Alien Artifacts (Long War)

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Alien Artifact is everything that your soldiers return to the base from tactical missions.

Gray Market values for the artifacts are changed from vanilla. Acquisitions from Alien base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consider the benefits of selling these resources for quick cash versus possibly fulfilling later country resource requests.

  • Note that the Fusion Core and Outsider Shard are only needed to unlock their associated research - the unlocked research does not use up one of these artifacts.
  • Enhanced Plasma Foundry project requires a Plasma Dragon, which needs an Alien Heavy Weapon to make.

Alien materials

These materials are required in large numbers for almost all research into, or production of, alien technology.

Name Sell
value
Source Required
for research
Required
for production
Weapon Fragment
Weapon Fragment

Sell Value: 1

Source
Dropped by most aliens when killed
Xenoneurology (10), Alien Biocybernetics (50), Alien Weaponry (5), Alien Materials (10), Experimental Warfare (20), Advanced Aerospace Concepts (50), Alien Propulsion (160), Improved Combat Exoskeletons (50), Heavy Combat Exoskeletons (50), Mobile Combat Exoskeletons (50), Beam Lasers (40), Advanced Beam Lasers (50), Gauss Weapons (80), Advanced Gauss Weapons (100), Pulse Lasers (125), Advanced Pulse Lasers (150), Electromagnetic Pulse Weapons (300), Plasma Weapons (175), Advanced Plasma Weapons (200), Compact Plasma Weapons (150), Heavy Plasma Weapons (200), Precision Plasma Weapons (200), Vehicular Plasma Weapons (200), Fusion Weapons (300), Enhanced Ballistics (20), Alien Grenades (20), Improved Arc Thrower (30), Enhanced Lasers (15), Enhanced Plasma (100), Field Repairs (10), Drone Capture (50), Ammo Conservation (100), Mag Pistols (5), Rail Pistols (35), Reflex Pistols (60), SHIV Suppression (5), SCOPE Upgrade (35), Jellied Elerium (50), MEC Close Combat (30), Tactical Rigging (100), Aircraft Boosters (10), Wingtip Sparrowhawks (40), Penetrator Weapons (45), Mechanized Unit Defenses (25), Improved Avionics (50), UFO Countermeasures (40), Supercapacitors (100), New Combat Systems (50), Psi Warfare Systems (30), Phoenix Coilguns (100), Quenchguns (80)
(Total: 3960)
Not required for production
Alien Alloys
Alien Alloys

