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.
| Rank | Height limit | Extra effect |
|---|---|---|
| 1 | 96 units | None |
| 2 | 192 units | None |
| 3 | 384 units | Greater fall tolerance |
| 4 | 25% above rank 3 | 25% longer wall runs |
| 5 | 45% above rank 3 | 50% 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
| Rank | Run speed | Seconds | Extra effect |
|---|---|---|---|
| 1 | 1.5× | 10 | None |
| 2 | 1.75× | 15 | Silent activation and looping |
| 3 | 2× | 20 | No afterimage |
| 4 | 2× | 30 | Run over water, slime and lava unharmed |
| 5 | 2× | 30 | Adds Force Blink |
Liquid crossing needs active Speed and running movement.
Push and Pull
Push drives targets away. Pull draws them towards you.
| Rank | Targets and effect | Pull disarm chance |
|---|---|---|
| 1 | 60° forward cone | 30% |
| 2 | Latest visible enemy mark, otherwise crosshair target | 70% |
| 3 | 180° arc, maximum shove | 70% |
| 4 | Upward launch, 360° sweep. Any mark narrows it to 180° | 100% |
| 5 | Upward launch, 360° sweep with or without marks | 100% |
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.
| Rank | Effect |
|---|---|
| 1 | Lift one target about 100 units. Hold the button |
| 2 | Move one lifted target with your aim. Hold the button |
| 3 | Lift or choke one target, moving it with your aim |
| 4 | Lift or choke up to 2 targets within 200 units |
| 5 | Lift 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:
| Rank | Player | NPC |
|---|---|---|
| 1 | Aim jerk and stagger | Interrupt firing |
| 2 | Also switch to fists | Disarm until re-equipped |
| 3 | Surrender pose | Surrender and hold fire |
| 4 | See your disguise | Cannot target you |
| 5 | Cannot see you | Cannot target you |
Use ranks 4 and 5 again to release them.
Sense
| Rank | Range (units) | Reveals |
|---|---|---|
| 1 | 512 | Characters amid heavy interference, without seeing through walls |
| 2 | 1,024 | Faint visibility through walls |
| 3 | 2,048 | Clearer characters, names and languages. Silent activation |
| 4 | 4,096 | Also their last used Force power |
| 5 | 8,192 | Adds Force Wander |
Force-gated POIs use your Sense rank.
Saber
Saber Offense
| Rank | Single-saber styles |
|---|---|
| 1 | Fast |
| 2 | Fast and Medium |
| 3 | Fast, 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.
| Rank | Forward projectile arc |
|---|---|
| 1 | About 52° |
| 2 | About 106° |
| 3 | About 145° |
Saber attacks use wider checks. Server settings can widen rank 3 further.
Saber Throw
| Rank | Reach (units) | Control |
|---|---|---|
| 1 | 700 | Straight throw |
| 2 | 1,400 | Steer with your aim |
| 3 | 2,100 | Faster steering, direct player aim |
Restoration and wards
Heal
Restore your health for 50 Force. Interrupted channels refund the cost.
| Rank | Health | Delay | Passive recovery |
|---|---|---|---|
| 1 | 15 | 3 seconds standing still | None |
| 2 | 25 | 2 seconds, walking allowed | None |
| 3 | 40 | Instant | None |
| 4 | 40 | Instant | One health every 2 seconds |
| 5 | 40 | Instant | One health every second |
Passive recovery stops while downed.
Team Heal
| Rank | Health restored to others |
|---|---|
| 1 | 25 to one player |
| 2 | 50 to one player |
| 3 | 40 each to 2 players |
| 4 | Moving sphere: 150-unit radius, 2 per second for 30 seconds |
| 5 | 75 to one visible target at long range. 30-second cooldown. No target creates the rank 4 sphere |
Battle Meditation
| Rank | Force restored to others |
|---|---|
| 1 | 25 to one player |
| 2 | 50 to one player |
| 3 | 40 each to 2 players |
| 4 | Moving sphere: 150-unit radius, 2 per second for 30 seconds |
| 5 | Keeps 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:
| Rank | Normal reduction | Seconds | Extra effect |
|---|---|---|---|
| 1 | 40% | 20 | Personal protection |
| 2 | 60% | 20 | Lower Force cost per hit |
| 3 | 80% | 20 | Lower cost again |
| 4 | 80% | 60 | Rank 3 field, 150-unit radius. Moving ends it |
| 5 | 95% | 60 | Moving 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.
| Rank | Stops | Seconds |
|---|---|---|
| 1 | Stun, Ionize, Sever, rank 1 Push/Pull/Telekinesis, rank 3 Drain | 20 |
| 2 | Also rank 2 Push/Pull/Telekinesis and rank 4 Drain | 20 |
| 3 | Also Lightning, Silence and remaining Push/Pull/Telekinesis/Drain ranks | 20 |
| 4 | Rank 3 field, 150-unit radius. Moving ends it | 60 |
| 5 | Moving field. Your own Absorb reflects attacks | 60 |
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
| Rank | Effect |
|---|---|
| 1 | Focus: 30% lower Force costs, 30 seconds |
| 2 | Focus: 45% lower Force costs, 30 seconds |
| 3 | Focus: 60% lower Force costs, 30 seconds |
| 4 | Rage: 14 seconds, draining 2 health every 0.3 seconds |
| 5 | Rage: 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
| Rank | Effect |
|---|---|
| 1 | Stun: knockdown and power interruption within 70 units, without damage |
| 2 | Ionize: remove 30 shield within 300 units, or stun an unshielded target |
| 3 | Lightning: damaging held arc within 300 units |
| 4 | Lightning: up to 2 marked enemies |
| 5 | Lightning: 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
| Rank | Effect |
|---|---|
| 1 | Sever: disable the last used power for 40 seconds, within 70 units |
| 2 | Silence: disable all powers for 30 seconds, within 70 units |
| 3 | Aimed Drain: 2,048 units, 2 Force per hit, no healing |
| 4 | Aimed Drain: 2,048 units, 3 Force per hit, healing you equally |
| 5 | Drain 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.
- Run
/forceblinkto preview the landing. - Aim, then use Force Speed or
/force_speedwithin 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: