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Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Your party members will still level up as members of these classes, unless they are or become Jedi. Indeed, the life of a Jedi Guardian should be dedicated to peace, the minimization of bloodshed, and serene meditation on the meaning of the Jedi Code.
Kidding, of course. Guardians are not as strong in the Force as the other Jedi classes, but are much more powerful when it comes to wielding a lightsaber, and are more physically resilient as well. A Guardian is roughly analogous to a Soldier. The Sentinel class is supposedly a balanced, diplomatic class, involved in settling conflicts between parties and arbitrating grievances through negotiations. Sentinals like Visas are perfectly adept at wading into battle with either their lightsabers or Force Powers.
In all, Sentinals are a great, balanced choice for players that want to engage in melee combat while still retaining enough Force Powers to use them when appropriate. Jedi Consulars seem to fit into the mold of the “crazy old wizard,” since they are much more adept at channeling the Force than are the other two classes. They spend less time training for physical combat, however, and so are not going to be as appropriate as front-line combat troops.
A good example of a Jedi Consular, albeit a dark side example, is the cronish Emperor Palpatine from Return of the Jedi.
If you want to dish out massive damage with Force Powers, then a Consular is the class for you. Since this is a passive Feat, it is always active, and will help your characters stun or incapacitate their opponents.
KOTOR2 adds a new twist to the choice of classes. Each Prestige Class will have its own unique Feats. Jedi who choose to perfect the use of weaponry will become Weapon Masters. Weapon Masters gain the Inner Strength and Increase Melee Damage feats, which both help them to decrease the amount of damage that they take and to increase the amount of damage that they dish out.
If you want to take a balanced approach to the game, and participate in both lightsaber and Force-based combat, than the Watchman class will likely be right up your alley. Unfortunately, the unique feats to this class are kind of useless; you get to use Force Camouflage, which will let you enter Stealth Mode without having a stealth field generator on, and Sneak Attack, which is essentially the same thing as the Scoundrel talent of the same name.
The latter feat can be handy when combined with Force Powers like Stasis Field. Some Sith just like to bust out their lightsabers and kill a whole mess of people; the Marauder class is ideally suited for this form of gameplay. The most devestating Force-using Sith are known only as Sith Lords, including Crush Opposition, which will enable you to strike fear into the hearts of anyone that opposes you, as well as Corruption, which will enable you to more easily sway the Force alignments of your teammates.
An unmodified character is initially a tabula rasa, and is, in fact, slightly below average in each attribute. The initial increases to a skill are on a one-for-one basis, but as you progress towards the upper limit of your initial attributes during character creation, no attribute can be raised above 18 , each additional point begins to cost more; purchasing a stat of 15 or 16 will each cost your character 2 purchase points, while the elite stats of 17 and 18 will each cost 3 purchase points.
Between items, lightsaber crystals, Force Powers, and level-up stat increases, you can get your basic attributes to some insane levels by the end of the game. So, upon reaching level four, you gain an attribute point, and again at level eight, level 12, and so on. These points are simple additions to an attribute; you can raise a score of 18 to 19 just as easily as you can go from 10 to All of your attributes possess the same bonuses and penalties associated with high or low scores, as shown on the following table.
In addition to the extra attribute points you get at your level-ups, you will also occasionally come across items that will add to one or more of your attributes. Some of these, such as stimulants, are merely temporary boosts, but many items can be equipped to lend a constant bonus to a statistic as long as they are worn.
Maybe; see the Dexterity section below for a more detailed look at the way Strength works with lightsabers and Jedi characters. The modifier that you gain from Strength is applied to the attack roll and damage of a melee weapon, meaning that a character with high Strength will find it both easier to hit an opponent and easier to inflict large amounts of damage. A high Dexterity modifier also affects your attack rolls with ranged weapons, and is also applied to your Defense, making you more agile in battle and thus less likely to be shot or hit with an enemy weapon.
Your Dexterity modifier may be reduced or even eliminated if you wear heavier suits of armor that restrict your ability to dodge, so you should be sure to check your Defense before and after you put on new threads to ensure that they actually benefit you. In KOTOR1, the armor restriction only affected your Defense; in KOTOR2, it now properly applies to all of your Dexterity modifiers, including those for ranged attacks, making it even more important to not wear armor that will restrict you overmuch.
The Dexterity modifier is also applied as a bonus to your Reflex saving throws, allowing you to more easily escape serious injury from situations that call for quick moves, such as a nearby explosion.
The balancing of Dexterity and Strength will be critical for lightsaber-intensive characters. The Strength modifier would still be applied to the damage rolled, however. Although Visas is incapable of wearing armor, her high Dexterity helps increase her Defense. Where this becomes important is in the consideration that many of the Jedi Force Powers require your character to not be wearing armor.
While the many varieties of Jedi Robes offer some light protection, and some Force Powers themselves will boost your Defense, your character will still generally lag behind your more heavily-armored party members in terms of Defense. Want a hint? Go with Dexterity. You can still pump your Strength score at character creation, perhaps by under-boosting Constitution and making the difference in Vitality back later on with the Toughness Feat.
And really, how many Guardians are going to be using long swords? The hale and hearty Guardians of the Republic benefit most from a healthy Constitution, seeing as how it simply increases the amount of Vitality you gain after each level-up. More Vitality is obviously important to characters that see a fair amount of battle, but keep in mind that the benefits of a high Constitution can be emulated by the Toughness Feats.
Rather than expending valuable attribute selection points to gain an extra hit point per level, you may wish to reserve those points for an attribute that more directly affects your character, and simply allot one of your Feat slots to Toughness or its upgraded brethren. This especially holds true for Guardian characters, who will gain more Feats than either of the other two classes.
A high Constitution also affects your Fortitude saving throw, allowing you to more easily fight off the effects of poison and other harmful physical ailments, or avoid them altogether. In the previous game, you had to acquire a feat in order to use implant items; in KOTOR2, though, the implants your character can use is entirely dependent on his or her constitution score.
Fortunately, a high Intelligence score can make combat skills almost irrelevant, since your Intelligence modifier both increases the number of points you can spend on skills, and applies itself to those skills that are most useful for evading battle: Repair, Computer Use, and Demolitions. Wisdom is usually associated with sagacious Jedi Masters, such as Yoda. As such, your Wisdom score will be important if you intend to rely on the power of the Force more than the speed of your lightsaber.
Your modifier here will increase your Force Power reservoir and make it easier for you to resist enemy Force Powers. In addition, high Wisdom will make your Force Powers more difficult for your enemies to defend against. Jedi radiate a sense of internal power that can greatly affect those around them. For that reason, a high Charisma will become fairly important after your character becomes a Jedi, when the modifier for the skill starts to apply to certain Jedi-specific Feats and Force Powers.
Even before you feel the calling of the Force, a charismatic individual will have much greater success in Persuading others to see his or her side of an argument.
Even though both of them add their modifier to the DC of a Force Power attack, a high Wisdom score also increases the amount of Force Points your character possesses, as well as your Will saving throw.
Most Guardian characters will use skills only rarely, since most skills are related to non-combat activities, so Guardians will generally have to rely on the talents of NPC teammates to make their way past obstacles. Sentinals, and especially Consulars, will need to hone multiple skills to make up for their lack of raw combat ability.
The number of skills characters get to choose depends on their class, as well as their Intelligence modifier. Consulars along with Scoundrels, for non-Jedi characters are the most skillful of the KOTOR classes, with Sentinals coming close behind, while Guardians, rarely the smartest people in the galaxy, lag far behind.
Most skill-related tasks in the game are assigned a Difficulty Check DC of a number usually between 10 and 30, with higher numbers representing the more challenging scenarios. When you make a skill check, you take your rank in that skill, add or subtract the appropriate modifier for the governing Attribute to find your modified skill rank, and then, depending on the circumstances, the game either adds a random number between one and 20 to that rank or simply adds 20 to determine whether or not you succeeded at your task.
Some tasks will allow you to try them multiple times; many, most notably those relying on the Persuasion skill, are one-time-only opportunities. Or whenever you need any other skill, for that matter.
