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Star Wars: Knights of the Old Republic - Xbox

Star Wars: Knights of the Old Republic FAQ

(Version: 5.0)
PRINT FRIENDLY VERSION

by Virgil 

                    ******START OF DOCUMENT******
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                         FAQ Information
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     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     +   _________                                              +
     +  |FAQ TITLE|__________________________________________   +
     +  |                     Star Wars                      |  +
     +  |      Knights of the Old Republic Walkthrough       |  +
     +   ____________________________________________________   +
     +   ________                                               +
     +  |PLATFORM|___________________________________________   +
     +  |                                                    |  +
     +  |                   MICROSOFT XBOX                   |  +
     +   ____________________________________________________   +
     +                                                          +
     +   __________                                             +
     +  |WRITTEN BY|_________________________________________   +
     +  |                                                    |  +
     +  |               GameFaQs User - Virgil               |  +
     +   ____________________________________________________   +
     +                                                          +
     +   _________________________________________              +
     +  |SITES WITH PERMISSION TO DISPLAY THIS FAQ|__________   +
     +  |                                                    |  +
     +  |           - http://www.gamefaqs.com                |  +
     +  |           - http://www.cheats.de                   |  +
     +   ____________________________________________________   +
     +                                                          +
     +   _______________                                        +
     +  |CURRENT VERSION|____________________________________   +
     +  |                                                    |  +
     +  |                  5.0 - 9/12/2003                   |  +
     +   ____________________________________________________   +
     +                                                          +
     +   _______                                                +
     +  |CONTACT|____________________________________________   +
     +  |                                                    |  +
     +  |               bdustin84@hotmail.com                |  +
     +   ____________________________________________________   +
     +                                                          +
     +   _________                                              +
     +  |COPYRIGHT|__________________________________________   +
     +  |                                                    |  +
     +  |          ©2003 by Dustin Antonio Belick            |  +
     +   ____________________________________________________   +
     +                                                          +
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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                           Spoiler Warning                            
======================================================================
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PLEASE NOTE THAT BECAUSE THIS FAQ IS A WALKTHROUGH, IT CONTAINS
MAJOR PLOT SPOILERS. YOU HAVE BEEN WARNED!!!!!
______________________________________________________________________



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                               Contents
======================================================================
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1. Version History
2. Introduction
3. Characters
4. Character Classes
5. Controls
6. Gameplay Tips
7. Combat Tips
8. Jedi Classes
9. Force Powers
10. Skills, Feats & Attributes
11. Items, Weapons & Armor
   11a. - Items - Crystals
   11b. - Items - Droid Upgrades
   11c. - Items - Recovery
   11d. - Items - Stimulants
   11e. - Items - Utility
   11f. - Items - Upgrades
   11g. - Weapons - Grenades
   11h. - Weapons - Lightsaber
   11i. - Weapons - Melee
   11j. - Weapons - Mines
   11k. - Weapons - Ranged
   11l. - Armor - Belt
   11m. - Armor - Body
   11n. - Armor - Hands
   11o. - Armor - Head
   11p. - Armor - Implant
   11q. - Armor - Shields
12. Pazaak
13. Swoop Bike Racing
14. Side-quests
   14a. - Taris Sidequests
   14b. - Dantooine Side-quests
   14c. - Tatooine Side-quests
   14d. - Manaan Side-quests
   14e. - Korriban Side-quests
   14f. - Kashyyyk Side-quests
   14g. - Ebon Hawk Side-quests
   14h. - Unknown World Side-quests
15. Walkthrough
   15a. - Endar Spire
   15b. - Taris
   15c. - Dantooine
   15d. - Tatooine
   15e. - Manaan
   15f. - Korriban
   15g. - Leviathan
   15h. - Kashyyyk
   15i. - Unknown World
   15j. - Star Forge
16. E-mail & Contact Guidelines
______________________________________________________________________



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                         1. Version History
======================================================================
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Version 0.1
8/8/2003 - Endar Spire section complete.

Version 0.5
8/9/2003 - Taris Walkthrough & side-quests complete.

Version 1.0
8/10/2003 - Dantooine Walkthrough & side-quests complete.

Version 1.5
8/11/2003 - Tatooine Walkthrough & side-quests complete.

Version 2.0
8/12/2003 - All subsections complete except Items, Weapons & Armor.
          - Manaan Walkthrough & side-quests complete.

Version 2.5
8/13/2003 - Character section added & complete.
          - Korriban Walkthrough & Side-quests complete.

Version 3.0
8/15/2003 - Leviathan walkthrough section complete.
          - Kashyyyk Walkthrough & Side-quests complete.
          - Armor (body) section started & complete.

Version 3.5
8/17/2003 - Unknown World Walkthrough & Side-quests complete.
          - Added a few body armors I missed in the last version.

Version 4.0
8/21/2003 - Star Forge section has been finished thus completing the
            Walkthrough.
          - Ebon Hawk Side-quests section complete.
          - Changed the entire layout of the FAQ.

Version 4.5
8/26/2003 - Corrected a few minor errors within the FAQ
          - The following has been added to the Item section:
            Crystals, Recovery, Stimulants and Utility.
          - The following has been added to the Armor section:
            Shields, Upgrades, Belt, Body, Hands, Head and Implant.

Version 5.0
9/12/2003 - The following has been added to the Item section:
            Droid Upgrades
          - The following has been added to the Weapons section:
            Grenades, Lightsaber, Melee, Mines and Ranged.
          - Revised the E-mail & Contact Guidelines section a bit.
          - Aside from very minor changes here and there, this FAQ is
            basically done and will reach FINAL version status in the
            next update.
______________________________________________________________________



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                            2. Introduction                           
======================================================================
----------------------------------------------------------------------
Kotor already has quite a few FAQs, but most are extremely vague. So,
I decided to write what I think is a 'Proper' Kotor Walkthrough FAQ. 

The path you must follow in the game can often be confusing. I wrote
this FAQ on a step by step basis. Hopefully you'll have no problem
working your way through the game with the aid of this guide.
______________________________________________________________________



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                            3. Characters                             
======================================================================
----------------------------------------------------------------------

__________
\  Carth  \
/_________/

Character Bio:
career soldier at 38, Carth has seen more than his fair share of war. A
skilled pilot and superior tactician, he has always faced his duty with
grim determination, believing that loyalty and dedication to the
Republic would see him through. He has come to discover, however, that
not everyone holds this opinion.

Hailed as a hero of the Mandalorian War, when the Sith began threatening
Republic space again, Carth thought that they could be fought like any
other enemy, but their influence extends far past simple starships and
blasters. Though he will not speak of it, a very personal betrayal has 
affected him deeply. Duty called him to fight the Sith, but now outright
hatred threatens to replace it.

Class:
Soldier

Location:
Carth joins your party during the escape of the Endar Spire.

________________
\  Mission Vao  \
/_______________/

Character Bio:
Surviving in the Lower City of Taris is no easy task, particularly or a
young Twi'Lek girl on her own. But Mission has not only survived in the
hard world of the swoop gangs, she's thrived. Nobody knows the hidden
alleys, backstreets and secret entrances in the Lower City like this
former street urchin, and she's even been known to explore the creature-
infested sewers of the Undercity itself.

Of course, such active curiosity is bound to create enemies, and there
are some - particularly the Black Vulkar swoop gang - who would like to
bring Mission's adventures to a permanent end. But despite the dangerous
situations she constantly finds herself in, this spirited young Twi'Lek
always manages to find a way out. And if her quick reflexes, quick
thinking and even quicker mouth can't save her, she always has one last
card she can play: her eight foot-tall Wookiee companion, Zaalbar.

The odd pair have been inseparable ever since Zaalbar arrived on Taris,
and despite the obvious contrasts between them, their friendship has
benefited them both. Zaalbar knows that Mission will always come up with
a plan to make sure they have food in their bellies and a safe place to
stay. And Mission knows hat whatever trouble her schemes might get them
into, Big Z will always be there to watch her back.

Class:
Scoundrel

Location:
Mission will join up with you in search of her missing friend Zaalbar.

____________
\  Zaalbar  \
/___________/

Character Bio:
The city world of Taris is a strange place to find a Wookiee, but Zaalbar
has managed to create a life for himself there, far from the kilometer
high wroshyr trees of his homeworld. Zaalbar will say little about why he
left Kashyyyk, but it is obvious that the memories of his old life are
painful.

Yet even though the secret miseries of Kashyyyk have been left behind,
Taris brings its own brand of suffering. Aliens are never welcome on
Taris, and this is particularly true for eight-foot tall, hair-covered
giants capable of snapping one's neck with a single, casual swipe.
Zaalbar's beastly appearance and strange language lead many to believe
that he is nothing but an animal, barely capable of thought and useful
only for his great strength and legendary Wookiee temper. 

With these prejudices working against him, Zaalbar seemed destined to end
up as an enforcer for one of the many swoop gangs on Taris. But a chance
meeting with a young Twi'Lek girl named Mission Vao saved him from a life
of senseless violence. Mission recognized Zaalbar was more than a
lumbering brute and the two quickly became the best of friends. 

The strange pair are now a familiar site in Taris' Lower City, and
whenever the irrepressible young Twi'Lek gets into trouble, her Wookiee
companion is always close by to help get her out.

Class:
Scout

Location:
Once you rescue Zaalbar from Gamorrean slavers on Taris, he bestows the
most sacred of all Wookiee customs upon you, the Life Debt. Zaalbar will
follow you till your body draws breath no more.

