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{{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}}
{{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}}
{{floatingtoc}}
{| {{prettytable|notwide=1}}
! Each of your character's skills has a number associated with it. This is the skill 'rank' and determines how good the character is with that skill. When using a skill to perform an action, the rank is compared against a [[../Difficulty Classes|Difficulty Check]] (DC) number. For example, to open a lock with a DC of 15, take your skill rank in {{s|Skills|Security}} + <s>Wisdom</s> {{s|Attributes|Intelligence}} modifier + d20 roll. If the total is 15 or greater, the lock is opened.
|}


Intelligence modifier (INT) resulting from points allocated at [[../Character generation|character generation]] and on [[../Experience#Level up|level up]] determines how many skill points a [[../Classes|class]] is granted at those times:
;Each of your character's [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills|skills]] has a number associated with it. This is the skill 'rank' and determines how good the character is with that skill. When using a skill to perform an action, the rank is compared against a [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|Difficulty Check]] (DC) number. For example, to open a lock with a DC of 15, take your skill rank in [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Security|Security]] + [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]] modifier +d20 roll. If the total is 15 or greater, the lock is opened.
 
__ToC__


; Character generation
[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Intelligence|Intelligence]] modifier (INT) resulting from points allocated at [[Star Wars Knights of the Old Republic II: The Sith Lords/Character generation|character generation]] and upon [[Star Wars Knights of the Old Republic II: The Sith Lords/Experience#Level up|level up]] determines how many skill points a [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes|class]] can allocate at those times:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=25%| Class
|-valign=top
!width=25%| {{s|Classes|Jedi Guardian}}
!rowspan=2|Class
!width=25%| {{s|Classes|Jedi Sentinel}}
!colspan=9|Skill points
!width=25%| {{s|Classes|Jedi Consular}}
|-
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Soldier|Soldier]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scoundrel|Scoundrel]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Tech Specialist|Tech Specialist]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Guardian|Guardian]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Sentinel|Sentinel]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Consular|Consular]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Combat Droid|Combat Droid]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Expert Droid|Expert Droid]]
|-
|-
! Skill points
!Level 1
| {{N/a|(1+INT) * 4}}
|
| {{yes2|(3+INT) * 4}}
|
|
|
| (1+INT) * 4
| (3+INT) * 4
| (2+INT) * 4
| (2+INT) * 4
|}
|
 
|
; Level up
 
{| {{prettytable}}
!colspan=5| Skill points
|-
|-
!colspan=2| 1 + INT
!Level up
!width=20%| 2 + INT
| 1+INT
!width=20%| 3 + INT
| 3+INT
!width=20%| 4 + INT
| 4+INT
|-
| 4+INT
|width=20% {{N/a|
| 1+INT
* Jedi Guardian
| 3+INT
* {{s|Classes|Soldier}}
| 2+INT
* {{s|Classes|Combat Droid}}}}
| 1+INT
|width=20% {{N/a|
| 1+INT
* {{s|Classes|Expert Droid}}
* {{s|Prestige classes|Jedi Weapon Master}}
* {{s|Prestige classes|Sith Marauder}}}}
|
* Jedi Consular
* {{s|Prestige classes|Jedi Master}}
* {{s|Prestige classes|Sith Lord}}
| {{yes2|
* Jedi Sentinel
* {{s|Classes|Scout}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Sith Assassin}}}}
|bgcolor=d0d5f1|
* {{s|Classes|Scoundrel}}
* {{s|Classes|Tech Specialist}}
|}
|}


Characters are always granted at least four skill points at character generation, and at least one on level up:
Characters always receive at least one skill point upon level up:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!rowspan=2 width=20%| Minimum<br>Intelligence
|-valign=top
!colspan=4| Skill points
!rowspan=2|Intelligence
!colspan=9|Skill points upon level up
|-
|-
!width=20%| 1 + INT
!width=10%|Soldier
!width=20%| 2 + INT
!width=10%|Scout
!width=20%| 3 + INT
!width=10%|Scoundrel
!width=20%| 4 + INT
!width=10%|Tech Specialist
!width=10%|Guardian
!width=10%|Sentinel
!width=10%|Consular
!width=10%|Combat Droid
!width=10%|Expert Droid
|-
|-
! 8
!8-9
| {{N/a|1}} || {{N/a|1}} || 2 || {{yes2|3}}
| 1 || 2 || 3 || 3 || 1 || 2 || 1 || 1 || 1
|-
|-
! 10
!10-11
| {{N/a|1}} || 2 || {{yes2|3}} ||bgcolor=d0d5f1| 4
| 1 || 3 || 4 || 4 || 1 || 3 || 2 || 1 || 1
|-
|-
! 12
!12-13
| 2 || {{yes2|3}} ||bgcolor=d0d5f1| 4 || {{yes|5}}
| 2 || 4 || 5 || 5 || 2 || 4 || 3 || 2 || 2
|-
|-
! 14
!14-15
| {{yes2|3}} ||bgcolor=d0d5f1| 4 || {{yes|5}} ||bgcolor=ffff99| 6
| 3 || 5 || 6 || 6 || 3 || 5 || 4 || 3 || 3
|-
|-
! 16
!16-17
|bgcolor=d0d5f1| 4 || {{yes|5}} ||bgcolor=ffff99| 6 || {{no2|7}}
| 4 || 6 || 7 || 7 || 4 || 6 || 5 || 4 || 4
|-
|-
! 18
!18
| {{yes|5}} ||bgcolor=ffff99| 6 || {{no2|7}} || {{no|8}}
| 5 || 7 || 8 || 8 || 5 || 7 || 6 || 5 || 5
|}
|}


