Star Wars: Knights of the Old Republic/Implants

An implant can only be equipped by an organic character who has selected or been granted the required feat:

at end of page.

Level 1
Three implants only require Level 1.

Cardio Package

 * Feats Required: Level 1
 * : +1

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


 * Endar Spire
 * Command Module
 * Footlocker
 * 1000
 * 1
 * Dantooine
 * Matale Grounds
 * 1000
 * 1
 * Korriban
 * Tomb of Naga Sadow
 * Skeletal Human Remains
 * 1000
 * 1
 * }
 * 1000
 * 1
 * }

Response Package

 * Feats Required: Level 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.


 * Taris
 * Black Vulkar Base (Garage)
 * Kandon Ark
 * 1000
 * 1
 * rowspan=2| Dantooine
 * Crystal Cave
 * Mandalorian
 * 1000
 * 1
 * Sandral Estate
 * Footlocker
 * 1000
 * 1
 * Tatooine
 * Dune Sea
 * Corpse
 * 1000
 * 1
 * Korriban
 * Shyrack Caves
 * Corpse
 * 1000
 * 1
 * }
 * Corpse
 * 1000
 * 1
 * }

Memory Package

 * Feats Required: Level 1
 * : +1

This implant stimulates the brain, effectively increasing the user's capacity for intelligent thought, all at a price cheaper than a trip to the libraries of Coruscant.


 * Taris
 * Hidden Bek Base
 * Gadon Thek
 * 1000
 * 1
 * }

Level 2
Two implants only require Level 2.

Retinal Combat Implant

 * Feats Required: Level 2
 * 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.


 * Taris
 * Undercity
 * 562
 * 1
 * Dantooine
 * Jedi Enclave
 * 750
 * 1
 * Tatooine
 * Docking Bay
 * 750
 * 1
 * Manaan
 * Sith Base
 * Dark Jedi Master
 * 750
 * 1
 * Korriban
 * Tomb of Ajunta Pall
 * Corpse
 * 750
 * 1
 * Leviathan
 * Prison Block
 * Medical Supplies
 * 750
 * 1
 * }
 * 1
 * Leviathan
 * Prison Block
 * Medical Supplies
 * 750
 * 1
 * }
 * }

Nerve Enhancement Package

 * Feats Required: Level 2
 * Immunity:

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


 * Taris
 * Upper City South
 * 500
 * 1
 * Tatooine
 * Docking Bay
 * 500
 * 1
 * Manaan
 * Sith Base
 * Sith Security Officer
 * 500
 * 1
 * Leviathan
 * Prison Block
 * Medical Supplies
 * 500
 * 1
 * }
 * Prison Block
 * Medical Supplies
 * 500
 * 1
 * }

Level 3
Twelve implants require Level 3.

Bavakar Cardio Package

 * Feats Required: Level 3
 * : +2

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


 * Manaan
 * Sith Base
 * Shasa
 * 2000
 * 1
 * }

Beemon Package

 * Feats Required: Level 3
 * +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.


 * Manaan
 * East Central
 * 7500
 * 1
 * }
 * }

Cardio Power System

 * Feats Required: Level 3
 * : +4

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


 * Manaan
 * East Central
 * Roland Wynn
 * 10000
 * 1
 * Korriban
 * Dreshdae
 * Mika Dorin
 * 15000
 * 1
 * }
 * }

Bio-Antidote Package

 * Feats Required: Level 3
 * Immunity:

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


 * Taris
 * Upper City South
 * 500
 * 1
 * Manaan
 * Sith Base
 * Footlocker
 * 500
 * 1
 * Leviathan
 * Command Deck
 * Medical Supplies
 * 500
 * 1
 * }
 * 500
 * 1
 * }

Cyber Reaction System

 * Feats Required: Level 3
 * : +3

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


 * Kashyyyk
 * Czerka Landing Port
 * Eli Gand/Matton Dasol
 * 7500
 * 1
 * }

Gordulan Reaction System

 * Feats Required: Level 3
 * : +4

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


 * Korriban
 * Dreshdae
 * Mika Dorin
 * 15000
 * 1
 * }

Navardan Regenerator

 * Feats Required: Level 3
 * : 2

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


 * Korriban
 * Dreshdae
 * Mika Dorin
 * 12750
 * 1
 * }

Sith Regenerator

 * Feats Required: Level 3
 * : 2

Extensively used by Sith intelligence operatives, this implant stimulates cell replication in the user's body, allowing 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.


 * Korriban
 * Dreshdae
 * 8500
 * 1
 * }
 * }

Advanced Sensory Implant

 * Feats Required: Level 3
 * Skills: +10
 * : +2

By assisting the areas of the user's brain dedicated to sensory-interpretation, this implant greatly heightens the user's awareness of their surroundings, as well as spatial perception and analysis.


 * rowspan=3| Yavin
 * rowspan=3| Yavin Station
 * Suvam Tan
 * 3500
 * 1
 * Suvam Tan
 * 3500
 * 1
 * Suvam Tan
 * 3500
 * 1
 * }
 * 1
 * }

Advanced Bio-Stabilizer Implant

 * Feats Required: Level 3
 * Immunity: ,

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.


 * rowspan=3| Yavin
 * rowspan=3| Yavin Station
 * Suvam Tam
 * 3000
 * 1
 * Suvam Tam
 * 3000
 * 1
 * Suvam Tam
 * 3000
 * 1
 * }
 * 1
 * }

Advanced Combat Implant

 * Feats Required: Level 3
 * Bonus Feat: : Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons
 * Bonus Feat: : Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons
 * Bonus Feat: : Blaster Pistol, Blaster Rifle, Heavy Weapons, 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.


 * rowspan=2| Yavin
 * rowspan=2| Yavin Station
 * Suvam Tan
 * 7000
 * 1
 * Suvam Tan
 * 7000
 * 1
 * }
 * }

Advanced Alacrity Implant

 * Feats Required: Level 3
 * : +5

By fine-tuning the user's nervous system, this implant allows vastly improved reaction times and coordination over unmodified individuals. The success of this implant, though not in wide distribution due to its cost, has prompted some at rival Bavakar Medical Research Labs to call for it to be banned.


 * Yavin
 * Yavin Station
 * Suvam Tan
 * 22000
 * 1
 * }