These congenital deficiencies are represented in-game by the notion of “cross-class skills. These skills are purchased with skill points at a one-to-one ratio. Unfortunately, the cross-class skills, i. There are new feats that will let you convert cross-class skills into class skills, though, and these can occasionally come in handy.
Lastly, there is a limit to how high you can raise your rank in a skill. For class skills, this limit is your experience level plus three, resulting in a maximum limit of rank four when you begin the game.
As such, your human character will be able to droidishly override the default programming of computers you encounter along your adventure, provided you have the skill necessary to use the computer “spikes” which act as disposable hacking tools. Each task that can be accomplished with a given computer requires a certain number of spikes, but the Computer Use skill reduces the number of spikes necessary for a job by one for every four points of proficiency you possess in the skill.
Computer use does come up a lot more often in conversations, especially with droids, but will rarely be mission-critical for your character to have. You can set a mine that you have bought or found by making a check against the DC of the mine, which is either DC 15, DC 20, or DC 25, with the higher difficulties being, of course, the most powerful mines which are usually used to guard the most valuable locations and items.
Luckily, you can now lay mines during combat, so that a weak character can start dropping mines, backing up, and wait for their opponents to trip them as they run over them. Dude, stealth is so money, although you can get through the entire game without ever using it if you wish. Completely and totally useless. There are two spots on Nar Shaddaa where you can use Stealth to access a quest pointer, but Kreia can easily use her stealth ability to achieve these without ever increasing her skill allotment to this ability.
Awareness allows all of the classes in the game a chance to spot mines that are in your path, or expose an enemy that has entered Stealth mode. Also note that you can sometimes mimic the effects of Persuade with the Jedi Power Affect Mind, but that Persuade will generally allow for more subtlety and will appear as an option more often.
In the first KOTOR, Repair was mostly useful for reactivating droids that you stumbled across and forcing them to attack your enemies, whom in most cases you could easily destroy yourself anyway. In the cases where you can use the Repair skill to fix something, though, it works similarly to the Computer Use skill in that the difficulty of successfully Repairing a damaged machine or droid is not based on the use of a DC check.
Rather, the Repair skill merely reduces the number of parts required to repair a broken droid, allowing you to save one part for every four ranks you possess. Repair also governs the amount of Vitality that your droid NPCs gain when they use Repair Kits on themselves to recover from damage, and will also get you more components from items when breaking them down at a workbench. All of these Spikes are one-use-only, unfortunately, and are removed from your inventory after you add their modifier to an attempt to breach Security whether the attempt was successful or not.
Of the three tech-oriented skills, Security will generally be the most desirable. Again, the game has been carefully crafted to ensure that you never have to have a character with a high Security rank in your party, through the use of keys and passcards and such, but most areas will have numerous locked stashes of items that you will miss out on without at least one character with sufficient Security to open them.
On the other hand, you will be able to make do without Security if the locked item is susceptible to Bashing; to see if this is possible, use the d-pad to cycle up or down from the “Open” command on your action menu.
If the attack icon appears when you have a locked item in your reticule, you can simply hack it open instead of picking the lock. The Treat Injury skill simply adds itself to the amount of Vitality you would normally gain from a medpac; this amount can be further increased by using advanced medpacs or life support packs.
Players who intend to become Light Jedis would do well to keep in mind that the Cure and Heal Force Powers essentially replicate the effects of medpacs, and have the bonus of being reusable, since your Force gauge will gradually replenish itself over time. If you plan to focus on using Force Powers, you may want to tough out the early sections of the game without over-investing in Treat Injury if the skill will become less useful when you gain the ability to Heal yourself with the Force.
On the other hand, Soldiers and those who wish to become Dark Jedi will probably want to pump their Treat Injury skill quite a bit, since it will heal them more than their Force Powers will usually be able to. Encompassing a broad variety of specific abilities, Feats are used to further specialize a character, largely through customizing the way you conduct yourself during combat. While not all Feats are combat-oriented, the majority are, and your choices here will determine what weapons and armor your character can use, as well as any special attacks they can use during battle.
