Difference between revisions of "Electric smelter"
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=== Light and heat === | === Light and heat === | ||
− | While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 30% light level and considered "lit", negating the work speed penalty from darkness. Smelters also produce {{P|Heat Per Second}} heat per second while in ''process of smelting'' things (which is | + | While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 30% light level and considered "lit", negating the work speed penalty from darkness. Smelters also produce {{P|Heat Per Second}} heat per second while in ''process of smelting'' things (which is about half of the output of one [[heater]]). No heat is produced when idle, even if powered on. |
=== Bills === | === Bills === | ||
Line 61: | Line 61: | ||
==== Destroy weapon ==== | ==== Destroy weapon ==== | ||
{{Quote|"Use heat to destroy unwanted weapons. This process is faster than smelting, and works on non-smeltable items, but yields no resources."|Destroy weapon description}} | {{Quote|"Use heat to destroy unwanted weapons. This process is faster than smelting, and works on non-smeltable items, but yields no resources."|Destroy weapon description}} | ||
− | Weapons can be destroyed after {{Ticks|400}} of work (modified by the [[Smelting Speed|smelting speed]] of the crafter). This works for smeltable and non-smeltable weapons alike, however no materials are returned. | + | Weapons can be destroyed after {{Ticks|400}} of work (modified by the [[Smelting Speed|smelting speed]] of the crafter). This works for smeltable and non-smeltable weapons alike, however no materials are returned. A similar bill is also available for the [[electric crematorium]] and [[campfire]]. |
==== Destroy apparel ==== | ==== Destroy apparel ==== | ||
{{Quote|"Use heat to destroy unwanted apparels. This process is faster than smelting, and works on non-smeltable items, but yields no resources."|Destroy apparel description}} | {{Quote|"Use heat to destroy unwanted apparels. This process is faster than smelting, and works on non-smeltable items, but yields no resources."|Destroy apparel description}} | ||
− | Weapons can be destroyed after {{Ticks|400}} of work (modified by the [[Smelting Speed|smelting speed]] of the crafter). This works for smeltable and non-smeltable apparel alike, however no materials are returned. | + | Weapons can be destroyed after {{Ticks|400}} of work (modified by the [[Smelting Speed|smelting speed]] of the crafter). This works for smeltable and non-smeltable apparel alike, however no materials are returned. A similar bill is also available for the [[electric crematorium]] and [[campfire]]. |
== Analysis == | == Analysis == | ||
− | + | === Non-smeltable and unsellable items === | |
− | + | Destroying apparel and weapons with the electric smelter is rarely worth it. For starters smeltable items can be smelted into useful materials and unless serious [[wealth management]] is enforced, sellable items can be sold for profit. | |
− | + | Which pretty much only leaves non-smeltable [[Apparel#Tainted apparel|tainted apparel]] that needs to be destroyed. Burning them at an [[electric crematorium]] or even a [[campfire]] is much faster, however. Additionally there are two methods to get rid of unwanted items, that might require even less work: | |
− | + | # Creating a [[caravan]] and dropping items on the world map. | |
+ | # Letting them [[deteriorate]] outside, unroofed or – even faster – in water. | ||
− | === | + | === Smeltable but unsellable items === |
− | [[File:Graph1.png|thumb | + | The ''smelt metal from slag'', ''smelt apparel'' and ''smelt weapon'' are undoubtedly useful for turning [[steel slag chunk]]s, smeltable [[Apparel#Tainted apparel|tainted apparel]] and smeltable [[biocoded]] weapons respectively, into useful materials, since they are all outright unsellable. |
− | For items that | + | |
+ | === Smeltable and sellable items === | ||
+ | [[File:Graph1.png|thumb|This graph shows dependence item sell price multiplier($) from item hit points.]] | ||
+ | For items that can both be sold and smelted, the table below describes the sales value (excluding the pawns [[Trade Price Improvement]] but including the [[Sell Price Multiplier]] of the item) of the items at each quality, alongside the sales value of the raw resources that can be attained by smelting. Items that can be made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's sales value is equal to that of the raw resources. ''Never'' means the sales value of the item is never as high as the sales value of the raw resources. '''Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources.''' Note that this only considers selling each, so if you would otherwise have to buy the resources you would get from smelting, it would be better to smelt the items more often than not. | ||
In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value. | In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value. | ||
− | |||
− | ==== | + | ==== Weapons ==== |
− | {{ | + | <div><li style="display: inline-table;"> |
+ | {| {{STDT|sortable c_06 text-center}} | ||
+ | ! Name !! Material !! Material Return<br/>(on average) !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value | ||
+ | {{#ask: [[Type2::Weapons]] [[Resource 1::Stuff]] [[Stuff Tags::Metallic]] | ||
+ | | format = template | ||
+ | | template = Hit Point Market Value Inverse/relative/quality table/material | ||
+ | | link = none | ||
+ | | named args = true | ||
+ | | ?Name = 1 | ||
+ | | ?Resource 1 = R1 | ||
+ | | ?Resource 2 = R2 | ||
+ | | ?Resource 3 = R3 | ||
+ | | ?Resource 4 = R4 | ||
+ | | ?Resource 5 = R5 | ||
+ | | ?Resource 6 = R6 | ||
+ | | ?Resource 1 Amount = R1a | ||
+ | | ?Resource 2 Amount = R2a | ||
+ | | ?Resource 3 Amount = R3a | ||
+ | | ?Resource 4 Amount = R4a | ||
+ | | ?Resource 5 Amount = R5a | ||
+ | | ?Resource 6 Amount = R6a | ||
+ | | ?Type2 = Type2 | ||
+ | | ?Has Quality = HasQuality | ||
+ | | sort = From DLC, Name | ||
+ | }}{{#ask: [[Type2::Weapons]] [[Resource 1::!Stuff]] [[Resource 1::!Wood]] [[Resource 1::!Cloth]] | ||
+ | | format = template | ||
+ | | template = Hit Point Market Value Inverse/relative/quality table | ||
+ | | link = none | ||
+ | | named args = true | ||
+ | | ?Name = 1 | ||
+ | | ?Resource 1 = R1 | ||
+ | | ?Resource 2 = R2 | ||
+ | | ?Resource 3 = R3 | ||
+ | | ?Resource 4 = R4 | ||
+ | | ?Resource 5 = R5 | ||
+ | | ?Resource 6 = R6 | ||
