Onderduiker (talk | contribs) m (Onderduiker moved page Star Wars: Knights of the Old Republic/Medical items to Star Wars: Knights of the Old Republic/Utility items: Expanding contents to include other utility items) |
Onderduiker (talk | contribs) (Added remaining available utility items) |
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== | ===[[File:KotOR Item Computer Spike.png|48px]] Computer Spike=== | ||
These items allow a user to slice computer programs, assaulting systems with garbage data to overwhelm security measures. They are one-use items. A high [[Star Wars: Knights of the Old Republic/Skills#Computer Use|Computer Use]] skill reduces the number of spikes required for any given task. | |||
[[ | |||
=== | ===[[File:KotOR Item Parts.png|48px]] Parts=== | ||
[[ | This is a disposable package of universally adaptable parts, designed for characters using the [[Star Wars: Knights of the Old Republic/Skills#Repair|Repair]] skill on machines. Each pack is a one-use item. A high Repair skill reduces the number of parts required for any given task. | ||
=== | ===[[File:KotOR Item Security Spike.png|48px]] Security Spike=== | ||
[[ | This one-use item improves the user's ability to bypass [[Star Wars: Knights of the Old Republic/Skills#Security|security]] measures, creating electronic interference in the locking mechanisms of doors and containers. | ||
=== | ===[[File:KotOR Item Security Spike.png|48px]] Security Spike Tunneler=== | ||
[[ | This one-use item employs anti-encryption software and electronic interference to improve the user's ability to bypass locking mechanisms on doors and containers. | ||
=== | ==Medpacs== | ||
=== | ===[[File:KotOR Item Antidote Kit.png|48px]] Antidote Kit=== | ||
[[ | This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be healed by other means. | ||
=== | ===[[File:KotOR Item Medpac.png|48px]] Medpac=== | ||
A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids. Basic medpacs heal 10 vitality points + [[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]] modifier + user's skill in [[Star Wars: Knights of the Old Republic/Skills#Treat Injury|Treat Injury]]. | |||
[[ | |||
=== | ===[[File:KotOR Item Advanced Medpac.png|48px]] Advanced Medpac=== | ||
An advanced medpac contains an improved array of equipment for the treatment of wounds. They cannot be used by droids. Advanced medpacs heal 20 vitality points + [[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]] modifier + (2 x user's skill in [[Star Wars: Knights of the Old Republic/Skills#Treat Injury|Treat Injury]]). | |||
[[ | |||
An | |||
=== | ===[[File:KotOR Item Life Support Pack.png|48px]] Life Support Pack=== | ||
[[ | A life support pack contains dermal regenerators and other equipment for the treatment of wounds. They cannot be used by droids. Life support packs heal 30 vitality points + [[Star Wars: Knights of the Old Republic/Attributes#Wisdom|Wisdom]] modifier + (3 x user's skill in [[Star Wars: Knights of the Old Republic/Skills#Treat Injury|Treat Injury]]). | ||
A | |||
===[[File:KotOR Item Squad Recovery Stim.png|48px]] Squad Recovery Stim=== | |||
Each squad recovery stim includes a number of fittings to be placed on every member of the group (automatically done at purchase). When activated, a stim shot is triggered that heals everyone for 10 vitality points. This unit also includes electro-stim fittings that spur the auto-repair functions of droid group members, effectively repairing them for 10 vitality points as well. | |||
== | ==Repair kits== | ||
=== | ===[[File:KotOR Item Repair Kit.png|48px]] Repair Kit=== | ||
[[ | Included are the basic tools needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Basic kits repair 15 vitality points + [[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]] modifier + user's skill in [[Star Wars: Knights of the Old Republic/Skills#Repair|Repair]]. | ||
=== | ===[[File:KotOR Item Advanced Repair Kit.png|48px]] Advanced Repair Kit=== | ||
[[ | Included are an improved assortment of tools and parts needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Advanced kits repair 25 vitality points + [[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]] modifier + (2 x user's skill in [[Star Wars: Knights of the Old Republic/Skills#Repair|Repair]]). | ||
=== | ===[[File:KotOR Item Construction Kit.png|48px]] Construction Kit=== | ||
[[ | This kit contains all the necessary parts for a droid to repair itself after being damaged in combat, including electrical regulators designed to isolate malfunctions. This kit can't be used by living beings. Construction kits repair 35 vitality points + [[Star Wars: Knights of the Old Republic/Attributes#Intelligence|Intelligence]] modifier + (3 x user's skill in [[Star Wars: Knights of the Old Republic/Skills#Repair|Repair]]). | ||
=== | ==Stimulants== | ||
All stimulants are single use and have Duration: 120 seconds. | |||
=== | ===[[File:KotOR Item Adrenal Alacrity.png|48px]] Adrenal Alacrity=== | ||
[[ | *Attribute Bonus: [[Star Wars: Knights of the Old Republic/Attributes#Dexterity|Dexterity]] +4 | ||
*Speed: Movement +20% | |||
*[[Star Wars: Knights of the Old Republic/Attributes# | |||
