What each Force power does

Compare rank effects at default settings. Raise a Force power covers purchases.

In the menus: ESC → Character → Current → FORCE POWERS

Movement, control and mind

Jump

Hold Jump to rise while Force remains.

RankHeight limitExtra effect
196 unitsNone
2192 unitsNone
3384 unitsGreater fall tolerance
425% above rank 325% longer wall runs
545% above rank 350% longer wall runs, chained wall rebounds

Ranks 4 and 5 brake falls and land silently. Controlled landings cause no damage. Knockdown/knockback landings receive half normal fall impact.

Speed

RankRun speedSecondsExtra effect
11.5×10None
21.75×15Silent activation and looping
32×20No afterimage
42×30Run over water, slime and lava unharmed
52×30Adds Force Blink

Liquid crossing needs active Speed and running movement.

Push and Pull

Push drives targets away. Pull draws them towards you.

RankTargets and effectPull disarm chance
160° forward cone30%
2Latest visible enemy mark, otherwise crosshair target70%
3180° arc, maximum shove70%
4Upward launch, 360° sweep. Any mark narrows it to 180°100%
5Upward launch, 360° sweep with or without marks100%

Ranks 4 and 5 target marked enemies when present, otherwise sparing marked allies. Objects and projectiles ignore marks.

Disarming requires a disarmable weapon, within 256 units, outside your team.

Telekinesis

Lift causes no damage. Untick LIFT to choke from rank 3.

RankEffect
1Lift one target about 100 units. Hold the button
2Move one lifted target with your aim. Hold the button
3Lift or choke one target, moving it with your aim
4Lift or choke up to 2 targets within 200 units
5Lift or choke up to 4 targets within 200 units

Single-target range: 1,024 units lifting, 256 choking. Losing sight releases them. From rank 3, press again or change powers to release.

Group holds favour marked enemies and spare allies.

Mind Trick

One target within 2,048 units:

RankPlayerNPC
1Aim jerk and staggerInterrupt firing
2Also switch to fistsDisarm until re-equipped
3Surrender poseSurrender and hold fire
4See your disguiseCannot target you
5Cannot see youCannot target you

Use ranks 4 and 5 again to release them.

Sense

RankRange (units)Reveals
1512Characters amid heavy interference, without seeing through walls
21,024Faint visibility through walls
32,048Clearer characters, names and languages. Silent activation
44,096Also their last used Force power
58,192Adds Force Wander

Force-gated POIs use your Sense rank.

Saber

Saber Offense

RankSingle-saber styles
1Fast
2Fast and Medium
3Fast, Medium and Strong

Rank 0 removes your saber. Defense and Throw need Offense 1. Dual Sabers and Staff need separate skills.

Saber Defense

Automatically blocks while your saber is ready and you are not attacking.

RankForward projectile arc
1About 52°
2About 106°
3About 145°

Saber attacks use wider checks. Server settings can widen rank 3 further.

Saber Throw

RankReach (units)Control
1700Straight throw
21,400Steer with your aim
32,100Faster steering, direct player aim

Restoration and wards

Heal

Restore your health for 50 Force. Interrupted channels refund the cost.

RankHealthDelayPassive recovery
1153 seconds standing stillNone
2252 seconds, walking allowedNone
340InstantNone
440InstantOne health every 2 seconds
540InstantOne health every second

Passive recovery stops while downed.

Team Heal

RankHealth restored to others
125 to one player
250 to one player
340 each to 2 players
4Moving sphere: 150-unit radius, 2 per second for 30 seconds
575 to one visible target at long range. 30-second cooldown. No target creates the rank 4 sphere

Battle Meditation

RankForce restored to others
125 to one player
250 to one player
340 each to 2 players
4Moving sphere: 150-unit radius, 2 per second for 30 seconds
5Keeps the sphere, also reducing Force costs by 40%

Both prefer ally marks. Press again to dismiss spheres.

Protect

Spends Force to reduce damage and knockback:

RankNormal reductionSecondsExtra effect
140%20Personal protection
260%20Lower Force cost per hit
380%20Lower cost again
480%60Rank 3 field, 150-unit radius. Moving ends it
595%60Moving field. Reflects 15% of melee/saber damage

Large hits use a capped calculation. Your own attacks keep their knockback.

Absorb

Converts absorbed attack Force into your own.

RankStopsSeconds
1Stun, Ionize, Sever, rank 1 Push/Pull/Telekinesis, rank 3 Drain20
2Also rank 2 Push/Pull/Telekinesis and rank 4 Drain20
3Also Lightning, Silence and remaining Push/Pull/Telekinesis/Drain ranks20
4Rank 3 field, 150-unit radius. Moving ends it60
5Moving field. Your own Absorb reflects attacks60

Ranks 1 and 2 reduce stronger Push, Pull and Lightning. Any Absorb breaks group Telekinesis.

Reflection returns Energy as damage, Drain as Force loss, and Push/Pull/Telekinesis as knockdown. Field recipients receive no reflection.

Channelling

Each paired name shares one ladder. Higher ranks replace earlier forms.

Focus and Rage

RankEffect
1Focus: 30% lower Force costs, 30 seconds
2Focus: 45% lower Force costs, 30 seconds
3Focus: 60% lower Force costs, 30 seconds
4Rage: 14 seconds, draining 2 health every 0.3 seconds
5Rage: 20 seconds, draining 2 health every 0.45 seconds

Focus costs no health. Only the largest Force discount applies.

Rage grants damage protection, 30% faster movement and 25% shorter attack delays. Its 10-second recovery slows movement and attacks.

Force Energy and Lightning

RankEffect
1Stun: knockdown and power interruption within 70 units, without damage
2Ionize: remove 30 shield within 300 units, or stun an unshielded target
3Lightning: damaging held arc within 300 units
4Lightning: up to 2 marked enemies
5Lightning: up to 4 marked enemies

Ranks 4 and 5 retain 300-unit range. Without enemy marks, their uncapped arc spares marked allies.

Force Block and Drain

RankEffect
1Sever: disable the last used power for 40 seconds, within 70 units
2Silence: disable all powers for 30 seconds, within 70 units
3Aimed Drain: 2,048 units, 2 Force per hit, no healing
4Aimed Drain: 2,048 units, 3 Force per hit, healing you equally
5Drain arc: 512 units, 4 Force per hit, healing you equally

Sever needs a previously used power. Absorb can reduce or stop Drain.

Marking friend and foe

Ally and enemy marks control target priorities and who receives field protection.

Blinking

Blink needs Speed 5 and 50 Force. It travels up to 400 units, stops you and turns you towards your starting point.

  1. Run /forceblink to preview the landing.
  2. Aim, then use Force Speed or /force_speed within 15 seconds.

Repeat /forceblink or use /forceblink arm to refresh. An expired preview makes Speed activate normally. Blink passes through characters, never walls.

Without Speed 5: