From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(Added introductory notes, class skill notes)
m (Removed font color)
Line 1: Line 1:
{{Header Nav|game=Star Wars: Knights of the Old Republic}}
{{Header Nav|game=Star Wars: Knights of the Old Republic}}


Skills keep track of your character's ability to perform certain, primarily non-combat, tasks.  Each skill is tied to an [[Star Wars: Knights of the Old Republic/Attributes|attribute]] that can apply positive or negative modifiers to the use of the skill.  Skills are purchased with skill points earned at every level.
'''Each of your character's skills has a number associated with it. This is the skill 'rank' and determines how good the character is with that skill. When using a skill to perform an action, the rank is compared against a Difficulty Check (DC) number. For example, to open a lock with a DC of 15, take your skill rank in [[Star_Wars:_Knights_of_the_Old_Republic/Skills#Security|Security]] + [[Star_Wars:_Knights_of_the_Old_Republic/Attributes#Wisdom|Wisdom]] modifier +d20 roll. If the total is 15 or greater, the lock is opened.'''


__ToC__
__ToC__
Line 119: Line 119:


==[[Image:KotOR Skill Computer Use.png]] Computer Use==
==[[Image:KotOR Skill Computer Use.png]] Computer Use==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]]
[[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]]


Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.</font>
Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.'''


Computer Use is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Computer Use is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Line 190: Line 190:


==[[Image:KotOR Skill Demolitions.png]] Demolitions==
==[[Image:KotOR Skill Demolitions.png]] Demolitions==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]]
[[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]]


Demolitions can be used to set, recover or disarm mines. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.</font>
Demolitions can be used to set, recover or disarm mines. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.'''




Line 301: Line 301:


==[[Image:KotOR Skill Stealth.png]] Stealth==
==[[Image:KotOR Skill Stealth.png]] Stealth==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Dexterity|Dexterity]]
[[Star Wars: Knights of the Old Republic/Attributes#Dexterity|Dexterity]]


Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an [[Star Wars: Knights of the Old Republic/Skills#Awareness|Awareness]] check versus the character's Stealth skill or be unable to detect them, even if the character is in direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill.</font>
Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an [[Star Wars: Knights of the Old Republic/Skills#Awareness|Awareness]] check versus the character's Stealth skill or be unable to detect them, even if the character is in direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill.'''




Line 365: Line 365:


==[[Image:KotOR Skill Awareness.png]] Awareness==
==[[Image:KotOR Skill Awareness.png]] Awareness==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]]
[[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]]


Awareness governs the ability of a character to spot objects or enemies hidden by [[Star Wars: Knights of the Old Republic/Skills#Stealth|Stealth]]. If a successful check of this skill is made against the Stealth skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.</font>
Awareness governs the ability of a character to spot objects or enemies hidden by [[Star Wars: Knights of the Old Republic/Skills#Stealth|Stealth]]. If a successful check of this skill is made against the Stealth skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.'''




Line 481: Line 481:


==[[Image:KotOR Skill Persuade.png]] Persuade==
==[[Image:KotOR Skill Persuade.png]] Persuade==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Charisma|Charisma]]
[[Star Wars: Knights of the Old Republic/Attributes#Charisma|Charisma]]


Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.</font>
Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.'''


Persuade is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Persuade is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Line 512: Line 512:


==[[Image:KotOR Skill Repair.png]] Repair==
==[[Image:KotOR Skill Repair.png]] Repair==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]]
[[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]]


Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.</font>
Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.'''


Repair is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Repair is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Line 550: Line 550:


==[[Image:KotOR Skill Security.png]] Security==
==[[Image:KotOR Skill Security.png]] Security==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]]
[[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]]


Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.</font>
Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.'''


Security is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Security is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Line 629: Line 629:


==[[Image:KotOR Skill Treat Injury.png]] Treat Injury==
==[[Image:KotOR Skill Treat Injury.png]] Treat Injury==
<font color=dodgerblue>Related Attribute:
'''Related Attribute:
[[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]]
[[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]]


Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.</font>
Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.'''


Treat Injury is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:
Treat Injury is a [[Star Wars: Knights of the Old Republic/Classes|class]] skill for the following:

Revision as of 18:42, 8 May 2012

Each of your character's skills has a number associated with it. This is the skill 'rank' and determines how good the character is with that skill. When using a skill to perform an action, the rank is compared against a Difficulty Check (DC) number. For example, to open a lock with a DC of 15, take your skill rank in Security + Wisdom modifier +d20 roll. If the total is 15 or greater, the lock is opened.