All points do not have to be invested at character generation or level up, so they can be saved for a future level up. After becoming a different class, a character’s skill points on level up are determined by the new class, but the class skills of the earlier class are retained and those of the new class are gained. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:
All points do not have to be invested at character generation or level up, so they can be saved for a future level up. After becoming a different class, a character’s skill points upon level up are determined by the new class, but the class skills of the earlier class are retained and those of the new class are gained. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=20%| Skill
|-valign=top
!width=10%| [[../Skills#Computer Use|Computer]]
!width=9% rowspan=2|Skill
!width=10%| [[../Skills#Demolitions|Demo]]
!width=9% rowspan=2|Attribute modifier
!width=10%| {{s|Skills|Stealth}}
!colspan=9|Skill points per rank
!width=10%| [[../Skills#Awareness|Aware]]
!width=10%| {{s|Skills|Persuade}}
!width=10%| {{s|Skills|Repair}}
!width=10%| {{s|Skills|Security}}
!width=10%| [[../Skills#Treat Injury|Treat]]
|-
|-
! [[../Attributes|Attribute]] modifier
!width=9%|Soldier
! [[../Attributes#Intelligence|Intel]]
!width=9%|Scout
! Intel
!width=9%|Scoundrel
! {{s|Attributes|Dexterity}}
!width=10%|Tech Specialist
! {{s|Attributes|Wisdom}}
!width=9%|Guardian
! {{s|Attributes|Charisma}}
!width=9%|Sentinel
! Intel
!width=9%|Consular
! Intel
!width=9%|Combat Droid
! Wisdom
!width=9%|Expert Droid
|-
|-
! Jedi Guardian
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Computer Use|Computer]]
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{yes|1}}
!Intelligence
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{yes2|1}}
|{{yes2|1}}
|-
|-
! Jedi Sentinel
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Demolitions|Demolitions]]
| {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}}
!Intelligence
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{no2|2}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|-
|-
! Jedi Consular
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]]
| {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}}
![[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]
|{{no2|2}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|
|
|-
|-
! Soldier
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}}
![[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|{{no2|2}}
|-
|-
! Scout
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Persuade|Persuade]]
| {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}}
![[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]
|{{no2|2}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|
|
|-
|-
! Scoundrel
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Repair|Repair]]
| {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}}
!Intelligence
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{no2|2}}
|{{yes2|1}}
|{{yes2|1}}
|{{yes2|1}}
|-
|-
! Tech Specialist
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Security|Security]]
| {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}}
!Wisdom
|{{no2|2}}
|{{no2|2}}
|{{yes2|1}}
|{{yes2|1}}
|{{no2|2}}
|{{yes2|1}}
|{{no2|2}}
|{{yes2|1}}
|{{yes2|1}}
|-
|-
! Combat Droid
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Treat Injury|Treat Injury]]
| {{yes|1}} || {{yes|1}} || {{N/a|}} || {{yes|1}} || {{N/a|}} || {{yes|1}} || {{yes|1}} || {{N/a|}}
!Wisdom
|-
|{{yes2|1}}
! Expert Droid
|{{yes2|1}}
| {{yes|1}} || {{no|2}} || {{N/a|}} || {{yes|1}} || {{N/a|}} || {{yes|1}} || {{yes|1}} || {{N/a|}}
|{{no2|2}}
|-
|{{no2|2}}
! Weapon Master
|{{yes2|1}}
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{yes|1}}
|{{yes2|1}}
|-
|{{yes2|1}}
! Jedi Watchman
|  
| {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}}
|
|-
! Jedi Master
| {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}}
|-
! Sith Marauder
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{yes|1}}
|-
! Sith Assassin
| {{yes|1}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}}
|-
! Sith Lord
| {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}}
|}
|}


