Star Wars Knights of the Old Republic II: The Sith Lords/Attributes



At character generation each of the six physical attributes is at 8, with 30 points to allocate between them. Any attribute can be increased to a maximum of 18 at this time, but beyond 14 there are increased point costs:

Characters are awarded an additional attribute point every fourth level (4, 8, 12 and so on). These are not subject to the increased point costs which apply at character generation.

However, it is not the attribute itself which is important but its modifier, which equals (attribute - 10) / 2, rounded down:

Consequently it is normally a waste if an attribute is an odd number after all points and bonuses from equipment, stimulants, ../Force powers/ and any light or dark side mastery is taken into account.

Strength
Strength modifier (STR) adds to the following:


 * with melee weapons and lightsabers, and off hand blaster pistols
 * with melee weapons unless less than modifier with : Melee Weapons
 * Attack with lightsabers unless less than Dexterity modifier with Finesse: Lightsabers or Melee Weapons
 * and Difficulty Classes

The damage bonus granted by a character's Strength modifier varies depending on the melee weapon(s) or lightsaber(s) equipped:

For example, a character with 20 Strength (STR +5) would be granted the following damage bonuses:


 * +5 when unarmed or equipping a stun baton
 * +7 (1.5 * 5) when equipping one melee weapon or lightsaber
 * +5 main hand and +2 (0.5 * 5) off hand when equipping two melee weapons or lightsabers
 * +7 main hand and +2 off hand when equipping a double-bladed melee weapon or lightsaber

For some reason, 0.5 STR is also added to off hand damage when using blaster pistols: although not added to damage displayed on the screen, it is listed in the  log's Damage Breakdown, which sums correctly and matches both floating numbers and actual damage inflicted.

Dexterity
Dexterity modifier (DEX) adds to the following:


 * with ranged weapons (blaster pistols and blaster rifles)
 * Attack with melee weapons (including lightsabers) with : Melee Weapons when greater than modifier
 * Attack with lightsabers with Finesse: Lightsabers when greater than Strength modifier
 * Reflex save
 * bonus
 * Difficulty Class
 * Difficulty Class

Constitution
Constitution modifier (CON) adds to the following:


 * points per level
 * Fortitude save
 * Fortitude save

Vitality can regenerate every 6 seconds, but how much also depends on whether or not the character is engaged in combat:

Which implants a character can equip are also determined by that character's minimum Constitution (not including bonuses from other equipment, stimulants, ../Force powers/ and mastery):

Implants listed above the line can be created using a with sufficient  rank and Chemicals; those listed below can only be bought or found.

However, if an implant is selected for a reward, merchant or container inventory then the chance of each subtype being selected is determined by your character's maximum Constitution (including bonuses):

So only Packages can be selected with less than 12 Constitution, but all four subtypes have equal chance of being selected with 18 Constitution or more.

Intelligence
Intelligence modifier (INT) adds to the following:


 * Skill points on character generation
 * Skill points granted per level up
 * ,, and  bonus
 * Difficulty Class
 * vitality repaired by repair kits

Skill points granted upon level up are determined by a character's permanent Intelligence modifier (bonuses from other equipment and ../Force powers/ not included). It is recommended to only allocate points to Intelligence upon character generation to maximize skill points granted at that time, and upon level up:


 * Character generation


 * Level up

Characters are always granted at least four skill points at character generation, and at least one on level up:

Wisdom
Wisdom modifier (WIS) adds to the following:


 * Force power Difficulty Class
 * Force points per level
 * Will save
 * and bonus
 * healed by medpacs and
 * with (male main player character only)

Charisma
Charisma modifier (CHA) adds to the following:


 * Force power Difficulty Class
 * bonus
 * Party attack rolls
 * healed by

Player Charisma Modifier is normally added to the attack rolls of party members, but a negative modifier results in a penalty. The Attack Breakdown in the Combat section of the 's Messages Log displays this accumulating with each attack in a combat round:

However, according to the total it's correctly added just once to each attack.

Charisma modifier can also reduce the Force point cost of Force powers of opposing alignment, as each CHA +1 reduces the adjustment by 5%:

For example, Heal is a light side power that normally costs 52 Force points for a dark side character with no positive Charisma modifier who has achieved mastery, since its base cost (30) is subject to an adjustment increasing it by 75% (+22). However, if that character has 20 Charisma (CHA +5), the adjustment is reduced by 25% (5*5%) to 50%, resulting in 45 (30+15) cost per use.