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Nikto bounty hunters often employ these masks to help them track down prey. Das'skar Hunting Masks were created by Hutts to improve the performance of their minions.
Nikto bounty hunters often employ these masks to help them track down prey. Das'skar Hunting Masks were created by Hutts to improve the performance of their minions.


===Combat Sensor===
===Force Focusing Visor===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]: +1
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]: +4
*Regenerate Force Points: 2
 
Through means unknown, this visor helps the wearer clear their mind of distractions. It is especially potent when worn by a Force sensitive.
 
===Force Mask===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]: -4
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]: -4
*Force Resistance: Bonus 16
*Saves: Will +4
 
For both good and ill, this mask provides the wearer with some protection from the Force.
 
===Force Shield===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]: -6
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]: -6
*Damage Resistance: Resist 5/- vs. Dark Side
*Force Resistance: Bonus 24
*Saves: Will +5
 
This helmet shields the wearer's mind from the Force. It is so potent and successful at its goal that Force sensitives are severely disoriented when they wear it.
 
===Interface Band===
*Damage Resistance: Resist 5/- vs. Sonic
*Skills: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Computer Use|Computer Use]]: +2, [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Demolitions|Demolitions]]: +2, [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Demolitions|Security]]: +2
 
This item provides a mental interface to a store of information on electronic systems common to security, demolitions, and general computing functions.
 
===Matukai Meditation Band===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]: +2
*Damage Immunity: 30% vs. Dark Side
*Saves: Will +2
 
An improved version of the standard meditation band, this item provides unparalleled protection from the ravaging power of the dark side.
 
===Meditation Band===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]: +1
*Damage Immunity: 20% vs. Dark Side
*Saves: Will +1
 
This potent device helps shield one's mind from dark thoughts and influences. It will not protect the user from evil that stems from within, however.
 
===Multi-spectral Target Assessor===
*Attack Bonus: 3
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Precise Shot|Precise Shot I]]
*Bonus Feat: Precise Shot II
*Feat Required: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Specialization|Weapon *Specialization: Blaster Pistol]]
*Feat Required: Weapon Specialization: Blaster Rifle
*Skill Bonus: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]: +4
 
This advanced device is only of use to those who are already highly skilled with ranged weapons. The plethora of information relayed provides the trained user with enhanced accuracy.
 
===Neural Band===
*Saves: Will +2
 
Developed after the Exar Kun war, this item bolsters the willpower of the user by electrically reinforcing established mental patterns. Republic troops called it "Little Shocky".
 
===Rakatan Band===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]: +1
 
This simple device improves the wearer's ability to perceive the reality of their surroundings. The origin behind the item's name is unknown, but rumor has it that these bands were constructed as a defense against an ancient species of alien deceivers, who made absurd claims of dominance concerning their role in the galaxy. It is said this species of lying primitives went so far as to take credit for almost every major event in galactic history since the discovery of the hyperdrive.
 
===Regal Visor===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]: +1
*Skill Bonus: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Persuade|Persuade]]: +2
 
This attractive headgear includes a voice enhancement module that regulates tone and volume of the wearer's speech. It is employed in diplomatic situations where the slightest error could offend.
 
===Spacer's Sensor===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]: +1
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Focus|Blaster Pistol]]
*Bonus Feat: Weapon Focus: Blaster Rifle
 
These visors are often used by smugglers and others who desire better combat skills yet are too focused on other endeavors to learn them normally.
 
===Survey Gear===
*Damage Resistance: Resist 5/- vs. Sonic
*Skill Bonus: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]: +1
 
When surveying new asteroid claims, this headgear is designed to help identify both pockets of Peragian gas and any placed thermal charges in the area. The small sonic generation and receiving gear within the helmet is designed to absorb any high decibel emissions from sonic charges (and sonic grenades).
 
===Target Assessor===
*Attack Bonus: 2
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]: +2
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]: +2
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Focus|Weapon Focus: Blaster Pistol]]
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Precise Shot|Precise Shot]]
*Bonus Feat: Weapon Focus: Blaster Rifle
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Targeting|Targeting]]
 
Though perhaps not as potent as the multi-spectral version, this device requires no training to use.
 
===Targeting Visor===
*Attack Bonus: 1
*Saves: Reflex +1


This improved version of the Spacer's Sensor is for wealthier travelers who are expecting combat.
Through assorted heads-up displays and sharpened vision, this device increases one's accuracy in combat.


