Difference between revisions of "Tiny Drill (Piratez)"

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You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull. <br>'''DO NOT SELL THESE ITEMS!'''
 
You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull. <br>'''DO NOT SELL THESE ITEMS!'''
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<br>Secondary Craft: SNAKE, JELLYFISH, SHADOWBAT
 
<br>Secondary Craft: SNAKE, JELLYFISH, SHADOWBAT
 
<br>VooDoo Schools: Illusion and Destruction
 
<br>VooDoo Schools: Illusion and Destruction
 +
<br>Other tech: Ghost Dagger, Ghost Suit
  
 
The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, conversion launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.
 
The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, conversion launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.
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The Snake is essentially a mini Fortuna. It can also function underwater. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in "turret" for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon's power is based on the gal's VooDoo power, and fires guided projectiles. It also functions underwater, making it invaluable for undersea missions. Also, the Jellyfish's exits are elevators, which makes it very useful on early game monster and zombie hunts. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions.
 
The Snake is essentially a mini Fortuna. It can also function underwater. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in "turret" for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon's power is based on the gal's VooDoo power, and fires guided projectiles. It also functions underwater, making it invaluable for undersea missions. Also, the Jellyfish's exits are elevators, which makes it very useful on early game monster and zombie hunts. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions.
  
Illusion is a very useful VooDoo School, as it gives access to the Ghost outfit. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which essentially ignores armour. Illusion also gives access to the Witch Outfit, which is the only way to get the basic psionic abilities from XCOM IE. mind control through walls. Its power is far lower than in XCOM due to how low VooDoo stats for gals are and the range degradation formula, but it can still be useful.
+
The Ghost outfit is unique to the Gray Codex. It is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater.
 +
 
 +
Illusion is a school of some use, giving access to only the Witch Outfit and the VooDoo Greatstaff. These 2 items give allow your gals to Mind Control. Though Mind Control can be gained from other sources, only the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don't expect it to do as much.
  
 
Destruction gives access to powerful weapons that cost morale to use, namely the Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.
 
Destruction gives access to powerful weapons that cost morale to use, namely the Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.
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The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil' ilya, is a pretty good improvement over the spike rocket launcher.
 
The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil' ilya, is a pretty good improvement over the spike rocket launcher.
  
The 2 chainmails should be very useful for your gals, being the best armour you have by a long shot.  
+
The 2 Chainmails should be very useful for your gals, being the best armour you have by a long shot.  
  
The Scarab can be one of the best interceptors as it uniquely improves damage of each weapon by 15, making rapid firing laser weapons far more powerful. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range. The Snake is kind of in the middle and can do anything in a pinch.
+
The Scarab can be one of the best interceptors as it uniquely improves damage of each weapon by 15, making rapid firing laser weapons far more powerful. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range. It also burns Chemicals. The Snake is kind of in the middle and can do anything in a pinch.
  
 
The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer's bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Hellblade is a powerful sword with a ranged attack built in.  
 
The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer's bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Hellblade is a powerful sword with a ranged attack built in.  
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<br>Craft Weapon: Flame Cannon
 
<br>Craft Weapon: Flame Cannon
 
<br>Immediate items: Battleflag, Officer's outfit, Officer's lash, 6 Gold Bars, 3 Space Suits
 
<br>Immediate items: Battleflag, Officer's outfit, Officer's lash, 6 Gold Bars, 3 Space Suits
<br>Secondary Craft: TURTLE, SHADOWBAT
+
<br>Secondary Craft: TURTLE, SHADOWBAT, HAWK
 
<br>VooDoo Schools: Excess, Illusion
 
<br>VooDoo Schools: Excess, Illusion
  
 
El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you'll have at that point.
 
El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you'll have at that point.
  
The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I'm not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions.
+
The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I'm not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Hawk is the fastest ship you'll have early on at 3600 speed. It carries 6 crew and has a single Heavy slot with 20% extra accuracy. It also has an interesting map with exits on 3 elevations, but has no space to move around in the craft. However, its range is pitiful and it burns chemicals.
  
