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Star Wars Knights of the Old Republic II: The Sith Lords - Walkthrough
System: Xbox
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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    ... Skills                                        :SKDDD:
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   Basic abilities outside of combat. This involves using items like computer
   consoles, repairing droids and dialogue options. Even Repair can be a
   dialogue option.

   At level 1, you get (INT MOD x 4) + Class in skill points. So, our Jedi
   Sentinel with 16 INT gets 24 skill points, or enough to put the full 4
   points into each of his/her six class skills.

   Class Skills are taking at a point for point rate, while all other skills
   are taken at a 2 point for point rate. Obviously not terribly efficient to
   go cross class. There are feats you can take to add class skills. Also,
   prestige classes, listed later, have different class skills.

   The maximum amount you can put into a skill is your Level + 3, so at level 1
   you can only have 4 points in any one skill. For cross-class skills, the
   max is half that, or at level one, 2 points in any one skill.

   All skills except Persuade are useful in creating items from components or
   chemicals. The game uses the skills of whoever uses the workbench to decide
   what you can make.

   Repair is used to break down items into components, however, only the
   Exile (you) can do it. No matter who uses the workbench, it uses the Exile's
   abilities to determine how many components you get.

   In parenthesis, I put the stat involved with the skill. These stats boost
   your skill by the modifier.

   Computer Use (INT)

     The ability to "slice" computers, as well as diagnose problems relating
     to computers, and occasionally droids. Very nice to have, but you will
     usually have a droid or Bao-Dur around to handle this for you.  I'd still
     keep it up, but not a priority.

   Demolitions (INT)

     The ability to set, disable, or recover mines. Very useful to have. Some
     doors and containers can ONLY be opened by putting a mine on them. Also,
     recovering mines gives you a small amount of EXPERIENCE. A moderate need,
     but I wouldn't go much past 10 or 12 points in it ever. Anything more than
     that is probably pointless.

   Stealth (DEX)

     Really only useful to avoid combat, so I typically avoid it. There are a
     couple situations that require stealth, but those can be handled by
     anyone, and some of your companions start with stealth. I'd avoid it.

   Awareness (WIS)

     Ability to spot Mines, as well as used in dialogues to notice something
     out of the ordinary. I've noticed that even at a very small level,
     I found most mines and still got the dialogue options. A small need here,
     but keep up with it.

   Persuade (CHA)

     The one skill that only the Exile can do, and it is a MUST have, unless
     you don't like talking. Even if I played a dumb as dirt, kill-em-all
     type, I'd still take persuade. The one skill to always keep up on.
     Gives more dialogue options than any single other thing, improves
     relations with companions, gives better rewards, and gets people to see
     things your way.

   Repair (INT)

     Used to repair droids, computers, and similar. Occasionally comes up in
     dialogues. For droids (not you), affects how much vitality they recover
     from using Repair kits. Also, as noted above, affects how many components
     you recover from breaking down items. This is important, as only the
     Exile can break down items. Technically anyone can use a workbench to
     do this, but it uses the Exile's skills. This is ONLY the case when
     breaking down items. When creating items, the skill of whomever is using
     the workbench is used. But when breaking down, the Exile's Repair skill is
     used. Trust me, you can get more than 1 component for most items.

     Note: At 20 points of TOTAL Repair (Repair Ranks + INT modifier) you
           break down items with total efficiency, meaning you break down items
           to the exact amount of components it takes to make that item.

     SPOILER

     The only time someone else can break down items is when the Exile isn't in
     the party. Such as the raid on Freedon Nadd's tomb on Dxun, or when T3,
     Mira or Hanharr are all alone. Although T3 is never near a workbench
     when alone.

     Note: I have heard from others that they don't get this problem, that
           the skills of whomever uses the workbench are used. Your mileage
           may vary.

   Security (INT)

     Ability to open up locked doors and containers. You can use Security
     Tunnelers on doors to temporarily boost your skill here. Very nice.
     Also, you get EXPERIENCE by opening doors/containers with Security,
     while you DON'T get experience by bashing/using a lightsaber. You really
     need this, that or keep someone on hand who can do it for you.

   Treat Injury (WIS)

     Increases amount healed from Medpacs, as well as some dialogue options
     (though not too many). Not critical, but if you're dark side you might
     consider this more than light side, as dark siders can't Heal as
     efficiently with the Force.

     Also, as with Repair, the Exile's skill with Treat Injury is used when
     breaking down items regardless of who uses the lab station.

   So, I created a Jedi Sentinel with a 16 INT, and came up with these skills:

     Computer Use:  4 points
     Demolitions:   1 points (cross-class)
     Stealth:       0 points
     Awareness:     4 points
     Persuade:      4 points
     Repair:        1 points (cross-class)
     Security:      4 points
     Treat Injury:  4 points
                   ---------------
                   24 points total
 
 




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