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Three implants only require {{s|Feats|Implant}} Level 1.
Three implants only require {{s|Feats|Implant}} Level 1.


===Cardio Package===
===Cardio Package===
[[File:KotOR Item Cardio Package.png|left]]
[[File:KotOR Item Cardio Package.png|left]]
* Feats Required: {{s|Feats|Implant}} Level 1
* Feats Required: {{s|Feats|Implant}} Level 1
* {{s|Attributes|Constitution}}: +1
* {{s|Attributes|Constitution}}: +1
*giveitem Code: g_i_implant101


This implant micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might.
This implant micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might.
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* Feats Required: {{s|Feats|Implant}} Level 1
* Feats Required: {{s|Feats|Implant}} Level 1
* {{s|Attributes|Dexterity}}: +1
* {{s|Attributes|Dexterity}}: +1
*giveitem Code: g_i_implant102


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.
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.
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* Feats Required: {{s|Feats|Implant}} Level 1
* Feats Required: {{s|Feats|Implant}} Level 1
* {{s|Attributes|Intelligence}}: +1
* {{s|Attributes|Intelligence}}: +1
*giveitem Code: g_i_implant103


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.
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.
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* Immunity: {{s|Saves|Critical Hits}}
* Immunity: {{s|Saves|Critical Hits}}
* Skills: {{s|Skills|Awareness}} +1
* Skills: {{s|Skills|Awareness}} +1
*giveitem Code: g_i_implant202


This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well.
This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well.
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* Feats Required: {{s|Feats|Implant}} Level 2
* Feats Required: {{s|Feats|Implant}} Level 2
* Immunity: {{s|Saves|Mind-Affecting}}
* Immunity: {{s|Saves|Mind-Affecting}}
*giveitem Code: g_i_implant203


This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload.
This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* {{s|Attributes|Constitution}}: +2
* {{s|Attributes|Constitution}}: +2
*giveitem Code: g_i_implant301


This implant stimulates cardiovascular performance well beyond the user's norm. The Bavakar Medical Research Labs are at the forefront of developmental cybernetics.
This implant stimulates cardiovascular performance well beyond the user's norm. The Bavakar Medical Research Labs are at the forefront of developmental cybernetics.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
*{{s|Attributes|Constitution}}: +3
*{{s|Attributes|Constitution}}: +3
*giveitem Code: g_i_implant309


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.
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.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* {{s|Attributes|Constitution}}: +4
* {{s|Attributes|Constitution}}: +4
*giveitem Code: g_i_implant305


This implant increases the cardio-vascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina.
This implant increases the cardio-vascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* Immunity: {{s|Saves|Poison}}
* Immunity: {{s|Saves|Poison}}
*giveitem Code: g_i_implant304


This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. Side effects include dry mouth.
This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. Side effects include dry mouth.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* {{s|Attributes|Dexterity}}: +3
* {{s|Attributes|Dexterity}}: +3
*giveitem Code: g_i_implant310


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.
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.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* {{s|Attributes|Dexterity}}: +4
* {{s|Attributes|Dexterity}}: +4
*giveitem Code: g_i_implant306


This implant hyper-stimulates the nervous system of the wearer, significantly improving both reaction time and hand-eye coordination.
This implant hyper-stimulates the nervous system of the wearer, significantly improving both reaction time and hand-eye coordination.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* {{s|Combat|Regeneration}}: 2
* {{s|Combat|Regeneration}}: 2
*giveitem Code: g_i_implant307


This implant gives incredible healing powers, allowing wounds and injuries to heal in mere seconds instead of days or weeks.
This implant gives incredible healing powers, allowing wounds and injuries to heal in mere seconds instead of days or weeks.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* {{s|Combat|Regeneration}}: 2
* {{s|Combat|Regeneration}}: 2
*giveitem Code: g_i_implant308


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.
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.
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* Skills: {{s|Skills|Awareness}} +10
* Skills: {{s|Skills|Awareness}} +10
* {{s|Attributes|Dexterity}}: +2
* {{s|Attributes|Dexterity}}: +2
*giveitem Code: g1_i_implant301


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.
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.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* Immunity: {{s|Saves|Mind-Affecting}}, {{s|Saves|Poison}}
* Immunity: {{s|Saves|Mind-Affecting}}, {{s|Saves|Poison}}
*giveitem Code: g1_i_implant302


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.
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.
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* Bonus Feat: {{s|Feats|Weapon Focus}}: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons
* Bonus Feat: {{s|Feats|Weapon Focus}}: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons
* Bonus Feat: {{s|Feats|Weapon Specialization}}: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons
* Bonus Feat: {{s|Feats|Weapon Specialization}}: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons
*giveitem Code: g1_i_implant303


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.
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.
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* Feats Required: {{s|Feats|Implant}} Level 3
* Feats Required: {{s|Feats|Implant}} Level 3
* {{s|Attributes|Dexterity}}: +5
* {{s|Attributes|Dexterity}}: +5
*giveitem Code: g1_i_implant304


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.
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.

