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Hi. I recently extracted the weapon and item descriptions from the Kotor PC game (file: dialog.tlk). Would it be of use to anyone besides me? Karohalva 00:23, 17 February 2007 (UTC)


Republic Uniform: This is the standard issue outfit for all Republic soldiers and civilian employees.

Jedi Robes: In keeping with the tenets of modesty and humilty, members of the Jedi Order typically wear plain or unassuming garments.

Badger: The common Badger is a small but fierce mammal. Its strong forelimbs are armed with long claws, used for both digging and self-defense.

Combat Suit: Even the most frugal of mercenaries know they need at least some protection from the rigors of combat, although suits of this type are recommended for light skirmishes only.

Zabrak Combat Suit: A Zabrak improvement on the combat suit, this armor is good protection where speed and unrestricted movement are more important than bulky plating.

Echani Light Armor: Echani prefer elegant design to brute force. The Maktites learned this when their stores of thermal weapons were rendered ineffective by simple changes in the Echani light armor.

Cinnagar Weave Armor: A complex organic weave protects this armored suit from extremes in temperature. Armor similar to it proved decisive in defending Cinnagar from the Sith under Naga Sadow.

Massassi Ceremonial Armor: Long-term domination by the Sith has erased the memory of the Massassi rituals for which this armor was designed, but it retains its effectiveness on the battlefield regardless.

Darth Bandon's Fiber Armor: Despite the unfortunate fate of Darth Bandon, this light armor remains a desirable asset for any warrior. The silvery polish reflects a pride in craftsmanship rarely seen today.

Heavy Combat Suit: This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many consider the tradeoffs worthwhile.

Bonadan Alloy Heavy Suit: Bonadan is an emerging industrial society financing their exploration of the galaxy through production of small arms and armor. They favor heavy materials offering solid defense.

Zabrak Battle Armor: In northern Iridonia the Zabrak produce expensive armor that nonetheless has become very popular on the galactic markets, due to excellent low-temperature defensive properties.

Zabrak Field Armor: This is a higher-quality version of the basic armor produced by the Zabrak. These were often reserved for field commanders, and meant to be easily identified on the battlefield.

Reinforced Fiber Armor: Inspired by craftsmen on worlds where metal is in short supply, this type of light armor consists of jung-ju tree fibers bound with synthetics, offering good, flexible protection.

Ulic Qel Droma's Mesh Suit: After killing his brother during the Exar Kun war, Ulic Qel Droma abandoned this armor and all the trappings of his service to the dark side. It's a powerful, if tainted, item.

Eriadu Prototype Armor: This armor combines good protection and easy movement to create an impression of competence about the owner, but Eriadu has delayed general production pending further tests.

Military Suit: This standard issue suit provides good protection, but can be heavier and more restrictive than some of its counterparts. Even so, many mercenaries swear the tradeoffs are worth it.

Echani Battle Armor: This armor provides solid defense at the cost of some flexibility, although it is still an Echani product and is therefore well suited to quick-moving combat.

Cinnagar War Suit: After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today.

Verpine Fiber Mesh: Raxsus Nuli had plans of planetary conquest in the wake of Sith aggression. Though eclipsed by recent events, the Jedi saw the pirate jailed and his Verpine stockpiles auctioned.

Arkanian Bond Armor: Ancient Arkanians pioneered many unique alloys that lose heat at a very slow rate, producing armor that is very resistant to sudden changes in temperature.

Exar Kun's Light Battle Suit: Attributed to Exar Kun, this armor may well have been worn by the Dark Lord prior to his defeat forty years ago. He was rarely without considerable, yet flexible, personal armor.

Davik's War Suit: Davik spent lavishly on his safety, and many a bounty hunter ended up dead in the streets for underestimating both his will to live and the protective qualities of his armor.

Light Battle Armor: Providing solid protection for a minimal cost, this armor is excellent for entrenched troops or guards. A force on the move, however, may find it somewhat constricting.

Bronzium Light Battle Armor: This molded armor is made of better materials than standard military issue, but is still relatively cheap and easy to mass-produce, making it ideal for light militias and the like.

Powered Light Battle Armor: This is an early attempt at power-assisted armor. Dampening fields block the noise of servomotors, unintentionally shielding against external extremes in sonic frequencies as well.

Krath Heavy Armor: Typical of the old Krath military elite, these suits were worn during slave raids on neighboring systems. Slaving is profitable but risky, so little cost is spared in equipment.

Krath Holy Battle Suit: Many Krath sought to be guards of their dark temples in armor of this type. Cynics dismiss this fervor, noting that guard duty was safer than participating in military slave raids.

Jamoh Hogra's Battle Armor: Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a Sith dreadnaught. He spent a fortune on his personal armor, only to be killed while in the bath.

Battle Armor: This isn't the heaviest of armor, but it comes close. Designed for heavy militias, it has the protection needed to keep a soldier alive during ranged combat with massive weapons.

