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Visas Marr Respect Thread

Respect Visas Marr:

"My life for yours."

Power

Trained by Darth Nihilus to be his Shadow Hand, Visas's expertise in trickery, cunning and the dark side is second only to him. This makes her more powerful than the Sith Lords under Nihilus' employ on Onderon and Dxun:

A Shadow Hand's expertise in cruelty, trickery and the dark side are second only to the Master - for now.

Source: Knights of the Old Republic Campaign Guide

Visas Marr possesses potent Force powers capable of mowing down multiple charging bomas:

Visas' potent Force powers mow down the charging bomas.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

Visas comes to terms with her grief over the devastation of Katarr by meditating in her former chambers on the Ravager. This strengthens her connection to the Force:

https://www.youtube.com/watch?v=JfDbmUMZJlU&feature=youtu.be&t=494

"It has taken time for me to return here. I lost my way, but I've been stronger for the journey."

Source: Knights of the Old Republic II: The Sith Lords

Visas has come to terms with the death of her world and calmed the hatred within herself. This has given her a stronger connection to the Force, and a bonus to her Force points.

Source: Knights of the Old Republic II: The Sith Lords

Willpower

By harnessing her will and the power of the light side, Visas Marr is able to dispel and banish concentrated areas of dark side energy in the Tomb of Freedon Nadd:

Dispel or absorb the concentrated zones of dark side energy.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

The intense power lingering in the tomb sometimes gathers into a visible eruption. Examine these hot spots to exercise your affinity with the Force. Attempt to banish the evil presence for a light side bonus and a temporary stat boost, or bask in the corruption for dark side points and a free Force power or maximum force points increase.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

You feel the distinct presence of the Dark Side here. A sickly fascinating feeling tugs at your belly. Waves of anger ripple through the air.

Source: Knights of the Old Republic II: The Sith Lords

[Success] You maintain your serenity through the worst of the emotional storm. The Dark Side has diminished, but is still present.Though the strain of the effort has momentarily drained you, you feel a renewed strength that you can use to defeat the evil in this Tomb.

Source: Knights of the Old Republic II: The Sith Lords

[Success] You maintain your serenity through the worst of the emotional storm. There is no temptation here for you any more. You have resisted the Dark Side.

Source: Knights of the Old Republic II: The Sith Lords

Healing

Visas Marr knows and is talented in Dark Healing:

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Visas Marr knows Vital Transfer:

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HK-47 notes that the Exile and her companions can recover from even the most grievous wounds quickly:

"Observation: It does seem unlikely, Master, but I have observed that you - allies included - seem to be able to recover from the most grievous injuries, and quickly as well."

Source: Knights of the Old Republic II: The Sith Lords

Visas Heals Mandalore, allowing him to walk despite a mine exploding directly under his feet:

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Force Wound

Force wound is a telekinetic application which allows a Force user to directly wound another, often internally.

Visas knows Force Wound:

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[Visas can] cause spasms in the lungs of [her] target, painfully injuring them.

Source: Knights of the Old Republic Campaign Guide

Lightning

Force Lightning is a Force power which allows a dark sider to unleash electrical discharges from their fingertips, acting much like normal electricity but also having the property of weakening life.

Visas can utilize Shock others with bursts of Lightning

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Visas is capable of using Lightning to quickly end a fight with a trio of Sith Masters in the potent nexus of dark side energy that is the Tomb of Freedon Nadd:

Whether because you want to deny them Freedon Nadd's power or because you refuse to share it with anyone else, you have no choice but to fight. Once again, Visas Marr's Force Lightning ends the battle quickly.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

Visas's Force Lightning can blaze through entire hordes of Sith troops in destructive fashion:

From there, battle your way up the ramp leading to the tomb entrance; with grenades and Force Lightning, you can blaze through the hordes of enemies with destructive fury.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

By the time of the Battle of Telos IV, Visas is capable of repeatedly unleashing Storms of Force Lightning in order to eliminate entire groups of Sith commandos and elite soldiers:

Go south to battle the first group of Sith. The many commandos and elite soldiers are equipped for ranged combat and can quickly wear you down with blaster fire if you don't finish them off quickly. Force Storm, a staple of any Jedi's arsenal, is without question the fastest way of eliminating the opposition. Have Visas use this power in every battle for an easy victory—just let her Force points regenerate between skirmishes.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

Telekinesis

Telekinesis is the movement of objects and manipulation of reality through the power of the mind.

