Difference between revisions of "Alien Artifacts (EU2012)"
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| [[Small Scout (EU2012)|Small Scout]]||25||12,5||12,5||60||30||54||||||2||||1 | | [[Small Scout (EU2012)|Small Scout]]||25||12,5||12,5||60||30||54||||||2||||1 | ||
|- align="center" | |- align="center" | ||
− | | [[Large Scout (EU2012)|Large Scout]]||50 | + | | [[Large Scout (EU2012)|Large Scout]]||50||12,5||25||120||60||108||||||4||||2 |
|- align="center" | |- align="center" | ||
− | | [[Abductor (EU2012)|Abductor]]||50 | + | | [[Abductor (EU2012)|Abductor]]||50||12,5||25||160||80||144||||6||4||2||2 |
|- align="center" | |- align="center" | ||
− | | [[Supply Barge (EU2012)|Supply Barge]]||100|| | + | | [[Supply Barge (EU2012)|Supply Barge]]||100||25||50||200||100||180||10||8||4||2||4 |
|- align="center" | |- align="center" | ||
− | | [[Battleship (EU2012)|Battleship]]<sup>2</sup>||100|| | + | | [[Battleship (EU2012)|Battleship]]<sup>2</sup>||100||25||50||260||130||234||||||6||||4 |
|- align="center" | |- align="center" | ||
− | | [[Overseer (EU2012)|Overseer]]<sup>3</sup>||100|| | + | | [[Overseer (EU2012)|Overseer]]<sup>3</sup>||100||25||50||120||60||108||||||4||||4 |
|- align="center" | |- align="center" | ||
| Alien Base<sup>4</sup>||75||||||75||||||10||15||||4||3 | | Alien Base<sup>4</sup>||75||||||75||||||10||15||||4||3 | ||
|- | |- | ||
− | | colspan="12" | <sup>1</sup> On Easy Difficulty mode, Alloys are increased by 25% and Elerium by 20%.<br><sup>2</sup> Plus 2 Fusion Cores<br><sup>3</sup> Plus 1 Ethereal Device<br><sup> | + | | colspan="12" | <sup>1</sup> On Easy Difficulty mode, Alloys are increased by 25% and Elerium by 20%.<br><sup>2</sup> Plus 2 Fusion Cores<br><sup>3</sup> Plus 1 Ethereal Device<br><sup>4</sup> Plus 1 Hyperwave Beacon and 1 Alien Entertainment. |
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* Alien Surgery, Stasis Tank and Food - 25% | * Alien Surgery, Stasis Tank and Food - 25% | ||
* Ethereal Device - 100% | * Ethereal Device - 100% | ||
+ | |||
==Notes== | ==Notes== | ||
* [[Weapon Fragments (EU2012)|Weapon Fragments]], [[Alien Alloys (EU2012)|Alloys]], and [[Elerium (EU2012)|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, [[Workshop (EU2012)|workshops]], etc. Unless you are seriously strapped for cash, try selling something else instead. | * [[Weapon Fragments (EU2012)|Weapon Fragments]], [[Alien Alloys (EU2012)|Alloys]], and [[Elerium (EU2012)|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, [[Workshop (EU2012)|workshops]], etc. Unless you are seriously strapped for cash, try selling something else instead. |
Revision as of 09:22, 10 January 2014
List of Artifacts
UFO/Base Salvage
UFO/Alien Base | Elerium1 | Crashed Min | Crashed Max | Alien Alloys1 | Crashed Min | Crashed Max | Alien Food | Alien Stasis Tank | UFO Nav Computer | Alien Surgery | UFO Power Source |
Small Scout | 25 | 12,5 | 12,5 | 60 | 30 | 54 | 2 | 1 | |||
Large Scout | 50 | 12,5 | 25 | 120 | 60 | 108 | 4 | 2 | |||
Abductor | 50 | 12,5 | 25 | 160 | 80 | 144 | 6 | 4 | 2 | 2 | |
Supply Barge | 100 | 25 | 50 | 200 | 100 | 180 | 10 | 8 | 4 | 2 | 4 |
Battleship2 | 100 | 25 | 50 | 260 | 130 | 234 | 6 | 4 | |||
Overseer3 | 100 | 25 | 50 | 120 | 60 | 108 | 4 | 4 | |||
Alien Base4 | 75 | 75 | 10 | 15 | 4 | 3 | |||||
1 On Easy Difficulty mode, Alloys are increased by 25% and Elerium by 20%. 2 Plus 2 Fusion Cores 3 Plus 1 Ethereal Device 4 Plus 1 Hyperwave Beacon and 1 Alien Entertainment. |
The larger components of UFOs also have defined percentages for surviving a crash:
- UFO Power Source - 33%
- UFO Flight Computer - 50%
- Alien Surgery, Stasis Tank and Food - 25%
- Ethereal Device - 100%
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.
- The Enemy Within DLC adds 3 new artifacts: Meld, Mechtoid Core and Seeker Wreck. Of those, Meld can never be sold at the Grey Market.
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.
- EXALT Syringe - if you attempt to stun an EXALT operative with the Arc Thrower, they will commit suicide via a self-induced lethal injection to the jugular. It appears to be a normal human-manufactured syringe; but the contents, which cause explosive hemorrhaging in a second, are unknown.
- Plasma Bomb & Nodes - You'd think you'd get some Elerium from a plasma device that can wipe out a small town.
See Also
- Engineering - for a list of manufacturing projects.
- Grey Market
- Research
- Alien Life Forms