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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) Droid Trick Prerequisites: G0-T0
Sniper Shot
Power Attack, Blast
Assassin Protocols Prerequisites: HK-47
(Echani Prerequisites: Handmaiden) Strike Prerequisites: Bao-Dur
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 Force Whirlwind Force Scream Dark side powers Attribute
Stun Light side power Immunity: Mind-Affecting (Stun) Battle Mediation
Drain Life, Death Field Dark side powers Beast, Mind Trick
Stun Droid et al. Light side power Drain Force Dark side powers
Wound, Choke, Kill Dark side powers Shock et al. Dark side powers
Force Crush Restricted to: Dark Side Slow Dark side power
Crush Opposition Restricted to: Dark Side
Grenades Poison Grenade Poison CryoBan Grenade Paralysis Concussion Grenade Immunity: Mind-Affecting (Stun)
Plasma Grenade Immunity: Mind-Affecting (Fear) Minor Sonic Detonator Attribute Damage
Frag, Ion Grenades Sonic Detonator
Thermal Detonator Sonic Grenade
Mines Gas mines Poison Sonic mines Attribute Flash mines Immunity: Mind-Affecting (Stun)
Frag, Plasma mines
On Hit Horror Immunity: Mind-Affecting (Fear) Attribute Damage Attribute Stun Immunity: Mind-Affecting (Stun)
Poison Poison Paralyze Paralysis Slow
Knockdown Slowed
Special weapons damage Droid Plasma Thrower Carbonite projectors
Droid Shock Arm Useable By: T3-M4 Flame throwers
Multi-spectral Emitter

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:

Class Fortitude Reflex Will
Jedi Guardian Fast Fast Average
Jedi Sentinel Fast Fast Average
Jedi Consular Fast Average Fast
Soldier Fast Slow Slow
Scout Fast Fast Fast
Scoundrel Slow Fast Slow
Combat Droid Fast Slow Slow
Expert Droid Slow Fast Slow
Class Fortitude Reflex Will
Jedi Weapon Master Fast Average Average
Jedi Watchman Fast Fast Fast
Jedi Master Slow Slow Fast
Sith Marauder Fast Average Slow
Sith Assassin Average Fast Slow
Sith Lord Slow Slow Fast
Tech Specialist Tech Tech Tech
Minion Minion Minion Minion

Although each class has its own saving throw table, for most classes the progression of each save is Fast, Average or Slow:

Level Fast Average Slow
1 2 1 0
2 3 2 0
3 3 2 1
4 4 2 1
5 4 3 1
6 5 3 2
7 5 4 2
8 6 4 2
9 6 4 3
10 7 5 3
11 7 5 3
12 8 6 4
13 8 6 4
14 9 6 4
15 9 7 5
16 10 7 5
17 10 8 5
18 11 8 6
19 11 8 6
20 12 9 6
Level Fast Average Slow
21 12 9 7
22 13 10 7
23 13 10 7
24 14 10 8
25 14 11 8
26 15 11 8
27 15 12 9
28 16 12 9
29 16 12 9
30 17 13 10
31 17 13 10
32 18 14 10
33 18 14 11
34 19 14 11
35 19 15 11
36 20 15 12
37 20 16 12
38 21 16 12
39 21 16 13
40 22 17 13
Level Fast Average Slow
41 22 17 13
42 23 18 14
43 23 18 14
44 24 18 14
45 24 19 15
46 25 19 15
47 25 20 15
48 26 20 16
49 26 20 16
50 27 21 16

The Tech Specialist and Minion classes have their own saving throw tables:

Level Tech Specialist Minion
F R W All
1 0 1 1 1
2 0 1 1 1
3 0 1 2 1
4 1 2 2 1
5 1 2 2 2
6 2 3 3 2
7 2 3 3 2
8 3 3 4 3
9 3 4 4 3
10 4 4 4 4
11 4 5 5 4
12 5 5 5 5
13 5 5 6 5
14 6 6 6 6
15 6 6 6 6
16 7 7 7 7
17 7 7 7 7
18 8 7 8 8
19 8 8 8 8
20 9 8 8 9
Level Tech Specialist Minion
F R W All
21 9 9 9 9
22 10 9 9 10
23 10 9 10 10
24 11 10 10 11
25 11 10 10 11
26 12 11 11 12
27 12 11 11 12
28 13 11 12 13
29 13 12 12 13
30 14 12 12 14
31 14 13 13 14
32 15 13 13 15
33 15 13 14 15
34 16 14 14 16
35 16 14 14 16
36 17 15 15 17
37 17 15 15 17
38 18 15 16 18
39 18 16 16 18
40 19 16 16 19
Level Tech Specialist Minion
F R W All
41 19 17 17 19
42 20 17 17 20
43 20 17 18 20
44 21 18 18 21
45 21 18 18 21
46 22 19 19 22
47 22 19 19 22
48 23 19 20 23
49 23 20 20 23
50 24 20 20 24

Although enemies normally only have class level 1, a bonus is added to base saves based on your main character level:

Set 1 Set 2 Set 3 and Set 4 Set 5
rounddown(main level * 0.8) roundup(main level * 0.9) – 1 main level roundup(main level * 1.05) - 1

Attribute modifiers and any Conditioning feat bonus also add to base saves:

