Learn about Star Wars: Fate of the Old Republic skills like Demolitions, Stealth, Persuade, and Feats like Flurry and Power Attack.
Skills:
Demolitions: Allows you to disarm or recover mines. A higher Demolitions skill increases your chance of success.
Stealth: Intended for sneaking past or attacking enemies. Requires SOLO mode (all party members except the controlled one are stationary). Primarily useful for Scoundrel sneak attacks, which is for advanced players comfortable with the combat system.
Awareness: Primarily used to spot mines. Running imposes a penalty on Awareness. Enemies in stealth mode are not present in Star Wars: Fate of the Old Republic, so a super high Awareness is not needed.
Persuade: Used to convince NPCs to see your side or do something for you. A higher Persuade skill increases the likelihood of success, especially if the NPC (non-player character — anyone the game controls, not you) likes you.
Repair: Used to repair broken droids. Requires repair parts. A higher Repair skill reduces the number of parts needed.
Security: Your lock picking skill for doors and lockers. A higher Security skill increases your chance of opening locks. In Star Wars: Fate of the Old Republic, it is not essential as you can bash locks open with weapons like swords or lightsabers, though this takes time and you miss out on XP. It is recommended not to add points to Security in Star Wars: Fate of the Old Republic.
Treat Injury: Important for healing. Higher Treat Injury skill increases the amount healed by items.
Feats:
Two-Weapon Fighting (Master): A for strong offense. Using two weapons negatively impacts your attack rating on the equip screen. Dueling feat is better for a defensive character.
Armor Proficiency Light/Heavy (C-): Most force powers do not work with armor. Scoundrels get Light free; Soldiers get Light and Medium free. Heavy or Medium options are not recommended as a waste of a feat. If you choose to wear armor, avoid force powers restricted by armor.
Improved Caution (B): Gives a +1 skill point bonus to Demolitions and Stealth if you have at least one point in them. Demolitions may be needed sometimes, and Stealth is considered useless.
Master Critical Strike (A-): Good for dealing damage, especially against enemies with weak points. Lowers defense by five points. Scoundrels get Critical Strike for free.
Master Empathy (B): Improves Persuade, Awareness, and Treat Injury skills. Other feats are generally better choices.
Master Flurry (A+): Excellent feat, similar to Critical Strike but lowers defense by only one point (four points for non-master). Grants an extra attack per round. Essential for taking down enemy health quickly, especially when used with the Force power Master Speed.
Master Gear Head (B): Improves Repair, Security, and Computer Use skills. Good but not absolutely necessary.
Master Conditioning (A): Grants a +1 bonus on saving throws, which help dodge attacks or take less damage.
Implant Level 1-3 (A): Allows equipping implants that increase attributes or skills. Scouts get this upgraded for free. Recommended for non-Scouts.
Master Power Attack (A): Very good feat for melee weapons. Does not lower defense, with a -3 attack drawback. Worth using.
Master Power Blast (A): Ranged equivalent to Power Attack, for ranged party members only.
Master Rapid Shot (A): Ranged equivalent to Flurry, for ranged party members only.
Master Sniper Shot (A): Use for r
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content