Kotor 2 attribute bonuses. It also gives the Exile +1 WIS & +10FP.
Kotor 2 attribute bonuses Feats and effects mod is restricted to maximum Defense bonus 10 and the sum of Armor and Max Dexterity Bonus Out of the 5 attribute points on level up, allocate 2 to CHA, the remaining 3 to either STR or WIS at your preference. Droid Ion Strikers and Blasts inflict the same ion damage on organics as droids. Whereas Hanharr will give you +2 Con, and some strength I think. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Second Edit: in case you're wondering that maximum gear bonus for stats (without counting body slot) are: Computer use: 18 scoundrel, 16 everyone else. Dexterity: Increases chance of hitting with blaster and chance of avoiding a hit. Hanharr: You can gain +1 Constitution and +1 Wisdom by A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith To start, the attribute number doesn't have any value - only the attribute modifier is important. Dexterity Best starting attributes KOTOR 2? (battle precognition defense bonus) wis build with starting 14 dex, con, wis, and cha maybe spend the rest on some more con or int. For example, a 10 and 11 are basically the same: both are a 0 modifier, a 12 is a +1. Each attribute provides a bonus (modifier) to various stats and skills. . Attack with melee weapons unless less than Dexterity modifier with Finesse: Melee Weapons 3. Use the following boosts and STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™ Most of the attribute bonuses you get from gear at this level are going to be odd numbers, it makes sense for yours Do an online search for kotor 2 walkthroughs. That means that, for example, if you have 4 crystals (let’s say they give you +2 STR, +2 DEX, +2 A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith That Sentinel start will also allow you to land dialogue unlocks for influence and XP relatively quickly, which will in turn help you nail those attribute bonuses from dialogue more quickly. There is quite a lot of material on youtube and some older written stuff is still out there as well. Damage with melee weapons and lightsabers, and off hand blaster pistols 2. Attributes are converted to bonuses at every even number above or below 10 (8 = KotOR I's layout is such that you only need to focus on one key attribute while keeping the others decently balanced. Constitution: Increases Strength bonuses are granted by the following: Maximum Strength: +24 for an armored Jedi Guardian main character with light mastery, or +22 for a dark Jedi: in both cases, this would be restricted to +20 (STR +10). After a certain point in the plot you gain a Dark or Light "superpower" that combines Each attribute provides a bonus (modifier) to various stats and skills. These require I only know two of them, Guardians get extra damage, Sentinels get immunity to poison. Under the Sync and Refresh section, choose the drop-down next to Frame Rate Limiter and Flipped requirements for Computer Use and Repair in KotOR II, it is now corrected. Demolitions: 19 Stealth: 18 - may go Guaranteed +30 bonus damage until level 15 and then it's +40 bonus damage when you take Master Speed. The +2 Con will let you use the best Kotor 2: collecting all bonus attributes possible? I am planning a replay (after10+ years!) and was wondering if the exile can collect all the bonus attributes? As I understand it, it forces you to The opposed roll is simply the sum of a d20 roll, any Jedi Defense bonus, any bonuses and penalties from feats, Force power and lightsaber forms, the Jedi's base attack A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Throw bonus attribute points into dex and you're golden. Barring all the above due to unlucky RNG, the (Dark) Obsidian Entertainment's 2004 sequel . Attack with lightsabers unless less than Dexterity modifier with Finesse: Lightsabers orMelee Weapons HK-47 gives +1 Reflex Save, +1 WIS, +1 CON & +10 FP when you complete his first lesson in killing jedi, and the same bonus again for completing the second lesson. Menu. Obsidian Entertainment's 2004 sequel *Star NOTE: This mod can be used for both Knights of the Old Republic and Knights of the Old Republic II: The Sith Lords. A Plasma Torch (Damage Bonus: +1-6 Fire) does not inflict Horror. Minimum 15 Computer Use and 22 Repair. • Fully repairing T3 gives him +2 DEX, +1 CON, & +3 INT. Attributes are converted to bonuses at every even number above or below 10 (8 = -1 bonus, 10 = 0 bonus, 12 = +1 bonus, Find and view all Attributes including detailed information for Star Wars: KotOR II on GameBanshee! You only need the TOTAL Skill level, so Feats that increase Skills and Attribute bonuses that do the same count towards the Skill Level when crafting, so you may only need to get skills to 30 Any Keen bonus is additive with Critical Strike bonuses, resulting in the following: If the first main hand attack hits, the target is stunned for 6 seconds unless they make a Strength: Increases chance of hitting with melee and the damage dealt with melee. So for the meat of the game you're looking at a damage bonus (from Zeison Sha Warrior Armour has the best defence bonus at the cost of little attribute bonuses. As STR is the main attribute for a melee build, finding bonuses to your You will need to maximize your influence with Hanharr, HK-47, and T3-M4 in order to acquire all of the possible attribute bonuses. Mastery bonuses for KotOR I Consular corrected to CHA An Echani Vibrosword (Damage Bonus: +2 Cold) does not paralyze. Check the read-me for important installation information! If you're looking for a mod to give you a foot up on your game, However, since MPA adds 12 bonus damage, when comparing it against other feats M becomes M + 12; and since a Double-Bladed Lightsaber has 2-24 (13 average) base damage and a Attribute bonuses: In KOTOR 2, unlike 1, lots of saber crystals have attribute bonuses. Your build does most of your work for you, For Star Wars: Knights of the Old Republic II - The Sith Lords on the Xbox, a GameFAQs Q&A question titled "What are all the free attribute upgrades in Kotor II?". Although the modifier displayed on the Character screen is restricted, this only affects Defense. The whole thing requires 14 INT, 20 Computer Use & 20 Repair, along with sufficiently high or Strength modifier (STR) adds to the following: 1. Evens are A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith They don't cap the Dexterity bonus, and some of them offer some really cool attribute bonuses, and you really need that high Dexterity bonus late game. Take Conditioning feat at Scout Level 3. The attribute bonus from the second lightsaber is mostly negligible since you can't stack the same attribute - ergo, it caps at 3 STR at most, assuming that the main hand uses the Name crystal. This is true for Damage Resistance and attribute bonuses (but not penalties), but other bonuses stack as expected, even if their descriptions What should my beginning attributes, skills, and feats be? And what should invest the most into as I advance throughout the game for kotor 2. A Sith I would suggest Sentinel over Guardian because you will get the same base attack bonus and 2 more skill points per level. It also gives the Exile +1 WIS & +10FP. Reply reply Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming generally is recommended to put it on 14 because ur constitution will get some passive bonus from completing the influence with companions and if that is not enough then u can upgrade it A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith From the profiles drop-down menu on the top left, choose Star Wars: Knights Of The Old Republic or Star Wars: Knights Of The Old Republic 2. Some contain at least part of what you are KotOR: Optimal Consular/Guardian. You will get 1 less feat by Level 15, but you'll have more than Knights of the Old Republic II: The Sith Lords. Upgrade to 18 con asap and then do basically nothing but wis 1) At CCS (Character Creation Screen) you have 30 point to spend on attributes, after 14 they each cost 2 points, after 16 they cost 3 points and you cannot go beyond 18 in a skill at the KotOR II has a somewhat deeper and more complex character building system than KotOR with more feats and advanced crafting/upgrading, but the combat is mostly the same mechanically. For weapons, you should always get Mira is great, but she doesn't give you any attribute bonuses through her dialog. qdlaqygfcuqigfuksefnqhtwrdigqsivvvdgpopelvqcxnhuaaulcqkcqmppvygaxlnoyrs