###################################################
# #
# Intro to making a Light-Side Soldier/Consular #
# #
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[NTR]
When I played Knights of the Old Republic for the first time on Xbox, I was
instantly hooked. I've been a fan of turn-based RPG's for as long as I can
remember, and the combat system that could turn into semi-real time action
appealed to my short attention span that would cringe at the delay going into
and out of most battles in other RPG's.
It was almost completely obvious that my character would eventually become a
Jedi, and I loved playing the part of a hero who would rely on their attunement
to the force instead of brute strength to overcome obstacles, even before I
earned my Lightsaber. I even took it as far as to completely forsake the game
of Pazaak (Jedi have no need of such diversions), while spending as little of
my credits as possible, and giving them away at any chance I got (the force
will provide me with the tools I need to succeed).
Consequently, I went through the game with barely adequate gear. I never
purchased anything from stores. I also went as far as to disdain the use of
multiple weapons (a Jedi relies upon Force Mastery, not combat abilities). My
friends would mock me, and insist that using two weapons (or a double-bladed
Lightsaber) was the best way to go, but I assured them that my character was
strong enough to win any battle.
Imagine their ridicule when I showed them that the only equipment my Jedi used
was a single-bladed, green colored Lightsaber and Jedi Robes.
"Where is your shield generator?"
"The Force will protect me."
"How come your guy doesn't have a belt, or gloves?"
"True Jedi have no need of such things."
"My guy has a sick visor that (insert useful skill-augmenting, or ability
enhancing accessory), you're missing out. How does your guy even win battles?"
Then I proceeded to show them how quickly I dropped a group of 3 Dark Jedi by
disabling them with Stasis, then using Flurry (plus Knight Speed) to kill each
of them within 1 turn.
And so, I completed the game, earning as many light-side points as I could,
always refusing rewards, and feeling challenged only by the toughest of enemies
(the Final Boss did give me a challenge). But along the way, I proved that a
single-bladed Lightsaber, and Consular class was enough to get through the
entire game (at least on Normal Difficulty).
Sure, there were a lot of rough spots. I didn't know that I could "save" my
level-ups from Taris, and consequently became a Jedi after reaching level 8 as
a Soldier. While I had enough foresight to know that placing any emphasis on
Blaster weapons would be pointless, I also thought that a Lightsaber would be
classified as a "Melee Weapon", so I ended up wasting a couple of Feat Points.
Even with poorly spent Feat points, a relatively low Consular Level, and a
minimal amount of gear, I was able to beat the game. Now that I've refined my
technique, I can breeze through the Hardest Difficulty (which is what this
guide is focused towards).
I still have the bad habit of never equipping and/or using Shield Generators,
but I have learned to appreciate accessories and items that can be bought
from stores.
This guide aims to allow you a powerful character that is capable of beating
the entire game on the Hardest difficulty, without having to "Pause-Heal"
(pausing the game by going into your inventory, and using a MedPack without
having to waste a turn of combat), and to do it all with using a Single-bladed
Lightsaber.
######################################
# #
# How to Build Your Main Character #
# #
######################################
[MNCH]
Class: Soldier/Consular
Eventually, this class will rely on Force Speed (Master Speed), Force Power
Stasis, and/or Force Wave, to dominate all battles. While enemies are held by
Force Power Stasis (or stunned from Force Wave), they become extremely easy to
hit, making them vulnerable to Flurry and Power Attacks. Master Speed will
allow for 2 extra attacks each round, meaning that if you use a single
one-handed Lightsaber, and attack with Flurry, you will be dealing out 4
attacks each round.
While I have chosen to ultimately use a single Lightsaber with Dueling and
Flurry Feats, Two-Weapon Fighting will always out damage a single weapon
fighter. Both builds are viable, even on the Hardest difficulty. If you
want to make a Two-Weapon Fighting Soldier/Consular, I have outlined my
recommendations for what Feats to take at each level.
If you go the Two-Weapon Fighting path, purchase the Echani Firebrand in Taris
as soon as possible, and instead outfit Zaalbar with the Prototype Vibroblade
(main hand) and Mission's Vibroblade (off hand). The Echani Firebrand will
dominate all other early game weapons until you acquire a double-bladed
Lightsaber and the skills to use it (or a single-bladed Lightsaber, and the
Prototype Vibroblade in your off-hand).
To make the most out of your Soldier/Consular, it is important to Level your
Soldier class only to Level 5, then to "hold" (don't level your Main Character
up when you have the option to) all level ups until you become a Jedi. While
this may make Taris more difficult, it will make the rest of the game much
easier once you actually become a Jedi (and don't you love having multiple
level-ups to spend at once?).
Leveling your Soldier Class to level 5, as opposed to say, "holding" your level
at Level 4, is important because if we become a Consular too early, then we
will not have enough Feats to make our character most effective in combat. By
becoming a Consular once you are a Level 5 Soldier, you will have plenty of
Force Powers to use (and even a few that you wont need).
Spend the 4 additional Attribute Points at your discretion. Dexterity and
Constitution are good spends, or even an additional 2 points into strength
(which would cost all 4 of the points).
My favorite place to spend the additional points is to boost Strength up to
16. Although this only improves your chance to hit and damage by 1, this will
help prevent misses when attacking with a melee weapon and make it a little
easier to get off of Taris with only being Level 5.
4 points towards Dexterity will boost your Defense by 2 (making it harder to
land hits on your character), while 4 points into Constitution will give your
character an additional 2 health every level (+40 health at level 20).
Constitution will benefit your Jedi in the long run, since Consulars are
lacking in Vitality. The benefits from a higher Constitution at lower levels
is not as pronounced (you will have 10 extra Vitality from Constitution as a
Level 5 Soldier.
Since Consulars are Force-Power-Oriented, it is important to have good
starting stats for Wisdom and Charisma.
The bonus Wisdom will allow you to have more Force Points to use on Force
Powers, increase your Force Point regeneration rate and also make your Force
Powers more effective (or harder to resist).
Charisma helps by additionally making your abilities harder to resist (and more
effective) and also helps when trying to persuade people during conversation.
Every 4 levels you will receive an additional attribute point to spend, I
suggest having one ability (Wisdom) at 15, which will be boosted 5 times, to
end up at 20 (once you reach Level 20). The extra point in wisdom can easily
go towards Strength, but by boosting Wisdom as high as possible, we ensure the
largest Force Point pool, and also dramatically decrease the chances that any
of our Force Powers will fail against enemies.
It is possible to be so strong in the force, that it is impossible for some
enemies to resist Force Powers. This will most readily happen with normal
enemies, and happen less frequently against Dark Jedi, or even Siths.
Computer Use
Demolitions
Awareness
Persuade
Repair
Treat Injury
The only 2 skills you should worry about boosting are the Persuade, and Treat
Injury skills. Persuasion will help you get through dialogue situations with
the most benefit, while Treat Injury will increase the amount healed by
MedPacks.
In order to increase the Skill Level of Persuade while you are a Solder, you
will need to "save" the Skill Point you get at every even Level-up in order to
have the 2 points necessary to improve Persuade. Since eventually I will be
depending on the Force Ability "Heal", I usually dump all of my points into
Persuade.
Once you acquire the "Force Persuade" power, Persuade becomes almost useless.
There will still be situations where you will need to use Persuade instead of
Force Persuade (like on Korriban in the Sith Academy), but for the most part
you can rely on Force Persuade. At this point you can keep putting points into
Persuade, or switch to Treat Injury, or even other Skills.
Treat Injury increases the amount healed by MedPacks. While this Skill could
be considered weak, you will see some benefit for the duration of the game,
especially when you are using Life-Support Packs, or Advanced MedPacks to heal
during tough battles.
For the other skills, we can rely on other party members to balance us out.
Don't worry about your character not having high skills.
Armor Proficiency: Light
Armor Proficiency: Medium
Armor Proficiency: Heavy
Power Attack
Power Blast
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Weapon Proficiency: Melee Weapons
As a Soldier: One Weapon Dueling Build
Level 1: Dueling
Level 2: Toughness or Flurry
Level 3: Toughness or Flurry
Level 4: Improved Dueling
Level 5: Improved Toughness
**Level 6: Improved Flurry
**-Optional Level, only take if you are having extreme difficulty getting off
of Taris.
As a Soldier: Two-Weapon Fighting Build
Level 1: Two-Weapon Fighting
Level 2: Toughness
Level 3: Conditioning, or Implant Level 1
Level 4: Improved Two-Weapon Fighting
Level 5: Improved Toughness
**Level 6: Improved Power Strike
**-Optional Level, only take if you are having extreme difficulty getting off
of Taris.
Quick rationale for my Soldier Feat choice:
Whether you are Dueling, or Two-Weapon Fighting, the first Feat you get should
always improve your chances of landing an attack. While this is less
pronounced with Dueling, the bonus to Defense will help your character in the
long run.
Toughness is a relatively weak Feat at the start, we level it more as a
prerequisite for Improved Toughness (-2 Damage received from attacks), than for
the bonus to Vitality (+1 Vitality/Level).
