Список предметов kotor 1

Обновлено: 05.07.2024

At character generation 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:

Characters are granted an additional attribute point every fourth level, at levels 4, 8, 12, 16 and 20, so at maximum level 20 an additional 5 attribute points have been granted. If Recommended is selected during Level Up or Auto Level Up (which is not recommended), then how these points are invested depends on character class:

Soldier Scout Scoundrel Jedi Droid
Guardian Sentinel Consular Combat Expert
Strength Dexterity Dexterity Strength Wisdom Wisdom Constitution Dexterity

These aren't subject to the increased point costs which apply at character generation, so any attribute can be increased to a maximum of 23 by investing points.

However, it isn't the attribute itself which is important but its modifier, which equals (attribute – 10) / 2, rounded down:

Attribute 8 10 12 14 16 18
Modifier -1 0 +1 +2 +3 +4

Consequently it's normally a waste if an attribute is an odd number after all points and bonuses from equipment, stimulants, Force powers and any light or dark mastery is taken into account. However, these attribute bonuses are restricted to +20 maximum, which means main player characters can have maximum 43 (modifier +16) for any attribute without using cheats (although in practice, this can only be achieved with Strength, Dexterity or Constitution).

Strength [ edit ]

Strength measures physical power. A high strength adds modifiers to melee damage and chance to hit, which is important for characters that use close-combat weapons (vibroblades, lightsabers).

Strength modifier (STR) adds to the following:

    with melee weapons and lightsabers with melee weapons
  • Attack with lightsabers when greater than or equal to Dexterity modifier Difficulty Class

Strength is the primary attribute of melee attackers and offensive lightsaber users, particularly those using Critical Strike; pure ranged attackers and Force users have little or no use for it, so it can even be left at 8 on character generation.

Strength bonuses are granted by the following:

Source Description Strength
Force powers Force Valor +2
Knight Valor +3
Master Valor +5
Stimulants Adrenal Strength +4
Hyper-adrenal Strength +6
Mastery Main character Jedi Guardian +3
Hands Strength Gauntlets +1
Eriadu Strength Amplifier +2
Sith Power Gauntlets +3
GenoHaradan Power Gloves +4
Dominator Gauntlets +5
Source Description Strength
Robes Darth Revan's Robes +4
Light armor Light Exoskeleton +1
Light Exoskeleton +2
Medium armor Powered Light Battle Armor +1
Jamoh Hogra's Battle Armor +1
Heavy Exoskeleton +2
Heavy Exoskeleton +3
Heavy Powered Battle Armor +1
Belts Power Belt +1
CNS Strength Enhancer +2

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).

Dexterity [ edit ]

Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters, grenades) and increases a character's Defense rating, making them harder to hit.

Dexterity modifier (DEX) adds to the following:

Dexterity is the primary attribute of ranged attackers and defensive lightsaber users, and can be a secondary attribute for Force users, as well as more defensive melee characters.

Armor restricts the DEX bonus added to Defense:

Defense Bonus Light armor Medium armor Heavy armor
Armor 4 5 6 7 8 9
Max Dexterity Bonus 5 4 3 2 1 0
Minimum Dexterity 20 18 16 14 12 10

Although the modifier displayed on the Character screen is restricted, this only affects Defense.

Feats and effects mod is restricted to maximum Defense bonus 10 and the sum of Armor and Max Dexterity Bonus is always 9, so maximum Defense bonus 19 can be granted with any armor (although the Force powers required to maximize feats and effects are restricted by armor, so they'd need to be used before equipping it and engaging in combat).

Robes don't actually have Max Dexterity Bonus, so if feats and effects are maximized then equal or higher Defense is possible with 28 Dexterity (DEX +9) or more; if restricted Force powers aren't used beforehand, then this is possible with 20 Dexterity (DEX +5), or less (since maximum Defense bonus granted with armor is otherwise just 15).

