The Sith Order was a sect of dark side Force users bent on destroying the Jedi. They were characterized by their single-minded lust for power and the brutal methods they were willing to use in order to acquire it. The sect existed in many diverse forms throughout galactic history. Originally, the Sith were a humanoid species that interbred with a group of exiled Dark Jedi, but after the rise and fall of that people, the meaning of the word 'Sith' changed. In time, the Sith would not be identified by their race, but by their dedication to the ancient Sith philosophy. There were many factions of the Sith, the most notable being the Sith Empire and the Order of the Sith Lords.
Playing as a Sith in MB2 is very similar to using a Jedi in the base version of Jedi Academy, though there are a few notable differences.
The RMB (right mouse button) is no longer used for the Saber Throw ability. Instead, it now places your Sith into a Defensive Mode, in which s/he will block other sabers and also (with the appropriate powers bought) deflect blaster bolts away from the Sith. This increase in defensive ability comes at the cost of movement speed - the Sith will move at a walk while in this stance.
New to the Sith are Blocking Points (usually referred to as BP). In Saber vs Saber combat, this is a representation of both the Sith's stamina and concentration during the battle. Attacks and Blocks both drain this to a degree, depending on a number of factors. BP can be regenerated in the Defensive Stance. If BP is completely drained, the opponents lightsaber will not be blocked, and will cause damage... often resulting in death.
Also new is the concept of the Attack Chain Modifier and Attack Points (or AP). When you successfully land a body hit against your opponent, the ACM increases. When you are hit in return, it decreases. If your ACM increases sufficiently, your AP will increase, which adds increased BP drain to your attacks.
Defending against blaster fire drains your Force Points (FP). FP is recovered as it is in base JA (over time). You can also defend against blaster fire while attacking if you have Saber Attack, Saber Defense, Force Sense and Force Block at level 3. This is known as the Attack-Defense technique, or Q3.
Other differences in how Force Powers work are noted in the power descriptions.
Weapons & Abilities
A Sith's primary weapon is his lightsaber. These abilities enhance a Sith's lightsaber skills.
Saber Offense gives Jedi/Sith access to increasingly powerful lightsaber attacks.
Level 1: Provides the Force user with the ability to wield a lightsaber, and provides use of the Blue stance. The blue stance is weak, unable to kill most classes in a single strike. It also deals minimal BP drain.
Level 2: The Force user is now able to use the Yellow Stance. The yellow stance is very powerful and the most versatile, being able to kill most classes in a single strike and dealing moderate BP drain in duels.
Level 3: The Force user is provided access to the Red Stance, and the Blue Stance is made several times stronger. The red stance is slow, but has very high amounts of BP drain. The blue stance is tremendously more effective than the Yellow against gunner classes. Or, the Force user can choose to wield dual lightsabers or a staff lightsaber.
Saber Defense is an important ability for Jedi/Sith, as it allows them to block blaster fire and saber attacks.
Level 1: Force user can block gunfire and saber attacks in a small defensive arc. Characterized by low BP regeneration and high FP drains.
Level 2: Force user can block gunfire and saber attacks in a medium-sized defensive arc. BP Regeneration is increased, and FP drains are lowered.
Level 3: Force user can block gunfire and saber attacks in a large defensive arc. BP Regeneration is fast, and FP drains are low.
Saber Deflect allows Jedi/Sith to deflect blaster fire with increasing accuracy.
Level 1: Incoming fire is deflected in a random direction away from both the Force user and the shooter.
Level 2: Incoming fire is deflected. Occasional shots are deflected in the direction indicated by the crosshair.
Level 3: Incoming fire is deflected. A larger number of shots are deflected in the direction indicated by the crosshair.
Neutral Force Powers
These abilities are available to both the Jedi and Sith player classes.
Force Jump enables the user to leap great heights with the help of the Force.
Level 1: The user can jump higher than a normal person, and can perform acrobatics like backflips and special moves with a lightsaber. Level 1 drains your force points rapidly, so be wary if you are a Jedi or Sith and facing gunners.
Level 2: The user can jump higher than level 1. Force Point drain is also reduced, enabling you to jump around more.
Level 3: The user can jump much higher than level 2. Level 3 drains very little Force Points, allowing users to jump around for more extended periods than level 2. The user can also jump a short distance using no force points at all. With level 3 you can also grab onto walls and hold onto them, and run sideways on walls.
