Kotor 2 Sith Assassin 6,6/10 523 votes

I wish to restart the game as a sentinel and then become a sith assassin. How can i build. So with a 14 DEX, you have a +2 to your attack rolls.

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Star Wars Knights of the Old Republic II: The Sith Lords
Developer(s)Obsidian Entertainment[a]
Publisher(s)LucasArts
Producer(s)Chris Parker
Designer(s)Chris Avellone
Programmer(s)Chris Jones
Artist(s)Aaron Meyers
Composer(s)Mark Griskey
SeriesStar Wars: Knights of the Old Republic
EngineOdyssey Engine
Platform(s)
Release
  • Xbox
    • NA: December 6, 2004
    • EU: February 11, 2005
    • AU: February 15, 2005
    Microsoft Windows
    • NA: February 8, 2005
    • EU: February 11, 2005
    • AU: February 15, 2005
    Linux, OS X
Genre(s)Role-playing
Mode(s)Single-player

Star Wars Knights of the Old Republic II: The Sith Lords is a role-playing video game developed by Obsidian Entertainment and published by LucasArts. It is the sequel to BioWare's Star Wars: Knights of the Old Republic and was released for the Xbox on December 6, 2004, for Microsoft Windows on February 8, 2005, and OS X and Linux on July 21, 2015. Like its predecessor, it is set in the Star Wars universe 4,000 years before the events of the film Episode I: The Phantom Menace and is based on the d20 System developed by Wizards of the Coast. The game uses the Odyssey Engine, which was originally used in Knights of the Old Republic. The plot first started being written before the original Knights of the Old Republic was released, and development began in October 2003, after BioWare offered Obsidian their Star Wars license due to being confident in their previous work.

Knights of the Old Republic II starts five years after the events of the first game and follows the story of The Exile, a Jedi Knight who was exiled from the Jedi Order. During this time, the Jedi Order has been almost completely wiped out by the Sith. The game begins with the protagonist waking up from unconsciousness on an asteroid mining facility. After he or she escapes with the help of their party members, they find the person who exiled them ten years ago, who sends the protagonist on a mission to seek out the remaining Jedi to fight against the Sith.

The game's critical reception upon its release was generally positive; praise was given to the story, characters, and writing, which were noted to be more grey than the original Knights of the Old Republic. Particular praise was given to one of the game's party members Kreia, with GameSpy naming her the best video game character of 2005. However, the game received criticism for being too similar to its predecessor in terms of graphics and gameplay systems. The game was included in the book 1001 Video Games You Must Play Before You Die.

  • 2Synopsis
  • 4Reception

Gameplay[edit]

Screenshot from the first level of the game illustrating the interface and combat system.

Knights of the Old Republic II is a role-playing video game played from a third-person view that features pausable real-time combat.[1] Combat and interactions with the environment and non-player characters in Knights of the Old Republic II are based on the d20 System as in Star Wars: Knights of the Old Republic.[2] The game starts with a character creation screen with several choices to make, and there is also an option of letting the game do it automatically.[3] There are 30 new Force powers, which are manifestations of the Force, in Knights of the Old Republic II.[4] Like its predecessor, the game has several minigames, including swoop bike racing and a card game called Pazaak.[5] The interface has been streamlined from the original game and party management has been made easier; for example, the player can switch between two selected weapon sets in the menu.[3] As in the first game, the player can choose to align with either the light side or the dark side. Choosing dialogue options that are respectful and empathetic gives the protagonist light side points, while options that are egotistic and evil result in dark side points.[1]

The combat of Knights of the Old Republic II is identical to its predecessor.[6][7][8] Several new lightsaber forms were added to the game.[9] Each of them is useful for a different situation.[10] For example, one is best for enemies using blaster weapons, while another would be good for recovering from using Force powers.[10] The player can use a variety of melee and ranged weapons, including swords and firearms.[10] Fighting unarmed is also an option.[10] A new addition to the game is 'prestige classes', add-ons to the Jedi classes that were established in Knights of the Old Republic. They allow the player character to practice in lightsaber combat or Force powers, depending on player choice.[1]

The player can travel with up to two party members at a time, which gain experience points at the same rate as the player character.[1] Equipment and perks for party characters can be selected for different statistical effects or abilities.[11] Players can loot corpses and various environmental objects.[11] The protagonist also has the ability to 'influence' their party members; by doing things that impress them, the player increases their influence with them.[10] Depending on the level of influence, party members may support the player character unconditionally or turn against the protagonist. The player can also exploit high influence by drawing party members to either the light side or the dark side, and some characters can even be trained to use the Force.[12][13]

Synopsis[edit]

Setting[edit]

The game takes place five years after the events of Knights of the Old Republic and 4,000 years before Episode I: The Phantom Menace,[14][15] in a time when the Jedi have been nearly exterminated by the Sith.[16] The player's character, a former Jedi Knight exiled from the Jedi Order, is referred to as 'The Exile' or 'Jedi Exile'. Throughout the game, the Exile restores their connection to the Force while, with the help of non-playable companions, setting out to stop the Sith. The player makes choices that turn the Exile to either the light side or the dark side of the Force, and they travel to six planets to either help or hinder the Republic's efforts to bring peace and stability to the galaxy.[17]

