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Character Build Up Guide
Star Wars: Knights of the Old Republic
Written by KG21
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==============================================================
Star Wars: Knights of the Old Republic
for XBOX
Version 2.0
Written by: Stephen Townsend (GameFaqs username: KG21)
Copyright 2003 by KG21
E-mail: lxKG21xl@hotmail.com (that's LXKG21XL)
AIM: lxKG21xl (that's LXKG21XL)
===============================================================
This FAQ was created with the purpose of informing people of the
various aspects of character building in Star Wars: Knights of the Old
Republic. It includes suggestions for the various character classes,
and advice on how to upgrade the various playable characters in this
game.
**NOTE**
This FAQ DOES NOT reveal major plot points, however it DOES reveal the
different playable characters. If you wish this information remain
undisclosed to a particular person and/or persons, then do not read the
text below.
=======================================
-------- INTRODUCTION --------
=======================================
The following includes information detailed above. Please send
suggestions or comments to the e-mail found at the very beginning of
this FAQ. If using Windows use the Find feature (Ctrl+F) and Table of
Contents to locate a section of the guide quickly and efficiently, and
read that sections briefing and information.
This FAQ is to only appear on www.gamefaqs.com unless a personal e-mail
addressed by Stephen Townsend, whose username is KG21, gives permission
to use it.
==========================================
-------- TABLE OF CONTENTS --------
==========================================
1. Update Information
2. Game Controls
3. Stats
4. Skills
5. Feats
6. Force Powers
7. Character Class Strategies
8. General Upgrade Tips
9. Character-specific Strategies
10. Thanks
11. Copyright Information
==========================================
-------- UPDATE INFORMATION --------
==========================================
VERSION ONE
JULY 21, 2003
Started FAQ today. Future updates will most likely include little
things like specific items to improve stats, additional strategies,
etc. The majority of this FAQ will appear in its first few
installments.
VERSION TWO
July 22, 2003
FAQ still hasn't been posted as of 4:09 pm, but I decided to start
revising the FAQ. Things like more detailed descriptions and ratings
have been added. Remember to throw any suggestions at my e-mail which
can be found at the beginning of this FAQ. Expect even more detailed
descriptions in the future, such as individual Feat/Force Power
upgrades.
======================================
-------- GAME CONTROLS --------
======================================
Left Trigger - Cycle through menus, items, objects, friends, and
enemies using the Left Trigger.
Right Trigger - Cycle through menus, items, objects, friends, and
enemies using the Right Trigger.
A Button - Use to confirm choices and select combat and dialogue
options.
B Button - Use to cancel combat or menu selection.
X button - Use to stack combat orders. Example: Select "Attack" by
pressing "X", then select "Medpack" by pressing "X". Your character
will then attack, then use a medpack. Slightly time efficient.
Y Button - Use to cancel any stacked orders issued by the "X" button.
Left Analog - Used to move your character throughout the areas of
KOTOR. Also used to select dialogue, combat, and menu options.
Start Button - Used to pause the game at any time during the game
(except cutscenes).
==============================
-------- STATS --------
==============================
The following section includes information on the stats of the game
(which includes Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma) and their functions. For specific stats, see
section "Character Class Strategies".
STRENGTH - Strength is a very vital stat to anyone who wishes to engage
in close quarters combat. Seeing as how lightsabers are much cooler
than blasters, most people will opt to increase this stat quite fairly.
Strength also increases your chance to hit an enemy, which is important
to keep in mind if you wondering why your character never seems to make
contact with a melee weapon.
Recommended for Soldiers and Scouts.
DEXTERITY - Dexterity is basically Strength for ranged weapons. It is
the attribute which determines how often a ranged weapon will hit the
enemy it is aiming at. This stat also determines how often your
character blocks and dodges attacks. If you plan on using blasters,
upgrade Dexterity. If you plan on using melee weapons, upgrade
Dexterity for it will be effective for dodging attacks in close
quarters combat.
Recommended for all classes.
CONSTITUTION - This stat determines any extra hit points your character
can have. Don't bother upgrading Constitution past a stat level of 10.
The only circumstance in which you should upgrade Constitution past
this is if you are playing as a Scoundrel class character. In this
case, consider taking it up to 12, but mostly rely on items which raise
Constitution.
Recommended for Scoundrels.
INTELLIGENCE - This is a fairly useless stat for your player character.
Some other characters like T3-M4 have a good intelligence, which is
good because Intelligence determines your Skill bonus points. If you
raise Intelligence, you'll have lots of points to spend on Skills.
Rather useless, since most characters in the game are better at things
than you anyhow. Don't raise Intelligence at all, if you ask me.
Not recommended for any class except possibly Scoundrel.
WISDOM - Wisdom is essential for Jedi. This number determines the Force
point bonus points. This is a great skill to invest in, for it gives
you more points to spend on Force powers, which are essential to
defeating more powerful enemies. It also determines how you resist the
force powers set against you. Only upgrade Wisdom on Jedi characters.
For non-Jedi characters, simply use items which give higher Wisdom, or
have protection against Mind-Affecting powers.
Recommended for players who wish to use more force powers.
CHARISMA - Charisma determines your Persuade skill to an extent, as
well and modifying various elements such as force powers. This is
mainly used when relying on defensive Jedi powers and using the
Persuade ability to gain more conversation options. I'd recommend not
raising Charisma too high. 10 is a solid number to leave it at, just to
negate the negative modifier effects.
Recommended at low levels for all characters.
================================
-------- SKILLS --------
================================
The following section outlines various Skills used outside of combat
situations. Your player character will most likely not be dominate in
more than three or four of these attributes. I'd suggest not even being
dominate in more than two. Keep to a few aspects to thrive in. This
results in a specific character that does specific things. This also
further implies the uniqueness of each character.
COMPUTER USE - The higher this skill, the fewer amounts of Computer
Spikes needed to use commands on computer systems. Have T3-M4 be a
character high in this skill. You may want to upgrade your own
character by two or three, and then wear items to bump it up to four,
just to save a spare spike or two. Later in the game, spikes aren't
expensive, and you'll have plenty of cash, so don't bother upgrading
this with your main character.
Recommended at low levels for Scoundrel class and possibly Scouts.
Recommended at high levels for T3-M4 and possibly Mission
Skill Rating: 3.5/5
DEMOLITIONS - Mines are items that are put in various fields around the
game. The ability to disarm or recover these mines is determined by
Demolitions. Most the time mines have very minor effects and hardly
harm your party, but concentrate on having T3-M4 and at least one other
character skilled in Demolitions. You can attempt to recover and use
mines against your enemies, but often the mines are ineffective
compared to your other weapons.
Not recommended for character classes. Recommended for Canderous, T3-
M4, Zaalbar, and possibly HK-47.
Skill Rating: 3/5
STEALTH - Scoundrels are really the only class who will use this skill.
Use Stealth to sneak up on enemies and get the first hit. Don't bother
upgrading this with anyone except Juhani (and possibly Mission) and
your player character if you are a scoundrel.
Recommended at medium levels for Scoundrels. Recommended for Juhani and
possibly Mission.
Skill Rating: 2.5/5
PERSUADE - This is a great skill for any character, especially if they
wish to follow the Light Side of the game. It can open up different
options, and often leads to earning greater rewards. Other characters
can't access this skill, however, which makes it unique and a skill
worthy of at least 6 points (I had mine around 10+).
Recommend for all player characters.
Skill Rating: 3.5/5
REPAIR - This skill is vital for your droid characters. Upgrade this to
around 10 for each, if not more. For droids this stat determines the
extent to which they heal themselves. For player characters, this
determines the ability to repair broken droids and the amount of repair
spikes it will cost. Zaalbar is a good non-droid character to be
skilled in repair with.
Optional: Your player character can "repair" one of the other playable
characters (HK-47) and increase its stats. You might, therefore, want
to invest in Repair.
Recommended for characters wishing to improve HK-47. Recommended for
T3-M4, and possibly Zaalbar and HK-47.
Skill Rating: 3.5/5
SECURITY - Early in the game most locked doors can be forced open with
the "Bash" option. Later, however, certain areas are inaccessible
unless they are broken in to by using Security. I wouldn't recommend
upgrading this will too many characters. It's useful, but most the time
locked areas contain average items you have several of and can go
without. It's good to at least have one party member in your party with
at least 2 security, though.
Not recommended unless you do not have characters in your party skilled
at security. Recommended for T3-M4, Mission, and possibly HK-47.
Skill Rating: 4/5
TREAT INJURY - Early in the game this skill in very valuable. Later,
however, when you have Jedi powers to heal yourself, this skill is
rather pointless. Raise this at least to 5 on every character, and 10
to characters using ranged weapons that might not be healed by a Jedi's
powers during combat.
Recommended at medium to high levels for all classes. Recommended for
Canderous and Zaalbar.
Skill Rating: 4/5
|
===============================
-------- FEATS --------
===============================
Feats are some of the most important abilities in KOTOR. They are often
combat-specific moves which make dispatching foes much easier. Most of
these have their drawbacks, however, which will be explained here.
Others simply permanently increase stats and abilities. All Feats are
explained here.
TWO-WEAPON FIGHTING - VERY important skill for any character planning
on using two lightsabers or a double bladed lightsaber. Lessening the
penalty of Hit% and allowing you to dish out more damage, this feat is
essential to any character using two weapons or a double bladed
lightsaber. Master level is pretty useless for characters you won't be
using much in combat, so only acquire it for combat-heavy characters.
Recommended to any characters using two weapons or a double bladed
weapon.
