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 <WRAP bigtable> <WRAP bigtable>
 ^                           ^ Item                                        ^  Value \\ ([[:credits|CR]])  ^  Cooldown  ^  Skill \\ required  ^ Description ^ ^                           ^ Item                                        ^  Value \\ ([[:credits|CR]])  ^  Cooldown  ^  Skill \\ required  ^ Description ^
-| {{accelerator_chip.png?64}}  | [[Accelerator Chip I]]      300  |  2 turns  |  Anarchy 2  | Generates +1 [[:PWR]] when hijacking a [[:Console]]. |+| {{accelerator_chip.png?50}}  | [[Accelerator Chip I]]      300  |  2 turns  |  Anarchy 2  | Generates +1 [[:PWR]] when hijacking a [[:Console]]. |
 | :::                       | [[Accelerator Chip II]]    |  550  |  2 turns  |  Anarchy 3  | Generates +2 [[:PWR]] when hijacking a [[:Console]]. | | :::                       | [[Accelerator Chip II]]    |  550  |  2 turns  |  Anarchy 3  | Generates +2 [[:PWR]] when hijacking a [[:Console]]. |
 | :::                       | [[Accelerator Chip III]]    800  |  2 turns  |  Anarchy 4  | Generates +4 [[:PWR]] when hijacking a [[:Console]]. | | :::                       | [[Accelerator Chip III]]    800  |  2 turns  |  Anarchy 4  | Generates +4 [[:PWR]] when hijacking a [[:Console]]. |
-| {{buster_chip.png?64}}       | [[Buster Chip I]]                250  |  5 turns  |  Anarchy 2  | Manually breaks 2 [[:firewalls]] on an adjacent device. |+| {{buster_chip.png?50}}       | [[Buster Chip I]]                250  |  5 turns  |  Anarchy 2  | Manually breaks 2 [[:firewalls]] on an adjacent device. |
 | :::                       | [[Buster Chip II]]              |  400  |  4 turns  |  Anarchy 3  | Manually breaks 3 [[:firewalls]] on an adjacent device. | | :::                       | [[Buster Chip II]]              |  400  |  4 turns  |  Anarchy 3  | Manually breaks 3 [[:firewalls]] on an adjacent device. |
 | :::                       | [[Buster Chip III]]              600  |  3 turns  |  Anarchy 4  | Manually breaks 4 [[:firewalls]] on an adjacent device. | | :::                       | [[Buster Chip III]]              600  |  3 turns  |  Anarchy 4  | Manually breaks 4 [[:firewalls]] on an adjacent device. |
-| :::                       | [[Buster Chip IV]]†             |  800  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Anarchy 4  | Manually breaks 8 [[:firewalls]] on an adjacent device. | +| :::                       | [[Buster Chip IV]] [icon:CP]             |  800  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Anarchy 4  | Manually breaks 8 [[:firewalls]] on an adjacent device. | 
-| {{camera_canister.png?64}}   | [[Camera Canister]]                          300  |  1 turn  |  ---  | When thrown, gives 360° vision from its location. Can be recovered. | +| {{camera_canister.png?50}}   | [[Camera Canister]]                          300  |  1 turn  |  ---  | When thrown, gives 360° vision from its location. Can be recovered. | 
-| {{charge_pack.png?64}}       | [[Charge Pack]]                              400  |  Single use  |  ---  | Reloads a [[:weapons:|weapon]] which uses ammo, reduces another item's cooldown timer by 2 turns, or replenishes the charge of a "[[:tiers#Tier IV items|tier IV]]" item. | +| {{charge_pack.png?50}}       | [[Charge Pack]]                              400  |  Single use  |  ---  | Reloads a [[:weapons:|weapon]] which uses ammo, reduces another item's cooldown timer by 2 turns, or replenishes the charge of a "[[:tiers#Tier IV items|tier IV]]" item. | 
-| {{cloaking_rig.png?64}}      | [[Cloaking Rig I]]              400  |  10 turns  |  Speed 2  | Renders the agent [[:cloaking|invisible]] for 4 [[:AP]] of movement, or until they [[:attack]]. |+| {{cloaking_rig.png?50}}      | [[Cloaking Rig I]]              400  |  10 turns  |  Speed 2  | Renders the agent [[:cloaking|invisible]] for 4 [[:AP]] of movement, or until they [[:attack]]. |
