Star Wars : Knights of the Old Republic Duelling Guardian Guide (walkthrough)


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                  Star Wars : Knights of the Old Republic (PC)
                          Duelling Guardian Guide
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|                                     NOTES                                 |
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Please Fire up your air con unit or heater and get cozy. This is a long read.
- Warning : this guide was written by a Star Wars purist (!).  I do make a 
lot of role playing decisions here, since I can't stand playing a character 
who is too far from the movies.  

- This guide is based on the patched PC version of the game.  

- To fully understand the guide, you better have some basic knowledge of the 
game itself and the DnD rules.  If you're reading this, however, I suppose 
you're a Star Wars purist (or a veteran who wants to try something new) and 
that you know what you're doing.  

- This guide may contain some SPOILERS.  I'll try to avoid huge spoilers, but 
if it's your first time through the game, be careful when you see the word 
SPOILERS before a paragraph.  Again, it shouldn't be such a big deal because 
it's probably not your first time through the game.  

- Also, please note that English is not my primary language, so there are 
probably some mistakes here and there.  I try to be careful though.  

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|                                 INTRODUCTION                              |
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Ok, so what the hell is this?

I wrote this because the general feeling on the forums is that Single Sabre 
should be used only by consulars.  Since it does less damage than the dual 
sabres or the sith sabre (aka staff), most people think that guardians + 
single sabre = crap.  And I'm here to tell you that it's not true.  

You see, the first time I went through the game, it was with a Strength-based 
Scout/Guardian wielding a single sabre.  Guess what?  I've actually beaten 
the game!  It's quite cool isn't it?  Seriously, some people think that it's 
impossible to go through the game with a single sabre guardian.  Also...

-=SPOILERS=-

I didn't know the first time that you could just destroy the cells containing 
the imprisoned Jedi to stop Malak from healing.  So yes, I did beat him quite 
a few times because he was healing over and over again.  That's just another 
proof that Single Sabre is not an sucky weapon, and a fine alternative to the 
other styles.  

-=END SPOILERS=-

This guide will cover the character creation process, what levels to take and 
all the feats, skills and force powers.  Finally, I'll (of course) cover the 
freaking sabre itself.  

Just a small note before we begin : I want you to understand that, no matter 
how hard you try, duelling will never do as much damage as two-weapon 
fighting (i.e., duelling will never be as efficient as two-weapon fighting).  
However, I can assure you that it's possible to beat the game without any 
problem with a single blade.  Also, duelling is the most safe fighting style.  
The problem is all in the feats themselves, since duelling doesn't offer 
enough compared to two-weapon fighting (which neglects almost all penalties).  
In any way, if you're a powergamer, this might not be for you.  Of only 
interest could be the Dexterity build for a crazy AC.  So I'll say it again, 
just to be sure everyone gets it : the Single Sabre Guardian is more of a 
role-playing / movie purist build.  

For those who read my Ranger guide (NWN:HotU), you probably know that I like 
effective characters.  So even though these are role playing builds, I can 
assure you that they're playable.  

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|                                 WHAT'S NEW?                               |
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Fairly small update.  I finally added a navigation system to the table of
content.  I also added my website’s URL to the guide (see the front page
and the content info section).  

I will try to get around my laziness and play the first KotOR again over the
summer and (hopefully) expand this guide a bit.  

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|                              TABLE OF CONTENT                             |
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Section A : General Information>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> :SAGI0:
1 – The Lightsabre................................................... :SAGI1:
2 - The Builds....................................................... :SAGI2:

Section B : Character Creation Process>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> :SBCC0:
1 – Starting Classes................................................. :SBCC1:
2 – Attributes....................................................... :SBCC2:
3 – Skills........................................................... :SBCC3:
4 – Feats............................................................ :SBCC4:

Section C : Jedi Stuff>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> :SCJS0:
1 – When to Switch................................................... :SCJS1:
2 – Skills and Feats................................................. :SCJS2:
3 – Force Powers..................................................... :SCJS3:
4 – Creating your Lightsabre......................................... :SCJS4:

Section D : General Strategy>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> :SDGS0:
1 – Killing Stuff (including equipment).............................. :SDGS1:
2 – Using Force Powers............................................... :SDGS2:
3 – Party Selection.................................................. :SDGS3:

Section E : Stuff from Readers>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> :SESR0:

Section F : Conclusion>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> :SFCO0:
1 – Contact Info..................................................... :SFCO1:
2 – Copyright Stuff.................................................. :SFCO2:
3 – Versions......................................................... :SFCO3:
4 – Self Promotion................................................... :SFCO4:
5 – Thanks........................................................... :SFCO5:

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|                      SECTION A : GENERAL INFORMATION                :SAGI0:|
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Just the general stuff you need to know about this character build.  

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1 – The Lightsabre ---------------------------------------------------:SAGI1:
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Ok, so do you know what a lightsabre is?

You put some crystals in a hilt, and the energy generated by the energy cells 
will go through the crystals and create a long blade of about one meter.  We 
could get into details, but let's keep that simple.  

Knights of the Old Republic did a _superb_ job with sabres.  Each sabre has 3 
crystal slots : one for the colour, two for bonus properties.  The colour 
crystal is usually just for the look of the sabre, but...

-=SPOILERS=-

The Yavin IV base sells two special colour crystals (blue and orange/red) 
which also give special bonuses.  I don't remember the names, and I'm too 
lazy to check them out.  They're only available once you've recovered the 
last Star Map (but before you go to the Star Forge system).  

-=END SPOILERS=-

There are many different types of crystals to put in the other two slots, and 
I'm sure that you can find all the useful info about this in another guide 
(yes, I'm really lazy).  

In general, there are three types of crystals : Damage, Defence and Special 
bonuses.  The choice comes down to your character build.  Strength based?  
You might want to add some blaster deflection power in your sabre.  Dexterity 
based?  More damage could be a good idea.  For the special bonuses (stun, 
etc.), just use them if you want (most enemies will resist later on, if I 
remember correctly).  

For more information, please refer to Section 3.5 – Creating your Lightsabre.  

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2 – The Builds -------------------------------------------------------:SAGI2:
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As far as I can tell, there are two builds for Single Sabre guardians : 
Strength based and Dexterity based (not really complicated, isn't it?)

Strength Based Guardian

You will focus on strength, and will do generally more damage.  Your Armour 
Class will be lower, and that can become a problem if you don't have enough 
Dex.  You could wear an armour, but I generally keep robes for Jedi (and 
armours limit force powers).  You can help this by adding blaster deflection 
crystals in your sabre, though it won't help you against Sith.  This is a 
build for those who like to do more damage.  This is the first build I 
played, and the game wasn't really hard.  

Dexterity Based Guardian

This one will focus on Dexterity and Armour Class.  You will do less damage, 
but your AC can become crazy.  With appropriate force powers and items, I 
heard that you can even get it to the high 40s, which is a LOT.  In fact, 
most enemies won't be able to hit you.  Because of the lower damage, you 
might want to get those damage crystals in your sabre.  This is a build for 
more conservative players, and those who like to be safe most of the time.  
I'm currently working my way through the game with this build.  

For your first Single Sabre Guardian, I'd suggest the Dex based.  It's the 
most safe way, since your AC can become crazy with items and force powers.  
Also, it breaks the monotony of Str based melee fighters.  

Personally, I think that a Jedi should be Dex based.  They don't need huge 
strength since a lightsabre is not heavy (a simple hilt...) and they don't 
need to hit hard either to kill.  Of course as a CRPG, KotOR doesn't make it 
so lightsabres kill in one hit.  Like I said at the beginning, I try to stay 
close to the movies, so if you're a powergamer, you can entirely ignore this 
paragraph.  

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|                    SECTION B : CHARACTER CREATON PROCESS           :SBCC0:|
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1 – Starting Classes -------------------------------------------------:SBCC1:
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I'll be honest : the only starting class I tried is the Scout.  Here are the 
reasons why : 

The scout is nearly equal to the soldier.  You get less Attack Bonuses and 
hit points, but MUCH better saving throws, more skills and free implants 
levels.  Since I usually take up to level 4 with my starting class, the 
differences of attack bonuses and hit points are not really critical.  The 
saving throws, however, are really nice.  The extra skill points also let you 
pump skills such as repair (if you want to use HK-47, that is), and the 
implants are more useful than Heavy Armour proficiencies since you will most 
likely wear robes later on.  You might want to start as a Fighter only if you 
want to use that special Dark Side only Sith Mask, which requires heavy 
armour.  I don't think the bonus are worth the lower saves and the loss of 2 
implants levels though.  

As for the scoundrel, I just don't know.  I've never really liked rogue types 
of characters, and for a guardian, I prefer having more hit points anyway.  
However, I read on the forums that the sneak attack + guardian levels can 
become really nasty.  I just don't know, and frankly, I probably won't try 
it.  

I'm also a huge Ranger fan, and a scout is the closest thing I have to a 
Ranger in the Star Wars universe (if that counts for anything).  

So I'd go with a scout, though you can just choose which class you prefer.  

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2 – Attributes -------------------------------------------------------:SBCC2:
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At character creation, you have 30 points to spend in 6 different attributes.  
However, the more points there is in an attribute, the higher the cost is.  
You don't have to know how the system works, since you can just try your 
builds in the game itself.  Since I'm really lazy, I'll just copy and paste 
the explanation from my awesome NeverWinter Nights Ranger guide (propaganda 
O_o) :

---

Now, we were saying that you had to spend your 30 points.  Since the coming 
of the really crappy (personal opinion here) 3rd edition rules, you can't 
just pump a crazy amount of points in one attribute.  As you add more points, 
the cost for each point goes up.  For example, a human who wants to raise his 
strength from 13 to 14 will cost him 1 point.  If he wants to raise it again 
from 14 to 15, it will cost two.  Here's how it works :
The 6 first points cost 1 point each
The 7th and 8th points will cost 2 points each
The 9th and 10th points will cost 3 points each
The 11th and 12th points will cost 4 points each
Et cetera.  