New playable locations in Knights of the Old Republic II include Telos IV, Onderon and its moon Dxun, Nar Shaddaa, Malachor V, the Peragus Mining Facility, and various starships such as the hijacked Republic cruiser Harbinger, the Sith cruiser Ravager, and Goto's yacht orbiting Nar Shaddaa.[17] Two planets featured in the original game, Korriban and Dantooine, are revisited, both with ravaged buildings and intensified problems.[17] The Ebon Hawk, the main character's ship in the first game, is also the player's transportation in Knights of the Old Republic II.[17][18]

Characters[edit]

The Exile's backstory reveals that the character served under Revan during the Mandalorian Wars and ordered the activation of a devastating weapon in the climactic battle over Malachor V. The deaths that ensued created such a substantial 'wound' in the Force that the character was forced to sever their connection to the Force to survive, and the Jedi Council ordered the character exiled from the Jedi Order.[17] As the game progresses, the Jedi Exile rebuilds a connection to the Force and creates unusually strong Force Bonds with other characters and places, while unknowingly sapping Force powers.[17]

Among the characters who join the Jedi Exile are Kreia, who acts as the Exile's mentor;[17][19] pilot and former Sith assassinAtton Rand; technician and Mandalorian War veteran Bao-Dur and his droid remote;[17] the criminal droid G0-T0;[17] and the Sith apprentice Visas Marr. T3-M4 and Canderous Ordo (now identified as 'Mandalore'), both featured in the first game, also join the Exile's team.[17] Other characters join the Exile's party under certain conditions. HK-47, who appears in the first game, joins the quest if the Exile collects and uses the parts necessary to reactivate him.[17] Depending on the player's alignment, the Exile will either be joined by the bounty hunterMira (light side or neutral)[17] or by her rival, a Wookiee bounty hunter known as Hanharr (dark side).[17] Depending on the player's gender (canonically female), the Exile will either be joined by Mical the Disciple (female) or Brianna the Handmaiden (male).[17]

The game features three main antagonists: Darth Traya, a mysterious assailant who remains in the dark through most of the game;[17]Darth Sion, an undead Sith Lord with a murderous hatred for Jedi;[17] and Darth Nihilus, a Sith Lord whose physical being was destroyed due to his immense affinity to the Force.[17]

Plot[edit]

While hiding on the Harbinger, a Republic cruiser, the Exile is sedated by HK-50, an assassin droid, to be delivered to a crime syndicate called the Exchange, who have put out a bounty on live Jedi. The Exile is rescued by Kreia, with whom the Exile forms a Force Bond with, and the droid T3-M4 on the Ebon Hawk, and the three flee the Harbinger as it is hijacked by a squad of Sith assassins. However, their ship is damaged during the escape by the Harbinger's gunfire, and they eventually arrive at the Peragus Mining Facility. Teaming up with smuggler Atton Rand, the group escapes to the planet Telos IV. While hiding out on Telos, they encounter Atris, a surviving member of the Jedi Council who sentenced the protagonist to exile ten years prior. After settling a dispute regarding the Exile's past sentence, Atris forms an uneasy alliance with them, instructing them to seek out other surviving Jedi in order to rally against the Sith. The Exile then travels to four worlds to find reclusive Jedi Masters and either beg for their aid or kill them in revenge for being exiled, depending on player choice. As the Exile continues their journey, they are joined by several individuals in their quest.[17]

After finding all the Masters, the Exile travels back to Dantooine and learns that the countless deaths at Malachor V resulted in the Exile unconsciously giving up their connection to the Force, which then became the teachings of the new Sith. If the player aided the Jedi Masters, they prepare to strip the Exile of their Force connection permanently, as the Masters fear that these teachings could result in the actual death of the Force, but Kreia reveals herself to be the former leader of the Sith and murders them all in retribution. If the player killed the Jedi Masters, Kreia attacks the Exile and leaves. Tracking Kreia to Telos, the Exile fights and defeats a corrupted Atris, from whom it is learned that Kreia plans to strengthen a massive wound in the Force made ten years prior. This wound had been created by the Exile during the Mandalorian Wars, when they activated a superweapon in order to end the battle on the planet Malachor V, causing mass death and destruction. Before following her to Malachor V, where Kreia had since rejoined the Sith as Darth Traya, the Exile stops a Sith invasion of Telos, defeating one of Traya's former apprentices, the Sith Lord Darth Nihilus. On Malachor V, the Exile is separated from their companions and fights through hordes of monsters on the planet's surface and the inhabitants of a large Sith Academy that survived the cataclysm. On the final floor of the academy, the Exile kills the Sith Lord Darth Sion and confronts Darth Traya in the planet's core.[17]

The Exile defeats the Sith Lord, but before Traya dies, she delivers a prophetic vision of the future pertaining to the player's companions and the worlds that were visited over the course of the story. Depending on the Exile's alignment, they either order the destruction of Malachor V, escaping before it is destroyed, and travel into the Unknown Regions in search of Revan (light side), or remain on Malachor V as the new Dark Lord of the Sith (dark side).[17]

Development[edit]

Chris Avellone (pictured) was the lead designer of Knights of the Old Republic II.