Even when I have acquired the Flurry Feat, it is rare that I use it on Taris.
Since it lowers both Defense and Attack by 4, it makes it extremely easy for
your main character to get hit while using it. Flurry is most useful when
there is only one enemy left to attack, or you are not worried about taking
damage.
Since Two-Weapon Fighters benefit more from Power Attack (Power Attack bonus
Damage applies on all Weapon attacks), they are slightly ahead of Duelers
since they start with the Power Attack Feat. Spend your Soldier Level 3 Feat
on whatever you want to. Conditioning and Implant are the obvious choices to
improve your Soldier's Combat capabilities. This doesn't mean that you can't
see benefit from Caution, Empathy, or even Gear Head if you are boosting the
skills that correspond to those Feats.
At Level 4 I again recommend that we improve the Feat which will increase our
chances at landing attacks. With Level 5 we take Improved Toughness due to
how it reduces incoming damage by 2.
Consulars get a Feat Point at Levels: 1,3, 6, 9, 12, 15, 18
Consular Starting Feats:
Weapon Proficiency: Lightsaber
Jedi Defense
Force Focus
Jedi Sense
Force Sensitive
As a Consular: Dueling Build
Level 6: Advanced Jedi Defense or Improved Flurry
Level 8: Advanced Jedi Defense or Improved Flurry
Level 11: Master Dueling or Master Jedi Defense*
(Improved Force Focus, Knight Sense)
Level 14: Master Dueling or Master Jedi Defense*
Level 17: Master Flurry or Master Toughness
(Master Force Focus, Master Sense)
Level 20: Master Flurry or Master Toughness
*-Weapon Focus: Lightsaber is a good alternate Feat to have instead of Master
Jedi Defense.
As a Consular: Two-Weapon Fighting Build
Level 6: Advanced Jedi Defense or Improved Power Strike
Level 8: Advanced Jedi Defense or Improved Power Strike
Level 11: Master Two-Weapon Fighting or Master Jedi Defense*
(Improved Force Focus, Knight Sense)
Level 14: Master Two-Weapon Fighting or Master Jedi Defense*
Level 17: Master Power Strike or Master Toughness
(Master Force Focus, Master Sense)
Level 20: Master Power Strike or Master Toughness
*-Weapon Focus: Lightsaber is a good alternate Feat to have instead of Master
Jedi Defense.
Quick Rationale of my Consular Feat Choice:
As soon as you start wearing the Jedi Robes, you will notice a drastic
reduction in your defense. This is a necessary sacrifice to be able to use
most Force Powers. Since you will be facing a good amount of Blaster-wielding
enemies in the future, I take Advanced Jedi Defense as a great counter. With
Master Jedi Defense, there is an even greater chance of Deflection, and a
significantly greater chance to reflect the shot back at the enemy.
It may be argued that since most of the toughest fights in the game come at the
hands of Lightsaber-Wielding opponents, that improving Jedi Defense should take
a back seat to Weapon Focus: Lightsaber.
Improved Flurry is a great grab as soon as possible because it reduces the
penalty to -2 Attack/Defense while using Flurry. While we eventually want
Master Toughness for the boost in Vitality that it will bring, you may argue
that some other Feats are more useful. Keep in mind that the bonus to Vitality
from Toughness (and Master Toughness) are retroactive. Master Toughness will
net you +40 Vitality at Level 20, in addition to 2 points of damage reduction
from every attack that hits you.
(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)
(~) (~)
(~) Main Character Force Power Progression: (~)
(~) (~)
(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)
[MNCH4]
Consulars get 1 Force Power/Level
(and an Additional Force Power at Levels: 1, 5, 9, 13, and 17.)
Consular Force Power Build as a Level 5 Soldier:
Level 1 (Level 6): Burst of Speed and Cure
Level 2 (Level 7): Force Push
Level 3 (Level 8): Force Aura or Force Valor*
Level 4 (Level 9): Knight Speed
Level 5 (Level 10): Force Whirlwind and Affect Mind**
Level 6 (Level 11): Dominate Mind**
Level 7 (Level 12): Force Resistance
Level 8 (Level 13): Stun
Level 9 (Level 14): Stasis and (Force Shield or Knight Valor)
Level 10 (Level 15): Master Speed
Level 11 (Level 16): Force Wave or Stasis Field
Level 12 (Level 17): Force Wave or Stasis Field
Level 13 (Level 18): (Lightsaber Throw or Force Suppression)*** and
(Force Armor or Master Valor)
Level 14 (Level 19): Force Immunity
Level 15 (Level 20): ****Free Pick****
*-Stun is also an ok choice at this level, but it is more a prerequisite for
Stasis Field than an ability we would be using.
**-I usually get Affect Mind early, though you may prefer not to use it at all.
There are plenty of great Force Powers to choose instead of Affect Mind. I
recommend choosing a Buffing Power (like Force valor or Force Aura) instead
if you do not want Affect Mind or Dominate Mind.
***-Either of these two abilities are needed in the final boss fight in order
to target objects in the environment. You will know what I'm talking about
if you have played through the game before.
****-By this point you should have all of the Force Powers that are needed to
make the final battle easy. If there are any Force Powers that are not
maxed out, now is the time to max them. I usually take Heal for the
simple reason that there is little else that would even be remotely useful
in the battle with Malak.
Quick rationale for my Consular Force Power Choices:
Ultimately my character build focuses on disabling enemies with Force Wave, or
Stasis Field, then using Flurry to quickly decimate them. Once Master Speed is
acquired and used, your character gets an additional 2 attacks every round.
This translates into 4 total attacks each round using Flurry and a One-Handed
Weapon.
Initially I take Burst of Speed and Cure. Cure allows me to heal my party
after every battle without needing MedPacks (don't bother improving Cure to
Heal, it only recovers an additional 5 points of Vitality), and Burst of Speed
provides a small boost to my Defense (+2) that I sorely need since wearing Jedi
Robes is about as effective at preventing damage as a blanket would be at
stopping a bullet. Burst of Speed also allows me to move around at a much
increased speed, but it is more important as a prerequisite to Knight Speed
and Master Speed for the bonus attacks.
Even though I am usually fairly high on my Light-Side Alignment by the time I
become a Jedi Consular, I take Force Push before Stasis because Force Push only
costs 10 Force Points to use (compared to the 25 Force Points before adjustment
due to Alignment that it costs to use Stun) and it does almost the same thing
as Stun.
Take Knight Speed and Master Speed as soon as possible for the bonus Defense
(+2/+4/+6) per rank, and bonus attacks. Take Force Wave or Stasis Field
immediately after you get Master Speed. Beyond these abilities, everything
else is secondary. You could literally choose wasteful Force Powers every
level afterwards and still have a character that can rip through every enemy
in the game (even bosses).
The Main Character we have built has great resistance against enemy Force
Powers (from the naturally high "Will", and from high Wisdom, and high
Charisma), I still take Force Resistance because it lasts for 60 seconds, helps
resist Force Powers even more, and isn't a hassle to recast every so often.
When you reach Level 9 as a Consular (Level 14 total), you get to choose two
Force Powers. I usually use this level to improve Stun to Stasis, and the
second point for a buffing spell (like Force Aura, or Force Valor). The second
Force Power can be almost anything if you don't want a buffing power, even a
"Dark Side" power. Since your character has such a huge Force Point pool, you
don't have to worry about the huge casting cost associated with Dark Side
Powers.
I like Force Aura, but Force Valor is an excellent buffing spell as well. Even
at it's first rank, Force Valor improves all of your Attributes (and the rest
of the party's Attributes) by 2. This translates into +1 Damage/Attack, +1
Defense, +2 to Force Ability Saving Throws (increasing the chance that enemies
will feel the full force of your Force Powers), and a +1 bonus to
all of your saves (Fortitude, Reflex, and Will).
When choosing between Force Wave and Stasis Field; keep in mind that Force Wave
deals damage in addition to stunning enemies, while Stasis Field will keep
enemies disabled longer (about 1 turn longer in combat). Force Wave also has
the disadvantage of not working against large creatures (like the Terantatek or
some larger droids), while Stasis Field works against every enemy.
*-Additional locations can be found in Appendix: Additional Locations of
Equipment Mods.
**-To receive the Energy Projector from Dia, you must accept her reward with
the neutral response (neither Light Side nor Dark Side points awarded).
***-The additional 1-8 Damage from the Solari Crystal only works against
"Alignment Group: Dark Side".
****-The Mantle of The Force can only be bought once you have saved Suvam Tan
from the Trandoshans. This event can only occur once you have completed
the Star Map. This is actually a Lightsaber Color Crystal Base that
modifies the effects of all Lightsaber Crystals. See Appendix: Lightsaber
Crystals for complete information.
**-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt
Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker
inside Master Uthar's room on Korriban in the Sith Academy.
***-The Qel-Droma Robes are looted from "Skeletal remains" deep within the
cave, past the bridge where you fight the Terentatek, on the northern side.