Powered Battle Armor: The micro-hydraulics of this armor provides the operator with both protection and strength enhancement. It is rare outside of professional mercenaries and soldiers.

Cinnagar Plate Armor: While much time was spent on the appearance, this armor is still meant for the personal guards of dignitaries, and is therefore highly effective against many forms of attack.

Mandalorian Armor: Mandalorians are among the most feared combatants in the galaxy, and the quality of their gear may be why. Even the lowliest warrior is a threat in such protective armor.

Calo Nord's Battle Armor: Commissioned by Calo Nord, this armor was based on heavily modified Mandalorian designs. The maker was killed to appease Nord's ego, ensuring his suit would forever be unique.

Verpine Zal Alloy Mesh: Using the highly expensive Zal alloy, the Verpine have developed a suit without peer. The only thing greater than the protective capabilities of this armor is the price.

Heavy Battle Armor: This is the heaviest armor available for the soldier that requires maximum protection from direct damage. Some consider the fit claustrophobic, but that's the tradeoff for safety.

Durasteel Heavy Armor: Battle armor production is thriving on Bonadan as the Republic recovers from war. This model's thinner skin of durasteel reduces weight, but still restricts movement somewhat.

Mandalorian Battle Armor: Republic soldiers saw this armor all too often during the Mandalorian War. It's understandable that the conflict could drag on when a fanatical enemy is so defensively outfitted.

Mandalorian Heavy Armor: This armor is reserved for respected veteran Mandalorians. Immensely sturdy, stabilizers diffuse energy throughout the frame, shielding the wearer from disorienting impacts.

Jurgan Kalta's Power Suit: Aided by custom armor like this, Jurgan Kalta had no combat equal, so his enemies tried more exotic attacks. It was a gaxxan brain-slug left on a pillow that proved his undoing.

Cassus Fett's Battle Armor: The armor of Cassus Fett, the most wanted man in known space. Famous for killing the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he is presumed dead.

Jedi Robe: Members of the Jedi Order typically wear plain or unassuming garments.

Jedi Knight Robe: Members of the Order typically wear plain or unassuming garments, but this variant offers the additional protection needed by Jedi influencing important events.

Jedi Master Robe: Members of the Order typically wear plain or unassuming garments, but Jedi Masters also know the importance of adequate protection when great challenges must be surmounted.

Adrenal Strength: 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.

Adrenal Alacrity: 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.

Adrenal Stamina: 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.

Hyper-adrenal Strength: 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.

Hyper-adrenal Alacrity: 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.

Hyper-adrenal Stamina: 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.

Aesthetic Item: There are a number of unique items in the universe. You have just found one.

Cardio-Regulator: This belt monitors heartbeat and breathing and releases chemicals into the body should either of these become irregular. This gives the wearer a higher fortitude than most.

Verpine Cardio-Regulator: This device regulates the body in distress with emergency fortitude support for the wearer. It functions so well that some wonder how many "bodies in distress" the Verpine tested.

Adrenaline Amplifier: This device improves the wearer's reflexes by triggering prolonged bursts of adrenaline. It is thought to be perfectly safe, with only a few instances of uncontrolled muscle spasms.

Advanced Adrenaline Amplifier: This device improves the wearer's reflexes by triggering prolonged bursts of adrenaline. It is thought to be perfectly safe, with only a few instances of uncontrolled muscle spasms.

Nerve Amplifier Belt: This belt monitors the brain, emitting energy waves to reinforce established patterns and block any outside influence. It's extremely effective, if mildly uncomfortable.

Sound Dampening Stealth Unit: This Republic unit improves on the basic Stealth Mode field by dampening all sound that the user might make. Combat disrupts the field, but mundane tasks do not.

Advanced Stealth Unit: This Republic unit improves on the basic Stealth Mode field by dampening all sound that the user might make. Combat disrupts the field, but mundane tasks do not.

Eriadu Stealth Unit: This sophisticated Eriadu Stealth Mode unit expertly camouflages the user. Combat disrupts the field, but mundane tasks do not.

Calrissian's Utility Belt: Galduran's name was something of a liability after he became infamous for running an unsanctioned smuggling ring within Hutt space. Eventually cornered, he had to pawn even his personal items to avoid being the last Calrissian.

Battle Stimulant: 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.

Hyper-battle Stimulant: 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.

Echani Battle Stimulant: This stimulant sends a boost of adrenaline through the body, allowing the user to move much quicker than normal. The effect wears off after a short time with minimal side effects.

Collar Light: This convenient collar light frees up the user's hands from having to carry a glow rod or similar device.

Credits: Republic credits are the standard monetary unit in the galaxy. Other units may be traded on some of the Rim worlds, but all can generally be transferred into the Republic credit.

Datapad: Data storage devices like these are common, though they may vary in quality depending on what features are included.

Computer Probe: This retractable probe allows droid access to the higher programming functions of any computer terminal. Better quality probes provide cleaner access, increasing functionality.

Universal Computer Interface: Like the basic unit, this retractable probe allows droid access to the higher programming functions of any computer terminal, though better interface adapters make it more effective.

Advanced Computer Tool: The best and most expensive of its type available, this retractable probe allows droid access to the higher programming functions of any computer terminal.

Droid Heavy Plating Type 1: Originally used on starship hulls, durasteel is the best protection available for droids. This particular variant of the alloy is the standard for mass-production heavy combat droids.

Droid Heavy Plating Type 2: A specialized variant of heavy plating, this type of durasteel alloy is not sold in mass quantities. More often, it is used to equip elite troops where the initial cost of the battle droid warrants the investment.

Droid Heavy Plating Type 3: The heaviest protection available, this type of plating is uncommon due to the cost involved in production. It is best suited to specialized assassin or assault droids, though such units are highly regulated.

Droid Light Plating Type 1: A thin sheet of alloy plating is a relatively inexpensive way to improve a droid's chance of surviving combat. This model is an excellent option for light-duty droids.

Droid Light Plating Type 2: Though more for the factory floor, plating of this type is seeing more general use. Light but effective, this upgrade can mean the difference between repair and replacement if a droid comes to harm.

Droid Light Plating Type 3: The strongest of the light-grade plating, this is the best protection most individuals consider purchasing for droids not actively in a class intended for combat.

Droid Medium Plating Type 1: Developed by engineer Hoot Calin, this plating relies more on deflecting angles than exotic alloys. Cost can be prohibitive, though this is the most affordable model of the type.

Droid Medium Plating Type 2: This version of the Calin Industries plating system signaled a company shift in production from construction droids to military models. It now sees use on many different worlds.

Droid Medium Plating Type 3: To solidify its place in the market, Calin Industries introduced this specialty variant of their medium plating system. Only heavy plating protects better, though the cost is prohibitive for some.

Droid Motion Sensors Type 1: These devices allow a droid to better detect creatures hidden by stealth fields. This basic model is the most inexpensive of the type, and is commonly available on many worlds.

Droid Motion Sensors Type 2: This sensor package greatly enhances droid vision, increasing the likelihood of detecting creatures hidden by stealth fields. This model is marketed mainly to manufacturers of sentry and combat droids.

Droid Motion Sensors Type 3: Incorporating the most sophisticated sensors available, this model of upgrade is usually purchased for special-duty droids guarding sensitive materials or galactic heads of state.

Repair Kit: Included are the basic tools needed for a droid to repair itself after being damaged in combat.

Advanced Repair Kit: Included are the necessary tools and parts to repair a damaged droid, though results will vary with the skill of the user and kit quality.

Construction Kit: Included are the necessary tools and parts to repair a damaged droid, though results will vary with the skill of the user and kit quality.

Security Interface Tool: Pioneered by Toshan Gant, this is the basic droid security breaker in use across the galaxy. Gant did most of his research for the Republic military after private efforts led to his imprisonment.

Security Domination Interface: Modified on the aftermarket, this Toshan Gant security breaker is the best available.

Security Decryption Interface: This model of security breaker is no longer in production. It was an effective option before the factories of Toshan Gant took over the market.

Energy Shield Level 1: This is a basic model energy shield universally equippable on most droids. The power drain is significant when they are activated, however, and they must be replaced regularly.

Energy Shield Level 2: Upgraded from the basic energy shield, these units are marketed to companies and governments that keep large standing forces of combat droids. The power drain is significant when they are equipped and activated, however, and they must be replaced regularly.

Energy Shield Level 3: This sophisticated item is designed for top quality combat droids, and produces superior protection for any droid with the necessary software to install it. The power drain is significant when they are equipped and activated, however, and they must be replaced regularly.

Stealth Field Generator: This device enables the use of a camouflage field that can render a droid visually undetectable. Combat disrupts the field, but mundane tasks do not.

Environment Shield Level 1: Initially designed to resist the harsh conditions of factory floors, these shields provide a droid with basic protection against a broad array of effects. The power drain is significant when they are equipped and activated, however, and they must be replaced regularly.

Environment Shield Level 2: This unit is an aftermarket modification of the shielding typically found on deep-core mining droids. It provides broad protection against many effects, but the power drain is significant when they are equipped and activated, and they must be replaced regularly.

Environment Shield Level 3: This variant of environmental shielding is designed for frontline combat droids. It provides broad protection against many effects, but the power drain is significant when it is equipped and activated, and it must be replaced regularly.

Droid Sonic Sensors Type 1: These devices allow detection of hidden or visually camouflaged intruders. Better quality sensors provide more sensitive background noise filtering to improve performance.

Droid Sonic Sensors Type 2: These devices allow detection of hidden or visually camouflaged intruders. Better quality sensors provide more sensitive background noise filtering to improve performance.

Droid Sonic Sensors Type 3: These devices allow detection of hidden or visually camouflaged intruders. Better quality sensors provide more sensitive background noise filtering to improve performance.