_________________
\  Bastila Shan  \
/________________/

Character Bio:
To most, the Jedi order is more than a vocation; it is a calling. To a
select few it is much more. Bastila Shan is the quintessential Jedi:
trained from a very young age and gifted with a natural ability with the
Force that has given her both renown and considerable pride. Despite her
youth, Bastila is skilled in the rare art of Battle Meditation... through
sheer force of will she an influence the course of a battle. One side is
given courage and strength while the other is sapped of their will. This
ability alone has put Bastila into the forefront of the Republic's plan
to defeat the Sith.

Bastila is brash and impulsive. She is overconfident and seems to walk
invincible through her world, though that is hardly the case. Bastila is
well aware of the responsibility that presses down on her shoulders. Her
Jedi masters urge her to be cautious, but Bastila turns every fiber of
her being towards defeating the Sith menace and proving herself to the
Jedi. No one doubts that she will one day be a great Jedi... but at what
cost? Bastila possesses all the qualities that separate those special
few destined to leave their mark on history, but her very youth and
determination may be what ultimately consumes her. She has much to learn,
and little time to earn it as the Sith menace continues to gather its
strength.

Even in the dark halls where the Sith Lords gather, young Bastila is
whispered to be a Jedi of note. Who knows the terrible cost of such dark
praise?

Class:
Jedi Sentinel

Location:
Bastila officially joins your party once your rescue her from the hands
of Brejik during the Taris Swoop Race.

__________
\  T3-M4  \
/_________/

Character Bio:
Utility droids of all makes and models are a common sight on every
planet throughout the galaxy. The versatility of these handy little
droids, combined with their reliable programming and affordability, has
made them popular for everything from light janitorial duties to complex
mechanical repairs and maintenance. Among the premier utility droids
currently available are those in the T3 series. Though more expensive
than most standard models, T3 droids contain the latest in advanced
circuitry and programming, and are easily fitted with a variety of
customized upgrades.

T3-M4, a prototype of the latest model in this prestigious line, was
created in a droid shop on Taris to serve as a personal security unit
for an anonymous buyer. Along with the standard functionality, T3-M4 was
equipped with light armor plating and upgradeable weapon functionality.
These combat capabilities, combined with the droid's innate computer
slicing and code breaking skills, have led many to speculate about the
identity of the droid's unknown buyer. Given  the expense, abilities and
advanced technology of this little droid, most suspect that T3-M4 is
being fitted for something far more than a simple personal security
position. 

Class:
Expert Droid

Location:
You'll need to purchase T3-M4 from the Droid Shop on Taris during your
mission to steal the Taris launch codes.

___________________
\  Canderous Ordo  \
/__________________/

Character Bio:
Canderous Ordo makes his living as a mercenary, selling his services to
the highest bidder. Most often this turns out to be an underworld figure
wanting to capitalize on his considerable skills as a combatant,
tactician, and outright thug. If his criminal clients knew where he
learned his trade, however, even they might have second thoughts about
hiring him.

Canderous is a Mandalorian, and as such, he was on the losing side of
the Mandalorian Wars with the Republic. He was no foot soldier, however,
and had an active hand in the planning and execution of many battles
that did not go in the Republic's favor. There is a lot of blood on his
hands, and he doubts that enough time has passed for people to view his
actions as he does, with the impersonal eye of a career soldier.
Likewise, he takes no insult from the defeat of his people. It was all
just business.

For now, Canderous spends his time employed by Davik, a crime lord with
influence throughout the Taris undercity. The traitorous actions of Revan
and Malak and the current aggression of the Sith have distracted the
citizens of the Republic to the point where they are no longer concerned
about defeated enemies, and he can go about his business in peace.
Working as a small-time enforcer is not how he pictured his career ending
up, however, and any offer for more interesting work would likely get
serious consideration. 

Class:
Soldier

Location:
Canderous joins your party after you steal the launch codes necessary to
pass through the Sith blockade on Taris.

___________
\  Juhani  \
/__________/

Character Bio:
Juhani, like most Cathar who choose to join the Jedi Order, is locked in
a never ending struggle to find a balance between her instincts and her
training. The feline Cathar are known throughout the galaxy for their
courage in battle, their fierce loyalty and their quick tempers; such
intense passions can make it difficult for one of this proud species to
follow the way of the light.

Yet Juhani has given herself fully to the Jedi, and she is determined to
master both her volatile emotions and her ability in the Force. She
strives to be a paragon of the Order; she has sworn to live her life
completely by the Jedi code. Because of this, she does not easily accept
failure in herself or in others.

Still, there are some among the Order who question whether this Cathar
can ever learn to control her burning passions. It remains to be seen
whether Juhani can live up to her own demanding standards, but even her
own Master fears her impossible quest for perfection will result in
frustration and despair... emotions that can lead to the dark side.

Class:
Jedi Guardian

Location:
Juhani will join your party ONLY if you turned her back to the Light
Side at the Tainted Grove. She will then accompany you after you get the
Star Map from the Ruins.

__________
\  HK-47  \
/_________/

Character Bio:
A self-sentient killing machine, it is obvious merely from its menacing
appearance that HK-47 is far more than an ordinary combat droid. With a
devastating arsenal of high-powered weaponry, a ruthless and single-
minded pursuit of its termination targets, and a pre-programmed
disregard for all organic life, this Hunter-Killer model is one of the
most dangerous assassins in the galaxy.

Rumored to have been created by Czerka Corp to eliminate the heads of
rival corporations, HK-47 is quite capable of laying waste to an entire
building in an effort to dispose of a single target, as it has
demonstrated on more than one occasion in the past. This wanton carnage,
combined with the tendency of the droid's previous owners to come to
rather gruesome ends, has led most civilized planets to issue explicit
bans on all HK-model assassin droids.

But on the dangerous worlds of the Outer Rim, having a merciless,
flame-throwing engine of destruction at your side can be quite useful...
until it decides you're the next target...

Class:
Combat Droid

Location:
To have HK-47 join your party, you must purchase him from the Droid Shop
on Tatooine.

________________
\  Jolee Bindo  \
/_______________/

Character Bio:
A former smuggler, and skilled Jedi, who has chosen to retreat from
society and live out his days in seclusion and obscurity, Jolee Bindo
cloaks himself in indifference to hide his sorrow. He appears as a
cantankerous old man who readily dismisses the wide world and its
troubles with an impatient wave of his hand, but his care and wisdom
still shine through the many layers he has draped around his heart.

His story is unknown aside from rumors that he fought in the great war
of Exar Kun four decades ago, a time when Jedi turned against Jedi and
the dark side threatened to swallow the galaxy. What happened so long
ago that would push a man to leave the Jedi order, to leave civilization
itself and go into self-imposed exile in the deepest shadows of wild
Kashyyyk? Jolee himself is not forthcoming and scoffs at any suggestion
that he might be something more than what he appears: an old man.

One thing that is very clear; he is weary of this world and its endless,
pointless struggles. He insists that all he wants is peace, but Jolee
Bindo's eyes, the eyes of a fighter, the eyes of a Jedi - tell a
different story.

Class:
Jedi Consular

Location:
Jolee will join your party during your quest for the Star Map on
Kashyyyk.
______________________________________________________________________



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                         4. Character Classes
======================================================================
----------------------------------------------------------------------

______________
\  Scoundrel  \
/_____________/

Description:
A skillful rogue that gets by on stealth and guile. Scoundrels survive
through wit and guile, traits that sometimes place them on the wrong
side of the law. Intelligence, Dexterity and Charisma are the trademarks
of a scoundrel.

Starting Stats:
***NOTE*** These stats are based off of the Quick Character creation
method.

Vitality     - 6
Defence      - 15
Strength     - 10
Dexterity    - 16
Constitution - 10
Intelligence - 14
Wisdom       - 12
Charisma     - 14
Fortitude    - 0
Reflex       - 5
Will         - 1

Starting Feats:
- Armor Proficiency: Light
- Critical Strike
- Sniper Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Melee Weapons
- Sneak Attack 1
- Scoundrel's Luck
- Dueling

Basic Class Attributes:
- 6 Vitality / level
- Fast skill progression
- Slow feat progression

__________
\  Scout  \
/_________/

An explorer most at home on the fringes of space. Scouts are explorers,
trained to understand their surroundings and how to survive in them.
Dexterity, Intelligence and Wisdom are the most important abilities of a
scout.

Starting Stats:
***NOTE*** These stats are based off of the Quick Character creation
method.

Vitality     - 9
Defence      - 13
Strength     - 12
Dexterity    - 16
Constitution - 12
Intelligence - 14
Wisdom       - 12
Charisma     - 10
Fortitude    - 3
Reflex       - 5
Will         - 3

Starting Feats:
- Armor Proficiency: Light
- Armor Proficiency: Medium
- Critical Strike
- Flurry
- Implant Level 1
- Rapid Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Melee Weapons

Basic Class Attributes:
- 8 Vitality / level
- Average skill progression
- Average feat progression

____________
\  Soldier  \
/___________/

A battle-ready fighter with no equal in combat. Soldiers are masters of
combat in all its forms, believing that the best way to survive a fight
is to win it. Dexterity, Constitution and Strength are key to an
effective soldier.

Starting Stats:
***NOTE*** These stats are based off of the Quick Character creation
method.

