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All characters have a base attack bonus equal to their character or class level(s). Although enemies normally only have class level 1 and thus base 1, they receive a [[../Autobalance|bonus]] to this based on your main character level: | All characters have a base attack bonus equal to their character or class level(s). Although enemies normally only have class level 1 and thus base 1, they receive a [[../Autobalance|bonus]] to this based on your main character level: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! {{s|Autobalance|Set 1}} and {{s|Autobalance|Set 2}} | !width=25%| {{s|Autobalance|Set 1}} and {{s|Autobalance|Set 2}} | ||
! {{s|Autobalance|Set 3}} | !width=25%| {{s|Autobalance|Set 3}} | ||
! {{s|Autobalance|Set 4}} | !width=25%| {{s|Autobalance|Set 4}} | ||
! {{s|Autobalance|Set 5}} | !width=25%| {{s|Autobalance|Set 5}} | ||
|- {{yes}} | |- {{yes}} | ||
| roundup(main level * 0.9) - 1 | | roundup(main level * 0.9) - 1 | ||
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Using two weapons or a double-bladed weapon normally incurs an attack penalty, which depends on whether or not the attacker has any {{s|Feats|Two-Weapon Fighting}} feat and a balanced weapon (which adds Small Offhand Bonus 2 to the attack(s) of the main hand): | Using two weapons or a double-bladed weapon normally incurs an attack penalty, which depends on whether or not the attacker has any {{s|Feats|Two-Weapon Fighting}} feat and a balanced weapon (which adds Small Offhand Bonus 2 to the attack(s) of the main hand): | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2| [[../Feats|Feat]] | !width=20% rowspan=2| [[../Feats|Feat]] | ||
!colspan=2| Unbalanced | !colspan=2| Unbalanced | ||
!colspan=2| Balanced | !colspan=2| Balanced | ||
|- | |- | ||
! Main hand ! | !width=20%| Main hand | ||
! Main hand ! | !width=20%| Off hand | ||
!width=20%| Main hand | |||
!width=20%| Off hand | |||
|- {{no}} | |- {{no}} | ||
! None | ! None | ||
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Once Two-Weapon Fighting has been mastered, the {{s|Prestige classes|Jedi Weapon Master}} and {{s|Prestige classes|Sith Marauder}} Prestige classes can then select {{s|Feats|Superior Two-Weapon Fighting}} to reduce this attack penalty even further: | Once Two-Weapon Fighting has been mastered, the {{s|Prestige classes|Jedi Weapon Master}} and {{s|Prestige classes|Sith Marauder}} Prestige classes can then select {{s|Feats|Superior Two-Weapon Fighting}} to reduce this attack penalty even further: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2| Two-Weapon Fighting | !width=20% rowspan=2| Two-Weapon Fighting | ||
!colspan=2| Unbalanced | !colspan=2| Unbalanced | ||
!colspan=2| Balanced | !colspan=2| Balanced | ||
|- | |- | ||
! Main hand ! | !width=20%| Main hand | ||
! Main hand ! | !width=20%| Off hand | ||
!width=20%| Main hand | |||
!width=20%| Off hand | |||
|- | |- | ||
! Superior I | ! Superior I | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| Feat | !width=40%| Feat | ||
!width=20%| Base | !width=20%| Base | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| Feat | !width=40%| Feat | ||
!width=20%| Base | !width=20%| Base | ||
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All [[../Prestige classes/]] are granted Weapon Focus: Lightsaber and can select {{s|Feats|Weapon Specialization}}: Lightsaber, but only a {{s|Prestige classes|Jedi Weapon Master}} or {{s|Prestige classes|Sith Marauder}} can then select {{s|Feats|Superior Weapon Focus}}: Lightsaber. | All [[../Prestige classes/]] are granted Weapon Focus: Lightsaber and can select {{s|Feats|Weapon Specialization}}: Lightsaber, but only a {{s|Prestige classes|Jedi Weapon Master}} or {{s|Prestige classes|Sith Marauder}} can then select {{s|Feats|Superior Weapon Focus}}: Lightsaber. | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| Superior Weapon Focus | !width=40%| Superior Weapon Focus | ||
!width=20%| Lightsaber I | !width=20%| Lightsaber I | ||
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Bonuses can be added to the attack roll for close proximity ranged attacks, and melee attacks on ranged attackers, depending on whether or not the attacker, or defender, has any {{s|Feats|Close Combat}} feat: | Bonuses can be added to the attack roll for close proximity ranged attacks, and melee attacks on ranged attackers, depending on whether or not the attacker, or defender, has any {{s|Feats|Close Combat}} feat: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| Feat | !width=40%| Feat | ||
!width=20%| None | !width=20%| None | ||
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Scouts are also granted {{s|Feats|Targeting}} feats, which add an attack bonus when using [[../Blaster pistols|blaster pistols]] and [[../Blaster rifles|rifles]]: | Scouts are also granted {{s|Feats|Targeting}} feats, which add an attack bonus when using [[../Blaster pistols|blaster pistols]] and [[../Blaster rifles|rifles]]: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Targeting | !width=20%| Targeting | ||