Knights of the Old Republic II was developed by Obsidian Entertainment and published by LucasArts.[20] It is the sequel to BioWare's Knights of the Old Republic,[20] and it uses the same Odyssey Engine as the original game.[21] BioWare suggested that Obsidian should be offered the Knights of the Old Republic license due to their familiarity with Obsidian's past work and the good relationship between the two developers, as well as due to finding LucasArts' development schedule for the sequel to be too tight.[22][23] The game was released in PC and Xbox versions, but due to the Xbox version being released two months prior to the PC version, it has multiple unfixed bugs.[24]

Development of the game began in October 2003.[25] The overview of the game's story was originally drafted before the first Knights of the Old Republic was released, after which it saw many revisions and also some major redrafts.[26] In preparation to write Knights of the Old Republic II, lead designer Chris Avellone tried to learn as much about the Star Wars universe as possible. He read many books, guides, modules, and graphic novels, and the Obsidian team also relied on the first Knights of the Old Republic and the original Star Wars films for inspiration.[2] Avellone said that Obsidian recognized one of the things that made Knights of the Old Republic great was the story and the companions, and that they tried to expand upon this by adding more depth to them.[25]

Knights of the Old Republic II uses the same d20 System as the first Knights of the Old Republic with some changes, and the level cap has also been removed.[2] For the most part, the team didn't want to redo any of the design elements from the first game, as they felt that there was no need to change anything that had already proved successful; instead, they opted to look for areas that could be improved and expanded upon them in a way that retained the base style of Knights of the Old Republic.[27] Obsidian put much work into the game's graphics, including the appearances of non-player characters.[2] Other technological improvements include the lighting and weather effects, in addition to increasing the level sizes.[2][28]Knights of the Old Republic II's lead artist was Aaron Meyers; he decided which people would join the art team after looking through 'tons of applications, resumes, and demo reels', and he said that he was pleased with the number of people who wanted to work for Obsidian.[29] Meyers also complained about the short deadline the development team had to deal with.[29] Obsidian's COO, Chris Parker, said that the schedule set for the development team was 'extremely aggressive', and that the team felt a lot of pressure because they were 'making a sequel to the game of the year for 2003'.[25]

For the music, the development team felt that symphony orchestra would work best for Knights of the Old Republic II.[30] The musical score was composed by Mark Griskey, who developed music and themes for characters and places, including the Jedi's theme, Darth Sion's theme and Darth Nihilus's theme (which both have many similarities with the Emperor's theme from The Return of the Jedi). He also created a theme for the main character, which is heard occasionally when he or she experiences internal conflict. The ~55-minute score was recorded by the Sinfonia Orchestra in Seattle.[31] The opening crawl utilizes the version of John Williams' main Star Wars theme that was re-recorded for the prequel trilogy.

When Obsidian was preparing to present Knights of the Old Republic II at E3 2004, they tried to fit as much information as they could, saying that it would need to be a duration of 30 minutes as it was the only E3 event it would be showcased at; however, due to the limited time frame, they would have to cut it down to a five- to ten-minute presentation.[26] During this time, none of the levels Obsidian designed were ready to be shown, so they picked three levels and put them through a schedule to finish them on time.[26] The demo was finished a few days before the event,[26] and the game was presented in May 2004.[32] The first trailer for Knights of the Old Republic II was later unveiled in July 2004,[33] and the official website was launched in October.[34]

When looking back at Knights of the Old Republic II in a 2013 interview, Avellone said that because of LucasArts forcing Obsidian to finish the game in a short time frame of 14 to 16 months, the game ended up being in an 'unfinished' state.[22] However, Avellone said that Obsidian was at fault for this due to not cutting out enough things; he noted that all minigames should have been removed, and also said that there were too many in-engine cutscenes.[22] Obsidian's co-founder, Feargus Urquhart, said that the game was originally going to be released in 2005, but it was later moved up to December 2004 after E3; according to him, Obsidian had to choose between 'get[ting] in trouble or get[ting] it done'.[35] Due to this, several cuts had to be made; one of the most major was the droid planet M4-78, which was entirely removed from the game after the 2004 E3 event when the team realized that they wouldn't be able to fit it into the schedule.[36] M4-78's designer, Kevin Saunders, explained that he moved assets from that planet to Nar Shaddaa's yacht level in order to complete it on time, which was prior also likely to be cut from the game.[37]

The Xbox version of Knights of the Old Republic II went gold on November 23, 2004;[38] it was later released on December 6, 2004 in the United States,[38][39][40] and the PC version was released on February 8, 2005.[41] In Europe, the game was released simultaneously for both platforms on February 11.[40] The game was later re-released in August 2012 on the digital distribution platform, Steam,[42] and in January 2015 on GOG.com.[43] On July 21, 2015, OS X and Linux versions were released along with new support for Steam Workshop and other Steamworks features, controller input, and modern widescreen resolutions up to 5K.[44]Backward compatibility for the Xbox One was announced in April 2018.[45]

Along with several official patches, a fan-releasedunofficial patch by a modding community fixed around 500 remaining bugs,[46] along with restoring most of the content that was cut from the game.[47] There were also methods found by the community for improving compatibility on modern PC operating systems.[48]

Reception[edit]

Commercial performance[edit]

According to The NPD Group, Knights of the Old Republic II sold 458,000 copies in North America during the month of December 2004. It entered their chart for the month at number 11, and at number 3 on the Xbox-only chart.[49][50] After its North American release on Windows, it debuted at number 2 on the PC chart for the month of February.[51] In the United Kingdom, the game debuted at the top of the weekly chart, beating Blizzard Entertainment's much-anticipated online game World of Warcraft, which was released in the same week. Eurogamer reported that in the UK Knights of the Old Republic II sold much more in its first week than the first game, which the website speculates was helped by the former's simultaneous release on Windows and Xbox in PAL regions, as opposed to the latter's initial Xbox-only release.[52] During 2005 alone, the Xbox version sold more than 60,000 copies in the region.[53]

By early 2006, Knights of the Old Republic II had sold almost 1.5 million copies.[54] Its sales in the United States alone reached 1.275 million by 2008.[55]

Critical reception[edit]

Reception
Review scores
PublicationScore
PCXbox
1UP.comB[10]
CGW90/100[56]
Eurogamer8/10[57]
GamePro4.5/5[8]4.5/5[58]
GameSpot8.5/10[59]8.5/10[1]
GameSpy4/5[60]
GameZone8.9/10[7]9.3/10[61]
IGN8.7/10[14]9.3/10[62]
Aggregate scores
GameRankings86%[63]86%[64]
Metacritic85/100[65]86/100[66]

Knights of the Old Republic II was met with positive reception upon its release; on Metacritic, it has an aggregate score of 85/100 and 86/100 on the PC and Xbox versions respectively, indicating 'generally favorable reviews' according to the site.[65][66]IGN said that there is a bulk of pressure involved with developing the sequel to a game from a different developer which won several 'Game of the Year' awards, and that Obsidian delivered.[62] The review also said that it won't disappoint fans of the original game and that it is mostly similar to it in terms of the model.[14][62]GamePro praised both the first and second Knights of the Old Republic and said that the second game continues the series' tradition of not fixing what is not broken.[58]GameSpot echoed this statement, also saying that both the good things and the shortcomings from the first game are present in Knights of the Old Republic II.[1]

GameSpy compared the game to The Empire Strikes Back from the original Star Wars film trilogy in that it is the best of the series in terms of story, and also said that the game has the best story in a video game since Planescape: Torment.[60]1UP.com wrote that Obsidian surpassed the original Knights of the Old Republic in terms of the writing, saying that the plot is more consistent, the dialogue is edgier and the moral choices are more significant;[10]Computer Gaming World agreed, writing, 'your decision making, as you pursue a light or dark path, is more ambiguous, with more unexpected consequences'.[56]Eurogamer said that compared to the original game, Knights of the Old Republic II's plot is 'far more grey'.[57] The review also said that planets are 'better developed and paced'.[57] GameZone wrote that the game is a 'Must Buy' for people who like well-written characters and story.[61]

The combat was generally well-received, with some reviewers noting that it is mostly unchanged from the original Knights of the Old Republic.[6][7][8] GameSpot compared the combat from the first Knights of the Old Republic to the second, saying that it isn't well-balanced in both; however, the reviewer wrote that it helps the combat remain spontaneous.[59] GameZone said that the combat is not changed from the first Knights of the Old Republic to the second, but that this is a good thing since the combat in the original was enjoyable.[61] IGN praised the game's AI, saying that it is easy to control the main character alone without controlling the party members.[14] GameSpy's reviewer, on the other hand, said that he encountered problems with the combat AI that were not present in the original Knights of the Old Republic.[60]

GameSpot criticized Knights of the Old Republic II's graphics, calling them 'lackluster'.[1][59] GameSpy's reviewer felt that the game's graphics were disappointing, calling them 'a little dated' and 'half-baked'.[60] The reviewer further criticized the graphics for looking the same as they were in the first game of the series, saying that they could only be considered 'good' during the release of that game.[60] GameZone said that the game looks exactly the same as the original Knights of the Old Republic[61] and that it doesn't compare to the majority of mainstream games released at the time.[7] GameSpy called the music in the game 'excellent'; however, the reviewer noted that some of it is re-used from the first game of the series.[60] The GameSpy reviewer also said that while the majority of the voice-acting is good, there are 'a few more examples of bad voice-acting' than in the first Knights of the Old Republic.[60] GameZone said that the 'top-notch' voice acting complements the game's very well-written dialogue, and also praised the game's sound effects.[61]

The game was criticized for its glitches; several players reported having problems with pathfinding bugs.[14] 1UP.com's reviewer condemned Knights of the Old Republic II for having the same bugs and technical issues as in the first game, saying that his party 'still had a tendency to warp and skip around the map at times', and he also criticized the pathfinding in the game.[10] GameSpy said that the game's bugs are 'hard to forgive', and that these issues didn't occur in the first Knights of the Old Republic.[60] In a different article, GameSpy said that the game is incomplete, and attributed this to its rushed deadline.[67]

