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

All mines have Area of Effect: 3.3m radius, and can be created using a with sufficient  rank and Chemicals:

Hostile mines can normally be detected with a successful skill check, then simply avoided or disabled with a successful  skill check. Lesser Demolitions skill is required to set your own mines, and greater skill allows recovery of hostile mines for your own use.

Maximum 15 mines can be set in the same area. Mines are best set when anticipating combat with melee attackers who can be lured back to trigger them. However, due to the time spent setting them and then luring enemies, they're best used sparingly unless playing solo or confronted by one or two really tough opponents.

Minor Flash Mine

 * Skill Required to Create: (2)
 * : None
 * Secondary: Stun for 9sec
 * Save (Will): DC15 to negate stun

Carefully set flash mines can stun any enemies unfortunate enough to step on them. This is the basic model.

Average Flash Mine

 * Skill Required to Create: (8)
 * : None
 * Secondary: Stun for 9sec
 * Save (Will): DC25 DC15 to negate stun

This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount.


 * Nar Shaddaa
 * Jekk'Jekk Tarr Tunnels
 * 250 || 2
 * Dantooine
 * Enclave Sublevel
 * Stuck Door
 * 250 || 1
 * }
 * 250 || 1
 * }

Strong Flash Mine

 * Skill Required to Create: (14)
 * : None
 * Secondary: Stun for 9sec
 * Save (Will): DC25 DC15 to negate stun

This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount.

Blinding Flash Mine

 * Skill Required to Create: (20)
 * : None
 * Secondary: Stun for 9sec
 * Save (Will): DC35 DC15 to negate stun

This variant of the stun mine uses a large-capacity capacitor to get a stronger discharge.


 * Dxun
 * Jungle
 * 400 || 1
 * }
 * }

Devastating Flash Mine

 * Skill Required to Create: (26)
 * : None
 * Secondary: Stun for 9sec
 * Save (Will): DC35 DC15 to negate stun

This variant of the stun mine uses a large-capacity capacitor to get a stronger discharge.

Minor Frag Mine

 * Skill Required to Create: (3)
 * : Piercing, 18pts
 * Save (Reflex): DC15 for half damage

Frag mines send blasts of shrapnel through any nearby enemies. This is the basic model.


 * Ebon Hawk
 * Exterior Hull
 * 100 || 2
 * rowspan=6| Telos
 * rowspan=4| Restoration Zone
 * Hidden Cache
 * 100 || 5
 * Escaped Criminals
 * 100 || 2
 * Hidden Cache
 * 100 || 3
 * Minefield
 * 100 || 11
 * rowspan=2| Czerka Site
 * Mercenary Droidmaster
 * 100 || 4
 * 100 || 2
 * }
 * rowspan=2| Czerka Site
 * Mercenary Droidmaster
 * 100 || 4
 * 100 || 2
 * }
 * 100 || 2
 * }
 * }

Average Frag Mine

 * Skill Required to Create: (9)
 * : Piercing, 42pts 30pts
 * Save (Reflex): DC25 DC20 for half damage

Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.


 * rowspan=5| Nar Shaddaa
 * rowspan=5| Jekk'Jekk Tarr Tunnels
 * Tunnels
 * 250 || 4
 * Feraa's Corpse
 * 250 || 2
 * Tunnels
 * 250 || 3
 * Suyin's Corpse
 * 250 || 2
 * 250 || 2
 * Dxun
 * Mandalorian Ruins
 * 250 || Infinite
 * rowspan=4| Dantooine
 * rowspan=2| Enclave Sublevel
 * Locked Door (2)
 * 250 || 2
 * 250 || 1
 * rowspan=2| Khoonda Plains
 * 250 || 6
 * 250 || 6
 * Korriban
 * Secret Tomb
 * 250 || 6
 * Telos: Citadel Station
 * Suburban
 * 250 || 5
 * }
 * rowspan=2| Khoonda Plains
 * 250 || 6
 * 250 || 6
 * Korriban
 * Secret Tomb
 * 250 || 6
 * Telos: Citadel Station
 * Suburban
 * 250 || 5
 * }
 * 250 || 6
 * Telos: Citadel Station
 * Suburban
 * 250 || 5
 * }
 * 250 || 5
 * }
 * }

Strong Frag Mine

 * Skill Required to Create: (15)
 * : Piercing, 42pts
 * Save (Reflex): DC25 for half damage

Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.


 * Dxun
 * Jungle Tomb
 * 350 || 10
 * Onderon
 * Royal Palace
 * East corridor
 * 350 || 2
 * }
 * 350 || 2
 * }

Deadly Frag Mine

 * Skill Required to Create: (21)
 * : Piercing, 66pts 54pts
 * Save (Reflex): DC35 DC30 for half damage

Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.


