GetDotted Domains

Retro Game Walkthroughs For
"Star Wars: Knights Of The Old Republic"
(Xbox)

This game is also available on PC.

Retro Game Walkthroughs for Star Wars: Knights Of The Old Republic (Xbox)
Submitted By: pickle
Lower City:

Once you leave the elevator and walk towards the street you'll witness a gang war where one side is massacred. One of the winners looks up, notices you and attacks.
Go across the street and into the apartments. Turn left and find the locked door. Inside is Matrik one of Daviks old cronies. Kill him for his bounty and move on. The apartments are loaded with vulkars so be ready to fight. When your done leave. Duh.
Turn right when you hit the street and keep walking. When you see a rodian you've found the cantina. If your still in your sith armor take it off or you can't get in.
Calo Nord is the first guy you see, wasting some vulkar goons. Don't talk to him unless you're feeling stupid or lucky. Move on. You'll see a small blue Twi-Lek and you should go talk to it. After the rodian sequence talk to Mission, Zaalbar only says he's hungry. After they leave you should find Zax. Tell him about Dia, Largo and Matrik. Talk to Bib Surool and the dancer he's interviewing and convince her to team up. For good dark points use this sequence, plus it's funny. 1 Face to face if you trip he Bib goes off at both of you. If you don't he goes off at her. 2 run around her in circles. 3 take a dive. 4 Admit you took a dive just to ruin her career. Leave the cantina.
A little further up the street is the Hidden Bak base. You'll have to convince the guard to let you in. Go talk to Gadon. Agree to trade your uniform for the papers and leave. Keep moving until you see a "Business deal" involving two stupid Vulkars, one pompous moron and a mandolorian.
Go into the apartments and wander around killing vulkars. (Make sure carth is in your party for this) You'll soon find Selvin a tough assasin with a bad attitude. Kill her. Remove Carth from your party and move on.
Keep walking along and you'll see a Sith standing in front of the Elevator. Bumm, bumm, bumm! Talk to him and show your papers. He'll let you down the Elevator to...

The Undercity:

As soon as you get out of the elevator to peasant beggars are in your face trying to get money off you. Threaten their lives and watch flee your "Wrath". When sharleena shows up just say whatever sounds meanest. Find Rukil and agree to find his apprentice. Go to the Rakghoul pen tell the guard you go where you want and fight the freaks. Then talk to the two people in the cage. Kill them. Go to the other gate and refuse to help Hendar. Go out into the wild undercity and Mission will run up to you. Make a deal and get going. Remove her from your party she is a little goody two shoes. Things to find in the Undercity.

1: Canderous, NNW.
2: Apprentice, NW past Canderous.
3: Republican, NE near the escape pod. Kill him.
4: Sith patrol, SE kill them for no reason.
5: Rakghoul Serum, SSE.
After doing all those thing you can enter the...

Sewers:

Make sure you entered at the north enterence. Theres a door to your right. Open it, there should be a vent in the middle of the floor. Move through the next door for journal one. Journal two is near Zaalbars holding cell. Once you've found Zaalbar Take Carth and Mission to the purple energy barrier. Lower it and Go to...

North Sewers:

Fight you way through the sewers till you find the severed arm. Save!!!! Important. Saving here is good, yes, good! Open the door walk every body to the miidle of the room, slighty apart. And have YOU equipped with blasters. Turn on solo mode and attack the Rancor with you. Switch to Carth and make a break for the door the Rancor was guarding. Once you reach it turn off solo mode and anyone still alive will run to you. Throw a poison grenade and blast away with guns and frags till he's dead. Then run to the pile of bones plant a grenade of any type and the au-de-Rancor lunch. Watch the ghost rancor die and get another 150 experience. Open the door and kill the vulkars, go up the elevator and enter...

The Black Vulkar base:

All you have to do here is run around and blast vulkars. If you find her kill the kitchen slave, Use the computer before fighting the oldie member so you can kill more vulkars in the barracks, some move after the conversation. Kill the old member and finish off anyone still alive in the barracks. Take the pass card and go back to the Elevator, find the computer, insret the pass card and go to the...

Garage:
Head along the right wall and into the hallway there. Kill everyone there, search the Garage heads desk and go back to the main room. Head down the stairs and turn right. Fight the vulkars and turn left. Go to the far end of the hall and enter the room. Acept Kandon's offer.
Go to the Bek base and find the elevator. Kill gadon search his body and leave.
Go and sell stuff to Zax, collect bounties and stuff. Go to the undercity and get the promised land quest. Don't give Rukil the journals, sell them to Igear. Go back to the vulkar base and prepare for the swoop race.
Race first time and win, someone from the other team will beat you beat her time and you'll win the Race. Brejik shows up and tries to withdraw the prize. After the following fight get Bastilas stuff and talk to her. Mention Carth to end the pointless chatter.
To be continued...
Submitted By: Geo_ba
What's New in 1.3:
==================

Added the Dantooine Crystal Cave Kinrath cheat. Cleared up the walkthrough at the very end, corrected my MAJOR mistake there and added an ending spoiler for the curious. Added Mark Singer's Super-Uber-Ultra Sabre Cheat. Added a question to the FAQ about returning to Dantooine and not getting that to work. Added a note on buggy Swoop racing in the Glitches section. Created a new section on creatable items. Added tinytroll's T3 trick in the prologue section. Added Danijel's note on Force regen in the Cave on Korriban. Added Andrew C. Blevins note on B-4D4. Added Kevin Scully's PC Bugs information in its own section. Added the Kreia/Hanharr upgrade from Gary Smith. Added the Heal/Attack at the same time glitch/cheat.

For a complete Version History, check out the Final Words Section at the end of the FAQ.



---------------------------------------------
..:: Table of Contents ::..
---------------------------------------------

i. Before you Start Playing ......:IBYSP:
ii. Creating your Exile ...........:IICYE:
... Classes .......................:DDDCL:
... Attributes & Stats ............:DDDST:
... Skills ........................:SKDDD:
... Feats .........................:FTSFD:
iii. Companions ....................:IIICM:
iv. Developing your Characters ....:IVDYC:
... Powers ........................:DPDPW:
... Leveling Up ...................:DLVLD:
... Prestige Classes ..............:DPRCD:
v. Power Playing Strategies ......:PWPLS:

Puzzle Solutions ...................:PUZLE:
Frequently Asked Questions .........:FRAQU:

Walkthrough ........................:WLKTH:

1. The Prologue ..................:T3PRL:
2. Peragus .......................:PRAGS:
3. Telos - Citadel Station .......:TLOSC:
4. Telos - Planetside ............:TLOSP:
5. Telos - Hidden Base ...........:TLOSH:
6. The Ebon Hawk .................:TEBHK:
7. Dantooine .....................:DNTIN:
8. Nar Shaddaa ...................:NRSHD:
9. Post Nar Shaddaa Ebon Hawk ....:PNRSD:
10. Onderon / Dxun ................:ONDXN:
11. Korriban ......................:KRRBN:
12. Onderon Finale ................:ONDFN:
13. Dantooine Again ...............:DNAGN:
14. Telos - Hidden Base Again .....:THBAA:
15. Telos - Citadel Station Again .:TCSAN:
16. The Ravager ...................:TRVGR:
17. Malachor V - Endgame ..........:MLCRV:

Tweaks, Exploits and Outright Cheats:CHTSS:

Bugs, Glitches and Other Terrors > >:FNBGS:
Guide to Bugs, Flaws & Performance .:PCFGP:

Creatable Items (Lab Station Only) .:CILSO:

Final Words ........................:FNLWD:


Quick Navigation:............................

Double-click the code word (such as :TEXTO:) next to the section you wish to view.

Press CTRL-C (copy), CTRL-F (find), CTRL-V (paste), ENTER.

.............................................




---------------------------------------------
i. Before you Start Playing... :IBYSP:
---------------------------------------------

Rule #1: Save often. In different slots.

Rule #2: Never save over the first save when you get to a new planet. Especially Nar Shaddaa.

Rule #3: If you hit a glitch, don't panic. The usual solution is to reload and try again.


Warning #1: Under no circumstances do you destroy the Console outside the Bumani Exchange Corp. on Telos. LEAVE IT ALONE! If you destroy it and kill the guards, you will make your game unwinnable.

