ORIGINAL FAQ DATE: Tuesday, March 16th, 2004 _____ _ __ __ / ____| | \ \ / / | (___ | |_ __ _ _ __ \ \ /\ / /_ _ _ __ ___ \___ \| __/ _` | '__| \ \/ \/ / _` | '__/ __| ____) | || (_| | | \ /\ / (_| | | \__ \ |_____/ \__\__,_|_| \/ \/ \__,_|_| |___/ _ __ _ _ _ __ _ _ | |/ / (_) | | | | / _| | | | | | ' / _ __ _ __ _| |__ | |_ ___ ___ | |_ | |_| |__ ___ | < | '_ \| |/ _` | '_ \| __/ __| / _ \| _| | __| '_ \ / _ \ | . \| | | | | (_| | | | | |_\__ \ | (_) | | | |_| | | | __/ |_|\_\_| |_|_|\__, |_| |_|\__|___/ \___/|_| \__|_| |_|\___| __/ | |___/ ____ _ _ _____ _ _ _ / __ \| | | | | __ \ | | | (_) | | | | | __| | | |__) |___ _ __ _ _| |__ | |_ ___ | | | | |/ _` | | _ // _ \ '_ \| | | | '_ \| | |/ __| | |__| | | (_| | | | \ \ __/ |_) | |_| | |_) | | | (__ \____/|_|\__,_| |_| \_\___| .__/ \__,_|_.__/|_|_|\___| | | |_| [------------] [ Item Guide ] [------------] Author : JPaterson Platform : Microsoft Xbox Last Updated : September 7th, 2004 Version : Final E-Mail : == See "[A] Contact Information" == Website : http://www.jpatworld.com/ GameFAQS CRP : http://www.gamefaqs.com/features/recognition/8939.html For more of my FAQs, as well as full HTML strategy guides with screenshots, check out CHEAT HAPPENS at: http://www.cheathappens.com/ =============================================================================== UPDATE & REVISION HISTORY Sep. 7th, 2004 - Finally updated my copyright information. Websites are now free to use this, and other guides of mine, without asking for permission beforehand, just as long as the content isn't changed and it's not passed off as your own work. Jul. 5th, 2004 (Final) - Registered a new domain name, so I wanted to change my FAQs so people know where to find them (outside of GameFAQs, of course). Added new section to "Other FAQs Written". Jun. 8th, 2004 (Final version) - Just like my strategy guide for the game, this FAQ is officially dead. I will not be adding any new items to this guide at all. Apr. 8th, 2004 (v0.6) - With my free time, I just changed around a few things. Nothing big. I needed to update my contact info. Apr. 1st, 2004 (v0.5) - Tons of new items, including the ones only found on the Yavin Space Station. I also finished the light side walkthrough of my FAQ/Walkthrough, in case you are interested. I'll be going through the game on the Dark Side now to get the remainder of the items. Also, within the next few updates, I am going to further categorize the items into subcategories, such as Armor and Weapons. I said this before, yes, but I'm really going to do it. Mar. 31st, 2004 (v0.4) - Sorry for the lack of updates, but I've been preoccupied with the multiplayer game of Pandora Tomorrow. Also sent in an updated version of my main KotOR FAQ/Walkthrough. Mar. 26th, 2004 (v0.3) - Quite a large update, with a ton of new items. The next couple of updates I will probably separate the items into further subcategories, so instead of just "Equippable" it'll be "Equippable - Armor" and "Equippable - Weapons", etc. I also sent in an update to my FAQ/walkthrough, which is up to the start of the Levithan. Mar. 22nd, 2004 (v0.2) - I lost some files that I hadn't saved due to a lightning storm knocking out the power, so I had to use a backup file of this FAQ. I think I got all the new stuff added, and I hope I didn't remove anything that I've since sold in the game. If there are any mistakes, I'll add them my next time through the game. There may also be items that are categorized wrong, which, again, will be fixed my next through. Oh, and a whole crapload of new items added. Mar. 16th, 2004 (v0.1) - First submission. =============================================================================== Table of Contents [1] Introduction [2] Item List [2.1] Quest Items [2.2] Equippable Items [2.3] Utility Items [3] Stores and Inventories [3.1] Taris [3.2] Dantooine [3.3] Tatooine [3.4] Kashyyyk [3.5] Korriban [3.6] Manaan [3.7] Levithan [3.8] Unknown Planet [3.9] Star Forge [3.10] Yavin Space Station [A] Contact Information [B] Webmaster Information [C] Where This FAQ May be Found [D] Other FAQs Written [E] Star Wars: Knights of the Old Republic Copyright Information =============================================================================== |-----------------------------------------------------------------------------| | [1] Introduction | |-----------------------------------------------------------------------------| What is the purpose of this guide, you may ask? I made it as a reference. I try to collect everything and anything in games, and this helps me. I also decided to type it up for people who are looking for specific items, or want to know where to find something. All descriptions, unless otherwise noted, are taken from the game. If you know the location (or several locations) of an item, please e-mail me, and I'll give you credit for your submission. =============================================================================== |-----------------------------------------------------------------------------| | [2] Item List | |-----------------------------------------------------------------------------| Items are listed alphabetically. They are grouped in the same was the game groups them. Under the description of the item, I have provided the location of it. Under the location, you'll find some notes by myself (if I added any), which may include tips on that item or where to find it/how to acquire it. The description for each item is taken from the in-game inventory system. |-----------------------------------------------------------------------------| | [2.1] Quest Items | |-----------------------------------------------------------------------------| Ajunta Pall's Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 5-15 Damage Bonus: +2 Fire Critical Threat: 20-20,x2 Attack Modifier: +5 Held by the Dark Jedi even before he fell to the dark side, this may be one of the few truly personal items owned by Ajunta Pall, and remains as thoroughly corrupted as he. ******************** Ancient Sith Tablet This thick stone table is covered with ancient runes of an unknown language. It is extremely cold to the touch and has almost a sinister aura about it. ******************** Bacca's Sword Blade This is part of Bacca's Ceremonial Blade, damaged due to the arrogance of Chieftain Rothrrrawr. He underestimated a creature in the Shadowlands (later dubbed the Great Best) and lost the blade in its hide. The hilt remained in his courty, passed to other chieftains. If both pieces could be found, the sword might be able to be reassembled. ******************** Bantha Fodder Description: This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligence species would willingly call it food. ******************** Bek Datapad This datapad seems to details plans the Hidden Bek had to get into the Black Vulkar base. Of note is the following: "We have synthesized a substance with an odor that resembles a favorite pray of rancors. If we place the bait properly, we can lure the rancor into eating something lethal enough to kill it." ******************** Bowcaster Bolt Casing This bolt casing was abandoned next to Rorworr's corpse, likely by whoever killed him. Bowcasters and the accompanying bolt casings are very personal items among the Wookiees, and are adorned with traditional family symbols and other identifying marks. It is possible the owner of this one could be identified by a knowledable Wookiee. ******************** Casus' Diary Description: This is the diary of Casus Sandral, amateur archeologist. It details his efforts to discover the source of the ancient ruins found across the surface of Dantooine. Upon reading it, you gather that he had found some corrleation between the ruins and something called 'Rak'. Location: Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Chemical Cannister A cannister containing a chemical toxic to firaxan sharks. ******************** Chieftain's Gaffi Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-8 Damage Bonus: +4 Physical Critical Threat: 20-20,x2 On Hit: Poison, Average Weakness DC 20 Attack Modifier: +2 A variation of the traditional gaffi stick, or gaderffii, marked as a chieftain's weapon by its slightly more ornate appearance and better construction. ******************** Computer Passcard Description: This seems to be a standard keycard for use at secure terminals. Most likely, this one is designed to use Davik's computer system. Location: Onboard Davik's base, before getting in Ebon Hawk. Can only be used here. ******************** Dantooine Map This is a map to the area outside the Jedi Enclave on Dantooine. ******************** Dantooine Map This is a map to the area a bit south the Jedi Enclave on Dantooine. ******************** Data Module This is an encrypted data module retrieved from the remains of a Republic droid. ******************** Datapad This datapad appears to contain numerous entries of notes made by Master Uthar of the Sith Academy. Most prominent of the recent entries is the following: "The pupil known as Dustil has shown remarkable progress. His talent with the Force is great. The same, however, cannot be said for the human female that he arrived with, Selene. She has little talent. Moreover, Dustil holds a great degree of affection for her. This is a weakness in the body and has been slowing down his training. Orders were sent this morning to have the girl removed from the academy and terminated. I will tell Dustil that she was killed in the valley. He will forget her soon enough, I think... he is too promising to lose at this juncture." ******************** Datapad This datapad contains detailed descriptions of you and Bastila. It also has a brief message: Bastila has escaped Taris. Whoever can find and dispose of her and her Jedi companion will be greatly rewarded by Lord Malak himself. ******************** Datapad This datapad contains a single short, cryptic message: The Genoharadan say to see Hulas on Manaan. Come alone or not at all. ******************** Datapad This datapad seems to have once belonged to an enterprising young Sith student who had ventured into the tomb in search of Ajunta Pall's sword. One of his entries is of particular note: "There has got to be a way to get past this obelisk blocking the bridge! It seems to be made of some kind of unstable material... I'm willing to bet some kind of energy discharge will set it off. Blaster fire isn't doing the trick, however. I'll have to try some kind of explosive. I just hope that guard droid over there is as defunct as it looks." ******************** Datapad The datapad appears to be the journal of a Sith archaeologist by the name of Veren Gal. Most of it consists of uninteresting notes on the geology of the tomb's caverns, but the final entry is as follows: "Strangely enough, I've found traces of Therangen in the tomb. This is an unstable black rock used as fuel by lesser races... perhaps the ancient Sith on Korriban used it as a power source? It is a volatile and dangerous substance, and reacts violently to fire. I will have to be careful. ******************** Datapad This datapad appears to be the journal of a Sith who quite obviously did not make it past this portion of his final test. Most of the journal consists of the Sith's account of gaining enough prestige with Master Uthar to take this test... only the final entry appears to concern the test, itself: "It seems I need to get across the pool of acid in the central chamber if I am to complete my test, here, but that is not going to be easy. The runes name one Obelisk the 'Pillar of Fire'... while the other is the 'Pillar of Ice'. I can only assume that one of the pillars leads to a way to remove the acid pool. Fire or ice... wouldn't fire create toxic fumes? Maybe freezing the pool would be safer. Well... I'll worry about that once I bypass the terentatek beasts. If I can, I suppose it's now or never." ******************** Datapad Datapad entry: We've set up a repair station at the storage room airlock to fix the damage to the bridge hull. Get the space suits from the armory and send a team out as soon as possible. ******************** Datapad These appear to be the personal notes of the Dark Jedi Master in charge of the Sith base on Manaan. It seems that the Sith have been trying to lure impressionable young Selkath over to the dark side. After reading the lengthy progress reports on this topic, it seems that the the final plan was to use these young Selkath to overthrow the current government and install a puppet government that the Sith would dominate. ******************** Datapad Novice Sith such as yourself cannot be trusted to remember even simple tasks, acolyte. It is therefore prudent for your masters to explain themselves at length, using very small words. The ancient sequencer on the lower levels can only be activated once all the sequencer tiles on the floor have been set to their active mode by walking on them in the correct pattern. To make all the tiles the same color, simply walk the tiles in the pattern of an 'H'. I trust there will not be another unfortunate 'incident' like the last time... ******************** Datapad This data pad contains information from many genetics studies conducted by the Rakata during their technological peak. ******************** Data Recorder The data recorder flashes to life: I haven't been able to catch my poor creation as yet. We've been trying to capture it without destroying it; the thing is too valuable. It is hard to be so quiet as is necessary, however; it identifies targets through sound. I'm glad we brought sound dampeners with us. Provided that idiot Ben Hu'al uses his. ******************** Droid Head Replaying the last memory of this damaged droid reveals that it and its owners were the victims of an ambush by someone named Eli. The name "Matton" was also mentioned. ******************** Envirosuit This is a variant of a standard model envirosuit used to protect its occupant from the hostile environmental conditions. In this case it has been specifically modified to withstand tremendous undersea pressures. ******************** Holocron This holocron has been cracked and worn by the sands and wind, but is still marginally operational. When activated, it shows the holographic image of a middle-aged human man and appears to have been used as a means to record his personal thoughts over the years. ******************** Holocron This small crystal supposedly holds holographic recordings of the ancient Sith... information which could be incredibly valuable. There's no telling how long the holocron has been lost in the area, nor how well it works. ******************** Ice Breaker This device is used by criminal elements and covert operatives to slice into security computers. This particular breaker is configured for the computers on the Levithan's brig deck. It won't work anywhere else. ******************** Mandalorian Datapad Description: Jarg went missing in Sector B, then Reeza saw someone moving south of there. Take a couple troops and find out who it is. If they look suspicious: terminate. Location: Found on the corpse of a Mandalorian in Dantooine. ******************** Mandalorian Datapad Description: Jarg, did you remember not to take the XT-model bike out today? There was something funny with one of the intakes, and I thought it could jam. Ha! Consider yourself lucky! If someone was dumb enough to take that thing out he would have ploughed right into the ground within a kilometer. Location: Found on the corpse of a Mandalorian in Dantooine. Map of the Eastern Dune Sea By showing how to interpret ancient marker stones, this map can be used to find a safe route through the Eastern Dune Sea. Only intimate local knowledge could take the place of such a document. ******************** Mandalorian Head This is the head of the leader of the Mandalorian warriors who were killing the Rakatan scouts. ******************** Mandalorian Helmet This is the helmet of a fierce Mandalorian warrior, taken from a group that stalked the Shadowlands of Kashyyyk for wounded or unwary prey. ******************** Moisture Vaporators These devices use a pair of vaporators to condense moisture from the air, albeit in small amounts of a long period of time. Droughts can last for centuries on some desert world, so this may be the only means to obtain water. ******************** Murder Recording A recording of an older man murdering a young Sith woman. ******************** Pass Card Description: This is a pass card used to grant access at security terminals. Location: Found in the Black Vulkar base. Only works in the Black Vulkar base. ******************** Pazaak Cards Description: This is a standard Pazaak side deck card, for use with a Pazaak deck. Location: First bought from Uriah in Janyvar's Canteen in Lower City of Taris. May also be found or bought at other places. MY NOTES: There are many different Pazaak cards available. Some of them are: +/-1, +/-3, +1, +2, -2, +/-6, +3, +4, -4, +5, +6, -6, -3 ******************** Pazaak Deck This is a standard Pazaak deck, complete with side deck cards. ******************** Pazaak Side Deck Description: Pazaak requires both a main deck and a side deck. You can store all your side deck cards here and bring them out when you start a game. ******************** Permacrete Detonator This powerful detonator is extremely complicated. Only someone trained in its use could set an activate it. ******************** Prison Key Description: This key opens the holding cell in the Sandral Estate. Location: Found in a footlocker in the Sandral Estate. ******************** Promised Land Apprentice Journal This journal details the search for the Promised Land carried out by Rukil's apprentice. Most of the entries are mundane; howwever, the last entry is quite interesting: "I have uncovered evidence that others have been seeking out the fabled land, and that their treks have led them into the sewers. I have decided that I must go as well." Location: On the corpse of an outcast in the Undercity of Taris. ******************** Promised Land Journal This journal is a record of the long and difficult search to find the Promised Land. It contains many half completed maps and cryptic notes, all attempting to decipher whether the legend is true or simply a child's fable. By itself this journal does not contain enough information to solve the mystery, however it could be a valuable piece of the puzzle. Location: On the corpse of two outcasts (each has one piece) in the sewers of the Undercity on Taris. ******************** Rahasia's Key Description: This key opens the rear door to the Sandral Estate. Location: Given to you by Rahasia during the Sandral-Matale feud on Dantooine. ******************** Rakghoul Serum This vial of green, bubbling liquid is the only hope of a cure for anyone infected with the rakghoul disease. Location: Found on the corpse of a Sith soldier in the Undercity on Taris. ******************** Republic Enclave Key An access key to the outder doors of the Republic Enclave in Ahto City. ******************** Sand People Clothing Max Dexterity Bonus: +8 These are the intricate robes of a Sand People warrior. They seem to be in good condition, and might allow a wearer to superficially appear to be a member of the Sand People species. ******************** Sharina's Wraid Plate Description: This is the incredibly dense bone skull plate of a Tatooine desert wraid. ******************** Ship Parts These ship parts appear to be similar enough to those on the Ebon Hawk that they could be used to repair it. ******************** Sith Armor Defense Bonus: 2 Max Dexterity Bonus: +8 Description: This full body armor could be used to fool people into thinking the wearer was one of the Sith. Location: You first find this when you save an alien from Sith attackers in one of the apartments outside of North Taris. It can't be bought. ******************** Sith Base Passcard Description: A standard ID card for Sith troopers. Location: Found in the Sith Base on Taris. Can only be used here, and can't be bought. ******************** Sith Base Passcard A passcard use to enter the Sith Base in Ahto City. ******************** Sith Datapad This datapad contains coded instructions from Master Uthar to someone by the name of Adrenas. You are not sure what the instructions detail, save that he requires the chamberlain to go to Dreshdae ot gather the ingredients. ******************** Sith Device This small electronic device appears to be completely self-operating. Once attached to a specific surface, it will begin deplpying whatever trap is inside. Yuthura has not explained exactly what the device does... simply that it must be placed inside Master Uthar's bed in order to function. ******************** Sith Hangar Key A key card to the Sith Reserved Hangar in Ahto City. ******************** Sith Lightsaber Feats Required: Weapon Proficiency - Lightsaber Damage Type: Energy Damage Points: 2-16 Critical Threat: 19-20,x2 This lightsaber is quite intricate in its design, the hilt covered in delicate runes and