Kotor 2 Best Upgrades 5,8/10 1126 votes
Star Wars: Knights of the Old Republic II: The Sith Lords is the sequel to Star Wars: Knights of the Old Republic, which was widely regarded as a major commercial and critical success. The original game, however, was developed by a different company, BioWare. According to the game's producers.
- The Qixoni (next to your custom crystal) is the best upgrade crystal in the game. On the other side of the level up screen once you or someone in your party has enough skill they can upgrade the Emitter, Lens and Cell. Ultimate Diatium Energy Cell, Expert Fencing Emitter and Ponite Lens. Voila, best lightsaber for your character.
- All skill points do not need to be allocated before you can proceed, although you will be unable to allocate any remaining until your character's first level up.Class skills cost one point per rank, while cross-class skills cost two. Four points will increase a class skill to maximum rank 4, and a cross-class skill to maximum rank 2.
More... More... MORE! It is requested that this article, or a section of this article, be expanded. See the request on the listing or on this article's talk page. Once the improvements have been completed, you may remove this notice and the page's listing. |
This is a complete list of all equipment/armor used in Star Wars: Knights of the Old Republic. For weapons, see here. For items, see here.
RobesEdit
- Jedi Robe (Brown only)
- Feats Required: Jedi Defense
- Defense Bonus: 1
- Max Dexterity Bonus: +8
- Jedi Knight Robe (Red, Brown, or Blue)
- Feats Required: Jedi Defense
- Defense Bonus: 2
- Max Dexterity Bonus: +8
- Jedi Master Robe (Brown only)
- Feats Required: Jedi Defense
- Defense Bonus: 3
- Max Dexterity Bonus: +8
- Dark Jedi Robe
- Feats Required: Jedi Defense
- Defense Bonus: 1
- Max Dexterity Bonus: +8
- Dark Jedi Knight Robe (Black and Blue)
- Feats Required: Jedi Defense
- Defense Bonus: 2
- Max Dexterity Bonus: +8
- Dark Jedi Master Robe (Black, Gray, or Blue)
- Feats Required: Jedi Defense
- Defense Bonus: 3
- Max Dexterity Bonus: +8
- Qel-Droma Robes
- Feats Required: Jedi Defense
- Defense Bonus: 5
- Max Dexterity Bonus: +8
- Wisdom: +2
- Restricted to: Light side
- Star Forge Robes
- Feats Required: Jedi Defense
- Defense Bonus: 5
- Max Dexterity Bonus: +8
- Saves: All +2
- Wisdom: +5
- Restricted to: Light side
- Darth Revan's Robes
- Feats Required: Jedi Defense
- Defense Bonus: 5
- Max Dexterity Bonus: +8
- Strength: +4
- Regeneration: 1
- Restricted to: Dark Side
Note: Robes display in game a Max Dexterity Bonus of +8, but actually act as if possessing an infinite Max Dexterity Bonus.
ArmorEdit
Note: Wookiees and droids cannot wear armor
There were several proficiency levels of armor.
Light armorEdit
- Baragwin Shadow Armor -Yavin DLC Only-
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 7
- Max Dexterity Bonus: +4
- Skills: Stealth +4
- Special:Upgradeable, Armor
- Baragawin Shadow Armor -Yavin DLC Only- (Fully Upgraded)
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 9
- Max Dexterity Bonus: +4
- Skills: Stealth +8
- Special: [[Upgradable, Armor
- Bonadan Alloy Heavy Suit
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 6
- Max Dexterity Bonus: +4
- Combat Suit
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 4
- Max Dexterity Bonus: +5
- Darth Bandon's Fiber Armor
- Feats Required: Armor Proficiency - Light
- Upgradable, Armor
- Defense Bonus: 5
- Max Dexterity Bonus: +5
- Damage Resistance: 25/- vs. Fire
- Darth Bandon's Fiber Armor (Fully Upgraded)
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 7
- Max Dexterity Bonus: +5
- Damage Resistance: 25/- vs. Fire
- Immunity: Mind-Affecting
- Echani Fiber Armor
- Feats Required: Armor Proficiency - Light
- Upgradable, Armor
- Defense Bonus: 5
- Max Dexterity Bonus: +5
- Echani Fiber Armor (Fully Upgraded)
- Feats Required: Armor Proficiency - Light
