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Nihilus5078

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Everything posted by Nihilus5078

  1. Arg'garok Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 3-36 Critical Threat Range: 20-20, x2 On Hit: Stun, 25%, for 6 seconds DC 18 to negate stun Attack Modifier: -5 Bonus Feat: Power Attack Bonus Feat: Improved Power Attack Not Upgradable Double-Bladed Sword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-12 Critical Threat Range: 20-20, x2 Upgradable (Grip, Edge) Dueling Vibrosword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-12 Critical Threat Range: 19-20, x2 Not Upgradable Echani Vibrosword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 4-14 Damage Bonus: +2 Cold Critical Threat Range: 19-20, x2 Attack Modifier: +2 Fully Upgradable Energy Baton Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-1 Damage Bonus: +1-3 Physical Critical Threat Range: 20-20, x2 On Hit: Stun, 25% for 12 seconds DC 14 to negate stun Not Upgradable Exchange Negotiator Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-1 Damage Bonus: +1-6 Physical Critical Threat Range: 20-20, x2 On Hit: Stun, 25% for 6 seconds DC 18 to negate stun Not Upgradable Force Pike Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-12 Critical Threat Range: 20-20, x2 On Hit: Stun, 25% for 6 seconds DC 10 to negate stun Not Upgradable Freyyr's Warblade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 5-32 Critical Threat Range: 19-20, x2 Attack Modifier: +1 Not Upgradable Gammorean Cleaver Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-24 Critical Threat Range: 20-20, x2 On Hit: Stun, 25% for 6 seconds DC 14 to negate stun Attack Modifier: -2 Not Upgradable Gammorean War Axe Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-20 Critical Threat Range: 20-20, x2 Not Upgradable Gand Discharger Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-1 Damage Bonus: +2-16 Physical Critical Threat Range: 20-20, x2 On Hit: Stun, 50% for 6 seconds DC 22 to negate stun Attack Modifier: +1 Not Upgradable Gand Shockstaff Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-12 Critical Threat Range: 20-20, x2 On Hit: Stun, 50% for 9 seconds DC 14 to negate stun Upgradable Gand Silencer Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-1 Damage Bonus: +1-8 Physical Critical Threat Range: 20-20, x2 On Hit: Stun, 25% for 6 seconds DC 22 to negate stun Attack Modifier: +1 Not Upgradable Geonosian Electro-Staff Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-6 Damage Bonus: +3-18 Electrical Critical Threat Range: 20-20, x2 Not Upgradable Handmaiden's Staff Usable by: Handmaiden Damage: Physical, 2-12 Critical Threat Range: 20-20, x2 Attack Modifier: +2 Defense Bonus: 1 Not Upgradable Long Sword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-12 Critical Threat Range: 20-20, x2 Upgradable (Grip, Edge) Ludo Kressh's War Sword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-16 Damage Bonus: +2 Dark Side Critical Threat Range: 20,20, x2 Attack Modifier: +1 Upgradable (Grip, Edge) Plasma Torch Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-1 Damage Bonus: +1-6 Heat Critical Threat Range: 20-20, x2 Not Upgradable Quarterstaff Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-6 Critical Threat Range: 20-20, x2 Not Upgradable Rodian Blade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-6 Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Strength DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Rodian Death Blade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-6 Damage Bonus: +1 Physical Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Constitution DC 10 On Hit: Attribute Damage Strength DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Not Upgradable Ryyk Blade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 3-8 Damage Bonus: +3 Physical Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Upgradable (Grip, Edge) Short Sword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-6 Critical Threat Range: 20-20, x2 Upgradable (Grip, Edge) Shyarn Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 6-17 Critical Threat Range: 20-20, x2 Bonus Feat: Flurry Bonus Feat: Improved Flurry Attack Modifier: +1 Not Upgradable Sith Tremor Sword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 4-14 Damage Bonus: +3 Sonic Critical Threat Range: 19-20, x2 Attack Modifier: +2 Fully Upgradable Sith War Sword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 3-17 Critical Threat Range: 20-20, x2 Attack Modifier: +1 Upgradable (Grip, Edge) Tehk'la Blade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-10 Damage Bonus: +5 Physical Critical Threat Range: 19-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Bonus Feat: Critical Strike Bonus Feat: Improved Critical Strike Not Upgradable Trandoshan Double-Blade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 6-20 Critical Threat Range: 20-20, x2 +1-8 Attack Modifier: +2 Not Upgradable Trandoshan Sword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 5-16 Critical Threat Range: 20-20, x2 Attack Modifier: +1 Not Upgradable Twi'lek Spinning Blade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-6 Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Strength DC 18 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Not Upgradable Twi'lek Spinning Blade 2 Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-6 Damage Bonus: +2 Physical Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Constitution DC 18 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Vibro Double-Blade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-16 Critical Threat Range: 20-20, x2 Fully Upgradable Vibroblade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-10 Critical Threat Range: 19-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Fully Upgradable Vibrocutter Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 1-10 Critical Threat Range: 19-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Not Upgradable Vibrosword Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 2-12 Critical Threat Range: 19-20, x2 Fully Upgradable Zabrak Vibroblade Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 3-12 Critical Threat Range: 19-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Bonus Feat: Weapon Finesse: Melee Weapons Fully Upgradable Zhaboka Feats Required: Weapon Proficiency: Melee Weapons Damage: Physical, 3-24 Critical Threat Range: 20-20, x2 +2-16 Upgradable (Grip, Edge) Favorite melee weapon is probably the Shyarn, are great use when in pairs and the Handmaiden just dominates with them in pairs. Zhaboka looks most powerful out of all of them
  2. For me to say, I think I'd rather have Obsidian or BioWare make it: In order 1. Obsidian 2. BioWare 3. LucasArts 4. Activision 5. Atari What do you think?
  3. General Grievous was probably the best Jedi: (In order) 1. Yoda 2. Mace Windu 3. Obi-Wan 4. Ahsoka Tano 5. Malak (Jedi) 6. Luke 7. Revan (Jedi) 8. Kit Fisto 9. Kyle Katarn 10. Anakin Sith: (In order) 1. Tulak Hord 2. Malak (Sith) 3. Vader 4. Marka Ragnos 5. Sidious 6. Sion 7. Nihilus 8. Revan (Sith) 9. Kreia 10. Maul Dark Jedi: (In order) 1. Desann 2. Silri 3. Alora 4. Tavion 5. Jerec
  4. Never mind, I've got it and Visquis has called me. Just load an older save game, simple.
  5. I always do that too, Force Persuade them, and the funniest part is: Gammorean: "Shut Up and run stupid. You wanna die?"
  6. http://www.youtube.com/watch?v=5-dgEX4v-RY...feature=related For the Guitar Hero III version of Before I Forget by Slipknot.
  7. Arkanian Energy Shield Deflection: Energy, Sonic, Cold, Heat, Electrical 80 points total Uses: 5/5 Duration: 200 seconds or max damage taken Echani Dueling Deflection: Energy, Electrical 130 points total Uses: 5/5 Duration: 200 seconds or max damage taken Echani Shield Deflection: Energy, Electrical 100 points total Uses: 5/5 Duration: 200 seconds or max damage taken Energy Shield Deflection: Energy, Electrical 40 points total Uses: 5/5 Duration: 200 seconds or max damage taken Ludo Kressh's Armband Defense Bonus: 1 Restricted to: Dark Side Strength: +1 Mandalorian Melee Shield Deflection: Bludgeoning, Piercing, Slashing 50 points total Uses: 5/5 Duration: 200 seconds or max damage taken Mandalorian Power Shield Deflection: Energy, Bludgeoning, Piercing, Slashing 70 points total Uses: 5/5 Duration: 200 seconds or max damage taken Nomi's Armband Attack Modifier: +1 vs. Dark Side Telos Mining Shield Deflection: Heat 20 points total Uses: 3/3 Duration: 200 seconds or max damage taken Vao's Armband Dexterity: +1 Verpine Prototype Shield Deflection: Energy, Sonic, Cold, Heat, Electrical 170 points total Uses: 5/5 Duration: 200 seconds or max damage taken You Characters Armband Constitution: +1 I'm not much of a shield person for K2, I use them a little more often K1 but not every 2 seconds activated, but looking, the Verpine Prototype Shield and Mandalorian Power Shield are the best ones.
  8. Cherric is great, but Zersium Rifle is also great, if you upgrade it with Targeting Scope Mark III, Mandalorian Chamber Mark III, and a Pure Rylith Power Cell, it is possible for the mechanics to look like this Zersium Rifle Feats Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 11-65 Critical Threat Range: 19-20, x2 Range: 28 meters Attack Modifier: +2 On Hit: Slow, 25% for 9 seconds, DC 22 Fully Upgradable
  9. I found them, but only once, most of the time I just use savegame editors to get it.
  10. Pistols: Aratech Droid Oxidizer Feats Required: Weapon Proficiency: Blaster Pistol Damage: Ion, 3-8 Damage Bonus vs. Droids: +1-10 Range: 17 meters Critical Threat Range: 20-20, x3 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Upgradable (Scope, Chamber) Aratech Ionmaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Ion, 2-14 Damage Bonus vs. Droids: +2-14 Range: 17 meters Critical Threat Range: 20-20, x3 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Upgradable (Scope, Chamber) Arkanian Heavy Pistol Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 2-11 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Not Upgradable Arkanian Sonic Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Sonic, 4-12 Range: 17 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity DC 18 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Not Upgradable Benok's Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-8 Damage Bonus: +1-4 Ion Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Blaster Pistol Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-8 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Dashade Sonic Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Sonic, 3-6 Range: 17 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Constitution DC 18 On Hit: Attribute Damage Dexterity DC 18 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Upgradable (Scope) Dashade Sonic Disruptor Feats Required: Weapon Proficiency: Blaster Pistol Damage: Sonic, 2-5 Damage Bonus: +1-10 Unstoppable Range: 17 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Constitution DC 22 On Hit: Attribute Damage Dexterity DC 18 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Upgradable (Scope) Disruptor Pistol Feats Required: Weapon Proficiency: Blaster Pistol Damage: Unstoppable, 1-6 Range: 23 meters Critical Threat Range: 18-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Elite Watchman Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 2-14 Range: 23 meters Critical Threat Range: 19-20, x2 +2-12 On Hit: Stun, 25% for 6 seconds DC 18 to negate stun Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Fully Upgradable Field Survival Pistol Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-4 Range: 23 meters Critical Threat Range: 19-20, x2 +1-4 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Fully Upgradable Freedon Nadd's Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 3-12 Damage Bonus: +2-20 Dark Side Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Restricted to: Dark Side Restricted to: Sith Assassin Restricted to: Sith Lord Restricted to: Sith Marauder Upgradable (Scope) Heavy Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-10 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Heavy Sonic Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Sonic, 3-11 Range: 17 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity DC 22 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Upgradable (Scoioe) Ion Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Ion, 1-6 Range: 17 meters Critical Threat Range: 20-20, x3 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Upgradable (Scope, Chamber) Luxa's Disruptor Feats Required: Weapon Proficiency: Blaster Pistol Damage: Unstoppable, 1-6 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Not Upgradable Mandalorian Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 2-9 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Fully Upgradable Mandalorian Disintigrator Feats Required: Weapon Proficiency: Blaster Pistol Damage: Unstoppable, 6-16 Range: 23 meters Critical Threat Range: 18-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Fully Upgradable Mandalorian Heavy Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 2-11 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Fully Upgradable Mandalorian Ripper Feats Required: Weapon Proficiency: Blaster Pistol Damage: Unstoppable, 3-8 Range: 23 meters Critical Threat Range: 18-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Fully Upgradable Micro-Pulse Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 4-18 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Fully Upgradable Mining Laser Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-8 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Modified Hold Out Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-4 Range: 23 meters Critical Threat Range: 19-20, x2 On Hit: Stun, 25% for 6 seconds DC 14 to negate stun Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Not Upgradable Onasi Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 4-11 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Fully Upgradable Remote's Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-8 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +10 Not Upgradable Republic Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-8 Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Fully Upgradable Scout Enforcer Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-4 Range: 23 meters Critical Threat Range: 19-20, x2 +1-6 On Hit: Stun, 25% for 6 seconds DC 10 to negate stun Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Fully Upgradable Sith Disruptor Feats Required: Weapon Proficiency: Blaster Pistol Damage: Unstoppable, 1-6 Damage Bonus: +1 Energy Range: 23 meters Critical Threat Range: 18-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Fully Upgradable Sonic Pistol Feats Required: Weapon Proficiency: Blaster Pistol Damage: Sonic, 1-4 Range: 17 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Not Upgradable Systech Aural Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Sonic, 4-7 Range: 17 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity DC 18 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Upgradable (Scope) Systech Electric Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-8 Damage Bonus: +2-12 Electrical Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Upgradable (Scope) Systech Static Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 1-8 Damage Bonus: +1-6 Electrical Range: 23 meters Critical Threat Range: 20-20, x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Upgradable (Scope) Watchman Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 2-8 Range: 23 meters Critical Threat Range: 19-20, x2 +1-8 On Hit: Stun, 25% for 6 seconds DC 14 to negate stun Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Fully Upgradable Zabrak Blaster Pistol Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 4-11 Range: 23 meters Critical Threat Range: 20-20, x2 On Hit: Stun, 25% for 6 seconds DC 10 to negate stun Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +3 Not Upgradable Zabrak Heavy Blaster Feats Required: Weapon Proficiency: Blaster Pistol Damage: Energy, 5-14 Range: 23 meters Critical Threat Range: 20-20, x2 On Hit: Stun, 25% for 6 seconds DC 18 to negate stun Attack Modifier: +2 Fully Upgradable Rifles and Repeaters: Advanced Mining Laser Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 1-11 Range: 28 meters Critical Threat Range: 19-20, x2 Not Upgradable Arzagdan Riot Buster Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Sonic, 1-10 Range: 28 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity DC 14 On Hit: Stun, 50% for 6 seconds DC 10 to negate stun Upgradable (Scope) Arkanian Blaster Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 4-15 Range: 28 meters Critical Threat Range: 19-20, x2 Attack Modifier: +1 Upgradable (Scope) Blaster Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 1-12 Range: 25 meters Critical Threat Range: 20-20, x2 Not Upgradable Blaster Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 1-12 Range: 28 meters Critical Threat Range: 19-20, x2 Fully Upgradable Bothan Droid Disruptor Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Ion, 2-11 Damage Penalty: +2-20 Critical Threat Range: 20-20, x3 Attack Modifier: +1 Upgradable (Scope, Chamber) Bowcaster Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 2-11 Range: 28 meters Critical Threat Range: 19-20, x3 Not Upgradable Ceremonial Bowcaster Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 4-13 Range: 28 meters Critical Threat Range: 17-20, x3 Attack Modifier: +3 Bonus Feat(s): Rapid Shot, Improved Rapid Shot Not Upgradable Charric Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Unstoppable, 1-10 Range: 28 meters Critical Threat Range: 18-20, x2 On Hit: Knockdown DC 14 Attack Modifier: +4 Fully Upgradable Combat Enforcer Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 2-12 Range: 28 meters Critical Threat Range: 20-20, x2 +1-6 On Hit: Attribute Damage Constitution DC 10 Attack Modifier: +2 Fully Upgradable Disruptor Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Unstoppable, 1-10 Range: 28 meters Critical Threat Range: 18-20, x2 Notgradable Disruptor Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Unstoppable, 1-10 Range: 28 meters Critical Threat Range: 18-20, x2 Fully Upgradable Heavy Repeating Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 3-22 Range: 28 meters Critical Threat Range: 20-20, x2 Not Upgradable Heavy Repeating Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 3-22 Range: 28 meters Critical Threat Range: 20-20, x2 Fully Upgradable Ion Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Ion, 1-10 Damage Bonus vs. Droids: +1-10 Critical Threat Range: 20-20, x3 Not Upgradable Ion Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Ion, 1-10 Damage Bonus vs. Droids: +1-10 Range: 28 meters Critical Threat Range: 20-20, x3 Upgradable (Scope, Chamber) Mandalorian Assault Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 3-14 Range: 28 meters Critical Threat Range: 19-20, x2 On Hit: Stun, 25% for 6 seconds Save: DC 14 to negate stun Attack Modifier: +2 Fully Upgradable Mandalorian Heavy Repeater Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 3-24 Range: 28 meters Critical Threat Range: 20-20, x2 +1-10 Fully Upgradable Onderon Repeating Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 5-25 Range: 28 meters Critical Threat Range: 20-20, x2 Attack Modifier: +1 Not Upgradable Plasma Projector Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 2-24 Range: 28 meters Critical Threat Range: 17-20, x2 Attack Modifier: -1 Not Upgradable Repeating Blaster Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 2-12 Range: 28 meters Critical Threat Range: 20-20, x2 Not Upgradable Repeating Blaster Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 2-12 Range: 28 meters Critical Threat Range: 20-20, x2 Fully Upgradable Slavemaster Stun Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: 1 Range: 25 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Constitution DC 14 On Hit:Stun, 25% for 9 seconds DC 22 to negate stun Not Upgradable Sonic Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Sonic, 1-10 Range: 28 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity DC 14 Not Upgradable Sonic Disruptor Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Sonic, 1-10 Damage Bonus: +1-10 Unstoppable Range: 28 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity and Stun, 25% for 6 seconds Save: DC 22 and DC 18 to negate stun Upgradable (Scope) Sonic Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Sonic, 2-14 Range: 28 meters Critical Threat Range: 20-20, x2 On Hit: Attribute Damage Dexterity DC 14 Upgradable (Scope) Verpine Droid Disintegrator Feat(s) Required: Weapon Proficiency: Blaster Rifle Verpine Droid Disruptor Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Ion, 4-22 Damage Bonus vs. Droids: +3-30 Range: 28 meters Critical Threat Range: 20-20, x3 Attack Modifier: +2 Upgradable (Scope, Chamber) War Bowcaster Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 2-11 Range: 28 meters Critical Threat Range: 19-20, x3 Fully Upgradable Zabrak Blaster Carbine Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 3-25 Range: 28 meters Critical Threat Range: 19-20, x2 Attack Modifier: +1 Zersium Rifle Feat(s) Required: Weapon Proficiency: Blaster Rifle Damage: Energy, 3-25 Range: 28 meters Critical Threat Range: 19-20, x2 Attack Modifier: +1 Fully Upgradable For rifles, I like Zersium Rifle, always give it to HK and he pwns all enemies with it, pistols, Republic Blaster, Scout Enforcer, and Micro-Pulse Blaster, all can go from weak to one of the most powerful pistols in the game, repeaters, Heavy Repeating Blaster, same thing with the pistols.
