What a utility slot is for
Every Operator carries utility items alongside their blaster, and the item is what gives a class a tool it does not otherwise have - a grenade on a sniper, a heal on a soldier, an ion weapon against shielded droids.
Most items come in four versions of rising rarity. The pattern is the same as weapon mods: a higher version is stronger, not different. The Unique items are the exceptions, and several of them change how an ability works rather than adding a number.
Ability upgrades (13)
| Item | Rank | Rarity | Effect | Buy | Sell |
|---|
Attuned to All Things | I | Unique | Push and Pull now grant +1 additional Harmony when used. | 1,500 | - |
Bonded to the Blade | I | Unique | Lightsaber Strike can now be used 2 times per turn. | 1,500 | - |
Control Pain | I | Unique | If Tel-Rea's Health is below 50%, she gains +2 extra Harmony at the beginning of the turn. | 1,500 | - |
Droid Dismantler | I | Unique | When an enemy Droid is defeated, Tel-Rea gains +1 Harmony. | 1,500 | - |
Fast Healing | I | Unique | Tel-Rea recovers 8 Health at the beginning of each turn. | 1,500 | - |
Fortified Will | I | Unique | Grants Tel-Rea immunity to Dazed, Disoriented, and Stunned. | 1,500 | - |
Listen Through Chaos | I | Unique | Each time an enemy attacks Tel-Rea, her Deflection Chance increases by +4% for the rest of the enemy turn. | 1,500 | - |
Presence in the Force | I | Unique | Dealing Force Damage to an enemy Taunts that enemy. | 1,500 | - |
Serenity | I | Unique | Tel-Rea's Defense is increased by +4. | 1,500 | - |
Surging Harmony | I | Unique | When an enemy Surges, Tel-Rea gains 2 stacks of Harmony. | 1,500 | - |
Tranquility | I | Unique | Reflected blaster bolts deal an additional +4 Damage. | 1,500 | - |
Visions of the Future | I | Unique | Increases Tel-Rea's Deflection Chance by +10%. | 1,500 | - |
Visions of the Past | I | Unique | Tel-Rea gains +1 additional stack of Harmony each turn. | 1,500 | - |
Armour and underlays (10)
| Item | Rank | Rarity | Effect | Buy | Sell |
|---|
Hyperinsulated Underlay | I | Uncommon | Grants Burning Immunity and Shock Immunity while worn. | 1,500 | 700 |
Impact Underlay | I | Uncommon | Reduces Melee Damage dealt to this Operator by 50%. | 1,200 | 380 |
Reinforced Underlay | I | Common | Increases Defense by +1. | 1,500 | 400 |
Reinforced Underlay Mk. II | II | Uncommon | Increases Defense by +2. | 2,200 | 580 |
Reinforced Underlay Mk. III | III | Rare | Increases Defense by +3. | 2,800 | 640 |
Repulsor Units | I | Common | Increases Movement by +0.5m. This bonus affects all of the Operator's moves. | 1,000 | 350 |
Repulsor Units Mk. II | II | Uncommon | Increases Movement by +1.0m. This bonus affects all of the Operator's moves. | 1,750 | 500 |
Repulsor Units Mk. III | III | Rare | Increases Movement by +1.5m. This bonus affects all of the Operator's moves. | 2,500 | 700 |
Experimental Repulsor Units | IV | Unique | Increases Movement by +2.0m. This bonus affects all of the Operator's moves. | 5,000 | 1,000 |
Stabilizing Underlay | I | Uncommon | Grants Daze Immunity and Stun Immunity while worn. | 1,900 | 380 |
Grenades and thrown items (17)
| Item | Rank | Rarity | Effect | Buy | Sell |
|---|
Concussion Grenade | I | Common | Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies. | 800 | 170 |
Concussion Grenade Mk. II | II | Uncommon | Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies. | 1,800 | 500 |
Concussion Grenade Mk. III | III | Rare | Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies. | 2,500 | 700 |
Concussion Grenade Mk. IV | IV | Unique | Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies. | 4,500 | 900 |
Droid Popper | I | Common | Throw a powerful pulse Grenade that can Daze targets and severely weakens Ray Shields. Does not damage Organic targets. | 2,000 | 400 |
Droid Popper Mk. II | II | Uncommon | Throw a powerful pulse Grenade that can Daze targets and severely weakens Ray Shields. Does not damage Organic targets. | 2,100 | 560 |
Droid Popper Mk. III | III | Rare | Throw a powerful pulse Grenade that can Daze targets and severely weakens Ray Shields. Does not damage Organic targets. | 2,400 | 700 |
Firebomb | I | Common | Throw a Grenade that explodes into flames. Deals Fire Damage and inflicts 4 Stacks of Burning. Affected targets lose Defense. | 900 | 320 |
Firebomb Mk. II | II | Uncommon | Throw a Grenade that explodes into flames. Deals Fire Damage and inflicts 6 Stacks of Burning. Affected targets lose Defense. | 1,700 | 480 |