Warning #2: Under no circumstances do you destroy ANY Utility Droids on Goto's Yacht. (Only possible if you change the Droid protocols) Leave them alone! In fact, don't ever use the Droid protocols. If you destroy the first utility droid there without getting the Shutdown code, you will make your game unwinnable.


You do not need to play Knights of the Old Republic 1 to enjoy this game. It doesn't load up any of your old saves, or use the data from the first game in any way. That said, I would recommend playing the first game as it is quite an enjoyable game. (Although I like this one more) KotOR2 will ask you early on how your KotOR1 game went, and you can set Revan as male/female and light/dark.

Note: The game has gender confusion when Revan is a female. Many people, Vrook seemed the worst, will forget and call Revan "him". I haven't seen this happen in reverse. With Revan set to male, no one called him a "her." (Although I've been told that happens too)

After a point, you can head to different planets in different orders. I picked one that I liked the best and used it for the walkthrough. Feel free to disagree and go to the others in any order you want. Bear in mind that the difficulty of the fights (from numbers of opponents, to Vitality levels of Bosses) is determined by your level. So, regardless, the game should stay challenging enough no matter which way you go.

Quick Definitions:

KotOR2 - this game

STR - Strength
DEX - Dexterity
CON - Constitution
INT - Intelligence
WIS - Wisdom
CHA - Charisma

XP - Experience Point. The basic economic unit of the RPG is these bad boys, not "credits."

LSP - Light Side Point. Any action that moves you towards the light side is said to give you a Light Side Point. I use the abbreviation LSP. For larger LSPs, I sometimes use the term 2xLSP (or even 3xLSP). This means that you get more Light Side Points out of it.

DSP - Dark Side Point. Same.

INF - Influence. In the game you can influence your companions. It has two effects, first, there alignment gets closer to yours; and second, they will reveal more information about themselves and even give you bonuses. In my conversatin trees, I use +INF+ to note gains in Influence, and -INF- to note losses in Influence.

DC - Difficulty Class. Basically a number you have to reach to do something. A lock might be a DC 15 lock, so your security skill has to be able to hit a 15. (All skill rolls get a +1-20 + your skill level to beat a DC) Also used for saving throws.

If you aren't in combat, you get the full 20+Skill Level on your DC checks, so a DC 40 Recover Mine operation will require that you have a total bonus of +20 yourself to recover that mine.

DEF - Defense, or how hard you are to hit. Starts at 10. You are hit when they "roll" higher than your defense. (Attacks are on the same 1-20 random chance, plus they add their attack modifier, if they get over your DEF, they hit) Armor and Dexterity improve this.

Max Dex Bonus - in armor, how much of your Dex bonus will stack with the armor. An armor with a Max Dex bonus of +3 will allow only that. If you have an 18 DEX (+4), then only +3 is used, the rest is wasted. Note, however, that you still get your DEX for attack rolls (ranged and finesse only) and for Reflex saves.

Critical Hit - in the "d20" system, attack rolls are figured by a 1 to 20 chance. If you get a "20" you get a critical hit. This usually does double damage (x2). However, Critical Hit chances can be changed, both by items and feats. Some weapons might have a Critical line that reads: 17-20 / x3. This means you critical on a 17 to 20 (a 20% chance), and do triple damage.

Swag - another name for treasures, items, booty, shinies, junk, and other things that you'll pick up. Since most of the items you'll find are randomly determined by the game, and you'll get different things every time you play, I can't really say what you'll get (except in some specific instances). So, I use the old pirate terms. Arrh.



---------------------------------------------
ii. Creating your Exile :IICYE:
---------------------------------------------

The "Exile" is your character, in addition to whatever you name him/her.

There are 3 main "classes" you can take, each with a male/female option. Jedi Sentinel makes for a good solid choice, good offense, lots of skills and lots of feats and average power selection. Jedi Guardian gets more vitality, but less skills and one more feat, while Jedi Consulars get only Force Powers in any great amount. Now, for more details...