Visas can move objects and knows Force Grip:

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Telepathy

Telepathy is the ability to communicate thoughts or affect the mind of another.

When the Exile claims to be willing to become Nihilus' apprentice and strike down Visas as an act of devotion, Visas reads the Exile's intention to deceive Nihilus:

:: If I read your intentions right, exile, then it seems surprise is to be our weapon. ::

Source: Knights of the Old Republic II: The Sith Lords

Force Deflection

Visas knows and is talented in Deflection:

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Force Suppression

Visas disrupts the link between Darth Nihilus and the Ravager, blocking the flow of power he absorbs from his ship. This is an effort tantamount to holding up the world. Despite this, she succeeds, inflicting great pain on her former master, stunning him for a brief period of time and weakening him:

"You're his link... to this place. Can you disrupt that link somehow?"

"I... I... will try..."

{Gameplay Programmer: Close up of Visas trying to concentrate, Nihilus roars.}{Gameplay Programmer: Nihilus collapses to one knee, clearly in pain. Game Effect: Put a stun effect on Nihilus and drop all his Force buffs.}{Like she's holding up the world}

"He... I... cannot hold him for long..."

Source: Knights of the Old Republic II: The Sith Lords

For the best results, tell her to block the flow of power Nihilus absorbs from the Ravager; this stuns him for a few seconds.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

Force Stun

Force Stun allows a Force user to paralyze a target, rendering them incapable of moving.

Visas Stuns any two of the Exile's party members in the same way that Bastila does in Knights of the Old Republic:

{[After a second, she gets to her feet, and she advances toward the player, she will cast a Force Stun at the other party members - like Bastila in the first game.]}

Source: Knights of the Old Republic II: The Sith Lords

Force Sight

Born physically blind, any Miraluka must rely on the Force to see their surroundings around them, granting them such perceptions to the point where they entirely see as one normally would, but through the Force. This also allows them to perceive other things such as alignments.

Visas is talented in Force perceptions:

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Visas briefly blinds the Exile:

"When Visas attacked, she did something to my eyesight."

Source: Knights of the Old Republic II: The Sith Lords
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{[Gameplay Programmer: Set Visas to become hostile. When she is reduced to half hit points, she will then she will make a motion with the Force and turn on Force Sight, blinding the player.]}

Source: Knights of the Old Republic II: The Sith Lords

Visas teaches the Exile Force Sight:

http://www.youtube.com/watch?v=x27UtZ57UwQ

"If you wish to know, perhaps it is possible to show another what my people see... what I see. First, you must close your eyes... the surface of this ship, its sights will only be a distraction. Now, in your mind, reach out, listen for my breathing. Do not focus on the sound, but the life behind it. Imagine its energy, its texture, in tandem with the breathing - and then, in your mind, step back from the image, and see what remains."

Source: Knights of the Old Republic II: The Sith Lords

She confirms that she can affect the sight of others:

"That sight may manifest itself in many ways, and at times, I may affect the abilities of others to see as well."

Source: Knights of the Old Republic II: The Sith Lords

Force Sense

Visas senses the Exile across the galaxy as a disturbance in the Force. She in fact perceives the Exile (and many other things) with even greater clarity than her master, Darth Nihilus, who sends her to find the Exile:

http://www.youtube.com/watch?v=eRJKdvjDycU

"I have felt it, too, my lord... a disturbance in the Force. It was difficult to make out, my lord. At first it was such a quiet thing, I did not notice it. But now I wonder if it has always been there, I merely could not hear it before.The sound built so slowly, yet when you listen for it, you can make out the strains, even over the background life of the universe."

Source: Knights of the Old Republic II: The Sith Lords

"How did you find me?"

"I... felt you, heard you, through the Force. It was like a sound, at the edge of hearing. And when I heard it, I found I could not ignore it."

Source: Knights of the Old Republic II: The Sith Lords

"My Master was aware of a disturbance in the Force, but was unaware of its nature, of you. The disturbance is not something one feels from a living thing. There is little my Master does not know, and that you eluded his sight for so long... is significant, but I do not know why."

Source: Knights of the Old Republic II: The Sith Lords

"If your master has trouble detecting me, how are you able to do it?"

"There is much I see my Master cannot. I fear it is because of my nature, the nature of my race."

Source: Knights of the Old Republic II: The Sith Lords

Farseeing

Farsight or farseeing allows a Force user to gain vague impressions of events happening at other places or times.

