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Progression
Jedi class Jedi level Total
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Guardian 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 21
Sentinel 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 21
Consular 2 1 1 1 2 1 1 1 2 1 1 1 2 1 1 1 2 1 1 1 25

Total Force powers your main character is granted by level 20 depend on Jedi class and the level at which you become a Jedi:

Jedi class Starting class level
2 3 4 5 6 7 8 9
Jedi Guardian 19 18 17 16 15 14 13 12
Jedi Sentinel 19 18 17 16 15 14 13 12
Jedi Consular 23 22 20 19 18 17 15 14

There are 44 Force powers in total:

  • 14 light side powers
  • 16 universal powers
  • 14 dark side powers

Prerequisites[edit]

Although Force powers are only available to Jedi classes, the level required to get later Force powers is character level, not Jedi level.

Power Character level Total
1 6 9 12 15 18
Light side Stun Stun Droid Cure Disable Droid Stasis Heal Destroy Droid 7
Universal Energy Resistance Affect Mind Force Push Throw Lightsaber Dominate Mind Improved Energy Resistance Force Whirlwind Advanced Throw Lightsaber Force Wave 9
Dark side Wound Slow Fear Affliction Horror Choke Kill Insanity 8

Some Force powers are restricted by armor, which means they cannot be used while the Jedi is wearing it:

Power Character level Total
1 6 9 12 15 18
Light side Force Aura Force Valor Force Shield Knight Valor Force Armor Stasis Field Master Valor 7
Universal Burst of Speed Knight Speed Force Resistance Force Suppression Master Speed Force Immunity Force Breach 7
Dark side Shock Force Lightning Drain Life Plague Force Storm Death Field 6

Force points[edit]

The blue bar represents a character's connection to the Force, measured in Force points. Each Force power subtracts a Force point cost from the total when used. If the character does not have enough Force points left to cover the cost of a power, the power can't be used. Force points regenerate slowly out of combat.
Class Per level Jedi level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Guardian +4 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80
Sentinel +6 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
Consular +8 8 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160

Both Wisdom (WIS) and Charisma (CHA) modifiers affect Force points per Jedi level, resulting in total Force points on the table above being adjusted by (WIS + CHA) * Jedi level. Your main character also gains 40 Force points from the Force Sensitive feat as a Jedi.

Force point costs of universal powers are always the same, regardless of alignment:

Force point cost 10 20 25
Universal power Energy Resistance Improved Energy Resistance Force Push Force Whirlwind Force Wave Burst of Speed Knight Speed Master Speed Force Resistance Force Immunity Throw Lightsaber Advanced Throw Lightsaber Force Suppression Force Breach

Force point costs of light side and dark side powers adjust depending on the alignment of the user:

Power Alignment
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100
Light side +75% +50% +50% +25% +25% 100% -10% -15% -20% -30% -50%
Dark side -50% -30% -20% -15% -10% 100% +25% +25% +50% +50% +75%

Light side power costs increase the further to the dark side a character is (and vice versa):

Force powers Alignment
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100
Cure Heal 44 38 38 31 31 25 22 21 20 17 13
Force Aura Force Shield Force Armor 26 23 23 19 19 15 13 13 12 10 8
Force Valor Knight Valor Master Valor 35 30 30 25 25 20 18 17 16 14 10
Stun Stasis Stasis Field 35 30 30 25 25 20 18 17 16 14 10
Stun Droid Disable Droid Destroy Droid 18 15 15 13 13 10 9 9 8 7 5
Wound Choke Kill 8 10 12 13 13 15 19 19 23 23 26
Slow Affliction Plague 8 10 12 13 13 15 19 19 23 23 26
Fear Horror Insanity 5 7 8 9 9 10 13 13 15 15 18
Shock Force Lightning Force Storm 10 14 16 17 18 20 25 25 30 30 35
Drain Life Death Field 10 14 16 17 18 20 25 25 30 30 35

Regeneration[edit]

Force points normally only regenerate when not engaged in combat. It takes 96 seconds to regenerate fully from zero to maximum, regardless of total Force points: for example, in 30 seconds a Jedi with 96 total Force points will regenerate 30, while a Jedi with 192 total Force points will regenerate 60 (double the amount due to double the total Force points).

Regenerate Force Points bonus allows regeneration both in and out of combat. However, any bonus only applies once every six seconds (every two combat rounds):

Maximum Regenerate Force Points: +6, or just +1 per second. Although when a lightsaber has two crystals granting bonuses only the highest is displayed in its description, according to Feedback the bonuses from both crystals are actually added.

This bonus can be much smaller than normal regeneration out of combat, especially for a high level Jedi Consular:

Force points 96 192 288 384 480 576
Regeneration per second 1 2 3 4 5 6
Regenerate Force Points: +6 2 (+100%) 3 (+50%) 4 (+33.3%) 5 (+25%) 6 (+20%) 7 (+16.7%)
Zero to maximum 48 s (-48 s) 64 s (-32 s) 72 s (-24 s) 76.8 s (-19.2 s) 80 s (-16 s) 82.3 s (-13.7 s)

However, when engaged in prolonged combat (as you are aboard the Star Forge) it can be the only way to regenerate and prolong use of the Force. For example, Force Wave, or Force Storm for a dark Jedi with mastery, costs 10 points per use: this means that every 6 seconds 20 points are used and up to 6 regenerated, increasing the time it takes to use up all Force by up to 42.9% (100 * 20 / (20 - 6)); Regenerate Force Points: +5 increases it by up to 1/3.

Light side powers[edit]

Cure[edit]

Light side power Cure Heal
Prerequisites Character Level 6 Character Level 12
Vitality healed 5 + CHA + WIS + level 10 + CHA + WIS + level
Neutralized Poison

This power heals all party members within a 15 meter radius. This power does not affect droids.

Poisons include the dark side powers Affliction and Plague.

Force Aura[edit]

Light side power Force Aura Force Shield Force Armor
Prerequisites Jedi Character Level 6 Character Level 12
Defense and saving throws +2 +4 +6

Restricted by Armor

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

Force Valor[edit]

Light side power Force Valor Knight Valor Master Valor
Prerequisites Jedi Character Level 9 Character Level 15
Attributes and saving throws +2 +3 +5
Immunity: Poison No Yes Yes

Restricted by Armor

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

Poisons include the dark side powers Affliction and Plague. However, any poison already active before activation is not neutralized.

Stun[edit]

Light side power Stun Stasis Stasis Field
Prerequisites Jedi Character Level 9 Character Level 15
Restricted by Armor No No Yes
Target Enemy Enemy Enemies within 10 meters of target
Effect on enemy Stun Paralyze Paralyze
Duration 9 seconds 12 seconds 12 seconds
Difficulty Class 5 + attacker level + attacker Wisdom and Charisma modifiers

A successful Fortitude save means the target is slowed for the duration instead of stunned. This power does not affect droids.

When slowed, -4 Defense is inflicted as well as the movement speed penalty: both effects stack (although duration does not), which can even result in negative Defense for the target(s).

All effects of Stun can also be negated by Force Immunity: Stun, or Immunity: Mind-Affecting, while all effects of Stasis (Field) can also be negated by Force Immunity: Paralysis (but not Immunity: Mind-Affecting).

Stun Droid[edit]

Light side power Stun Droid Disable Droid Destroy Droid
Prerequisites Jedi Character Level 6 Character Level 12
Target Droid Droids within 5 meters of target Droids within 6 meters of target
Damage (electrical) attacker level attacker level 1-6 for each attacker level
Difficulty Class 5 + attacker level + attacker Wisdom and Charisma modifiers
Save Fortitude Reflex Reflex

This power renders droids immobile for 12 seconds. The droid also takes damage. A successful save by the target negates the stun and reduces damage by half.

All descriptions may state that a Fortitude save is required to negate stun and halve damage but, according to Feedback, Disable and Destroy Droid actually require a Reflex save.

