Just as the success of a weapon attack is determined by an attack roll against defense, the success or extent of other damaging, debilitating and status-altering effects is determined by a saving throw against the Difficulty Class (DC) of those effects: the defender makes an opposed roll using d20 + the relevant save (Fortitude, Reflex or Will) versus the attacker's DC. If the saving throw is greater (or equal), then its success may reduce or negate any effect; if it fails, the attack has full effect.
Thus a saving throw always fails if maximum roll 20 + Save < DC, and always succeeds if minimum roll 1 + Save ≥ DC. Otherwise, the chance of success is as follows:
Difficulty Class - save | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
> 20 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | < 2 |
0% | 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% | 85% | 90% | 95% | 100% |
For example, a Fortitude saving throw must normally be made at DC 30 if a Deadly Gas Mine is triggered: Fortitude save 9 or less means this throw always fails (maximum roll 20 + 9 = 29), always resulting in poisoning; however, if it's 19 then it succeeds 50% of the time (roll (11-20) + 19 = 30-39); and if it's 29 or more then it always succeeds (minimum roll 1 + 29 = 30), never resulting in poisoning.
Each save affects the following (although Immunity, or Force Immunity feats, can negate effects before a saving throw is even made):
Source | Fortitude | Immunity | Reflex | Immunity | Will | Immunity |
---|---|---|---|---|---|---|
Feats | Critical Strike | ![]() |
||||
Sniper Shot | ![]() | |||||
Force powers | Affliction, Plague ![]() |
Poison | Force Push, Wave | ![]() |
Fear, Horror, Insanity ![]() |
![]() |
Stasis (Field) ![]() |
Paralysis | Disable Droid et al. ![]() |
Shock et al. ![]() |
|||
Stun ![]() |
![]() |
Force Whirlwind | Slow ![]() | |||
Drain Life, Death Field ![]() |
||||||
Stun Droid ![]() | ||||||
Wound, Choke, Kill ![]() | ||||||
Grenades | Poison Grenade | Poison | CryoBan Grenade | Paralysis | Concussion Grenade | ![]() |
Plasma Grenade | ![]() |
Sonic Grenade | ||||
Frag, Ion Grenades | ||||||
Thermal Detonator | ||||||
Mines | Gas mines | Poison | Frag, Plasma mines | Flash mines | ![]() | |
On Hit | Horror | ![]() |
Paralyze | Paralysis | Stun | ![]() |
Poison | Poison | Attribute Damage Dex | ||||
Instant Death | Slowed | |||||
Special weapons | Flame throwers | |||||
Carbonite projectors |
See the Difficulty Classes page for a more detailed breakdown of DCs to be saved against.
All characters have saves which increase as level increases. Progression varies according to class:
Save | Soldier | Scout | Scoundrel | Jedi Guardian | Jedi Sentinel | Jedi Consular | Combat Droid | Expert Droid | Minion |
---|---|---|---|---|---|---|---|---|---|
Fortitude | Fast | Fast | Slow | Fast | Fast | Fast | Fast | Slow | Minion |
Reflex | Slow | Fast | Fast | Fast | Fast | Average | Slow | Fast | Minion |
Will | Slow | Fast | Slow | Average | Average | Fast | Slow | Slow | Minion |
Although each class has its own saving throw table, progression of each save is normally Fast, Average or Slow, with the sole exception of the non-playable Minion class:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Slow | 0 | 0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 |
Average | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 8 | 8 | 8 | 9 |
Fast | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 |
Minion | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 |
Attribute modifiers and any Conditioning feat bonus adds to these base saves:
Save | Fortitude | Reflex | Will |
---|---|---|---|
Modifier | Constitution | Dexterity | Wisdom |
Feat | Base | Improved | Master |
---|---|---|---|
Conditioning | +1 | +2 | +3 |
Mod bonuses from Light side powers and items are restricted to maximum 20, which is achievable with any Jedi:
Source | Description | All |
---|---|---|
Light side powers | Force Aura | +2 |
Force Shield | +4 | |
Force Armor | +6 | |
Force Valor | +2 | |
Knight Valor | +3 | |
Master Valor | +5 |
Source | Description | All |
---|---|---|
Robes | Star Forge Robes ![]() |
+2 |
Head | Advanced Bio-Stabilizer Mask ![]() ![]() |
+1 |
Stabilizer Mask ![]() |
+2 | |
Hands | Karakan Gauntlets | +3 |
Belts | CNS Strength Enhancer | +2 |
Adrenaline Stimulator | +4 |
Force Aura, Shield or Armor only affect the Jedi for 20 seconds, whereas a Valor power affects the Jedi's entire party for 20 seconds (and also grants attribute bonuses that increase base saves as well).
