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{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!rowspan=2 width=12.5%| {{s|Classes|Soldier}}
!rowspan=2 width=13%| {{s|Classes|Soldier}}
!rowspan=2 width=12.5%| {{s|Classes|Scout}}
!rowspan=2 width=12%| {{s|Classes|Scout}}
!rowspan=2 width=12.5%| {{s|Classes|Scoundrel}}
!rowspan=2 width=13%| {{s|Classes|Scoundrel}}
!colspan=3| {{s|Classes|Jedi}}
!colspan=3| {{s|Classes|Jedi}}
!colspan=2| {{s|Classes|Droid}}
!colspan=2| {{s|Classes|Droid}}
|-
|-
!width=12.5%| [[../Classes#Jedi Guardian|Guardian]]
!width=12%| [[../Classes#Jedi Guardian|Guardian]]
!width=12.5%| [[../Classes#Jedi Sentinel|Sentinel]]
!width=12%| [[../Classes#Jedi Sentinel|Sentinel]]
!width=12.5%| [[../Classes#Jedi Consular|Consular]]
!width=13%| [[../Classes#Jedi Consular|Consular]]
!width=12.5%| [[../Classes#Combat Droid|Combat]]
!width=12%| [[../Classes#Combat Droid|Combat]]
!width=12.5%| [[../Classes#Expert Droid|Expert]]
!width=13%| [[../Classes#Expert Droid|Expert]]
|-
|-
| Strength
| Strength
Line 71: Line 71:
|}
|}


Consequently it's normally a waste if an attribute is an odd number after all points and bonuses from [[../Items#Equipment|equipment]], [[../Stimulants|stimulants]], [[../Force powers/]] and any light or dark [[../Alignment#Mastery|mastery]] is taken into account. However, these attribute bonuses are restricted to +20 maximum, which means main player characters can have maximum 43 (modifier +16) for any attribute without using [[../Cheats|cheats]]:
Consequently it's normally a waste if an attribute is an odd number after all points and bonuses from [[../Items#Equipment|equipment]], [[../Stimulants|stimulants]], [[../Force powers/]] and any light or dark [[../Alignment#Mastery|mastery]] is taken into account. However, these attributes bonuses are restricted to +20 maximum, which means main player characters can have maximum 43 (modifier +16) for any attribute without using [[../Cheats|cheats]] (although in practice, this can only be achieved with Strength, Dexterity or Constitution).
 
{| {{prettytable|text center=1}}
!width=20%| Source
!width=20%| Character generation
!width=20%| Level Up
!width=20%| Bonus
!width=20%| Total
|-
! Maximum
| 18 || 5 || 20
! 43
|}
 
In practice, the maximum can only be achieved with Strength, Dexterity or Constitution.


==Strength==
==Strength==
{| {{prettytable}}
'''Strength measures physical power. A high strength adds modifiers to melee damage and chance to hit, which is important for characters that use close-combat weapons (vibroblades, lightsabers).'''
| '''Strength measures physical power. A high strength adds modifiers to melee damage and chance to hit, which is important for characters that use close-combat weapons (vibroblades, lightsabers).'''
|}


Strength modifier (STR) adds to the following:
Strength modifier (STR) adds to the following:
Line 99: Line 83:
* {{s|Feats|Critical Strike}} Difficulty Class
* {{s|Feats|Critical Strike}} Difficulty Class


Strength is the primary attribute of melee attackers and offensive lightsaber users, particularly those using Critical Strike; pure ranged attackers and Force users have little or no use for it, so it can even be left at 8 on [[../Character generation|character generation]].
Strength is the primary attribute of melee attackers and offensive lightsaber users, particularly those using Critical Strike; pure ranged attackers and Force users have little or no use for it, so it can even be left at 8 upon [[../Character generation|character generation]].


