__________________________________________ ___________________________________________________________________________ Star Wars: Knights of the Old Republic II: The Sith Lords FAQ/Walkthrough (Xbox, PC) ___________________________________________________________________________ __________________________________________ March 11, 2005 Version 1.3 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com If emailing me, use this subject: Star Wars: Knights 2 v 1.3 (Emails that don't use this subject will be deleted, avoid using all CAPS) Email Policy: (read before emailing me!) ================================================================= Got a question? Check the Frequently Asked Questions section first (it's before the walkthrough) to see if your question is already answered. If you see any mistakes, or have anything that you want to add please email me! I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the FAQ, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.cheatcc.com/ http://www.cheatplanet.com/ http://www.game-revolution.com/ Just got the PC version of the game, and am going through the game again with that, so this guide now covers both versions of the game. Obviously this thing contains SPOILERS. Even looking at the contents might give something away. So, be ye warned. ............................................................................. . This Document is Copyright 2005 by Dan Simpson. . . . . Star Wars: Knights of the Old Republic II: The Sith Lords is a property of . . Lucasarts, Bioware and Obsidian, and all related marks are Trademarks, . . Registered Trademarks, or Copyrights owned by the respective companies. All . . rights reserved. . . . . This FAQ may be posted on any site so long as NOTHING IS CHANGED and you . . EMAIL ME telling me that you are posting it. You may not charge for, or in . . any way profit from this FAQ. . ............................................................................. ------------------------------------------------------------------------------- ================== What's New in 1.3: ================== Added the Dantooine Crystal Cave Kinrath cheat. Cleared up the walkthrough at the very end, corrected my MAJOR mistake there and added an ending spoiler for the curious. Added Mark Singer's Super-Uber-Ultra Sabre Cheat. Added a question to the FAQ about returning to Dantooine and not getting that to work. Added a note on buggy Swoop racing in the Glitches section. Created a new section on creatable items. Added tinytroll's T3 trick in the prologue section. Added Danijel's note on Force regen in the Cave on Korriban. Added Andrew C. Blevins note on B-4D4. Added Kevin Scully's PC Bugs information in its own section. Added the Kreia/Hanharr upgrade from Gary Smith. Added the Heal/Attack at the same time glitch/cheat. For a complete Version History, check out the Final Words Section at the end of the FAQ. ------------------------------------------------------------------------------- ..:: Table of Contents ::.. ------------------------------------------------------------------------------- i. Before you Start Playing .................... :IBYSP: ii. Creating your Exile > > > > > > > > > > > > > :IICYE: ... Classes ..................................... :DDDCL: ... Attributes & Stats > > > > > > > > > > > > >> :DDDST: ... Skills ...................................... :SKDDD: ... Feats > > > > > > > > > > > > > > > > > > > > :FTSFD: iii. Companions .................................. :IIICM: iv. Developing your Characters > > > > > > > > >> :IVDYC: ... Powers ...................................... :DPDPW: ... Leveling Up > > > > > > > > > > > > > > > > > :DLVLD: ... Prestige Classes ............................ :DPRCD: v. Power Playing Strategies > > > > > > > > > >> :PWPLS: Puzzle Solutions ................................. :PUZLE: Frequently Asked Questions > > > > > > > > > > > > :FRAQU: Walkthrough ...................................... :WLKTH: 1. The Prologue > > > > > > > > > > > > > > > >> :T3PRL: 2. Peragus ..................................... :PRAGS: 3. Telos - Citadel Station > > > > > > > > > > > :TLOSC: 4. Telos - Planetside .......................... :TLOSP: 5. Telos - Hidden Base > > > > > > > > > > > > > :TLOSH: 6. The Ebon Hawk ............................... :TEBHK: 7. Dantooine > > > > > > > > > > > > > > > > > > :DNTIN: 8. Nar Shaddaa ................................. :NRSHD: 9. Post Nar Shaddaa Ebon Hawk > > > > > > > > >> :PNRSD: 10. Onderon / Dxun .............................. :ONDXN: 11. Korriban > > > > > > > > > > > > > > > > > >> :KRRBN: 12. Onderon Finale .............................. :ONDFN: 13. Dantooine Again > > > > > > > > > > > > > > > :DNAGN: 14. Telos - Hidden Base Again ................... :THBAA: 15. Telos - Citadel Station Again > > > > > > > > :TCSAN: 16. The Ravager ................................. :TRVGR: 17. Malachor V - Endgame > > > > > > > > > > > >> :MLCRV: Tweaks, Exploits and Outright Cheats ............. :CHTSS: Bugs, Glitches and Other Terrors > > > > > > > > > :FNBGS: PC Guide to Bugs, Flaws and Game Performance ..... :PCFGP: Creatable Items (Lab Station Only) ............... :CILSO: Final Words ...................................... :FNLWD: Quick Navigation:....................................................... . . . Double-click the code word (such as :TEXTO:) next to the section you . . wish to view. . . . . Press CTRL-C (copy), CTRL-F (find), CTRL-V (paste), ENTER. . . . ....................................................................... ------------------------------------------------------------------------------- i. Before you Start Playing... :IBYSP: ------------------------------------------------------------------------------- Rule #1: Save often. In different slots. Rule #2: Never save over the first save when you get to a new planet. Especially Nar Shaddaa. Rule #3: If you hit a glitch, don't panic. The usual solution is to reload and try again. Warning #1: Under no circumstances do you destroy the Console outside the Bumani Exchange Corp. on Telos. LEAVE IT ALONE! If you destroy it and kill the guards, you will make your game unwinnable. Warning #2: Under no circumstances do you destroy ANY Utility Droids on Goto's Yacht. (Only possible if you change the Droid protocols) Leave them alone! In fact, don't ever use the Droid protocols. If you destroy the first utility droid there without getting the Shutdown code, you will make your game unwinnable. You do not need to play Knights of the Old Republic 1 to enjoy this game. It doesn't load up any of your old saves, or use the data from the first game in any way. That said, I would recommend playing the first game as it is quite an enjoyable game. (Although I like this one more) KotOR2 will ask you early on how your KotOR1 game went, and you can set Revan as male/female and light/dark. Note: The game has gender confusion when Revan is a female. Many people, Vrook seemed the worst, will forget and call Revan "him". I haven't seen this happen in reverse. With Revan set to male, no one called him a "her." (Although I've been told that happens too) After a point, you can head to different planets in different orders. I picked one that I liked the best and used it for the walkthrough. Feel free to disagree and go to the others in any order you want. Bear in mind that the difficulty of the fights (from numbers of opponents, to Vitality levels of Bosses) is determined by your level. So, regardless, the game should stay challenging enough no matter which way you go. Quick Definitions: KotOR2 - this game STR - Strength DEX - Dexterity CON - Constitution INT - Intelligence WIS - Wisdom CHA - Charisma XP - Experience Point. The basic economic unit of the RPG is these bad boys, not "credits." LSP - Light Side Point. Any action that moves you towards the light side is said to give you a Light Side Point. I use the abbreviation LSP. For larger LSPs, I sometimes use the term 2xLSP (or even 3xLSP). This means that you get more Light Side Points out of it. DSP - Dark Side Point. Same. INF - Influence. In the game you can influence your companions. It has two effects, first, there alignment gets closer to yours; and second, they will reveal more information about themselves and even give you bonuses. In my conversatin trees, I use +INF+ to note gains in Influence, and -INF- to note losses in Influence. DC - Difficulty Class. Basically a number you have to reach to do something. A lock might be a DC 15 lock, so your security skill has to be able to hit a 15. (All skill rolls get a +1-20 + your skill level to beat a DC) Also used for saving throws. If you aren't in combat, you get the full 20+Skill Level on your DC checks, so a DC 40 Recover Mine operation will require that you have a total bonus of +20 yourself to recover that mine. DEF - Defense, or how hard you are to hit. Starts at 10. You are hit when they "roll" higher than your defense. (Attacks are on the same 1-20 random chance, plus they add their attack modifier, if they get over your DEF, they hit) Armor and Dexterity improve this. Max Dex Bonus - in armor, how much of your Dex bonus will stack with the armor. An armor with a Max Dex bonus of +3 will allow only that. If you have an 18 DEX (+4), then only +3 is used, the rest is wasted. Note, however, that you still get your DEX for attack rolls (ranged and finesse only) and for Reflex saves. Critical Hit - in the "d20" system, attack rolls are figured by a 1 to 20 chance. If you get a "20" you get a critical hit. This usually does double damage (x2). However, Critical Hit chances can be changed, both by items and feats. Some weapons might have a Critical line that reads: 17-20 / x3. This means you critical on a 17 to 20 (a 20% chance), and do triple damage. Swag - another name for treasures, items, booty, shinies, junk, and other things that you'll pick up. Since most of the items you'll find are randomly determined by the game, and you'll get different things every time you play, I can't really say what you'll get (except in some specific instances). So, I use the old pirate terms. Arrh. ------------------------------------------------------------------------------- ii. Creating your Exile :IICYE: ------------------------------------------------------------------------------- The "Exile" is your character, in addition to whatever you name him/her. There are 3 main "classes" you can take, each with a male/female option. Jedi Sentinel makes for a good solid choice, good offense, lots of skills and lots of feats and average power selection. Jedi Guardian gets more vitality, but less skills and one more feat, while Jedi Consulars get only Force Powers in any great amount. Now, for more details... Male/Female: In many games, this is largely an aesthetic choice. What would you rather look at for a few dozen hours. However, in KoTOR2, there is one major effect of this choice, the difference in whether you can pick up the Handmaiden character or the Disciple character. If you are a male, you get Handmaiden, if you are female you get Disciple. There is no other particular change, besides who flirts with you, and Kreia's reactions to you, however. Note: There is one more companion option like this, but unlike this one, you can affect who you get after you start. You get Mira if you are Light/Neutral and Hanharr if you are Dark Side. ------------------------------------------------------------------------------- ... Classes :DDDCL: ------------------------------------------------------------------------------- Note: All classes have the same ability "To Hit" (Base Attack Bonus). From Tech Specialist, to Jedi Guardian, they all gain 1 point per level. Jedi Guardian 10 Vitality / Level 1 skill point / level 4 force points / level Bonus Feats: Armor Proficiency (Light) Armor Proficiency (Medium) Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapon) Jedi Defense Force Jump Jedi Sense War Veteran Class Skills: Awareness Demolitions Persuade