Droid Search Scope Type 1: These detectors help droids scan for traps or other security measures. Cost increases with quality, though success depends mostly on the complexity of the device to be detected.

Droid Search Scope Type 2: These detectors help droids scan for traps or other security measures. Cost increases with quality, though success depends mostly on the complexity of the device to be detected.

Droid Search Scope Type 3: These detectors help droids scan for traps or other security measures. Cost increases with quality, though success depends mostly on the complexity of the device to be detected.

Basic Targeting Computer: Battle droids come factory-ready for combat, but it is still wise to invest in targeting computer upgrades to optimize performance at range. Cost rises with quality, as always.

Superior Targeting Computer: Meant for droids that see regular combat, this targeting unit improves on the basic model and greatly increases battlefield performance.

Advanced Targeting Computer: Reserved for the highest quality battle droids, targeting units of this type are rarely seen outside of military operations.

Stun Ray: Quellegh Industrial is becoming the standard in publicly traded non-lethal droid-mounted weapons. Company officials credit aggressive marketing towards any despot with credits.

Advanced Stun Ray: This product is a special order aftermarket modification of a Quellegh Industrial stun ray. Very expensive to produce, most are in the hands of government-sponsored elite troops.

Shield Disruptor: Designed for Republic forces, these devices allow a droid to potentially devastate opponent droids or the personal shielding of an enemy, though the energy drain is quite large.

Advanced Shield Disruptor: Prototyped by Czerka Corporation, these extremely devastating droid and shield nullifiers have found their way to forces on both sides of the Sith/Republic conflict.

Oil Slick: This is a simple, yet effective, upgrade for any droid. A thin film of oil across the path of the enemy can slow their progress, allowing allies to retreat or engage them at range.

Flame Thrower: This droid-mounted weapon can inflict damage over a broad area. The incendiary compounds within border on military quality, though the unit was initially designed for industrial purposes.

Advanced Flame Thrower: Intended as a combat upgrade and not generally avaliable to the public, this droid-mounted weapon can inflict a great deal of damage over a broad area. It is widely used by Republic forces.

Carbonite Projector: The inverse of a flamethrower, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target. This unconventional weapon has not yet seen widespread use.

Carbonite Projector Mark II: Like the basic model, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target, though more efficient projectors make it far more effective.

Gravity Generator: These devices allow a droid to create localized gravity swells, the reverse effect of a repulsorlift engine. This can seemingly increase the weight of an enemy, slowing their movement.

Adv. Gravity Generator: This device creates a more powerful gravity swell than the basic unit due to an unregulated energy governor. The use of such items is discouraged because of concern over environmental effects.

Energy Shield: When equipped and activated, these items project an energy shield around the wearer. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit.

Sith Energy Shield: The Sith have made many improvements to personal forearm shielding, much to the dismay of the Jedi. Though efficient, the unit must be replaced often as it burns out when repeatedly activated.

Arkanian Energy Shield: Even 2000 years after the designs were pioneered, Arkanian technology remains desirable. When equipped and activated, this forearm shield protects against a variety of combat conditions, though it must be replaced often due to burnout.

Echani Shield: The Echani put much effort into developing a forearm shield that, once activated, would allow a mercenary to close on a blaster-wielding enemy relatively unscathed. This unit is discarded once its energy cells are depleted.

Mandalorian Melee Shield: Mandalorians don't fear melee combat, but anything that absorbs physical damage brings them a step closer to victory, and these forearm shields are a favorite. The units are discarded once their maximum activations have been expended.

Mandalorian Power Shield: An improvement by the Mandalorians on their basic forearm shield, this variant proved decisive in several battles with the Republic. The units are discarded once their maximum number of activations have been expended.

Echani Dueling Shield: Far more powerful than most forearm shields, when activated this unit absorbs some of the incoming energy to provide good protection without the need for bulky generators. The unit must still be replaced after repeated use, however.

Yusanis' Dueling Shield: Yusanis sponsored many of the advances the Echani people are known for. Produced in his honor, these forearm shields are unmatched on the battlefield. The unit must be replaced when the maximum number of activations is depleted.

Verpine Prototype Shield: Though manufactured by the Verpine, these forearm shields are based on highly modified Arkanian designs. They are must-have items for the professional soldier, though they have to be replaced when the maximum number of activations are expended.

Holographic Image Inducer: This device creates a holo-image of the user that can be used to mislead attackers or observers. A camouflage field hides the user while the image is in use, allowing him or her to sneak away undetected.

Holographic Reflection Inducer: This unit misdirects opponents by creating 3 holo-projections of the user. A successful attack on one of the projections disrupts energy flow and causes that image to fail.

Advanced Reflection Inducer: This unit misdirects opponents by creating 5 holo-projections of the user. A successful attack on one of the projections disrupts energy flow and causes that image to fail.

Verpine Reflection Inducer: This inducer from the Verpine R&D labs misdirects opponents with 7 holo-projections of the user. It's a great advantage in combat, even if images fail when successfully attacked.