 | :::                       | [[Cloaking Rig II]]            |  700  |  8 turns  |  Speed 3  | Renders the agent [[:cloaking|invisible]] for one turn, or until they [[:attack]]. | | :::                       | [[Cloaking Rig II]]            |  700  |  8 turns  |  Speed 3  | Renders the agent [[:cloaking|invisible]] for one turn, or until they [[:attack]]. |
 | :::                       | [[Cloaking Rig III]]            850  |  8 turns  |  Speed 4  | Renders the agent [[:cloaking|invisible]] for two turns, or until they [[:attack]]. | | :::                       | [[Cloaking Rig III]]            850  |  8 turns  |  Speed 4  | Renders the agent [[:cloaking|invisible]] for two turns, or until they [[:attack]]. |
-| {{cry_baby.png?64}}          | [[Cry Baby]]†                               |  300  |  1 turn    ---  | When thrown and activated, makes a [[:noise]] distraction with an 8 tile radius. Can be recovered. | +| {{cry_baby.png?50}}          | [[Cry Baby]] [icon:CP]                               |  300  |  1 turn    ---  | When thrown and activated, makes a [[:noise]] distraction with an 8 tile radius. Can be recovered. | 
-| {{econ_chip.png?64}}         | [[Econ Chip]]                                800  |  5 turns  |  Speed 2  | Use at a [[:Console]] to get [[:credits]] instead of [[:PWR]]. | +| {{econ_chip.png?50}}         | [[Econ Chip]]                                800  |  5 turns  |  Speed 2  | Use at a [[:Console]] to get [[:credits]] instead of [[:PWR]]. | 
-| {{emp_pack.png?64}}          | [[EMP Pack I]]                      500  |  8 turns  |  Hacking 2  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 3 tile radius. |+| {{emp_pack.png?50}}          | [[EMP Pack I]]                      500  |  8 turns  |  Hacking 2  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 3 tile radius. |
 | :::                       | [[EMP Pack II]]                    |  800  |  8 turns  |  Hacking 3  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 5 tile radius. | | :::                       | [[EMP Pack II]]                    |  800  |  8 turns  |  Hacking 3  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 5 tile radius. |
 | :::                       | [[EMP Pack III]]                    1200  |  8 turns  |  Hacking 4  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 7 tile radius. | | :::                       | [[EMP Pack III]]                    1200  |  8 turns  |  Hacking 4  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 7 tile radius. |
-| :::                       | [[EMP Pack IV]]†                   |  1500  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Hacking 4  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in an 8 tile radius. | +| :::                       | [[EMP Pack IV]] [icon:CP]                   |  1500  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Hacking 4  | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in an 8 tile radius. | 
-| {{flash_grenade.png?64}}     | [[Flash Grenade]]                            600  |  Single use  |  ---  | When thrown, deals 2 [[:KO]] damage to guards in a radius of 3 tiles. | +| {{flash_grenade.png?50}}     | [[Flash Grenade]]                            600  |  Single use  |  ---  | When thrown, deals 2 [[:KO]] damage to guards in a radius of 3 tiles. | 
-| {{flash_pack.png?64}}        | [[Flash Pack]]†                             |  900  |  12 turns  |  Anarchy 2  | When placed on the floor and activated, deals 2 [[:KO]] damage to guards in a radius of 3 tiles. | +| {{flash_pack.png?50}}        | [[Flash Pack]] [icon:CP]                             |  900  |  12 turns  |  Anarchy 2  | When deployed and activated, deals 2 [[:KO]] damage to guards in a radius of 3 tiles. | 
-| {{hologram_projector.png?64}} | [[Hologram Projector]]                      600  |  1 turn    ---  | Can be thrown to create an illusory object which provides [[:cover#soft cover]]. | +| {{hologram_projector.png?50}} | [[Hologram Projector]]                      600  |  1 turn    ---  | Can be thrown to create an illusory object which provides [[:cover#soft cover]]. | 
-| {{lock_decoder.png?64}}      | [[Lock Decoder]]                            |  400  |  3 turns  |  ---  | Unlocks [[:doors#lvl1 security doors]]. | +| {{lock_decoder.png?50}}      | [[Lock Decoder]]                            |  400  |  3 turns  |  ---  | Unlocks [[:doors#lvl1 security doors]]. | 