Feat Rating: 5/5
ARMOR PROFICIENCY - Don't bother upgrading this with any Jedi
characters. Only bother upgrading to Heavy Armor Proficiency with
characters like Carth and Canderous. While this WILL decrease their
DEX, which IS important to range-attacking characters, using
upgradeable heavy armor and increasing their DEX through upgrades is
the best course of action. For other non-Jedi characters, focus on
Light armor like Combat Suits, which offer average defense with average
Dexterity bonuses.
Recommended to and Jedi you wish NOT to use Force Powers with, and any
non-Jedi characters fighting in close quarters combat.
Feat Rating: 2.5/5
CAUTION - Adds bonuses with Stealth and Demolitions. Only acquire this
skill with T3-M4, and possibly others high in Demolitions and Stealth,
like Juhani, Zaalbar, and possibly Mission. For the most part, ignore
this skill.
Recommended for T3-M4.
Feat Rating - 2/5
CRITICAL STRIKE - Use this skill with characters like Zaalbar who are
in the thick of combat. This skill can potentially cause double the
damage your character would usually cause, at the cost of Hit%. When
combined with Lightsaber crystals which increase Critical Strike damage
and Hit%, this skill is one of the most effective. Only applies to
melee combat.
Recommended at second level for all melee combat characters.
Feat Rating - 4/5
EMPATHY - Increases bonuses in Awareness, Treat Injury, and Persuasion.
This isn't useful for anyone except your character. Don't bother
upgrading it unless you want higher Persuasion, Treat Injury, or
Awareness. Ignore this skill.
Not recommended for anyone except the player character should they have
a lower persuade skill and no Mind Affect Force Powers.
Feat Rating: 1.5/5
FLURRY - Probably the best melee combat feat. This skill lowers your
defense by -4,-2,-1 respectively, but it enables you to make an extra
attack each round of combat. Get ATLEAST level one Flurry with all
melee combat characters. Level two grants a 50% reduction of defense
reduction, and is well worth the Feat Point. Level three, however, only
lowers it by a single point, so only acquire level three Flurry with
possibly your main character, and other Jedi characters you plan on
using a lot. Only applies to melee combat.
Recommended at level two for any combat characters. Pursue level three
for Scoundrels and low defense characters like Jolee should they be
involved in melee combat.
Feat Rating: 5/5
GEAR HEAD - Gives +1, +2, and +3 respectively at higher levels to
Security, Computer Use, and Repair. As with Caution, use this only with
T3-M4 and characters you want skills with in Security, Computer Use,
and Repair. Ignore this skill for the most part.
Recommended for T3-M4 and possibly Mission.
Feat Rating: 2/5
CONDITIONING - Give this skill (+3, if possible) to every character you
have. This gives you bonuses on all your saving throws
(Reflex/Will/Fortitude). Very useful skill, although other combat-
oriented skills should be acquired before this one.
Recommended for all characters, and should be acquired late in the
game.
Feat Rating: 3.5/5
IMPLANT LEVEL - Scouts start with this ability, although acquiring it
with a few ranged attackers is a good idea. It can increase various
stats like DEX and CON. Don't bother upgrading this with Jedi, but
rather with characters like Carth and Mission, who could benefit from
the extra DEX due to wearing a medium or heavy armor.
Recommended for a few select characters like Canderous and player
character if not a Scout.
Feat Rating: 3/5
POWER ATTACK - Don't upgrade this at all. In the beginning, Zaalbar's
Improved Power Attack is very useful, however at later levels Critical
Strike and Flurry blow this feat out of the water. Don't upgrade this
feat with any characters. Applies to melee combat only.
Not recommended for anyone. Don't upgrade this feat unless you feel you
have absolutely nothing to gain from choosing a different feat.
Feat Rating: 2/5
POWER BLAST - Same as above. Don't bother upgrading it. It only adds up
to 10 points of damage, whereas a Rapid Shot feat can add several,
several more.
Not recommended for ranged attackers or anyone else. Only acquire if
you have all other essential Feats acquired.
Feat Rating: 2/5
RAPID SHOT - The "Flurry" version for ranged attacks, this skill should
be your main feat used by ranged attackers. Considering ranged
characters are usually outside the melee combat characters, the defense
penalty of using this feat is nearly negated. Only upgrade the first
Rapid Shot, unless you insist on the reduced defense penalty.
Recommended for all ranged attackers.
Feat Rating: 4.5/5
SNIPER SHOT - This is the "Critical Strike" version for ranged attacks.
Capable of stunning an enemy, use this with Canderous, and master it
with Mission (who starts with it at a Regular level). Upgrading Carth
with this is optional, although it isn't a bad idea. Also upgrade this
with HK-47.
Recommended for HK-47, Mission, and Canderous.
Feat Rating: 4/5
BLASTER PISTOL - Upgrades proficiency by +1, +2, or +3. Upgrade this
with Carth (and Mission, if you choose to give your pistols). If you
start on this path, master it.
Recommended for characters using double pistols.
Feat Rating: 3/5
BLASTER RIFLE - Upgrades proficiency by +1, +2, or +3. Use rifles with
HK-47. If you start on this path, master it.
