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Intro II. Main Character IIa. Starting Stats IIb. Skill Progression IIc. Feat Progression IId. Force Power Progression IIe. Weapon Progression IIf. Armor Progression III. Surviving Taris on Hard Difficulty IV. What order should the Planets be visited in? IVa. Dantooine IVb. Kashyyyk IVc. Tatooine IVd. Korriban IVe. Manaan V. Making the Most out of Your Party Members Va. Carth Onasi Va1. Starting Stats Va2. Skill Progression Va3. Feat Progression Va4. Weapon Progression Va5. Armor Progression Vb. Mission Vao Vb1. Starting Stats Vb2. Skill Progression Vb3. Feat Progression Vb4. Weapon Progression Vb5. Armor Progression Vc. Zaalbar Vc1. Starting Stats Vc2. Skill Progression Vc3. Feat Progression Vc4. Weapon Progression Vd. Bastila Vd1. Starting Stats Vd2. Skill Progression Vd3. Feat Progression Vd4. Force Power Progression Vd5. Weapon Progression Vd6. Armor Progression Ve. T3-M4 Vf. Canderous Vf1. Starting Stats Vf2. Skill Progression Vf3. Feat Progression Vf4. Melee Weapon Progression Vf5. Ranged Heavy Weapon Progression Vf6. Armor Progression Vg. Juhani Vg1. Starting Stats Vg2. Skill Progression Vg3. Feat Progression Vg4. Force Power Progression Vg5. Weapon Progression Vg6. Armor Progression Vh. Jolee Bindo Vh1. Starting Stats Vh2. Skill Progression Vh3. Feat Progression Vh4. Force Power Progression Vh5. Weapon Progression Vh6. Armor Progression Vi. HK-47 Vc1. Starting Stats Vc2. Skill Progression Vc3. Feat Progression Vc4. Weapon Progression Appendix: Additional Locations of Equipment Mods: A1. Melee Weapon Mods A1a. Vibration Cell A1b. Durasteel Bonding Alloy A1c. Energy Projector A2. Ranged Weapon Mods A2a. Scope A2b. Improved Energy Cell A2c. Beam Splitter A2d. Hair Trigger A3. Armor Mods A3a. Armor Reinforcement A3b. Mesh Underlay A4. Lightsaber Crystals (with Stats) A4a. Sigil A4b. Bondar A4c. Rubat A4d. Damind A4e. Nextor A4f. Krayt Dragon Pearl A4g. Opila A4h. Firkrann A4i. Solari A4j. Jenruax A4k. Phond A4l. Upari A4m. Sapith A5. Lightsaber Special Color Bases (with Stats) A5a. Heart of the Guardian A5b. Mantle of the Force L. Legal Blah Blah: C. Contact Info: ################################################### # # I. # Intro to making a Light-Side Soldier/Consular # # # ################################################### When I played Knights of the Old Republic for the first time on Xbox, I was instantly hooked. I've been a fan of turn-based RPG's for as long as I can remember, and the combat system that could turn into semi-real time action appealed to my short attention span that would cringe at the delay going into and out of most battles in other RPG's. It was almost completely obvious that my character would eventually become a Jedi, and I loved playing the part of a hero who would rely on their attunement to the force instead of brute strength to overcome obstacles, even before I earned my Lightsaber. I even took it as far as to completely forsake the game of Pazaak (Jedi have no need of such diversions), while spending as little of my credits as possible, and giving them away at any chance I got (the force will provide me with the tools I need to succeed). Consequently, I went through the game with barely adequate gear. I never purchased anything from stores. I also went as far as to disdain the use of multiple weapons (a Jedi relies on the Force, not on multiple weapons). My friends would mock me, and insist that using two weapons (or a double-bladed Lightsaber) was the best way to go, but I assured them that my character was strong enough to win any battle. Imagine their ridicule when I showed them that the only equipment my Jedi used was a single-bladed, green colored Lightsaber and Jedi Robes. "Where is your shield generator?" "The Force will protect me." "How come your guy doesn't have a belt, or gloves?" "True Jedi have no need of such things." "My guy has a sick visor that (insert useful skill-augmenting, or ability enhancing accessory), you're missing out. How does your guy even win battles?" Then I proceeded to show them how quickly I dropped a group of 3 Dark Jedi by disabling them with Stasis, then using Flurry (plus Knight Speed) to kill each of them within 1 turn. And so, I completed the game, earning as many light-side points as I could, always refusing rewards, and feeling challenged only by the toughest of enemies (the Final Boss did give me a challenge). But along the way, I proved that a single-bladed Lightsaber, and Consular class was enough to get through the entire game (at least on Normal Difficulty). Sure, there were a lot of rough spots. I didn't know that I could "save" my level-ups from Taris, and consequently became a Jedi after reaching level 8 as a Soldier. While I had enough foresight to know that placing any emphasis on Blaster weapons would be pointless, I also thought that a Lightsaber would be classified as a "Melee Weapon", so I ended up wasting a couple of Feat Points. Even with poorly spent Feat points, a relatively low Consular Level, and a minimal amount of gear, I was able to beat the game. Now that I've refined my technique, I can breeze through the Hardest Difficulty (which is what this guide is focused towards). Feel free to use whatever equipment you desire. I still have the bad habit of never equipping Shield Generators, but I have learned to appreciate accessories and items that can be bought from stores. This guide aims to allow you a powerful character that is capable of beating the entire game on the Hardest difficulty, without having to "Pause-Heal" (pausing the game by going into your inventory, and using a MedPack without having to waste a turn of combat), and to do it all with using a Single-bladed Lightsaber. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ###################################### # # II. # How to Build Your Main Character # # # ###################################### ()()()()()()()()()()() () () () Main Character () () () ()()()()()()()()()()() Class: Soldier/Consular Eventually, this class will rely on Force Speed (Master Speed), Force Power Stasis, and/or Force Wave, to dominate all battles. While enemies are held by Force Power Stasis (or stunned from Force Wave), they become extremely easy to hit, making them vulnerable to Flurry and Power Attacks. Master Speed will allow for 2 extra attacks each round, meaning that if you use a single one-handed Lightsaber, and attack with Flurry, you will be dealing out 4 attacks each round. While I have chosen to ultimately use a single Lightsaber with Dueling and Flurry Feats, Two-Weapon Fighting will always out damage a single weapon fighter. Both builds are viable, even on the Hardest difficulty. If you want to make a Two-Weapon Fighting Soldier/Consular, I have outlined my recommendations for what Feats to take at each level. If you go the Two-Weapon Fighting path, purchase the Echani Firebrand in Taris as soon as possible, and instead outfit Zaalbar with the Prototype Vibroblade (main hand) and Mission's Vibroblade (off hand). The Echani Firebrand will dominate all other early game weapons until you acquire a double-bladed Lightsaber and the skills to use it (or a single-bladed Lightsaber, and the Prototype Vibroblade in your off-hand). To make the most out of your Soldier/Consular, it is important to Level your Soldier class only to Level 5, then to "hold" (don't level your Main Character up when you have the option to) all level ups until you become a Jedi. While this may make Taris more difficult, it will make the rest of the game much easier once you actually become a Jedi (and don't you love having multiple level-ups to spend at once?). Leveling your Soldier Class to level 5, as opposed to say, "holding" your level at Level 4, is important because if we become a Consular too early, then we will not have enough Feats to make our character most effective in combat. By becoming a Consular once you are a Level 5 Soldier, you will have plenty of Force Powers to use (and even a few that you wont need). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><> <> <> IIa. <> Main Character's Starting Stats: <> <> <> <><><><><><><><><><><><><><><><><><><><> +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 14 | +2 | }----------------------+------------------------+----------------{ | Dexterity | 10 | 0 | }----------------------+------------------------+----------------{ | Constitution | 10 | 0 | }----------------------+------------------------+----------------{ | Intelligence | 10 | 0 | }----------------------+------------------------+----------------{ | Wisdom | 15 | +2 | }----------------------+------------------------+----------------{ | Charisma | 14 | +2 | +----------------------+------------------------+----------------+ Spend the 4 additional Attribute Points at your discretion. Dexterity and Constitution are good spends, or even an additional 2 points into strength (which would cost all 4 of the points). My favorite place to spend the additional points is to boost Strength up to 16. Although this only improves your chance to hit and damage by 1, this will help prevent misses when attacking with a melee weapon and make it a little easier to get off of Taris with only being Level 5. 4 points towards Dexterity will boost your Defense by 2 (making it harder to land hits on your character), while 4 points into Constitution will give your character an additional 2 health every level (+40 health at level 20). Constitution will benefit your Jedi in the long run, since Consulars are lacking in Vitality. The benefits from a higher Constitution at lower levels is not as pronounced (you will have 10 extra Vitality from Constitution as a Level 5 Soldier. Since Consulars are Force-Power-Oriented, it is important to have good starting stats for Wisdom and Charisma. The bonus Wisdom will allow you to have more Force Points to use on Force Powers, increase your Force Point regeneration rate and also make your Force Powers more effective (or harder to resist). Charisma helps by additionally making your abilities harder to resist (and more effective) and also helps when trying to persuade people during conversation. Every 4 levels you will receive an additional attribute point to spend, I suggest having one ability (Wisdom) at 15, which will be boosted 5 times, to end up at 20 (once you reach Level 20). The extra point in wisdom can easily go towards Strength, but by boosting Wisdom as high as possible, we ensure the largest Force Point pool, and also dramatically decrease the chances that any of our Force Powers will fail against enemies. It is possible to be so strong in the force, that it is impossible for some enemies to resist Force Powers. This will most readily happen with normal enemies, and happen less frequently against Dark Jedi, or even Siths. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\) (\) (/) IIb. (/) Main Character's Skill Progression : (\) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(/) Soldiers get 1 Skill Point/Level Soldier's Class Skills are: Demolitions Awareness Treat Injury Recommended Starting Skills: (with 10 Intelligence) Persuade: 2 Consulars get 1 Skill Point/Level Consular's Class Skills are: Computer Use Demolitions Awareness Persuade Repair Treat Injury The only 2 skills you should worry about boosting are the Persuade, and Treat Injury skills. Persuasion will help you get through dialogue situations with the most benefit, while Treat Injury will increase the amount healed by MedPacks. In order to increase the Skill Level of Persuade while you are a Solder, you will need to "save" the Skill Point you get at every even Level-up in order to have the 2 points necessary to improve Persuade. Since eventually I will be depending on the Force Ability "Heal", I usually dump all of my points into Persuade. Once you acquire the "Force Persuade" power, Persuade becomes almost useless. There will still be situations where you will need to use Persuade instead of Force Persuade (like on Korriban in the Sith Academy), but for the most part you can rely on Force Persuade. At this point you can keep putting points into Persuade, or switch to Treat Injury, or even other Skills. Treat Injury increases the amount healed by MedPacks. While this Skill could be considered weak, you will see some benefit for the duration of the game, especially when you are using Life-Support Packs, or Advanced MedPacks to heal during tough battles. For the other skills, we can rely on other party members to balance us out. Don't worry about your character not having high skills. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) IIc. (<>) Main Character's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Soldiers get 1 Feat Point/Level Soldier Starting Feats: Armor Proficiency: Light Armor Proficiency: Medium Armor Proficiency: Heavy Power Attack Power Blast Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Heavy Weapons Weapon Proficiency: Melee Weapons As a Soldier: One Weapon Dueling Build Level 1: Dueling Level 2: Toughness or Flurry Level 3: Toughness or Flurry Level 4: Improved Dueling Level 5: Improved Toughness **Level 6: Improved Flurry **-Optional Level, only take if you are having extreme difficulty getting off of Taris. As a Soldier: Two-Weapon Fighting Build Level 1: Two-Weapon Fighting Level 2: Toughness Level 3: Conditioning, or Implant Level 1 Level 4: Improved Two-Weapon Fighting Level 5: Improved Toughness **Level 6: Improved Power Strike **-Optional Level, only take if you are having extreme difficulty getting off of Taris. Quick rationale for my Soldier Feat choice: Whether you are Dueling, or Two-Weapon Fighting, the first Feat you get should always improve your chances of landing an attack. While this is less pronounced with Dueling, the bonus to Defense will help your character in the long run. Toughness is a relatively weak Feat at the start, we level it more as a prerequisite for Improved Toughness (-2 Damage received from attacks), than for the bonus to Vitality (+1 Vitality/Level). Even when I have acquired the Flurry Feat, it is rare that I use it on Taris. Since it lowers both Defense and Attack by 4, it makes it extremely easy for your main character to get hit while using it. Flurry is most useful when there is only one enemy left to attack, or you are not worried about taking damage. Since Two-Weapon Fighters benefit more from Power Attack (Power Attack bonus Damage applies on all Weapon attacks), they are slightly ahead of Duelers since they start with the Power Attack Feat. Spend your Soldier Level 3 Feat on whatever you want to. Conditioning and Implant are the obvious choices to improve your Soldier's Combat capabilities. This doesn't mean that you can't see benefit from Caution, Empathy, or even Gear Head if you are boosting the skills that correspond to those Feats. At Level 4 I again recommend that we improve the Feat which will increase our chances at landing attacks. With Level 5 we take Improved Toughness due to how it reduces incoming damage by 2. Consulars get a Feat Point at Levels: 1,3, 6, 9, 12, 15, 18 Consular Starting Feats: Weapon Proficiency: Lightsaber Jedi Defense Force Focus Jedi Sense Force Sensitive As a Consular: Dueling Build Level 6: Advanced Jedi Defense or Improved Flurry Level 8: Advanced Jedi Defense or Improved Flurry Level 11: Master Dueling or Master Jedi Defense* (Improved Force Focus, Knight Sense) Level 14: Master Dueling or Master Jedi Defense* Level 17: Master Flurry or Master Toughness (Master Force Focus, Master Sense) Level 20: Master Flurry or Master Toughness *-Weapon Focus: Lightsaber is a good alternate Feat to have instead of Master Jedi Defense. As a Consular: Two-Weapon Fighting Build Level 6: Advanced Jedi Defense or Improved Power Strike Level 8: Advanced Jedi Defense or Improved Power Strike Level 11: Master Two-Weapon Fighting or Master Jedi Defense* (Improved Force Focus, Knight Sense) Level 14: Master Two-Weapon Fighting or Master Jedi Defense* Level 17: Master Power Strike or Master Toughness (Master Force Focus, Master Sense) Level 20: Master Power Strike or Master Toughness *-Weapon Focus: Lightsaber is a good alternate Feat to have instead of Master Jedi Defense. Quick Rationale of my Consular Feat Choice: As soon as you start wearing the Jedi Robes, you will notice a drastic reduction in your defense. This is a necessary sacrifice to be able to use most Force Powers. Since you will be facing a good amount of Blaster-wielding enemies in the future, I take Advanced Jedi Defense as a great counter. With Master Jedi Defense, there is an even greater chance of Deflection, and a significantly greater chance to reflect the shot back at the enemy. It may be argued that since most of the toughest fights in the game come at the hands of Lightsaber-Wielding opponents, that improving Jedi Defense can take a back seat to Weapon Focus: Lightsaber. Improved Flurry is a great grab as soon as possible because it reduces the penalty to -2 Attack/Defense while using Flurry. While we eventually want Master Toughness for the boost in Vitality that it will bring, you may argue that some other Feats are more useful. Keep in mind that the bonus to Vitality from Toughness (and Master Toughness) are retroactive. Master Toughness will net you +40 Vitality at Level 20, in addition to 2 points of damage reduction from every attack that hits you. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) IId. (~) Main Character Force Power Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Consulars get 1 Force Power/Level (and an Additional Force Power at Levels: 1, 5, 9, 13, and 17.) Consular Force Power Build as a Level 5 Soldier: Level 1 (Level 6): Burst of Speed and Cure Level 2 (Level 7): Force Push Level 3 (Level 8): Force Aura or Force Valor* Level 4 (Level 9): Knight Speed Level 5 (Level 10): Force Whirlwind and Affect Mind** Level 6 (Level 11): Dominate Mind** Level 7 (Level 12): Force Resistance Level 8 (Level 13): Stun Level 9 (Level 14): Stasis and (Force Shield or Knight Valor) Level 10 (Level 15): Master Speed Level 11 (Level 16): Force Wave or Stasis Field Level 12 (Level 17): Force Wave or Stasis Field Level 13 (Level 18): (Lightsaber Throw or Force Suppression)*** and (Force Armor or Master Valor) Level 14 (Level 19): Force Immunity Level 15 (Level 20): ****Free Pick**** *-Stun is also an ok choice at this level, but it is more a prerequisite for Stasis Field than an ability we would be using. **-I usually get Affect Mind early, though you may prefer not to use it at all. There are plenty of great Force Powers to choose instead of Affect Mind. I recommend choosing a Buffing Power (like Force valor or Force Aura) instead if you do not want Affect Mind or Dominate Mind. ***-Either of these two abilities are needed in the final boss fight in order to target objects in the environment. You will know what I'm talking about if you have played through the game before. ****-By this point you should have all of the Force Powers that are needed to make the final battle easy. If there are any Force Powers that are not maxed out, now is the time to max them. I usually take Heal for the simple reason that there is little else that would even be remotely useful in the battle with Malak. Quick rationale for my Consular Force Power Choices: Ultimately my character build focuses on disabling enemies with Force Wave, or Stasis Field, then using Flurry to quickly decimate them. Once Master Speed is acquired and used, your character gets an additional 2 attacks every round. This translates into 4 total attacks each round using Flurry and a One-Handed Weapon. Initially I take Burst of Speed and Cure. Cure allows me to heal my party after every battle without needing MedPacks (don't bother improving Cure to Heal, it only recovers an additional 5 points of Vitality), and Burst of Speed provides a small boost to my Defense (+2) that I sorely need since Jedi Robes are such a joke as a piece of armor. Burst of Speed also allows me to move around at a much increased speed, but it is more important as a prerequisite to Knight Speed and Master Speed for the bonus attacks. Even though I am usually fairly high on my Light-Side Alignment by the time I become a Jedi Consular, I take Force Push before Stasis because Force Push only costs 10 Force Points to use (compared to the 25 Force Points before adjustment due to Alignment that it costs to use Stun) and it does almost the same thing as Stun. Take Knight Speed and Master Speed as soon as possible for the bonus Defense (+2/+4/+6) per rank, and bonus attacks. Take Force Wave or Stasis Field immediately after you get Master Speed. Beyond these abilities, everything else is secondary. You could literally choose wasteful Force Powers every level afterwards and still have a character that can rip through every enemy in the game (even bosses). The Main Character we have built has great resistance against enemy Force Powers (from the naturally high "Will", and from high Wisdom, and high Charisma), I still take Force Resistance because it lasts for 60 seconds, helps resist Force Powers even more, and isn't a hassle to recast every so often. When you reach Level 9 as a Consular (Level 14 total), you get to choose two Force Powers. I usually use this level to improve Stun to Stasis, and the second point for a buffing spell (like Force Aura, or Force Valor). The second Force Power can be almost anything if you don't want a buffing power, even a "Dark Side" power. Since your character has such a huge Force Point pool, you don't have to worry about the huge casting cost associated with Dark Side Powers. I like Force Aura, but Force Valor is an excellent buffing spell as well. Even at it's first rank, Force Valor improves all of your Attributes (and the rest of the party's Attributes) by 2. This translates into +1 Damage/Attack, +1 Defense, +2 to Force Ability Saving Throws (increasing the chance that enemies will feel the full force of your Force Powers), and a +1 bonus to all of your saves (Fortitude, Reflex, and Will). When choosing between Force Wave and Stasis Field; keep in mind that Force Wave deals damage in addition to stunning enemies, while Stasis Field will keep enemies disabled longer (about 1 turn longer in combat). Force Wave also has the disadvantage of not working against large creatures (like the Terantatek or some larger droids), while Stasis Field works against every enemy. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> IIe. <~> Main Character Weapon Progression: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~><~><~> +====================================+ | Main Character Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Short Sword | 1-6 | 0 | Endar Spire; First Footlocker | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Long Sword | 1-12 | 0 | Endar Spire; Second Footlocker | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Prototype | 2-11 | 0 | Endar Spire: Starboard Section;| | Vibroblade | | | Sith Heavy Trooper remains | }---------------+-----------+-----------+---------------------------------{ | -Vibration | +1 | 0 | Endar Spire; Fallen Jedi | | Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Durasteel | +1 | +1 | Taris: Black Vulkar Base; Pool,| | Bonding Alloy | | | Footlocker | }---------------+-----------+-----------+---------------------------------{ | -Energy | +1 | +2 | Taris: First Apartments; Help | | Projector | | | Dia remove her bounty** | }---------------+-----------+-----------+---------------------------------{ | | 5-14 | +3 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Lightsaber | 2-16 | | Dantooine; Construct Lightsaber| | | | | as Part of "Jedi Trials" Quest | }---------------+-----------+-----------+---------------------------------{ | -Crystal, | +1-6 | +1 | Dantooine: Ruins; Nemo's | | Sigil | | | remains | }---------------+-----------+-----------+---------------------------------{ | -Crystal, | +1 | +1 | Dantooine; Crystal Cave | | Rubat | | | | }---------------+-----------+-----------+---------------------------------{ | -Crystal, | 0 | +3 | Kashyyyk; Dark Jedi remains | | Damind | | | | }---------------+-----------+-----------+---------------------------------{ | Krayt Dragon | +2 | +3 | Tatooine: Eastern Dune Sea; | | Pearl | | | Complete Quest: "A Desert Hunt"| }---------------+-----------+-----------+---------------------------------{ | -Crystal, | +3 | +3 | Korriban: Tomb of Naga Sadow; | | Solari | +1-8*** | | Skeletal Human remains | }---------------+-----------+-----------+---------------------------------{ | Mantle of | **** | **** | Yavin Station: Purchased from | | The Force | | | Suvam Tan for 25,000 Credits | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-To receive the Energy Projector from Dia, you must accept her reward with the neutral response (neither Light Side nor Dark Side points awarded). ***-The additional 1-8 Damage from the Solari Crystal only works against "Alignment Group: Dark Side". ****-The Mantle of The Force can only be bought once you have saved Suvam Tan from the Trandoshans. This event can only occur once you have completed the Star Map. This is actually a Lightsaber Color Crystal Base that modifies the effects of all Lightsaber Crystals. See Appendix: Lightsaber Crystals for complete information. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) IIf. (~) Main Character Armor Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) +===================================+ | Main Character Armor Progression \ }======================================================================\ }=======================================================================+ | Armor: | Defense: | +Defense:* | First Location Available: \ }===============+============+=============+=================================\ | Clothing | 0 | 0 | Endar Spire; First Footlocker | | | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Combat Suit | 4 | +5 | Endar Spire; Second Footlocker | | | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Light Battle | 7 | +2 | Taris: South Apartments; Buy | | Armor | | | from Larrim for 275 Credits | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Robe | 1 | +8 | Dantooine; Complete the Quest: | | | | | "Jedi Trials" | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Knight | 2 | +8 | Dantooine: Ruins; Nemo's | | Robe | | | remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Master | 3 | +8 | Tatooine: Eastern Dune Sea; | | Robes | | | Chewed Human Corpse** | }===============+============+=============+================================={ }===============+============+=============+================================={ | Qel-Droma | 5 | +8 | Korriban: Shyrack Caves; | | Robes | +2 Wisdom | | Skeletal remains*** | }===============+============+=============+================================={ }===============+============+=============+================================={ | Star Forge | 5**** | +8 | Star Forge: Deck 2; Computer | | Robes | +5 Wisdom | | Room, use 25 Computer Spikes | }===============+============+=============+================================={ }===============+============+=============+================================={ *-Maximum Bonus Defense from Dexterity. **-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker inside Master Uthar's room on Korriban in the Sith Academy. ***-The Qel-Droma Robes are looted from "Skeletal remains" deep within the cave, past the bridge where you fight the Terentatek, on the northern side. ****-The Star Forge Robes also provide a +2 to All Saves (Reflex, Fortitude Will). Some Useful Accessories: Eriadu Strength Amplifier; Strength +2. Dantooine: Grove; loot from a Mandalorian in the southern part of the map near the Path South. Circlet of Saresh: Wisdom +5 (Kashyyyk: Lower Shadowlands; Defeat the Ritual Beast as part of the "Chieftain in Need" quest and loot the remains). Nerve Amplifier Belt: Immunity: Mind-Affecting (Kashyyyk: Lower Shadowlands; Dropped by the Mandalorian Commander as part of the "Hidden Hunters" quest). ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ######################################## # # III. # Surviving Taris on Hard Difficulty # # # ######################################## Start out by buying the Light Battle Armor from Larrim in the starting apartments area by your base apartment. Equip this on your main character, since he/she will be bearing the brunt of most attacks until you rescue Zaalbar. If you are desperate for credits, sell some items, including all swords except the Prototype Vibroblade, all blasters except one Blaster Rifle, and even your stimulants if you still need credits. The duels and bounties can provide additional income, even if you go about doing things the "light-side" way. Also, try to recover all mines once you get Mission, as these can be sold for a decent amount of credits. Make it a point to remove the bounty from Dia's head, and accept the reward she offers you (neutral path) for a huge boost for the Prototype Vibroblade. Eventually purchase the Echani Fire Brand from Kebla Yurt's Equipment Emporium, this will go to Zaalbar (unless you made a Two-Weapon Fighting main character...in that case, give Zaalbar the Prototype Vibroblade, and Mission's Vibroblade, while giving your main character the Echani Fire Brand). Try to keep your Main Character's Level capped at 5, but if you are having extreme difficulty, leveling the character to 6 won't handicap you severely once you become a Jedi. For your level 6 feat, take Improved Flurry if you are a One-Hander, and Improved Power Strike if you are a Two-Weapon Fighter (this is assuming that you already have Improved Dueling, or Improved Two-Weapon fighting, respectively. If the black vulcars are giving you trouble, then use Zaalbar and Carth, and don't hesitate to fast travel back to your base to heal without using MedPacks. After you have broken into the Sith Base, I usually hack the computer system with either T3-M4, or Mission, and disable the shields on the Droid Boss. You can also destroy the conduit in the room with the Droid Boss to disable it's shields. For the battle with the Sith Governor, I recommend using Zaalbar and Bastila. Anyone using blasters has a chance at the attacks simply being deflected, or even reflected back at the shooter. You can try stunning the Governor with Bastila's Force Power Stun, but I find that her Force Points are better spent buffing herself and the party before the battle, then Healing. Bendak Starkiller (in the Duel Ring) is easily the most difficult fight on Taris. There are 2 ways I have found that help me beat him on hard difficulty without leveling past level 5. The first, while less honorable, employs the cheap trick of pausing, then using a MedPack every turn from your inventory, instead of during a turn in combat. The second way to beat him, is to simply turn the difficulty down to "Easy" for the fight, then back up to "Hard" afterwards. I have never been able to beat Bendak Starkiller in a fair fight on Hard difficulty without being high level (7 or 8). You can simply skip this fight, if you wish, since it only offers credits and Bendak's Blaster as a reward (and also some Dark Side Points). When you must battle Calo Nord and Davik Kang in the hanger, focus all of your attacks on Calo Nord to end the battle quickly with a cut scene. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################################### # # IV. # What order should the Planets be visited in? # # # ################################################### ()()()()()()()()() () () IVa. () Dantooine: () () () ()()()()()()()()() This Planet is the location of: Lightsaber Jedi Robe Jedi Knight Robe Crystal, Sigil Crystal, Bondar Crystal, Rubat (Several random Lightsaber Color Crystals) Eriadu Strength Amplifier There is little choice in visiting Dantooine before the other Planets. There is no way to escape the planet until the Star Map has been recovered. Make sure to explore the Crystal Cave (keep heading south) to find several Lightsaber Crystals. Some eggs must be attacked (like opening a locked door or locked container) to acquire the Lightsaber Crystals inside. There is also a set of Eriadu Strength Amplifier gloves in the Grove where Juhani is first encountered. Loot them from a Mandalorian in the southern part of the map near the Path South. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()() () () IVb. () Kashyyyk: () () () ()()()()()()()()() This Planet is the Location of: Double-Bladed Lightsaber Dark Jedi Knight Robe Crystal, Damind Circlet of Saresh Nerve Amplifier Belt Zabrak Tystel Mark III Krath Double Sword Chuundar's Bowcaster Bacca's Ceremonial Blade Nerve Amplifier Belt: Immunity: Mind-Affecting (Kashyyyk: Lower Shadowlands; Dropped by the Mandalorian Commander as part of the "Hidden Hunters" quest). Kashyyyk is always the first Planet I travel to after I am given a choice of which Planet to explore. Within the Lower Shadowlands lies the Ritual Beast, whose remains contain the Circlet of Saresh. The Circlet of Saresh is a Light- Side Only Head Accessory that increases Wisdom by +5. Besides the loot received from defeating the team of Dark Jedi, there are several weapons here that cost no credits, and are quite effective. Don't forget to complete the "Hidden Hunters" Quest in the Lower Shadowlands. The Mandalorian Commander drops a Nerve Amplifier Belt, which provides Immunity to Mind-Affecting attacks. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()() () () IVc. () Tatooine: () () () ()()()()()()()()() This Planet is the Location of: Krayt Dragon Pearl Jedi Master Robes Tatooine provides one of the shortest Planet explorations. I usually head here to make sure that my Main Character has a slight edge in combat before I travel to Korriban. Tatooine also has moderately hard Swoop Bike Track races. The reward for beating the best time in each of the tiers is a set amount of Racing Credits that can be sold for Credits. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()() () () IVd. () Korriban: () () () ()()()()()()()()() This Planet is the Location of: Qel-Droma Robes Crystal, Solari Ajunta Pall's Blade Korriban can be a challenging place due to the amount of battles that will be against Force-Wielding enemies. Usually I rely on the Circlet of Saresh and the Nerve Amplifier Belt to get me through most battles without being disabled. The Qel-Droma Robes are an easy grab. All that has to be done is the slaying of a Terentatek inside the cave with the renegade students. The Qel-Droma Robes will further boost your Main Character's Wisdom and Defense. Ajunta Pall's Blade is mainly for Zaalbar or Canderous, though it can also be a powerful weapon in the hands of a Two-Weapon Fighting Jedi. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()() () () IVe. () Manaan: () () () ()()()()()()()() Manaan is usually the last Planet I visit because there are not really any items here that will improve your Main Character (unless they are a Dark Side Character). The only redeeming quality for this planet is its exceptionally difficult Swoop Bike Race Track, which boasts a 5,000 Credit reward for beating the third tier. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################################# # # V. # Making the Most out of Your Party Members # # # ################################################# ()()()()()()()()()() () () Va. () Carth Onasi () () () ()()()()()()()()()() Class: Soldier How to Build Carth into a beastly-dual-wielding-distance Soldier: Carth is the best ranged weapon fighter in the game. He naturally starts with great Dexterity (improving his Ranged Attack), and begins with several Feats that let you turn him into a dual Blaster Pistol wielding Soldier capable of owning any enemy that isn't protected by an Energy Shield or Lightsaber. If you are playing the Xbox version of the game, then Rapid Fire will be the best skill for Carth, but if you are playing the PC version, then Power Blast will be the best ability. There is a glitch in the Xbox version of the game so that when you use Power Blast with 2 weapons, only your main Hand Weapon will shoot. P.S. Fighting enemies at close range with a ranged weapon gives Carth a huge bonus to Attack. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><> <> <> Va1. <> Carth's Starting Stats: <> <> <> <><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 13 | +1 | }----------------------+------------------------+----------------{ | Dexterity | 16 | +3 | }----------------------+------------------------+----------------{ | Constitution | 12 | +1 | }----------------------+------------------------+----------------{ | Intelligence | 13 | +1 | }----------------------+------------------------+----------------{ | Wisdom | 10 | 0 | }----------------------+------------------------+----------------{ | Charisma | 14 | +1 | }----------------------+------------------------+----------------{ | Vitality | 44 | +11/Level | +----------------------+------------------------+----------------+ When Carth gets an additional Attribute Point every 4 levels, it is best to improve Dexterity, to prevent missing when he attacks, and to improve his Defense. At Level 20, Carth will have 20 Dexterity, and a +5 Bonus to his Defense, and Ranged Attack. One interesting note; If you place the Attribute Point from Level 8 in Intelligence, Carth will begin to get 2 Skill Points per Level up. I could never rationalize taking a point away from Dexterity, but the extra Skill point could be useful for allowing Carth to disable mines (which I usually sell). I usually outfit Carth with the Visor that improved his Demolitions skill if Mission or Zaalbar aren't in the party. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) (\) (\) Va2. (/) Carth's Skill Progression: (/) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) Carth Gets 1 Skill Point/Level. Carth's Class Skills are: Demolitions Awareness Security Treat Injury Carth's Starting Skills: Awareness: 3 Repair: 1 Security: 1 Treat Injury: 4 When it comes to Skills, there are two ways I like to play Carth. If you want to focus on a purely combat-oriented Carth, then dump all of your skill points into Treat Injury. Demolitions is also a good choice for Carth, although Mission and Zaalbar easily out perform Carth once they are in your party. If I don't use all of my Skill Points in Treat Injury, I usually place them in Demolitions. Don't worry about improving Awareness, you will usually be able to see mines before they explode on your characters. Accessories that improve the Demolitions Skill can also be easily equipped when mines are present, then switched out for something more combat oriented. The only Class Skill I can't say much about is Security. You can force your way into any door or container that would require Security. You cant even use Security to penetrate certain "Impossible" doors sealed until requirements in the story are met. Do yourself a favor and pass on Security every time you level up, and wonder why Carth even wasted Skill Points in it in the first place. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Va3. (<>) Carth's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Carth gets 1 Feat Point/Level Carth's Starting Feats: Two-Weapon Fighting Improved Two-Weapon Fighting Armor Proficiency: Light Armor Proficiency: Medium Armor Proficiency: Heavy Power Attack Power Blast Weapon Proficiency: Blaster Pistol Weapon Focus: Blaster Pistol Weapon Specialization: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Heavy Weapons Weapon Proficiency: Melee Weapons Carth's Feat Progression: Xbox Level 5: Toughness Level 6: Improved Toughness Level 7: Rapid Shot Level 8: Master Two-Weapon Fighting Level 9: Improved Rapid Shot Level 10: Master Rapid Shot Level 11: Master Toughness Level 12: Conditioning or Implant Level 1* Level 13: Conditioning or Implant Level 1* Level 14: Improved Conditioning or Implant Level 2* Level 15: Improved Conditioning or Implant Level 2* Level 16: Master Conditioning or Implant Level 3* Level 17: Master Conditioning or Implant Level 3* Level 18: Caution, Empathy, or Gear Head** Level 19: Improved: Caution, Empathy, or Gear Head** Level 20: Master: Caution, Empathy, or Gear Head** *-These Feats represent a Combat-oriented Carth. The decision between choosing Implant, or Conditioning lies in your access to effective implants. Obviously if you have a spare implant that grants immunity, that trumps a bonus to a saving throw provided by Conditioning. I usually hold off getting higher levels in Implant until I find more effective implants. **-The choice between these 3 Feats will depend on where you have spent your Skill Points with Carth. If you have been increasing Demolitions, then Caution will be a good choice, if you have been increasing Computer Use, Repair, or Security then Gear Head is good. If you have been spending your points in Treat Injury, then Empathy will be your best pick. Carth's Feat Progression: PC Level 5: Toughness Level 6: Improved Toughness Level 7: Improved Power Blast Level 8: Master Two-Weapon Fighting Level 9: Master Power Blast Level 10: Master Toughness Level 11: Conditioning or Implant Level 1* Level 12: Conditioning or Implant Level 1* Level 13: Improved Conditioning or Implant Level 2* Level 14: Improved Conditioning or Implant Level 2* Level 15: Master Conditioning or Implant Level 3* Level 16: Master Conditioning or Implant Level 3* Level 17: Caution, Empathy, or Gear Head** Level 18: Improved: Caution, Empathy, or Gear Head** Level 19: Master: Caution, Empathy, or Gear Head** Level 20: Caution, Empathy or Gear Head *-These Feats represent a Combat-oriented Carth. The decision between choosing Implant, or Conditioning lies in your access to effective implants. Obviously if you have a spare implant that grants immunity, that trumps a bonus to a saving throw. I usually hold off getting higher levels in Implant until I find more effective implants. **-The choice between these 3 Feats will depend on where you have spent your Skill Points with Carth. If you have been increasing Demolitions, then Caution will be a good choice, if you have been increasing Repair, then Gear Head is good. If you have been spending your points in Treat Injury, then Empathy will be your best pick. Quick Rationale for Carth's Feat Progression: Carth starts with all of the feats that make him an excellent Two-Weapon fighter. All you have to do is make him even better at what he already does. Take Toughness and Improved Toughness as soon as possible to increase Carth's survivability, followed by either Rapid Shot, or Improved Power Blast. At the first opportunity, get Master Two-Weapon Fighting, as this will increase Carth's ability to land hits. If you prefer, Feats that improve Carth's Skills can be utilized before those that directly benefit him in combat (like Gear Head). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Va4. <~> Carth's Weapon Progression: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~> +=======================================+ | Carth's Main Hand Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Carth's | 2-7 | 0 | Starting Weapon | | Blaster | | | | }---------------+-----------+-----------+---------------------------------{ | -Scope | 0 | +1 | Taris: Lower City Apartments | | | | | (second set); Selvin's remains | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1 | 0 | Taris: Black Vulkar Base; (2nd | | Energy Cell | | | Level), Garage Head's Desk | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1 | 0 | Taris: Undercity; Corpse - | | Splitter | | | Sith Soldier** | }---------------+-----------+-----------+---------------------------------{ | -Hair | 0 | +1 | Taris: Black Vulkar Base; Pool | | Trigger | | | footlocker | }---------------+-----------+-----------+---------------------------------{ | | 4-9 | +2 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Bendak's | 2-7 | 0 | Taris: Cantina; Defeat Bendak | | Blaster | | | Starkiller in a Duel | }---------------+-----------+-----------+---------------------------------{ | -Scope | 0 | +1 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +2 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1 | 0 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | 0 | +1 | * | | Trigger | | | | }---------------+-----------+-----------+---------------------------------{ | | 5-10 | +2 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Zabrak Tystel | 5-12 | +2 | Kashyyyk: Upper Shadowlands, | | Mark III | | | corpse just North of Basket Up | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Cassus Fett's | 4-11*** | +3 | Korriban: Dreshdae; Purchased | | Heavy Pistol | 25% Stun | | from B'ree for 10,000 Credits | }---------------+-----------+-----------+---------------------------------{ | -Scope | Keen | +1 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1-4 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1-4 | 0 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | 0 | +1 | * | | Trigger | | | | }---------------+-----------+-----------+---------------------------------{ | | 6-19 | +5 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-The Beam Splitter is looted from the same body that you can recover the Rackghoul Serum from. ***-Cassus Fett's Heavy Pistol also has a 25% Chance to Stun for 6 Seconds with a DC of 10. +======================================+ | Carth's Off Hand Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Blaster | 1-6 | 0 | Starting Weapon | | Pistol | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Heavy | 1-8 | 0 | Taris: Lower City Apartments | | Blaster | | | Vulkar Gang Boss remains | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Carth's | 2-7 | 0 | [Switches to Off-Hand from | | Blaster | | | Main Hand] | }---------------+-----------+-----------+---------------------------------{ | -Scope | 0 | +1 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +2 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1 | 0 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | 0 | +1 | * | | Trigger | | | | }---------------+-----------+-----------+---------------------------------{ | | 4-9 | +2 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Bendak's | 2-7 | 0 | [Switches to Off-Hand from | | Blaster | | | Main Hand] | }---------------+-----------+-----------+---------------------------------{ | -Scope | 0 | +1 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +2 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1 | 0 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | 0 | +1 | * | | Trigger | | | | }---------------+-----------+-----------+---------------------------------{ | | 5-10 | +2 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Zabrak Blaster| 4-9 | +3 | Korriban: Tomb of Naga Sadow; | | Pistol** | 25% Stun | | Skeletal Human Remains*** | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Zabrak Tystel | 5-12 | +2 | Kashyyyk: Upper Shadowlands, | | Mark III | | | corpse just North of Basket Up | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-The Zabrak Blaster Pistol has a 25% chance to Stun for 6 seconds (DC 10). ***-The Skeletal Human Remains are close to the computer terminal that controls the puzzle in which the 4 colored lights must be transferred from the left side to the right. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Va4. (~) Carth's Armor Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Remember to always account for Carth's Natural Dexterity bonus to Defense. Certain Armors will have high defense, but not allow the bonus from Dexterity to apply. +============================+ | Carth's Armor Progression \ }======================================================================\ }=======================================================================+ | Armor: | Defense: | +Defense:* | First Location Available:**\ }===============+============+=============+=================================\ | Clothing | 0 | 0 | Starting Armor | | | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Combat Suit | 4 | +5 | Taris: Lower City Apartments; | | | | | Vulkar Gang Boss remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Echani Fiber | 5 | +5 | Taris: Lower City Apartments; | | Armor | | | Solve Twisted Rancor Trio*** | }---------------+------------+-------------+---------------------------------{ | -Armor | +2 | | Taris: Lower City Apartments; | | Reinforcement | | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | Resist 20 | | Taris: Lower City Apartments; | | Underlay | Fire/Cold | | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Davik's War | 8**** | +3 | Taris: Davik's Estate; Hanger, | | Suit**** | | | Davik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Calo Nord's | 9***** | +1 | Calo Nord's remains***** | | Battle Armor | | | | }---------------+------------+-------------+---------------------------------{ | -Armor | +3***** | | Taris: Lower City Apartments; | | Reinforcement | | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | Immunity: | | Taris: Lower City Apartments; | | Underlay | Mind-Affect| | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Heavy | 9****** | +2 | Yavin Station: Purchased from | | Exoskeleton |+2/1 Str/Con| | Suvam Tan for 20,000 Credits | }---------------+------------+-------------+---------------------------------{ | -Armor | +3 Str | | Taris: Lower City Apartments; | | Reinforcement | +3 Con | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | +4 | | Taris: Lower City Apartments; | | Underlay | | | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ *-Maximum Bonus Defense from Dexterity. **-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. ***-The Twisted Rancor Trio Puzzle takes place in the room with 6 Holographic Projectors forming a half circle around a footlocker. The correct sequence is: Elinda, Ujaa, Ujii, Loopa, Fodo, Ashana. ****-Davik's War Suit also provides the following passive mods; Damage Resistance: Resist 10/- vs Cold and Resist 10/- vs Fire. *****-Calo Nord's Battle Armor has the following natural effects; Damage Resistance: Resist 10/- vs. Cold/Fire/Sonic. Calo Nord attacks the party on the first world that is visited after Dantooine. ******-The Heavy Exoskeleton provides a passive bonus of +2 to Strength, and +1 to Constitution. The Armor Reinforcement Mod boosts the passive bonus to +5 Strength, and +4 Constitution. Useful Accessories: Verpine Headband: Saves: Will +3, Skills: Awareness +2 (dropped by Kandon Ark [Black Vulkar Leader]) Brejik's Gloves: Dexterity +1 (Brejik's remains) ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()()()()() () () Vb. () Mission Vao () () () ()()()()()()()()()() Class: Scoundrel Mission is a great early-game party member that can be molded into various roles. If you are the patient type, her Stealth Skill can be utilized to tip the scales of battle in your direction at the start of every battle. Simply activate her Stealth Skill, sneak up on an unsuspecting enemy, and attack them from within 10 meters (a couple of steps away from the enemy) for bonus damage that increases every 2 levels. Sneak Attack even works with Blasters, as long as you are within 10 Meters. When you are close enough to hit with Sneak Attack, you get a bonus to Attack as well for being so close to the enemy with a Ranged Weapon. Mission works well with the kind of Jedi that I build, because her bonus damage from Sneak Attack applies against "stunned or otherwise immobilized targets" (like those that are held by Stasis, or stunned by Force Push). I usually play her as a ranged fighter, taking the Dueling and Sniper Shot Feats. In addition to sometimes stunning the enemy, Sniper Shot steadily improves chances to land a Critical Hit for bonus damage. If Mission happens to stun the enemy, then she will deal bonus damage from her Sneak Attack Feat against the foe while they are immobilized. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><> <> <> Vb1. <> Mission's Starting Stats: <> <> <> <><><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 10 | 0 | }----------------------+------------------------+----------------{ | Dexterity | 16 | +3 | }----------------------+------------------------+----------------{ | Constitution | 12 | +1 | }----------------------+------------------------+----------------{ | Intelligence | 14 | +2 | }----------------------+------------------------+----------------{ | Wisdom | 11 | 0 | }----------------------+------------------------+----------------{ | Charisma | 10 | 0 | }----------------------+------------------------+----------------{ | Vitality | 21 | +7/Level | +----------------------+------------------------+----------------+ Mission's Attribute Points would be best spent in Dexterity. Not only will this increase Mission's Attack with ranged weapons, but it will also give her Defense a much needed boost to balance out her relatively low Vitality. I like to spend all of her Attribute Points in Dexterity, even though it leaves her with 21 Dexterity. Any item that increases Dexterity can then be used so that Mission can benefit from the Bonus to Dexterity/Ranged Attack that comes having Dexterity at or above 22. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\) (\) (/) Vb2. (/) Mission's Skill Progression: (\) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(/) Mission gets 5 Skill Points/Level Mission's Class Skills are: Demolitions Stealth Awareness Security Mission's Starting Skills: Computer Use: 2 Demolitions: 6 Stealth: 6 Awareness: 6 Security: 6 Treat Injury: 3 With good starting values in Demolitions and Awareness, Mission is a great character to use for the recovery of Mines. Recovering mines allows you to use them, but I always sell them, since as a Light Side character there is a tendency to not always have a lot of Credits. Even though Computer Use is not a Class Skill for Mission, she still has enough Skill points from every Level up to max out Computer Use. In fact, I recommend maxing out Computer Use, Demolitions and Awareness every chance you get with a Level up. There will often be spare Skill Points left over that can be used to improve her Stealth, or Treat Injury Skills. Again, I do not recommend putting any points into Security since all doors and containers that can be unlocked with Security can also be forced open by attacking them (though it is slower than using Security). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Vb3. (<>) Mission's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Mission gets 1 Feat Point every 3 Levels starting at Level 5. (Level 5, 8, 11, 14, 17, 20) Mission's Starting Feats: Armor Proficiency: Light Caution Critical Strike Sniper Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Heavy Weapons Sneak Attack 1 Sneak Attack 2 Scoundrel's Luck Dueling Mission's Feat Progression: Ranged Sniper Shot Build Level 5: Advanced Sniper Shot or Improved Dueling* (Sneak Attack 3) Level 6: (Improved Scoundrel's Luck) Level 7: (Sneak Attack 4) Level 8: Advanced Sniper Shot or Improved Dueling* Level 9: (Sneak Attack 5) Level 11: Master Sniper Shot (Sneak Attack 6) Level 12: (Master Scoundrel's Luck) Level 13: (Sneak Attack 7) Level 14: Master Dueling Level 15: (Sneak Attack 8) Level 17: Toughness (Sneak Attack 9) Level 19: (Sneak Attack 10) Level 20: Improved Toughness *-Toughness is also a good Feat for Mission to have. If you find that she is dying often, Toughness can provide enough Vitality to survive an additional attack. Quick Rationale for Mission's Feats: As a Scoundrel, Mission does not have that many Feat Points. It is important to take advantage of the natural abilities that she improves as a result of leveling (Sneak Attack and Scoundrel's Luck). Since she earns so few Feat Points, it is especially important that none of them are wasted. Mission can have excellent Skills without the benefit of Feats that boost Skills. While I rarely use her Sneak Attack to start battles (it places her right in the middle of combat), Sneak Attack is extremely powerful at higher levels, and can easily defeat some of them in one attack. By having Mission use a Blaster Rifle Class Weapon, she ensures that she can stay as far away from potential damage as possible. One special note about using Sniper Shot is that it affects the Critical Threat Range on weapons. Thus, if you improve Zaalbar's Bowcaster so that it will score a Critical on a 19 or 20 (10%), then by using Sniper shot, that range doubles to cause a Critical on any roll from 17 to 20 (20% Critical chance). Master Sniper Shot, used with a weapon that has a Critical Threat range of 19-20, will improve the chance to Critical by 4x. This means that Mission will be getting bonus damage from Criticals on rolls from 11 to 20 (50%). This high chance to critical, along with her bonus damage against disabled enemies, means that Mission can be an extremely hard hitting character. Mission just needs to stay off the radar of enemies. Even with Scoundrel's Luck, and bonuses to armor from Dexterity, she can only wear Light Armor, and she has the lowest Vitality score out of all your party members (she doesn't even beat T3-M4 when it comes to Vitality). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vb4. <~> Mission's Weapon Progression <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~> +===============================+ | Mission's Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Blaster | 1-6 | 0 | Starting Weapon | | Pistol | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Blaster | 1-8 | 0 | Endar Spire; Second footlocker | | Rifle | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Zaalbar's | 1-10 | +1 | Taris: Undercity; Sewers, in a | | Bowcaster | | | Weapon's Footlocker** | }---------------+-----------+-----------+---------------------------------{ | -Scope | +1 | 0 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | 0 | +2 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | Keen | 0 | * | | Trigger | *** | | | }---------------+-----------+-----------+---------------------------------{ | | 3-12 | +3 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Jamoh Hogra's | 4-14 | +2 | Tatooine: Docking Bay; Buy from| | Carbine | **** | | Mic'Tunan'Jus for 9,000 Credits| }---------------+-----------+-----------+---------------------------------{ | -Scope | +1 | +1 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1-4 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1-4 | 0 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | 0 | +2 | * | | Trigger | | | | }---------------+-----------+-----------+---------------------------------{ | | 7-23 | +5 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-Zaalbar's Bowcaster is in the same area as where he is rescued in the sewers. ***-The Hair Trigger adds "Keen" to Zaalbar's Bowcaster, increasing the Critical Threat Range to 17-20 (from 19-20). Sniper shot does not take into account the "Keen" modification when multiplying the weapon's Critical Threat Range. ****-Jamoh Hogra's Carbine has a Critical Threat Range of 19-20. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vb5. (~) Mission's Armor Progression (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) +==============================+ | Mission's Armor Progression \ }======================================================================\ }=======================================================================+ | Armor: | Defense: | +Defense:* | First Location Available:**\ }===============+============+=============+=================================\ | Clothing | 0 | 0 | Starting Armor | | | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Republic | 5 | +4 | Taris: Lower City Apartments; | | Mod Armor | | | inside the Sealed Strongbox*** | }---------------+------------+-------------+---------------------------------{ | -Armor | +1 | | Taris: Lower City Apartments; | | Reinforcement | | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | Immunity: | | Taris: Lower City Apartments; | | Underlay | Mind-Affect| | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Echani Fiber | 5 | +5 | Taris: Lower City Apartments; | | Armor | | | Solve Twisted Rancor Trio*** | }---------------+------------+-------------+---------------------------------{ | -Armor | +2 | | Taris: Lower City Apartments; | | Reinforcement | | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | Resist 20 | | Taris: Lower City Apartments; | | Underlay | Fire/Cold | | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Darth Bandon's| 5**** | +5 | Darth Bandon's remains**** | | Fiber Armor | | | | }---------------+------------+-------------+---------------------------------{ | -Armor | +2 | | Taris: Lower City Apartments; | | Reinforcement | | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | Immunity: | | Taris: Lower City Apartments; | | Underlay | Mind-Affect| | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ *-Maximum Bonus Defense from Dexterity. **-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. ***-The Republic Mod Armor is inside a Sealed Strongbox in the Second Set of Lower City Apartments in Taris. The box is unlocked with by answering: Hyperdrive, My Uncle, Alderaan. ****-Darth Bandon's Fiber Armor also grants Damage Resistance: Resist 25/- vs. Fire. You must recover at least 2 Star Maps, and visit several planets before Darth Bandon will come and seek you out. Useful Accessories: Motion Detection Goggles: +2 Awareness, +1 Demolitions/Security (defeat the Sith Patrol Leader in the Undercity) Stabilizer Gauntlets: +2 Demolitions (Dantooine; Sandral Grounds, Loot from a Mandalorian) ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()()() () () Vc. () Zaalbar () () () ()()()()()()()() Class: Scout Zaalbar is a great team member to balance this skills and abilities of Mission. His abnormally high Strength and Constitution make him perfect for front-line combat. Additionally, he comes with the "Wookie Toughness" Feat, which reduces damage by 2, and grants him +2 Vitality/Level above and beyond any benefits from Constitution or the Toughness Feat. Zaalbar does best with 2-handed melee weapons (or 2 weapons) since his huge bonus to Hit from Strength can easily offset the penalties from Dual-Wielding. Since Mission is great at almost every skill but Repair, and Zaalbar is great at repairing, it is easy to see how these two characters work well together as a team. To make Zaalbar into an incredible damage-dealing-tank, focus on the Dual- wielding feats, along with Power Strike, and Toughness. I often use Zaalbar throughout the entire game due to his tanking ability and sheer damage output. The computer AI is really good at making him use his Power Attack Ability as well, making him even more of an asset to me. Zaalbar cannot wear Armor, Gloves, or Headgear. He naturally acquires the Implant Feat, so be sure to make the most out of it. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><> <> <> Vc1. <> Zaalbar's Starting Stats: <> <> <> <><><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 20 | +5 | }----------------------+------------------------+----------------{ | Dexterity | 13 | +1 | }----------------------+------------------------+----------------{ | Constitution | 20 | +5 | }----------------------+------------------------+----------------{ | Intelligence | 10 | 0 | }----------------------+------------------------+----------------{ | Wisdom | 12 | +1 | }----------------------+------------------------+----------------{ | Charisma | 8 | -1 | }----------------------+------------------------+----------------{ | Vitality | 60 | +13/Level | +----------------------+------------------------+----------------+ Zaalbar has exceptional Strength already, but that doesn't mean we shouldn't spend Attribute Points making him even more beastly. Don't worry about improving any other stat. Zaalbar's naturally high Constitution, along with his Wookie Toughness, and Toughness Feats will ensure that he easily has the most Vitality out of anyone in the game. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\) (\) (/) Vc2. (/) Zaalbar's Skill Progression: (\) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(/) Zaalbar gets 3 Skill Points/Level Zaalbar's Class Skills are: Computer Use Demolitions Awareness Repair Treat Injury Zaalbar's Starting Skills are: Demolitions: 6 Awareness: 6 Repair: 4 Treat Injury: 5 Zaalbar can be great at a lot of skills, but I find that he is best at focusing on Repair and Demolitions. Choose which of these skills you want to focus on, and place as many points per Level into those Skills, until they are maxed out, then place the remaining in the other Skill. Personally, I try to max out his Repair Skill first, and rely on Mission for Demolition. Mission actually starts off better at Demolitions (due to her bonus to the Skill from Intelligence). I also usually pair the two of them together for the first part of the game. Keep in mind that the Repair Skill for Zaalbar is only going to be used against disabled droids, and never for any story-related actions (like removing the Memory Bolt from HK-47, or fixing the Sentient Droid on Korriban). Also, Repair only does something for Zaalbar every 4 ranks (every 4 points in Repair reduces the Repair Parts needed to adjust a droid by 1, to a minimum of 1 part). Of course you could always dump all of Zaalbar's Skill points into Treat Injury so he would benefit the most from MedPacks. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Vc3. (<>) Zaalbar's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Zaalbar gets 1 Feat Point every odd Level (Level 5, 7, 9, 11, 13, 15, 17, 19) Zaalbar's Starting Feats: Flurry Implant Level 1 Implant Level 2 Power Attack Improved Power Attack Rapid Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons Weapon Focus: Melee Weapons Uncanny Dodge 1 Wookie Toughness Zaalbar's Feat Progression: Level 5: Two-Weapon Fighting Level 7: Improved Two-Weapon Fighting (Uncanny Dodge 2) Level 8: (Implant Level 3) Level 9: Master Two-Weapon Fighting Level 11: Master Power Attack Level 13: Toughness Level 15: Improved Toughness Level 17: Master Toughness Level 19: Conditioning, Gear Head, or Caution Quick Rationale for Zaalbar's Feats: It would be a waste to see Zaalbar doing anything in combat except wielding two Melee Weapons (or a Double-Bladed Weapon) at the front-line of any battle. He has tons of Strength, tons of Vitality, and he can take the most punishment out of all of the party members. Toughness isn't even necessary on Zaalbar, it just makes him that much more of a tank. If Zaalbar ever dies in a fight, you are pretty much doing something wrong. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vc4. <~> Zaalbar's Weapon Progression <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~> +=========================================+ | Zaalbar's Main Hand Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available: \ }===============+===========+===========+=================================\ | Long Sword | 1-12 | 0 | Endar Spire; second footlocker | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Echani Ritual | 3-13 | +1 | Taris: Upper City; Buy for 280 | | Brand | | | Credits from Kebla Yurt* | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Krath Double | 5-15 | +2 | Kashyyyk: Upper Shadowlands, | | Sword | | | corpse just North of Basket Up | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Bacca's | 10-20** | +4 | Kashyyyk: Overthrow Chundaar | |Ceremonial Blad| | | and ask for the blade** | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Ajunta Pall's | 7-17 | +5 | Korriban: Tomb of Ajunta Pall | | Blade*** | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-The Echani Ritual Brand is purchased at the Equipment Emporium in the Upper City in Taris. **-Bacca's Ceremonial Blade also does an additional 2-12 Damage vs. Droids, and 2-12 additional Critical Damage. To win this blade you must overthrow Chuundar and ask for the blade instead of Credits. This assumes that you sided with Zaalbar's father, and retrieved the blade-portion of the weapon while in the Shadowlands as part of the "Chieftain in Need" Quest. ***-Be sure that you don't give Ajunta Pall's Blade away for Prestige from Uthar. There are plenty of Quests that you can do so you can keep this weapon and still earn enough Prestige. +========================================+ | Zaalbar's Off Hand Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Mission's | 2-11 | 0 | Mission starts with it | | Vibroblade | | | | }---------------+-----------+-----------+---------------------------------{ | -Vibration | 0 | +1 | Endar Spire; Fallen Jedi | | Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Durasteel | 0 | +1 | Taris: Black Vulkar Base; Pool,| | Bonding Alloy | | | Footlocker | }---------------+-----------+-----------+---------------------------------{ | -Energy | +1 | 0 | Taris: First Apartments; Help | | Projector | | | Dia remove her bounty** | }---------------+-----------+-----------+---------------------------------{ | | 3-12 | +2 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Echani Ritual | 3-13 | +1 | Taris: Upper City; Buy for 280 | | Brand | | | Credits from Kebla Yurt*** | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Krath Double | 5-15 | +2 | Kashyyyk: Upper Shadowlands, | | Sword | | | corpse just North of Basket Up | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Prototype | 2-11 | 0 | Endar Spire: Starboard Section;| | Vibroblade | | | Sith Heavy Trooper remains | }---------------+-----------+-----------+---------------------------------{ | -Vibration | +1 | 0 | Endar Spire; Fallen Jedi | | Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Durasteel | +1 | +1 | Taris: Black Vulkar Base; Pool,| | Bonding Alloy | | | Footlocker | }---------------+-----------+-----------+---------------------------------{ | -Energy | +1 | +2 | Taris: First Apartments; Help | | Projector | | | Dia remove her bounty** | }---------------+-----------+-----------+---------------------------------{ | | 5-14 | +3 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Ajunta Pall's | 7-17 | +5 | Korriban: Tomb of Ajunta Pall | | Blade | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-To receive the Energy Projector from Dia, you must accept her reward with the neutral response (neither Light Side nor Dark Side points awarded). ***-The Echani Ritual Brand is purchased at the Equipment Emporium in the Upper City in Taris. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()()() () () Vd. () Bastila () () () ()()()()()()()() Class: Jedi Sentinel Bastila is a powerful character, but not someone that can be depended on to fight with you for every battle of the game. She should never be built to bridge gaps in player abilities, but rather to support the main hero and another player within the party. I usually build her as a support hero, taking Heal, and all of the abilities that can buff the party. When it comes to combat, she is exceptional, due to her Two-Weapon-Fighting feats, but her mid-range Vitality means that she is best when supporting someone who can really take the punishment of combat. Bastila can really be played a lot of ways. Since she acquires a new Force Power every level, she can be quite versatile. Even though this guide is geared towards a "Light Side" player, Dark Side Powers (like Plague) are still ok choices on Bastila. One of greatest Bastila's Strengths is her Force Immunity: (disable) Feats. Since she eventually gains immunity to all disables, she is a great counter against Dark Jedi. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><> <> <> Vd1. <> Bastila's Starting Stats: <> <> <> <><><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 12 | +1 | }----------------------+------------------------+----------------{ | Dexterity | 18 | +4 | }----------------------+------------------------+----------------{ | Constitution | 12 | +1 | }----------------------+------------------------+----------------{ | Intelligence | 10 | 0 | }----------------------+------------------------+----------------{ | Wisdom | 12 | +1 | }----------------------+------------------------+----------------{ | Charisma | 15 | +2 | }----------------------+------------------------+----------------{ | Vitality | 60 | +9/Level | }----------------------+------------------------+----------------{ | Force | 27 | +9/Level | +----------------------+------------------------+----------------+ Bastila has pretty good defensive Attributes. I usually place one Attribute Point into Charisma, then place the remaining Attribute Points from leveling into Wisdom. The extra point in Charisma will help her Force Powers be more effective against enemies, and improve her resistances to Force Powers until she acquires her Immunities. The extra Wisdom will increase her number of Force Points as well as boosting the effectiveness of her Force Powers. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\) (\) (/) Vd2. (/) Bastila's Skill Progression: (\) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(/) Bastila gets 2 Skill Points/Level Bastila's Class Skills are: Awareness Treat Injury Bastila's Starting Skills are: Awareness: 4 Treat Injury: 4 Bastila doesn't have a lot of options with her Skill Points. I usually boost her Awareness and keep her around to detect mines at a distance. Since I always get Cure, Treat Injury is kind of a waste of Skill Points. You could always use her Skill Points to improve Computer Use at a snail's pace, but I try to rely on Bastila simply for her buffing Force Powers, and decent damage output. I like to put as many points as possible into Awareness, then start improving Treat Injury. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Vd3. (<>) Bastila's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Bastila gets 1 Feat Point at every Level divisible by 3 (Level 6, 9, 12, 15, 18) Bastila's Starting Feats: Two-Weapon Fighting Flurry Weapon Proficiency: Blaster Pistol Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Battle Meditation Force Immunity: Fear Jedi Sense Bastila's Feat Progression: Level 6: Improved Two-Weapon Fighting or Toughness (Force Immunity: Stun, Knight Sense) Level 9: Improved Two-Weapon Fighting or Toughness Level 12: Improved Toughness, or Advanced Jedi Defense (Force Immunity: Paralysis, Master Sense) Level 15: Improved Toughness, or Advanced Jedi Defense Level 18: Master Two-Weapon Fighting or Master Toughness Quick Rationale for Bastila's Feats: Choosing Bastila's Feats is a juggling act. She seems to be average in all aspects that Feats would improve upon. Since there will only be 5 Feat Points for Bastila to spend (7 or more would be perfect...), you have to make some sacrifices on how Bastila performs. Since Bastila is average at a lot of things, I like to get the average rank of the 3 Feats that I think are most effective on her; Improved Two-Weapon Fighting, Advanced Jedi Defense, and Improved Toughness. Advanced Jedi Defense is honestly an ability that Bastila can probably do without. Toughness could easily take the place of Advanced Jedi Defense early in the game. You can hold off on getting Toughness and Advanced Jedi Defense if you are good at keeping Bastila out of harm's way. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vd4. (~) Bastila's Force Power Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Bastila gets 1 Force Power/Level Bastila's Starting Force Powers: Force Aura Affect Mind Stun Force Push Throw Lightsaber Bastila's Force Power Progression: Buffing/Healing Level 4: Burst of Speed Level 5: Force valor Level 6: Cure Level 7: Force Shield Level 8: *Free Pick* Level 9: Knight Speed Level 10: Knight Valor Level 11: Force Whirlwind Level 12: **Free Pick** Level 13: ***Free Pick*** Level 14: ****Free Pick*** Level 15: Master Speed Level 16: Master Valor Level 17: Force Wave Level 18: *****Free Pick***** Level 19: *****Free Pick***** *-Level 8 is the perfect level to take a Dark Side Force Power. This Level is usually a toss up for me. Sometimes I take Stun Droid, sometimes I take Energy Resistance, other times I take Slow. **-Level 12 is another *Free Pick* kind of level. While I usually end up taking Force Armor, this is a great opportunity to get any Force Power you think will be useful (Stasis, Disable Droid, Affliction, Energy Resistance, Advanced Throw Lightsaber, e.t.c.). ***-Yet another chance to customize Bastila to your needs. If you have been putting points into a Dark Side Force Power (Like Affliction), you can level it here. Work with whatever Force Power you have been dedicating the "Free Picks" towards, and if you are still not sure, take a fun Power like Advanced Throw Lightsaber. ****-You know the drill. By this time I have usually taken Improved Energy Resistance for the battle aboard the Leviathan (Improved Energy Resistance works on the whole party, and it lasts for 2 minutes). *****-Go nuts, take whatever Force Powers you want, see if I care. By now we have chosen all of the Force Powers that will make Bastila an effective Buffer/Healer. You could waste your choices on any ability and Bastila would still be awesome in combat. Quick Rationale for Bastila's Force Power Progression: Master Speed is an excellent ability on Bastila due to the boost to Defense and the 2 bonus attacks per turn in combat. This helps keep her alive, since she has average Vitality. I try to take Force Shield early, but hold off on getting Force Armor, because once Bastila is Level 12, she is immune to most of the debilitating effects of enemy Force Powers. Force Shield just helps us get to the point where Bastila doesn't have to worry about resisting any Powers. When I play through as a Light Side character, I always get Cure, but never Heal. I just cant justify getting an ability that is only going to increase the amount of Vitality restored by a measly 5 points. Instead, I look for Force Powers that will prevent damage from even occurring. Why Force Whirlwind and Force Wave instead of Stasis, or Fear? Because of the low Force Point cost to use the Force Push Powers. Sure, the other disabling Force Powers last twice as long if they are successful, but Force Wave costs about half as much Force Points to use. Plague is a great ability to have on Bastila for bosses. Since it is impossible to resist, you never have to worry about casting it multiple times and wasting turns in combat. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vd5. <~> Bastila's Weapon Progression <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~> +===============================+ | Bastila's Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Double-Bladed | 2-20 | 0 | Taris: Swoop Race Area; | | Lightsaber | | | Brejik's remains | }---------------+-----------+-----------+---------------------------------{ | -Crystal, | ** | | Dantooine; Crystal Cave | | Bondar | 25% Stun | | | }---------------+-----------+-----------+---------------------------------{ | -Crystal, | +1 | +1 | Dantooine; Crystal Cave | | Rubat | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-Bondar Crystals give a Lightsaber a 25% Chance to Stun for 2 rounds on hit (enemy resists vs. DC 10). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vd6. (~) Bastila's Armor Progression (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) +==============================+ | Bastila's Armor Progression \ }======================================================================\ }=======================================================================+ | Armor: | Defense: | +Defense:* | First Location Available: \ }===============+============+=============+=================================\ | Clothing | 0 | 0 | Starting Armor | | | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Robe | 1 | +8 | From Main Character, when Jedi | | | | | Knight Robes are found | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Knight | 2 | +8 | Dantooine: Ruins; Nemo's | | Robe | | | remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Master | 3 | +8 | Tatooine: Eastern Dune Sea; | | Robes | | | Chewed Human Corpse** | }===============+============+=============+================================={ }===============+============+=============+================================={ *-Maximum Bonus Defense from Dexterity. **-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker inside Master Uthar's room on Korriban in the Sith Academy. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()() () () Ve. () T3-M4 () () () ()()()()()()() T3-M4 is a worthless piece of crap droid. He's terrible in combat, and Heal has no effect on him, because he is a droid. I don't recommend ever using him other than for the obligatory part where you must have him unlock the door to the Military (Sith) Base on Taris. I'm not even gonna waste my time recording his stats, Skills, or Feats. He gets tons of Skill Points, but to make him worth anything, you'll have to dump all of his Feats into Two-Weapon Fighting, and give him the pistols that would be more fulfilling on Carth. I'll admit that his utility abilities are fairly strong. If you decide to use T3-M4 in your party, max his Computer Use, Demolitions, and Repair skills. Feel free to spam his utility attacks in battles. Use his Feats to either attempt to make him somewhat decent at combat, or to further boost his above average skill levels. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()()()() () () Vf. () Canderous () () () ()()()()()()()()() Class: Soldier Canderous is another character that I rarely use. While he can be an effective ranged or melee fighter, I could never rationalize having non-Jedi's (except for Zaalbar!) in the party unless it was for non-combat reasons. While his health regeneration is a powerful ability, Zaalbar makes a better Melee Fighter (due to his large amount of Vitality and Strength), and Carth already comes with the skills that make the best ranged fighter. I'm not saying that Canderous couldn't be a great party member with the right Feat choices. I know he could be an awesome Two-Weapon Melee Fighter with the same Skills that Zaalbar has. And while I'm sure you can spend money on a Heavy Ranged Weapon that would make Canderous great in ranged combat, I still prefer a Jedi in my group. You can either spend all of his Attribute Points in Strength (if you want to make him a melee fighter) or Dexterity if you will be focusing on his Ranged Feats and Equipment. Since Canderous starts with points in Demolitions, you may spend his skill points in Demolitions, but you will need someone with good Awareness to spot the mines, since Canderous has 0 Awareness. Spend his points in Treat Injury otherwise. If you choose to use Heavy Weapons with him (he starts with Weapon Specialization: Heavy Weapons), then go with Dueling, Rapid Shot, and Toughness as your main Feats. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><> <> <> Vf1. <> Canderous' Starting Stats: <> <> <> <><><><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 15 | +2 | }----------------------+------------------------+----------------{ | Dexterity | 12 | +1 | }----------------------+------------------------+----------------{ | Constitution | 14 | +2 | }----------------------+------------------------+----------------{ | Intelligence | 10 | 0 | }----------------------+------------------------+----------------{ | Wisdom | 14 | +2 | }----------------------+------------------------+----------------{ | Charisma | 10 | 0 | }----------------------+------------------------+----------------{ | Vitality | 65 | +12/Level | +----------------------+------------------------+----------------+ We can easily see that Canderous has great Strength, Constitution, and Wisdom. The bonus that Canderous receives to his Willpower saves will help in fights against Dark Jedi, while his Constitution ensures that he will have one of the highest Vitality amounts. Again, whether you build Canderous as a Melee or Ranged fighter will determine where you will put his Attribute Points towards Strength or Dexterity. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\) (\) (/) Vf2. (/) Canderous Skill Progression: (\) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(/) Canderous gets a Skill Point/Level Canderous' Class Skills are: Demolitions Awareness Treat Injury Canderous' Starting Skills are: Demolitions: 2 Treat Injury: 6 Canderous starts with fairly good Treat Injury Skill, and a small amount of Demolitions. The only Skills that should be improved on Canderous are the two he starts with. If you plan on boosting Canderous' Demolitions Skill, be sure to have someone in the party with a fair amount of Awareness (around 5 will be ok). Due to Canderous' natural regeneration, I don't recommend boosting his Treat Injury at all. The Force Power Cure, and the Vitality he heals every few moments should be enough for him to survive battles. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Vf3. (<>) Canderous' Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Canderous gets 1 Feat Point/Level Canderous' Starting Feats: Armor Proficiency: Light Armor Proficiency: Medium Armor Proficiency: Heavy Power Attack Power Blast Improved Power Blast Rapid Shot Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Heavy Weapons Weapon Focus: Heavy Weapons Weapon Specialization: Heavy Weapons Weapon Proficiency: Melee Weapons Toughness Canderous' Feat Progression: Melee Fighter Level 6: Two-Weapon Fighting Level 7: Improved Two Weapon Fighting Level 8: Master Two-Weapon Fighting Level 9: Improved Power Attack Level 10: Weapon Focus: Melee Level 11: Weapon Specialization: Melee Level 12: Master Power Attack Level 13: Improved Toughness Level 14: Master Toughness Level 15: Conditioning or Implant Level 1* Level 16: Conditioning or Implant Level 1* Level 17: Improved Conditioning or Implant Level 2* Level 18: Improved Conditioning or Implant Level 2* Level 19: Master Conditioning or Implant Level 3* Level 20: Master Conditioning or Implant Level 3* *-These Feats represent a Combat-oriented Canderous. The decision between choosing Implant, or Conditioning lies in your access to effective implants. Obviously if you have a spare implant that grants immunity, that trumps a bonus to a saving throw provided by Conditioning. I usually hold off getting higher levels in Implant until I find more effective implants. Canderous' Feat Progression: Ranged Heavy Weapon Fighter Level 6: Improved Rapid Shot Level 7: Dueling Level 8: Improved Dueling Level 9: Master Dueling Level 10: Master Rapid Shot Level 11: Improved Toughness Level 12: Master Toughness Level 13: Conditioning or Implant Level 1* Level 14: Conditioning or Implant Level 1* Level 15: Improved Conditioning or Implant Level 2* Level 16: Improved Conditioning or Implant Level 2* Level 17: Master Conditioning or Implant Level 3* Level 18: Master Conditioning or Implant Level 3* Level 19: Gear Head or Empathy Level 20: Improved Gear Head or Improved Empathy *-These Feats represent a Combat-oriented Canderous. The decision between choosing Implant, or Conditioning lies in your access to effective implants. Obviously if you have a spare implant that grants immunity, that trumps a bonus to a saving throw provided by Conditioning. I usually hold off getting higher levels in Implant until I find more effective implants. Quick Rationale for Canderous' Feat Progressions: Canderous has enough Feat Points from Leveling that you could make him into just about any kind of fighter you want. For Canderous the Barbarian, taking Two-Weapon Fighting, and maxing it out as soon as possible is going to enable him to get the most Attacks without missing. After that I take Improved Power Attack for the additional +3 to Damage when it is used. If your Canderous is missing a lot of his attacks, go ahead and pick up his Weapon Focus: Melee Weapons, and Weapon Specialization: Melee Weapons and use Normal Attacks instead of Power Attacks. Both builds have Canderous taking Toughness after all of his Damage-dealing/Attack landing Feats have been learned. Since Canderous already gets 13 Vitality/Level (10 from his class, +2 from his Constitution, and +1 from his Toughness Feat), he doesn't need Improved Toughness to survive like other low-mid range Vitality party members. In order to make the most out of Ranged Heavy Weapons Canderous, Rapid Shot will be the way to go. I take Improved Rapid Shot right away, since it allows 2 attacks, and the penalty is only -2 Attack/Defense (instead of the -4 Attack/Defense from Rapid Shot). Since Dueling provides a bonus to Attack as well as Defense, we can again put off getting Improved and Master Toughness until Canderous has all of his Offensive Feats. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vf4. <~> Canderous' Melee Weapon Progression: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~> +==========================================+ | Canderous' Main Hand Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available: \ }===============+===========+===========+=================================\ | Long Sword | 1-12 | 0 | Endar Spire; second footlocker | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Echani Ritual | 3-13 | +1 | Taris: Upper City; Buy for 280 | | Brand | | | Credits from Kebla Yurt* | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Krath Double | 5-15 | +2 | Kashyyyk: Upper Shadowlands, | | Sword | | | corpse just North of Basket Up | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Bacca's | 10-20** | +4 | Kashyyyk: Overthrow Chundaar | |Ceremonial Blad| | | ask for the blade** | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Ajunta Pall's | 7-17 | +5 | Korriban: Tomb of Ajunta Pall | | Blade*** | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-The Echani Ritual Brand is purchased at the Equipment Emporium in the Upper City in Taris. **-Bacca's Ceremonial Blade also does an additional 2-12 Damage vs. Droids, and 2-12 additional Critical Damage. To win this blade you must overthrow Chuundar and ask for the blade instead of Credits. ***-Be sure that you don't give Ajunta Pall's Blade away for Prestige from Uthar. There are plenty of Quests that you can do so you can keep this weapon and still earn enough Prestige. +=========================================+ | Canderous' Off Hand Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Mission's | 2-11 | 0 | Mission starts with it | | Vibroblade | | | | }---------------+-----------+-----------+---------------------------------{ | -Vibration | 0 | +1 | Endar Spire; Fallen Jedi | | Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Durasteel | 0 | +1 | Taris: Black Vulkar Base; Pool,| | Bonding Alloy | | | Footlocker | }---------------+-----------+-----------+---------------------------------{ | -Energy | +1 | 0 | Taris: First Apartments; Help | | Projector | | | Dia remove her bounty** | }---------------+-----------+-----------+---------------------------------{ | | 3-12 | +2 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Echani Ritual | 3-13 | +1 | Taris: Upper City; Buy for 280 | | Brand | | | Credits from Kebla Yurt*** | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Krath Double | 5-15 | +2 | Kashyyyk: Upper Shadowlands, | | Sword | | | corpse just North of Basket Up | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Prototype | 2-11 | 0 | Endar Spire: Starboard Section;| | Vibroblade | | | Sith Heavy Trooper remains | }---------------+-----------+-----------+---------------------------------{ | -Vibration | +1 | 0 | Endar Spire; Fallen Jedi | | Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Durasteel | +1 | +1 | Taris: Black Vulkar Base; Pool,| | Bonding Alloy | | | Footlocker | }---------------+-----------+-----------+---------------------------------{ | -Energy | +1 | +2 | Taris: First Apartments; Help | | Projector | | | Dia remove her bounty** | }---------------+-----------+-----------+---------------------------------{ | | 5-14 | +3 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Ajunta Pall's | 7-17 | +5 | Korriban: Tomb of Ajunta Pall | | Blade | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-To receive the Energy Projector from Dia, you must accept her reward with the neutral response (neither Light Side nor Dark Side points awarded). ***-The Echani Ritual Brand is purchased at the Equipment Emporium in the Upper City in Taris. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vf5. <~> Canderous' Ranged Heavy Weapon Progression: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~><~> +=============================================+ | Canderous' Ranged Heavy Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available: \ }===============+===========+===========+=================================\ | Ordo's Repeat.| 2-11 | 0 | Starting Weapon | | Blaster | | | | }---------------+-----------+-----------+---------------------------------{ | -Scope | 0 | +1 | Taris: Lower City Apartments | | | | | (second set); Selvin's remains | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1 | 0 | Taris: Black Vulkar Base; (2nd | | Energy Cell | | | Level), Garage Head's Desk | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1 | 0 | Taris: Undercity; Corpse - | | Splitter | | | Sith Soldier** | }---------------+-----------+-----------+---------------------------------{ | -Hair | +1 | 0 | Taris: Black Vulkar Base; Pool | | Trigger | | | footlocker | }---------------+-----------+-----------+---------------------------------{ | | 5-14 | +1 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Baragwin | 3-20 | 0 | Yavin Station: Purchased from | | Assault Gun | | | Suvam Tan for 15,000 Credits | }---------------+-----------+-----------+---------------------------------{ | -Scope | 0 | +3 | Taris: Lower City Apartments | | | | | (second set); Selvin's remains | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1-6 | 0 | Taris: Black Vulkar Base; (2nd | | Energy Cell | | | Level), Garage Head's Desk | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1-6 | +1 | Taris: Undercity; Corpse - | | Splitter | | | Sith Soldier** | }---------------+-----------+-----------+---------------------------------{ | -Hair | +1-6 | +1 | Taris: Black Vulkar Base; Pool | | Trigger | | | footlocker | }---------------+-----------+-----------+---------------------------------{ | | 6-32 | +5 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ |Baragwin Heavy | 3-22 | 0 | Yavin Station: Purchased from | |Repeat. Blaster| | | Suvam Tan for 19,000 Credits | }---------------+-----------+-----------+---------------------------------{ | -Scope | +1-6 | +1 | Taris: Lower City Apartments | | | | | (second set); Selvin's remains | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1-6 | 0 | Taris: Black Vulkar Base; (2nd | | Energy Cell | | | Level), Garage Head's Desk | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1-6 | +1 | Taris: Undercity; Corpse - | | Splitter | | | Sith Soldier** | }---------------+-----------+-----------+---------------------------------{ | -Hair | +1-6 | +1 | Taris: Black Vulkar Base; Pool | | Trigger | | | footlocker | }---------------+-----------+-----------+---------------------------------{ | | 7-46 | +3 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vf6. (~) Canderous' Armor Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Remember to always account for Canderous' Natural Dexterity bonus to Defense. Certain Armors will have high defense, but not allow the bonus from Dexterity to apply. +===============================+ | Canderous' Armor Progression \ }======================================================================\ }=======================================================================+ | Armor: | Defense: | +Defense:* | First Location Available:**\ }===============+============+=============+=================================\ | Clothing | 0 | 0 | Starting Armor | | | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Combat Suit | 4 | +5 | Taris: Lower City Apartments; | | | | | Vulkar Gang Boss remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Echani Fiber | 5 | +5 | Taris: Lower City Apartments; | | Armor | | | Solve Twisted Rancor Trio*** | }---------------+------------+-------------+---------------------------------{ | -Armor | +2 | | Taris: Lower City Apartments; | | Reinforcement | | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | Resist 20 | | Taris: Lower City Apartments; | | Underlay | Fire/Cold | | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Davik's War | 8 | +3 | Taris: Davik's Estate; Hanger, | | Suit | **** | | Davik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Calo Nord's | 9 | +1 | Calo Nord's remains***** | | Battle Armor | ***** | | | }---------------+------------+-------------+---------------------------------{ | -Armor | +3***** | | Taris: Lower City Apartments; | | Reinforcement | | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | Immunity: | | Taris: Lower City Apartments; | | Underlay | Mind-Affect| | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ | Heavy | 9****** | +2 | Yavin Station: Purchased from | | Exoskeleton |+2/1 Str/Con| | Suvam Tan for 20,000 Credits | }---------------+------------+-------------+---------------------------------{ | -Armor | +3 Str | | Taris: Lower City Apartments; | | Reinforcement | +3 Con | | inside a Supplies Container | }---------------+------------+-------------+---------------------------------{ | -Mesh | +4 | | Taris: Lower City Apartments; | | Underlay | | | Matrik's remains | }===============+============+=============+================================={ }===============+============+=============+================================={ *-Maximum Bonus Defense from Dexterity. **-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. ***-The Twisted Rancor Trio Puzzle takes place in the room with 6 Holographic Projectors forming a half circle around a footlocker. The correct sequence is: Elinda, Ujaa, Ujii, Loopa, Fodo, Ashana. ****-Davik's War Suit also provides the following passive mods; Damage Resistance: Resist 10/- vs Cold and Resist 10/- vs Fire. *****-Calo Nord's Battle Armor has the following natural effects; Damage Resistance: Resist 10/- vs. Cold/Fire/Sonic. Calo Nord attacks the party on the first world that is visited after Dantooine. The Armor Reinforcement Mod also grants Immunity: Critical Hits. ******-The Heavy Exoskeleton provides a passive bonus of +2 to Strength, and +1 to Constitution. The Armor Reinforcement Mod boosts the passive bonus to +5 Strength, and +4 Constitution. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()() () () Vg. () Juhani () () () ()()()()()()() Class: Jedi Guardian Juhani is a powerful ally in combat. Even without buffing her with any Force Abilities, she excels in combat. Her naturally high Dexterity gives her a good base Defense, and her Feat Progression allows you to gear her towards Two- Weapon Fighting, while still learning the various Jedi Feats, and Toughness. As soon as you can, give her either a short-bladed Lightsaber for her off hand, or a Double-Bladed Lightsaber, and improve her Two-Weapon Fighting Feat. If you don't have a spare Double-Bladed Lightsaber, or Short-Bladed Lightsaber, the Prototype Vibroblade or Mission's Vibroblade are great choices. Focus on getting Juhani the Master Speed Force Power as soon as possible. The extra attacks and bonus Defense will ensure that battles will end quickly, while preserving as much of Juhani's Vitality as possible. Since Juhani has the lowest Force Point pool, try to limit spending her Force Powers in numerous abilities, and instead focus on a few Force Powers that you will want to max out. Even though Slow is a Dark Side Power, I still take it to Plague so that Juhani will have the most powerful debuff when you face difficult enemies. Beyond Master Speed and Plague, I strongly recommend having Juhani learn Force Powers that will increase her Resistance to enemy Force Powers (Force Armor or Force Resistance). When it comes to her choice of attacks, Power Strike will deal out the most damage consistently, but I have also built her with Critical Strike, adding Lightsaber crystals that improve her chance to score Criticals and the critical damage. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><> <> <> Vg1. <> Juhani's Starting Stats: <> <> <> <><><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 13 | +1 | }----------------------+------------------------+----------------{ | Dexterity | 16 | +3 | }----------------------+------------------------+----------------{ | Constitution | 14 | +2 | }----------------------+------------------------+----------------{ | Intelligence | 14 | +2 | }----------------------+------------------------+----------------{ | Wisdom | 12 | +1 | }----------------------+------------------------+----------------{ | Charisma | 13 | +1 | }----------------------+------------------------+----------------{ | Vitality | 78 | +12/Level | }----------------------+------------------------+----------------{ | Force | 36 | +6/Level | +----------------------+------------------------+----------------+ Juhani has decent stats, boasting a very high Dexterity, and enough Constitution to ensure that she will have very good survivability. I recommend boosting her Strength every chance you get to improve her combat effectiveness. It will be tempting to place an additional point into Charisma to improve her defense against Force Powers. Instead try to learn Force Powers that will improve Juhani's Saving Throws against Force Abilities (Force Shield, and Force Resistance). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) (\) (\) Vg2. (/) Juhani's Skill Progression: (/) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) Juhani gets 2 Skill Points/Level Juhani's Class Skills are: Awareness Treat Injury Juhani's Starting Skills are: Stealth: 5 Awareness: 8 Treat Injury: 8 Juhani represents a unique Jedi in that she can use the "Stealth" skill without a Stealth Field Generator. This can be useful due to Juhani's excellent ability to deal out damage. Since she has this skill available to her, I usually improve it. Beyond improving Stealth, Awareness and Treat Injury are the best places to spend the rest of her Skill Points. I usually place the remainder in Treat Injury, since 8 Awareness should be enough to spot most Mines. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Vg3. (<>) Juhani's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Juhani has an odd Feat Progression, getting a Feat Point at: (Level 7, 9, 12, 13, 15, and 18) Juhani's Starting Feats: Conditioning Power Attack Weapon Proficiency: Blaster Pistol Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapons Jedi Defense Toughness Force Camouflage Force Jump Improved Force Jump Jedi Sense Knight Sense Juhani's Feat Progression: Level 7: Two-Weapon Fighting Level 9: Improved Two-Weapon Fighting or Improved Toughness Level 12: Improved Two-Weapon Fighting or Improved Toughness (Master Force Jump, Master Sense) Level 13: Master Two-Weapon Fighting or Master Toughness Level 15: Master Two-Weapon Fighting or Master Toughness Level 18: Improved Conditioning or Weapon Focus: Lightsaber Quick Rationale for Juhani's Feat Progression: Juhani, being a Guardian Jedi, excels at close ranged combat. Two-Weapon Fighting and Toughness will ensure that she does the most amount of damage while surviving. Take Improved Toughness instead of Advanced Jedi Defense since Toughness will provide damage resistance against all attacks. I prefer to get Juhani hitting as many times as possible, so I usually improve Two-Weapon Fighting before Toughness. The Level 18 Feat is a tough one to decide on. I chose Improved Conditioning due to the fact that Guardians have the lowest natural defense against Force Powers. While Force Resistance can effectively protect Juhani against most Force Powers, Improved Conditioning will help her when it fails. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vg4. (~) Juhani's Force Power Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Juhani gets 1 Force Power/Level Juhani's Starting Force Powers: Force Aura Burst of Speed Energy Resistance Affect Mind Stun Slow Force Push Throw Lightsaber Juhani's Force Power Progression: Level 7: Force Shield Level 8: Affliction Level 9: Knight Speed Level 10: Force Resistance Level 11: Improved Energy Resistance Level 12: Plague Level 13: Force Armor Level 14: *Free Pick* Level 15: Master Speed Level 16: Force Immunity Level 17: Force Valor Level 18: Knight Valor Level 19: Master Valor Level 20: **Free Pick** *-I usually get Cure with my Free Pick, even though Juhani has a low Force Point pool. Force Suppression is also a good pick if you prefer to let the AI control Juhani in combat. **-I find it rare that Juhani reaches level 20 by the end of the game. If I happen to earn enough experience for her to level this high, I usually either boost Cure to Heal, or Force Suppression to Force Breach. Quick Rationale for Juhani's Force Power Progression: Juhani is great to have in the front lines of any battle. The AI that controls her is very good about applying Slow (Affliction, Plague) to tough enemies. I usually just let Juhani do her thing. In tough battles, like those against Dark Jedi, I find that it is important to use abilities like Force Shield more for the benefit to resisting Force Powers than for the bonus to Defense. Of course, once Juhani learns Force Resistance, I usually open fights with Force Resistance, then Knight Speed (Master Speed) and then just let Juhani do whatever she wants to. Eventually Master Speed is going to make Juhani dominate in battles. Hopefully she has acquired a Double-Bladed Lightsaber. Juhani can easily out damage the Main Character provided that Juhani has picked up the Two-Weapon Fighting Feat and the Main Character is using Dueling and Flurry. Don't underestimate the Dark Force Power Plague. Even though Juhani can only cast it a few times per battle, it is a great Force Power to use against Dark Jedi and bosses in general. Plague is impossible to resist, and it lowers the enemy's Attributes by 12 (-6 Damage/Attack, -6 Defense, and huge penalties to resisting Force Powers, Stun Effects, and other debuffs). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vg5. <~> Juhani's Weapon Progression: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~> +==============================+ | Juhani's Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available: \ }===============+===========+===========+=================================\ | Lightsaber | 2-16 | 0 | Starting Weapon | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Double-Bladed | 2-20 | 0 | Tatooine: Anchorhead; Dark Jedi| | Lightsaber | | | remains* | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Darth Bandon also drops a Double-Bladed Lightsaber. There is also a set of Dark Jedi on Kashyyyk that will drop a Double-Bladed Lightsaber. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vg6. (~) Juhani's Armor Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) +=============================+ | Juhani's Armor Progression \ }======================================================================\ }=======================================================================+ | Armor: | Defense: | +Defense:* | First Location Available: \ }===============+============+=============+=================================\ | Jedi Knight | 2 | +8 | Starting Armor | | Robe | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Master | 3 | +8 | Tatooine: Eastern Dune Sea; | | Robes | | | Chewed Human Corpse** | }===============+============+=============+================================={ }===============+============+=============+================================={ *-Maximum Bonus Defense from Dexterity. **-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker inside Master Uthar's room on Korriban in the Sith Academy. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()()()()() () () Vh. () Jolee Bindo () () () ()()()()()()()()()() Class: Jedi Consular Jolee represents the best Force Power user that can be added to your party. He gains the most Force Points, the most Force Powers, and his Neutral Alignment ensures that all Force Powers will never be adjusted positively or negatively due to his Alignment (like when a Light Side character uses a Dark Side power, and it costs more Force Points). Even if he did have a penalty, his huge Force Point Pool ensures that he will almost always have energy to devote to Force Powers. I prefer to mold Jolee into a Support-Healer-Disabler Jedi. First I grab the abilities that will benefit the Party (like Force Valor), then I focus on getting Jolee the abilities that will help him survive (like Force Shield). Since my Main Character will almost always be the first person to cast disabling Force Powers, I feel comfortable using Jolee initially for Support. No matter which way you go, Jolee is devastating with his Force Powers. You may even prefer to learn Force Lightning and simply roast all opponents. I often max out Force Wave and spam it in fights with multiple enemies. While Jolee excels at Force Powers, he lacks in combat. Consulars have one of the lowest natural boosts to Attack from increasing their level. This should not deter you from using Jolee, as my usual strategy relies upon disabling enemies first, and using the bonus to Attack that occurs when foes are immobilized to make up for the comparatively low chance to hit. Keep in mind that Master Speed is still one of the best Force Powers to get for Jolee. The additional attacks and Defense can make him quite formidable in combat. Just be sure to exhaust most of his Force Points before closing the distance with attackers. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><> <> <> Vh1. <> Jolee's Starting Stats: <> <> <> <><><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 12 | +1 | }----------------------+------------------------+----------------{ | Dexterity | 16 | +3 | }----------------------+------------------------+----------------{ | Constitution | 12 | +1 | }----------------------+------------------------+----------------{ | Intelligence | 12 | +1 | }----------------------+------------------------+----------------{ | Wisdom | 15 | +2 | }----------------------+------------------------+----------------{ | Charisma | 15 | +2 | }----------------------+------------------------+----------------{ | Vitality | 42 | +7/Level | }----------------------+------------------------+----------------{ | Force | 84 | +14/Level | +----------------------+------------------------+----------------+ Jolee has excellent support character Attributes. His high Wisdom and Charisma, along with his Force Focus Feat, will make it extremely difficult for enemies to resist his Force Powers. Use the Attribute Points to first increase his Wisdom to 16 (to receive the +3 bonus to Wisdom-related stats), then increase his Charisma to 16. Once both of these stats are at 16, continue boosting Jolee's Wisdom every chance you get. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) (\) (\) Vh2. (/) Jolee's Skill Progression: (/) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) Jolee gets 1 Skill Point/Level Jolee's Class Skills are: Computer Use Demolitions Awareness Persuade Repair Treat Injury Jolee's Starting Skills: Awareness: 5 Treat Injury: 4 Jolee represents another character that can have an average Skill Level in one Skill. If you prefer to have a party full of Jedi, then I suggest boosting his Computer Use Skill, and equipping him with Accessories that improve his Computer Use Skill. Jolee can be average at any useful skill, just make sure that you devote every Skill Point to that Skill. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Vh3. (<>) Jolee's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) Jolee gets a Feat Point at Levels: 9, 12, 15, and 18 Jolee's Starting Feats: Conditioning Weapon Proficiency: Blaster Pistol Weapon Proficiency: Lightsaber Weapon Proficiency: Melee Weapon Jedi Defense Force Focus Improved Force Focus Jedi Sense Knight Sense Dueling Improved Dueling Jolee's Feat Progression: Level 9: Toughness Level 12: Improved Toughness (Master Force Focus, Master Sense) Level 15: Master Toughness or Master Dueling Level 18: Master Toughness or Master Dueling Quick Rationale for Jolee's Feat Progression: To me, there are 2 ways to improve Jolee's Feats. One way, the way I have suggested, will help Jolee survive battles while being able to exert his mastery of the Force over opponents by using Force Powers as his weapon of choice. Toughness will give Jolee a much needed Vitality boost. Jolee ties with Mission for the lowest amount of Vitality (even T3-M4 has more Vitality). Master Toughness will give Jolee an additional 36 Vitality at level 18, and reduce the damage he receives by 2 from every attack. Master Dueling will help boost his Defense by +1, but this is such a small chance when compared to the improving ability of enemies to land hits on your party, that in my opinion the Toughness Feats will help Jolee survive battles more often than the extra Defense from Master Dueling. If a combat-Jolee is what you want, then there is just enough Feat Points for Jolee to learn Master Dueling, and either; Master Flurry, or Master Power Attack. Either of these Feats are good, with Power Attack promising more damage per turn (as long as you get past the -3 Attack penalty). Keep in mind that the bonus damage from Power Attack will apply to the bonus attacks from Knight Speed and Master Speed. Meaning that if you land all 3 of the Master Power Attacks, an additional 30 damage will be dealt to Jolee's opponent. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vh4. (~) Jolee's Force Power Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Jolee gets 1 Force Power/Level (and an Additional Force Power at Levels: 1, 5, 9, 13, and 17.) Jolee's Starting Force Powers: Cure Force Aura Force valor Affect Mind Stun Stun Droid Disable Droid Force Push Throw Lightsaber Jolee's Force Power Progression: Level 7: Burst of Speed Level 8: Force Shield or Energy Resistance or Slow Level 9: Force Whirlwind and Knight Speed Level 10: Knight Valor Level 11: Stasis or Affliction Level 12: Stasis or Affliction or Force Shield (Force Armor) Level 13: *2x Free Pick* Level 14: Plague or **Free Pick** Level 15: Force Wave Level 16: Master Speed Level 17: Master Valor and ***Free Pick*** Level 18: ****Free Pick**** Level 19: ****Free Pick**** Level 20: ****Free Pick**** *-At Level 13 Jolee gets to select 2 Force Powers. There are several ways I like to go, ranging from Energy Resistance and Improved Energy Resistance, to Affliction and Plague, and even occasionally Advanced Throw Lightsaber. Even Destroy Droid isn't that bad of a pick. Use this level to improve any Force Power you intend to max out, or to pick up any wild-card Power that you can foresee using. My strong recommendation is to have at least Stasis, Affliction and Force Armor by this point. **-I almost always put this point towards Plague (or it's pre-requisites). ***-Usually Stasis Field or Energy Resistance. ****-By this point you should have all of the Force Powers to make Jolee an exceptional Force Power user. I usually round him off by ensuring that he has all of the buffing Powers. This is also a fine time to take any Dark Side Powers you think would be useful. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vh5. <~> Jolee's Weapon Progression: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~> +=============================+ | Jolee's Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available: \ }===============+===========+===========+=================================\ | Lightsaber | 2-16 | 0 | Starting Weapon | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) Vh6. (~) Jolee's Armor Progression: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) +============================+ | Jolee's Armor Progression \ }======================================================================\ }=======================================================================+ | Armor: | Defense: | +Defense:* | First Location Available: \ }===============+============+=============+=================================\ | Jedi Knight | 2 | +8 | Starting Armor | | Robe | | | | }===============+============+=============+================================={ }===============+============+=============+================================={ | Jedi Master | 3 | +8 | Tatooine: Eastern Dune Sea; | | Robes | | | Chewed Human Corpse** | }===============+============+=============+================================={ }===============+============+=============+================================={ *-Maximum Bonus Defense from Dexterity. **-The Jedi Master Robe is looted from "Chewed Human Corpse" inside the Krayt Dragon Lair. There is also a set of Jedi Master Robes inside the footlocker inside Master Uthar's room on Korriban in the Sith Academy. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ()()()()()()() () () Vi. () HK-47 () () () ()()()()()()() Class: Combat Droid True Jedi have no need of Droid Assassins. Just kidding. HK-47 has his uses, but I feel like he isn't really as great as other party members. HK-47 has always been a mediocre, if not amusing party member. The main turn off for me is that once he is damaged he requires Repair Kits, and does not respond to Cure, or Heal. Given that I would prefer to avoid the need to buy Repair Kits to continually use him, I would set him up as a Ranged Fighter. He has considerable Strength, however, and could be suitable as a melee fighter. If you are going to use HK-47, then I strongly recommend buying the Droid Heavy Plating Type 2 (Defense +10, 1500 Credits) and the Verpine Demolitions Probe (Demolitions +4, 1000 Credits) from Yuka Laka. Should you have even more Credits to spare, Suvam Tan in the Yavin Station has several unlimited-use Special Weapons and an unlimited use Shield. He also has the best Utility accessory (+7 Awareness/Computer Use/Demolitions/Security) that Credits can buy. With these items, there might be some hope for an HK-47 that actually carries his weight in battles. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><> <> <> Vi1. <> HK-47's Starting Stats: <> <> <> <><><><><><><><><><><><><><><><> Starting Stats: +----------------------+------------------------+----------------+ | Stat: | Starting Value: | Bonus Value: | }======================+========================+================{ | Strength | 16 | +1 | }----------------------+------------------------+----------------{ | Dexterity | 14 | +3 | }----------------------+------------------------+----------------{ | Constitution | 10 | +1 | }----------------------+------------------------+----------------{ | Intelligence | 14 | +1 | }----------------------+------------------------+----------------{ | Wisdom | 12 | +2 | }----------------------+------------------------+----------------{ | Charisma | 10 | +2 | }----------------------+------------------------+----------------{ | Vitality | 66 | +12/Level | +----------------------+------------------------+----------------+ Spend every Attribute Point in Dexterity to improve HK-47's Ranged Attack. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) (\) (\) Vi2. (/) HK-47's Skill Progression: (/) (\) (\) (/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/)(\)(/) HK-47 gets 2 Skill Points/Level HK-47's Class Skills are: Computer Use Demolitions Awareness Repair Security HK-47's Starting Skills: Demolitions: 5 Awareness: 5 Repair: 6 Should you decide to implement HK-47 as a Party Member, be sure to improve his Repair Skill, and if it is possible, outfit him with equipment that improves his Repair Skill so that when he does need to use a Repair Kit, he receives the most out of it. Since his Demolitions and Awareness Skills are already boosted, I would recommend spending all of his Skill Points in this order: Repair, Demolitions, Awareness. You can always buy a Verpine Demolitions Probe (Demolitions +4) from Yuka Laka (the shop owner you buy HK-47 from) if you want to boost his Demolitions skill even higher. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) Vi3. (<>) HK-47's Feat Progression: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) HK-47 gets 1 Feat Point every 3 Levels starting at Level 9 (Level 9, 12, 15, and 18) HK-47's Starting Feats: Power Blast Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Focus: Blaster Rifle Weapon Proficiency: Heavy Weapons Droid Upgrade Class 1 Toughness Combat Logic Upgrade Tactician Logic Upgrade HK-47's Feat Progression: Level 7: (Droid Upgrade Class 2) Level 9: Improved Toughness Level 12: Rapid Shot or Improved Power Blast (Battle Droid Logic Upgrade) Level 13: (Droid Upgrade Class 3) Level 15: Improved Rapid Shot or Master Power Blast Level 18: Master Rapid Shot or Master Toughness Quick Rationale for HK-47's Feat Progression: Why anyone would use this character for anything other than his demeaning remarks and solicitations for violence is beyond me. Since HK-47 only gets 4 Feat Points, he really is equipment-dependent. Power Blast is going to be the most powerful combat ability for him, unless you purchase a Blaster Rifle Class weapon that does more than 10 Damage on average. Should you go all out, and end up buying HK-47 one of the High-end Blaster Rifles, Rapid Shot will deal out more damage. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <~><~><~><~><~><~><~><~><~><~><~><~><~> <~> <~> Vi4. <~> HK-47's Weapon Progression: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~><~><~><~> +=============================+ | HK-47's Weapon Progression \ }===================================================================\ }====================================================================+ | Name: | Damage: | Attack: | First Location Available:* \ }===============+===========+===========+=================================\ | Blaster | 1-8 | 0 | Starting Weapon | | Rifle | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Zaalbar's | 1-10 | +1 | Taris: Undercity; Sewers, in a | | Bowcaster | | | Weapon's Footlocker** | }---------------+-----------+-----------+---------------------------------{ | -Scope | +1 | 0 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | 0 | +2 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | Keen | 0 | * | | Trigger | *** | | | }---------------+-----------+-----------+---------------------------------{ | | 3-12 | +3 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Zabrak Battle | 6-13 | +3 | Manaan: East Central; Tyvark's | | Cannon | | | Shop, bought for 4,000 Credits | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Chuundar's | 7-16 | +2 | Kashyyyk: Rwookrrorro Village; | | Bowcaster | **** | | Chieftain's Hall, **** | }===============+===========+===========+================================={ }===============+===========+===========+================================={ | Jamoh Hogra's | 4-14 | +2 | Tatooine: Docking Bay; Buy from| | Carbine | ***** | | Mic'Tunan'Jus for 9,000 Credits| }---------------+-----------+-----------+---------------------------------{ | -Scope | +1 | +1 | * | | | | | | }---------------+-----------+-----------+---------------------------------{ | -Improved | +1-4 | 0 | * | | Energy Cell | | | | }---------------+-----------+-----------+---------------------------------{ | -Beam | +1-4 | 0 | * | | Splitter | | | | }---------------+-----------+-----------+---------------------------------{ | -Hair | 0 | +2 | * | | Trigger | | | | }---------------+-----------+-----------+---------------------------------{ | | 7-23 | +5 | [Completely Upgraded] | | | | | | }===============+===========+===========+================================={ }===============+===========+===========+================================={ *-Additional locations can be found in Appendix: Additional Locations of Equipment Mods. **-Zaalbar's Bowcaster is in the same area as where he is rescued in the sewers. ***-The Hair Trigger adds "Keen" to Zaalbar's Bowcaster, increasing the Critical Threat Range to 17-20 (from 19-20). Sniper shot does not take into account the "Keen" modification when multiplying the weapon's Critical Threat Range. ****-Chuundar's Bowcaster can only be looted from his remains. You must side with Zaalbar's Father, and decide to overthrow Chuundar as part of the "Chieftain in Need" Quest to initiate the battle. Chuundar's Bowcaster also has a Critical Threat Range of 19-20. *****-Jamoh Hogra's Carbine has a Critical Threat Range of 19-20. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ Appendix: Additional Locations of Equipment Mods: <~><~><~><~><~><~><~><~><~><~> <~> <~> A1. <~> Melee Weapon Mods: <~> <~> <~> <~><~><~><~><~><~><~><~><~><~> A1a. Vibration Cell: Endar Spire: Fallen Jedi remains. Taris: Black Vulkar Base; Armory, inside a footlocker. A1b. Durasteel Bonding Alloy: Taris: Black Vulkar Base; Pool, inside the footlocker in the deep end of the pool. Taris: Sith Base; Sith Governor's Room, inside a footlocker. A1c. Energy Projector: Taris: North Apartments; Kill Largo and loot his remains (Dark Side). Taris: Starting Apartments; Help Dia remove the bounty on her head, then accept her reward (Neutral dialogue choice). Taris: Sith Base; Armory, inside a footlocker. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) A2. (~) Ranged Weapon Mods: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~) A2a. Scope: Taris: Lower City Apartments [Second Set]; Defeat Selven and loot her remains. Taris: Undercity; Purchase from Igear for ??? Credits. Taris: Sewers; Inside the locked Weapons Footlocker in the area where Zaalbar is rescued. A2b. Improved Energy Cell: Taris: Black Vulkar Base; inside the Garage Head's Desk. Taris: Sith Base; Barracks, inside a footlocker. A2c. Beam Splitter: Taris: Undercity; Sith Soldier remains (the same body you can loot the Rackghoul Serum from). Taris: Sith Base; Armory, inside a footlocker. A2d. Hair Trigger: Taris: Black Vulkar Base; Pool, inside the footlocker in the deep end of the pool. Taris: Black Vulkar Base; Kandon Ark's remains (Black Vulkar Leader). Taris: Davik's Estate; Guest Rooms, inside a footlocker. This is actually Calo Nord's room. You can tell because of all the Trophy Kills mounted on the walls. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (/)(\)(/)(\)(/)(\)(/)(\) (\) (/) A3. (/) Armor Mods: (\) (\) (/) (/)(\)(/)(\)(/)(\)(/)(\) A3a. Armor Reinforcement: Taris: Lower City Apartments [2nd set]; inside a Supplies Container. Taris: Davik's Estate; North-West section Guest Room, inside a footlocker. A3b. Mesh Underlay: Taris: Lower City Apartments; Matrik's remains. Taris: Black Vulkar Base; Armory, inside a footlocker. Dantooine: Grove; Mandalorian body next to where you first encounter Juhani. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) (<>) (<>) A4. (<>) Lightsaber Crystals: (<>) (<>) (<>) (<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>)(<>) A4a. Crystal, Sigil; +1-6 Damage, +1 Attack Dantooine: Ruins; Nemo's remains. A4b. Crystal, Bondar; 25% chance to stun for 2 rounds, DC10 Dantooine: Crystal Cave Korriban: Tomb of Tulak Hord; inside a Clay Urn in the burial room. A4c. Crystal, Rubat; +1 Damage, +1 Attack Dantooine: Crystal Cave A4d. Crystal, Damind; +3 Attack Kashyyyk: Dark Jedi remains. Tatooine: Dark Jedi remains. A4e. Crystal, Nextor; +1 Attack, Doubles Critical Threat Range Kashyyyk: Dark Jedi remains. A4f. Krayt Dragon Pearl; +2 Damage, +3 Attack Tatooine: Eastern Dune Sea; Complete the Quest: "A Desert Hunt". A4g. Crystal, Opila; +3 Damage, +2-12 (2x 1-6) Bonus Critical Damage Tatooine: Eastern Dune Sea; inside some rubble in the Krayt Dragon Lair A4h. Crystal, Firkrann; +2 Attack, +2-12 (2x 1-6) Damage Vs. Droids Korriban: Tomb of Tulak Hord; Southern urn in the tomb area A4i. Crystal, Solari; +3 Damage, +3 Attack, +1-8 Damage Vs. Dark Side (Alignment) Korriban: Tomb of Naga Sadow; Skeletal Human remains in the room where there are 2 Terentateks. A4j. Crystal, Jenruax; +2 Damage, +5 Blaster Bolt Deflection Manaan: Sith Base, Dark Jedi remains A4k. Crystal, Phond; +1-6 Damage Korriban: Tomb of Tulak Hord; Mekel's remains. A4l. Crystal, Upari; +1-8 Damage, +3 Attack Unknown World: Temple; Sith Master remains A4m. Crystal, Sapith; 3 Damage, +2 Attack Unknown World: Temple; Temple Catacombs, inside a Rune-covered Pillar ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ [<>][<>][<>][<>][<>][<>][<>][<>][<>][<>][<>][<>] [<>] [<>] A5. [<>] Lightsaber Special Color Bases: [<>] [<>] [<>] [<>][<>][<>][<>][<>][<>][<>][<>][<>][<>][<>][<>] A5a. Heart of The Guardian; (Orange Crystal color Base, modifies other Lightsaber Crystal Upgrade Stats) Rubat: +2 Damage/Attack Damind: +2 Damage, +3 Attack Nextor: +1 Damage/Attack Opila: +3 Damage, +2 Attack, +2-12 (2x 1-6) Critical Damage Jenruax: +2 Damage, +7 Blaster Bolt Deflection Firkrann: +3-18 (3x 1-6) Damage vs. Droids, +3 Attack Bondar: 25% Chance to Stun for 2 rounds, DC 14 Sigil: +1-8 Damage, +2 Attack Solari: +1-10 Damage, +2 Attack, +4 Blaster Bolt Deflection Upari: Sapith: Krayt Dragon Pearl: +1-8 Damage, +3 Attack My favorite Heart of The Guardian Crystal Combination is: Solari + Krayt Dragon Pearl; +2-18 Damage, +5 Attack, +4 Blaster Bolt Deflection A5b. Mantle of The Force; (Light Blue Crystal Color Base, modifies other Lightsaber Crystal Upgrade Stats) Rubat: Regeneration Force Points: 3 Damind: +1 Damage/Attack, Regeneration Force Points: 2 Nextor: +1 Attack/Damage Opila: +3 Damage, +2 Attack, +2-12 (2x 1-6) Critical Damage Jenruax: +2 Damage, +1 Dexterity, +5 Blaster Bolt Deflection Firkrann: +3-18 (3x 1-6) Damage vs. Droids, +3 Attack Bondar: 25% Chance to Paralyze for 2 rounds, DC 14 Sigil: +1-8 Damage, +2 Attack Solari: +1-8 Damage, +4 Attack, +2-12 Damage vs. Dark Side (alignment) Upari: +1-6 Damage, +2 attack, +8 Blaster Bolt Deflection Sapith: +4 Damage, +3 Attack Krayt Dragon Pearl: +4 Attack, +3 Blaster Bolt Deflection My favorite Mantle of The Force Crystal Combination is: Solari + Sapith; +5-12 Damage, +7 Attack, +2-12 vs Dark Side (Alignment) ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ####################### # # L. # Legal Blah Blah: # # # ####################### This guide represents an original work by "8bitPunk". All ideas and information contained within this guide have been individually researched by said Author using the PC and Xbox version of the Game "Knights of the Old Republic". Nothing from this guide is borrowed or copied from any other guide. If you are pathetic enough to plagiarize any portion of this document, I forgive you. They say that "imitation is the highest form of flattery". Though this guide will be initially published on GameFAQs.com, I imagine that it may be available on other sites. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ################### # # C. # Contact Info: # # # ################### Send questions, comments and/or concerns to: AKiss_WithOpenEyes(at)Yahoo(dot)com ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~