Skills
Skills are the non-Force half of your character. There are 20 of them and they spend the same XP as Force powers.
Buying skills needs an account, an active character of your own, and XP. See how XP works.
What it does
A skill is a permanent unlock or a permanent passive. Some open a command, some change how a weapon behaves in your hands, and some quietly raise a number.
Skills never go down. There is no refund, no respecialisation and no way to trade one for another. Choose slowly.
The 20 skills
Type the name in the first column. XP per rank reads left to right, rank 1 first.
| Type this | Shown as | Max | XP per rank | What it gives you |
|---|---|---|---|---|
attunement |
Force Attunement | 5 | 10 / 20 / 30 / 40 / 50 | faster Force regeneration, plus the floating meditation pose at rank 3 |
conditioning |
Conditioning | 5 | 10 / 20 / 30 / 40 / 50 | 20, 30, 40, 50 then 60 extra Max HP |
handtohand |
Hand to Hand | 2 | 10 / 25 | kicks and the grapple at rank 1, then 10% and 30% more punch damage |
teraskasi |
Teras Kasi | 1 | 30 | restyles your whole unarmed moveset |
wrrushi |
Wrrushi | 1 | 30 | restyles your whole unarmed moveset |
echani |
Echani | 1 | 30 | restyles your whole unarmed moveset |
dualsabers |
Dual Sabers | 1 | 30 | lets you carry a second saber |
staff |
Staff | 1 | 25 | lets you carry a saber staff |
wallgrab |
Wallgrab | 1 | 25 | lets you cling to a wall indefinitely |
ledgegrab |
Ledgegrab | 1 | 15 | lets you catch a ledge and pull yourself up |
blasters |
Blasters | 2 | 15 / 30 | rank 1 restores normal blaster handling, rank 2 hits harder, saves ammo and sometimes beats a saber block |
specialweapons |
Speciality Weapons | 2 | 20 / 35 | lets you fire the disruptor, DEMP2, flechette and concussion rifle, hitting harder at rank 2 |
demolitions |
Demolitions | 2 | 20 / 35 | lets you use the rocket launcher, trip mines and detpacks, with bigger blasts at rank 2 |
diplomacy |
Diplomacy | 3 | 10 / 20 / 40 | species, homeworld, faction and rank in /inspect, then double whisper hearing, then triple whisper hearing and common languages |
artisan |
Artisan | 3 | 10 / 20 / 40 | raises the shield cap from 75 to 100, 150 then 200 with passive regeneration, plus disarming at rank 2 |
tech |
Tech | 3 | 10 / 20 / 40 | Binary, then /lock and /unlock, then /intercept |
firstaid |
First Aid | 3 | 10 / 20 / 40 | a shorter downed timer and a bigger getup heal, plus stabilising downed allies at rank 3 |
academia |
Academia | 3 | 10 / 20 / 40 | reads Artisan, First Aid, Tech and Vehicles points of interest without those skills |
scout |
Scout | 3 | 10 / 20 / 40 | silent footsteps, then NPC waypoint markers, then half NPC detection range |
vehicles |
Vehicles | 3 | 10 / 20 / 40 | handling for swoops, speeders and ships |
Buying every skill to its maximum costs 1,165 XP. That is two-thirds of a level 30 character's entire lifetime budget.
Names accept any unambiguous shortening, so blast finds Blasters and first finds First Aid.
s matches too many skills and is rejected.
Buying from the menu
- Press ESC to open the menu bar.
- Select Character, then Current.
- Select FORCE POWERS, then SKILLS.
- Select the pips beside a skill, then select APPLY.
The screen says so itself: skills share one XP budget with your Force powers. Buying Force Energy leaves less for First Aid, and the pips on both screens dim as the shared budget runs down.
Commands
Buying a rank
The level is required to buy anything. Give a number above your current rank to jump more than one rank
in one go, paying for each one along the way. skills is an accepted alias for skill.
Checking one skill
Leave the level off and nothing is bought. You get that skill's rank, what the next one costs and your XP instead.
A skill you cannot buy yet shows its requirement in place of the cost, and a maxed one reads
(maxed).
Trying to sell one back
Listing what you have
/character skill with no arguments prints all 20 with your rank, the cost of the next one and any
requirement you have not met. See
skill prerequisites for that output.
Things to note
- Skills are permanent. Unlike Force powers, there is no ceiling trick and no way back to zero.
- Blasters 0 is worse than nothing. Without rank 1 your shots spread wider and burn more ammo than stock Jedi Academy fire. Sabers also deflect them more easily.
- Speciality Weapons and Demolitions are hard gates. Without rank 1 those weapons refuse to fire
and print
You lack the training to use this weapon. - Vehicles 0 leaves a starship dead in your hands. Throttle and steering do not respond until somebody with the skill takes over. Ground speeders stay drivable, but handle badly.
- Tech 1 hands you Binary whether you asked for it or not. It is added to your known languages the moment the skill applies.
- Force Attunement stalls at rank 3. The regeneration figure is the same as rank 2, and the rank buys the meditation pose instead.
- Community characters refuse every purchase. Disposable extras are created with zero XP, so they cannot buy anything either.
- Guests are not blocked from buying skills. The guest restriction sits on
/character set, not on/character skillor/character fp, so a guest spends XP on their one character like anybody else.
Next
- Skill prerequisites: what to buy first, rank by rank
- Downed state: what First Aid is actually tuning