 * rowspan=3| Nar Shaddaa
 * rowspan=3| Goto's Yacht
 * 400 || 10
 * 400 || 13
 * 400 || 10
 * Dxun
 * Jungle
 * 400 || 2
 * Onderon
 * Royal Palace
 * East corridor
 * 400 || 1
 * }
 * 400 || 2
 * Onderon
 * Royal Palace
 * East corridor
 * 400 || 1
 * }
 * 400 || 1
 * }

Devastating Frag Mine

 * Skill Required to Create: (27)
 * : Piercing, 66pts
 * Save (Reflex): DC35 for half damage

Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.

Minor Sonic Mine

 * Skill Required to Create: (4)
 * : 18
 * Secondary: DEX -2 for 30 sec
 * Save (Reflex): DC15 for half damage and to negate DEX loss

Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.


 * rowspan=7| Peragus II
 * rowspan=6| Mining Tunnels
 * Broken Droid
 * 100 || 2
 * 100 || 2
 * Corpse
 * 100 || 2
 * Corpse
 * 100 || 3
 * 100 || 2
 * Damaged Cylinder
 * 100 || 1
 * Dormitories
 * Corpse
 * 100 || 2
 * }
 * Damaged Cylinder
 * 100 || 1
 * Dormitories
 * Corpse
 * 100 || 2
 * }
 * 100 || 2
 * }

Average Sonic Mine

 * Skill Required to Create: (10)
 * : 30
 * Secondary: DEX -2 for 30 sec
 * Save (Reflex): DC20 for half damage and to negate DEX loss

Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.


 * Peragus II
 * Fuel Depot
 * Door (3)
 * 200 || 3
 * Dantooine
 * Enclave Sublevel
 * 200 || 1
 * }
 * 200 || 1
 * }

Strong Sonic Mine

 * Skill Required to Create: (16)
 * : 54 42
 * Secondary: DEX -4 for 30 sec
 * Save (Reflex): DC25 for half damage and to negate DEX loss

Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.


 * Onderon
 * Royal Palace
 * East corridor
 * 300 || 1
 * }

Deadly Sonic Mine

 * Skill Required to Create: (22)
 * : 54
 * Secondary: DEX -4 for 30 sec
 * Save (Reflex): DC30 for half damage and to negate DEX loss

Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.


 * Dxun
 * Jungle
 * 400 || 2
 * Onderon
 * Royal Palace
 * East corridor
 * 400 || 1
 * }
 * 400 || 1
 * }

Although labeled Devastating, these three mines are only Deadly.

Devastating Sonic Mine

 * Skill Required to Create: (28)
 * : 66
 * Secondary: DEX -6 for 30 sec
 * Save (Reflex): DC35 for half damage and to negate DEX loss

Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.

Minor Plasma Mine

 * Skill Required to Create: (5)
 * : Heat Energy, 24pts
 * Save (Reflex): DC15 for half damage

When stepped on, plasma mines emit a short burst of intense heat, searing all enemies nearby. This is the basic model.

Average Plasma Mine

 * Skill Required to Create: (11)
 * : Heat Energy, 60pts 42pts
 * Save (Reflex): DC25 DC20 for half damage

An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.


 * Dxun
 * Mandalorian Ruins
 * 250 || 2
 * Dantooine
 * Enclave Sublevel
 * 250 || 1
 * }
 * 250 || 1
 * }
 * }

Strong Plasma Mine

 * Skill Required to Create: (17)
 * : Heat Energy, 60pts
 * Save (Reflex): DC25 for half damage

An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.


 * Onderon
 * Royal Palace
 * East corridor
 * 350 || 1
 * }

Deadly Plasma Mine

 * Skill Required to Create: (23)
 * : Heat Energy, 96pts 78pts
 * Save (Reflex): DC35 DC30 for half damage

An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.


 * Dxun
 * Jungle
 * 400 || 2
 * }
 * }

Devastating Plasma Mine

 * Skill Required to Create: (29)
 * : Heat Energy, 96pts
 * Save (Reflex): DC35 for half damage

An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.

Minor Gas Mine
When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model.

Average Gas Mine
When tripped, gas mines release toxic and inherently corrosive chemicals into the air.


 * rowspan=2| Nar Shaddaa
 * rowspan=2| Jekk'Jekk Tarr Tunnels
 * 250 || 1
 * 250 || 2
 * Dantooine
 * Enclave Sublevel
 * 250 || 2
 * }
 * Dantooine
 * Enclave Sublevel
 * 250 || 2
 * }
 * }

Strong Gas Mine
When tripped, gas mines release toxic and inherently corrosive chemicals into the air.

Deadly Gas Mine
When tripped, gas mines release toxic and inherently corrosive chemicals into the air.

Devastating Gas Mine
When tripped, gas mines release toxic and inherently corrosive chemicals into the air.