inlaid with black markings. No doubt the purpose of the weapon is primarily ceremonial, though it certainly seems to perform as a lightsaber should. ******************** Sith Medallion This medallion is clearly marked with the insignia of the Sith, and otherwise consists of a shiny black onyx-like material. It is unlikely to be very valuable, but is quite distinctive. ******************** Sith Papers Description: These official looking papers identify the bearer as being on special assignment by order of the Sith government of Taris. They also warn of the gruesome penalties for anyone foolish enough to challenge the bearer. Location: Quest item, given to you by the leader of the Hidden Beks. ******************** Sith Passcard This is a small identification card marking you as a student within the Sith monastery on Korriban. It will allow you to come and go as you wish. ******************** Sith Passcard This appears to be a high security passcard for the detention area. ******************** Space Suit This is a standard model space suit used to protect its wearer from the cold vacuum of space. Because of its design, anyone wearing the suit will have to unequip their weapons. ******************** Slaver Contract This datapad card contains a contract to trade weapons for slaves, and a manifest of goods already delivered. It would seem that Rorworr had sold a number of Wookiees previously, and intended to do so again. ******************** Sonic Emitter Uses: unlimited This device emits a powerful sonic pulse useful for scaring off or stunning various wildlife. It normally has an extremely limited range, but in an underwater environment the signal would travel quite a distance. It has proven quite lethal to several species of firaxan sharks. ******************** Special Cold Grenade This is an incredibly large and powerful version of a standard cold grenade. When used, its blast will likely affect a large area. ******************** Special Fire Grenade This is an incredibly large and powerful version of a standard fire grenade. When used, its blast will likely affect a large area. ******************** Spice The term "spice" has come to describe a wide variety of stimulants mined on a number of worlds, but the highly coveted glitterstim found on Kessel is by far the most precious. ******************** Starboard Cell Block Key This keycard will unlock the cells on the Levithan's starboard detention block. ******************** Star Map: Dantooine Description: You have recorded the coordinates from the Star Map you found on Dantooine into a datapad. Location: Given to you after finding the Star Map in the Strange Ruins on Dantooine. ******************** Star Map: Kashyyyk You have recorded the coordinates from the Star Map on Kashyyyk into a datapad. ******************** Star Map: Manaan You have recorded the coordinates from the Star Map you found on Manaan into a datapad. ******************** Star Map: Tatooine You have recorded the coordinates from the Star Map on Tatooine into a datapad. ******************** Submersible Bay Key Key to the submarine Bay in the Republic Enclave in Ahto City. ******************** Swoop Accelerator Description: Though not overly large the prototype swoop accelerator is surprisingly heavy. Without being an expert on swwp bike construction it is difficult to imagine how this simple device could be so valuable. Location: Black Vulkar base. Quest item. ******************** Swoop Bike Signal Device This device attaches to a swoop bike, transmitting any field that has been collected on it by the Commander. ******************** Synthesized Odor Description: This appears to be a timed release device for a strange substance. The liquid has a very pungent odor. Location: Undercity sewers, just before large room with rancor. ******************** Tach Gland This gland was cut from the corpse of a tach, a small primate. It can suppoesdly be powdered to produce a powerful stimulant. ******************** Taris Launch Codes Description: This datapad contains the codes necessary to launch a ship from the planet's surface without being destroyed by the Sith autotargeting cannons. Location: Found in the Sith Governor's room in the Sith Base on Taris. Quest item. ******************** Token This appears to be a small token of a personal nature. Perhaps someone who knew this Selkath would recognize it. ******************** The Twisted Rancor Trio Guts and Glory: A Chronicle of the Amazing Story of The Twisted Rancor Trio By Gilthos Uksaris (A work in progress) The origins of what would eventually become the most famous band in the galaxy are surprisingly humble. The brains behind the group, manager Gilthos Uksaris, founded the Trio to earn a date with a young singer named Elinda. The ploy worked, and Elinda became the first member of the band. Glithos scrambled to find musicians to back her, and signed a Bith named Ujaa to be the lead musician. Soon after that he signed Ujaa's brother, Ujii to complete the trio. The band struggled at first. Elinda was a fantastic singer, but Ujaa wasn't much of a musician. When Elinda threatened to quit, Glithos fired Ujaa and signed another Bith named Loopa. Of course this didn't go over well with Ujaa's brother, and Ujii quit. Fortunately, Loopa knew another musician named Fodo, who joined to replace Ujii. Led by Elinda's singing, the second incarnation of The Twisted Rancor Trio became quite popular on their home world of Taris, eventually attracting the attention of local legitmate businessman Davik Kang. Davik asked Glithos to birng his group in for a command performance. Glithos agreed, realizing this could be the band's big break. Unfortunately, Elinda had heard certain unsubstantiated rumors about Davik Kang and his connections to the Exchange. Fearing for her life, she refused to go to his estate to perform. Many felt that without Elinda's singing the band would crumble. But Glithos came up with a brilliant plan to save the group by hiring Elinda's sister, Ashana, as the new lead singer on the even of their scheduled appearance at Davik's estate. Glithos knew he was taking a risk. If Ashana couldn't perform at Elinda's level, Davik's infamous temper could have dire consequences for the entire band. However, if Ashana could match her sister's performance then Davik was likely to sign the band to a big time touring contract. It was a risk, but The Twisted Rancor Trio was founded on "Guts and Glory". (There are no further entries) Location: Found in a room in the apartment complex of Lower Taris. Is the key to a small puzzle. ******************** Viper Kinrath Body The corpse of an exceptionally large viper kinrath, freshly killed. ******************** Water Pump Analysis In regards to the system in place to cycle water from the ocean to the thermal heaters: What were you thinking?!? What made you put that airlock mechanism on the only other path to the north side of the base?? Now everyone has to know how to cycle the water out of one room and into the adjoining one for each of the three rooms in sequence without accidentally flooding the room they're in! We lost seven troopers just this week! Next time I'm there you better show me how to do it properly! I can't afford to lose any more of my aids while trying to get to the Selkath! |-----------------------------------------------------------------------------| | [2.2] Equippable Items | |-----------------------------------------------------------------------------| Adrenaline Amplifier Saves: Relfex +2 Description: This device improves the wearer's reflxes by triggering prolonged bursts of adrenaline. It is thought to be perfectly safe, with only a few instances of uncontrolled muscle spasms. Location: In Selven's apartment in the Lower City of Taris. ******************** Adrenaline Stimulator Saves: All +4 Dexterity: +2 This belt endows the wearer with hyper-sensitivity to their surroundings and dynamically improves reflexes and reaction time. ******************** Advanced Adrenaline Amplifier Saves: Reflex +3 This device is an improved version of the basic model, increasing effectiveness with fewer occurences of side effects. It improves reflexes by triggering prolonged bursts of adrenaline. ******************** Advanced Aural Amplifier Skills: Awareness +4 Restricted: not useable by Wookiees Description: In a fine balancing act, this unit amplifies the faint sounds of moving creatures, while filtering out louder background noise that might otherwise deafen the user. ******************** Advanced Bio-Stabilizer Implant Feats Required: Implant Level 3 Immunity: Mind-Affecting, Poison This detailed micro-computer analyzes the contents of the user's circulatory system, as well as surges and drops in nerve transmission rates. It attempts to stabilize the user's system, and remove undesirable elements from it. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Bio-Stabilizer Mask Feats Required: Armor Proficiency - Light Immunity: Mind-Affection, Poison Saves: All +1 Similar to the Advanced Bio-Stabilizer Implant, this mask analyzes circulation patterns through the skin, monitors breathing through chemical sensors, and reactions through eye movements. It additionally acts as a nearly complete environmental system, preventing toxins from ever reaching the wearer. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Combat Implant Feats Required: Implant Level 3 Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Focus - Blaster Rifle Bonus Feat: Weapon Focus - Heavy Weapons Bonus Feat: Weapon Focus - Melee Weapons Bonus Feat: Weapon Proficiency - Blaster Pistol Bonus Feat: Weapon Proficiency - Blaster Rifle Bonus Feat: Weapon Proficiency - Heavy Weapons Bonus Feat: Weapon Proficiency - Melee Weapons Bonus Feat: Weapon Specialization - Blaster Pistol Bonus Feat: Weapon Specialization - Blaster Rifle Bonus Feat: Weapon Specialization - Heavy Weapons Bonus Feat: Weapon Specialization - Melee Weapons The Advanced Combat Implant is an experimental technology, designed to make computer data available to the user. Naturally, one of the first uses for this technology was combat. This implant contains weapons specification, and advanced usage techniques for all known weaponry in the Republic and associated territories. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Computer Tool Feats Required: Droid Upgrade Class 2 Skills: Computer Use +4 Like the basic unit, this retractable probe allows droid access to the higher programming functions of any computer terminal, though better interface adapters make it more effective. ******************** Advanced Flame Thrower Feats Required: Droid Upgrade Class 3 Uses: #/10 Damage: Heat, 60pts On Hit: Horror, 100% for 3 sec Special: Targets 7th level and up ignore horror effect Save: DC20 for half damage Range: Short Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Intended as a combat upgrade and not generally available to the public, this droid-mounted weapon can inflict a great deal of damage over a broad area. It is widely used by Republic forces. ******************** Advanced Gravity Generator Feats Required: Droid Upgrade Class 3 Uses: #/10 Damage: None On Hit: Slowed, 100% for 9sec Save: DC20 to negate slow Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. This device creates a more powerful gravity swell than the basic unit due to an unregulated energy governor. The use of such items is discouraged because of concern over environmental effects. ******************** Advanced Sensory Implant Feats Required: Implant Level 3 Skills: Awareness +10 Dexterity: +2 By assisting the areas of the user's brain dedicated to sensory-interpretation, this implant gratly heightens the user's awareness of their surroundings, as well as spatial perception and analysis. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Shield Disruptor Feats Required: Droid Upgrade Class 2 Uses: #/10 Damage: Ion, 40pts Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Prototyped by Czerka Corporation, these extremely devastating droid and shield nullifiers have found their way to forces on both sides of the Sith/Republic conflict. ******************** Advanced Stabilizer Gloves Dexterity: +3 Blaster Bolt Deflection: +5 These gloves contain an advanced fire control and trajectory analysis system which links to held ranged weapons. This allows the user greater accuracy when aiming their own weapons, and also gives warning when incoming fire would likely hit the wearer. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Advanced Stealth Unit Skills: Stealth +4 Costly to produce, this unit refinse the Stealth Mode field to better camouflage the user. Opponents must make an Awareness check versus user Stealth skill +4 or remain unaware of them. The user must have paid points into the Stealth skill to use Steath Mode. Combat disrupts the field, but mundane tasks do not. ******************** Advanced Stun Ray Feats Required: Droid Upgrade Class 2 Uses: #/10 Damage: None On Hit: Stun, 100% for 9 sec Save: DC20 to negate stun Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. This produce is a special order aftermarket modification of a Quellegh Industrial stun ray. Very expensive to produce, most are in the hands of government-sponsored elite troops. ******************** Advanced Targeting Computer Feats Required: Droid Upgrade Class 2 Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Focus - Blaster Rifle Meant for droids that see regular combat, this targeting unit improves on the basic model and greatly increases battlefield performance. ******************** Arkanian Heavy Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-9 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Description: Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2000 years later they are still superior performers. Location: Buy from Igear in the Undercity of Taris. ******************** Arkanian Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-8 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 This is a versatile blaster variant, possibly of ancient Arkanian origin. The Arakanians are very proud that such early efforts continue to be prized among collectors and soldiers. ******************** Aural Amplifier Skills: Awareness +2 Restricted: not useable by Wookiees Description: With this item, Durkish Corporation abandones visual detection in favor of aural, citing that most creatures breathe, and even camouflage fields can't blend the sound of that away. Location: Found in Black Vulkar base, near swoop accelerator. ******************** Baragwin Assault Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Bonus: 2-12 Damge Bonus: +2-12 Energy Critical Threat: 19-20,x2 Attack Modifier: +2 Special: Upgradeable, Melee This advanced vibrosword is a miracle of miniaturization technology. Not only does it deliver increased functionality over a normal vibrosword, it also has capacitors which discharge upon contact with a target. Extra space within the blade can be utilized by a varirety of common upgrade modules. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Assault Gun Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 3-20 Range: 28m Critical Threat: 20-20,x2 Special: Upgradeable, Ranged This light repeating blaster is an excellent example of the Baragwin aptitude for weaponry. By taking and modifying an existing repating blaster design, the Baragwin have managed to greatly increase the damage output and added additional functionality with a variety of upgrade options. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Bacca's Ceremonial Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-14 Damage Bonus: +4 Energy Critical Threat: 19-20,x2 Attack Modifier: +2 Special: Upgradeable, Melee The great Bacca was hunting the Shadowlands ages ago when an alien ship crashed through the forest. He saw that first contact was a warning of the destruction outsiders could bring. Made from the debris, this sword is a reminder for his people that trust must be given cautiously, and only to those who earned it. ******************** Baragwin Droid Shield Feats Required: Droid Upgrade Class 1 Uses: unlimited A super-efficient version of a normal droid energy shield, the Baragwin version has been modified and customized to be able to run off the power supply of the droid mounting it. While the energy drain on the droid is insignificant, the protection gained is equal, if not superior, to a normal droid energy shield. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Flame Thrower Feats Required: Droid Upgrade Class 2 Uses: unlimited Using an innovative technique, the Baragwin have managed to modify a normal flame thrower to operate in such a fashion as to ignore the very atmosphere around a charged guidance beam. The result is a flame thrower that doesn't need an external fuel source and can be run virtually indefinitely. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Ion-X Weapon Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 1-6 Damage Bonus: +1-10 Physical Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +3 Special: Upgradeable, Ranged this weapon is an experimental Baragwin design that has been extensively modified by Suvam Tan. He has incorporated what he describes as a 'shaped-energy' delivery system into the weapon, which allows it to deliver concussive force on impact in addition to the weapon's normal energy discharge. Upgrades to the weapon could potentially greatly increase both its impact force and its penetration. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Shadow Armor Feats Required: Armor Proficiency - Light Defense Bonus: 7 Max Dexterity Bonus: +4 Skills: Stealth +4 Special: Upgradeable, Armor A speciality of the Baragwin, this modifiable suit has advanced adaptive camouflage technology that, when combined with a stealth generator, allows it to blend in nearly seamlessly with the background when viewed from any direction. It is generally only sold to respected governments, but a number have found their way into more disreputable distribution channels. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Shield Disruptor Feats Required: Droid Upgrade Class 2 Uses: unlimited The Baragwin have tweaked and tuned a normal Shield Disruptor to be able to run off the mounting droid's power supply, giving it unlimited charges. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Baragwin Stun Ray Feats Required: Droid Upgrade Class 2 Uses: unlimited While not the most powerful of weapons, the Baragwin have modified a normal Stun Ray to run at such efficiency that it can tap into the power supply of the droid mounting it, giving it unlimited charges. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Basic Targeting Computer Requires: Droid Upgrade Class 1 Bonus Feat: Weapon Focus (Blaster Pistol) Description: Battle droids come factory ready for combat, but it is still wise to invest in targeting computer upgrades to optimize performance at range. Cost rises with quality, as always. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 8 Max Dexterity Bonus: +1 Description: This isn't the heaviest of armor, but it comes close. Designed for heavy militias, it has the protection needed to keep a soldier alive during ranged combat with massive weapons . Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Beemon Package Feats Required: Implant Level 3 Constitution: +3 Beemon's top of the line package usurps the body's natural reactions to stress and damage, allowing the user to withstand greater amounts of punishment and exertion than normally possible. ******************** Bendak's Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-7 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Special: Upgradeable, Ranged Description: This blaster belonged to Bendak Starkiller, a duelist legendary on Taris. It is a highly adaptable weapon, and is definitely of better quality than any standard issue pistol. Location: Awarded to you after you defeat Bendak Starkiller in the death match on Taris. ******************** Bio-Antidote Package Feats Required: Implant Level 3 Immunity: Poison Description: This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. Side effects include dry mouth. Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Blaster Cannon Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 3-10 Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +2 The blaster cannon is a favorite among captains wealthy enough to hire experienced, dangerous crews and who might need a way to take them out quick if things go bad. ******************** Blaster Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-8 Range: 25m Critical Threat: 19-20,x2 Created initially by Gungis X Weapons, blaster carbine rifles have become very popular in recent years, helped by falling prices due to competition from other companies. ******************** Blaster Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 1-6 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of intense coherent light powered by a replacable power pack. Many locations throughout the world, it's one of the most common weapons in the game. The first area you'll come upon it is in the Endar Spire, just as the game begins, in the footlocker next to where you're sleeping. ******************** Blaster Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-8 Range: 28m Critical Threat: 19-20,x2 Description: More powerful than the commonly available pistol, the blaster rifle is favored by soldiers throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. Location: First found in Taris, in the backpack of a Sith Trooper immediately after leaving the apartment. Can also be found and bought at many places. ******************** Bonadan Alloy Heavy Suit Feats Required: Armor Proficiency - Light Defense Bonus: 6 Max Dexterity Bonus: +4 Description: Bonadan is an emerging industrial society financing their exploration of the galaxy through production of small arms and armor. They favor heavy materials offering solid defense. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Bothan Chuka Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-3 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Attack Modifier: +2 A very effective device used by Bothan elite. Some systems consider simple possession of one as grounds for execution as a spy. High-density discharge cells make this item unwieldly and unusable in the off-hand. ******************** Bothan Discord Gun Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Sonic Damage Points: 2-7 Range: 28m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity DC 14 Attack Modifier: +1 This was conceived as a "last resort" weapon should espionage fail and a quick retreat be called for. It is effective, but the Bothans would prefer that it not be needed. ******************** Bothan Droid Disruptor Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 2-7 Ion: +2-12 vs. Droid Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +1 Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out of dealing with them. ******************** Bothan Needler Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-6 Range: 23m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+o vs. two-weapon penalty if used in the off hand Attack Modifier: +2 For serious espionage, this is the weapon of choice. Simple ownership can get you arrested in some systems, or invited to dine with royalty, depending on what it helped you learn. ******************** Bothan Perception Visor Feats Required: Armor Proficiency - Light Skills: Awareness +3, Demolitions +2, Security +2 Restricted: not useable by Wookiees Bothans treat information like any other resource, and invest a great deal in devices that help collect it. These Bothan visors are considered to be among the best in the galaxy. ******************** Bothan Quick Draw Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-5 Range: 23m Critical Threat: 19-20, x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+o vs. two-weapon penalty if used in the off hand Attack Modifier: +1 An unconscious opponent is a quiet opponent. THis weapon is a Bothan favorite, designed to "create opportunities." ******************** Bothan Sensory Visor Feats Required: Armor Proficiency - Light Immunity: Critical Hits Skills: Awareness +4, Demolitions +4, Security +4 Restricted: not useable by Wookiees Description: Bothans place great important on the tools of the information trade. They would consider these items to be average quality, though their standards are exceptionally high. ******************** Bothan Shrieker Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Sonic Damage Points: 2-5 Range: 17m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 This is an imporvement over the standard sonic pistol design that must seem doubly shrill to the large ears of the Bothans. ******************** Bothan Stun Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-2 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Attack Modifier: +1 A useful tool for espionage, this weapon is more effective than the standard stun baton, but is still available on most worlds. High-density discharge cells make this item unwieldly and unusable in the off-hand. ******************** Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-10 Damage Bonus: +2 Physical Range: 28m Critical Threat: 19-20,x2 The bowcaster is an invention of the Wookiies of Kashyyyk. Also called a laser crossbow, it actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. ******************** Breath Mask Feats Required: Armor Proficiency - Medium Immunity: Poison Restricted: not useable Wookiees Description: This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Brejik's Arm Band Dexterity: +1 Description: Brejik's gloves are designed to enhance the hand/eye coordination of the wearer. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. If you want it, keep it, because it can't be bought or found anywhere else. ******************** Brejik's Belt Damage Resistance: Resist 5/- vs. Slashing Description: Brejik's arm band, when used in conjunction with his belt, generates an effective barrier against melee attacks. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. If you want it, keep it, because it can't be bought or found anywhere else. ******************** Brejik's Glove Damage Resistance: Resist 5/- vs. Bludgenoning Description: Brejik's belt, when used in conjunction with his arm band, produces an effective barrier against melee attacks. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. If you want it, keep it, because it can't be bought or found anywhere else. ******************** Bronzium Light Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +2 Description: This molded armor is made of better materials than standard military issue, but is still relatively cheap and easy to mass-produce, making it ideal for light militias and the like. Location: First bought from Adum Larp on Dantooine. ******************** Calo Nord's Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 9 Max Dexterity Bonus: +1 Damage Resistance: Resist 10/- vs. Cold Damage Resistance: Resist 10/- vs. Fire Damage Resistance: Resist 10/- vs. Sonic Special: Upgradeable, Armor Commissioned by Calo Nord, this armor was based on heavily modified Mandalorian designs. The maker was killed to appease Nord's ego, ensuring his suit would forever be unique. ******************** Carbonite Projector Feats Required: Droid Upgrade Class 2 Uses: 10/10 Damage: Cold, 20pts On Hit: Paralyze, 100% for 9sec Save: DC15 for half damage, paralyze reduced to 3sec Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. The inverse of a flamethrower, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target. This unconventional weapon has not yet seen widespread use. ******************** Carbonite Projector Mark II Feats Required: Droid Upgrade Class 3 Uses: #/10 Damage: Cold, 40pts On Hit: Paralyze, 100% for 15sec Save: DC20 for half damage , paralyze reduced to 9sec Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Like the basic model, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target, though more efficent projectors make it far more effective. ******************** Cardio Package Feats Required: Implant Level 1 What it does: Constitution +1 Description: This implant micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might. Location: It can be found throughout the world at many locations, or bought from stores. ******************** Cardio Power System Feats Required: Implant Level 3 Constitution: +4 This implant increases the cadio-vascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina. ******************** Cardio-Regulator Saves: Fortitude +2 Description: This belt monitors heartbeat and breathing and releases chemicals into the body should either of these become irregular. This gives the wearer a higher fortitude than most. Location: Found in many places. Can be bought as well. ******************** Carth's Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-7 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand Special: Upgradeable, Ranged Description: Carth's personal blaster is based on an old Arkanian design, but he has adapted it to incorporate all of the latest modular technology available to the Republic. Location: It's on Carth at the beginning of the game. It can't be found or bought anywhere, so if you want it, keep it; don't sell it. ******************** Cassus Fett's Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 10 Max Dexterity Bonus: +0 Damage Resistance: 10/- vs. Cold Damage Resistance: 10/- vs. Fire Damage Resistance: 10/- vs. Sonic Special: Upgradeable, Armor Description: The armor of Cassus Fett, the most wanted man in known space. Famous for killing the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he is presumed dead. Location: First bought from Adum Larp on Dantooine. ******************** Cassus Fett's Heavy Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 4-11 Range: 23m Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +3 Special: Upgradeable, Ranged Cassus Fett was rarely seen without this adaptable blaster. Famous for killing the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he is presumed dead. ******************** Chuundar's Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-12 Damage Bonus: +4 Physical Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +2 Chuundar's personal weapon is a bowcaster with some unusual Czerka modifications. Most Wookiees would likely not appreciate such outside influence. ******************** Cinnagaran Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-10 Damage Bonus: +1 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +2 This blaster rifle variant is one of many fine weapons produced by the factories of Cinnagar in their continued militarizing after the Great Hyperspace War a thousand years ago. ******************** Cinnagar War Suit Feats Required: Weapon Proficiency - Heavy Defense Bonus: +7 Max Dexterity Bonus: +3 Damage Resistance: 15/- vs. Sonic Description: After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today. Location: First bought from Adum Larp on Dantooine. ******************** Clothing Description: These are simple garments that protect little more than the modesty of the wearer. Location: Many locations contain this item, and you'll first find it in the footlocker of the Endar Spire as soon as you wake up, after the opening cinematic. ******************** CNS Strength Enhancer Saves: All +2 Strength: +2 Description: An expirmental system that amplifies power signals along the length of the central nervous system, this generator, attached to a belt, provides greater impulses to all muscles, as well as a resistance to all sorts of perturbations of the user's system. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Combat Sensor Dexterity: +2 Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Specialization - Blaster Pistol Restricted: not useable by Wookiees The targeting software inherent in this visor uses predictive algorithms to direct the wearer's gaze, allowing them to function more efficiently in combat. ******************** Combat Suit Feats Required: Armor Proficiency - Light Defense Bonus: 4 Max Dexterity Bonus: +5 Description: Even the most frugal of mercenaries know they need at least some form of protection from the rigors of combat, although suits of this type are recommended for light skirmishes only. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Composite Heavy Plating Feats Required: Droid Upgrade Class 3 Defense Bonus: 13 This palting forgoes mobility in favor of sheer mass. The hugh composite plates covering the droid do not allow the range of motion that other armor systems may grant their user, but in terms of physical protection, this plating is the best in the galaxy. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Computer Probe Requires: Droid Upgrade Class 1 Skills: Computer Use +2 Description: This retractable probe allows droid access to the higher programming functions of any computer terminal. Better quality probes provide cleaner access, increasing functionality. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Cyber Reaction System Feats Required: Implant Level 3 Dexterity: +3 This system supplants the user's normal nervous system, enhancing it artificially. It allows the impulses to travel faster and farther along the sysem, improving reaction time, while also cimproving fine motor control, increasing accuracy. ******************** Dark Jedi Knight Robe Feats Required: Jedi Defense Defense: 2 Max Dexterity Bonus: +8 Designed for those who relish personal combat, and know that power comes to those who take it, these robes offer good protection with no hindrance to movement. ******************** Dark Jedi Master Robe Feats Required: Jedi Defense Defense Bonus: 3 Max Dexterity Bonus: +8 These robes offer superior protectionw hile still allowing full freedom of movement. They are the robes of the true masters, those whose will and authority go unopposed. ******************** Davik's Visor Bonus Feat: Improved Power Blast Description: Davik's visor is designed to enhance the user's ability to target and deal damage when using blaster. Location: Found on Davik's corpse after you kill him, as Taris is being bombed. ******************** Darth Bandon's Fiber Armor Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Damage Resistance: Resist 25/- vs. Fire Special: Upgradeable, Armor Despite the unfortunate fate of Darth Bandon, this light armor remains a desirable asset for any warrior. The silvery polish reflects a pride in craftsmanship rarely seen today. ******************** Davik's War Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +3 Damage Resistance: Resist 10/- vs. Cold Damage Resistance: Resist 10/- vs. Fire Description: Davik spent lavishly on his safety, and many a bounty hunter ended up dead in the streets for underestimating both his will to live and the protective qualities of his armor. Location: Found on Davik's corpse after you kill him, as Taris is being bombed. ******************** Demolitions Sensor Skills: Awareness +8, Demolitions +4 Restricted: not useable by Wookiees This item uses advanced processors to assist the wearer in the visual analysis of microelectronics commonly used in demolitions. The acuity granted also serves to improve general awareness. ******************** Disruptor Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Physical Damage Points: 1-4 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: These pistols are illegal in many planetary systems, being regarded as too pwerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields. Location: Black Vulkar base. ******************** Disruptor Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Physical Damage Points: 1-6 Range: 28m Critical Threat: 20-20,x2 Description: This disruptor is even more destructive than its pistol counterpart, and is outlawed on just as many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike typical blasters, disruptors ignore most types of personal energy shields. Location: First found in the Black Vulkar base on Taris. Can be bought and found in many other places. ******************** Double-Bladed Lightsaber Feats Required: Weapon Proficiency - Lightsaber Damage Type: Energy Damage Points: 2-20 Critical Threat: 20-20,x2 Description: These exotic weapons are rare, and most often associated with Jedi attracted to the dark side of the Force, for whom reckless aggression is sometimes considered an asset. The double-bladed lightsaber is capable of inflicting much more damage - but is also less precise - than the single-bladed variant. Location: Found on Brejik's corpse after killing him after the swoop race on Taris. Afterwards, once off Taris, they can be found all over. ******************** Double-Bladed Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-12 Critical Threat: 20-20,x2 Description: A difficult weapon to master, the double bladed sword has a grip in the center with two long blades emerging from either end. The double-bladed sword is capable of inflicting more damage - but is also less precise - than the single- bladed variant. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Dominator Gauntlets Strength: +5 A working proto-type of huge technological advancement in power gauntlets, the Dominators give the user unparalleled strength and power. ******************** Droid Heavy Plating Type 1 Feats Required: Droid Upgrade Class 1 Defense Bonus: 9 Description: Originally used on starship hulls, durasteel is the best protection available for droids. This particular variant of the alloy is the standard for mass-production heavy combat droids. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Droid Heavy Plating Type 2 Feats Required: Droid Upgrade Class 2 Defense Bonus: 10 A specialized variant of heavy plating, this type of durasteel alloy is not sold in mass quantities. More often, it is used to equip elite troops where the initial cost of the battle droid warrants the investment. ******************** Droid Heavy Plating Type 3 Feats Required: Droid Upgrade Class 3 Defense Bonus: 11 The heaviest protection available, this type of plating is uncommon due to the cost involved in production. It is best suited to specialized assassin or assault droids, though such units are highly regulated. ******************** Droid Light Plating Type 1 Feats Required: Droid Upgrade Class 1 Defense Bonus: 3 Description: A thin sheet of alloy plating is a relatively inexpensive way to improve a droid's chance of surviving combat. This model is an excellent option for light-duty droids. Location: Found in the Sith Base on Taris. ******************** Droid Light Plating Type 2 Feats Required: Droid Upgrade Class 2 Defense Bonus: +4 Description: Tough more for the factory floor, plating of this type is seeing more general use. Light but effective, this upgrade can mean the difference between repair and replacement if a droid comes to harm. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Droid Light Plating Type 3 Feats Required: Droid Upgrade Class 3 Defense Bonus: 5 Description: The strongest of the light-grade plating, this is the best protection most individuals consider purchasing for droids not actively in a class intended for combat. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Droid Medium Plating Type 1 Feats Required: Droid Upgrade Class 1 Defense Bonus: 4 Description: Developed by engineer Hoot Calin, this plating relies more on deflecting angles than exotic alloys. Cost can be prohibitive, though this is the most affordable model of the type. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Droid Medium Plating Type 2 Feats Required: Droid Upgrade Class 2 Defense Bonus: 5 This version of the Calin Industries plating system signlaed a company shift in production from construction droids to military models. It now sees use on many different worlds. ******************** Droid Medium Plating Type 3 Feats Required: Droid Upgrade Class 3 Defense Bonus: 6 To solidify its place in the market, Calin industries introduced this specialty variant of their medium plating system. Only heavy plating protects better, though the cost is prohibitive for some. ******************** Droid Motion Sensors Type 1 Feats Required: Droid Upgrade Class 1 Skills: Awareness +2 Description: These devices allow a droid to better detect creatures hidden by stealth fields. This basic model is the most inexpensive of the type, and is commonly available on many worlds. Location: First found in the Strange Ruins Dantooine. ******************** Droid Motion Sensors Type 2 Feats Required: Droid Upgrade Class 2 Skills: Awareness +4 This sensor package greatly enhances droid vision, increasing the likelihood of detecting creatures hidden by stealth fields. This model is marketed mainly to manufacturers of sentry and combat droids. ******************** Droid Motion Sensors Type 3 Feats Required: Droid Upgrade Class 3 Skills: Awareness +6 Incorporating the most sophisticated sensors available, this model of upgrade is usually purchased for special-duty droids guarding sensitive materials or galactic heads of state. ******************** This sensor package greatly enhances droid vision, increasing the likelihood of detecting creatures hidden by stealth fields. This model is marketed mainly to manufacturers of sentry and combat droids. Durasteel Heavy Armor Feats Required: Armor Proficiency - Heavy Armor Defense Bonus: 10 Max Dexterity Bonus: +0 Battle armor production is thriving on Bonadan as the Republic recovers from war. This model's thinner skin of durasteel reduces weight, but still restricts movement somewhat. ******************** Echani Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: +7 Max Dexterity Bonus: +3 Description: This armor provides solid defense at the cost of some flexibility, although it is still an Echani product and is therefore well suited to quick-moving combat. Location: Buy it from Igear in the Undercity of Taris. ******************** Echani Dueling Shield Uses: #/5 Deflection: Energy, Electrical 60pts Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Far more powerful than most forearm shields, when activated this unit absorbs some of the incoming energy to provide good protection without the need for bulky generators. The unit must still be replaced after repeated use, however. ******************** Echani Fiber Armor Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Special: Upgradeable, Armor Description: Many elite Echani duelists use armor of this type, though its adaptability has made it popular with professional soldiers and bounty hunters alike. Location: Found in an apartment in Lower Taris, after solving the "Twisted Rancor Trio" puzzle. ******************** Echani Foil Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 5-15 Critical Threat: 17-20,x2 Attack Modifier: +3 These swords were crafted to honor Raskta Fenni, the best Echani duelist of her time. Many were sold, but imperfections in the difficult lightsaber-deflecting cortosis weaved caused few to survive. ******************** Echani Light Armor Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Damage Resistance: Resist 15/- vs. Fire Description: Echani prefer elegant design to brute force. The Maktites learned this when their stores of thermal weapons were rendered ineffective by simple changes in the Echani light armor. Location: Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Echani Ritual Brand Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-13 Critical Threat: 20-20,x2 Attack Modifier: +1 Description: Echani Firedancers use the double bladed Ritual Brand in a dodging and slicing pattern so graceful it looks more like a dance than combat. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Echani Shield Uses: #/5 Deflection: Energy, Sonic, Electrical 50pts total Duration: 200 seconds or max damage taken Description: The Echani put much effort into developing a forearm shield that, once activated, would allow a mercenary to close on a blaster-weilding enemy relatively unscathed. This unit is discarded once its energy cells are depleted. Location: Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Echani Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-12 Damage Bonus: +2 Cold Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 These blades are typically used in the off hand. In addition to a cortosis weave that deflects lightsaber sparring damage, some Echani vibroblades are supercooled to keep them in alignment, giving them an icy sting. ******************** Electrical Capacitance Shield Damage Immunity: 100% vs. Electrical This shielding device, worn around the waist, absorbs and stores electrical energy directed at the user, which is then released slowly over a period of time, dissipating harmlessly. The manner of release generates vibrations along the inside edge of the shield, giving it the less than complimentary nickname, 'The Tingler'. ******************** Energy Shield Uses: #/5 Deflection: Energy, Electrical, 20pts Duration: 200 seconds, or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: When equipped and activated, these items project an energy shield around the wearer. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit. Location: The first time you find this item will be at Larrim's kiosk in Taris. MY NOTES: Don't bother buying this when you first come across it. You will find it, for free, in about twenty minutes, and until then, your battles will be easy. ******************** Energy Shield Level 1 Feats Required: Droid Upgrade Class 1 Uses: #/10 Deflection: Energy, 20pts Duration: 200 seconds or max damage taken Description: This is a basic model energy shield universally applicable to most droids. The power drain is significant, however, and units like this must be replaced regularly. Location: Found on a droid corpse in the Sandral Estate on Dantooine. ******************** Energy Shield Level 2 Feats Required: Droid Upgrade Class 2 Uses: #/10 Deflection: Energy, 30pts Duration: 200 seconds, or max damage taken Description: Upgraded from the basic portable energy shield, these units are marketed to companies and governments that keep large standing forces of combat droids. The power drain is significant, however, and they must be replaced regularly. Location: Found in the Sith Base on Taris. ******************** Energy Shield Level 3 Feats Required: Droid Upgrade Class 3 Uses: #/10 Deflection: Energy, 50pts Duration: 200 seconds, or max damage taken This sophisticated item is designed for top quality combat droids, and produces superior protection for any droid with the necessary software to install it. The power drain is significant, however, and it must be replaced regularly. ******************** Environment Shield Level 1 Feats Required: Droid Upgrade Class 1 Uses: ##/10 Deflection: Energy, Sonic, Cold, Heat, 20pts total Duration: 200 seconds or max damage taken Description: Initially designed to resist the harsh conditions of factory floors, these shields provide a droid with basic protection against a broad array of effects. The power drain is significant, however, and they must be replaced regularly. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Environment Shield Level 2 Feats Required: Droid Upgrade Class 2 Uses: ##/10 Deflection: Energy, Sonic, Cold, Heat, 30pts total Duration: 200 seconds or max damage taken This unit is an aftermarket modification of the shielding typically found on deep-core mining droids. It provides broad protection against many effects, but the power drain is significant and it must be replaced regularly. ******************** Environment Shield Level 3 Feats Required: Droid Upgrade Class 3 Uses: ##/10 Deflection: Energy, Sonic, Cold, Heat, 50pts total Duration: 200 seconds or max damage taken This variant of environmental shielding is designed for frontline combat droids. It provides broad protection against many effects, but the power drain is significant and it must be replaced regularly. ******************** Environmental Bastion Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 7 Max Dexterity Bonus: +3 Damage Immunity: 100% vs. Cold Damage Immunity: 100% vs. Fire Damage Immunity: 100% vs. Sonic Special: Upgradeable, Armor A modified environmental suit, this armor gives the wearer complete protection from the elements as well as superior combat protection. With additional enhancements, it can be converted into a completely contained environmental system and shield the wearer from outside radiation as well. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Eriadu Stealth Unit Skills: Stealth +6 This sophisticated Eriadu Stealth Mode unit expertly camouflages the user. Opponents must make an Awareness check versus the user Stealth skill +6 or remain unaware of them. The user must have paid points into the Stealth skill to gain the use of Stealth Mode. Combat disrupts the field, but mundane tasks do not. ******************** Eriadu Strength Amplifier Strength: +2 Description: This device uses microbursts of repulsorlift energy to assist actions in combat, giving the appearance that the user is stronger than normal. Location: Found on the corpse of a Mandalorian in Dantooine. ******************** Exar Kun's Light Battle Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +3 Attributed to Exar Kun, this armor may well have been worn by the Dark Lord prior to his defeat forty years ago. He was rarely without considerable, yet flexible, poersonal armor. ******************** Flame Thrower Feats Required: Droid Upgrade Class 2 Uses: #/10 Damage Type: Heat Damage Points: 30 On Hit: Horror, 100% for 3sec Special: Targets 7th level and up ignore horror effect Save: DC15 for half damage Range: Short Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: This droid-mounted weapon can inflict damage over a broad area. The incendiary compounds within border on military quality, though the unit was intially designed for industrial purposs. Location: Found in the Sith Military Base on Taris. ******************** Gaffi Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-8 Critical Threat: 20-20,x2 The gaffi stick, or gaderffii, is the traditional melee weapon of the Sand People. Crafted out of whatever salvage is at hand, they can be very effective in close combat. ******************** Gordulan Reaction System Feats Required: Implant Level 3 Dexterity: +4 This implant hyper-stimulates the nervous system of the wearer, significantly improving both reaction time and hand-eye coordination. ******************** Gravity Generator Feats Required: Droid Upgrade Class 2 Uses: 10/10 Damage: None On Hit: Slowed, 75% for 9sec Save: DC15 to negate slow Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. These devices allow a droid to create localized gravity swells, the reverse effect of a repulsorlift engine. This can seemingly increase the weight of an enemy, slowing their movement. ******************** Heavy Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 1-8 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: These resemble regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill-potential. Location: First found on the corpse of a Black Vulkar guard in the Lower City apartments of Taris. ******************** Heavy Combat Suit Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +4 Description: This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many consider the tradeoff worthwhile. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Heavy Exoskeleton Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Constitution: +1 Strength: +2 Special: Upgradeable, Armor A heavy and durable suit, this mechanical exoskeleton provides much greater strength and endurance, and vastly improved armor protection to the wearer than lighter models. With additional enhancements, this capability can be expanded even further, rivaling some light armored vehicles for protection. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Heavy Targetting Optics Bonus Feat: Weapon Focus - Blaster Rifle Bonus Feat: Weapon Focus - Heavy Weapons Bonus Feat: Weapon Specialization - Blaster Rifle Bonus Feat: Weapon Specialization - Heavy Weapons This advanced optics and targetting system, worn as a mask, attaches to a held weapon, in this case rifles and heavy weapons, and provides targetting information, distances, and tracking of potential targets within line of sight. ******************** Hold Out Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 1-4 Range: 23m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Sometimes called a "sleeper," the hold out blaster is the preferred method of temporarily incapacitating an enemy. ******************** Infiltrator Gloves Skills: Computer Use +4, Security +4 Dexterity: +1 Description: These gloves are equipped with an advanced artificial intelligence unit that the wearer can use to tap into nearby computer systems cables or wireless transmission. The system also stabilizes the wearer's hands for fine detail work. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Interface Band Damage Resistance: Resist 5/- vs. Sonic Skills: Computer Use +2, Demolitions +2, Security +2 Restricted: not useable by Wookiees Description: This item provides a mental interface to a store of information on electronic systems common to security, demolitions, and general computing functions. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Interface Visor Feats Required: Armor Proficiency - Light Damage Resistance: Resist 5/- vs. Sonic Skills: Computer Use +4, Demolitions +4, Security +4 Restricted: not useable by Wookiees This visor combines mental and visual interfaces to aid in the analysys of electronic systems common to security, demolitions, and general computing functions. ******************** Ion Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Ion Damage Points: 1-4 Ion: +1-10 vs. Droid Range: 17m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Unlike a typical blaster, this weapon fires a stream of energy very damaging to electrical systems, causing havoc on the internal components of droids. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Ion Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 1-6 Ion: +2-12 vs. Droid Range: 28m Critical Threat: 20-20,x2 Description: Any well-stocked militia usually has stores of ion rifles in reserve. They aren't much use against the living, but if the enemy has battle droids these weapons become essential. Location: First found in the Black Vulkar base on Taris. Can be bought and found at many other places. ******************** Jamoh Hogra's Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 11 Max Dexterity Bonus: +2 Immunity: Critical Hits Strength: +1 Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a Sith dreadnaught. He spent a fortune on his personal armor, only to be killed while in the bath. ******************** Jamoh Hogra's Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-10 Damage Bonus: +1-4 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +2 Special: Upgradeable, Ranged Description: This was the weapon of mercenary Jamoh Hogra, and was supposed to protect him against the many enemies he earned in his lifetime. Hogra's skill didn't match his potential, however. ******************** Jedi Knight Robe Feats Required: Jedi Defense Defense Bonus: 2 Max Dexterity Bonus: +8 Description: Members of the Order typically wear plain or unassuming garments, but this variant offers the additional protection needed by Jedi influencing important events. Location: Found on Nemo's corpse in the Strange Ruins on Dantooine. ******************** Jedi Master Robe Feats Required: Jedi Defense Defense Bonus: 3 Max Dexterity Bonus: +8 Members of the Order typically wear plain or unassuming garments, but Jedi Masters also know the importance of adequate protection when great challenges must be surmounted. ******************** Jedi Robe Feats Required: Jedi Defense Defense Bonus: +1 Max Dexterity Bonus: +8 Description: Members of the Jedi Order typically wear plain or unassuming garments. Location: First given to you after clensing the Grove on Dantooine. ******************** Jurgan Kalta's Assault Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-8 Ion: +1-6 vs. Droid Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +3 Special: Upgradeable, Ranged Description: Jurgan Kalta wanted to make a big noise in the galaxy. If it was the screams of his enemies, all the better. This weapon was his favorite because it shared his adapatability Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Jurgan Kalta's Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 4-11 Damage Bonus: +2 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +3 Description: The Zabrak mercenary Jurgan Kalta commissioned this rifle, a weapon he liked to think of as "amusingly destructive". ******************** Karakan Gauntlets Saves: All +3 Dexterity: +1 These heavy gauntlets, created by the isolationist Karakan, are almost a complete medical computer in themselves. They constantly monitor and adjust the nervous impulses, blood pressure, and tension through the wearers hands. The resulting increase in stability and overall system integrity have many benefits. ******************** Krath Blood Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-11 Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Twisted by the dark side, this Krath weapon is as deadly as a modern vibroblade. It was meant for assassination, and a cortosis weave that prevents lightsaber sparring damage ensured that even Jedi must respect it. ******************** Krath Double Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-14 Damage Bonus: +1 Cold Critical Threat: 20-20,x2 Attack Modifier: +2 Twisted by the dark side, the Krath favored weapons of fearsome appearance requiring brute strength to wield, and the blades of this weapon are certainly effective, if not elegant. ******************** Krath Heavy Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Typical of the old Krath military elite, these suits were worn during slave raids on neighboring systems. Slaving is profitable but risky, so little cost is spared in equipment. ******************** Krath Holy Battle Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 9 Max Dexterity Bonus: +2 Damage Resistance: Resist 15/- vs. Cold Damage Resistance: Resist 15/- vs. Fire Damage Resistance: Resist 15/- vs. Sonic Many Krath sought to be guards of their dark temples in armor of this type. Cynics dismiss this fervor, noting that guard duty was safer than participating in military slave raids. ******************** Krath War Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-13 Critical Threat: 20-20,x2 Attack Modifier: +1 Twisted by the dark side, the Krath tempered swords with the power of the Force perhaps even before lightsabers became the weapon of the Jedi, both dark and light. ******************** Light Exoskeleton Feats Required: Armor Proficiency - Light Defense Bonus: 6 Max Dexterity Bonus: +5 Dexterity: +1 Strength: +1 Special: Upgradeable, Armor A relatively new type of power-assisted armor, this suit mimics the major muscle movements of the wearer with mechanical impulses, resulting in greater strength and faster reaction times. (only available as part of the Yavin Space Station download from Xbox Live) ******************** Light-Scan Visor Feats Required: Armor Proficiency - Light Skills: Awareness +4 Restricted: not useable by Wookiees Description: These are invaluable tools that increase visual acuity by analyzing light on several frequencies above those of normal sight. Location: Found in a footlocker in the Sandral Estate. ******************** Light Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 7 Max Dexterity Bonus: +2 Description: Providing solid protection for a minimal cost, this armor is excellent for entrenched troops or guarrds. A force on the move, however, may find it somewhat constricting. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Light Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 1-8 Range: 28m Critical Threat: 20-20,x2 Description: This weapon allows the user to fire more quickly than usual, increasing his chances of survival without drastically changing the amount of equipment he would have to carry. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Lightsaber Feats Required: Weapon Proficiency Damage Type: Energy Damage Points: 2-16 Critical Threat: 19-20,x2 Description: Traditionally associated with the Jedi, the lightaber is a devastating weapon difficult to master. Properties can vary with the type of focusing crystal used in construction. Location: First given to you after selecting your Jedi class in Dantooine. ******************** Long Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-12 Critical Threat: 20-20,x2 Description: Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but still effective in the right hands. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Mandalorian Assault Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 13 Max Dexterity Bonus: +0 Damage Resistance: Resist 25/- vs. Cold Damage Resistance: Resist 25/- vs. Fire This was the armor of the Mandalorian elite frontline troops, a sight that Republic soldiers were all too familiar with during the war. ******************** Mandalorian Assault Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 3-10 Range: 28m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Attack Modifier: +2 These weapons are almost overpowered for their size, but the Mandalorians prefer them that way. They do not make a habit of being subtle in their war making. ******************** Mandalorian Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 11 Max Dexterity Bonus: +0 Damage Resistance: Resist 25/- vs. Electrical Republic soldiers saw this armor all too often during the Mandalorian War. It's understandable that the conflict could drag on when a fanatical enemy is so defensively outfitted. ******************** Mandalorian Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 2-7 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 The Mandalorian Blaster is a slightly more powerful version of the basic blaster pistol common throughout the galaxy. ******************** Mandalorian Heavy Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 4-11 Damage Bonus: +2 Physical Range: 23m Critica Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +3 Description: Mandalorians boast that a shot from one of these pistols can take a starship out of commission. It's an obvious exaggeration, but for safety's sake, most listeners just smile and nod. ******************** Mandalorian Heavy Repeater Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 1-10 Damage Bonus: +1-4 Ion Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +1 Description: With this weapon, the Mandalorians against demonstrate a complete lack of subtlety. The only thing better than a big blaster, apparently, is one that shoots faster. ******************** Mandalorian Melee Shield Uses: #/5 Deflection: Bludgeoning, Piercing, Slashing, 20pts total Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: Mandalorians don't fear melee combat, but anything that absorbs physical damage brings them a step closer to victory, and these forearm shields are a favorite. The units are discarded once their maximum activations have been expended. Location: Found on the corpse of a Mandalorian in Dantooine. ******************** Mandalorian Power Shield Uses: #/5 Deflection: Energy, Bludgeoning, Pierching, Slashing, Electrical 30pts total Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. An improvement by the Mandalorians on their basic forearm shield, this variant proved decisive in several battles with the Republic. The units are discarded once their maximum number of activations have been expended. ******************** Mandalorian Ripper Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Physical Damage Points: 3-6 Range: 23m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 A weapon similar to this energy propelled slug-thrower belonged to Jigger Wraith, a bounty hunter who plagued the Republic years ago. Thirty-seven Mandalorians were executed for being him until sightings declined. As a type of disruptor, this weapon ignores most personal energy shields. ******************** Marko Ragnos' Gauntlets Feats Required: Jedi Defense Restricted to: Dark Side Bonus Feat: Weapon Focus - Lightsaber Bonus Feat: Weapon Specialization - Lightsaber Ancient but still intact, these gloves appear to be made of black scales; they pulse with a dark power. ******************** Massassi Ceremonial Armor Feats Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Immunity: Critical Hits Long-term domination by the Sith has erased the memory of the Massassi rituals for which this armor was designed, but it retains its effectiveness on the battlefield regardless. ******************** Medium Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage Type: Energy Damage Points: 2-9 Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +1 Weapons such as this are not usually available for public purchase. They are best utilized during quick troop deployment and other situations where rapid suppressing fire is required. ******************** Military Suit Feats Required: Armor Proficiency - Medium Defense Bonus: 6 Max Dexterity Bonus: +3 Description: This standard issue suit provides good protection, but can be heavier and more restrictive than some of its counterparts. Even so, many mercenaries swear the tradeoffs are worth it. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Mission's Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Damage Bonus: +1 Physical Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Special: Upgradeable, Melee Description: Working with few resources, Mission Vao turned this basic vibroblade into an exceptional weapon almost as adaptable as she is. Location: It's automatically given to you when Mission joins your party in the Undercity of Taris. ******************** Motion Detection Goggles Feats Required: Armor Proficiency - Light Skills: Awareness +2, Demolitions +1, Security +1 Restricted: Not useable by Wookiees Description: A built-in micro tracking processor means a user wearing these goggles can detect almost any movement. Location: Found in the Undercity on Taris. ******************** Naga Sadow's Poison Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-15 Critical Threat: 20-20,x2 On Hit: Poison, Average Damage DC 25 Attack Modifier: +3 The mere presence of Dark Lord Naga Sadow would come to imbue his personal weapons with the taint he carried, poisoned as his spirit was. ******************** Navardan Regenerator Feats Required: Implant Level 3 Regeneration: 2 This implant gives incredible healing powers, allowing wounds and injuries to heal in mere seconds instead of days or weeks. ******************** Nerve Amplifier Belt Immunity: Mind-Affecting Description: This belt monitors the brain, emitting energy waves to reinforce established patterns and black any outside influence. It's extremely effective, if mildly uncomfortable. ******************** Nerve Enhancement Package Feats Required: Implant Level 2 Immunity: Mind-Affecting Description: This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload. Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Neural Band Saves: Will +2 Restricted: Not useable by Wookiees Description: Developed after the Exar Kun war, this item bolsters the willpower of the user by electrically reinforcing established mental patterns. Republic troops call it "Little Shocky". Location: In the apartment complex in the Lower City in Taris. ******************** Notched Steel Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-12 Critical Threat: 20-20,x2 The blade of this sword is an ebony black and notched along its length to give it a cruel and jagged appearance. There is a strange visual effect upon the sword which makes it seem as if shadows pulse and ebb along its surface. It is very cool to the touch, and upon close inspection a small insignia of a dark circle can be spotted on its hilt. ******************** Pistol Targetting Optics Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Specialization - Blaster Pistol This advanced optics and targetting system, worn as a mask, attaches to a held weapon, in this case pistol, and provides targetting information, distances, and tracking of potential targets within line of sight. ******************** Powered Battle Armor Feats Required: Armor Proficiency - Heavy Defense Bonus: 9 Max Dexterity Bonus: +1 Strength: +1 Description: The micro-hydraulics of this armor provides the operator with both protection and strength enhancement. It is rare outside of professional mercenaries and soldiers. ******************** Powered Light Battle Armor Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +2 Damage Resistance: Resist 25/- vs. Sonic Strength: +1 Description: This is an early attempt at power-assisted armor. Dampening fields block the noise of servomotors, unintentionally shielding against external extremes in sonic frequencies as well. ******************** Prototype Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Damage Bonus: +1 Physical Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Special: Upgradeable, Melee Description: This is a very adaptable model of cibroblade, made for the user on a budget that will be purchasing upgrades as resources or finances become available. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Qel-Droma Robes Feats Required: Jedi Defense Defense Bonus: 5 Max Dexterity Bonus: +8 Wisdom: +2 Restricted to Light Side The Force is strong in the Qel-Droma blood, and many of the family have joined the Jedi Order over the centuries. These robes were creates as a gift for Cay Qel-Droma during the war against Exar Kun, and it is said that only one who truly walks the path of the light can wear them. Cay himself wore the robes in his duel against Ulic Qel-Droma, his brother who had fallen to the dark side. Cay was slain in the battle, but his death at his brother's hand eventual lead to Ulic's redemption. These powerful robes then passed down to Duron Qel-Droma, Cay's cousin, when he joined the Jedi. But Duron disappeared shortly after the time of the Great Hunt, and the robes were lost with him. ******************** Quarterstaff Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-6 Critical Threat: 20-20,x2 Description: Usually just a smooth staff of wood or light alloys, this is a very simple weapon of ancient design. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Raito's Gaderffii Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 6-13 Critical Threat: 20-20,x2 Attack Modifier: +5 This may have belonged to a Sand People warrior famous among his kind for killing a young Jedi, the the one tribe that kept the oral history of this event was wiped out long ago. ******************** Rakatan Battle Wand Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-3 Critical Threat: 20-20,x2 On Hit: Stun 50% chance, 6 seconds, DC 14 Attack Modifier: +2 Special: Upgradeable, Melee Weighted to fit a Rakatan grip, this item is most like a stun baton. It seems more adaptable than one of Republic issue, though similar high-density cells make it unwieldy and unusable with weapons in the off-hand. ******************** Reinforced Fiber Armor Feats Required: Armor Proficiency - Light Defense Bonus: +7 Max Dexterity Bonus: +4 Inspired by craftsmen on worlds where metal is in short supply, this type of light armor consists of jung-ju tree fibers bound with synthetics, offering good, flexible protection. ******************** Republic Mod Armor Feats Required: Weapon Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +4 Special: Upgradeable, Armor Description: The Republic has prospered militarily by keeping its troops well supplied with modular armor, ensuring they are always prepared for a variety of battle conditions. Location: In the apartment complex in the Lower City in Taris. ******************** Response Package Feats Required: Implant Level 1 Dexterity: +1 Description: This implant boosts the regular energy impulses of the nervous system, sharpening the performance of dexterous action. Inactive users may suffer the odd lingering twitch. Location: Black Vulkar base. ******************** Retinal Combat Implant Feats Required: Implant Level 2 Immunity: Critical Hits Skills: Awareness +1 Description: This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well. Location: Buy from Igear in the Undercity of Taris. ******************** Sanasiki's Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 3-12 Ion: +3 vs. Droid Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Special: Upgradeable, Melee Description: Sanasiki used this weapon to kill Nelinik, a Zabrak who assassinated the Echani High Protector with battle droids. Cortosis protects the blade against lightsaber sparring damage while energy cells disrupt droid opponents. Location: Bought from Karl Karr/Crattis Yurkal on Dantooine. ******************** Security Decryption Interface Feats Required: Droid Upgrade Class 2 Skills: Security +4 This model of security breaker is no longer in production. It was an effective option before the factories of Toshan Gant took over the market. A droid must have basic Security software (paid points into the skill) to benefit from this item. ******************** Security Domination Interface Feats Required: Droid Upgrade Class 3 Skills: Security +6 Modified on the aftermarket, this Toshan Gant security breaker is the best available. A droid must have basic Security software (paid points into the skill) to benefit from this item. ******************** Security Interface Tool Feats Required: Droid Upgrade Class 2 Skills: Security +2 Description: Pioneered by Toshan Gant, this is the basic droid security breaker in use across the galaxy. Gant did most of his research for the Republic military after private efforts led to his imprisonment. A droid must have basic Security software (paid points into the skill) to benefit from this item. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Sensor Probe Feats Required: Droid Upgrade Class 1 Skills: Demolition +2 Description: This basic probe improves a droid's demolitions capabilities, allowing for more sensitive adjustments of volatile substances. A droid must have basic Demolitions software (paid points into the skill) to benefit from this item. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Shield Disruptor Feats Required: Droid Upgrade Class 1 Uses: ##/10 Damage Type: Ion Damage Points: 20 Rang: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: Designed for Republic forces, these devices allow a droid to potentially devastate opponent droids or the personal shielding of an enemy, though the energy drain is quite large. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Short Lightsaber Feats Required: Weapon Proficiency - Lightsaber Damage Type: Energy Damage Points: 2-12 Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Lightsabers can come in shorter styles, often used in the off hand during two-weapon fighting. As in larger versions, different focusing crystals can produce additional effects. ******************** Short Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-6 Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Disregarded by most modern warriors, a good short sword can still serve well in combat if the user is skilled. Location: Too many to list. Depending on your character class, the short sword can be found in your footlocker on the Endar Spire when you first wake up. ******************** Silver Lined Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-12 Critical Threat: 20-20,x2 This blade is long and straight and sparkles with a silver glow that becomes brighter as the hilt is touched. It is quite warm, and it almost appears that the blade becomes white-hot once it is equipped. Such a fiery weapon would be devastating against an unarmored opponent. A small insignia of a flame is impressed upon the hilt. ******************** Sith Assassin Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-6 Ion: +1-10 vs. Droid Range: 23m Critical Threat: 19-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 These weapons are designed to incapacitate so death may be quick or lingered upon as desired. Droids are simply dispatched, as cruelty is best rationed among the living. ******************** Sith Assault Gun Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 2-9 Damage Bonus: +1 Physical Range: 25m Critical Threat: 19-20,x2 Attack Modifier: +1 This is a modification on the blaster carbine rarely seen outside of Sith-controlled space. ******************** Sith Energy Shield Uses: #/5 Deflection: Energy, Sonic, Electrical 30pts total Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: The Sith have made many improvements to personal forearm shielding, much to the dismay of the Jedi. Though efficient, the unit must be replaced often as it burns out when repeatedly activated. Location: Found in the Undercity of Taris. ******************** Sith Mask Feats Required: Armor Proficiency - Heavy Immunity: Mind-Affecting Bonus Feat: Weapon Focus - Lightsaber Regeneration Force Points: 1 This mask blocks outside mental influence and other sensory noise, allowing the user to focus their abilities inward with no distraction. ******************** Sith Power Gauntlets Strength: +3 Based on stolen Eriadu designs, items of this type utilize almost uncomfortable bursts of repulsorlift energy to assist movement. They are rarely seen outside of Sith possession. ******************** Sith Regenerator Feats Required: Implant Level 3 Regeneration: 2 Extensively used by Sith intelligence operatives, this implant stimulate cell replication in the user's body, alowing wounds to be healed quickly and easily. It is most frequently used on operatives operating behind enemy lines for extended periods, where medical treatment is not normally available. ******************** Sith Sniper Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 2-9 Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +1 Description: Despite its effectiveness, these modified blaster rifles are not often employed by the Sith. They prefer to engage their enemies up close and personal. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Sith Tremor Sword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-14 Damage Bonus: +2 Sonic Critical Threat: 19-20,x2 Attack Modifier: +2 Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-laced weapons were given to "masterblades" who survived no less than ten lightsaber-wielding warriors in combat. ******************** Sonic Nullifiers Feats Required: Armor Proficiency - Light Damage Resistance: Resist 10/- vs. Sonic Restricted: not useable by Wookiees Description: Replacing bulky ear protection, these items make use of newly developed counterwave-nullifiers, an innovation pioneered by shipyard workers, not the military. Location: Found near the Mandalorian leader on Dantooine. ******************** Sonic Pistol Feats Required: Weapon Profciency - Blaster Pistol Damage Type: Sonic Damage Points: 1-4 Range: 17m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity, DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Sometimes referred to as "squealers", these weapons deliver a high-frequency jolt to the sense that can damage and potentially disorient an opponent. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Sonic Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Sonic Damage Points: 1-6 Range: 28m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity DC 14 Description: More powerful than the pistol, the sonic rifle fires a blast of sound that causes a great deal of sensory overload in addition to damage, disorienting the victim. Location: Found in a footlocker in the Sandral Estate. ******************** Sound Damepning Stealth Unit Skills: Stealth +2 Description: This Republic unit improves on the basic Stealth Mode field by dampening all sound that the user might make. Opponents must make an Awareness check versus user Stealth skill +2 or remain unaware of them. The user must have paid points into the Stealth skill to use Stealth Mode. Combat disrupts the field, but mundane tasks do not. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Stabilizer Gauntlets Skills: Demolitions +2 Description: These gauntlets are quite stiff, minimizing actions that might interfere with the manipulation of volatile materials. The users must have basic knowledge of Demolitions (paid points into the skill) to benefit from this item. Location: Found in the footlocker of a Mandalorian party on Dantooine. ******************** Stabilizer Mask Feats Required: Armor Proficiency - Medium Immunity: Mind-Affecting Saves: All +2 Restricted: not useable by Wookiees This mask uses micro-bursts of electricity to regulate the user's mental patterns. It effectively fortifies both mind and body against attack. ******************** Star Forge Robes Defense Bonus: 5 Max Dexterity Bonus: +8 Saves: All +2 Restricted to: Light Side Wisdom: +5 Restricted to: Jedi Consular Restricted to: Jedi Guardian Restricted to: Jedi Sentinel Created by the mystical technology of the Star Forge, these robes focus the inherent Force abilities of the wearer, fueling their power. Although the Star Forge itself is an artifact of the dark side, these robes were customized using an analysis of the Jedi they were created for, resulting in a powerful light side item that the Jedi can safely use against their enemies without fear of taint or corruption. ******************** Stealth Field Generator Description: This device enables Stealth Mode, a camouflage field that hides the user. Opponents must make an Awareness check versus the Stealth skill of the user or remain unaware of them. The user must have paid points into the Stealth skill to use Stealth Mode. Combat disrupts the field, but mundane tasks do not. Location: It will be in the footlocker next to your bed on the Endar Spire. I haven't found it anywhere in the world, other than buying it at a store. ******************** Stealth Field Reinforcement Feats Required: Armor Proficiency - Light Skilsl: Stealth +8 Restricted: not useable by Wookiees A very powerful item designed to both regulate stealth field emissions and improve the user's perception of the field while in Stealth Mode. ******************** Strength Gauntlets Strength: +1 Description: Developed by the Mephilis Corporation, these gauntlets use pulses of energy to stimulate muscles at the key leverage points of combat actions, effectively increasing strength. Location: Found in the Sith Governor's room in the Sith Base on Taris. ******************** Stun Baton Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-1 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC10 Description: A common weapon, stun batons do minimal damage but can incapacitate a target. The high-density cells needed for repeated discharge are unwieldly, making it unusable in the off-hand. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Stun Ray Feats Required: Droid Upgrade Class 1 Uses: ##/10 Damage: None On Hit: Stun, 100% for 9 sec Save: DC15 to negate stun Range: Medium Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Description: Quellegh industrial is becoming the standard in publicaly traded non-lethal droid-mounted weapons. Company officials credit aggressive marketing towards any despot with credits. Location: The first time you find this item will be at Janice Nall's Droid Shop in Upper Taris. ******************** Superior Targeting Computer Feats Required: Droid Upgrade Class 3 Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Specialization - Blaster Rifle Bonus Feat: Weapon Focus - Blaster Pistol Bonus Feat: Weapon Specialization - Blaster Rifle Reserved for the highest quality battle droids, targeting units of this type are rarely seen outside of military operations. ******************** Thermal Shield Generator Damage Immunity: 100% vs. Fire Description: This generator forms a magnetic shield around the wearer which, while ineffective against most modern weaponry, does allow for the ablation of directed heat attacks, generally in the form of fire. ******************** Tulak Hord's Mask Damage Resistance: Resist 10/- vs. Fire Skills: Stealth +2 Restricted to: Dark Side This ancient mask, blackened with age, has an eerie glow and seems uncomfortably claustrophobic. ******************** Uninversal Computer Interface Feats Required: Droid Upgrade Class 3 Skills: Computer Use +6 The best and most expensive of its type available, this retractable probe allows droid access to the higher programming functions of any computer terminal. ******************** Vacuum Mask Feats Required: Armor Proficiency - Medium Immunity: Mind-Affecting, Poison Restricted: not useable by Wookiees Intersystem travel is commonplace, but the inherent dangers should not be forgotten, especially in times of war. Many consider these to be essential equipment for spacefarers. ******************** Verpine Bond Gauntlets Skills: Demolitions +6 Tensor-mesh stiffens the forearm for steady handling of volatile materials. The insect-like Verpine don't personally use these items, claiming they merely mimic their own exoskeletons. The user must have basic knowledge of Demolitions (paid points into the skill) to benefit from the item. ******************** Verpine Cardio-Regulator Saves: Fortitude +3 Description: This device regulates the body in distress with emergency fortitude support for the wearer. It functions so well that some wonder how many "bodies in distress" the Verpine tested. Location: Found near the Mandalorian leader on Dantooine. ******************** Verpine Demolitions Probe Feats Required: Droid Upgrade Class 2 Skills: Demolitions +4 Wartime contracts over the last forty years saw a great deal of money poured into Verpine droid modifications, particularly in the area of demolitions. A droid must have basic Demolitions software (paid points into the skill) to benefit from the item. ******************** Verpine Droid Disruptor Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Ion Damage Points: 3-8 Ion: +2-12 vs. Droid Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +2 While they may have borrowed liberally from designs the Bothans initiated, the Verpime say you can't argue with results. These weapons are simply devastating against droids. ******************** Verpine Fiber Mesh Feats Required: Armor Proficiency - Medium Defense Bonus: 8 Max Dexterity Bonus: +3 Raxsus Nuli had plans of planetary conquest in hte wake of Sith aggression. Though eclipsed by recent events, the Jedi saw the pirate jailed and his Verpine stockpiles auctioned. ******************** Verpine Headband Saves: Will +3 Skills: Awareness +2 Restricted: not useable by Wookiees Description: Not subject to Republic regulations, the Verpine increased neural band effectiveness with brute electrical force. The market is there, but long-term effects on users are unknown. Location: First found in Black Vulkar base. Found on a dead settler just beyond the Matale Estate on Dantooine after you become a Padawan. ******************** Verpine Ocular Enhancer Feats Required: Armor Proficiency - Light Damage Resistance: Resist 5/- vs. Sonic Dexterity: +1 Restricted: not useable by Wookiees The Verpine only manufacture this product for export, having no need of it themselves. They have highly evolved sight, a quality they smugly say the visors mimic but do not exceed. ******************** Verpine Prototype Ion Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Ion Damage Points: 3-6 Ion: +1-10 vs. Droid Range: 17m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 Demonstrating this weapon, the insect-like Verpine destroyed legions of droids, doing nothing to quell the public's supicious of what testing their stun guns must have been like. ******************** Verpine Prototype Shield Uses: #/5 Deflection: Energy, Sonic, Cold, Heat, Electrical 70pts total Duration: 200 seconds or max damage taken Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. Though manufactured by the Verpine, these forearm shields are based on highly modified Arkanian designs. They are must-have items for the professional soldier, though they have to be replaced when the maximum number of activations are expended. ******************** Vibroblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Critical Threat: 19-20,x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Description: Small size makes this a good off hand weapon. Echani vibroblades use a rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith. Location: First found in Taris, in the backpack of a Sith Trooper, immediately after leaving the apartment. Can also be found and bought throughout the galaxy. ******************** Vibrosword Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-12 Critical Threat: 19-20,x2 Description: Ultrasonic generators power this Echani-developed weapon design. A rare cortosis weave that protects against sparring damage ensures that traditional swordplay will endure in the time of lightsabers. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Vibro Double-Blade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-16 Critical Threat: 20-20,x2 Description: Ultrasonic vibrators make this double-bladed sword exceptionally deadly. A rare Echani cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even against Jedi and Sith. The double-bladed sword is capable of inflicting more damage - but is also less precense - than the single-bladed variant. Location: Found on the body of a Mandalorian on Dantooine. ******************** Vulkar Shock Stick Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 2-5 Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC10 Description: A favorite weapon of the Vulkars, this modified stun baton is designed more for the purpose of inflicting pain than actually incapacitating an opponent. The high-density cells needed for repeated discharge are unwieldly, making it unusable in the off-hand. Location: You first find this weapon when you enter Lower Taris, and have your first enocunter with members of the Black Vulkar gang. ******************** Wookiee Warblade Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 1-10 Critical Threat: 20-20,x2 Though initially they might seem cumbersome, Wookiee Warblades are actually a very efficient design. Kept in continual motion, they can cut a swath through almost anything. ******************** Yusanis' Brand Feats Required: Weapon Proficiency - Melee Weapons Damage Type: Physical Damage Points: 4-18 Ion: +5 vs. Droid Critical Threat: 20-20,x2 Attack Modifier: +2 Special: Upgradeable, Melee Description: Yusanis was the most famous of Echani warriors fighting against oppression and villainy until encountering Darth Revan. Discovering that Revan had killed an Echani senator, Yusanis attempted to tell authorities but fell to the powers of the Sith Lord despite his own impressive abilities and the cortosis weave inherent in all Echani vibroblades. ******************** Zaalbar's Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 1-10 Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +1 Special: Upgradeable, Ranged Description: This is Zaalbar's personal bowcaster. He has made modifications to it over the years, but it still tightly conforms to the traditions of his people. Location: Found in the sewers of the Undercity when you free Zaalbar from his prison. If you want it, keep it, because it can't be bought or found again. ******************** Zabrak Battle Armor Feats Required: Armor Proficiency - Light Defense Bonus: 6 Max Dexterity Bonus: +4 Damage Resistance: Resist 20/- vs. Cold Description: In northern Iridonia the Zabrak produce expensive armor that nonetheless has become very popular on the galactic markets, due to excellent low-temperature defensive properties. ******************** Zabrak Battle Cannon Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Energy Damage Points: 6-13 Range: 28m Critical Threat: 19-20,x2 Attack Modifier: +3 These weapons are almost beginning to cross the line to light artillery. Armor is generally ineffective against such a weapon, unless it is of the highest quality. ******************** Zabrak Blaster Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 4-9 Range: 23m Critical Threat: 20-20,x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +3 This blaster is the staple of the Zabrak mercenary, known dor deadly accuracy and exceptional damage. ******************** Zabrak Combat Suit Feats Required: Armor Proficiency - Light Defense Bonus: +5 Max Dexterity Bonus: +5 Description: A Zabrak improvement on the combat suit, this armor is good protection where speed and unrestricted movement are more important than bulky plating. ******************** Zabrak Disruptor Cannon Feats Required: Weapon Proficiency - Blaster Rifle Damage Type: Physical Damage Points: 8-13 Range: 28m Critical Threat: 20-20,x2 Attack Modifier: +2 Zabrak always command respect, especially with the aid of weapons that are even more damaging than already-outlawed standard disruptors. Unlike typical blasters, disruptors ignore most types of personal energy shields. ******************** Zabrak Tystel Mark III Feats Required: Weapon Proficiency - Blaster Pistol Damage Type: Energy Damage Points: 3-10 Damage Bonus: +2 Physical Range: 20m Critical Threat: 20-20,x2 Balanced +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +2 The Zabrak killed many pirates who attempting to seize shipments of these weapons and then sold them on the black market anyway. It's not a matter of where they end up, but of who gets paid. |-----------------------------------------------------------------------------| | [2.3] Utility Items | |-----------------------------------------------------------------------------| Adrenal Alacrity Single Use Attribute Bonus: Dexterity +4 Speed: Movement +20% Duration: 120 secs Description: A shot of this enhancer provides a temporary boost in the dexterity of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Location: Depending on your character class, it'll be in the footlocker next to your bed on the Endar Spire when you first wake up. It can also be found in many areas. ******************** Adrenal Stamina Single Use Attribute Bonus: Constitution +4 Duration: 120 secs Description: A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Location: First found onboard the Endar Spire, as well as several other places. ******************** Adrenal Strength Single Use Attribute Bonus: Strength +4 Duration: 120 secs Description: A shot of this enhancer provides a temporary boost in the strength of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Location: First found onboard the Endar Spire, as well as several other places. ******************** Advanced Medpac Single Use Description: An advanced medpac contains an improved array of equipment for the treatment of wounds. They cannot be used by droids. Advanced medpacs heal 20 vitality points + WIS modifier + (2 x user's skill in Treat Injury). Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Advanced Repair Kit Single Use Description: Included are an improved assorment of tools and parts needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Advanced kits repair 25 vitality points + INT modifier + (2 x user's skill in repair). Location: Besides being bought and found everywhere, you'll first find it in the Lower City apartments of Taris. ******************** Antidote Kit Single Use Description: This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be treated by other means. Location: The first time you find this item will be at Zelka Forn's medical facility in Upper Taris. ******************** Armor Reinforcement Special: Upgrade Item, Armor Description: Durasteel reinforcement is a complicated armor application that increases protective qualities. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found in an apartment in one of the Lower Taris City's apartment complex. ******************** Average Flash Mine Damage: None Secondary: Stun for 9 sec Area of Effect: 3.3m radius Save: DC20 to negate stun Description: This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount. Location: Found in the footlocker of a Mandalorian party on Dantooine. ******************** Average Frag Mine Damage Type: Piercing Damage Points: 30 Area of Effect: 3.3m radius Save: DC20 for half damage Description: Like all frag mines, this item sends a blast of shrapnel through any nearby enemies. This variant is much more powerful than the basic model. Location: First found in the Black Vulkar base on Taris. Can be bought and found in many places. ******************** Average Plasma Mine Damage Type: Heat Damage Points: 42 Area of Effect: 3.3m radius Save: DC20 for half damage Description: An extremely volatile mixture of incendiary chemicals makes this plasma mine much more powerful than the basic model. Location: Found in the footlocker of a Mandalorian party on Dantooine. ******************** Deadly Plasma Mine Damage Type: Heat Damage Points: 72 Area of Effect: 3.3m radius Save: DC25 for half damage The most damaging plasma mine available, this item throws intense heat over a wide radius. ******************** Bantha Fodder Description: This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligence species would willingly call it food. ******************** Battle Stimulant Single Use Bonus: Vitality max +8pts Attack: +1 Damage: +1 Duration: 120 secs Description: This stimulant enables the user to better absorb damage and focuses the mind on the fight, improving the ability to hit. The effect wears off after a short time. Stim bonuses that affect the same statistic do not stack. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Beam Splitter Special: Upgrade Item, Ranged Description: This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: Found in the Undercity on Taris. ******************** Computer Spike Description: These items allow a user to slice computer programs, assaulting systems with garbage data to overwhelm security measures. They are one-use items. A high Computer Use skill reduces the number of spikes required for any given task. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Concussion Grenade Damage: None Secondary: Stun for 9 sec Area of Effect: 4m Range: Long Save: DC15 for no effect Description: This type of grenade explodes in a concussive wave of force that disrupts the senses of both organic and inorganic targets in the area of effect. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Construction Kit Single Use This kit contains all the necessary parts for a droid to repair itself after being damaged in combat, including electrical regulators designed to isolate malfunctions. This kit can't be used by living beings. Construction kits repair 35 vitality points + INT modifier + ( x user's skill in Repair). ******************** CryoBan Grenade Damage Type: Cold Damage Points: 20 Secondary: Paralyzation for 6 sec Area of Effect: 4m Range: Long Save: DC15 for half damage, negates paralyzation Description: A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect. Location: I've found it on the Endar Spire, but only certain times; it appears randomly. Otherwise, it can be bought or found like other items. ******************** Crystal, Blue Special: Upgrade Item, Lightsaber Blade Color: Blue Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner blue light. Location: First found in a crystal cave in Dantoonie, near CB-42, the personal assistance droid. ******************** Crystal, Bondar Special: Upgrade Item, Lightsaber On Hit: Stun, 25% for 6 sec Save: DC10 to negate stun, Description: This crystal was mined on a far-orbit asteroid circling the Alderaans system. It produces a volatile lightsaber beam that pulses on impact, potentially stunning an opponent. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid. ******************** Crystal, Damind Special: Upgrade Item, Lightsaber Attack: +3 Found on the desert world of Daminia, this crystal can be used in lightsaber construction to produce a clearly defined beam of subtly wider width and length. ******************** Crystal, Green Special: Upgrade Item, Lightsaber Blade Color: Green Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner green light. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid. ******************** Crystal, Jenruax Special: Upgrade Item, Lightsaber Damage: +2 Blaster Deflection: +5 The refined form of Opila, this crystal has been cleansed of all impurities. When used in lightsaber construction it produces a blade of unerring quickness. ******************** Crystal, Luxum Special: Upgrade Item, Lightsaber Damage: +1-6 vs. droids Attack: +2 Ambria was a world in the grip of the dark side. Through years of mental battle, strange Jedi Master Thon contained the evil to Lake Natth. Long meditation can form this powerful crystal from the tainted water. ******************** Crystal, Nextor Special: Upgrade Item, Lightsaber Attack: +1 Critical Threat Range: x2 This crystal is mined in the mountains of M'haeli, and when used in lightsaber construction it produces a volatile blade that can cause surprising amounts of damage. ******************** Crystal, Opila Special: Upgrade Item, Lightsaber Damage: +3 Massive Criticals: +2-12dmg on critical hit Found in the asteroid fields of the Fyrth system, this crystal can be used in lightsaber contruction to produce an intense beam that seems extraordinarly quick to the cut. ******************** Crystal, Red Special: Upgrade Item, Lightsaber Blade Color: Red A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner red light. ******************** Crystal, Rubat Special: Upgrade Item, Lightsaber Damage: +1 Attack: +1 Description: Used in lightsaber construction, rubat crystal is mined on Phemis. It produces a clearly defined blade that a Jedi can easily track, making it easier to hit opponents. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid. ******************** Crystal, Sapith Special: Upgrade Item, Lightsaber Damage: +3 Attack: +2 This crystallized material was excreted once every 11 years by the ancient Volice worm of Lwhekk, now extinct. It produces a more intense lightsaber beam, granting better control. ******************** Crystal, Sigil Special: Upgrade Item, Lightsaber Damage: Energy 1-6 Attack: +1 Description: Mined in the Sigil System, this crystal is a costly but valued addition to a lightsaber. It produces a fiercely bright beam that sears on contact, causing grat damage. Location: Found in the Strange Ruins on Dantooine. ******************** Crystal, Solari Special: Upgrade Item, Lightsaber Damage: +3, +1-8 Physical Damage vs. Dark Side Attack: +3 Limitation: Can only be used by a Light Jedi. There are many famous lightsaber crystals spoken of in the history of the Jedi Order, though none is as powerful as the legendary Solari Crystal. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jedi Master Ood Bnar initiated his life-cycle chnage after a thousand years of serving the Order, he bequeathed the Solari Crystal to his most promising student, a young female Jedi named Shaela Nuur. When Shaela disappeared shortly after the time of the Great Hunt, the Solari Crystal vanished with her. ******************** Crystal, Upari Special: Upgrade Item, Lightsaber Damage: +1-8 Attack: +3 Strangely, this crystal is usually encountered scattered in the orbit of primarily forest worlds. It is brittle but versatile, and a Master Jedi can get it to produce many effects. ******************** Crystal, Violent Special: Upgrade Item, Lightsaber Blade Color: Violet A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner violet light. ******************** Crystal, Yellow Special: Upgrade Item, Lightsaber Blade Color: Yellow Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner yellow light. Location: First found in a crystal cave in Dantoonie, near CB-82, the personal assistance droid. ******************** Datapad 1 Description: This seems to be an activity log for the day. Of interest is the following entry: "The power conduit we installed in the elevator seems to have solved the shield outage problem on the droid. Finish tuning it today." Location: Found on a Sith technician corpse in the Sith Base on Taris. ******************** Datapad 2 Description: This datapad contains a record of Calo Nord's trophy kills... sentinent and otherwise. The last entry is an account of a recent Rancor hunt. "What the Rancor lacked in intelligence it made up for in size, strength and ferocity. Conventional blasters were all but useless against its impenetrable hide, and I was forced to resort to more unorthodox methods to bring the beast down. Some well placed mines near a watering hole were the first step, their explosions herding the creature into a dead-end canyone where I lay in wait, perched among the rocks. As soon as the Rancor was below me, I dropped down onto its massive neck. It reared back, buckling and clawing in an effort to dislodge me, but I had the perfect position. Unable to shake me, the monster opened its mouth in an outraged howl, and I was able to flip several frag grenades down its gaping maw. The explosion blew me clear of the shredded corpse, but luckily the head was still intact. If I take it to Taris, I'm sure Davik will mount it in his trophy room along with the other heads I have collected for him. Davik's also expressed interest in hiring me. I may take him up on his offer, even though I still have yet to claim the greatest hunting trophy of all: a pearl from one of the Krayt Dragons of Tatooine." Location: Found in a footlocker aboard Davik's base while waiting for your background check. ******************** Desert Wraid Skull Plate This is the incredibly dense bone skull plate cut from a desert wraid. They are rumored to have medical uses, but the market for them is very specific. ******************** Durasteel Bonding Alloy Special: Upgrade Item, Melee Description: Application of this alloy can strengthen a melee weapon, increasing damage and possibly resistance to damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found in the Black Vulkar base. ******************** Duron's Journal Thisa data pad appears to be the personal journal of the Jedi Duron Qel-Droma. The last entry reveals what he was doing on this world: Korriban is everything I imagined - and feared. I can feel the power of the dark side here, I can sense the terentatek hiding in this evil place. Shaela and I have decided to venture forth into the Valley of the Sith Lords in search of the creatures. I only wish Guun Han was still with us. Why couldn't he just accept that Shaela and I are in love? He claims our passion for each other will lead us down the dark side, but he can't even see how his own pride and arrogance are leading him away from the light. Maybe it is good that he left, after all. Even as dangerous as the terentatek are, I'm certain Shaela and I can defeat one without his help. ******************** Echani Battle Stimulant Single Use Bonus: Vitality max +25 pts Attack: +3 Damage: +3 Duration: 120 secs This stimulant produces a chemical cocktail that sends a boost of adrenaline through the body, focusing the mind and bolstering the user's tolerance for damage. Stim bonuses that affect the same statistic do not stack. ******************** Energy Projector Special: Upgrade Item, Melee Description: This modular projector can cause a melee weapon to do additional energy-based damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found on the corpse of Largo in the apartments near Upper Taris North if you choose to kill him to collect the bounty. ******************** Frag Grenade Damage Type: Piercing Damage Points: 20pts Area of Effect: 4 meters Range: Long Save: DC15 for half damage Description: Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Garage Head Key Card Description: This key card will give access to most of the restricted areas in the Vulkar garage. Location: Found in Garage Head's office in the Black Vulkar base. Can only be used in the base. ******************** Gizka Poison Description: Any gizka ingesting one of these toxic pellets will die within a few seconds. It will also cuase the creature to attack all other gizka in the area, infecting them as well. ******************** Guun Han's Journal This data pad was recovered from the remains of a terentatek on Kashyyyk, and must have been devoured by the beast. It appears to be the personal journal of Guun Han Saresh. The last entry explains what he was doing on Kashyyyk: Duran and Shaela have given in to their passion for each other, and are doomed to fall to the dark side. I tried to warn them against expressing their love, but they called me arrogant and accues me - ME! - of being the one on the dark path. I left the fools on Korriban. But I am not about to abandon the mandate given me by the Jedi Council. I will destroy the terentatek wherever I find them. I have heard rumors such a beast may exist in the Shadowlands of Kashyyyk. I shall go there and slay the beast, proving that I do not need either Duran or Shaela with me to defeat these creatures! ******************** Hair Trigger Special: Upgrade Item, Melee Description: This unit regulates the firing mechanism of certain blaster types, improving the ability of a skilled user to fire rapidly. The modifications require a workbench with adequate tools and a weapon of high quality weapon marked as upgradeable. Location: First found in Black Vulkar base. ******************** Hyper-Adrenal Alacrity Single Use Attribute Bonus: Dexterity +6 Speed: Movement +30% Duration: 120 secs This model of alacrity stim uses a very powerful mixture of chemicals to produce an incredible increase in the dexterity of the user. Stim bonuses that affect the same statistic do not stack. ******************** Hyper-Adrenal Stamina Single Use Attribute Bonus: Constitution +6 Duration: 120 secs Steeling the user against pain, this stim provides a very large boos in Constitution. Stim bonuses that affect the same statistic do not stack. ******************** Hyper-Adrenal Strength Single Use Attribute Bonus: Strength +6 Duration: 120 secs More effective than the basic model, this stim uses a risky cocktail of chemicals to boost the strength of the user. Stim bonuses that affect the same statistic do not stack. ******************** Hyper-Battle Stimulant Single Use Bonus: Vitality max +16 pts Attack: +2 Damage: +2 Duration: 120 secs Description: This stim removes all distractings, allowing the user to focus purely on the battle. The user is almost oblivious to damage suffered. Stim bonuses that affect the same statistic do not stack. ******************** Improved Energy Cell Special: Upgrade Item, Ranged Description: This cell increases the energy output of certain blaster types, allowing users to better deliver powerful attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: Found in Black Vulkar base. ******************** Ion Grenade Damage Type: Ion Damage Points: 15 vs. shields, 45 vs. droids Area of Effect: 4m Range: Long Save: DC15 for half damage Description: These grenades emit an extremely strong burst of energy devastating to any droids or personal shields caught in the effect. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Krayt Dragon Pearl Special: Upgrade Item, Lightsaber Damage: +2 Attack: +3 Taken from the gullet of a krayt dragon, this crystalline "pearl" appears to have refracctory qualities that might allow it to function as a lightsaber cystal once properly adapted. ******************** Lightsaber Crystal, Blue Special: Upgrade Item, Lightsaber Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner blue light. Location: First given to you by Master Dorak on Dantooine. ******************** Lightsaber Crystal, Green Special: Upgrade Item, Lightsaber Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner green light. Location: First given to you by Master Dorak on Dantooine. ******************** Lightsaber Crystal, Yellow Special: Upgrade Item, Lightsaber Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner yellow light. Location: First given to you by Master Dorak on Dantooine. ******************** Life Support Pack Single Use Description: A life support pack contains derman regenerators and other equipment for the treatment of wounds. They cannot be used by droids. Life support packs heal 30 vitality points + WIS modifier + (3 x user's skill in Treat Injury). ******************** Mandalorian Datapad This request is in the Mandalorian language. "A stump disabled the stabilizers on my swoop. I request parts before other systems fail. If the generator goes, my blending field will stop working and I'll be visible to our prey." ******************** Mandalorian Datapad This is a personal log in the Mandalorian language. "This hunt is no challenge. How will attacking unarmed creatures train us to use these Jedi toys? You want new warriors to learn? Watching a comrade lop his own arm off fighting a real opponent owuld teach more than these pointless battles. I obey, Mandalore, but with protest. The blending field generators on the swoops grant near perfect camouflage. Why only attack unarmed opponents?" ******************** Medpac Single Use Description: A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids. Basic medpacs heal 10 vitality points + VIS modifier + user skill in Treat Injury. Location: All over, and bought from stores. You will find two in the footlocker next to your bed on the Endar Spire when you first wake up. ******************** Mesh Underlay Special: Upgrade Item, Armor Description: Mesh underlay can have a variety of effects, depending on the nature of the armor it is applied to. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: On Matrik's corpse, in his apartment, in the Lower City apartment complex of Taris. ******************** Minor Flash Mine Damage: None Secondary: Stun for 9sec Area of Effect: 3.3m radius Save: DC15 to negate stun Description: Carefully set flash mines can stun any enemies unfortunate enough to step on them. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Minor Frag Mine Damage Type: Piercing Damage Points: 18pts Area of Effect: 3.3m radius Save: DC15 for half damage Description: Frag mines send blasts of shrapnel through any nearby enemies. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Minor Gas Mine Damage: Special Secondary: Poison, 3 pts every 3 sec Duration: 30 sec Area of Effect: 3.3m radius Save: DC15 for no effect Description: When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Minor Plasma Mine Damage Type: Heat Damage Points: 24 Are of Effect: 3.3m radius Save: DC15 for half damage Description: When stepped on, plasma mines emit a short burst of intense heat, searing all nearby enemies. This is the basic model. Location: The first time you find this item will be at Larrim's kiosk in Taris. ******************** Parts Description: This is a disposable package of universally adaptable parts, designed for characters using the Repair skill on machines. Each pack is a one-use item. A high Repair skill reduces the number of parts required for any given task. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Plasma Grenade Damage Type: Heat Damage Points: 36 Area of Effect: 4m Range: Long Save: DC15 for half damage Descriptions: These grenades release a quick burst of an incendiary agent that ignites immediately, damaging all enemies within the area of effect. Location: Black Vulkar base. Can be bought and found. ******************** Poison Grenade Damage: Special Secondary: Poison, 4pts every 3 sec Duration: 30 sec Area of Effect: 4m Range: Long Save: DC25 for no effect Description: This grenade unleashes a blast of poison gas that affects the nervous system, lingering in the air to ensure that the effect is not escaped easily. Location: First found in Taris, in the backpack of a Sith Trooper, immediately after leaving the apartment. Can also be found and bought throughout the galaxy. ******************** Race Bond Description: Issued by Motta the Hutt, these bonds are honored throughout the galaxy. Each digital certificate can usually be redeemed for around 60 credits simply by selling them to any merchant or at any store. ******************** Repair Kit Single Use Description: Included are the basic tools needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Basic kits repair 15 vitality points + INT modifier + user's skill in Repair. Location: First found onboard the Endar Spire, as well as several places throughout the world. Can also be bought. ******************** Scientist's Memo In response to those firaxan sharks outside I managed to whip up a little something in one of the workrooms. This is a sonic emitter which should scare them off. The sound seems to work a lot better underwater than through the air and if you fix it on the outside of an envirosuit, just push the button every time they get near and you'll have no problems. So I was just wondering... when am I going to get that raise? -- Caal Jordan ******************** Scope Special: Upgrade Item, Ranged Description: This scope increases the accuracy of certain blaster types, increasing the user's effectiveness with sniper attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: In one of the apartment complexes in the Lower City of Taris. ******************** Security Spike Description: This one-use item improves the user's ability to bypass security measures, creating electronic interference in the locking mechanisms of doors and containers. Location: The first time you find this item will be at Kebla Yurt's Equipment Emporium in Upper Taris. ******************** Security Spike Tunneler This one-use item employs anti-encryption software and electronic interference to improve the user's ability to bypass locking mechanisms on doors and containers. ******************** Shaela's Journal This data pad is the personal journal of the Jedi Shaela Nur. Her last entry is particularly compelling: I have tracked the terentatek that ambushed us in the Shyrack caves to this tomb, but even as I stand at the entrance I know this is wrong. Dark thoughts fill my mind: hatred and vengeance. I cannot stop myself from blaming Gunn Han for Duran's death. If he had not abandoned us, my love would surely have survived the terentatek's first attack. But my hatred of Gunn Han pales beside my burning desire for revenge. My blood boils to destroy the creature that ended Duran's life, no matter what the cost. I know such thoughts are those of the dark side, but I cannot help them. Even the second set of tracks outside the cave cannot dissuade me from my task. One terentatek, two, a thousand... it makes no difference to me now. The only image I see is that of Duran's broken body, and only blood can cleanse it from my mind. I hope my Master will forgive me for what I am about to do. ******************** Sonic Grenade Damage Type: Sonic Damage Points : 20pts Secondary: -6 Dexterity for 30 seconds Area of Effect: 4m Range: Long Save: DC15 for half damage, negates Dexterity penalty Description: These grenades explode loudly, but the majority of their effect is delivered in disorienting frequencies the ear can barely perceive, even as it is damaged. Location: Too many to list. Depending on your character class, the short sword can be found in your footlocker on the Endar Spire when you first wake up ******************** Thermal Detonator Damage Type: Energy Damage Points: 60pts Secondary: Knockdown Area of Effect: 4m Range: Long Save: DC15 for half damage Description: This Republic device contains a baradium compound that produces a small fusion energy explosion of great force. Civilian possession of these items is outlawed almost everywhere. ******************** Vibration Cell Special: Upgrade Item, Melee Description: A cell like this can stabilize a melee weapon allowing it to hit and damage better, and possibly gain other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. Location: First found onboard the Endar Spire. May also be found at other areas by searching for it. ******************** =============================================================================== |-----------------------------------------------------------------------------| | [3] Stores and Inventories | |-----------------------------------------------------------------------------| This section will tell you what stores sell what items, where the store is located, how much each item costs, and how many of that item the store has. Items are not listed alphabetically; instead, they are listed in the same way as the store. The layout is like this: ITEM NAME - PRICE - AMOUNT AVAILABLE For example: Blaster Rifle - 250 - 4 means you can buy four Blaster Rifles at 250 credits each from that store. |-----------------------------------------------------------------------------| | [3.1] Taris | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Larrim's Kiosk, South Apartments @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Medpac - 44 - Infinite Computer Spike - 275 - 2 Parts - 220 - 2 Military Suit - 165 - 1 Heavy Combat Suit - 110 - 1 Combat Suit - 55 - Infinite Light Battle Armor - 275 - 1 Vibroblade - 88 - 1 Stun Baton - 33 - Infinite Long Sword - 5 - Infinite Quarterstaff - 2 - Infinite Vibrosword - 132 - 1 Short Sword - 1 - Infinite Ion Blaster - 220 - 1 Sonic Pistol - 220 - 1 Blaster Pistol - 110 - Infinite Light Repeating Blaster - 550 - 1 Poison Grenade - 143 - 1 Sonic Grenade - 143 - 1 Concussion Grenade - 88 - 2 Frag Grenade - 88 - Infinite Energy Shield - 154 - 1 Sound Dampening Stealth Unit - 220 - 1 Stealth Field Generator - 110 - Infinite Battle Stimulant - 110 - 1 Minor Flash Mine - 110 - 1 Minor Frag Mine - 110 - 1 Minor Gas Mine - 110 - 1 Minor Plasma Mine - 110 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Kebla Yurt's Equipment Emporium, Upper City South @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Medpac - 40 - Infinite Security Spike - 100 - 5 Bonadan Alloy Heavy Suit - 900 - 1 Military Suit - 150 - Infinite Heavy Combat Suit - 100 - Infinite Combat Suit - 50 - Infinite Light Battle Armor - 250 - 1 Vibroblade - 80 - 2 Stun Baton - 30 - Infinite Long Sword - 5 - Infinite Quarterstaff - 2 - Infinite Echani Ritual Brand - 280 - 1 Vibrosword - 120 - 5 Double-Bladed Sword - 80 - 2 Short Sword - 1 - Infinite Ion Blaster - 200 - 2 Blaster Pistol - 100 - Infinite Sith Sniper Rifle - 1500 - 1 Blaster Rifle - 300 - Infinite Ion Grenade - 130 - Infinite Sonic Grenade - 130 - Infinite Frag Grenade - 80 - Infinite Concussion Grenade - 80 - Infinite Sound Dampening Stealth Unit - 200 - 1 Stealth Field Generator - 100 - Infinite Minor Flash Mine - 100 - Infinite Minor Frag Mine - 100 - Infinite Minor Gas Mine - 100 - Infinite Minor Plasma Mine - 10 - Infinite Permacrete Detonator - 50 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Zelka Forn's Medical Facility, Upper City South @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 5 Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Bio-Antidote Package - 500 - 1 Nerve Enhancement Package - 500 - 1 Adrenal Alacrity - 50 - Infinite Adrenal Stamina - 50 - Infinite Adrenal Strength - 50 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Janice Nall's Droid Shop, Upper City North @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Repair Kit - 25 - Infinite Computer Spike - 250 - Infinite Parts - 200 - Infinite Droid Light Plating Type 2 - 150 - Infinite Droid Light Plating Type 1 - 75 - Infinite Basic Targeting Computer - 500 - Infinite Sensor Probe - 500 - Infinite Computer Probe - 500 - Infinite Security Interface Tool - 500 - Infinite Environment Shield Level 1 - 350 - Infinite Stun Ray - 300 - Infinite Shield Disruptor - 300 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Uriah, Jayvar's Cantina, Lower City @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Pazaak Card +/-1 - 200 - 2 Pazaak Card +/-3 - 125 - 1 Pazaak Card +1 - 100 - Infinite Pazaak Card +2 - 75 - Infinite Pazaak card -2 - 75 - Infinite Pazaak Card +/-6 - 50 - Infinite Pazaak Card +3 - 50 - Infinite Pazaak Card +4 - 25 - Infinite Pazaak Card -4 - 25 - Infinite Pazaak Card +5 - 12 - Infinite Pazaak Card +6 - 5 - Infinite Pazaak Card -6 - 5 - Infinite @@@@@@@@@@@@@@@@@@@@ @ Igear, Undercity @ @@@@@@@@@@@@@@@@@@@@ Antidote Kit - 36 - 6 Medpac - 30 - Infinite Repair Kit - 18 - 5 Computer Spike - 187 - 2 Echani Battle Armor - 1312 - 1 Vibroblade - 60 - 1 Stun Baton - 22 - Infinite Long Sword - 3 - Infinite Quarterstaff - 1 - Infinite Vibrosword - 90 - 1 Arkanian Heavy Pistol - 750 - 1 Frag Grenade - 60 - 5 Retinal Combat Implant - 562 - 1 Scope - 150 - 1 Vibration Cell - 112 - 1 Pazaak Card -2 - 56 - 1 Pazaak Card +2 - 56 - 1 Pazaak Card -3 - 18 - 1 |-----------------------------------------------------------------------------| | [3.2] Dantooine | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Crattis Yurkal, Aratech Merchantile @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 5 Antidote Kit - 49 - 5 Medpac - 40 - Infinite Military Suit - 150 - 2 Heavy Combat Suit - 100 - 2 Combat Suit - 50 - 2 Battle Armor - 400 - 1 Light Battle Armor - 250 - 1 Sanasiki's Blade - 7000 - 1 Jurgan Kalta's Assault Rifle - 8000 - 1 Stealth Field Reinforcement - 2400 - 1 Interface Band - 1000 - 1 Breath Mask - 100 - 1 Aural Amplifier - 50 - 1 Infiltrator Gloves - 7000 - 1 Arkanian Energy Shield - 700 - 1 Energy Shield - 140 - 4 CNS Strength Enhancer - 8500 - 1 Retinal Combat Implant - 750 - 1 Adrenal Alacrity - 50 - 5 Adrenal Stamina - 50 - 5 Adrenal Strength - 50 - 5 Pazaak Card +/-1 - 200 - 1 Pazaak Card +/-3 - 125 - 1 Pazaak Card -2 - 75 - 1 Pazaak Card +/-5 - 75 - 1 Pazaak Card -4 - 25 - 1 Pazaak Card -6 - 5 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Karal Kaar, Aratech Merchantile @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Repair Kit - 50 - 5 Repair Kit - 25 - Infinite Droid Heavy Plating Type 1 - 1250 - 1 Droid Medium Plating Type 1 - 500 - 1 Droid Light Plating Type 3 - 250 - 1 Droid Light Plating Type 2 - 150 - 1 Droid Light Plating Type 1 - 75 - 2 Basic Targeting Computer - 500 - 1 Sensor Probe - 500 - 1 Computer Probe - 500 - 1 Security Interface Tool - 500 - 1 Environment Shield Level 1 - 350 - 1 Energy Shield Level 1 - 300 - 1 Stun Ray - 300 - Infinite Shield Disruptor - 300 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@ @ Adum Larp, Courtyard @ @@@@@@@@@@@@@@@@@@@@@@@@ Cinnagar War Suit - 3000 - 1 Cassus Fett's Battle Armor - 15000 - 1 Bronzium Light Battle Armor - 1500 - 1 Stun Baton - 30 - 2 Blaster Pistol - 100 - 5 Light Repeating Blaster - 500 - 1 Blaster Rifle - 300 - 5 Adhesive Grenade - 130 - 5 Sonic Grenade - 130 - 5 Ion Grenade - 130 - 5 Frag Grenade - 80 - 5 Concussion Grenade - 80 - 5 Minor Flash Mine - 100 - 2 Minor Frag Mine - 100 - 2 Minor Gas Mine - 100 - 2 Minor Plasma Mine - 100 - 2 Flame Thrower - 300 - 2 @@@@@@@@@@@@@@@@@@@ @ Sol'aa, Enclave @ @@@@@@@@@@@@@@@@@@@ Pazaak Card +/-2 - 150 - 1 Pazaak Card +/-4 - 100 - 2 Pazaak Card +1 - 100 - 2 Pazaak Card -1 - 100 - 1 Pazaak Card +/-5 - 75 - 3 Pazaak Card +2 - 75 - 2 Pazaak Card -2 - 75 - 1 Pazaak Card +3 - 50 - 3 Pazaak Card +4 - 25 - 3 Pazaak Card -3 - 25 - 2 Pazaak Card -4 - 25 - 2 Pazaak Card +5 - 12 - 4 Pazaak Card -5 - 12 - 4 Pazaak Card +6 - 5 - 5 Pazaak Card -6 - 5 - 5 |-----------------------------------------------------------------------------| | [3.3] Tatooine | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Mic'Tunan'Jus Orgu, Docking Bay @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 150 - 4 Advanced Medpac - 80 - Infinite Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Yusanis' Brand - 8000 - 1 Jamoh Hogra's Carbine - 9000 - 1 Mandalorian Heavy Repeater - 2500 - 1 Advanced Aural Amplifier - 400 - 1 Verpine Headband - 200 - 1 Bothan Sensory Visor - 150 - 1 Breath Mask - 100 - 3 Karakan Gauntlets - 700 - 1 Arkanian Energy Shield - 700 - 1 Sith Energy Shield - 350 - 2 Energy Shield - 140 - 4 Thermal Shield Generator - 8000 - 1 Nerve Amplifier Belt - 1000 - 1 Verpine Cardio-Regulator - 200 - 1 Stealth Field Generator - 100 - 1 Retinal Combat Implant - 750 - 1 Nerve Enhancement Package - 500 - 1 Adrenal Alacrity - 50 - Infinite Adrenal Stamina - 50 - Infinite Adrenal Strength - 50 - Infinite Gizka Poison - 350 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Greeta Holda, Anchorhead, Czerka Office @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 150 - 6 Advanced Medpac - 80 - Infinite Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Computer Spike - 250 - Infinite Zabrak Battle Armor - 2000 - 1 Echani Battle Armor - 1750 - 1 Zabrak Combat Suit - 750 - 1 Military Suit - 150 - 3 Heavy Combat Suit - 100 - 1 Combat Suit - 50 - 1 Powered Light Battle Armor - 3000 - 1 Powered Battle Armor - 2000 - 1 Vibrosword - 120 - 1 Mandalorian Heavy Pistol - 2000 - 1 Hold Out Blaster - 100 - 1 Thermal Detonator - 2000 - 2 Plasma Grenade - 750 - Infinite Poison Grenade - 130 - Infinite Sonic Grenade - 130 - Infinite Ion Grenade - 130 - Infinite Adhesive Grenade - 130 - Infinite Concussion Grenade - 80 - Infinite Breath Mask - 100 - Infinite Motion Detection Goggles - 100 - 1 Energy Shield - 140 - Infinite Sound Dampening Stealth Unit - 200 - 1 Average Flash Mine - 250 - 5 Average Frag Mine - 250 - 5 Average Gas Mine - 250 - 5 Average Plasma Mine - 250 - 5 Mesh Underlay - 300 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Fazza Utral, Anchorhead, Hunting Lodge @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 10 Antidote Kit - 49 - Infinite Medpac - 40 - Infinite Jurgan Kalta's Carbine - 4500 - 1 Blaster Carbine - 500 - 1 Ion Rifle - 400 - 2 Sonic Rifle - 400 - 1 Blaster Rifle - 300 - Infinite Armor Reinforcement - 350 - 1 Scope - 200 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Junix Nard, Anchorhead, Cantina @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 1 Medpac - 40 - Infinite Security Spike Tunneler - 200 - 6 Security Spike - 100 - Infinite Bothan Chuka - 480 - 1 Krath Blood Blade - 230 - 1 Vibroblade - 80 - 1 Bothan Quick Draw - 1000 - 1 Mandalorian Blaster - 750 - 1 Sonic Pistol - 200 - 1 Stabilizer Gauntlets - 300 - 1 Advanced Stealth Unit - 500 - 1 Gizka Poison - 350 - Infinite Pazaak Card +/-1 - 200 - 2 Hair Trigger - 150 - 1 Pazaak Card +/-2 - 150 - 2 Pazaak Card +/-3 - 125 - 2 Pazaak Card +/-4 - 100 - 2 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Yuka Laka, Anchorhead, Droid Shop @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Computer Spike - 250 - Infinite Parts - 200 - Infinite Security Spike Tunneler - 200 - 5 Security Spike - 100 - Infinite Droid Heavy Plating Type 2 - 1500 - 1 Droid Heavy Plating Type 1 - 1250 - 1 Droid Medium Plating Type 2 - 750 - 1 Droid Medium Plating Type 1 - 500 - 1 Droid Light Plating Type 2 - 150 - 1 Droid Light Plating Type 1 - 75 - 1 Advanced Targeting Computer - 1500 - 1 Verpine Demolitions Probe - 1000 - 1 Basic Targeting Computer - 500 - 1 Sensor Probe - 500 - 1 Droid Motion Sensors Type 1 - 50 - 1 Environment Shield Level 3 - 900 - 1 Energy Shield Level 3 - 700 - 1 Environment Shield Level 2 - 500 - 1 Energy Shield Level 2 - 450 - 1 Environment Shield Level 1 - 350 - 1 Energy Shield Level 1 - 300 - 1 Advanced Stun Ray - 900 - Infinite Stun Ray - 300 - Infinite |-----------------------------------------------------------------------------| | [3.4] Kashyyyk | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Eli Gand, Czerka Landing Port @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - Infinite Medpac - 40 - Infinite Security Spike - 100 - Infinite Reinforced Fiber Armor - 3500 - 2 Military Suit - 150 - Infinite Heavy Combat Suit - 100 - Infinite Combat Suit - 50 - Infinite Jamoh Hogra's Battle Armor - 10000 - 1 Battle Armor - 400 - 1 Light Battle Armor - 250 - 1 Bothan Sensory Visor - 150 - 1 Breath Mask - 100 - Infinite Neural Band - 100 - 1 Strength Gauntlets - 1000 - 1 Arkanian Energy Shield - 700 - 1 Sith Energy Shield - 350 - 2 Energy Shield - 140 - 5 Electrical Capacitance Shield - 3500 - 1 Sound Dampening Stealth Unit - 200 - 1 Adrenaline Amplifier - 100 - 1 Cardio-Regulator - 100 - 1 Stealth Field Generator - 100 - 1 Cyber Reaction System - 7500 - 1 Hyper-Battle Stimulant - 200 - 1 Hyper-Adrenal Alacrity - 100 - 1 Hyper-Adrenal Stamina - 100 - 1 Hyper-Adrenal Strength - 100 - 1 Gizka Poison - 350 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Janos Wertka, Czerka Landing Port @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Bothan Stun Stick - 230 - 1 Heavy Blaster - 200 - 2 Sonic Pistol - 200 - 2 Disruptor Pistol - 200 - 2 Ion Blaster - 200 - 2 Blaster Pistol - 100 - 2 Bothan Discord Gun - 1000 - 1 Blaster Cannon - 600 - 2 Bowcaster - 400 - 2 Blaster Rifle - 300 - 2 Plasma Grenade - 750 - 5 Adhesive Grenade - 130 - 5 CryoBan Grenade - 130 - 5 Ion Grenade - 130 - 5 Poison Grenade - 130 - 5 Sonic Grenade - 130 - 5 Frag Grenade - 80 - Infinite Concussion Grenade - 80 - 5 Average Flash Mine - 250 - 5 Average Frag Mine - 250 - 5 Average Gas Mine - 250 - 5 Average Plasma Mine - 250 - 5 Vibration Cell |-----------------------------------------------------------------------------| | [3.5] Korriban | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@ @ B'ree, Dreshdae @ @@@@@@@@@@@@@@@@@@@ Krath War Blade - 130 - 5 Vibro Double-Blade - 180 - 5 Cassus Fett's Heavy Pistol - 10000 - 1 Bothan Shrieker - 1250 - 5 Ion Blaser - 200 - 5 Disruptor Pistol - 200 - 5 Sonic Pistol - 200 - 5 Heavy Repeating Blaster - 1500 - 2 Medium Repeating Blaster - 800 - 2 Blaster Carbine - 500 - 5 Ion Rifle - 400 - 5 Disruptor Rifle - 400 - 5 Sonic Rifle - 400 - 5 Plasma Grenade - 750 - Infinite CryoBan Grenade - 130 - Infinite Poison Grenade - 130 - 5 Sonic Grenade - 130 - 5 Ion Grenade - 130 - 5 Adhesive Grenade - 130 - 5 Concussion Grenade - 80 - 5 Average Flash Mine - 250 - 2 Average Frag Mine - 250 - 2 Average Gas Mine - 250 - 2 Average Plasma Mine - 250 - 2 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Czerka Representative, Dreshdae @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 150 - 10 Construction Kit - 100 - 10 Advanced Medpac - 80 - 20 Advanced Repair Kit - 50 - 10 Antidote Kit - 49 - 10 Medpac - 40 - Infinite Repair Kit - 25 - Infinite Security Spike Tunneler - 200 - 2 Security Spike - 100 - 5 Exar Kun's Battle Armor - 6000 - 1 Reinforced Fiber Armor - 3500 - 1 Cinnagar War Suit - 3000 - 1 Echani Light Armor - 1000 - 1 Military Suit - 150 - 1 Heavy Combat Suit - 100 - 1 Krath Holy Battle Suit - 6000 - 1 Krath Heavy Armor - 5000 - 1 Powered Battle Armor - 2000 - 1 Heavy Battle Armor - 1000 - 1 Battle Armor - 200 - 2 Light Battle Armor - 200 - 1 Heavy Targetting Optics - 9000 - 1 Verpine Ocular Enhancer - 750 - 1 Verpine Bond Gauntlets - 1500 - 1 Stabilizer Gauntlets - 300 - 1 Arkanian Energy Shield - 700 - 1 Sith Energy Shield - 350 - 2 Energy Shield - 140 - 4 Eriadu Stealth Unit - 1250 - 2 Advanced Stealth Unit - 500 - 1 Sound Dampening Stealth Unit - 200 - 1 Stealth Field Generator - 100 - 2 Sith Regenerator - 8500 - 1 Hyper-Battle Stimulant - 200 - 5 Echani Battle Stimulant - 200 - 5 Hyper-Adrenal Strength - 100 - 5 Hyper-Adrenal Alacrity - 100 - 5 Hyper-Adrenal Stamina - 100 - 5 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Mika Dorin, Cantina, Dreshdae @ @ (only after you get premium quest after escaping the Levithan) @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Life Support Pack - 225 - 10 Verpine Fiber Mesh - 6375 - 1 Bonadan Alloy Heavy Suit - 1350 - 1 Thermal Detonator - 3000 - 10 Stabilizer Mask - 8250 - 1 Interface Visor - 2250 - 1 Dominator Gauntlets - 22500 - 1 Verpine Prototype Shield - 3360 - 10 Adrenaline Stimulator - 18000 - 1 Cardio Power System - 15000 - 1 Gordulan Reaction System - 15000 - 1 Navardan Regenerator - 12750 - 1 Armor Reinforcement - 525 - 1 Mesh Underlay - 450 - 1 Imprved Energy Cell - 375 - 1 Scope - 300 - 1 Pazaak Card +/-1 - 300 - 1 Beam Splitter - 275 - 1 Vibration Cell - 225 - 1 Energy Projector - 225 - 1 Hair Trigger - 225 - 1 Pazaak Card +/-2 - 225 - 1 Pazaak Card +/-3 - 187 - 1 Durasteel Bonding Alloy - 150 - 1 Pazaak Card +/-4 - 150 - 1 |-----------------------------------------------------------------------------| | [3.6] Manaan | |-----------------------------------------------------------------------------| @@@@@@@@@@@@@@@@@@@@@@@@@ @ Merchant, Docking Bay @ @@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 1 Advanced Repair Kit - 50 - Infinite Antidote Kit - 49 - 1 Medpac - 40 - Infinite Repair Kit - 25 - Infinite Computer Spike - 250 - Infinite Parts - 200 - Infinite Thermal Detonator - 2000 - 5 Plasma Grenade - 750 - 5 CryoBan Grenade - 130 - 5 Ion Grenade - 130 - 5 Concussion Grenade - 80 - 5 Hyper-Battle Stimulant - 200 - 5 Hyper-Adrenal Alacrity - 100 - 5 Hyper-Adrenal Stamina - 100 - 5 Hyper-Adrenal Strength - 100 - 5 Adrenal Alacrity - 50 - Infinite Adrenal Stamina - 50 - Infinite Adrenal Strength - 50 - Infinite @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Tyvark, General Store, East Central @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Medpac - 80 - 5 Medpac - 40 - Infinite Parts - 200 - 2 Military Suit - 150 - 1 Combat Suit - 50 - 1 Battle Armor - 400 - 1 Light Battle Armor - 250 - 1 Bothan Stun Stick - 230 - 1 Vibroblade - 80 - 1 Vibro Double-Blade - 180 - 1 Vibrosword - 120 - 1 Bothan Needler - 1750 - 1 Arkanian Pistol - 1000 - 1 Arkanian Heavy Pistol - 1000 - 1 Mandalorian Blaster - 750 - 1 Disruptor Pistol - 200 - 1 Sonic Pistol - 200 - 1 Blaster Pistol - 100 - 1 Hold Out Blaster - 100 - 1 Zabrak Battle Cannon - 4000 - 1 Light Repeating Blaster - 500 - 1 Blaster Carbine - 500 - 1 Ion Rifle - 400 - 1 Disruptor Rifle - 400 - 1 Sonic Rifle - 400 - 1 Blaster Rifle - 300 - 1 Pistol Targetting Optics - 8000 - 1 Combat Sensor - 6000 - 1 Stabilizer Mask - 5500 - 1 Advanced Aural Amplifier - 400 - 1 Breath Mask - 100 - 1 Neural Band - 100 - 1 Aural Amplifier - 50 - 1 Strength Gauntlets - 1000 - 1 Cardio-Regulator - 100 - 1 Adrenaline Amplifier - 100 - 1 Beemon Package - 7500 - 1 Echani Battle Stimulant - 200 - 1 Advanced Stun Ray - 900 - 1 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Shady Rodian, East Central @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Pazaak Card +/-1 - 200 - 1 Pazaak Card +/-2 - 150 - 1 Pazaak Card +/-3 - 125 - 2 Pazaak Card +1 - 100 - 2 Pazaak Card -1 - 100 - 1 Pazaak Card +2 - 75 - 1 Pazaak Card -2 - 75 - 2 Pazaak Card +/-6 - 50 - 3 Pazaak Card +3 - 50 - 3 Pazaak Card +4 - 25 - 3 Pazaak Card -3 - 25 - 2 Pazaak Card -4 - 25 - 2 Pazaak Card +5 - 12 - 4 Pazaak Card -5 - 12 - 4 Pazaak Card +6 - 5 - 5 Pazaak Card -6 - 5 - 5 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Yortal Ixlis, Yortal's Emporium, Ahto East @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Advanced Repair Kit - 50 - 5 Repair Kit - 25 - Infinite Computer Spike - 250 - 2 Droid Heavy Plating Type 3 - 2000 - 1 Droid Heavy Plating Type 1 - 1250 - 1 Droid Medium Plating Type 2 - 750 - 1 Droid Medium Plating Type 1 - 500 - 2 Droid Light Plating Type 3 - 250 - 1 Droid Light Plating Type 2 - 150 - 2 Droid Light Plating Type 1 - 75 - 2 Advanced Targeting Computer - 1500 - 1 Verpine Demolitions Probe - 1000 - 2 Basic Targeting Computer - 500 - 1 Security Interface Tool - 500 - 1 Computer Probe - 500 - 1 Environment Shield Level 1 - 350 - 1 Energy Shield Level 1 - 300 - 2 Gravity Generator - 500 - 1 Flame Thrower - 300 - 1 Stun Ray - 300 - 1 Shield Disruptor - 300 - 1 |-----------------------------------------------------------------------------| | [3.7] Levithan | |-----------------------------------------------------------------------------| There are no items to buy on the Levithan. |-----------------------------------------------------------------------------| | [3.8] Unknown Planet | |-----------------------------------------------------------------------------| There are no items to buy on the Unknown Planet. |-----------------------------------------------------------------------------| | [3.9] Star Forge | |-----------------------------------------------------------------------------| There are no items to buy on the Star Forge . |-----------------------------------------------------------------------------| | [3.10] Yavin Space Station | |-----------------------------------------------------------------------------| Yavin Space Station is available as downloadable content from Xbox Live. If you have the PC version of the game, it's available from the outset. @@@@@@@@@@@@@ @ Suvam Tan @ @@@@@@@@@@@@@ Environmental Bastion Armor - 22000 - 1 Light Exoskeleton - 10000 - 1 Baragwin Shadow Armor - 6000 - 1 Heavy Exoskeleton - 20000 - 1 Baragwin Assault Blade - 9000 - 1 Baragwin Assault Gun - 15000 - 1 Baragwin Ion-X Weapon - 12000 - 1 Advanced Bio-Stabilizer Mask - 6000 - 1 Advanced Stabilizer Gloves - 8500 - 1 Advanced Combat Implant - 7000 - 1 Advances Sensory Implant - 3500 - 1 Advanced Bio-Stabilizer Implant - 3000 - 1 Composite Heavy Plating - 3000 - 1 Baragwin Droid Shield - 4000 - 1 Baragwin Flame Thrower - 3000 - 1 Baragwin Stun Ray - 3000 - 1 Baragwin Shield Disruptor - 3000 - 1 =============================================================================== =============================================================================== |-----------------------------------------------------------------------------| | [A] Contact Information | |-----------------------------------------------------------------------------| To contact me, send an e-mail to the following address: jpaterson000 [at] msn [dot] com Replace [at] with @ and [dot] with the period. Please do not add me to your MSN Messenger list. All friend requests will be denied. When e-mailing me, include the name of the game, or an abbreviation of the game in the subject. Most other e-mails will probably end up not being read, and immediately deleted. Thank you. If your e-mail contains any of the following, I will not respond to it: - Help for something that's already covered in this FAQ; please look over it before e-mailing me - Help for something that has nothing to do with this game; do not ask me how to kill the final monster of a game if you're reading my MVP Baseball FAQ - Serial numbers, CD keys, registration codes, or where to find a pirated version If you need help with a technical problem, such as your game not loading or you're encountering errors, contact the developer and/or publisher of the game. I cannot help with technical problems. =============================================================================== |-----------------------------------------------------------------------------| | [B] Webmaster Information | |-----------------------------------------------------------------------------| Attention webmasters: You are allowed to host this document and display it without asking for prior permission. All you have to do is the following: - Do not charge people to see it or otherwise make a profit from it. - Do not alter it. - Give proper credit to the author. - You may not sell, rent or lease the document. If you want to use one of my guides _IN_ a guide of yours, like an item guide of mine in a general guide you're writing, feel free to do so, as long as you still follow the above. All I ask in addition to that is that you let me know when your guide is online so I can check it out. =============================================================================== |-----------------------------------------------------------------------------| | [C] Where This FAQ May be Found | |-----------------------------------------------------------------------------| JPatWorld http://www.jpatworld.com/ GameFAQs http://www.gamefaqs.com/ Cheat Happens http://www.cheathappens.com/ All other websites have permission to use this document, but they may be out of date or incorrect versions. The latest, newest versions can always be found at the above websites. =============================================================================== |-----------------------------------------------------------------------------| | [D] Other FAQs Written | |-----------------------------------------------------------------------------| This section may not always be up-to-date, as I'm not going to update every single one of my FAQs after making a new one. http://www.gamefaqs.com/features/recognition/8939.html ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=== GAME GUIDE TYPE ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=== Clock Tower 3 || File List Deus Ex: Invisible War || Walkthrough/FAQ ESPN NFL 2K5 || Milestones/Crib Unlockables ESPN NFL 2K5 || Strategy Guide/FAQ ESPN NHL 2K5 || Challenges & Unlockables Grand Theft Auto III || Walkthrough/FAQ Grand Theft Auto III || Song Guide James Bond 007: Everything or Nothing || Walkthrough/FAQ Madden NFL 2004 || Challenge Checklist MVP Baseball 2004 || Strategy Guide/FAQ MVP Baseball 2004 || Unlockables Guide Nocturne || Walkthrough/FAQ Red Faction || Walkthrough/FAQ RoadKill || Walkthrough/FAQ RoadKill || Song Guide Serious Sam || Walkthrough/FAQ SimCity 4: Rush Hour || Object Guide Splinter Cell: Pandora Tomorrow || Demo Walkthrough Star Wars: Knights of the Old Republic || Walkthrough/FAQ Star Wars: Knights of the Old Republic || Item List The Sims (PC) || Item List The Sims (CONSOLE) || Item List The Sims: House Party || Strategy Guide/FAQ Tony Hawk's Pro Skater 2X || Song Guide Tropico || Walkthrough/FAQ Unreal Tournament || Walkthrough/FAQ WWE RAW 2 || Move List/FAQ ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=== Total FAQs: 27 I have also written several strategy guides, in HTML format with screenshots, for the website Cheat Happens (www.cheathappens.com). ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=== Hitman: Contracts Spider-Man 2 The Chronicles of Riddick: Escape from Butcher Bay Unreal Tournament 2004 ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=== Total Guides: 4 =============================================================================== |-----------------------------------------------------------------------------| | [E] Star Wars: Knights of the Old Republic Copyright Information | |-----------------------------------------------------------------------------| Copyright 2003 LucasArts and BioWare. All rights reserved. =============================================================================== This document is copyright by US and Canadian copyright laws. This FAQ is for personal use only. This FAQ may not be altered or used for commercial use. Websites may use this document without permission, but they must give proper credit to the author and musn't alter it any way, shape or form. All websites, excluding GameFAQs (www.gamefaqs.com), are prohibited from renting, selling or leasing this document, whether it's for personal or commercial gain. Thank you. =============================================================================== End of Star Wars: Knights of the Old Republic Item Guide. Copyright 2004. All rights reserved. The author of this FAQ is in no way affiliated with LucasArts, LucasFilm BioWare, or any member of the Star Wars: Knights of the Old Republic development team.