Treat Injury Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 2 1 2 1 2 2 3 3 2 2 1 1 3 3 3 2 2 1 1 4 4 4 2 2 0 1 5 4 4 3 2 1 1 6 5 5 3 4 0 1 7 5 5 4 4 1 1 8 6 6 4 4 0 1 9 6 6 4 4 1 1 10 7 7 5 4 0 1 11 7 7 5 4 1 1 12 8 8 6 6 0 1 13 8 8 6 6 1 1 14 9 9 6 6 0 1 15 9 9 7 6 1 1 16 10 10 7 6 0 1 17 10 10 8 6 1 1 18 11 11 8 8 0 1 19 11 11 8 8 1 1 20 12 12 9 8 0 1 ...etc. === 11 feats by level 20 * Possibly wrong, need comfirmation Jedi Sentinel 8 Vitality / Level 3 skill points / level 6 force points / level Bonus Feats: Armor Proficiency (Light) Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapon) Jedi Defense Force Immunity (Fear) Jedi Sense War Veteran Class Skills: Awareness Computer Use Persuade Security Stealth Treat Injury Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 2 1 2 1 2 2 3 3 2 2 0 1 3 3 3 2 2 1 1 4 4 4 2 2 0 1 5 4 4 3 2 0 1 6 5 5 3 4 1 1 7 5 5 4 4 1 1 8 6 6 4 4 0 1 9 6 6 4 4 1 1 10 7 7 5 4 0 1 11 7 7 5 4 0 1 12 8 8 6 6 1 1 13 8 8 6 6 1 1 14 9 9 6 6 0 1 15 9 9 7 6 1 1 16 10 10 7 6 0 1 17 10 10 8 6 0 1 18 11 11 8 8 1 1 19 11 11 8 8 1 1 20 12 12 9 8 0 1 ...etc. === 10 feats by level 20 Jedi Consular 6 Vitality / Level 2 skill points / level 8 force points / level Bonus Feats: Armor Proficiency (Light) Critical Strike Flurry Power Attack Power Blast Rapid Shot Sniper Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapon) Jedi Defense Force Focus Jedi Sense War Veteran Class Skills: Awareness Persuade Repair Treat Injury Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 1 2 2 1 2 2 3 2 3 2 0 1 3 3 2 3 2 1 2 4 4 2 4 2 0 1 5 4 3 4 2 0 1 6 5 3 5 4 1 2 7 5 4 5 4 0 1 8 6 4 6 4 0 1 9 6 4 6 4 1 2 10 7 5 7 4 0 1 11 7 5 7 4 0 1 12 8 6 8 6 1 2 13 8 6 8 6 0 1 14 9 6 9 6 0 1 15 9 7 9 6 1 2 16 10 7 10 6 0 1 17 10 8 10 6 0 1 18 11 8 11 8 1 2 19 11 8 11 8 0 1 20 12 9 12 8 0 1 ...etc. === 7 feats by level 20 ------------------------------------------------------------------------------- ... Attributes & Stats :DDDST: ------------------------------------------------------------------------------- The physical and mental abilities of your character. There are two numbers for each stat, the raw score and the modifier. The raw score starts at 8 for each stat, which means the modifier for each stat begins at -1. modifier = (raw stat - 10) / 2 The modifier is what we really care about, as that gets added to everything. Your stats at the beginning of the game are just that, the beginning. They get raised by you every 4 levels starting at level 4. Equipable items can also raise your stats, and items/force powers can boost your stats temporarily. Also, your companions can help you raise your stats, especially HK-47. When you get a "bonus" from a stat, it uses the modifier. So, someone with an 18 DEX gets a +4 to his stealth. You get 30 points to spend on stats. However, as your stat gets higher, it takes more points to raise the stat as indicated below. 18 is the limit at level 1. Stat Costs: 8 - 14 <-> 1 point = 1 stat point increase 15- 16 <-> 2 points = 1 stat point increase 17- 18 <-> 3 points = 1 stat point increase Note: Stat increases from level ups (at level 4, 8, 12, etc.) are not weighted. You can raise from 17 to 18 with one point then. But you must spend all your points at the beginning of the game. No saving them for the better rates later. Because higher raw scores are really point intensive, it isn't recommended that you go higher than 16 at level one. And if I did take a 16 (and I do) I would only take one, and keep the points for other things. You'll have higher total stats if you avoid really high numbers in any one thing. Here are the stats: Strength Affects only melee/lightsaber damage as well as ability to hit with same. That is all it affects. A must-have for light-side characters as they have very few damaging force powers (none if you aren't fighting droids). I'd recommend starting with 15. Then at level 4 put another point here. If you use Two Weapon fighting, your full STR modifier is used to determine damage on your main hand, but only half your STR modifier is used for the offhand attack. However, if you use a Double-bladed weapon, you get one and a half times your STR modifier on the main hand and half on the offhand. Dexterity Increases your Defense, ability to hit with ranged weapons (you can use your Dexterity in melee/lightsaber if you take a Feat to do so) and bonus to Reflex saves. Finally adds a bonus to your Stealth skill. Dexterity is useful, yes, but you don't need it. You're going to take hits, and a +1 or +2 bonus to defense isn't worth putting the points here. Besides, the best defense of all is killing them before they even hit you. I'd go with a 10 here. Note: If you want to play a "Total Defensive" character, check out the Power Strategies section below for a good idea on this type of character. Constitution Gives a bonus to Vitality for every level you have, as well as a bonus to your Fortitude save. Also, new in KoTOR2, Constitution, rather than feats, determine what type of Implants you can get. To get the best implants you need an 18 Constitution. I'd start with a 14. You should get this to 18 by the end, by you can get most of the increase through companion dialogues. Note: If your Constitution is boosted by an item to 18 or more, you are still limited by your ACTUAL Constitution score with regard to what implants you can get. Oh well. Intelligence Bonus to many skills: Computer Use, Demolitions, Repair, Security as well as a bonus to the number of skill points you start with and get at each level. Also, there are dialogue options in the game that will only trigger with a higher intelligence. Unlike Constitution, you don't gain skill points retroactively when your Intelligence goes up, giving you more of an incentive to take Intelligence early. Finally there are fewer items that raise Intelligence than any other stat, thus, I would take a 16 here. Note: You do not gain more skill points/level with a BOOSTED INT, it only uses your ACTUAL INT. Dialogue options, however, will appear no matter how you got your smarts. No matter how low your INT, you will always gain 1 skill point per level Wisdom Bonus to Will Saves, Defense (if you get Handmaiden to train you), skills (Awareness, Treat Injury) and your Force Powers will be more difficult to resist. Additionally, there are dialogue options that only appear with a high Wisdom. At low levels, your Force Powers can really use the boost, however, at high levels, your Force Powers generally get more of a boost from levels than anything else. So, I'd skip it, and take a 10 here. Male characters can learn a special feat from the Handmaiden allowing them to add their WIS BONUS to their DEF. Charisma Bonus to Force Powers (the same as Wisdom, and they stack), improves abilities with opposite aligned force powers (reduces cost), bonus to skill (Persuasion) and probably dialogue options, but I can't prove it. Decent to have, but again, you don't need it as much as you need other things at level one. I'd take a 10 here as well. Counterpoint: Charisma also adds a significant bonus to your allies "To Hit" rating, about twice your Charisma modifier. Also it reduces the costs in casting Force Powers opposed to your own alignment. Useful if you want a Light Sided Consular who can use Force Lightning. In-Game Upgrades Throughout the course of the game, there are opportunities to get free increases to your Attributes: +1 WIS - T3's final upgrade +1 CON, +1 WIS - Hanharr's upgrades +2 STR, +1 CON - Kreia's post-Hanharr upgrades So, if you followed my advice, you now have: STR > 15 > +2 DEX > 10 > 0 CON > 14 > +2 INT > 16 > +3 (or 14 INT) WIS > 10 > 0 (or 12 WIS) CHA > 10 > 0 (or 12 CHA) A straight up fighter should do... STR > 17 > +3 DEX > 12 > +1 CON > 17 > +3 INT > 8 > -1 WIS > 8 > -1 CHA > 8 > -1 Put one point into CON early, then STR the rest of the way. Of course, you'll never be skilled, and your force powers will be easy to resist. With this character, I would avoid those Force Powers that are affected by armor, take the Armor Proficiency: Heavy, and just focus on hitting things with a Lightsaber. A Consular might try: Or: STR > 12 > +1 STR > 8 > -1 DEX > 12 > +1 DEX > 14 > +2 CON > 14 > +2 CON > 14 > +2 INT > 14 > +2 INT > 14 > +2 WIS > 14 > +2 WIS > 14 > +2 CHA > 12 > +1 CHA > 14 > +2 Consulars need WIS and CHA. These help their Force Powers, and add to their Force Points. ------------------------------------------------------------------------------- ... Skills :SKDDD: ------------------------------------------------------------------------------- Basic abilities outside of combat. This involves using items like computer consoles, repairing droids and dialogue options. Even Repair can be a dialogue option. At level 1, you get (INT MOD x 4) + Class in skill points. So, our Jedi Sentinel with 16 INT gets 24 skill points, or enough to put the full 4 points into each of his/her six class skills. Class Skills are taking at a point for point rate, while all other skills are taken at a 2 point for point rate. Obviously not terribly efficient to go cross class. There are feats you can take to add class skills. Also, prestige classes, listed later, have different class skills. The maximum amount you can put into a skill is your Level + 3, so at level 1 you can only have 4 points in any one skill. For cross-class skills, the max is half that, or at level one, 2 points in any one skill. All skills except Persuade are useful in creating items from components or chemicals. The game uses the skills of whoever uses the workbench to decide what you can make. Repair is used to break down items into components, however, only the Exile (you) can do it. No matter who uses the workbench, it uses the Exile's abilities to determine how many components you get. In parenthesis, I put the stat involved with the skill. These stats boost your skill by the modifier. Computer Use (INT) The ability to "slice" computers, as well as diagnose problems relating to computers, and occasionally droids. Very nice to have, but you will usually have a droid or Bao-Dur around to handle this for you. I'd still keep it up, but not a priority. Demolitions (INT) The ability to set, disable, or recover mines. Very useful to have. Some doors and containers can ONLY be opened by putting a mine on them. Also, recovering mines gives you a small amount of EXPERIENCE. A moderate need, but I wouldn't go much past 10 or 12 points in it ever. Anything more than that is probably pointless. Stealth (DEX) Really only useful to avoid combat, so I typically avoid it. There are a couple situations that require stealth, but those can be handled by anyone, and some of your companions start with stealth. I'd avoid it. Awareness (WIS) Ability to spot Mines, as well as used in dialogues to notice something out of the ordinary. I've noticed that even at a very small level, I found most mines and still got the dialogue options. A small need here, but keep up with it. Persuade (CHA) The one skill that only the Exile can do, and it is a MUST have, unless you don't like talking. Even if I played a dumb as dirt, kill-em-all type, I'd still take persuade. The one skill to always keep up on. Gives more dialogue options than any single other thing, improves relations with companions, gives better rewards, and gets people to see things your way. Repair (INT) Used to repair droids, computers, and similar. Occasionally comes up in dialogues. For droids (not you), affects how much vitality they recover from using Repair kits. Also, as noted above, affects how many components you recover from breaking down items. This is important, as only the Exile can break down items. Technically anyone can use a workbench to do this, but it uses the Exile's skills. This is ONLY the case when breaking down items. When creating items, the skill of whomever is using the workbench is used. But when breaking down, the Exile's Repair skill is used. Trust me, you can get more than 1 component for most items. Note: At 20 points of TOTAL Repair (Repair Ranks + INT modifier) you break down items with total efficiency, meaning you break down items to the exact amount of components it takes to make that item. SPOILER The only time someone else can break down items is when the Exile isn't in the party. Such as the raid on Freedon Nadd's tomb on Dxun, or when T3, Mira or Hanharr are all alone. Although T3 is never near a workbench when alone. Note: I have heard from others that they don't get this problem, that the skills of whomever uses the workbench are used. Your mileage may vary. Security (INT) Ability to open up locked doors and containers. You can use Security Tunnelers on doors to temporarily boost your skill here. Very nice. Also, you get EXPERIENCE by opening doors/containers with Security, while you DON'T get experience by bashing/using a lightsaber. You really need this, that or keep someone on hand who can do it for you. Treat Injury (WIS) Increases amount healed from Medpacs, as well as some dialogue options (though not too many). Not critical, but if you're dark side you might consider this more than light side, as dark siders can't Heal as efficiently with the Force. Also, as with Repair, the Exile's skill with Treat Injury is used when breaking down items regardless of who uses the lab station. So, I created a Jedi Sentinel with a 16 INT, and came up with these skills: Computer Use: 4 points Demolitions: 1 points (cross-class) Stealth: 0 points Awareness: 4 points Persuade: 4 points Repair: 1 points (cross-class) Security: 4 points Treat Injury: 4 points --------------- 24 points total ------------------------------------------------------------------------------- ... Feats :FTSFD: ------------------------------------------------------------------------------- The (mostly) combat abilities in the game. Although there are some that increase skill bonuses, some that make certain skills Class-skills, and some that just help out. Feat chains are feats that require that you take the first one to take the second to take the third. I list the second and third of these with a > underneath their original feat. I will *** the Feats that I would recommend that you get at level one. Several feats will be ***, however, you only get one feat. Choose depending on what you want your character to be. I'll list other good feats in the Developing Your Character section later. There are advanced feats that come from Prestige classes, and these will be listed in the Developing your Character section. Two Weapon Fighting - no requirements Reduces penalty to fighting with two weapons (melee, lightsaber or ranged, it doesn't matter) to -4/-6 > Improved Two Weapon Fighting - Level 4 *** Reduces penalty to -2/-4 > Master Two Weapon Fighting - Level 8 Reduces penalty to 0/-2 Armor Proficiency (Light) - no requirements Allows you to wear Light armors. The other feats allow the same. > Armor Proficiency (Medium) > Armor Proficiency (Heavy) Caution - no requirements Gives a +1 to both Demolitions and Stealth. To use a skill, you still need to put a point into that skill. Taking the next two feats in this chain increase the bonus to +2 and +3 respectively. > Improved Caution - Level 4 > Master Caution - Level 8 Critical Strike - Melee/Lightsaber only, no requirements When used, you take a -5 penalty to your DEFENSE, you get a doubled Critical Hit chance, and a chance to stun your opponent for 6 seconds (DC = Level + STR MOD). > Improved Critical Strike - Level 4 Same as above, but with a tripled Critical Hit chance. > Master Critical Strike - Level 8 Same as above, but with a quadrupled Critical Hit chance. Empathy - no requirements Gives a +1 to Persuade, Awareness and Treat Injury. The later feats in this chain increase this to a +2 and a +3 respectively. > Improved Empathy - Level 4 > Master Empathy - Level 8 Flurry - Melee/Lightsaber only, no requirements When used, grants an extra attack at a -2 penalty to Defense and a -4 penalty to all attack rolls (not damage). > Improved Flurry - Level 4 Same as above, but a -1 penalty to Defense and a -2 penalty to attacks. > Master Flurry - Level 8 Same as above, but with no penalties Gearhead - no requirements Gives a +1 to Repair, Security and Computer Use. Later feats in this chain change this to a +2 and +3 respectively. > Improved Gearhead - Level 4 > Master Gearhead - Level 8 Conditioning - no requirements Gives a +1 bonus to all saving throws. Later feats in this chain change this to a +2 and a +3 respectively. > Improved Conditioning - Level 4 > Master Conditioning - Level 8 Power Attack - Melee/Lightsaber only When used, increases damage by +3 while decreasing the attack chance to hit by -3. Also increases the critical multiplier by +1, and gives a chance for a Knockback (DC = Level + 2 x STR MOD). > Improved Power Attack - Level 4 As above, but increases damage to +7. > Master Power Attack - Level 8 As above, but increases damage to +12 Power Blast - Ranged only Exactly the same as Power Attack, but with ranged weapons (Blasters). > Improved Power Blast - Level 4 > Master Power Blast - Level 8 Rapid Shot - Ranged only Exactly the same as Flurry, but with ranged weapons (Blasters). > Improved Rapid Shot - Level 4 > Master Rapid Shot - Level 8 Sniper Shot - Ranged only Exactly the same as Critical Strike, but with ranged weapons (Blasters). > Improved Sniper Shot - Level 4 > Master Sniper Shot - Level 8 Weapon Proficiency (XYZ) - where XYZ is the weapon in question. Allows you to use that weapon. > Weapon Focus (XYZ) Gives a +1 attack bonus to hit with that weapon. > Weapon Specialization (XYZ) - Soldier, Jedi Guardian or Sith Marauder Gives a +2 damage bonus with that weapon. Jedi Defense - Jedi classes only Blaster Deflection becomes possible. Basically an opposed attack roll, where if you roll higher, you don't get hit by a blaster. If you beat their roll by 10 or more, you deflect the bolt back at them. Can only be done if you are holding a lightsaber. > Advanced Jedi Defense - Jedi classes only, level 4 Adds a +3 bonus to deflection rolls. > Master Jedi Defense - Jedi classes only, level 8 Adds a +6 bonus to deflection rolls. Replaces Advanced Jedi Defense. Toughness - no requirements *** Adds +1 vitality/level. Works retroactive too, so you can take this whenever and get the same benefit. > Improved Toughness - Level 4 Reduces 10% of damage, whenever you get hit for 20 or more. Which will be often. > Master Toughness - Level 8 Adds another +1 vitality/level. Force Immunity (Fear, Stun, Paralysis) - Jedi Sentinel ONLY, gained automatically at levels 6 and 12 Jedi Sense - Jedi only, gained automatically at level 1 Improves Defense by +2 every 6 levels. (7, 13, 19, 25, 31...) Prestige Sense - Jedi Master / Sith Lord automatic Improves Defense by +2 every 8 levels Greater Prestige Sense - Prestige Class, not Jedi Master or Sith Lord Improves Defense by +2 every 5 levels Dueling - no requirements Adds +1 to hit and +1 to defense when using only one weapon. Works with all weapons and forms of combat, including unarmed. The later feats in this chain increase the bonuses to +2 and +3 respectively. > Improved Dueling - Level 4 > Master Dueling - Level 8 Close Combat - Level 4 With a ranged weapon, you get +1 to hit at short range, while enemies in melee with you only get a +4 instead of the +6 bonus to hit. > Improved Close Combat - Level 8 You get a +2 to hit in close range, and reduce enemies chances to hit you in melee to a mere +2. Regenerate Force Points - Level 4, Jedi only Regain force points more rapidly. Regenerate Vitality Points - Level 4 Regain vitality more rapidly Class Skill (XYZ) - no requirements *** Turns a non-class skill (XYZ) into a class skill. Dual Strike - no requirements You get a +2 bonus to attack an enemy that someone else in your party is also attacking. This increases to +4 and +6 when you take the next two feats in this chain. > Improved Dual Strike - Level 4 > Master Dual Strike - Level 8 Finesse:(either Lightsaber/Melee) Use your DEX rather than STR in giving a bonus to hit. This does not affect damage, which always comes from STR. Stealth Run - Level 4 Run while stealthed. Beats walking. Precise Shot I - Level 4 Each feat in this chain provides a bonus of +1 damage with ranged weapons and reduces enemy blaster bolt deflection by -2. By Precise Shot III the damage bonus increases to +2 per each feat on this chain. > Precise Shot II - Level 8 > Precise Shot III - Level 12 > Precise Shot IV - Level 16 > Precise Shot V - Level 20 So, my Jedi Sentinel would take Class Skill (Demolitions) at level 1, and take Class Skill (Repair) the next time he gets a feat. Why? Skills are important. And taking Class Skill early is also important. A Jedi Guardian would probably want Two Weapon Fighting, while a Consular should probably take Toughness. That vitality adds up. Bear in mind, that even with "Two Weapon Fighting," you probably shouldn't use two weapons until you get "Improved Two Weapon Fighting"... you just won't hit anything. I would also avoid using any of the combat feats (Flurry, Power Attack, etc.) until later levels as you need every + to hit that you can, and you have none to spare. They're very powerful later, but harder to manage at low levels. It is the same idea as why we avoid Two Weapon Fighting until the Improved version comes along. ------------------------------------------------------------------------------- iii. Companions :IIICM: ------------------------------------------------------------------------------- Quick Reference: -================- Name Location ============================================================================= Kreia - Peragus Atton Rand - Peragus T3-M4 - Prologue, Peragus Handmaiden - Telos, Hidden Base - Male characters ONLY Disciple - Dantooine, Enclave Sublevel - Female characters ONLY Visas Marr - Ebon Hawk - after getting 1/4 to light or dark side, watch her movie with Darth Nihilous, then the next time you enter your ship, she'll be in the Starboard passenger compartment. Defeat her and she's yours. Mandalore - Dxun/Onderon G0-T0 - Nar Shaddaa Mira - Nar Shaddaa - requires that you be Light side or Neutral. If you get Mira, then you cannot get Hanharr. Hanharr - Nar Shaddaa - requires that you be Dark Side. If you get Hanharr then you cannot get Mira. HK-47 - Ebon Hawk - requires that you find 4 missing HK components, then repair. (This doesn't require Skill) ============================================================================= Jedi Notes: You can turn Atton, Bao-Dur, Disciple, Handmaiden and Mira to Jedi. This mostly just requires good Influence with them, but they have unique requirements as well: Atton - Learn his secret at Nar Shaddaa, then talk to him about his past. Bao-Dur - Influence, then talk to him. Disciple - Talk to him, say the right things. Handmaiden - Spar and win against her three times. Mira - Influence, then take her to Nar Shaddaa, near the Cantina. =---------= In-Depth: -=========- Kreia....................................................................... . Automatically joins at Peragus, after the Dormitory level. . . . . Jedi Consular -- Level 3 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 10 0 Vitality 36 Stealth 5 Burst of Speed . . DEX 16 +3 Force 49 Awareness 6 Energy Resistance . . CON 16 +3 Defense 16 Persuade 5* Force Camouflage . . INT 14 +2 Fortitude 6 Treat Injury 6 Fear . . WIS 16 +3 Reflex 5 Force Push . . CHA 12 +1 Will 6 . . . . Feats: Dueling, Class Skill (Stealth), Finesse (Melee Weapons), . . Mentor**, Force Chain*** . . . . * Kreia has Persuade, but it can't be raised . . ** Mentor increases experience gained while she is in party . . *** Force Chain shares force powers with the Exile . . . . Kreia has better attributes than you can get, and is a powerful user of . . the Force. With her Force Chain ability, every power she uses on . . herself, is used on your character as well. Because of this I typically . . use her in a support role, placing her