Home
Home · Twitter · Facebook · Giveaways: White Collar · Shattered Horizon
Subscribe


- Sponsored links -

Animation School
Animation School








Star Wars Knights of the Old Republic II: The Sith Lords - Walkthrough
System: PC
Shop: Buy It Cheap · Get The Guide

Index · Guides · Tips · Your Reviews · Your Rating · Screenshots

-------------------------------------------------------------------------------
    ... Attributes & Stats                             :DDDST:
-------------------------------------------------------------------------------

   The physical and mental abilities of your character. There are two numbers
   for each stat, the raw score and the modifier. The raw score starts at 8
   for each stat, which means the modifier for each stat begins at -1.

     modifier = (raw stat - 10) / 2

   The modifier is what we really care about, as that gets added to everything.
   Your stats at the beginning of the game are just that, the beginning. They
   get raised by you every 4 levels starting at level 4. Equipable items can
   also raise your stats, and items/force powers can boost your stats
   temporarily. Also, your companions can help you raise your stats, especially
   HK-47.

   When you get a "bonus" from a stat, it uses the modifier. So, someone with
   an 18 DEX gets a +4 to his stealth.

   You get 30 points to spend on stats. However, as your stat gets higher, it
   takes more points to raise the stat as indicated below.  18 is the limit at
   level 1.

   Stat Costs:

     8 - 14 <-> 1 point  = 1 stat point increase
     15- 16 <-> 2 points = 1 stat point increase
     17- 18 <-> 3 points = 1 stat point increase

     Note: Stat increases from level ups (at level 4, 8, 12, etc.) are not
           weighted. You can raise from 17 to 18 with one point then. But you
           must spend all your points at the beginning of the game. No saving
           them for the better rates later.

     Because higher raw scores are really point intensive, it isn't recommended
     that you go higher than 16 at level one. And if I did take a 16 (and I do)
     I would only take one, and keep the points for other things. You'll have
     higher total stats if you avoid really high numbers in any one thing.

   Here are the stats:

     Strength

       Affects only melee/lightsaber damage as well as ability to hit with
       same. That is all it affects. A must-have for light-side characters as
       they have very few damaging force powers (none if you aren't fighting
       droids). I'd recommend starting with 15. Then at level 4 put another
       point here.

       If you use Two Weapon fighting, your full STR modifier is used to
       determine damage on your main hand, but only half your STR modifier
       is used for the offhand attack. However, if you use a Double-bladed
       weapon, you get one and a half times your STR modifier on the main hand
       and half on the offhand.

     Dexterity

       Increases your Defense, ability to hit with ranged weapons (you can use
       your Dexterity in melee/lightsaber if you take a Feat to do so) and
       bonus to Reflex saves. Finally adds a bonus to your Stealth skill.
       Dexterity is useful, yes, but you don't need it. You're going to take
       hits, and a +1 or +2 bonus to defense isn't worth putting the points
       here. Besides, the best defense of all is killing them before they
       even hit you. I'd go with a 10 here.

     Constitution

       Gives a bonus to Vitality for every level you have, as well as a
       bonus to your Fortitude save. Also, new in KoTOR2, Constitution,
       rather than feats, determine what type of Implants you can get. To get
       the best implants you need an 18 Constitution. I'd start with a 14.
       You should get this to 18 by the end, by you can get most of the
       increase through companion dialogues.

         Note: If your Constitution is boosted by an item to 18 or more, you
               are still limited by your ACTUAL Constitution score with
               regard to what implants you can get. Oh well.

     Intelligence

       Bonus to many skills: Computer Use, Demolitions, Repair, Security as
       well as a bonus to the number of skill points you start with and get
       at each level. Also, there are dialogue options in the game that will
       only trigger with a higher intelligence. Unlike Constitution, you don't
       gain skill points retroactively when your Intelligence goes up, giving
       you more of an incentive to take Intelligence early. Finally there are
       fewer items that raise Intelligence than any other stat, thus, I would
       take a 16 here.

         Note: You do not gain more skill points/level with a BOOSTED INT, it
               only uses your ACTUAL INT.

               Dialogue options, however, will appear no matter how you got
               your smarts.

               No matter how low your INT, you will always gain 1 skill point
               per level

     Wisdom

       Bonus to Will Saves, Defense (if you get Handmaiden to train you),
       skills (Awareness, Treat Injury) and your Force Powers will be more
       difficult to resist. Additionally, there are dialogue options that only
       appear with a high Wisdom. At low levels, your Force Powers can really
       use the boost, however, at high levels, your Force Powers generally get
       more of a boost from levels than anything else. So, I'd skip it, and
       take a 10 here.

       Male characters can learn a special feat from the Handmaiden allowing
       them to add their WIS BONUS to their DEF.

     Charisma

       Bonus to Force Powers (the same as Wisdom, and they stack), improves
       abilities with opposite aligned force powers (reduces cost), bonus to
       skill (Persuasion) and probably dialogue options, but I can't prove it.
       Decent to have, but again, you don't need it as much as you need other
       things at level one. I'd take a 10 here as well.

       Counterpoint: Charisma also adds a significant bonus to your allies
       "To Hit" rating, about twice your Charisma modifier. Also it reduces the
       costs in casting Force Powers opposed to your own alignment. Useful if
       you want a Light Sided Consular who can use Force Lightning.

     In-Game Upgrades

       Throughout the course of the game, there are opportunities to get
       free increases to your Attributes:

         +1 WIS - T3's final upgrade
         +1 CON, +1 WIS - Hanharr's upgrades

     So, if you followed my advice, you now have:

       STR  >  15  >  +2
       DEX  >  10  >   0
       CON  >  14  >  +2
       INT  >  16  >  +3 (or 14 INT)
       WIS  >  10  >   0 (or 12 WIS)
       CHA  >  10  >   0 (or 12 CHA)

     A straight up fighter should do...

       STR  >  17  >  +3
       DEX  >  12  >  +1
       CON  >  17  >  +3
       INT  >   8  >  -1
       WIS  >   8  >  -1
       CHA  >   8  >  -1

       Put one point into CON early, then STR the rest of the way. Of course,
       you'll never be skilled, and your force powers will be easy to resist.
       With this character, I would avoid those Force Powers that are affected
       by armor, take the Armor Proficiency: Heavy, and just focus on hitting
       things with a Lightsaber.

     A Consular might try:                  Or:

       STR  >  12  >  +1                    STR  >   8  >  -1
       DEX  >  12  >  +1                    DEX  >  14  >  +2
       CON  >  14  >  +2                    CON  >  14  >  +2
       INT  >  14  >  +2                    INT  >  14  >  +2
       WIS  >  14  >  +2                    WIS  >  14  >  +2
       CHA  >  12  >  +1                    CHA  >  14  >  +2

       Consulars need WIS and CHA. These help their Force Powers, and add to
       their Force Points.
 
 




Bookmark and Share  

 

Google  
www.gamerstemple.comWeb