==============================================================
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: [email protected] (that's LXKG21XL)
AIM: lxKG21xl (that's LXKG21XL)
===============================================================

This FAQ was created with the purpose of informing people of the
various aspects of character building in Star Wars: Knights of the Old
Republic. It includes suggestions for the various character classes,
and advice on how to upgrade the various playable characters in this
game.

**NOTE**

This FAQ DOES NOT reveal major plot points, however it DOES reveal the
different playable characters. If you wish this information remain
undisclosed to a particular person and/or persons, then do not read the
text below.

=======================================
--------   INTRODUCTION   --------
=======================================

The following includes information detailed above. Please send
suggestions or comments to the e-mail found at the very beginning of
this FAQ. If using Windows use the Find feature (Ctrl+F) and Table of
Contents to locate a section of the guide quickly and efficiently, and
read that sections briefing and information.

This FAQ is to only appear on www.gamefaqs.com, www.gamespp.com,
www.starwarsknights.com, and www.ign.com (Free Content ONLY) unless a
personal e-mail addressed by Stephen Townsend, whose username is KG21,
gives permission to use it. All new versions will debut at
www.gamefaqs.com first. All sites which receive confirmation e-mails to
use my FAQs (which are listed here and at the end of this FAQ) may use
the updates from www.gamefaqs.com, or if they prefer, I could e-mail
them the updates.


==========================================
--------   TABLE OF CONTENTS   --------
==========================================

1. Update Information
2. Game Controls
3. Stats
4. Skills
5. Feats
6. Force Powers
7. Character Class Strategies
8. General Upgrade Tips
9. Character-specific Strategies
10. Thanks
11. Copyright Information


==========================================
--------   UPDATE INFORMATION   --------
==========================================

VERSION ONE
JULY 21, 2003

Started FAQ today. Future updates will most likely include little
things like specific items to improve stats, additional strategies,
etc. The majority of this FAQ will appear in its first few
installments.

VERSION TWO
July 22, 2003

FAQ still hasn't been posted as of 4:09 pm, but I decided to start
revising the FAQ. Things like more detailed descriptions and ratings
have been added. Remember to throw any suggestions at my e-mail which
can be found at the beginning of this FAQ. Expect even more detailed
descriptions in the future, such as individual Feat/Force Power
upgrades.

VERSION THREE
July 23, 2003

FAQ is starting to take a definite shape, now. While I would LIKE to
include things pertaining to the game, such as area-specific items, and
such venture to add such things would result in straying from the
primary objectives outlined at the beginning of this FAQ. I MAY make
other FAQs, but chances are others will beat me to it. You never know,
though. Look for more detailed descriptions on how to upgrade all the
various characters throughout the game in future versions. Remember to
send suggestions to my e-mail ([email protected]) to make this FAQ
better.

VERSION FOUR
July 24, 2003

FAQ updated with even MORE detailed descriptions, and some things to
fix/change to better suit people who read it. Credit goes to Jason
Partin and Deatheven13 for informing me on some things which might've
appeared misleading. To see exactly what they helped me with, see the
Credit section. I also added some more sites which can use this FAQ. I
also re-did some Ratings and descriptions. Lots of people have been
complaining about how Power Attack/Power Blast really aren't that bad,
so I've decided to be a little nicer on those Feats. I'm running out of
ideas for future updates, as I'm SUPPOSED to restrict this FAQ to
solely Character Building, so if you have suggestions e-mail me! Look
for Version Five to be a BIGGER update, with lots of more information
on character equipment and such.

VERSION FIVE
July 28, 2003

Welcome to the most likely last update of my FAQ. Lots of people have
given me advice (and some have refused to take Credit ;)) and they will
all be honored in the Thanks section. I thank all of those people, and
all the websites hosting my FAQ to further spread the knowledge. Lots
of things have been corrected, and if you have any personal problems e-
mail me them and I'll be glad to consider your advice and/or answer any
questions. Thanks to everyone who helped me make this FAQ a somewhat
success to the newbies (hey, I was one...) to this type of game.
Without further adieu, enjoy the (probably) last version of the FAQ!

======================================
--------   GAME CONTROLS   --------
======================================

Left Trigger - Cycle through menus, items, objects, friends, and
enemies using the Left Trigger.

Right Trigger - Cycle through menus, items, objects, friends, and
enemies using the Right Trigger.

A Button - Use to confirm choices and select combat and dialogue
options.

B Button - Use to cancel combat or menu selection.

X button - Use to stack combat orders. Example: Select "Attack" by
pressing "X", then select "Medpack" by pressing "X". Your character
will then attack, then use a medpack. Slightly time efficient.

Y Button - Use to cancel any stacked orders issued by the "X" button.

Left Analog - Used to move your character throughout the areas of
KOTOR. Also used to select dialogue, combat, and menu options.

D-PAD - Used to select items from the action menu in the lower left
corner of the screen.

Start Button - Used to pause the game at any time during the game
(except cutscenes).


==============================
--------   STATS   --------
==============================

The following section includes information on the stats of the game
(which includes Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma) and their functions. For specific stats, see
section "Character Class Strategies".

STRENGTH - Strength is a very vital stat to anyone who wishes to engage
in close quarters combat. Seeing as how lightsabers are much cooler
than blasters, most people will opt to increase this stat quite fairly.
Strength also increases your chance to hit an enemy, which is important
to keep in mind if you wondering why your character never seems to make
contact with a melee weapon.
Recommended for Soldiers and Scouts.

DEXTERITY - Dexterity is basically Strength for ranged weapons. It is
the attribute which determines how often a ranged weapon will hit the
enemy it is aiming at. This stat also determines how often your
character blocks and dodges attacks. If you plan on using blasters,
upgrade Dexterity. If you plan on using melee weapons, upgrade
Dexterity for it will be effective for dodging attacks in close
quarters combat.
Recommended for all classes.

CONSTITUTION - This stat determines any extra hit points your character
can have. Don't bother upgrading Constitution past a stat level of 10.
The only circumstance in which you should upgrade Constitution past
this is if you are playing as a Scoundrel class character. In this
case, consider taking it up to 12, but mostly rely on items which raise
Constitution.
Recommended for Scoundrels.

CONSITUTION (cont.)
The following is a brief description of Constitution and various other
things pertaining to it. All credit goes to wolfy42, and the content
here is as is in its original form.
    "Also constitution is actuallyusefull....as it affects your
fortitude saving throw as well as your maximum hp. For a pure force
using consolur 2 scoundrel/18 consoluer....with 16 base wisdom all
stats added to wisdom...14 cha. I got the implant feats..and used the
+4 constitition implant for the +40 max hp and +2 to saving throws
combo. It's very nice. This can allow you to keep constitition
lower...but in reality you don't need to and having the extra hp helps.
you can basically have a 16 in your primary stats....and the rest of
your stats are 14..with an 8 and 10 on your two non-essential stats.

So you can have a

8 str
14 dex
14 con
16 wisdom
10 int
14 cha

For instance. Then put all your stats into wisdom from leveling up. At
lvl 20 you will have a 21 base wisdom +5 from robes is a 26 base
wisdom.....and 14 cha...giving you a total of +10 from stats towards
opponents not saving vs your spells and making certain of your powers
like healing more effective (which is usefull when your dark and it
costs alot heh). With the bonus of +6 from your consoluer power towards
chars not saving against you.....you have a +16 all together. Making it
almost freaking impossible for anyone (even the end boss) to save vs
your force abilities.

To top that off....with 16 base wisdom...and becoming a jedi at lvl
2....you gain +3 force points per levl...untill lvl 8....+4 per level
untill lvl 16...and +5 force points from lvl 16-20. Thats alot of force
points you gain. Just from your wisdom you get an extra 72 force points
of so. You end up with the maximum chance to have your powers work
(altho force immunity still hurts vs jedi). And still have decent hp/ac
etc."

