurry, Power Attack, and Critical Strike
are active combat feats, and you should maximize only one progression of
them and do not select the others as feats. Also note that higher Attack
ratings mean that you hit more often, and is especially useful for dual weapons
users, who have Attack penalties.

Single weapon (always applied when using single, one-handed weapon):

_ Dueling                            [DC +1, Attack +1]
_ Improved Dueling (lvl 4)           [DC +2, Attack +2]
_ Master Dueling (lvl 8)             [DC +3, Attack +3]

Dual weapons (always applied when using two weapons):

_ Two-weapon Fighting                [Attack penalty reduced to -6/-6]*
_ Imprvd Two-Weapon Fighting (lvl 4) [Attack penalty reduced to -4/-4]*
_ Master Two-Weapon Fighting (lvl 8) [Attack penalty reduced to -2/-2]*
  *Note: a balanced weapon in the off-hand can further reduce the Attack
         penalty by +2/0.

The following:

_ Class Skill- Repair                [Makes Repair a class skill]
_ Toughness                          [+1 VP/level]
_ Weapon Focus- Lightsaber           [Attack +1]

Maximize one fighting specialty:

_ Improved Flurry (lvl 4)            [Extra melee attack/rd, Attack -2, DC -1]
_ Master Flurry (lvl 8)              [Extra melee attack/rd, Attack -0, DC -0]
_ Improved Power Attack (lvl 4)      [Damage +7, Attack -3, CH+1]
_ Master Power Attack (lvl 8)        [Damage +12, Attack -3, CH+1]
_ Improved Critical Strike (lvl 4)   [Triples Critical Threat, stun 6 sec,
                                     DC -5, melee only]
_ Master Critical Strike (lvl 8)     [Quadruples Critical Threat, stun 6 sec,
                                     DC -5, melee only]

Any additional from the Sentinel levels:

_ Regen Force Points (lvl 4)         [Regenerate FP faster]
_ Regen Vitality Points (lvl 4)      [Regenerate VP faster]
_ Improved Toughness (lvl 4)         [-10% damage per each damage hit over 20]
_ Master Toughness (lvl 8)           [+1 VP/level, added to previous]
_ Advanced Jedi Defense (lvl 4)      [BBD (blaster bolt deflection) +3]
_ Conditioning                       [Saving All+1]

Weapons Master Feats:

_ Weapon Specialization- Lightsaber  [Damage +2]
_ Superior Weapon Focus-Lightsaber 1 [Attack +1]
_ Superior Weapon Focus-Lightsaber 2 [Attack +1]
_ Superior Weapon Focus-Lightsaber 3 [Attack +1]
_ Inner Strength I                   [Reduce damage suffered by 5%]
_ Inner Strength II                  [Reduce damage suffered by 10%]
_ Inner Strength III                 [Reduce damage suffered by 15%]
_ Superior Two-Weapon Fighting 1     [Attack penalty reduced to -1/-2]
_ Superior Two-Weapon Fighting 2     [Attack penalty reduced to -0/-2]
_ Superior Two-Weapon Fighting 3     [Attack penalty reduced to -0/-1]

Jedi Sentinel Feats received automatically at start:

Weapon Prof- Pistol, Rifle, Melee, Lightsaber
Armor Prof- Light
Flurry                               [Extra melee attack/rd, DC -2, Attack -4]
Power Attack                         [Damage +3, Attack -3, CH+1]
Critical Strike                      [Doubles Critical Threat, stun 6 sec,
                                     DC -5, melee only]
Rapid Shot                           [Extra ranged attack/rd, DC -4, Attack -4]
Power Blast                          [Damage +3, Attack -3]
Sniper Shot                          [Doubles Critical Threat, stun 6 sec,
                                     DC -5, range only]
War Veteran                          [+25 VP]
Jedi Defense                         [BBD, must beat attack die roll by 10]
Jedi Sense (Levels 1,6,12)           [DC +2,+4,+6)
Force Sensitive                      [FP +40, main character only]

Jedi Weapons Master Feats received automatically:

Greater Prestige Sense               [DC +2, additional +2 / 5 levels]
Deflect                              [BBD +1, additional +1 / 2 levels]
Increase Melee Damage I              [Damage +2, melee only]
Increased Melee Damage II (lvl 8)    [Damage +4, melee only]
Increased Melee Damage III (lvl 15)  [Damage +6, melee only]

---------------------------
Force Powers (24 available through Weapons Master level 7):

These powers are all universal or light side. Be sure to note which cannot be
used while you are wearing armor (AR). Also, the higher your light side
rating, the less FP it costs to use light-side (LS) force powers.

_ Force Push                [Push back, Stun 3 sec, Damage +level, save= 1/2
                            damage]
_ Force Whirlwind (lvl 9)   [Immobilize 12 sec, Damage +level/3 per 2 sec]
_ Force Wave (lvl 15)       [All Pushed back, Stun 6 sec, Damage +1.5xlevel]

_ Burst of Speed            [DC +2, Speed x2 for 36 sec) AR
_ Knight Speed (lvl 9)      [DC +4, Attack/rd +1, Speed x2 for 36 sec] AR
_ Master speed (lvl 15)     [DC +4, Attack/rd +2, Speed x2 for 36 sec] AR

LS:
_ Stun                      [Stun 9 sec, save= slow]
_ Stasis (lvl 9)            [Stasis 12 sec, save= slow]
_ Stasis Field (lvl 15)     [All within 10m Stasis 12 sec, save= slow] AR

_ Cure                      [Heal party 5 VP + CHA + WIS + level]
_ Heal (lvl 12)             [Heal party 10 VP + CHA + WIS + level, neutralize
                            poison]
_ Master Heal (lvl 18)      [Heal party 15 VP + CHA + WIS + 2xlevel, neutralize
                            poison and stun]

_ Stun Droid                [Immobilize for 12 sec, damage +level]
_ Disable Droid (lvl 6)     [Immobilize all droids within 5m for 12 sec,
                            damage +level]
_ Destroy Droid (lvl 12)    [Immobilize all droids within 6m for 12 sec,
                            damage +1-6 x level]

Choose remainder from the following:

_ Force Resistance          [Some resistance for 60 sec] AR
_ Force Immunity (lvl 15)   [Some resistance +5 for 60 sec] AR
_ Force Aura                [DC +2 All +2, for 20 sec] AR, LS
_ Force Shield (lvl 6)      [DC +4 All +4, for 20 sec] AR, LS
_ Force Armor (lvl 12)      [DC +6 All +6, for 20 sec] AR, LS
_ Force Valor               [Physical attributes +2, all party, 20 sec] AR, LS
_ Knight Valor (lvl 9)      [Physical attributes +3, all party, 20 sec, immune
                            poison] AR, LS
_ Master Valor (lvl 15)     [Physical attributes +5, all party, 20 sec, immune
                            poison] AR, LS
_ Energy Resistance         [Shields against 1st 15 sonic, fire, cold, elec,
                            lasts for 2 minutes]
_ Imp. Energy Resist (lvl 9)[Shields party against 1st 15 sonic, fire, cold,
                            elec, lasts for 2 minutes]
_ Throw Lightsaber          [Damage 1-6 x level/2]
_ Advanced Throw Lightsaber [Damage 1-6 x level/2 up to 3 targets]
_ Battle Meditation (lvl 6) [Attack +2, Damage +2, Will +2, faster VP regen for
                            20 sec all party] AR
_ Imp. Battle Med. (lvl 12) [Attack +2, Damage +2, Will +2, faster VP regen for
                            20 sec all party, and enemies within 10m suffer -2
                            to all above vs. DC 5 + level + WIS mod + CHA mod]
                            AR
_ Force Affinity            [FP regen during combat]
_ Force Channel             [FP regen +50% noncombat, force damage +3, force
                            saves +2]
_ Affect Mind               [More dialog options]

Automatically received:

_ Precognition              [Get advanced notice of upcoming danger]
_ Beast Trick               [Distract beast for 30 sec]
_ Breath Control            [Immunity from poison for 240 sec]
_ Force Enlightenment       [Instantly use your Speed, Armor, and Valor at
                            reduced FP cost] AR, LS


===========================================
EQUIPMENT:

------------------------------
Lightsaber Upgrades  (upgrades yours and team members'):

Note: The following does not show those that just add low attack (1-2) or
     damage (1-3) bonuses. You can only find crystals and cannot make them.

Note: Dual weapon users should get items that give higher attack bonuses to
help offset penalties.

---------------------
Crystals (be sure to use crystal with your name and get it upgraded by Kreia)-

BBD-                 Jenruax (+5),
                    Lorrrdian Gemstone (+3)
Ion (vs. droids)-    Firkrann (+2-12)
vs. Dark side-       Solari (+1-8)
Special damage-      Phond (Physical +1-6),
                    Barab Ore Ingot (Fire +2-16),
                    Pontite (Cold +1-10)
                    Dragite (Sonic +1)
Stun-                Bondar (25% vs. DC10 for 1 rd)
Massive Criticals-   Opila (+2-12),
                    Ultima-Pearl (+1-6)
Keen-                Nextor,
                    Ankarres Sapphire,
                    Velmorite
Attributes-          Kasha (WIS +2),
                    Kaiburr (WIS +3, CON +3),
                    Ruusan (WIS +1, CHA +1),
                    Ankarres Sapphire (STR +2, DEX +1),
                    Dragite (CON +1),
                    Pontite (CHA +2),
                    Velmorite (DEX +1)
VP Regeneration-     Ankarres Sapphire (+2),
                    Kaiburr (+3)
FP Regeneration-     Qixoni (+1, DS only)
High Damage-         Qixoni (+5, DS only)
                    Sigil (+1-6)
                    Upari (+1-8)
High Attack Bonus-   Damind (+3)
                    Upari (+3)
                    Solari (+3)
                    Ultima-Pearl (+3)

Note: You can create every type of Cell, Emitter, and Lens at a workbench.

-----------------------------------
Best Weapons:

Melee-

* Enchani Vibrosword, Physical 4-14 +2 Cold, CT 19-20 x2, Attack +2, Upgd full
* Sith Tremor Sword, Physical 4-14 +3 Sonic, CT 19-20 x2, Attack +2, Upgd full
* Zhaboka, Physical 3-24, CT 20-20 x2 +2-16, Upgd Edge and Grip
* Sith War Sword, Physical 3-17, CT 20-20 x2, Attack +1, Upgd Edge and Grip
* Vibrosword, Physical 2-12, CT 19-20, Updg full
* Freyyer's Warblade, Physical 5-32, CT 19-20 x2, Attack +1, not upgd
* Trandoshan Sword, Physical 5-16, CT 20-20 x2 +4, Attack +1, not upgd
* Shyarn, Physical 6-17, CT 20-20 x2, Attack +1, Bonus Feat- Imp. Flurry,
 not upgd

Balanced:
* Zabrak Vibroblade, Physical 3-12, CT 19-20, Bonus Feat- Finesse, Upgd full
* Tehk'la Blade, Physical 1-10, +5, CT 19-20 x2, Attack +1, Bonus Feat-
 Imp. Critical Strike, not upgd
* Ryyk Blade, Physical 3-8 +3, CT 20-20 x2, Attack +2, Upgd Edge and Grip

Lightsabers (not upgraded)-

* Lightsaber, Damage 2-16, CT 19-20
* Short Lightsaber, Damage 2-12, CT 19-20, Balanced
* Double-Bladed Lightsaber, Damage 2-20, CT 20

Pistols-

* Mandalorian Disintegrator, Damage 6-16, CT 18-20 x2, Attack +2, Upgd full
* Micro-pulse Blaster, Energy 4-18, Attack +2, Upgd full
* Zabrak Heavy Blaster, Energy 5-14, Attack +2, Stun 25% 6 seconds DC 18
* Onasi Blaster, Energy 4-11, Attack +2, Upgd full
* Mandalorian Heavy Pistol, Energy 2-11, Attack +1, Updg full
* Heavy Sonic Blaster, Sonic 3-11, Attack +1, Upgd Scope
* Systech Electric Blaster, Energy 1-8 +2-12 Electric, Attack +1, Upgd Scope
* Elite Watchman Blaster, Energy 2-14, CT 19-20 x2 +2-12, Stun 25% 6 seconds
 DC 18, Upgd full
* Deshade Sonic Disrupter, Sonic 2-5 +1-10 unstoppable, Attack +1, Upgd Scope

Rifles/Carbines-

* Zersium Rifle, Energy 3-25, CT 19-20 x2, Attack +1, Upgd full
* Ceremonial Bowcaster, Energy 4-13, CT 17-20 x3, Attack +3, Bonus Feat-
 Imp. Rapid Shot, not upgd
* Arkanian Blaster Rifle, Energy 4-15, CT 19-20 x2, Attack +1, Upgd Scope
* Charric, Unstoppable 1-10, CT 18-20 x2, Knockdown DC 14, Attack +4, Upgd full
* Mandolarian Assault Rifle, Energy 3-14, CT 19-20 x2, Stun 25% 6 sec DC 14,
 Attack +2, Upgd full
* Zabrak Blaster Carbine, Energy 5-27, CT 19-20 x2, not upgd

------------------------------------
Best Armor:

For armor, the DC number is the amount of Defense added to character's base DC
of 10, and the Dex number is the amount of allowable character's DEX mod
allowed for Defense. High DEX characters can lose some Defense when using some
medium or heavy armors. A number such as 10/- means that the armor will protect
you from the first 10 points of that type of damage per hit.

Jedi Robes-

* Ossus Keeper Robe (DC1, CHA+2, INT+4, WIS+4) Onderon Palace
* Baron Do Sage Robe (DC2, WIS+4, 20%/- vs. DS)
* Jedi Master Robe (DC3, FP regen 1)
* Gray Jedi Robe (DC1, CHA+2, FP regen 1)
* Matukai Adept Robe (DC1, CON+2, DEX+2, STR+2)

Light-

* Ulic Qel Droma's Mesh Suit (DC 8, Dex +4, 20/- Cold, Fire)
* Enchani Shield Suit (DC7, Dex +4, 10/- Elec, Energy)
* Mandalorian Heavy suit (DC5, Dex +5, 10%/- vs. Bludgeon, Pierce, Slash)
* Ubese Environmental (DC5, Dex +4, 10/- Cold, Elec, Energy, Fire)
* Reinforced Fiber Armor (DC7, Dex +4)
* Zabrak Battle Armor (DC6, Dex +4, 10/- Cold)

Medium-

* Electromesh Armor (DC7, Dex +6, 10/- Energy)
* Jomah Hogra's Battle Armor (DC11, Dex +2, Immune CH, STR +1)
* Krath Holy Battle Suit (DC9, Dex +2, 15/- Cold, Fire, Sonic)
* Powered Light Battle Armor (DC8, Dex +2, 25/- Sonic, STR +1)
* Sith Battle Suit (DC7, Dex +7)
* Verpine Fiber Ultramesh (DC10, Dex +3)


===========================================
GAMEPLAY NOTES:

--------------------------
General:

* Quick-save often (F4); and quick-load if needed (F5).
* Save in different slots, such as one for beginning of each planet.
* Use the Spacebar to pause the game.
* Be sure to explore all areas on all maps (look for doors to other areas).
* Read your journal to see status of quests.
* Read any datapads you pick up. They usually give strong hints about what you
 need to do to get through the area. Reread datapads by looking at them in
 your inventory.
* Use computer consoles to view rooms and gather data.
* Activate disabled droids to fight for you (often not worth the trouble) but
 does give some extra XP, even if there are no enemies left to fight.
* Pazaak and Swoop racing are just sideline entertainment.
* Look for people and aliens with names. They often have information you need
 or additional quests for you.
* Flash mines only stun and can't open locked doors or containers.
* To level up, you must have current level x 1000 XP to reach the next level,
 so it takes more for each new level.
* Use "Solo" mode to scout with a single character.
* For a better view of your surroundings, press the Caps Lock key.