!width=10%| I | !width=10%| I | ||
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Some [[../Forms#Lightsaber forms|lightsaber forms]] add a bonus to the attack roll: | Some [[../Forms#Lightsaber forms|lightsaber forms]] add a bonus to the attack roll: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! {{s|Forms|Determination (Shii-Cho)}} | !width=25%| {{s|Forms|Determination (Shii-Cho)}} | ||
! {{s|Forms|Contention (Makashi)}} | !width=25%| {{s|Forms|Contention (Makashi)}} | ||
! {{s|Forms|Perseverance (Shien)}} | !width=25%| {{s|Forms|Perseverance (Shien)}} | ||
! {{s|Forms|Moderation (Niman)}} | !width=25%| {{s|Forms|Moderation (Niman)}} | ||
|- {{yes}} | |- {{yes}} | ||
| +1 || +3 (vs lightsaber) || +2 || +1 | | +1 || +3 (vs lightsaber) || +2 || +1 | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=50%| Force power | !rowspan=2 width=50%| Force power | ||
!colspan=3| Effect Bonus | !colspan=3| Effect Bonus | ||
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| {{yes|+4}} || {{yes|+4}} || {{no|-4}} | | {{yes|+4}} || {{yes|+4}} || {{no|-4}} | ||
|- | |- | ||
! {{s|Force powers|Inspire Followers}} {{ | ! {{s|Force powers|Inspire Followers}} {{KotOR/Restricted|Light}} | ||
| {{yes|+(1-5)}} || {{yes|+(1-5)}} || {{N/a|}} | | {{yes|+(1-5)}} || {{yes|+(1-5)}} || {{N/a|}} | ||
|- | |- | ||
! {{s|Force powers|Crush Opposition}} {{ | ! {{s|Force powers|Crush Opposition}} {{KotOR/Restricted|Dark}} | ||
| {{N/a|}} || {{N/a|}} || {{no|-(1-5)}} | | {{N/a|}} || {{N/a|}} || {{no|-(1-5)}} | ||
|- | |- | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=50%| Stimulant | !rowspan=2 width=50%| Stimulant | ||
!colspan=3| Effect Bonus | !colspan=3| Effect Bonus | ||
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Unarmed attacks have Critical Threat: 20-20,x2 but some weapons have a higher Critical Threat range, increasing the chance of a roll within that range: | Unarmed attacks have Critical Threat: 20-20,x2 but some weapons have a higher Critical Threat range, increasing the chance of a roll within that range: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=10%| Threat | !width=10%| Threat | ||
!colspan=2| 20-20 (5%) | !colspan=2| 20-20 (5%) | ||
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The Keen bonus can increase base Critical Threat range, as can the {{s|Feats|Critical Strike}} and {{s|Feats|Sniper Shot}} feats. According to the Combat log, any Keen bonus is additive with [[../Feats|feat]] bonuses, resulting in the following: | The Keen bonus can increase base Critical Threat range, as can the {{s|Feats|Critical Strike}} and {{s|Feats|Sniper Shot}} feats. According to the Combat log, any Keen bonus is additive with [[../Feats|feat]] bonuses, resulting in the following: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=25%| Feat | !rowspan=2 width=25%| Feat | ||
!colspan=3| Critical Threat | !colspan=3| Critical Threat | ||
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Body armor adds to defense, but it can also restrict how much of a character's [[../Attributes#Dexterity|dex]](terity) mod(ifier) is added as well: for example, an armor displaying Max Dexterity Bonus: +5 restricts defense added by dex mod to +5, even when it's greater than +5. | Body armor adds to defense, but it can also restrict how much of a character's [[../Attributes#Dexterity|dex]](terity) mod(ifier) is added as well: for example, an armor displaying Max Dexterity Bonus: +5 restricts defense added by dex mod to +5, even when it's greater than +5. | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Defense Bonus | ! Defense Bonus | ||
! [[../Robes#Summary|Jedi armor]] {{KotORII/Armor|Light|T|P}} | ! [[../Robes#Summary|Jedi armor]] {{KotORII/Armor|Light|T|P}} | ||
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{{col|4|begin}} | {{col|4|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=65%| Light armor | !width=65%| Light armor | ||
!width=35%| Bonus | !width=35%| Bonus | ||
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{{col|4}} | {{col|4}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=65%| Medium armor | !width=65%| Medium armor | ||
!width=35%| Bonus | !width=35%| Bonus | ||
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{{col|4}} | {{col|4}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=65%| Heavy armor | !width=65%| Heavy armor | ||
!width=35%| Bonus | !width=35%| Bonus | ||
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{{col|4}} | {{col|4}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=5| {{s|Upgrade items, armor|Flexible Underlay}} {{KotORII/Armor|Heavy|T|P}} Mark | !colspan=5| {{s|Upgrade items, armor|Flexible Underlay}} {{KotORII/Armor|Heavy|T|P}} Mark | ||
|- | |- | ||
! I ! | !width=20%| I | ||
!width=20%| II | |||
!width=20%|III | |||