Strength bonuses are granted by the following:
Strength bonuses are granted by the following:


{{col|2|begin}}
{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=30%| Source
!width=55%| Description
!width=14%| Strength
!width=25%| Strength
!width=56%| Description
|-
|-
!rowspan=3| [[../Force powers/]]
!rowspan=3| [[../Force powers/]]
| +2
| {{s|Force powers|Force Valor}}
| {{s|Force powers|Force Valor}}
| +2
|-
|-
| +3
| Knight Valor
| Knight Valor
| +3
|-
|-
| +5
| Master Valor
| Master Valor
| +5
|-
|-
!rowspan=2| [[../Stimulants/]]
!rowspan=2| [[../Stimulants/]]
| +4
| {{s|Stimulants|Adrenal Strength}}
| {{s|Stimulants|Adrenal Strength}}
| +4
|-
|-
| +6
| {{s|Stimulants|Hyper-adrenal Strength}}
| {{s|Stimulants|Hyper-adrenal Strength}}
| +6
|-
|-
! {{s|Alignment|Mastery}}
! {{s|Alignment|Mastery}}
| +3
| Main character {{s|Classes|Jedi Guardian}} {{KotOR/Restricted|Light}}
| Main character {{s|Classes|Jedi Guardian}} {{KotOR/Restricted|Light}}
| +3
|-
|-
!rowspan=5| [[../Hands/]]
!rowspan=5| [[../Hands/]]
| +1
| {{s|Hands|Strength Gauntlets}}
| {{s|Hands|Strength Gauntlets}}
| +1
|-
|-
| +2
| {{s|Hands|Eriadu Strength Amplifier}}
| {{s|Hands|Eriadu Strength Amplifier}}
| +2
|-
|-
| +3
| {{s|Hands|Sith Power Gauntlets}}
| {{s|Hands|Sith Power Gauntlets}}
| +3
|-
|-
| +4
| {{s|Hands|GenoHaradan Power Gloves}} {{KotOR/Points|Dark}}
| {{s|Hands|GenoHaradan Power Gloves}} {{KotOR/Points|Dark}}
| +4
|-
|-
| +5
| {{s|Hands|Dominator Gauntlets}}
| {{s|Hands|Dominator Gauntlets}}
| +5
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=55%| Description
!width=25%| Strength
|-
|-
! [[../Robes/]] {{KotOR/Feat|Jedi Defense||T|P}}
! [[../Robes/]] {{KotOR/Feat|Jedi Defense||T|P}}
| +4
| {{s|Robes|Darth Revan's Robes}} {{KotOR/Restricted|Dark}}
| {{s|Robes|Darth Revan's Robes}} {{KotOR/Restricted|Dark}}
| +4
|-
|-
!rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}}
!rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}}
| +1
| {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}}
| {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}}
| +1
|-
|-
| +2
| Light Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}}
| Light Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}}
| +2
|-
|-
!rowspan=4| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}}
!rowspan=4| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}}
| +1
| {{s|Medium armor|Powered Light Battle Armor}}
| {{s|Medium armor|Powered Light Battle Armor}}
|-
| +1
| +1
|-
| {{s|Medium armor|Jamoh Hogra's Battle Armor}}
| {{s|Medium armor|Jamoh Hogra's Battle Armor}}
| +1
|-
|-
| +2
| {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}}
| {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}}
| +2
|-
|-
| +3
| Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}}
| Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}}
| +3
|-
|-
! [[../Heavy armor|Heavy]] {{KotOR/Armor|Heavy|T|P}}
! [[../Heavy armor/]] {{KotOR/Armor|Heavy|T|P}}
| +1
| {{s|Heavy armor|Powered Battle Armor}}
| {{s|Heavy armor|Powered Battle Armor}}
| +1
|-
|-
!rowspan=2| [[../Belts/]]
!rowspan=2| [[../Belts/]]
| +1
| {{s|Belts|Power Belt}} {{KotOR/Points|Dark}}
| {{s|Belts|Power Belt}} {{KotOR/Points|Dark}}
| +1
|-
|-
| +2
| {{s|Belts|CNS Strength Enhancer}}
| {{s|Belts|CNS Strength Enhancer}}
| +2
|}
|}
{{col|2|end}}


Maximum Strength: +24 for an armored Jedi Guardian main character with light mastery, or +22 for a dark Jedi: in both cases, this would be restricted to +20 (STR +10).
Maximum Strength: +24 for an armored Jedi Guardian main character with light side mastery, or +22 for a dark Jedi: in both cases, this would be restricted to +20 (STR +10).


