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Combat Feats


Two-Weapon Fighting
Dueling
Armor Proficiency
Critical Strike
Flurry
Power Attack
Rapid Shot
Power Blast
Sniper Shot
Weapon Focus: Blaster Pistol
Weapon Focus: Blaster Rifle
Weapon Focus: Heavy Weapons
Weapon Focus: Lightsaber
Weapon Focus: Melee Weapons
Close Combat
Unarmed Specialist
Precise Shot
Sneak Attack



Two-Weapon Fighting
Prerequisites: None This feat reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). The normal penalties of -6 (main hand)/-10 (off hand) are reduced by 0/4, to a total of -6/-6. Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, to a total of -4/-6.

Improved Two-Weapon Fighting
Prerequisites: Level 4 Two-Weapon Fighting This feat further reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). This feat reduces the attack penalty by an additional 2/2, to a total of -4 (main hand)/-4 (off hand). Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, to a total of -2/-4.

Master Two-Weapon Fighting
Prerequisites: Level 8 Two-Weapon Fighting Improved Two-Weapon Fighting This feat again reduces the attack penalty for characters using double-bladed weapons or two weapons (one in each hand) by 2/2, for a total of -2 (main hand)/-2 (off hand). Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0 to a final total of 0/-2, negating it almost entirely.

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Dueling
Prerequisites: None Characters that focus on using single one-handed weapons in battle gain +1 to attack and +1 to defense due to the efficiency of this form of combat. This applies to both ranged and melee weapons. This feat also applies when using unarmed combat.

Improved Dueling
Prerequisites: Level 4 Dueling Continued focus on the use of single one-handed weapons grants a character +2 to attack and +2 to defense. This applies to both ranged and melee weapons. This feat also applies when using unarmed combat.

Master Dueling
Prerequisites: Level 8 Dueling Improved Dueling Characters that have mastered the use of single one-handed weapons gain +3 to attack and +3 to defense. This applies to both ranged and melee weapons. This feat also applies when using unarmed combat.

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Armor Proficiency: Light
Prerequisites: None This feat allows a character to wear Light armor. Characters without this feat CANNOT wear Light or heavier armor. Wookiees and droids cannot wear armor suits.

Armor Proficiency: Medium
Prerequisites: Armor Proficiency: Light This feat allows a character to wear Medium armor. Characters without this feat CANNOT wear Medium or heavier armor. Wookiees and droids cannot wear armor suits.

Armor Proficiency: Heavy
Prerequisites: Armor Proficiency: Light Armor Proficiency: Medium This feat allows a character to wear Heavy armor. Characters without this feat CANNOT wear Heavy armor. Wookiees and droids cannot wear armor suits.

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Critical Strike
Prerequisites: None When activated, this feat doubles the critical threat range of melee attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 19 or 20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Critical Strike works with melee weapons only.

Improved Critical Strike
Prerequisites: Level 4 Critical Strike When activated, this feat triples the critical threat range of melee attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 18-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Improved Critical Strike works with melee weapons only.

Master Critical Strike
Prerequisites: Level 8 Critical Strike Improved Critical Strike When activated, this feat quadruples the critical threat range of melee attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Master Critical Strike works with melee weapons only.

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Flurry
Prerequisites: None When activated, this feat allows a character to make an extra melee attack during the round. Characters suffer -2 to Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's attack). They also suffer a -4 penalty to all attacks that round.

Improved Flurry
Prerequisites: Level 4 Flurry When activated, this feat allows a character to make an extra melee attack during the round. Characters suffer -1 to Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's attack). They also suffer a -2 penalty to all attacks that round.

Master Flurry
Prerequisites: Level 8 Flurry Improved Flurry When activated, this feat allows a character to make an extra melee attack during the round. Characters suffer no penalties when using Master Flurry.

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Power Attack
Prerequisites: None When activated, Power Attack increases melee damage by +3, but attacks are made with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Power Attack is used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Strength modifier. Used to quickly dispatch groups of easy-to-hit opponents.