!width=20%| IV | |||
!width=20%| V | |||
|- | |- | ||
|colspan=2| +1 ||colspan=2| +2 || +3 | |colspan=2| +1 ||colspan=2| +2 || +3 | ||
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All [[../Classes|classes]] except the {{s|Classes|Scout}} and {{s|Classes|Tech Specialist}} are granted a defense bonus which can increase on level up: | All [[../Classes|classes]] except the {{s|Classes|Scout}} and {{s|Classes|Tech Specialist}} are granted a defense bonus which can increase on level up: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=33.3%| Classes | !width=33.3%| Classes | ||
!width=33.3%| [[../Feats|Feat]] | !width=33.3%| [[../Feats|Feat]] | ||
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Classes are granted this bonus at the following levels: | Classes are granted this bonus at the following levels: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=33.3%| Class bonus | !width=33.3%| Class bonus | ||
!width=7.4%| 2 | !width=7.4%| 2 | ||
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Although enemies normally only have class level 1, a defense [[../Autobalance|bonus]] is added to any class bonus based on your main character level: | Although enemies normally only have class level 1, a defense [[../Autobalance|bonus]] is added to any class bonus based on your main character level: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! {{s|Autobalance|Set 1}} | !width=20%| {{s|Autobalance|Set 1}} | ||
! {{s|Autobalance|Set 2}} | !width=20%| {{s|Autobalance|Set 2}} | ||
! {{s|Autobalance|Set 3}} | !width=20%| {{s|Autobalance|Set 3}} | ||
! {{s|Autobalance|Set 4}} | !width=20%| {{s|Autobalance|Set 4}} | ||
! {{s|Autobalance|Set 5}} | !width=20%| {{s|Autobalance|Set 5}} | ||
|- | |- | ||
| rounddown(main * 0.6) | | rounddown(main * 0.6) | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| [[../Feats/]] | !width=40%| [[../Feats/]] | ||
!width=20%| Base | !width=20%| Base | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| [[../Force powers/]] | !width=40%| [[../Force powers/]] | ||
!width=20%| Base | !width=20%| Base | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Items | !colspan=2| Items | ||
! Value | ! Value | ||
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|- | |- | ||
! {{s|Arms|Armbands}} | ! {{s|Arms|Armbands}} | ||
| {{s|Arms|Ludo Kressh's Armband}} {{ | | {{s|Arms|Ludo Kressh's Armband}} {{KotOR/Restricted|Dark}} || {{yes|+1}} | ||
|- | |- | ||
!rowspan=2| [[../Belts/]] | !rowspan=2| [[../Belts/]] | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Upgrade items | !colspan=2| Upgrade items | ||
! Value | ! Value | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=50%| {{s|Forms|Lightsaber forms}} | !width=50%| {{s|Forms|Lightsaber forms}} | ||
!width=25%| Defense | !width=25%| Defense | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=50%| Lightsaber forms | !width=50%| Lightsaber forms | ||
!width=25%| Defense | !width=25%| Defense | ||
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Defense and Defense vs Current Target bonuses and penalties are cumulative: | Defense and Defense vs Current Target bonuses and penalties are cumulative: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Lightsaber Form | !width=25%| Lightsaber Form | ||
! Determination (Shii-Cho) | !width=25%| Determination (Shii-Cho) | ||
! Aggression (Ataru) | !width=25%| Aggression (Ataru) | ||
! Ferocity (Juyo) | !width=25%| Ferocity (Juyo) | ||
|- | |- | ||
! Defense vs Current Target | ! Defense vs Current Target | ||
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Defense bonuses vs a particular enemy [[../Combat#Damage|damage]] type or [[../Alignment|alignment]] are added to feats and effects without restriction: | Defense bonuses vs a particular enemy [[../Combat#Damage|damage]] type or [[../Alignment|alignment]] are added to feats and effects without restriction: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Item | !colspan=2| Item | ||
! Restriction | ! Restriction | ||
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Any {{s|Feats|Dueling}} bonus is listed separately as feat: | Any {{s|Feats|Dueling}} bonus is listed separately as feat: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Feat ! | !width=25%| Feat | ||
!width=25%| Base | |||
!width=25%| Improved | |||
!width=25%| Master | |||
|- {{yes}} | |- {{yes}} | ||
! Dueling | ! Dueling | ||
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Debilitated penalty results in -4 defense whenever a target is debilitated by any of the following: | Debilitated penalty results in -4 defense whenever a target is debilitated by any of the following: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| [[../Feats/]] | !width=20%| [[../Feats/]] | ||
!width=40%| [[../Force powers/]] | !width=40%| [[../Force powers/]] | ||
