Weapon Upgrades
82 upgrades organized by weapon type: Lightsaber (Crystal / Emitter / Lens / Cell / Grip), Melee (Cell / Grip / Edge), and Ranged (Chamber / Targeting / Power Cell / Grip). Each weapon has fixed slot patterns — check the slot header within each type for valid combinations.
82 / 82
Lightsaber · 33
Crystal · 15
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Velmorite Crystal | Crystal slot | — | Lv 2+ | +1 to Acrobatics checks while wielding this lightsaber. |
| Adegan Crystal | Crystal slot | — | Lv 3+ | +1 to attack rolls with a lightsaber. |
| Dragite Crystal | Crystal slot | — | Lv 4+ | +1 Sonic damage. |
| Rubat Crystal | Crystal slot | — | Lv 4+ | +1 to attack rolls vs. melee-wielding enemies; +1 to Deflect checks. |
| Barab Ore Crystal | Crystal slot | — | Lv 5+ | +1 Fire damage. |
| Firkrann Crystal | Crystal slot | — | Lv 6+ | +1 Ion damage; +1d4 Ion damage vs. droids and electronics. |
| Bondar Crystal | Crystal slot | — | Lv 7+ | On hit, target makes CON save (DC = 10 + PB + WIS). On fail: -1 to target's next attack roll. |
| Nextor Crystal | Crystal slot | — | Lv 7+ | +1 damage; critical hits deal +1d4 extra damage. |
| Opila Crystal | Crystal slot | — | Lv 10+ | Ignore kinetic resistance; +1d4 damage. |
| Phond Crystal | Crystal slot | — | Lv 10+ | +1d6 damage. |
| Upari Crystal✦ Legendary | Crystal slot | — | Lv 12+ | +1d4 damage; ignore half cover when using Deflect. |
| Ankarres Sapphire✦ Legendary | Crystal slot | — | Lv 15+ | Regeneration 1; +1 to Deflect checks. |
| Kaiburr Crystal✦ Legendary | Crystal slot | — | Lv 15+ | +2 Force Points; +1 to Use the Force checks related to sensing/protection. |
| Qixoni Crystal✦ Legendary | Crystal slot | — | Lv 15+ | +1d4 Energy damage; when spending a Force Point, add +1d6 damage to one hit. |
| Solari Crystal✦ Legendary | Crystal slot | — | Lv 15+ | +1d6 Radiant damage. Light Side only. Radiant damage applies only to targets the GM designates as evil. |
Emitter · 5
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Deflection Emitter | Emitter slot | — | Lv 3+ | +1 to Deflect checks. |
| Fencing Emitter | Emitter slot | — | Lv 3+ | +1 to attack rolls vs. melee-wielding enemies. |
| Stabilized Emitter | Emitter slot | — | Lv 5+ | +1 AC against melee attacks while wielding a lightsaber. |
| Disruptor Emitter | Emitter slot | — | Lv 7+ | On hit, target must make a CON save (DC 12). On fail, target's next melee attack deals -2 damage. |
| Precision Emitter | Emitter slot | — | Lv 9+ | Critical hits deal +1d6 extra damage. |
Lens · 5
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Beam Gem Lens | Lens slot | — | Lv 3+ | +1 damage. |
| Diatium Lens | Lens slot | — | Lv 3+ | +1 to Deflect checks. |
| Dragite Lens | Lens slot | — | Lv 4+ | +1 Sonic damage. |
| Pontite Lens | Lens slot | — | Lv 6+ | +1 Cold damage. |
| Vibration Lens | Lens slot | — | Lv 8+ | +1d4 damage; -1 to attack rolls due to unstable waveform. |
Grip · 4
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Dueling Grip | Grip slot | — | Lv 1+ | +1 to checks to resist being disarmed. |
| Balanced Grip | Grip slot | — | Lv 5+ | +1 AC against melee attacks. |
| Shoto Grip | Grip slot | — | Lv 5+ | +1 to attack rolls with the off-hand shoto when dual-wielding. |
| Two-Handed Grip | Grip slot | — | Lv 6+ | +1 to attack rolls when wielding the lightsaber with two hands. |
Power Cell · 4
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Diatium Energy Cell | Power Cell slot | — | Lv 3+ | +1 damage. |
| Ion Overcharge Cell | Power Cell slot | — | Lv 6+ | +1d4 Ion damage vs. droids; +1 Ion damage vs. all others. |
| Discharge Energy Cell | Power Cell slot | — | Lv 9+ | On critical hit: +1d6 extra damage. |
| Telgorn Jolt Cell | Power Cell slot | — | Lv 9+ | +1 Energy damage; on critical hit, +1d6 Energy damage. |
Melee · 18
Cell · 9
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Ion Cell I | Cell slot | 300 cr | Lv 2+ | +1 Energy damage vs. droids. |
| Energy Cell I | Cell slot | 500 cr | Lv 3+ | +1 Energy damage. |
| Ion Cell II | Cell slot | 1,250 cr | Lv 5+ | +2 Energy damage vs. droids; +1 Energy damage vs. any enemy. |
| Vibration Cell I | Cell slot | 1,000 cr | Lv 5+ | -1 to attack rolls. +1d4 Sonic damage vs. armored targets. |
| Energy Cell II | Cell slot | 1,500 cr | Lv 6+ | +1d4 Energy damage. |
| Vibration Cell II | Cell slot | 2,000 cr | Lv 7+ | -1 to attack rolls. +1d6 Sonic damage vs. armored targets. |
| Energy Cell III | Cell slot | 3,000 cr | Lv 9+ | +1d6 Energy damage. |
