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Attack[edit | edit source]

Attacks with weapons cannot normally hit and subsequently damage an opponent unless an attack roll is equal to or greater than that opponent's Defense. An attack roll is the sum of the roll of a twenty-sided die (d20) and all attack bonuses and penalties. According to Feedback, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and Critical Threat), so chance to hit has a minimum of 5% and a maximum of 95% regardless of whether or not the total attack roll would equal or exceed defense.

Maximum 95% chance to hit is achieved when the sum of 2 (the lowest d20 roll that isn't an automatic miss) and attack bonuses and penalties is equal to or greater than the target's defense.

Base[edit | edit source]

All characters have a base attack bonus which increases as level increases. Progression varies according to class:

Soldier Scout Scoundrel Jedi Droid
Guardian Sentinel Consular Combat Expert
Fast Slow Slow Fast Slow Slow Fast Slow
Progression Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Fast Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Slow Level × 3/4 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15

Dual Wield Penalty[edit | edit source]

Using two weapons or a double-bladed weapon normally incurs an attack penalty, which depends on whether or not the attacker has any Two-Weapon Fighting feat and a balanced weapon (which adds Small Offhand Bonus 2 to the attack(s) of the main hand):

Feat Unbalanced Balanced
Main hand Off hand Main hand Off hand
None −6 −10 −4 −10
Two-Weapon Fighting −6 −6 −4 −6
Improved −4 −4 −2 −4
Master −2 −2 0 −2

All blaster pistols, Double-Bladed Lightsabers and double-handed melee weapons are balanced, as are a Short Lightsaber, Short Sword and all vibroblades in the off hand.

Feats[edit | edit source]

Some feats add a bonus to, or inflict a penalty on, the attack roll:

Feat Base Improved Master
Power Blast −3
Rapid Shot −4 −2 −1
Power Attack −3
Flurry −4 −2 −1
Feat Base Improved Master
Force Jump +2 +4
Dueling +1 +2 +3
Weapon Focus +1

Ranged[edit | edit source]

According to Feedback, Close Proximity Ranged Bonus 10 is added to the attack roll whenever a ranged attacker attacks any opponent in close proximity. Conversely, melee on ranged 10 is added to the attack roll whenever a melee attacker attacks a ranged opponent. In either case, this can increase chance to hit by up to 50%.

Attribute modifier[edit | edit source]

Strength mod(ifier) is added to the attack roll when using melee weapons, or lightsabers when equal to or greater than Dexterity mod(ifier).

Dexterity mod is added to the attack roll when using ranged weapons, or lightsabers when greater than Strength mod.

Effect bonus[edit | edit source]

Some weapons add an effect bonus to the attack roll, as do battle stimulants:

Stimulant Bonus Stimulant Bonus Stimulant Bonus
Battle Stimulant +1 Hyper-battle Stimulant +2 Echani Battle Stimulant +3

The dark side power Slow can also inflict a penalty (−2).

Critical Threat[edit | edit source]

As well as resulting in an automatic hit, an attack roll with a maximum d20 roll (20) results in an automatic Critical Threat. This threat roll is effectively a second attack roll which can result in a Critical Hit, multiplying damage rolls and bonuses when equal to or greater than an opponent's Defense. However, unlike an attack roll, a threat roll cannot automatically miss (roll 1) or hit (roll 20) so conversion of critical threats to critical hits can be 0% (roll 20 + Attack < Defense) and 100% (roll 1 + Attack ≥ Defense).

Unarmed attacks have Critical Threat: 20–20,x2 but don't work with any gloves on: subsequent rolls for Threat Breakdown don't appear even in a case of 20 - Automatic Hit! throw; some weapons have a higher Critical Threat range, increasing the chance of a roll within that range:

Threat 20–20 (5%) 19–20 (10%)
Keen 19–20 (10%) 17–20 (20%)
Ranged weapons Blaster pistols
Heavy blasters
Disruptor pistols
Ion blasters
Sonic pistols
Disruptor rifles
Ion rifles
Sonic rifles
Repeating blasters
Heavy repeating blasters
Hold out blasters
Blaster carbines
Blaster rifles
Bowcasters
Melee weapons Stun batons
Gamorrean Battleaxe
Short Sword
Long swords
Double-Bladed Lightsaber
Quarterstaff and Gaffi sticks
Wookiee Warblade
Double-bladed swords
Vibro double-blades
Lightsaber
Short Lightsaber
Vibroblades
Vibroswords

The Keen bonus can increase base Critical Threat range, as can the Critical Strike and Sniper Shot feats. According to Feedback, any Keen bonus is additive with feat bonuses, resulting in the following:

Feat Critical Threat Keen
Melee Ranged 20–20 (5%) 19–20 (10%) 19–20 (10%) 17–20 (20%)
Critical Strike Sniper Shot 19–20 (10%) 17–20 (20%) 18–20 (15%) 15–20 (30%)
Improved 18–20 (15%) 15–20 (30%) 17–20 (20%) 13–20 (40%)
Master 17–20 (20%) 13–20 (40%) 16–20 (25%) 11–20 (50%)

Defense[edit | edit source]

Characters can only be hit and subsequently damaged by attacks with weapons when an attack roll is equal to or greater than defense. An attack roll is the sum of the roll of a twenty-sided die (d20) and all attack bonuses and penalties. According to the Feedback, a minimum d20 roll (1) is an automatic miss while a maximum d20 roll (20) is an automatic hit (and Critical Threat), so chance to hit has a minimum of 5% and a maximum of 95% regardless of whether or not the total attack roll would equal or exceed defense.

Minimum 5% chance to hit is achieved when the sum of 19 (the highest d20 roll that isn't an automatic hit) and the attacker's attack bonuses and penalties is less than defense.

All characters start with base 10 defense.

Armor[edit | edit source]

Body armor adds to defense, but it can also restrict how much of a character's dex(terity) mod(ifier) is added as well: for example, an armor displaying Max Dexterity Bonus: +5 restricts defense added by dex mod to +5, even when it's greater than +5.

Defense Bonus Light armor Feats Required: Armor Proficiency - Light Medium armor Feats Required: Armor Proficiency - Medium Heavy armor Feats Required: Armor Proficiency - Heavy
Armor 4 5 6 7 8 9
Max Dexterity Bonus 5 4 3 2 1 0

The sum of armor and Max Dexterity Bonus is always 9: any additional Defense Bonus is added to feats and effects mod, which is restricted to maximum 10, so maximum defense bonus while armored is 19 (15, if a Jedi doesn't use Force powers restricted by armor before equipping it).

Otherwise, dex mod is unrestricted when unarmored (unclothed, or wearing clothing, disguises or robes). Although the descriptions for disguises and robes display Max Dexterity Bonus: +8, according to Feedback this restriction doesn't actually apply. Maximum 42 Dexterity results in dex mod 16, so maximum defense bonus for an unarmored Jedi is 26.

Class[edit | edit source]

Some classes are granted a defense bonus which can increase on level up:

Bonus Level Class and feat
Scoundrel Jedi Droid
+2 1 Scoundrel's Luck Jedi Sense Combat Logic Upgrade
+4 6 Improved Scoundrel's Luck Knight Sense Tactician Logic Upgrade
+6 12 Master Scoundrel's Luck Master Sense Battle Droid Logic Upgrade

Although this bonus is attributed to a feat, it's entirely dependent on class.

Class bonuses are unrestricted, but since your main character can only gain maximum level 20 this means a maximum class bonus of 10: this can only be achieved at level 18 with any Jedi class (+6) who was a level 6 Scoundrel (+4), since even a level 12 Scoundrel (+6) could only become a level 8 Jedi at most (+4).

Some characters, like unarmored creatures, are also granted a natural bonus.

Feats and effects[edit | edit source]

Feedback sums defense bonuses and penalties from the following under feats and effects mod:

Feats Base Improved Master
Rapid Shot −4 −2 −1
Sniper Shot −5
Flurry −4 −2 −1
Critical Strike −5
On Hit: Slowed -4
Force powers Base Improved Master
Burst of Speed Burst +2 Knight +4 Master +4
Force Aura Aura +2 Shield +4 Armor +6
Slow −2
Force power Stun Stasis Field
Saved -4

Armor and robes can also have defense bonuses added to feats and effects:

Robes Light armor Medium armor Heavy armor
+(1–5) +(0–4) +(0–6) +(0–5)

Feats and effects from all of the above are restricted to maximum 10: for example, a light Jedi wearing Qel-Droma Robes (+5) and using Master Speed (+4) and Force Armor (+6) only receives a defense bonus of 10, not 15.