- Upgradable, Armor
- Defense Bonus: 7
- Max Dexterity Bonus: +5
- Damage Resistance: Resist 20/- vs. Cold, 20/- vs. Fire
- Echani Light Armor
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 5
- Max Dexterity Bonus: +5
- Damage Resistance: Resist 15/- vs. Fire
- Genoharadan Mesh Armor
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 7
- Max Dexterity Bonus: +5
- Dexterity: +3
- Skills: Stealth +4
- Heavy Combat Suit
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 5
- Max Dexterity Bonus: +4
- Light Exoskeleton -Yavin DLC Only-
- Feats Required: Armor Proficiency - Light
- Upgradable, Armor
- Defense Bonus: 6
- Max Dexterity: +5
- Dexterity: +1
- Strength: +1
- Light Exoskeleton -Yavin DLC Only- (Fully Upgraded)
- Feats Required: Armor Proficiency - Light
- Upgradable, Armor
- Defense Bonus: 8
- Max Dexterity Bonus: +5
- Dexterity: +1
- Strength: +2
- Massassi Ceremonial Armor
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 5
- Max Dexterity Bonus: +5
- Immunity: Critical Hits
- Reinforced Fiber Armor
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 7
- Max Dexterity Bonus: +4
- Republic Mod Armor
- Feats Required: Armor Proficiency - Light
- Upgradable, Armor
- Defense Bonus: 5
- Max Dexterity Bonus: +4
- Republic Mod Armor (Fully Upgraded)
- Feats Required: Armor Proficiency - Light
- Upgradable, Armor
- Defense Bonus: 6
- Max Dexterity Bonus: +4
- Immunity: Mind-Affecting
- Zabrak Battle Armor
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 6
- Max Dexterity Bonus: +4
- Damage Resistance: 20/- vs. Cold
- Zabrak Combat Suit
- Feats Required: Armor Proficiency - Light
- Defense Bonus: 5
- Max Dexterity Bonus: +5
Medium armorEdit
- Bronzium Light Battle Armor
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 8
- Max Dexterity Bonus: +2
- Cinnagar War Suit
- Feats Required: Armor Proficiency - Medium
- Defense Bonus: 7
- Max Dexterity Bonus: +3
- Damage Resistance: Resis 15/- vs. Sonic
- Davik's War Suit
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 8
- Max Dexterity Bonus: +3
- Damage Resistance: Resist 10/- vs. Cold, Resist 10/- vs. Fire
- Echani Battle Armor
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 7
- Max Dexterity Bonus: +3
- Environmental Bastion Armor -Yavin DLC Only-
- Feats Required- Armor Proficiency - Medium
- Upgradable, Armor
- Defense Bonus: 7
- Max Dexterity Bonus: +3
- Damage Immunity: 100% vs. Cold, 100% vs. Fire, 100% vs. Sonic
- Environmental Bastion Armor -Yavin DLC Only- (Fully Upgraded)
- Feats Required- Armor Proficiency - Medium
- Upgradable, Armor-
- Defense Bonus: 9
- Max Dexterity Bonus: +3
- Damage Immunity: 100% vs. Cold, 100% vs. Fire, 100% vs. Sonic
- Immunity: Mind-Affecting, Poison
- Exar Kun's Light Battle Armor
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 9
- Max Dexterity Bonus: +3
- Heavy Exoskeleton -Yavin DLC Only-
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 9
- Max Dexterity Bonus: +2
- Constitution: +1
- Strength: +2
- Heavy Exoskeleton -Yavin DLC Only- (Fully Upgradable)
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 13
- Max Dexterity Bonus: +2
- Constitution: +3
- Strength: +3
- Jamoh Hogra's Battle Armor
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 11
- Max Dexterity Bonus: +2
- Immunity: Critical Hits
- Krath Heavy Armor
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 9
- Max Dexterity Bonus: +2
- Krath Holy Battle Suit
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 9
- Max Dexterity Bonus: +2
- Damage Resistance: Resist 15/- vs. vs. Cold, Resist 15/- vs. Fire, 15/- vs. Sonic
- Light Battle Armor
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 7
- Max Dexterity Bonus: +2
- Military Suit
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 6
- Max Dexterity Bonus: +3
- Powered Light Battle Armor
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 8
- Max Dexterity Bonus: +2
- Strength: +1
- Damage Resistance: Resist 25/- vs. Sonic
- Verpine Fiber Mesh
- Feats Required- Armor Proficiency - Medium
- Defense Bonus: 8
- Max Dexterity Bonus: +3
Heavy armorEdit
- Battle Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 8
- Max Dexterity Bonus: +1
- Calo Nord's Battle Armor
- Feats Required: Armor Proficiency - Heavy
- Upgradable, Armor
- Defense Bonus: 9
- Max Dexterity Bonus: +1
- Damage Resistance: Resist 10/- vs. Cold, Resist 10/- vs. Fire, 10/- vs. Sonic
- Calo Nord's Battle Armor (Fully Upgraded)
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 12
- Max Dexterity Bonus: +1
- Damage Resistance: 10/- vs. Cold, 10/- vs. Fire, 10/- vs. Sonic
- Immunity: Critical Hits, Mind-Affecting
- Cassus Fett's Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 10
- Max Dexterity Bonus: +0
- Damage Resist: Resist 10/- vs. Cold, Resist 10/- vs. Fire, Resist 10/- vs. Sonic
- Cassus Fett's Armor (Fully Upgraded)
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 14
- Max Dexterity Bonus: +0
- Damage Resist: Resist 10/- vs. Cold, Resist 10/- vs. Fire, Resist 10/- vs. Sonic
- +1 Strength
- Durasteel Heavy Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 10
- Max Dexterity Bonus: +0
- Jurgan Kalta's Power Suit
- Feats Required: Armor Proficiency - Heavy
- Upgradable, Armor
- Defense Bonus: 10
- Max Dexterity Bonus: +0
- Heavy Battle Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 9
- Max Dexterity Bonus: +1
- Mandalorian Assault Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 13
- Max Dexterity Bonus: +0
- Damage Resistance: Resist 25/- vs. Cold, Resist 25/- vs. Fire
- Mandalorian Battle Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 11
- Max Dexterity: +0
- Mandalorian Heavy Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 11
- Max Dexterity Bonus: +0
- Powered Battle Armor
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 9
- Max Dexterity Bonus: +1
- Strength: +1
- Verpine Zal Alloy Mesh
- Feats Required: Armor Proficiency - Heavy
- Defense Bonus: 12
- Max Dexterity Bonus: +1
Unrestricted armorEdit
- Sand People Clothing
- Clothing
HeadgearEdit
Note: Wookiees cannot use headgear
- Advanced Agent Interface -Yavin DLC Only-
- Skills: Awareness +7, Computer Use +7, Demolitions +7, Repair +7, Security +7
- Advanced Bio-Stabilizer Mask
- Saves: All +1
- Immunity: Mind-Affecting, Poison
- Bothan Perception Visor
- Skills: Awareness +3, Demolitions +2, Security +2
- Bothan Sensory Visor
- Skills: Awareness +4, Demolitions +3, Security +3
- Immunity: Critical Hits
- Circlet of Saresh
- Restricted to: Light Side
- Wisdom: +5
- Combat Sensors
- Dexterity: +2
- Bonus Feat(s): Weapon Focus: Blaster Pistol, Weapon Focus: Blaster Rifle
- Davik's Visor
- Bonus Feat(s): Improved Power Blast
- Demolitions Sensor
- Skills: Awareness +8, Demolitions +4
- Genoharadan Visor
- Saves: Reflex +3
- Skills: Awareness +4, Demolitions +2
- Heavy Targeting Optics
- Bonus Feat(s): Weapon Focus: Blaster Rifle, Weapon Focus: Heavy Weapons, Weapon Specialization: Blaster Rifle, Weapon Specialization: Heavy Weapons
- Interface Band
- Skills: Computer Use +2, Demolitions +2, Security +2
- Damage Resistance: Resist 5/- vs. Sonic
- Interface Visor
- Skills: Computer Use +4, Demolitions +4, Security +4
- Damage Resistance: Resist 5/- vs. Sonic
- Light-Scan Visor
- Motion Detection Goggles
- Skills: Awareness +2, Demolitions +1, Security +1
- Neural Band
- Sith Mask
- Feats Required: Armor Proficiency - Heavy
- Bonus Feat(s): Weapon Focus: Lightsaber
- Regenerate Force Points: 1
- Immunity: Mind Affecting
- Sonic Nullifiers
- Damage Resistance: Resist 10/- vs. Sonic
- Tulak Hord's Mask
- Restricted to: Dark Side
- Skills: Stealth +2
- Damage Resistance: Resist 10/- vs. Fire
- Vacuum Mask
- Feats Required: Armor Proficiency - Medium
- Immunity: Mind Affecting, Poison
- Verpine Headband
- Saves: Will +3
- Skills: Awareness +2
- Verpine Occular Enhancer
- Dexterity: +1
- Damage Resistance: Resist 5/- vs. Sonic
BeltsEdit
- Saves: All +4
- Dexterity: +2
- Advanced Adrenaline Amplifier
- Aratech Cardio-Regulator -Yavin DLC Only-
- Saves: Fortitude +1
- Constitution: +3
- Strength: +1
- Aratech Echo Belt -Yavin DLC Only-
- Dexterity: +4
- Stealth: +10
- Aratech SD Belt -Yavin DLC Only-
- Skills: Stealth +2
- Damage Immunity: 25% vs. Sonic
- Baragawin Stealth Unit -Yavin DLC Only-
- Dexterity: +3
- Skills: Awareness +4, Stealth +10
- Dexterity: +1
- Damage Resistance: 5/- vs. Bludgeoning
- Calrissian's Utility Belt -Yavin DLC Only-
- Skills: Computer Use +3, Demolitions +3, Repair +3, Security +3
- Saves: All +2
- Strength: +2
- Czerka Utility Belt -Yavin DLC Only-
- Skills: Demolitions +2, Repair +2, Security +2, Treat Injury +3
- Defel Mimicker -Yavin DLC Only-
- Dexterity: +3
- Skills: Stealth +8
- Electrical Capacitance Shield
- Damage Immunity: 75% vs. Electrical
- Dexterity: +2
- Skills: Stealth +6
- Exchange Shadow Caster -Yavin DLC Only-
- Dexterity: +1
- Skills: Awareness +2, Stealth +4
- Exchange Utility Belt -Yavin DLC Only-
- Dexterity: +1
- Strength: +1
- Skills: Computer Use +3, Demolitions +3, Repair +3, Security +3
- Frozian Scout Belt -Yavin DLC Only-
- Restricted class: Scout
- Defense Bonus: 1
- Dexterity: +3
- Skills: Stealth +3
- Hyper Adrenaline Amplifier
- Saves: Reflex +3
- Dexterity: +1
- Immorality Belt -Yavin DLC Only-
- Attack Modifier: -2
- Resist 10/- vs. Bludgeoning
- Resist 10/- vs. Energy
- Resist 10/- vs. Piercing
- Resist 10/- vs. Slashing
- Constitution: +1
- Attack Modifier: -1
- Resist 5/- vs. Bludgeoning
- Resist 5/- vs. Energy
- Resist 5/- vs. Piercing
- Resist 5/- vs. Slashing
- Constitution: +1
- Defense Bonus: 1
- Dexterity: +1
- Wisdom: +1
- Force Resist: +14
- Wisdom: +2
- Force Resist: +20
- Damage Immunity: 50% vs. Electrical, 50% vs. Fire, 15% vs. Ion
Kotor 2 Starting Class
- Charisma: +2
- Wisdom: +1
- Damage Immunity: 20% vs. Dark Side, 20% vs. Light Side
- Sound Stealth Dampening Unit
- Saves: Fortitude +1
- Constitution: +1
- Dexterity: +2
- Strength: +1
- Skills: Awareness +2, Computer Use +4, Demolitions +4, Repair +5, Security +4, Treat Injury +3
- Damage Immunity: 100% vs. Fire
Energy shields/Arm bandsEdit
- Arkinian Energy Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Sonic, Cold, Heat, Electrical 40 points total
- Brejik's Arm Band
- Damage Resistance: Resist 5/- vs. Slashing
- Echani Dueling Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Electrical 60 points total
- Echani Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Sonic, Electrical 50 points total
- Energy Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Electrical 20 points
- Mandalorian Melee Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Bludgeoning, Piercing, Slashing 20 points total
- Mandalorian Power Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Bludgeoning, Piercing, Slashing, Electrical 30 points total
- Sith Energy Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Sonic, Electrical 30 points total
- Verpine Prototype Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Sonic, Cold, Heat, Electrical 70 points total
- Yusanis' Dueling Shield
- Uses: 5/5
- Duration: 200 seconds, or max damage taken
- Deflection: Energy, Electrical 100 points total
GlovesEdit
- Brejik's Gloves
- Karakan Gauntlets
- +1 Dexterity
- +3 to all saves
- Marka Ragnos' Gauntlets
- Dark Side Only
- Weapon Focus (Lightsabers)
- Weapon Specialization (Lightsabers)
- Advanced Stabilizer Gloves
- +3 Dexterity
- +5 Blaster Bolt Deflection
- Strength Gauntlets
- Eriadu Strength Amplifier
- Sith Power Gauntlets
- Genoharadan Gloves
- Dominator Gauntlets
- Stabilizer Gauntlets
- Verpine Bond Gauntlets
ImplantsEdit
There were several proficiency levels of implant use.