Male/Female:

In many games, this is largely an aesthetic choice. What would you rather look at for a few dozen hours. However, in KoTOR2, there is one major effect of this choice, the difference in whether you can pick up the Handmaiden character or the Disciple character. If you are a male, you get Handmaiden, if you are female you get Disciple. There is no other particular change, besides who flirts with you, and Kreia's reactions to you, however.

Note: There is one more companion option like this, but unlike this one, you can affect who you get after you start. You get Mira if you are Light/Neutral and Hanharr if you are Dark Side.


---------------------------------------------
... Classes :DDDCL:
---------------------------------------------

Note: All classes have the same ability "To Hit" (Base Attack Bonus). From Tech Specialist, to Jedi Guardian, they all gain 1 point per level.

Jedi Guardian

10 Vitality / Level
1 skill point / level
4 force points / level
Bonus Feats:

Armor Proficiency (Light)
Armor Proficiency (Medium)
Critical Strike
Flurry
Power Attack
Power Blast
Rapid Shot
Sniper Shot
Weapon Proficiency (Blaster Pistol)
Weapon Proficiency (Blaster Rifle)
Weapon Proficiency (Lightsaber)
Weapon Proficiency (Melee Weapon)
Jedi Defense
Force Jump
Jedi Sense
War Veteran

Class Skills:

Awareness
Demolitions
Persuade
Treat Injury

Level: Saves: DEF Bonus: Feats: Powers:
F R W
1 2 2 1 2 1 2
2 3 3 2 2 1 1
3 3 3 2 2 1 1
4 4 4 2 2 0 1
5 4 4 3 2 1 1
6 5 5 3 4 0 1
7 5 5 4 4 1 1
8 6 6 4 4 0 1
9 6 6 4 4 1 1
10 7 7 5 4 0 1
11 7 7 5 4 1 1
12 8 8 6 6 0 1
13 8 8 6 6 1 1
14 9 9 6 6 0 1
15 9 9 7 6 1 1
16 10 10 7 6 0 1
17 10 10 8 6 1 1
18 11 11 8 8 0 1
19 11 11 8 8 1 1
20 12 12 9 8 0 1
...etc. ===

11 feats by level 20 * Possibly wrong, need comfirmation
Jedi Sentinel

8 Vitality / Level
3 skill points / level
6 force points / level
Bonus Feats:

Armor Proficiency (Light)
Critical Strike
Flurry
Power Attack
Power Blast
Rapid Shot
Sniper Shot
Weapon Proficiency (Blaster Pistol)
Weapon Proficiency (Blaster Rifle)
Weapon Proficiency (Lightsaber)
Weapon Proficiency (Melee Weapon)
Jedi Defense
Force Immunity (Fear)
Jedi Sense
War Veteran

Class Skills:

Awareness
Computer Use
Persuade
Security
Stealth
Treat Injury

Level: Saves: DEF Bonus: Feats: Powers:
F R W
1 2 2 1 2 1 2
2 3 3 2 2 0 1
3 3 3 2 2 1 1
4 4 4 2 2 0 1
5 4 4 3 2 0 1
6 5 5 3 4 1 1
7 5 5 4 4 1 1
8 6 6 4 4 0 1
9 6 6 4 4 1 1
10 7 7 5 4 0 1
11 7 7 5 4 0 1
12 8 8 6 6 1 1
13 8 8 6 6 1 1
14 9 9 6 6 0 1
15 9 9 7 6 1 1
16 10 10 7 6 0 1
17 10 10 8 6 0 1
18 11 11 8 8 1 1
19 11 11 8 8 1 1
20 12 12 9 8 0 1
...etc. ===
10 feats by level 20

Jedi Consular

6 Vitality / Level
2 skill points / level
8 force points / level
Bonus Feats:

Armor Proficiency (Light)
Critical Strike
Flurry
Power Attack
Power Blast
Rapid Shot
Sniper Shot
Weapon Proficiency (Blaster Pistol)
Weapon Proficiency (Blaster Rifle)
Weapon Proficiency (Lightsaber)
Weapon Proficiency (Melee Weapon)
Jedi Defense
Force Focus
Jedi Sense
War Veteran

Class Skills:

Awareness
Persuade
Repair
Treat Injury

Level: Saves: DEF Bonus: Feats: Powers:
F R W
1 2 1 2 2 1 2
2 3 2 3 2 0 1
3 3 2 3 2 1 2
4 4 2 4 2 0 1
5 4 3 4 2 0 1
6 5 3 5 4 1 2
7 5 4 5 4 0 1
8 6 4 6 4 0 1
9 6 4 6 4 1 2
10 7 5 7 4 0 1
11 7 5 7 4 0 1
12 8 6 8 6 1 2
13 8 6 8 6 0 1
14 9 6 9 6 0 1
15 9 7 9 6 1 2
16 10 7 10 6 0 1
17 10 8 10 6 0 1
18 11 8 11 8 1 2
19 11 8 11 8 0 1
20 12 9 12 8 0 1
...etc. ===
7 feats by level 20



---------------------------------------------
... Attributes & Stats :DDDST:
---------------------------------------------

The physical and mental abilities of your character. There are two numbers for each stat, the raw score and the modifier. The raw score starts at 8 for each stat, which means the modifier for each stat begins at -1.

modifier = (raw stat - 10) / 2

The modifier is what we really care about, as that gets added to everything. Your stats at the beginning of the game are just that, the beginning. They get raised by you every 4 levels starting at level 4. Equipable items can also raise your stats, and items/force powers can boost your stats temporarily. Also, your companions can help you raise your stats, especially HK-47.

When you get a "bonus" from a stat, it uses the modifier. So, someone with an 18 DEX gets a +4 to his stealth.

You get 30 points to spend on stats. However, as your stat gets higher, it takes more points to raise the stat as indicated below. 18 is the limit at level 1.

Stat Costs:

8 - 14 <-> 1 point = 1 stat point increase
15- 16 <-> 2 points = 1 stat point increase
17- 18 <-> 3 points = 1 stat point increase

Note: Stat increases from level ups (at level 4, 8, 12, etc.) are not weighted. You can raise from 17 to 18 with one point then. But you must spend all your points at the beginning of the game. No saving them for the better rates later.

Because higher raw scores are really point intensive, it isn't recommended that you go higher than 16 at level one. And if I did take a 16 (and I do) I would only take one, and keep the points for other things. You'll have higher total stats if you avoid really high numbers in any one thing.

Here are the stats:

Strength

Affects only melee/lightsaber damage as well as ability to hit with same. That is all it affects. A must-have for light-side characters as they have very few damaging force powers (none if you aren't fighting droids). I'd recommend starting with 15. Then at level 4 put another point here.

If you use Two Weapon fighting, your full STR modifier is used to determine damage on your main hand, but only half your STR modifier is used for the offhand attack. However, if you use a Double-bladed weapon, you get one and a half times your STR modifier on the main hand and half on the offhand.

Dexterity

Increases your Defense, ability to hit with ranged weapons (you can use your Dexterity in melee/lightsaber if you take a Feat to do so) and bonus to Reflex saves. Finally adds a bonus to your Stealth skill. Dexterity is useful, yes, but you don't need it. You're going to take hits, and a +1 or +2 bonus to defense isn't worth putting the points here. Besides, the best defense of all is killing them before they even hit you. I'd go with a 10 here.

Note: If you want to play a "Total Defensive" character, check out the Power Strategies section below for a good idea on this type of character.

Constitution

Gives a bonus to Vitality for every level you have, as well as a bonus to your Fortitude save. Also, new in KoTOR2, Constitution, rather than feats, determine what type of Implants you can get. To get the best implants you need an 18 Constitution. I'd start with a 14. You should get this to 18 by the end, by you can get most of the increase through companion dialogues.

Note: If your Constitution is boosted by an item to 18 or more, you are still limited by your ACTUAL Constitution score with regard to what implants you can get. Oh well.

Intelligence

Bonus to many skills: Computer Use, Demolitions, Repair, Security as well as a bonus to the number of skill points you start with and get at each level. Also, there are dialogue options in the game that will only trigger with a higher intelligence. Unlike Constitution, you don't gain skill points retroactively when your Intelligence goes up, giving you more of an incentive to take Intelligence early. Finally there are fewer items that raise Intelligence than any other stat, thus, I would take a 16 here.

