From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(footer nav)
(Revised, adding and updating links)
Line 2: Line 2:
{{floatingtoc}}
{{floatingtoc}}


None of the following are useable by Wookiees or [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|droids]].
All of the following are Restricted: not useable by [[../Party#Hanharr|Wookiees]] (or {{s|Classes|Droid}}s). Some may be unobtainable without using [[../Cheats/]].


===Bindo's Band===
==Head==
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]: +3
The following require no {{s|Feats|Armor Proficiency}}.
*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.
===Survey Gear===
*{{s|Combat|Damage Resistance}}: Resist 5/- vs. Sonic
*Skills: {{s|Skills|Awareness}} +1


===Breath Mask===
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).
*Immunity: Poison


This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks.
===Neural Band===
*[[../Saves/]]: Will +2


===Circlet of Saresh===
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".
*Restricted To: Light Side
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|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.
===Breath Mask===
*Immunity: {{s|Saves|Poison}}


===Combat Sensor===
This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks.
*[[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: Weapon Focus: Blaster Rifle


This improved version of the Spacer's Sensor is for wealthier travelers who are expecting combat.
===Rakatan Band===
*{{s|Attributes|Wisdom}}: +1


===Das'skar Hunting Mask===
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.
*Attack Modifier: +1
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]: +1
*Skills: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]: +2, [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]]: +2


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.
===Interface Band===
*{{s|Combat|Damage Resistance}}: Resist 5/- vs. Sonic
*Skills: {{s|Skills|Computer Use}} +2, {{s|Skills|Demolitions}} +2, {{s|Skills|Security}} +2


===Force Focusing Visor===
This item provides a mental interface to a store of information on electronic systems common to security, demolitions, and general computing functions.
*[[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.
===Targeting Visor===
*{{s|Combat|Attack}} Modifier: +1
*[[../Saves/]]: Reflex +1


===Force Mask===
Through assorted heads-up displays and sharpened vision, this device increases one's accuracy in combat.
*[[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.
===Spacer's Sensor===
*{{s|Attributes|Dexterity}}: +1
*Bonus Feat: {{s|Feats|Weapon Focus}}: Blaster Pistol
*Bonus Feat: Weapon Focus: Blaster Rifle


===Force Shield===
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.
*[[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.
===Regal Visor===
*Skills: {{s|Skills|Persuade}} +2
*{{s|Attributes|Charisma}}: +1


===Interface Band===
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.
*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.
===Meditation Band===
*{{s|Combat|Damage Immunity}}: 20% vs. Dark Side
*[[../Saves/]]: Will +1
*{{s|Attributes|Wisdom}}: +1


===Matukai Meditation Band===
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.
*[[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.
===Combat Sensor===
*{{s|Attributes|Dexterity}}: +2
*Bonus Feat: {{s|Feats|Weapon Focus}}: Blaster Pistol
*Bonus Feat: Weapon Focus: Blaster Rifle


===Meditation Band===
This improved version of the Spacer's Sensor is for wealthier travelers who are expecting combat.
*[[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===
===Multi-spectral Target Assessor===
*Attack Bonus: 3
*Feats Required: {{s|Feats|Weapon Specialization}} – Blaster Pistol, Blaster Rifle
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Precise Shot|Precise Shot I]]
*{{s|Combat|Attack}} Modifier: +3
*Bonus Feat: Precise Shot II
*Skills: {{s|Skills|Awareness}} +4
*Feat Required: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Specialization|Weapon *Specialization: Blaster Pistol]]
*Bonus Feat: {{s|Feats|Precise Shot}} I, II
*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.
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===
===Das'skar Hunting Mask===
*Saves: Will +2
*{{s|Combat|Attack}} Modifier: +1
*Skills: {{s|Skills|Awareness}} +2, {{s|Skills|Stealth}} +2
*{{s|Attributes|Dexterity}}: +1
 
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 Mask===
*[[../Saves/]]: Will +4
*{{s|Attributes|Charisma}}: -4
*{{s|Attributes|Wisdom}}: -4
*Force Resist: +16