---

There you go.  

Now, let's see what each attribute does.  

Strength : Calculates the rolls for melee weapons.  Lightsabre rolls are also 
calculated with Strength if Str > Dex.  All damages done by melee weapons 
(including sabres) are calculated with strength.  

Dexterity : Calculates the rolls for ranged weapons.  Lightsabre rolls are 
calculated with Dexterity if Dex > Str.  Your dexterity bonus will also be 
applied to your armour class.  Armours can limit the maximum dexterity bonus, 
and heavier armours can completely negate dexterity bonus.  Finally, 
dexterity affects your reflex saving throws.  

Constitution : Determines how many hit points you get by levels.  Your score 
also affects your fortitude saves.  

Intelligence : Determines how many skill points you get by level.  Also 
affects some skills.  

Wisdom : Determines how many force points you get per level, and their 
regeneration rate.  Also affects the DC (difficulty class) of your force 
powers.  Affects your will saves.  

Charisma : The charisma modifier is added to your persuade skills, and it 
affects some force powers.  

For a Guardian, we will (of course) focus on physical combat.  If you feel 
like you want to have a high wisdom / charisma, you better get a consular.  
I will list the attributes I recommend for each of the two builds.  These are 
just my opinions, and feel free to submit yours.  

Strength Based --------------------------------------------------------------

STR : 16 + levels
DEX : 14 + levels?
CON : 14
INT : 10
WIS : 12
CHA : 10

Put all your additional points (those you get each 4 levels) in Strength.  
This build, like I said before, will do more damage but will have a lower AC.  
You could drop a couple of points in Dex if you want a higher AC, but I 
generally prefer to focus on a single attribute.  

Dexterity Based -------------------------------------------------------------

STR : 14
DEX : 16 + levels
CON : 14
INT : 10
WIS : 12
CHA : 10

As you can see, it's the same thing, except that we changed the scores for 
Str and Dex.  For a higher AC, but less damage, this is it.  

STR : 12 + levels?
DEX : 18 + levels
CON : 12
INT : 10
WIS : 10
CHA : 10

(Messing around with attributes made me realise how Bastila's attributes are 
rigged)

If you really want to, you can toss most of your points in DEX.  This will 
give you 1 more AC and attack bonus, which is not that much considering the 
loss of 20 HPs.  I usually prefer the first build, but if you want to try 
this one, it should work fine.  However, I personally think that raising an 
attribute to 18 at character creation is a waste of points.  

Conclusion :

These are the basic builds.  Feel free to modify them as you see fit.  For 
example, you might want to drop a few more points in charisma because you 
want your character to have more personality.  Remember : playing a single 
sabre guardian is, before anything else, a role-playing decision.  So do what 
you like!  

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3 – Skills -----------------------------------------------------------:SBCC3:
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For a Guardian, skills are not that important.  However, you might want to 
consider a few things before tossing every points in a single skill.  Also, 
if you followed my advice and took a scout for your starting class, you'll 
have some more skill points to use.  

First off, you have to know if you want to use HK-47 as a party member.  For 
more information on him, see the Party Selection section, or another guide.  
If you do want to use him, you'll have to raise your repair skills to 17 to 
take full advantage of his abilities.  Now, lets take a look at the skills...

Computer Use (Int) : Quite cool to use, and useful at the same time.  You can 
easily defeat many enemies by blowing up stuff, and that helps a lot, 
especially at the beginning when you're still not a Jedi (well, in a certain 
way).  Also, downloading the area's maps is really useful, and unlocking 
doors makes you save time.  The first time I went through the game, I 
developed this skill a lot.  While useful, I found that in the rare cases I 
really needed the skill, I could just leave the area, select T3 as a party 
member, and use him to do the job.  I would take the skill if you don't plan 
on getting HK (because you won't need repair).  

Demolition (Int) : This one is your traditional Disable Trap from DnD.  
Except that in this game, mines are not as deadly as their DnD counterpart 
(traps).  For that reason, I don't think it's a wonderful idea to develop 
this one.  Perhaps if you're a scout, and you don't need repair and computer 
use.  Otherwise, I'd skip this one.  

Stealth (Dex) : For scoundrels, I guess this one would be great.  With the 
Guardian's hit points and attack bonus, you could probably pull off some 
quite decent sneak attacks.  I personally leave this one, since it's not 
crucial.  But if you want a scoundrel, then I'd say go for it.  

Awareness (Wis) : Let's you spot mines and hidden enemies.  Quite useful for 
the mines, so you can send someone like Carth to take the blow (^_^).  I 
don't remember getting in trouble with cloaked enemies though.  A decent 
skill, but don't forget that you can take it as a Jedi, and you might want to 
take more important skills with your starting class (especially if you're a 
scout).  

Persuade (Cha) : This one is technically awesome, but I prefer to use force 
persuade instead (and you don't have to worry about Bastila's warnings... as 
long as you don't do evil stuff ("giving" the gizkas to someone) you don't 
usually get Dark Side points).  It's still worth pumping when you become a 
Jedi (and before if you're a scoundrel) to use it in some situations, 
especially at the end (!).  

Repair (Int) : A great skill, and an alternative to computer use (those 
repaired robots are amazingly powerful).  However, the main use is to repair 
HK so he kill stuff faster.  You need 17, no more, no less.  It's quite hard 
to achieve this, but it's not that bad if you start as a scout.  If you don't 
plan on using HK, I'd say computer use is better (you can do more stuff).  
Repair replaces Treat injury for droids, so pump HK's and T3's points here.  

Security (Wis) : Lets you unlock stuff.  This is probably the least useful 
skill (in my opinion).  In this game, everything can be bashed (as far as I 
remember).  So I'd skip this one.  

Treat Injury (Wis) : This one is great.  Even though you can use force heal 
later on, it's always useful to cure huge amounts of hit points with a life 
support kit (those red medical kits).  Don't forget that you won't have a 
consular's wisdom, charisma and force points, which makes heal a little bit 
less useful (but it's still awesome, especially the upgraded version).  I'd 
pump this one.  

Conclusion on skills for Starting classes : 

These are the skills I'd consider talking.  

Treat Injury
Computer Use / Repair (depending on what you want)
Stealth / Persuade (for scoundrels only)
Awareness / Demolition (if you have some spare points)

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4 – Feats ------------------------------------------------------------:SBCC4:
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As usual, I'll list the whole thing, giving my opinion on the way.  

Armour Proficiencies : Don't pick these if you're Dex based.  As a Jedi, you 
should wear robes.  Even Str based should consider wearing robes for a simple 
reason : a Jedi with an armour is just not right.  In any way, as a Guardian, 
you will probably end up with more feats than you need.  If you're Str based, 
it might be a good idea since robes are all about Dex.  Beware for the force 
powers though, and some of the restricted powers can make your AC far better 
than if you use armours.  

Weapon Proficiencies : You want lightsabre focus and specialisation.  If you 
want to role-play a specific character, you can then focus in something else.  
Unfortunately, blasters aren't that powerful in KotOR (they're supposed to 
make them better in KotOR 2.  We'll see...).  A Jedi who doesn't centre all 
of his combat abilities on a sabre can be interesting.  

Duelling : This is the one.  Upgrade as soon as possible.  It grants a bonus 
to your armour class and attack bonus (+3 at level 3).  That's as good as it 
will get for single sabres.  Like I said in my review for the game (here at 
gamefaqs), I do think this one should be better (*hint* Obsidian *hint*).  
The Dual Wielding feats in this game are way too powerful, which makes dual 
wielding the most popular option.  Anyway.  

Two-Weapon Fighting : Aka dual wielding, this one is not for you.  I'm sure 
you can find a guide somewhere to help you with a two-weapons Guardian. 

Conditioning : Upgrades your saving throws.  Another great set of feats.  
When you have the crucial stuff (duelling focus / specialisation and active 
combat style), consider getting these.  

Toughness : More hit points = good.  Not much to say here, it's the same as 
for conditioning.  

Implants : Great to have, and if you follow my advice and take 4 scout 
levels, you'll have the first two levels for free.  Getting the level 3 is 
not a bad idea either, since there are some very nice implants.  

Critical Strike : These are interesting.  Since you will do less damage, it 
might be a viable option to risk a critical strike.  Don't forget to pick the 
right crystals (Nextor and Opila).  With master critical and a Nextor, you 
get a really good chance (50%, I think), and with the Opila, it gets really 
interesting.  Probably my favourite active combat style.  

Flurry : Another interesting feat.  Anything that lets you land more attacks 
is good since you will never hit as much as one of those dual wielder.  There 
is a small defence penalty, but your duelling feats should take care of it.  
I like to develop this one as a secondary active style, if I have enough 
feats left after taking everything I need.  

Power Attack : A popular choice for dex based characters in NeverWinter 
Nights (to break physical resistances), this one can be good to make up for 
the usually lower damage.  Even Strength based may like it.  I personally 
prefer Critical Strike and Flurry, but I think it's more a personal choice.  

