Cure
Force Cost: 25
No Effect on Droids
Utility is a blessed thing, and cure is perhaps the most useful of all of the Light side Force powers. The concept is simple: trade Force points to heal vitality of all of your non-droid party members. Simple is generally powerful, though, and it's definitely so in this case. Since Force points regenerate so quickly in KOTOR, you can quite easily use cure to heal your entire party after every battle, provided you give yourself a short resting period between conflicts. During battle, cure will automatically be used by the party members that are not under your direct control, provided they have sufficient Force points; this will probably save your life a few times, provided you actually do the smart thing and give your teammates the cure power
Rank | Prerequisites | Effect |
Cure | Level 6 | All party members are healed for 5 points + Charisma modifier + Wisdom modifier + level of casting character |
Heal | Level 12 | All party members are healed for 10 points + Charisma modifier + Wisdom modifier + level of casting character; eliminates poison in all party members |
Force Aura
Force Cost: 15
Restricted By Armor
Another of the Light side's myriad defensive-oriented powers, aura is probably not quite as useful as some of the others, except for guardians and Jedi who are intent on always being in the thick of things. Its main drawback is that it only affects the character that uses it; it offers a pretty powerful benefit, but isn't meant for team players. If you breed one of your Jedi NPCs, or your own character, to be the prime battle workhorse at melee range, though, the defense modifiers, which stack with those of Jedi sense, can make you virtually untouchable by all but the most powerful opponents. The short duration of the power (20 seconds), though, makes this an all-or-nothing kind of power; if you want any ranks, you might as well get all three, and be sure to keep it active when you need it
Rank | Prerequisites | Effect |
Force Aura | Level 1 | +2 to defense and saving throws |
Force Shield | Level 6 | +4 to defense and saving throws |
Force Armor | Level 12 | +6 to defense and saving throws |
Force Valor
Force Cost: 20
Restricted By Armor
This power is roughly congruous to Force aura, except that it is a bit more general in application and affects all of your party members. For the 20 second duration of the power, valor will increase the attributes (strength, dexterity, etc.) and saving throws of all party members by a few points. Higher saving throws are nice, but the real benefit comes with the higher attributes. Each time an attribute hits an even number, you gain an extra +1 to every modifier that relies on that attribute. Thus, the +5 to all attributes that you gain from the third rank of Valor will mean that essentially every action you can perform will get a +2 or +3 modifier to it, whether it's an attack, a damage roll with a melee weapon, a defense check, a skill, or a Force power. Most Force powers, in fact, rely on both your charisma and wisdom modifiers, so that a Force wave initiated when under the influence of Master valor will get either a +4 or +6 to the DC. Heck, the bonus to your constitution alone will result in an immediate increase in vitality equal to at least two or three times your current level.
This is a great skill to initiate just before a tough battle, or when you have a single powerful foe cornered and are dueling to the death
Rank | Prerequisites | Effect |
Force Valor | Level 1 | Entire party gains +2 to all attributes and saving throws for 20 seconds |
Knight Valor | Level 9 | Entire party gains +3 to all attributes and saving throws for 20 seconds |
Master Valor | Level 15 | Entire party gains +5 to all attributes and saving throws for 20 seconds |