--------------------------
Team Members:

* Build up team member's skills, feats, and force powers to compliment your
 own.
* Give some team members at least one point in stealth so that they can
 use stealth equipment.
* You can see all available party members' equipment screens while on the
 Ebon Hawk.
* HK-47 can become a team member if you find and install all of his parts.
 However, he is not necessary.
* T3-M4 is a moving upgrade bench
* Give your Jedi members different colored lightsabers to help remember who
 has what (change the colors on the workbench).

Kreia      - Peragus. You will need to talk to her often to learn more about
             the Force (gives you bonuses). She can also upgrade your special
             lightsaber crystal later in the game (several times). Also,
             whenever she is part of your party, you get an XP bonus (~7%).

Atton Rand - Peragus. Has ability to keep fighting while any other party
             member is still up. You can also get a Will+1 increase from him
             when you talk about reading his thoughts.

T3-M4      - Prologue, Peragus. The same from KOTOR 1. He is also a portable
             workbench. Oh, T3 has a message from Carth and Bastila if you
             can get influence with him for advanced repairs. If you can
             repair him three time (takes Repair 24), you can get a WIS+1
             boost.

Bao-Dur    - Telos. He has unique ability to destroy shields and force fields,
             and he has a huge amount of skill points.

Handmaiden - Telos, Hidden Base. Male characters ONLY. Spar with her onboard
             Ebon Hawk at your levels 10, 14, and 18. You can also get the
             Battle Precognition feat from Handmaiden in which your WIS mod
             is added to your DC (talk to her about fighting moves and the
             Enchani style of fighting when it shows).

Disciple   - Dantooine, Enclave Sublevel. Female characters ONLY. He is also
             a portable lab station.

Visas Marr - Ebon Hawk. After you get to 1/4 light or dark side, watch her
             cut-scene with Darth Nihilous, then the next time you enter your
             ship, she will appear. Defeat her and she's yours. Talk to her
             some afterward to gain influence, and possibly Force Insight
             (add WIS mod to Defense).

Mandalore  - Dxun/Onderon. He's a powerful fighter using blaster rifles. As a
             side quest with him in your party, go find some of the scattered
             Mandalorians on the different planets. (He was also in KOTOR 1
             under a different name.)

HK-47      - Ebon Hawk. The same from KOTOR 1. Requires that you find four
             missing HK components, then repair (which doesn't require skill).
             He talks about a quest to find HK-50 droid production plant, but
             that doesn't seem to exist in this version of game.

Mira       - Nar Shaddaa. Requires that you be Light side or Neutral. If you
             get Mira, then you cannot get Hanharr. Whenever Mira is the
             selected character, your party will not set off any mines. Also,
             Mira has a wrist rocket launcher (like Boba Fett), and you can
             make rockets for her at a workbench.

Hanharr    - Nar Shaddaa. Requires that you be Dark Side. If you get Hanharr
             then you cannot get Mira.

G0-T0      - Nar Shaddaa. I didn't find him any more helpful than T3-M4.

You can turn Atton, Bao-Dur, Disciple, Handmaiden, and Mira to Jedi (if you
have good influence with them). They have unique requirements as well:

-----------------------
Gaining Influence-

Atton-      Atton likes to be respected and taken seriously. He has trust
            issues, so almost every line that goes "I trust you" will be
            accepted. Learn his secret at Nar Shaddaa, then talk to him about
            his past.

Bao-Dur-    Gaining influence with Bao-Dur is entirely dependent on him
            being in the party to see your actions. You cannot increase your
            influence with him through general conversation on the Ebon
            Hawk.

Disciple-   He likes the Republic and the Jedi, so all of your conversations
            need to support both.

Handmaiden- Most of your influence with her is won in conversation, and then
            you get the most by sparring with her and winning three times
            (at Exile levels 10, 14, and 18).

Mira-       The best way to get Influence with Mira is to have an Awareness
            11. Ask about why she doesn't kill, follow the Awareness line.
            Then take her to Nar Shaddaa, near the Cantina.

For any of these that you will convert to Jedis, be sure to not level them up
too much: hold some of their level-ups to use after they become Jedis. Below
are some locations for gaining influence with certain characters in your
party:

Dantooine

 Mechanic- Kreia or Bao-Dur
 Atmospheric Sensors- Bao-Dur
 Mercenaries- Handmaiden, Kreia
 Malfunctioning Droid- T3-M4
 Salvager- Visas or Kreia
 Akerre's Hydrospanner- All
 Vrook- Kreia

Nar Shaada

 Repairing the Airspeeder- Atton or Bao-Dur
 Sick Man- Atton, Bao-Dur, or Kreia
 Guy Asks for Credits- Kreia
 Guy Getting Mugged- Kreia
 Droid Merchant- T3-M4

Dxun

 Mandalorian with Permacrete Detonator- Handmaiden, Bao-Dur, or HK-47
 Bounty Hunters- Mira or Hanharr

