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Image | Name | Class | Information | Buy from Zenbot | Sell to Zenbot |
---|---|---|---|---|---|
ANDROMANIUM | Can be used in the crafting of a range of different items | 5 | 1 | ||
AMMONIA | Can be used in the crafting of a range of different items | 5 | 1 | ||
BASALT | Can be used in the crafting of a range of different items | 5 | 1 | ||
CARBON | Can be used in the crafting of a range of different items | 2 | 1 | ||
CHLORINE | Can be used in the crafting of a range of different items | 2 | 1 | ||
COBALT | Can be used in the crafting of a range of different items | 4 | 1 | ||
COPPER | Can be used in the crafting of a range of different items | 5 | 1 | ||
CRYSTAL | Can be used in the crafting of a range of different items | 7 | 2 | ||
DEUTERIUM | Can be used in the crafting of a range of different items | 3 | 1 | ||
EMERITE | Can be used in the crafting of a range of different items | 6 | 2 | ||
FERRITE | Can be used in the crafting of a range of different items | 2 | 1 | ||
GERMALITE | Can be used in the crafting of a range of different items | 4 | 1 | ||
GOLD | Can be used in the crafting of a range of different items | 10 | 3 | ||
INDIUM | Can be used in the crafting of a range of different items | 4 | 1 | ||
IRON | Can be used in the crafting of a range of different items | 4 | 1 | ||
NITROGEN | Can be used in the crafting of a range of different items | 2 | 1 | ||
OXYGEN | Can be used in the crafting of a range of different items | 2 | 1 | ||
PHOSPHORUS | Can be used in the crafting of a range of different items | 4 | 1 | ||
PLATINUM | Can be used in the crafting of a range of different items | 7 | 1 | ||
RADON | Can be used in the crafting of a range of different items | 5 | 1 | ||
SALT | Can be used in cooking. Can be used in the crafting of a range of different items | 2 | N / A | ||
SILVER | Can be used in the crafting of a range of different items | 5 | 1 | ||
SODIUM | Can be used in the crafting of a range of different items | 2 | 1 | ||
SORAXITE | Can be used in the crafting of a range of different items | 6 | 1 | ||
STEEL | Can be used in the crafting of a range of different items | 4 | 1 | ||
TRITIUM | Can be used in the crafting of a range of different items | 4 | 1 | ||
TERRANYS | Can be used in the crafting of a range of different items | 10 | 3 | ||
URANIUM | Can be used in the crafting of a range of different items | 7 | 2 | ||
VALLYNIUM | Can be used in the crafting of a range of different items | 8 | 2 | ||
AKKA SLIME | Can be used in cooking | 4 | 1 | ||
ALIEN BRAIN | Can be used in cooking | 4 | 1 | ||
ALIEN EGG | Can be used in cooking | 5 | 1 | ||
ALIEN MEAT | Can be used in cooking | 4 | 1 | ||
ALIEN RIBS | Can be used in cooking | 4 | 1 | ||
ANGEL SEED | Can be used in cooking | 6 | 1 | ||
BLUEBELL | Can be used in cooking | 2 | 1 | ||
BRAIN | Can be used in cooking | 3 | 1 | ||
CRIMSON BULB | Can be used in cooking | 2 | 1 | ||
CRUSHED BONE | Can be used in cooking | 2 | 1 | ||
EDENFLOWER | Can be used in cooking | 2 | 1 | ||
EYES | Can be used in cooking | 2 | 1 | ||
GIANT EGG | Can be used in cooking | 4 | 1 | ||
GLAZECAP SHROOMS | Can be used in cooking | 2 | 1 | ||
GLOBOX | Can be used in cooking | 3 | 1 | ||
HEART | Can be used in cooking | 5 | 1 | ||
HUMAN MEAT | Can be used in cooking | 2 | 1 | ||
INSECT EGGS | Can be used in cooking | 2 | 1 | ||
INSECT INNARDS | Can be used in cooking | 2 | 1 | ||
INSECT WINGS | Can be used in cooking | 2 | 1 | ||
KABA FLOWER | Can be used in cooking | 5 | 1 | ||
LAVA SHROOMS | Can be used in cooking | 5 | 1 | ||
MALACHI MUSHROOMS | Can be used in cooking | 10 | 2 | ||
MEAT PACK | Can be used in cooking | 2 | 1 | ||
MENTALO | Can be used in cooking | 2 | 1 | ||
MILK | Can be used in cooking | 2 | 1 | ||
MODA SHROOMS | Can be used in cooking | 2 | 1 | ||
MUSHROOMS | Can be used in cooking | 2 | 1 | ||
NECTAR | Can be used in cooking | 2 | 1 | ||
OFFAL SAC | Can be used in cooking | 1 | 1 | ||
PASSIONBERRY | Can be used in cooking | 3 | 1 | ||
PERFORA SHROOMS | Can be used in cooking | 4 | 1 | ||
POLO SHROOMS | Can be used in cooking | 3 | 1 | ||
PURIFIED WATER | Can be used in cooking | 30 | 7 | ||