Sniper Shot, Rapid Shot, Power Blast : For a Jedi, these are not useful.  
Also, blasters are not that effective in that game (reminds me of Archers who 
don't pick Arcane Archer in NWN... damn d20 system...).  However, since this 
guide is more about role-playing, a Jedi who decides to use blasters when 
needed could be an interesting pick.  Also great if you want to create a Luke 
Skywalker character (!).  Anyway, these should not be touched unless you 
create a specific character for role-playing or pure fun purposes.  

Caution, Empathy, Gear Head : If you've read my awesome Ranger guide for 
NWN:HotU, you already know that I never really liked those feats that give 
bonuses to skills.  Usually, the bonuses are not worth it.  This is also true 
in this game (for your main character, that is), except for Empathy.  It 
gives a bonus to three important skills, so if you have extra feats, it might 
be a good pick.  And a small note about Gear Head : I'm 89.2% sure that the 
bonus doesn't count when you try to repair HK.  

Conclusion of Feats : 

As usual, you should get the crucial stuff right away.  As a Guardian, you 
may end up with extra feats.  You can then take feats like conditioning, 
empathy or another active combat style.  Here's the stuff I'd take.  

Fighting Style : Duelling – Pick these as fast as possible
Primary Active Combat Style – I'd suggest either Critical Strike or Flurry
Passive Bonus Feats – Such as Toughness, Conditioning and Empathy
Secondary Active Combat Style – If you want, you may develop a second style
Implants – If you want

Of course you can't max everything.  Be sure to have at least level 3 
duelling and a level 3 active combat style.  The rest is up to you, but I 
like extra hit points or saving throws.  A second active combat style could 
be useful, and you don't have to max it.  

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|                           SECTION C : JEDI STUFF                    :SCJS0:|
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At a certain point in the game, you will be trained as a Jedi.  Nice.  Let's 
see what it does.  

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1 – When To Switch ---------------------------------------------------:SCJS1:
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This is an important aspect of your build.  For those who don't know what I'm 
talking about, you can actually choose to "keep" your levels.  For example, 
lets say you're level 2 and you get enough experience to advance.  You can 
choose not to click the level up button.  You still get experience, and the 
levels will stack.  Technically, since the Jedi classes are all stronger, you 
could do a X 2/Guardian 18 (the game forces you to level at least once).  It 
is possible to get through Taris without too much problem with a level 2 
(with a scout, at least).  I had to load a couple of times, but it's not so 
bad.  

For a Guardian, however, you don't need to keep your starting class to a 
minimum.  Consulars want the highest DC for their force powers, but yours 
will be mostly buffs anyway.  Here's what I suggest.  

Soldier : Anything you want, really.  The early soldier levels are all the 
same.  I'd switch at 4, but that's just me.  

Scout : Switch at 4.  You will end up with 1 less (+3) BAB than a soldier, +4 
to all saves, Uncanny Dodge I and Implant level II.  This gives you very nice 
abilities without hurting your character at all.  This is my favourite build.  

Scoundrel : I'd switch at 5 to get the 3d6 sneak attacks.  You could also try 
to get to 7 for 4d6 sneak attacks and a total of +4 bonus to defence.  

Well, that's it.  

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2 - Skills and Feats -------------------------------------------------:SCJS2:
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When you become a Guardian, you will get new class skills, but you will keep 
the ones you had before (useful for a scout).  If you don't have a high 
intelligence (and I don't know why you would want a high Int for this build), 
you will end up with a very small amount of skill points (1 (!) if you have 
10 Int).  The Guardian brings the following class skills : 

Persuade
Awareness
Treat Injury

I would add my point(s) to persuade, and perhaps a couple in Treat Injury.  
If you want HK, you'll have to pump repair until it reaches 17.  

For the feats, you'll get : 

Exotic Weapon Proficiencies : Lightsabre
Force Jump
Jedi Defence
Jedi Sense

I would get focus and specialisation in Lighsabres as fast as possible.  The 
others will upgrade by themselves, so just continue to upgrade duelling and 
your active style(s).  Later on, just follow what you decided to get.  

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3 – Force Powers -----------------------------------------------------:SCJS3:
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What I really like about this game, is that even though you are a fighting 
class, you can get decent spellcasting powers, which is quite hard to pull 
off in games like NeverWinter Nights.  Anyway.  

As the protagonist, you get a special, unique feat which gives you +40 force 
points.  That's extremely handy for a Guardian, since they don't get a good 
force point progression.  

Since you have a lower charisma and wisdom than consulars, the DC of your 
powers will be quite low.  What the heck is a DC?  DC stands for difficulty 
class.  It is compared to the enemy's save to see if your power will damage 
and/or affect the enemy in any way.  So we were saying that the DC of your 
powers will be quite low.  Therefore, picking powers that focus on harming 
the enemy is not the best idea.  That's why most of the powers I suggest are 
buffs.  

Here we go again...

- Core Powers -

Throw Lightsabre, Advanced Throw Lightsabre : You toss your Lightsabre at the 
enemy like Darth Vader does in Return of the Jedi, doing damage based on your 
level.  In my opinion, that's probably not the best force power available.  
However, being able to toss your sabre looks quite cool, so I usually end up 
picking it.  It's quite useful for the last battle in the game.  Level 2 is 
not a "must".  

Burst of Speed, Knight Speed, Master Speed : These are awesome.  Makes you 
run faster, give bonus attacks and a quite important bonus to AC.  I'd pick 
these as soon as possible, and always cast it when you feel like it.  

Force Push, Force Whirlwind, Force Wave : For me, every Jedi should have 
this.  I mean, being able to move stuff with your mind *is* the most popular 
display of The Force.  For personal role-playing reasons, I always pick 
these.  For a dedicated Guardian, however, it's probably not a "must".  
Scoundrel based Guardian might like the stun effect from Force Wave (sneak 
attacks galore!).  

Force Resistance, Force Immunity : These offer a chance to neglect Force 
attacks.  The first time I went through the game, I wanted to try all the 
"flashy" force powers so I didn't really care about these.  Bottom line is 
that they can be quite useful.  A good pick if you have everything you want.  

Energy Resistance, Improved Energy Resistance : These provide damage 
resistance to various "elemental" attacks, such as lightning and sonic.  To 
be honest, I only used this one once (I took it during my first time 
through), and that was against Malak.  I'd take Force Resistance instead.  

Affect Mind, Dominate Mind : Another Jedi trademark, these let you use force 
persuade in dialogues.  It's quite useful, and you can get some very 
interesting choices if you go Dark Side.  I'd pick these as soon as possible.  

Force Suppression, Force Breach : It's just like the (surprise!) Breach spell 
from DnD.  It cancels active force buffs on the target.  These are more  
occasional spells.  You don't need them to beat the game, but they can be 
quite useful in certain situations (but such situations are rare).  

-Light Side or Dark Side-

I personally think that you should go Light Side for this one.  You get the 
best buffing powers available, and you can heal yourself pretty good.  Since 
most Dark Side powers damage the enemies in one way or another, you need a 
high DC to make them useful.  However, the Dark Side Mastery bonus gives a 
bonus to damage (or strength? I forgot), so it helps in a certain way.  

- Light Side Powers -

Stun, Stasis, Stasis Field : These require a good DC, so I'd forget about 
them.  There's more important stuff anyway.  

Stun Droid, Disable Droid, Destroy Droid : Same logic as for the Stun powers.  

Force Aura, Force Shield, Force Armour : Now we're talking.  At level 3, it 
gives a +6 bonus to AC and Saving Throws.  That's big.  Get these as soon as 
possible.  

Force Valour, Knight Valour, Master Valour : Gives a bonus to all attributes 
and saving throws.  Another great set of powers, at level 3 it gives +5 to 
everything.  Get these when the crucial stuff is in.  

Cure, Heal : Useful powers.  You won't heal crazy like a consular, but it's 
still great.  The level 2 also offer poison curing, which is always nice.  

- Dark Side Powers - 

Wound, Choke, Kill : Like I said before, the DC will not be high enough to 
make it useful.  Still, if you choose to go Dark Side, this one is the 
"trademark" DS power.  

Slow, Affliction, Plague : I never tried these (I play mostly LS), but they 
sound great.  It's like the opposite of the valour powers.  I'm not sure if 
there's a save (I think there is), so I'd be glad if someone could give more 
info on this.  

Fear, Horror, Insanity : Same thing as for the slow powers.  I need advice 
from someone who actually play DS.  

Shock, Lightning, Force Storm : Another quite cool power.  The damage is 
based on your level, so it can actually be good.  Since you don't get the 
awesome LS buffs, you might as well pick these.  

Drain Life, Death Field : DS version of heal.  Death Field also does damage, 
so it's great.  I'd pick these two as well.  

Conclusion of Force Powers : 

As you can see, I don't have any experience whatsoever with Dark Side melee 
characters; my only DS was a consular.  Even though I strongly encourage you 
to be Light Side for this build (I'll say it again, the buffs are really 
awesome), I'd be glad if a DS player could send me advice on good powers to 
get for a fighting class.  

If you go the X 4 / Guardian 16 way (probably with a scout or soldier) you 
should get 17 force powers.  For those who play scoundrel and get to level 5, 
you'll end up with 16 powers.  Let's see what you should take...

Core Powers

- Throw Lightsabre : kind of cool to use, and nice to have at the end.  
- Force Speed (3 levels) : very important.  
- Force Push (3 levels) : far from being a "must have".  I just like them :)
- Force Persuade (2 levels) : Generally nice to have.  Great for DS.  
- Force Breach (level 1 should do it) : Not a "must".  Might be useful.  

If you don't want Force Push, I'd suggest Force Resistance (2 levels)
That's about 10 powers.  

Light Side Powers

- Force Heal (2 levels) : Level 2 is great; very useful power.  
- Force Aura (3 levels) : Awesome powers.  Get them as soon as possible.  
- Force Valour (3 levels) : Great powers.  Level 3 is not a "must".  
That's about 8 powers.  

Feel free to do what you want, but I think these are the most important 
powers for the build we want.  If you want to max Valour, then cut Force Push 
from the list.  Actually, if you want something else, cut Push and maybe 
Sabre Throw.  These two are more for role-playing reasons.  Just be sure to 
get Speed and Aura.  

Dark Side Powers

- Drain Life (2 levels) : I like Death Field :) Your healing spells.  
- Force Lightning (3 levels) : "Trademark" DS power.  Quite cool to have.  
- Anything you want.  

I'm sorry, but I just don't know what to do for this one.  I guess adding 
something like Plague could help... or perhaps choke if you want to be more 
Darth Vader-ish.  

So if someone has more advice, feel free to send them in.  Especially for 
Dark Side (though I really encourage you to play LS).  

-----------------------------------------------------------------------------
4 – Creating your Lightsabre -----------------------------------------:SCJS4:
-----------------------------------------------------------------------------

Ok, I don't feel like listing all the crystals and their effect.  Also, there 
are already excellent guide for this here at gamefaqs.  So I'll just list 
what I think could be useful for the Single Sabre build.  

Crystals Rubat, Eralam, Upari, Krayt Dragon Pearl and Sapith : Provides a  
damage and attack bonus.  Nice crystals if you have nothing better, I guess.    

Crystal Jenruax : +2 damage and +5 blaster deflection.  If you're Dex based, 
with a level 3 speed, level 3 Force Aura and this crystal, then most Ranged 
attackers will not harm you.  A great crystal for conservative players who 
like to be ultra safe.  

Crystal Nextor : Threat Range x2, Attack +1.  For Critical Strike fans, this 
is the one.  

Crystal Opila : Damage +2, Massive Critical 2-12.  Combine with level 3 
Critical Strike and Nextor Crystal for some heavy damage.  Helps a lot for 
low damage Dex based.  

Crystal Phond : Might be useful against those who are highly resistant to 
energy.  However, I found that using a simple Long Sword works better.  

Crystal Solari : Damage +3, Attack +3, +1-8 versus DS.  Great crystal for LS.  
Even if you use Critical Strike, consider switching this one for Nextor.  DS 
can't use this one, and I don't think there is a similar crystal with damage 
versus LS (most enemies are DS anyway).  

The two special colour crystals of Yavin IV are also great.  I'll have to 
check them out again to see what each one does, but if I remember correctly, 
they are both great.  

Conclusion on Crystals : 

For Critical Strike, I'd suggest either Nextor + Opila or Solari + Opila when 
you reach Critical level 3.  

For safe players, I'd go Jenruax + Solari.  

And for general builds, I'd go Solari + What you want.  

The only extra advice I can give is stay away from crystals like Bondar 
(stun), since most enemies will save later on.  When you have nothing better, 
it's great though.  

I really suggest you read a specialised guide on crystals...  It helps a lot, 
and they might have some juicy information I forgot to add.  Browse around, I 
get what you like.  

-----------------------------------------------------------------------------
|                        SECTION D : GENERAL STRATEGY                :SDGS0:|
-----------------------------------------------------------------------------

Unfortunately, there's not much to say here.  This build is rather 
straightforward.  Also, since there are not a lot of skills in this game (and 
they are not very useful later on, for a Guardian), I can't do like I did 
with my Ranger guide and give tips for the gameplay.  Anyway.  

-----------------------------------------------------------------------------
1 – Killing Stuff ----------------------------------------------------:SDGS1:
-----------------------------------------------------------------------------

You click on the enemy to attack.  

That's all you need to know.  

However, you might want to use your Active Combat Styles, such as Critical 
Strike and Flurry.  Don't underestimate normal attacks though.  Sometimes, 
they can be more effective.  The animations are usually better, also.  

It's sad, but there's nothing to add here.  Especially since you're a 
Guardian, you don't need a lot of strategy... you attack with your sabre and 
that's it.  

I figured I might talk a little about equipment instead, so let's start with 
sabres.  

Some people like to carry different sabres on them.  One is for Critical 
Strike, one defensive and one for general situations.  That's actually a 
great idea, though not very RP friendly.  The only problem is that KotOR 
doesn't have a feature like NWN or BG that lets you switch weapon right away.  
So you have to go to the inventory screen each time you want to switch.  Not 
really cool.  

For the armour, I generally keep robes.  Why?  First off, a Jedi in an armour 
is just not right (I don't really like Vador...).  Second, it limits some 
force powers, including the great Force Aura and Speed.  Strength based 
characters might want an armour, but with Speed and Aura, I think your AC 
would be better anyway.  So I'd go with a Jedi robe, even though they don't 
really look cool (the new robes we see in the Sith Lords trailer are 
awesome!).  For Robes, aim for the Quel'Droma and the Star Forge at the end.  
DS are less lucky, and they will have to keep Sith Master Robes until they 
get Revan's robes.  I don't have much advise for those who want to use 
armours, so I'll just add that Cassus Fett's Battle Armour is the best 
available (beware the heavy armour feat requirement).  

For the rest, just look for mods that you like.  Strength and Dexterity items 
are probably the most important, for both builds.  

-----------------------------------------------------------------------------
2 – Using Force Powers -----------------------------------------------:SDGS2:
-----------------------------------------------------------------------------

It's not very complicated here either.  Anyway.  

Force Speed is a very useful power.  Technically, you could try to have it 
activated most of the time.  It provides a good bonus to AC, an extra attack, 
and you move faster.  Also great when you need to go somewhere fast.  

Force Aura is your big AC booster.  Even though it doesn't last very long, it 
will make a Dex based and force speeded guardian nearly untouchable.  The 
saving throw bonus is also welcome.  This one should be cast before important 
duels (Bandon, Malak and a girl we all know) and blaster heavy fights (Calo, 
Saul).  

Lightsabre Throw is useful for talking out single targets without getting 
close.  However, it's best use is at the end of the game.  

Force push is nice to use every time.  If the enemies get stunned, you can 
land a good number of attacks without getting armed.  Scoundrels like it 
because they can do impressive amounts of damage while the enemies are 
stunned with sneak attacks.  

Don't be afraid to use Force Persuade.  As long as you stay good (i.e. you 
don't make other people do what they don't want to do), you won't get DS 
points.  Persuading a Czerta guy to let you park without paying is fine, but 
"selling" the gizka to someone is bad.  Of course if you're DS there's a lot 
of interesting options, and you shouldn't hesitate to use it anytime you 
want.  

Force and Energy Resistance are more for occasional uses.  Force resistance 
is only useful against Sith Masters, who aren't that common after all.  
Energy resistance might sound more useful (because of the variety of grenades 
you might have to endure), but in the end I only used it against Malak 
because he was spamming Force Lightning too much.  You can pick these if you 
want to feel safe, but you should be fine with your saves.  

The various DS powers are quite cool to use, but they might not be as useful 
as their LS counterparts.  Lightning should be used against mobs to soften 
them up, and Death Field when you need health.  Grip is more for the "tilt" 
of using it.  

-----------------------------------------------------------------------------
3 – Party Selection --------------------------------------------------:SDGS3:
-----------------------------------------------------------------------------

This is more of a personal choice.  But I figured I might talk about it a 
little, because it can influence the way you build your character.  

Carth Onasi : 

Every time I hear his name, I laugh.  I don't really know why, but I laugh.  
Anyway.  Even if you hate Carth, you'll have to include him in your party at 
least twice.  He's a quite decent ranged attacker, if you ask me.  Since 
blasters are not so powerful in this game, being able to wield two of them 
makes him more powerful.  He's also a fighter, so he can get that useful 
weapon specialisation.  During my first time through the game (with a 
Strength Single Sabre), I used Carth all the time.  Don't ask why, I just 
don't know.  He's a fine party member, but he gets less effective when you 
start to encounter many Sith, i.e. at the Star Forge.  The only good ranged 
supporter for a LS party.  

Mission Vao : 

As with Carth, you need to include her at some point during the game.  I 
guess she's a fine scoundrel.  Her sneak attacks are probably her biggest 
advantage, though I admit I used her set traps skill a couple of time when I 
went through Taris with a level 2 character.  After Taris, I never used her.  
Considering that a fighter such as Carth is having trouble defeating Sith, 
then I figured that a scoundrel would have an even harder time.  Sneak 
attacks are great though.  Try her to see if you like her style.  

Zaalbar : 

When I heard for the first time that you could have a wookie in your party, I 
thought it was awesome.  Unfortunately, Zaalbar doesn't have a great 
personality like Chewie, and the fact that you actually know what he's saying 
makes him far less entertaining than his movie counterpart.  Anyway.  Beside 
the fact that he can't wear any armour, Zaalbar is still a powerhouse thanks 
to his incredible stats (start with 20 strength and constitution...).  Using 
his bowcaster is a huge waste, on the powergaming side.  Since he starts with 
a +5 modifier in Strength, giving him a good blade is the way to go.  I use 
him on Taris if I need an extra meat shield (like I said before, I usually 
stop at level 4 and some fights can be quite hard without Zaalbar's 
strength).  