+ | | ?Resource 1 Amount = R1a | ||
+ | | ?Resource 2 Amount = R2a | ||
+ | | ?Resource 3 Amount = R3a | ||
+ | | ?Resource 4 Amount = R4a | ||
+ | | ?Resource 5 Amount = R5a | ||
+ | | ?Resource 6 Amount = R6a | ||
+ | | ?Type2 = Type2 | ||
+ | | ?Has Quality = HasQuality | ||
+ | | sort = From DLC, Name | ||
+ | }} | ||
+ | |} | ||
+ | </li></div> | ||
+ | |||
+ | ==== Apparel ==== | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
− | ! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value | + | ! Name !! Material !! Material Return<br/>(on average) !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value |
− | + | {{#ask: [[Type::Gear]] [[Resource 1::Stuff]] [[Stuff Tags::Metallic]] | |
− | + | | format = template | |
− | + | | template = Hit Point Market Value Inverse/relative/quality table/material | |
− | + | | link = none | |
− | + | | named args = true | |
− | + | | ?Name = 1 | |
− | + | | ?Resource 1 = R1 | |
− | + | | ?Resource 2 = R2 | |
− | + | | ?Resource 3 = R3 | |
− | + | | ?Resource 4 = R4 | |
− | + | | ?Resource 5 = R5 | |
− | + | | ?Resource 6 = R6 | |
− | + | | ?Resource 1 Amount = R1a | |
− | + | | ?Resource 2 Amount = R2a | |
− | + | | ?Resource 3 Amount = R3a | |
− | + | | ?Resource 4 Amount = R4a | |
− | + | | ?Resource 5 Amount = R5a | |
− | + | | ?Resource 6 Amount = R6a | |
− | + | | ?Type2 = Type2 | |
− | + | | ?Has Quality = HasQuality | |
− | + | | sort = From DLC, Name | |
− | + | }}{{#ask: [[Type::Gear]] [[Resource 1::!Stuff]] [[Name::!Low-shield pack]] | |
− | + | | format = template | |
− | + | | template = Hit Point Market Value Inverse/relative/quality table | |
− | + | | link = none | |
− | + | | named args = true | |
− | + | | ?Name = 1 | |
− | + | | ?Resource 1 = R1 | |
− | + | | ?Resource 2 = R2 | |
− | + | | ?Resource 3 = R3 | |
− | + | | ?Resource 4 = R4 | |
− | + | | ?Resource 5 = R5 | |
− | + | | ?Resource 6 = R6 | |
− | + | | ?Resource 1 Amount = R1a | |
− | + | | ?Resource 2 Amount = R2a | |
− | + | | ?Resource 3 Amount = R3a | |
− | + | | ?Resource 4 Amount = R4a | |
− | + | | ?Resource 5 Amount = R5a | |
− | + | | ?Resource 6 Amount = R6a | |
− | + | | ?Type2 = Type2 | |
− | + | | ?Has Quality = HasQuality | |
− | + | | sort = From DLC, Name | |
− | + | }} | |
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</li></div> | </li></div> | ||
Latest revision as of 20:22, 16 January 2024
Electric smelter
Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Blocks Wind
- False
- Terrain Affordance
- Heavy
- Power
- -700 W
- Light Radius
- 3.44
- Heat Per Second
- 9
Creation
- Required Research
- Electricity
- Skill Required
- Construction 4
- Work To Make
- 3,500 ticks (58.33 secs)
- thingCategories
- BuildingsProduction
The electric smelter is a production building used to extract steel from steel slag chunks and metal weapons and armor. Colonists assigned to crafting will make use of it.
Acquisition[edit]
Electric smelters can be constructed once the electricity research project has been completed. Each requires 170 Steel, 2 Components, 3,500 ticks (58.33 secs) of work modified by the construction speed of the builder, and a construction skill of 4.
Summary[edit]
Power consumption[edit]
Electric smelters are placed on the ground and require 700 W of power. The smelter has gizmos for designating toggle power and reconnecting the power supply between circuits just like many other electric appliances, to aid in managing its high power needs.
Light and heat[edit]
While powered, smelters output light in a 6 tile radius; the nearest 3.442 tiles are above 30% light level and considered "lit", negating the work speed penalty from darkness. Smelters also produce 9 heat per second while in process of smelting things (which is about half of the output of one heater). No heat is produced when idle, even if powered on.
Bills[edit]
Powered electric smelters can convert steel slag chunks, metal weapons, and metallic armor pieces into usable metal. All bills are affected by smelting speed which is not affected by any skill but can be increased by manipulation and global work speed.
Smelt metal from slag[edit]
"Use heat and strong electromagnets to extract useful metal from slag chunks."
— Smelt metal from slag description
Steel slag chunks can be melted into 15 steel after 400 ticks (6.67 secs) of work (modified by the smelting speed of the crafter).
Smelt weapon[edit]
"Use heat and strong electromagnets to break down weapons into useful resources."
— Smelt weapon description
Metallic weapons can be smelted to return 25% of the materials used to craft them, excluding any components or advanced components, after 1,600 ticks (26.67 secs) of work (modified by the smelting speed of the crafter). Smelting will produce the same amount of materials, regardless of quality, hit points or biocoding.
Smelt apparel[edit]
"Use heat and strong electromagnets to break down metallic apparel like armor into useful resources."
— Smelt apparel description
Metallic apparel can be smelted to return 25% of the materials used to craft them, excluding any components, advanced components, or chemfuel, after 1,600 ticks (26.67 secs) of work (modified by the smelting speed of the crafter). Smelting will produce the same amount of materials, regardless of quality, hit points or tainting.
Destroy weapon[edit]
"Use heat to destroy unwanted weapons. This process is faster than smelting, and works on non-smeltable items, but yields no resources."
— Destroy weapon description
Weapons can be destroyed after 400 ticks (6.67 secs) of work (modified by the smelting speed of the crafter). This works for smeltable and non-smeltable weapons alike, however no materials are returned. A similar bill is also available for the electric crematorium and campfire.
Destroy apparel[edit]
"Use heat to destroy unwanted apparels. This process is faster than smelting, and works on non-smeltable items, but yields no resources."
— Destroy apparel description
Weapons can be destroyed after 400 ticks (6.67 secs) of work (modified by the smelting speed of the crafter). This works for smeltable and non-smeltable apparel alike, however no materials are returned. A similar bill is also available for the electric crematorium and campfire.
Analysis[edit]
Non-smeltable and unsellable items[edit]
Destroying apparel and weapons with the electric smelter is rarely worth it. For starters smeltable items can be smelted into useful materials and unless serious wealth management is enforced, sellable items can be sold for profit.
