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defense to the entire party.
Star Wars: Knights of the Old Republic

defense to the entire party.

Explore Force Powers in Star Wars: Knights of the Old Republic, including healing, defense, and offensive abilities. Learn about Master Speed and Force Storm.

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Explore Force Powers in Star Wars: Knights of the Old Republic, including healing, defense, and offensive abilities. Learn about Master Speed and Force Storm.

Cure - Heal A+ (light side)

This is essential for light-sided characters, saving medpacs and healing the entire party. It also cures poison, negating the need for antidote kits.

Force Aura - Force Armor A (light side)

Temporarily grants a defense bonus, serving as an alternative to heavy armor as most force powers do not work with armor.

Burst of Speed - Master Speed A+ (universal)

Doubles your speed boost and provides a defense bonus, along with 2 extra attacks per round. Considered a must-have for any alignment, especially when combined with Master Flurry.

Force Valor - Master Valor A (light side)

Grants immunity to poison for you and the party. Often selected by companions like Bastila.

Force Resistance - Force Immunity A+ (universal)

Increases your chance of resisting enemy force powers.

Energy Resistance - Improved Energy Resistance A+ (universal)

Absorbs various attacks and grants immunity to poison for 120 seconds. Force points spent regenerate before the effect wears off.

Affect Mind - Dominate Mind A (universal)

Opens an extra dialogue option, indicated as [Force Persuade.]. Recommended for dark-sided players; light-sided players should use with caution as it can result in dark side points (dsp). Success is not guaranteed, and extreme commands can still be resisted. Not all Force Persuade options yield dsp.

Stun - Stasis Field A (light side)

Freezes groups of enemies unless they succeed on a saving throw, making it useful in crowded combat scenarios.

Stun Droid - Destroy Droid A (light side)

Highly effective against droid enemies. Dark-sided players have access to the shock line as an alternative. Essential for light characters and recommended for all Jedi companions.

Wound - Kill B (dark side)

Limited effectiveness; if the enemy saves, damage is capped at 20 points. Tougher enemies, like Malak, often save against this power.

Slow - Plague A- (dark side)

Poisons and slows an enemy with no chance for them to save. Victims are left weaker and more susceptible to other force powers. Other dark powers offer faster damage.

Fear - Insanity A (dark side)

Causes enemies to cower in fear for 12 seconds, allowing significant damage. Has no effect if the enemy saves and does not affect Jedi Sentinels.

Shock - Force Storm A+ (dark side)

Attacks enemy health and drains their force points. A must-have for dark-sided players.

Force Push - Force Wave A+ (universal)

Damages all enemies, even if they save. If they fail to save, they are thrown back 5 meters and stunned for 6 seconds, effective against large groups.

Drain Live - Death Field A (dark side)

Damages all enemies, even if they save, while healing the user. Most effective against large groups.

Force Suppression - Force Breech A (universal)

Useful against Dark Jedi and Malak after they have cast Force Immunity.

Throw Lightsaber - Advanced Throw Lightsaber F------------------ (universal)

Considered useless as it leaves the user vulnerable to other enemy attacks.

Tips
  • If playing a dark-sided character, consider selecting Affect Mind later in the game, as there are no Force Persuade options available on Dantooine initially.

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