Bastila Shan : 

For story purposes, I always pick Bastila when I can.  Besides the fact that 
she whines a lot at the beginning, she's quite nice to have around.  Also, 
she doesn't whine that much after Dantooine.  Being a Sentinel, she can fit 
in every party because of her versatility (and I do think the designers 
thought about that).  She fights well, and you can develop different force 
powers than with your character.  I like to get the Valour powers with her, 
since it affects everybody and I don't have to take them with my character.  
Her stats are quite high too.  Even though many people don't think so, I 
consider her as one of the best NPC that can join you.  And I'll say it 
again, not picking her completely screws the story, in my opinion.  

T3-M4 : 

This guy can be extremely useful when you want to hack through computers.  
It's a very good idea to pick him, hack a computer and download the maps, 
blow up stuff and unlock doors.  When you're done, switch back to someone 
else; he's not a very good fighter.  

-=SPOILERS=-

On an interesting side note, I used T3 to deliver my party from the cells in 
the Leviathan during my first time through.  It was quite funny, and it's 
definitely worth trying just for the heck of it.  

-=END SPOILERS=-

So T3 is a nice little guy who's useful to crack computers and blow up stuff 
before taking over a sith base.  

Canderous Ordo : 

Having a Mandalorian in your party is really cool, in my opinion.  However, 
Canderous is far from Boba and Jango.  I would have liked him better if he 
was a dexterous marksman (a la Fett), but he's still great.  His sucky 
dexterity doesn't make him a good ranged attacker, so his repeating blaster 
is quite useless.  Give him a good old sword and watch as he slices 
everything in his path.  I usually use Canderous along with Bastila (some 
funny dialogues!) until I get Jolee.  

Interesting tidbit of info : Did you know that the name "Canderous" was used
by Bioware in their awesome game "Baldur's Gate"?  During the prologue at 
Candlekeep, the battle tutorial, which you can access by speaking to a guy, 
gives you some NPCs to simulate a party situation.  One of them is a human 
cleric who goes by the name of Canderous.  

Juhani : 

I don't like Juhani.  Sorry to all you Juhani lovers, but I just don't like 
her.  She's quite powerful though, and is obviously the best melee NPC that 
can join you.  Since I usually play with Guardians myself, I prefer having a 
sentinel with more force points to cover my back.  

HK-47 : 

Probably the most funny character in any Star Wars game.  Beside having a low 
dexterity for a ranged attacker, that can be fixed if you have a high repair 
skill (17 for all the upgrades).  Upgrading him all the way gives a bonus to 
defence (+2), life regeneration and +4 to dexterity.  With the various droid 
upgrades (such as flame-throwers), HK is one of the best ranged attacker in 
the game.  Actually, he's worth having only for the funny dialogue options 
and replies.  

Jolee Bindo : 

This is it : the good stuff.  Jolee is the best force user in the game, and 
he's also the second most funny character (second to our friend the assassin 
droid).  Being neutral (but good at heart), Jolee can use both sides of the 
force without heavy penalties (but without bonuses either).  He starts with a 
good dexterity score, which improves his defence and lightsabre skills.  He 
also has great wisdom and charisma scores (and you should upgrade the 
modifiers in both as soon as possible).  If I go Light Side, I go pick him as 
soon as possible.  Actually, he's worth having for a DS character too.  

Conclusion : 

The party I usually aim for is Bastila + Jolee.  

If you want more brute strength, swap Bastila for Juhani.  

For Darksiders, I'd keep the same party.  However, for the Star Forge, you'll 
have to get Bastila and possibly HK or Canderous.  

But the same rule always applies : do what you want!  If you want to go 
through the Star Forge with T3 and Mission, go ahead!  Part of the fun in 
KotOR is watch how the NPCs will interact with each others.  Try different 
mixes each time you start a new game and stick to it to hear every dialogue!  

-----------------------------------------------------------------------
|                     SECTION F : Stuff from Readers           :SFSR0:|
-----------------------------------------------------------------------

Here are the mails I received from people who gave me additional info or sent 
their builds.  Many thanks to everuone.  

Like I said in the contact information (a section you should have read if you 
sent me anything), I did not include the e-mail adresses who those people for 
privacy.  If that bothers you, send me a message asking to add your adress, 
and I'll be glad to do it.  

Comments by me are like this : ***Note : [text]***
Eveything else is posted as I received it.  

-=Scott Steubing=-
(first message)

Hi,  
 
I really liked your Single Sabre Guardian Guide. After playing thru KotOR 
twice using the double-bladed lightsaber, I had decided to go the Dueling 
route and had a build worked out just before I saw your guide.  
 
My build is a Soldier 7/Jedi Guardian 13. I've been wanting to play a Scout, 
so I was glad to see how you made a Scout/Jedi Guardian work.  
 
While the outright damage of a double-bladed lightsaber using Master Two-
Weapon Fighting and Master Power Attack was hard to pass up, I've always 
preferred having a higher Attack than higher Damage, so going the Dueling 
route really appeals to me. (Besides, I think the Power Attack flip looks 
stupid when done repeatedly. )  
 
I do have a couple of questions:  
 
1) How does a level 4 Scout take on Bendak Starkiller? Or survive the later 
stages of Taris in general? Is it simply "Take Zaalbar"? 

***Note : In my reply, I told him that I never took down Bendak with a level 
4, and that it might only be possible with an abusive use of thermal 
detenators and stim packs.  For the later part of Taris, I didn't have much 
problem.  The most difficult fight was the Sith governor, but it was 
manageable with the right force powers from Bastila and a couple of stims.  
*** 
 
2) Going the Dex route and having a Wis of only 12, do you have enough FP to 
routinely use Force Speed/Push/Aura/Valor? 

***Note : Enough to use them for each fight : no.  To use them when I need : 
generally.  I generally use speed all the time (and puch against hordes) and 
keep the others when there are lots of enemies, or against a boss.  ***

(second message)

***Note : Mr. Steubing also sent a second mail, in which we discussed the 
viability of the sentinels.  It was very interesting, but since this guide 
focuses on guardians, I don't think it's appropriate to include the message 
here.  However, he does bring an interesting roleplaying point to the use of 
single sabres.  Here it is.  ***

There's another RP reason for using a single lightsaber. In the 
flashbacks/visions of Bastilla fighting Revan, Revan is using a single 
lightsaber. Yeah, his mind was destroyed and reprogrammed, but it still 
seems odd for the reprogrammed Revan to decided to dual-wield. 

=============================================================================

-=Arno de Haan=-

***Note : Mr. De Haan wrote a lot of useful and interesting informations.  
Unfortunately, I lost his mail (don't ask how) So I'm very sorry, and if you 
ever read this, well, perhaps you still have the mail somewhere and I'd 
appreciate if you could it back.  Thanks.  ***

=============================================================================

-=Nick Modly=-

Hey
I was just looking through your walkthrough (KOTOR VX) in my spare time, and
i noticed something. You mentioned that you would like more info on some of
the dark side powers. On my first time through, i picked up the
fear/horror/insanity.
They worked pretty good. Im not sure about the technicals, or how you'd rank
them, but when Bastilla uses insanity on 1 enemy in a group, its seems like
a 50-60% chance that they all fall over in fright. Just cowering, easy to
kill. It doesnt work *quite* as well on dark jedi, but on groups its still
very effective.

***Note : Nice info for Dark Side users.  Thanks!  *** 

=============================================================================

-=Eric Sanford=-

My second run through the game was actually a single-sabre, dex-based, LS 
guardian.  I followed that with a neutral and a dark-side guardian of the 
same type.  I thought I would share a few things that I learned along the 
way (note that I was playing the XBOX version where the space station 
equipment is not available.) 

1.  Robes still have a dex limit imposed on your character.  It's , of 
course, listed but it is easy to forget since it's an impressive +8.  However, 
that means that any character with 27+ DEX (affective or 'natural') is 
wasting points.  The additional bonus will have no effect on combat rolls/ 
AC/ saves/ etc.  This is more important than it looks.   Through implants, 
Equipment, stims and force powers you can easily get to 36+ DEX when fully 
buffed out.  This is, of course, not a good idea.  Instead The goal should 
be either 19 or 21 DEX near the end of the game.  Why?  Because with Master 
Valor (which I take even for DS guardians... the penalty is very overcomeable) 
you will hit your DEX max on 21.  With MV and a light stim you will hit it 
from 19.  The rest can go where you like.  This means that even a Max bonus 
DEX guardian could have more STR than DEX by end-game depending on equipment.  
Plan ahead with your DEX based on what implants and EQ you will be using so 
as not to have wasted points. 

***Note : Robes do have a Dex limit, but I think that it is not applied in 
the game (in that case, call it a bug).  

2.  Force Kill and Plague are far FAR more useful than Lightning to a guardian.
This is mainly because plague imposes a MASSIVE save penaly and kill disables a 
tough enemy while beating the snot out of them.  Large groups of lightweights 
are easily dispatched by simply dueling them to death with your sabre.  The 
really toughies are the Sith, rancors and those Dark-side vampire beasties 
(whose name i forget at the moment) .  Rancors are easily dispatched with 2 
Force Kills while Plague makes EVERY boss fight in the game about 60% easier 
by lowering all of the enemy stats. Force lightning on the other hand will 
provide very little benifit to someone without the Consular's supply of Force 
Points to spend. 

***Note : Interesting info for dark siders!  ***

3.  Force Buffs work well with either path .. and even neutral.  The only 
difference is in cost and buffs are cheap anyhow.  Role-playing should avoid 
Heal with DS but the others are really not 'good' for roleplay purposes (You 
really don't think Darth Vader would have used his powers to armor himself 
if it would help him win?).  The only really needed buffs are Force Immunity, 
Speed, and Valor though.  Armor is okay in a pinch but I usually was next to 
unhittable already with 26DEX , speed, dueling and a battle stim.  I rarely 
even take heal as a LS Guardian since i routinely heal more with medpaks anyhow.
(Unless going solo... then I have to spend those skill points elsewhere). 