Visas foresees that the Exile will meet her master, Darth Nihilus:

"You will meet my master. It is inevitable, I have seen it."

Source: Knights of the Old Republic II: The Sith Lords

Combat Abilities

Visas is depicted in art as striking down a HK-series assassin droid:

http://vignette1.wikia.nocookie.net/starwars/images/d/d3/Visas_and_HK.jpg/revision/latest?cb=20081012050558

As a student of Nihilus, Visas' fighting abilities were surpassed only be her rage and selfishness:

Sith students' fighting capabilities are surpassed only by their rage and selfishness.

Source: Knights of the Old Republic Campaign Guide

Through unknown means, Visas Marr incapacitates the Exile's party:

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{[Gameplay Programmer: On this node an Animated Camera Bug 1461: I'd like an animated camera of the empty corridors of the Ebon Hawk with any party members not in the player's party lying unconscious or broken in some section of the ship.]}

Source: Knights of the Old Republic II: The Sith Lords

The Exile teaches Visas the various lightsaber forms that she learns:

{Form node} "I am prepared, both in mind and body, for your teachings."

Source: Knights of the Old Republic II: The Sith Lords

This includes Juyo, which is gifted to only the most skilled of Force wielders and high-level masters of multiple other forms:

Only high-level masters of multiple forms can achieve and control the ultimate discipline known as Form VII.

Source: Insider #62: Fightsaber

"Perhaps one of the greatest styles, learned only by the most skilled of Force wielders."

Source: Knights of the Old Republic II: The Sith Lords

Visas is potentially among a trio of the Exile's companions who must fight their way through hordes of Sith, droids and beasts outside the Tomb of Freedon Nadd. It is worth noting that Dxun is classified as an "extreme dark side site", outclassing even the likes of the Valley of the Dark Lords on Korriban and many of the Tombs of ancient Sith Lords. This is all done so quickly that Xarga must run to catch up, and after doing so, praises them for leaving the Sith camp in ruins:

https://www.youtube.com/watch?v=56zlkZU8srU

Not every dark side site is equal, and each is rated as a minor site, major site, or extreme site. Minor sites include the tomb of an ancient Sith Lord or the lair of a particularly powerful Sith creature. Major sites include the Valley of the Dark Lords on Korriban or the Cave on Dagobah. Extreme sites are very rare and are reserved for the most horrible of places, such as the demon moon of Dxun or battlefields where thousands of innocents were slaughtered or the blood of untold Sith and Jedi mingled, such as Ruusan.

Source: The Jedi Training Academy Manual

Those connected to the light side of the Force find their powers diminished in these places, while those who wield the dark side are amazed at the strength that they gain, even as that energy overwhelms them.

Source: The Jedi Training Academy Manual

The Sith have placed a heavy guard around the ancient tomb's entrance. You must enter through a mined tunnel monitored by motion sensors, turrets, and Sith gunners. Stealth can help you bypass some of these hazards, but in the end you can't avoid a major battle.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

A full squad of Sith troops guard the tomb's entrance.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

From there, battle your way up the ramp leading to the tomb entrance; with grenades and Force Lightning, you can blaze through the hordes of enemies with destructive fury.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

A dozen more Sith await at the tomb's door.

Source: Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide

"I had to run to catch up with you. You made impressive progress, the Sith camp lies in ruins."

Source: Knights of the Old Republic II: The Sith Lords

After this, the trio of companions must fight through hordes of Sith apprentices, droids and beasts within the Tomb of Freedon Nadd, an extremely potent dark side nexus, before finally confronting and slaying a Sith Master and his two cohorts in the heart of the tomb's nexus. Xarga becomes speechless after witnessing the party's fighting:

https://www.youtube.com/watch?v=7QPBsQRJD64

https://www.youtube.com/watch?v=l226J_MxrrM

https://www.youtube.com/watch?v=poHmsqu2HrE

"I can sense the power from this place. It's like the light abandoned it long ago. I fear the Sith shall be very strong here."

Source: Knights of the Old Republic II: The Sith Lords

"I can taste the power of the dark side here. Freedon Nadd must have been truly great to leave such an impact. The echoes of his life are still here."

Source: Knights of the Old Republic II: The Sith Lords

"The soldier is correct. The dark side is strong here... and it will grant its strength to the Sith."

Source: Knights of the Old Republic II: The Sith Lords

"What you have done... is beyond words. You've fought like a Mandalorian."

Source: Knights of the Old Republic II: The Sith Lords
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