  11. I do have like 240 something (?) I dont know, somewhere in the 240-295 range of savegames, so would that have something to do with this.
  12. That is true, I heard about that, just never have had that happen, of course, you'll have to do Korriban first or second and Malak can't have destroyed Dantooine, and you'll have to make a relationship between you and her and decide to kill Uthar rather than her or both of them.
  13. If your going to put armor on someone, unless it's light armor, I'd say probably stick with melee or lightsaber. If your talking about Mira then that would make sense unless you trained her as a Jedi. I do ues armored Jedi like Bastila, Juhani, and Visas and sometimes Revan or the Exile.
  14. Got another one Before I Forget by Slipknot, for Sion or Nihilus in general. They say "I was a creature before I could stand", thats exactly like what Sion and Nihilus are, they're like creatures and were like worlds before they could stand.
  15. **** the Swine Flu. Damn Mexicans.
  16. I gave him 200 credits to assure he would keep it secret.
  17. I guess I really am the award winner of Topic Killer award.
  18. Yes, she can, when you level up and you recieve a feat, you find armor feats available.
  19. I think you mean taking the Wraid Plate from Sharina Fizark on TATooine. You're right, it's been a while since I played it, sorry. Dark side is fun but it's so over the top sometimes. Like in Manaan with the two scientist in the underwater base: "I'll get what you want, and kill you two as well!". Same here. I do love killing the Bad Guys like Chuundar, Sith, Lashowe, Sion, Nihilus etc. I'm kind of like, your a bad guy, I'll see your head in hell, if your a good guy, I'll help if I can. I do make some exceptions like redeeming Mekel and redeeming Yuthura and killing Uthar instead for example but killing Lashowe and Shaardan every time I play. I kill Lashowe because she is a big mouth and over-confident, and Shaardan because he waited for me to do his dirty work.
  20. "MTWF", you mean M'uhk'gfa or what.
  21. Corellian power suit does look good on Handmaiden, very true, but I've also found her attractive in Mandalorian Battle Armor. I've also found that Visas and Mira look good in Durasteel Heavy Armor. Mira also looks good ib Flex Heavy Armor. Sith Combat Suit looks good on Bao-Dur and Atton as well, but I found them good looking in Cinnagar War Suit and Heavy Cinnagar War Suit Light Armor is really only something I put on Atton and sometimes Bao-Dur. The Echani Light Armor and Electromesh Suit look good on them as well.
  22. New games being played, KotOR II and KotOR I. KotOR I. Just beat the living f*** out of Malak. KotOR II. ****ed Kreia up on Malachor V. Currently on Nar Shaddaa, but Red Eclipse aren't complaining, but I'll fix it. And beat Jade Empire and Mass Effect.