Intelligence modifier (IM) resulting from points invested at character generation and upon level-up determine how many skill points a class can invest at those times:

Class Skill points
Soldier Scout Scoundrel Guardian Sentinel Consular Combat Droid Expert Droid
Character generation (1+IM) * 4 (3+IM) * 4 (4+IM) * 4
Level-up [ (2+IM) / 2 ] [ (6+IM) / 2 ] [ (8+IM) / 2 ] [ (2+IM) / 2 ] [ (4+IM) / 2 ] [ (2+IM) / 2 ] [ (2+IM) / 2 ] [ (4+IM) / 2 ]

Characters always receive at least one skill point upon level-up:

Intelligence Skill points upon level-up
Soldier Scout Scoundrel Guardian Sentinel Consular Combat Droid Expert Droid
8-9 1 2 3 1 1 1 1 1
10-13 1 3 4 1 2 1 1 2
14-17 2 4 5 2 3 2 2 3
18 3 5 6 3 4 3 3 4

All points do not have to be invested at character generation or level-up, so they can be saved for a future level-up. Upon becoming a Jedi, the main player character retains the class skills of the earlier class and gains those of the Jedi class. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:

Skill Attribute modifier Skill points per rank
Soldier Scout Scoundrel Guardian Sentinel Consular Combat Droid Expert Droid
Computer Intelligence 2 1 2 2 2 1 1 1
Demolitions Intelligence 1 1 1 2 2 1 1 2
Stealth Dexterity 2 2 1 2 2 2 2 2
Awareness Wisdom 1 1 1 1 1 1 1 2
Persuade Charisma 2 2 1 1 1 1
Repair Intelligence 2 1 2 2 2 1 1 1
Security Wisdom 2 2 1 2 2 2 1 1
Treat Injury Wisdom 1 1 2 1 1 1

Scoundrels who become Jedi Consulars will have all skills as class skills. Points can be invested in class skills to maximum rank equal to level + 3, while they can only be invested in cross-class skills to maximum rank equal to [ (level + 3) / 2].

File:KotOR Skill Computer Use.png Computer Use

Related Attribute: Intelligence

Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.

Computer Use is a class skill for the following:

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Computer Use skill rank:

Source Bonus Description
Feat +1 Gear Head
+2 Improved Gear Head
+3 Master Gear Head
Head +2 Interface Band
Light head +4 Interface Visor
+7 Advanced Agent Interface
Hands +4 Infiltrator Gauntlets
Belt +3 Calrissian's Utility Belt
Droid
Source Bonus Description
Utility (Class 1) +2 Computer Probe
Utility (Class 2) +4 Advanced Computer Tool
Utility (Class 3) +6 Universal Computer Interface
+7 Advanced Droid Interface

File:KotOR Skill Demolitions.png Demolitions

Related Attribute: Intelligence

Demolitions can be used to set, recover or disarm mines. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.


Demolitions is a class skill for the following:

According to the Messages - Feedback window, the increases to Difficulty Class to disarm and recover mines are cumulative rather than separate:

Difficulty Low Medium High Minimum skill rank
Description Minor Average Deadly
Set 15 20 25 5
Disable 20 25 30 10
Recover 30 35 40 20

Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. Friendly mines can be recovered without a Difficulty Class check.

Successfully disabling or recovering hostile mines requires that the sum of the character's Demolitions skill rank and a d20 roll is equal to or greater than Difficulty Class. When not engaged in combat a 20 is always rolled, so minimum skill rank required is 20 less than Difficulty Class.

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Demolitions skill rank:

Source Bonus Description
Feat +1 Caution
+2 Improved Caution
+3 Master Caution
Head +2 Interface Band
+2 GenoHaradan Visor
+2 Bothan Perception Visor
+3 Bothan Sensory Visor
Light head +1 Motion Detection Goggles
+4 Interface Visor
+7 Advanced Agent Interface
Hands +2 Stabiliser Gauntlets
+6 Verpine Bond Gauntlets
Belt +3 Calrissian's Utility Belt
Droid
Source Bonus Description
Utility (Class 3) +7 Advanced Droid Interface
Sensor (Class 1) +2 Sensor Probe
Sensor (Class 2) +4 Verpine Demolitions Probe

File:KotOR Skill Stealth.png Stealth

Related Attribute: Dexterity

Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an Awareness check versus the character's Stealth skill or be unable to detect them, even if the character is in direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill.