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

Speaking to your party can also grant your main character a base bonus to specific saves:

Source Description Reflex
Party HK-47 (10 > Influence > 90) +1
Source Description Will
Party Atton +1

Mod bonuses to all saves are granted by the following light side powers, and items:

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 sources only grant a bonus to a specific save:

Source Description Reflex
Power Slow -2
On Hit Slow -2
Implants Reflex Package +1
Alacrity Implant
Head Targeting Visor +1
Hands Unarmed Accuracy Gloves +1
Source Description Will
Feats Wookiee Rage, Fury, Frenzy +(1-3)
Force powers Inspire Followers I-V Restricted to: Light Side +(1-5)
(Improved) Battle Meditation +(2-4)
Improved, Master Battle Meditation -(2-4)
Crush Opposition I-V Restricted to: Dark Side -(1-5)
(Improved, Master) Fury +(1-3)
Source Description Will
Implants Insight Implant +1
Head Meditation Band +1
Matukai Meditation Band +2
Neural Band
Force Mask +4
Force Shield +5
Utilities Droid Wisdom Upgrade Feats Required: Droid Upgrade Class 2 +2

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.

Attribute Damage[edit]

Immunity: Attribute Damage also prevents any attribute penalties being inflicted by sonic attacks of any kind, but has no effect on Poison of any kind.

Immunity: Attribute Damage is only granted by the following:

Source Description
Underlays Armorweave Underlays Feats Required: Armor Proficiency - Light Mark II-V

Critical Hits[edit]

Immunity: Critical Hits prevents the multiple damage rolls of a critical hit. It also prevents Sneak Attack damage from being added when debilitated.

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:

Paralysis[edit]

Immunity: Paralysis prevents the debilitating effect of the following, before a saving throw is even made, when active beforehand:

Immunity: Paralysis is granted by the following:

Source Description
Feats Force Immunity: Paralysis
Wookiee Rage
Source Description
Force powers Fury

Droids are normally granted Immunity: Paralysis.

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:

Knight and Master Valor affect the Jedi's entire party, but only for 20 seconds. Breath Control is only granted to your main character, but lasts for 240 seconds (4 minutes).

Droids are normally granted Immunity: Poison.

Poison can also be neutralized with the light side powers Improved and Master Heal, or an Antidote Kit.

Stun, Fear, Horror[edit]

Immunity: Stun, Fear, Horror 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: Stun, Fear, Horror, and Paralysis, and are unaffected by Wound, Choke or Kill, but can be debilitated by Stun Droid powers. Some droids can also be debilitated by Force Whirlwind but others, including all immobile droids, are also completely immune to Force Push and Whirlwind.

Immunity: Stun, Fear, Horror is granted by the following:

Thon's Robe Restricted to: Light Side grants Force Immunity: Stun only, and Mandalore's Mandalorian Courage feat grants him Immunity: Fear, Horror only.

Stun can also be neutralized by the light side power Master Heal.

Force Resist[edit]

Force Resist 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 Resist. 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 Resist: for example, Force Resist 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 Resist - 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 Resist 32 cannot be breached at all until the attacking Jedi is at least level 12 (maximum roll 20 + 12 = 32).

Item Level Resist Level Resist
Name Crystal (Alignment 40-60) 12-14 10 24-26 18
15-17 12 27-29 20
18-20 14 30-32 22
21-23 16 33-50 24

Force Resist bonuses don't sum: only the highest has any effect. Unfortunately this bonus becomes increasingly ineffective as main character level, and thus enemy level, increases until it's always breached, as even the minimum opposed roll (1 + enemy level) is equal or greater:

Force Resist 10 12 14 16 18 20 22 24
Minimum enemy level 9 11 13 15 17 19 21 23
Minimum main level 12 15 18 20 23 26 28 31

Thus even maximum Force Resist 24 is utterly ineffective from level 31 onward.

The Force Resistance power grants a Jedi Force Resistance = 10 + defender level, from level 9 onward, while Force Immunity grants a Jedi Force Resistance = 15 + defender level, from level 15 onward: that's up to 25% more than Force Resistance.

Due to the way enemy level is normally calculated based on main character level, as you level up this power can make you increasingly resistant to all Force powers you can save against, until they're always resisted, resulting in them having no effect whatsoever (saving often just reduces damage and debuffs):

Main level 9 - 12 13 - 16 17 - 20 21 - 24 25 - 28 29 - 32 33 - 36 37 - 40 41 - 50
Enemy level 6 - 9 9 - 12 12 - 15 15 - 18 18 - 21 21 - 24 24 - 27 27 - 30 30 - 37
Force Resistance 60% 65% 70% 75% 80% 85% 90% 95% 100%
Force Immunity 90% 95% 100%

So Immunity can normally never be breached from level 21 onward (maximum roll 20 + level 15 (35 total) vs Force Resistance 36 (21 + 15)), and for Resistance it's level 41 onward (maximum roll 20 + level 30 (50 total) vs Force Resistance 51 (41 + 10)).

Jedi in your party are normally lower level than your main character, so they don't receive the same Resistance or Immunity for a few more levels (5% less, or four more levels, for each level of difference).

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.

Since nothing can be done about natural Force Resistance other than leveling up, using (Advanced) Throw Lightsaber or other attacks is recommended.