{{s|Feats|Class Skill}} [[../Feats|feats]] can change a cross-class skill to a class skill. Points can be invested in class skills to maximum rank equal to level + 3, while they can only be invested in cross-class skills to maximum rank equal to [ (level + 3) / 2].
[[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Class Skill|Class Skill]] [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats|feats]] can change a cross-class skill to a class skill. Points can be invested in class skills to maximum rank equal to level + 3, while they can only be invested in cross-class skills to maximum rank equal to [ (level + 3) / 2].


If you select Auto Level Up or Recommended, skills are given the following priority when investing points:
==[[File:KotORII Skill Computer Use.png]] Computer Use==
;Related Attribute<nowiki>:</nowiki>
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Intelligence|Intelligence]]


{| {{prettytable|text center=1}}
;Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.
!width=11.1%| Jedi Guardian
!width=11.1%| Jedi Sentinel
!width=11.1%| Jedi Consular
!width=11.1%| Soldier
!width=11.1%| Scout
!width=11.1%| Scoundrel
!width=11.1%| Tech Specialist
!width=11.1%| Combat Droid
!width=11.1%| Expert Droid
|- {{yes}}
| Treat Injury || Stealth || Persuade
| Treat Injury || Computer || Stealth
| Repair || Repair || Repair
|- {{yes}}
| Demolitions || Computer || Treat Injury
| Awareness || Demolitions || Demolitions
| {{no|Treat Injury}} || Awareness || Computer
|- {{yes}}
| Awareness || Persuade || Repair
| Demolitions || Repair || Security
| Awareness || Computer || Security
|- {{yes}}
| Persuade || Awareness || Awareness
| {{no|Repair}} || Awareness || Awareness
| Computer || Security || {{no|Demolitions}}
|- {{yes}}
| {{no|Stealth}} || Security || {{no|Computer}}
| {{no|Security}} || Treat Injury || {{no|Treat Injury}}
| Demolitions || Demolitions || Awareness
|- {{no}}
| Repair || {{yes|Treat Injury}} || Stealth
| Computer || Security || Repair
| Stealth ||rowspan=3 {{N/a|}}  ||rowspan=3 {{N/a|}}
|- {{no}}
| Security || Demolitions || Security
| Stealth || Stealth || Computer
| {{yes|Security}}
|- {{no}}
| Computer || Repair || Demolitions
| {{N/a|Persuade}} || {{N/a|Persuade}} || {{N/a|Persuade}}
| {{N/a|}}
|}


However, unlike at character generation, class skills take priority over cross-class skills: for example, for an Expert Droid like {{s|Party|T3-M4}}, Awareness is prioritized over Demolitions until he has the Class Skill: Demolitions feat.
==[[File:KotORII Skill Demolitions.png]] Demolitions==
;Related Attribute<nowiki>:</nowiki>
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Intelligence|Intelligence]]


{| {{prettytable|text center=1}}
;Demolitions can be used to set, recover or disarm [[Star Wars Knights of the Old Republic II: The Sith Lords/Mines|mines]]. Such devices range in difficulty from minor ([[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|DC]]10 to set) to devastating (DC30 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.
!width=16.7%| Weapon Master
!width=16.7%| Jedi Watchman
!width=16.7%| Jedi Master
!width=16.7%| Sith Marauder
!width=16.7%| Sith Assassin
!width=16.7%| Sith Lord
|- {{yes}}
| {{N/a|}} || Stealth || Persuade
| Treat Injury || Stealth || Persuade
|- {{yes}}
| Demolitions || Computer Use || Repair
| Demolitions || Demolitions || Repair
|- {{yes}}
| Persuade || Persuade || Treat Injury
| Persuade || Persuade || Treat Injury
|- {{yes}}
| Awareness || Awareness || Awareness
| Awareness || Awareness || Awareness
|- {{no}}
| Stealth || {{yes|Security}} || Computer Use
| Stealth || {{yes|Security}} || Computer Use
|- {{no}}
| Repair || {{yes|Treat Injury}} || Stealth
| Repair || {{yes|Computer Use}} || Stealth
|- {{no}}
| Security || Demolitions || Security
| Security || Treat Injury || Security
|- {{no}}
| Computer Use || Repair || Demolitions
| Computer Use || Repair || Demolitions
|}