Some headgear and belts only grant a bonus to a specific save:
Item | Description | Fort |
---|---|---|
Belts | Cardio-Regulator | +2 |
Verpine C-R | +3 |
Item | Description | Ref |
---|---|---|
Head | GenoHaradan Visor ![]() |
+3 |
Belts | Adrenaline Amplifier | +2 |
Advanced AA | +3 |
Item | Description | Will |
---|---|---|
Head | Neural Band | +2 |
Verpine Headband | +3 |
When debilitated, Dexterity modifier is no longer added to base Reflex save, and droid saves are reduced by 2.
Immunity[edit | edit source]
Immunity can negate effects before a saving throw is even made.
Critical Hits[edit | edit source]
Immunity: Critical Hits prevents the second damage roll of a critical hit. It can also grant Immunity: Sneak Attacks.
Immunity: Critical Hits becomes less useful as Defense increases. For example, even if an attacker using Master Critical Strike has Critical Threat: 13-20,x2 (maximum 40% chance), with just 40% chance to hit there's only 16% chance of a critical hit; with 20% chance to hit, there's just 4% chance of a critical hit. Roll 20 + Attack < Defense results in minimum 5% chance to hit (roll 20 is an automatic hit) and 0% critical conversion.
Immunity: Critical Hits is granted by the following:
Source | Description |
---|---|
Implants | Retinal Combat Implant ![]() |
Head | Bothan Sensory Visor ![]() |
However, only two or three enemies in the entire game equip any of these items, so this shouldn't affect your choice to master Critical Strike:
World | Area | Character | Source |
---|---|---|---|
Taris | Davik's Estate | Calo Nord | Retinal Combat Implant |
Tatooine | Eastern Dune Sea | Calo Nord | |
Manaan | Sith Base | Dark Jedi Master |
Mind-Affecting[edit | edit source]
Immunity: Mind-Affecting grants the same protection from being debilitated as Force Immunity: Fear and Stun (but not Paralysis):
![]() |
![]() |
![]() |
Unaffected |
---|---|---|---|
Fear, Horror and Insanity Plasma Grenades On Hit: Horror |
Force Push and Wave Stun Critical Strikes and Sniper Shots Concussion Grenades Flash mines On Hit: Stun |
Stasis (Field) CryoBan Grenades On Hit: Paralyze |
Force Whirlwind Wound, Choke and Kill |
Adhesive Grenades may entangle, but they are not actually debilitating.
Droids are normally granted Immunity: Mind-Affecting, and Paralysis, and are unaffected by Wound, Choke or Kill, but can be debilitated by Force Whirlwind and Stun Droid powers.
Immunity: Mind-Affecting (but not Force Immunity: Stun) also grants complete immunity to Force Push (not just stun, but damage and knockdown as well), but not a Terentatek's Slam Attack (stun only). Terentateks in turn are completely immune to Force Push, as are Rancors. Immobile droids, and some with active shields, are also completely immune to Force Whirlwind, as are Rancors and Terentateks. Force Wave can still damage and push characters with Immunity: Mind-Affecting, and can damage immobile droids, but can't stun any of these; it can stun and damage Rancors and Terentateks, but doesn't knock them down.
