121

(29 replies, posted in Knights of the Old Republic)

Feats are special abilities that you can give your characters. These feats are limited to characters that can use the force. Listed for you below are word for word in game descriptions of all the available Jedi feats that your characters can master in the game.



Jedi Defense
Advanced Jedi Defense
Master Jedi Defense
Force Focus
Improved Force Focus
Master Force Focus
Force Immunity: Fear
Force Immunity: Stun
Force Immunity: Paralysis
Force Jump
Improved Force Jump
Master Force Jump
Jedi Sense
Knight Sense
Master Sense
Force Sensitive
Weapon Focus: Lightsaber
Weapon Proficiency: Lightsaber



Jedi Defense
Prerequisites: Jedi classes only
This feat allows a character with an equipped lightsaber to deflect blaster bolts at any time. When a character is fired upon, an opposed roll is made against the attack. If the result is greater than the attack roll, the blaster bolt is deflected. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy. Jedi classes receive this feat at 1st level.



Advanced Jedi Defense
Prerequisites: Level 4
This feat gives a character a +3 bonus to all blaster bolt deflection rolls. Certain items may apply a bonus or penalty to this ability. This feat replaces the bonus given by Jedi Defense.



Master Jedi Defense
Prerequisites: Level 8
This feat gives a character a +6 bonus to all blaster bolt deflection rolls. Certain items may apply a bonus or penalty to this ability. This feat replaces the bonus given by Advanced Jedi Defense.



Force Focus
Prerequisites: Jedi Consular
This feat adds +1 to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active.



Improved Force Focus
Prerequisites: Level 6 Jedi Consular
This feat adds +2 to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active. This feat replaces Force Focus.



Master Force Focus
Prerequisites: Level 12 Jedi Consular
This feat adds +4 to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active. This feat replaces Improved Force Focus.



Force Immunity: Fear
Prerequisites: Jedi Sentinel
The Jedi possesses an inner calm that cannot be shaken by mere threats to mind or body. The Force grants understanding, which is a shield that fear cannot breach. This feat is always active.



Force Immunity: Stun
Prerequisites: Level 6 Jedi Sentinel
The Jedi has an unshakable connection to the Force and, through it, to the galaxy as well. No amount of damage or distraction will cause fear or a loss of alertness. This feat is always active. This feat replaces Force Immunity: Fear.



Force Immunity: Paralysis
Prerequisites: Level 12 Jedi Sentinel
The Jedi is one with the Force, moving within it as it moves within all things. This connection prevents fear or loss of senses, and blocks any attempt at paralyzation. This feat is always active. This feat replaces Force Immunity: Stun.



Force Jump
Prerequisites: Jedi Guardian
Requires Lightsaber
The Jedi knows that if diplomacy fails, combat must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, this feat allows Guardians to make a quick series of jumps and rolls to close the distance almost instantly. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent. NOTE: Using a feat or special attack negates this ability.



Improved Force Jump
Prerequisites: Level 6 Jedi Guardian
Requires Lightsaber
The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and automatically receives +2 to hit and damage on the first strike. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent. This feat replaces Force Jump. NOTE: Using a feat or special attack negates
this ability.



Master Force Jump
Prerequisites: Level 12 Jedi Guardian
Requires Lightsaber
The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and automatically receives +4 to hit and damage on the first strike. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent. This feat replaces Improved Force Jump. NOTE: Using a feat or special attack negates this ability.



Jedi Sense
Prerequisites: Jedi
The Jedi develops a connection to the Force that allows them to better sense incoming attacks. This feat grants +2 defense and is always active.



Knight Sense
Prerequisites: Level 6 Jedi
Furthering their connection to the Force, the Jedi gains an additional
sensitivity to the actions of others in combat. This feat grants +4 defense
and is always active. This feat replaces Jedi Sense.



Master Sense
Prerequisites: Level 12 Jedi
As their connection to the Force continues to strengthen, the Jedi gains a supreme sense of self and the actions of others in combat. This feat grants +6 defense and is always active. This feat replaces Knight Sense.



Force Sensitive
Unique Ability: Main character Jedi
Jedi training affects each Padawan uniquely, allowing them to grow in ability while addressing personal flaws. On rare occasions, however, exceptional individuals open doors to strengths they did not know they had. This feats represents a heightened connection to the Force previously unseen in a newly trained Jedi. This feat grants 40 additional Force Points to the character's base total.



Weapon Focus: Lightsaber
Prerequisites: Jedi classes only
Adds a +1 attack bonus with lightsabers.



Weapon Proficiency: Lightsaber
Prerequisites: Jedi classes only
This feat gives a character basic training in the use of Lightsaber weapon types.

From: http://www.old-republic.com/content/view/66/51/

122

(6 replies, posted in Star Wars Fan Art)

We have a section on the site called "Favorite Screenshots," which is great if you don't have any artistic talent like me big_smile.
Link: http://www.old-republic.com/component/opti...zoom/Itemid,73/

I know it may be a little difficult taking a screen shot, so here is how you can take one:

When you want to take a screenshot, click the "Print Screen" key on your keyboard, then click the "TAB" key to minimize the game screen, open microsoft's Paint program found in your accessories menu, click paste, and then save-as a .jpg file and your done.

123

(14 replies, posted in The Old Republic Cantina)

Some really nice Star Wars Avatars Added. They cover Old Trilogy Characters, Prequel Trilogy Characters, and of course KotOR Characters.

To view them go to: "My Controls" -> "Edit Avatar Settings" -> "Choose an avatar from one of our galleries."

124

(80 replies, posted in Suggestions and Comments)

Any game that's added will be on a trial basis, if the majority of members don't like it, it will be removed.

125

(10 replies, posted in Jokes and Funny Stuff)

Grandpa: My Homer is not a communist.  He may be a liar, a pig, an idiot, a communist, but he is not a pr*n star.

Lionel Hutz: Well, he's kind of had it in for me ever since I accidentally ran over his dog. Actually, replace "accidentally" with "repeatedly," and replace "dog" with "son."

Marge: Homer, the plant called. They said if you don't show up tomorrow don't bother showing up on Monday.
Homer: Woo-hoo. Four-day weekend.

126

(53 replies, posted in The Old Republic Cantina)

Nice to see a lot of the old members again smile.

127

(123 replies, posted in Star Wars Universe)

I went with "Astromech Droid," because of R2-D2. The games feels more Star Warsy with them big_smile.

128

(26 replies, posted in Star Wars Fan Art)

To see the ultra cool artwork, click the link below.

Visas Marr by Watchwalker

129

(118 replies, posted in Knights of the Old Republic III)

I wish we could ride vehicles on planets.

http://www.old-republic.com/images/kotor/vehicles/swoop_bike.jpg
Now that would be cool big_smile.

130

(118 replies, posted in Knights of the Old Republic III)

What new features would you wish for?

My most used lightside force power was "Heal," so I have to go with it. You really can't appreciate heal unless you play as a darksider and see that heal costs a lot more force points to a darksider than a lightsider.

Light side force powers are best for characters that are on the light side of the force, since those characters will require less force energy to use these powers. Listed for you below are word for word in game descriptions of all the available light side force powers that you can master in the XBOX and PC role playing video game Star Wars: Knights of the Old Republic.



Cure
Heal
Force Aura
Force Shield
Force Armor
Force Valor
Knight Valor
Master Valor
Stun
Stasis
Stasis Field
Stun Droid
Disable Droid
Destroy Droid



Cure
Prerequisites: Character Level 6

This power heals all party members within a 15 meter radius. It heals 5 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. This power does not affect droids.



Heal
Prerequisites: Character Level 12

This power heals all party members within a 15 meter radius. Each party member gains 10 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. Poisons are neutralized by this effect. This power does not affect droids.



Force Aura
Prerequisites: Jedi
Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +2 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Shield
Prerequisites: Character Level 6
Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +4 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Armor
Prerequisites: Character Level 12
Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +6 bonus to Defense and all saving throws. The effect lasts for 20 seconds.



Force Valor
Prerequisites: Jedi
Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 2 points. The effect lasts for 20 seconds.



Knight Valor
Prerequisites: Character Level 9
Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 3 points, and also grants immunity to poison. The effect lasts for 20 seconds. Knight Valor replaces the bonus granted by Force Valor.



