Helpful Information
Feats
This page details the feats that are worth investment. If a feat is not listed, it is generally not optimal.
For a more in-depth read, see StrategyWiki's article on feats.
Overview
Feats are gained based on class levels.
Soldier 20 gains 18 feats (Carth, Canderous). Other classes gain 7-11 total.
Scout 2/Guardian 18 gains 11 feats.
Scout 2/Consular 18 gains 9 feats.
Scout 2 gains Flurry and Implant 1 for free, which is why it is generally the optimal choice.
Considerations
For combat characters: two-weapon fighting/dueling > weapon focus > toughness > weapon specialization > implant > other.
For utility characters (Mission/T3-M4): caution = empathy = gear head > toughness > other.
Two-weapon fighting
Prioritize for dual wielding or double blade characters. Do not use dual or double weapons without it.
If a party member is already invested in this feat, continue down the line.
Does not work for two-handed weapons such as blaster rifles.
Caution, empathy, gear head
Boosts skills. Take for non-combat, skill-focused party members only (Mission, T3-M4).
Implant
Allows use of implant item slot, providing versatility and a variety of bonuses.
Always max out on main character. First level comes free for scouts at level 1.
Max on Carth and Canderous, skip on others. Zaalbar gets for free.
Flurry, rapid shot
Provides an extra attack when used (you will see an extra damage number above the opponent's head if you hit).
Regular flurry/rapid shot (non-upgraded) are effective throughout the entire game, including against the final boss, and are free for scouts at level 1.
Lowers attack and defense while in use, but this is mostly negligible. Improved and master versions reduce the penalty and nothing else.
Power attack, power blast
Damage output is comparable to flurry/rapid shot.
Does not lower defense when used.
When leveling party members, simply go with whichever ability they already have. Preference toward power attack/blast for tanky party members who rely on high defense (Carth, Canderous, HK-47), flurry/rapid shot for everyone else.
Weapon focus
Flat +1 to hit with chosen weapon.
Grab this after two-weapon fighting/dueling.
Weapon specialization
Flat +2 damage with chosen weapon, requires weapon focus.
Soldier and guardian only.
Grab if available, but prioritize +hit feats first.
Toughness
First level gives 1 hit point per level, up to 20 at max level. Better to pick up at later levels, where possible. The bonus is retroactive.
Second level reduces all damage taken by 2. If you get hit 5 times in a turn, that is 10 damage reduced. If you can only take toughness 2 and not 3, it is still worthwhile.
Third level gives another 1 hit point per level, up to a total of 40 at max level.
Take this on all party members who will see combat, but prioritize +to hit (two-weapon fighting/dueling and weapon focus) first.
Dueling
Bonus to hit and defense when wielding a single weapon.
Preferable for builds with lower health (main character consular, Jolee, Mission).
If a party member is already invested in this feat, continue down the line.
Dueling does not affect two-handed ranged weapons such as blaster rifles.