INTELLIGENCE - This is a fairly useless stat for your player character.
Some other characters like T3-M4 have a good intelligence, which is
good because Intelligence determines your Skill bonus points. If you
raise Intelligence, you'll have lots of points to spend on Skills.
Rather useless, since most characters in the game are better at things
than you anyhow. Don't raise Intelligence at all, if you ask me.
Not recommended for any class except possibly Scoundrel.

WISDOM - Wisdom is essential for Jedi. This number determines the Force
point bonus points per level. Basically, you get to acquire more Force
Powers when you upgrade Wisdom to a higher level. This is a great skill
to invest in, for it gives you more points to spend on Force powers,
which are essential to defeating more powerful enemies. It also
determines how you resist the force powers set against you. Only
upgrade Wisdom on Jedi characters. For non-Jedi characters, simply use
items which give higher Wisdom, or have protection against Mind-
Affecting powers.
Recommended for players who wish to use more force powers.

CHARISMA - Charisma determines your Persuade skill to an extent, as
well and modifying various elements such as force powers. This is
mainly used when relying on defensive Jedi powers and using the
Persuade ability to gain more conversation options. I'd recommend not
raising Charisma too high. 10 is a solid number to leave it at, just to
negate the negative modifier effects. For those still confused,
Charisma adds bonus points to Force-related Feats and some Force
Powers.
Recommended at low levels for all characters.

================================
--------   SKILLS   --------
================================

The following section outlines various Skills used outside of combat
situations. Your player character will most likely not be dominate in
more than three or four of these attributes. I'd suggest not even being
dominate in more than two. Keep to a few aspects to thrive in. This
results in a specific character that does specific things. This also
further implies the uniqueness of each character.

COMPUTER USE - Corresponding Attribute is Intelligence. The higher this
skill, the fewer amounts of Computer Spikes needed to use commands on
computer systems. Have T3-M4 be a character high in this skill. You may
want to upgrade your own character by two or three, and then wear items
to bump it up to four, just to save a spare spike or two. Later in the
game, spikes aren't expensive, and you'll have plenty of cash, so don't
bother upgrading this with your main character.
Recommended at low levels for Scoundrel class and possibly Scouts.
Recommended at high levels for T3-M4 and possibly Mission
Skill Rating: 3.5/5

DEMOLITIONS - Corresponding Attribute is Intelligence. Mines are items
that are put in various fields around the game. The ability to disarm
or recover these mines is determined by Demolitions. Most the time
mines have very minor effects and hardly harm your party, but
concentrate on having T3-M4 and at least one other character skilled in
Demolitions. You can attempt to recover and use mines against your
enemies, but often the mines are ineffective compared to your other
weapons.
Not recommended for character classes. Recommended for Canderous, T3-
M4, Zaalbar, and possibly HK-47.
Skill Rating: 3/5

STEALTH - Corresponding Attribute is Dexterity. Scoundrels are really
the only class who will use this skill. Use Stealth to sneak up on
enemies and get the first hit. Don't bother upgrading this with anyone
except Juhani (and possibly Mission) and your player character if you
are a scoundrel.
Recommended at medium levels for Scoundrels. Recommended for Juhani and
possibly Mission.
Skill Rating: 2.5/5

AWARENESS - Corresponding Attribute is Wisdom. This skill helps you
spot hidden objects like mines and enemies who are using Stealth.
Awareness remains active at all times, however running incurs at minus
five penalty against it.
Recommended at high levels for Bastila. Mines don't cause that much
damage, and there are very few stealth enemies (I don't recall ever
seeing any in my experiences).
Skill Rating: 2/5

PERSUADE - Corresponding Attribute is Charisma. This is a great skill
for any character, especially if they wish to follow the Light Side of
the game. It can open up different options, and often leads to earning
greater rewards. Other characters can't access this skill, however,
which makes it unique and a skill worthy of at least 6 points (I had
mine around 10+).
Recommend for all player characters.
Skill Rating: 3.5/5

REPAIR - Corresponding Attribute is Intelligence. This skill is vital
for your droid characters. Upgrade this to around 10 for each, if not
more. For droids this stat determines the extent to which they heal
themselves. For player characters, this determines the ability to
repair broken droids and the amount of repair spikes it will cost.
Zaalbar is a good non-droid character to be skilled in repair with.
Optional: Your player character can "repair" one of the other playable
characters (HK-47) and increase its stats. You might, therefore, want
to invest in Repair.
Recommended for characters wishing to improve HK-47. Recommended for
T3-M4, and possibly Zaalbar and HK-47.
Skill Rating: 3.5/5

SECURITY - Corresponding Attribute is Wisdom. Early in the game most
locked doors can be forced open with the "Bash" option. Later, however,
certain areas are inaccessible unless they are broken in to by using
Security. I wouldn't recommend upgrading this will too many characters.
It's useful, but most the time locked areas contain average items you
have several of and can go without. It's good to at least have one
party member in your party with at least 2 security, though.
Not recommended unless you do not have characters in your party skilled
at security. Recommended for T3-M4, Mission, and possibly HK-47.
Skill Rating: 4/5

TREAT INJURY - Corresponding Attribute is Wisdom. Early in the game
this skill in very valuable. Later, however, when you have Jedi powers
to heal yourself, this skill is rather pointless. Raise this at least
to 5 on every character, and 10 to characters using ranged weapons that
might not be healed by a Jedi's powers during combat.
Recommended at medium to high levels for all classes. Recommended for
Canderous and Zaalbar.
Skill Rating: 4/5

TREAT INJURY (cont.)
The following is yet another of GFaqs user's wolfy42's advice to me.
All credit goes to him, and the following description is in its
unaltered, original form.
    "Treat injury isn't pointless at all later on btw. In many of the
later fights...you won't have much time to regen between combats...like
when the sith are swarming or when your fighting the end boss. And
using your life support packs is a great way to heal....especially
since even with a 1/2 lvl in treat wounds you will heal much more with
life support packs then with the jedi heal ability. See the advanced
medpacks and the life support packs multiply your treat wounds skill
for healing. Advanced is only x2....no biggie....but life support is
x5......for an extra 50 healing with a 10 treat wounds...thats a pretty
big deal for 10 skill points. Add in the fact that not only does wisdom
boost your treat wounds skill....but it also adds more healing to
medpacks by itself....and a character with a very high wisdom like my
consoler never uses heal on himself....he just uses it to heal
teamates. With a 26 wisdom at the end of the game you have a +8 to
treat wounds......with a base of 10 thats 18 treat wounds...which is
+90 hp healed....add on the +10 from wis/cha +8 and +2...and you have
+100 hp to your base life support healing. This is very nice."


===============================
--------   FEATS   --------
===============================

Feats are some of the most important abilities in KOTOR. They are often
combat-specific moves which make dispatching foes much easier. Most of
these have their drawbacks, however, which will be explained here.
Others simply permanently increase stats and abilities. All Feats are
explained here.

TWO WEAPON FIGHTING
Basic - Reduces penalty of using two weapons or double bladed weapon.
Improved - Further reduces penalty of using two weapons or a double
bladed weapon.
Master - Almost completely reduces penalty, and when combined with
short sword in the off-hand, completely nullifies any penalties.
Description: VERY important skill for any character planning on using
two lightsabers or a double bladed lightsaber. Lessening the penalty of
Hit% and allowing you to dish out more damage, this feat is essential
to any character using two weapons or a double bladed lightsaber.
Master level is pretty useless for characters you won't be using much
in combat, so only acquire it for combat-heavy characters.
Recommended to any characters using two weapons or a double bladed
weapon.
Feat Rating: 5/5

ARMOR PROFICIENCY
Light - Allow wearer to use Light Armors
Medium - Allows wearer to use Medium Armors.
Heavy - Allows wearer to use Heavy Armors.
Description: Don't bother upgrading this with any Jedi characters. Only
bother upgrading to Heavy Armor Proficiency with characters like Carth
and Canderous. While this WILL decrease their DEX, which IS important
to range-attacking characters, using upgradeable heavy armor and
increasing their DEX through upgrades is the best course of action. For
other non-Jedi characters, focus on Light armor like Combat Suits,
which offer average defense with average Dexterity bonuses.
Recommended to and Jedi you wish NOT to use Force Powers with, and any
non-Jedi characters fighting in close quarters combat.
Feat Rating: 2.5/5