Which pretty much only leaves non-smeltable tainted apparel that needs to be destroyed. Burning them at an electric crematorium or even a campfire is much faster, however. Additionally there are two methods to get rid of unwanted items, that might require even less work:
- Creating a caravan and dropping items on the world map.
- Letting them deteriorate outside, unroofed or – even faster – in water.
Smeltable but unsellable items[edit]
The smelt metal from slag, smelt apparel and smelt weapon are undoubtedly useful for turning steel slag chunks, smeltable tainted apparel and smeltable biocoded weapons respectively, into useful materials, since they are all outright unsellable.
Smeltable and sellable items[edit]
For items that can both be sold and smelted, the table below describes the sales value (excluding the pawns Trade Price Improvement but including the Sell Price Multiplier of the item) of the items at each quality, alongside the sales value of the raw resources that can be attained by smelting. Items that can be made of different kinds of stuff do not have data. In parenthesis are the hit point percentages at which the item's sales value is equal to that of the raw resources. Never means the sales value of the item is never as high as the sales value of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so if you would otherwise have to buy the resources you would get from smelting, it would be better to smelt the items more often than not.
In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.
Weapons[edit]
Name | Material | Material Return (on average) |
Material Value | Awful Sale Value | Poor Sale Value | Normal Sale Value | Good Sale Value | Excellent Sale Value | Masterwork Sale Value | Legendary Sale Value |
---|---|---|---|---|---|---|---|---|---|---|
Breach axe | Gold | 125 | 1250 | 502 (never) | 752 (never) | 1003 (never) | 1103 (never) | 1203 (never) | 1403 (83.5%) | 1603 (76.8%) |
Breach axe | Plasteel | 12.5 | 112.5 | 49 (never) | 73 (never) | 98 (never) | 122 (85.3%) | 147 (75.9%) | 245 (59.0%) | 490 (53.2%) |
Breach axe | Silver | 125 | 125 | 52 (never) | 78 (never) | 104 (never) | 129 (88.1%) | 155 (78.4%) | 259 (59.6%) | 518 (53.5%) |
Breach axe | Steel | 12.5 | 23.8 | 11.4 (never) | 17 (never) | 22.6 (never) | 28.2 (80.5%) | 34 (71.9%) | 56 (58.1%) | 113 (52.8%) |
Breach axe | Uranium | 12.5 | 75 | 33.4 (never) | 50 (never) | 67 (never) | 84 (83.6%) | 100 (75.0%) | 167 (58.7%) | 334 (53.1%) |
Club | Gold | 100 | 1000 | – | – | 801 (never) | – | – | – | – |
Club | Plasteel | 10 | 90 | – | – | 74 (never) | – | – | – | – |
Club | Silver | 100 | 100 | – | – | 81 (never) | – | – | – | – |
Club | Steel | 10 | 19 | – | – | 16 (never) | – | – | – | – |
Club | Uranium | 10 | 60 | – | – | 50 (never) | – | – | – | – |
Gladius | Gold | 125 | 1250 | 504 (never) | 756 (never) | 1008 (never) | 1108 (never) | 1208 (never) | 1408 (83.3%) | 1608 (76.6%) |
Gladius | Plasteel | 12.5 | 112.5 | 54 (never) | 82 (never) | 109 (never) | 136 (79.6%) | 163 (71.4%) | 272 (57.8%) | 545 (52.7%) |
Gladius | Silver | 125 | 125 | 54 (never) | 81 (never) | 109 (never) | 136 (85.1%) | 163 (76.0%) | 272 (59.0%) | 543 (53.3%) |
Gladius | Steel | 12.5 | 23.8 | 13.8 (never) | 20.8 (never) | 27.6 (81.6%) | 34.6 (71.2%) | 41 (64.8%) | 69 (56.1%) | 138 (51.8%) |
Gladius | Uranium | 12.5 | 75 | 38.2 (never) | 57 (never) | 76 (89.2%) | 96 (76.9%) | 115 (69.1%) | 191 (57.3%) | 382 (52.4%) |
Ikwa | Gold | 125 | 1250 | 502 (never) | 752 (never) | 1003 (never) | 1103 (never) | 1203 (never) | 1403 (83.5%) | 1603 (76.8%) |
Ikwa | Plasteel | 12.5 | 112.5 | 49 (never) | 73 (never) | 98 (never) | 122 (85.3%) | 147 (75.9%) | 245 (59.0%) | 490 (53.2%) |
Ikwa | Silver | 125 | 125 | 52 (never) | 78 (never) | 104 (never) | 129 (88.1%) | 155 (78.4%) | 259 (59.6%) | 518 (53.5%) |
Ikwa | Steel | 12.5 | 23.8 | 11.4 (never) | 17 (never) | 22.6 (never) | 28.2 (80.5%) | 34 (71.9%) | 56 (58.1%) | 113 (52.8%) |
