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< Star Wars: Knights of the Old Republic
Revision as of 20:17, 7 May 2012 by Onderduiker (talk | contribs) (→‎Intelligence: Added Battle Droid and Expert Droid to skill point tables)
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The attributes of your character apply bonuses or penalties to everything from combat to 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:

Attribute 9 10 11 12 13 14 15 16 17 18
Point cost +1 +1 +1 +1 +1 +1 +2 +2 +3 +3
Total 1 2 3 4 5 6 8 10 13 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.

However, it is not the attribute itself which is important but its modifier, which equals [attribute/2] - 5:

Attribute 8-9 10-11 12-13 14-15 16-17 18
Modifier -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, Force power and any Light Side or Dark Side mastery is taken into account.

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 modifier adds to the following:

  • Attack with melee weapons
  • Attack with lightsabers when greater than or equal to Dexterity modifier
  • Damage with melee weapons and lightsabers
  • Critical Strike Difficulty Class

The following apply Strength bonuses:

Source Bonus Description
Force power +2 Force Valor
+3 Knight Valor
+5 Master Valor
Stimulant +4 Adrenal Strength
+6 Hyper-adrenal Strength
Light Side mastery +3 Main character Jedi Guardian
Hands +1 Strength Gauntlets
+2 Eriadu Strength Amplifier
+3 Sith Power Gauntlets
+4 GenoHaradan Power Gloves
+5 Dominator Gauntlets
Light armor +1 Light Exoskeleton
+2 Light Exoskeleton (upgraded)
Medium armor +1 Powered Light Battle Armor
+1 Jamoh Hogra's Battle Armor
+2 Heavy Exoskeleton
+3 Heavy Exoskeleton (upgraded)
Heavy armor +1 Powered Battle Armor
Dark Side Jedi robes +4 Darth Revan's Robes
Belt +1 Power Belt
+2 CNS Strength Enhancer

Maximum +22 Strength bonus and +11 Strength modifier for Dark Side Jedi, to be added to point investment.

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 modifier adds to the following:

  • Attack with ranged weapons (blaster pistols, blaster rifles and heavy weapons)
  • Attack with lightsabers when greater than Strength modifier
  • Defense
  • Reflex saving throw
  • Stealth bonus

The following apply Dexterity bonuses:

Source Bonus Description
Force power +2 Force Valor
+3 Knight Valor
+5 Master Valor
Stimulant +4 Adrenal Alacrity
+6 Hyper-adrenal Alacrity
Implant Level 1 +1 Response Package
Implant Level 3 +2 Advanced Sensory Implant
+3 Cyber Reaction System
+4 Gordulan Reaction System
+5 Advanced Alacrity Implant
Head +2 Combat Sensor
Light head +1 Verpine Ocular Enhancer
Hands +1 Brejik's Gloves
+1 Infiltrator Gauntlets
+1 Karakan Gauntlets
+3 Advanced Stabilizer Gloves
Light armor +1 Light Exoskeleton
+3 GenoHaradan Mesh Armor
Lightsaber +1 Jenraux crystal with Mantel of the Force crystal
Belt +2 Adrenaline Stimulator
+3 Baragwin Stealth Unit
HK-47 +2 First repair
+2 Fourth repair

Maximum +28 Dexterity bonus and +14 Dexterity modifier for armored lightsaber-wielding Jedi, to be added to point investment.

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 modifier adds to the following:

  • Vitality points per level
  • Fortitude saving throw

The following apply Constitution bonuses:

Source Bonus Description
Force power +2 Force Valor
+3 Knight Valor
+5 Master Valor
Stimulant +4 Adrenal Stamina
+6 Hyper-adrenal Stamina
Light Side mastery +3 Main character Jedi Sentinel
Implant Level 1 +1 Cardio Package
Implant Level 3 +3 Beemon Package
+4 Cardio Power System
Medium armor +1 Heavy Exoskeleton
+3 Heavy Exoskeleton (upgraded)

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.

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 modifier (IM) adds to the following:

It is recommended to only invest points in Intelligence at character generation to maximize skill points available at that time, and upon level-up:

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

Only the following apply Intelligence bonuses:

Source Bonus Description
Force power +2 Force Valor
+3 Knight Valor
+5 Master Valor
Implant Level 1 +1 Memory Package

Maximum +6 Intelligence bonus and +3 Intelligence modifier, to be added to point investment.

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 modifier adds to the following:

Only the following apply Wisdom bonuses:

Source Bonus Description
Force power +2 Force Valor
+3 Knight Valor
+5 Master Valor
Light Side head +5 Circlet of Saresh
Light Side Jedi robes +2 Qel-Droma Robes
+5 Star Forge Robes

Maximum +15 Wisdom bonus and +(7-8) Wisdom modifier (depending on point investment) for Light Side Jedi, to be added to point investment.

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 modifier adds to the following:

Only the following apply Charisma bonuses:

Source Bonus Description
Force power +2 Force Valor
+3 Knight Valor
+5 Master Valor
Light Side mastery +3 Jedi Consular

Maximum +8 Charisma bonus and +4 Charisma modifier for main character Light Side Jedi Consular, to be added to point investment.