****-The Star Forge Robes also provide a +2 to All Saves (Reflex, Fortitude
Will).
Some Useful Accessories:
Eriadu Strength Amplifier; Strength +2. Dantooine: Grove; loot from a
Mandalorian in the southern part of the map near the Path South.
Circlet of Saresh: Wisdom +5 (Kashyyyk: Lower Shadowlands; Defeat the Ritual
Beast as part of the "Chieftain in Need" quest and loot the remains).
Nerve Amplifier Belt: Immunity: Mind-Affecting (Kashyyyk: Lower Shadowlands;
Dropped by the Mandalorian Commander as part of the "Hidden Hunters" quest).
########################################
# #
# Surviving Taris on Hard Difficulty #
# #
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[TRS]
Start out by buying the Light Battle Armor from Larrim in the starting
apartments area by your base apartment. Equip this on your main character,
since he/she will be bearing the brunt of most attacks until you rescue
Zaalbar. If you are desperate for credits, sell some items, including all
swords except the Prototype Vibroblade, all blasters except one Blaster Rifle,
and even your stimulants if you still need credits.
The duels and bounties can provide additional income, even if you go about
doing things the "light-side" way. Also, try to recover all mines once you get
Mission, as these can be sold for a decent amount of credits.
Make it a point to remove the bounty from Dia's head, and accept the reward she
offers you (neutral path) for a huge boost for the Prototype Vibroblade.
Eventually purchase the Echani Fire Brand from Kebla Yurt's Equipment
Emporium, this will go to Zaalbar (unless you made a Two-Weapon Fighting main
character...in that case, give Zaalbar the Prototype Vibroblade, and Mission's
Vibroblade, while giving your main character the Echani Fire Brand).
Try to keep your Main Character's Level capped at 5, but if you are having
extreme difficulty, leveling the character to 6 won't handicap you severely
once you become a Jedi. For your level 6 feat, take Improved Flurry if you are
a One-Hander, and Improved Power Strike if you are a Two-Weapon Fighter (this
is assuming that you already have Improved Dueling, or Improved Two-Weapon
fighting, respectively.
If the black vulcars are giving you trouble, then use Zaalbar and Carth, and
don't hesitate to fast travel back to your base to heal without using MedPacks.
After you have broken into the Sith Base, I usually hack the computer system
with either T3-M4, or Mission, and disable the shields on the Droid Boss. You
can also destroy the conduit in the room with the Droid Boss to disable it's
shields.
For the battle with the Sith Governor, I recommend using Zaalbar and Bastila.
Anyone using blasters has a chance at the attacks simply being deflected, or
even reflected back at the shooter. You can try stunning the Governor with
Bastila's Force Power Stun, but I find that her Force Points are better spent
buffing herself and the party before the battle, then Healing.
Bendak Starkiller (in the Duel Ring) is easily the most difficult fight on
Taris. There are 2 ways I have found that help me beat him on hard difficulty
without leveling past level 5. The first, while less honorable, employs the
cheap trick of pausing, then using a MedPack every turn from your inventory,
instead of during a turn in combat. The second way to beat him, is to simply
turn the difficulty down to "Easy" for the fight, then back up to "Hard"
afterwards.
I have never been able to beat Bendak Starkiller in a fair fight on Hard
difficulty without being high level (7 or 8). You can simply skip this fight,
if you wish, since it only offers credits and Bendak's Blaster as a reward
(and also some Dark Side Points).
When you must battle Calo Nord and Davik Kang in the hanger, focus all of your
attacks on Calo Nord to end the battle quickly with a cut scene.
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# #
# What order should the Planets be visited in? #
# #
##################################################
[PLNT]
Lightsaber
Jedi Robe
Jedi Knight Robe
Crystal, Sigil
Crystal, Bondar
Crystal, Rubat
(Several random Lightsaber Color Crystals)
Eriadu Strength Amplifier
There is little choice in visiting Dantooine before the other Planets. There
is no way to escape the planet until the Star Map has been recovered.
Make sure to explore the Crystal Cave (keep heading south) to find several
Lightsaber Crystals. Some eggs must be attacked (like opening a locked door
or locked container) to acquire the Lightsaber Crysals inside.
There is also a set of Eriadu Strength Amplifier gloves in the Grove where
Juhani is first encountered. Loot them from a Mandalorian in the southern
part of the map near the Path South.
Double-Bladed Lightsaber
Dark Jedi Knight Robe
Crystal, Damind
Circlet of Saresh
Nerve Amplifier Belt
Zabrak Tystel Mark III
Krath Double Sword
Chuundar's Bowcaster
Bacca's Ceremonial Blade
Nerve Amplifier Belt: Immunity: Mind-Affecting (Kashyyyk: Lower Shadowlands;
Dropped by the Mandalorian Commander as part of the "Hidden Hunters" quest).
Kashyyyk is always the first Planet I travel to after I am given a choice of
which Planet to explort. Within the Lower Shadowlands lies the Ritual Beast,
whose remains contain the Circlet of Saresh. The Circlet of Saresh is a Light-
Side Only Head Accessory that increases Widsom by +5.
Besides the loot received from defeating the team of Dark Jedi, there are
several weapons here that cost no credits, and are quite effective.
Don't forget to complete the "Hidden Hunters" Quest in the Lower Shadowlands.
The Mandalorian Commander dropsa Nerve Amplifier Belt, which provides Immunity
to Mind-Affecting attacks.
Tatooine provides one of the shortest Planet explorations. I usually head here
to make sure that my Main Character has a slight edge in combat before I travel
to Korriban.
Tatooine also has moderately hard Swoop Bike Track races. The reward for
beating the best time in each of the tiers is a set amount of Racing Credits
that can be sold for Credits.
Korriban can be a challenging place due to the amount of battles that will be
against Force-Wielding enemies. Usually I rely on the Circlet of Saresh and
the Nerve Amplifier Belt to get me through most battles without being disabled.
The Qel-Droma Robes are an easy grab. All that has to be done is the slaying
of a Terentatek inside the cave with the renegade students. The Qel-Droma
Robes will further boost your Main Character's Wisdom and Defense.
Ajunta Pall's Blade is mainly for Zaalbar or Canderous, though it can also be a
powerful weapon in the hands of a Two-Weapon Fighting Jedi.
Manaan is usually the last Planet I visit because there are not really any
items here that will improve your Main Character (unless they are a Dark Side
Character).
The only redeeming quality for this planet is its exceptionally difficult
Swoop Bike Race Track, which boasts a 5,000 Credit reward for beating the
third tier.
###############################################
# #
# Making the Most out of Your Party Members #
# #
###############################################
[PRTY]
How to Build Carth into a beastly-dual-wielding-distance Soldier:
Carth is the best ranged weapon fighter in the game. He naturally starts with
great Dexterity (improving his Ranged Attack), and begins with several Feats
that let you turn him into a dual Blaster Pistol wielding Soldier capable of
owning any enemy that isn't protected by an Energy Shield or Lightsaber.
If you are playing the Xbox version of the game, then Rapid Fire will be the
best skill for Carth, but if you are playing the PC version, then Power Blast
will be the best ability. There is a glitch in the Xbox version of the game
so that when you use Power Blast with 2 weapons, only your main Hand Weapon
will shoot.
P.S. Fighting enemies at close range with a ranged weapon gives Carth a huge
bonus to Attack.
When Carth gets an additional Attribute Point every 4 levels, it is best to
improve Dexterity, to prevent missing when he attacks, and to improve his
Defense. At Level 20, Carth will have 20 Dexterity, and a +5 Bonus to his
Defense, and Ranged Attack.
One interesting note; If you place the Attribute Point from Level 8 in
Intelligence, Carth will begin to get 2 Skill Points per Level up. I could
never rationalize taking a point away from Dexterity, but the extra Skill point
could be useful for allowing Carth to disable mines (which I usually sell). I
usually outfit Carth with the Visor that improved his Demolitions skill if
Mission or Zaalbar aren't in the party.
When it comes to Skills, there are two ways I like to play Carth. If you want
to focus on a purely combat-oriented Carth, then dump all of your skill points
into Treat Injury.
Demolitions is also a good choice for Carth, although Mission and Zaalbar
easily out perform Carth once they are in your party. If I don't use all of my
Skill Points in Treat Injury, I usually place them in Demolitions. Don't worry
about improving Awareness, you will usually be able to see mines before they
explode on your characters. Accessories that improve the Demolitions Skill can
also be easily equipped when mines are present, then switched out for something
more combat oriented.
The only Class Skill I can't say much about is Security. You can force your
way into any door or container that would require Security. You cant even use
Security to penetrate certain "Impossible" doors sealed until requirements in
the story are met. Do yourself a favor and pass on Security every time you
level up, and wonder why Carth even wasted Skill Points in it in the first
place.
*-These Feats represent a Combat-oriented Carth. The decision between choosing
Implant, or Conditioning lies in your access to effective implants.
Obviously if you have a spare implant that grants immunity, that trumps a
bonus to a saving throw provided by Conditioning. I usually hold off
getting higher levels in Implant until I find more effective implants.
