SWURPG

Weapon Upgrades

89 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. New to lightsaber crystals? Lightsaber colors & crystals explains the KOTOR-style system and what each blade color means.

89 / 89

Lightsaber · 40

Crystal · 22

NameCompatibilityCostRecommendedEffect
Velmorite CrystalCrystal slotLv 2++1 to Acrobatics checks; +1 to Initiative.
Adegan CrystalCrystal slotLv 3++1 to attack rolls with a lightsaber; +1 to Use the Force checks.
Requires: Force-sensitive
Dragite CrystalCrystal slotLv 4++1 Sonic damage. On a critical hit, the target is deafened until the end of its next turn.
Rubat CrystalCrystal slotLv 4++1 to attack rolls vs. melee-wielding enemies; +1 to Deflect checks.
Barab Ore CrystalCrystal slotLv 5++1 Fire damage. On a critical hit, +1d4 Fire damage.
Damind CrystalCrystal slotLv 5++1 Energy damage; +1 to checks to resist being disarmed.
Requires: STR 12
Firkrann CrystalCrystal slotLv 6++1 Ion damage. On a hit against a droid or electronics, make a Mechanics or Knowledge: Sciences check (DC 12) to deal an extra +1d4 Ion damage.
Pontite CrystalCrystal slotLv 6++1 Cold damage; +1 to saving throws against being Frightened. Spend 1 Force Point to impose disadvantage on one foe's next attack (icy calm).
Requires: WIS 13
Sigil CrystalCrystal slotLv 6++1 Energy damage; +1 to attack rolls with a lightsaber. Spend 1 Force Point: your strikes ignore energy resistance until the end of your turn.
Bondar CrystalCrystal slotLv 7+On hit, the target makes a CON save (DC = 10 + PB + WIS) or takes -1 to its next attack roll.
Luxum CrystalCrystal slotLv 7++1d6 Energy damage vs. droids and constructs. On a hit, a droid or construct must succeed a DC 10 STR save or be stunned until the end of its next turn.
Nextor CrystalCrystal slotLv 7++1 Energy damage; critical hits deal +1d6 extra damage.
Requires: DEX 13
Eralam CrystalCrystal slotLv 10++1d4 Energy damage; +1 to Deflect checks; +1 to Initiative.
Requires: WIS 13
Opila CrystalCrystal slotLv 10++1d4 Energy damage; ignore kinetic resistance.
Requires: STR 13
Phond CrystalCrystal slotLv 11++1d6 Energy damage. Spend 1 Force Point on a hit: the blow also strikes a second enemy within reach for +1d6.
Upari Crystal✦ LegendaryCrystal slotLv 12++1d4 Energy damage; ignore half cover when using Deflect. Spend 1 Force Point to Deflect as a reaction with advantage.
Requires: WIS 13
Sapith Crystal✦ LegendaryCrystal slotLv 13++1d6 Energy damage; critical hits deal +1d6 extra damage.
Requires: STR 14
Ankarres Sapphire✦ LegendaryCrystal slotLv 15+Regeneration 1; +1 to Deflect checks. Once per long rest, spend 2 Force Points to end one disease or poison affecting you.
Requires: Force-sensitive · WIS 14
Kaiburr Crystal✦ LegendaryCrystal slotLv 15++3 Force Points; +1 to Use the Force checks. While attuned, you have advantage on saving throws against fear and dark-side influence.
Requires: Force-sensitive · WIS 15
Krayt Dragon Pearl✦ LegendaryCrystal slotLv 15++1 to attack rolls with a lightsaber; +1d6 Energy damage; +1 to Deflect checks. Spend 1 Force Point on a hit to add +1d6 damage and knock a Large-or-smaller foe prone.
Requires: STR 13 · WIS 13
Qixoni Crystal✦ LegendaryCrystal slotLv 15++1d4 Energy damage. Spend 1 Force Point on a hit to add +1d6 damage — even on a bolt you've redirected with Deflect.
Requires: WIS 14
Solari Crystal✦ LegendaryCrystal slotLv 15++1d6 Radiant damage vs. targets the GM designates as evil. Light side only; the dark side cannot corrupt a wielder attuned to a Solari crystal.
Requires: Force-sensitive · WIS 14

