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Just as the success of a weapon attack is determined by an attack roll against defense, the success or extent of other damaging, debilitating and status-altering effects is determined by a saving throw against the Difficulty Class (DC) of those effects: the defender makes an opposed roll using d20 + the relevant save (Fortitude, Reflex or Will) versus the attacker's DC. If the saving throw is greater (or equal), then its success may reduce or negate any effect; if it fails, the attack has full effect.

Thus a saving throw always fails if maximum roll 20 + Save < DC, and always succeeds if minimum roll 1 + Save ≥ DC. Otherwise, the chance of success is as follows:

Difficulty Class - save
> 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 < 2
0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

For example, a Fortitude saving throw must normally be made at DC 30 if a Deadly Gas Mine is triggered: Fortitude save 9 or less means this throw always fails (maximum roll 20 + 9 = 29), always resulting in poisoning; however, if it's 19 then it succeeds 50% of the time (roll (11-20) + 19 = 30-39); and if it's 29 or more then it always succeeds (minimum roll 1 + 29 = 30), never resulting in poisoning.

Each save affects the following (although Immunity, or Force Immunity feats, can negate effects before a saving throw is even made):

Source Fortitude Immunity Reflex Immunity Will Immunity
Feats Critical Strike Immunity: Mind-Affecting (Stun)
Sniper Shot Immunity: Mind-Affecting (Stun)
Force powers Affliction, Plague Dark side powers Poison Force Push, Wave Immunity: Mind-Affecting (Stun) Fear, Horror, Insanity Dark side powers Immunity: Mind-Affecting (Fear)
Stasis (Field) Light side powers Paralysis Disable Droid et al. Light side powers Shock et al. Dark side powers
Stun Light side power Immunity: Mind-Affecting (Stun) Force Whirlwind Slow Dark side power
Drain Life, Death Field Dark side powers
Stun Droid Light side power
Wound, Choke, Kill Dark side powers
Grenades Poison Grenade Poison CryoBan Grenade Paralysis Concussion Grenade Immunity: Mind-Affecting (Stun)
Plasma Grenade Immunity: Mind-Affecting (Fear) Sonic Grenade
Frag, Ion Grenades
Thermal Detonator
Mines Gas mines Poison Frag, Plasma mines Flash mines Immunity: Mind-Affecting (Stun)
On Hit Horror Immunity: Mind-Affecting (Fear) Paralyze Paralysis Stun Immunity: Mind-Affecting (Stun)
Poison Poison Attribute Damage Dex
Instant Death Slowed
Special weapons Flame throwers
Carbonite projectors

See the Difficulty Classes page for a more detailed breakdown of DCs to be saved against.

All characters have saves which increase as level increases. Progression varies according to class:

Save Soldier Scout Scoundrel Jedi Guardian Jedi Sentinel Jedi Consular Combat Droid Expert Droid Minion
Fortitude Fast Fast Slow Fast Fast Fast Fast Slow Minion
Reflex Slow Fast Fast Fast Fast Average Slow Fast Minion
Will Slow Fast Slow Average Average Fast Slow Slow Minion

Although each class has its own saving throw table, progression of each save is normally Fast, Average or Slow, with the sole exception of the non-playable Minion class:

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Slow 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6
Average 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8 8 8 9
Fast 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12
Minion 1 1 1 1 2 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9

Attribute modifiers and any Conditioning feat bonus adds to these base saves:

Save Fortitude Reflex Will
Modifier Constitution Dexterity Wisdom
Feat Base Improved Master
Conditioning +1 +2 +3

Mod bonuses from Light side powers and items are restricted to maximum 20, which is achievable with any Jedi:

Source Description All
Light side powers Force Aura +2
Force Shield +4
Force Armor +6
Force Valor +2
Knight Valor +3
Master Valor +5

Force Aura, Shield or Armor only affect the Jedi for 20 seconds, whereas a Valor power affects the Jedi's entire party for 20 seconds (and also grants attribute bonuses that increase base saves as well).

Some headgear and belts only grant a bonus to a specific save:

Item Description Fort
Belts Cardio-Regulator +2
Verpine C-R +3
Item Description Ref
Head GenoHaradan Visor Dark Side Points Gained +3
Belts Adrenaline Amplifier +2
Advanced AA +3
Item Description Will
Head Neural Band +2
Verpine Headband +3

When debilitated, Dexterity modifier is no longer added to base Reflex save, and droid saves are reduced by 2.

Immunity[edit]

Immunity can negate effects before a saving throw is even made.

Critical Hits[edit]

Immunity: Critical Hits prevents the second damage roll of a critical hit. It also prevents Sneak Attack damage from being added when debilitated (or at all, for an enemy).

Due to the need for two successful rolls (attack, then threat), Immunity: Critical Hits becomes less useful as Defense increases. For example, even if an attacker using Master Critical Strike has Critical Threat: 13-20,x2 (maximum 40% chance), with just 40% chance to hit there's only 16% chance of a critical hit; with 20% chance to hit, there's just 4% chance of a critical hit. Roll 20 + Attack < Defense results in minimum 5% chance to hit (roll 20 is an automatic hit) and 0% critical conversion.

Immunity: Critical Hits is granted by the following:

However, only two or three enemies in the entire game equip any of these items, so this shouldn't affect your choice to master Critical Strike:

World Area Character Source
Taris Davik's Estate Calo Nord Retinal Combat Implant
Tatooine Eastern Dune Sea Calo Nord
Manaan Sith Base Dark Jedi Master

Mind-Affecting[edit]

Immunity: Mind-Affecting grants the same protection from being debilitated as Force Immunity: Fear and Stun (but not Paralysis):

KotOR Feat Force Immunity Fear.png Fear KotOR Feat Force Immunity Stun.png Stun KotOR Feat Force Immunity Paralysis.png Paralysis Unaffected
Fear, Horror and Insanity
Plasma Grenades
On Hit: Horror
Force Push and Wave
Stun
Critical Strikes and Sniper Shots
Concussion Grenades
Flash mines
On Hit: Stun
Stasis (Field)
CryoBan Grenades
On Hit: Paralyze
Force Whirlwind
Wound, Choke and Kill

Adhesive Grenades may entangle, but they are not actually debilitating.

Droids are normally granted Immunity: Mind-Affecting, and Paralysis, and are unaffected by Wound, Choke or Kill, but can be debilitated by Force Whirlwind and Stun Droid powers.

Immunity: Mind-Affecting (but not Force Immunity: Stun) also grants complete immunity to Force Push (not just stun, but damage and knockdown as well), but not a Terentatek's Slam Attack (stun only). Terentateks in turn are completely immune to Force Push, as are Rancors. Immobile droids, and some with active shields, are also completely immune to Force Whirlwind, as are Rancors and Terentateks.

Immunity: Mind-Affecting is granted by the following:

Immunity: Mind-Affecting is the most common enemy immunity but it's still rare for organic enemies, and even rarer to encounter more than one with it at a time:

World Area Character Source
Dantooine Matale Grounds Mandalorian Mandalorian Heavy Armor
Grove Sherruk
Tattoine Eastern Dune Sea Calo Nord Nerve Amplifier Belt
Kashyyyk Upper Shadowlands Darth Bandon Nerve Amplifier Belt
Lower Shadowlands Mandalorian (2) Mandalorian Heavy Armor
Mandalorian Commander Nerve Amplifier Belt
Manaan Sith Base Sith Security Officer Nerve Enhancement Package
Tatooine Sand People Territory Vorn Daasraad Dark Side Points Gained Nerve Amplifier Belt
Dune Sea Genoharadan Hunter Dark Side Points Gained Stabilizer Mask
Genoharadan Hunter Dark Side Points Gained Vacuum Mask
Star Forge System Central Beach Rakatan Elite Warrior Nerve Enhancement Package
North Beach Rakatan Elite Warrior
Warleader Garn
Temple Exterior Rakatan Elite Warrior (2)
Elder Settlement Elder Councillor (3)
Elder Elite Warrior Nerve Enhancement Package
Temple Summit Dark Jedi
Star Forge Command Center Sith Troopers Nerve Amplifier Belt
Dark Jedi Dark Side Points Gained
Dark Jedi Light Side Points Gained
Viewing Platform Darth Malak

