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Force Powers Guide

by Joshs Name

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         =========================================================
                             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

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                                 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.

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                              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

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                   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

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                                   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.

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                                 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.

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                                 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.

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                                  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.