Editing Star Wars Knights of the Old Republic II: The Sith Lords/Skills
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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}} | {{floatingtoc|left}} | ||
{| {{prettytable|notwide=1}} | {| {{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. | ! 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. | ||
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{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width=11 | !width=11%| Jedi Guardian | ||
!width=11 | !width=11%| Jedi Sentinel | ||
!width=11 | !width=11%| Jedi Consular | ||
!width=11 | !width=11%| Soldier | ||
!width= | !width=12%| Scout | ||
!width=11 | !width=11%| Scoundrel | ||
!width=11 | !width=11%| Tech Specialist | ||
!width=11 | !width=11%| Combat Droid | ||
!width=11 | !width=11%| Expert Droid | ||
|- | |- class=table-yes | ||
| Treat Injury || Stealth || Persuade | | Treat Injury || Stealth || Persuade | ||
| Treat Injury || Computer || Stealth | | Treat Injury || Computer || Stealth | ||
| Repair || Repair || Repair | | Repair || Repair || Repair | ||
|- | |- class=table-yes | ||
| Demolitions || Computer || Treat Injury | | Demolitions || Computer || Treat Injury | ||
| Awareness || Demolitions || Demolitions | | Awareness || Demolitions || Demolitions | ||
| {{no|Treat Injury}} || Awareness || Computer | | {{no|Treat Injury}} || Awareness || Computer | ||
|- | |- class=table-yes | ||
| Awareness || Persuade || Repair | | Awareness || Persuade || Repair | ||
| Demolitions || Repair || Security | | Demolitions || Repair || Security | ||
| Awareness || Computer || Security | | Awareness || Computer || Security | ||
|- | |- class=table-yes | ||
| Persuade || Awareness || Awareness | | Persuade || Awareness || Awareness | ||
| {{no|Repair}} || Awareness || Awareness | | {{no|Repair}} || Awareness || Awareness | ||
| Computer || Security || {{no|Demolitions}} | | Computer || Security || {{no|Demolitions}} | ||
|- | |- class=table-yes | ||
| {{no|Stealth}} || Security || {{no|Computer}} | | {{no|Stealth}} || Security || {{no|Computer}} | ||
| {{no|Security}} || Treat Injury || {{no|Treat Injury}} | | {{no|Security}} || Treat Injury || {{no|Treat Injury}} | ||
| Demolitions || Demolitions || Awareness | | Demolitions || Demolitions || Awareness | ||
|- | |- class=table-no | ||
| Repair || {{yes|Treat Injury}} || Stealth | | Repair || {{yes|Treat Injury}} || Stealth | ||
| Computer || Security || Repair | | Computer || Security || Repair | ||
| Stealth ||rowspan=3 {{N/a|}} ||rowspan=3 {{N/a|}} | | Stealth ||rowspan=3 {{N/a|}} ||rowspan=3 {{N/a|}} | ||
|- | |- class=table-no | ||
| Security || Demolitions || Security | | Security || Demolitions || Security | ||
| Stealth || Stealth || Computer | | Stealth || Stealth || Computer | ||
| {{yes|Security}} | | {{yes|Security}} | ||
|- | |- class=table-no | ||
| Computer || Repair || Demolitions | | Computer || Repair || Demolitions | ||
| {{N/a|Persuade}} || {{N/a|Persuade}} || {{N/a|Persuade}} | | {{N/a|Persuade}} || {{N/a|Persuade}} || {{N/a|Persuade}} | ||
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{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width= | !width=17%| Weapon Master | ||
!width=16 | !width=16%| Jedi Watchman | ||
!width= | !width=17%| Jedi Master | ||
!width= | !width=17%| Sith Marauder | ||
!width=16 | !width=16%| Sith Assassin | ||
!width= | !width=17%| Sith Lord | ||
|- | |- class=table-yes | ||
| {{N/a|}} || Stealth || Persuade | | {{N/a|}} || Stealth || Persuade | ||
| Treat Injury || Stealth || Persuade | | Treat Injury || Stealth || Persuade | ||
|- | |- class=table-yes | ||
| Demolitions || Computer Use || Repair | | Demolitions || Computer Use || Repair | ||
| Demolitions || Demolitions || Repair | | Demolitions || Demolitions || Repair | ||
|- | |- class=table-yes | ||
| Persuade || Persuade || Treat Injury | | Persuade || Persuade || Treat Injury | ||
| Persuade || Persuade || Treat Injury | | Persuade || Persuade || Treat Injury | ||
|- | |- class=table-yes | ||
| Awareness || Awareness || Awareness | | Awareness || Awareness || Awareness | ||
| Awareness || Awareness || Awareness | | Awareness || Awareness || Awareness | ||
|- | |- class=table-no | ||
| Stealth || {{yes|Security}} || Computer Use | | Stealth || {{yes|Security}} || Computer Use | ||
| Stealth || {{yes|Security}} || Computer Use | | Stealth || {{yes|Security}} || Computer Use | ||
|- | |- class=table-no | ||
| Repair || {{yes|Treat Injury}} || Stealth | | Repair || {{yes|Treat Injury}} || Stealth | ||
| Repair || {{yes|Computer Use}} || Stealth | | Repair || {{yes|Computer Use}} || Stealth | ||
|- | |- class=table-no | ||
| Security || Demolitions || Security | | Security || Demolitions || Security | ||
| Security || Treat Injury || Security | | Security || Treat Injury || Security | ||
|- | |- class=table-no | ||
| Computer Use || Repair || Demolitions | | Computer Use || Repair || Demolitions | ||
| Computer Use || Repair || Demolitions | | Computer Use || Repair || Demolitions | ||
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{{col|3|end}} | {{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| | Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to {{s|Getting Started|Feedback}}, DC increases to disarm and recover mines are cumulative rather than separate: | ||
{| {{prettytable|style=background:#ffff99|text center=1}} | {| {{prettytable|style=background:#ffff99|text center=1}} | ||
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|} | |} | ||
[[../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| | [[../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|Getting Started|Feedback}} attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC: | ||
{| {{prettytable|style=background:#ffff99|text center=1}} | {| {{prettytable|style=background:#ffff99|text center=1}} | ||
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* {{s|Prestige classes|Sith Assassin}} | * {{s|Prestige classes|Sith Assassin}} | ||
{{col|4|end}} | {{col|4|end}} | ||
==Awareness== | ==Awareness== | ||
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Awareness is a [[../Classes|class]] skill for all classes. | Awareness is a [[../Classes|class]] skill for all classes. | ||
According to {{s| | According to {{s|Getting Started|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% | {| {{prettytable|notwide=1|style=background:#ffff99|text center=1}} width=40% | ||
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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. | 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. | ||
==Persuade== | ==Persuade== | ||
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{{col|3|end}} | {{col|3|end}} | ||
Minimum rank | Minimum rank 21 is required to pass every persuade check in the game. | ||
==Repair== | ==Repair== | ||
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{{col|3|end}} | {{col|3|end}} | ||
According to {{s| | According to {{s|Getting Started|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. | ||
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: | 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: |