
Key to the symbols:
Is a consumable item treated as inventory
Module that can be equipped to your utility gun
This is the number of Shakras it costs to purchase this item
Affects your characters skills, stats, or inventory
Module that can be equipped to your xenosuit
The number of module slots this item takes up on your ship, xenosuit or utility gun
Grants access to a book or knowledge
Well-read Alchemist
Increase Alchemy by 1 skill point


Permanent skill item
Module slots
required

Cure Module
Out of combat you can now cure crewmates who are suffering from poison ailments.
Cost of 20 essence per ailment cured

Xenosuit module

Module slots
required

Essential Alchemy
You can trade 300 essence for one skill point at any time when you consume this item.


Consumable player item
Module slots
required

Alchemy in Essence Vol 1
You can now create and craft items from volume 1 of the book "Alchemy in Essence". You will find this book in the library of your ship.

New crafting capabilities

Module slots
required

Alchemy in Essence Vol 2
You can now create and craft items from volume 2 of the book "Alchemy in Essence". Must have unlocked Volume 1 first

New crafting capabilities

Module slots
required

Alchemy in Essence Vol 3
You can now create and craft items from volume 3 of the book "Alchemy in Essence". Must have unlocked Volume 1 & 2 first

New crafting capabilities

Module slots
required

Alchemist Travel Module C
Allows you to carry 5 potion stacks at a cost of one inventory slot


Xenosuit Module
Module slots
required

Alchemist Travel Module B
Allows you to carry 10 potion stacks at a cost of one inventory slot. Must own Alchemist Travel Module C. This replaces it and upgrades it


Xenosuit Module
Module slots
required

Alchemist Travel Module A
Allows you to carry ALL potion stacks at a cost of one inventory slot. Must own Alchemist Travel Module B. This replaces it and upgrades it


Xenosuit Module
Module slots
required