  23. Just curious to know, what's your favorite Light Armor, Medium Armor, Heavy Armor, and Jedi Robe Light Armor: Armored Flight Suit Feats Required: Armor Proficiency: Light Cannot Equip: Bao-Dur Defense Bonus: 5 Max Dexterity Bonus: +5 Damage Resistance: Resist 20/- vs. Cold Upgradable Atton's Ribbed Jacket Useable by: Atton Defense Bonus: 4 Saves: All +2 Not Upgradable Bonadan Alloy Heavy Suit Feats Required: Armor Proficiency: Light Defense Bonus: 6 Max Dexterity Bonus: +4 Upgradable Combat Suit Feats Required: Armor Proficiency: Light Defense Bonus: 4 Max Dexterity Bonus: +5 Upgradable Darth Malak's Armor Feats Required: Armor Proficiency: Light Defense Bonus: 4 Max Dexterity Bonus: +5 Strength: +2 Wisdom: +1 Restricted to: Dark Side Upgradable Echani Light Armor Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +5 Damage Resistance: Resist 15/- vs. Fire Upgradable Echani Shield Unit Feats Required: Armor Proficiency: Light Defense Bonus: 7 Max Dexterity Bonus: +4 Damage Immunity: 10% vs. Electrical Damage Immunity: 10% vs. Energy Upgradable Electromesh Suit Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +7 Damage Resistance: Resist 5/- vs. Energy Upgradable (Underlays only) Heavy Combat Suit Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +4 Upgradable Jal Shey Advisor Armor Cannot Equip: Bao-Dur Feats Required: Armor Proficiency: Light Defense Bonus: 3 Max Dexterity Bonus: +4 Charisma: +2 Wisdom: +1 Skills: Persuade +1 Does not restrict use of Force Powers Upgradable Jal Shey Mentor Armor Cannot Equip: Bao-Dur Feats Required: Armor Proficiency: Light Defense Bonus: 4 Max Dexterity Bonus: +5 Charisma: +4 Wisdom: +1 Does not restrict use of Force Powers Upgradable Jal Shey Neophyte Armor Feats Required: Armor Proficiency: Light Defense Bonus: 3 Max Dexterity Bonus: +4 Charisma: +1 Skills: Persuade +1 Does not restrict use of Force Powers Upgradable Light Combat Suit Feats Required: Armor Proficiency: Light Defense Bonus: 3 Max Dexterity Bonus: +5 Upgradable Mandalorian Combat Suit Feats Required: Armor Proficiency: Light Defense Bonus: 3 Max Dexterity Bonus: +5 Damage Immunity: 10% vs. Bludgeoning Damage Immunity: 10% vs. Piercing Damage Immunity: 10% vs. Slashing Upgradable Mandalorian Heavy Suit Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +5 Damage Immunity: 10% vs. Bludgeoning Damage Immunity: 10% vs. Piercing Damage Immunity: 10% vs. Slashing Upgradable Massassi Ceremonial Armor Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +5 Immunity: Critical Hits Upgradable Miner Uniform Feats Required: Armor Proficiency: Light Defense Bonus: 1 Upgradable (Underlays only) Mira's Ballistic Mesh Jacket Useable by: Mira Defense Bonus: 5 Damage Resistance: Resist 5/- vs. Bludgeoning Damage Resistance: Resist 5/- vs. Piercing Damage Resistance: Resist 5/- vs. Slashing Upgradable Reinforced Fiber Armor Feats Required: Armor Proficiency: Light Defense Bonus: 7 Max Dexterity Bonus: +4 Upgradable Ubese Environmental Suit Cannot Equip: Bao-Dur Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +4 Damage Resistance: Resist 10/- vs. Cold Damage Resistance: Resist 10/- vs. Electrical Damage Resistance: Resist 10/- vs. Energy Damage Resistance: Resist 10/- vs. Fire Upgradable Ulic Qel-Droma's Mesh Suit Feats Required: Armor Proficiency: Light Defense Bonus: 8 Max Dexterity Bonus: +4 Damage Resistance: Resist 20/- vs. Cold Damage Resistance: Resist 20/- vs. Fire Upgradable Zabrak Battle Armor Feats Required: Armor Proficiency: Light Defense Bonus: 6 Max Dexterity Bonus: +4 Upgradable Zabrak Combat Suit Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +5 Upgradable Zabrak Field Armor Feats Required: Armor Proficiency: Light Defense Bonus: 7 Max Dexterity Bonus: +4 Damage Resistance: Resist 30/- vs. Cold Upgradable Zeison Sha Initiate Armor Cannot Equip: Bao-Dur Feats Required: Armor Proficiency: Light Defense Bonus: 4 Max Dexterity Bonus: +4 Saves: Fortitude +1 Does not restrict use of Force Powers Upgradable Zeison Sha Warrior Armor Cannot Equip: Bao-Dur Feats Required: Armor Proficiency: Light Defense Bonus: 5 Max Dexterity Bonus: +4 Saves: Fortitude +1 Does not restrict use of Force Powers Upgradable My favorite Light Armor is the Electromesh Suit and Echani Light Armor. The Qel-Droma Mesh Suit looks most powerful, Miner Uniform, weakest. Medium Armor: Bronzium Light Battle Armor Feats Required: Armor Proficiency: Medium Defense Bonus: 8 Max Dexterity Bonus: +2 Upgradable Cinnagar War Suit Feats Required: Armor Proficiency: Medium Defense Bonus: 7 Max Dexterity Bonus: +3 Damage Resistance: Resist 15/- vs. Sonic Upgradable Echani Battle Armor Feats Required: Armor Proficiency: Medium Defense Bonus: 7 Max Dexterity Bonus: +3 Upgradable Electromesh Suit Feats Required: Armor Proficiency: Medium Defense Bonus: 7 Max Dexterity Bonus: +6 Damage Resistance: Resist 10/- vs. Energy Upgradable Exar Kun's Light Battle Suit Feats Required: Armor Proficiency: Medium Defense Bonus: 9 Max Dexterity Bonus: +3 Upgradable Heavy Cinnagar War Suit Feats Required: Armor Proficiency: Medium Defense Bonus: 9 Max Dexterity Bonus: +3 Damage Resistance: Resist 20/- vs. Sonic Upgradable Jamoh Hogra's Battle Armor Feats Required: Armor Proficiency: Medium Defense Bonus: 11 Max Dexterity Bonus: +2 Strength: +1 Immunity: Critical Hits Upgradable Krath Heavy Armor Feats Required: Armor Proficiency: Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Upgradable Krath Holy Battle Suit Feats Required: Armor Proficiency: Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Damage Resistance: Resist 15/- vs. Cold Damage Resistance: Resist 15/- vs. Fire Damage Resistance: Resist 15/- vs. Sonic Upgradable Light Battle Armor Feats Required: Armor Proficiency: Medium Defense Bonus: 7 Max Dexterity Bonus: +2 Upgradable Military Suit Feats Required: Armor Proficiency: Medium Defense Bonus: 6 Max Dexterity Bonus: +3 Upgradable Powered Light Battle Armor Feats Required: Armor Proficiency: Medium Defense Bonus: 8 Max Dexterity Bonus: +2 Strength: +1 Damage Resistance: Resist 25/- vs. Sonic Upgradable Sith Battle Suit Feats Required: Armor Proficiency: Medium Defense Bonus: 7 Max Dexterity Bonus: +7 Upgradable Verpine Fiber Mesh Feats Required: Armor Proficiency: Medium Defense Bonus: 8 Max Dexterity Bonus: +3 Upgradable Verpine Fiber Ultramesh Feats Required: Armor Proficiency: Medium Defense Bonus: 10 Max Dexterity Bonus: +3 Upgradable Jamoh Hogra's Battle Armor is the most powerful, hands down, then Verpine Fiber Ultramesh. I like the Krath Holy Battle Suit, Cinnagar War Suit, and Verpine Fiber Ultramesh, and Exar Kun's Battle Suit. Heavy Armor: Battle Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 8 Max Dexterity Bonus: +1 Upgradable Corellian Powersuit Feats Required: Armor Proficiency: Heavy Defense Bonus: 10 Max Dexterity Bonus: +1 Strength: +2 Upgradable Durasteel Heavy Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 10 Max Dexterity Bonus: +0 Upgradable Echani Heavy Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 10 Max Dexterity Bonus: +1 Upgradable Felenar Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 11 Max Dexterity Bonus: +4 Upgradable Flex Heavy Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 10 Max Dexterity Bonus: +3 Upgradable Heavy Battle Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 9 Max Dexterity Bonus: +1 Upgradable Iontran Braceman Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 11 Max Dexterity Bonus: +1 Bonus Feat: Precise Shot I Bonus Feat: Precise Shot II Upgradable Mandalore's Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 11 Max Dexterity Bonus: +0 Damage Resistance: Resist 25/- vs. Electrical Not Upgradable Mandalorian Assault Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 13 Max Dexterity Bonus: +0 Damage Resistance: Resist 25/- vs. Cold Damage Resistance: Resist 25/- vs. Fire Upgradable Mandalorian Battle Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 11 Max Dexterity Bonus: +0 Damage Resistance Resist 25/- vs. Electrical Upgradable Mandalorian Heavy Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 12 Max Dexterity Bonus: +0 Immunity: Stun, Fear, Horror Upgradable Matrix Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 13 Max Dexterity Bonus: +0 Damage Resistance: Resist 5/- vs. Energy Upgradable M'uhk'gfa Feats Required: Armor Proficiency: Heavy Defense Bonus: 8 Max Dexterity Bonus: +1 Damage Resistance: 10/- vs. Bludgeoning Damage Resistance: 10/- vs. Energy Damage Resistance: 10/- vs. Piercing Damage Resistance: 10/- vs. Slashing Upgradable Powered Battle Armor Feats Required: Armor Proficiency: Heavy Defense Bonus: 9 Max Dexterity Bonus: +1 Strength: +1 Upgradable Verpine Zal Alloy Mesh Feats Required: Armor Proficiency: Heavy Defense