ORIGINAL FAQ DATE:  Tuesday, March 16th, 2004
                 _____ _              __          __
                / ____| |             \ \        / /
               | (___ | |_ __ _ _ __   \ \  /\  / /_ _ _ __ ___
                \___ \| __/ _` | '__|   \ \/  \/ / _` | '__/ __|
                ____) | || (_| | |       \  /\  / (_| | |  \__ \
               |_____/ \__\__,_|_|        \/  \/ \__,_|_|  |___/
         _  __      _       _     _                __   _   _
        | |/ /     (_)     | |   | |              / _| | | | |
        | ' / _ __  _  __ _| |__ | |_ ___    ___ | |_  | |_| |__   ___
        |  < | '_ \| |/ _` | '_ \| __/ __|  / _ \|  _| | __| '_ \ / _ \
        | . \| | | | | (_| | | | | |_\__ \ | (_) | |   | |_| | | |  __/
        |_|\_\_| |_|_|\__, |_| |_|\__|___/  \___/|_|    \__|_| |_|\___|
                       __/ |
                      |___/
              ____  _     _   _____                  _     _ _
             / __ \| |   | | |  __ \                | |   | (_)
            | |  | | | __| | | |__) |___ _ __  _   _| |__ | |_  ___
            | |  | | |/ _` | |  _  // _ \ '_ \| | | | '_ \| | |/ __|
            | |__| | | (_| | | | \ \  __/ |_) | |_| | |_) | | | (__
             \____/|_|\__,_| |_|  \_\___| .__/ \__,_|_.__/|_|_|\___|
                                        | |
                                        |_|

                                 [------------]
                                 [ Item Guide ]
                                 [------------]

Author       : JPaterson
Platform     : Microsoft Xbox
Last Updated : September 7th, 2004
Version      : Final
E-Mail       : == See "[A] Contact Information" ==
Website      : http://www.jpatworld.com/
GameFAQS CRP : http://www.gamefaqs.com/features/recognition/8939.html

For more of my FAQs, as well as full HTML strategy guides with screenshots,
check out CHEAT HAPPENS at:

			http://www.cheathappens.com/

===============================================================================

UPDATE & REVISION HISTORY

Jul. 13th, 2005
- Removed contact information, due to a lack of interest not only in this
  game, but gaming in general.  Sorry, but support for this game, in all forms,
  has been stopped.  Please check other FAQs or websites for info on the game.

Sep. 7th, 2004
- Finally updated my copyright information.  Websites are now free to use this,
  and other guides of mine, without asking for permission beforehand, just as
  long as the content isn't changed and it's not passed off as your own work.

Jul. 5th, 2004 (Final)
- Registered a new domain name, so I wanted to change my FAQs so people know
  where to find them (outside of GameFAQs, of course).  Added new section to
  "Other FAQs Written".

Jun. 8th, 2004 (Final version)
- Just like my strategy guide for the game, this FAQ is officially dead.  I
  will not be adding any new items to this guide at all.

Apr. 8th, 2004 (v0.6)
- With my free time, I just changed around a few things.  Nothing big.  I
  needed to update my contact info.

Apr. 1st, 2004 (v0.5)
- Tons of new items, including the ones only found on the Yavin Space Station.
  I also finished the light side walkthrough of my FAQ/Walkthrough, in case you
  are interested.  I'll be going through the game on the Dark Side now to get
  the remainder of the items.  Also, within the next few updates, I am going to
  further categorize the items into subcategories, such as Armor and Weapons.
  I said this before, yes, but I'm really going to do it.

Mar. 31st, 2004 (v0.4)
- Sorry for the lack of updates, but I've been preoccupied with the multiplayer
  game of Pandora Tomorrow.  Also sent in an updated version of my main KotOR
  FAQ/Walkthrough.

Mar. 26th, 2004 (v0.3)
- Quite a large update, with a ton of new items.  The next couple of updates I
  will probably separate the items into further subcategories, so instead of
  just "Equippable" it'll be "Equippable - Armor" and "Equippable - Weapons",
  etc.  I also sent in an update to my FAQ/walkthrough, which is up to the
  start of the Levithan.

Mar. 22nd, 2004 (v0.2)
- I lost some files that I hadn't saved due to a lightning storm knocking out
  the power, so I had to use a backup file of this FAQ.  I think I got all the
  new stuff added, and I hope I didn't remove anything that I've since sold in
  the game.  If there are any mistakes, I'll add them my next time through the
  game.  There may also be items that are categorized wrong, which, again, will
  be fixed my next through.  Oh, and a whole crapload of new items added.

Mar. 16th, 2004 (v0.1)
- First submission.

===============================================================================

Table of Contents

[1] Introduction
[2] Item List
    [2.1] Quest Items
    [2.2] Equippable Items
    [2.3] Utility Items
[3] Stores and Inventories
    [3.1] Taris
    [3.2] Dantooine
    [3.3] Tatooine
    [3.4] Kashyyyk
    [3.5] Korriban
    [3.6] Manaan
    [3.7] Levithan
    [3.8] Unknown Planet
    [3.9] Star Forge
    [3.10] Yavin Space Station

[A] Contact Information
[B] Webmaster Information
[C] Where This FAQ May be Found
[D] Other FAQs Written
[E] Star Wars: Knights of the Old Republic Copyright Information

===============================================================================

|-----------------------------------------------------------------------------|
| [1] Introduction                                                            |
|-----------------------------------------------------------------------------|

What is the purpose of this guide, you may ask?  I made it as a reference.  I
try to collect everything and anything in games, and this helps me.  I also
decided to type it up for people who are looking for specific items, or want to
know where to find something.  All descriptions, unless otherwise noted, are
taken from the game.

If you know the location (or several locations) of an item, please e-mail me,
and I'll give you credit for your submission.

===============================================================================

|-----------------------------------------------------------------------------|
| [2] Item List                                                               |
|-----------------------------------------------------------------------------|

Items are listed alphabetically.  They are grouped in the same was the game
groups them.  Under the description of the item, I have provided the location
of it.  Under the location, you'll find some notes by myself (if I added any),
which may include tips on that item or where to find it/how to acquire it.  The
description for each item is taken from the in-game inventory system.

|-----------------------------------------------------------------------------|
| [2.1] Quest Items                                                           |
|-----------------------------------------------------------------------------|

Ajunta Pall's Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 5-15
Damage Bonus: +2 Fire
Critical Threat: 20-20,x2
Attack Modifier: +5

Held by the Dark Jedi even before he fell to the dark side, this may be one of
the few truly personal items owned by Ajunta Pall, and remains as thoroughly
corrupted as he.

********************

Ancient Sith Tablet

This thick stone table is covered with ancient runes of an unknown language.
It is extremely cold to the touch and has almost a sinister aura about it.

********************

Bacca's Sword Blade

This is part of Bacca's Ceremonial Blade, damaged due to the arrogance of
Chieftain Rothrrrawr.  He underestimated a creature in the Shadowlands (later
dubbed the Great Best) and lost the blade in its hide.  The hilt remained in
his courty, passed to other chieftains.  If both pieces could be found, the
sword might be able to be reassembled.

********************

Bantha Fodder

Description:
This is a highly pungent mixture of local plants and fungus.  Banthas
apparently find it irresistible, though it's doubtful any intelligence species
would willingly call it food.

********************

Bek Datapad

This datapad seems to details plans the Hidden Bek had to get into the Black
Vulkar base.  Of note is the following:

"We have synthesized a substance with an odor that resembles a favorite pray of
rancors.  If we place the bait properly, we can lure the rancor into eating
something lethal enough to kill it."

********************

Bowcaster Bolt Casing

This bolt casing was abandoned next to Rorworr's corpse, likely by whoever
killed him.  Bowcasters and the accompanying bolt casings are very personal
items among the Wookiees, and are adorned with traditional family symbols and
other identifying marks.  It is possible the owner of this one could be
identified by a knowledable Wookiee.

********************

Casus' Diary

Description:
This is the diary of Casus Sandral, amateur archeologist.  It details his
efforts to discover the source of the ancient ruins found across the surface of
Dantooine.  Upon reading it, you gather that he had found some corrleation
between the ruins and something called 'Rak'.

Location:
Found on a dead settler just beyond the Matale Estate on Dantooine after you
become a Padawan.

********************

Chemical Cannister

A cannister containing a chemical toxic to firaxan sharks.

********************

Chieftain's Gaffi Stick

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-8
Damage Bonus: +4 Physical
Critical Threat: 20-20,x2
On Hit: Poison, Average Weakness DC 20
Attack Modifier: +2

A variation of the traditional gaffi stick, or gaderffii, marked as a
chieftain's weapon by its slightly more ornate appearance and better
construction.

********************

Computer Passcard

Description:
This seems to be a standard keycard for use at secure terminals.  Most likely,
this one is designed to use Davik's computer system.

Location:
Onboard Davik's base, before getting in Ebon Hawk.  Can only be used here.

********************

Dantooine Map

This is a map to the area outside the Jedi Enclave on Dantooine.

********************

Dantooine Map

This is a map to the area a bit south the Jedi Enclave on Dantooine.

********************

Data Module

This is an encrypted data module retrieved from the remains of a Republic
droid.

********************

Datapad

This datapad appears to contain numerous entries of notes made by Master Uthar
of the Sith Academy.  Most prominent of the recent entries is the following:

"The pupil known as Dustil has shown remarkable progress.  His talent with the
Force is great.  The same, however, cannot be said for the human female that he
arrived with, Selene.
She has little talent.  Moreover, Dustil holds a great degree of affection for
her.  This is a weakness in the body and has been slowing down his training.
Orders were sent this morning to have the girl removed from the academy and
terminated.  I will tell Dustil that she was killed in the valley.  He will
forget her soon enough, I think... he is too promising to lose at this
juncture."

********************

Datapad

This datapad contains detailed descriptions of you and Bastila.  It also has a
brief message: Bastila has escaped Taris.  Whoever can find and dispose of her
and her Jedi companion will be greatly rewarded by Lord Malak himself.

********************

Datapad

This datapad contains a single short, cryptic message: The Genoharadan say to
see Hulas on Manaan.  Come alone or not at all.

********************

Datapad

This datapad seems to have once belonged to an enterprising young Sith student
who had ventured into the tomb in search of Ajunta Pall's sword.  One of his
entries is of particular note:

"There has got to be a way to get past this obelisk blocking the bridge!  It
seems to be made of some kind of unstable material... I'm willing to bet some
kind of energy discharge will set it off.  Blaster fire isn't doing the trick,
however.  I'll have to try some kind of explosive.  I just hope that guard
droid over there is as defunct as it looks."

********************

Datapad

The datapad appears to be the journal of a Sith archaeologist by the name of
Veren Gal.  Most of it consists of uninteresting notes on the geology of the
tomb's caverns, but the final entry is as follows:

"Strangely enough, I've found traces of Therangen in the tomb.  This is an
unstable black rock used as fuel by lesser races... perhaps the ancient Sith on
Korriban used it as a power source?  It is a volatile and dangerous substance,
and reacts violently to fire.  I will have to be careful.

********************

Datapad

This datapad appears to be the journal of a Sith who quite obviously did not
make it past this portion of his final test.  Most of the journal consists of
the Sith's account of gaining enough prestige with Master Uthar to take this
test... only the final entry appears to concern the test, itself:

"It seems I need to get across the pool of acid in the central chamber if I am
to complete my test, here, but that is not going to be easy.  The runes name
one Obelisk the 'Pillar of Fire'... while the other is the 'Pillar of Ice'.  I
can only assume that one of the pillars leads to a way to remove the acid pool.
Fire or ice... wouldn't fire create toxic fumes?  Maybe freezing the pool would
be safer.  Well... I'll worry about that once I bypass the terentatek beasts.
If I can, I suppose it's now or never."

********************

Datapad

Datapad entry:
We've set up a repair station at the storage room airlock to fix the damage to
the bridge hull.  Get the space suits from the armory and send a team out as
soon as possible.

********************

Datapad

These appear to be the personal notes of the Dark Jedi Master in charge of the
Sith base on Manaan.  It seems that the Sith have been trying to lure
impressionable young Selkath over to the dark side.
After reading the lengthy progress reports on this topic, it seems that the
the final plan was to use these young Selkath to overthrow the current
government and install a puppet government that the Sith would dominate.

********************

Datapad

Novice Sith such as yourself cannot be trusted to remember even simple tasks,
acolyte.  It is therefore prudent for your masters to explain themselves at
length, using very small words.  The ancient sequencer on the lower levels can
only be activated once all the sequencer tiles on the floor have been set to
their active mode by walking on them in the correct pattern.  To make all the
tiles the same color, simply walk the tiles in the pattern of an 'H'.  I trust
there will not be another unfortunate 'incident' like the last time...

********************

Datapad

This data pad contains information from many genetics studies conducted by the
Rakata during their technological peak.

********************

Data Recorder

The data recorder flashes to life:

I haven't been able to catch my poor creation as yet.  We've been trying to
capture it without destroying it; the thing is too valuable.  It is hard to be
so quiet as is necessary, however; it identifies targets through sound.  I'm
glad we brought sound dampeners with us.  Provided that idiot Ben Hu'al uses
his.

********************

Droid Head

Replaying the last memory of this damaged droid reveals that it and its owners
were the victims of an ambush by someone named Eli.  The name "Matton" was also
mentioned.

********************

Envirosuit

This is a variant of a standard model envirosuit used to protect its occupant
from the hostile environmental conditions.  In this case it has been
specifically modified to withstand tremendous undersea pressures.

********************

Holocron

This holocron has been cracked and worn by the sands and wind, but is still
marginally operational.  When activated, it shows the holographic image of a
middle-aged human man and appears to have been used as a means to record his
personal thoughts over the years.

********************

Holocron

This small crystal supposedly holds holographic recordings of the ancient
Sith... information which could be incredibly valuable.  There's no telling how
long the holocron has been lost in the area, nor how well it works.

********************

Ice Breaker

This device is used by criminal elements and covert operatives to slice into
security computers.  This particular breaker is configured for the computers on
the Levithan's brig deck.  It won't work anywhere else.

********************

Mandalorian Datapad

Description:
Jarg went missing in Sector B, then Reeza saw someone moving south of there.
Take a couple troops and find out who it is.
If they look suspicious: terminate.

Location:
Found on the corpse of a Mandalorian in Dantooine.

********************

Mandalorian Datapad

Description:
Jarg, did you remember not to take the XT-model bike out today?  There was
something funny with one of the intakes, and I thought it could jam.

Ha!  Consider yourself lucky!  If someone was dumb enough to take that thing
out he would have ploughed right into the ground within a kilometer.

Location:
Found on the corpse of a Mandalorian in Dantooine.

Map of the Eastern Dune Sea

By showing how to interpret ancient marker stones, this map can be used to find
a safe route through the Eastern Dune Sea.  Only intimate local knowledge could
take the place of such a document.

********************

Mandalorian Head

This is the head of the leader of the Mandalorian warriors who were killing the
Rakatan scouts.

********************

Mandalorian Helmet

This is the helmet of a fierce Mandalorian warrior, taken from a group that
stalked the Shadowlands of Kashyyyk for wounded or unwary prey.

********************

Moisture Vaporators

These devices use a pair of vaporators to condense moisture from the air,
albeit in small amounts of a long period of time.  Droughts can last for
centuries on some desert world, so this may be the only means to obtain water.

********************

Murder Recording

A recording of an older man murdering a young Sith woman.

********************

Pass Card

Description:
This is a pass card used to grant access at security terminals.

Location:
Found in the Black Vulkar base.  Only works in the Black Vulkar base.

********************

Pazaak Cards

Description: This is a standard Pazaak side deck card, for use with a Pazaak
deck.

Location:
First bought from Uriah in Janyvar's Canteen in Lower City of Taris.  May also
be found or bought at other places.

MY NOTES:
There are many different Pazaak cards available.  Some of them are:

+/-1, +/-3, +1, +2, -2, +/-6, +3, +4, -4, +5, +6, -6, -3

********************

Pazaak Deck

This is a standard Pazaak deck, complete with side deck cards.

********************

Pazaak Side Deck

Description:
Pazaak requires both a main deck and a side deck.  You can store all your side
deck cards here and bring them out when you start a game.

********************

Permacrete Detonator

This powerful detonator is extremely complicated.  Only someone trained in its
use could set an activate it.

********************

Prison Key

Description:
This key opens the holding cell in the Sandral Estate.

Location:
Found in a footlocker in the Sandral Estate.

********************

Promised Land Apprentice Journal

This journal details the search for the Promised Land carried out by Rukil's
apprentice.  Most of the entries are mundane; howwever, the last entry is quite
interesting:

"I have uncovered evidence that others have been seeking out the fabled land,
and that their treks have led them into the sewers.  I have decided that I must
go as well."

Location:
On the corpse of an outcast in the Undercity of Taris.

********************

Promised Land Journal

This journal is a record of the long and difficult search to find the Promised
Land.  It contains many half completed maps and cryptic notes, all attempting
to decipher whether the legend is true or simply a child's fable. By itself
this journal does not contain enough information to solve the mystery, however
it could be a valuable piece of the puzzle.

Location:
On the corpse of two outcasts (each has one piece) in the sewers of the
Undercity on Taris.

********************

Rahasia's Key

Description:
This key opens the rear door to the Sandral Estate.

Location:
Given to you by Rahasia during the Sandral-Matale feud on Dantooine.

********************

Rakghoul Serum

This vial of green, bubbling liquid is the only hope of a cure for anyone
infected with the rakghoul disease.

Location:
Found on the corpse of a Sith soldier in the Undercity on Taris.

********************

Republic Enclave Key

An access key to the outder doors of the Republic Enclave in Ahto City.

********************

Sand People Clothing

Max Dexterity Bonus: +8

These are the intricate robes of a Sand People warrior.  They seem to be in
good condition, and might allow a wearer to superficially appear to be a member
of the Sand People species.

********************

Sharina's Wraid Plate

Description:
This is the incredibly dense bone skull plate of a Tatooine desert wraid.

********************

Ship Parts

These ship parts appear to be similar enough to those on the Ebon Hawk that
they could be used to repair it.

********************

Sith Armor

Defense Bonus: 2
Max Dexterity Bonus: +8

Description:
This full body armor could be used to fool people into thinking the wearer was
one of the Sith.

Location:
You first find this when you save an alien from Sith attackers in one of the
apartments outside of North Taris.  It can't be bought.

********************

Sith Base Passcard

Description:
A standard ID card for Sith troopers.

Location:
Found in the Sith Base on Taris.  Can only be used here, and can't be bought.

********************

Sith Base Passcard

A passcard use to enter the Sith Base in Ahto City.

********************

Sith Datapad

This datapad contains coded instructions from Master Uthar to someone by the
name of Adrenas.  You are not sure what the instructions detail, save that he
requires the chamberlain to go to Dreshdae ot gather the ingredients.

********************

Sith Device

This small electronic device appears to be completely self-operating.  Once
attached to a specific surface, it will begin deplpying whatever trap is
inside.  Yuthura has not explained exactly what the device does... simply that
it must be placed inside Master Uthar's bed in order to function.

********************

Sith Hangar Key

A key card to the Sith Reserved Hangar in Ahto City.

********************

Sith Lightsaber

Feats Required: Weapon Proficiency - Lightsaber
Damage Type: Energy
Damage Points: 2-16
Critical Threat: 19-20,x2

This lightsaber is quite intricate in its design, the hilt covered in delicate
runes and inlaid with black markings.  No doubt the purpose of the weapon is
primarily ceremonial, though it certainly seems to perform as a lightsaber
should.

********************

Sith Medallion

This medallion is clearly marked with the insignia of the Sith, and otherwise
consists of a shiny black onyx-like material.  It is unlikely to be very
valuable, but is quite distinctive.

********************

Sith Papers

Description:
These official looking papers identify the bearer as being on special
assignment by order of the Sith government of Taris.  They also warn of the
gruesome penalties for anyone foolish enough to challenge the bearer.

Location:
Quest item, given to you by the leader of the Hidden Beks.

********************

Sith Passcard

This is a small identification card marking you as a student within the Sith
monastery on Korriban.  It will allow you to come and go as you wish.

********************

Sith Passcard

This appears to be a high security passcard for the detention area.

********************

Space Suit

This is a standard model space suit used to protect its wearer from the cold
vacuum of space.  Because of its design, anyone wearing the suit will have to
unequip their weapons.

********************

Slaver Contract

This datapad card contains a contract to trade weapons for slaves, and a
manifest of goods already delivered.  It would seem that Rorworr had sold a
number of Wookiees previously, and intended to do so again.

********************

Sonic Emitter

Uses: unlimited

This device emits a powerful sonic pulse useful for scaring off or stunning
various wildlife.  It normally has an extremely limited range, but in an
underwater environment the signal would travel quite a distance.  It has proven
quite lethal to several species of firaxan sharks.

********************

Special Cold Grenade

This is an incredibly large and powerful version of a standard cold grenade.
When used, its blast will likely affect a large area.

********************

Special Fire Grenade

This is an incredibly large and powerful version of a standard fire grenade.
When used, its blast will likely affect a large area.

********************

Spice

The term "spice" has come to describe a wide variety of stimulants mined on a
number of worlds, but the highly coveted glitterstim found on Kessel is by far
the most precious.

********************

Starboard Cell Block Key

This keycard will unlock the cells on the Levithan's starboard detention block.

********************

Star Map: Dantooine

Description:
You have recorded the coordinates from the Star Map you found on Dantooine into
a datapad.

Location:
Given to you after finding the Star Map in the Strange Ruins on Dantooine.

********************

Star Map: Kashyyyk

You have recorded the coordinates from the Star Map on Kashyyyk into a datapad.

********************

Star Map: Manaan

You have recorded the coordinates from the Star Map you found on Manaan into a
datapad.

********************

Star Map: Tatooine

You have recorded the coordinates from the Star Map on Tatooine into a datapad.

********************

Submersible Bay Key

Key to the submarine Bay in the Republic Enclave in Ahto City.

********************

Swoop Accelerator

Description:
Though not overly large the prototype swoop accelerator is surprisingly heavy.
Without being an expert on swwp bike construction it is difficult to imagine
how this simple device could be so valuable.

Location:
Black Vulkar base.  Quest item.

********************

Swoop Bike Signal Device

This device attaches to a swoop bike, transmitting any field that has been
collected on it by the Commander.

********************

Synthesized Odor

Description:
This appears to be a timed release device for a strange substance.  The liquid
has a very pungent odor.

Location:
Undercity sewers, just before large room with rancor.

********************

Tach Gland

This gland was cut from the corpse of a tach, a small primate.  It can
suppoesdly be powdered to produce a powerful stimulant.

********************

Taris Launch Codes

Description:
This datapad contains the codes necessary to launch a ship from the planet's
surface without being destroyed by the Sith autotargeting cannons.

Location:
Found in the Sith Governor's room in the Sith Base on Taris.  Quest item.

********************

Token

This appears to be a small token of a personal nature.  Perhaps someone who
knew this Selkath would recognize it.

********************

The Twisted Rancor Trio

Guts and Glory: A Chronicle of the Amazing Story of The Twisted Rancor Trio
By Gilthos Uksaris (A work in progress)

The origins of what would eventually become the most famous band in the
galaxy are surprisingly humble.  The brains behind the group, manager Gilthos
Uksaris, founded the Trio to earn a date with a young singer named Elinda.

The ploy worked, and Elinda became the first member of the band.  Glithos
scrambled to find musicians to back her, and signed a Bith named Ujaa to be
the lead musician.  Soon after that he signed Ujaa's brother, Ujii to
complete the trio.

The band struggled at first.  Elinda was a fantastic singer, but Ujaa wasn't
much of a musician.  When Elinda threatened to quit, Glithos fired Ujaa and
signed another Bith named Loopa.

Of course this didn't go over well with Ujaa's brother, and Ujii quit.
Fortunately, Loopa knew another musician named Fodo, who joined to replace
Ujii.

Led by Elinda's singing, the second incarnation of The Twisted Rancor Trio
became quite popular on their home world of Taris, eventually attracting
the attention of local legitmate businessman Davik Kang.

Davik asked Glithos to birng his group in for a command performance.
Glithos agreed, realizing this could be the band's big break.
Unfortunately, Elinda had heard certain unsubstantiated rumors about
Davik Kang and his connections to the Exchange.  Fearing for her life,
she refused to go to his estate to perform.

Many felt that without Elinda's singing the band would crumble.  But
Glithos came up with a brilliant plan to save the group by hiring
Elinda's sister, Ashana, as the new lead singer on the even of their
scheduled appearance at Davik's estate.

Glithos knew he was taking a risk.  If Ashana couldn't perform at
Elinda's level, Davik's infamous temper could have dire consequences
for the entire band.  However, if Ashana could match her sister's
performance then Davik was likely to sign the band to a big time
touring contract.

It was a risk, but The Twisted Rancor Trio was founded on "Guts and
Glory".

(There are no further entries)

Location:
Found in a room in the apartment complex of Lower Taris.  Is the key to a small
puzzle.

********************

Viper Kinrath Body

The corpse of an exceptionally large viper kinrath, freshly killed.

********************

Water Pump Analysis

In regards to the system in place to cycle water from the ocean to the thermal
heaters:
What were you thinking?!?  What made you put that airlock mechanism on the only
other path to the north side of the base??  Now everyone has to know how to
cycle the water out of one room and into the adjoining one for each of the
three rooms in sequence without accidentally flooding the room they're in!  We
lost seven troopers just this week!
Next time I'm there you better show me how to do it properly!  I can't afford
to lose any more of my aids while trying to get to the Selkath!

|-----------------------------------------------------------------------------|
| [2.2] Equippable Items                                                      |
|-----------------------------------------------------------------------------|

Adrenaline Amplifier

Saves: Relfex +2

Description:
This device improves the wearer's reflxes by triggering prolonged bursts of
adrenaline.  It is thought to be perfectly safe, with only a few instances of
uncontrolled muscle spasms.

Location:
In Selven's apartment in the Lower City of Taris.

********************

Adrenaline Stimulator

Saves: All +4
Dexterity: +2

This belt endows the wearer with hyper-sensitivity to their surroundings and
dynamically improves reflexes and reaction time.

********************

Advanced Adrenaline Amplifier

Saves: Reflex +3

This device is an improved version of the basic model, increasing effectiveness
with fewer occurences of side effects.  It improves reflexes by triggering
prolonged bursts of adrenaline.

********************

Advanced Aural Amplifier

Skills: Awareness +4
Restricted: not useable by Wookiees

Description:
In a fine balancing act, this unit amplifies the faint sounds of moving
creatures, while filtering out louder background noise that might otherwise
deafen the user.

********************

Advanced Bio-Stabilizer Implant

Feats Required: Implant Level 3
Immunity: Mind-Affecting, Poison

This detailed micro-computer analyzes the contents of the user's circulatory
system, as well as surges and drops in nerve transmission rates.  It attempts
to stabilize the user's system, and remove undesirable elements from it.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Advanced Bio-Stabilizer Mask

Feats Required: Armor Proficiency - Light
Immunity: Mind-Affection, Poison
Saves: All +1

Similar to the Advanced Bio-Stabilizer Implant, this mask analyzes circulation
patterns through the skin, monitors breathing through chemical sensors, and
reactions through eye movements.  It additionally acts as a nearly complete
environmental system, preventing toxins from ever reaching the wearer.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Advanced Combat Implant

Feats Required: Implant Level 3
Bonus Feat: Weapon Focus - Blaster Pistol
Bonus Feat: Weapon Focus - Blaster Rifle
Bonus Feat: Weapon Focus - Heavy Weapons
Bonus Feat: Weapon Focus - Melee Weapons
Bonus Feat: Weapon Proficiency - Blaster Pistol
Bonus Feat: Weapon Proficiency - Blaster Rifle
Bonus Feat: Weapon Proficiency - Heavy Weapons
Bonus Feat: Weapon Proficiency - Melee Weapons
Bonus Feat: Weapon Specialization - Blaster Pistol
Bonus Feat: Weapon Specialization - Blaster Rifle
Bonus Feat: Weapon Specialization - Heavy Weapons
Bonus Feat: Weapon Specialization - Melee Weapons

The Advanced Combat Implant is an experimental technology, designed to make
computer data available to the user.  Naturally, one of the first uses for this
technology was combat.  This implant contains weapons specification, and
advanced usage techniques for all known weaponry in the Republic and associated
territories.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Advanced Computer Tool

Feats Required: Droid Upgrade Class 2
Skills: Computer Use +4

Like the basic unit, this retractable probe allows droid access to the higher
programming functions of any computer terminal, though better interface
adapters make it more effective.

********************

Advanced Flame Thrower

Feats Required: Droid Upgrade Class 3
Uses: #/10
Damage: Heat, 60pts
On Hit: Horror, 100% for 3 sec
Special: Targets 7th level and up ignore horror effect
Save: DC20 for half damage
Range: Short

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Intended as a combat upgrade and not generally available to the public, this
droid-mounted weapon can inflict a great deal of damage over a broad area.  It
is widely used by Republic forces.

********************

Advanced Gravity Generator

Feats Required: Droid Upgrade Class 3
Uses: #/10
Damage: None
On Hit: Slowed, 100% for 9sec
Save: DC20 to negate slow

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

This device creates a more powerful gravity swell than the basic unit due to an
unregulated energy governor.  The use of such items is discouraged because of
concern over environmental effects.

********************

Advanced Sensory Implant

Feats Required: Implant Level 3
Skills: Awareness +10
Dexterity: +2

By assisting the areas of the user's brain dedicated to sensory-interpretation,
this implant gratly heightens the user's awareness of their surroundings, as
well as spatial perception and analysis.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Advanced Shield Disruptor

Feats Required: Droid Upgrade Class 2
Uses: #/10
Damage: Ion, 40pts
Range: Medium

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Prototyped by Czerka Corporation, these extremely devastating droid and shield
nullifiers have found their way to forces on both sides of the Sith/Republic
conflict.

********************

Advanced Stabilizer Gloves

Dexterity: +3
Blaster Bolt Deflection: +5

These gloves contain an advanced fire control and trajectory analysis system
which links to held ranged weapons.  This allows the user greater accuracy when
aiming their own weapons, and also gives warning when incoming fire would
likely hit the wearer.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Advanced Stealth Unit

Skills: Stealth +4

Costly to produce, this unit refinse the Stealth Mode field to better
camouflage the user.  Opponents must make an Awareness check versus user
Stealth skill +4 or remain unaware of them.  The user must have paid points
into the Stealth skill to use Steath Mode.  Combat disrupts the field, but
mundane tasks do not.

********************

Advanced Stun Ray

Feats Required: Droid Upgrade Class 2
Uses: #/10
Damage: None
On Hit: Stun, 100% for 9 sec
Save: DC20 to negate stun
Range: Medium

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

This produce is a special order aftermarket modification of a Quellegh
Industrial stun ray.  Very expensive to produce, most are in the hands of
government-sponsored elite troops.

********************

Advanced Targeting Computer

Feats Required: Droid Upgrade Class 2
Bonus Feat: Weapon Focus - Blaster Pistol
Bonus Feat: Weapon Focus - Blaster Rifle

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

********************

Arkanian Heavy Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 2-9
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +1

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

Location:
Buy from Igear in the Undercity of Taris.

********************

Arkanian Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 3-8
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +2

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

********************

Aural Amplifier

Skills: Awareness +2
Restricted: not useable by Wookiees

Description:
With this item, Durkish Corporation abandones visual detection in favor of
aural, citing that most creatures breathe, and even camouflage fields can't
blend the sound of that away.

Location:
Found in Black Vulkar base, near swoop accelerator.

********************

Baragwin Assault Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Bonus: 2-12
Damge Bonus: +2-12 Energy
Critical Threat: 19-20,x2
Attack Modifier: +2
Special: Upgradeable, Melee

This advanced vibrosword is a miracle of miniaturization technology.  Not only
does it deliver increased functionality over a normal vibrosword, it also has
capacitors which discharge upon contact with a target.  Extra space within the
blade can be utilized by a varirety of common upgrade modules.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Baragwin Assault Gun
Feats Required: Weapon Proficiency - Heavy Weapons
Damage Type: Energy
Damage Points: 3-20
Range: 28m
Critical Threat: 20-20,x2
Special: Upgradeable, Ranged

This light repeating blaster is an excellent example of the Baragwin aptitude
for weaponry.  By taking and modifying an existing repating blaster design, the
Baragwin have managed to greatly increase the damage output and added
additional functionality with a variety of upgrade options.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Bacca's Ceremonial Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 4-14
Damage Bonus: +4 Energy
Critical Threat: 19-20,x2
Attack Modifier: +2
Special: Upgradeable, Melee

The great Bacca was hunting the Shadowlands ages ago when an alien ship crashed
through the forest.  He saw that first contact was a warning of the destruction
outsiders could bring.  Made from the debris, this sword is a reminder for his
people that trust must be given cautiously, and only to those who earned it.

********************

Baragwin Droid Shield

Feats Required: Droid Upgrade Class 1
Uses: unlimited

A super-efficient version of a normal droid energy shield, the Baragwin version
has been modified and customized to be able to run off the power supply of the
droid mounting it.  While the energy drain on the droid is insignificant, the
protection gained is equal, if not superior, to a normal droid energy shield.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Baragwin Flame Thrower

Feats Required: Droid Upgrade Class 2
Uses: unlimited

Using an innovative technique, the Baragwin have managed to modify a normal
flame thrower to operate in such a fashion as to ignore the very atmosphere
around a charged guidance beam.  The result is a flame thrower that doesn't
need an external fuel source and can be run virtually indefinitely.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Baragwin Ion-X Weapon

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Ion
Damage Points: 1-6
Damage Bonus: +1-10 Physical
Range: 28m
Critical Threat: 20-20,x2
Attack Modifier: +3
Special: Upgradeable, Ranged

this weapon is an experimental Baragwin design that has been extensively
modified by Suvam Tan.  He has incorporated what he describes as a
'shaped-energy' delivery system into the weapon, which allows it to deliver
concussive force on impact in addition to the weapon's normal energy discharge.
Upgrades to the weapon could potentially greatly increase both its impact force
and its penetration.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Baragwin Shadow Armor

Feats Required: Armor Proficiency - Light
Defense Bonus: 7
Max Dexterity Bonus: +4
Skills: Stealth +4
Special: Upgradeable, Armor

A speciality of the Baragwin, this modifiable suit has advanced adaptive
camouflage technology that, when combined with a stealth generator, allows it
to blend in nearly seamlessly with the background when viewed from any
direction.  It is generally only sold to respected governments, but a number
have found their way into more disreputable distribution channels.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Baragwin Shield Disruptor

Feats Required: Droid Upgrade Class 2
Uses: unlimited

The Baragwin have tweaked and tuned a normal Shield Disruptor to be able to run
off the mounting droid's power supply, giving it unlimited charges.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Baragwin Stun Ray

Feats Required: Droid Upgrade Class 2
Uses: unlimited

While not the most powerful of weapons, the Baragwin have modified a normal
Stun Ray to run at such efficiency that it can tap into the power supply of the
droid mounting it, giving it unlimited charges.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Basic Targeting Computer

Requires: Droid Upgrade Class 1
Bonus Feat: Weapon Focus (Blaster Pistol)

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

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Battle Armor

Feats Required: Armor Proficiency - Heavy
Defense Bonus: 8
Max Dexterity Bonus: +1

Description:
This isn't the heaviest of armor, but it comes close.  Designed for heavy
militias, it has the protection needed to keep a soldier alive during ranged
combat with massive weapons .

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Beemon Package

Feats Required: Implant Level 3
Constitution: +3

Beemon's top of the line package usurps the body's natural reactions to stress
and damage, allowing the user to withstand greater amounts of punishment and
exertion than normally possible.

********************

Bendak's Blaster

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 2-7
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +1
Special: Upgradeable, Ranged

Description:
This blaster belonged to Bendak Starkiller, a duelist legendary on Taris.  It
is a highly adaptable weapon, and is definitely of better quality than any
standard issue pistol.

Location:
Awarded to you after you defeat Bendak Starkiller in the death match on Taris.

********************

Bio-Antidote Package

Feats Required: Implant Level 3
Immunity: Poison

Description:
This implant maintains an ever-circulating stream of antitoxins in the user,
increasing relevant antidotes for specific poisons introduced.  Side effects
include dry mouth.

Location:
The first time you find this item will be at Zelka Forn's medical facility in
Upper Taris.

********************

Blaster Cannon

Feats Required: Weapon Proficiency - Heavy Weapons
Damage Type: Energy
Damage Points: 3-10
Range: 28m
Critical Threat: 20-20,x2
Attack Modifier: +2

The blaster cannon is a favorite among captains wealthy enough to hire
experienced, dangerous crews and who might need a way to take them out quick if
things go bad.

********************

Blaster Carbine

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 1-8
Range: 25m
Critical Threat: 19-20,x2

Created initially by Gungis X Weapons, blaster carbine rifles have become very
popular in recent years, helped by falling prices due to competition from other
companies.

********************

Blaster Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 1-6
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

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

Many locations throughout the world, it's one of the most common weapons in the
game.  The first area you'll come upon it is in the Endar Spire, just as the
game begins, in the footlocker next to where you're sleeping.

********************

Blaster Rifle

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 1-8
Range: 28m
Critical Threat: 19-20,x2

Description:
More powerful than the commonly available pistol, the blaster rifle is favored
by soldiers throughout the galaxy.  Civilian ownership of these weapons is not
generally encouraged.

Location:
First found in Taris, in the backpack of a Sith Trooper immediately after
leaving the apartment.  Can also be found and bought at many places.

********************

Bonadan Alloy Heavy Suit

Feats Required: Armor Proficiency - Light
Defense Bonus: 6
Max Dexterity Bonus: +4

Description:
Bonadan is an emerging industrial society financing their exploration of the
galaxy through production of small arms and armor. They favor heavy materials
offering solid defense.

Location:
The first time you find this item will be at Kebla Yurt's Equipment Emporium in
Upper Taris.

********************

Bothan Chuka

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 3-3
Critical Threat: 20-20,x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Attack Modifier: +2

A very effective device used by Bothan elite.  Some systems consider simple
possession of one as grounds for execution as a spy.  High-density discharge
cells make this item unwieldly and unusable in the off-hand.

********************

Bothan Discord Gun

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Sonic
Damage Points: 2-7
Range: 28m
Critical Threat: 20-20,x2
On Hit: Attribute Damage Dexterity DC 14
Attack Modifier: +1

This was conceived as a "last resort" weapon should espionage fail and a quick
retreat be called for.  It is effective, but the Bothans would prefer that it
not be needed.