Vitality     - 12
Defence      - 12
Strength     - 16
Dexterity    - 14
Constitution - 14
Intelligence - 10
Wisdom       - 12
Charisma     - 10
Fortitude    - 4
Reflex       - 2
Will         - 1

Starting Feats:
- Armor Proficiency: Light
- Armor Proficiency: Medium
- Armor Proficiency: Heavy
- Power Attack
- Power Blast
- Rapid Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Heavy Weapons
- Weapon Proficiency: Melee Weapons

Basic Class Attributes:
- 10 Vitality / level
- Slow skill progression
- Fast feat progression
______________________________________________________________________



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======================================================================
                            5. Jedi Classes
======================================================================
----------------------------------------------------------------------

__________________
\  Jedi Guardian  \
/_________________/

- Jedi Guardians train for battle and physical prowess.
- Jedi Guardians battle against the forces of evil and the dark side.
  They focus on combat training and masterful use of the lightsaber.
- Basic Class Attributes:
  10 Vitality per level
  4 Force points per level
  Slow skill progression
  Fast feat progression
- Automatic Bonus Feat:
  Force Jump (allows player to instantly close the distance and attack
  an opponent within 10 metres)

__________________
\  Jedi Consular  \
/_________________/

- Jedi Consulars seek to master the awesome power of the force.
- Jedi Consulars seek to bring balance to the universe. They focus less
  on physical combat and more on mental disciplines in order to augment
  their mastery of the Force.
- Basic Class Attributes:
  6 Vitality per level
  8 Force points per level
  Slow skill progression
  Slow feat progression
- Automatic Bonus Feat:
  Force Focus (makes it harder for opponents to resist their Force
  Powers)

__________________
\  Jedi Sentinel  \
/_________________/

- Jedi Sentinels seek to find a balance between these two extremes.
- Jedi Sentinels ferret out deceit and injustice, bringing them to
  light. They strike a balance between the physical and mental
  disciplines of the Jedi Order.
- Basic Class Attributes:
  8 Vitality per level
  6 Force points per level
  Average skill progression
  Slow feat progression
- Automatic Bonus Feat:
  Jedi Immunity (immune to fear)
______________________________________________________________________



----------------------------------------------------------------------
======================================================================
                              6. Controls                             
======================================================================
----------------------------------------------------------------------

____________________
\  Left Thumbstick  \
/___________________/

- Controls movement of the selected character.

_____________________
\  Right Thumbstick  \
/____________________/

- Camera control. Press LEFT or RIGHT to rotate the
  camera. Click for free look. (FPS - First Person
  Perspective)

____________________
\  Directional Pad  \
/___________________/

- Use to cycle through the Action menu.

_____________
\  A Button  \
/____________/

- Default action.

_____________
\  B Button  \
/____________/

- Cancel

_____________
\  Y Button  \
/____________/

- Delete action from the Action queue.
- Melee weapon animation.

_____________
\  X Button  \
/____________/

- Add action to the Action queue.

_________________
\  Black Button  \
/________________/

- Cycle through characters.

_________________
\  White Button  \
/________________/

- Combat Pause

_________________
\  Start Button  \
/________________/

- Access in-game menus.

________________
\  Back Button  \
/_______________/

- Toggle Solo mode.

_________________
\  Left Trigger  \
/________________/

- Cycle through the targets or cycle through menus.

__________________
\  Right Trigger  \
/_________________/
- Cycle through targets or cycle through menus.
______________________________________________________________________



----------------------------------------------------------------------
======================================================================
                           7. Gameplay Tips                           
======================================================================
----------------------------------------------------------------------
- Kotor has many surprises and events. Save often and use multiple save
  slots so you always have a rollback if make a mistake or forget to get
  that important item or complete that particular quest.
- Areas are huge in Kotor, so use your map often. Important locations
  within areas are automatically marked on your map so you can easily
  find them.
- The Persuasion skill is one of the most used skills in the game. It
  can net you extra quests, Light and Dark Side points, and double
  credits for rewards.
- If you can't figure where to head next, speak with the many NPCs in
  the area. They can often offer clues on where to head next.
- Many of the quests within the game come from the different NPCs found
  within the game. Make sure to talk to any characters you see that have
  an actual name over their head (Taris Citizen etc don't count).
- You can practice many of the mini-games found within Kotor before
  actually participating in them. Pazaak with Mission on the Ebon Hawk,
  Gun Turret battle by speaking with HK-47 on the Ebon Hawk, and
  practice runs at the various swoop tracks throughout the galaxy.
- You can have various items made for you by talking to different party
  members onboard the Ebon Hawk. Grenades from Zaalbar, Security Spikes
  from Mission and T3-M4, MedPacs from Jolee, and Stimpacks from
  Canderous.
______________________________________________________________________



----------------------------------------------------------------------
======================================================================
                            8. Combat Tips                            
======================================================================
----------------------------------------------------------------------
- Prepare for battle before engaging with an enemy. Load up on Stimpacks,
  Energy Shield and force powers before heading into combat. Failing to
  do this can often cost you important battles.
- If you're having problems defeating a certain enemy or group, try
  placing mines on the ground before the encounter. When the battle
  starts, lure the enemies into the mines to give you a starting edge.
- Droids are very weak to ion weapons. Use Ion Blasters and Grenades
  when fighting them to have a much easier time.
- Ion blasters penetrate Energy Shields. When battling with an enemy
  with a powerful Energy Shield, use one of these blasters to punch
  through these shields and damage them easier.
- Use the appropriate Force Powers for each battle. Don't cast Force
  Resistance while fighting non-Force characters, and don't cast Destroy
  Droid on non-droid enemies.
- Don't go into battle with a half empty Force gauge. Wait for it to
  recharge before engaging the next group of enemies (if possible). Not
  doing so greatly decreases your chance at survival.
- If a particular party member is being hammered on hard by enemies,
  take control of them and pull them out of the thick of battle. Heal
  them, and have a character well armored block the enemy's path to the
  injured character till they are ready to re-enter combat.
- Queue up on health replenishing items/powers. It can save you from
  that unexpected critical hit.
- Use Stealth to sneak up on enemies and snag that first critical hit.
  This is a great way to weaken strong groups of characters.
- If you have an ample supply of Grenades, start out a battle by
  throwing one into a group of far-away enemies. Most times, enemies
  won't see you until the Grenade has already done its damage.
- Use the Force Power Knight Speed or greater to retreat from battle and
  heal yourself when things get too hot to handle.
- If you find an enemy is too strong to face, have the party member the
  enemy is attacking run in circles. Then have the remaining party
  members target this enemy. More times than not, he'll be too busy
  pursuing the said character to be bothered to put up any resistance
  against your attacks.
- Reactivate Energy Shields and support Force Powers as soon as they
  wear off (if possible). Many battles can be lost because failure to do
  so.
- Never go into battle without full health. This is practically suicide
  as once a party member goes down, he won't be revived till after the
  battle.
- Droid characters are invulnerable to many Force related powers. Keep
  this is mind when battling those powerful Force-heavy enemies.
______________________________________________________________________



----------------------------------------------------------------------
======================================================================
                           9. Force Powers
======================================================================
----------------------------------------------------------------------

______________________
\  Core Force Powers  \
/_____________________/

Throw Lightsaber:
- Using the Force, the Jedi guides the lightsaber to  the target and
  back. A successful attack confers damage based on level.
- A great power to use at the start of a battle. It helps to knock off a
  small chunk of health before the enemy comes within attacking range.
  Also useful to use on enemies distracted by other party members.

Burst of Speed:
- Allows a Jedi to press his or her body to it limit, gaining double
  movement speed and +2 defence. Not useable with armor.
- Every Jedi, Light or Dark, should have this skill or its upgraded
  versions. The double movement is great because it can give you the
  speed to retreat from battle if things become too dangerous to
  continue. The added defence bonus is great because you can't use high
  defence armor while still being able to cast this power.

Knight Speed:
- Attuned with the Force, the Jedi briefly gains double movement speed,
  +4 defence, and +1 attack per round. Not useable with armor.
- The same thing as above applies to this Force power. You get twice the
  defence bonus making it that much more valuable. Great for any class
  of Jedi.

Master Speed:
- Focusing the Force within, the Jedi briefly gains double movement
  speed, +4 defence, and +2 attacks per round. Not useable with armor.
- Same defence as before, but 1 extra attack point than last time. Still
  a good power, but it would be in your best interest to stick with
  Knight Power and invest in a different Force Power. It just doesn't
  offer anything too great that the previous one didn't.

Force Push:
- The Jedi lashed out with the Force. The target is pushed back and
  knocked down, suffering damage modified by the Jedi's level. May also
  stun target.
- Not very effective in its basic form, but the later stages of this
  power are very effective in keeping large groups of enemies at bay.

Force: Whirlwind:
- The Jedi creates a maelstrom of dust. The target takes damage based on
  the Jedi's level and is immobilized by a small pocket of air.
- Very effective on single enemies as they can't move for a certain
  period of time. This leaves them largely open to ranged or melee
  attacks. Once an opponent is trapped within the vortex, the battle is
  quickly ended.

Force Wave:
- The Force pulses from the Jedi. Nearby enemies are thrown back and
  knocked down, suffering damage modified by the Jedi's level. May also
  stun the target.
- If you're going to invest in Force Push, upgrading it to this version
  is an absolute must. Very effective when you find you're being
  overwhelmed by many opponents. Great power to use to keep enemies at
  bay while you power up on support force powers.

Force Resistance:
- Fortifies a Jedi against Force-based attacks, granting a good chance
  of negating their effects. Duration 60 seconds.
- Great against Dark Jedi and apprentices, but against much stronger
  force characters, you'll find it helps very little.

Force Immunity:
- Steels the Jedi against Force-based attacks, granting a superior
  chance to negate their effects. Duration 60 seconds.
- The best possible protection against the Force powers of enemies. Even
  with it's added protection, you still may have a hard time avoiding
  the power of many Jedi Masters.

Affect Mind:
- Enables Force Persuade dialogue options that allow the main character
  to manipulate the weak minded. Does not affect droids.
- With this power, you'll have extra options to respond with during
  conversations. Be careful while using this power as it can lead to
  many Dark Side Points if used incorrectly.

Dominate Mind:
- This reinforces the will of the Jedi. Force Persuade dialogue options
  become very hard to resist. Does not affect droids.
- This won't add any extra options during conversations that Affect Mind
  didn't, but you will have a much higher success rate while using it.
  Keep in mind that there are some creatures with incredibly powerful
  minds, and no amount of Force Persuasion will change their mind.

Force Suppression:
- Attacks the will of the target, cancelling all first and second tier
  Force powers. This will individually affect each active Force power.
- A good power to use while fighting with the support of other party
  members. Not a very practical power to use while fighting one on one
  with another opponent as they can easily re-cast all lost Force
  powers. You'll find yourself spending more far too much time having to
  re-cast this power, than actually engaging the enemy. Best used when
  you have a party member who can sit back and cast this while you
  attack the enemy.

Force Breach:
- Shatters the target's concentration, cancelling ALL active Force
  powers. This will individually affect each active Force power.
- Being that this power can remove all actively casted Force powers from
  an opponent, make it a bit more useable than Force Suppression. A must
  while fighting force heavy enemies. Still, this skill remains for non-
  combat characters. Don't bother getting this skill if you're a Jedi
  Guardian. Stick with Force Suppression instead.

____________________________
\  Light Side Force Powers  \
/___________________________/

Stun:
- The Jedi uses the Force to overwhelm the mind of the target, stunning
  them for 9 seconds. Does not affect droids.
- Because it can only target one opponent at a time, it's best used
  while fighting one on one  with another opponent. Great while fighting
  with a group of opponents that has one really strong character that
  you can immobilize and hammer on with all party members.

Stasis:
- The target is held in a paralytic stasis, unable to move or take any
  action for 9 seconds. Does not affect droids.
- Pretty much the same thing as Stun, just a little more reliable in
  terms of accuracy. If you can successfully cast this on an opponent,
  he's as good as dead.

Stasis Field:
- This power can lull the senses of a group, placing all enemies near
  the target into a catatonic stasis. Does not affect droids.
- If this power had a bit better accuracy, then it would be one of the
  most powerful Force powers within the game. Most times it will only
  affect 1 or 2 enemies out of a group of 5. Stick with Stasis as it's
  much more reliable and costs less to cast.

Stun Droid:
- This power can send a surge of energy through the processor of a
  droid, rendering them immobile for 12 seconds.
- Absolutely essential while playing as a Light Side character. There
  are some crazily overpowered droids within Kotor, and you'll need this
  in order to survive their attacks. Once successfully casted, have all
  party members use their strongest attacks to hammer away at the droid
  till it's destroyed.

Disable Droid:
- Temporary shuts down all droids within 5 metres of a target droid.
  Affected droids remain disabled for 12 seconds.
- Even better than Stun Droid. With the capability to knock out several
  at once, you should have no trouble taking out multiple droid enemies.
  Having two characters with this power can greatly help to keep droid
  enemies completely incapacitated for the entire battle until they're
  destroyed.

Destroy Droid:
- All droids within 6 metres of a target droid take damage based on the
  level of the attacker. May also stun target droid.
- A good choice while fighting weaker, less armored droids. Can often
  destroy them with 1 or 2 blasts. For heavier, more powerful droids,
  stick with Stun or Disable and then finish them will off with attacks.

Force Aura:
- Cloaked in the Force, the Jedi gains a temporary +2 bonus to defence
  and all saving throws. Not useable with armor.
- Good while fighting without the aid of a party, but you'd be better
  off using Force Valor as it affects all party members.

Force Shield:
- Drawing the Force into a protective barrier, the  Jedi temporary gains
  +4 to defence and all saving throws. Not useable with armor.
- The added +2 to defence is nice, but again, the valor series is a
  better choice because it an entire party effect.

Force Armor:
- Becoming one with the Force, the Jedi temporarily gains +6 to defence
  and all saving throws. Not useable with armor.
- Very solid defence to go into battle with. This power can make up for
  the lack of light, medium and heavy battle armor.

Force Valor:
- The Jedi pulls the Force around the entire party. All physical
  attributes and saving throws briefly gain +2. The Jedi cant't be
  wearing armor.
- In my opinion, these series of powers are among the best of the Force
  support Powers in the game. The effect of this power doesn't last
  long, so don't cast until you're in the thick of battle.

Knight Valor:
- The Jedi further surrounds the party in the Force, granting poison
  immunity and +3 to attributes and saving throws. The Jedi can't be
  wearing armor.
- Another point added to defence, and the addition of poison immunity
  give you no excuses to upgrade to the next version of the valor series.

Master Valor:
- The Jedi essentially encases the party in the Force, granting poison
  immunity and +5 to attributes and saving throws. The Jedi can't be
  wearing armor.
- The top of the line in the valor series. This power is essential to
  surviving some of the tougher fights within the game. With + 5 to all
  attributes, its like a giant Stimpack in one. Re-cast as it wears off
  in battle. Combine with Energy Shields for an unbeatable combination.

Cure:
- The Jedi directs the Force to heal the entire party for 5 vitality
  points +1 point for every Charisma and Wisdom modifier, and the level
  of the Force user.
- The single most important Force Power you have at your disposal. Many
  argue that it makes MedPacs obsolete, but I say use a MedPac rather
  than use Cure/Heal. It's ability to cure all party members is the real
  key. Wait till all party members have taken damage and then use.
  Besides, you can only rely on this power until your Force Points are
  depleted.

Heal:
- The Jedi directs the Force to cure poison and heal the entire party
  for 10 vitality points +1 point for every Charisma and Wisdom
  modifier, and the level of the Force user. This does not affect
  droids.
- The upgraded version of Cure is even more versatile than its
  predecessor. With the ability to cure poison, it cuts down on the
  amount of Antidote Kits you'll need to carry. Because Heal can recover
  a larger portion of health than Cure makes it even more valuable. Make
  sure every Force user in your party has this upgraded version.
  Nothing's stronger than having 3 party members with the ability to
  constantly cure each other in battle. Queue up several of these with
  each party member in dangerous/difficult battles.

___________________________
\  Dark Side Force Powers  \
/__________________________/

Wound:
- The Jedi triggers spasms in a victim's lungs, stunning them and
  inflicting damage that increases with level. Does not affect droids.
- You can't be a Dark Side character and not have this attack. A great
  way to shave off a portion of health at the beginning of the battle.

Choke:
- The Jedi uses the Force to throttle the target at range. This stuns,
  inflicts damage and lowers attribute scores. Does not affect droids.
- Would Darth Vader have been as cool as he was without this power? No,
  no he wouldn't. Again, a great power to start out battle with. Follow
  this power up by quickly engaging the opponent in melee combat. If
  executed properly, can easily destroy an enemy before the battle has
  even begun.

Kill:
- A vile use if the Force. The target must succeed at a Fortitude save
  or simply choke and die. Does not affect droids.
- One of the most deadly powers at a Dark Jedi's disposal. Quickly
  target and cast this power on multiple opponents for maximum effect.

Slow:
- This power clouds the mind, inflicting penalties to defence, reflex
  saves, melee attack and damage. Does not affect droids.
- Not very practical against weaker enemies, but essential in weakening
  some of the stronger brutes within the game.

Affliction:
- Functions like a poison. The target is slowed and suffers attribute
  penalties that get worse over time. Does not affect droids.
- Best casted at the start of the battle as to utilize its prolonged
  affect.

Plague:
- Horribly debilitating, this power slows the target and inflicts
  attribute penalties that get far worse over time. Does not affect
  droids.
- Again, best used at the beginning of battle. Being that it's only
  slightly stronger, might want to stick with Affliction unless you're a
  heavy Force user.

Fear:
- Attacking the mind, this power causes temporary fear in the target,
  prompting them to flee the Jedi. Does not affect droids.
- Two Jedi simultaneously casting this power can completely immobilize a
  party long enough for you to wipe them out. Much more useful at
  upgraded version.

Horror:
- Tapping the primal fears, this power inflicts a temporary catatonic
  state in all enemies around the target. Does not affect droids.
- If you're going to use Fear, you may as well take it one step further
  and upgrade to this version. With the ability to affect multiple
  enemies, you'll be free to use your remaining party members to attack
  the enemies full force without any worry of resistance.

Insanity:
- The Jedi temporarily inflames paranoia and doubt, rendering the target
  horrified. Does not affect droids.
- A much stronger version of Fear. Best left to Force Heavy users to
  utilize its full effects.

Shock:
- The Jedi uses the Force to pulse electricity through a target,
  inflicting damage modified by level. Not useable with armor.
- This power is Dark Side all the way. At this stage it's not very
  useful, but as you upgrade it to later stages, becomes a Dark Jedi's
  most powerful Force Power.

Lightning:
- The Jedi sends bolts of electricity through all enemies around the
  target, inflicting damage modified by level. Not useable with armor.
- It's here at this stage that we start to see the awesome potential of
  this power. Quickly cast this power multiple times as the battle
  begins to knock off a large portion of all surrounding enemies health.