Note: You do not gain more skill points/level with a BOOSTED INT, it only uses your ACTUAL INT.

Dialogue options, however, will appear no matter how you got your smarts.

No matter how low your INT, you will always gain 1 skill point per level

Wisdom

Bonus to Will Saves, Defense (if you get Handmaiden to train you), skills (Awareness, Treat Injury) and your Force Powers will be more difficult to resist. Additionally, there are dialogue options that only appear with a high Wisdom. At low levels, your Force Powers can really use the boost, however, at high levels, your Force Powers generally get more of a boost from levels than anything else. So, I'd skip it, and take a 10 here.

Male characters can learn a special feat from the Handmaiden allowing them to add their WIS BONUS to their DEF.

Charisma

Bonus to Force Powers (the same as Wisdom, and they stack), improves abilities with opposite aligned force powers (reduces cost), bonus to skill (Persuasion) and probably dialogue options, but I can't prove it. Decent to have, but again, you don't need it as much as you need other things at level one. I'd take a 10 here as well.

Counterpoint: Charisma also adds a significant bonus to your allies "To Hit" rating, about twice your Charisma modifier. Also it reduces the costs in casting Force Powers opposed to your own alignment. Useful if you want a Light Sided Consular who can use Force Lightning.

In-Game Upgrades

Throughout the course of the game, there are opportunities to get free increases to your Attributes:

+1 WIS - T3's final upgrade
+1 CON, +1 WIS - Hanharr's upgrades
+2 STR, +1 CON - Kreia's post-Hanharr upgrades

So, if you followed my advice, you now have:

STR > 15 > +2
DEX > 10 > 0
CON > 14 > +2
INT > 16 > +3 (or 14 INT)
WIS > 10 > 0 (or 12 WIS)
CHA > 10 > 0 (or 12 CHA)

A straight up fighter should do...

STR > 17 > +3
DEX > 12 > +1
CON > 17 > +3
INT > 8 > -1
WIS > 8 > -1
CHA > 8 > -1

Put one point into CON early, then STR the rest of the way. Of course, you'll never be skilled, and your force powers will be easy to resist. With this character, I would avoid those Force Powers that are affected by armor, take the Armor Proficiency: Heavy, and just focus on hitting things with a Lightsaber.

A Consular might try: Or:
STR > 12 > +1 STR > 8 > -1
DEX > 12 > +1 DEX > 14 > +2
CON > 14 > +2 CON > 14 > +2
INT > 14 > +2 INT > 14 > +2
WIS > 14 > +2 WIS > 14 > +2
CHA > 12 > +1 CHA > 14 > +2


Consulars need WIS and CHA. These help their Force Powers, and add to their Force Points.


---------------------------------------------
... Skills :SKDDD:
---------------------------------------------

Basic abilities outside of combat. This involves using items like computer consoles, repairing droids and dialogue options. Even Repair can be a dialogue option.

At level 1, you get (INT MOD x 4) + Class in skill points. So, our Jedi Sentinel with 16 INT gets 24 skill points, or enough to put the full 4 points into each of his/her six class skills.

Class Skills are taking at a point for point rate, while all other skills are taken at a 2 point for point rate. Obviously not terribly efficient to go cross class. There are feats you can take to add class skills. Also, prestige classes, listed later, have different class skills.

The maximum amount you can put into a skill is your Level + 3, so at level 1 you can only have 4 points in any one skill. For cross-class skills, the max is half that, or at level one, 2 points in any one skill.

All skills except Persuade are useful in creating items from components or chemicals. The game uses the skills of whoever uses the workbench to decide what you can make.

Repair is used to break down items into components, however, only the Exile (you) can do it. No matter who uses the workbench, it uses the Exile's abilities to determine how many components you get.

In parenthesis, I put the stat involved with the skill. These stats boost your skill by the modifier.

Computer Use (INT)

The ability to "slice" computers, as well as diagnose problems relating to computers, and occasionally droids. Very nice to have, but you will usually have a droid or Bao-Dur around to handle this for you. I'd still keep it up, but not a priority.

