The Force is a mystical energy field that gives many powers to those
few beings that can use it. Those strong in the Force have an unusually
high amount of a microscopic life form known as midi-chlorians.
Midi-chlorians are not the Force but are merely an avenue
for one to get in touch with it and to become one with it.
"Well, the force is what gives a Jedi his power. It's an energy
field created by all living things. It surrounds us and penetrates us.
It binds the galaxy together." - Ben Kenobi, A New Hope
"Life creates it, makes it grow. It's energy surrounds us and
binds us." - Yoda, The Empire Strikes Back
"It's like engine tape. It's dark on one side, light on the
other, and binds the galaxy together." - Unknown Starfighter
The Force exists in all living things, although only a limited number
of individuals have the ability to tap into and harness its power. When
your character is created and at certain levels as you progress and
depending on its Force probability, the server will secretly determine
whether your character is Force-sensitive. No one will be told whether
they are Force sensitive as this must be discovered through game play.
If your character isn't Force-sensitive when created, the chance to
become Force-sensitive rises with their Experience Level (see Experience
under the Life and Death rules). Only Force-sensitive
characters are able to train in, control, and master the Force.
The Force Meter is very important in the development of a
Force-sensitive character since it enhances the power and effectiveness
of his powers (see Force Powers). The Force Meter is a reflection of a
character's relationship with the Light or Dark side of the force, and
certain actions performed by a character will affect their Force Meter.
For instance, using the force to choke another character will move you
towards the Dark side, whilst using the force to heal someone will move
you towards the Light side.
"It is not the Jedi way." - Anakin Skywalker, The Revenge Of
Whenever a character uses a Force power, he draws upon his own
private pool of Force energy. This pool of energy is called a
character's Force Points or FPs. A power's cost is defined in its
description. If a player doesn't have enough FPs to pay for a power, he
cannot use that power. The number of FPs in a character's energy pool is
equal to his Force Experience/100. FPs slowly regenerate over time until
they reach a character's maximum; the natural rate at which FPs
regenerate is 5 FPs per hour. To increase the rate that FPs regenerate,
see the Force power Meditation.
As a Jedi progresses in their knowledge of the Force, they
will gain Force Levels. At each level, 1 Force Skill Point is granted to
the Jedi to spend on Force Skills as they wish. These levels also determine
if you can complete certain tasks, such as constructing a Holocron or taking an
apprentice. The Force Levels are defined as follows:
Because of the combat system used by the Combine, every offensive
action requires a break afterwards when no other offensive action by
that player is possible. With weapons, this is accomplished via fire
delays. With the Force, it is achieved via Recovery Time or RT. This is
a time delay after each offensive action to give other players in the
combat area time to be informed of the combat, get online, and make a
move before the Jedi gets another offensive action. This system is to
insure that the Jedi can't repeatedly attack and/or kill another player
without giving them the chance to respond. For each power requiring an
RT, it is clearly described in the power's text. Any powers without a
listed RT does not have one and may be used as often as desired.
Energy: Force powers over energy and energy fields
Each facet can range from 1-100. When a character becomes
Force-sensitive, the Combine server assigns facet points to that
character (see equation box). These facet points are randomly divided up
between the four facets. Facet values represent the potential a
Force-sensitive character has in each area of the Force, not the actual
power they control. To increase their power, a character must increase
their Force Experience level. Most Force powers fall into these four
facets, but there is also a Universal facet, with a value equal to an
average of the other four.
Equations Facet points at becoming Force-sensitive = random between
[300 * pow(0.75, (XPLevel -1)/5)] and [400 * pow(0.75, (XPLevel -1)/5 )]
Equations Universal facet value = (Facet points at
becoming Force-sensitive)/4 Example Mara has just joined the combine, as She gains 7 levels
before she comes across an ancient Jedi Master who senses she is NOT
force sensitive. She continues on with her life as normal gaining
experience, When she is Level 13 she goes back to the same Jedi master
who senses she has gained the ability to use the force. Her Facet level
would be a random number between:
[300 * pow(0.75, (11 -1)/5)] (=168.75) and [400 * pow(0.75, (11 -1)/5
. You get a chance to become FS at levels 1,6,11,16,21... and so on.
There are 32 different Force Skills available only to a Force user.
Each has a skill value ranging from 0 (no skill � can't use this power)
to 5 (maximum skill). All Force powers fall under one of the five
facets. Each power is further categorized as Light Side, Dark Side, or
Neutral. Any Force user can learn any of these powers regardless of
their Force Meter.
Any power that acts automatically can be toggled on or off by the
Jedi, so the power will act automatically only when the Jedi wishes it
to be active, and/or while they have enough FP to use it. This includes
such powers as Empathy, Speed, Deflection, Force Resistance, Force Body,
Hide, and Meditation.
Force skills, define how good your character is at performing various
tasks with the Force. The higher the skill, the better your character is
at performing a certain task, eg. the higher your Force Speed skill, the
further you can move in a single action.
On this page, you will find the definitions of Force skills and
their current implementation status. Force skills are assigned
when your character becomes Force Aware, but can be upgraded later as your
character reaches new Force Levels.
The implementation status reflects how much a given skill is
currently used in the game. Read below the possible statuses and their
Not yet implemented. The definition of this skill
reflects what the designers planned for its usage. However, the
definitive usage can be changed.
Partially implemented. The definition of this
skill reflects what the designers planned for its usage and this skill
is already partially used in the game. However, the base usage of this
skill is unlikely to be changed but more precisions or usages will
probably be added in the future.
Fully implemented. The definition of this skill
reflects what has been effectively coded. Only some minor adjustments
could still happen in the future.
Stuns a target for up to 26 hours. 6 hour recharge.
Grants up to 50% defense bonus for 24 hours. Recharge time of 12 hours.
Calms creatures around the Jedi. Passive skill, can be activated at will.
Grants a reduction in party refire rate, to a minimum of 1 hour. Recharge time of 6 hours.
Allows the Jedi to edit what information is viewable by other characters. Recharge time of 4 hours.
Causes nearby characters will flee from the Jedi. Recharge time of 4 hours.
Damages a target and also causes attack penalties. Recharge time of 12 hours.
Damages a droid. Recharge time of 6 hours.
Allows the Jedi to throw the lightsaber accurately as a weapon. Recharge time of 2 hours.
Uses the force to push a target for damage. Recharge time of 6 hours.
Allows Jedi to pull an item to themselves. Recharge time of 4 hours.
Allows the Jedi to move several squares instantly across the map. Recharge time of 5 hours.
Allows a Jedi to block incoming shots. Activates for 2 hours. Recharge time of 2 hours.
Allows a Jedi to immobilize and damage a target. Recharge time of 6 hours.
Heal a party for up to ((Life Facet Level/.7)*(Power Level))/12 HP, applied equally to the injured members of the party. Brings unconscious members of the party back to 1 HP. Recharge time of 2 hours.
Allows a Jedi to bring others back from unconsciousness with up to 20% of their maximum HP. Recharge time of 4 hours.
Allows a Jedi to use HP instead of FP to power force skills. Passive skill, may be activated at will.
Grants a bonus to the Jedi's stealth skill. Passive skill, can be activated at will. Recharge time of 8 hours.
Grants a bonus to the Jedi's perception. Passive skill, may be activated at will. Recharge time of 6 hours.
Allows a Jedi to drain life from a target and gives part of the HP to the Jedi. Recharge time of 4 hours.
Poisons and cripples a target. Recharge time of 10 hours.
Creates a barrier of force energy around the Jedi to mitigate non-projectile weapon damage. Recharge time of 36 hours.
Allows the Jedi to avoid the effects of offensive force powers. Passive skill, can be activated at will.
Allows the Jedi to resist energy damage. Recharge time of 36 hours.
Allows a Jedi to suppress active force powers on a target. Recharge time of 4 hours.
Allows a Jedi to sense incoming arrivals at their location. Recharge time of 6 hours.
Allows the Jedi to direct lightning at a target. Recharge time of 6 hours.
Allows a Jedi to drain FP from a target and receive them. Recharge time of 4 hours.
Strengthens the Jedi's connection with the Force. Increases FP regeneration rate. Passive skill, can be activated for increased FP regeneration.
Allows a force user to sense the potential of others to use and manipulate the force. Results are available one hour after starting Force Detection.
Determines the Jedi's skill in wielding their lightsaber offensively and defensively. It is directly comparable to regular weapon skills.
Allows a Jedi to construct various Force items. Higher skill levels grant quicker crafting times and higher success chances.