However, this also means that penalties can be incurred without reducing defense, since they can be offset by any excess: for example, in this case it makes no difference if Critical Strike (−5) is used since the defense bonus is 10 in either case (15 is restricted to 10, or 15 − 5 = 10).

Any Dueling bonus is listed separately as feat:

Feat Bonus Improved Master
Dueling +1 +2 +3

Debilitated penalty[edit | edit source]

Debilitated penalty results in −4 defense whenever a target is debilitated by any of the following:

Feats Force powers Equipment
Critical Strikes
Sniper Shots
Stun and Stasis (Field)
Stun, Disable and Destroy Droid
Force Push, Whirlwind and Wave
Fear, Horror and Insanity
Wound, Choke and Kill
Plasma, Concussion and CryoBan Grenades
Flash mines
On Hit: Horror, Stun and Paralyze

If a level < 5 character is debilitated then any melee attack in a subsequent combat round is a Death Blow, an automatic hit resulting in instant death, even if no damage is inflicted. Otherwise, being debilitated also means Dexterity modifier isn't added to Defense or Reflex save, and debilitated droids have saves reduced by 2. Characters may avoid being debilitated with a successful save, Immunity: Mind-Affecting, Force Resistance, or Force Immunity feats.

Damage[edit | edit source]

A successful attack can inflict damage, reducing Vitality. Melee weapons and disruptors inflict physical damage of different types:

Bludgeoning Piercing Slashing
Weapon Damage Weapon Damage Weapon Damage Weapon Damage
Unarmed 1 Short Sword 1–6 Gamorrean Battleaxe 1–12 Wookiee Warblade 1–10
Stun batons 1 Gaffi sticks 1–8 Long swords 1–12 Double-bladed swords 2–12
Quarterstaff 1–6 Vibroblades 1–10 Vibroswords 2–12 Vibro double-blades 2–16
Disruptor pistols 1–4
Disruptor rifles 1–6

Creatures armed with claws also inflict slashing damage. Lightsabers and most ranged weapons inflict energy damage:

Lightsabers Damage Blaster pistols Damage Blaster rifles Damage Heavy weapons Damage
Short Lightsaber 2–12 Hold out blasters 1–4 Blaster carbines 1–8 Repeating blasters 1–8
Lightsaber 2–16 Blaster pistols 1–6 Blaster rifles 1–8 Heavy repeating blasters 1–10
Double-Bladed 2–20 Heavy blasters 1–8 Bowcasters 1–10

However, disruptors aren't the only ranged weapons that don't:

Sonic Ion
Weapon Damage Weapon Damage vs. Droid
Sonic pistols 1–4 Ion pistols 1–4 +1–10
Sonic rifles 1–6 Ion rifles 1–6 +2–12

How much damage is inflicted is normally determined by the roll of a virtual numbered die or dice, which can be expressed with the notation XdY, where X is the number of dice with Y sides rolled:

Damage 1–4 1–6 1–8 1–10 1–12 2–12 2–16 2–20
Notation 1d4 1d6 1d8 1d10 1d12 2d6 2d8 2d10

Minimum total roll is X, while the maximum is X × Y. The more dice are rolled, the more likely the total will approach the average.

+ 1 2 3 4 5 6
1 2 3 4 5 6 7
2 3 4 5 6 7 8
3 4 5 6 7 8 9
4 5 6 7 8 9 10
5 6 7 8 9 10 11
6 7 8 9 10 11 12

For example, although a Long Sword inflicts slightly less damage (1–12 or 1d12) than a Vibrosword (2–12 or 2d6), it is equally likely to roll 1, 7 or 12 (1/12 chance each), whereas the Vibrosword is far less likely to roll 2 or 12 (1/36 chance each) but far more likely to roll 7 (1/6 chance).