Recommended for HK-47 or any characters using rifles.
Feat Rating: 2.5/5
HEAVY WEAPONS - Upgrades proficiency by +1, +2, or +3. Canderous is
already mastered with Heavy Weapons, but if you choose to use Heavy
Weapons with HK-47 (not advised) then master this.
Recommended for Canderous or any heavy weapon-using characters.
Feat Rating: 3/5
LIGHTSABER - Upgrades proficiency by +1, +2, or +3. Master this with
any combat-oriented Jedi in your party. Consider NOT allowing Jolee to
continue down this path, since he is much more useful as a Force
character. If you start on this path, master it.
Recommended for all Jedi in your party, except possibly Jolee.
Feat Rating: 4/5
MELEE WEAPONS - Upgrades proficiency by +1, +2, or +3. At the beginning
upgrading this might seem like a good idea, but once you get
lightsabers this is quite useless. Upgrade with this Zaalbar and
Mission (should you use melee weapons with her). If you start with this
path, master it.
Recommended for Zaalbar only, unless Mission is a melee combat
character in your game.
Feat Rating: 3/5
JEDI DEFENSE (Limited to Jedi) - This skill is the efficiency of
deflecting blaster shots. It's advised to upgrade this skill should you
decide not to wear armor, but Jedi robes. Upgrade this feat at least
twice should you decide to wear robes. Mastering this feat is optional,
though advised with Jolee.
Recommended for all Jedi in your party wearing robes.
Feat Rating: 4.5/5
TOUGHNESS - It adds +1 to health at level one, reduces damage by 2 per
damage taken at level two, and increases another health point at level
three. This may seem like a great skill to have, although it is
essentially a poor feat. This is essential to Mission and scoundrel
characters. Otherwise, ignore it, or upgrade it once or twice, or if
you have very poor defense.
Recommended for Scoundrel characters and Mission.
Feat Rating: 3/5
JEDI SENSE (Limited to Jedi) - Upgrade this all the way for any Jedi
using robes and not armor. It increases defense by 2, 4, and 6
respectively and is a great skill for any Jedi, so long as they don't
wear armor.
Recommended for all Jedi wearing robes.
Feat Rating: 4/5
DEULING - This feat increases bonus damage by 1, 2, and 3 at respective
levels. You shouldn't upgrade this, because wielding two weapons or a
double bladed weapon is much better anyhow. The only character you
might consider this with is Mission, should you have her be a melee
combat character. Otherwise, ignore this unless you prefer wielding a
single lightsaber.
Recommended for all characters using only one melee weapon.
Feat Rating: 2/5
LOGIC UPGRADE - Adds defense to droids at plus 2, 4, and 6 at their
respective levels. With HK-47 and T3-M4 obtain a Master level here.
It's more or less essential for both droid characters.
Recommended for HK-47 and T3-M4.
Feat Rating: 2.5/5
DROID UPGRADE - Again, master this feat with both droid characters. It
enables the use of more advanced upgrades.
Recommended for HK-47 and T3-M4.
Feat Rating: 2.5/5
=====================================
-------- FORCE POWERS --------
=====================================
The following lists all the Force Powers, their affiliation, and a
description. It should be noted now that if you attempt a dark side
power with a light side character, the skill will be ineffective. The
same goes for the opposite scenario.
CURE, HEAL - Light Side. Heals characters and the advanced version also
heals Poison. Essential for all Jedi characters, and your main
character should he or she follow the light side path. Ignore this
skill if you are following the dark side.
Recommended for player characters if following the light side and all
Jedi.
Force Rating: 5/5
FORCE AURA, SHIELD, ARMOR - Light Side. Useful for light side
characters and all Jedi not fitted with armor. Ignore this skill if you
are following the dark side.
Recommended for player characters if following the light side and all
Jedi.
Feat Rating: 4/5
BURST OF SPEED - Both Sides. Increases speed, and at later levels
defense and attack. Another very useful skill for any Jedi. Get this
skill with any Jedi in your party, although you might want to consider
restricting it to one or two.
Recommended for a couple of Jedi, and your player character.
Feat Rating: 4/5
FORCE VALOR - Light Side. Increases all attributes and saving throws.
Acquire this with one or two of your Jedi characters. If your main
character is following the dark side, you might want to consider
gaining this power, although I would not recommend it.
Recommended for player character if following the light side and all
Jedi.
Force Rating: 4/5
FORCE RESISTANCE/IMMUNITY - Both Sides. I really don't like this skill
too much. It is very useful against Dark Jedi towards the end of the
game, but your characters SHOULD be strong enough by that point to
employ their own force powers and combat feats to dispatch them before
they even have a chance. Restricted by armor.
Recommended for possibly one Jedi player on the light side.
Force Rating: 3/5
ENERGY RESISTANCE - Both Sides. Increases resistance to elemental
attacks. Jolee is really the only character I'd advise getting this
skill. Only acquire this if you have no passion to acquire any other
Jedi Force Powers.
