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Key to the symbols:

Inventory

Is a consumable item treated as inventory

Utility Gun Modules

Module that can be equipped to your utility gun

This is the number of Shakras it costs to purchase this item

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Affects your characters skills, stats, or inventory

Xenosuit Modules

Module that can be equipped to your xenosuit

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The number of module slots this item takes up on your ship, xenosuit or utility gun

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Grants access to a book or knowledge

Well-read Alchemist

Increase Alchemy by 1 skill point

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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

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Module slots

required

Essential Alchemy

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

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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

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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

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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

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Module slots

required

Alchemist Travel Module C

Allows you to carry 5 potion stacks at a cost of one inventory slot

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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

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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

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Xenosuit Module

Module slots

required

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