A few enemies are granted Force Immunity feats, effectively granting Immunity: Mind-Affecting (and sometimes Paralysis):

World Area Character Fear Stun Paralysis
Tatooine Anchorhead Dark Jedi Yes Yes No
Kashyyyk Great Walkway Dark Jedi Yes Yes No
Korriban Dreshdae Sith Thug Yes Yes No
Shyrack Caves Sith Rebel Yes Yes No
Star Forge System Temple Main Floor Dark Jedi Yes Yes Yes
Sith Master Yes Yes Yes
Star Forge Command Center Dark Jedi Yes Yes Yes

Poison[edit]

Immunity: Poison prevents the following from poisoning, before a Fortitude saving throw is even made, when active beforehand:

Plague has DC 100, which is impossible to save against: the only other possible counters, the Force Resistance or Immunity powers, can only affect individual Jedi. Immunity: Poison is granted by the following:

Improved Energy Resistance can affect a Jedi's entire party for 120 seconds (2 minutes) from level 9 onward.

Droids are normally granted Immunity: Poison, but there are only two organic enemies in the entire game that have it:

World Area Character Source
Kashyyyk Upper Shadowlands Gorwooken Bio-Antidote Package
Tatooine Dune Sea Genoharadan Hunter Dark Side Points Gained Vacuum Mask

Poison can also be neutralized with the light side power Heal, or an Antidote Kit.

Force Resistance[edit]

Force Resistance offers some protection from direct Force power attacks of Jedi opponents, possibly negating their effects. Attacking Jedi make an opposed roll using d20 + their level versus the defender's Force Resistance. If the attacker's result is greater (or equal), the attack succeeds. If the defender's total is greater, the attack has no effect.

Thus some protection is only offered if minimum roll 1 + attacker level < Force Resistance: for example, Force Resistance 16 offers no protection if the attacking Jedi is level 15 or higher (although a saving throw can still be made). Otherwise, the chance of a Force power being resisted is as follows:

Force Resistance - attacker level
< 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 > 20
0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

For example, Force Resistance 32 cannot be breached at all until the attacking Jedi is at least level 12 (maximum roll 20 + 12 = 32); even at level 20, the chance of successfully breaching it is just 45% (roll (12-20) + 20 = 32-40).

The Force Resistance power grants a Jedi Force Resistance = 10 + defender level, from level 9 onward. The chances of enemy Force powers being resisted are as follows:

Defender level Force Resistance Attacker level
4 8 9 10 12 13 14 15 16 18 20 21
9 19 70% 50% 45% 40% 30% 25% 20% 15% 10% 0%
10 20 75% 55% 50% 45% 35% 30% 25% 20% 15% 5% 0%
11 21 80% 60% 55% 50% 40% 35% 30% 25% 20% 10% 0%
12 22 85% 65% 60% 55% 45% 40% 35% 30% 25% 15% 5% 0%
13 23 90% 70% 65% 60% 50% 45% 40% 35% 30% 20% 10% 5%
14 24 95% 75% 70% 65% 55% 50% 45% 40% 35% 25% 15% 10%
15 25 100% 80% 75% 70% 60% 55% 50% 45% 40% 30% 20% 15%
16 26 100% 85% 80% 75% 65% 60% 55% 50% 45% 35% 25% 20%
17 27 100% 90% 85% 80% 70% 65% 60% 55% 50% 40% 30% 25%
18 28 100% 95% 90% 85% 75% 70% 65% 60% 55% 45% 35% 30%
19 29 100% 95% 90% 80% 75% 70% 65% 60% 50% 40% 35%
20 30 100% 95% 85% 80% 75% 70% 65% 55% 45% 40%

