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Star Wars: Knights of the Old Republic

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Master Star Wars: Knights of the Old Republic's skills like Demolitions, Stealth, Awareness, Persuade, Repair, Security, and Treat Injury, plus essential Feats.

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Master Star Wars: Knights of the Old Republic's skills like Demolitions, Stealth, Awareness, Persuade, Repair, Security, and Treat Injury, plus essential Feats.

This guide covers the various skills and feats available in Star Wars: Knights of the Old Republic, detailing their uses and effectiveness.

Skills:

  • Demolitions: Disarm or recover mines. Higher skill increases success chance.
  • Stealth: Sneak past or attack enemies. Requires SOLO mode, generally considered less useful for most players.
  • Awareness: Spot mines. Running imposes a penalty. Enemies do not use stealth in KOTOR 1.
  • Persuade: Convince NPCs. Higher skill and NPC affinity increase success.
  • Repair: Fix droids. Requires repair parts; higher skill reduces part cost.
  • Security: Pick locks on doors and containers. Can be bypassed by bashing, though this misses out on XP. Not essential in KOTOR 1.
  • Treat Injury: Enhances the healing effect of items. Important for combat survival.

Feats:

  • Two-Weapon Fighting (Master): Increases offense by allowing two weapons, but lowers attack bonus. Recommended for offensive builds.
  • Armor Proficiency (Light/Heavy): Allows wearing armor. Most force powers are incompatible with armor. Scoundrels get Light free; Soldiers get Light and Medium free. Heavy/Medium are generally not worth the feat.
  • Caution (Improved): Grants a +1 skill bonus to Demolitions and Stealth if points are invested in them. Stealth is considered useless.
  • Critical Strike (Master): Powerful melee attack, but lowers defense by 5. Effective against certain enemies.
  • Empathy (Master): Improves Persuade, Awareness, and Treat Injury skills. Other feats are generally preferred.
  • Flurry (Master): A highly effective melee feat granting an extra attack per round, with minimal defense reduction. Best used with Master Speed force power. Considered a must-have.
  • Gear Head (Master): Improves Repair, Security, and Computer Use skills. Useful but not essential.
  • Conditioning (Master): Grants a +1 bonus to saving throws, improving defense against attacks and effects.
  • Implant Level 1-3: Allows equipping implants that boost attributes or skills. Scouts receive this upgraded for free. Recommended for non-Scouts.
  • Power Attack (Master): A strong melee attack feat with a minor attack penalty but no defense drop.
  • Power Blast (Master): Ranged equivalent of Power Attack for ranged party members.
  • Rapid Shot (Master): Ranged equivalent of Flurry for ranged party members.
  • Sniper Shot (Master): A ranged feat.

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