Force Storm:
- An electrical attack on all enemies near the target, inflicting level-
  based damage to both vitality and Force points totals. Not useable
  with armor.
- If you cast this power multiple times on incoming enemies, you can
  almost completely wipe them out before they can engage you in melee
  battle. A must have for ALL Dark characters.

Drain Life:
- This vile power taps the target's life to heal the Jedi. Damage
  drained and healed is modified by level. Does not affect droids.
- A dark side alternative to Cure/Heal. A great way to do a nice amount
  of damage to the enemy and keep yourself healed. Also, very important
  power to have for the final battle in the game...

Death Field:
- Truly dark, this power tears life from surrounding enemies and heals
  the Jedi by the highest damage suffered. Does not affect droids.
- Even more useful than Drain Life, this power can keep you going in the
  thick of battle. Try to use during the later stages of a battle to
  finish off an opponent and heal yourself at the same time.
______________________________________________________________________



----------------------------------------------------------------------
======================================================================
                    10. Skills, Feats & Attributes
======================================================================
----------------------------------------------------------------------

___________
\  Skills  \
/__________/

Computer Use:
- Related to Intelligence. Used with computer spikes to access computer
  terminals. Harder tasks require more spikes. This skill reduces the
  number of spikes needed by 1 for every 4 points total.
- A good skill to invest in when playing as Scouts and Scoundrels.
  Because you don't have the vitality and strength of a Soldier, you
  have to rely on alternative tactics. Being able to reprogram a gun
  turret to fire on enemy soldiers or unlock a door without the need of
  a passcard can save you from having to battle your way through many
  areas.

Demolitions:
- Related to Intelligence. Used to set or disable mines of low (DC15 to
  set), medium (DC20 to set), or high difficulty (DC25 to set).
  Disarming adds +5 to the DC. Recovery adds +10. Cannot be used
  untrained.
- Another alternative to heavy melee combat that all Scouts and
  especially Scoundrels should utilize. Mines set by player characters,
  can't be triggered by fellow party members so don't be afraid to place
  them at your leisure. Luring enemies into trails of mines is the best
  way to utilize them.

Stealth:
- Related to Dexterity. Enables the use of stealth field generators and
  Stealth mode. Combat cancels Stealth mode. Cannot be used untrained.
- Striking the first hit in combat is often crucial to victory. Enabling
  the Stealth skill before combat and sneaking up on an enemy will often
  result in a critical hit. Use this to your advantage against some of
  the stronger opponents within the game. As a Scoundrel, you should
  utilize this skill for every battle you possibly can.

Awareness:
- Related to Wisdom. Helps spot hidden objects or enemies. This skill is
  checked against an enemy's Stealth skill or DC of a mine. If
  successful, the enemy or object becomes visible. Awareness is always
  active, but running imparts a -5 penalty.
- Ever wonder why you were walking/running along and had an explosion go
  off under your feet? Well, chances are if this happened, your
  Awareness skill wasn't high enough. Not very important as a soldier
  because of their high vitality, but something you might want to put
  some points in while playing as a Scoundrel. Some of the stronger
  mines will kill a Scoundrel in a single hit if your Awareness isn't
  high enough to spot. Keep this in mind while levelling up your
  Scoundrel.

Persuade:
- Related to Charisma. Persuade dialogue options use friendly coercion
  to press for sensitive information or avoid conflict. Higher skill
  allows for more extreme requests. Only available to the main player-
  created character.
- Most important skill regardless of class. Start putting kill points
  into Persuade as early as your first level. There are a ton of
  opportunities both Dark and Light, where you can use Persuade to gain
  double the reward for a quest, certain items and even avoid
  potentially dangerous battles. Of course it works the other way as
  well. You can Persuade your way into danger as well so be careful with
  your choices.

Repair:
- Related to Intelligence. Used with disposable parts to fix disabled
  droids. More difficult repair jobs require more parts. This skill
  reduces the number of parts required by 1 for every 4 points total.
  Also modifies vitality points recovered when used by party member
  droids to repair combat damage.
- If you plan on using HK-47 or T3-M4 a lot during the game, then you
  better invest a fair number of points into their Repair Skill.
  Scoundrels need every advantage they can get in battle, so this is a
  great skill for them to invest in so they can repair damaged droids to
  help them in combat.

Security:
- Related to Wisdom. Used to open electronic locks. Appears as an option
  on the targeted locked objects. Security spikes in Inventory will also
  appear as a default option and add to the skill if selected. Only
  available if the character has paid points into this skill. Cannot be
  used untrained.
- Not very useful at the beginning of the game, but at later stages of
  Kotor you'll come across a fair of bit doors that are incredibly hard
  to unlock, even with a high Security Skill. Within some of these
  locked doors contain incredibly powerful or useful items, so make sure
  at least one character has a high Security rank. Also, having a high
  Security skill can save you a lot of trouble in having to search for
  passcards to unlock certain doors.

Treat Injury:
- Related to Wisdom. This skill is added to the vitality points healed
  by MedPacs. Higher quality packs apply multipliers to further increase
  the amount healed.
- Essential skill for players that see combat, and see it often.
  Soldiers and Jedi Guardians should invest many skill points towards
  this particular skill early.

__________
\  Feats  \
/_________/

Armor Proficiency:
- Determines what type of armor a character can use.
Progression Tree:
Light > Medium > Heavy

Weapon Proficiency:
- Determines what type of weapon a character can use. A character cannot
  use a weapon type if they do not have proficiency in it.
Weapon Type:
- Melee, Blaster, Blaster Rifle, Heavy Weapons, Lightsaber.
Progression Tree:
Weapon Focus > Weapon Specialization

Dueling:
- Improves attack bonus and Defence when using only one weapon.
Progression Tree:
Improved Dueling > Master Dueling

Two-Weapon Fighting:
- Reduces the penalty for fighting with a weapon in each hand and for
  using double-bladed weapons.
Progression Tree:
Improved Two-Weapon Fighting > Master Two-Weapon Fighting

Conditioning:
- Character receives a bonus to all saving throws.
Progression Tree:
Improved Conditioning > Master Conditioning

Toughness:
- Character gains bonus vitality points each level.
Progression Tree:
Improved Toughness > Master Toughness

Critical Strike:
- Increases the chance of a critical hit on an opponent when using a
  melee weapon.
Progression Tree:
Improved Critical Strike > Master Critical Strike

Flurry:
- The character gets an extra attack each round when using a melee
  weapon.
Progression Tree:
Improved Flurry > Master Flurry

Power Attack:
- Increases damage of melee weapon attacks.
Progression Tree:
Improved Power Attack > Master Power Attack

Power Blast:
- Increases damage of missile and blaster weapon attacks.
Progression Tree:
Improved Power Blast > Master Power Blast

Rapid Shot:
- Increases the number of attacks when using blaster or missile weapons.
Progression Tree:
Improved Rapid Shot > Master Rapid Shot

Sniper Shot:
- Increases the chance of a critical hit on an opponent when using a
  blaster or missile weapon.
Progression Tree:
Improved Sniper Shot > Master Sniper Shot

Caution:
- Bonus to Demolitions and Stealth skill checks.
Progression Tree:
Improved Caution > Master Caution

Empathy:
- Bonus to Persuade, Awareness and Treat Injury skill checks.
Progression Tree:
Improved Empathy > Master Empathy

Gear Head:
- Bonus to Repair, Security and Computer Use.
Progression Tree:
Improved Gear Head > Master Gear Head

_______________
\  Attributes  \
/______________/

Strength:
- Represents physical power. A high Strength adds modifiers to melee
  damage and chance to hit, which is important for characters who use
  close-combat weapons (vibroblades, lightsabers).

Dexterity:
- Represents agility and reflexes. A high Dexterity adds modifiers to
  ranged attack rolls (blasters) and increases a character's Defence
  rating, making them harder to hit.

Constitution:
- Represents health and resiliency. A high Constitution adds modifiers
  to the vitality points gained at each level up. This is important for
  everyone, but essential for soldiers and Jedi guardians.

Wisdom:
- Represents knowledge and reasoning. A high Wisdom adds modifiers to
  Jedi Force points and Force Power saving throws. The Force powers of a
  Jedi with high Wisdom are also much harder to resist.

Intelligence:
- Represents knowledge and reasoning. A high intelligence adds modifiers
  to the number of points a character has to spend on essential skills.

Charisma:
- Represents personality and the ability to lead. A high Charisma adds
  modifiers to Force-related feats and powers that are very important to
  all the Jedi classes. It is also central to any persuasive talker.
______________________________________________________________________



----------------------------------------------------------------------
======================================================================
                      11. Items, Weapons & Armor                      
======================================================================
----------------------------------------------------------------------

__________________________
\  11a. Items - Crystals  \
/_________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Blue

Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
  faintly with an inner blue light.

Special:
- Upgrade Item, Lightsaber

Blade Color:
- Blue

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Bondar

Description:
- This crystal was mined on a far-orbit asteroid circling the Alderaan
  system. It produces a volatile lightsaber beam that pulses on impact,
  potentially stunning an opponent.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Stun, 25% for 6 sec (On Hit)
- DC10 to negate stun (Save)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Damind

Description:
- 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.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Attack +3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Firkrann

Description:
- This heavy crystal is collected by the natives of Rafa V. If used in
  lightsaber construction it produces an electrically charged beam that
  is devastating to droids.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- +2-12 damage to droids
- Attack +2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Green

Description:
- A facetted crystal used in the construction of a lightsaber. It glows
  faintly with an inner green light.