Revision as of 20:18, 26 November 2023

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

Implant Level 1 Level 2 Level 3
Level 4 8
Granted Scout

Summary at end of page.

Level 1

Three implants only require Implant Level 1.

Cardio Package

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

World Area Source Cost Amount
Endar Spire Command Module Footlocker (Scout) 1000 1
Dantooine Matale Grounds Dead Settler 1000 1
Korriban Tomb of Naga Sadow Skeletal Human Remains 1000 1

Response Package

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.

World Area Source Cost Amount
Taris Black Vulkar Base (Garage) Kandon Ark 1000 1
Dantooine Crystal Cave Mandalorian 1000 1
Sandral Estate Footlocker 1000 1
Tatooine Dune Sea Corpse 1000 1
Korriban Shyrack Caves Corpse 1000 1

Memory Package

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.

World Area Source Cost Amount
Taris Hidden Bek Base Gadon Thek Dark Side Points Gained 1000 1

Level 2

Two implants only require Implant Level 2.

Retinal Combat Implant

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

World Area Source Cost Amount
Taris Undercity Igear's Bazaar 562 1
Dantooine Jedi Enclave Crattis Yurkal 750 1
Tatooine Docking Bay Mic'Tunan'Jus Orgu 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

Nerve Enhancement Package

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

World Area Source Cost Amount
Taris Upper City South Clinic 500 1
Tatooine Docking Bay Mic'Tunan'Jus Orgu 500 1
Manaan Sith Base Sith Security Officer 500 1
Leviathan Prison Block Medical Supplies 500 1

Level 3

Twelve implants require Implant Level 3.

Bavakar Cardio Package

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

World Area Source Cost Amount
Manaan Sith Base Shasa 2000 1

Beemon Package

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.

World Area Source Cost Amount
Manaan East Central Tyvark's Shop 7500 1

Cardio Power System

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

World Area Source Cost Amount
Manaan East Central Roland Wynn 10000 1
Korriban Dreshdae Mika Dorin 15000 1

Bio-Antidote Package

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

World Area Source Cost Amount
Taris Upper City South Clinic 500 1
Manaan Sith Base Footlocker 500 1
Leviathan Command Deck Medical Supplies 500 1

Cyber Reaction System

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.

World Area Source Cost Amount
Kashyyyk Czerka Landing Port Eli Gand/Matton Dasol 7500 1

Gordulan Reaction System

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

World Area Source Cost Amount
Korriban Dreshdae Mika Dorin 15000 1

Navardan Regenerator

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

World Area Source Cost Amount
Korriban Dreshdae Mika Dorin 12750 1

Sith Regenerator

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.

World Area Source Cost Amount
Korriban Dreshdae Czerka Store 8500 1

Advanced Sensory Implant

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.

World Area Source Cost Amount
Yavin Yavin Station Suvam Tan (First Star Map) 3500 1
Suvam Tan (Third Star Map) 3500 1
Suvam Tan (Fifth Star Map) 3500 1

Advanced Bio-Stabilizer Implant

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.

World Area Source Cost Amount
Yavin Yavin Station Suvam Tam (First Star Map) 3000 1
Suvam Tam (Third Star Map) 3000 1
Suvam Tam (Fifth Star Map) 3000 1

Advanced Combat Implant

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

World Area Source Cost Amount
Yavin Yavin Station Suvam Tan (Third Star Map) 7000 1
Suvam Tan (Fifth Star Map) 7000 1

Advanced Alacrity Implant

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.

World Area Source Cost Amount
Yavin Yavin Station Suvam Tan (Fifth Star Map) 22000 1

Summary

Implant Level Attributes Other bonus(es)
Cardio Package 1 Constitution: +1
Response Package 1 Dexterity: +1
Memory Package Dark Side Points Gained 1 Intelligence: +1
Retinal Combat Implant 2 Immunity: Critical Hits Skills: Awareness +1
Nerve Enhancement Package 2 Immunity: Mind-Affecting
Bavakar Cardio Package 3 Constitution: +2
Beemon Package 3 Constitution: +3
Cardio Power System 3 Constitution: +4
Bio-Antidote Package 3 Immunity: Poison
Cyber Reaction System 3 Dexterity: +3
Gordulan Reaction System 3 Dexterity: +4
Navardan Regenerator 3 Regeneration2
Sith Regenerator 3 Regeneration2
Advanced Sensory Implant Yavin Station 3 Dexterity: +2 Skills: Awareness +10
Advanced Bio-Stabilizer Implant Yavin Station 3 Immunity: Mind-Affecting Immunity: Poison
Advanced Combat Implant Yavin Station 3 Weapon Specialization: Blaster Pistol Weapon Specialization: Blaster Rifle Weapon Specialization: Heavy Weapons Weapon Specialization: Melee Weapons
Advanced Alacrity Implant Yavin Station 3 Dexterity: +5