Recommended for Jolee, and possibly Scoundrel player characters.
Force Rating: 3.5/5
AFFECT/DOMINATE MIND - Both Sides. Useful to either side of the force.
Similar to persuade, although it is much more effective.
Recommended for player characters wishing to keep to the light side
with a poor persuasion skill.
Force Rating: 3/5
STUN/STATIS/STASIS FIELD - Light Side. Renders enemies incapacitated
for several seconds if successful. Obtain these as soon as possible
with all character Jedi and your own character should he be following
the Light Side. Dark Side characters can opt for FEAR/HORROR/INSANITY
for a similar effect. Restricted by armor.
Recommended for player character if following the light side and all
Jedi except Jolee if you wish for him to following the dark side.
Force Rating: 5/5
STUN/DISABLE/DESTROY DROID - Light Side. Incapacitates and at later
levels destroys droids instantly. Useful for all Jedi, focus on giving
this to one or two of your Jedi characters, and your main character
should they be on the Light Side. Not restricted by wearing armor.
Recommended for all characters except your player character should they
be on the dark side.
Force Rating: 4.5/5
WOUND/CHOKE/KILL - Dark Side. Have your main character acquire these
should they be part of the dark side. Also consider having Jolee
acquire these powers. The Kill technique is useful because at later
levels it can kill any enemy should their vitality fall below 50%. Not
restricted by armor.
Recommended for player characters following the dark side and Jolee.
Force Rating: 4/5
SLOW/AFFLICTION/PLAGUE - Dark Side. Another great skill for dark side
characters and possibly Jolee. This skill poisons and weakens your
enemy greatly. It should also be noted that Slow and Afflict aren't
restricted by armor, but Plague is.
Recommended at lower levels for Jolee and higher levels for dark side
player characters.
Force Rating: 3.5/5
FEAR/HORROR/INSANITY - Dark Side. The Dark Side version of Stun/Stasis
force powers. Only a player character following the dark side should
use these skills. They are very effective to slowing down enemies and
then finishing them off with ease. Only use this with your player
character.
Recommended for player characters following the dark side. If you are
following the light side, have Jolee acquire these skills.
Force Rating: 4/5
SHOCK/FORCE LIGHTNING/FORCE STORM - Dark Side. Great power for player
characters following the dark side, as well as Jolee. It damages
several enemies at once, causing great damage. Consider mastering with
player character, and getting Force Lightning with Jolee. This is
restricted by armor.
Recommended for Jolee and dark side player characters.
Force Rating: 5/5
FORCE PUSH/WHIRLWIND/WAVE - Both Sides. Incapacitates enemies while
causing damage all at once. Use this power for Light Side Jedi and your
player character should they be following the light side. Dark side
players have much more powerful force powers to use, so don't bother
using this with dark side player characters. This is not restricted by
armor.
Recommended for all light side Jedi.
Force Rating: 4/5
DRAIN LIFE/DEATH FIELD - Dark Side. Damages your enemies and heals you
all at once. Dark Side characters should select this skill over the
Cure and Heal skills of Light Side Jedi. Jolee should consider passing
up Heal and Cure as well and going straight for this.
Recommended for player characters following the dark side and Jolee.
Force Rating: 4/5
FORCE SUPPRESSION/BREACH - Both Sides. Gives possible Force bonuses.
Don't bother with this skill with any character. It is slightly useful
against Dark Jedi encountered fairly early in the game, however later
in the game much more advanced powers can be used to make this power
obsolete.
Not recommended for any characters except possibly Scoundrels wearing
Robes.
Force Rating: 2.5/5
THROW LIGHTSABER - Both Sides. Causes damage by throwing lightsabers
"boomerang" style. Only master this with possibly Jolee. All other Jedi
can hold their own in combat relatively nicely.
Recommended for Jolee for a nice ranged attack using lightsabers.
Force Rating: 3/5
=================================================
-------- Character Class Strategies --------
=================================================
This section is for advice on how to upgrade your characters and
suggested starting stats and feat/skill/force power tips for each
individual class. It is divided in to three sections, Scoundrel,
Soldier, and Scout.
SCOUNDREL CLASS
The scoundrel class is the most advanced class. In combat, you'll take
one of two paths to be most successful. You can be a ranged combat
character, which can turn out good in the beginning, but ends up in an
underdeveloped character down the road. Or you can be a sneak-attack
close combat character. To be the latter, you must upgrade specifically
to the following:
CLOSE COMBAT SCOUNDREL - Upgrade Stealth under Skills and a high level
Flurry. Also be sure to get all three Toughness levels as fast as you
can, for they will be very helpful. Treat Injury skill is important as
well, in case your in the middle of a battle and need full health
quickly and don't have enough "force points" for heal or cure. Force
Powers should be restricted to making those around you better, rather
than powering yourself up. Relying on your allies is crucial to being
this part of a scoundrel.