Level 1 implantsEdit
- Cardio Package
- Memory Package
- Response Package
Level 2 implantsEdit
- Nerve Enhancement Implant
- Retinal Combat Implant
- Immunity: Critical Hits
- Skills: Awareness +1
Level 3 implantsEdit
- Advanced Alacrity Implant
- Advanced Bio-Stabilizer Implant
- Immunity: Mind-Affecting, Poison
- Advanced Combat Implant
- Bonus Feat: Weapon Proficiency: Blaster Pistol
- Bonus Feat: Weapon Proficiency: Blaster Rifle
- Bonus Feat: Weapon Proficiency: Heavy Weapons
- Bonus Feat: Weapon Proficiency: Melee Weapons
- Bonus Feat: Weapon Focus: Blaster Pistol
- Bonus Feat: Weapon Focus: Blaster Rifle
- Bonus Feat: Weapon Focus: Heavy Weapons
- Bonus Feat: Weapon Focus: Melee Weapons
- Bonus Feat: Weapon Specialization: Blaster Pistol
- Bonus Feat: Weapon Specialization: Blaster Rifle
- Bonus Feat: Weapon Specialization: Heavy Weapons
- Bonus Feat: Weapon Specialization: Melee Weapons
- Advanced Senory Implant
- Skills: Awareness +10
- Dexterity: +2
- Bavakar Cardio Package
- Beemon Package
- Bio-Antidote Package
- Cardio Power System
- Cyber Reaction System
- Gordulan Reaction System
- Navardan Regenerator
- Sith Regenerator
From StrategyWiki, the video game walkthrough and strategy guide wiki
< Star Wars Knights of the Old Republic II: The Sith Lords
Star Wars Knights of the Old Republic II: The Sith Lords Table of Contents Walkthrough
Table of Contents
Appendices
Mini games
Telos: Citadel Station
- Ranged weapons
- Melee weapons
After selecting New Game from the main menu, you must generate your main player character by selecting sex and class:
When you choose sex and class, bear in mind appearance can be changed later.
The sex of your main player character affects flirting and romance with other characters during the game, but more significantly it affects the composition of your party: male characters will be joined by Handmaiden, a female Soldier who can be trained to become a Jedi Guardian, while female characters will be joined by Disciple, a male Soldier who can be trained to become a Jedi Consular.
Class is a much more significant choice, which requires more information than is presented at this point:
Jedi Guardian | Jedi Sentinel | Jedi Consular |
---|
Jedi Guardians focus on combat training and lightsaber mastery | Jedi Sentinels are well-balanced and possess many skills | Jedi Consulars are masters of the Force and spend less time on combat training (recommended for advanced players only) |
After you have selected sex and class, you must then select either a quick character or a custom character. A quick character will use a template so that you will only have to choose your character's portrait and name. A custom character will allow you to customize every aspect of your character. You will control attribute, skill and feat allocation, as well as portrait and name.
Selecting a quick character will obviously allow you to start playing more quickly, but the templates used are not optimized. Although you may still be able to complete the game without further research, your character will be much better if you can make your own informed choices.
Portrait[edit]
Regardless of whether you select a quick or custom character, you will now have to choose your character's appearance by scrolling sideways through the portraits for your chosen sex:
All 17 female portraits, including later changes in appearance as their alignment shifts toward the dark side of the Force.
All 17 male portraits, including later changes in appearance as their alignment shifts toward the dark side of the Force.
Portraits are the same for all three classes. Your choice may alter the appearance of some minor characters in the game, but otherwise it's simply a matter of personal preference. However, a portrait must be selected before you can proceed.
Attributes[edit]
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 game play it can affect.
Attribute points are allocated by selecting an attribute and using the arrows to scroll sideways and add or subtract points.
