top of page
TCG Database

ZENBOT

*Must have unlocked the capability to craft these items. You will find crafting abilities under the "Fishing" Shakra Tree

zenbot
NAME
INFORMATION
BUY FOR
SELL FOR
PHOTON KNIFE C CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 4. Also suffer 1 life support damage each time you use the knife as its up close and personal
200
25
PHOTON KNIFE B CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 4. Also suffer 1 life support damage each time you use the knife as its up close and personal
250
30
PHOTON KNIFE A CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 5. Also suffer 1 life support damage each time you use the knife as its up close and personal
300
35
PHOTON KNIFE S CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 7. Also suffer 1 life support damage each time you use the knife as its up close and personal
350
60
PHOTON CANNON C CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 minus 1. Each attack uses 10 photonic rays
250
50
PHOTON CANNON B CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 . Each attack uses 10 photonic rays
300
60
PHOTON CANNON A CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 + 2. Each attack uses 10 photonic rays
350
80
PHOTON CANNON S CLASS
Install in one of your utility gun technology slots. Requires Photonic Ray ammo. Attack = 1d8 + 4. Each attack uses 10 photonic rays
400
100
PHOTONICISOR P CLASS
Install in one of your utility gun technology slots. Reduces the cost of each photon cannon attack to 5 photonic rays as opposed to 10.
100
10
SOULARIS C CLASS
Install in one of your utility gun technology slots. Requires Soular ammo. Attack = Removes one shield point from target enemy for remainder of the fight
250
25
SOULARIS B CLASS
Install in one of your utility gun technology slots. Requires Soular ammo. 1 Soular fired at a time and counts as your turn. The attack Removes two shield points from target enemy for remainder of the fight
300
50
SOULARIS A CLASS
Install in one of your utility gun technology slots. Requires Soular ammo. 1 Soular fired at a time and counts as your turn. The attack Removes three shield points from target enemy for remainder of the fight
350
70
SOULARIS S CLASS
Install in one of your utility gun technology slots. Requires Soular ammo. 1 Soular fired at a time and counts as your turn. The attack Removes four shield points from target enemy for remainder of the fight
400
100
SHORIN
Install in one of your utility gun technology slots. The Shorins purpose is unknown, but it glows neon blue...
2500
0
TORCHLIGHT UG
Install in one of your utility gun technology slots. Whilst installed you will be able to traverse dark caves and dungeon areas.
50
5
ELECTRONIC SCRAMBLER
You have gained 3 Electronic Scramblers. Each Scrambler allows you to hack C Class electrical / digital systems without having to pass a hacking check
40
5
ELECTRONIC SCRAMBLER
You have gained 3 Electronic Scramblers. Each Scrambler allows you to hack C, B Class electrical / digital systems without having to pass a hacking check
50
8
ELECTRONIC SCRAMBLER
You have gained 3 Electronic Scramblers. Each Scrambler allows you to hack C, B, A Class electrical / digital systems without having to pass a hacking check
60
10
JETPACK FUEL X10
Restores 10 points of fuel to your jetpack
10
2
JETPACK FUEL X50
Restores 50 points of fuel to your jetpack
40
16
JETPACK FUEL X100
Restores 100 points of fuel to your jetpack
75
20
JETPACK UPGRADE
Can purchase several of these. Increases total Jetpack capacity by 5 points
60
15
KEYCARD
Each keycard gives you one attempt at a C Class Hacking check at no cost to endurance
30
5
KEYCARD
Each keycard gives you one attempt at a B Class Hacking check at no cost to endurance
40
8
KEYCARD
Each keycard gives you one attempt at a A Class Hacking check at no cost to endurance
50
10
LOCKPICK
Each lockpick gives you one attempt at a C Class lockpick check at no cost to endurance
10
1
LOCKPICK
Each lockpick gives you one attempt at a B Class lockpick check at no cost to endurance
15
3
LOCKPICK
Each lockpick gives you one attempt at a A Class lockpick check at no cost to endurance
20
5
NANOCORE
Nanocores are used for a number of different purposes. They essentially power Cybernetic enhancements and other strange devices around Anarkand
80
10
POWER CORE
Power Cores can be used as a power source in certain places on Anarkand. They can also be used in the crafting of turrets
250
50
SKELETON KEY
Each Skeleton key is single use. It allows you to open C Class locks without having to pass a lockpick check. In addition there is no cost to your endurance
40
5
SKELETON KEY
Each Skeleton key is single use. It allows you to open C, B Class locks without having to pass a lockpick check. In addition there is no cost to your endurance
50
8
SKELETON KEY
Each Skeleton key is single use. It allows you to open C, B, A Class locks without having to pass a lockpick check. In addition there is no cost to your endurance
60
10
THROWING DAGGER
1 throwing dagger can be thrown alongside your normal attack. Each dagger thrown will do 1 damage direct to enemy health
40
8
BATTLE TURRET
Build at your Nebulon workbench
N / A
160
BOMB
Build at your Nebulon workbench
N / A
5
COMBAT TURRET
Build at your Nebulon workbench
N / A
200
EMP BULLET
Ammo used in utility gun EMP Pistol modules
40
5
IONISER CAPSULE
Ammo used in utility gun ioniser modules
45
2
KOBALLAH BOMB
Found only in the Utility Gun Shakra Abilities Tree. Purchased only by using Shakras.
N / A
35
N6 BULLETS
Ammo used by the Nebulon Machine Gun
4
1
N6 MISSILES
Ammo used by the Nebulon Missile Launcher
12
1
N6 TORPEDOES
Ammo used by the Nebulon Torpedo Launcher
13
1
PARALYSIS MINE
Weapon that you can throw alongside your normal attack. This will reduce the target enemies next attack by 1
80
10
PHOTONIC RAY
Ammo used in utility gun Photon Beam modules
3
1
POISON ARROW
Ammo used in utility gun Poison Arrow module
25
2
PLASMA GRENADE
Build at your Nebulon workbench
N / A
5
ROCKET
Ammo used if you have installed a rocket port on your xenosuit. Rockets can be fired as your turn and do a direct health damage of 5
250
30
SHOTGUN TURRET
Build at your Nebulon workbench
N / A
120
SOULAR
Ammo used in utility gun Soularis modules
15
3
SOUL TRAPPER
Build at your Nebulon workbench
N / A
10
STUN GRENADE
Build at your Nebulon workbench
N / A
5
XENOBOMB
Build at your Nebulon workbench
N / A
5
CURE POISON PACK
These packs can be used any time out of combat, or used as your turn in combat. Instantly cures poisons only
60
6
DETOXIFIER
Crafted at a med-station
N / A
5
HEALTH PACK SMALL
These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 3 life support
50
5
HEALING PASTE SMALL
Crafted at an alchemy table
N / A
5
HEALING PASTE MEDIUM
Crafted at an alchemy table
N / A
10
HEALING PASTE LARGE
Crafted at an alchemy table
N / A
15
HEALTH PACK MEDIUM
These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 6 life support
70
7
HEALTH PACK LARGE
These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 10 life support
100
10
HEALTH POTION SMALL
These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 1 life support
10
1
HEALTH POTION MEDIUM
These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 2 to your life support
20
2
HEALTH POTION LARGE
These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 3 health
30
3
HEALING SALVE
Each healing salve used will restore 1 point of life support. Can use out of combat anytime. In combat, the use of healing salve counts as your turn, however you can use as many of them as you want within that turn
10
1
LIFEGIVER INJECTION
If a crewmate dies in combat, you may use this consumable on them as your turn and they will be restored to life with 1 life support
300
35
LIFEGIVER BLOOD PACK
If you die in combat, you may use this consumable immediately upon death. You will be restored to life with 1 life support
300
35
MEDICAL FORTITUDE SMALL
These packs can be used any time in or out of combat to grant you a one time +1 to medical & science check rolls
30
3
MEDICAL FORTITUDE MEDIUM
These packs can be used any time in or out of combat to grant you a one time +2 to medical & science check rolls
50
5
MEDICAL FORTITUDE LARGE
These packs can be used any time in or out of combat to grant you a one time +4 to medical & science check rolls
60
6
SCIENCE BOOSTER
Can be crafted at a med-station
N / A
15
ANIMA VIAL ( EMPTY )