Demolitions (INT)

The ability to set, disable, or recover mines. Very useful to have. Some doors and containers can ONLY be opened by putting a mine on them. Also, recovering mines gives you a small amount of EXPERIENCE. A moderate need, but I wouldn't go much past 10 or 12 points in it ever. Anything more than that is probably pointless.

Stealth (DEX)

Really only useful to avoid combat, so I typically avoid it. There are a couple situations that require stealth, but those can be handled by anyone, and some of your companions start with stealth. I'd avoid it.

Awareness (WIS)

Ability to spot Mines, as well as used in dialogues to notice something out of the ordinary. I've noticed that even at a very small level, I found most mines and still got the dialogue options. A small need here, but keep up with it.

Persuade (CHA)

The one skill that only the Exile can do, and it is a MUST have, unless you don't like talking. Even if I played a dumb as dirt, kill-em-all type, I'd still take persuade. The one skill to always keep up on. Gives more dialogue options than any single other thing, improves relations with companions, gives better rewards, and gets people to see things your way.

Repair (INT)

Used to repair droids, computers, and similar. Occasionally comes up in dialogues. For droids (not you), affects how much vitality they recover from using Repair kits. Also, as noted above, affects how many components you recover from breaking down items. This is important, as only the Exile can break down items. Technically anyone can use a workbench to do this, but it uses the Exile's skills. This is ONLY the case when breaking down items. When creating items, the skill of whomever is using the workbench is used. But when breaking down, the Exile's Repair skill is used. Trust me, you can get more than 1 component for most items.

Note: At 20 points of TOTAL Repair (Repair Ranks + INT modifier) you break down items with total efficiency, meaning you break down items to the exact amount of components it takes to make that item.

SPOILER

The only time someone else can break down items is when the Exile isn't in the party. Such as the raid on Freedon Nadd's tomb on Dxun, or when T3, Mira or Hanharr are all alone. Although T3 is never near a workbench when alone.

Note: I have heard from others that they don't get this problem, that the skills of whomever uses the workbench are used. Your mileage may vary.

Security (INT)

Ability to open up locked doors and containers. You can use Security Tunnelers on doors to temporarily boost your skill here. Very nice. Also, you get EXPERIENCE by opening doors/containers with Security, while you DON'T get experience by bashing/using a lightsaber. You really need this, that or keep someone on hand who can do it for you.

Treat Injury (WIS)

Increases amount healed from Medpacs, as well as some dialogue options (though not too many). Not critical, but if you're dark side you might consider this more than light side, as dark siders can't Heal as efficiently with the Force.

Also, as with Repair, the Exile's skill with Treat Injury is used when breaking down items regardless of who uses the lab station.

So, I created a Jedi Sentinel with a 16 INT, and came up with these skills:

Computer Use: 4 points
Demolitions: 1 points (cross-class)
Stealth: 0 points
Awareness: 4 points
Persuade: 4 points
Repair: 1 points (cross-class)
Security: 4 points
Treat Injury: 4 points
---------------
24 points total


---------------------------------------------
... Feats :FTSFD:
---------------------------------------------

The (mostly) combat abilities in the game. Although there are some that increase skill bonuses, some that make certain skills Class-skills, and some that just help out.

Feat chains are feats that require that you take the first one to take the second to take the third. I list the second and third of these with a > underneath their original feat.

I will *** the Feats that I would recommend that you get at level one. Several feats will be ***, however, you only get one feat. Choose depending on what you want your character to be. I'll list other good feats in the Developing Your Character section later.

There are advanced feats that come from Prestige classes, and these will be listed in the Developing your Character section.

Two Weapon Fighting - no requirements

Reduces penalty to fighting with two weapons (melee, lightsaber or ranged, it doesn't matter) to -4/-6

> Improved Two Weapon Fighting - Level 4 ***

Reduces penalty to -2/-4

> Master Two Weapon Fighting - Level 8

Reduces penalty to 0/-2

Armor Proficiency (Light) - no requirements

Allows you to wear Light armors. The other feats allow the same.

> Armor Proficiency (Medium)
> Armor Proficiency (Heavy)

Caution - no requirements

Gives a +1 to bot

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