Star Wars: Knights of the Old Republic

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Jedi Guardian FAQ

Sabermaster's Guide to getting the most out of your Jedi Guardian.
This Faq belongs to me, you may use it on your site as long as it's contributed 
to me as the 
author. Please do not e-mail me. 


I'm not sure if there will be much interest in this but I figured I'd give it a 
shoot. Basically this is my 
advice guide to those wishing to play Jedi Guardian to the best of their 
abilities. Getting the most 
out of your Guardian so to speak.

First thing we'll start off with is class. As a Soldier you usually gain more 
Feat's then the other two 
classes, from is know a Soldier gain's a Feat at every level. A chart of this 
Progression can be 
seen here: Soldier - 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20

From Soldier we move hopefully to Jedi Guardian, now a Jedi Guardian gain's a new 
feat at ever 
other level, you can see a chart of this progression here: Jedi Guardian - 1, 3, 
6, 7, 9, 12, 13, 15, 
18

So well a Guardian gain's less Feats then a Soldier they make up for it by Gain 2 
Force Power's 
at 1st level, and one at every level there after. Now then let's move on to the 
Feat's and Force 
Power, which will be most useful to you as a Jedi Guardian

Let's start with Feats that are most important to a Jedi Guardian:

Critical Strike (Regular, Improved, Master)
Description: This improves your chances of inflicting a melee critical strike on 
an enemy. This 
wound dishes out double damage and depending on the weapon, an additional 2-12 
damage. 
With the feat, this also allows a chance of stunning the target. This is a useful 
melee feat and 
should be given only to those you wish to push into close combat fighting. The 
second and third 
path of this feat triples or quadruples the critical strike range (chance of 
doing double damage)
Reason why: Arguably one of the most important if not the most important Feat for 
a Jedi 
Guardian this increases the Damage of your lightsaber and on top of that if you 
do score a Critical 
hit Doubles it, and as a Lightsaber Critical hit does x3 Damage if you score at 
Master level this is 
very deadly. Max this out as soon as possible. 
Flurry (Regular, Improved, Master)
This is one of the most important feats for melee characters. Although it lowers 
your character's 
defense it allows them to make an extra attack every round. The defense penalty 
goes down as 
you increase the level. With character's, that already have 2 attacks, it adds an 
additional first 
attack with minimal penalties. Place your preferred weapon in your leading hand 
so it can strike 
twice a round, instead of once.
Reason why:  One of the more useful Feats in the game this increases the number 
of attack's you 
do per round, at the cost of lowering your defense not truly a big thing if you 
fool the advice 
presented here, and an extra attack, is an extra attack is an extra attack. It 
gives you a chance to 
do more damage to an enemy. More Damage good. Max this out as soon as the 
opportunity 
presents itself.

Conditioning (+1, 2, 3)
This gives a +1, 2, and 3 to all saving throws. Increases changes of avoiding 
damage and other 
negative effects. Give this to everyone.
Reason Why: If offer's an increase of your Saving throw's, and a chance of less 
Damage being 
done to yourself. Which is always useful. 

Lightsaber (+1,2,3)
Make's you more Skilled with your Lightsaber, adding a Bonus to your Attack 
rolls. 
Reason why: You get better with your Lightsaber, but if that's not reason enough, 
thought it's 
expensive at the cost of three Feats, and the benefit's are a tad negligible. 
Only take this to third if 
you maxed out everything else. One thing to note is if you master the Dueling or 
Two Weapon 
Fight Feat tree's this isn't as useful as it should be. Don't waste the feats 
until you have 
everything else. 

Jedi Defense (Regular, Improved, Master)
This impressive feat allows you to deflect incoming blaster bolts; when 
encountering names with 
this weapon type, its useful for Jedi only, a great feat to utilize if you are 
without armor
Reason why: Ever see Star War's this is the classic bounce the Blaster bolt back 
at the enemy 
feat. And as your more then liking not going to be wearing armor heavier then 
light it increase 
your defense, this is useful if your foe is using blaster's, and hell it's just 
plain cool. Try to max this 
out if possible

Jedi Sense (Regular, Improved, Master)
This enhances a Jedi's defense bonus by 2, 4, or 6 points. It is extremely useful 
for unarmored 
Jedi
Reason why: Self explanatory, Take this to Max.