AI on "Jedi Support." She also . . does really well with other offensive Force Powers. She is always . . Neutral, and because of this she can use both Light and Dark side . . powers equally well. However, I typically only advance her up the . . "Insanity" chain, then keep working on the "buffing" type powers, like . . Speed, Aura, and Energy Resistance. . . . . Altough Kreia is the only character immune to your Influence (that is . . her alignment stays Neutral), you can sometimes alter her alignment . . by having her initiate dialogue instead of your main character. I've . . heard that Jorran (Nar Shaddaa) in particular works. . ........................................................................... Atton....................................................................... . Automatically joins at Peragus, after the Dormitory level. . . . . Scoundrel -- Level 3 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 12 +1 Vitality 24 Computer Use 3 none . . DEX 16 +3 Force 0 Demolitions 4 . . CON 14 +2 Defense 19 Stealth 4 . . INT 10 0 Fortitude 5* Awareness 5 . . WIS 10 0 Reflex 8* Security 5 . . CHA 12 +1 Will 3* . . . . Feats: Sneak Attack I & II, Scoundrel's Luck**, Survival***, Spirit# . . . . * Saves listed here inclued Atton's bonus from his armor (+2) . . ** Defensive bonus, +2 at level 1, extra +2 at levels divisible by 6 . . *** Increases Atton's saves as he loses Vitality . . # When knocked out, there is chance that Atton will get back up . . . . Atton is a scoundrel now, with an option to become a Jedi Sentinal . . later. This brings up the point that the less scoundrel levels you add, . . the more Jedi levels you can get later. This is the basic "Hold Levels" . . tactic, since you don't have to level your people up at any time. You . . lose the Scoundrel abilities when you do this, such as Sneak Attack, . . but it isn't that big a deal. . . . . Atton becomes a Jedi Sentinal only after you have visited Nar Shaddaa, . . and talked to the men who know his secret in the Refugee Sector. Then . . you talk to Atton about it, and if your Influence with him is high . . enough, you get the option to turn him to a Jedi. . ........................................................................... T3.......................................................................... . Solo missions in the Prologue and early Peragus, joins after the . . Harbinger events. . . . . Expert Droid -- Level 3 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 10 0 Vitality 30 Computer Use 6 none . . DEX 15 +2 Force 0 Demolitions 2 . . CON 14 +2 Defense 17 Awareness 2 . . INT 16 +3 Fortitude 3 Repair 6 . . WIS 10 0 Reflex 5 Security 6 . . CHA 10 0 Will 1 . . . . Feats: Gearhead, Caution . . Items: Whatever he had when you last saw him. . . . . T3 can make Computer Spikes forever, but will only make them if you . . have less than 11 in your inventory. T3 can also act as a workbench, . . but only to upgrade items, not to create or breakdown items. . ........................................................................... Bao-Dur..................................................................... . Found after Telos Citadel Station . . . . Tech Specialist -- Level 6 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 14 +2 Vitality 48 Computer Use 9 none . . DEX 10 0 Force 0 Demolitions 9 . . CON 14 +2 Defense 10 Stealth 1 . . INT 15 +2 Fortitude 5 Awareness 8 . . WIS 14 +2 Reflex 4 Repair 9 . . CHA 10 0 Will 6 Security 9 . . Treat Injury 4 . . . . Feats: Gearhead, Improved Gearhead, Conditioning, Shield Breaker* . . Items: Nothing . . . . * Shield Breaker works to remove shields around opponents, when using . . no weapon (hand to hand only). . . . . Bao-Dur can make Energy Shields, up to a point. He will only make them . . if there aren't too many of (Energy + Mandalorian Melee) in inventory. . . . . If you want to take Bao-Dur to a Jedi later, don't spend any skill . . points cross class, just save them up every level. They'll come in . . handy later. Also, don't take him much past level 12 as a Tech. You can . . use the skills, but he'll survive better as a Jedi. If you really don't . . need skills (either the Exile or T3 will do), then hold his level at . . SIX until he turns Jedi. . . . . Turning Bao-Dur to a Jedi just takes Influence. Once you start getting . . some with him, keep talking to him until a dialogue appears that . . starts: . . . . Having you here has an effect on me, General. . . . . Just follow the dialogue, the choices don't matter, until you get the . . offer to train him. Accept and he becomes a Jedi Guardian, which is . . good because Tech Specialists have no DEF bonus. You don't need to be . . Light Side to get him to become a Jedi, but most of his positive +INF+ . . actions are Light Sided in nature. . . . . Bao-Dur cannot wear Jedi Robes. Even if you want him to keep fighting . . Unarmed, he will be as many levels behind in that feat tree as he has . . Tech levels, the two won't stack in determining which Unarmed feat he . . gets. . . . . Bao-Dur becomes a Jedi Guardian. . ........................................................................... Handmaiden.................................................................. . Found immediately after leaving Telos - Hidden Jedi Base . . --Male characters ONLY-- . . . . Soldier -- Level 6 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 14 +2 Vitality 78 Stealth 5 none . . DEX 16 +3 Force 0 Awareness 8 . . CON 14 +2 Defense 16 Treat Injury 8 . . INT 10 0 Fortitude 8 . . WIS 10 0 Reflex 6 . . CHA 14 +2 Will 3 . . . . Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Improved . . Power Attack, Toughness, Improved Toughness, Conditioning, . . Echani Strike* . . Items: Clothing . . . . * Echani Strike is Handmaiden's special feat. It adds 1-4 damage to her . . unarmed melee attacks, plus a 10% knockdown chance (DC 15 + Level) . . . . Handmaiden can become a Jedi Guardian later, with the proper influence, . . so you may want to hold off on leveling her up until then. Soldiers and . . Jedi Guardians are very similar, so you lose nothing by holding her . . levels. You turn her to a Jedi by getting her Influence up, sparring . . with her on three separate occasions, when you are at least level 10, . . 14 and 18, and commenting on the clothes you make her put on after . . sparring to learn of her mother. Then learn more of her mother from . . Kreia, follow that up with Handmaiden and she'll accept your training. . . . . Handmaiden becomes a Jedi Guardian. . ........................................................................... Visas....................................................................... . Found after going light/dark when re-entering the Ebon Hawk . . . . Jedi Sentinal -- Level 6 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 12 +1 Vitality 30 Stealth 9 Energy Resistance . . DEX 18 +4 Force 24 Awareness 9 Wound . . CON 12 +1 Defense 18 Treat Injury 9 Fear > Horror . . INT 10 0 Fortitude 6 Shock . . WIS 12 +1 Reflex 9 Force Push . . CHA 15 +2 Will 4 . . . . Feats: Two Weapon Fighting, Improved Flurry, Weapon Focus (Lightsaber) . . Items: Clothing . . . . Visas is the second -- and final -- character you get who is already a . . Jedi when she joins. Her DEX is her best attribute, but you'll have to . . even out her CHA first. Give her Weapon Finesse: Lightsaber to take . . advantage of her vastly better DEX in combat. She does well with . . offensive force powers, and is already quite far along in the Dark . . Side. In order to really be effective in close combat, she'll need to . . pick up the Toughness feats, as she lacks Vitality. . ........................................................................... Disciple.................................................................... . Found in the Dantooine Enclave Sublevel . . --Female characters only-- . . . . Soldier -- Level 6 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 14 +2 Vitality 78 Stealth 5 none . . DEX 16 +3 Force 0 Awareness 8 . . CON 14 +2 Defense 15 Treat Injury 8 . . INT 10 0 Fortitude 8 . . WIS 10 0 Reflex 6 . . CHA 14 +2 Will 3 . . . . Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Close Combat, . . Toughness, Improved Toughness . . Items: Clothing . . . . Disciple, who only joins female main characters, is almost a twin to . . the Handmaiden. However, unlike her, he goes from Soldier to Jedi . . Consular, while she becomes a Guardian. Disciple is the easiest to . . convert to a Jedi, and can be done at any time by simply talking to . . him and saying the "right" things. He is naive and generally good, . . and so long as you like the Republic, you'll get along fine. . . . . Disciple becomes a Jedi Consular. . . . . Disciple can act as a Lab Station at any time, and can also make . . Medpacs when you are on the Ebon Hawk. . ........................................................................... Mira........................................................................ . Found at Nar Shaddaa, just before meeting Visquis . . --only for Light/Neutral characters, Dark Siders get Hanharr instead)-- . . . . Scout -- Level 6 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 10 0 Vitality 54 Computer Use 8 none . . DEX 16 +3 Force 0 Demolitions 8 . . CON 12 +1 Defense 19 Awareness 8 . . INT 14 +2 Fortitude 6 Repair 8 . . WIS 11 0 Reflex 8 Security 2 . . CHA 10 0 Will 5 Treat Injury 5 . . . . Feats: Caution, Uncanny Dodge I, Dueling, Evasion, Targeting I & II, . . Close Combat, Point Guard*, Precise Shot I . . Items: Mira's Ballistic Mesh Jacket (+5 DEF, resist melee 5/-), Wrist . . Launcher . . . . * When Mira is in the lead, the party cannot set off mines . . . . Mira is the final character who can become a Jedi. Like the others this . . is largely a question of Influence. The absolute best way to gain . . Influence with Mira is through her "Why don't you kill" dialogue, IF . . YOU HAVE AT LEAST 11 AWARENESS, then you can follow that to some rich . . Influences. Outside of dialogue, most of her influencing actions are . . on Onderon, so you almost have to take her with you there (or at least . . to Dxun) to get Influence without Awareness. Then you have to take her . . back to Nar Shaddaa to show her the Force, in the same spot that Kreia . . offered you a vision. . . . . Mira becomes a Jedi Sentinal. . ........................................................................... Hanharr..................................................................... . Found at Nar Shaddaa, just before meeting with Visquis . . --Dark Side ONLY, Light/Neutral characteres get Mira-- . . . . Scout -- Level 4 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 20 +5 Vitality 60 Demolitions 6 . . DEX 13 +1 Force 0 Awareness 6 . . CON 20 +5 Defense 11 Repair 4 . . INT 10 0 Fortitude 9 Treat Injury 5 . . WIS 12 +1 Reflex 5 . . CHA 8 -1 Will 5 . . . . Feats: Armor Proficiency (Heavy)*, Improved Power Attack, Weapon Focus: . . Melee, Uncanny Dodge I, Wookiee Toughness**, Targeting I, . . Precise Shot I, Close Combat, Wookiee Rage*** . . Items: Rykk Blade (2) . . . . * Despite having proficiency in it, Hanharr cannot wear armor. . . ** Works like the Marauder/Weapon Master feat, reducing damage taken . . *** Works like the Marauder Fury ability, adding to STR and damage, . . with a penalty to DEF at the same time . . . . Hanharr, the evil wookiee, is the most powerful non-force user in the . . game. He is almost a Sith Marauder as it is. Keep him with melee . . weapons, develop some two weapon fighting, and watch him go to work. . . Makes a great contrast to Jedi, and will tear through opponents who . . foolishly think that an Energy Shield will protect them. . ........................................................................... G0-T0....................................................................... . Joins automatically after Goto's yacht in Nar Shaddaa . . . . Expert Droid -- Level 6 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 