4.  The Fear powers are crap.  They rarely work against anything you couldn't 
butcher easily. 

5.  Critical hit is cool, most of the time.  Early on tailor your Light Sabre 
to do cool stun affects and such, but later on in the game those will generally 
fail.  Massive damage on critical stones are more useful.  Either two different 
+XDX crystals on critical or one and a +chance to critical crystal.  
Unfortunately, some of the bosses appear critical imune so you might want to 
carry a +damage +to hit sabre as a backup. 

You can easily take down Darth Malak in 2-6 rounds per heal using any good/evil 
Guardian if you set it up right.  Even a one-sabre one.  Generally with a one 
sabre I fight a hard boss like so. 

DS - Plague, (any buffs I don't have on ahead of time.. usually only force 
immune), Cut his tits off 
LS - Buffs, Kill mercilessly 

Against rancor and their ilk .. and most sith I just use Force Kill as DS and 
laugh a lot or Force Immune against sith and them cut them down. 

I hope this information is useful. 

***Note : Some great information overall.  Thanks!  ***

=============================================================================

So that's it!  Thanks to everyone, and my apologies to Mr. De Haan again. 

-----------------------------------------------------------------------
|                         SECTION F : CONCLUSION               :SFCO0:|
-----------------------------------------------------------------------

I hope you actually found some good tips and advice in this guide.  But 
most importantly, I hope that you'll now see Single Sabre Guardian as a 
force in the game.  

I guess that's it for this one.  I know it's kind of late for posting 
this, but I wanted to show people that Single Sabre Guardian is not as bad 
as it looks.  I'll still update this guide if people send me enough stuff.  

Thanks for reading, and check out my website here : 
www.freewebs.com/darthmuffin !

-----------------------------------------------------------------------
1 – Contact Info -----------------------------------------------:SFCO1:
-----------------------------------------------------------------------

My E-Mail address is : dark_coffee@msn.com

Please use KotOR Guide V1.3 (the version you're reading) as the subject.  

I should reply/add your ideas in the next version of the guide as soon 
as I read the message.  Please note that I will not reply to stupid 
stuff, including flames, insults, and other stuff (you know what I 
mean).  No personal questions either (I will *not* reply to questions 
such as "what other games do you play?, etc.). If you're asking me for 
permission to use my guide on your website, be sure to include the URL.

Also, be sure to say if you want to be credited, and under which name.  
By default, I will credit you as the name from whom I receive the 
message, but I will not include the address unless you ask me to.  

-----------------------------------------------------------------------
2 – Copyright Stuff --------------------------------------------:SFCO2:
-----------------------------------------------------------------------


-----------------------------------------------------------------------
3 – Versions ------–--------------------------------------------:SFCO3:
-----------------------------------------------------------------------

V1.0 – Guide is complete.  I'm going to update it if there are mistakes 
or enough stuff from readers.  Or if I feel like writing more info.  

V1.1 - A What's New section, some mails I received, some info on Canderous
and some correcting.  I also changed the name of the guide to "Duelling
Guardian Guide".  

V1.2 - Current version (see What's New section at the beginning).  

V1.3 – Added a navigation system to the table of content and my 
Website’s URL.  

-----------------------------------------------------------------------
4 – Self Promotion ---------------------------------------------:SFCO4:
-----------------------------------------------------------------------
--------------------------------------------------
5 – Thanks -----------------------------------------------------:SFCO5:
-----------------------------------------------------------------------

-
-Thanks to George Lucas for creating Star Wars

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    actually replace particular vitamin or mineral supplements.

    They put their product via rigorous third-party testing using NSF Certified for Sport, which ensures
    their greens powder is free from banned substances.
    This is especially essential for high-caliber athletes who could
    also be randomly tested for banned substances before their competitions.

    Flora’s story began back in 1965 in Burnaby, BC with Thomas Griether.
    Robust brand positioning, efficient use of testimonials, and a give attention to high-quality components helped set up belief.
    Moreover, ongoing innovation in product choices and advertising strategies played a crucial role.

    By analyzing this suggestions, Athletic Greens can establish developments and areas
    for improvement.
    The candor with which Green speaks, each on his podcast and in his interviews with basketball media, is refreshing.
    The conversations he has, together with with co-host Baron Davis,
    can be each entertaining and enlightening. Since I was a kid, all I’ve wanted
    to do, honestly, was help individuals any method I could and now I assume
    I’ve been put ready to do this if I want and I will at a high rate and in massive amounts.
    I prefer to be amongst the individuals and
    work out the community and be there and truly — as a outcome of that’s
    what actually issues, bro. Anybody may send a check and be carried out with it, but like, nah, I assume it means a lot more whenever you there with the individuals and so they see, like
    dang, he’s not just like a prideful, I’m-above-you sort of dude.
    I’m the kind of person that, I know I got some
    particular in me and because of that, I simply need the individuals to see the special in themselves.
    I wanna pull that part of you out of yourself, you know what I’m saying, any method I can.
    Taking Athletic Greens isn’t going to offer you superhuman power overnight
    and even after a quantity of weeks of taking it. So, understanding precisely how
    a lot more healthy or vibrant you will be from taking Athletic Greens every
    day is difficult to gauge. At best there may be one or two elements with two low quantities to having little benefit.
    This could be because I need to drink it for longer to note
    many advantages. In September 2021 Athletic Greens rebranded once more to AG1 and so they
    replaced the ceramic tub with a metal canister to store the powder in the fridge.
    I even have purchased and tried Athletic Greens on three occasions – every time after they have
    re-branded. Proof Based ResearchThis Shopper Well Being
    Digest content material has been reviewed, as well as checked for facts, in order to ensure the absolute best accuracy.

    The authors spotlight that vitamins improve the pores and skin barrier safety, participate in antibody manufacturing and boost the cellular mediated immune response.
    Flora Past Greens is a convenient approach to add a few servings of green diet
    to your day. Made with a blend of all the greens you know are good
    for you, like broccoli, wheatgrass, and alfalfa sprouts, it makes use of young green crops that are
    full of vitamin and don’t contain gluten.
    But just keep an open mind and contemplate what is
    most essential to you when selecting a superfood/greens complement.
    Supergreen Tonik has fewer ingredients, nevertheless it offers the
    same basic nutrients. Athletic Greens and Supergreen Tonik are both high-quality superfood supplements.
    “Love these items, tastes nice, provides me energy in the morning, and will get me all my nutritional vitamins for the day, but it is means too expensive to be value paying for every month.” -Evan S.
    Typically we are able to get stuck in the behavior of poor vitamin, low
    power or unhealthy digestive well being, and it is only after we
    discover a resolution similar to AG1 that we notice what we are meant to really feel like.
    AG1 has a wide selection of elements, which feels completely blended as your taste buds decide up all of
    the different green, fruity, sweet and even oaty
    flavours. Essentially, your intestine needs a specific amount of excellent micro organism to function, so supplementing probiotics can improve
    the variety of healthy micro organism in the intestine.

    Organic Chlorella powder is a crucial addition to any and each superfood mix and may have tremendous benefits
    in your overall well being. I am a health-conscious person and
    common gym-goer and I’m at all times on the
    lookout for ways to improve my total well being and wellness.
    I’m presently in a chopping part and I was concerned
    that I won’t have been getting sufficient vitamins
    and minerals from the low-calorie food plan I’m presently following.
    The diet supplement is made to be mixed into eight ounces
    of cold water (or blended into different chilly drinks, like smoothies or
    juices) and consumed first thing on an empty stomach.
    The formulation consists of probiotics which suggests it ought
    to be refrigerated after opening. This probiotic can additionally be known for supporting immune perform
    and improving lactose digestion. The fibre in apple powder helps digestive
    well being by selling common bowel movements and
    feeding useful intestine bacteria.
    General, Athletic Greens contains seventy five components, together
    with vitamins, minerals, superfoods, probiotics, adaptogens,
    and extra. Choosing the best supplement for you depends on your specific well being
    objectives and wishes. If you’re in search of an all-in-one
    every day complement to help general health and wellness, Athletic Greens
    could also be a wise choice. If you’re in search of a complement to particularly support digestion, immune function, and vitality, Primal Greens could
    additionally be a better choice. Athletic Greens and Wonderful Grass are each greens superfood powders that present a extensive range
    of vitamins.
    You also can buy on-the-go packets, which is handy when traveling.
    This gluten-free and vegan powder is pricey and whereas you can save on a month-to-month subscription, you
    might need to consider different choices if budget is a constraint.
    Greens powder fanatics that we spoke with
    for this story report AG1 tops their lists for greatest tasting
    because, not like many others, it goes down smoothly with no overly
    grassy or earthy flavors. Before getting caught into this evaluation, let’s clarify why you could very well
    need to take a superfood greens powder complement like this one.
    For the aim of this AG1 evaluation, I truly have used this superfood
    powder for 30 days and feel ready to share my ideas on what many name, one of the best greens powder out
    there. While Athletic Greens provides over 100 percent of the RDV for many
    nutrients your body wants, plus other nutritional vitamins and minerals,
    it is not an various alternative to a balanced diet.
    Yes, this every day complement can fill all the holes
    in your everyday nutrition and have some optimistic health
    effects.
    Zinc, boron, and other nutritional vitamins and minerals play key roles in hormonal health.
    This is likely because of the varied nutritional vitamins and
    minerals in here that support power manufacturing, such as the B-complex nutritional vitamins.
    Athletic Greens is designed to assist the restoration and performance of athletes and gym-goers.