Dexterity bonuses are granted by the following:

Source Description Dexterity
Force powers Force Valor +2
Knight Valor +3
Master Valor +5
Stimulants Adrenal Alacrity +4
Hyper-adrenal Alacrity +6
Implants Response Package +1
Advanced Sensory Implant +2
Cyber Reaction System +3
Gordulan Reaction System +4
Advanced Alacrity Implant +5
Head Verpine Ocular Enhancer +1
Combat Sensor +2
Source Description Dexterity
Hands Brejik's Gloves +1
Infiltrator Gloves +1
Karakan Gauntlets +1
Advanced Stabilizer Gloves +3
Light armor Light Exoskeleton +1
GenoHaradan Mesh Armor +3
Lightsabers Crystal, Jenruax +1
Belts Adrenaline Stimulator +2
Baragwin Stealth Unit +3
HK-47 First repair +2
Fourth repair +2

HK-47's bonus(es) only affect him, not your main character.

Maximum Dexterity: +28 for an armored Jedi using a lightsaber, although this would be restricted to +20 (DEX +10) with Max Dexterity Bonus: +(0-5) added to Defense while armored.

Constitution [ edit ]

Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level up. This is important for everyone, but essential for soldiers and Jedi guardians.

Constitution modifier (CON) adds to the following:

More than 14 Constitution at character generation or investing more points later is rarely (if ever) recommended, although neither is leaving it at 8 (unless you're an experienced player).

Constitution bonuses are granted by the following:

Source Description Constitution
Force powers Force Valor +2
Knight Valor +3
Master Valor +5
Stimulants Adrenal Stamina +4
Hyper-adrenal Stamina +6
Mastery Main character Jedi Sentinel +3
Source Description Constitution
Implants Cardio Package +1
Bavakar Cardio Package +2
Beemon Package +3
Cardio Power System +4
Medium armor Heavy Exoskeleton +1
Heavy Exoskeleton +3

Maximum Constitution: +21 for an armored Jedi Sentinel main character with light mastery, although this would be restricted to +20 (CON +10).

Intelligence [ edit ]

Intelligence represents knowledge and reasoning. A high intelligence adds modifiers to the number of points a character has to spend on essential skills.

Intelligence modifier (INT) adds to the following:

    points granted at character generation
  • Skill points granted per level up , Demolitions and Repair bonus Difficulty Class vitality repaired by repair kits

It's recommended to only invest points in Intelligence at character generation to maximize skill points granted at that time, and on Level Up:

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

Since skill use isn't necessary to complete the game and all but Persuade can normally be delegated to your party anyway, leaving Intelligence at 8 is perfectly feasible (although 10 grants a Scout or Scoundrel four more skill points at character generation, and a Scout, Scoundrel or Jedi Sentinel one more per level up), and more than 14 is rarely (if ever) recommended.

Intelligence bonuses are only granted by the following:

Source Description Intelligence
Force powers Force Valor +2
Knight Valor +3
Master Valor +5
Source Description Intelligence
Implants Memory Package +1

Maximum Intelligence: +6 (INT +3), to be added to point investment.

Maximum total Intelligence for the Player Character is 29, if including effects of implants and force powers. This would result in a +9 modifier for the Sniper Shot perk from Intelligence. This would also increase associated skills like Demolition, Repair and Computer Use by +9 temporarily. If not including temporary modifiers, the maximum total Intelligence for the Player Character is 23. Putting the last attribute point into Intelligence would not gain any additional skill points, but would allow the removal of the Memory Package implant while still maintaining the +9 modifier for Sniper Shot (with Master Valor). While not the most powerful attribute, a Scoundrel with max Intelligence, Heavy Weapons, Knight Speed and Sniper Shot can be humorously effective in some situations.

Wisdom [ edit ]

Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist.