==Computer Use==
Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to [[Star Wars Knights of the Old Republic II: The Sith Lords/Getting Started#Messages|Feedback]], DC increases to disarm and recover mines are cumulative rather than separate:
{| {{prettytable}}
| [[File:KotORII Skill Computer Use.png|left]]  
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
{{-}}
; Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.
|}


Computer Use is a [[../Classes|class]] skill for the following:
{| {{prettytable|text center=1}}
 
|-
{{col|3|begin}}
!width=10% rowspan=2|Mine
* {{s|Classes|Jedi Sentinel}}
!colspan=3|Set
* {{s|Classes|Scout}}
!colspan=3|Disable
{{col|3}}
!colspan=3|Recover
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Droid}}s
{{col|3}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Sith Assassin}}
{{col|3|end}}
 
Minimum rank 15 is needed for your main character to fully upgrade [[../T3-M4/]].
 
==Demolitions==
{| {{prettytable}}
| [[File:KotORII Skill Demolitions.png|left]]
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
{{-}}
; Demolitions can be used to set, recover or disarm [[../Mines|mines]]. Such devices range in difficulty from minor ([[../Difficulty Classes|DC]]10 to set) to devastating (DC30 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.
|}
 
Demolitions is a [[../Classes|class]] skill for the following:
 
{{col|3|begin}}
* {{s|Classes|Jedi Guardian}}
* {{s|Classes|Soldier}}
* {{s|Classes|Scout}}
{{col|3}}
* {{s|Classes|Scoundrel}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Combat Droid}}
{{col|3}}
* {{s|Prestige classes|Jedi Weapon Master}}
* {{s|Prestige classes|Sith Marauder}}
* {{s|Prestige classes|Sith Assassin}}
{{col|3|end}}
 
Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to {{s|Gameplay|Feedback}}, DC increases to disarm and recover mines are cumulative rather than separate:
 
{| {{prettytable|style=background:#ffff99|text center=1}}
!width=10% rowspan=2| Mine
!colspan=3| Easy
!colspan=3| Normal
!colspan=3| Difficult
|-
|-
!width=10%| Set
!width=10%|Easy
!width=10%| Disable
!width=10%|Normal
!width=10%| Recover
!width=10%|Difficult
!width=10%| Set
!width=10%|Easy
!width=10%| Disable
!width=10%|Normal
!width=10%| Recover
!width=10%|Difficult
!width=10%| Set
!width=10%|Easy
!width=10%| Disable
!width=10%|Normal
!width=10%| Recover
!width=10%|Difficult
|-
|-
! Minor
!Minor
| {{yes| 5 (-15)}} || {{yes|10 (-10)}} || {{yes|20 (0)}}
| 5 || 10 || 15
| 10 (-10) || 15 (-5) || 25 (5)
| 10 || 15 || 20
| {{no|15 (-5)}} || {{no|20 (0)}} || {{no|30 (10)}}
| 20 || 25 || 30
|-
|-
! Average
!Average
| {{yes|10 (-10)}} || {{yes|15 (-5)}} || {{yes|25 (5)}}
| 10 || 15 || 20
| 15 (-5) || 20 (0) || 30 (10)
| 15 || 20 || 25
| {{no|20 (0)}} || {{no|25 (5)}} || {{no|35 (15)}}
| 25 || 30 || 35
|-
|-
! Strong
!Strong
| {{yes|15 (-5)}}
| 15 || 20 || 25
| {{yes|20 (0)}}
| 20 || 25 || 30
| {{yes|30 (10)}}
| 30 || 35 || 40
| 20 (0) || 25 (5) || 35 (15)
| {{no|25 (5)}} || {{no|30 (10)}} || {{no|40 (20)}}
|-
|-
! Deadly
!Deadly
| {{yes|20 (0)}} || {{yes|25 (5)}} || {{yes|35 (15)}}
| 20 || 25 || 30
| 25 (5) || 30 (10) || 40 (20)
| 25 || 30 || 35
| {{no|30 (10)}} || {{no|35 (15)}} || {{no|45 (25)}}
| 35 || 40 || 45
|-
|-
! Devastating
!Devastating
| {{yes|25 (5)}} || {{yes|30 (10)}} || {{yes|40 (20)}}
| 25 || 30 || 35
| 30 (10) || 35 (15) || 45 (25)
| 30 || 35 || 40
| {{no|35 (15)}} || {{no|40 (20)}} || {{no|50 (30)}}
| 40 || 45 || 50
|}
|}


Successfully setting, disabling or recovering mines requires that the sum of Demolitions skill rank and a d20 roll is equal to or greater than the DC. When not in [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.
Successfully setting, disabling or recovering mines requires that the sum of Demolitions skill rank and a d20 roll is equal to or greater than the DC. When not in [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|combat]] 20 is always rolled, so minimum skill rank is DC - 20.