Dueling (Regular, Improved, Master) This Feat grants you a +1 bonus to attack and 
def in combat 
(+2 and 3 at higher levels,) you'll do double or triple the damage if you wield 
two weapons, or one 
double handled weapon, and then follow the feats associated with these weapons.
Reason why: This is much more useful then Lightsaber (+1, +2, +3) As it increase 
both your 
Attack and you're Defense. Take this to Max as soon as possible. 

Or
 
Two Weapon Fighting (basic, improved, master)
This is a useful line of feats for almost any character, because if you equip two 
weapons without 
this feat, you'll suffer a penalty when your try to hit your Opponent. Having 
this feat allows 2 
weapons to be wielded without penalty, deals more damage, and enables a wider 
range of 
damage type effects (such as firing a normal blaster in one hand and an ion 
blaster in the other). 
Double bladed weapons (such as the double lightsaber) require this feat, but the 
user suffers a 
heavy penalty without it as well. Characters who focus on heavy weapons or rifles 
don't need to 
worry about this, but everyone else except Jolee if you aren't using him for 
combat), should use 
this.
Reason Why: This is simple if your using Twin or Double weapon's take this to max 
as absolutely 
soon as possible as the Penalty to using two weapon's or a Double weapon is 
extremely high 
with out it, if you want to use Two Weapon's take this to max as soon as 
possible. 

Now onto Force Powers: We'll start off with the one's most important to a 
Guardian then move on 
to one's that should be considered after these are Maxed out.

Force Aura, Shield, Armor - Light side
A good power for Jedi who can't wear armor, Jedi should ascend to the force armor 
power, 
except Juhani. Bastila and Jolee should try this power. This is useful when going 
into combat, 
although it isn't worth the expenditure if you're dark side-take the hit. 
Excellent to cast before 
combat or during a long drawn-out fight!
Reason Why: Almost self-explanatory but I'll go into a bit more Detail. As a Jedi 
you're not going 
to be wearing armor much heavier then light, if you were anything heavier your 
Force powers will 
suffer as a result. Hence the reason for taking this ability, this will become 
incredibly useful at 
later levels and should be one of the First Force Power's you choose. Max it out 
without fail 

Burst of Speed, Knight Speed, Master speed- Universal
This is a great power for any Jedi type, as it isn't restricted by type. However, 
you cannot cast this 
in armor. This power allows you to run quickly (thus covering previously explored 
areas with 
ease) and also adds to defense and attacks at higher levels (knight +1. Master 
+2) at master 
level, your two extra attacks are akin to having an extra character! Any Jedi 
(except those 
wearing armor) should utilize it. Excellent to cast before combat or during a 
long drawn-out fight.
Reason Why: I hope I don't really have to explain this to you beyond the 
description, But if adds 
greatly to your Defense, and your attack's at latter levels. A Jedi Guardian with 
Flurry, Maxed out 
Two weapon Fighting skill tree, and this maxed out at later level's will do a 
Whopping Eight 
attack's. 

Force Valor, Knight, Master- Light side
Less useful to those of the dark side but still gives a major benefit, increasing 
all attributes and 
saving throws. To the light side Jedi, the benefits are incredible and the 
effects are felt through 
the party. Knight and Master levels give the party poison immunity, while Master 
adds +5 to main 
attributes. This is the key power for any light side Jedi. Excellent to cast 
before combat or during 
a long drawn out-fight
Reason Why: I shouldn't have to explain this beyond Max this out as soon as 
possible. And to be 
perfectly clear Max this out at later levels!!! 

Now that those are taking care of let's move onto Force powers that while not as 
Vital as those 
above will still be incredibly useful to a Jedi Guardian.