-| {{med_gel.png?64}}           | [[Med Gel]]                                  275  |  Single use  |  ---  | Revives a [[:KO|knocked out]] or lethally-wounded agent on an adjacent tile. | +| {{med_gel.png?50}}           | [[Med Gel]]                                  275  |  Single use  |  ---  | Revives a [[:KO|knocked out]] or lethally-wounded agent on an adjacent tile. | 
-| {{paralyzer.png?64}}         | [[Paralyzer|Paralyzer I]]                    300  |  6 turns  |  Anarchy 2  | Adds +2 [[:KO]] time to a knocked out guard. | +| {{paralyzer.png?50}}         | [[Paralyzer I]]                    300  |  6 turns  |  Anarchy 2  | Adds +2 [[:KO]] time to a knocked out guard. | 
-| :::                       | [[Paralyzer|Paralyzer II]]                  |  500  |  6 turns  |  Anarchy 3  | Adds +3 [[:KO]] time to a knocked out guard. | +| :::                       | [[Paralyzer II]]                  |  500  |  6 turns  |  Anarchy 3  | Adds +3 [[:KO]] time to a knocked out guard. | 
-| :::                       | [[Paralyzer|Paralyzer III]]                  700  |  6 turns  |  Anarchy 4  | Adds +4 [[:KO]] time to a knocked out guard. | +| :::                       | [[Paralyzer III]]                  700  |  6 turns  |  Anarchy 4  | Adds +4 [[:KO]] time to a knocked out guard. | 
-| :::                       | [[Paralyzer|Paralyzer IV]]†                 |  900  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Anarchy 4  | Adds +8 [[:KO]] time to a knocked out guard. | +| :::                       | [[Paralyzer IV]] [icon:CP]                 |  900  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Anarchy 4  | Adds +8 [[:KO]] time to a knocked out guard. | 
-| {{portable_server.png?64}}   | [[Portable Server|Portable Server I]]        500  |  2 turns  |  Hacking 2  | Generates +1 [[:PWR]] every 2 turns while deployed. | +| {{portable_server.png?50}}   | [[Portable Server I]]        500  |  2 turns  |  Hacking 2  | Generates +1 [[:PWR]] every 2 turns while deployed. | 
-| :::                       | [[Portable Server|Portable Server II]]      |  1000  |  2 turns  |  Hacking 3  | Generates +1 [[:PWR]] every turn while deployed. | +| :::                       | [[Portable Server II]]      |  1000  |  2 turns  |  Hacking 3  | Generates +1 [[:PWR]] every turn while deployed. | 
-| :::                       | [[Portable Server|Portable Server III]]      1500  |  2 turns  |  Hacking 4  | Generates +2 [[:PWR]] every turn while deployed. | +| :::                       | [[Portable Server III]]      1500  |  2 turns  |  Hacking 4  | Generates +2 [[:PWR]] every turn while deployed. | 
-| {{scan_chip.png?64}}         | [[Scan Chip]]                                100  |  2 turns  |  Speed 2  | Reveals the [[:daemons:|daemon]] on an adjacent device. | +| {{scan_chip.png?50}}         | [[Scan Chip]]                                100  |  2 turns  |  Speed 2  | Reveals the [[:daemons:|daemon]] on an adjacent device. | 
-| {{shock_trap.png?64}}        | [[Shock Trap I]]                  400  |  7 turns  |  Anarchy 2  | Can be placed on a [[:doors|door]] to deal 3 [[:KO]] damage to a guard (or agent) who opens the door. |+| {{shock_trap.png?50}}        | [[Shock Trap I]]                  400  |  7 turns  |  Anarchy 2  | Can be placed on a [[:doors|door]] to deal 3 [[:KO]] damage to a guard (or agent) who opens the door. |
 | :::                       | [[Shock Trap II]]                |  700  |  6 turns  |  Anarchy 3  | Can be placed on a [[:doors|door]] to deal 4 [[:KO]] damage to a guard (or agent) who opens the door. | | :::                       | [[Shock Trap II]]                |  700  |  6 turns  |  Anarchy 3  | Can be placed on a [[:doors|door]] to deal 4 [[:KO]] damage to a guard (or agent) who opens the door. |