A maximum of 15 mines can be set in any map. While friendly mines can normally be recovered without a DC check, after leaving a map and returning to it any mines left behind can only be recovered after a successful DC check (although they remain friendly).
A maximum of 15 mines can be set in any map. While friendly mines can normally be recovered without a DC check, after leaving a map and returning to it any mines left behind can only be recovered after a successful DC check (although they remain friendly).


Hostile mines must be detected by passing an {{s|Skills|Awareness}} check before they can be disabled or recovered. Disabling a mine always grants [[../Experience|experience]] equal to 10 * user level, while that granted for recovering a mine depends on its strength and user level:
Hostile mines must be detected by passing an [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]] check before they can be disabled or recovered. Disabling a mine grants [[Star Wars Knights of the Old Republic II: The Sith Lords/Experience|experience]] equal to 10 * character level, while recovering a mine grants experience equal to 15 * character level. Recovering a friendly mine after leaving a map and returning to it grants experience equal to 10 * character level.
 
{| {{prettytable|style=background:#ffff99|text center=1}}
!width=10% rowspan=2| XP * level
!colspan=5| User level
|-
!width=18%| Minor
!width=18%| Average
!width=18%| Strong
!width=18%| Deadly
!width=18%| Devastating
|-
! 15
| {{yes|1-5}} || {{yes2|1-10}} || 1-15 || {{no2|1-20}} || {{no|1-25}}
|-
! 10
| {{yes|> 5}} || {{yes2|> 10}} || > 15 || {{no2|> 20}} || {{no|> 25}}
|}
 
[[../Mines#Frag mines|Frag]], [[../Mines#Plasma mines|Plasma]] and {{s|Mines|Sonic mines}} can also be used to blast locks instead of bashing or {{s|Skills|Security}}: unlike bashing this doesn't result in broken items (although it seems broken items are only ''added'' to inventory rather than ''replacing'' items in it), but unlike Security it doesn't grant any experience. However, according to {{s|Gameplay|Feedback}} attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC:
 
{| {{prettytable|style=background:#ffff99|text center=1}}
!width=10%| Mine
!width=18%| Minor
!width=18%| Average
!width=18%| Strong
!width=18%| Deadly
!width=18%| Devastating
|-
! Strength
| {{yes|0}} || {{yes2|3}} || 9 || {{no2|9}} || {{no|12}}
|-
! Rank
| {{yes|(DC * 2) – 40}} || {{yes2|(DC * 2) – 46}} || (DC * 2) – 58 || {{no2|(DC * 2) – 58}} || {{no|(DC * 2) – 64}}
|}
 
Strong and Deadly mines have the same strength. Lock DC decreases by 5 on Easy and increases by 5 on Difficult, so minimum rank for success decreases or increases by 10.
 
The only Devastating mines that can be disabled or recovered are actually Deadly mines in all but name so, unless you want to recover your own Devastating mines after leaving then returning to an area, your party only needs to be able to disable or recover Deadly mines. Your main character only solos some areas containing Average mines, which can also be triggered using a {{s|Force powers|Stun Droid}} power.
 
==Stealth==
{| {{prettytable}}
| [[File:KotORII Skill Stealth.png|left]]
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Dexterity}}
{{-}}
; Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an {{s|Skills|Awareness}} check versus the character's Stealth skill or be unable to detect them, even if the character is in a direct line of sight. A character in Stealth Mode can set, disable and recover mines. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill. This skill cannot be used untrained.
|}


Stealth is a [[../Classes|class]] skill for the following:
Mines can also be set to open locks instead of bashing or [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Security|Security]]. Unlike bashing this does not result in broken items, but unlike Security this does not grant any experience.


{{col|4|begin}}
==[[File:KotORII Skill Stealth.png]] Stealth==
* {{s|Classes|Jedi Sentinel}}
;Related Attribute<nowiki>:</nowiki>
{{col|4}}
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]
* {{s|Classes|Scoundrel}}
{{col|4}}
* {{s|Prestige classes|Jedi Watchman}}
{{col|4}}
* {{s|Prestige classes|Sith Assassin}}
{{col|4|end}}


The {{s|Force powers|Force Camouflage}} power granted to a Jedi Watchman or Sith Assassin enables the use of Stealth without a {{s|Belts|Stealth Field Generator}}.  
;Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]] check versus the character's Stealth skill or be unable to detect them, even if the character is in a direct line of sight. A character in Stealth Mode can set, disable and recover mines. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill. This skill cannot be used untrained.