 
The unique Officer's Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer's Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.
 
The unique Officer's Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer's Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.
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Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.
 
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.
  
Illusion is a very useful VooDoo School, as it gives access to the Ghost outfit. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which essentially ignores armour. Illusion also gives access to the Witch Outfit, which is the only way to get the basic psionic abilities from XCOM IE. mind control through walls. Its power is far lower than in XCOM due to how low VooDoo stats for gals are and the range degradation, but it can still be useful.
+
Illusion is a school of some use, giving access to only the Witch Outfit and the VooDoo Greatstaff. These 2 items give allow your gals to Mind Control. Though Mind Control can be gained from other sources, only the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don't expect it to do as much.
  
 
=GREEN CODEX=
 
=GREEN CODEX=
 
Ship: BONAVENTURA
 
Ship: BONAVENTURA
 
<br>Craft Weapon: Craft Charger Laser
 
<br>Craft Weapon: Craft Charger Laser
<br>Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 3 Advanced Medipacks
+
<br>Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 6 Healing Gel, 3 Medical Supplies
<br>Secondary Craft: TURTLE, SCARAB
+
<br>Secondary Craft: TURTLE, SCARAB, WORM
 
<br>VooDoo Schools: Excess, Communion
 
<br>VooDoo Schools: Excess, Communion
 
<br>Other tech: Vampiric Robe, Hellblade
 
<br>Other tech: Vampiric Robe, Hellblade
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The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping.  
 
The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping.  
  
The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the Medipacks.
+
The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the healing gel.
  
The Scarab can be one of the best interceptors as it uniquely improves damage of each weapon by 15, making rapid firing laser weapons far more powerful. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I'm not sure what the purpose for that is.
+
The Scarab can be one of the best interceptors as it uniquely improves damage of each weapon by 15, making rapid firing laser weapons far more powerful. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I'm not sure what the purpose for that is. The Worm is a mini-Bonaventura, with the same speed, 3 Light weapons and 9 crew. Its map has 3 exits all on one side with doors, allowing a pretty nice and safe broadside, assuming enemies are on the right side of the craft.
  
 
The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer's bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Hellblade is a powerful sword with a ranged attack built in.  
 
The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer's bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Hellblade is a powerful sword with a ranged attack built in.  

Revision as of 01:33, 10 May 2017

This page may be outdated. It is up-to-date for version 0.99G. The latest version is v.N1.


You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull.
DO NOT SELL THESE ITEMS!

Early in the game you will find a research called *What's the deal with Tiny Drill?* Researching this will unlock 4 manufacturing projects involving the Menacing Hull. This irreversible choice grants you a unique ship, some unique items and unlocks 2 Schools of VooDoo.

In general, the choices are
Gray Codex - Most versatile ship, some research items, gives access to Illusion and Destruction
Red Codex - Best ship for combat, some weapons and armor, gives access to Destruction and Communion
Gold Codex - Fastest but smallest ship, unique outfit, gives access to Excess and Illusion
Green Codex - Largest but slowest ship, healing items and more crew, gives access to Excess and Communion

All Codices also provide access to secondary craft which do not use fuel.

The VooDoo choices are in general
Illusion - gives access to traditional psionic powers and an invisible armour (with many limitations)
Excess - gives access to an outfit with incredible scouting and stunning ability
Destruction - gives access to many powerful weapons and an outfit with a powerful attack
Communion - gives access to the tankiest armour, the tankiest auxiliary and an outfit with the best medikit


GRAY CODEX

Ship: FORTUNA
Craft Weapon: Conversion Launcher
Immediate items: Battleflag, Liber Occultus, 7 Encrypted Data Discs
Secondary Craft: SNAKE, JELLYFISH, SHADOWBAT
VooDoo Schools: Illusion and Destruction
Other tech: Ghost Dagger, Ghost Suit

The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, conversion launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.

The items given have no use except for research.