Wisdom modifier (WIS) adds to the following:

    Difficulty Class
  • Force Points per Jedi level
  • Will save , Security and Treat Injury bonus healed by medpacs and Cure or Heal

Wisdom is the primary attribute of Force users, particularly if neutral or dark, otherwise it isn't worth significant investment since there are other sources (or substitutes) for Will and skill bonuses.

Wisdom bonuses are only granted by the following:

Source Description Wisdom
Force powers Force Valor +2
Knight Valor +3
Master Valor +5

Maximum Wisdom: +15 (WIS +(7-8), depending on point investment) for a light Jedi, to be added to point investment.

Charisma [ edit ]

Charisma represents personality and the ability to lead. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker.

Charisma modifier (CHA) adds to the following:

    Difficulty Class
  • Force Points per Jedi level bonus healed by Cure or Heal

Charisma is a secondary attribute for Force users. Otherwise, only a main character should invest points to be persuasive: once Persuade is a class skill after starting as a Scoundrel or becoming a Jedi, if maximum skill points are invested (character level + 3) then 16 Charisma (CHA +3) is the maximum ever required for 100% success of all easy, medium and hard Persuade checks, although that can be reduced with Empathy feats and Force Valor powers.

Powers only last 20 seconds and can expire during dialog, so achieving Persuade rank = character level + 6 with just skill points, attribute points in Charisma, and Empathy is preferable.

However, if 75% success of hard checks is acceptable (you're willing to fail, or save game beforehand and then load game after failure), Charisma can be left at 12 (level < 4) or 10 (levels 4-7) for a Scoundrel on Taris, or even at 8 for a level > 7 Scoundrel or Jedi.

Charisma bonuses are only granted by the following:

Source Description Charisma
Force powers Force Valor +2
Knight Valor +3
Master Valor +5
Source Description Charisma
Mastery Main character Jedi Consular +3

Maximum Charisma: +8 (CHA +4) for a Jedi Consular main character with light mastery, to be added to point investment.

Find below a searchable table of all item IDs for both editions of Star Wars: Knights of the Old Republic (KOTOR 1 and KOTOR 2) on PC and Mac (Steam).

You can use these item codes with the giveitem [Item Code] cheat code to spawn items in KOTOR. Simply replace [Item Code] with the item code of the item you wish to spawn. For example, to spawn a 5 Credit Stack, which has an item code of g_i_credits001 , you would use the following console command:

Items that are only available in KOTOR I are labelled with the KOTOR 1 badge. Additionally, items that are only available in KOTOR II are labelled with the KOTOR 2 badge.

Type the name of an item, or an item ID, into the search box below to instantly filter our database of 1236 KOTOR items.

Find below a searchable table of all item IDs for both editions of Star Wars: Knights of the Old Republic (KOTOR 1 and KOTOR 2) on PC and Mac (Steam).

You can use these item codes with the giveitem [Item Code] cheat code to spawn items in KOTOR. Simply replace [Item Code] with the item code of the item you wish to spawn. For example, to spawn a 5 Credit Stack, which has an item code of g_i_credits001 , you would use the following console command:

Items that are only available in KOTOR I are labelled with the KOTOR 1 badge. Additionally, items that are only available in KOTOR II are labelled with the KOTOR 2 badge.

Type the name of an item, or an item ID, into the search box below to instantly filter our database of 1236 KOTOR items.

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Table of Contents

Contents

Equipment [ edit ]

Left-clicking on a slot on the EQUIP screen brings up a list of items you can equip in the selected inventory slot.
2. How do I equip my items?
Trask: Use the EQUIP screen to equip the armor and weapons from your inventory. You can access this screen by selecting the EQUIP menu icon in the upper right corner of the screen. Use the mouse to look through your inventory slots. The menu on the right displays items you can equip in each slot. Left-click the mouse to select an inventory slot, then scroll through the available items on the right and left-click to equip one.