Special:
- Upgrade Item, Lightsaber

Blade Color:
- Green

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Eralam

Description:
- Once mined on the third moon of Erai, ancient Sith bombardment
  shattered much that remained. If they can be found, these crystals
  produce a clear, superior lightsaber beam.

Special:
Upgrade Item, Lightsaber

Added Bonus:
- Attack +2
- Damage +2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Jenruax

Description:
- 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.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage +2
- Blaster Deflections +5

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Luxum

Description:
- 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.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage +1-6 vs. droids
- Attack +2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Nextor

Description:
- This crystal is mined in the mountains of planet M'haeli, and when
  used in lightsaber construction it produces a volatile blade that can
  cause surprising amounts of damage.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Attack +1
- Critical Threat Range x2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Opila

Description:
- Found in the asteroid fields of the Fyrth system, this crystal can
  be used in lightsaber construction to produce an intense beam that
  seems extraordinarily quick to the cut.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage +3
- +2-12 damage on critical hit

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Phond

Description:
- The strange byproduct of rare impurities bonding during the making of
  certain alloys and some random external condition, this crystal
  produces a fiercely burning lightsaber beam.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage Physical, 1-6

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Red

Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
  faintly with an inner red light.

Special:
Upgrade Item, Lightsaber

Blade Color:
- Red

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Rubat

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.

Special:
- upgrade Item, Lightsaber

Added Bonus:
- Damage +1
- Attack +1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Sapith

Description:
- 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.

Special:
Upgrade Item, Lightsaber

Added Bonus:
- Damage +3
- Attack +2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
Crystal Sigil

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, inflicting great damage.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage Energy +1-6
- Attack 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Solari

Description:
- 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 change 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.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage +3
- +1-8 Physical Damage vs. Dark Side
- Attack +3

Limitation:
- Can only be used by a Light Jedi

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Upari

Description:
- 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.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage +1-8
- Attack +3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Violet

Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
  faintly with an inner violet light.

Special:
- Upgrade Item, Lightsaber

Blade Color:
- Violet

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Yellow

Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
  faintly with an inner yellow light.

Special:
- Upgrade Item, Lightsaber

Blade Color:
- Yellow

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krayt Dragon Pearl

Description:
- Taken from the gullet of a krayt dragon, this crystalline "pearl"
  appears to have refractory qualities that might allow it to function
  as a lightsaber crystal once properly adapted.

Special:
- Upgrade Item, Lightsaber

Added Bonus:
- Damage +2
- Attack +3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

________________________________
\  11b. Items - Droid Upgrades  \
/_______________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Computer Tool

Description:
- 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.

Skills:
- Computer Use +4

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Flame Thrower

Description:
- 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.

Damage:
- Heat, 60pts
- Horror 100% for 3sec

Special:
- Targets 7th level and up ignore horror effect

Save:
- DC20 for half damage

Range:
- Short

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- ADV. Gravity Generator

Description:
- 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.

Damage:
- Slowed On Hit, 100% for 9sec

Save:
- DC20 to negate slow

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Shield Disruptor

Description:
- 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.

Damage:
- Ion, 40pts

Range:
- Medium

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Stun Ray

Description:
- 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.

Damage:
- Stun On Hit, 100% for 9sec

Save:
- DC20 to negate stun

Range:
- Medium

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Targeting Computer

Description:
- Meant for droids that see regular combat, this targeting unit
  improves on the basic model and greatly increases battlefield
  performance.

Bonus Feats:
- Weapon Focus, Blaster Pistol
- Weapon Focus, Blaster Rifle

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Basic Targeting Computer

Description:
- Battle droids come factory-ready for combat, but it is still wise to
  invest in targeting computer upgrades to optomize performance at
  range. Cost rises with quality, as always.

Bonus Feats:
- Weapon Focus, Blaster Pistol

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Carbonite Projector Mark II

Description:
- Like the basic model, this weapon uses a carbonite freezing technique
  to super-cool synthetic compounds hurled at a target, though more
  efficient projectors make it far more effective.

Damage:
- Cold, 40pts
- Paralyze, 100% for 15sec

Save:
- DC20 for half damage, paralyze reduced to 9sec

Range:
- Medium

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Computer Probe

Description:
- This retractable probe allows droid access to the higher programming
  functions of any computer terminal. Better quality probes provide
  cleaner access, increasing functionality.

Skills:
- Computer Use +2

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Heavy Plating Type 1

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.

Defence Bonus:
- 9

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Heavy Plating Type 2

Description:
- 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.

Defence Bonus:
- 10

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Heavy Plating Type 3

Description:
- 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.

Defence Bonus:
- 11

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Light Plating Type 1

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.

Defence Bonus:
- 3

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Light Plating Type 2

Description:
- 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.

Defence Bonus:
- 4

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Light Plating Type 3

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.

Defence Bonus:
- 5

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Medium Plating Type 1

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.

Defence Bonus:
- 4

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Medium Plating Type 2

Description:
- This version of the Calin Industries plating system signaled a
  company shift in production from construction droids to military
  models. It now sees use on many different worlds.

Defence Bonus:
- 5

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Medium Plating Type 3

Description:
- 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.

Defence Bonus:
- 6

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Motion Sensors Type 1

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.

Skill:
- Awareness +2

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Motion Sensors Type 2

Description:
- 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.

Skills:
- Awareness +4

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Motion Sensors Type 3

Description:
- 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.

Skills:
- Awareness +6

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Shield Level 1

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.

Deflection:
- Energy, 20pts

Uses:
- 10/10

Duration:
- 200 seconds, or max damage taken

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Shield Level 2

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.

Deflection:
- Energy, 30pts

Duration:
- 200 seconds, or max damage taken

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Shield Level 3

Description:
- 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.

Deflection:
- Energy, 50pts

Duration:
- 200 seconds, or max damage taken

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Environment Shield Level 1

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.

Deflection:
- Energy, Sonic, Cold, Heat, 20pts total

Duration:
- 200 seconds, or max damage taken

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Environment Shield Level 3

Description:
- 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.

Deflection:
- Energy, Sonic, Cold, Heat, 50pts total

Duration:
- 200 seconds, or max damage taken

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Flame Thrower

Description:
- This droid-mounted weapon can inflict damage over a broad area. The
  incendiary compounds within border on military quality, though the
  unit was initially desinged for industrial purposes.

Damage:
- Heat, 30pts
- Horror On Hit, 100% for 3sec

Special:
- Targets 7th level and up ignore horror effect

Save:
- DC15 for half damage

Range:
- Short

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Gravity Generator

Description:
- 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.

Damage:
- Slowed On Hit, 75% for 9sec

Save:
- DC15 to negate slow

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Decryption Interface

Description:
- 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.

Skills:
- Security +4

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Domination Interface

Description:
- 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.

Skill:
- Security +6

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Interface Tool

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 inot the skill)
  to benefit from this item.

Skills:
- Security +2

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sensor Probe

Description:
- This basic probe improves a droid's demolitions capabilities allowing
  for more sensitive adjustments of volatile sibstances. A droid must
  have basic Demolitions software (paid points into the skill) to
  benefit from this item.

Skills:
- Demolitions +2

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Shield Disruptor

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.

Damage:
- Ion, 20pts

Range:
- Medium

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Stun Ray

Description:
- Quellegh Industrial is becoming the standard in publicly traded non-
  lethal droid-mounted weapons. Company officials credit aggressive
  marketing towards any despot with credits.

Damage:
- Stun On Hit, 100% for 9sec

Save:
- DC15 to negate stun

Range:
- Medium

Uses:
- 10/10

Requirements:
- Droid Upgrade Class 1

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Superior Targeting Computer

Description:
- Reserved for the highest quality battle droids, targeting units of
  this type are rarely seen outside of military operations.

Bonus Feats:
- Weapon Focus, Blaster Pistol
- Weapon Focus, Blaster Rifle
- Weapon Specialization, Blaster Pistol
- Weapon Specialization, Blaster Rifle

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Universal Computer Interface

Description:
- The best and most expensive of its type available, this retractable
  probe allows droid access to the higher programming functions of
  any computer terminal.

Skills:
- Computer Use +6

Requirements:
- Droid Upgrade Class 3

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Verpine Demolitions Probe

Description:
- 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 this item.

Skills:
- Demolitions +4

Requirements:
- Droid Upgrade Class 2

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

__________________________
\  11c. Items - Recovery  \
/_________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced MedPac

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).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Repair Kit

Description:
- Included are the 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).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Antidote Kit

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 healed by other means.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Construction Kit

Description:
- 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 kit repairs 35 vitality points + INT modifier
  + (3 x user's skill in Repair).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Life Support Pack

Description:
- 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).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- MedPac

Description:
- 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.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Repair Kit

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.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

____________________________
\  11d. Items - Stimulants  \
/___________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adrenal Alacrity

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.

Attribute Bonus:
- Dexterity +4
- Speed Movement +20%

Duration:
- 120 secs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adrenal Stamina

Description:
- A shot of this enhancer provides a temporary boost in the
  constitution of the user. The effect wears off after a short times,
  and side effects are considered minimal. Stim bonuses that affect
  the same statistic do not stack.

Attribute Bonus:
- Constitution +4

Duration:
- 120 secs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adrenal Strength

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.

Attribute Bonus:
- Strength +4

Duration:
- 120 sec

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Battle Stimulant

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.