Ikwa | Uranium | 12.5 | 75 | 33.4 (never) | 50 (never) | 67 (never) | 84 (83.6%) | 100 (75.0%) | 167 (58.7%) | 334 (53.1%) |
Knife | Gold | 75 | 750 | 301 (never) | 451 (never) | 601 (never) | 701 (never) | 801 (86.2%) | 1001 (75.0%) | 1201 (67.5%) |
Knife | Plasteel | 7.5 | 67.5 | 28.4 (never) | 43 (never) | 57 (never) | 71 (87.0%) | 85 (77.6%) | 142 (59.4%) | 284 (53.4%) |
Knife | Silver | 75 | 75 | 30.6 (never) | 46 (never) | 61 (never) | 77 (88.4%) | 92 (78.9%) | 153 (59.8%) | 306 (53.6%) |
Knife | Steel | 7.5 | 14.3 | 6.4 (never) | 9.6 (never) | 12.8 (never) | 15.8 (84.1%) | 19 (75.0%) | 31.8 (58.7%) | 63 (53.2%) |
Knife | Uranium | 7.5 | 45 | 19.2 (never) | 28.8 (never) | 38.4 (never) | 48 (86.3%) | 58 (76.6%) | 96 (59.2%) | 192 (53.4%) |
Longsword | Gold | 250 | 2500 | 1006 (never) | 1509 (never) | 2012 (never) | 2112 (never) | 2212 (never) | 2412 (never) | 2612 (87.4%) |
Longsword | Plasteel | 25 | 225 | 104 (never) | 156 (never) | 209 (never) | 261 (81.7%) | 313 (73.1%) | 521 (58.3%) | 809 (54.5%) |
Longsword | Silver | 250 | 250 | 106 (never) | 160 (never) | 213 (never) | 266 (86.4%) | 319 (77.0%) | 532 (59.2%) | 813 (55.2%) |
Longsword | Steel | 25 | 47.5 | 25.4 (never) | 38.2 (never) | 51 (85.9%) | 64 (74.5%) | 76 (67.5%) | 127 (56.9%) | 255 (52.2%) |
Longsword | Uranium | 25 | 150 | 72 (never) | 108 (never) | 145 (never) | 181 (79.7%) | 217 (71.5%) | 362 (57.9%) | 723 (52.7%) |
Mace | Gold | 125 | 1250 | 502 (never) | 753 (never) | 1004 (never) | 1104 (never) | 1204 (never) | 1404 (83.4%) | 1604 (76.8%) |
Mace | Plasteel | 12.5 | 112.5 | 50 (never) | 75 (never) | 99 (never) | 124 (84.4%) | 149 (75.3%) | 249 (58.8%) | 497 (53.2%) |
Mace | Silver | 125 | 125 | 52 (never) | 78 (never) | 104 (never) | 130 (87.7%) | 156 (78.1%) | 261 (59.5%) | 522 (53.5%) |
Mace | Steel | 12.5 | 23.8 | 11.6 (never) | 17.4 (never) | 23.4 (never) | 29.2 (78.8%) | 35 (70.7%) | 58 (57.7%) | 117 (52.6%) |
Mace | Uranium | 12.5 | 75 | 34.2 (never) | 51 (never) | 68 (never) | 85 (82.9%) | 102 (74.1%) | 170 (58.5%) | 341 (53.0%) |
Spear | Gold | 187.5 | 1875 | 754 (never) | 1131 (never) | 1508 (never) | 1608 (never) | 1708 (never) | 1908 (89.0%) | 2108 (83.4%) |
Spear | Plasteel | 18.75 | 168.8 | 77 (never) | 115 (never) | 154 (never) | 192 (82.7%) | 231 (73.8%) | 385 (58.5%) | 754 (53.1%) |
Spear | Silver | 187.5 | 187.5 | 79 (never) | 119 (never) | 159 (never) | 198 (86.8%) | 238 (77.3%) | 397 (59.3%) | 759 (53.7%) |
Spear | Steel | 18.75 | 35.6 | 18.6 (never) | 27.8 (never) | 37.2 (87.5%) | 46 (76.5%) | 56 (68.2%) | 93 (57.1%) | 186 (52.3%) |
Spear | Uranium | 18.75 | 112.5 | 53 (never) | 80 (never) | 106 (never) | 133 (80.8%) | 160 (72.2%) | 266 (58.1%) | 532 (52.8%) |
Axe | Gold | 125 | 1250 | 502 (never) | 753 (never) | 1005 (never) | 1105 (never) | 1205 (never) | 1405 (83.4%) | 1605 (76.7%) |
Axe | Plasteel | 12.5 | 112.5 | 51 (never) | 76 (never) | 101 (never) | 126 (83.6%) | 152 (74.4%) | 253 (58.6%) | 505 (53.1%) |
Axe | Silver | 125 | 125 | 53 (never) | 79 (never) | 105 (never) | 131 (87.3%) | 158 (77.5%) | 263 (59.4%) | 525 (53.5%) |
Axe | Steel | 12.5 | 23.8 | 12 (never) | 18 (never) | 24 (89.4%) | 30 (77.5%) | 36 (69.6%) | 60 (57.4%) | 120 (52.4%) |
Axe | Uranium | 12.5 | 75 | 34.8 (never) | 52 (never) | 70 (never) | 87 (81.7%) | 104 (73.3%) | 174 (58.3%) | 348 (52.9%) |
Warhammer | Gold | 375 | 3750 | 1506 (never) | 2259 (never) | 3012 (never) | 3112 (never) | 3212 (never) | 3412 (never) | 3612 (never) |
Warhammer | Plasteel | 37.5 | 337.5 | 149 (never) | 224 (never) | 299 (never) | 373 (84.3%) | 448 (75.2%) | 699 (59.6%) | 899 (56.9%) |
Warhammer | Silver | 375 | 375 | 156 (never) | 235 (never) | 313 (never) | 391 (87.5%) | 469 (78.0%) | 713 (61.6%) | 913 (57.8%) |
Warhammer | Steel | 37.5 | 71.3 | 35 (never) | 52 (never) | 70 (never) | 87 (79.1%) | 105 (70.7%) | 175 (57.7%) | 350 (52.6%) |
Warhammer | Uranium | 37.5 | 225 | 102 (never) | 153 (never) | 205 (never) | 256 (82.7%) | 307 (74.0%) | 512 (58.5%) | 805 (54.5%) |