-| :::                       | [[Shock Trap III]]                1000  |  5 turns  |  Anarchy 4  | Can be placed on a [[:doors|door]] for 3\ [[:PWR]], to deal 5 [[:KO]] damage to all guards within a radius of tiles when the door is opened. | +| :::                       | [[Shock Trap III]]                1000  |  5 turns  |  Anarchy 4  | Can be placed on a [[:doors|door]] for 3\ [[:PWR]], to deal 5 [[:KO]] damage to all guards within a radius of nearly 6 tiles when the door is opened. | 
-| {{smoke_grenade.png?64}}     | [[Smoke Grenade]]                            300  |  Single use  |  ---  | When thrown, creates a cloud of smoke in a 3 tile radius which acts as [[:cover#tall cover]]. | +| {{smoke_grenade.png?50}}     | [[Smoke Grenade]]                            300  |  Single use  |  ---  | When thrown, creates a cloud of smoke in a 3 tile radius which acts as [[:cover#tall cover]]. | 
-| {{stim.png?64}}              | [[Stim I]]                              400  |  9 turns  |  Speed 2  | Gives an agent +4 [[:AP]]. | +| {{stim.png?50}}              | [[Stim I]]                              400  |  9 turns  |  Speed 2  | Gives an agent +4 [[:AP]]. | 
-| :::                       | [[Stim|Stim II]]                            |  800  |  7 turns  |  Speed 3  | Gives an agent +6 [[:AP]]. | +| :::                       | [[Stim II]]                            |  800  |  7 turns  |  Speed 3  | Gives an agent +6 [[:AP]]. | 
-| :::                       | [[Stim|Stim III]]                            1000  |  4 turns  |  Speed 4  | Gives an agent +8 [[:AP]] and restores their [[:attack]] for this turn. | +| :::                       | [[Stim III]]                            1000  |  4 turns  |  Speed 4  | Gives an agent +8 [[:AP]] and restores their [[:attack]] for this turn. | 
-| :::                       | [[Stim|Stim IV]]†                           |  1400  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Speed 4  | Gives an agent +10 [[:AP]] and unlimited [[:attack|attacks]] this turn. | +| :::                       | [[Stim IV]] [icon:CP]                           |  1400  |  1 [[:tiers#tier IV items|charge]] \\ per mission  |  Speed 4  | Gives an agent +10 [[:AP]] and unlimited [[:attack|attacks]] this turn. | 
-| {{ventricular_lance.png?64}} | [[Ventricular Lance]]                        700  |  6 turns  |  ---  | Gives an agent +1 [[:armor]] piercing to all weapons for 1 turn. |+| {{ventricular_lance.png?50}} | [[Ventricular Lance]]                        700  |  6 turns  |  ---  | Gives an agent +1 [[:armor]] piercing to all weapons for 1 turn. |
  
-† Found in the [[:Contingency Plan]] DLC.+[icon:CP] Found in the [[:Contingency Plan]] DLC.
 </WRAP> </WRAP>
  
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 <WRAP bigtable> <WRAP bigtable>
 ^                          ^ Item                  Resale \\ value ([[:credits|CR]])  ^  Cooldown  ^  Skill \\ required  ^ Description ^ ^                          ^ Item                  Resale \\ value ([[:credits|CR]])  ^  Cooldown  ^  Skill \\ required  ^ Description ^
-| {{prototype_chip.png?64}}   | [[Prototype Chip]]    350  |  ---  |  ---  | Stores [[:PWR]] from [[:Consoles]], which can be used to manually break [[:firewalls]] on adjacent devices. | +| {{prototype_chip.png?50}}   | [[Prototype Chip]]    350  |  ---  |  ---  | Stores [[:PWR]] from [[:Consoles]], which can be used to manually break [[:firewalls]] on adjacent devices. | 
-| {{wireless_scanner.png?64}} | [[Wireless Scanner]] |  300  |  ---  |  Hacking 2  | Passively detects [[:mainframe devices:]] in a radius of 4 tiles. |+| {{wireless_scanner.png?50}} | [[Wireless Scanner]] |  300  |  ---  |  Hacking 2  | Passively detects [[:mainframe devices:]] in a radius of 4 tiles. |
 </WRAP> </WRAP>
  
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 <WRAP bigtable> <WRAP bigtable>
 ^                              ^ Item                        ^  Resale \\ value ([[:credits|CR]])  ^  Cooldown  ^  Skill \\ required  ^ Description ^ ^                              ^ Item                        ^  Resale \\ value ([[:credits|CR]])  ^  Cooldown  ^  Skill \\ required  ^ Description ^
