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Each of your character's skills has a number associated with it. This is the skill 'rank' and determines how good the character is with that skill. When using a skill to perform an action, the rank is compared against a Difficulty Check (DC) number. For example, to open a lock with a DC of 15, take your skill rank in Security + Wisdom modifier + d20 roll. If the total is 15 or greater, the lock is opened.

Intelligence modifier (INT) resulting from points invested at character generation and on level up determine how many skill points a class is granted at those times:

Character generation
Class Soldier Scout Scoundrel
Skill points (1 + INT) * 4 (3 + INT) * 4 (4 + INT) * 4
Level up
Class Soldier Scout Scoundrel Jedi Droid
Guardian Sentinel Consular Combat Expert
Skill points 1 + [INT / 2] 3 + [INT / 2] 4 + [INT / 2] 1 + [INT / 2] 2 + [INT / 2] 1 + [INT / 2] 1 + [INT / 2] 2 + [INT / 2]

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

Minimum Intelligence Soldier Scout Scoundrel Jedi Droid
Guardian Sentinel Consular Combat Expert
8 1 2 3 1 1 1 1 1
10 1 3 4 1 2 1 1 2
14 2 4 5 2 3 2 2 3
18 3 5 6 3 4 3 3 4

All points do not have to be invested at character generation or level up, so they can be saved for a future level up. After becoming a Jedi, your main character's skill points on level up are determined by Jedi class, but the class skills of the earlier class are retained and those of the Jedi class are gained. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:

Skill Attribute modifier Soldier Scout Scoundrel Jedi Droid
Guardian Sentinel Consular Combat Expert
Computer Intelligence 2 1 2 2 2 1 1 1
Demolitions Intelligence 1 1 1 2 2 1 1 2
Stealth Dexterity 2 2 1 2 2 2
Awareness Wisdom 1 1 1 1 1 1 1 2
Persuade Charisma 2 2 1 1 1 1
Repair Intelligence 2 1 2 2 2 1 1 1
Security Wisdom 2 2 1 2 2 2 1 1
Treat Injury Wisdom 1 1 2 1 1 1

Hence a Scoundrel who becomes a Jedi Consular has all skills as class skills. Points can be invested in class skills to maximum rank equal to level + 3, while they can only be invested in cross-class skills to maximum rank equal to [ (level + 3) / 2].

Total skill points main player characters can invest by level 20 depend on Intelligence, starting class, Jedi class and the level at which they become a Jedi:

Level 20 Jedi Guardian or Jedi Consular
Intelligence Soldier level Scout level Scoundrel level
2 3 4 5 6 7 8 2 3 4 5 6 7 8 2 3 4 5 6 7 8
8 23 28 29 30 31 32 33 34 33 35 37 39 41 43 45
10 23 33 35 37 39 41 43 45 38 41 44 47 50 53 56
12 27 37 39 41 43 45 47 49 42 45 48 51 54 57 60
14 50 60 62 64 66 68 70 72 65 68 71 74 77 80 83
Level 20 Jedi Sentinel
Intelligence Soldier level Scout level Scoundrel level
2 3 4 5 6 7 8 2 3 4 5 6 7 8 2 3 4 5 6 7 8
8 23 28 29 30 31 32 33 34 33 35 37 39 41 43 45
10 41 40 39 38 37 36 35 51 52 53 54 55 56 57 56 58 60 62 64 66 68
12 45 44 43 42 41 40 39 55 56 57 58 59 60 61 60 62 64 66 68 70 72
14 68 67 66 65 64 63 62 78 79 80 81 82 83 84 83 85 87 89 91 93 95

Computer Use[edit]

KotOR Icon Computer Use.png
Related Attribute:
Intelligence
Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.

Computer Use is a class skill for a Scout, Jedi Consular and both Droid classes.

Although tasks requiring 1 computer spike never decrease in cost, tasks requiring more can have cost reduced to 0.

Aside from investing skill points or increasing Intelligence modifier, the following add bonuses to Computer Use skill rank:

Organic
Source Description Computer
Feats Gear Head +1
Improved Gear Head +2
Master Gear Head +3
Head Interface Band +2
Interface Visor Feats Required: Armor Proficiency - Light +4
Advanced Agent Interface Feats Required: Armor Proficiency - Light Yavin Station +7
Hands Infiltrator Gloves +4
Belts Calrissian's Utility Belt +3

Demolitions[edit]

KotOR Icon Demolitions.png
Related Attribute:
Intelligence
Demolitions can be used to set, recover or disarm mines. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.

Demolitions is a class skill for a Soldier, Scout, Scoundrel, Jedi Consular and Combat Droid.

According to Feedback, the increases to Difficulty Class to disarm and recover mines are cumulative rather than separate:

Description Minor Average Deadly
Set 15 (-5) 20 (0) 25 (5)
Disable 20 (0) 25 (5) 30 (10)
Recover 30 (10) 35 (15) 40 (20)

Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. Friendly mines can be recovered without a Difficulty Class check.

Successfully disabling or recovering hostile mines requires that the sum of the character's Demolitions skill rank and a d20 roll is equal to or greater than Difficulty Class. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

Aside from investing skill points or increasing Intelligence modifier, the following add bonuses to Demolitions skill rank:

Droid
Source Description Demolitions
Feats Caution +1
Improved Caution +2
Master Caution +3
Utilities Advanced Droid Interface Feats Required: Droid Upgrade Class 3 +7
Sensors Sensor Probe Feats Required: Droid Upgrade Class 1 +2
Verpine Demolitions Probe Feats Required: Droid Upgrade Class 2 +4

Stealth[edit]

KotOR Icon Stealth.png
Related Attribute:
Dexterity
Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an Awareness check versus the character's Stealth skill or be unable to detect them, even if the character is in direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill.

Stealth is only a class skill for a Scoundrel.

This skill cannot be used untrained.

Although Stealth Mode doesn't prevent computer use or droid repair, doing so cancels it in the same way as entering dialog.

Aside from investing skill points or increasing Dexterity modifier, the following add bonuses to Stealth skill rank:

Source Description Stealth
Feats Caution +1
Improved Caution +2
Master Caution +3
Head Tulak Hord's Mask Restricted to: Dark Side +2
Stealth Field Reinforcement Feats Required: Armor Proficiency - Light +8
Light armor Feats Required: Armor Proficiency - Light GenoHaradan Mesh Armor Dark Side Points Gained +4
Baragwin Shadow Armor Yavin Station +4
Baragwin Shadow Armor Mesh Underlay +8

Awareness[edit]

KotOR Icon Awareness.png
Related Attribute:
Wisdom
Awareness governs the ability of a character to spot objects or enemies hidden by Stealth. If a successful check of this skill is made against the Stealth skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.

Awareness is a class skill for all classes except an Expert Droid.

Awareness isn't needed to detect any enemies, so its sole purpose is detecting mines. According to Feedback, the Difficulty Class to detect a mine is as follows:

Description Minor Average Deadly
Detect 20 (0) 30 (10) 40 (20)

Successfully detecting hostile mines requires that the sum of the character's Awareness skill rank and a d20 roll is equal to or greater than Difficulty Class. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

Aside from investing skill points or increasing Wisdom modifier, the following add bonuses to Awareness skill rank:

Persuade[edit]

KotOR Icon Persuade.png
Related Attribute:
Charisma
Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.

Persuade is a class skill for a Scoundrel and all Jedi classes.

Although some Persuade checks always succeed and others always fail, most are divided between three categories: low, medium and high. Success rate is determined by category and the ratio between total Persuade skill rank and player level:

Ratio = rank / (level + 5)

Minimum ranks required to reach particular success rate thresholds are listed below:

Ratio Success rate Level
Low Mid High 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
≤ 0.25 40% 0% 0% < 2 < 3 < 4 < 5 < 6 < 7
> 0.25 50% 25% 0% 2 3 4 5 6 7
> 0.50 75% 50% 25% 4 5 6 7 8 9 10 11 12 13
> 0.75 100% 100% 75% 6 7 8 9 10 11 12 13 14 15 16 17 18 19
> 1.00 100% 100% 100% 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26

So rank 13 ensures there is always some chance of success while rank 26 ensures 100% success rate, both regardless of category or level. However, at level 20 there is no difference in success rates between rank 13 and rank 18, or between rank 19 and 25.

Aside from investing skill points or increasing Charisma modifier, the following add bonuses to Persuade skill rank:

Source Description Persuade
Feats Empathy +1
Improved Empathy +2
Master Empathy +3

Repair[edit]

KotOR Icon Repair.png
Related Attribute:
Intelligence
Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.

Repair is a class skill for a Scout, Jedi Consular and both Droid classes.

Although reactivating a droid always costs 1 part, all other repairs can actually have cost reduced to 0. No repair costs more than 6 parts so all repairs cost 1 part at rank 20, and none at rank 36.

Repair Parts at minimum rank XP * user level
< 4 4 8 12 16 20 24 28 32 36
Reactivate the droid 1 1 1 1 1 1 1 1 1 1 0
Optimize droid's weaponry 4 3 2 1 1 1 1 0 0 0 15
Optimize droid's targeting systems 4 3 2 1 1 1 1 0 0 0 15
Activate droid's shields 5 4 3 2 1 1 1 1 0 0 15
Engage droid in patrol mode 6 5 4 3 2 1 1 1 1 0 20
Total 20 16 12 8 6 5 5 3 2 1 65

Minimum rank 17 is required to fully upgrade HK-47.

Aside from investing skill points or increasing Intelligence modifier, the following add bonuses to Repair skill rank:

Source Description Repair
Feats Gear Head +1
Improved Gear Head +2
Master Gear Head +3
Head Advanced Agent Interface Feats Required: Armor Proficiency - Light Yavin Station +7
Belts Calrissian's Utility Belt +3

Security[edit]

KotOR Icon Security.png
Related Attribute:
Wisdom
Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.

Security is a class skill for a Scoundrel and both Droid classes.

Aside from investing skill points or increasing Wisdom modifier, the following add bonuses to Security skill rank:

Droid
Source Description Security
Feats Gear Head +1
Improved Gear Head +2
Master Gear Head +3
Utilities Security Interface Tool Feats Required: Droid Upgrade Class 1 +2
Security Decryption Interface Feats Required: Droid Upgrade Class 2 +4
Security Domination Interface Feats Required: Droid Upgrade Class 3 +6
Advanced Droid Interface Feats Required: Droid Upgrade Class 3 Yavin Station +7
Utility items Security Spike (Xbox only) +5
Security Spike Tunneler (Xbox only) +10

Treat Injury[edit]

KotOR Icon Treat Injury.png
Related Attribute:
Wisdom
Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.

Treat Injury is a class skill for a Soldier, Scout and all Jedi classes.

Aside from investing skill points or increasing Wisdom modifier, the following add bonuses to Treat Injury skill rank:

Source Description Treat Injury
Feats Empathy +1
Improved Empathy +2
Master Empathy +3
Head Medical Interface Visor Feats Required: Armor Proficiency - Light Yavin Station +10