ORIGINAL FAQ DATE: July 19th, 2003 STAR WARS: KNIGHTS OF THE OLD REPUBLIC An unffocial guide to all items and quest updates Author : JPaterson Version : 0.3 Last Updated : July 23rd, 2003, at 10:18pm EST Platform : Microsoft Xbox =============================================================================== ATTENTION: This FAQ is a constant work-in-progress, and may not have all information all at once. Feel free to contribute some by visiting the Contact section. WARNING: While this isn't a walkthrough, some items may be a spoiler. Do not complain if you read a spoiler here. =============================================================================== Welcome! This FAQ will give you information on all the items available in the game, as well as all notices and information recorded in your journal. This FAQ is in no way a walkthrough or strategy, and will not help you with any part of actually playing the game. =============================================================================== This document is copyrighted under United States and Canadian copyright laws. This document is for personal use only, and may not be reprinted or published, in part or in whole, in any form, including, but not limited to, electronic transmission or magazine publication, unless prior consent is given by the author. This document may not be sold to anybody, commercially or otherwise. Altering of this document is forbidden. If you own or operate a website and wish to post this document, please contact me. This document is copyright by US and Canadian copyright laws. This FAQ is f for personal use only. This FAQ may not be reprinted or reproduced, in part or in whole, in any form, including, but not limited to, electronic transmission and magazine publication, unless prior consent is given by the author. This FAQ may not be sold to anybody, commercial or otherwise. Referencing or altering of this FAQ is expressly forbidden. If you own or operate a website and wish to post this FAQ, please read *[2] Webmaster Information* The following publishers and/or publications are strictly forbidden from using this FAQ under any circumstance: - Snowball Entertainment (IGN) - Brady Games - Prima Games If any of these, or other, publications use this FAQ or part of this FAQ, they will be pursued to the fullest extent of the law. =============================================================================== UPDATE & REVISION HISTORY JULY 30th (v0.3) - More items added. JULY 20th (v0.2) - Added more items. Will do more later. JULY 19th (v0.1) - First started FAQ. Got a few items down. I have tons of items in my inventory that I'll get around to adding later. =============================================================================== Table of Contents [1] Contact Information [2] Webmaster Information [3] Where This FAQ May Be Found [4] FAQ Information [5] Star Wars: Knights of the Old Republic Copyright [6] Item Listing [6.1] Equippable Items [6.2] Quest Items [6.3] Usable Items [6.4] Utility Items [7] Contribute! =============================================================================== /-----------------------------------------------------------------------------\ | [1] Contact Information | \-----------------------------------------------------------------------------/ You can contact me via one of the following ways: E-Mail - Send all e-mails to jpaterson000@msn.com. Most e-mails will be replied to. =============================================================================== /-----------------------------------------------------------------------------\ | [2] Webmaster Information | \-----------------------------------------------------------------------------/ If you wish to post this on your website, please e-mail me with the following: - The name of your website - The address of your website =============================================================================== /-----------------------------------------------------------------------------\ | [3] Where This FAQ May Be Found | \-----------------------------------------------------------------------------/ This FAQ may be found here: - GameFAQs If a website has this FAQ and isn't listed above, it's using it illegally. =============================================================================== /-----------------------------------------------------------------------------\ | [4] FAQ Information | \-----------------------------------------------------------------------------/ Number of pages : 15 Word Count : 3768 line Count : 997 Best Font : Courier Best Font Size : 9 =============================================================================== /-----------------------------------------------------------------------------\ | [5] Star Wars: Knights of the Old Republic Copyright | \-----------------------------------------------------------------------------/ Copyright 2003 LucasArts and BioWare. All rights reserved. =============================================================================== /-----------------------------------------------------------------------------\ | [6] Item Listing \-----------------------------------------------------------------------------/ What this FAQ is about; a complete listing of items available in the game. Over time, and as I get deeper into the game, more items will become available and I will add them. Depending on my memory, if I remember where you can find a particular item, I will post it's location. If you have an item or items not listed here, please see the next section to contribute it. Items are ordered alphabetically. Some items may appear in more than one category, such as Sith Armor in both EQUIPPABLE and QUEST items. If this is the case, it will be listed twice. /-----------------------------------------------------------------------------\ | [6.1] Equippable Items | \-----------------------------------------------------------------------------/ ******************** Adrenaline Amplifier Saves: Reflex +2 This device improves the wearer's reflexes by triggering prolonged bursts of adrenaline. It is thought to be perfectly safe, with only a few instances of unctrolled muscle