RANGED ATTACKING SCOUNDREL - If you follow this path, upgrade your
allies to be heavy hitting melee characters. Zaalbar will be essential,
as will Jedi like Bastila and Juhani. Upgrade according to the list
above, except instead of Flurry get Rapid Shot. You might also want to
get some force attacking powers to aid your allies.
EQUIPMENT - Scoundrels are weak defensively. Therefore you should rely
on armors with high dexterity (robes are good, for they will allow you
to use many Jedi force powers). You'll be commanding your character
directly for the most of the time during battles, so using double
bladed weapons really isn't a problem so long as you make sure your
never in the line of fire of enemies.
SKILLS - As said before, Stealth is essential. Also focus on Treat
Injury. These two are essential, and Awareness should be upgraded
minimally, to insure you don't die from a silly mistake of running in
to a mine inadvertently.
ATTRIBUTES - If using close combat, start out with a Strength of 12 or
14. Have a Dexterity of 16 or more. Constitution should be at 10 or a
recommended 12. Wisdom is also an important skill to have, and should
be upgraded to 12-14. Charisma is fairly important, but I'd recommend
only upgrading to 10. Don't bother with Intelligence; there are more
important stats to build up, like Dexterity.
FEATS - Rapid skills are important, so long as you make sure your
character isn't in the line of fire often. Keep them out of range for
ranged attacks, or behind enemies in melee combat, with a "hit and run"
technique. Toughness is a MUST for scoundrels. Upgrade it as soon as
possible!
FORCE POWERS - Focus mainly on powers to aid your allies and help them
fight better. Otherwise focus on force powers which you can cast from a
distance.
SCOUNDREL RATING: 3.5/5
SOLDIER CLASS
Soldier class is the easiest class to play as. Focus on armors with
above average defense, but still a reasonable dexterity so you can
dodge attacks.
EQUIPMENT - As already said, wear armor that has high defense, but not
fully at the expense of Dexterity. Obviously a soldier will be most
effective in melee combat, so use double lightsabers, double bladed
light sabers, etc. Also use strength enhancing items to gain more
multipliers in the strength attribute.
SKILLS - Focus on Treat Injury and Persuade. Other skills require two
skill points per one skill point, which is an expensive payoff, and
better used invested in Persuade or Treat Injury. Computer Use and
Repair are optional, although they should only be upgrade to low levels
like 2 or 3, then upgraded with items to 4 to gain the multiplier.
ATTRIBUTES - A starting Strength of 16 or 18 is good. A Dexterity of 14
is optimal. Constitution shouldn't go over 10, and Wisdom isn't all
that important to a combat-oriented character such as a soldier, so
don't bother raising it over 10. Intelligence shouldn't be touched,
because the poor Skill situation with the soldier really can't be
helped, and Charisma is a fair attribute, but don't raise it over 10.
Strength and Dexterity will be your primary concerns.
FEATS - Critical Strike and Flurry are great. As are weapon proficiency
upgrades like Lightsaber Bonus. Don't bother with Melee Bonuses, but
upgrade Double Weapon Proficiency is great, so master it. Toughness
isn't that important, but if you feel you have nothing to gain go for
it.
FORCE POWERS - Focus on powers which stun your opponent giving you time
to dish out more damage than normal. Powers which damage your enemy
aren't that important, since that's what the soldier specializes in.
SOLDIER RATING: 4.5/5
SCOUT CLASS
Scout is a mix of the two classes, in some sense. If you choose this
class focus on using Force powers and melee combat. Scouts can't go
running in to a room full of guards, but if you micromanage your party,
they are just as effective as soldiers in melee situations.
EQUIPMENT - Similar to the soldier, choose armor and robes which offer
decent defense, but a higher dexterity. Being able to dodge enemy
attacks is essential to your thriving as a scout. A ranged attacking
scout is also very effective early on, but later rather pointless.
Choose items that upgrade your dexterity and possibly constitution.
SKILLS - Same as soldier, except consider putting more in to Computer
Use and Repair.
ATTRIBUTES - Starting Strength of 14 is nice and stable. Dexterity
should be around 16-18, and then focus on upgrading it up to 20. Wisdom
is essential, and should be upgraded to 16-18 at the beginning, then
eventually 20 if you want lots of Force powers. Charisma should be at
10-12, preferably 12. Intelligence, again, shouldn't be tampered with.
Constitution might be considered upgraded to 12 if your dieing often,
but otherwise just upgrade it to 10. If you really don't want to, don't
even bother upgrading it at all.
FEATS - Same as soldier. You might want to consider more Jedi-implied
feats, however, as how that will be where you strength will truly lie.
FORCE POWERS - Get all the best ones (see "Force Powers" section)
associated with your particular force side. Use offensive and defensive
forces. You will require a lot of force points if you use this
technique, so be sure your Wisdom is high.