Empty vial of Anima. You must fill the vial with either 100 blue serum or 100 red serum. When full, you can use the filled vial during your turn, and depending on its contents you will receive a substantial bonus until the end of the current fight. 100 red serum - Every attack you make will be doubled 100 blue serum - Your shield is doubled. After the fight is over, you lose the vial and its contents
250
40
ANIMA VIAL ( FILLED RED )
Anima Vial filled with red serum. Every attack you make will be doubled for this fight. Once the fight is over, you lose the vial and its contents
500
150
ANIMA VIAL ( FILLED BLUE )
Anima Vial filled with blue serum. Your shield is doubled for this fight. Once the fight is over, you lose the vial and its contents
500
150
BLUE SERUM
1 Serum of this colour type, used in various ways
5
1
CREW DOUBLE ATTACK
When consumed, all attacks your crew make will be doubled until either you, your crew, or the enemy, is defeated
350
20
DOUBLE ATTACK
When consumed, all attacks you make will be doubled until either you, or the enemy, is defeated
300
20
ESSENCE
1 piece of Essence used in a multitude of ways
10
2
GREEN SERUM
1 Serum of this colour type, used in various ways
5
1
HUMAN SKULL
Its use is unknown
0
20
LIFE SUPPORT VESSEL
When consumed, will restore your life support fully - can be used in or out of combat
400
40
POISON SMALL
These potions can be used as your turn in combat. You will poison the target enemy. After each and every attack it makes it will lose 1 point of health. Doesn't work on enemies that are immune to poison. You must also have a xenobiology skill of 5
150
10
POISON MEDIUM
These potions can be used as your turn in combat. You will poison the target enemy. After each and every attack it makes it will lose 2 points of health. Doesn't work on enemies that are immune to poison. You must also have a xenobiology skill of 10
250
20
POISON LARGE
These potions can be used as your turn in combat. You will poison the target enemy. After each and every attack it makes it will lose 3 points of health. Doesn't work on enemies that are immune to poison. You must also have a xenobiology skill of 15
350
30
PROTECT POTION SMALL
These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 1. Effects end once attacked
20
2
PROTECT POTION MEDIUM
These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 2. Effects end once attacked
30
6
PROTECT POTION LARGE
These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 3. Effects end once attacked
40
7
PURPLE SERUM
1 Serum of this colour type, used in various ways
5
1
RED SERUM
1 Serum of this colour type, used in various ways
5
1
REFLECT PACK SMALL
These packs can be used as your turn in combat, it will reflect 1 point of damage back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence
20
5
REFLECT PACK MEDIUM
These packs can be used as your turn in combat, it will reflect 2 points of damage back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence
25
7
REFLECT PACK LARGE
These packs can be used as your turn in combat, it will reflect 3 points of damage back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence
80
10
SPEED PACK SMALL
These packs can be used any time in or out of combat to grant you a one time +1 to speed check rolls
20
5
SPEED PACK MEDIUM
These potions can be used any time in or out of combat to grant you a one time +2 to speed check rolls
25
6
SPEED PACK LARGE
These packs can be used any time in or out of combat to grant you a one time +3 to speed check rolls
30
7
SHIELD BOOSTER
Can be consumed just before a fight is initiated or as your turn during a fight and you and all of your crewmates will receive +1 shielding until the end of the fight
150
15
STEELY DETERMINATION
If you fail a determination check, you may now make a second attempt at it and it won't cost you one point of your Endurance
200
20
2ND CHANCE MENTALITY
If you fail a mentality check, you may now make a second attempt at it and it won't cost you one point of your Endurance
150
20
2ND CHANCE STRENGTH
If you fail a strength check, you may now make a second attempt at it and it won't cost you one point of your Endurance
150
20
2ND CHANCE SURVIVALISM
If you fail a survivalist check, you may now make a second attempt at it and it won't cost you one point of your Endurance
150
20
bottom of page