Kotor 2 Force Powers

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Material.This page lists your Power Powers. Making use of a Force Power needs Force Factors. Your lighting/dark part rating affects the Push point cost of some powers. The additional you stray to the dark aspect, the even more expensive lighting side powers become, and the much less expensive darkish side powers turn out to be and vice versa.Pressure powers cannot be chosen at, but must continually select at minimum one Drive power upon degree up, depending on class and degree:Jedi classJedi level112112Jedi Consulars are usually granted an additional Force power every third level. Acquired all Light Side Powers21 Light side powers can become selected by any Jedi (Get good at requires character degree 21):Enhanced HealMaster HealForce ShieIdForce ArmorKnight ValorMaster VaIorImproved Force BarrierMaster Power BarrierImproved RevitalizeMaster RevitaIizeStasisStasis FieldDisable DroidDestroy DroidForcé Feeling Light side powerForce AuraForce ShieldForce ArmorPrerequisitesCharacter Level 6Character Level 12and+2+4+6Base Cost25Restricted by ArmorWhen this energy is triggered, the is temporarily given a bonus to Defense and all preserving punches. The impact can last for 20 mere seconds.Force Screen Light side powerForce BarrierImprovedMasterPrerequisitesCharacter Level 6Character Level 9Character Degree 15(physical)-4-8-15Duration30 seconds45 seconds60 secondsBase price20This strength glasses the in the Drive, diffusing the 1st points of damage from reducing, bludgeoning and piercing attacks. Harm over and above the very first points is usually experienced as regular.This doesn't amount with from various other sources: only the highest worth has any impact, and Master Force Barrier offers the highest value of any source.Power Valor Lighting aspect powerForce ValorKnight ValorMaster ValorPrerequisitesCharacter Level 9Character Level 15and+2+3+5Immunity:NoYesBase Price25Restricted by ArmorThis strength impacts the Jedi and all members.

More Star Wars: Knights of the Old Republic II - The Sith Lords Mods This mod from Team Hssiss adds 15 new force powers to your game. See File Details for more info about each power. Download High Level Force Powers 2.0 More Star Wars: Knights of the Old Republic II - The Sith Lords Mods This Mod adds 18 new Force Powers to the game that are available above level 20.

The impact endures for 20 secs.Heal Light aspect powerHealImprovedMasterPrerequisitesCharacter Level 6Character Level 12Character Level 18healed5 + + + degree15 + CHA + WIS + level15 + CHA + WIS + (2.level)NeutralizedPoison and StunBase Cost3025This power heals all users within a 15 meter radius. Restricted by ArmorThis energy enables the to make use of the gentle aspect of the Force to improve the Jedi't powers. The greatest of the Jedi't, and powers are instantly turned on at a reduced price (30). This strength is helpful to rapidly become prepared for hard battles.This strength is given to a natural or lighting side main personality after getting all four.Inspire Followers Inspire FollowersIIIIIIIVVGrantedLevel 5 JMLevel 9 JMLevel 13 JMLevel 17 JM1+2+3+4+5Party WillBase Price20Restricted by ArmorThis power raises the well-being and effectiveness of the Jedi Get good at's allies in fight.

Kotor 2 Class Force Powers

This effect can last for 45 mere seconds and will not have an effect on (it does have an effect on the Jedi Get good at, though).If the player selects to stroll the route of the darkish aspect (. Some are capable to halt their rate of metabolism in such a method that they can really stop inhaling and exhaling for a very much longer time period of period than they would usually. This power provides immunity from for 240 seconds.This power is given to the primary personality by upon getting into the Jekk'Jékk Tarr on Nár Shaddaa, and costs 20 Push points.Pressure Camouflage Universal powerForce CamouflageImprovedMasterGrantedororLevel 7Jedi Watchman or Sith AssassinLevel 13Jedi Watchman or Sith Assassinbonus+4+8These powers allow the Jedi character to make use of their Stealth ability without a. The strength lasts until the personality deactivates it.Pressure Sight.

Obtained all Dark Side Power20 Black aspect powers can be chosen by any Jédi (both and need character level 18):ChokeKillAfflictionPlagueHorrorInsanityForce LightningForce StormDeath FieldImproved Drain ForceMaster Pipe ForceImproved Force ScreamMaster Power ScreamDrain Push Dark side powerDrain ForceImprovedMasterPrerequisitesCharacter Degree 9Character Degree 15TargetEnemyEnemies within 10 michael of focus on1020305 + opponent level + opponent and modifiersBase Cost5Restricted by ArmorThis strength allows the Jedi to pull raw Drive energy from opponents to him ór herself. The aimed opponent loses about half that amount if they create a Will.