Improved Power Attack
Prerequisites: Level 4 Power Attack When activated, Improved Power Attack increases melee damage by +7, but attacks are made with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Improved Power Attack is used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Strength modifier. Used to quickly dispatch groups of easy-to-hit opponents.

Master Power Attack
Prerequisites: Level 8 Power Attack Improved Power Attack When activated, Master Power Attack increases melee damage by +12, but attacks are made with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Master Power Attack is used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Strength modifier. Used to quickly dispatch groups of easy-to-hit opponents.

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Rapid Shot
Prerequisites: None When activated, this feat allows a character to make an extra ranged weapon attack during the round. Characters suffer -4 to Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's attack). They also suffer a -4 penalty to all attacks that round.

Improved Rapid Shot
Prerequisites: Level 4 Rapid Shot When activated, this feat allows a character to make an extra ranged weapon attack during the round. Characters suffer -2 to Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's attack). They also suffer a -2 penalty to all attacks that round.

Master Rapid Shot
Prerequisites: Level 8 Rapid Shot Improved Rapid Shot When activated, this feat allows a character to make an extra ranged weapon attack during the round. Characters suffer no penalties when using Master Rapid Shot.

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Power Blast
Prerequisites: None When activated, Power Blast increases ranged weapon damage by +3, but attacks are made with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Power Blast is used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Dexterity modifier. Used to quickly dispatch groups of easy-to-hit opponents.

Improved Power Blast
Prerequisites: Level 4 Power Blast When activated, Improved Power Blast increases blaster or missile damage by +7, but attacks are made with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Improved Power Blast is used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Dexterity modifier. Used to quickly dispatch groups of easy-to-hit opponents.

Master Power Blast
Prerequisites: Level 8 Power Blast Improved Power Blast When activated, Master Power Blast increases blaster or missile damage by +12, but attacks are made with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Master Power Blast is used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Dexterity modifier. Used to quickly dispatch groups of easy-to-hit opponents.

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Sniper Shot
Prerequisites: None When activated, this feat doubles the critical threat range of ranged attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 19 or 20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. This feat lowers Defense by -5 when used. Sniper Shot works with ranged weapons only.

Improved Sniper Shot
Prerequisites: Level 4 Sniper Shot When activated, this feat triples the critical threat range of ranged attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 18-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. This feat lowers Defense by -5 when used. Improved Sniper Shot works with ranged weapons only.

Master Sniper Shot
Prerequisites: Level 8 Sniper Shot Improved Sniper Shot When activated, this feat quadruples the critical threat range of ranged attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. This feat lowers Defense by -5 when used. Master Sniper Shot works with ranged weapons only.

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Weapon Focus: Blaster Pistol
Prerequisites: Weapon Proficiency: Blaster Pistol Adds a +1 attack bonus with Blaster Pistols.

Weapon Proficiency: Blaster Pistol
Prerequisites: None This feat gives a character basic training in the use of standard Blaster Pistol weapon types.

Weapon Specialization: Blaster Pistol
Prerequisites: Weapon Proficiency: Blaster Pistol Weapon Focus: Blaster Pistol Level 4 Soldier Adds a +2 damage bonus with Blaster Pistols.

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Weapon Focus: Blaster Rifle
Prerequisites: Weapon Proficiency: Blaster Rifle Adds a +1 attack bonus with Blaster Rifles.

Weapon Proficiency: Blaster Rifle
Prerequisites: None This feat gives a character basic training in the use of Blaster Rifle weapon types.

Weapon Specialization: Blaster Rifle
Prerequisites: Weapon Proficiency: Blaster Rifle Weapon Focus: Blaster Rifle Level 4 Soldier Adds a +2 damage bonus with Blaster Rifles.

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Weapon Focus: Heavy Weapons
Prerequisites: None Adds a +1 attack bonus with Heavy Weapons.

Weapon Proficiency: Heavy Weapons
Prerequisites: None This feat gives a character basic training in the use of Heavy Weapons, such as repeating blasters.

Weapon Specialization: Heavy Weapons
Prerequisites: Level 4 Soldier Adds a +2 damage bonus with Heavy Weapons.

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Weapon Focus: Lightsaber
Prerequisites: Weapon Proficiency: Lightsaber Jedi classes only Adds a +1 attack bonus with lightsabers.

Weapon Proficiency: Lightsaber
Prerequisites: Jedi classes only This feat gives a character basic training in the use of Lightsaber weapon types.

Weapon Specialization: Lightsaber
Prerequisites: Weapon Proficiency: Lightsaber Weapon Focus: Lightsaber Jedi Guardian Adds a +2 damage bonus with lightsabers.

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Weapon Focus: Melee Weapons
Prerequisites: Weapon Proficiency: Melee Weapons Adds a +1 attack bonus with Melee Weapons.

Weapon Proficiency: Melee Weapons
Prerequisites: None This feat gives a character basic training in the use of hand-to-hand Melee weapon types, such as vibroblades and other powered or unpowered items.

Weapon Specialization: Melee Weapons
Prerequisites: Weapon Proficiency: Melee Weapons Weapon Focus: Melee Weapons Level 4 Soldier Adds a +2 damage bonus with Melee Weapons.

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Close Combat
Prerequisites: Level 4 This feat trains ranged weapon characters to fight effectively in close combat. When the character's target is at short range, they receive a +1 attack bonus. Additionally, when these characters are engaged in melee combat their attackers receive only a +4 Attack Bonus instead of the usual +6.

Improved Close Combat
Prerequisites: Level 8 Close Combat The character has mastered fighting with ranged weapons in close combat. When the character's target is at short range, they receive a +2 attack bonus. Additionally, when these characters are engaged in melee combat their attackers receive only a +2 Attack Bonus instead of the usual +6. The effects of this feat replace those of Close Combat.

Regenerate Force Points
Prerequisites: Level 4 Jedi Through training and meditation, the character has become better able to channel the Force, allowing them to recover Force Points more quickly.

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Unarmed Specialist I
Prerequisites: Level 2 Jedi (or Special Training) The character has gained extra experience in hand-to-hand combat and is able to strike much harder than other combatants, adding 1-4 to damage to all unarmed attacks. This feat is automatically gained at second level.

Unarmed Specialist II
Prerequisites: Level 6 Jedi (or Special Training) Unarmed Specialist I The character has learned more about hand-to-hand combat and is able to strike much quicker than other combatants, adding an additional 2-8 damage to all unarmed attacks. This bonus replaces the one gained from level one of this feat and is automatically gained at sixth level.

Unarmed Specialist III
Prerequisites: Level 10 Jedi (or Special Training) Unarmed Specialist I Unarmed Specialist II The character has refined their hand-to-hand combat techniques and is able do an extra 3-12 damage when using unarmed attacks. This bonus replaces the one gained from level two of this feat and is automatically gained at tenth level.

Unarmed Specialist IV
Prerequisites: Level 14 Jedi (or Special Training) Unarmed Specialist I Unarmed Specialist II Unarmed Specialist III Through additional training, the character gains an extra 4-16 damage to all unarmed attacks. This bonus replaces the one gained from level three of this feat and is automatically gained at fourteenth level.

Unarmed Specialist V
Prerequisites: Level 18 Jedi (or Special Training) Unarmed Specialist I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV The character has learned much about hand-to-hand combat and so deals an extra 5-20 damage with all unarmed attacks. This bonus replaces the one gained from level four of this feat and is automatically gained at eighteenth level.

Unarmed Specialist VI
Prerequisites: Level 22 Jedi (or Special Training) Unarmed Specialist I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV Unarmed Specialist V The character has seen enough combat to know where to hit and when, adding an extra 6-24 damage to all unarmed attacks. This bonus replaces the one gained from level five of this feat and is automatically gained at level twenty-two.

Unarmed Specialist VII
Prerequisites: Level 26 Jedi (or Special Training) Unarmed Specialist I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV Unarmed Specialist V Unarmed Specialist VI The character has surpassed all peers in hand-to-hand combat and can deal an extra 7-28 damage when using an unarmed attack. This bonus replaces the one gained from level six of this feat and is automatically gained at level twenty-six.

Unarmed Specialist VIII
Prerequisites: Level 30 Jedi (or Special Training) Unarmed Specialist I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV Unarmed Specialist V Unarmed Specialist VI Unarmed Specialist VII The character has seen and done it all when it comes to hand-to-hand combat and can deal an extra 8-32 damage when using an unarmed attack. This bonus replaces the one gained from level seven of this feat and is automatically gained at level thirty.

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Precise Shot I
Prerequisites: Level 4 This feat increases the damage done with ranged weapons by +1. This feat also applies a -2 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. This feat doesn't apply to grenades or thrown lightsabers.

Precise Shot II
Prerequisites: Level 8 Precise Shot I This feat increases the damage done with ranged weapons by +2. This feat also applies a -4 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. This feat doesn't apply to grenades or thrown lightsabers.

Precise Shot III
Prerequisites: Level 12 Precise Shot I Precise Shot II This feat increases the damage done with ranged weapons by +4. This feat also applies a -6 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. This feat doesn't apply to grenades or thrown lightsabers.

Precise Shot IV
Prerequisites: Level 16 Precise Shot I Precise Shot II Precise Shot III This feat increases the damage done with ranged weapons by +6. This feat also applies a -8 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. This feat doesn't apply to grenades or thrown lightsabers.

Precise Shot V
Prerequisites: Level 20 Precise Shot I Precise Shot II Precise Shot III Precise Shot IV This feat increases the damage done with ranged weapons by +8. This feat also applies a -10 penalty to any attempt to deflect the blaster bolt. This bonus is automatic whenever a ranged weapon is equipped. This feat doesn't apply to grenades or thrown lightsabers.

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Sneak Attack I
Prerequisites: Level 1 Scoundrel, Sith Assassin or Jedi Watchman. Sneak Attack I adds 1-6 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied to attacks made from behind the target, attacks against stunned or otherwise immobilized targets, and any attacks made while in Stealth Mode (combat cancels Stealth Mode, but the first attack receives the bonus). The extra damage is not multiplied in the case of a critical hit.

Sneak Attack II
Prerequisites: Level 3 Scoundrel : Sith Assassin or Level 4 Jedi Watchman. Sneak Attack II adds 2-12 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack III
Prerequisites: Level 5 Scoundrel : Sith Assassin or Level 7 Jedi Watchman. Sneak Attack III adds 3-18 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack IV
Prerequisites: Level 7 Scoundrel : Sith Assassin or Level 10 Jedi Watchman. Sneak Attack IV adds 4-24 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack V
Prerequisites: Level 9 Scoundrel : Sith Assassin or Level 13 Jedi Watchman. Sneak Attack V adds 5-30 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack VI
Prerequisites: Level 11 Scoundrel : Sith Assassin or Level 16 Jedi Watchman. Sneak Attack VI adds 6-36 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack VII
Prerequisites: Level 13 Scoundrel : Sith Assassin or Level 19 Jedi Watchman. Sneak Attack VII adds 7-42 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack VIII
Prerequisites: Level 15 Scoundrel : Sith Assassin. Sneak Attack VIII adds 8-48 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack IX
Prerequisites: Level 17 Scoundrel : Sith Assassin. Sneak Attack IX adds 9-54 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

Sneak Attack X
Prerequisites: Level 19 Scoundrel : Sith Assassin. Sneak Attack X adds 10-60 points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied in the same manner as Sneak Attack I.

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