Attribute Bonus:
- Vitality max +8pts
- Attack +1
- Damage +1

Duration:
120 secs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Battle Stimulant

Description:
- 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.

Attribute Bonus:
- Vitality max +25pts
- Attack +3
- Damage +3

Duration:
120 secs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Adrenal Alacrity

Description:
- 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.

Attribute Bonus:
- Dexterity +6
- Speed Movement +30%

Duration:
-120 secs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Adrenal Stamina

Description:
- Steeling the user against pain, the stim provides a very large boost
  in constitution. Stim bonuses that affect the same statistic do not
  stack.

Attribute Bonus:
- Constitution +6

Duration:
- 120 sec

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Adrenal Strength

Description:
- 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.

Attribute Bonus:
- Strength +6

Duration:
- 120 secs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Battle Stimulant

Description:
- This stim removes all distractions, 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.

Attribute Bonus:
- Vitality max +16pts
- Attack +2
- Damage +2

Duration:
120 secs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

_________________________
\  11e. Items - Utility  \
/________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- 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.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Parts

Description:
- This is a disposable package of universally adaptable parts, designed
  for characters using the Repair skill in machines. Each pack is a
  one-use item. A high Repair skill reduces the number of parts
  required for any given task.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- 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.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Spike Tunneler

Description:
- 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.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

__________________________
\  11f. Items - Upgrades  \
/_________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Armor Reinforcement

Description:
- 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.

Special:
- Upgrade Item, Armor

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Beam Splitter

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.

Special:
- Upgrade Item, Ranged

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Durasteel Bonding Alloy

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.

Special:
- Upgrade Item, Melee

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Projector

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.

Special:
- Upgrade Item, Melee

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hair Trigger

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 marked as upgradeable.

Special:
Upgrade Item, Ranged

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Improved Energy Cell

Description:
- This cell increases the energy output of certain blaster types,
  allowing skilled users to better deliver powerful attacks. The
  modifications require a workbench with adequate tools and a weapon
  of high quality marked as upgradeable.

Special:
- Upgrade Item, Ranged

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Mesh Underlay

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 armor of high quality marked as upgradeable.

Special:
- Upgrade Item, Armor

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Scope

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.

Special:
- Upgrade Item, Ranged

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- vibration Cell

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.

Special:
- Upgrade Item, Melee

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


____________________________
\  11g. Weapons - Grenades  \
/___________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adhesive Grenade

Description:
- These grenades cover the target area in a gooey bio-adhesive that
  traps anyone caught within the effect. It quickly degrades, allowing
  allies to soon pass unhindered.

Damage:
- None

Secondary:
- Entangle for 15sec

Area of Effect:
- 4m

Range:
- Long

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Concussion Grenade

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.

Damage:
- None

Secondary:
- Stun for 9sec

Area of Effect:
- 4m

Range:
- Long

Save:
- DC15 for no effect

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Cryoban Grenade

Description:
- A Cryoban grenade releases a supercooled liquid that freezes on
  contact, causing intense pain and damage to victims caught in the
  effect.

Damage:
- Cold, 20pts

Secondary:
- Paralyzation for 6sec

Area of Effect:
- 4m

Range:
- Long

Save:
- DC15 for half damage, negates paralyzation

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Frag Grenade

Description:
- Fragmentation grenades are very basic. They explode when thrown,
  showering the enemy in shrapnel. It's not elegant, but it's
  definitely effective.

Damage:
- Piercing, 20pts

Area of Effect:
- 4 meters

Range:
- Long

Save:
- DC15 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Ion Grenade

Description:
- These grenades emit an extremely strong burst of energy devastating
  to any droids or personal shields caught in the effect.

Damage:
- Ion, 15pts (45pts vs. droids)

Area of Effect:
- 4m

Range:
- Long

Save:
- DC15 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Plasma Grenade

Description:
- These grenades release a quick burst of an incendiary agent that
  ignites immediately, damaging all enemies within the area of effect.

Damage:
- Heat, 36pts

Area of Effect:
- 4m

Range:
- Long

Save:
- DC15 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Poison Grenade

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

Damage:
- Special

Secondary:
- Poison, 4 pts every 3 sec

Duration:
- 30sec

Area of Effect:
- 4m

Range:
- Long

Save:
- DC25 for no effect

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sonic Grenade:

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.

Damage:
- Sonic, 20pts

Secondary:
- -6 Dexterity for 30 seconds

Area of Effect:
- 4m

Range:
- Long

Save:
- DC15 for half damage, negates dexterity penalty

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Thermal Detonator

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.

Damage:
- Energy, 60pts

Secondary:
- Knockdown

Area of Effect:
- 4m

Range:
- Long

Save:
- DC15 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

______________________________
\  11h. Weapons - Lightsaber  \
/_____________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Double-Bladed Lightsaber

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 more damage - but is also less precise - than
  the single-bladed variant.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Lightsaber

Description:
- Traditionally associated with the Jedi, the lightsaber is a
  devastating weapon difficult to master. Properties can vary with the
  type of focusing crystal used in construction.

Weapon Properties:
- Energy Damage, 2-16
- Critical Threat 19-20, x2

Requirements:
- Lightsaber Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Short Lightsaber

Description:
- 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.

Weapon Properties:
- Energy Damage, 2-12
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand

Requirements:
- Lightsaber Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sith Lightsaber

Description:
- 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.

Weapon Properties:
- Energy Damage, 2-16
- Critical Threat 19-20, x2

Requirements:
- Lightsaber Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

_________________________
\  11i. Weapons - Melee  \
/________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Ajunta Pall's Blade

Description:
- 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.

Weapon Properties:
- Physical Damage, 5-15
- Damage Bonus +2 Fire
- Critical Threat 20-20, x2
- Attack Modifier +5

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bacca's Ceremonial Blade

Description:
- The great Bacca was hunting the Shadowlands ages ago when an alien
  ship crashed through the forest. He saw that first contact as 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 have earned it.

Weapon Properties:
- Physical Damage, 4-14
- +4 Energy
- Critical Threat 19-20, x2
- Attack Modifier +2

Special:
- Upgradeable, Melee

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Chuka

Description:
- 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 unwieldy and unusable in the
  off-hand.

Weapon Properties:
- Physical Damage, 3-3
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
- Attack Modifier +2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Stun Stick

Description:
- 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 unwieldy and unusable in the
  off-hand.

Weapon Properties:
- Physical Damage, 2-2
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
- Attack Modifier +1

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Double-Bladed Sword

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.

Weapon Properties:
- Physical Damage, 2-12
- Critical Threat 20-20, x2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Foil

Description:
- 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 weave caused few to survive.

Weapon Properties:
- Physical Damage, 5-15
- Critical Threat 17-20, x2
- Attack Modifier +3

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Ritual Brand

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.

Weapon Properties:
- Physical Damage, 3-13
- Critical Threat 20-20, x2
- Attack Modifier +1

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Vibroblade

Description:
- 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.

Weapon Properties:
- Physical Damage, 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

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Gaffi Stick

Description:
- The gaffi stick, or gaderffii, is the traditional melee weapon of the
  San People. Crafted out of whatever salvage is at hand, they can be
  very effective in close combat.

Weapon Properties:
- Physical Damage, 1-8
- Critical Threat 20-20, x2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath Blood Blade

Description:
- Twisted by the dark side, this Krath weapon is as deadly as a modern
  vibroblade. It was meant for assassinations, and a cortosis weave
  that prevents lightsaber sparring damage ensured that even Jedi must
  respect it.

Weapon Properties:
- Physical Damage, 2-11
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath Dire Sword

Description:
- This was a weapon of distinction in the time of the Krath. Protected
  against lightsaber sparring damage, Sith would grant these cortosis-
  laced blades to only the most loyal underlings.

Weapon Properties:
- Physical Damage, 3-13
- Critical Threat 19-20, x2
- Attack Modifier +1

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath Double Sword:

Description:
- 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.

Weapon Properties:
- Physical Damage, 4-14
- Damage Bonus +1 Cold
- Critical Threat 20-20, x2
- Attack Modifier +2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath War Blade

Description:
- 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.

Weapon Properties:
- Physical Damage, 2-13
- Critical Threat 20-20, x2
- Attack Modifier +1

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Long Sword

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.

Weapon Properties:
- Physical Damage, 1-12
- Critical Threat 20-20, x2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Mission's Vibroblade

Description:
Working with few resources, Mission Vao turned this basic vibroblade
into an exceptional weapon almost as adaptable as she is.

Weapon Properties:
- Physical Damage 1-10
- Damage Bonus +1 Physical
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1

Special:
- Upgradeable, Melee

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Naga Sadow's Poison Blade

Description:
- The mere presence of Dark Lord Naga Sadow would come to imbue his
  personal weapons with the taint he carried, poisoned as him spirit
  was.

Weapon Properties:
- Physical Damage, 4-15
- Critical Threat 20-20, x2
- Poison On Hit, Average Damage DC 25
- Attack Modifier +3

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Prototype Vibroblade

Description:
- This is a very adaptable model of vibroblade, made for the user on a
  budget that will be purchasing upgrades as resources or finances
  become available.

Weapon Properties:
- Physical Damage. 1-10
- Damage Bonus +3 Physical
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two weapon penalty if used in the off hand
- Attack Modifier +1

Special:
- Upgradeable, Melee

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Quarterstaff

Description:
- Usually just a smooth staff of wood or light alloys, this is a very
  simple weapon of ancient design.