********************

Bothan Droid Disruptor

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Ion
Damage Points: 2-7
Ion: +2-12 vs. Droid
Range: 28m
Critical Threat: 20-20,x2
Attack Modifier: +1

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

********************

Bothan Needler

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 3-6
Range: 23m
Critical Threat: 19-20,x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Balanced: +2/+o vs. two-weapon penalty if used in the off hand
Attack Modifier: +2

For serious espionage, this is the weapon of choice.  Simple ownership can get
you arrested in some systems, or invited to dine with royalty, depending on
what it helped you learn.

********************

Bothan Perception Visor

Feats Required: Armor Proficiency - Light
Skills: Awareness +3, Demolitions +2, Security +2
Restricted: not useable by Wookiees

Bothans treat information like any other resource, and invest a great deal in
devices that help collect it.  These Bothan visors are considered to be among
the best in the galaxy.

********************

Bothan Quick Draw

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 2-5
Range: 23m
Critical Threat: 19-20, x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Balanced: +2/+o vs. two-weapon penalty if used in the off hand
Attack Modifier: +1

An unconscious opponent is a quiet opponent.  THis weapon is a Bothan favorite,
designed to "create opportunities."

********************

Bothan Sensory Visor

Feats Required: Armor Proficiency - Light
Immunity: Critical Hits
Skills: Awareness +4, Demolitions +4, Security +4
Restricted: not useable by Wookiees

Description:
Bothans place great important on the tools of the information trade.  They
would consider these items to be average quality, though their standards are
exceptionally high.

********************

Bothan Shrieker

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Sonic
Damage Points: 2-5
Range: 17m
Critical Threat: 20-20,x2
On Hit: Attribute Damage Dexterity DC 14
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +1

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

********************

Bothan Stun Stick

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-2
Critical Threat: 20-20,x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Attack Modifier: +1

A useful tool for espionage, this weapon is more effective than the standard
stun baton, but is still available on most worlds.  High-density discharge
cells make this item unwieldly and unusable in the off-hand.

********************

Bowcaster

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 1-10
Damage Bonus: +2 Physical
Range: 28m
Critical Threat: 19-20,x2

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

********************

Breath Mask

Feats Required: Armor Proficiency - Medium
Immunity: Poison
Restricted: not useable Wookiees

Description:
This is standard issue gear for Republic forces and most professional soldiers,
protecting against a variety of gas-based attacks.

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Brejik's Arm Band

Dexterity: +1

Description: Brejik's gloves are designed to enhance the hand/eye coordination
of the wearer.

Location:
Found on Brejik's corpse after killing him after the swoop race on Taris.  If
you want it, keep it, because it can't be bought or found anywhere else.

********************

Brejik's Belt

Damage Resistance: Resist 5/- vs. Slashing

Description:
Brejik's arm band, when used in conjunction with his belt, generates an
effective barrier against melee attacks.

Location:
Found on Brejik's corpse after killing him after the swoop race on Taris.  If
you want it, keep it, because it can't be bought or found anywhere else.

********************

Brejik's Glove

Damage Resistance: Resist 5/- vs. Bludgenoning

Description:
Brejik's belt, when used in conjunction with his arm band, produces an
effective barrier against melee attacks.

Location:
Found on Brejik's corpse after killing him after the swoop race on Taris.  If
you want it, keep it, because it can't be bought or found anywhere else.

********************

Bronzium Light Battle Armor

Feats Required: Armor Proficiency - Medium
Defense Bonus: 8
Max Dexterity Bonus: +2

Description:
This molded armor is made of better materials than standard military issue, but
is still relatively cheap and easy to mass-produce, making it ideal for light
militias and the like.

Location:
First bought from Adum Larp on Dantooine.

********************

Calo Nord's Battle Armor

Feats Required: Armor Proficiency - Heavy
Defense Bonus: 9
Max Dexterity Bonus: +1
Damage Resistance: Resist 10/- vs. Cold
Damage Resistance: Resist 10/- vs. Fire
Damage Resistance: Resist 10/- vs. Sonic
Special: Upgradeable, Armor

Commissioned by Calo Nord, this armor was based on heavily modified Mandalorian
designs.  The maker was killed to appease Nord's ego, ensuring his suit would
forever be unique.

********************

Carbonite Projector

Feats Required: Droid Upgrade Class 2
Uses: 10/10
Damage: Cold, 20pts
On Hit: Paralyze, 100% for 9sec
Save: DC15 for half damage, paralyze reduced to 3sec
Range: Medium

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

The inverse of a flamethrower, this weapon uses a carbonite freezing technique
to super-cool synthetic compounds hurled at a target.  This unconventional
weapon has not yet seen widespread use.

********************

Carbonite Projector Mark II

Feats Required: Droid Upgrade Class 3
Uses: #/10
Damage: Cold, 40pts
On Hit: Paralyze, 100% for 15sec
Save: DC20 for half damage , paralyze reduced to 9sec
Range: Medium

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

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

********************

Cardio Package

Feats Required: Implant Level 1
What it does: Constitution +1

Description:
This implant micromanages the cardiovascular system, effectively increasing the
user's constitution faster and further than hard work and exercise might.

Location:
It can be found throughout the world at many locations, or bought from stores.

********************

Cardio Power System

Feats Required: Implant Level 3
Constitution: +4

This implant increases the cadio-vascular recovery rate and pain tolerance of
the wearer, giving them almost supernatural stamina.

********************

Cardio-Regulator

Saves: Fortitude +2

Description:
This belt monitors heartbeat and breathing and releases chemicals into the body
should either of these become irregular.  This gives the wearer a higher
fortitude than most.

Location:
Found in many places.  Can be bought as well.

********************

Carth's Blaster

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 2-7
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two weapon penalty if used in the off hand
Special: Upgradeable, Ranged

Description:
Carth's personal blaster is based on an old Arkanian design, but he has adapted
it to incorporate all of the latest modular technology available to the
Republic.

Location:
It's on Carth at the beginning of the game.  It can't be found or bought
anywhere, so if you want it, keep it; don't sell it.

********************

Cassus Fett's Battle Armor

Feats Required: Armor Proficiency - Heavy
Defense Bonus: 10
Max Dexterity Bonus: +0
Damage Resistance: 10/- vs. Cold
Damage Resistance: 10/- vs. Fire
Damage Resistance: 10/- vs. Sonic
Special: Upgradeable, Armor

Description:
The armor of Cassus Fett, the most wanted man in known space.  Famous for
killing the captain of a flagship Republic frigate at the Battle of Jaga's
Cluster, he is presumed dead.

Location:
First bought from Adum Larp on Dantooine.

********************

Cassus Fett's Heavy Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 4-11
Range: 23m
Critical Threat: 20-20,x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +3
Special: Upgradeable, Ranged

Cassus Fett was rarely seen without this adaptable blaster.  Famous for killing
the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he
is presumed dead.

********************

Chuundar's Bowcaster

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 3-12
Damage Bonus: +4 Physical
Range: 28m
Critical Threat: 19-20,x2
Attack Modifier: +2

Chuundar's personal weapon is a bowcaster with some unusual Czerka
modifications.  Most Wookiees would likely not appreciate such outside
influence.

********************

Cinnagaran Carbine

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 3-10
Damage Bonus: +1 Physical
Range: 25m
Critical Threat: 19-20,x2
Attack Modifier: +2

This blaster rifle variant is one of many fine weapons produced by the
factories of Cinnagar in their continued militarizing after the Great
Hyperspace War a thousand years ago.

********************

Cinnagar War Suit

Feats Required: Weapon Proficiency - Heavy
Defense Bonus: +7
Max Dexterity Bonus: +3
Damage Resistance: 15/- vs. Sonic

Description:
After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta
militarized their world and industry, a legacy that produced battle armor still
sought after today.

Location:
First bought from Adum Larp on Dantooine.

********************

Clothing

Description:
These are simple garments that protect little more than the modesty of the
wearer.

Location:
Many locations contain this item, and you'll first find it in the footlocker of
the Endar Spire as soon as you wake up, after the opening cinematic.

********************

CNS Strength Enhancer

Saves: All +2
Strength: +2

Description:
An expirmental system that amplifies power signals along the length of the
central nervous system, this generator, attached to a belt, provides greater
impulses to all muscles, as well as a resistance to all sorts of perturbations
of the user's system.

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Combat Sensor

Dexterity: +2
Bonus Feat: Weapon Focus - Blaster Pistol
Bonus Feat: Weapon Specialization - Blaster Pistol
Restricted: not useable by Wookiees

The targeting software inherent in this visor uses predictive algorithms to
direct the wearer's gaze, allowing them to function more efficiently in combat.

********************

Combat Suit

Feats Required: Armor Proficiency - Light
Defense Bonus: 4
Max Dexterity Bonus: +5

Description:
Even the most frugal of mercenaries know they need at least some form of
protection from the rigors of combat, although suits of this type are
recommended for light skirmishes only.

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Composite Heavy Plating

Feats Required: Droid Upgrade Class 3
Defense Bonus: 13

This palting forgoes mobility in favor of sheer mass.  The hugh composite
plates covering the droid do not allow the range of motion that other armor
systems may grant their user, but in terms of physical protection, this plating
is the best in the galaxy.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Computer Probe

Requires: Droid Upgrade Class 1
Skills: Computer Use +2

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

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Cyber Reaction System

Feats Required: Implant Level 3
Dexterity: +3

This system supplants the user's normal nervous system, enhancing it
artificially.  It allows the impulses to travel faster and farther along the
sysem, improving reaction time, while also cimproving fine motor control,
increasing accuracy.

********************

Dark Jedi Knight Robe

Feats Required: Jedi Defense
Defense: 2
Max Dexterity Bonus: +8

Designed for those who relish personal combat, and know that power comes to
those who take it, these robes offer good protection with no hindrance to
movement.

********************

Dark Jedi Master Robe

Feats Required: Jedi Defense
Defense Bonus: 3
Max Dexterity Bonus: +8

These robes offer superior protectionw hile still allowing full freedom of
movement.  They are the robes of the true masters, those whose will and
authority go unopposed.

********************

Davik's Visor

Bonus Feat: Improved Power Blast

Description:
Davik's visor is designed to enhance the user's ability to target and deal
damage when using blaster.

Location:
Found on Davik's corpse after you kill him, as Taris is being bombed.

********************

Darth Bandon's Fiber Armor

Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +5
Damage Resistance: Resist 25/- vs. Fire
Special: Upgradeable, Armor

Despite the unfortunate fate of Darth Bandon, this light armor remains a
desirable asset for any warrior.  The silvery polish reflects a pride in
craftsmanship rarely seen today.

********************

Davik's War Suit

Feats Required: Armor Proficiency - Medium
Defense Bonus: 8
Max Dexterity Bonus: +3
Damage Resistance: Resist 10/- vs. Cold
Damage Resistance: Resist 10/- vs. Fire

Description:
Davik spent lavishly on his safety, and many a bounty hunter ended up dead in
the streets for underestimating both his will to live and the protective
qualities of his armor.

Location:
Found on Davik's corpse after you kill him, as Taris is being bombed.

********************

Demolitions Sensor

Skills: Awareness +8, Demolitions +4
Restricted: not useable by Wookiees

This item uses advanced processors to assist the wearer in the visual analysis
of microelectronics commonly used in demolitions.  The acuity granted also
serves to improve general awareness.

********************

Disruptor Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Physical
Damage Points: 1-4
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

Description:
These pistols are illegal in many planetary systems, being regarded as too
pwerful a weapon to be owned by civilians.  Disruptors reduce solid matter to
its constituent molecules.  Unlike typical blasters, disruptors ignore most
types of personal energy shields.

Location:
Black Vulkar base.

********************

Disruptor Rifle

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Physical
Damage Points: 1-6
Range: 28m
Critical Threat: 20-20,x2

Description:
This disruptor is even more destructive than its pistol counterpart, and is
outlawed on just as many worlds.  Disruptors reduce solid matter to its
constituent molecules.  Painfully.  Unlike typical blasters, disruptors ignore
most types of personal energy shields.

Location:
First found in the Black Vulkar base on Taris.  Can be bought and found in many
other places.

********************

Double-Bladed Lightsaber

Feats Required: Weapon Proficiency - Lightsaber
Damage Type: Energy
Damage Points: 2-20
Critical Threat: 20-20,x2

Description:
These exotic weapons are rare, and most often associated with Jedi attracted to
the dark side of the Force, for whom reckless aggression is sometimes
considered an asset.  The double-bladed lightsaber is capable of inflicting
much more damage - but is also less precise - than the single-bladed variant.

Location:
Found on Brejik's corpse after killing him after the swoop race on Taris.
Afterwards, once off Taris, they can be found all over.

********************

Double-Bladed Sword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-12
Critical Threat: 20-20,x2

Description:
A difficult weapon to master, the double bladed sword has a grip in the center
with two long blades emerging from either end.  The double-bladed sword is
capable of inflicting more damage - but is also less precise - than the single-
bladed variant.

Location:
The first time you find this item will be at Kebla Yurt's Equipment Emporium in
Upper Taris.

********************

Dominator Gauntlets

Strength: +5

A working proto-type of huge technological advancement in power gauntlets, the
Dominators give the user unparalleled strength and power.

********************

Droid Heavy Plating Type 1

Feats Required: Droid Upgrade Class 1
Defense Bonus: 9

Description:
Originally used on starship hulls, durasteel is the best protection available
for droids.  This particular variant of the alloy is the standard for
mass-production heavy combat droids.

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Droid Heavy Plating Type 2

Feats Required: Droid Upgrade Class 2
Defense Bonus: 10

A specialized variant of heavy plating, this type of durasteel alloy is not
sold in mass quantities.  More often, it is used to equip elite troops where
the initial cost of the battle droid warrants the investment.

********************

Droid Heavy Plating Type 3
Feats Required: Droid Upgrade Class 3
Defense Bonus: 11

The heaviest protection available, this type of plating is uncommon due to the
cost involved in production.  It is best suited to specialized assassin or
assault droids, though such units are highly regulated.

********************

Droid Light Plating Type 1

Feats Required: Droid Upgrade Class 1
Defense Bonus: 3

Description:
A thin sheet of alloy plating is a relatively inexpensive way to improve a
droid's chance of surviving combat.  This model is an excellent option for
light-duty droids.

Location:
Found in the Sith Base on Taris.

********************

Droid Light Plating Type 2

Feats Required: Droid Upgrade Class 2
Defense Bonus: +4

Description:
Tough more for the factory floor, plating of this type is seeing more general
use.  Light but effective, this upgrade can mean the difference between repair
and replacement if a droid comes to harm.

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Droid Light Plating Type 3

Feats Required: Droid Upgrade Class 3
Defense Bonus: 5

Description:
The strongest of the light-grade plating, this is the best protection most
individuals consider purchasing for droids not actively in a class intended for
combat.

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Droid Medium Plating Type 1

Feats Required: Droid Upgrade Class 1
Defense Bonus: 4

Description:
Developed by engineer Hoot Calin, this plating relies more on deflecting angles
than exotic alloys.  Cost can be prohibitive, though this is the most
affordable model of the type.

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Droid Medium Plating Type 2

Feats Required: Droid Upgrade Class 2
Defense Bonus: 5

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

********************

Droid Medium Plating Type 3

Feats Required: Droid Upgrade Class 3
Defense Bonus: 6

To solidify its place in the market, Calin industries introduced this specialty
variant of their medium plating system.  Only heavy plating protects better,
though the cost is prohibitive for some.

********************

Droid Motion Sensors Type 1
Feats Required: Droid Upgrade Class 1
Skills: Awareness +2

Description:
These devices allow a droid to better detect creatures hidden by stealth
fields.  This basic model is the most inexpensive of the type, and is commonly
available on many worlds.

Location:
First found in the Strange Ruins Dantooine.

********************

Droid Motion Sensors Type 2
Feats Required: Droid Upgrade Class 2
Skills: Awareness +4

This sensor package greatly enhances droid vision, increasing the likelihood of
detecting creatures hidden by stealth fields.  This model is marketed mainly to
manufacturers of sentry and combat droids.

********************

Droid Motion Sensors Type 3
Feats Required: Droid Upgrade Class 3
Skills: Awareness +6

Incorporating the most sophisticated sensors available, this model of upgrade
is usually purchased for special-duty droids guarding sensitive materials or
galactic heads of state.

********************

This sensor package greatly enhances droid vision, increasing the likelihood of
detecting creatures hidden by stealth fields.  This model is marketed mainly to
manufacturers of sentry and combat droids.

Durasteel Heavy Armor

Feats Required: Armor Proficiency - Heavy Armor
Defense Bonus: 10
Max Dexterity Bonus: +0

Battle armor production is thriving on Bonadan as the Republic recovers from
war.  This model's thinner skin of durasteel reduces weight, but still
restricts movement somewhat.

********************

Echani Battle Armor

Feats Required: Armor Proficiency - Medium
Defense Bonus: +7
Max Dexterity Bonus: +3

Description:
This armor provides solid defense at the cost of some flexibility, although it
is still an Echani product and is therefore well suited to quick-moving combat.

Location:
Buy it from Igear in the Undercity of Taris.

********************

Echani Dueling Shield

Uses: #/5
Deflection: Energy, Electrical 60pts
Duration: 200 seconds or max damage taken

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Far more powerful than most forearm shields, when activated this unit absorbs
some of the incoming energy to provide good protection without the need for
bulky generators.  The unit must still be replaced after repeated use, however.

********************

Echani Fiber Armor

Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +5
Special: Upgradeable, Armor

Description:
Many elite Echani duelists use armor of this type, though its adaptability has
made it popular with professional soldiers and bounty hunters alike.

Location:
Found in an apartment in Lower Taris, after solving the "Twisted Rancor Trio"
puzzle.

********************

Echani Foil

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 5-15
Critical Threat: 17-20,x2
Attack Modifier: +3

These swords were crafted to honor Raskta Fenni, the best Echani duelist of her
time.  Many were sold, but imperfections in the difficult lightsaber-deflecting
cortosis weaved caused few to survive.

********************

Echani Light Armor

Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +5
Damage Resistance: Resist 15/- vs. Fire

Description:
Echani prefer elegant design to brute force.  The Maktites learned this when
their stores of thermal weapons were rendered ineffective by simple changes in
the Echani light armor.

Location:
Found on a dead settler just beyond the Matale Estate on Dantooine after you
become a Padawan.

********************

Echani Ritual Brand

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 3-13
Critical Threat: 20-20,x2
Attack Modifier: +1

Description:
Echani Firedancers use the double bladed Ritual Brand in a dodging and slicing
pattern so graceful it looks more like a dance than combat.

Location:
The first time you find this item will be at Kebla Yurt's Equipment Emporium in
Upper Taris.

********************

Echani Shield

Uses: #/5
Deflection: Energy, Sonic, Electrical 50pts total
Duration: 200 seconds or max damage taken

Description:
The Echani put much effort into developing a forearm shield that, once
activated, would allow a mercenary to close on a blaster-weilding enemy
relatively unscathed.  This unit is discarded once its energy cells are
depleted.

Location:
Found on a dead settler just beyond the Matale Estate on Dantooine after you
become a Padawan.