10 0 Vitality 66 Computer Use 9 none . . DEX 19 +4 Force 0 Stealth 4 . . CON 16 +3 Defense 20 Awareness 5 . . INT 16 +3 Fortitude 5 Repair 5 . . WIS 10 0 Reflex 9 Security 9 . . CHA 10 0 Will 2 Treat Injury 5 . . . . Feats: Two Weapon Fighting, Caution, Gearhead & Improved Gearhed, . . Improved Power Blast*, Improved Rapid Shot*, Improved Sniper . . Shot*, Close Combat, Personal Cloaking Shield** . . Items: G0T0 Targeting Module, Droid Repulsor, Droid Defense Barrier, . . Aratech Droid Oxidizer . . . . * These combat feats come from the G0T0 Targeting Module. . . ** Allows him to use Stealth without any items . ........................................................................... HK-47....................................................................... . Found in the Ebon Hawk, can be rebuilt after Nar Shaddaa . . . . Combat Droid -- Level 6 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 16 +3 Vitality 72 Demolitions 5 none . . DEX 16 +3 Force 0 Awareness 5 . . CON 10 0 Defense 19 Repair 6 . . INT 14 +2 Fortitude 5 . . WIS 12 +1 Reflex 5 . . CHA 10 0 Will 3 . . . . Feats: Power Blast, Weapon Focus: Blaster Rifle, Toughness, Assassin . . Protocols* . . Items: Blaster Rifle . . . . * 20% chance for extra damage . ........................................................................... Mandalore................................................................... . Automatically joins when you go from Dxun to Onderon. . . . . Soldier -- Level 5 . . Stats Skills Powers . . ------------------------------------------------------------------- . . STR 15 +2 Vitality 65 Stealth 2 none . . DEX 12 0* Force 0 Awareness 5 . . CON 15 +2 Defense 23 Persuade 2** . . INT 12 +1 Fortitude 6 Treat Injury 9 . . WIS 12 +1 Reflex 2 . . CHA 12 +1 Will 2 . . . . Feats: Improved Power Blast, Weapon Focus & Specialization: Blaster . . Rifle, Toughness, Close Combat, Mandalorian Courage***, Impant . . Switching% . . Items: . . . . * Mandalore has a +1 DEX bonus, but can't use it for DEF due to his . . armor . . ** Mandalore has 2 in Persuade, but can't raise it further . . *** Extra +2 DEF every 6 levels, immune to Fear and Horror . . % Allows +4 STR, DEX or CON, also has a Regeneration Implant . . . . Mandalore's Impant Switching is found in the same sub-menu as Jedi . . Force Powers, and will give one of the above bonuses, depending on which. . one is selected. . . . . Mandalore cannot become a Jedi, and has no major upgrades available, so . . there's no particular reason to gain Influence with him. Which is just . . as well since there aren't many places to Influence him anyway. . ........................................................................... ------------------------------------------------------------------------------- iv. Developing your Characters :IVDYC: ------------------------------------------------------------------------------- ... Powers :DPDPW: ------------------------------------------------------------------------------- There are a number of thoughts about what Force Powers are useful. First, if you are a Jedi Guardian, with an 8 WIS and 8 CHA, don't even bother with offensive powers, like Force Lightning, Stun, or any other power that gives your opponent a save. Not worth your time. If you want to wear armor and not the Zeison Sha or similar, then avoid all powers that are restricted by armor. Simple things. Here are the best "non-offensive" powers in the game: Master Energy Resistance - A+ This is a great power. It lasts a very long time, and works against all types of energy damage, blasters, lightsabers, electric, fire, cold, etc. It affects the entire party, and at Master level reduces each energy hit by 20. Beyond that its cost in force points is nil when you consider that you'll regenerate those force points before the effect ends. Master Speed - A+ Best taken for Jedi Guardians who like to hit things, but works for everyone. I can't prove it, but people say that it is buggy (the DEF bonus doesn't work). Whatever. The real purpose to the "X" Speed effects is the extra attacks. This power is one of only four ways to gain an extra attack, the others being: Two Weapon Fighting, Flurry and Force Enlightenment (which technically uses Speed as well). Doesn't last too long, but you won't need it (or want it) for long anyway. Master Heal - A- If this were KotOR I, this gets an A+, but in KotOR II, you have an automatic regeneration outside of battle, and don't need this that much. In battle it still retains its usefulness, as it heals everyone in the party. Here are the best "offensive" powers in the game: Force Storm - A The final version of "Shock." No surprise that it's a Dark Side power, they get all the good attack powers. This does 1-6 damage per level, save for half. Thus you need decent WIS or CHA to do full damage all the time. Or just a high level. And speaking of high levels, if you get above level 20, this starts to knock out entire rooms in a single shot, and can often take down large groups of really tough enemies in two or three at most. Force Wave - B The ultimate in Force Push, the Wave always does damage, like Force Storm, even if it isn't much. It also has a chance to stun opponents and knock them over. This is probably the best power for Guardians with low WIS and CHA to take as it is generally effective and combines well with attacking. Run into combat, use this power first, then start whacking people with your lightsaber. Death Field - B Nice in a large group, you can heal yourself from near zero to fully healed almost instantly, but otherwise it does far, far less damage than Force Storm. Another very nice Dark Side Power. Also, your opponents get to Save for half again, so nice WIS, CHA or high levels help. Insantiy and Stasis Field - B- A good power to use in conjunction with a Lightsaber attack, as it holds your enemies helpless for a decent period of time. Force Crush - A- Nice power, doing 100 to 200 damage, guaranteed. With the added bonus of actually HOLDING your enemy while you do this, meaning they can't attack you at all. It gets an A-, rather than an A for two reasons. One, you get it too close to the end of the game for it to really help. And two, it is no good at all against groups of enemies. Use Force Storm. You get Force Crush after convening the Jedi Council on Dantooine, as a Dark Sided player. Kill - C- Unless the enemy saves, this power does half their vitality damage, no matter how much vitality they have. Sounds more useful than it is. Although you can easily chain two or three (or four) of these together to kill anything, it isn't very fast, efficient or powerful. If they make their Save, this power does almost no damage at all. Destroy Droid - C+ Almost the same as Force Storm, but against Droids only, hence it not being that useful. Only really take this if you don't want Dark Powers, as Force Storm does more damage. This does have the nice effect of knocking the droid out for a round or two, if it fails its save. Take as a Novelty Only: Mind Trick / Force Confusion - C- Mind Trick allows you to go by enemies unnoticed (if you attack them, they notice), which is useless. When do we want to pass up that sweet, sweet experience? Force Confusion, at least, gives the satisfaction of letting your enemies kill each other. Throw Lightsaber - D+ Three problems with this. First, it doesn't do enough damage, about half that of Force Storm. Second, you lose your lightsaber while it's spinning around out there, leaving you high and dry. Third, even upgraded you can hit only three enemies with it. Skip it. ... Leveling Up :DLVLD: ------------------------------------------------------------------------------- Skills...................................................................... If you can take a large amount of skills, take them all. Here's how I prioritize what is important. Persuade Repair Demolitions (stop taking at 10 ranks) Security (stop taking at 15 ranks) Awareness (used to find mines and in dialogues, stop taking at 15 ranks) Computer Use Treat Injury Stealth (Only take if you're going to be a Sith Assassin later) Note: I stop taking Demolitions, etc., because the difficulties of the tasks assigned to those skills don't go that high. Because of that I find that you can stop taking skill ranks there at these points and still recover all mines out there (or opening all Locked doors). There will still be the occasional thing that requires a higher Security, such as a metal box in the Onderon Vault, so you can either go to 20 ranks there, or keep someone else working on it. This way, when I play Jedi Sentinal, my favorite class, I have to take the Class Skill feats to get Repair and Demolitions. Then I follow the priority list to put points in that order. However, despite being a lower priority, both Computer Use and Treat Injury will end out higher than Demolitions/Security/Awareness because those stop. Also note, if you keep up on all your skills (really only possible with an 18 INT) the only particular benefit is when Creating Items, but you can do that with anyone. Repair is needed for breaking down items, as has been noted before, only the Exile's skill is used when breaking down items, regardless of who uses the workbench. Skills on your other characters, I almost always just give them their class skills. There's no need for all of them to be able to do everything. (Except Bao-Dur who can do everything if you get his INT up to 16) Feats....................................................................... Here's the priority I take on Feats: Class Skill (Repair, Demolitions or Security) Two Weapon Fighting (and its upgrades) Critical Strike (and its upgrades) Toughness (and its upgrades) Weapon Feats (Lightsaber) Regenerate Force Points (only helps at low levels) Note: Even though various characters can become Jedi, it is sometimes better to keep them as Ranged weapon specialists. There are some really good blasters out there, and the Precise Shot feat tree gives good damage bonuses. Feats to Skip: Armor Feats (the best Force Powers can't be used in armor) Weapon Feats (Melee, Ranged) Dueling (the bonus isn't that useful, unless you are fighting Unarmed) Dual Strike (again, not that useful) Regenerate Vitality Points (you regenerate out of combat anyway) Combat Feats: On the three major combat feat front (Power Attack, Critical Strike, and Flurry), the absolute best of these is Critical Strike. (Replace with the Ranged versions if you are using blasters) Why? Let's do some comparisons. First, let's look at the two we aren't going to be using, Flurry and Power Attack. Winner goes on to compete against Critical Strike. Note: You can get "up to" 50 damage by upgrading fully just after Dantooine. That's one of the reasons I go there first, to get Lightsaber Crystals. This is an abstraction, not an actual damage comparison. This is just to demonstrate the differences between Flurry and Power Attack. Flurry vs. Power Attack Master Flurry: (1 Lightsaber) Master Power Attack: (1 Lightsaber) ============================= =================================== 50 damage, hit one 62 damage, hit one 50 damage, flurry ============================= =================================== 100 total damage 62 total damage Master Flurry: (2 or Double) Master Power Attack: (2 or Double) ============================= =================================== 50 damage, hit one 62 damage, hit one 50 damage, offhand 62 damage, offhand 50 damage, flurry ============================= =================================== 150 total damage 124 total damage Master Flurry, 2 Weapons, Master Power Attack, 2 Weapons, Master Speed Master Speed ============================= =================================== 50 damage, hit one 62 damage, hit one 50 damage, offhand 62 damage, offhand 50 damage, flurry 62 damage, speed one 50 damage, speed one 62 damage, speed two 50 damage, speed two ============================= =================================== 250 total damage 248 