Force Cost: 10
The world of KOTOR is not a safe one, by any stretch of the imagination; in addition to the numerous hostile characters looking to bring your party low, you'll also have to contest with fire and other elemental attacks that may cut through your defenses, if you've only been planning for melee combat with other Jedi. Energy resistance is meant to be a bit of a bulwark against these forms of attack, since it actually renders your character partially immune to the effects of fire, ice, electrical, and sonic attacks. The first 15 points of damage that your character would take from one of these sources is ignored; the rest is dealt as normal. Note that the first rank of this power is, well, fairly useless; you'll be encountering far, far more energy-based damage than any of the types that Energy resistance protects you from, although it can help ward off the special attacks of some droid enemies. The second rank extends the benefits to your whole party, however, which makes it easier to resist area effect weapons, like mines or grenades. The beneficial effects of this power last for a full 120 seconds, so it's fairly easy to keep it on all of the time with a minimum of fuss, if you're in an area where you have to deal with environmental damage.
Rank | Prerequisites | Effect |
Energy Resistance | Level 1 | First 15 points of cold, fire, electrical and sonic damage ignored |
Energy Immunity | Level 9 | Entire party ignores first 15 points of cold, fire, electrical and sonic damage; party immune to poison and disease |
Affect Mind
Force Cost: 0
"These aren't the droids you're looking for...move along." Now that we've gotten that very much obligatory quote out of the way, let's talk about affect mind, which is the Jedi equivalent of the persuasion skill, though both a bit more limited and a bit more powerful.
Like persuasion, affect mind opens up new conversation paths; you'll be able to dominate other people into feeling what you want them to feel, or force them into revealing information that they would otherwise wish very much to conceal. The catch, for the Light side, at least, is that these conversation paths are often interpreted as an act of aggression, and thus will wind up shifting you towards the Dark side, even if you're working towards the greater good. Persuasion, on the other hand, will never shift you in either direction, though it's generally more difficult to use persuasion than it is to use affect mind. Persuasion and affect mind don't always overlap; sometimes you'll be able to persuade someone of something that affect mind won't have an option for, and vice versa.
Affect mind, especially at its second rank, will almost always succeed, but even it has its limits, and if your subject is asked to do something that it would normally find repulsive or endangering, then you're likely to fail in your attempt. Also, like persuasion, this Force power is only available to your PC; giving it to your other party members is a waste.
Rank | Prerequisites | Effect |
Affect Mind | Level 1 | Allows you to use the force to persuade the weak-minded, opening up new conversation branches |
Dominate Mind | Level 6 | More powerful version of affect mind |