GameSpy called Kreia the best video game character of 2005, saying that she was 'easily the most intriguing, complicated, enigmatic, well-designed and nuanced character in a video game this year'.[68] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[69]

References[edit]

Footnotes

Citations

  1. ^ abcdefgKasavin, Greg (December 6, 2004). 'Star Wars Knights of the Old Republic II: The Sith Lords Review'. GameSpot. Retrieved June 13, 2015.
  2. ^ abcde'Knights of the Old Republic II: The Sith Lords Interview'. GameSpy. November 10, 2004. Retrieved June 16, 2015.
  3. ^ abTorres, Ricardo (November 10, 2004). 'Star Wars Knights of the Old Republic II: The Sith Lords Updated Hands-On'. GameSpot. Retrieved June 16, 2015.
  4. ^'Star Wars: Knights of the Old Republic II: The Sith Lords Mini-preview at 411Mania'. IGN. June 21, 2004. Retrieved June 16, 2015.
  5. ^Duke (February 5, 2005). 'Star Wars: Knights of the Old Republic II - The Sith Lords'. Game Revolution. Archived from the original on February 15, 2005. Retrieved June 21, 2015.
  6. ^ ab'PC Reviews: Star Wars Knights of the Old Republic II: The Sith Lords'. Computer and Video Games. March 30, 2005. Archived from the original on June 24, 2007. Retrieved June 14, 2015.
  7. ^ abcdHopper, Steven (February 22, 2005). 'Star Wars Knights Old Republic II: Sith Lord by LucasArts Entertainment'. GameZone. Archived from the original on February 23, 2005. Retrieved June 13, 2015.
  8. ^ abcVicious Sid (February 11, 2005). 'PC / Review / Star Wars: Knights of the Old Republic II'. GamePro. Archived from the original on February 15, 2005. Retrieved June 13, 2015.
  9. ^Goldstein, Hilary (November 4, 2004). 'KotOR II: Lightsabers'. IGN. Retrieved June 16, 2015.
  10. ^ abcdefghMaragos, Nich (December 7, 2004). 'Star Wars: KOTOR: The Sith Lords (XBOX): A great story trapped in lacking technology'. 1UP.com. Archived from the original on June 15, 2014. Retrieved June 14, 2015.
  11. ^ abHodgson, David; Hogwood, James (December 21, 2004). Star Wars Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide. DK Games. ISBN9780761547488.
  12. ^Young, Billy. 'Star Wars Episode II: Attack of the Sith'. RPGamer. Archived from the original on 2015-04-01. Retrieved June 16, 2015.
  13. ^'Star Wars: Knights of the Old Republic II - The Sith Lords'. CBS Interactive. Retrieved February 25, 2017.
  14. ^ abcdeButts, Steve (February 8, 2005). 'Star Wars: Knights of the Old Republic II, The Sith Lords'. IGN. Retrieved June 13, 2015.
  15. ^Bramwell, Tom (June 1, 2002). 'Star Wars Knights of the Old Republic'. Eurogamer. Retrieved June 21, 2015.
  16. ^Reiner. 'Long Live the Sith'. Game Informer. Archived from the original on November 18, 2005. Retrieved June 16, 2015.
  17. ^ abcdefghijklmnopqrstObsidian Entertainment (December 6, 2004). Star Wars Knights of the Old Republic II: The Sith Lords. LucasArts.
  18. ^Torres, Ricardo (May 4, 2004). 'Star Wars Knights of the Old Republic II: The Sith Lords First Look'. GameSpot. Retrieved June 16, 2015.
  19. ^Goldstein, Hilary (November 30, 2004). 'KotOR 2: Meet Your Team'. IGN. Retrieved June 16, 2015.
  20. ^ abThorsen, Tor (May 4, 2004). 'KOTOR sequel leading LucasArts' E3 charge'. GameSpot. Retrieved June 16, 2015.
  21. ^Thorsen, Tor (August 5, 2004). 'BioWare trademarks new game engine'. GameSpot. Retrieved June 16, 2015.
  22. ^ abcPurchese, Robert (July 31, 2013). 'Fear is the path to the dark side'. Eurogamer. Retrieved June 16, 2015.
  23. ^Thorsen, Tor (August 11, 2004). 'Q&A: Obsidian Entertainment's Feargus Urquhart'. GameSpot. Retrieved June 16, 2015.
  24. ^Parker, Chris (February 4, 2005). 'In the Home Stretch'. GameSpy. Retrieved June 16, 2015.
