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Zenbot Buy & Sell

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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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