Onderon Port

 Bounty Hunter Attack- Mira
 Side with Anda- Mira, Visas, or Kreia
 Side with Vaklu- Visas
 Cantina Attack- HK-47, Hanharr, or Visas
 Starport Visa- Atton or Bao-Dur
 Droid Merchant- G0-T0
 Port Guard Captain- HK-47, Atton, or Kreia

-------------------------
Light Side vs. Dark Side:

* The higher your LS score, the less FP it takes for using LS Force powers,
 which can be significant later in game.
* To get max LS points, always choose to save lives, avoid fights, refuse
 rewards, and give people extra money.
* One DS deed can offset several LS deeds.
* Some DS points early in game is not significant; you can easily make up
 for those later.
* With a maximized light side rating, your character gets a mastery bonus:
 - Guardian/Weapons Master gets STR+3
 - Sentinel/Watchman gets CON+3
 - Consular/Master gets WIS+3.

-------------------------
Resisting Dark Side powers:

As shown below, high WIS and CHA modifiers and high Fortitude will help protect
you from Sith attacks:

Force Suppression/Breach
                 Equipment that makes you immune to mind-affecting attacks
Wound/Choke/Kill- DC5 + level + Fortitude + WIS mod + CHA mod
Slow-             DC5 + level + Will + WIS mod + CHA mod
                 Equipment that makes you immune to mind-affecting attacks
Affliction-       DC20
                 Equipment that makes you immune to mind-affecting attacks
Plague-           no save (armor restricted)
Fear/Horror/Insanity-
                 DC5 + level + Will + WIS mod + CHA mod
                 Equipment that makes you immune to mind-affecting attacks
Shock/Force Lightning/Force Storm-
                 DC5 + level + Will + WIS mod + CHA mod reduces damage by 1/2
                 Shields that protect against electrical damage
Drain Life/Death Field-
                 DC5 + level + Fortitude + WIS mod + CHA mod reduces
                   damage by 1/2

Any equipment that improves your saving throws help against these powers.

--------------------------
Battle:

* Vibroblades work better than blasters against shields (early in game).
* Ion-based weapons and grenades are best against droids and shields.
* Early in the game, you will probably get more hits by using normal attack
 rather than choosing active combat feats (to avoid Attack penalties).
* Take time to activate shields and apply stimulants or Force powers for each
 character at the beginning of tough battles.
* For tough fights, gang up on one enemy at a time.
* You can instantly use items from your inventory screen while paused.
* Before you have good Force powers, use grenades to soften up enemies before
 closing in for melee.
* Use concussion, cryo, or adhesive grenades to hold enemy and then throw
 frag, plasma, or sonic grenades to damage.
* With advanced Force powers, you can take out entire rooms without using
 weapons: use Stasis to hold or slow down all, then use Wave twice to damage,
 and repeat.
* You cannot change armor while in a battle.
* Wearing armor will prevent you from using some Force powers.
* Downed party members will revive at end of current battle.
* If all of party dies, load your last quick-save or auto-save, whichever was
 later, and try different tactics.
* To change opponents or order of combat selections, click on Cancel Combat
 and then make new selections.

--------------------------
Ebon Hawk:

* Talk to team members to have them make items (if you have less than 10):
 - T3-M4 creates programming spikes
 - Mira creates grenades
 - Mandalore creates stimulants
 - G0-T0 creates security tunnelers
 - Disciple creates healing pacs
 - Bao-Dur creates shields (only before you get a lightsaber)
* Talk to team members to gain influence.
* Talk to Kreia about your special crystal (without it installed in your
 lightsaber), to get her to upgrade it, and do this more than once.
* Spar with Handmaiden three times.


===========================================
PLANET QUESTS NOTES:

After the prologue, you start on Peragus and then go to Telos. From there,
travel to the planets in any order you want as many times as you want. complete
most side quests to get the XP and chance at LS points.

--------------------------
Prologue (Ebon Hawk adrift):

* This is optional. You can skip this by clicking on noted place in Bridge.
* If skipping, go around and gather up all items first and then skip.
* Get needed parts for hyperdrive from outer hull (use lift).

--------------------------
Peragus:

* Use the torch from the dead miner in the morgue to open some doors.
* Don't worry about missing sith troopers with laser turret, you'll get to
 fight them onboard for XP.
* Shooting at asteroids will not affect anything later but will get you DS
 points.

--------------------------
Telos:

* Use the shuttles to travel to unvisited areas.
* Use the Information Terminals to quickly travel to visited areas.
* Get your gear at TSF office in Entertainment 081 section.
* Talk to Lt. Grenn in TSF office for quests.
* The "New Fuel Supply" quest is completed on Nar Shaddaa later.
* For light-side points, complete the Ithorian quests.
* Apartment A1 has side quest.
* Do NOT destroyed the Bumani Exchange Console and kill the guard. If you
 do, you cannot enter the area and will have to go back to previous
 save or start a new game.
* For underground base, optimize your weapons for defeating droids.

--------------------------
Dantooine:

* Talk to the Administrator Adare, Zherron, and others inside Khoonda to get
 quests.
* Daraala, in Salvager camp near ruins, has some Jedi items for sale.
* After getting quests, go the Enclave ruins, then head to Crystal Cave.
* Talk to Saedhe at crash site near cave before going into cave.
* Help defend Khoonda for light-side points.
* Breaking into north storage door at Khoonda is okay, after getting task to
 improve defenses.
* Akkere has some Thorium charges, which you can buy from him for 1000 credits.