Feats can be upgraded; once you possess both a basic Feat and whatever prerequisites are required, and obtain a Feat purchase point at a level-up, you may advance that Feat to the next level, which allows you to obtain more bonuses to the special ability that the Feat affords you. Some Feats, such as Armor and Weapon Proficiencies, are cumulative, but most are not, so that achieving the second level in a Feat replaces the bonuses that the first level gave you, rather than having them add together.
For the money, Feats that are passive in combat are usually more desirable than those that require activation. Although you can always pause at any time you wish, combat can still become a bit hairy and complex with multiple combatants. Since passive Feats are always active, working behind the scenes to make your characters better warriors, they ease the burden of micromanagement somewhat. Since combat is such a core aspect of the KOTOR gameplay, every character will want to pick a weapon type if not two and advance its proficiency to its second rank.
The third ranks of weapon proficiencies, called weapon specializations, are a unique case, since they are only available to characters of the Soldier class. When a character specializes in a weapon, he or she adds two damage to the total damage dealt on the blow. You can actually begin investing in Lightsaber Focus or Specialization before you obtain one, and have those set aside until the happy day arrives. A piece of body armor cannot be used by a character unless they have a Proficiency for armor of that weight class.
Pretty simple, really. All Jedi Classes start with only the Light armor proficiency, but keep in mind that heavier armor generally reduces or negates the Dexterity bonus to Defense, so if you have a high Dexterity stat, you may as well find a great piece of Light armor and use that.
Also note that many Force Powers are not useable while you are wearing armor. Note also that many pieces of head armor will require certain armor proficiencies to use, thus greatly restricting the kinds of equipment that characters without any armor proficiencies such as Kreia and Visas can use.
Dual-bladed lightsabers also rely on the Two-Weapon Fighting feat. Two-Weapon Fighting gives you the opportunity to wield a weapon in each of your hands with a reduction to the normal penalty. Note that the use of a “balanced” weapon in your off-hand slot can reduce the attack penalty of your main-hand weapon, so be on the lookout for balanced swords and pistols during your travels.
Note that dual-bladed weapons also require the Two-Weapon Fighting Feat to use properly. With the new upgrading system in Knights of the Old Republic 2, it can sometimes be more beneficial to invest a single dual-bladed lightsaber with all of your best crystals, rather than dilute your resources by giving all of your dual-wielding Jedi two sabers apiece.
Conditioning adds a bonus to every saving throw your character makes. Saving throws are used to reduce or negate damage from certain sources, such as explosives and harmful Force Powers. Toughness Toughness has two separate effects, depending on the rank that you advance it to.
The first rank and the third rank each cumulatively add one to your Vitality total for each level of your character; if you achieved the first rank of this Feat upon reaching level 12, for instance, your character would instantly gain 12 Vitality, and would gain an extra health point at each level-up thereafter.
The second rank differs from the first and third in that it reduces the damage you take when hit with an exceptionally powerful blow. This Feat is of somewhat universal utility; it fits almost any character, since everyone takes damage.
This is an automatic Feat that Scoundrels gain for free upon hitting the appropriate level. Dueling is great for Consulars, thanks to the extra Defense bonus. If you use a single-handed weapon such as a lightsaber, sword, or blaster pistol , and keep your off-hand free, then the Dueling Feat will add a bonus to both your attack and Defense. Only Scoundrels, Jedi Watchmen, and Sith Assassins can use the Sneak Attack Feat, and indeed get a new rank in it for free at every few level-ups; it corresponds roughly to the Backstab attack of a Thief character in traditional Dungeons and Dragons.
When you successfully hit with a Sneak Attack, you add damage to the blow, but there are conditions. It can be applied when you are attacking an enemy from behind, if your target is stunned or immobilized, or if the Scoundrel is in Stealth Mode. The most useful application of Sneak Attack comes in conjunction with Force Powers that stun opponents; since these Powers are cheap and generally quite effective, you can have one of your party members stun an opponent, while your Scoundrel proceeds to wipe them out with just a few hits.