Sell Value: 3

Source
Looted from UFOs and Alien bases and dropped by some aliens when killed
Alien Biocybernetics (5), Alien Materials (4), Advanced Aerospace Concepts (10), Alien Propulsion (20), Improved Body Armor (8), Advanced Body Armor (12), Mobile Power Armor (20), Advanced Power Armor (20), Antigrav Systems (5), Mind and Machine (20), Improved Combat Exoskeletons (10), Heavy Combat Exoskeletons (20), Mobile Combat Exoskeletons (15), Beam Lasers (10), Advanced Beam Lasers (10), Gauss Weapons (20), Advanced Gauss Weapons (20), Pulse Lasers (20), Advanced Pulse Lasers (20), Plasma Weapons (20), Advanced Plasma Weapons (20), Compact Plasma Weapons (10), Heavy Plasma Weapons (20), Precision Plasma Weapons (20), Vehicular Plasma Weapons (20), Fusion Weapons (40), Enhanced Ballistics (10), Alien Grenades (20), Improved Arc Thrower (40), Advanced Repair (100), Enhanced Lasers (40), Enhanced Plasma (100), Field Repairs (10), Ammo Conservation (80), Advanced Flight (40), Armored Fighters (200), Rail Pistols (10), Reflex Pistols (30), Stealth Satellites (200), Jellied Elerium (40), MEC Close Combat (60), Advanced Servomotors (60), Shaped Armor (80), Sentinel Drone (40), Tactical Rigging (100), Alien Metallurgy (30), Wingtip Sparrowhawks (80), Penetrator Weapons (80), Mechanized Unit Defenses (60), Improved Avionics (10), UFO Countermeasures (10), Elerium Afterburners (30), Supercapacitors (150), UFO Tracking (20), Super Skyranger (60), Alien Nucleonics (120), Improved Salvage (40), New Combat Systems (30), Phoenix Coilguns (120), UFO Scanners (10), Quenchguns (40)
(Total: 2569)
Satellite Nexus (50), Elerium Generator (60), Alien Containment (20), Hyperwave Relay (100), Gollop Chamber (20), Phalanx Armor (8), Aurora Armor (30), Kestrel Armor (8), Carapace Armor (18), Banshee Armor (36), Aegis Armor (36), Corsair Armor (50), Titan Armor (60), Seraph Armor (40), Archangel Armor (40), Shadow Armor (60), Vortex Armor (80), Laser Shatterray (6), Gauss Stuttergun (15), Pulse Stengun (25), Plasma Stormgun (60), Laser Carbine (6), Gauss Carbine (20), Pulse Carbine (25), Plasma Carbine (60), Laser Rifle (8), Gauss Rifle (28), Pulse Rifle (35), Plasma Rifle (80), Heavy Laser Rifle (8), Heavy Gauss Rifle (30), Heavy Pulse Rifle (35), Heavy Plasma Rifle (80), Scatter Laser (8), Alloy Cannon (36), Scatter Blaster (35), Reflex Cannon (80), Arc Rifle (5), Laser Strike Rifle (8), Alloy Strike Rifle (30), Blaster Rifle (45), Reflex Rifle (80), Laser Sniper Rifle (8), Gauss Long Rifle (32), Pulse Sniper Rifle (45), Plasma Sniper Rifle (90), Autolaser (8), Gauss Autorifle (32), Pulse Autoblaster (45), Plasma Novagun (90), Gatling Laser (10), Gauss Machine Gun (32), Gatling Pulser (60), Plasma Dragon (85), Laser Pistol (4), Plasma Pistol (10), Heater (5), Gauss Autopistol (8), Blaster (20), Plasma Mauler (30), Recoilless Rifle (50), Blaster Launcher (130), Alloy Plating (8), Chitin Plating (20), Reinforced Armor (14), Psi Screen (8), Impact Vest (18), Walker Servos (8), Fuel Cell (8), Mind Shield (20), Neural Gunlink (6), Alloy Bipod (4), Breaching Ammo (6), Shredder Ammo (6), Armor Piercing Ammo (12), Flak Ammo (20), Alloy Jacketed Rounds (6), Enhanced Beam Optics (8), Plasma Stellerator (20), Chem Grenade (4), Psi Grenade (2), Mimic Beacon (2), Shadow Device (10), MEC-1 Paladin (30), MEC-2 Defender (80), MEC-3 Valiant (60), MEC-4 Dauntless (120), MEC-5 Devastator (120), MEC-6 Vanguard (80), MEC-7 Vindicator (80), Laser Lance (10), Railgun (60), Pulse Lance (60), Particle Cannon (90), Kinetic Strike Module (30), Grenade Launcher (25), Proximity Mine Launcher (25), Electro Pulse (30), Core Armoring (10), Alloy Carbide Plating (30), Battle Computer (30), Incinerator Module (20), The Thumper (20), Alloy SHIV (80), Rebuild Alloy SHIV (30), Hover SHIV (60), Rebuild Hover SHIV (24), Superheavy Laser (10), Sentry Gun (32), Superheavy Pulser (50), Superheavy Plasma (85), HEAT Ammo (6), Damage Control Pod (10), AutoSentry Turret (8), Weapon Supercooler (10), Elerium Turbos (12), Firestorm (180), Phoenix Cannon (12), Laser Cannon (30), EMP Cannon (60), Plasma Cannon (50), Fusion Lance (70), Uplink Targeting (Aim) (1), Skeleton Key (10)
Elerium
Elerium

