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< Star Wars: Knights of the Old Republic
Revision as of 17:24, 12 January 2022 by Onderduiker (talk | contribs) (Edited for clarity due to comment on Attributes Talk page)
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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 attribute bonuses are restricted to +20 maximum, which means main player characters can have maximum 43 (modifier +16) for any attribute without using cheats:

Source Character generation Level Up Bonus Total
Maximum 18 5 20 43

In practice, the maximum can only be achieved with Strength, Dexterity or Constitution.

Strength[edit]

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 on character generation.

Strength bonuses are granted by the following:

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).

Dexterity[edit]

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

Although the modifier displayed on the Character screen is restricted, this only affects Defense.

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:

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.

Constitution[edit]

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

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

Intelligence[edit]

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

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.


Wisdom[edit]

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

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

Charisma[edit]

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 with Empathy feats and Force Valor powers.

Force power Feat None Empathy Improved 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 7
Master Valor 15 11 9 7 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:

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

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