Strength Gauntlets: Developed by the Mephilis Corporation, these gauntlets use pulses of energy to stimulate muscles at the key leverage points of combat actions, effectively increasing strength.

Eriadu Strength Amplifier: This device uses micro-bursts of repulsorlift energy to assist actions in combat, giving the appearance that the user is stronger than normal.

Sith Power Gauntlets: Based on stolen Eriadu designs, items of this type utilize almost uncomfortable bursts of repulsorlift energy to assist movement. They are rarely seen outside of Sith possession.

Stabilizer Gauntlets: These gauntlets are quite stiff, minimizing actions that might interfere with the manipulation of volatile materials.

Bothan "Machinist" Gloves: This item uses microbursts of counter-current energy to calm unsteady nerves, increasing accuracy in the handling of volatile materials.

Verpine Bond Gauntlets: Tensor-mesh stiffens the forearm for steady handling of volatile materials. The insect-like Verpine don't personally use these items, claiming they merely mimic their own exoskeletons.

Glow Rod: This is a cheap, handheld light source of limited range.

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

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.

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.

This implant releases synthetic versions of the natural stimulants produced by the body, temporarily boosting the user's stamina.

Biotech Package: This implant does use relatively experimental nano-technology to speed healing, but relies more on coagulants and solid doses of pain relievers. If you feel better, you are better.

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.

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

This implant bolsters the immune system, prompting it to react immediately aggressively toward any virus or bacterium that might have otherwise resulted in a debilitating sickness.

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.

Bavakar Reflex Enhancement: Stimulants and energy bursts allow this implant to boost a user's reflexes well beyond normal. The Bavakar Medical Research Labs are at the forefront of developmental cybernetics.

Bavakar Memory Chip: This implant controls a cocktail of synthetic nutrients, encouraging quick thought in the user. The Bavakar Medical Research Labs are at the forefront of developmental cybernetics.

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.

Light-Scan Visor: These are invaluable tools that increase visual acuity by analyzing light on several frequencies above those of normal sight.

Motion Detection Goggles: A built-in micro tracking processor means a user wearing these goggles can detect almost any movement.

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.

Verpine Ocular Enhancer: The Verpine only manufacture this product for export, having no need of it themselves. They have highly evolved sight, a quality they smugly say the visors mimic but do not exceed.

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.

Vacuum Mask: 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.

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

Aural Amplifier: With this item, Durkish Corporation abandoned visual detection in favor of aural, citing that most creatures breathe, and even camouflage fields can't blend the sound of that away.

Advanced Aural Amplifier: In a fine balancing act, this unit amplifies the faint sounds of moving creatures, while filtering out louder background noise that might otherwise deafen the user.

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".

Verpine Headband: Not subject to Republic regulations, the Verpine increased neural band effectiveness with brute electrical force. The market is there, but long-term effects on users are unknown.

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

Teta's Royal Band: This "royal band" is attributed to Empress Teta, a warrior leader of Cinnagar. She was instrumental in defeating the Sith in the Great Hyperspace War over a thousand years ago.

Medpac: A medpac contains essential equipment for the treatment of wounds.

Advanced Medpac: An advanced medpac contains an improved array of equipment for the treatment of wounds.

Antidote Kit: This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Damage already suffered must still be healed by other means.

Antibiotic Kit: This kit contains an array of hypospray injectors filled with a broad chemical mix that quickly overwhelms viral or bacterial infections, effectively curing most known diseases.

Keycard: Keycards are the standard method of accessing most of the technology used in Republic space. Each card has a specific purpose and is designed to be almost tamper-proof.

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.

Recording Rod: These items are used to record audio logs. They are popular among researchers and politicians.

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.

Torch: A wooden stake wrapped in oil-soaked rags that can be ignited to provide a light source.

Flash Mine: Flash mines explode in a blast of light and sound that can temporarily blind or deafen, as well as inflict damage.

Frag Mine: When triggered, frag mines spread shrapnel across a wide blast range, inflicting painful physical damage.

Laser Mine: When triggered, laser mines launch a small emitter that inflicts energy damage on a wide area.

Gas Mine: When triggered, gas mines emit a noxious cloud of poisonous neurotoxins, affecting everyone nearby.

Adhesive Grenade: These grenades cover the target area in a gooey bio-adhesive that slows or traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered.

Blaster Carbine: Created initially by Gungis X Weapons, blaster carbine rifles have become very popular in recent years, helped by falling prices due to competition from other companies.

Sith Assault Gun: This is a modification on the blaster carbine rarely seen outside of Sith-controlled space.

Cinnagaran Carbine: This blaster rifle variant is one of many fine weapons produced by the factories of Cinnagar in their continued militarizing after the Great Hyperspace War a thousand years ago.

Jurgan Kalta's Carbine: The Zabrak mercenary Jurgan Kalta commissioned this rifle, a weapon he liked to think of as "amusingly destructive".