Master Valor
Prerequisites: Character Level 15
Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 5 points, and also grants immunity to poison. The effect lasts for 20 seconds. Master Valor replaces the bonus granted by Knight Valor.



Stun
Prerequisites: Jedi

This power allows the Jedi to assault the mind of an opponent, effectively stunning them for 9 seconds. A successful Fortitude save by the target at a DC of 5 + the attacking character’s level + the attacking character’s Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids.



Stasis
Prerequisites: Character Level 9

An opponent targeted by this power is held in stasis, unable to move or take any action for 12 seconds. A successful Fortitude save at a DC of 5 + the attacking character’s level + the attacking character’s Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids.



Stasis Field
Prerequisites: Character Level 15
Restricted By Armor

This power can lull the senses of a group, placing all hostile creatures within a 10-meter radius of a target enemy in a catatonic stasis. The victims remain in this state for 12 seconds, but a successful Fortitude save versus a DC of 5 + the attacking character’s level + the attacking character’s Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids.



Stun Droid
Prerequisites: Jedi

This power can send a surge of energy through the processor of a droid, rendering them immobile for 12 seconds. The droid also takes damage equivalent to the attacking character’s level. A successful Fortitude save by the target at a DC of 5 + the attacking character’s level + the attacking character’s Wisdom and Charisma modifiers negates the stun and reduces damage by half.



Disable Droid
Prerequisites: Character Level 6

Disable Droid temporarily shuts down all droids within 5 meters of a target droid, inflicting damage equivalent to the attacking character’s level. Affected droids remain disabled for 12 seconds. A Fortitude save at a DC of 5 + the attacking character’s level + the attacking character’s Wisdom and Charisma modifiers will negate the stun and reduce damage by half.



Destroy Droid
Prerequisites: Character Level 12

Destroy Droid affects all droids within 7 meters of a target droid, disabling them for 12 seconds and inflicting 1-6 damage per level of the attacking character. A successful Fortitude at a DC of 5 + the attacking character’s level + the attacking character’s Wisdom and Charisma modifiers results in half damage.

From: http://www.old-republic.com/content/view/67/51/

I liked the darkside force power of "Kill," mainly because it made me think of the movies and about Darth Vader. I used it mostly on bad guys that really annoyed me tongue.

Dark side force powers are best for characters that are on the dark side of the force, since those characters will require less force energy to use these powers.Listed for you below are word for word in game descriptions of all the available dark side force powers that you can master in the game.



Wound
Choke
Kill
Slow
Affliction
Plague
Fear
Horror
Insanity
Shock
Force Lightning
Force Storm
Drain Life
Death Field



Wound
Prerequisites: Jedi

This power triggers spasms in the victim's lungs, causing great pain and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6 seconds). A successful Fortitude save at DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids.



Choke
Prerequisites: Character Level 9

This power constricts the throat of a target at range, stunning and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6) seconds. The target also suffers a temporary (24) second -4 penalty to Constitution, Dexterity and Strength. A successful Fortitude save at DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids.



Kill
Prerequisites: Character Level 12

This power allows the Jedi to exterminate an enemy at range with a single thought, causing the target to choke for 6 seconds and inflicting damage equal to half the target's maximum Vitality points. If the target makes a Fortitude save at DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers they are not chocked, but instead suffer damage equal to the attacking character's level. This power does not affect droids.



Slow
Prerequisites: Jedi

This power clouds the mind, making a target's actions unusually sluggish. The victim suffers a -2 penalty to Defense, Reflex saves, and attack rolls. The effect lasts for 30 seconds unless a successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers is made. This power does not affect droids.



Affliction
Prerequisites: Character Level 6

Affliction causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 20. Failure causes the loss of seven points from each physical attribute (1 point every 3 seconds over 21 seconds), and the target is slowed for the duration. A successful save negates this effect. This power does not affect droids.



Plague
Prerequisites: Character Level 12
Restricted By Armor

Plague causes a target to suffer as though deathly ill from poison, losing 12 points from each physical attribute (1 point ever second over 12 seconds). The target is also slowed for the duration. Plague has a DC of 100, making it impossible to save against its effects. This power does not affect droids.



