Star Wars Knights of the Old Republic II: The Sith Lords/Forms

There are 11 forms: 7 lightsaber forms and 4 Force forms. All classes are granted the following four forms, although at varying levels:

Your main character then learns three of the remaining forms from the ../Lost Jedi/ encountered, for a total of seven forms. The three remaining Force forms can only be learned by a Jedi Consular, and, while the remaining lightsaber forms can only be learned by the other classes.

The more detailed descriptions on this page of a character's forms can also be found in the section of the  screen.

Lightsaber forms
Bonuses and penalties only apply if a lightsaber is wielded in the main hand: however, they still apply to the off hand attack even if a melee weapon is wielded in that off hand.

The Attack Breakdown in the Combat section of the 's Messages Log displays Attack Modifier accumulating with each attack in a combat round:

However, according to the total it's correctly added just once to each attack.

Defense and Defense vs Current Target bonuses and penalties are cumulative:

Both are classified as feats and effects, which are normally restricted to a maximum defense bonus of +10. However, form bonuses and penalties take effect after this restriction is imposed: for example, this means feats and effects 13 is possible using Determination (Shii-Cho) vs untargeted opponents, or Aggression (Ataru) vs current target... but it also means feats and effects > 10 cannot reduce the penalty vs current target of Perseverance (Shien) since Force Armor (+6), Knight or Master Speed (+4) and (+3) are restricted to 10 beforehand (min(6 + 4 + 3, 10) - 5 = 5, not min(6 + 4 + 3 - 5, 10) = 8 as for the  penalty).

Contrary to any description, improvements to Attack Modifier do not also aid in Blaster Bolt Deflection (only base attack bonus affects the opposed roll).

Saves vs Force Powers actually affect Force power ../Difficulty Classes/ rather than saves: a bonus decreases enemy DCs, a penalty increases them.

Determination (Shii-Cho)
The Determination Form, also known as Shii-Cho or Form I, is a defensive style that is ideal when heavily outnumbered. This Form has the following effects:


 * Modifier: +1


 * : +3


 * Defense vs Current Target: -3

(Note that Defense bonuses are cumulative, so this form provides a net +0 Defense against your current target, but +3 Defense against enemies that are not your target).

This is granted to all level 11.

Contention (Makashi)
The Contention Form, also known as Makashi or Form II, was specifically developed to combat other lightsaber users. This form has the following effects:


 * Modifier: +3 (only if target is wielding a lightsaber)


 * : +3


 * Blaster Bolt Deflection: -5


 * ../Saves/ vs Force Powers: +2

This is granted to a level 12, a level 14 and a level 13. Bonus damage is increased by a critical hit.

Saves vs Force Powers bonus actually decreases enemy Force power ../Difficulty Classes/ rather than increasing saves.

Resilience (Soresu)
The Resilience Form, also known as Soresu or Form III, is a defensive style developed by the Jedi specifically to counter blaster weapons. This form has the following effects:


 * vs Current Target: +2


 * Blaster Bolt Deflection: +4


 * Weapon Threat Range: -1

This is granted to a level 13, a level 12 and a level 14.

Weapon Threat Range: -1 decreases critical threat chance by 5%, to a minimum of 5%, after any Keen or bonuses: without these bonuses, a  is unaffected (still Critical Threat: 20-20,x2 or 5% chance) and the range for a Keen  with Master CS only decreases from 11-20 (50%) to 12-20 (45%).

Aggression (Ataru)
The Aggression Form, also known as Ataru or Form IV, is best against a single opponent and is especially weak against blaster fire. This form has the following effects:


 * : -2


 * Defense vs Current Target: +5


 * Blaster Bolt Deflection: -4


 * Weapon Threat Range: +1

(Note that Defense bonuses are cumulative, so this form provides a net +3 Defense against your current target, but -2 Defense against enemies that are not your target).

This can only be learned by a main character, but not a, or.

Weapon Threat Range: +1 increases critical threat chance by 5%, after any Keen or bonuses: for example, the range for a Keen  with Master CS only increases from 11-20 (50%) to 10-20 (55%).

Perseverance (Shien)
The Perseverance Form, also called Shien or Form V, is an aggressive form that does not sacrifice protection from blaster fire. It is most effective when facing blaster-wielding opponents or when outnumbered and least effective against a single foe. Using this form has the following effects:


 * Modifier: +2


 * vs Current Target: -5


 * Blaster Bolt Deflection: +2


 * Critical Multiplier: +1

(Note that improvements to Attack Modifier also aid in Blaster Bolt Deflection, so this form has a net Blaster Bolt Deflection bonus of +4).

This can only be learned by a main character, but not a, or.

Critical Multiplier increases Critical Hit x2 to x3. It also adds to the Critical Multiplier of, resulting in Critical Hit x4.