CAUTION
Level One - Adds plus one to escape bonuses when dealing with
Demolitions and Stealth.
Level Two - Adds plus two when dealing with escape bonuses with
Demolitions and Stealth.
Level Three - Adds plus three when dealing with escape bonuses with
Demolitions and Stealth.
Description: Adds bonuses with Stealth and Demolitions. Only acquire
this skill with T3-M4, and possibly others high in Demolitions and
Stealth, like Juhani, Zaalbar, and possibly Mission. For the most part,
ignore this skill.
Recommended for T3-M4.
Feat Rating - 2/5

CRITICAL STRIKE
Regular - Raises Hit%, adds approximately 2-12 points of extra damage
to a target enemy.
Improved - Raises Hit%, can triple the previous amount.
Master - Raises Hit%, can quadruple the original amount.
Description: Use this skill with characters like Zaalbar who are in the
thick of combat. This skill can potentially cause double the damage
your character would usually cause, and raises Hit%. When combined with
Lightsaber crystals which increase Critical Strike damage and Hit%,
this skill is one of the most effective. Only applies to melee combat.
Recommended at second level for all melee combat characters.
Feat Rating - 4/5

EMPATHY
Regular - Increases Persuasion, Awareness, and Treaty Injury bonuses.
Improved - Further increases Persuasion, Awareness, and Treat Injury
bonuses.
Master - Fullest extent of Persuasion, Awareness, and Treat Injury
bonuses.
Description: Increases bonuses in Awareness, Treat Injury, and
Persuasion. This isn't useful for anyone except your character. Don't
bother upgrading it unless you want higher Persuasion, Treat Injury, or
Awareness. Ignore this skill.
Not recommended for anyone except the player character should they have
a lower persuade skill and no Mind Affect Force Powers.
Feat Rating: 1.5/5

FLURRY
Regular - Allows for an extra attack each round at the expense of minus
four to defense.
Improved - Allows for an extra attack each round at the expense of
minus two to defense.
Master- Allows for an extra attack each round at the expense of minus
one to defense.
Description: Probably the best melee combat feat. This skill lowers
your defense by -4,-2,-1 respectively, but it enables you to make an
extra attack each round of combat. Get ATLEAST level one Flurry with
all melee combat characters. Level two grants a 50% reduction of
defense reduction, and is well worth the Feat Point. Level three,
however, only lowers it by a single point, so only acquire level three
Flurry with possibly your main character, and other Jedi characters you
plan on using a lot. Only applies to melee combat.
Recommended at level two for any combat characters. Pursue level three
for Scoundrels and low defense characters like Jolee should they be
involved in melee combat.
Feat Rating: 5/5

GEAR HEAD
Level One - Gives a plus one bonus to Security, Repair, and Computer
Use.
Level Two - Gives plus two bonus to Security, Repair, and Computer Use.
Level Three- Gives plus three bonus to Security, Repair, and Computer
Use.
Description: Gives +1, +2, and +3 respectively at higher levels to
Security, Computer Use, and Repair. As with Caution, use this only with
T3-M4 and characters you want skills with in Security, Computer Use,
and Repair. Ignore this skill for the most part.
Recommended for T3-M4 and possibly Mission.
Feat Rating: 2/5

CONDITIONING
Level One - Gives plus one to all saving throws and decreases chance of
acquiring negative combat effects.
Level Two - Gives plus two to all saving throws and further decreases
chance of acquiring negative combat effects.
Level Three - Gives plus three to all saving throws and further
decreases chance of acquiring negative combat effects.
Description: Give this skill (+3, if possible) to every character you
have. This gives you bonuses on all your saving throws
(Reflex/Will/Fortitude). Very useful skill, although other combat-
oriented skills should be acquired before this one.
Recommended for all characters, and should be acquired late in the
game.
Feat Rating: 3.5/5

IMPLANTS
Level One - Allows use of Level One implants.
Level Two - Allows use of Level Two implants.
Level Three - Allows use of Level Three implants.
Description: Scouts start with this ability, although acquiring it with
a few ranged attackers is a good idea. It can increase various stats
like DEX and CON. Don't bother upgrading this with Jedi, but rather
with characters like Carth and Mission, who could benefit from the
extra DEX due to wearing a medium or heavy armor.
Recommended for a few select characters like Canderous and player
character if not a Scout.
Feat Rating: 3/5

POWER ATTACK
Regular - Adds plus five to regular melee attack at the expense of
defense.
Improved - Adds plus eight to regular melee attack at the expense of
defense.
Master - Adds plus ten to regular melee attack at the expense of
defense.
Description: Don't upgrade this at all. In the beginning, Zaalbar's
Improved Power Attack is very useful, however at later levels Critical
Strike and Flurry blow this feat out of the water. Don't upgrade this
feat with any characters. Applies to melee combat only.
Not recommended for anyone. Don't upgrade this feat unless you feel you
have absolutely nothing to gain from choosing a different feat.
**NOTE**
Some people seem to think Power Attack is just as good as Flurry at
high levels. If you've already started upgrading it, or wish to upgrade
it with Zaalbar fully, then go ahead.
Feat Rating: 3.5/5

POWER ATTACK (cont.)
The following is a description of many, many things, mainly focused
around the uses of the Power Attack. They were sent to me by GFaqs user
wolfy42, so all compliments on this description should be directed
towards him. The description is unaltered (you'll soon see why ;) ) and
in it's original form.
    "For instance.....if you start with a 16 dex...and add all level
up points to it. Leaving str at only 10. This will give you a very high
AC later in the game with your robes on....even without master valor
going you will have 22 dex base...which is +6 to your ac. This works
very well in conjunction with a scoundrel/guardian character or
scoundrel/counsoler character. Since you get the highest of str or dex
bonus to your to hit on lightsabers....you don't lose out on having a
16 dex instead of str for your chance to hit enemies....and thats where
power attack comes in.

My two-weapon using maxed critical attack...maxed str character is sick
don't get me wrong. He uses two normal lightsabers...with the critical
crystals in each....and master critical going. Verses normal opponents
his really amazing and even against bosses....1 or 2 rounds usually
does it. And since he's a scoundrel/guardian...lvl 8/12 he has a great
defense. But what about the character that dosn't want to specialize in
melee only? Who wants a high wisdom and cha?

Well thats where going the dex route works well. A scoundrel 8/12....or
2/18 which is what mine is. Gets a ton out dex and wisdom. By taking a
16 dex....14 wisdom/cha/con and 10 str.....and putting all your points
into dex...you end up with a very powerfull character without alot of
feats used. You are not as good as a pure melee char. But this is more
of a jedi power using character anyway.

When your str isn't very high...it helps alot more to have +10 dmg
added to every attack (adding 40dmg per round) then getting another 20
dmg attack off....or having a 40% chance to crit hit per
attack......since certain monsters/bosses are immune to criticals.
Power attack works well for any character with a low str really. And
with equipment like gloves/implants etc boosting your dex you can get a
seriously high dex (it's actually possible to beat all robes till the
ones from the star forge or queb's robes with just your dex bonus
(which lets you have your girl char run around nekkid if you want heh).

With a 16 base....+5 from leveling you have a 21 base dex. Add 5 from
master valor and you have a 26. Add 2 from gloves and you have a
28...and 2 from implant for a 30. Thats +10 to ac...not quite as much
as a master robe which is +3 ac and 8 max from dex...but close!:) With
a stim tab going tho...you can have +6 more to your dex...making it +13
to your ac...which is better then anything but queb's/star forge. This
much ac of course makes you pretty much invulnerable to melee
attacks...gives you such a high reflex saving throw that you never even
notice grenades. And still makes you hit everything with your eyes
closed. For the pure non-melee char you can leave your str at 8 (thats
what mine has) since boosts from master valor will get rid of the
negative later anyway. And compared to the bonus from power attack and
your base saber dmg...the power attack isn't that big."