PURPLEBERRY | Can be used in cooking | 5 | 2 | ||
SHAKARA WATER BALL | Can be used in cooking | 20 | 5 | ||
STARBURST | Can be used in cooking | 3 | 1 | ||
STAR CARROT | Can be used in cooking | 2 | 1 | ||
STARFRUIT | Can be used in cooking | 2 | 1 | ||
STARSLIME | Can be used in cooking | 4 | 1 | ||
TAZ ROOT | Can be used in cooking | 2 | 1 | ||
TESS HONEY | Can be used in cooking | 4 | 1 | ||
VOID LETTUCE | Can be used in cooking | 3 | 1 | ||
WEIRD HONEY | Can be used in cooking | 2 | 1 | ||
WORM | Can be used in cooking | 4 | 1 | ||
WHEAT | Can be used in cooking | 2 | 1 | ||
XENOMATO | Can be used in cooking | 2 | 1 | ||
DECRYPTION | Install on utility gun. Grants you a C Class device scrambling module. With this equipped, you have a built in electronic hacking keycard and scrambler device. This means you can attempt C Class systems and devices as many times as is possible until you either hack the item, or you are locked out | 1 = 1 Credit | 10 = 1 Credit | ||
DECRYPTION | Install on utility gun. Grants you a B Class device scrambling module. With this equipped, you have a built in electronic hacking keycard and scrambler device. This means you can attempt C and B Class systems and devices as many times as is possible until you either hack the item, or you are locked out | 1 = 1 Credit | 10 = 1 Credit | ||
DECRYPTION | Install on utility gun. Grants you a A Class device scrambling module. With this equipped, you have a built in electronic hacking keycard and scrambler device. This means you can attempt C, B and A Class systems and devices as many times as is possible until you either hack the item, or you are locked out | 1 = 1 Credit | 10 = 1 Credit | ||
EMP PISTOL | Grants you a C Class EMP pistol module you can install on your utility gun.. EMP pistols shut down C Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached can target C Class security cameras only | 1 = 1 Credit | 10 = 1 Credit | ||
EMP PISTOL | Grants you a B Class EMP pistol module. EMP pistols shut down B Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached to your utility gun can target B Class security cameras only | 1 = 1 Credit | 10 = 1 Credit | ||
EMP PISTOL | Grants you a A Class EMP pistol module. EMP pistols shut down A Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached to your utility gun can target A Class security cameras only | 1 = 1 Credit | 10 = 1 Credit | ||
EMP PISTOL UPGRADE | When this module is installed on your xenosuit alongside any EMP pistol modules, it will double the effectiveness of the pistol. So rather than an EMP pistol module shutting down security for 2 player movements / turns, it will shut them down for 4 instead. Serves no purpose on its own | 1 = 1 Credit | 10 = 1 Credit | ||
IONISER | Install in one of your utility gun technology slots. Requires ioniser capsule ammo. This module can be used on you or a crewmate. Each capsule fired from the C Class Ioniser restores 2 oxygen, 2 Radiation and 2 toxicity. | 1 = 1 Credit | 10 = 1 Credit | ||
IONISER | Install in one of your utility gun technology slots. Requires ioniser capsule ammo. This module can be used on you or a crewmate. Each capsule fired from the C Class Ioniser restores 3 oxygen, 3 Radiation and 3 toxicity. | 1 = 1 Credit | 10 = 1 Credit | ||
IONISER | Install in one of your utility gun technology slots. Requires ioniser capsule ammo. This module can be used on you or a crewmate. Each capsule fired from the C Class Ioniser restores 4 oxygen, 4 Radiation and 4 toxicity. | 1 = 1 Credit | 10 = 1 Credit | ||
IONISER | Install in one of your utility gun technology slots. Requires ioniser capsule ammo. This module can be used on you or a crewmate. Each capsule fired from the S Class Ioniser restores 10 oxygen, 6 Radiation and 6 toxicity. | 1 = 1 Credit | 10 = 1 Credit | ||
LASER CUTTER | Adds laser cutter capability to your utility gun. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 5 | 1 = 1 Credit | 10 = 1 Credit | ||
LASER CUTTER | Adds laser cutter capability to your utility gun. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 10 | 1 = 1 Credit | 10 = 1 Credit | ||
