Currently under construction.
Common Items
Scrap Carboderm: "Mildly valuable as a hull-building material." (Sell value: 200¢)
Unsorted Cargo: "Miscellaneous cargo items of little value." (Sell value: 300¢)
Broken Weapon Shell: "A non-functional piece of a modular weapon." (Sell value: 500¢)
Unbroken Siliderm: "An intact piece of transparent material." (Sell value: 1000¢)
Unbound System Core: "A salvageable craft system computer." (Sell value: 1250¢)
Whole Scanner Lens: "An unbroken scanner lens piece." (Sell value: 2000¢)
Tattered Clothing: "Regular clothing that's been sigificantly worn." (Sell value: 20¢)
Quality Clothing: "Clothing that's been taken care of." (Sell value: 100¢)
Ragged Uniform: "A uniform that's worse for the wear." (Sell value: 60¢)
Pristine Uniform: "A flawless uniform belonging to someone with taste." (Sell value: 200¢)
Spare LogScreen: "An extra TypeLog network display device." (Sell value: 600¢)
Emitter Chamber: "Controlled P.E. chamber of a +ii emitter." (Sell value: 2000¢)
Narrow Frame: "An unassuming lightweight carbon rod." (Sell value: 500¢)
Intact Hydraulic: "A fluid-filled mechanical piston assembly." (Sell value: 500¢)
Polished Cube: "An oddity among construction materials." (Sell value: 500¢)
Plasmatic Bar: "Used to construct quarantine areas." (Sell value: 1000¢)
Relay Sensor: "Detection component of a relay device." (Sell value: 2000¢)
Weapon Components
Shells
Quality: 1 [Price: 2000¢]
- Simple Auroral Shell
- Simple Ballistic Shell
- Simple Contact Shell
Quality: 3 [Price: 6000¢]
- Quality Auroral Shell
- Quality Ballistic Shell
- Quality Contact Shell
Quality: 5 [Price: 10000¢]
- Superior Auroral Shell
- Superior Ballistic Shell
- Superior Contact Shell
Quality: 7 [Price: 14000¢]
- Complex Auroral Shell
- Complex Ballistic Shell
- Complex Contact Shell
Quality: 9 [Sell Value: 9000¢]
- Perfect Auroral Shell
- Perfect Ballistic Shell
- Perfect Contact Shell
Quality: 10 [Sell Value: ???]
- Auroral Hyperchamber
- Ballistic Hyperbarrel
- Contact Hyperedge
Extension Shells [Price: 3000¢]
Properties
Quality: 1 [Price: 400¢]
- Minor Thermal Coil
- Minor Electrical Node
- Minor Kinetic Base
- Minor Pulse Emitter
- Minor Luminous Triode
- Minor Chemical Vial
Quality: 3 [Price: 1600¢]
- Medium Thermal Coil
- Medium Electrical Node
- Medium Kinetic Base
- Medium Pulse Emitter
- Medium Luminous Triode
- Medium Chemical Vial
Quality: 5 [Price: 2400¢]
- Major Thermal Coil
- Major Electrical Node
- Major Kinetic Base
- Major Pulse Emitter
- Major Luminous Triode
- Major Chemical Vial
Quality: 7 [Price: 3200¢]
- Supreme Thermal Coil
- Supreme Electrical Node
- Supreme Kinetic Base
- Supreme Pulse Emitter
- Supreme Luminous Triode
- Supreme Chemical Vial
Quality: 9 [Sell Value: 2000¢]
- Searing Thermal Coil
- Unregulated Electrical Node
- Reinforced Kinetic Base
- Amplified Pulse Emitter
- Magnified Luminous Triode
- Volatile Chemical Vial