spasms. ******************** Advanced Adrenaline Amplifier Saves: Reflex +3 This device is an improved version of the basic model, increasing effectiveness with fewer occurrences of side effects. It improves reflexes by triggering prolonged bursts of adrenaline. ******************** Advanced Computer Tool 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 Stun Ray Required: Droid Upgrade Class 2 Uses: ##/10 Damage: None On Hit: Stun, 100% for 9 secs 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 product 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 Required: Droid Upgrade Class 2 Bonus Feat: Weapon Focus - Blaster Pistol & Weapon Focus - Blaster Rifle Meant for droids that see regular combat, this targeting unit improves on the basic model and greatly increases battlefield performance. ******************** Basic Targeting Computer Requires: Droid Upgrade Class 1 Bonus Feat: Weapon Focus (Blaster Pistol) Battle droids come factory ready for combat, but it is still wise to invest in targeting computer upgrades to optimize performance at range. Cost wises with quality, as always. ******************** Bendak's Blaster Requires: Weapon Proficiency - Blaster Pistol Damage: Energy, 2-7 Range: 23m Critical Threat: 20-20x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Attack Modifier: +1 Special: Upgradable, Ranged This blaster belonged to Bendak Starkiller, a duelist legendary on Taris. It is a highly adaptable weapon, and is definitely of better qualuty than any standard issue pistol. ******************** Blaster Carbine Requires: Weapon Proficiency - Blaster Rifle Damage: Energy, 1-8 Range: 25m Critical Threat: 19-20x2 Created initially by Gungus X Weapons, blaster carbine rifles have become very popular in recent years, helped by falling prices due to competition from other companies. ******************** Blaster Pistol Requires: Weapon Proficiency - Blaster Pistol Damage; Energy, 1-6 Range: 23m Critical Threat: 20-20x2 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 replaceable power pack. ******************** Blaster Rifle Requires: Weapon Proficiency - Blaster Rifle Damage: Energy, 1-8 Range: 28m Critical Threat: 19-20x2 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. ******************** Breath Mask Requires: Armor Proficiency - Medium Immunity: Poison Restricted: Not useable by Wookiees This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks. ******************** Brejik's Arm Band Damage Resistance: Resist 5/- vs. Slashing Brejik's arm band, when used in conjunction with his belt, generates an effective barrier against melee attacks. ******************** Brejik's Belt Damage Resistance: Resist 5/- vs. Bludgeoining Brejik's belt, when used in conjunction with his arm band, produces an effective barrier against melee attacks. ******************** Brejik's Gloves Dexterity: +1 Brejik's gloves are designed to enhance the hand/eye coordination of the wearer. ******************** Calo Nord's Battle Armor 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. ******************** Cardio Package Requires: Implant Level 1 Constitute: +1 This implant micromanges the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might. ******************** Cardio-Regulator Saves: Fortitude +2 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. ******************** Carth's Blaster Requires: Weapon Proficiency - Blaster Pistol Damage: Energy, 4-9 Range: 23m Critical Threat: 20-20x2 Balanced: +2/0 vs. two-weapon penalty if used in off hand Attack Modifier: +2 Special: Upgradeable, Ranged 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. ******************** Clothing These are simple garments that protect little more than the modesty of the wearer. ******************** Combat Suit Requires: Armor Proficiency - Light Defense Bonus: +4 Max Dexterity Bonus: +5 Even the most frugal of mercenaries know they need at least some protection from the rigors of combat, although suits of this type are recommended for light skirmishes only. ******************** Computer Probe Requires: Droid Upgrade Class 1 Skills: Computer Use +2 This retractable probe allows droid access to the higher programming functions of any computer terminal. Better quality probes provide cleaner access, increasing functionality. ******************** Dark Jedi Knight Robe Requires: Jedi Defense Defense Bonus: +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 hinderance to movement. ******************** Disruptor Rifle Requires: Weapon Proficiency - Blaster Rifle Damage: Physical, 1-6 Range: 28m Critical Threat: 20-20x2 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. ******************** Double-Bladed Lightsaber Requires: Weapon Proficiency - Lightsaber Damage: Energy, 2-20 Critical Threat: 20-20x2 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 more damage - but is also less percise - than the single-bladed variant. Colors available: Red, Yellow ******************** Droid Heavy Plating Type 2 Requires: 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 Light Plating Type 1 Requires: Droid Upgrade Class 1 Defense Bonus: +3 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. ******************** Droid Light Plating Type 2 Requires: Droid Upgrade Class 2 Defense Bonus: +4 Though 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. ******************** Droid Medium Plating Type 1 Requires: Droid Upgrade Class 1 Defense Bonus: +4 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. ******************** Droid Motion Sensors Type 1 Requires: Droid Upgrade Class 1 Skills: Awareness +2 These devices allow a droid to better detect creatures hidden by stealth shields. This basic model is the most inexpensive of the type, and is commonly available on many worlds. ******************** Echani Dueling Shield Uses: #/5 Deflection: Energy, Electrical - 60 pts Duration: 200 secs 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 Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +5 Special: Upgradeable, Armor Many elite Echani duelists use armor of this type, though its adaptability has made it popular with professional soldiers and bounty hunters alike. ******************** Energy Shield Uses: #/5 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. 