Moderation (Niman)
The Moderation Form, also known as Niman or Form VI, is strong in all situations, but has no dramatic strengths. This form has the following effects:


 * Modifier: +1


 * : +1


 * Blaster Bolt Deflection: +1


 * ../Saves/ vs Force Powers: +1

(Note that improvements to Attack Modifier also aid in Blaster Bolt Deflection, so this form has a net Blaster Bolt Deflection bonus of +2).

This can only be learned by a main character, but not a, or.

Saves vs Force Powers bonus actually decreases enemy Force power ../Difficulty Classes/ rather than increasing saves.

Ferocity (Juyo)
The ferocity Form, also known as Juyo or Form VII, is a very precarious fighting style that is best against single powerful opponents. This form has the following effects:


 * : -4


 * Defense vs Current Target: +2


 * ../Saves/ vs Force Powers: -4


 * Attacks per round: +1


 * Critical Hit Attack Modifier: +4

(Note that Defense bonuses are cumulative, so this form provides a net -2 Defense against your current target).

(Note that the Critical Hit Attack Modifier increases the likelihood that a critical threat will result in extra damage). The only indication this has an effect in the Threat Breakdown is if there's threat success with Attack < Defense (for example, threat success with Attack 40 vs Defense 44; without this Form, success would require at least Attack = Defense, or 44).

This can only be learned by a main character, but not a, or.

Saves vs Force Powers penalty actually increases enemy Force power ../Difficulty Classes/ rather than decreasing saves.

Maximum 6 attacks per round are possible with this form (+1), (+1), Master Speed or  (+2), and an off hand or double-bladed weapon (+1). Floating numbers on the screen may only display up to five at a time, but all six attacks (five main hand and one off hand) occur and are recorded in the Combat section of the screen's Messages Log.

Force forms
is granted to a level 14, a level 13 and a level 12 ; the three remaining Force forms can only be learned by a main character ,  or.

Force regeneration sums with the Force Points feat's percentage:

Damage is added before any saving throw, but not for (Advanced). Force points regained by aren't increased, but  points healed by  and Death Field are, since this is equal to damage inflicted.

Saves vs Force Powers actually affect Force power ../Difficulty Classes/ rather than saves: a bonus decreases enemy DCs, a penalty increases them.

Cost is increased after alignment adjustment, and the effect is visible in the section of the  screen.

Force Channel
The Force Channel Form involves standard meditation techniques that all Jedi learn through their training. The effects of this Force Form are:


 * FP : +50% (non-combat), +500% (combat)


 * Force Power : +3


 * ../Saves/ vs Force Powers: +2

This is granted to a level 14, a level 13 and a level 12. Force regeneration is actually increased both in and out of combat: although it's only increased by 50% out of combat versus 500% in combat, out of combat it's 10 times faster (reducing time to regenerate from 0 to maximum Force from 90 to 60 seconds, versus 900 to 150 seconds in combat). These percentages sum with the Force Points feat's percentages (+25% out of combat and +250% in combat, or +75% and +750% in total respectively).

Damage is added before any saving throw, but not for (Advanced). Force points regained by aren't increased, but  points healed by  and Death Field are, since this is equal to damage inflicted.

Saves vs Force Powers bonus actually decreases enemy Force power ../Difficulty Classes/ rather than increasing saves.

Force Affinity
The Force Affinity Form is an advanced meditation state that allows one to focus the power of the Force more rapidly. The effect of this Force Form is:


 * FP regenerate during combat (though at a somewhat reduced rate when compared to the non-combat regeneration rate).

This can only be learned by a main character, or.

Force regeneration during combat is increased by 500%, reducing time to regenerate from 0 to maximum Force from 900 to 150 seconds. The percentage sums with the Force Points feat's percentage (+250%, or +750% combined). Since this is the only bonus granted and actually does the same and more, Force Affinity should never be active.

Force Potency
The Force Potency Form is favored by Dark Jedi as it involves drawing more power from the Force. The effects of this Force Form are:


 * Force Power : +30%


 * FP : +20%

This can only be learned by a main character, or.

Damage is increased before any saving throw, but not for (Advanced). Force points regained by aren't increased, but  points healed by  and Death Field are, since this is equal to damage inflicted.

Cost is increased after alignment adjustment, and the effect is visible in the section of the  screen.

Force Mastery
The Force Mastery Form increases the potency of most Force Powers, but drains the Jedi rapidly and leaves them vulnerable to counterattack by other Force users. The effects of this Force Form are:


 * Force Power Duration: +50%


 * Opponents' ../Saves/ vs Force Powers: -2


 * Saves vs Force Powers: -4


 * FP : +20%

This can only be learned by a main character, or. Duration of the following Force powers is not increased:


 * , Choke and Kill (only increased for Choke attribute damage)
 * Affliction and Plague
 * , Whirlwind and Wave
 * (Improved or Master)

Saves vs Force Powers penalties actually increase Force power ../Difficulty Classes/ rather than decreasing saves.

Cost is increased after alignment adjustment, and the effect is visible in the section of the  screen.