ORIGINALLY POSTED BY KAYXFOUR ON BLOODFIN SERVER
There have been tons of auctions lately for skill mods that don't work, and often either the seller or buyer are not aware of this, sometimes both of them have no clue. I have quickly shortened it and updated the old guide most people used, and it is now accurate to the best of my knowledge. The original guide that this info was taken from
can be found here. A big thanks to Imaridril for taking the time to write it in the first place, and I suggest you give it a read since it is
much more detailed than this outline of it, even if outdated. I'm sure there are omissions and such here, but this was a quick write-up based on another guide, and I don't expect it to be perfect.
First and most important thought after having purchased a very valuable and very expensive skill tape should be, on which piece of cloth or armor shall I put this on? Well, currently, all skill mods still apply even if the condition of the item they were attached to reaches 0. This will be fixed after the combat revamp and also hits the famous pre-nerf Ubese shirts. Mauve wrote an interesting article about this.
Quoted and put in an adequate color: Current Ubesse shirts are created with 0-4 sockets in the full tailor palette for colour choice, and 1000/1000 condition.
Current Tailor shirts are the same, 0-4 sockets, various colour choices depending on item, and 1000/1000 condition.
BOTH take CA only.
Pre-Nerf Ubese shirts used to have no condition rating, but had 0-4 sockets and light armour rating with 0/0/0 encumberence. (the armour/enc been removed now, so its just 0-4 sockets) They used to take AA's now they do not (any one that has had an aa accepted in since the nerf should report it or keep quiet about it).
Currently clothing decay is bugged, none of the above will decay.
The fix is scheduled for after the combat revamp, and the pre-nerf ubesse shirts will almost certainly be included in the 0 condition list of things that are decaying. Anyone who is still using pre-nerf ubesse shirts for important tapes need to bear this in mind, aswell as anyone using 0 condition clothing and expecting it to last forever. No sane person should still be applying any skill tapes to 0 condition items or pre-nerf ubesse shirts.
[Quote end]
The original message can be found
here.
Experimentation and Assembly Skill Mods
* Weapon Experimentation and Assembly
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly - Edited 04.Jan.2005
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Edit: Clothing Experimentation is only applicable when crafting Wookie armor paddings. No other type of clothes is effected so far. (Comment from Chibi: Do you really want to help the smelly Wookies to live longer?)

Repair Skill Mods
* Weapon Repair
* Armor Repair
* Clothing Repair
None of these mods do anything. They have been tested extensively and serve no purpose.
Other Artisan Related Skill Mods
* Droid Customization - Edited 25.Aug.2004
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisian surveying 4 anyway so take that into consideration.
Edit: Droid Customization seems to work as long as you are not Master Droid Engineer. As Master, you are maxed out on new colors for your droids.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed - Edited 19.Oct.2004
* Wound Treatment
* Wound Treatment Speed - Edited 19.Oct.2004
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Also Medicine Use was nerfed and no longer functions.
Edit: Medic Speed do not seem to work properly. No significant change could be noticed while testing externally.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and don't do anything, combat medicine effectiveness probably doesn't work and but is hard to properly test. I wouldn't lay down any serious credits for this skill. The second mod up there works just fine.
Edit: Combat Medicine Effectiveness is supposed to work fine as a poison increased in effectiveness when testing with a +25 attachment. This is maxed out as master combat medic, so only non-Master will profit from this kind of bonus. Ranged Injury Treatment Speed cannot be verified at all. No significant change was recognized.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effecitve they are since they don't really do much anyway. I'm leaving them green since we know they do function.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I believe is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundany since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weidling it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up) - Edited 04.Jan.2005
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine, but the posture change (up) is basically useless because you are rarely (if ever) forced up by an attack.
Edit: Defense vs. Posture Change (Up) can be useful for Smugglers who want to stay in feign death during duels or PvP, especially vs. Startleshot. Also interesting against Pikemen's Polearm Hit 3 and maybe counteracting the effect of Flushing Shot. Useful for Riflemen/-women to stay prone.
Edit: Defense vs. Posture Change (Up) does not break feign death and polearm hit 3 applies posture change (down) not (up).
Melee Skill Mods
* Unarmed Speed - Edited 04.Jan.2005
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Edit: Unarmed Speed is capped at Master Teras Kasi Artist and also at Master Brawler with Teras Kasi Artist x-x-4-x.
Melee Damage Skill Mods
* Unarmed Damage - Edited 04.Jan.2005
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but only the first one actually does. I believe the devlopers removed the last three mods completely when they removed them from the skill trees. This is the source of much debate, but it has been tested time and time again. Do not get duped into buying skill mods for any of these except unarmed.
Edit: Unarmed Damage does not work as it has definitely been stated by a dev. Here is the link to the original thread.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving - Edited 03.Dec.2004