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Star Wars Knights of the Old Republic - Main Character Build

Half of the fun of Knights of the Old Republic is developing your party members in your own individual way, and I encourage you to do so. Nonetheless, I am providing development guides for every playable character as I have figured out ways to develop a very powerful party, and if you're the type of person, like me, who enjoys a Dungeons & Dragons/Wizards of the Coast -type battle system; then even if you don't follow the guides, they may hopefully at least provide interesting reading and food for thought...


So let's take a look at developing the main character. I start by selecting Soldier Class, and then setting Attributes to the following values:

Starting with Strength, Dexterity and Constitution at 14 makes the main character into something of a powerhouse for combat.

At Level 20 I have the following Attribute values:

Wisdom of 10 is relatively low; but you can boost it significantly with the right equipment - see below.


A Lightsaber (click here for a list of Lightsaber types) with the Mantle of the Force, a Saphith Crystal and a Solari Crystal (Lightsaber Crystals here) gives a huge +7 to Attack Modifier, Energy damage of 7-28 and an extra 2-12 damage vs. Dark Side opponents (very useful when facing strong Dark Jedi).

Let's look fully at end-game equipment. I equip the Beemon Package (Implants list here), which brings Constitution up +3 to 18. The Circlet of Saresh (Headgear list) raises Wisdom by +5 to 15, and the Star Forge Robes (Armor list here) raise Wisdom up another +5, to 20 overall. The Dominator Gauntlets (Gauntlets here) raise Strength by +5 to 19. I always master the Light Side as a Jedi Guardian, which gives an extra +3 to Strength for 22 total Strength at Level 20. The Adrenaline Stimulator (Belts list) raises Dexterity +2 to 16. Brejik's Arm Band (Shields list) is useful as it has an unlimited number of uses, unlike every other Shield in the game.

Click here for lists of weapons in KOTOR, and here for lists of equipment in KOTOR.


At Level 1 Soldier Class, the main character has the following Feats:

I take Soldier Class to Level 7 and then go for Jedi Guardian up to Level 13. This allows me to take a very high number of Feats, which I prefer to having 1 or 2 extra Force Powers; compared to e.g. Level 6 Soldier Class and Level 14 Jedi Guardian Class, Level 7 Soldier Class and Level 13 Jedi Guardian means I get one more Feat and one less Force Power.

The Feats I take by Level 20 are:

Obtaining Master Dueling and Weapon Specialization: Lightsaber helps with both damage inflicted and accuracy when wielding one Lightsaber. Implant Level 3 allows to equip the Beemon Package mentioned earlier.

Toughness and Conditioning are types of Feat that are useful for any character.


The Charisma of 14, which I raise to 18 as I level up, allows me to put a large number of Skill Points into Persuade, which is very useful for persuading people to give my character extra Credits, and Credits are very necessary for buying the best gear. At Level 20 I take a point to Constitution. Charisma, along with Wisdom, also helps with Jedi Force Power effectiveness.

Force Powers

I take the following Powers by Level 20:

Character Development Home

Main Character Guide

Carth Guide

Mission Guide

Zaalbar Guide

Bastila Guide

T3-M4 Guide

Canderous Guide

Juhani Guide

HK-47 Guide

Jolee Guide