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. ******************** Heavy Blaster Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 1-8 Range: 23m Critical Threat: 20-20x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand These resemble regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, the the former definitely has the edge in kill-potential. ******************** Ion Blaster Required: Weapon Proficiency - Blaster Pistol Damage: Ion, 1-4 Ion: +1-10 vs. Droid Range: 17m Critical Threat: 20-20x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Unlike a typical blaster, this weapon fires a stream of energy very damaging to electrical systems, causing havoc on the internal components of droids. ******************** Long Sword Required: Weapon Proficiency - Melee Weapons Damage: Physical, 1-12 Critical Threat: 20-20x2 Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but effective in the right hands. ******************** Motion Detection Goggles Requires: Armor Proficiency - Light Skills: Awareness +2, Demolitions +1, Security +1 Restricted: Not useable by Wookiees A built-in micro tracking processor means a user wearing these goggles can detect almost any movement. ******************** Neural Band Saves: Will +2 Restricted: Not useable by Wookiees Developed after the Exar Kun war, this item bolsters the willpower of the user by electrically reinforcing established mental patterns. Republic troops called it "Little Shocky". ******************** Prototype Vibroblade Requires: Weapon Proficiency - Melee Weapons Damage: Physical, 1-10 Damage Bonus: +1 Physical Critical Threat: 19-20x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Special: Upgradeable, Melee This is a very adaptable model of vibroblade, made for the user on a budget that will be purchasing as resources or finances become available. ******************** Republic Mod Armor Required: Armor Proficiency - Light Defense Bonus: 5 Max Dexterity Bonus: +4 Special: Upgradeable, Armor 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. ******************** 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 superfically appear to be a member of the Sand People species. ******************** Short Sword Requires: Weapon Proficiency - Melee Weapons Damage: Physical, 1-6 Critical Threat: 20-20x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand Disregarded by most modern warriors, a good short sword can still serve well in combat if the user is skilled. ******************** Sith Armor Defense Bonus: 2 Max Dexterity Bonus: +2 This full body armor could be used to fool people into thinking the wearer was one of the Sith. ******************** 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. 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. ******************** Vibroblade Required: Weapon Proficiency - Melee Weapons Damage: Physical, 1-10 Critical Threat: 19-20x2 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand 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. ******************** Vulkar Shock Stick Required: Weapon Proficiency - Melee Weapons Damage: Physical, 2-5 Critical Threat: 20-20x2 On Hit: Stun 25% chance, 6 seconds, DC 10 A favorite weapon of the Vulkars, this modified stun baton is designed more for the purpose of inflcting pain than actually incapacitating an opponent. The high-density cells needed for repeated discharge re unwieldy, making it unusable in the off-hand. ******************** /-----------------------------------------------------------------------------\ | [6.2] Quest Items | \-----------------------------------------------------------------------------/ ******************** Bantha Fodder This is a highly pungent mixture of local plants and fungus. Banthas apparently find it irresistible, though it's doubtful any intelligent species would willingly call it food. ******************** Bek Datapad This datapad seems to detail 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 prey of the rancors. If we place the bait properly, we can lure the rancor into eating something lethal enough to kill it. ******************** Chieftain's Gaffi Stick Required: Weapon Proficiency - Melee Weapons Damage: Physical, 1-8 Damage Bonus: +4 Physical Critical Threat: 20-20x2 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. ******************** Dantooine Map This is a map to the area a bit south the Jedi Enclave on Dantooine. ******************** Dantooine Map This is a map to the area outside the Jedi Enclave on Dantooine. ******************** Datapad This datapad contains detailed descriptions of you and Bastilla. It also has a brief message: Bastilla 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. ******************** 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 many years. ******************** Hunter's License This signifies that the bearer may exit Anchorhead to hunt out on the deserts of Tatoonie, having acknowledged that Czerka Corporation bears no responsibility for any harm that may come to them. ******************** 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. ******************** Pazaak Deck This is a standard Pazaak deck, complete with side cards. ******************** Pazaak Side Deck 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. ******************** Prison Key This key opens the holding cell in the Sandral Estate. ******************** 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. ******************** Rakghoul Serum this vial of green, bubbling liquid is the only hope of a cure for anyone infected with the rakghoul disease. ******************** Sith Armor Defense Bonus: 2 Max Dexterity Bonus: +2 This full body armor could be used to fool people into thinking the wearer was one of the Sith. ******************** Sharina's Wraid Plate This is the incredibly dense bone skull plate of a Tatooine desert wraid. ******************** Star Map: Dantooine You have recorded the coordinates from the Star Map you found on Dantooine into a datapad. ******************** Star Map: Tantoo You have recorded the coordinates from the Star Map you found on Tatooine into a