Thanks again, wolfy!

POWER BLAST
Regular - Adds plus five to regular ranged attack at the expense of
defense.
Improved - Adds plus eight to regular ranged attack at the expense of
defense.
Master - Adds plus ten to regular ranged attack at the expense of
defense.
Description: Same as above. Don't bother upgrading it. It only adds up
to 10 points of damage, whereas a Rapid Shot feat can add several,
several more.
Not recommended for ranged attackers or anyone else. Only acquire if
you have all other essential Feats acquired.
**NOTE**
Same as above, but to a lesser extent. Power Blast still takes a long
time to fire off, so I really wouldn't recommend it over Rapid Shot,
but again, if you've started upgrading it, go ahead and Master it.
Feat Rating: 3/5

RAPID SHOT
Regular - Allows an extra attack each round at the expense of minus
four to defense.
Improved - Allows an extra attack each round at the expense of minus
two to defense.
Master - Allows an extra attack each round at the expense of minus one
to defense.
Description: The "Flurry" version for ranged attacks, this skill should
be your main feat used by ranged attackers. Considering ranged
characters are usually outside the melee combat characters, the defense
penalty of using this feat is nearly negated. Only upgrade the first
Rapid Shot, unless you insist on the reduced defense penalty.
Recommended for all ranged attackers.
Feat Rating: 4.5/5

SNIPER SHOT
Regular - Raises Hit% and can cause 2-12 points of damage.
Improved - Raises Hit% and can cause triple the amount of attack.
Master - Raises Hit% and can quadruple the original amount, resulting
in double damage.
Description: This is the "Critical Strike" version for ranged attacks.
Capable of stunning an enemy, use this with Canderous, and master it
with Mission (who starts with it at a Regular level). Upgrading Carth
with this is optional, although it isn't a bad idea. Also upgrade this
with HK-47.
Recommended for HK-47, Mission, and Canderous.
Feat Rating: 4/5

BLASTER PISTOL
Regular - Raises Hit% and upgrades weapon proficiency by one.
Improved - Raises Hit% and upgrades weapon profiency by two.
Master - Raises Hit% and upgrades weapon proficiency by three.
Description: Upgrades proficiency by +1, +2, or +3. Upgrade this with
Carth (and Mission, if you choose to give your pistols). If you start
on this path, master it.
Recommended for characters using double pistols.
Feat Rating: 3/5

BLASTER RIFLE
Regular - Raises Hit% and upgrades weapon proficiency by one.
Improved - Raises Hit% and upgrades weapon proficiency by two.
Master - Raises Hit% and upgrades weapon proficiency by three.
Description: Upgrades proficiency by +1, +2, or +3. Use rifles with HK-
47. If you start on this path, master it.
Recommended for HK-47 or any characters using rifles.
Feat Rating: 2.5/5

HEAVY WEAPONS
Regular - Raises Hit% and upgrades weapon proficiency by one.
Improved - Raises Hit% and upgrades weapon proficiency by two.
Master - Raises Hit% and upgrades weapon proficiency by three.
Description: Upgrades proficiency by +1, +2, or +3. Canderous is
already mastered with Heavy Weapons, but if you choose to use Heavy
Weapons with HK-47 (not advised) then master this.
Recommended for Canderous or any heavy weapon-using characters.
Feat Rating: 3/5

LIGHTSABER
Regular - Raises Hit% and upgrades weapon proficiency by one.
Improved - Raises Hit% and upgrades weapon proficiency by two.
Master - Raises Hit% and upgrades weapon proficiency by three.
Description: Upgrades proficiency by +1, +2, or +3. Master this with
any combat-oriented Jedi in your party. Consider NOT allowing Jolee to
continue down this path, since he is much more useful as a Force
character. If you start on this path, master it.
Recommended for all Jedi in your party, except possibly Jolee.
Feat Rating: 4/5

MELEE WEAPONS
Regular - Raises Hit% and upgrades weapon proficiency by one.
Improved - Raises Hit% and upgrades weapon proficiency by two.
Master - Raises Hit% and upgrades weapon proficiency by three.
Description: Upgrades proficiency by +1, +2, or +3. At the beginning
upgrading this might seem like a good idea, but once you get
lightsabers this is quite useless. Upgrade with this Zaalbar and
Mission (should you use melee weapons with her). If you start with this
path, master it.
Recommended for Zaalbar only, unless Mission is a melee combat
character in your game.
Feat Rating: 3/5

JEDI DEFENSE (Limited to Jedi)
Regular - Allows deflection of blasters, with a damage bonus of plus
two (?)
Improved - Adds damage bonus of plus five (?) to blaster deflections.
Master - Adds damage bonus of plus eight (?) to blaster deflections.
Description: This skill is the efficiency of deflecting blaster shots.
It's advised to upgrade this skill should you decide not to wear armor,
but Jedi robes. Upgrade this feat at least twice should you decide to
wear robes. Mastering this feat is optional, though advised with Jolee.
**NOTE**
James Fenix had this to say about Jedi Defense:
    "In your faq for Knights of the Old Republic you have a small
mistake in one of your feat descriptions.  For Jedi Defense the game
uses a simple formula.  Whenever a blaster is used against a character
with this feat the defending player makes an attack roll.  The
defending players attack roll is compared to the attacking characters.
If the defender has a higher attack roll the blast is deflected.  If
the defender wins by 10 or more then the blast is reflected back at the
original attacker.  It does defualt damage.  The bonus the upgrade
feats give you is only used to pump up the defenders attack roll making
it easier to deflect blasters and more likely to reflect back at the
attacker."
Recommended for all Jedi in your party wearing robes.
Feat Rating: 4.5/5

TOUGHNESS
Regular - Adds plus one to vitality for each level gained and all
previous levels gained.
Improved - Reduces damage by two for damage taken in each round.
Master - Adds plus one to vitality for each level gained and all
previous levels gained.
Description: It adds +1 to health at level one, reduces damage by 2 per
damage taken at level two, and increases another health point at level
three. This may seem like a great skill to have, although it is
essentially a poor feat. This is essential to Mission and scoundrel
characters. Otherwise, ignore it, or upgrade it once or twice, or if
you have very poor defense.
Recommended for Scoundrel characters and Mission.
Feat Rating: 3/5

TOUGHNESS (cont.)
Once again, here's wolfy42 with some advice on Toughness. As with all
the rest of wolfy's advice, it remains in its original state, unaltered
by any means.
    "Toughness lvl 2 seems to take 2 dmg away per hit...not per round.
This is a big difference when fighting multiple enemies and is extremly
usefull in combination with high defesne or hp characters. And is
basically mandatory for low defense/hp characters. dueling and
toughness level 2 are probably the best defensive boosts you can get
low level from feats. I get them asap. For my force using char I always
max dueling for the ac bonus. And I usually end up maxing toughness for
all my main chars just so they have at least 250 hp by the end of the
game....help alot in the last fight."

