Star Wars Knights of the Old Republic II: The Sith Lords/Skills: Difference between revisions

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Revised formatting, added detail to Demolitions
(Added Auto Level Up information, skill notes)
(Revised formatting, added detail to Demolitions)
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|-
|-
! Skill points
! Skill points
| (1+INT) * 4
| {{N/a|(1+INT) * 4}}
| (3+INT) * 4
| {{yes2|(3+INT) * 4}}
| (2+INT) * 4
| (2+INT) * 4
|}
|}
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!width=20%| 4 + INT
!width=20%| 4 + INT
|-
|-
|width=20%|
|width=20% {{N/a|
* Jedi Guardian
* Jedi Guardian
* {{s|Classes|Soldier}}
* {{s|Classes|Soldier}}
* {{s|Classes|Combat Droid}}
* {{s|Classes|Combat Droid}}}}
|width=20%|
|width=20% {{N/a|
* {{s|Classes|Expert Droid}}
* {{s|Classes|Expert Droid}}
* {{s|Prestige classes|Jedi Weapon Master}}
* {{s|Prestige classes|Jedi Weapon Master}}
* {{s|Prestige classes|Sith Marauder}}
* {{s|Prestige classes|Sith Marauder}}}}
|
|
* Jedi Consular
* Jedi Consular
* {{s|Prestige classes|Jedi Master}}
* {{s|Prestige classes|Jedi Master}}
* {{s|Prestige classes|Sith Lord}}
* {{s|Prestige classes|Sith Lord}}
|
| {{yes2|
* Jedi Sentinel
* Jedi Sentinel
* {{s|Classes|Scout}}
* {{s|Classes|Scout}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Sith Assassin}}
* {{s|Prestige classes|Sith Assassin}}}}
|
|bgcolor=d0d5f1|
* {{s|Classes|Scoundrel}}
* {{s|Classes|Scoundrel}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Tech Specialist}}
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==Computer Use==
==Computer Use==
[[File:KotORII Skill Computer Use.png|left]]  
{| {{prettytable}}
| [[File:KotORII Skill Computer Use.png|left]]  
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
; {{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 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:
Computer Use is a [[../Classes|class]] skill for the following:
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==Demolitions==
==Demolitions==
[[File:KotORII Skill Demolitions.png|left]]
{| {{prettytable}}
| [[File:KotORII Skill Demolitions.png|left]]
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
; {{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 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:
Demolitions is a [[../Classes|class]] skill for the following:
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|-
|-
! Minor
! Minor
| {{yes| 5}} || {{yes|10}} || {{yes|20}}
| {{yes| 5 (-15)}} || {{yes|10 (-10)}} || {{yes|20 (0)}}
| 10 || 15 || 25
| 10 (-10) || 15 (-5) || 25 (5)
| {{no|15}} || {{no|20}} || {{no|30}}
| {{no|15 (-5)}} || {{no|20 (0)}} || {{no|30 (10)}}
|-
|-
! Average
! Average
| {{yes|10}} || {{yes|15}} || {{yes|25}}
| {{yes|10 (-10)}} || {{yes|15 (-5)}} || {{yes|25 (5)}}
| 15 || 20 || 30
| 15 (-5) || 20 (0) || 30 (10)
| {{no|20}} || {{no|25}} || {{no|35}}
| {{no|20 (0)}} || {{no|25 (5)}} || {{no|35 (15)}}
|-
|-
! Strong
! Strong
| {{yes|15}}
| {{yes|15 (-5)}}
| {{yes|20}}
| {{yes|20 (0)}}
| {{yes|30}}
| {{yes|30 (10)}}
| 20 || 25 || 35
| 20 (0) || 25 (5) || 35 (15)
| {{no|25}} || {{no|30}} || {{no|40}}
| {{no|25 (5)}} || {{no|30 (10)}} || {{no|40 (20)}}
|-
|-
! Deadly
! Deadly
| {{yes|20}} || {{yes|25}} || {{yes|35}}
| {{yes|20 (0)}} || {{yes|25 (5)}} || {{yes|35 (15)}}
| 25 || 30 || 40
| 25 (5) || 30 (10) || 40 (20)
| {{no|30}} || {{no|35}} || {{no|45}}
| {{no|30 (10)}} || {{no|35 (15)}} || {{no|45 (25)}}
|-
|-
! Devastating
! Devastating
| {{yes|25}} || {{yes|30}} || {{yes|40}}
| {{yes|25 (5)}} || {{yes|30 (10)}} || {{yes|40 (20)}}
| 30 || 35 || 45
| 30 (10) || 35 (15) || 45 (25)
| {{no|35}} || {{no|40}} || {{no|50}}
| {{no|35 (15)}} || {{no|40 (20)}} || {{no|50 (30)}}
|}
|}