Force Push, Whirlwind, and Wave- Universal 
Like shock, this is another very effective set of powers; any alignment can use 
it and it can be 
cast with armor on. The great advantage of this attack is that it inflicts 
damage, incapacitates 
briefly, and hits multiple times. 1 or more Jedi should employ this. For those 
that follow the light 
side this is a must. However even dark side Jedi should employ this.
Reason Why: Useful for tossing your enemy around, and it fills the roll nicely as 
a Ranged 
weapon. 

Throw Lightsaber, Advanced Throw lightsaber- Universal
This is straightforward and can inflict up to 60 pts of damage (20th level Jedi 
inflicts 10-60 pts of 
damage) the advanced throw is preferred but if you don't start with this power 
don't acquire it. 
Reasonable if used with armor and as effective or damaging as other attacks but 
usually your 
Jedi will be attacking in melee combat to greater effect or staying gat range to 
use more 
damaging force powers
Reason Why: Semi-useful and it's a nice surprise if your opponent is using a 
blaster, and firing 
away at you. It's a Kyle Katarn classic.

Affect mind: These aren't the Droid's you're looking for. Only available to the 
player character, 
this allows you to disrupt the thought patterns of those you are conversing with 
and allows for 
new dialog options. Don't use this if you are fighting your way through the game 
instead of 
employing diplomacy. However, this power provides shortcuts and opportunities to 
increase 
rewards for some quests. More essential for a dark side player, as you can be 
more menacing 
w/o resorting to violence.
Reason Why: Useful to you as a Jedi Guardian if your having trouble accomplishing 
a Goal 
needed for a Side Quest, and need a bit of persuasion to accomplish a goal, or 
access a new 
dialog. Only take Affect Mind though, as your Force Abilities are better spent in 
other places. 

Cure: every Jedi should have at least Cure, and possible heal because it also 
cures poison. 
However, if your player character is moving to the dark side, ignore this power 
you'll be more 
concerned with smiting everything in your path. This is a fine ability to have if 
you are stranded 
away from other party members. When you have characters with this power, sell 
those med-
packs
Reason Why: Useful if your other party member's are down and out. But don't take 
it beyond 
Cure. It's a better idea to have Bastila take this, and then Heal.

Force Resistance, Immunity- Universal

Don't use this until you start fighting dark Jedi later in your adventure. For 
Jedi without/ armor, 
this is another useful way of defending themselves. Because you can't cast this 
with armor, give 
this to Bastila and Jolee. This power has its uses against Jedi foes only.
Reason why: I can see this becoming useful at later level's but only if Bastila, 
or Jolee are down 
for the count, the abilities are better spent elsewhere, and having them cast in 
on you at the 
beginning of a battle is a better idea.

Now then my final bit of advice is this.

As a First level Soldier. Take Dueling or Two Weapon fighting depending on which 
style you wish 
to use, then Critical Strike, and try to make these out with your Soldier levels. 
It would also be 
best if you ignored the Blaster Feat's entirely as they'll be wasted Feats when 
you hit Jedi 
Guardian. But if that's not possible take Flurry next level. You want to have 
Dueling or Two 
Weapon Fighting, Critical Strike, and Flurry maxed out as soon as possible no 
exceptions.
 
As a First Level Jedi Guardian: Take Force Aura, and Force Valor at First level, 
then at Second 
take Force Speed, max these out as soon as possible and once that's done take the 
other feats 
as you see fit. You want to have Force Aura, Force Shield, Force Armor, Force 
Valor, Knight 
Valor, Master Valor, and Burst of Speed, Knight Speed, and Master Speed maxed out 
as soon as 
possible.

Kay that's it hope you find this useful, was a lot of fun to type it up. May the 
Force be with you.

Dark side version: So you've decided to join the Dark side have you? Well I can 
show you the 
way so to speak.