    Regardless of your alternative, you can enhance the style by
    adding a little bit of lemon, one other flavored
    juice, or mixing it with your smoothie. I’ve tried a little
    bit of Actual Lemon and including AG 1 to a protein shake;
    the taste is palatable. As beforehand famous, Green Vibrance also provides Chocolate Coconut and Blueberry Lemon taste
    alternate options. There are an amazing quantity of greens powders available on the market at present, so listed here are a couple of ideas to keep in mind.

    Green Vibrance contains 25 billion reside probiotics
    from Lactobacillus acidophilus, which some
    research suggests may be beneficial for digestive well being.
    The product should be saved in your freezer or fridge after
    opening due to the live lively cultures.
    For instance, if prospects persistently point out a need
    for more product information, the model can modify its content strategy accordingly.
    Customized communications keep prospects informed about promotions, new merchandise, and academic
    content. This ensures ongoing engagement and nurtures the relationship between the model and its shoppers.

    While research are restricted, spirulina does present promise
    with the prevention of metabolic syndrome and reducing blood pressure.
    Their Trial Supply you may have heard about refers to the $20 OFF
    subscription that can be canceled at any time.
    Since taking the complement I actually have
    not had these low-energy intervals or any colds.
    This means you’re not left with that ‘gacky’ “I’ve simply consumed dairy” aftertaste in your throat.

    I personally have not experienced any unwanted facet effects from
    taking AG1, and I have been taking it on and off for a number of years now.

    There are additionally some things that could make the Athletic Greens supplements
    higher, nonetheless. Bromelain is a natural digestive enzyme that helps to particularly digest protein. Astragalus,
    burdock, and bromelain are all included right here for digestive
    purposes. And there’s evidence that these adaptogens may help improve endurance, struggle
    fatigue, and enhance immunity, among other issues.
    The shaker is great high quality, with the lid holding
    little additional weight which makes it nice for mixing up your
    Athletic Greens on the go. The firm says that, if you’re ready, taking it very first thing within the morning is in all probability going
    the greatest way to get right into a behavior of utilizing it.
    This all comes collectively to offer you an gratifying shake that I personally seemed forward to
    drinking as part of my morning routine. The powder itself
    may be very nice, which supplies you somewhat texture, however blends very well when shaken up with the AG1 shaker.
    I was shocked with how much I loved the flavor as
    supplements may be very hit or miss.
    Some don’t fall beneath organic or inorganic classification due to the growing or extraction course of, including gut micro organism.
    AG1 is a daily Foundational Nutrition supplement that supports your health
    holistically. It’s a science-driven blend of vitamins, good bacteria, and complete food sourced vitamins that lay
    the foundation for daily performance and wholesome getting older.
    The greatest components are easily absorbed, potent,
    and nutrient dense sufficient to ship the advantages they’re supposed to.
    AG1 sources vitamins and minerals in a kind your physique can absorb simply, allowing you
    to get essentially the most out of the vitamins you
    absorb.
    Even when you were to attempt to get these supplements in a pure
    food plan, you’d pay extra for the meals by means of time and expiration. If you wish to examine another
    alternate options to AG1, the following are well-liked variations.

    Sure, Athletic Greens is considered the general best green powder
    obtainable, right now.
    While Athletic Greens AG1 could be a useful addition to many adults’ health
    routines, it’s crucial to consider its benefits and drawbacks
    to discover out if it matches your needs and preferences.

    Athletic Greens AG1 can be purchased instantly from the official Athletic Greens web site.

    This ensures you obtain genuine merchandise and might benefit from special provides or reductions.

    Over forty rigorously chosen ingredients combine to deliver a potent
    mix of superfoods, adaptogens, and digestive enzymes.
    Athletic Greens is an all-in-one nutritional powerhouse that supports power production, immune resilience,
    intestine well being, and stress management. On the
    opposite hand, Primal Greens features over 50 components
    and emphasizes plant-based diet and digestive well
    being. Its blend consists of barley grass, alfalfa, kale, and broccoli, providing a wealthy source of chlorophyll and important nutrients.
    But a high-quality superfood supplement can complement your
    diet to result in even more well being advantages.
    However, many people wrestle to eat sufficient vegetables and fruits each day.

    But if you’re not satisfied, see what hundreds of happy
    clients have to say. Founded in 2021, Reside it Up
    is considered one of the most up-to-date contenders to emerge within the health and
    wellness house. The company was founded by Brazilian native Haim Nigri, who grew up having
    quick access to fresh produce and nutritious meals in his hometown. Whereas Athletic Greens’ advantages and features are practically unmatched, some products come close to
    their greatness.
    Nuu3 Nature’s Superfuel contains an organic
    mix of superfoods that are rich in vitamins and antioxidants to
    strengthen your body’s defenses all 12 months round!
    Complete nutrition from natural veggies, fruits, and greens that are low in energy but wealthy in fiber to supercharge your digestion and gut health!
    Nuu3 Nature’s Superfuel helps vitality levels and
    helps gas your body’s vitality manufacturing so you can keep sharp and engaged
    throughout the day.
    This was to be expected as there isn’t something
    on this powder that ought to trigger an issue.

    I caught to the really helpful one serving of about 12g in a glass of 200ml of water
    per day. There are some great ingredients in the formulation however I am a little skeptical of the massive number of elements listed in each serving.
    By ticking this box and submitting this evaluation,
    you also settle for that submitting pretend critiques is a violation of Consumer Well Being Digest’s Phrases of Use and such conduct
    is not going to be tolerated. Sarah is an skilled author and editor enthusiastic about serving to readers reside their healthiest and happiest lives.
    Before joining Forbes Well Being, Sarah worked as a writer for various digital publications
    together with LendingTree, theSkimm, CNBC and Bankrate.

    When she isn’t writing or editing, you can find Sarah with her nostril
    in a guide or enjoying the outdoors together with her French bulldog, Honey.

    References:

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    https://unamath.com/blog/index.php?entryid=7701
    https://unionoutsourcing.com/transform-your-jawline-mastering-gua-sha-for-double-chin-reduction/
    https://shoptubitxhy.com/best-steroids-for-cutting-top-anabolics-for-fat-loss-lean-muscle/
    https://teamcnut.com/nasolabial-folds-smile-lines-causes-treatment-prevention/
    https://www.sitiosperuanos.com/author/bell52d6889/
    https://lastfrontier.ru/forum/users/xiqcelsa9416/
    https://shsportsclub.com/what-is-gua-sha-why-you-need-this-facial-treatment-how-to-make-it-at-home/
    https://neolifekenya.com/best-legal-oral-steroids-in-2025-top-reviewed-tested/
    https://www.mazafakas.com/user/profile/6119640
    https://www.allclanbattles.com/groups/the-intermediate-bulking-cycle/
    https://niazshomal.ir/city/babol/author/darlaebg31/
    https://www.almanacar.com/profile/InezFranci

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    The seated cable row, as talked about in the introduction, is performed on a cable pulley machine.
    However, it can be carried out by sitting on the bottom or by organising
    a bench in the cable matrix if yours does not. Provoke the motion by reaching
    down to pick up the dumbbell off the floor with the opposite hand whereas
    preserving your back straight and aligned. Engage your again and shoulders, lifting the dumbbell up to your chest.

    As Quickly As you attain the top of the exercise, squeeze your shoulder back and ensure you really feel the engagement in your again muscular tissues.
    This isn’t based mostly on any sound scientific reasoning, although, and is actually just fitness center lore.

    We don’t boss you around; we’re simply right
    here to convey authenticity and understanding to all that enriches our lives as males on a day by day basis.

    This just offers a unique stimulus and can help issues interesting.
    You may have to search out an elevated bench or use boxes to raise the bench to carry out this movement.
    Additionally, they require much less core activation, that means less pressure on the decrease back.
    You also can perform these with a chest help, which takes much more pressure off the posterior chain. The content material on BOXROX is provided solely for informational and academic functions.

    Our web site isn’t meant to replace professional health and
    well being advice, analysis, or remedy.
    Straight arm pulldowns are an excellent exercise for focusing
    on the back muscles, specifically the lats. So with
    these advantages in thoughts, let’s take a glance at some train variations for straight
    arm pulldown that can help you obtain your health targets.
    By performing this train often, you can enhance your overall posture and construct a strong core basis that may assist shield in opposition to accidents in other areas of the physique.
    This train works the muscle tissue of the back, shoulders, arms,
    chest, and stomach, which all assist help good posture. It’s an effective way to work out these
    lats, triceps, shoulders, chest, and core muscle tissue.

    The train is a superb addition to any power coaching routine for
    these trying to develop their upper body musculature.
    Since you’ll be resting your chest on a pad during this train, you probably can focus
    your energies on following a full vary of movement and contracting your lats with each rep.

    Folks that depend on their arms to maneuver the
    load find yourself utilizing their biceps. Assume of your palms as hooks while performing the seated
    cable row, and lift the weights by driving your elbows behind your physique.
    The reply to this query depends on the person and their targets.
    Chest supported rows may be helpful for those trying to target specific
    muscle tissue, such as the lats or rhomboids, whereas minimizing stress on the
    lower back.
    You can mirror the effects of reverse grip rows with just your physique weight for resistance.
    This is an excellent exercise for calisthenic athletes and anybody who
    prefers bodyweight coaching over weight lifting.