**-The choice between these 3 Feats will depend on where you have spent your
Skill Points with Carth. If you have been increasing Demolitions, then
Caution will be a good choice, if you have been increasing Computer Use,
Repair, or Security then Gear Head is good. If you have been spending your
points in Treat Injury, then Empathy will be your best pick.
Carth's Feat Progression: PC
Level 5: Toughness
Level 6: Improved Toughness
Level 7: Improved Power Blast
Level 8: Master Two-Weapon Fighting
Level 9: Master Power Blast
Level 10: Master Toughness
Level 11: Conditioning or Implant Level 1*
Level 12: Conditioning or Implant Level 1*
Level 13: Improved Conditioning or Implant Level 2*
Level 14: Improved Conditioning or Implant Level 2*
Level 15: Master Conditioning or Implant Level 3*
Level 16: Master Conditioning or Implant Level 3*
Level 17: Caution, Empathy, or Gear Head**
Level 18: Improved: Caution, Empathy, or Gear Head**
Level 19: Master: Caution, Empathy, or Gear Head**
Level 20: Caution, Empathy or Gear Head
*-These Feats represent a Combat-oriented Carth. The decision between choosing
Implant, or Conditioning lies in your access to effective implants.
Obviously if you have a spare implant that grants immunity, that trumps a
bonus to a saving throw. I usually hold off getting higher levels in Implant
until I find more effective implants.
**-The choice between these 3 Feats will depend on where you have spent your
Skill Points with Carth. If you have been increasing Demolitions, then
Caution will be a good choice, if you have been increasing Repair, then Gear
Head is good. If you have been spending your points in Treat Injury, then
Empathy will be your best pick.
Quick Rationale for Carth's Feat Progression:
Carth starts with all of the feats that make him an excellent Two-Weapon
fighter. All you have to do is make him even better at what he already does.
Take Toughness and Improved Toughness as soon as possible to increase Carth's
survivability, followed by either Rapid Shot, or Improved Power Blast.
At the first opportunity, get Master Two-Weapon Fighting, as this will increase
Carth's ability to land hits. If you prefer, Feats that improve Carth's Skills
can be utilized before those that directly benefit him in combat (like Gear
Head).
*-Additional locations can be found in Appendix: Additional Locations of
Equipment Mods.
**-The Zabrak Blaster Pistol has a 25% chance to Stun for 6 seconds (DC 10).
***-The Skeletal Human Remains are close to the computer terminal that controls
the puzzle in which the 4 colored lights must be transferred from the left
side to the right.
Remember to always account for Carth's Natural Dexterity bonus to Defense.
Certain Armors will have high defense, but not allow the bonus from Dexterity
to apply.
**-Additional locations can be found in Appendix: Additional Locations of
Equipment Mods.
***-The Twisted Rancor Trio Puzzle takes place in the room with 6 Holographic
Projectors forming a half circle around a footlocker. The correct sequence
is: Elinda, Ujaa, Ujii, Loopa, Fodo, Ashana.
****-Davik's War Suit also provides the following passive mods; Damage
Resistance: Resist 10/- vs Cold and Resist 10/- vs Fire.
*****-Calo Nord's Battle Armor has the following natural effects; Damage
Resistance: Resist 10/- vs. Cold/Fire/Sonic. Calo Nord attacks the party
on the first world that is visited after Dantooine.
******-The Heavy Exoskeleton provides a passive bonus of +2 to Strength, and +1
to Constitution. The Armor Reinforcement Mod boosts the passive bonus
to +5 Strength, and +4 Constitution.
Useful Accessories:
Verpine Headband: Saves: Will +3, Skills: Awareness +2 (dropped by Kandon Ark
[Black Vulkar Leader])
Mission is a great early-game party member that can be molded into various
roles. If you are the patient type, her Stealth Skill can be utilized to tip
the scales of battle in your direction at the start of every battle. Simply
activate her Stealth Skill, sneak up on an unsuspecting enemy, and attack them
from within 10 meters (a couple of steps away from the enemy) for bonus damage
that increases every 2 levels.
Sneak Attack even works with Blasters, as long as you are within 10 Meters.
When you are close enough to hit with Sneak Attack, you get a bonus to Attack
as well for being so close to the enemy with a Ranged Weapon.
Mission works well with the kind of Jedi that I build, because her bonus damage
from Sneak Attack applies against "stunned or otherwise immobilized targets"
(like those that are held by Stasis, or stunned by Force Push).
I usually play her as a ranged fighter, taking the Dueling and Sniper Shot
Feats. In addition to sometimes stunning the enemy, Sniper Shot steadily
improves chances to land a Critical Hit for bonus damage. If Mission happens
to stun the enemy, then she will deal bonus damage from her Sneak Attack Feat
against the foe while they are immobilized.
Mission's Attribute Points would be best spent in Dexterity. Not only will
this increase Mission's Attack with ranged weapons, but it will also give her
Defense a much needed boost to balance out her relatively low Vitality.
I like to spend all of her Attribute Points in Dexterity, even though it leaves
her with 21 Dexterity. Any item that increases Dexterity can then be used so
that Mission can benefit from the Bonus to Dexterity/Ranged Attack that comes
having Dexterity at or above 22.
With good starting values in Demolitions and Awareness, Mission is a great
character to use for the recovery of Mines. Recovering mines allows you to use
them, but I always sell them, since as a Light Side character there is a
tendency to not always have a lot of Credits.
Even though Computer Use is not a Class Skill for Mission, she still has
enough Skill points from every Level up to max out Computer Use.
In fact, I recommend maxing out Computer Use, Demolitions and Awareness every
chance you get with a Level up. There will often be spare Skill Points left
over that can be used to improve her Stealth, or Treat Injury Skills.
Again, I do not recommend putting any points into Security since all doors and
containers that can be unlocked with Security can also be forced open by
attacking them (though it is slower than using Security).
*-Toughness is also a good Feat for Mission to have. If you find that she is
dying often, Toughness can provide enough Vitality to survive an additional
attack.
Quick Rationale for Mission's Feats:
As a Scoundrel, Mission does not have that many Feat Points. It is important
to take advantage of the natural abilities that she improves as a result of
leveling (Sneak Attack and Scoundrel's Luck). Since she earns so few Feat
Points, it is especially important that none of them are wasted. Mission can
have excellent Skills without the benefit of Feats that boost Skills.
While I rarely use her Sneak Attack to start battles (it places her right in
the middle of combat), Sneak Attack is extremely powerful at higher levels, and
can easily defeat some of them in one attack.
By having Mission use a Blaster Rifle Class Weapon, she ensures that she can
stay as far away from potential damage as possible.
One special note about using Sniper Shot is that it affects the Critical Threat
Range on weapons. Thus, if you improve Zaalbar's Bowcaster so that it will
score a Critical on a 19 or 20 (10%), then by using Sniper shot, that range
doubles to cause a Critical on any roll from 17 to 20 (20% Critical chance).
Master Sniper Shot, used with a weapon that has a Critical Threat range of
19-20, will improve the chance to Critical by 4x. This means that Mission will
be getting bonus damage from Criticals on rolls from 11 to 20 (50%). This high
chance to critical, along with her bonus damage against disabled enemies, means
that Mission can be an extremely hard hitting character.
Mission just needs to stay off the radar of enemies. Even with Scoundrel's
Luck, and bonuses to armor from Dexterity, she can only wear Light Armor, and
she has the lowest Vitality score out of all your party members (she doesn't
even beat T3-M4 when it comes to Vitality).
*-Additional locations can be found in Appendix: Additional Locations of
Equipment Mods.
**-Zaalbar's Bowcaster is in the same area as where he is rescued in the
sewers.
***-The Hair Trigger adds "Keen" to Zaalbar's Bowcaster, increasing the
Critical Threat Range to 17-20 (from 19-20). Sniper shot does not take
into account the "Keen" modification when multiplying the weapon's
Critical Threat Range.
****-Jamoh Hogra's Carbine has a Critical Threat Range of 19-20.
**-Additional locations can be found in Appendix: Additional Locations of
Equipment Mods.
***-The Republic Mod Armor is inside a Sealed Strongbox in the Second Set of
Lower City Apartments in Taris. The box is unlocked with by answering:
Hyperdrive, My Uncle, Alderaan.
****-Darth Bandon's Fiber Armor also grants Damage Resistance: Resist 25/- vs.
Fire. You must recover at least 2 Star Maps, and visit several planets
before Darth Bandon will come and seek you out.
Useful Accessories:
Motion Detection Goggles: +2 Awareness, +1 Demolitions/Security (defeat the Sith
Patrol Leader in the Undercity)
Stabilizer Gauntlets: +2 Demolitions (Dantooine; Sandral Grounds, Loot from a
Mandalorian)
Zaalbar is a great team member to balance this skills and abilities of Mission.
His abnormally high Strength and Constitution make him perfect for front-line
combat. Additionally, he comes with the "Wookie Toughness" Feat, which
reduces damage by 2, and grants him +2 Vitality/Level above and beyond any
benefits from Constitution or the Toughness Feat.
Zaalbar does best with 2-handed melee weapons (or 2 weapons) since his huge
bonus to Hit from Strength can easily offset the penalties from Dual-Wielding.
Since Mission is great at almost every skill but Repair, and Zaalbar is great
at repairing, it is easy to see how these two characters work well together as
a team.
To make Zaalbar into an incredible damage-dealing-tank, focus on the Dual-
wielding feats, along with Power Strike, and Toughness.
I often use Zaalbar throughout the entire game due to his tanking ability and
sheer damage output. The computer AI is really good at making him use his
Power Attack Ability as well, making him even more of an asset to me.
Zaalbar cannot wear Armor, Gloves, or Headgear. He naturally acquires the
Implant Feat, so be sure to make the most out of it.
Zaalbar has exceptional Strength already, but that doesn't mean we shouldn't
spend Attribute Points making him even more beastly. Don't worry about
improving any other stat. Zaalbar's naturally high Constitution, along with
his Wookie Toughness, and Toughness Feats will ensure that he easily has the
most Vitality out of anyone in the game.
Zaalbar can be great at a lot of skills, but I find that he is best at focusing
on Repair and Demolitions. Choose which of these skills you want to focus on,
and place as many points per Level into those Skills, until they are maxed out,
then place the remaining in the other Skill.
Personally, I try to max out his Repair Skill first, and rely on Mission for
Demolition. Mission actually starts off better at Demolitions (due to her
bonus to the Skill from Intelligence). I also usually pair the two of them
together for the first part of the game.
Keep in mind that the Repair Skill for Zaalbar is only going to be used against
disabled droids, and never for any story-related actions (like removing the
Memory Bolt from HK-47, or fixing the Sentient Droid on Korriban). Also,
Repair only does something for Zaalbar every 4 ranks (every 4 points in Repair
reduces the Repair Parts needed to adjust a droid by 1, to a minimum of 1
part).
Of course you could always dump all of Zaalbar's Skill points into Treat Injury
so he would benefit the most from MedPacks.
It would be a waste to see Zaalbar doing anything in combat except wielding
two Melee Weapons (or a Double-Bladed Weapon) at the front-line of any battle.
He has tons of Strength, tons of Vitality, and he can take the most punishment
out of all of the party members.
Toughness isn't even necessary on Zaalbar, it just makes him that much more of
a tank. If Zaalbar ever dies in a fight, you are pretty much doing something
wrong.
+=========================================+
| Zaalbar's Main Hand Weapon Progression \
}===================================================================\
}====================================================================+
| Name: | Damage: | Attack: | First Location Available: \
}===============+===========+===========+=================================\
| Long Sword | 1-12 | 0 | Endar Spire; second footlocker |
| | | | |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Echani Ritual | 3-13 | +1 | Taris: Upper City; Buy for 280 |
| Brand | | | Credits from Kebla Yurt* |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Krath Double | 5-15 | +2 | Kashyyyk: Upper Shadowlands, |
| Sword | | | corpse just North of Basket Up |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Bacca's | 10-20** | +4 | Kashyyyk: Overthrow Chundaar |
|Ceremonial Blad| | | and ask for the blade** |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Ajunta Pall's | 7-17 | +5 | Korriban: Tomb of Ajunta Pall |
| Blade*** | | | |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
*-The Echani Ritual Brand is purchased at the Equipment Emporium in the Upper
City in Taris.
**-Bacca's Ceremonial Blade also does an additional 2-12 Damage vs. Droids,
and 2-12 additional Critical Damage. To win this blade you must overthrow
Chuundar and ask for the blade instead of Credits. This assumes that you
sided with Zaalbar's father, and retrieved the blade-portion of the weapon
while in the Shadowlands as part of the "Chieftain in Need" Quest.
***-Be sure that you don't give Ajunta Pall's Blade away for Prestige from
Uthar. There are plenty of Quests that you can do so you can keep this
weapon and still earn enough Prestige.
Bastila is a powerful character, but not someone that can be depended on to
fight with you for every battle of the game. She should never be built to
bridge gaps in player abilities, but rather to support the main hero and
another player within the party.
I usually build her as a support hero, taking Heal, and all of the abilities
that can buff the party. When it comes to combat, she is exceptional, due to
her Two-Weapon-Fighting feats, but her mid-range Vitality means that she is
best when supporting someone who can really take the punishment of combat.
Bastila can really be played a lot of ways. Since she acquires a new Force
Power every level, she can be quite versatile. Even though this guide is
geared towards a "Light Side" player, Dark Side Powers (like Plague) are
still ok choices on Bastila.
One of greatest Bastila's Strengths is her Force Immunity: (disable) Feats.
Since she eventually gains immunity to all disables, she is a great counter
against Dark Jedi.
Bastila has pretty good defensive Attributes. I usually place one Attribute
Point into Charisma, then place the remaining Attribute Points from leveling
into Wisdom. The extra point in Charisma will help her Force Powers be more
effective against enemies, and improve her resistances to Force Powers until
she acquires her Immunities. The extra Wisdom will increase her number of
Force Points as well as boosting the effectiveness of her Force Powers.
Bastila doesn't have a lot of options with her Skill Points. I usually boost
her Awareness and keep her around to detect mines at a distance. Since I
always get Cure, Treat Injury is kind of a waste of Skill Points. You could
always use her Skill Points to improve Computer Use at a snail's pace, but I
try to rely on Bastila simply for her buffing Force Powers, and decent damage
output.
I like to put as many points as possible into Awareness, then start improving
Treat Injury.
Choosing Bastila's Feats is a juggling act. She seems to be average in all
aspects that Feats would improve upon. Since there will only be 5 Feat Points
for Bastila to spend (7 or more would be perfect...), you have to make some
sacrifices on how Bastila performs. Since Bastila is average at a lot of
things, I like to get the average rank of the 3 Feats that I think are most
effective on her; Improved Two-Weapon Fighting, Advanced Jedi Defense, and
Improved Toughness.
Advanced Jedi Defense is honestly an ability that Bastila can probably do
without. Toughness could easily take the place of Advanced Jedi Defense early
in the game. You can hold off on getting Toughness and Advanced Jedi Defense
if you are good at keeping Bastila out of harm's way.
(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)
(~) (~)
(~) Bastila's Force Power Progression: (~)
(~) (~)
(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)
[BSTL4]
Bastila gets 1 Force Power/Level
Bastila's Starting Force Powers:
Force Aura
Affect Mind
Stun
Force Push
Throw Lightsaber
Bastila's Force Power Progression: Buffing/Healing
Level 4: Burst of Speed
Level 5: Force valor
Level 6: Cure
Level 7: Force Shield
Level 8: *Free Pick*
Level 9: Knight Speed
Level 10: Knight Valor
Level 11: Force Whirlwind
Level 12: **Free Pick**
Level 13: ***Free Pick***
Level 14: ****Free Pick***
Level 15: Master Speed
Level 16: Master Valor
Level 17: Force Wave
Level 18: *****Free Pick*****
Level 19: *****Free Pick*****
*-Level 8 is the perfect level to take a Dark Side Force Power. This Level is
usually a toss up for me. Sometimes I take Stun Droid, sometimes I take
Energy Resistance, other times I take Slow.
**-Level 12 is another *Free Pick* kind of level. While I usually end up
taking Force Armor, this is a great opportunity to get any Force Power you
think will be useful (Stasis, Disable Droid, Affliction, Energy Resistance,
Advanced Throw Lightsaber, e.t.c.).
***-Yet another chance to customize Bastila to your needs. If you have been
putting points into a Dark Side Force Power (Like Affliction), you can
level it here. Work with whatever Force Power you have been dedicating the
"Free Picks" towards, and if you are still not sure, take a fun Power like
Advanced Throw Lightsaber.
****-You know the drill. By this time I have usually taken Improved Energy
Resistance for the battle aboard the Leviathan (Improved Energy Resistance
works on the whole party, and it lasts for 2 minutes).
*****-Go nuts, take whatever Force Powers you want, see if I care. By now we
have chosen all of the Force Powers that will make Bastila an effective
Buffer/Healer. You could waste your choices on any ability and Bastila
would still be awesome in combat.
Quick Rationale for Bastila's Force Power Progression:
Master Speed is an excellent ability on Bastila due to the boost to Defense and
the 2 bonus attacks per turn in combat. This helps keep her alive, since she
has average Vitality. I try to take Force Shield early, but hold off on
getting Force Armor, because once Bastila is Level 12, she is immune to most of
the debilitating effects of enemy Force Powers. Force Shield just helps us get
to the point where Bastila doesn't have to worry about resisting any Powers.
When I play through as a Light Side character, I always get Cure, but never
Heal. I just cant justify getting an ability that is only going to increase
the amount of Vitality restored by a measly 5 points. Instead, I look for
Force Powers that will prevent damage from even occurring.
Why Force Whirlwind and Force Wave instead of Stasis, or Fear? Because of the
low Force Point cost to use the Force Push Powers. Sure, the other disabling
Force Powers last twice as long if they are successful, but Force Wave costs
about half as much Force Points to use.