Jamoh Hogra's Carbine: This was the weapon of mercenary Jamoh Hogra, and was supposed to protect him against the many enemies he earned in his lifetime. Hogra's skill didn't match its potential, however.

Blaster Pistol: The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of intense coherent light powered by a replaceable power pack.

Mandalorian Blaster: The Mandalorian Blaster is a slightly more powerful version of the basic pistol common throughout the galaxy.

Arkanian Pistol: This is a versatile blaster variant possibly of ancient Arkanian origin. The Arkanians are very proud that such early efforts continue to be prized among collectors and soldiers.

Zabrak Blaster Pistol: This blaster is the staple of the Zabrak mercenary, known for deadly accuracy and exceptional damage.

Bendak's Blaster: This blaster belonged to Bendak Starkiller, a duelist legendary on Taris. It is a highly adaptable weapon, and is definitely of better quality than any standard issue pistol.

Blaster Rifle: More powerful than the commonly available pistol, the blaster rifle is favored by soldiers throughout the galaxy. Civilian ownership of these weapons is not generally encouraged.

Sith Sniper Rifle: Despite its effectiveness, these modified blaster rifles are not often employed by the Sith. They prefer to engage their enemies up close and personal.

Mandalorian Assault Rifle: These weapons are almost overpowered for their size, but the Mandalorians prefer them that way. They do not make a habit of being subtle in their war making.

Zabrak Battle Cannon: These weapons are almost beginning to cross the line to light artillery. Armor is generally ineffective against such a weapon, unless it is of the highest quality.

Jurgan Kalta's Assault Rifle: Jurgan Kalta wanted to make a big noise in the galaxy. If it was the screams of his enemies, all the better. This weapon was his favorite because it shared his adaptability.

Bowcaster: The bowcaster is the invention of the Wookiees of Kashyyyk. Also known as a laser crossbow, the bowcaster uses a magnetic accelerator to hurtle an explosive missile at its target.

Chuundar's Bowcaster: Chuundar's personal weapon is a bowcaster with some unusual Czerka modifications. Most Wookiees would likely not appreciate such outside influence.

CryoBan Grenade: A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect.

Double-Bladed Lightsaber: These exotic weapons are rare, and most often associated with Jedi attracted to the dark side of the Force, for whom reckless aggression is sometimes considered an asset. The double-bladed lightsaber is capable of inflicting more damage - but is also less precise - than the single-bladed variant.

Double-Bladed Sword: A difficult weapon to master, the double bladed sword has a grip in the center with two long blades emerging from either end. The double-bladed sword is capable of inflicting more damage - but is also less precise - than the single-bladed variant.

Echani Ritual Brand: Echani Firedancers use the double bladed Ritual Brand in a dodging and slicing pattern so graceful it looks more like a dance than combat.

Krath Double Sword: Twisted by the dark side, the Krath favored weapons of fearsome appearance requiring brute strength to wield, and the blades of this weapon are certainly effective, if not elegant.

Ajunta Pall's Blade: Held by the Dark Jedi even before he fell to the dark side, this may be one of the few truly personal items owned by Ajunta Pall, and remains as thoroughly corrupted as he.

Disruptor Pistol: These pistols are illegal in many planetary systems, being regarded as too powerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields.

Mandalorian Ripper: A similar weapon belonged to Jigger Wraith, a bounty hunter that plagued the Republic years ago. 37 Mandalorians were executed for being him until sightings declined.

Disruptor Rifle: This disruptor is even more destructive than its pistol counterpart, and is outlawed on just as many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike typical blasters, disruptors ignore most types of personal energy shields.

Zabrak Disruptor Cannon: Zabrak always command respect, especially with the aid of weapons that are even more damaging than already-outlawed standard disruptors. Unlike typical blasters, disruptors ignore most types of personal energy shields.

Plasma Grenade: These grenades release a quick burst of an incendiary agent that ignites immediately, damaging all enemies within the area of effect.

Frag Grenade: Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective.

Hold Out Blaster: Sometimes called a "sleeper," the hold out blaster is the preferred method of temporarily incapacitating an enemy.

Bothan Quick Draw: An unconscious opponent is a quiet opponent. This weapon is a Bothan favorite, designed to "create opportunities."

Sith Assassin Pistol: These weapons are designed to incapacitate so death may be quick or lingered upon as desired. Droids are simply dispatched, as cruelty is best rationed among the living.

Bothan Needler: For serious espionage, this is the weapon of choice. Simple ownership can get you arrested in some systems, or invited to dine with royalty, depending on what it helped you learn.

Heavy Repeating Blaster: This weapon again increases the firepower available to the foot soldier or mercenary, but it is not for the lightly armored that wish to be quick on their feet.

Mandalorian Heavy Repeater: With this weapon, the Mandalorians again demonstrate a complete lack of subtlety. The only thing better than a big blaster apparently, is one that shoots faster.

Heavy Blaster: These resemble regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill-potential.

Arkanian Heavy Pistol: Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2000 years later they are still superior performers.

