Star Wars Knights of the Old Republic II: The Sith Lords/Implants

All implants require minimum to equip: this is the permanent value (bonuses from other, , ../Force powers/ and  not included).

Some implants can be created using a Lab Station with sufficient rank and Chemicals:

All implants are listed below, although some may be unobtainable without using ../Cheats/.

Packages
Packages require minimum 12 to equip.

Reflex Package

 * Skill Required to Create: (8)
 * Attributes Required: Minimum : 12
 * ../Saves/: Reflex +1

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.

Pheromone Package

 * Skill Required to Create: (17)
 * Attributes Required: Minimum : 12
 * Skills: +1
 * +1

This implant allows the user to subtly secrete synthetic pheromones that generally stimulate a pleasant behavior response in a wide range of species.

Cardio Package

 * Skill Required to Create: (26)
 * Attributes Required: Minimum : 12
 * Constitution: +1

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

Strength Package

 * Skill Required to Create: (35)
 * Attributes Required: Minimum : 12
 * +1

This implant effectively increases the user's strength without the need for additional muscle mass through a combination of autonomic regulatory center management and small doses of adrenal stimulants.

Response Package

 * Attributes Required: Minimum : 12
 * Skills: + 1
 * +1

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.

Fitness Package

 * Attributes Required: Minimum : 12
 * Constitution: +1
 * +1

This simple but advanced implant combines the functionality of the more common Strength and Cardio Packages.

Skills Package

 * Attributes Required: Minimum : 12
 * ../Skills/: Awareness +1, Computer Use +1, Demolitions +1, Persuade +1, Repair +1, Security +1, Stealth +1, Treat Injury +1

This ingenious device modifies brain chemistry to improve general problem solving and data processing abilities.

Health Package

 * Attributes Required: Minimum : 12
 * Constitution: +1
 * 1

This advanced implant package employs nano-technology to speed healing.

Physical Boost Package

 * Attributes Required: Minimum : 12
 * Constitution: +1
 * +1
 * +1

This device improves all physical attributes, making it one of the most valuable of implants of its type.

Mental Boost Package

 * Attributes Required: Minimum : 12
 * +1
 * +1
 * +1

This device improves all mental attributes, making it one of the most valuable of implants of its type.

Implants
Implants require minimum 14 to equip.

Retinal Combat Implant

 * Skill Required to Create: (5)
 * Attributes Required: Minimum : 14
 * Immunity:
 * Skills: +1

This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well.

Lornan Implant

 * Skill Required to Create: (18)
 * Attributes Required: Minimum : 14
 * 10% vs. Electrical
 * Damage Immunity: 5% vs. Energy

This implant regulates electrical current, protecting the user's brain from energy surges.

Biotech Implant

 * Skill Required to Create: (27)
 * Attributes Required: Minimum : 14
 * 1

This implant does use relatively experimental nano-technology to speed healing, but relies more on coagulants and solid doses of pain relievers. If you feel better, you are better.

Power Implant

 * Skill Required to Create: (36)
 * Attributes Required: Minimum : 14
 * ../Saves/: Fortitude +1
 * +2

This improved variant of the Strength Package employs substantially higher doses of stimulants.

Alacrity Implant

 * Attributes Required: Minimum : 14
 * ../Saves/: Reflex +1
 * +2

The Alacrity Implant enhances the user's nervous system, significantly improving reaction times.

Insight Implant

 * Attributes Required: Minimum : 14
 * ../Saves/: Will +1
 * +2

By stimulating less used neural networks in the brain, this implant allows the user to see solutions they may not have otherwise considered.

Skills Implant

 * Attributes Required: Minimum : 14
 * ../Skills/: Awareness +2, Computer Use +2, Demolitions +2, Persuade +2, Repair +2, Security +2, Stealth +2, Treat Injury +2

This ingenious device modifies brain chemistry to improve general problem solving and data processing abilities.

Durability Implant

 * Attributes Required: Minimum : 14
 * Resist 5/- vs. Electrical
 * Damage Resistance: Resist 5/- vs. Energy
 * Constitution: +1

This implant regulates current through the body, both improving stamina and providing resistance to energy-related attacks.