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


===Absorption Visor===
===Sonic Nullifiers===
*Defence Bonus: 1
*Damage Resistance: Resist 10/- vs. Sonic
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic


A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.
Replacing bulky ear protection, these items make use of newly developed counterwave-nullifiers, an innovation pioneered by shipyard workers, not the military.


===Absorption Visor===
===Stealth Field Enhancer===
*Defence Bonus: 1
*Skill Bonus: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]]: +4
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic


A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.
A specialized espionage unit designed to get the most out of a stealth field generator by improving the user's perception of the field while in Stealth Mode.


==Medium==
==Medium==
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This helmet's name is derived not from any cerebral effect, but on its ability to help keep its wearer conscious.
This helmet's name is derived not from any cerebral effect, but on its ability to help keep its wearer conscious.


===Enchanced Shielding Visor=== <sup>[Sic]</sup>
===Enchanced Shielding Visor===  
*Defense Bonus: 3
*Defense Bonus: 3
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 15% vs. Ion
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 15% vs. Ion
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A vastly improved version of the inexpensive shielding visor, this premium helmet provides physical protection from a variety of sources.
A vastly improved version of the inexpensive shielding visor, this premium helmet provides physical protection from a variety of sources.


===Absorption Visor===
===Rebreather Mask===
*Defence Bonus: 1
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Constitution|Constitution]]: +1
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic
*Immunity: Poison
*Regeneration: 1


A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.
A solid improvement of the standard Breath Mask, the Rebreather also adds vigor-enhancing airborne stimulants to the regulated oxygen stream.


==Medium==
===Shielding Visor===
The following require the [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Armor Proficiency|Armor Proficiency: Heavy]] feat.
*Damage Immunity: 5% vs. Electrical
*Damage Immunity: 5% vs. Energy
*Damage Immunity: 5% vs. Ion
*Defense Bonus: 1


===Absorption Visor===
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.
*Defence Bonus: 1
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic


A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.
===Stabilizer Mask===
*Immunity: Stun, Fear, Horror
*Saves: All +2


===Absorption Visor===
This mask uses micro-bursts of electricity to regulate the user's mental patterns. It effectively fortifies both mind and body against attack.
*Defence Bonus: 1
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic


A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.
==Heavy==
The following require the [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Armor Proficiency|Armor Proficiency: Heavy]] feat.


===Absorption Visor===
===Sith Mask===
*Defence Bonus: 1
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Focus|Lightsaber]]
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic
*Immunity: Stun, Fear, Horror
*Regenerate Force Points: 1


A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.
This mask blocks outside mental influence and other sensory noise, allowing the user to focus their abilities inward with no distraction.
 
===Absorption Visor===
*Defence Bonus: 1
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic
 
A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.

Revision as of 05:01, 1 October 2014

None of the following are useable by Wookiees or droids.

Bindo's Band

  • Charisma: +3
  • Damage Immunity: 10% vs. Dark Side, 10% vs. Light Side

It is unknown whether this simple band was ever owned by the reclusive Jedi, but it is likely that Jolee would have appreciated its ability to help one walk the line between the light and dark sides of the Force.

Breath Mask

  • Immunity: Poison

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

Circlet of Saresh

  • Restricted To: Light Side
  • Wisdom: +5

The wealthy Saresh family of Taris were once known as much for their arrogance and cruelty as for their vast riches and political power. But over the last century many of the family have shown a strong affinity to the Force, and been taken in by the Jedi for training. Foremost among these was Guun Han Saresh, heir to the family fortune. To celebrate Guun Han's acceptance into the Order, his father commissioned the crafting of a powerful headband: the Circlet of Saresh. To prevent this spectacular gift from leading his son down the path of arrogance and pride - an all too real possibility given the Saresh family history - the circlet was fashioned so that only one who is a true servant of the light can use it. The circlet was in Gunn Han's possession when he disappeared shortly after the time of the Great Hunt.

Combat Sensor

This improved version of the Spacer's Sensor is for wealthier travelers who are expecting combat.

Das'skar Hunting Mask

Nikto bounty hunters often employ these masks to help them track down prey. Das'skar Hunting Masks were created by Hutts to improve the performance of their minions.

Force Focusing Visor

Through means unknown, this visor helps the wearer clear their mind of distractions. It is especially potent when worn by a Force sensitive.

Force Mask

For both good and ill, this mask provides the wearer with some protection from the Force.