Assault rifle | – | 15 | 28.5 | 48 (65.6%) | 72 (57.4%) | 96 (54.9%) | 120 (53.4%) | 144 (52.4%) | 240 (50.5%) | 480 (29.7%) |
Autopistol | – | 7.5 | 14.3 | 14 (never) | 20.8 (71.1%) | 27.8 (60.8%) | 34.8 (57.7%) | 42 (56.0%) | 69 (52.7%) | 139 (50.1%) |
Bolt-action rifle | – | 15 | 28.5 | 25.6 (never) | 38.2 (74.8%) | 51 (63.5%) | 64 (58.6%) | 76 (56.9%) | 127 (53.1%) | 255 (50.3%) |
Chain shotgun | – | 17.5 | 33.3 | 40 (79.9%) | 61 (62.7%) | 81 (57.8%) | 101 (55.7%) | 121 (54.4%) | 202 (51.6%) | 405 (41.0%) |
Charge lance | – | 15 | 135 | 135 (90.0%) | 203 (69.9%) | 271 (60.0%) | 339 (57.5%) | 406 (55.8%) | 671 (52.5%) | 871 (51.4%) |
Charge rifle | – | 12.5 | 112.5 | 101 (never) | 151 (74.7%) | 202 (63.4%) | 252 (58.7%) | 303 (56.8%) | 505 (53.1%) | 802 (51.0%) |
EMP grenades | – | 5 | 9.5 | – | – | 63 (51.3%) | – | – | – | – |
EMP launcher | – | 18.75 | 35.6 | 50 (72.8%) | 76 (59.2%) | 101 (56.3%) | 126 (54.6%) | 151 (53.4%) | 252 (51.0%) | 505 (35.3%) |
Frag grenades | – | 5 | 9.5 | – | – | 53 (52.0%) | – | – | – | – |
Heavy SMG | – | 18.75 | 35.6 | 35.6 (never) | 53 (70.3%) | 71 (60.1%) | 89 (57.5%) | 106 (55.9%) | 177 (52.5%) | 355 (50.0%) |
Incendiary launcher | – | 18.75 | 35.6 | 34 (never) | 51 (71.9%) | 68 (61.4%) | 85 (58.0%) | 102 (56.2%) | 170 (52.7%) | 340 (50.1%) |
LMG | – | 18.75 | 35.6 | 42 (80.9%) | 64 (63.4%) | 85 (58.0%) | 106 (55.9%) | 127 (54.5%) | 212 (51.7%) | 425 (41.9%) |
Machine pistol | – | 11.25 | 21.4 | 22 (88.3%) | 33 (68.9%) | 44 (59.6%) | 55 (57.2%) | 66 (55.6%) | 110 (52.4%) | 220 (48.6%) |
Minigun | – | 40 | 76 | 116 (69.3%) | 174 (58.4%) | 232 (55.7%) | 290 (54.1%) | 348 (53.0%) | 580 (50.8%) | 832 (45.7%) |
Pump shotgun | – | 15 | 28.5 | 25.6 (never) | 38.2 (74.8%) | 51 (63.5%) | 64 (58.6%) | 76 (56.9%) | 127 (53.1%) | 255 (50.3%) |
Revolver | – | 7.5 | 14.3 | 13.6 (never) | 20.2 (72.3%) | 27 (61.7%) | 33.8 (58.0%) | 40 (56.4%) | 67 (52.8%) | 135 (50.1%) |
Smoke launcher | – | 18.75 | 35.6 | – | – | 76 (59.2%) | – | – | – | – |
Sniper rifle | – | 15 | 28.5 | 53 (62.3%) | 79 (56.5%) | 106 (54.2%) | 132 (52.9%) | 159 (52.0%) | 265 (50.2%) | 530 (26.9%) |
Hellcat rifle | – | 15 + 5 | 32.3 | 48 (70.3%) | 72 (58.7%) | 96 (55.9%) | 120 (54.2%) | 144 (53.1%) | 240 (50.9%) | 480 (33.6%) |
Incinerator | – | 18.75 + 7.5 | 41.3 | – | – | 106 (57.2%) | – | – | – | – |
Nerve spiker | – | 10 | 7.5 | 6.2 (never) | 9.4 (77.9%) | 12.4 (66.3%) | 15.6 (59.5%) | 18.6 (57.6%) | 31 (53.5%) | 62 (50.5%) |
Tox grenades | – | 5 | 9.5 | – | – | 63 (51.3%) | – | – | – | – |
Toxbomb launcher | – | 18.75 | 35.6 | 38 (86.3%) | 57 (67.5%) | 76 (59.2%) | 95 (56.9%) | 114 (55.3%) | 190 (52.2%) | 380 (46.9%) |
Apparel[edit]
Name | Material | Material Return (on average) |
Material Value | Awful Sale Value | Poor Sale Value | Normal Sale Value | Good Sale Value | Excellent Sale Value | Masterwork Sale Value | Legendary Sale Value |
---|---|---|---|---|---|---|---|---|---|---|
Flak helmet | Gold | 100 + 2.5 | 1022.5 | 2090 (59.7%) | 3135 (55.7%) | 4180 (53.6%) | 4680 (53.0%) | 5180 (52.4%) | 6180 (51.6%) | 7180 (51.1%) |
Flak helmet | Plasteel | 10 + 2.5 | 112.5 | 290 (57.2%) | 435 (54.0%) | 575 (52.4%) | 720 (51.4%) | 865 (50.8%) | 1445 (38.9%) | 2885 (19.5%) |
Flak helmet | Silver | 100 + 2.5 | 122.5 | 290 (58.1%) | 435 (54.5%) | 585 (52.7%) | 730 (51.7%) | 875 (51.0%) | 1455 (42.1%) | 2915 (21.0%) |
Flak helmet | Steel | 10 + 2.5 | 41.5 | 129 (55.5%) | 194 (52.8%) | 260 (51.5%) | 325 (50.7%) | 390 (50.2%) | 645 (32.2%) | 1295 (16.0%) |
Flak helmet | Uranium | 10 + 2.5 | 82.5 | 225 (56.7%) | 335 (53.7%) | 450 (52.1%) | 560 (51.2%) | 675 (50.6%) | 1120 (36.8%) | 2245 (18.4%) |
Plate armor | Gold | 425 | 4250 | 8560 (59.9%) | 12840 (55.8%) | 17125 (53.7%) | 17625 (53.5%) | 18125 (53.4%) | 19125 (53.1%) | 20125 (52.8%) |
Plate armor | Plasteel | 42.5 | 382.5 | 915 (58.0%) | 1375 (54.5%) | 1830 (52.7%) | 2290 (51.7%) | 2745 (51.0%) | 3830 (49.9%) | 4830 (39.6%) |
Plate armor | Silver | 425 | 425 | 920 (59.0%) | 1380 (55.2%) | 1835 (53.3%) | 2295 (52.1%) | 2755 (51.4%) | 3835 (50.3%) | 4835 (44.0%) |
