Star Wars: Knights of the Old Republic/Attributes: Difference between revisions

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Revised after confirming attribute *bonuses* from items and buffs are restricted to maximum +20
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(Revised after confirming attribute *bonuses* from items and buffs are restricted to maximum +20)
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{{Header Nav|game=Star Wars: Knights of the Old Republic}}
{{Header Nav|game=Star Wars: Knights of the Old Republic}}


'''The attributes of your character apply bonuses or penalties to everything from combat to [[Star_Wars:_Knights_of_the_Old_Republic/Skills|skill]] checks to [[Star_Wars:_Knights_of_the_Old_Republic/Force powers|Force powers]]. Check each attribute to see what aspects of gameplay it can affect.'''
{{floatingtoc|left}}


__ToC__
'''The attributes of your character apply bonuses or penalties to everything from combat to [[../Skills|skill]] checks to [[../Force powers/]]. Check each attribute to see what aspects of gameplay it can affect.'''


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


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!Attribute
! Attribute
!width=9%|9
!width=8%| 9
!width=9%|10
!width=8%| 10
!width=9%|11
!width=8%| 11
!width=9%|12
!width=8%| 12
!width=9%|13
!width=8%| 13
!width=9%|14
!width=8%| 14
!width=9%|15
!width=8%| 15
!width=9%|16
!width=8%| 16
!width=9%|17
!width=8%| 17
!width=9%|18
!width=8%| 18
|-
|-
!Point cost
! Point cost
| +1||+1||+1||+1||+1||+1||+2||+2||+3||+3
| +1 || +1 || +1 || +1 || +1 || +1 || {{no2|+2}} || {{no2|+2}} || {{no|+3}} || {{no|+3}}
|-
|-
!Total
! Total
|1||2||3||4||5||6||8||10||13||16
| 1 || 2 || 3 || 4 || 5 || 6 || {{no2|8}} || {{no2|10}} || {{no|13}} || {{no|16}}
|}
|}


Characters are awarded an additional attribute point at levels 4, 8, 12, 16 and 20, so at maximum level 20 an additional 5 attribute points have been awarded. These are not subject to the increased point costs which apply at character generation, so any attribute can be increased to a maximum of 23 by investing points.
Characters are granted an additional attribute point every fourth level, at levels 4, 8, 12, 16 and 20, so at maximum level 20 an additional 5 attribute points have been granted. If Recommended is selected during {{s|Experience|Level Up}} or Auto Level Up (which is '''not''' recommended), then how these points are invested depends on character [[../Classes|class]]:


However, it is not the attribute itself which is important but its modifier, which equals [attribute/2] - 5:
{| {{prettytable|text center=1}}
!rowspan=2 width=13%| {{s|Classes|Soldier}}
!rowspan=2 width=12%| {{s|Classes|Scout}}
!rowspan=2 width=13%| {{s|Classes|Scoundrel}}
!colspan=3| {{s|Classes|Jedi}}
!colspan=2| {{s|Classes|Droid}}
|-
!width=12%| [[../Classes#Jedi Guardian|Guardian]]
!width=12%| [[../Classes#Jedi Sentinel|Sentinel]]
!width=13%| [[../Classes#Jedi Consular|Consular]]
!width=12%| [[../Classes#Combat Droid|Combat]]
!width=13%| [[../Classes#Expert Droid|Expert]]
|-
| Strength
| Dexterity
| Dexterity
| Strength
| Wisdom
| Wisdom
| Constitution
| Dexterity
|}
 
These aren't subject to the increased point costs which apply at character generation, so any attribute can be increased to a maximum of 23 by investing points.
 
However, it isn't the attribute itself which is important but its modifier, which equals (attribute – 10) / 2, rounded down:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!Attribute
! Attribute
!width=15%|8-9
!width=15%| 8-9
!width=15%|10-11
!width=15%| 10-11
!width=15%|12-13
!width=15%| 12-13
!width=15%|14-15
!width=15%| 14-15
!width=15%|16-17
!width=15%| 16-17
!width=15%|18
!width=15%| 18
|-
|-
!Modifier
! Modifier
| -1||0||+1||+2||+3||+4
| -1 || 0 || +1 || +2 || +3 || +4
|}
|}


Consequently it is normally a waste if an attribute is an odd number after all points and bonuses from equipment, stimulants, [[Star_Wars:_Knights_of_the_Old_Republic/Force powers|Force power]] and any Light Side or Dark Side mastery is taken into account.
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 side [[../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).