SCOUT RATING: 4/5
=============================================
-------- General Upgrade Tips --------
=============================================
The following are just general tips for upgrading your character. While
the above section is more character-specified, the following are just
guidelines to go by during your adventures, should you choose a more
customized-type character.
KNOW YOUR CLASS: Know your class and how you should be playing the
game. Don't charge an attack with a scoundrel, and don't stand on the
outskirts of a major skirmish as a soldier. If you use your class
efficiently you should do fine.
PLAN YOUR UPGRADES: Certain Feats and Force Powers are better than
others, and should be acquired before others. Some Feats you should
obtain early on are Toughness (Scoundrel), Rapid Attack Feats (All),
Critical Strike Feats (All), Double Weapon Proficiency (All), and many
more. Some Force Powers that are essential are Cure and Heal for light
side players, and the amazing array of great Dark Side force powers
listed in the "Force Powers" section.
ATTRIBUTES ARE RARE: You rarely get a chance you upgrade your
attributes, therefore, you should use them very wisely. There ARE ways
of gaining points to attributes without upgrading them directly, so
remember that. Various ways of doing that are equipping items which
have bonus stat additions, and using Jedi Force powers to do so.
USE YOUR FEATS: Early on in the game, simply attacking is fine, but
later on, ALWAYS use your feats in combat situations that could prove
challenging. Once you have Level 2 Flurry/Rapid Shot, use them
frequently, if not always. Attacking often times just doesn't get the
job done.
ISOLATE YOUR ENEMIES: Each force side has its own unique force powers
to incapacitate enemies. Use these to dwindle your opponent's numbers
and gain the upper hand.
ITEMS ARE YOUR FRIENDS: There are various Strength/Stamina/etc.
Stimulants in the game. These often mean the difference between life
and death. Use them wisely, and buy them if you have to. They are
priceless and great items to have handy. Also remember you have
grenades. Three party members lobbing two sets of grenades is a result
of six grenades, which is often a lethal combination to a pair of Sith
troopers with blasters.
KNOW YOUR FORCE SIDE: Only use Light Side force powers with a light
side or a character with no side affiliation. Ignoring to do so results
in the waste of force points, as well as the reduction of potency by
various force powers.
UPGRADING: Use crystals you find to upgrade lightsabers, and use other
items you find to upgrade regular armor and weapons. Keep in mind these
things can be un-equipped. That's to say, if you put a Hair Trigger on
a pistol and Assemble it, you can take it out later if you wish and put
it on a different weapon. You should upgrade any and all upgradeable
weapons you acquire, as they are made in to some of the best weapons in
the game.
====================================================
-------- Character-specific Strategies --------
====================================================
The following gives tips on upgrading the various characters you
encounter during your adventures. This includes
equipment/skills/feats/force powers/etc.
CARTH ONASI
EQUIPMENT - At the onset of the game, use Carth's Blaster, which is an
original weapon. When available, try and use Bendak Starkiller's
Pistol. Both these weapons are upgradeable, and can be upgraded in to
some of the best pairs of pistols in the entire game. As far as armor
goes, try going for heavy armors which don't restrict Dexterity TOO
much. Armors like the Mandalorian Armor are great. Use Belts and
Headgear which raise his Will and or Dexterity, and use Gauntlets which
raise Dexterity, Attack, or Defense.
UPGRADING - Raise his Pistol Blaster skill and his Double Weapon
Proficiency skill. Rapid shot is also essential for Carth, and Sniper
Shot is somewhat recommended, too. Otherwise focus on Blaster and
ranged attack skills.
CHARACTER RATING: 3.5/5
MISSION VAO
EQUIPMENT - Ideally you'll want the best pistols around, which cost
quite a pretty penny. Mandalorian Pistols are solid pistols which don't
put a dent in your wallet, and Cassus Fett's pistol is the ideal
pistol. Headgear should include anything to fortify her already
impressive Skills. Gauntlets should improve Dexterity and you might
want Stealth belts, should you have her be a melee combat oriented
character. Otherwise, go for your Dexterity in Belts.
UPGRADING - If your using Mission as a Melee character, try Flurry and
whatnot. Just make sure your controlling her to make sure she doesn't
get hit too much. You should definitely upgrade Toughness as soon as
possible, although venturing in to later level Toughness is optional.
I'd suggest keeping her at the outskirts of skirmishes and upgrading
Sniper Shot, Rapid Shot, and Blaster Pistols. Skills should include
Security and Demolitions, and you should try to add as many Dexterity
Bonuses as possible.
CHARACTER RATING: 3/5
ZAALBAR
EQUIPMENT - Try outfitting Zaalbar with Brejik's equipment, which
includes a belt/armband/gauntlet. Otherwise fit him with various
shields to protect him. Beginning weapons include the prototype
Vibrosword and Missions Vibrosword, both upgradeable. Later on, try out
Bacca's Blade, which can be made in to a very good weapon. Otherwise
invest in expensive weapons such as Yusani's Brand for maximum effect.
UPGRADING - Focus on upgrading weapon proficiency and double weapon
proficiency. Implants should be used to improve Dexterity, and Flurry
is a great skill for him. Critical Strike is good as well, but avoid
upgrading his Power Strike ability any further.
CHARACTER RATING: 4/5
T3-M4
EQUIPMENT - I'd suggest outfitting him with dual blasters, and possibly
some special weapons like stun rays and flamethrowers. Carbonite
Projectors are ideal, as is the Heavy Plate Type 3.
UPGRADING - There's not much to worry about here. Upgrade double weapon
proficiency and Intelligence and Computer Skills. Having high Skills is
very efficient. Also increase Dexterity by a good portion. For the most
part, avoid using T3-M4 in combat. Choose HK-47 instead.
CHARACTER RATING: 2.5/5
BASTILA SHAN
EQUIPMENT - Wear Jedi Robes and use the Yellow Double Bladed Lightsaber
you acquire early in the game. Optionally you can buy some expensive
headgear to increase all her stats, and gauntlets should be provided to
increase her Dexterity. Belts should increase Fortitude or other stats.
UPGRADING - Upgrade Bastila's Dexterity, to make up for wearing Jedi
Robes to access all those nice Jedi Force Powers. Focus on great Light
Side Force Powers to incapacitate enemies, which will make up for her
less than average Strength attribute. Feats should be the same as those
for a Soldier and/or Scout.
CHARACTER RATING: 4.5/5
CANDEROUS ORDO
EQUIPMENT - Keep Canderous' Repeat Blaster throughout the game, simply
upgrade it to it's max. Armor should be Davik's armor, or heavy armor
like suggested for Carth (Mandalorian). Just make sure the dexterity
isn't restricted too much. Also consider having implants which improve
dexterity/reflex/etc. There are some fairly cheap items like
GenoHaradan which can be purchased that are ideal for Canderous.
UPGRADING - Upgrade Rapid Shot, Power Blast, and Heavy Weapons
Proficiency. Don't bother with double weapon proficiency. Just use
Heavy Weapons with Canderous. Demolitions is a nice skill to have, and
upgrading Dexterity and Treat Injury are advisable.
CHARACTER RATING: 4/5
JUHANI
EQUIPMENT - It's up to you whether you want Juhani to use two or one
lightsabers. If you wish you use one, just keep and upgrade her
original lightsaber. Use gauntlets and implants which improve
Dexterity, and use other items which improve strength and fortitude.
There are several expensive items like the Power Glove which can allow
you to do so.
UPGRADING - If you choose to do double lightsabers, choose double
weapon proficiency, if you choose to use one, upgrade Dueling.
Lightsaber Bonus upgrades are advisable, and raising her Stealth skill
is wise as well. Have Juhani use a few Dark Side powers, as well as
Light Side force powers. She's good at using Slow and Lightning force
paths. Choose either one (Lightning is recommended). Upgrade Strength
and Dexterity, ideally Strength first.
CHARACTER RATING: 5/5
HK-47
EQUIPMENT - Get the biggest and the best. Items like Heavy Plate Type 3
are great, and again the carbonite projector are great. The Advanced
Flamethrower is nice, although outfitting HK-47 with a weapon like the
Jurgan Assault Rifle is ideal.
UPGRADING - Upgrading Blaster Rifles is the best. Don't bother with
Heavy Weaponry. Power Shot and Rapid Shot are great. Sniper Shot might
be worth your while, but I'd avoid it. Focus on increasing his ranged
Feats. Soon he'll become a very reliable member of your party.
CHARACTER RATING: 3.5/5
Jolee Bindo
EQUIPMENT - Keep Jolee with his original lightsaber, preferably
upgraded with a crystal to fortify his defense (like Jenraux) against
certain enemies. Use headgear to raise his Dexterity and give him high
level Jedi Robes (Master level). Belts should fortify his Fortitude,
and Gauntlets should increase his Strength, if you wish him to join the
fray.
UPGRADING - Upgrade Wisdom and Charisma. Jolee can use both light side
and dark side force powers effectively. This is great later on, so be
SURE you upgrade his Wisdom a little, and if possible give him Wisdom
increasing equipment/powers. Use him mainly to strengthen your party,
using powers like Valor/Knight force powers.
CHARACTER RATING: 4/5
================================
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================================
CJAYC - For maintaining and upholding GameFaqs, possibly the best free
gaming site on the internet.
==============================================
-------- COPYRIGHT INFORMATION --------
==============================================
(c) Copyright 2003 KG21. If you would like to use this FAQ on your own
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appearance or text, claim it as your own, sell my FAQ in order to make
a profit of money, or use it in any way other than its primary purpose,
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would like to contribute to this FAQ e-mail me and I will give you
credit under a "credit section". If you have any comments or
suggestions, e-mail me at the above address. This is just the beginning
of the FAQ, it will most likely get increasingly better. As of
7/22/2003, the only website allowed to post this FAQ is GameFaqs.com.
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