To use Stealth while in a party, Solo Mode must be turned on as well. Movement speed in Stealth Mode is normally even slower than walking, and cannot be increased with any {{s|Useable|Adrenal Alacrity}} or {{s|Useable|Hyper-adrenal Alacrity}} stimulant, or any {{s|Force powers|Burst of Speed}} power. However, movement speed is unaffected by Stealth Mode once the {{s|Feats|Stealth Run}} feat is selected.
==[[File:KotORII Skill Awareness.png]] Awareness==
;Related Attribute<nowiki>:</nowiki>
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]


An Awareness check is made on first entering enemy awareness range, and every 20 seconds thereafter unless Stealth skill rank decreases (due to removing equipment with Stealth or Dexterity bonuses, a buff expiring or a debuff taking effect): however, if undetected then the next check is still 20 seconds after the previous one. The details of these checks are only recorded in {{s|Gameplay|Feedback}} when the party leader is successfully detected, which requires Awareness Breakdown > Stealth Breakdown:
;Awareness governs the ability of a character to spot objects or enemies hidden by [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]]. If a successful check of this skill is made against the Stealth skill of an enemy or the [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|DC]] of a [[Star Wars Knights of the Old Republic II: The Sith Lords/Mines|mine]], the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.


{{col|2|begin}}
According to [[Star Wars Knights of the Old Republic II: The Sith Lords/Getting Started#Messages|Feedback]], Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=64%| Awareness Breakdown
!width=36%| Value
|- {{yes}}
| roll || 1-20 (1d20)
|- {{yes}}
| awareness skill rank || #
|- {{yes}}
| standing still modifier || 5
|- {{no}}
| distance modifier || -(1-4)
|- {{no}}
| run modifier || -5
|- {{no}}
| rear arc modifier || -10
|- {{no}}
| combat modifier || -10
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=64%| Stealth Breakdown
!width=36%| Value
|- {{yes}}
| roll || 11-20 (1d10 + 10)
|- {{yes}}
| stealth skill rank || #
|- {{yes}}
| standing still modifier || 5
|}
{{col|2|end}}
When multiple enemies are in range, each makes a separate Awareness roll against a single Stealth roll.
Standing still modifier 5 is added to both Breakdowns even while moving (even with Stealth Run), but if an enemy is running then it's replaced with run modifier -5 in the Awareness Breakdown.
Enemies are less likely to detect you the greater the distance between you, if you are behind them in their rear arc, or they are engaged in combat. However, to ''guarantee'' you remain undetected normally requires Stealth skill rank ≥ Awareness skill rank + 9. Otherwise, the maximum chance of being detected is normally as follows:
{| {{prettytable|text center=1}}
!width=20%| Stealth = Awareness
!width=8%| - 20
!width=8%| - 19
!width=8%| - 18
!width=8%| - 17
!width=8%| - 16
!width=8%| - 15
!width=8%| - 14
!width=8%| - 13
!width=8%| - 12
!width=8%| - 11
|-
! Detection chance
| 100% || 99.5% || 98.5% || 97% || 95% || 92.5% || 89.5% || 86% || 82% || 77.5%
|}
{| {{prettytable|text center=1}}
!width=20%| Stealth = Awareness
!width=8%| - 10
!width=8%| - 9
!width=8%| - 8
!width=8%| - 7
!width=8%| - 6
!width=8%| - 5
!width=8%| - 4
!width=8%| - 3
!width=8%| - 2
!width=8%| - 1
|-
! Detection chance
| 72.5% || 67.5% || 62.5% || 57.5% || 52.5% || 47.5% || 42.5% || 37.5% || 32.5% || 27.5%
|}
{| {{prettytable|text center=1}}
!width=20%| Stealth = Awareness
!width=8%| + 0
!width=8%| + 1
!width=8%| + 2
!width=8%| + 3
!width=8%| + 4
!width=8%| + 5
!width=8%| + 6
!width=8%| + 7
!width=8%| + 8
!width=8%| + 9
|-
! Detection chance
| 22.5% || 18% || 14% || 10.5% || 7.5% || 5% || 3% || 1.5% || 0.5% || 0%
|}
For example, if Stealth = Awareness then the chance of detection when face-to-face is 22.5% (45/200), but with distance modifier -4 (effectively Stealth = Awareness + 4) it's only 7.5% (15/200). The table below should help illustrate how the probabilities above were derived:
{| {{prettytable|style=background:#ffff99|text center=1}}
!rowspan=2 width=10%| Stealth roll
!colspan=20| Awareness roll
|-
!width=4.5%| 1
!width=4.5%| 2
!width=4.5%| 3
!width=4.5%| 4
!width=4.5%| 5
!width=4.5%| 6
!width=4.5%| 7
!width=4.5%| 8
!width=4.5%| 9
!width=4.5%| 10
!width=4.5%| 11
!width=4.5%| 12
!width=4.5%| 13
!width=4.5%| 14
!width=4.5%| 15
!width=4.5%| 16
!width=4.5%| 17
!width=4.5%| 18
!width=4.5%| 19
!width=4.5%| 20
|-
! 11
| {{yes|}}
|colspan=10|
|colspan=9 {{no|}}
|-
! 12
|colspan=2 {{yes|}}
|colspan=10|
|colspan=8 {{no|Detected if Stealth <nowiki>=</nowiki> Awareness}}
|-
! 13
|colspan=3 {{yes|}}
|colspan=10|
|colspan=7 {{no|}}
|-
! 14
|colspan=4 {{yes|}}
|colspan=10|
|colspan=6 {{no|}}
|-
! 15
|colspan=5 {{yes|}}
|colspan=10| Not detected if Stealth = Awareness
|colspan=5 {{no|}}
|-
! 16
|colspan=6 {{yes|}}
|colspan=10|
|colspan=4 {{no|}}
|-
! 17
|colspan=7 {{yes|}}
|colspan=10|
|colspan=3 {{no|}}
|-
! 18
|colspan=8 {{yes|Not detected if Stealth <nowiki>=</nowiki> Awareness - 10}}
|colspan=10|
|colspan=2 {{no|}}
|-
|-
! 19
!width=25% rowspan=2|Mine
|colspan=9 {{yes|}}
!colspan=3|Detect
|colspan=10|
| {{no|}}
|-
|-
! 20
!width=25%|Easy
|colspan=10 {{yes|}}
!width=25%|Normal
|colspan=10|
!width=25%|Difficult
|}
 