Emitter · 5

NameCompatibilityCostRecommendedEffect
Deflection EmitterEmitter slotLv 3++1 to Deflect checks.
Fencing EmitterEmitter slotLv 3++1 to attack rolls vs. melee-wielding enemies.
Stabilized EmitterEmitter slotLv 5++1 AC against melee attacks while wielding a lightsaber.
Disruptor EmitterEmitter slotLv 7+On hit, target must make a CON save (DC 12). On fail, target's next melee attack deals -2 damage.
Precision EmitterEmitter slotLv 9+Critical hits deal +1d6 extra damage.

Lens · 5

NameCompatibilityCostRecommendedEffect
Beam Gem LensLens slotLv 3++1 damage.
Diatium LensLens slotLv 3++1 to Deflect checks.
Dragite LensLens slotLv 4++1 Sonic damage.
Pontite LensLens slotLv 6++1 Cold damage.
Vibration LensLens slotLv 8++1d4 damage; -1 to attack rolls due to unstable waveform.

Grip · 4

NameCompatibilityCostRecommendedEffect
Dueling GripGrip slotLv 1++1 to checks to resist being disarmed.
Balanced GripGrip slotLv 5++1 AC against melee attacks.
Shoto GripGrip slotLv 5++1 to attack rolls with the off-hand shoto when dual-wielding.
Two-Handed GripGrip slotLv 6++1 to attack rolls when wielding the lightsaber with two hands.

Power Cell · 4

NameCompatibilityCostRecommendedEffect
Diatium Energy CellPower Cell slotLv 3++1 damage.
Ion Overcharge CellPower Cell slotLv 6++1d4 Ion damage vs. droids; +1 Ion damage vs. all others.
Discharge Energy CellPower Cell slotLv 9+On critical hit: +1d6 extra damage.
Telgorn Jolt CellPower Cell slotLv 9++1 Energy damage; on critical hit, +1d6 Energy damage.

Melee · 18

Cell · 9

NameCompatibilityCostRecommendedEffect
Ion Cell ICell slot300 crLv 2++1 Energy damage vs. droids.
Energy Cell ICell slot500 crLv 3++1 Energy damage.
Ion Cell IICell slot1,250 crLv 5++2 Energy damage vs. droids; +1 Energy damage vs. any enemy.
Vibration Cell ICell slot1,000 crLv 5+-1 to attack rolls. +1d4 Sonic damage vs. armored targets.
Energy Cell IICell slot1,500 crLv 6++1d4 Energy damage.
Vibration Cell IICell slot2,000 crLv 7+-1 to attack rolls. +1d6 Sonic damage vs. armored targets.
Energy Cell IIICell slot3,000 crLv 9++1d6 Energy damage.
Ion Cell IIICell slot4,000 crLv 10++1d6 Energy damage vs. droids; +1d4 Energy damage vs. any enemy.
Vibration Cell IIICell slot4,000 crLv 10+-1 to attack rolls. +1d6 Sonic damage. On critical hit, add +1d6 damage.

Grip · 4

NameCompatibilityCostRecommendedEffect
Agrinium GripGrip slot300 crLv 2++1 to checks to resist being disarmed.
Contour GripGrip slot500 crLv 3++1 to attack rolls with light or finesse melee weapons.
Nagai GripGrip slot500 crLv 3++1 to attack rolls with one-handed melee weapons.
Zabrak GripGrip slot750 crLv 4++1 to attack rolls with two-handed melee weapons.

Edge · 5

NameCompatibilityCostRecommendedEffect
Ionite EdgeEdge slot750 crLv 4++2 Ion damage vs. droids.
Neutronium EdgeEdge slot800 crLv 6+Ignore kinetic resistance.
Mullinine EdgeEdge slot1,000 crLv 7+On critical hit, +1d6 damage.
Devaronian EdgeEdge slot2,500 crLv 10++1d4 Piercing damage. On critical hit, +1d6 damage.
Ostrine EdgeEdge slot4,000 crLv 12++1d6 Cold damage. Ignore cold resistance.

Ranged · 31

Grip · 8

NameCompatibilityCostRecommendedEffect
Defender Grip IGrip slot250 crLv 2++1 to checks to resist being disarmed.
Marksman Stock IGrip slot500 crLv 3++1 to attack rolls against enemies at short range.
Defender Grip IIGrip slot500 crLv 4++2 to checks to resist being disarmed.
Defender Grip IIIGrip slot1,000 crLv 6+Advantage on checks to resist being disarmed.
Marksman Stock IIGrip slot1,000 crLv 6++2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium range.
Stabilizing GripGrip slot2,000 crLv 6++1 to attack rolls.
Compact Stabilizing GripGrip slot2,000 crLv 8++2 to attack rolls with light ranged weapons.
Marksman Stock IIIGrip slot3,000 crLv 10++2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium and long range.

Chamber · 15

NameCompatibilityCostRecommendedEffect
Amplifying Chamber IChamber slot500 crLv 3++1 Energy damage.
Ion Chamber IChamber slot300 crLv 3++1 Ion damage vs. droids.
Beam Splitter Chamber IChamber slot750 crLv 4++1 Piercing damage.
Precision Chamber IChamber slot750 crLv 5+On critical hit: +1d6 additional damage.
Sonic Vibration Chamber IChamber slot1,000 crLv 5+-1 to attack rolls. +1d4 Sonic damage vs. armored targets.
Amplifying Chamber IIChamber slot1,500 crLv 6++1d4 Energy damage.
Beam Splitter Chamber IIChamber slot2,000 crLv 6++1d4 Piercing damage.
Ion Chamber IIChamber slot1,500 crLv 6++2 Ion damage vs. droids; +1 Ion damage vs. any target.
Sonic Vibration Chamber IIChamber slot2,000 crLv 7+-1 to attack rolls. +1d6 Sonic damage vs. armored targets.
Precision Chamber IIChamber slot2,000 crLv 8++1d4 damage. On critical hit: +1d6 additional damage.
Amplifying Chamber IIIChamber slot3,000 crLv 9++1d6 Energy damage.
Beam Splitter Chamber IIIChamber slot4,000 crLv 9++1d6 Piercing damage.
Ion Chamber IIIChamber slot4,000 crLv 10++1d6 Ion damage vs. droids; +1d4 Ion damage vs. any target.
Sonic Vibration Chamber IIIChamber slot4,000 crLv 10+-1 to attack rolls. +1d6 Sonic damage vs. armored targets. On critical hit vs. armored targets, add +1d6 Sonic damage.
Precision Chamber IIIChamber slot4,000 crLv 11++1d6 damage. On critical hit: +1d6 additional damage.

Targeting · 8

NameCompatibilityCostRecommendedEffect
Accuracy Scope ITargeting slot500 crLv 3+Increase weapon range by 10 ft.
Pinpoint Scope ITargeting slot500 crLv 4+On hit: target suffers -1 on its next attack roll.
Accuracy Scope IITargeting slot1,000 crLv 5+Increase weapon range by 20 ft.
Tactical Targeting SystemTargeting slot1,000 crLv 5+Ignore half cover while stationary.
Accuracy Scope IIITargeting slot2,000 crLv 7+Increase weapon range by 30 ft.
Crippling Scope ITargeting slot1,000 crLv 7+On hit: STR save DC 12 or target is Immobilized.
Pinpoint Scope IITargeting slot1,000 crLv 7+On hit: target suffers -2 on its next attack roll.
Crippling Scope IITargeting slot3,000 crLv 10+On hit: STR save DC 14 or target is Immobilized.