* | |||
A shot of this enhancer provides a temporary boost in the dexterity of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. | |||
=== | ===[[File:KotOR Item Hyper-adrenal Alacrity.png|48px]] Hyper-adrenal Alacrity=== | ||
[[ | *Attribute Bonus: [[Star Wars: Knights of the Old Republic/Attributes#Dexterity|Dexterity]] +6 | ||
Hyper- | *Speed: Movement +30% | ||
* | |||
* | |||
This model of alacrity stim uses a very powerful mixture of chemicals to produce an incredible increase in the dexterity of the user. Stim bonuses that affect the same statistic do not stack. | |||
===[[File:KotOR Item Adrenal Stamina.png|48px]] Adrenal Stamina=== | |||
*Attribute Bonus: [[Star Wars: Knights of the Old Republic/Attributes#Constitution|Constitution]] +4 | |||
{{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage= | A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. | ||
===[[File:KotOR Item Hyper-adrenal Stamina.png|48px]] Hyper-adrenal Stamina=== | |||
*Attribute Bonus: [[Star Wars: Knights of the Old Republic/Attributes#Constitution|Constitution]] +6 | |||
Steeling the user against pain, this stim provides a very large boost in constitution. Stim bonuses that affect the same statistic do not stack. | |||
===[[File:KotOR Item Adrenal Strength.png|48px]] Adrenal Strength=== | |||
*Attribute Bonus: [[Star Wars: Knights of the Old Republic/Attributes#Strength|Strength]] +4 | |||
A shot of this enhancer provides a temporary boost in the strength of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. | |||
===[[File:KotOR Item Hyper-adrenal Strength.png|48px]] Hyper-adrenal Strength=== | |||
*Attribute Bonus: [[Star Wars: Knights of the Old Republic/Attributes#Strength|Strength]] +6 | |||
More effective than the basic model, this stim uses a risky cocktail of chemicals to boost the strength of the user. Stim bonuses that affect the same statistic do not stack. | |||
===[[File:KotOR Item Battle Stimulant.png|48px]] Battle Stimulant=== | |||
*Bonus: Vitality max +8 points | |||
*Attack: +1 | |||
*Damage: +1 | |||
This stimulant enables the user to better absorb damage and focuses the mind on the fight, improving the ability to hit. The effect wears off after a short time. Stim bonuses that affect the same statistic do not stack. | |||
===[[File:KotOR Item Hyper-battle Stimulant.png|48px]] Hyper-battle Stimulant=== | |||
*Bonus: Vitality max +16 points | |||
*Attack: +2 | |||
*Damage: +2 | |||
This stim removes all distractions, allowing the user to focus purely on the battle. The user is almost oblivious to damage suffered. Stim bonuses that affect the same statistic do not stack. | |||
===[[File:KotOR Item Echani Battle Stimulant.png|48px]] Echani Battle Stimulant=== | |||
*Bonus: Vitality max +25 points | |||
*Attack: +3 | |||
*Damage: +3 | |||
This stimulant produces a chemical cocktail that sends a boost of adrenaline through the body, focusing the mind and bolstering the user's tolerance for damage. Stim bonuses that affect the same statistic do not stack. | |||
==Upgrade Items, Armor== | |||
===Armor Reinforcement=== | |||
Durasteel reinforcement is a complicated armor application that increases protective qualities. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable. | |||
===Mesh Underlay=== | |||
Mesh underlay can have a variety of effects, depending on the nature of the armor it is applied to. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable. | |||
==Upgrade Items, Melee== | |||
===Vibration Cell=== | |||
A cell like this can stabilize a melee weapon allowing it to hit and damage better, and possibly gain other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. | |||
===Durasteel Bonding Alloy=== | |||
Application of this alloy can strengthen a melee weapon, increasing damage and possibly resistance to damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. | |||
===Energy Projector=== | |||
This modular projector can cause a melee weapon to do additional energy-based damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. | |||
==Upgrade Items, Ranged== | |||
===Scope=== | |||
This scope increases the accuracy of certain blaster types, increasing the user's effectiveness with sniper attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. | |||
===Improved Energy Cell=== | |||
This cell increases the energy output of certain blaster types, allowing skilled users to better deliver powerful attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. | |||
===Beam Splitter=== | |||
This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. | |||
===Hair Trigger=== | |||
This unit regulates the firing mechanism of certain blaster types, improving the ability of a skilled user to fire rapidly. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. | |||
{{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage=Mines|nextpage=Utilities}} |
Revision as of 18:28, 22 November 2012
Computer Spike
These items allow a user to slice computer programs, assaulting systems with garbage data to overwhelm security measures. They are one-use items. A high Computer Use skill reduces the number of spikes required for any given task.