    Seated cable rows are a wonderful alternative
    for bulking up your again muscle tissue, particularly your latissimus dorsi, which is the most important
    muscle in your back. Bigger and more defined lats help you
    develop the spectacular V-shape. If you’ve an current or earlier shoulder or lower back damage,
    ask your healthcare provider, doctor, or physical therapist should you can carry out the seated cable row.
    If you feel any sharp pain, you must stop the exercise
    immediately.
    The Bent Over Rotating Dumbbell Row is carried out by bending at the waist and using a dumbbell in every hand.
    As you row the dumbbells up in the path of your chest, rotate your wrists outwards after which inwards.

    This helps to engage the muscular tissues in the again and shoulders
    more than a regular row. This exercise may be carried
    out with lighter weights for larger reps or heavier weights for lower reps relying on the individual’s targets.

    Now, i’m NO expert, and it may simply be a placebo have an effect on, so appropriate me if I’m wrong.
    One of the primary choices to make if you set out to carry out a standing
    cable row is which grip you should use. With so many grips available to make use of at a cable machine, it can be overwhelming, so here’s
    a quick rundown of your options. Are you tired of the identical old
    shoulder exercises that solely work the entrance and facet of
    your shoulders? It’s time to change things up and target
    the often-neglected rear deltoids with the rear
    delt row.
    Understanding which muscle tissue are engaged through the Seated Cable Row
    can significantly improve your efficiency and results.
    Constructing a robust mind-to-muscle connection is a should for maximizing the benefits of
    your upper-body strength workout. I generally program Seated
    Cable Rows as a supplemental power train that can additionally be efficient at
    developing hypertrophy. The single-handed motion may also have the added problem of
    your torso having to exert anti-rotational energy, since half of your body will be
    pulled to at least one aspect. This is often a good way to interact your core and develop it further,
    especially the side abdominals. Together With a cable row in your exercise routine would be the
    surest way to obtain well-rounded and strong results along with your again improvement.
    It also works the erector spinae, forearms and biceps brachii to a lesser extent, too.

    When accomplished appropriately, they aim each the pectoralis main and minor, in addition to
    the anterior deltoids. The suspension system allows you to use your personal body weight as resistance, which makes it appropriate for all fitness ranges.
    Return it downwards slowly, adopted by the alternative arm alternating between them per repetition until the specified
    variety of reps or units have been completed. Lower the burden again down slowly before repeating for desired reps or sets.
    Now let’s look at some variations of the TRX Row to additional customize
    your workout routine. By understanding the anatomy of this exercise, you can create a more effective exercise tailor-made to your needs.

    Comparable actions, just like the bent-over row, require you to maintain the spine
    rigid to keep away from inserting stress throughout the
    decrease back. With the seated cable row, you can stretch the spine and
    the lats to permit for a a lot bigger vary of motion via the pull.
    The cable close grip seated row works your again muscle tissue in a
    horizontal pulling movement.
    That issues, as a end result of one of the issues that makes your muscles develop is challenging them with high levels of tension in a lengthened position. The muscles in your upper again and shoulders,
    such as the traps, rhomboids and rear delts, have
    to work tougher whenever you use a wider overhand grip and row the bar/handles larger up your stomach.
    The fixed rigidity of the cables throughout the motion makes this exercise very effective for muscle development and power training.
    Keep In Mind that when performing any energy training workouts, it’s essential to focus on proper
    form and method to keep away from harm whereas nonetheless
    getting essentially the most out of every workout. To maximize the advantages
    of lat pulldowns, you will need to keep proper form and approach.

    It’s simple, but you also wish to practice safely to guarantee that you avoid damage and progress simply as you’d any other train. We hope
    that this exercise was helpful and we’re assured that you now have the information to successfully include this train in your
    training regime. While the cable standing row (V-Bar) is a phenomenal choice for serving to
    to construct that roadmap again, there are so much of
    different variations that you should use, and that you just would possibly actually prefer.

    Once you’ve gotten all the way in which down, give your lats a squeeze
    while maintaining an upright posture. The seated cable row
    is a full-body movement, additionally relying on glute
    and core activation so as to maintain stability and an upright posture.
    Of course, when it comes to these secondarily engaged muscle groups, you’re going to need to make an effort to activate them to their fullest potential.
    You can absolutely coast through this exercise without activating your glutes, but your kind
    (and gains) will suffer over the long run. In Contrast To
    many different compound back workouts, such because the barbell row and deadlift, the seated cable
    row doesn’t place a lot load in your spine when carried out correctly.

    The bulk of the muscle work will get done when you
    pull again on the shoulders.
    Whereas it’s not one of many main muscle tissue focused by
    the Seated Cable Row, the rear delts nonetheless play an essential
    position in helping you execute the motion. Using varied grips and cable row variations, corresponding to Rope Cable Row variations, can enhance muscle activation. When you’re performing Deadlifts or Bent-Over
    Rows, the erector spinae keep your backbone in a impartial position, safeguarding your vertebrae and stopping
    a stubborn harm.
    As such, they could be a priceless addition to your training library, and you can use them anytime you want
    an different to rear delt rows. Utilizing heavy
    weights – dumbbell rear delt rows usually are not meant to be accomplished with ultra-heavy weights.
    Utilizing massive dumbbells will undoubtedly lead to
    extra lat and less rear delt engagement.
    If you wish to lift heavy, and struggle to maintain your ego in examine, you could discover that this
    exercise turns into just another rowing train and your rear delts won’t get a
    lot benefit.
    As Quickly As you’ve cleared the height of the bar, release
    your grip then lower your self underneath management until arms are totally prolonged again earlier than repeating for desired reps/sets.

    This train requires you to face along with your ft shoulder-width apart and hold a barbell in front of your thighs, palms going through down. Keeping your
    again straight and core engaged, bend on the hips until your
    torso is parallel to the floor. Pull the bar up towards your
    chest whereas keeping it close to your physique
    and squeezing your shoulder blades collectively at the top of the motion. Pushups can be used to work some of the same muscle
    teams focused during rows, together with the chest, triceps, shoulders and even core
    stability when done correctly. To begin, get into plank position with palms slightly wider than shoulder-width other than one another before reducing yourself down until
    your elbows type 90 degree angles. Then push your self up once more via your palms while keeping your hips parallel with the ground all through the complete range of
    motion for best results.
    Throughout the machine excessive row, their primary function is to assist flex the elbow to pull the bar down. The toes are braced
    in place and the athlete sits on a bench in order pull the weighted cable and complete the exercise.
    Each type of upright row offers advantages in working the higher physique, so the variations
    come right down to your goals and preferences, Kelley stated.
    For many lifters, 3–4 sets per exercise and
    1–3 workouts per week can be a good start line.
    Hold your elbows close to your physique for optimum latissimus dorsi engagement, and pull your shoulder blades back and down. For example, you can divide your
    power coaching right into a workout cut up, dedicating completely
    different days to totally different muscle teams, corresponding to push, pull, legs or chest, again, legs, and
    arms. If you’re doing one thing just like the latter, Gallucci recommends including rhomboid
    workout routines to your workout routine by integrating them
    into their again exercises. “I additionally recommend putting rhomboid workout routines toward the beginning of your workout routine. Avoid doing them at the end of your exercise when fatigue might compromise your approach,” he says.
    Chest Supported Rows provide a nice way to construct upper body strength and muscle mass, while additionally bettering posture and core strength.
    As there are numerous variations of this train,
    let’s now take a glance at some of the hottest ones.

    Cable rows can be utilized to build strength and measurement in your again muscular tissues as nicely as improve posture.

    Lastly, there are several smaller stabilizing muscles which
    also get worked during cable rows. Posterior deltoids,
    which assist us with extending our arms outwards from our
    our bodies.
    Squeeze your shoulder blades together to drag the dumbbells up concurrently before slowly releasing the row.
    Seated Row and GVT (or German Quantity Training) entails doing a excessive variety of
    units and repetitions to stress the muscular tissues without hurting them.
    For example, you can do ten seated row sets to emphasize your arm and back muscle tissue,
    triggering muscle development. GVT is a training technique bodybuilders use to build muscle dimension and energy.

    Start seated in front of a cable machine with knees barely
    bent in order that they don’t lock out during motion (this will help defend in opposition to injury).
    Lat pulldowns are an excellent alternative to rowing exercises for working
    the same muscular tissues. This train targets
    the latissimus dorsi, or lats, in addition to the biceps and rear deltoids.
    To perform this exercise appropriately, sit on a bench together with your feet flat on the ground and
    hold onto a bar connected to a cable machine above you.

    Rowing workouts can goal completely different muscle teams relying on the kind of row that’s performed.
    In this blog publish, we’ll focus on rows muscle tissue
    worked, fundamental anatomy of the rowing movement,
    types of rows and variations in addition to different workouts for working the same muscles as rows.
    Whether you’re looking to construct energy or add variety into your workout routine – understanding what’s concerned in rowing might help maximize outcomes.
    They goal the muscles of the upper and mid-back, helping to build energy and improve posture.
    The exercise additionally helps to scale back strain on the lower again by
    taking pressure off it in the course of the movement.
    Additionally, as a result of you’re in a seated position with your chest supported, you’ll find a way to
    focus extra on correct form and method while nonetheless getting an effective workout.
    The latissimus dorsi, or lats, are the largest muscular tissues within the again and are
    answerable for shoulder extension and adduction.
    The cable standing row (V-bar) makes a great addition to any back exercise.
    It’s not your conventional again train but that makes it no less efficient for constructing the muscular tissues of the upper posterior chain. You won’t
    be ready to use most loads with this movement however that’s not the purpose.

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