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A successful [[../Combat#Attack|attack]] can inflict damage, reducing {{s|Combat|Vitality}}. [[../Melee weapons/]] inflict physical damage of different types: | A successful [[../Combat#Attack|attack]] can inflict damage, reducing {{s|Combat|Vitality}}. [[../Melee weapons/]] inflict physical damage of different types: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Bludgeoning | !colspan=2| Bludgeoning | ||
!colspan=2| Piercing | !colspan=2| Piercing | ||
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|} | |} | ||
Creatures armed with claws also inflict slashing damage. However, the {{s|Gameplay|Combat}} log's Damage Breakdown | Creatures armed with claws also inflict slashing damage. However, the {{s|Gameplay|Combat}} log's Damage Breakdown labels ''any'' physical damage as slashing, even when it's bludgeoning or piercing. | ||
[[../Lightsabers/]] and most ranged weapons inflict energy damage: | [[../Lightsabers/]] and most ranged weapons inflict energy damage: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Lightsabers | !width=20%| Lightsabers | ||
!width=5%| Damage | !width=5%| Damage | ||
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However, some ranged weapons don't: | However, some ranged weapons don't: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Unstoppable | !colspan=2| Unstoppable | ||
!colspan=2| Sonic | !colspan=2| Sonic | ||
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How much damage is inflicted is normally determined by the roll of a virtual numbered die or dice, which can be expressed with the notation XdY, where X is the number of dice with Y sides rolled: | How much damage is inflicted is normally determined by the roll of a virtual numbered die or dice, which can be expressed with the notation XdY, where X is the number of dice with Y sides rolled: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Damage | !width=10%| Damage | ||
! 1-4 ! | !width=10%| 1-4 | ||
! 2-12 ! | !width=10%| 1-6 | ||
!width=10%| 1-8 | |||
!width=10%| 1-10 | |||
!width=10%| 1-12 | |||
!width=10%| 2-12 | |||
!width=10%| 2-16 | |||
!width=10%| 2-20 | |||
!width=10%| 2-24 | |||
|- | |- | ||
! Notation | ! Notation | ||
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{{col|3|begin}} | {{col|3|begin}} | ||
{| {{prettytable|notwide=1| | {| {{prettytable|notwide=1|text center=1}} | ||
! + ! | !width=14.3%| + | ||
!width=14.3%| 1 | |||
!width=14.3%| 2 | |||
!width=14.3%| 3 | |||
!width=14.3%| 4 | |||
!width=14.3%| 5 | |||
!width=14.3%| 6 | |||
|- | |- | ||
! 1 | ! 1 | ||
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Enemy base or weapon damage rolls then receive a [[../Autobalance|multiplier]] based on your main character level: | Enemy base or weapon damage rolls then receive a [[../Autobalance|multiplier]] based on your main character level: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=10%| Set | !rowspan=2 width=10%| Set | ||
!rowspan=2 width=45%| Damage multiplier | !rowspan=2 width=45%| Damage multiplier | ||
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Bonus damage is normally added by [[../Feats|feats]]: | Bonus damage is normally added by [[../Feats|feats]]: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=20%| Feat | !rowspan=2 width=20%| Feat | ||
!colspan=3| Attack type | !colspan=3| Attack type | ||
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It can also be added by a [[../Force powers|Force power]] and a [[../Forms#Lightsaber forms|lightsaber form]]: | It can also be added by a [[../Force powers|Force power]] and a [[../Forms#Lightsaber forms|lightsaber form]]: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=20%| Source | !rowspan=2 width=20%| Source | ||
!rowspan=2 width=20%|Description | !rowspan=2 width=20%|Description | ||
Line 1,061: | Line 1,085: | ||
{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=50%| Force power | !rowspan=2 width=50%| Force power | ||
!colspan=3| Misc. effect damage | !colspan=3| Misc. effect damage | ||
Line 1,078: | Line 1,102: | ||
| {{yes|+4}} || {{yes|+4}} || {{no|-4}} | | {{yes|+4}} || {{yes|+4}} || {{no|-4}} | ||
|- | |- | ||
! {{s|Force powers|Inspire Followers}} {{ | ! {{s|Force powers|Inspire Followers}} {{KotOR/Restricted|Light}} | ||
| {{yes|+(1-5)}} || {{yes|+(1-5)}} || {{N/a|}} | | {{yes|+(1-5)}} || {{yes|+(1-5)}} || {{N/a|}} | ||
|} | |} | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=50%| Stimulant | !rowspan=2 width=50%| Stimulant | ||
!colspan=3| Misc. effect damage | !colspan=3| Misc. effect damage | ||
Line 1,111: | Line 1,135: | ||
{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Source ! | !width=50%| Source | ||
!width=50%| Description | |||
|- | |- | ||
! [[../Blaster pistols/]] | ! [[../Blaster pistols/]] | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Source ! | !width=50%| Source | ||
!width=50%| Description | |||
|- | |- | ||
!rowspan=2| [[../Feats/]] | !rowspan=2| [[../Feats/]] | ||