Only a custom character gets to control attribute allocation. 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 |
---|
All attribute points need to be allocated before you can proceed. Attribute allocation for a quick character is as follows:
Attribute | Jedi Guardian | Jedi Sentinel | Jedi Consular |
---|
Strength | 14 | 12 | 10 |
---|
Dexterity | 14 | 14 | 14 |
---|
Constitution | 14 | 14 | 14 |
---|
Intelligence | 14 | 14 | 12 |
---|
Wisdom | 12 | 12 | 14 |
---|
Charisma | 10 | 12 | 14 |
---|
Selecting Recommended for a custom character will also apply these templates, although once again they are not optimized.
Skills[edit]
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 + WisdomIntelligence modifier +d20 roll. If the total is 15 or greater, the lock is opened.
Skill points can be allocated by selecting a skill and using the arrows to scroll sideways and add or subtract points.
Only a custom character gets to control skill allocation. The number of skill points to be allocated depends on your character's Intelligence:
Intelligence | Jedi Guardian | Jedi Sentinel | Jedi Consular |
---|
8-9 | 4 | 8 | 4 |
---|
10-11 | 4 | 12 | 8 |
---|
12-13 | 8 | 16 | 12 |
---|
14-15 | 12 | 20 | 16 |
---|
16-17 | 16 | 24 | 20 |
---|
18 | 20 | 28 | 24 |
---|
All skill points do not need to be allocated before you can proceed, although you will be unable to allocate any remaining until your character's first level up. Class skills cost one point per rank, while cross-class skills cost two. Four points will increase a class skill to maximum rank 4, and a cross-class skill to maximum rank 2. Skill allocation for a quick character is as follows:
Points | Jedi Guardian | Jedi Sentinel | Jedi Consular |
---|
Skill | Rank | Skill | Rank | Skill | Rank |
---|
4 | Treat Injury | 4 | Stealth | 4 | Persuade | 4 |
---|
8 | Demolitions | 4 | Computer Use | 4 | Treat Injury | 4 |
---|
12 | Awareness | 4 | Persuade | 4 | Repair | 4 |
---|
16 | Persuade | 4 | Awareness | 4 | Awareness | 4 |
---|
20 | Stealth | 2 | Security | 4 | Computer Use | 2 |
---|
24 | Treat Injury | 4 | Stealth | 2 |
---|
28 | Demolitions | 2 |
---|
Selecting Recommended for a custom character will also apply these templates. For example, a Jedi Sentinel with the minimum of 8 skill points to allocate will automatically allocate 4 each to Stealth and Computer Use; one with 12 skill points to allocate will automatically allocate those extra 4 points to Persuade; and so on. These templates are not optimized.
Feats[edit]
Some feats allow you to use special items like heavy armor. Other feats modify saving throws and skill checks during the game. And some feats are used during combat. Check the description for details on a specific feat.
A scrolling list will pop up to inform you that you have been granted the following feat(s) this level:
Jedi Guardian | Jedi Sentinel | Jedi Consular |
---|
- Armor Proficiency: Light
- Armor Proficiency: Medium
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Lightsaber
- Weapon Proficiency: Melee Weapons
| - Armor Proficiency: Light
- Critical Strike
- Flurry
- Power Attack
- Power Blast
- Rapid Shot
- Sniper Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Lightsaber
- Weapon Proficiency: Melee Weapons
- Jedi Defense
- Force Immunity: Fear
- Jedi Sense
- War Veteran
| - Armor Proficiency: Light
- Critical Strike
- Flurry
- Power Attack
- Power Blast
- Rapid Shot
- Sniper Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Lightsaber
- Weapon Proficiency: Melee Weapons
- Jedi Defense
- Jedi Sense
- War Veteran
|
A feat can be allocated by selecting its button. Feats already granted are highlighted by a green box, while unavailable feats are highlighted by an orange box.
Only a custom character gets to control feat allocation. The feat needs to be allocated before you can proceed. Feat allocation for a quick character is as follows:
Jedi Guardian | Jedi Sentinel | Jedi Consular |
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Toughness | Toughness | Dueling |
Kotor 2 Best Pistol Upgrades
Selecting Recommended for a custom character will also apply these templates, although once again they are not optimized.
Name[edit]
Your character starts with a random name, and selecting Random Name will result in a new random name. A custom name can be typed, using a maximum of 18 characters (including any spaces). Names are case-sensitive and may contain any alphanumeric characters, and the following punctuation symbols:
Names cannot contain the following:
Play[edit]
Now there's nothing left to do but select Play to load the game and watch the first movie!
[Go to top]← Controls Character generation Classes →
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