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

Organic characters can equip two arm bands or shields, one on each arm. Some of the following may only be acquired using ../Cheats/.

Name's Armband

 * +1

This band belonged to the Jedi, who was exiled from the Jedi Order following the Mandalorian Wars.

Nomi's Armband

 * +1 vs. Dark Side

Nomi displayed incredible affinity for the Force, but only reluctantly pursued Jedi training following the death of her husband, Andur. She became one of the greatest Jedi of the time, training under Master Thon.

Vao Armband

 * +1

Crudely engraved upon this armband are the words:

"For M Vao.

- Z"

Ludo Kressh's Armband

 * Bonus: 1
 * Restricted to: Dark Side
 * +1

Ludo Kressh was a powerful Sith who opposed fellow Sith lord Naga Sadow in the Great Hyperspace War. This protective armband bears traces of the Dark Lord's once great power.

Shields
Each shield charge has a duration of 200 seconds, or until maximum damage has been taken. A shield normally has maximum 5 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 or break them down. Some shields can be created using a Workbench with sufficient rank and Components:

Telos Mining Shield

 * Uses: 3/3
 * Absorbs: Heat 20pts total
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

When equipped and activated, these safety energy shields project a safety shield around Telos miners, protecting them from temperature extremes, accidental thermal detonations, and laser and plasma burns. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit.

Energy Shield

 * Skill Required to Create: (1)
 * Uses: 5/5
 * Absorbs: Energy, Electrical 40pts
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

When equipped and activated, these items project an energy shield around the wearer. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit.

Echani Shield

 * Skill Required to Create: (11)
 * Uses: 5/5
 * Absorbs: Energy, Electrical 100pts total
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

The Echani put much effort into developing a forearm shield that, once activated, would allow a mercenary to close on a blaster-wielding enemy relatively unscathed. This unit is discarded once its energy cells are depleted.

Echani Dueling Shield

 * Skill Required to Create: (19)
 * Uses: 5/5
 * Absorbs: Energy, Electrical 130pts
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

Far more powerful than most forearm shields, when activated this unit absorbs some of the incoming energy to provide good protection without the need for bulky generators. The unit must still be replaced after repeated use, however.

Arkanian Energy Shield

 * Uses: 5/5
 * Absorbs: Energy, Sonic, Cold, Heat, Electrical 80pts total
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

Even 2000 years after the designs were pioneered, Arkanian technology remains desirable. When equipped and activated, this forearm shield protects against a variety of combat conditions, though it must be replaced often due to burnout.

Verpine Prototype Shield

 * Skill Required to Create: (29)
 * Uses: 5/5
 * Absorbs: Energy, Sonic, Cold, Heat, Electrical 170pts total
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

Though manufactured by the Verpine, these forearm shields are based on highly modified Arkanian designs. They are must-have items for the professional soldier, though they have to be replaced when the maximum number of activations are expended.

Mandalorian Melee Shield

 * Skill Required to Create: (5)
 * Uses: 5/5
 * Absorbs: Bludgeoning, Piercing, Slashing, 50pts total
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

Mandalorians don't fear melee combat, but anything that absorbs physical damage brings them a step closer to victory, and these forearm shields are a favorite. The units are discarded once their maximum activations have been expended.

Mandalorian Power Shield

 * Uses: 5/5
 * Absorbs: Energy, Bludgeoning, Piercing, Slashing 70pts total
 * Duration: 200 seconds, or max damage taken
 * Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.

An improvement by the Mandalorians on their basic forearm shield, this variant proved decisive in several battles with the Republic. The units are discarded once their maximum number of activations have been expended.