  25. ^ abc'Star Wars Knights of the Old Republic II: The Sith Lords Wrap Report, Part 1'. IGN. December 23, 2004. Retrieved June 16, 2015.
  26. ^ abcd'Star Wars Knights of the Old Republic II: The Sith Lords Designer Diary #1'. GameSpot. July 8, 2004. Retrieved June 16, 2015.
  27. ^Saunders, Kevin (April 2005). 'Postmortem: Jedi Mind Tricks – Choice and Consequence In Star Wars: Knights of the Old Republic II'(PDF). Game Developer. 12 (4): 30–36. Archived from the original on September 28, 2013. Retrieved June 20, 2017.CS1 maint: BOT: original-url status unknown (link)
  28. ^Bramwell, Tom (April 26, 2004). 'Knights of the Old Republic: The Sith Lords preview'. Eurogamer. Retrieved June 20, 2017.
  29. ^ ab'Star Wars Knights of the Old Republic II: The Sith Lords Designer Diary #3'. GameSpot. November 16, 2004. Retrieved June 16, 2015.
  30. ^'Star Wars Knights of the Old Republic II: The Sith Lords Designer Diary #5 – Music'. GameSpot. February 8, 2005. Retrieved June 16, 2015.
  31. ^Interview with Mark GriskeyArchived 2008-04-24 at the Wayback Machine
  32. ^Tal, Blevins (May 12, 2004). 'E3 2004: Knights of the Old Republic: The Sith Lords'. IGN. Retrieved June 16, 2015.
  33. ^Tuttle, Will (July 28, 2004). 'The First Trailer for KOTOR II - The Sith Lords'. GameSpy. Retrieved June 16, 2015.
  34. ^'KOTOR II Web site goes live'. GameSpot. October 31, 2004. Retrieved June 20, 2017.
  35. ^Schreier, Jason (December 17, 2012). 'The Knights of New Vegas'. Kotaku. Retrieved June 16, 2015.
  36. ^'Star Wars Knights of the Old Republic II: The Sith Lords Wrap Report, Part 2'. IGN. December 27, 2004. Retrieved June 20, 2017.
  37. ^'Star Wars: KotOR II M4-78EP Planet Restoration Mod Released'. GameBanshee. January 2, 2013. Retrieved June 20, 2017.
  38. ^ abThorsen, Tor (November 23, 2004). 'Xbox KOTOR II goes gold'. GameSpot. Retrieved June 16, 2015.
  39. ^Thorsen, Tor (December 6, 2004). 'Xbox KOTOR II slashes its way into retail'. GameSpot. Retrieved June 16, 2015.
  40. ^ abReed, Kristan (January 5, 2005). 'Xbox Games To Watch in 2005'. Eurogamer. Archived from the original on 2018-07-26. Retrieved July 26, 2018.
  41. ^Adams, David (February 8, 2005). 'The Sith Lords Invade Retail'. IGN. Retrieved June 16, 2015.
  42. ^Nelson, Mike (August 23, 2012). 'Knights of the Old Republic II is Finally on Steam'. GameSpy. Retrieved June 16, 2015.
  43. ^Suszek, Mike (January 20, 2015). 'GOG.com adds six Star Wars games, including KOTOR 2'. Engadget. Retrieved June 16, 2015.
  44. ^Dyer, Mitch (July 21, 2015). 'Knights of the Old Republic 2 Coming to Mac, SteamOS With Massive Update'. IGN. Retrieved July 21, 2015.
  45. ^Tyrrel, Brandin (April 10, 2018). 'Morrowind, KOTOR 2, Jade Empire Headline New Wave of Original Xbox Backwards Compatible Games'. IGN. Retrieved April 21, 2018.
  46. ^Grayson, Nathan (August 24, 2012). 'Get These: KOTOR 2 And Its Restored Content Mod'. Rock, Paper, Shotgun. Retrieved September 5, 2013.
  47. ^Wilde, Tyler (July 26, 2012). 'Community heroes: modders debug and restore cut content in Knights of the Old Republic II'. PC Gamer. Retrieved June 16, 2015.
  48. ^Tsai, Andrew (January 3, 2013). 'The Fixer: How To Restore Knights of the Old Republic II'. Rock, Paper, Shotgun. Retrieved June 16, 2015.
  49. ^NPD sales figures report, December 2004.
  50. ^'Top Videogame Sales – Month Ended 12/31/2004'. VideoBusiness.com. Archived from the original on January 20, 2009. Retrieved June 20, 2017.
  51. ^Thorsen, Tor (March 29, 2005). 'ChartSpot: February 2005'. GameSpot. Retrieved June 20, 2017.
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External links[edit]