Plate armor | Steel | 42.5 | 80.8 | 230 (56.3%) | 345 (53.4%) | 460 (51.9%) | 575 (51.0%) | 690 (50.4%) | 1150 (35.1%) | 2300 (17.6%) |
Plate armor | Uranium | 42.5 | 255 | 640 (57.5%) | 960 (54.1%) | 1280 (52.5%) | 1600 (51.5%) | 1920 (50.8%) | 3200 (39.8%) | 4280 (29.8%) |
Simple helmet | Gold | 100 | 1000 | 2005 (60.0%) | 3010 (55.8%) | 4010 (53.7%) | 4510 (53.0%) | 5010 (52.5%) | 6010 (51.7%) | 7010 (51.1%) |
Simple helmet | Plasteel | 10 | 90 | 193 (59.2%) | 290 (55.3%) | 385 (53.3%) | 480 (52.2%) | 580 (51.4%) | 965 (46.6%) | 1925 (23.4%) |
Simple helmet | Silver | 100 | 100 | 205 (59.7%) | 310 (55.6%) | 410 (53.6%) | 515 (52.4%) | 615 (51.6%) | 1030 (48.5%) | 2055 (24.3%) |
Simple helmet | Steel | 10 | 19 | 44 (58.3%) | 66 (54.7%) | 88 (52.9%) | 109 (51.9%) | 131 (51.1%) | 220 (43.2%) | 435 (21.8%) |
Simple helmet | Uranium | 10 | 60 | 131 (59.0%) | 196 (55.2%) | 260 (53.3%) | 325 (52.1%) | 395 (51.3%) | 655 (45.8%) | 1310 (22.9%) |
Kid helmet | Gold | 50 | 500 | 1005 (59.9%) | 1505 (55.8%) | 2005 (53.7%) | 2505 (52.5%) | 3005 (51.7%) | 4005 (50.6%) | 5005 (50.0%) |
Kid helmet | Plasteel | 5 | 45 | 98 (59.0%) | 147 (55.2%) | 196 (53.2%) | 245 (52.1%) | 295 (51.3%) | 490 (45.9%) | 980 (23.0%) |
Kid helmet | Silver | 50 | 50 | 104 (59.5%) | 155 (55.6%) | 205 (53.6%) | 260 (52.3%) | 310 (51.5%) | 520 (48.1%) | 1035 (24.2%) |
Kid helmet | Steel | 5 | 9.5 | 23 (57.8%) | 34 (54.5%) | 45 (52.8%) | 57 (51.7%) | 68 (51.0%) | 113 (42.0%) | 225 (21.1%) |
Kid helmet | Uranium | 5 | 30 | 67 (58.7%) | 100 (55.0%) | 134 (53.1%) | 167 (52.0%) | 200 (51.3%) | 335 (44.8%) | 670 (22.4%) |
Slave collar | Gold | 62.5 | 625 | 1255 (60.0%) | 1880 (55.8%) | 2505 (53.7%) | 3005 (52.7%) | 3505 (52.0%) | 4505 (51.0%) | 5505 (50.3%) |
Slave collar | Plasteel | 6.25 | 56.3 | 120 (59.2%) | 179 (55.4%) | 240 (53.4%) | 300 (52.2%) | 360 (51.4%) | 600 (46.9%) | 1195 (23.5%) |
Slave collar | Silver | 62.5 | 62.5 | 128 (59.7%) | 192 (55.6%) | 255 (53.6%) | 320 (52.4%) | 385 (51.6%) | 640 (48.8%) | 1280 (24.4%) |
Slave collar | Steel | 6.25 | 11.9 | 27 (58.5%) | 41 (54.7%) | 54 (53.0%) | 68 (51.9%) | 81 (51.2%) | 135 (44.0%) | 270 (22.0%) |
Slave collar | Uranium | 6.25 | 37.5 | 81 (59.1%) | 122 (55.2%) | 162 (53.3%) | 205 (52.1%) | 245 (51.3%) | 405 (46.3%) | 810 (23.1%) |
Slicecap | Gold | 37.5 | 375 | 755 (59.9%) | 1130 (55.8%) | 1505 (53.7%) | 1885 (52.5%) | 2260 (51.6%) | 3505 (50.2%) | 4505 (41.6%) |
Slicecap | Plasteel | 3.75 | 33.8 | 75 (58.8%) | 113 (55.0%) | 151 (53.1%) | 189 (52.0%) | 225 (51.3%) | 375 (45.0%) | 755 (22.4%) |
Slicecap | Silver | 37.5 | 37.5 | 79 (59.4%) | 118 (55.4%) | 157 (53.5%) | 197 (52.3%) | 235 (51.5%) | 395 (47.5%) | 785 (23.9%) |
Slicecap | Steel | 3.75 | 7.1 | 18 (57.4%) | 27 (54.1%) | 36 (52.4%) | 45 (51.5%) | 54 (50.8%) | 89 (40.0%) | 179 (19.9%) |
Slicecap | Uranium | 3.75 | 22.5 | 52 (58.3%) | 78 (54.7%) | 104 (52.9%) | 130 (51.8%) | 156 (51.1%) | 260 (43.3%) | 520 (21.6%) |
Torture crown | Gold | 62.5 | 625 | 1250 (60.0%) | 1880 (55.8%) | 2505 (53.7%) | 3005 (52.7%) | 3505 (52.0%) | 4505 (51.0%) | 5505 (50.3%) |
Torture crown | Plasteel | 6.25 | 56.3 | 117 (59.5%) | 176 (55.5%) | 235 (53.5%) | 295 (52.3%) | 350 (51.5%) | 585 (48.1%) | 1170 (24.0%) |
Torture crown | Silver | 62.5 | 62.5 | 127 (59.8%) | 191 (55.7%) | 255 (53.6%) | 320 (52.4%) | 380 (51.6%) | 635 (49.2%) | 1270 (24.6%) |
Torture crown | Steel | 6.25 | 11.9 | 26 (58.9%) | 39 (55.1%) | 52 (53.2%) | 65 (52.1%) | 78 (51.3%) | 130 (45.7%) | 260 (22.8%) |
Torture crown | Uranium | 6.25 | 37.5 | 79 (59.4%) | 119 (55.4%) | 158 (53.4%) | 198 (52.2%) | 235 (51.5%) | 395 (47.5%) | 790 (23.7%) |
Visage mask | Gold | 37.5 | 375 | 755 (59.9%) | 1130 (55.8%) | 1505 (53.7%) | 1885 (52.5%) | 2260 (51.6%) | 3505 (50.2%) | 4505 (41.6%) |
Visage mask | Plasteel | 3.75 | 33.8 | 75 (58.8%) | 113 (55.0%) | 151 (53.1%) | 189 (52.0%) | 225 (51.3%) | 375 (45.0%) | 755 (22.4%) |
Visage mask | Silver | 37.5 | 37.5 | 79 (59.4%) | 118 (55.4%) | 157 (53.5%) | 197 (52.3%) | 235 (51.5%) | 395 (47.5%) | 785 (23.9%) |
Visage mask | Steel | 3.75 | 7.1 | 18 (57.4%) | 27 (54.1%) | 36 (52.4%) | 45 (51.5%) | 54 (50.8%) | 89 (40.0%) | 179 (19.9%) |
Visage mask | Uranium | 3.75 | 22.5 | 52 (58.3%) | 78 (54.7%) | 104 (52.9%) | 130 (51.8%) | 156 (51.1%) | 260 (43.3%) | 520 (21.6%) |
Coronet | Gold | 125 | 1250 | 2515 (59.9%) | 3770 (55.8%) | 5025 (53.7%) | 5525 (53.2%) | 6025 (52.7%) | 7025 (51.9%) | 8025 (51.4%) |
Coronet | Plasteel | 12.5 | 112.5 | 255 (58.5%) | 385 (54.8%) | 515 (53.0%) | 640 (51.9%) | 770 (51.2%) | 1285 (43.8%) | 2565 (21.9%) |
Coronet | Silver | 125 | 125 | 265 (59.3%) | 395 (55.4%) | 530 (53.4%) | 660 (52.2%) | 795 (51.4%) | 1320 (47.3%) | 2645 (23.6%) |
Coronet | Steel | 12.5 | 23.8 | 62 (57.1%) | 93 (53.9%) | 124 (52.3%) | 155 (51.3%) | 186 (50.7%) | 310 (38.3%) | 620 (19.2%) |
Coronet | Uranium | 12.5 | 75 | 177 (58.1%) | 265 (54.6%) | 355 (52.8%) | 445 (51.7%) | 530 (51.0%) | 885 (42.4%) | 1775 (21.1%) |
Crown | Gold | 187.5 | 1875 | 3770 (59.9%) | 5655 (55.8%) | 7540 (53.7%) | 8040 (53.3%) | 8540 (53.0%) | 9540 (52.4%) | 10540 (51.9%) |
Crown | Plasteel | 18.75 | 168.8 | 385 (58.5%) | 575 (54.8%) | 770 (53.0%) | 960 (51.9%) | 1155 (51.2%) | 1925 (43.8%) | 3770 (22.4%) |
Crown | Silver | 187.5 | 187.5 | 395 (59.4%) | 595 (55.4%) | 795 (53.4%) | 990 (52.2%) | 1190 (51.4%) | 1985 (47.2%) | 3795 (24.7%) |
Crown | Steel | 18.75 | 35.6 | 93 (57.1%) | 139 (53.9%) | 186 (52.3%) | 230 (51.4%) | 280 (50.7%) | 465 (38.3%) | 930 (19.2%) |
Crown | Uranium | 18.75 | 112.5 | 265 (58.1%) | 400 (54.5%) | 530 (52.8%) | 665 (51.7%) | 800 (51.0%) | 1330 (42.3%) | 2660 (21.1%) |
Stellic crown | Gold | 212.5 | 2125 | 4250 (60.0%) | 6375 (55.8%) | 8500 (53.8%) | 9000 (53.4%) | 9500 (53.1%) | 10500 (52.6%) | 11500 (52.1%) |
Stellic crown | Plasteel | 21.25 | 191.3 | 380 (60.2%) | 575 (55.8%) | 765 (53.8%) | 955 (52.5%) | 1145 (51.7%) | 1910 (50.0%) | 3765 (25.4%) |
Stellic crown | Silver | 212.5 | 212.5 | 425 (60.0%) | 635 (55.9%) | 850 (53.8%) | 1060 (52.5%) | 1275 (51.7%) | 2125 (50.0%) | 3850 (27.6%) |
Stellic crown | Steel | 21.25 | 40.4 | 81 (60.0%) | 121 (55.8%) | 162 (53.7%) | 200 (52.5%) | 240 (51.7%) | 405 (49.8%) | 805 (25.1%) |
Stellic crown | Uranium | 21.25 | 127.5 | 255 (60.0%) | 380 (55.9%) | 510 (53.8%) | 635 (52.5%) | 765 (51.7%) | 1275 (50.0%) | 2550 (25.0%) |
Firefoam pop pack | – | 5 | 9.5 | 72 (50.8%) | 107 (44.4%) | 143 (33.2%) | 179 (26.5%) | 215 (22.1%) | 355 (13.4%) | 715 (6.6.%) |
Flak jacket | – | 17.5 + 12.5 | 52 | 145 (56.5%) | 215 (53.5%) | 290 (52.0%) | 360 (51.1%) | 435 (50.5%) | 725 (35.9%) | 1450 (17.9%) |
Flak pants | – | 15 + 7.5 | 39.8 | 113 (56.3%) | 169 (53.4%) | 225 (51.9%) | 280 (51.0%) | 335 (50.5%) | 560 (35.5%) | 1125 (17.7%) |
Flak vest | – | 15 + 7.5 | 39.8 | 113 (56.3%) | 169 (53.4%) | 225 (51.9%) | 280 (51.0%) | 335 (50.5%) | 560 (35.5%) | 1125 (17.7%) |
Marine armor | – | 25 + 5 | 255 | 1015 (53.8%) | 1525 (51.7%) | 2035 (50.6%) | 2535 (50.0%) | 3035 (42.0%) | 4035 (31.6%) | 5035 (25.3%) |
Marine helmet | – | 10 | 90 | 315 (54.6%) | 475 (52.2%) | 635 (51.0%) | 795 (50.3%) | 950 (47.4%) | 1585 (28.4%) | 3175 (14.2%) |
Recon armor | – | 20 + 2.5 | 195 | 770 (53.8%) | 1155 (51.7%) | 1540 (50.7%) | 1925 (50.0%) | 2310 (42.2%) | 3540 (27.5%) | 4540 (21.5%) |
Recon helmet | – | 7.5 | 67.5 | 260 (54.0%) | 395 (51.8%) | 525 (50.7%) | 655 (50.1%) | 785 (43.0%) | 1310 (25.8%) | 2625 (12.9%) |
Shield belt | – | 12.5 + 5 | 68.8 | 195 (56.3%) | 290 (53.4%) | 390 (51.9%) | 485 (51.0%) | 585 (50.4%) | 975 (35.3%) | 1950 (17.6%) |
Smokepop pack | – | 5 | 9.5 | 83 (50.4%) | 125 (38.0%) | 166 (28.6%) | 205 (23.2%) | 250 (19.0%) | 415 (11.4%) | 830 (5.7.%) |
Biomutation lance | – | 0.25 + 12.5 + 5 | 111.9 | – | – | 850 (50.8%) | – | – | – | – |
Deadlife pack | – | 7.5 + 0.25 | 105.6 | – | – | 445 (53.4%) | – | – | – | – |
Disruptor flare pack | – | Expression error: Unexpected round operator. + 7.5 | 5.6 | – | – | 80 (35.2%) | – | – | – | – |