Immunity: Mind-Affecting is granted by the following:
Immunity: Mind-Affecting is the most common enemy immunity but it's still rare for organic enemies, and even rarer to encounter more than one with it at a time:
World | Area | Character | Source |
---|---|---|---|
Dantooine | Matale Grounds | Mandalorian | Mandalorian Heavy Armor |
Grove | Sherruk | ||
Tatooine | Eastern Dune Sea | Calo Nord | Nerve Amplifier Belt |
Kashyyyk | Upper Shadowlands | Darth Bandon | Nerve Amplifier Belt |
Lower Shadowlands | Mandalorian (2) | Mandalorian Heavy Armor | |
Mandalorian Commander | Nerve Amplifier Belt | ||
Manaan | Sith Base | Sith Security Officer | Nerve Enhancement Package |
Tatooine | Sand People Territory | Vorn Daasraad ![]() |
Nerve Amplifier Belt |
Dune Sea | Genoharadan Hunter ![]() |
Stabilizer Mask | |
Genoharadan Hunter ![]() |
Vacuum Mask | ||
Star Forge System | Central Beach | Rakatan Elite Warrior | Nerve Enhancement Package |
North Beach | Rakatan Elite Warrior | ||
Warleader Garn | |||
Temple Exterior | Rakatan Elite Warrior (2) | ||
Elder Settlement | Elder Councillor (3) | ||
Elder Elite Warrior | Nerve Enhancement Package | ||
Temple Summit | Dark Jedi | ||
Star Forge | Command Center | Sith Troopers | Nerve Amplifier Belt |
Dark Jedi ![]() | |||
Dark Jedi ![]() | |||
Viewing Platform | Darth Malak |
A few enemies are granted Force Immunity feats, effectively granting Immunity: Mind-Affecting (and sometimes Paralysis):
World | Area | Character | Fear | Stun | Paralysis |
---|---|---|---|---|---|
Tatooine | Anchorhead | Dark Jedi | Yes | Yes | No |
Kashyyyk | Great Walkway | Dark Jedi | Yes | Yes | No |
Korriban | Dreshdae | Sith Thug | Yes | Yes | No |
Shyrack Caves | Sith Rebel | Yes | Yes | No | |
Star Forge System | Temple Main Floor | Dark Jedi | Yes | Yes | Yes |
Sith Master | Yes | Yes | Yes | ||
Star Forge | Command Center | Dark Jedi | Yes | Yes | Yes |
Poison[edit | edit source]
Immunity: Poison prevents the following from poisoning, before a Fortitude saving throw is even made, when active beforehand:
Plague has DC 100, which is impossible to save against: the only other possible counters, the Force Resistance or Immunity powers, can only affect individual Jedi. Immunity: Poison is granted by the following:
Source | Description |
---|---|
Light side powers | Knight and Master Valor |
Universal powers | Improved Energy Resistance |
Dark mastery | Jedi Sentinel |
Implants | Bio-Antidote Package ![]() |
Advanced Bio-Stabilizer Implant ![]() ![]() |
Source | Description |
---|---|
Head | Advanced Bio-Stabilizer Mask ![]() ![]() |
Breath Mask ![]() | |
Vacuum Mask ![]() ![]() | |
Medium armor | Environmental Bastion Armor ![]() ![]() |
Improved Energy Resistance can affect a Jedi's entire party for 120 seconds (2 minutes) from level 9 onward.
Droids are normally granted Immunity: Poison, but there are only two organic enemies in the entire game that have it:
World | Area | Character | Source |
---|---|---|---|
Kashyyyk | Upper Shadowlands | Gorwooken | Bio-Antidote Package |
Tatooine | Dune Sea | Genoharadan Hunter ![]() |
Vacuum Mask |
Poison can also be neutralized with the light side power Heal, or an Antidote Kit.