The Precise Shot series of Feats will help your blaster-oriented characters deal extra damage when they successfully hit an enemy. Jedi will face a -2 penalty to their deflection roll Second Rank Level 8 Adds 2 damage to a successful hit with a ranged weapon.
Jedi will face a -4 penalty to their deflection roll Third Rank Level 12 Adds 4 damage to a successful hit with a ranged weapon. Jedi will face a -6 penalty to their deflection roll Fourth Rank Level 16 Adds 6 damage to a successful hit with a ranged weapon. Jedi will face a -8 penalty to their deflection roll Fifth Rank Level 20 Adds 8 damage to a successful hit with a ranged weapon.
Jedi will face a penalty to their deflection roll. One of the main weaknesses of characters that use ranged weapons is the fact that they suffer from large Defense penalties when engaged by an enemy with a melee weapon. Dual Strike rewards your characters for sticking together by increasing their attack rolls while they target the same character. When taken, your character will be able to run while stealthed. When taken, this feat will let your character more quickly regenerate Vitality points after being wounded.
Although most characters will add their Strength modifier to their attack rolls when wielding melee weapons, characters that take this Feat will be able to add either their Strength or Dexterity modifiers, whichever is higher. So long as you maintain a balanced class i. These generally allow you to perform an attack that is enhanced in some way, although they will also carry a temporary penalty.
There is no activation cost for active Feats, so you can use them and abuse them as much as you like, though working around their penalties will require some strategy depending on your foe. Once you gain 10 levels or so, and gain bonuses to your Strength through implants or other items, you will stand a much better chance of incapacitating opponents. In addition to the stunning effect, Critical Strike doubles the chance that a hit will result in the possibility of a critical hit.
If a weapon would normally perform a critical hit on a roll of 20, for instance, a Critical Strike will increase that range to See the glossary entry for “critical hit” to get a bit more in-depth on this topic. The drawback is that, when you use a Critical Strike, your Defense is lowered by 5 points for a few seconds.
Sniper Shot works exactly the same as Critical Strike, except that it only works with pistols and other ranged weaponry. Instead of taking a single attack during a round, Flurry allows you to make two attacks, each with a penalty to your attack number, and also lowers your Defense for three seconds, so that one of your opponents will usually get in a cheap shot. Like Critical Strike, Flurry is only available for melee weapons.
Flurry is the active combat Feat to increase to its highest rank. Critical Strike has its uses, but the Defense penalty is a tremendous drawback, while Power Attack is, well, fairly useless in most cases. Flurry is just plain better than either of those Feats when you compare all of them at their highest ranks. More attacks is a surefire way of increasing the rate that you deal out damage, and the attack penalty at the second and third ranks is negligible, as is the Defense penalty.
Once you hit the third rank, especially, you will be able to essentially replace your regular attack with a queue full of Flurries. Note that Guardian characters that achieve the Juyo form may be better off with Critical Strike instead, since that form also grants you an extra attack per turn.
However, you can combine Flurry with Force Speed to gain even more attacks, so that a character with two weapons, Master Flurry, and Master Force Speed will have an incredible five attacks per round. Rapid Shot is essentially the same as Flurry, except that it only works in conjunction with blasters or other ranged weapons. Prerequisites Effect First Rank Level 1 Two attacks per round, both at -4 attack; -4 Defense for three seconds Improved Rank Level 4 Two attacks per round, both at -2 attack; -2 Defense for three seconds Master Rank Level 8 Two attacks per round, both at -1 attack; -1 Defense for three seconds.
It also has a chance to knock back enemies. All told, though, Power Attack is still not worth sinking your Feats into if you have the ability to invest in another Feat instead. Power Blast is essentially the same as Power Attack, except that it can only be used with a ranged weapon. Some Feats simply add bonus points to skills.
Scoundrels and Scouts should usually be fine with the number of skill points they get at each level-up. Note that these Feats are definitely not cumulative; the bonuses you gain from the Second Rank replaces the bonus from the First Rank, instead of adding to it, as does the bonus from the Third Rank.
Caution gives a bonus to Demolitions and Stealth. Jedi characters, including your PC, will get to choose from a few Feats that are specific to the Jedi classes. In addition, each individual Jedi class will get a Feat unique to it.