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 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 [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) 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).
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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 {{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:


{| {{prettytable|text center=1}}
{| {{prettytable|style=background:#ffff99|text center=1}}
!width=10% rowspan=2| XP * level
!width=10% rowspan=2| XP * level
!colspan=5| User level
!colspan=5| User level
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|-
|-
! 15
! 15
| 1-5 || 1-10 || 1-15 || 1-20 || 1-25
| {{yes|1-5}} || {{yes2|1-10}} || 1-15 || {{no2|1-20}} || {{no|1-25}}
|-
|-
! 10
! 10
| > 5 || > 10 || > 15 || > 20 || > 25
| {{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|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}}
!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}}
|}
|}


Mines can also be set to open locks instead of bashing or {{s|Skills|Security}}. Unlike bashing this doesn't result in broken items, but unlike Security it doesn't grant any experience.
Strong and Deadly mines have the same strength. Lock DC decreases by 5 on Easy and increases by 10 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.
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==
==Stealth==
[[File:KotORII Skill Stealth.png|left]]
{| {{prettytable}}
| [[File:KotORII Skill Stealth.png|left]]
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Dexterity}}
; {{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 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:
Stealth is a [[../Classes|class]] skill for the following:
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==Awareness==
==Awareness==
[[File:KotORII Skill Awareness.png|left]]
{| {{prettytable}}
| [[File:KotORII Skill Awareness.png|left]]
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Wisdom}}
; {{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 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.
Awareness is a [[../Classes|class]] skill for all classes.
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|-
|-
! Minor
! Minor
| {{yes| 5}} || 10 || {{no|15}}
| {{yes| 5 (-15)}} || 10 (-10) || {{no|15 (-5)}}
|-
|-
! Average
! Average
| {{yes|10}} || 15 || {{no|20}}
| {{yes|10 (-10)}} || 15 (-5) || {{no|20 (0)}}
|-
|-
! Strong
! Strong
| {{yes|15}} || 20 || {{no|25}}
| {{yes|15 (-5)}} || 20 (0) || {{no|25 (5)}}
|-
|-
! Deadly
! Deadly
| {{yes|20}} || 25 || {{no|30}}
| {{yes|20 (0)}} || 25 (5) || {{no|30 (10)}}
|-
|-
! Devastating
! Devastating
| {{yes|25}} || 30 || {{no|35}}
| {{yes|25 (5)}} || 30 (10) || {{no|35 (15)}}
|}
|}


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 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).
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.


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.
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.


==Persuade==
==Persuade==
[[File:KotORII Skill Persuade.png|left]]
{| {{prettytable}}
| [[File:KotORII Skill Persuade.png|left]]
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Charisma}}
; {{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.
; 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:
Persuade is a [[../Classes|class]] skill for the following:
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==Repair==
==Repair==
[[File:KotORII Skill Repair.png|left]]
{| {{prettytable}}
| [[File:KotORII Skill Repair.png|left]]
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
; {{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 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:
Repair is a [[../Classes|class]] skill for the following:
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==Security==
==Security==
[[File:KotORII Skill Security.png|left]]
{| {{prettytable}}
| [[File:KotORII Skill Security.png|left]]
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Intelligence}}
; {{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 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:
Security is a [[../Classes|class]] skill for the following:
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{{col|3|end}}
{{col|3|end}}


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 is DC - 20.
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:
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|-
|-
! Difficulty Class
! Difficulty Class
| {{yes|23 + main level}} ||bgcolor=ffff99| 28 + main level || {{no|33 + main level}}
| {{yes|23 (3) + main level}} ||bgcolor=ffff99| 28 (8) + main level || {{no|33 (13) + main level}}
|-
! Minimum rank
| {{yes|3 + main level}} ||bgcolor=ffff99| 8 + main level || {{no|13 + main level}}
|}
|}


==Treat Injury==
==Treat Injury==
[[File:KotORII Skill Treat Injury.png|left]]
{| {{prettytable}}
| [[File:KotORII Skill Treat Injury.png|left]]
; Related Attribute<nowiki>:</nowiki>
; Related Attribute<nowiki>:</nowiki>
; {{s|Attributes|Wisdom}}
; {{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 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:
Treat Injury is a [[../Classes|class]] skill for the following: