Difference between revisions of "Alien Artifacts (Long War)"
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| colspan="3" style="width:10%; padding: 10px;" | [[File:Weapon Fragments (EU2012).png|128px|link=Alien Artifacts (Long War)#Alien materials|Weapon Fragment]]<br />'''[[Alien Artifacts (Long War)#Alien materials|Weapon Fragment]]'''<br/><br/>Sell Value: 1<br/><br/>'''Source'''<br/>Dropped by most aliens when killed | | colspan="3" style="width:10%; padding: 10px;" | [[File:Weapon Fragments (EU2012).png|128px|link=Alien Artifacts (Long War)#Alien materials|Weapon Fragment]]<br />'''[[Alien Artifacts (Long War)#Alien materials|Weapon Fragment]]'''<br/><br/>Sell Value: 1<br/><br/>'''Source'''<br/>Dropped by most aliens when killed | ||
− | | style="width: 45% | + | | style="width: 45%;" | [[Research (Long War)#Xenology|Xenoneurology]] (10), [[Research (Long War)#Xenology|Alien Biocybernetics]] (50), [[Research (Long War)#Materials and Aerospace|Alien Weaponry]] (5), [[Research (Long War)#Materials and Aerospace|Alien Materials]] (10), [[Research (Long War)#Materials and Aerospace|Experimental Warfare]] (20), [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]] (50), [[Research (Long War)#Materials and Aerospace|Alien Propulsion]] (160), [[Research (Long War)#Armor and Exoskeletons|Improved Combat Exoskeletons]] (50), [[Research (Long War)#Armor and Exoskeletons|Heavy Combat Exoskeletons]] (50), [[Research (Long War)#Armor and Exoskeletons|Mobile Combat Exoskeletons]] (50), [[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]] (40), [[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]] (50), [[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]] (80), [[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]] (100), [[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]] (125), [[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]] (150), [[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]] (300), [[Research (Long War)#Plasma Weapons|Plasma Weapons]] (175), [[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]] (200), [[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]] (150), [[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]] (200), [[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]] (200), [[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]] (200), [[Research (Long War)#Plasma Weapons|Fusion Weapons]] (300), [[Foundry (Long War)|Enhanced Ballistics]] (20), [[Foundry (Long War)|Alien Grenades]] (20), [[Foundry (Long War)|Improved Arc Thrower]] (30), [[Foundry (Long War)|Enhanced Lasers]] (15), [[Foundry (Long War)|Enhanced Plasma]] (100), [[Foundry (Long War)|Field Repairs]] (10), [[Foundry (Long War)|Drone Capture]] (50), [[Foundry (Long War)|Ammo Conservation]] (100), [[Foundry (Long War)|Mag Pistols]] (5), [[Foundry (Long War)|Rail Pistols]] (35), [[Foundry (Long War)|Reflex Pistols]] (60), [[Foundry (Long War)|SHIV Suppression]] (5), [[Foundry (Long War)|SCOPE Upgrade]] (35), [[Foundry (Long War)|Jellied Elerium]] (50), [[Foundry (Long War)|MEC Close Combat]] (30), [[Foundry (Long War)|Tactical Rigging]] (100), [[Foundry (Long War)|Aircraft Boosters]] (10), [[Foundry (Long War)|Wingtip Sparrowhawks]] (40), [[Foundry (Long War)|Penetrator Weapons]] (45), [[Foundry (Long War)|Mechanized Unit Defenses]] (25), [[Foundry (Long War)|Improved Avionics]] (50), [[Foundry (Long War)|UFO Countermeasures]] (40), [[Foundry (Long War)|Supercapacitors]] (100), [[Foundry (Long War)|New Combat Systems]] (50), [[Foundry (Long War)|Psi Warfare Systems]] (30), [[Foundry (Long War)|Phoenix Coilguns]] (100), [[Foundry (Long War)|Quenchguns]] (80)<br />(Total: 3960) |
| style="width: 45%; padding: 10px;" | Not required for production | | style="width: 45%; padding: 10px;" | Not required for production | ||
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Revision as of 13:51, 15 July 2020
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 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 | 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 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) | |
Alien Stasis Tank | 15 | 5 | Looted from large UFOs and Alien bases | Advanced Surgery (12) | ||
Alien Surgery | 45 | 15 | Looted from large UFOs and Alien bases | Advanced Surgery (12) | ||
Alien Food | 10 | 5 | Looted from large UFOs and Alien bases | |||
Alien Entertainment | 250 | 5 | Looted from Alien bases | Not used in research or production, but can be requested by Council members | ||
Fusion Core | 200 | - | Looted from very large UFOs | Fusion Weapons (1, not consumed) |
Blaster Launcher (1) Fusion Lance (1) | |
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) | |
Thin Man | 3 | 10 | Thin Man Autopsy (10) Improved Medikit (20) (Total: 30) |
Chem Grenade (15) | |
Floater | 3 | 10 | Floater Autopsy (10) Armored Fighters (30) Shaped Armor (25) (Total: 65) |
Uplink Targeting (Aim) (3) | |
Muton | 4 | 10 | Muton Autopsy (10) Ammo Conservation (20) (Total: 30) |
||
Berserker | 5 | 20 | Berserker Autopsy (5) MEC Close Combat (8) (Total: 13) |
Combat Stims (1) | |
Heavy Floater | 5 | 20 | Heavy Floater Autopsy (5) Advanced Repair (4) Advanced Flight (5) (Total: 14) |
||
Muton Elite | 8 | 30 | Muton Elite Autopsy (5) Tactical Rigging (20) (Total: 25) |
||
Sectoid Commander | 10 | 40 | Sectoid Commander Autopsy (5) | Mind Shield (5) | |
Ethereal | 20 | 50 | Ethereal Autopsy (3) | ||
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) | ||
Seeker Wreck | 3 | Seeker Autopsy (5) UFO Countermeasures (4) (Total: 9) |
Shadow Device (15) | ||
Chryssalid Carcass | 7 | Chryssalid Autopsy (5) | Chitin Plating (10) | ||
Cyberdisc Wreck | 10 | Cyberdisc Autopsy (3) Advanced Flight (5) Penetrator Weapons (3) Mechanized Unit Defenses (2) (Total: 13) |
Defense Matrix (Dodge) (2) | ||
Mechtoid Core | 10 | Mechtoid Autopsy (3) Advanced Servomotors (8) (Total: 11) |
Psi Screen (1) | ||
Sectopod Wreck | 15 | Sectopod Autopsy (3) | EMP Cannon (1) | ||
These items are required to advance the story. They cannot be sold.
Name | Prerequisites | Cost | Required for | ||||||
---|---|---|---|---|---|---|---|---|---|
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 |
See also
Long War: Aliens | |
---|---|
Alien Life Forms • Alien Missions • Alien Deployment • Alien Artifacts • Alien Research • Alien Resources • UFOs • XCOM Threat |