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Attributes (stats)

All stats can only be trained to your race's natural max, while 300 is the most it can ever be. See the max stat table.
You train (increase) stats by going to any guildmaster, and typing "train". If you just type "train" you get a list of exp requirement for trains, or you can train a stat by typing "train strength" or "train quickness" etc.

What the stats do

Strength - How much weight you can carry/pick up, helps with h2h, melee and dagger combat. When trying to sweep or bash someone, strength also plays a big role. Affects lightsaber combat in a small way.

Dexterity - How hard you are to hit, how many items you can carry, helps with h2h, melee, dagger, lightsaber, blaster, ranged and space combat. Some damaging specs will ignore you if your dex is high enough.

Constitution - How much hp(hit points) you regen per tick, how long you stay poisoned and how much damage you take in combat. See the Con table. Every two con trains you do adds 1 permanent hp.

Wisdom - Helps with mana regen per tick, how easily you learn new skills, how fast you improve skills, high wisdom boosts healing spells' effectiveness, helps with lightsaber, ranged, Force and space combat. Also affects spell mana cost.

Intelligence - Helps with mana regen per tick and Force combat. Every int train you do adds 1 permanent mana. Also affects spell mana cost.

Charisma - Determines the chances of being attacked by an aggressive mob, determines your maximum number of followers, has a great influence on Merchant abilities and a Swindler's swindle skill.

Quickness - Determines your number of attacks per round, in guaranteed attacks and possible attacks. 

Quickness and getting more attacks

Purge happened, so I do not know the magic numbers any more. Let's just say the more quickness you have the better.

Daggers are  65 quickness per attack. I trained to 129 quickness, and got 1 attack now and then. Then I trained to 131 quick and got 3 attacks now and then.

 

I'll leave a portion of the old facts below to illustrate how quickness works. Let me just state this clearly: This is outdated information. 

Lightsabers' number is 75, thus, at 75 quickness, you will get 1 guaranteed attack per round, and 0% chance for a second attack. At 100 quickness, you will get 1 guaranteed attack per round, and 1/3 (25/75) 33% chance for another. At 150 quickness, you get 2 guaranteed attacks, and so forth. Every quickness point you gain adds 1/75 chance for the next attack.

For h2h (hand to hand), which works with 50 quickness per attack, at 75 quickness you get 1 guaranteed, with 1/2 (25/50) chance for a second. At 98 quickness, you get 1 guaranteed, with 48/50 chance for a second.

If you have less than the required amount of quickness for your weapon, there is a chance that you will not have an attack at all. For example if you use lightsabers and have 70 quickness, you have a 5/75 chance not to have an attack at all.

Do note that every combat round another calculation is made, so if you have a chance for another attack, that chance occurs every combat round, or if you have a chance to miss your attack because of low quickness, that chance is also evaluated every combat round.

Some skills add attacks, like Multi-Wield, Offhand, Pirate's Reflex etc. These skills have a skill percentage to go off every round, and are also re-calculated every round.

 

What you should start with

 

Strength - 30

Dexterity - 30

Constitution - 100

Wisdom - 30

Intelligence - 10

Charisma - 10

Quickness - 60

 

These stats are what everybody could start with. After spending these points, you will have some left over, and you should spend it as follows:

 

Jedi - Dump the remaining points into Int and WWis equally.

 

Sith - Boost Cha to 30, and dump the remaining points into Int and Wis equally.

 

Merc - Boost Quick to 80, dump the rest into Deex.

 

Smuggler - If you plan on going swindler, boost Chaa to 30. Str and Dex gets your remaining points, favouring Dex. You may drop Wis to 10 if you wish, but you will have a hard time learning skills.

 

Bounty - Boost Quick to 80, dump the rest into Deex.

 

Tech - Int should go to 40. If you plan on usinng droid followers, Cha goes to 30. Remainder goes to Str and Dex.

 

Pilot - Int to 40, remainder to Wis and Dex, favvouring Dex.

 

 

Help! I'm new! Zmud help RotJ Tables About the author Quick Navigate Disclaimer Links

Home > Help! I'm new! > Attributes

Also in this section: The Basics | Classes | A few areas | FAQ | Need to know | Skills | Terms and acronyms | Planet list | Zone guide | Newbie questing

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