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Any {{s|Combat|Massive Criticals}} bonuses are only added to bonus damage on a Critical Hit, and not multiplied by it. | Any {{s|Combat|Massive Criticals}} bonuses are only added to bonus damage on a Critical Hit, and not multiplied by it. | ||
Taking chance to hit (attack roll success), Critical Threat and critical conversion (threat roll success) into account, the chance of any hit becoming a Critical Hit is as follows: | Due to the need for '''two''' successful rolls (attack, then threat), {{s|Feats|Critical Strike}} and {{s|Feats|Sniper Shot}} feats are extremely dependent on chance to hit to maximize their damage. Taking chance to hit (attack roll success), Critical Threat and critical conversion (threat roll success) into account, the chance of any hit becoming a Critical Hit is as follows: | ||
{| {{prettytable|style=font-size:90% | {| {{prettytable|style=font-size:90%|text center=1}} | ||
!colspan=2| Roll success | !colspan=2| Roll success | ||
!colspan=13| Critical Threat | !colspan=13| Critical Threat | ||
|- | |- | ||
! Attack | !width=6.67%| Attack | ||
! Threat | !width=6.67%| Threat | ||
! 20 ! | !width=6.67%| 20 | ||
!width=6.67%| 19 | |||
!width=6.67%| 18 | |||
!width=6.67%| 17 | |||
!width=6.67%| 16 | |||
!width=6.67%| 15 | |||
!width=6.67%| 14 | |||
!width=6.67%| 13 | |||
!width=6.67%| 12 | |||
!width=6.67%| 11 | |||
!width=6.67%| 10 | |||
!width=6.67%| 9 | |||
!width=6.67%| 6 | |||
|- | |- | ||
! 95% !! 100% | ! 95% !! 100% | ||
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Average damage multiplier per attack = 0.95 + ((Critical Multiplier - 1) * Critical Threat) | Average damage multiplier per attack = 0.95 + ((Critical Multiplier - 1) * Critical Threat) | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=13.33%| Threat | !width=13.33%| Threat | ||
!width=6.67%| 20 | !width=6.67%| 20 | ||
Line 1,272: | Line 1,310: | ||
{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=25%| Ranged | !width=25%| Ranged | ||
!width=50%| Weapon | !width=50%| Weapon | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=25%| Melee | !width=25%| Melee | ||
!width=50%| Weapon | !width=50%| Weapon | ||
Line 1,317: | Line 1,355: | ||
{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=25%| Ranged | !width=25%| Ranged | ||
!width=50%| Upgrade item | !width=50%| Upgrade item | ||
Line 1,372: | Line 1,410: | ||
{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=25%| Melee | !width=25%| Melee | ||
!width=50%| Upgrade item | !width=50%| Upgrade item | ||
Line 1,425: | Line 1,463: | ||
{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=25%| Lightsaber | !width=25%| Lightsaber | ||
!width=50%| Upgrade item | !width=50%| Upgrade item | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=25%| Level | !width=25%| Level | ||
!width=50%| Power crystal | !width=50%| Power crystal | ||
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|- | |- | ||
! 1 | ! 1 | ||
|rowspan=9| Black {{s|Upgrade items, lightsaber|Name Crystal}} {{ | |rowspan=9| Black {{s|Upgrade items, lightsaber|Name Crystal}} {{KotOR/Restricted|Dark}} | ||
| +1-4 | | +1-4 | ||
|- | |- | ||
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{{col|4|begin}} | {{col|4|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Immunity ! | !width=50%| Immunity | ||
!width=50%| Maximum | |||
|- | |- | ||
! Bludgeoning | ! Bludgeoning | ||
Line 1,517: | Line 1,556: | ||
{{col|4}} | {{col|4}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Immunity ! | !width=50%| Immunity | ||
!width=50%| Maximum | |||
|- | |- | ||
! Electrical | ! Electrical | ||
Line 1,532: | Line 1,572: | ||
{{col|4}} | {{col|4}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Immunity ! | !width=50%| Immunity | ||
!width=50%| Maximum | |||
|- | |- | ||
! Cold | ! Cold | ||
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{{col|4}} | {{col|4}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Immunity ! | !width=50%| Immunity | ||
!width=50%| Maximum | |||
|- | |- | ||
! Light Side | ! Light Side | ||
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Bonuses versus the same damage type all sum as expected, although upgraded item descriptions may only display the highest bonus, or equal bonuses separately. | Bonuses versus the same damage type all sum as expected, although upgraded item descriptions may only display the highest bonus, or equal bonuses separately. | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=15%| Source | !width=15%| Source | ||
!width=35%| Description | !width=35%| Description | ||
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Damage Immunity vs Bludgeoning, Piercing and Slashing can become increasingly useful against unarmed attacks and [[../Melee weapons|melee weapons]] as you level up and enemy damage [[../Autobalance|multipliers]] increase. | Damage Immunity vs Bludgeoning, Piercing and Slashing can become increasingly useful against unarmed attacks and [[../Melee weapons|melee weapons]] as you level up and enemy damage [[../Autobalance|multipliers]] increase. | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=15%| Source | !width=15%| Source | ||
!width=35%| Description | !width=35%| Description | ||
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Damage Immunity vs Energy can become increasingly useful, as energy weapons (most [[../Blaster pistols|blaster pistols]] and [[../Blaster rifles|rifles]], and [[../Lightsabers|lightsabers]]) are extremely common and can become much more damaging as you level up and enemy damage multipliers increase. For example, [[../Robes#Armor|Jedi]] armor or light, medium or heavy armor upgraded with Energy Shielding Mark IV and an Armorweave Underlay Mark V grants Damage Immunity: 60% vs Energy in total, and this can be increased to maximum 90%, drastically increasing the total damage a {{s|Arms|Verpine Prototype Shield}} can effectively absorb: | Damage Immunity vs Energy can become increasingly useful, as energy weapons (most [[../Blaster pistols|blaster pistols]] and [[../Blaster rifles|rifles]], and [[../Lightsabers|lightsabers]]) are extremely common and can become much more damaging as you level up and enemy damage multipliers increase. For example, [[../Robes#Armor|Jedi]] armor or light, medium or heavy armor upgraded with Energy Shielding Mark IV and an Armorweave Underlay Mark V grants Damage Immunity: 60% vs Energy in total, and this can be increased to maximum 90%, drastically increasing the total damage a {{s|Arms|Verpine Prototype Shield}} can effectively absorb: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Immunity vs Energy | !width=20%| Immunity vs Energy | ||
!width=10%| Base (0%) | !width=10%| Base (0%) | ||
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Alternatively, Damage Immunity vs Energy can drastically increase the damage an enemy must inflict before the Damage Resistance of Master {{s|Force powers|Energy Resistance}} cannot resist it entirely: | Alternatively, Damage Immunity vs Energy can drastically increase the damage an enemy must inflict before the Damage Resistance of Master {{s|Force powers|Energy Resistance}} cannot resist it entirely: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Immunity vs Energy | !width=20%| Immunity vs Energy | ||
!width=10%| Base (0%) | !width=10%| Base (0%) | ||
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Damage Immunity vs Ion would be more useful for {{s|Classes|Droid}}s. | Damage Immunity vs Ion would be more useful for {{s|Classes|Droid}}s. | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=15%| Source | !width=15%| Source | ||
!width=35%| Description | !width=35%| Description | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=15%| Source | !width=15%| Source | ||
!width=45%| Description | !width=45%| Description | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=15%| Source | !width=15%| Source | ||
!width=45%| Description | !width=45%| Description | ||
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A shield can absorb any damage of the specified type(s) remaining after {{s|Combat|Damage Immunity}}. Organic characters can equip a [[../Arms#Shields|shield]] on each arm, although only one shield can be active at a time: using a shield replaces any already active. Each shield charge has a duration of 200 seconds, or until maximum damage has been taken. Any damage absorbed, and points remaining, are recorded in {{s|Gameplay|Feedback}}, not the {{s|Gameplay|Combat}} log. | A shield can absorb any damage of the specified type(s) remaining after {{s|Combat|Damage Immunity}}. Organic characters can equip a [[../Arms#Shields|shield]] on each arm, although only one shield can be active at a time: using a shield replaces any already active. Each shield charge has a duration of 200 seconds, or until maximum damage has been taken. Any damage absorbed, and points remaining, are recorded in {{s|Gameplay|Feedback}}, not the {{s|Gameplay|Combat}} log. | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=30% rowspan=2| Shield | !width=30% rowspan=2| Shield | ||
!colspan=6| Absorbs | !colspan=6| Absorbs | ||
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Shields effectively add {{s|Combat|Vitality}} versus the specified damage type(s). Organic characters can equip a Mandalorian shield to absorb physical damage instead: | Shields effectively add {{s|Combat|Vitality}} versus the specified damage type(s). Organic characters can equip a Mandalorian shield to absorb physical damage instead: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=30% rowspan=2| Shield | !width=30% rowspan=2| Shield | ||
!colspan=5| Absorbs | !colspan=5| Absorbs | ||
