OVERVIEW
The Scout profession is a foundational starting profession with no prerequisites, centered on wilderness survival, exploration, and self-sufficiency across the galaxy's untamed planets. It acts as a gateway to elite professions like Ranger, Creature Handler, Bounty Hunter, Squad Leader, and Bio-Engineer, while offering hybrid potential with combat or crafting trees. Scouts master terrain navigation, creature tracking and harvesting, trap deployment and crafting, scent masking, and campsite setup for out-of-city wound healing. This makes them ideal for players who thrive on solo adventures, resource farming, group support in wild areas, or building toward versatile endgame builds.
If there's a profession that's truly independent and self-sustaining, it's the Scout: craft camps to heal wounds (though not Battle Fatigue), forage food and resources, harvest valuable creature loot like hides, bones, and meat for crafters, and craft and deploy traps to control mobs. All without relying on cities or medics.
SKILL TREE
The Scout skill tree progresses from Novice Scout at the base to Master Scout at the apex. It consists of four parallel branches: Exploration, Trapping, Hunting, and Survival. Each branch has four levels (I-IV), and mastering all branches unlocks Master Scout.
Use can use the https://nexus.swgtools.com/char-builder/" class="wiki wikinew text-danger tips">Character Builder at to allocate skill points into the Scout tree.
SKILLS OVERVIEW
Exploration
The Exploration branch grants Terrain Negotiation and Burst Run Efficiency skill mods. These mods allow a player to move over ragged terrain more efficiently, as well as reducing the HAM used for the Burst Run ability. The Exploration line also contains the excellent Mask Scent ability to evade creature aggro.
Trapping
As a Scout progresses through the Trapping branch, they become proficient at crafting and deploying a variety of traps to debilitate and control creatures. Traps like stun darts, adhesive mesh, noise makers, and bone spurs impair movement, stun, dizzy, blind, or lower defenses, making tough kills easier to handle.
Hunting
As a Scout progresses through the Hunting branch, they become much more efficient at harvesting resources from animals like hides, bones, and meat. Additionally, they gain a large amount of knowledge about animals they come across, which allows them to determine many vital statistics about a creature.
Survival
The survival branch will start to increase your Constitution and Strength but It's all about Camping. Camps are a Scout's lifeline in the wild. They double as mini-hubs for healing wounds, regrouping, or crafting items by utilizing modules from other professions. They can be crafted with a generic tool using your camp skill mod. Features include modularity, visitor alerts, 2-min expiry warnings, and a camp terminal for status (uptime, healing bonus, extraction rates) plus group waypoints.
ABILITIES & COMMANDS
Scouts gain access to core abilities for survival and utility. Advanced trapping, camping, and foraging are detailed on their respective pages.
| Ability/Command | Description | Granted At | Command |
| Harvest Corpse | Gathers resources (bone, hide, meat) from a defeated creature's corpse via radial menu or command. Cannot be used in combat. Awards Scouting XP. | Novice Scout | /harvest [bone/hide/meat] |
| Mask Scent | Temporarily masks your scent to avoid detection/attacks from aggressive creatures. Awards Scouting XP on success. | Exploration II | /maskscent |
| Forage | Searches the area for organic resources (food/drink buffs, bait, enzymes, maps). See Foraging. | Survival I | /forage |
| Burst Run | Temporarily boosts speed at HAM cost. | Base (enhanced by Exploration) | /burstrun |
| Throw Trap | Throws crafted traps at combat targets for debuffs (stun, slow, damage). Multiple per target; scales with Trapping mod. Awards Trapping XP. See Trapping. | Trapping I+ | /throwtrap [trap type] or toolbar |
| Create Camp | Deploys crafted campsite for out-of-city healing (damage/wounds). Awards Scouting XP. See | Survival I+ | /createcamp |
SKILL MODIFIERS
- Burst Run Efficiency
- Camping
- Constitution
- Creature Harvesting
- Creature Knowledge
- Creature To-Hit Bonus
- Mask Scent
- Terrain Negotiation
- Trapping
SCHEMATICS
| Schematic | Granted At | Primary Effects | Description |
| Sharp Bone Spur | Novice Scout | Blind, Melee/Ranged Desense -10 | Blinds target, reduces combat accuracy/defense. Hits Mind heavily, Action lightly. |
| Noise Maker | Trapping I: Makeshift Design | Dizzy / Mind (2-5% chance) | Chance to stun briefly; affects Mind. |
| Stink Bomb | Trapping I: Makeshift Design | Stun / Action | Distracts target, boosts vulnerability to stuns/intimidate. |
| Wire Mesh Trap | Trapping II: Refined Design | Melee Desense -40 | Lowers creature melee defense. |
| Glow Juice Trap | Trapping II: Refined Design | Ranged Desense -40 | Lowers target ranged defense. |
| Phecnacine Dart | Trapping III: Martial Design | Snare / Attacker Damage Decrease | Slows movement speed; good vs melee creatures. |
| Lecepanine Dart | Trapping III: Martial Design | Force Posture Down, -15% Accuracy | Dizzy effect, big defense drop, small accuracy hit. |
| Glow-Wire Trap | Trapping IV: Elite Martial Design | Melee/Ranged Desense -25 | Lowers both melee and ranged defense. |
| Adhesive Mesh | Master Scout | Snare -70% Speed | Dramatically slows fast creatures/herds; hits Action pool. |
TRAINERS
Full coords at https://nexus.swgtools.com/trainers/.