datapad. ******************** 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 Juaa 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) ******************** ******************** ******************** ******************** ******************** ******************** ******************** ******************** /-----------------------------------------------------------------------------\ | [6.3] Usable Items | \-----------------------------------------------------------------------------/ ******************** Adrenal Alacrity Single Use Attribute Bonus: Dexterity +4 Speed: Movement +20% Duration: 120 secs 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. ******************** Adrenal Stamina Single Use Attribute Bonus: Constitute +4 Duration: 120 secs A shot of this enhancer provides a temporary boost in the constituton 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. ******************** Adrenal Strength Single Use Attribute Bonus: Strength +4 Duration: 120 secs 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. ******************** Advanced Medpac Single Use 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) ******************** Antidote Kit Single Use 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. ******************** Battle Stimulant Single Use Bonus: Vitality max +8pts Attack: +1 Damage: +1 Duration: 120 secs 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. ******************** Credits The basic currency used throughout the galaxy. ******************** 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. ******************** Life Support Pack Single Use A life support pack contains dermal 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). ******************** Medpac Single Use A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids. Basic medpacs heal 10 vitality points + WIS modifier + user's skill in Treat Injury. ******************** ******************** ******************** /-----------------------------------------------------------------------------\ | [6.4] Utility Items | \-----------------------------------------------------------------------------/ ******************** Adrenal Alacrity Single Use Attribute Bonus: Dexterity +4 Speed: Movement +20% Duration: 120 secs 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. ******************** Adrenal Stamina Single Use Attribute Bonus: Constitute +4 Duration: 120 secs A shot of this enhancer provides a temporary boost in the constituton 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. ******************** Adrenal Strength Single Use Attribute Bonus: Strength +4 Duration: 120 secs 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. ******************** Advanced Medpac Single Use 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) ******************** Advanced Repair Kit Single Use Included are an improved assortment 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). ******************** Antidote Kit Single Use 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. ******************** Armor Reinforcement Special: Upgrade Item, Armor Durasteel reinforcement is a complicated armor application that increases protective qualities. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable. ******************** Average Flash Mine Damage: None Secondary: Stun for 9 secs Area of Effect: 3.3m radius Save: DC20 to negate stun This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount. ******************** Beam Splitter Special: Item Upgrade, Ranged 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. ******************** Computer Spike 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. ******************** Concussion Grenade Damage: None Secondary: Stun for 9 secs Area of Effect: 4m Range: Long Save: DC15 for no effect 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. ******************** 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. ******************** Energy Projector Special: Upgrade Item, Melee 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. ******************** Frag Grenade Damage: Piercing, 20 pts Area of Effect: 4 meters Range: Long Save: DC15 for half damage Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective. ******************** Mesh Underlay Special: Upgrade Item, Armor 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. ******************** Parts 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. ******************** Poison Grenade Damage: Special Secondary: Poison, 4 pts every 3 secs Duration: 30sec Area of Effect: 4m Range: Long Save: DC25 for no effect 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. ******************** Race Bond 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 Included are the basic tools needed for a doid 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. ******************** Scope Special: Upgrade Item, Ranged 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. ******************** Sonic Grenade Damage: Sonic, 20pts Secondary: -6 Dexterity for 30 seconds Area of Effect: 4m Range: Long Save: DC15 for half damage, negates dexterity penalty These grenades explode loudly, but the majority of their effect is deliver in disorienting frequencies the ear can barely perceive, even as it is damaged. ******************** Synthesized Odor This appears to be a timed release device for a strange substance. The liquid has a very pungent odor. ******************** Vibration Cell Special: Upgrade Item, Melee 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. ******************** =============================================================================== /-----------------------------------------------------------------------------\ | [7] Contribute! | \-----------------------------------------------------------------------------/ If you'd like to contribute to this FAQ, I'd appreciate the following: - Item information If you send me info about an item, make sure you send everything, including requirements, skills, bonuses, critical threats, balances, restrictions, and description. Also include the name you wish to be credited as, and if you don't want your e-mail address shown, be sure to say so.