The Siths of Our Lives

Korriban Academy Merchants

The following items are currently available at Korriban Academy (and in the surrounding area’s shops) for purchase:

Shields:

Energy Shield (5 uses, each use provides 20 temporary hit points): 650 credits

Healing Items:

Basic Medkit (heals 10 HP + user’s skill in Treat Injury): 100 credits
Advanced Medkit (heals 20 HP + user’s skill in Treat Injury): 200 credits
Life Support Kit (heals 30 HP + user’s skill in Treat Injury): 400 credits
Basic Repair Kit (heals 10 HP + user’s skill in Repair): 100 credits
Advanced Repair Kit (heals 20 HP + user’s skill in Repair): 200 credits
Construction Kit (heals 30 HP + user’s skill in Repair): 400 credits

+1 Weapons:

Advanced Blaster Carbine: 360 credits
Advanced Heavy Blaster Pistol: 360 credits
Advanced Sniper Rifle: 360 credits
Advanced Shotgun: 360 credits
Advanced Chainblade: 360 credits
Advanced Vibroblade: 360 credits
Advanced Vibroaxe: 360 credits
Advanced SMG: 520 credits
Advanced Minigun: 680 credits
Prototype Lightsaber: 360 credits
Prototype Double-bladed Lightsaber: 360 credits

+1 Armors:

Prototype Sith Robes: 360 credits
Prototype Sith Light Armor: 360 credits
Advanced Light Armor: 360 credits
Advanced Medium Armor: 360 credits
Advanced Heavy Armor: 360 credits
Advanced Droid Light Armor: 360 credits

Gun Attachments:

Under-barrel Flamethrower Attachment (provides close blast 3 attack for 2d6 damage and ongoing 5 fire, requires special ammo): 1000 credits
ACOG Scope (increases increases short and long range by 5 squares): 360 credits
Precision Chamber (+ 1d12 on criticals): 520 credits
Ion Charger (+ 4 damage vs droids): 1000 credits
Amplifying Chamber (+ 1 to weapon’s damage): 1000 credits

Armor Upgrades:

Reinforced Plating (can only be applied to medium or heavy armors, resist 2 All): 1000 credits
Sith Synthweave (can only be applied to Sith armors, +2 damage vs. bloodied targets): 680 credits

Special Ammo:

Flamethrower Fuel: 250 credits per 5 blasts
Shredder Rounds (+ 4 damage vs organics): 1000 credits per 20 shots
EMP Rounds (+ 4 damage vs droids): 1000 credits per 20 shots
FMJ Rounds (pierces through walls up to 5 feet thick): 1000 credits per 20 shots

Stims:

Adrenal Strength (+ 1 to STR skills, STR-based attacks until the end of the encounter): 500 credits
Adrenal Alacrity (+ 1 to DEX skills, DEX-based attacks until the end of the encounter): 500 credits
Adrenal Stamina (+ 25 temp hit points): 300 credits
Battle Stimulant (+ 1 to attack rolls, damage rolls, and all defenses until the end of the encounter): 750 credits

Explosives:

Frag Grenades (burst 2, 1d6 + DEX damage): 50 credits
Flash Grenades (burst 2, 1d6 + DEX damage and blind save ends): 100 credits
Stun Grenades (burst 2, 1d6 + DEX damage and immobilize and -2 to attack rolls, save ends both): 100 credits
Seismic Grenades (burst 2, 1d6 + DEX damage and target is pushed 3 squares and knocked prone): 100 credits
Plasma Grenades (burst 3, 2d6 + DEX damage and ongoing 10 fire save ends): 250 credits

Lightsaber Upgrades:

Dragite Lens (+ 1 to lightsaber damage): 1000 credits
Pure Byrothsis Lens ( – 1 all defenses, +1d4 damage): 1000 credits
Deflection Emitter ( + 1 to defenses against blaster attacks): 520 credits
Discharge Energy Cell ( + 1d12 damage on critical): 520 credits

By the way, you currently each have 2200 credits. Also keep in mind that in order to use a weapon or armor upgrade, you must currently have a free upgrade slot on that weapon or armor.

Comments

kaetana

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