Jedi are renowned for their ability to recognize and adapt to the various threats that surround them in a battle situation, and are thus generally much more adept at defending themselves in a fight. High-level Consulars can completely dominate groups of enemies with their mastery of the Force.
The indomitable will of a Jedi Consular can greatly affect the efficacy of his influence on weaker minds, and Force Focus is the gameplay extension of this rather nebulous concept. Since Consulars are much more in tune with the Force than are the other classes, their Force Powers are generally considered to be much stronger and more difficult to resist.
Thus, upon gaining skill in wielding the Force, they are able to channel some of their learnings into their Powers, reducing the chances that an enemy will successfully make a saving throw.
Like the other class-specific Feats, this is a passive skill that is always working in the background. When a Jedi decides to instigate battle, the results are usually something their opponent will remember for awhile.
Of course, not all Jedi are temperamentally suited to aggressive acts, so only Jedi Guardians will be capable of pulling off a Force Jump, which catapults them towards a distant enemy, and allows the Jedi to cover the intervening ground in the blink of an eye. All Jedi Guardians gain additional levels in this Feat automatically when they reach the appropriate level. Jedi Sentinels are reliant on their personality to resolve conflicts, and to bring together parties in discord so that resolution to their problems can be achieved.
This focused determination lends them great mental stability, and protection against many of the mind-affecting afflictions that would cause a less disciplined individual to panic. Like the other class-specific Feats, this is always active.
Thus, Jedi Defense is a Feat that can be pumped in order to give your character an edge when dealing with ranged attackers. Even Sith Troopers usually resort to melee combat when you close in on them.
Simple enough; increasing this lets your Jedi strike more accurately and deal more damage with a lightsaber, much like all of the other weapon proficiencies. Note that Lightsaber Specialization is only available to Jedi Guardians. As with Finesse: Melee Weapons, this will let Jedi add either their Strength or Dexterity modifiers to their attack rolls while using lightsabers, instead of defaulting to the Strength.
Since Jedi are much more needful of Dexterity than Soldiers are, this is going to be a worthwhile Feat for almost any Jedi character to have. Oh, baby. As you unlock the more advanced Force Powers, your enemies will become tough enough to withstand quite a bit of damage, thus actually requiring you to use Powers just to give yourself enough of an edge to actually win.
Powers are sorted into light side, dark side, and neutral classifications. On the flip side, light side Jedi will burn fewer Force Points when using a light side Power than would a neutral or Dark Jedi.
Force costs remain constant when you upgrade a Power, so previous iterations of a Power will be erased from your combat menu once you do achieve a new rank. The higher two levels will enable you to quickly and easily knock down opponents, while often rendering them stunned for a round or so afterwards. Sadly, like that same audience at the Michael Bay film, they will awaken with a powerful desire to kill, so keep an eye on the stunned ones, and be sure to activate the Power every other turn or so.
Force Wave, in particular, becomes massively handy at higher levels of gameplay, since it will almost always clear out any nearby enemies and quickly stun them. Rank Prerequisites Effect Force Push Level 1 Target is thrown, stunned, and takes damage Save versus Reflex: No stun, half damage Force Whirlwind Level 9 Target is trapped in a vortex, takes damage; other enemies are Pushed away Save versus Reflex: No immobilization or damage, but other enemies are still Pushed Force Wave Level 15 All nearby enemies are repelled, take damage, and are stunned Save versus Reflex: No stun, half damage.
No save. While throwing your lightsaber around might sound like a good substitute for a ranged attack for Jedi, in truth, the range restriction means that it will only be useful if your character is standing a ways away from his or her target, which means that this Power is usually worse than useless in a duel.
The damage is decent enough, but not so overwhelming that you would be better using this Power than, say, reserving the Force Points for an emergency Cure. Rank Prerequisites Effect Throw lightsaber Level 1 Attacks one target more than five meters away; deals damage for every two levels of your character Advanced Throw lightsaber Level 9 Attacks three targets more than five meters away; deals damage for every two levels of your character.