total damage You can see that in every situation, Flurry is better than Power Attack, even at the Master Level. Master Flurry has an unnamed -1 penalty to hit, and Master Power Attack gives you a -3 penalty to hit. So, Flurry is better. For another take on Power Attack, see the Power Strategies below. Note: Master Flurry claims in the game to have no penalty, but it still has a -1 to attack penalty. Critical Strike (and its upgrades) doesn't really strike me as worth it. It will increase the "threat range" and give a chance to stun enemies. First the stun is only useful at low levels. At high levels, my Master Flurry/2 Weapons/Master Speed setup kills almost all enemies in a single shot. As for the extra "threat range" it takes your weapon from getting a critical hit 10% the time (which is what the 19-20 means in the "Critical Threat" line), to 40% (or 50% with a "keen" weapon, upgrade). A normal "keen" weapon criticals 20% of the time. In a normal attacking situation, with two weapons, using Critical Strike, you will get one critical. If everything hits, you get, essentially a free extra attack from the doubled damage. Now, with Master Speed you get 4 attacks, 2 of which should be criticals, giving you 6 "effective hits." Our Master Flurry setup gives you 5 attacks, and with the 20% critical chance, one of these is likely to be a critical for, yes, 6 "effective hits." Thus, they are fairly similar in power, but Flurry is guaranteed damage. Critical Strike sometimes does more damage, sometimes does less damage. Note: When you use Critical Strike + Keen, you do NOT get 80% criticals. When you put them together, their increased threat ranges are essentially added together, not multiplied. If you double a threat range, you take it from 19-20 to 17-20, if you triple it you take it to 15-20, and if you quadruple it you take it to 13-20. Remember that you have to count where you start. Keen can then take it to 11-20. You can check this yourself by going to the Journal screen, press (X), then (Y) over to Combat. Scroll up to your last critical to see your threat range. Critical hits typically do double damage, which is nothing to sneeze at, however, "double damage" is actually the same thing as an extra hit. With the maximum of four attacks you can get (2 weapons + Master Speed), and the maximum of 25% critical hit chance, you will critical hit once in there, for exactly the same damage you would have gotten with Flurry. And you take a -5 DEF penalty to do that. The Shien Lightsaber Style will increase criticals to x3, at which point Critical Strike becomes much more worth it. Here's how: the following chart is similar to the one above, assume that "Master Critical Strike" is using normal lightsabers, as Doublebladed doesn't work. Normal Lightsabers have a threat range of 19-20, while Doublebladed has 20-20. Then, keen both lightsabers with a Crystal or Lens. All of this together gets you a Critical rate of a 11-20, or 50%. Also, unlike before since criticals count, they count for both sides. The flurry side is also give a Keen weapon(s) and uses Shien at x3 as well, giving them a 20% critical rate. Flurry vs. Critical Strike Master Flurry: 1 Lightsaber Master Critical Strike: 1 Lightsaber ============================= ====================================== 50 damage, hit one 50 damage 50 damage, flurry (+50% at x3) (+20% at x3) ============================= ====================================== 110 average damage 75 average damage Master Flurry: 2 Lightsabers Master Critical Strike: 2 Lightsabers ============================= ====================================== 50 damage, hit one 50 damage 50 damage, offhand 150 damage (at 50%, we get one here) 50 damage, flurry (+20% at x3) ============================= ====================================== 190 average damage 200 average damage Master Flurry, 2 Weapons, Master Critical Strike, 2 Weapons, Master Speed Master Speed ============================= ====================================== 50 damage, hit one 50 damage, hit one 50 damage, offhand 50 damage, offhand 50 damage, flurry 150 damage, speed one 50 damage, speed one 150 damage, speed two 150 damage, speed two (flurry gets one critical) (at 50% we can assume 2 critical hits) ============================= ====================================== 350 average damage 400 average damage All things being equal, Critical Strike will win in the end. But as you can see, they are very, very close. It's still just random chance, in the end. You get more GUARANTEED damage by taking an extra attack with Flurry, as Critical Strike is dependent on luck. And remember that if you will never, ever see an all critical hit sequence (4 or 5 critical hits in a row), as whatever you're fighting will be long dead before that. Even with a 50% chance of criticals, you'll still see many times when you don't critical at all in a round. ... Prestige Classes :DPRCD: ------------------------------------------------------------------------------- Jedi Weapon Master 10 Vitality / Level 1 skill point / level 6 force points / level Bonus Feats: Greater Prestige Sense Deflect Increase Melee Damage 1 Class Skills: Awareness Demolitions Persuade Treat Injury Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 1 1 2 1 2 2 3 2 2 2 1 1 3 3 2 2 2 1 1 4 4 2 2 2 0 1 5 4 3 3 2 1 1 6 5 3 3 4 0 1 7 5 4 4 4 1 1 8 6 4 4 4 0 1 9 6 4 4 4 1 1 10 7 5 5 4 0 1 11 7 5 5 4 1 1 12 8 6 6 6 0 1 13 8 6 6 6 1 1 14 9 6 6 6 0 1 15 9 7 7 6 1 1 ...etc. Notes: The Jedi Weapon Master has access to all the advanced combat feats, such as Superior Weapon Focus Lightsaber (3 feats), Superior Two Weapon Fighting, as well as access to the Specialization feats for all other weapon proficiencies, whether you had access to them before or not. On their automatic progression, you get both Increase Melee Damage, which adds to your Lightsaber and Melee attacks, as well as an ability to shrug off a small percentage of all damage later. The Deflect ability goes up in ability as you go up in levels, giving an extra +1 to deflect blasters on every odd level (1,3,5,7...etc.). Like the Jedi Watchman (and the Sith Marauder/Assassin) the Weapon Master has the best Defense bonus in the game, with Greater Prestige Sense, giving a +2 DEF bonus every 5 levels. Jedi Watchman 8 Vitality / Level 3 skill points / level 8 force points / level Bonus Feats: Sneak Attack I Greater Prestige Sense Class Skills: Awareness Computer Use Persuade Security Stealth Treat Injury Bonus Powers: Force Camouflage Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 2 2 2 1 2 2 3 3 3 2 0 1 3 3 3 3 2 1 1 4 4 4 4 2 0 1 5 4 4 4 2 0 1 6 5 5 5 4 1 1 7 5 5 5 4 1 1 8 6 6 6 4 0 1 9 6 6 6 4 1 1 10 7 7 7 4 0 1 11 7 7 7 4 0 1 12 8 8 8 6 1 1 13 8 8 8 6 1 1 14 9 9 9 6 0 1 15 9 9 9 6 0 1 ...etc. Notes: The Jedi Watchmen are nearly identical to the Jedi Sentinal, and don't add too much in terms of high level ability. What you do get is the Sneak Attack ability. If you attack while in Stealth mode, you do the extra damage as indicated by the Sneak Attack feat. (1-6 per level of the feat, so Sneak Attack 6 gives an extra 6-36 damage) Added together with the Force Camouflage, you can now enter Stealth any time, whether you wear a Stealth Field Generator or not. Watchmen, unlike their Sith counterpart the Assassin, get the best Saves in the game. Jedi Watchmen also get access to Greater Prestige Sense, giving them the best DEF progression in the game. Jedi Master 6 Vitality / Level 2 skill points / level 10 force points / level Bonus Feats: Prestige Sense Regenerate Force Points Light Side Enlightenment Class Skills: Awareness Persuade Repair Treat Injury Bonus Powers: Inspire Followers 1 Level: Saves: DEF Bonus: Feats: Powers: F R W 1 0 0 2 2 1 2 2 0 0 3 2 0 1 3 1 1 3 2 1 2 4 1 1 4 2 0 1 5 1 1 4 2 0 1 6 2 2 5 2 1 2 7 2 2 5 2 0 1 8 2 2 6 2 0 1 9 3 3 6 4 1 2 10 3 3 7 4 0 1 11 3 3 7 4 0 1 12 4 4 8 4 1 2 13 4 4 8 4 0 1 14 4 4 9 4 0 1 15 5 5 9 4 1 2 etc... Notes: There are some good points in becoming a Jedi Master, but I think you were better off as a Consular. Your DEF bonus slows to a crawl. As a Consular you gained +2 DEF every 6 levels. As a Master it slows to every 8 levels. (see chart above) The only major bonus you get as a Jedi Master is the Light Side Enlightenment, which affects the alignments of your companions and pushes them out to the extremes. Good companions who are close to Light Side Mastery will get there quicker. Evil as well. The power Inspire Followers (and its followups) give a minor bonus to Hit and to Damage for everyone, which is nice. Jedi Masters also have the worst saves of any class in the game. Sith Marauder 10 Vitality / Level 1 skill point / level 6 force points / level Bonus Feats: Weapon Focus: Lightsaber Greater Prestige Sense Increase Combat Damage Class Skills: Awareness Demolitions Persuade Treat Injury Bonus Powers: Fury - bonuses to STR, FORT, WILL and adds to damage for each kill Level: Saves: DEF Bonus: Feats: Powers: F R W 1 2 1 0 2 1 1 2 3 2 0 2 1 1 3 3 2 1 2 1 1 4 4 2 1 2 0 1 5 4 3 1 2 1 1 6 5 3 2 4 0 1 7 5 4 2 4 1 1 8 6 4 2 4 0 1 9 7 4 3 4 1 1 10 7 5 3 4 0 1 11 8 5 3 6 1 1 12 8 6 4 6 0 1 13 9 6 4 6 1 1 14 9 6 4 6 0 1 15 10 7 5 6 1 1 etc... Notes: (See the Notes on Jedi Weapon Master, they are almost the same) The bonus power "Fury" is broken. At high levels it is supposed to give extra attacks, but doesn't. Which means that you need to use Master Speed still if you want the extra attacks. Sith Assassin 8 Vitality / Level 3 skill points / level 8 force points / level Bonus Feats: Weapon Focus: Lightsaber Sneak Attack I Greater Prestige Sense Class Skills: Awareness Computer Use Persuade Security Stealth Treat Injury Bonus Powers: Force Camouflage - use Stealth without a Generator Level: Saves: DEF Bonus: Feats: Powers: F R W 1 1 2 0 2 1 1 2 2 3 0 2 0 1 3 2 3 1 2 0 1 4 2 4 1 2 1 1 5 3 4 1 2 0 1 6 3 5 2 4 0 1 7 4 5 2 4 1 1 8 4 6 2 4 0 1 9 4 6 3 4 0 1 10 5 7 3 4 1 1 11 5 7 3 6 0 1 12 6 8 4 6 0 1 13 6 8 4 6 1 1 14 6 9 4 6 0 1 15 7 9 5 6 0 1 etc... Notes: (see the Notes on Jedi Watchman, as they are almost the same) Sith Lord 6 Vitality / Level 2 skill points / level 10 force points / level Bonus Feats: Weapon Focus: Lightsaber Prestige Sense Regenerate Force Points Dark Side Corruption - Changes companion alignments Class Skills: Awareness Persuade Repair Treat Injury Bonus Powers: Crush Opposition - gives enemies negatives to hit and Will saves Level: Saves: DEF Bonus: Feats: Powers: F R W 1 0 0 2 2 1 2 2 0 0 3 2 0 1 3 1 1 3 2 1 1 4 1 1 4 2 0 2 5 1 1 4 2 0 1 6 2 2 5 2 1 1 7 2 2 5 2 0 1 8 2 2 6 2 0 2 9 3 3 6 4 1 1 10 3 3 7 4 0 1 11 3 3 7 4 0 1 12 4 4 8 4 1 2 13 4 4 8 4 0 1 14 4 4 9 4 0 1 15 5 5 9 4 1 1 etc... Notes: (see the Notes on Jedi Masters, as they are almost the same) ------------------------------------------------------------------------------- v. Power Playing Strategies :PWPLS: ------------------------------------------------------------------------------- Random Item Strategies ----------------------------------------------------------------------------- This game uses Random Item lists to determine not only what treasures you find in containers, but also in stores. If you don't like the item you got, what can you do? In Containers - Items in containers (such as Plasteel Cylinders) is decided on randomly when you first enter the area. (Load screen area) If you want to get a different item, you will have to load to a save from before entering that area. In Shops - Save it before talking to the shopkeeper. Check what items they have. If they don't have what you are after, or you just want to see it again, reload and try again. Random items are decided when you TALK to them, not when you check their shop. Rewards - Save before getting the reward. If you get something that you don't want (for instance, on the Lightsaber drops), reload and try it again. Workbenches and Creating Items ----------------------------------------------------------------------------- Perhaps the single best way to get items and improve the items you find, is by creating the upgradeables yourself. This is wholly dependent on skills, and the game uses every skill for this except Persuade. This gives you a good reason to have skills for the Exile, but you don't need it (although I'd still take Repair, as noted above). With Bao-Dur/T3 giving you the tech skills, Atton for Stealth and Kreia for Treat Injury you have all the skills covered. Every time you come across a workbench, get in the habit of checking out what items you can upgrade at that time, then go through the list of createable items to see what's good. A very good time to hit the workbench is right after creating your Lightsaber. In addition to the 3 crystals that can be outfitted on it, you can add Emitters, Lenses and Power Cells as well. So, get your Lightsaber, hit a workbench and make those 3 to place in it. It makes a huge difference. Use the Shields! ----------------------------------------------------------------------------- You will get a lot of Energy Shields (and their upgraded versions, such as Arkanian Energy Shield) in this game. Use them. Not only on your character, but have your companions use them as well, as they won't do that on their own. Typcially you want to match the Shield to the job, if taking on a group of blaster wielders, or Jedi, energy shields work well. If you see monsters or vibroblade wielders, Mandalorian Melee shields are the order. Bao-Dur will make infinite shields for you, so long as you don't have too many in your inventory. He stops doing this once he asks about your Lightsaber. Use Lots of Items in Battle: ----------------------------------------------------------------------------- When you have a cut scene or dialog that you know is about to end in violence, if you're fast enough you can press before the combat engine triggers. If you are in inventory and not in combat, then this means that you aren't bound by the turn-based system and can use any items you like (but not force powers). Stim up, and have everyone activate their shields. (from David Pidcock) In the basic sense you can use any number of items you want when you aren't in battle, so any way you can get the game to believe that you aren't in battle will work. Breaking Down Shields at the Workbench ----------------------------------------------------------------------------- It seems that items which have a limited set of charges can be broken down to the same number of components, whether they're fully charged or not. So, you can have your cake and eat it too. Use that shield 4 out of 5 times, break it down and use the components for another shield ! As long as there's at least 1 use left, you can get the full number of components. (from David P.) At a skill of 20 Repair, your ability to break down items becomes 100% efficient, so you can use this idea to simply break down a Shield, then build it again to regain your charges. Not entirely necessary, and you can't do it for the better shields, but with this you can use Shields more freely. Energy Resistance ALL THE TIME ----------------------------------------------------------------------------- Force Powers such as Energy Resistance and Force Barrier provide a damage reduction to a damage type, such as energy attacks. Better still, these powers last a very long time, can be used in armor, and aren't that expensive to use. You will have recovered your Force Power spent long before the effect wears off. So, simply keep turning it on whenever you see a battle coming. Better to be safe than dead. Force Power: Energy Resistance + Mandalorian Melee Shield ----------------------------------------------------------------------------- You can't use two different types of shields at the same time, so you can either be protected from energy attacks or physical attacks. However, you can stack force powers and shields. So, take the Force Power of Energy Resistance and use that, then use the Mandalorian Melee Shield and you are protected from just about every form of attack out there. This works the other way as well, using an Energy Shield + Force Barrier. You can also stack the same type as well, such as an Energy Shield and Energy Resistance. Extra Items: Sell Vs. Breakdown ----------------------------------------------------------------------------- There are two ways to deal with clutter in this game, sell them or break them down. Unless you see something you want to buy, you will want to break these items down. Breaking down items depends on the Repair skill of the main character, so if you have no skill in it, all your breakdowns will give you 1 component. With a high repair, you can sometimes get hundreds, or even thousands of components for breaking down an item. Note: Be careful when using the workbench, it doesn't prompt you if you are sure you want to break something down, and does it right away. It would not be fun to lose a great item because you accidentally select the wrong one. However, I would only break down items when I know that there is something good and needed that I can make and that I need the components. This way you can save your items and decide whether to sell or break them down later, depending on what you need. Demolitions as a Door/Container Opener (from Eric Stroeh) ----------------------------------------------------------------------------- Just a tip for those who choose Jedi Guardian for their main class [and who carry it on to Jedi Watchman/Sith Marauder]... If you're not going to invest in the feat for Security, and don't want to keep switching to another character for their security skills, invest in some points in Demolitions. Don't break down equipment that gives bonuses to that skill either, if you're just going to put one point into the skill. Having gone through the game as both a Sith Assassin and a Jedi Watchman, I've found very little use for medpacs, so break them down and use their components to make mines. Just make Minor Frag Mines as they only require a three for Demolitions. Plant the mines on the lock for locked containers. If you do this, you don't have to switch to a character with a decent Security skill, and most importantly, *you don't get broken items* the way you would if you bashed the container. Note: Don't use "Flash" mines, these only stun, and can't open locked doors/containers. The Total Defensive Character Build (from Happywalrus) ----------------------------------------------------------------------------- You're a bit odd on the way you throw up your reccommendations for Dex / Wis. IF you upgrade your character to the point where he has all the stuff he needs, he can become a master at defending himself. Meaning that even Kreia's light sabers aren't that tough. I built a character with mainly dex / wis (sentinel -> weaponmaster) and hitting him became _Very_ tough. As in I was using the 'whack-a-mole-master' stance all the way through the end of the game and things still had a hard time hitting me. Thing is, if you use the light side and get the light side mastery, and then throw the modifiers for both wis and dex in the mix, your character can have up do something like 50-60 def. This requires you be using one of the robe sets which doesn't cap your dex bonus, but it's still a HUGE advantage. Your FAQ covers how easy damage can be to do - high enough wis and str and five or six attacks a round mean you deal some damage every time. But if you have all that defense from force powers (battle meditation, master speed increase, and the third....) ON TOP OF a defense bonus for both dex and wis as combined with a deflection emitter or two, you can watch sith commandos shoot themselves to death all day long. And still deal out all the damage you want with your force powers. (which don't go up too high because your design puts more emphasis on the CHA bonus) A defensive build requires that you use two light sabers built for defense - one that adds lots of wis and con and deflection - but when it comes down to it you can only kill one or two enemies a round with sabers no matter the build. Using your guide to leveling, I would have ended up with an offense only mildly stronger - force powers might have done an extra 20-30% tops. But I wouldn't be able to defend myself. The beginning and all the 'no weapons for you, punk' fights were mildly annoying, but once I had a light saber and finesse, everything went peachy. Note that yes, this build DID rely on having a lot of feats later on. And I DID end up at about 35 total due to the exploit in the cave. (and had all the lenses / power cells / emitters I wanted - Total ~2.5k components, which is pretty easy to throw together by the end.) However, since everything's scaled and with a better plan (let's not get force lightning or force drain, 'cause they're only good for one thing) I could have made it through the whole game EASIER due to having everything I needed. Power Attack, Another Look (from Userunfriendly) ----------------------------------------------------------------------------- If you build two lightsabers, with "Keen" properties, using master power attack with master speed, your total attack rating should be almost the same as for flurry, however, you have a threat range of 17-20, or one chance in five of making a natural critical hit, with TRIPLE the base damage of the lightsaber... And a chance to knock back the enemy, destroying initiative for that combat round. In fact, with Shien lightsaber stance, which adds one to the critical hit multiplier, you can do quadruple the damage. Since the table shows that the damage rating for both are pretty similar, its obvious that the additional one chance in five of doing monster damage will skew the numbers back in favor of power attack. In fact, using two YOURNAME crystals, (see the Cheats section) solari crystals, and a improved beam gem lens, expert dueling emitter and the ultimate diatanium power cell, and a strength boosted consular watchman, (sneak attack bonus) I've been able to score 214 damage IN A SINGLE HIT. If by some chance it doesn't kill outright, they're tossed away... Critical hits double/triple/(with shien lightsaber stance) quadruple the base damage of the lightsabre, any damage bonuses that are constants, any strength damage bonus, weapon specialization, and bonuses confirred by stims. Not quite the total multiple times the damage rating of the lightsaber, but close. To improve damage, you need to understand what I mean by constant. The telgorn jolt cell III adds 1-12 points of extra damage. But the ultimate ditanium power cell adds 5 points. The 5 points is multiplied, but the range of damage from the jolt cell is not. Since with some experiments I've concluded that the constant damage enhancements of lightsaber components is near or greater than the average damage confirred by other components of the same class, it does not cost a player much in terms of damage potential to use constant damage enhancements. Now the same principle happens with ranged weapons as well. Using twin mandalorian disintegrators, I've hit for over 170 damage in a single shot. Sniper shot and Power blast do not stack with speed powers, unlike the rapid shot feat. But using power blast, in dxun or malacor, you often get the knockback effect, making powerblast often more useful than rapid fire...also, precise shot which adds damage bonuses do triple in the case of a critical hit while using power blast. I used the pinpoint scope Mark IV, power pulsator V or pure rylath power cell, and mandalorian chamber III. Now some things I completely agree with. Strength is paramont in building combat classes, and dex is completely irrelevant. That's because you can now add overlays and underlays that add 30% resistance to energy. With the right overlay and underlay, a combat jedi can now make himself/herself immune to 60% of all energy based attacks. With the right equipment, visors and gloves, and the damage resistance of the jedi weapon master prestige class, its obvious that using armor is the way to go. And at the difficult setting, I've seen my dexterity based jedi with AC 68 get hit with hundreds of points of damage at level 50 in malachor. Energy damage from lightsabers...hmmm...the conclusion is rather obvious. Put as little points into dexterity as possible, especially since dexterity enhancing items are incredibly common. Pump up strength, and make lots of armor enhancements. At high levels, and with difficult settings, AC is no longer a factor. ------------------------------------------------------------------------------- Puzzle Solutions :PUZLE: ------------------------------------------------------------------------------- This game likes its number puzzles. Here are the solutions to them. Peragus Dormitory Puzzle: ... --> 3 -X.. --> 17 -.. --> 13 X --> 5 X.. --> 7 But to get the lift to work, you must enter the code in reverse: 7, 5, 13, 17, 3 Onderon Palace, Storeroom: Twice first key number exceeds value of its half by 99 ---> 66 Reversing second key's digits increases value by 1/5 ---> 45 Third key differs from the reverse of its digits by ---> 39 twice the product of its digits Nar Shaddaa, Vogga's Warehouse: 3 E 1 D must become 1 E 7 T L 7 T 3 3 L 3 D 1. Turn center counterclockwise. 2. Turn left counterclockwise. 3. Turn right clockwise. Freedon Nadd's Tomb, Vault 1: One of the sectors is faulty, all six show different "faulty" circuits. The answer is C. Freedon Nadd's Tomb, Vault 2: (6 _ 2) _ 8 _ 9 _ 1 = 13 Fill in the missing operators: Now, both (6 * 2) - 8 + 9 / 1 = 13 and (6 * 2) - 8 + 9 * 1 = 13 work. However, when you play the game will decide that it will take only ONE of these answers. It could be either. So, SAVE it before you try it, then do one. If it doesn't work, reload and try the other. Korriban, Sith Written Test: ID # 3401726-B853S5O0X001 Sith Lord not on Korriban --> Freedon Nadd Present LEAST appropriate for a Sith Lord --> Gizka If at 6 and opposite 16, how many --> 20 Sith Code --> ...victory NOT a Paradox --> I always lie ------------------------------------------------------------------------------- Frequently Asked Questions :FRAQU: ------------------------------------------------------------------------------- A full walkthrough can be found below, but if you just need one quick answer, here's where to look: General Q - How do I stop party members from running into mines when they spot an enemy? A - Set them to the "Stationary" AI and they'll plant themselves. If you see a mine near enemies, you can always send a Stealthed character to Disable/Recover the mine safely. That or use an Energy Shield and work fast. Also, if Mira is in the lead, then no one in your party will set off mines. This only happens if she is the current leader, not just if she's in your group. Q - Where is the option to turn on "Feedback" so I can see what the rolls are in battle? It certainly wasn't in the "Feedback" menu! A - This is buried in the Journal tab of the START menu. Go to the Journal tab and press (X) to bring up the Messages console. You can read back old dialogues here, check all the messages given to you (such as Light Side gained and XP), Combat, which shows both to hit rolls as well as enemy defenses and effects currently on the party. Q - What do you do with "Broken Parts"? The game tells me I can do something with them. A - When you find a workbench, you can use the "Create/Breakdown" items option. Press (X) to enter the Breakdown screen, and from there you can turn the broken parts into Components. Press (X) to look at the Item Creation screen. Everything there requires components to be built. The higher your skill, the better things you can make. You get more components from items if the Exile has a high repair. (Or your leader on Dxun, or Mira/Hanharr later) Q - Where do I find the XYZ weapon/armor/lightsaber? A - In many cases, these great items are randomly determined by the game. Thus, one game you might get a dozen Double Bladed Lightsabers, and in the next, nothing but Short Lightsabers. Some items, however, are specific, and will be indicated as such in the walkthrough below. Q - How do I open this (Locked/Sealed) door? A - Either Security, Lightsaber/Plasma torch, Mines or bashing. Also, if you get the *Impossible* message, give up, you ain't getting through. Many doors will give a dialogue box that tells you that you need to find another way to open that door. Using Security gives experience. There's no set amount, you get more XP as you gain levels. Q - How do I gain influence with XYZ without gaining Light/Dark side points? A - Most times, you just have to grin and bear it, and try to figure out how to get back what you lost later. For instance, most influence gains give you Light Side. Why? Because you're being nice to them! So, if you want to be a Sith Marauder, you can't have that, it'll delay your prestige class later. Put off all conversations with companions until after your prestige class, if you're that paranoid about it. And SAVE before talking to anyone. Q - Where can I get Pazaak cards? And who can I play? A - Pazaak cards are bought and won. You can buy them on Telos, from the first Duros merchant, and Mebla Dule, the woman in the cantina. You can buy them on Dantooine from the Ithorian at the dock. You can also buy them from the Twi'lek woman in the Pazaak Den on Nar Shaddaa. You can play Pazaak with Atton, Mebla Dule at Telos, Nikko a man in the cantina on Onderon, the four players in the Pazaak den and the Ithorian at Dantooine. As far as I know, that's it. All the players who bet will eventually stop once you win a certain amount of credits from them. However, they only keep track of your WINNINGS, not your LOSINGS. Thus, if you lose 4500 to someone, but win a certain amount, even though you came out behind, they'll claim to be out of money and stop playing. Once they stop, they may still play for fun, but never for credits. You can win the Double card from Mebla Dule, the woman in the Telos cantina, and the Tiebreaker +1 card from the Champ in the Pazaak Den on Nar Shaddaa. Note, due to a bug, you can play Mebla Dule in the Telos cantina forever for money. Simply ask her some "questions" and she'll reset back to a playing mode. However, she'll stop after one hand and bug you about it again. I hate to do this, for one thing it's only 40 credits. Sure, it's an easy win, but you can't use (A) to skip her dialogue like you can with everyone else. Q - Is treasure really random? How can I get something else? A - Random treasure is, indeed, in the game. In fact, almost everything is randomly determined. One game I never got a normal or double lightsaber (besides the one I made, of course) but had a half dozen short lightsabers. So, you might get something you really want and can use, or you might get a lot of Light Combat Armors. The randomization table is set upon ENTERING AN AREA. So, reloading before opening a locker won't help, but reloading BEFORE entering the area will. Of course, is it worth it to reload an entire area to get one better item? Also remember that ALL the items in that area will be randomized. Q - What are the requirements for Prestige Classes? When can I get them? Which ones can I take? A - You must be: Level 15 Far to the Light or Dark Side Have Visas Then talk to Kreia on the Ebon Hawk, she'll instantly talk to you about it being time to get more power, and you pick a class. You choose which of the prestige classes you want. So, although a Jedi Weapon Master is really just a Jedi Guardian with extra feats, even a Consular could become a Weapon Master. Kreia will only offer Light classes if you're light sided and Sith classes if you're Dark. However, after becoming your prestige class, you don't lose it if you change your alignment. Although some of your powers might not work. Q - What are the perks for getting Light Side, or Dark Side Mastery? A - Mastery occurs when you are PERFECTLY in the Light or Dark. You get a bonus: Jedi Sentinal/Watchmen > +3 CON Jedi Guardian/Jedi Weapon Master > +3 STR Jedi Consular/Jedi Master > +3 WIS Sith Marauder > +1 to 8 extra damage Sith Assassin > +3 DEX Sith Lord > +50 Force Points Bonuses from original classes stick around after you get your prestige class. So, a Guardian > Weapon Master has a +6 STR bonus. It won't SHOW that you get a +6, you still see "+3 STR", but you get the full +6. You can test this by stripping your character of all items and looking at your Character screen. Your stats with the bonuses will highlight in yellow, and then you can compare those numbers with the numbers you see at level up (which are your "real" numbers). Q - What is the highest level you can get in KoTOR II? A - The game limits you to 50, but you'll beat the game long before then. Typically people win it around levels 23 to 28. The only way to get to level 50 is to use of the several infinite experience glitches in the game. The most potent of these is the infinite Hssiss spawn point in Korriban (see the Cheats section). Also enemies scale up/down to your level, so you won't have an easier time at higher levels. But you will have more powers and feats. Q - Where are all the HK-47 parts? A - HK Vocabulator - HK droid, Peragus HK Control Cluster - HK droid, Telos Plateau - Sullustan merchant, Dantooine HK Droid Processor - Kodin, Droid Merchant, Nar Shaddaa HK Chassis - HK droid, Nar Shaddaa, Vogga's Warehouse, part of plot Q - In a dialogue with HK-47 he mentions that he can help you find the HK-50 factory. I finished the game, but didn't see it. Where was it? A - The HK factory was removed before the game shipped. They actually built a lot of resources for it, areas and dialogues, but never finished it. I have heard that it will not be added for the PC version either. Q - What's the best Class/Prestige Class combination? A - Jedi Consular / Jedi Weapon Master. With Consular you get Force Focus to make your Force powers harder to resist, and Weapon Master unlocks the best feats in the game for your Lightsaber. You won't get "Force Jump", but if you Master Flurry all the time anyway, it won't matter. Prologue Q - Do I get anything for completing the Prologue? Can I skip it? A - Although it shows that you get XP for doing actions in the prologue, none of this XP carries over to the Exile when you finally get control of him/her. I think it's a neat sequence, however, and worth going through, at least the first time. Trick: If T3 chooses to Skip the Prologue, any equipment in his inventory is retained by the Exile when he/she wakes up in the medical bay. Normally his inventory is cleared, but if you run around and gather up all the stuff you can with T3, then head back to the cockpit to skip the Prologue, it transfers over and isn't lost. Generally you will end up with some parts, computer spikes, mines, droid equipment, and a Field Blaster. (from Steven K. Snyder) Q - How do I repair the Hyperdrive? A - Get parts, use the Hyperdrive and you're done. It takes 5 parts, so as soon as you have that many, head over to it and fix it. To get to the Hyperdrive, you need to exit the Ebon Hawk and grab a mine from the Proton Missile on the ship. That's all there is to it. You don't need to repair the other droid, or even enter the garage if you don't want, all the parts you need can be found up the lift on the exterior of the Ebon Hawk. Peragus Q - I get the option, after looking up patient treatment, to slice the system to trace the source, but I don't have any spikes. Where do I get some? A - You'll come up with some later. Just don't forget about it, and come back once you get them. Then once you've sliced the system, use the console on the HK level for another experience boost, as this is what you traced the signal to. Q - What do I do here? A - Your goal is to contact T3 on the comms, but to do that you must rescue Atton. In the "security" room (the one before the three droids, where you will likely level up), use the Security Station and watch the holovid where h