--------------------------
Dxun:

* It takes a Thorium charge to open the Dxun cache door (from Korriban).
* On downed spaceship, repair the core and bring the droids back online. Don't
 overload the droids. Repair each droid and put into patrol mode to have them
 fight for you.
* Use the Mandalorian Guide to quickly go from camp to Ebon Hawk and back.
* Talk to Zuka, Xarga, and Guard Captain for quests needed to get reputation
 points required by Mandalore.
* In jungle, in quest to hunt down scouts, go back south and then west.
* Complete quests before fighting in Battle Circle.
* Be sure to check out containers in shuttle hangar.

--------------------------
Onderon:

* You can find only two extra Starport Visas.
* Go to Dhagon Ghent's lab in Western Square; talk to people with names
 along the way to find out what's happening.
* Return to Merchant Quarter and talk to captain Riiken about Ghent.
* Go to Cantina in Western Square to gather evidence about Suulio's murder.
 Speak to Kiph, Nikko, and Panar.
* Repair the droid merchant for better prices. He also has an HK-47 part and
 droid parts critical to your investigation (after you learn about them in
 cantina from Panar).
* Be sure to complete all other actions, such as taking care of starport visas
 quests, before you have Ghent set up a meeting with the Master Jedi.

--------------------------
Nar Shaddaa:

* To Annoy the Exchange:
 - Help Lootra get with his wife
 - Fix the freighter order for Fassa
 - Agree to help Vogga the Hutt
 - Kill Saquesh
* At refugee landing pad-
 - Talk to droid TT-32 about quest.
 - Talk to Tienn Tubb about changing transponder codes (also has air speeder
   part in shop).
 - Talk to Vossk about bounty hunters.
 - Talk to Borna Lys in swoop racing area for side quest.
 - For LS points, offer to give the Ebon Hawk to its previous owner.
 - Buy items from Oondar before you talk to Geeda (Geeda will have better
   items for sale after you fully complete Dantooine and Onderon if you side
   with her). Return after those planets for better items.
* At the docks-
 - Talk to Fassa for a quest.
 - Talk to Lassavou in flophouse for a quest (has air speeder part as reward).
 - In quarters, use stealth to listen to Aqualish thugs talk about Vogga.
 - Talk to others in quarters for additional side quests.
 - Get air speeder part at Pylon 3.
* At entertainment promenade-
 - Buy Juma juice from bartender.
 - Talk to Domo and have Handmaiden dance.
* At refugee quad-
 - Talk to refugees with names for quests.
 - Then go throughout whole section (search all containers).
 - Repair air speeder with the three parts; have Atton check work for
   influence.
* To get faster notice by Exchange, you can pay Kallah-hah 2000 credits in
 Entertainment Promenade.
* You must fix the airspeeder BEFORE meeting with the Exchange and going to
 Goto's yatch. After that, it will be completely disabled.
* After defeating slavers on Ebon Hawk, be sure that Atton is well equipped.
* Have a good blaster, rockets, and stealth belt in inventory for Mira later
 (You can only make rockets after you met with Mira).
* After completing the above, travel to other areas to trigger meeting with
 Visquist.
* On Goto's yatch, do NOT destroy any utility droids before getting the
 Shutdown code.

--------------------------
Korriban:

* In valley, picking up items from corpses will cause Hssiss monsters to
 attack.
* To hear history of dark lords, go to each tomb entrance.
* It takes a Thorium charge to open the sealed door in the academy (there is
 a charge to be found in area).
* Explore all of academy before going to training room.
* In academy, complete tests at console to open training room and library.
* You must be heavily LS or DS to access the secret tomb at back of shyrack
 cave. Your force power will not always recharge while in the tomb.
* Search the Jedi corpse multiple times to spawn more Hssiss (this is an
 exploit--about same as cheat). It doesn't help to level up too much, because
 as you gain levels, your enemies gain levels, especially the bosses.

--------------------------
End Game:

After you finish all the planets and tie up the loose ends, you can talk to
Kreia to start the end game scenarios by traveling back to Jedi Enclave on
Dantooine. From Dantooine, you will then travel to Telos, and then travel to
the Ravager and back to Telos before heading for Malachor V. You will have
no choice about the destinations.

During the last visit on Dantooine, you should have received the Force Power
Force Enlightenment, which activates the best of your Speed, Armor, and Valor
abilities at once, for less FP. Be sure to use that later.

* On the Ravager-
 - Mandalore will be part of your party. Your other party member should be
   Visas.
 - Three of the four proton cores go to locations along the south side. The
   fourth location is at the top-right side of the screen.
 - You can create a proton core from missiles after one core explodes
   prematurely (use console to activate missile).

* On Malachor V-
 - Have the Exile clear out monsters from all areas of surface and depths.
 - Buff up before going through large gate.
 - At Trayus Academy, exit through one side, clear it out, and then return
   to exit to the other side for more XP.


===========================================
WORKBENCHES AND LAB STATIONS

Lab Stations:

At lab stations, you use chemicals to create new items. You can break down
items for chemicals (or break down items at workbench for components). The
Skill shows what amount of Treat Injury you need to make the item. Chems is
how many chemicals are needed to make the item.

Item               Skill  Chems   Bonuses
----               -----  -----   -------
Medpac                 1     20
Antidote Kit           5     24
Adv Medpac            10     40
Life Support          20     75

Implants
CON 12
 Reflex Package       8     17   Reflex saves +1
 Pheromone Package   17    150   CHA+1, Persuade +1
 Cardio Package      26    450   CON+1
 Strength Package    35    850   STR+1

CON 14
 Retinal Combat       5     37   Awareness +1, immune to CH
 Lornan              18    150   10% electricity immunity, 5% energy immunity
 Biotech             27    450   Regenerate VP 1
 Power               36    850   STR+2, Fortitude +1

CON 16
 Bioantidote         10     37   CON+1, Immunity to poison
 Nerve enhancer      19    150   Immunity to stun, fear, horror
 Reaction system     28    450   DEX+3
 Advanced combat     37    850   Attack +1, Blaster/Rifle weapon focus &
                                  specialization
CON 18
 Strength-D          11     37   STR+1, CON+1
 Immunity-D          20    150   Immunity to CH, poison, stun, fear, horror
 Perception-D        29    450   WIS+2, CHA+1
 Enhancement-D       38    850   Dueling, improved, master;
                                  Two-weapon fighting improved, master

Required implant CON is based on natural CON (no item or force modification).

Workbenches:

At workbenches, you use components to build new items. You can build most
range, melee, armor, and lightsaber upgrades (not crystals), with the required
amount of specified skill. Use a character with the highest skill to build
the items. Your character's Repair level is always used for breakdown (except
when Exile is not in party).

At a skill of 20 Repair, your ability to break down items becomes 100%
efficient. With a high Repair, you can sometimes get hundreds of components
from breaking down an item.

Note, some upgrades add requirements to the weapon you add them to, such as the
Vibration Cell requires that you have the feat Weapon Focus (Melee) to use the
weapon with it attached.

Note: The Miner's Outfit and Jedi Robes are not actually "armor," so most
upgrades won't work with them. You can use some underlays such as as
Environment Underlay and the Biorestorative Underlay.

Refer to the "KOTOR 2 Workbench Items Creation Guide" for more information.


===========================================
MISC. QUEST SOLUTIONS:

Peragus Dormitory Puzzle:

   ...   - 3
   -X..  - 17
   -...  - 13
   X     - 5
   X..   - 7

   To get lift to work, enter the code in reverse:
   7, 5, 13, 17, 3

Onderon Palace, Storeroom:

   Twice first key number exceeds value of its half by 99 - 66
   Reversing second key's digits increases value by 1/5   - 45
   Third key differs from the reverse of its digits by
     twice the product of its digits                      - 39

Nar Shaddaa, Fassa's quest at docks:

   Toggle power to Pylon 2
   At Pylon 2, use following order for docking:
      1. Silver Zephyr
      2. Alakandor
      3. Toorna's Profits

Nar Shaddaa, Vogga's Warehouse:

   3E1D   must become   1E7T
   L7T3                 3L3D

   You rotate a set of four characters:

   1. Turn center block counterclockwise.
   2. Turn leftmost block counterclockwise.
   3. Turn rightmost block clockwise.

Nar Shaddaa, Jekk Jekk Tarr Tunnels:

   Go straight ahead until you reach fan. Turn Left.
   Go straight ahead until you reach fan. Turn left.
   Go straight ahead until you reach fan. Turn right
   Your are then at the exit.
   or
   Go straight through two doors, turn left and go straight through all doors
   to exit.
   (Exit is a far left.)

Freedon Nadd's Tomb, Vault 1 (faulty circuits):

   Find the one that doesn't have any letter showing twice elsewhere.
   The answer is C. eba

Freedon Nadd's Tomb, Vault 2 (missing operators):

   (6 * 2) - 8 + 9 * 1 = 13

Korriban, Sith Written Test:

   ID # 3401726-B853S5O0X001

   Sith Lord not on Korriban                 - Freedon Nadd
   Present LEAST appropriate for a Sith Lord - Gizka
   If at 6 and opposite 16, how many         - 20
   Sith Code                                 - ...victory
   NOT a Paradox                             - I always lie

Locations of the HK-47's parts:

   HK Vocabulator -     HK droid, Peragus
   HK Control Cluster - HK droid, Telos Plateau
                      - Sullustan merchant, Dantooine
   HK Droid Processor - Kodin, Droid Merchant, Nar Shaddaa
   HK Chassis -         HK droid, Nar Shaddaa, Vogga's Warehouse, part of plot


===========================================
COMBAT BASICS:

----------------------------
D&D Die Roll System:

The rules for KOTOR are based on the 3rd Edition of Dungeon & Dragons (D&D),
with some modifications.

Generally each player gets one turn per round, and order of action (for the
entire current conflict) is determined by a character’s initiative. The number
of attacks a player can make per round is based on enhancements such as
“Speed.” The following is highly simplified and only gives a general idea about
how combat works. One 20-sided die is used (1d20); that is, the computer
chooses a random number from 1 to 20.

--Determine who gets to hit first:

   Initiative throw (1d20) plus DEX bonus = Initiative. Order of attack is
    highest to lowest.