Even single-lightsaber Jedi can get three attacks per round with Speed. This is another of the limited-use Force Powers. Energy Resistance is meant to be a bit of a bulwark against these forms of attack, since it actually renders your character partially immune to the effects of fire, ice, electrical, and sonic attacks.
The first 15 points of damage that your character would take from one of these sources is ignored; the rest is dealt as normal. Rank Prerequisites Effect Energy Resistance Level 1 Entire party ignores first 6 points of cold, fire, electrical and sonic damage ignored Improved Energy Resistance Level 9 Entire party ignores first 12 points of cold, fire, electrical and sonic damage; party immune to poison and disease Master Energy Resistance Level 17 Entire party ignores first 20 points of cold, fire, electrical and sonic damage; party immune to poison and disease.
Also, like Persuasion, this Force Power is only available to your PC; giving it to your other party members is a waste. Force Body seems to be primarily intended as a method for Jedi Guardians to bypass the restrictions placed on them by their low amount of Force Points, as it lets you pay the costs for your Force Powers by paying an equal amount from your Force pool and from your health pool. Still, though, if you find yourself consistently running out of Force Points in long battles, then this ability may be useful to you.
Battle meditation can be used outside of combat When activated, the entire party will get bonuses to their attack rolls, damage, and will saves, making it a useful counterpart to Force Valor, if you also have that ability. Their rate of Vitality regeneration is also boosted Nearby foes get -4 to attack rolls, damage, and Will saves if they fail a Will save. Force Deflection lets your Jedi characters deflect blaster bolts back at their attackers, should they not be wielding lightsabers, in which case they automatically deflect blaster shots without needing to invest Powers in the ability.
Rank Prerequisites Effect Force Deflection Level 6 Allows you to deflect blaster bolts while not using a lightsaber Force Redirection Level 12 Allows you to deflect blaster bolts while not using a lightsaber. Utility is a blessed thing, and Cure is perhaps the most useful of all of the light side Force Powers. The concept is simple: trade Force Points to heal Vitality of all of your non-droid party members. Since Force Points regenerate so quickly in KOTOR, you can quite easily use Cure to heal your entire party after every battle, provided you give yourself a short resting period between conflicts.
During battle, Cure will automatically be used by the party members that are not under your direct control, provided they have sufficient Force Points; this will probably save your life a few times, provided you actually do the smart thing and give your teammates the Cure Power.
A new addition in KOTOR2 is the inclusion of a Master Heal rank for the power, which will let you heal up your teammates much more easily than you could before. In addition to extra vitality restoration, the upper level of the power will let you “cure” your teammates of any stun effects that happen to be afflicting them, making it exceedingly handy when dealing with enemies that can stun you. If you breed one of your Jedi NPCs, or your own character, to be the prime battle workhorse at melee range, though, the Defense modifiers, which stack with those of Jedi Sense, can make you virtually untouchable by all but the most powerful opponents.
The short duration of the power 20 seconds , though, makes this an all-or-nothing kind of Power; if you want any ranks, you might as well get all three, and be sure to keep it active when you need it. This power is roughly congruous to Force Aura, except that it is a bit more general in application and affects all of your party members.
For the 20 second duration of the Power, Valor will increase the attributes Strength, Dexterity, etc. Higher saving throws are nice, but the real benefit comes with the higher attributes. Heck, the bonus to your Constitution alone will result in an immediate increase in Vitality equal to at least two or three times your current level. This is a great skill to initiate just before a tough battle, or when you have a single powerful foe cornered and are dueling to the death. Stasis Field will let you have your way with opponents when used properly.
Stun does not work on droids; they get their own special Stun Droid power. Rank Prerequisites Effect Stun Level 1 Target is stunned for nine seconds Save versus Fortitude: target is slowed instead of stunned for the duration Stasis Level 9 Target is stunned for 12 seconds Save versus Fortitude: target is slowed instead of stunned for the duration Stasis Field Level 15 All nearby enemies are stunned for 12 seconds Save versus Fortitude: target is slowed instead of stunned for the duration Restricted by armor.