  • Star Wars Knights of the Old Republic II: The Sith Lords at MobyGames
  • Star Wars: Knights of the Old Republic II: The Sith Lords on Wookieepedia, a Star Wars wiki
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords&oldid=901689066'

Kotor 2 Prestige Classes

Posted by6 years ago
Archived

In the off chance that now that the game is on steam more people will (re)play it, decided to make a guide of sorts. Also, I just for some reason like doing this, character building/power gaming gives me like a weird high or obsession, I don't even know. Hopefully someone will benefit from my multiple-restarts I used to figure all this out.

Skip to the TL:DRs if you just want to take my word for what will work well instead of reading through all your options and building your own(I recommend you do, however).

First step we've got the basic classes -

Jedi Guardian: Highest HP, but that's about it. Extra feats by 15(when you get prestige class) but they just don't make up for the weak skill set and skill/level. Force jump is alright, but not a major selling point - nothing can really 'kite' you so a gap closing ability doesn't make much difference(you can use a power to dramatically boost your speed anyway).

Jedi Sentinel: Best skills, arguably best skill set. Lacking repair as a class skill hurts, but of course you can spend a feat on it. Immunities to most control effects is solid, but not many enemies are going to use such against you(final boss can potentially stun lock a character though). Medium levels of both HP and FP(force points).

Jedi Consular: This is my pick for best first class. +4 to all force power DCs(your 'spells' are harder for enemies to 'save' against in DnD speak). I'd take this over guardian's force jump and sentinel's immunities. Has a decent skill set and skill/level. Low HP, high FP - not ideal as you end up with an excess of the latter anyway. More force power gains during level ups than the other classes, which is a big selling point if you're going to use both offensive and defensive powers - which is more interesting to play and more powerful.

----Side note, males get their wis modifier added to defense after learning a technique from a certain companion(assuming they don't piss her off too badly first). Females..don't. It's totally unfair I agree. It's a pretty significant bonus especially early/mid game that all player's should've had access to.

Second step, attributes -

Each attribute modifies various things, + or - 1 per every 2 points above or below a base of 10.

  • Strength: Melee damage, melee chance to hit

  • Dexterity: Defense, ranged chance to hit, reflex save

  • Constitution: HP/level, fortitude save, requirement for implants

  • Intelligence: Skill points/level

  • Wisdom: Force power DCs, force points

  • Charisma: Force potency(damage/healing), cost of opposite alignment force powers

Worth mentioning - some attributes also give bonuses to specific skills(intelligence affecting the most) as well as occasionally granting additional dialogue options(the mental ones generally).

Recommendations -

Str: 14 or 8

14 is ideal if you don't want to spend a feat on finesse(can make lightsaber use dex bonus for calculating to hit), and don't mind a tougher time during the beginning levels(unless you want to spend yet another feat on finesse for melee weapons). Having your to hit and defense determined by dex is a decent pay off, as you can eventually stack dex items assuming you find good ones.

Dex: 14 or 10

Explained above really.

Con: 14+

Very nice, especially if you can get to 18 naturally(only points spent at beginning, a bonus from a certain NPC, and points gained during level ups count toward it) to use the best implants(though the con 14 and 16 implants aren't that much worse in some cases). And of course, HP keeps you alive.

Int: 14 or 10

If you choose Consular or Sentinel, 14 will let you make the most out of your skill set. Guardians get shafted with their skill set, so you may want to just go for more combat ability instead and leave int at 10.

Wis: 14+

No reason to go lower for any class if you plan on using any offensive force powers - and you should.

Cha: 10 - 14

This is very dependent on how many points you have to spare, but generally, the more you use force powers for damage the more you want whatever you can spare here.

Next step, skills -

In parenthesis () I will note which class start with a skill as a class skill(meaning they can put more points in it, for 1/2 the points it'd take to put in a cross class skill).

  • Computer Use (Sentinel)

Used to 'hack' computers, and spend less spikes to do so per multiple of 4. It's convenient and can allow you to more easily do certain quests. Used for some crafting/upgrades.

  • Demolitions (Guardian)

Used to set, disable, collect mines. Used for some crafting/upgrades. Not amazing as with most difficult combat you won't get a chance to lay down a mind-field before-hand, worth getting 1 just to use it by boosting w/gear when you need to though. Makes some areas easier.

  • Stealth (Sentinel)

Used to operate undetected. Useful for some quests, but you really don't need more than one point just to use a belt here for those occasions - which you can buy cross-class for 2 skill points easily enough. It's simply impractical / inconvenient for frequent use to initiate combat.

  • Awareness (Guardian, Sentinel, Consular)

Used to detect mines and stealthy enemies. Used for some upgrades for lightsaber mainly. Factors into a decent amount of dialogue. You don't need to max it, but having ~10-15 or so +whatever modifiers from attributes and gear is worth it.

  • Persuade (Guardian, Sentinel, Consular)

Extra dialogue options, and many of them of course. Certainly worth having on your main character.

  • Repair (Consular)

Used for fixing stuff, duh. One of the most important for crafting things(which only your character's skills can factor into I should note) but also for droid and sometimes computer/technology repairs for quests - repairs cost 1 less part per multiple of 4. A very good skill to have a lot of.

  • Security (Sentinel)

Used to open locked doors and containers. Very convenient, it's a pain to bash them plus it can destroy some items inside. Might put a cross-class point here as a non-sentinel, and try to find a few decent items that boost the skill.

  • Treat Injury (Guardian, Sentinel, Consular)

Almost completely worthless as a Jedi, you've got healing powers. A Dark Side Guardian might opt for this however, as heal(Light Side power) is expensive with the alignment penalty. There are a few occasions where you can use it for a minor quest as well.

Last step of character creation, feats -

I won't list all the feats here, but I'll go over the ones you should be taking early on, or at least considering.

