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Alien Artifacts (EU2012)

From UFOpaedia

List of Artifacts

Item name Gray Market Value Required for Research/Foundry projects Required for Manufacturing Total Required for projects

Sectoid Corpse
§5 Sectoid Autopsy, Xeno-Biology (4x) Uplink Targeting (Aim) (3x) 5

Floater Corpse
§5 Floater Autopsy Defense Matrix (Dodge) (3x) 1

Thin Man Corpse
§5 Thin Man Autopsy, Improved Medikit (4x), Gas Grenade (2x) None 7

Chryssalid Corpse
§5 Chryssalid Autopsy Chitin Plating (4x), Needle Grenade (2x) 7

Muton Corpse
§5 Muton Autopsy, Ammo Conservation (6x) None 7

Cyberdisc Wreck
§7 Cyberdisc Autopsy, Advanced Flight (2x) UFO Tracking (Boost) (2x) 3

Drone Wreck
§2 Drone Autopsy, Drone Capture (4x), Improved Arc Thrower (4x), Advanced Flight (2x) None 11

Sectoid Commander Corpse
§10 Sectoid Commander Autopsy None 1

Berserker Corpse
§5 Berserker Autopsy Combat Stims (1x) 1

Heavy Floater Corpse
§5 Heavy Floater Autopsy, Advanced Repair (4x), Advanced Flight (2x) None 7

Muton Elite Corpse
§8 Muton Elite Autopsy None 1

Sectopod Wreck
§10 Sectopod Autopsy, Advanced Construction (2x) None 3

Ethereal Corpse
§15 Ethereal Autopsy Mind Shield (1x) 1

Weapon Fragments
§1 Weapon Fragment (5x), All Weapon Research. Many Foundry Projects None always try to keep

Alien Alloys
§2 Alien Materials, Carapace Armor (10x), Skeleton Suit (15x), Beam Weapons (5x) Combat Stims(2x),Carapace Armor (15x), Laser Sniper Rifle (23x), Heavy Laser (23x), Scatter Laser (23x), Laser Rifle (13x), Laser Pistol (8x), Skeleton Key (10x), Laser Cannon (21x), Chitin Plating (10x) always try to keep

Elerium
§3 Elerium, Improved Pistol III (20x), S.H.I.V. Plasma (15x), Stealth Satellites (20x) Skeleton Key (10x), Elerium Generator (30x), Psionic Lab (20x), Plasma Cannon (10x), EMP Cannon (10x), Fusion Lance (10x), Hover S.H.I.V. (20x), Firestorm (5x), Mind Shield (20x), Plasma Pistol (10x), Light Plasma Rifle (15x), Plasma Rifle (20x), Alloy Cannon (20x), Heavy Plasma (30x), Plasma Sniper Rifle (25x) always try to keep

UFO Flight Computer
§40 UFO Flight Computer (2x), Stealth Satellites (3x) Firestorm(2x), Satellite Nexus (2x), Blaster Launcher (2x) 5, always try to keep

UFO Flight Computer (Damaged)
§20 None None 0

UFO Power Source
§75 UFO Power Source Firestorm(1x), Elerium Generator (2x) 1

UFO Power Source (Damaged)
§30 None None 0

Alien Entertainment
§17 None None 0

Alien Entertainment (Damaged)
§13 None None 0

Alien Food
§10 None None 0

Alien Food (Damaged)
§5 None None 0

Alien Stasis Tank
§10 None None 0

Alien Stasis Tank (Damaged)
§5 None None 0

Alien Surgery
§25 None None 0

Alien Surgery (Damaged)
§10 None None 0

Fusion Core
§125 Fusion Lance, Guided Fusion Launcher Blaster Launcher (1x) 0

Outsider Shard
N/A Outsider Shard Skeleton Key (1x) 1

Hyperwave Beacon
N/A None None 1

Psi Link
N/A None None 1

Meld (EW DLC)
N/A Meld Recombination All Gene Mods, MEC Trooper, MEC Suit 1+

Mechtoid Core (EW DLC)
§10 Mechtoid Autopsy None 1

Seeker Wreck (EW DLC)
§5 Seeker Autopsy Ghost Grenade (4x) 5


UFO/Base Salvage

Alien Salvage
UFO/Alien Base Elerium1 Crashed Min Crashed Max Alien Alloys1 Crashed Min Crashed Max Alien Food Alien Stasis Tank UFO Nav Computer Alien Surgery UFO Power Source
Small Scout 25 12,5 12,5 60 30 54 2 1
Large Scout 50 12,5 25 120 60 108 4 2
Abductor 50 12,5 25 160 80 144 6 4 2 2
Supply Barge 100 25 50 200 100 180 10 8 4 2 4
Battleship2 100 25 50 260 130 234 6 4
Overseer3 100 25 50 120 60 108 4 4
Alien Base4 75 75 10 15 4 3
1 On Easy Difficulty mode, Alloys are increased by 25% and Elerium by 20%.
2 Plus 2 Fusion Cores
3 Plus 1 Ethereal Device
4 Plus 1 Hyperwave Beacon and 1 Alien Entertainment.

The larger components of UFOs also have defined percentages for surviving a crash:

  • UFO Power Source - 33%
  • UFO Flight Computer - 50%
  • Alien Surgery, Stasis Tank and Food - 25%
  • Ethereal Device - 100%

Notes

  • Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game. This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - the base requirements are listed but they can vary due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead.
  • Second Wave's Marathon doubles the requirements for everything.
  • The Enemy Within DLC adds 3 new artifacts: Meld, Mechtoid Core and Seeker Wreck. Of those, Meld can never be sold at the Grey Market.

Unlisted devices

  • "Elevator Beam" - found mainly on Battleships, these odd floor-bound pod pairs quickly and safely raise and drop the user between their repsective levels. Standing on a pod prevents their use, and can keep an alien on a lower floor, giving you a well-defended position.
  • Abduction Pod - seen functioning in the opening cinematic, they release some kind of coagulating snare substance, cocooning humans for capture. Despite the many you'll encounter, they give no alloy resources for XCOM.
  • Syringe - sometimes when awakening a Thin Man squad, one can be seen wielding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples.
  • EXALT Syringe - if you attempt to stun an EXALT operative with the Arc Thrower, they will commit suicide via a self-induced lethal injection to the jugular. It appears to be a normal human-manufactured syringe; but the contents, which cause explosive hemorrhaging in a second, are unknown.
  • Plasma Bomb & Nodes - You'd think you'd get some Elerium from a plasma device that can wipe out a small town.

See Also