-| {{econ_chip.png?64}}            | [[Banks' Custom Econ Chip]] |  400  |  4 turns  |  ---  | [[:agents:Archive Banks]]' Econ Chip can be used at a [[:Console]] to get [[:credits]] instead of [[:PWR]]. | +| {{econ_chip.png?50}}            | [[Banks' Custom Econ Chip]] |  400  |  4 turns  |  ---  | [[:agents:Archive Banks]]' Econ Chip can be used at a [[:Console]] to get [[:credits]] instead of [[:PWR]]. | 
-| {{paralyzer.png?64}}            | [[Custom Paralyzer]] |  200  |  6 turns  |  Anarchy 2  | [[:agents:Banks]]' Paralyzer adds +3 [[:KO]] time to a knocked out guard. | +| {{paralyzer.png?50}}            | [[Custom Paralyzer]] |  200  |  6 turns  |  Anarchy 2  | [[:agents:Banks]]' Paralyzer adds +3 [[:KO]] time to a knocked out guard. | 
-| {{cloaking_rig.png?64}}         | [[Modded Cloaking Rig]] |  200  |  8 turns  |  Speed 2  | [[:agents:Decker]]'s cloak renders an agent [[:cloaking|invisible]] for one turn, or until they [[:attack]]. | +| {{cloaking_rig.png?50}}         | [[Modded Cloaking Rig]] |  200  |  8 turns  |  Speed 2  | [[:agents:Decker]]'s cloak renders an agent [[:cloaking|invisible]] for one turn, or until they [[:attack]]. | 
-| {{holo_projection_mesh.png?64}} | [[Holo Projection Mesh]]    |  250  |  ---  |  ---  | Disguises [[:agents:Archive Prism]] as a guard for 2 PWR per turn. Cannot be used by other agents. | +| {{holo_projection_mesh.png?50}} | [[Holo Projection Mesh]]    |  250  |  ---  |  ---  | Disguises [[:agents:Archive Prism]] as a guard for 2 PWR per turn. Cannot be used by other agents. | 
-| {{shock_trap.png?64}}           | [[Modded Shock Trap]]        200  |  7 turns  |  ---  | [[:agents:Dr. Xu]]'s Shock Trap can be placed on a [[:door]] to deal 3 [[:KO]] damage to a guard (or agent) who opens the door. | +| {{shock_trap.png?50}}           | [[Modded Shock Trap]]        200  |  7 turns  |  ---  | [[:agents:Dr. Xu]]'s Shock Trap can be placed on a [[:door]] to deal 3 [[:KO]] damage to a guard (or agent) who opens the door. | 
-| {{emp_pack.png?64}}             | [[Tony's Modded EMP]]          300  |  8 turns  |  ---  | [[:agents:Archive Dr. Xu]]'s EMP Pack makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 3 tile radius. | +| {{emp_pack.png?50}}             | [[Tony's Modded EMP]]          300  |  8 turns  |  ---  | [[:agents:Archive Dr. Xu]]'s EMP Pack makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 3 tile radius. | 
-| {{transport_beacon.png?64}}     | [[Transport Beacon]]†       |  300  |  6 turns  |  ---  | When thrown and activated for 4 [[:PWR]], teleports [[:agents:Derek]] to its location. It requires the [[:augments:Particle Envelope]] augment. |+| {{transport_beacon.png?50}}     | [[Transport Beacon]] [icon:CP]       |  300  |  6 turns  |  ---  | When thrown and activated for 4 [[:PWR]], teleports [[:agents:Derek]] to its location. It requires the [[:augments:Particle Envelope]] augment. |
  
-† Found in the [[:Contingency Plan]] DLC.+[icon:CP] Found in the [[:Contingency Plan]] DLC.
 </WRAP> </WRAP>
  
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 <WRAP bigtable> <WRAP bigtable>
 ^                                ^ Item                        Resale \\ value ([[:credits|CR]])  ^ Description ^ ^                                ^ Item                        Resale \\ value ([[:credits|CR]])  ^ Description ^
-| {{compile_key.png?64}}            | [[Compile Key]]†           |  150  | Used to access the [[:mainframe devices:Research Databank]] in a [[;missions:Program Compile]] side-mission. Single use. | +| {{compile_key.png?50}}            | [[Compile Key]] [icon:CP]           |  150  | Used to access the [[:mainframe devices:Research Databank]] in a [[;missions:Program Compile]] side-mission. Single use. | 
-| {{data_disk.png?64}}              | [[Data Card]]†             |  500  | Acquired by completing a [[:missions:Data Banks]] side-mission; unlocks a [[:lore:datalog]] if carried out of the mission. | +| {{data_disk.png?50}}              | [[Data Card]] [icon:CP]             |  500  | Acquired by completing a [[:missions:Data Banks]] side-mission; unlocks a [[:lore:datalog]] if carried out of the mission. | 