  • Dual Wielding vs. Dueling

Go for dual wielding unless you want to single wield for a role playing reason - or a highly specialized defense stacking build(dex+wis stacking). The higher attack and defense bonus of dueling is just not competitive with the extra damage of an entire extra attack. Also, because each attack in a round is a separate roll, you don't really gain that many more hits with dueling unless you're facing an amazingly high defense enemy. You'll also get to use more saber crystals with two light sabers, getting stat bonuses that may potentially completely make up for the attack/defense gain of dueling. Weapon Masters get to negate penalties for dual wield even further, and it's the prestige class. Admittedly, early in the game dueling will be better, but the advantage of dual wield increases dramatically as you get better gear.

  • Power Attack vs. Critical Strike vs. Flurry

Power Attack is the winner here in most cases, though Critical Strike can compete for damage I think the defense penalty(-5) is a harsher downside than Power Attack's to hit penalty(-3). When you can already improve your chance to crit so dramatically with crystals the extra crit damage of power attack puts out some absurd burst damage. Flurry has no downside, but doesn't put out as impressive damage as the other two. All three are viable though - if you like the animation of one, you can take it and just adjust your weapon upgrades to make the best of it with some number crunching. You will shred common enemies an a single round at higher levels anyway.

  • Toughness

Take at least the first and second as any dangerous enemies tend to hit hard enough for that damage reduction from the second rank to matter, consider the third rank for low HP characters such as consular builds.

  • Finesse: Lightsabers

I went over this to a degree in the attribute section - if you want to make a high defense build stacking dexterity, this is a must to make that high dexterity add to your attack rolls.

And the final, final step: Prestige Class -

You get a prestige class by talking to certain NPC in your little group at level 15 if you're far enough towards either the light or dark side.

Jedi Weapon Master / Sith Marauder: This is hands down the best choice, not even a contest. Bonus damage, bonus damage resistance, high HP, extra feats. By the point in the game you get a prestige class, the lower skills and force powers/points are less of a factor as you've got plenty already(you can save skill points from your earlier levels to spend later even). You will not lose substantial force-power effectiveness, while you'll gain substantial melee effectiveness.

Jedi Watchman / Sith Assassin: Basically, the sentinel with sneak attack. Sneak attack is okay damage, sure, but really, if you can disable an enemy, you won't need sneak attack damage to kill it - it's already done for. If you desperately want to max out lots of skills, you could take this, but you're losing a lot of combat effectiveness. It hurts me too man, it sounded like the coolest one and I WANTED IT TO BE GOOD.

Jedi Master / Sith Lord: You might as well just stick with consular. The consular will have higher defense gains from levels, while the bonuses of these prestige classes don't give any real combat gains.

TL:DR #1 - Suggestion for PATH OF LEAST RESISTANCE character:

This build allows you to cover all important skills with your main character, and be a solid melee combatant throughout the game. The main cost is that your force power DCs will be lower than a consular build(less effective AoEs basically) and you'll have a slightly smaller selection of force powers. Skip to TL:DR #2 if this doesn't interest you.

Sentinel

Attributes:

Strength 14

Dexterity 12

Constitution 14

Intelligence 14

Wisdom 14

Charisma 10

Skills:

Computer Use: Max

Demolitions: 1

Stealth: 1

Awareness: Get up to 15

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Persuade: Max

Repair: Max after you get Class Skill Repair

Security: 1 point + items and buffs is generally enough, but it can be convenient having more.

You'll have spare skills w/ a sentinel, can spend extras as you like [save some for demolitions when you get it as class skill from weapon master perhaps] or just lower int - I like it for the occasional extra dialogue options.

Kotor

Feats, by priority from high to low:

Kotor 2 sith or jedi

Class Skill Repair

Two Weapon Fighting: 3 ranks

Toughness: 2 ranks

Power Attack or Critical Strike: 3 ranks

After that, it's all up to preference.

Prestige Class: Weapon Master or Sith Marauder

TLDR #2 : OPTIMAL COMBAT CHARACTER MID-LATE GAME

--Adjustments in [] are for a compromise for more early game effectiveness/convenience.

Consular

Gender: Male (sorry)

Attributes:

Strength 8 [12]

Dexterity 14 [10]

Constitution 14

Intelligence 14

Wisdom 14

Charisma 14

Skills:

Demolitions: 1

Stealth: 1

Awareness: Get it up to 10-15

Persuade: Max it

Repair: Max it

Security: 1

Kotor 2 Sith Assassin Armor Mod

Feats, by priority from high to low:

Toughness: 2 ranks

Two Weapon Fighting: 3 ranks

Finesse: Lightsaber [drop this]

Class Skill: Computer use

Power Attack or Critical Strike: 3 ranks

Prestige Class: Weapon Master or Sith Marauder

TLDR#3:

Yes it's an RPG and I understand this stream of statistic analysis and power gaming may disturb some role-playing purist gamers. However, please understand we are very different people, and I'm not claiming this is the way everyone should play. You can make your single saber wielding jedi master that doesn't use dark side powers if you want and just ignore the fact that it sucks compared to my super awesome builds. :P

(I will admit a single saber has style though)

Kotor 2 Jedi Watchman Vs Sith Assassin

TLDR#4

What the hell am I doing with my life...

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