1. Abilities
  2. jedi_knight
  3. force_might_passive

Force Might

xpbonus

Force Might

Increases melee, ranged, Force and tech bonus damage and healing by 5%.

Attributes

Conditions

Metadata

Users

Used by
  • apc.test.cdurel.class_prototypes.war_kni.guardian_base
  • apc.jedi_knight.sentinel.base
  • apc.test.cdurel.class_prototypes.war_kni.sentinel_base
  • apc.jedi_knight.guardian.base

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
xpbonusForce Might – Melee, Ranged, Force, and Tech bonus damage and healing increased by 5%.
2
forcevalorForce Valor – Mastery increased by 5%. Internal and elemental damage reduction increased by 10%.
3
scorelliannomadLucky Shots – Critical strike chance increased by 5%.
4
touterrimveteranFortification – Endurance increased by 5%.
  • [does not expire]
    xpbonusForce Might
    Melee, Ranged, Force, and Tech bonus damage and healing increased by 5%.

  • 1
    • When effect is applied

    Perform the following actions:

  • [does not expire]
    forcevalorForce Valor
    Mastery increased by 5%.
    Internal and elemental damage reduction increased by 10%.


  • 1
    • When effect is applied

    Perform the following actions:

  • [does not expire]
    scorelliannomadLucky Shots
    Critical strike chance increased by 5%.

  • 1
    • When effect is applied

    Perform the following actions:

  • [does not expire]
    touterrimveteranFortification
    Endurance increased by 5%.

  • 1
    • When effect is applied

    Perform the following actions: