Mission Items

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Contents

Special Items

Some items that are used or gained from missions are put in the "Special" tab under the Trade menu. They are explained here:


Blueprints

They allow for special buildings or modules to be constructed. Known blueprints include Prejor Tech, Anti-Resistance Base, Exotic Turret, Exotic Barrier, and other Exotic structures/weapons.

Exotic Matter

Exotic Matter is a rare substance which can occasionally (in actuality, considering the size of most mineral shipments, pretty frequently) be obtained through typical mineral shipments. It is used in missions, similar to energy, but otherwise has no functional purpose. Taking up a fair amount of space in a cargo hold by level 50 (by most counts, in excess of 2.0 cargo space, or over 200 Exotic Matter), this is a fairly useless material at lower levels. Most useful if given a friend (assuming the player is not in immediate need of the materials), unless you have started working on the very high level missions.

NOTE: Certain extremely high level missions unlock blueprints to weapons, defenses, and resource production structures that are created via the use of Exotic Matter. For example, 400 Exotic Matter, when used with the corresponding blueprint, can build an Exotic Turret, which gives 85 towards a planet's attack stats. This actually makes exotic matter an incredibly useful commodity at the high levels, especially with the heavy Exotic Matter requirements that some missions have. Similarly, the Exotic Barrier gives 85 defense and costs 400 Exotic Matter, while the Exotic Lab costs 5,000 EM and gives 1 research point

Political Favor

Unlike Exotic Matter, which only really comes into its element in the higher levels, Political Favor is incredibly important very early on, continuing throughout the game because the Fourth Tier upgrade is the Soldier Outpost, a very important building which can make or break the defense of a planet. Many people burn through Political Favor quickly and place Soldier Outposts frequently.

Prejoran Tech

Technology belonging to an ancient race know as Prejor. Required for building items related to or of Prejor origin. Obtained from Prejor related missions.

XTS-9

XTS-9 is an extremely toxic substance that is used in experimental industrial production. There are various high-rank missions that require XTS-9. Producing it is dangerous.

Zolazin Debris

Debris collected from battles with Zolazin ships. Required for missions involving the Zolazin.


Tier Items

Mission tier items are gained through the FULL ending of the required number of missions. Note that what mission is ended does not matter, only the total number ended.

Also note that these are missions ended, not completed. Most missions require more than one completion before they end forever. In other words, you have to do a mission until it goes away (being replaced by another mission counts) before it is considered to have been "ended".

Unless otherwise specified, all mission tier items require NO space on a ship.

3 Missions Ended - 1st Tier

Omicron Injector: Energy Charge +10 (Speeds up Energy Recharge by 10 Seconds), Added to Energy Category on Ship

6 Missions Ended - 2nd Tier

Harmonic Resonator: Shield Charge +10 (Speeds up Shield Recharge by 10 Seconds), Added to Defenses/Shields Category on Ship

9 Missions Ended - 3rd Tier

AI Supercomputer: Adds a 5 point bonus to scan, attack, defense, and cloaking, Added to devices category of the ship

12 Missions Ended - 4th Tier

Ability to construct Soldier Outpost on planets (size 3), providing Invasion Defense +90. Cost: 50,000 Credits and 5 Political Favor.

15 Missions Ended - 5th Tier

Prototype Mech XV: Provides 15 attack bonus during planetary invasions.

18 Missions Ended - 6th Tier

Thrust Stabilizer: Adds a 10 point bonus to defense, and 30 points to hull integrity

22 Missions Ended - 7th Tier

Q-Phase Battery Array: Multipurpose wave storage, boosting max shield and energy by 15

26 Missions Ended - 8th Tier

Gamma Channeler: Funnels incoming radiation into a powerful beam, increasing cloak by 15 and attack by 10

30 Missions Ended - 9th Tier

Combat Analyzer: a specialized battle intelligence, increasing attack by 15 and defense by 5

34 Missions Ended - 10th Tier

Chron-Transistor: increases both energy and shield charge rates by 5.

38 Missions Ended - 11th Tier

Mass Storage Pod: increases cargo capacity by 60

(It will be added to your inventory as an Artifact. Be Cautious as you can Scrap it.)

42 Missions Ended - 12th Tier

Subspace Compressor: Channels spacial folds into energy waves, boosting defense and energy by 15

46 Missions Ended - 13th Tier

Tachyon Router: Very efficient subsystem connector, boosting scan by 25 and energy by 10

50 Missions Ended - 14th Tier

Impact Absorber: Increases shield by 20 and hull integrity by 45

54 Missions Ended - 15th Tier

Omnibase: Planet Structure. Size:5, Mining: 3, Research: 3, Artifact: 3, Attack: 300, Defense: 300 (Single use artifact)

58 Missions Ended - 16th Tier

Exotic Dynamo: Increases energy by 20 and attack by 15

62 Missions Ended - 17th Tier

Field Balancer: Increases shield by 20 and shield recharge rate by 10

66 Missions Ended - 18th Tier

Drone Cluster: Increases attack by 20 and hull integrity by 40

70 Missions Ended - 19th Tier

Dark Mutagen Battery: Increases energy by 20 and invasion attack bonus by 40.

74 Missions Ended - 20th Tier

Council Base: Planet Structure. Size 2. Provides 100 invasion defence and 100 population. Costs 10,000,000 Credits, 15 Politcal Favor

78 Missions Ended - 21st Tier

Tractor Beam: Increase hull integrity by 50 and defence by 25

82 Missions Ended - 22nd Tier

Flux Ringdisc: An advanced prototype multi-transmitter. Increases scanning and cloaking abilities by 30.

86 Missions Ended - 23rd Tier

Krionite Transducer: A powerful transducer for krionite gas implosions. Increases energy charge rate by 8 and attack by 30.

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