Plague is a great ability to have on Bastila for bosses. Since it is
impossible to resist, you never have to worry about casting it multiple times
and wasting turns in combat.
**-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt
Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker
inside Master Uthar's room on Korriban in the Sith Academy.
T3-M4 is a worthless piece of crap droid. He's terrible in combat, and Heal
has no effect on him, because he is a droid. I don't recommend ever using him
other than for the obligatory part where you must have him unlock the door to
the Military (Sith) Base on Taris.
I'm not even gonna waste my time recording his stats, Skills, or Feats. He
gets tons of Skill Points, but to make him worth anything, you'll have to dump
all of his Feats into Two-Weapon Fighting, and give him the pistols that would
be more fulfilling on Carth.
I'll admit that his utility abilities are fairly strong. If you decide to use
T3-M4 in your party, max his Computer Use, Demolitions, and Repair skills.
Feel free to spam his utility attacks in battles.
Use his Feats to either attempt to make him somewhat decent at combat, or to
further boost his above average skill levels.
Canderous is another character that I rarely use. While he can be an effective
ranged or melee fighter, I could never rationalize having non-Jedi's (except
for Zaalbar!) in the party unless it was for non-combat reasons. While his
health regeneration is a powerful ability, Zaalbar makes a better Melee Fighter
(due to his large amount of Vitality and Strength), and Carth already comes
with the skills that make the best ranged fighter.
I'm not saying that Canderous couldn't be a great party member with the right
Feat choices. I know he could be an awesome Two-Weapon Melee Fighter with the
same Skills that Zaalbar has. And while I'm sure you can spend money on a
Heavy Ranged Weapon that would make Canderous great in ranged combat, I still
prefer a Jedi in my group.
You can either spend all of his Attribute Points in Strength (if you want to
make him a melee fighter) or Dexterity if you will be focusing on his Ranged
Feats and Equipment.
Since Canderous starts with points in Demolitions, you may spend his skill
points in Demolitions, but you will need someone with good Awareness to spot
the mines, since Canderous has 0 Awareness. Spend his points in Treat Injury
otherwise.
If you choose to use Heavy Weapons with him (he starts with Weapon
Specialization: Heavy Weapons), then go with Dueling, Rapid Shot, and Toughness
as your main Feats.
We can easily see that Canderous has great Strength, Constitution, and Wisdom.
The bonus that Canderous receives to his Willpower saves will help in fights
against Dark Jedi, while his Constitution ensures that he will have one of the
highest Vitality amounts.
Again, whether you build Canderous as a Melee or Ranged fighter will determine
where you will put his Attribute Points towards Strength or Dexterity.
Canderous starts with fairly good Treat Injury Skill, and a small amount of
Demolitions. The only Skills that should be improved on Canderous are the
two he starts with. If you plan on boosting Canderous' Demolitions Skill,
be sure to have someone in the party with a fair amount of Awareness (around
5 will be ok).
Due to Canderous' natural regeneration, I don't recommend boosting his Treat
Injury at all. The Force Power Cure, and the Vitality he heals every few
moments should be enough for him to survive battles.
Armor Proficiency: Light
Armor Proficiency: Medium
Armor Proficiency: Heavy
Power Attack
Power Blast
Improved Power Blast
Rapid Shot
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Weapon Focus: Heavy Weapons
Weapon Specialization: Heavy Weapons
Weapon Proficiency: Melee Weapons
Toughness
Canderous' Feat Progression: Melee Fighter
Level 6: Two-Weapon Fighting
Level 7: Improved Two Weapon Fighting
Level 8: Master Two-Weapon Fighting
Level 9: Improved Power Attack
Level 10: Weapon Focus: Melee
Level 11: Weapon Specialization: Melee
Level 12: Master Power Attack
Level 13: Improved Toughness
Level 14: Master Toughness
Level 15: Conditioning or Implant Level 1*
Level 16: Conditioning or Implant Level 1*
Level 17: Improved Conditioning or Implant Level 2*
Level 18: Improved Conditioning or Implant Level 2*
Level 19: Master Conditioning or Implant Level 3*
Level 20: Master Conditioning or Implant Level 3*
*-These Feats represent a Combat-oriented Canderous. The decision between
choosing Implant, or Conditioning lies in your access to effective implants.
Obviously if you have a spare implant that grants immunity, that trumps a
bonus to a saving throw provided by Conditioning. I usually hold off
getting higher levels in Implant until I find more effective implants.
Canderous' Feat Progression: Ranged Heavy Weapon Fighter
Level 6: Improved Rapid Shot
Level 7: Dueling
Level 8: Improved Dueling
Level 9: Master Dueling
Level 10: Master Rapid Shot
Level 11: Improved Toughness
Level 12: Master Toughness
Level 13: Conditioning or Implant Level 1*
Level 14: Conditioning or Implant Level 1*
Level 15: Improved Conditioning or Implant Level 2*
Level 16: Improved Conditioning or Implant Level 2*
Level 17: Master Conditioning or Implant Level 3*
Level 18: Master Conditioning or Implant Level 3*
Level 19: Gear Head or Empathy
Level 20: Improved Gear Head or Improved Empathy
*-These Feats represent a Combat-oriented Canderous. The decision between
choosing Implant, or Conditioning lies in your access to effective implants.
Obviously if you have a spare implant that grants immunity, that trumps a
bonus to a saving throw provided by Conditioning. I usually hold off
getting higher levels in Implant until I find more effective implants.
Quick Rationale for Canderous' Feat Progressions:
Canderous has enough Feat Points from Leveling that you could make him into
just about any kind of fighter you want.
For Canderous the Barbarian, taking Two-Weapon Fighting, and maxing it out as
soon as possible is going to enable him to get the most Attacks without
missing. After that I take Improved Power Attack for the additional +3 to
Damage when it is used. If your Canderous is missing a lot of his attacks, go
ahead and pick up his Weapon Focus: Melee Weapons, and Weapon Specialization:
Melee Weapons and use Normal Attacks instead of Power Attacks.
Both builds have Canderous taking Toughness after all of his
Damage-dealing/Attack landing Feats have been learned. Since Canderous already
gets 13 Vitality/Level (10 from his class, +2 from his Constitution, and +1
from his Toughness Feat), he doesn't need Improved Toughness to survive like
other low-mid range Vitality party members.
In order to make the most out of Ranged Heavy Weapons Canderous, Rapid Shot
will be the way to go. I take Improved Rapid Shot right away, since it allows
2 attacks, and the penalty is only -2 Attack/Defense (instead of the -4
Attack/Defense from Rapid Shot). Since Dueling provides a bonus to Attack as
well as Defense, we can again put off getting Improved and Master Toughness
until Canderous has all of his Offensive Feats.
+==========================================+
| Canderous' Main Hand Weapon Progression \
}===================================================================\
}====================================================================+
| Name: | Damage: | Attack: | First Location Available: \
}===============+===========+===========+=================================\
| Long Sword | 1-12 | 0 | Endar Spire; second footlocker |
| | | | |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Echani Ritual | 3-13 | +1 | Taris: Upper City; Buy for 280 |
| Brand | | | Credits from Kebla Yurt* |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Krath Double | 5-15 | +2 | Kashyyyk: Upper Shadowlands, |
| Sword | | | corpse just North of Basket Up |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Bacca's | 10-20** | +4 | Kashyyyk: Overthrow Chundaar |
|Ceremonial Blad| | | ask for the blade** |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
| Ajunta Pall's | 7-17 | +5 | Korriban: Tomb of Ajunta Pall |
| Blade*** | | | |
}===============+===========+===========+================================={
}===============+===========+===========+================================={
*-The Echani Ritual Brand is purchased at the Equipment Emporium in the Upper
City in Taris.
**-Bacca's Ceremonial Blade also does an additional 2-12 Damage vs. Droids,
and 2-12 additional Critical Damage. To win this blade you must overthrow
Chuundar and ask for the blade instead of Credits.
***-Be sure that you don't give Ajunta Pall's Blade away for Prestige from
Uthar. There are plenty of Quests that you can do so you can keep this
weapon and still earn enough Prestige.
Remember to always account for Canderous' Natural Dexterity bonus to Defense.
Certain Armors will have high defense, but not allow the bonus from Dexterity
to apply.
**-Additional locations can be found in Appendix: Additional Locations of
Equipment Mods.
***-The Twisted Rancor Trio Puzzle takes place in the room with 6 Holographic
Projectors forming a half circle around a footlocker. The correct sequence
is: Elinda, Ujaa, Ujii, Loopa, Fodo, Ashana.
****-Davik's War Suit also provides the following passive mods; Damage
Resistance: Resist 10/- vs Cold and Resist 10/- vs Fire.
*****-Calo Nord's Battle Armor has the following natural effects; Damage
Resistance: Resist 10/- vs. Cold/Fire/Sonic. Calo Nord attacks the party
on the first world that is visited after Dantooine. The Armor
Reinforcement Mod also grants Immunity: Critical Hits.
******-The Heavy Exoskeleton provides a passive bonus of +2 to Strength, and +1
to Constitution. The Armor Reinforcement Mod boosts the passive bonus
to +5 Strength, and +4 Constitution.
()()()()()()()
() ()
() Juhani ()
() ()
()()()()()()()
[JHN]
Class: Jedi Guardian
Juhani is a powerful ally in combat. Even without buffing her with any Force
Abilities, she excels in battle. Her naturally high Dexterity gives her a good
base Defense, and her Feat Progression allows you to gear her towards Two-
Weapon Fighting, while still learning the various Jedi Feats, and Toughness.
As soon as you can, give her either a short-bladed Lightsaber for her off hand,
or a Double-Bladed Lightsaber, and improve her Two-Weapon Fighting Feat. If
you don't have a spare Double-Bladed Lightsaber, or Short-Bladed Lightsaber, the
Prototype Vibroblade or Mission's Vibroblade are great choices.
Focus on getting Juhani the Master Speed Force Power as soon as possible. The
extra attacks and bonus Defense will ensure that battles will end quickly,
while preserving as much of Juhani's Vitality as possible.
Since Juhani has the lowest Force Point pool, try to limit spending her Force
Powers in numerous abilities, and instead focus on a few Force Powers that you
will want to max out. Even though Slow is a Dark Side Power, I still take it
to Plague so that Juhani will have the most powerful debuff when you face
difficult enemies.
Beyond Master Speed and Plague, I strongly recommend having Juhani learn
Force Powers that will increase her Resistance to enemy Force Powers (Force
Armor or Force Resistance).
When it comes to her choice of attacks, Power Strike will deal out the most
damage consistently, but I have also built her with Critical Strike, adding
Lightsaber crystals that improve her chance to score Criticals and the critical
damage.
Juhani has decent stats, boasting a very high Dexterity, and enough
Constitution to ensure that she will have very good survivability.
I recommend boosting her Strength every chance you get to improve her combat
effectiveness. It will be tempting to place an additional point into Charisma
to improve her defense against Force Powers. Instead try to learn Force Powers
that will improve Juhani's Saving Throws against Force Abilities (Force Shield,
and Force Resistance).
Juhani represents a unique Jedi in that she can use the "Stealth" skill
without a Stealth Field Generator. This can be useful due to Juhani's
excellent ability to deal out damage. Since she has this skill available to
her, I usually improve it.
Beyond improving Stealth, Awareness and Treat Injury are the best places to
spend the rest of her Skill Points. I usually place the remainder in Treat
Injury, since 8 Awareness should be enough to spot most Mines.
Juhani has an odd Feat Progression, getting a Feat Point at:
(Level 7, 9, 12, 13, 15, and 18)
Juhani's Starting Feats:
Conditioning
Power Attack
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapons
Jedi Defense
Toughness
Force Camouflage
Force Jump
Improved Force Jump
Jedi Sense
Knight Sense
Juhani's Feat Progression:
Level 7: Two-Weapon Fighting
Level 9: Improved Two-Weapon Fighting or Improved Toughness
Level 12: Improved Two-Weapon Fighting or Improved Toughness
(Master Force Jump, Master Sense)
Level 13: Master Two-Weapon Fighting or Master Toughness
Level 15: Master Two-Weapon Fighting or Master Toughness
Level 18: Improved Conditioning or Weapon Focus: Lightsaber
Quick Rationale for Juhani's Feat Progression:
Juhani, being a Guardian Jedi, excels at close ranged combat. Two-Weapon
Fighting and Toughness will ensure that she does the most amount of damage
while surviving. Take Improved Toughness instead of Advanced Jedi Defense
since Toughness will provide damage resistance against all attacks.
I prefer to get Juhani hitting as many times as possible, so I usually improve
Two-Weapon Fighting before Toughness.
The Level 18 Feat is a tough one to decide on. I chose Improved Conditioning
due to the fact that Guardians have the lowest natural defense against Force
Powers. While Force Resistance can effectively protect Juhani against most
Force Powers, Improved Conditioning will help her when it fails.
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(~) Juhani's Force Power Progression: (~)
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[JHN4]
Juhani gets 1 Force Power/Level
Juhani's Starting Force Powers:
Force Aura
Burst of Speed
Energy Resistance
Affect Mind
Stun
Slow
Force Push
Throw Lightsaber
Juhani's Force Power Progression:
Level 7: Force Shield
Level 8: Affliction
Level 9: Knight Speed
Level 10: Force Resistance
Level 11: Improved Energy Resistance
Level 12: Plague
Level 13: Force Armor
Level 14: *Free Pick*
Level 15: Master Speed
Level 16: Force Immunity
Level 17: Force Valor
Level 18: Knight Valor
Level 19: Master Valor
Level 20: **Free Pick**
*-I usually get Cure with my Free Pick, even though Juhani has a low Force
Point pool. Force Suppression is also a good pick if you prefer to let the
AI control Juhani in combat.
**-I find it rare that Juhani reaches level 20 by the end of the game. If I
happen to earn enough experience for her to level this high, I usually
either boost Cure to Heal, or Force Suppression to Force Breach.
Quick Rationale for Juhani's Force Power Progression:
Juhani is great to have in the front lines of any battle. The AI that controls
her is very good about applying Slow (Affliction, Plague) to tough enemies. I
usually just let Juhani do her thing.
In tough battles, like those against Dark Jedi, I find that it is important to
use abilities like Force Shield more for the benefit to resisting Force Powers
than for the bonus to Defense. Of course, once Juhani learns Force Resistance,
I usually open fights with Force Resistance, then Knight Speed (Master Speed)
and then just let Juhani do whatever she wants to.
Eventually Master Speed is going to make Juhani dominate in battles. Hopefully
she has acquired a Double-Bladed Lightsaber. Juhani can easily out damage the
Main Character provided that Juhani has picked up the Two-Weapon Fighting Feat
and the Main Character is using Dueling and Flurry.
Don't underestimate the Dark Force Power Plague. Even though Juhani can only
cast it a few times per battle, it is a great Force Power to use against Dark
Jedi and bosses in general. Plague is impossible to resist, and it lowers the
enemy's Attributes by 12 (-6 Damage/Attack, -6 Defense, and huge penalties to
resisting Force Powers, Stun Effects, and other debuffs).
**-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt
Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker
inside Master Uthar's room on Korriban in the Sith Academy.
Jolee represents the best Force Power user that can be added to your party. He
gains the most Force Points, the most Force Powers, and his Neutral Alignment
ensures that all Force Powers will never be adjusted positively or negatively
due to his Alignment (like when a Light Side character uses a Dark Side power,
and it costs more Force Points). Even if he did have a penalty, his huge Force
Point Pool ensures that he will almost always have energy to devote to Force
Powers.
I prefer to mold Jolee into a Support-Healer-Disabler Jedi. First I grab the
abilities that will benefit the Party (like Force Valor), then I focus on
getting Jolee the abilities that will help him survive (like Force Shield).
Since my Main Character will almost always be the first person to cast
disabling Force Powers, I feel comfortable using Jolee initially for Support.
No matter which way you go, Jolee is devastating with his Force Powers. You
may even prefer to learn Force Lightning and simply roast all opponents. I
often max out Force Wave and spam it in fights with multiple enemies.
While Jolee excels at Force Powers, he lacks in combat. Consulars have one of
the lowest natural boosts to Attack from increasing their level. This should
not deter you from using Jolee, as my usual strategy relies upon disabling
enemies first, and using the bonus to Attack that occurs when foes are
immobilized to make up for the comparatively low chance to hit.
Keep in mind that Master Speed is still one of the best Force Powers to get for
Jolee. The additional attacks and Defense can make him quite formidable in
combat. Just be sure to exhaust most of his Force Points before closing the
distance with attackers.
Jolee has excellent support character Attributes. His high Wisdom and
Charisma, along with his Force Focus Feat, will make it extremely difficult for
enemies to resist his Force Powers.
Use the Attribute Points to first increase his Wisdom to 16 (to receive the +3
bonus to Wisdom-related stats), then increase his Charisma to 16. Once both of
these stats are at 16, continue boosting Jolee's Wisdom every chance you get.
Computer Use
Demolitions
Awareness
Persuade
Repair
Treat Injury
Jolee's Starting Skills:
Awareness: 5
Treat Injury: 4
Jolee represents another character that can have an average Skill Level in one
Skill. If you prefer to have a party full of Jedi, then I suggest boosting his
Computer Use Skill, and equipping him with Accessories that improve his Computer
Use Skill.
Jolee can be average at any useful skill, just make sure that you devote every
Skill Point to that Skill.