Quality: 10 [Sell Value: 2500¢]
- Thermal Superflare
- Electrical Supercharge
- Kinetic Superboost
- Pulse Superhertz
- Luminous Superglow
- Chemical Superfluid
Types
Quality: 1 [Price: 400¢]
- Basic Hull Type
- Basic Systems Type
- Basic Pilot Type
Quality: 3 [Price: 1600¢]
- Advanced Hull Type
- Advanced Systems Type
- Advanced Pilot Type
Quality: 5 [Price: 2400¢]
- Integrated Hull Type
- Integrated Systems Type
- Integrated Pilot Type
Quality: 7 [Price: 3200¢]
- Polymorphic Hull Type
- Polymorphic Systems Type
- Polymorphic Pilot Type
Quality: 9 [Sell Value: 2000¢]
- Impenetrable Hull Type
- Invasive Systems Type
- Impersonal Pilot Type
Quality: 10 [Sell Value: 2500¢]
- Hull Subvertor
- Systems Underminer
- Pilot Disengager
Weapon Added Effects
Pause Module [Added Effect: Delay I] (Sell value: 400¢)
Stumble Module [Added Effect: Delay II] (Sell value: 800¢)
Stagger Module [Added Effect: Delay III] (Sell value: 1200¢)
Lock Module [Added Effect: Delay IV] (Sell value: 1600¢)
Paralysis Module [Added Effect: Delay V] (Sell value: 2000¢)
Halt Module [Added Effect: Stall I] (Sell value: 400¢)
Stop Module [Added Effect: Stall II] (Sell value: 800¢)
Cutoff Module [Added Effect: Stall III] (Sell value: 1200¢)
Blackout Module [Added Effect: Stall IV] (Sell value: 1600¢)
Killswitch Module [Added Effect: Stall V] (Sell value: 2000¢)
Damper Module [Added Effect: A-Block I] (Sell value: 500¢)
Refract Module [Added Effect: A-Block II] (Sell value: 1000¢)
Reflect Module [Added Effect: A-Block III] (Sell value: 1500¢)
Darkening Module [Added Effect: A-Block IV] (Sell value: 2000¢)
Anti-A Module [Added Effect: A-Block V] (Sell value: 2500¢)
Clogging Module [Added Effect: B-Block I] (Sell value: 500¢)
Miscalibrate Module [Added Effect: B-Block II] (Sell value: 1000¢)
Jamming Module [Added Effect: B-Block III] (Sell value: 1500¢)
Disarming Module [Added Effect: B-Block IV] (Sell value: 2000¢)
Anti-B Module [Added Effect: B-Block V] (Sell value: 2500¢)
Confusion Module [Added Effect: C-Block I] (Sell value: 500¢)
Disorienting Module [Added Effect: C-Block II] (Sell value: 1000¢)
Unbalancing Module [Added Effect: C-Block III] (Sell value: 1500¢)
Destabilizing Module [Added Effect: C-Block IV] (Sell value: 2000¢)
Anti-C Module [Added Effect: C-Block V] (Sell value: 2500¢)
Nudge Module [Added Effect: Knockback I] (Sell value: 500¢)
Push Module [Added Effect: Knockback II] (Sell value: 1000¢)
Shove Module [Added Effect: Knockback III] (Sell value: 1500¢)
Repel Module [Added Effect: Knockback IV] (Sell value: 2000¢)
Dismiss Module [Added Effect: Knockback V] (Sell value: 2500¢)
Luck Module [Added Effect: Critical I] (Sell value: 800¢)
Finesse Module [Added Effect: Critical II] (Sell value: 1600¢)
Killshot Module [Added Effect: Critical III] (Sell value: 2400¢)
Exceeding Module [Added Effect: Critical IV] (Sell value: 3200¢)
Perfection Module [Added Effect: Critical V] (Sell value: 4000¢)