While debilitated, all droid saving throws are reduced by 2.

Universal powers[edit]

Affect Mind[edit]

Universal power Affect Mind Dominate Mind
Prerequisites Jedi Character Level 6

Affect and Dominate Mind enable 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. Dominate Mind is more powerful than Affect Mind, and very few beings can resist its effects. This power does not affect droids. Only your main character can select this power during level-up.

Burst of Speed[edit]

Universal power Burst of Speed Knight Speed Master Speed
Prerequisites Jedi Character Level 9 Character Level 15
Defense +2 +4 +4
Attacks per round +1 +2

Restricted by Armor

For the duration of the effect (36 seconds), movement speed is doubled.

No attacks are normally gained when using Power Blasts or Sniper Shots, although the latter gains one (and only one) when using a heavy weapon.

Energy Resistance[edit]

Universal power Energy Resistance Improved Energy Resistance
Prerequisites Jedi Character Level 9
Target Jedi Party
Immunity: Poison No Yes

This power absorbs 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.

According to Feedback, Improved Energy Resistance also absorbs the first 15 points of damage from energy attacks. Damage is absorbed after any shield, but before Damage Resistance items.

Poisons include the dark side powers Affliction and Plague. However, any poison already active before activation is not neutralized.

Force Push[edit]

Universal power Force Push Force Whirlwind Force Wave
Prerequisites Jedi Character Level 9 Character Level 15
Damage (bludgeoning) Attacker level 1/3 Attacker level every 2 s 1.5 * Attacker level
Duration 3 seconds 12 seconds 6 seconds
Difficulty Class 5 + attacker level + attacker Wisdom and Charisma modifiers

An opponent targeted by Force Push is pushed back 5 meters, thrown to the ground stunned, and suffers damage. A successful Reflex save means the target is not stunned, but still suffers half damage and gets thrown. Force Immunity: Stun also prevents the stun effect, but not the knockdown and damage. This power doesn't affect most droids, Rancors, Terentateks or those with Immunity: Mind-Affecting in any way: they're all immune. Slam Attacks used by some Terentateks are similar to Force Push, although they only have DC 15 and Immunity: Mind-Affecting only prevents being stunned.

Force Whirlwind encircles the target victim in a small maelstrom of air and dust, inflicting damage and rendering them unable to take any action. A successful Reflex save negates the damage and immobilizing effects altogether. This power may not affect droids equipped with energy shield hardware (although the vast majority of droids have no shield, and even most of those that do are still affected). However, it never affects immobile droids, Rancors or Terentateks in any way: they're immune. Those adjacent to the target are pushed back 5 meters and thrown to the ground (but not stunned or damaged) unless a successful Reflex save is made.

Level 9-11 12-14 15-17 18-20
Period 2 s 12 s Round 2 s 12 s Round 2 s 12 s Round 2 s 12 s Round
Damage 3 18 4.5 4 24 6 5 30 7.5 6 36 9

Up to four Force Whirlwinds can be active simultaneously, but damage over time can be significantly reduced by Improved Toughness, Wookiee Toughness and Damage Resistance (either of the former two and Damage Resistance: Resist 5/- vs. Bludgeoning granted by Brejik's Belt always negate it entirely).

Force Wave creates a telekinetic explosion around the Jedi. All enemies within 15 meters are thrown 5 meters, fall to the ground and are incapacitated, and take damage. A successful Reflex save means an enemy is not stunned, but still suffers half damage and is thrown 5 meters. Immobile droids can only be damaged, while Rancors and Terentateks can only be damaged and stunned. Other droids and everybody with Force Immunity: Stun or Immunity: Mind-Affecting is immune to the stun effect, but will still take damage and be knocked away.