Sneak Attacks[edit | edit source]
Immunity: Critical Hits also grants enemies Immunity: Sneak Attacks, preventing Sneak Attack damage being added. However, your main character and party are only granted this when debilitated.
Force Resist[edit | edit source]
Force Resist offers some protection from direct Force power attacks of Jedi opponents, possibly negating their effects. Attacking Jedi make an opposed roll using d20 + their level versus the defender's Force Resist. If the attacker's result is greater (or equal), the attack succeeds. If the defender's total is greater, the attack has no effect.
Thus some protection is only offered if minimum roll 1 + attacker level < Force Resist: for example, Force Resist 16 offers no protection if the attacking Jedi is level 15 or higher (although a saving throw can still be made). Otherwise, the chance of a Force power being resisted is as follows:
Force Resist - attacker level | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
< 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | > 20 |
0% | 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% | 85% | 90% | 95% | 100% |
For example, Force Resist 32 cannot be breached at all until the attacking Jedi is at least level 12 (maximum roll 20 + 12 = 32); even at level 20, the chance of successfully breaching it is just 45% (roll (12-20) + 20 = 32-40).
The Force Resistance power grants a Jedi Force Resist = 10 + defender level, from level 9 onward. The chances of enemy Force powers being resisted are as follows:
Defender level | Force Resistance | Attacker level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 8 | 9 | 10 | 12 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | ||
9 | 19 | 70% | 50% | 45% | 40% | 30% | 25% | 20% | 15% | 10% | 0% | ||
10 | 20 | 75% | 55% | 50% | 45% | 35% | 30% | 25% | 20% | 15% | 5% | 0% | |
11 | 21 | 80% | 60% | 55% | 50% | 40% | 35% | 30% | 25% | 20% | 10% | 0% | |
12 | 22 | 85% | 65% | 60% | 55% | 45% | 40% | 35% | 30% | 25% | 15% | 5% | 0% |
13 | 23 | 90% | 70% | 65% | 60% | 50% | 45% | 40% | 35% | 30% | 20% | 10% | 5% |
14 | 24 | 95% | 75% | 70% | 65% | 55% | 50% | 45% | 40% | 35% | 25% | 15% | 10% |
15 | 25 | 100% | 80% | 75% | 70% | 60% | 55% | 50% | 45% | 40% | 30% | 20% | 15% |
16 | 26 | 100% | 85% | 80% | 75% | 65% | 60% | 55% | 50% | 45% | 35% | 25% | 20% |
17 | 27 | 100% | 90% | 85% | 80% | 70% | 65% | 60% | 55% | 50% | 40% | 30% | 25% |
18 | 28 | 100% | 95% | 90% | 85% | 75% | 70% | 65% | 60% | 55% | 45% | 35% | 30% |
19 | 29 | 100% | 95% | 90% | 80% | 75% | 70% | 65% | 60% | 50% | 40% | 35% | |
20 | 30 | 100% | 95% | 85% | 80% | 75% | 70% | 65% | 55% | 45% | 40% |
The Force Immunity power grants a Jedi Force Resist = 15 + defender level, from level 15 onward: that's up to 25% more than Force Resist. The chances of enemy Force powers being resisted are as follows:
Defender level | Force Immunity | Attacker level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 8 | 9 | 10 | 12 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | ||
15 | 30 | 100% | 95% | 85% | 80% | 75% | 70% | 65% | 55% | 45% | 40% | ||
16 | 31 | 100% | 90% | 85% | 80% | 75% | 70% | 60% | 50% | 45% | |||
17 | 32 | 100% | 95% | 90% | 85% | 80% | 75% | 65% | 55% | 50% | |||
18 | 33 | 100% | 95% | 90% | 85% | 80% | 70% | 60% | 55% | ||||
19 | 34 | 100% | 95% | 90% | 85% | 75% | 65% | 60% | |||||
20 | 35 | 100% | 95% | 90% | 80% | 70% | 65% |
These two Force powers last 60 seconds but can be cancelled sooner: Force Suppression only cancels Force Resistance, but Force Breach cancels both Resistance and Immunity. Only four enemies in the entire game can use Force Suppression:
World | Area | Force Suppression |
---|---|---|
Leviathan | Command Deck | Dark Jedi (2) |
A few more can use Force Breach:
World | Area | Force Breach |
---|---|---|
Leviathan | Hangar | Dark Jedi |
Star Forge System | Temple Main Floor | Dark Jedi |
Temple Summit | Dark Jedi |
World | Area | Force Breach |
---|---|---|
Star Forge | Deck 1 | Dark Jedi (West, East Exit) |
Command Center | Sith Apprentices | |
Dark Jedi | ||
Viewing Platform | Darth Malak |
It's rarer still for these rare enemies to use these powers, although they're most likely to do so if you disengage from combat and move out of melee range.
Some enemies have natural Force Resist, and others can acquire it by using Force Resistance or Immunity:
World | Area | Natural | Force Resistance | Force Immunity |
---|---|---|---|---|
Dantooine | Sandral Grounds | 32 | ||
Tatooine | Anchorhead | 18 | ||
Kashyyyk | Great Walkway | 18 | ||
Korriban | Valley of Dark Lords | 32 | 24 | |
Sith Academy | 24 | |||
Shyrack Caves | 26 - 32 | |||
Tomb of Ajunta Pall | 32 | 24 - 28 | ||
Tomb of Tulak Hord | 32 | 30 | ||
Tomb of Marka Ragnos | 32 | |||
Tomb of Naga Sadow | 16 | 18 - 25 | ||
Darth Bandon | 30 | |||
Leviathan | Hangar | 28 | ||
Star Forge System | Elder Settlement | 32 | ||
Temple Main Floor | 32 | 30 - 33 | ||
Temple Summit | 19 - 30 ![]() |
33 ![]() ![]() | ||
Star Forge | Deck 1 | 18 | 23 | |
Deck 2 | 33 | |||
Command Center | 24 | 30 ![]() ![]() | ||
Viewing Platform | 35 |
The chances of Force powers being resisted by enemies with natural Force Resist are as follows:
Natural | Attacker level | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
16 | 60% | 55% | 50% | 45% | 40% | 35% | 30% | 25% | 20% | 15% | 10% | 5% | 0% | |||||
26 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% | 50% | 45% | 40% | 35% | 30% | 25% | ||
32 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% |
The chances of Force powers being resisted by enemy Jedi using Force Resistance are as follows:
Force Resistance | Attacker level | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
18 | 70% | 65% | 60% | 55% | 50% | 45% | 40% | 35% | 30% | 25% | 20% | 15% | 10% | 5% | 0% | |||
24 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% | 50% | 45% | 40% | 35% | 30% | 25% | 20% | 15% |
25 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% | 50% | 45% | 40% | 35% | 30% | 25% | 20% | |
28 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% | 50% | 45% | 40% | 35% |
The chances of Force powers being resisted by enemy Jedi using Force Immunity are as follows:
Force Immunity | Attacker level | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
23 | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% | 50% | 45% | 40% | 35% | 30% | 25% | 20% | 15% | 10% |
28 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% | 50% | 45% | 40% | 35% | ||||
30 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | 55% | 50% | 45% | ||||||
33 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | 65% | 60% | |||||||||
35 | 100% | 95% | 90% | 85% | 80% | 75% | 70% | |||||||||||
36 | 100% | 95% | 90% | 85% | 80% | 75% |
Since enemy Jedi normally only use Force Resistance or Immunity in the first round upon engaging in combat, debilitating them in that first round prevents their use, even when no longer debilitated (although this isn't always possible, if they're aware of you before you're in range to debilitate them).
However, since nothing can be done about natural Force Resist, using (Advanced) Throw Lightsaber or other attacks is recommended in all cases.