--Determine if a hit is successful (Attack roll):

   Attack = Attack roll (1d20) + BAB + STR bonus (DEX for ranged)
    +/- Combat, Force, etc. modifiers

   Defense Class (DC) = Base DC 10 + Armor bonuses + Equipment bonuses +
    DEX modifier +/- Combat, Force, etc. modifiers

   When Attack >= DC, you get a hit (which does NOT determine the amount of
   damage).

--Determine how much damage the hit causes (Damage Roll):

   Damage = Weapon die roll + STR bonus (DEX for ranged) + Weapon bonus
    +/- Combat, Force, etc. modifiers of you and opponent
</pre><pre id="faqspan-2">
Note: Feats, circumstances, and special items can affect all the above.
     In KOTOR 2, the Weapon Finesse: Lightsabers feat will allow you to use
     the DEX instead of STR bonus for lightsaber attacks (thanks to VaMinion
     for correction here).

A Critical Hit is an Attack roll of 20 (or could be more based on equipment and
feats in use). When a Critical Hit is rolled, a new Attack roll takes place. If
that Attack roll is a hit, then the following Damage roll amount is doubled
(or more based on equipment and feat bonuses).

--------------------------
Saving Throws:

Certain hazards use Saving throws, meaning that the opponent or device gets
a 1d20 die throw and the victim gets a die throw plus any saving modifiers.
So, a higher saving throw helps to reduce or prevent damage. Each is affected
by a physical attribute: DEX for Reflex, CON for Fortitude, and WIS for Will.

- Fortitude saves against disease, poison, or paralysis
- Reflex saves against damage from mines or grenades
- Will saves against mental influence or Force mind attacks

A level 15 Sentinel will have the following saving throws, with the recommended
attributes:

    No Equipment
Fort   -  12
Refl   -  10
Will   -  9

These numbers can be increased with equipment and weapons.

--------------------------
Base Attack Bonus (BAB):

The BAB is the Attack bonus your character gets as you level up. A BAB of +5
means that the character gets a +5 Attack bonus. In KOTOR II, all characters
gain one BAB per level.

Note: KOTOR BAB does not follow regular D&D rules: you will only have one
attack per round, but a round is only 3 seconds instead of 6. See the next
section.

--------------------------
Attacks per Round:

You always get one attack.
Flurry will give an extra attack (with DC and Attack penalties).
Using two weapons or a double-bladed weapon will give an extra attack (with
 Attack penalty).
Using Knight Speed will give an extra attack (with DC bonus).
Using Master Speed will give an extra two attacks (with DC bonus).

Therefore, maximum attacks per round is 5. (One from base, one from flurry,
one from two weapons, two from Master speed.)

-------------------------
Dueling vs. Two-Weapons:

With maximized character stats at a level 20 character build:

Dueling maxed = Attack+3, DC+3
Max of 4 attacks/round

Two-weapons maxed = Attack 0/-2
Max of 5 attacks/round

Defense, using Master Flurry and Knight Speed =
 10 base + 6 Jedi Defense + 5 armor + 5 DEX - 1 Flurry + 4 Knight Speed = 29
Two-Weapon = 29
Dueling    = 29 +3 = 32 (10.3% less chance of being hit)

Attack = BAB 20 + 5 STR + 5 weapon + 1 feats = 31
Two-Weapon Main = 31 (4 attacks)
Dueling = 31 + 3 Dueling = 34 (4 attacks)(~10% greater chance of hitting)

Two-Weapon left = 31 - 2 = 29 (1 attack)(~15% less chance of hitting)

So, Two-weapons vs. Dueling = 4 10% weaker attacks = 40% greater chance that
                                                    one attack will miss
                             1 extra attack with 15% greater chance of missing

Summary: Two-weapons are better against weaker opponents and Dueling is better
against strong opponents, most noticeably early in game. Not enough overall
difference between the two, so go with whatever you think looks better.
However, at the higher levels (20+) the % difference between dueling and two-
weapon use becomes increasingly less, making dual weapons a better choice,
especially for the two sets of lightsaber upgrades.

--------------------------
Bugs Still in Program:

* Telos: Do NOT destroyed the Bumani Exchange Console and kill the guard. If
 you do, you cannot enter the area and will have to go back to previous a
 save or start a new game.

* G0-T0's Yatch: Do NOT destroy any utility droids before getting the
 Shutdown code.

* On Dantooine or in smoky areas, the game can slow to a crawl. This can be
 fixed by adding this line to the [Graphics Options] section in the
 swkotor2.ini file

   Disable Vertex Buffer Objects=1

* If program is too choppy, try disabling the Frame Buffer Effects or changing
 the levels of AA or Anistrophy.


===================================
COPYRIGHT:

This document is copyright (c) 2005 to Greg Ash.

This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.

Star Wars: Knights of the Old Republic II: The Sith Lords is a property of
Lucasarts, Bioware, and Obsidian, and all related marks are Trademarks,
Registered Trademarks, or Copyrights owned by the respective companies. All
rights reserved.


====================================
VERSION INFORMATION:

V1.0  –  1 April 2005 - Guide is complete.
V1.01 - 20 April 2005 - Added correction to D&D Die Roll System about the use
       of DEX with lightsabers (thanks to VaMinion).
V1.1  - 29 April 2005 - Removed some equipment redundancies and cleaned up
       some more text throughout.
v1.2  - 10 May 2005 - Added locations to Gaining Influence section and some
       misc. notes.

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