Welcome to our guide for STAR WARS™ Knights of the Old Republic™. If you’ve ever played this game and found yourself wanting to restart because of a messed-up build, you’re not alone. But fear not, as we have the ideal build for a light side soldier/guardian + HK repair. This build focuses on a Level 8 soldier/12 guardian, which is the natural level you reach in the game. We suggest looking up guides on planet order and side quests to make sure you have enough points in the repair skill to fully repair HK-47 before obtaining your 4th star map. This is important because it locks out dialogue from HK-47. We used the kotor Strategy.wiki site for a lot of the information in this build, so we recommend checking it out for specific aspects of the game. With this guide, we hope to save you from the obsessive hell we went through. So let’s get started and kick some ass in the galaxy far
Class/Attribute/Skills/Feats/Powers
Soldier – sacrifice skill points but you get the most feats per class and a base 10 hp per level.
Jedi class – Jedi guardian has the highest feats gained from this class and retain the same amount of hp gained per level.
https://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic/Classes – this site provides details on the classes I refer to.
Attributes –
STR 15 – you can get an item (Dominator Gauntlets, Korriban) that increases strength by 5 to round it up to 20.
DEX 14 – with point investment to DEX 17 you get a belt that increases this stat by +3 (Baragwin Stealth Unit, Yavin, 5th Star Map) and an implant to increase it further by +5 (Advanced Alacrity Implant, Yavin, 5th Star Map) to round it up to 25.
CON 10 – this is more than enough health for the game as feats will make up for this and your defence will be high anyway.
INT 14 – skills are fairly useless due to companions but this amount is needed for persuade and repair.
WIS 10 – head item +5 (Circlet of Saresh, Kashyyyk) and the final armour +5 will buff this to 20 by the end of the game giving you enough to withstand the final boss better.
CHA 14 – provides a +2 modifier to help with persuade checks early game.
you get 5 attribute points to invest as you level up I recommend:
STR + 1 = 16 (21 with gear) (26 with force valour)
DEX + 3 = 17 (25 with gear) (30 with force valour)
WIS + 1 = 11 (21 with gear) ( 26 with force valour)
https://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic/Attributes – this site provides details on the attributes/items I refer to.
Skills –
only 2 skills are required, do not invest in anything other than these.
Repair – you need 17 repair for the companion quest for HK-47, you can not use a companion as its done through dialogue, like a persuade check. The Repair skill needs to be level 10 as you can increase it with a belt (Calrissian’s Utility Belt, Dantooine) and a force power (Force Valour). Make sure to invest in this stat when you can as you’ll need to be a overall character level of 17 minimum to get the repair skill to level 10. This should happen just before you get your 4th star map, if you do all the side quests.
Persuade – for persuade checks this becomes a class skill when you become a Jedi. you should be able to pass or savescum all persuade checks, however, there is one side quest involving a women called Dia, she has a bounty on her head by a man named Holdan. where you’ll have to stay at level 4 if you wish to pass the persuade check to convince Holdan to drop the bounty for free. It’s fairly early in the game, Holdan is in a cantina in the lower city of Taris: you’ll get to him pretty easily just hold off levelling up till then and you should be able to persuade him but if your character level is any higher than level 2 you will just have to bite the bullet and accept he is not changing his mind but it’ll cost some credits. (Some persuade checks are impossible, the comment by user Onderduiker provides a list of these here –> https://www.reddit.com/r/kotor/comments/fnqqg5/kotor_always_fail_persuasions/)
https://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic/Skills – this site provides details on the skills/items I refer to.
Feats –
There are 14 feats total for soldier/guardian, this is enough to fully upgrade all the feats mentioned below:
Duelling – This increases attack and defence and negates the negative effects of Power Attack the soldiers starting melee ability.
Toughness – Increases hp and reduces damage taken.
Conditioning – Increase to saving throws.
Implants – This is essential for gear that increases attribute points.
Power attack – Starting move of the soldier and just does a lot of damage especially combined with force power buffs.
Light sabre proficiency – Increase to light sabre damage.
https://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic/Feats – this site provides details on the feats I refer to.
Powers –
Force Valour – needed to repair HK-47 and is useful in buffing attribute points even further.
Heal – makes medpacs useless and free heals.
Burst of speed – more attacks and more defence, it makes you pack a wallop.
https://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic/Force_powers – this site provides details on the force powers I refer to.
You will need a lot of credits to obtain all the items needed but this can be done easily by exploiting companion item crafting and utilising the high sell rate of the Yavin station merchant and savescumming pazaak.
And that wraps up our share on STAR WARS™ Knights of the Old Republic™: Ideal Light Side Soldier/Guardian + HK repair build. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Sir Murz of Kwuddleshire, who deserves all the credit. Happy gaming!