Ritual mask | – | 6.25 | 4.7 | 23 (52.6%) | 35 (50.8%) | 46 (50.0%) | 58 (40.4%) | 69 (34.0%) | 115 (20.4%) | 230 (10.2%) |
Shard insanity lance | – | 0.25 + 18.75 | 114.1 | 265 (58.3%) | 395 (54.7%) | 530 (52.9%) | 660 (51.8%) | 795 (51.1%) | 1325 (43.0%) | 2650 (21.5%) |
Shard shock lance | – | 0.25 + 15 | 111.3 | 255 (58.4%) | 380 (54.8%) | 510 (53.0%) | 635 (51.9%) | 765 (51.1%) | 1275 (43.6%) | 2550 (21.8%) |
Turret pack | – | 17.5 | 33.3 | 118 (54.5%) | 176 (52.2%) | 235 (51.0%) | 295 (50.3%) | 350 (47.5%) | 585 (28.4%) | 1175 (14.1%) |
Airwire headset | – | 12.5 | 23.8 | 115 (52.7%) | 173 (50.9%) | 230 (50.1%) | 285 (41.7%) | 345 (34.4%) | 575 (20.7%) | 1150 (10.3%) |
Array headset | – | 12.5 | 23.8 | 180 (50.8%) | 270 (44.0%) | 360 (33.0%) | 450 (26.4%) | 540 (22.0%) | 900 (13.2%) | 1800 (6.6.%) |
Bandwidth pack | – | 12.5 | 23.8 | 680 (17.5%) | 1020 (11.6%) | 1360 (8.7.%) | 1700 (7.0.%) | 2040 (5.8.%) | 3360 (3.5.%) | 4360 (2.7.%) |
Control pack | – | 25 | 47.5 | 198 (53.5%) | 295 (51.5%) | 395 (50.5%) | 495 (48.0%) | 590 (40.3%) | 985 (24.1%) | 1975 (12.0%) |
Gas mask | – | 5 | 9.5 | 53 (52.0%) | 80 (50.5%) | 106 (44.8%) | 133 (35.7%) | 159 (29.9%) | 265 (17.9%) | 530 (9.0.%) |
Integrator headset | – | 12.5 | 112.5 | 1215 (46.3%) | 1825 (30.8%) | 2435 (23.1%) | 2935 (19.2%) | 3435 (16.4%) | 4435 (12.7%) | 5435 (10.3%) |
Mechcommander helmet | – | 15 | 135 | 645 (52.7%) | 965 (51.0%) | 1290 (50.1%) | 1610 (41.9%) | 1935 (34.9%) | 3225 (20.9%) | 4290 (15.7%) |
Mechlord helmet | – | 30 | 270 | 2665 (50.0%) | 4000 (33.8%) | 5335 (25.3%) | 5835 (23.1%) | 6335 (21.3%) | 7335 (18.4%) | 8335 (16.2%) |
Mechlord suit | – | 30 | 270 | 3445 (39.2%) | 5170 (26.1%) | 6895 (19.6%) | 7395 (18.3%) | 7895 (17.1%) | 8895 (15.2%) | 9895 (13.6%) |
Tox pack | – | 2.5 | 4.8 | 66 (36.0%) | 99 (24.0%) | 132 (18.0%) | 165 (14.4%) | 198 (12.0%) | 330 (7.2.%) | 660 (3.6.%) |
Cataphract armor | – | 37.5 + 12.5 | 412.5 | 1560 (54.1%) | 2340 (51.9%) | 3120 (50.8%) | 3620 (50.3%) | 4120 (50.0%) | 5120 (40.3%) | 6120 (33.7%) |
Cataphract helmet | – | 12.5 | 112.5 | 370 (55.1%) | 560 (52.5%) | 745 (51.3%) | 930 (50.5%) | 1115 (50.0%) | 1860 (30.2%) | 3725 (15.1%) |
Grenadier armor | – | 25 + 5 + 18.75 | 290.6 | 1150 (53.8%) | 1730 (51.7%) | 2305 (50.7%) | 2805 (50.1%) | 3305 (44.0%) | 4305 (33.8%) | 5305 (27.4%) |
Gunlink | – | 2.5 | 22.5 | – | – | 345 (32.6%) | – | – | – | – |
Jump pack | – | 7.5 | 67.5 | 320 (52.8%) | 485 (51.0%) | 645 (50.1%) | 805 (41.9%) | 965 (35.0%) | 1610 (21.0%) | 3225 (10.5%) |
Locust armor | – | 30 + 2.5 | 285 | 1115 (53.9%) | 1670 (51.8%) | 2230 (50.7%) | 2730 (50.1%) | 3230 (44.1%) | 4230 (33.7%) | 5230 (27.2%) |
Phoenix armor | – | 37.5 + 12.5 + 18.75 | 448.1 | 1740 (53.9%) | 2610 (51.8%) | 3480 (50.7%) | 3980 (50.3%) | 4480 (50.0%) | 5480 (40.9%) | 6480 (34.6%) |
Prestige cataphract armor | – | 47.5 + 12.5 + 4.5 | 547.5 | 1965 (54.5%) | 2945 (52.1%) | 3930 (51.0%) | 4430 (50.6%) | 4930 (50.3%) | 5930 (46.2%) | 6930 (39.5%) |
Prestige cataphract helmet | – | 18.75 + 2.25 | 191.3 | 575 (55.8%) | 865 (53.0%) | 1155 (51.6%) | 1445 (50.8%) | 1730 (50.3%) | 2885 (33.1%) | 4155 (23.0%) |
Prestige marine armor | – | 30 + 5 + 2.5 | 325 | 1265 (53.9%) | 1895 (51.8%) | 2530 (50.7%) | 3030 (50.2%) | 3530 (46.0%) | 4530 (35.9%) | 5530 (29.4%) |
Prestige marine helmet | – | 12.5 + 1.25 | 125 | 425 (54.9%) | 635 (52.4%) | 850 (51.2%) | 1060 (50.4%) | 1275 (49.0%) | 2125 (29.4%) | 3850 (16.2%) |
Prestige recon armor | – | 25 + 2.5 + 2.25 | 262.5 | 985 (54.2%) | 1480 (51.9%) | 1975 (50.8%) | 2470 (50.2%) | 2960 (44.3%) | 3975 (33.0%) | 4975 (26.4%) |
Prestige recon helmet | – | 10 + 1 | 100 | 355 (54.5%) | 535 (52.2%) | 715 (51.0%) | 895 (50.3%) | 1070 (46.7%) | 1785 (28.0%) | 3575 (14.0%) |
Version history[edit]
- 0.4.460 - Added as Slag Refinery
- 1.3.3087 - Pawns no longer smelt relics , to avoid accidental mishaps.
- 1.4.3523 - Smelted armor no longer returns chemfuel.
- 1.4.3641 - Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. (Eg plate armor)