JEDI SENSE (Limited to Jedi)
Level One - Increases Jedi defense by two.
Level Two - Increases Jedi defense by four.
Level Three- Increases Jedi defense by six.
Description: It increases defense by 2, 4, and 6 respectively and is a
great skill for any Jedi, so long as they don't wear armor.
**NOTE**
Wolfy42 (what a surprise, huh?) informed me this is upgraded
automatically. My mistake in previous versions for telling people to
upgrade it.
Automatically given to all Jedis.
Feat Rating: 4/5

DUELING
Regular - Adds plus one bonus to attacks using a single handed weapon.
Improved - Adds plus two bonus to attacks using a single handed weapon.
Master - Adds plus three bonus to attacks using a single handed weapon.
Description: This feat increases bonus damage by 1, 2, and 3 at
respective levels. You shouldn't upgrade this, because wielding two
weapons or a double bladed weapon is much better anyhow. The only
character you might consider this with is Mission, should you have her
be a melee combat character. Otherwise, ignore this unless you prefer
wielding a single lightsaber.
**NOTE**
The above is my previous description. I have become aware, however,
that Dueling is a great Feat for characters using but one weapon. Below
is a brief description sent to me by an unanimous person:
"Dueling also increases the character's AC in addition to giving them
the "To Hit" bonus."
Recommended for all characters using only one melee weapon.
Feat Rating: 4/5

DUELING (cont.)
Wolfy42 sent in comments about Dueling, and they are listed here in
their original form (as always).
    "Dueling: You recomend using two-bladed or two-weapons (two weapons
is better for crit hit strategy so you get the 19-20 base range on both
weapons). But thats not always true. If your character is a lvl 8
scoundrel 12 jedi...you might want to go dueling not only for the
defensive bonus...but the higher chance to hit....the reason? Critical
hits only count if you would normally hit the opponent anyway. Ie...if
your range is 17-20 with your normal lightsaber because of the 2x
crystal....and you multiply that by 4...you crit hit on a 5 or higher.
But if you only actually hit the opponent on an 11 or higher...then you
won't crit hit them unless you roll an 11. The reason why this matters
so much for scoundrel characters is the sneak attack dmg (not to
mention the bonus crit hit dmg from the other crystal). Crit hits
automatically add sneak attack dmg as well. And of course they usually
stun (if you maxed str like me....added all lvl up stats to str and
used the +5 str gloves with master valor at least). This makes each and
every one of your attacks do a ton of dmg....way more then 1 extra
attack would have net you from using 2 weapon combat. Pluss you gain
the bonus to your defense on top of that. I know it dosn't look as
cool....but hey you can always use your samari wookie for the cool two-
weapon/critical combination (use the dueling weapon you get on the sith
base of malaan...nat 17-20 crit range 5-15 base dmg.....rocks on the
wookie with master critical).

Anyway dueling definatly has uses...and of course if your not going
mainly melee (making a force using character) It's by far the best
since it adds to your AC...as well as your chance to deflect blaster
bolts."

LOGIC UPGRADE
Regular - Adds plus two to droid defense.
Improved - Adds plus four to droid defense.
Master - Adds plus six to droid defense.
Description: Adds defense to droids at plus 2, 4, and 6 at their
respective levels. With HK-47 and T3-M4 obtain a Master level here.
It's more or less essential for both droid characters.
Recommended for HK-47 and T3-M4.
Feat Rating: 2.5/5

DROID UPGRADE
Regular - Allows use of low level droid parts.
Improved - Allows use of medium level droid parts.
Master - Allows use of high level droid parts.
Description: Again, master this feat with both droid characters. It
enables the use of more advanced upgrades.
Recommended for HK-47 and T3-M4.
Feat Rating: 2.5/5

=====================================
--------   FORCE POWERS   --------
=====================================

The following lists all the Force Powers, their affiliation, and a
description. It should be noted now that if you attempt a dark side
power with a light side character, the skill will be ineffective. The
same goes for the opposite scenario.

CURE/HEAL
Cure - Heals entire party for five health points and plus one for every
Wisdom and Charisma modifier, as well as the level of the character
casting the Force Power.
Heal - Heals entire party for ten health points and plus one for every
Wisdom and Charisma modifier, as well as the level of the character
casting the Force Power.
Description: Light Side. Heals characters and the advanced version also
heals Poison. Essential for all Jedi characters, and your main
character should he or she follow the light side path. Ignore this
skill if you are following the dark side.
Recommended for player characters if following the light side and all
Jedi.
Force Rating: 5/5

FORCE AURA/FORCE SHIELD/FORCE ARMOR
Force Aura - Gain a plus two bonus to Defense and saving throws.
Force Shield - Adds plus four to Defense and all saving throws.
ForceArmor - Gain plus six bonus to Defense and all saving throws.
Description: Light Side. Useful for light side characters and all Jedi
not fitted with armor. Ignore this skill if you are following the dark
side.
Recommended for player characters if following the light side and all
Jedi.
Feat Rating: 4/5

BURST OF SPEED/KNIGHT SPEED/MASTER SPEED
Burst of Speed - Doubles speed movement and increases Defense by two.
Knight Speed - Doubles speed movement and increases Defense by four and
Attack by one for each round.
Master Speed - Doubles speed movement and increases Defense by four and
Attack by two for each round.
Description: Both Sides. Increases speed, and at later levels defense
and attack. Another very useful skill for any Jedi. Get this skill with
any Jedi in your party, although you might want to consider restricting
it to one or two.
Recommended for a couple of Jedi, and your player character.
Feat Rating: 4/5

FORCE VALOR/KNIGHT VALOR/MASTER VALOR
Force Valor - Grants plus two to all physical attributes and saving
throws.
Knight Valor - Gain poison immunity, and it grants plus three to all
physical attributes and saving throws.
Master Valor - Gain poison immunity and, grants plus five to all
physical attributes and saving throws.
Description: Light Side. Increases all attributes and saving throws.
Acquire this with one or two of your Jedi characters. If your main
character is following the dark side, you might want to consider
gaining this power, although I would not recommend it. Restricted by
armor.
Recommended for player character if following the light side and all
Jedi.
Force Rating: 4/5

FORCE RESISTANCE/FORCE IMMUNITY
Force Resistance - Offers a chance to deflect any Force-based attacks
for sixty seconds.
Force Immunity - Offers a greater chance of deflecting any Force-based
attacks for sixty seconds.
Description: Both Sides. I really don't like this skill too much. It is
very useful against Dark Jedi towards the end of the game, but your
characters SHOULD be strong enough by that point to employ their own
force powers and combat feats to dispatch them before they even have a
chance. Restricted by armor.
Recommended for possibly one Jedi player on the light side.
Force Rating: 3/5

ENERGY RESISTANCE/IMPROVED ENERGY RESISTANCE
Energy Resistance - Increases resistance against cold, fire,
electrical, and sonic damage.
Improved Energy Resistance - Further increases resistance against cold,
fire, electrical, and sonic damage.
Description: Both Sides. Increases resistance to elemental attacks.
Jolee is really the only character I'd advise getting this skill. Only
acquire this if you have no passion to acquire any other Jedi Force
Powers.
Recommended for Jolee, and possibly Scoundrel player characters.
Force Rating: 3.5/5

AFFECT MIND/DOMINATE MIND
Affect Mind - Use to allow use of force powers in persuasion tactics.
Dominate Mind - Highest level of persuasion techniques.
Description: Both Sides. Useful to either side of the force. Similar to
persuade, although it is much more effective.
Recommended for player characters wishing to keep to the light side
with a poor persuasion skill.
Force Rating: 3/5

STUN/STASIS/STASIS FIELD
Stun - May incapacitate enemy for nine seconds.
Stasis - Greater chance of incapacitating enemy for nine seconds.
Stasis Field - Incapacitates several enemies for nine(?) seconds.
Description: Light Side. Renders enemies incapacitated for several
seconds if successful. Obtain these as soon as possible with all
character Jedi and your own character should he be following the Light
Side. Dark Side characters can opt for FEAR/HORROR/INSANITY for a
similar effect. Restricted by armor.
Recommended for player character if following the light side and all
Jedi except Jolee if you wish for him to following the dark side.
Force Rating: 5/5

STUN DROID/DISABLE DROID/DESTROY DROID
Stun Droid - Stuns droids, incapacitating them for twelve seconds.
Disable Droid - Damages all droids within five meters of target droid,
with a possibility of stunning, incapacitating them for twelve seconds.
Destroy Droid - Damages droids within six meters of target droid and
may stun droids for twelve seconds.
Description: Light Side. Incapacitates and at later levels destroys
droids instantly. Useful for all Jedi, focus on giving this to one or
two of your Jedi characters, and your main character should they be on
the Light Side. Not restricted by wearing armor.
Recommended for all characters except your player character should they
be on the dark side.
Force Rating: 4.5/5

WOUND/CHOKE/KILL
Wound - Temporarily incapacitates and damages an enemy.
Choke - Temporarily incapacitates and damages an enemy even further.
Kill - Temporarily incapacitates and damages an enemy even further, and
if enemy health is below fifty percent, can possibly instantly kill.
Kill is decided for a Fortitude DC.
Description: Dark Side. Have your main character acquire these should
they be part of the dark side. Also consider having Jolee acquire these
powers. The Kill technique is useful because at later levels it can
kill any enemy should their vitality fall below 50%. Not restricted by
armor.
Recommended for player characters following the dark side and Jolee.
Force Rating: 4/5

SLOW/AFFLICTION/PLAGUE
**NOTE**
All these powers lower Defense, Attack, Damage, and Reflex saves.
Slow - Weakens enemy, lowering attributes.
Affliction - Weakens enemy, lowering attributes and possibly causing
poison.
Plague - Weakens enemy, lowering attributes and possibly causing
poison.
Description: Dark Side. Another great skill for dark side characters
and possibly Jolee. This skill poisons and weakens your enemy greatly.
It should also be noted that Slow and Afflict aren't restricted by
armor, but Plague is.
Recommended at lower levels for Jolee and higher levels for dark side
player characters.
Force Rating: 3.5/5

FEAR/HORROR/INSANITY
Fear - Temporarily incapacitates or slows an enemy.
Horror - Temporarily incapacitates several enemies even further.
Insanity - Temporarily incapacitates several enemies even further.
Description: Dark Side. The Dark Side version of Stun/Stasis force
powers. Only a player character following the dark side should use
these skills. They are very effective to slowing down enemies and then
finishing them off with ease. Only use this with your player character.
Recommended for player characters following the dark side. If you are
following the light side, have Jolee acquire these skills.
Force Rating: 4/5

SHOCK/FORCE LIGHTNING/FORCE STORM
Shock - Damages an enemy with Shock force powers.
Force Lightning - Damages few groups of enemies.
Force Storm - Severely damages several groups of enemies.
Description: Dark Side. Great power for player characters following the
dark side, as well as Jolee. It damages several enemies at once,
causing great damage. Consider mastering with player character, and
getting Force Lightning with Jolee. This is restricted by armor.
Recommended for Jolee and dark side player characters.
Force Rating: 5/5

FORCE PUSH/FORCE WHIRLWIND/FORCE WAVE
Force Push - Force pushes enemies to the ground, causing damage, and
may render them incapacitated.
Force Whirlwind - Ensnares enemy in a whirlwind, causing damage and
incapacitating them.
Force Wave - Force pushes several enemies to the ground, causing
damage, and may incapacitate them.
Description: Both Sides. Incapacitates enemies while causing damage all
at once. Use this power for Light Side Jedi and your player character
should they be following the light side. Dark side players have much
more powerful force powers to use, so don't bother using this with dark
side player characters. This is not restricted by armor.
Recommended for all light side Jedi.
Force Rating: 4/5

DRAIN LIFE/DEATH FIELD
Drain Life - Damages enemy and heals you.
Death Field - Damages several enemies while healing you.
Description: Dark Side. Damages your enemies and heals you all at once.
Dark Side characters should select this skill over the Cure and Heal
skills of Light Side Jedi. Jolee should consider passing up Heal and
Cure as well and going straight for this.
Recommended for player characters following the dark side and Jolee.
Force Rating: 4/5

FORCE SUPPRESSION/FORCE BREACH
Force Suppression - Eliminates all first and second tier Force powers.
Individually affects Force Powers.
Force Breach - Cancels all active Force Powers. Individually affects
each Force Power.
Description: Both Sides. Don't bother with this skill with any
character. It is slightly useful against Dark Jedi encountered fairly
early in the game, however later in the game much more advanced powers
can be used to make this power obsolete.
Not recommended for any characters except possibly Scoundrels wearing
Robes.
Force Rating: 2.5/5

THROW LIGHTSABER/ADVANCED THROW LIGHTSABER
Throw Lightsaber - Commences an attack using your lightsaber as a
throwing weapon causing damage.
Advanced Throw Lightsaber - Commences an attack using your lightsaber
as a throwing weapon, causing even further damage.
Description: Both Sides. Causes damage by throwing lightsabers
"boomerang" style. Only master this with possibly Jolee. All other Jedi
can hold their own in combat relatively nicely.
Recommended for Jolee for a nice ranged attack using lightsabers.
Force Rating: 3/5

=================================================
--------   Character Class Strategies --------
=================================================

This section is for advice on how to upgrade your characters and
suggested starting stats and feat/skill/force power tips for each
individual class. It is divided in to three sections, Scoundrel,
Soldier, and Scout. If should be noted that the maximum level you can
achieve is 20.



SCOUNDREL CLASS - Gains six health points a level, and has fast Skill
progression and slow Feat progression. You gain one Attribute bonus
every four levels.

The scoundrel class is the most advanced class. In combat, you'll take
one of two paths to be most successful. You can be a ranged combat
character, which can turn out good in the beginning, but ends up in an
underdeveloped character down the road. Or you can be a sneak-attack
close combat character. To be the latter, you must upgrade specifically
to the following:

CLOSE COMBAT SCOUNDREL - Upgrade Stealth under Skills and a high level
Flurry. Also be sure to get all three Toughness levels as fast as you
can, for they will be very helpful. Treat Injury skill is important as
well, in case your in the middle of a battle and need full health
quickly and don't have enough "force points" for heal or cure. Force
Powers should be restricted to making those around you better, rather
than powering yourself up. Relying on your allies is crucial to being
this part of a scoundrel.

RANGED ATTACKING SCOUNDREL - If you follow this path, upgrade your
allies to be heavy hitting melee characters. Zaalbar will be essential,
as will Jedi like Bastila and Juhani. Upgrade according to the list
above, except instead of Flurry get Rapid Shot. You might also want to
get some force attacking powers to aid your allies.

**NOTE**
The following description is a brief account of what one KOTOR player
(addressed E-Holtz) sent in, on a possibly "Balanced" Scoundrel
character.
    "I just wanted to let you know that my character is a Scoundrel
class and a Guardian Jedi and I think it is possibly the best way to
go. He has high Strength and high Stealth and Dexterity.  I lead my
fights all the time and I let Bastila take care of healing during
battles.  I only use melee attacks with doubled sided lightsaber too,
sometimes I throw grenades."

EQUIPMENT - Scoundrels are weak defensively. Therefore you should rely
on armors with high dexterity (robes are good, for they will allow you
to use many Jedi force powers). You'll be commanding your character
directly for the most of the time during battles, so using double
bladed weapons really isn't a problem so long as you make sure your
never in the line of fire of enemies.

SKILLS - As said before, Stealth is essential. Also focus on Treat
Injury. These two are essential, and Awareness should be upgraded
minimally, to insure you don't die from a silly mistake of running in
to a mine inadvertently.

ATTRIBUTES - If using close combat, start out with a Strength of 12 or
14. Have a Dexterity of 16 or more. Constitution should be at 10 or a
recommended 12. Wisdom is also an important skill to have, and should
be upgraded to 12-14. Charisma is fairly important, but I'd recommend
only upgrading to 10. Don't bother with Intelligence; there are more
important stats to build up, like Dexterity.

FEATS - Rapid skills are important, so long as you make sure your
character isn't in the line of fire often. Keep them out of range for
ranged attacks, or behind enemies in melee combat, with a "hit and run"
technique. Toughness is a MUST for scoundrels. Upgrade it as soon as
possible!

FORCE POWERS - Focus mainly on powers to aid your allies and help them
fight better. Otherwise focus on force powers which you can cast from a
distance.

SCOUNDREL RATING: 3.5/5


SOLDIER CLASS - The Soldier class gains ten health points a level, and
has slow Skill progression and fast Feat progression. The Soldier class
gains one Attribute point every four levels.
Soldier class is the easiest class to play as. Focus on armors with
above average defense, but still a reasonable dexterity so you can
dodge attacks.

EQUIPMENT - As already said, wear armor that has high defense, but not
fully at the expense of Dexterity. Obviously a soldier will be most
effective in melee combat, so use double lightsabers, double bladed
light sabers, etc. Also use strength enhancing items to gain more
multipliers in the strength attribute.

SKILLS - Focus on Treat Injury and Persuade. Other skills require two
skill points per one skill point, which is an expensive payoff, and
better used invested in Persuade or Treat Injury. Computer Use and
Repair are optional, although they should only be upgrade to low levels
like 2 or 3, then upgraded with items to 4 to gain the multiplier.

ATTRIBUTES - A starting Strength of 16 or 18 is good. A Dexterity of 14
is optimal. Constitution shouldn't go over 10, and Wisdom isn't all
that important to a combat-oriented character such as a soldier, so
don't bother raising it over 10. Intelligence shouldn't be touched,
because the poor Skill situation with the soldier really can't be
helped, and Charisma is a fair attribute, but don't raise it over 10.
Strength and Dexterity will be your primary concerns.

FEATS - Critical Strike and Flurry are great. As are weapon proficiency
upgrades like Lightsaber Bonus. Don't bother with the Melee Weapon
Bonus feat, but upgrade Double Weapon Proficiency is great, so master
it. Toughness isn't that important, but if you feel you have nothing to
gain go for it.

FORCE POWERS - Focus on powers which stun your opponent giving you time
to dish out more damage than normal. Powers which damage your enemy
aren't that important, since that's what the soldier specializes in.

SOLDIER RATING: 4.5/5


SCOUT CLASS - The Scout class gains eight health points each level, and
has average Skill progression and average Feat progression. The Scout
class gains one Attribute point for each four levels.
Scout is a mix of the two classes, in some sense. If you choose this
class focus on using Force powers and melee combat. Scouts can't go
running in to a room full of guards, but if you micromanage your party,
they are just as effective as soldiers in melee situations.

EQUIPMENT - Similar to the soldier, choose armor and robes which offer
decent defense, but a higher dexterity. Being able to dodge enemy
attacks is essential to your thriving as a scout. A ranged attacking
scout is also very effective early on, but later rather pointless.
Choose items that upgrade your dexterity and possibly constitution.

SKILLS - Same as soldier, except consider putting more in to Computer
Use and Repair.

ATTRIBUTES - Starting Strength of 14 is nice and stable. Dexterity
should be around 16-18, and then focus on upgrading it up to 20. Wisdom
is essential, and should be upgraded to 16-18 at the beginning, then
eventually 20 if you want lots of Force powers. Charisma should be at
10-12, preferably 12. Intelligence, again, shouldn't be tampered with.
Constitution might be considered upgraded to 12 if your dieing often,
but otherwise just upgrade it to 10. If you really don't want to, don't
even bother upgrading it at all.

FEATS - Same as soldier. You might want to consider more Jedi-implied
feats, however, as how that will be where you strength will truly lie.

FORCE POWERS - Get all the best ones (see "Force Powers" section)
associated with your particular force side. Use offensive and defensive
forces. You will require a lot of force points if you use this
technique, so be sure your Wisdom is high.

SCOUT RATING: 4/5


JEDI CLASSES
Shortly in to the game you can become one of the three Jedi classes.
Below are the stat-changing effects each one brings. Your character
strategy should outline your class, and brief strategies will be given
for each. For the most part, just follow the above strategies for your
character-specific class (Scoundrel/Scout/Soldier).

JEDI CONSULAR - Corresponding class is the Scoundrel.
You gain six health points a level, eight Force points a level, and
have slow Skill progression and slow Feat progression.
When using the Jedi Consular focus on supportive Jedi Force Power
Skills to aid your other characters. Once you become a Consular, focus
less and less on actual attacking, and more and more on using your
Force Powers.

JEDI SENTINEL - Corresponding class is the Scout.
You gain eight health points a level, six Force points a level, and
have average Skill progression and slow Feat progression.
Still focus on melee combat with your Lightsaber (or ranged combat with
your ranged weapon, if that's the case), but use the best Force Powers
you can. I'd suggest ones that incapacitate enemies.

JEDI GAURDIAN - Corresponding class is the Soldier.
You gain ten health points a level, four Force points a level, and have
slow Skill progression, and fast Feat progression.
You'll want to do the same as the Sentinel. Focus on Force Powers which
incapacitate enemies, then use your combat prowess to take enemies down
with ease. You CAN focus on damaging Force Powers, but these will only
deplete your force points faster and be less effective than if you were
a Consular.

=============================================
--------   General Upgrade Tips   --------
=============================================

The following are just general tips for upgrading your character. While
the above section is more character-specified, the following are just
guidelines to go by during your adventures, should you choose a more
customized-type character.

KNOW YOUR CLASS: Know your class and how you should be playing the
game. Don't charge an attack with a scoundrel, and don't stand on the
outskirts of a major skirmish as a soldier. If you use your class
efficiently you should do fine.

PLAN YOUR UPGRADES: Certain Feats and Force Powers are better than
others, and should be acquired before others. Some Feats you should
obtain early on are Toughness (Scoundrel), Rapid Attack Feats (All),
Critical Strike Feats (All), Double Weapon Proficiency (All), and many
more. Some Force Powers that are essential are Cure and Heal for light
side players, and the amazing array of great Dark Side force powers
listed in the "Force Powers" section.

ATTRIBUTES ARE RARE: You rarely get a chance you upgrade your
attributes, therefore, you should use them very wisely. There ARE ways
of gaining points to attributes without upgrading them directly, so
remember that. Various ways of doing that are equipping items which
have bonus stat additions, and using Jedi Force powers to do so.

USE YOUR FEATS: Early on in the game, simply attacking is fine, but
later on, ALWAYS use your feats in combat situations that could prove
challenging. Once you have Level 2 Flurry/Rapid Shot, use them
frequently, if not always. Attacking often times just doesn't get the
job done.

ISOLATE YOUR ENEMIES: Each force side has its own unique force powers
to incapacitate enemies. Use these to dwindle your opponent's numbers
and gain the upper hand.

ITEMS ARE YOUR FRIENDS: There are various Strength/Stamina/etc.
Stimulants in the game. These often mean the difference between life
and death. Use them wisely, and buy them if you have to. They are
priceless and great items to have handy. Also remember you have
grenades. Three party members lobbing two sets of grenades is a result
of six grenades, which is often a lethal combination to a pair of Sith
troopers with blasters.

KNOW YOUR FORCE SIDE: Only use Light Side force powers with a light
side or a character with no side affiliation. Ignoring to do so results
in the waste of force points, as well as the reduction of potency by
various force powers.

UPGRADING: Use crystals you find to upgrade lightsabers, and use other
items you find to upgrade regular armor and weapons. Keep in mind these
things can be un-equipped. That's to say, if you put a Hair Trigger on
a pistol and Assemble it, you can take it out later if you wish and put
it on a different weapon. You should upgrade any and all upgradeable
weapons you acquire, as they are made in to some of the best weapons in
the game.

DEFENSE CHECKS: If you would like more info on DC's then e-mail me or
IM me. I may include this in future versions, although I'm not sure as
of yet. Don't stress over DC's. Most the time you don't even have to
worry about them, you just use your Feats to beat enemies and your
fine.


====================================================
--------   Character-specific Strategies --------
====================================================

The following gives tips on upgrading the various characters you
encounter during your adventures. This includes
equipment/skills/feats/force powers/etc.


CARTH ONASI

EQUIPMENT - At the onset of the game, use Carth's Blaster, which is an
original weapon. When available, try and use Bendak Starkiller's
Pistol. Both these weapons are upgradeable, and can be upgraded in to
some of the best pairs of pistols in the entire game. As far as armor
goes, try going for heavy armors which don't restrict Dexterity TOO
much. Armors like the Mandalorian Armor are great. Use Belts and
Headgear which raise his Will and or Dexterity, and use Gauntlets which
raise Dexterity, Attack, or Defense.

UPGRADING - Raise his Pistol Blaster skill and his Double Weapon
Proficiency skill. Rapid shot is also essential for Carth, and Sniper
Shot is somewhat recommended, too. Otherwise focus on Blaster and
ranged attack skills.