Let's start with Feats that are most important to a Dark Jedi Guardian:

The feats that are important to a Dark side Jedi Guardian are almost exactly the 
same as that of a 
Light side one with one major difference

Two Weapon Fighting (basic, improved, master)
Description: This is a useful line of feats for almost any character, because if 
you equip two 
weapons without this feat, you'll suffer a penalty when you try to hit your 
Opponent. Having this 
feat allows 2 weapons to be wielded w/o penalty, deals more damage, and enables a 
wider range 
of damage type effects (such as firing a normal blaster in one hand and an ion 
blaster in the 
other). Double bladed weapons (such as the double lightsaber) require this feat, 
but the user 
suffers a heavy penalty, too. Characters who focus on heavy weapons or rifles 
don't need to 
worry about this, but everyone else except Jolee if you aren't using him for 
combat), should use 
this.
Reason Why: This is simple if your using Twin or Double weapon's take this to max 
as absolutely 
soon as possible as the Penalty to using two weapon's or a Double weapon is 
extremely high 
with out it, if you want to use Two Weapon's take this to max as soon as 
possible. As a Dark side 
Jedi Guardian you're going to want to go for this. Used in Conjunction with Maxed 
out Force 
Speed, and Flurry you'll have Eight Attack's per round, and as you don't have 
access to Force 
Aura, Shield, or Armor, and Force Valor, Knight Valor, or Master Valor your going 
to want to go 
full out offensive.

Now onto Force Powers: We'll start off with the one's most important to a Dark 
side Jedi 
Guardian then move on to one's that should be considered after these are Maxed 
out.

Wound, Choke, Kill- Dark side: Apology accepted Captain Needa.
Description: One of the more important feats, these are useful b/c this offensive 
attack stuns and 
damages the opponent. It can only affect one person at a time when you master the 
kill path you 
will defeat any opponents you succeed in attacking if their health is at 1/2 
level or less, allowing 
you (for example) to strike down a foe to 1/2 health with regular combat, then 
allow your Jedi to 
finish them. Make sure Jolee and your player character has this. You can cast 
this with armor, 
making it the most useful offensive power.
Reason Why: Ever seen the Original Trilogy. Basically this allows you to make 
like Darth Vader, 
and since you can't get Force Aura, Shield, or Armor as a Dark Jedi it's better 
to go all out 
offensive, and max this out as soon as possible.


Burst of Speed, Knight Speed, Master speed: Universal
This is a great power for any Jedi type, as it isn't restricted by type. However, 
you cannot cast this 
in armor. This power allows you to run quickly (thus covering previously explored 
areas with 
ease) and also adds to defense and attacks at higher levels (knight +1. Master 
+2) at master 
level, your two extra attacks are akin to having an extra character! Any Jedi 
(except those 
wearing armor) should utilize it. Excellent to cast before combat or during a 
long drawn-out fight.
Reason Why: I hope I don't really have to explain this to you beyond the 
description, But if adds 
greatly to your Defense, and your attack's at latter levels. A Jedi Guardian with 
Flurry, Maxed out 
Two weapon Fighting skill tree, and this maxed out at later level's will do a 
Whopping Eight 
attack's. 

 Drain Life, Death field- D This is a preferred power: it damages your foes and 
heals you. This is 
popular with dark Jedi. A good alternative to force lightning, use this when 
you're low on health 
and confronted by enemies. Death field turns the tables on a weakened character 
and a healthy 
foe. Give this to a dark side player character, and possibly Jolee.
Reason why: You Don't have access to Force Valor, Knight Valor, or Master Valor, 
so this is 
worth maxing out, It should allow you significantly weaken your enemies at later 
levels, and it 
makes them weaker and you stronger. Which is what the Dark side is all about. 

Now that those are taking care of let's move onto Force powers that while not as 
Vital as those 
above will still be incredibly useful to a Jedi Guardian.

Shock, Force Lightning, Force Storm (Dark side) 
Description: So be it..Jeeeedi. This is a favorite among Jedi masters. It is 
straightforward and 
dispatches enemies without laying a finger on them. At second and 3rd levels, it 
damages group 
of creatures at once, regardless of type. Use this as a sure fire tactic to 
success. Jolee and your 
dark side character should try this. You cannot cast it in armor, so employ it 
with Jedi who stand 
at the rear with ranged power attacks. Force storm is the most power Jedi attack 
in the game. 
Reason Why: Pure Damage. Make like Count Dooku or the Emperor and fry them where 
they 
stand, at later level's this will be insanely useful and should be used in 
conjunction with Death 
Field. Max this out as soon as possible. 