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{{s|Classes|Droid}}s can also equip a shield. All droid shields absorb energy and ion damage, but some also absorb electric damage while others absorb sonic, cold and heat (fire) damage: | {{s|Classes|Droid}}s can also equip a shield. All droid shields absorb energy and ion damage, but some also absorb electric damage while others absorb sonic, cold and heat (fire) damage: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20% rowspan=2| Droid | !width=20% rowspan=2| Droid | ||
!width=10% rowspan=2| {{s|Feats|Droid Upgrade}} | !width=10% rowspan=2| {{s|Feats|Droid Upgrade}} | ||
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!width=10%| Electric | !width=10%| Electric | ||
!width=10%| Ion | !width=10%| Ion | ||
|- | |- | ||
! [[../Shields#Droid Deflector Mark I|Deflector Mark I]] | ! [[../Shields#Droid Deflector Mark I|Deflector Mark I]] | ||
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| {{yes}} | | {{yes}} | ||
|} | |} | ||
===Toughness=== | ===Toughness=== | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| {{s|Feats|Inner Strength}} | !width=40%| {{s|Feats|Inner Strength}} | ||
!width=20%| I | !width=20%| I | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| {{s|Feats|Ignore Pain}} | !width=40%| {{s|Feats|Ignore Pain}} | ||
!width=20%| I | !width=20%| I | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=50%| {{s|Feats|Toughness}} | !width=50%| {{s|Feats|Toughness}} | ||
!width=25%| < 20 Damage | !width=25%| < 20 Damage | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! [[../Feats#Wookiee Toughness|Wookiee]] | !width=25%| [[../Feats#Wookiee Toughness|Wookiee]] | ||
! Toughness I ! | !width=25%| Toughness I | ||
!width=25%| Toughness II | |||
!width=25%| Toughness III | |||
|- | |- | ||
! Damage | ! Damage | ||
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For example, Improved Toughness would have the following effect: | For example, Improved Toughness would have the following effect: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!rowspan=2 width=37.5%| Source | !rowspan=2 width=37.5%| Source | ||
!colspan=3| Damage | !colspan=3| Damage | ||
Line 2,069: | Line 2,101: | ||
|rowspan=2 {{no2|6}} ||rowspan=2 {{no2|6}} | |rowspan=2 {{no2|6}} ||rowspan=2 {{no2|6}} | ||
|- | |- | ||
! {{s|Upgrade items, lightsaber|Crystal, Qixoni}} {{ | ! {{s|Upgrade items, lightsaber|Crystal, Qixoni}} {{KotOR/Restricted|Dark}} | ||
| 5 || 5 | | 5 || 5 | ||
|- | |- | ||
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| {{no2|0}} || {{no2|6}} | | {{no2|0}} || {{no2|6}} | ||
|- | |- | ||
! {{s|Classes|Jedi Guardian}} dark [[../Alignment#Mastery|mastery]] {{ | ! {{s|Classes|Jedi Guardian}} dark [[../Alignment#Mastery|mastery]] {{KotOR/Restricted|Dark}} | ||
| Slashing | | Slashing | ||
| 1 || 8 | | 1 || 8 | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Resistance | !width=20%| Resistance | ||
!width=60%| Source | !width=60%| Source | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Resistance | !width=20%| Resistance | ||
!width=60%| Source | !width=60%| Source | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=60%| Description | !width=60%| Description | ||
Line 2,187: | Line 2,219: | ||
{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=60%| Description | !width=60%| Description | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=50%| Description | !width=50%| Description | ||
Line 2,255: | Line 2,287: | ||
{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=50%| Description | !width=50%| Description | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=50%| Description | !width=50%| Description | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=50%| Description | !width=50%| Description | ||
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{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=60%| Description | !width=60%| Description | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=20%| Source | !width=20%| Source | ||
!width=60%| Description | !width=60%| Description | ||
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Adjusting Combat Difficulty in Gameplay {{s|Gameplay|Options}} at any time has the following effect on damage from enemy attacks: | Adjusting Combat Difficulty in Gameplay {{s|Gameplay|Options}} at any time has the following effect on damage from enemy attacks: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} width=100% | ||
!width=15% rowspan=2| Difficulty | !width=15% rowspan=2| Difficulty | ||
!width=15% rowspan=2| Enemy Damage | !width=15% rowspan=2| Enemy Damage | ||
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Your main character and party are granted the following Vitality per class level: | Your main character and party are granted the following Vitality per class level: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! Vitality per class level | !width=20%| Vitality per class level | ||
! 6 ! | !width=20%| 6 | ||
!width=20%| 8 | |||
!width=20%| 10 | |||
!width=20%| 12 | |||
|- | |- | ||
! [[../Classes/]] | ! [[../Classes/]] | ||
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However, enemies normally have their own base Vitality value, with a [[../Autobalance|multiplier]] based on your main character level: | However, enemies normally have their own base Vitality value, with a [[../Autobalance|multiplier]] based on your main character level: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
! {{s|Autobalance|Set 1}}, {{s|Autobalance|Set 2}} and {{s|Autobalance|Set 3}} | !width=33.3%| {{s|Autobalance|Set 1}}, {{s|Autobalance|Set 2}} and {{s|Autobalance|Set 3}} | ||
! {{s|Autobalance|Set 4}} | !width=33.3%| {{s|Autobalance|Set 4}} | ||
! {{s|Autobalance|Set 5}} | !width=33.3%| {{s|Autobalance|Set 5}} | ||
|- | |- | ||
| max(rounddown((main lvl + 1) * 0.65) - 1; 1) | | max(rounddown((main lvl + 1) * 0.65) - 1; 1) | ||
Line 2,492: | Line 2,527: | ||
{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| Feat or Force power | !width=40%| Feat or Force power | ||
!width=20%| Base | !width=20%| Base | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=40%| Feats | !width=40%| Feats | ||
!width=20%| I | !width=20%| I | ||
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Vitality bonuses are also granted by the following: | Vitality bonuses are also granted by the following: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Feat | !colspan=2| Feat | ||
!colspan=6| Stimulants | !colspan=6| Stimulants | ||
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Your main character and party can regenerate lost {{s|Combat|Vitality}} once every 6 seconds, depending on {{s|Attributes|Constitution}} modifier (CON): 0.3 * CON is regenerated in combat, +1 out of combat. For example: | Your main character and party can regenerate lost {{s|Combat|Vitality}} once every 6 seconds, depending on {{s|Attributes|Constitution}} modifier (CON): 0.3 * CON is regenerated in combat, +1 out of combat. For example: | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!width=30%| Constitution | !width=30%| Constitution | ||
!width=10%| 8 | !width=10%| 8 | ||
Line 2,567: | Line 2,602: | ||
{{col|2|begin}} | {{col|2|begin}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Source | !colspan=2| Source | ||
! Bonus | ! Bonus | ||
Line 2,586: | Line 2,621: | ||
|- | |- | ||
! [[../Robes#Armor|Jedi armor]] | ! [[../Robes#Armor|Jedi armor]] | ||
| {{s|Robes|Darth Malak's Armor}} {{KotORII/Armor|Light|T|P}} {{ | | {{s|Robes|Darth Malak's Armor}} {{KotORII/Armor|Light|T|P}} {{KotOR/Restricted|Dark}} | ||
| 2 | | 2 | ||
|- | |- | ||
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{{col|2}} | {{col|2}} | ||
{| {{prettytable| | {| {{prettytable|text center=1}} | ||
!colspan=2| Upgrade items | !colspan=2| Upgrade items | ||
! Bonus | ! Bonus | ||
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When any character kills with a ranged or melee attack (or a droid [[../Special weapons|special weapon]]), then that character can perform an extra action in that combat round: if the action queue is empty or cleared then this is an automatic Attack if a target is in range (which may include taking a step or two in melee range), otherwise it's the next action queued against another target in range, whether that's a combat [[../Feats|feat]], [[../Force powers|Force power]] (including buffs targeting you or your party), [[../Grenades|grenade]] or item use. If no action is queued against a target in range, and no target is in range, then there's no extra action. | When any character kills with a ranged or melee attack (or a droid [[../Special weapons|special weapon]]), then that character can perform an extra action in that combat round: if the action queue is empty or cleared then this is an automatic Attack if a target is in range (which may include taking a step or two in melee range), otherwise it's the next action queued against another target in range, whether that's a combat [[../Feats|feat]], [[../Force powers|Force power]] (including buffs targeting you or your party), [[../Grenades|grenade]] or item use. If no action is queued against a target in range, and no target is in range, then there's no extra action. | ||
If you attack and kill from {{s|Skills|Stealth}} then the extra action doesn't count as a {{s|Feats|Sneak Attack}}. If the extra action kills the next target as well then this doesn't trigger another extra action, so two is the maximum that can be killed by a character's attacks (or a droid special weapon) in a single combat round. | If you attack and kill from {{s|Skills|Stealth}} then the extra action doesn't count as a {{s|Feats|Sneak Attack}}. If the extra action kills the next target as well then this doesn't trigger another extra action, so two is the maximum that can be killed by a character's attacks (or a droid special weapon) in a single combat round. | ||
{{Footer Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords|prevpage=Party|nextpage=Difficulty Classes}} | {{Footer Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords|prevpage=Party|nextpage=Difficulty Classes}} |