Arm band
Shield

Blaster pistol
Melee weapon
Lightsaber

Blaster pistol
Blaster rifle
Heavy weapon

Inventory [ edit ]

The PARTY INVENTORY screen shows a list of all the items not currently equipped by other party members or the companions back at your base. This inventory is shared by all party members.

Containers [ edit ]

Containers, including the remains of enemies killed, can always be found in the same locations and most have the same inventory every time. Some can have somewhat random contents, although these are usually low quality and generic items.

Workbench [ edit ]

Workbenches can be found in the following locations:

World Area Location
Taris Hideout
Black Vulkar Garage Engine Lab
Ebon Hawk Swoop Hangar
Dantooine Jedi Enclave Training Room
Star Forge System Temple Main Floor Armory

Merchants [ edit ]

Merchants can always be found in the same locations and have the same inventories when you first speak to them. You can normally buy items for 100% of their cost, but some merchants charge a premium while others can offer a discount. You can normally sell items for 40% of their cost on Taris and 25% elsewhere, although Igear in Taris' Undercity only offers 20% while Suvam Tan on Yavin Station offers 65%.

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:

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

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:

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 ]

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:

Demolitions [ edit ]

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

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:

Stealth [ edit ]

Stealth is only a class skill for a Scoundrel, and cannot be used untrained.

To use Stealth while in a party, Solo Mode must be turned on as well. Movement speed in Stealth Mode is even slower than walking, and cannot be increased with any Adrenal Alacrity or Hyper-adrenal Alacrity stimulant, or any Burst of Speed power.

An Awareness check is made on first entering enemy awareness range, and every 20 seconds thereafter unless Stealth skill rank decreases (due to removing equipment with Stealth or Dexterity bonuses, a buff expiring or a debuff taking effect): however, if undetected then the next check is still 20 seconds after the previous one. The details of these checks are only recorded in Feedback when the party leader is successfully detected, which requires Awareness Breakdown > Stealth Breakdown:

When multiple enemies are in range, each makes a separate Awareness roll against a single Stealth roll.

Standing still modifier 5 is added to both Breakdowns even while moving, but can be removed by running (you cannot run in Stealth Mode, but doing so immediately before entering it may remove this modifier from the Stealth Breakdown).

Enemies are less likely to detect you the greater the distance between you, if you are behind them in their rear arc, or they are engaged in combat. However, to guarantee you remain undetected normally requires Stealth skill rank ≥ Awareness skill rank + 9. Otherwise, the maximum chance of being detected is normally as follows:

Stealth = Awareness - 20 - 19 - 18 - 17 - 16 - 15 - 14 - 13 - 12 - 11
Detection chance 100% 99.5% 98.5% 97% 95% 92.5% 89.5% 86% 82% 77.5%
Stealth = Awareness - 10 - 9 - 8 - 7 - 6 - 5 - 4 - 3 - 2 - 1
Detection chance 72.5% 67.5% 62.5% 57.5% 52.5% 47.5% 42.5% 37.5% 32.5% 27.5%
Stealth = Awareness + 0 + 1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9
Detection chance 22.5% 18% 14% 10.5% 7.5% 5% 3% 1.5% 0.5% 0%

For example, if Stealth = Awareness then the chance of detection when face-to-face is 22.5% (45/200), but with distance modifier -4 (effectively Stealth = Awareness + 4) it's only 7.5% (15/200). The table below should help illustrate how the probabilities above were derived:

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 +2
Stealth Field Reinforcement +8
Light armor GenoHaradan Mesh Armor +4
Baragwin Shadow Armor +4
Baragwin Shadow Armor +8
Source Description Stealth
Belts Sound Dampening Stealth Unit +2
Advanced Stealth Unit +4
Eriadu Stealth Unit +6
GenoHaradan Stealth Unit +8
Baragwin Stealth Unit +10

Awareness [ edit ]

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:

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 ]

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:

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 ]

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.

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

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

Security [ edit ]

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:

Treat Injury [ edit ]

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:

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