Fear
Prerequisites: Jedi

This power causes fear in a single creature, such that they cower in fear of the attacking Jedi for 6 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids.



Horror
Prerequisites: Character Level 6

This power causes all hostile creatures within a 5-meter radius of a target enemy to cower in catatonic fear of the attacking Jedi for 12 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids.



Insanity
Prerequisites: Character Level 12

This power can greatly confuse an enemy force, inflaming paranoia and doubt. All enemies within a 10-meter radius of the target must make a Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers or cower in catatonic terror for 12 seconds. This power does not affect droids.



Shock
Prerequisites: Jedi
Restricted By Armor

This power unleashes an energy attack on a single target enemy. The enemy suffers 1-6 points of damage per each of the attacking character's levels to a maximum of 10 levels (10-60 points). A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.



Force Lightning
Prerequisites: Character Level 9
Restricted By Armor

This power unleashes an energy attack on all hostile creatures up to 16 meters in front of the Jedi. Victims suffer 1-6 points of damage per each of the attacking character's levels, to a maximum of 10 levels (10-60) points. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.



Force Storm
Prerequisites: Character Level 18
Restricted By Armor

This power unleashes a direct energy attack on all hostile creatures within 10 meters of a target enemy. Victims suffer 1-6 points of damage to both Vitality and Force Point totals per each of the attacking character's levels, to a maximum of 10 levels (10-60) points. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.



Drain Life
Prerequisites: Character Level 9
Restricted By Armor

This power allows the Jedi to drain the life of others to heal himself. 1-4 points are drained for every level of the character, to a maximum of 10 levels (10-40) points. A successful Fortitude save at a DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half. This power does not affect droids.



Death Field
Prerequisites: Character Level 18
Restricted By Armor

Death Field targets all enemies within a 10-meter radius, draining life to heal the attacking Jedi. The damage is 1-4 per level of the character, to a maximum of 10 levels (10-40 points). A Fortitude save made at a DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces the damage by half. The character is healed the equivalent of the most damage dealt to any single enemy. This power does not affect droids.

From: http://www.old-republic.com/content/view/68/51/

I personally enjoyed the "Force Wave." I thought it was pretty useful when you were up against a group of bad guys. Force wave would knock all or most of them off their feet.

Universal force powers can be used by both light side and dark side characters without any disadvantages to either. Listed for you below are word for word in game descriptions of all the available universal force powers that you can master in the game.



Burst of Speed
Knight Speed
Master Speed
Force Resistance
Force Immunity
Energy Resistance
Improved Energy Resistance
Affect Mind
Dominate Mind
Force Push
Force Whirlwind
Force Wave
Force Suppression
Force Breach
Throw Lightsaber
Adv Throw Lightsaber
Force Camouflage



Burst of Speed
Prerequisites: Jedi
Restricted By Armor

This power allows a Jedi to move very swiftly, pressing his or her body to its physical limits. For the duration of this effect (36 seconds), movement speed is doubled and 2 Defense is granted.



Knight Speed
Prerequisites: Character Level 9
Restricted By Armor

This power allows a Jedi to move more swiftly than the physical limitations of his body should allow. For the duration of this effect (36 seconds), movement speed is doubled, Defense is increased by 4, and 1 attack per round is gained.



Master Speed
Prerequisites: Character Level 15
Restricted By Armor

This power allows a Jedi to move with such speed that, for the duration of the effect (36 seconds), movement speed is doubled, Defense is increased by 4, and 2 attacks per round are granted.



Force Resistance
Prerequisites: Character Level 9
Restricted By Armor

This power offers some protection from direct Force Power attacks by Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll using d20 + his level versus a DC of 10 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Resistance lasts for 60 seconds.



Force Immunity
Prerequisites: Character Level 15
Restricted By Armor

This power offers good protection from direct Force Power attacks by Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll using d20 + his level versus a DC of 15 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Resistance lasts for 60 seconds.



Energy Resistance
Prerequisites: Jedi

This power shields the Jedi in the Force, absorbing the first 15 points of damage from sonic, fire, cold and electrical attacks. Damage over and above the first 15 points is suffered as normal. This effect lasts for 120 seconds.