Force Push enables a Jedi/Sith to shove away people, projectiles and world objects from a distance with the Force.
All levels of Push will always push back rockets and grenades. Lower levels of Push have shorter range, higher levels of Push have longer range.
Level 1: With this level, users must aim exactly at their target to push it. There is no area effect. This level will always push back rockets and grenades, although the difficulty in aiming exactly at them while they're in motion is extreme. Will push running/jumping players back a bit if it hits them, although it will not knock down.
Level 2: Has an area of effect in a narrow cone, so you don't have to aim as precisely. Will push running/jumping players back a bit if it hits them, although it will not knock down.
Level 3: Has a wide area of effect arc, and will knock other players over if they are running or jumping. Walking or motionless players will also be shoved backwards, although not knocked down. Enables the use of Force Super Push with Pull 3.
With Force Pull, Jedi/Sith can steal other player's guns and knock them over.
Lower levels of Pull have shorter range, higher levels of Pull have longer range.
Level 1: 50% chance to pull a weapon from a running or jumping player's hands.
Level 2: Always pulls a weapon from a running or jumping player.
Level 3: Has the same effects as level 2, but also knocks running or jumping players over. Walking or motionless players will be pulled closer without knocking them down. Enables the use for Force Super Push with Push 3.
Force Sense lets Jedi/Sith see other players through walls. Force Points do not regenerate while sense is active.
Level 1: Shows enemies on radar. 40 FP cost.
Level 2: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Longer ranged than level 1. 20 FP cost.
Level 3: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Lasts longer and with greater ranged than level 2, the highlight around visible entities is colored according to if they're hostile or friendly to you. No sound is played while Seeing 3 is active after the initial activation sound. 20 FP cost. While Sight Level 3 is activated, you can dodge Disruptor shots and see the heath and armor of the player in your crosshair.
Force Block allows for a Jedi/Sith to protect themselves against the usage of Force powers against him. However, after a certain amount of time, an enemy can use Force Focus to break through an opponent's force block, leaving a Jedi/Sith particularly vulnerable to grip and mind trick.
Level 1: Immunity against force powers if the Jedi/Sith has 100 FP.
Level 2: Immunity against force powers if the Jedi/Sith has 80 FP or more.
Level 3: Immunity against force powers if the Jedi/Sith has 50 FP or more.
Dark-Side Force PowersThese powers are unique to the Sith.
Force Grip is a powerful force power used by Sith and other Dark beings. It was a favorite power of Darth Vader. Grip is used to choke enemies. At higher levels, it can be used to lift enemies from the ground and move them around at your will. In order to use Grip, you must target an enemy and hold the Grip button for a certain period of time. During this time, a small red 'gripping' hand will appear on your target. If you are gripped as a saberist, your lightsaber will be shut off, leading to an easy kill. Grip can be countered with Push or Pull.
Level 1: Enemies start to choke after a while, they can still run around, and shoot while not choking.
Level 2: Enemies will start to choke after a few seconds, where they cannot move or shoot.
Level 3: Lifts enemies from the ground instantly and allows you to move them around freely. They cannot move themselves or shoot.
Force Lightning is a powerful Dark Side Force power used most famously by the evil Sith Lord Darth Sidious. Lightning renders affected enemies unable to fire their weapons and rapidly depletes their health.
Level 1: Player casts a small, thin line of lightning in front of him/her. Can only electrocute an enemy standing close to the player. Shock lasts for 1 second.
Level 2: Casts an arc of lightning covering users in the line of sight, can affect multiple enemies and do damage. The Force power can be used until your Force pool runs out.
Level 3: Casts a wider arc of lightning covering the majority of the users line of sight, can affect multiple enemies and do massive damage. The Force power can be used until your Force pool runs out. If Lightning 3 is used in conjunction with Push 3 while in melee, the Sith will use Lightning Push: it will knock down any vulnerable enemies (e.g. running gunners and Jedi with low FP). Those who are affected by the knockdown are stunned for about twice as long as the normal knockdown time.
Special 1 (TAP)
- Saber throw. Also known with the abbreviation ST.
Special 2 (TAP)
- Saber melee. Also known as slap.