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< Star Wars: Knights of the Old Republic
Revision as of 21:14, 18 July 2019 by Onderduiker (talk | contribs) (Updated Intelligence section, other minor changes)
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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 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 Level Up or Auto Level Up (which is not recommended), then how these points are invested depends on character class:

Soldier Scout Scoundrel Jedi Droid
Guardian Sentinel Consular Combat 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:

Attribute 8 10 12 14 16 18
Modifier -1 0 +1 +2 +3 +4

Consequently it's 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 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 (although in practice, this can only be achieved with Strength, Dexterity or Constitution).

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 (STR) adds to the following:

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.

Strength bonuses are granted by the following:

Source Strength Description
Force powers +2 Force Valor
+3 Knight Valor
+5 Master Valor
Stimulants +4 Adrenal Strength
+6 Hyper-adrenal Strength
Mastery +3 Main character Jedi Guardian Restricted to: Light Side
Hands +1 Strength Gauntlets
+2 Eriadu Strength Amplifier
+3 Sith Power Gauntlets
+4 GenoHaradan Power Gloves Dark Side Points Gained
+5 Dominator Gauntlets
Robes Feats Required: Jedi Defense +4 Darth Revan's Robes Restricted to: Dark Side
Light armor Feats Required: Armor Proficiency - Light +1 Light Exoskeleton Yavin Station
+2 Light Exoskeleton Armor Reinforcement
Medium armor Feats Required: Armor Proficiency - Medium +1 Powered Light Battle Armor
+1 Jamoh Hogra's Battle Armor
+2 Heavy Exoskeleton Yavin Station
+3 Heavy Exoskeleton Armor Reinforcement
Heavy armor Feats Required: Armor Proficiency - Heavy +1 Powered Battle Armor
Belts +1 Power Belt Dark Side Points Gained
+2 CNS Strength Enhancer

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 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 is the primary attribute of ranged attackers and defensive lightsaber users, and can be a secondary attribute for Force users, as well as more defensive melee characters.

Armor restricts the DEX bonus added to Defense:

Defense Bonus Light armor Feats Required: Armor Proficiency - Light Medium armor Feats Required: Armor Proficiency - Medium Heavy armor Feats Required: Armor Proficiency - Heavy
Armor 4 5 6 7 8 9
Max Dexterity Bonus 5 4 3 2 1 0
Minimum Dexterity 20 18 16 14 12 10

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).

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:

Source Dexterity Description
Force powers +2 Force Valor
+3 Knight Valor
+5 Master Valor
Stimulants +4 Adrenal Alacrity
+6 Hyper-adrenal Alacrity
Implants +1 Response Package Feats Required: Implant Level 1
+2 Advanced Sensory Implant Feats Required: Implant Level 3 Yavin Station
+3 Cyber Reaction System Feats Required: Implant Level 3
+4 Gordulan Reaction System Feats Required: Implant Level 3
+5 Advanced Alacrity Implant Feats Required: Implant Level 3 Yavin Station
Head +1 Verpine Ocular Enhancer Feats Required: Armor Proficiency - Light
+2 Combat Sensor
Hands +1 Brejik's Gloves
+1 Infiltrator Gloves
+1 Karakan Gauntlets
+3 Advanced Stabilizer Gloves Yavin Station
Light armor Feats Required: Armor Proficiency - Light +1 Light Exoskeleton Yavin Station
+3 GenoHaradan Mesh Armor Dark Side Points Gained
Lightsabers Feats Required: Weapon Proficiency - Lightsaber +1 Crystal, Jenruax Mantle of the Force Yavin Station
Belts +2 Adrenaline Stimulator
+3 Baragwin Stealth Unit Yavin Station
HK-47 +2 First repair
+2 Fourth repair

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 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:

More than 14 Constitution at 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:

Source Constitution Description
Force powers +2 Force Valor
+3 Knight Valor
+5 Master Valor
Stimulants +4 Adrenal Stamina
+6 Hyper-adrenal Stamina
Mastery +3 Main character Jedi Sentinel Restricted to: Light Side
Implants +1 Cardio Package Feats Required: Implant Level 1
+2 Bavakar Cardio Package Feats Required: Implant Level 3
+3 Beemon Package Feats Required: Implant Level 3
+4 Cardio Power System Feats Required: Implant Level 3
Medium armor Feats Required: Armor Proficiency - Medium +1 Heavy Exoskeleton Yavin Station
+3 Heavy Exoskeleton Armor Reinforcement

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 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:

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

Character generation
Class Soldier Scout Scoundrel
Skill points (1+INT) * 4 (3+INT) * 4 (4+INT) * 4
Level up
Skill points
1 + [INT/2] 2 + [INT/2] 3 + [INT/2] 4 + [INT/2]
  • Scout
  • Scoundrel

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

Minimum
Intelligence
Skill points
1 + [INT/2] 2 + [INT/2] 3 + [INT/2] 4 + [INT/2]
8 1 1 2 3
10 1 2 3 4
14 2 3 4 5
18 3 4 5 6

Since skill use isn't necessary to complete the game and all but 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:

Source Intelligence Description
Force powers +2 Force Valor
+3 Knight Valor
+5 Master Valor
Implants +1 Memory Package Feats Required: Implant Level 1 Dark Side Points Gained

Maximum Intelligence: +6 (INT +3), 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 (WIS) adds to the following:

Wisdom is the primary attribute of Force users, particularly if neutral or dark, otherwise it isn't worth significant investment since there are other sources (or substitutes) for Will and skill bonuses.

Wisdom bonuses are only granted by the following:

Source Wisdom Description
Force powers +2 Force Valor
+3 Knight Valor
+5 Master Valor
Head +5 Circlet of Saresh Restricted to: Light Side
Robes +2 Qel-Droma Robes Restricted to: Light Side
+5 Star Forge Robes Restricted to: Light Side

Maximum Wisdom: +15 (WIS +(7-8), depending on point investment) for a 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 (CHA) adds to the following:

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 Scoundrel or becoming a 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 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:

Source Charisma Description
Force powers +2 Force Valor
+3 Knight Valor
+5 Master Valor
Mastery +3 Main character Jedi Consular Restricted to: Light Side

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