LASER CUTTER | Adds laser cutter capability to your utility gun. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 15 | 1 = 1 Credit | 10 = 1 Credit | ||
LASER CUTTER | Adds laser cutter capability to your utility gun. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 20 | 1 = 1 Credit | 10 = 1 Credit | ||
LASER CUTTER BOOSTER | Install in one of your utility gun technology slots. Serves no purpose on its own, but when installed alongside any Laser Cutter, it will increase the cutters laser strength by a rating of 3 | 1 = 1 Credit | 10 = 1 Credit | ||
LOCKPICK | Install on utility gun. Grants you a C Class lockpicking module. With this equipped, you have a built in lockpicking device. This means you can attempt C Class locks as many times as is possible until you either open the lock, or the lock breaks | 1 = 1 Credit | 10 = 1 Credit | ||
LOCKPICK | Install on utility gun. Grants you a B Class lockpicking module. With this equipped, you have a built in lockpicking device. This means you can attempt C and B Class locks as many times as is possible until you either open the lock, or the lock breaks | 1 = 1 Credit | 10 = 1 Credit | ||
LOCKPICK | Install on utility gun. Grants you a A Class lockpicking module. With this equipped, you have a built in lockpicking device. This means you can attempt C, B, and A Class locks as many times as is possible until you either open the lock, or the lock breaks | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON BEAM | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1D4 + 1 | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON BEAM | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1D4 + 2 | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON BEAM | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1D4 + 3 | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON BEAM | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 2D4 | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON KNIFE | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 3. Also suffer 1 life support damage each time you use the knife as its up close and personal | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON KNIFE | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 4. Also suffer 1 life support damage each time you use the knife as its up close and personal | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON KNIFE | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 5. Also suffer 1 life support damage each time you use the knife as its up close and personal | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON KNIFE | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 6. Also suffer 1 life support damage each time you use the knife as its up close and personal | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON CANNON | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 minus 1. Each attack uses 10 photonic rays | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON CANNON | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 . Each attack uses 10 photonic rays | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON CANNON | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 + 2. Each attack uses 10 photonic rays | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTON CANNON | Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 + 4. Each attack uses 10 photonic rays | 1 = 1 Credit | 10 = 1 Credit | ||
PHOTONICISOR | Install in one of your utility gun technology slots. Reduces the cost of each photon cannon attack to 5 photonic rays as opposed to 10. | 1 = 1 Credit | 10 = 1 Credit | ||
SOULARIS | Install in one of your utility gun technology slots. Requires Soular ammo. Attack = Removes one shield point from target enemy for remainder of the fight | 1 = 1 Credit | 10 = 1 Credit | ||
SOULARIS | Install in one of your utility gun technology slots. Requires Soular ammo. Attack = Removes two shield point from target enemy for remainder of the fight | 1 = 1 Credit | 10 = 1 Credit | ||
SOULARIS | Install in one of your utility gun technology slots. Requires Soular ammo. Attack = Removes three shield point from target enemy for remainder of the fight | 1 = 1 Credit | 10 = 1 Credit | ||
SOULARIS | Install in one of your utility gun technology slots. Requires Soular ammo. Attack = Removes four shield point from target enemy for remainder of the fight | 1 = 1 Credit | 10 = 1 Credit | ||
SHORIN | Install in one of your utility gun technology slots. The Shorins purpose is unknown, but it glows neon blue... | 1 = 1 Credit | 10 = 1 Credit | ||
SHORIN | Install in one of your utility gun technology slots. The Shorins purpose is unknown, but it glows neon blue... | 1 = 1 Credit | 10 = 1 Credit | ||
SHORIN | Install in one of your utility gun technology slots. The Shorins purpose is unknown, but it glows neon blue... | 1 = 1 Credit | 10 = 1 Credit | ||
SHORIN | Install in one of your utility gun technology slots. The Shorins purpose is unknown, but it glows neon blue... | 1 = 1 Credit | 10 = 1 Credit | ||
TORCHLIGHT UG | Install in one of your utility gun technology slots. Whilst installed you will be able to traverse dark caves and dungeon areas | 1 = 1 Credit | 10 = 1 Credit | ||
ELECTRONIC SCRAMBLER | You have gained 3 Electronic Scramblers. Each Scrambler allows you to hack C Class electrical / digital systems without having to pass a hacking check | 40 | 5 | ||
ELECTRONIC SCRAMBLER | You have gained 3 Electronic Scramblers. Each Scrambler allows you to hack C, B Class electrical / digital systems without having to pass a hacking check | 50 | 8 | ||
ELECTRONIC SCRAMBLER | You have gained 3 Electronic Scramblers. Each Scrambler allows you to hack C, B, A Class electrical / digital systems without having to pass a hacking check | 60 | 10 | ||
JETPACK FUEL X10 | Restores 10 points of fuel to your jetpack | 10 | 4 | ||
JETPACK FUEL X50 | Restores 50 points of fuel to your jetpack | 40 | 16 | ||
JETPACK FUEL X100 | Restores 100 points of fuel to your jetpack | 75 | 20 | ||
JETPACK UPGRADE | Can purchase several of these. Increases total Jetpack capacity by 5 points | 60 | 15 | ||
KEYCARD | Each keycard gives you one attempt at a C Class Hacking check | 30 | 5 | ||
KEYCARD | Each keycard gives you one attempt at a B Class Hacking check | 40 | 8 | ||
KEYCARD | Each keycard gives you one attempt at a A Class Hacking check | 50 | 10 | ||
LOCKPICK | Each lockpick gives you one attempt at a C Class lockpick check | 10 | 1 | ||
LOCKPICK | Each lockpick gives you one attempt at a B Class lockpick check | 15 | 3 | ||
LOCKPICK | Each lockpick gives you one attempt at a A Class lockpick check | 20 | 5 | ||
NANOCORES | Nanocores are used by Humecha models for a number of different purposes. They essentially power Humecha | 80 | 10 | ||
POWER CORE | Power Cores can be used as a power source on certain planets. They can also be used in the crafting of turrets | 250 | 50 | ||
SKELETON KEY | Each Skeleton key is single use. It allows you to open C Class locks without having to pass a lockpick check | 40 | 5 | ||
SKELETON KEY | Each Skeleton key is single use. It allows you to open C, B Class locks without having to pass a lockpick check | 50 | 8 | ||
SKELETON KEY | Each Skeleton key is single use. It allows you to open C, B, A Class locks without having to pass a lockpick check | 60 | 10 | ||
THROWING DAGGER | Throwing daggers can be thrown alongside your normal attack. This will do 1 damage direct to enemy shield | 40 | 8 | ||
EMP WAVE BULLET | Ammo used in utility gun EMP Pistol modules | 40 | 5 | ||
IONISER CAPSULE | Ammo used in utility gun ioniser modules | 10 | 2 | ||
PARALYSIS MINE | Weapon that you can throw alongside your normal attack. This will nullify the target enemies next 2 attacks | 80 | 10 | ||
PHOTONIC RAY | Ammo used in utility gun Photon Beam modules | 3 | 1 | ||
SOULAR | Ammo used in utility gun Soularis modules | 15 | 3 | ||
SHIP MISSILE | Ammo used in ship missile modules | 20 | 5 | ||
SHIP CANNON | Ammo used in ship cannon modules | 15 | 5 | ||
SHIP MG BULLETS | Ammo used in ship machine guns | 2 | 1 | ||
SHIP PHOTON | Ammo used with ship photon guns | 2 | 1 | ||
SHIP TORPEDO | Ammo used with ship torpedo modules | 5 | 1 | ||
CURE POISON PACK SMALL | These packs can be used only outside of combat. Instantly cures poisons only | 1 = 1 Credit | 10 = 1 Credit | ||
