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< Star Wars Knights of the Old Republic II: The Sith Lords
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All mines have Area of Effect: 3.3m radius, and can be created using a Lab Station with sufficient Demolitions rank and Chemicals:

Mine Flash Frag Sonic Plasma Gas
Rank Cost Rank Cost Rank Cost Rank Cost Rank Cost
Minor 2 50 3 50 4 50 5 50 6 50
Average 8 125 9 125 10 100 11 125 12 125
Strong 14 175 15 175 16 150 17 175 18 175
Deadly 20 200 21 200 22 200 23 200 24 200
Devastating 26 300 27 300 28 300 29 300 30 300

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

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

Flash mines

Minor Flash Mine

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

Average Flash Mine

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

Strong Flash Mine

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

Blinding Flash Mine

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

Devastating Flash Mine

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

Frag mines

Minor Frag Mine

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

Average Frag Mine

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

Strong Frag Mine

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

Deadly Frag Mine

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

Devastating Frag Mine

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

Sonic mines

Minor Sonic Mine

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

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

Average Sonic Mine

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

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

Strong Sonic Mine

  • Skill Required to Create: Demolitions (16)
  • Damage: 54
  • Secondary: DEX -4 for 30 sec
  • Save: DC25 for half damage and to negate DEX loss

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

Deadly Sonic Mine

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

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

Devastating Sonic Mine

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

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

Plasma mines

Minor Plasma Mine

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

Average Plasma Mine

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

Strong Plasma Mine

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

Deadly Plasma Mine

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

Devastating Plasma Mine

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

Gas mines

Minor Gas Mine

  • Skill Required to Create: Demolitions (6)
  • Damage: Special
  • Secondary: Poison, 3 pts every 3 sec
  • Duration: 30sec
  • Save: DC15 for no effect

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

Average Gas Mine

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

Strong Gas Mine

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

Deadly Gas Mine

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

Devastating Gas Mine

  • Skill Required to Create: Demolitions (30)
  • Damage: Special
  • Secondary: Poison, 5 pts every 3 secs
  • Duration: 30 sec
  • Save: DC30 for no effect

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