Star Wars Knights of the Old Republic II: The Sith Lords/Shields

s can use one shield. Those that don't have Uses: unlimited all have Uses: 10/10. Each shield charge has a duration of 200 seconds, or until maximum damage has been taken. A shield has maximum 10 uses; each use consumes one charge, and it is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory unless they have identical uses remaining.

Used shields sell for the same price regardless of how many charges remain, so there's no reason to avoid using them: simply use all but one charge, then sell them. Some of the following may only be acquired using ../Cheats/.

Class 1
These shields have Feats Required: Class 1, which is only granted to s.

Droid Deflector Mark I

 * Feats Required: Class 1
 * Uses: 10/10
 * Absorbs: Energy, Electric, Ion 50pts
 * Duration: 200 seconds, or max damage taken

Deflectors provide limited protection against all types of energy.

Mark I shields are used primarily by astromech droids to protect their chassis from the particulate radiation they come into contact with when exposed to open space.

Droid Defense Barrier

 * Feats Required: Class 1
 * Uses: 10/10
 * Absorbs: Energy, Sonic, Cold, Heat, Ion 60pts total
 * Duration: 200 seconds, or max damage taken

The Droid Defense Barrier is the standard for units in droid armies, providing decent protection at a reasonable cost to the buyer.

Droid Energy Collector

 * Feats Required: Class 1
 * Uses: 10/10
 * Absorbs: Energy, Sonic, Cold, Heat, Ion 80pts total
 * Duration: 200 seconds, or max damage taken

Initially designed to resist the harsh conditions of factory floors, these shields provide a droid with basic protection against a broad array of effects. The power drain is significant, however, and they must be replaced regularly.

Class 2
This shield has Feats Required: Class 2, which is normally only granted to level > 6 s.

Droid Deflector Mark II

 * Feats Required: Class 2
 * Uses: 10/10
 * Absorbs: Energy, Electric, Ion 70pts
 * Duration: 200 seconds, or max damage taken

Deflectors provide limited protection against all types of energy.

Mark II are more robust than the Mark I, allowing a droid to stay exposed to space, even when passing close to stars.

Class 3
These shields have Feats Required: Class 3, which is normally only granted to level  > 13 s.

Droid Deflector Mark III

 * Feats Required: Class 3
 * Uses: 10/10
 * Absorbs: Energy, Electric, Ion 100pts
 * Duration: 200 seconds, or max damage taken

Deflectors provide limited protection against all types of energy.

The Mark III is the most cost-effective of the heavy droid shielding systems, providing decent protection from focused energy.

Droid Unity Grid

 * Feats Required: Class 3
 * Uses: 10/10
 * Absorbs: Energy, Sonic, Cold, Heat, Ion 110pts total
 * Duration: 200 seconds, or max damage taken

This shielding module creates overlapping shield vectors and then unifies them into a single shield, greatly increasing its absorption capacity as a result.

Droid Renewable Shield

 * Feats Required: Class 3
 * Useable By:
 * Uses: unlimited
 * Absorbs: Energy, Sonic, Cold, Heat, Ion 80pts total
 * Duration: 200 seconds, or max damage taken

Through a complex ambient-energy collection system, these shields can be maintained and renewed without the replacement of the unit, allowing for this shield to be raised and lowered a near infinite amount of times.