********************

Echani Vibroblade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 3-12
Damage Bonus: +2 Cold
Critical Threat: 19-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +2

These blades are typically used in the off hand.  In addition to a cortosis
weave that deflects lightsaber sparring damage, some Echani vibroblades are
supercooled to keep them in alignment, giving them an icy sting.

********************

Electrical Capacitance Shield

Damage Immunity: 100% vs. Electrical

This shielding device, worn around the waist, absorbs and stores electrical
energy directed at the user, which is then released slowly over a period of
time, dissipating harmlessly.  The manner of release generates vibrations along
the inside edge of the shield, giving it the less than complimentary nickname,
'The Tingler'.

********************

Energy Shield

Uses: #/5
Deflection: Energy, Electrical, 20pts
Duration: 200 seconds, or max damage taken

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Description:
When equipped and activated, these items project an energy shield around the
wearer.  The small power source can burn out when repeatedly stressed,
requiring replacement of the entire unit.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

MY NOTES:
Don't bother buying this when you first come across it.  You will find it, for
free, in about twenty minutes, and until then, your battles will be easy.

********************

Energy Shield Level 1

Feats Required: Droid Upgrade Class 1
Uses: #/10
Deflection: Energy, 20pts
Duration: 200 seconds or max damage taken

Description:
This is a basic model energy shield universally applicable to most droids.  The
power drain is significant, however, and units like this must be replaced
regularly.

Location:
Found on a droid corpse in the Sandral Estate on Dantooine.

********************

Energy Shield Level 2

Feats Required: Droid Upgrade Class 2
Uses: #/10
Deflection: Energy, 30pts
Duration: 200 seconds, or max damage taken

Description:
Upgraded from the basic portable energy shield, these units are marketed to
companies and governments that keep large standing forces of combat droids.
The power drain is significant, however, and they must be replaced regularly.

Location:
Found in the Sith Base on Taris.

********************

Energy Shield Level 3

Feats Required: Droid Upgrade Class 3
Uses: #/10
Deflection: Energy, 50pts
Duration: 200 seconds, or max damage taken

This sophisticated item is designed for top quality combat droids, and produces
superior protection for any droid with the necessary software to install it.
The power drain is significant, however, and it must be replaced regularly.

********************

Environment Shield Level 1

Feats Required: Droid Upgrade Class 1
Uses: ##/10
Deflection: Energy, Sonic, Cold, Heat, 20pts total
Duration: 200 seconds or max damage taken

Description:
Initially designed to resist the harsh conditions of factory floors, these
shields provide a droid with basic protection against a broad array of effects.
The power drain is significant, however, and they must be replaced regularly.

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Environment Shield Level 2

Feats Required: Droid Upgrade Class 2
Uses: ##/10
Deflection: Energy, Sonic, Cold, Heat, 30pts total
Duration: 200 seconds or max damage taken

This unit is an aftermarket modification of the shielding typically found on
deep-core mining droids.  It provides broad protection against many effects,
but the power drain is significant and it must be replaced regularly.

********************

Environment Shield Level 3

Feats Required: Droid Upgrade Class 3
Uses: ##/10
Deflection: Energy, Sonic, Cold, Heat, 50pts total
Duration: 200 seconds or max damage taken

This variant of environmental shielding is designed for frontline combat
droids.  It provides broad protection against many effects, but the power drain
is significant and it must be replaced regularly.

********************

Environmental Bastion Armor

Feats Required: Armor Proficiency - Medium
Defense Bonus: 7
Max Dexterity Bonus: +3
Damage Immunity: 100% vs. Cold
Damage Immunity: 100% vs. Fire
Damage Immunity: 100% vs. Sonic
Special: Upgradeable, Armor

A modified environmental suit, this armor gives the wearer complete protection
from the elements as well as superior combat protection.  With additional
enhancements, it can be converted into a completely contained environmental
system and shield the wearer from outside radiation as well.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Eriadu Stealth Unit

Skills: Stealth +6

This sophisticated Eriadu Stealth Mode unit expertly camouflages the user.
Opponents must make an Awareness check versus the user Stealth skill +6 or
remain unaware of them.  The user must have paid points into the Stealth skill
to gain the use of Stealth Mode.  Combat disrupts the field, but mundane tasks
do not.

********************

Eriadu Strength Amplifier

Strength: +2

Description:
This device uses microbursts of repulsorlift energy to assist actions in
combat, giving the appearance that the user is stronger than normal.

Location:
Found on the corpse of a Mandalorian in Dantooine.

********************

Exar Kun's Light Battle Suit

Feats Required: Armor Proficiency - Medium
Defense Bonus: 9
Max Dexterity Bonus: +3

Attributed to Exar Kun, this armor may well have been worn by the Dark Lord
prior to his defeat forty years ago.  He was rarely without considerable, yet
flexible, poersonal armor.

********************

Flame Thrower

Feats Required: Droid Upgrade Class 2
Uses: #/10
Damage Type: Heat
Damage Points: 30
On Hit: Horror, 100% for 3sec
Special: Targets 7th level and up ignore horror effect
Save: DC15 for half damage
Range: Short

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

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

Location:
Found in the Sith Military Base on Taris.

********************

Gaffi Stick

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-8
Critical Threat: 20-20,x2

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

********************

Gordulan Reaction System

Feats Required: Implant Level 3
Dexterity: +4

This implant hyper-stimulates the nervous system of the wearer, significantly
improving both reaction time and hand-eye coordination.

********************

Gravity Generator

Feats Required: Droid Upgrade Class 2
Uses: 10/10
Damage: None
On Hit: Slowed, 75% for 9sec
Save: DC15 to negate slow

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

These devices allow a droid to create localized gravity swells, the reverse
effect of a repulsorlift engine.  This can seemingly increase the weight of an
enemy, slowing their movement.

********************

Heavy Blaster

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 1-8
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

Description:
These resemble regular blasters in the same way Quoorian marshsuckers resemble
mosquitoes.  Sure, they both do damage, but the former definitely has the edge
in kill-potential.

Location:
First found on the corpse of a Black Vulkar guard in the Lower City apartments
of Taris.

********************

Heavy Combat Suit

Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +4

Description:
This version of the combat suit offers more protection than the basic model.
It is heavier overall and not quite as flexible, but many consider the tradeoff
worthwhile.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Heavy Exoskeleton

Feats Required: Armor Proficiency - Medium
Defense Bonus: 9
Max Dexterity Bonus: +2
Constitution: +1
Strength: +2
Special: Upgradeable, Armor

A heavy and durable suit, this mechanical exoskeleton provides much greater
strength and endurance, and vastly improved armor protection to the wearer than
lighter models.  With additional enhancements, this capability can be expanded
even further, rivaling some light armored vehicles for protection.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Heavy Targetting Optics

Bonus Feat: Weapon Focus - Blaster Rifle
Bonus Feat: Weapon Focus - Heavy Weapons
Bonus Feat: Weapon Specialization - Blaster Rifle
Bonus Feat: Weapon Specialization - Heavy Weapons

This advanced optics and targetting system, worn as a mask, attaches to a held
weapon, in this case rifles and heavy weapons, and provides targetting
information, distances, and tracking of potential targets within line of sight.

********************

Hold Out Blaster

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 1-4
Range: 23m
Critical Threat: 19-20,x2
On Hit: Stun 25% chance, 6 seconds, DC10
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

Description:
Sometimes called a "sleeper," the hold out blaster is the preferred method of
temporarily incapacitating an enemy.

********************

Infiltrator Gloves

Skills: Computer Use +4, Security +4
Dexterity: +1

Description:
These gloves are equipped with an advanced artificial intelligence unit that
the wearer can use to tap into nearby computer systems cables or wireless
transmission.  The system also stabilizes the wearer's hands for fine detail
work.

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Interface Band

Damage Resistance: Resist 5/- vs. Sonic
Skills: Computer Use +2, Demolitions +2, Security +2
Restricted: not useable by Wookiees

Description:
This item provides a mental interface to a store of information on electronic
systems common to security, demolitions, and general computing functions.

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Interface Visor

Feats Required: Armor Proficiency - Light
Damage Resistance: Resist 5/- vs. Sonic
Skills: Computer Use +4, Demolitions +4, Security +4
Restricted: not useable by Wookiees

This visor combines mental and visual interfaces to aid in the analysys of
electronic systems common to security, demolitions, and general computing
functions.

********************

Ion Blaster

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Ion
Damage Points: 1-4
Ion: +1-10 vs. Droid
Range: 17m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

Description:
Unlike a typical blaster, this weapon fires a stream of energy very damaging to
electrical systems, causing havoc on the internal components of droids.

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Ion Rifle

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Ion
Damage Points: 1-6
Ion: +2-12 vs. Droid
Range: 28m
Critical Threat: 20-20,x2

Description:
Any well-stocked militia usually has stores of ion rifles in reserve.  They
aren't much use against the living, but if the enemy has battle droids these
weapons become essential.

Location:
First found in the Black Vulkar base on Taris.  Can be bought and found at many
other places.

********************

Jamoh Hogra's Battle Armor

Feats Required: Armor Proficiency - Medium
Defense Bonus: 11
Max Dexterity Bonus: +2
Immunity: Critical Hits
Strength: +1

Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a
Sith dreadnaught.  He spent a fortune on his personal armor, only to be killed
while in the bath.

********************

Jamoh Hogra's Carbine

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 3-10
Damage Bonus: +1-4 Physical
Range: 25m
Critical Threat: 19-20,x2
Attack Modifier: +2
Special: Upgradeable, Ranged

Description:
This was the weapon of mercenary Jamoh Hogra, and was supposed to protect him
against the many enemies he earned in his lifetime.  Hogra's skill didn't match
his potential, however.

********************

Jedi Knight Robe

Feats Required: Jedi Defense
Defense Bonus: 2
Max Dexterity Bonus: +8

Description:
Members of the Order typically wear plain or unassuming garments, but this
variant offers the additional protection needed by Jedi influencing important
events.

Location:
Found on Nemo's corpse in the Strange Ruins on Dantooine.

********************

Jedi Master Robe

Feats Required: Jedi Defense
Defense Bonus: 3
Max Dexterity Bonus: +8

Members of the Order typically wear plain or unassuming garments, but Jedi
Masters also know the importance of adequate protection when great challenges
must be surmounted.

********************

Jedi Robe

Feats Required: Jedi Defense
Defense Bonus: +1
Max Dexterity Bonus: +8

Description:
Members of the Jedi Order typically wear plain or unassuming garments.

Location:
First given to you after clensing the Grove on Dantooine.

********************

Jurgan Kalta's Assault Rifle

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 1-8
Ion: +1-6 vs. Droid
Range: 28m
Critical Threat: 19-20,x2
Attack Modifier: +3
Special: Upgradeable, Ranged

Description:
Jurgan Kalta wanted to make a big noise in the galaxy.  If it was the screams
of his enemies, all the better.  This weapon was his favorite because it
shared his adapatability

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Jurgan Kalta's Carbine

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 4-11
Damage Bonus: +2 Physical
Range: 25m
Critical Threat: 19-20,x2
Attack Modifier: +3

Description:
The Zabrak mercenary Jurgan Kalta commissioned this rifle, a weapon he liked to
think of as "amusingly destructive".

********************

Karakan Gauntlets

Saves: All +3
Dexterity: +1

These heavy gauntlets, created by the isolationist Karakan, are almost a
complete medical computer in themselves.  They constantly monitor and adjust
the nervous impulses, blood pressure, and tension through the wearers hands.
The resulting increase in stability and overall system integrity have many
benefits.

********************

Krath Blood Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-11
Critical Threat: 19-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +1

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

********************

Krath Double Sword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 4-14
Damage Bonus: +1 Cold
Critical Threat: 20-20,x2
Attack Modifier: +2

Twisted by the dark side, the Krath favored weapons of fearsome appearance
requiring brute strength to wield, and the blades of this weapon are certainly
effective, if not elegant.

********************

Krath Heavy Armor

Feats Required: Armor Proficiency - Medium
Defense Bonus: 9
Max Dexterity Bonus: +2

Typical of the old Krath military elite, these suits were worn during slave
raids on neighboring systems.  Slaving is profitable but risky, so little cost
is spared in equipment.

********************

Krath Holy Battle Suit

Feats Required: Armor Proficiency - Medium
Defense Bonus: 9
Max Dexterity Bonus: +2
Damage Resistance: Resist 15/- vs. Cold
Damage Resistance: Resist 15/- vs. Fire
Damage Resistance: Resist 15/- vs. Sonic

Many Krath sought to be guards of their dark temples in armor of this type.
Cynics dismiss this fervor, noting that guard duty was safer than participating
in military slave raids.

********************

Krath War Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-13
Critical Threat: 20-20,x2
Attack Modifier: +1

Twisted by the dark side, the Krath tempered swords with the power of the Force
perhaps even before lightsabers became the weapon of the Jedi, both dark and
light.

********************

Light Exoskeleton

Feats Required: Armor Proficiency - Light
Defense Bonus: 6
Max Dexterity Bonus: +5
Dexterity: +1
Strength: +1
Special: Upgradeable, Armor

A relatively new type of power-assisted armor, this suit mimics the major
muscle movements of the wearer with mechanical impulses, resulting in greater
strength and faster reaction times.
(only available as part of the Yavin Space Station download from Xbox Live)

********************

Light-Scan Visor

Feats Required: Armor Proficiency - Light
Skills: Awareness +4
Restricted: not useable by Wookiees

Description:
These are invaluable tools that increase visual acuity by analyzing light on
several frequencies above those of normal sight.

Location:
Found in a footlocker in the Sandral Estate.

********************

Light Battle Armor

Feats Required: Armor Proficiency - Medium
Defense Bonus: 7
Max Dexterity Bonus: +2

Description:
Providing solid protection for a minimal cost, this armor is excellent for
entrenched troops or guarrds.  A force on the move, however, may find it
somewhat constricting.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Light Repeating Blaster

Feats Required: Weapon Proficiency - Heavy Weapons
Damage Type: Energy
Damage Points: 1-8
Range: 28m
Critical Threat: 20-20,x2

Description:
This weapon allows the user to fire more quickly than usual, increasing his
chances of survival without drastically changing the amount of equipment he
would have to carry.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Lightsaber

Feats Required: Weapon Proficiency
Damage Type: Energy
Damage Points: 2-16
Critical Threat: 19-20,x2

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

Location:
First given to you after selecting your Jedi class in Dantooine.

********************

Long Sword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-12
Critical Threat: 20-20,x2

Description:
Here is where the roots of the lightsaber begin, with traditional swords still
wielded today in many primitive cultures.  They are simple, but still effective
in the right hands.

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Mandalorian Assault Armor

Feats Required: Armor Proficiency - Heavy
Defense Bonus: 13
Max Dexterity Bonus: +0
Damage Resistance: Resist 25/- vs. Cold
Damage Resistance: Resist 25/- vs. Fire

This was the armor of the Mandalorian elite frontline troops, a sight that
Republic soldiers were all too familiar with during the war.

********************

Mandalorian Assault Rifle

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 3-10
Range: 28m
Critical Threat: 19-20,x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Attack Modifier: +2

These weapons are almost overpowered for their size, but the Mandalorians
prefer them that way.  They do not make a habit of being subtle in their war
making.

********************

Mandalorian Battle Armor

Feats Required: Armor Proficiency - Heavy
Defense Bonus: 11
Max Dexterity Bonus: +0
Damage Resistance: Resist 25/- vs. Electrical

Republic soldiers saw this armor all too often during the Mandalorian War.
It's understandable that the conflict could drag on when a fanatical enemy is
so defensively outfitted.

********************

Mandalorian Blaster

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 2-7
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +1

The Mandalorian Blaster is a slightly more powerful version of the basic
blaster pistol common throughout the galaxy.

********************

Mandalorian Heavy Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 4-11
Damage Bonus: +2 Physical
Range: 23m
Critica Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +3

Description:
Mandalorians boast that a shot from one of these pistols can take a starship
out of commission.  It's an obvious exaggeration, but for safety's sake, most
listeners just smile and nod.

********************

Mandalorian Heavy Repeater

Feats Required: Weapon Proficiency - Heavy Weapons
Damage Type: Energy
Damage Points: 1-10
Damage Bonus: +1-4 Ion
Range: 28m
Critical Threat: 20-20,x2
Attack Modifier: +1

Description:
With this weapon, the Mandalorians against demonstrate a complete lack of
subtlety.  The only thing better than a big blaster, apparently, is one that
shoots faster.

********************

Mandalorian Melee Shield

Uses: #/5
Deflection: Bludgeoning, Piercing, Slashing, 20pts total
Duration: 200 seconds or max damage taken

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Description:
Mandalorians don't fear melee combat, but anything that absorbs physical damage
brings them a step closer to victory, and these forearm shields are a favorite.
The units are discarded once their maximum activations have been expended.

Location:
Found on the corpse of a Mandalorian in Dantooine.

********************

Mandalorian Power Shield

Uses: #/5
Deflection: Energy, Bludgeoning, Pierching, Slashing, Electrical 30pts total
Duration: 200 seconds or max damage taken

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

An improvement by the Mandalorians on their basic forearm shield, this variant
proved decisive in several battles with the Republic.  The units are discarded
once their maximum number of activations have been expended.

********************

Mandalorian Ripper

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Physical
Damage Points: 3-6
Range: 23m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +2

A weapon similar to this energy propelled slug-thrower belonged to Jigger
Wraith, a bounty hunter who plagued the Republic years ago.  Thirty-seven
Mandalorians were executed for being him until sightings declined.  As a type
of disruptor, this weapon ignores most personal energy shields.

********************

Marko Ragnos' Gauntlets

Feats Required: Jedi Defense
Restricted to: Dark Side
Bonus Feat: Weapon Focus - Lightsaber
Bonus Feat: Weapon Specialization - Lightsaber

Ancient but still intact, these gloves appear to be made of black scales; they
pulse with a dark power.

********************

Massassi Ceremonial Armor

Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +5
Immunity: Critical Hits

Long-term domination by the Sith has erased the memory of the Massassi rituals
for which this armor was designed, but it retains its effectiveness on the
battlefield regardless.

********************

Medium Repeating Blaster

Feats Required: Weapon Proficiency - Heavy Weapons
Damage Type: Energy
Damage Points: 2-9
Range: 28m
Critical Threat: 20-20,x2
Attack Modifier: +1

Weapons such as this are not usually available for public purchase.  They are
best utilized during quick troop deployment and other situations where rapid
suppressing fire is required.

********************

Military Suit

Feats Required: Armor Proficiency - Medium
Defense Bonus: 6
Max Dexterity Bonus: +3

Description:
This standard issue suit provides good protection, but can be heavier and more
restrictive than some of its counterparts.  Even so, many mercenaries swear the
tradeoffs are worth it.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Mission's Vibroblade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-10
Damage Bonus: +1 Physical
Critical Threat: 19-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Special: Upgradeable, Melee

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

Location:
It's automatically given to you when Mission joins your party in the Undercity
of Taris.

********************

Motion Detection Goggles

Feats Required: Armor Proficiency - Light
Skills: Awareness +2, Demolitions +1, Security +1
Restricted: Not useable by Wookiees

Description:
A built-in micro tracking processor means a user wearing these goggles can
detect almost any movement.

Location:
Found in the Undercity on Taris.

********************

Naga Sadow's Poison Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 4-15
Critical Threat: 20-20,x2
On Hit: Poison, Average Damage DC 25
Attack Modifier: +3

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

********************

Navardan Regenerator

Feats Required: Implant Level 3
Regeneration: 2

This implant gives incredible healing powers, allowing wounds and injuries to
heal in mere seconds instead of days or weeks.