Stealth is only a class skill for the following:

This skill cannot be used untrained.

Aside from investing skill points or increasing Dexterity modifier, the following apply bonuses to Stealth skill rank:

Source Bonus Description
Feat +1 Caution
+2 Improved Caution
+3 Master Caution
Light head +8 Stealth Field Reinforcement
Dark Side head +2 Tulak Hord's Mask
Light armor +4 GenoHaradan Mesh Armor
+4 Baragwin Shadow Armor
+8 Baragwin Shadow Armor (upgraded)
Belt +2 Sound Dampening Stealth Unit
+4 Advanced Stealth Unit
+6 Eriadu Stealth Unit
+8 GenoHaradan Stealth Unit
+10 Baragwin Stealth Unit

File:KotOR Skill Awareness.png Awareness

Related Attribute: Wisdom

Awareness governs the ability of a character to spot objects or enemies hidden by Stealth. If a successful check of this skill is made against the Stealth skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.


Awareness is a class skill for the following:

According to the Messages - Feedback window, the Difficulty Class to detect a mine is equivalent to that required to recover it using Demolitions:

Difficulty Low Medium High Minimum skill rank
Description Minor Average Deadly
Detect 30 35 40 20

Successfully detecting hostile mines requires that the sum of the character's Awareness skill rank and a d20 roll is equal to or greater than Difficulty Class. When not engaged in combat a 20 is always rolled, so minimum skill rank required is 20 less than Difficulty Class.

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Awareness skill rank:

Source Bonus Description
Feat +1 Empathy
+2 Improved Empathy
+3 Master Empathy
Implant Level 2 +1 Retinal Combat Implant
Implant Level 3 +10 Advanced Sensory Implant
Head +2 Verpine Headband
+2 Aural Amplifier
+3 Bothan Perception Visor
+4 Advanced Aural Amplifier
+4 GenoHaradan Visor
+4 Bothan Sensory Visor
Light head +2 Motion Detection Goggles
+4 Light-Scan Visor
+7 Advanced Agent Interface
Belt +4 Baragwin Stealth Unit
Droid
Source Bonus Description
Utility (Class 3) +7 Advanced Droid Interface
Sensor (Class 1) +2 Droid Motion Sensors Type 1
Sensor (Class 2) +4 Droid Motion Sensors Type 2
Sensor (Class 3) +6 Droid Motion Sensors Type 3

File:KotOR Skill Persuade.png Persuade

Related Attribute: Charisma

Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.

Persuade is a class skill for the following:

Aside from investing skill points or increasing Charisma modifier, the following apply bonuses to Persuade skill rank:

Source Bonus Description
Feat +1 Empathy
+2 Improved Empathy
+3 Master Empathy

File:KotOR Skill Repair.png Repair

Related Attribute: Intelligence

Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.

Repair is a class skill for the following:

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Repair skill rank:

Source Bonus Description
Feat +1 Gear Head
+2 Improved Gear Head
+3 Master Gear Head
Light head +7 Advanced Agent Interface
Belt +3 Calrissian's Utility Belt

File:KotOR Skill Security.png Security

Related Attribute: Wisdom

Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.

Security is a class skill for the following:

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Security skill rank:

Source Bonus Description
Feat +1 Gear Head
+2 Improved Gear Head
+3 Master Gear Head
Head +2 Interface Band
+2 Bothan Perception Visor
+3 Bothan Sensory Visor
Light head +1 Motion Detection Goggles
+4 Interface Visor
+7 Advanced Agent Interface
Hands +4 Infiltrator Gauntlets
Belt +3 Calrissian's Utility Belt
Droid
Source Bonus Description
Utility (Class 1) +2 Security Interface Tool
Utility (Class 2) +4 Security Decryption Interface
Utility (Class 3) +6 Security Domination Interface
+7 Advanced Droid Interface

File:KotOR Skill Treat Injury.png Treat Injury

Related Attribute: Wisdom

Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.

Treat Injury is a class skill for the following:

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Treat Injury skill rank:

Source Bonus Description
Feat +1 Empathy
+2 Improved Empathy
+3 Master Empathy
Light head +10 Medical Interface Visor