Imperial Agent Character Progression

Imperial Agent Progression Trailer

The wait is over. Bioware finally revealed one of the last remaining class progression videos, of course for our beloved Imperial Agent class. The trailer features both Operative and Sniper advanced classes, showcases some of their armors and abilities, and of course the cover system. You can read the official video description and watch it below!

Through cunning, stealth, and ruthless tactics, the Imperial Agent has no shortage of ways to complete his objectives. Even so, as the complexity and importance of his missions increase, the Agent will have to acquire new skills and equipment to help him combat the ever-growing threat to the Empire. This video shows you a sampling of the many different armors and abilities the Imperial Agent can obtain as he travels the galaxy.

Imperial Agent is currently along with the Smuggler the least played class, so hopefully this video will show others what they’re missing.

Kaliyo Djannis

Imperial Agent Companions Guide

The following is a post of Imperial Agent companions in Star Wars: The Old Republic. The first one is available even before level 10 on the starting planet, but you’ll get access to other companions as you reach further levels.

The current companions are: Kaliyo Djannis, Scorpio, Doctor Lokin, Vector Hyllis, and Ensign Temple.

Kaliyo Djannis

  • Species: female Rattataki
  • Planet: Hutta
  • Role: Ranged DPS
  • Armor: Medium
  • Weapons: Dual Wield Pistols
  • Default Kit: Grenade
  • Crew Skills: +10 Armstech Efficiency, +2 Underworld Trading Critical


  • Species: Droid
  • Planet: Belsavis
  • Role: Ranged Tank
  • Weapons: Blaster Pistol, Shield Generator
  • Armor: Heavy
  • Default Kit: Shield

Doctor Lokin

  • Species: male Human
  • Planet: Taris
  • Role: Melee Tank
  • Armor: Light
  • Weapons: Vibrosword and Shield Generator
  • Default Kit: Ground Slam
  • Crew Skills: +15 Biochem Efficiency, +10 Research Efficiency

Vector Hyllis

  • Planet: Alderaan
  • Role: Melee DPS
  • Armor: Medium
  • Weapon: Vibrostaff
  • Default Kit: Ground Slam
  • Crew Skills: +5 Bioanalysis Efficiency, +5 Diplomacy Critical

Ensign Temple

  • Planet: Quesh
  • Role: Ranged Healer
  • Armor: Medium
  • Weapons: Pistol and Shield Generator
  • Default Kit: Med Pack
  • Crew Skills: +10 Scavenging Efficiency, +2 Armormech Critical
Imperial Agent Sniper

Imperial Agent Specializations Guide

Imperial Agents have two class specializations or advanced classes: Operative and Sniper. Below you’ll find some details on each one.


Operatives specialize heavily in stealth and concealment, with this they are able to strike at an enemy without the enemy even knowing they were there. Along with stealth, they are able to specialize in medical technologies, allowing them to heal players. An Operative could make an extremely useful teammate to have on the field.

Combining the expertise of multiple disciplines, Operatives adapt to any environment and any circumstance to ensure the Empire’s agenda is achieved. Whether emerging from stealth to ambush and eliminate enemies in close-range combat or using advanced medical technologies to keep colleagues in the fight, the Operative is able to identify the needs of any situation and react accordingly.

Skill Trees

The two Operative skill trees are Concealment and Medic. The shared Operative/Sniper skill tree is Lethality.

  • Concealment – Upgrades stealth and close-ranged attacks, allowing the Agent to strike without detection.
  • Medic – Advances the Agent’s keeping both his allies alive and effective.
  • Lethality – Leverages the toxic power of poisons to debilitate enemies over the course of long fights.


Snipers focus on long range battle tactics, using their powerful and deadly Sniper Rifle to eliminate targets from extremely far distances. Along with the Marksmanship ability, they are also able to use probes and droids to spy on or eliminate targets. These are the recon units of the Empire.

Focused on covert tactics and eliminating sensitive targets, Imperial Snipers are the most elite and professional sharpshooters in the galaxy. After extensive training, the Sniper’s long range blaster rifle becomes a weapon of exacting precision, allowing him to target enemies’ vulnerabilities and strike at the perfect moment to turn the tide of battle.

Skill Trees

The two Sniper skill trees are Marksmanship and Engineering. The shared Sniper/Operative skill tree is Lethality.

  • Marksmanship – Teaches the Sniper to strike down targets from long range and from the safety of cover.
  • Engineering – Empowers the Sniper’s droids and probes to weaken the enemies and give the Empire the advantage.
  • Lethality – Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

Imperial Agent Abilities

The Imperial Agents abilities are focused on engaging enemies at range with rifles and a range of throwing weapons. They can also use a cover system to increase their evasion and activate some high power attacks.

Starting Abilities

Name Description
Rifle Shot Fire 2 quick shots, causing medium damage.
Shiv Stab the target with your energy blade for moderate damage and light damage over 3 seconds.
Take Cover Evasion increase against targets in your cone of cover while taking cover.
Recuperate Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat.
Snipe Rifle shot that deals high damage. Only usable in cover. (Only when in cover)
Laze Target Designates a target, increasing all damage to the target by 80%. Must be in cover to use. Lasts 30 seconds. (Only when in cover)
Weapon Proficiency: Rifle Able to equip blaster rifles.
Weapon Proficiency: Vibroknife Able to equip vibroknives and conventional knives.
Show Cover Shows all nearby cover points.

Trainable Abilities

Name Description
Sleep Dart Fire a sleep toxin dart out of your bracer at the target putting them to sleep for 10 seconds. Does not break stealth.
Toxic Dart Fire a toxic dart out of your bracer at the target causing damage over 5 secs. At the end of the effect, the target takes extra damage.
Explosive Probe Deploy an explosive probe that travels to the primary target. The probe will arm after 3 seconds. Once armed the probe will automatically explode soon after the target takes damage. The explosion causes moderate damage in a 5m radius to up to 5 targets. The effect expires after 20 seconds. The explosive probe can only be used from cover.
Kolto Injection Fire a kolto dart out of your bracer at the friendly target healing them for moderate amount.
Adrenaline Probe Summons a droid that injects the Agent with adrenaline, boosting energy regeneration rate for 4 seconds.
Escape Removes the Agent from any stun, fear or movement impairing effects.
Boost Increases movement speed by 50% for 15 seconds. Does not break stealth.
Flash Bang Detonates a Flash Bang at your current position, blinding all enemies within 5 meters for 8 seconds. Blindness ends prematurely if an affected target is damaged. Affects a maximum of 6 targets.
Orbital Bombardment The Agent calls a strike down from orbiting vessels, knocking down and causing massive damage to all enemies within a 10 meter radius of the target.
Sonic Probe Summons a droid that will silence the target for 6 seconds.
Evasion Increase the Agent’s armor rating by 25% for 30 seconds.
Plasma Probe The Agent uses this probe to do area of effect damage to enemies.

Imperial Agent Screenshots

Here’s a few screenshots and a couple of wallpapers of the Imperial Agent class. If you have any of your own be sure to send them via the contact form.