Force Shield

  • Charisma: -6
  • Wisdom: -6
  • Damage Resistance: Resist 5/- vs. Dark Side
  • Force Resistance: Bonus 24
  • Saves: Will +5

This helmet shields the wearer's mind from the Force. It is so potent and successful at its goal that Force sensitives are severely disoriented when they wear it.

Interface Band

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

Matukai Meditation Band

  • Wisdom: +2
  • Damage Immunity: 30% vs. Dark Side
  • Saves: Will +2

An improved version of the standard meditation band, this item provides unparalleled protection from the ravaging power of the dark side.

Meditation Band

  • Wisdom: +1
  • Damage Immunity: 20% vs. Dark Side
  • Saves: Will +1

This potent device helps shield one's mind from dark thoughts and influences. It will not protect the user from evil that stems from within, however.

Multi-spectral Target Assessor

This advanced device is only of use to those who are already highly skilled with ranged weapons. The plethora of information relayed provides the trained user with enhanced accuracy.

Neural Band

  • Saves: Will +2

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

Rakatan Band

This simple device improves the wearer's ability to perceive the reality of their surroundings. The origin behind the item's name is unknown, but rumor has it that these bands were constructed as a defense against an ancient species of alien deceivers, who made absurd claims of dominance concerning their role in the galaxy. It is said this species of lying primitives went so far as to take credit for almost every major event in galactic history since the discovery of the hyperdrive.

Regal Visor

This attractive headgear includes a voice enhancement module that regulates tone and volume of the wearer's speech. It is employed in diplomatic situations where the slightest error could offend.

Spacer's Sensor

These visors are often used by smugglers and others who desire better combat skills yet are too focused on other endeavors to learn them normally.

Survey Gear

  • Damage Resistance: Resist 5/- vs. Sonic
  • Skill Bonus: Awareness: +1

When surveying new asteroid claims, this headgear is designed to help identify both pockets of Peragian gas and any placed thermal charges in the area. The small sonic generation and receiving gear within the helmet is designed to absorb any high decibel emissions from sonic charges (and sonic grenades).

Target Assessor

Though perhaps not as potent as the multi-spectral version, this device requires no training to use.

Targeting Visor

  • Attack Bonus: 1
  • Saves: Reflex +1

Through assorted heads-up displays and sharpened vision, this device increases one's accuracy in combat.

Light

The following require the Armor Proficiency: Light feat.

Absorption Visor

  • Defence Bonus: 1
  • Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic

A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.

Bothan Perception Visor

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 Sensory Visor

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

Sonic Nullifiers

  • Damage Resistance: Resist 10/- vs. Sonic

Replacing bulky ear protection, these items make use of newly developed counterwave-nullifiers, an innovation pioneered by shipyard workers, not the military.

Stealth Field Enhancer

A specialized espionage unit designed to get the most out of a stealth field generator by improving the user's perception of the field while in Stealth Mode.

Medium

The following require the Armor Proficiency: Medium feat.

Arkanian Blinders

  • Defence Bonus: 1
  • Damage Immunity: 10% vs. Fire
  • Immunity: Stun, Fear, Horror

Due to their high-sensitivity to infrared light, Arkanians developed IR Blinders for when they travel to worlds with suns that are high in such light emissions. This technology was adapted to filter out excessive amounts of any electro-magnetic energies, thus preventing any "ocular-overload".

Consciousness Helm

This helmet's name is derived not from any cerebral effect, but on its ability to help keep its wearer conscious.

Enchanced Shielding Visor

  • Defense Bonus: 3
  • Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 15% vs. Ion

A vastly improved version of the inexpensive shielding visor, this premium helmet provides physical protection from a variety of sources.

Rebreather Mask

A solid improvement of the standard Breath Mask, the Rebreather also adds vigor-enhancing airborne stimulants to the regulated oxygen stream.

Shielding Visor

  • Damage Immunity: 5% vs. Electrical
  • Damage Immunity: 5% vs. Energy
  • Damage Immunity: 5% vs. Ion
  • Defense Bonus: 1

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.

Stabilizer Mask

  • Immunity: Stun, Fear, Horror
  • Saves: All +2

This mask uses micro-bursts of electricity to regulate the user's mental patterns. It effectively fortifies both mind and body against attack.

Heavy

The following require the Armor Proficiency: Heavy feat.

Sith Mask

  • Bonus Feat: Lightsaber
  • Immunity: Stun, Fear, Horror
  • Regenerate Force Points: 1

This mask blocks outside mental influence and other sensory noise, allowing the user to focus their abilities inward with no distraction.