Improved Energy Resistance
Prerequisites: Character Level 9

This power allows the Jedi to shield the entire party in the Force, granting immunity to poisons and disease and absorbing the first 15 points of damage from sonic, fire, cold and electrical attacks directed at them. Damage over and above the first 15 points is suffered as normal. This effect lasts for 120 seconds.



Affect Mind
Prerequisites: Jedi

Affect Mind enables persuasive use of the Force. Once a Jedi has this power, extra options will appear in conversations as appropriate. Success is not guaranteed for extreme commands or if the target is strong willed. This power does not even droids. Only the main player character can select this power during level-up.



Dominate Mind
Prerequisites: Character Level 6

Dominate Mind enables persuasive use of the Force. Once a Jedi has this power, extra options appear in conversations as appropriate. Dominate Mind is more powerful than Affect Mind, and very few beings can resist its effects. This power does not affect droids. Only the main player character can select this power during level-up.



Force Push
Prerequisites: Character Level Jedi

An opponent targeted by this power is pushed back 5 meters, thrown to the ground stunned for 3 seconds, and suffers damage equal to the attacking character's level. A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is not stunned, but still suffers damage equal to half the Jedi's level.



Force Whirlwind
Prerequisites: Character Level 9

This power encircles the target victim in a small maelstrom of air and dust, inflicting one third of the attacking character's level in damage every 2 seconds, and rendering them unable to take any action (12 seconds total). A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates the damage and immobilizing effects altogether. This power does not affect droids equipped with energy shield hardware.



Force Wave
Prerequisites: Character Level 15

This power creates a telekinetic explosion around the Jedi. All enemies within 15 meters are thrown 5 meters, fall to the ground and are incapacitated for 6 seconds, and take damage equal to one and a half times the attacking character's level. A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means an enemy is not stunned, but still suffers half damage.



Force Suppression
Prerequisites: Character Level
Restricted By Armor

This ability will cancel first and second tier Force powers active on the target. The affected Force Powers are Force Aura, Force Shield, Force Valor, Knight Valor, Burst of Speed, Knight Speed, Energy Resistance, and Force Resistance. These powers are instantly cancelled, but the target can reactivate them if Force Points are available.



Force Breach
Prerequisites: Character Level 15
Restricted By Armor

This ability will cancel first and second tier Force powers active on the target. The affected Force Powers are Force Aura, Force Shield, Force Armor, Force Valor, Knight Valor, Master Valor, Burst of Speed, Knight Speed, Master Speed, Energy Resistance, Improved Energy Resistance, Force Resistance and Force Immunity. These powers are immediately shut down, but the target can reactivate them if Force Points are available.



Throw Lightsaber
Prerequisites: Jedi
Requires Lightsaber

Throw Lightsaber allows the character to attack a target at range by throwing a lightsaber, guiding it with the Force. The target must be at least 5 meters away. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.



Adv Throw Lightsaber
Prerequisites: Character Level 9
Requires Lightsaber

This power allows the character to attack up to three separate targets with a single lightsaber throw. The first target must be at least 5 meters away, and each additional target must be within 5 meters of the previous. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.



Force Camouflage
Prerequisites: Cathar

Because of her unusual heritage, Juhani has developed her Force powers in unexpected ways, as shown as shown by her almost subconscious ability to simply be no seen. This physical manipulation of the light and sound allows her to go unnoticed even in a direct line of sight, and is equally effective against droids and living beings. Juhani does no require a stealth field generator to enter Stealth Mode.

From: http://www.old-republic.com/content/view/69/51/

137

(6 replies, posted in Editing, Modding and Troubleshooting)

Try installing Windows XP Service Pack 2 if you don't already have it: http://www.microsoft.com/windowsxp/sp2/default.mspx

138

(95 replies, posted in Knights of the Old Republic II)

The ending was okay. It didn't leave me feeling great. But I must say the gameplay was a lot better then in the first game, although I liked the story in the first game a lot more.

139

(100 replies, posted in Knights of the Old Republic III)

I hope it comes out sooner than later but I really hope they spend the time to make the characters even deeper in the new game. Good character creation made the previous games a lot of fun but I want even deeper characters this time  wink .

140

(140 replies, posted in Knights of the Old Republic)

I must say Korriban was really cool. I loved exploring the sith sites.