Scout

Scout Claws  

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.

Scout Tree   

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/CommandDescriptionGranted AtCommand
Harvest CorpseGathers 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 ScentTemporarily masks your scent to avoid detection/attacks from aggressive creatures. Awards Scouting XP on success.Exploration II/maskscent
ForageSearches the area for organic resources (food/drink buffs, bait, enzymes, maps). See Foraging.Survival I/forage
Burst RunTemporarily boosts speed at HAM cost.Base (enhanced by Exploration)/burstrun
Throw TrapThrows 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 CampDeploys crafted campsite for out-of-city healing (damage/wounds). Awards Scouting XP. SeeSurvival I+/createcamp

SKILL MODIFIERS

  • Burst Run Efficiency
  • Camping
  • Constitution
  • Creature Harvesting
  • Creature Knowledge
  • Creature To-Hit Bonus
  • Mask Scent
  • Terrain Negotiation
  • Trapping

 

SCHEMATICS

SchematicGranted AtPrimary EffectsDescription
Sharp Bone SpurNovice ScoutBlind, Melee/Ranged Desense -10
Blinds target, reduces combat accuracy/defense. Hits Mind heavily, Action lightly.
Noise MakerTrapping I: Makeshift DesignDizzy / Mind (2-5% chance)
Chance to stun briefly; affects Mind.
Stink BombTrapping I: Makeshift DesignStun / Action
Distracts target, boosts vulnerability to stuns/intimidate.
Wire Mesh TrapTrapping II: Refined DesignMelee Desense -40
Lowers creature melee defense.
Glow Juice TrapTrapping II: Refined DesignRanged Desense -40
Lowers target ranged defense.
Phecnacine DartTrapping III: Martial DesignSnare / Attacker Damage Decrease
Slows movement speed; good vs melee creatures.
Lecepanine DartTrapping III: Martial DesignForce Posture Down, -15% Accuracy
Dizzy effect, big defense drop, small accuracy hit.
Glow-Wire TrapTrapping IV: Elite Martial DesignMelee/Ranged Desense -25
Lowers both melee and ranged defense.
Adhesive MeshMaster ScoutSnare -70% Speed
Dramatically slows fast creatures/herds; hits Action pool.


 

TRAINERS

Full coords at https://nexus.swgtools.com/trainers/.
 


Created by Mellow. Last Modification: Saturday November 8, 2025 02:36:20 CET by Mellow.
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