The Force Immunity power grants a Jedi Force Resistance = 15 + defender level, from level 15 onward: that's up to 25% more than Force Resistance. The chances of enemy Force powers being resisted are as follows:

Defender level Force Immunity Attacker level
4 8 9 10 12 13 14 15 16 18 20 21
15 30 100% 95% 85% 80% 75% 70% 65% 55% 45% 40%
16 31 100% 90% 85% 80% 75% 70% 60% 50% 45%
17 32 100% 95% 90% 85% 80% 75% 65% 55% 50%
18 33 100% 95% 90% 85% 80% 70% 60% 55%
19 34 100% 95% 90% 85% 75% 65% 60%
20 35 100% 95% 90% 80% 70% 65%

These two Force powers last 60 seconds but can be cancelled sooner: Force Suppression only cancels Force Resistance, but Force Breach cancels both Resistance and Immunity. Only four enemies in the entire game can use Force Suppression:

World Area Force Suppression
Manaan Sith Base Dark Jedi
Dark Jedi
World Area Force Suppression
Leviathan Command Deck Dark Jedi (2)

A few more can use Force Breach:

World Area Force Breach
Leviathan Hangar Dark Jedi
Star Forge System Temple Main Floor Dark Jedi
Temple Summit Dark Jedi
World Area Force Breach
Star Forge Deck 1 Dark Jedi (West, East Exit)
Command Center Sith Apprentices
Dark Jedi
Viewing Platform Darth Malak

It's rarer still for these rare enemies to use these powers, although they're most likely to do so if you disengage from combat and move out of melee range.

Some enemies have natural Force Resistance, and others can acquire it by using Force Resistance or Immunity:

World Area Natural Force Resistance Force Immunity
Dantooine Sandral Grounds 32
Tatooine Anchorhead 18
Kashyyyk Great Walkway 18
Korriban Valley of Dark Lords 32 24
Sith Academy 24
Shyrack Caves 26 - 32
Tomb of Ajunta Pall 32 24 - 28
Tomb of Tulak Hord 32 30
Tomb of Marka Ragnos 32
Tomb of Naga Sadow 16 18 - 25
Darth Bandon 30
Leviathan Hangar 28
Star Forge System Elder Settlement 32
Temple Main Floor 32 30 - 33
Temple Summit 19 - 30 Dark Side Points Gained 33 Light Side Points Gained 30 - 35 Dark Side Points Gained
Star Forge Deck 1 18 23
Deck 2 33
Command Center 24 30 Dark Side Points Gained 36 Light Side Points Gained
Viewing Platform 35

The chances of Force powers being resisted by enemies with natural Force Resistance are as follows:

Natural Attacker level
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0%
26 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25%
32 100% 95% 90% 85% 80% 75% 70% 65% 60% 55%

The chances of Force powers being resisted by enemy Jedi using Force Resistance are as follows:

Force Resistance Attacker level
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
18 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0%
24 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15%
25 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20%
28 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35%

The chances of Force powers being resisted by enemy Jedi using Force Immunity are as follows:

Force Immunity Attacker level
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
23 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10%
28 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35%
30 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45%
33 100% 95% 90% 85% 80% 75% 70% 65% 60%
35 100% 95% 90% 85% 80% 75% 70%
36 100% 95% 90% 85% 80% 75%

Since enemy Jedi normally only use Force Resistance or Immunity in the first round upon engaging in combat, debilitating them in that first round prevents their use, even when no longer debilitated (although this isn't always possible, if they're aware of you before you're in range to debilitate them).

However, since nothing can be done about natural Force Resistance, using (Advanced) Throw Lightsaber or other attacks is recommended in all cases.