== Strength ==
==Strength==
'''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 adds to the following:
Strength modifier (STR) adds to the following:
*Attack with melee weapons
 
*Attack with lightsabers when greater than or equal to [[Star_Wars:_Knights_of_the_Old_Republic/Attributes#Dexterity|Dexterity]] modifier
* {{s|Combat|Damage}} with [[../Melee weapons|melee weapons]] and [[../Lightsabers|lightsabers]]
*Damage with melee weapons and lightsabers
* {{s|Combat|Attack}} with melee weapons
*[[Star_Wars:_Knights_of_the_Old_Republic/Feats#Critical Strike|Critical Strike]] Difficulty Class
* Attack with lightsabers when greater than or equal to {{s|Attributes|Dexterity}} modifier
* {{s|Feats|Critical Strike}} Difficulty Class


The following apply Strength bonuses:
Strength is the primary attribute of [[../Melee|melee]] attackers and offensive lightsaber users, particularly those using Critical Strike; pure [[../Ranged|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:


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


Maximum +22 Strength bonus and +11 Strength modifier for Dark Side Jedi, to be added to point investment.
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==
'''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 adds to the following:
Dexterity modifier (DEX) adds to the following:
*Attack with ranged weapons (blaster pistols, blaster rifles and heavy weapons)
 
*Attack with lightsabers when greater than [[Star_Wars:_Knights_of_the_Old_Republic/Attributes#Strength|Strength]] modifier
* {{s|Combat|Defense}}
*Defense
* {{s|Combat|Attack}} with ranged weapons ([[../Blaster pistols|blaster pistols]], [[../Blaster rifles|blaster rifles]] and [[../Heavy weapons|heavy weapons]])
*Reflex saving throw
* Attack with [[../Lightsabers|lightsabers]] when greater than {{s|Attributes|Strength}} modifier
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Stealth|Stealth]] bonus
* Reflex [[../Saves|save]]
* {{s|Skills|Stealth}} bonus
 
Dexterity is the primary attribute of [[../Ranged|ranged]] attackers and defensive lightsaber users, and can be a secondary attribute for [[../Force/]] users, as well as more defensive [[../Melee|melee]] characters.
 
{{s|Body|Armor}} restricts the DEX bonus added to Defense:
 
{| {{prettytable|text center=1}}
! Defense Bonus
!colspan=2| [[../Light armor#Summary|Light armor]] {{KotOR/Armor|Light|T|P}}
!colspan=2| [[../Medium armor#Summary|Medium armor]] {{KotOR/Armor|Medium|T|P}}
!colspan=2| [[../Heavy armor#Summary|Heavy armor]] {{KotOR/Armor|Heavy|T|P}}
|-
!width=25%| Armor
|width=12%| [[../Light armor#Armor 4|4]]
|width=13%| [[../Light armor#Armor 5|5]]
|width=12%| [[../Medium armor#Armor 6|6]]
|width=13%| [[../Medium armor#Armor 7|7]]
|width=12%| [[../Heavy armor#Armor 8|8]]
|width=13%| [[../Heavy armor#Armor 9|9]]
|-
! Max Dexterity Bonus
| 5 || 4 || 3 || 2 || 1 || 0
|-
! Minimum Dexterity
| 20 || 18 || 16 || 14 || 12 || 10
|}
 
{{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).


The following apply Dexterity bonuses:
[[../Robes/]] don't actually have Max Dexterity Bonus, so if feats and effects are maximized then equal or higher Defense is possible with 28 Dexterity (DEX +9) or more; if restricted Force powers aren't used beforehand, then this is possible with 20 Dexterity (DEX +5), or less (since maximum Defense bonus granted with armor is otherwise just 15).
 
Dexterity bonuses are granted by the following:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=30%|Source
!width=30%| Source
!width=14%|Bonus
!width=14%| Dexterity
!width=56%|Description
!width=56%| Description
|-valign=top
|-
!rowspan=3|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers|Force power]]
!rowspan=3| [[../Force powers/]]
| +2
| +2
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Force Valor|Force Valor]]
| {{s|Force powers|Force Valor}}
|-
|-
| +3
| +3
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Knight Valor|Knight Valor]]
| Knight Valor
|-
|-
| +5
| +5
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Master Valor|Master Valor]]
| Master Valor
|-valign=top
|-
!rowspan=2|Stimulant
!rowspan=2| [[../Stimulants/]]
| +4
| +4
|Adrenal Alacrity
| {{s|Stimulants|Adrenal Alacrity}}
|-
|-
| +6
| +6
|Hyper-adrenal Alacrity
| {{s|Stimulants|Hyper-adrenal Alacrity}}
|-
|-
!Implant Level 1
!rowspan=5| [[../Implants/]]
| +1
| +1
|Response Package
| {{s|Implants|Response Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}}
|-valign=top
|-
!rowspan=4|Implant Level 3
| +2
| +2
|Advanced Sensory Implant
| {{s|Implants|Advanced Sensory Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}}
|-
|-
| +3
| +3
|Cyber Reaction System
| {{s|Implants|Cyber Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
|-
|-
| +4
| +4
|Gordulan Reaction System
| {{s|Implants|Gordulan Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
|-
|-
| +5
| +5
|Advanced Alacrity Implant
| {{s|Implants|Advanced Alacrity Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}}
|-
!rowspan=2| [[../Head/]]
| +1
| {{s|Head|Verpine Ocular Enhancer}} {{KotOR/Armor|Light|T|P}}
|-
|-
!Head
| +2
| +2
|Combat Sensor
| {{s|Head|Combat Sensor}}
|-
|-
!Light head
!rowspan=4| [[../Hands/]]
| +1
|Verpine Ocular Enhancer
|-valign=top
!rowspan=4|Hands
| +1
| +1
|Brejik's Gloves
| {{s|Hands|Brejik's Gloves}}
|-
|-
| +1
| +1
|Infiltrator Gauntlets
| {{s|Hands|Infiltrator Gloves}}
|-
|-
| +1
| +1
|Karakan Gauntlets
| {{s|Hands|Karakan Gauntlets}}
|-
|-
| +3
| +3
|Advanced Stabilizer Gloves
| {{s|Hands|Advanced Stabilizer Gloves}} {{KotOR/World|Yavin Station}}
|-valign=top
|-
!rowspan=2|Light armor
!rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}}
| +1
| +1
|Light Exoskeleton
| {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}}
|-
|-
| +3
| +3
|GenoHaradan Mesh Armor
| {{s|Light armor|GenoHaradan Mesh Armor}} {{KotOR/Points|Dark}}
|-
|-
!Lightsaber
! [[../Lightsabers/]] {{KotOR/Weapon|Proficiency|Lightsaber|T|P}}
| +1
| +1
|Jenraux crystal with Mantel of the Force crystal
| {{s|Upgrade items|Crystal, Jenruax}} {{KotOR/Upgrade|Mantle of the Force}} {{KotOR/World|Yavin Station}}
|-valign=top
|-
!rowspan=2|Belt
!rowspan=2| [[../Belts/]]
| +2
| +2
|Adrenaline Stimulator
| {{s|Belts|Adrenaline Stimulator}}
|-
|-
| +3
| +3
|Baragwin Stealth Unit
| {{s|Belts|Baragwin Stealth Unit}} {{KotOR/World|Yavin Station}}
|-valign=top
|-
!rowspan=2|HK-47
!rowspan=2| [[../HK-47/]]
| +2
| +2
|First repair
| {{s|HK-47|First}} repair
|-
|-
| +2
| +2
|Fourth repair
| {{s|HK-47|Fourth}} repair
|}
|}


Maximum +28 Dexterity bonus and +14 Dexterity modifier for armored lightsaber-wielding Jedi, to be added to point investment.
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==
'''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 adds to the following:
Constitution modifier (CON) adds to the following:
*Vitality points per level
*Fortitude saving throw


The following apply Constitution bonuses:
* {{s|Combat|Vitality}} points per level
* Fortitude [[../Saves|save]]
 
More than 14 Constitution at [[../Character generation|character generation]] or investing more points later is rarely (if ever) recommended, although neither is leaving it at 8 (unless you're an experienced player).
 
Constitution bonuses are granted by the following:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=30%|Source
!width=30%| Source
!width=14%|Bonus
!width=14%| Constitution
!width=56%|Description
!width=56%| Description
|-valign=top
|-
!rowspan=3|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers|Force power]]
!rowspan=3| [[../Force powers/]]
| +2
| +2
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Force Valor|Force Valor]]
| {{s|Force powers|Force Valor}}
|-
|-
| +3
| +3
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Knight Valor|Knight Valor]]
| Knight Valor
|-
|-
| +5
| +5
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Master Valor|Master Valor]]
| Master Valor
|-valign=top
|-
!rowspan=2|Stimulant
!rowspan=2| [[../Stimulants/]]
| +4
| +4
|Adrenal Stamina
| {{s|Stimulants|Adrenal Stamina}}
|-
|-
| +6
| +6
|Hyper-adrenal Stamina
| {{s|Stimulants|Hyper-adrenal Stamina}}
|-
|-
!Light Side mastery
! {{s|Alignment|Mastery}}
| +3
| +3
|Main character [[Star_Wars:_Knights_of_the_Old_Republic/Classes#Jedi Sentinel|Jedi Sentinel]]
| Main character {{s|Classes|Jedi Sentinel}} {{KotOR/Restricted|Light}}
|-
|-
!Implant Level 1
!rowspan=4| [[../Implants/]]
| +1
| +1
|Cardio Package
| {{s|Implants|Cardio Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}}
|-valign=top
|-
!rowspan=2|Implant Level 3
| +2
| {{s|Implants|Bavakar Cardio Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
|-
| +3
| +3
|Beemon Package
| {{s|Implants|Beemon Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
|-
|-
| +4
| +4
|Cardio Power System
| {{s|Implants|Cardio Power System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}}
|-valign=top
|-
!rowspan=2|Medium armor
!rowspan=2| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}}
| +1
| +1
|Heavy Exoskeleton
| {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}}
|-
|-
| +3
| +3
|Heavy Exoskeleton (upgraded)
| Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}}
|}
|}


Maximum +21 Constitution bonus and +(10-11) Constitution modifier (depending on point investment) for armored main character Jedi Sentinel, to be added to point investment.
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==
'''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 (IM) adds to the following:
Intelligence modifier (INT) adds to the following:
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills|Skill]] points at character generation
*Skill points per level
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Computer Use|Computer Use]] bonus
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Demolitions|Demolitions]] bonus
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Repair|Repair]] bonus
*[[Star_Wars:_Knights_of_the_Old_Republic/Feats#Sniper Shot|Sniper Shot]] Difficulty Class


It is recommended to only invest points in Intelligence at character generation to maximize skill points available at that time, and upon level-up:
* [[../Skills|Skill]] points granted at [[../Character generation|character generation]]
* Skill points granted per level up
* {{s|Skills|Computer Use}}, {{s|Skills|Demolitions}} and {{s|Skills|Repair}} bonus
* {{s|Feats|Sniper Shot}} Difficulty Class
 
It's recommended to only invest points in Intelligence at character generation to maximize skill points available at that time, and upon {{s|Experience|Level Up}}:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
|-valign=top
!rowspan=2| Skill points
!rowspan=2|Class
!rowspan=2 width=10%| {{s|Classes|Soldier}}
!colspan=8|Skill points
!rowspan=2 width=10%| {{s|Classes|Scout}}
|-
!rowspan=2 width=10%| {{s|Classes|Scoundrel}}
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Soldier|Soldier]]
!colspan=3| {{s|Classes|Jedi}}
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Scout|Scout]]
!colspan=2| {{s|Classes|Droid}}
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Scoundrel|Scoundrel]]
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Jedi Guardian|Guardian]]
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Jedi Sentinel|Sentinel]]
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Jedi Consular|Consular]]
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Combat Droid|Combat Droid]]
!width=10%|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Expert Droid|Expert Droid]]
|-
|-
!Character generation
!width=10%| [[../Classes#Jedi Guardian|Guardian]]
|(1+IM) * 4
!width=10%| [[../Classes#Jedi Sentinel|Sentinel]]
|(3+IM) * 4
!width=10%| [[../Classes#Jedi Consular|Consular]]
|(4+IM) * 4
!width=10%| [[../Classes#Combat Droid|Combat]]
!width=10%| [[../Classes#Expert Droid|Expert]]
|-
|-
!Level-up
! Character generation
| (2+IM) / 2
| {{no|(1+INT) * 4}} ||bgcolor=ffff99| (3+INT) * 4 || {{yes2|(4+INT) * 4}} ||colspan=5 {{N/a|}}
| (6+IM) / 2
|- class=table-no
| (8+IM) / 2
! Level Up
| (2+IM) / 2  
| 1 + [INT/2]  ||bgcolor=ffff99| 3 + [INT/2] || {{yes2|4 + [INT/2]}}
| (4+IM) / 2  
| 1 + [INT/2]  || {{no2|2 + [INT/2]}} || 1 + [INT/2]
| (2+IM) / 2  
| 1 + [INT/2]  || {{no2|2 + [INT/2]}}
| (2+IM) / 2  
| (4+IM) / 2  
|}
|}


Characters always receive at least one skill point upon level-up:
Characters are always granted at least four skill points at character generation, and one per level up:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
|-valign=top
!rowspan=2|Intelligence
!colspan=8|Skill points upon level-up
|-
!width=10%|Soldier
!width=10%|Scout
!width=10%|Scoundrel
!width=10%|Guardian
!width=10%|Sentinel
!width=10%|Consular
!width=10%|Combat Droid
!width=10%|Expert Droid
|-
|-
!8-9
!rowspan=2| Intelligence
|1||2||3||1||1||1||1||1
!rowspan=2 width=10%| Soldier
!rowspan=2 width=10%| Scout
!rowspan=2 width=10%| Scoundrel
!colspan=3| Jedi
!colspan=2| Droid
|-
|-
!10-13
!width=10%| Guardian
|1||3||4||1||2||1||1||2
!width=10%| Sentinel
|-
!width=10%| Consular
!14-17
!width=10%| Combat
|2||4||5||2||3||2||2||3
!width=10%| Expert
|-
|- class=table-no
!18
! 8-9
|3||5||6||3||4||3||3||4
| 1 || {{no2|2}} ||bgcolor=ffff99| 3 || 1 || 1 || 1 || 1 || 1
|- class=table-no
! 10-13
| 1 ||bgcolor=ffff99| 3 || {{yes2|4}} || 1 || {{no2|2}} || 1 || 1 || {{no2|2}}
|- class=table-no2
! 14-17
| 2 || {{yes2|4}} || {{yes|5}} || 2 ||bgcolor=ffff99| 3 || 2 || 2 ||bgcolor=ffff99| 3
|- bgcolor=ffff99
! 18
| 3 || {{yes|5}} || {{yes|'''6'''}} || 3 || {{yes2|4}} || 3 || 3 || {{yes2|4}}
|}
|}


Only the following apply Intelligence bonuses:
Since skill use isn't necessary to complete the game and all but {{s|Skills|Persuade}} can normally be delegated to your party anyway, leaving Intelligence at 8 is perfectly feasible (although 10 grants a Scout or Scoundrel four more skill points at character generation, and a Scout, Scoundrel or Jedi Sentinel one more per level up), and more than 14 is rarely (if ever) recommended.
 