Sell Value: 3

Source
Looted from UFOs and Alien bases and dropped by some aliens when killed
Alien Biocybernetics (30), Alien Communications (100), Alien Command and Control (100), Alien Materials (4), Elerium (60), Alien Power Systems (60), Alien Propulsion (100), Mobile Power Armor (20), Advanced Power Armor (40), Antigrav Systems (100), Stealth Systems (100), Mind and Machine (100), Improved Combat Exoskeletons (100), Heavy Combat Exoskeletons (75), Mobile Combat Exoskeletons (100), Gauss Weapons (10), Advanced Gauss Weapons (10), Pulse Lasers (40), Advanced Pulse Lasers (40), Electromagnetic Pulse Weapons (200), Plasma Weapons (60), Advanced Plasma Weapons (80), Compact Plasma Weapons (40), Heavy Plasma Weapons (90), Precision Plasma Weapons (90), Vehicular Plasma Weapons (90), Fusion Weapons (200), Alien Grenades (50), Improved Arc Thrower (40), Enhanced Plasma (100), Field Repairs (10), Drone Capture (10), Advanced Flight (40), Armored Fighters (60), Reflex Pistols (30), Stealth Satellites (200), Jellied Elerium (80), MEC Close Combat (30), Advanced Servomotors (40), Shaped Armor (40), Sentinel Drone (20), Alien Metallurgy (10), Wingtip Sparrowhawks (20), UFO Countermeasures (60), Elerium Afterburners (30), Supercapacitors (200), UFO Tracking (40), Alien Nucleonics (40), Improved Salvage (20), New Combat Systems (20), Psi Warfare Systems (20), Phoenix Coilguns (60), UFO Scanners (10), Quenchguns (50)
(Total: 3369)
Satellite Nexus (20), Elerium Generator (60), Psionic Labs (20), Hyperwave Relay (60), Gollop Chamber (60), Aurora Armor (30), Banshee Armor (20), Aegis Armor (18), Corsair Armor (40), Titan Armor (40), Seraph Armor (80), Archangel Armor (80), Shadow Armor (70), Vortex Armor (100), Gauss Stuttergun (4), Pulse Stengun (25), Plasma Stormgun (40), Gauss Carbine (5), Pulse Carbine (25), Plasma Carbine (40), Gauss Rifle (6), Pulse Rifle (35), Plasma Rifle (50), Heavy Gauss Rifle (8), Heavy Pulse Rifle (35), Heavy Plasma Rifle (50), Alloy Cannon (15), Scatter Blaster (35), Reflex Cannon (50), Arc Rifle (5), Alloy Strike Rifle (10), Blaster Rifle (45), Reflex Rifle (50), Gauss Long Rifle (15), Pulse Sniper Rifle (45), Plasma Sniper Rifle (70), Gauss Autorifle (6), Pulse Autoblaster (45), Plasma Novagun (60), Gauss Machine Gun (10), Gatling Pulser (60), Plasma Dragon (64), Plasma Pistol (30), Gauss Autopistol (3), Blaster (20), Plasma Mauler (30), Recoilless Rifle (10), Blaster Launcher (70), Psi Screen (8), Impact Vest (10), Chameleon Suit (8), Walker Servos (4), Fuel Cell (24), Mind Shield (60), Neural Gunlink (8), Reaper Pack (10), Plasma Stellerator (20), Psi Grenade (2), Mimic Beacon (25), Shadow Device (30), MEC-1 Paladin (30), MEC-2 Defender (60), MEC-3 Valiant (80), MEC-4 Dauntless (80), MEC-5 Devastator (80), MEC-6 Vanguard (120), MEC-7 Vindicator (120), Railgun (10), Pulse Lance (60), Particle Cannon (80), Kinetic Strike Module (25), Proximity Mine Launcher (40), Electro Pulse (50), Battle Computer (10), Incinerator Module (20), The Thumper (20), Hover SHIV (40), Rebuild Hover SHIV (20), Sentry Gun (10), Superheavy Pulser (50), Superheavy Plasma (70), Damage Control Pod (5), Weapon Supercooler (5), Elerium Turbos (16), Firestorm (120), EMP Cannon (160), Plasma Cannon (60), Fusion Lance (120), UFO Tracking (Boost) (1), Defense Matrix (Dodge) (2), Uplink Targeting (Aim) (1), Skeleton Key (40)
Meld
Meld

Sell Value: 4

Source
Retrieved from Meld canisters and dropped by some aliens when killed
Xenogenetics (20), Xenopsionics (15), Alien Biocybernetics (20), Alien Materials (1), Mind and Machine (5), Improved Combat Exoskeletons (10), Heavy Combat Exoskeletons (10), Mobile Combat Exoskeletons (10), Improved Medikit (20), Advanced Repair (80), Field Repairs (10), Ammo Conservation (50), Armored Fighters (70), Jellied Elerium (40), MEC Close Combat (40), Advanced Servomotors (70), Shaped Armor (40), Tactical Rigging (60), Alien Metallurgy (100), Aircraft Boosters (10), Wingtip Sparrowhawks (40), Supercapacitors (80), Alien Nucleonics (150), Improved Salvage (40), Psi Warfare Systems (40), Phoenix Coilguns (40), Quenchguns (25)
(Total: 1096)
Titan Armor (8), Shadow Armor (40), Plasma Stormgun (2), Plasma Carbine (2), Plasma Rifle (3), Heavy Plasma Rifle (3), Reflex Cannon (4), Reflex Rifle (4), Plasma Sniper Rifle (3), Plasma Novagun (3), Plasma Dragon (4), Plasma Pistol (1), Plasma Mauler (2), Blaster Launcher (3), Psi Screen (15), Impact Vest (10), Chameleon Suit (20), Respirator Implant (8), Walker Servos (10), Mind Shield (10), Neural Gunlink (15), Plasma Stellerator (5), Psi Grenade (1), Mimic Beacon (25), Combat Stims (4), Shadow Device (40), MEC-1 Paladin (30), MEC-2 Defender (60), MEC-3 Valiant (60), MEC-4 Dauntless (90), MEC-5 Devastator (90), MEC-6 Vanguard (90), MEC-7 Vindicator (90), Laser Lance (10), Railgun (20), Pulse Lance (30), Particle Cannon (40), Flamethrower (30), Restorative Mist (30), Kinetic Strike Module (30), Grenade Launcher (30), Proximity Mine Launcher (40), Electro Pulse (50), Alloy Carbide Plating (20), Battle Computer (30), Tactical Sensors (10), Incinerator Module (10), The Thumper (2), Superheavy Plasma (4), Damage Control Pod (20), Firestorm (10), Plasma Cannon (5), Fusion Lance (40), UFO Tracking (Boost) (1), Defense Matrix (Dodge) (1), Uplink Targeting (Aim) (1), Skeleton Key (10)

Alien weapons

Unlike vanilla, alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly; instead these weapons and grenades can be studied, so that XCOM can craft their own plasma weapons, which require additional captured weapons as crafting materials. 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 and Plasma SMG. 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
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
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
Alien Rifle
40 Dropped by Heavy Floaters and mid-to-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
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
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. They are used in a variety of research and production projects (e.g. Firestorms), and XCOM nations may start requesting these devices once certain preliminary research is performed. 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 versions of items (as well as 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 wh. dam.
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)
UFO Flight Computer UFO Flight Computer (Damaged)
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)
UFO Power Source UFO Power Source (Damaged)
Alien Stasis Tank 15 5 Looted from large UFOs and Alien bases Advanced Surgery (12)
Alien Stasis Tank Alien Stasis Tank (Damaged)
Alien Surgery 45 15 Looted from large UFOs and Alien bases Advanced Surgery (12)
Alien Surgery Alien Surgery (Damaged)
Alien Food 10 5 Looted from large UFOs and Alien bases
Alien Food Alien Food (Damaged)
Alien Entertainment 250 5 Looted from Alien bases Not used in research or production, but can be requested by Council members
Alien Entertainment Alien Entertainment (Damaged)
Fusion Core 200 - Looted from very large UFOs Fusion Weapons
(1, not consumed)
Blaster Launcher (1)
Fusion Lance (1)
Fusion Core Explodes at damage

Aliens

In Long War, you need more than a single corpse or wreck to perform an autopsy. Many corpses and 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 only ever need a single captive to perform an interrogation though. From time to time, you will receive a Council request for a captive alien you have already interrogated. 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 if 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)
Sectoid Corpse Sectoid Captive
Thin Man 3 10 Thin Man Autopsy (10)
Improved Medikit (20)
(Total: 30)
Chem Grenade (15)
Thin Man Corpse Thin Man Captive
Floater 3 10 Floater Autopsy (10)
Armored Fighters (30)
Shaped Armor (25)
(Total: 65)
Uplink Targeting (Aim) (3)
Floater Corpse Floater Captive
Muton 4 10 Muton Autopsy (10)
Ammo Conservation (20)
(Total: 30)
Muton Corpse Muton Captive
Berserker 5 20 Berserker Autopsy (5)
MEC Close Combat (8)
(Total: 13)
Combat Stims (1)
Berserker Corpse Berserker Captive
Heavy Floater 5 20 Heavy Floater Autopsy (5)
Advanced Repair (4)
Advanced Flight (5)
(Total: 14)
Heavy Floater Corpse Heavy Floater Captive
Muton Elite 8 30 Muton Elite Autopsy (5)
Tactical Rigging (20)
(Total: 25)
Muton Elite Corpse Muton Elite Captive
Sectoid Commander 10 40 Sectoid Commander Autopsy (5) Mind Shield (5)
Sectoid Commander Corpse Sectoid Commander Captive
Ethereal 20 50 Ethereal Autopsy (3)
Ethereal Corpse Ethereal Captive
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)
Drone Wreck
Seeker Wreck 3 Seeker Autopsy (5)
UFO Countermeasures (4)
(Total: 9)
Shadow Device (15)
Seeker Wreck
Chryssalid Carcass 7 Chryssalid Autopsy (5) Chitin Plating (10)
Chryssalid Carcass
Cyberdisc Wreck 10 Cyberdisc Autopsy (3)
Advanced Flight (5)
Penetrator Weapons (3)
Mechanized Unit Defenses (2)
(Total: 13)
Defense Matrix (Dodge) (2)
Cyberdisc Wreck
Mechtoid Core 10 Mechtoid Autopsy (3)
Advanced Servomotors (8)
(Total: 11)
Psi Screen (1)
Mechtoid Core
Sectopod Wreck 15 Sectopod Autopsy (3) EMP Cannon (1)
Sectopod Wreck

Story related items

These items are required to advance the story. They cannot be sold.

Name Prerequisites Cost Required
for
Research required
Engineers required to prevent increase in production time
Cost in Credits
Cost in Alien Alloys
Cost in Elerium
Cost in Meld
Other
Duration in days
Outsider Shard
Outsider Shard
Dropped by Outsiders
when stunned with an Arc Thrower
Alien Operations
(1, not consumed)
Skeleton Key (1)
Skeleton Key
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
Hyperwave Beacon
Looted from Alien base Alien Communications (1)
Ethereal Device
Ethereal Device
Looted from Overseer UFO Alien Command and Control (1)
EXALT Intelligence
EXALT Intelligence
Retrieved from Exalt covert operations

See also

Head red 2.png Long War: Aliens 
Aliens

Alien Life FormsAlien MissionsAlien DeploymentAlien ArtifactsAlien ResearchAlien ResourcesUFOsXCOM Threat