외계인 아티팩트 (롱 워 리밸런스)
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The contents of this article are outdated, missing key info, confusing or constructed in a discussion format. Possibly due to EXALT sabotage. Please help fight the alien menace by updating or correcting the information on this page. |
In General
An Alien Artifact is anything that your soldiers acquire from tactical missions.
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.
Alien materials
These materials are required in large numbers for almost all production that is based on alien technology.
Alien weapons
These weapons and grenades can be studied, so that XCOM can craft their own plasma weapons, which require additional captured weapons as crafting materials. Unlike vanilla, alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly, but are consumed to manufacture XCOM plasma weapons, including interceptor, SHIV, and MEC plasma weapons. Alien Rifles (from captured Mutons and Heavy Floaters) are used in the production of most plasma weapons (including the Plasma Rifle, Plasma Novagun, and interceptor Plasma Cannon). Alien Carbines (from Floaters, Outsiders, and Thin Men) are used in the production of the lighter XCOM soldier weapons such as the Plasma Carbine. Alien Heavy Weapons (from Muton Elites) are used in the production of the MEC and SHIV plasma weapons. Additionally, some of these alien weapons may be required in order to perform the associated plasma research in the first place.
Name | Sell value |
Source | Required for research |
Required for production |
---|---|---|---|---|
![]() Alien Pistol |
20 | Dropped by Sectoids and Sectoid Commanders when stunned with an Arc Thrower | Compact Plasma Weapons (2) Reflex Pistols (1) (Total: 3) |
Plasma Pistol (1) Plasma Mauler (1) |
![]() Alien Carbine |
30 | Dropped by Thin Men, Floaters, Outsiders and early game Mutons when stunned with an Arc Thrower | Plasma Weapons (5) Quenchguns (2) (Total: 7) |
Plasma Stormgun (1) Plasma Carbine (1) |
![]() Alien Rifle |
40 | Dropped by Heavy Floaters and late game Mutons when stunned with an Arc Thrower | Advanced Plasma Weapons (3) | Plasma Rifle (1) Reflex Cannon (1) Reflex Rifle (1) Plasma Novagun (1) Plasma Cannon (1) |
![]() Alien Heavy Weapon |
50 | Dropped by Muton Elites when stunned with an Arc Thrower | Heavy Plasma Weapons (2) | Heavy Plasma Rifle (1) Plasma Sniper Rifle (1) Plasma Dragon (1) Particle Cannon (1) Superheavy Plasma (1) |
![]() Alien Grenade |
Dropped by Heavy Floaters, Mutons, Muton Elites, Exalt Elite Operatives and Exalt Elite Heavies when stunned with an Arc Thrower |
Alien Grenades (1) |
Alien devices
These devices are gained when successfully completing a crashed UFO, landed UFO or Alien base assault mission. XCOM nations may request these devices. Two devices that previously had no value are now used by the game as prerequisites for a Foundry project, particularly Alien Stasis Tanks and Alien Surgeries. Alien Food still has no use, while Alien Entertainment can be requested by a country in exchange for panic reduction. Alien Stasis Tanks and Alien Surgeries can be requested in exchange for scientists. The damaged items (and Alien Food) can be sold freely, XCOM nations will never request them.
Name | Sell value |
Source | Required for research (whole only) |
Required for production (whole only) | ||
---|---|---|---|---|---|---|
Whole | Damaged | Whole | Damaged | |||
UFO Flight Computer | 30 | 15 | Looted from UFOs | Alien Computers (4) Stealth Satellites (10) Sentinel Drone (1) Penetrator Weapons (3) Improved Avionics (3) UFO Countermeasures (4) UFO Tracking (2) UFO Scanners (2) (Total: 29) |
Satellite Nexus (2) Blaster Launcher (2) Battle Computer (1) Tactical Sensors (1) Firestorm (8) | |
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UFO Power Source | 60 | 30 | Looted from UFOs and Alien bases | Alien Power Systems (6) Alien Propulsion (6) Elerium Afterburners (2) Supercapacitors (6) Phoenix Coilguns (2) (Total: 22) |
Elerium Generator (2) MEC-4 Dauntless (1) MEC-5 Devastator (1) MEC-6 Vanguard (1) MEC-7 Vindicator (1) Firestorm (4) | |
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Alien Stasis Tank | 15 | 5 | Looted from large UFOs and Alien bases | Advanced Surgery (12) | ||
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Alien Surgery | 45 | 15 | Looted from large UFOs and Alien bases | Advanced Surgery (12) | ||
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Alien Food | 10 | 5 | Looted from large UFOs and Alien bases | |||
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Alien Entertainment | 250 | 5 | Looted from Alien bases | Not used in research or production, but can be requested by Council members | ||
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Fusion Core | 200 | - | Looted from very large UFOs | Fusion Weapons (1, not consumed) |
Blaster Launcher (1) Fusion Lance (1) | |
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Explodes at damage |
Aliens
In Long War, you need more than a single corpse or wreck to perform an autopsy. Most corpses/wrecks are also required for additional research and production. With China's Xenological Remedies starting bonus, the sell values of corpses and wrecks are doubled.
You always need a single captive to perform an interrogation though. From time to time, you will receive a Council request for a captive alien. These are almost always great deals, and since you don't need the captives after the initial interrogation, it is recommended to accept these deals at all times. Note that when you tear down the Alien Containment facility, all alien captives are killed.
Name | Sell value |
Required for research (corpses only) |
Required for production (corpses only) | ||
---|---|---|---|---|---|
Corpse | Live | Corpse | Live | ||
Sectoid | 2 | 10 | Sectoid Autopsy (10) Xenobiology (5) Xenoneurology (10) Psi Warfare Systems (12) (Total: 37) |
Aurora Armor (1) Psi Grenade (1) Mimic Beacon (1) | |
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Thin Man | 3 | 10 | Thin Man Autopsy (10) Improved Medikit (20) (Total: 30) |
Chem Grenade (15) | |
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Floater | 3 | 10 | Floater Autopsy (10) Armored Fighters (30) Shaped Armor (25) (Total: 65) |
Uplink Targeting (Aim) (3) | |
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Muton | 4 | 10 | Muton Autopsy (10) Ammo Conservation (20) (Total: 30) |
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Berserker | 5 | 20 | Berserker Autopsy (5) MEC Close Combat (8) (Total: 13) |
Combat Stims (1) | |
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Heavy Floater | 5 | 20 | Heavy Floater Autopsy (5) Advanced Repair (4) Advanced Flight (5) (Total: 14) |
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Muton Elite | 8 | 30 | Muton Elite Autopsy (5) Tactical Rigging (20) (Total: 25) |
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Sectoid Commander | 10 | 40 | Sectoid Commander Autopsy (5) | Mind Shield (5) | |
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Ethereal | 20 | 50 | Ethereal Autopsy (3) | ||
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Name | Sell value |
Required for research |
Required for production | ||
Drone Wreck | 2 | Drone Autopsy (5) Improved Arc Thrower (10) Field Repairs (10) Drone Capture (30) Advanced Flight (5) Sentinel Drone (1) (Total: 61) |
UFO Tracking (Boost) (2) | ||
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Seeker Wreck | 3 | Seeker Autopsy (5) UFO Countermeasures (4) (Total: 9) |
Shadow Device (15) | ||
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Chryssalid Carcass | 7 | Chryssalid Autopsy (5) | Chitin Plating (10) | ||
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Cyberdisc Wreck | 10 | Cyberdisc Autopsy (3) Advanced Flight (5) Penetrator Weapons (3) Mechanized Unit Defenses (2) (Total: 13) |
Defense Matrix (Dodge) (2) | ||
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Mechtoid Core | 10 | Mechtoid Autopsy (3) Advanced Servomotors (8) (Total: 11) |
Psi Screen (1) | ||
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Sectopod Wreck | 15 | Sectopod Autopsy (3) | EMP Cannon (1) | ||
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These items are required to advance the story. They cannot be sold.
Name | Prerequisites | Cost | Required for | ||||||
---|---|---|---|---|---|---|---|---|---|
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Other | ||||||||
![]() Outsider Shard |
Dropped by Outsiders when stunned with an Arc Thrower |
Alien Operations (1, not consumed) Skeleton Key (1) | |||||||
![]() Skeleton Key |
Alien Operations | 25 | 200 (300) |
10 (15) |
40 (60) |
10 (17) |
1 Outsider Shard | 20 days (10.0 days) |
Alien Base Assault (mission) |
![]() Hyperwave Beacon |
Looted from Alien base | Alien Communications (1) | |||||||
![]() Ethereal Device |
Looted from Overseer UFO | Alien Command and Control (1) | |||||||
![]() EXALT Intelligence |
Retrieved from Exalt covert operations |