Explore Star Wars: Fate of the Old Republic force powers like Cure, Force Aura, and Burst of Speed. Learn about light side, dark side, and universal abilities.
Cure - Heal A+ (light side)
This power is essential for light sided characters, saving you from using medpacs and healing the entire party. It also cures poison, negating the need for antidote kits.
Force Aura - Force Armor A (light side)
This power temporarily grants you a defense bonus, making it a valuable alternative to heavy armor, especially since most force powers do not function with armor.
Burst of Speed - Master Speed A+ (universal)
Master Speed doubles your speed boost and provides a defense bonus, along with two extra attacks per round. This is considered a must-have power for any alignment, especially when combined with master flurry for increased combat effectiveness.
Force Valor - Master Valor A (light side)
Master Valor grants you and your party immunity to poison. While beneficial, it is often selected by Bastila to affect the entire party.
Force Resistance - Force Immunity A+ (universal)
This handy power increases your chance of resisting enemy force powers directed at you.
Energy Resistance - Improved Energy Resistance A+ (universal)
Improved Energy Resistance absorbs various attack types and grants immunity to poison. The effect lasts for 120 seconds, and the Force Points (FP) spent regenerate before the effect expires.
Affect Mind - Dominate Mind A (universal)
This power unlocks an occasional [Force Persuade] dialog option. It is recommended for dark side players, while light side players should use it cautiously as it can result in a dark side points (DSP) gain. Success is not guaranteed, and extreme commands can still be resisted. Not all Force Persuade options yield DSP.
Stun - Stasis Field A (light side)
Stasis Field freezes groups of enemies unless they successfully save, making it highly effective in encounters with numerous opponents.
Stun Droid - Destroy Droid A (light side)
This power is very useful against tougher droid enemies. It is essential for light side characters and their Jedi companions, allowing for the easy destruction of most droid opponents. Dark side players have access to the shock line as an alternative.
Wound - Kill B (dark side)
This attack is considered weak. If the enemy saves, damage is capped at 20 points, and tougher enemies like Malak almost always save. It is recommended to skip this power.
Slow - Plague A- (dark side)
Plague poisons and slows an enemy, with effects that cannot be saved against. This debuff weakens the victim, making them more vulnerable to other force powers. However, other dark side powers offer more damage at a faster rate.
Fear - Insanity A (dark side)
Insanity is a powerful dark side power that causes enemies to cower in fear for 12 seconds, allowing you to deal significant damage. If enemies save, there is no effect. It also has no effect on Jedi Sentinels.
Shock - Force Storm A+ (dark side)
Force Storm is a highly favored attack that damages an enemy's health and drains their Force Points (FP). It is a must-have for dark side players.
Force Push - Force Wave A+ (universal)
Force Wave damages all enemies, even if they save. If they do not save, they are thrown back 5 meters and stunned for 6 seconds, making it effective against large groups.
Drain Live - Death Field A (dark side)
Death Field damages all enemies, even if they save, while also healing you. Its effectiveness is greatest against large groups of enemies.
Force Suppression - Force Breech A (universal)
Force Breech is useful against Dark Jedi and Malak after they have cast Force Immunity on themselves.
Throw Lightsaber - Advanced Throw Lightsaber F------------------ (universal)
This power is considered useless as it leaves you open to enemy attacks while performing the throw. It is recommended to skip this power.
Note: If you are playing a dark side character, it is advised not to select Affect Mind immediately, as there are no characters to Force Persuade on Dantooine. You can select it on your next level-up if desired.
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