==Dexterity==
==Dexterity==
{| {{prettytable}}
'''Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters, grenades) and increases a character's Defense rating, making them harder to hit.'''
| '''Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters, grenades) and increases a character's Defense rating, making them harder to hit.'''
|}


Dexterity modifier (DEX) adds to the following:
Dexterity modifier (DEX) adds to the following:
Line 217: Line 189:
|-
|-
!width=25%| Armor
!width=25%| Armor
|width=12.5%| [[../Light armor#Armor 4|4]]
|width=12%| [[../Light armor#Armor 4|4]]
|width=12.5%| [[../Light armor#Armor 5|5]]
|width=13%| [[../Light armor#Armor 5|5]]
|width=12.5%| [[../Medium armor#Armor 6|6]]
|width=12%| [[../Medium armor#Armor 6|6]]
|width=12.5%| [[../Medium armor#Armor 7|7]]
|width=13%| [[../Medium armor#Armor 7|7]]
|width=12.5%| [[../Heavy armor#Armor 8|8]]  
|width=12%| [[../Heavy armor#Armor 8|8]]  
|width=12.5%| [[../Heavy armor#Armor 9|9]]
|width=13%| [[../Heavy armor#Armor 9|9]]
|-
|-
! Max Dexterity Bonus
! Max Dexterity Bonus
Line 230: Line 202:
| 20 || 18 || 16 || 14 || 12 || 10
| 20 || 18 || 16 || 14 || 12 || 10
|}
|}
Although the modifier displayed on the {{s|Gameplay|Character}} screen is restricted, this only affects Defense.


{{s|Combat|Feats and effects}} mod is restricted to maximum Defense bonus 10 and the sum of Armor and Max Dexterity Bonus is always 9, so maximum Defense bonus 19 can be granted with ''any'' armor (although the [[../Force powers/]] required to maximize feats and effects are restricted by armor, so they'd need to be used ''before'' equipping it and engaging in combat).
{{s|Combat|Feats and effects}} mod is restricted to maximum Defense bonus 10 and the sum of Armor and Max Dexterity Bonus is always 9, so maximum Defense bonus 19 can be granted with ''any'' armor (although the [[../Force powers/]] required to maximize feats and effects are restricted by armor, so they'd need to be used ''before'' equipping it and engaging in combat).
Line 239: Line 209:
Dexterity bonuses are granted by the following:
Dexterity bonuses are granted by the following:


{{col|2|begin}}
{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=30%| Source
!width=55%| Description
!width=14%| Dexterity
!width=25%| Dexterity
!width=56%| Description
|-
|-
!rowspan=3| Force powers
!rowspan=3| [[../Force powers/]]
| +2
| {{s|Force powers|Force Valor}}
| {{s|Force powers|Force Valor}}
| +2
|-
|-
| +3
| Knight Valor
| Knight Valor
| +3
|-
|-
| +5
| Master Valor
| Master Valor
| +5
|-
|-
!rowspan=2| [[../Stimulants/]]
!rowspan=2| [[../Stimulants/]]
| +4
| {{s|Stimulants|Adrenal Alacrity}}
| {{s|Stimulants|Adrenal Alacrity}}
| +4
|-
|-
| +6
| {{s|Stimulants|Hyper-adrenal Alacrity}}
| {{s|Stimulants|Hyper-adrenal Alacrity}}
| +6
|-
|-
!rowspan=5| [[../Implants/]]
!rowspan=5| [[../Implants/]]
| +1
| {{s|Implants|Response Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}}
| {{s|Implants|Response Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}}
| +1
|-
|-
| +2
| {{s|Implants|Advanced Sensory Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}}
| {{s|Implants|Advanced Sensory Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}}
| +2
|-
|-
| +3
| {{s|Implants|Cyber Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| {{s|Implants|Cyber Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| +3
|-
|-
| +4
| {{s|Implants|Gordulan Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| {{s|Implants|Gordulan Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| +4
|-
|-
| +5
| {{s|Implants|Advanced Alacrity Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}}
| {{s|Implants|Advanced Alacrity Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}}
| +5
|-
|-
!rowspan=2| [[../Head/]]
!rowspan=2| [[../Head/]]
| +1
| {{s|Head|Verpine Ocular Enhancer}} {{KotOR/Armor|Light|T|P}}
| {{s|Head|Verpine Ocular Enhancer}} {{KotOR/Armor|Light|T|P}}
| +1
|-
|-
| +2
| {{s|Head|Combat Sensor}}
| {{s|Head|Combat Sensor}}
| +2
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=55%| Description
!width=25%| Dexterity
|-
|-
!rowspan=4| [[../Hands/]]
!rowspan=4| [[../Hands/]]
| +1
| {{s|Hands|Brejik's Gloves}}
| {{s|Hands|Brejik's Gloves}}
|-
| +1
| +1
| {{s|Hands|Infiltrator Gloves}}
|-
|-
| {{s|Hands|Infiltrator Gloves}}
| +1
| +1
|-
| {{s|Hands|Karakan Gauntlets}}
| {{s|Hands|Karakan Gauntlets}}
| +1
|-
|-
| +3
| {{s|Hands|Advanced Stabilizer Gloves}} {{KotOR/World|Yavin Station}}
| {{s|Hands|Advanced Stabilizer Gloves}} {{KotOR/World|Yavin Station}}
| +3
|-
|-
!rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}}
!rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}}
| +1
| {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}}
| {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}}
| +1
|-
|-
| +3
| {{s|Light armor|GenoHaradan Mesh Armor}} {{KotOR/Points|Dark}}
| {{s|Light armor|GenoHaradan Mesh Armor}} {{KotOR/Points|Dark}}
| +3
|-
|-
! Lightsabers
! [[../Lightsabers/]] {{KotOR/Weapon|Proficiency|Lightsaber|T|P}}
| +1
| {{s|Upgrade items|Crystal, Jenruax}} {{KotOR/Upgrade|Mantle of the Force}} {{KotOR/World|Yavin Station}}
| {{s|Upgrade items|Crystal, Jenruax}} {{KotOR/Upgrade|Mantle of the Force}} {{KotOR/World|Yavin Station}}
| +1
|-
|-
!rowspan=2| [[../Belts/]]
!rowspan=2| [[../Belts/]]
| +2
| {{s|Belts|Adrenaline Stimulator}}
| {{s|Belts|Adrenaline Stimulator}}
| +2
|-
|-
| +3
| {{s|Belts|Baragwin Stealth Unit}} {{KotOR/World|Yavin Station}}
| {{s|Belts|Baragwin Stealth Unit}} {{KotOR/World|Yavin Station}}
| +3
|-
|-
!rowspan=2| [[../HK-47/]]
!rowspan=2| [[../HK-47/]]
| +2
| {{s|HK-47|First}} repair
| {{s|HK-47|First}} repair
|-
| +2
| +2
|-
| {{s|HK-47|Fourth}} repair
| {{s|HK-47|Fourth}} repair
| +2
|}
|}
{{col|2|end}}
HK-47's bonus(es) only affect him, not your main character.


Maximum Dexterity: +28 for an armored Jedi using a lightsaber, although this would be restricted to +20 (DEX +10) with Max Dexterity Bonus: +(0-5) added to Defense while armored.
Maximum Dexterity: +28 for an armored Jedi using a lightsaber, although this would be restricted to +20 (DEX +10) with Max Dexterity Bonus: +(0-5) added to Defense while armored.


==Constitution==
==Constitution==
{| {{prettytable}}
'''Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level up. This is important for everyone, but essential for soldiers and Jedi guardians.'''
| '''Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level up. This is important for everyone, but essential for soldiers and Jedi guardians.'''
|}


Constitution modifier (CON) adds to the following:
Constitution modifier (CON) adds to the following:
Line 351: Line 307:
Constitution bonuses are granted by the following:
Constitution bonuses are granted by the following:


{{col|2|begin}}
{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=30%| Source
!width=55%| Description
!width=14%| Constitution
!width=25%| Constitution
!width=56%| Description
|-
|-
!rowspan=3| [[../Force powers/]]
!rowspan=3| [[../Force powers/]]
| +2
| {{s|Force powers|Force Valor}}
| {{s|Force powers|Force Valor}}
| +2
|-
|-
| +3
| Knight Valor
| Knight Valor
| +3
|-
|-
| +5
| Master Valor
| Master Valor
| +5
|-
|-
!rowspan=2| [[../Stimulants/]]
!rowspan=2| [[../Stimulants/]]
| +4
| {{s|Stimulants|Adrenal Stamina}}
| {{s|Stimulants|Adrenal Stamina}}
| +4
|-
|-
| +6
| {{s|Stimulants|Hyper-adrenal Stamina}}
| {{s|Stimulants|Hyper-adrenal Stamina}}
| +6
|-
|-
! {{s|Alignment|Mastery}}
! {{s|Alignment|Mastery}}
| +3
| Main character {{s|Classes|Jedi Sentinel}} {{KotOR/Restricted|Light}}
| Main character {{s|Classes|Jedi Sentinel}} {{KotOR/Restricted|Light}}
| +3
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=55%| Description
!width=25%| Constitution
|-
|-
!rowspan=4| [[../Implants/]]
!rowspan=4| [[../Implants/]]
| +1
| {{s|Implants|Cardio Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}}
| {{s|Implants|Cardio Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}}
| +1
|-
|-
| +2
| {{s|Implants|Bavakar Cardio Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| {{s|Implants|Bavakar Cardio Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| +2
|-
|-
| +3
| {{s|Implants|Beemon Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| {{s|Implants|Beemon Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| +3
|-
|-
| +4
| {{s|Implants|Cardio Power System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| {{s|Implants|Cardio Power System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
| +4
|-
|-
!rowspan=2| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}}
!rowspan=2| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}}
| +1
| {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}}
| {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}}
| +1
|-
|-
| +3
| Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}}
| Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}}
| +3
|}
|}
{{col|2|end}}


Maximum Constitution: +21 for an armored Jedi Sentinel main character with light mastery, although this would be restricted to +20 (CON +10).
Maximum Constitution: +21 for an armored Jedi Sentinel main character with light side mastery, although this would be restricted to +20 (CON +10).


==Intelligence==
==Intelligence==
{| {{prettytable}}
'''Intelligence represents knowledge and reasoning. A high intelligence adds modifiers to the number of points a character has to spend on essential skills.'''
| '''Intelligence represents knowledge and reasoning. A high intelligence adds modifiers to the number of points a character has to spend on essential skills.'''
|}


Intelligence modifier (INT) adds to the following:
Intelligence modifier (INT) adds to the following:
Line 423: Line 367:
* {{s|Classes|Droid}} [[../Combat#Vitality|vitality]] repaired by [[../Medical items#Repair kits|repair kits]]
* {{s|Classes|Droid}} [[../Combat#Vitality|vitality]] repaired by [[../Medical items#Repair kits|repair kits]]


It's recommended to only invest points in Intelligence at character generation to maximize skill points granted at that time, and on {{s|Experience|Level Up}}:
It's recommended to only invest points in Intelligence at character generation to maximize skill points granted at that time, and upon {{s|Experience|Level Up}}:


; Character generation
; Character generation
Line 434: Line 378:
|-
|-
! Skill points
! Skill points
| (1 + INT) * 4
| (1+INT) * 4
| {{yes|(3 + INT) * 4}}
| (3+INT) * 4
|bgcolor=ffff99| (4 + INT) * 4
| (4+INT) * 4
|}
|}


Line 444: Line 388:
!colspan=5| Skill points
!colspan=5| Skill points
|-
|-
!colspan=2| 1 + [INT / 2]
!colspan=2| 1 + [INT/2]
!width=20%| 2 + [INT / 2]
!width=20%| 2 + [INT/2]
!width=20%| 3 + [INT / 2]
!width=20%| 3 + [INT/2]
!width=20%| 4 + [INT / 2]
!width=20%| 4 + [INT/2]
|-
|-
|width=20%|
|width=20%|
Line 455: Line 399:
* {{s|Classes|Jedi Consular}}
* {{s|Classes|Jedi Consular}}
* {{s|Classes|Combat Droid}}
* {{s|Classes|Combat Droid}}
| {{yes2|
|
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Expert Droid}} }}
* {{s|Classes|Expert Droid}}
| {{yes|
|
* Scout}}
* Scout
|bgcolor=ffff99|
|
* Scoundrel
* Scoundrel
|}
|}
Line 470: Line 414:
!colspan=4| Skill points
!colspan=4| Skill points
|-
|-
!width=20%| 1 + [INT / 2]
!width=20%| 1 + [INT/2]
!width=20%| 2 + [INT / 2]
!width=20%| 2 + [INT/2]
!width=20%| 3 + [INT / 2]
!width=20%| 3 + [INT/2]
!width=20%| 4 + [INT / 2]
!width=20%| 4 + [INT/2]
|-
|-
! 8
! 8
| 1 || 1 || {{yes2|2}} || {{yes|3}}
| {{N/a|1}} || {{N/a|1}} || {{yes2|2}} || {{yes|3}}
|-
|-
! 10
! 10
| 1 || {{yes2|2}} || {{yes|3}} ||bgcolor=ffff99| 4
| {{N/a|1}} || {{yes2|2}} || {{yes|3}} ||bgcolor=ffff99| 4
|-
|-
! 14
! 14
Line 492: Line 436:
Intelligence bonuses are only granted by the following:
Intelligence bonuses are only granted by the following:


{{col|2|begin}}
{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=30%| Source
!width=55%| Description
!width=14%| Intelligence
!width=25%| Intelligence
!width=56%| Description
|-
|-
!rowspan=3| [[../Force powers/]]
!rowspan=3| [[../Force powers/]]
| +2
| {{s|Force powers|Force Valor}}
| {{s|Force powers|Force Valor}}
| +2
|-
|-
| +3
| Knight Valor
| Knight Valor
| +3
|-
|-
| +5
| Master Valor
| Master Valor
| +5
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=55%| Description
!width=25%| Intelligence
|-
|-
! [[../Implants/]]
! [[../Implants/]]
| +1
| Memory Package {{KotOR/Feat|Implant|Implant Level 1|T|P}} {{KotOR/Points|Dark}}
| Memory Package {{KotOR/Feat|Implant|Implant Level 1|T|P}} {{KotOR/Points|Dark}}
| +1
|}
|}
{{col|2|end}}
Maximum Intelligence: +6 (INT +3), to be added to point investment.
Maximum total Intelligence for the Player Character is 29, if including effects of implants and force powers. This would result in a +9 modifier for the Sniper Shot perk from Intelligence. This would also increase associated skills like Demolition, Repair and Computer Use by +9 temporarily. If not including temporary modifiers, the maximum total Intelligence for the Player Character is 23. Putting the last attribute point into Intelligence would not gain any additional skill points, but would allow the removal of the Memory Package implant while still maintaining the +9 modifier for Sniper Shot (with Master Valor). While not the most powerful attribute, a Scoundrel with max Intelligence, Heavy Weapons, Knight Speed and Sniper Shot can be humorously effective in some situations.


Maximum Intelligence: +6 (INT +3), to be added to point investment.


==Wisdom==
==Wisdom==
{| {{prettytable}}
'''Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist.'''
| '''Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist.'''
|}


Wisdom modifier (WIS) adds to the following:
Wisdom modifier (WIS) adds to the following:
Line 544: Line 473:
Wisdom bonuses are only granted by the following:
Wisdom bonuses are only granted by the following:


{{col|2|begin}}
{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=30%| Source
!width=50%| Description
!width=14%| Wisdom
!width=25%| Wisdom
!width=56%| Description
|-
|-
!rowspan=3| Force powers
!rowspan=3| Force powers
| +2
| {{s|Force powers|Force Valor}}
| {{s|Force powers|Force Valor}}
| +2
|-
|-
| +3
| Knight Valor
| Knight Valor
| +3
|-
|-
| +5
| Master Valor
| Master Valor
| +5
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=50%| Description
!width=25%| Wisdom
|-
|-
! [[../Head/]]
! [[../Head/]]
| +5
| {{s|Head|Circlet of Saresh}} {{KotOR/Restricted|Light}}
| {{s|Head|Circlet of Saresh}} {{KotOR/Restricted|Light}}
| +5
|-
|-
!rowspan=2| [[../Robes/]]
!rowspan=2| [[../Robes/]]
| +2
| {{s|Robes|Qel-Droma Robes}} {{KotOR/Restricted|Light}}
| {{s|Robes|Qel-Droma Robes}} {{KotOR/Restricted|Light}}
| +2
|-
|-
| +5
| {{s|Robes|Star Forge Robes}}  {{KotOR/Restricted|Light}}
| {{s|Robes|Star Forge Robes}}  {{KotOR/Restricted|Light}}
| +5
|}
|}
{{col|2|end}}


Maximum Wisdom: +15 (WIS +(7-8), depending on point investment) for a light Jedi, to be added to point investment.
Maximum Wisdom: +15 (WIS +(7-8), depending on point investment) for a light side Jedi, to be added to point investment.