However, sometimes detection can still succeed when Awareness Breakdown is '''less than''' Stealth Breakdown, even though the values in each Breakdown all sum as expected. It can happen sometimes when a distance modifier is added, although its magnitude doesn't correspond to the discrepancy. The reason for this is unknown.
 
Although Stealth Mode doesn't prevent computer use or droid repair, doing so cancels it in the same way as entering dialog.
 
==Awareness==
{| {{prettytable}}
| [[File:KotORII Skill Awareness.png|left]]
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Wisdom}}
{{-}}
; Awareness governs the ability of a character to spot objects or enemies hidden by {{s|Skills|Stealth}}. If a successful check of this skill is made against the Stealth skill of an enemy or the [[../Difficulty Classes|DC]] of a [[../Mines|mine]], the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.
|}
 
Awareness is a [[../Classes|class]] skill for all classes.
 
According to {{s|Gameplay|Feedback}}, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.
 
{| {{prettytable|notwide=1|style=background:#ffff99|text center=1}} width=40%
!width=25%| Mine
!width=25%| Easy
!width=25%| Normal
!width=25%| Difficult
|-
|-
! Minor
!Minor
| {{yes| 5 (-15)}} || 10 (-10) || {{no|15 (-5)}}
| 5 || 10 || 15
|-
|-
! Average
!Average
| {{yes|10 (-10)}} || 15 (-5) || {{no|20 (0)}}
| 10 || 15 || 20
|-
|-
! Strong
!Strong
| {{yes|15 (-5)}} || 20 (0) || {{no|25 (5)}}
| 15 || 20 || 25
|-
|-
! Deadly
!Deadly
| {{yes|20 (0)}} || 25 (5) || {{no|30 (10)}}
| 20 || 25 || 30
|-
|-
! Devastating
!Devastating
| {{yes|25 (5)}} || 30 (10) || {{no|35 (15)}}
| 25 || 30 || 35
|}
 
Successfully detecting hostile mines requires that the sum of Awareness skill rank and a d20 roll is equal to or greater than the DC. When not in [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.
 
Although running imparts a -5 penalty (maximum roll 15), this isn't an issue if you stop briefly every 30 meters or so: for example, pause upon turning a corner, reaching a junction or entering a room (if opening a door hasn't already obliged you to do so).
 
The only Devastating mines that need to be detected are actually Deadly mines in all but name, so your party only needs to be able to detect those. Your main character only solos some areas containing Average mines.
 
Awareness is also used in dialogue checks to get additional information about the motives etc. of characters.
 
==Persuade==
{| {{prettytable}}
| [[File:KotORII Skill Persuade.png|left]]
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Charisma}}
{{-}}
; Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.
|}
|}


Persuade is a [[../Classes|class]] skill for the following:
Successfully detecting hostile mines requires that the sum of Awareness skill rank and a d20 roll is equal to or greater than the DC. When not in [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|combat]] 20 is always rolled, so minimum skill rank is DC - 20.
 
{{col|3|begin}}
* {{s|Classes|Jedi}}
{{col|3}}
* {{s|Classes|Scoundrel}}
{{col|3}}
* [[../Prestige classes/]]
{{col|3|end}}
 
Minimum rank 27 is required to pass every persuade check in the game.
 
==Repair==
{| {{prettytable}}
| [[File:KotORII Skill Repair.png|left]]
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
{{-}}
; Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.
|}
 
Repair is a [[../Classes|class]] skill for the following:
 
{{col|3|begin}}
* {{s|Classes|Jedi Consular}}
* {{s|Classes|Scout}}
{{col|3}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Droid}}s
{{col|3}}
* {{s|Prestige classes|Jedi Master}}
* {{s|Prestige classes|Sith Lord}}
{{col|3|end}}
 
Minimum rank 21 is needed for your main character to fully upgrade [[../T3-M4/]].
 
Minimum rank 20 is needed for your main character to receive 100% of an item's component value when it's broken down by any character using a [[../Upgrade items#Workbench|workbench]].


==Security==
==[[File:KotORII Skill Persuade.png]] Persuade==
{| {{prettytable}}
;Related Attribute<nowiki>:</nowiki>
| [[File:KotORII Skill Security.png|left]]
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
{{-}}
; Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.
|}


Security is a [[../Classes|class]] skill for the following:
;Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.


{{col|3|begin}}
==[[File:KotORII Skill Repair.png]] Repair==
* {{s|Classes|Jedi Sentinel}}
;Related Attribute<nowiki>:</nowiki>
* {{s|Classes|Scoundrel}}
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Intelligence|Intelligence]]
{{col|3}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Droid}}s
{{col|3}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Sith Assassin}}
{{col|3|end}}


According to {{s|Gameplay|Feedback}}, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successfully opening a lock requires that the sum of Security skill rank and a d20 roll is equal to or greater than the DC. When not in [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.
;Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.


Successful use of Security to open a lock normally grants [[../Experience|experience]] equal to 5 * user level. However, more difficult locks have DCs based on main character level, and successfully opening these grants experience equal to 10 * user level:
==[[File:KotORII Skill Security.png]] Security==
;Related Attribute<nowiki>:</nowiki>
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]


{| {{prettytable|text center=1}}
;Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.
!width=25%| Combat Difficulty
!width=25%| Easy
!width=25%| Normal
!width=25%| Difficult
|-
! Difficulty Class
| {{yes|23 (3) + main level}} ||bgcolor=ffff99| 28 (8) + main level || {{no|33 (13) + main level}}
|}
 
==Treat Injury==
{| {{prettytable}}
| [[File:KotORII Skill Treat Injury.png|left]]
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Wisdom}}
{{-}}
; Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.
|}


Treat Injury is a [[../Classes|class]] skill for the following:
According to [[Star Wars Knights of the Old Republic II: The Sith Lords/Getting Started#Messages|Feedback]], Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult.  Successful use of Security to open a lock grants [[Star Wars Knights of the Old Republic II: The Sith Lords/Experience|experience]] equal to 5 * character level.


{{col|3|begin}}
==[[File:KotORII Skill Treat Injury.png]] Treat Injury==
* {{s|Classes|Jedi}}
;Related Attribute<nowiki>:</nowiki>
* {{s|Classes|Soldier}}
;[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]
{{col|3}}
* {{s|Classes|Scout}}
* {{s|Prestige classes|Jedi}} [[../Prestige classes/]]
{{col|3}}
* {{s|Prestige classes|Sith Marauder}}
* {{s|Prestige classes|Sith Lord}}
{{col|3|end}}


Minimum rank 20 is needed for any character to receive 100% of an item's chemical value when it's broken down by that character using a [[../Upgrade items#Lab Station|lab station]].
;Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.


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Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ   B b   C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç   D d Ď ď Đ đ Ḍ ḍ Ð ð   E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə   F f   G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ   H h Ĥ ĥ Ħ ħ Ḥ ḥ   I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị   J j Ĵ ĵ   K k Ķ ķ   L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ   M m Ṃ ṃ   N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ   O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ   Ɔ ɔ   P p   Q q   R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ   S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß   T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ   U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ   V v   W w Ŵ ŵ   X x   Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ   Z z Ź ź Ż ż Ž ž   ß Ð ð Þ þ Ŋ ŋ Ə ə   {{Unicode|}}
Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

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