Bonus: 12 Max Dexterity Bonus: +1 Damage Resistance: 25/- vs. Cold Damage Resistance: 25/- vs. Fire Damage Resistance: 25/- vs. Sonic Upgradable My favorite Heavy Armor is definitely Durasteel Heavy Armor, Mandalorian Battle Armor, and Mandalorian Assault Armor. Most powerful, must be Mandalorian Assault Armor Jedi Robes: Aleema Keto's Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 3 Strength: +2 Wisdom: +4 Regenerate Force Points: 1 Restricted to: Dark Side Upgradable (Underlays only) Arca Jeth's Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 2 Wisdom: +2 Regenerate Force Points: 3 Restricted to: Light Side Upgradable (Underlays only) Baran Do Novice Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Wisdom: +1 Damage Immunity: 10% vs. Dark Side Damage Immunity: 10% vs. Light Side Not Upgradable Baran Do Sage Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 2 Wisdom: +4 Damage Immunity: 20% vs. Dark Side Damage Immunity: 20% vs. Light Side Not Upgradable Crado's Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 2 Strength: +6 Constitution: -2 :thumbsdown: Restricted to: Dark Side Upgradable (Underlays only) Dark Jedi Knight Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 2 Regenerate Force Points: 1 Upgradable (Underlays only) Dark Jedi Master Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 3 Regenerate Force Points: 1 Upgradable (Underlays only) Dark Jedi Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Regenerate Force Points: 1 Not Upgradable Dark Padawan Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Not Upgradable Gray Jedi Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Charisma: +2 Regenerate Force Points: 1 Upgradable (Underlays only) Handmaiden's Robe Useable by: Handmaiden Cannot Equip: Bao-Dur Defense Bonus: 3 Charisma: +2 Not Upgradable Jedi Knight Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 2 Regenerate Force Points: 1 Upgradable (Underlays only) Jedi Master Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 3 Regenerate Force Points: 1 Upgradable (Underlays only) Jedi Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Regenerate Force Points: 1 Not Upgradable Jolee's Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 3 Regenerate Force Points: 1 Wisdom: +2 Restricted to: Neutral Upgradable (Underlays only) Padawan Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Not Upgradable Matukai Adept Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Constitution: +2 Dexterity: +2 Strength: +2 Not Upgradable Matukai Apprentice Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Constitution: +2 Dexterity: +2 Strength: +2 Not Upgradable Natth Cowling Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 3 Strength: +3 Restricted to: Dark Side Upgradable (Underlays only) Nomi's Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 3 Wisdom: +4 Regenerate Force Points: 3 Restricted to: Light Side Upgradable (Underlays only) Norris Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 2 Damage Immunity: 20% vs. Energy Not Upgradable Ossus Keeper Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Charisma: +2 Intelligence: +4 Wisdom: +4 Not Upgradable Padawan Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 1 Not Upgradable Sylvar's Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 2 Damage Resistance: Resist 15/- vs. Dark Side Damage Resistance: Resist 15/- vs. Energy Dexterity: +2 Restricted to: Light Side Upgradable (Underlays only) Thon's Robe Cannot Equip: Bao-Dur Feats Required: Jedi Defense Defense Bonus: 3 Bonus Feat: Force Focus Bonus Feat: Force Immunity: Stun Bonus Feat: Force Jump Restricted to: Light Side Upgradable (Underlays only) By far, my favorite Robe is by far, Nomi's Robe. Most powerful robe would probably either be Nomi's Robe, or Aleema Keto's Robe.
  24. But I've done like Everything that I normally do to get the Red Eclipse to complain and a few extra quests like the Pylon and C9-T9 quests. In the past games I've done, Nar Shaddaa was attract enough attention, Red Eclipse will complain, you kill them, there off the ship, defeat Visas, she joins you, complete a few more quests, Visquis calls, the rest is straight forward. But it has never took THIS long to get that quest to trigger and for Visquis to call.
  25. Man, congrats to me for earning the topic killer award.
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