Zabrak Tystel Mark III: The Zabrak killed many pirates who were attempting to seize shipments of these weapons and then sold them on the black market anyway. It's not a matter of where they end up, but of who gets paid.

Mandalorian Heavy Pistol: Mandalorians boast that a shot from one of these pistols can take a starship out of commission. It's an obvious exaggeration, but for safety's sake, most listeners just smile and nod.

Cassus Fett's Heavy Pistol: Cassus Fett was rarely seen without this adaptable blaster. Famous for killing the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he is presumed dead.

Ion Blaster: Unlike a typical blaster, this weapon fires a stream of energy very damaging to electrical systems, causing havoc on the internal components of droids.

Verpine Prototype Ion Blaster: Demonstrating this weapon, the insect-like Verpine destroyed legions of droids, doing nothing to quell the public's suspicions of what testing their stun guns must have been like.

Ion Grenade: These grenades emit an extremely strong burst of energy devastating to any droids or personal shields unfortunate enough to be caught in the effect.

Ion Rifle: Any well-stocked militia usually has stores of ion rifles in reserve. They aren't much use against the living, but if the enemy has battle droids these weapons become essential.

Bothan Droid Disruptor: Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out of dealing with them.

Verpine Droid Disruptor: While they may have borrowed liberally from designs the Bothans initiated, the Verpine say you can't argue with results. These weapons are simply devastating against droids.

Lightsaber: Traditionally associated with the Jedi, the lightsaber is a devastating weapon difficult to master. Properties can vary with the type of focusing crystal used in construction.

Long Sword: Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but still effective in the right hands.

Krath War Blade: Twisted by the dark side, the Krath tempered swords with the power of the Force perhaps even before lightsabers became the weapon of the Jedi, both dark and light.

Naga Sadow's Poison Blade: The mere presence of Dark Lord Naga Sadow would come to imbue his personal weapons with the taint he carried, poisoned as his spirit was.

Poison Grenade: This grenade unleashes a blast of poison gas that affects the nervous system, lingering in the air to ensure that the effect is not escaped easily.

Quarterstaff: Usually just a smooth staff of wood or light alloys, this is a very simple weapon of ancient design.

Massassi Battle Staff: The Massassi were a proud race altered by the Sith millennia ago, and subsequently exterminated along with Exar Kun. This weapon was the symbol of a proven warrior.

Raito's Gaderffii: This may have belonged to a Sand People warrior famous among his kind for killing a young Jedi, but the one tribe that kept the oral history of this event was wiped out long ago.

Light Repeating Blaster: This weapon allows the user to fire more quickly than usual, increasing his chances of survival without drastically changing the amount of equipment he would normally carry.

Blaster Cannon: The blaster cannon is a favorite among those that have become wealthy enough to hire experienced, dangerous crew and might need a way to take them out quick if things go bad.

Crystal, Rubat: Used in lightsaber construction, rubat crystal is mined on Phemis. It produces a clearly defined blade that a Jedi can easily focus on.

Crystal, Damind: Found on the desert world of Daminia, this crystal can be used in lightsaber construction to produce a clearly defined beam of subtly wider width and length.

Crystal, Eralam: Once mined on the third moon of Erai, ancient Sith bombardment shattered much that remained. If they can be found, these crystals produce a clear, superior lightsaber beam.

Crystal, Sapith: This crystallized material was excreted once every 11 years by the ancient Volice worm of Lwhekk, now extinct. It produces a more intense lightsaber beam, granting better control.

Crystal, Nextor: This crystal is mined in the mountains of planet M'haeli, and when used in lightsaber construction it produces a volatile blade that can cause surprising amounts of damage.

Crystal, Opila: Found in the asteroid fields of the Fyrth system, this crystal can be used in lightsaber construction to produce an intense beam that seems extraordinarily quick to the cut.

Crystal, Jenruax: The refined form of Opila, this crystal has been cleansed of all impurities. When used in lightsaber construction it produces a blade of unerring quickness.

Crystal, Phond: The strange byproduct of rare impurities bonding during the making of certain alloys and some random external condition, this crystal produces a fiercely burning lightsaber beam.

Crystal, Luxum: Ambria was a world in the grip of the dark side. Through years of mental battle, strange Jedi Master Thon contained the evil to Lake Natth. Long meditation can form this powerful crystal from the tainted water.

Crystal, Firkrann: This heavy crystal is collected by the natives of Rafa V. If used in lightsaber construction it produces an electrically charged beam that is much easier to manipulate than standard beams.

Crystal, Bondar: This crystal was mined on a far-orbit asteroid circling the Alderaan system. It produces a volatile lightsaber beam that pulses on impact, discharging part of its energy into an opponent.

Crystal, Sigil: Mined in the Sigil System, this crystal is a costly but valued addition to a lightsaber. It produces a fiercely bright beam that sears on contact, inflicting great damage.