Weapon Properties:
- Physical Damage, 1-6
- Critical Threat 20-20, x2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Rakatan Battle Wand

Description:
- 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.

Weapon Properties:
- Physical Damage, 3-3
- Critical Threat 20-20, x2
- Stun On Hit 50% chance, 6 seconds, DC 14
- Attack Modifier +2

Special:
- Upgradeable, Melee

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sanasiki's Blade

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.

Weapon Properties:
- Physical Damage. 3-12
- Ion +3 vs. Droid
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand

Special:
- Upgradeable, Melee

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Short Sword

Description:
- Disregarded by most modern warriors, a good short sword can still
  serve well in combat if the user is skilled.

Weapon Properties:
- Physical Damage. 1-6
- Critical Threat 20-20, x2
-  Balanced +2/+0 vs. two weapon penalty if used in the off hand

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Silver Lined Sword

Description:
- 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.

Weapon Properties:
- Physical Damage, 1-12
- Critical Threat 20-20, x2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sith Tremor Sword

Description:
- 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.

Weapon Properties:
- Physical Damage, 4-14
- Damage Bonus +2 Sonic
- Critical Threat 19-20, x2
- Attack Modifier +2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Stun Baton

Description:
- A common weapon, stun batons do minimal damage but can incapacitate a
  target. The high-density cells needed for repeated discharge are
  unwieldy, making it unusable in the off-hand.

Weapon Properties:
- Physical Damage. 1-1
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibro Double-Blade

Description:
- Ultrasonic vibrations 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 precise - than the single-bladed.

Weapon Properties:
- Physical Damage, 2-16
- Critical Threat 20-20, x2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibroblade

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.

Weapon Properties:
- Physical Damage, 1-10
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibrosword

Description:
- Like most vibro blades, this weapon left off a dim humming sound once
  activated. Its length shimmers with a deep blue-colored force field,
  and its hilt is the black of charcoal. A single insignia upon the
  hilt shows that of a red, baleful eye.

Weapon Properties:
- Physical Damage, 2-12
- Critical Threat 19-20, x2

Requirements:
- Melee weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibrosword

Description:
- Like most vibro blades, this weapon left off a dim humming sound once
  activated. Its length shimmers with a deep blue-colored force field,
  and its hilt is the black of charcoal. A single insignia upon the
  hilt shows that of a red, baleful eye.

Weapon Properties:
- Physical Damage, 7-17
- Critical Threat 19-20, x2
- Attack Modifier +5

Requirements:
- Melee weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vulkar Shock Stick

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 unwieldy, making it unusable in the off hand.

Weapon Properties:
- Physical Damage, 2-5
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Wookiee Warblade

Description:
- 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.

Weapon Properties:
- Physical Damage, 1-20
- Critical Threat 20-20, x2

Requirements:
- Melee Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Yusanis's Brand

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.

Weapon Properties:
- Physical Damage, 4-18
- Ion +5 vs. Droid
- Critical Threat 20-20, x2
- Attack Modifier +2

Special:
- Upgradeable, Melee

Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

_________________________
\  11j. Weapons - Mines  \
/________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Flash Mine

Description:
- This variant of the stun mine is an improvement on the basic model.
  Larger power cells increase its effectiveness a considerable amount.

Damage:
- None

Secondary:
- Stun for 9sec

Area of Effect:
- 3.3m radius

Save:
- DC20 to negate stun

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Frag Mine

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.

Damage:
- Piercing, 30pts

Area of Effect:
- 3.3m radius

Save:
- DC20 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Gas Mine

Description:
- This item emits a far more toxic cloud of gas than the basic model
  mine of this type.

Damage:
- Special

Secondary:
- Poison, 4 pts every 3 sec

Duration: 30sec

Area of Effect:
- 3.3m radius

Save:
- DC20 for no effect

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Plasma Mine

Description:
- An extremely volatile mixture of incendiary chemicals makes this
  plasma mine much more powerful than the basic model.

Damage:
- Heat, 42pts

Area of Effect:
- 3.3m radius

Save:
- DC20 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Deadly Plasma Mine

Description:
- The most damaging plasma mine available, this item throws intense
  heat over a wide radius.

Damage:
- Heat, 72pts

Area of Effect:
- 3.3m radius

Save:
- DC25 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Minor Flash Mine

Description:
- Carefully set flash mines can stun any enemies unfortunate enough to
  step on them. This is the basic model.

Damage:
- None

Secondary:
- Stun for 9sec

Area of Effect:
- 3.3m radius

Save:
- DC15 to negate stun

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Minor Frag Mine

Description:
- Frag mines send blasts of shrapnel through any nearby enemies. This
  is the basic model.

Damage:
- Piercing, 18pts

Area of Effect:
- 3.3m radius

Save:
- DC15 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Mine Gas Mine

Description:
- When stepped on, gas mines saturate the immediate area with poisonous
  gas. This is the basic model.

Damage:
- Special

Secondary:
- Poison, 3 pts every 3 sec

Duration:
- 30sec

Area of Effect:
- 3.3m radius

Save:
- DC15 for no effect

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Minor Plasma Mine

Description:
- When stepped on, plasma mines emit a short burst of intense heat,
  searing all enemies nearby. This is the basic model.

Damage:
- Heat, 24pts

Area of Effect:
- 3.3m radius

Save:
- DC15 for half damage

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Permacrete Detonator

Description:
- This powerful detonator is extremely complicated. Only someone
  trained in its use could set and activate it.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

__________________________
\  11k. Weapons - Ranged  \
/_________________________/

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Arkanian Heavy Pistol

Description:
- Arkanian designs of this kind predated mass acceptance of heavier
  pistols, but 2000 years later they are still superior performers.

Weapon Properties:
- Damage Energy, 2-9
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier

Range:
- 23m

Requirements:
- Blaster Pistol

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Arkanian Pistol

Description:
- This is a versatile blaster variant, possibly of ancient Arkanian
  origin. The Arkanians are very proud that such early efforts continue
  to be prized among collectors and soldiers.

Weapon Properties:
- Damage Energy, 3-8
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +2

Range:
- 23m

Requirements:
- Blaster Pistol Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bendak's Blaster

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.

Weapon Properties:
- Damage Energy, 2-7
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1

Special:
- Upgradeable, Ranged

Range:
- 23m

Requirements:
- Blaster Pistol Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Cannon

Description:
- 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.

Weapon Properties:
- Damage Energy, 3-10
- Critical Threat 20-20, x2
- Attack Modifier +2

Range:
- 28m

Requirements:
- Heavy Weapons Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Carbine

Description:
- 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.

Weapon Properties:
- Damage Energy, 1-8
- Critical Threat 19-20, x2

Range:
- 25m

Requirements:
- Blaster Rifle Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Pistol

Description:
- The most common ranged weapon in the galaxy is the basic blaster
  pistol, firing a bolt of intense coherent light powered by a
  replacement power pack.

Weapon Properties:
- Damage Energy, 1-6
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand

Range:
- 23m

Requirements:
- Blaster Pistol Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Rifle

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.

Weapon Properties:
- Damage Energy, 1-8
- Critical Threat 19-20, x2

Range:
- 28m

Requirements:
- Blaster Rifle Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Discord Gun

Description:
- 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.

Weapon Properties:
- Damage Sonic, 2-7
- Critical Threat 20-20, x2
- On Hit Attribute Damage Dexterity DC 14
- Attack Modifier +1

Range:
- 28m

Requirements:
- Blaster Rifle Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Droid Disruptor

Description:
- Droids can be difficult obstacles for a spy, but these weapons take
  all the guesswork out of dealing with them.

Weapon Properties:
- Damage Ion, 2-7
- Ion +2-12 vs. Droid
- Critical Threat 20-20, x2
- Attack Modifier +1

Range:
- 28m

Requirements:
- Blaster Rifle Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Needler

Description:
- 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.

Weapon Properties:
- Damage Energy, 3-6
- Critical Threat 19-20, x2
- Stun On hit 25%, chance, 6 seconds, DC 10
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +2

Range:
- 23m

Requirements:
- Blaster Pistol Weapon Proficiency

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Quick Draw

Description:
- An unconscious opponent is a quiet opponent. This weapon is a Bothan
  favorite, designed to "create opportunities."

Weapon Properties:
- Damage Energy, 2-5
- Critical Threat 19-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1

Range:
- 23m

Requirements:
- Blaster Pistol Weapon Proficiency

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Name:
- Bothan Shrieker

Description:
- This is an improvement over the standard sonic pistol design that
  must seem doubly shrill to the large ears of the Bothans.

Weapon Properties:
- Damage Sonic, 2-5
- 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

Range:
- 17m

Requirements:
- Blaster Pistol Weapon Proficiency

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Name:
- Bowcaster

Description:
- The bowcaster is an invention of the Wookiees of Kashyyyk. Also
  called a laser crossbow, it actually uses a magnetic accelerator to
  hurl an explosive energy quarrel at its target.

Weapon Properties:
- Damage Energy, 1-10
- Damage Bonus +2 Physical
- Critical Threat 19-20, x2

Range:
- 28m

Requirements:
- Blaster Rifle Weapon Proficiency

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Name:
- Carth's Blaster

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.

Weapon Properties:
- Damage Energy, 4-9
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +2

Special:
- Upgradeable, Ranged

Range:
- 23m

Requirements:
- Blaster Pistol Weapon Proficiency

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Name:
- Cassus Fett's Heavy Pistol

Description:
- Cassus Fett was rarely seen without this adaptable blaster. Famous
  for killing the captain of a flagship