==Charisma==
==Charisma==
{| {{prettytable}}
'''Charisma represents personality and the ability to lead. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker.'''
| '''Charisma represents personality and the ability to lead. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker.'''
|}


Charisma modifier (CHA) adds to the following:
Charisma modifier (CHA) adds to the following:
Line 595: Line 512:
* {{s|Combat|Vitality}} healed by {{s|Force powers|Cure}} or Heal
* {{s|Combat|Vitality}} healed by {{s|Force powers|Cure}} or Heal


Charisma is a secondary attribute for Force users. Otherwise, only a main character should invest points to be persuasive: once Persuade is a class skill after starting as a {{s|Classes|Scoundrel}} or becoming a {{s|Classes|Jedi}}, if maximum skill points are invested (character level + 3) then 16 Charisma (CHA +3) is the maximum ever required for 100% success of all easy, medium ''and'' hard Persuade checks, although that can be reduced with {{s|Feats|Empathy}} feats and {{s|Force powers|Force Valor}} powers.
Charisma is a secondary attribute for Force users. Otherwise, only a main character should invest points to be persuasive: once Persuade is a class skill after starting as a {{s|Classes|Scoundrel}} or becoming a {{s|Classes|Jedi}}, if maximum skill points are invested (character level + 3) then 16 Charisma (CHA +3) is the maximum ever required for 100% success of all easy, medium ''and'' hard Persuade checks (although that can be reduced by 2 for every {{s|Feats|Empathy}} feat, and reduced to 12 (level < 4) or 10 (levels 4-7) for a Scoundrel on Taris or even left at 8 for a character level > 7 Scoundrel or Jedi if 75% success of hard checks is acceptable).
 
{| {{prettytable|text center=1}}
!rowspan=2 width=25%| Force power
!width=15%| Feat
!width=15%| None
!width=15%| Empathy
!width=15%| Improved
!width=15%| Master
|-
! Level
! 1 !! 1 !! 4 !! 8
|-
! None !! 1
| 16 || 14 || 12 || 10
|-
! Force Valor !! 1
| 14 || 12 || 10 || 8
|-
! Knight Valor !! 9
| 13 || 11 || 9 || {{N/a|7}}
|-
! Master Valor !! 15
| 11 || 9 || {{N/a|7}} || {{N/a|5}}
|}
 
Powers only last 20 seconds and can expire during dialog, so achieving Persuade rank = character level + 6 with just skill points, attribute points in Charisma, and Empathy is preferable.
 
However, if 75% success of hard checks is acceptable (you're willing to fail, or save game beforehand and then load game after failure), Charisma can be left at 12 (level < 4) or 10 (levels 4-7) for a Scoundrel on Taris, or even at 8 for a level > 7 Scoundrel or Jedi.


Charisma bonuses are only granted by the following:
Charisma bonuses are only granted by the following:


{{col|2|begin}}
{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=30%| Source
!width=55%| Description
!width=14%| Charisma
!width=25%| Charisma
!width=56%| Description
|-
|-
!rowspan=3| Force powers
!rowspan=3| Force powers
| Force Valor
| +2
| +2
| {{s|Force powers|Force Valor}}
|-
|-
| +3
| Knight Valor
| Knight Valor
| +3
|-
|-
| +5
| Master Valor
| Master Valor
| +5
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=20%| Source
!width=55%| Description
!width=25%| Charisma
|-
|-
! {{s|Alignment|Mastery}}
! {{s|Alignment|Mastery}}
| +3
| Main character {{s|Classes|Jedi Consular}} {{KotOR/Restricted|Light}}
| Main character {{s|Classes|Jedi Consular}} {{KotOR/Restricted|Light}}
| +3
|}
|}
{{col|2|end}}


Maximum Charisma: +8 (CHA +4) for a Jedi Consular main character with light mastery, to be added to point investment.
Maximum Charisma: +8 (CHA +4) for a Jedi Consular main character with light side mastery, to be added to point investment.


{{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage=Classes|nextpage=Skills}}
{{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage=Classes|nextpage=Skills}}
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