CURE POISON PACK MEDIUM | These packs can be used any time out of combat, or used as your turn in combat. Instantly cures poisons only | 1 = 1 Credit | 10 = 1 Credit | ||
HEALTH PACK SMALL | These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 3 life support | 1 = 1 Credit | 10 = 1 Credit | ||
HEALTH PACK MEDIUM | These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 6 life support | 1 = 1 Credit | 10 = 1 Credit | ||
HEALTH PACK LARGE | These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 10 life support | 1 = 1 Credit | 10 = 1 Credit | ||
HEALTH POTION SMALL | These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 1 life support | 1 = 1 Credit | 10 = 1 Credit | ||
HEALTH POTION MEDIUM | These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 2 to your life support | 1 = 1 Credit | 10 = 1 Credit | ||
HEALTH POTION LARGE | These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 3 health | 1 = 1 Credit | 10 = 1 Credit | ||
HEALING SALVE | Each healing salve used will restore 1 point of life support. Can use out of combat anytime. In combat, the use of healing salve counts as your turn, however you can use as many as you want within that turn | 1 = 1 Credit | 10 = 1 Credit | ||
LIFEGIVER INJECTION | If a crewmate dies in combat, you may use this consumable on them as your turn and they will be restored to life with 1 life support | 1 = 1 Credit | 10 = 1 Credit | ||
LIFEGIVER BLOOD PACK | If you die in combat, you may use this consumable immediately upon death. You will be restored to life with 1 life support | 1 = 1 Credit | 10 = 1 Credit | ||
MEDICAL FORTITUDE SMALL | These packs can be used any time in or out of combat to grant you a one time +1 to medical & science check rolls | 1 = 1 Credit | 10 = 1 Credit | ||
MEDICAL FORTITUDE MEDIUM | These packs can be used any time in or out of combat to grant you a one time +2 to medical & science check rolls | 1 = 1 Credit | 10 = 1 Credit | ||
MEDICAL FORTITUDE LARGE | These packs can be used any time in or out of combat to grant you a one time +4 to medical & science check rolls | 1 = 1 Credit | 10 = 1 Credit | ||
WEAK PAINKILLER | 1 = 1 Credit | 10 = 1 Credit | |||
ANIMA VIAL ( EMPTY ) | Empty vial of Anima. You must fill the vial with either 100 blue serum or 100 red serum. When full, you can use the filled vial during your turn, and depending on its contents you will receive a substantial bonus until the end of the current fight. 100 red serum - Every attack you make will be doubled 100 blue serum - Your defence is doubled. After the fight is over, you lose the vial and its contents | 250 | 40 | ||
ANIMA VIAL ( FILLED RED ) | Anima Vial filled with red serum. Every attack you make will be doubled for this fight. Once the fight is over, you lose the vial and its contents | 400 | 150 | ||
ANIMA VIAL ( FILLED BLUE ) | Anima Vial filled with blue serum. Your shield is doubled for this fight. Once the fight is over, you lose the vial and its contents | 400 | 150 | ||
BLUE SERUM | 1 Serum of this colour type, used in various ways | 5 | 1 | ||
CREW DOUBLE ATTACK | When consumed, all attacks you r crew make will be doubled until either you, your crew, or the enemy, is defeated | 100 | 20 | ||
DOUBLE ATTACK | When consumed, all attacks you make will be doubled until either you, or the enemy, is defeated | 50 | 20 | ||
ESSENCE | 1 piece of Essence used in a multitude of ways | 10 | 2 | ||
GREEN SERUM | 1 Serum of this colour type, used in various ways | 5 | 1 | ||
HUMAN SKULL | Its use is unknown | 0 | 20 | ||
LIFE SUPPORT VESSEL | When consumed, will restore your life support fully - can be used in or out of combat | 120 | 40 | ||
POISON SMALL | These potions can be used as your turn in combat, when you use one, it will only prove potent enough if you pass: A xenobiology check of 20 & a Medical check of 16. If successful, you will poison the target enemy. This will do direct damage to the health of the enemy by 1 point after each round of attacks. If the checks fail then the potion didn't work and your turn is over. Doesn't work on enemies that are immune to poison | 20 | 5 | ||