More advanced weapons of the same type can have additional bonuses, both set or dice rolls, of the same or different damage type(s), like acid, light side and universal. Some damage types may seem to be associated with specific secondary effects:

However, this is not actually the case. For example:

Ion damage is doubled against Shields, but otherwise the only difference damage type makes is which Damage Immunity, shields and Damage Resistance take effect.

Although the following damage bonuses are listed separately in the Damage Breakdown, they're always added to weapon damage and are thus the same type:

Strength mod and Weapon Specialization are multiplied by a Critical Hit. Bonus damage is normally added by feats:

Feat Base Improved Master
Power Blast 5 8 10
Power Attack 5 8 10
Feat Base Improved Master
Force Jump 2 4

This bonus damage is multiplied by a Critical Hit, then any Massive Criticals bonuses are added.

Battle stimulants are supposed to grant a damage bonus but, according to Feedback and contrary to their descriptions and what's displayed on the Equip screen, they don't actually do so.

Critical Hit[edit | edit source]

A Critical Hit is triggered when the d20 roll of a successful attack roll is within the weapon's Critical Threat range, and then a second attack or threat roll is also successful. This results in a multiplication of weapon damage rolls, bonuses and penalties. Critical Multiplier is x2.

However, the following are not multiplied by a Critical Hit:

Any Massive Criticals bonus is only added to bonus damage on a Critical Hit, and not multiplied by it:

Weapon Description Bonus Weapon Description Bonus
Melee weapon Bacca's Ceremonial Blade Durasteel Bonding Alloy +2–12 Upgrade item Crystal, Opila +2–12

For example:

Damage Breakdown Source Damage roll Critical Hit
Roll 2 Total
Energy Lightsaber 2–16 +2–16 4–32
Crystal, Opila (Damage Bonus: 3, Energy) 3 3
Crystal, Sigil (Damage Bonus: 1–6, Energy) 1–6 +1–6 2–12
Physical (slashing) Jedi Guardian dark mastery Restricted to: Dark Side 1–8 +1–8 2–16
Strength mod 32 Strength 11 +11 22
Weapon specialization Weapon Specialization: Lightsaber 2 +2 4
Bonus damage Master Force Jump (level 12 Jedi Guardian) 4 +4 8
Crystal, Opila (Massive Criticals: +2–12) +2–12 2–12
Sneak attack damage Sneak Attack IV (level 7 Scoundrel) 4–24 4–24
Total 28–74 +13–59 51–133

Taking chance to hit (attack roll success), Critical Threat and critical conversion (threat roll success) into account, the chance of any hit becoming a Critical Hit is as follows:

Roll success Critical Threat
Attack Threat 20 (5%) 19 (10%) 18 (15%) 17 (20%) 16 (25%) 15 (30%) 13 (40%) 11 (50%)
95% 100% 5% 10% 15% 20% 25% 30% 40% 50%
95% 4.75% 9.5% 14.25% 19% 23.75% 28.5% 38% 47.5%
90% 4.5% 9% 13.5% 18% 22.5% 27% 36% 45%
85% 4.25% 8.5% 12.75% 17% 21.25% 25.5% 34% 42.5%
80% 4% 8% 12% 16% 20% 24% 32% 40%
75% 3.75% 7.5% 11.25% 15% 18.75% 22.5% 30% 37.5%
70% 3.5% 7% 10.5% 14% 17.5% 21% 28% 35%
65% 3.25% 6.5% 9.75% 13% 16.25% 19.5% 26% 32.5%
60% 3% 6% 9% 12% 15% 18% 24% 30%
55% 2.75% 5.5% 8.25% 11% 13.75% 16.5% 22% 27.5%
50% 2.5% 5% 7.5% 10% 12.5% 15% 20% 25%
45% 2.25% 4.5% 6.75% 9% 11.25% 13.5% 18% 20.25%
40% 2% 4% 6% 8% 10% 12% 16%
35% 1.75% 3.5% 5.25% 7% 8.75% 10.5% 12.25%
30% 1.5% 3% 4.5% 6% 7.5% 9%
25% 1.25% 2.5% 3.75% 5% 6.25%
20% 1% 2% 3% 4%
15% 0.75% 1.5% 2.25%
10% 0.5% 1%
5% 0.25%
5% 0% 0%

Since an attack roll must succeed before any threat roll can be made, if chance to hit < Critical Threat then Critical Threat is restricted to chance to hit. For example, 10% chance to hit (roll 19–20 + Attack ≥ Defense) means that a Lightsaber inflicts no more damage with Master Critical Strike (Critical Threat: 13–20,x2) than a standard Attack (Critical Threat: 19–20,x2) since roll 13–18 + Attack < Defense, resulting in a miss on an attack roll, and failure to convert on a threat roll. Consequently, the chance of any hit becoming a Critical Hit is only 1% (0.1 × 0.1 × 100) in both cases.

Average damage multiplier per attack = Attack success + (Threat success × min(Critical Threat, Attack success))

For example:

Action Critical Threat Attack and Threat success
75% 50% 25%
Attack 19–20 (10%) 0.825 (0.75 + (0.75 × 0.1)) 0.55 (0.5 + (0.5 × 0.1)) 0.275 (0.25 + (0.25 × 0.1))
MCS 13–20 (40%) 1.05 (0.75 + (0.75 × 0.4)) 0.7 (0.5 + (0.5 × 0.4)) 0.3125 (0.25 + (0.25 × 0.25))

If the Lightsaber normally averages 30 (17–43) damage per hit (excluding set item bonuses, Massive Criticals and Sneak Attack), then average damage per attack is as follows:

Action Critical Threat Attack and Threat success
75% 50% 25%
Attack 19–20 (10%) 24.75 (30 × 0.825) 16.5 (30 × 0.55) 8.25 (30 × 0.275)
MCS 13–20 (40%) 31.5 (30 × 1.05) 21 (30 × 0.7) 9.375 (30 × 0.3125)

Damage Immunity[edit | edit source]

Damage Immunity versus a specified damage type is an item bonus that first reduces damage of that type by 100% to 0, even before Shields.

Source Description Cold Fire Sonic Electrical
Medium armor Environmental Bastion Armor Yavin Station 100% 100% 100%
Belts Electrical Capacitance Shield 100%
Thermal Shield Generator 100%

Damage Immunity is normally excessive since a combination of high saves, (Improved) Energy Resistance or Damage Resistance can normally significantly reduce these damage types, or even negate them entirely.

Damage Immunity: 100% vs. Electrical doesn't affect the Force point damage of Force Storm. Overloading computer terminals you're currently using can inflict up to 1000 electrical damage to all in the area of effect, but you can just... not do that.

Shields[edit | edit source]

A shield can absorb any damage of the specified type(s) remaining after Damage Immunity. Organic characters can equip a shield on each arm, although only one shield can be active at a time: using a shield replaces any already active. Each shield charge has a duration of 200 seconds, or until maximum damage has been taken. Any damage absorbed, and points remaining, are recorded in Feedback.

Shield Damage Deflection
Points Energy Sonic Cold Heat
Energy Shield 20 Yes No No No
Echani Dueling Shield 60 Yes No No No
Yusanis' Dueling Shield 100 Yes No No No
Sith Energy Shield 30 Yes Yes No No
Echani Shield 50 Yes Yes No No
Arkanian Energy Shield 40 Yes Yes Yes Yes
Verpine Prototype Shield 120 Yes Yes Yes Yes

Shields effectively add Vitality versus the specified damage type(s). Organic characters can equip a Mandalorian shield to absorb physical damage instead:

Shield Damage Deflection
Points Energy Bludgeoning Piercing Slashing
Mandalorian Melee Shield 20 No Yes Yes Yes
Mandalorian Power Shield Dark Side Points Gained 30 Yes Yes Yes Yes

However, you can only get three Melee Shields and one Power Shield. Droids can also equip a shield:

Shield Droid Upgrade Damage Deflection
Points Energy Sonic Cold Heat
Energy Shield Level 1 Class 1 20 Yes No No No
Baragwin Droid Shield Yavin Station Class 1 20 Yes No No No
Energy Shield Level 2 Class 2 30 Yes No No No
Energy Shield Level 3 Class 3 50 Yes No No No
Environment Shield Level 1 Class 1 20 Yes Yes Yes Yes
Environment Shield Level 2 Class 2 30 Yes Yes Yes Yes
Environment Shield Level 3 Class 3 50 Yes Yes Yes Yes

Contrary to their descriptions, shields do not deflect electrical damage. Ion damage is doubled against any active shield.

Toughness[edit | edit source]

The feats Improved or Master Toughness, and Wookiee Toughness, reduce any damage remaining after shields by 2. Toughness can be surprisingly effective since it affects each of the following separately:

  • Sum of weapon damage
  • Sum of bonus damage rolls of each type
  • Sum of set item bonuses of each type

For example, Improved, Master or Wookiee Toughness would have the following effect:

Source Damage Toughness
Type Minimum Maximum Minimum Maximum
Lightsaber Energy 2 16 0 14
Crystal, Sapith Mantle of the Force Energy 4 4 2 2
Crystal, Solari Mantle of the Force Energy 1 8 0 6
Light Side vs Dark Side 2 12 0 10
Jedi Guardian dark mastery Restricted to: Dark Side Physical (slashing) 1 8 0 6
Total 10 48 2 38

Damage is affected five times in this case, but Feedback's Damage Breakdown only lists Toughness once. However, these multiple effects can be detected by comparing listed damage to expected damage: this is clearest with rolls and set bonuses of different types (for example, light side or physical not being listed on roll 1–2), but can also be seen when the total is less than the expected minimum.

Damage Resistance[edit | edit source]

Damage Resistance versus a specified damage type reduces any damage of that type remaining after Toughness, by a set amount. However, bonuses do not sum: only the highest ever has any effect. Any damage resisted is recorded in Feedback.

Resistance Source Maximum
Bludgeoning Brejik's Belt 5/−
Slashing Brejik's Armband 5/−
Electrical Mandalorian Battle Armor Feats Required: Armor Proficiency - Heavy 25/−
Energy Improved Energy Resistance 15/−
Cold Mandalorian Assault Armor Feats Required: Armor Proficiency - Heavy 25/−
Verpine Zal Alloy Mesh Feats Required: Armor Proficiency - Heavy
Resistance Source Maximum
Fire Darth Bandon's Fiber Armor Feats Required: Armor Proficiency - Light 25/−
Mandalorian Assault Armor Feats Required: Armor Proficiency - Heavy
Verpine Zal Alloy Mesh Feats Required: Armor Proficiency - Heavy
Sonic Powered Light Battle Armor Feats Required: Armor Proficiency - Medium 25/−
Verpine Zal Alloy Mesh Feats Required: Armor Proficiency - Heavy

/− simply means that the value is subtracted from that damage type.

Damage Resistance: Resist 15/− vs Electrical, Energy, Cold, Fire and Sonic can be granted to the entire party by Improved Energy Resistance from level 9, for 120 seconds (2 minutes): while this isn't the maximum against all those damage types, it is normally sufficient protection, particularly since successful saves normally halve the damage of Force powers, grenades and droid special weapons beforehand.

Like Toughness, Damage Resistance affects each of the following separately:

  • Sum of weapon damage
  • Sum of bonus damage rolls of specified type
  • Sum of set item bonuses of specified type

This makes Damage Resistance more effective against advanced weapons with these bonuses. For example, an enemy using two special Vibroswords normally inflicts 14–24 (9–19,+5) slashing damage with each, but Brejik's Armband's Damage Resistance: Resist 5/− vs Slashing affects this twice, reducing it to 4–14 (4–14,+0): this is no better than a basic Vibrosword, which would only be affected once.

Source Description Bludge Slash
Arms Brejik's Armband 5
Belts Brejik's Belt 5
Source Description Electrical
Powers (Improved) Energy Resistance 15
Heavy Mandalorian Battle Armor 25

Brejik's Armband and Belt are unique, so only one of your party can equip each of them. Slashing damage is more common and normally higher than bludgeoning damage, so the armband is more useful than the belt.

Source Description C F S
Powers (Improved) Energy Resistance 15 15 15
Head Interface Band 5
Interface Visor Feats Required: Armor Proficiency - Light 5
Verpine Ocular Enhancer Feats Required: Armor Proficiency - Light 5
Sonic Nullifiers Feats Required: Armor Proficiency - Light 10
Tulak Hord's Mask Restricted to: Dark Side 10
Light armor Echani Light Armor 15
Zabrak Battle Armor 20
Echani Fiber Armor Mesh Underlay 20 20
Darth Bandon's Fiber Armor 25
Source Description C F S
Medium armor Davik's War Suit 10 10
Cinnagar War Suit 15
Krath Holy Battle Suit 15 15 15
Powered Light Battle Armor 25
Heavy armor Calo Nord's Battle Armor 10 10 10
Cassus Fett's Battle Armor 10 10 10
Jurgan Kalta's Power Suit 10 10 10
Jurgan Kalta's Power Suit Mesh Underlay 15 15 15
Mandalorian Assault Armor 25 25
Verpine Zal Alloy Mesh 25 25 25

Combat Difficulty[edit | edit source]

Adjusting Combat Difficulty in Gameplay Options at any time has the following effect on damage from enemy attacks:

Difficulty Enemy Damage Final Damage
1 2 3 4 5 6 7 8 9 10
Easy 50% 0 1 1 2 2 3 3 4 4 5
Normal 100% 1 2 3 4 5 6 7 8 9 10
Difficult 150% 1 3 4 6 7 9 10 12 13 15

Final enemy damage is reduced by 50% on Easy and increased by 50% on Difficult, rounding down in both cases. This includes 'friendly' fire from grenades, and returned blaster bolts.

Vitality[edit | edit source]

The red bar represents a character's health, measured in vitality points. Vitality points (VP) decrease when a character takes damage from an attack or other effect. If the total reaches zero, the character falls unconscious and is unable to move or fight until healed. If the entire party falls unconscious, the game will end. To continue, load a previously saved game or begin from the last AUTO SAVE point. As long as one character in the party remains conscious to guard the others, the game will continue.

Characters are granted the following Vitality per class level:

Vitality per class level 6 8 10 12
Classes Scoundrel
Jedi Consular
Scout
Jedi Sentinel
Expert Droid
Soldier
Jedi Guardian
Minion
Combat Droid
Vitality per level Class level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+6 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
+8 8 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160
+10 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
+12 12 24 36 48 60 72 84 96 108 120 132 144 156 168 180 192 204 216 228 240

Constitution modifier is also added to Vitality per level for all characters, retroactive for levels previously gained, as are the following:

Feat Base Improved Master
Toughness +1 +2
Feat Base Improved Master
Wookiee Toughness +2

Vitality bonuses are also granted by battle stimulants:

Stimulant Vitality Stimulant Vitality Stimulant Vitality
Battle Stimulant +8 Hyper-battle Stimulant +16 Echani Battle Stimulant +25

Regeneration[edit | edit source]

NOTE: Unlike Force points, vitality points do not regenerate and must be healed through the use of Force powers, medpacs and other items.

While this is normally true, the Regeneration bonus allows it to do so. However, any lost Vitality only regenerates once every 6 seconds (every two combat rounds):

Source Description Bonus
Canderous Unique ability 4
HK-47 Third repair 1
Fourth repair 1

Maximum Regeneration: 6 for Canderous, or averaging just 1 per second. HK-47's Regeneration bonuses sum, so after his fourth repair he has Regeneration: 2.

Cleave[edit | edit source]

When any character kills with a ranged or melee attack (or a droid special weapon), then that character can perform an extra action in that combat round: if the action queue is empty or cleared then this is an automatic Attack if a target is in range (which may include taking a step or two in melee range), otherwise it's the next action queued against another target in range, whether that's a combat feat, Force power (including buffs targeting you or your party), grenade or item use. If no action is queued against a target in range, and no target is in range, then there's no extra action.

If you attack and kill from Stealth then the extra action doesn't count as a Sneak Attack. If the extra action kills the next target as well then this doesn't trigger another extra action, so two is the maximum that can be killed by a character's attacks (or a droid special weapon) in a single combat round. Thus inflicting enough damage to kill targets in a single round can significantly increase kill speed:

Rounds to kill Cumulative maximum kills
Round 1 Round 2 Round 3 Round 4 Round 5
1 2 4 6 8 10
2 1 2 3 4
3 1 1 2