| Ion Cell III | Cell slot | 4,000 cr | Lv 10+ | +1d6 Energy damage vs. droids; +1d4 Energy damage vs. any enemy. |
| Vibration Cell III | Cell slot | 4,000 cr | Lv 10+ | -1 to attack rolls. +1d6 Sonic damage. On critical hit, add +1d6 damage. |
Grip · 4
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Agrinium Grip | Grip slot | 300 cr | Lv 2+ | +1 to checks to resist being disarmed. |
| Contour Grip | Grip slot | 500 cr | Lv 3+ | +1 to attack rolls with light or finesse melee weapons. |
| Nagai Grip | Grip slot | 500 cr | Lv 3+ | +1 to attack rolls with one-handed melee weapons. |
| Zabrak Grip | Grip slot | 750 cr | Lv 4+ | +1 to attack rolls with two-handed melee weapons. |
Edge · 5
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Ionite Edge | Edge slot | 750 cr | Lv 4+ | +2 Ion damage vs. droids. |
| Neutronium Edge | Edge slot | 800 cr | Lv 6+ | Ignore kinetic resistance. |
| Mullinine Edge | Edge slot | 1,000 cr | Lv 7+ | On critical hit, +1d6 damage. |
| Devaronian Edge | Edge slot | 2,500 cr | Lv 10+ | +1d4 Piercing damage. On critical hit, +1d6 damage. |
| Ostrine Edge | Edge slot | 4,000 cr | Lv 12+ | +1d6 Cold damage. Ignore cold resistance. |
Ranged · 31
Grip · 8
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Defender Grip I | Grip slot | 250 cr | Lv 2+ | +1 to checks to resist being disarmed. |
| Marksman Stock I | Grip slot | 500 cr | Lv 3+ | +1 to attack rolls against enemies at short range. |
| Defender Grip II | Grip slot | 500 cr | Lv 4+ | +2 to checks to resist being disarmed. |
| Defender Grip III | Grip slot | 1,000 cr | Lv 6+ | Advantage on checks to resist being disarmed. |
| Marksman Stock II | Grip slot | 1,000 cr | Lv 6+ | +2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium range. |
| Stabilizing Grip | Grip slot | 2,000 cr | Lv 6+ | +1 to attack rolls. |
| Compact Stabilizing Grip | Grip slot | 2,000 cr | Lv 8+ | +2 to attack rolls with light ranged weapons. |
| Marksman Stock III | Grip slot | 3,000 cr | Lv 10+ | +2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium and long range. |
Chamber · 15
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Amplifying Chamber I | Chamber slot | 500 cr | Lv 3+ | +1 Energy damage. |
| Ion Chamber I | Chamber slot | 300 cr | Lv 3+ | +1 Ion damage vs. droids. |
| Beam Splitter Chamber I | Chamber slot | 750 cr | Lv 4+ | +1 Piercing damage. |
| Precision Chamber I | Chamber slot | 750 cr | Lv 5+ | On critical hit: +1d6 additional damage. |
| Sonic Vibration Chamber I | Chamber slot | 1,000 cr | Lv 5+ | -1 to attack rolls. +1d4 Sonic damage vs. armored targets. |
| Amplifying Chamber II | Chamber slot | 1,500 cr | Lv 6+ | +1d4 Energy damage. |
| Beam Splitter Chamber II | Chamber slot | 2,000 cr | Lv 6+ | +1d4 Piercing damage. |
| Ion Chamber II | Chamber slot | 1,500 cr | Lv 6+ | +2 Ion damage vs. droids; +1 Ion damage vs. any target. |
| Sonic Vibration Chamber II | Chamber slot | 2,000 cr | Lv 7+ | -1 to attack rolls. +1d6 Sonic damage vs. armored targets. |
| Precision Chamber II | Chamber slot | 2,000 cr | Lv 8+ | +1d4 damage. On critical hit: +1d6 additional damage. |
| Amplifying Chamber III | Chamber slot | 3,000 cr | Lv 9+ | +1d6 Energy damage. |
| Beam Splitter Chamber III | Chamber slot | 4,000 cr | Lv 9+ | +1d6 Piercing damage. |
| Ion Chamber III | Chamber slot | 4,000 cr | Lv 10+ | +1d6 Ion damage vs. droids; +1d4 Ion damage vs. any target. |
| Sonic Vibration Chamber III | Chamber slot | 4,000 cr | Lv 10+ | -1 to attack rolls. +1d6 Sonic damage vs. armored targets. On critical hit vs. armored targets, add +1d6 Sonic damage. |
| Precision Chamber III | Chamber slot | 4,000 cr | Lv 11+ | +1d6 damage. On critical hit: +1d6 additional damage. |
Targeting · 8
| Name | Compatibility | Cost | Recommended | Effect |
|---|---|---|---|---|
| Accuracy Scope I | Targeting slot | 500 cr | Lv 3+ | Increase weapon range by 10 ft. |
| Pinpoint Scope I | Targeting slot | 500 cr | Lv 4+ | On hit: target suffers -1 on its next attack roll. |
| Accuracy Scope II | Targeting slot | 1,000 cr | Lv 5+ | Increase weapon range by 20 ft. |
| Tactical Targeting System | Targeting slot | 1,000 cr | Lv 5+ | Ignore half cover while stationary. |
| Accuracy Scope III | Targeting slot | 2,000 cr | Lv 7+ | Increase weapon range by 30 ft. |
| Crippling Scope I | Targeting slot | 1,000 cr | Lv 7+ | On hit: STR save DC 12 or target is Immobilized. |
| Pinpoint Scope II | Targeting slot | 1,000 cr | Lv 7+ | On hit: target suffers -2 on its next attack roll. |
| Crippling Scope II | Targeting slot | 3,000 cr | Lv 10+ | On hit: STR save DC 14 or target is Immobilized. |