-| {{exit_access_card.png?64}}          | [[Exit Access Card]]          |  250  | Used to unlock an [[:doors#exit door]] at [[:mission difficulty|mission difficulty 6]] and higher in [[:modes:Endless]] mode. Single use. | +| {{exit_access_card.png?50}}          | [[Exit Access Card]]          |  250  | Used to unlock an [[:doors#exit door]] at [[:mission difficulty|mission difficulty 6]] and higher in [[:modes:Endless]] mode. Single use. | 
-| {{incognita_chip.png?64}}         | [[Incognita Memory Drive]] |  ---  | Carried by [[:agents:Central]] in the [[:missions:OMNI Mainframe]] mission. | +| {{incognita_chip.png?50}}         | [[Incognita Memory Drive]] |  ---  | Carried by [[:agents:Central]] in the [[:missions:OMNI Mainframe]] mission. | 
-| {{lvl1_security_passcard.png?64}} | [[Lvl1 Security Passcard]] |  ---  | Found by [[:stealing]] from some guards; used to unlock [[:doors#lvl1 security door|lvl1 security doors]]. | +| {{lvl1_security_passcard.png?50}} | [[Lvl1 Security Passcard]] |  ---  | Found by [[:stealing]] from some guards; used to unlock [[:doors#lvl1 security door|lvl1 security doors]]. | 
-| {{quantum_reservoir.png?64}}      | [[Quantum Reservoir]]†     |  ---  | Found in the [[:mainframe devices:Secure Case]] in the [[:missions:OMNI Foundry Lab]] mission; required to complete the mission. | +| {{quantum_reservoir.png?50}}      | [[Quantum Reservoir]] [icon:CP]     |  ---  | Found in the [[:mainframe devices:Secure Case]] in the [[:missions:OMNI Foundry Lab]] mission; required to complete the mission. | 
-| {{valuable_tech.png?64}}          | [[Research Experiment]]    |  500  | Found in [[:mainframe devices:secure case|Secure Cases]] in [[:missions:Vault]] missions; worth 500 [[:credits]] if carried out of the mission. | +| {{valuable_tech.png?50}}          | [[Research Experiment]]    |  500  | Found in [[:mainframe devices:secure case|Secure Cases]] in [[:missions:Vault]] missions; worth 500 [[:credits]] if carried out of the mission. | 
-| {{site_list.png?64}}              | [[Site List]]              |  ---  | Acquired from the [[:mainframe devices:Executive Access Terminal]] in [[:missions:Executive Terminals]] missions; adds new infiltration targets to the map if carried out of the mission. | +| {{site_list.png?50}}              | [[Site List]]              |  ---  | Acquired from the [[:mainframe devices:Executive Access Terminal]] in [[:missions:Executive Terminals]] missions; adds new infiltration targets to the [[:world map]] if carried out of the mission. | 
-| {{power_cell.png?64}}             | [[Universal Power Cell]]†   ---  | Found in the [[:mainframe devices:Redundant Power Relay]] in each mission after the [[:missions:OMNI Foundry Lab]] mission in the [[:Contingency Plan#extended campaign]]; required to complete the mission. | +| {{power_cell.png?50}}             | [[Universal Power Cell]] [icon:CP]   ---  | Found in the [[:mainframe devices:Redundant Power Relay]] in each mission after the [[:missions:OMNI Foundry Lab]] mission in the [[:Contingency Plan#extended campaign]]; required to complete the mission. | 
-| {{valuable_tech.png?64}}          | [[Valuable Tech]]          |  300  | Found in [[:mainframe devices:Scanning Amp|Scanning Amps]] and [[:mainframe devices:Router|Routers]] in [[:corporations:FTM]] facilities at [[:mission difficulty|mission difficulty 2]] onwards; worth 300 [[:credits]] if carried out of the mission. | +| {{valuable_tech.png?50}}          | [[Valuable Tech]]          |  300  | Found in [[:mainframe devices:Scanning Amp|Scanning Amps]] and [[:mainframe devices:Router|Routers]] in [[:corporations:FTM]] facilities at [[:mission difficulty|mission difficulty 2]] onwards; worth 300 [[:credits]] if carried out of the mission. | 
-| {{vault_access_card.png?64}}      | [[Vault Access Card]]      |  200  | Used to unlock a [[:doors#vault door]]. Single use. |+| {{vault_access_card.png?50}}      | [[Vault Access Card]]      |  200  | Used to unlock a [[:doors#vault door]]. Single use. |
  
-† Found in the [[:Contingency Plan]] DLC.+[icon:CP] Found in the [[:Contingency Plan]] DLC.
 </WRAP> </WRAP>
  
items/index.1592521237.txt.gz · Last modified: 2020/06/18 23:00 by andrew