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A@@ .@@ ========================================================= 17 April 2005 Author: Josh Warren Email: [email protected] MSN: [email protected] ------------------------------------------------------------------------------ Updated Version ------------------------------------------------------------------------------ 1.50: Changed format of FAQ, hopefully to make it easier to read. 1.01: Made minor changes to ASCII 'Knights of the Old Republic, Deleted Numerals at top of FAQ and made changes to 'Fury' Power and made changes of how to obtain Force Crush and Force Enlightenment. 1.00: Completed FAQ ------------------------------------------------------------------------------ Introduction ------------------------------------------------------------------------------ This Faq covers the Jedi Force Powers that are in Knights of the Old Republic II. This guide will explain about Force Powers and who should use them. This will also cover when you can get certain powers and what class you must be to get them. This guide does not cover force feats like Force Focus or Force Jump. If you want to quickly find a force power press ctrl-f and type in the name of the power. Also this FAQ should be mainly free of even minor spoilers and should be safe to read if you have not finished the game. ------------------------------------------------------------------------------ Table Of Contents ------------------------------------------------------------------------------ -Becoming A Master In The Force -Classes Force Forms -Force Powers -Lights Side Powers -Universal Powers -Dark Side Powers -Last Words -Acknowledgements -Emailing -Copyright ------------------------------------------------------------------------------ Tips For Becoming A Master Of The Force ------------------------------------------------------------------------------ -Know what powers you class learns and when you can learn them -Know what level you can learn certain powers at -Plan what powers you need for certain areas -Know what enemies are weak to certain powers -Using force powers to upgrade your party temporarily is always a help -Try to get your Wisdom as high as possible to reduce saves ------------------------------------------------------------------------------ Classes ------------------------------------------------------------------------------ By far the best starting class for being an effective force user is the Jedi Consular. The best advance Classes are either the Jedi Master (light side) or Sith Lord (Dark Side). These classes are the best for force users, however, they cannot learn all of the force powers, some can only be gained by becoming other classes, but for maximum use of your other force powers, starting off as a consular is the best choice. ------------------------------------------------------------------------------ Force Forms ------------------------------------------------------------------------------ Force Forms can greatly change how effective you are with your force powers in the middle of a battle, but different force forms gives you different advantages and disadvantages. Force Channel is a basic form, where Force Potency, Mastery and affinity are learned at higher levels. Force Channel ______________ +Force Points regeneration +Force Power Damage Force Potency ______________ +Force Power Damage +Force Power Cost Force Affinity _______________ Force Power can regenerate during combat Force Mastery ______________ +Force Duration +Force Point Cost Force Channel is learned by Jedi consular at Level 8, a Guardian at level 12 and a Sentinel at Level 10 and you learn the advanced force forms from the different Jedi Masters. ------------------------------------------------------------------------------ Force Powers ------------------------------------------------------------------------------ There are many different force powers learned by many different classes. If you are light side, but use Dark Side Powers, it will cost more force points, and vice versa. This section will cover all of the force powers, starting with the Light Side Powers. If some powers can be upgraded they will be linked by a line. To reduce any confusion if you see the term 'character' I am referring to the character, you as the 'player' are playing. ------------------------------------------------------------------------------ Light Side Powers ------------------------------------------------------------------------------ Most of the light side powers help you and your allies become stronger and more effective in battle. Powers like heal are very important for light side users and powers like force aura or force barrier are good for pre battle power ups. -------------------------- Battle Precognition Requirements: Handmaiden Learned from Handmaiden and allows Jedi to add their wisdom to their defense. This power is always active. -------------------------- Force Aura Requirements: Level 1 Force Shield Requirements: Level 6 Adds +4 to defense and Saving Throws and lasts 20 seconds. Force Armor Requirements: Level 12 Adds +6 to defense and Saving Throws and also lasts 20 seconds. -------------------------- Force Barrier Requirements: Level 1 Absorbs 15 points of: Bludgeoning, Piercing and Slashing Damage. After 15 points, damage is dealt normally. This lasts 30 seconds. Improved Force Barrier Requirements: Level 9 This is the same as before but absorbs 30 points of damage and lasts 45 seconds. Master Force Barrier Requirements: Level 15 Same as before but absorbs 60 points of damage and lasts 1 minute. -------------------------- Force Enlightenment Requirements: Level 1, Dantooine, Light Side Gained on your second visit to Dantooine as a light side Jedi. This power activates highest level of Speed, Armor and Valor powers (assuming you already know these powers). -------------------------- Force Valor Requirements: Level 1 This power gives +2 to all attributes and saving throws, affects everyone in your party and lasts 20 seconds. Knight Valor Requirements: Level 9 Same as before but gives +3 instead of +2 and also makes party immune to poison. Master Valor Requirements: Level 15 Same as before but gives +5 instead of +3. -------------------------- Heal Requirements: Level 6 Heals all party members within range and heals 5 + 1 point for charisma, wisdom and character level. Improved Heal Requirements: Level 12 Same as before but heals 10 +1 point for charisma, wisdom and character level. Master Heal Requirements: Level 18 Same as before but heals 15 +1 point for charisma, wisdom and character level. -------------------------- Inspire Followers 1 Requirements: Level 1, Jedi Master Give +1 to hit, damage and will saves and affects all party members and lasts for 45 seconds. Inspire Followers 2 Requirements: Level 5 Jedi Master Same as before but gives +2 to hit, damage and will saves. Inspire Followers 3 Requirements: Level 9 Jedi Master Same as before but gives +3 to hit, damage and will saves. -------------------------- Revitalize Requirements: Level 9 Brings closest party member to life and will have 5% of their max vitality points and does not affect droids. Improved Revitalize Requirements: Level 15 Same as before but brings all allies back to life, instead of one. Master Revitalize Requirements: Level 21 Same as before but revived character should have 10% of their vitality points. -------------------------- Stun Requirements: Level 1 This power stuns and opponent for 9 seconds. If they save they are slowed for 9 seconds. Stasis Requirements: Level 9 Same as before but stuns and slows or 12 seconds. Stasis Field requirements: Level 12 Same as before but has a 10 meter radius effect from the target opponent. -------------------------- stun Droid Requirements: Level 1 Stuns droid for 12 seconds inflicting some damage. Disable Droid Requirements: Level 6 Same as before but also has a 5 meter radius around the target droid. Destroy Droid Requirements: Level 12 Same as before but has a 6 meter radius and 1-6 points of damage per characters level. ------------------------------------------------------------------------------ Universal Powers ------------------------------------------------------------------------------ Universal powers include both defensive and offensive powers. Powers like Affect Mind and breath control are very useful, but for more offensive powers, powers like Force Push or Mind Trick are very useful. -------------------------- Affect Mind Requirements: Level 8 This power give the main character extra dialogues in conversations and does not always work. Dominate Mind Requirements: Level 12 Same as before but has more dialogue options and higher chance of success. -------------------------- Battle Meditation Requirements: Level 6 Adds +2 to attack damage and will saves and speeds up health regeneration and affects all party members. This power lasts 20 seconds. Improved Battle Meditation Requirements: Level 12 Same as before but any enemy that fails a will saving throw suffers -4 to attack, damage and will saves Master Battle Meditation Same as before but adds +4 to attack, damage and will saves and speeds up health regeneration. -------------------------- Beast Trick Requirements: Kreia This power is learned on Dxun by Kreia and only affects beasts. This power distracts the animal but become undistracted if the player gets to close or interacts with the beast. If used in stealth mode, this power won't take you out of stealth mode. Beast Confusion Requirements: Level 12 Beast attacks enemies for the character and won't become undistracted if player gets to close. If used in stealth mode, this power won't take you out of stealth mode. -------------------------- Breath Control Requirements: Kreia This power give immunity to poisons at the cost of force points. You learn this on Nar Shadda. -------------------------- Burst Of Speed Requirements: Level 1 The characters speed is doubled. This power lasts 36 seconds. Knights Speed Requirements: Level 9 Characters Speed is doubled and gets an extra attack per round. This power also lasts 36 seconds. Master Speed Requirements: Level 15 Same as before but character gains two extra attacks per round. -------------------------- Energy Resistance Requirements: Level 1 This power absorbs 10 points of, Cold, electrical, energy, fire and sonic. After 10 points, damage is dealt normally and lasts 120 seconds. Improved Energy resistance Requirements: Level 9 Same as before but absorbs 15 points of damage. Master Energy Resistance Requirements: Level 17 Same as before but absorbs 20 points of damage. -------------------------- Force Body Requirements: Level 1 Force Powers cost is split 50/50 between health and force points and lasts 30 seconds. Improved Force Body Requirements: Level 9 40% of force powers cost comes from Force points and costs 20% less than normal. 40 more percent comes from health points. Master Force Body Requirements: Level 15 30% of force powers cost comes from Force points and costs 40% less than normal. 30 more percent comes from health points. -------------------------- Force Camouflage Requirements: Level 1 Sith assassin or Jedi Watchman Allows character to be in Stealth mode without the use of a stealth field generator. Improved Force Camouflage Requirements: Level 7 Sith Assassin or Jedi Watchman Same as before but adds +4 to stealth. Master Force Camouflage Requirements: Level 13 Sith Assassin or Jedi Watchman Same as before but adds +8 to stealth. -------------------------- Force Deflection Requirements: Level 6 Allows Jedi to deflect blaster bolts without a lightsaber but character cannot deflect bolts back at enemy but is always in effect. Force Redirection Requirements: Level 12 Same as before but character can deflect bolts back at enemy. -------------------------- Force Push Requirements: Level 1 The enemy moves back 5 meters and gets stunned and suffers damage equal to the attacker's level. Force Whirlwind Requirements: Level 9 Enemy takes 1/3 of the attacking characters level in damage every 2 seconds for 12 seconds. When the target is caught in the whirlwind, he cannot perform any actions. Force Wave requirements: Level 15 All enemies within 15 meters are pushed back 5 meters and are stunned for 6 seconds and suffer damage one and a half time the attacker's level. -------------------------- Force Sight Requirements: Level 3, Visas Learned from Visas and allows character to see the alignment of NPC. Force Suppression Requirements: Level 9 This power cancels the first and seconds levels of any powers on the enemy. Force Breach Requirements: Level 15 This power cancels any powers active on the target. -------------------------- Mind Trick Requirements: Level 1 This power can distract a target but will become undistracted if character gets to close or interacts with the target. This power lasts 30 seconds. If used in stealth mode, this power won't take you out of stealth mode. Force Confusion Requirements: Level 12 This power will make the target fight for the player and lasts 30 seconds. -------------------------- Precognition Requirements: Level 1 Warns the player of danger, but these warnings are rare but is always active. -------------------------- Throw Lightsaber Requirements: Level 1 and a lightsaber Target must not be within close range of character and light saber always comes back. Only attacks one enemy. Advanced Throw Lightsaber Requirements: Level 9 and a lightsaber When the lightsaber is throw it hits up to three enemies. Enemies must not be close range. ------------------------------------------------------------------------------ Dark Side Powers ------------------------------------------------------------------------------ Dark Side powers are used for harming others and focus on destruction. Powers like shock or Insanity are very useful in the middle of a fight. The Light Side Users don't know what they're missing. -------------------------- Crush Opposition 1 Requirements: Sith Lord Target suffers -1 to hit and will saves Crush Opposition 2 Requirements: Sith Lord level 5 Target suffers -2 to hit and will saves Crush Opposition 3 Requirements: Sith Lord level 9 Target suffers -3 to hit and will saves Crush Opposition 4 Requirements: Sith Lord level 13 Target suffers -4 to hit and will saves Crush Opposition 5 Requirements: Sith Lord level 17 Target suffers -5 to hit and will saves Crush Opposition 6 Requirements: Sith Lord level 21 Target suffers -6 to hit and will saves -------------------------- Drain Force Requirements: Level 1 Draws 10 Force points from enemy. If saved they only lose 5. Improved Drain Force Requirements: Level 9 Draws 20 Force points from enemy. If saved they only lose 10. Master Drain Force Requirements: Level 15 Allows character to steal Force Points from all hostile creatures within 10 meters of the target. It draws 30 points from each opponent but if they save the only lose 15. -------------------------- Drain Life Requirements: Level 9 This power lets the character hurt others to heal himself. The enemy is done 1-4 per level of character and the character is healed the amount of damage done. Death Field Requirements: Level 18 Same as before but targets all enemies within 10 meters of the character. -------------------------- Fear Requirements: Level 1 Enemy is scared for 6 seconds and take -4 to defense. Horror Requirements: Level 6 All enemies within a 5 meter radius of the target is affected and scared for 12 seconds and take -4 to their defense. Insanity Requirements: Level 12 Same as before but all enemies within a ten meter radius is affected. -------------------------- Force Crush Requirements: Level 1, Dantooine, Dark Side Gained on your second visit to Dantooine as a Dark Jedi. Character gets 1-6 per level or character of damage and the damage is unstoppable. -------------------------- Force Scream Requirements: Level 1 Hurts all enemies within 10 meters in from of the character and deals 3-18 points of damage. Improved Force Scream Requirements: Level 9 Same as before but does 5-30 points of damage. Master Force Scream Requirements: Level 15 Same as before but does 7-42 points of damage. -------------------------- Fury Requirements: Level 1 Sith Marauder In Fury character gains some temporary level ups to some of thier attribtutes. Improved Fury Requirements: Level 5 Sith Marauder Improved Fury character gains higher level ups to some of their attributes. Master Fury Requirements: Level 9 Sith Marauder Improved Fury character gains even higher level ups to some of their attributes. -------------------------- Shock Requirements: Level 1 Hurts target by 1-6 per characters level. Lightning Requirements: Level 9 All enemies 16 meters in front of the caster get hurt by 1-6 per characters level. Force Storm Requirements: Level 18 Enemies within 10 meters of the target gets hurts 1-6 per characters level. Also damages the targets Force Points equal to the damage to their health. -------------------------- Slow Requirements: Level 1 Enemy is slowed for 30 seconds, the effects are -2 to defense, reflexes and attack rolls. Affliction Requirements: Level 6 Enemy suffers from this power as if it where poisoned and has -7 to all physical attributes. This lasts for 21 seconds. Plague Requirements: Level 12 Same as before but takes -12 to all physical attributes and is impossible to save. -------------------------- Wound Requirements: Level 1 Enemy is chocked for 6 seconds and takes 2/3 of the characters level every two seconds. Choke Requirements: Level 9 Same as before but suffers ability drain for 24 seconds. Enemy takes 2/3 of the attacking characters level every two seconds in damage. Kill Requirements: Level 12 Enemy is chocked for 6 seconds and are damaged equal to half their maximum health points. ------------------------------------------------------------------------------ Last Words ------------------------------------------------------------------------------ I hope this FAQ has helped you learn about the different force powers and how to become a more useful Force User and hopefully you'll know what force powers to choose at your next level up and plan what Force powers you want to choose next. ------------------------------------------------------------------------------ Acknowledgements ------------------------------------------------------------------------------ Nearly of this information came from the game, but to get exact numbers I had to refer to the Knights of the Old Republic II: The Sith Lords Official Game Guide. To get exact numbers to find out how much damage a certain power causes is no easy task. credit also goes to anyone else who's written a FAQ for this game. Playing it through Dark Side, Light Side, Jedi Master, Jedi Watchman, Sith Assassin, Sith Lord, is no easy task and is quite tedious. ------------------------------------------------------------------------------ Emailing Me ------------------------------------------------------------------------------ While I was writing this FAQ I was listing to the Dire Straights, so if there are any mistakes or lyrics to The Sultans Of Swing, please email me at [email protected]. In the Subject title place KOTOR II, as long as it has that, I'll open it. Please don't spam my email, because it won't get through my gmail anyway. ------------------------------------------------------------------------------ Copyright ------------------------------------------------------------------------------ Copyright Josh Warren 2005 If you want to have this FAQ on your website or place of business, please email me before you do but it cannot be sold so you can make profit for yourself. The Author is not affiliated with Lucas Arts or anyone else involved with the making of KOTOR II ______________________________________________________________________________ LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Ltd. � 2005 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & � or � as indicated. All rights reserved.