Parts
This is a disposable package of universally adaptable parts, designed for characters using the Repair skill on machines. Each pack is a one-use item. A high Repair skill reduces the number of parts required for any given task.
Security Spike
This one-use item improves the user's ability to bypass security measures, creating electronic interference in the locking mechanisms of doors and containers.
Security Spike Tunneler
This one-use item employs anti-encryption software and electronic interference to improve the user's ability to bypass locking mechanisms on doors and containers.
Medpacs
Antidote Kit
This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be healed by other means.
Medpac
A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids. Basic medpacs heal 10 vitality points + Wisdom modifier + user's skill in Treat Injury.
Advanced Medpac
An advanced medpac contains an improved array of equipment for the treatment of wounds. They cannot be used by droids. Advanced medpacs heal 20 vitality points + Wisdom modifier + (2 x user's skill in Treat Injury).
Life Support Pack
A life support pack contains dermal regenerators and other equipment for the treatment of wounds. They cannot be used by droids. Life support packs heal 30 vitality points + Wisdom modifier + (3 x user's skill in Treat Injury).
Squad Recovery Stim
Each squad recovery stim includes a number of fittings to be placed on every member of the group (automatically done at purchase). When activated, a stim shot is triggered that heals everyone for 10 vitality points. This unit also includes electro-stim fittings that spur the auto-repair functions of droid group members, effectively repairing them for 10 vitality points as well.
Repair kits
Repair Kit
Included are the basic tools needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Basic kits repair 15 vitality points + Intelligence modifier + user's skill in Repair.
Advanced Repair Kit
Included are an improved assortment of tools and parts needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings. Advanced kits repair 25 vitality points + Intelligence modifier + (2 x user's skill in Repair).
Construction Kit
This kit contains all the necessary parts for a droid to repair itself after being damaged in combat, including electrical regulators designed to isolate malfunctions. This kit can't be used by living beings. Construction kits repair 35 vitality points + Intelligence modifier + (3 x user's skill in Repair).
Stimulants
All stimulants are single use and have Duration: 120 seconds.
Adrenal Alacrity
- Attribute Bonus: Dexterity +4
- Speed: Movement +20%
A shot of this enhancer provides a temporary boost in the dexterity of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.
Hyper-adrenal Alacrity
- Attribute Bonus: Dexterity +6
- Speed: Movement +30%
This model of alacrity stim uses a very powerful mixture of chemicals to produce an incredible increase in the dexterity of the user. Stim bonuses that affect the same statistic do not stack.
Adrenal Stamina
- Attribute Bonus: Constitution +4
A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.
Hyper-adrenal Stamina
- Attribute Bonus: Constitution +6
Steeling the user against pain, this stim provides a very large boost in constitution. Stim bonuses that affect the same statistic do not stack.
Adrenal Strength
- Attribute Bonus: Strength +4
A shot of this enhancer provides a temporary boost in the strength of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.
Hyper-adrenal Strength
- Attribute Bonus: Strength +6
More effective than the basic model, this stim uses a risky cocktail of chemicals to boost the strength of the user. Stim bonuses that affect the same statistic do not stack.
Battle Stimulant
- Bonus: Vitality max +8 points
- Attack: +1
- Damage: +1
This stimulant enables the user to better absorb damage and focuses the mind on the fight, improving the ability to hit. The effect wears off after a short time. Stim bonuses that affect the same statistic do not stack.
Hyper-battle Stimulant
- Bonus: Vitality max +16 points
- Attack: +2
- Damage: +2
This stim removes all distractions, allowing the user to focus purely on the battle. The user is almost oblivious to damage suffered. Stim bonuses that affect the same statistic do not stack.
Echani Battle Stimulant
- Bonus: Vitality max +25 points
- Attack: +3
- Damage: +3
This stimulant produces a chemical cocktail that sends a boost of adrenaline through the body, focusing the mind and bolstering the user's tolerance for damage. Stim bonuses that affect the same statistic do not stack.
Upgrade Items, Armor
Armor Reinforcement
Durasteel reinforcement is a complicated armor application that increases protective qualities. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.
Mesh Underlay
Mesh underlay can have a variety of effects, depending on the nature of the armor it is applied to. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.
Upgrade Items, Melee
Vibration Cell
A cell like this can stabilize a melee weapon allowing it to hit and damage better, and possibly gain other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.
Durasteel Bonding Alloy
Application of this alloy can strengthen a melee weapon, increasing damage and possibly resistance to damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.
Energy Projector
This modular projector can cause a melee weapon to do additional energy-based damage. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.
Upgrade Items, Ranged
Scope
This scope increases the accuracy of certain blaster types, increasing the user's effectiveness with sniper attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.
Improved Energy Cell
This cell increases the energy output of certain blaster types, allowing skilled users to better deliver powerful attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.
Beam Splitter
This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.
Hair Trigger
This unit regulates the firing mechanism of certain blaster types, improving the ability of a skilled user to fire rapidly. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.