Physical Boost Implant

 * Attributes Required: Minimum : 14
 * Constitution: +1
 * +2
 * +2

This device improves all physical attributes, making it one of the most valuable of implants of its type.

Mental Boost Implant

 * Attributes Required: Minimum : 14
 * +2
 * +1
 * +2

This device improves all mental attributes, making it one of the most valuable of implants of its type.

Systems
Systems require minimum 16 to equip.

Bio-Antidote System

 * Skill Required to Create: (10)
 * Attributes Required: Minimum : 16
 * Immunity:
 * Constitution: +1

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

Nerve Enhancement System

 * Skill Required to Create: (19)
 * Attributes Required: Minimum : 16
 * Immunity:

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

Reaction System

 * Skill Required to Create: (28)
 * Attributes Required: Minimum : 16
 * +3

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

Advanced Combat System

 * Skill Required to Create: (37)
 * Attributes Required: Minimum : 16
 * Modifier +1
 * Bonus Feat: : Blaster Pistol, Blaster Rifle
 * Bonus Feat: : Blaster Pistol, Blaster Rifle

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

Bavakar Strength System

 * Attributes Required: Minimum : 16
 * +3

This implant stimulates physical performance well beyond the user's norm. The Bavakar Medical Research Labs are at the forefront of developmental cybernetics.

Cardio Power System

 * Attributes Required: Minimum : 16
 * Constitution: +4

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

Skills System

 * Attributes Required: Minimum : 16
 * ../Skills/: Awareness +4, Computer Use +4, Demolitions +4, Persuade +4, Repair +4, Security +4, Stealth +4, Treat Injury +4

This ingenious device modifies brain chemistry to improve general problem solving and data processing abilities.

Numbness System

 * Attributes Required: Minimum : 16
 * Resist 5/-vs. Bludgeoning, Piercing, Slashing
 * Constitution: +2

By converting all pain into benign brain signals, this implant system greatly increases one's durability. It has no direct negative side effects, as its user is still fully aware of his body's current state of health.

Physical Boost System

 * Attributes Required: Minimum : 16
 * Constitution: +2
 * +3
 * +2

This device improves all physical attributes, making it one of the most valuable of implants of its type.

Mental Boost System

 * Attributes Required: Minimum : 16
 * +2
 * +2
 * +3

This device improves all mental attributes, making it one of the most valuable of implants of its type.

D-Packages
D-Packages require minimum 18 to equip.

Strength D-Package

 * Skill Required to Create: (11)
 * Attributes Required: Minimum : 18
 * Constitution: +1
 * +1

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Immunity D-Package

 * Skill Required to Create: (20)
 * Attributes Required: Minimum : 18
 * Immunity:, ,

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Perception D-Package

 * Skill Required to Create: (29)
 * Attributes Required: Minimum : 18
 * +1
 * +2

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Enhancement D-Package

 * Skill Required to Create: (38)
 * Attributes Required: Minimum : 18
 * Bonus Feat:, Improved Dueling, Master Dueling
 * Bonus Feat:, Improved Two-Weapon Fighting, Master Two-Weapon Fighting

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Immortality D-Package

 * Attributes Required: Minimum : 18
 * Constitution: +3
 * Bonus Feat:, Improved Toughness, Master Toughness

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Quickness D-Package

 * Attributes Required: Minimum : 18
 * Bonus: 1
 * +4

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Skills D-Package

 * Attributes Required: Minimum : 18
 * ../Skills/: Awareness +6, Computer Use +6, Demolitions +6, Persuade +6, Repair +6, Security +6, Stealth +6, Treat Injury +6

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Universal D-Package

 * Attributes Required: Minimum : 18
 * +2
 * Constitution: +2
 * +2
 * +2
 * +2
 * +2

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Physical Boost D-Package

 * Attributes Required: Minimum : 18
 * Constitution: +3
 * +3
 * +3

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.

Mental Boost D-Package

 * Attributes Required: Minimum : 18
 * +3
 * +3
 * +3

D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects, but can only be used by very healthy individuals.