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Star Wars Knights of the Old Republic II: The Sith Lords - Walkthrough
System: PC
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    ... Feats                                         :FTSFD:
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  The (mostly) combat abilities in the game. Although there are some that
  increase skill bonuses, some that make certain skills Class-skills, and
  some that just help out.

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

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

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

    Two Weapon Fighting - no requirements

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

    > Improved Two Weapon Fighting - Level 4 ***

      Reduces penalty to -2/-4

    > Master Two Weapon Fighting - Level 8

      Reduces penalty to 0/-2

    Armor Proficiency (Light) - no requirements

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

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

    Caution - no requirements

      Gives a +1 to both Demolitions and Stealth. To use a skill, you still
      need to put a point into that skill. Taking the next two feats in this
      chain increase the bonus to +2 and +3 respectively.

    > Improved Caution - Level 4
    > Master Caution - Level 8

    Critical Strike - Melee/Lightsaber only, no requirements

      When used, you take a -5 penalty to your DEFENSE, you get a doubled
      Critical Hit chance, and a chance to stun your opponent for 6 seconds
      (DC = Level + STR MOD).

    > Improved Critical Strike - Level 4

      Same as above, but with a tripled Critical Hit chance.

    > Master Critical Strike - Level 8

      Same as above, but with a quadrupled Critical Hit chance.

    Empathy - no requirements

      Gives a +1 to Persuade, Awareness and Treat Injury. The later feats in
      this chain increase this to a +2 and a +3 respectively.

    > Improved Empathy - Level 4
    > Master Empathy - Level 8

    Flurry - Melee/Lightsaber only, no requirements

      When used, grants an extra attack at a -2 penalty to Defense and a -4
      penalty to all attack rolls (not damage).

    > Improved Flurry - Level 4

      Same as above, but a -1 penalty to Defense and a -2 penalty to attacks.

    > Master Flurry - Level 8

      Same as above, but with no penalties

    Gearhead - no requirements

      Gives a +1 to Repair, Security and Computer Use. Later feats in this
      chain change this to a +2 and +3 respectively.

    > Improved Gearhead - Level 4
    > Master Gearhead - Level 8

    Conditioning - no requirements

      Gives a +1 bonus to all saving throws. Later feats in this chain
      change this to a +2 and a +3 respectively.

    > Improved Conditioning - Level 4
    > Master Conditioning - Level 8

    Power Attack - Melee/Lightsaber only

      When used, increases damage by +3 while decreasing the attack chance to
      hit by -3. Also increases the critical multiplier by +1, and gives a
      chance for a Knockback (DC = Level + 2 x STR MOD).

    > Improved Power Attack - Level 4

      As above, but increases damage to +7.

    > Master Power Attack - Level 8

      As above, but increases damage to +12

    Power Blast - Ranged only

      Exactly the same as Power Attack, but with ranged weapons (Blasters).

    > Improved Power Blast - Level 4
    > Master Power Blast - Level 8

    Rapid Shot - Ranged only

      Exactly the same as Flurry, but with ranged weapons (Blasters).

    > Improved Rapid Shot - Level 4
    > Master Rapid Shot - Level 8

    Sniper Shot - Ranged only

      Exactly the same as Critical Strike, but with ranged weapons (Blasters).

    > Improved Sniper Shot - Level 4
    > Master Sniper Shot - Level 8

    Weapon Proficiency (XYZ) - where XYZ is the weapon in question.

      Allows you to use that weapon.

    > Weapon Focus (XYZ)

      Gives a +1 attack bonus to hit with that weapon.

    > Weapon Specialization (XYZ) - Soldier, Jedi Guardian or Sith Marauder

      Gives a +2 damage bonus with that weapon.

    Jedi Defense - Jedi classes only

      Blaster Deflection becomes possible. Basically an opposed attack roll,
      where if you roll higher, you don't get hit by a blaster. If you beat
      their roll by 10 or more, you deflect the bolt back at them. Can only be
      done if you are holding a lightsaber.

    > Advanced Jedi Defense - Jedi classes only, level 4

      Adds a +3 bonus to deflection rolls.

    > Master Jedi Defense - Jedi classes only, level 8

      Adds a +6 bonus to deflection rolls. Replaces Advanced Jedi Defense.

    Toughness - no requirements ***

      Adds +1 vitality/level. Works retroactive too, so you can take this
      whenever and get the same benefit.

    > Improved Toughness - Level 4

      Reduces 10% of damage, whenever you get hit for 20 or more. Which will be
      often.

    > Master Toughness - Level 8

      Adds another +1 vitality/level.

    Force Immunity (Fear, Stun, Paralysis) - Jedi Sentinel ONLY, gained
      automatically at levels 6 and 12

    Jedi Sense - Jedi only, gained automatically at level 1

      Improves Defense by +2 every 6 levels. (7, 13, 19, 25, 31...)

    Prestige Sense - Jedi Master / Sith Lord automatic

      Improves Defense by +2 every 8 levels

    Greater Prestige Sense - Prestige Class, not Jedi Master or Sith Lord

      Improves Defense by +2 every 5 levels

    Dueling - no requirements

      Adds +1 to hit and +1 to defense when using only one weapon. Works with
      all weapons and forms of combat, including unarmed. The later feats in
      this chain increase the bonuses to +2 and +3 respectively.

    > Improved Dueling - Level 4
    > Master Dueling - Level 8

    Close Combat - Level 4

      With a ranged weapon, you get +1 to hit at short range, while enemies
      in melee with you only get a +4 instead of the +6 bonus to hit.

    > Improved Close Combat - Level 8

      You get a +2 to hit in close range, and reduce enemies chances to hit
      you in melee to a mere +2.

    Regenerate Force Points - Level 4, Jedi only

      Regain force points more rapidly.

    Regenerate Vitality Points - Level 4

      Regain vitality more rapidly

    Class Skill (XYZ) - no requirements ***

      Turns a non-class skill (XYZ) into a class skill.

    Dual Strike - no requirements

      You get a +2 bonus to attack an enemy that someone else in your party is
      also attacking. This increases to +4 and +6 when you take the next two
      feats in this chain.

    > Improved Dual Strike - Level 4
    > Master Dual Strike - Level 8

    Finesse:(either Lightsaber/Melee)

      Use your DEX rather than STR in giving a bonus to hit. This does not
      affect damage, which always comes from STR.

    Stealth Run - Level 4

      Run while stealthed. Beats walking.

    Precise Shot I - Level 4

      Each feat in this chain provides a bonus of +1 damage with ranged weapons
      and reduces enemy blaster bolt deflection by -2. By Precise Shot III
      the damage bonus increases to +2 per each feat on this chain.

    > Precise Shot II - Level 8
    > Precise Shot III - Level 12
    > Precise Shot IV - Level 16
    > Precise Shot V - Level 20

  So, my Jedi Sentinel would take Class Skill (Demolitions) at level 1, and
  take Class Skill (Repair) the next time he gets a feat. Why? Skills are
  important. And taking Class Skill early is also important.

  A Jedi Guardian would probably want Two Weapon Fighting, while a Consular
  should probably take Toughness. That vitality adds up.

  Bear in mind, that even with "Two Weapon Fighting," you probably shouldn't
  use two weapons until you get "Improved Two Weapon Fighting"... you just
  won't hit anything.

  I would also avoid using any of the combat feats (Flurry, Power Attack, etc.)
  until later levels as you need every + to hit that you can, and you have none
  to spare. They're very powerful later, but harder to manage at low levels.
  It is the same idea as why we avoid Two Weapon Fighting until the Improved
  version comes along.
 
 




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