CHARACTER RATING: 3.5/5


MISSION VAO

EQUIPMENT - Ideally you'll want the best pistols around, which cost
quite a pretty penny. Mandalorian Pistols are solid pistols which don't
put a dent in your wallet, and Cassus Fett's pistol is the ideal
pistol. Headgear should include anything to fortify her already
impressive Skills. Gauntlets should improve Dexterity and you might
want Stealth belts, should you have her be a melee combat oriented
character. Otherwise, go for your Dexterity in Belts.

UPGRADING - If your using Mission as a Melee character, try Flurry and
whatnot. Just make sure your controlling her to make sure she doesn't
get hit too much. You should definitely upgrade Toughness as soon as
possible, although venturing in to later level Toughness is optional.
I'd suggest keeping her at the outskirts of skirmishes and upgrading
Sniper Shot, Rapid Shot, and Blaster Pistols. Skills should include
Security and Demolitions, and you should try to add as many Dexterity
Bonuses as possible.

CHARACTER RATING: 3/5


ZAALBAR

EQUIPMENT - Try outfitting Zaalbar with Brejik's equipment, which
includes a belt/armband/gauntlet. Otherwise fit him with various
shields to protect him. Beginning weapons include the prototype
Vibrosword and Missions Vibrosword, both upgradeable. Later on, try out
Bacca's Blade, which can be made in to a very good weapon. Otherwise
invest in expensive weapons such as Yusani's Brand for maximum effect.

UPGRADING - Focus on upgrading weapon proficiency and double weapon
proficiency. Implants should be used to improve Dexterity, and Flurry
is a great skill for him. Critical Strike is good as well, but avoid
upgrading his Power Strike ability any further.

CHARACTER RATING: 4/5


T3-M4

EQUIPMENT - I'd suggest outfitting him with dual blasters, and possibly
some special weapons like stun rays and flamethrowers. Carbonite
Projectors are ideal, as is the Heavy Plate Type 3.

UPGRADING - There's not much to worry about here. Upgrade double weapon
proficiency and Intelligence and Computer Skills. Having high Skills is
very efficient. Also increase Dexterity by a good portion. For the most
part, avoid using T3-M4 in combat. Choose HK-47 instead.

CHARACTER RATING: 2.5/5


BASTILA SHAN

EQUIPMENT - Wear Jedi Robes and use the Yellow Double Bladed Lightsaber
you acquire early in the game. Optionally you can buy some expensive
headgear to increase all her stats, and gauntlets should be provided to
increase her Dexterity. Belts should increase Fortitude or other stats.

UPGRADING - Upgrade Bastila's Dexterity, to make up for wearing Jedi
Robes to access all those nice Jedi Force Powers. Focus on great Light
Side Force Powers to incapacitate enemies, which will make up for her
less than average Strength attribute. Feats should be the same as those
for a Soldier and/or Scout.

CHARACTER RATING: 4.5/5


CANDEROUS ORDO

EQUIPMENT - Keep Canderous' Repeat Blaster throughout the game, simply
upgrade it to it's max. Armor should be Davik's armor, or heavy armor
like suggested for Carth (Mandalorian). Just make sure the dexterity
isn't restricted too much. Also consider having implants which improve
dexterity/reflex/etc. There are some fairly cheap items like
GenoHaradan which can be purchased that are ideal for Canderous.

UPGRADING - Upgrade Rapid Shot, Power Blast, and Heavy Weapons
Proficiency. Don't bother with double weapon proficiency. Just use
Heavy Weapons with Canderous. Demolitions is a nice skill to have, and
upgrading Dexterity and Treat Injury are advisable.

CHARACTER RATING: 4/5


JUHANI

EQUIPMENT - It's up to you whether you want Juhani to use two or one
lightsabers. If you wish you use one, just keep and upgrade her
original lightsaber. Use gauntlets and implants which improve
Dexterity, and use other items which improve strength and fortitude.
There are several expensive items like the Power Glove which can allow
you to do so.

UPGRADING - If you choose to do double lightsabers, choose double
weapon proficiency, if you choose to use one, upgrade Dueling.
Lightsaber Bonus upgrades are advisable, and raising her Stealth skill
is wise as well. Have Juhani use a few Dark Side powers, as well as
Light Side force powers. She's good at using Slow and Lightning force
paths. Choose either one (Lightning is recommended). Upgrade Strength
and Dexterity, ideally Strength first.

CHARACTER RATING: 5/5


HK-47

EQUIPMENT - Get the biggest and the best. Items like Heavy Plate Type 3
are great, and again the carbonite projector are great. The Advanced
Flamethrower is nice, although outfitting HK-47 with a weapon like the
Jurgan Assault Rifle is ideal.

UPGRADING - Upgrading Blaster Rifles is the best. Don't bother with
Heavy Weaponry. Power Shot and Rapid Shot are great. Sniper Shot might
be worth your while, but I'd avoid it. Focus on increasing his ranged
Feats. Soon he'll become a very reliable member of your party.

CHARACTER RATING: 3.5/5


Jolee Bindo

EQUIPMENT - Keep Jolee with his original lightsaber, preferably
upgraded with a crystal to fortify his defense (like Jenraux) against
certain enemies. Use headgear to raise his Dexterity and give him high
level Jedi Robes (Master level). Belts should fortify his Fortitude,
and Gauntlets should increase his Strength, if you wish him to join the
fray.

UPGRADING - Upgrade Wisdom and Charisma. Jolee can use both light side
and dark side force powers effectively. This is great later on, so be
SURE you upgrade his Wisdom a little, and if possible give him Wisdom
increasing equipment/powers. Use him mainly to strengthen your party,
using powers like Valor/Knight force powers.

CHARACTER RATING: 4/5


================================
--------   THANKS   --------
================================

CJAYC - For maintaining and upholding GameFaqs, possibly the best free
gaming site on the internet.

JASON PARTIN - For informing me that I forgot to mention that every
four levels you gain the ability to increase attributes, and that I did
indeed forget to put the Awareness skill in the Skills section! Thanks
Jason!

DEATHEVEN13 - For helping me with the whole misleading Dexterity Bonus
on armors. I suppose it would come off as confusing to beginning
players who don't understand exactly how it works, and to tell the
truth I didn't know exactly how it worked until now. Thanks Deatheven!

WWW.GAMESPP.COM - For showing interest in my FAQ. Check out their SW
KOTOR pages!

WWW.STARWARSKNIGHTS.COM - For showing interest in my FAQ. Visit their
site for great SW KOTOR info!

E-HOLTZ - For providing more information on Dueling.

JAMES FENIX - For providing more information on Jedi Defense.

**NOTE**
If I forgot to put you in the Credit section, when I used the
information you gave me, please drop me an e-mail to receive a personal
apology.

=======================================
--------   SPECIAL THANKS   --------
=======================================

GFAQS User wolfy42 - For providing lots of great information, listed
throughout many of the sections in my FAQ. Thanks for your great
(albeit huge ;) ) support!

GFAQS User El Bastardo - For not actually resembling his username, and
for great assistance/advice on various topics of SW:KOTOR.

==============================================
--------   COPYRIGHT INFORMATION   --------
==============================================

(c) Copyright 2003 KG21. If you would like to use this FAQ on your own
site, please e-mail me at [email protected]. Do not alter this FAQ's
appearance or text, claim it as your own, sell my FAQ in order to make
a profit of money, or use it in any way other than its primary purpose,
without receiving written permission or an e-mail from myself. If you
would like to contribute to this FAQ e-mail me and I will give you
credit under a "credit section". If you have any comments or
suggestions, e-mail me at the above address. This is just the beginning
of the FAQ, it will most likely get increasingly better. As of
7/28/2003, the only website(s) allowed to post this FAQ are
www.gamefaqs.com, www.gamespp.com, www.ign.com (Free Content ONLY) and
www.starwarsknights.com.

"Remain ever vigilant..."