You see, unlike Stun, Destroy Droid offers no saving throw to the stunning effect itself, so that anytime you use this Power on a droid, it will have no choice but to shut down for a short period of time, while you and your teammates will, of course, be trying not to get flying metal in your eyes while you rip said droid to pieces.
Destroy Droid can be used to easily dispatch any globs of grease you encounter in your travels. At the second and third ranks, the power is area-effect, enabling you to shut down a whole group of droids, turn to attack the human opponents, switch back to stun the droids again, and so on.
Rank Prerequisites Effect Force Barrier Level 1 Resists the first four points of piercing, bludgeoning, and piercing damage from each attack Improved Force Barrier Level 9 Resists the first eight points of piercing, bludgeoning, and piercing damage from each attack Master Force Barrier Level 15 Resists the first 15 points of piercing, bludgeoning, and piercing damage from each attack. To sum up: avoid this Power. The insidious and malevolent Powers of the dark side will be off-limits to players that are role-playing a light side character.
The life gain is decent, but combat-oriented Dark Jedi may still want to let their light side party members Cure them every now and again, as the damage range is 10 – One thing to note about Shock is that the restriction on maximum damage from the first KOTOR has apparently been removed, allowing you to deal much more damage to large groups of enemies.
Save versus Will: half damage Force Lightning Level 9 All targets up to 16 meters away in front of character take damage per level of Jedi. Save versus Will: half damage. The fact that there is absolutely no effect if the targets make their Will save is an obvious strike against this power, though. Rank Prerequisites Effect Fear Level 1 A single target is overcome with fear stunned for six seconds. Save versus Will: no effect Horror Level 6 All enemies within five meters of target are overcome with fear stunned for twelve seconds.
Save versus Will: no effect Insanity Level 12 All enemies within ten meters of target are overcome with fear stunned for twelve seconds. Save versus Will: no effect. The fact that you can use any rank of this Power while wearing armor is also a plus. Getting tired of Powers that are decent only at their highest rank? Unfortunately, you find no respite in Slow, which is another Power that affects only a single target and has no effect on the lower ranks if that target succeeds in his or her saving throw.
The actual effects of the spell on the first two ranks are somewhat laughable: very few common enemies will last 21 or 30 seconds in combat against your party, even if their stats are unaffected by Slow, and the more powerful enemies are exactly the ones that will usually make a saving throw in a crunch.
Rank Prerequisites Effect Slow Level 1 Single victim takes -2 penalty to Defense, Reflex saves, and attack rolls for 30 seconds Save versus Will: no effect Affliction Level 6 Target is drained of one point from each attribute every three seconds for 21 seconds, and is slowed Save versus Fortitude: no effect Plague Level 12 Target is drained of one point from each attribute every second for 12 seconds, and is slowed No save possible Restricted by armor.
Experience and to light and dark side points can be added light or dark mastery is given if is omitted. Attribute and Skill values can be set from 3 to 99 and 0 to 99 respectively. Click in the left joystick three times and a cheats menu pops up, allowing you to scroll through and select the following options:.
Namespaces Page Discussion. Views Read Edit View history. From StrategyWiki, the video game walkthrough and strategy guide wiki. Table of Contents Gameplay. Restored Content Mod. Peragus II. Telos: Citadel Station. Lost Jedi. Ebon Hawk. Nar Shaddaa. Master of the Palace.
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WebJul 17, · American rip of the collection of the 2 games Star Wars: Knights of the Old Republic and Star Wars Knights of the Old Republic II: The Sith Lords Skip to main . WebMar 02, · Star Wars: Knights of the Old Republic II – The Sith Lords – +18 trainer – Download. Gameplay-facilitating trainer for Star Wars: Knights of the Old Republic II – . WebJun 20, · Star Wars Knights of the Old Republic II: The Sith Lords | Table of Contents | Gameplay | Walkthrough Contents 1 Warp 2 Giveitem Implants Head . WebMay 27, · Announced today at Star Wars Celebration Anaheim , the classic RPG Star Wars: Knights of the Old Republic II: The Sith Lords is coming to Nintendo’s popular .
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