The Snake is essentially a mini Fortuna. It can also function underwater. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in "turret" for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon's power is based on the gal's VooDoo power, and fires guided projectiles. It also functions underwater, making it invaluable for undersea missions. Also, the Jellyfish's exits are elevators, which makes it very useful on early game monster and zombie hunts. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions.

The Ghost outfit is unique to the Gray Codex. It is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater.

Illusion is a school of some use, giving access to only the Witch Outfit and the VooDoo Greatstaff. These 2 items give allow your gals to Mind Control. Though Mind Control can be gained from other sources, only the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don't expect it to do as much.

Destruction gives access to powerful weapons that cost morale to use, namely the Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.

RED CODEX

Ship: METALLO
Craft Weapon: Lil' Ilya
Immediate items: Battleflag, 2 Chainmail, 1 Boarding Gun with 8 ammo, 1 Handcannon with 16 ammo
Secondary Craft: SNAKE, SCORPION, SCARAB
VooDoo Schools: Communion and Destruction
Other tech: Blood Ax, Vampiric Robe, Hellblade

The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil' ilya, is a pretty good improvement over the spike rocket launcher.

The 2 Chainmails should be very useful for your gals, being the best armour you have by a long shot.

The Scarab can be one of the best interceptors as it uniquely improves damage of each weapon by 15, making rapid firing laser weapons far more powerful. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range. It also burns Chemicals. The Snake is kind of in the middle and can do anything in a pinch.

The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer's bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Hellblade is a powerful sword with a ranged attack built in.

Destruction gives access to powerful weapons that cost morale to use, namely the Hellfun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.

Communion gives access to Converted Cyclops, Bio Suit and Saviour Suit. Bio Suit is the best tanking armour in the game, with great resistance to everything, 60 extra health and health regen. It does lower TUs and all accuracies by 30, but that's a small price to pay for near immortality. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). The Converted Cyclops is just as tanky as their star god counterparts, and has the added ability of healing morale and increasing vault space. They are really slow with a mere 36 TUs.

GOLD CODEX

Ship: EL FUEGO
Craft Weapon: Flame Cannon
Immediate items: Battleflag, Officer's outfit, Officer's lash, 6 Gold Bars, 3 Space Suits
Secondary Craft: TURTLE, SHADOWBAT, HAWK
VooDoo Schools: Excess, Illusion

El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you'll have at that point.

The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I'm not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Hawk is the fastest ship you'll have early on at 3600 speed. It carries 6 crew and has a single Heavy slot with 20% extra accuracy. It also has an interesting map with exits on 3 elevations, but has no space to move around in the craft. However, its range is pitiful and it burns chemicals.

The unique Officer's Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer's Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.

Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.

Illusion is a school of some use, giving access to only the Witch Outfit and the VooDoo Greatstaff. These 2 items give allow your gals to Mind Control. Though Mind Control can be gained from other sources, only the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don't expect it to do as much.

GREEN CODEX

Ship: BONAVENTURA
Craft Weapon: Craft Charger Laser
Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 6 Healing Gel, 3 Medical Supplies
Secondary Craft: TURTLE, SCARAB, WORM
VooDoo Schools: Excess, Communion
Other tech: Vampiric Robe, Hellblade

The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping.

The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the healing gel.

The Scarab can be one of the best interceptors as it uniquely improves damage of each weapon by 15, making rapid firing laser weapons far more powerful. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I'm not sure what the purpose for that is. The Worm is a mini-Bonaventura, with the same speed, 3 Light weapons and 9 crew. Its map has 3 exits all on one side with doors, allowing a pretty nice and safe broadside, assuming enemies are on the right side of the craft.

The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer's bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Hellblade is a powerful sword with a ranged attack built in.

Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.

Communion gives access to Converted Cyclops, Bio Suit and Saviour Suit. Bio Suit is the best tanking armour in the game, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30, but that's a small price to pay for near immortality. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). The Converted Cyclops is just as tanky as their star god counterparts, and has the added ability of healing morale and increasing vault space. They are really slow with a mere 36 TUs.