Now that those are taking care of let's move onto Force powers that while not as 
Vital as those 
above will still be incredibly useful to a Jedi Guardian


Throw Lightsaber, Advanced Throw lightsaber- Universal
This is straightforward and can inflict up to 60 pts of damage (20th level Jedi 
inflicts 10-60 pts of 
damage) the adv throw is preferred but if you don't start with this power don't 
acquire it. 
Reasonable if used with armor and as effective or damaging as other attacks but 
usually your 
Jedi will be attacking in melee combat to greater effect or staying gat range to 
use more 
damaging force powers
Reason Why: Semi-useful and it's a nice surprise if your opponent is using a 
blaster, and firing 
away at you

Affect mind, Dominate Mind - Universal: These aren't the Droid's you're looking 
for. Only 
available to the player character, this allows you to disrupt the thought 
patterns of those you are 
conversing with and allows for new dialog options. Don't use this if you are 
fighting your way 
through the game instead of employing diplomacy. However, this power provides 
shortcuts and 
opportunities to increase rewards for some quests. More essential for a dark side 
player, as you 
can be more menacing w/o resorting to violence.
Reason Why: Useful to you as a Jedi Guardian if your having trouble accomplishing 
a Goal 
needed for a Side Quest, and need a bit of persuasion to accomplish a goal. As a 
Dark sider it's 
worth maxing this out as your can afford it and it'll be incredible useful as you 
progress through 
the game. 

Force Resistance, Immunity- Universal 
Don't use this until you start fighting dark Jedi later in your adventure. For 
Jedi without/ armor, 
this is another useful way of defending themselves. Because you can't cast this 
with armor, give 
this to Bastila and Jolee. This power has its uses against Jedi foes only.
Reason why. I can see this becoming useful at later level's but only if Bastila, 
or Jolee are down 
for the count, the abilities are better spent elsewhere, and having them cast in 
on you at the 
beginning of a battle is a better idea.

Fear, Horror, Insanity- Dark side 
This is yet another way of weakening, but not damaging a foe. When enemies cower 
in fear, they 
act as if they are stunned. This isn't essential, and only one Jedi in your party 
(ideally the player 
character) should use this. Employ this to slow an enemy and have your non-Jedi 
party member's 
finish them, Similar to stun but for dark side Jedi only.
Reason why: I can see this being useful when used in conjunction with Death 
Field, and Force 
Lighting. Use Fear, Horror, or Insanity first, then Death Field, and follow it up 
with Force Shock, 
Lighting or Storm. If everything goes as planned you should stun, the enemy, 
drain life from them, 
then blow them to hell with Lighting. Max this out if possible, but it's not 
essential 

Now then my final bit of advice is this.

As a First level Soldier. Take Two Weapon fighting, then Critical Strike, and try 
to make these out 
with your Soldier levels. It would also be best if you ignored the Blaster Feat's 
entirely as they'll 
be wasted Feats when you hit Jedi Guardian. But if that's not possible take 
Flurry next level. You 
want to have Two Weapon Fighting, Critical Strike, and Flurry maxed out as soon 
as possible no 
exceptions.
 
As a First Level Jedi Guardian: Take Force Speed, and Force Choke at First level, 
then at 
Second Level grab Force Shock max these out as soon as possible and once that's 
done take 
the other feats as you see fit. You want to have Wound, Choke, Kill, Burst of 
Speed, Knight 
Speed, Master Speed and Force Shock, Force Lightning, Force Storm maxed out as 
soon as 
possible. Then from there proceed as you see fit

Kay that's it hope you find this useful, was a lot of fun to type it up. Fear 
leads to anger, anger 
leads to hate, hate leads to suffering, suffering leads to power.





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