Crystal, Upari: Strangely, this crystal is usually encountered scattered in the orbit of primarily forest worlds. It is brittle but versatile, and a Master Jedi can get it to produce many effects.

Short Lightsaber: Lightsabers can come in shorter styles, often used in the off hand during two-weapon fighting. As in larger versions, different focusing crystals can produce additional effects.

Short Sword: Disregarded by most modern warriors, a good short sword can still serve well in combat if the user is skilled.

Massassi Brand: During the reign of Naga Sadow the Massassi were transformed into foot soldiers for the Sith. This was their traditional weapon, altered, as they were, to serve the dark side.

Teta's Blade: Attributed to Empress Teta, these knives speak of her background as a warrior, and of her willingness to be on the frontline of the Great Hyperspace War a thousand years ago.

Sonic Grenade: These grenades explode loudly, but the majority of their effect is delivered in extreme frequencies the ear can barely perceive, even as it is damaged.

Sonic Pistol: Sometimes referred to as "squealers," these weapons deliver a high-frequency jolt to the senses that can damage and potentially disorient an opponent.

Bothan Shrieker: This is an improvement over the standard sonic pistol design that must seem doubly shrill to the large ears of the Bothans.

Sonic Rifle: More powerful than the pistol, the sonic rifle fires a blast of sound that causes a great deal of sensory overload in addition to damage, disorienting the victim.

Bothan Discord Gun: This was conceived as a "last resort" weapon should espionage fail and a quick retreat be called for. It is effective, but the Bothans would prefer that it not be needed.

Arkanian Sonic Rifle: The Arkanians pioneered many non-lethal weapons that could disorient opponents, but most were retrofitted to be superior damage dealers as well because the initial demand for them was so low.

Stun Baton: A common weapon, stun batons do minimal damage but can incapacitate a target.

Bothan Stun Stick: A useful tool for espionage, this weapon is more effective than the standard stun baton, but is still available on most worlds.

Bothan Chuka: A very effective device used by Bothan elite. Some systems consider simple possession of one as grounds for execution as a spy.

Rakatan Battle Wand: Weighted to fit a Rakatan grip, this item is most like a stun baton. It seems more adaptable than one of Republic issue though.

Concussion Grenade: This type of grenade explodes in a concussive wave of force that can render anyone in the area of effect temporarily senseless.

Thermal Detonator: This Republic device contains a baradium explosive that produces a small fusion energy explosion of great force. Civilian possession of these items is outlawed almost everywhere.

Vibro Double-Blade: Ultrasonic vibrations make this double-bladed sword exceptionally deadly, and a rare Echani cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even against Jedi and Sith.

Sith War Sword: Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. These blades are usually impregnated with rare cortosis to protect against lightsaber sparring damage.

Echani Double-Brand: Excess energy from the generator in this vibrosword is conducted through the blades directly. Also possessing a rare lightsaber-deflecting cortosis weave, this weapon is a deadly Echani masterpiece.

Yusanis' Brand: Yusanis was the most famous of Echani warriors, fighting against oppression and villainy until encountering Darth Revan. Discovering that Revan had killed an Echani senator, Yusanis attempted to tell authorities but fell to the powers of the Sith Lord, despite his own impressive abilities and the cortosis weave inherent in all Echani vibroblades.

Vibroblade: Small size makes this a good off hand weapon. Echani vibroblades use a rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith.

Krath Blood Blade: Twisted by the dark side, this Krath weapon is as deadly as a modern vibroblade. It was meant for assassination, and a cortosis weave that prevents lightsaber sparring damage ensured that even Jedi must respect it.

Echani Vibroblade: These blades are typically used in the off hand. In addition to a cortosis weave that deflects lightsaber sparring damage, some Echani vibroblades are supercooled to keep them in alignment, giving them an icy sting.

Sanasiki's Blade: Sanasiki used this weapon to kill Nelinik, a Zabrak who assassinated the Echani High Protector with battle droids. Cortosis protects the blade against lightsaber sparring damage while energy cells disrupt droid opponents.

Vibrosword: Ultrasonic generators power this Echani-developed weapon design. A rare cortosis weave that protects against sparring damage ensures that traditional swordplay will endure in the time of lightsabers.

Krath Dire Sword: This was a weapon of distinction in the time of the Krath. Protected against lightsaber sparring damage, Sith would grant these cortosis-laced blades to only the most loyal underlings.

Sith Tremor Sword: Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-laced weapons were given to "masterblades" who survived no less than ten lightsaber-wielding warriors in combat.

Echani Foil: These swords were crafted to honor Raskta Fenni, the best Echani duelist of her time. Many were sold, but imperfections in the difficult lightsaber-deflecting cortosis weave caused few to survive.

Rakghoul Serum: This vial is filled with green, bubbling liquid.

Sith Base Passcard: This appears to be a standard Sith trooper ID card.

  • Oh yeah! This is one of the things we needed to complete our weapons and tech lists. Quite a daunting task, as well. DarthMRN 01:54, 17 February 2007 (UTC)

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