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


===Rakatan Band===
===Matukai Meditation Band===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Wisdom|Wisdom]]: +1
*{{s|Combat|Damage Immunity}}: 30% vs. Dark Side
*[[../Saves/]]: Will +2
*{{s|Attributes|Wisdom}}: +2


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


===Regal Visor===
===Target Assessor===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Charisma|Charisma]]: +1
*{{s|Combat|Attack}} Modifier: +2
*Skill Bonus: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Persuade|Persuade]]: +2
*{{s|Attributes|Dexterity}}: +2
*Bonus Feat: {{s|Feats|Precise Shot}} I
*Bonus Feat: {{s|Feats|Targeting}} I


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


===Spacer's Sensor===
===Circlet of Saresh===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]: +1
*Restricted To: Light Side
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Focus|Blaster Pistol]]
*{{s|Attributes|Wisdom}}: +5
*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.
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.


===Survey Gear===
===Bindo's Band===
*Damage Resistance: Resist 5/- vs. Sonic
*{{s|Combat|Damage Immunity}}: 10% vs. Dark Side
*Skill Bonus: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]: +1
*Damage Immunity: 10% vs. Light Side
*{{s|Attributes|Charisma}}: +3


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).
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.


===Target Assessor===
===Force Shield===
*Attack Bonus: 2
*{{s|Combat|Damage Resistance}}: Resist 5/- vs. Dark Side
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]]: +2
*[[../Saves/]]: Will +5
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Precise Shot|Precise Shot]]
*{{s|Attributes|Charisma}}: -6
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Targeting|Targeting]]
*{{s|Attributes|Wisdom}}: -6
*Force Resist: +24


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


===Targeting Visor===
===Force Focusing Visor===
*Attack Bonus: 1
*{{s|Attributes|Charisma}}: +1
*Saves: Reflex +1
*{{s|Attributes|Wisdom}}: +4
*Regenerate Force Points: 2


Through assorted heads-up displays and sharpened vision, this device increases one's accuracy in combat.
Through means unknown, this visor helps the wearer clear their mind of distractions. It is especially potent when worn by a Force sensitive.


==Light==
==Light==
The following require the [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Armor_Proficiency|Armor Proficiency: Light]] feat.
The following require the {{s|Feats|Armor Proficiency}} - Light feat.


===Absorption Visor===
===Stealth Field Enhancer===
*Defence Bonus: 1
*Feats Required: {{s|Feats|Armor Proficiency}}  - Light
*Damage Immunity: 15% vs. Electrical, 15% vs. Energy, 75% vs. Ion, 90% vs. Sonic
*Skills: {{s|Skills|Stealth}} +4


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.


===Bothan Perception Visor===
===Bothan Perception Visor===
*Skills: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]: +3, [[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/Attributes#Security|Security]]: +2
*Feats Required: {{s|Feats|Armor Proficiency}}  - Light
*Skills: {{s|Skills|Awareness}} +3, {{s|Skills|Demolitions}} +2, {{s|Skills|Security}} +2


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.
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.
===Sonic Nullifiers===
*Feats Required: {{s|Feats|Armor Proficiency}}  - Light
*{{s|Combat|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.


===Bothan Sensory Visor===
===Bothan Sensory Visor===
*Skills: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]: +4, [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Demolitions|Demolitions]]: +3, [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Security|Security]]: +3
*Feats Required: {{s|Feats|Armor Proficiency}}  - Light
*Immunity: Critical Hits
*Immunity: {{s|Saves|Critical Hits}}
*Skills: {{s|Skills|Awareness}} +4, {{s|Skills|Demolitions}} +3, {{s|Skills|Security}} +3


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.


===Sonic Nullifiers===
===Absorption Visor===
*Damage Resistance: Resist 10/- vs. Sonic
*Feats Required: {{s|Feats|Armor Proficiency}}  - Light
*{{s|Combat|Defense}} Bonus: 1
*{{s|Combat|Damage Immunity}}: 15% vs. Electrical, Energy
*Damage Immunity: 75% vs. Ion
*Damage Immunity: 90% vs. Sonic


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


===Stealth Field Enhancer===
==Medium==
*Skill Bonus: [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]]: +4
The following require the {{s|Feats|Armor Proficiency}} - Medium feat.