********************

Nerve Amplifier Belt

Immunity: Mind-Affecting

Description:
This belt monitors the brain, emitting energy waves to reinforce established
patterns and black any outside influence. It's extremely effective, if mildly
uncomfortable.

********************

Nerve Enhancement Package

Feats Required: Implant Level 2
Immunity: Mind-Affecting

Description:
This implant regulates the nervous system, preventing loss of consciousness due
to sudden impact or sensory overload.

Location:
The first time you find this item will be at Zelka Forn's medical facility in
Upper Taris.

********************

Neural Band

Saves: Will +2
Restricted: Not useable by Wookiees

Description:
Developed after the Exar Kun war, this item bolsters the willpower of the user
by electrically reinforcing established mental patterns.  Republic troops call
it "Little Shocky".

Location:
In the apartment complex in the Lower City in Taris.

********************

Notched Steel Sword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-12
Critical Threat: 20-20,x2

The blade of this sword is an ebony black and notched along its length to give
it a cruel and jagged appearance.  There is a strange visual effect upon the
sword which makes it seem as if shadows pulse and ebb along its surface.  It is
very cool to the touch, and upon close inspection a small insignia of a dark
circle can be spotted on its hilt.

********************

Pistol Targetting Optics

Bonus Feat: Weapon Focus - Blaster Pistol
Bonus Feat: Weapon Specialization - Blaster Pistol

This advanced optics and targetting system, worn as a mask, attaches to a held
weapon, in this case pistol, and provides targetting information, distances,
and tracking of potential targets within line of sight.

********************

Powered Battle Armor

Feats Required: Armor Proficiency - Heavy
Defense Bonus: 9
Max Dexterity Bonus: +1
Strength: +1

Description:
The micro-hydraulics of this armor provides the operator with both protection
and strength enhancement.  It is rare outside of professional mercenaries and
soldiers.

********************

Powered Light Battle Armor

Feats Required: Armor Proficiency - Medium
Defense Bonus: 8
Max Dexterity Bonus: +2
Damage Resistance: Resist 25/- vs. Sonic
Strength: +1

Description:
This is an early attempt at power-assisted armor.  Dampening fields block the
noise of servomotors, unintentionally shielding against external extremes in
sonic frequencies as well.

********************

Prototype Vibroblade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-10
Damage Bonus: +1 Physical
Critical Threat: 19-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Special: Upgradeable, Melee

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

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Qel-Droma Robes

Feats Required: Jedi Defense
Defense Bonus: 5
Max Dexterity Bonus: +8
Wisdom: +2
Restricted to Light Side

The Force is strong in the Qel-Droma blood, and many of the family have joined
the Jedi Order over the centuries.  These robes were creates as a gift for Cay
Qel-Droma during the war against Exar Kun, and it is said that only one who
truly walks the path of the light can wear them.  Cay himself wore the robes in
his duel against Ulic Qel-Droma, his brother who had fallen to the dark side.
Cay was slain in the battle, but his death at his brother's hand eventual lead
to Ulic's redemption.  These powerful robes then passed down to Duron
Qel-Droma, Cay's cousin, when he joined the Jedi.  But Duron disappeared
shortly after the time of the Great Hunt, and the robes were lost with him.

********************

Quarterstaff

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-6
Critical Threat: 20-20,x2

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

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Raito's Gaderffii

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 6-13
Critical Threat: 20-20,x2
Attack Modifier: +5

This may have belonged to a Sand People warrior famous among his kind for
killing a young Jedi, the the one tribe that kept the oral history of this
event was wiped out long ago.

********************

Rakatan Battle Wand

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 3-3
Critical Threat: 20-20,x2
On Hit: Stun 50% chance, 6 seconds, DC 14
Attack Modifier: +2
Special: Upgradeable, Melee

Weighted to fit a Rakatan grip, this item is most like a stun baton.  It seems
more adaptable than one of Republic issue, though similar high-density cells
make it unwieldy and unusable with weapons in the off-hand.

********************

Reinforced Fiber Armor

Feats Required: Armor Proficiency - Light
Defense Bonus: +7
Max Dexterity Bonus: +4

Inspired by craftsmen on worlds where metal is in short supply, this type of
light armor consists of jung-ju tree fibers bound with synthetics, offering
good, flexible protection.

********************

Republic Mod Armor

Feats Required: Weapon Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +4
Special: Upgradeable, Armor

Description:
The Republic has prospered militarily by keeping its troops well supplied with
modular armor, ensuring they are always prepared for a variety of battle
conditions.

Location:
In the apartment complex in the Lower City in Taris.

********************

Response Package

Feats Required: Implant Level 1
Dexterity: +1

Description:
This implant boosts the regular energy impulses of the nervous system,
sharpening the performance of dexterous action.  Inactive users may suffer the
odd lingering twitch.

Location:
Black Vulkar base.

********************

Retinal Combat Implant

Feats Required: Implant Level 2
Immunity: Critical Hits
Skills: Awareness +1

Description:
This ocular implant greatly increases visual acuity, allowing the user to
better track enemy movement in combat.  General awareness will improve as well.

Location:
Buy from Igear in the Undercity of Taris.

********************

Sanasiki's Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 3-12
Ion: +3 vs. Droid
Critical Threat: 19-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +2
Special: Upgradeable, Melee

Description:
Sanasiki used this weapon to kill Nelinik, a Zabrak who assassinated the Echani
High Protector with battle droids.  Cortosis protects the blade against
lightsaber sparring damage while energy cells disrupt droid opponents.

Location:
Bought from Karl Karr/Crattis Yurkal on Dantooine.

********************

Security Decryption Interface

Feats Required: Droid Upgrade Class 2
Skills: Security +4

This model of security breaker is no longer in production.  It was an effective
option before the factories of Toshan Gant took over the market.  A droid must
have basic Security software (paid points into the skill) to benefit from this
item.

********************

Security Domination Interface

Feats Required: Droid Upgrade Class 3
Skills: Security +6

Modified on the aftermarket, this Toshan Gant security breaker is the best
available.  A droid must have basic Security software (paid points into the
skill) to benefit from this item.

********************

Security Interface Tool

Feats Required: Droid Upgrade Class 2
Skills: Security +2

Description:
Pioneered by Toshan Gant, this is the basic droid security breaker in use
across the galaxy.  Gant did most of his research for the Republic military
after private efforts led to his imprisonment.  A droid must have basic
Security software (paid points into the skill) to benefit from this item.

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Sensor Probe

Feats Required: Droid Upgrade Class 1
Skills: Demolition +2

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

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Shield Disruptor

Feats Required: Droid Upgrade Class 1
Uses: ##/10
Damage Type: Ion
Damage Points: 20
Rang: Medium

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Description:
Designed for Republic forces, these devices allow a droid to potentially
devastate opponent droids or the personal shielding of an enemy, though the
energy drain is quite large.

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Short Lightsaber

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

Lightsabers can come in shorter styles, often used in the off hand during
two-weapon fighting.  As in larger versions, different focusing crystals can
produce additional effects.

********************

Short Sword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-6
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

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

Location:
Too many to list.  Depending on your character class, the short sword can be
found in your footlocker on the Endar Spire when you first wake up.

********************

Silver Lined Sword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-12
Critical Threat: 20-20,x2

This blade is long and straight and sparkles with a silver glow that becomes
brighter as the hilt is touched.  It is quite warm, and it almost appears that
the blade becomes white-hot once it is equipped.  Such a fiery weapon would be
devastating against an unarmored opponent.  A small insignia of a flame is
impressed upon the hilt.

********************

Sith Assassin Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 3-6
Ion: +1-10 vs. Droid
Range: 23m
Critical Threat: 19-20,x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +2

These weapons are designed to incapacitate so death may be quick or lingered
upon as desired.  Droids are simply dispatched, as cruelty is best rationed
among the living.

********************

Sith Assault Gun

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 2-9
Damage Bonus: +1 Physical
Range: 25m
Critical Threat: 19-20,x2
Attack Modifier: +1

This is a modification on the blaster carbine rarely seen outside of
Sith-controlled space.

********************

Sith Energy Shield

Uses: #/5
Deflection: Energy, Sonic, Electrical 30pts total
Duration: 200 seconds or max damage taken

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Description:
The Sith have made many improvements to personal forearm shielding, much to the
dismay of the Jedi.  Though efficient, the unit must be replaced often as it
burns out when repeatedly activated.

Location:
Found in the Undercity of Taris.

********************

Sith Mask

Feats Required: Armor Proficiency - Heavy
Immunity: Mind-Affecting
Bonus Feat: Weapon Focus - Lightsaber
Regeneration Force Points: 1

This mask blocks outside mental influence and other sensory noise, allowing the
user to focus their abilities inward with no distraction.

********************

Sith Power Gauntlets

Strength: +3

Based on stolen Eriadu designs, items of this type utilize almost uncomfortable
bursts of repulsorlift energy to assist movement.  They are rarely seen outside
of Sith possession.

********************

Sith Regenerator

Feats Required: Implant Level 3
Regeneration: 2

Extensively used by Sith intelligence operatives, this implant stimulate cell
replication in the user's body, alowing wounds to be healed quickly and easily.
It is most frequently used on operatives operating behind enemy lines for
extended periods, where medical treatment is not normally available.

********************

Sith Sniper Rifle

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 2-9
Range: 28m
Critical Threat: 19-20,x2
Attack Modifier: +1

Description:
Despite its effectiveness, these modified blaster rifles are not often employed
by the Sith.  They prefer to engage their enemies up close and personal.

Location:
The first time you find this item will be at Kebla Yurt's Equipment Emporium in
Upper Taris.

********************

Sith Tremor Sword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 4-14
Damage Bonus: +2 Sonic
Critical Threat: 19-20,x2
Attack Modifier: +2

Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these
cortosis-laced weapons were given to "masterblades" who survived no less than
ten lightsaber-wielding warriors in combat.

********************

Sonic Nullifiers

Feats Required: Armor Proficiency - Light
Damage Resistance: Resist 10/- vs. Sonic
Restricted: not useable by Wookiees

Description:
Replacing bulky ear protection, these items make use of newly developed
counterwave-nullifiers, an innovation pioneered by shipyard workers, not the
military.

Location:
Found near the Mandalorian leader on Dantooine.

********************

Sonic Pistol

Feats Required: Weapon Profciency - Blaster Pistol
Damage Type: Sonic
Damage Points: 1-4
Range: 17m
Critical Threat: 20-20,x2
On Hit: Attribute Damage Dexterity, DC 14
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

Description:
Sometimes referred to as "squealers", these weapons deliver a high-frequency
jolt to the sense that can damage and potentially disorient an opponent.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Sonic Rifle

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Sonic
Damage Points: 1-6
Range: 28m
Critical Threat: 20-20,x2
On Hit: Attribute Damage Dexterity DC 14

Description:
More powerful than the pistol, the sonic rifle fires a blast of sound that
causes a great deal of sensory overload in addition to damage, disorienting the
victim.

Location:
Found in a footlocker in the Sandral Estate.

********************

Sound Damepning Stealth Unit

Skills: Stealth +2

Description:
This Republic unit improves on the basic Stealth Mode field by dampening all
sound that the user might make.  Opponents must make an Awareness check versus
user Stealth skill +2 or remain unaware of them.  The user must have paid
points into the Stealth skill to use Stealth Mode.  Combat disrupts the field,
but mundane tasks do not.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Stabilizer Gauntlets

Skills: Demolitions +2

Description:
These gauntlets are quite stiff, minimizing actions that might interfere with
the manipulation of volatile materials.  The users must have basic knowledge of
Demolitions (paid points into the skill) to benefit from this item.

Location:
Found in the footlocker of a Mandalorian party on Dantooine.

********************

Stabilizer Mask

Feats Required: Armor Proficiency - Medium
Immunity: Mind-Affecting
Saves: All +2
Restricted: not useable by Wookiees

This mask uses micro-bursts of electricity to regulate the user's mental
patterns.  It effectively fortifies both mind and body against attack.

********************

Star Forge Robes

Defense Bonus: 5
Max Dexterity Bonus: +8
Saves: All +2
Restricted to: Light Side
Wisdom: +5
Restricted to: Jedi Consular
Restricted to: Jedi Guardian
Restricted to: Jedi Sentinel

Created by the mystical technology of the Star Forge, these robes focus the
inherent Force abilities of the wearer, fueling their power.  Although the Star
Forge itself is an artifact of the dark side, these robes were customized using
an analysis of the Jedi they were created for, resulting in a powerful light
side item that the Jedi can safely use against their enemies without fear of
taint or corruption.

********************

Stealth Field Generator

Description:
This device enables Stealth Mode, a camouflage field that hides the user.
Opponents must make an Awareness check versus the Stealth skill of the user or
remain unaware of them.  The user must have paid points into the Stealth skill
to use Stealth Mode.  Combat disrupts the field, but mundane tasks do not.

Location:
It will be in the footlocker next to your bed on the Endar Spire.  I haven't
found it anywhere in the world, other than buying it at a store.

********************

Stealth Field Reinforcement

Feats Required: Armor Proficiency - Light
Skilsl: Stealth +8
Restricted: not useable by Wookiees

A very powerful item designed to both regulate stealth field emissions and
improve the user's perception of the field while in Stealth Mode.

********************

Strength Gauntlets

Strength: +1

Description:
Developed by the Mephilis Corporation, these gauntlets use pulses of energy to
stimulate muscles at the key leverage points of combat actions, effectively
increasing strength.

Location:
Found in the Sith Governor's room in the Sith Base on Taris.

********************

Stun Baton

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-1
Critical Threat: 20-20,x2
On Hit: Stun 25% chance, 6 seconds, DC10

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

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Stun Ray

Feats Required: Droid Upgrade Class 1
Uses: ##/10
Damage: None
On Hit: Stun, 100% for 9 sec
Save: DC15 to negate stun
Range: Medium

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

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

Location:
The first time you find this item will be at Janice Nall's Droid Shop in Upper
Taris.

********************

Superior Targeting Computer

Feats Required: Droid Upgrade Class 3
Bonus Feat: Weapon Focus - Blaster Pistol
Bonus Feat: Weapon Specialization - Blaster Rifle
Bonus Feat: Weapon Focus - Blaster Pistol
Bonus Feat: Weapon Specialization - Blaster Rifle

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

********************

Thermal Shield Generator

Damage Immunity: 100% vs. Fire

Description:
This generator forms a magnetic shield around the wearer which, while
ineffective against most modern weaponry, does allow for the ablation of
directed heat attacks, generally in the form of fire.

********************

Tulak Hord's Mask

Damage Resistance: Resist 10/- vs. Fire
Skills: Stealth +2
Restricted to: Dark Side

This ancient mask, blackened with age, has an eerie glow and seems
uncomfortably claustrophobic.

********************

Uninversal Computer Interface

Feats Required: Droid Upgrade Class 3
Skills: Computer Use +6

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

********************

Vacuum Mask

Feats Required: Armor Proficiency - Medium
Immunity: Mind-Affecting, Poison
Restricted: not useable by Wookiees

Intersystem travel is commonplace, but the inherent dangers should not be
forgotten, especially in times of war.  Many consider these to be essential
equipment for spacefarers.

********************

Verpine Bond Gauntlets

Skills: Demolitions +6

Tensor-mesh stiffens the forearm for steady handling of volatile materials.
The insect-like Verpine don't personally use these items, claiming they merely
mimic their own exoskeletons.  The user must have basic knowledge of
Demolitions (paid points into the skill) to benefit from the item.

********************

Verpine Cardio-Regulator

Saves: Fortitude +3

Description:
This device regulates the body in distress with emergency fortitude support for
the wearer.  It functions so well that some wonder how many "bodies in
distress" the Verpine tested.

Location:
Found near the Mandalorian leader on Dantooine.

********************

Verpine Demolitions Probe

Feats Required: Droid Upgrade Class 2
Skills: Demolitions +4

Wartime contracts over the last forty years saw a great deal of money poured
into Verpine droid modifications, particularly in the area of demolitions.  A
droid must have basic Demolitions software (paid points into the skill) to
benefit from the item.

********************

Verpine Droid Disruptor

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Ion
Damage Points: 3-8
Ion: +2-12 vs. Droid
Range: 28m
Critical Threat: 20-20,x2
Attack Modifier: +2

While they may have borrowed liberally from designs the Bothans initiated, the
Verpime say you can't argue with results.  These weapons are simply devastating
against droids.

********************

Verpine Fiber Mesh

Feats Required: Armor Proficiency - Medium
Defense Bonus: 8
Max Dexterity Bonus: +3

Raxsus Nuli had plans of planetary conquest in hte wake of Sith aggression.
Though eclipsed by recent events, the Jedi saw the pirate jailed and his
Verpine stockpiles auctioned.

********************

Verpine Headband

Saves: Will +3
Skills: Awareness +2
Restricted: not useable by Wookiees

Description:
Not subject to Republic regulations, the Verpine increased neural band
effectiveness with brute electrical force.  The market is there, but long-term
effects on users are unknown.

Location:
First found in Black Vulkar base.  Found on a dead settler just beyond the
Matale Estate on Dantooine after you become a Padawan.

********************

Verpine Ocular Enhancer

Feats Required: Armor Proficiency - Light
Damage Resistance: Resist 5/- vs. Sonic
Dexterity: +1
Restricted: not useable by Wookiees

The Verpine only manufacture this product for export, having no need of it
themselves.  They have highly evolved sight, a quality they smugly say the
visors mimic but do not exceed.

********************

Verpine Prototype Ion Blaster

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Ion
Damage Points: 3-6
Ion: +1-10 vs. Droid
Range: 17m
Critical Threat: 20-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +2

Demonstrating this weapon, the insect-like Verpine destroyed legions of droids,
doing nothing to quell the public's supicious of what testing their stun guns
must have been like.

********************

Verpine Prototype Shield

Uses: #/5
Deflection: Energy, Sonic, Cold, Heat, Electrical 70pts total
Duration: 200 seconds or max damage taken

Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Though manufactured by the Verpine, these forearm shields are based on highly
modified Arkanian designs.  They are must-have items for the professional
soldier, though they have to be replaced when the maximum number of activations
are expended.

********************

Vibroblade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-10
Critical Threat: 19-20,x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

Description:
Small size makes this a good off hand weapon.  Echani vibroblades use a rare
cortosis weave to prevent lightsaber sparring damage, allowing traditional
swordplay to continue in the time of Jedi and Sith.

Location:
First found in Taris, in the backpack of a Sith Trooper, immediately after
leaving the apartment.  Can also be found and bought throughout the galaxy.

********************

Vibrosword

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-12
Critical Threat: 19-20,x2

Description:
Ultrasonic generators power this Echani-developed weapon design.  A rare
cortosis weave that protects against sparring damage ensures that traditional
swordplay will endure in the time of lightsabers.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Vibro Double-Blade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-16
Critical Threat: 20-20,x2

Description:
Ultrasonic vibrators make this double-bladed sword exceptionally deadly.  A
rare Echani cortosis weave protects it against lightsaber sparring damage,
ensuring effectiveness even against Jedi and Sith.  The double-bladed sword is
capable of inflicting more damage - but is also less precense - than the
single-bladed variant.

Location:
Found on the body of a Mandalorian on Dantooine.

********************

Vulkar Shock Stick

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 2-5
Critical Threat: 20-20,x2
On Hit: Stun 25% chance, 6 seconds, DC10

Description:
A favorite weapon of the Vulkars, this modified stun baton is designed more for
the purpose of inflicting pain than actually incapacitating an opponent.  The
high-density cells needed for repeated discharge are unwieldly, making it
unusable in the off-hand.

Location:
You first find this weapon when you enter Lower Taris, and have your first
enocunter with members of the Black Vulkar gang.

********************

Wookiee Warblade

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 1-10
Critical Threat: 20-20,x2

Though initially they might seem cumbersome, Wookiee Warblades are actually a
very efficient design.  Kept in continual motion, they can cut a swath through
almost anything.

********************

Yusanis' Brand

Feats Required: Weapon Proficiency - Melee Weapons
Damage Type: Physical
Damage Points: 4-18
Ion: +5 vs. Droid
Critical Threat: 20-20,x2
Attack Modifier: +2
Special: Upgradeable, Melee

Description:
Yusanis was the most famous of Echani warriors fighting against oppression and
villainy until encountering Darth Revan.  Discovering that Revan had killed an
Echani senator, Yusanis attempted to tell authorities but fell to the powers of
the Sith Lord despite his own impressive abilities and the cortosis weave
inherent in all Echani vibroblades.

********************

Zaalbar's Bowcaster

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 1-10
Range: 28m
Critical Threat: 19-20,x2
Attack Modifier: +1
Special: Upgradeable, Ranged

Description:
This is Zaalbar's personal bowcaster.  He has made modifications to it over the
years, but it still tightly conforms to the traditions of his people.

Location:
Found in the sewers of the Undercity when you free Zaalbar from his prison.  If
you want it, keep it, because it can't be bought or found again.

********************

Zabrak Battle Armor

Feats Required: Armor Proficiency - Light
Defense Bonus: 6
Max Dexterity Bonus: +4
Damage Resistance: Resist 20/- vs. Cold

Description:
In northern Iridonia the Zabrak produce expensive armor that nonetheless has
become very popular on the galactic markets, due to excellent low-temperature
defensive properties.

********************

Zabrak Battle Cannon

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Energy
Damage Points: 6-13
Range: 28m
Critical Threat: 19-20,x2
Attack Modifier: +3

These weapons are almost beginning to cross the line to light artillery.  Armor
is generally ineffective against such a weapon, unless it is of the highest
quality.

********************

Zabrak Blaster Pistol

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 4-9
Range: 23m
Critical Threat: 20-20,x2
On Hit: Stun 25% chance, 6 seconds, DC 10
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +3

This blaster is the staple of the Zabrak mercenary, known dor deadly accuracy
and exceptional damage.

********************

Zabrak Combat Suit

Feats Required: Armor Proficiency - Light
Defense Bonus: +5
Max Dexterity Bonus: +5

Description:
A Zabrak improvement on the combat suit, this armor is good protection where
speed and unrestricted movement are more important than bulky plating.

********************

Zabrak Disruptor Cannon

Feats Required: Weapon Proficiency - Blaster Rifle
Damage Type: Physical
Damage Points: 8-13
Range: 28m
Critical Threat: 20-20,x2
Attack Modifier: +2

Zabrak always command respect, especially with the aid of weapons that are even
more damaging than already-outlawed standard disruptors.  Unlike typical
blasters, disruptors ignore most types of personal energy shields.

********************

Zabrak Tystel Mark III

Feats Required: Weapon Proficiency - Blaster Pistol
Damage Type: Energy
Damage Points: 3-10
Damage Bonus: +2 Physical
Range: 20m
Critical Threat: 20-20,x2
Balanced +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +2

The Zabrak killed many pirates who attempting to seize shipments of these
weapons and then sold them on the black market anyway.  It's not a matter of
where they end up, but of who gets paid.

|-----------------------------------------------------------------------------|
| [2.3] Utility Items                                                         |
|-----------------------------------------------------------------------------|

Adrenal Alacrity

Single Use
Attribute Bonus: Dexterity +4
Speed: Movement +20%
Duration: 120 secs

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

Location:
Depending on your character class, it'll be in the footlocker next to your bed
on the Endar Spire when you first wake up.  It can also be found in many areas.

********************

Adrenal Stamina

Single Use
Attribute Bonus: Constitution +4
Duration: 120 secs

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

Location:
First found onboard the Endar Spire, as well as several other places.

********************

Adrenal Strength

Single Use
Attribute Bonus: Strength +4
Duration: 120 secs

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

Location:
First found onboard the Endar Spire, as well as several other places.

********************

Advanced Medpac

Single Use

Description:
An advanced medpac contains an improved array of equipment for the treatment of
wounds.  They cannot be used by droids.  Advanced medpacs heal 20 vitality
points + WIS modifier + (2 x user's skill in Treat Injury).

Location:
The first time you find this item will be at Zelka Forn's medical facility in
Upper Taris.

********************

Advanced Repair Kit

Single Use

Description:
Included are an improved assorment of tools and parts needed for a droid to
repair itself after being damaged in combat.  This kit can't be used by living
beings.  Advanced kits repair 25 vitality points + INT modifier + (2 x user's
skill in repair).

Location:
Besides being bought and found everywhere, you'll first find it in the Lower
City apartments of Taris.

********************

Antidote Kit

Single Use

Description:
This kit contains wide-spectrum antidote hypospray injectors designed to
neutralize all known poisons.  Lowered attribute scores are returned to normal
and physical damage is halted.  Damage already suffered must still be treated
by other means.

Location:
The first time you find this item will be at Zelka Forn's medical facility in
Upper Taris.

********************

Armor Reinforcement

Special: Upgrade Item, Armor

Description:
Durasteel reinforcement is a complicated armor application that increases
protective qualities.  The modifications require a workbench with adequate
tools and a weapon of high quality marked as upgradeable.

Location:
First found in an apartment in one of the Lower Taris City's apartment complex.

********************

Average Flash Mine

Damage: None
Secondary: Stun for 9 sec
Area of Effect: 3.3m radius
Save: DC20 to negate stun

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

Location:
Found in the footlocker of a Mandalorian party on Dantooine.

********************

Average Frag Mine

Damage Type: Piercing
Damage Points: 30
Area of Effect: 3.3m radius
Save: DC20 for half damage

Description:
Like all frag mines, this item sends a blast of shrapnel through any nearby
enemies.  This variant is much more powerful than the basic model.

Location:
First found in the Black Vulkar base on Taris.  Can be bought and found in many
places.

********************

Average Plasma Mine

Damage Type: Heat
Damage Points: 42
Area of Effect: 3.3m radius
Save: DC20 for half damage

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

Location:
Found in the footlocker of a Mandalorian party on Dantooine.

********************

Deadly Plasma Mine

Damage Type: Heat
Damage Points: 72
Area of Effect: 3.3m radius
Save: DC25 for half damage

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

********************

Bantha Fodder

Description:
This is a highly pungent mixture of local plants and fungus.  Banthas
apparently find it irresistible, though it's doubtful any intelligence species
would willingly call it food.

********************

Battle Stimulant

Single Use
Bonus: Vitality max +8pts
Attack: +1
Damage: +1
Duration: 120 secs

Description:
This stimulant enables the user to better absorb damage and focuses the mind on
the fight, improving the ability to hit.  The effect wears off after a short
time.  Stim bonuses that affect the same statistic do not stack.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Beam Splitter

Special: Upgrade Item, Ranged

Description:
This item can broaden the beam of certain blaster types, increasing damage or
possibly granting other effects.  The modifications require a workbench with
adequate tools and a weapon of high quality marked as upgradeable.

Location:
Found in the Undercity on Taris.

********************

Computer Spike

Description:
These items allow a user to slice computer programs, assaulting systems with
garbage data to overwhelm security measures.  They are one-use items.  A high
Computer Use skill reduces the number of spikes required for any given task.

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Concussion Grenade

Damage: None
Secondary: Stun for 9 sec
Area of Effect: 4m
Range: Long
Save: DC15 for no effect

Description:
This type of grenade explodes in a concussive wave of force that disrupts the
senses of both organic and inorganic targets in the area of effect.

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Construction Kit

Single Use

This kit contains all the necessary parts for a droid to repair itself after
being damaged in combat, including electrical regulators designed to isolate
malfunctions.  This kit can't be used by living beings.  Construction kits
repair 35 vitality points + INT modifier + ( x user's skill in Repair).

********************

CryoBan Grenade

Damage Type: Cold
Damage Points: 20
Secondary: Paralyzation for 6 sec
Area of Effect: 4m
Range: Long
Save: DC15 for half damage, negates paralyzation

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

Location:
I've found it on the Endar Spire, but only certain times; it appears randomly.
Otherwise, it can be bought or found like other items.

********************

Crystal, Blue

Special: Upgrade Item, Lightsaber
Blade Color: Blue

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

Location:
First found in a crystal cave in Dantoonie, near CB-42, the personal assistance
droid.

********************

Crystal, Bondar

Special: Upgrade Item, Lightsaber
On Hit: Stun, 25% for 6 sec
Save: DC10 to negate stun,

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

Location:
First found in a crystal cave in Dantoonie, near CB-82, the personal assistance
droid.

********************

Crystal, Damind

Special: Upgrade Item, Lightsaber
Attack: +3

Found on the desert world of Daminia, this crystal can be used in lightsaber
construction to produce a clearly defined beam of subtly wider width and
length.

********************

Crystal, Green

Special: Upgrade Item, Lightsaber
Blade Color: Green

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

Location:
First found in a crystal cave in Dantoonie, near CB-82, the personal assistance
droid.

********************

Crystal, Jenruax

Special: Upgrade Item, Lightsaber
Damage: +2
Blaster Deflection: +5

The refined form of Opila, this crystal has been cleansed of all impurities.
When used in lightsaber construction it produces a blade of unerring quickness.

********************

Crystal, Luxum

Special: Upgrade Item, Lightsaber
Damage: +1-6 vs. droids
Attack: +2

Ambria was a world in the grip of the dark side.  Through years of mental
battle, strange Jedi Master Thon contained the evil to Lake Natth.  Long
meditation can form this powerful crystal from the tainted water.

********************

Crystal, Nextor

Special: Upgrade Item, Lightsaber
Attack: +1
Critical Threat Range: x2

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

********************

Crystal, Opila

Special: Upgrade Item, Lightsaber
Damage: +3
Massive Criticals: +2-12dmg on critical hit

Found in the asteroid fields of the Fyrth system, this crystal can be used in
lightsaber contruction to produce an intense beam that seems extraordinarly
quick to the cut.

********************

Crystal, Red

Special: Upgrade Item, Lightsaber
Blade Color: Red

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

********************

Crystal, Rubat

Special: Upgrade Item, Lightsaber
Damage: +1
Attack: +1

Description:
Used in lightsaber construction, rubat crystal is mined on Phemis.  It produces
a clearly defined blade that a Jedi can easily track, making it easier to hit
opponents.

Location:
First found in a crystal cave in Dantoonie, near CB-82, the personal assistance
droid.

********************

Crystal, Sapith

Special: Upgrade Item, Lightsaber
Damage: +3
Attack: +2

This crystallized material was excreted once every 11 years by the ancient
Volice worm of Lwhekk, now extinct.  It produces a more intense lightsaber
beam, granting better control.

********************

Crystal, Sigil

Special: Upgrade Item, Lightsaber
Damage: Energy 1-6
Attack: +1

Description:
Mined in the Sigil System, this crystal is a costly but valued addition to a
lightsaber.  It produces a fiercely bright beam that sears on contact, causing
grat damage.

Location:
Found in the Strange Ruins on Dantooine.

********************

Crystal, Solari

Special: Upgrade Item, Lightsaber
Damage: +3, +1-8 Physical Damage vs. Dark Side
Attack: +3
Limitation: Can only be used by a Light Jedi.

There are many famous lightsaber crystals spoken of in the history of the Jedi
Order, though none is as powerful as the legendary Solari Crystal.  An artifact
of true light side power, only those Jedi who are pure in spirit can wield a
lightsaber equipped with this gleaming white gem.  When the great Jedi Master
Ood Bnar initiated his life-cycle chnage after a thousand years of serving the
Order, he bequeathed the Solari Crystal to his most promising student, a young
female Jedi named Shaela Nuur.  When Shaela disappeared shortly after the time
of the Great Hunt, the Solari Crystal vanished with her.

********************

Crystal, Upari

Special: Upgrade Item, Lightsaber
Damage: +1-8
Attack: +3

Strangely, this crystal is usually encountered scattered in the orbit of
primarily forest worlds.  It is brittle but versatile, and a Master Jedi can
get it to produce many effects.

********************

Crystal, Violent

Special: Upgrade Item, Lightsaber
Blade Color: Violet

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

********************

Crystal, Yellow

Special: Upgrade Item, Lightsaber
Blade Color: Yellow

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

Location:
First found in a crystal cave in Dantoonie, near CB-82, the personal assistance
droid.

********************

Datapad 1

Description:
This seems to be an activity log for the day.  Of interest is the following
entry:

"The power conduit we installed in the elevator seems to have solved the shield
outage problem on the droid.  Finish tuning it today."

Location:
Found on a Sith technician corpse in the Sith Base on Taris.

********************

Datapad 2

Description:
This datapad contains a record of Calo Nord's trophy kills... sentinent and
otherwise.

The last entry is an account of a recent Rancor hunt.

"What the Rancor lacked in intelligence it made up for in size, strength and
ferocity.  Conventional blasters were all but useless against its impenetrable
hide, and I was forced to resort to more unorthodox methods to bring the beast
down.

Some well placed mines near a watering hole were the first step, their
explosions herding the creature into a dead-end canyone where I lay in wait,
perched among the rocks.

As soon as the Rancor was below me, I dropped down onto its massive neck.  It
reared back, buckling and clawing in an effort to dislodge me, but I had the
perfect position.

Unable to shake me, the monster opened its mouth in an outraged howl, and I was
able to flip several frag grenades down its gaping maw.

The explosion blew me clear of the shredded corpse, but luckily the head was
still intact.  If I take it to Taris, I'm sure Davik will mount it in his
trophy room along with the other heads I have collected for him.

Davik's also expressed interest in hiring me.  I may take him up on his offer,
even though I still have yet to claim the greatest hunting trophy of all: a
pearl from one of the Krayt Dragons of Tatooine."

Location:
Found in a footlocker aboard Davik's base while waiting for your background
check.

********************

Desert Wraid Skull Plate

This is the incredibly dense bone skull plate cut from a desert wraid.  They
are rumored to have medical uses, but the market for them is very specific.

********************

Durasteel Bonding Alloy

Special: Upgrade Item, Melee

Description:
Application of this alloy can strengthen a melee weapon, increasing damage and
possibly resistance to damage.  The modifications require a workbench with
adequate tools and a weapon of high quality marked as upgradeable.

Location:
First found in the Black Vulkar base.

********************

Duron's Journal

Thisa data pad appears to be the personal journal of the Jedi Duron Qel-Droma.
The last entry reveals what he was doing on this world:

Korriban is everything I imagined - and feared.  I can feel the power of the
dark side here, I can sense the terentatek hiding in this evil place.

Shaela and I have decided to venture forth into the Valley of the Sith Lords in
search of the creatures.  I only wish Guun Han was still with us.

Why couldn't he just accept that Shaela and I are in love?  He claims our
passion for each other will lead us down the dark side, but he can't even see
how his own pride and arrogance are leading him away from the light.

Maybe it is good that he left, after all.  Even as dangerous as the terentatek
are, I'm certain Shaela and I can defeat one without his help.

********************

Echani Battle Stimulant

Single Use
Bonus: Vitality max +25 pts
Attack: +3
Damage: +3
Duration: 120 secs

This stimulant produces a chemical cocktail that sends a boost of adrenaline
through the body, focusing the mind and bolstering the user's tolerance for
damage.  Stim bonuses that affect the same statistic do not stack.

********************

Energy Projector

Special: Upgrade Item, Melee

Description:
This modular projector can cause a melee weapon to do additional energy-based
damage.  The modifications require a workbench with adequate tools and a weapon
of high quality marked as upgradeable.

Location:
First found on the corpse of Largo in the apartments near Upper Taris North if
you choose to kill him to collect the bounty.

********************

Frag Grenade

Damage Type: Piercing
Damage Points: 20pts
Area of Effect: 4 meters
Range: Long
Save: DC15 for half damage

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

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Garage Head Key Card

Description:
This key card will give access to most of the restricted areas in the Vulkar
garage.

Location:
Found in Garage Head's office in the Black Vulkar base.  Can only be used in
the base.

********************

Gizka Poison

Description:
Any gizka ingesting one of these toxic pellets will die within a few seconds.
It will also cuase the creature to attack all other gizka in the area,
infecting them as well.

********************

Guun Han's Journal

This data pad was recovered from the remains of a terentatek on Kashyyyk, and
must have been devoured by the beast.  It appears to be the personal journal of
Guun Han Saresh.  The last entry explains what he was doing on Kashyyyk:

Duran and Shaela have given in to their passion for each other, and are doomed
to fall to the dark side.  I tried to warn them against expressing their love,
but they called me arrogant and accues me - ME! - of being the one on the dark
path.  I left the fools on Korriban.

But I am not about to abandon the mandate given me by the Jedi Council.  I will
destroy the terentatek wherever I find them.  I have heard rumors such a beast
may exist in the Shadowlands of Kashyyyk.

I shall go there and slay the beast, proving that I do not need either Duran
or Shaela with me to defeat these creatures!

********************

Hair Trigger

Special: Upgrade Item, Melee

Description:
This unit regulates the firing mechanism of certain blaster types, improving
the ability of a skilled user to fire rapidly.  The modifications require a
workbench with adequate tools and a weapon of high quality weapon marked as
upgradeable.

Location:
First found in Black Vulkar base.

********************

Hyper-Adrenal Alacrity

Single Use
Attribute Bonus: Dexterity +6
Speed: Movement +30%
Duration: 120 secs

This model of alacrity stim uses a very powerful mixture of chemicals to
produce an incredible increase in the dexterity of the user.  Stim bonuses that
affect the same statistic do not stack.

********************

Hyper-Adrenal Stamina

Single Use
Attribute Bonus: Constitution +6
Duration: 120 secs

Steeling the user against pain, this stim provides a very large boos in
Constitution.  Stim bonuses that affect the same statistic do not stack.

********************

Hyper-Adrenal Strength

Single Use
Attribute Bonus: Strength +6
Duration: 120 secs

More effective than the basic model, this stim uses a risky cocktail of
chemicals to boost the strength of the user.  Stim bonuses that affect the same
statistic do not stack.

********************

Hyper-Battle Stimulant

Single Use
Bonus: Vitality max +16 pts
Attack: +2
Damage: +2
Duration: 120 secs

Description:
This stim removes all distractings, allowing the user to focus purely on the
battle.  The user is almost oblivious to damage suffered.  Stim bonuses that
affect the same statistic do not stack.

********************

Improved Energy Cell

Special: Upgrade Item, Ranged

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

Location:
Found in Black Vulkar base.

********************

Ion Grenade

Damage Type: Ion
Damage Points: 15 vs. shields, 45 vs. droids
Area of Effect: 4m
Range: Long
Save: DC15 for half damage

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

Location:
The first time you find this item will be at Kebla Yurt's Equipment Emporium in
Upper Taris.

********************

Krayt Dragon Pearl

Special: Upgrade Item, Lightsaber
Damage: +2
Attack: +3

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

********************

Lightsaber Crystal, Blue

Special: Upgrade Item, Lightsaber

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

Location:
First given to you by Master Dorak on Dantooine.

********************

Lightsaber Crystal, Green

Special: Upgrade Item, Lightsaber

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

Location:
First given to you by Master Dorak on Dantooine.

********************

Lightsaber Crystal, Yellow

Special: Upgrade Item, Lightsaber

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

Location:
First given to you by Master Dorak on Dantooine.

********************

Life Support Pack

Single Use

Description:
A life support pack contains derman regenerators and other equipment for the
treatment of wounds.  They cannot be used by droids.  Life support packs heal
30 vitality points + WIS modifier + (3 x user's skill in Treat Injury).

********************

Mandalorian Datapad

This request is in the Mandalorian language.  "A stump disabled the stabilizers
on my swoop.  I request parts before other systems fail.  If the generator
goes, my blending field will stop working and I'll be visible to our prey."

********************

Mandalorian Datapad

This is a personal log in the Mandalorian language.  "This hunt is no
challenge.  How will attacking unarmed creatures train us to use these Jedi
toys?  You want new warriors to learn?  Watching a comrade lop his own arm off
fighting a real opponent owuld teach more than these pointless battles.  I
obey, Mandalore, but with protest.  The blending field generators on the swoops
grant near perfect camouflage.  Why only attack unarmed opponents?"

********************

Medpac

Single Use

Description:
A medpac contains essential equipment for the treatment of wounds.  They cannot
be used by droids.  Basic medpacs heal 10 vitality points + VIS modifier + user
skill in Treat Injury.

Location:
All over, and bought from stores.  You will find two in the footlocker next to
your bed on the Endar Spire when you first wake up.

********************

Mesh Underlay

Special: Upgrade Item, Armor

Description:
Mesh underlay can have a variety of effects, depending on the nature of the
armor it is applied to.  The modifications require a workbench with adequate
tools and a weapon of high quality marked as upgradeable.

Location:
On Matrik's corpse, in his apartment, in the Lower City apartment complex of
Taris.

********************

Minor Flash Mine

Damage: None
Secondary: Stun for 9sec
Area of Effect: 3.3m radius
Save: DC15 to negate stun

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

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Minor Frag Mine

Damage Type: Piercing
Damage Points: 18pts
Area of Effect: 3.3m radius
Save: DC15 for half damage

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

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Minor Gas Mine

Damage: Special
Secondary: Poison, 3 pts every 3 sec
Duration: 30 sec
Area of Effect: 3.3m radius
Save: DC15 for no effect

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

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Minor Plasma Mine

Damage Type: Heat
Damage Points: 24
Are of Effect: 3.3m radius
Save: DC15 for half damage

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

Location:
The first time you find this item will be at Larrim's kiosk in Taris.

********************

Parts

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

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Plasma Grenade

Damage Type: Heat
Damage Points: 36
Area of Effect: 4m
Range: Long
Save: DC15 for half damage

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

Location:
Black Vulkar base.  Can be bought and found.

********************

Poison Grenade

Damage: Special
Secondary: Poison, 4pts every 3 sec
Duration: 30 sec
Area of Effect: 4m
Range: Long
Save: DC25 for no effect

Description:
This grenade unleashes a blast of poison gas that affects the nervous system,
lingering in the air to ensure that the effect is not escaped easily.

Location:
First found in Taris, in the backpack of a Sith Trooper, immediately after
leaving the apartment.  Can also be found and bought throughout the galaxy.

********************

Race Bond

Description:
Issued by Motta the Hutt, these bonds are honored throughout the galaxy.  Each
digital certificate can usually be redeemed for around 60 credits simply by
selling them to any merchant or at any store.

********************

Repair Kit

Single Use

Description:
Included are the basic tools needed for a droid to repair itself after being
damaged in combat.  This kit can't be used by living beings.  Basic kits repair
15 vitality points + INT modifier + user's skill in Repair.

Location:
First found onboard the Endar Spire, as well as several places throughout the
world.  Can also be bought.

********************

Scientist's Memo

In response to those firaxan sharks outside I managed to whip up a little
something in one of the workrooms.  This is a sonic emitter which should scare
them off.  The sound seems to work a lot better underwater than through the air
and if you fix it on the outside of an envirosuit, just push the button every
time they get near and you'll have no problems.
So I was just wondering... when am I going to get that raise?
-- Caal Jordan

********************

Scope

Special: Upgrade Item, Ranged

Description:
This scope increases the accuracy of certain blaster types, increasing the
user's effectiveness with sniper attacks.  The modifications require a
workbench with adequate tools and a weapon of high quality marked as
upgradeable.

Location:
In one of the apartment complexes in the Lower City of Taris.

********************

Security Spike

Description:
This one-use item improves the user's ability to bypass security measures,
creating electronic interference in the locking mechanisms of doors and
containers.

Location:
The first time you find this item will be at Kebla Yurt's Equipment Emporium in
Upper Taris.

********************

Security Spike Tunneler

This one-use item employs anti-encryption software and electronic interference
to improve the user's ability to bypass locking mechanisms on doors and
containers.

********************

Shaela's Journal

This data pad is the personal journal of the Jedi Shaela Nur.  Her last entry
is particularly compelling:

I have tracked the terentatek that ambushed us in the Shyrack caves to this
tomb, but even as I stand at the entrance I know this is wrong.

Dark thoughts fill my mind: hatred and vengeance.  I cannot stop myself from
blaming Gunn Han for Duran's death.  If he had not abandoned us, my love would
surely have survived the terentatek's first attack.

But my hatred of Gunn Han pales beside my burning desire for revenge.  My blood
boils to destroy the creature that ended Duran's life, no matter what the cost.

I know such thoughts are those of the dark side, but I cannot help them.  Even
the second set of tracks outside the cave cannot dissuade me from my task.  One
terentatek, two, a thousand... it makes no difference to me now.

The only image I see is that of Duran's broken body, and only blood can cleanse
it from my mind.

I hope my Master will forgive me for what I am about to do.

********************

Sonic Grenade

Damage Type: Sonic
Damage Points : 20pts
Secondary: -6 Dexterity for 30 seconds
Area of Effect: 4m
Range: Long
Save: DC15 for half damage, negates Dexterity penalty

Description:
These grenades explode loudly, but the majority of their effect is delivered in
disorienting frequencies the ear can barely perceive, even as it is damaged.

Location:
Too many to list.  Depending on your character class, the short sword can be
found in your footlocker on the Endar Spire when you first wake up

********************

Thermal Detonator

Damage Type: Energy
Damage Points: 60pts
Secondary: Knockdown
Area of Effect: 4m
Range: Long
Save: DC15 for half damage

Description:
This Republic device contains a baradium compound that produces a small fusion
energy explosion of great force.  Civilian possession of these items is
outlawed almost everywhere.

********************

Vibration Cell

Special: Upgrade Item, Melee

Description:
A cell like this can stabilize a melee weapon allowing it to hit and damage
better, and possibly gain other effects.  The modifications require a workbench
with adequate tools and a weapon of high quality marked as upgradeable.

Location:
First found onboard the Endar Spire.  May also be found at other areas by
searching for it.

********************

===============================================================================

|-----------------------------------------------------------------------------|
| [3] Stores and Inventories                                                  |
|-----------------------------------------------------------------------------|

This section will tell you what stores sell what items, where the store is
located, how much each item costs, and how many of that item the store has.
Items are not listed alphabetically; instead, they are listed in the same way
as the store.  The layout is like this:

ITEM NAME - PRICE - AMOUNT AVAILABLE

For example:

Blaster Rifle - 250 - 4 means you can buy four Blaster Rifles at 250 credits
each from that store.

|-----------------------------------------------------------------------------|
| [3.1] Taris                                                                 |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Larrim's Kiosk, South Apartments @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Medpac - 44 - Infinite
Computer Spike - 275 - 2
Parts - 220 - 2
Military Suit - 165 - 1
Heavy Combat Suit - 110 - 1
Combat Suit - 55 - Infinite
Light Battle Armor - 275 - 1
Vibroblade - 88 - 1
Stun Baton - 33 - Infinite
Long Sword - 5 - Infinite
Quarterstaff - 2 - Infinite
Vibrosword - 132 - 1
Short Sword - 1 - Infinite
Ion Blaster - 220 - 1
Sonic Pistol - 220 - 1
Blaster Pistol - 110 - Infinite
Light Repeating Blaster - 550 - 1
Poison Grenade - 143 - 1
Sonic Grenade - 143 - 1
Concussion Grenade - 88 - 2
Frag Grenade - 88 - Infinite
Energy Shield - 154 - 1
Sound Dampening Stealth Unit - 220 - 1
Stealth Field Generator - 110 - Infinite
Battle Stimulant - 110 - 1
Minor Flash Mine - 110 - 1
Minor Frag Mine - 110 - 1
Minor Gas Mine - 110 - 1
Minor Plasma Mine - 110 - 1

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Kebla Yurt's Equipment Emporium, Upper City South @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Medpac - 40 - Infinite
Security Spike - 100 - 5
Bonadan Alloy Heavy Suit - 900 - 1
Military Suit - 150 - Infinite
Heavy Combat Suit - 100 - Infinite
Combat Suit - 50 - Infinite
Light Battle Armor - 250 - 1
Vibroblade - 80 - 2
Stun Baton - 30 - Infinite
Long Sword - 5 - Infinite
Quarterstaff - 2 - Infinite
Echani Ritual Brand - 280 - 1
Vibrosword - 120 - 5
Double-Bladed Sword - 80 - 2
Short Sword - 1 - Infinite
Ion Blaster - 200 - 2
Blaster Pistol - 100 - Infinite
Sith Sniper Rifle - 1500 - 1
Blaster Rifle - 300 - Infinite
Ion Grenade - 130 - Infinite
Sonic Grenade - 130 - Infinite
Frag Grenade - 80 - Infinite
Concussion Grenade - 80 - Infinite
Sound Dampening Stealth Unit - 200 - 1
Stealth Field Generator - 100 - Infinite
Minor Flash Mine - 100 - Infinite
Minor Frag Mine - 100 - Infinite
Minor Gas Mine - 100 - Infinite
Minor Plasma Mine - 10 - Infinite
Permacrete Detonator - 50 - 1

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Zelka Forn's Medical Facility, Upper City South @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Medpac - 80 - 5
Antidote Kit - 49 - Infinite
Medpac - 40 - Infinite
Bio-Antidote Package - 500 - 1
Nerve Enhancement Package - 500 - 1
Adrenal Alacrity - 50 - Infinite
Adrenal Stamina - 50 - Infinite
Adrenal Strength - 50 - Infinite

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Janice Nall's Droid Shop, Upper City North @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Repair Kit - 25 - Infinite
Computer Spike - 250 - Infinite
Parts - 200 - Infinite
Droid Light Plating Type 2 - 150 - Infinite
Droid Light Plating Type 1 - 75 - Infinite
Basic Targeting Computer - 500 - Infinite
Sensor Probe - 500 - Infinite
Computer Probe - 500 - Infinite
Security Interface Tool - 500 - Infinite
Environment Shield Level 1 - 350 - Infinite
Stun Ray - 300 - Infinite
Shield Disruptor - 300 - Infinite

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Uriah, Jayvar's Cantina, Lower City @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Pazaak Card +/-1 - 200 - 2
Pazaak Card +/-3 - 125 - 1
Pazaak Card +1 - 100 - Infinite
Pazaak Card +2 - 75 - Infinite
Pazaak card -2 - 75 - Infinite
Pazaak Card +/-6 - 50 - Infinite
Pazaak Card +3 - 50 - Infinite
Pazaak Card +4 - 25 - Infinite
Pazaak Card -4 - 25 - Infinite
Pazaak Card +5 - 12 - Infinite
Pazaak Card +6 - 5 - Infinite
Pazaak Card -6 - 5 - Infinite

@@@@@@@@@@@@@@@@@@@@
@ Igear, Undercity @
@@@@@@@@@@@@@@@@@@@@

Antidote Kit - 36 - 6
Medpac - 30 - Infinite
Repair Kit - 18 - 5
Computer Spike - 187 - 2
Echani Battle Armor - 1312 - 1
Vibroblade - 60 - 1
Stun Baton - 22 - Infinite
Long Sword - 3 - Infinite
Quarterstaff - 1 - Infinite
Vibrosword - 90 - 1
Arkanian Heavy Pistol - 750 - 1
Frag Grenade - 60 - 5
Retinal Combat Implant - 562 - 1
Scope - 150 - 1
Vibration Cell - 112 - 1
Pazaak Card -2 - 56 - 1
Pazaak Card +2 - 56 - 1
Pazaak Card -3 - 18 - 1

|-----------------------------------------------------------------------------|
| [3.2] Dantooine                                                             |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Crattis Yurkal, Aratech Merchantile @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Medpac - 80 - 5
Antidote Kit - 49 - 5
Medpac - 40 - Infinite
Military Suit - 150 - 2
Heavy Combat Suit - 100 - 2
Combat Suit - 50 - 2
Battle Armor - 400 - 1
Light Battle Armor - 250 - 1
Sanasiki's Blade - 7000 - 1
Jurgan Kalta's Assault Rifle - 8000 - 1
Stealth Field Reinforcement - 2400 - 1
Interface Band - 1000 - 1
Breath Mask - 100 - 1
Aural Amplifier - 50 - 1
Infiltrator Gloves - 7000 - 1
Arkanian Energy Shield - 700 - 1
Energy Shield - 140 - 4
CNS Strength Enhancer - 8500 - 1
Retinal Combat Implant - 750 - 1
Adrenal Alacrity - 50 - 5
Adrenal Stamina - 50 - 5
Adrenal Strength - 50 - 5
Pazaak Card +/-1 - 200 - 1
Pazaak Card +/-3 - 125 - 1
Pazaak Card -2 - 75 - 1
Pazaak Card +/-5 - 75 - 1
Pazaak Card -4 - 25 - 1
Pazaak Card -6 - 5 - 1

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Karal Kaar, Aratech Merchantile @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Repair Kit - 50 - 5
Repair Kit - 25 - Infinite
Droid Heavy Plating Type 1 - 1250 - 1
Droid Medium Plating Type 1 - 500 - 1
Droid Light Plating Type 3 - 250 - 1
Droid Light Plating Type 2 - 150 - 1
Droid Light Plating Type 1 - 75 - 2
Basic Targeting Computer - 500 - 1
Sensor Probe - 500 - 1
Computer Probe - 500 - 1
Security Interface Tool - 500 - 1
Environment Shield Level 1 - 350 - 1
Energy Shield Level 1 - 300 - 1
Stun Ray - 300 - Infinite
Shield Disruptor - 300 - Infinite

@@@@@@@@@@@@@@@@@@@@@@@@
@ Adum Larp, Courtyard @
@@@@@@@@@@@@@@@@@@@@@@@@

Cinnagar War Suit - 3000 - 1
Cassus Fett's Battle Armor - 15000 - 1
Bronzium Light Battle Armor - 1500 - 1
Stun Baton - 30 - 2
Blaster Pistol - 100 - 5
Light Repeating Blaster - 500 - 1
Blaster Rifle - 300 - 5
Adhesive Grenade - 130 - 5
Sonic Grenade - 130 - 5
Ion Grenade - 130 - 5
Frag Grenade - 80 - 5
Concussion Grenade - 80 - 5
Minor Flash Mine - 100 - 2
Minor Frag Mine - 100 - 2
Minor Gas Mine - 100 - 2
Minor Plasma Mine - 100 - 2
Flame Thrower - 300 - 2

@@@@@@@@@@@@@@@@@@@
@ Sol'aa, Enclave @
@@@@@@@@@@@@@@@@@@@

Pazaak Card +/-2 - 150 - 1
Pazaak Card +/-4 - 100 - 2
Pazaak Card +1 - 100 - 2
Pazaak Card -1 - 100 - 1
Pazaak Card +/-5 - 75 - 3
Pazaak Card +2 - 75 - 2
Pazaak Card -2 - 75 - 1
Pazaak Card +3 - 50 - 3
Pazaak Card +4 - 25 - 3
Pazaak Card -3 - 25 - 2
Pazaak Card -4 - 25 - 2
Pazaak Card +5 - 12 - 4
Pazaak Card -5 - 12 - 4
Pazaak Card +6 - 5 - 5
Pazaak Card -6 - 5 - 5

|-----------------------------------------------------------------------------|
| [3.3] Tatooine                                                              |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Mic'Tunan'Jus Orgu, Docking Bay @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Life Support Pack - 150 - 4
Advanced Medpac - 80 - Infinite
Antidote Kit - 49 - Infinite
Medpac - 40 - Infinite
Yusanis' Brand - 8000 - 1
Jamoh Hogra's Carbine - 9000 - 1
Mandalorian Heavy Repeater - 2500 - 1
Advanced Aural Amplifier - 400 - 1
Verpine Headband - 200 - 1
Bothan Sensory Visor - 150 - 1
Breath Mask - 100 - 3
Karakan Gauntlets - 700 - 1
Arkanian Energy Shield - 700 - 1
Sith Energy Shield - 350 - 2
Energy Shield - 140 - 4
Thermal Shield Generator - 8000 - 1
Nerve Amplifier Belt - 1000 - 1
Verpine Cardio-Regulator - 200 - 1
Stealth Field Generator - 100 - 1
Retinal Combat Implant - 750 - 1
Nerve Enhancement Package - 500 - 1
Adrenal Alacrity - 50 - Infinite
Adrenal Stamina - 50 - Infinite
Adrenal Strength - 50 - Infinite
Gizka Poison - 350 - Infinite

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Greeta Holda, Anchorhead, Czerka Office @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Life Support Pack - 150 - 6
Advanced Medpac - 80 - Infinite
Antidote Kit - 49 - Infinite
Medpac - 40 - Infinite
Computer Spike - 250 - Infinite
Zabrak Battle Armor - 2000 - 1
Echani Battle Armor - 1750 - 1
Zabrak Combat Suit - 750 - 1
Military Suit - 150 - 3
Heavy Combat Suit - 100 - 1
Combat Suit - 50 - 1
Powered Light Battle Armor - 3000 - 1
Powered Battle Armor - 2000 - 1
Vibrosword - 120 - 1
Mandalorian Heavy Pistol - 2000 - 1
Hold Out Blaster - 100 - 1
Thermal Detonator - 2000 - 2
Plasma Grenade - 750 - Infinite
Poison Grenade - 130 - Infinite
Sonic Grenade - 130 - Infinite
Ion Grenade - 130 - Infinite
Adhesive Grenade - 130 - Infinite
Concussion Grenade - 80 - Infinite
Breath Mask - 100 - Infinite
Motion Detection Goggles - 100 - 1
Energy Shield - 140 - Infinite
Sound Dampening Stealth Unit - 200 - 1
Average Flash Mine - 250 - 5
Average Frag Mine - 250 - 5
Average Gas Mine - 250 - 5
Average Plasma Mine - 250 - 5
Mesh Underlay - 300 - 1

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Fazza Utral, Anchorhead, Hunting Lodge @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Medpac - 80 - 10
Antidote Kit - 49 - Infinite
Medpac - 40 - Infinite
Jurgan Kalta's Carbine - 4500 - 1
Blaster Carbine - 500 - 1
Ion Rifle - 400 - 2
Sonic Rifle - 400 - 1
Blaster Rifle - 300 - Infinite
Armor Reinforcement - 350 - 1
Scope - 200 - 1

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Junix Nard, Anchorhead, Cantina @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Medpac - 80 - 1
Medpac - 40 - Infinite
Security Spike Tunneler - 200 - 6
Security Spike - 100 - Infinite
Bothan Chuka - 480 - 1
Krath Blood Blade - 230 - 1
Vibroblade - 80 - 1
Bothan Quick Draw - 1000 - 1
Mandalorian Blaster - 750 - 1
Sonic Pistol - 200 - 1
Stabilizer Gauntlets - 300 - 1
Advanced Stealth Unit - 500 - 1
Gizka Poison - 350 - Infinite
Pazaak Card +/-1 - 200 - 2
Hair Trigger - 150 - 1
Pazaak Card +/-2 - 150 - 2
Pazaak Card +/-3 - 125 - 2
Pazaak Card +/-4 - 100 - 2

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Yuka Laka, Anchorhead, Droid Shop @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Computer Spike - 250 - Infinite
Parts - 200 - Infinite
Security Spike Tunneler - 200 - 5
Security Spike - 100 - Infinite
Droid Heavy Plating Type 2 - 1500 - 1
Droid Heavy Plating Type 1 - 1250 - 1
Droid Medium Plating Type 2 - 750 - 1
Droid Medium Plating Type 1 - 500 - 1
Droid Light Plating Type 2 - 150 - 1
Droid Light Plating Type 1 - 75 - 1
Advanced Targeting Computer - 1500 - 1
Verpine Demolitions Probe - 1000 - 1
Basic Targeting Computer - 500 - 1
Sensor Probe - 500 - 1
Droid Motion Sensors Type 1 - 50 - 1
Environment Shield Level 3 - 900 - 1
Energy Shield Level 3 - 700 - 1
Environment Shield Level 2 - 500 - 1
Energy Shield Level 2 - 450 - 1
Environment Shield Level 1 - 350 - 1
Energy Shield Level 1 - 300 - 1
Advanced Stun Ray - 900 - Infinite
Stun Ray - 300 - Infinite

|-----------------------------------------------------------------------------|
| [3.4] Kashyyyk                                                              |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Eli Gand, Czerka Landing Port @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Medpac - 80 - Infinite
Medpac - 40 - Infinite
Security Spike - 100 - Infinite
Reinforced Fiber Armor - 3500 - 2
Military Suit - 150 - Infinite
Heavy Combat Suit - 100 - Infinite
Combat Suit - 50 - Infinite
Jamoh Hogra's Battle Armor - 10000 - 1
Battle Armor - 400 - 1
Light Battle Armor - 250 - 1
Bothan Sensory Visor - 150 - 1
Breath Mask - 100 - Infinite
Neural Band - 100 - 1
Strength Gauntlets - 1000 - 1
Arkanian Energy Shield - 700 - 1
Sith Energy Shield - 350 - 2
Energy Shield - 140 - 5
Electrical Capacitance Shield - 3500 - 1
Sound Dampening Stealth Unit - 200 - 1
Adrenaline Amplifier - 100 - 1
Cardio-Regulator - 100 - 1
Stealth Field Generator - 100 - 1
Cyber Reaction System - 7500 - 1
Hyper-Battle Stimulant - 200 - 1
Hyper-Adrenal Alacrity - 100 - 1
Hyper-Adrenal Stamina - 100 - 1
Hyper-Adrenal Strength - 100 - 1
Gizka Poison - 350 - Infinite

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Janos Wertka, Czerka Landing Port @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Bothan Stun Stick - 230 - 1
Heavy Blaster - 200 - 2
Sonic Pistol - 200 - 2
Disruptor Pistol - 200 - 2
Ion Blaster - 200 - 2
Blaster Pistol - 100 - 2
Bothan Discord Gun - 1000 - 1
Blaster Cannon - 600 - 2
Bowcaster - 400 - 2
Blaster Rifle - 300 - 2
Plasma Grenade - 750 - 5
Adhesive Grenade - 130 - 5
CryoBan Grenade - 130 - 5
Ion Grenade - 130 - 5
Poison Grenade - 130 - 5
Sonic Grenade - 130 - 5
Frag Grenade - 80 - Infinite
Concussion Grenade - 80 - 5
Average Flash Mine - 250 - 5
Average Frag Mine - 250 - 5
Average Gas Mine - 250 - 5
Average Plasma Mine - 250 - 5
Vibration Cell

|-----------------------------------------------------------------------------|
| [3.5] Korriban                                                              |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@@@@@@@@@
@ B'ree, Dreshdae @
@@@@@@@@@@@@@@@@@@@

Krath War Blade - 130 - 5
Vibro Double-Blade - 180 - 5
Cassus Fett's Heavy Pistol - 10000 - 1
Bothan Shrieker - 1250 - 5
Ion Blaser - 200 - 5
Disruptor Pistol - 200 - 5
Sonic Pistol - 200 - 5
Heavy Repeating Blaster - 1500 - 2
Medium Repeating Blaster - 800 - 2
Blaster Carbine - 500 - 5
Ion Rifle - 400 - 5
Disruptor Rifle - 400 - 5
Sonic Rifle - 400 - 5
Plasma Grenade - 750 - Infinite
CryoBan Grenade - 130 - Infinite
Poison Grenade - 130 - 5
Sonic Grenade - 130 - 5
Ion Grenade - 130 - 5
Adhesive Grenade - 130 - 5
Concussion Grenade - 80 - 5
Average Flash Mine - 250 - 2
Average Frag Mine - 250 - 2
Average Gas Mine - 250 - 2
Average Plasma Mine - 250 - 2

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Czerka Representative, Dreshdae @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Life Support Pack - 150 - 10
Construction Kit - 100 - 10
Advanced Medpac - 80 - 20
Advanced Repair Kit - 50 - 10
Antidote Kit - 49 - 10
Medpac - 40 - Infinite
Repair Kit - 25 - Infinite
Security Spike Tunneler - 200 - 2
Security Spike - 100 - 5
Exar Kun's Battle Armor - 6000 - 1
Reinforced Fiber Armor - 3500 - 1
Cinnagar War Suit - 3000 - 1
Echani Light Armor - 1000 - 1
Military Suit - 150 - 1
Heavy Combat Suit - 100 - 1
Krath Holy Battle Suit - 6000 - 1
Krath Heavy Armor - 5000 - 1
Powered Battle Armor - 2000 - 1
Heavy Battle Armor - 1000 - 1
Battle Armor - 200 - 2
Light Battle Armor - 200 - 1
Heavy Targetting Optics - 9000 - 1
Verpine Ocular Enhancer - 750 - 1
Verpine Bond Gauntlets - 1500 - 1
Stabilizer Gauntlets - 300 - 1
Arkanian Energy Shield - 700 - 1
Sith Energy Shield - 350 - 2
Energy Shield - 140 - 4
Eriadu Stealth Unit - 1250 - 2
Advanced Stealth Unit - 500 - 1
Sound Dampening Stealth Unit - 200 - 1
Stealth Field Generator - 100 - 2
Sith Regenerator - 8500 - 1
Hyper-Battle Stimulant - 200 - 5
Echani Battle Stimulant - 200 - 5
Hyper-Adrenal Strength - 100 - 5
Hyper-Adrenal Alacrity - 100 - 5
Hyper-Adrenal Stamina - 100 - 5

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Mika Dorin, Cantina, Dreshdae                                  @
@ (only after you get premium quest after escaping the Levithan) @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Life Support Pack - 225 - 10
Verpine Fiber Mesh - 6375 - 1
Bonadan Alloy Heavy Suit - 1350 - 1
Thermal Detonator - 3000 - 10
Stabilizer Mask - 8250 - 1
Interface Visor - 2250 - 1
Dominator Gauntlets - 22500 - 1
Verpine Prototype Shield - 3360 - 10
Adrenaline Stimulator - 18000 - 1
Cardio Power System - 15000 - 1
Gordulan Reaction System - 15000 - 1
Navardan Regenerator - 12750 - 1
Armor Reinforcement - 525 - 1
Mesh Underlay - 450 - 1
Imprved Energy Cell - 375 - 1
Scope - 300 - 1
Pazaak Card +/-1 - 300 - 1
Beam Splitter - 275 - 1
Vibration Cell - 225 - 1
Energy Projector - 225 - 1
Hair Trigger - 225 - 1
Pazaak Card +/-2 - 225 - 1
Pazaak Card +/-3 - 187 - 1
Durasteel Bonding Alloy - 150 - 1
Pazaak Card +/-4 - 150 - 1

|-----------------------------------------------------------------------------|
| [3.6] Manaan                                                                |
|-----------------------------------------------------------------------------|

@@@@@@@@@@@@@@@@@@@@@@@@@
@ Merchant, Docking Bay @
@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Medpac - 80 - 1
Advanced Repair Kit - 50 - Infinite
Antidote Kit - 49 - 1
Medpac - 40 - Infinite
Repair Kit - 25 - Infinite
Computer Spike - 250 - Infinite
Parts - 200 - Infinite
Thermal Detonator - 2000 - 5
Plasma Grenade - 750 - 5
CryoBan Grenade - 130 - 5
Ion Grenade - 130 - 5
Concussion Grenade - 80 - 5
Hyper-Battle Stimulant - 200 - 5
Hyper-Adrenal Alacrity - 100 - 5
Hyper-Adrenal Stamina - 100 - 5
Hyper-Adrenal Strength - 100 - 5
Adrenal Alacrity - 50 - Infinite
Adrenal Stamina - 50 - Infinite
Adrenal Strength - 50 - Infinite

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Tyvark, General Store, East Central @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Medpac - 80 - 5
Medpac - 40 - Infinite
Parts - 200 - 2
Military Suit - 150 - 1
Combat Suit - 50 - 1
Battle Armor - 400 - 1
Light Battle Armor - 250 - 1
Bothan Stun Stick - 230 - 1
Vibroblade - 80 - 1
Vibro Double-Blade - 180 - 1
Vibrosword - 120 - 1
Bothan Needler - 1750 - 1
Arkanian Pistol - 1000 - 1
Arkanian Heavy Pistol - 1000 - 1
Mandalorian Blaster - 750 - 1
Disruptor Pistol - 200 - 1
Sonic Pistol - 200 - 1
Blaster Pistol - 100 - 1
Hold Out Blaster - 100 - 1
Zabrak Battle Cannon - 4000 - 1
Light Repeating Blaster - 500 - 1
Blaster Carbine - 500 - 1
Ion Rifle - 400 - 1
Disruptor Rifle - 400 - 1
Sonic Rifle - 400 - 1
Blaster Rifle - 300 - 1
Pistol Targetting Optics - 8000 - 1
Combat Sensor - 6000 - 1
Stabilizer Mask - 5500 - 1
Advanced Aural Amplifier - 400 - 1
Breath Mask - 100 - 1
Neural Band - 100 - 1
Aural Amplifier - 50 - 1
Strength Gauntlets - 1000 - 1
Cardio-Regulator - 100 - 1
Adrenaline Amplifier - 100 - 1
Beemon Package - 7500 - 1
Echani Battle Stimulant - 200 - 1
Advanced Stun Ray - 900 - 1

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Shady Rodian, East Central @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Pazaak Card +/-1 - 200 - 1
Pazaak Card +/-2 - 150 - 1
Pazaak Card +/-3 - 125 - 2
Pazaak Card +1 - 100 - 2
Pazaak Card -1 - 100 - 1
Pazaak Card +2 - 75 - 1
Pazaak Card -2 - 75 - 2
Pazaak Card +/-6 - 50 - 3
Pazaak Card +3 - 50 - 3
Pazaak Card +4 - 25 - 3
Pazaak Card -3 - 25 - 2
Pazaak Card -4 - 25 - 2
Pazaak Card +5 - 12 - 4
Pazaak Card -5 - 12 - 4
Pazaak Card +6 - 5 - 5
Pazaak Card -6 - 5 - 5

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Yortal Ixlis, Yortal's Emporium, Ahto East @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Repair Kit - 50 - 5
Repair Kit - 25 - Infinite
Computer Spike - 250 - 2
Droid Heavy Plating Type 3 - 2000 - 1
Droid Heavy Plating Type 1 - 1250 - 1
Droid Medium Plating Type 2 - 750 - 1
Droid Medium Plating Type 1 - 500 - 2
Droid Light Plating Type 3 - 250 - 1
Droid Light Plating Type 2 - 150 - 2
Droid Light Plating Type 1 - 75 - 2
Advanced Targeting Computer - 1500 - 1
Verpine Demolitions Probe - 1000 - 2
Basic Targeting Computer - 500 - 1
Security Interface Tool - 500 - 1
Computer Probe - 500 - 1
Environment Shield Level 1 - 350 - 1
Energy Shield Level 1 - 300 - 2
Gravity Generator - 500 - 1
Flame Thrower - 300 - 1
Stun Ray - 300 - 1
Shield Disruptor - 300 - 1

|-----------------------------------------------------------------------------|
| [3.7] Levithan                                                              |
|-----------------------------------------------------------------------------|

There are no items to buy on the Levithan.

|-----------------------------------------------------------------------------|
| [3.8] Unknown Planet                                                        |
|-----------------------------------------------------------------------------|

There are no items to buy on the Unknown Planet.

|-----------------------------------------------------------------------------|
| [3.9] Star Forge                                                            |
|-----------------------------------------------------------------------------|

There are no items to buy on the Star Forge .

|-----------------------------------------------------------------------------|
| [3.10] Yavin Space Station                                                  |
|-----------------------------------------------------------------------------|

Yavin Space Station is available as downloadable content from Xbox Live.  If
you have the PC version of the game, it's available from the outset.

@@@@@@@@@@@@@
@ Suvam Tan @
@@@@@@@@@@@@@

Environmental Bastion Armor - 22000 - 1
Light Exoskeleton - 10000 - 1
Baragwin Shadow Armor - 6000 - 1
Heavy Exoskeleton - 20000 - 1
Baragwin Assault Blade - 9000 - 1
Baragwin Assault Gun - 15000 - 1
Baragwin Ion-X Weapon - 12000 - 1
Advanced Bio-Stabilizer Mask - 6000 - 1
Advanced Stabilizer Gloves - 8500 - 1
Advanced Combat Implant - 7000 - 1
Advances Sensory Implant - 3500 - 1
Advanced Bio-Stabilizer Implant - 3000 - 1
Composite Heavy Plating - 3000 - 1
Baragwin Droid Shield - 4000 - 1
Baragwin Flame Thrower - 3000 - 1
Baragwin Stun Ray - 3000 - 1
Baragwin Shield Disruptor - 3000 - 1

===============================================================================
===============================================================================

|-----------------------------------------------------------------------------|
| [A] Contact Information                                                     |
|-----------------------------------------------------------------------------|

I'm sorry, but all contact for this FAQ will no longer be accepted due to a
lack of interest in the game.  For more information on this game, check out
the game's official website, other FAQs, or one of many quality gaming sites,
like Cheat Happens (cheathappens.com) or GameSpot (gamespot.com).  Chances are
you can also find at least one other FAQ for this game right at GameFAQs.

===============================================================================

|-----------------------------------------------------------------------------|
| [B] Webmaster Information                                                   |
|-----------------------------------------------------------------------------|

Attention webmasters: You are allowed to host this document and display it
without asking for prior permission.  All you have to do is the following:

- Do not charge people to see it or otherwise make a profit from it.
- Do not alter it.
- Give proper credit to the author.
- You may not sell, rent or lease the document.

If you want to use one of my guides _IN_ a guide of yours, like an item guide
of mine in a general guide you're writing, feel free to do so, as long as you
still follow the above.  All I ask in addition to that is that you let me know
when your guide is online so I can check it out.

===============================================================================

|-----------------------------------------------------------------------------|
| [C] Where This FAQ May be Found                                             |
|-----------------------------------------------------------------------------|

JPatWorld       http://www.jpatworld.com/
GameFAQs        http://www.gamefaqs.com/
Cheat Happens   http://www.cheathappens.com/

All other websites have permission to use this document, but they may be out of
date or incorrect versions.  The latest, newest versions can always be found at
the above websites.

===============================================================================

|-----------------------------------------------------------------------------|
| [D] Other FAQs Written                                                      |
|-----------------------------------------------------------------------------|

This section may not always be up-to-date, as I'm not going to update every
single one of my FAQs after making a new one.

http://www.gamefaqs.com/features/recognition/8939.html

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
GAME                                          GUIDE TYPE
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
Clock Tower 3                            ||  File List
Deus Ex: Invisible War                   ||  Walkthrough/FAQ
ESPN NFL 2K5                             ||  Milestones/Crib Unlockables
ESPN NFL 2K5                             ||  Strategy Guide/FAQ
ESPN NHL 2K5                             ||  Challenges & Unlockables
Grand Theft Auto III                     ||  Walkthrough/FAQ
Grand Theft Auto III                     ||  Song Guide
James Bond 007: Everything or Nothing    ||  Walkthrough/FAQ
Madden NFL 2004                          ||  Challenge Checklist
MVP Baseball 2004                        ||  Strategy Guide/FAQ
MVP Baseball 2004                        ||  Unlockables Guide
Nocturne                                 ||  Walkthrough/FAQ
Red Faction                              ||  Walkthrough/FAQ
RoadKill                                 ||  Walkthrough/FAQ
RoadKill                                 ||  Song Guide
Serious Sam                              ||  Walkthrough/FAQ
SimCity 4: Rush Hour                     ||  Object Guide
Splinter Cell: Pandora Tomorrow          ||  Demo Walkthrough
Star Wars: Knights of the Old Republic   ||  Walkthrough/FAQ
Star Wars: Knights of the Old Republic   ||  Item List
The Sims (PC)                            ||  Item List
The Sims (CONSOLE)                       ||  Item List
The Sims: House Party                    ||  Strategy Guide/FAQ
Tony Hawk's Pro Skater 2X                ||  Song Guide
Tropico                                  ||  Walkthrough/FAQ
Unreal Tournament                        ||  Walkthrough/FAQ
WWE RAW 2                                ||  Move List/FAQ
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===

Total FAQs: 27

I have also written several strategy guides, in HTML format with screenshots,
for the website Cheat Happens (www.cheathappens.com).

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===
Hitman: Contracts
Spider-Man 2
The Chronicles of Riddick: Escape from Butcher Bay
Unreal Tournament 2004
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--===

Total Guides: 4

===============================================================================

|-----------------------------------------------------------------------------|
| [E] Star Wars: Knights of the Old Republic Copyright Information            |
|-----------------------------------------------------------------------------|

Copyright 2003 LucasArts and BioWare.  All rights reserved.

===============================================================================

This document is copyright by US and Canadian copyright laws.  This FAQ is for
personal use only.  This FAQ may not be altered or used for commercial use.
Websites may use this document without permission, but they must give proper
credit to the author and musn't alter it any way, shape or form.  All websites,
excluding GameFAQs (www.gamefaqs.com), are prohibited from renting, selling or
leasing this document, whether it's for personal or commercial gain.

Thank you.

===============================================================================

End of Star Wars: Knights of the Old Republic Item Guide.

Copyright 2004.  All rights reserved.

The author of this FAQ is in no way affiliated with LucasArts, LucasFilm
BioWare, or any member of the Star Wars: Knights of the Old Republic
development team.