Alien Artifacts (EU2012)

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Item name Gray Market Value § Required for Research/Foundry projects Required for Manufacturing Total Required for Research projects
Sectoid 3 (EU2012).pngSectoid Corpse 5 Sectoid Autopsy, Xeno-Biology (4x) Uplink Targeting (Aim) (3x) 5
Floater 3 (EU2012).pngFloater Corpse 5 Floater Autopsy Defense Matrix (Dodge) (3x) 1
Thin Man 3 (EU2012).pngThin Man Corpse 5 Thin Man Autopsy, Improved Medkit (4x) None 5
Chryssalid 3 (EU2012).pngChryssalid Corpse 5 Chryssalid Autopsy Chitin Plating (4x) 1
Muton 3 (EU2012).pngMuton Corpse 5 Muton Autopsy, Ammo Conservation (6x) None 7
Cyberdisc 3 (EU2012).pngCyberdisc Wreck 7 Cyberdisc Autopsy, Advanced Flight (2x) UFO Tracking (Boost) (2x) 3
Drone 3 (EU2012).pngDrone Wreck 2 Drone Autopsy, Drone Capture (4x), Improved Arc Thrower (4x), Advanced Flight (2x) None 11
Sectoid Commander 3 (EU2012).pngSectoid Commander Corpse 10 Sectoid Commander Autopsy None 1
Berserker 3 (EU2012).pngBerserker Corpse 5 Berserker Autopsy Combat Stims (1x) 1
Heavy Floater 3 (EU2012).pngHeavy Floater Corpse 5 Heavy Floater Autopsy, Advanced Repair (4x), Advanced Flight (2x) None 7
Elite Muton 3 (EU2012).pngMuton Elite Corpse 5 Muton Elite Autopsy None 1
Sectopod 3 (EU2012).pngSectopod Wreck 10 Sectopod Autopsy, Advanced Construction (2x) None 3
Ethereal 3 (EU2012).pngEthereal Corpse 15 Ethereal Autopsy Mind Shield (1x) 1
Weapon Fragments (EU2012).pngWeapon Fragments 1 Weapon Fragment (5x), All Weapon Research. Many Foundry Projects None always try to keep
Alien Alloys (EU2012).pngAlien Alloys 2 Alien Materials, Carapace Armor (10x), Skeleton Suit (15x), Beam Weapons (5x) Combat Stims(2x),Carapace Armor (15x), Laser Sniper Rifle (23x), Heavy Laser (23x), Scatter Laser (23x), Laser Rifle (13x), Laser Pistol (8x), Skeleton Key (10x), Laser Cannon (21x), Chitin Plating (10x) always try to keep
Elerium (EU2012).pngElerium 3 Elerium, Improved Pistol III (20x), S.H.I.V. Plasma (15x), Stealth Satellites (20x) Skeleton Key (10x), Elerium Generator (30x), Psionic Lab (20x), Plasma Cannon (10x), EMP Cannon (10x), Fusion Lance (10x), Hover S.H.I.V. (20x), Firestorm (5x), Mind Shield (20x), Light Plasma Rifle (?), Plasma Rifle (?), Alloy Cannon (?), Heavy Plasma (?), Plasma Sniper Rifle (?) always try to keep
UFO Flight Computer (EU2012).pngUFO Flight Computer 40 UFO Flight Computer (2x), Stealth Satellites (3x) Firestorm(2x), Satellite Nexus (2x), Blaster Launcher (2x) 5, always try to keep
UFO Flight Computer (Damaged) (EU2012).pngUFO Flight Computer (Damaged) 20 None None 0
UFO Power Source (EU2012).pngUFO Power Source 75 UFO Power Source Firestorm(1x), Elerium Generator (2x) 1
UFO Power Source (Damaged) (EU2012).pngUFO Power Source (Damaged) 30 None None 0
Alien Entertainment (EU2012).pngAlien Entertainment 17 None None 0
Alien Entertainment (Damaged) (EU2012).pngAlien Entertainment (Damaged) 13 None None 0
Alien Food (EU2012).pngAlien Food 10 None None 0
Alien Food (Damaged) (EU2012).pngAlien Food (Damaged) ? None None 0
Alien Stasis Tank (EU2012).pngAlien Stasis Tank 10 None None 0
Alien Stasis Tank (Damaged) (EU2012).pngAlien Stasis Tank (Damaged) 5 None None 0
Alien Surgery (EU2012).pngAlien Surgery 10 None None 0
Alien Surgery (Damaged) (EU2012).pngAlien Surgery (Damaged) 5 None None 0
Fusion Core (EU2012).pngFusion Core 125 Fusion Lance, Guided Fusion Launcher Blaster Launcher (1x) ??
Outsider Shard (EU2012).pngOutsider Shard N/A Outsider Shard Skeleton Key (1x) 1
Hyperwave Beacon (EU2012).pngHyperwave Beacon NA None None 1
Ethereal Device Research (EU2012).pngPsi Link NA None None 1

Notes

  • Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game. This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - the base requirements are listed but they can vary due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead.
  • Second Wave's Marathon doubles the requirements for everything.

Unlisted devices

  • "Elevator Beam" - found mainly on Battleships, these odd floor-bound pod pairs quickly and safely raise and drop the user between their repsective levels. Standing on a pod prevents their use, and can keep an alien on a lower floor, giving you a well-defended position.
  • Abduction Pod - seen functioning in the opening cinematic, they release some kind of coagulating snare substance, cocooning humans for capture. Despite the many you'll encounter, they give no alloy resources for XCOM.
  • Syringe - sometimes when awakening a Thin Man squad, one can be seen wielding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples.
  • Plasma Bomb & Nodes - You'd think you'd get some Elerium from a plasma device that can wipe out a small town.

See Also