Intelligence bonuses are only granted by the following:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=30%|Source
!width=30%| Source
!width=14%|Bonus
!width=14%| Intelligence
!width=56%|Description
!width=56%| Description
|-valign=top
|-
!rowspan=3|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers|Force power]]
!rowspan=3| [[../Force powers/]]
| +2
| +2
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Force Valor|Force Valor]]
| {{s|Force powers|Force Valor}}
|-
|-
| +3
| +3
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Knight Valor|Knight Valor]]
| Knight Valor
|-
|-
| +5
| +5
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Master Valor|Master Valor]]
| Master Valor
|-
|-
!Implant Level 1
! [[../Implants/]]
| +1
| +1
|Memory Package
| Memory Package {{KotOR/Feat|Implant|Implant Level 1|T|P}} {{KotOR/Points|Dark}}
|}
|}


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


== Wisdom ==
==Wisdom==
'''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 adds to the following:
Wisdom modifier (WIS) adds to the following:
*Force Points per level
 
*Will saving throw
* [[../Force powers|Force power]] Difficulty Class
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Awareness|Awareness]] bonus
* Force Points per {{s|Classes|Jedi}} level
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Security|Security]] bonus
* Will [[../Saves|save]]
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Treat Injury|Treat Injury]] bonus
* {{s|Skills|Awareness}}, {{s|Skills|Security}} and {{s|Skills|Treat Injury}} bonus
*[[Star_Wars:_Knights_of_the_Old_Republic/Force powers|Force power]] Difficulty Class
 
Wisdom is the primary attribute of [[../Force/]] users, particularly if neutral or dark side, otherwise it isn't worth significant investment since there are other sources (or substitutes) for Will and skill bonuses.


Only the following apply Wisdom bonuses:
Wisdom bonuses are only granted by the following:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=30%|Source
!width=30%| Source
!width=14%|Bonus
!width=14%| Wisdom
!width=56%|Description
!width=56%| Description
|-valign=top
|-
!rowspan=3|Force power
!rowspan=3| Force powers
| +2
| +2
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Force Valor|Force Valor]]
| {{s|Force powers|Force Valor}}
|-
|-
| +3
| +3
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Knight Valor|Knight Valor]]
| Knight Valor
|-
|-
| +5
| +5
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Master Valor|Master Valor]]
| Master Valor
|-
|-
!Light Side head
! [[../Head/]]
| +5
| +5
|Circlet of Saresh
| {{s|Head|Circlet of Saresh}} {{KotOR/Restricted|Light}}
|-valign=top
|-
!rowspan=2|Light Side Jedi robes
!rowspan=2| [[../Robes/]]
| +2
| +2
|Qel-Droma Robes
| {{s|Robes|Qel-Droma Robes}} {{KotOR/Restricted|Light}}
|-
|-
| +5
| +5
|Star Forge Robes
| {{s|Robes|Star Forge Robes}}  {{KotOR/Restricted|Light}}
|}
|}


Maximum +15 Wisdom bonus and +(7-8) Wisdom modifier (depending on point investment) for Light Side 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==
'''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 adds to the following:
Charisma modifier (CHA) adds to the following:
*Force Points per level
*[[Star_Wars:_Knights_of_the_Old_Republic/Skills#Persuade|Persuade]] bonus
*[[Star_Wars:_Knights_of_the_Old_Republic/Force powers|Force power]] Difficulty Class


Only the following apply Charisma bonuses:
* [[../Force powers|Force power]] Difficulty Class
* Force Points per {{s|Classes|Jedi}} level
* {{s|Skills|Persuade}} bonus
 
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).
 
Charisma bonuses are only granted by the following:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=30%|Source
!width=30%| Source
!width=14%|Bonus
!width=14%| Charisma
!width=56%|Description
!width=56%| Description
|-valign=top
|-
!rowspan=3|Force power
!rowspan=3| Force powers
| +2
| +2
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Force Valor|Force Valor]]
| {{s|Force powers|Force Valor}}
|-
|-
| +3
| +3
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Knight Valor|Knight Valor]]
| Knight Valor
|-
|-
| +5
| +5
|[[Star_Wars:_Knights_of_the_Old_Republic/Force powers#Master Valor|Master Valor]]
| Master Valor
|-
|-
!Light Side mastery
! {{s|Alignment|Mastery}}
| +3
| +3
|[[Star_Wars:_Knights_of_the_Old_Republic/Classes#Jedi Consular|Jedi Consular]]
| Main character {{s|Classes|Jedi Consular}} {{KotOR/Restricted|Light}}
|}
|}


Maximum +8 Charisma bonus and +4 Charisma modifier for main character Light Side Jedi Consular, 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.


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