Scrape Module [Added Effect: Damage I] (Sell value: 800¢)
Crushing Module [Added Effect: Damage III] (Sell value: 2400¢)
Punishing Module [Added Effect: Damage IV] (Sell value: 3200¢)
Annihilation Module [Added Effect: Damage V] (Sell value: 4000¢)
Glance Module [Added Effect: Accuracy I] (Sell value: 800¢)
Direction Module [Added Effect: Accuracy IV] (Sell value: 3200¢)
All-Seeing Module [Added Effect: Accuracy V] (Sell value: 4000¢)
Ignoring Module [Added Effect: Pierce I] (Sell value: 1000¢)
Invasive Module [Added Effect: Pierce II] (Sell value: 2000¢)
Dominating Module [Added Effect: Pierce III] (Sell value: 3000¢)
Conquering Module [Added Effect: Pierce IV] (Sell value: 4000¢)
Victorious Module [Added Effect: Pierce V] (Sell value: 5000¢)
Boost Added Effects
Harden I [Add Boost: Hull Defense I (+10 HDEF)]
Harden II [Add Boost: Hull Defense II (+15 HDEF)]
Harden III [Add Boost: Hull Defense III (+20 HDEF)]
Harden IV [Add Boost: Hull Defense IV (+25 HDEF)]
Harden V [Add Boost: Hull Defense V (+30 HDEF)]
Harden VI [Add Boost: Hull Defense VI (+35 HDEF)]
Harden VII [Add Boost: Hull Defense VII (+40 HDEF)]
Harden VIII [Add Boost: Hull Defense VIII (+45 HDEF)]
Harden A [Add Boost: Hull Defense A (+60 HDEF)]
Shielding I [Add Boost: Systems Defense I (+10 SDEF)]
Shielding II [Add Boost: Systems Defense II (+15 SDEF)]
Shielding III [Add Boost: Systems Defense III (+20 SDEF)]
Shielding IV [Add Boost: Systems Defense IV (+25 SDEF)]
Shielding V [Add Boost: Systems Defense V (+30 SDEF)]
Shielding VI [Add Boost: Systems Defense VI (+35 SDEF)]
Shielding VII [Add Boost: Systems Defense VII (+40 SDEF)]
Shielding VIII [Add Boost: Systems Defense VIII (+45 SDEF)]
Shielding A [Add Boost: Systems Defense A (+60 SDEF)]
Protection I [Add Boost: Pilot Defense I (+10 PDEF)]
Protection II [Add Boost: Pilot Defense II (+15 PDEF)]
Protection III [Add Boost: Pilot Defense III (+20 PDEF)]
Protection IV [Add Boost: Pilot Defense IV (+25 PDEF)]
Protection V [Add Boost: Pilot Defense V (+30 PDEF)]
Protection VI [Add Boost: Pilot Defense VI (+35 PDEF)]
Protection VII [Add Boost: Pilot Defense VII (+40 PDEF)]
Protection VIII [Add Boost: Pilot Defense VIII (+45 PDEF)]
Protection A [Add Boost: Pilot Defense A (+60 PDEF)]
Hull Rebuilding I [Add Boost: Hull Restoration I (+5 HRES)]
Hull Rebuilding II [Add Boost: Hull Restoration II (+10 HRES)]
Hull Rebuilding III [Add Boost: Hull Restoration III (+15 HRES)]
Hull Rebuilding IV [Add Boost: Hull Restoration IV (+20 HRES)]
Hull Rebuilding V [Add Boost: Hull Restoration V (+30 HRES)]
System Restoring I [Add Boost: System Restoration I (+5 SRES)]
System Restoring II [Add Boost: System Restoration II (+10 SRES)]
System Restoring III [Add Boost: System Restoration III (+15 SRES)]
System Restoring IV [Add Boost: System Restoration IV (+20 SRES)]
System Restoring V [Add Boost: System Restoration V (+30 SRES)]
Pilot Rejuvenation I [Add Boost: Pilot Restoration I (+5 PRES)]
Pilot Rejuvenation II [Add Boost: Pilot Restoration II (+10 PRES)]
Pilot Rejuvenation III [Add Boost: Pilot Restoration III (+15 PRES)]
Pilot Rejuvenation IV [Add Boost: Pilot Restoration IV (+20 PRES)]
Pilot Rejuvenation V [Add Boost: Pilot Restoration II (+30 PRES)]
Auroral Focus I [Add Boost: Auroral Skill I (+5 A-Skill)]
Auroral Focus II [Add Boost: Auroral Skill II (+10 A-Skill)]
Auroral Focus III [Add Boost: Auroral Skill III (+15 A-Skill)]
Auroral Focus IV [Add Boost: Auroral Skill IV (+20 A-Skill)]
Auroral Focus V [Add Boost: Auroral Skill V (+30 A-Skill)]
Ballistic Trigger I [Add Boost: Ballistic Skill I (+5 B-Skill)]
Ballistic Trigger II [Add Boost: Ballistic Skill II (+10 B-Skill)]
Ballistic Trigger III [Add Boost: Ballistic Skill III (+15 B-Skill)]
Ballistic Trigger IV [Add Boost: Ballistic Skill IV (+20 B-Skill)]
Ballistic Trigger V [Add Boost: Ballistic Skill V (+30 B-Skill)]
Contact Technique I [Add Boost: Contact Skill I (+5 C-Skill)]
Contact Technique II [Add Boost: Contact Skill II (+10 C-Skill)]
Contact Technique III [Add Boost: Contact Skill III (+15 C-Skill)]
Contact Technique IV [Add Boost: Contact Skill IV (+20 C-Skill)]
Contact Technique V [Add Boost: Contact Skill V (+30 C-Skill)]
Action Booster [Add Boost: Action Time (+1 AT)]
Reaction Booster [Add Boost: Reaction Time (+1 RT)]
AP Booster [Add Boost: Action Points (+1 AP)]
Unique Weapons
- Anti-V Field (Auroral/Pulse/Systems, 150 damage, 800 accuracy, 120 P cost, 4 AP) [Obtained in the prologue]
- Blinding Bloom (Ballistic/Luminous/Pilot, 200 damage, 700 accuracy, 100 H cost, 4 AP) [Obtained in the prologue]
- Port Flare (Contact/Thermal/Pilot, 300 damage, 600 accuracy, 100 H cost, 3 AP) [Obtained in the prologue]
- Eroding Shell (Ballistic/Chemical/Hull, 200 damage, 700 accuracy, 100 H cost, 4 AP, Delay I) [Located in the ruins in An Agreement Of Terms]
- Grappling Arm (Contact/Kinetic/Pilot, 300 damage, 750 accuracy, 110 P cost, 3 AP, Stall I) [Dropped by the Lesser Pack Leader?]
- Pulse Drill (Contact/Pulse/Hull, 400 damage, 700 accuracy, 80 P cost, 4 AP, Stall IV) [Dropped by The Tunneler?]
- Sever Beam (Auroral/Thermal/Hull, 200 damage, 800 accuracy, 100 S cost, 4 AP, C-Block I [Given by Soran in exchange for 25 Scrap Carboderm]
- Rad Inhibitor (Defensive, resists Luminous/Hull and Thermal/Hull) [Code 0A, "SPFONEMILLION"]
- Pali Cannon (Ballistic/Luminous/Systems, 300 damage, 800 accuracy, 100 P cost, 3 AP) [Code 0D, "THREEBASKETSAPIECE"]
- Fool's Errata (Auroral/Luminous/Pilot, 300 damage, 800 accuracy, 80 S cost, 4 AP, Acc+ III) [Code 0E, "ITHINKIMESSEDUPAGAIN"]
Key Items
TO DO
Item Rarity
- Splice 0:
- Splice 1:
- Splice 2:
- Splice 3:
- Splice 4: Q3 (common), Q5 (uncommon), Q7 (rare)
- Splice 5:
- Splice 6:
- Splice 7: Q5 (common), Q7 (uncommon), Q9 (rare)
- Splice 8:
- Splice 9: Q7 (uncommon), Q9 (common)