Jolee gets a Feat Point at Levels: 9, 12, 15, and 18
Jolee's Starting Feats:
Conditioning
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapon
Jedi Defense
Force Focus
Improved Force Focus
Jedi Sense
Knight Sense
Dueling
Improved Dueling
Jolee's Feat Progression:
Level 9: Toughness
Level 12: Improved Toughness
(Master Force Focus, Master Sense)
Level 15: Master Toughness or Master Dueling
Level 18: Master Toughness or Master Dueling
Quick Rationale for Jolee's Feat Progression:
To me, there are 2 ways to improve Jolee's Feats. One way, the way I have
suggested, will help Jolee survive battles while being able to exert his
mastery of the Force over opponents by using Force Powers as his weapon of
choice. Toughness will give Jolee a much needed Vitality boost. Jolee ties
with Mission for the lowest amount of Vitality (even T3-M4 has more Vitality).
Master Toughness will give Jolee an additional 36 Vitality at level 18, and
reduce the damage he receives by 2 from every attack. Master Dueling will
help boost his Defense by +1, but this is such a small chance when compared to
the improving ability of enemies to land hits on your party, that in my opinion
the Toughness Feats will help Jolee survive battles more often than the extra
Defense from Master Dueling.
If a combat-Jolee is what you want, then there is just enough Feat Points for
Jolee to learn Master Dueling, and either; Master Flurry, or Master Power
Attack. Either of these Feats are good, with Power Attack promising more
damage per turn (as long as you get past the -3 Attack penalty).
Keep in mind that the bonus damage from Power Attack will apply to the bonus
attacks from Knight Speed and Master Speed. Meaning that if you land all 3 of
the Master Power Attacks, an additional 30 damage will be dealt to Jolee's
opponent.
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(~) Jolee's Force Power Progression: (~)
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[JLBN4]
Jolee gets 1 Force Power/Level
(and an Additional Force Power at Levels: 1, 5, 9, 13, and 17.)
Jolee's Starting Force Powers:
Cure
Force Aura
Force valor
Affect Mind
Stun
Stun Droid
Disable Droid
Force Push
Throw Lightsaber
Jolee's Force Power Progression:
Level 7: Burst of Speed
Level 8: Force Shield or Energy Resistance or Slow
Level 9: Force Whirlwind and Knight Speed
Level 10: Knight Valor
Level 11: Stasis or Affliction
Level 12: Stasis or Affliction or Force Shield (Force Armor)
Level 13: *2x Free Pick*
Level 14: Plague or **Free Pick**
Level 15: Force Wave
Level 16: Master Speed
Level 17: Master Valor and ***Free Pick***
Level 18: ****Free Pick****
Level 19: ****Free Pick****
Level 20: ****Free Pick****
*-At Level 13 Jolee gets to select 2 Force Powers. There are several ways I
like to go, ranging from Energy Resistance and Improved Energy Resistance,
to Affliction and Plague, and even occasionally Advanced Throw Lightsaber.
Even Destroy Droid isn't that bad of a pick. Use this level to improve any
Force Power you intend to max out, or to pick up any wild-card Power that
you can foresee using. My strong recommendation is to have at least Stasis,
Affliction and Force Armor by this point.
**-I almost always put this point towards Plague (or it's pre-requisites).
***-Usually Stasis Field or Energy Resistance.
****-By this point you should have all of the Force Powers to make Jolee
an exceptional Force Power user. I usually round him off by ensuring that
he has all of the buffing Powers. This is also a fine time to take any
Dark Side Powers you think would be useful.
**-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt
Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker
inside Master Uthar's room on Korriban in the Sith Academy.
True Jedi have no need of Droid Assassins. Just kidding. HK-47 has his uses,
but I feel like he isn't really as great as other party members. HK-47 has
always been a mediocre, if not amusing party member. The main turn off for me
is that once he is damaged he requires Repair Kits, and does not respond to
Cure, or Heal. Given that I would prefer to avoid the need to buy Repair Kits
to continually use him, I would set him up as a Ranged Fighter. He has
considerable Strength, however, and could be suitable as a melee fighter.
If you are going to use HK-47, then I strongly recommend buying the Droid Heavy
Plating Type 2 (Defense +10, 1500 Credits) and the Verpine Demolitions Probe
(Demolitions +4, 1000 Credits) from Yuka Laka.
Should you have even more Credits to spare, Suvam Tan in the Yavin Station has
several unlimitied-use Special Weapons and an unlimited use Shield. He also
has the best Utility accessory (+7 Awareness/Computer Use/Demolitions/Security)
that Credits can buy. With these items, there might be some hope for an HK-47
that actually carries his weight in battles.
Computer Use
Demolitions
Awareness
Repair
Security
HK-47's Starting Skills:
Demolitions: 5
Awareness: 5
Repair: 6
Should you decide to implement HK-47 as a Party Member, be sure to improve his
Repair Skill, and if it is possible, outfit him with equipment that improves
his Repair Skill so that when he does need to use a Repair Kit, he receives the
most out of it.
Since his Demolitions and Awareness Skills are already boosted, I would
recommend spending all of his Skill Points in this order: Repair, Demolitions,
Awareness. You can always buy a Verpine Demolitions Probe (Demolitions +4)
from Yuka Laka (the shop owner you buy HK-47 from) if you want to boost his
Demolitions skill even higher.
HK-47 gets 1 Feat Point every 3 Levels starting at Level 9
(Level 9, 12, 15, and 18)
HK-47's Starting Feats:
Power Blast
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Focus: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Droid Upgrade Class 1
Toughness
Combat Logic Upgrade
Tactician Logic Upgrade
HK-47's Feat Progression:
Level 7: (Droid Upgrade Class 2)
Level 9: Improved Toughness
Level 12: Rapid Shot or Improved Power Blast
(Battle Droid Logic Upgrade)
Level 13: (Droid Upgrade Class 3)
Level 15: Improved Rapid Shot or Master Power Blast
Level 18: Master Rapid Shot or Master Toughness
Quick Rationale for HK-47's Feat Progression:
Why anyone would use this character for anything other than his demeaning
remarks and solicitations for violence is beyond me. Since HK-47 only gets 4
Feat Points, he really is equipment-dependent. Power Blast is going to be the
most powerful combat ability for him, unless you purchase a Blaster Rifle Class
weapon that does more than 10 Damage on average. Should you go all out, and
end up buying HK-47 one of the High-end Blaster Rifles, Rapid Shot will deal
out more damage.
*-Additional locations can be found in Appendix: Additional Locations of
Equipment Mods.
**-Zaalbar's Bowcaster is in the same area as where he is rescued in the
sewers.
***-The Hair Trigger adds "Keen" to Zaalbar's Bowcaster, increasing the
Critical Threat Range to 17-20 (from 19-20). Sniper shot does not take
into account the "Keen" modification when multiplying the weapon's
Critical Threat Range.
****-Chuundar's Bowcaster can only be looted from his remains. You must side
with Zaalbar's Father, and decide to overthrow Chuundar as part of the
"Chieftain in Need" Quest to initiate the battle. Chuundar's Bowcaster
also has a Critical Threat Range of 19-20.
*****-Jamoh Hogra's Carbine has a Critical Threat Range of 19-20.
[RNGMD1] Taris: Lower City Apartments [Second Set]; Defeat Selven and
loot her remains.
Taris: Undercity; Purchase from Igear for ??? Credits.
Taris: Sewers; Inside the locked Weapons Footlocker in the area
where Zaalbar is rescued.
A2b. Improved Energy Cell:
[RNGMD2] Taris: Black Vulkar Base; inside the Garage Head's Desk.
Taris: Sith Base; Barracks, inside a footlocker.
A2c. Beam Splitter:
[RNGMD3] Taris: Undercity; Sith Soldier remains (the same body you can
loot the Rackghoul Serum from).
Taris: Sith Base; Armory, inside a footlocker.
A2d. Hair Trigger:
[RNGMD4] Taris: Black Vulkar Base; Pool, inside the footlocker in the
deep end of the pool.
Taris: Black Vulkar Base; Kandon Ark's remains (Black Vulkar
Leader).
Taris: Davik's Estate; Guest Rooms, inside a footlocker. This
is actually Calo Nord's room. You can tell because of
all the Trophy Kills mounted on the walls.
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[<>] Lightsaber Special Color Bases: [<>]
[<>] Heart of the Guardian [<>]
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[HOTG]
Heart of The Guardian; (Orange Crystal color Base, modifies other
Lightsaber Crystal Upgrade Stats)
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[<>] [<>]
[<>] Lightsaber Special Color Bases: [<>]
[<>] Heart of the Guardian [<>]
[<>] [<>]
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[MOTF]
Mantle of The Force; (Light Blue Crystal Color Base, modifies
other Lightsaber Crystal Upgrade Stats)
Rubat: Regeneration Force Points: 3
Damind: +1 Damage/Attack, Regeneration Force Points: 2
This guide represents an original work by "8bitPunk". All ideas and
information contained within this guide have been individually researched by
said Author using the PC and Xbox version of the Game "Knights of the Old
Republic". Nothing from this guide is borrowed or copied from any other
guide.
If you are pathetic enough to plagarize any portion of this document, I forgive
you. They say that "imitation is the highest form of flattery".
Though this guide will be initially published on GameFAQs.com, I imagine that
it may be available on other sites.