POISON MEDIUM | These potions can be used as your turn in combat, when you use one, it will only prove potent enough if you pass: A xenobiology check of 16 & a Medical check of 12. If successful, you will poison the target enemy. This will do direct damage to the health of the enemy by 2 points after each round of attacks. If the checks fail then the potion didn't work and your turn is over | 25 | 6 | ||
POISON LARGE | These potions can be used as your turn in combat, when you use one, it will only prove potent enough if you pass: A xenobiology check of 12 & a Medical check of 10. If successful, you will poison the target enemy. This will do direct damage to the health of the enemy by 2 points after each round of attacks. If the checks fail then the potion didn't work and your turn is over | 30 | 7 | ||
PROTECT POTION | These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 1. Effects end once attacked | 20 | 5 | ||
PROTECT POTION | These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 2. Effects end once attacked | 25 | 6 | ||
PROTECT POTION | These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 3. Effects end once attacked | 30 | 7 | ||
PURPLE SERUM | 1 Serum of this colour type, used in various ways | 5 | 1 | ||
RED SERUM | 1 Serum of this colour type, used in various ways | 5 | 1 | ||
REFLECT PACK SMALL | These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 16. Reflects 1 point of damage back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence | 20 | 5 | ||
REFLECT PACK MEDIUM | These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 12. If successful then 2 damage is reflected back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence | 25 | 7 | ||
SPEED PACK SMALL | These packs can be used any time in or out of combat to grant you a one time +1 to speed check rolls | 20 | 5 | ||
SPEED PACK MEDIUM | These potions can be used any time in or out of combat to grant you a one time +2 to speed check rolls | 25 | 6 | ||
SPEED PACK LARGE | These packs can be used any time in or out of combat to grant you a one time +3 to speed check rolls | 30 | 7 | ||
SHIELD BOOSTER | Can be consumed just before a fight is initiated or as your turn during a fight and you and all of your crewmates will receive +1 shielding until the end of the fight | 100 | 15 | ||
2ND CHANCE DETERMINATION | If you fail a determination check, you may now make a second attempt at it | 150 | 20 | ||
2ND CHANCE MENTALITY | If you fail a mentality check, you may now make a second attempt at it | 150 | 20 | ||
2ND CHANCE STRENGTH | If you fail a strength check, you may now make a second attempt at it | 150 | 20 | ||
2ND CHANCE SURVIVALISM | If you fail a survivalist check, you may now make a second attempt at it | 150 | 20 | ||
AGILITY | With this module installed on your xenosuit, you will gain +2 athleticism | 150 | 20 | ||
AGILITY | With this module installed on your xenosuit, you will gain +4 athleticism | 250 | 40 | ||
AGILITY | With this module installed on your xenosuit, you will gain +6 athleticism | 350 | 65 | ||
ALCHEMIST TRAVEL | You can now carry 4 ingredient stacks at a cost of one inventory slot with this module installed | 250 | 80 | ||
ALCHEMIST TRAVEL | You can now carry 6 ingredient stacks at a cost of one inventory slot with this module installed | 350 | 80 | ||
ALCHEMIST TRAVEL | You can now carry 8 ingredient stacks at a cost of one inventory slot with this module installed | 450 | 120 | ||
ALCHEMIST TRAVEL | You can now carry 10 ingredient stacks at a cost of one inventory slot with this module installed | 600 | 160 | ||
ALCHEMIST TRAVEL | You can now carry all ingredient stacks at a cost of one inventory slot with this module installed | 700 | 10 = 1 Credit | ||
ANALYSIS VISOR | Whilst installed, this module allows for analysis checks when prompted. Analysis rating of this visor is 5 | 220 | 60 | ||
ANALYSIS VISOR | Whilst installed, this module allows for analysis checks when prompted. Analysis rating of this visor is 10 | 440 | 120 | ||
ANALYSIS VISOR | Whilst installed, this module allows for analysis checks when prompted. Analysis rating of this visor is 15 | 660 | 220 | ||
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