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Knights of the force mods
Knights of the force mods







knights of the force mods

If you want to turn that off early because your opponent didn’t have fighting chance and you finished your opponent early again, this makes it possible. I don’t feel like looking it up right now, but you get the idea.

knights of the force mods

I believe the power lasts either 20 or 30 seconds. The thing is if creates a blur affect when running around that some people don’t like. It’s good to use in combat because of the extra hits per round you get on each attack and you can run faster too. This power makes it possible.įorce Speed is another one that it can be useful on. Let’s say you finish your opponent off quickly and you want to turn it off early. Ever used the Force Immunity power that makes you immune to Force Power attacks? Notice that the power lasts for I believe it is 120 seconds. If you’re not catching on what I’m talking about let me explain with more detail. What this does is deactivate any Force Powers that are set on timers. The author likes to refer to it as the Force Dispel mod. This last mod submission for today is an idea that only comes from people who truly think outside the box. It is also central to any persuasive talker.Today maybe known now on as the HouseOfAmon tripleheader three new mods for the original Knights of the Old Republic game, which is good if you’re a big fan of his mods.

knights of the force mods

A higher Charisma decreases the penalty for a light-side character using dark-side powers, and vice-versa. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. Represents personality and the ability to lead. A high Intelligence adds modifiers to the number of points a character has to spend on essential skills. The Force powers of a Jedi with high Wisdom are also much harder to resist. A high Wisdom adds modifiers to Jedi Force points and Force power saving throws. This is important for all characters and classes, but essential for soldiers and Jedi guardians. A high Constitution adds modifiers to the vitality points gained at each level up. A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character's Defense rating, making them harder to hit. A high Strength adds modifiers to melee damage and chance to hit, which is important for characters who use close-combat weapons (vibroblades, lightsabers). This modifier is increased by 1 when the attributes value is increased by 2. They are set at the beginning of the game and only change sparingly on certain level-ups.Īll attributes have modifiers to them, which are added to equations in combat, skills, and your maximum Vitality and Force. Attributes represent the characters natural-born talents.









Knights of the force mods