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.
===Shielding Visor===
*Feats Required: {{s|Feats|Armor Proficiency}} - Medium
*{{s|Combat|Defense}} Bonus: 1
*{{s|Combat|Damage Immunity}}: 5% vs. Electrical, Energy, Ion


==Medium==
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.
The following require the [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Armor Proficiency|Armor Proficiency: Medium]] feat.


===Arkanian Blinders===
===Arkanian Blinders===
*Defence Bonus: 1
*Feats Required: {{s|Feats|Armor Proficiency}} - Medium
*Damage Immunity: 10% vs. Fire
*{{s|Combat|Defense}} Bonus: 1
*Immunity: Stun, Fear, Horror
*{{s|Combat|Damage Immunity}}: 10% vs. Fire
*Immunity: {{s|Saves|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".
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===
===Consciousness Helm===
*Defence Bonus: 1
*Feats Required: {{s|Feats|Armor Proficiency}} - Medium
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Constitution|Constitution]]: +2
*{{s|Combat|Defense}} Bonus: 1
*{{s|Attributes|Constitution}}: +2


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===
*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===
===Rebreather Mask===
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Constitution|Constitution]]: +1
*Feats Required: {{s|Feats|Armor Proficiency}} - Medium
*Immunity: Poison
*Immunity: {{s|Saves|Poison}}
*Regeneration: 1
*{{s|Attributes|Constitution}}: +1
*{{s|Combat|Regeneration}}: 1


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


===Shielding Visor===
===Stabilizer Mask===
*Damage Immunity: 5% vs. Electrical
*Feats Required: {{s|Feats|Armor Proficiency}} - Medium
*Damage Immunity: 5% vs. Energy
*Immunity: {{s|Saves|Stun, Fear, Horror}}
*Damage Immunity: 5% vs. Ion
*[[../Saves/]]: All +2
*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.
This mask uses micro-bursts of electricity to regulate the user's mental patterns. It effectively fortifies both mind and body against attack.


===Stabilizer Mask===
===Enchanced Shielding Visor===  
*Immunity: Stun, Fear, Horror
*Feats Required: {{s|Feats|Armor Proficiency}} - Medium
*Saves: All +2
*{{s|Combat|Defense}} Bonus: 3
*{{s|Combat|Damage Immunity}}: 15% vs. Electrical, Energy, Ion


This mask uses micro-bursts of electricity to regulate the user's mental patterns. It effectively fortifies both mind and body against attack.
A vastly improved version of the inexpensive shielding visor, this premium helmet provides physical protection from a variety of sources.


==Heavy==
==Heavy==
The following require the [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Armor Proficiency|Armor Proficiency: Heavy]] feat.
The following requires the {{s|Feats|Armor Proficiency}} - Heavy feat.


===Sith Mask===
===Sith Mask===
*Bonus Feat: [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Focus|Lightsaber]]
Feats Required: {{s|Feats|Armor Proficiency}} - Heavy
*Immunity: Stun, Fear, Horror
*Immunity: {{s|Saves|Stun, Fear, Horror}}
*Bonus Feat: {{s|Feats|Weapon Focus}}: Lightsaber
*Regenerate Force Points: 1
*Regenerate Force Points: 1



Revision as of 19:31, 18 July 2017

All of the following are Restricted: not useable by Wookiees (or Droids). Some may be unobtainable without using Cheats.

Head

The following require no Armor Proficiency.

Survey Gear

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).

Neural Band

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".

Breath Mask

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

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.

Interface Band

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

Targeting Visor

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

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.

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.

Meditation Band

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.

Combat Sensor

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

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.

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 Mask

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

Matukai Meditation Band

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

Target Assessor

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

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.

Bindo's Band

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.

Force Shield

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.

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.

Light

The following require the Armor Proficiency - Light feat.

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.

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.

Sonic Nullifiers

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

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.

Absorption Visor

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

Medium

The following require the Armor Proficiency - Medium feat.

Shielding 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.

Arkanian Blinders

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.

Rebreather Mask

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

Stabilizer Mask

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

Enchanced Shielding Visor

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

Heavy

The following requires the Armor Proficiency - Heavy feat.

Sith Mask

Feats Required: Armor Proficiency - Heavy

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