Level 15 16 17 18 19 20
Damage 22 24 25 27 28 30
Shock damage 62.9% 68.6% 71.4% 77.1% 80% 85.7%

Dexterity modifier isn't added to Reflex saves once debilitated (and the saves of debilitated droids are also reduced by 2), so subsequent saving throws normally have less chance of success. Being stunned by Force Push or Wave can be prevented by Immunity: Mind-Affecting, or Force Immunity: Stun, while Force Whirlwind is one of the few ways to debilitate any character with Immunity: Mind-Affecting, or the Force Immunity feats; it is the only way to debilitate most (but not all) mobile droids without using the light side power Stun Droid.

Force Resistance[edit]

Universal power Force Resistance Force Immunity
Prerequisites Character Level 9 Character Level 15
Opposed roll d20 + attacker level
Difficulty class 10 + defender level 15 + defender level

Restricted by Armor

This power offers some protection from direct Force power attacks of Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll versus the defender. If the attacker's result is greater (or equal), the attack succeeds. If the defender's total is greater, the attack has no effect. This effect lasts for 60 seconds.

Force Suppression[edit]

Universal power Force Suppression Force Breach
Prerequisites Character Level 9 Character Level 15
Force powers cancelled Force Aura and Force Shield
Force Valor and Knight Valor
Burst of Speed and Knight Speed
Energy Resistance
Force Resistance
+ Force Armor
+ Master Valor
+ Master Speed
+ Improved Energy Resistance
+ Force Immunity

Restricted by Armor

This ability will cancel Force powers active on the target. These powers are instantly cancelled, but the target can reactivate them if Force points are available.

Throw Lightsaber[edit]

Universal power Throw Lightsaber Advanced Throw Lightsaber
Prerequisites Jedi Character Level 9
Targets One Up to three
Damage (energy) 1-6 for every two attacker levels

Requires lightsaber

The target must be at least 5 meters away, and any additional targets must be within 5 meters of the previous. This attack always hits. Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.

Dark side powers[edit]

Drain Life[edit]

Dark side power Drain Life Death Field
Prerequisites Character Level 9 Character Level 18
Target Enemy Enemies within 10 meters of target
Vitality drained and healed 1-4 for each attacker level, to a maximum of 10 levels (10-40 points)
Difficulty Class 5 + attacker level + attacker Wisdom and Charisma modifiers

Restricted by Armor

This power allows the Jedi to drain the life of others to heal him or herself. A successful Fortitude save reduces damage by half. This power does not affect droids.

According to Feedback, a single damage roll is made and then inflicted on all enemies within radius, then the character is healed the equivalent of the total damage after saving throws. For example, if 25 damage is rolled and then inflicted on four enemies who fail to save, the character is healed for 100 (25*4); if two of those enemies save, the character is healed for 74 (25*2 + [25/2]*2). Damage is dark side.

Fear[edit]

Dark side power Fear Horror Insanity
Prerequisites Jedi Character Level 6 Character Level 12
Target Enemy Enemies within 5 meters of target Enemies within 10 meters of target
Duration 6 seconds 12 seconds 18 seconds
Difficulty Class 5 + attacker level + attacker Wisdom and Charisma modifiers

This power causes enemies to cower in fear of the attacking Jedi unless they make a Will save. It does not affect droids.

This power can also be negated by Force Immunity: Fear, or Immunity: Mind-Affecting.

Shock[edit]

Dark side power Shock Force Lightning Force Storm
Prerequisites Jedi Character Level 9 Character Level 18
Target Single enemy Enemies up to 16 meters in front Enemies within 10 meters of target
Damage (electrical) 1-6 for each attacker level, to a maximum of 10 levels (10-60 points)
Difficulty Class 5 + attacker level + attacker Wisdom and Charisma modifiers

Restricted by Armor

This power unleashes an electrical attack. Force Storm also inflicts the same damage on Force points. A successful Will save by the target reduces damage by half. However, unlike electrical damage, Force point damage isn't affected by Damage Immunity, Improved Toughness, Damage Resistance or Combat Difficulty.

Slow[edit]

Dark side power Slow Affliction Plague
Prerequisites Jedi Character Level 6 Character Level 12
Restricted by Armor No No Yes
Effect on target -2 Defense, Reflex saves, attack -1 attributes every 3 6 seconds -1 attributes every (6) second(s)
Duration 30 seconds 21 36 seconds 12 72 seconds
Difficulty Class 5 + level + WIS + CHA 20 100
Save Will Fortitude Fortitude

Slow clouds the mind, making a target's actions unusually sluggish; Affliction causes a target to suffer as though poisoned; Plague causes a target to suffer as though deathly ill from poison. The target is also slowed for the duration. A successful save negates these effects. This power does not affect droids.

Slow's -2 Defense stacks, so using it four times in a row can result in -8. No other effects of these powers stack (although the slow effect stacks with that of Stun, Stasis or Stasis Field after a successful save), and duration is not reset by use when already active. However, attribute damage from Affliction or Plague does stack with that from sources other than poison (since Affliction is effectively On Hit: Poison, Average Weakness, while Plague is Virulent Weakness), like Choke.

Neither Affliction nor Plague have any effect if the target has Immunity: Poison, and although it's impossible to save against Plague without cheating, Force Resistance or Immunity can also prevent it from having any effect before a saving throw is even made. Once afflicted, the effects of both Affliction and Plague can be neutralized by Heal or an Antidote Kit.

The effects and durations in the descriptions for Affliction and Plague are inaccurate: both inflict -1 attributes every 6 seconds after use, but Affliction does so for 36 seconds (-6 in total) while Plague does so for 72 seconds (-12 in total).

Round Seconds Attribs
1 (Use) 3 -1
2 6
3 9 -2
4 12
5 15 -3
6 18
Round Seconds Attribs
7 21 -4
8 24
9 27 -5
10 30
11 33 -6
12 36
Round Seconds Attribs
13 39 -7
14 42
15 45 -8
16 48
17 51 -9
18 54
Round Seconds Attribs
19 57 -10
20 60
21 63 -11
22 66
23 69 -12
24 72

Since the attribute's modifier ((attribute – 10) / 2) is used rather than the attribute itself, the effect is only immediate if a target's attribute is an even number (for example, if 20 Strength (+5) is reduced to 19 (+4)), otherwise the modifier is first reduced in the third round (for example, 21 Strength (+5) is reduced to 20 (+5) in the first round, then 19 (+4) in the third).

The time it takes Plague to reach full effect and its lack of area of effect mean that it's normally only worth using against a single tough target, like Darth Malak himself (combat against most other targets should be over long before its effect becomes significant).

Wound[edit]

Dark side power Wound Choke Kill
Prerequisites Jedi Character Level 9 Character Level 12
Damage (bludgeoning) 2/3 attacker level every 2 s 2/3 attacker level every 2 s 1/6 maximum Vitality every 2 s
Duration 6 seconds
Effect -4 Con, Dex + Strength for 24 s
Save Fortitude
Save successful no effect no effect Damage = attacker level
Difficulty Class 5 + attacker level + attacker Wisdom and Charisma modifiers

Wound triggers spasms in the victim's lungs, causing great pain and inflicting 2/3 attacker level in damage every 2 seconds for the duration (6 seconds). A successful Fortitude save results in no effect.

Choke constricts the throat of a target at range, stunning and inflicting 2/3 attacker 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 results in no effect.

Kill 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 (close to) half the target's maximum Vitality points. If the target makes a Fortitude save they are not choked, but instead suffer damage equal to attacker level. If no saves are made then two uses only kill the target if maximum Vitality is divisible by 6: otherwise, since 1/6 maximum Vitality, rounded down, in damage is inflicted every 2 seconds for the duration (6 seconds), the target survives (barely). Improved Toughness and Wookiee Toughness also result in the target surviving two failed saves.

This power does not affect droids, but it's one of the few ways to debilitate a level > 11 Jedi Sentinel or any character with Immunity: Mind-Affecting.

Damage and Choke's attribute damage stack, both from consecutive use and with other sources (like Affliction or Plague), although attributes cannot be reduced below 3 (modifier -4).