A Jedi can'capital t draw even more Force Factors from an opposition than they have total.Price per use is always regained, in add-on to any Force energy drawn from opponents.Drain Daily life Dark aspect powerDrain LifeDeath FieldPrerequisitesCharacter Level 9Character Level 18TargetEnemyEnemies within 10 meters of targetdrained and cured1-4 for each attacker degree, to a optimum of 10 levels (10-40 factors)5 + attacker level + opponent and modifiersBase Price25Restricted by ArmorThis power enables the to strain the living of others to cure him or herself. A prosperous Fortitude decreases by half. The character is healed the comparative of the almost all damage dealt to any individual enemy. Mac os x boot cd download. This strength does not influence.The limitation on maximimum Vitality drained and cured hasn't actually become removed, so from degree 10 onward it's restricted to 10-40 (25 normal) points.Fear Dark aspect powerFearHorrorInsanityPrerequisitesCharacter Level 6Character Degree 12TargetEnemyEnemies within 5 meters of targetEnemies within 10 michael of targetDuration6 mere seconds12 secs18 mere seconds5 + attacker level + opponent and modifiersBase Price15This strength causes opponents to cower in anxiety of the attacking Jedi unless they make a May.

It will not influence.Force Scream Dark side powerForce ScreamImprovedMasterPrerequisitesCharacter Degree 9Character Degree 15(sonic)3-185-307-42-2-4-6TargetEnemies up to 10 meters in frontEnemies within 10 metres10 + opponent degree + attacker and modifiersBase Price25This strength creates a influx of sound that does sonic damage and decreases characteristics for 30 secs. A successful Will reduces damage by fifty percent and negates the attribute penalties.Surprise Dark side powerShockForce LightningForce StormPrerequisitesCharacter Degree 9Character Level 18TargetSingle enemyEnemies up to 16 meters in frontEnemies within 10 m of focus on(electrical)1-6 for each attacker degree5 + attacker level + opponent and modifiersBase Cost20Restricted by ArmorThis energy unleashes an electrical attack. Force Storm also inflicts the exact same damage on. A successful Can by the focus on reduces damage by fifty percent.Slow Darkish aspect powerSlowAfflictionPlaguePrerequisitesCharacter Level 6Character Degree 12Restricted by ArmorNoYesEffect on enemy-2, Response saves,-1 every 3 6 seconds-1 features every (6) second(s)Duration30 secs21 secs12 secs5 + level + +20100WillFortitudeBase Cost20Sreduced clouds the mind, producing a target's actions unusually sluggish. Affliction leads to a target to suffer as though poisoned. Problem causes a focus on to experience as though deathly ill from poison.

Force

The focus on is also slowed down for the length. A prosperous save negates these results. This energy does not impact.The effects in the descriptions for Affliction and Trouble are inaccurate: both inflict -1 features every 6 secs after make use of. Neither use if the target provides Immunity:, and both can become neutralized by or an.Wound Dark side powerWoundChokeKillPrerequisitesCharacter Level 9Character Level 125 + opponent degree + attacker and modifiersBase Cost20Wound sparks spasms in the target's lungs, leading to great pain and inflicting 2/3 attacker degree in every 2 secs for the length (6 mere seconds).

A effective Fortitude outcomes in no effect.Choke constricts the neck of a target at variety, stunning and inflicting 2/3 attacker level in harm every 2 seconds for the duration (6 seconds). The target also suffers a temporary (24 minute) -4 penalty to,. A productive Fortitude save results in no effect.Kill causes the focus on to choke for 6 secs and inflicts harm close to half the target's maximum factors. If the target makes a Fortitude save they are usually not clogged, but instead suffer harm identical to attacker degree.This power does not really affect.Smash Opposition Grind OppositionIIIIIIIVVGrantedLevel 5 Sith LordLevel 9 Sith LordLevel 13 Sith LordLevel 17 Sith LordEnemy-1-2-3-4-5Enemy WillBase Cost20Restricted by ArmorThis power saps the may of every foe within a 15-meter radius of a target enemy. Enemies can resist this effect with a Will conserve against a óf 5 + the attacking character's degree + targeting personality's and modifiers. This effect endures for 45 secs.If the player chooses to walk the route of the gentle side ( 40), this power will simply no longer functionality.Force Smash. Limited by ArmorThe uses the darkish side of the Power to telekinetically smash an opponent.

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The victim experiences 1-10 factors of to pér each of thé attacking personality's ranges. This harm bypasses almost all defenses. A prosperous Fortitude by the target at a óf 5 + the attacking personality's level + assaulting character's and modifiers decreases harm by fifty percent.This energy is granted to a darkish side main character after finding all four, and expenses 60 Power points.Fury Black part powerFuryImprovedMasterGrantedLevel 5 Sith MarauderLevel 9 Sith Marauderbonus+2+4+6points per degree+1+2+3Fortitude and WillAttacks per circular+1+2-2-4-6Seconds energetic304560Base Price30This energy enables the Sith Marauder to enter a mad rage. In this condition they are usually Immune system to Paralysis and Stasis effects. Every beast they eliminate energy sources their Fury even more, including to the they perform in upward to optimum bonus of +6.Extra attacks per round do not pile with those of Dark night Rate and Grasp Acceleration, although the increased movement quickness and protection bonuses of those powers nevertheless utilize.mod can be normally limited to optimum +10, but Fury's Defense charges takes impact after this limitation (so it cannot become negated by any excess, unlike 's fees, which takes impact before the restriction).