Firebomb Mk. III | III | Rare | Throw a Grenade that explodes into flames. Deals Fire Damage and inflicts 8 Stacks of Burning. Affected targets lose Defense. | 2,300 | 720 |
Smoke Bomb | I | Common | Throw a Grenade that creates a lasting Smoke Cloud. Units standing inside the cloud receive 2 Stacks of Smoke. | 1,000 | 165 |
Smoke Bomb Mk. II | II | Uncommon | Throw a Grenade that creates a lasting Smoke Cloud. Units standing inside the cloud receive 3 Stacks of Smoke. | 1,500 | 430 |
Smoke Bomb Mk. III | III | Rare | Throw a Grenade that creates a lasting Smoke Cloud. Units standing inside the cloud receive 4 Stacks of Smoke. | 2,700 | 540 |
Impact Bomb | I | Common | Throw a powerful explosive Grenade that deals excellent damage. | 2,000 | 160 |
Thermal Detonator | II | Uncommon | Throw a powerful explosive Grenade that deals excellent damage. | 2,100 | 600 |
Thermal Imploder | III | Rare | Throw a powerful explosive Grenade that deals excellent damage. | 2,900 | 780 |
Prototype Imploder | IV | Unique | Throw a powerful explosive Grenade that deals excellent damage. | 5,000 | 1,000 |
Healing and stims (13)
| Item | Rank | Rarity | Effect | Buy | Sell |
|---|
Bacta Stim | I | Common | Fully Heals this Operator. | 800 | 300 |
Double-dose Bacta Stim | II | Uncommon | Fully Heals this Operator. | 1,500 | 360 |
Deluxe Bacta Stim | III | Rare | Fully Heals this Operator. | 2,350 | 400 |
Hyper-Bacta Stim | IV | Unique | Fully Heals this Operator and grants 5 Stacks of Stimulant. | 2,300 | 460 |
Medpac | I | Common | Heals 30% of the target ally's Health. Cannot be used on Droids. | 1,100 | 360 |
Medpac Mk. II | II | Uncommon | Heals 30% of the target ally's Health. Cannot be used on Droids. | 1,600 | 540 |
Medpac Mk. III | III | Rare | Heals 30% of the target ally's Health. Cannot be used on Droids. | 3,100 | 740 |
Medpac Mk. IV | IV | Unique | Heals 30% of the target ally's Health. Cannot be used on Droids. | 5,000 | 1,000 |
Medpac | - | Common | Heals 30% of the target ally's Health. Cannot be used on Droids. | 1,800 | 360 |
Trauma Kit | I | Common | When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. | 1,500 | 400 |
Trauma Kit Mk. II | II | Uncommon | When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured. | 2,300 | 600 |
Trauma Kit Mk. III | III | Rare | When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 25% chance the healed ally is not Injured. | 3,100 | 800 |
Trauma Kit Mk. IV | IV | Unique | When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 33% chance the healed ally is not Injured. | 3,500 | 1,000 |
Secondary weapons (12)
| Item | Rank | Rarity | Effect | Buy | Sell |
|---|
Ion Blaster | I | Common | Fire an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets. | 1,900 | 450 |
Ion Blaster Mk. II | II | Uncommon | Fire an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets. | 2,150 | 600 |
Ion Blaster Mk. III | III | Rare | Fire an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets. | 3,000 | 750 |
Ion Blaster Mk. IV | IV | Unique | Fire an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets. | 4,500 | 900 |
Worn RSKF-44 | I | Common | Fire a very powerful, but short range armor-piercing pistol shot. | 3,000 | 600 |
Remachined RSKF-44 | II | Uncommon | Fire a very powerful, but short range armor-piercing pistol shot. | 2,800 | 800 |
Restored RSKF-44 | III | Rare | Fire a very powerful, but short range armor-piercing pistol shot. | 3,900 | 1,000 |
Custom RSKF-44 | IV | Unique | Fire a very powerful, but short range armor-piercing pistol shot. | 5,000 | 1,200 |
Scattergun | I | Common | Fire a short range, wide-angled blast that damages everything in the target area. | 1,100 | 350 |
Scattergun Mk. II | II | Uncommon | Fire a short range, wide-angled blast that damages everything in the target area. | 2,100 | 560 |
Scattergun Mk. III | III | Rare | Fire a short range, wide-angled blast that damages everything in the target area. | 2,800 | 700 |
Scattergun Mk. IV | IV | Unique | Fire a short range, wide-angled blast that damages everything in the target area. | 5,000 | 1,000 |
How the shop is stocked
- Common
- 18 items
- Uncommon
- 20 items
- Rare
- 17 items
- Unique
- 24 items
Rarity tracks the version number rather than the power of the effect: the fourth version of a common grenade is filed as Unique. Treat it as how late in a run the item appears, not as a quality score.