Star Wars Outlaws Wiki: Complete Items & Equipment Guide
Master Star Wars Outlaws gear: weapons, upgrades, blaster mods, gadgets, and loot tables. Stats, locations, and expert tips for every item.
I spent my first twenty hours in Star Wars Outlaws using whatever gear I happened to pick up and wondering why everything felt harder than it should. Then I actually sat down and looked at how the mod system works and realized I'd been building Kay completely wrong. So let me save you the same headache.
The blaster is your primary tool and you'll use it more than any other piece of equipment in the game. You start with the DL-18, which is fine. Adequate. Nothing special. But the real power comes from mods, not the base weapon itself. There are fifteen mod slots spread across five categories: barrel, grip, sight, underbarrel, and cooling cell. Each category does something different and the combinations matter more than any individual piece.
For stealth players, the Silent Barrel is basically mandatory. It reduces shot noise by about eighty percent, which means you can take out isolated guards without alerting the entire outpost. Pair that with a Reflex Sight for faster aiming and a Stun Grip for the melee stun, and you can clear most early game Imperial checkpoints without anyone knowing you were there. I cleared three whole bases on Akiva with this setup and never once triggered an alarm.
If you prefer shooting your way through, the Overcharged Cooling Cell is where you start. It boosts fire rate by a quarter for ten seconds after overheat, which sounds modest but stacks with rapid fire weapons in a way that feels almost broken. The Long Barrel extends your effective range and the Precision Sight tightens the spread. This build burns through ammo faster but honestly by mid-game you'll have enough credits to keep stocked up.
For droid heavy areas, and you'll run into plenty of those on Kijimi and in old Separatist facilities, the Ion Charger is the one mod you absolutely need. It adds fifty percent damage against droids. The Extended Mag gives you eight extra rounds per clip. Find the Ion Charger in a locked chest at Mirogana spaceport on Toshara, but you'll need a level two lockpick to open it. Buy the Glimmik Universal Key from the black market vendor in the Dust District if you haven't leveled lockpicking yet.
I upgraded to the DH-17 with stun rounds as soon as I could afford it and never looked back. It's available from the arms dealer in Akiva City after the First Contact quest and costs two and a half thousand credits. The stun effect works on most humanoid enemies and saves you both ammo and the hassle of hiding bodies. Later in the game the DL-44 becomes available on Cantonica. Heavy damage, slower fire rate, but one shot headshots on unarmored targets.
Gadgets take up six slots and you won't have all of them unlocked until well into the story. The grappling hook starts basic but levels up into a silent takedown tool and eventually a zipline for traversal. The hacking tool handles terminals, turrets, and eventually level three security doors. The Overclock chip for the hacking tool, found in the Kijimi archives, cuts hack time by forty percent, which doesn't sound like much until you're trying to slice a terminal while a patrol walks toward you.
The shield generator absorbs damage and recharges faster at higher levels. The EMP grenade disables droids in a five meter radius and you can find one early on Toshara in a crashed freighter east of the Wandering Womp. Concussion mines stun for eight seconds and are useful for covering escapes.
Armor comes in six slots: helmet, chest, gloves, legs, boots, and belt. Each piece has a primary stat and a secondary perk. The Shadow Operative set from Akiva is overpowered for stealth. The gloves add silent movement and the boots boost speed, and combined with the Silent Barrel mod you can clear entire outposts without combat. The Frostbane set from Kijimi is less exciting but essential for the later cold weather missions where temperature debuffs stack up. The Gilded Gambler set from Cantonica boosts credit drops and luck, which is useful if you're grinding casino side content.
Crafting materials are planet specific. Glimmik Spices and Duracrete on Toshara. Synth-leather and Kyber crystal shards on Akiva. Ice chips and refined coaxium on Kijimi. Platinum dust and luxury fabrics on Cantonica. Stim-Packs are your bread and butter, restoring health with two Glimmik Spices and one Synth-leather. Adrenal Boost speeds you up for thirty seconds. Shield Overcharge doubles shield capacity briefly.
There are six legendary items hidden across the galaxy. The Crimson Dawn's Fury blaster mod behind a waterfall on Toshara. Kessel Runner's Legacy boots inside a crashed freighter on Akiva. Shadow's Embrace cloak in the frozen palace basement on Kijimi behind a light puzzle. The Pyke's Fortune belt in the Cantonica casino vault. Droidbane Gauntlets from the Pyke stronghold boss on Toshara. And the Imperial Disruptor blaster in the Moff's quarters on Akiva behind a level four security door. You can't upgrade legendary items but you can apply mods to legendary blasters, which makes the Crimson Dawn's Fury the single best weapon mod in the game if you slot it into a compatible barrel.
One thing about the crafting system that took me embarrassingly long to figure out: materials don't respawn in the same way resources do in other open world games. You can't just fast travel to a farming spot and pick the same Glimmik Spices every fifteen minutes. Materials are finite per planet and once you've scavenged an area, it's done. That means you have to actually explore thoroughly rather than farming the same route over and over. It also means some rare crafting materials, like Kyber crystal shards on Akiva and refined coaxium on Kijimi, are genuinely limited per playthrough. Don't waste them on consumables you don't need.
For the ship, which I haven't talked about enough, the upgrade priority that worked best for me was shields first, then weapons, then engines, then hyperdrive. Shields keep you alive in dogfights you can't avoid. Better weapons mean dogfights end faster, which means fewer shots you have to absorb. Engines help you run but in the early game you can't outrun TIE fighters anyway. Hyperdrive range is quality of life but not essential until the late game when mission destinations get further apart. The stealth module for the ship is a separate purchase from the Ashiga Clan on Kijimi and honestly it's overpriced for what it does, but if you're doing a lot of smuggling runs it pays for itself in avoided combat repairs.